mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Move most backend functionality to VideoCommon
This commit is contained in:
@ -9,25 +9,47 @@
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/TextureCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConfig.h"
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namespace DX11
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{
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namespace
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{
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DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
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DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format, bool typeless)
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{
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switch (format)
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{
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case AbstractTextureFormat::DXT1:
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return DXGI_FORMAT_BC1_UNORM;
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case AbstractTextureFormat::DXT3:
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return DXGI_FORMAT_BC2_UNORM;
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case AbstractTextureFormat::DXT5:
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return DXGI_FORMAT_BC3_UNORM;
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case AbstractTextureFormat::BPTC:
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return DXGI_FORMAT_BC7_UNORM;
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case AbstractTextureFormat::RGBA8:
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return typeless ? DXGI_FORMAT_R8G8B8A8_TYPELESS : DXGI_FORMAT_R8G8B8A8_UNORM;
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case AbstractTextureFormat::BGRA8:
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return typeless ? DXGI_FORMAT_B8G8R8A8_TYPELESS : DXGI_FORMAT_B8G8R8A8_UNORM;
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case AbstractTextureFormat::R16:
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return typeless ? DXGI_FORMAT_R16_TYPELESS : DXGI_FORMAT_R16_UNORM;
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case AbstractTextureFormat::R32F:
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return typeless ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_R32_FLOAT;
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case AbstractTextureFormat::D16:
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return DXGI_FORMAT_R16_TYPELESS;
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case AbstractTextureFormat::D24_S8:
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return DXGI_FORMAT_R24G8_TYPELESS;
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case AbstractTextureFormat::D32F:
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return DXGI_FORMAT_R32_TYPELESS;
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case AbstractTextureFormat::D32F_S8:
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return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
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default:
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PanicAlert("Unhandled texture format.");
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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}
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}
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DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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@ -47,23 +69,6 @@ DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
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return DXGI_FORMAT_R16_UNORM;
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case AbstractTextureFormat::R32F:
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return DXGI_FORMAT_R32_FLOAT;
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case AbstractTextureFormat::D16:
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return DXGI_FORMAT_R16_TYPELESS;
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case AbstractTextureFormat::D24_S8:
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return DXGI_FORMAT_R24G8_TYPELESS;
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case AbstractTextureFormat::D32F:
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return DXGI_FORMAT_R32_TYPELESS;
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case AbstractTextureFormat::D32F_S8:
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return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
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default:
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PanicAlert("Unhandled texture format.");
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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}
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}
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DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case AbstractTextureFormat::D16:
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return DXGI_FORMAT_R16_UNORM;
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case AbstractTextureFormat::D24_S8:
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@ -73,7 +78,25 @@ DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
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case AbstractTextureFormat::D32F_S8:
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return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
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default:
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return GetDXGIFormatForHostFormat(format);
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PanicAlert("Unhandled SRV format");
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return DXGI_FORMAT_UNKNOWN;
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}
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}
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DXGI_FORMAT GetRTVFormatForHostFormat(AbstractTextureFormat format, bool integer)
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{
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switch (format)
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{
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case AbstractTextureFormat::RGBA8:
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return integer ? DXGI_FORMAT_R8G8B8A8_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
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case AbstractTextureFormat::BGRA8:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case AbstractTextureFormat::R16:
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return integer ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R16_UNORM;
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case AbstractTextureFormat::R32F:
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return DXGI_FORMAT_R32_FLOAT;
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default:
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PanicAlert("Unhandled RTV format");
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return DXGI_FORMAT_UNKNOWN;
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}
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}
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DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
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@ -89,55 +112,87 @@ DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
