diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2019-04-29 17:03:46 -0400 |
|---|---|---|
| committer | Tim Foley <tfoleyNV@users.noreply.github.com> | 2019-04-29 14:03:46 -0700 |
| commit | 4880789e3003441732cca4471091563f36531635 (patch) | |
| tree | 8e0d3ed58a561373b35729d24787afe6b39732e3 /tools/gfx/render-d3d12.cpp | |
| parent | ded340beb4b5197b559626acc39920abb2d39e77 (diff) | |
String/List closer to conventions, and use Index type (#959)
* List made members m_
Tweaked types to closer match conventions.
* Use asserts for checking conditions on List.
Other small improvements.
* List<T>.Count() -> getSize()
* List<T>
Add -> add
First -> getFirst
Last -> getLast
RemoveLast -> removeLast
ReleaseBuffer -> detachBuffer
GetArrayView -> getArrayView
* List<T>::
AddRange -> addRange
Capacity -> getCapacity
Insert -> insert
InsertRange -> insertRange
AddRange -> addRange
RemoveRange -> removeRange
RemoveAt -> removeAt
Remove -> remove
Reverse -> reverse
FastRemove -> fastRemove
FastRemoveAt -> fastRemoveAt
Clear -> clear
* List<T>
FreeBuffer -> _deallocateBuffer
Free -> clearAndDeallocate
SwapWith -> swapWith
* List<T>
SetSize -> setSize
Reserve -> reserve
GrowToSize growToSize
* UnsafeShrinkToSize -> unsafeShrinkToSize
Compress -> compress
FindLast -> findLastIndex
FindLast -> findLastIndex
Simplify Contains
* List<T>
Removed m_allocator (wasn't used)
Swap -> swapElements
Sort -> sort
Contains -> contains
ForEach -> forEach
QuickSort -> quickSort
InsertionSort -> insertionSort
BinarySearch -> binarySearch
Max -> calcMax
Min -> calcMin
* Initializer::Initialize -> initialize
List<T>::
Allocate -> _allocate
Init -> _init
IndexOf -> indexOf
* * Put #include <assert.h> in common.h, and remove unneeded inclusions
* Small refactor of ArrayView - remove stride as not used
* getSize -> getCount
setSize -> setCount
unsafeShrinkToSize->unsafeShrinkToCount
growToSize -> growToCount
m_size -> m_count
* Some tidy up around Allocator.
* Use Index type on List.
* Refactor of IntSet.
First tentative look at using Index.
* Made Index an Int
Did preliminary fixes.
Made String use Index.
* Partial refactor of String.
* String::Buffer -> getBuffer
ToWString -> toWString
* Small improvements to String.
String::
Buffer() -> getBuffer()
Equals() -> equals
* Try to use Index where appropriate.
* Fix warnings on windows x86 builds.
