D3D: Support logic op through integer render target view

This brings D3D to parity with OpenGL and Vulkan.
This commit is contained in:
Stenzek 2017-09-03 16:34:01 +10:00
parent c9d649d27c
commit 90051536bf
8 changed files with 100 additions and 39 deletions

View file

@ -5,6 +5,7 @@
#include "VideoBackends/D3D/FramebufferManager.h"
#include <memory>
#include <utility>
#include "Common/CommonTypes.h"
#include "Core/HW/Memmap.h"
@ -21,6 +22,7 @@
namespace DX11
{
static XFBEncoder s_xfbEncoder;
static bool s_integer_efb_render_target = false;
FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
@ -30,6 +32,7 @@ D3DTexture2D*& FramebufferManager::GetEFBColorTexture()
{
return m_efb.color_tex;
}
D3DTexture2D*& FramebufferManager::GetEFBColorReadTexture()
{
return m_efb.color_read_texture;
@ -86,8 +89,7 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
BindEFBRenderTarget();
g_renderer->RestoreAPIState();
return m_efb.resolved_depth_tex;
@ -98,6 +100,33 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
}
}
void FramebufferManager::SwapReinterpretTexture()
{
std::swap(m_efb.color_tex, m_efb.color_temp_tex);
std::swap(m_efb.color_int_rtv, m_efb.color_temp_int_rtv);
}
void FramebufferManager::SetIntegerEFBRenderTarget(bool enabled)
{
if (s_integer_efb_render_target == enabled)
return;
// We only use UINT render targets for logic ops, which is only supported with D3D11.1.
if (!D3D::device1)
return;
s_integer_efb_render_target = enabled;
BindEFBRenderTarget();
}
void FramebufferManager::BindEFBRenderTarget(bool bind_depth)
{
ID3D11RenderTargetView* rtv =
s_integer_efb_render_target ? m_efb.color_int_rtv : m_efb.color_tex->GetRTV();
ID3D11DepthStencilView* dsv = bind_depth ? m_efb.depth_tex->GetDSV() : nullptr;
D3D::context->OMSetRenderTargets(1, &rtv, dsv);
}
FramebufferManager::FramebufferManager(int target_width, int target_height)
{
m_target_width = static_cast<unsigned int>(std::max(target_width, 1));
@ -114,7 +143,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
// EFB color texture - primary render target
texdesc =
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height,
m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
@ -124,6 +153,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
(sample_desc.Count > 1));
SAFE_RELEASE(buf);
D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
@ -131,7 +161,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
// Temporary EFB color texture - used in ReinterpretPixelData
texdesc =
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height,
m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
@ -148,6 +178,19 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(),
"EFB color temp texture render target view");
// Integer render targets for EFB, used for logic op
CD3D11_RENDER_TARGET_VIEW_DESC int_rtv_desc(m_efb.color_tex->GetTex(),
g_ActiveConfig.iMultisamples > 1 ?
D3D11_RTV_DIMENSION_TEXTURE2DMS :
D3D11_RTV_DIMENSION_TEXTURE2D,
DXGI_FORMAT_R8G8B8A8_UINT);
hr = D3D::device->CreateRenderTargetView(m_efb.color_tex->GetTex(), &int_rtv_desc,
&m_efb.color_int_rtv);
CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr);
hr = D3D::device->CreateRenderTargetView(m_efb.color_temp_tex->GetTex(), &int_rtv_desc,
&m_efb.color_temp_int_rtv);
CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr);
// Render buffer for AccessEFB (color data)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
@ -241,6 +284,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
}
s_xfbEncoder.Init();
s_integer_efb_render_target = false;
}
FramebufferManager::~FramebufferManager()
@ -248,7 +292,9 @@ FramebufferManager::~FramebufferManager()
s_xfbEncoder.Shutdown();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_int_rtv);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.color_temp_int_rtv);
SAFE_RELEASE(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.color_read_texture);
SAFE_RELEASE(m_efb.resolved_color_tex);
@ -308,9 +354,7 @@ void XFBSource::CopyEFB(float Gamma)
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), Gamma);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}