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dxvk/src/d3d9/d3d9_common_texture.cpp

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#include "d3d9_common_texture.h"
#include "d3d9_util.h"
#include "d3d9_device.h"
#include <algorithm>
namespace dxvk {
D3D9CommonTexture::D3D9CommonTexture(
D3D9DeviceEx* pDevice,
const D3D9_COMMON_TEXTURE_DESC* pDesc,
D3DRESOURCETYPE ResourceType)
: m_device(pDevice), m_desc(*pDesc), m_type(ResourceType) {
if (m_desc.Format == D3D9Format::Unknown)
m_desc.Format = (m_desc.Usage & D3DUSAGE_DEPTHSTENCIL)
? D3D9Format::D32
: D3D9Format::X8R8G8B8;
for (uint32_t i = 0; i < m_dirtyBoxes.size(); i++) {
AddDirtyBox(nullptr, i);
}
if (m_desc.Pool != D3DPOOL_DEFAULT) {
const uint32_t subresources = CountSubresources();
for (uint32_t i = 0; i < subresources; i++) {
SetNeedsUpload(i, true);
}
}
m_mapping = pDevice->LookupFormat(m_desc.Format);
m_mapMode = DetermineMapMode();
m_shadow = DetermineShadowState();
if (m_mapMode == D3D9_COMMON_TEXTURE_MAP_MODE_BACKED) {
bool plainSurface = m_type == D3DRTYPE_SURFACE &&
!(m_desc.Usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL));
try {
m_image = CreatePrimaryImage(ResourceType, plainSurface);
}
catch (const DxvkError& e) {
// D3DUSAGE_AUTOGENMIPMAP and offscreen plain is mutually exclusive
// so we can combine their retry this way.
if (m_desc.Usage & D3DUSAGE_AUTOGENMIPMAP || plainSurface) {
m_desc.Usage &= ~D3DUSAGE_AUTOGENMIPMAP;
m_desc.MipLevels = 1;
m_image = CreatePrimaryImage(ResourceType, false);
}
else
throw e;
}
CreateSampleView(0);
if (!IsManaged()) {
m_size = m_image->memSize();
if (!m_device->ChangeReportedMemory(-m_size))
throw DxvkError("D3D9: Reporting out of memory from tracking.");
}
}
if (m_mapMode == D3D9_COMMON_TEXTURE_MAP_MODE_SYSTEMMEM)
CreateBuffers();
m_exposedMipLevels = m_desc.MipLevels;
if (m_desc.Usage & D3DUSAGE_AUTOGENMIPMAP)
m_exposedMipLevels = 1;
}
D3D9CommonTexture::~D3D9CommonTexture() {
if (m_size != 0)
m_device->ChangeReportedMemory(m_size);
}
VkImageSubresource D3D9CommonTexture::GetSubresourceFromIndex(
VkImageAspectFlags Aspect,
UINT Subresource) const {
VkImageSubresource result;
result.aspectMask = Aspect;
result.mipLevel = Subresource % m_desc.MipLevels;
result.arrayLayer = Subresource / m_desc.MipLevels;
return result;
}
HRESULT D3D9CommonTexture::NormalizeTextureProperties(
D3D9DeviceEx* pDevice,
D3D9_COMMON_TEXTURE_DESC* pDesc) {
auto* options = pDevice->GetOptions();
//////////////////////
// Mapping Validation
auto mapping = pDevice->LookupFormat(pDesc->Format);
// Handle DisableA8RT hack for The Sims 2
if (pDesc->Format == D3D9Format::A8 &&
(pDesc->Usage & D3DUSAGE_RENDERTARGET) &&
options->disableA8RT)
return D3DERR_INVALIDCALL;
// If the mapping is invalid then lets return invalid
// Some edge cases:
// NULL format does not map to anything, but should succeed
// SCRATCH textures can still be made if the device does not support
// the format at all.
