summaryrefslogtreecommitdiffstats
path: root/tools/render-test/render-d3d11.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'tools/render-test/render-d3d11.cpp')
-rw-r--r--tools/render-test/render-d3d11.cpp1101
1 files changed, 0 insertions, 1101 deletions
diff --git a/tools/render-test/render-d3d11.cpp b/tools/render-test/render-d3d11.cpp
deleted file mode 100644
index 109c5aca1..000000000
--- a/tools/render-test/render-d3d11.cpp
+++ /dev/null
@@ -1,1101 +0,0 @@
-// render-d3d11.cpp
-
-#define _CRT_SECURE_NO_WARNINGS
-
-#include "render-d3d11.h"
-
-#include "options.h"
-#include "render.h"
-#include "d3d-util.h"
-
-#include "surface.h"
-
-// In order to use the Slang API, we need to include its header
-
-#include <slang.h>
-
-#include "../../slang-com-ptr.h"
-
-// We will be rendering with Direct3D 11, so we need to include
-// the Windows and D3D11 headers
-
-#define WIN32_LEAN_AND_MEAN
-#define NOMINMAX
-#include <Windows.h>
-#undef WIN32_LEAN_AND_MEAN
-#undef NOMINMAX
-
-#include <d3d11_2.h>
-#include <d3dcompiler.h>
-
-// We will use the C standard library just for printing error messages.
-#include <stdio.h>
-
-#ifdef _MSC_VER
-#include <stddef.h>
-#if (_MSC_VER < 1900)
-#define snprintf sprintf_s
-#endif
-#endif
-//
-using namespace Slang;
-
-namespace renderer_test {
-
-class D3D11Renderer : public Renderer
-{
-public:
- // Renderer implementation
- virtual SlangResult initialize(const Desc& desc, void* inWindowHandle) override;
- virtual void setClearColor(const float color[4]) override;
- virtual void clearFrame() override;
- virtual void presentFrame() override;
- virtual TextureResource* createTextureResource(Resource::Usage initialUsage, const TextureResource::Desc& desc, const TextureResource::Data* initData) override;
- virtual BufferResource* createBufferResource(Resource::Usage initialUsage, const BufferResource::Desc& bufferDesc, const void* initData) override;
- virtual SlangResult captureScreenSurface(Surface& surfaceOut) override;
- virtual InputLayout* createInputLayout( const InputElementDesc* inputElements, UInt inputElementCount) override;
- virtual BindingState* createBindingState(const BindingState::Desc& desc) override;
- virtual ShaderProgram* createProgram(const ShaderProgram::Desc& desc) override;
- virtual void* map(BufferResource* buffer, MapFlavor flavor) override;
- virtual void unmap(BufferResource* buffer) override;
- virtual void setInputLayout(InputLayout* inputLayout) override;
- virtual void setPrimitiveTopology(PrimitiveTopology topology) override;
- virtual void setBindingState(BindingState * state);
- virtual void setVertexBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffers, const UInt* strides, const UInt* offsets) override;
- virtual void setShaderProgram(ShaderProgram* inProgram) override;
- virtual void draw(UInt vertexCount, UInt startVertex) override;
- virtual void dispatchCompute(int x, int y, int z) override;
- virtual void submitGpuWork() override {}
- virtual void waitForGpu() override {}
- virtual RendererType getRendererType() const override { return RendererType::DirectX11; }
-
- protected:
-
- struct BindingDetail
- {
- ComPtr<ID3D11ShaderResourceView> m_srv;
- ComPtr<ID3D11UnorderedAccessView> m_uav;
- ComPtr<ID3D11SamplerState> m_samplerState;
- };
-
- class BindingStateImpl: public BindingState
- {
- public:
- typedef BindingState Parent;
-
- /// Ctor
- BindingStateImpl(const Desc& desc):
- Parent(desc)
- {}
-
- List<BindingDetail> m_bindingDetails;
- };
-
- class ShaderProgramImpl: public ShaderProgram
- {
- public:
- ComPtr<ID3D11VertexShader> m_vertexShader;
- ComPtr<ID3D11PixelShader> m_pixelShader;
- ComPtr<ID3D11ComputeShader> m_computeShader;
- };
-
- class BufferResourceImpl: public BufferResource
- {
- public:
- typedef BufferResource Parent;
-
- BufferResourceImpl(const Desc& desc, Usage initialUsage):
- Parent(desc),
- m_initialUsage(initialUsage)
- {
- }
-
- MapFlavor m_mapFlavor;
- Usage m_initialUsage;
- ComPtr<ID3D11Buffer> m_buffer;
- ComPtr<ID3D11Buffer> m_staging;
- };
- class TextureResourceImpl : public TextureResource
- {
- public:
- typedef TextureResource Parent;
-
- TextureResourceImpl(const Desc& desc, Usage initialUsage) :
- Parent(desc),
- m_initialUsage(initialUsage)
- {
- }
- Usage m_initialUsage;
- ComPtr<ID3D11Resource> m_resource;
- };
-
- class InputLayoutImpl: public InputLayout
- {
- public:
- ComPtr<ID3D11InputLayout> m_layout;
- };
-
- /// Capture a texture to a file
- static HRESULT captureTextureToSurface(ID3D11Device* device, ID3D11DeviceContext* context, ID3D11Texture2D* texture, Surface& surfaceOut);
-
