[d3d11] Implemented normalization for shader resource view parameters

Fixes image view creation in Tomb Raider 2013 and potentially other games.
This commit is contained in:
Philip Rebohle 2018-01-17 15:19:55 +01:00
parent 0f049edde6
commit 7fb89f22c6
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
3 changed files with 159 additions and 3 deletions

View File

@ -150,6 +150,9 @@ namespace dxvk {
return E_INVALIDARG;
} else {
desc = *pDesc;
if (FAILED(SetShaderResourceViewDescUnspecValues(pResource, &desc)))
return E_INVALIDARG;
}
if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
@ -310,9 +313,6 @@ namespace dxvk {
return E_INVALIDARG;
}
if (viewInfo.numLevels == 0xFFFFFFFF)
viewInfo.numLevels = textureInfo->image->info().mipLevels - viewInfo.minLevel;
if (ppSRView == nullptr)
return S_FALSE;
@ -1522,6 +1522,19 @@ namespace dxvk {
pResource->GetType(&resourceDim);
switch (resourceDim) {
case D3D11_RESOURCE_DIMENSION_BUFFER: {
D3D11_BUFFER_DESC bufferDesc;
static_cast<D3D11Buffer*>(pResource)->GetDesc(&bufferDesc);
if (bufferDesc.MiscFlags == D3D11_RESOURCE_MISC_BUFFER_STRUCTURED) {
pDesc->Format = DXGI_FORMAT_UNKNOWN;
pDesc->ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
pDesc->Buffer.FirstElement = 0;
pDesc->Buffer.NumElements = bufferDesc.ByteWidth / bufferDesc.StructureByteStride;
return S_OK;
}
} return E_INVALIDARG;
case D3D11_RESOURCE_DIMENSION_TEXTURE1D: {
D3D11_TEXTURE1D_DESC resourceDesc;
static_cast<D3D11Texture1D*>(pResource)->GetDesc(&resourceDesc);
@ -1597,6 +1610,142 @@ namespace dxvk {
}
HRESULT D3D11Device::SetShaderResourceViewDescUnspecValues(
ID3D11Resource* pResource,
D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc) {
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
uint32_t mipLevels = 0;
uint32_t numLayers = 0;
switch (resourceDim) {
case D3D11_RESOURCE_DIMENSION_BUFFER: {
if (pDesc->ViewDimension != D3D11_SRV_DIMENSION_BUFFER
&& pDesc->ViewDimension != D3D11_SRV_DIMENSION_BUFFEREX) {
Logger::err("D3D11: Incompatible view dimension for Buffer");
return E_INVALIDARG;
}
} break;
case D3D11_RESOURCE_DIMENSION_TEXTURE1D: {
D3D11_TEXTURE1D_DESC resourceDesc;
static_cast<D3D11Texture1D*>(pResource)->GetDesc(&resourceDesc);
if (pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURE1D
&& pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURE1DARRAY) {
Logger::err("D3D11: Incompatible view dimension for Texture1D");
return E_INVALIDARG;
}
format = resourceDesc.Format;
mipLevels = resourceDesc.MipLevels;
numLayers = resourceDesc.ArraySize;
} break;
case D3D11_RESOURCE_DIMENSION_TEXTURE2D: {
D3D11_TEXTURE2D_DESC resourceDesc;
static_cast<D3D11Texture2D*>(pResource)->GetDesc(&resourceDesc);
if (pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURE2D
&& pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURE2DARRAY
&& pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURE2DMS
&& pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY
&& pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURECUBE
&& pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURECUBEARRAY) {
Logger::err("D3D11: Incompatible view dimension for Texture2D");
return E_INVALIDARG;
}
format = resourceDesc.Format;
mipLevels = resourceDesc.MipLevels;
numLayers = resourceDesc.ArraySize;
} break;
case D3D11_RESOURCE_DIMENSION_TEXTURE3D: {
D3D11_TEXTURE3D_DESC resourceDesc;
static_cast<D3D11Texture3D*>(pResource)->GetDesc(&resourceDesc);
