#include "texture.h" #include "../align.h" #include "../assert.h" #include "../log.h" #include "context.h" #include "staging_texture.h" #include "stream_buffer.h" #include "util.h" Log_SetChannel(D3D12); namespace D3D12 { Texture::Texture() = default; Texture::Texture(ID3D12Resource* resource, D3D12_RESOURCE_STATES state) : m_resource(std::move(resource)) { const D3D12_RESOURCE_DESC desc = GetDesc(); m_width = static_cast(desc.Width); m_height = desc.Height; m_samples = desc.SampleDesc.Count; m_format = desc.Format; } Texture::Texture(Texture&& texture) : m_resource(std::move(texture.m_resource)), m_srv_descriptor(texture.m_srv_descriptor), m_rtv_or_dsv_descriptor(texture.m_rtv_or_dsv_descriptor), m_width(texture.m_width), m_height(texture.m_height), m_samples(texture.m_samples), m_format(texture.m_format), m_state(texture.m_state), m_is_depth_view(texture.m_is_depth_view) { texture.m_srv_descriptor = {}; texture.m_rtv_or_dsv_descriptor = {}; texture.m_width = 0; texture.m_height = 0; texture.m_samples = 0; texture.m_format = DXGI_FORMAT_UNKNOWN; texture.m_state = D3D12_RESOURCE_STATE_COMMON; texture.m_is_depth_view = false; } Texture::~Texture() { Destroy(); } Texture& Texture::operator=(Texture&& texture) { Destroy(); m_resource = std::move(texture.m_resource); m_srv_descriptor = texture.m_srv_descriptor; m_rtv_or_dsv_descriptor = texture.m_rtv_or_dsv_descriptor; m_width = texture.m_width; m_height = texture.m_height; m_samples = texture.m_samples; m_format = texture.m_format; m_state = texture.m_state; m_is_depth_view = texture.m_is_depth_view; texture.m_srv_descriptor = {}; texture.m_rtv_or_dsv_descriptor = {}; texture.m_width = 0; texture.m_height = 0; texture.m_samples = 0; texture.m_format = DXGI_FORMAT_UNKNOWN; texture.m_state = D3D12_RESOURCE_STATE_COMMON; texture.m_is_depth_view = false; return *this; } D3D12_RESOURCE_DESC Texture::GetDesc() const { return m_resource->GetDesc(); } bool Texture::Create(u32 width, u32 height, u32 samples, DXGI_FORMAT format, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format, D3D12_RESOURCE_FLAGS flags) { constexpr D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_DEFAULT}; D3D12_RESOURCE_DESC desc = {}; desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; desc.Width = width; desc.Height = height; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = format; desc.SampleDesc.Count = samples; desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Flags = flags; D3D12_CLEAR_VALUE optimized_clear_value = {}; D3D12_RESOURCE_STATES state; if (rtv_format != DXGI_FORMAT_UNKNOWN) { optimized_clear_value.Format = rtv_format; state = D3D12_RESOURCE_STATE_RENDER_TARGET; } else if (dsv_format != DXGI_FORMAT_UNKNOWN) { optimized_clear_value.Format = dsv_format; state = D3D12_RESOURCE_STATE_DEPTH_WRITE; } else { state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; } ComPtr resource; HRESULT hr = g_d3d12_context->GetDevice()->CreateCommittedResource( &heap_properties, D3D12_HEAP_FLAG_NONE, &desc, state, (rtv_format != DXGI_FORMAT_UNKNOWN || dsv_format != DXGI_FORMAT_UNKNOWN) ? &optimized_clear_value : nullptr, IID_PPV_ARGS(resource.GetAddressOf())); if (FAILED(hr)) { Log_ErrorPrintf("Create texture failed: 0x%08X", hr); return false; } DescriptorHandle srv_descriptor, rtv_descriptor; bool is_depth_view = false; if (srv_format != DXGI_FORMAT_UNKNOWN) { if (!CreateSRVDescriptor(resource.Get(), srv_format, samples > 1, &srv_descriptor)) return false; } if (rtv_format != DXGI_FORMAT_UNKNOWN) { Assert(dsv_format == DXGI_FORMAT_UNKNOWN); if (!CreateRTVDescriptor(resource.Get(), rtv_format, samples > 1, &rtv_descriptor)) { g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor); return false; } } else if (dsv_format != DXGI_FORMAT_UNKNOWN) { if (!CreateDSVDescriptor(resource.Get(), dsv_format, samples > 