Torque3D/Engine/source/gfx/D3D11/gfxD3D11TextureManager.cpp

591 lines
20 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
#include "gfx/bitmap/bitmapUtils.h"
#include "gfx/bitmap/imageUtils.h"
#include "gfx/gfxCardProfile.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "core/strings/unicode.h"
#include "core/util/swizzle.h"
#include "core/util/safeDelete.h"
#include "console/console.h"
#include "core/resourceManager.h"
GFXD3D11TextureManager::GFXD3D11TextureManager()
{
ZeroMemory(mCurTexSet, sizeof(mCurTexSet));
}
GFXD3D11TextureManager::~GFXD3D11TextureManager()
{
// Destroy texture table now so just in case some texture objects
// are still left, we don't crash on a pure virtual method call.
SAFE_DELETE_ARRAY( mHashTable );
}
void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
U32 height,
U32 width,
U32 depth,
GFXFormat format,
GFXTextureProfile *profile,
U32 numMipLevels,
bool forceMips,
S32 antialiasLevel)
{
U32 usage = 0;
U32 bindFlags = 0;
U32 miscFlags = 0;
if(!retTex->mProfile->isZTarget() && !retTex->mProfile->isSystemMemory())
bindFlags = D3D11_BIND_SHADER_RESOURCE;
U32 cpuFlags = 0;
retTex->mProfile = profile;
retTex->isManaged = false;
DXGI_FORMAT d3dTextureFormat = GFXD3D11TextureFormat[format];
if( retTex->mProfile->isDynamic() )
{
usage = D3D11_USAGE_DYNAMIC;
cpuFlags |= D3D11_CPU_ACCESS_WRITE;
retTex->isManaged = false;
}
else if ( retTex->mProfile->isSystemMemory() )
{
usage |= D3D11_USAGE_STAGING;
cpuFlags |= D3D11_CPU_ACCESS_READ;
}
else
{
usage = D3D11_USAGE_DEFAULT;
retTex->isManaged = true;
}
if( retTex->mProfile->isRenderTarget() )
{
bindFlags |= D3D11_BIND_RENDER_TARGET;
//need to check to make sure this format supports render targets
U32 supportFlag = 0;
D3D11DEVICE->CheckFormatSupport(d3dTextureFormat, &supportFlag);
//if it doesn't support render targets then default to R8G8B8A8
if(!(supportFlag & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
d3dTextureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
retTex->isManaged =false;
}
if( retTex->mProfile->isZTarget() )
{
bindFlags |= D3D11_BIND_DEPTH_STENCIL;
retTex->isManaged = false;
}
if( !forceMips && !retTex->mProfile->isSystemMemory() &&
numMipLevels == 0 &&
!(depth > 0) )
{
miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
bindFlags |= D3D11_BIND_RENDER_TARGET; // in order to automatically generate mips. Resource needs to be a rendertarget and shader resource
}
if( depth > 0 )
{
D3D11_TEXTURE3D_DESC desc;
ZeroMemory(&desc, sizeof(D3D11_TEXTURE3D_DESC));
desc.BindFlags = bindFlags;
desc.CPUAccessFlags = cpuFlags;
desc.Depth = depth;
desc.Width = width;
desc.Height = height;
desc.Format = d3dTextureFormat;
desc.Usage = (D3D11_USAGE)usage;
desc.MipLevels = numMipLevels;
HRESULT hr = D3D11DEVICE->CreateTexture3D(&desc, NULL, retTex->get3DTexPtr());
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11TextureManager::_createTexture - failed to create volume texture!");
}
retTex->mTextureSize.set(width, height, depth);
retTex->get3DTex()->GetDesc(&desc);
retTex->mMipLevels = numMipLevels;
retTex->mFormat = format;
}
else
{
U32 numQualityLevels = 0;
switch (antialiasLevel)
{
case 0:
case AA_MATCH_BACKBUFFER:
antialiasLevel = 1;
break;
default:
{
antialiasLevel = 0;
D3D11DEVICE->CheckMultisampleQualityLevels(d3dTextureFormat, antialiasLevel, &numQualityLevels);
AssertFatal(numQualityLevels, "Invalid AA level!");
break;
}
}
if(retTex->mProfile->isZTarget())
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
desc.ArraySize = 1;
desc.BindFlags = bindFlags;
desc.CPUAccessFlags = cpuFlags;
//depth stencil must be a typeless format if it is bound on render target and shader resource simultaneously
// we'll send the real format for the creation of the views
desc.Format = DXGI_FORMAT_R24G8_TYPELESS;
desc.MipLevels = numMipLevels;
desc.SampleDesc.Count = antialiasLevel;
desc.SampleDesc.Quality = numQualityLevels;
desc.Height = height;
desc.Width = width;
desc.Usage = (D3D11_USAGE)usage;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, retTex->getSurfacePtr());
if(FAILED(hr))
{
AssertFatal(false, "Failed to create Zbuffer texture");
}
retTex->mFormat = format; // Assigning format like this should be fine.
