// Copyright 2017 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/DXTexture.h" #include "VideoBackends/D3DCommon/D3DCommon.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { DXTexture::DXTexture(const TextureConfig& config, ComPtr texture, std::string_view name) : AbstractTexture(config), m_texture(std::move(texture)), m_name(name) { if (!m_name.empty()) { m_texture->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast(m_name.size()), m_name.c_str()); } } DXTexture::~DXTexture() { if (m_srv && D3D::stateman->UnsetTexture(m_srv.Get()) != 0) D3D::stateman->ApplyTextures(); } std::unique_ptr DXTexture::Create(const TextureConfig& config, std::string_view name) { // Use typeless to create the texture when it's a render target, so we can alias it with an // integer format (for EFB). const DXGI_FORMAT tex_format = D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget()); UINT bindflags = D3D11_BIND_SHADER_RESOURCE; if (config.IsRenderTarget()) bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET; if (config.IsComputeImage()) bindflags |= D3D11_BIND_UNORDERED_ACCESS; CD3D11_TEXTURE2D_DESC desc(tex_format, config.width, config.height, config.layers, config.levels, bindflags, D3D11_USAGE_DEFAULT, 0, config.samples, 0, 0); ComPtr d3d_texture; HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, d3d_texture.GetAddressOf()); if (FAILED(hr)) { PanicAlertFmt("Failed to create {}x{}x{} D3D backing texture", config.width, config.height, config.layers); return nullptr; } std::unique_ptr tex(new DXTexture(config, std::move(d3d_texture), name)); if (!tex->CreateSRV() || (config.IsComputeImage() && !tex->CreateUAV())) return nullptr; return tex; } std::unique_ptr DXTexture::CreateAdopted(ComPtr texture) { D3D11_TEXTURE2D_DESC desc; texture->GetDesc(&desc); // Convert to our texture config format. TextureConfig config(desc.Width, desc.Height, desc.MipLevels, desc.ArraySize, desc.SampleDesc.Count, D3DCommon::GetAbstractFormatForDXGIFormat(desc.Format), 0); if (desc.BindFlags & D3D11_BIND_RENDER_TARGET) config.flags |= AbstractTextureFlag_RenderTarget; if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS) config.flags |= AbstractTextureFlag_ComputeImage; std::unique_ptr tex(new DXTexture(config, std::move(texture), "")); if (desc.BindFlags & D3D11_BIND_SHADER_RESOURCE && !tex->CreateSRV()) return nullptr; if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS && !tex->CreateUAV()) return nullptr; return tex; } bool DXTexture::CreateSRV() { const CD3D11_SHADER_RESOURCE_VIEW_DESC desc( m_texture.Get(), m_config.IsMultisampled() ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D11_SRV_DIMENSION_TEXTURE2DARRAY, D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, m_config.levels, 0, m_config.layers); DEBUG_ASSERT(!m_srv); HRESULT hr = D3D::device->CreateShaderResourceView(m_texture.Get(), &desc, m_srv.GetAddressOf()); if (FAILED(hr)) { PanicAlertFmt("Failed to create {}x{}x{} D3D SRV", m_config.width, m_config.height, m_config.layers); return false; } return true; } bool DXTexture::CreateUAV() { const CD3D11_UNORDERED_ACCESS_VIEW_DESC desc( m_texture.Get(), D3D11_UAV_DIMENSION_TEXTURE2DARRAY, D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, 0, m_config.layers); DEBUG_ASSERT(!m_uav); HRESULT hr = D3D::device->CreateUnorderedAccessView(m_texture.Get(), &desc, m_uav.GetAddressOf()); if (FAILED(hr)) { PanicAlertFmt("Failed to create {}x{}x{} D3D UAV", m_config.width, m_config.height, m_config.layers); return false; } return true; } 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.Get(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left, dst_rect.top, 0, srcentry->m_texture.Get(), D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box); } void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& rect, u32 layer, u32 level) { const DXTexture* srcentry = static_cast(src); DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width && m_config.height == srcentry->m_config.height && m_config.samples == 1); DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast(srcentry->m_config.width) && rect.top + rect.GetHeight() <= static_cast(srcentry->m_config.height)); D3D::context->ResolveSubresource( m_texture.Get(), D3D11CalcSubresource(level, layer, m_config.levels), srcentry->m_texture.Get(), D3D11CalcSubresource(level, layer, srcentry->m_config.levels), D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false)); } 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.Get(), level, nullptr, buffer, static_cast(src_pitch), 0); } DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config, ComPtr tex) : AbstractStagingTexture(type, config), m_tex(std::move(tex)) { } DXStagingTexture::~DXStagingTexture() { if (IsMapped()) DXStagingTexture::Unmap(); } 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(D3DCommon::GetDXGIFormatForAbstractFormat(config.format, false), config.width, config.height, 1, 1, 0, usage, cpu_flags); ComPtr