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Merge pull request #5305 from iwubcode/abstract_texture
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Abstract Texture
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shuffle2 committed Jun 18, 2017
2 parents 09457d3 + e4896d3 commit e63c337
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Showing 54 changed files with 1,849 additions and 1,425 deletions.
2 changes: 2 additions & 0 deletions Source/Core/VideoBackends/D3D/CMakeLists.txt
Expand Up @@ -13,6 +13,8 @@ set(SRCS
D3DTexture.h
D3DUtil.cpp
D3DUtil.h
DXTexture.cpp
DXTexture.h
FramebufferManager.cpp
FramebufferManager.h
GeometryShaderCache.cpp
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2 changes: 2 additions & 0 deletions Source/Core/VideoBackends/D3D/D3D.vcxproj
Expand Up @@ -43,6 +43,7 @@
<ClCompile Include="D3DState.cpp" />
<ClCompile Include="D3DTexture.cpp" />
<ClCompile Include="D3DUtil.cpp" />
<ClCompile Include="DXTexture.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
<ClCompile Include="GeometryShaderCache.cpp" />
<ClCompile Include="main.cpp" />
Expand All @@ -65,6 +66,7 @@
<ClInclude Include="D3DState.h" />
<ClInclude Include="D3DTexture.h" />
<ClInclude Include="D3DUtil.h" />
<ClInclude Include="DXTexture.h" />
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="GeometryShaderCache.h" />
<ClInclude Include="PerfQuery.h" />
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6 changes: 6 additions & 0 deletions Source/Core/VideoBackends/D3D/D3D.vcxproj.filters
Expand Up @@ -67,6 +67,9 @@
<ClCompile Include="BoundingBox.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="DXTexture.cpp">
<Filter>Render</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="D3DBase.h">
Expand Down Expand Up @@ -124,5 +127,8 @@
<ClInclude Include="BoundingBox.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="DXTexture.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
</Project>
196 changes: 196 additions & 0 deletions Source/Core/VideoBackends/D3D/DXTexture.cpp
@@ -0,0 +1,196 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include <algorithm>
#include <cstddef>

#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"

#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"

#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConfig.h"

namespace DX11
{
namespace
{
DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case AbstractTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case AbstractTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case AbstractTextureFormat::RGBA8:
default:
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
} // Anonymous namespace

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((ID3D11DeviceChild*)m_texture->GetTex(),
"a texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetSRV(),
"shader resource view of a texture of the TextureCache");

SAFE_RELEASE(pTexture);
}
}

DXTexture::~DXTexture()
{
m_texture->Release();
}

D3DTexture2D* DXTexture::GetRawTexIdentifier() const
{
return m_texture;
}

void DXTexture::Bind(unsigned int stage)
{
D3D::stateman->SetTexture(stage, m_texture->GetSRV());
}

bool DXTexture::Save(const std::string& filename, unsigned int level)
{
// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
// framebuffer, and saving that). TextureCache does not call Save for custom textures
// anyway, so this is fine for now.
_assert_(m_config.format == AbstractTextureFormat::RGBA8);

// Create a staging/readback texture with the dimensions of the specified mip level.
u32 mip_width = std::max(m_config.width >> level, 1u);
u32 mip_height = std::max(m_config.height >> level, 1u);
CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, mip_width, mip_height, 1,
1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);

ID3D11Texture2D* staging_texture;
HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &staging_texture);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
return false;
}

// Copy the selected mip level to the staging texture.
CD3D11_BOX src_box(0, 0, 0, mip_width, mip_height, 1);
D3D::context->CopySubresourceRegion(staging_texture, 0, 0, 0, 0, m_texture->GetTex(),
D3D11CalcSubresource(level, 0, m_config.levels), &src_box);

// Map the staging texture to client memory, and encode it as a .png image.
D3D11_MAPPED_SUBRESOURCE map;
hr = D3D::context->Map(staging_texture, 0, D3D11_MAP_READ, 0, &map);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
staging_texture->Release();
return false;
}

bool encode_result =
TextureToPng(reinterpret_cast<u8*>(map.pData), map.RowPitch, filename, mip_width, mip_height);
D3D::context->Unmap(staging_texture, 0);
staging_texture->Release();

return encode_result;
}

void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(source);
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight())
{
D3D11_BOX srcbox;
srcbox.left = srcrect.left;
srcbox.top = srcrect.top;
srcbox.right = srcrect.right;
srcbox.bottom = srcrect.bottom;
srcbox.front = 0;
srcbox.back = srcentry->m_config.layers;

D3D::context->CopySubresourceRegion(m_texture->GetTex(), 0, dstrect.left, dstrect.top, 0,
srcentry->m_texture->GetTex(), 0, &srcbox);
return;
}
else if (!m_config.rendertarget)
{
return;
}
g_renderer->ResetAPIState(); // reset any game specific settings

const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
float(dstrect.GetWidth()), float(dstrect.GetHeight()));

D3D::stateman->UnsetTexture(m_texture->GetSRV());
D3D::stateman->Apply();

D3D::context->OMSetRenderTargets(1, &m_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &vp);
D3D::SetLinearCopySampler();
D3D11_RECT srcRC;
srcRC.left = srcrect.left;
srcRC.right = srcrect.right;
srcRC.top = srcrect.top;
srcRC.bottom = srcrect.bottom;
D3D::drawShadedTexQuad(srcentry->m_texture->GetSRV(), &srcRC, srcentry->m_config.width,
srcentry->m_config.height, PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0);

D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());

g_renderer->RestoreAPIState();
}

void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
size_t src_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length);
D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer,
static_cast<UINT>(src_pitch), 0);
}
} // namespace DX11
37 changes: 37 additions & 0 deletions Source/Core/VideoBackends/D3D/DXTexture.h
@@ -0,0 +1,37 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include "Common/CommonTypes.h"

#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/VideoCommon.h"

class D3DTexture2D;

namespace DX11
{
class DXTexture final : public AbstractTexture
{
public:
explicit DXTexture(const TextureConfig& tex_config);
~DXTexture();

void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override;

void CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;

D3DTexture2D* GetRawTexIdentifier() const;

private:
D3DTexture2D* m_texture;
};

} // namespace DX11

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