本文整理汇总了C++中XFBEncoder类的典型用法代码示例。如果您正苦于以下问题:C++ XFBEncoder类的具体用法?C++ XFBEncoder怎么用?C++ XFBEncoder使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了XFBEncoder类的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: SwapReinterpretTexture
namespace DX12
{
static XFBEncoder s_xfbEncoder;
FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;
D3D12_DEPTH_STENCIL_DESC FramebufferManager::m_depth_resolve_depth_stencil_desc;
D3DTexture2D*& FramebufferManager::GetEFBColorTexture() {
return m_efb.color_tex;
}
ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() {
return m_efb.color_staging_buf;
}
D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() {
return m_efb.depth_tex;
}
D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() {
return m_efb.depth_read_texture;
}
ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() {
return m_efb.depth_staging_buf;
}
D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() {
return m_efb.color_temp_tex;
}
void FramebufferManager::SwapReinterpretTexture()
{
D3DTexture2D* swaptex = GetEFBColorTempTexture();
m_efb.color_temp_tex = GetEFBColorTexture();
m_efb.color_tex = swaptex;
}
D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture()
{
if (g_ActiveConfig.iMultisamples > 1)
{
m_efb.resolved_color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_DEST);
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
for (int i = 0; i < m_efb.slices; i++)
{
D3D::current_command_list->ResolveSubresource(m_efb.resolved_color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
}
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
return m_efb.resolved_color_tex;
}
else
{
return m_efb.color_tex;
}
}
D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
{
if (g_ActiveConfig.iMultisamples > 1)
{
ResolveDepthTexture();
return m_efb.resolved_depth_tex;
}
else
{
return m_efb.depth_tex;
}
}
FramebufferManager::FramebufferManager()
{
m_target_width = std::max(Renderer::GetTargetWidth(), 1);
m_target_height = std::max(Renderer::GetTargetHeight(), 1);
DXGI_SAMPLE_DESC sample_desc;
sample_desc.Count = g_ActiveConfig.iMultisamples;
sample_desc.Quality = 0;
ID3D12Resource* buf12;
D3D12_RESOURCE_DESC texdesc12;
D3D12_CLEAR_VALUE optimized_clear_valueRTV = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0);
HRESULT hr;
m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
// EFB color texture - primary render target
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
m_efb.color_tex = new D3DTexture2D(buf12, (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), D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
//.........这里部分代码省略.........
开发者ID:jcowgill,项目名称:dolphin,代码行数:101,代码来源:FramebufferManager.cpp
示例2:
FramebufferManager::~FramebufferManager()
{
s_xfbEncoder.Shutdown();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.depth_tex);
SAFE_RELEASE(m_efb.depth_staging_buf);
SAFE_RELEASE(m_efb.depth_read_texture);
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
开发者ID:BhaaLseN,项目名称:dolphin,代码行数:13,代码来源:FramebufferManager.cpp
示例3:
FramebufferManager::~FramebufferManager()
{
s_xfbEncoder.Shutdown();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_temp_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.depth_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf);
SAFE_RELEASE(m_efb.depth_read_texture);
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
开发者ID:jcowgill,项目名称:dolphin,代码行数:17,代码来源:FramebufferManager.cpp
示例4: texture
FramebufferManager::FramebufferManager()
{
m_target_width = Renderer::GetTargetWidth();
m_target_height = Renderer::GetTargetHeight();
DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
ID3D11Texture2D* buf;
D3D11_TEXTURE2D_DESC texdesc;
HRESULT hr;
m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
// EFB color texture - primary render target
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 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);
CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.color_tex = new D3DTexture2D(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));
CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
// Temporary EFB color texture - used in ReinterpretPixelData
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 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);
CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.color_temp_tex = new D3DTexture2D(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));
CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
// EFB depth buffer - primary depth buffer
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
// Render buffer for AccessEFB (depth data)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
if (g_ActiveConfig.iMultisampleMode)
{
// Framebuffer resolve textures (color+depth)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view");
}
else
{
m_efb.resolved_color_tex = nullptr;
m_efb.resolved_depth_tex = nullptr;
}
s_xfbEncoder.Init();
}
开发者ID:BhaaLseN,项目名称:dolphin,代码行数:92,代码来源:FramebufferManager.cpp
示例5: CopyToRealXFB
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
u8* dst = Memory::GetPointer(xfbAddr);
s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
}
开发者ID:BhaaLseN,项目名称:dolphin,代码行数:5,代码来源:FramebufferManager.cpp
示例6: CheckHR
FramebufferManager::FramebufferManager()
{
m_target_width = std::max(Renderer::GetTargetWidth(), 1);
m_target_height = std::max(Renderer::GetTargetHeight(), 1);
DXGI_SAMPLE_DESC sample_desc;
sample_desc.Count = g_ActiveConfig.iMultisamples;
sample_desc.Quality = 0;
ID3D12Resource* buf12;
D3D12_RESOURCE_DESC texdesc12;
D3D12_CLEAR_VALUE optimized_clear_valueRTV = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0);
HRESULT hr;
m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
// EFB color texture - primary render target
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
m_efb.color_tex = new D3DTexture2D(buf12, (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), D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
// Temporary EFB color texture - used in ReinterpretPixelData
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)));
m_efb.color_temp_tex = new D3DTexture2D(buf12, (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), D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf)));
CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);
// EFB depth buffer - primary depth buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
m_efb.depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
// Render buffer for AccessEFB (depth data)
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT;
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);
m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf));
CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
if (g_ActiveConfig.iMultisamples > 1)
{
// Framebuffer resolve textures (color+depth)
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
m_efb.resolved_color_tex = new D3DTexture2D(buf12, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view");
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view");
m_depth_resolve_depth_stencil_desc = {};
m_depth_resolve_depth_stencil_desc.StencilEnable = FALSE;
m_depth_resolve_depth_stencil_desc.DepthEnable = TRUE;
m_depth_resolve_depth_stencil_desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
m_depth_resolve_depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
}
else
{
m_efb.resolved_color_tex = nullptr;
m_efb.resolved_depth_tex = nullptr;
}
s_xfbEncoder.Init();
}
开发者ID:jcowgill,项目名称:dolphin,代码行数:94,代码来源:FramebufferManager.cpp
示例7: CopyToRealXFB
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
u8* dst = Memory::GetPointer(xfbAddr);
// below div2 due to dx using pixel width
s_xfbEncoder.Encode(dst, fbStride/2, fbHeight, sourceRc, Gamma);
}
开发者ID:LordNed,项目名称:dolphin,代码行数:6,代码来源:FramebufferManager.cpp
注:本文中的XFBEncoder类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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