texture; HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, texture.GetAddressOf()); CHECK(SUCCEEDED(hr), "Create staging texture"); if (FAILED(hr)) return nullptr; return std::unique_ptr(new DXStagingTexture(type, config, std::move(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 || m_type == StagingTextureType::Mutable); ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); ASSERT(src_rect.left >= 0 && static_cast(src_rect.right) <= src->GetWidth() && src_rect.top >= 0 && static_cast(src_rect.bottom) <= src->GetHeight()); 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(); if (static_cast(src_rect.GetWidth()) == GetWidth() && static_cast(src_rect.GetHeight()) == GetHeight()) { // Copy whole resource, needed for depth textures. D3D::context->CopySubresourceRegion( m_tex.Get(), 0, 0, 0, 0, static_cast(src)->GetD3DTexture(), D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), nullptr); } else { CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1); D3D::context->CopySubresourceRegion( m_tex.Get(), 0, static_cast(dst_rect.left), static_cast(dst_rect.top), 0, static_cast(src)->GetD3DTexture(), D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), &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) <= GetWidth() && src_rect.top >= 0 && static_cast(src_rect.bottom) <= GetHeight()); ASSERT(dst_rect.left >= 0 && static_cast(dst_rect.right) <= dst->GetWidth() && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= dst->GetHeight()); if (IsMapped()) DXStagingTexture::Unmap(); if (static_cast(src_rect.GetWidth()) == dst->GetWidth() && static_cast(src_rect.GetHeight()) == dst->GetHeight()) { D3D::context->CopySubresourceRegion( static_cast(dst)->GetD3DTexture(), D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()), 0, 0, 0, m_tex.Get(), 0, nullptr); } else { CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1); D3D::context->CopySubresourceRegion( static_cast(dst)->GetD3DTexture(), D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()), static_cast(dst_rect.left), static_cast(dst_rect.top), 0, m_tex.Get(), 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.Get(), 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.Get(), 0); m_map_pointer = nullptr; } void DXStagingTexture::Flush() { // Flushing is handled by the API. m_needs_flush = false; } DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width, u32 height, u32 layers, u32 samples, ComPtr rtv, ComPtr integer_rtv, ComPtr dsv) : AbstractFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width, height, layers, samples), m_rtv(std::move(rtv)), m_integer_rtv(std::move(integer_rtv)), m_dsv(std::move(dsv)) { } DXFramebuffer::~DXFramebuffer() = default; std::unique_ptr DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment) { if (!ValidateConfig(color_attachment, depth_attachment)) return nullptr; const AbstractTextureFormat color_format = color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined; const AbstractTextureFormat depth_format = depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined; const DXTexture* either_attachment = color_attachment ? color_attachment : depth_attachment; const u32 width = either_attachment->GetWidth(); const u32 height = either_attachment->GetHeight(); const u32 layers = either_attachment->GetLayers(); const u32 samples = either_attachment->GetSamples(); ComPtr rtv; ComPtr integer_rtv; if (color_attachment) { CD3D11_RENDER_TARGET_VIEW_DESC desc( color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D11_RTV_DIMENSION_TEXTURE2DARRAY, D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), false), 0, 0, color_attachment->GetLayers()); HRESULT hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc, rtv.GetAddressOf()); CHECK(SUCCEEDED(hr), "Create render target view for framebuffer"); if (FAILED(hr)) return nullptr; // Only create the integer RTV when logic ops are supported (Win8+). DXGI_FORMAT integer_format = D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), true); if (g_ActiveConfig.backend_info.bSupportsLogicOp && integer_format != desc.Format) { desc.Format = integer_format; hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc, integer_rtv.GetAddressOf()); CHECK(SUCCEEDED(hr), "Create integer render target view for framebuffer"); } } ComPtr dsv; if (depth_attachment) { const CD3D11_DEPTH_STENCIL_VIEW_DESC desc( depth_attachment->GetConfig().IsMultisampled() ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D11_DSV_DIMENSION_TEXTURE2DARRAY, D3DCommon::GetDSVFormatForAbstractFormat(depth_attachment->GetFormat()), 0, 0, depth_attachment->GetLayers(), 0); HRESULT hr = D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc, dsv.GetAddressOf()); CHECK(SUCCEEDED(hr), "Create depth stencil view for framebuffer"); if (FAILED(hr)) return nullptr; } return std::make_unique(color_attachment, depth_attachment, color_format, depth_format, width, height, layers, samples, std::move(rtv), std::move(integer_rtv), std::move(dsv)); } } // namespace DX11