[D3D12] add cvar to control 3d-to-2d texture mode
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@@ -15,6 +15,7 @@
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#include <cstring>
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#include "xenia/base/assert.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/profiling.h"
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@@ -27,6 +28,12 @@
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#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
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#include "xenia/ui/d3d12/d3d12_util.h"
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DEFINE_int32(d3d12_3d_to_2d_texture_mode, 0,
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"Handle shaders that sample 3D textures as 2D by creating a 2D "
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"view of slice 0. 0 = disabled (default), 1 = GPU copy, "
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"2 = CPU re-upload from guest memory.",
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"D3D12");
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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@@ -616,7 +623,6 @@ void D3D12TextureCache::WriteActiveTextureBindfulSRV(
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xenos::DataDimension::k2DOrStacked, false, binding->host_swizzle);
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} else {
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descriptor_index = d3d12_binding.descriptor_index;
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texture = binding->texture;
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}
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}
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}
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@@ -1836,9 +1842,16 @@ void D3D12TextureCache::UpdateTextureBindingsImpl(
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ID3D12Resource* D3D12TextureCache::D3D12Texture::GetOrCreate3DAs2DResource(
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D3D12_RESOURCE_STATES end_state) {
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int32_t mode = cvars::d3d12_3d_to_2d_texture_mode;
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// Mode 0: Feature disabled.
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if (mode == 0) {
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return nullptr;
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}
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auto& d3d12_cache = static_cast<D3D12TextureCache&>(texture_cache());
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// 1. If cached, transition and return.
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// If cached, transition and return.
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if (texture_3d_as_2d_) {
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d3d12_cache.command_processor_.PushTransitionBarrier(
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texture_3d_as_2d_->resource(),
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@@ -1846,14 +1859,12 @@ ID3D12Resource* D3D12TextureCache::D3D12Texture::GetOrCreate3DAs2DResource(
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return texture_3d_as_2d_->resource();
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}
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// 2. Prepare the Key for loading.
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// keep the dimension as k3D.
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TextureKey key_load = key();
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key_load.depth_or_array_size_minus_1 = 0; // Force Depth 1 (Slice 0)
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key_load.mip_max_level = 0; // Force 1 Mip (Base level only)
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const ui::d3d12::D3D12Provider& provider =
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d3d12_cache.command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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// 3. Manually create the 2D D3D12 Resource.
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D3D12_RESOURCE_DESC desc = resource_->GetDesc();
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D3D12_RESOURCE_DESC source_desc = resource_->GetDesc();
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D3D12_RESOURCE_DESC desc = source_desc;
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desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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@@ -1861,13 +1872,8 @@ ID3D12Resource* D3D12TextureCache::D3D12Texture::GetOrCreate3DAs2DResource(
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desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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const ui::d3d12::D3D12Provider& provider =
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d3d12_cache.command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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Microsoft::WRL::ComPtr<ID3D12Resource> resource_2d;
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// Start in COPY_DEST as LoadTextureData will write to it.
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D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
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Microsoft::WRL::ComPtr<ID3D12Resource> resource_2d;
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if (FAILED(device->CreateCommittedResource(
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&ui::d3d12::util::kHeapPropertiesDefault,
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@@ -1877,25 +1883,69 @@ ID3D12Resource* D3D12TextureCache::D3D12Texture::GetOrCreate3DAs2DResource(
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return nullptr;
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}
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// 4. Create the Texture wrapper.
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// This wrapper combines a "3D Key" (for correct shader math)
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// with a "2D Resource" (for the actual destination storage).
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std::unique_ptr<D3D12Texture> texture_wrap(new D3D12Texture(
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d3d12_cache, key_load, resource_2d.Get(), initial_state));
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if (mode == 1) {
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// Mode 1: GPU copy - copy slice 0 from the 3D texture to the 2D resource.
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D3D12_RESOURCE_STATES old_main_state =
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SetResourceState(D3D12_RESOURCE_STATE_COPY_SOURCE);
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d3d12_cache.command_processor_.PushTransitionBarrier(
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resource(), old_main_state, D3D12_RESOURCE_STATE_COPY_SOURCE);
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// 5. Trigger the Load.
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if (!d3d12_cache.LoadTextureData(*texture_wrap)) {
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XELOGE("D3D12Texture: Failed to untile 3D-as-2D data");
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return nullptr;
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auto& command_list =
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d3d12_cache.command_processor_.GetDeferredCommandList();
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D3D12_TEXTURE_COPY_LOCATION dest_loc = {};
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dest_loc.pResource = resource_2d.Get();
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dest_loc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dest_loc.SubresourceIndex = 0;
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D3D12_TEXTURE_COPY_LOCATION src_loc = {};
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src_loc.pResource = resource();
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src_loc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_loc.SubresourceIndex = 0;
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D3D12_BOX src_box;
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src_box.left = 0;
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src_box.top = 0;
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src_box.front = 0;
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src_box.right = static_cast<UINT>(source_desc.Width);
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src_box.bottom = source_desc.Height;
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src_box.back = 1; // Only copy 1 depth slice.
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command_list.D3DCopyTextureRegion(&dest_loc, 0, 0, 0, &src_loc, &src_box);
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// Restore source state.
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d3d12_cache.command_processor_.PushTransitionBarrier(
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resource(), D3D12_RESOURCE_STATE_COPY_SOURCE, old_main_state);
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SetResourceState(old_main_state);
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// Create a minimal wrapper for the 2D resource.
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TextureKey key_2d = key();
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key_2d.depth_or_array_size_minus_1 = 0;
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key_2d.mip_max_level = 0;
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texture_3d_as_2d_.reset(new D3D12Texture(d3d12_cache, key_2d,
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resource_2d.Get(), initial_state));
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} else {
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// Mode 2: CPU re-upload - reload texture data from guest memory.
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TextureKey key_load = key();
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key_load.depth_or_array_size_minus_1 = 0;
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key_load.mip_max_level = 0;
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std::unique_ptr<D3D12Texture> texture_wrap(new D3D12Texture(
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d3d12_cache, key_load, resource_2d.Get(), initial_state));
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if (!d3d12_cache.LoadTextureData(*texture_wrap)) {
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XELOGE("D3D12Texture: Failed to untile 3D-as-2D data");
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return nullptr;
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}
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texture_3d_as_2d_ = std::move(texture_wrap);
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}
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// 6. Transition to requested state.
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// Transition to requested state.
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d3d12_cache.command_processor_.PushTransitionBarrier(
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texture_wrap->resource(), texture_wrap->SetResourceState(end_state),
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end_state);
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texture_3d_as_2d_->resource(),
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texture_3d_as_2d_->SetResourceState(end_state), end_state);
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// 7. Cache and return.
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texture_3d_as_2d_ = std::move(texture_wrap);
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return texture_3d_as_2d_->resource();
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}
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