Direct3D 12: Implement proper fallback for format casting

This commit is contained in:
Pedro J. Estébanez 2024-02-16 23:44:50 +01:00
parent 8f3e2a6113
commit 3f530c7091
2 changed files with 339 additions and 262 deletions

View file

@ -530,7 +530,7 @@ static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSIO
D3D12_RESOURCE_DIMENSION_TEXTURE2D,
};
void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override) {
void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state) {
DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
#ifdef DEBUG_COUNT_BARRIERS
@ -538,9 +538,16 @@ void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_reso
#endif
ResourceInfo::States *res_states = p_resource->states_ptr;
D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
ID3D12Resource *res_to_transition = p_resource_override ? p_resource_override : p_resource->resource;
if (p_new_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
if (unlikely(!res_states->xfamily_fallback.subresources_dirty.is_empty())) {
uint32_t subres_qword = p_subresource / 64;
uint64_t subres_mask = (uint64_t(1) << (p_subresource % 64));
res_states->xfamily_fallback.subresources_dirty[subres_qword] |= subres_mask;
}
}
D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
// Transitions can be considered redundant if the current state has all the bits of the new state.
// This check does not apply to the common state however, which must resort to checking if the state is the same (0).
@ -553,7 +560,7 @@ void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_reso
if (res_barriers.size() < res_barriers_count + 1) {
res_barriers.resize(res_barriers_count + 1);
}
res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(res_to_transition);
res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(p_resource->resource);
res_barriers_count++;
res_states->last_batch_with_uav_barrier = res_barriers_batch;
}
@ -563,7 +570,7 @@ void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_reso
if (res_barriers_requests.has(res_states)) {
BarrierRequest &br = res_barriers_requests.get(res_states);
DEV_ASSERT(br.dx_resource == res_to_transition);
DEV_ASSERT(br.dx_resource == p_resource->resource);
DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
DEV_ASSERT(br.planes == p_num_planes);
@ -681,7 +688,7 @@ void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_reso
}
} else {
BarrierRequest &br = res_barriers_requests[res_states];
br.dx_resource = res_to_transition;
br.dx_resource = p_resource->resource;
br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
br.planes = p_num_planes;
@ -1131,19 +1138,13 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p
// If views of different families are wanted, special setup is needed for proper sharing among them.
// Two options here:
// 1. If ID3DDevice10 is present and driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
// 2. Otherwise, fall back to an approach based on abusing aliasing, hoping for the best. [[CROSS_FAMILY_ALIASING]]
if (p_format.shareable_formats.size()) {
if (format_capabilities.relaxed_casting_supported) {
ComPtr<ID3D12Device10> device_10;
device->QueryInterface(device_10.GetAddressOf());
if (device_10) {
relaxed_casting_available = true;
relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size());
relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
relaxed_casting_format_count++;
}
}
// 1. If the driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
// 2. Otherwise, fall back to an approach based on having multiple versions of the resource and copying as needed. [[CROSS_FAMILY_FALLBACK]]
if (p_format.shareable_formats.size() && format_capabilities.relaxed_casting_supported) {
relaxed_casting_available = true;
relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size());
relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
relaxed_casting_format_count++;
}
HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
@ -1164,9 +1165,6 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p
}
if (cross_family_sharing && !relaxed_casting_available) {
// At least guarantee the same layout among aliases.
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
// Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
if (p_format.texture_type == TEXTURE_TYPE_1D) {
ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
@ -1217,9 +1215,6 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p
// Create.
