mirror of
https://github.com/doitsujin/dxvk.git
synced 2025-01-30 20:52:11 +01:00
[d3d9] Use DxvkSwapchainBlitter for presentation
This commit is contained in:
parent
148272fbce
commit
12693b17f9
@ -4,9 +4,6 @@
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#include "d3d9_hud.h"
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#include <d3d9_presenter_frag.h>
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#include <d3d9_presenter_vert.h>
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namespace dxvk {
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@ -186,11 +183,9 @@ namespace dxvk {
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CreatePresenter();
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CreateBackBuffers(m_presentParams.BackBufferCount);
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CreateBlitter();
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CreateHud();
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InitRenderState();
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InitSamplers();
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InitShaders();
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InitRamp();
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// Apply initial window mode and fullscreen state
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@ -676,25 +671,25 @@ namespace dxvk {
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bool isIdentity = true;
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std::array<D3D9_VK_GAMMA_CP, NumControlPoints> cp;
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std::array<DxvkGammaCp, NumControlPoints> cp;
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for (uint32_t i = 0; i < NumControlPoints; i++) {
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uint16_t identity = MapGammaControlPoint(float(i) / float(NumControlPoints - 1));
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cp[i].R = pRamp->red[i];
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cp[i].G = pRamp->green[i];
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cp[i].B = pRamp->blue[i];
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cp[i].A = 0;
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cp[i].r = pRamp->red[i];
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cp[i].g = pRamp->green[i];
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cp[i].b = pRamp->blue[i];
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cp[i].a = 0;
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isIdentity &= cp[i].R == identity
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&& cp[i].G == identity
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&& cp[i].B == identity;
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isIdentity &= cp[i].r == identity
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&& cp[i].g == identity
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&& cp[i].b == identity;
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}
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if (isIdentity || m_presentParams.Windowed)
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DestroyGammaTexture();
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if (!isIdentity && !m_presentParams.Windowed)
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m_blitter->setGammaRamp(NumControlPoints, cp.data());
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else
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CreateGammaTexture(NumControlPoints, cp.data());
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m_blitter->setGammaRamp(0, nullptr);
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}
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@ -777,10 +772,7 @@ namespace dxvk {
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// Retrieve the image and image view to present
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auto swapImage = m_backBuffers[0]->GetCommonTexture()->GetImage();
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auto swapImageView = m_resolveImageView;
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if (swapImageView == nullptr)
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swapImageView = m_backBuffers[0]->GetImageView(false);
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auto swapImageView = m_backBuffers[0]->GetImageView(false);
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// Wait for the sync event so that we respect the maximum frame latency
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uint64_t frameId = ++m_frameId;
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@ -789,30 +781,6 @@ namespace dxvk {
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for (uint32_t i = 0; i < SyncInterval || i < 1; i++) {
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SynchronizePresent();
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m_context->beginRecording(
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m_device->createCommandList());
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// Resolve back buffer if it is multisampled. We
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// only have to do it only for the first frame.
