681 lines
27 KiB
C++
681 lines
27 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/D3D12/DX12Texture.h"
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/D3D12Gfx.h"
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#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
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#include "VideoBackends/D3D12/DX12Context.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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namespace DX12
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{
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static D3D12_BOX RectangleToBox(const MathUtil::Rectangle<int>& rc)
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{
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return D3D12_BOX{static_cast<UINT>(rc.left), static_cast<UINT>(rc.top), 0,
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static_cast<UINT>(rc.right), static_cast<UINT>(rc.bottom), 1};
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}
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static ComPtr<ID3D12Resource> CreateTextureUploadBuffer(u32 buffer_size)
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{
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const D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_UPLOAD};
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const D3D12_RESOURCE_DESC desc = {D3D12_RESOURCE_DIMENSION_BUFFER,
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0,
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buffer_size,
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1,
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1,
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1,
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DXGI_FORMAT_UNKNOWN,
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{1, 0},
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D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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D3D12_RESOURCE_FLAG_NONE};
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ComPtr<ID3D12Resource> resource;
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HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
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&heap_properties, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
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IID_PPV_ARGS(&resource));
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create texture upload buffer: {}", DX12HRWrap(hr));
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return resource;
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}
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DXTexture::DXTexture(const TextureConfig& config, ID3D12Resource* resource,
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D3D12_RESOURCE_STATES state, std::string_view name)
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: AbstractTexture(config), m_resource(resource), m_state(state), m_name(UTF8ToWString(name))
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{
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if (!m_name.empty())
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{
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resource->SetName(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_uav_descriptor)
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{
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g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDescriptorHeapManager(),
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m_uav_descriptor.index);
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}
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if (m_srv_descriptor)
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{
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g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDescriptorHeapManager(),
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m_srv_descriptor.index);
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}
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if (m_resource)
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g_dx_context->DeferResourceDestruction(m_resource.Get());
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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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constexpr D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_DEFAULT};
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D3D12_RESOURCE_STATES resource_state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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D3D12_RESOURCE_FLAGS resource_flags = D3D12_RESOURCE_FLAG_NONE;
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if (config.IsRenderTarget())
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{
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if (IsDepthFormat(config.format))
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{
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resource_state = D3D12_RESOURCE_STATE_DEPTH_WRITE;
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resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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}
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else
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{
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resource_state = D3D12_RESOURCE_STATE_RENDER_TARGET;
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resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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}
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}
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if (config.IsComputeImage())
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resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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const D3D12_RESOURCE_DESC resource_desc = {
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D3D12_RESOURCE_DIMENSION_TEXTURE2D,
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0,
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config.width,
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config.height,
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static_cast<u16>(config.layers),
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static_cast<u16>(config.levels),
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D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget()),
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{config.samples, 0},
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D3D12_TEXTURE_LAYOUT_UNKNOWN,
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resource_flags};
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D3D12_CLEAR_VALUE optimized_clear_value = {};
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if (config.IsRenderTarget())
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{
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optimized_clear_value.Format =
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IsDepthFormat(config.format) ?
