dolphin/Source/Core/VideoBackends/D3D/DXTexture.cpp

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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstddef>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3DCommon/Common.h"
namespace DX11
{
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DXTexture::DXTexture(const TextureConfig& config, ID3D11Texture2D* texture)
: AbstractTexture(config), m_texture(texture)
{
}
DXTexture::~DXTexture()
{
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if (m_srv && D3D::stateman->UnsetTexture(m_srv.Get()) != 0)
D3D::stateman->ApplyTextures();
}
std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
{
// Use typeless to create the texture when it's a render target, so we can alias it with an
// integer format (for EFB).
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const DXGI_FORMAT tex_format =
D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget());
UINT bindflags = D3D11_BIND_SHADER_RESOURCE;
if (config.IsRenderTarget())
bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
if (config.IsComputeImage())
bindflags |= D3D11_BIND_UNORDERED_ACCESS;
CD3D11_TEXTURE2D_DESC desc(tex_format, config.width, config.height, config.layers, config.levels,
bindflags, D3D11_USAGE_DEFAULT, 0, config.samples, 0, 0);
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ComPtr<ID3D11Texture2D> d3d_texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
if (FAILED(hr))
{
PanicAlert("Failed to create %ux%ux%u D3D backing texture", config.width, config.height,
config.layers);
return nullptr;
}
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std::unique_ptr<DXTexture> tex(new DXTexture(config, d3d_texture.Get()));
if (!tex->CreateSRV() || (config.IsComputeImage() && !tex->CreateUAV()))
return nullptr;
return tex;
}
std::unique_ptr<DXTexture> DXTexture::CreateAdopted(ID3D11Texture2D* texture)
{
D3D11_TEXTURE2D_DESC desc;
texture->GetDesc(&desc);
// Convert to our texture config format.
TextureConfig config(desc.Width, desc.Height, desc.MipLevels, desc.ArraySize,
desc.SampleDesc.Count,
D3DCommon::GetAbstractFormatForDXGIFormat(desc.Format), 0);
if (desc.BindFlags & D3D11_BIND_RENDER_TARGET)
config.flags |= AbstractTextureFlag_RenderTarget;
if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS)
config.flags |= AbstractTextureFlag_ComputeImage;
std::unique_ptr<DXTexture> tex(new DXTexture(config, texture));
if (desc.BindFlags & D3D11_BIND_SHADER_RESOURCE && !tex->CreateSRV())
return nullptr;
if (desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS && !tex->CreateUAV())
return nullptr;
return tex;
}
bool DXTexture::CreateSRV()
{
const CD3D11_SHADER_RESOURCE_VIEW_DESC desc(
m_texture.Get(),
m_config.IsMultisampled() ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_SRV_DIMENSION_TEXTURE2DARRAY,
D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, m_config.levels, 0,
m_config.layers);
HRESULT hr = D3D::device->CreateShaderResourceView(m_texture.Get(), &desc, &m_srv);
if (FAILED(hr))
{
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PanicAlert("Failed to create %ux%ux%u D3D SRV", m_config.width, m_config.height,
m_config.layers);
return false;
}
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return true;
}
bool DXTexture::CreateUAV()
{
const CD3D11_UNORDERED_ACCESS_VIEW_DESC desc(
m_texture.Get(), D3D11_UAV_DIMENSION_TEXTURE2DARRAY,
D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, 0, m_config.layers);
HRESULT hr = D3D::device->CreateUnorderedAccessView(m_texture.Get(), &desc, &m_uav);
if (FAILED(hr))
{
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PanicAlert("Failed to create %ux%ux%u D3D UAV", m_config.width, m_config.height,
m_config.layers);
return false;
}
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return true;
}
void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(src);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
D3D11_BOX src_box;
src_box.left = src_rect.left;
src_box.top = src_rect.top;
src_box.right = src_rect.right;
src_box.bottom = src_rect.bottom;
src_box.front = 0;
src_box.back = 1;
D3D::context->CopySubresourceRegion(
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m_texture.Get(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left,
dst_rect.top, 0, srcentry->m_texture.Get(),
D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box);
}
void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
u32 layer, u32 level)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(src);
DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
D3D::context->ResolveSubresource(
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m_texture.Get(), D3D11CalcSubresource(level, layer, m_config.levels),
srcentry->m_texture.Get(), D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false));
}
void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length);
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D3D::context->UpdateSubresource(m_texture.Get(), level, nullptr, buffer,
static_cast<UINT>(src_pitch), 0);
}
DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config,
ID3D11Texture2D* tex)
: AbstractStagingTexture(type, config), m_tex(tex)
{
}
DXStagingTexture::~DXStagingTexture()
{
if (IsMapped())
DXStagingTexture::Unmap();
SAFE_RELEASE(m_tex);
}
std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType type,
const TextureConfig& config)
{
D3D11_USAGE usage;
UINT cpu_flags;
if (type == StagingTextureType::Readback)
{
usage = D3D11_USAGE_STAGING;
cpu_flags = D3D11_CPU_ACCESS_READ;
}
else if (type == StagingTextureType::Upload)
{
usage = D3D11_USAGE_DYNAMIC;
cpu_flags = D3D11_CPU_ACCESS_WRITE;
}
else
{
usage = D3D11_USAGE_STAGING;
cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
}
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CD3D11_TEXTURE2D_DESC desc(D3DCommon::GetDXGIFormatForAbstractFormat(config.format, false),
config.width, config.height, 1, 1, 0, usage, cpu_flags);
ID3D11Texture2D* texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
CHECK(SUCCEEDED(hr), "Create staging texture");
if (FAILED(hr))
return nullptr;
return std::unique_ptr<DXStagingTexture>(new DXStagingTexture(type, config, texture));
}
void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
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->GetWidth() &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->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);
if (IsMapped())
DXStagingTexture::Unmap();
if (static_cast<u32>(src_rect.GetWidth()) == GetWidth() &&
static_cast<u32>(src_rect.GetHeight()) == GetHeight())
{
// Copy whole resource, needed for depth textures.
