#include "stdafx.h" #if defined(DX12_SUPPORT) #include "D3D12GSRender.h" // For clarity this code deals with texture but belongs to D3D12GSRender class static D3D12_COMPARISON_FUNC ComparisonFunc[] = { D3D12_COMPARISON_FUNC_NEVER, D3D12_COMPARISON_FUNC_LESS, D3D12_COMPARISON_FUNC_EQUAL, D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_COMPARISON_FUNC_GREATER, D3D12_COMPARISON_FUNC_NOT_EQUAL, D3D12_COMPARISON_FUNC_GREATER_EQUAL, D3D12_COMPARISON_FUNC_ALWAYS }; size_t D3D12GSRender::GetMaxAniso(size_t aniso) { switch (aniso) { case CELL_GCM_TEXTURE_MAX_ANISO_1: return 1; case CELL_GCM_TEXTURE_MAX_ANISO_2: return 2; case CELL_GCM_TEXTURE_MAX_ANISO_4: return 4; case CELL_GCM_TEXTURE_MAX_ANISO_6: return 6; case CELL_GCM_TEXTURE_MAX_ANISO_8: return 8; case CELL_GCM_TEXTURE_MAX_ANISO_10: return 10; case CELL_GCM_TEXTURE_MAX_ANISO_12: return 12; case CELL_GCM_TEXTURE_MAX_ANISO_16: return 16; } return 1; } D3D12_TEXTURE_ADDRESS_MODE D3D12GSRender::GetWrap(size_t wrap) { switch (wrap) { case CELL_GCM_TEXTURE_WRAP: return D3D12_TEXTURE_ADDRESS_MODE_WRAP; case CELL_GCM_TEXTURE_MIRROR: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR; case CELL_GCM_TEXTURE_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP; case CELL_GCM_TEXTURE_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_BORDER; case CELL_GCM_TEXTURE_CLAMP: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP; case CELL_GCM_TEXTURE_MIRROR_ONCE_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; case CELL_GCM_TEXTURE_MIRROR_ONCE_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; case CELL_GCM_TEXTURE_MIRROR_ONCE_CLAMP: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; } return D3D12_TEXTURE_ADDRESS_MODE_WRAP; } size_t D3D12GSRender::UploadTextures() { size_t usedTexture = 0; for (u32 i = 0; i < m_textures_count; ++i) { if (!m_textures[i].IsEnabled()) continue; size_t w = m_textures[i].GetWidth(), h = m_textures[i].GetHeight(); // Upload at each iteration to take advantage of overlapping transfer ID3D12GraphicsCommandList *commandList; check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_textureUploadCommandAllocator, nullptr, IID_PPV_ARGS(&commandList))); DXGI_FORMAT dxgiFormat; size_t pixelSize; int format = m_textures[i].GetFormat() & ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN); switch (format) { default: dxgiFormat = DXGI_FORMAT_R8G8B8A8_UNORM; pixelSize = 4; break; case CELL_GCM_TEXTURE_B8: dxgiFormat = DXGI_FORMAT_R8_UNORM; pixelSize = 1; break; } ID3D12Resource *Texture, *vramTexture; size_t textureSize = w * h * 4; D3D12_RESOURCE_DESC textureDesc = {}; textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; textureDesc.Width = textureSize; textureDesc.Height = 1; textureDesc.DepthOrArraySize = 1; textureDesc.SampleDesc.Count = 1; textureDesc.MipLevels = 1; textureDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; check(m_device->CreatePlacedResource( getCurrentResourceStorage().m_uploadTextureHeap, getCurrentResourceStorage().m_currentStorageOffset, &textureDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&Texture) )); const u32 texaddr = GetAddress(m_textures[i].GetOffset(), m_textures[i].GetLocation()); auto pixels = vm::get_ptr(texaddr); void *textureData; check(Texture->Map(0, nullptr, (void**)&textureData)); // Multiple of 256 size_t rowPitch = m_textures[i].GetWidth() * pixelSize; rowPitch = (rowPitch + 255) & ~255; // Upload with correct rowpitch for (unsigned row = 0; row < m_textures[i].GetHeight(); row++) streamToBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_textures[i].m_pitch, m_textures[i].m_pitch); Texture->Unmap(0, nullptr); D3D12_RESOURCE_DESC vramTextureDesc = {}; vramTextureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; vramTextureDesc.Width = m_textures[i].GetWidth(); vramTextureDesc.Height = m_textures[i].GetHeight(); vramTextureDesc.Format = dxgiFormat; vramTextureDesc.DepthOrArraySize = 1; vramTextureDesc.SampleDesc.Count = 1; vramTextureDesc.MipLevels = 1; check(m_device->CreatePlacedResource( getCurrentResourceStorage().m_textureStorage, getCurrentResourceStorage().m_currentStorageOffset, &vramTextureDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&vramTexture) )); getCurrentResourceStorage().m_currentStorageOffset += textureSize; getCurrentResourceStorage().m_currentStorageOffset = (getCurrentResourceStorage().m_currentStorageOffset + 65536 - 1) & ~65535; getCurrentResourceStorage().m_inflightResources.push_back(Texture); getCurrentResourceStorage().m_inflightResources.push_back(vramTexture); D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {}; dst.pResource = vramTexture; dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; src.pResource = Texture; src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; src.PlacedFootprint.Footprint.Depth = 1; src.PlacedFootprint.Footprint.Width = m_textures[i].GetWidth(); src.PlacedFootprint.Footprint.Height = m_textures[i].GetHeight(); src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch; src.PlacedFootprint.Footprint.Format = dxgiFormat; commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr); D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Transition.pResource = vramTexture; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ; commandList->ResourceBarrier(1, &barrier); D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Format = dxgiFormat; srvDesc.Texture2D.MipLevels = 1; srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0); D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(); Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); m_device->CreateShaderResourceView(vramTexture, &srvDesc, Handle); // TODO : Correctly define sampler D3D12_SAMPLER_DESC samplerDesc = {}; samplerDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT; samplerDesc.AddressU = GetWrap(m_textures[i].GetWrapS()); samplerDesc.AddressV = GetWrap(m_textures[i].GetWrapT()); samplerDesc.AddressW = GetWrap(m_textures[i].GetWrapR()); samplerDesc.ComparisonFunc = ComparisonFunc[m_textures[i].GetZfunc()]; samplerDesc.MaxAnisotropy = GetMaxAniso(m_textures[i].GetMaxAniso()); samplerDesc.MipLODBias = m_textures[i].GetBias(); samplerDesc.BorderColor[4] = m_textures[i].GetBorderColor(); samplerDesc.MinLOD = m_textures[i].GetMinLOD() >> 8; samplerDesc.MaxLOD = m_textures[i].GetMaxLOD() >> 8; Handle = getCurrentResourceStorage().m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); m_device->CreateSampler(&samplerDesc, Handle); commandList->Close(); m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList); getCurrentResourceStorage().m_inflightCommandList.push_back(commandList); usedTexture++; } return usedTexture; } #endif