D3D12MA::ALLOCATION_DESC allocation_desc = {};
if (cross_family_sharing && !relaxed_casting_available) {
allocation_desc.Flags = D3D12MA::ALLOCATION_FLAG_CAN_ALIAS;
}
allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
@ -1339,53 +1334,6 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
// Create aliases if needed. [[CROSS_FAMILY_ALIASING]]
using AliasEntry = Pair<DXGI_FORMAT, ID3D12Resource *>;
AliasEntry *aliases = nullptr;
uint32_t alias_count = 0;
if (cross_family_sharing && !relaxed_casting_available) {
aliases = ALLOCA_ARRAY(AliasEntry, p_format.shareable_formats.size());
for (int i = 0; i < p_format.shareable_formats.size(); i++) {
DataFormat curr_format = p_format.shareable_formats[i];
DXGI_FORMAT format_family = RD_TO_D3D12_FORMAT[curr_format].family;
if (format_family == RD_TO_D3D12_FORMAT[p_format.format].family) {
continue;
}
D3D12_RESOURCE_DESC alias_resource_desc = *(D3D12_RESOURCE_DESC *)&resource_desc;
alias_resource_desc.Format = format_family;
clear_value.Format = format_family;
if ((alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
if (!texture_get_usages_supported_by_format(curr_format, false).has_flag(TEXTURE_USAGE_STORAGE_BIT)) {
alias_resource_desc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
}
ID3D12Resource *alias = nullptr;
HRESULT res = allocator->CreateAliasingResource(
allocation.Get(),
0,
&alias_resource_desc,
initial_state,
(alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? clear_value_ptr : nullptr,
IID_PPV_ARGS(&alias));
if (!SUCCEEDED(res)) {
for (uint32_t j = 0; j < alias_count; j++) {
aliases[j].second->Release();
}
ERR_FAIL_V_MSG(TextureID(), "CreateAliasingResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
}
aliases[alias_count] = AliasEntry(format_family, alias);
alias_count++;
if (curr_format == p_view.format) {
texture = alias;
}
}
}
// Bookkeep.
TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
@ -1405,13 +1353,6 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p
tex_info->mipmaps = resource_desc.MipLevels;
tex_info->view_descs.srv = srv_desc;
tex_info->view_descs.uav = uav_desc;
tex_info->main_texture = main_texture.Get();
tex_info->aliasing_hack.main_uav_desc = main_uav_desc;
if (alias_count) {
for (uint32_t i = 0; i < alias_count; i++) {
tex_info->aliasing_hack.owner_info.aliases.insert(aliases[i].first, aliases[i].second);
}
}
if ((p_format.usage_bits & (TEXTURE_USAGE_STORAGE_BIT | TEXTURE_USAGE_COLOR_ATTACHMENT_BIT))) {
textures_pending_clear.add(&tex_info->pending_clear);
}
@ -1424,75 +1365,59 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create_from_extension(uint64_
}
RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id;
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
#endif
ID3D12Resource *texture = nullptr;
if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) {
texture = owner_tex_info->resource;
} else {
texture = owner_tex_info->main_texture;
for (const KeyValue<DXGI_FORMAT, ComPtr<ID3D12Resource>> &E : owner_tex_info->aliasing_hack.owner_info.aliases) {
if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) {
texture = E.value.Get();
break;
}
}
}
// Describe views.
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
{
srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
}
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
{
uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
}
// Bookkeep.
TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
tex_info->resource = texture;
tex_info->states_ptr = owner_tex_info->states_ptr;
tex_info->format = p_view.format;
tex_info->desc = owner_tex_info->desc;
tex_info->base_layer = owner_tex_info->base_layer;
tex_info->layers = owner_tex_info->layers;
tex_info->base_mip = owner_tex_info->base_mip;
tex_info->mipmaps = owner_tex_info->mipmaps;
tex_info->view_descs.srv = srv_desc;
tex_info->view_descs.uav = uav_desc;
tex_info->main_texture = owner_tex_info->main_texture;
tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc;
return TextureID(tex_info);
return _texture_create_shared_from_slice(p_original_texture, p_view, (TextureSliceType)-1, 0, 0, 0, 0);
}
RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) {
const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id;
return _texture_create_shared_from_slice(p_original_texture, p_view, p_slice_type, p_layer, p_layers, p_mipmap, p_mipmaps);
}
RDD::TextureID RenderingDeviceDriverD3D12::_texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) {
TextureInfo *owner_tex_info = (TextureInfo *)p_original_texture.id;
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
#endif
// Find appropriate resource instance.
