[PATCH v2 3/3] wined3d: Track SRV to RTV aliasing on sub resource level.
Paul Gofman
pgofman at codeweavers.com
Thu Sep 24 07:15:12 CDT 2020
Signed-off-by: Paul Gofman <pgofman at codeweavers.com>
---
v2:
- change helpers' names;
- use bool instead of BOOL;
- use a separate structure for per-subresource counts;
- try harder to avoid crawling through per-subresource counts.
dlls/d3d11/tests/d3d11.c | 70 ++++++++++++--
dlls/wined3d/device.c | 11 ++-
dlls/wined3d/resource.c | 1 +
dlls/wined3d/stateblock.c | 2 +-
dlls/wined3d/wined3d_private.h | 169 ++++++++++++++++++++++++++++++++-
5 files changed, 238 insertions(+), 15 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 67d843ae9e5..afdb3a085c7 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -29453,12 +29453,13 @@ static void test_desktop_window(void)
static void test_sample_attached_rtv(void)
{
- ID3D11ShaderResourceView *srv, *srv_test, *srv_ds;
+ ID3D11ShaderResourceView *srv, *srv2, *srv_test, *srv_ds;
+ D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc, srvds_desc;
ID3D11Texture2D *texture, *texture2, *dstexture;
- D3D11_SHADER_RESOURCE_VIEW_DESC srvds_desc;
+ ID3D11RenderTargetView *rtv, *rtv2, *rtvs[2];
D3D11_DEPTH_STENCIL_VIEW_DESC dsview_desc;
struct d3d11_test_context test_context;
- ID3D11RenderTargetView *rtv, *rtvs[2];
+ D3D11_RENDER_TARGET_VIEW_DESC rtv_desc;
D3D11_TEXTURE2D_DESC texture_desc;
D3D_FEATURE_LEVEL feature_level;
D3D11_SAMPLER_DESC sampler_desc;
@@ -29472,6 +29473,7 @@ static void test_sample_attached_rtv(void)
ID3D11Device *device;
unsigned int x, y;
unsigned int i;
+ D3D11_BOX box;
DWORD color;
HRESULT hr;
@@ -29574,7 +29576,7 @@ static void test_sample_attached_rtv(void)
texture_desc.Width = 64;
texture_desc.Height = 64;
- texture_desc.MipLevels = 1;
+ texture_desc.MipLevels = 2;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@@ -29598,7 +29600,15 @@ static void test_sample_attached_rtv(void)
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
- hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture2, NULL, &rtv);
+ memset(&rtv_desc, 0, sizeof(rtv_desc));
+ rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ U(rtv_desc).Texture2D.MipSlice = 0;
+
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture2, &rtv_desc, &rtv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+ U(rtv_desc).Texture2D.MipSlice = 1;
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture2, &rtv_desc, &rtv2);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
rtvs[0] = test_context.backbuffer_rtv;
@@ -29606,12 +29616,20 @@ static void test_sample_attached_rtv(void)
ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
- hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
+ memset(&srv_desc, 0, sizeof(srv_desc));
+ srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ U(srv_desc).Texture2D.MipLevels = 1;
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &srv);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
draw_quad(&test_context);
+ set_box(&box, 0, 0, 0, 320, 240, 1);
+ ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)texture2, 1, 0, 0, 0, (ID3D11Resource *)texture2, 0, &box);
+
get_texture_readback(texture2, 0, &rb);
for (y = 0; y < 4; ++y)
{
@@ -29623,12 +29641,29 @@ static void test_sample_attached_rtv(void)
}
}
release_resource_readback(&rb);
+ get_texture_readback(texture2, 1, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 40 + x * 80, 30 + y * 60, 0);
+ ok(compare_color(color, 0x40404040, 2),
+ "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
+ }
+ }
+ release_resource_readback(&rb);
ID3D11ShaderResourceView_Release(srv);
+ ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
ID3D11DeviceContext_ClearRenderTargetView(context, rtv, red);
- hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture2, NULL, &srv);
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture2, &srv_desc, &srv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ U(srv_desc).Texture2D.MostDetailedMip = 1;
+ U(srv_desc).Texture2D.MipLevels = 1;
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture2, &srv_desc, &srv2);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
memset(&blend_desc, 0, sizeof(blend_desc));
@@ -29705,6 +29740,25 @@ static void test_sample_attached_rtv(void)
ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
ok(!srv_test, "Unexpected SRV %p.\n", srv_test);
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv2);
+ ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
+ ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
+ ok(!!srv_test, "Unexpected SRV %p.\n", srv_test);
+ ID3D11ShaderResourceView_Release(srv_test);
+
+ draw_quad(&test_context);
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
