IES profile support and fixed numerous editor crashes.

This commit is contained in:
Justin Marshall
2026-05-22 18:57:55 -07:00
parent bb7c62ef9f
commit 3bc9ac82b7
16 changed files with 635 additions and 56 deletions
+98 -32
View File
@@ -373,6 +373,7 @@ void QD3D12_SetCameraInfo(
static void QD3D12_CreateUploadRingForWindow(struct QD3D12Window& w);
static void QD3D12_DestroyUploadRingForWindow(struct QD3D12Window& w);
static void QD3D12_SubmitOpenFrameNoPresentAndWait();
static void QD3D12_WaitForGPU();
static void QD3D12_EnsureFrameOpen();
static void QD3D12_RunUpscalerOrBlit(QD3D12Window& w);
static void QD3D12_ExecuteMainCommandListAndWait(QD3D12Window& w);
@@ -664,7 +665,7 @@ static void QD3D12_InvalidateTextureMipChain(TextureResource& tex, bool invalida
static bool QD3D12_TextureHasNeuralPOMData(const TextureResource& tex);
static bool QD3D12_UploadNeuralPOM(TextureResource& tex);
static void EnsureTextureResource(TextureResource& tex);
static void UploadTexture(TextureResource& tex);
static void UploadTexture(TextureResource& tex, ID3D12GraphicsCommandList* commandList = nullptr);
static UINT QD3D12_NeuralPOMFallbackSrvIndex();
static void QD3D12_CreateNeuralPOMZeroBuffer();
@@ -1336,17 +1337,6 @@ struct QD3D12Window* AllocD3D12Window() {
return new QD3D12Window();
}
void FreeD3D12Window(struct QD3D12Window* wnd) {
if (wnd)
{
QD3D12_DestroyUploadRingForWindow(*wnd);
QD3D12_UnregisterWindowDC(wnd->hdc);
if (wnd->ownsHdc && wnd->hwnd && wnd->hdc)
ReleaseDC(wnd->hwnd, wnd->hdc);
}
delete wnd;
}
struct ImmediateVertexBuffer
{
std::vector<GLVertex> storage;
@@ -1514,7 +1504,7 @@ struct GLState
bool enableRayAIDenoise = false;
bool enableDLSSRayReconstruction = false;
bool enableFSRRayRegeneration = false;
uint32_t frameGenerationMultiplier = 2;
uint32_t frameGenerationMultiplier = 0;
uint32_t pathTracingSamplesPerPixel = 1;
uint32_t pathTracingFallbackSamplesPerPixel = 2;
uint32_t pathTracingMaxBounces = 2;
@@ -1850,6 +1840,24 @@ static void QD3D12_MatrixMultiplyCM(const float* a, const float* b, float* out)
memcpy(out, r, sizeof(r));
}
void FreeD3D12Window(struct QD3D12Window* wnd) {
if (wnd)
{
if ((g_gl.frameOpen && g_gl.frameOwner == wnd) || g_currentWindow == wnd)
QD3D12_SubmitOpenFrameNoPresentAndWait();
if (g_currentWindow == wnd)
g_currentWindow = nullptr;
if (g_gl.device && g_gl.queue && g_gl.fence)
QD3D12_WaitForGPU();
QD3D12_DestroyUploadRingForWindow(*wnd);
QD3D12_UnregisterWindowDC(wnd->hdc);
if (wnd->ownsHdc && wnd->hwnd && wnd->hdc)
ReleaseDC(wnd->hwnd, wnd->hdc);
}
delete wnd;
}
static bool QD3D12_MatrixInvertCM(const float* m, float* out)
{
if (!QD3D12_MatrixFinite(m) || !out)
@@ -2583,6 +2591,32 @@ static TextureResource* QD3D12_FindTextureResource(GLuint id)
return &it->second;
}
ID3D12Resource* QD3D12_GetTextureResource(GLuint texture, DXGI_FORMAT* format, UINT* width, UINT* height, ID3D12GraphicsCommandList* commandList)
{
TextureResource* tex = QD3D12_FindTextureResource(texture);
if (!tex)
return nullptr;
EnsureTextureResource(*tex);
if (!tex->texture)
return nullptr;
if (!tex->gpuValid && commandList)
UploadTexture(*tex, commandList);
if (!tex->gpuValid)
return nullptr;
if (format)
*format = tex->dxgiFormat;
if (width)
*width = (UINT)tex->width;
if (height)
*height = (UINT)tex->height;
return tex->texture.Get();
}
static TextureResource& QD3D12_EnsureTextureName(GLuint id)
{
auto it = g_gl.textures.find(id);
