// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #include "d3d11_texture.h" #include "d3d11_device.h" #include "d3d_common.h" // #include "common/align.h" // #include "common/assert.h" // #include "common/file_system.h" #include "common/log.h" // #include "common/path.h" // #include "common/rectangle.h" #include "common/string_util.h" #include "fmt/format.h" #include Log_SetChannel(D3D11Device); std::unique_ptr D3D11Device::CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples, GPUTexture::Type type, GPUTexture::Format format, const void* data, u32 data_stride, bool dynamic /* = false */) { std::unique_ptr tex = std::make_unique(); if (!tex->Create(m_device.Get(), width, height, layers, levels, samples, type, format, data, data_stride, dynamic)) tex.reset(); return tex; } bool D3D11Device::DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) { const D3D11Texture* tex = static_cast(texture); if (!CheckStagingBufferSize(width, height, tex->GetDXGIFormat())) return false; const CD3D11_BOX box(static_cast(x), static_cast(y), 0, static_cast(x + width), static_cast(y + height), 1); m_context->CopySubresourceRegion(m_readback_staging_texture.Get(), 0, 0, 0, 0, tex->GetD3DTexture(), 0, &box); D3D11_MAPPED_SUBRESOURCE sr; HRESULT hr = m_context->Map(m_readback_staging_texture.Get(), 0, D3D11_MAP_READ, 0, &sr); if (FAILED(hr)) { Log_ErrorPrintf("Map() failed with HRESULT %08X", hr); return false; } const u32 copy_size = tex->GetPixelSize() * width; StringUtil::StrideMemCpy(out_data, out_data_stride, sr.pData, sr.RowPitch, copy_size, height); m_context->Unmap(m_readback_staging_texture.Get(), 0); return true; } bool D3D11Device::CheckStagingBufferSize(u32 width, u32 height, DXGI_FORMAT format) { if (m_readback_staging_texture_width >= width && m_readback_staging_texture_width >= height && m_readback_staging_texture_format == format) return true; DestroyStagingBuffer(); CD3D11_TEXTURE2D_DESC desc(format, width, height, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); HRESULT hr = m_device->CreateTexture2D(&desc, nullptr, m_readback_staging_texture.ReleaseAndGetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("CreateTexture2D() failed with HRESULT %08X", hr); return false; } return true; } void D3D11Device::DestroyStagingBuffer() { m_readback_staging_texture.Reset(); m_readback_staging_texture_width = 0; m_readback_staging_texture_height = 0; m_readback_staging_texture_format = DXGI_FORMAT_UNKNOWN; } bool D3D11Device::SupportsTextureFormat(GPUTexture::Format format) const { const DXGI_FORMAT dfmt = D3DCommon::GetFormatMapping(format).resource_format; if (dfmt == DXGI_FORMAT_UNKNOWN) return false; UINT support = 0; const UINT required = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; return (SUCCEEDED(m_device->CheckFormatSupport(dfmt, &support)) && ((support & required) == required)); } D3D11Framebuffer::D3D11Framebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, ComPtr rtv, ComPtr dsv) : GPUFramebuffer(rt, ds, width, height), m_rtv(std::move(rtv)), m_dsv(std::move(dsv)) { } D3D11Framebuffer::~D3D11Framebuffer() { D3D11Device::GetInstance().UnbindFramebuffer(this); } void D3D11Framebuffer::SetDebugName(const std::string_view& name) { if (m_rtv) SetD3DDebugObjectName(m_rtv.Get(), fmt::format("{} RTV", name)); if (m_dsv) SetD3DDebugObjectName(m_dsv.Get(), fmt::format("{} DSV", name)); } void D3D11Framebuffer::CommitClear(ID3D11DeviceContext1* context) { if (m_rt && m_rt->GetState() != GPUTexture::State::Dirty) [[unlikely]] { if (m_rt->GetState() == GPUTexture::State::Invalidated) context->DiscardView(m_rtv.Get()); else