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case AbstractTextureFormat::D32F_S8:
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return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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default:
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return GetDXGIFormatForHostFormat(format);
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PanicAlert("Unhandled DSV format");
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return DXGI_FORMAT_UNKNOWN;
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}
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}
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} // Anonymous namespace
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DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
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DXTexture::DXTexture(const TextureConfig& tex_config, ID3D11Texture2D* d3d_texture,
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ID3D11ShaderResourceView* d3d_srv, ID3D11UnorderedAccessView* d3d_uav)
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: AbstractTexture(tex_config), m_d3d_texture(d3d_texture), m_d3d_srv(d3d_srv),
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m_d3d_uav(d3d_uav)
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{
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DXGI_FORMAT tex_format = GetDXGIFormatForHostFormat(m_config.format);
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DXGI_FORMAT srv_format = GetSRVFormatForHostFormat(m_config.format);
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DXGI_FORMAT rtv_format = DXGI_FORMAT_UNKNOWN;
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DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN;
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UINT bind_flags = D3D11_BIND_SHADER_RESOURCE;
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if (tex_config.rendertarget)
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{
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if (IsDepthFormat(tex_config.format))
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{
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bind_flags |= D3D11_BIND_DEPTH_STENCIL;
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dsv_format = GetDSVFormatForHostFormat(m_config.format);
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}
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else
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{
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bind_flags |= D3D11_BIND_RENDER_TARGET;
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rtv_format = tex_format;
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}
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}
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CD3D11_TEXTURE2D_DESC texdesc(tex_format, tex_config.width, tex_config.height, tex_config.layers,
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tex_config.levels, bind_flags, D3D11_USAGE_DEFAULT, 0,
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tex_config.samples, 0, 0);
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ID3D11Texture2D* pTexture;
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HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
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CHECK(SUCCEEDED(hr), "Create backing DXTexture");
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m_texture = new D3DTexture2D(pTexture, static_cast<D3D11_BIND_FLAG>(bind_flags), srv_format,
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dsv_format, rtv_format, tex_config.samples > 1);
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SAFE_RELEASE(pTexture);
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}
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DXTexture::~DXTexture()
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{
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g_renderer->UnbindTexture(this);
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m_texture->Release();
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if (m_d3d_uav)
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m_d3d_uav->Release();
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if (m_d3d_srv)
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{
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if (D3D::stateman->UnsetTexture(m_d3d_srv) != 0)
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D3D::stateman->ApplyTextures();
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m_d3d_srv->Release();
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}
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m_d3d_texture->Release();
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}
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D3DTexture2D* DXTexture::GetRawTexIdentifier() const
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std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
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{
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return m_texture;
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// Use typeless to create the texture when it's a render target, so we can alias it with an
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// integer format (for EFB).
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const DXGI_FORMAT tex_format = GetDXGIFormatForHostFormat(config.format, config.IsRenderTarget());
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const DXGI_FORMAT srv_format = GetSRVFormatForHostFormat(config.format);
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UINT bindflags = D3D11_BIND_SHADER_RESOURCE;
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if (config.IsRenderTarget())
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bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
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if (config.IsComputeImage())
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bindflags |= D3D11_BIND_UNORDERED_ACCESS;
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CD3D11_TEXTURE2D_DESC desc(tex_format, config.width, config.height, config.layers, config.levels,
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bindflags, D3D11_USAGE_DEFAULT, 0, config.samples, 0, 0);
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ID3D11Texture2D* d3d_texture;
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HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
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if (FAILED(hr))
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{
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PanicAlert("Failed to create %ux%ux%u D3D backing texture", config.width, config.height,
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config.layers);
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return nullptr;
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}
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ID3D11ShaderResourceView* d3d_srv;
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(d3d_texture,
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config.IsMultisampled() ?
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D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY :
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D3D11_SRV_DIMENSION_TEXTURE2DARRAY,
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srv_format, 0, config.levels, 0, config.layers);
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hr = D3D::device->CreateShaderResourceView(d3d_texture, &srv_desc, &d3d_srv);
