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https://github.com/doitsujin/dxvk.git
synced 2025-03-14 04:29:15 +01:00
[d3d11] Implemented 1D render target and depth-stencil views
An apitrace for Fallout 4 suggests that the game actually uses this.
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@ -545,6 +545,22 @@ namespace dxvk {
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viewInfo.aspect = imageFormatInfo(viewInfo.format)->aspectMask;
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switch (desc.ViewDimension) {
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case D3D11_RTV_DIMENSION_TEXTURE1D:
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viewInfo.type = VK_IMAGE_VIEW_TYPE_1D;
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viewInfo.minLevel = desc.Texture1D.MipSlice;
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viewInfo.numLevels = 1;
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viewInfo.minLayer = 0;
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viewInfo.numLayers = 1;
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break;
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case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
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viewInfo.type = VK_IMAGE_VIEW_TYPE_1D_ARRAY;
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viewInfo.minLevel = desc.Texture1DArray.MipSlice;
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viewInfo.numLevels = 1;
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viewInfo.minLayer = desc.Texture1DArray.FirstArraySlice;
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viewInfo.numLayers = desc.Texture1DArray.ArraySize;
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break;
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case D3D11_RTV_DIMENSION_TEXTURE2D:
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viewInfo.type = VK_IMAGE_VIEW_TYPE_2D;
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viewInfo.minLevel = desc.Texture2D.MipSlice;
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@ -646,6 +662,22 @@ namespace dxvk {
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viewInfo.aspect = imageFormatInfo(viewInfo.format)->aspectMask;
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switch (desc.ViewDimension) {
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case D3D11_DSV_DIMENSION_TEXTURE1D:
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viewInfo.type = VK_IMAGE_VIEW_TYPE_1D;
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viewInfo.minLevel = desc.Texture1D.MipSlice;
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viewInfo.numLevels = 1;
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viewInfo.minLayer = 0;
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viewInfo.numLayers = 1;
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break;
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case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
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viewInfo.type = VK_IMAGE_VIEW_TYPE_1D_ARRAY;
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viewInfo.minLevel = desc.Texture1DArray.MipSlice;
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viewInfo.numLevels = 1;
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viewInfo.minLayer = desc.Texture1DArray.FirstArraySlice;
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viewInfo.numLayers = desc.Texture1DArray.ArraySize;
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break;
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case D3D11_DSV_DIMENSION_TEXTURE2D:
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viewInfo.type = VK_IMAGE_VIEW_TYPE_2D;
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viewInfo.minLevel = desc.Texture2D.MipSlice;
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@ -1765,6 +1797,20 @@ namespace dxvk {
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pResource->GetType(&resourceDim);
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switch (resourceDim) {
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case D3D11_RESOURCE_DIMENSION_TEXTURE1D: {
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D3D11_TEXTURE1D_DESC resourceDesc;
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static_cast<D3D11Texture1D*>(pResource)->GetDesc(&resourceDesc);
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if (resourceDesc.ArraySize == 1) {
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pDesc->ViewDimension = D3D11_RTV_DIMENSION_TEXTURE1D;
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pDesc->Texture1D.MipSlice = 0;
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} else {
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pDesc->ViewDimension = D3D11_RTV_DIMENSION_TEXTURE1DARRAY;
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pDesc->Texture1DArray.MipSlice = 0;
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pDesc->Texture1DArray.FirstArraySlice = 0;
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pDesc->Texture1DArray.ArraySize = resourceDesc.ArraySize;
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}
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} return S_OK;
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case D3D11_RESOURCE_DIMENSION_TEXTURE2D: {
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D3D11_TEXTURE2D_DESC resourceDesc;
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@ -1820,6 +1866,20 @@ namespace dxvk {
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pResource->GetType(&resourceDim);
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switch (resourceDim) {
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case D3D11_RESOURCE_DIMENSION_TEXTURE1D: {
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D3D11_TEXTURE1D_DESC resourceDesc;
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static_cast<D3D11Texture1D*>(pResource)->GetDesc(&resourceDesc);
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if (resourceDesc.ArraySize == 1) {
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pDesc->ViewDimension = D3D11_DSV_DIMENSION_TEXTURE1D;
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pDesc->Texture1D.MipSlice = 0;
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} else {
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pDesc->ViewDimension = D3D11_DSV_DIMENSION_TEXTURE1DARRAY;
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pDesc->Texture1DArray.MipSlice = 0;
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pDesc->Texture1DArray.FirstArraySlice = 0;
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pDesc->Texture1DArray.ArraySize = resourceDesc.ArraySize;
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}
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} return S_OK;
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case D3D11_RESOURCE_DIMENSION_TEXTURE2D: {
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D3D11_TEXTURE2D_DESC resourceDesc;
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