#include "d3d11_device.h" #include "d3d11_texture.h" namespace dxvk { /** * \brief Retrieves format mode from bind flags * * Uses the bind flags to determine whether a resource * needs to be created with a color format or a depth * format, even if the DXGI format is typeless. * \param [in] BindFlags Image bind flags * \returns Format mode */ static DxgiFormatMode GetFormatModeFromBindFlags(UINT BindFlags) { if (BindFlags & D3D11_BIND_RENDER_TARGET) return DxgiFormatMode::Color; if (BindFlags & D3D11_BIND_DEPTH_STENCIL) return DxgiFormatMode::Depth; return DxgiFormatMode::Any; } /** * \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 CreateImageBuffer( const Rc& 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; // pImageInfo->tiling = VK_IMAGE_TILING_LINEAR; } } 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); } /** * \brief Retrieves memory flags for image usage * * If the host requires access to the image, we * should create it on a host-visible memory type. * \param [in] Usage Image usage flags * \returns Image memory properties */ static VkMemoryPropertyFlags GetImageMemoryFlags(UINT CPUAccessFlags) { // FIXME investigate why image mapping breaks games return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; // if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) { // return VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT // | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT // | VK_MEMORY_PROPERTY_HOST_CACHED_BIT; // } else { // // If only write access is required, we will emulate // // image mapping through a buffer. Some games ignore // // the row pitch when mapping images, which leads to // // incorrect rendering. // return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; // } } D3D11Texture1D::D3D11Texture1D( D3D11Device* pDevice, const D3D11_TEXTURE1D_DESC* pDesc) : m_device (pDevice), m_desc (*pDesc) { const DxgiFormatMode formatMode = GetFormatModeFromBindFlags(m_desc.BindFlags); if (m_desc.MipLevels == 0) { m_desc.MipLevels = util::computeMipLevelCount( { m_desc.Width, 1u, 1u }); } DxvkImageCreateInfo info; info.type = VK_IMAGE_TYPE_1D; info.format = pDevice->LookupFormat(m_desc.Format, formatMode).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 = 1; info.extent.depth = 1; 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; GetImageStagesAndAccessFlags( pDevice, m_desc.BindFlags, m_desc.CPUAccessFlags, m_desc.MiscFlags, &info); // Create the image and, if necessary, the image buffer m_texInfo.formatMode = formatMode; m_texInfo.image = pDevice->GetDXVKDevice()->createImage( info, GetImageMemoryFlags(m_desc.CPUAccessFlags)); m_texInfo.imageBuffer = m_desc.CPUAccessFlags != 0 ? CreateImageBuffer(pDevice->GetDXVKDevice(), info.format, info.extent) : nullptr; m_texInfo.usage = m_desc.Usage; m_texInfo.bindFlags = m_desc.BindFlags; } /////////////////////////////////////////// // D 3 D 1 1 T E X T U R E 1 D D3D11Texture1D::~D3D11Texture1D() { } HRESULT STDMETHODCALLTYPE D3D11Texture1D::QueryInterface(REFIID riid, void** ppvObject) { COM_QUERY_IFACE(riid, ppvObject, IUnknown); COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild); COM_QUERY_IFACE(riid, ppvObject, ID3D11Resource); COM_QUERY_IFACE(riid, ppvObject, ID3D11Texture1D); Logger::warn("D3D11Texture1D::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11Texture1D::GetDevice(ID3D11Device** ppDevice) { *ppDevice = m_device.ref(); } 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 = m_desc; } /////////////////////////////////////////// // D 3 D 1 1 T E X T U R E 2 D D3D11Texture2D::D3D11Texture2D( D3D11Device* pDevice, const D3D11_TEXTURE2D_DESC* pDesc) : m_device (pDevice), m_desc (*pDesc) { const DxgiFormatMode formatMode = GetFormatModeFromBindFlags(m_desc.BindFlags); if (m_desc.MipLevels == 0) { m_desc.MipLevels = m_desc.SampleDesc.Count <= 1 ? util::computeMipLevelCount({ m_desc.Width, m_desc.Height, 1u }) : 1; } DxvkImageCreateInfo info; info.type = VK_IMAGE_TYPE_2D; info.format = pDevice->LookupFormat(m_desc.Format, formatMode).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 = 1; 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; if (FAILED(GetSampleCount(m_desc.SampleDesc.Count, &info.sampleCount))) throw DxvkError(str::format("D3D11: Invalid sample count: ", m_desc.SampleDesc.Count)); GetImageStagesAndAccessFlags( pDevice, m_desc.BindFlags, m_desc.CPUAccessFlags, m_desc.MiscFlags, &info); // Create the image and, if necessary, the image buffer m_texInfo.formatMode = formatMode; m_texInfo.image = pDevice->GetDXVKDevice()->createImage( info, GetImageMemoryFlags(m_desc.CPUAccessFlags)); m_texInfo.imageBuffer = m_desc.CPUAccessFlags != 0 ? CreateImageBuffer(pDevice->GetDXVKDevice(), info.format, info.extent) : nullptr; m_texInfo.usage = m_desc.Usage; m_texInfo.bindFlags = m_desc.BindFlags; } D3D11Texture2D::~D3D11Texture2D() { } HRESULT STDMETHODCALLTYPE D3D11Texture2D::QueryInterface(REFIID riid, void** ppvObject) { COM_QUERY_IFACE(riid, ppvObject, IUnknown); COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild); COM_QUERY_IFACE(riid, ppvObject, ID3D11Resource); COM_QUERY_IFACE(riid, ppvObject, ID3D11Texture2D); Logger::warn("D3D11Texture2D::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11Texture2D::GetDevice(ID3D11Device** ppDevice) { *ppDevice = m_device.ref(); } 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 = m_desc; } /////////////////////////////////////////// // D 3 D 1 1 T E X T U R E 3 D D3D11Texture3D::D3D11Texture3D( D3D11Device* pDevice, const D3D11_TEXTURE3D_DESC* pDesc) : m_device (pDevice), m_desc (*pDesc) { const DxgiFormatMode formatMode = GetFormatModeFromBindFlags(m_desc.BindFlags); if (m_desc.MipLevels == 0) { m_desc.MipLevels = util::computeMipLevelCount( { m_desc.Width, m_desc.Height, m_desc.Depth }); } DxvkImageCreateInfo info; info.type = VK_IMAGE_TYPE_3D; info.format = pDevice->LookupFormat(m_desc.Format, formatMode).format; info.flags = VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT | VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT_KHR; 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 = 1; 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; GetImageStagesAndAccessFlags( pDevice, m_desc.BindFlags, m_desc.CPUAccessFlags, m_desc.MiscFlags, &info); // Create the image and, if necessary, the image buffer m_texInfo.formatMode = formatMode; m_texInfo.image = pDevice->GetDXVKDevice()->createImage( info, GetImageMemoryFlags(m_desc.CPUAccessFlags)); m_texInfo.imageBuffer = m_desc.CPUAccessFlags != 0 ? CreateImageBuffer(pDevice->GetDXVKDevice(), info.format, info.extent) : nullptr; m_texInfo.usage = m_desc.Usage; m_texInfo.bindFlags = m_desc.BindFlags; } D3D11Texture3D::~D3D11Texture3D() { } HRESULT STDMETHODCALLTYPE D3D11Texture3D::QueryInterface(REFIID riid, void** ppvObject) { COM_QUERY_IFACE(riid, ppvObject, IUnknown); COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild); COM_QUERY_IFACE(riid, ppvObject, ID3D11Resource); COM_QUERY_IFACE(riid, ppvObject, ID3D11Texture3D); Logger::warn("D3D11Texture3D::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11Texture3D::GetDevice(ID3D11Device** ppDevice) { *ppDevice = m_device.ref(); } 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 = m_desc; } D3D11TextureInfo* GetCommonTextureInfo(ID3D11Resource* pResource) { D3D11_RESOURCE_DIMENSION dimension = D3D11_RESOURCE_DIMENSION_UNKNOWN; pResource->GetType(&dimension); switch (dimension) { case D3D11_RESOURCE_DIMENSION_TEXTURE1D: return static_cast(pResource)->GetTextureInfo(); case D3D11_RESOURCE_DIMENSION_TEXTURE2D: return static_cast(pResource)->GetTextureInfo(); case D3D11_RESOURCE_DIMENSION_TEXTURE3D: return static_cast(pResource)->GetTextureInfo(); default: return nullptr; } } VkImageSubresource GetSubresourceFromIndex( VkImageAspectFlags Aspect, UINT MipLevels, UINT Subresource) { VkImageSubresource result; result.aspectMask = Aspect; result.mipLevel = Subresource % MipLevels; result.arrayLayer = Subresource / MipLevels; return result; } }