- void _applyBindingState(bool isCompute);
-
- ComPtr<IDXGISwapChain> m_swapChain;
- ComPtr<ID3D11Device> m_device;
- ComPtr<ID3D11DeviceContext> m_immediateContext;
- ComPtr<ID3D11Texture2D> m_backBufferTexture;
-
- List<ComPtr<ID3D11RenderTargetView> > m_renderTargetViews;
- List<ComPtr<ID3D11Texture2D> > m_renderTargetTextures;
-
- RefPtr<BindingStateImpl> m_currentBindings;
-
- Desc m_desc;
-
- float m_clearColor[4] = { 0, 0, 0, 0 };
-};
-
-Renderer* createD3D11Renderer()
-{
- return new D3D11Renderer();
-}
-
-/* static */HRESULT D3D11Renderer::captureTextureToSurface(ID3D11Device* device, ID3D11DeviceContext* context, ID3D11Texture2D* texture, Surface& surfaceOut)
-{
- if (!context) return E_INVALIDARG;
- if (!texture) return E_INVALIDARG;
-
- D3D11_TEXTURE2D_DESC textureDesc;
- texture->GetDesc(&textureDesc);
-
- // Don't bother supporting MSAA for right now
- if (textureDesc.SampleDesc.Count > 1)
- {
- fprintf(stderr, "ERROR: cannot capture multi-sample texture\n");
- return E_INVALIDARG;
- }
-
- HRESULT hr = S_OK;
- ComPtr<ID3D11Texture2D> stagingTexture;
-
- if (textureDesc.Usage == D3D11_USAGE_STAGING && (textureDesc.CPUAccessFlags & D3D11_CPU_ACCESS_READ))
- {
- stagingTexture = texture;
- }
- else
- {
- // Modify the descriptor to give us a staging texture
- textureDesc.BindFlags = 0;
- textureDesc.MiscFlags &= ~D3D11_RESOURCE_MISC_TEXTURECUBE;
- textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- textureDesc.Usage = D3D11_USAGE_STAGING;
-
- hr = device->CreateTexture2D(&textureDesc, 0, stagingTexture.writeRef());
- if (FAILED(hr))
- {
- fprintf(stderr, "ERROR: failed to create staging texture\n");
- return hr;
- }
-
- context->CopyResource(stagingTexture, texture);
- }
-
- // Now just read back texels from the staging textures
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- SLANG_RETURN_ON_FAIL(context->Map(stagingTexture, 0, D3D11_MAP_READ, 0, &mappedResource));
-
- Result res = surfaceOut.set(textureDesc.Width, textureDesc.Height, Format::RGBA_Unorm_UInt8, mappedResource.RowPitch, mappedResource.pData, SurfaceAllocator::getMallocAllocator());
-
- // Make sure to unmap
- context->Unmap(stagingTexture, 0);
- return res;
- }
-}
-
-// !!!!!!!!!!!!!!!!!!!!!!!!!!!! Renderer interface !!!!!!!!!!!!!!!!!!!!!!!!!!
-
-SlangResult D3D11Renderer::initialize(const Desc& desc, void* inWindowHandle)
-{
- auto windowHandle = (HWND)inWindowHandle;
- m_desc = desc;
-
- // Rather than statically link against D3D, we load it dynamically.
- HMODULE d3dModule = LoadLibraryA("d3d11.dll");
- if (!d3dModule)
- {
- fprintf(stderr, "error: failed load 'd3d11.dll'\n");
- return SLANG_FAIL;
- }
-
- PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN D3D11CreateDeviceAndSwapChain_ =
- (PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)GetProcAddress(d3dModule, "D3D11CreateDeviceAndSwapChain");
- if (!D3D11CreateDeviceAndSwapChain_)
- {
- fprintf(stderr,
- "error: failed load symbol 'D3D11CreateDeviceAndSwapChain'\n");
- return SLANG_FAIL;
- }
-
- // We create our device in debug mode, just so that we can check that the
- // example doesn't trigger warnings.
- UINT deviceFlags = 0;
- deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
-
- // Our swap chain uses RGBA8 with sRGB, with double buffering.
- DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 };
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
-
- // Note(tfoley): Disabling sRGB for DX back buffer for now, so that we
- // can get consistent output with OpenGL, where setting up sRGB will
- // probably be more involved.
- // swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
- swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
-
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.BufferCount = 2;
- swapChainDesc.OutputWindow = windowHandle;
- swapChainDesc.Windowed = TRUE;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- swapChainDesc.Flags = 0;
-
- // We will ask for the highest feature level that can be supported.
- const D3D_FEATURE_LEVEL featureLevels[] = {
- D3D_FEATURE_LEVEL_11_1,
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1,
- };
- D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_9_1;
- const int totalNumFeatureLevels = SLANG_COUNT_OF(featureLevels);
-
- // On a machine that does not have an up-to-date version of D3D installed,
- // the `D3D11CreateDeviceAndSwapChain` call will fail with `E_INVALIDARG`
- // if you ask for featuer level 11_1. The workaround is to call
- // `D3D11CreateDeviceAndSwapChain` up to twice: the first time with 11_1
- // at the start of the list of requested feature levels, and the second
- // time without it.
