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authorhdcmeta <hdcmeta@gmail.com>2016-01-07 19:40:35 -0800
committerhdcmeta <hdcmeta@gmail.com>2016-02-15 09:48:25 -0800
commit8cc686b3606deb1a3638281da9c12180a481e899 (patch)
tree6adae584fcc27911bf4464deb8a62d468472c98c /Source/Core/VideoBackends/D3D12/TextureCache.cpp
parenta2e2e36745717135d42df2d17965aa709480e3e3 (diff)
D3D12: Initial commit for D3D12 backend implementation.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/TextureCache.cpp672
1 files changed, 672 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D12/TextureCache.cpp b/Source/Core/VideoBackends/D3D12/TextureCache.cpp
new file mode 100644
index 0000000000..cafe0dc651
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/TextureCache.cpp
@@ -0,0 +1,672 @@
+// Copyright 2010 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D12/D3DBase.h"
+#include "VideoBackends/D3D12/D3DCommandListManager.h"
+#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
+#include "VideoBackends/D3D12/D3DShader.h"
+#include "VideoBackends/D3D12/D3DState.h"
+#include "VideoBackends/D3D12/D3DStreamBuffer.h"
+#include "VideoBackends/D3D12/D3DUtil.h"
+#include "VideoBackends/D3D12/FramebufferManager.h"
+#include "VideoBackends/D3D12/PSTextureEncoder.h"
+#include "VideoBackends/D3D12/StaticShaderCache.h"
+#include "VideoBackends/D3D12/TextureCache.h"
+#include "VideoBackends/D3D12/TextureEncoder.h"
+#include "VideoCommon/ImageWrite.h"
+#include "VideoCommon/LookUpTables.h"
+#include "VideoCommon/RenderBase.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace DX12
+{
+
+static std::unique_ptr<TextureEncoder> s_encoder = nullptr;
+
+static std::unique_ptr<D3DStreamBuffer> s_efb_copy_stream_buffer = nullptr;
+
+static ID3D12Resource* s_texture_cache_entry_readback_buffer = nullptr;
+static void* s_texture_cache_entry_readback_buffer_data = nullptr;
+static UINT s_texture_cache_entry_readback_buffer_size = 0;
+
+TextureCache::TCacheEntry::~TCacheEntry()
+{
+ m_texture->Release();
+}
+
+void TextureCache::TCacheEntry::Bind(unsigned int stage)
+{
+ // Textures bound as group in TextureCache::BindTextures method.
+}
+
+bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
+{
+ // EXISTINGD3D11TODO: Somehow implement this (D3DX11 doesn't support dumping individual LODs)
+ static bool warn_once = true;
+ if (level && warn_once)
+ {
+ WARN_LOG(VIDEO, "Dumping individual LOD not supported by D3D12 backend!");
+ warn_once = false;
+ return false;
+ }
+
+ D3D12_RESOURCE_DESC texture_desc = m_texture->GetTex12()->GetDesc();
+
+ const unsigned int required_readback_buffer_size = D3D::AlignValue(static_cast<unsigned int>(texture_desc.Width) * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+
+ if (s_texture_cache_entry_readback_buffer_size < required_readback_buffer_size)
+ {
+ s_texture_cache_entry_readback_buffer_size = required_readback_buffer_size;
+
+ // We know the readback buffer won't be in use right now, since we wait on this thread
+ // for the GPU to finish execution right after copying to it.
