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83f307ec7e
Verify that DXFramebuffer's integer RTV descriptor's cpu_handle has been
allocated before using it, and if it hasn't use the non-integer RTV
descriptor instead. This fixes a Dolphin crash in Twilight Princess, and
possibly other games (Issue 13312).
As an optimization to save space in the descriptor heap, DXFramebuffer's
integer descriptor is only initialized if the given abstract texture
format has different integer and non-integer RTV formats. This
previously wasn't accounted for by GetIntRTVDescriptorArray, which could
cause DX12::Gfx::BindFramebuffer to call OMSetRenderTargets with an
invalid descriptor which would lead to a crash.
Triggering the bug was fortunately rare because integer formats are only
used when blending is disabled and logic ops are enabled. Furthermore,
the standard integer abstract format is RGBA8 which has different
integer and non-integer RTV formats, causing the integer descriptor to
be initialized and avoiding the bug.
The crash started appearing in a2702c6
because it changed the
swapchain's abstract texture format from RGBA8 to RGB10_A2. Unlike
RGBA8, RGB10_A2 has the same integer and non-integer RTV formats and so
the bug can be triggered if the other requirements are met.
139 lines
5 KiB
C++
139 lines
5 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include <string>
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#include <string_view>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/RenderBase.h"
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namespace DX12
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{
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class DXTexture final : public AbstractTexture
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{
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public:
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~DXTexture();
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static std::unique_ptr<DXTexture> Create(const TextureConfig& config, std::string_view name);
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static std::unique_ptr<DXTexture> CreateAdopted(ID3D12Resource* resource);
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void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size,
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u32 layer) override;
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void CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level) override;
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void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level) override;
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void FinishedRendering() override;
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ID3D12Resource* GetResource() const { return m_resource.Get(); }
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const DescriptorHandle& GetSRVDescriptor() const { return m_srv_descriptor; }
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const DescriptorHandle& GetUAVDescriptor() const { return m_uav_descriptor; }
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D3D12_RESOURCE_STATES GetState() const { return m_state; }
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u32 CalcSubresource(u32 level, u32 layer) const { return level + layer * m_config.levels; }
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void TransitionToState(D3D12_RESOURCE_STATES state) const;
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// Destoys the resource backing this texture. The resource must not be in use by the GPU.
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void DestroyResource();
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private:
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DXTexture(const TextureConfig& config, ID3D12Resource* resource, D3D12_RESOURCE_STATES state,
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std::string_view name);
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bool CreateSRVDescriptor();
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bool CreateUAVDescriptor();
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ComPtr<ID3D12Resource> m_resource;
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DescriptorHandle m_srv_descriptor = {};
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DescriptorHandle m_uav_descriptor = {};
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std::wstring m_name;
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mutable D3D12_RESOURCE_STATES m_state;
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};
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class DXFramebuffer final : public AbstractFramebuffer
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{
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public:
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~DXFramebuffer() override;
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const DescriptorHandle& GetIntRTVDescriptor() const { return m_int_rtv_descriptor; }
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const DescriptorHandle& GetDSVDescriptor() const { return m_dsv_descriptor; }
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UINT GetRTVDescriptorCount() const { return static_cast<UINT>(m_render_targets.size()); }
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetRTVDescriptorArray() const
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{
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return m_render_targets_raw.data();
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}
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetIntRTVDescriptorArray() const;
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const D3D12_CPU_DESCRIPTOR_HANDLE* GetDSVDescriptorArray() const
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{
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return m_depth_attachment ? &m_dsv_descriptor.cpu_handle : nullptr;
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}
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void Unbind();
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void ClearRenderTargets(const ClearColor& color_value, const D3D12_RECT* rectangle) const;
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void ClearDepth(float depth_value, const D3D12_RECT* rectangle) const;
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void TransitionRenderTargets() const;
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static std::unique_ptr<DXFramebuffer>
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Create(DXTexture* color_attachment, DXTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments);
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private:
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DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width,
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u32 height, u32 layers, u32 samples);
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bool CreateRTVDescriptors();
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bool CreateRTVDescriptor(u32 layers, AbstractTexture* attachment);
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bool CreateIRTVDescriptor();
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bool CreateDSVDescriptor();
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std::vector<DescriptorHandle> m_render_targets;
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std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> m_render_targets_raw;
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DescriptorHandle m_int_rtv_descriptor = {};
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DescriptorHandle m_dsv_descriptor = {};
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};
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class DXStagingTexture final : public AbstractStagingTexture
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{
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public:
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~DXStagingTexture();
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void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
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u32 src_layer, u32 src_level,
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const MathUtil::Rectangle<int>& dst_rect) override;
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void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
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const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
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u32 dst_level) override;
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bool Map() override;
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void Unmap() override;
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void Flush() override;
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static std::unique_ptr<DXStagingTexture> Create(StagingTextureType type,
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const TextureConfig& config);
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private:
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DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D12Resource* resource,
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u32 stride, u32 buffer_size);
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ComPtr<ID3D12Resource> m_resource;
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u64 m_completed_fence = 0;
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u32 m_buffer_size;
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};
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} // namespace DX12
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