}
else
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
desc.ArraySize = 1;
desc.BindFlags = bindFlags;
desc.CPUAccessFlags = cpuFlags;
desc.Format = d3dTextureFormat;
desc.MipLevels = numMipLevels;
desc.SampleDesc.Count = antialiasLevel;
desc.SampleDesc.Quality = numQualityLevels;
desc.Height = height;
desc.Width = width;
desc.Usage = (D3D11_USAGE)usage;
desc.MiscFlags = miscFlags;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, retTex->get2DTexPtr());
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11TextureManager::_createTexture - failed to create texture!");
}
retTex->get2DTex()->GetDesc(&desc);
retTex->mMipLevels = desc.MipLevels;
}
// start creating the resource views...
// don't bother creating views for system memory/staging textures
// they are just used for copying
if (!retTex->mProfile->isSystemMemory())
{
createResourceView(height, width, depth, d3dTextureFormat, numMipLevels, bindFlags, retTex);
}
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
if( retTex->get2DTex() != NULL )
{
retTex->get2DTex()->GetDesc(&probeDesc);
}
else if( retTex->getSurface() != NULL )
{
retTex->getSurface()->GetDesc(&probeDesc);
}
retTex->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
S32 fmt = 0;
if(!profile->isZTarget())
fmt = probeDesc.Format;
else
fmt = DXGI_FORMAT_D24_UNORM_S8_UINT; // we need to assign this manually.
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, fmt );
retTex->mFormat = (GFXFormat)fmt;
}
}
//-----------------------------------------------------------------------------
// createTexture
//-----------------------------------------------------------------------------
GFXTextureObject *GFXD3D11TextureManager::_createTextureObject( U32 height,
U32 width,
U32 depth,
GFXFormat format,
GFXTextureProfile *profile,
U32 numMipLevels,
bool forceMips,
S32 antialiasLevel,
GFXTextureObject *inTex )
{
GFXD3D11TextureObject *retTex;
if ( inTex )
{
AssertFatal(static_cast<GFXD3D11TextureObject*>( inTex ), "GFXD3D11TextureManager::_createTexture() - Bad inTex type!");
retTex = static_cast<GFXD3D11TextureObject*>( inTex );
retTex->release();
}
else
{
retTex = new GFXD3D11TextureObject(GFX, profile);
retTex->registerResourceWithDevice(GFX);
}
_innerCreateTexture(retTex, height, width, depth, format, profile, numMipLevels, forceMips, antialiasLevel);
return retTex;
}
bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL)
{
PROFILE_SCOPE(GFXD3D11TextureManager_loadTexture);
GFXD3D11TextureObject *texture = static_cast<GFXD3D11TextureObject*>(aTexture);
// Check with profiler to see if we can do automatic mipmap generation.
const bool supportsAutoMips = GFX->getCardProfiler()->queryProfile("autoMipMapLevel", true);
// Helper bool
const bool isCompressedTexFmt = ImageUtil::isCompressedFormat(aTexture->mFormat);
// Settings for mipmap generation
U32 maxDownloadMip = pDL->getNumMipLevels();
U32 nbMipMapLevel = pDL->getNumMipLevels();
if( supportsAutoMips && !isCompressedTexFmt )
{
maxDownloadMip = 1;
nbMipMapLevel = aTexture->mMipLevels;
}
GFXD3D11Device* dev = D3D11;
bool isDynamic = texture->mProfile->isDynamic();
// Fill the texture...
