d3d12: Factorize texture upload code

This commit is contained in:
vlj 2015-06-04 22:12:49 +02:00 committed by Vincent Lejeune
parent ce857ab1da
commit cfe058dc82

View file

@ -81,6 +81,215 @@ D3D12_TEXTURE_ADDRESS_MODE D3D12GSRender::GetWrap(size_t wrap)
return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
}
/**
* Create a texture residing in default heap and generate uploads commands in commandList,
* using a temporary texture buffer.
*/
static
ID3D12Resource *uploadSingleTexture(
const RSXTexture &texture,
ID3D12Device *device,
ID3D12GraphicsCommandList *commandList,
DataHeap &textureBuffersHeap,
DataHeap &textureHeap)
{
ID3D12Resource *vramTexture;
size_t w = texture.GetWidth(), h = texture.GetHeight();
DXGI_FORMAT dxgiFormat;
size_t blockSizeInByte, blockWidthInPixel, blockHeightInPixel;
int format = texture.GetFormat() & ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN);
const u32 texaddr = GetAddress(texture.GetOffset(), texture.GetLocation());
bool is_swizzled = !(texture.GetFormat() & CELL_GCM_TEXTURE_LN);
switch (format)
{
case CELL_GCM_TEXTURE_A1R5G5B5:
case CELL_GCM_TEXTURE_G8B8:
case CELL_GCM_TEXTURE_R6G5B5:
case CELL_GCM_TEXTURE_DEPTH24_D8:
case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT:
case CELL_GCM_TEXTURE_DEPTH16:
case CELL_GCM_TEXTURE_DEPTH16_FLOAT:
case CELL_GCM_TEXTURE_X16:
case CELL_GCM_TEXTURE_Y16_X16:
case CELL_GCM_TEXTURE_R5G5B5A1:
case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT:
case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT:
case CELL_GCM_TEXTURE_X32_FLOAT:
case CELL_GCM_TEXTURE_D1R5G5B5:
case CELL_GCM_TEXTURE_Y16_X16_FLOAT:
case CELL_GCM_TEXTURE_COMPRESSED_HILO8:
case CELL_GCM_TEXTURE_COMPRESSED_HILO_S8:
case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
default:
LOG_ERROR(RSX, "Unimplemented Texture format : %x", format);
break;
case CELL_GCM_TEXTURE_A4R4G4B4:
dxgiFormat = DXGI_FORMAT_B4G4R4A4_UNORM;
blockSizeInByte = 2;
blockWidthInPixel = 1, blockHeightInPixel = 1;
break;
case CELL_GCM_TEXTURE_R5G6B5:
dxgiFormat = DXGI_FORMAT_B5G6R5_UNORM;
blockSizeInByte = 2;
blockWidthInPixel = 1, blockHeightInPixel = 1;
break;
case CELL_GCM_TEXTURE_D8R8G8B8:
dxgiFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
blockSizeInByte = 4;
blockWidthInPixel = 1, blockHeightInPixel = 1;
break;
case CELL_GCM_TEXTURE_A8R8G8B8:
dxgiFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
blockSizeInByte = 4;
blockWidthInPixel = 1, blockHeightInPixel = 1;
break;
case CELL_GCM_TEXTURE_COMPRESSED_DXT1:
dxgiFormat = DXGI_FORMAT_BC1_UNORM;
blockSizeInByte = 8;
blockWidthInPixel = 4, blockHeightInPixel = 4;
break;
case CELL_GCM_TEXTURE_COMPRESSED_DXT23:
dxgiFormat = DXGI_FORMAT_BC2_UNORM;
blockSizeInByte = 16;
blockWidthInPixel = 4, blockHeightInPixel = 4;
break;
case CELL_GCM_TEXTURE_COMPRESSED_DXT45:
dxgiFormat = DXGI_FORMAT_BC3_UNORM;
blockSizeInByte = 16;
blockWidthInPixel = 4, blockHeightInPixel = 4;
break;
case CELL_GCM_TEXTURE_B8:
dxgiFormat = DXGI_FORMAT_R8_UNORM;
blockSizeInByte = 1;
blockWidthInPixel = 1, blockHeightInPixel = 1;
break;
case CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
dxgiFormat = DXGI_FORMAT_G8R8_G8B8_UNORM;
blockSizeInByte = 4;
blockWidthInPixel = 2, blockHeightInPixel = 2;
break;
case CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
dxgiFormat = DXGI_FORMAT_R8G8_B8G8_UNORM;
blockSizeInByte = 4;
blockWidthInPixel = 2, blockHeightInPixel = 2;
break;
}
size_t heightInBlocks = (h + blockHeightInPixel - 1) / blockHeightInPixel;
size_t widthInBlocks = (w + blockWidthInPixel - 1) / blockWidthInPixel;
// Multiple of 256
size_t rowPitch = powerOf2Align(blockSizeInByte * widthInBlocks, 256);
ID3D12Resource *Texture;
size_t textureSize = rowPitch * heightInBlocks;
assert(textureBuffersHeap.canAlloc(textureSize));
size_t heapOffset = textureBuffersHeap.alloc(textureSize);
check(device->CreatePlacedResource(
textureBuffersHeap.m_heap,
heapOffset,
&getBufferResourceDesc(textureSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&Texture)
));
textureBuffersHeap.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, textureSize, Texture));
auto pixels = vm::get_ptr<const u8>(texaddr);
void *textureData;
check(Texture->Map(0, nullptr, (void**)&textureData));
// Upload with correct rowpitch
for (unsigned row = 0; row < heightInBlocks; row++)
{
size_t m_texture_pitch = powerOf2Align(w * blockSizeInByte, 4);
if (!m_texture_pitch) m_texture_pitch = rowPitch;
switch (format)
{
case CELL_GCM_TEXTURE_A8R8G8B8:
{
if (is_swizzled)
{
u32 *src, *dst;
u32 log2width, log2height;
src = (u32*)pixels;
dst = (u32*)textureData;
log2width = (u32)(logf(w) / logf(2.f));
log2height = (u32)(logf(h) / logf(2.f));
for (int j = 0; j < w; j++)
{
dst[(row * rowPitch / 4) + j] = src[LinearToSwizzleAddress(j, row, 0, log2width, log2height, 0)];
}
}
else
streamBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_texture_pitch, m_texture_pitch);
break;
}
case CELL_GCM_TEXTURE_A4R4G4B4:
case CELL_GCM_TEXTURE_R5G6B5:
{
