// 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 #include "../../slang-com-ptr.h" #include "flag-combiner.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 #undef WIN32_LEAN_AND_MEAN #undef NOMINMAX #include #include // We will use the C standard library just for printing error messages. #include #ifdef _MSC_VER #include #if (_MSC_VER < 1900) #define snprintf sprintf_s #endif #endif // using namespace Slang; namespace gfx { class D3D11Renderer : public Renderer { public: enum { kMaxUAVs = 64, kMaxRTVs = 8, }; // Renderer implementation virtual SlangResult initialize(const Desc& desc, void* inWindowHandle) override; virtual const List& getFeatures() override { return m_features; } virtual void setClearColor(const float color[4]) override; virtual void clearFrame() override; virtual void presentFrame() override; TextureResource::Desc getSwapChainTextureDesc() override; Result createTextureResource(Resource::Usage initialUsage, const TextureResource::Desc& desc, const TextureResource::Data* initData, TextureResource** outResource) override; Result createBufferResource(Resource::Usage initialUsage, const BufferResource::Desc& desc, const void* initData, BufferResource** outResource) override; Result createSamplerState(SamplerState::Desc const& desc, SamplerState** outSampler) override; Result createTextureView(TextureResource* texture, ResourceView::Desc const& desc, ResourceView** outView) override; Result createBufferView(BufferResource* buffer, ResourceView::Desc const& desc, ResourceView** outView) override; Result createInputLayout(const InputElementDesc* inputElements, UInt inputElementCount, InputLayout** outLayout) override; Result createDescriptorSetLayout(const DescriptorSetLayout::Desc& desc, DescriptorSetLayout** outLayout) override; Result createPipelineLayout(const PipelineLayout::Desc& desc, PipelineLayout** outLayout) override; Result createDescriptorSet(DescriptorSetLayout* layout, DescriptorSet** outDescriptorSet) override; Result createProgram(const ShaderProgram::Desc& desc, ShaderProgram** outProgram) override; Result createGraphicsPipelineState(const GraphicsPipelineStateDesc& desc, PipelineState** outState) override; Result createComputePipelineState(const ComputePipelineStateDesc& desc, PipelineState** outState) override; virtual SlangResult captureScreenSurface(Surface& surfaceOut) override; virtual void* map(BufferResource* buffer, MapFlavor flavor) override; virtual void unmap(BufferResource* buffer) override; virtual void setPrimitiveTopology(PrimitiveTopology topology) override; virtual void setDescriptorSet(PipelineType pipelineType, PipelineLayout* layout, UInt index, DescriptorSet* descriptorSet) override; virtual void setVertexBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffers, const UInt* strides, const UInt* offsets) override; virtual void setIndexBuffer(BufferResource* buffer, Format indexFormat, UInt offset) override; virtual void setDepthStencilTarget(ResourceView* depthStencilView) override; void setViewports(UInt count, Viewport const* viewports) override; void setScissorRects(UInt count, ScissorRect const* rects) override; virtual void setPipelineState(PipelineType pipelineType, PipelineState* state) override; virtual void draw(UInt vertexCount, UInt startVertex) override; virtual void drawIndexed(UInt indexCount, UInt startIndex, UInt baseVertex) 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; } ~D3D11Renderer() {} protected: #if 0 struct BindingDetail { ComPtr m_srv; ComPtr m_uav; ComPtr m_samplerState; }; class BindingStateImpl: public BindingState { public: typedef BindingState Parent; /// Ctor BindingStateImpl(const Desc& desc): Parent(desc) {} List m_bindingDetails; }; #endif enum class D3D11DescriptorSlotType { ConstantBuffer, ShaderResourceView, UnorderedAccessView, Sampler, CombinedTextureSampler, CountOf, }; class DescriptorSetLayoutImpl : public DescriptorSetLayout { public: struct RangeInfo { D3D11DescriptorSlotType type; UInt arrayIndex; UInt pairedSamplerArrayIndex; }; List m_ranges; UInt m_counts[int(D3D11DescriptorSlotType::CountOf)]; }; class PipelineLayoutImpl : public PipelineLayout { public: struct DescriptorSetInfo { RefPtr layout; UInt baseIndices[int(D3D11DescriptorSlotType::CountOf)]; }; List m_descriptorSets; UINT m_uavCount; }; class DescriptorSetImpl : public DescriptorSet { public: virtual void setConstantBuffer(UInt range, UInt index, BufferResource* buffer) override; virtual void setResource(UInt range, UInt index, ResourceView* view) override; virtual void setSampler(UInt range, UInt index, SamplerState* sampler) override; virtual void setCombinedTextureSampler( UInt range, UInt index, ResourceView* textureView, SamplerState* sampler) override; RefPtr m_layout; List> m_cbs; List> m_srvs; List> m_uavs; List> m_samplers; }; class ShaderProgramImpl: public ShaderProgram { public: ComPtr m_vertexShader; ComPtr m_pixelShader; ComPtr 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 m_buffer; ComPtr 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 m_resource; }; class SamplerStateImpl : public SamplerState { public: ComPtr m_sampler; }; class ResourceViewImpl : public ResourceView { public: enum class Type { SRV, UAV, DSV, RTV, }; Type m_type; }; class ShaderResourceViewImpl : public ResourceViewImpl { public: ComPtr m_srv; }; class UnorderedAccessViewImpl : public ResourceViewImpl { public: ComPtr m_uav; }; class DepthStencilViewImpl : public ResourceViewImpl { public: ComPtr m_dsv; }; class RenderTargetViewImpl : public ResourceViewImpl { public: ComPtr m_rtv; }; class InputLayoutImpl: public InputLayout { public: ComPtr m_layout; }; class PipelineStateImpl : public