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XCEngine/engine/src/RHI/D3D12/D3D12Texture.cpp

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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
#include <algorithm>
#include <vector>
namespace XCEngine {
namespace RHI {
D3D12Texture::D3D12Texture() {
}
D3D12Texture::~D3D12Texture() {
Shutdown();
}
bool D3D12Texture::Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& desc, D3D12_RESOURCE_STATES initialState) {
D3D12_HEAP_PROPERTIES heapProperties = {};
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProperties.CreationNodeMask = 0;
heapProperties.VisibleNodeMask = 0;
D3D12_CLEAR_VALUE* pOptimizedClearValue = nullptr;
HRESULT hResult = device->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&desc,
initialState,
pOptimizedClearValue,
IID_PPV_ARGS(&m_resource)
);
if (FAILED(hResult)) {
return false;
}
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m_format = FromD3D12(desc.Format);
switch (desc.Dimension) {
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
m_textureType = TextureType::Texture1D;
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
m_textureType = TextureType::Texture3D;
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
default:
m_textureType = TextureType::Texture2D;
break;
}
m_ownsResource = true;
return true;
}
bool D3D12Texture::InitializeFromExisting(ID3D12Resource* resource, bool ownsResource) {
m_resource = resource;
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if (m_resource) {
const D3D12_RESOURCE_DESC desc = m_resource->GetDesc();
m_format = FromD3D12(desc.Format);
switch (desc.Dimension) {
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
m_textureType = TextureType::Texture1D;
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
m_textureType = TextureType::Texture3D;
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
default:
m_textureType = TextureType::Texture2D;
break;
}
}
m_ownsResource = ownsResource;
return true;
}
bool D3D12Texture::InitializeFromData(ID3D12Device* device, ID3D12GraphicsCommandList* commandList,
const D3D12_RESOURCE_DESC& textureDesc, TextureType textureType, const void* pixelData, size_t pixelDataSize,
uint32_t rowPitch, ComPtr<ID3D12Resource>* uploadBuffer) {
if (device == nullptr || commandList == nullptr || pixelData == nullptr || pixelDataSize == 0) {
return false;
}
D3D12_HEAP_PROPERTIES heapProperties = {};
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
HRESULT hResult = device->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&m_resource)
);
if (FAILED(hResult)) {
return false;
}
m_ownsResource = true;
m_format = FromD3D12(textureDesc.Format);
m_textureType = textureType;
const UINT subresourceCount = textureDesc.MipLevels *
(textureDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? 1u : textureDesc.DepthOrArraySize);
std::vector<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> subresourceFootprints(subresourceCount);
std::vector<UINT> subresourceRowCounts(subresourceCount);
std::vector<UINT64> subresourceRowSizes(subresourceCount);
UINT64 memorySizeUsed = 0;
device->GetCopyableFootprints(
&textureDesc,
0,
subresourceCount,
0,
subresourceFootprints.data(),
subresourceRowCounts.data(),
subresourceRowSizes.data(),
&memorySizeUsed);
ComPtr<ID3D12Resource> tempBufferObject;
D3D12_HEAP_PROPERTIES d3dTempHeapProperties = {};
d3dTempHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC d3d12TempResourceDesc = {};
d3d12TempResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
d3d12TempResourceDesc.Alignment = 0;
d3d12TempResourceDesc.Width = memorySizeUsed;
d3d12TempResourceDesc.Height = 1;
d3d12TempResourceDesc.DepthOrArraySize = 1;
d3d12TempResourceDesc.MipLevels = 1;
d3d12TempResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
d3d12TempResourceDesc.SampleDesc.Count = 1;
d3d12TempResourceDesc.SampleDesc.Quality = 0;
d3d12TempResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
d3d12TempResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
hResult = device->CreateCommittedResource(
