// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/DXTexture.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() { 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(); } std::unique_ptr 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); UINT bindflags = D3D11_BIND_SHADER_RESOURCE; if (config.IsRenderTarget()) bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET; if (config.IsComputeImage()) bindflags |= D3D11_BIND_UNORDERED_ACCESS; 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; HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture); if (FAILED(hr)) { PanicAlert("Failed to create %ux%ux%u D3D backing texture", config.width, config.height, config.layers); 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); if (FAILED(hr)) { PanicAlert("Failed to create %ux%ux%u D3D SRV", config.width, config.height, config.layers); d3d_texture->Release(); return nullptr; } ID3D11UnorderedAccessView* d3d_uav = nullptr; if (config.IsComputeImage()) { 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; } } return std::make_unique(config, d3d_texture, d3d_srv, d3d_uav); } void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { const DXTexture* srcentry = static_cast(src); ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); D3D11_BOX src_box; src_box.left = src_rect.left; src_box.top = src_rect.top; src_box.right = src_rect.right; src_box.bottom = src_rect.bottom; src_box.front = 0; 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, D3D11CalcSubresource(src_level, src_layer, srcentry->m_config.levels), &src_box); } void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& rect, u32 layer, u32 level) { const DXTexture* srcentry = static_cast(src); DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width && m_config.height == srcentry->m_config.height && m_config.samples == 1); DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast(srcentry->m_config.width) && rect.top + rect.GetHeight() <= static_cast(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)); } 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, static_cast(src_pitch), 0); } DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D11Texture2D* tex) : AbstractStagingTexture(type, config), m_tex(tex) { } DXStagingTexture::~DXStagingTexture() { if (IsMapped()) DXStagingTexture::Unmap(); SAFE_RELEASE(m_tex); } std::unique_ptr DXStagingTexture::Create(StagingTextureType type, const TextureConfig& config) { D3D11_USAGE usage; UINT cpu_flags; if (type == StagingTextureType::Readback) { usage = D3D11_USAGE_STAGING; cpu_flags = D3D11_CPU_ACCESS_READ; } else if (type == StagingTextureType::Upload) { usage = D3D11_USAGE_DYNAMIC; cpu_flags = D3D11_CPU_ACCESS_WRITE; } else { usage = D3D11_USAGE_STAGING; 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); ID3D11Texture2D* texture; HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture); CHECK(SUCCEEDED(hr), "Create staging texture"); if (FAILED(hr)) return nullptr; return std::unique_ptr(new DXStagingTexture(type, config, texture)); } void DXStagingTexture::CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect) { ASSERT(m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable); ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); ASSERT(src_rect.left >= 0 && static_cast(src_rect.right) <= src->GetWidth() && src_rect.top >= 0 && static_cast(src_rect.bottom) <= src->GetHeight()); ASSERT(dst_rect.left >= 0 && static_cast(dst_rect.right) <= m_config.width && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= m_config.height); if (IsMapped()) DXStagingTexture::Unmap(); if (static_cast(src_rect.GetWidth()) == GetWidth() && static_cast(src_rect.GetHeight()) == GetHeight()) { // Copy whole resource, needed for depth textures. D3D::context->CopySubresourceRegion( m_tex, 0, 0, 0, 0, static_cast(src)->GetD3DTexture(), D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), nullptr); } else { CD3D11_BOX src_box(src_rect.left, src_rect.top, 0, src_rect.right, src_rect.bottom, 1); D3D::context->CopySubresourceRegion( m_tex, 0, static_cast(dst_rect.left), static_cast(dst_rect.top), 0, static_cast(src)->GetD3DTexture(), D3D11CalcSubresource(src_level, src_layer, src->GetLevels()), &src_box); } m_needs_flush = true; } void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle& src_rect, AbstractTexture* dst, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { 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(src_rect.right) <= GetWidth() && src_rect.top >= 0 && static_cast(src_rect.bottom) <= GetHeight()); ASSERT(dst_rect.left >= 0 && static_cast(dst_rect.right) <= dst->GetWidth() && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= dst->GetHeight()); if (IsMapped()) DXStagingTexture::Unmap(); if (static_cast(src_rect.GetWidth()) == dst->GetWidth() && static_cast(src_rect.GetHeight()) == dst->GetHeight()) { D3D::context->CopySubresourceRegion( static_cast(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(dst)->GetD3DTexture(), D3D11CalcSubresource(dst_level, dst_layer, dst->GetLevels()), static_cast(dst_rect.left), static_cast(dst_rect.top), 0, m_tex, 0, &src_box); } } bool DXStagingTexture::Map() { if (m_map_pointer) return true; D3D11_MAP map_type; if (m_type == StagingTextureType::Readback) map_type = D3D11_MAP_READ; else if (m_type == StagingTextureType::Upload) map_type = D3D11_MAP_WRITE; else map_type = D3D11_MAP_READ_WRITE; D3D11_MAPPED_SUBRESOURCE sr; HRESULT hr = D3D::context->Map(m_tex, 0, map_type, 0, &sr); CHECK(SUCCEEDED(hr), "Map readback texture"); if (FAILED(hr)) return false; m_map_pointer = reinterpret_cast(sr.pData); m_map_stride = sr.RowPitch; return true; } void DXStagingTexture::Unmap() { if (!m_map_pointer) return; D3D::context->Unmap(m_tex, 0); m_map_pointer = nullptr; } void DXStagingTexture::Flush() { // Flushing is handled by the API. m_needs_flush = false; } DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width, u32 height, u32 layers, u32 samples, 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) { } 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::Create(DXTexture* color_attachment, DXTexture* depth_attachment) { if (!ValidateConfig(color_attachment, depth_attachment)) return nullptr; const AbstractTextureFormat color_format = color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined; const AbstractTextureFormat depth_format = depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined; const DXTexture* either_attachment = color_attachment ? color_attachment : depth_attachment; const u32 width = either_attachment->GetWidth(); const u32 height = either_attachment->GetHeight(); const u32 layers = either_attachment->GetLayers(); const u32 samples = either_attachment->GetSamples(); ID3D11RenderTargetView* rtv = nullptr; ID3D11RenderTargetView* integer_rtv = nullptr; if (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, 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) { 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(color_attachment, depth_attachment, color_format, depth_format, width, height, layers, samples, rtv, integer_rtv, dsv); } } // namespace DX11