// Copyright 2019 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include "Common/CommonTypes.h" #include "VideoBackends/D3D12/Common.h" #include "VideoBackends/D3D12/DescriptorHeapManager.h" #include "VideoCommon/AbstractFramebuffer.h" #include "VideoCommon/AbstractGfx.h" #include "VideoCommon/AbstractStagingTexture.h" #include "VideoCommon/AbstractTexture.h" #include "VideoCommon/RenderBase.h" namespace DX12 { class DXTexture final : public AbstractTexture { public: ~DXTexture(); static std::unique_ptr Create(const TextureConfig& config, std::string_view name); static std::unique_ptr CreateAdopted(ID3D12Resource* resource); void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size, u32 layer) override; void 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) override; void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& rect, u32 layer, u32 level) override; void FinishedRendering() override; ID3D12Resource* GetResource() const { return m_resource.Get(); } const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; } const DescriptorHandle& GetUAVDescriptor() const { return m_uav_descriptor; } D3D12_RESOURCE_STATES GetState() const { return m_state; } u32 CalcSubresource(u32 level, u32 layer) const { return level + layer * m_config.levels; } void TransitionToState(D3D12_RESOURCE_STATES state) const; // Destoys the resource backing this texture. The resource must not be in use by the GPU. void DestroyResource(); private: DXTexture(const TextureConfig& config, ID3D12Resource* resource, D3D12_RESOURCE_STATES state, std::string_view name); bool CreateSRVDescriptor(); bool CreateUAVDescriptor(); ComPtr m_resource; DescriptorHandle m_srv_descriptor = {}; DescriptorHandle m_uav_descriptor = {}; std::wstring m_name; mutable D3D12_RESOURCE_STATES m_state; }; class DXFramebuffer final : public AbstractFramebuffer { public: ~DXFramebuffer() override; const DescriptorHandle& GetIntRTVDescriptor() const { return m_int_rtv_descriptor; } const DescriptorHandle& GetDSVDescriptor() const { return m_dsv_descriptor; } UINT GetRTVDescriptorCount() const { return static_cast(m_render_targets.size()); } const D3D12_CPU_DESCRIPTOR_HANDLE* GetRTVDescriptorArray() const { return m_render_targets_raw.data(); } const D3D12_CPU_DESCRIPTOR_HANDLE* GetIntRTVDescriptorArray() const; const D3D12_CPU_DESCRIPTOR_HANDLE* GetDSVDescriptorArray() const { return m_depth_attachment ? &m_dsv_descriptor.cpu_handle : nullptr; } void Unbind(); void ClearRenderTargets(const ClearColor& color_value, const D3D12_RECT* rectangle) const; void ClearDepth(float depth_value, const D3D12_RECT* rectangle) const; void TransitionRenderTargets() const; static std::unique_ptr Create(DXTexture* color_attachment, DXTexture* depth_attachment, std::vector additional_color_attachments); private: DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, std::vector additional_color_attachments, AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width, u32 height, u32 layers, u32 samples); bool CreateRTVDescriptors(); bool CreateRTVDescriptor(u32 layers, AbstractTexture* attachment); bool CreateIRTVDescriptor(); bool CreateDSVDescriptor(); std::vector m_render_targets; std::vector m_render_targets_raw; DescriptorHandle m_int_rtv_descriptor = {}; DescriptorHandle m_dsv_descriptor = {}; }; class DXStagingTexture final : public AbstractStagingTexture { public: ~DXStagingTexture(); void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect) override; void CopyToTexture(const MathUtil::Rectangle& src_rect, AbstractTexture* dst, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) override; bool Map() override; void Unmap() override; void Flush() override; static std::unique_ptr Create(StagingTextureType type, const TextureConfig& config); private: DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D12Resource* resource, u32 stride, u32 buffer_size); ComPtr m_resource; u64 m_completed_fence = 0; u32 m_buffer_size; }; } // namespace DX12