if (pDesc->ViewDimension != D3D11_SRV_DIMENSION_TEXTURE3D) {
Logger::err("D3D11: Incompatible view dimension for Texture3D");
return E_INVALIDARG;
}
format = resourceDesc.Format;
mipLevels = resourceDesc.MipLevels;
numLayers = 1;
} break;
default:
return E_INVALIDARG;
}
if (pDesc->Format == DXGI_FORMAT_UNKNOWN)
pDesc->Format = format;
switch (pDesc->ViewDimension) {
case D3D11_SRV_DIMENSION_BUFFER:
case D3D11_SRV_DIMENSION_BUFFEREX:
break;
case D3D11_SRV_DIMENSION_TEXTURE1D:
if (pDesc->Texture1D.MipLevels == D3D11_DXVK_USE_REMAINING_LEVELS)
pDesc->Texture1D.MipLevels = mipLevels - pDesc->Texture1D.MostDetailedMip;
break;
case D3D11_SRV_DIMENSION_TEXTURE1DARRAY:
if (pDesc->Texture1DArray.MipLevels == D3D11_DXVK_USE_REMAINING_LEVELS)
pDesc->Texture1DArray.MipLevels = mipLevels - pDesc->Texture1DArray.MostDetailedMip;
if (pDesc->Texture1DArray.ArraySize == D3D11_DXVK_USE_REMAINING_LAYERS)
pDesc->Texture1DArray.ArraySize = numLayers - pDesc->Texture1DArray.FirstArraySlice;
break;
case D3D11_SRV_DIMENSION_TEXTURE2D:
if (pDesc->Texture2D.MipLevels == D3D11_DXVK_USE_REMAINING_LEVELS)
pDesc->Texture2D.MipLevels = mipLevels - pDesc->Texture2D.MostDetailedMip;
break;
case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
if (pDesc->Texture2DArray.MipLevels == D3D11_DXVK_USE_REMAINING_LEVELS)
pDesc->Texture2DArray.MipLevels = mipLevels - pDesc->Texture2DArray.MostDetailedMip;
if (pDesc->Texture2DArray.ArraySize == D3D11_DXVK_USE_REMAINING_LAYERS)
pDesc->Texture2DArray.ArraySize = numLayers - pDesc->Texture2DArray.FirstArraySlice;
break;
case D3D11_SRV_DIMENSION_TEXTURE2DMS:
break;
case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY:
if (pDesc->Texture2DMSArray.ArraySize == D3D11_DXVK_USE_REMAINING_LAYERS)
pDesc->Texture2DMSArray.ArraySize = numLayers - pDesc->Texture2DMSArray.FirstArraySlice;
break;
case D3D11_SRV_DIMENSION_TEXTURECUBE:
if (pDesc->TextureCube.MipLevels == D3D11_DXVK_USE_REMAINING_LEVELS)
pDesc->TextureCube.MipLevels = mipLevels - pDesc->TextureCube.MostDetailedMip;
break;
case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY:
if (pDesc->TextureCubeArray.MipLevels == D3D11_DXVK_USE_REMAINING_LEVELS)
pDesc->TextureCubeArray.MipLevels = mipLevels - pDesc->TextureCubeArray.MostDetailedMip;
if (pDesc->TextureCubeArray.NumCubes == D3D11_DXVK_USE_REMAINING_LAYERS)
pDesc->TextureCubeArray.NumCubes = (mipLevels - pDesc->TextureCubeArray.First2DArrayFace / 6);
break;
case D3D11_SRV_DIMENSION_TEXTURE3D:
if (pDesc->Texture3D.MipLevels == D3D11_DXVK_USE_REMAINING_LEVELS)
pDesc->Texture3D.MipLevels = mipLevels - pDesc->Texture3D.MostDetailedMip;
break;
default:
break;
}
return S_OK;
}
HRESULT D3D11Device::GetRenderTargetViewDescFromResource(
ID3D11Resource* pResource,
D3D11_RENDER_TARGET_VIEW_DESC* pDesc) {

View File

@ -313,6 +313,10 @@ namespace dxvk {
ID3D11Resource* pResource,
D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc);
HRESULT SetShaderResourceViewDescUnspecValues(
ID3D11Resource* pResource,
D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc);
VkSamplerAddressMode DecodeAddressMode(
D3D11_TEXTURE_ADDRESS_MODE mode) const;

View File

@ -17,6 +17,9 @@
#define D3D11_KEEP_UNORDERED_ACCESS_VIEWS 0xFFFFFFFF
#endif
#define D3D11_DXVK_USE_REMAINING_LAYERS 0xFFFFFFFF
#define D3D11_DXVK_USE_REMAINING_LEVELS 0xFFFFFFFF
// Most of these were copied from d3d11.h
// For some strange reason, we cannot use the structures
// directly, although others from the same header work.