// Copyright (c) 2017- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include #include "base/display.h" #include "math/lin/matrix4x4.h" #include "ext/native/thin3d/thin3d.h" #include "base/basictypes.h" #include "file/vfs.h" #include "file/zip_read.h" #include "i18n/i18n.h" #include "Common/ColorConv.h" #include "Common/MathUtil.h" #include "Core/Host.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/System.h" #include "Core/Reporting.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Debugger/Stepping.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Common/ShaderTranslation.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Common/PostShader.h" #include "GPU/D3D11/FramebufferManagerD3D11.h" #include "GPU/D3D11/ShaderManagerD3D11.h" #include "GPU/D3D11/TextureCacheD3D11.h" #include "GPU/D3D11/DrawEngineD3D11.h" #include "UI/OnScreenDisplay.h" #include "ext/native/thin3d/thin3d.h" #include #ifdef _M_SSE #include #endif static const char *vscode = "struct VS_IN {\n" " float4 ObjPos : POSITION;\n" " float2 Uv : TEXCOORD0;\n" "};" "struct VS_OUT {\n" " float2 Uv : TEXCOORD0;\n" " float4 ProjPos : SV_Position;\n" "};\n" "VS_OUT main(VS_IN In) {\n" " VS_OUT Out;\n" " Out.ProjPos = In.ObjPos;\n" " Out.Uv = In.Uv;\n" " return Out;\n" "}\n"; static const char *pscode = "SamplerState samp : register(s0);\n" "Texture2D tex : register(t0);\n" "struct PS_IN {\n" " float2 Uv : TEXCOORD0;\n" "};\n" "float4 main( PS_IN In ) : SV_Target {\n" " float4 c = tex.Sample(samp, In.Uv);\n" " return c;\n" "}\n"; const D3D11_INPUT_ELEMENT_DESC FramebufferManagerD3D11::g_QuadVertexElements[2] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, }, }; // The current simple shader translator outputs everything as semantic texcoords, so let's just play along // for simplicity. const D3D11_INPUT_ELEMENT_DESC FramebufferManagerD3D11::g_PostVertexElements[2] = { { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 12, }, }; FramebufferManagerD3D11::FramebufferManagerD3D11(Draw::DrawContext *draw) : FramebufferManagerCommon(draw) { device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE); context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT); featureLevel_ = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL); std::vector bytecode; std::string errorMsg; quadVertexShader_ = CreateVertexShaderD3D11(device_, vscode, strlen(vscode), &bytecode, featureLevel_); quadPixelShader_ = CreatePixelShaderD3D11(device_, pscode, strlen(pscode), featureLevel_); ASSERT_SUCCESS(device_->CreateInputLayout(g_QuadVertexElements, ARRAY_SIZE(g_QuadVertexElements), bytecode.data(), bytecode.size(), &quadInputLayout_)); // STRIP geometry static const float fsCoord[20] = { -1.0f,-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, }; D3D11_BUFFER_DESC vb{}; vb.ByteWidth = 20 * 4; vb.Usage = D3D11_USAGE_IMMUTABLE; vb.CPUAccessFlags = 0; vb.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA data{ fsCoord }; ASSERT_SUCCESS(device_->CreateBuffer(&vb, &data, &fsQuadBuffer_)); vb.Usage = D3D11_USAGE_DYNAMIC; vb.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ASSERT_SUCCESS(device_->CreateBuffer(&vb, nullptr, &quadBuffer_)); vb.ByteWidth = ROUND_UP(sizeof(PostShaderUniforms), 16); vb.Usage = D3D11_USAGE_DYNAMIC; vb.BindFlags = D3D11_BIND_CONSTANT_BUFFER; ASSERT_SUCCESS(device_->CreateBuffer(&vb, nullptr, &postConstants_)); ShaderTranslationInit(); CompilePostShader(); D3D11_TEXTURE2D_DESC packDesc{}; packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; packDesc.BindFlags = 0; packDesc.Width = 512; // 512x512 is the maximum size of a framebuffer on the PSP. packDesc.Height = 512; packDesc.ArraySize = 1; packDesc.MipLevels = 1; packDesc.Usage = D3D11_USAGE_STAGING; packDesc.SampleDesc.Count = 1; packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; ASSERT_SUCCESS(device_->CreateTexture2D(&packDesc, nullptr, &packTexture_)); } FramebufferManagerD3D11::~FramebufferManagerD3D11() { packTexture_->Release(); ShaderTranslationShutdown(); // Drawing cleanup if (quadVertexShader_) quadVertexShader_->Release(); if (quadPixelShader_) quadPixelShader_->Release(); quadInputLayout_->Release(); quadBuffer_->Release(); fsQuadBuffer_->Release(); postConstants_->Release(); if (drawPixelsTex_) drawPixelsTex_->Release(); if (drawPixelsTexView_) drawPixelsTexView_->Release(); if (postVertexShader_) { postVertexShader_->Release(); } if (postPixelShader_) { postPixelShader_->Release(); } if (postInputLayout_) { postInputLayout_->Release(); } // FBO cleanup for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) { it->second.fbo->Release(); } delete[] convBuf; // Stencil cleanup for (int i = 0; i < 256; i++) { if (stencilMaskStates_[i]) stencilMaskStates_[i]->Release(); } if (stencilUploadPS_) stencilUploadPS_->Release(); if (stencilUploadVS_) stencilUploadVS_->Release(); if (stencilUploadInputLayout_) stencilUploadInputLayout_->Release(); if (stencilValueBuffer_) stencilValueBuffer_->Release(); } void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) { textureCacheD3D11_ = tc; textureCache_ = tc; } void FramebufferManagerD3D11::SetShaderManager(ShaderManagerD3D11 *sm) { shaderManagerD3D11_ = sm; shaderManager_ = sm; } void FramebufferManagerD3D11::DisableState() { context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF); context_->RSSetState(stockD3D11.rasterStateNoCull); context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0xFF); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE); } void FramebufferManagerD3D11::CompilePostShader() { std::string vsSource; std::string psSource; if (postVertexShader_) { postVertexShader_->Release(); postVertexShader_ = nullptr; } if (postPixelShader_) { postPixelShader_->Release(); postPixelShader_ = nullptr; } if (postInputLayout_) { postInputLayout_->Release(); postInputLayout_ = nullptr; } const ShaderInfo *shaderInfo = nullptr; if (g_Config.sPostShaderName == "Off") { usePostShader_ = false; return; } usePostShader_ = false; ReloadAllPostShaderInfo(); shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName); if (shaderInfo) { postShaderAtOutputResolution_ = shaderInfo->outputResolution; size_t sz; char *vs = (char *)VFSReadFile(shaderInfo->vertexShaderFile.c_str(), &sz); if (!vs) return; char *ps = (char *)VFSReadFile(shaderInfo->fragmentShaderFile.c_str(), &sz); if (!ps) { free(vs); return; } std::string vsSourceGLSL = vs; std::string psSourceGLSL = ps; free(vs); free(ps); TranslatedShaderMetadata metaVS, metaFS; std::string errorVS, errorFS; if (!TranslateShader(&vsSource, HLSL_D3D11, &metaVS, vsSourceGLSL, GLSL_140, Draw::ShaderStage::VERTEX, &errorVS)) return; if (!TranslateShader(&psSource, HLSL_D3D11, &metaFS, psSourceGLSL, GLSL_140, Draw::ShaderStage::FRAGMENT, &errorFS)) return; } else { return; } I18NCategory *gr = GetI18NCategory("Graphics"); UINT flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY; std::vector byteCode; postVertexShader_ = CreateVertexShaderD3D11(device_, vsSource.data(), vsSource.size(), &byteCode, featureLevel_, flags); if (!postVertexShader_) { return; } postPixelShader_ = CreatePixelShaderD3D11(device_, psSource.data(), psSource.size(), featureLevel_, flags); if (!postPixelShader_) { postVertexShader_->Release(); return; } ASSERT_SUCCESS(device_->CreateInputLayout(g_PostVertexElements, 2, byteCode.data(), byteCode.size(), &postInputLayout_)); usePostShader_ = true; } void FramebufferManagerD3D11::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) { u8 *convBuf = NULL; // TODO: Check / use D3DCAPS2_DYNAMICTEXTURES? if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) { drawPixelsTex_->Release(); drawPixelsTex_ = nullptr; drawPixelsTexView_->Release(); drawPixelsTexView_ = nullptr; } if (!drawPixelsTex_) { int usage = 0; D3D11_TEXTURE2D_DESC desc{}; desc.Usage = D3D11_USAGE_DYNAMIC; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; ASSERT_SUCCESS(device_->CreateTexture2D(&desc, nullptr, &drawPixelsTex_)); ASSERT_SUCCESS(device_->CreateShaderResourceView(drawPixelsTex_, nullptr, &drawPixelsTexView_)); drawPixelsTexW_ = width; drawPixelsTexH_ = height; } if (!drawPixelsTex_) { return; } D3D11_MAPPED_SUBRESOURCE map; context_->Map(drawPixelsTex_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); convBuf = (u8*)map.pData; if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) { for (int