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Implement D3D12 backend
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126
Source/Core/VideoBackends/D3D12/DXTexture.h
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126
Source/Core/VideoBackends/D3D12/DXTexture.h
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// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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namespace DX12
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{
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class DXTexture final : public AbstractTexture
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{
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public:
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~DXTexture();
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static std::unique_ptr<DXTexture> Create(const TextureConfig& config);
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static std::unique_ptr<DXTexture> CreateAdopted(ID3D12Resource* resource);
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void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size) override;
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void CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level) override;
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void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level) override;
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void FinishedRendering() override;
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ID3D12Resource* GetResource() const { return m_resource.Get(); }
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const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
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const DescriptorHandle& GetUAVDescriptor() const { return m_uav_descriptor; }
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D3D12_RESOURCE_STATES GetState() const { return m_state; }
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u32 CalcSubresource(u32 level, u32 layer) const { return level + layer * m_config.layers; }
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void TransitionToState(D3D12_RESOURCE_STATES state) const;
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// Destoys the resource backing this texture. The resource must not be in use by the GPU.
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void DestroyResource();
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private:
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DXTexture(const TextureConfig& config, ID3D12Resource* resource, D3D12_RESOURCE_STATES state);
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bool CreateSRVDescriptor();
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bool CreateUAVDescriptor();
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ComPtr<ID3D12Resource> m_resource;
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DescriptorHandle m_srv_descriptor = {};
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DescriptorHandle m_uav_descriptor = {};
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mutable D3D12_RESOURCE_STATES m_state;
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};
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class DXFramebuffer final : public AbstractFramebuffer
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{
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public:
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~DXFramebuffer() override;
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const DescriptorHandle& GetRTVDescriptor() const { return m_rtv_descriptor; }
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const DescriptorHandle& GetIntRTVDescriptor() const { return m_int_rtv_descriptor; }
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const DescriptorHandle& GetDSVDescriptor() const { return m_dsv_descriptor; }
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UINT GetRTVDescriptorCount() const { return m_color_attachment ? 1 : 0; }
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetRTVDescriptorArray() const
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{
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return m_color_attachment ? &m_rtv_descriptor.cpu_handle : nullptr;
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}
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetIntRTVDescriptorArray() const
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{
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return m_color_attachment ? &m_int_rtv_descriptor.cpu_handle : nullptr;
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}
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetDSVDescriptorArray() const
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{
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return m_depth_attachment ? &m_dsv_descriptor.cpu_handle : nullptr;
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}
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static std::unique_ptr<DXFramebuffer> Create(DXTexture* color_attachment,
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DXTexture* depth_attachment);
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private:
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DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width,
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u32 height, u32 layers, u32 samples);
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bool CreateRTVDescriptor();
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bool CreateDSVDescriptor();
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DescriptorHandle m_rtv_descriptor = {};
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DescriptorHandle m_int_rtv_descriptor = {};
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DescriptorHandle m_dsv_descriptor = {};
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};
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class DXStagingTexture final : public AbstractStagingTexture
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{
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public:
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~DXStagingTexture();
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void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
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u32 src_layer, u32 src_level,
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const MathUtil::Rectangle<int>& dst_rect) override;
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void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
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const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
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u32 dst_level) override;
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bool Map() override;
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void Unmap() override;
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void Flush() override;
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static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
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const TextureConfig& config);
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private:
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DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D12Resource* resource,
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u32 stride, u32 buffer_size);
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ComPtr<ID3D12Resource> m_resource;
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u64 m_completed_fence = 0;
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u32 m_buffer_size;
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};
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} // namespace DX12
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