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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
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# include <memory>
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# include "Common/CommonTypes.h"
# include "Common/MsgHandler.h"
# include "VideoBackends/D3D12/D3DBase.h"
# include "VideoBackends/D3D12/D3DCommandListManager.h"
# include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
# include "VideoBackends/D3D12/D3DStreamBuffer.h"
# include "VideoBackends/D3D12/D3DTexture.h"
# include "VideoBackends/D3D12/D3DUtil.h"
# include "VideoBackends/D3D12/FramebufferManager.h"
# include "VideoBackends/D3D12/Render.h"
namespace DX12
{
namespace D3D
{
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static std : : unique_ptr < D3DStreamBuffer > s_texture_upload_stream_buffer ;
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void CleanupPersistentD3DTextureResources ( )
{
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s_texture_upload_stream_buffer . reset ( ) ;
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}
void ReplaceRGBATexture2D ( ID3D12Resource * texture12 , const u8 * buffer , unsigned int width , unsigned int height , unsigned int src_pitch , unsigned int level , D3D12_RESOURCE_STATES current_resource_state )
{
const unsigned int upload_size = AlignValue ( src_pitch , D3D12_TEXTURE_DATA_PITCH_ALIGNMENT ) * height ;
if ( ! s_texture_upload_stream_buffer )
{
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s_texture_upload_stream_buffer = std : : make_unique < D3DStreamBuffer > ( 4 * 1024 * 1024 , 64 * 1024 * 1024 , nullptr ) ;
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}
bool current_command_list_executed = s_texture_upload_stream_buffer - > AllocateSpaceInBuffer ( upload_size , D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT ) ;
if ( current_command_list_executed )
{
g_renderer - > SetViewport ( ) ;
D3D : : current_command_list - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV12 ( ) , FALSE , & FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV12 ( ) ) ;
}
ResourceBarrier ( current_command_list , texture12 , current_resource_state , D3D12_RESOURCE_STATE_COPY_DEST , level ) ;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint = { } ;
u32 upload_rows = 0 ;
u64 upload_row_size_in_bytes = 0 ;
u64 upload_total_bytes = 0 ;
D3D : : device12 - > GetCopyableFootprints ( & texture12 - > GetDesc ( ) , level , 1 , s_texture_upload_stream_buffer - > GetOffsetOfCurrentAllocation ( ) , & upload_footprint , & upload_rows , & upload_row_size_in_bytes , & upload_total_bytes ) ;
u8 * dest_data = reinterpret_cast < u8 * > ( s_texture_upload_stream_buffer - > GetCPUAddressOfCurrentAllocation ( ) ) ;
const u8 * src_data = reinterpret_cast < const u8 * > ( buffer ) ;
for ( u32 y = 0 ; y < upload_rows ; + + y )
{
memcpy (
dest_data + upload_footprint . Footprint . RowPitch * y ,
src_data + src_pitch * y ,
upload_row_size_in_bytes
) ;
}
D3D : : current_command_list - > CopyTextureRegion ( & CD3DX12_TEXTURE_COPY_LOCATION ( texture12 , level ) , 0 , 0 , 0 , & CD3DX12_TEXTURE_COPY_LOCATION ( s_texture_upload_stream_buffer - > GetBuffer ( ) , upload_footprint ) , nullptr ) ;
ResourceBarrier ( D3D : : current_command_list , texture12 , D3D12_RESOURCE_STATE_COPY_DEST , current_resource_state , level ) ;
}
} // namespace
D3DTexture2D * D3DTexture2D : : Create ( unsigned int width , unsigned int height , D3D11_BIND_FLAG bind , D3D11_USAGE usage , DXGI_FORMAT fmt , unsigned int levels , unsigned int slices , D3D12_SUBRESOURCE_DATA * data )
{
ID3D12Resource * texture12 = nullptr ;
D3D12_RESOURCE_DESC texdesc12 = CD3DX12_RESOURCE_DESC : : Tex2D (
fmt ,
width ,
height ,
slices ,
levels
) ;
D3D12_CLEAR_VALUE optimized_clear_value = { } ;
optimized_clear_value . Format = fmt ;
if ( bind & D3D11_BIND_RENDER_TARGET )
{
texdesc12 . Flags | = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET ;
optimized_clear_value . Color [ 0 ] = 0.0f ;
optimized_clear_value . Color [ 1 ] = 0.0f ;
optimized_clear_value . Color [ 2 ] = 0.0f ;
optimized_clear_value . Color [ 3 ] = 1.0f ;
}
if ( bind & D3D11_BIND_DEPTH_STENCIL )
{
texdesc12 . Flags | = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL ;
optimized_clear_value . DepthStencil . Depth = 0.0f ;
optimized_clear_value . DepthStencil . Stencil = 0 ;
}
CheckHR (
D3D : : device12 - > CreateCommittedResource (
& CD3DX12_HEAP_PROPERTIES ( D3D12_HEAP_TYPE_DEFAULT ) ,
D3D12_HEAP_FLAG_NONE ,
& CD3DX12_RESOURCE_DESC ( texdesc12 ) ,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE ,
& optimized_clear_value ,
IID_PPV_ARGS ( & texture12 )
)
) ;
D3D : : SetDebugObjectName12 ( texture12 , " Texture created via D3DTexture2D::Create " ) ;
D3DTexture2D * ret = new D3DTexture2D ( texture12 , bind , DXGI_FORMAT_UNKNOWN , DXGI_FORMAT_UNKNOWN , DXGI_FORMAT_UNKNOWN , false , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE ) ;
if ( data )
{
DX12 : : D3D : : ReplaceRGBATexture2D ( texture12 , reinterpret_cast < const u8 * > ( data - > pData ) , width , height , static_cast < unsigned int > ( data - > RowPitch ) , 0 , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE ) ;
}
SAFE_RELEASE ( texture12 ) ;
return ret ;
}
void D3DTexture2D : : AddRef ( )
{
m_ref . fetch_add ( 1 ) ;
}
UINT D3DTexture2D : : Release ( )
{
// fetch_sub returns the value held before the subtraction.
