RTV overhaul to fix binding an RT with a specific depth/mip level
continuous-integration/drone/pr Build is failing
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continuous-integration/drone/pr Build is failing
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parent
7093ce0094
commit
a6f88ec73a
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@ -355,13 +355,24 @@ static D3D11_FILTER RefreshToD3D11_Filter(Refresh_SamplerStateCreateInfo *create
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/* Structs */
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typedef struct D3D11TargetView
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{
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ID3D11View *view; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
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uint32_t level;
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uint32_t depth;
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uint32_t layer;
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} D3D11TargetView;
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typedef struct D3D11Texture
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{
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/* D3D Handles */
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ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
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ID3D11ShaderResourceView *shaderView;
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ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
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ID3D11UnorderedAccessView *unorderedAccessView;
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ID3D11UnorderedAccessView *unorderedAccessView; /* FIXME: This needs to be a dynamic array! */
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D3D11TargetView *targetViews;
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uint32_t targetViewCount;
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uint32_t targetViewCapacity;
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/* Basic Info */
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Refresh_TextureFormat format;
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@ -370,6 +381,7 @@ typedef struct D3D11Texture
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uint32_t depth;
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uint32_t levelCount;
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uint8_t isCube;
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uint8_t isRenderTarget;
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} D3D11Texture;
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typedef struct D3D11SwapchainData
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@ -1120,6 +1132,8 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
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return result;
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}
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/* Pipeline Creation */
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static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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Refresh_Renderer *driverData,
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Refresh_ComputeShaderInfo *computeShaderInfo
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@ -1336,6 +1350,8 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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return (Refresh_GraphicsPipeline*) pipeline;
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}
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/* Resource Creation */
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static Refresh_Sampler* D3D11_CreateSampler(
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Refresh_Renderer *driverData,
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Refresh_SamplerStateCreateInfo *samplerStateCreateInfo
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@ -1377,7 +1393,6 @@ static Refresh_Sampler* D3D11_CreateSampler(
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);
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ERROR_CHECK_RETURN("Could not create sampler state", NULL);
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/* FIXME: Is there even a point to having a D3D11Sampler struct if it's just a wrapper? */
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d3d11Sampler = (D3D11Sampler*) SDL_malloc(sizeof(D3D11Sampler));
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d3d11Sampler->handle = samplerStateHandle;
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@ -1412,17 +1427,15 @@ static Refresh_Texture* D3D11_CreateTexture(
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Refresh_TextureCreateInfo *textureCreateInfo
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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uint8_t isSampler, isCompute, isRenderTarget, isDepthStencil;
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uint8_t isSampler, isCompute, isColorTarget, isDepthStencil;
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DXGI_FORMAT format;
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ID3D11Resource *textureHandle;
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ID3D11ShaderResourceView *srv = NULL;
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ID3D11RenderTargetView *rtv = NULL;
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ID3D11DepthStencilView *dsv = NULL;
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ID3D11UnorderedAccessView *uav = NULL;
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D3D11Texture *d3d11Texture;
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HRESULT res;
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isRenderTarget = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT;
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isColorTarget = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT;
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isDepthStencil = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT;
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isSampler = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT;
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isCompute = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COMPUTE_BIT;
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@ -1445,7 +1458,7 @@ static Refresh_Texture* D3D11_CreateTexture(
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{
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desc2D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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}
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if (isRenderTarget)
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if (isColorTarget)
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{
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desc2D.BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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@ -1458,7 +1471,7 @@ static Refresh_Texture* D3D11_CreateTexture(
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desc2D.CPUAccessFlags = 0;
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desc2D.Format = format;
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desc2D.MipLevels = textureCreateInfo->levelCount;
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desc2D.MiscFlags = isRenderTarget ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0;
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desc2D.MiscFlags = 0;
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desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
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desc2D.SampleDesc.Quality = 0;
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desc2D.Usage = D3D11_USAGE_DEFAULT;
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@ -1529,40 +1542,6 @@ static Refresh_Texture* D3D11_CreateTexture(
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return NULL;
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}
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}
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/* Create the RTV, if applicable */
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if (isRenderTarget)
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{
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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rtvDesc.Format = format;
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; /* FIXME: MSAA? */
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rtvDesc.Texture2D.MipSlice = 0; /* FIXME */
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res = ID3D11Device_CreateRenderTargetView(
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renderer->device,
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textureHandle,
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&rtvDesc,
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&rtv
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);
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if (FAILED(res))
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{
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ID3D11Resource_Release(textureHandle);
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if (srv != NULL)
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{
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ID3D11ShaderResourceView_Release(srv);
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}
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if (uav != NULL)
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{
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ID3D11UnorderedAccessView_Release(uav);
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}
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D3D11_INTERNAL_LogError(renderer->device, "Could not create RTV for 2D texture", res);
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return NULL;
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}
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}
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else if (isDepthStencil)
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{
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NOT_IMPLEMENTED
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}
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}
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else
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{
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@ -1581,7 +1560,7 @@ static Refresh_Texture* D3D11_CreateTexture(
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{
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desc3D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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}
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if (isRenderTarget)
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if (isColorTarget)
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{
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desc3D.BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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@ -1650,38 +1629,6 @@ static Refresh_Texture* D3D11_CreateTexture(
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return NULL;
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}
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}