+
+ SAFE_RELEASE(s_texture_cache_entry_readback_buffer);
+ }
+
+ if (!s_texture_cache_entry_readback_buffer_size)
+ {
+ CheckHR(
+ D3D::device12->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK),
+ D3D12_HEAP_FLAG_NONE,
+ &CD3DX12_RESOURCE_DESC::Buffer(s_texture_cache_entry_readback_buffer_size),
+ D3D12_RESOURCE_STATE_COPY_DEST,
+ nullptr,
+ IID_PPV_ARGS(&s_texture_cache_entry_readback_buffer)
+ )
+ );
+
+ CheckHR(s_texture_cache_entry_readback_buffer->Map(0, nullptr, &s_texture_cache_entry_readback_buffer_data));
+ }
+
+ bool saved_png = false;
+
+ m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ D3D12_TEXTURE_COPY_LOCATION dst_location = {};
+ dst_location.pResource = s_texture_cache_entry_readback_buffer;
+ dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ dst_location.PlacedFootprint.Offset = 0;
+ dst_location.PlacedFootprint.Footprint.Depth = 1;
+ dst_location.PlacedFootprint.Footprint.Format = texture_desc.Format;
+ dst_location.PlacedFootprint.Footprint.Width = static_cast<UINT>(texture_desc.Width);
+ dst_location.PlacedFootprint.Footprint.Height = texture_desc.Height;
+ dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+
+ D3D12_TEXTURE_COPY_LOCATION src_location = CD3DX12_TEXTURE_COPY_LOCATION(m_texture->GetTex12(), 0);
+
+ D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
+
+ D3D::command_list_mgr->ExecuteQueuedWork(true);
+
+ saved_png = TextureToPng(
+ static_cast<u8*>(s_texture_cache_entry_readback_buffer_data),
+ dst_location.PlacedFootprint.Footprint.RowPitch,
+ filename,
+ dst_location.PlacedFootprint.Footprint.Width,
+ dst_location.PlacedFootprint.Footprint.Height
+ );
+
+ return saved_png;
+}
+
+void TextureCache::TCacheEntry::CopyRectangleFromTexture(
+ const TCacheEntryBase* source,
+ const MathUtil::Rectangle<int>& src_rect,
+ const MathUtil::Rectangle<int>& dst_rect)
+{
+ const TCacheEntry* srcentry = reinterpret_cast<const TCacheEntry*>(source);
+ if (src_rect.GetWidth() == dst_rect.GetWidth()
+ && src_rect.GetHeight() == dst_rect.GetHeight())
+ {
+ const D3D12_BOX* src_box_pointer = nullptr;
+ D3D12_BOX src_box;
+ if (src_rect.left != 0 || src_rect.top != 0)
+ {
+ src_box.front = 0;
+ src_box.back = 1;
+ 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_pointer = &src_box;
+ }
+
+ if (static_cast<u32>(src_rect.GetHeight()) > config.height ||
+ static_cast<u32>(src_rect.GetWidth()) > config.width)
+ {
+ // To mimic D3D11 behavior, we're just going to drop the clear since it is invalid.
+ // This invalid copy needs to be fixed above the Backend level.
+
+ // On D3D12, instead of silently dropping this invalid clear, the runtime throws an exception
+ // so we need to filter it out ourselves.
+
+ return;
+ }
+
+ D3D12_TEXTURE_COPY_LOCATION dst_location = CD3DX12_TEXTURE_COPY_LOCATION(m_texture->GetTex12(), 0);
+ D3D12_TEXTURE_COPY_LOCATION src_location = CD3DX12_TEXTURE_COPY_LOCATION(srcentry->m_texture->GetTex12(), 0);
+
+ m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_DEST);
+ srcentry->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ D3D::current_command_list->CopyTextureRegion(&dst_location, dst_rect.left, dst_rect.top, 0, &src_location, src_box_pointer);
+
+ m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ srcentry->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ return;
+ }
+ else if (!config.rendertarget)
+ {
+ return;
+ }
+
+ const D3D12_VIEWPORT vp = {
+ float(dst_rect.left),
+ float(dst_rect.top),
+ float(dst_rect.GetWidth()),
+ float(dst_rect.GetHeight()),
+ D3D12_MIN_DEPTH,
+ D3D12_MAX_DEPTH
+ };
+ D3D::current_command_list->RSSetViewports(1, &vp);
+