Diffstat (limited to 'tools/gfx/render-d3d12.cpp')
| -rw-r--r-- | tools/gfx/render-d3d12.cpp | 70 |
1 files changed, 35 insertions, 35 deletions
diff --git a/tools/gfx/render-d3d12.cpp b/tools/gfx/render-d3d12.cpp index 32eaf71e5..e3ce7161a 100644 --- a/tools/gfx/render-d3d12.cpp +++ b/tools/gfx/render-d3d12.cpp @@ -175,9 +175,9 @@ protected: { case BackingStyle::MemoryBacked: { - const size_t bufferSize = m_memory.Count(); + const size_t bufferSize = m_memory.getCount(); D3D12CircularResourceHeap::Cursor cursor = circularHeap.allocateConstantBuffer(bufferSize); - ::memcpy(cursor.m_position, m_memory.Buffer(), bufferSize); + ::memcpy(cursor.m_position, m_memory.getBuffer(), bufferSize); // Set the constant buffer submitter->setRootConstantBufferView(index, circularHeap.getGpuHandle(cursor)); break; @@ -1000,7 +1000,7 @@ Result D3D12Renderer::calcComputePipelineState(ComPtr<ID3D12RootSignature>& sign // Describe and create the compute pipeline state object D3D12_COMPUTE_PIPELINE_STATE_DESC computeDesc = {}; computeDesc.pRootSignature = rootSignature; - computeDesc.CS = { m_boundShaderProgram->m_computeShader.Buffer(), m_boundShaderProgram->m_computeShader.Count() }; + computeDesc.CS = { m_boundShaderProgram->m_computeShader.getBuffer(), m_boundShaderProgram->m_computeShader.Count() }; SLANG_RETURN_ON_FAIL(m_device->CreateComputePipelineState(&computeDesc, IID_PPV_ARGS(pipelineState.writeRef()))); } @@ -1324,7 +1324,7 @@ Result D3D12Renderer::_createDevice(DeviceCheckFlags deviceCheckFlags, const Uno ComPtr<ID3D12Device> device; ComPtr<IDXGIAdapter> adapter; - for (int i = 0; i < int(dxgiAdapters.Count()); ++i) + for (Index i = 0; i < dxgiAdapters.getCount(); ++i) { IDXGIAdapter* dxgiAdapter = dxgiAdapters[i]; if (SLANG_SUCCEEDED(m_D3D12CreateDevice(dxgiAdapter, featureLevel, IID_PPV_ARGS(device.writeRef())))) @@ -1501,7 +1501,7 @@ Result D3D12Renderer::initialize(const Desc& desc, void* inWindowHandle) featureShaderModel.HighestShaderModel >= 0x62) { // With sm_6_2 we have half - m_features.Add("half"); + m_features.add("half"); } } // Check what min precision support we have @@ -1965,11 +1965,11 @@ Result D3D12Renderer::createTextureResource(Resource::Usage initialUsage, const // Calculate the layout List<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> layouts; - layouts.SetSize(numMipMaps); + layouts.setCount(numMipMaps); List<UInt64> mipRowSizeInBytes; - mipRowSizeInBytes.SetSize(numMipMaps); + mipRowSizeInBytes.setCount(numMipMaps); List<UInt32> mipNumRows; - mipNumRows.SetSize(numMipMaps); + mipNumRows.setCount(numMipMaps); // Since textures are effectively immutable currently initData must be set assert(initData); @@ -2052,7 +2052,7 @@ Result D3D12Renderer::createTextureResource(Resource::Usage initialUsage, const } } - //assert(srcRow == (const uint8_t*)(srcMip.Buffer() + srcMip.Count())); + //assert(srcRow == (const uint8_t*)(srcMip.getBuffer() + srcMip.getCount())); } uploadResource->Unmap(0, nullptr); @@ -2119,11 +2119,11 @@ Result D3D12Renderer::createBufferResource(Resource::Usage initialUsage, const B { // Assume the constant buffer will change every frame. We'll just keep a copy of the contents // in regular memory until it needed - buffer->m_memory.SetSize(UInt(alignedSizeInBytes)); + buffer->m_memory.setCount(UInt(alignedSizeInBytes)); // Initialize if (initData) { - ::memcpy(buffer->m_memory.Buffer(), initData, srcDesc.sizeInBytes); + ::memcpy(buffer->m_memory.getBuffer(), initData, srcDesc.sizeInBytes); } break; } @@ -2424,12 +2424,12 @@ Result D3D12Renderer::createInputLayout(const InputElementDesc* inputElements, U const char* text = inputElements[i].semanticName; textSize += text ? (::strlen(text) + 1) : 0; } - layout->m_text.SetSize(textSize); - char* textPos = layout->m_text.Buffer(); + layout->m_text.setCount(textSize); + char* textPos = layout->m_text.getBuffer(); // List<D3D12_INPUT_ELEMENT_DESC>& elements = layout->m_elements; - elements.SetSize(inputElementCount); + elements.setCount(inputElementCount); for (UInt i = 0; i < inputElementCount; ++i) @@ -2537,20 +2537,20 @@ void* D3D12Renderer::map(BufferResource* bufferIn, MapFlavor flavor) SLANG_RETURN_NULL_ON_FAIL(stageBuf.getResource()->Map(0, &readRange, reinterpret_cast<void**>(&data))); // Copy to memory buffer - buffer->m_memory.SetSize(bufferSize); - ::memcpy(buffer->m_memory.Buffer(), data, bufferSize); + buffer->m_memory.setCount(bufferSize); + ::memcpy(buffer->m_memory.getBuffer(), data, bufferSize); stageBuf.getResource()->Unmap(0, nullptr); } - return buffer->m_memory.Buffer(); + return buffer->m_memory.getBuffer(); } } break; } case Style::MemoryBacked: { - return buffer->m_memory.Buffer(); + return buffer->m_memory.getBuffer(); } default: return nullptr; } @@ -2636,10 +2636,10 @@ void D3D12Renderer::setPrimitiveTopology(PrimitiveTopology topology) void D3D12Renderer::setVertexBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffers, const UInt* strides, const UInt* offsets) { { - const UInt num = startSlot + slotCount; - if (num > m_boundVertexBuffers.Count()) + const Index num = startSlot + slotCount; + if (num > m_boundVertexBuffers.getCount()) { - m_boundVertexBuffers.SetSize(num); + m_boundVertexBuffers.setCount(num); } } @@ -2739,7 +2739,7 @@ void D3D12Renderer::draw(UInt vertexCount, UInt startVertex) { int numVertexViews = 0; D3D12_VERTEX_BUFFER_VIEW vertexViews[16]; - for (int i = 0; i < int(m_boundVertexBuffers.Count()); i++) + for (Index i = 0; i < m_boundVertexBuffers.getCount(); i++) { const BoundVertexBuffer& boundVertexBuffer = m_boundVertexBuffers[i]; BufferResourceImpl* buffer = boundVertexBuffer.m_buffer; @@ -3116,15 +3116,15 @@ Result D3D12Renderer::createProgram(const ShaderProgram::Desc& desc, ShaderProgr if (desc.pipelineType == PipelineType::Compute) { auto computeKernel = desc.findKernel(StageType::Compute); - program->m_computeShader.InsertRange(0, (const uint8_t*) computeKernel->codeBegin, computeKernel->getCodeSize()); + program->m_computeShader.insertRange(0, (const uint8_t*) computeKernel->codeBegin, computeKernel->getCodeSize()); } else { auto vertexKernel = desc.findKernel(StageType::Vertex); auto fragmentKernel = desc.findKernel(StageType::Fragment); - program->m_vertexShader.InsertRange(0, (const uint8_t*) vertexKernel->codeBegin, vertexKernel->getCodeSize()); - program->m_pixelShader.InsertRange(0, (const uint8_t*) fragmentKernel->codeBegin, fragmentKernel->getCodeSize()); + program->m_vertexShader.insertRange(0, (const uint8_t*) vertexKernel->codeBegin, vertexKernel->getCodeSize()); + program->m_pixelShader.insertRange(0, (const uint8_t*) fragmentKernel->codeBegin, fragmentKernel->getCodeSize()); } *outProgram = program.detach(); @@ -3207,21 +3207,21 @@ Result D3D12Renderer::createDescriptorSetLayout(const DescriptorSetLayout::Desc& D3D12_ROOT_PARAMETER dxRootParameter = {}; dxRootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; dxRootParameter.DescriptorTable.NumDescriptorRanges = UINT(totalResourceRangeCount); - descriptorSetLayoutImpl->m_dxRootParameters.Add(dxRootParameter); + descriptorSetLayoutImpl->m_dxRootParameters.add(dxRootParameter); } if( totalSamplerRangeCount ) { D3D12_ROOT_PARAMETER dxRootParameter = {}; dxRootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; dxRootParameter.DescriptorTable.NumDescriptorRanges = UINT(totalSamplerRangeCount); - descriptorSetLayoutImpl->m_dxRootParameters.Add(dxRootParameter); + descriptorSetLayoutImpl->m_dxRootParameters.add(dxRootParameter); } // Next we can allocate space for all the D3D register ranges we need, // again based on totals that we can compute easily: // Int totalRangeCount = totalResourceRangeCount + totalSamplerRangeCount; - descriptorSetLayoutImpl->m_dxRanges.SetSize(totalRangeCount); + descriptorSetLayoutImpl->m_dxRanges.setCount(totalRangeCount); // Now we will walk through the ranges in the order they were // specified, so that we can fill in the "range info" required for @@ -3272,7 +3272,7 @@ Result D3D12Renderer::createDescriptorSetLayout(const DescriptorSetLayout::Desc& break; } - descriptorSetLayoutImpl->m_ranges.Add(rangeInfo); + descriptorSetLayoutImpl->m_ranges.add(rangeInfo); } } @@ -3584,7 +3584,7 @@ Result D3D12Renderer::createDescriptorSet(DescriptorSetLayout* layout, Descripto auto resourceHeap = &m_cpuViewHeap; descriptorSetImpl->m_resourceHeap = resourceHeap; descriptorSetImpl->m_resourceTable = resourceHeap->allocate(int(resourceCount)); - descriptorSetImpl->m_resourceObjects.SetSize(resourceCount); + descriptorSetImpl->m_resourceObjects.setCount(resourceCount); } Int samplerCount = layoutImpl->m_samplerCount; @@ -3593,7 +3593,7 @@ Result D3D12Renderer::createDescriptorSet(DescriptorSetLayout* layout, Descripto auto samplerHeap = &m_cpuSamplerHeap; descriptorSetImpl->m_samplerHeap = samplerHeap; descriptorSetImpl->m_samplerTable = samplerHeap->allocate(int(samplerCount)); - descriptorSetImpl->m_samplerObjects.SetSize(samplerCount); + descriptorSetImpl->m_samplerObjects.setCount(samplerCount); } *outDescriptorSet = descriptorSetImpl.detach(); @@ -3611,10 +3611,10 @@ Result D3D12Renderer::createGraphicsPipelineState(const GraphicsPipelineStateDes psoDesc.pRootSignature = pipelineLayoutImpl->m_rootSignature; - psoDesc.VS = { programImpl->m_vertexShader.Buffer(), programImpl->m_vertexShader.Count() }; - psoDesc.PS = { programImpl->m_pixelShader .Buffer(), programImpl->m_pixelShader .Count() }; + psoDesc.VS = { programImpl->m_vertexShader.getBuffer(), SIZE_T(programImpl->m_vertexShader.getCount()) }; + psoDesc.PS = { programImpl->m_pixelShader .getBuffer(), SIZE_T(programImpl->m_pixelShader .getCount()) }; - psoDesc.InputLayout = { inputLayoutImpl->m_elements.Buffer(), UINT(inputLayoutImpl->m_elements.Count()) }; + psoDesc.InputLayout = { inputLayoutImpl->m_elements.getBuffer(), UINT(inputLayoutImpl->m_elements.getCount()) }; psoDesc.PrimitiveTopologyType = m_primitiveTopologyType; { @@ -3706,7 +3706,7 @@ Result D3D12Renderer::createComputePipelineState(const ComputePipelineStateDesc& // Describe and create the compute pipeline state object D3D12_COMPUTE_PIPELINE_STATE_DESC computeDesc = {}; computeDesc.pRootSignature = pipelineLayoutImpl->m_rootSignature; - computeDesc.CS = { programImpl->m_computeShader.Buffer(), programImpl->m_computeShader.Count() }; + computeDesc.CS = { programImpl->m_computeShader.getBuffer(), SIZE_T(programImpl->m_computeShader.getCount()) }; ComPtr<ID3D12PipelineState> pipelineState; SLANG_RETURN_ON_FAIL(m_device->CreateComputePipelineState(&computeDesc, IID_PPV_ARGS(pipelineState.writeRef()))); |