ComPtr<ID3D12Resource> new_texture;
ComPtr<D3D12MA::Allocation> new_allocation;
ID3D12Resource *resource = nullptr;
CD3DX12_RESOURCE_DESC new_tex_resource_desc = owner_tex_info->desc;
bool cross_family = RD_TO_D3D12_FORMAT[p_view.format].family != RD_TO_D3D12_FORMAT[owner_tex_info->format].family;
if (cross_family && !format_capabilities.relaxed_casting_supported) {
// [[CROSS_FAMILY_FALLBACK]].
// We have to create a new texture of the alternative format.
ID3D12Resource *texture = nullptr;
if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) {
texture = owner_tex_info->resource;
} else {
texture = owner_tex_info->main_texture;
for (const KeyValue<DXGI_FORMAT, ComPtr<ID3D12Resource>> &E : owner_tex_info->aliasing_hack.owner_info.aliases) {
if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) {
texture = E.value.Get();
break;
D3D12MA::ALLOCATION_DESC allocation_desc = {};
allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
if (p_slice_type != -1) {
#ifdef DEV_ENABLED
// Actual slicing is not contemplated. If ever needed, let's at least realize.
if (p_slice_type != -1) {
uint32_t new_texture_subresorce_count = owner_tex_info->mipmaps * owner_tex_info->layers;
uint32_t slice_subresorce_count = p_mipmaps * p_layers;
DEV_ASSERT(new_texture_subresorce_count == slice_subresorce_count);
}
#endif
new_tex_resource_desc.DepthOrArraySize = p_layers;
new_tex_resource_desc.MipLevels = p_mipmaps;
}
new_tex_resource_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].family;
new_tex_resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE; // Alternative formats can only be used as SRVs.
HRESULT res = allocator->CreateResource(
&allocation_desc,
&new_tex_resource_desc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
new_allocation.GetAddressOf(),
IID_PPV_ARGS(new_texture.GetAddressOf()));
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), vformat("D3D12MA::CreateResource failed with error 0x%08ux.", (uint64_t)res));
resource = new_texture.Get();
} else {
resource = owner_tex_info->resource;
}
// Describe views.
@ -1508,110 +1433,169 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared_from_slice(Text
uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
}
// Complete description with slicing.
if (p_slice_type != -1) {
// Complete description with slicing.
switch (p_slice_type) {
case TEXTURE_SLICE_2D: {
if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
srv_desc.Texture2D.MostDetailedMip = p_mipmap;
srv_desc.Texture2D.MipLevels = p_mipmaps;
switch (p_slice_type) {
case TEXTURE_SLICE_2D: {
if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
srv_desc.Texture2D.MostDetailedMip = p_mipmap;
srv_desc.Texture2D.MipLevels = p_mipmaps;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
uav_desc.Texture1D.MipSlice = p_mipmap;
} else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
} else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer)) || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) {
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
uav_desc.Texture1D.MipSlice = p_mipmap;
} else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
} else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer)) || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) {
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
srv_desc.Texture2DArray.MipLevels = p_mipmaps;
srv_desc.Texture2DArray.FirstArraySlice = p_layer;
srv_desc.Texture2DArray.ArraySize = 1;
srv_desc.Texture2DArray.PlaneSlice = 0;
srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
uav_desc.Texture2DArray.MipSlice = p_mipmap;
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
uav_desc.Texture2DArray.ArraySize = 1;
uav_desc.Texture2DArray.PlaneSlice = 0;
} else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
srv_desc.Texture2DMSArray.ArraySize = 1;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
} else {
DEV_ASSERT(false);
}
} break;
case TEXTURE_SLICE_CUBEMAP: {
if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
srv_desc.TextureCube.MostDetailedMip = p_mipmap;
srv_desc.TextureCube.MipLevels = p_mipmaps;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
uav_desc.Texture2DArray.MipSlice = p_mipmap;
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
uav_desc.Texture2DArray.ArraySize = 6;
uav_desc.Texture2DArray.PlaneSlice = 0;
} else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
srv_desc.TextureCubeArray.MipLevels = p_mipmaps;
srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
srv_desc.TextureCubeArray.NumCubes = 1;
srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
uav_desc.Texture2DArray.MipSlice = p_mipmap;
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
uav_desc.Texture2DArray.ArraySize = 6;
uav_desc.Texture2DArray.PlaneSlice = 0;
} else {
DEV_ASSERT(false);
}
} break;
case TEXTURE_SLICE_3D: {
DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
srv_desc.Texture3D.MostDetailedMip = p_mipmap;
srv_desc.Texture3D.MipLevels = p_mipmaps;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
uav_desc.Texture3D.MipSlice = p_mipmap;
uav_desc.Texture3D.WSize = -1;
} break;
case TEXTURE_SLICE_2D_ARRAY: {
DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
srv_desc.Texture2DArray.MipLevels = p_mipmaps;
srv_desc.Texture2DArray.FirstArraySlice = p_layer;
srv_desc.Texture2DArray.ArraySize = 1;
srv_desc.Texture2DArray.PlaneSlice = 0;
srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
uav_desc.Texture2DArray.MipSlice = p_mipmap;
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
uav_desc.Texture2DArray.ArraySize = 1;
uav_desc.Texture2DArray.PlaneSlice = 0;
} else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
srv_desc.Texture2DMSArray.ArraySize = 1;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
} else {
DEV_ASSERT(false);
}
} break;
case TEXTURE_SLICE_CUBEMAP: {
if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
srv_desc.TextureCube.MostDetailedMip = p_mipmap;
srv_desc.TextureCube.MipLevels = p_mipmaps;
srv_desc.Texture2DArray.ArraySize = p_layers;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
uav_desc.Texture2DArray.MipSlice = p_mipmap;
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
uav_desc.Texture2DArray.ArraySize = 6;
uav_desc.Texture2DArray.PlaneSlice = 0;
} else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
srv_desc.TextureCubeArray.MipLevels = p_mipmaps;
srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
srv_desc.TextureCubeArray.NumCubes = 1;
srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
uav_desc.Texture2DArray.MipSlice = p_mipmap;
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
uav_desc.Texture2DArray.ArraySize = 6;
uav_desc.Texture2DArray.PlaneSlice = 0;
} else {
DEV_ASSERT(false);
}
} break;
case TEXTURE_SLICE_3D: {
DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
srv_desc.Texture3D.MostDetailedMip = p_mipmap;
srv_desc.Texture3D.MipLevels = p_mipmaps;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
uav_desc.Texture3D.MipSlice = p_mipmap;
uav_desc.Texture3D.WSize = -1;
} break;
case TEXTURE_SLICE_2D_ARRAY: {
DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
srv_desc.Texture2DArray.MipLevels = p_mipmaps;
srv_desc.Texture2DArray.FirstArraySlice = p_layer;
srv_desc.Texture2DArray.ArraySize = p_layers;
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
uav_desc.Texture2DArray.MipSlice = p_mipmap;
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
uav_desc.Texture2DArray.ArraySize = p_layers;
} break;
default:
break;
uav_desc.Texture2DArray.ArraySize = p_layers;
} break;
default:
break;
}
}
// Bookkeep.
TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
tex_info->resource = texture;
tex_info->states_ptr = owner_tex_info->states_ptr;
tex_info->resource = resource;
if (new_texture.Get()) {
// [[CROSS_FAMILY_FALLBACK]].
DEV_ASSERT(cross_family && !format_capabilities.relaxed_casting_supported);
uint32_t new_texture_subresorce_count = owner_tex_info->mipmaps * owner_tex_info->layers;
#ifdef DEV_ENABLED
// Actual slicing is not contemplated. If ever needed, let's at least realize.
if (p_slice_type != -1) {
uint32_t slice_subresorce_count = p_mipmaps * p_layers;
DEV_ASSERT(new_texture_subresorce_count == slice_subresorce_count);
}
#endif
tex_info->owner_info.resource = new_texture;
tex_info->owner_info.allocation = new_allocation;
tex_info->owner_info.states.subresource_states.resize(new_texture_subresorce_count);
for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
tex_info->owner_info.states.subresource_states[i] = D3D12_RESOURCE_STATE_COPY_DEST;
}
tex_info->states_ptr = &tex_info->owner_info.states;
ResourceInfo::States::CrossFamillyFallback &xfamily = owner_tex_info->owner_info.states.xfamily_fallback;
if (xfamily.subresources_dirty.is_empty()) {
uint32_t items_required = STEPIFY(new_texture_subresorce_count, sizeof(uint64_t)) / sizeof(uint64_t);
xfamily.subresources_dirty.resize(items_required);
memset(xfamily.subresources_dirty.ptr(), 255, sizeof(uint64_t) * xfamily.subresources_dirty.size());
// Create buffer for non-direct copy if it's a format not supporting reinterpret-copy.