y = 0; y < height; y++) { switch (srcPixelFormat) { case GE_FORMAT_565: { const u16_le *src = (const u16_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(convBuf + map.RowPitch * y); ConvertRGB565ToBGRA8888(dst, src, width); } break; // faster case GE_FORMAT_5551: { const u16_le *src = (const u16_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(convBuf + map.RowPitch * y); ConvertRGBA5551ToBGRA8888(dst, src, width); } break; case GE_FORMAT_4444: { const u16_le *src = (const u16_le *)srcPixels + srcStride * y; u8 *dst = (u8 *)(convBuf + map.RowPitch * y); ConvertRGBA4444ToBGRA8888((u32 *)dst, src, width); } break; case GE_FORMAT_8888: { const u32_le *src = (const u32_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(convBuf + map.RowPitch * y); ConvertRGBA8888ToBGRA8888(dst, src, width); } break; } } } else { for (int y = 0; y < height; y++) { const u32_le *src = (const u32_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(convBuf + map.RowPitch * y); ConvertRGBA8888ToBGRA8888(dst, src, width); } } context_->Unmap(drawPixelsTex_, 0); context_->PSSetShaderResources(0, 1, &drawPixelsTexView_); // D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL); } void FramebufferManagerD3D11::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) { struct Coord { Vec3 pos; float u, v; }; Coord coord[4] = { {{x, y, 0}, u0, v0}, {{x + w, y, 0}, u1, v0}, {{x + w, y + h,0}, u1, v1}, {{x, y + h, 0}, u0, v1}, }; static const short indices[4] = { 0, 1, 3, 2 }; if (uvRotation != ROTATION_LOCKED_HORIZONTAL) { float temp[8]; int rotation = 0; switch (uvRotation) { case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break; case ROTATION_LOCKED_VERTICAL: rotation = 1; break; case ROTATION_LOCKED_VERTICAL180: rotation = 3; break; } for (int i = 0; i < 4; i++) { temp[i * 2] = coord[((i + rotation) & 3)].u; temp[i * 2 + 1] = coord[((i + rotation) & 3)].v; } for (int i = 0; i < 4; i++) { coord[i].u = temp[i * 2]; coord[i].v = temp[i * 2 + 1]; } } float invDestW = 1.0f / (destW * 0.5f); float invDestH = 1.0f / (destH * 0.5f); for (int i = 0; i < 4; i++) { coord[i].pos.x = coord[i].pos.x * invDestW - 1.0f; coord[i].pos.y = -(coord[i].pos.y * invDestH - 1.0f); } if (g_display_rotation != DisplayRotation::ROTATE_0) { for (int i = 0; i < 4; i++) { // backwards notation, should fix that... coord[i].pos = coord[i].pos * g_display_rot_matrix; } } // The above code is for FAN geometry but we can only do STRIP. So rearrange it a little. D3D11_MAPPED_SUBRESOURCE map; context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); float *dest = (float *)map.pData; memcpy(dest, coord, sizeof(Coord)); memcpy(dest + 5, coord + 1, sizeof(Coord)); memcpy(dest + 10, coord + 3, sizeof(Coord)); memcpy(dest + 15, coord + 2, sizeof(Coord)); context_->Unmap(quadBuffer_, 0); context_->RSSetState(stockD3D11.rasterStateNoCull); context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF); context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0); context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); context_->PSSetSamplers(0, 1, (flags & DRAWTEX_LINEAR) ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp); UINT stride = 20; UINT offset = 0; context_->IASetVertexBuffers(0, 1, &quadBuffer_, &stride, &offset); context_->Draw(4, 0); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE); } void FramebufferManagerD3D11::Bind2DShader() { context_->IASetInputLayout(quadInputLayout_); context_->PSSetShader(quadPixelShader_, 0, 0); context_->VSSetShader(quadVertexShader_, 0, 0); } void FramebufferManagerD3D11::BindPostShader(const PostShaderUniforms &uniforms) { if (!postPixelShader_) { if (usePostShader_) { CompilePostShader(); } if (!usePostShader_) { SetNumExtraFBOs(0); context_->IASetInputLayout(quadInputLayout_); context_->PSSetShader(quadPixelShader_, 0, 0); context_->VSSetShader(quadVertexShader_, 0, 0); return; } else { SetNumExtraFBOs(1); } } context_->IASetInputLayout(postInputLayout_); context_->PSSetShader(postPixelShader_, 0, 0); context_->VSSetShader(postVertexShader_, 0, 0); D3D11_MAPPED_SUBRESOURCE