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D3DCommon::GetDSVFormatForAbstractFormat(config.format) :
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D3DCommon::GetRTVFormatForAbstractFormat(config.format, false);
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}
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ComPtr<ID3D12Resource> resource;
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HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, resource_state,
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config.IsRenderTarget() ? &optimized_clear_value : nullptr, IID_PPV_ARGS(&resource));
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create D3D12 texture resource: {}", DX12HRWrap(hr));
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if (FAILED(hr))
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return nullptr;
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auto tex =
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std::unique_ptr<DXTexture>(new DXTexture(config, resource.Get(), resource_state, name));
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if (!tex->CreateSRVDescriptor() || (config.IsComputeImage() && !tex->CreateUAVDescriptor()))
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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(ID3D12Resource* resource)
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{
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const D3D12_RESOURCE_DESC desc = resource->GetDesc();
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const AbstractTextureFormat format = D3DCommon::GetAbstractFormatForDXGIFormat(desc.Format);
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if (desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
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format == AbstractTextureFormat::Undefined)
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{
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PanicAlertFmt("Unknown format for adopted texture");
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return nullptr;
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}
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TextureConfig config(static_cast<u32>(desc.Width), desc.Height, desc.MipLevels,
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desc.DepthOrArraySize, desc.SampleDesc.Count, format, 0);
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if (desc.Flags &
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(D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))
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{
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config.flags |= AbstractTextureFlag_RenderTarget;
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}
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if (desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
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config.flags |= AbstractTextureFlag_ComputeImage;
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auto tex =
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std::unique_ptr<DXTexture>(new DXTexture(config, resource, D3D12_RESOURCE_STATE_COMMON, ""));
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if (!tex->CreateSRVDescriptor())
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return nullptr;
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return tex;
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}
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bool DXTexture::CreateSRVDescriptor()
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{
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if (!g_dx_context->GetDescriptorHeapManager().Allocate(&m_srv_descriptor))
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{
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PanicAlertFmt("Failed to allocate SRV descriptor");
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return false;
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}
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D3D12_SHADER_RESOURCE_VIEW_DESC desc = {D3DCommon::GetSRVFormatForAbstractFormat(m_config.format),
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m_config.IsMultisampled() ?
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D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY :
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D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
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if (m_config.IsMultisampled())
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{
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desc.Texture2DMSArray.ArraySize = m_config.layers;
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}
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else
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{
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desc.Texture2DArray.MipLevels = m_config.levels;
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desc.Texture2DArray.ArraySize = m_config.layers;
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}
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g_dx_context->GetDevice()->CreateShaderResourceView(m_resource.Get(), &desc,
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m_srv_descriptor.cpu_handle);
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return true;
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}
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bool DXTexture::CreateUAVDescriptor()
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{
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if (!g_dx_context->GetDescriptorHeapManager().Allocate(&m_uav_descriptor))
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{
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PanicAlertFmt("Failed to allocate UAV descriptor");
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return false;
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}
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D3D12_UNORDERED_ACCESS_VIEW_DESC desc = {
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D3DCommon::GetSRVFormatForAbstractFormat(m_config.format),
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D3D12_UAV_DIMENSION_TEXTURE2DARRAY};
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desc.Texture2DArray.ArraySize = m_config.layers;
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g_dx_context->GetDevice()->CreateUnorderedAccessView(m_resource.Get(), nullptr, &desc,
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m_uav_descriptor.cpu_handle);
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return true;
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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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// Textures greater than 1024*1024 will be put in staging textures that are released after
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// execution instead. A 2048x2048 texture is 16MB, and we'd only fit four of these in our
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// streaming buffer and be blocking frequently. Games are unlikely to have textures this
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// large anyway, so it's only really an issue for HD texture packs, and memory is not
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// a limiting factor in these scenarios anyway.
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constexpr u32 STAGING_BUFFER_UPLOAD_THRESHOLD = 1024 * 1024 * 4;
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// Determine the stride in the stream buffer. It must be aligned to 256 bytes.
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const u32 block_size = GetBlockSizeForFormat(GetFormat());
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const u32 num_rows = Common::AlignUp(height, block_size) / block_size;
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const u32 source_stride = CalculateStrideForFormat(m_config.format, row_length);
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const u32 upload_stride = Common::AlignUp(source_stride, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
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const u32 upload_size = upload_stride * num_rows;
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// Both paths need us in COPY_DEST state, and avoids switching back and forth for mips.
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TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
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ComPtr<ID3D12Resource> staging_buffer;
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ID3D12Resource* upload_buffer_resource;
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void* upload_buffer_ptr;
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u32 upload_buffer_offset;
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if (upload_size >= STAGING_BUFFER_UPLOAD_THRESHOLD)
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{
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const D3D12_RANGE read_range = {0, 0};
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staging_buffer = CreateTextureUploadBuffer(upload_size);
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if (!staging_buffer)
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{
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PanicAlertFmt("Failed to allocate temporary texture upload buffer");
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return;
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}
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HRESULT hr = staging_buffer->Map(0, &read_range, &upload_buffer_ptr);
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if (FAILED(hr))
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{
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PanicAlertFmt("Failed to map temporary texture upload buffer: {}", DX12HRWrap(hr));
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return;
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}
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// We defer releasing the buffer until after the command list with the copy has executed.
