forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			310 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			310 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include "Common/Align.h"
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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#include "VideoBackends/D3D12/D3DTexture.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/Render.h"
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namespace DX12
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{
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namespace D3D
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{
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constexpr size_t INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE = 4 * 1024 * 1024;
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constexpr size_t MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024;
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static std::unique_ptr<D3DStreamBuffer> s_texture_upload_stream_buffer;
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void CleanupPersistentD3DTextureResources()
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{
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  s_texture_upload_stream_buffer.reset();
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}
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void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned int width,
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                          unsigned int height, unsigned int src_pitch, unsigned int level,
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                          D3D12_RESOURCE_STATES current_resource_state)
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{
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  const unsigned int upload_size =
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      Common::AlignUp(src_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * height;
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  ID3D12Resource* upload_buffer = nullptr;
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  size_t upload_buffer_offset = 0;
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  u8* dest_data = nullptr;
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  if (upload_size > MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE)
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  {
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    // If the texture is too large to fit in the upload buffer, create a temporary buffer instead.
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    // This will only be the case for large (e.g. 8192x8192) textures from custom texture packs.
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    CheckHR(D3D::device12->CreateCommittedResource(
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        &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE,
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        &CD3DX12_RESOURCE_DESC::Buffer(upload_size), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
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        IID_PPV_ARGS(&upload_buffer)));
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    D3D12_RANGE read_range = {};
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    CheckHR(upload_buffer->Map(0, &read_range, reinterpret_cast<void**>(&dest_data)));
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  }
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  else
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  {
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    if (!s_texture_upload_stream_buffer)
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      s_texture_upload_stream_buffer = std::make_unique<D3DStreamBuffer>(
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          INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE, MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE, nullptr);
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    s_texture_upload_stream_buffer->AllocateSpaceInBuffer(upload_size,
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                                                          D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
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    upload_buffer = s_texture_upload_stream_buffer->GetBuffer();
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    upload_buffer_offset = s_texture_upload_stream_buffer->GetOffsetOfCurrentAllocation();
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    dest_data =
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        reinterpret_cast<u8*>(s_texture_upload_stream_buffer->GetCPUAddressOfCurrentAllocation());
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  }
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  ResourceBarrier(current_command_list, texture12, current_resource_state,
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                  D3D12_RESOURCE_STATE_COPY_DEST, level);
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  D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint = {};
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  u32 upload_rows = 0;
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  u64 upload_row_size_in_bytes = 0;
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  u64 upload_total_bytes = 0;
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  D3D::device12->GetCopyableFootprints(&texture12->GetDesc(), level, 1, upload_buffer_offset,
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                                       &upload_footprint, &upload_rows, &upload_row_size_in_bytes,
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                                       &upload_total_bytes);
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  const u8* src_data = reinterpret_cast<const u8*>(buffer);
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  for (u32 y = 0; y < upload_rows; ++y)
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  {
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    memcpy(dest_data + upload_footprint.Footprint.RowPitch * y, src_data + src_pitch * y,
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           upload_row_size_in_bytes);
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  }
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  D3D::current_command_list->CopyTextureRegion(
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      &CD3DX12_TEXTURE_COPY_LOCATION(texture12, level), 0, 0, 0,
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      &CD3DX12_TEXTURE_COPY_LOCATION(upload_buffer, upload_footprint), nullptr);
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  ResourceBarrier(D3D::current_command_list, texture12, D3D12_RESOURCE_STATE_COPY_DEST,
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                  current_resource_state, level);
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  // Release temporary buffer after commands complete.
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  // We block here because otherwise if there was a large number of texture uploads, we may run out
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  // of memory.
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  if (!s_texture_upload_stream_buffer ||
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      upload_buffer != s_texture_upload_stream_buffer->GetBuffer())
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  {
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    D3D12_RANGE write_range = {0, upload_size};
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    upload_buffer->Unmap(0, &write_range);
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    D3D::command_list_mgr->ExecuteQueuedWork(true);
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    upload_buffer->Release();
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  }
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}
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}  // namespace
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D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, u32 bind,
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                                   DXGI_FORMAT fmt, unsigned int levels, unsigned int slices,
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                                   D3D12_SUBRESOURCE_DATA* data)
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{
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  ID3D12Resource* texture12 = nullptr;
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  D3D12_RESOURCE_DESC texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(fmt, width, height, slices, levels);
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  D3D12_CLEAR_VALUE optimized_clear_value = {};
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  optimized_clear_value.Format = fmt;
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  if (bind & TEXTURE_BIND_FLAG_RENDER_TARGET)
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  {
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    texdesc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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    optimized_clear_value.Color[0] = 0.0f;
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    optimized_clear_value.Color[1] = 0.0f;
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    optimized_clear_value.Color[2] = 0.0f;
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    optimized_clear_value.Color[3] = 1.0f;
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  }
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  if (bind & TEXTURE_BIND_FLAG_DEPTH_STENCIL)
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  {
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    texdesc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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    optimized_clear_value.DepthStencil.Depth = 0.0f;
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    optimized_clear_value.DepthStencil.Stencil = 0;
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  }
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  CheckHR(D3D::device12->CreateCommittedResource(
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      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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      &CD3DX12_RESOURCE_DESC(texdesc12), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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      &optimized_clear_value, IID_PPV_ARGS(&texture12)));
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  D3D::SetDebugObjectName12(texture12, "Texture created via D3DTexture2D::Create");
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  D3DTexture2D* ret =
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      new D3DTexture2D(texture12, bind, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
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                       DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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  if (data)
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  {
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    DX12::D3D::ReplaceRGBATexture2D(texture12, reinterpret_cast<const u8*>(data->pData), width,
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                                    height, static_cast<unsigned int>(data->RowPitch), 0,
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                                    D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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  }
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  SAFE_RELEASE(texture12);
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  return ret;
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}
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void D3DTexture2D::AddRef()
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{
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  m_ref.fetch_add(1);
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}
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UINT D3DTexture2D::Release()
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{
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  // fetch_sub returns the value held before the subtraction.