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/* Create the RTV, if applicable */
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if (isRenderTarget)
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{
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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rtvDesc.Format = format;
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
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rtvDesc.Texture3D.MipSlice = 0; /* FIXME */
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rtvDesc.Texture3D.FirstWSlice = 0; /* FIXME */
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rtvDesc.Texture3D.WSize = -1; /* FIXME */
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res = ID3D11Device_CreateRenderTargetView(
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renderer->device,
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textureHandle,
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&rtvDesc,
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&rtv
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);
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if (FAILED(res))
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{
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ID3D11Resource_Release(textureHandle);
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if (srv != NULL)
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{
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ID3D11ShaderResourceView_Release(srv);
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}
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if (uav != NULL)
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{
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ID3D11UnorderedAccessView_Release(uav);
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}
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D3D11_INTERNAL_LogError(renderer->device, "Could not create RTV for 3D texture", res);
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return NULL;
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}
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}
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}
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d3d11Texture = (D3D11Texture*) SDL_malloc(sizeof(D3D11Texture));
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@ -1692,9 +1639,23 @@ static Refresh_Texture* D3D11_CreateTexture(
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d3d11Texture->depth = textureCreateInfo->depth;
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d3d11Texture->levelCount = textureCreateInfo->levelCount;
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d3d11Texture->isCube = textureCreateInfo->isCube;
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d3d11Texture->targetView = isRenderTarget ? (ID3D11View*) rtv : (ID3D11View*) dsv;
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d3d11Texture->isRenderTarget = isColorTarget | isDepthStencil;
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d3d11Texture->shaderView = srv;
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d3d11Texture->unorderedAccessView = uav;
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d3d11Texture->targetViewCount = 0;
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if (d3d11Texture->isRenderTarget)
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{
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d3d11Texture->targetViewCapacity = d3d11Texture->isCube ? 6 : 1;
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d3d11Texture->targetViews = SDL_malloc(
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sizeof(ID3D11RenderTargetView) * d3d11Texture->targetViewCount
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);
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}
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else
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{
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d3d11Texture->targetViewCapacity = 0;
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d3d11Texture->targetViews = NULL;
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}
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return (Refresh_Texture*) d3d11Texture;
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}
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@ -2286,9 +2247,13 @@ static void D3D11_QueueDestroyTexture(
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{
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ID3D11UnorderedAccessView_Release(d3d11Texture->unorderedAccessView);
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}
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if (d3d11Texture->targetView)
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if (d3d11Texture->targetViewCount > 0)
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{
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ID3D11View_Release(d3d11Texture->targetView);
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for (uint32_t i = 0; i < d3d11Texture->targetViewCount; i += 1)
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{
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ID3D11View_Release(d3d11Texture->targetViews[i].view);
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}
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SDL_free(d3d11Texture->targetViews);
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}
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ID3D11Resource_Release(d3d11Texture->handle);
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@ -2529,6 +2494,80 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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return (Refresh_CommandBuffer*) commandBuffer;
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}
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static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
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D3D11Renderer *renderer,
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Refresh_ColorAttachmentInfo *info
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) {
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D3D11Texture *texture = (D3D11Texture*) info->texture;
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D3D11TargetView *targetView;
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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ID3D11RenderTargetView *rtv;
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HRESULT res;
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/* Does this target already exist? */
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for (uint32_t i = 0; i < texture->targetViewCount; i += 1)
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{
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targetView = &texture->targetViews[i];
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if ( targetView->depth == info->depth &&
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targetView->layer == info->layer &&
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targetView->level == info->level )
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{
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return (ID3D11RenderTargetView*) targetView->view;
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}
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}
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/* Let's create a new RTV! */
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rtvDesc.Format = RefreshToD3D11_TextureFormat[texture->format];
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if (texture->isCube)
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{
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; /* FIXME: MSAA? */
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rtvDesc.Texture2DArray.ArraySize = 6;
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rtvDesc.Texture2DArray.FirstArraySlice = 0;
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rtvDesc.Texture2DArray.MipSlice = info->level;
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}
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else if (texture->depth > 1)
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{
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
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rtvDesc.Texture3D.MipSlice = info->level;
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rtvDesc.Texture3D.FirstWSlice = info->depth;
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rtvDesc.Texture3D.WSize = 1;
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}
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else
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{
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtvDesc.Texture2D.MipSlice = info->level;
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}
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res = ID3D11Device_CreateRenderTargetView(
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renderer->device,
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texture->handle,
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&rtvDesc,
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&rtv
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);
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ERROR_CHECK_RETURN("Could not create RTV!", NULL);
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/* Create the D3D11TargetView to wrap our new RTV */
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if (texture->targetViewCount == texture->targetViewCapacity)
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{
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texture->targetViewCapacity *= 2;
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texture->targetViews = SDL_realloc(
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texture->targetViews,
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sizeof(D3D11TargetView) * texture->targetViewCapacity
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);
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}
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targetView = &texture->targetViews[texture->targetViewCount];
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targetView->depth = info->depth;
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targetView->layer = info->layer;
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targetView->level = info->level;
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targetView->view = (ID3D11View*) rtv;
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texture->targetViewCount += 1;
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return rtv;
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}
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static void D3D11_BeginRenderPass(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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@ -2543,11 +2582,6 @@ static void D3D11_BeginRenderPass(
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D3D11_VIEWPORT viewport;
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D3D11_RECT scissorRect;
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/* FIXME:
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* We need to unbind the RT textures on the Refresh side
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* if they're bound for sampling on the command buffer!
