rpcs3/rpcs3/Emu/RSX/D3D12/D3D12Texture.cpp
raven02 76d52b4bb3 d3d12: Implement A4R4G4B4 texture format with byte swapped
Make the guided fate paradox works
2015-08-12 00:26:27 +02:00

438 lines
15 KiB
C++

#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "D3D12GSRender.h"
// For clarity this code deals with texture but belongs to D3D12GSRender class
static
u32 LinearToSwizzleAddress(u32 x, u32 y, u32 z, u32 log2_width, u32 log2_height, u32 log2_depth)
{
u32 offset = 0;
u32 shift_count = 0;
while (log2_width | log2_height | log2_depth) {
if (log2_width)
{
offset |= (x & 0x01) << shift_count;
x >>= 1;
++shift_count;
--log2_width;
}
if (log2_height)
{
offset |= (y & 0x01) << shift_count;
y >>= 1;
++shift_count;
--log2_height;
}
if (log2_depth)
{
offset |= (z & 0x01) << shift_count;
z >>= 1;
++shift_count;
--log2_depth;
}
}
return offset;
}
static D3D12_COMPARISON_FUNC ComparisonFunc[] =
{
D3D12_COMPARISON_FUNC_NEVER,
D3D12_COMPARISON_FUNC_LESS,
D3D12_COMPARISON_FUNC_EQUAL,
D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_COMPARISON_FUNC_GREATER,
D3D12_COMPARISON_FUNC_NOT_EQUAL,
D3D12_COMPARISON_FUNC_GREATER_EQUAL,
D3D12_COMPARISON_FUNC_ALWAYS
};
size_t D3D12GSRender::GetMaxAniso(size_t aniso)
{
switch (aniso)
{
case CELL_GCM_TEXTURE_MAX_ANISO_1: return 1;
case CELL_GCM_TEXTURE_MAX_ANISO_2: return 2;
case CELL_GCM_TEXTURE_MAX_ANISO_4: return 4;
case CELL_GCM_TEXTURE_MAX_ANISO_6: return 6;
case CELL_GCM_TEXTURE_MAX_ANISO_8: return 8;
case CELL_GCM_TEXTURE_MAX_ANISO_10: return 10;
case CELL_GCM_TEXTURE_MAX_ANISO_12: return 12;
case CELL_GCM_TEXTURE_MAX_ANISO_16: return 16;
}
return 1;
}
D3D12_TEXTURE_ADDRESS_MODE D3D12GSRender::GetWrap(size_t wrap)
{
switch (wrap)
{
case CELL_GCM_TEXTURE_WRAP: return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
case CELL_GCM_TEXTURE_MIRROR: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
case CELL_GCM_TEXTURE_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
case CELL_GCM_TEXTURE_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_BORDER;
case CELL_GCM_TEXTURE_CLAMP: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
case CELL_GCM_TEXTURE_MIRROR_ONCE_CLAMP_TO_EDGE: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
case CELL_GCM_TEXTURE_MIRROR_ONCE_BORDER: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
case CELL_GCM_TEXTURE_MIRROR_ONCE_CLAMP: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
}
return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
}
size_t D3D12GSRender::UploadTextures()
{
size_t usedTexture = 0;
for (u32 i = 0; i < m_textures_count; ++i)
{
if (!m_textures[i].IsEnabled()) continue;
size_t w = m_textures[i].GetWidth(), h = m_textures[i].GetHeight();
const u32 texaddr = GetAddress(m_textures[i].GetOffset(), m_textures[i].GetLocation());
DXGI_FORMAT dxgiFormat;
size_t blockSizeInByte, blockWidthInPixel, blockHeightInPixel;
int format = m_textures[i].GetFormat() & ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN);
bool is_swizzled = !(m_textures[i].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;
}
ID3D12Resource *vramTexture;
std::unordered_map<u32, ID3D12Resource* >::const_iterator ItRTT = m_rtts.m_renderTargets.find(texaddr);
std::unordered_map<u32, ID3D12Resource* >::const_iterator ItCache = m_texturesCache.find(texaddr);
bool isRenderTarget = false;
if (ItRTT != m_rtts.m_renderTargets.end())
{
vramTexture = ItRTT->second;
isRenderTarget = true;
}
else if (ItCache != m_texturesCache.end())
{
vramTexture = ItCache->second;
}
else
{
// Upload at each iteration to take advantage of overlapping transfer
ID3D12GraphicsCommandList *commandList;
