rpcsx/rpcs3/Emu/RSX/D3D12/D3D12Texture.cpp
2015-08-12 00:25:45 +02:00

191 lines
7.5 KiB
C++

#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<const u8>(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