for( U32 i = 0; i < maxDownloadMip; i++ )
{
U32 subResource = D3D11CalcSubresource(i, 0, aTexture->mMipLevels);
if(!isDynamic)
{
U8* copyBuffer = NULL;
switch(texture->mFormat)
{
case GFXFormatR8G8B8:
case GFXFormatR8G8B8_SRGB:
{
PROFILE_SCOPE(Swizzle24_Upload);
U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
bitmapConvertRGB_to_RGBX(&Bits, pDL->getWidth(i) * pDL->getHeight(i));
copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
dev->getDeviceSwizzle32()->ToBuffer(copyBuffer, Bits, pDL->getWidth(i) * pDL->getHeight(i) * 4);
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, copyBuffer, pDL->getWidth() * 4, pDL->getHeight() *4);
SAFE_DELETE_ARRAY(Bits);
break;
}
case GFXFormatR8G8B8A8:
case GFXFormatR8G8B8X8:
case GFXFormatR8G8B8A8_SRGB:
{
PROFILE_SCOPE(Swizzle32_Upload);
copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel()];
dev->getDeviceSwizzle32()->ToBuffer(copyBuffer, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, copyBuffer, pDL->getWidth() * pDL->getBytesPerPixel(), pDL->getHeight() *pDL->getBytesPerPixel());
break;
}
default:
{
// Just copy the bits in no swizzle or padding
PROFILE_SCOPE(SwizzleNull_Upload);
AssertFatal( pDL->getFormat() == texture->mFormat, "Format mismatch");
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, pDL->getBits(i), pDL->getWidth() *pDL->getBytesPerPixel(), pDL->getHeight() *pDL->getBytesPerPixel());
}
}
SAFE_DELETE_ARRAY(copyBuffer);
}
else
{
D3D11_MAPPED_SUBRESOURCE mapping;
HRESULT res = dev->getDeviceContext()->Map(texture->get2DTex(), subResource, D3D11_MAP_WRITE, 0, &mapping);
AssertFatal(res, "tex2d map call failure");
switch( texture->mFormat )
{
case GFXFormatR8G8B8:
case GFXFormatR8G8B8_SRGB:
{
PROFILE_SCOPE(Swizzle24_Upload);
U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
bitmapConvertRGB_to_RGBX(&Bits, pDL->getWidth(i) * pDL->getHeight(i));
dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, Bits, pDL->getWidth(i) * pDL->getHeight(i) * 4);
SAFE_DELETE_ARRAY(Bits);
}
break;
case GFXFormatR8G8B8A8:
case GFXFormatR8G8B8X8:
case GFXFormatR8G8B8A8_SRGB:
{
PROFILE_SCOPE(Swizzle32_Upload);
dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
}
break;
default:
{
// Just copy the bits in no swizzle or padding
PROFILE_SCOPE(SwizzleNull_Upload);
AssertFatal( pDL->getFormat() == texture->mFormat, "Format mismatch");
dMemcpy(mapping.pData, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
}
}
dev->getDeviceContext()->Unmap(texture->get2DTex(), subResource);
}
}
D3D11_TEXTURE2D_DESC desc;
// if the texture asked for mip generation. lets generate it.
texture->get2DTex()->GetDesc(&desc);
if (desc.MiscFlags &D3D11_RESOURCE_MISC_GENERATE_MIPS)
{
dev->getDeviceContext()->GenerateMips(texture->getSRView());
//texture->mMipLevels = desc.MipLevels;
}
return true;
}
bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
{
PROFILE_SCOPE(GFXD3D11TextureManager_loadTextureRaw);
GFXD3D11TextureObject *texture = (GFXD3D11TextureObject *) inTex;
GFXD3D11Device* dev = static_cast<GFXD3D11Device *>(GFX);
// currently only for volume textures...