-
- for (int ii = 0; ii < 2; ++ii)
- {
- const HRESULT hr = D3D11CreateDeviceAndSwapChain_(
- nullptr, // adapter (use default)
- D3D_DRIVER_TYPE_REFERENCE,
- //D3D_DRIVER_TYPE_HARDWARE,
- nullptr, // software
- deviceFlags,
- &featureLevels[ii],
- totalNumFeatureLevels - ii,
- D3D11_SDK_VERSION,
- &swapChainDesc,
- m_swapChain.writeRef(),
- m_device.writeRef(),
- &featureLevel,
- m_immediateContext.writeRef());
-
- // Failures with `E_INVALIDARG` might be due to feature level 11_1
- // not being supported.
- if (hr == E_INVALIDARG)
- {
- continue;
- }
-
- // Other failures are real, though.
- SLANG_RETURN_ON_FAIL(hr);
- // We must have a swap chain
- break;
- }
-
- // After we've created the swap chain, we can request a pointer to the
- // back buffer as a D3D11 texture, and create a render-target view from it.
-
- static const IID kIID_ID3D11Texture2D = {
- 0x6f15aaf2, 0xd208, 0x4e89, 0x9a, 0xb4, 0x48,
- 0x95, 0x35, 0xd3, 0x4f, 0x9c };
-
- SLANG_RETURN_ON_FAIL(m_swapChain->GetBuffer(0, kIID_ID3D11Texture2D, (void**)m_backBufferTexture.writeRef()));
-
- for (int i = 0; i < 8; i++)
- {
- ComPtr<ID3D11Texture2D> texture;
- D3D11_TEXTURE2D_DESC textureDesc;
- m_backBufferTexture->GetDesc(&textureDesc);
- SLANG_RETURN_ON_FAIL(m_device->CreateTexture2D(&textureDesc, nullptr, texture.writeRef()));
-
- ComPtr<ID3D11RenderTargetView> rtv;
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- rtvDesc.Texture2D.MipSlice = 0;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- SLANG_RETURN_ON_FAIL(m_device->CreateRenderTargetView(texture, &rtvDesc, rtv.writeRef()));
-
- m_renderTargetViews.Add(rtv);
- m_renderTargetTextures.Add(texture);
- }
-
- m_immediateContext->OMSetRenderTargets((UINT)m_renderTargetViews.Count(), m_renderTargetViews.Buffer()->readRef(), nullptr);
-
- // Similarly, we are going to set up a viewport once, and then never
- // switch, since this is a simple test app.
- D3D11_VIEWPORT viewport;
- viewport.TopLeftX = 0;
- viewport.TopLeftY = 0;
- viewport.Width = (float)desc.width;
- viewport.Height = (float)desc.height;
- viewport.MaxDepth = 1; // TODO(tfoley): use reversed depth
- viewport.MinDepth = 0;
- m_immediateContext->RSSetViewports(1, &viewport);
-
- return SLANG_OK;
-}
-
-void D3D11Renderer::setClearColor(const float color[4])
-{
- memcpy(m_clearColor, color, sizeof(m_clearColor));
-}
-
-void D3D11Renderer::clearFrame()
-{
- for (auto i = 0u; i < m_renderTargetViews.Count(); i++)
- {
- m_immediateContext->ClearRenderTargetView(m_renderTargetViews[i], m_clearColor);
- }
-}
-
-void D3D11Renderer::presentFrame()
-{
- m_immediateContext->CopyResource(m_backBufferTexture, m_renderTargetTextures[0]);
- m_swapChain->Present(0, 0);
-}
-
-SlangResult D3D11Renderer::captureScreenSurface(Surface& surfaceOut)
-{
- return captureTextureToSurface(m_device, m_immediateContext, m_renderTargetTextures[0], surfaceOut);
-}
-
-static D3D11_BIND_FLAG _calcResourceFlag(Resource::BindFlag::Enum bindFlag)
-{
- typedef Resource::BindFlag BindFlag;
- switch (bindFlag)
- {
- case BindFlag::VertexBuffer: return D3D11_BIND_VERTEX_BUFFER;
- case BindFlag::IndexBuffer: return D3D11_BIND_INDEX_BUFFER;
- case BindFlag::ConstantBuffer: return D3D11_BIND_CONSTANT_BUFFER;
- case BindFlag::StreamOutput: return D3D11_BIND_STREAM_OUTPUT;
- case BindFlag::RenderTarget: return D3D11_BIND_RENDER_TARGET;
- case BindFlag::DepthStencil: return D3D11_BIND_DEPTH_STENCIL;
- case BindFlag::UnorderedAccess: return D3D11_BIND_UNORDERED_ACCESS;
- case BindFlag::PixelShaderResource: return D3D11_BIND_SHADER_RESOURCE;
- case BindFlag::NonPixelShaderResource: return D3D11_BIND_SHADER_RESOURCE;
- default: return D3D11_BIND_FLAG(0);
- }
-}
-
-static int _calcResourceBindFlags(int bindFlags)
-{
- int dstFlags = 0;
- while (bindFlags)
- {
- int lsb = bindFlags & -bindFlags;
-
- dstFlags |= _calcResourceFlag(Resource::BindFlag::Enum(lsb));
- bindFlags &= ~lsb;
- }
- return dstFlags;
-}
-
-static int _calcResourceAccessFlags(int accessFlags)
-{
- switch (accessFlags)
- {
- case 0: return 0;
- case Resource::AccessFlag::Read: return D3D11_CPU_ACCESS_READ;