if ( m_ref . fetch_sub ( 1 ) = = 1 )
{
delete this ;
return 0 ;
}
return m_ref . load ( ) ;
}
D3D12_RESOURCE_STATES D3DTexture2D : : GetResourceUsageState ( ) const
{
return m_resource_state ;
}
bool D3DTexture2D : : GetMultisampled ( ) const
{
return m_multisampled ;
}
ID3D12Resource * D3DTexture2D : : GetTex12 ( ) const
{
return m_tex12 ;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D : : GetSRV12CPU ( ) const
{
return m_srv12_cpu ;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3DTexture2D : : GetSRV12GPU ( ) const
{
return m_srv12_gpu ;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D : : GetSRV12GPUCPUShadow ( ) const
{
return m_srv12_gpu_cpu_shadow ;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D : : GetDSV12 ( ) const
{
return m_dsv12 ;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D : : GetRTV12 ( ) const
{
return m_rtv12 ;
}
D3DTexture2D : : D3DTexture2D ( ID3D12Resource * texptr , D3D11_BIND_FLAG bind ,
DXGI_FORMAT srv_format , DXGI_FORMAT dsv_format , DXGI_FORMAT rtv_format , bool multisampled , D3D12_RESOURCE_STATES resource_state )
: m_tex12 ( texptr ) , m_resource_state ( resource_state ) , m_multisampled ( multisampled )
{
D3D12_SRV_DIMENSION srv_dim12 = multisampled ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D12_SRV_DIMENSION_TEXTURE2DARRAY ;
D3D12_DSV_DIMENSION dsv_dim12 = multisampled ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DARRAY ;
D3D12_RTV_DIMENSION rtv_dim12 = multisampled ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DARRAY ;
if ( bind & D3D11_BIND_SHADER_RESOURCE )
{
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
srv_format , // DXGI_FORMAT Format
srv_dim12 // D3D12_SRV_DIMENSION ViewDimension
} ;
if ( srv_dim12 = = D3D12_SRV_DIMENSION_TEXTURE2DARRAY )
{
srv_desc . Texture2DArray . MipLevels = - 1 ;
srv_desc . Texture2DArray . MostDetailedMip = 0 ;
srv_desc . Texture2DArray . ResourceMinLODClamp = 0 ;
srv_desc . Texture2DArray . ArraySize = - 1 ;
}
else
{
srv_desc . Texture2DMSArray . ArraySize = - 1 ;
}
srv_desc . Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING ;
CHECK ( D3D : : gpu_descriptor_heap_mgr - > Allocate ( & m_srv12_cpu , & m_srv12_gpu , & m_srv12_gpu_cpu_shadow ) , " Error: Ran out of permenant slots in GPU descriptor heap, but don't support rolling over heap. " ) ;
D3D : : device12 - > CreateShaderResourceView ( m_tex12 , & srv_desc , m_srv12_cpu ) ;
D3D : : device12 - > CreateShaderResourceView ( m_tex12 , & srv_desc , m_srv12_gpu_cpu_shadow ) ;
}
if ( bind & D3D11_BIND_DEPTH_STENCIL )
{
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {
dsv_format , // DXGI_FORMAT Format
dsv_dim12 , // D3D12_DSV_DIMENSION
D3D12_DSV_FLAG_NONE // D3D12_DSV_FLAG Flags
} ;
if ( dsv_dim12 = = D3D12_DSV_DIMENSION_TEXTURE2DARRAY )
dsv_desc . Texture2DArray . ArraySize = - 1 ;
else
dsv_desc . Texture2DMSArray . ArraySize = - 1 ;
D3D : : dsv_descriptor_heap_mgr - > Allocate ( & m_dsv12 ) ;
D3D : : device12 - > CreateDepthStencilView ( m_tex12 , & dsv_desc , m_dsv12 ) ;
}
if ( bind & D3D11_BIND_RENDER_TARGET )
{
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {
rtv_format , // DXGI_FORMAT Format
rtv_dim12 // D3D12_RTV_DIMENSION ViewDimension
} ;
if ( rtv_dim12 = = D3D12_RTV_DIMENSION_TEXTURE2DARRAY )
rtv_desc . Texture2DArray . ArraySize = - 1 ;
else
rtv_desc . Texture2DMSArray . ArraySize = - 1 ;
D3D : : rtv_descriptor_heap_mgr - > Allocate ( & m_rtv12 ) ;
D3D : : device12 - > CreateRenderTargetView ( m_tex12 , & rtv_desc , m_rtv12 ) ;
}
m_tex12 - > AddRef ( ) ;
}
void D3DTexture2D : : TransitionToResourceState ( ID3D12GraphicsCommandList * command_list , D3D12_RESOURCE_STATES state_after )
{
DX12 : : D3D : : ResourceBarrier ( command_list , m_tex12 , m_resource_state , state_after , D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES ) ;
m_resource_state = state_after ;
}
D3DTexture2D : : ~ D3DTexture2D ( )
{
DX12 : : D3D : : command_list_mgr - > DestroyResourceAfterCurrentCommandListExecuted ( m_tex12 ) ;
if ( m_srv12_cpu . ptr )
{
D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = { } ;
null_srv_desc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
null_srv_desc . ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D ;
null_srv_desc . Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING ;
DX12 : : D3D : : device12 - > CreateShaderResourceView ( NULL , & null_srv_desc , m_srv12_cpu ) ;
}
}
} // namespace DX12