unsigned short *dst = (unsigned short *)textureData, *src = (unsigned short *)pixels;
for (int j = 0; j < w; j++)
{
u16 tmp = src[row * m_texture_pitch / 2 + j];
dst[row * rowPitch / 2 + j] = (tmp >> 8) | (tmp << 8);
}
break;
}
default:
{
streamBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_texture_pitch, m_texture_pitch);
break;
}
}
}
Texture->Unmap(0, nullptr);
size_t powerOf2Height = log2(heightInBlocks) + 1;
textureSize = rowPitch * (1 << powerOf2Height);
assert(textureHeap.canAlloc(textureSize));
size_t heapOffset2 = textureHeap.alloc(textureSize);
check(device->CreatePlacedResource(
textureHeap.m_heap,
heapOffset2,
&getTexture2DResourceDesc(w, h, dxgiFormat),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&vramTexture)
));
textureHeap.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset2, textureSize, vramTexture));
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
dst.pResource = vramTexture;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.pResource = Texture;
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint.Footprint.Depth = 1;
src.PlacedFootprint.Footprint.Width = w;
src.PlacedFootprint.Footprint.Height = h;
src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
src.PlacedFootprint.Footprint.Format = dxgiFormat;
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = vramTexture;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ;
commandList->ResourceBarrier(1, &barrier);
return vramTexture;
}
size_t D3D12GSRender::UploadTextures()
{
size_t usedTexture = 0;
@ -192,115 +401,7 @@ size_t D3D12GSRender::UploadTextures()
ID3D12GraphicsCommandList *commandList;
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_textureUploadCommandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
size_t heightInBlocks = (h + blockHeightInPixel - 1) / blockHeightInPixel;
size_t widthInBlocks = (w + blockWidthInPixel - 1) / blockWidthInPixel;
// Multiple of 256
size_t rowPitch = powerOf2Align(blockSizeInByte * widthInBlocks, 256);
ID3D12Resource *Texture;
size_t textureSize = rowPitch * heightInBlocks;
assert(m_textureUploadData.canAlloc(textureSize));
size_t heapOffset = m_textureUploadData.alloc(textureSize);
check(m_device->CreatePlacedResource(
m_textureUploadData.m_heap,
heapOffset,
&getBufferResourceDesc(textureSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&Texture)
));
m_textureUploadData.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, textureSize, Texture));
auto pixels = vm::get_ptr<const u8>(texaddr);
void *textureData;
check(Texture->Map(0, nullptr, (void**)&textureData));
// Upload with correct rowpitch
for (unsigned row = 0; row < heightInBlocks; row++)
{
size_t m_texture_pitch = powerOf2Align(w * blockSizeInByte, 4);
if (!m_texture_pitch) m_texture_pitch = rowPitch;
switch (format)
{
case CELL_GCM_TEXTURE_A8R8G8B8:
{
if (is_swizzled)
{
u32 *src, *dst;
u32 log2width, log2height;
src = (u32*)pixels;
dst = (u32*)textureData;
log2width = (u32)(logf(m_textures[i].GetWidth()) / logf(2.f));
log2height = (u32)(logf(m_textures[i].GetHeight()) / logf(2.f));
for (int j = 0; j < m_textures[i].GetWidth(); j++)
{
dst[(row * rowPitch / 4) + j] = src[LinearToSwizzleAddress(j, row, 0, log2width, log2height, 0)];
}
}
else
streamBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_texture_pitch, m_texture_pitch);
break;
}
case CELL_GCM_TEXTURE_A4R4G4B4:
case CELL_GCM_TEXTURE_R5G6B5:
{
unsigned short *dst = (unsigned short *)textureData, *src = (unsigned short *)pixels;
for (int j = 0; j < m_textures[i].GetWidth(); j++)
{
u16 tmp = src[row * m_texture_pitch / 2 + j];
dst[row * rowPitch / 2 + j] = (tmp >> 8) | (tmp << 8);
}
break;
}
default:
{
streamBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_texture_pitch, m_texture_pitch);
break;
}
}
}
Texture->Unmap(0, nullptr);
size_t powerOf2Height = log2(heightInBlocks) + 1;
textureSize = rowPitch * (1 << powerOf2Height);
assert(m_textureData.canAlloc(textureSize));
size_t heapOffset2 = m_textureData.alloc(textureSize);
check(m_device->CreatePlacedResource(
m_textureData.m_heap,
heapOffset2,
&getTexture2DResourceDesc(w, h, dxgiFormat),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&vramTexture)
));
m_textureData.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset2, textureSize, vramTexture));
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
dst.pResource = vramTexture;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.pResource = Texture;
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint.Footprint.Depth = 1;
src.PlacedFootprint.Footprint.Width = w;
src.PlacedFootprint.Footprint.Height = h;
src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
src.PlacedFootprint.Footprint.Format = dxgiFormat;
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = vramTexture;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ;
commandList->ResourceBarrier(1, &barrier);
vramTexture = uploadSingleTexture(m_textures[i], m_device, commandList, m_textureUploadData, m_textureData);
commandList->Close();
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);