+ m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ D3D::current_command_list->OMSetRenderTargets(1, &m_texture->GetRTV12(), FALSE, nullptr);
+
+ D3D::SetLinearCopySampler();
+
+ D3D12_RECT src_rc;
+ src_rc.left = src_rect.left;
+ src_rc.right = src_rect.right;
+ src_rc.top = src_rect.top;
+ src_rc.bottom = src_rect.bottom;
+
+ D3D::DrawShadedTexQuad(srcentry->m_texture, &src_rc,
+ srcentry->config.width, srcentry->config.height,
+ StaticShaderCache::GetColorCopyPixelShader(false),
+ StaticShaderCache::GetSimpleVertexShader(),
+ StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0, 0,
+ DXGI_FORMAT_R8G8B8A8_UNORM, false, m_texture->GetMultisampled());
+
+ m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+ D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
+
+ g_renderer->RestoreAPIState();
+}
+
+void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
+ unsigned int expanded_width, unsigned int level)
+{
+ unsigned int src_pitch = 4 * expanded_width;
+ D3D::ReplaceRGBATexture2D(m_texture->GetTex12(), TextureCache::temp, width, height, src_pitch, level, m_texture->GetResourceUsageState());
+}
+
+TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
+{
+ if (config.rendertarget)
+ {
+ D3DTexture2D* texture = D3DTexture2D::Create(config.width, config.height,
+ static_cast<D3D11_BIND_FLAG>((static_cast<int>(D3D11_BIND_RENDER_TARGET) | static_cast<int>(D3D11_BIND_SHADER_RESOURCE))),
+ D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, config.layers);
+
+ TCacheEntry* entry = new TCacheEntry(config, texture);
+
+ entry->m_texture_srv_cpu_handle = texture->GetSRV12CPU();
+ entry->m_texture_srv_gpu_handle = texture->GetSRV12GPU();
+ entry->m_texture_srv_gpu_handle_cpu_shadow = texture->GetSRV12GPUCPUShadow();
+
+ return entry;
+ }
+ else
+ {
+ ID3D12Resource* texture_resource = nullptr;
+
+ D3D12_RESOURCE_DESC texture_resource_desc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM,
+ config.width, config.height, 1, config.levels);
+
+ CheckHR(
+ D3D::device12->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
+ D3D12_HEAP_FLAG_NONE,
+ &CD3DX12_RESOURCE_DESC(texture_resource_desc),
+ D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
+ nullptr,
+ IID_PPV_ARGS(&texture_resource)
+ )
+ );
+
+ D3DTexture2D* texture = new D3DTexture2D(
+ texture_resource,
+ D3D11_BIND_SHADER_RESOURCE,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ false,
+ D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
+ );
+
+ TCacheEntry* const entry = new TCacheEntry(
+ config, texture
+ );
+
+ entry->m_texture_srv_cpu_handle = texture->GetSRV12CPU();
+ entry->m_texture_srv_gpu_handle = texture->GetSRV12GPU();
+ entry->m_texture_srv_gpu_handle_cpu_shadow = texture->GetSRV12GPUCPUShadow();
+
+ // EXISTINGD3D11TODO: better debug names
+ D3D::SetDebugObjectName12(entry->m_texture->GetTex12(), "a texture of the TextureCache");
+
+ SAFE_RELEASE(texture_resource);
+
+ return entry;
+ }
+}
+
+void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& srcRect,
+ bool scale_by_half, unsigned int cbuf_id, const float* colmat)
+{
+ static unsigned int old_cbuf_id = UINT_MAX;
+
+ // When copying at half size, in multisampled mode, resolve the color/depth buffer first.
+ // This is because multisampled texture reads go through Load, not Sample, and the linear
+ // filter is ignored.
+ bool multisampled = (g_ActiveConfig.iMultisamples > 1);
+ D3DTexture2D* efb_tex = (src_format == PEControl::Z24) ?
+ FramebufferManager::GetEFBDepthTexture() :
+ FramebufferManager::GetEFBColorTexture();
+ if (multisampled && scale_by_half)
+ {
+ multisampled = false;
+ efb_tex = (src_format == PEControl::Z24) ?
