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C++ XFBEncoder类代码示例

本文整理汇总了C++中XFBEncoder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等开源代码及文档管理平台,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。