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path: root/tools/gfx/render-d3d12.cpp
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Diffstat (limited to 'tools/gfx/render-d3d12.cpp')
-rw-r--r--tools/gfx/render-d3d12.cpp70
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())));