[D3D12] Pre-create 3D-as-2D textures before draw setup

This commit is contained in:
Herman S.
2026-02-25 14:50:43 +09:00
parent 0e2967cdb0
commit 0c8d1b763f

View File

@@ -483,6 +483,33 @@ void D3D12TextureCache::RequestTextures(uint32_t used_texture_mask) {
TextureCache::RequestTextures(used_texture_mask);
// Pre-create 3D-as-2D wrappers for any 3D textures while we're still in
// the texture loading phase (before graphics pipeline setup). LoadTextureData
// dispatches compute shaders, which must not happen during draw call setup
// as VKD3D asserts a graphics pipeline is active at that point.
if (cvars::gpu_3d_to_2d_texture) {
uint32_t textures_3d = used_texture_mask;
uint32_t index_3d;
while (xe::bit_scan_forward(textures_3d, &index_3d)) {
textures_3d = xe::clear_lowest_bit(textures_3d);
const TextureBinding* binding = GetValidTextureBinding(index_3d);
if (!binding || binding->key.dimension != xenos::DataDimension::k3D) {
continue;
}
D3D12Texture* texture = static_cast<D3D12Texture*>(binding->texture);
if (texture) {
texture->GetOrCreate3DAs2DResource(
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
}
D3D12Texture* texture_signed =
static_cast<D3D12Texture*>(binding->texture_signed);
if (texture_signed) {
texture_signed->GetOrCreate3DAs2DResource(
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
}
}
}
// Transition the textures to the needed usage - always in
// NON_PIXEL_SHADER_RESOURCE | PIXEL_SHADER_RESOURCE states because barriers
// between read-only stages, if needed, are discouraged (also if these were