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-rw-r--r--tools/slang-graphics/render-d3d11.cpp1101
1 files changed, 1101 insertions, 0 deletions
diff --git a/tools/slang-graphics/render-d3d11.cpp b/tools/slang-graphics/render-d3d11.cpp
new file mode 100644
index 000000000..4f9749e39
--- /dev/null
+++ b/tools/slang-graphics/render-d3d11.cpp
@@ -0,0 +1,1101 @@
+// render-d3d11.cpp
+
+#define _CRT_SECURE_NO_WARNINGS
+
+#include "render-d3d11.h"
+
+//WORKING: #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 slang_graphics {
+
+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