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  if (m_ref.fetch_sub(1) == 1)
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  {
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    delete this;
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    return 0;
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  }
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  return m_ref.load();
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}
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D3D12_RESOURCE_STATES D3DTexture2D::GetResourceUsageState() const
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{
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  return m_resource_state;
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}
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bool D3DTexture2D::GetMultisampled() const
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{
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  return m_multisampled;
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}
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ID3D12Resource* D3DTexture2D::GetTex12() const
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{
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  return m_tex12;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12CPU() const
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{
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  return m_srv12_cpu;
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}
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D3D12_GPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12GPU() const
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{
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  return m_srv12_gpu;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetSRV12GPUCPUShadow() const
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{
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  return m_srv12_gpu_cpu_shadow;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetDSV12() const
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{
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  return m_dsv12;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3DTexture2D::GetRTV12() const
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{
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  return m_rtv12;
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}
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D3DTexture2D::D3DTexture2D(ID3D12Resource* texptr, u32 bind, DXGI_FORMAT srv_format,
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                           DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled,
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                           D3D12_RESOURCE_STATES resource_state)
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    : m_tex12(texptr), m_resource_state(resource_state), m_multisampled(multisampled)
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{
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  D3D12_SRV_DIMENSION srv_dim12 =
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      multisampled ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
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  D3D12_DSV_DIMENSION dsv_dim12 =
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      multisampled ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
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  D3D12_RTV_DIMENSION rtv_dim12 =
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      multisampled ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
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  if (bind & TEXTURE_BIND_FLAG_SHADER_RESOURCE)
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  {
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    D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
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        srv_format,  // DXGI_FORMAT Format
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        srv_dim12    // D3D12_SRV_DIMENSION ViewDimension
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    };
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    if (srv_dim12 == D3D12_SRV_DIMENSION_TEXTURE2DARRAY)
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    {
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      srv_desc.Texture2DArray.MipLevels = -1;
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      srv_desc.Texture2DArray.MostDetailedMip = 0;
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      srv_desc.Texture2DArray.ResourceMinLODClamp = 0;
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      srv_desc.Texture2DArray.ArraySize = -1;
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    }
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    else
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    {
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      srv_desc.Texture2DMSArray.ArraySize = -1;
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    }
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    srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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    CHECK(
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        D3D::gpu_descriptor_heap_mgr->Allocate(&m_srv12_cpu, &m_srv12_gpu, &m_srv12_gpu_cpu_shadow),
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        "Error: Ran out of permenant slots in GPU descriptor heap, but don't support rolling over "
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        "heap.");
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    D3D::device12->CreateShaderResourceView(m_tex12, &srv_desc, m_srv12_cpu);
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    D3D::device12->CreateShaderResourceView(m_tex12, &srv_desc, m_srv12_gpu_cpu_shadow);
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  }
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  if (bind & TEXTURE_BIND_FLAG_DEPTH_STENCIL)
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  {
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    D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {
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        dsv_format,          // DXGI_FORMAT Format
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        dsv_dim12,           // D3D12_DSV_DIMENSION
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        D3D12_DSV_FLAG_NONE  // D3D12_DSV_FLAG Flags
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    };
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    if (dsv_dim12 == D3D12_DSV_DIMENSION_TEXTURE2DARRAY)
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      dsv_desc.Texture2DArray.ArraySize = -1;
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    else
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      dsv_desc.Texture2DMSArray.ArraySize = -1;
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    D3D::dsv_descriptor_heap_mgr->Allocate(&m_dsv12);
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    D3D::device12->CreateDepthStencilView(m_tex12, &dsv_desc, m_dsv12);
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  }
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  if (bind & TEXTURE_BIND_FLAG_RENDER_TARGET)
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  {
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    D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {
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        rtv_format,  // DXGI_FORMAT Format
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        rtv_dim12    // D3D12_RTV_DIMENSION ViewDimension
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    };
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    if (rtv_dim12 == D3D12_RTV_DIMENSION_TEXTURE2DARRAY)
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      rtv_desc.Texture2DArray.ArraySize = -1;
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    else
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      rtv_desc.Texture2DMSArray.ArraySize = -1;
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    D3D::rtv_descriptor_heap_mgr->Allocate(&m_rtv12);
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    D3D::device12->CreateRenderTargetView(m_tex12, &rtv_desc, m_rtv12);
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  }
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  m_tex12->AddRef();
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}
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void D3DTexture2D::TransitionToResourceState(ID3D12GraphicsCommandList* command_list,
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                                             D3D12_RESOURCE_STATES state_after)
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{
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  DX12::D3D::ResourceBarrier(command_list, m_tex12, m_resource_state, state_after,
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                             D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
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  m_resource_state = state_after;
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}
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D3DTexture2D::~D3DTexture2D()
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{
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  DX12::D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_tex12);
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}
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}  // namespace DX12
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