PipelineState { public: RefPtr m_program; RefPtr m_pipelineLayout; }; class GraphicsPipelineStateImpl : public PipelineStateImpl { public: UINT m_rtvCount; RefPtr m_inputLayout; ComPtr m_depthStencilState; ComPtr m_rasterizerState; ComPtr m_blendState; UINT m_stencilRef; float m_blendColor[4]; UINT m_sampleMask; }; class ComputePipelineStateImpl : public PipelineStateImpl { public: }; /// Capture a texture to a file static HRESULT captureTextureToSurface(ID3D11Device* device, ID3D11DeviceContext* context, ID3D11Texture2D* texture, Surface& surfaceOut); void _flushGraphicsState(); void _flushComputeState(); ComPtr m_swapChain; ComPtr m_device; ComPtr m_immediateContext; ComPtr m_backBufferTexture; RefPtr m_primaryRenderTargetTexture; RefPtr m_primaryRenderTargetView; // List > m_renderTargetViews; // List > m_renderTargetTextures; bool m_renderTargetBindingsDirty = false; RefPtr m_currentGraphicsState; RefPtr m_currentComputeState; ComPtr m_rtvBindings[kMaxRTVs]; ComPtr m_dsvBinding; ComPtr m_uavBindings[int(PipelineType::CountOf)][kMaxUAVs]; bool m_targetBindingsDirty[int(PipelineType::CountOf)]; Desc m_desc; float m_clearColor[4] = { 0, 0, 0, 0 }; List m_features; }; 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 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; } // 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 feature level 11_1 (DeviceCheckFlag::UseFullFeatureLevel). // The workaround is to call `D3D11CreateDeviceAndSwapChain` the first time // with 11_1 and then back off to 11_0 if that fails. FlagCombiner combiner; // TODO: we should probably provide a command-line option // to override UseDebug of default rather than leave it // up to each back-end to specify. #if _DEBUG combiner.add(DeviceCheckFlag::UseDebug, ChangeType::OnOff); ///< First try debug then non debug #else combiner.add(DeviceCheckFlag::UseDebug, ChangeType::Off); ///< Don't bother with debug #endif combiner.add(DeviceCheckFlag::UseHardwareDevice, ChangeType::OnOff); ///< First try hardware, then reference combiner.add(DeviceCheckFlag::UseFullFeatureLevel, ChangeType::OnOff); ///< First try fully featured, then degrade features const int numCombinations = combiner.getNumCombinations(); Result res = SLANG_FAIL; for (int i = 0; i < numCombinations; ++i) { const auto deviceCheckFlags = combiner.getCombination(i); // If we have an adapter set on the desc, look it up. We only need to do so for hardware ComPtr adapter; if (desc.adapter.getLength() && (deviceCheckFlags & DeviceCheckFlag::UseHardwareDevice)) { List> dxgiAdapters; D3DUtil::findAdapters(deviceCheckFlags, desc.adapter.getUnownedSlice(), dxgiAdapters); if (dxgiAdapters.getCount() == 0) { continue; } adapter = dxgiAdapters[0]; } // The adapter can be nullptr - that just means 'default', but when so we need to select the driver type D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_UNKNOWN; if (adapter == nullptr) { // If we don't have an adapter, select directly driverType = (deviceCheckFlags & DeviceCheckFlag::UseHardwareDevice) ? D3D_DRIVER_TYPE_HARDWARE : D3D_DRIVER_TYPE_REFERENCE; } const int startFeatureIndex = (deviceCheckFlags & DeviceCheckFlag::UseFullFeatureLevel) ? 0 : 1; const UINT deviceFlags = (deviceCheckFlags & DeviceCheckFlag::UseDebug) ? D3D11_CREATE_DEVICE_DEBUG : 0; res = D3D11CreateDeviceAndSwapChain_( adapter, driverType, nullptr, // software deviceFlags, &featureLevels[startFeatureIndex], totalNumFeatureLevels - startFeatureIndex, D3D11_SDK_VERSION, &swapChainDesc, m_swapChain.writeRef(), m_device.writeRef(), &featureLevel, m_immediateContext.writeRef()); // Check if successfully constructed - if so we are done. if (SLANG_SUCCEEDED(res)) { break; } } // If res is failure, means all styles have have failed, and so initialization fails. if (SLANG_FAILED(res)) { return res; } // Check we have a swap chain, context and device SLANG_ASSERT(m_immediateContext && m_swapChain && m_device); } // TODO: Add support for debugging to help detect leaks: // // ComPtr gDebug; // m_device->QueryInterface(IID_PPV_ARGS(gDebug.writeRef())); // // 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 texture; D3D11_TEXTURE2D_DESC textureDesc; m_backBufferTexture->GetDesc(&textureDesc); SLANG_RETURN_ON_FAIL(m_device->CreateTexture2D(&textureDesc, nullptr, texture.writeRef())); ComPtr 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())); TextureResource::Desc resourceDesc; resourceDesc.init2D(Resource::Type::Texture2D, Format::RGBA_Unorm_UInt8, textureDesc.Width, textureDesc.Height, 1); RefPtr primaryRenderTargetTexture; SLANG_RETURN_ON_FAIL(createTextureResource(Resource::Usage::RenderTarget, resourceDesc, nullptr, primaryRenderTargetTexture.writeRef())); ResourceView::Desc viewDesc; viewDesc.format = resourceDesc.format; viewDesc.type = ResourceView::Type::RenderTarget; RefPtr primaryRenderTargetView; SLANG_RETURN_ON_FAIL(createTextureView(primaryRenderTargetTexture, viewDesc, primaryRenderTargetView.writeRef())); m_primaryRenderTargetTexture = (TextureResourceImpl*) primaryRenderTargetTexture.Ptr(); m_primaryRenderTargetView = (RenderTargetViewImpl*) primaryRenderTargetView.Ptr(); } // m_immediateContext->OMSetRenderTargets(1, m_primaryRenderTargetView->m_rtv.readRef(), nullptr); m_rtvBindings[0] = m_primaryRenderTargetView->m_rtv; m_targetBindingsDirty[int(PipelineType::Graphics)] = true; // 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() { m_immediateContext->ClearRenderTargetView(m_primaryRenderTargetView->m_rtv, m_clearColor); if(m_dsvBinding) { m_immediateContext->ClearDepthStencilView(m_dsvBinding, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); } } void