diff --git a/src/Refresh_Driver_D3D11.c b/src/Refresh_Driver_D3D11.c index a740290..8260079 100644 --- a/src/Refresh_Driver_D3D11.c +++ b/src/Refresh_Driver_D3D11.c @@ -355,13 +355,24 @@ static D3D11_FILTER RefreshToD3D11_Filter(Refresh_SamplerStateCreateInfo *create /* Structs */ +typedef struct D3D11TargetView +{ + ID3D11View *view; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */ + uint32_t level; + uint32_t depth; + uint32_t layer; +} D3D11TargetView; + typedef struct D3D11Texture { /* D3D Handles */ ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */ ID3D11ShaderResourceView *shaderView; - ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */ - ID3D11UnorderedAccessView *unorderedAccessView; + ID3D11UnorderedAccessView *unorderedAccessView; /* FIXME: This needs to be a dynamic array! */ + + D3D11TargetView *targetViews; + uint32_t targetViewCount; + uint32_t targetViewCapacity; /* Basic Info */ Refresh_TextureFormat format; @@ -370,6 +381,7 @@ typedef struct D3D11Texture uint32_t depth; uint32_t levelCount; uint8_t isCube; + uint8_t isRenderTarget; } D3D11Texture; typedef struct D3D11SwapchainData @@ -1120,6 +1132,8 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout( return result; } +/* Pipeline Creation */ + static Refresh_ComputePipeline* D3D11_CreateComputePipeline( Refresh_Renderer *driverData, Refresh_ComputeShaderInfo *computeShaderInfo @@ -1336,6 +1350,8 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( return (Refresh_GraphicsPipeline*) pipeline; } +/* Resource Creation */ + static Refresh_Sampler* D3D11_CreateSampler( Refresh_Renderer *driverData, Refresh_SamplerStateCreateInfo *samplerStateCreateInfo @@ -1377,7 +1393,6 @@ static Refresh_Sampler* D3D11_CreateSampler( ); ERROR_CHECK_RETURN("Could not create sampler state", NULL); - /* FIXME: Is there even a point to having a D3D11Sampler struct if it's just a wrapper? */ d3d11Sampler = (D3D11Sampler*) SDL_malloc(sizeof(D3D11Sampler)); d3d11Sampler->handle = samplerStateHandle; @@ -1412,17 +1427,15 @@ static Refresh_Texture* D3D11_CreateTexture( Refresh_TextureCreateInfo *textureCreateInfo ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; - uint8_t isSampler, isCompute, isRenderTarget, isDepthStencil; + uint8_t isSampler, isCompute, isColorTarget, isDepthStencil; DXGI_FORMAT format; ID3D11Resource *textureHandle; ID3D11ShaderResourceView *srv = NULL; - ID3D11RenderTargetView *rtv = NULL; - ID3D11DepthStencilView *dsv = NULL; ID3D11UnorderedAccessView *uav = NULL; D3D11Texture *d3d11Texture; HRESULT res; - isRenderTarget = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT; + isColorTarget = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT; isDepthStencil = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT; isSampler = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT; isCompute = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COMPUTE_BIT; @@ -1445,7 +1458,7 @@ static Refresh_Texture* D3D11_CreateTexture( { desc2D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; } - if (isRenderTarget) + if (isColorTarget) { desc2D.BindFlags |= D3D11_BIND_RENDER_TARGET; } @@ -1458,7 +1471,7 @@ static Refresh_Texture* D3D11_CreateTexture( desc2D.CPUAccessFlags = 0; desc2D.Format = format; desc2D.MipLevels = textureCreateInfo->levelCount; - desc2D.MiscFlags = isRenderTarget ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0; + desc2D.MiscFlags = 0; desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount]; desc2D.SampleDesc.Quality = 0; desc2D.Usage = D3D11_USAGE_DEFAULT; @@ -1529,40 +1542,6 @@ 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 { @@ -1581,7 +1560,7 @@ static Refresh_Texture* D3D11_CreateTexture( { desc3D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; } - if (isRenderTarget) + if (isColorTarget) { desc3D.BindFlags |= D3D11_BIND_RENDER_TARGET; } @@ -1650,38 +1629,6 @@ 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_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)); @@ -1692,9 +1639,23 @@ static Refresh_Texture* D3D11_CreateTexture( d3d11Texture->depth = textureCreateInfo->depth; d3d11Texture->levelCount = textureCreateInfo->levelCount; d3d11Texture->isCube = textureCreateInfo->isCube; - d3d11Texture->targetView = isRenderTarget ? (ID3D11View*) rtv : (ID3D11View*) dsv; + d3d11Texture->isRenderTarget = isColorTarget | isDepthStencil; d3d11Texture->shaderView = srv; d3d11Texture->unorderedAccessView = uav; + d3d11Texture->targetViewCount = 0; + + if (d3d11Texture->isRenderTarget) + { + d3d11Texture->targetViewCapacity = d3d11Texture->isCube ? 6 : 1; + d3d11Texture->targetViews = SDL_malloc( + sizeof(ID3D11RenderTargetView) * d3d11Texture->targetViewCount + ); + } + else + { + d3d11Texture->targetViewCapacity = 0; + d3d11Texture->targetViews = NULL; + } return (Refresh_Texture*) d3d11Texture; } @@ -2286,9 +2247,13 @@ static void D3D11_QueueDestroyTexture( { ID3D11UnorderedAccessView_Release(d3d11Texture->unorderedAccessView); } - if (d3d11Texture->targetView) + if (d3d11Texture->targetViewCount > 0) { - ID3D11View_Release(d3d11Texture->targetView); + for (uint32_t i = 0; i < d3d11Texture->targetViewCount; i += 1) + { + ID3D11View_Release(d3d11Texture->targetViews[i].view); + } + SDL_free(d3d11Texture->targetViews); } ID3D11Resource_Release(d3d11Texture->handle); @@ -2529,6 +2494,80 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer( return (Refresh_CommandBuffer*) commandBuffer; } +static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV( + D3D11Renderer *renderer, + Refresh_ColorAttachmentInfo *info +) { + D3D11Texture *texture = (D3D11Texture*) info->texture; + D3D11TargetView *targetView; + D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; + ID3D11RenderTargetView *rtv; + HRESULT res; + + /* Does this target already exist? */ + for (uint32_t i = 0; i < texture->targetViewCount; i += 1) + { + targetView = &texture->targetViews[i]; + + if ( targetView->depth == info->depth && + targetView->layer == info->layer && + targetView->level == info->level ) + { + return (ID3D11RenderTargetView*) targetView->view; + } + } + + /* Let's create a new RTV! */ + rtvDesc.Format = RefreshToD3D11_TextureFormat[texture->format]; + if (texture->isCube) + { + rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; /* FIXME: MSAA? */ + rtvDesc.Texture2DArray.ArraySize = 6; + rtvDesc.Texture2DArray.FirstArraySlice = 0; + rtvDesc.Texture2DArray.MipSlice = info->level; + } + else if (texture->depth > 1) + { + rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; + rtvDesc.Texture3D.MipSlice = info->level; + rtvDesc.Texture3D.FirstWSlice = info->depth; + rtvDesc.Texture3D.WSize = 1; + } + else + { + rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; + rtvDesc.Texture2D.MipSlice = info->level; + } + + res = ID3D11Device_CreateRenderTargetView( + renderer->device, + texture->handle, + &rtvDesc, + &rtv + ); + ERROR_CHECK_RETURN("Could not create RTV!", NULL); + + /* Create the D3D11TargetView to wrap our new RTV */ + if (texture->targetViewCount == texture->targetViewCapacity) + { + texture->targetViewCapacity *= 2; + texture->targetViews = SDL_realloc( + texture->targetViews, + sizeof(D3D11TargetView) * texture->targetViewCapacity + ); + } + + targetView = &texture->targetViews[texture->targetViewCount]; + targetView->depth = info->depth; + targetView->layer = info->layer; + targetView->level = info->level; + targetView->view = (ID3D11View*) rtv; + + texture->targetViewCount += 1; + + return rtv; +} + static void D3D11_BeginRenderPass( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, @@ -2543,11 +2582,6 @@ static void D3D11_BeginRenderPass( D3D11_VIEWPORT viewport; D3D11_RECT scissorRect; - /* FIXME: - * We need to unbind the RT textures on the Refresh side - * if they're bound for sampling on the command buffer! - */ - /* Clear the bound RTs for the current command buffer */ for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) { @@ -2558,15 +2592,19 @@ static void D3D11_BeginRenderPass( /* Get RTVs for the color attachments */ for (uint32_t i = 0; i < colorAttachmentCount; i += 1) { - /* FIXME: Cube RTs */ - - d3d11CommandBuffer->rtViews[i] = (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView; + d3d11CommandBuffer->rtViews[i] = D3D11_INTERNAL_FetchRTV( + renderer, + &colorAttachmentInfos[i] + ); } /* Get the DSV for the depth stencil attachment, if applicable */ if (depthStencilAttachmentInfo != NULL) { - d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView; + NOT_IMPLEMENTED + //d3d11CommandBuffer->dsView = D3D11_INTERNAL_FetchDSV( + // &depthStencilAttachmentInfo + //); } /* Actually set the RTs */ @@ -2589,7 +2627,7 @@ static void D3D11_BeginRenderPass( ID3D11DeviceContext_ClearRenderTargetView( d3d11CommandBuffer->context, - (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView, + d3d11CommandBuffer->rtViews[i], clearColors ); } @@ -2611,7 +2649,7 @@ static void D3D11_BeginRenderPass( { ID3D11DeviceContext_ClearDepthStencilView( d3d11CommandBuffer->context, - (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView, + d3d11CommandBuffer->dsView, dsClearFlags, depthStencilAttachmentInfo->depthStencilClearValue.depth, (uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil @@ -2932,6 +2970,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture( ID3D11Texture2D *swapchainTexture; D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; D3D11_TEXTURE2D_DESC textureDesc; + ID3D11RenderTargetView *rtv; HRESULT res; /* Clear all the texture data */ @@ -2955,7 +2994,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture( renderer->device, (ID3D11Resource*) swapchainTexture, &rtvDesc, - (ID3D11RenderTargetView**) &pTexture->targetView + &rtv ); if (FAILED(res)) { @@ -2964,16 +3003,22 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture( return 0; } - /* Fill out the rest of the texture struct */ - pTexture->handle = NULL; + /* Fill out the texture struct */ + pTexture->handle = NULL; /* The texture does not "own" the swapchain texture, and it can change dynamically. */ pTexture->shaderView = NULL; - pTexture->depth = 1; - pTexture->isCube = 0; + pTexture->unorderedAccessView = NULL; + pTexture->targetViewCapacity = 1; + pTexture->targetViewCount = 1; + pTexture->targetViews = SDL_calloc(1, sizeof(D3D11TargetView)); + pTexture->targetViews[0].view = (ID3D11View*) rtv; ID3D11Texture2D_GetDesc(swapchainTexture, &textureDesc); pTexture->levelCount = textureDesc.MipLevels; pTexture->width = textureDesc.Width; pTexture->height = textureDesc.Height; + pTexture->depth = 1; + pTexture->isCube = 0; + pTexture->isRenderTarget = 1; /* Cleanup */ ID3D11Texture2D_Release(swapchainTexture); @@ -3096,7 +3141,8 @@ static uint8_t D3D11_INTERNAL_ResizeSwapchain( HRESULT res; /* Release the old RTV */ - ID3D11RenderTargetView_Release(swapchainData->texture.targetView); + ID3D11RenderTargetView_Release(swapchainData->texture.targetViews[0].view); + SDL_free(swapchainData->texture.targetViews); /* Resize the swapchain */ res = IDXGISwapChain_ResizeBuffers( @@ -3135,7 +3181,9 @@ static void D3D11_INTERNAL_DestroySwapchain( return; } - ID3D11RenderTargetView_Release(swapchainData->texture.targetView); + ID3D11RenderTargetView_Release(swapchainData->texture.targetViews[0].view); + SDL_free(swapchainData->texture.targetViews); + IDXGISwapChain_Release(swapchainData->swapchain); windowData->swapchainData = NULL;