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// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D/DXTexture.h"
#include <algorithm>
#include <cstddef>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3DCommon/D3DCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
DXTexture::DXTexture(const TextureConfig& config, ComPtr<ID3D11Texture2D> texture,
std::string_view name)
: AbstractTexture(config), m_texture(std::move(texture)), m_name(name)
{
if (!m_name.empty())
{
m_texture->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(m_name.size()),
m_name.c_str());
}
}
DXTexture::~DXTexture()
{
if (m_srv && D3D::stateman->UnsetTexture(m_srv.Get()) != 0)
D3D::stateman->ApplyTextures();
}
std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config, std::string_view name)
{
// Use typeless to create the texture when it's a render target, so we can alias it with an
// integer format (for EFB).
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,
config.type == AbstractTextureType::Texture_CubeMap ? D3D11_RESOURCE_MISC_TEXTURECUBE : 0);
ComPtr<ID3D11Texture2D> d3d_texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
if (FAILED(hr))
{
PanicAlertFmt("Failed to create {}x{}x{} D3D backing texture: {}", config.width, config.height,
config.layers, DX11HRWrap(hr));
return nullptr;
}
std::unique_ptr<DXTexture> tex(new DXTexture(config, std::move(d3d_texture), name));
if (!tex->CreateSRV() || (config.IsComputeImage() && !tex->CreateUAV()))
return nullptr;
return tex;
}
std::unique_ptr<DXTexture> DXTexture::CreateAdopted(ComPtr<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,
AbstractTextureType::Texture_2DArray);
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, std::move(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()
{
D3D_SRV_DIMENSION dimension = D3D_SRV_DIMENSION_TEXTURE2DARRAY;
if (m_config.type == AbstractTextureType::Texture_2DArray)
{
if (m_config.IsMultisampled())
dimension = D3D_SRV_DIMENSION_TEXTURE2DMSARRAY;
else
dimension = D3D_SRV_DIMENSION_TEXTURE2DARRAY;
}
else if (m_config.type == AbstractTextureType::Texture_2D)
{
if (m_config.IsMultisampled())
dimension = D3D_SRV_DIMENSION_TEXTURE2DMS;
else
dimension = D3D_SRV_DIMENSION_TEXTURE2D;
}
else if (m_config.type == AbstractTextureType::Texture_CubeMap)
{
dimension = D3D_SRV_DIMENSION_TEXTURECUBE;
}
else
{
PanicAlertFmt("Failed to create D3D SRV - unhandled type");
return false;
}
const CD3D11_SHADER_RESOURCE_VIEW_DESC desc(
m_texture.Get(), dimension, D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0,
m_config.levels, 0, m_config.layers);
DEBUG_ASSERT(!m_srv);
HRESULT hr = D3D::device->CreateShaderResourceView(m_texture.Get(), &desc, &m_srv);
if (FAILED(hr))
{
PanicAlertFmt("Failed to create {}x{}x{} D3D SRV: {}", m_config.width, m_config.height,
m_config.layers, DX11HRWrap(hr));
return false;
}
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);
DEBUG_ASSERT(!m_uav);
HRESULT hr = D3D::device->CreateUnorderedAccessView(m_texture.Get(), &desc, &m_uav);
if (FAILED(hr))
{
PanicAlertFmt("Failed to create {}x{}x{} D3D UAV: {}", m_config.width, m_config.height,
m_config.layers, DX11HRWrap(hr));
return false;
}
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(
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 && srcentry->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(
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, u32 layer)
{
size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length);
D3D::context->UpdateSubresource(m_texture.Get(),
D3D11CalcSubresource(level, layer, m_config.levels), nullptr,
buffer, static_cast<UINT>(src_pitch), 0);
}
DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config,
ComPtr<ID3D11Texture2D> tex)
: AbstractStagingTexture(type, config), m_tex(std::move(tex))
{
}
DXStagingTexture::~DXStagingTexture()
{
if (IsMapped())
DXStagingTexture::Unmap();
}
std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType type,
const TextureConfig& config)
{
D3D11_USAGE usage;
UINT cpu_flags;
UINT bind_flags = 0;
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;
bind_flags = D3D11_BIND_SHADER_RESOURCE;
}
else
{
usage = D3D11_USAGE_STAGING;
cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
}
CD3D11_TEXTURE2D_DESC desc(D3DCommon::GetDXGIFormatForAbstractFormat(config.format, false),
config.width, config.height, 1, 1, bind_flags, usage, cpu_flags);
ComPtr<ID3D11Texture2D> texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create staging texture: {}", DX11HRWrap(hr));
if (FAILED(hr))
return nullptr;
return std::unique_ptr<DXStagingTexture>(new DXStagingTexture(type, config, std::move(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.Get(), 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.Get(), 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.Get(), 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.Get(), 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_DISCARD;
else
map_type = D3D11_MAP_READ_WRITE;
D3D11_MAPPED_SUBRESOURCE sr;