- case Resource::AccessFlag::Write: return D3D11_CPU_ACCESS_WRITE;
- case Resource::AccessFlag::Read |
- Resource::AccessFlag::Write: return D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
- default: assert(!"Invalid flags"); return 0;
- }
-}
-
-TextureResource* D3D11Renderer::createTextureResource(Resource::Usage initialUsage, const TextureResource::Desc& descIn, const TextureResource::Data* initData)
-{
- TextureResource::Desc srcDesc(descIn);
- srcDesc.setDefaults(initialUsage);
-
- const int effectiveArraySize = srcDesc.calcEffectiveArraySize();
-
- assert(initData);
- assert(initData->numSubResources == srcDesc.numMipLevels * effectiveArraySize * srcDesc.size.depth);
-
- const DXGI_FORMAT format = D3DUtil::getMapFormat(srcDesc.format);
- if (format == DXGI_FORMAT_UNKNOWN)
- {
- return nullptr;
- }
-
- const int bindFlags = _calcResourceBindFlags(srcDesc.bindFlags);
-
- // Set up the initialize data
- List<D3D11_SUBRESOURCE_DATA> subRes;
- subRes.SetSize(srcDesc.numMipLevels * effectiveArraySize);
- {
- int subResourceIndex = 0;
- for (int i = 0; i < effectiveArraySize; i++)
- {
- for (int j = 0; j < srcDesc.numMipLevels; j++)
- {
- const int mipHeight = TextureResource::calcMipSize(srcDesc.size.height, j);
-
- D3D11_SUBRESOURCE_DATA& data = subRes[subResourceIndex];
-
- data.pSysMem = initData->subResources[subResourceIndex];
-
- data.SysMemPitch = UINT(initData->mipRowStrides[j]);
- data.SysMemSlicePitch = UINT(initData->mipRowStrides[j] * mipHeight);
-
- subResourceIndex++;
- }
- }
- }
-
- const int accessFlags = _calcResourceAccessFlags(srcDesc.cpuAccessFlags);
-
- RefPtr<TextureResourceImpl> texture(new TextureResourceImpl(srcDesc, initialUsage));
-
- switch (srcDesc.type)
- {
- case Resource::Type::Texture1D:
- {
- D3D11_TEXTURE1D_DESC desc = { 0 };
- desc.BindFlags = bindFlags;
- desc.CPUAccessFlags = accessFlags;
- desc.Format = format;
- desc.MiscFlags = 0;
- desc.MipLevels = srcDesc.numMipLevels;
- desc.ArraySize = effectiveArraySize;
- desc.Width = srcDesc.size.width;
- desc.Usage = D3D11_USAGE_DEFAULT;
-
- ComPtr<ID3D11Texture1D> texture1D;
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateTexture1D(&desc, subRes.Buffer(), texture1D.writeRef()));
-
- texture->m_resource = texture1D;
- break;
- }
- case Resource::Type::TextureCube:
- case Resource::Type::Texture2D:
- {
- D3D11_TEXTURE2D_DESC desc = { 0 };
- desc.BindFlags = bindFlags;
- desc.CPUAccessFlags = accessFlags;
- desc.Format = format;
- desc.MiscFlags = 0;
- desc.MipLevels = srcDesc.numMipLevels;
- desc.ArraySize = effectiveArraySize;
-
- desc.Width = srcDesc.size.width;
- desc.Height = srcDesc.size.height;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.SampleDesc.Count = srcDesc.sampleDesc.numSamples;
- desc.SampleDesc.Quality = srcDesc.sampleDesc.quality;
-
- if (srcDesc.type == Resource::Type::TextureCube)
- {
- desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
- }
-
- ComPtr<ID3D11Texture2D> texture2D;
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateTexture2D(&desc, subRes.Buffer(), texture2D.writeRef()));
-
- texture->m_resource = texture2D;
- break;
- }
- case Resource::Type::Texture3D:
- {
- D3D11_TEXTURE3D_DESC desc = { 0 };
- desc.BindFlags = bindFlags;
- desc.CPUAccessFlags = accessFlags;
- desc.Format = format;
- desc.MiscFlags = 0;
- desc.MipLevels = srcDesc.numMipLevels;
- desc.Width = srcDesc.size.width;
- desc.Height = srcDesc.size.height;
- desc.Depth = srcDesc.size.depth;
- desc.Usage = D3D11_USAGE_DEFAULT;
-
- ComPtr<ID3D11Texture3D> texture3D;
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateTexture3D(&desc, subRes.Buffer(), texture3D.writeRef()));
-
- texture->m_resource = texture3D;
- break;
- }
- default: return nullptr;
- }
-
- return texture.detach();
-}
-
-BufferResource* D3D11Renderer::createBufferResource(Resource::Usage initialUsage, const BufferResource::Desc& descIn, const void* initData)
-{
- BufferResource::Desc srcDesc(descIn);
- srcDesc.setDefaults(initialUsage);
-
- // Make aligned to 256 bytes... not sure why, but if you remove this the tests do fail.