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g_dx_context->DeferResourceDestruction(staging_buffer.Get());
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upload_buffer_resource = staging_buffer.Get();
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upload_buffer_offset = 0;
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}
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else
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{
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if (!g_dx_context->GetTextureUploadBuffer().ReserveMemory(
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upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
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{
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WARN_LOG_FMT(VIDEO,
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"Executing command list while waiting for space in texture upload buffer");
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Gfx::GetInstance()->ExecuteCommandList(false);
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if (!g_dx_context->GetTextureUploadBuffer().ReserveMemory(
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upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
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{
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PanicAlertFmt("Failed to allocate texture upload buffer");
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return;
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}
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}
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upload_buffer_resource = g_dx_context->GetTextureUploadBuffer().GetBuffer();
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upload_buffer_ptr = g_dx_context->GetTextureUploadBuffer().GetCurrentHostPointer();
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upload_buffer_offset = g_dx_context->GetTextureUploadBuffer().GetCurrentOffset();
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}
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// Copy in, slow path if the pitch differs.
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if (source_stride != upload_stride)
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{
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const u8* src_ptr = buffer;
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const u32 copy_size = std::min(source_stride, upload_stride);
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u8* dst_ptr = reinterpret_cast<u8*>(upload_buffer_ptr);
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for (u32 i = 0; i < num_rows; i++)
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{
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std::memcpy(dst_ptr, src_ptr, copy_size);
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src_ptr += source_stride;
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dst_ptr += upload_stride;
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}
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}
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else
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{
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std::memcpy(upload_buffer_ptr, buffer, std::min<size_t>(buffer_size, upload_size));
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}
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if (staging_buffer)
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{
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const D3D12_RANGE write_range = {0, std::min<size_t>(buffer_size, upload_size)};
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staging_buffer->Unmap(0, &write_range);
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}
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else
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{
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g_dx_context->GetTextureUploadBuffer().CommitMemory(upload_size);
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}
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// Issue copy from buffer->texture.
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const u32 aligned_width = Common::AlignUp(width, block_size);
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const u32 aligned_height = Common::AlignUp(height, block_size);
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const D3D12_TEXTURE_COPY_LOCATION dst_loc = {m_resource.Get(),
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D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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{static_cast<UINT>(CalcSubresource(level, layer))}};
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const D3D12_TEXTURE_COPY_LOCATION src_loc = {
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upload_buffer_resource,
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D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
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{{upload_buffer_offset, D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false),
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aligned_width, aligned_height, 1, upload_stride}}};
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const D3D12_BOX src_box{0, 0, 0, aligned_width, aligned_height, 1};
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g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, 0, 0, 0, &src_loc, &src_box);
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// Preemptively transition to shader read only after uploading the last mip level, as we're
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// likely finished with writes to this texture for now.
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if (level == (m_config.levels - 1))
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TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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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* src_dxtex = static_cast<const DXTexture*>(src);
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ASSERT(static_cast<u32>(src_rect.right) <= src->GetWidth() &&
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static_cast<u32>(src_rect.bottom) <= src->GetHeight() && src_layer <= src->GetLayers() &&
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src_level <= src->GetLevels() && static_cast<u32>(dst_rect.right) <= GetWidth() &&
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static_cast<u32>(dst_rect.bottom) <= GetHeight() && dst_layer <= GetLayers() &&
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dst_level <= GetLevels() && src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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const D3D12_TEXTURE_COPY_LOCATION dst_loc = {
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m_resource.Get(),
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D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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{static_cast<UINT>(CalcSubresource(dst_level, dst_layer))}};
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const D3D12_TEXTURE_COPY_LOCATION src_loc = {
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src_dxtex->m_resource.Get(),
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D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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{static_cast<UINT>(src_dxtex->CalcSubresource(src_level, src_layer))}};
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const D3D12_BOX src_box = RectangleToBox(src_rect);
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const D3D12_RESOURCE_STATES old_src_state = src_dxtex->m_state;
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src_dxtex->TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
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TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
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g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0,
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&src_loc, &src_box);
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// Only restore the source layout. Destination is restored by FinishedRendering().
