507 lines
19 KiB
C++
507 lines
19 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/D3D/DXTexture.h"
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#include <algorithm>
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#include <cstddef>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3DCommon/D3DCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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DXTexture::DXTexture(const TextureConfig& config, ComPtr<ID3D11Texture2D> texture,
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std::string_view name)
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: AbstractTexture(config), m_texture(std::move(texture)), m_name(name)
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{
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if (!m_name.empty())
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{
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m_texture->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(m_name.size()),
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m_name.c_str());
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}
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}
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DXTexture::~DXTexture()
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{
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if (m_srv && D3D::stateman->UnsetTexture(m_srv.Get()) != 0)
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D3D::stateman->ApplyTextures();
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}
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std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config, std::string_view name)
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{
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// Use typeless to create the texture when it's a render target, so we can alias it with an
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// integer format (for EFB).
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const DXGI_FORMAT tex_format =
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D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget());
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UINT bindflags = D3D11_BIND_SHADER_RESOURCE;
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if (config.IsRenderTarget())
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bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
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if (config.IsComputeImage())
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bindflags |= D3D11_BIND_UNORDERED_ACCESS;
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CD3D11_TEXTURE2D_DESC desc(
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tex_format, config.width, config.height, config.layers, config.levels, bindflags,
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D3D11_USAGE_DEFAULT, 0, config.samples, 0,
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config.type == AbstractTextureType::Texture_CubeMap ? D3D11_RESOURCE_MISC_TEXTURECUBE : 0);
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ComPtr<ID3D11Texture2D> d3d_texture;
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HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, d3d_texture.GetAddressOf());
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if (FAILED(hr))
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{
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PanicAlertFmt("Failed to create {}x{}x{} D3D backing texture: {}", config.width, config.height,
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config.layers, DX11HRWrap(hr));
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return nullptr;
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}
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std::unique_ptr<DXTexture> tex(new DXTexture(config, std::move(d3d_texture), name));
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if (!tex->CreateSRV() || (config.IsComputeImage() && !tex->CreateUAV()))
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return nullptr;
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return tex;
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}
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std::unique_ptr<DXTexture> DXTexture::CreateAdopted(ComPtr<ID3D11Texture2D> texture)
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{
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D3D11_TEXTURE2D_DESC desc;
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texture->GetDesc(&desc);
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// Convert to our texture config format.
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TextureConfig config(desc.Width, desc.Height, desc.MipLevels, desc.ArraySize,
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desc.SampleDesc.Count,
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D3DCommon::GetAbstractFormatForDXGIFormat(desc.Format), 0,
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AbstractTextureType::Texture_2DArray);
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if (desc.BindFlags & D3D11_BIND_RENDER_TARGET)
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config.flags |= AbstractTextureFlag_RenderTarget;
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if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS)
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config.flags |= AbstractTextureFlag_ComputeImage;
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std::unique_ptr<DXTexture> tex(new DXTexture(config, std::move(texture), ""));
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if (desc.BindFlags & D3D11_BIND_SHADER_RESOURCE && !tex->CreateSRV())
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return nullptr;
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if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS && !tex->CreateUAV())
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return nullptr;
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return tex;
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}
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bool DXTexture::CreateSRV()
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{
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D3D_SRV_DIMENSION dimension = D3D_SRV_DIMENSION_TEXTURE2DARRAY;
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if (m_config.type == AbstractTextureType::Texture_2DArray)
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{
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if (m_config.IsMultisampled())
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dimension = D3D_SRV_DIMENSION_TEXTURE2DMSARRAY;
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else
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dimension = D3D_SRV_DIMENSION_TEXTURE2DARRAY;
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}
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else if (m_config.type == AbstractTextureType::Texture_2D)
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{
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if (m_config.IsMultisampled())
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dimension = D3D_SRV_DIMENSION_TEXTURE2DMS;
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else
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dimension = D3D_SRV_DIMENSION_TEXTURE2D;
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}
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else if (m_config.type == AbstractTextureType::Texture_CubeMap)
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{
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dimension = D3D_SRV_DIMENSION_TEXTURECUBE;
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}
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else
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{
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PanicAlertFmt("Failed to create D3D SRV - unhandled type");
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return false;
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}
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const CD3D11_SHADER_RESOURCE_VIEW_DESC desc(
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m_texture.Get(), dimension, D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0,
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m_config.levels, 0, m_config.layers);
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DEBUG_ASSERT(!m_srv);
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HRESULT hr = D3D::device->CreateShaderResourceView(m_texture.Get(), &desc, m_srv.GetAddressOf());
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if (FAILED(hr))
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{
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PanicAlertFmt("Failed to create {}x{}x{} D3D SRV: {}", m_config.width, m_config.height,
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m_config.layers, DX11HRWrap(hr));