DEV_ASSERT(!xfamily.interim_buffer.Get());
if (owner_tex_info->format == DATA_FORMAT_R16_UINT && p_view.format == DATA_FORMAT_R4G4B4A4_UNORM_PACK16) {
uint32_t row_pitch = STEPIFY(owner_tex_info->desc.Width * sizeof(uint16_t), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
uint32_t buffer_size = sizeof(uint16_t) * row_pitch * owner_tex_info->desc.Height * owner_tex_info->desc.Depth();
CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(STEPIFY(buffer_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
D3D12MA::ALLOCATION_DESC allocation_desc = {};
allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
HRESULT res = allocator->CreateResource(
&allocation_desc,
&resource_desc,
D3D12_RESOURCE_STATE_COPY_SOURCE, // Makes the code that makes the copy easier.
nullptr,
xfamily.interim_buffer_alloc.GetAddressOf(),
IID_PPV_ARGS(xfamily.interim_buffer.GetAddressOf()));
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
}
}
} else {
tex_info->states_ptr = owner_tex_info->states_ptr;
}
tex_info->format = p_view.format;
tex_info->desc = owner_tex_info->desc;
tex_info->base_layer = p_layer;
tex_info->layers = p_layers;
tex_info->base_mip = p_mipmap;
tex_info->mipmaps = p_mipmaps;
tex_info->desc = new_tex_resource_desc;
if (p_slice_type == -1) {
tex_info->base_layer = owner_tex_info->base_layer;
tex_info->layers = owner_tex_info->layers;
tex_info->base_mip = owner_tex_info->base_mip;
tex_info->mipmaps = owner_tex_info->mipmaps;
} else {
tex_info->base_layer = p_layer;
tex_info->layers = p_layers;
tex_info->base_mip = p_mipmap;
tex_info->mipmaps = p_mipmaps;
}
tex_info->view_descs.srv = srv_desc;
tex_info->view_descs.uav = uav_desc;
tex_info->main_texture = owner_tex_info->main_texture;
tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc;
tex_info->main_texture = owner_tex_info;
return TextureID(tex_info);
}
@ -2375,7 +2359,7 @@ D3D12_RENDER_TARGET_VIEW_DESC RenderingDeviceDriverD3D12::_make_rtv_for_texture(
}
D3D12_UNORDERED_ACCESS_VIEW_DESC RenderingDeviceDriverD3D12::_make_ranged_uav_for_texture(const TextureInfo *p_texture_info, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases) {
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = p_texture_info->aliasing_hack.main_uav_desc;
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = p_texture_info->view_descs.uav;
uint32_t mip = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
switch (p_texture_info->view_descs.uav.ViewDimension) {
@ -3884,13 +3868,6 @@ void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBuff
}
DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
if (wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS || wanted_state == D3D12_RESOURCE_STATE_RENDER_TARGET) {
if (!sr.is_buffer) {
TextureInfo *tex_info = (TextureInfo *)sr.resource;
CRASH_COND_MSG(tex_info->resource != tex_info->main_texture, "The texture format used for UAV or RTV must be the main one.");
}
}
}
}
#endif
@ -3970,7 +3947,35 @@ void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBuff
for (uint32_t i = 0; i < tex_info->layers; i++) {
for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
_resource_transition_batch(tex_info, subresource, planes, wanted_state, tex_info->main_texture);
if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
// [[CROSS_FAMILY_FALLBACK]].
if (tex_info->owner_info.resource && tex_info->main_texture && tex_info->main_texture != tex_info) {
uint32_t subres_qword = subresource / 64;
uint64_t subres_mask = (uint64_t(1) << (subresource % 64));
if ((tex_info->main_texture->states_ptr->xfamily_fallback.subresources_dirty[subres_qword] & subres_mask)) {
// Prepare for copying the write-to texture to this one, if out-of-date.