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_textureUploadCommandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
size_t heightInBlocks = (m_textures[i].GetHeight() + blockHeightInPixel - 1) / blockHeightInPixel;
size_t widthInBlocks = (m_textures[i].GetWidth() + blockWidthInPixel - 1) / blockWidthInPixel;
// Multiple of 256
size_t rowPitch = blockSizeInByte * widthInBlocks;
rowPitch = (rowPitch + 255) & ~255;
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 = m_textures[i].m_pitch;
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, i, 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(m_textures[i].GetWidth(), m_textures[i].GetHeight(), 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 = m_textures[i].GetWidth();
src.PlacedFootprint.Footprint.Height = m_textures[i].GetHeight();
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);
commandList->Close();
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
m_texturesCache[texaddr] = vramTexture;
}
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Format = dxgiFormat;
srvDesc.Texture2D.MipLevels = 1;
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:
case CELL_GCM_TEXTURE_R5G6B5:
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
break;
case CELL_GCM_TEXTURE_D8R8G8B8:
{
const int RemapValue[4] =
{
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
};
u8 remap_a = m_textures[i].GetRemap() & 0x3;
u8 remap_r = (m_textures[i].GetRemap() >> 2) & 0x3;
u8 remap_g = (m_textures[i].GetRemap() >> 4) & 0x3;
u8 remap_b = (m_textures[i].GetRemap() >> 6) & 0x3;
srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
RemapValue[remap_a],
RemapValue[remap_r],
RemapValue[remap_g],
RemapValue[remap_b]);
break;
}
case CELL_GCM_TEXTURE_A8R8G8B8:
{
const int RemapValue[4] =
{
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
};
u8 remap_a = m_textures[i].GetRemap() & 0x3;
u8 remap_r = (m_textures[i].GetRemap() >> 2) & 0x3;
u8 remap_g = (m_textures[i].GetRemap() >> 4) & 0x3;
u8 remap_b = (m_textures[i].GetRemap() >> 6) & 0x3;
if (isRenderTarget)
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
else
srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
RemapValue[remap_a],
RemapValue[remap_r],
RemapValue[remap_g],
RemapValue[remap_b]);
break;
}
case CELL_GCM_TEXTURE_COMPRESSED_DXT1:
case CELL_GCM_TEXTURE_COMPRESSED_DXT23:
case CELL_GCM_TEXTURE_COMPRESSED_DXT45:
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
break;
case CELL_GCM_TEXTURE_B8:
srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0);
break;
case CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
break;
case CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
break;
}
D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateShaderResourceView(vramTexture, &srvDesc, Handle);
// TODO : Correctly define sampler
D3D12_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
samplerDesc.AddressU = GetWrap(m_textures[i].GetWrapS());
samplerDesc.AddressV = GetWrap(m_textures[i].GetWrapT());
samplerDesc.AddressW = GetWrap(m_textures[i].GetWrapR());
samplerDesc.ComparisonFunc = ComparisonFunc[m_textures[i].GetZfunc()];
samplerDesc.MaxAnisotropy = (UINT)GetMaxAniso(m_textures[i].GetMaxAniso());
samplerDesc.MipLODBias = m_textures[i].GetBias();
samplerDesc.BorderColor[4] = (FLOAT)m_textures[i].GetBorderColor();
samplerDesc.MinLOD = (FLOAT)(m_textures[i].GetMinLOD() >> 8);
samplerDesc.MaxLOD = (FLOAT)(m_textures[i].GetMaxLOD() >> 8);
Handle = getCurrentResourceStorage().m_samplerDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
m_device->CreateSampler(&samplerDesc, Handle);
usedTexture++;
}
return usedTexture;
}
#endif