(D3D11) autogen mipmaps when needed.

This commit is contained in:
aliaspider 2018-01-25 04:57:49 +01:00
parent ccc9d36949
commit 2a54cbca75
5 changed files with 70 additions and 61 deletions

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@ -59,9 +59,6 @@ void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture)
Release(texture->staging); Release(texture->staging);
Release(texture->view); Release(texture->view);
// .Usage = D3D11_USAGE_DYNAMIC,
// .CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
texture->desc.MipLevels = 1; texture->desc.MipLevels = 1;
texture->desc.ArraySize = 1; texture->desc.ArraySize = 1;
texture->desc.SampleDesc.Count = 1; texture->desc.SampleDesc.Count = 1;
@ -69,7 +66,20 @@ void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture)
texture->desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texture->desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texture->desc.CPUAccessFlags = texture->desc.CPUAccessFlags =
texture->desc.Usage == D3D11_USAGE_DYNAMIC ? D3D11_CPU_ACCESS_WRITE : 0; texture->desc.Usage == D3D11_USAGE_DYNAMIC ? D3D11_CPU_ACCESS_WRITE : 0;
texture->desc.MiscFlags = 0;
if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
{
texture->desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
unsigned width = texture->desc.Width >> 5;
unsigned height = texture->desc.Height >> 5;
while (width && height)
{
width >>= 1;
height >>= 1;
texture->desc.MipLevels++;
}
}
D3D11CreateTexture2D(device, &texture->desc, NULL, &texture->handle); D3D11CreateTexture2D(device, &texture->desc, NULL, &texture->handle);
{ {
@ -84,7 +94,9 @@ void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture)
{ {
D3D11_TEXTURE2D_DESC desc = texture->desc; D3D11_TEXTURE2D_DESC desc = texture->desc;
desc.MipLevels = 1;
desc.BindFlags = 0; desc.BindFlags = 0;
desc.MiscFlags = 0;
desc.Usage = D3D11_USAGE_STAGING; desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11CreateTexture2D(device, &desc, NULL, &texture->staging); D3D11CreateTexture2D(device, &desc, NULL, &texture->staging);
@ -101,6 +113,7 @@ void d3d11_update_texture(
d3d11_texture_t* texture) d3d11_texture_t* texture)
{ {
D3D11_MAPPED_SUBRESOURCE mapped_texture; D3D11_MAPPED_SUBRESOURCE mapped_texture;
D3D11_BOX frame_box = { 0, 0, 0, width, height, 1 };
D3D11MapTexture2D(ctx, texture->staging, 0, D3D11_MAP_WRITE, 0, &mapped_texture); D3D11MapTexture2D(ctx, texture->staging, 0, D3D11_MAP_WRITE, 0, &mapped_texture);
@ -110,8 +123,11 @@ void d3d11_update_texture(
D3D11UnmapTexture2D(ctx, texture->staging, 0); D3D11UnmapTexture2D(ctx, texture->staging, 0);
if (texture->desc.Usage == D3D11_USAGE_DEFAULT) D3D11CopyTexture2DSubresourceRegion(
texture->dirty = true; ctx, texture->handle, 0, 0, 0, 0, texture->staging, 0, &frame_box);
if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
D3D11GenerateMips(ctx, texture->view);
} }
DXGI_FORMAT DXGI_FORMAT

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@ -2470,7 +2470,7 @@ typedef struct
D3D11Texture2D staging; D3D11Texture2D staging;
D3D11_TEXTURE2D_DESC desc; D3D11_TEXTURE2D_DESC desc;
D3D11ShaderResourceView view; D3D11ShaderResourceView view;
bool dirty; D3D11SamplerState sampler;
} d3d11_texture_t; } d3d11_texture_t;
typedef struct typedef struct
@ -2521,7 +2521,6 @@ typedef struct
{ {
d3d11_texture_t texture; d3d11_texture_t texture;
D3D11Buffer vbo; D3D11Buffer vbo;
D3D11SamplerState sampler;
bool enabled; bool enabled;
bool fullscreen; bool fullscreen;
} menu; } menu;
@ -2530,7 +2529,6 @@ typedef struct
d3d11_texture_t texture; d3d11_texture_t texture;
D3D11Buffer vbo; D3D11Buffer vbo;
D3D11Buffer ubo; D3D11Buffer ubo;
D3D11SamplerState sampler;
D3D11_VIEWPORT viewport; D3D11_VIEWPORT viewport;
int rotation; int rotation;
} frame; } frame;
@ -2567,3 +2565,10 @@ d3d11_get_closest_match_texture2D(D3D11Device device, DXGI_FORMAT desired_format
device, desired_format, device, desired_format,
D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE); D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE);
} }
static inline d3d11_set_texture_and_sampler(
D3D11DeviceContext ctx, UINT slot, d3d11_texture_t* texture)
{
D3D11SetPShaderResources(ctx, slot, 1, &texture->view);
D3D11SetPShaderSamplers(ctx, slot, 1, &texture->sampler);
}