if (!mapping.IsValid() && pDesc->Format != D3D9Format::NULL_FORMAT) {
auto info = pDevice->UnsupportedFormatInfo(pDesc->Format);
if (pDesc->Pool != D3DPOOL_SCRATCH || info.elementSize == 0)
return D3DERR_INVALIDCALL;
}
///////////////////
// Desc Validation
if (pDesc->Width == 0 || pDesc->Height == 0 || pDesc->Depth == 0)
return D3DERR_INVALIDCALL;
if (FAILED(DecodeMultiSampleType(pDesc->MultiSample, pDesc->MultisampleQuality, nullptr)))
return D3DERR_INVALIDCALL;
// Using MANAGED pool with DYNAMIC usage is illegal
if (IsPoolManaged(pDesc->Pool) && (pDesc->Usage & D3DUSAGE_DYNAMIC))
return D3DERR_INVALIDCALL;
// D3DUSAGE_WRITEONLY doesn't apply to textures.
if (pDesc->Usage & D3DUSAGE_WRITEONLY)
return D3DERR_INVALIDCALL;
// RENDERTARGET and DEPTHSTENCIL must be default pool
constexpr DWORD incompatibleUsages = D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL;
if (pDesc->Pool != D3DPOOL_DEFAULT && (pDesc->Usage & incompatibleUsages))
return D3DERR_INVALIDCALL;
// Use the maximum possible mip level count if the supplied
// mip level count is either unspecified (0) or invalid
const uint32_t maxMipLevelCount = pDesc->MultiSample <= D3DMULTISAMPLE_NONMASKABLE
? util::computeMipLevelCount({ pDesc->Width, pDesc->Height, pDesc->Depth })
: 1u;
if (pDesc->Usage & D3DUSAGE_AUTOGENMIPMAP)
pDesc->MipLevels = 0;
if (pDesc->MipLevels == 0 || pDesc->MipLevels > maxMipLevelCount)
pDesc->MipLevels = maxMipLevelCount;
return D3D_OK;
}
bool D3D9CommonTexture::CreateBufferSubresource(UINT Subresource) {
if (m_buffers[Subresource] != nullptr)
return false;
DxvkBufferCreateInfo info;
info.size = GetMipSize(Subresource);
info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT
| VK_BUFFER_USAGE_TRANSFER_DST_BIT
| VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
info.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
if (m_mapping.ConversionFormatInfo.FormatType != D3D9ConversionFormat_None) {
info.usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
info.stages |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
VkMemoryPropertyFlags memType = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
if (m_mapMode == D3D9_COMMON_TEXTURE_MAP_MODE_SYSTEMMEM || IsManaged())
memType |= VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
m_buffers[Subresource] = m_device->GetDXVKDevice()->createBuffer(info, memType);
m_mappedSlices[Subresource] = m_buffers[Subresource]->getSliceHandle();
return true;
}
VkDeviceSize D3D9CommonTexture::GetMipSize(UINT Subresource) const {
const UINT MipLevel = Subresource % m_desc.MipLevels;
const DxvkFormatInfo formatInfo = m_mapping.FormatColor != VK_FORMAT_UNDEFINED
? *imageFormatInfo(m_mapping.FormatColor)
: m_device->UnsupportedFormatInfo(m_desc.Format);
const VkExtent3D mipExtent = util::computeMipLevelExtent(
GetExtent(), MipLevel);
const VkExtent3D blockCount = util::computeBlockCount(
mipExtent, formatInfo.blockSize);
const uint32_t planeCount = m_mapping.ConversionFormatInfo.PlaneCount;
return std::min(planeCount, 2u)
* formatInfo.elementSize
* blockCount.width
* blockCount.height
* blockCount.depth;
}