+ FramebufferManager::GetResolvedEFBDepthTexture() :
+ FramebufferManager::GetResolvedEFBColorTexture();
+ }
+
+ // stretch picture with increased internal resolution
+ const D3D12_VIEWPORT vp = {
+ 0.f,
+ 0.f,
+ static_cast<float>(config.width),
+ static_cast<float>(config.height),
+ D3D12_MIN_DEPTH,
+ D3D12_MAX_DEPTH
+ };
+
+ D3D::current_command_list->RSSetViewports(1, &vp);
+
+ // set transformation
+ if (cbuf_id != old_cbuf_id)
+ {
+ s_efb_copy_stream_buffer->AllocateSpaceInBuffer(28 * sizeof(float), 256);
+
+ memcpy(s_efb_copy_stream_buffer->GetCPUAddressOfCurrentAllocation(), colmat, 28 * sizeof(float));
+
+ old_cbuf_id = cbuf_id;
+ }
+
+ D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, s_efb_copy_stream_buffer->GetGPUAddressOfCurrentAllocation());
+ D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
+
+ const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
+ // EXISTINGD3D11TODO: try targetSource.asRECT();
+ const D3D12_RECT sourcerect = CD3DX12_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
+
+ // Use linear filtering if (bScaleByHalf), use point filtering otherwise
+ if (scale_by_half)
+ D3D::SetLinearCopySampler();
+ else
+ D3D::SetPointCopySampler();
+
+ // Make sure we don't draw with the texture set as both a source and target.
+ // (This can happen because we don't unbind textures when we free them.)
+
+ m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ D3D::current_command_list->OMSetRenderTargets(1, &m_texture->GetRTV12(), FALSE, nullptr);
+
+ // Create texture copy
+ D3D::DrawShadedTexQuad(
+ efb_tex,
+ &sourcerect,
+ Renderer::GetTargetWidth(),
+ Renderer::GetTargetHeight(),
+ (src_format == PEControl::Z24) ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) : StaticShaderCache::GetColorMatrixPixelShader(multisampled),
+ StaticShaderCache::GetSimpleVertexShader(),
+ StaticShaderCache::GetSimpleVertexShaderInputLayout(),
+ StaticShaderCache::GetCopyGeometryShader(),
+ 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, m_texture->GetMultisampled()
+ );
+
+ m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+ D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
+
+ g_renderer->RestoreAPIState();
+}
+
+void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
+ PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
+ bool isIntensity, bool scaleByHalf)
+{
+ s_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, srcFormat, srcRect, isIntensity, scaleByHalf);
+}
+
+static const constexpr char s_palette_shader_hlsl[] =
+R"HLSL(
+sampler samp0 : register(s0);
+Texture2DArray Tex0 : register(t0);
+Buffer<uint> Tex1 : register(t1);
+uniform float Multiply;
+
+uint Convert3To8(uint v)
+{
+ // Swizzle bits: 00000123 -> 12312312
+ return (v << 5) | (v << 2) | (v >> 1);
+}
+
+uint Convert4To8(uint v)
+{
+ // Swizzle bits: 00001234 -> 12341234
+ return (v << 4) | v;
+}
+
+uint Convert5To8(uint v)
+{
+ // Swizzle bits: 00012345 -> 12345123
+ return (v << 3) | (v >> 2);
+}
+
+uint Convert6To8(uint v)
+{
+ // Swizzle bits: 00123456 -> 12345612
+ return (v << 2) | (v >> 4);
+}
+
+float4 DecodePixel_RGB5A3(uint val)
+{
+ int r,g,b,a;
+ if ((val&0x8000))
+ {
+ r=Convert5To8((val>>10) & 0x1f);
+ g=Convert5To8((val>>5 ) & 0x1f);
+ b=Convert5To8((val ) & 0x1f);
+ a=0xFF;
