#include "d3d11_device.h" #include "d3d11_texture.h" namespace dxvk { D3D11CommonTexture::D3D11CommonTexture( D3D11Device* pDevice, const D3D11_COMMON_TEXTURE_DESC* pDesc, D3D11_RESOURCE_DIMENSION Dimension) : m_device(pDevice), m_desc(*pDesc) { DXGI_VK_FORMAT_INFO formatInfo = m_device->LookupFormat(m_desc.Format, GetFormatMode()); 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; DecodeSampleCount(m_desc.SampleDesc.Count, &imageInfo.sampleCount); // Adjust image flags based on the corresponding D3D flags 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.MiscFlags & D3D11_RESOURCE_MISC_TEXTURECUBE) imageInfo.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT; if (Dimension == D3D11_RESOURCE_DIMENSION_TEXTURE3D) imageInfo.flags |= VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT_KHR; // Test whether the combination of image parameters is supported if (!CheckImageSupport(&imageInfo, VK_IMAGE_TILING_OPTIMAL)) { throw DxvkError(str::format( "D3D11: Cannot create texture:", "\n Format: ", imageInfo.format, "\n Extent: ", imageInfo.extent.width, "x", imageInfo.extent.height, "x", imageInfo.extent.depth, "\n Samples: ", imageInfo.sampleCount, "\n Layers: ", imageInfo.numLayers, "\n Levels: ", imageInfo.mipLevels, "\n Usage: ", std::hex, imageInfo.usage)); } // Determine map mode based on our findings m_mapMode = DetermineMapMode(&imageInfo); // If the image is mapped directly to host memory, we need // to enable linear tiling, and DXVK needs to be aware that // the image can be accessed by the host. if (m_mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT) { imageInfo.stages |= VK_PIPELINE_STAGE_HOST_BIT; imageInfo.tiling = VK_IMAGE_TILING_LINEAR; 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; } // 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); // If necessary, create the mapped linear buffer if (m_mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER) m_buffer = CreateMappedBuffer(); // Create the image on a host-visible memory type // in case it is going to be mapped directly. VkMemoryPropertyFlags memoryProperties = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; if (m_mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT) { memoryProperties = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT; } m_image = m_device->GetDXVKDevice()->createImage(imageInfo, memoryProperties); } D3D11CommonTexture::~D3D11CommonTexture() { } VkImageSubresource D3D11CommonTexture::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; } DXGI_VK_FORMAT_MODE D3D11CommonTexture::GetFormatMode() const { if (m_desc.BindFlags & D3D11_BIND_RENDER_TARGET) return DXGI_VK_FORMAT_MODE_COLOR; if (m_desc.BindFlags & D3D11_BIND_DEPTH_STENCIL) return DXGI_VK_FORMAT_MODE_DEPTH; return DXGI_VK_FORMAT_MODE_ANY; } void D3D11CommonTexture::GetDevice(ID3D11Device** ppDevice) const { *ppDevice = m_device.ref(); } HRESULT D3D11CommonTexture::NormalizeTextureProperties(D3D11_COMMON_TEXTURE_DESC* pDesc) { if (FAILED(DecodeSampleCount(pDesc->SampleDesc.Count, nullptr))) return E_INVALIDARG; // Use the maximum possible mip level count if the supplied // mip level count is either unspecified (0) or invalid const uint32_t maxMipLevelCount = pDesc->SampleDesc.Count <= 1 ? util::computeMipLevelCount({ pDesc->Width, pDesc->Height, pDesc->Depth }) : 1u; if (pDesc->MipLevels == 0 || pDesc->MipLevels > maxMipLevelCount) pDesc->MipLevels = maxMipLevelCount; return S_OK; } BOOL D3D11CommonTexture::CheckImageSupport( const DxvkImageCreateInfo* pImageInfo, VkImageTiling