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if (FAILED(hr))
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{
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PanicAlert("Failed to create %ux%ux%u D3D SRV", config.width, config.height, config.layers);
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d3d_texture->Release();
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return nullptr;
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}
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ID3D11UnorderedAccessView* d3d_uav = nullptr;
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if (config.IsComputeImage())
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{
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const CD3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc(
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d3d_texture, D3D11_UAV_DIMENSION_TEXTURE2DARRAY, srv_format, 0, 0, config.layers);
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hr = D3D::device->CreateUnorderedAccessView(d3d_texture, &uav_desc, &d3d_uav);
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if (FAILED(hr))
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{
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PanicAlert("Failed to create %ux%ux%u D3D UAV", config.width, config.height, config.layers);
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d3d_uav->Release();
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d3d_texture->Release();
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return nullptr;
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}
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}
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return std::make_unique<DXTexture>(config, d3d_texture, d3d_srv, d3d_uav);
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}
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void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
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@ -158,42 +213,11 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
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src_box.back = 1;
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D3D::context->CopySubresourceRegion(
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m_texture->GetTex(), D3D11CalcSubresource(dst_level, dst_layer, m_config.levels),
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dst_rect.left, dst_rect.top, 0, srcentry->m_texture->GetTex(),
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m_d3d_texture, D3D11CalcSubresource(dst_level, dst_layer, m_config.levels), dst_rect.left,
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dst_rect.top, 0, srcentry->m_d3d_texture,
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D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box);
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}
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void DXTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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const DXTexture* srcentry = static_cast<const DXTexture*>(source);
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ASSERT(m_config.rendertarget);
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g_renderer->ResetAPIState(); // reset any game specific settings
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
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float(dstrect.GetWidth()), float(dstrect.GetHeight()));
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D3D::stateman->UnsetTexture(m_texture->GetSRV());
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D3D::stateman->Apply();
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D3D::context->OMSetRenderTargets(1, &m_texture->GetRTV(), nullptr);
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D3D::context->RSSetViewports(1, &vp);
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D3D::SetLinearCopySampler();
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D3D11_RECT srcRC;
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srcRC.left = srcrect.left;
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srcRC.right = srcrect.right;
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srcRC.top = srcrect.top;
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srcRC.bottom = srcrect.bottom;
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D3D::drawShadedTexQuad(
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srcentry->m_texture->GetSRV(), &srcRC, srcentry->m_config.width, srcentry->m_config.height,
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PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader(), 0);
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g_renderer->RestoreAPIState();
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}
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void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level)
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{
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@ -204,16 +228,16 @@ void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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D3D::context->ResolveSubresource(
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m_texture->GetTex(), D3D11CalcSubresource(level, layer, m_config.levels),
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srcentry->m_texture->GetTex(), D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
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GetDXGIFormatForHostFormat(m_config.format));
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m_d3d_texture, D3D11CalcSubresource(level, layer, m_config.levels), srcentry->m_d3d_texture,
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D3D11CalcSubresource(level, layer, srcentry->m_config.levels),
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GetDXGIFormatForHostFormat(m_config.format, false));
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}
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void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size)
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{
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size_t src_pitch = CalculateStrideForFormat(m_config.format, row_length);
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D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer,
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D3D::context->UpdateSubresource(m_d3d_texture, level, nullptr, buffer,
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static_cast<UINT>(src_pitch), 0);
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}
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@ -251,8 +275,8 @@ std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType ty
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cpu_flags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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}
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CD3D11_TEXTURE2D_DESC desc(GetDXGIFormatForHostFormat(config.format), config.width, config.height,
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1, 1, 0, usage, cpu_flags);
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CD3D11_TEXTURE2D_DESC desc(GetDXGIFormatForHostFormat(config.format, false), config.width,
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config.height, 1, 1, 0, usage, cpu_flags);
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ID3D11Texture2D* texture;
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HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