- const size_t alignedSizeInBytes = D3DUtil::calcAligned(srcDesc.sizeInBytes, 256);
-
- // Hack to make the initialization never read from out of bounds memory, by copying into a buffer
- List<uint8_t> initDataBuffer;
- if (initData && alignedSizeInBytes > srcDesc.sizeInBytes)
- {
- initDataBuffer.SetSize(alignedSizeInBytes);
- ::memcpy(initDataBuffer.Buffer(), initData, srcDesc.sizeInBytes);
- initData = initDataBuffer.Buffer();
- }
-
- D3D11_BUFFER_DESC bufferDesc = { 0 };
- bufferDesc.ByteWidth = UINT(alignedSizeInBytes);
- bufferDesc.BindFlags = _calcResourceBindFlags(srcDesc.bindFlags);
- // For read we'll need to do some staging
- bufferDesc.CPUAccessFlags = _calcResourceAccessFlags(descIn.cpuAccessFlags & Resource::AccessFlag::Write);
- bufferDesc.Usage = D3D11_USAGE_DEFAULT;
-
- // If written by CPU, make it dynamic
- if (descIn.cpuAccessFlags & Resource::AccessFlag::Write)
- {
- bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- }
-
- switch (initialUsage)
- {
- case Resource::Usage::ConstantBuffer:
- {
- // We'll just assume ConstantBuffers are dynamic for now
- bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- break;
- }
- default: break;
- }
-
- if (bufferDesc.BindFlags & (D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE))
- {
- //desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
- if (srcDesc.elementSize != 0)
- {
- bufferDesc.StructureByteStride = srcDesc.elementSize;
- bufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
- }
- else
- {
- bufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
- }
- }
-
- D3D11_SUBRESOURCE_DATA subResourceData = { 0 };
- subResourceData.pSysMem = initData;
-
- RefPtr<BufferResourceImpl> buffer(new BufferResourceImpl(srcDesc, initialUsage));
-
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateBuffer(&bufferDesc, initData ? &subResourceData : nullptr, buffer->m_buffer.writeRef()));
-
- if (srcDesc.cpuAccessFlags & Resource::AccessFlag::Read)
- {
- D3D11_BUFFER_DESC bufDesc = {};
- bufDesc.BindFlags = 0;
- bufDesc.ByteWidth = (UINT)alignedSizeInBytes;
- bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- bufDesc.Usage = D3D11_USAGE_STAGING;
-
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateBuffer(&bufDesc, nullptr, buffer->m_staging.writeRef()));
- }
-
- return buffer.detach();
-}
-
-InputLayout* D3D11Renderer::createInputLayout(const InputElementDesc* inputElementsIn, UInt inputElementCount)
-{
- D3D11_INPUT_ELEMENT_DESC inputElements[16] = {};
-
- char hlslBuffer[1024];
- char* hlslCursor = &hlslBuffer[0];
-
- hlslCursor += sprintf(hlslCursor, "float4 main(\n");
-
- for (UInt ii = 0; ii < inputElementCount; ++ii)
- {
- inputElements[ii].SemanticName = inputElementsIn[ii].semanticName;
- inputElements[ii].SemanticIndex = (UINT)inputElementsIn[ii].semanticIndex;
- inputElements[ii].Format = D3DUtil::getMapFormat(inputElementsIn[ii].format);
- inputElements[ii].InputSlot = 0;
- inputElements[ii].AlignedByteOffset = (UINT)inputElementsIn[ii].offset;
- inputElements[ii].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- inputElements[ii].InstanceDataStepRate = 0;
-
- if (ii != 0)
- {
- hlslCursor += sprintf(hlslCursor, ",\n");
- }
-
- char const* typeName = "Unknown";
- switch (inputElementsIn[ii].format)
- {
- case Format::RGBA_Float32:
- typeName = "float4";
- break;
- case Format::RGB_Float32:
- typeName = "float3";
- break;
- case Format::RG_Float32:
- typeName = "float2";
- break;
- case Format::R_Float32:
- typeName = "float";
- break;
- default:
- return nullptr;
- }
-
- hlslCursor += sprintf(hlslCursor, "%s a%d : %s%d",
- typeName,
- (int)ii,
- inputElementsIn[ii].semanticName,
- (int)inputElementsIn[ii].semanticIndex);
- }
-
- hlslCursor += sprintf(hlslCursor, "\n) : SV_Position { return 0; }");
-
- ComPtr<ID3DBlob> vertexShaderBlob;
- SLANG_RETURN_NULL_ON_FAIL(D3DUtil::compileHLSLShader("inputLayout", hlslBuffer, "main", "vs_5_0", vertexShaderBlob));
-
- ComPtr<ID3D11InputLayout> inputLayout;
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateInputLayout(&inputElements[0], (UINT)inputElementCount, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(),
- inputLayout.writeRef()));
-
- InputLayoutImpl* impl = new InputLayoutImpl;
- impl->m_layout.swap(inputLayout);
-
- return impl;
-}
-
-void* D3D11Renderer::map(BufferResource* bufferIn, MapFlavor flavor)
-{
- BufferResourceImpl* bufferResource = static_cast<BufferResourceImpl*>(bufferIn);
-
- D3D11_MAP mapType;
- ID3D11Buffer* buffer = bufferResource->m_buffer;
-
- switch (flavor)
- {
- case MapFlavor::WriteDiscard:
- mapType = D3D11_MAP_WRITE_DISCARD;
- break;
- case MapFlavor::HostWrite:
- mapType = D3D11_MAP_WRITE;
- break;
- case MapFlavor::HostRead:
- mapType = D3D11_MAP_READ;
-
- buffer = bufferResource->m_staging;
- if (!buffer)
- {
- return nullptr;
- }
-
- // Okay copy the data over
- m_immediateContext->CopyResource(buffer, bufferResource->m_buffer);
-
- break;
- default:
- return nullptr;
- }
-
- // We update our constant buffer per-frame, just for the purposes
- // of the example, but we don't actually load different data
- // per-frame (we always use an identity projection).
