/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2022 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #pragma once #include "common/Pcsx2Defs.h" #include "common/RedtapeWindows.h" #include "common/D3D12/DescriptorHeapManager.h" #include #include namespace D3D12MA { class Allocation; } namespace D3D12 { class StreamBuffer; class Texture final { public: template using ComPtr = wil::com_ptr_nothrow; Texture(); Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state); Texture(Texture&& texture); Texture(const Texture&) = delete; ~Texture(); __fi ID3D12Resource* GetResource() const { return m_resource.get(); } __fi D3D12MA::Allocation* GetAllocation() const { return m_allocation.get(); } __fi const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; } __fi const DescriptorHandle& GetRTVOrDSVDescriptor() const { return m_rtv_or_dsv_descriptor; } __fi D3D12_RESOURCE_STATES GetState() const { return m_state; } __fi u32 GetWidth() const { return m_width; } __fi u32 GetHeight() const { return m_height; } __fi u32 GetLevels() const { return m_levels; } __fi DXGI_FORMAT GetFormat() const { return m_format; } __fi operator ID3D12Resource*() const { return m_resource.get(); } __fi operator bool() const { return static_cast(m_resource); } bool Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format, D3D12_RESOURCE_FLAGS flags, u32 alloc_flags = 0); bool Adopt(ComPtr texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format, D3D12_RESOURCE_STATES state); D3D12_RESOURCE_DESC GetDesc() const; void Destroy(bool defer = true); void TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state); void TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, u32 level, D3D12_RESOURCE_STATES before_state, D3D12_RESOURCE_STATES after_state) const; Texture& operator=(const Texture&) = delete; Texture& operator=(Texture&& texture); // NOTE: Does not handle compressed formats. ID3D12GraphicsCommandList* BeginStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, void** out_data, u32* out_data_pitch); void EndStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height); bool LoadData(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch); void CopyFromBuffer(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, u32 pitch, ID3D12Resource* buffer, u32 buffer_offset); private: static bool CreateSRVDescriptor(ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, DescriptorHandle* dh); static bool CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh); static bool CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh); ComPtr m_resource; ComPtr m_allocation; DescriptorHandle m_srv_descriptor = {}; DescriptorHandle m_rtv_or_dsv_descriptor = {}; u32 m_width = 0; u32 m_height = 0; u32 m_levels = 0; DXGI_FORMAT m_format = DXGI_FORMAT_UNKNOWN; D3D12_RESOURCE_STATES m_state = D3D12_RESOURCE_STATE_COMMON; bool m_is_depth_view = false; }; } // namespace D3D12