+ }
+ else
+ {
+ a=Convert3To8((val>>12) & 0x7);
+ r=Convert4To8((val>>8 ) & 0xf);
+ g=Convert4To8((val>>4 ) & 0xf);
+ b=Convert4To8((val ) & 0xf);
+ }
+ return float4(r, g, b, a) / 255;
+}
+
+float4 DecodePixel_RGB565(uint val)
+{
+ int r, g, b, a;
+ r = Convert5To8((val >> 11) & 0x1f);
+ g = Convert6To8((val >> 5) & 0x3f);
+ b = Convert5To8((val) & 0x1f);
+ a = 0xFF;
+ return float4(r, g, b, a) / 255;
+}
+
+float4 DecodePixel_IA8(uint val)
+{
+ int i = val & 0xFF;
+ int a = val >> 8;
+ return float4(i, i, i, a) / 255;
+}
+
+void main(
+ out float4 ocol0 : SV_Target,
+ in float4 pos : SV_Position,
+ in float3 uv0 : TEXCOORD0)
+{
+ uint src = round(Tex0.Sample(samp0,uv0) * Multiply).r;
+ src = Tex1.Load(src);
+ src = ((src << 8) & 0xFF00) | (src >> 8);
+ ocol0 = DECODE(src);
+}
+)HLSL";
+
+void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format)
+{
+ // stretch picture with increased internal resolution
+ const D3D12_VIEWPORT vp = { 0.f, 0.f, static_cast<float>(unconverted->config.width), static_cast<float>(unconverted->config.height), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
+ D3D::current_command_list->RSSetViewports(1, &vp);
+
+ const unsigned int palette_buffer_allocation_size = 512;
+ m_palette_stream_buffer->AllocateSpaceInBuffer(palette_buffer_allocation_size, 256);
+ memcpy(m_palette_stream_buffer->GetCPUAddressOfCurrentAllocation(), palette, palette_buffer_allocation_size);
+
+ // D3D12: Because the second SRV slot is occupied by this buffer, and an arbitrary texture occupies the first SRV slot,
+ // we need to allocate temporary space out of our descriptor heap, place the palette SRV in the second slot, then copy the
+ // existing texture's descriptor into the first slot.
+
+ // First, allocate the (temporary) space in the descriptor heap.
+ D3D12_CPU_DESCRIPTOR_HANDLE srv_group_cpu_handle[2] = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE srv_group_gpu_handle[2] = {};
+ D3D::gpu_descriptor_heap_mgr->AllocateGroup(srv_group_cpu_handle, 2, srv_group_gpu_handle, nullptr, true);
+
+ srv_group_cpu_handle[1].ptr = srv_group_cpu_handle[0].ptr + D3D::resource_descriptor_size;
+
+ // Now, create the palette SRV at the appropriate offset.
+ D3D12_SHADER_RESOURCE_VIEW_DESC palette_buffer_srv_desc = {
+ DXGI_FORMAT_R16_UINT, // DXGI_FORMAT Format;
+ D3D12_SRV_DIMENSION_BUFFER, // D3D12_SRV_DIMENSION ViewDimension;
+ D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING // UINT Shader4ComponentMapping;
+ };
+
+ // Each 'element' is two bytes since format is R16.
+ palette_buffer_srv_desc.Buffer.FirstElement = m_palette_stream_buffer->GetOffsetOfCurrentAllocation() / sizeof(u16);
+ palette_buffer_srv_desc.Buffer.NumElements = 256;
+
+ D3D::device12->CreateShaderResourceView(m_palette_stream_buffer->GetBuffer(), &palette_buffer_srv_desc, srv_group_cpu_handle[1]);
+
+ // Now, copy the existing texture's descriptor into the new temporary location.
+ static_cast<TCacheEntry*>(unconverted)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ D3D::device12->CopyDescriptorsSimple(
+ 1,
+ srv_group_cpu_handle[0],
+ static_cast<TCacheEntry*>(unconverted)->m_texture->GetSRV12GPUCPUShadow(),
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
+ );
+
+ // Finally, bind our temporary location.