- D3D11_MAPPED_SUBRESOURCE mappedSub;
- SLANG_RETURN_NULL_ON_FAIL(m_immediateContext->Map(buffer, 0, mapType, 0, &mappedSub));
-
- bufferResource->m_mapFlavor = flavor;
-
- return mappedSub.pData;
-}
-
-void D3D11Renderer::unmap(BufferResource* bufferIn)
-{
- BufferResourceImpl* bufferResource = static_cast<BufferResourceImpl*>(bufferIn);
- ID3D11Buffer* buffer = (bufferResource->m_mapFlavor == MapFlavor::HostRead) ? bufferResource->m_staging : bufferResource->m_buffer;
- m_immediateContext->Unmap(buffer, 0);
-}
-
-void D3D11Renderer::setInputLayout(InputLayout* inputLayoutIn)
-{
- auto inputLayout = static_cast<InputLayoutImpl*>(inputLayoutIn);
- m_immediateContext->IASetInputLayout(inputLayout->m_layout);
-}
-
-void D3D11Renderer::setPrimitiveTopology(PrimitiveTopology topology)
-{
- m_immediateContext->IASetPrimitiveTopology(D3DUtil::getPrimitiveTopology(topology));
-}
-
-void D3D11Renderer::setVertexBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffersIn, const UInt* stridesIn, const UInt* offsetsIn)
-{
- static const int kMaxVertexBuffers = 16;
- assert(slotCount <= kMaxVertexBuffers);
-
- UINT vertexStrides[kMaxVertexBuffers];
- UINT vertexOffsets[kMaxVertexBuffers];
- ID3D11Buffer* dxBuffers[kMaxVertexBuffers];
-
- auto buffers = (BufferResourceImpl*const*)buffersIn;
-
- for (UInt ii = 0; ii < slotCount; ++ii)
- {
- vertexStrides[ii] = (UINT)stridesIn[ii];
- vertexOffsets[ii] = (UINT)offsetsIn[ii];
- dxBuffers[ii] = buffers[ii]->m_buffer;
- }
-
- m_immediateContext->IASetVertexBuffers((UINT)startSlot, (UINT)slotCount, dxBuffers, &vertexStrides[0], &vertexOffsets[0]);
-}
-
-void D3D11Renderer::setShaderProgram(ShaderProgram* programIn)
-{
- auto program = (ShaderProgramImpl*)programIn;
- m_immediateContext->CSSetShader(program->m_computeShader, nullptr, 0);
- m_immediateContext->VSSetShader(program->m_vertexShader, nullptr, 0);
- m_immediateContext->PSSetShader(program->m_pixelShader, nullptr, 0);
-}
-
-void D3D11Renderer::draw(UInt vertexCount, UInt startVertex)
-{
- _applyBindingState(false);
- m_immediateContext->Draw((UINT)vertexCount, (UINT)startVertex);
-}
-
-ShaderProgram* D3D11Renderer::createProgram(const ShaderProgram::Desc& desc)
-{
- if (desc.pipelineType == PipelineType::Compute)
- {
- auto computeKernel = desc.findKernel(StageType::Compute);
-
- ComPtr<ID3D11ComputeShader> computeShader;
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateComputeShader(computeKernel->codeBegin, computeKernel->getCodeSize(), nullptr, computeShader.writeRef()));
-
- ShaderProgramImpl* shaderProgram = new ShaderProgramImpl();
- shaderProgram->m_computeShader.swap(computeShader);
- return shaderProgram;
- }
- else
- {
- auto vertexKernel = desc.findKernel(StageType::Vertex);
- auto fragmentKernel = desc.findKernel(StageType::Fragment);
-
- ComPtr<ID3D11VertexShader> vertexShader;
- ComPtr<ID3D11PixelShader> pixelShader;
-
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateVertexShader(vertexKernel->codeBegin, vertexKernel->getCodeSize(), nullptr, vertexShader.writeRef()));
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreatePixelShader(fragmentKernel->codeBegin, fragmentKernel->getCodeSize(), nullptr, pixelShader.writeRef()));
-
- ShaderProgramImpl* shaderProgram = new ShaderProgramImpl();
- shaderProgram->m_vertexShader.swap(vertexShader);
- shaderProgram->m_pixelShader.swap(pixelShader);
- return shaderProgram;
- }
-}
-
-void D3D11Renderer::dispatchCompute(int x, int y, int z)
-{
- _applyBindingState(true);
- m_immediateContext->Dispatch(x, y, z);
-}
-
-BindingState* D3D11Renderer::createBindingState(const BindingState::Desc& bindingStateDesc)
-{
- RefPtr<BindingStateImpl> bindingState(new BindingStateImpl(bindingStateDesc));
-
- const auto& srcBindings = bindingStateDesc.m_bindings;
- const int numBindings = int(srcBindings.Count());
-
- auto& dstDetails = bindingState->m_bindingDetails;
- dstDetails.SetSize(numBindings);
-
- for (int i = 0; i < numBindings; ++i)
- {
- auto& dstDetail = dstDetails[i];
- const auto& srcBinding = srcBindings[i];