D3D11Renderer::presentFrame() { m_immediateContext->CopyResource(m_backBufferTexture, m_primaryRenderTargetTexture->m_resource); m_swapChain->Present(0, 0); } TextureResource::Desc D3D11Renderer::getSwapChainTextureDesc() { D3D11_TEXTURE2D_DESC dxDesc; ((ID3D11Texture2D*)m_primaryRenderTargetTexture->m_resource.get())->GetDesc(&dxDesc); TextureResource::Desc desc; desc.init2D(Resource::Type::Texture2D, Format::Unknown, dxDesc.Width, dxDesc.Height, 1); return desc; } SlangResult D3D11Renderer::captureScreenSurface(Surface& surfaceOut) { return captureTextureToSurface(m_device, m_immediateContext, (ID3D11Texture2D*) m_primaryRenderTargetTexture->m_resource.get(), 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; } } Result D3D11Renderer::createTextureResource(Resource::Usage initialUsage, const TextureResource::Desc& descIn, const TextureResource::Data* initData, TextureResource** outResource) { TextureResource::Desc srcDesc(descIn); srcDesc.setDefaults(initialUsage); const int effectiveArraySize = srcDesc.calcEffectiveArraySize(); if(initData) { assert(initData->numSubResources == srcDesc.numMipLevels * effectiveArraySize * srcDesc.size.depth); } const DXGI_FORMAT format = D3DUtil::getMapFormat(srcDesc.format); if (format == DXGI_FORMAT_UNKNOWN) { return SLANG_FAIL; } const int bindFlags = _calcResourceBindFlags(srcDesc.bindFlags); // Set up the initialize data List subRes; D3D11_SUBRESOURCE_DATA* subResourcesPtr = nullptr; if(initData) { subRes.setCount(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++; } } } subResourcesPtr = subRes.getBuffer(); } const int accessFlags = _calcResourceAccessFlags(srcDesc.cpuAccessFlags); RefPtr 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 texture1D; SLANG_RETURN_ON_FAIL(m_device->CreateTexture1D(&desc, subResourcesPtr, 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 texture2D; SLANG_RETURN_ON_FAIL(m_device->CreateTexture2D(&desc, subResourcesPtr, 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 texture3D; SLANG_RETURN_ON_FAIL(m_device->CreateTexture3D(&desc, subResourcesPtr, texture3D.writeRef())); texture->m_resource = texture3D; break; } default: return SLANG_FAIL; } *outResource = texture.detach(); return SLANG_OK; } Result D3D11Renderer::createBufferResource(Resource::Usage initialUsage, const BufferResource::Desc& descIn, const void* initData, BufferResource** outResource) { BufferResource::Desc srcDesc(descIn); srcDesc.setDefaults(initialUsage); auto d3dBindFlags = _calcResourceBindFlags(srcDesc.bindFlags); size_t alignedSizeInBytes = srcDesc.sizeInBytes; if(d3dBindFlags & D3D11_BIND_CONSTANT_BUFFER) { // Make aligned to 256 bytes... not sure why, but if you remove this the tests do fail. alignedSizeInBytes = D3DUtil::calcAligned(alignedSizeInBytes, 256); } // Hack to make the initialization never read from out of bounds memory, by copying into a buffer List initDataBuffer; if (initData && alignedSizeInBytes > srcDesc.sizeInBytes) { initDataBuffer.setCount(alignedSizeInBytes); ::memcpy(initDataBuffer.getBuffer(), initData, srcDesc.sizeInBytes); initData = initDataBuffer.getBuffer(); } D3D11_BUFFER_DESC bufferDesc = { 0 }; bufferDesc.ByteWidth = UINT(alignedSizeInBytes); bufferDesc.BindFlags = d3dBindFlags; // 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 buffer(new BufferResourceImpl(srcDesc, initialUsage)); SLANG_RETURN_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_ON_FAIL(m_device->CreateBuffer(&bufDesc, nullptr, buffer->m_staging.writeRef())); } *outResource = buffer.detach(); return SLANG_OK; } D3D11_FILTER_TYPE translateFilterMode(TextureFilteringMode mode) { switch (mode) { default: return D3D11_FILTER_TYPE(0); #define CASE(SRC, DST) \ case TextureFilteringMode::SRC: return D3D11_FILTER_TYPE_##DST CASE(Point, POINT); CASE(Linear, LINEAR); #undef CASE } } D3D11_FILTER_REDUCTION_TYPE translateFilterReduction(TextureReductionOp op) { switch (op) { default: return D3D11_FILTER_REDUCTION_TYPE(0); #define CASE(SRC, DST) \ case TextureReductionOp::SRC: return D3D11_FILTER_REDUCTION_TYPE_##DST CASE(Average, STANDARD); CASE(Comparison, COMPARISON); CASE(Minimum, MINIMUM); CASE(Maximum, MAXIMUM); #undef CASE } } D3D11_TEXTURE_ADDRESS_MODE translateAddressingMode(TextureAddressingMode mode) { switch (mode) { default: return D3D11_TEXTURE_ADDRESS_MODE(0); #define CASE(SRC, DST) \ case TextureAddressingMode::SRC: return D3D11_TEXTURE_ADDRESS_##DST CASE(Wrap, WRAP); CASE(ClampToEdge, CLAMP); CASE(ClampToBorder, BORDER); CASE(MirrorRepeat, MIRROR); CASE(MirrorOnce, MIRROR_ONCE); #undef CASE } } static D3D11_COMPARISON_FUNC translateComparisonFunc(ComparisonFunc func) { switch (func) { default: // TODO: need to report failures return D3D11_COMPARISON_ALWAYS; #define CASE(FROM, TO) \ case ComparisonFunc::FROM: return D3D11_COMPARISON_##TO CASE(Never, NEVER); CASE(Less, LESS); CASE(Equal, EQUAL); CASE(LessEqual, LESS_EQUAL); CASE(Greater, GREATER); CASE(NotEqual, NOT_EQUAL); CASE(GreaterEqual, GREATER_EQUAL); CASE(Always, ALWAYS); #undef CASE } } Result D3D11Renderer::createSamplerState(SamplerState::Desc const& desc, SamplerState** outSampler) { D3D11_FILTER_REDUCTION_TYPE dxReduction = translateFilterReduction(desc.reductionOp); D3D11_FILTER dxFilter; if (desc.maxAnisotropy > 1) { dxFilter = D3D11_ENCODE_ANISOTROPIC_FILTER(dxReduction); } else { D3D11_FILTER_TYPE dxMin = translateFilterMode(desc.minFilter); D3D11_FILTER_TYPE dxMag = translateFilterMode(desc.magFilter); D3D11_FILTER_TYPE dxMip = translateFilterMode(desc.mipFilter); dxFilter = D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, dxReduction); } D3D11_SAMPLER_DESC dxDesc = {}; dxDesc.Filter = dxFilter; dxDesc.AddressU = translateAddressingMode(desc.addressU); dxDesc.AddressV = translateAddressingMode(desc.addressV); dxDesc.AddressW = translateAddressingMode(desc.addressW); dxDesc.MipLODBias = desc.mipLODBias; dxDesc.MaxAnisotropy = desc.maxAnisotropy; dxDesc.ComparisonFunc = translateComparisonFunc(desc.comparisonFunc); for (int ii = 0; ii < 4; ++ii) dxDesc.BorderColor[ii] = desc.borderColor[ii]; dxDesc.MinLOD = desc.minLOD; dxDesc.MaxLOD = desc.maxLOD; ComPtr sampler; SLANG_RETURN_ON_FAIL(m_device->CreateSamplerState( &dxDesc, sampler.writeRef())); RefPtr samplerImpl = new SamplerStateImpl(); samplerImpl->m_sampler = sampler; *outSampler = samplerImpl.detach(); return SLANG_OK; } Result D3D11Renderer::createTextureView(TextureResource* texture, ResourceView::Desc const& desc, ResourceView** outView) { auto resourceImpl = (TextureResourceImpl*) texture; switch (desc.type) { default: return SLANG_FAIL; case ResourceView::Type::RenderTarget: { ComPtr rtv; SLANG_RETURN_ON_FAIL(m_device->CreateRenderTargetView(resourceImpl->m_resource, nullptr, rtv.writeRef())); RefPtr viewImpl = new RenderTargetViewImpl(); viewImpl->m_type = ResourceViewImpl::Type::RTV; viewImpl->m_rtv = rtv; *outView = viewImpl.detach(); return SLANG_OK; } break; case ResourceView::Type::DepthStencil: { ComPtr dsv; SLANG_RETURN_ON_FAIL(m_device->CreateDepthStencilView(resourceImpl->m_resource, nullptr, dsv.writeRef())); RefPtr viewImpl = new DepthStencilViewImpl(); viewImpl->m_type = ResourceViewImpl::Type::DSV; viewImpl->m_dsv = dsv; *outView = viewImpl.detach(); return SLANG_OK; } break; case ResourceView::Type::UnorderedAccess: { ComPtr uav; SLANG_RETURN_ON_FAIL(m_device->CreateUnorderedAccessView(resourceImpl->m_resource, nullptr, uav.writeRef())); RefPtr viewImpl = new UnorderedAccessViewImpl(); viewImpl->m_type = ResourceViewImpl::Type::UAV; viewImpl->m_uav = uav; *outView = viewImpl.detach(); return SLANG_OK; } break; case ResourceView::Type::ShaderResource: { ComPtr srv; SLANG_RETURN_ON_FAIL(m_device->CreateShaderResourceView(resourceImpl->m_resource, nullptr, srv.writeRef())); RefPtr viewImpl = new ShaderResourceViewImpl(); viewImpl->m_type = ResourceViewImpl::Type::SRV; viewImpl->m_srv = srv; *outView = viewImpl.detach(); return SLANG_OK; } break; } } Result D3D11Renderer::createBufferView(BufferResource* buffer, ResourceView::Desc const& desc, ResourceView** outView) { auto resourceImpl = (BufferResourceImpl*) buffer; auto resourceDesc = resourceImpl->getDesc(); switch (desc.type) { default: return SLANG_FAIL; case ResourceView::Type::UnorderedAccess: { D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc = {}; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Format = D3DUtil::getMapFormat(desc.format); uavDesc.Buffer.FirstElement = 0; if(resourceDesc.elementSize) { uavDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes / resourceDesc.elementSize); } else if(desc.format == Format::Unknown) { uavDesc.Buffer.Flags |= D3D11_BUFFER_UAV_FLAG_RAW; uavDesc.Format = DXGI_FORMAT_R32_TYPELESS; uavDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes / 4); } else { uavDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes / RendererUtil::getFormatSize(desc.format)); } ComPtr uav; SLANG_RETURN_ON_FAIL(m_device->CreateUnorderedAccessView(resourceImpl->m_buffer, &uavDesc, uav.writeRef())); RefPtr viewImpl = new UnorderedAccessViewImpl(); viewImpl->m_type = ResourceViewImpl::Type::UAV; viewImpl->m_uav = uav; *outView = viewImpl.detach(); return SLANG_OK; } break; case ResourceView::Type::ShaderResource: { D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvDesc.Format = D3DUtil::getMapFormat(desc.format); srvDesc.Buffer.FirstElement = 0; if(resourceDesc.elementSize) { srvDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes / resourceDesc.elementSize); } else if(desc.format == Format::Unknown) { // We need to switch to a different member of the `union`, // so that we can set the `BufferEx.Flags` member. // srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX; // Because we've switched, we need to re-set the `FirstElement` // field to be valid, since we can't count on all compilers // to respect that `Buffer.FirstElement` and `BufferEx.FirstElement` // alias in memory. // srvDesc.BufferEx.FirstElement = 0; srvDesc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW; srvDesc.Format = DXGI_FORMAT_R32_TYPELESS; srvDesc.BufferEx.NumElements = UINT(resourceDesc.sizeInBytes / 4); } else { srvDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes / RendererUtil::getFormatSize(desc.format)); } ComPtr srv; SLANG_RETURN_ON_FAIL(m_device->CreateShaderResourceView(resourceImpl->m_buffer, &srvDesc, srv.writeRef())); RefPtr viewImpl = new ShaderResourceViewImpl(); viewImpl->m_type = ResourceViewImpl::Type::SRV; viewImpl->m_srv = srv; *outView = viewImpl.detach(); return SLANG_OK; } break; } } Result D3D11Renderer::createInputLayout(const InputElementDesc* inputElementsIn, UInt inputElementCount, InputLayout** outLayout) { 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: case Format::RGBA_Unorm_UInt8: 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 SLANG_FAIL; } 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 vertexShaderBlob; SLANG_RETURN_ON_FAIL(D3DUtil::compileHLSLShader("inputLayout", hlslBuffer, "main", "vs_5_0", vertexShaderBlob)); ComPtr inputLayout; SLANG_RETURN_ON_FAIL(m_device->CreateInputLayout(&inputElements[0], (UINT)inputElementCount, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), inputLayout.writeRef())); RefPtr impl = new InputLayoutImpl; impl->m_layout.swap(inputLayout); *outLayout = impl.detach(); return SLANG_OK; } void* D3D11Renderer::map(BufferResource* bufferIn, MapFlavor flavor) { BufferResourceImpl* bufferResource = static_cast(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(bufferIn); ID3D11Buffer* buffer = (bufferResource->m_mapFlavor == MapFlavor::HostRead) ? bufferResource->m_staging : bufferResource->m_buffer; m_immediateContext->Unmap(buffer, 0); } #if 0 void D3D11Renderer::setInputLayout(InputLayout* inputLayoutIn) { auto inputLayout = static_cast(inputLayoutIn); m_immediateContext->IASetInputLayout(inputLayout->m_layout); } #endif 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::setIndexBuffer(BufferResource* buffer, Format indexFormat, UInt offset) { DXGI_FORMAT dxFormat = D3DUtil::getMapFormat(indexFormat); m_immediateContext->IASetIndexBuffer(((BufferResourceImpl*)buffer)->m_buffer, dxFormat, UINT(offset)); } void D3D11Renderer::setDepthStencilTarget(ResourceView* depthStencilView) { m_dsvBinding = ((DepthStencilViewImpl*) depthStencilView)->m_dsv; m_targetBindingsDirty[int(PipelineType::Graphics)] = true; } void D3D11Renderer::setViewports(UInt count, Viewport const* viewports) { static const int kMaxViewports = D3D11_VIEWPORT_AND_SCISSORRECT_MAX_INDEX + 1; assert(count <= kMaxViewports); D3D11_VIEWPORT dxViewports[kMaxViewports]; for(UInt ii = 0; ii < count; ++ii) { auto& inViewport = viewports[ii]; auto& dxViewport = dxViewports[ii]; dxViewport.TopLeftX = inViewport.originX; dxViewport.TopLeftY = inViewport.originY; dxViewport.Width = inViewport.extentX; dxViewport.Height = inViewport.extentY; dxViewport.MinDepth = inViewport.minZ; dxViewport.MaxDepth = inViewport.maxZ; } m_immediateContext->RSSetViewports(UINT(count), dxViewports); } void D3D11Renderer::setScissorRects(UInt count, ScissorRect const* rects) { static const int kMaxScissorRects = D3D11_VIEWPORT_AND_SCISSORRECT_MAX_INDEX + 1; assert(count <= kMaxScissorRects); D3D11_RECT dxRects[kMaxScissorRects]; for(UInt ii = 0; ii < count; ++ii) { auto& inRect = rects[ii]; auto& dxRect = dxRects[ii]; dxRect.left = LONG(inRect.minX); dxRect.top = LONG(inRect.minY); dxRect.right = LONG(inRect.maxX); dxRect.bottom = LONG(inRect.maxY); } m_immediateContext->RSSetScissorRects(UINT(count), dxRects); } void D3D11Renderer::setPipelineState(PipelineType pipelineType, PipelineState* state) { switch(pipelineType) { default: break; case PipelineType::Graphics: { auto stateImpl = (GraphicsPipelineStateImpl*) state; auto programImpl = stateImpl->m_program; // TODO: We could conceivably do some lightweight state // differencing here (e.g., check if `programImpl` is the // same as the program that is currently bound). // // It isn't clear how much that would pay off given that // the D3D11 runtime seems to do its own state diffing. // IA m_immediateContext->IASetInputLayout(stateImpl->m_inputLayout->m_layout); // VS m_immediateContext->VSSetShader(programImpl->m_vertexShader, nullptr, 0); // HS // DS // GS // RS m_immediateContext->RSSetState(stateImpl->m_rasterizerState); // PS m_immediateContext->PSSetShader(programImpl->m_pixelShader, nullptr, 0); // OM m_immediateContext->OMSetBlendState(stateImpl->m_blendState, stateImpl->m_blendColor, stateImpl->m_sampleMask); m_immediateContext->OMSetDepthStencilState(stateImpl->m_depthStencilState, stateImpl->m_stencilRef); m_currentGraphicsState = stateImpl; } break; case PipelineType::Compute: { auto stateImpl = (ComputePipelineStateImpl*) state; auto programImpl = stateImpl->m_program; // CS m_immediateContext->CSSetShader(programImpl->m_computeShader, nullptr, 0); m_currentComputeState = stateImpl; } break; } /// ... } void D3D11Renderer::draw(UInt vertexCount, UInt startVertex) { _flushGraphicsState(); m_immediateContext->Draw((UINT)vertexCount, (UINT)startVertex); } void D3D11Renderer::drawIndexed(UInt indexCount, UInt startIndex, UInt baseVertex) { _flushGraphicsState(); m_immediateContext->DrawIndexed((UINT)indexCount, (UINT)startIndex, (INT)baseVertex); } Result D3D11Renderer::createProgram(const ShaderProgram::Desc& desc, ShaderProgram** outProgram) { if (desc.pipelineType == PipelineType::Compute) { auto computeKernel = desc.findKernel(StageType::Compute); ComPtr computeShader; SLANG_RETURN_ON_FAIL(m_device->CreateComputeShader(computeKernel->codeBegin, computeKernel->getCodeSize(), nullptr, computeShader.writeRef())); RefPtr shaderProgram = new ShaderProgramImpl(); shaderProgram->m_computeShader.swap(computeShader); *outProgram = shaderProgram.detach(); return SLANG_OK; } else { auto vertexKernel = desc.findKernel(StageType::Vertex); auto fragmentKernel = desc.findKernel(StageType::Fragment); ComPtr vertexShader; ComPtr pixelShader; SLANG_RETURN_ON_FAIL(m_device->CreateVertexShader(vertexKernel->codeBegin, vertexKernel->getCodeSize(), nullptr, vertexShader.writeRef())); SLANG_RETURN_ON_FAIL(m_device->CreatePixelShader(fragmentKernel->codeBegin, fragmentKernel->getCodeSize(), nullptr, pixelShader.writeRef())); RefPtr shaderProgram = new ShaderProgramImpl(); shaderProgram->m_vertexShader.swap(vertexShader); shaderProgram->m_pixelShader.swap(pixelShader); *outProgram = shaderProgram.detach(); return SLANG_OK; } } static D3D11_STENCIL_OP translateStencilOp(StencilOp op) { switch(op) { default: // TODO: need to report failures return D3D11_STENCIL_OP_KEEP; #define CASE(FROM, TO) \ case StencilOp::FROM: return D3D11_STENCIL_OP_##TO CASE(Keep, KEEP); CASE(Zero, ZERO); CASE(Replace, REPLACE); CASE(IncrementSaturate, INCR_SAT); CASE(DecrementSaturate, DECR_SAT); CASE(Invert, INVERT); CASE(IncrementWrap, INCR); CASE(DecrementWrap, DECR); #undef CASE } } static D3D11_FILL_MODE translateFillMode(FillMode mode) { switch(mode) { default: // TODO: need to report failures return D3D11_FILL_SOLID; case FillMode::Solid: return D3D11_FILL_SOLID; case FillMode::Wireframe: return