_resource_transition_batch(tex_info->main_texture, subresource, planes, D3D12_RESOURCE_STATE_COPY_SOURCE);
_resource_transition_batch(tex_info, subresource, planes, D3D12_RESOURCE_STATE_COPY_DEST);
CommandBufferInfo::FamilyFallbackCopy ffc;
ffc.texture = tex_info;
ffc.subresource = subresource;
ffc.mipmap = j;
ffc.dst_wanted_state = wanted_state;
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
cmd_buf_info->family_fallback_copies.resize(cmd_buf_info->family_fallback_copies.size() + 1);
cmd_buf_info->family_fallback_copies[cmd_buf_info->family_fallback_copy_count] = ffc;
cmd_buf_info->family_fallback_copy_count++;
tex_info->main_texture->states_ptr->xfamily_fallback.subresources_dirty[subres_qword] &= ~subres_mask;
}
continue;
}
}
_resource_transition_batch(tex_info, subresource, planes, wanted_state);
}
}
}
@ -3979,7 +3984,56 @@ void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBuff
}
if (p_set_index == shader_info_in->sets.size() - 1) {
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
_resource_transitions_flush(cmd_buf_info->cmd_list.Get());
// [[CROSS_FAMILY_FALLBACK]].
for (uint32_t i = 0; i < cmd_buf_info->family_fallback_copy_count; i++) {
const CommandBufferInfo::FamilyFallbackCopy &ffc = cmd_buf_info->family_fallback_copies[i];
D3D12_TEXTURE_COPY_LOCATION dst_tex = {};
dst_tex.pResource = ffc.texture->resource;
dst_tex.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst_tex.SubresourceIndex = ffc.subresource;
D3D12_TEXTURE_COPY_LOCATION src_tex = {};
src_tex.pResource = ffc.texture->main_texture->resource;
src_tex.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_tex.SubresourceIndex = ffc.subresource;
const ResourceInfo::States::CrossFamillyFallback &xfamily = ffc.texture->main_texture->owner_info.states.xfamily_fallback;
if (xfamily.interim_buffer.Get()) {
// Must copy via a buffer due to reinterpret-copy known not to be available for these data types.
D3D12_TEXTURE_COPY_LOCATION buf_loc = {};
buf_loc.pResource = xfamily.interim_buffer.Get();
buf_loc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
buf_loc.PlacedFootprint.Offset = 0;
buf_loc.PlacedFootprint.Footprint.Format = ffc.texture->main_texture->desc.Format;
buf_loc.PlacedFootprint.Footprint.Width = MAX(1u, ffc.texture->main_texture->desc.Width >> ffc.mipmap);
buf_loc.PlacedFootprint.Footprint.Height = MAX(1u, ffc.texture->main_texture->desc.Height >> ffc.mipmap);
buf_loc.PlacedFootprint.Footprint.Depth = MAX(1u, (uint32_t)ffc.texture->main_texture->desc.Depth() >> ffc.mipmap);
buf_loc.PlacedFootprint.Footprint.RowPitch = STEPIFY(buf_loc.PlacedFootprint.Footprint.Width * sizeof(uint16_t), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(xfamily.interim_buffer.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
cmd_buf_info->cmd_list->ResourceBarrier(1, &barrier);
cmd_buf_info->cmd_list->CopyTextureRegion(&buf_loc, 0, 0, 0, &src_tex, nullptr);
barrier = CD3DX12_RESOURCE_BARRIER::Transition(xfamily.interim_buffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
cmd_buf_info->cmd_list->ResourceBarrier(1, &barrier);
buf_loc.PlacedFootprint.Footprint.Format = ffc.texture->desc.Format;
cmd_buf_info->cmd_list->CopyTextureRegion(&dst_tex, 0, 0, 0, &buf_loc, nullptr);
} else {
// Direct copy is possible.
cmd_buf_info->cmd_list->CopyTextureRegion(&dst_tex, 0, 0, 0, &src_tex, nullptr);
}
// Set the specific SRV state we wanted from the beginning to the alternative version of the texture.