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if (m_resolveImage != nullptr && i == 0) {
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VkImageSubresourceLayers resolveSubresource;
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resolveSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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resolveSubresource.mipLevel = 0;
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resolveSubresource.baseArrayLayer = 0;
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resolveSubresource.layerCount = 1;
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VkImageResolve resolveRegion;
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resolveRegion.srcSubresource = resolveSubresource;
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resolveRegion.srcOffset = VkOffset3D { 0, 0, 0 };
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resolveRegion.dstSubresource = resolveSubresource;
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resolveRegion.dstOffset = VkOffset3D { 0, 0, 0 };
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resolveRegion.extent = swapImage->info().extent;
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m_context->resolveImage(
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m_resolveImage, swapImage,
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resolveRegion, VK_FORMAT_UNDEFINED);
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}
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// Presentation semaphores and WSI swap chain image
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vk::PresenterInfo info = m_presenter->info();
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vk::PresenterSync sync = m_presenter->getSyncSemaphores();
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@ -832,63 +800,20 @@ namespace dxvk {
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sync.acquire, VK_NULL_HANDLE, imageIndex);
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}
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// Use an appropriate texture filter depending on whether
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// the back buffer size matches the swap image size
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m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vertShader);
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m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_fragShader);
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m_context->beginRecording(
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m_device->createCommandList());
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DxvkRenderTargets renderTargets;
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renderTargets.color[0].view = m_imageViews.at(imageIndex);
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renderTargets.color[0].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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m_context->bindRenderTargets(renderTargets);
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m_context->discardImageView(m_imageViews.at(imageIndex), VK_IMAGE_ASPECT_COLOR_BIT);
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VkRect2D srcRect = {
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{ int32_t(m_srcRect.left), int32_t(m_srcRect.top) },
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{ uint32_t(m_srcRect.right - m_srcRect.left), uint32_t(m_srcRect.bottom - m_srcRect.top) } };
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VkViewport viewport;
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viewport.x = float(m_dstRect.left);
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viewport.y = float(m_dstRect.top);
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viewport.width = float(m_dstRect.right - m_dstRect.left);
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viewport.height = float(m_dstRect.bottom - m_dstRect.top);
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D dstRect = {
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{ int32_t(m_dstRect.left), int32_t(m_dstRect.top) },
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{ uint32_t(m_dstRect.right - m_dstRect.left), uint32_t(m_dstRect.bottom - m_dstRect.top) } };
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VkRect2D scissor;
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scissor.offset.x = m_dstRect.left;
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scissor.offset.y = m_dstRect.top;
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scissor.extent.width = m_dstRect.right - m_dstRect.left;
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scissor.extent.height = m_dstRect.bottom - m_dstRect.top;
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m_context->setViewports(1, &viewport, &scissor);
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// Use an appropriate texture filter depending on whether
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// the back buffer size matches the swap image size
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bool fitSize = m_dstRect.right - m_dstRect.left == m_srcRect.right - m_srcRect.left
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&& m_dstRect.bottom - m_dstRect.top == m_srcRect.bottom - m_srcRect.top;
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D3D9PresentInfo presentInfoConsts;
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presentInfoConsts.scale[0] = float(m_srcRect.right - m_srcRect.left) / float(swapImage->info().extent.width);
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presentInfoConsts.scale[1] = float(m_srcRect.bottom - m_srcRect.top) / float(swapImage->info().extent.height);
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presentInfoConsts.offset[0] = float(m_srcRect.left) / float(swapImage->info().extent.width);
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presentInfoConsts.offset[1] = float(m_srcRect.top) / float(swapImage->info().extent.height);
