mirror of https://github.com/PCSX2/pcsx2.git
100 lines
3.8 KiB
C++
100 lines
3.8 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/RedtapeWindows.h"
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#include "common/D3D12/DescriptorHeapManager.h"
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#include <d3d12.h>
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#include <wil/com.h>
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namespace D3D12MA
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{
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class Allocation;
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}
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namespace D3D12
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{
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class StreamBuffer;
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class Texture final
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{
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public:
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template <typename T>
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using ComPtr = wil::com_ptr_nothrow<T>;
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Texture();
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Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state);
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Texture(Texture&& texture);
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Texture(const Texture&) = delete;
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~Texture();
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__fi ID3D12Resource* GetResource() const { return m_resource.get(); }
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__fi D3D12MA::Allocation* GetAllocation() const { return m_allocation.get(); }
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__fi const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
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__fi const DescriptorHandle& GetRTVOrDSVDescriptor() const { return m_rtv_or_dsv_descriptor; }
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__fi D3D12_RESOURCE_STATES GetState() const { return m_state; }
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__fi u32 GetWidth() const { return m_width; }
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__fi u32 GetHeight() const { return m_height; }
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__fi u32 GetLevels() const { return m_levels; }
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__fi DXGI_FORMAT GetFormat() const { return m_format; }
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__fi operator ID3D12Resource*() const { return m_resource.get(); }
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__fi operator bool() const { return static_cast<bool>(m_resource); }
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bool Create(u32 width, u32 height, u32 levels, DXGI_FORMAT format, DXGI_FORMAT srv_format,
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DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format, D3D12_RESOURCE_FLAGS flags, u32 alloc_flags = 0);
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bool Adopt(ComPtr<ID3D12Resource> texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format,
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D3D12_RESOURCE_STATES state);
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D3D12_RESOURCE_DESC GetDesc() const;
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void Destroy(bool defer = true);
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void TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RESOURCE_STATES state);
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void TransitionSubresourceToState(ID3D12GraphicsCommandList* cmdlist, u32 level,
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D3D12_RESOURCE_STATES before_state, D3D12_RESOURCE_STATES after_state) const;
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Texture& operator=(const Texture&) = delete;
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Texture& operator=(Texture&& texture);
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// NOTE: Does not handle compressed formats.
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bool BeginStreamUpdate(u32 level, u32 x, u32 y, u32 width, u32 height, void** out_data, u32* out_data_pitch);
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void EndStreamUpdate(u32 level, u32 x, u32 y, u32 width, u32 height);
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bool LoadData(u32 level, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch);
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void CopyFromBuffer(u32 level, u32 x, u32 y, u32 width, u32 height, u32 pitch, ID3D12Resource* buffer, u32 buffer_offset);
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private:
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static bool CreateSRVDescriptor(ID3D12Resource* resource, u32 levels, DXGI_FORMAT format, DescriptorHandle* dh);
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static bool CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh);
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static bool CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, DescriptorHandle* dh);
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ComPtr<ID3D12Resource> m_resource;
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ComPtr<D3D12MA::Allocation> m_allocation;
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DescriptorHandle m_srv_descriptor = {};
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DescriptorHandle m_rtv_or_dsv_descriptor = {};
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u32 m_width = 0;
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u32 m_height = 0;
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u32 m_levels = 0;
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DXGI_FORMAT m_format = DXGI_FORMAT_UNKNOWN;
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D3D12_RESOURCE_STATES m_state = D3D12_RESOURCE_STATE_COMMON;
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bool m_is_depth_view = false;
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};
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} // namespace D3D12
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