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mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-22 18:53:28 +01:00

d3d12: Move empty texture slot filling code to D3D12Texture.

This commit is contained in:
Vincent Lejeune 2015-10-28 17:32:03 +01:00
parent 59c549ac86
commit fdae12c52e
3 changed files with 35 additions and 37 deletions

View File

@ -471,35 +471,7 @@ void D3D12GSRender::end()
std::chrono::time_point<std::chrono::system_clock> texture_duration_start = std::chrono::system_clock::now();
if (std::get<2>(*m_PSO) > 0)
{
size_t used_texture = UploadTextures(getCurrentResourceStorage().m_commandList.Get(), currentDescriptorIndex + 3);
// Fill empty slots
for (; used_texture < std::get<2>(*m_PSO); used_texture++)
{
D3D12_SHADER_RESOURCE_VIEW_DESC shader_resource_view_desc = {};
shader_resource_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
shader_resource_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
shader_resource_view_desc.Texture2D.MipLevels = 1;
shader_resource_view_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0);
m_device->CreateShaderResourceView(m_dummyTexture, &shader_resource_view_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)currentDescriptorIndex + 3 + (INT)used_texture, g_descriptorStrideSRVCBVUAV)
);
D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
m_device->CreateSampler(&sampler_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentSamplerIndex + (INT)used_texture, g_descriptorStrideSamplers)
);
}
upload_and_bind_textures(getCurrentResourceStorage().m_commandList.Get(), currentDescriptorIndex + 3, std::get<2>(*m_PSO) > 0);
ID3D12DescriptorHeap *descriptors[] =
{
@ -517,8 +489,8 @@ void D3D12GSRender::end()
.Offset((INT)getCurrentResourceStorage().m_currentSamplerIndex, g_descriptorStrideSamplers)
);
getCurrentResourceStorage().m_currentSamplerIndex += used_texture;
getCurrentResourceStorage().m_descriptorsHeapIndex += used_texture + 3;
getCurrentResourceStorage().m_currentSamplerIndex += std::get<2>(*m_PSO);
getCurrentResourceStorage().m_descriptorsHeapIndex += std::get<2>(*m_PSO) + 3;
}
else
{

View File

@ -476,9 +476,9 @@ private:
* Fetch all textures recorded in the state in the render target cache and in the texture cache.
* If a texture is not cached, populate cmdlist with uploads command.
* Create necessary resource view/sampler descriptors in the per frame storage struct.
* returns the number of texture uploaded.
* If the count of enabled texture is below texture_count, fills with dummy texture and sampler.
*/
size_t UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t descriptorIndex);
void upload_and_bind_textures(ID3D12GraphicsCommandList *command_list, size_t descriptor_index, size_t texture_count);
/**
* Creates render target if necessary.

View File

@ -124,7 +124,7 @@ void update_existing_texture(
}
}
size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t descriptor_index)
void D3D12GSRender::upload_and_bind_textures(ID3D12GraphicsCommandList *command_list, size_t descriptor_index, size_t texture_count)
{
size_t used_texture = 0;
@ -152,7 +152,7 @@ size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t
{
if (cached_texture->first.m_isDirty)
{
update_existing_texture(textures[i], cmdlist, m_textureUploadData, cached_texture->second.Get());
update_existing_texture(textures[i], command_list, m_textureUploadData, cached_texture->second.Get());
m_textureCache.protectData(texaddr, texaddr, get_texture_size(textures[i]));
}
vram_texture = cached_texture->second.Get();
@ -161,7 +161,7 @@ size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t
{
if (cached_texture != nullptr)
getCurrentResourceStorage().m_dirtyTextures.push_back(m_textureCache.removeFromCache(texaddr));
ComPtr<ID3D12Resource> tex = upload_single_texture(textures[i], m_device.Get(), cmdlist, m_textureUploadData);
ComPtr<ID3D12Resource> tex = upload_single_texture(textures[i], m_device.Get(), command_list, m_textureUploadData);
vram_texture = tex.Get();
m_textureCache.storeAndProtectData(texaddr, texaddr, get_texture_size(textures[i]), format, w, h, textures[i].mipmap(), tex);
}
@ -306,6 +306,32 @@ size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t
used_texture++;
}
return used_texture;
// Now fill remaining texture slots with dummy texture/sampler
for (; used_texture < texture_count; used_texture++)
{
D3D12_SHADER_RESOURCE_VIEW_DESC shader_resource_view_desc = {};
shader_resource_view_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
shader_resource_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
shader_resource_view_desc.Texture2D.MipLevels = 1;
shader_resource_view_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0);
m_device->CreateShaderResourceView(m_dummyTexture, &shader_resource_view_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)descriptor_index + (INT)used_texture, g_descriptorStrideSRVCBVUAV)
);
D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
m_device->CreateSampler(&sampler_desc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentSamplerIndex + (INT)used_texture, g_descriptorStrideSamplers)
);
}
}
#endif