@@ -6842,6 +6876,11 @@ static float QD3D12_QualityRatio(QD3D12UpscalerQuality quality)
}
}
static bool QD3D12_IsEmbeddedEditorWindow(const QD3D12Window& w)
{
return w.hwnd && GetParent(w.hwnd) != nullptr;
}
#if defined(QD3D12_ENABLE_STREAMLINE)
struct QD3D12StreamlineState
{
@@ -7169,6 +7208,7 @@ static bool QD3D12_WantsDLSSRayReconstruction()
static bool QD3D12_CanUseDLSSRayReconstructionForLighting(const QD3D12Window& w)
{
return !w.isPbuffer &&
!QD3D12_IsEmbeddedEditorWindow(w) &&
g_gl.cameraState.valid &&
QD3D12_WantsDLSSRayReconstruction();
}
@@ -7255,6 +7295,7 @@ static bool QD3D12_WantsDLSSFrameGeneration(const QD3D12Window& w)
{
return
!w.isPbuffer &&
!QD3D12_IsEmbeddedEditorWindow(w) &&
g_gl.cameraState.valid &&
g_qd3d12Sl.deviceBound &&
g_qd3d12Sl.dlssGSupported &&
@@ -7271,6 +7312,8 @@ static uint32_t QD3D12_GetDLSSFrameGenerationEligibilityMask(const QD3D12Window&
uint32_t mask = 0;
if (w.isPbuffer)
mask |= 1u << 0;
if (QD3D12_IsEmbeddedEditorWindow(w))
mask |= 1u << 8;
if (!g_gl.cameraState.valid)
mask |= 1u << 1;
if (!g_qd3d12Sl.deviceBound)
@@ -7301,9 +7344,10 @@ static void QD3D12_LogDLSSFrameGenerationEligibility(const QD3D12Window& w, uint
}
QD3D12_Log(
"DLSS_G inactive: r_frameGen=%u, pbuffer=%d, camera=%d, deviceBound=%d, dlssG=%d, reflex=%d, resources=%d.",
"DLSS_G inactive: r_frameGen=%u, pbuffer=%d, embedded=%d, camera=%d, deviceBound=%d, dlssG=%d, reflex=%d, resources=%d.",
g_gl.frameGenerationMultiplier,
w.isPbuffer ? 1 : 0,
QD3D12_IsEmbeddedEditorWindow(w) ? 1 : 0,
g_gl.cameraState.valid ? 1 : 0,
g_qd3d12Sl.deviceBound ? 1 : 0,
(g_qd3d12Sl.dlssGSupported && g_qd3d12Sl.dlssGFeatureLoaded) ? 1 : 0,
@@ -11466,11 +11510,15 @@ static void QD3D12_ProcessCompletedTextureMipJobs(UINT maxUploads)
}
}
static void UploadTexture(TextureResource& tex)
static void UploadTexture(TextureResource& tex, ID3D12GraphicsCommandList* commandList)
{
if (!tex.texture)
return;
ID3D12GraphicsCommandList* cl = commandList ? commandList : g_gl.cmdList.Get();
if (!cl)
return;
if (tex.compressed)
{
const UINT blockBytes = tex.compressedBlockBytes ? tex.compressedBlockBytes : QD3D12_CompressedTextureBlockBytes(tex.compressedInternalFormat);
@@ -11513,7 +11561,7 @@ static void UploadTexture(TextureResource& tex)
toCopy.Transition.StateBefore = tex.state;
toCopy.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
toCopy.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
g_gl.cmdList->ResourceBarrier(1, &toCopy);
cl->ResourceBarrier(1, &toCopy);
tex.state = D3D12_RESOURCE_STATE_COPY_DEST;
}
@@ -11532,17 +11580,17 @@ static void UploadTexture(TextureResource& tex)
dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLoc.SubresourceIndex = 0;
g_gl.cmdList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, nullptr);
cl->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, nullptr);
D3D12_RESOURCE_BARRIER toSrv{};
toSrv.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toSrv.Transition.pResource = tex.texture.Get();
toSrv.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
toSrv.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
toSrv.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
toSrv.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
g_gl.cmdList->ResourceBarrier(1, &toSrv);
cl->ResourceBarrier(1, &toSrv);
tex.state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
tex.state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