HRESULT hr = D3D::context->Map(m_tex.Get(), 0, map_type, 0, &sr);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map readback texture: {}", DX11HRWrap(hr));
if (FAILED(hr))
return false;
m_map_pointer = static_cast<char*>(sr.pData);
m_map_stride = sr.RowPitch;
return true;
}
void DXStagingTexture::Unmap()
{
if (!m_map_pointer)
return;
D3D::context->Unmap(m_tex.Get(), 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,
std::vector<AbstractTexture*> additional_color_attachments,
AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
u32 width, u32 height, u32 layers, u32 samples,
ComPtr<ID3D11RenderTargetView> rtv,
ComPtr<ID3D11RenderTargetView> integer_rtv,
ComPtr<ID3D11DepthStencilView> dsv,
std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs)
: AbstractFramebuffer(color_attachment, depth_attachment,
std::move(additional_color_attachments), color_format, depth_format,
width, height, layers, samples),
m_integer_rtv(std::move(integer_rtv)), m_dsv(std::move(dsv))
{
m_render_targets.push_back(std::move(rtv));
for (auto additional_rtv : additional_rtvs)
{
m_render_targets.push_back(std::move(additional_rtv));
}
for (auto& render_target : m_render_targets)
{
m_render_targets_raw.push_back(render_target.Get());
}
}
DXFramebuffer::~DXFramebuffer() = default;
void DXFramebuffer::Unbind()
{
bool should_apply = false;
if (GetColorAttachment() &&
D3D::stateman->UnsetTexture(static_cast<DXTexture*>(GetColorAttachment())->GetD3DSRV()) != 0)
{
should_apply = true;
}
if (GetDepthAttachment() &&
D3D::stateman->UnsetTexture(static_cast<DXTexture*>(GetDepthAttachment())->GetD3DSRV()) != 0)
{
should_apply = true;
}
for (auto additional_color_attachment : m_additional_color_attachments)
{
if (D3D::stateman->UnsetTexture(
static_cast<DXTexture*>(additional_color_attachment)->GetD3DSRV()) != 0)
{
should_apply = true;
}
}
if (should_apply)
{
D3D::stateman->ApplyTextures();
}
}
void DXFramebuffer::Clear(const ClearColor& color_value, float depth_value)
{
if (GetDepthFormat() != AbstractTextureFormat::Undefined)
{
D3D::context->ClearDepthStencilView(GetDSV(), D3D11_CLEAR_DEPTH, depth_value, 0);
}
for (auto render_target : m_render_targets_raw)
{
D3D::context->ClearRenderTargetView(render_target, color_value.data());
}
}
std::unique_ptr<DXFramebuffer>
DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments)
{
if (!ValidateConfig(color_attachment, depth_attachment, additional_color_attachments))
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();
ComPtr<ID3D11RenderTargetView> rtv;
ComPtr<ID3D11RenderTargetView> integer_rtv;
if (color_attachment)
{
CD3D11_RENDER_TARGET_VIEW_DESC desc(
color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), false), 0, 0,
color_attachment->GetLayers());
HRESULT hr =
D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc, &rtv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create render target view for framebuffer: {}",
DX11HRWrap(hr));
if (FAILED(hr))
return nullptr;
// Only create the integer RTV when logic ops are supported (Win8+).
DXGI_FORMAT integer_format =
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), true);
if (g_backend_info.bSupportsLogicOp && integer_format != desc.Format)
{
desc.Format = integer_format;
hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc,
&integer_rtv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr),
"Failed to create integer render target view for framebuffer: {}", DX11HRWrap(hr));
}
}
std::vector<ComPtr<ID3D11RenderTargetView>> additional_rtvs;
for (auto additional_color_attachment : additional_color_attachments)
{
ComPtr<ID3D11RenderTargetView> additional_rtv;
CD3D11_RENDER_TARGET_VIEW_DESC desc(
additional_color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
D3DCommon::GetRTVFormatForAbstractFormat(additional_color_attachment->GetFormat(), false),
0, 0, 1);
HRESULT hr = D3D::device->CreateRenderTargetView(
static_cast<DXTexture*>(additional_color_attachment)->GetD3DTexture(), &desc,
&additional_rtv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Create render target view for framebuffer: {}",
DX11HRWrap(hr));
if (FAILED(hr))
return nullptr;
additional_rtvs.push_back(std::move(additional_rtv));
}
ComPtr<ID3D11DepthStencilView> dsv;
if (depth_attachment)
{
const CD3D11_DEPTH_STENCIL_VIEW_DESC desc(
depth_attachment->GetConfig().IsMultisampled() ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_DSV_DIMENSION_TEXTURE2DARRAY,
D3DCommon::GetDSVFormatForAbstractFormat(depth_attachment->GetFormat()), 0, 0,
depth_attachment->GetLayers(), 0);
HRESULT hr =
D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc, &dsv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create depth stencil view for framebuffer: {}",
DX11HRWrap(hr));
if (FAILED(hr))
return nullptr;
}
return std::make_unique<DXFramebuffer>(
color_attachment, depth_attachment, std::move(additional_color_attachments), color_format,
depth_format, width, height, layers, samples, std::move(rtv), std::move(integer_rtv),
std::move(dsv), std::move(additional_rtvs));
}
} // namespace DX11
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