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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Renderer/Texture.h>
- #include <Image/BlitSurface.h>
- #include <Renderer/Renderer.h>
- #include <Renderer/FatalErrorIfFailed.h>
- Texture::Texture(Renderer *inRenderer, const Surface *inSurface) :
- mRenderer(inRenderer)
- {
- // Store dimensions
- mWidth = inSurface->GetWidth();
- mHeight = inSurface->GetHeight();
- // Create description
- D3D12_RESOURCE_DESC desc = {};
- desc.MipLevels = 1;
- ESurfaceFormat format = inSurface->GetFormat();
- switch (format)
- {
- case ESurfaceFormat::A4L4: desc.Format = DXGI_FORMAT_R8G8_UNORM; break;
- case ESurfaceFormat::L8: desc.Format = DXGI_FORMAT_R8_UNORM; break;
- case ESurfaceFormat::A8: desc.Format = DXGI_FORMAT_A8_UNORM; break;
- case ESurfaceFormat::A8L8: desc.Format = DXGI_FORMAT_R8G8_UNORM; break;
- case ESurfaceFormat::R5G6B5: desc.Format = DXGI_FORMAT_B5G6R5_UNORM; break;
- case ESurfaceFormat::X1R5G5B5: desc.Format = DXGI_FORMAT_B5G5R5A1_UNORM; format = ESurfaceFormat::A1R5G5B5; break;
- case ESurfaceFormat::X4R4G4B4: desc.Format = DXGI_FORMAT_B4G4R4A4_UNORM; format = ESurfaceFormat::A4R4G4B4; break;
- case ESurfaceFormat::A1R5G5B5: desc.Format = DXGI_FORMAT_B5G5R5A1_UNORM; break;
- case ESurfaceFormat::A4R4G4B4: desc.Format = DXGI_FORMAT_B4G4R4A4_UNORM; break;
- case ESurfaceFormat::R8G8B8: desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM; format = ESurfaceFormat::X8R8G8B8; break;
- case ESurfaceFormat::B8G8R8: desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM; format = ESurfaceFormat::X8R8G8B8; break;
- case ESurfaceFormat::X8R8G8B8: desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM; break;
- case ESurfaceFormat::X8B8G8R8: desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM; format = ESurfaceFormat::X8R8G8B8; break;
- case ESurfaceFormat::A8R8G8B8: desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; break;
- case ESurfaceFormat::A8B8G8R8: desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; format = ESurfaceFormat::A8R8G8B8; break;
- case ESurfaceFormat::Invalid:
- default: JPH_ASSERT(false); break;
- }
- desc.Width = mWidth;
- desc.Height = mHeight;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- desc.DepthOrArraySize = 1;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- // Blit the surface to another temporary surface if the format changed
- const Surface *surface = inSurface;
- Ref<Surface> tmp;
- if (format != inSurface->GetFormat())
- {
- tmp = new SoftwareSurface(mWidth, mHeight, format);
- BlitSurface(inSurface, tmp);
- surface = tmp;
- }
- // Create texture in default heap
- D3D12_HEAP_PROPERTIES heap_properties = {};
- heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
- heap_properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heap_properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heap_properties.CreationNodeMask = 1;
- heap_properties.VisibleNodeMask = 1;
- FatalErrorIfFailed(inRenderer->GetDevice()->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&mTexture)));
- JPH_IF_DEBUG(mTexture->SetName(L"Texture");)
- // Determine required size of data to copy
- D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
- UINT64 row_size_in_bytes;
- UINT64 required_size = 0;
- inRenderer->GetDevice()->GetCopyableFootprints(&desc, 0, 1, 0, &footprint, nullptr, &row_size_in_bytes, &required_size);
- // Create the GPU upload buffer
- ComPtr<ID3D12Resource> upload_resource = mRenderer->CreateD3DResourceOnUploadHeap(required_size);
- JPH_IF_DEBUG(upload_resource->SetName(L"Texture Upload");)
- // Copy data to upload texture
- surface->Lock(ESurfaceLockMode::Read);
- uint8 *upload_data;
- D3D12_RANGE range = { 0, 0 }; // We're not going to read
- FatalErrorIfFailed(upload_resource->Map(0, &range, (void **)&upload_data));
- for (int y = 0; y < mHeight; ++y)
- memcpy(upload_data + y * row_size_in_bytes, surface->GetData() + y * surface->GetStride(), surface->GetBytesPerPixel() * mWidth);
- upload_resource->Unmap(0, nullptr);
- surface->UnLock();
- // Start a commandlist for the upload
- ID3D12GraphicsCommandList *list = inRenderer->GetUploadQueue().Start();
- // Copy the texture from our upload buffer to our final texture
- D3D12_TEXTURE_COPY_LOCATION copy_dst;
- copy_dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- copy_dst.pResource = mTexture.Get();
- copy_dst.SubresourceIndex = 0;
- D3D12_TEXTURE_COPY_LOCATION copy_src;
- copy_src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- copy_src.pResource = upload_resource.Get();
- copy_src.PlacedFootprint = footprint;
- list->CopyTextureRegion(©_dst, 0, 0, 0, ©_src, nullptr);
- // Indicate that the texture is now ready to be used by a pixel shader
- D3D12_RESOURCE_BARRIER barrier;
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = mTexture.Get();
