RTV overhaul to fix binding an RT with a specific depth/mip level
continuous-integration/drone/pr Build is failing Details

pull/47/head
Caleb Cornett 2024-02-09 15:28:08 -06:00
parent 7093ce0094
commit a6f88ec73a
1 changed files with 145 additions and 97 deletions

View File

@ -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;