267 lines
8.3 KiB
C++
267 lines
8.3 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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#include "VideoBackends/D3D12/D3DTexture.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/Render.h"
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namespace DX12
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{
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namespace D3D
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{
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static std::unique_ptr<D3DStreamBuffer> s_texture_upload_stream_buffer;
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void CleanupPersistentD3DTextureResources()
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{
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s_texture_upload_stream_buffer.reset();
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}
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void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned int width, unsigned int height, unsigned int src_pitch, unsigned int level, D3D12_RESOURCE_STATES current_resource_state)
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{
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const unsigned int upload_size = AlignValue(src_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * height;
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if (!s_texture_upload_stream_buffer)
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{
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s_texture_upload_stream_buffer = std::make_unique<D3DStreamBuffer>(4 * 1024 * 1024, 64 * 1024 * 1024, nullptr);
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}
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bool current_command_list_executed = s_texture_upload_stream_buffer->AllocateSpaceInBuffer(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
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if (current_command_list_executed)
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{
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g_renderer->SetViewport();
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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}
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ResourceBarrier(current_command_list, texture12, current_resource_state, D3D12_RESOURCE_STATE_COPY_DEST, level);
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint = {};
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u32 upload_rows = 0;
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u64 upload_row_size_in_bytes = 0;
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u64 upload_total_bytes = 0;
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D3D::device12->GetCopyableFootprints(&texture12->GetDesc(), level, 1, s_texture_upload_stream_buffer->GetOffsetOfCurrentAllocation(), &upload_footprint, &upload_rows, &upload_row_size_in_bytes, &upload_total_bytes);
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u8* dest_data = reinterpret_cast<u8*>(s_texture_upload_stream_buffer->GetCPUAddressOfCurrentAllocation());
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const u8* src_data = reinterpret_cast<const u8*>(buffer);
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for (u32 y = 0; y < upload_rows; ++y)
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{
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memcpy(
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dest_data + upload_footprint.Footprint.RowPitch * y,
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src_data + src_pitch * y,
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upload_row_size_in_bytes
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);
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}
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D3D::current_command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(texture12, level), 0, 0, 0, &CD3DX12_TEXTURE_COPY_LOCATION(s_texture_upload_stream_buffer->GetBuffer(), upload_footprint), nullptr);
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ResourceBarrier(D3D::current_command_list, texture12, D3D12_RESOURCE_STATE_COPY_DEST, current_resource_state, level);
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}
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} // namespace
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D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels, unsigned int slices, D3D12_SUBRESOURCE_DATA* data)
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{
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ID3D12Resource* texture12 = nullptr;
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D3D12_RESOURCE_DESC texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(
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fmt,
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width,
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height,
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slices,
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levels
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);
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D3D12_CLEAR_VALUE optimized_clear_value = {};
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optimized_clear_value.Format = fmt;
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if (bind & D3D11_BIND_RENDER_TARGET)
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{
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texdesc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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optimized_clear_value.Color[0] = 0.0f;
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optimized_clear_value.Color[1] = 0.0f;
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optimized_clear_value.Color[2] = 0.0f;
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optimized_clear_value.Color[3] = 1.0f;
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}
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if (bind & D3D11_BIND_DEPTH_STENCIL)
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{
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texdesc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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optimized_clear_value.DepthStencil.Depth = 0.0f;
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optimized_clear_value.DepthStencil.Stencil = 0;
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}
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CheckHR(
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D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC(texdesc12),
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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&optimized_clear_value,
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IID_PPV_ARGS(&texture12)
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)
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);
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D3D::SetDebugObjectName12(texture12, "Texture created via D3DTexture2D::Create");
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D3DTexture2D* ret = new D3DTexture2D(texture12, bind, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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if (data)
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{
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DX12::D3D::ReplaceRGBATexture2D(texture12, reinterpret_cast<const u8*>(data->pData), width, height, static_cast<unsigned int>(data->RowPitch), 0, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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}
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SAFE_RELEASE(texture12);
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return ret;
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}
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void D3DTexture2D::AddRef()
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{
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m_ref.fetch_add(1);
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}
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UINT D3DTexture2D::Release()
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{
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// fetch_sub returns the value held before the subtraction.