Rc<DxvkImage> D3D9CommonTexture::CreatePrimaryImage(D3DRESOURCETYPE ResourceType, bool TryOffscreenRT) const {
DxvkImageCreateInfo imageInfo;
imageInfo.type = GetImageTypeFromResourceType(ResourceType);
imageInfo.format = m_mapping.ConversionFormatInfo.FormatColor != VK_FORMAT_UNDEFINED
? m_mapping.ConversionFormatInfo.FormatColor
: m_mapping.FormatColor;
imageInfo.flags = 0;
imageInfo.sampleCount = VK_SAMPLE_COUNT_1_BIT;
imageInfo.extent.width = m_desc.Width;
imageInfo.extent.height = m_desc.Height;
imageInfo.extent.depth = m_desc.Depth;
imageInfo.numLayers = m_desc.ArraySize;
imageInfo.mipLevels = m_desc.MipLevels;
imageInfo.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT
| VK_IMAGE_USAGE_TRANSFER_DST_BIT
| VK_IMAGE_USAGE_SAMPLED_BIT;
imageInfo.stages = VK_PIPELINE_STAGE_TRANSFER_BIT
| m_device->GetEnabledShaderStages();
imageInfo.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT
| VK_ACCESS_SHADER_READ_BIT;
imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageInfo.layout = VK_IMAGE_LAYOUT_GENERAL;
imageInfo.shared = m_desc.IsBackBuffer;
if (m_mapping.ConversionFormatInfo.FormatType != D3D9ConversionFormat_None) {
imageInfo.usage |= VK_IMAGE_USAGE_STORAGE_BIT;
imageInfo.stages |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
DecodeMultiSampleType(m_desc.MultiSample, m_desc.MultisampleQuality, &imageInfo.sampleCount);
// The image must be marked as mutable if it can be reinterpreted
// by a view with a different format. Depth-stencil formats cannot
// be reinterpreted in Vulkan, so we'll ignore those.
auto formatProperties = imageFormatInfo(m_mapping.FormatColor);
bool isMutable = m_mapping.FormatSrgb != VK_FORMAT_UNDEFINED;
bool isColorFormat = (formatProperties->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) != 0;
if (isMutable && isColorFormat) {
imageInfo.flags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
imageInfo.viewFormatCount = 2;
imageInfo.viewFormats = m_mapping.Formats;
}
// Are we an RT, need to gen mips or an offscreen plain surface?
if (m_desc.Usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_AUTOGENMIPMAP) || TryOffscreenRT) {
imageInfo.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
imageInfo.stages |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
imageInfo.access |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT
| VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
}
if (m_desc.Usage & D3DUSAGE_DEPTHSTENCIL) {
imageInfo.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
imageInfo.stages |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
imageInfo.access |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
if (ResourceType == D3DRTYPE_CUBETEXTURE)
imageInfo.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
// Some image formats (i.e. the R32G32B32 ones) are
// only supported with linear tiling on most GPUs
if (!CheckImageSupport(&imageInfo, VK_IMAGE_TILING_OPTIMAL))
imageInfo.tiling = VK_IMAGE_TILING_LINEAR;
// We must keep LINEAR images in GENERAL layout, but we
// can choose a better layout for the image based on how
// it is going to be used by the game.
