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-rw-r--r--tools/render-test/resource-d3d12.cpp214
1 files changed, 214 insertions, 0 deletions
diff --git a/tools/render-test/resource-d3d12.cpp b/tools/render-test/resource-d3d12.cpp
new file mode 100644
index 000000000..160c7f898
--- /dev/null
+++ b/tools/render-test/resource-d3d12.cpp
@@ -0,0 +1,214 @@
+// resource-d3d12.cpp
+#include "resource-d3d12.h"
+
+namespace renderer_test {
+using namespace Slang;
+
+/* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! D3D12BarrierSubmitter !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
+
+void D3D12BarrierSubmitter::_flush()
+{
+ assert(m_numBarriers > 0);
+
+ if (m_commandList)
+ {
+ m_commandList->ResourceBarrier(UINT(m_numBarriers), m_barriers);
+ }
+ m_numBarriers = 0;
+}
+
+D3D12_RESOURCE_BARRIER& D3D12BarrierSubmitter::_expandOne()
+{
+ _flush();
+ return m_barriers[m_numBarriers++];
+}
+
+void D3D12BarrierSubmitter::transition(ID3D12Resource* resource, D3D12_RESOURCE_STATES prevState, D3D12_RESOURCE_STATES nextState)
+{
+ if (nextState != prevState)
+ {
+ D3D12_RESOURCE_BARRIER& barrier = expandOne();
+
+ const UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ const D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+
+ ::memset(&barrier, 0, sizeof(barrier));
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = flags;
+ barrier.Transition.pResource = resource;
+ barrier.Transition.StateBefore = prevState;
+ barrier.Transition.StateAfter = nextState;
+ barrier.Transition.Subresource = subresource;
+ }
+ else
+ {
+ if (nextState == D3D12_RESOURCE_STATE_UNORDERED_ACCESS)
+ {
+ D3D12_RESOURCE_BARRIER& barrier = expandOne();
+
+ ::memset(&barrier, 0, sizeof(barrier));
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
+ barrier.UAV.pResource = resource;
+ }
+ }
+}
+
+/* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! D3D12ResourceBase !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
+
+/* static */DXGI_FORMAT D3D12ResourceBase::calcFormat(D3DUtil::UsageType usage, ID3D12Resource* resource)
+{
+ return resource ? D3DUtil::calcFormat(usage, resource->GetDesc().Format) : DXGI_FORMAT_UNKNOWN;
+}
+
+void D3D12ResourceBase::transition(D3D12_RESOURCE_STATES nextState, D3D12BarrierSubmitter& submitter)
+{
+ // Transition only if there is a resource
+ if (m_resource)
+ {
+ submitter.transition(m_resource, m_state, nextState);
+ m_state = nextState;
+ }
+}
+
+/* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! D3D12CounterFence !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
+
+D3D12CounterFence::~D3D12CounterFence()
+{
+ if (m_event)
+ {
+ CloseHandle(m_event);
+ }
+}
+
+Result D3D12CounterFence::init(ID3D12Device* device, uint64_t initialValue)
+{
+ m_currentValue = initialValue;
+
+ SLANG_RETURN_ON_FAIL(device->CreateFence(m_currentValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(m_fence.writeRef())));
+ // Create an event handle to use for frame synchronization.
+ m_event = ::CreateEvent(nullptr, FALSE, FALSE, nullptr);
+ if (m_event == nullptr)
+ {
+ Result res = HRESULT_FROM_WIN32(GetLastError());
+ return SLANG_FAILED(res) ? res : SLANG_FAIL;
+ }
+ return SLANG_OK;
+}
+
+UInt64 D3D12CounterFence::nextSignal(ID3D12CommandQueue* commandQueue)
+{
+ // Increment the fence value. Save on the frame - we'll know that frame is done when the fence value >=
+ m_currentValue++;
+ // Schedule a Signal command in the queue.
+ Result res = commandQueue->Signal(m_fence, m_currentValue);
+ if (SLANG_FAILED(res))
+ {
+ assert(!"Signal failed");
+ }
+ return m_currentValue;
+}
+
+void D3D12CounterFence::waitUntilCompleted(uint64_t completedValue)
+{
+ // You can only wait for a value that is less than or equal to the current value
+ assert(completedValue <= m_currentValue);
+
+ // Wait until the previous frame is finished.
+ while (m_fence->GetCompletedValue() < completedValue)
+ {
+ // Make it signal with the current value
+ SLANG_ASSERT_VOID_ON_FAIL(m_fence->SetEventOnCompletion(completedValue, m_event));
+ WaitForSingleObject(m_event, INFINITE);
+ }
+}
+
+void D3D12CounterFence::nextSignalAndWait(ID3D12CommandQueue* commandQueue)
+{
+ waitUntilCompleted(nextSignal(commandQueue));
+}
+
+/* !!!!!!!!!!!!!!!!!!!!!!!!! D3D12Resource !!!!!!!!!!!!!!!!!!!!!!!! */
+
+/* static */void D3D12Resource::setDebugName(ID3D12Resource* resource, const char* name)
+{
+ if (resource)
+ {
+ size_t len = ::strlen(name);
+ List<wchar_t> buf;
+ buf.SetSize(len + 1);
+
+ D3DUtil::appendWideChars(name, buf);
+ resource->SetName(buf.begin());
+ }
+}
+
+void D3D12Resource::setDebugName(const char* name)
+{
+ setDebugName(m_resource, name);
+}
+
+void D3D12Resource::setDebugName(const wchar_t* name)
+{
+ if (m_resource)
+ {
+ m_resource->SetName(name);
+ }
+}
+
+void D3D12Resource::setResource(ID3D12Resource* resource, D3D12_RESOURCE_STATES initialState)
+{
+ if (resource != m_resource)
+ {
+ if (resource)
+ {
+ resource->AddRef();
+ }
+ if (m_resource)
+ {
+ m_resource->Release();
+ }
+ m_resource = resource;
+ }
+ m_prevState = initialState;
+ m_state = initialState;
+}
+
+void D3D12Resource::setResourceNull()
+{
+ if (m_resource)
+ {
+ m_resource->Release();
+ m_resource = nullptr;
+ }
+}
+
+Result D3D12Resource::initCommitted(ID3D12Device* device, const D3D12_HEAP_PROPERTIES& heapProps, D3D12_HEAP_FLAGS heapFlags, const D3D12_RESOURCE_DESC& resourceDesc, D3D12_RESOURCE_STATES initState, const D3D12_CLEAR_VALUE * clearValue)
+{
+ setResourceNull();
+ ComPtr<ID3D12Resource> resource;
+ SLANG_RETURN_ON_FAIL(device->CreateCommittedResource(&heapProps, heapFlags, &resourceDesc, initState, clearValue, IID_PPV_ARGS(resource.writeRef())));
+ setResource(resource, initState);
+ return SLANG_OK;
+}
+
+ID3D12Resource* D3D12Resource::detach()
+{
+ ID3D12Resource* resource = m_resource;
+ m_resource = nullptr;
+ return resource;
+}
+
+void D3D12Resource::swap(ComPtr<ID3D12Resource>& resourceInOut)
+{
+ ID3D12Resource* tmp = m_resource;
+ m_resource = resourceInOut.detach();
+ resourceInOut.attach(tmp);
+}
+
+void D3D12Resource::setState(D3D12_RESOURCE_STATES state)
+{
+ m_prevState = state;
+ m_state = state;
+}
+
+} // renderer_test