+ D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, srv_group_gpu_handle[0]);
+
+ // D3D11EXISTINGTODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
+
+ // D3D12: See TextureCache::TextureCache() - because there are only two possible buffer contents here,
+ // just pre-populate the data in two parts of the same upload heap.
+ if ((unconverted->format & 0xf) == GX_TF_I4)
+ {
+ D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, m_palette_uniform_buffer->GetGPUVirtualAddress());
+ }
+ else
+ {
+ D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, m_palette_uniform_buffer->GetGPUVirtualAddress() + 256);
+ }
+
+ D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
+
+ const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, unconverted->config.width, unconverted->config.height);
+
+ D3D::SetPointCopySampler();
+
+ // Make sure we don't draw with the texture set as both a source and target.
+ // (This can happen because we don't unbind textures when we free them.)
+
+ static_cast<TCacheEntry*>(entry)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ D3D::current_command_list->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->m_texture->GetRTV12(), FALSE, nullptr);
+
+ // Create texture copy
+ D3D::DrawShadedTexQuad(
+ static_cast<TCacheEntry*>(unconverted)->m_texture,
+ &source_rect, unconverted->config.width,
+ unconverted->config.height,
+ m_palette_pixel_shaders[format],
+ StaticShaderCache::GetSimpleVertexShader(),
+ StaticShaderCache::GetSimpleVertexShaderInputLayout(),
+ StaticShaderCache::GetCopyGeometryShader(),
+ 1.0f,
+ 0,
+ DXGI_FORMAT_R8G8B8A8_UNORM,
+ true,
+ static_cast<TCacheEntry*>(entry)->m_texture->GetMultisampled()
+ );
+
+ static_cast<TCacheEntry*>(entry)->m_texture->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
+ D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
+
+ g_renderer->RestoreAPIState();
+}
+
+D3D12_SHADER_BYTECODE GetConvertShader12(std::string& Type)
+{
+ std::string shader = "#define DECODE DecodePixel_";
+ shader.append(Type);
+ shader.append("\n");
+ shader.append(s_palette_shader_hlsl);
+
+ ID3DBlob* blob = nullptr;
+ D3D::CompilePixelShader(shader, &blob);
+
+ return { blob->GetBufferPointer(), blob->GetBufferSize() };
+}
+
+TextureCache::TextureCache()
+{
+ s_encoder = std::make_unique<PSTextureEncoder>();
+ s_encoder->Init();
+
+ s_efb_copy_stream_buffer = std::make_unique<D3DStreamBuffer>(1024 * 1024, 1024 * 1024, nullptr);
+
+ s_texture_cache_entry_readback_buffer = nullptr;
+ s_texture_cache_entry_readback_buffer_data = nullptr;
+ s_texture_cache_entry_readback_buffer_size = 0;
+
+ m_palette_pixel_shaders[GX_TL_IA8] = GetConvertShader12(std::string("IA8"));
+ m_palette_pixel_shaders[GX_TL_RGB565] = GetConvertShader12(std::string("RGB565"));
+ m_palette_pixel_shaders[GX_TL_RGB5A3] = GetConvertShader12(std::string("RGB5A3"));
+
+ m_palette_stream_buffer = new D3DStreamBuffer(sizeof(u16) * 256 * 1024, sizeof(u16) * 256 * 1024 * 16, nullptr);
+
+ // Right now, there are only two variants of palette_uniform data. So, we'll just create an upload heap to permanently store both of these.
+ CheckHR(
+ D3D::device12->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
+ D3D12_HEAP_FLAG_NONE,
+ &CD3DX12_RESOURCE_DESC::Buffer(((16 + 255) & ~255) * 2), // Constant Buffers have to be 256b aligned. "* 2" to create for two sets of data.
+ D3D12_RESOURCE_STATE_COPY_DEST,
+ nullptr,
+ IID_PPV_ARGS(&m_palette_uniform_buffer)
+ )
+ );
+
+ D3D::SetDebugObjectName12(m_palette_uniform_buffer, "a constant buffer used in TextureCache::ConvertTexture");
+
+ // Temporarily repurpose m_palette_stream_buffer as a copy source to populate initial data here.