if (imageInfo.tiling == VK_IMAGE_TILING_OPTIMAL)
imageInfo.layout = OptimizeLayout(imageInfo.usage);
// For some formats, we need to enable render target
// capabilities if available, but these should
// in no way affect the default image layout
imageInfo.usage |= EnableMetaCopyUsage(imageInfo.format, imageInfo.tiling);
// Check if we can actually create the image
if (!CheckImageSupport(&imageInfo, imageInfo.tiling)) {
throw DxvkError(str::format(
"D3D9: Cannot create texture:",
"\n Type: ", std::hex, ResourceType,
"\n Format: ", m_desc.Format,
"\n Extent: ", m_desc.Width,
"x", m_desc.Height,
"x", m_desc.Depth,
"\n Samples: ", m_desc.MultiSample,
"\n Layers: ", m_desc.ArraySize,
"\n Levels: ", m_desc.MipLevels,
"\n Usage: ", std::hex, m_desc.Usage,
"\n Pool: ", std::hex, m_desc.Pool));
}
return m_device->GetDXVKDevice()->createImage(imageInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
}
Rc<DxvkImage> D3D9CommonTexture::CreateResolveImage() const {
DxvkImageCreateInfo imageInfo = m_image->info();
imageInfo.sampleCount = VK_SAMPLE_COUNT_1_BIT;
return m_device->GetDXVKDevice()->createImage(imageInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
}
BOOL D3D9CommonTexture::DetermineShadowState() const {
static std::array<D3D9Format, 3> blacklist = {
D3D9Format::INTZ, D3D9Format::DF16, D3D9Format::DF24
};
return IsDepthFormat(m_desc.Format)
&& std::find(blacklist.begin(), blacklist.end(), m_desc.Format) == blacklist.end();
}
BOOL D3D9CommonTexture::CheckImageSupport(
const DxvkImageCreateInfo* pImageInfo,
VkImageTiling Tiling) const {
const Rc<DxvkAdapter> adapter = m_device->GetDXVKDevice()->adapter();
VkImageFormatProperties formatProps = { };
VkResult status = adapter->imageFormatProperties(
pImageInfo->format, pImageInfo->type, Tiling,
pImageInfo->usage, pImageInfo->flags, formatProps);
if (status != VK_SUCCESS)
return FALSE;
return (pImageInfo->extent.width <= formatProps.maxExtent.width)
&& (pImageInfo->extent.height <= formatProps.maxExtent.height)
&& (pImageInfo->extent.depth <= formatProps.maxExtent.depth)
&& (pImageInfo->numLayers <= formatProps.maxArrayLayers)
&& (pImageInfo->mipLevels <= formatProps.maxMipLevels)
&& (pImageInfo->sampleCount & formatProps.sampleCounts);
}
VkImageUsageFlags D3D9CommonTexture::EnableMetaCopyUsage(
VkFormat Format,
VkImageTiling Tiling) const {
VkFormatFeatureFlags requestedFeatures = 0;
if (Format == VK_FORMAT_D16_UNORM || Format == VK_FORMAT_D32_SFLOAT)
requestedFeatures |= VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT;
if (Format == VK_FORMAT_R16_UNORM || Format == VK_FORMAT_R32_SFLOAT)
requestedFeatures |= VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT;
if (requestedFeatures == 0)
return 0;
// Enable usage flags for all supported and requested features
VkFormatProperties properties = m_device->GetDXVKDevice()->adapter()->formatProperties(Format);
requestedFeatures &= Tiling == VK_IMAGE_TILING_OPTIMAL
? properties.optimalTilingFeatures
: properties.linearTilingFeatures;
VkImageUsageFlags requestedUsage = 0;
if (requestedFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
requestedUsage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
if (requestedFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)
requestedUsage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
return requestedUsage;
}
VkImageType D3D9CommonTexture::GetImageTypeFromResourceType(D3DRESOURCETYPE Type) {
switch (Type) {
case D3DRTYPE_TEXTURE: return VK_IMAGE_TYPE_2D;
case D3DRTYPE_VOLUMETEXTURE: return VK_IMAGE_TYPE_3D;
case D3DRTYPE_CUBETEXTURE: return VK_IMAGE_TYPE_2D;
default: throw DxvkError("D3D9CommonTexture: Unhandled resource type");
}
}
VkImageViewType D3D9CommonTexture::GetImageViewTypeFromResourceType(
D3DRESOURCETYPE Dimension,
UINT Layer) {
switch (Dimension) {
case D3DRTYPE_TEXTURE: return VK_IMAGE_VIEW_TYPE_2D;
case D3DRTYPE_VOLUMETEXTURE: return VK_IMAGE_VIEW_TYPE_3D;
case D3DRTYPE_CUBETEXTURE: return Layer == AllLayers
? VK_IMAGE_VIEW_TYPE_CUBE
: VK_IMAGE_VIEW_TYPE_2D;
default: throw DxvkError("D3D9CommonTexture: Unhandled resource type");
}
}
VkImageLayout D3D9CommonTexture::OptimizeLayout(VkImageUsageFlags Usage) const {
const VkImageUsageFlags usageFlags = Usage;
// Filter out unnecessary flags. Transfer operations
// are handled by the backend in a transparent manner.
