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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 21:30:19 -06:00
D3D12: Remove D3D11 header references
This commit is contained in:
@ -40,7 +40,12 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture()
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for (int i = 0; i < m_efb.slices; i++)
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{
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D3D::current_command_list->ResolveSubresource(m_efb.resolved_color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex12(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
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D3D::current_command_list->ResolveSubresource(
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m_efb.resolved_color_tex->GetTex12(),
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D3D12CalcSubresource(0, i, 0, 1, m_efb.slices),
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m_efb.color_tex->GetTex12(),
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D3D12CalcSubresource(0, i, 0, 1, m_efb.slices),
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DXGI_FORMAT_R8G8B8A8_UNORM);
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}
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m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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@ -89,13 +94,13 @@ FramebufferManager::FramebufferManager()
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
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m_efb.color_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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m_efb.color_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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// Temporary EFB color texture - used in ReinterpretPixelData
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)));
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m_efb.color_temp_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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m_efb.color_temp_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
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@ -103,7 +108,7 @@ FramebufferManager::FramebufferManager()
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
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CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
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m_efb.depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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m_efb.depth_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_DEPTH_STENCIL, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
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@ -113,14 +118,14 @@ FramebufferManager::FramebufferManager()
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width, m_target_height);
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m_efb.resolved_color_tex = new D3DTexture2D(buf12, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
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m_efb.resolved_color_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(), "EFB color resolve texture shader resource view");
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width, m_target_height, hr);
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m_efb.resolved_depth_tex = new D3DTexture2D(buf12, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
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m_efb.resolved_depth_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
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SAFE_RELEASE(buf12);
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D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(), "EFB depth resolve texture shader resource view");
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}
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@ -155,8 +160,8 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
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std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
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{
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return std::make_unique<XFBSource>(D3DTexture2D::Create(target_width, target_height,
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(D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE),
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D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers);
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TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
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DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers);
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}
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void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
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@ -257,7 +262,7 @@ void FramebufferManager::InitializeEFBAccessCopies()
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr);
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m_efb.color_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
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m_efb.color_access_resize_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
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D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access color resize buffer");
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buf12->Release();
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@ -271,7 +276,7 @@ void FramebufferManager::InitializeEFBAccessCopies()
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texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
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hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12));
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CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr);
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m_efb.depth_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
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m_efb.depth_access_resize_tex = new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
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D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access depth resize buffer");
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buf12->Release();
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