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src_dxtex->TransitionToState(old_src_state);
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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* src_dxtex = static_cast<const DXTexture*>(src);
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D3D12_RESOURCE_STATES old_src_state = src_dxtex->m_state;
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src_dxtex->TransitionToState(D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
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TransitionToState(D3D12_RESOURCE_STATE_RESOLVE_DEST);
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g_dx_context->GetCommandList()->ResolveSubresource(
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m_resource.Get(), CalcSubresource(level, layer), src_dxtex->m_resource.Get(),
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src_dxtex->CalcSubresource(level, layer),
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D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false));
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// Only restore the source layout. Destination is restored by FinishedRendering().
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src_dxtex->TransitionToState(old_src_state);
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}
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void DXTexture::FinishedRendering()
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{
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if (m_state != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
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TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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}
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void DXTexture::TransitionToState(D3D12_RESOURCE_STATES state) const
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{
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if (m_state == state)
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return;
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ResourceBarrier(g_dx_context->GetCommandList(), m_resource.Get(), m_state, state);
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m_state = state;
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}
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void DXTexture::DestroyResource()
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{
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if (m_uav_descriptor)
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g_dx_context->GetDescriptorHeapManager().Free(m_uav_descriptor);
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if (m_srv_descriptor)
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g_dx_context->GetDescriptorHeapManager().Free(m_srv_descriptor);
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m_resource.Reset();
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}
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DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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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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: AbstractFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width,
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height, layers, samples)
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{
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}
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DXFramebuffer::~DXFramebuffer()
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{
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if (m_depth_attachment)
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g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDSVHeapManager(),
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m_dsv_descriptor.index);
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if (m_color_attachment)
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{
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if (m_int_rtv_descriptor)
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{
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g_dx_context->DeferDescriptorDestruction(g_dx_context->GetRTVHeapManager(),
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m_int_rtv_descriptor.index);
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}
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g_dx_context->DeferDescriptorDestruction(g_dx_context->GetRTVHeapManager(),
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m_rtv_descriptor.index);
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}
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}
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std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment,
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DXTexture* depth_attachment)
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{
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if (!ValidateConfig(color_attachment, depth_attachment))
