1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-18 02:52:10 +01:00

[d3d11] Refactoring texture classes: Move static methods into D3D11CommonTexture

This commit is contained in:
Philip Rebohle 2018-03-14 01:16:31 +01:00
parent 56df0bcccb
commit 91b82c05b2
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
2 changed files with 127 additions and 164 deletions

View File

@ -3,142 +3,6 @@
namespace dxvk {
/**
* \brief Optimizes image layout based on usage flags
*
* \param [in] flags Image usage flag
* \returns Optimized image layout
*/
static VkImageLayout OptimizeLayout(VkImageUsageFlags flags) {
const VkImageUsageFlags allFlags = flags;
// Filter out unnecessary flags. Transfer operations
// are handled by the backend in a transparent manner.
flags &= ~(VK_IMAGE_USAGE_TRANSFER_DST_BIT
| VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
// If the image is used only as an attachment, we never
// have to transform the image back to a different layout
if (flags == VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
if (flags == VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
flags &= ~(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 (flags == VK_IMAGE_USAGE_SAMPLED_BIT) {
return allFlags & 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;
}
/**
* \brief Creates a buffer to map an image object
*
* When mapping an image, some applications make the incorrect
* assumption that image data is tightly packed, which may lead
* to corrupted textures in memory. To prevent this, we create
* a tightly packed buffer and use it when mapping the image.
*/
Rc<DxvkBuffer> CreateImageBuffer(
const Rc<DxvkDevice>& device,
VkFormat format,
VkExtent3D extent) {
const DxvkFormatInfo* formatInfo = imageFormatInfo(format);
const VkExtent3D blockCount = {
extent.width / formatInfo->blockSize.width,
extent.height / formatInfo->blockSize.height,
extent.depth / formatInfo->blockSize.depth };
DxvkBufferCreateInfo info;
info.size = formatInfo->elementSize
* blockCount.width
* blockCount.height
* blockCount.depth;
info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT
| VK_BUFFER_USAGE_TRANSFER_DST_BIT;
info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
info.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
return device->createBuffer(info,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
}
/**
* \brief Fills in image info stage and access flags
*
* \param [in] pDevice Target device
* \param [in] BindFLags Resource bind flags
* \param [in] CPUAccessFlags CPU access flags
* \param [in] MiscFlags Additional usage info
* \param [out] pImageInfo DXVK image create info
*/
static void GetImageStagesAndAccessFlags(
const D3D11Device* pDevice,
UINT BindFlags,
UINT CPUAccessFlags,
UINT MiscFlags,
DxvkImageCreateInfo* pImageInfo) {
if (BindFlags & D3D11_BIND_SHADER_RESOURCE) {
pImageInfo->usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
pImageInfo->stages |= pDevice->GetEnabledShaderStages();
pImageInfo->access |= VK_ACCESS_SHADER_READ_BIT;
}
if (BindFlags & D3D11_BIND_RENDER_TARGET) {
pImageInfo->usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
pImageInfo->stages |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
pImageInfo->access |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT
| VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
}
if (BindFlags & D3D11_BIND_DEPTH_STENCIL) {
pImageInfo->usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
pImageInfo->stages |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
pImageInfo->access |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
if (BindFlags & D3D11_BIND_UNORDERED_ACCESS) {
pImageInfo->usage |= VK_IMAGE_USAGE_STORAGE_BIT;
pImageInfo->stages |= pDevice->GetEnabledShaderStages();
pImageInfo->access |= VK_ACCESS_SHADER_READ_BIT
| VK_ACCESS_SHADER_WRITE_BIT;
}
if (CPUAccessFlags != 0) {
pImageInfo->stages |= VK_PIPELINE_STAGE_HOST_BIT;
if (CPUAccessFlags & D3D11_CPU_ACCESS_WRITE)
pImageInfo->access |= VK_ACCESS_HOST_WRITE_BIT;
if (CPUAccessFlags & D3D11_CPU_ACCESS_READ)
pImageInfo->access |= VK_ACCESS_HOST_READ_BIT;
}
if (MiscFlags & D3D11_RESOURCE_MISC_TEXTURECUBE)
pImageInfo->flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
if (pImageInfo->tiling == VK_IMAGE_TILING_OPTIMAL)
pImageInfo->layout = OptimizeLayout(pImageInfo->usage);
}
D3D11CommonTexture::D3D11CommonTexture(
D3D11Device* pDevice,
const D3D11_COMMON_TEXTURE_DESC* pDesc,
@ -146,39 +10,76 @@ namespace dxvk {
: m_device(pDevice), m_desc(*pDesc) {
DxgiFormatInfo formatInfo = m_device->LookupFormat(m_desc.Format, GetFormatMode());
DxvkImageCreateInfo info;