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*/
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/* Clear the bound RTs for the current command buffer */
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for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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@ -2558,15 +2592,19 @@ static void D3D11_BeginRenderPass(
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/* Get RTVs for the color attachments */
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for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
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{
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/* FIXME: Cube RTs */
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d3d11CommandBuffer->rtViews[i] = (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView;
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d3d11CommandBuffer->rtViews[i] = D3D11_INTERNAL_FetchRTV(
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renderer,
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&colorAttachmentInfos[i]
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);
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}
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/* Get the DSV for the depth stencil attachment, if applicable */
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if (depthStencilAttachmentInfo != NULL)
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{
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d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView;
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NOT_IMPLEMENTED
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//d3d11CommandBuffer->dsView = D3D11_INTERNAL_FetchDSV(
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// &depthStencilAttachmentInfo
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//);
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}
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/* Actually set the RTs */
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@ -2589,7 +2627,7 @@ static void D3D11_BeginRenderPass(
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ID3D11DeviceContext_ClearRenderTargetView(
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d3d11CommandBuffer->context,
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(ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView,
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d3d11CommandBuffer->rtViews[i],
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clearColors
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);
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}
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@ -2611,7 +2649,7 @@ static void D3D11_BeginRenderPass(
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{
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ID3D11DeviceContext_ClearDepthStencilView(
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d3d11CommandBuffer->context,
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(ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView,
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d3d11CommandBuffer->dsView,
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dsClearFlags,
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depthStencilAttachmentInfo->depthStencilClearValue.depth,
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(uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil
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@ -2932,6 +2970,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
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ID3D11Texture2D *swapchainTexture;
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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D3D11_TEXTURE2D_DESC textureDesc;
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ID3D11RenderTargetView *rtv;
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HRESULT res;
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/* Clear all the texture data */
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@ -2955,7 +2994,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
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renderer->device,
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(ID3D11Resource*) swapchainTexture,
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&rtvDesc,
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(ID3D11RenderTargetView**) &pTexture->targetView
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&rtv
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);
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if (FAILED(res))
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{
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@ -2964,16 +3003,22 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
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return 0;
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}
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/* Fill out the rest of the texture struct */
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pTexture->handle = NULL;
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/* Fill out the texture struct */
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pTexture->handle = NULL; /* The texture does not "own" the swapchain texture, and it can change dynamically. */
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pTexture->shaderView = NULL;
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pTexture->depth = 1;
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pTexture->isCube = 0;
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pTexture->unorderedAccessView = NULL;
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pTexture->targetViewCapacity = 1;
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pTexture->targetViewCount = 1;
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pTexture->targetViews = SDL_calloc(1, sizeof(D3D11TargetView));
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pTexture->targetViews[0].view = (ID3D11View*) rtv;
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ID3D11Texture2D_GetDesc(swapchainTexture, &textureDesc);
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pTexture->levelCount = textureDesc.MipLevels;
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pTexture->width = textureDesc.Width;
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pTexture->height = textureDesc.Height;
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pTexture->depth = 1;
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pTexture->isCube = 0;
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pTexture->isRenderTarget = 1;
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/* Cleanup */
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ID3D11Texture2D_Release(swapchainTexture);
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@ -3096,7 +3141,8 @@ static uint8_t D3D11_INTERNAL_ResizeSwapchain(
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HRESULT res;
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/* Release the old RTV */
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ID3D11RenderTargetView_Release(swapchainData->texture.targetView);
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ID3D11RenderTargetView_Release(swapchainData->texture.targetViews[0].view);
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SDL_free(swapchainData->texture.targetViews);
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/* Resize the swapchain */
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res = IDXGISwapChain_ResizeBuffers(
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@ -3135,7 +3181,9 @@ static void D3D11_INTERNAL_DestroySwapchain(
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return;
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}
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ID3D11RenderTargetView_Release(swapchainData->texture.targetView);
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ID3D11RenderTargetView_Release(swapchainData->texture.targetViews[0].view);
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SDL_free(swapchainData->texture.targetViews);
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IDXGISwapChain_Release(swapchainData->swapchain);
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windowData->swapchainData = NULL;
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