/* 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 . */ #include "common/PrecompiledHeader.h" #include "common/D3D12/Texture.h" #include "common/D3D12/Context.h" #include "common/D3D12/Util.h" #include "common/Align.h" #include "common/Assertions.h" #include "common/Console.h" #include "common/StringUtil.h" #include "D3D12MemAlloc.h" using namespace D3D12; // Somehow NOMINMAX isn't getting set for CMake builds... #ifdef min #undef min #endif Texture::Texture() = default; Texture::Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state) : m_resource(std::move(resource)) { const D3D12_RESOURCE_DESC desc = GetDesc(); m_width = static_cast(desc.Width); m_height = desc.Height; m_levels = desc.MipLevels; m_format = desc.Format; } Texture::Texture(Texture&& texture) : m_resource(std::move(texture.m_resource)) , m_allocation(std::move(texture.m_allocation)) , m_srv_descriptor(texture.m_srv_descriptor) , m_rtv_or_dsv_descriptor(texture.m_rtv_or_dsv_descriptor) , m_width(texture.m_width) , m_height(texture.m_height) , m_levels(texture.m_levels) , m_format(texture.m_format) , m_state(texture.m_state) , m_is_depth_view(texture.m_is_depth_view) { texture.m_srv_descriptor = {}; texture.m_rtv_or_dsv_descriptor = {}; texture.m_width = 0; texture.m_height = 0; texture.m_levels = 0; texture.m_format = DXGI_FORMAT_UNKNOWN; texture.m_state = D3D12_RESOURCE_STATE_COMMON; texture.m_is_depth_view = false; } Texture::~Texture() { Destroy(); } Texture& Texture::operator=(Texture&& texture) { Destroy(); m_resource = std::move(texture.m_resource); m_allocation = std::move(texture.m_allocation); m_srv_descriptor = texture.m_srv_descriptor; m_rtv_or_dsv_descriptor = texture.m_rtv_or_dsv_descriptor; m_width = texture.m_width; m_height = texture.m_height; m_levels = texture.m_levels; m_format = texture.m_format; m_state = texture.m_state; m_is_depth_view = texture.m_is_depth_view; texture.m_srv_descriptor = {}; texture.m_rtv_or_dsv_descriptor = {}; texture.m_width = 0; texture.m_height = 0; texture.m_levels = 0; texture.m_format = DXGI_FORMAT_UNKNOWN; texture.m_state = D3D12_RESOURCE_STATE_COMMON; texture.m_is_depth_view = false; return *this; } D3D12_RESOURCE_DESC Texture::GetDesc() const { return m_resource->GetDesc(); } bool Texture::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) { D3D12_RESOURCE_DESC desc = {}; desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; desc.Width = width; desc.Height = height; desc.DepthOrArraySize = 1; desc.MipLevels = levels; desc.Format = format; desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Flags = flags; D3D12_CLEAR_VALUE optimized_clear_value = {}; D3D12_RESOURCE_STATES state; if (rtv_format != DXGI_FORMAT_UNKNOWN) { optimized_clear_value.Format = rtv_format; state = D3D12_RESOURCE_STATE_RENDER_TARGET; } else if (dsv_format != DXGI_FORMAT_UNKNOWN) { optimized_clear_value.Format = dsv_format; state = D3D12_RESOURCE_STATE_DEPTH_WRITE; } else { state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; } D3D12MA::ALLOCATION_DESC allocationDesc = {}; allocationDesc.Flags = static_cast(alloc_flags) | D3D12MA::ALLOCATION_FLAG_WITHIN_BUDGET; allocationDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT; ComPtr resource; ComPtr allocation; HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource( &allocationDesc, &desc, state, (rtv_format != DXGI_FORMAT_UNKNOWN || dsv_format != DXGI_FORMAT_UNKNOWN) ? &optimized_clear_value : nullptr, allocation.put(), IID_PPV_ARGS(resource.put())); if (FAILED(hr)) { // OOM isn't fatal. if (hr != E_OUTOFMEMORY) Console.Error("Create texture failed: 0x%08X", hr); return false; } DescriptorHandle srv_descriptor, rtv_descriptor; bool is_depth_view = false; if (srv_format != DXGI_FORMAT_UNKNOWN) { if (!CreateSRVDescriptor(resource.get(), levels, srv_format, &srv_descriptor)) return false; } if (rtv_format != DXGI_FORMAT_UNKNOWN) { pxAssert(dsv_format == DXGI_FORMAT_UNKNOWN); if (!CreateRTVDescriptor(resource.get(), rtv_format, &rtv_descriptor)) { g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor); return false; } } else if (dsv_format != DXGI_FORMAT_UNKNOWN) { if (!CreateDSVDescriptor(resource.get(), dsv_format, &rtv_descriptor)) { g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor); return false; } is_depth_view = true; } Destroy(true); m_resource = std::move(resource); m_allocation = std::move(allocation); m_srv_descriptor = std::move(srv_descriptor); m_rtv_or_dsv_descriptor = std::move(rtv_descriptor); m_width = width; m_height = height; m_levels = levels; m_format = format; m_state = state; m_is_depth_view = is_depth_view; return true; } bool Texture::Adopt(ComPtr texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format, D3D12_RESOURCE_STATES state) { const D3D12_RESOURCE_DESC desc(texture->GetDesc()); DescriptorHandle srv_descriptor, rtv_descriptor; if (srv_format != DXGI_FORMAT_UNKNOWN) { if (!CreateSRVDescriptor(texture.get(), desc.MipLevels, srv_format, &srv_descriptor)) return false; } if (rtv_format != DXGI_FORMAT_UNKNOWN) { pxAssert(dsv_format == DXGI_FORMAT_UNKNOWN); if (!CreateRTVDescriptor(texture.get(), rtv_format, &rtv_descriptor)) { g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor); return false; } } else if (dsv_format != DXGI_FORMAT_UNKNOWN) { if (!CreateDSVDescriptor(texture.get(), dsv_format, &rtv_descriptor)) { g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor); return false; } } m_resource = std::move(texture); m_allocation.reset(); m_srv_descriptor = std::move(srv_descriptor); m_rtv_or_dsv_descriptor = std::move(rtv_descriptor); m_width = static_cast(desc.Width); m_height = desc.Height; m_levels = desc.MipLevels; m_format = desc.Format; m_state = state; return true; } void Texture::Destroy(bool defer /* = true */) { if (defer) { g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetDescriptorHeapManager(), &m_srv_descriptor); if (m_is_depth_view) g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetDSVHeapManager(), &m_rtv_or_dsv_descriptor); else g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetRTVHeapManager(), &m_rtv_or_dsv_descriptor); g_d3d12_context->DeferResourceDestruction(m_allocation.get(), m_resource.get()); m_resource.reset(); m_allocation.reset(); } else { g_d3d12_context->GetDescriptorHeapManager().Free(&m_srv_descriptor); if (m_is_depth_view) g_d3d12_context->GetDSVHeapManager().Free(&m_rtv_or_dsv_descriptor); else g_d3d12_context->GetRTVHeapManager().Free(&m_rtv_or_dsv_descriptor); m_resource.reset(); m_allocation.reset(); } m_width = 0; m_height = 0; m_levels = 0; m_format = DXGI_FORMAT_UNKNOWN; m_is_depth_view = false; } void Texture::TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state) { if (m_state == state) return; ResourceBarrier(cmdlist, m_resource.get(), m_state, state); m_state = state; } void Texture::TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, u32 level, D3D12_RESOURCE_STATES before_state, D3D12_RESOURCE_STATES after_state) const { const D3D12_RESOURCE_BARRIER barrier = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE, {{m_resource.get(), level, before_state, after_state}}}; cmdlist->ResourceBarrier(1, &barrier); } ID3D12GraphicsCommandList* Texture::BeginStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, void** out_data, u32* out_data_pitch) { const u32 copy_pitch = Common::AlignUpPow2(width * GetTexelSize(m_format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const u32 upload_size = copy_pitch * height; if (!g_d3d12_context->GetTextureStreamBuffer().ReserveMemory(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) { DevCon.WriteLn("Executing command buffer while waiting for %u bytes (%ux%u) in upload buffer", upload_size, width, height); g_d3d12_context->ExecuteCommandList(false); if (!g_d3d12_context->GetTextureStreamBuffer().ReserveMemory(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) { Console.Error("Failed to reserve %u bytes for %ux%u upload", upload_size, width, height); return nullptr; } // cmdlist change return g_d3d12_context->GetInitCommandList(); } *out_data = g_d3d12_context->GetTextureStreamBuffer().GetCurrentHostPointer(); *out_data_pitch = copy_pitch; return cmdlist; } void Texture::EndStreamUpdate(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height) { const u32 copy_pitch = Common::AlignUpPow2(width * GetTexelSize(m_format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const u32 upload_size = copy_pitch * height; StreamBuffer& sb = g_d3d12_context->GetTextureStreamBuffer(); const u32 sb_offset = sb.GetCurrentOffset(); sb.CommitMemory(upload_size); CopyFromBuffer(cmdlist, level, x, y, width, height, copy_pitch, sb.GetBuffer(), sb_offset); } void Texture::CopyFromBuffer(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, u32 