D3D11_FILL_WIREFRAME; } } static D3D11_CULL_MODE translateCullMode(CullMode mode) { switch(mode) { default: // TODO: need to report failures return D3D11_CULL_NONE; case CullMode::None: return D3D11_CULL_NONE; case CullMode::Back: return D3D11_CULL_BACK; case CullMode::Front: return D3D11_CULL_FRONT; } } bool isBlendDisabled(AspectBlendDesc const& desc) { return desc.op == BlendOp::Add && desc.srcFactor == BlendFactor::One && desc.dstFactor == BlendFactor::Zero; } bool isBlendDisabled(TargetBlendDesc const& desc) { return isBlendDisabled(desc.color) && isBlendDisabled(desc.alpha); } D3D11_BLEND_OP translateBlendOp(BlendOp op) { switch(op) { default: assert(!"unimplemented"); return (D3D11_BLEND_OP) -1; #define CASE(FROM, TO) case BlendOp::FROM: return D3D11_BLEND_OP_##TO CASE(Add, ADD); CASE(Subtract, SUBTRACT); CASE(ReverseSubtract, REV_SUBTRACT); CASE(Min, MIN); CASE(Max, MAX); #undef CASE } } D3D11_BLEND translateBlendFactor(BlendFactor factor) { switch(factor) { default: assert(!"unimplemented"); return (D3D11_BLEND) -1; #define CASE(FROM, TO) case BlendFactor::FROM: return D3D11_BLEND_##TO CASE(Zero, ZERO); CASE(One, ONE); CASE(SrcColor, SRC_COLOR); CASE(InvSrcColor, INV_SRC_COLOR); CASE(SrcAlpha, SRC_ALPHA); CASE(InvSrcAlpha, INV_SRC_ALPHA); CASE(DestAlpha, DEST_ALPHA); CASE(InvDestAlpha, INV_DEST_ALPHA); CASE(DestColor, DEST_COLOR); CASE(InvDestColor, INV_DEST_ALPHA); CASE(SrcAlphaSaturate, SRC_ALPHA_SAT); CASE(BlendColor, BLEND_FACTOR); CASE(InvBlendColor, INV_BLEND_FACTOR); CASE(SecondarySrcColor, SRC1_COLOR); CASE(InvSecondarySrcColor, INV_SRC1_COLOR); CASE(SecondarySrcAlpha, SRC1_ALPHA); CASE(InvSecondarySrcAlpha, INV_SRC1_ALPHA); #undef CASE } } D3D11_COLOR_WRITE_ENABLE translateRenderTargetWriteMask(RenderTargetWriteMaskT mask) { UINT result = 0; #define CASE(FROM, TO) if(mask & RenderTargetWriteMask::Enable##FROM) result |= D3D11_COLOR_WRITE_ENABLE_##TO CASE(Red, RED); CASE(Green, GREEN); CASE(Blue, BLUE); CASE(Alpha, ALPHA); #undef CASE return D3D11_COLOR_WRITE_ENABLE(result); } Result D3D11Renderer::createGraphicsPipelineState(const GraphicsPipelineStateDesc& desc, PipelineState** outState) { auto programImpl = (ShaderProgramImpl*) desc.program; ComPtr depthStencilState; { D3D11_DEPTH_STENCIL_DESC dsDesc; dsDesc.DepthEnable = desc.depthStencil.depthTestEnable; dsDesc.DepthWriteMask = desc.depthStencil.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; dsDesc.DepthFunc = translateComparisonFunc(desc.depthStencil.depthFunc); dsDesc.StencilEnable = desc.depthStencil.stencilEnable; dsDesc.StencilReadMask = desc.depthStencil.stencilReadMask; dsDesc.StencilWriteMask = desc.depthStencil.stencilWriteMask; #define FACE(DST, SRC) \ dsDesc.DST.StencilFailOp = translateStencilOp( desc.depthStencil.SRC.stencilFailOp); \ dsDesc.DST.StencilDepthFailOp = translateStencilOp( desc.depthStencil.SRC.stencilDepthFailOp); \ dsDesc.DST.StencilPassOp = translateStencilOp( desc.depthStencil.SRC.stencilPassOp); \ dsDesc.DST.StencilFunc = translateComparisonFunc(desc.depthStencil.SRC.stencilFunc); \ /* end */ FACE(FrontFace, frontFace); FACE(BackFace, backFace); SLANG_RETURN_ON_FAIL(m_device->CreateDepthStencilState( &dsDesc, depthStencilState.writeRef())); } ComPtr rasterizerState; { D3D11_RASTERIZER_DESC rsDesc; rsDesc.FillMode = translateFillMode(desc.rasterizer.fillMode); rsDesc.CullMode = translateCullMode(desc.rasterizer.cullMode); rsDesc.FrontCounterClockwise = desc.rasterizer.frontFace == FrontFaceMode::Clockwise; rsDesc.DepthBias = desc.rasterizer.depthBias; rsDesc.DepthBiasClamp = desc.rasterizer.depthBiasClamp; rsDesc.SlopeScaledDepthBias = desc.rasterizer.slopeScaledDepthBias; rsDesc.DepthClipEnable = desc.rasterizer.depthClipEnable; rsDesc.ScissorEnable = desc.rasterizer.scissorEnable; rsDesc.MultisampleEnable = desc.rasterizer.multisampleEnable; rsDesc.AntialiasedLineEnable = desc.rasterizer.antialiasedLineEnable; SLANG_RETURN_ON_FAIL(m_device->CreateRasterizerState( &rsDesc, rasterizerState.writeRef())); } ComPtr blendState; { auto& srcDesc = desc.blend; D3D11_BLEND_DESC dstDesc = {}; TargetBlendDesc defaultTargetBlendDesc; static const UInt kMaxTargets = D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; if(srcDesc.targetCount > kMaxTargets) return SLANG_FAIL; for(UInt ii = 0; ii < kMaxTargets; ++ii) { TargetBlendDesc const* srcTargetBlendDescPtr = nullptr; if(ii < srcDesc.targetCount) { srcTargetBlendDescPtr = &srcDesc.targets[ii]; } else if(srcDesc.targetCount == 0) { srcTargetBlendDescPtr = &defaultTargetBlendDesc; } else { srcTargetBlendDescPtr = &srcDesc.targets[srcDesc.targetCount-1]; } auto& srcTargetBlendDesc = *srcTargetBlendDescPtr; auto& dstTargetBlendDesc = dstDesc.RenderTarget[ii]; if(isBlendDisabled(srcTargetBlendDesc)) { dstTargetBlendDesc.BlendEnable = false; dstTargetBlendDesc.BlendOp = D3D11_BLEND_OP_ADD; dstTargetBlendDesc.BlendOpAlpha = D3D11_BLEND_OP_ADD; dstTargetBlendDesc.SrcBlend = D3D11_BLEND_ONE; dstTargetBlendDesc.SrcBlendAlpha = D3D11_BLEND_ONE; dstTargetBlendDesc.DestBlend = D3D11_BLEND_ZERO; dstTargetBlendDesc.DestBlendAlpha = D3D11_BLEND_ZERO; } else { dstTargetBlendDesc.BlendEnable = true; dstTargetBlendDesc.BlendOp = translateBlendOp(srcTargetBlendDesc.color.op); dstTargetBlendDesc.BlendOpAlpha = translateBlendOp(srcTargetBlendDesc.alpha.op); dstTargetBlendDesc.SrcBlend = translateBlendFactor(srcTargetBlendDesc.color.srcFactor); dstTargetBlendDesc.SrcBlendAlpha = translateBlendFactor(srcTargetBlendDesc.alpha.srcFactor); dstTargetBlendDesc.DestBlend = translateBlendFactor(srcTargetBlendDesc.color.dstFactor); dstTargetBlendDesc.DestBlendAlpha = translateBlendFactor(srcTargetBlendDesc.alpha.dstFactor); } dstTargetBlendDesc.RenderTargetWriteMask = translateRenderTargetWriteMask(srcTargetBlendDesc.writeMask); } dstDesc.IndependentBlendEnable = srcDesc.targetCount > 1; dstDesc.AlphaToCoverageEnable = srcDesc.alphaToCoverateEnable; SLANG_RETURN_ON_FAIL(m_device->CreateBlendState( &dstDesc, blendState.writeRef())); } RefPtr state = new GraphicsPipelineStateImpl(); state->m_program = programImpl; state->m_stencilRef = desc.depthStencil.stencilRef; state->m_depthStencilState = depthStencilState; state->m_rasterizerState = rasterizerState; state->m_blendState = blendState; state->m_pipelineLayout = (PipelineLayoutImpl*) desc.pipelineLayout; state->m_inputLayout = (InputLayoutImpl*) desc.inputLayout; state->m_rtvCount = UINT(desc.renderTargetCount); state->m_blendColor[0] = 0; state->m_blendColor[1] = 0; state->m_blendColor[2] = 0; state->m_blendColor[3] = 0; state->m_sampleMask = 0xFFFFFFFF; *outState = state.detach(); return SLANG_OK; } Result D3D11Renderer::createComputePipelineState(const ComputePipelineStateDesc& desc, PipelineState** outState) { auto programImpl = (ShaderProgramImpl*) desc.program; auto pipelineLayoutImpl = (PipelineLayoutImpl*) desc.pipelineLayout; RefPtr state = new ComputePipelineStateImpl(); state->m_program = programImpl; state->m_pipelineLayout = pipelineLayoutImpl; *outState = state.detach(); return SLANG_OK; } void D3D11Renderer::dispatchCompute(int x, int y, int z) { _flushComputeState(); m_immediateContext->Dispatch(x, y, z); } Result D3D11Renderer::createDescriptorSetLayout(const DescriptorSetLayout::Desc& desc, DescriptorSetLayout** outLayout) { RefPtr descriptorSetLayoutImpl = new DescriptorSetLayoutImpl(); UInt counts[int(D3D11DescriptorSlotType::CountOf)] = { 0, }; UInt rangeCount = desc.slotRangeCount; for(UInt rr = 0; rr < rangeCount; ++rr) { auto rangeDesc = desc.slotRanges[rr]; DescriptorSetLayoutImpl::RangeInfo rangeInfo; switch(rangeDesc.type) { default: assert(!"invalid slot type"); return SLANG_FAIL; case DescriptorSlotType::Sampler: rangeInfo.type = D3D11DescriptorSlotType::Sampler; break; case DescriptorSlotType::CombinedImageSampler: rangeInfo.type = D3D11DescriptorSlotType::CombinedTextureSampler; break; case DescriptorSlotType::UniformBuffer: case DescriptorSlotType::DynamicUniformBuffer: rangeInfo.type = D3D11DescriptorSlotType::ConstantBuffer; break; case DescriptorSlotType::SampledImage: case DescriptorSlotType::UniformTexelBuffer: case DescriptorSlotType::InputAttachment: rangeInfo.type = D3D11DescriptorSlotType::ShaderResourceView; break; case DescriptorSlotType::StorageImage: case DescriptorSlotType::StorageTexelBuffer: case DescriptorSlotType::StorageBuffer: case DescriptorSlotType::DynamicStorageBuffer: rangeInfo.type = D3D11DescriptorSlotType::UnorderedAccessView; break; } if(rangeInfo.type == D3D11DescriptorSlotType::CombinedTextureSampler) { auto srvTypeIndex = int(D3D11DescriptorSlotType::ShaderResourceView); auto samplerTypeIndex = int(D3D11DescriptorSlotType::Sampler); rangeInfo.arrayIndex = counts[srvTypeIndex]; rangeInfo.pairedSamplerArrayIndex = counts[samplerTypeIndex]; counts[srvTypeIndex] += rangeDesc.count; counts[samplerTypeIndex] += rangeDesc.count; } else { auto typeIndex = int(rangeInfo.type); rangeInfo.arrayIndex = counts[typeIndex]; counts[typeIndex] += rangeDesc.count; } descriptorSetLayoutImpl->m_ranges.add(rangeInfo); } for(int ii = 0; ii < int(D3D11DescriptorSlotType::CountOf); ++ii) { descriptorSetLayoutImpl->m_counts[ii] = counts[ii]; } *outLayout = descriptorSetLayoutImpl.detach(); return SLANG_OK; } Result D3D11Renderer::createPipelineLayout(const PipelineLayout::Desc& desc, PipelineLayout** outLayout) { RefPtr pipelineLayoutImpl = new PipelineLayoutImpl(); UInt counts[int(D3D11DescriptorSlotType::CountOf)] = { 0, }; UInt setCount = desc.descriptorSetCount; for(UInt ii = 0; ii < setCount; ++ii) { auto setDesc = desc.descriptorSets[ii]; PipelineLayoutImpl::DescriptorSetInfo setInfo; setInfo.layout = (DescriptorSetLayoutImpl*) setDesc.layout; for(int jj = 0; jj < int(D3D11DescriptorSlotType::CountOf); ++jj) { setInfo.baseIndices[jj] = counts[jj]; counts[jj] += setInfo.layout->m_counts[jj]; } pipelineLayoutImpl->m_descriptorSets.add(setInfo); } pipelineLayoutImpl->m_uavCount = UINT(counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]); *outLayout = pipelineLayoutImpl.detach(); return SLANG_OK; } Result D3D11Renderer::createDescriptorSet(DescriptorSetLayout* layout, DescriptorSet** outDescriptorSet) { auto layoutImpl = (DescriptorSetLayoutImpl*)layout; RefPtr descriptorSetImpl = new DescriptorSetImpl(); descriptorSetImpl->m_layout = layoutImpl; descriptorSetImpl->m_cbs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ConstantBuffer)]); descriptorSetImpl->m_srvs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ShaderResourceView)]); descriptorSetImpl->m_uavs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]); descriptorSetImpl->m_samplers.setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::Sampler)]); *outDescriptorSet = descriptorSetImpl.detach(); return SLANG_OK; } #if 0 BindingState* D3D11Renderer::createBindingState(const BindingState::Desc& bindingStateDesc) { RefPtr 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(srcBinding.resource.Ptr()); const BufferResource::Desc& desc = 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(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(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.getBuffer()->readRef(), m_depthStencilView, 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(state); } #endif void D3D11Renderer::_flushGraphicsState() { auto pipelineType = int(PipelineType::Graphics); if(m_targetBindingsDirty[pipelineType]) { m_targetBindingsDirty[pipelineType] = false; auto