dolphin/Source/Core/VideoBackends/D3D/DXTexture.cpp

436 lines
15 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstddef>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConfig.h"
namespace DX11
{
namespace
{
DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case AbstractTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case AbstractTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case AbstractTextureFormat::BPTC:
return DXGI_FORMAT_BC7_UNORM;
case AbstractTextureFormat::RGBA8:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case AbstractTextureFormat::BGRA8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case AbstractTextureFormat::R16:
return DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::R32F:
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_TYPELESS;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24G8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_TYPELESS;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
default:
PanicAlert("Unhandled texture format.");
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
default:
return GetDXGIFormatForHostFormat(format);
}
}
DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::D16:
return DXGI_FORMAT_D16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_D32_FLOAT;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
default:
return GetDXGIFormatForHostFormat(format);
}
}
} // Anonymous namespace
DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
{
DXGI_FORMAT tex_format = GetDXGIFormatForHostFormat(m_config.format);
DXGI_FORMAT srv_format = GetSRVFormatForHostFormat(m_config.format);
DXGI_FORMAT rtv_format = DXGI_FORMAT_UNKNOWN;
DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN;
UINT bind_flags = D3D11_BIND_SHADER_RESOURCE;
if (tex_config.rendertarget)
{
if (IsDepthFormat(tex_config.format))
{
bind_flags |= D3D11_BIND_DEPTH_STENCIL;
dsv_format = GetDSVFormatForHostFormat(m_config.format);
}
else
{
bind_flags |= D3D11_BIND_RENDER_TARGET;
rtv_format = tex_format;
}
}
CD3D11_TEXTURE2D_DESC texdesc(tex_format, tex_config.width, tex_config.height, tex_config.layers,
tex_config.levels, bind_flags, D3D11_USAGE_DEFAULT, 0,
tex_config.samples, 0, 0);
ID3D11Texture2D* pTexture;
HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
CHECK(SUCCEEDED(hr), "Create backing DXTexture");
m_texture = new D3DTexture2D(pTexture, static_cast<D3D11_BIND_FLAG>(bind_flags), srv_format,
dsv_format, rtv_format, tex_config.samples > 1);
SAFE_RELEASE(pTexture);
}
DXTexture::~DXTexture()
{
g_renderer->UnbindTexture(this);
m_texture->Release();
}
D3DTexture2D* DXTexture::GetRawTexIdentifier() const
{
return m_texture;
}
void DXTexture::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)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(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->GetTex(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels),
dst_rect.left, dst_rect.top, 0, srcentry->m_texture->GetTex(),
D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box);
}
void DXTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(source);
ASSERT(m_config.rendertarget);
g_renderer->ResetAPIState(); // reset any game specific settings
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
float(dstrect.GetWidth()), float(dstrect.GetHeight()));
D3D::stateman->UnsetTexture(m_texture->GetSRV());
D3D::stateman->Apply();
D3D::context->OMSetRenderTargets(1, &m_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &vp);
D3D::SetLinearCopySampler();
D3D11_RECT srcRC;
srcRC.left = srcrect.left;
srcRC.right = srcrect.right;
srcRC.top = srcrect.top;
srcRC.bottom = srcrect.bottom;
D3D::drawShadedTexQuad(
srcentry->m_texture->GetSRV(), &srcRC, srcentry->m_config.width, srcentry->m_config.height,
PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader(), 0);
g_renderer->RestoreAPIState();
}
void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
u32 layer, u32 level)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(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<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
D3D::context->ResolveSubresource(
m_texture->GetTex(), D3D11CalcSubresource(level, layer, m_config.levels),
srcentry->m_texture->GetTex(), D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
GetDXGIFormatForHostFormat(m_config.format));
}
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->GetTex(), level, nullptr, buffer,
static_cast<UINT>(src_pitch), 0);
}
DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config,