Usage &= ~(VK_IMAGE_USAGE_TRANSFER_DST_BIT
| VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
// Ignore sampled bit in case the image was created with
// an image flag that only allows attachment usage
if (m_desc.IsAttachmentOnly)
Usage &= ~VK_IMAGE_USAGE_SAMPLED_BIT;
// If the image is used only as an attachment, we never
// have to transform the image back to a different layout
if (Usage == VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
if (Usage == VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
Usage &= ~(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
| VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
// If the image is used for reading but not as a storage
// image, we can optimize the image for texture access
if (Usage == VK_IMAGE_USAGE_SAMPLED_BIT) {
return usageFlags & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
? VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
// Otherwise, we have to stick with the default layout
return VK_IMAGE_LAYOUT_GENERAL;
}
Rc<DxvkImageView> D3D9CommonTexture::CreateView(
UINT Layer,
UINT Lod,
VkImageUsageFlags UsageFlags,
bool Srgb) {
DxvkImageViewCreateInfo viewInfo;
viewInfo.format = m_mapping.ConversionFormatInfo.FormatColor != VK_FORMAT_UNDEFINED
? PickSRGB(m_mapping.ConversionFormatInfo.FormatColor, m_mapping.ConversionFormatInfo.FormatSrgb, Srgb)
: PickSRGB(m_mapping.FormatColor, m_mapping.FormatSrgb, Srgb);
viewInfo.aspect = imageFormatInfo(viewInfo.format)->aspectMask;
viewInfo.swizzle = m_mapping.Swizzle;
viewInfo.usage = UsageFlags;
viewInfo.type = GetImageViewTypeFromResourceType(m_type, Layer);
viewInfo.minLevel = Lod;
viewInfo.numLevels = m_desc.MipLevels - Lod;
viewInfo.minLayer = Layer == AllLayers ? 0 : Layer;
viewInfo.numLayers = Layer == AllLayers ? m_desc.ArraySize : 1;
// Remove the stencil aspect if we are trying to create a regular image
// view of a depth stencil format
if (UsageFlags != VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
viewInfo.aspect &= ~VK_IMAGE_ASPECT_STENCIL_BIT;
if (UsageFlags == VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT ||
UsageFlags == VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
viewInfo.numLevels = 1;
// Remove swizzle on depth views.
if (UsageFlags == VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
viewInfo.swizzle = { VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY };
// Create the underlying image view object
return m_device->GetDXVKDevice()->createImageView(GetImage(), viewInfo);
}
void D3D9CommonTexture::PreLoadAll() {
if (!IsManaged())
return;
auto lock = m_device->LockDevice();
m_device->UploadManagedTexture(this);
m_device->MarkTextureUploaded(this);
}
void D3D9CommonTexture::PreLoadSubresource(UINT Subresource) {
if (IsManaged()) {
auto lock = m_device->LockDevice();
if (NeedsUpload(Subresource)) {
m_device->FlushImage(this, Subresource);
SetNeedsUpload(Subresource, false);
if (!NeedsAnyUpload())
m_device->MarkTextureUploaded(this);
}
}
}
void D3D9CommonTexture::CreateSampleView(UINT Lod) {
// This will be a no-op for SYSTEMMEM types given we
// don't expose the cap to allow texturing with them.
if (unlikely(m_mapMode == D3D9_COMMON_TEXTURE_MAP_MODE_SYSTEMMEM))
return;
m_sampleView.Color = CreateView(AllLayers, Lod, VK_IMAGE_USAGE_SAMPLED_BIT, false);
if (IsSrgbCompatible())
m_sampleView.Srgb = CreateView(AllLayers, Lod, VK_IMAGE_USAGE_SAMPLED_BIT, true);
}
}