_resource_transition_batch(ffc.texture, ffc.subresource, 1, ffc.dst_wanted_state);
}
cmd_buf_info->family_fallback_copy_count = 0;
_resource_transitions_flush(cmd_buf_info->cmd_list.Get());
}
}
@ -4293,17 +4347,17 @@ void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buff
frames[frame_idx].desc_heap_walkers.aux.advance();
}
void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView<BufferCopyRegion> p_regions) {
void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_buf_locfer, VectorView<BufferCopyRegion> p_regions) {
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
BufferInfo *dst_buf_info = (BufferInfo *)p_dst_buffer.id;
BufferInfo *buf_loc_info = (BufferInfo *)p_buf_locfer.id;
_resource_transition_batch(src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
_resource_transition_batch(dst_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
_resource_transition_batch(buf_loc_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
_resource_transitions_flush(cmd_buf_info->cmd_list.Get());
for (uint32_t i = 0; i < p_regions.size(); i++) {
cmd_buf_info->cmd_list->CopyBufferRegion(dst_buf_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size);
cmd_buf_info->cmd_list->CopyBufferRegion(buf_loc_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size);
}
}
@ -4371,7 +4425,9 @@ void RenderingDeviceDriverD3D12::command_resolve_texture(CommandBufferID p_cmd_b
void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, const Color &p_color, const TextureSubresourceRange &p_subresources) {
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
TextureInfo *tex_info = (TextureInfo *)p_texture.id;
ID3D12Resource *res_to_clear = tex_info->main_texture ? tex_info->main_texture : tex_info->resource;
if (tex_info->main_texture) {
tex_info = tex_info->main_texture;
}
auto _transition_subresources = [&](D3D12_RESOURCE_STATES p_new_state) {
for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
@ -4382,7 +4438,7 @@ void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_c
0,
tex_info->desc.MipLevels,
tex_info->desc.ArraySize());
_resource_transition_batch(tex_info, subresource, 1, p_new_state, tex_info->main_texture);
_resource_transition_batch(tex_info, subresource, 1, p_new_state);
}
}
_resource_transitions_flush(cmd_buf_info->cmd_list.Get());
@ -4408,7 +4464,7 @@ void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_c
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
rtv_desc.Format = tex_info->view_descs.uav.Format;
device->CreateRenderTargetView(
res_to_clear,
tex_info->resource,
&rtv_desc,
frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
@ -4450,7 +4506,7 @@ void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_c
for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = _make_ranged_uav_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
device->CreateUnorderedAccessView(
res_to_clear,
tex_info->resource,
nullptr,
&uav_desc,
frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
@ -4469,7 +4525,7 @@ void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_c
cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
res_to_clear,
tex_info->resource,
values,
0,
nullptr);
@ -4486,7 +4542,7 @@ void RenderingDeviceDriverD3D12::command_copy_buffer_to_texture(CommandBufferID
TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
if (buf_info->flags.is_for_upload) {
_resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, nullptr);
_resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
}
uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
@ -4522,7 +4578,7 @@ void RenderingDeviceDriverD3D12::command_copy_buffer_to_texture(CommandBufferID
tex_info->desc.ArraySize());
CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
_resource_transition_batch(tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST, tex_info->main_texture);
_resource_transition_batch(tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
}
_resource_transitions_flush(cmd_buf_info->cmd_list.Get());
@ -4547,12 +4603,12 @@ void RenderingDeviceDriverD3D12::command_copy_buffer_to_texture(CommandBufferID
}
}
void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_dst_buffer, VectorView<BufferTextureCopyRegion> p_regions) {
void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_buf_locfer, VectorView<BufferTextureCopyRegion> p_regions) {
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
BufferInfo *buf_info = (BufferInfo *)p_dst_buffer.id;
BufferInfo *buf_info = (BufferInfo *)p_buf_locfer.id;
_resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST, nullptr);
_resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
uint32_t block_w = 0, block_h = 0;
get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
@ -4566,7 +4622,7 @@ void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID
tex_info->desc.MipLevels,
tex_info->desc.ArraySize());
_resource_transition_batch(tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, tex_info->main_texture);
_resource_transition_batch(tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
}
_resource_transitions_flush(cmd_buf_info->cmd_list.Get());
@ -4714,7 +4770,7 @@ void RenderingDeviceDriverD3D12::command_begin_render_pass(CommandBufferID p_cmd
0,
p_texture_info->desc.MipLevels,
p_texture_info->desc.ArraySize());
_resource_transition_batch(p_texture_info, subresource, planes, p_states, nullptr);
_resource_transition_batch(p_texture_info, subresource, planes, p_states);
}
}
};
@ -6182,7 +6238,15 @@ Error RenderingDeviceDriverD3D12::_check_capabilities() {
}
if (format_capabilities.relaxed_casting_supported) {
#if 0
print_verbose("- Relaxed casting supported");
#else
// Certain configurations (Windows 11 with an updated Nvida driver) crash when using relaxed casting.
