D3D11: Use D3DCommon where appropriate

This commit is contained in:
Stenzek
2019-03-09 23:31:36 +10:00
parent ea15080d8f
commit 3d8014beb5
19 changed files with 433 additions and 1055 deletions

View File

@ -11,141 +11,27 @@
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3DCommon/Common.h"
namespace DX11
{
namespace
{
DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format, bool typeless)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case AbstractTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case AbstractTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case AbstractTextureFormat::BPTC:
return DXGI_FORMAT_BC7_UNORM;
case AbstractTextureFormat::RGBA8:
return typeless ? DXGI_FORMAT_R8G8B8A8_TYPELESS : DXGI_FORMAT_R8G8B8A8_UNORM;
case AbstractTextureFormat::BGRA8:
return typeless ? DXGI_FORMAT_B8G8R8A8_TYPELESS : DXGI_FORMAT_B8G8R8A8_UNORM;
case AbstractTextureFormat::R16:
return typeless ? DXGI_FORMAT_R16_TYPELESS : DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::R32F:
return typeless ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_TYPELESS;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24G8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_TYPELESS;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
default:
PanicAlert("Unhandled texture format.");
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case AbstractTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case AbstractTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case AbstractTextureFormat::BPTC:
return DXGI_FORMAT_BC7_UNORM;
case AbstractTextureFormat::RGBA8:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case AbstractTextureFormat::BGRA8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case AbstractTextureFormat::R16:
return DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::R32F:
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
default:
PanicAlert("Unhandled SRV format");
return DXGI_FORMAT_UNKNOWN;
}
}
DXGI_FORMAT GetRTVFormatForHostFormat(AbstractTextureFormat format, bool integer)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
return integer ? DXGI_FORMAT_R8G8B8A8_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
case AbstractTextureFormat::BGRA8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case AbstractTextureFormat::R16:
return integer ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::R32F:
return DXGI_FORMAT_R32_FLOAT;
default:
PanicAlert("Unhandled RTV format");
return DXGI_FORMAT_UNKNOWN;
}
}
DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::D16:
return DXGI_FORMAT_D16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_D32_FLOAT;
case AbstractTextureFormat::D32F_S8:
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
default:
PanicAlert("Unhandled DSV format");
return DXGI_FORMAT_UNKNOWN;
}
}
} // Anonymous namespace
DXTexture::DXTexture(const TextureConfig& tex_config, ID3D11Texture2D* d3d_texture,
ID3D11ShaderResourceView* d3d_srv, ID3D11UnorderedAccessView* d3d_uav)
: AbstractTexture(tex_config), m_d3d_texture(d3d_texture), m_d3d_srv(d3d_srv),
m_d3d_uav(d3d_uav)
DXTexture::DXTexture(const TextureConfig& config, ID3D11Texture2D* texture)
: AbstractTexture(config), m_texture(texture)
{
}
DXTexture::~DXTexture()
{
if (m_d3d_uav)
m_d3d_uav->Release();
if (m_d3d_srv)
{
if (D3D::stateman->UnsetTexture(m_d3d_srv) != 0)
D3D::stateman->ApplyTextures();
m_d3d_srv->Release();
}
m_d3d_texture->Release();
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).
const DXGI_FORMAT tex_format = GetDXGIFormatForHostFormat(config.format, config.IsRenderTarget());
const DXGI_FORMAT srv_format = GetSRVFormatForHostFormat(config.format);
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;
@ -154,7 +40,7 @@ std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
CD3D11_TEXTURE2D_DESC desc(tex_format, config.width, config.height, config.layers, config.levels,
bindflags, D3D11_USAGE_DEFAULT, 0, config.samples, 0, 0);
ID3D11Texture2D* d3d_texture;
ComPtr<ID3D11Texture2D> d3d_texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
if (FAILED(hr))
{
@ -163,36 +49,69 @@ std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
return nullptr;
}
ID3D11ShaderResourceView* d3d_srv;
const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(d3d_texture,
config.IsMultisampled() ?
D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_SRV_DIMENSION_TEXTURE2DARRAY,
srv_format, 0, config.levels, 0, config.layers);
hr = D3D::device->CreateShaderResourceView(d3d_texture, &srv_desc, &d3d_srv);
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))
{
PanicAlert("Failed to create %ux%ux%u D3D SRV", config.width, config.height, config.layers);
d3d_texture->Release();
return nullptr;
PanicAlert("Failed to create %ux%ux%u D3D SRV", m_config.width, m_config.height,
m_config.layers);
return false;
}
ID3D11UnorderedAccessView* d3d_uav = nullptr;
if (config.IsComputeImage())
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))
{
const CD3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc(
d3d_texture, D3D11_UAV_DIMENSION_TEXTURE2DARRAY, srv_format, 0, 0, config.layers);
hr = D3D::device->CreateUnorderedAccessView(d3d_texture, &uav_desc, &d3d_uav);
if (FAILED(hr))
{
PanicAlert("Failed to create %ux%ux%u D3D UAV", config.width, config.height, config.layers);
d3d_uav->Release();
d3d_texture->Release();
return nullptr;
}
PanicAlert("Failed to create %ux%ux%u D3D UAV", m_config.width, m_config.height,
m_config.layers);
return false;
}
return std::make_unique<DXTexture>(config, d3d_texture, d3d_srv, d3d_uav);
return true;
}
void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
@ -213,8 +132,8 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
src_box.back = 1;
D3D::context->CopySubresourceRegion(
m_d3d_texture, D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left,
dst_rect.top, 0, srcentry->m_d3d_texture,
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);
}
@ -228,16 +147,16 @@ void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
D3D::context->ResolveSubresource(
m_d3d_texture, D3D11CalcSubresource(level, layer, m_config.levels), srcentry->m_d3d_texture,
D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
GetDXGIFormatForHostFormat(m_config.format, false));
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);
D3D::context->UpdateSubresource(m_d3d_texture, level, nullptr, buffer,
D3D::context->UpdateSubresource(m_texture.Get(), level, nullptr, buffer,
static_cast<UINT>(src_pitch), 0);
}
@ -275,8 +194,8 @@ std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType ty
cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
}
CD3D11_TEXTURE2D_DESC desc(GetDXGIFormatForHostFormat(config.format, false), config.width,
config.height, 1, 1, 0, usage, cpu_flags);
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);
@ -437,14 +356,15 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
CD3D11_RENDER_TARGET_VIEW_DESC desc(
color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
GetRTVFormatForHostFormat(color_attachment->GetFormat(), false), 0, 0,
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+.
DXGI_FORMAT integer_format = GetRTVFormatForHostFormat(color_attachment->GetFormat(), true);
DXGI_FORMAT integer_format =
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), true);
if (D3D::device1 && integer_format != desc.Format)
{
desc.Format = integer_format;
@ -460,7 +380,7 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
const CD3D11_DEPTH_STENCIL_VIEW_DESC desc(
depth_attachment->GetConfig().IsMultisampled() ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY :
D3D11_DSV_DIMENSION_TEXTURE2DARRAY,
GetDSVFormatForHostFormat(depth_attachment->GetFormat()), 0, 0,
D3DCommon::GetDSVFormatForAbstractFormat(depth_attachment->GetFormat()), 0, 0,
depth_attachment->GetLayers(), 0);
HRESULT hr =
D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc, &dsv);