// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/D3DTexture.h" #include "VideoBackends/D3D/D3DUtil.h" #include "VideoBackends/D3D/DXTexture.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/TextureCache.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/TextureConfig.h" namespace DX11 { namespace { DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::DXT1: return DXGI_FORMAT_BC1_UNORM; case AbstractTextureFormat::DXT3: return DXGI_FORMAT_BC2_UNORM; case AbstractTextureFormat::DXT5: return DXGI_FORMAT_BC3_UNORM; case AbstractTextureFormat::BPTC: return DXGI_FORMAT_BC7_UNORM; case AbstractTextureFormat::RGBA8: return DXGI_FORMAT_R8G8B8A8_UNORM; case AbstractTextureFormat::BGRA8: return DXGI_FORMAT_B8G8R8A8_UNORM; default: PanicAlert("Unhandled texture format."); return DXGI_FORMAT_R8G8B8A8_UNORM; } } } // Anonymous namespace DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config) { DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(m_config.format); if (m_config.rendertarget) { m_texture = D3DTexture2D::Create( m_config.width, m_config.height, (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, dxgi_format, 1, m_config.layers); } else { const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(dxgi_format, m_config.width, m_config.height, 1, m_config.levels, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0); ID3D11Texture2D* pTexture; const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture); CHECK(SUCCEEDED(hr), "Create texture of the TextureCache"); m_texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE); // TODO: better debug names D3D::SetDebugObjectName(m_texture->GetTex(), "a texture of the TextureCache"); D3D::SetDebugObjectName(m_texture->GetSRV(), "shader resource view of a texture of the TextureCache"); SAFE_RELEASE(pTexture); } } DXTexture::~DXTexture() { g_renderer->UnbindTexture(this); m_texture->Release(); } D3DTexture2D* DXTexture::GetRawTexIdentifier() const { return m_texture; } void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { const DXTexture* srcentry = static_cast(src); _assert_(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); D3D11_BOX src_box; src_box.left = src_rect.left; src_box.top = src_rect.top; src_box.right = src_rect.right; src_box.bottom = src_rect.bottom; src_box.front = 0; src_box.back = 1; D3D::context->CopySubresourceRegion( m_texture->GetTex(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left, dst_rect.top, 0, srcentry->m_texture->GetTex(), D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box); } void DXTexture::ScaleRectangleFromTexture(const AbstractTexture* source, const MathUtil::Rectangle& srcrect, const MathUtil::Rectangle& dstrect) { const DXTexture* srcentry = static_cast(source); _assert_(m_config.rendertarget); g_renderer->ResetAPIState(); // reset any game specific settings const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top), float(dstrect.GetWidth()), float(dstrect.GetHeight())); D3D::stateman->UnsetTexture(m_texture->GetSRV()); D3D::stateman->Apply(); D3D::context->OMSetRenderTargets(1, &m_texture->GetRTV(), nullptr); D3D::context->RSSetViewports(1, &vp); D3D::SetLinearCopySampler(); D3D11_RECT srcRC; srcRC.left = srcrect.left; srcRC.right = srcrect.right; srcRC.top = srcrect.top; srcRC.bottom = srcrect.bottom; D3D::drawShadedTexQuad(srcentry->m_texture->GetSRV(), &srcRC, srcentry->m_config.width, srcentry->m_config.height, PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0); g_renderer->RestoreAPIState(); } void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size) { size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length); D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer, static_cast(src_pitch), 0); } DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D11Texture2D* tex) : AbstractStagingTexture(type, config), m_tex(tex) { } DXStagingTexture::~DXStagingTexture() { if (IsMapped()) DXStagingTexture::Unmap(); SAFE_RELEASE(m_tex); } std::unique_ptr DXStagingTexture::Create(StagingTextureType type, const TextureConfig& config) { D3D11_USAGE usage; UINT cpu_flags; if (type == StagingTextureType::Readback) { usage = D3D11_USAGE_STAGING; cpu_flags = D3D11_CPU_ACCESS_READ; } else if (type == StagingTextureType::Upload) { usage = D3D11_USAGE_DYNAMIC; cpu_flags = D3D11_CPU_ACCESS_WRITE; } else { usage = D3D11_USAGE_STAGING; cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; } CD3D11_TEXTURE2D_DESC desc(GetDXGIFormatForHostFormat(config.format), config.width, config.height, 1, 1, 0, usage, cpu_flags); ID3D11Texture2D* texture; HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture); CHECK(SUCCEEDED(hr), "Create staging texture"); if (FAILED(hr)) return nullptr; return std::unique_ptr(new DXStagingTexture(type, config, texture)); } void DXStagingTexture::CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect) { _assert_(m_type == StagingTextureType::Readback); _assert_(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); _assert_(src_rect.left >= 0 && static_cast(src_rect.right) <= src->GetConfig().width && src_rect.top >= 0 && static_cast(src_rect.bottom) <= src->GetConfig().height); _assert_(dst_rect.left >= 0 && static_cast(dst_rect.right) <= m_config.width && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= m_config.height); if (IsMapped()) DXStagingTexture::Unmap(); CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1); D3D::context->CopySubresourceRegion( m_tex, 0, static_cast(dst_rect.left), static_cast(dst_rect.top), 0, static_cast(src)->GetRawTexIdentifier()->GetTex(), D3D11CalcSubresource(src_level, src_layer, src->GetConfig().levels), &src_box); m_needs_flush = true; } void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle& src_rect, AbstractTexture* dst, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { _assert_(m_type == StagingTextureType::Upload); _assert_(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); _assert_(src_rect.left >= 0 && static_cast(src_rect.right) <= m_config.width && src_rect.top >= 0 && static_cast(src_rect.bottom) <= m_config.height); _assert_(dst_rect.left >= 0 && static_cast(dst_rect.right) <= dst->GetConfig().width && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= dst->GetConfig().height); if (IsMapped()) DXStagingTexture::Unmap(); CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1); D3D::context->CopySubresourceRegion( static_cast(dst)->GetRawTexIdentifier()->GetTex(), D3D11CalcSubresource(dst_level, dst_layer, dst->GetConfig().levels), static_cast(dst_rect.left), static_cast(dst_rect.top), 0, m_tex, 0, &src_box); } bool DXStagingTexture::Map() { if (m_map_pointer) return true; D3D11_MAP map_type; if (m_type == StagingTextureType::Readback) map_type = D3D11_MAP_READ; else if (m_type == StagingTextureType::Upload) map_type = D3D11_MAP_WRITE; else map_type = D3D11_MAP_READ_WRITE; D3D11_MAPPED_SUBRESOURCE sr; HRESULT hr = D3D::context->Map(m_tex, 0, map_type, 0, &sr); CHECK(SUCCEEDED(hr), "Map readback texture"); if (FAILED(hr)) return false; m_map_pointer = reinterpret_cast(sr.pData); m_map_stride = sr.RowPitch; return true; } void DXStagingTexture::Unmap() { if (!m_map_pointer) return; D3D::context->Unmap(m_tex, 0); m_map_pointer = nullptr; } void DXStagingTexture::Flush() { // Flushing is handled by the API. m_needs_flush = false; } } // namespace DX11