tex.gpuValid = true;
return;
}
@@ -11561,7 +11609,7 @@ static void UploadTexture(TextureResource& tex)
toCopy.Transition.StateBefore = tex.state;
toCopy.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
toCopy.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
g_gl.cmdList->ResourceBarrier(1, &toCopy);
cl->ResourceBarrier(1, &toCopy);
tex.state = D3D12_RESOURCE_STATE_COPY_DEST;
}
@@ -11593,17 +11641,17 @@ static void UploadTexture(TextureResource& tex)
dstLoc.pResource = tex.texture.Get();
dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLoc.SubresourceIndex = 0;
g_gl.cmdList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, nullptr);
cl->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, nullptr);
D3D12_RESOURCE_BARRIER toSrv{};
toSrv.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toSrv.Transition.pResource = tex.texture.Get();
toSrv.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
toSrv.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
toSrv.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
toSrv.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
g_gl.cmdList->ResourceBarrier(1, &toSrv);
cl->ResourceBarrier(1, &toSrv);
tex.state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
tex.state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
tex.gpuValid = true;
EnsureTextureResource(tex);
@@ -12894,12 +12942,20 @@ void APIENTRY glFinish(void)
if (!g_gl.device || !g_gl.queue || !g_gl.cmdList)
return;
QD3D12Window* owner = g_gl.frameOwner ? g_gl.frameOwner : g_currentWindow;
if (!owner)
return;
if (!g_gl.frameOpen && g_gl.queuedBatches.empty())
{
QD3D12_WaitForGPU();
if (!QD3D12_IsEmbeddedEditorWindow(*owner))
QD3D12_WaitForGPU();
return;
}
QD3D12Window* savedWindow = g_currentWindow;
g_currentWindow = owner;
QD3D12_EnsureFrameOpen();
QD3D12_FlushQueuedBatches();
@@ -12917,16 +12973,17 @@ void APIENTRY glFinish(void)
WaitForSingleObject(g_gl.fenceEvent, INFINITE);
}
FrameResources& fr = g_currentWindow->frames[g_currentWindow->frameIndex];
FrameResources& fr = owner->frames[owner->frameIndex];
fr.fenceValue = signalValue;
QD3D12_CHECK(fr.cmdAlloc->Reset());
QD3D12_CHECK(g_gl.cmdList->Reset(fr.cmdAlloc.Get(), nullptr));
QD3D12_BindTargetsForCurrentPhase(*g_currentWindow);
QD3D12_BindTargetsForCurrentPhase(*owner);
g_gl.frameOpen = true;
g_gl.frameOwner = g_currentWindow;
g_gl.frameOwner = owner;
g_currentWindow = savedWindow;
}
void APIENTRY glMatrixMode(GLenum mode)
@@ -14689,7 +14746,7 @@ void QD3D12_ReleaseWindowSizeResources(QD3D12Window& w)
}
void QD3D12_Resize()
{
if (!g_currentWindow)
if (!g_currentWindow || !g_currentWindow->swapChain)
return;
RECT rc{};
@@ -14718,13 +14775,22 @@ void QD3D12_Resize()
QD3D12_ReleaseWindowSizeResources(*g_currentWindow);
QD3D12_CHECK(g_currentWindow->swapChain->ResizeBuffers(
HRESULT resizeHr = g_currentWindow->swapChain->ResizeBuffers(
QD3D12_FrameCount,
width,
height,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING
));
);
if (FAILED(resizeHr))
{
QD3D12_Log("ResizeBuffers failed 0x%08X; recreating swapchain.", (unsigned)resizeHr);
g_currentWindow->swapChain.Reset();
g_currentWindow->width = width;
g_currentWindow->height = height;
QD3D12_SelectRenderResolution(*g_currentWindow, width, height);
QD3D12_CreateSwapChainForWindow(*g_currentWindow);
}
g_currentWindow->width = width;
g_currentWindow->height = height;