dolphin/Source/Core/VideoBackends/D3D12/D3DTexture.cpp
Léo Lam 31ccfffd38 Common: Add alignment header
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00

310 lines
10 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
#include "VideoBackends/D3D12/D3DTexture.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/Render.h"
namespace DX12
{
namespace D3D
{
constexpr size_t INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE = 4 * 1024 * 1024;
constexpr size_t MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024;
static std::unique_ptr<D3DStreamBuffer> s_texture_upload_stream_buffer;
void CleanupPersistentD3DTextureResources()
{
s_texture_upload_stream_buffer.reset();
}
void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned int width,
unsigned int height, unsigned int src_pitch, unsigned int level,
D3D12_RESOURCE_STATES current_resource_state)
{
const unsigned int upload_size =
Common::AlignUp(src_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * height;
ID3D12Resource* upload_buffer = nullptr;
size_t upload_buffer_offset = 0;
u8* dest_data = nullptr;
if (upload_size > MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE)
{
// If the texture is too large to fit in the upload buffer, create a temporary buffer instead.
// This will only be the case for large (e.g. 8192x8192) textures from custom texture packs.
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(upload_size), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&upload_buffer)));
D3D12_RANGE read_range = {};
CheckHR(upload_buffer->Map(0, &read_range, reinterpret_cast<void**>(&dest_data)));
}
else
{
if (!s_texture_upload_stream_buffer)
s_texture_upload_stream_buffer = std::make_unique<D3DStreamBuffer>(
INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE, MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE, nullptr);
s_texture_upload_stream_buffer->AllocateSpaceInBuffer(upload_size,
D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
upload_buffer = s_texture_upload_stream_buffer->GetBuffer();
upload_buffer_offset = s_texture_upload_stream_buffer->GetOffsetOfCurrentAllocation();
dest_data =
reinterpret_cast<u8*>(s_texture_upload_stream_buffer->GetCPUAddressOfCurrentAllocation());
}
ResourceBarrier(current_command_list, texture12, current_resource_state,
D3D12_RESOURCE_STATE_COPY_DEST, level);
D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint = {};
u32 upload_rows = 0;
u64 upload_row_size_in_bytes = 0;
u64 upload_total_bytes = 0;
D3D::device12->GetCopyableFootprints(&texture12->GetDesc(), level, 1, upload_buffer_offset,
&upload_footprint, &upload_rows, &upload_row_size_in_bytes,
&upload_total_bytes);
const u8* src_data = reinterpret_cast<const u8*>(buffer);
for (u32 y = 0; y < upload_rows; ++y)
{
memcpy(dest_data + upload_footprint.Footprint.RowPitch * y, src_data + src_pitch * y,
upload_row_size_in_bytes);
}
D3D::current_command_list->CopyTextureRegion(
&CD3DX12_TEXTURE_COPY_LOCATION(texture12, level), 0, 0, 0,
&CD3DX12_TEXTURE_COPY_LOCATION(upload_buffer, upload_footprint), nullptr);
ResourceBarrier(D3D::current_command_list, texture12, D3D12_RESOURCE_STATE_COPY_DEST,
current_resource_state, level);
// Release temporary buffer after commands complete.
// We block here because otherwise if there was a large number of texture uploads, we may run out
// of memory.
if (!s_texture_upload_stream_buffer ||
upload_buffer != s_texture_upload_stream_buffer->GetBuffer())
{
D3D12_RANGE write_range = {0, upload_size};
upload_buffer->Unmap(0, &write_range);
D3D::command_list_mgr->ExecuteQueuedWork(true);
upload_buffer->Release();
}
}
} // namespace
D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, u32 bind,
DXGI_FORMAT fmt, unsigned int levels, unsigned int slices,
D3D12_SUBRESOURCE_DATA* data)
{
ID3D12Resource* texture12 = nullptr;
D3D12_RESOURCE_DESC texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(fmt, width, height, slices, levels);
D3D12_CLEAR_VALUE optimized_clear_value = {};
optimized_clear_value.Format = fmt;
if (bind & TEXTURE_BIND_FLAG_RENDER_TARGET)
{
texdesc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
optimized_clear_value.Color[0] = 0.0f;
optimized_clear_value.Color[1] = 0.0f;
optimized_clear_value.Color[2] = 0.0f;
optimized_clear_value.Color[3] = 1.0f;
}
if (bind & TEXTURE_BIND_FLAG_DEPTH_STENCIL)
{
texdesc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
optimized_clear_value.DepthStencil.Depth = 0.0f;
optimized_clear_value.DepthStencil.Stencil = 0;
}
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC(texdesc12), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
&optimized_clear_value, IID_PPV_ARGS(&texture12)));
D3D::SetDebugObjectName12(texture12, "Texture created via D3DTexture2D::Create");
D3DTexture2D* ret =
new D3DTexture2D(texture12, bind, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
if (data)
{
DX12::D3D::ReplaceRGBATexture2D(texture12, reinterpret_cast<const u8*>(data->pData), width,
height, static_cast<unsigned int>(data->RowPitch), 0,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
}
SAFE_RELEASE(texture12);
return ret;
}
void D3DTexture2D::AddRef()
{
m_ref.fetch_add(1);
}
UINT D3DTexture2D::Release()
{
// fetch_sub returns the value held before the subtraction.
