First rough pass at color RTs

d3d11
Caleb Cornett 2024-02-09 12:09:29 -06:00 committed by cosmonaut
parent dcac27b5d8
commit 0f2aacbae9
1 changed files with 85 additions and 22 deletions

View File

@ -1413,6 +1413,7 @@ static Refresh_Texture* D3D11_CreateTexture(
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
uint8_t isSampler, isCompute, isRenderTarget, isDepthStencil;
DXGI_FORMAT format;
ID3D11Resource *textureHandle;
ID3D11ShaderResourceView *srv = NULL;
ID3D11RenderTargetView *rtv = NULL;
@ -1426,6 +1427,8 @@ static Refresh_Texture* D3D11_CreateTexture(
isSampler = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT;
isCompute = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COMPUTE_BIT;
format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
if (textureCreateInfo->depth <= 1)
{
D3D11_TEXTURE2D_DESC desc2D;
@ -1453,7 +1456,7 @@ static Refresh_Texture* D3D11_CreateTexture(
desc2D.ArraySize = textureCreateInfo->isCube ? 6 : 1;
desc2D.CPUAccessFlags = 0;
desc2D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
desc2D.Format = format;
desc2D.MipLevels = textureCreateInfo->levelCount;
desc2D.MiscFlags = isRenderTarget ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0;
desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
@ -1472,7 +1475,7 @@ static Refresh_Texture* D3D11_CreateTexture(
if (isSampler)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = desc2D.Format;
srvDesc.Format = format;
if (textureCreateInfo->isCube)
{
@ -1505,9 +1508,9 @@ static Refresh_Texture* D3D11_CreateTexture(
if (isCompute)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = desc2D.Format;
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = 0; /* FIXME: Is this right? */
uavDesc.Texture2D.MipSlice = 0; /* FIXME */
res = ID3D11Device_CreateUnorderedAccessView(
renderer->device,
@ -1526,6 +1529,40 @@ static Refresh_Texture* D3D11_CreateTexture(
return NULL;
}
}
/* Create the RTV, if applicable */
if (isRenderTarget)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = format;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; /* FIXME: MSAA? */
rtvDesc.Texture2D.MipSlice = 0; /* FIXME */
res = ID3D11Device_CreateRenderTargetView(
renderer->device,
textureHandle,
&rtvDesc,
&rtv
);
if (FAILED(res))
{
ID3D11Resource_Release(textureHandle);
if (srv != NULL)
{
ID3D11ShaderResourceView_Release(srv);
}
if (uav != NULL)
{
ID3D11UnorderedAccessView_Release(uav);
}
D3D11_INTERNAL_LogError(renderer->device, "Could not create RTV for 2D texture", res);
return NULL;
}
}
else if (isDepthStencil)
{
NOT_IMPLEMENTED
}
}
else
{
@ -1544,9 +1581,13 @@ static Refresh_Texture* D3D11_CreateTexture(
{
desc3D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
if (isRenderTarget)
{
desc3D.BindFlags |= D3D11_BIND_RENDER_TARGET;
}
desc3D.CPUAccessFlags = 0;
desc3D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
desc3D.Format = format;
desc3D.MipLevels = textureCreateInfo->levelCount;
desc3D.MiscFlags = 0;
desc3D.Usage = D3D11_USAGE_DEFAULT;
@ -1563,8 +1604,7 @@ static Refresh_Texture* D3D11_CreateTexture(
if (isSampler)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = desc3D.Format;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MipLevels = desc3D.MipLevels;
srvDesc.Texture3D.MostDetailedMip = 0;
@ -1587,10 +1627,11 @@ static Refresh_Texture* D3D11_CreateTexture(
if (isCompute)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
uavDesc.Texture3D.MipSlice = 0;
uavDesc.Texture3D.MipSlice = 0; /* FIXME */
uavDesc.Texture3D.FirstWSlice = 0; /* FIXME */
uavDesc.Texture3D.WSize = 0; /* FIXME */
uavDesc.Texture3D.WSize = -1; /* FIXME */
res = ID3D11Device_CreateUnorderedAccessView(
renderer->device,
@ -1609,16 +1650,38 @@ static Refresh_Texture* D3D11_CreateTexture(
return NULL;
}
}
}
/* Create the RTV or DSV, if applicable */
if (isRenderTarget)
{
NOT_IMPLEMENTED
}
else if (isDepthStencil)
{
NOT_IMPLEMENTED
/* Create the RTV, if applicable */
if (isRenderTarget)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = format;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = 0; /* FIXME */
rtvDesc.Texture3D.FirstWSlice = 0; /* FIXME */
rtvDesc.Texture3D.WSize = -1; /* FIXME */
res = ID3D11Device_CreateRenderTargetView(
renderer->device,
textureHandle,
&rtvDesc,
&rtv
);
if (FAILED(res))
{
ID3D11Resource_Release(textureHandle);
if (srv != NULL)
{
ID3D11ShaderResourceView_Release(srv);
}
if (uav != NULL)
{
ID3D11UnorderedAccessView_Release(uav);
}
D3D11_INTERNAL_LogError(renderer->device, "Could not create RTV for 3D texture", res);
return NULL;
}
}
}
d3d11Texture = (D3D11Texture*) SDL_malloc(sizeof(D3D11Texture));
@ -2219,14 +2282,14 @@ static void D3D11_QueueDestroyTexture(
{
ID3D11ShaderResourceView_Release(d3d11Texture->shaderView);
}
if (d3d11Texture->targetView)
{
ID3D11View_Release(d3d11Texture->targetView);
}
if (d3d11Texture->unorderedAccessView)
{
ID3D11UnorderedAccessView_Release(d3d11Texture->unorderedAccessView);
}
if (d3d11Texture->targetView)
{
ID3D11View_Release(d3d11Texture->targetView);
}
ID3D11Resource_Release(d3d11Texture->handle);