[GPU] 3d-to-d2 texture implementation

Adds vulkan version of mode 1 and 2 and fixes related crashes by keeping
the 2d texture views from the texture cache.
This commit is contained in:
Herman S.
2026-01-13 21:33:49 +09:00
parent 7c9b5af236
commit 90c48e1d21
11 changed files with 389 additions and 43 deletions

View File

@@ -15,7 +15,6 @@
#include <cstring>
#include "xenia/base/assert.h"
#include "xenia/base/cvar.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/profiling.h"
@@ -28,12 +27,6 @@
#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
#include "xenia/ui/d3d12/d3d12_util.h"
DEFINE_int32(d3d12_3d_to_2d_texture_mode, 0,
"Handle shaders that sample 3D textures as 2D by creating a 2D "
"view of slice 0. 0 = disabled (default), 1 = GPU copy, "
"2 = CPU re-upload from guest memory.",
"D3D12");
namespace xe {
namespace gpu {
namespace d3d12 {
@@ -1235,8 +1228,9 @@ ID3D12Resource* D3D12TextureCache::RequestSwapTexture(
D3D12TextureCache::D3D12Texture::D3D12Texture(
D3D12TextureCache& texture_cache, const TextureKey& key,
ID3D12Resource* resource, D3D12_RESOURCE_STATES resource_state)
: Texture(texture_cache, key),
ID3D12Resource* resource, D3D12_RESOURCE_STATES resource_state,
bool track_usage)
: Texture(texture_cache, key, track_usage),
resource_(resource),
resource_state_(resource_state) {
ID3D12Device* device =
@@ -1842,7 +1836,7 @@ void D3D12TextureCache::UpdateTextureBindingsImpl(
ID3D12Resource* D3D12TextureCache::D3D12Texture::GetOrCreate3DAs2DResource(
D3D12_RESOURCE_STATES end_state) {
int32_t mode = cvars::d3d12_3d_to_2d_texture_mode;
int32_t mode = cvars::gpu_3d_to_2d_texture_mode;
// Mode 0: Feature disabled.
if (mode == 0) {
@@ -1922,16 +1916,18 @@ ID3D12Resource* D3D12TextureCache::D3D12Texture::GetOrCreate3DAs2DResource(
TextureKey key_2d = key();
key_2d.depth_or_array_size_minus_1 = 0;
key_2d.mip_max_level = 0;
texture_3d_as_2d_.reset(new D3D12Texture(d3d12_cache, key_2d,
resource_2d.Get(), initial_state));
texture_3d_as_2d_.reset(new D3D12Texture(
d3d12_cache, key_2d, resource_2d.Get(), initial_state, false));
} else {
// Mode 2: CPU re-upload - reload texture data from guest memory.
// Keep dimension as k3D so LoadTextureData uses 3D tiling math to correctly
// read slice 0 from the 3D-tiled guest memory.
TextureKey key_load = key();
key_load.depth_or_array_size_minus_1 = 0;
key_load.mip_max_level = 0;
std::unique_ptr<D3D12Texture> texture_wrap(new D3D12Texture(
d3d12_cache, key_load, resource_2d.Get(), initial_state));
d3d12_cache, key_load, resource_2d.Get(), initial_state, false));
if (!d3d12_cache.LoadTextureData(*texture_wrap)) {
XELOGE("D3D12Texture: Failed to untile 3D-as-2D data");