if (m_ref.fetch_sub(1) == 1)
{
delete this;
return 0;
}
return m_ref.load();
}
D3D12_RESOURCE_STATES D3DTexture2D::GetResourceUsageState() const
{
return m_resource_state;
}
bool D3DTexture2D::GetMultisampled() const
{
return m_multisampled;
}
ID3D12Resource* D3DTexture2D::GetTex12() const
{
return m_tex12;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12CPU() const
{
return m_srv12_cpu;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12GPU() const
{
return m_srv12_gpu;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12GPUCPUShadow() const
{
return m_srv12_gpu_cpu_shadow;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetDSV12() const
{
return m_dsv12;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetRTV12() const
{
return m_rtv12;
}
D3DTexture2D::D3DTexture2D(ID3D12Resource* texptr, u32 bind, DXGI_FORMAT srv_format,
DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled,
D3D12_RESOURCE_STATES resource_state)
: m_tex12(texptr), m_resource_state(resource_state), m_multisampled(multisampled)
{
D3D12_SRV_DIMENSION srv_dim12 =
multisampled ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
D3D12_DSV_DIMENSION dsv_dim12 =
multisampled ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
D3D12_RTV_DIMENSION rtv_dim12 =
multisampled ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
if (bind & TEXTURE_BIND_FLAG_SHADER_RESOURCE)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
srv_format, // DXGI_FORMAT Format
srv_dim12 // D3D12_SRV_DIMENSION ViewDimension
};
if (srv_dim12 == D3D12_SRV_DIMENSION_TEXTURE2DARRAY)
{
srv_desc.Texture2DArray.MipLevels = -1;
srv_desc.Texture2DArray.MostDetailedMip = 0;
srv_desc.Texture2DArray.ResourceMinLODClamp = 0;
srv_desc.Texture2DArray.ArraySize = -1;
}
else
{
srv_desc.Texture2DMSArray.ArraySize = -1;
}
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
CHECK(
D3D::gpu_descriptor_heap_mgr->Allocate(&m_srv12_cpu, &m_srv12_gpu, &m_srv12_gpu_cpu_shadow),
"Error: Ran out of permenant slots in GPU descriptor heap, but don't support rolling over "
"heap.");
D3D::device12->CreateShaderResourceView(m_tex12, &srv_desc, m_srv12_cpu);
D3D::device12->CreateShaderResourceView(m_tex12, &srv_desc, m_srv12_gpu_cpu_shadow);
}
if (bind & TEXTURE_BIND_FLAG_DEPTH_STENCIL)
{
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {
dsv_format, // DXGI_FORMAT Format
dsv_dim12, // D3D12_DSV_DIMENSION
D3D12_DSV_FLAG_NONE // D3D12_DSV_FLAG Flags
};
if (dsv_dim12 == D3D12_DSV_DIMENSION_TEXTURE2DARRAY)
dsv_desc.Texture2DArray.ArraySize = -1;
else
dsv_desc.Texture2DMSArray.ArraySize = -1;
D3D::dsv_descriptor_heap_mgr->Allocate(&m_dsv12);
D3D::device12->CreateDepthStencilView(m_tex12, &dsv_desc, m_dsv12);
}
if (bind & TEXTURE_BIND_FLAG_RENDER_TARGET)
{
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {
rtv_format, // DXGI_FORMAT Format
rtv_dim12 // D3D12_RTV_DIMENSION ViewDimension
};
if (rtv_dim12 == D3D12_RTV_DIMENSION_TEXTURE2DARRAY)
rtv_desc.Texture2DArray.ArraySize = -1;
else
rtv_desc.Texture2DMSArray.ArraySize = -1;
D3D::rtv_descriptor_heap_mgr->Allocate(&m_rtv12);
D3D::device12->CreateRenderTargetView(m_tex12, &rtv_desc, m_rtv12);
}
m_tex12->AddRef();
}
void D3DTexture2D::TransitionToResourceState(ID3D12GraphicsCommandList* command_list,
D3D12_RESOURCE_STATES state_after)
{
DX12::D3D::ResourceBarrier(command_list, m_tex12, m_resource_state, state_after,
D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
m_resource_state = state_after;
}
D3DTexture2D::~D3DTexture2D()
{
DX12::D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_tex12);
}
} // namespace DX12