1, &rtv_descriptor)) { g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor); return false; } is_depth_view = true; } Destroy(true); m_resource = std::move(resource); m_srv_descriptor = std::move(srv_descriptor); m_rtv_or_dsv_descriptor = std::move(rtv_descriptor); m_width = width; m_height = height; m_samples = samples; m_format = format; m_state = state; m_is_depth_view = is_depth_view; return true; } bool Texture::Adopt(ComPtr texture, DXGI_FORMAT srv_format, DXGI_FORMAT rtv_format, DXGI_FORMAT dsv_format, D3D12_RESOURCE_STATES state) { const D3D12_RESOURCE_DESC desc(texture->GetDesc()); DescriptorHandle srv_descriptor, rtv_descriptor; if (srv_format != DXGI_FORMAT_UNKNOWN) { if (!CreateSRVDescriptor(texture.Get(), srv_format, desc.SampleDesc.Count > 1, &srv_descriptor)) return false; } if (rtv_format != DXGI_FORMAT_UNKNOWN) { Assert(dsv_format == DXGI_FORMAT_UNKNOWN); if (!CreateRTVDescriptor(texture.Get(), rtv_format, desc.SampleDesc.Count > 1, &rtv_descriptor)) { g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor); return false; } } else if (dsv_format != DXGI_FORMAT_UNKNOWN) { if (!CreateDSVDescriptor(texture.Get(), dsv_format, desc.SampleDesc.Count > 1, &rtv_descriptor)) { g_d3d12_context->GetDescriptorHeapManager().Free(&srv_descriptor); return false; } } m_resource = std::move(texture); m_srv_descriptor = std::move(srv_descriptor); m_rtv_or_dsv_descriptor = std::move(rtv_descriptor); m_width = static_cast(desc.Width); m_height = desc.Height; m_samples = desc.SampleDesc.Count; m_format = desc.Format; m_state = state; return true; } void Texture::Destroy(bool defer /* = true */) { if (defer) { g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetDescriptorHeapManager(), &m_srv_descriptor); if (m_is_depth_view) g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetDSVHeapManager(), &m_rtv_or_dsv_descriptor); else g_d3d12_context->DeferDescriptorDestruction(g_d3d12_context->GetRTVHeapManager(), &m_rtv_or_dsv_descriptor); g_d3d12_context->DeferResourceDestruction(m_resource.Get()); m_resource.Reset(); } else { g_d3d12_context->GetDescriptorHeapManager().Free(&m_srv_descriptor); if (m_is_depth_view) g_d3d12_context->GetDSVHeapManager().Free(&m_rtv_or_dsv_descriptor); else g_d3d12_context->GetRTVHeapManager().Free(&m_rtv_or_dsv_descriptor); m_resource.Reset(); } m_width = 0; m_height = 0; m_samples = 0; m_format = DXGI_FORMAT_UNKNOWN; m_is_depth_view = false; } void Texture::TransitionToState(D3D12_RESOURCE_STATES state) const { if (m_state == state) return; ResourceBarrier(g_d3d12_context->GetCommandList(), m_resource.Get(), m_state, state); m_state = state; } bool Texture::BeginStreamUpdate(u32 x, u32 y, u32 width, u32 height, void** out_data, u32* out_data_pitch) { const u32 copy_pitch = Common::AlignUpPow2(width * GetTexelSize(m_format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const u32 upload_size = copy_pitch * height; if (!g_d3d12_context->GetTextureStreamBuffer().ReserveMemory(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) { Log_PerfPrintf("Executing command buffer while waiting for %u bytes (%ux%u) in upload buffer", upload_size, width, height); g_d3d12_context->ExecuteCommandList(false); if (!g_d3d12_context->GetTextureStreamBuffer().ReserveMemory(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) { Log_ErrorPrintf("Failed to reserve %u bytes for %ux%u upload", upload_size, width, height); return false; } } *out_data = g_d3d12_context->GetTextureStreamBuffer().GetCurrentHostPointer(); *out_data_pitch = copy_pitch; return true; } void Texture::EndStreamUpdate(u32 x, u32 y, u32 width, u32 height) { const u32 copy_pitch = Common::AlignUpPow2(width * GetTexelSize(m_format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const u32 upload_size = copy_pitch * height; StreamBuffer& sb = g_d3d12_context->GetTextureStreamBuffer(); const u32 sb_offset = sb.GetCurrentOffset(); sb.CommitMemory(upload_size); D3D12_TEXTURE_COPY_LOCATION src; src.pResource = sb.GetBuffer(); src.SubresourceIndex = 0; src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; src.PlacedFootprint.Offset = sb_offset; src.PlacedFootprint.Footprint.Width = width; src.PlacedFootprint.Footprint.Height = height; src.PlacedFootprint.Footprint.Depth = 1; src.PlacedFootprint.Footprint.RowPitch = copy_pitch; src.PlacedFootprint.Footprint.Format = m_format; D3D12_TEXTURE_COPY_LOCATION dst; dst.pResource = m_resource.Get(); dst.SubresourceIndex = 0; dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; const D3D12_BOX src_box{0u, 0u, 0u, width, height, 1u}; const D3D12_RESOURCE_STATES old_state = m_state; TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST); g_d3d12_context->GetCommandList()->CopyTextureRegion(&dst, 0, 0, 0, &src, &src_box); TransitionToState(old_state); } bool Texture::LoadData(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch) { const u32 texel_size = GetTexelSize(m_format); const u32 upload_pitch = Common::AlignUpPow2(width * texel_size, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const u32 upload_size = upload_pitch * height; if (upload_size >= g_d3d12_context->GetTextureStreamBuffer().GetSize()) { StagingTexture st; if (!st.Create(width, height, m_format, true) || !st.WritePixels(0, 0, width, height, data, pitch)) return false; D3D12_RESOURCE_STATES old_state = m_state; TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST); st.CopyToTexture(0, 0, m_resource.Get(), 0, x, y, width, height); st.Destroy(true); TransitionToState(old_state); return true; } void* write_ptr; u32 write_pitch; if (!BeginStreamUpdate(x, y, width, height, &write_ptr, &write_pitch)) return false; CopyToUploadBuffer(data, pitch, height, write_ptr, write_pitch); EndStreamUpdate(x, y, width, height); return true; } void Texture::CopyToUploadBuffer(const void* src_data, u32 src_pitch, u32 height, void* dst_data, u32 dst_pitch) { const u8* src_ptr = static_cast(src_data); u8* dst_ptr = static_cast(dst_data); if (src_pitch == dst_pitch) { std::memcpy(dst_ptr, src_ptr, dst_pitch * height); } else { const u32 copy_size = std::min(src_pitch, dst_pitch); for (u32 row = 0; row < height; row++) { std::memcpy(dst_ptr, src_ptr, copy_size); src_ptr += src_pitch; dst_ptr += dst_pitch; } } } bool Texture::CreateSRVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, bool multisampled, DescriptorHandle* dh) { if (!g_d3d12_context->GetDescriptorHeapManager().Allocate(dh)) { Log_ErrorPrintf("Failed to allocate SRV descriptor"); return false; } D3D12_SHADER_RESOURCE_VIEW_DESC desc = { format, multisampled ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING}; if (!multisampled) desc.Texture2D.MipLevels = 1; g_d3d12_context->GetDevice()->CreateShaderResourceView(resource, &desc, dh->cpu_handle); return true; } bool Texture::CreateRTVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, bool multisampled, DescriptorHandle* dh) { if (!g_d3d12_context->GetRTVHeapManager().Allocate(dh)) { Log_ErrorPrintf("Failed to allocate SRV descriptor"); return false; } D3D12_RENDER_TARGET_VIEW_DESC desc = {format, multisampled ? D3D12_RTV_DIMENSION_TEXTURE2DMS : D3D12_RTV_DIMENSION_TEXTURE2D}; g_d3d12_context->GetDevice()->CreateRenderTargetView(resource, &desc, dh->cpu_handle); return true; } bool Texture::CreateDSVDescriptor(ID3D12Resource* resource, DXGI_FORMAT format, bool multisampled, DescriptorHandle* dh) { if (!g_d3d12_context->GetDSVHeapManager().Allocate(dh)) { Log_ErrorPrintf("Failed to allocate SRV descriptor"); return false; } D3D12_DEPTH_STENCIL_VIEW_DESC desc = { format, multisampled ? D3D12_DSV_DIMENSION_TEXTURE2DMS : D3D12_DSV_DIMENSION_TEXTURE2D, D3D12_DSV_FLAG_NONE}; g_d3d12_context->GetDevice()->CreateDepthStencilView(resource, &desc, dh->cpu_handle); return true; } } // namespace D3D12