dolphin/Source/Core/VideoBackends/D3D12/DXTexture.h

127 lines
4.5 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
namespace DX12
{
class DXTexture final : public AbstractTexture
{
public:
~DXTexture();
static std::unique_ptr<DXTexture> Create(const TextureConfig& config);
static std::unique_ptr<DXTexture> CreateAdopted(ID3D12Resource* resource);
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;
void CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level) override;
void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& 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.layers; }
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);
bool CreateSRVDescriptor();
bool CreateUAVDescriptor();
ComPtr<ID3D12Resource> m_resource;
DescriptorHandle m_srv_descriptor = {};
DescriptorHandle m_uav_descriptor = {};
mutable D3D12_RESOURCE_STATES m_state;
};
class DXFramebuffer final : public AbstractFramebuffer
{
public:
~DXFramebuffer() override;
const DescriptorHandle& GetRTVDescriptor() const { return m_rtv_descriptor; }
const DescriptorHandle& GetIntRTVDescriptor() const { return m_int_rtv_descriptor; }
const DescriptorHandle& GetDSVDescriptor() const { return m_dsv_descriptor; }
UINT GetRTVDescriptorCount() const { return m_color_attachment ? 1 : 0; }
const D3D12_CPU_DESCRIPTOR_HANDLE* GetRTVDescriptorArray() const
{
return m_color_attachment ? &m_rtv_descriptor.cpu_handle : nullptr;
}
const D3D12_CPU_DESCRIPTOR_HANDLE* GetIntRTVDescriptorArray() const
{
return m_color_attachment ? &m_int_rtv_descriptor.cpu_handle : nullptr;
}
const D3D12_CPU_DESCRIPTOR_HANDLE* GetDSVDescriptorArray() const
{
return m_depth_attachment ? &m_dsv_descriptor.cpu_handle : nullptr;
}
static std::unique_ptr<DXFramebuffer> Create(DXTexture* color_attachment,
DXTexture* depth_attachment);
private:
DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width,
u32 height, u32 layers, u32 samples);
bool CreateRTVDescriptor();
bool CreateDSVDescriptor();
DescriptorHandle m_rtv_descriptor = {};
DescriptorHandle m_int_rtv_descriptor = {};
DescriptorHandle m_dsv_descriptor = {};
};
class DXStagingTexture final : public AbstractStagingTexture
{
public:
~DXStagingTexture();
void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
u32 src_layer, u32 src_level,
const MathUtil::Rectangle<int>& dst_rect) override;
void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level) override;
bool Map() override;
void Unmap() override;
void Flush() override;
static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
const TextureConfig& config);
private:
DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D12Resource* resource,
u32 stride, u32 buffer_size);
ComPtr<ID3D12Resource> m_resource;
u64 m_completed_fence = 0;
u32 m_buffer_size;
};
} // namespace DX12