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@ -267,22 +291,33 @@ void DXStagingTexture::CopyFromTexture(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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{
|
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ASSERT(m_type == StagingTextureType::Readback);
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ASSERT(m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable);
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ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
|
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ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
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src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
|
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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();
|
||||
|
||||
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
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||||
D3D::context->CopySubresourceRegion(
|
||||
m_tex, 0, static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0,
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static_cast<const DXTexture*>(src)->GetRawTexIdentifier()->GetTex(),
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D3D11CalcSubresource(src_level, src_layer, src->GetConfig().levels), &src_box);
|
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if (static_cast<u32>(src_rect.GetWidth()) == GetWidth() &&
|
||||
static_cast<u32>(src_rect.GetHeight()) == GetHeight())
|
||||
{
|
||||
// Copy whole resource, needed for depth textures.
|
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D3D::context->CopySubresourceRegion(
|
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m_tex, 0, 0, 0, 0, static_cast<const DXTexture*>(src)->GetD3DTexture(),
|
||||
D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), nullptr);
|
||||
}
|
||||
else
|
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{
|
||||
CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1);
|
||||
D3D::context->CopySubresourceRegion(
|
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m_tex, 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);
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}
|
||||
|
||||
m_needs_flush = true;
|
||||
}
|
||||
@ -294,19 +329,29 @@ void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, A
|
||||
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) <= m_config.width &&
|
||||
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
|
||||
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
|
||||
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
|
||||
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();
|
||||
|
||||
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)->GetRawTexIdentifier()->GetTex(),
|
||||
D3D11CalcSubresource(dst_level, dst_layer, dst->GetConfig().levels),
|
||||
static_cast<u32>(dst_rect.left), static_cast<u32>(dst_rect.top), 0, m_tex, 0, &src_box);
|
||||
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, 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, 0, &src_box);
|
||||
}
|
||||
}
|
||||
|
||||
bool DXStagingTexture::Map()
|
||||
@ -348,11 +393,14 @@ void DXStagingTexture::Flush()
|
||||
m_needs_flush = false;
|
||||
}
|
||||
|
||||
DXFramebuffer::DXFramebuffer(AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
|
||||
DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
|
||||
AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
|
||||
u32 width, u32 height, u32 layers, u32 samples,
|
||||
ID3D11RenderTargetView* rtv, ID3D11DepthStencilView* dsv)
|
||||
: AbstractFramebuffer(color_format, depth_format, width, height, layers, samples), m_rtv(rtv),
|
||||
m_dsv(dsv)
|
||||
ID3D11RenderTargetView* rtv, ID3D11RenderTargetView* integer_rtv,
|
||||
ID3D11DepthStencilView* dsv)
|
||||
: AbstractFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width,
|
||||
height, layers, samples),
|
||||
m_rtv(rtv), m_integer_rtv(integer_rtv), m_dsv(dsv)
|
||||
{
|
||||
}
|
||||
|
||||
@ -360,12 +408,14 @@ DXFramebuffer::~DXFramebuffer()
|
||||
{
|
||||
if (m_rtv)
|
||||
m_rtv->Release();
|
||||
if (m_integer_rtv)
|
||||
m_integer_rtv->Release();
|
||||
if (m_dsv)
|
||||
m_dsv->Release();
|
||||
}
|
||||
|
||||
std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(const DXTexture* color_attachment,
|
||||
const DXTexture* depth_attachment)
|
||||
std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment,
|
||||
DXTexture* depth_attachment)
|
||||
{
|
||||
if (!ValidateConfig(color_attachment, depth_attachment))
|
||||
return nullptr;
|
||||
@ -381,55 +431,45 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(const DXTexture* color_atta
|
||||
const u32 samples = either_attachment->GetSamples();
|
||||
|
||||
ID3D11RenderTargetView* rtv = nullptr;
|
||||
ID3D11RenderTargetView* integer_rtv = nullptr;
|
||||
if (color_attachment)
|
||||
{
|
||||
D3D11_RENDER_TARGET_VIEW_DESC desc;
|
||||
desc.Format = GetDXGIFormatForHostFormat(color_attachment->GetConfig().format);
|
||||
if (color_attachment->GetConfig().IsMultisampled())
|
||||
{
|
||||
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
|
||||
desc.Texture2DMSArray.ArraySize = color_attachment->GetConfig().layers;
|
||||
desc.Texture2DMSArray.FirstArraySlice = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
|
||||
desc.Texture2DArray.ArraySize = color_attachment->GetConfig().layers;
|
||||
desc.Texture2DArray.FirstArraySlice = 0;
|
||||
desc.Texture2DArray.MipSlice = 0;
|
||||
}
|
||||
|
||||
HRESULT hr = D3D::device->CreateRenderTargetView(
|
||||
color_attachment->GetRawTexIdentifier()->GetTex(), &desc, &rtv);
|
||||
CD3D11_RENDER_TARGET_VIEW_DESC desc(
|
||||
color_attachment->IsMultisampled() ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY :
|
||||
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
|
||||
GetRTVFormatForHostFormat(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);
|
||||
if (D3D::device1 && integer_format != desc.Format)
|
||||
{
|
||||
desc.Format = integer_format;
|
||||
hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc,
|
||||
&integer_rtv);
|
||||
CHECK(SUCCEEDED(hr), "Create integer render target view for framebuffer");
|
||||
}
|
||||
}
|
||||
|
||||
ID3D11DepthStencilView* dsv = nullptr;
|
||||
if (depth_attachment)
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
|
||||
desc.Format = GetDXGIFormatForHostFormat(depth_attachment->GetConfig().format);
|
||||
if (depth_attachment->GetConfig().IsMultisampled())
|
||||
{
|
||||
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
|
||||
desc.Texture2DMSArray.ArraySize = depth_attachment->GetConfig().layers;
|
||||
desc.Texture2DMSArray.FirstArraySlice = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
|
||||
desc.Texture2DArray.ArraySize = depth_attachment->GetConfig().layers;
|
||||
desc.Texture2DArray.FirstArraySlice = 0;
|
||||
desc.Texture2DArray.MipSlice = 0;
|
||||
}
|
||||
|
||||
HRESULT hr = D3D::device->CreateDepthStencilView(
|
||||
depth_attachment->GetRawTexIdentifier()->GetTex(), &desc, &dsv);
|
||||
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,
|
||||
depth_attachment->GetLayers(), 0);
|
||||
HRESULT hr =
|
||||
D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc, &dsv);
|
||||
CHECK(SUCCEEDED(hr), "Create depth stencil view for framebuffer");
|
||||
}
|
||||
|
||||
return std::make_unique<DXFramebuffer>(color_format, depth_format, width, height, layers, samples,
|
||||
rtv, dsv);
|
||||
return std::make_unique<DXFramebuffer>(color_attachment, depth_attachment, color_format,
|
||||
depth_format, width, height, layers, samples, rtv,
|
||||
integer_rtv, dsv);
|
||||
}
|
||||
|
||||
} // namespace DX11
|
||||
|
Reference in New Issue
Block a user