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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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std::unique_ptr<DXFramebuffer> fb(new DXFramebuffer(color_attachment, depth_attachment,
|
|
color_format, depth_format, width, height,
|
|
layers, samples));
|
|
if ((color_attachment && !fb->CreateRTVDescriptor()) ||
|
|
(depth_attachment && !fb->CreateDSVDescriptor()))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return fb;
|
|
}
|
|
|
|
bool DXFramebuffer::CreateRTVDescriptor()
|
|
{
|
|
if (!g_dx_context->GetRTVHeapManager().Allocate(&m_rtv_descriptor))
|
|
{
|
|
PanicAlertFmt("Failed to allocate RTV descriptor");
|
|
return false;
|
|
}
|
|
|
|
const bool multisampled = m_samples > 1;
|
|
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {
|
|
D3DCommon::GetRTVFormatForAbstractFormat(m_color_format, false),
|
|
multisampled ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DARRAY};
|
|
if (multisampled)
|
|
rtv_desc.Texture2DMSArray.ArraySize = m_layers;
|
|
else
|
|
rtv_desc.Texture2DArray.ArraySize = m_layers;
|
|
g_dx_context->GetDevice()->CreateRenderTargetView(
|
|
static_cast<DXTexture*>(m_color_attachment)->GetResource(), &rtv_desc,
|
|
m_rtv_descriptor.cpu_handle);
|
|
|
|
DXGI_FORMAT int_format = D3DCommon::GetRTVFormatForAbstractFormat(m_color_format, true);
|
|
if (int_format != rtv_desc.Format)
|
|
{
|
|
if (!g_dx_context->GetRTVHeapManager().Allocate(&m_int_rtv_descriptor))
|
|
return false;
|
|
|
|
rtv_desc.Format = int_format;
|
|
g_dx_context->GetDevice()->CreateRenderTargetView(
|
|
static_cast<DXTexture*>(m_color_attachment)->GetResource(), &rtv_desc,
|
|
m_int_rtv_descriptor.cpu_handle);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool DXFramebuffer::CreateDSVDescriptor()
|
|
{
|
|
if (!g_dx_context->GetDSVHeapManager().Allocate(&m_dsv_descriptor))
|
|
{
|
|
PanicAlertFmt("Failed to allocate RTV descriptor");
|
|
return false;
|
|
}
|
|
|
|
const bool multisampled = m_samples > 1;
|
|
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {
|
|
D3DCommon::GetDSVFormatForAbstractFormat(m_depth_format),
|
|
multisampled ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DARRAY,
|
|
D3D12_DSV_FLAG_NONE};
|
|
if (multisampled)
|
|
dsv_desc.Texture2DMSArray.ArraySize = m_layers;
|
|
else
|
|
dsv_desc.Texture2DArray.ArraySize = m_layers;
|
|
g_dx_context->GetDevice()->CreateDepthStencilView(
|
|
static_cast<DXTexture*>(m_depth_attachment)->GetResource(), &dsv_desc,
|
|
m_dsv_descriptor.cpu_handle);
|
|
return true;
|
|
}
|
|
|
|
DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config,
|
|
ID3D12Resource* resource, u32 stride, u32 buffer_size)
|
|
: AbstractStagingTexture(type, config), m_resource(resource), m_buffer_size(buffer_size)
|
|
{
|
|
m_map_stride = stride;
|
|
}
|
|
|
|
DXStagingTexture::~DXStagingTexture()
|
|
{
|
|
g_dx_context->DeferResourceDestruction(m_resource.Get());
|
|
}
|
|
|
|
void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
|
|
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
|
|
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
|
|
{
|
|
const DXTexture* src_tex = static_cast<const DXTexture*>(src);
|
|
ASSERT(m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable);
|
|
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_tex->GetWidth() &&
|
|
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src_tex->GetHeight());
|
|
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);
|
|
|
|
const D3D12_RESOURCE_STATES old_state = src_tex->GetState();
|
|
src_tex->TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
|
|
// Can't copy while it's mapped like in Vulkan.
|
|
Unmap();
|
|
|
|
// Copy from VRAM -> host-visible memory.
|
|
const D3D12_TEXTURE_COPY_LOCATION dst_loc = {
|
|
m_resource.Get(),
|
|
D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
|
|
{0,
|
|
{D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false), m_config.width,
|
|
m_config.height, 1u, static_cast<UINT>(m_map_stride)}}};
|
|
const D3D12_TEXTURE_COPY_LOCATION src_loc = {
|
|
src_tex->GetResource(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
|
static_cast<UINT>(src_tex->CalcSubresource(src_level, src_layer))};
|
|
const D3D12_BOX src_box = RectangleToBox(src_rect);
|
|
g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0,
|
|
&src_loc, &src_box);
|
|
|
|
// Restore old source texture layout.
|
|
src_tex->TransitionToState(old_state);
|
|
|
|
// Data is ready when the current command list is complete.
|
|
m_needs_flush = true;
|
|
m_completed_fence = g_dx_context->GetCurrentFenceValue();
|
|
}
|
|
|
|
void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
|
|
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
|
|
u32 dst_level)
|
|
{
|
|
const DXTexture* dst_tex = static_cast<const DXTexture*>(dst);
|
|
ASSERT(m_type == StagingTextureType::Upload || m_type == StagingTextureType::Mutable);
|
|
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_tex->GetWidth() &&
|
|
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst_tex->GetHeight());
|
|
|
|
const D3D12_RESOURCE_STATES old_state = dst_tex->GetState();
|
|
dst_tex->TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST);
|
|
|
|
// Can't copy while it's mapped like in Vulkan.
|
|
Unmap();
|
|
|
|
// Copy from VRAM -> host-visible memory.