context->ClearRenderTargetView(m_rtv.Get(), m_rt->GetUNormClearColor().data()); m_rt->SetState(GPUTexture::State::Dirty); } if (m_ds && m_ds->GetState() != GPUTexture::State::Dirty) [[unlikely]] { if (m_ds->GetState() == GPUTexture::State::Invalidated) context->DiscardView(m_dsv.Get()); else context->ClearDepthStencilView(m_dsv.Get(), D3D11_CLEAR_DEPTH, m_ds->GetClearDepth(), 0); m_ds->SetState(GPUTexture::State::Dirty); } } std::unique_ptr D3D11Device::CreateFramebuffer(GPUTexture* rt_or_ds, GPUTexture* ds) { DebugAssert((rt_or_ds || ds) && (!rt_or_ds || rt_or_ds->IsRenderTarget() || (rt_or_ds->IsDepthStencil() && !ds))); D3D11Texture* RT = static_cast((rt_or_ds && rt_or_ds->IsDepthStencil()) ? nullptr : rt_or_ds); D3D11Texture* DS = static_cast((rt_or_ds && rt_or_ds->IsDepthStencil()) ? rt_or_ds : ds); ComPtr rtv; if (RT) { rtv = RT->GetD3DRTV(); Assert(rtv); } ComPtr dsv; if (DS) { dsv = DS->GetD3DDSV(); Assert(dsv); } return std::unique_ptr(new D3D11Framebuffer(RT, DS, RT ? RT->GetWidth() : DS->GetWidth(), RT ? RT->GetHeight() : DS->GetHeight(), std::move(rtv), std::move(dsv))); } D3D11Sampler::D3D11Sampler(ComPtr ss) : m_ss(std::move(ss)) { } D3D11Sampler::~D3D11Sampler() = default; void D3D11Sampler::SetDebugName(const std::string_view& name) { SetD3DDebugObjectName(m_ss.Get(), name); } std::unique_ptr D3D11Device::CreateSampler(const GPUSampler::Config& config) { static constexpr std::array(GPUSampler::AddressMode::MaxCount)> ta = {{ D3D11_TEXTURE_ADDRESS_WRAP, // Repeat D3D11_TEXTURE_ADDRESS_CLAMP, // ClampToEdge D3D11_TEXTURE_ADDRESS_BORDER, // ClampToBorder }}; static constexpr u8 filter_count = static_cast(GPUSampler::Filter::MaxCount); static constexpr D3D11_FILTER filters[filter_count][filter_count][filter_count] = { { {D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT}, {D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT}, }, { {D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR}, {D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR, D3D11_FILTER_MIN_MAG_MIP_LINEAR}, }}; D3D11_SAMPLER_DESC desc = {}; desc.AddressU = ta[static_cast(config.address_u.GetValue())]; desc.AddressV = ta[static_cast(config.address_v.GetValue())]; desc.AddressW = ta[static_cast(config.address_w.GetValue())]; std::memcpy(desc.BorderColor, RGBA8ToFloat(config.border_color).data(), sizeof(desc.BorderColor)); desc.MinLOD = static_cast(config.min_lod); desc.MaxLOD = static_cast(config.max_lod); if (config.anisotropy > 0) { desc.Filter = D3D11_FILTER_ANISOTROPIC; desc.MaxAnisotropy = config.anisotropy; } else { desc.Filter = filters[static_cast(config.mip_filter.GetValue())][static_cast(config.min_filter.GetValue())] [static_cast(config.mag_filter.GetValue())]; desc.MaxAnisotropy = 1; } ComPtr ss; const HRESULT hr = m_device->CreateSamplerState(&desc, ss.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("CreateSamplerState() failed: %08X", hr); return {}; } return std::unique_ptr(new D3D11Sampler(std::move(ss))); } D3D11Texture::D3D11Texture() = default; D3D11Texture::~D3D11Texture() { Destroy(); } D3D11_TEXTURE2D_DESC D3D11Texture::GetDesc() const { D3D11_TEXTURE2D_DESC desc; m_texture->GetDesc(&desc); return desc; } void D3D11Texture::CommitClear(ID3D11DeviceContext1* context) { if (m_state == GPUTexture::State::Dirty) return; if (IsDepthStencil()) { if (m_state == GPUTexture::State::Invalidated) context->DiscardView(GetD3DDSV()); else context->ClearDepthStencilView(GetD3DDSV(), D3D11_CLEAR_DEPTH, GetClearDepth(), 0); } else if (IsRenderTarget()) { if (m_state == GPUTexture::State::Invalidated) context->DiscardView(GetD3DRTV()); else context->ClearRenderTargetView(GetD3DRTV(), GetUNormClearColor().data()); } m_state = GPUTexture::State::Dirty; } bool D3D11Texture::IsValid() const { return static_cast(m_texture); } bool D3D11Texture::Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer /*= 0*/, u32 level /*= 0*/) { if (m_dynamic) { void* map; u32 map_stride; if (!Map(&map, &map_stride, x, y, width, height, layer, level)) return false; StringUtil::StrideMemCpy(map, map_stride, data, pitch, GetPixelSize() * width, height); Unmap(); return true; } const CD3D11_BOX box(static_cast(x), static_cast(y), 0, static_cast(x + width), static_cast(y + height), 1); const u32 srnum = D3D11CalcSubresource(level, layer, m_levels); ID3D11DeviceContext1* context = D3D11Device::GetD3DContext(); CommitClear(context); context->UpdateSubresource(m_texture.Get(), srnum, &box, data, pitch, 0); m_state = GPUTexture::State::Dirty; return true; } bool D3D11Texture::Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer /*= 0*/, u32 level /*= 0*/) { if (!m_dynamic || (x + width) > GetMipWidth(level) || (y + height) > GetMipHeight(level) || layer > m_layers || level > m_levels) { return false; } const bool discard = (width == m_width && height == m_height); const u32 srnum = D3D11CalcSubresource(level, layer, m_levels); ID3D11DeviceContext1* context = D3D11Device::GetD3DContext(); CommitClear(context); D3D11_MAPPED_SUBRESOURCE sr; HRESULT hr = context->Map(m_texture.Get(), srnum, discard ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_READ_WRITE, 0, &sr); if (FAILED(hr)) { Log_ErrorPrintf("Map pixels texture failed: %08X", hr); return false; } *map = static_cast(sr.pData) + (y * sr.RowPitch) + (x * GetPixelSize()); *map_stride = sr.RowPitch; m_mapped_subresource = srnum; m_state = GPUTexture::State::Dirty; return true; } void D3D11Texture::Unmap() { D3D11Device::GetD3DContext()->Unmap(m_texture.Get(), m_mapped_subresource); m_mapped_subresource = 0; } void D3D11Texture::SetDebugName(const std::string_view& name) { SetD3DDebugObjectName(m_texture.Get(), name); } DXGI_FORMAT D3D11Texture::GetDXGIFormat() const { return D3DCommon::GetFormatMapping(m_format).resource_format; } bool D3D11Texture::Create(ID3D11Device* device, u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format, const void* initial_data /* = nullptr */, u32 initial_data_stride /* = 0 */, bool dynamic /* = false */) { if (!ValidateConfig(width, height, layers, layers, samples, type, format)) return false; u32 bind_flags = 0; switch (type) { case Type::RenderTarget: bind_flags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; break; case Type::DepthStencil: bind_flags = D3D11_BIND_DEPTH_STENCIL; // | D3D11_BIND_SHADER_RESOURCE; break; case Type::Texture: bind_flags = D3D11_BIND_SHADER_RESOURCE; break; case Type::RWTexture: bind_flags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; break; default: break; } const D3DCommon::DXGIFormatMapping& fm = D3DCommon::GetFormatMapping(format); CD3D11_TEXTURE2D_DESC desc(fm.resource_format, width, height, layers, levels, bind_flags, dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT, dynamic ? D3D11_CPU_ACCESS_WRITE : 0, samples, 0, 0); D3D11_SUBRESOURCE_DATA srd; srd.pSysMem = initial_data; srd.SysMemPitch = initial_data_stride; srd.SysMemSlicePitch = initial_data_stride * height; ComPtr texture; const HRESULT tex_hr = device->CreateTexture2D(&desc, initial_data ? &srd : nullptr, texture.GetAddressOf()); if (FAILED(tex_hr)) { Log_ErrorPrintf( "Create texture failed: 0x%08X (%ux%u levels:%u samples:%u format:%u bind_flags:%X initial_data:%p)", tex_hr, width, height, levels, samples, static_cast(format), bind_flags, initial_data); return false; } ComPtr srv; if (bind_flags & D3D11_BIND_SHADER_RESOURCE) { const D3D11_SRV_DIMENSION srv_dimension = (desc.SampleDesc.Count > 1) ? D3D11_SRV_DIMENSION_TEXTURE2DMS : (desc.ArraySize > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DARRAY : D3D11_SRV_DIMENSION_TEXTURE2D); const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(srv_dimension, fm.srv_format, 0, desc.MipLevels, 0, desc.ArraySize); const HRESULT hr = device->CreateShaderResourceView(texture.Get(), &srv_desc, srv.