if(texture->getDepth() < 1) return false;
U8* Bits = NULL;
if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB)
{
// convert 24 bit to 32 bit
Bits = new U8[texture->getWidth() * texture->getHeight() * texture->getDepth() * 4];
dMemcpy(Bits, raw, texture->getWidth() * texture->getHeight() * texture->getDepth() * 3);
bitmapConvertRGB_to_RGBX(&Bits, texture->getWidth() * texture->getHeight() * texture->getDepth());
}
U32 bytesPerPix = 1;
switch(texture->mFormat)
{
case GFXFormatR8G8B8:
case GFXFormatR8G8B8_SRGB:
case GFXFormatR8G8B8A8:
case GFXFormatR8G8B8X8:
case GFXFormatR8G8B8A8_SRGB:
bytesPerPix = 4;
break;
}
D3D11_BOX box;
box.left = 0;
box.right = texture->getWidth();
box.front = 0;
box.back = texture->getDepth();
box.top = 0;
box.bottom = texture->getHeight();
if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB) // converted format also for volume textures
dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, Bits, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
else
dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, raw, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
SAFE_DELETE_ARRAY(Bits);
return true;
}
bool GFXD3D11TextureManager::_refreshTexture(GFXTextureObject *texture)
{
U32 usedStrategies = 0;
GFXD3D11TextureObject *realTex = static_cast<GFXD3D11TextureObject *>(texture);
if(texture->mProfile->doStoreBitmap())
{
if(texture->mBitmap)
_loadTexture(texture, texture->mBitmap);
if(texture->mDDS)
_loadTexture(texture, texture->mDDS);
usedStrategies++;
}
if(texture->mProfile->isRenderTarget() || texture->mProfile->isDynamic() || texture->mProfile->isZTarget())
{
realTex->release();
_innerCreateTexture(realTex, texture->getHeight(), texture->getWidth(), texture->getDepth(), texture->mFormat, texture->mProfile, texture->mMipLevels, false, texture->mAntialiasLevel);
usedStrategies++;
}
AssertFatal(usedStrategies < 2, "GFXD3D11TextureManager::_refreshTexture - Inconsistent profile flags!");
return true;
}
bool GFXD3D11TextureManager::_freeTexture(GFXTextureObject *texture, bool zombify)
{
AssertFatal(dynamic_cast<GFXD3D11TextureObject *>(texture),"Not an actual d3d texture object!");
GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject *>( texture );
// If it's a managed texture and we're zombifying, don't blast it, D3D allows
// us to keep it.
if(zombify && tex->isManaged)
return true;
tex->release();
return true;
}
/// Load a texture from a proper DDSFile instance.
bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds)
{
PROFILE_SCOPE(GFXD3D11TextureManager_loadTextureDDS);
GFXD3D11TextureObject *texture = static_cast<GFXD3D11TextureObject*>(aTexture);
GFXD3D11Device* dev = static_cast<GFXD3D11Device *>(GFX);
// Fill the texture...
for( U32 i = 0; i < aTexture->mMipLevels; i++ )
{
PROFILE_SCOPE(GFXD3DTexMan_loadSurface);
AssertFatal( dds->mSurfaces.size() > 0, "Assumption failed. DDSFile has no surfaces." );
U32 subresource = D3D11CalcSubresource(i, 0, aTexture->mMipLevels);
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subresource, 0, dds->mSurfaces[0]->mMips[i], dds->getSurfacePitch(i), 0);
}
D3D11_TEXTURE2D_DESC desc;
// if the texture asked for mip generation. lets generate it.
texture->get2DTex()->GetDesc(&desc);
if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
dev->getDeviceContext()->GenerateMips(texture->getSRView());
return true;
}
void GFXD3D11TextureManager::createResourceView(U32 height, U32 width, U32 depth, DXGI_FORMAT format, U32 numMipLevels,U32 usageFlags, GFXTextureObject *inTex)
{
GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject*>(inTex);
ID3D11Resource* resource = NULL;
if(tex->get2DTex())
resource = tex->get2DTex();
else if(tex->getSurface())
resource = tex->getSurface();
else
resource = tex->get3DTex();
HRESULT hr;
//TODO: add MSAA support later.
if(usageFlags & D3D11_BIND_SHADER_RESOURCE)
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
if(usageFlags & D3D11_BIND_DEPTH_STENCIL)
desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
else
desc.Format = format;
if(depth > 0)
{
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
desc.Texture3D.MipLevels = -1;
desc.Texture3D.MostDetailedMip = 0;
}
else
{
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = -1;
desc.Texture2D.MostDetailedMip = 0;
}
hr = D3D11DEVICE->CreateShaderResourceView(resource,&desc, tex->getSRViewPtr());
AssertFatal(SUCCEEDED(hr), "CreateShaderResourceView:: failed to create view!");
}
if(usageFlags & D3D11_BIND_RENDER_TARGET)
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = 0;
hr = D3D11DEVICE->CreateRenderTargetView(resource, &desc, tex->getRTViewPtr());
AssertFatal(SUCCEEDED(hr), "CreateRenderTargetView:: failed to create view!");
}
if(usageFlags & D3D11_BIND_DEPTH_STENCIL)
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = 0;
desc.Flags = 0;
hr = D3D11DEVICE->CreateDepthStencilView(resource,&desc, tex->getDSViewPtr());
AssertFatal(SUCCEEDED(hr), "CreateDepthStencilView:: failed to create view!");
}
}