+ ok(compare_color(color, 0x80808080, 2),
+ "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
+ }
+ }
+ release_resource_readback(&rb);
+
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
memset(&dsview_desc, 0, sizeof(dsview_desc));
dsview_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
@@ -29762,7 +29816,9 @@ static void test_sample_attached_rtv(void)
ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
+ ID3D11RenderTargetView_Release(rtv2);
ID3D11RenderTargetView_Release(rtv);
+ ID3D11ShaderResourceView_Release(srv2);
ID3D11ShaderResourceView_Release(srv);
ID3D11SamplerState_Release(sampler);
ID3D11PixelShader_Release(ps);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index ff74cab70e9..a2ce76ab9dc 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1965,7 +1965,7 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic
if (view == prev)
return;
- if (view && (view->resource->rtv_bind_count_device
+ if (view && (wined3d_is_srv_rtv_bound(view)
|| ((dsv = device->state.fb.depth_stencil)
&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
{
@@ -1976,14 +1976,14 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic
if (view)
{
wined3d_shader_resource_view_incref(view);
- ++view->resource->srv_bind_count_device;
+ wined3d_srv_bind_count_inc(view);
}
device->state.shader_resource_view[type][idx] = view;
wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
if (prev)
{
- --prev->resource->srv_bind_count_device;
+ wined3d_srv_bind_count_dec(prev);
wined3d_shader_resource_view_decref(prev);
}
}
@@ -4817,7 +4817,7 @@ struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(c
static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
const struct wined3d_rendertarget_view *view, BOOL dsv)
{
- if (view && view->resource->srv_bind_count_device)
+ if (view && wined3d_is_rtv_srv_bound(view))
{
const struct wined3d_resource *resource = view->resource;
const struct wined3d_shader_resource_view *srv;
@@ -4828,7 +4828,8 @@ static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource
- && (!dsv || wined3d_dsv_srv_conflict(view, srv->format)))
+ && ((!dsv && wined3d_is_srv_rtv_bound(srv))
+ || (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
wined3d_device_set_shader_resource_view(device, i, j, NULL);
}
}
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index 15e4a45ea59..c8d5fecf9d9 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -233,6 +233,7 @@ static void wined3d_resource_destroy_object(void *object)
{
struct wined3d_resource *resource = object;
+ heap_free(resource->sub_resource_bind_counts_device);
wined3d_resource_free_sysmem(resource);
context_resource_released(resource->device, resource);
wined3d_resource_release(resource);
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index e7deb2464db..5ff9f3cc3f8 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -450,7 +450,7 @@ void state_unbind_resources(struct wined3d_state *state)
if ((srv = state->shader_resource_view[i][j]))
{
state->shader_resource_view[i][j] = NULL;
- --srv->resource->srv_bind_count_device;
+ wined3d_srv_bind_count_dec(srv);
wined3d_shader_resource_view_decref(srv);
}
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 0f880778d3c..de6cd82ecf6 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3949,6 +3949,9 @@ struct wined3d_resource_ops
HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
};
+#define WINED3D_SUB_RESOURCES_BIND_SRV 1
+#define WINED3D_SUB_RESOURCES_BIND_RTV 2
+
struct wined3d_resource
{
LONG ref;
@@ -3981,6 +3984,14 @@ struct wined3d_resource
const struct wined3d_resource_ops *resource_ops;
struct list resource_list_entry;
+
+ struct
+ {
+ uint32_t srv;
+ uint32_t rtv;
+ }
+ *sub_resource_bind_counts_device;
+ uint32_t sub_resource_bind_flags;
};
static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
@@ -5997,14 +6008,168 @@ static inline BOOL wined3d_dsv_srv_conflict(const struct wined3d_rendertarget_vi
|| (srv_format->green_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_STENCIL));
}
+static inline bool wined3d_srv_all_subresources(const struct wined3d_shader_resource_view *srv)
+{
+ struct wined3d_texture *texture;
+
+ if (srv->resource->type == WINED3D_RTYPE_BUFFER)
+ return TRUE;
+
+ if (srv->desc.u.texture.layer_idx || srv->desc.u.texture.level_idx)
+ return FALSE;
+
+ texture = texture_from_resource(srv->resource);
+ return srv->desc.u.texture.level_count == texture->level_count
+ && srv->desc.u.texture.layer_count == texture->layer_count;
+}
+
+static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarget_view *rtv)
+{
+ struct wined3d_texture *texture;
+
+ if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
+ return TRUE;
+
+ if (rtv->sub_resource_idx)
+ return FALSE;
+
+ texture = texture_from_resource(rtv->resource);