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("Create SRV for texture failed: 0x%08X", hr); return false; } } ComPtr rtv_dsv; if (bind_flags & D3D11_BIND_RENDER_TARGET) { const D3D11_RTV_DIMENSION rtv_dimension = (desc.SampleDesc.Count > 1) ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D; const CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(rtv_dimension, fm.rtv_format, 0, 0, desc.ArraySize); ComPtr rtv; const HRESULT hr = device->CreateRenderTargetView(texture.Get(), &rtv_desc, rtv.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("Create RTV for texture failed: 0x%08X", hr); return false; } rtv_dsv = std::move(rtv); } else if (bind_flags & D3D11_BIND_DEPTH_STENCIL) { const D3D11_DSV_DIMENSION dsv_dimension = (desc.SampleDesc.Count > 1) ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; const CD3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc(dsv_dimension, fm.dsv_format, 0, 0, desc.ArraySize); ComPtr dsv; const HRESULT hr = device->CreateDepthStencilView(texture.Get(), &dsv_desc, dsv.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("Create DSV for texture failed: 0x%08X", hr); return false; } rtv_dsv = std::move(dsv); } m_texture = std::move(texture); m_srv = std::move(srv); m_rtv_dsv = std::move(rtv_dsv); m_width = static_cast(width); m_height = static_cast(height); m_layers = static_cast(layers); m_levels = static_cast(levels); m_samples = static_cast(samples); m_type = type; m_format = format; m_dynamic = dynamic; return true; } void D3D11Texture::Destroy() { D3D11Device::GetInstance().UnbindTexture(this); m_rtv_dsv.Reset(); m_srv.Reset(); m_texture.Reset(); m_dynamic = false; ClearBaseProperties(); } D3D11TextureBuffer::D3D11TextureBuffer(Format format, u32 size_in_elements) : GPUTextureBuffer(format, size_in_elements) { } D3D11TextureBuffer::~D3D11TextureBuffer() = default; bool D3D11TextureBuffer::CreateBuffer(ID3D11Device* device) { if (!m_buffer.Create(device, D3D11_BIND_SHADER_RESOURCE, GetSizeInBytes())) return false; static constexpr std::array(Format::MaxCount)> dxgi_formats = {{ DXGI_FORMAT_R16_UINT, }}; CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(m_buffer.GetD3DBuffer(), dxgi_formats[static_cast(m_format)], 0, m_size_in_elements); const HRESULT hr = device->CreateShaderResourceView(m_buffer.GetD3DBuffer(), &srv_desc, m_srv.GetAddressOf()); if (FAILED(hr)) { Log_ErrorPrintf("CreateShaderResourceView() failed: %08X", hr); return false; } return true; } void* D3D11TextureBuffer::Map(u32 required_elements) { const u32 esize = GetElementSize(m_format); const auto res = m_buffer.Map(D3D11Device::GetD3DContext(), esize, esize * required_elements); m_current_position = res.index_aligned; return res.pointer; } void D3D11TextureBuffer::Unmap(u32 used_elements) { m_buffer.Unmap(D3D11Device::GetD3DContext(), used_elements * GetElementSize(m_format)); } void D3D11TextureBuffer::SetDebugName(const std::string_view& name) { SetD3DDebugObjectName(m_buffer.GetD3DBuffer(), name); } std::unique_ptr D3D11Device::CreateTextureBuffer(GPUTextureBuffer::Format format, u32 size_in_elements) { std::unique_ptr tb = std::make_unique(format, size_in_elements); if (!tb->CreateBuffer(m_device.Get())) tb.reset(); return tb; }