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m_context->pushConstants(0, sizeof(D3D9PresentInfo), &presentInfoConsts);
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m_context->setRasterizerState(m_rsState);
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m_context->setMultisampleState(m_msState);
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m_context->setDepthStencilState(m_dsState);
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m_context->setLogicOpState(m_loState);
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m_context->setBlendMode(0, m_blendMode);
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m_context->setInputAssemblyState(m_iaState);
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m_context->setInputLayout(0, nullptr, 0, nullptr);
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m_context->bindResourceSampler(BindingIds::Image, fitSize ? m_samplerFitting : m_samplerScaling);
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m_context->bindResourceSampler(BindingIds::Gamma, m_gammaSampler);
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m_context->bindResourceView(BindingIds::Image, swapImageView, nullptr);
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m_context->bindResourceView(BindingIds::Gamma, m_gammaTextureView, nullptr);
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m_context->draw(3, 1, 0, 0);
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m_blitter->presentImage(m_context.ptr(),
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m_imageViews.at(imageIndex), dstRect,
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swapImageView, srcRect);
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if (m_hud != nullptr)
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m_hud->render(m_context, info.format, info.imageExtent);
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@ -1048,9 +973,6 @@ namespace dxvk {
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void D3D9SwapChainEx::CreateBackBuffers(uint32_t NumBackBuffers) {
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// Explicitly destroy current swap image before
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// creating a new one to free up resources
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m_resolveImage = nullptr;
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m_resolveImageView = nullptr;
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DestroyBackBuffers();
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int NumFrontBuffer = m_parent->GetOptions()->noExplicitFrontBuffer ? 0 : 1;
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@ -1077,46 +999,6 @@ namespace dxvk {
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auto swapImage = m_backBuffers[0]->GetCommonTexture()->GetImage();
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// If the image is multisampled, we need to create
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// another image which we'll use as a resolve target
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if (swapImage->info().sampleCount != VK_SAMPLE_COUNT_1_BIT) {
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DxvkImageCreateInfo resolveInfo;
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resolveInfo.type = VK_IMAGE_TYPE_2D;
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resolveInfo.format = swapImage->info().format;
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resolveInfo.flags = 0;
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resolveInfo.sampleCount = VK_SAMPLE_COUNT_1_BIT;
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resolveInfo.extent = swapImage->info().extent;
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resolveInfo.numLayers = 1;
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resolveInfo.mipLevels = 1;
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resolveInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT
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| VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
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| VK_IMAGE_USAGE_TRANSFER_DST_BIT;
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resolveInfo.stages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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| VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
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| VK_PIPELINE_STAGE_TRANSFER_BIT;
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resolveInfo.access = VK_ACCESS_SHADER_READ_BIT
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| VK_ACCESS_TRANSFER_WRITE_BIT
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| VK_ACCESS_COLOR_ATTACHMENT_READ_BIT
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| VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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resolveInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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resolveInfo.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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m_resolveImage = m_device->createImage(
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resolveInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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DxvkImageViewCreateInfo viewInfo;
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viewInfo.type = VK_IMAGE_VIEW_TYPE_2D;
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viewInfo.format = m_resolveImage->info().format;
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viewInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
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viewInfo.aspect = VK_IMAGE_ASPECT_COLOR_BIT;
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viewInfo.minLevel = 0;
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viewInfo.numLevels = 1;