D3D::context->CopySubresourceRegion(
m_tex, 0, 0, 0, 0, static_cast<const DXTexture*>(src)->GetD3DTexture(),
D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), nullptr);
}
else
{
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
D3D::context->CopySubresourceRegion(
m_tex, 0, static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0,
static_cast<const DXTexture*>(src)->GetD3DTexture(),
D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), &src_box);
}
m_needs_flush = true;
}
void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
ASSERT(m_type == StagingTextureType::Upload);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= GetWidth() &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= GetHeight());
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetWidth() &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetHeight());
if (IsMapped())
DXStagingTexture::Unmap();
if (static_cast<u32>(src_rect.GetWidth()) == dst->GetWidth() &&
static_cast<u32>(src_rect.GetHeight()) == dst->GetHeight())
{
D3D::context->CopySubresourceRegion(
static_cast<const DXTexture*>(dst)->GetD3DTexture(),
D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()), 0, 0, 0, m_tex, 0, nullptr);
}
else
{
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
D3D::context->CopySubresourceRegion(
static_cast<const DXTexture*>(dst)->GetD3DTexture(),
D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()),
static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0, m_tex, 0, &src_box);
}
}
bool DXStagingTexture::Map()
{
if (m_map_pointer)
return true;
D3D11_MAP map_type;
if (m_type == StagingTextureType::Readback)
map_type = D3D11_MAP_READ;
else if (m_type == StagingTextureType::Upload)
map_type = D3D11_MAP_WRITE;
else
map_type = D3D11_MAP_READ_WRITE;
D3D11_MAPPED_SUBRESOURCE sr;
HRESULT hr = D3D::context->Map(m_tex, 0, map_type, 0, &sr);
CHECK(SUCCEEDED(hr), "Map readback texture");
if (FAILED(hr))
return false;
m_map_pointer = reinterpret_cast<char*>(sr.pData);
m_map_stride = sr.RowPitch;
return true;
}
void DXStagingTexture::Unmap()
{
if (!m_map_pointer)
return;
D3D::context->Unmap(m_tex, 0);
m_map_pointer = nullptr;
}
void DXStagingTexture::Flush()
{
// Flushing is handled by the API.
m_needs_flush = false;
}
DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
u32 width, u32 height, u32 layers, u32 samples,
ID3D11RenderTargetView* rtv, ID3D11RenderTargetView* integer_rtv,
ID3D11DepthStencilView* dsv)
: AbstractFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width,
height, layers, samples),
m_rtv(rtv), m_integer_rtv(integer_rtv), m_dsv(dsv)
{
}
DXFramebuffer::~DXFramebuffer()
{
if (m_rtv)
m_rtv->Release();
if (m_integer_rtv)
m_integer_rtv->Release();
if (m_dsv)
m_dsv->Release();
}
std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment,
DXTexture* depth_attachment)
{
if (!ValidateConfig(color_attachment, depth_attachment))
return nullptr;
const AbstractTextureFormat color_format =
color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined;
const AbstractTextureFormat depth_format =
depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined;
const DXTexture* either_attachment = color_attachment ? color_attachment : depth_attachment;
const u32 width = either_attachment->GetWidth();
const u32 height = either_attachment->GetHeight();
const u32 layers = either_attachment->GetLayers();
const u32 samples = either_attachment->GetSamples();
ID3D11RenderTargetView* rtv = nullptr;
ID3D11RenderTargetView* integer_rtv = nullptr;
if (color_attachment)
{
CD3D11_RENDER_TARGET_VIEW_DESC desc(
color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
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D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), false), 0, 0,
color_attachment->GetLayers());
HRESULT hr =
D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc, &rtv);
CHECK(SUCCEEDED(hr), "Create render target view for framebuffer");
// Only create the integer RTV on Win8+.
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DXGI_FORMAT integer_format =
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), true);
if (D3D::device1 && integer_format != desc.Format)
{
desc.Format = integer_format;
hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc,
&integer_rtv);
CHECK(SUCCEEDED(hr), "Create integer render target view for framebuffer");
}
}
ID3D11DepthStencilView* dsv = nullptr;
if (depth_attachment)
{
const CD3D11_DEPTH_STENCIL_VIEW_DESC desc(
depth_attachment->GetConfig().IsMultisampled() ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_DSV_DIMENSION_TEXTURE2DARRAY,
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D3DCommon::GetDSVFormatForAbstractFormat(depth_attachment->GetFormat()), 0, 0,
depth_attachment->GetLayers(), 0);
HRESULT hr =
D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc, &dsv);
CHECK(SUCCEEDED(hr), "Create depth stencil view for framebuffer");
}
return std::make_unique<DXFramebuffer>(color_attachment, depth_attachment, color_format,
depth_format, width, height, layers, samples, rtv,
integer_rtv, dsv);
}
} // namespace DX11