diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2018-04-02 19:59:33 -0400 |
|---|---|---|
| committer | Tim Foley <tfoleyNV@users.noreply.github.com> | 2018-04-02 16:59:33 -0700 |
| commit | 38d5ef4764e9271ce2360f42b0759a236cddd9fe (patch) | |
| tree | 6c8eafb72eb997167dd77e3d1d5abc3582c5789a /tools/render-test/d3d-util.h | |
| parent | 5a0273848aa4b854bb3c99a81701b044a8929bf8 (diff) | |
Feature/dx12 (#469)
* Fix signed/unsigned comparison warning.
* Split out d3d functions that will work across dx11 and 12.
* Improve slang-test/README.md around command line options.
* Make Guid comparison honor alignment for comparisons, such that mechanism work on architectures that can only do aligned accesses.
* Initial setup of D3D12 Renderer, with presentFrame and clearFrame.
* More support for D3D12
* Added FreeList
* Added D3D12CircularResourceHeap
* First attempt at createBuffer
* First pass at map/unmap.
* First pass binding vertex/constant buffers, and setting up InputLayout. Note that memory is not kept in scope on binding yet.
* First pass of D3DDescriptorHeap
* Small tidy up in render-d3d11. Added D3DDescriptorHeap to project.
* First pass at D3D12 bind state.
* Fix typos in D3D12Resource
* Tidy up Dx11 render binding a little to match more with Dx12 style.
* First pass at Dx12 BindingState
* Handling of the command list d3d12. Support for submitGpuWork and waitForGpu.
* First attempt at Dx12 capture of backbuffer to file.
* First attempt at D3D12 binding for graphics.
* D3D12 setup viewport etc - does now render triangle in render0.hlsl.
* First pass at support for compute on D3D12Renderer
* Use spaces over tabs in D3DUtil
* Tabs to spaces in D3D12DescriptorHeap
* Convert tab->spaces on render-d3d12.cpp
Diffstat (limited to 'tools/render-test/d3d-util.h')
| -rw-r--r-- | tools/render-test/d3d-util.h | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/tools/render-test/d3d-util.h b/tools/render-test/d3d-util.h new file mode 100644 index 000000000..95ccf4b18 --- /dev/null +++ b/tools/render-test/d3d-util.h @@ -0,0 +1,61 @@ +// d3d-util.h +#pragma once + +#include <stdint.h> +#include "../../source/core/slang-result.h" +#include "../../source/core/slang-com-ptr.h" +#include "../../source/core/list.h" + +#include "render.h" + +#include <D3Dcommon.h> +#include <DXGIFormat.h> + +namespace renderer_test { + +class D3DUtil +{ + public: + enum UsageType + { + USAGE_UNKNOWN, ///< Generally used to mark an error + USAGE_TARGET, ///< Format should be used when written as target + USAGE_DEPTH_STENCIL, ///< Format should be used when written as depth stencil + USAGE_SRV, ///< Format if being read as srv + USAGE_COUNT_OF, + }; + enum UsageFlag + { + USAGE_FLAG_MULTI_SAMPLE = 0x1, + USAGE_FLAG_SRV = 0x2, + }; + + /// Get primitive topology as D3D primitive topology + static D3D_PRIMITIVE_TOPOLOGY getPrimitiveTopology(PrimitiveTopology prim); + + /// Calculate size taking into account alignment. Alignment must be a power of 2 + static UInt calcAligned(UInt size, UInt alignment) { return (size + alignment - 1) & ~(alignment - 1); } + + /// The Slang compiler currently generates HLSL source, so we'll need a utility + /// routine (defined later) to translate that into D3D11 shader bytecode. + /// Definition of the HLSL-to-bytecode compilation logic. + static Slang::Result compileHLSLShader(char const* sourcePath, char const* source, char const* entryPointName, char const* dxProfileName, Slang::ComPtr<ID3DBlob>& shaderBlobOut); + + static DXGI_FORMAT getMapFormat(Format format); + + + /// Given the usage, flags, and format will return the most suitable format. Will return DXGI_UNKNOWN if combination is not possible + static DXGI_FORMAT calcFormat(UsageType usage, DXGI_FORMAT format); + /// Calculate appropriate format for creating a buffer for usage and flags + static DXGI_FORMAT calcResourceFormat(UsageType usage, Int usageFlags, DXGI_FORMAT format); + /// True if the type is 'typeless' + static bool isTypeless(DXGI_FORMAT format); + + /// Returns number of bits used for color channel for format (for channels with multiple sizes, returns smallest ie RGB565 -> 5) + static Int getNumColorChannelBits(DXGI_FORMAT fmt); + + /// Append text in in, into wide char array + static void appendWideChars(const char* in, Slang::List<wchar_t>& out); +}; + +} // renderer_test |