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return false;
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}
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return true;
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}
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bool DXTexture::CreateUAV()
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{
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const CD3D11_UNORDERED_ACCESS_VIEW_DESC desc(
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m_texture.Get(), D3D11_UAV_DIMENSION_TEXTURE2DARRAY,
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D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, 0, m_config.layers);
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DEBUG_ASSERT(!m_uav);
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HRESULT hr = D3D::device->CreateUnorderedAccessView(m_texture.Get(), &desc, m_uav.GetAddressOf());
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if (FAILED(hr))
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{
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PanicAlertFmt("Failed to create {}x{}x{} D3D UAV: {}", m_config.width, m_config.height,
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m_config.layers, DX11HRWrap(hr));
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return false;
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}
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return true;
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}
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void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level)
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{
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const DXTexture* srcentry = static_cast<const DXTexture*>(src);
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ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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D3D11_BOX src_box;
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src_box.left = src_rect.left;
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src_box.top = src_rect.top;
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src_box.right = src_rect.right;
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src_box.bottom = src_rect.bottom;
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src_box.front = 0;
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src_box.back = 1;
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D3D::context->CopySubresourceRegion(
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m_texture.Get(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left,
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dst_rect.top, 0, srcentry->m_texture.Get(),
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D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box);
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}
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void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level)
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{
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const DXTexture* srcentry = static_cast<const DXTexture*>(src);
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DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && m_config.samples == 1);
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DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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D3D::context->ResolveSubresource(
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m_texture.Get(), D3D11CalcSubresource(level, layer, m_config.levels),
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srcentry->m_texture.Get(), D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
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D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false));
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}
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void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size, u32 layer)
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{
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size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length);
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D3D::context->UpdateSubresource(m_texture.Get(),
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D3D11CalcSubresource(level, layer, m_config.levels), nullptr,
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buffer, static_cast<UINT>(src_pitch), 0);
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}
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DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config,
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ComPtr<ID3D11Texture2D> tex)
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: AbstractStagingTexture(type, config), m_tex(std::move(tex))
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{
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}
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DXStagingTexture::~DXStagingTexture()
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{
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if (IsMapped())
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DXStagingTexture::Unmap();
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}
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std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType type,
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const TextureConfig& config)
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{
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D3D11_USAGE usage;
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UINT cpu_flags;
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if (type == StagingTextureType::Readback)
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{
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usage = D3D11_USAGE_STAGING;
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cpu_flags = D3D11_CPU_ACCESS_READ;
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}
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else if (type == StagingTextureType::Upload)
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{
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usage = D3D11_USAGE_DYNAMIC;
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cpu_flags = D3D11_CPU_ACCESS_WRITE;
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}
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else
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{
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usage = D3D11_USAGE_STAGING;
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cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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}
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CD3D11_TEXTURE2D_DESC desc(D3DCommon::GetDXGIFormatForAbstractFormat(config.format, false),
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config.width, config.height, 1, 1, 0, usage, cpu_flags);
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ComPtr<ID3D11Texture2D> texture;
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HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, texture.GetAddressOf());
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create staging texture: {}", DX11HRWrap(hr));
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if (FAILED(hr))
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return nullptr;
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return std::unique_ptr<DXStagingTexture>(new DXStagingTexture(type, config, std::move(texture)));
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}
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void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
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{
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ASSERT(m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable);
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ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetWidth() &&
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src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetHeight());
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ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
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dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
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if (IsMapped())
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DXStagingTexture::Unmap();
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if (static_cast<u32>(src_rect.GetWidth()) == GetWidth() &&
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static_cast<u32>(src_rect.GetHeight()) == GetHeight())
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{
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// Copy whole resource, needed for depth textures.
