139 lines
5.0 KiB
C++
139 lines
5.0 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include <string>
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#include <string_view>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/RenderBase.h"
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namespace DX12
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{
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class DXTexture final : public AbstractTexture
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{
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public:
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~DXTexture();
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static std::unique_ptr<DXTexture> Create(const TextureConfig& config, std::string_view name);
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static std::unique_ptr<DXTexture> CreateAdopted(ID3D12Resource* resource);
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void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size,
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u32 layer) override;
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void 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) override;
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void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level) override;
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void FinishedRendering() override;
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ID3D12Resource* GetResource() const { return m_resource.Get(); }
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const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
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const DescriptorHandle& GetUAVDescriptor() const { return m_uav_descriptor; }
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D3D12_RESOURCE_STATES GetState() const { return m_state; }
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u32 CalcSubresource(u32 level, u32 layer) const { return level + layer * m_config.levels; }
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void TransitionToState(D3D12_RESOURCE_STATES state) const;
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// Destoys the resource backing this texture. The resource must not be in use by the GPU.
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void DestroyResource();
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private:
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DXTexture(const TextureConfig& config, ID3D12Resource* resource, D3D12_RESOURCE_STATES state,
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std::string_view name);
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bool CreateSRVDescriptor();
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bool CreateUAVDescriptor();
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ComPtr<ID3D12Resource> m_resource;
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DescriptorHandle m_srv_descriptor = {};
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DescriptorHandle m_uav_descriptor = {};
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std::wstring m_name;
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mutable D3D12_RESOURCE_STATES m_state;
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};
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class DXFramebuffer final : public AbstractFramebuffer
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{
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public:
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~DXFramebuffer() override;
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const DescriptorHandle& GetIntRTVDescriptor() const { return m_int_rtv_descriptor; }
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const DescriptorHandle& GetDSVDescriptor() const { return m_dsv_descriptor; }
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UINT GetRTVDescriptorCount() const { return static_cast<UINT>(m_render_targets.size()); }
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetRTVDescriptorArray() const
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{
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return m_render_targets_raw.data();
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}
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetIntRTVDescriptorArray() const;
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetDSVDescriptorArray() const
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{
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return m_depth_attachment ? &m_dsv_descriptor.cpu_handle : nullptr;
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}
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void Unbind();
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void ClearRenderTargets(const ClearColor& color_value, const D3D12_RECT* rectangle) const;
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void ClearDepth(float depth_value, const D3D12_RECT* rectangle) const;
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void TransitionRenderTargets() const;
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static std::unique_ptr<DXFramebuffer>
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Create(DXTexture* color_attachment, DXTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments);
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private:
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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, u32 width,
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u32 height, u32 layers, u32 samples);
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bool CreateRTVDescriptors();
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bool CreateRTVDescriptor(u32 layers, AbstractTexture* attachment);
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bool CreateIRTVDescriptor();
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bool CreateDSVDescriptor();
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std::vector<DescriptorHandle> m_render_targets;
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std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> m_render_targets_raw;
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DescriptorHandle m_int_rtv_descriptor = {};
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DescriptorHandle m_dsv_descriptor = {};
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};
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class DXStagingTexture final : public AbstractStagingTexture
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{
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public:
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~DXStagingTexture();
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void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
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u32 src_layer, u32 src_level,
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const MathUtil::Rectangle<int>& dst_rect) override;
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void 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) override;
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bool Map() override;
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void Unmap() override;
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void Flush() override;
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static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
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const TextureConfig& config);
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private:
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DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D12Resource* resource,
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u32 stride, u32 buffer_size);
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ComPtr<ID3D12Resource> m_resource;
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u64 m_completed_fence = 0;
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u32 m_buffer_size;
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};
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} // namespace DX12
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