ID3D11Texture2D* tex)
: AbstractStagingTexture(type, config), m_tex(tex)
{
}
DXStagingTexture::~DXStagingTexture()
{
if (IsMapped())
DXStagingTexture::Unmap();
SAFE_RELEASE(m_tex);
}
std::unique_ptr<DXStagingTexture> 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(GetDXGIFormatForHostFormat(config.format), config.width, config.height,
1, 1, 0, usage, cpu_flags);
ID3D11Texture2D* texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
CHECK(SUCCEEDED(hr), "Create staging texture");
if (FAILED(hr))
return nullptr;
return std::unique_ptr<DXStagingTexture>(new DXStagingTexture(type, config, texture));
}
void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
ASSERT(m_type == StagingTextureType::Readback);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
if (IsMapped())
DXStagingTexture::Unmap();
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
D3D::context->CopySubresourceRegion(
m_tex, 0, static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0,
static_cast<const DXTexture*>(src)->GetRawTexIdentifier()->GetTex(),
D3D11CalcSubresource(src_level, src_layer, src->GetConfig().levels), &src_box);
m_needs_flush = true;
}
void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
const MathUtil::Rectangle<int>& 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<u32>(src_rect.right) <= m_config.width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
if (IsMapped())
DXStagingTexture::Unmap();
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
D3D::context->CopySubresourceRegion(
static_cast<const DXTexture*>(dst)->GetRawTexIdentifier()->GetTex(),
D3D11CalcSubresource(dst_level, dst_layer, dst->GetConfig().levels),
static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0, m_tex, 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, 0, map_type, 0, &sr);
CHECK(SUCCEEDED(hr), "Map readback texture");
if (FAILED(hr))
return false;
m_map_pointer = reinterpret_cast<char*>(sr.pData);
m_map_stride = sr.RowPitch;
return true;
}
void DXStagingTexture::Unmap()
{
if (!m_map_pointer)
return;
D3D::context->Unmap(m_tex, 0);
m_map_pointer = nullptr;
}
void DXStagingTexture::Flush()
{
// Flushing is handled by the API.
m_needs_flush = false;
}
DXFramebuffer::DXFramebuffer(AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
u32 width, u32 height, u32 layers, u32 samples,
ID3D11RenderTargetView* rtv, ID3D11DepthStencilView* dsv)
: AbstractFramebuffer(color_format, depth_format, width, height, layers, samples), m_rtv(rtv),
m_dsv(dsv)
{
}
DXFramebuffer::~DXFramebuffer()
{
if (m_rtv)
m_rtv->Release();
if (m_dsv)
m_dsv->Release();
}
std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(const DXTexture* color_attachment,
const 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();
ID3D11RenderTargetView* rtv = nullptr;
if (color_attachment)
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
desc.Format = GetDXGIFormatForHostFormat(color_attachment->GetConfig().format);
if (color_attachment->GetConfig().IsMultisampled())
{
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
desc.Texture2DMSArray.ArraySize = color_attachment->GetConfig().layers;
desc.Texture2DMSArray.FirstArraySlice = 0;
}
else
{
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
desc.Texture2DArray.ArraySize = color_attachment->GetConfig().layers;
desc.Texture2DArray.FirstArraySlice = 0;
desc.Texture2DArray.MipSlice = 0;
}
HRESULT hr = D3D::device->CreateRenderTargetView(
color_attachment->GetRawTexIdentifier()->GetTex(), &desc, &rtv);
CHECK(SUCCEEDED(hr), "Create render target view for framebuffer");
}
ID3D11DepthStencilView* dsv = nullptr;
if (depth_attachment)
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
desc.Format = GetDXGIFormatForHostFormat(depth_attachment->GetConfig().format);
if (depth_attachment->GetConfig().IsMultisampled())
{
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
desc.Texture2DMSArray.ArraySize = depth_attachment->GetConfig().layers;
desc.Texture2DMSArray.FirstArraySlice = 0;
}
else
{
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
desc.Texture2DArray.ArraySize = depth_attachment->GetConfig().layers;
desc.Texture2DArray.FirstArraySlice = 0;
desc.Texture2DArray.MipSlice = 0;
}
HRESULT hr = D3D::device->CreateDepthStencilView(
depth_attachment->GetRawTexIdentifier()->GetTex(), &desc, &dsv);
CHECK(SUCCEEDED(hr), "Create depth stencil view for framebuffer");
}
return std::make_unique<DXFramebuffer>(color_format, depth_format, width, height, layers, samples,
rtv, dsv);
}
} // namespace DX11