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D3D::context->CopySubresourceRegion(
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m_tex.Get(), 0, 0, 0, 0, static_cast<const DXTexture*>(src)->GetD3DTexture(),
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D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), nullptr);
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}
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else
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{
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CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
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D3D::context->CopySubresourceRegion(
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m_tex.Get(), 0, static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0,
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static_cast<const DXTexture*>(src)->GetD3DTexture(),
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D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), &src_box);
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}
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m_needs_flush = true;
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}
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void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
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const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
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u32 dst_level)
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{
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ASSERT(m_type == StagingTextureType::Upload);
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ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= GetWidth() &&
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src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= GetHeight());
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ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetWidth() &&
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dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetHeight());
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if (IsMapped())
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DXStagingTexture::Unmap();
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if (static_cast<u32>(src_rect.GetWidth()) == dst->GetWidth() &&
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static_cast<u32>(src_rect.GetHeight()) == dst->GetHeight())
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{
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D3D::context->CopySubresourceRegion(
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static_cast<const DXTexture*>(dst)->GetD3DTexture(),
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D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()), 0, 0, 0, m_tex.Get(), 0,
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nullptr);
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}
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else
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{
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CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
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D3D::context->CopySubresourceRegion(
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static_cast<const DXTexture*>(dst)->GetD3DTexture(),
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D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()),
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static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0, m_tex.Get(), 0,
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&src_box);
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}
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}
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bool DXStagingTexture::Map()
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{
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if (m_map_pointer)
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return true;
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D3D11_MAP map_type;
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if (m_type == StagingTextureType::Readback)
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map_type = D3D11_MAP_READ;
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else if (m_type == StagingTextureType::Upload)
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map_type = D3D11_MAP_WRITE;
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else
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map_type = D3D11_MAP_READ_WRITE;
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D3D11_MAPPED_SUBRESOURCE sr;
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HRESULT hr = D3D::context->Map(m_tex.Get(), 0, map_type, 0, &sr);
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map readback texture: {}", DX11HRWrap(hr));
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if (FAILED(hr))
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return false;
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m_map_pointer = reinterpret_cast<char*>(sr.pData);
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m_map_stride = sr.RowPitch;
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return true;
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}
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void DXStagingTexture::Unmap()
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{
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if (!m_map_pointer)
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return;
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D3D::context->Unmap(m_tex.Get(), 0);
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m_map_pointer = nullptr;
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}
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void DXStagingTexture::Flush()
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{
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// Flushing is handled by the API.