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viewInfo.minLayer = 0;
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viewInfo.numLayers = 1;
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m_resolveImageView = m_device->createImageView(m_resolveImage, viewInfo);
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}
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// Initialize the image so that we can use it. Clearing
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// to black prevents garbled output for the first frame.
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VkImageSubresourceRange subresources;
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@ -1148,63 +1030,8 @@ namespace dxvk {
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}
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void D3D9SwapChainEx::CreateGammaTexture(
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UINT NumControlPoints,
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const D3D9_VK_GAMMA_CP* pControlPoints) {
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if (m_gammaTexture == nullptr
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|| m_gammaTexture->info().extent.width != NumControlPoints) {
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DxvkImageCreateInfo imgInfo;
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imgInfo.type = VK_IMAGE_TYPE_1D;
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imgInfo.format = VK_FORMAT_R16G16B16A16_UNORM;
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imgInfo.flags = 0;
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imgInfo.sampleCount = VK_SAMPLE_COUNT_1_BIT;
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imgInfo.extent = { NumControlPoints, 1, 1 };
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imgInfo.numLayers = 1;
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imgInfo.mipLevels = 1;
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imgInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT
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| VK_IMAGE_USAGE_SAMPLED_BIT;
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imgInfo.stages = VK_PIPELINE_STAGE_TRANSFER_BIT
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| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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imgInfo.access = VK_ACCESS_TRANSFER_WRITE_BIT
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| VK_ACCESS_SHADER_READ_BIT;
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imgInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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imgInfo.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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m_gammaTexture = m_device->createImage(
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imgInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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DxvkImageViewCreateInfo viewInfo;
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viewInfo.type = VK_IMAGE_VIEW_TYPE_1D;
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viewInfo.format = VK_FORMAT_R16G16B16A16_UNORM;
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viewInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
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viewInfo.aspect = VK_IMAGE_ASPECT_COLOR_BIT;
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viewInfo.minLevel = 0;
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viewInfo.numLevels = 1;
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viewInfo.minLayer = 0;
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viewInfo.numLayers = 1;
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m_gammaTextureView = m_device->createImageView(m_gammaTexture, viewInfo);
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}
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m_context->beginRecording(
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m_device->createCommandList());
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m_context->updateImage(m_gammaTexture,
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VkImageSubresourceLayers { VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1 },
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VkOffset3D { 0, 0, 0 },
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VkExtent3D { NumControlPoints, 1, 1 },
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pControlPoints, 0, 0);
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m_device->submitCommandList(
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m_context->endRecording(),
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VK_NULL_HANDLE,
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VK_NULL_HANDLE);
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}
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void D3D9SwapChainEx::DestroyGammaTexture() {
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m_gammaTexture = nullptr;
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m_gammaTextureView = nullptr;
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void D3D9SwapChainEx::CreateBlitter() {
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m_blitter = new DxvkSwapchainBlitter(m_device);
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}
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@ -1218,108 +1045,6 @@ namespace dxvk {
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}
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void D3D9SwapChainEx::InitRenderState() {
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m_iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
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m_iaState.primitiveRestart = VK_FALSE;
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m_iaState.patchVertexCount = 0;