pipelineState = m_currentGraphicsState.Ptr(); auto rtvCount = pipelineState->m_rtvCount; auto uavCount = pipelineState->m_pipelineLayout->m_uavCount; m_immediateContext->OMSetRenderTargetsAndUnorderedAccessViews( rtvCount, m_rtvBindings[0].readRef(), m_dsvBinding, rtvCount, uavCount, m_uavBindings[pipelineType][0].readRef(), nullptr); } } void D3D11Renderer::_flushComputeState() { auto pipelineType = int(PipelineType::Compute); if(m_targetBindingsDirty[pipelineType]) { m_targetBindingsDirty[pipelineType] = false; auto pipelineState = m_currentComputeState.Ptr(); auto uavCount = pipelineState->m_pipelineLayout->m_uavCount; m_immediateContext->CSSetUnorderedAccessViews( 0, uavCount, m_uavBindings[pipelineType][0].readRef(), nullptr); } } void D3D11Renderer::DescriptorSetImpl::setConstantBuffer(UInt range, UInt index, BufferResource* buffer) { auto bufferImpl = (BufferResourceImpl*) buffer; auto& rangeInfo = m_layout->m_ranges[range]; assert(rangeInfo.type == D3D11DescriptorSlotType::ConstantBuffer); m_cbs[rangeInfo.arrayIndex + index] = bufferImpl->m_buffer; } void D3D11Renderer::DescriptorSetImpl::setResource(UInt range, UInt index, ResourceView* view) { auto viewImpl = (ResourceViewImpl*)view; auto& rangeInfo = m_layout->m_ranges[range]; switch (rangeInfo.type) { case D3D11DescriptorSlotType::ShaderResourceView: { assert(viewImpl->m_type == ResourceViewImpl::Type::SRV); auto srvImpl = (ShaderResourceViewImpl*)viewImpl; m_srvs[rangeInfo.arrayIndex + index] = srvImpl->m_srv; } break; case D3D11DescriptorSlotType::UnorderedAccessView: { assert(viewImpl->m_type == ResourceViewImpl::Type::UAV); auto uavImpl = (UnorderedAccessViewImpl*)viewImpl; m_uavs[rangeInfo.arrayIndex + index] = uavImpl->m_uav; } break; default: assert(!"invalid to bind a resource view to this descriptor range"); break; } } void D3D11Renderer::DescriptorSetImpl::setSampler(UInt range, UInt index, SamplerState* sampler) { auto samplerImpl = (SamplerStateImpl*) sampler; auto& rangeInfo = m_layout->m_ranges[range]; assert(rangeInfo.type == D3D11DescriptorSlotType::Sampler); m_samplers[rangeInfo.arrayIndex + index] = samplerImpl->m_sampler; } void D3D11Renderer::DescriptorSetImpl::setCombinedTextureSampler( UInt range, UInt index, ResourceView* textureView, SamplerState* sampler) { auto viewImpl = (ResourceViewImpl*) textureView; auto samplerImpl = (SamplerStateImpl*)sampler; auto& rangeInfo = m_layout->m_ranges[range]; assert(rangeInfo.type == D3D11DescriptorSlotType::CombinedTextureSampler); assert(viewImpl->m_type == ResourceViewImpl::Type::SRV); auto srvImpl = (ShaderResourceViewImpl*)viewImpl; m_srvs[rangeInfo.arrayIndex + index] = srvImpl->m_srv; m_samplers[rangeInfo.arrayIndex + index] = samplerImpl->m_sampler; // TODO: need a place to bind the matching sampler... m_srvs[rangeInfo.pairedSamplerArrayIndex + index] = srvImpl->m_srv; } void D3D11Renderer::setDescriptorSet(PipelineType pipelineType, PipelineLayout* layout, UInt index, DescriptorSet* descriptorSet) { auto pipelineLayoutImpl = (PipelineLayoutImpl*)layout; auto descriptorSetImpl = (DescriptorSetImpl*) descriptorSet; auto descriptorSetLayoutImpl = descriptorSetImpl->m_layout; auto& setInfo = pipelineLayoutImpl->m_descriptorSets[index]; // Note: `setInfo->layout` and `descriptorSetLayoutImpl` need to be compatible // TODO: If/when we add per-stage visibility masks, it would be best to organize // this as a loop over stages, so that we only do the binding that is required // for each stage. { const int slotType = int(D3D11DescriptorSlotType::ConstantBuffer); const UINT slotCount = UINT(setInfo.layout->m_counts[slotType]); if(slotCount) { const UINT startSlot = UINT(setInfo.baseIndices[slotType]); auto cbs = descriptorSetImpl->m_cbs[0].readRef(); m_immediateContext->VSSetConstantBuffers(startSlot, slotCount, cbs); // ... m_immediateContext->PSSetConstantBuffers(startSlot, slotCount, cbs); m_immediateContext->CSSetConstantBuffers(startSlot, slotCount, cbs); } } { const int slotType = int(D3D11DescriptorSlotType::ShaderResourceView); const UINT slotCount = UINT(setInfo.layout->m_counts[slotType]); if(slotCount) { const UINT startSlot = UINT(setInfo.baseIndices[slotType]); auto srvs = descriptorSetImpl->m_srvs[0].readRef(); m_immediateContext->VSSetShaderResources(startSlot, slotCount, srvs); // ... m_immediateContext->PSSetShaderResources(startSlot, slotCount, srvs); m_immediateContext->CSSetShaderResources(startSlot, slotCount, srvs); } } { const int slotType = int(D3D11DescriptorSlotType::Sampler); const UINT slotCount = UINT(setInfo.layout->m_counts[slotType]); if(slotCount) { const UINT startSlot = UINT(setInfo.baseIndices[slotType]); auto samplers = descriptorSetImpl->m_samplers[0].readRef(); m_immediateContext->VSSetSamplers(startSlot, slotCount, samplers); // ... m_immediateContext->PSSetSamplers(startSlot, slotCount, samplers); m_immediateContext->CSSetSamplers(startSlot, slotCount, samplers); } } { // Note: UAVs are handled differently from other bindings, because // D3D11 requires all UAVs to be set with a single call, rather // than allowing incremental updates. We will therefore shadow // the UAV bindings with `m_uavBindings` and then flush them // as needed right before a draw/dispatch. // const int slotType = int(D3D11DescriptorSlotType::UnorderedAccessView); const UInt slotCount = setInfo.layout->m_counts[slotType]; if(slotCount) { UInt startSlot = setInfo.baseIndices[slotType]; auto uavs = descriptorSetImpl->m_uavs[0].readRef(); for(UINT ii = 0; ii < slotCount; ++ii) { m_uavBindings[int(pipelineType)][startSlot + ii] = uavs[ii]; } m_targetBindingsDirty[int(pipelineType)] = true; } } } } // renderer_test