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@ -35,9 +35,9 @@ static void d3d11_set_filtering(void* data, unsigned index, bool smooth)
d3d11_video_t* d3d11 = (d3d11_video_t*)data; d3d11_video_t* d3d11 = (d3d11_video_t*)data;
if (smooth) if (smooth)
d3d11->frame.sampler = d3d11->sampler_linear; d3d11->frame.texture.sampler = d3d11->sampler_linear;
else else
d3d11->frame.sampler = d3d11->sampler_nearest; d3d11->frame.texture.sampler = d3d11->sampler_nearest;
} }
static void d3d11_gfx_set_rotation(void* data, unsigned rotation) static void d3d11_gfx_set_rotation(void* data, unsigned rotation)
@ -467,9 +467,6 @@ static bool d3d11_gfx_frame(
d3d11_update_texture( d3d11_update_texture(
d3d11->ctx, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture); d3d11->ctx, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture);
D3D11CopyTexture2DSubresourceRegion(
d3d11->ctx, d3d11->frame.texture.handle, 0, 0, 0, 0, d3d11->frame.texture.staging, 0,
&frame_box);
} }
{ {
@ -482,8 +479,7 @@ static bool d3d11_gfx_frame(
d3d11_update_viewport(d3d11, false); d3d11_update_viewport(d3d11, false);
D3D11SetViewports(d3d11->ctx, 1, &d3d11->frame.viewport); D3D11SetViewports(d3d11->ctx, 1, &d3d11->frame.viewport);
D3D11SetPShaderResources(d3d11->ctx, 0, 1, &d3d11->frame.texture.view); d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->frame.texture);
D3D11SetPShaderSamplers(d3d11->ctx, 0, 1, &d3d11->frame.sampler);
D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->frame.vbo, &stride, &offset); D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->frame.vbo, &stride, &offset);
D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->frame.ubo); D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->frame.ubo);
@ -493,20 +489,11 @@ static bool d3d11_gfx_frame(
if (d3d11->menu.enabled && d3d11->menu.texture.handle) if (d3d11->menu.enabled && d3d11->menu.texture.handle)
{ {
if (d3d11->menu.texture.dirty)
{
D3D11CopyTexture2DSubresourceRegion(
d3d11->ctx, d3d11->menu.texture.handle, 0, 0, 0, 0, d3d11->menu.texture.staging,
0, NULL);
d3d11->menu.texture.dirty = false;
}
if (d3d11->menu.fullscreen) if (d3d11->menu.fullscreen)
D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport); D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport);
D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->menu.vbo, &stride, &offset); D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->menu.vbo, &stride, &offset);
D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo); D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo);
D3D11SetPShaderResources(d3d11->ctx, 0, 1, &d3d11->menu.texture.view); d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->menu.texture);
D3D11SetPShaderSamplers(d3d11->ctx, 0, 1, &d3d11->menu.sampler);
D3D11Draw(d3d11->ctx, 4, 0); D3D11Draw(d3d11->ctx, 4, 0);
} }
@ -521,7 +508,6 @@ static bool d3d11_gfx_frame(
D3D11SetInputLayout(d3d11->ctx, d3d11->sprites.layout); D3D11SetInputLayout(d3d11->ctx, d3d11->sprites.layout);
D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->sprites.vbo, &sprite_stride, &offset); D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->sprites.vbo, &sprite_stride, &offset);
D3D11SetPShaderSamplers(d3d11->ctx, 0, 1, &d3d11->sampler_linear);
D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
d3d11->sprites.enabled = true; d3d11->sprites.enabled = true;
@ -621,7 +607,7 @@ static void d3d11_set_menu_texture_frame(
} }
d3d11_update_texture(d3d11->ctx, width, height, pitch, format, frame, &d3d11->menu.texture); d3d11_update_texture(d3d11->ctx, width, height, pitch, format, frame, &d3d11->menu.texture);
d3d11->menu.sampler = config_get_ptr()->bools.menu_linear_filter ? d3d11->sampler_linear d3d11->menu.texture.sampler = config_get_ptr()->bools.menu_linear_filter ? d3d11->sampler_linear
: d3d11->sampler_nearest; : d3d11->sampler_nearest;
} }
static void d3d11_set_menu_texture_enable(void* data, bool state, bool full_screen) static void d3d11_set_menu_texture_enable(void* data, bool state, bool full_screen)
@ -672,13 +658,28 @@ static uintptr_t d3d11_gfx_load_texture(
{ {
d3d11_video_t* d3d11 = (d3d11_video_t*)video_data; d3d11_video_t* d3d11 = (d3d11_video_t*)video_data;
struct texture_image* image = (struct texture_image*)data; struct texture_image* image = (struct texture_image*)data;
D3D11_BOX frame_box = { 0, 0, 0, image->width, image->height, 1 };
if (!d3d11) if (!d3d11)
return 0; return 0;
d3d11_texture_t* texture = calloc(1, sizeof(*texture)); d3d11_texture_t* texture = calloc(1, sizeof(*texture));
switch(filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
/* fallthrough */
case TEXTURE_FILTER_LINEAR:
texture->sampler = d3d11->sampler_linear;
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
texture->desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
/* fallthrough */
case TEXTURE_FILTER_NEAREST:
texture->sampler = d3d11->sampler_nearest;
break;
}
texture->desc.Width = image->width; texture->desc.Width = image->width;
texture->desc.Height = image->height; texture->desc.Height = image->height;
texture->desc.Format = texture->desc.Format =
@ -689,8 +690,6 @@ static uintptr_t d3d11_gfx_load_texture(
d3d11_update_texture( d3d11_update_texture(
d3d11->ctx, image->width, image->height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels, d3d11->ctx, image->width, image->height, 0, DXGI_FORMAT_B8G8R8A8_UNORM, image->pixels,
texture); texture);
D3D11CopyTexture2DSubresourceRegion(
d3d11->ctx, texture->handle, 0, 0, 0, 0, texture->staging, 0, &frame_box);
return (uintptr_t)texture; return (uintptr_t)texture;
} }