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m_needs_flush = false;
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}
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DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
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u32 width, u32 height, u32 layers, u32 samples,
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ComPtr<ID3D11RenderTargetView> rtv,
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ComPtr<ID3D11RenderTargetView> integer_rtv,
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ComPtr<ID3D11DepthStencilView> dsv,
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std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs)
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: AbstractFramebuffer(color_attachment, depth_attachment,
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std::move(additional_color_attachments), color_format, depth_format,
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width, height, layers, samples),
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m_integer_rtv(std::move(integer_rtv)), m_dsv(std::move(dsv))
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{
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m_render_targets.push_back(std::move(rtv));
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for (auto additional_rtv : additional_rtvs)
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{
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m_render_targets.push_back(std::move(additional_rtv));
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}
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for (auto& render_target : m_render_targets)
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{
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m_render_targets_raw.push_back(render_target.Get());
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}
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}
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DXFramebuffer::~DXFramebuffer() = default;
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void DXFramebuffer::Unbind()
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{
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bool should_apply = false;
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if (GetColorAttachment() &&
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D3D::stateman->UnsetTexture(static_cast<DXTexture*>(GetColorAttachment())->GetD3DSRV()) != 0)
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{
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should_apply = true;
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}
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if (GetDepthAttachment() &&
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D3D::stateman->UnsetTexture(static_cast<DXTexture*>(GetDepthAttachment())->GetD3DSRV()) != 0)
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{
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should_apply = true;
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}
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for (auto additional_color_attachment : m_additional_color_attachments)
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{
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if (D3D::stateman->UnsetTexture(
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static_cast<DXTexture*>(additional_color_attachment)->GetD3DSRV()) != 0)
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{
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should_apply = true;
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}
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}
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if (should_apply)
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{
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D3D::stateman->ApplyTextures();
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}
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}
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void DXFramebuffer::Clear(const ClearColor& color_value, float depth_value)
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{
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if (GetDepthFormat() != AbstractTextureFormat::Undefined)
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{
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D3D::context->ClearDepthStencilView(GetDSV(), D3D11_CLEAR_DEPTH, depth_value, 0);
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}
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for (auto render_target : m_render_targets_raw)
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{
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D3D::context->ClearRenderTargetView(render_target, color_value.data());
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}
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}
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std::unique_ptr<DXFramebuffer>
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DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments)
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{
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if (!ValidateConfig(color_attachment, depth_attachment, additional_color_attachments))
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return nullptr;
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const AbstractTextureFormat color_format =
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color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined;
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const AbstractTextureFormat depth_format =
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depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined;
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const DXTexture* either_attachment = color_attachment ? color_attachment : depth_attachment;
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const u32 width = either_attachment->GetWidth();
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const u32 height = either_attachment->GetHeight();
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const u32 layers = either_attachment->GetLayers();
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const u32 samples = either_attachment->GetSamples();
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ComPtr<ID3D11RenderTargetView> rtv;
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ComPtr<ID3D11RenderTargetView> integer_rtv;
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if (color_attachment)
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|
{
|
|
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());
|
|
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create render target view for framebuffer: {}",
|
|
DX11HRWrap(hr));
|
|
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());
|
|
ASSERT_MSG(VIDEO, SUCCEEDED(hr),
|
|
"Failed to create integer render target view for framebuffer: {}", DX11HRWrap(hr));
|
|
}
|
|
}
|
|
|
|
std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs;
|
|
for (auto additional_color_attachment : additional_color_attachments)
|
|
{
|
|
ComPtr<ID3D11RenderTargetView> additional_rtv;
|
|
CD3D11_RENDER_TARGET_VIEW_DESC desc(
|
|
additional_color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
|
|
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
|
|
D3DCommon::GetRTVFormatForAbstractFormat(additional_color_attachment->GetFormat(), false),
|
|
0, 0, 1);
|
|
HRESULT hr = D3D::device->CreateRenderTargetView(
|
|
static_cast<DXTexture*>(additional_color_attachment)->GetD3DTexture(), &desc,
|
|
additional_rtv.GetAddressOf());
|
|
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Create render target view for framebuffer: {}",
|
|
DX11HRWrap(hr));
|
|
if (FAILED(hr))
|
|
return nullptr;
|
|
additional_rtvs.push_back(std::move(additional_rtv));
|
|
}
|
|
|
|
ComPtr<ID3D11DepthStencilView> 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());
|
|
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create depth stencil view for framebuffer: {}",
|
|
DX11HRWrap(hr));
|
|
if (FAILED(hr))
|
|
return nullptr;
|
|
}
|
|
|
|
return std::make_unique<DXFramebuffer>(
|
|
color_attachment, depth_attachment, std::move(additional_color_attachments), color_format,
|
|
depth_format, width, height, layers, samples, std::move(rtv), std::move(integer_rtv),
|
|
std::move(dsv), std::move(additional_rtvs));
|
|
}
|
|
|
|
} // namespace DX11
|