|
|
const D3D12_TEXTURE_COPY_LOCATION dst_loc = {
|
|
dst_tex->GetResource(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
|
static_cast<UINT>(dst_tex->CalcSubresource(dst_level, dst_layer))};
|
|
const D3D12_TEXTURE_COPY_LOCATION src_loc = {
|
|
m_resource.Get(),
|
|
D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
|
|
{0,
|
|
{D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false), m_config.width,
|
|
m_config.height, 1u, static_cast<UINT>(m_map_stride)}}};
|
|
const D3D12_BOX src_box = RectangleToBox(src_rect);
|
|
g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0,
|
|
&src_loc, &src_box);
|
|
|
|
// Restore old source texture layout.
|
|
dst_tex->TransitionToState(old_state);
|
|
|
|
// Data is ready when the current command list is complete.
|
|
m_needs_flush = true;
|
|
m_completed_fence = g_dx_context->GetCurrentFenceValue();
|
|
}
|
|
|
|
bool DXStagingTexture::Map()
|
|
{
|
|
if (m_map_pointer)
|
|
return true;
|
|
|
|
const D3D12_RANGE read_range = {0u, m_type == StagingTextureType::Upload ? 0u : m_buffer_size};
|
|
HRESULT hr = m_resource->Map(0, &read_range, reinterpret_cast<void**>(&m_map_pointer));
|
|
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Map resource failed: {}", DX12HRWrap(hr));
|
|
if (FAILED(hr))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void DXStagingTexture::Unmap()
|
|
{
|
|
if (!m_map_pointer)
|
|
return;
|
|
|
|
const D3D12_RANGE write_range = {0u, m_type != StagingTextureType::Upload ? 0 : m_buffer_size};
|
|
m_resource->Unmap(0, &write_range);
|
|
m_map_pointer = nullptr;
|
|
}
|
|
|
|
void DXStagingTexture::Flush()
|
|
{
|
|
if (!m_needs_flush)
|
|
return;
|
|
|
|
m_needs_flush = false;
|
|
|
|
// If the completed fence is the same as the current command buffer fence, we need to execute
|
|
// the current list and wait for it to complete. This is the slowest path. Otherwise, if the
|
|
// command list with the copy has been submitted, we only need to wait for the fence.
|
|
if (m_completed_fence == g_dx_context->GetCurrentFenceValue())
|
|
Gfx::GetInstance()->ExecuteCommandList(true);
|
|
else
|
|
g_dx_context->WaitForFence(m_completed_fence);
|
|
}
|
|
|
|
std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType type,
|
|
const TextureConfig& config)
|
|
{
|
|
ASSERT(config.levels == 1 && config.layers == 1 && config.samples == 1);
|
|
|
|
// Readback and mutable share the same heap type.
|
|
const bool is_upload = type == StagingTextureType::Upload;
|
|
const D3D12_HEAP_PROPERTIES heap_properties = {is_upload ? D3D12_HEAP_TYPE_UPLOAD :
|
|
D3D12_HEAP_TYPE_READBACK};
|
|
|
|
const u32 texel_size = AbstractTexture::GetTexelSizeForFormat(config.format);
|
|
const u32 stride = Common::AlignUp(config.width * texel_size, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
|
|
const u32 size = stride * config.height;
|
|
|
|
const D3D12_RESOURCE_DESC desc = {D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
0,
|
|
size,
|
|
1,
|
|
1,
|
|
1,
|
|
DXGI_FORMAT_UNKNOWN,
|
|
{1, 0},
|
|
D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
D3D12_RESOURCE_FLAG_NONE};
|
|
|
|
// Readback textures are stuck in COPY_DEST and are never GPU readable.
|
|
// Upload textures are stuck in GENERIC_READ, and are never CPU readable.
|
|
ComPtr<ID3D12Resource> resource;
|
|
HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
|
|
&heap_properties, D3D12_HEAP_FLAG_NONE, &desc,
|
|
is_upload ? D3D12_RESOURCE_STATE_GENERIC_READ : D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
|
|
IID_PPV_ARGS(&resource));
|
|
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create staging texture resource: {}", DX12HRWrap(hr));
|
|
if (FAILED(hr))
|
|
return nullptr;
|
|
|
|
return std::unique_ptr<DXStagingTexture>(
|
|
new DXStagingTexture(type, config, resource.Get(), stride, size));
|
|
}
|
|
|
|
} // namespace DX12
|