+ m_palette_stream_buffer->AllocateSpaceInBuffer(256 * 2, 256);
+
+ u8* upload_heap_data_location = reinterpret_cast<u8*>(m_palette_stream_buffer->GetCPUAddressOfCurrentAllocation());
+
+ memset(upload_heap_data_location, 0, 256 * 2);
+
+ float paramsFormatZero[4] = { 15.f };
+ float paramsFormatNonzero[4] = { 255.f };
+
+ memcpy(upload_heap_data_location, paramsFormatZero, sizeof(paramsFormatZero));
+ memcpy(upload_heap_data_location + 256, paramsFormatNonzero, sizeof(paramsFormatNonzero));
+
+ D3D::current_command_list->CopyBufferRegion(m_palette_uniform_buffer, 0, m_palette_stream_buffer->GetBuffer(), m_palette_stream_buffer->GetOffsetOfCurrentAllocation(), 256 * 2);
+
+ DX12::D3D::ResourceBarrier(D3D::current_command_list, m_palette_uniform_buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, 0);
+}
+
+TextureCache::~TextureCache()
+{
+ s_encoder->Shutdown();
+ s_encoder.reset();
+
+ s_efb_copy_stream_buffer.reset();
+
+ SAFE_DELETE(m_palette_stream_buffer);
+
+ if (s_texture_cache_entry_readback_buffer)
+ {
+ D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_texture_cache_entry_readback_buffer);
+ s_texture_cache_entry_readback_buffer = nullptr;
+ }
+
+ D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_palette_uniform_buffer);
+}
+
+void TextureCache::BindTextures()
+{
+ unsigned int last_texture = 0;
+ for (unsigned int i = 0; i < 8; ++i)
+ {
+ if (bound_textures[i] != nullptr)
+ {
+ last_texture = i;
+ }
+ }
+
+ if (last_texture == 0 && bound_textures[0] != nullptr)
+ {
+ DX12::D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, reinterpret_cast<TCacheEntry*>(bound_textures[0])->m_texture_srv_gpu_handle);
+ return;
+ }
+
+ // If more than one texture, allocate space for group.
+ D3D12_CPU_DESCRIPTOR_HANDLE s_group_base_texture_cpu_handle;
+ D3D12_GPU_DESCRIPTOR_HANDLE s_group_base_texture_gpu_handle;
+ DX12::D3D::gpu_descriptor_heap_mgr->AllocateGroup(&s_group_base_texture_cpu_handle, 8, &s_group_base_texture_gpu_handle, nullptr, true);
+
+ for (unsigned int stage = 0; stage <= last_texture; stage++)
+ {
+ if (bound_textures[stage] != nullptr)
+ {
+ D3D12_CPU_DESCRIPTOR_HANDLE textureDestDescriptor;
+ textureDestDescriptor.ptr = s_group_base_texture_cpu_handle.ptr + stage * D3D::resource_descriptor_size;
+
+ DX12::D3D::device12->CopyDescriptorsSimple(
+ 1,
+ textureDestDescriptor,
+ reinterpret_cast<TCacheEntry*>(bound_textures[stage])->m_texture_srv_gpu_handle_cpu_shadow,
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
+ );
+ }
+ else
+ {
+ D3D12_CPU_DESCRIPTOR_HANDLE nullDestDescriptor;
+ nullDestDescriptor.ptr = s_group_base_texture_cpu_handle.ptr + stage * D3D::resource_descriptor_size;
+
+ DX12::D3D::device12->CopyDescriptorsSimple(
+ 1,
+ nullDestDescriptor,
+ DX12::D3D::null_srv_cpu_shadow,
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
+ );
+ }
+ }
+
+ // Actually bind the textures.
+ DX12::D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, s_group_base_texture_gpu_handle);
+}
+
+}