map; ASSERT_SUCCESS(context_->Map(postConstants_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map)); memcpy(map.pData, &uniforms, sizeof(uniforms)); context_->Unmap(postConstants_, 0); context_->VSSetConstantBuffers(0, 1, &postConstants_); // Probably not necessary context_->PSSetConstantBuffers(0, 1, &postConstants_); } void FramebufferManagerD3D11::RebindFramebuffer() { if (currentRenderVfb_ && currentRenderVfb_->fbo) { draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP }); } else { // Should this even happen? draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP }); } } void FramebufferManagerD3D11::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) { if (!useBufferedRendering_ || !vfb->fbo) { return; } // Technically, we should at this point re-interpret the bytes of the old format to the new. // That might get tricky, and could cause unnecessary slowness in some games. // For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts. // (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.) // // The best way to do this may ultimately be to create a new FBO (combine with any resize?) // and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex // to exactly reproduce in 4444 and 8888 formats. if (old == GE_FORMAT_565) { draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP }); // TODO: There's no way this does anything useful :( context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0xFF); context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0], nullptr, 0xFFFFFFFF); context_->RSSetState(stockD3D11.rasterStateNoCull); context_->IASetInputLayout(quadInputLayout_); context_->PSSetShader(quadPixelShader_, nullptr, 0); context_->VSSetShader(quadVertexShader_, nullptr, 0); context_->IASetVertexBuffers(0, 1, &fsQuadBuffer_, &quadStride_, &quadOffset_); shaderManagerD3D11_->DirtyLastShader(); D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f }; context_->RSSetViewports(1, &vp); context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); context_->Draw(4, 0); } RebindFramebuffer(); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE); } static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) { size_t x = 0; #ifdef _M_SSE size_t sseSize = (c / 4) * 4; const __m128i srcMask = _mm_set1_epi32(0x00FFFFFF); const __m128i dstMask = _mm_set1_epi32(0xFF000000); __m128i *dst = (__m128i *)dstp; const __m128i *src = (const __m128i *)srcp; for (; x < sseSize; x += 4) { const __m128i bits24 = _mm_and_si128(_mm_load_si128(src), srcMask); const __m128i bits8 = _mm_and_si128(_mm_load_si128(dst), dstMask); _mm_store_si128(dst, _mm_or_si128(bits24, bits8)); dst++; src++; } #endif // Copy the remaining pixels that didn't fit in SSE. for (; x < c; ++x) { memcpy(dstp + x, srcp + x, 3); } } void FramebufferManagerD3D11::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) { if (g_Config.bDisableSlowFramebufEffects) { return; } bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0; bool matchingSize = src->width == dst->width && src->height == dst->height; bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight; if (matchingDepthBuffer && matchingSize && matchingRenderSize) { // TODO: Currently, this copies depth AND stencil, which is a problem. See #9740. draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT); RebindFramebuffer(); } } void FramebufferManagerD3D11::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) { if (!framebuffer->fbo || !useBufferedRendering_) { ID3D11ShaderResourceView *view = nullptr; context_->PSSetShaderResources(stage, 1, &view); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return; } // currentRenderVfb_ will always be set when this is called, except from the GE debugger. // Let's just not bother with the copy in that case. bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0; if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) { skipCopy = true; } // Currently rendering to this framebuffer. Need to make a copy. if (!skipCopy && framebuffer == currentRenderVfb_) { // TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size. Draw::Framebuffer *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth); if (renderCopy) { VirtualFramebuffer copyInfo = *framebuffer; copyInfo.fbo = renderCopy; CopyFramebufferForColorTexture(©Info, framebuffer, flags); RebindFramebuffer(); draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0); } else { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } } else if (framebuffer != currentRenderVfb_) { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } else { ERROR_LOG_REPORT_ONCE(d3d11SelfTexture, G3D, "Attempting to texture to target"); // Badness on D3D11 to bind the currently rendered-to framebuffer as a texture. ID3D11ShaderResourceView *view = nullptr; context_->PSSetShaderResources(stage, 1, &view); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return; } } void FramebufferManagerD3D11::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) { if (vfb) { // We'll pseudo-blit framebuffers here to get a resized version of vfb. OptimizeDownloadRange(vfb, x, y, w, h); if (vfb->renderWidth == vfb->width && vfb->renderHeight == vfb->height) { // No need to blit PackFramebufferD3D11_(vfb, x, y, w, h); } else { VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb); BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0); PackFramebufferD3D11_(nvfb, x, y, w, h); } textureCacheD3D11_->ForgetLastTexture(); RebindFramebuffer(); } } void FramebufferManagerD3D11::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) { VirtualFramebuffer *vfb = GetVFBAt(fb_address); if (vfb && vfb->fb_stride != 0) { const u32 bpp = vfb->drawnFormat == GE_FORMAT_8888 ? 4 : 2; int x = 0; int y = 0; int pixels = loadBytes / bpp; // The height will be 1 for each stride or part thereof. int w = std::min(pixels % vfb->fb_stride, (int)vfb->width); int h = std::min((pixels + vfb->fb_stride - 1) / vfb->fb_stride, (int)vfb->height); // We might still have a pending draw to the fb in question, flush if so. FlushBeforeCopy(); // No need to download if we already have it. if (!vfb->memoryUpdated && vfb->clutUpdatedBytes < loadBytes) { // We intentionally don't call OptimizeDownloadRange() here - we don't want to over download. // CLUT framebuffers are often incorrectly estimated in size. if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) { vfb->memoryUpdated = true; } vfb->clutUpdatedBytes = loadBytes; // We'll pseudo-blit framebuffers here to get a resized version of vfb. VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb); BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0); PackFramebufferD3D11_(nvfb, x, y, w, h); textureCacheD3D11_->ForgetLastTexture(); RebindFramebuffer(); } } } bool FramebufferManagerD3D11::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) { nvfb->colorDepth = Draw::FBO_8888; nvfb->fbo = draw_->CreateFramebuffer({ nvfb->width, nvfb->height, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth }); if (!(nvfb->fbo)) { ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight); return false; } draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }); return true; } void FramebufferManagerD3D11::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) { // Nothing to do here. } void FramebufferManagerD3D11::SimpleBlit( Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2, bool linearFilter) { int destW, destH, srcW, srcH; draw_->GetFramebufferDimensions(src, &srcW, &srcH); draw_->GetFramebufferDimensions(dest, &destW, &destH); if (srcW == destW && srcH == destH && destX2 - destX1 == srcX2 - srcX1 && destY2 - destY1 == srcY2 - srcY1) { // Optimize to a copy draw_->CopyFramebufferImage(src, 0, (int)srcX1, (int)srcY1, 0, dest, 0, (int)destX1, (int)destY1, 0, (int)(srcX2 - srcX1), (int)(srcY2 - srcY1), 1, Draw::FB_COLOR_BIT); return; } float dX = 1.0f / (float)destW; float dY = 1.0f / (float)destH; float sX = 1.0f / (float)srcW; float sY = 1.0f / (float)srcH; struct Vtx { float x, y, z, u, v; }; Vtx vtx[4] = { { -1.0f + 2.0f * dX * destX1, 1.0f - 2.0f * dY * destY1, 0.0f, sX * srcX1, sY * srcY1 }, { -1.0f + 2.0f * dX * destX2, 1.0f - 2.0f * dY * destY1, 0.0f, sX * srcX2, sY * srcY1 }, { -1.0f + 2.0f * dX * destX1, 1.0f - 2.0f * dY * destY2, 0.0f, sX * srcX1, sY * srcY2 }, { -1.0f + 2.0f * dX * destX2, 1.0f - 2.0f * dY * destY2, 0.0f, sX * srcX2, sY * srcY2 }, }; D3D11_MAPPED_SUBRESOURCE