info.type = GetImageTypeFromResourceDim(Dimension);
info.format = formatInfo.format;
info.flags = VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
info.sampleCount = VK_SAMPLE_COUNT_1_BIT;
info.extent.width = m_desc.Width;
info.extent.height = m_desc.Height;
info.extent.depth = m_desc.Depth;
info.numLayers = m_desc.ArraySize;
info.mipLevels = m_desc.MipLevels;
info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT
| VK_IMAGE_USAGE_TRANSFER_DST_BIT;
info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
info.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
info.tiling = VK_IMAGE_TILING_OPTIMAL;
info.layout = VK_IMAGE_LAYOUT_GENERAL;
DxvkImageCreateInfo imageInfo;
imageInfo.type = GetImageTypeFromResourceDim(Dimension);
imageInfo.format = formatInfo.format;
imageInfo.flags = VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
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;
imageInfo.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
imageInfo.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageInfo.layout = VK_IMAGE_LAYOUT_GENERAL;
if (FAILED(GetSampleCount(m_desc.SampleDesc.Count, &info.sampleCount)))
if (m_desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) {
imageInfo.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
imageInfo.stages |= pDevice->GetEnabledShaderStages();
imageInfo.access |= VK_ACCESS_SHADER_READ_BIT;
}
if (m_desc.BindFlags & D3D11_BIND_RENDER_TARGET) {
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.BindFlags & D3D11_BIND_DEPTH_STENCIL) {
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 (m_desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS) {
imageInfo.usage |= VK_IMAGE_USAGE_STORAGE_BIT;
imageInfo.stages |= pDevice->GetEnabledShaderStages();
imageInfo.access |= VK_ACCESS_SHADER_READ_BIT
| VK_ACCESS_SHADER_WRITE_BIT;
}
if (m_desc.CPUAccessFlags != 0) {
imageInfo.stages |= VK_PIPELINE_STAGE_HOST_BIT;
if (m_desc.CPUAccessFlags & D3D11_CPU_ACCESS_WRITE)
imageInfo.access |= VK_ACCESS_HOST_WRITE_BIT;
if (m_desc.CPUAccessFlags & D3D11_CPU_ACCESS_READ)
imageInfo.access |= VK_ACCESS_HOST_READ_BIT;
}
if (m_desc.MiscFlags & D3D11_RESOURCE_MISC_TEXTURECUBE)
imageInfo.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
if (imageInfo.tiling == VK_IMAGE_TILING_OPTIMAL)
imageInfo.layout = OptimizeLayout(imageInfo.usage);
if (FAILED(GetSampleCount(m_desc.SampleDesc.Count, &imageInfo.sampleCount)))
throw DxvkError(str::format("D3D11: Invalid sample count: ", m_desc.SampleDesc.Count));
GetImageStagesAndAccessFlags(
m_device.ptr(),
m_desc.BindFlags,
m_desc.CPUAccessFlags,
m_desc.MiscFlags,
&info);
m_image = m_device->GetDXVKDevice()->createImage(
info, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
imageInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
m_buffer = m_desc.CPUAccessFlags != 0
? CreateImageBuffer(m_device->GetDXVKDevice(), info.format, info.extent)
? CreateMappedBuffer()
: nullptr;
}
@ -226,6 +127,31 @@ namespace dxvk {
}
Rc<DxvkBuffer> D3D11CommonTexture::CreateMappedBuffer() const {
const DxvkFormatInfo* formatInfo = imageFormatInfo(
m_device->LookupFormat(m_desc.Format, GetFormatMode()).format);
const VkExtent3D blockCount = util::computeBlockCount(
VkExtent3D { m_desc.Width, m_desc.Height, m_desc.Depth },
formatInfo->blockSize);
DxvkBufferCreateInfo info;
info.size = formatInfo->elementSize
* blockCount.width
* blockCount.height
* blockCount.depth;
info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT
| VK_BUFFER_USAGE_TRANSFER_DST_BIT;
info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
info.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
return m_device->GetDXVKDevice()->createBuffer(info,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
}
VkImageType D3D11CommonTexture::GetImageTypeFromResourceDim(D3D11_RESOURCE_DIMENSION Dimension) {
switch (Dimension) {
case D3D11_RESOURCE_DIMENSION_TEXTURE1D: return VK_IMAGE_TYPE_1D;
@ -236,6 +162,38 @@ namespace dxvk {
}
VkImageLayout D3D11CommonTexture::OptimizeLayout(VkImageUsageFlags Usage) {
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);
// 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;
}
///////////////////////////////////////////
// D 3 D 1 1 T E X T U R E 1 D
D3D11Texture1D::D3D11Texture1D(

View File

@ -150,8 +150,13 @@ namespace dxvk {
VkImageSubresource m_mappedSubresource
= { VK_IMAGE_ASPECT_COLOR_BIT, 0, 0 };
Rc<DxvkBuffer> CreateMappedBuffer() const;
static VkImageType GetImageTypeFromResourceDim(
D3D11_RESOURCE_DIMENSION Dimension);
D3D11_RESOURCE_DIMENSION Dimension);
static VkImageLayout OptimizeLayout(
VkImageUsageFlags Usage);
};