Beispiel #1
0
DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
{
  DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(m_config.format);
  if (m_config.rendertarget)
  {
    m_texture = D3DTexture2D::Create(
        m_config.width, m_config.height,
        (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE),
        D3D11_USAGE_DEFAULT, dxgi_format, 1, m_config.layers);
  }
  else
  {
    const D3D11_TEXTURE2D_DESC texdesc =
        CD3D11_TEXTURE2D_DESC(dxgi_format, m_config.width, m_config.height, 1, m_config.levels,
                              D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0);

    ID3D11Texture2D* pTexture;
    const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
    CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");

    m_texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE);

    // TODO: better debug names
    D3D::SetDebugObjectName(m_texture->GetTex(), "a texture of the TextureCache");
    D3D::SetDebugObjectName(m_texture->GetSRV(),
                            "shader resource view of a texture of the TextureCache");

    SAFE_RELEASE(pTexture);
  }
}
Beispiel #2
0
std::unique_ptr<DXStagingTexture> 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), 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<DXStagingTexture>(new DXStagingTexture(type, config, texture));
}
Beispiel #3
0
std::unique_ptr<DXTexture> 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<DXTexture>(config, d3d_texture, d3d_srv, d3d_uav);
}
Beispiel #4
0
void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
                                   u32 layer, u32 level)
{
  const DXTexture* srcentry = static_cast<const DXTexture*>(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<int>(srcentry->m_config.width) &&
               rect.top + rect.GetHeight() <= static_cast<int>(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));
}