+ return texture->level_count == 1 && rtv->layer_count == texture->layer_count;
+}
+
+static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv)
+{
+ struct wined3d_resource *resource = srv->resource;
+ struct wined3d_texture *texture;
+ unsigned int level, layer;
+
+ ++resource->srv_bind_count_device;
+
+ if (wined3d_srv_all_subresources(srv))
+ return;
+
+ texture = texture_from_resource(resource);
+
+ if (!resource->sub_resource_bind_counts_device
+ && !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
+ * texture->layer_count * sizeof(*resource->sub_resource_bind_counts_device))))
+ return;
+
+ for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
+ for (level = 0; level < srv->desc.u.texture.level_count; ++level)
+ ++resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
+ * texture->level_count + srv->desc.u.texture.level_idx + level].srv;
+
+ resource->sub_resource_bind_flags |= WINED3D_SUB_RESOURCES_BIND_SRV;
+}
+
+static inline void wined3d_srv_bind_count_dec(struct wined3d_shader_resource_view *srv)
+{
+ struct wined3d_resource *resource = srv->resource;
+ unsigned int level, layer, count;
+ struct wined3d_texture *texture;
+
+ --resource->srv_bind_count_device;
+
+ if (wined3d_srv_all_subresources(srv))
+ return;
+
+ texture = texture_from_resource(resource);
+
+ count = 0;
+ for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
+ for (level = 0; level < srv->desc.u.texture.level_count; ++level)
+ count += --resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
+ * texture->level_count + srv->desc.u.texture.level_idx + level].srv;
+
+ if (!count)
+ resource->sub_resource_bind_flags &= ~WINED3D_SUB_RESOURCES_BIND_SRV;
+}
+
static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *rtv)
{
- ++rtv->resource->rtv_bind_count_device;
+ struct wined3d_resource *resource = rtv->resource;
+ struct wined3d_texture *texture;
+ unsigned int layer;
+
+ ++resource->rtv_bind_count_device;
+
+ if (wined3d_rtv_all_subresources(rtv))
+ return;
+
+ texture = texture_from_resource(resource);
+
+ if (!resource->sub_resource_bind_counts_device
+ && !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
+ * texture->layer_count * sizeof(*resource->sub_resource_bind_counts_device))))
+ return;
+
+ for (layer = 0; layer < rtv->layer_count; ++layer)
+ ++resource->sub_resource_bind_counts_device[rtv->sub_resource_idx + layer * texture->level_count].rtv;
+
+ resource->sub_resource_bind_flags |= WINED3D_SUB_RESOURCES_BIND_RTV;
}
static inline void wined3d_rtv_bind_count_dec(struct wined3d_rendertarget_view *rtv)
{
- --rtv->resource->rtv_bind_count_device;
+ struct wined3d_resource *resource = rtv->resource;
+ struct wined3d_texture *texture;
+ unsigned int layer, count;
+
+ --resource->rtv_bind_count_device;
+
+ if (wined3d_rtv_all_subresources(rtv))
+ return;
+
+ texture = texture_from_resource(rtv->resource);
+
+ count = 0;
+ for (layer = 0; layer < rtv->layer_count; ++layer)
+ count += --resource->sub_resource_bind_counts_device[rtv->sub_resource_idx
+ + layer * texture->level_count].rtv;
+
+ if (!count)
+ resource->sub_resource_bind_flags &= ~WINED3D_SUB_RESOURCES_BIND_RTV;
+}
+
+static inline bool wined3d_is_srv_rtv_bound(const struct wined3d_shader_resource_view *srv)
+{
+ struct wined3d_resource *resource = srv->resource;
+ struct wined3d_texture *texture;
+ unsigned int level, layer;
+
+ if (!resource->rtv_bind_count_device || !(resource->sub_resource_bind_flags & WINED3D_SUB_RESOURCES_BIND_RTV)
+ || wined3d_srv_all_subresources(srv))
+ return resource->rtv_bind_count_device;
+
+ texture = texture_from_resource(resource);
+
+ for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
+ for (level = 0; level < srv->desc.u.texture.level_count; ++level)
+ if (resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
+ * texture->level_count + srv->desc.u.texture.level_idx + level].rtv)
+ return TRUE;
+
+ return FALSE;
+}
+
+static inline bool wined3d_is_rtv_srv_bound(const struct wined3d_rendertarget_view *rtv)
+{
+ struct wined3d_resource *resource = rtv->resource;
+ struct wined3d_texture *texture;
+ unsigned int layer;
+
+ if (!resource->srv_bind_count_device || !(resource->sub_resource_bind_flags & WINED3D_SUB_RESOURCES_BIND_SRV)
+ || wined3d_rtv_all_subresources(rtv))
+ return resource->srv_bind_count_device;
+
+ texture = texture_from_resource(resource);
+
+ for (layer = 0; layer < rtv->layer_count; ++layer)
+ if (resource->sub_resource_bind_counts_device[rtv->sub_resource_idx + layer * texture->level_count].srv)
+ return TRUE;
+
+ return FALSE;
}
static inline void wined3d_viewport_get_z_range(const struct wined3d_viewport *vp, float *min_z, float *max_z)
--
2.26.2
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