[D3D12] Fix 4D5307DF fur textures

- Fixes issue https://github.com/xenia-canary/game-compatibility/issues/6
- Implements a load texture logic
This commit is contained in:
Raffaele
2025-12-19 23:50:58 +01:00
committed by Herman S.
parent 26824edcfa
commit fc5ab60a88
2 changed files with 44 additions and 57 deletions

View File

@@ -1838,78 +1838,65 @@ ID3D12Resource* D3D12TextureCache::D3D12Texture::GetOrCreate3DAs2DResource(
D3D12_RESOURCE_STATES end_state) {
auto& d3d12_cache = static_cast<D3D12TextureCache&>(texture_cache());
// 1. If it already exists, just transition and return it.
if (resource_3d_as_2d_) {
if (resource_3d_as_2d_state_ != end_state) {
d3d12_cache.command_processor_.PushTransitionBarrier(
resource_3d_as_2d_.Get(), resource_3d_as_2d_state_, end_state);
resource_3d_as_2d_state_ = end_state;
}
return resource_3d_as_2d_.Get();
// 1. If cached, transition and return.
if (texture_3d_as_2d_) {
d3d12_cache.command_processor_.PushTransitionBarrier(
texture_3d_as_2d_->resource(),
texture_3d_as_2d_->SetResourceState(end_state), end_state);
return texture_3d_as_2d_->resource();
}
// 2. Create the 2D Alias Resource.
D3D12_RESOURCE_DESC source_desc = resource_->GetDesc();
// 2. Prepare the Key for loading.
// keep the dimension as k3D.
TextureKey key_load = key();
key_load.depth_or_array_size_minus_1 = 0; // Force Depth 1 (Slice 0)
key_load.mip_max_level = 0; // Force 1 Mip (Base level only)
D3D12_RESOURCE_DESC desc = source_desc;
// 3. Manually create the 2D D3D12 Resource.
D3D12_RESOURCE_DESC desc = resource_->GetDesc();
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Alignment = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
const ui::d3d12::D3D12Provider& provider =
d3d12_cache.command_processor_.GetD3D12Provider();
ID3D12Device* device = provider.GetDevice();
Microsoft::WRL::ComPtr<ID3D12Resource> resource_2d;
// Start in COPY_DEST as LoadTextureData will write to it.
D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(device->CreateCommittedResource(
&ui::d3d12::util::kHeapPropertiesDefault,
provider.GetHeapFlagCreateNotZeroed(), &desc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
IID_PPV_ARGS(&resource_3d_as_2d_)))) {
XELOGE("D3D12Texture: Failed to create 3D-as-2D alias resource");
provider.GetHeapFlagCreateNotZeroed(), &desc, initial_state, nullptr,
IID_PPV_ARGS(&resource_2d)))) {
XELOGE("D3D12Texture: Failed to create 3D-as-2D resource");
return nullptr;
}
resource_3d_as_2d_state_ = D3D12_RESOURCE_STATE_COPY_DEST;
// 3. Perform the Copy (Slice 0 of 3D -> 2D).
// Transition MAIN 3D resource to COPY_SOURCE.
D3D12_RESOURCE_STATES old_main_state =
SetResourceState(D3D12_RESOURCE_STATE_COPY_SOURCE);
// 4. Create the Texture wrapper.
// This wrapper combines a "3D Key" (for correct shader math)
// with a "2D Resource" (for the actual destination storage).
std::unique_ptr<D3D12Texture> texture_wrap(new D3D12Texture(
d3d12_cache, key_load, resource_2d.Get(), initial_state));
// 5. Trigger the Load.
if (!d3d12_cache.LoadTextureData(*texture_wrap)) {
XELOGE("D3D12Texture: Failed to untile 3D-as-2D data");
return nullptr;
}
// 6. Transition to requested state.
d3d12_cache.command_processor_.PushTransitionBarrier(
resource(), old_main_state, D3D12_RESOURCE_STATE_COPY_SOURCE);
texture_wrap->resource(), texture_wrap->SetResourceState(end_state),
end_state);
auto& command_list = d3d12_cache.command_processor_.GetDeferredCommandList();
D3D12_TEXTURE_COPY_LOCATION dest_loc = {};
dest_loc.pResource = resource_3d_as_2d_.Get();
dest_loc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dest_loc.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION src_loc = {};
src_loc.pResource = resource();
src_loc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_loc.SubresourceIndex = 0;
// Define the copy box to select ONLY Slice 0
D3D12_BOX src_box;
src_box.left = 0;
src_box.top = 0;
src_box.front = 0;
src_box.right = static_cast<UINT>(source_desc.Width);
src_box.bottom = source_desc.Height;
src_box.back = 1; // CRITICAL: Only copy 1 depth slice!
command_list.D3DCopyTextureRegion(&dest_loc, 0, 0, 0, &src_loc, &src_box);
// 4. Restore States.
d3d12_cache.command_processor_.PushTransitionBarrier(
resource(), D3D12_RESOURCE_STATE_COPY_SOURCE, old_main_state);
SetResourceState(old_main_state);
d3d12_cache.command_processor_.PushTransitionBarrier(
resource_3d_as_2d_.Get(), D3D12_RESOURCE_STATE_COPY_DEST, end_state);
resource_3d_as_2d_state_ = end_state;
return resource_3d_as_2d_.Get();
// 7. Cache and return.
texture_3d_as_2d_ = std::move(texture_wrap);
return texture_3d_as_2d_->resource();
}
uint32_t D3D12TextureCache::FindOrCreateTextureDescriptor(

View File

@@ -598,9 +598,9 @@ class D3D12TextureCache final : public TextureCache {
Microsoft::WRL::ComPtr<ID3D12Resource> resource_;
D3D12_RESOURCE_STATES resource_state_;
Microsoft::WRL::ComPtr<ID3D12Resource> resource_3d_as_2d_;
D3D12_RESOURCE_STATES resource_3d_as_2d_state_ =
D3D12_RESOURCE_STATE_COMMON;
// Cached 2D view of the first slice, managed as a standalone texture
// object.
std::unique_ptr<D3D12Texture> texture_3d_as_2d_;
// For bindful - indices in the non-shader-visible descriptor cache for
// copying to the shader-visible heap (much faster than recreating, which,