map; ASSERT_SUCCESS(context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map)); memcpy(map.pData, vtx, 4 * sizeof(Vtx)); context_->Unmap(quadBuffer_, 0); // Unbind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures and vice versa, not even temporarily). draw_->BindTexture(0, nullptr); draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP }); draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0); Bind2DShader(); D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)destW, (float)destH, 0.0f, 1.0f }; context_->RSSetViewports(1, &vp); context_->RSSetState(stockD3D11.rasterStateNoCull); context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF); context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0); context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); context_->PSSetSamplers(0, 1, linearFilter ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp); UINT stride = sizeof(Vtx); UINT offset = 0; context_->IASetVertexBuffers(0, 1, &quadBuffer_, &stride, &offset); context_->Draw(4, 0); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE); } void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) { if (!dst->fbo || !src->fbo || !useBufferedRendering_) { // This can happen if they recently switched from non-buffered. if (useBufferedRendering_) { draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP }); } return; } float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth; float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight; const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2; if (srcBpp != bpp && bpp != 0) { srcXFactor = (srcXFactor * bpp) / srcBpp; } int srcX1 = srcX * srcXFactor; int srcX2 = (srcX + w) * srcXFactor; int srcY1 = srcY * srcYFactor; int srcY2 = (srcY + h) * srcYFactor; float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth; float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight; const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2; if (dstBpp != bpp && bpp != 0) { dstXFactor = (dstXFactor * bpp) / dstBpp; } int dstX1 = dstX * dstXFactor; int dstX2 = (dstX + w) * dstXFactor; int dstY1 = dstY * dstYFactor; int dstY2 = (dstY + h) * dstYFactor; // Direct3D doesn't support rect -> self. Draw::Framebuffer *srcFBO = src->fbo; if (src == dst) { Draw::Framebuffer *tempFBO = GetTempFBO(src->renderWidth, src->renderHeight, (Draw::FBColorDepth)src->colorDepth); SimpleBlit(tempFBO, dstX1, dstY1, dstX2, dstY2, src->fbo, srcX1, srcY1, srcX2, srcY2, false); srcFBO = tempFBO; } SimpleBlit( dst->fbo, dstX1, dstY1, dstX2, dstY2, srcFBO, srcX1, srcY1, srcX2, srcY2, false); } // TODO: SSE/NEON // Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :) void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) { // Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP. const u32 *src32 = (const u32 *)src; if (format == GE_FORMAT_8888) { u32 *dst32 = (u32 *)dst; if (src == dst) { return; } else { for (u32 y = 0; y < height; ++y) { memcpy(dst32, src32, width * 4); src32 += srcStride; dst32 += dstStride; } } } else { // But here it shouldn't matter if they do intersect u16 *dst16 = (u16 *)dst; switch (format) { case GE_FORMAT_565: // BGR 565 for (u32 y = 0; y < height; ++y) { ConvertRGBA8888ToRGB565(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_5551: // ABGR 1555 for (u32 y = 0; y < height; ++y) { ConvertRGBA8888ToRGBA5551(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_4444: // ABGR 4444 for (u32 y = 0; y < height; ++y) { ConvertRGBA8888ToRGBA4444(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_8888: case GE_FORMAT_INVALID: // Not possible. break; } } } // This function takes an already correctly-sized framebuffer and packs it into RAM. // Does not need to account for scaling. // Color conversion is currently done on CPU but should be done on GPU. void FramebufferManagerD3D11::PackFramebufferD3D11_(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferD3D11_: vfb->fbo == 0"); return; } const u32 fb_address = (0x04000000) | vfb->fb_address; const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2; // We always need to convert from the framebuffer native format. // Right now that's always 