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if (m_ref.fetch_sub(1) == 1)
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{
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delete this;
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return 0;
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}
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return m_ref.load();
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}
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D3D12_RESOURCE_STATES D3DTexture2D::GetResourceUsageState() const
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{
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return m_resource_state;
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}
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bool D3DTexture2D::GetMultisampled() const
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{
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return m_multisampled;
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}
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ID3D12Resource* D3DTexture2D::GetTex12() const
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{
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return m_tex12;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12CPU() const
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{
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return m_srv12_cpu;
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}
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D3D12_GPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12GPU() const
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{
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return m_srv12_gpu;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12GPUCPUShadow() const
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{
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return m_srv12_gpu_cpu_shadow;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetDSV12() const
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{
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return m_dsv12;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetRTV12() const
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{
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return m_rtv12;
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}
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D3DTexture2D::D3DTexture2D(ID3D12Resource* texptr, D3D11_BIND_FLAG bind,
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DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled, D3D12_RESOURCE_STATES resource_state)
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: m_tex12(texptr), m_resource_state(resource_state), m_multisampled(multisampled)
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{
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D3D12_SRV_DIMENSION srv_dim12 = multisampled ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
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D3D12_DSV_DIMENSION dsv_dim12 = multisampled ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
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D3D12_RTV_DIMENSION rtv_dim12 = multisampled ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
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if (bind & D3D11_BIND_SHADER_RESOURCE)
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
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srv_format, // DXGI_FORMAT Format
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srv_dim12 // D3D12_SRV_DIMENSION ViewDimension
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};
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if (srv_dim12 == D3D12_SRV_DIMENSION_TEXTURE2DARRAY)
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{
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srv_desc.Texture2DArray.MipLevels = -1;
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srv_desc.Texture2DArray.MostDetailedMip = 0;
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srv_desc.Texture2DArray.ResourceMinLODClamp = 0;
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srv_desc.Texture2DArray.ArraySize = -1;
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}
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else
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{
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srv_desc.Texture2DMSArray.ArraySize = -1;
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}
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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CHECK(D3D::gpu_descriptor_heap_mgr->Allocate(&m_srv12_cpu, &m_srv12_gpu, &m_srv12_gpu_cpu_shadow), "Error: Ran out of permenant slots in GPU descriptor heap, but don't support rolling over heap.");
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D3D::device12->CreateShaderResourceView(m_tex12, &srv_desc, m_srv12_cpu);
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D3D::device12->CreateShaderResourceView(m_tex12, &srv_desc, m_srv12_gpu_cpu_shadow);
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}
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if (bind & D3D11_BIND_DEPTH_STENCIL)
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{
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D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {
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dsv_format, // DXGI_FORMAT Format
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dsv_dim12, // D3D12_DSV_DIMENSION
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D3D12_DSV_FLAG_NONE // D3D12_DSV_FLAG Flags
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};
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if (dsv_dim12 == D3D12_DSV_DIMENSION_TEXTURE2DARRAY)
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dsv_desc.Texture2DArray.ArraySize = -1;
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else
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dsv_desc.Texture2DMSArray.ArraySize = -1;
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D3D::dsv_descriptor_heap_mgr->Allocate(&m_dsv12);
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D3D::device12->CreateDepthStencilView(m_tex12, &dsv_desc, m_dsv12);
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}
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if (bind & D3D11_BIND_RENDER_TARGET)
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{
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D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {
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rtv_format, // DXGI_FORMAT Format
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rtv_dim12 // D3D12_RTV_DIMENSION ViewDimension
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};
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if (rtv_dim12 == D3D12_RTV_DIMENSION_TEXTURE2DARRAY)
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rtv_desc.Texture2DArray.ArraySize = -1;
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else
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rtv_desc.Texture2DMSArray.ArraySize = -1;
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D3D::rtv_descriptor_heap_mgr->Allocate(&m_rtv12);
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D3D::device12->CreateRenderTargetView(m_tex12, &rtv_desc, m_rtv12);
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}
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m_tex12->AddRef();
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}
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void D3DTexture2D::TransitionToResourceState(ID3D12GraphicsCommandList* command_list, D3D12_RESOURCE_STATES state_after)
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{
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DX12::D3D::ResourceBarrier(command_list, m_tex12, m_resource_state, state_after, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
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m_resource_state = state_after;
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}
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D3DTexture2D::~D3DTexture2D()
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{
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DX12::D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_tex12);
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}
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} // namespace DX12
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