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m_rsState.polygonMode = VK_POLYGON_MODE_FILL;
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m_rsState.cullMode = VK_CULL_MODE_BACK_BIT;
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m_rsState.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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m_rsState.depthClipEnable = VK_FALSE;
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m_rsState.depthBiasEnable = VK_FALSE;
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m_rsState.sampleCount = VK_SAMPLE_COUNT_1_BIT;
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m_msState.sampleMask = 0xffffffff;
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m_msState.enableAlphaToCoverage = VK_FALSE;
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VkStencilOpState stencilOp;
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stencilOp.failOp = VK_STENCIL_OP_KEEP;
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stencilOp.passOp = VK_STENCIL_OP_KEEP;
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stencilOp.depthFailOp = VK_STENCIL_OP_KEEP;
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stencilOp.compareOp = VK_COMPARE_OP_ALWAYS;
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stencilOp.compareMask = 0xFFFFFFFF;
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stencilOp.writeMask = 0xFFFFFFFF;
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stencilOp.reference = 0;
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m_dsState.enableDepthTest = VK_FALSE;
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m_dsState.enableDepthWrite = VK_FALSE;
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m_dsState.enableStencilTest = VK_FALSE;
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m_dsState.depthCompareOp = VK_COMPARE_OP_ALWAYS;
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m_dsState.stencilOpFront = stencilOp;
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m_dsState.stencilOpBack = stencilOp;
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m_loState.enableLogicOp = VK_FALSE;
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m_loState.logicOp = VK_LOGIC_OP_NO_OP;
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m_blendMode.enableBlending = VK_FALSE;
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m_blendMode.colorSrcFactor = VK_BLEND_FACTOR_ONE;
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m_blendMode.colorDstFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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m_blendMode.colorBlendOp = VK_BLEND_OP_ADD;
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m_blendMode.alphaSrcFactor = VK_BLEND_FACTOR_ONE;
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m_blendMode.alphaDstFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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m_blendMode.alphaBlendOp = VK_BLEND_OP_ADD;
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m_blendMode.writeMask = VK_COLOR_COMPONENT_R_BIT
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| VK_COLOR_COMPONENT_G_BIT
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| VK_COLOR_COMPONENT_B_BIT
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| VK_COLOR_COMPONENT_A_BIT;
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}
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void D3D9SwapChainEx::InitSamplers() {
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DxvkSamplerCreateInfo samplerInfo;
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samplerInfo.magFilter = VK_FILTER_NEAREST;
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samplerInfo.minFilter = VK_FILTER_NEAREST;
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samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
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samplerInfo.mipmapLodBias = 0.0f;
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samplerInfo.mipmapLodMin = 0.0f;
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samplerInfo.mipmapLodMax = 0.0f;
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samplerInfo.useAnisotropy = VK_FALSE;
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samplerInfo.maxAnisotropy = 1.0f;
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samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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samplerInfo.compareToDepth = VK_FALSE;
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samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
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samplerInfo.borderColor = VkClearColorValue();
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samplerInfo.usePixelCoord = VK_FALSE;
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m_samplerFitting = m_device->createSampler(samplerInfo);
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samplerInfo.magFilter = VK_FILTER_LINEAR;
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samplerInfo.minFilter = VK_FILTER_LINEAR;
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m_samplerScaling = m_device->createSampler(samplerInfo);
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samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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m_gammaSampler = m_device->createSampler(samplerInfo);
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}
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void D3D9SwapChainEx::InitShaders() {
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const SpirvCodeBuffer vsCode(d3d9_presenter_vert);
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const SpirvCodeBuffer fsCode(d3d9_presenter_frag);
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const std::array<DxvkResourceSlot, 2> fsResourceSlots = {{
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{ BindingIds::Image, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_IMAGE_VIEW_TYPE_2D },