Tiling) const { const Rc 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); } D3D11_COMMON_TEXTURE_MAP_MODE D3D11CommonTexture::DetermineMapMode( const DxvkImageCreateInfo* pImageInfo) const { // Don't map an image unless the application requests it if (m_desc.CPUAccessFlags == 0) return D3D11_COMMON_TEXTURE_MAP_MODE_NONE; // Write-only images should go through a buffer for multiple reasons: // 1. Some games do not respect the row and depth pitch that is returned // by the Map() method, which leads to incorrect rendering (e.g. Nier) // 2. Since the image will most likely be read for rendering by the GPU, // writing the image to device-local image may be more efficient than // reading its contents from host-visible memory. if (m_desc.Usage == D3D11_USAGE_DYNAMIC) return D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER; // Images that can be read by the host should be mapped directly in // order to avoid expensive synchronization with the GPU. This does // however require linear tiling, which may not be supported for all // combinations of image parameters. return this->CheckImageSupport(pImageInfo, VK_IMAGE_TILING_LINEAR) ? D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT : D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER; } Rc 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; case D3D11_RESOURCE_DIMENSION_TEXTURE2D: return VK_IMAGE_TYPE_2D; case D3D11_RESOURCE_DIMENSION_TEXTURE3D: return VK_IMAGE_TYPE_3D; default: throw DxvkError("D3D11CommonTexture: Unhandled resource dimension"); } } 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( D3D11Device* pDevice, const D3D11_COMMON_TEXTURE_DESC* pDesc) : m_texture(pDevice, pDesc, D3D11_RESOURCE_DIMENSION_TEXTURE1D) { } D3D11Texture1D::~D3D11Texture1D() { } HRESULT STDMETHODCALLTYPE D3D11Texture1D::QueryInterface(REFIID riid, void** ppvObject) { *ppvObject = nullptr; if (riid == __uuidof(IUnknown) || riid == __uuidof(ID3D11DeviceChild) || riid == __uuidof(ID3D11Resource) || riid == __uuidof(ID3D11Texture1D)) { *ppvObject = ref(this); return S_OK; } Logger::warn("D3D11Texture1D::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11Texture1D::GetDevice(ID3D11Device** ppDevice) { m_texture.GetDevice(ppDevice); } void STDMETHODCALLTYPE D3D11Texture1D::GetType(D3D11_RESOURCE_DIMENSION *pResourceDimension) { *pResourceDimension = D3D11_RESOURCE_DIMENSION_TEXTURE1D; } UINT STDMETHODCALLTYPE D3D11Texture1D::GetEvictionPriority() { Logger::warn("D3D11Texture1D::GetEvictionPriority: Stub"); return DXGI_RESOURCE_PRIORITY_NORMAL; } void STDMETHODCALLTYPE D3D11Texture1D::SetEvictionPriority(UINT EvictionPriority) { Logger::warn("D3D11Texture1D::SetEvictionPriority: Stub"); } void STDMETHODCALLTYPE D3D11Texture1D::GetDesc(D3D11_TEXTURE1D_DESC *pDesc) { pDesc->Width = m_texture.Desc()->Width; pDesc->MipLevels = m_texture.Desc()->MipLevels; pDesc->ArraySize = m_texture.Desc()->ArraySize; pDesc->Format = m_texture.Desc()->Format; pDesc->Usage = m_texture.Desc()->Usage; pDesc->BindFlags = m_texture.Desc()->BindFlags; pDesc->CPUAccessFlags = m_texture.Desc()->CPUAccessFlags; pDesc->MiscFlags = m_texture.Desc()->MiscFlags; } /////////////////////////////////////////// // D 3 D 1 1 T E X T U R E 2 D D3D11Texture2D::D3D11Texture2D( D3D11Device* pDevice, const D3D11_COMMON_TEXTURE_DESC* pDesc) : m_texture(pDevice, pDesc, D3D11_RESOURCE_DIMENSION_TEXTURE2D) { } D3D11Texture2D::~D3D11Texture2D() { } HRESULT STDMETHODCALLTYPE D3D11Texture2D::QueryInterface(REFIID riid, void** ppvObject) { *ppvObject = nullptr; if (riid == __uuidof(IUnknown) || riid == __uuidof(ID3D11DeviceChild) || riid == __uuidof(ID3D11Resource) || riid == __uuidof(ID3D11Texture2D)) { *ppvObject = ref(this); return S_OK; } Logger::warn("D3D11Texture2D::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11Texture2D::GetDevice(ID3D11Device** ppDevice) { m_texture.GetDevice(ppDevice); } void STDMETHODCALLTYPE D3D11Texture2D::GetType(D3D11_RESOURCE_DIMENSION *pResourceDimension) { *pResourceDimension = D3D11_RESOURCE_DIMENSION_TEXTURE2D; } UINT STDMETHODCALLTYPE D3D11Texture2D::GetEvictionPriority() { Logger::warn("D3D11Texture2D::GetEvictionPriority: Stub"); return DXGI_RESOURCE_PRIORITY_NORMAL; } void STDMETHODCALLTYPE D3D11Texture2D::SetEvictionPriority(UINT EvictionPriority) { Logger::warn("D3D11Texture2D::SetEvictionPriority: Stub"); } void STDMETHODCALLTYPE D3D11Texture2D::GetDesc(D3D11_TEXTURE2D_DESC *pDesc) { pDesc->Width = m_texture.Desc()->Width; pDesc->Height = m_texture.Desc()->Height; pDesc->MipLevels = m_texture.Desc()->MipLevels; pDesc->ArraySize = m_texture.Desc()->ArraySize; pDesc->Format = m_texture.Desc()->Format; pDesc->SampleDesc = m_texture.Desc()->SampleDesc; pDesc->Usage = m_texture.Desc()->Usage; pDesc->BindFlags = m_texture.Desc()->BindFlags; pDesc->CPUAccessFlags = m_texture.Desc()->CPUAccessFlags; pDesc->MiscFlags = m_texture.Desc()->MiscFlags; } /////////////////////////////////////////// // D 3 D 1 1 T E X T U R E 3 D D3D11Texture3D::D3D11Texture3D( D3D11Device* pDevice, const D3D11_COMMON_TEXTURE_DESC* pDesc) : m_texture(pDevice, pDesc, D3D11_RESOURCE_DIMENSION_TEXTURE3D) { } D3D11Texture3D::~D3D11Texture3D() { } HRESULT STDMETHODCALLTYPE D3D11Texture3D::QueryInterface(REFIID riid, void** ppvObject) { *ppvObject = nullptr; if (riid == __uuidof(IUnknown) || riid == __uuidof(ID3D11DeviceChild) || riid == __uuidof(ID3D11Resource) || riid == __uuidof(ID3D11Texture3D)) { *ppvObject = ref(this); return S_OK; } Logger::warn("D3D11Texture3D::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11Texture3D::GetDevice(ID3D11Device** ppDevice) { m_texture.GetDevice(ppDevice); } void STDMETHODCALLTYPE D3D11Texture3D::GetType(D3D11_RESOURCE_DIMENSION *pResourceDimension) { *pResourceDimension = D3D11_RESOURCE_DIMENSION_TEXTURE3D; } UINT STDMETHODCALLTYPE D3D11Texture3D::GetEvictionPriority() { Logger::warn("D3D11Texture3D::GetEvictionPriority: Stub"); return DXGI_RESOURCE_PRIORITY_NORMAL; } void STDMETHODCALLTYPE D3D11Texture3D::SetEvictionPriority(UINT EvictionPriority) { Logger::warn("D3D11Texture3D::SetEvictionPriority: Stub"); } void STDMETHODCALLTYPE D3D11Texture3D::GetDesc(D3D11_TEXTURE3D_DESC *pDesc) { pDesc->Width = m_texture.Desc()->Width; pDesc->Height = m_texture.Desc()->Height; pDesc->Depth = m_texture.Desc()->Depth; pDesc->MipLevels = m_texture.Desc()->MipLevels; pDesc->Format = m_texture.Desc()->Format; pDesc->Usage = m_texture.Desc()->Usage; pDesc->BindFlags = m_texture.Desc()->BindFlags; pDesc->CPUAccessFlags = m_texture.Desc()->CPUAccessFlags; pDesc->MiscFlags = m_texture.Desc()->MiscFlags; } D3D11CommonTexture* GetCommonTexture(ID3D11Resource* pResource) { D3D11_RESOURCE_DIMENSION dimension = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&dimension); switch (dimension) { case D3D11_RESOURCE_DIMENSION_TEXTURE1D: return static_cast(pResource)->GetCommonTexture(); case D3D11_RESOURCE_DIMENSION_TEXTURE2D: return static_cast(pResource)->GetCommonTexture(); case D3D11_RESOURCE_DIMENSION_TEXTURE3D: return static_cast(pResource)->GetCommonTexture(); default: return nullptr; } } }