&d3dTempHeapProperties,
D3D12_HEAP_FLAG_NONE,
&d3d12TempResourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(tempBufferObject.GetAddressOf())
);
if (FAILED(hResult)) {
return false;
}
BYTE* pData = nullptr;
tempBufferObject->Map(0, nullptr, reinterpret_cast<void**>(&pData));
const BYTE* pSrcData = reinterpret_cast<const BYTE*>(pixelData);
const UINT sourceRowPitch = rowPitch > 0 ? rowPitch : static_cast<UINT>(subresourceRowSizes[0]);
size_t sourceOffset = 0;
for (UINT subresourceIndex = 0; subresourceIndex < subresourceCount; ++subresourceIndex) {
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& footprint = subresourceFootprints[subresourceIndex];
const UINT rowCount = subresourceRowCounts[subresourceIndex];
const UINT64 rowSizeInBytes = subresourceRowSizes[subresourceIndex];
BYTE* pDstTempBuffer = pData + footprint.Offset;
for (UINT depthSlice = 0; depthSlice < footprint.Footprint.Depth; ++depthSlice) {
for (UINT rowIndex = 0; rowIndex < rowCount; ++rowIndex) {
const size_t srcRowOffset =
sourceOffset +
static_cast<size_t>(depthSlice) * static_cast<size_t>(sourceRowPitch) * rowCount +
static_cast<size_t>(rowIndex) * sourceRowPitch;
memcpy(
pDstTempBuffer +
static_cast<size_t>(depthSlice) * footprint.Footprint.RowPitch * rowCount +
static_cast<size_t>(rowIndex) * footprint.Footprint.RowPitch,
pSrcData + srcRowOffset,
static_cast<size_t>(std::min<UINT64>(rowSizeInBytes, sourceRowPitch)));
}
}
sourceOffset += static_cast<size_t>(sourceRowPitch) * rowCount * footprint.Footprint.Depth;
}
tempBufferObject->Unmap(0, nullptr);
for (UINT subresourceIndex = 0; subresourceIndex < subresourceCount; ++subresourceIndex) {
D3D12_TEXTURE_COPY_LOCATION dst = {};
dst.pResource = m_resource.Get();
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.SubresourceIndex = subresourceIndex;
D3D12_TEXTURE_COPY_LOCATION src = {};
src.pResource = tempBufferObject.Get();
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint = subresourceFootprints[subresourceIndex];
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
}
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = m_resource.Get();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
commandList->ResourceBarrier(1, &barrier);
m_state = ResourceStates::PixelShaderResource;
if (uploadBuffer != nullptr) {
*uploadBuffer = tempBufferObject;
}
return true;
}
bool D3D12Texture::InitializeDepthStencil(ID3D12Device* device, uint32_t width, uint32_t height, DXGI_FORMAT format) {
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DXGI_FORMAT resourceFormat = format;
switch (format) {
case DXGI_FORMAT_D16_UNORM:
resourceFormat = DXGI_FORMAT_R16_TYPELESS;
break;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
resourceFormat = DXGI_FORMAT_R24G8_TYPELESS;
break;
case DXGI_FORMAT_D32_FLOAT:
resourceFormat = DXGI_FORMAT_R32_TYPELESS;
break;
default:
break;
}
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Alignment = 0;
desc.Width = width;
desc.Height = height;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
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desc.Format = resourceFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_HEAP_PROPERTIES heapProperties = {};
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_CLEAR_VALUE clearValue = {};
clearValue.Format = format;
clearValue.DepthStencil.Depth = 1.0f;
clearValue.DepthStencil.Stencil = 0;
HRESULT hResult = device->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&desc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&clearValue,
IID_PPV_ARGS(&m_resource)
);
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if (SUCCEEDED(hResult)) {
m_format = FromD3D12(format);
m_textureType = TextureType::Texture2D;
m_ownsResource = true;
return true;
}
return false;
}
void D3D12Texture::Shutdown() {
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m_resource.Reset();
m_state = ResourceStates::Common;
m_format = Format::Unknown;
m_textureType = TextureType::Texture2D;
m_ownsResource = false;
}
} // namespace RHI
} // namespace XCEngine