-
- assert(srcBinding.registerRange.isSingle());
-
- switch (srcBinding.bindingType)
- {
- case BindingType::Buffer:
- {
- assert(srcBinding.resource && srcBinding.resource->isBuffer());
-
- BufferResourceImpl* buffer = static_cast<BufferResourceImpl*>(srcBinding.resource.Ptr());
- const BufferResource::Desc& bufferDesc = buffer->getDesc();
-
- const int elemSize = bufferDesc.elementSize <= 0 ? 1 : bufferDesc.elementSize;
-
- if (bufferDesc.bindFlags & Resource::BindFlag::UnorderedAccess)
- {
- D3D11_UNORDERED_ACCESS_VIEW_DESC viewDesc;
- memset(&viewDesc, 0, sizeof(viewDesc));
- viewDesc.Buffer.FirstElement = 0;
- viewDesc.Buffer.NumElements = (UINT)(bufferDesc.sizeInBytes / elemSize);
- viewDesc.Buffer.Flags = 0;
- viewDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
- viewDesc.Format = D3DUtil::getMapFormat(bufferDesc.format);
-
- if (bufferDesc.elementSize == 0 && bufferDesc.format == Format::Unknown)
- {
- viewDesc.Buffer.Flags |= D3D11_BUFFER_UAV_FLAG_RAW;
- viewDesc.Format = DXGI_FORMAT_R32_TYPELESS;
- }
-
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateUnorderedAccessView(buffer->m_buffer, &viewDesc, dstDetail.m_uav.writeRef()));
- }
- if (bufferDesc.bindFlags & (Resource::BindFlag::NonPixelShaderResource | Resource::BindFlag::PixelShaderResource))
- {
- D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
- memset(&viewDesc, 0, sizeof(viewDesc));
- viewDesc.Buffer.FirstElement = 0;
- viewDesc.Buffer.ElementWidth = elemSize;
- viewDesc.Buffer.NumElements = (UINT)(bufferDesc.sizeInBytes / elemSize);
- viewDesc.Buffer.ElementOffset = 0;
- viewDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
- viewDesc.Format = DXGI_FORMAT_UNKNOWN;
-
- if (bufferDesc.elementSize == 0)
- {
- viewDesc.Format = DXGI_FORMAT_R32_FLOAT;
- }
-
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateShaderResourceView(buffer->m_buffer, &viewDesc, dstDetail.m_srv.writeRef()));
- }
- break;
- }
- case BindingType::Texture:
- case BindingType::CombinedTextureSampler:
- {
- assert(srcBinding.resource && srcBinding.resource->isTexture());
-
- TextureResourceImpl* texture = static_cast<TextureResourceImpl*>(srcBinding.resource.Ptr());
-
- const TextureResource::Desc& textureDesc = texture->getDesc();
-
- D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
- viewDesc.Format = D3DUtil::getMapFormat(textureDesc.format);
-
- switch (texture->getType())
- {
- case Resource::Type::Texture1D:
- {
- if (textureDesc.arraySize <= 0)
- {
- viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
- viewDesc.Texture1D.MipLevels = textureDesc.numMipLevels;
- viewDesc.Texture1D.MostDetailedMip = 0;
- }
- else
- {
- viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1DARRAY;
- viewDesc.Texture1DArray.ArraySize = textureDesc.arraySize;
- viewDesc.Texture1DArray.FirstArraySlice = 0;
- viewDesc.Texture1DArray.MipLevels = textureDesc.numMipLevels;
- viewDesc.Texture1DArray.MostDetailedMip = 0;
- }
- break;
- }
- case Resource::Type::Texture2D:
- {
- if (textureDesc.arraySize <= 0)
- {
- viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- viewDesc.Texture2D.MipLevels = textureDesc.numMipLevels;
- viewDesc.Texture2D.MostDetailedMip = 0;
- }
- else
- {
- viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
- viewDesc.Texture2DArray.ArraySize = textureDesc.arraySize;
- viewDesc.Texture2DArray.FirstArraySlice = 0;
- viewDesc.Texture2DArray.MipLevels = textureDesc.numMipLevels;
- viewDesc.Texture2DArray.MostDetailedMip = 0;
- }
- break;
- }
- case Resource::Type::TextureCube:
- {
- if (textureDesc.arraySize <= 0)
- {
- viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
- viewDesc.TextureCube.MipLevels = textureDesc.numMipLevels;
- viewDesc.TextureCube.MostDetailedMip = 0;
- }
- else
- {
- viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
- viewDesc.TextureCubeArray.MipLevels = textureDesc.numMipLevels;
- viewDesc.TextureCubeArray.MostDetailedMip = 0;
- viewDesc.TextureCubeArray.First2DArrayFace = 0;
- viewDesc.TextureCubeArray.NumCubes = textureDesc.arraySize;
- }
- break;
- }
- case Resource::Type::Texture3D:
- {
- viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
- viewDesc.Texture3D.MipLevels = textureDesc.numMipLevels; // Old code fixed as one
- viewDesc.Texture3D.MostDetailedMip = 0;
- break;
- }
- default:
- {
- assert(!"Unhandled type");
- return nullptr;
- }
- }
-
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateShaderResourceView(texture->m_resource, &viewDesc, dstDetail.m_srv.writeRef()));
- break;
- }
- case BindingType::Sampler:
- {
- const BindingState::SamplerDesc& samplerDesc = bindingStateDesc.m_samplerDescs[srcBinding.descIndex];
-
- D3D11_SAMPLER_DESC desc = {};
- desc.AddressU = desc.AddressV = desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
-
- if (samplerDesc.isCompareSampler)
- {
- desc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
- desc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
- desc.MinLOD = desc.MaxLOD = 0.0f;
- }
- else
- {
- desc.Filter = D3D11_FILTER_ANISOTROPIC;
- desc.MaxAnisotropy = 8;
- desc.MinLOD = 0.0f;
- desc.MaxLOD = 100.0f;
- }
- SLANG_RETURN_NULL_ON_FAIL(m_device->CreateSamplerState(&desc, dstDetail.m_samplerState.writeRef()));
- break;
- }
- default:
- {
- assert(!"Unhandled type");
- return nullptr;
- }
- }
- }
-
- // Done
- return bindingState.detach();
-}
-
-void D3D11Renderer::_applyBindingState(bool isCompute)
-{
- auto context = m_immediateContext.get();
-
- const auto& details = m_currentBindings->m_bindingDetails;
- const auto& bindings = m_currentBindings->getDesc().m_bindings;
-
- const int numBindings = int(bindings.Count());
-
- for (int i = 0; i < numBindings; ++i)
- {
- const auto& binding = bindings[i];
- const auto& detail = details[i];
-
- const int bindingIndex = binding.registerRange.getSingleIndex();
-
- switch (binding.bindingType)
- {
- case BindingType::Buffer:
- {
- assert(binding.resource && binding.resource->isBuffer());
- if (binding.resource->canBind(Resource::BindFlag::ConstantBuffer))
- {
- ID3D11Buffer* buffer = static_cast<BufferResourceImpl*>(binding.resource.Ptr())->m_buffer;
- if (isCompute)
- context->CSSetConstantBuffers(bindingIndex, 1, &buffer);
- else
- {
- context->VSSetConstantBuffers(bindingIndex, 1, &buffer);
- context->PSSetConstantBuffers(bindingIndex, 1, &buffer);
- }
- }
- else if (detail.m_uav)
- {
- if (isCompute)
- context->CSSetUnorderedAccessViews(bindingIndex, 1, detail.m_uav.readRef(), nullptr);
- else
- context->OMSetRenderTargetsAndUnorderedAccessViews(m_currentBindings->getDesc().m_numRenderTargets,
- m_renderTargetViews.Buffer()->readRef(), nullptr, bindingIndex, 1, detail.m_uav.readRef(), nullptr);
- }
- else
- {
- if (isCompute)
- context->CSSetShaderResources(bindingIndex, 1, detail.m_srv.readRef());
- else
- {
- context->PSSetShaderResources(bindingIndex, 1, detail.m_srv.readRef());
- context->VSSetShaderResources(bindingIndex, 1, detail.m_srv.readRef());
- }
- }
- break;
- }
- case BindingType::Texture:
- {
- if (detail.m_uav)
- {
- if (isCompute)
- context->CSSetUnorderedAccessViews(bindingIndex, 1, detail.m_uav.readRef(), nullptr);
- else
- context->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL,
- nullptr, nullptr, bindingIndex, 1, detail.m_uav.readRef(), nullptr);
- }
- else
- {
- if (isCompute)
- context->CSSetShaderResources(bindingIndex, 1, detail.m_srv.readRef());
- else
- {
- context->PSSetShaderResources(bindingIndex, 1, detail.m_srv.readRef());
- context->VSSetShaderResources(bindingIndex, 1, detail.m_srv.readRef());
- }
- }
- break;
- }
- case BindingType::Sampler:
- {
- if (isCompute)
- context->CSSetSamplers(bindingIndex, 1, detail.m_samplerState.readRef());
- else
- {
- context->PSSetSamplers(bindingIndex, 1, detail.m_samplerState.readRef());
- context->VSSetSamplers(bindingIndex, 1, detail.m_samplerState.readRef());
- }
- break;
- }
- default:
- {
- assert(!"Not implemented");
- return;
- }
- }
- }
-}
-
-void D3D11Renderer::setBindingState(BindingState* state)
-{
- m_currentBindings = static_cast<BindingStateImpl*>(state);
-}
-
-} // renderer_test