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{ BindingIds::Gamma, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_IMAGE_VIEW_TYPE_1D },
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}};
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m_vertShader = m_device->createShader(
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VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0, nullptr,
|
||||
{ 0u, 1u,
|
||||
0u, sizeof(D3D9PresentInfo) },
|
||||
vsCode);
|
||||
|
||||
m_fragShader = m_device->createShader(
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
fsResourceSlots.size(),
|
||||
fsResourceSlots.data(),
|
||||
{ 1u, 1u }, fsCode);
|
||||
}
|
||||
|
||||
|
||||
void D3D9SwapChainEx::InitRamp() {
|
||||
for (uint32_t i = 0; i < NumControlPoints; i++) {
|
||||
DWORD identity = DWORD(MapGammaControlPoint(float(i) / float(NumControlPoints - 1)));
|
||||
|
@ -6,6 +6,8 @@
|
||||
|
||||
#include "../dxvk/hud/dxvk_hud.h"
|
||||
|
||||
#include "../dxvk/dxvk_swapchain_blitter.h"
|
||||
|
||||
#include "../util/sync/sync_signal.h"
|
||||
|
||||
#include <vector>
|
||||
@ -14,17 +16,6 @@ namespace dxvk {
|
||||
|
||||
class D3D9Surface;
|
||||
|
||||
/**
|
||||
* \brief Gamma control point
|
||||
*
|
||||
* Control points are stored as normalized
|
||||
* 16-bit unsigned integer values that will
|
||||
* be converted back to floats in the shader.
|
||||
*/
|
||||
struct D3D9_VK_GAMMA_CP {
|
||||
uint16_t R, G, B, A;
|
||||
};
|
||||
|
||||
using D3D9SwapChainExBase = D3D9DeviceChild<IDirect3DSwapChain9Ex>;
|
||||
class D3D9SwapChainEx final : public D3D9SwapChainExBase {
|
||||
static constexpr uint32_t NumControlPoints = 256;
|
||||
@ -99,60 +90,41 @@ namespace dxvk {
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
};
|
||||
|
||||
D3DPRESENT_PARAMETERS m_presentParams;
|
||||
D3DGAMMARAMP m_ramp;
|
||||
D3DPRESENT_PARAMETERS m_presentParams;
|
||||
D3DGAMMARAMP m_ramp;
|
||||
|
||||
Rc<DxvkDevice> m_device;
|
||||
Rc<DxvkContext> m_context;
|
||||
Rc<DxvkDevice> m_device;
|
||||
Rc<DxvkContext> m_context;
|
||||
Rc<DxvkSwapchainBlitter> m_blitter;
|
||||
|
||||
Rc<vk::Presenter> m_presenter;
|
||||
Rc<vk::Presenter> m_presenter;
|
||||
|
||||
Rc<DxvkShader> m_vertShader;
|
||||
Rc<DxvkShader> m_fragShader;
|
||||
|
||||
Rc<DxvkSampler> m_samplerFitting;
|
||||
Rc<DxvkSampler> m_samplerScaling;
|
||||
|
||||
Rc<DxvkSampler> m_gammaSampler;
|
||||
Rc<DxvkImage> m_gammaTexture;
|
||||
Rc<DxvkImageView> m_gammaTextureView;
|
||||
|
||||
Rc<DxvkImage> m_resolveImage;
|
||||
Rc<DxvkImageView> m_resolveImageView;
|
||||
|
||||
Rc<hud::Hud> m_hud;
|
||||
|
||||
DxvkInputAssemblyState m_iaState;
|
||||
DxvkRasterizerState m_rsState;
|
||||
DxvkMultisampleState m_msState;
|
||||
DxvkDepthStencilState m_dsState;
|
||||
DxvkLogicOpState m_loState;
|
||||
DxvkBlendMode m_blendMode;
|
||||
Rc<hud::Hud> m_hud;
|
||||
|
||||
std::vector<Com<D3D9Surface, false>> m_backBuffers;
|
||||
|
||||
RECT m_srcRect;
|
||||
RECT m_dstRect;
|
||||
RECT m_srcRect;
|
||||
RECT m_dstRect;
|
||||
|
||||
DxvkSubmitStatus m_presentStatus;
|
||||
DxvkSubmitStatus m_presentStatus;
|
||||
|
||||
std::vector<Rc<DxvkImageView>> m_imageViews;
|
||||
|
||||
|
||||
uint64_t m_frameId = D3D9DeviceEx::MaxFrameLatency;
|
||||
uint32_t m_frameLatencyCap = 0;
|
||||
Rc<sync::Fence> m_frameLatencySignal;
|
||||
uint64_t m_frameId = D3D9DeviceEx::MaxFrameLatency;
|
||||
uint32_t m_frameLatencyCap = 0;
|
||||
Rc<sync::Fence> m_frameLatencySignal;
|
||||
|
||||
bool m_dirty = true;
|
||||
bool m_vsync = true;
|
||||
bool m_dirty = true;
|
||||
bool m_vsync = true;
|
||||
|
||||
bool m_dialog;
|
||||
bool m_lastDialog = false;
|
||||
bool m_dialog;
|
||||
bool m_lastDialog = false;
|
||||
|
||||
HWND m_window = nullptr;
|
||||
HMONITOR m_monitor = nullptr;
|
||||
HWND m_window = nullptr;
|
||||
HMONITOR m_monitor = nullptr;
|
||||
|
||||
WindowState m_windowState;
|
||||
WindowState m_windowState;
|
||||
|
||||
void PresentImage(UINT PresentInterval);
|
||||
|
||||
@ -172,20 +144,10 @@ namespace dxvk {
|
||||
void CreateBackBuffers(
|
||||
uint32_t NumBackBuffers);
|
||||
|
||||
void CreateGammaTexture(
|
||||
UINT NumControlPoints,
|
||||
const D3D9_VK_GAMMA_CP* pControlPoints);
|
||||
|
||||
void DestroyGammaTexture();
|
||||
void CreateBlitter();
|
||||
|
||||
void CreateHud();
|
||||
|
||||
void InitRenderState();
|
||||
|
||||
void InitSamplers();
|
||||
|
||||
void InitShaders();
|
||||
|
||||
void InitRamp();
|
||||
|
||||
uint32_t GetActualFrameLatency();
|
||||
|
@ -1,8 +1,6 @@
|
||||
d3d9_res = wrc_generator.process('version.rc')
|
||||
|
||||
d3d9_shaders = files([
|
||||
'shaders/d3d9_presenter_frag.frag',
|
||||
'shaders/d3d9_presenter_vert.vert',
|
||||
'shaders/d3d9_convert_yuy2_uyvy.comp',
|
||||
'shaders/d3d9_convert_l6v5u5.comp',
|
||||
'shaders/d3d9_convert_x8l8v8u8.comp',
|
||||
|
@ -1,21 +0,0 @@
|
||||
#version 450
|
||||
|
||||
layout(constant_id = 1) const bool s_gamma_bound = true;
|
||||
|
||||
layout(binding = 0) uniform sampler2D s_image;
|
||||
layout(binding = 1) uniform sampler1D s_gamma;
|
||||
|
||||
layout(location = 0) in vec2 i_texcoord;
|
||||
layout(location = 0) out vec4 o_color;
|
||||
|
||||
void main() {
|
||||
o_color = texture(s_image, i_texcoord);
|
||||
|
||||
if (s_gamma_bound) {
|
||||
o_color = vec4(
|
||||
texture(s_gamma, o_color.r).r,
|
||||
texture(s_gamma, o_color.g).g,
|
||||
texture(s_gamma, o_color.b).b,
|
||||
o_color.a);
|
||||
}
|
||||
}
|
@ -1,21 +0,0 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) out vec2 o_texcoord;
|
||||
|
||||
layout(push_constant) uniform present_info_t {
|
||||
vec2 scale;
|
||||
vec2 offset;
|
||||
} u_presentInfo;
|
||||
|
||||
void main() {
|
||||
vec2 coord = vec2(
|
||||
float(gl_VertexIndex & 2),
|
||||
float(gl_VertexIndex & 1) * 2.0f);
|
||||
|
||||
gl_Position = vec4(-1.0f + 2.0f * coord, 0.0f, 1.0f);
|
||||
|
||||
coord *= u_presentInfo.scale;
|
||||
coord += u_presentInfo.offset;
|
||||
|
||||
o_texcoord = coord;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user