8888. DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address); ID3D11Texture2D *colorTex = (ID3D11Texture2D *)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT, 0); // TODO: Only copy the necessary rectangle. D3D11_BOX srcBox{ (UINT)x, (UINT)y, 0, (UINT)(x+w), (UINT)(y+h), 1 }; context_->CopySubresourceRegion(packTexture_, 0, x, y, 0, colorTex, 0, &srcBox); // Ideally, we'd round robin between two packTexture_, and simply use the other one. Though if the game // does a once-off copy, that won't work at all. // BIG GPU STALL D3D11_MAPPED_SUBRESOURCE map; HRESULT result = context_->Map(packTexture_, 0, D3D11_MAP_READ, 0, &map); if (FAILED(result)) { return; } // TODO: Handle the other formats? We don't currently create them, I think. const int srcByteOffset = y * map.RowPitch + x * 4; const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp; // Pixel size always 4 here because we always request BGRA8888. ConvertFromRGBA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)map.pData + srcByteOffset, vfb->fb_stride, map.RowPitch/4, w, h, vfb->format); context_->Unmap(packTexture_, 0); } // Nobody calls this yet. void FramebufferManagerD3D11::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0"); return; } const u32 z_address = (0x04000000) | vfb->z_address; // TODO } void FramebufferManagerD3D11::EndFrame() { } void FramebufferManagerD3D11::DeviceLost() { DestroyAllFBOs(); } std::vector FramebufferManagerD3D11::GetFramebufferList() { std::vector list; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; FramebufferInfo info; info.fb_address = vfb->fb_address; info.z_address = vfb->z_address; info.format = vfb->format; info.width = vfb->width; info.height = vfb->height; info.fbo = vfb->fbo; list.push_back(info); } return list; } void FramebufferManagerD3D11::DestroyAllFBOs() { currentRenderVfb_ = 0; displayFramebuf_ = 0; prevDisplayFramebuf_ = 0; prevPrevDisplayFramebuf_ = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); DestroyFramebuf(vfb); } vfbs_.clear(); for (size_t i = 0; i < bvfbs_.size(); ++i) { VirtualFramebuffer *vfb = bvfbs_[i]; DestroyFramebuf(vfb); } bvfbs_.clear(); for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) { delete it->second.fbo; } tempFBOs_.clear(); DisableState(); } void FramebufferManagerD3D11::FlushBeforeCopy() { // Flush anything not yet drawn before blitting, downloading, or uploading. // This might be a stalled list, or unflushed before a block transfer, etc. // TODO: It's really bad that we are calling SetRenderFramebuffer here with // all the irrelevant state checking it'll use to decide what to do. Should // do something more focused here. SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); drawEngine_->Flush(); } void FramebufferManagerD3D11::Resized() { FramebufferManagerCommon::Resized(); if (UpdateSize()) { DestroyAllFBOs(); } // Might have a new post shader - let's compile it. CompilePostShader(); } // Lots of this code could be shared (like the downsampling). bool FramebufferManagerD3D11::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes) { VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { // If there's no vfb and we're drawing there, must be memory? buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, format); return true; } int w = vfb->renderWidth, h = vfb->renderHeight; Draw::Framebuffer *fboForRead = nullptr; if (vfb->fbo) { if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) { w = vfb->width * maxRes; h = vfb->height * maxRes; Draw::Framebuffer *tempFBO = GetTempFBO(w, h); VirtualFramebuffer tempVfb = *vfb; tempVfb.fbo = tempFBO; tempVfb.bufferWidth = vfb->width; tempVfb.bufferHeight = vfb->height; tempVfb.renderWidth = w; tempVfb.renderHeight = h; BlitFramebuffer(&tempVfb, 0, 0, vfb, 0, 0, vfb->width, vfb->height, 0); fboForRead = tempFBO; } else { fboForRead = vfb->fbo; } } if (!fboForRead) return false; buffer.Allocate(w, h, GE_FORMAT_8888, !useBufferedRendering_, true); ID3D11Texture2D *packTex; D3D11_TEXTURE2D_DESC packDesc{}; packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; packDesc.BindFlags = 0; packDesc.Width = w; packDesc.Height = h; packDesc.ArraySize = 1; packDesc.MipLevels = 1; packDesc.Usage = D3D11_USAGE_STAGING; packDesc.SampleDesc.Count = 1; packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; ASSERT_SUCCESS(device_->CreateTexture2D(&packDesc, nullptr, &packTex)); ID3D11Texture2D *nativeTex = (ID3D11Texture2D *)draw_->GetFramebufferAPITexture(fboForRead, Draw::FB_COLOR_BIT, 0); context_->CopyResource(packTex, nativeTex); D3D11_MAPPED_SUBRESOURCE map; context_->Map(packTex, 0, D3D11_MAP_READ, 0, &map); for (int y = 0; y < h; y++) { uint8_t *dest = (uint8_t *)buffer.GetData() + y * w * 4; const uint8_t *src = ((const uint8_t *)map.pData) + map.RowPitch * y; memcpy(dest, src, 4 * w); } context_->Unmap(packTex, 0); packTex->Release(); return true; } bool FramebufferManagerD3D11::GetDepthStencilBuffer(VirtualFramebuffer *vfb, GPUDebugBuffer &buffer, bool stencil) { int w = vfb->renderWidth, h = vfb->renderHeight; Draw::Framebuffer *fboForRead = nullptr; fboForRead = vfb->fbo; if (stencil) { buffer.Allocate(w, h, GPU_DBG_FORMAT_8BIT); } else if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) { buffer.Allocate(w, h, GPU_DBG_FORMAT_FLOAT_DIV_256); } else { buffer.Allocate(w, h, GPU_DBG_FORMAT_FLOAT); } ID3D11Texture2D *packTex; D3D11_TEXTURE2D_DESC packDesc{}; packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; packDesc.BindFlags = 0; packDesc.Width = w; packDesc.Height = h; packDesc.ArraySize = 1; packDesc.MipLevels = 1; packDesc.Usage = D3D11_USAGE_STAGING; packDesc.SampleDesc.Count = 1; packDesc.Format = (DXGI_FORMAT)draw_->GetFramebufferAPITexture(fboForRead, Draw::FB_DEPTH_BIT | Draw::FB_FORMAT_BIT, 0); ASSERT_SUCCESS(device_->CreateTexture2D(&packDesc, nullptr, &packTex)); ID3D11Texture2D *nativeTex = (ID3D11Texture2D *)draw_->GetFramebufferAPITexture(fboForRead, Draw::FB_DEPTH_BIT, 0); context_->CopyResource(packTex, nativeTex); D3D11_MAPPED_SUBRESOURCE map; context_->Map(packTex, 0, D3D11_MAP_READ, 0, &map); for (int y = 0; y < h; y++) { float *dest = (float *)(buffer.GetData() + y * w * 4); u8 *destStencil = buffer.GetData() + y * w; const uint32_t *src = (const uint32_t *)((const uint8_t *)map.pData + map.RowPitch * y); for (int x = 0; x < w; x++) { if (stencil) { destStencil[x] = src[x] >> 24; } else { dest[x] = (src[x] & 0xFFFFFF) / (256.f * 256.f * 256.f); } } } context_->Unmap(packTex, 0); packTex->Release(); return true; } bool FramebufferManagerD3D11::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) { VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { // If there's no vfb and we're drawing there, must be memory? buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT); return true; } if (!vfb->fbo) { return false; } return GetDepthStencilBuffer(vfb, buffer, false); } bool FramebufferManagerD3D11::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) { VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { return false; } if (!vfb->fbo) { return false; } return GetDepthStencilBuffer(vfb, buffer, true); } bool FramebufferManagerD3D11::GetOutputFramebuffer(GPUDebugBuffer &buffer) { ID3D11Texture2D *backbuffer = (ID3D11Texture2D *)draw_->GetNativeObject(Draw::NativeObject::BACKBUFFER_COLOR_TEX); if (!backbuffer) { ERROR_LOG(G3D, "Failed to get backbuffer from draw context"); return false; } D3D11_TEXTURE2D_DESC desc; backbuffer->GetDesc(&desc); int w = desc.Width; int h = desc.Height; buffer.Allocate(w, h, GE_FORMAT_8888, !useBufferedRendering_, true); ID3D11Texture2D *packTex; D3D11_TEXTURE2D_DESC packDesc{}; packDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; packDesc.BindFlags = 0; packDesc.Width = w; packDesc.Height = h; packDesc.ArraySize = 1; packDesc.MipLevels = 1; packDesc.Usage = D3D11_USAGE_STAGING; packDesc.SampleDesc.Count = 1; packDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; ASSERT_SUCCESS(device_->CreateTexture2D(&packDesc, nullptr, &packTex)); context_->CopyResource(packTex, backbuffer); D3D11_MAPPED_SUBRESOURCE map; context_->Map(packTex, 0, D3D11_MAP_READ, 0, &map); for (int y = 0; y < h; y++) { uint8_t *dest = (uint8_t *)buffer.GetData() + y * w * 4; const uint8_t *src = ((const uint8_t *)map.pData) + map.RowPitch * y; memcpy(dest, src, 4 * w); } context_->Unmap(packTex, 0); packTex->Release(); return true; }