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@ -52,6 +52,7 @@ d3d11_font_init_font(void* data, const char* font_path, float font_size, bool is
} }
font->atlas = font->font_driver->get_atlas(font->font_data); font->atlas = font->font_driver->get_atlas(font->font_data);
font->texture.sampler = d3d11->sampler_linear;
font->texture.desc.Width = font->atlas->width; font->texture.desc.Width = font->atlas->width;
font->texture.desc.Height = font->atlas->height; font->texture.desc.Height = font->atlas->height;
font->texture.desc.Format = font->texture.desc.Format =
@ -60,7 +61,6 @@ d3d11_font_init_font(void* data, const char* font_path, float font_size, bool is
d3d11_update_texture( d3d11_update_texture(
d3d11->ctx, font->atlas->width, font->atlas->height, font->atlas->width, d3d11->ctx, font->atlas->width, font->atlas->height, font->atlas->width,
DXGI_FORMAT_A8_UNORM, font->atlas->buffer, &font->texture); DXGI_FORMAT_A8_UNORM, font->atlas->buffer, &font->texture);
font->texture.dirty = true;
font->atlas->dirty = false; font->atlas->dirty = false;
return font; return font;
@ -209,19 +209,10 @@ static void d3d11_font_render_line(
d3d11->ctx, font->atlas->width, font->atlas->height, font->atlas->width, d3d11->ctx, font->atlas->width, font->atlas->height, font->atlas->width,
DXGI_FORMAT_A8_UNORM, font->atlas->buffer, &font->texture); DXGI_FORMAT_A8_UNORM, font->atlas->buffer, &font->texture);
font->atlas->dirty = false; font->atlas->dirty = false;
font->texture.dirty = true;
}
if (font->texture.dirty)
{
D3D11_BOX frame_box = { 0, 0, 0, font->atlas->width, font->atlas->height, 1 };
D3D11CopyTexture2DSubresourceRegion(
d3d11->ctx, font->texture.handle, 0, 0, 0, 0, font->texture.staging, 0, &frame_box);
font->texture.dirty = false;
} }
D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps_8bit, NULL, 0); D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps_8bit, NULL, 0);
D3D11SetPShaderResources(d3d11->ctx, 0, 1, &font->texture.view); d3d11_set_texture_and_sampler(d3d11->ctx, 0, &font->texture);
D3D11Draw(d3d11->ctx, count, d3d11->sprites.offset); D3D11Draw(d3d11->ctx, count, d3d11->sprites.offset);
D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0); D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0);

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@ -55,7 +55,6 @@ static void menu_display_d3d11_draw(void* data)
if (d3d11->sprites.offset + 1 > d3d11->sprites.capacity) if (d3d11->sprites.offset + 1 > d3d11->sprites.capacity)
d3d11->sprites.offset = 0; d3d11->sprites.offset = 0;
D3D11_MAPPED_SUBRESOURCE mapped_vbo; D3D11_MAPPED_SUBRESOURCE mapped_vbo;
D3D11MapBuffer(d3d11->ctx, d3d11->sprites.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo); D3D11MapBuffer(d3d11->ctx, d3d11->sprites.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo);
d3d11_sprite_t* v = (d3d11_sprite_t*)mapped_vbo.pData + d3d11->sprites.offset; d3d11_sprite_t* v = (d3d11_sprite_t*)mapped_vbo.pData + d3d11->sprites.offset;
@ -93,8 +92,7 @@ static void menu_display_d3d11_draw(void* data)
#if 0 #if 0
D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0); D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0);
#endif #endif
D3D11SetPShaderResources(d3d11->ctx, 0, 1, &((d3d11_texture_t*)draw->texture)->view); d3d11_set_texture_and_sampler(d3d11->ctx, 0, (d3d11_texture_t*)draw->texture);
D3D11Draw(d3d11->ctx, 1, d3d11->sprites.offset); D3D11Draw(d3d11->ctx, 1, d3d11->sprites.offset);
d3d11->sprites.offset++; d3d11->sprites.offset++;