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- list->ResourceBarrier(1, &barrier);
- // Create a SRV for the texture
- mSRV = inRenderer->GetSRVHeap().Allocate();
- D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
- srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- srv_desc.Format = desc.Format;
- srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srv_desc.Texture2D.MipLevels = 1;
- inRenderer->GetDevice()->CreateShaderResourceView(mTexture.Get(), &srv_desc, mSRV);
- // Wait for copying to finish so we can destroy the upload texture
- inRenderer->GetUploadQueue().ExecuteAndWait();
- // Recycle the upload buffer
- inRenderer->RecycleD3DResourceOnUploadHeap(upload_resource.Get(), required_size);
- }
- Texture::Texture(Renderer *inRenderer, int inWidth, int inHeight) :
- mRenderer(inRenderer)
- {
- // Store dimensions
- mWidth = inWidth;
- mHeight = inHeight;
- // Allocate depth stencil buffer
- D3D12_CLEAR_VALUE clear_value = {};
- clear_value.Format = DXGI_FORMAT_D32_FLOAT;
- clear_value.DepthStencil.Depth = 1.0f;
- clear_value.DepthStencil.Stencil = 0;
- D3D12_HEAP_PROPERTIES heap_properties = {};
- heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
- heap_properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heap_properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heap_properties.CreationNodeMask = 1;
- heap_properties.VisibleNodeMask = 1;
- D3D12_RESOURCE_DESC depth_stencil_desc = {};
- depth_stencil_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- depth_stencil_desc.Alignment = 0;
- depth_stencil_desc.Width = mWidth;
- depth_stencil_desc.Height = mHeight;
- depth_stencil_desc.DepthOrArraySize = 1;
- depth_stencil_desc.MipLevels = 1;
- depth_stencil_desc.Format = DXGI_FORMAT_D32_FLOAT;
- depth_stencil_desc.SampleDesc.Count = 1;
- depth_stencil_desc.SampleDesc.Quality = 0;
- depth_stencil_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- depth_stencil_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
- FatalErrorIfFailed(inRenderer->GetDevice()->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &depth_stencil_desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, &clear_value, IID_PPV_ARGS(&mTexture)));
- JPH_IF_DEBUG(mTexture->SetName(L"Render Target Texture");)
- // Create DSV for the texture
- mDSV = inRenderer->GetDSVHeap().Allocate();
- D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
- dsv_desc.Format = DXGI_FORMAT_D32_FLOAT;
- dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
- dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
- inRenderer->GetDevice()->CreateDepthStencilView(mTexture.Get(), &dsv_desc, mDSV);
- // Create a SRV for the texture
- mSRV = inRenderer->GetSRVHeap().Allocate();
- D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
- srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
- srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srv_desc.Texture2D.MipLevels = 1;
- inRenderer->GetDevice()->CreateShaderResourceView(mTexture.Get(), &srv_desc, mSRV);
- }
- Texture::~Texture()
- {
- if (mSRV.ptr != 0)
- mRenderer->GetSRVHeap().Free(mSRV);
- if (mDSV.ptr != 0)
- mRenderer->GetDSVHeap().Free(mDSV);
- if (mTexture != nullptr)
- mRenderer->RecycleD3DObject(mTexture.Get());
- }
- void Texture::Bind(int inSlot) const
- {
- mRenderer->GetCommandList()->SetGraphicsRootDescriptorTable(inSlot, mRenderer->GetSRVHeap().ConvertToGPUHandle(mSRV));
- }
- void Texture::ClearRenderTarget()
- {
- mRenderer->GetCommandList()->ClearDepthStencilView(mDSV, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
- }
- void Texture::SetAsRenderTarget(bool inSet) const
- {
- if (inSet)
- {
- // Indicate make the texture ready for rendering to
- D3D12_RESOURCE_BARRIER barrier;
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = mTexture.Get();
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- mRenderer->GetCommandList()->ResourceBarrier(1, &barrier);
- // Set as render target
- mRenderer->GetCommandList()->OMSetRenderTargets(0, nullptr, FALSE, &mDSV);
- // Set view port
- D3D12_VIEWPORT viewport = { 0.0f, 0.0f, static_cast<float>(mWidth), static_cast<float>(mHeight), 0.0f, 1.0f };
- mRenderer->GetCommandList()->RSSetViewports(1, &viewport);
- // Set scissor rect
- D3D12_RECT scissor_rect = { 0, 0, static_cast<LONG>(mWidth), static_cast<LONG>(mHeight) };
- mRenderer->GetCommandList()->RSSetScissorRects(1, &scissor_rect);
- }
- else
- {
- // Indicate that the texture is now ready to be used by a pixel shader
- D3D12_RESOURCE_BARRIER barrier;
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = mTexture.Get();
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- mRenderer->GetCommandList()->ResourceBarrier(1, &barrier);
- }
- }
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