GPUDevice: Add GPUDownloadTexture

Which can also be based in host/client memory.
Use it for screenshots and VRAM downloads.
This commit is contained in:
Stenzek
2024-02-28 16:13:50 +10:00
parent 4309d8ebf3
commit f936a36c85
27 changed files with 1501 additions and 527 deletions

View File

@@ -30,6 +30,7 @@ class D3D12Pipeline;
class D3D12SwapChain;
class D3D12Texture;
class D3D12TextureBuffer;
class D3D12DownloadTexture;
namespace D3D12MA {
class Allocator;
@@ -39,6 +40,7 @@ class D3D12Device final : public GPUDevice
{
public:
friend D3D12Texture;
friend D3D12DownloadTexture;
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
@@ -74,8 +76,11 @@ public:
std::unique_ptr<GPUSampler> CreateSampler(const GPUSampler::Config& config) override;
std::unique_ptr<GPUTextureBuffer> CreateTextureBuffer(GPUTextureBuffer::Format format, u32 size_in_elements) override;
bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride) override;
std::unique_ptr<GPUDownloadTexture> CreateDownloadTexture(u32 width, u32 height, GPUTexture::Format format) override;
std::unique_ptr<GPUDownloadTexture> CreateDownloadTexture(u32 width, u32 height, GPUTexture::Format format,
void* memory, size_t memory_size,
u32 memory_stride) override;
bool SupportsTextureFormat(GPUTexture::Format format) const override;
void CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width, u32 height) override;
@@ -244,9 +249,6 @@ private:
bool IsRenderTargetBound(const GPUTexture* tex) const;
bool CheckDownloadBufferSize(u32 required_size);
void DestroyDownloadBuffer();
/// Set dirty flags on everything to force re-bind at next draw time.
void InvalidateCachedState();
void SetVertexBuffer(ID3D12GraphicsCommandList4* cmdlist);
@@ -321,10 +323,6 @@ private:
SamplerMap m_sampler_map;
ComPtr<ID3D12PipelineLibrary> m_pipeline_library;
ComPtr<D3D12MA::Allocation> m_download_buffer_allocation;
ComPtr<ID3D12Resource> m_download_buffer;
u32 m_download_buffer_size = 0;
// Which bindings/state has to be updated before the next draw.
u32 m_dirty_flags = ALL_DIRTY_STATE;