Avoid redundant padding fills in display_vram_t::convert() (#763)

This commit is contained in:
Cameron Gutman 2023-01-14 19:14:55 -06:00 committed by GitHub
parent 4fc444b5b3
commit 9fe539f87d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -300,8 +300,7 @@ blob_t compile_vertex_shader(LPCSTR file) {
class hwdevice_t : public platf::hwdevice_t {
public:
int convert(platf::img_t &img_base) override {
auto &img = (img_d3d_t &)img_base;
auto back_d3d_img = (img_d3d_t *)back_img.get();
auto &img = (img_d3d_t &)img_base;
// Open the shared capture texture with our ID3D11Device
if(share_img(&img_base)) {
@ -315,24 +314,9 @@ public:
return -1;
}
// Even though this image will never have racing updates, we must acquire the
// keyed mutex for PSSetShaderResources() to succeed.
status = back_d3d_img->encoder_mutex->AcquireSync(0, INFINITE);
if(status != S_OK) {
img.encoder_mutex->ReleaseSync(0);
BOOST_LOG(error) << "Failed to acquire back_d3d_img mutex [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
device_ctx->IASetInputLayout(input_layout.get());
_init_view_port(this->img.width, this->img.height);
device_ctx->OMSetRenderTargets(1, &nv12_Y_rt, nullptr);
device_ctx->VSSetShader(scene_vs.get(), nullptr, 0);
device_ctx->PSSetShader(convert_Y_ps.get(), nullptr, 0);
device_ctx->PSSetShaderResources(0, 1, &back_d3d_img->encoder_input_res);
device_ctx->Draw(3, 0);
device_ctx->RSSetViewports(1, &outY_view);
device_ctx->PSSetShaderResources(0, 1, &img.encoder_input_res);
device_ctx->Draw(3, 0);
@ -341,20 +325,13 @@ public:
// before rendering on the UV part of the image.
device_ctx->Flush();
_init_view_port(this->img.width / 2, this->img.height / 2);
device_ctx->OMSetRenderTargets(1, &nv12_UV_rt, nullptr);
device_ctx->VSSetShader(convert_UV_vs.get(), nullptr, 0);
device_ctx->PSSetShader(convert_UV_ps.get(), nullptr, 0);
device_ctx->PSSetShaderResources(0, 1, &back_d3d_img->encoder_input_res);
device_ctx->Draw(3, 0);
device_ctx->RSSetViewports(1, &outUV_view);
device_ctx->PSSetShaderResources(0, 1, &img.encoder_input_res);
device_ctx->Draw(3, 0);
device_ctx->Flush();
// Release encoder mutexes to allow capture code to reuse this image
back_d3d_img->encoder_mutex->ReleaseSync(0);
// Release encoder mutex to allow capture code to reuse this image
img.encoder_mutex->ReleaseSync(0);
return 0;
@ -514,6 +491,12 @@ public:
return -1;
}
// Clear the RTVs to ensure the aspect ratio padding is black
const float y_black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
device_ctx->ClearRenderTargetView(nv12_Y_rt.get(), y_black);
const float uv_black[] = { 0.5f, 0.5f, 0.5f, 0.5f };
device_ctx->ClearRenderTargetView(nv12_UV_rt.get(), uv_black);
return 0;
}
@ -609,14 +592,6 @@ public:
img.display = std::move(display);
// Color the background black, so that the padding for keeping the aspect ratio
// is black
back_img = img.display->alloc_img();
if(img.display->dummy_img(back_img.get()) || share_img(back_img.get())) {
BOOST_LOG(warning) << "Couldn't create an image to set background color to black"sv;
return -1;
}
blend_disable = make_blend(device.get(), false, false);
if(!blend_disable) {
return -1;
@ -649,20 +624,6 @@ public:
}
private:
void _init_view_port(float x, float y, float width, float height) {
D3D11_VIEWPORT view {
x, y,
width, height,
0.0f, 1.0f
};
device_ctx->RSSetViewports(1, &view);
}
void _init_view_port(float width, float height) {
_init_view_port(0.0f, 0.0f, width, height);
}
int share_img(platf::img_t *img_base) {
auto img = (img_d3d_t *)img_base;
@ -722,9 +683,6 @@ public:
// The resulting image is stored here.
img_d3d_t img;
// Clear nv12 render target to black
std::shared_ptr<img_t> back_img;
vs_t convert_UV_vs;
ps_t convert_UV_ps;
ps_t convert_Y_ps;