// Therefore, we disable it temporarily until we can assure that it's reliable.
// There are fallbacks in place that work in every case, if less efficient.
format_capabilities.relaxed_casting_supported = false;
print_verbose("- Relaxed casting supported (but disabled for now)");
#endif
} else {
print_verbose("- Relaxed casting not supported");
}

View file

@ -217,15 +217,20 @@ private:
// As many subresources as mipmaps * layers; planes (for depth-stencil) are tracked together.
TightLocalVector<D3D12_RESOURCE_STATES> subresource_states; // Used only if not a view.
uint32_t last_batch_with_uav_barrier = 0;
struct CrossFamillyFallback {
TightLocalVector<uint64_t> subresources_dirty;
ComPtr<ID3D12Resource> interim_buffer;
ComPtr<D3D12MA::Allocation> interim_buffer_alloc;
} xfamily_fallback; // [[CROSS_FAMILY_FALLBACK]].
};
ID3D12Resource *resource = nullptr; // Non-null even if a view.
ID3D12Resource *resource = nullptr; // Non-null even if not owned.
struct {
ComPtr<ID3D12Resource> resource;
ComPtr<D3D12MA::Allocation> allocation;
States states;
} owner_info; // All empty if a view.
States *states_ptr = nullptr; // Own or from another if a view.
} owner_info; // All empty if the resource is not owned.
States *states_ptr = nullptr; // Own or from another if it doesn't own the D3D12 resource.
};
struct BarrierRequest {
@ -257,7 +262,7 @@ private:
uint64_t frame_barriers_cpu_time = 0;
#endif
void _resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override = nullptr);
void _resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state);
void _resource_transitions_flush(ID3D12GraphicsCommandList *p_cmd_list);
/*****************/
@ -298,13 +303,7 @@ private:
D3D12_UNORDERED_ACCESS_VIEW_DESC uav;
} view_descs = {};
ID3D12Resource *main_texture = nullptr;
struct {
D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc;
struct {
HashMap<DXGI_FORMAT, ComPtr<ID3D12Resource>> aliases; // Key is the DXGI format family.
} owner_info = {};
} aliasing_hack = {}; // [[CROSS_FAMILY_ALIASING]]
TextureInfo *main_texture = nullptr;
UINT mapped_subresource = UINT_MAX;
SelfList<TextureInfo> pending_clear{ this };
@ -333,6 +332,10 @@ public:
virtual void texture_unmap(TextureID p_texture) override final;
virtual BitField<TextureUsageBits> texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) override final;
private:
TextureID _texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps);
public:
/*****************/
/**** SAMPLER ****/
/*****************/
@ -461,6 +464,16 @@ private:
RenderPassState render_pass_state;
bool descriptor_heaps_set = false;
// [[CROSS_FAMILY_FALLBACK]].
struct FamilyFallbackCopy {
TextureInfo *texture = nullptr;
uint32_t subresource = 0;
uint32_t mipmap = 0;
D3D12_RESOURCE_STATES dst_wanted_state = {};
};
LocalVector<FamilyFallbackCopy> family_fallback_copies;
uint32_t family_fallback_copy_count = 0;
};
public: