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-rw-r--r--tools/render-test/render-d3d12.cpp2467
1 files changed, 0 insertions, 2467 deletions
diff --git a/tools/render-test/render-d3d12.cpp b/tools/render-test/render-d3d12.cpp
deleted file mode 100644
index 7603332b4..000000000
--- a/tools/render-test/render-d3d12.cpp
+++ /dev/null
@@ -1,2467 +0,0 @@
-// render-d3d12.cpp
-#define _CRT_SECURE_NO_WARNINGS
-
-#include "render-d3d12.h"
-
-#include "options.h"
-#include "render.h"
-
-#include "surface.h"
-
-// In order to use the Slang API, we need to include its header
-
-#include <slang.h>
-
-// We will be rendering with Direct3D 12, so we need to include
-// the Windows and D3D12 headers
-
-#define WIN32_LEAN_AND_MEAN
-#define NOMINMAX
-#include <Windows.h>
-#undef WIN32_LEAN_AND_MEAN
-#undef NOMINMAX
-
-#include <dxgi1_4.h>
-#include <d3d12.h>
-#include <d3dcompiler.h>
-
-#include "../../slang-com-ptr.h"
-
-#include "resource-d3d12.h"
-#include "descriptor-heap-d3d12.h"
-#include "circular-resource-heap-d3d12.h"
-
-#include "d3d-util.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
-//
-
-#define ENABLE_DEBUG_LAYER 1
-
-namespace renderer_test {
-using namespace Slang;
-
-class D3D12Renderer : 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& bindingStateDesc) 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::DirectX12; }
-
- ~D3D12Renderer();
-
-protected:
- static const Int kMaxNumRenderFrames = 4;
- static const Int kMaxNumRenderTargets = 3;
-
- struct Submitter
- {
- virtual void setRootConstantBufferView(int index, D3D12_GPU_VIRTUAL_ADDRESS gpuBufferLocation) = 0;
- virtual void setRootDescriptorTable(int index, D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor) = 0;
- virtual void setRootSignature(ID3D12RootSignature* rootSignature) = 0;
- };
-
- struct FrameInfo
- {
- FrameInfo() :m_fenceValue(0) {}
- void reset()
- {
- m_commandAllocator.setNull();
- }
- ComPtr<ID3D12CommandAllocator> m_commandAllocator; ///< The command allocator for this frame
- UINT64 m_fenceValue; ///< The fence value when rendering this Frame is complete
- };
-
- class ShaderProgramImpl: public ShaderProgram
- {
- public:
- PipelineType m_pipelineType;
- List<uint8_t> m_vertexShader;
- List<uint8_t> m_pixelShader;
- List<uint8_t> m_computeShader;
- };
-
- class BufferResourceImpl: public BufferResource
- {
- public:
- typedef BufferResource Parent;
-
- enum class BackingStyle
- {
- Unknown,
- ResourceBacked, ///< The contents is only held within the resource
- MemoryBacked, ///< The current contents is held in m_memory and copied to GPU every time it's used (typically used for constant buffers)
- };
-
- void bindConstantBufferView(D3D12CircularResourceHeap& circularHeap, int index, Submitter* submitter) const
- {
- switch (m_backingStyle)
- {
- case BackingStyle::MemoryBacked:
- {
- const size_t bufferSize = m_memory.Count();
- D3D12CircularResourceHeap::Cursor cursor = circularHeap.allocateConstantBuffer(bufferSize);
- ::memcpy(cursor.m_position, m_memory.Buffer(), bufferSize);
- // Set the constant buffer
- submitter->setRootConstantBufferView(index, circularHeap.getGpuHandle(cursor));
- break;
- }
- case BackingStyle::ResourceBacked:
- {
- // Set the constant buffer
- submitter->setRootConstantBufferView(index, m_resource.getResource()->GetGPUVirtualAddress());
- break;
- }
- default: break;
- }
- }
-
- BufferResourceImpl(Resource::Usage initialUsage, const Desc& desc):
- Parent(desc),
- m_mapFlavor(MapFlavor::HostRead),
- m_initialUsage(initialUsage)
- {
- }
-
- static BackingStyle _calcResourceBackingStyle(Usage usage)
- {
- switch (usage)
- {
- case Usage::ConstantBuffer: return BackingStyle::MemoryBacked;
- default: return BackingStyle::ResourceBacked;
- }
- }
-
- BackingStyle m_backingStyle; ///< How the resource is 'backed' - either as a resource or cpu memory. Cpu memory is typically used for constant buffers.
- D3D12Resource m_resource; ///< The resource typically in gpu memory
- D3D12Resource m_uploadResource; ///< If the resource can be written to, and is in gpu memory (ie not Memory backed), will have upload resource
-
- Usage m_initialUsage;
-
- List<uint8_t> m_memory; ///< Cpu memory buffer, used if the m_backingStyle is MemoryBacked
- MapFlavor m_mapFlavor; ///< If the resource is mapped holds the current mapping flavor
- };
-
- class TextureResourceImpl: public TextureResource
- {
- public:
- typedef TextureResource Parent;
-
- TextureResourceImpl(const Desc& desc):
- Parent(desc)
- {
- }
-
- D3D12Resource m_resource;
- };
-
- class InputLayoutImpl: public InputLayout
- {
- public:
- List<D3D12_INPUT_ELEMENT_DESC> m_elements;
- List<char> m_text; ///< Holds all strings to keep in scope
- };
-
- struct BindingDetail
- {
- int m_srvIndex = -1;
- int m_uavIndex = -1;
- int m_samplerIndex = -1;
- };
-
- class BindingStateImpl: public BindingState
- {
- public:
- typedef BindingState Parent;
-
- Result init(ID3D12Device* device)
- {
- // Set up descriptor heaps
- SLANG_RETURN_ON_FAIL(m_viewHeap.init(device, 256, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE));
- SLANG_RETURN_ON_FAIL(m_samplerHeap.init(device, 16, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE));
- return SLANG_OK;
- }
-
- /// Ctor
- BindingStateImpl(const Desc& desc) :
- Parent(desc)
- {}
-
- List<BindingDetail> m_bindingDetails; ///< These match 1-1 to the bindings in the m_desc
-
- D3D12DescriptorHeap m_viewHeap; ///< Cbv, Srv, Uav
- D3D12DescriptorHeap m_samplerHeap; ///< Heap for samplers
- };
-
- class RenderState: public RefObject
- {
- public:
- D3D12_PRIMITIVE_TOPOLOGY_TYPE m_primitiveTopologyType;
- RefPtr<BindingStateImpl> m_bindingState;
- RefPtr<InputLayoutImpl> m_inputLayout;
- RefPtr<ShaderProgramImpl> m_shaderProgram;
-
- ComPtr<ID3D12RootSignature> m_rootSignature;
- ComPtr<ID3D12PipelineState> m_pipelineState;
- };
-
- struct BoundVertexBuffer
- {
- RefPtr<BufferResourceImpl> m_buffer;
- int m_stride;
- int m_offset;
- };
-
- struct BindParameters
- {
- enum
- {
- kMaxRanges = 16,
- kMaxParameters = 32
- };
-
- D3D12_DESCRIPTOR_RANGE& nextRange() { return m_ranges[m_rangeIndex++]; }
- D3D12_ROOT_PARAMETER& nextParameter() { return m_parameters[m_paramIndex++]; }
-
- BindParameters():
- m_rangeIndex(0),
- m_paramIndex(0)
- {}
-
- D3D12_DESCRIPTOR_RANGE m_ranges[kMaxRanges];
- int m_rangeIndex;
- D3D12_ROOT_PARAMETER m_parameters[kMaxParameters];
- int m_paramIndex;
- };
-
- struct GraphicsSubmitter : public Submitter
- {
- virtual void setRootConstantBufferView(int index, D3D12_GPU_VIRTUAL_ADDRESS gpuBufferLocation) override
- {
- m_commandList->SetGraphicsRootConstantBufferView(index, gpuBufferLocation);
- }
- virtual void setRootDescriptorTable(int index, D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor) override
- {
- m_commandList->SetGraphicsRootDescriptorTable(index, baseDescriptor);
- }
- void setRootSignature(ID3D12RootSignature* rootSignature)
- {
- m_commandList->SetGraphicsRootSignature(rootSignature);
- }
-
- GraphicsSubmitter(ID3D12GraphicsCommandList* commandList):
- m_commandList(commandList)
- {
- }
-
- ID3D12GraphicsCommandList* m_commandList;
- };
-
- struct ComputeSubmitter : public Submitter
- {
- virtual void setRootConstantBufferView(int index, D3D12_GPU_VIRTUAL_ADDRESS gpuBufferLocation) override
- {
- m_commandList->SetComputeRootConstantBufferView(index, gpuBufferLocation);
- }
- virtual void setRootDescriptorTable(int index, D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor) override
- {
- m_commandList->SetComputeRootDescriptorTable(index, baseDescriptor);
- }
- void setRootSignature(ID3D12RootSignature* rootSignature)
- {
- m_commandList->SetComputeRootSignature(rootSignature);
- }
-
- ComputeSubmitter(ID3D12GraphicsCommandList* commandList) :
- m_commandList(commandList)
- {
- }
-
- ID3D12GraphicsCommandList* m_commandList;
- };
-
- static PROC loadProc(HMODULE module, char const* name);
- Result createFrameResources();
- /// Blocks until gpu has completed all work
- void releaseFrameResources();
-
- Result createBuffer(const D3D12_RESOURCE_DESC& resourceDesc, const void* srcData, D3D12Resource& uploadResource, D3D12_RESOURCE_STATES finalState, D3D12Resource& resourceOut);
-
- void beginRender();
-
- void endRender();
-
- void submitGpuWorkAndWait();
- void _resetCommandList();
-
- Result captureTextureToSurface(D3D12Resource& resource, Surface& surfaceOut);
-
- FrameInfo& getFrame() { return m_frameInfos[m_frameIndex]; }
- const FrameInfo& getFrame() const { return m_frameInfos[m_frameIndex]; }
-
- ID3D12GraphicsCommandList* getCommandList() const { return m_commandList; }
-
- RenderState* calcRenderState();
- /// From current bindings calculate the root signature and pipeline state
- Result calcGraphicsPipelineState(ComPtr<ID3D12RootSignature>& sigOut, ComPtr<ID3D12PipelineState>& pipelineStateOut);
- Result calcComputePipelineState(ComPtr<ID3D12RootSignature>& signatureOut, ComPtr<ID3D12PipelineState>& pipelineStateOut);
-
- Result _bindRenderState(RenderState* renderState, ID3D12GraphicsCommandList* commandList, Submitter* submitter);
-
- Result _calcBindParameters(BindParameters& params);
- RenderState* findRenderState(PipelineType pipelineType);
-
- PFN_D3D12_SERIALIZE_ROOT_SIGNATURE m_D3D12SerializeRootSignature = nullptr;
-
- D3D12CircularResourceHeap m_circularResourceHeap;
-
- int m_commandListOpenCount = 0; ///< If >0 the command list should be open
-
- List<BoundVertexBuffer> m_boundVertexBuffers;
-
- RefPtr<ShaderProgramImpl> m_boundShaderProgram;
- RefPtr<InputLayoutImpl> m_boundInputLayout;
- RefPtr<BindingStateImpl> m_boundBindingState;
-
- DXGI_FORMAT m_targetFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
- DXGI_FORMAT m_depthStencilFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
- bool m_hasVsync = true;
- bool m_isFullSpeed = false;
- bool m_allowFullScreen = false;
- bool m_isMultiSampled = false;
- int m_numTargetSamples = 1; ///< The number of multi sample samples
- int m_targetSampleQuality = 0; ///< The multi sample quality
-
- Desc m_desc;
-
- bool m_isInitialized = false;
-
- D3D12_PRIMITIVE_TOPOLOGY_TYPE m_primitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- D3D12_PRIMITIVE_TOPOLOGY m_primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
-
- float m_clearColor[4] = { 0, 0, 0, 0 };
-
- D3D12_VIEWPORT m_viewport = {};
-
- ComPtr<ID3D12Debug> m_dxDebug;
-
- ComPtr<ID3D12Device> m_device;
- ComPtr<IDXGISwapChain3> m_swapChain;
- ComPtr<ID3D12CommandQueue> m_commandQueue;
- ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
- ComPtr<ID3D12GraphicsCommandList> m_commandList;
-
- D3D12_RECT m_scissorRect = {};
-
- List<RefPtr<RenderState> > m_renderStates; ///< Holds list of all render state combinations
- RenderState* m_currentRenderState = nullptr; ///< The current combination
-
- UINT m_rtvDescriptorSize = 0;
-
- ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
- UINT m_dsvDescriptorSize = 0;
-
- // Synchronization objects.
- D3D12CounterFence m_fence;
-
- HANDLE m_swapChainWaitableObject;
-
- // Frame specific data
- int m_numRenderFrames = 0;
- UINT m_frameIndex = 0;
- FrameInfo m_frameInfos[kMaxNumRenderFrames];
-
- int m_numRenderTargets = 2;
- int m_renderTargetIndex = 0;
-
- D3D12Resource* m_backBuffers[kMaxNumRenderTargets];
- D3D12Resource* m_renderTargets[kMaxNumRenderTargets];
-
- D3D12Resource m_backBufferResources[kMaxNumRenderTargets];
- D3D12Resource m_renderTargetResources[kMaxNumRenderTargets];
-
- D3D12Resource m_depthStencil;
- D3D12_CPU_DESCRIPTOR_HANDLE m_depthStencilView = {};
-
- int32_t m_depthStencilUsageFlags = 0; ///< D3DUtil::UsageFlag combination for depth stencil
- int32_t m_targetUsageFlags = 0; ///< D3DUtil::UsageFlag combination for target
-
- HWND m_hwnd = nullptr;
-};
-
-Renderer* createD3D12Renderer()
-{
- return new D3D12Renderer;
-}
-
-/* static */PROC D3D12Renderer::loadProc(HMODULE module, char const* name)
-{
- PROC proc = ::GetProcAddress(module, name);
- if (!proc)
- {
- fprintf(stderr, "error: failed load symbol '%s'\n", name);
- return nullptr;
- }
- return proc;
-}
-
-void D3D12Renderer::releaseFrameResources()
-{
- // https://msdn.microsoft.com/en-us/library/windows/desktop/bb174577%28v=vs.85%29.aspx
-
- // Release the resources holding references to the swap chain (requirement of
- // IDXGISwapChain::ResizeBuffers) and reset the frame fence values to the
- // current fence value.
- for (int i = 0; i < m_numRenderFrames; i++)
- {
- FrameInfo& info = m_frameInfos[i];
- info.reset();
- info.m_fenceValue = m_fence.getCurrentValue();
- }
- for (int i = 0; i < m_numRenderTargets; i++)
- {
- m_backBuffers[i]->setResourceNull();
- m_renderTargets[i]->setResourceNull();
- }
-}
-
-void D3D12Renderer::waitForGpu()
-{
- m_fence.nextSignalAndWait(m_commandQueue);
-}
-
-D3D12Renderer::~D3D12Renderer()
-{
- if (m_isInitialized)
- {
- // Ensure that the GPU is no longer referencing resources that are about to be
- // cleaned up by the destructor.
- waitForGpu();
- }
-}
-
-static void _initSrvDesc(Resource::Type resourceType, const TextureResource::Desc& textureDesc, const D3D12_RESOURCE_DESC& desc, DXGI_FORMAT pixelFormat, D3D12_SHADER_RESOURCE_VIEW_DESC& descOut)
-{
- // create SRV
- descOut = D3D12_SHADER_RESOURCE_VIEW_DESC();
-
- descOut.Format = (pixelFormat == DXGI_FORMAT_UNKNOWN) ? D3DUtil::calcFormat(D3DUtil::USAGE_SRV, desc.Format) : pixelFormat;
- descOut.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- if (desc.DepthOrArraySize == 1)
- {
- switch (desc.Dimension)
- {
- case D3D12_RESOURCE_DIMENSION_TEXTURE1D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D; break;
- case D3D12_RESOURCE_DIMENSION_TEXTURE2D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; break;
- case D3D12_RESOURCE_DIMENSION_TEXTURE3D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D; break;
- default: assert(!"Unknown dimension");
- }
-
- descOut.Texture2D.MipLevels = desc.MipLevels;
- descOut.Texture2D.MostDetailedMip = 0;
- descOut.Texture2D.PlaneSlice = 0;
- descOut.Texture2D.ResourceMinLODClamp = 0.0f;
- }
- else if (resourceType == Resource::Type::TextureCube)
- {
- if (textureDesc.arraySize > 1)
- {
- descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
-
- descOut.TextureCubeArray.NumCubes = textureDesc.arraySize;
- descOut.TextureCubeArray.First2DArrayFace = 0;
- descOut.TextureCubeArray.MipLevels = desc.MipLevels;
- descOut.TextureCubeArray.MostDetailedMip = 0;
- descOut.TextureCubeArray.ResourceMinLODClamp = 0;
- }
- else
- {
- descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
-
- descOut.TextureCube.MipLevels = desc.MipLevels;
- descOut.TextureCube.MostDetailedMip = 0;
- descOut.TextureCube.ResourceMinLODClamp = 0;
- }
- }
- else
- {
- assert(desc.DepthOrArraySize > 1);
-
- switch (desc.Dimension)
- {
- case D3D12_RESOURCE_DIMENSION_TEXTURE1D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1DARRAY; break;
- case D3D12_RESOURCE_DIMENSION_TEXTURE2D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; break;
- case D3D12_RESOURCE_DIMENSION_TEXTURE3D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D; break;
-
- default: assert(!"Unknown dimension");
- }
-
- descOut.Texture2DArray.ArraySize = desc.DepthOrArraySize;
- descOut.Texture2DArray.MostDetailedMip = 0;
- descOut.Texture2DArray.MipLevels = desc.MipLevels;
- descOut.Texture2DArray.FirstArraySlice = 0;
- descOut.Texture2DArray.PlaneSlice = 0;
- descOut.Texture2DArray.ResourceMinLODClamp = 0;
- }
-}
-
-static void _initBufferResourceDesc(size_t bufferSize, D3D12_RESOURCE_DESC& out)
-{
- out = {};
-
- out.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- out.Alignment = 0;
- out.Width = bufferSize;
- out.Height = 1;
- out.DepthOrArraySize = 1;
- out.MipLevels = 1;
- out.Format = DXGI_FORMAT_UNKNOWN;
- out.SampleDesc.Count = 1;
- out.SampleDesc.Quality = 0;
- out.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- out.Flags = D3D12_RESOURCE_FLAG_NONE;
-}
-
-Result D3D12Renderer::createBuffer(const D3D12_RESOURCE_DESC& resourceDesc, const void* srcData, D3D12Resource& uploadResource, D3D12_RESOURCE_STATES finalState, D3D12Resource& resourceOut)
-{
- const size_t bufferSize = size_t(resourceDesc.Width);
-
- {
- D3D12_HEAP_PROPERTIES heapProps;
- heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
- heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heapProps.CreationNodeMask = 1;
- heapProps.VisibleNodeMask = 1;
-
- const D3D12_RESOURCE_STATES initialState = srcData ? D3D12_RESOURCE_STATE_COPY_DEST : finalState;
-
- SLANG_RETURN_ON_FAIL(resourceOut.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, resourceDesc, initialState, nullptr));
- }
-
- {
- D3D12_HEAP_PROPERTIES heapProps;
- heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
- heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heapProps.CreationNodeMask = 1;
- heapProps.VisibleNodeMask = 1;
-
- D3D12_RESOURCE_DESC uploadResourceDesc(resourceDesc);
- uploadResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- SLANG_RETURN_ON_FAIL(uploadResource.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, uploadResourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr));
- }
-
- if (srcData)
- {
- // Copy data to the intermediate upload heap and then schedule a copy
- // from the upload heap to the vertex buffer.
- UINT8* dstData;
- D3D12_RANGE readRange = {}; // We do not intend to read from this resource on the CPU.
-
- ID3D12Resource* dxUploadResource = uploadResource.getResource();
-
- SLANG_RETURN_ON_FAIL(dxUploadResource->Map(0, &readRange, reinterpret_cast<void**>(&dstData)));
- ::memcpy(dstData, srcData, bufferSize);
- dxUploadResource->Unmap(0, nullptr);
-
- m_commandList->CopyBufferRegion(resourceOut, 0, uploadResource, 0, bufferSize);
-
- // Make sure it's in the right state
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- resourceOut.transition(finalState, submitter);
- }
-
- submitGpuWorkAndWait();
- }
-
- return SLANG_OK;
-}
-
-void D3D12Renderer::_resetCommandList()
-{
- const FrameInfo& frame = getFrame();
-
- ID3D12GraphicsCommandList* commandList = getCommandList();
- commandList->Reset(frame.m_commandAllocator, nullptr);
-
- D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { m_rtvHeap->GetCPUDescriptorHandleForHeapStart().ptr + m_renderTargetIndex * m_rtvDescriptorSize };
- if (m_depthStencil)
- {
- commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &m_depthStencilView);
- }
- else
- {
- commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
- }
-
- // Set necessary state.
- commandList->RSSetViewports(1, &m_viewport);
- commandList->RSSetScissorRects(1, &m_scissorRect);
-}
-
-void D3D12Renderer::beginRender()
-{
- // Should currently not be open!
- assert(m_commandListOpenCount == 0);
-
- m_circularResourceHeap.updateCompleted();
-
- getFrame().m_commandAllocator->Reset();
-
- _resetCommandList();
-
- // Indicate that the render target needs to be writable
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- m_renderTargets[m_renderTargetIndex]->transition(D3D12_RESOURCE_STATE_RENDER_TARGET, submitter);
- }
-
- m_commandListOpenCount = 1;
-}
-
-void D3D12Renderer::endRender()
-{
- assert(m_commandListOpenCount == 1);
-
- {
- const UInt64 signalValue = m_fence.nextSignal(m_commandQueue);
- m_circularResourceHeap.addSync(signalValue);
- }
-
- D3D12Resource& backBuffer = *m_backBuffers[m_renderTargetIndex];
- if (m_isMultiSampled)
- {
- // MSAA resolve
- D3D12Resource& renderTarget = *m_renderTargets[m_renderTargetIndex];
- assert(&renderTarget != &backBuffer);
- // Barriers to wait for the render target, and the backbuffer to be in correct state
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- renderTarget.transition(D3D12_RESOURCE_STATE_RESOLVE_SOURCE, submitter);
- backBuffer.transition(D3D12_RESOURCE_STATE_RESOLVE_DEST, submitter);
- }
-
- // Do the resolve...
- m_commandList->ResolveSubresource(backBuffer, 0, renderTarget, 0, m_targetFormat);
- }
-
- // Make the back buffer presentable
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- backBuffer.transition(D3D12_RESOURCE_STATE_PRESENT, submitter);
- }
-
- SLANG_ASSERT_VOID_ON_FAIL(m_commandList->Close());
-
- {
- // Execute the command list.
- ID3D12CommandList* commandLists[] = { m_commandList };
- m_commandQueue->ExecuteCommandLists(SLANG_COUNT_OF(commandLists), commandLists);
- }
-
- assert(m_commandListOpenCount == 1);
- // Must be 0
- m_commandListOpenCount = 0;
-}
-
-void D3D12Renderer::submitGpuWork()
-{
- assert(m_commandListOpenCount);
- ID3D12GraphicsCommandList* commandList = getCommandList();
-
- SLANG_ASSERT_VOID_ON_FAIL(commandList->Close());
- {
- // Execute the command list.
- ID3D12CommandList* commandLists[] = { commandList };
- m_commandQueue->ExecuteCommandLists(SLANG_COUNT_OF(commandLists), commandLists);
- }
-
- // Reset the render target
- _resetCommandList();
-}
-
-void D3D12Renderer::submitGpuWorkAndWait()
-{
- submitGpuWork();
- waitForGpu();
-}
-
-Result D3D12Renderer::captureTextureToSurface(D3D12Resource& resource, Surface& surfaceOut)
-{
- const D3D12_RESOURCE_STATES initialState = resource.getState();
-
- const D3D12_RESOURCE_DESC desc = resource.getResource()->GetDesc();
-
- // Don't bother supporting MSAA for right now
- if (desc.SampleDesc.Count > 1)
- {
- fprintf(stderr, "ERROR: cannot capture multi-sample texture\n");
- return SLANG_FAIL;
- }
-
- size_t bytesPerPixel = sizeof(uint32_t);
- size_t rowPitch = int(desc.Width) * bytesPerPixel;
- size_t bufferSize = rowPitch * int(desc.Height);
-
- D3D12Resource stagingResource;
- {
- D3D12_RESOURCE_DESC stagingDesc;
- _initBufferResourceDesc(bufferSize, stagingDesc);
-
- D3D12_HEAP_PROPERTIES heapProps;
- heapProps.Type = D3D12_HEAP_TYPE_READBACK;
- heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heapProps.CreationNodeMask = 1;
- heapProps.VisibleNodeMask = 1;
-
- SLANG_RETURN_ON_FAIL(stagingResource.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, stagingDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr));
- }
-
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- resource.transition(D3D12_RESOURCE_STATE_COPY_SOURCE, submitter);
- }
-
- // Do the copy
- {
- D3D12_TEXTURE_COPY_LOCATION srcLoc;
- srcLoc.pResource = resource;
- srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- srcLoc.SubresourceIndex = 0;
-
- D3D12_TEXTURE_COPY_LOCATION dstLoc;
- dstLoc.pResource = stagingResource;
- dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- dstLoc.PlacedFootprint.Offset = 0;
- dstLoc.PlacedFootprint.Footprint.Format = desc.Format;
- dstLoc.PlacedFootprint.Footprint.Width = UINT(desc.Width);
- dstLoc.PlacedFootprint.Footprint.Height = UINT(desc.Height);
- dstLoc.PlacedFootprint.Footprint.Depth = 1;
- dstLoc.PlacedFootprint.Footprint.RowPitch = UINT(rowPitch);
-
- m_commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, nullptr);
- }
-
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- resource.transition(initialState, submitter);
- }
-
- // Submit the copy, and wait for copy to complete
- submitGpuWorkAndWait();
-
- {
- ID3D12Resource* dxResource = stagingResource;
-
- UINT8* data;
- D3D12_RANGE readRange = {0, bufferSize};
-
- SLANG_RETURN_ON_FAIL(dxResource->Map(0, &readRange, reinterpret_cast<void**>(&data)));
-
- Result res = surfaceOut.set(int(desc.Width), int(desc.Height), Format::RGBA_Unorm_UInt8, int(rowPitch), data, SurfaceAllocator::getMallocAllocator());
-
- dxResource->Unmap(0, nullptr);
- return res;
- }
-}
-
-Result D3D12Renderer::calcComputePipelineState(ComPtr<ID3D12RootSignature>& signatureOut, ComPtr<ID3D12PipelineState>& pipelineStateOut)
-{
- BindParameters bindParameters;
- _calcBindParameters(bindParameters);
-
- ComPtr<ID3D12RootSignature> rootSignature;
- ComPtr<ID3D12PipelineState> pipelineState;
-
- {
- D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc;
- rootSignatureDesc.NumParameters = bindParameters.m_paramIndex;
- rootSignatureDesc.pParameters = bindParameters.m_parameters;
- rootSignatureDesc.NumStaticSamplers = 0;
- rootSignatureDesc.pStaticSamplers = nullptr;
- rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
-
- ComPtr<ID3DBlob> signature;
- ComPtr<ID3DBlob> error;
- SLANG_RETURN_ON_FAIL(m_D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, signature.writeRef(), error.writeRef()));
- SLANG_RETURN_ON_FAIL(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(rootSignature.writeRef())));
- }
-
- {
- // 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() };
- SLANG_RETURN_ON_FAIL(m_device->CreateComputePipelineState(&computeDesc, IID_PPV_ARGS(pipelineState.writeRef())));
- }
-
- signatureOut.swap(rootSignature);
- pipelineStateOut.swap(pipelineState);
-
- return SLANG_OK;
-}
-
-Result D3D12Renderer::calcGraphicsPipelineState(ComPtr<ID3D12RootSignature>& signatureOut, ComPtr<ID3D12PipelineState>& pipelineStateOut)
-{
- BindParameters bindParameters;
- _calcBindParameters(bindParameters);
-
- ComPtr<ID3D12RootSignature> rootSignature;
- ComPtr<ID3D12PipelineState> pipelineState;
-
- {
- // Deny unnecessary access to certain pipeline stages
- D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc;
- rootSignatureDesc.NumParameters = bindParameters.m_paramIndex;
- rootSignatureDesc.pParameters = bindParameters.m_parameters;
- rootSignatureDesc.NumStaticSamplers = 0;
- rootSignatureDesc.pStaticSamplers = nullptr;
- rootSignatureDesc.Flags = m_boundInputLayout ? D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT : D3D12_ROOT_SIGNATURE_FLAG_NONE;
-
- ComPtr<ID3DBlob> signature;
- ComPtr<ID3DBlob> error;
- SLANG_RETURN_ON_FAIL(m_D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, signature.writeRef(), error.writeRef()));
- SLANG_RETURN_ON_FAIL(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(rootSignature.writeRef())));
- }
-
- {
- // Describe and create the graphics pipeline state object (PSO)
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
-
- psoDesc.pRootSignature = rootSignature;
-
- psoDesc.VS = { m_boundShaderProgram->m_vertexShader.Buffer(), m_boundShaderProgram->m_vertexShader.Count() };
- psoDesc.PS = { m_boundShaderProgram->m_pixelShader.Buffer(), m_boundShaderProgram->m_pixelShader.Count() };
-
- {
- psoDesc.InputLayout = { m_boundInputLayout->m_elements.Buffer(), UINT(m_boundInputLayout->m_elements.Count()) };
- psoDesc.PrimitiveTopologyType = m_primitiveTopologyType;
-
- {
- const int numRenderTargets = m_boundBindingState ? m_boundBindingState->getDesc().m_numRenderTargets : 1;
-
- psoDesc.DSVFormat = m_depthStencilFormat;
- psoDesc.NumRenderTargets = numRenderTargets;
- for (Int i = 0; i < numRenderTargets; i++)
- {
- psoDesc.RTVFormats[i] = m_targetFormat;
- }
-
- psoDesc.SampleDesc.Count = 1;
- psoDesc.SampleDesc.Quality = 0;
-
- psoDesc.SampleMask = UINT_MAX;
- }
-
- {
- auto& rs = psoDesc.RasterizerState;
- rs.FillMode = D3D12_FILL_MODE_SOLID;
- rs.CullMode = D3D12_CULL_MODE_NONE;
- rs.FrontCounterClockwise = FALSE;
- rs.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- rs.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- rs.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
- rs.DepthClipEnable = TRUE;
- rs.MultisampleEnable = FALSE;
- rs.AntialiasedLineEnable = FALSE;
- rs.ForcedSampleCount = 0;
- rs.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- }
-
- {
- D3D12_BLEND_DESC& blend = psoDesc.BlendState;
-
- blend.AlphaToCoverageEnable = FALSE;
- blend.IndependentBlendEnable = FALSE;
- const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
- {
- FALSE,FALSE,
- D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
- D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
- D3D12_LOGIC_OP_NOOP,
- D3D12_COLOR_WRITE_ENABLE_ALL,
- };
- for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
- {
- blend.RenderTarget[i] = defaultRenderTargetBlendDesc;
- }
- }
-
- {
- auto& ds = psoDesc.DepthStencilState;
-
- ds.DepthEnable = FALSE;
- ds.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
- ds.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- //ds.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
- ds.StencilEnable = FALSE;
- ds.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
- ds.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
- const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
- {
- D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS
- };
- ds.FrontFace = defaultStencilOp;
- ds.BackFace = defaultStencilOp;
- }
- }
-
- psoDesc.PrimitiveTopologyType = m_primitiveTopologyType;
-
- SLANG_RETURN_ON_FAIL(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(pipelineState.writeRef())));
- }
-
- signatureOut.swap(rootSignature);
- pipelineStateOut.swap(pipelineState);
-
- return SLANG_OK;
-}
-
-D3D12Renderer::RenderState* D3D12Renderer::findRenderState(PipelineType pipelineType)
-{
- switch (pipelineType)
- {
- case PipelineType::Compute:
- {
- // Check if current state is a match
- if (m_currentRenderState)
- {
- if (m_currentRenderState->m_bindingState == m_boundBindingState &&
- m_currentRenderState->m_shaderProgram == m_boundShaderProgram)
- {
- return m_currentRenderState;
- }
- }
-
- const int num = int(m_renderStates.Count());
- for (int i = 0; i < num; i++)
- {
- RenderState* renderState = m_renderStates[i];
- if (renderState->m_bindingState == m_boundBindingState &&
- renderState->m_shaderProgram == m_boundShaderProgram)
- {
- return renderState;
- }
- }
- break;
- }
- case PipelineType::Graphics:
- {
- if (m_currentRenderState)
- {
- if (m_currentRenderState->m_bindingState == m_boundBindingState &&
- m_currentRenderState->m_inputLayout == m_boundInputLayout &&
- m_currentRenderState->m_shaderProgram == m_boundShaderProgram &&
- m_currentRenderState->m_primitiveTopologyType == m_primitiveTopologyType)
- {
- return m_currentRenderState;
- }
- }
- // See if matches one in the list
- {
- const int num = int(m_renderStates.Count());
- for (int i = 0; i < num; i++)
- {
- RenderState* renderState = m_renderStates[i];
- if (renderState->m_bindingState == m_boundBindingState &&
- renderState->m_inputLayout == m_boundInputLayout &&
- renderState->m_shaderProgram == m_boundShaderProgram &&
- renderState->m_primitiveTopologyType == m_primitiveTopologyType)
- {
- // Okay we have a match
- return renderState;
- }
- }
- }
- break;
- }
- default: break;
- }
- return nullptr;
-}
-
-D3D12Renderer::RenderState* D3D12Renderer::calcRenderState()
-{
- if (!m_boundShaderProgram)
- {
- return nullptr;
- }
- m_currentRenderState = findRenderState(m_boundShaderProgram->m_pipelineType);
- if (m_currentRenderState)
- {
- return m_currentRenderState;
- }
-
- ComPtr<ID3D12RootSignature> rootSignature;
- ComPtr<ID3D12PipelineState> pipelineState;
-
- switch (m_boundShaderProgram->m_pipelineType)
- {
- case PipelineType::Compute:
- {
- if (SLANG_FAILED(calcComputePipelineState(rootSignature, pipelineState)))
- {
- return nullptr;
- }
- break;
- }
- case PipelineType::Graphics:
- {
- if (SLANG_FAILED(calcGraphicsPipelineState(rootSignature, pipelineState)))
- {
- return nullptr;
- }
- break;
- }
- default: return nullptr;
- }
-
- RenderState* renderState = new RenderState;
-
- renderState->m_primitiveTopologyType = m_primitiveTopologyType;
- renderState->m_bindingState = m_boundBindingState;
- renderState->m_inputLayout = m_boundInputLayout;
- renderState->m_shaderProgram = m_boundShaderProgram;
-
- renderState->m_rootSignature.swap(rootSignature);
- renderState->m_pipelineState.swap(pipelineState);
-
- m_renderStates.Add(renderState);
-
- m_currentRenderState = renderState;
-
- return renderState;
-}
-
-Result D3D12Renderer::_calcBindParameters(BindParameters& params)
-{
- int numConstantBuffers = 0;
- {
- if (m_boundBindingState)
- {
- const int numBoundConstantBuffers = numConstantBuffers;
-
- const BindingState::Desc& bindingStateDesc = m_boundBindingState->getDesc();
-
- const auto& bindings = bindingStateDesc.m_bindings;
- const auto& details = m_boundBindingState->m_bindingDetails;
-
- 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();
-
- if (binding.bindingType == BindingType::Buffer)
- {
- assert(binding.resource && binding.resource->isBuffer());
- if (binding.resource->canBind(Resource::BindFlag::ConstantBuffer))
- {
- // Make sure it's not overlapping the ones we just statically defined
- //assert(binding.m_binding < numBoundConstantBuffers);
-
- D3D12_ROOT_PARAMETER& param = params.nextParameter();
- param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
- param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
-
- D3D12_ROOT_DESCRIPTOR& descriptor = param.Descriptor;
- descriptor.ShaderRegister = bindingIndex;
- descriptor.RegisterSpace = 0;
-
- numConstantBuffers++;
- }
- }
-
- if (detail.m_srvIndex >= 0)
- {
- D3D12_DESCRIPTOR_RANGE& range = params.nextRange();
-
- range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- range.NumDescriptors = 1;
- range.BaseShaderRegister = bindingIndex;
- range.RegisterSpace = 0;
- range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
-
- D3D12_ROOT_PARAMETER& param = params.nextParameter();
-
- param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
-
- D3D12_ROOT_DESCRIPTOR_TABLE& table = param.DescriptorTable;
- table.NumDescriptorRanges = 1;
- table.pDescriptorRanges = &range;
- }
-
- if (detail.m_uavIndex >= 0)
- {
- D3D12_DESCRIPTOR_RANGE& range = params.nextRange();
-
- range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
- range.NumDescriptors = 1;
- range.BaseShaderRegister = bindingIndex;
- range.RegisterSpace = 0;
- range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
-
- D3D12_ROOT_PARAMETER& param = params.nextParameter();
-
- param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
-
- D3D12_ROOT_DESCRIPTOR_TABLE& table = param.DescriptorTable;
- table.NumDescriptorRanges = 1;
- table.pDescriptorRanges = &range;
- }
- }
- }
- }
-
- // All the samplers are in one continuous section of the sampler heap
- if (m_boundBindingState && m_boundBindingState->m_samplerHeap.getUsedSize() > 0)
- {
- D3D12_DESCRIPTOR_RANGE& range = params.nextRange();
-
- range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
- range.NumDescriptors = m_boundBindingState->m_samplerHeap.getUsedSize();
- range.BaseShaderRegister = 0;
- range.RegisterSpace = 0;
- range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
-
- D3D12_ROOT_PARAMETER& param = params.nextParameter();
-
- param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
-
- D3D12_ROOT_DESCRIPTOR_TABLE& table = param.DescriptorTable;
- table.NumDescriptorRanges = 1;
- table.pDescriptorRanges = &range;
- }
- return SLANG_OK;
-}
-
-Result D3D12Renderer::_bindRenderState(RenderState* renderState, ID3D12GraphicsCommandList* commandList, Submitter* submitter)
-{
- BindingStateImpl* bindingState = m_boundBindingState;
-
- submitter->setRootSignature(renderState->m_rootSignature);
- commandList->SetPipelineState(renderState->m_pipelineState);
-
- if (bindingState)
- {
- ID3D12DescriptorHeap* heaps[] =
- {
- bindingState->m_viewHeap.getHeap(),
- bindingState->m_samplerHeap.getHeap(),
- };
- commandList->SetDescriptorHeaps(SLANG_COUNT_OF(heaps), heaps);
- }
- else
- {
- commandList->SetDescriptorHeaps(0, nullptr);
- }
-
- {
- int index = 0;
-
- int numConstantBuffers = 0;
- {
- if (bindingState)
- {
- D3D12DescriptorHeap& heap = bindingState->m_viewHeap;
- const auto& details = bindingState->m_bindingDetails;
- const auto& bindings = bindingState->getDesc().m_bindings;
- const int numBindings = int(details.Count());
-
- for (int i = 0; i < numBindings; i++)
- {
- const auto& detail = details[i];
- const auto& binding = bindings[i];
-
- if (binding.bindingType == BindingType::Buffer)
- {
- assert(binding.resource && binding.resource->isBuffer());
- if (binding.resource->canBind(Resource::BindFlag::ConstantBuffer))
- {
- BufferResourceImpl* buffer = static_cast<BufferResourceImpl*>(binding.resource.Ptr());
- buffer->bindConstantBufferView(m_circularResourceHeap, index++, submitter);
- numConstantBuffers++;
- }
- }
-
- if (detail.m_srvIndex >= 0)
- {
- submitter->setRootDescriptorTable(index++, heap.getGpuHandle(detail.m_srvIndex));
- }
-
- if (detail.m_uavIndex >= 0)
- {
- submitter->setRootDescriptorTable(index++, heap.getGpuHandle(detail.m_uavIndex));
- }
- }
- }
- }
-
- if (bindingState && bindingState->m_samplerHeap.getUsedSize() > 0)
- {
- submitter->setRootDescriptorTable(index, bindingState->m_samplerHeap.getGpuStart());
- }
- }
-
- return SLANG_OK;
-}
-
-// !!!!!!!!!!!!!!!!!!!!!!!!!!!! Renderer interface !!!!!!!!!!!!!!!!!!!!!!!!!!
-
-Result D3D12Renderer::initialize(const Desc& desc, void* inWindowHandle)
-{
- m_hwnd = (HWND)inWindowHandle;
- // Rather than statically link against D3D, we load it dynamically.
-
- HMODULE d3dModule = LoadLibraryA("d3d12.dll");
- if (!d3dModule)
- {
- fprintf(stderr, "error: failed load 'd3d12.dll'\n");
- return SLANG_FAIL;
- }
-
- HMODULE dxgiModule = LoadLibraryA("Dxgi.dll");
- if (!dxgiModule)
- {
- fprintf(stderr, "error: failed load 'dxgi.dll'\n");
- return SLANG_FAIL;
- }
-
-
-#define LOAD_D3D_PROC(TYPE, NAME) \
- TYPE NAME##_ = (TYPE) loadProc(d3dModule, #NAME);
-#define LOAD_DXGI_PROC(TYPE, NAME) \
- TYPE NAME##_ = (TYPE) loadProc(dxgiModule, #NAME);
-
- UINT dxgiFactoryFlags = 0;
-
-#if ENABLE_DEBUG_LAYER
- {
- LOAD_D3D_PROC(PFN_D3D12_GET_DEBUG_INTERFACE, D3D12GetDebugInterface);
- if (D3D12GetDebugInterface_)
- {
- if (SUCCEEDED(D3D12GetDebugInterface_(IID_PPV_ARGS(m_dxDebug.writeRef()))))
- {
- m_dxDebug->EnableDebugLayer();
- dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
- }
- }
- }
-#endif
-
- m_D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)loadProc(d3dModule, "D3D12SerializeRootSignature");
- if (!m_D3D12SerializeRootSignature)
- {
- return SLANG_FAIL;
- }
-
- // Try and create DXGIFactory
- ComPtr<IDXGIFactory4> dxgiFactory;
- {
- typedef HRESULT(WINAPI *PFN_DXGI_CREATE_FACTORY_2)(UINT Flags, REFIID riid, _COM_Outptr_ void **ppFactory);
- LOAD_DXGI_PROC(PFN_DXGI_CREATE_FACTORY_2, CreateDXGIFactory2);
- if (!CreateDXGIFactory2_)
- {
- return SLANG_FAIL;
- }
- SLANG_RETURN_ON_FAIL(CreateDXGIFactory2_(dxgiFactoryFlags, IID_PPV_ARGS(dxgiFactory.writeRef())));
- }
-
- D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
-
- // Search for an adapter that meets our requirements
- ComPtr<IDXGIAdapter> adapter;
-
- LOAD_D3D_PROC(PFN_D3D12_CREATE_DEVICE, D3D12CreateDevice);
- if (!D3D12CreateDevice_)
- {
- return SLANG_FAIL;
- }
-
- const bool useWarp = false;
-
- if (useWarp)
- {
- SLANG_RETURN_ON_FAIL(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(adapter.writeRef())));
- SLANG_RETURN_ON_FAIL(D3D12CreateDevice_(adapter, featureLevel, IID_PPV_ARGS(m_device.writeRef())));
- }
- else
- {
- UINT adapterCounter = 0;
- for (;;)
- {
- UINT adapterIndex = adapterCounter++;
-
- ComPtr<IDXGIAdapter1> candidateAdapter;
- if (dxgiFactory->EnumAdapters1(adapterIndex, candidateAdapter.writeRef()) == DXGI_ERROR_NOT_FOUND)
- break;
-
- DXGI_ADAPTER_DESC1 desc;
- candidateAdapter->GetDesc1(&desc);
-
- if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
- {
- // TODO: may want to allow software driver as fallback
- }
- else if (SUCCEEDED(D3D12CreateDevice_(candidateAdapter, featureLevel, IID_PPV_ARGS(m_device.writeRef()))))
- {
- // We found one!
- adapter = candidateAdapter;
- break;
- }
- }
- }
-
- if (!adapter)
- {
- // Couldn't find an adapter
- return SLANG_FAIL;
- }
-
- m_numRenderFrames = 3;
- m_numRenderTargets = 2;
-
- m_desc = desc;
-
- // set viewport
- {
- m_viewport.Width = float(m_desc.width);
- m_viewport.Height = float(m_desc.height);
- m_viewport.MinDepth = 0;
- m_viewport.MaxDepth = 1;
- m_viewport.TopLeftX = 0;
- m_viewport.TopLeftY = 0;
- }
-
- {
- m_scissorRect.left = 0;
- m_scissorRect.top = 0;
- m_scissorRect.right = m_desc.width;
- m_scissorRect.bottom = m_desc.height;
- }
-
- // Describe and create the command queue.
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
-
- SLANG_RETURN_ON_FAIL(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(m_commandQueue.writeRef())));
-
- // Describe the swap chain.
- DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
- swapChainDesc.BufferCount = m_numRenderTargets;
- swapChainDesc.BufferDesc.Width = m_desc.width;
- swapChainDesc.BufferDesc.Height = m_desc.height;
- swapChainDesc.BufferDesc.Format = m_targetFormat;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
- swapChainDesc.OutputWindow = m_hwnd;
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.Windowed = TRUE;
-
- if (m_isFullSpeed)
- {
- m_hasVsync = false;
- m_allowFullScreen = false;
- }
-
- if (!m_hasVsync)
- {
- swapChainDesc.Flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
- }
-
- // Swap chain needs the queue so that it can force a flush on it.
- ComPtr<IDXGISwapChain> swapChain;
- SLANG_RETURN_ON_FAIL(dxgiFactory->CreateSwapChain(m_commandQueue, &swapChainDesc, swapChain.writeRef()));
- SLANG_RETURN_ON_FAIL(swapChain->QueryInterface(m_swapChain.writeRef()));
-
- if (!m_hasVsync)
- {
- m_swapChainWaitableObject = m_swapChain->GetFrameLatencyWaitableObject();
-
- int maxLatency = m_numRenderTargets - 2;
-
- // Make sure the maximum latency is in the range required by dx12 runtime
- maxLatency = (maxLatency < 1) ? 1 : maxLatency;
- maxLatency = (maxLatency > DXGI_MAX_SWAP_CHAIN_BUFFERS) ? DXGI_MAX_SWAP_CHAIN_BUFFERS : maxLatency;
-
- m_swapChain->SetMaximumFrameLatency(maxLatency);
- }
-
- // This sample does not support fullscreen transitions.
- SLANG_RETURN_ON_FAIL(dxgiFactory->MakeWindowAssociation(m_hwnd, DXGI_MWA_NO_ALT_ENTER));
-
- m_renderTargetIndex = m_swapChain->GetCurrentBackBufferIndex();
-
- // Create descriptor heaps.
- {
- // Describe and create a render target view (RTV) descriptor heap.
- D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
-
- rtvHeapDesc.NumDescriptors = m_numRenderTargets;
- rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
- rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
- SLANG_RETURN_ON_FAIL(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(m_rtvHeap.writeRef())));
- m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- }
-
- {
- // Describe and create a depth stencil view (DSV) descriptor heap.
- D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
- dsvHeapDesc.NumDescriptors = 1;
- dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
- dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
- SLANG_RETURN_ON_FAIL(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(m_dsvHeap.writeRef())));
-
- m_dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
- }
-
- // Setup frame resources
- {
- SLANG_RETURN_ON_FAIL(createFrameResources());
- }
-
- // Setup fence, and close the command list (as default state without begin/endRender is closed)
- {
- SLANG_RETURN_ON_FAIL(m_fence.init(m_device));
- // Create the command list. When command lists are created they are open, so close it.
- FrameInfo& frame = m_frameInfos[m_frameIndex];
- SLANG_RETURN_ON_FAIL(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, frame.m_commandAllocator, nullptr, IID_PPV_ARGS(m_commandList.writeRef())));
- m_commandList->Close();
- }
-
- {
- D3D12CircularResourceHeap::Desc desc;
- desc.init();
- // Define size
- desc.m_blockSize = 65536;
- // Set up the heap
- m_circularResourceHeap.init(m_device, desc, &m_fence);
- }
-
- // Setup for rendering
- beginRender();
-
- m_isInitialized = true;
- return SLANG_OK;
-}
-
-Result D3D12Renderer::createFrameResources()
-{
- // Create back buffers
- {
- D3D12_CPU_DESCRIPTOR_HANDLE rtvStart(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
-
- // Work out target format
- D3D12_RESOURCE_DESC resourceDesc;
- {
- ComPtr<ID3D12Resource> backBuffer;
- SLANG_RETURN_ON_FAIL(m_swapChain->GetBuffer(0, IID_PPV_ARGS(backBuffer.writeRef())));
- resourceDesc = backBuffer->GetDesc();
- }
- const DXGI_FORMAT resourceFormat = D3DUtil::calcResourceFormat(D3DUtil::USAGE_TARGET, m_targetUsageFlags, resourceDesc.Format);
- const DXGI_FORMAT targetFormat = D3DUtil::calcFormat(D3DUtil::USAGE_TARGET, resourceFormat);
-
- // Set the target format
- m_targetFormat = targetFormat;
-
- // Create a RTV, and a command allocator for each frame.
- for (int i = 0; i < m_numRenderTargets; i++)
- {
- // Get the back buffer
- ComPtr<ID3D12Resource> backBuffer;
- SLANG_RETURN_ON_FAIL(m_swapChain->GetBuffer(UINT(i), IID_PPV_ARGS(backBuffer.writeRef())));
-
- // Set up resource for back buffer
- m_backBufferResources[i].setResource(backBuffer, D3D12_RESOURCE_STATE_COMMON);
- m_backBuffers[i] = &m_backBufferResources[i];
- // Assume they are the same thing for now...
- m_renderTargets[i] = &m_backBufferResources[i];
-
- // If we are multi-sampling - create a render target separate from the back buffer
- if (m_isMultiSampled)
- {
- D3D12_HEAP_PROPERTIES heapProps;
- heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
- heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heapProps.CreationNodeMask = 1;
- heapProps.VisibleNodeMask = 1;
- D3D12_CLEAR_VALUE clearValue = {};
- clearValue.Format = m_targetFormat;
-
- // Don't know targets alignment, so just memory copy
- ::memcpy(clearValue.Color, m_clearColor, sizeof(m_clearColor));
-
- D3D12_RESOURCE_DESC desc(resourceDesc);
-
- desc.Format = resourceFormat;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- desc.SampleDesc.Count = m_numTargetSamples;
- desc.SampleDesc.Quality = m_targetSampleQuality;
- desc.Alignment = 0;
-
- SLANG_RETURN_ON_FAIL(m_renderTargetResources[i].initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clearValue));
- m_renderTargets[i] = &m_renderTargetResources[i];
- }
-
- D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvStart.ptr + i * m_rtvDescriptorSize };
- m_device->CreateRenderTargetView(*m_renderTargets[i], nullptr, rtvHandle);
- }
- }
-
- // Set up frames
- for (int i = 0; i < m_numRenderFrames; i++)
- {
- FrameInfo& frame = m_frameInfos[i];
- SLANG_RETURN_ON_FAIL(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(frame.m_commandAllocator.writeRef())));
- }
-
- {
- D3D12_RESOURCE_DESC desc = m_backBuffers[0]->getResource()->GetDesc();
- assert(desc.Width == UINT64(m_desc.width) && desc.Height == UINT64(m_desc.height));
- }
-
- // Create the depth stencil view.
- {
- D3D12_HEAP_PROPERTIES heapProps;
- heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
- heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heapProps.CreationNodeMask = 1;
- heapProps.VisibleNodeMask = 1;
-
- DXGI_FORMAT resourceFormat = D3DUtil::calcResourceFormat(D3DUtil::USAGE_DEPTH_STENCIL, m_depthStencilUsageFlags, m_depthStencilFormat);
- DXGI_FORMAT depthStencilFormat = D3DUtil::calcFormat(D3DUtil::USAGE_DEPTH_STENCIL, resourceFormat);
-
- // Set the depth stencil format
- m_depthStencilFormat = depthStencilFormat;
-
- // Setup default clear
- D3D12_CLEAR_VALUE clearValue = {};
- clearValue.Format = depthStencilFormat;
- clearValue.DepthStencil.Depth = 1.0f;
- clearValue.DepthStencil.Stencil = 0;
-
- D3D12_RESOURCE_DESC resourceDesc = {};
- resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- resourceDesc.Format = resourceFormat;
- resourceDesc.Width = m_desc.width;
- resourceDesc.Height = m_desc.height;
- resourceDesc.DepthOrArraySize = 1;
- resourceDesc.MipLevels = 1;
- resourceDesc.SampleDesc.Count = m_numTargetSamples;
- resourceDesc.SampleDesc.Quality = m_targetSampleQuality;
- resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
- resourceDesc.Alignment = 0;
-
- SLANG_RETURN_ON_FAIL(m_depthStencil.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, resourceDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &clearValue));
-
- // Set the depth stencil
- D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {};
- depthStencilDesc.Format = depthStencilFormat;
- depthStencilDesc.ViewDimension = m_isMultiSampled ? D3D12_DSV_DIMENSION_TEXTURE2DMS : D3D12_DSV_DIMENSION_TEXTURE2D;
- depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE;
-
- // Set up as the depth stencil view
- m_device->CreateDepthStencilView(m_depthStencil, &depthStencilDesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
- m_depthStencilView = m_dsvHeap->GetCPUDescriptorHandleForHeapStart();
- }
-
- m_viewport.Width = static_cast<float>(m_desc.width);
- m_viewport.Height = static_cast<float>(m_desc.height);
- m_viewport.MaxDepth = 1.0f;
-
- m_scissorRect.right = static_cast<LONG>(m_desc.width);
- m_scissorRect.bottom = static_cast<LONG>(m_desc.height);
-
- return SLANG_OK;
-}
-
-void D3D12Renderer::setClearColor(const float color[4])
-{
- memcpy(m_clearColor, color, sizeof(m_clearColor));
-}
-
-void D3D12Renderer::clearFrame()
-{
- // Record commands
- D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { m_rtvHeap->GetCPUDescriptorHandleForHeapStart().ptr + m_renderTargetIndex * m_rtvDescriptorSize };
- m_commandList->ClearRenderTargetView(rtvHandle, m_clearColor, 0, nullptr);
- if (m_depthStencil)
- {
- m_commandList->ClearDepthStencilView(m_depthStencilView, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
- }
-}
-
-void D3D12Renderer::presentFrame()
-{
- endRender();
-
- if (m_swapChainWaitableObject)
- {
- // check if now is good time to present
- // This doesn't wait - because the wait time is 0. If it returns WAIT_TIMEOUT it means that no frame is waiting to be be displayed
- // so there is no point doing a present.
- const bool shouldPresent = (WaitForSingleObjectEx(m_swapChainWaitableObject, 0, TRUE) != WAIT_TIMEOUT);
- if (shouldPresent)
- {
- m_swapChain->Present(0, 0);
- }
- }
- else
- {
- if (SLANG_FAILED(m_swapChain->Present(1, 0)))
- {
- assert(!"Problem presenting");
- beginRender();
- return;
- }
- }
-
- // Increment the fence value. Save on the frame - we'll know that frame is done when the fence value >=
- m_frameInfos[m_frameIndex].m_fenceValue = m_fence.nextSignal(m_commandQueue);
-
- // increment frame index after signal
- m_frameIndex = (m_frameIndex + 1) % m_numRenderFrames;
- // Update the render target index.
- m_renderTargetIndex = m_swapChain->GetCurrentBackBufferIndex();
-
- // On the current frame wait until it is completed
- {
- FrameInfo& frame = m_frameInfos[m_frameIndex];
- // If the next frame is not ready to be rendered yet, wait until it is ready.
- m_fence.waitUntilCompleted(frame.m_fenceValue);
- }
-
- // Setup such that rendering can restart
- beginRender();
-}
-
-SlangResult D3D12Renderer::captureScreenSurface(Surface& surfaceOut)
-{
- return captureTextureToSurface(*m_renderTargets[m_renderTargetIndex], surfaceOut);
-}
-
-static D3D12_RESOURCE_STATES _calcResourceState(Resource::Usage usage)
-{
- typedef Resource::Usage Usage;
- switch (usage)
- {
- case Usage::VertexBuffer: return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
- case Usage::IndexBuffer: return D3D12_RESOURCE_STATE_INDEX_BUFFER;
- case Usage::ConstantBuffer: return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
- case Usage::StreamOutput: return D3D12_RESOURCE_STATE_STREAM_OUT;
- case Usage::RenderTarget: return D3D12_RESOURCE_STATE_RENDER_TARGET;
- case Usage::DepthWrite: return D3D12_RESOURCE_STATE_DEPTH_WRITE;
- case Usage::DepthRead: return D3D12_RESOURCE_STATE_DEPTH_READ;
- case Usage::UnorderedAccess: return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
- case Usage::PixelShaderResource: return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
- case Usage::NonPixelShaderResource: return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
- case Usage::GenericRead: return D3D12_RESOURCE_STATE_GENERIC_READ;
- default: return D3D12_RESOURCE_STATES(0);
- }
-}
-
-static D3D12_RESOURCE_FLAGS _calcResourceFlag(Resource::BindFlag::Enum bindFlag)
-{
- typedef Resource::BindFlag BindFlag;
- switch (bindFlag)
- {
- case BindFlag::RenderTarget: return D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
- case BindFlag::DepthStencil: return D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
- case BindFlag::UnorderedAccess: return D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
- default: return D3D12_RESOURCE_FLAG_NONE;
- }
-}
-
-static D3D12_RESOURCE_FLAGS _calcResourceBindFlags(Resource::Usage initialUsage, int bindFlags)
-{
- int dstFlags = 0;
- while (bindFlags)
- {
- int lsb = bindFlags & -bindFlags;
-
- dstFlags |= _calcResourceFlag(Resource::BindFlag::Enum(lsb));
- bindFlags &= ~lsb;
- }
- return D3D12_RESOURCE_FLAGS(dstFlags);
-}
-
-static D3D12_RESOURCE_DIMENSION _calcResourceDimension(Resource::Type type)
-{
- switch (type)
- {
- case Resource::Type::Buffer: return D3D12_RESOURCE_DIMENSION_BUFFER;
- case Resource::Type::Texture1D: return D3D12_RESOURCE_DIMENSION_TEXTURE1D;
- case Resource::Type::TextureCube:
- case Resource::Type::Texture2D:
- {
- return D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- }
- case Resource::Type::Texture3D: return D3D12_RESOURCE_DIMENSION_TEXTURE3D;
- default: return D3D12_RESOURCE_DIMENSION_UNKNOWN;
- }
-}
-
-TextureResource* D3D12Renderer::createTextureResource(Resource::Usage initialUsage, const TextureResource::Desc& descIn, const TextureResource::Data* initData)
-{
- // Description of uploading on Dx12
- // https://msdn.microsoft.com/en-us/library/windows/desktop/dn899215%28v=vs.85%29.aspx
-
- TextureResource::Desc srcDesc(descIn);
- srcDesc.setDefaults(initialUsage);
-
- const DXGI_FORMAT pixelFormat = D3DUtil::getMapFormat(srcDesc.format);
- if (pixelFormat == DXGI_FORMAT_UNKNOWN)
- {
- return nullptr;
- }
-
- const int arraySize = srcDesc.calcEffectiveArraySize();
-
- const D3D12_RESOURCE_DIMENSION dimension = _calcResourceDimension(srcDesc.type);
- if (dimension == D3D12_RESOURCE_DIMENSION_UNKNOWN)
- {
- return nullptr;
- }
-
- const int numMipMaps = srcDesc.numMipLevels;
-
- // Setup desc
- D3D12_RESOURCE_DESC resourceDesc;
-
- resourceDesc.Dimension = dimension;
- resourceDesc.Format = pixelFormat;
- resourceDesc.Width = srcDesc.size.width;
- resourceDesc.Height = srcDesc.size.height;
- resourceDesc.DepthOrArraySize = (srcDesc.size.depth > 1) ? srcDesc.size.depth : arraySize;
-
- resourceDesc.MipLevels = numMipMaps;
- resourceDesc.SampleDesc.Count = srcDesc.sampleDesc.numSamples;
- resourceDesc.SampleDesc.Quality = srcDesc.sampleDesc.quality;
-
- resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
- resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- resourceDesc.Alignment = 0;
-
- RefPtr<TextureResourceImpl> texture(new TextureResourceImpl(srcDesc));
-
- // Create the target resource
- {
- D3D12_HEAP_PROPERTIES heapProps;
-
- heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
- heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heapProps.CreationNodeMask = 1;
- heapProps.VisibleNodeMask = 1;
-
- SLANG_RETURN_NULL_ON_FAIL(texture->m_resource.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, resourceDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr));
-
- texture->m_resource.setDebugName(L"Texture");
- }
-
- // Calculate the layout
- List<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> layouts;
- layouts.SetSize(numMipMaps);
- List<UInt64> mipRowSizeInBytes;
- mipRowSizeInBytes.SetSize(numMipMaps);
- List<UInt32> mipNumRows;
- mipNumRows.SetSize(numMipMaps);
-
- // Since textures are effectively immutable currently initData must be set
- assert(initData);
- // We should have this many sub resources
- assert(initData->numSubResources == numMipMaps * srcDesc.size.depth * arraySize);
-
- // This is just the size for one array upload -> not for the whole texure
- UInt64 requiredSize = 0;
- m_device->GetCopyableFootprints(&resourceDesc, 0, numMipMaps, 0, layouts.begin(), mipNumRows.begin(), mipRowSizeInBytes.begin(), &requiredSize);
-
- // Sub resource indexing
- // https://msdn.microsoft.com/en-us/library/windows/desktop/dn705766(v=vs.85).aspx#subresource_indexing
-
- int subResourceIndex = 0;
- for (int i = 0; i < arraySize; i++)
- {
- // Create the upload texture
- D3D12Resource uploadTexture;
- {
- D3D12_HEAP_PROPERTIES heapProps;
-
- heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
- heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heapProps.CreationNodeMask = 1;
- heapProps.VisibleNodeMask = 1;
-
- D3D12_RESOURCE_DESC uploadResourceDesc;
-
- uploadResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- uploadResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
- uploadResourceDesc.Width = requiredSize;
- uploadResourceDesc.Height = 1;
- uploadResourceDesc.DepthOrArraySize = 1;
- uploadResourceDesc.MipLevels = 1;
- uploadResourceDesc.SampleDesc.Count = 1;
- uploadResourceDesc.SampleDesc.Quality = 0;
- uploadResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
- uploadResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- uploadResourceDesc.Alignment = 0;
-
- SLANG_RETURN_NULL_ON_FAIL(uploadTexture.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, uploadResourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr));
-
- uploadTexture.setDebugName(L"TextureUpload");
- }
-
- ID3D12Resource* uploadResource = uploadTexture;
-
- uint8_t* p;
- uploadResource->Map(0, nullptr, reinterpret_cast<void**>(&p));
-
- for (int j = 0; j < numMipMaps; ++j)
- {
- const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& layout = layouts[j];
- const D3D12_SUBRESOURCE_FOOTPRINT& footprint = layout.Footprint;
-
- const TextureResource::Size mipSize = srcDesc.size.calcMipSize(j);
-
- assert(footprint.Width == mipSize.width && footprint.Height == mipSize.height && footprint.Depth == mipSize.depth);
-
- const ptrdiff_t dstMipRowPitch = ptrdiff_t(layouts[j].Footprint.RowPitch);
- const ptrdiff_t srcMipRowPitch = ptrdiff_t(initData->mipRowStrides[j]);
-
- assert(dstMipRowPitch >= srcMipRowPitch);
-
- const uint8_t* srcRow = (const uint8_t*)initData->subResources[subResourceIndex];
- uint8_t* dstRow = p + layouts[j].Offset;
-
- // Copy the depth each mip
- for (int l = 0; l < mipSize.depth; l++)
- {
- // Copy rows
- for (int k = 0; k < mipSize.height; ++k)
- {
- ::memcpy(dstRow, srcRow, srcMipRowPitch);
-
- srcRow += srcMipRowPitch;
- dstRow += dstMipRowPitch;
- }
- }
-
- //assert(srcRow == (const uint8_t*)(srcMip.Buffer() + srcMip.Count()));
- }
- uploadResource->Unmap(0, nullptr);
-
- for (int mipIndex = 0; mipIndex < numMipMaps; ++mipIndex)
- {
- // https://msdn.microsoft.com/en-us/library/windows/desktop/dn903862(v=vs.85).aspx
-
- D3D12_TEXTURE_COPY_LOCATION src;
- src.pResource = uploadTexture;
- src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- src.PlacedFootprint = layouts[mipIndex];
-
- D3D12_TEXTURE_COPY_LOCATION dst;
- dst.pResource = texture->m_resource;
- dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dst.SubresourceIndex = subResourceIndex;
- m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
-
- subResourceIndex++;
- }
-
- {
- // const D3D12_RESOURCE_STATES finalState = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
- const D3D12_RESOURCE_STATES finalState = _calcResourceState(initialUsage);
-
- D3D12BarrierSubmitter submitter(m_commandList);
- texture->m_resource.transition(finalState, submitter);
- }
-
- // Block - waiting for copy to complete (so can drop upload texture)
- submitGpuWorkAndWait();
- }
-
- return texture.detach();
-}
-
-BufferResource* D3D12Renderer::createBufferResource(Resource::Usage initialUsage, const BufferResource::Desc& descIn, const void* initData)
-{
- typedef BufferResourceImpl::BackingStyle Style;
-
- BufferResource::Desc srcDesc(descIn);
- srcDesc.setDefaults(initialUsage);
-
- RefPtr<BufferResourceImpl> buffer(new BufferResourceImpl(initialUsage, srcDesc));
-
- // Save the style
- buffer->m_backingStyle = BufferResourceImpl::_calcResourceBackingStyle(initialUsage);
-
- D3D12_RESOURCE_DESC bufferDesc;
- _initBufferResourceDesc(srcDesc.sizeInBytes, bufferDesc);
-
- bufferDesc.Flags = _calcResourceBindFlags(initialUsage, srcDesc.bindFlags);
-
- switch (buffer->m_backingStyle)
- {
- case Style::MemoryBacked:
- {
- // 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(srcDesc.sizeInBytes));
- // Initialize
- if (initData)
- {
- ::memcpy(buffer->m_memory.Buffer(), initData, srcDesc.sizeInBytes);
- }
- break;
- }
- case Style::ResourceBacked:
- {
- const D3D12_RESOURCE_STATES initialState = _calcResourceState(initialUsage);
- SLANG_RETURN_NULL_ON_FAIL(createBuffer(bufferDesc, initData, buffer->m_uploadResource, initialState, buffer->m_resource));
- break;
- }
- default: return nullptr;
- }
-
- return buffer.detach();
-}
-
-InputLayout* D3D12Renderer::createInputLayout(const InputElementDesc* inputElements, UInt inputElementCount)
-{
- RefPtr<InputLayoutImpl> layout(new InputLayoutImpl);
-
- // Work out a buffer size to hold all text
- size_t textSize = 0;
- for (int i = 0; i < Int(inputElementCount); ++i)
- {
- const char* text = inputElements[i].semanticName;
- textSize += text ? (::strlen(text) + 1) : 0;
- }
- layout->m_text.SetSize(textSize);
- char* textPos = layout->m_text.Buffer();
-
- //
- List<D3D12_INPUT_ELEMENT_DESC>& elements = layout->m_elements;
- elements.SetSize(inputElementCount);
-
-
- for (UInt i = 0; i < inputElementCount; ++i)
- {
- const InputElementDesc& srcEle = inputElements[i];
- D3D12_INPUT_ELEMENT_DESC& dstEle = elements[i];
-
- // Add text to the buffer
- const char* semanticName = srcEle.semanticName;
- if (semanticName)
- {
- const int len = int(::strlen(semanticName));
- ::memcpy(textPos, semanticName, len + 1);
- semanticName = textPos;
- textPos += len + 1;
- }
-
- dstEle.SemanticName = semanticName;
- dstEle.SemanticIndex = (UINT)srcEle.semanticIndex;
- dstEle.Format = D3DUtil::getMapFormat(srcEle.format);
- dstEle.InputSlot = 0;
- dstEle.AlignedByteOffset = (UINT)srcEle.offset;
- dstEle.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
- dstEle.InstanceDataStepRate = 0;
- }
-
- return layout.detach();
-}
-
-void* D3D12Renderer::map(BufferResource* bufferIn, MapFlavor flavor)
-{
- typedef BufferResourceImpl::BackingStyle Style;
-
- BufferResourceImpl* buffer = static_cast<BufferResourceImpl*>(bufferIn);
- buffer->m_mapFlavor = flavor;
-
- const size_t bufferSize = buffer->getDesc().sizeInBytes;
-
- switch (buffer->m_backingStyle)
- {
- case Style::ResourceBacked:
- {
- // We need this in a state so we can upload
- switch (flavor)
- {
- case MapFlavor::HostWrite:
- case MapFlavor::WriteDiscard:
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- buffer->m_uploadResource.transition(D3D12_RESOURCE_STATE_GENERIC_READ, submitter);
- buffer->m_resource.transition(D3D12_RESOURCE_STATE_COPY_DEST, submitter);
-
- const D3D12_RANGE readRange = {};
-
- void* uploadData;
- SLANG_RETURN_NULL_ON_FAIL(buffer->m_uploadResource.getResource()->Map(0, &readRange, reinterpret_cast<void**>(&uploadData)));
- return uploadData;
-
- break;
- }
- case MapFlavor::HostRead:
- {
- // This will be slow!!! - it blocks CPU on GPU completion
- D3D12Resource& resource = buffer->m_resource;
-
- // Readback heap
- D3D12_HEAP_PROPERTIES heapProps;
- heapProps.Type = D3D12_HEAP_TYPE_READBACK;
- heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- heapProps.CreationNodeMask = 1;
- heapProps.VisibleNodeMask = 1;
-
- // Resource to readback to
- D3D12_RESOURCE_DESC stagingDesc;
- _initBufferResourceDesc(bufferSize, stagingDesc);
-
- D3D12Resource stageBuf;
- SLANG_RETURN_NULL_ON_FAIL(stageBuf.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, stagingDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr));
-
- const D3D12_RESOURCE_STATES initialState = resource.getState();
-
- // Make it a source
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- resource.transition(D3D12_RESOURCE_STATE_COPY_SOURCE, submitter);
- }
- // Do the copy
- m_commandList->CopyBufferRegion(stageBuf, 0, resource, 0, bufferSize);
- // Switch it back
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- resource.transition(initialState, submitter);
- }
-
- // Wait until complete
- submitGpuWorkAndWait();
-
- // Map and copy
- {
- UINT8* data;
- D3D12_RANGE readRange = { 0, bufferSize };
-
- 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);
-
- stageBuf.getResource()->Unmap(0, nullptr);
- }
-
- return buffer->m_memory.Buffer();
- }
- }
- break;
- }
- case Style::MemoryBacked:
- {
- return buffer->m_memory.Buffer();
- }
- default: return nullptr;
- }
-
- return nullptr;
-}
-
-void D3D12Renderer::unmap(BufferResource* bufferIn)
-{
- typedef BufferResourceImpl::BackingStyle Style;
- BufferResourceImpl* buffer = static_cast<BufferResourceImpl*>(bufferIn);
-
- switch (buffer->m_backingStyle)
- {
- case Style::MemoryBacked:
- {
- // Don't need to do anything, as will be uploaded automatically when used
- break;
- }
- case Style::ResourceBacked:
- {
- // We need this in a state so we can upload
- switch (buffer->m_mapFlavor)
- {
- case MapFlavor::HostWrite:
- case MapFlavor::WriteDiscard:
- {
- // Unmap
- ID3D12Resource* uploadResource = buffer->m_uploadResource;
- ID3D12Resource* resource = buffer->m_resource;
-
- uploadResource->Unmap(0, nullptr);
-
- const D3D12_RESOURCE_STATES initialState = buffer->m_resource.getState();
-
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- buffer->m_uploadResource.transition(D3D12_RESOURCE_STATE_GENERIC_READ, submitter);
- buffer->m_resource.transition(D3D12_RESOURCE_STATE_COPY_DEST, submitter);
- }
-
- m_commandList->CopyBufferRegion(resource, 0, uploadResource, 0, buffer->getDesc().sizeInBytes);
-
- {
- D3D12BarrierSubmitter submitter(m_commandList);
- buffer->m_resource.transition(initialState, submitter);
- }
- break;
- }
- case MapFlavor::HostRead:
- {
- break;
- }
- }
- }
- }
-}
-
-void D3D12Renderer::setInputLayout(InputLayout* inputLayout)
-{
- m_boundInputLayout = static_cast<InputLayoutImpl*>(inputLayout);
-}
-
-void D3D12Renderer::setPrimitiveTopology(PrimitiveTopology topology)
-{
- switch (topology)
- {
- case PrimitiveTopology::TriangleList:
- {
- m_primitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- m_primitiveTopology = D3DUtil::getPrimitiveTopology(topology);
- break;
- }
- default:
- {
- assert(!"Unhandled type");
- }
- }
-}
-
-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())
- {
- m_boundVertexBuffers.SetSize(num);
- }
- }
-
- for (UInt i = 0; i < slotCount; i++)
- {
- BufferResourceImpl* buffer = static_cast<BufferResourceImpl*>(buffers[i]);
- if (buffer)
- {
- assert(buffer->m_initialUsage == Resource::Usage::VertexBuffer);
- }
-
- BoundVertexBuffer& boundBuffer = m_boundVertexBuffers[startSlot + i];
- boundBuffer.m_buffer = buffer;
- boundBuffer.m_stride = int(strides[i]);
- boundBuffer.m_offset = int(offsets[i]);
- }
-}
-
-void D3D12Renderer::setShaderProgram(ShaderProgram* inProgram)
-{
- m_boundShaderProgram = static_cast<ShaderProgramImpl*>(inProgram);
-}
-
-void D3D12Renderer::draw(UInt vertexCount, UInt startVertex)
-{
- ID3D12GraphicsCommandList* commandList = m_commandList;
-
- RenderState* renderState = calcRenderState();
- if (!renderState)
- {
- assert(!"Couldn't create render state");
- return;
- }
-
- BindingStateImpl* bindingState = m_boundBindingState;
-
- // Submit - setting for graphics
- {
- GraphicsSubmitter submitter(commandList);
- _bindRenderState(renderState, commandList, &submitter);
- }
-
- commandList->IASetPrimitiveTopology(m_primitiveTopology);
-
- // Set up vertex buffer views
- {
- int numVertexViews = 0;
- D3D12_VERTEX_BUFFER_VIEW vertexViews[16];
- for (int i = 0; i < int(m_boundVertexBuffers.Count()); i++)
- {
- const BoundVertexBuffer& boundVertexBuffer = m_boundVertexBuffers[i];
- BufferResourceImpl* buffer = boundVertexBuffer.m_buffer;
- if (buffer)
- {
- D3D12_VERTEX_BUFFER_VIEW& vertexView = vertexViews[numVertexViews++];
- vertexView.BufferLocation = buffer->m_resource.getResource()->GetGPUVirtualAddress();
- vertexView.SizeInBytes = int(buffer->getDesc().sizeInBytes);
- vertexView.StrideInBytes = boundVertexBuffer.m_stride;
- }
- }
- commandList->IASetVertexBuffers(0, numVertexViews, vertexViews);
- }
-
- commandList->DrawInstanced(UINT(vertexCount), 1, UINT(startVertex), 0);
-}
-
-void D3D12Renderer::dispatchCompute(int x, int y, int z)
-{
- ID3D12GraphicsCommandList* commandList = m_commandList;
- RenderState* renderState = calcRenderState();
-
- // Submit binding for compute
- {
- ComputeSubmitter submitter(commandList);
- _bindRenderState(renderState, commandList, &submitter);
- }
-
- commandList->Dispatch(x, y, z);
-}
-
-BindingState* D3D12Renderer::createBindingState(const BindingState::Desc& bindingStateDesc)
-{
- RefPtr<BindingStateImpl> bindingState(new BindingStateImpl(bindingStateDesc));
-
- SLANG_RETURN_NULL_ON_FAIL(bindingState->init(m_device));
-
- 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)
- {
- const auto& srcEntry = srcBindings[i];
- auto& dstDetail = dstDetails[i];
-
- const int bindingIndex = srcEntry.registerRange.getSingleIndex();
-
- switch (srcEntry.bindingType)
- {
- case BindingType::Buffer:
- {
- assert(srcEntry.resource && srcEntry.resource->isBuffer());
- BufferResourceImpl* bufferResource = static_cast<BufferResourceImpl*>(srcEntry.resource.Ptr());
- const BufferResource::Desc& bufferDesc = bufferResource->getDesc();
-
- const size_t bufferSize = bufferDesc.sizeInBytes;
- const int elemSize = bufferDesc.elementSize <= 0 ? sizeof(uint32_t) : bufferDesc.elementSize;
-
- const bool createSrv = false;
-
- // NOTE! In this arrangement the buffer can either be a ConstantBuffer or a 'StorageBuffer'.
- // If it's a storage buffer then it has a 'uav'.
- // In neither circumstance is there an associated srv
- // This departs a little from dx11 code - in that it will create srv and uav for a storage buffer.
- if (bufferDesc.bindFlags & Resource::BindFlag::UnorderedAccess)
- {
- dstDetail.m_uavIndex = bindingState->m_viewHeap.allocate();
- if (dstDetail.m_uavIndex < 0)
- {
- return nullptr;
- }
-
- D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
-
- uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
- uavDesc.Format = D3DUtil::getMapFormat(bufferDesc.format);
-
- uavDesc.Buffer.StructureByteStride = elemSize;
-
- uavDesc.Buffer.FirstElement = 0;
- uavDesc.Buffer.NumElements = (UINT)(bufferSize / elemSize);
- uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
-
- if (bufferDesc.elementSize == 0 && bufferDesc.format == Format::Unknown)
- {
- uavDesc.Buffer.Flags |= D3D12_BUFFER_UAV_FLAG_RAW;
- uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
-
- uavDesc.Buffer.StructureByteStride = 0;
- }
- else if( bufferDesc.format != Format::Unknown )
- {
- uavDesc.Buffer.StructureByteStride = 0;
- }
-
- m_device->CreateUnorderedAccessView(bufferResource->m_resource, nullptr, &uavDesc, bindingState->m_viewHeap.getCpuHandle(dstDetail.m_uavIndex));
- }
- if (createSrv && (bufferDesc.bindFlags & (Resource::BindFlag::NonPixelShaderResource | Resource::BindFlag::PixelShaderResource)))
- {
- dstDetail.m_srvIndex = bindingState->m_viewHeap.allocate();
- if (dstDetail.m_srvIndex < 0)
- {
- return nullptr;
- }
-
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
-
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
- srvDesc.Format = DXGI_FORMAT_UNKNOWN;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
-
- srvDesc.Buffer.FirstElement = 0;
- srvDesc.Buffer.NumElements = (UINT)(bufferSize / elemSize);
- srvDesc.Buffer.StructureByteStride = elemSize;
- srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
-
- if (bufferDesc.elementSize == 0)
- {
- srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
- }
-
- m_device->CreateShaderResourceView(bufferResource->m_resource, &srvDesc, bindingState->m_viewHeap.getCpuHandle(dstDetail.m_srvIndex));
- }
-
- break;
- }
- case BindingType::Texture:
- {
- assert(srcEntry.resource && srcEntry.resource->isTexture());
-
- TextureResourceImpl* textureResource = static_cast<TextureResourceImpl*>(srcEntry.resource.Ptr());
-
- dstDetail.m_srvIndex = bindingState->m_viewHeap.allocate();
- if (dstDetail.m_srvIndex < 0)
- {
- return nullptr;
- }
-
- {
- const D3D12_RESOURCE_DESC resourceDesc = textureResource->m_resource.getResource()->GetDesc();
- const DXGI_FORMAT pixelFormat = resourceDesc.Format;
-
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- _initSrvDesc(textureResource->getType(), textureResource->getDesc(), resourceDesc, pixelFormat, srvDesc);
-
- // Create descriptor
- m_device->CreateShaderResourceView(textureResource->m_resource, &srvDesc, bindingState->m_viewHeap.getCpuHandle(dstDetail.m_srvIndex));
- }
-
- break;
- }
- case BindingType::Sampler:
- {
- const BindingState::SamplerDesc& samplerDesc = bindingStateDesc.m_samplerDescs[srcEntry.descIndex];
-
- const int samplerIndex = bindingIndex;
- dstDetail.m_samplerIndex = samplerIndex;
- bindingState->m_samplerHeap.placeAt(samplerIndex);
-
- D3D12_SAMPLER_DESC desc = {};
- desc.AddressU = desc.AddressV = desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
-
- if (samplerDesc.isCompareSampler)
- {
- desc.ComparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
- desc.Filter = D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT;
- }
- else
- {
- desc.Filter = D3D12_FILTER_ANISOTROPIC;
- desc.MaxAnisotropy = 8;
- desc.MinLOD = 0.0f;
- desc.MaxLOD = 100.0f;
- }
-
- m_device->CreateSampler(&desc, bindingState->m_samplerHeap.getCpuHandle(samplerIndex));
-
- break;
- }
- case BindingType::CombinedTextureSampler:
- {
- assert(!"Not implemented");
- return nullptr;
- }
- }
- }
-
- return bindingState.detach();
-}
-
-void D3D12Renderer::setBindingState(BindingState* state)
-{
- m_boundBindingState = static_cast<BindingStateImpl*>(state);
-}
-
-ShaderProgram* D3D12Renderer::createProgram(const ShaderProgram::Desc& desc)
-{
- RefPtr<ShaderProgramImpl> program(new ShaderProgramImpl());
- program->m_pipelineType = desc.pipelineType;
-
- if (desc.pipelineType == PipelineType::Compute)
- {
- auto computeKernel = desc.findKernel(StageType::Compute);
- 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());
- }
-
- return program.detach();
-}
-
-
-} // renderer_test