pitch, ID3D12Resource* buffer, u32 buffer_offset) { D3D12_TEXTURE_COPY_LOCATION src; src.pResource = buffer; src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; src.PlacedFootprint.Offset = buffer_offset; src.PlacedFootprint.Footprint.Width = width; src.PlacedFootprint.Footprint.Height = height; src.PlacedFootprint.Footprint.Depth = 1; src.PlacedFootprint.Footprint.RowPitch = pitch; src.PlacedFootprint.Footprint.Format = m_format; D3D12_TEXTURE_COPY_LOCATION dst; dst.pResource = m_resource.get(); dst.SubresourceIndex = level; dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; const D3D12_BOX src_box{0u, 0u, 0u, width, height, 1u}; const D3D12_RESOURCE_STATES old_state = m_state; TransitionToState(cmdlist, D3D12_RESOURCE_STATE_COPY_DEST); cmdlist->CopyTextureRegion(&dst, x, y, 0, &src, &src_box); TransitionToState(cmdlist, old_state); } static ID3D12Resource* CreateStagingBuffer(u32 height, const void* data, u32 pitch, u32 upload_pitch, u32 upload_size) { wil::com_ptr_nothrow resource; wil::com_ptr_nothrow allocation; const D3D12MA::ALLOCATION_DESC allocation_desc = {D3D12MA::ALLOCATION_FLAG_NONE, D3D12_HEAP_TYPE_UPLOAD}; const D3D12_RESOURCE_DESC resource_desc = { D3D12_RESOURCE_DIMENSION_BUFFER, 0, upload_size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}; HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, allocation.put(), IID_PPV_ARGS(resource.put())); if (FAILED(hr)) { Console.Error("CreateResource() for upload staging buffer failed: %08X", hr); return nullptr; } void* map; const D3D12_RANGE read_range = {}; hr = resource->Map(0, &read_range, &map); if (FAILED(hr)) { Console.Error("Map() for upload staging buffer failed: %08X", hr); return nullptr; } StringUtil::StrideMemCpy(map, upload_pitch, data, pitch, std::min(pitch, upload_pitch), height); const D3D12_RANGE write_range = {0u, upload_size}; resource->Unmap(0, &write_range); // queue them for destruction, since the upload happens in this cmdlist g_d3d12_context->DeferResourceDestruction(allocation.get(), resource.get()); // AddRef()'ed by the defer above. return resource.get(); } bool Texture::LoadData(ID3D12GraphicsCommandList* cmdlist, u32 level, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch) { const u32 texel_size = GetTexelSize(m_format); const u32 upload_pitch = Common::AlignUpPow2(width * texel_size, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const u32 upload_size = upload_pitch * height; if (upload_size >= g_d3d12_context->GetTextureStreamBuffer().GetSize()) { ID3D12Resource* staging_buffer = CreateStagingBuffer(height, data, pitch, upload_pitch, upload_size); if (!staging_buffer) return false; CopyFromBuffer(cmdlist, level, x, y, width, height, upload_pitch, staging_buffer, 0); return true; } void* write_ptr; u32 write_pitch; if (!(cmdlist = BeginStreamUpdate(cmdlist, level, x, y, width, height, &write_ptr, &write_pitch))) return false; StringUtil::StrideMemCpy(write_ptr, write_pitch, data, pitch, std::min(pitch, upload_pitch), height); EndStreamUpdate(cmdlist, level, x, y, width, height); return true; } bool Texture::CreateSRVDescriptor(ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, DescriptorHandle* dh) { if (!g_d3d12_context->GetDescriptorHeapManager().Allocate(dh)) { Console.Error("Failed to allocate SRV descriptor"); return false; } D3D12_SHADER_RESOURCE_VIEW_DESC desc = {format, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING}; desc.Texture2D.MipLevels = levels; g_d3d12_context->GetDevice()->CreateShaderResourceView(resource, &desc, dh->cpu_handle); return true; } bool Texture::CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh) { if (!g_d3d12_context->GetRTVHeapManager().Allocate(dh)) { Console.Error("Failed to allocate SRV descriptor"); return false; } const D3D12_RENDER_TARGET_VIEW_DESC desc = {format, D3D12_RTV_DIMENSION_TEXTURE2D}; g_d3d12_context->GetDevice()->CreateRenderTargetView(resource, &desc, dh->cpu_handle); return true; } bool Texture::CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh) { if (!g_d3d12_context->GetDSVHeapManager().Allocate(dh)) { Console.Error("Failed to allocate SRV descriptor"); return false; } const D3D12_DEPTH_STENCIL_VIEW_DESC desc = {format, D3D12_DSV_DIMENSION_TEXTURE2D, D3D12_DSV_FLAG_NONE}; g_d3d12_context->GetDevice()->CreateDepthStencilView(resource, &desc, dh->cpu_handle); return true; }