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// d3d11-helper-functions.cpp
#include "d3d11-helper-functions.h"
#include "d3d11-device.h"
namespace gfx
{
using namespace Slang;
namespace d3d11
{
bool isSupportedNVAPIOp(IUnknown* dev, uint32_t op)
{
#ifdef GFX_NVAPI
{
bool isSupported;
NvAPI_Status status =
NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(dev, NvU32(op), &isSupported);
return status == NVAPI_OK && isSupported;
}
#else
return false;
#endif
}
D3D11_BIND_FLAG calcResourceFlag(ResourceState state)
{
switch (state)
{
case ResourceState::VertexBuffer:
return D3D11_BIND_VERTEX_BUFFER;
case ResourceState::IndexBuffer:
return D3D11_BIND_INDEX_BUFFER;
case ResourceState::ConstantBuffer:
return D3D11_BIND_CONSTANT_BUFFER;
case ResourceState::StreamOutput:
return D3D11_BIND_STREAM_OUTPUT;
case ResourceState::RenderTarget:
return D3D11_BIND_RENDER_TARGET;
case ResourceState::DepthRead:
case ResourceState::DepthWrite:
return D3D11_BIND_DEPTH_STENCIL;
case ResourceState::UnorderedAccess:
return D3D11_BIND_UNORDERED_ACCESS;
case ResourceState::ShaderResource:
case ResourceState::PixelShaderResource:
case ResourceState::NonPixelShaderResource:
return D3D11_BIND_SHADER_RESOURCE;
default:
return D3D11_BIND_FLAG(0);
}
}
int _calcResourceBindFlags(ResourceStateSet allowedStates)
{
int dstFlags = 0;
for (uint32_t i = 0; i < (uint32_t)ResourceState::_Count; i++)
{
auto state = (ResourceState)i;
if (allowedStates.contains(state))
dstFlags |= calcResourceFlag(state);
}
return dstFlags;
}
int _calcResourceAccessFlags(MemoryType memType)
{
switch (memType)
{
case MemoryType::DeviceLocal:
return 0;
case MemoryType::ReadBack:
return D3D11_CPU_ACCESS_READ;
case MemoryType::Upload:
return D3D11_CPU_ACCESS_WRITE;
default:
assert(!"Invalid flags");
return 0;
}
}
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
}
}
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
}
}
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
}
}
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;
}
}
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);
}
void initSrvDesc(
IResource::Type resourceType,
const ITextureResource::Desc& textureDesc,
DXGI_FORMAT pixelFormat,
D3D11_SHADER_RESOURCE_VIEW_DESC& descOut)
{
// create SRV
descOut = D3D11_SHADER_RESOURCE_VIEW_DESC();
descOut.Format =
(pixelFormat == DXGI_FORMAT_UNKNOWN)
? D3DUtil::calcFormat(D3DUtil::USAGE_SRV, D3DUtil::getMapFormat(textureDesc.format))
: pixelFormat;
const int arraySize = calcEffectiveArraySize(textureDesc);
if (arraySize <= 1)
{
switch (textureDesc.type)
{
case IResource::Type::Texture1D:
descOut.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
break;
case IResource::Type::Texture2D:
descOut.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
break;
case IResource::Type::Texture3D:
descOut.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
break;
default:
assert(!"Unknown dimension");
}
descOut.Texture2D.MipLevels = textureDesc.numMipLevels;
descOut.Texture2D.MostDetailedMip = 0;
}
else if (resourceType == IResource::Type::TextureCube)
{
if (textureDesc.arraySize > 1)
{
descOut.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
descOut.TextureCubeArray.NumCubes = textureDesc.arraySize;
descOut.TextureCubeArray.First2DArrayFace = 0;
descOut.TextureCubeArray.MipLevels = textureDesc.numMipLevels;
descOut.TextureCubeArray.MostDetailedMip = 0;
}
else
{
descOut.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
descOut.TextureCube.MipLevels = textureDesc.numMipLevels;
descOut.TextureCube.MostDetailedMip = 0;
}
}
else
{
assert(textureDesc.size.depth > 1 || arraySize > 1);
switch (textureDesc.type)
{
case IResource::Type::Texture1D:
descOut.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1DARRAY;
break;
case IResource::Type::Texture2D:
descOut.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
break;
case IResource::Type::Texture3D:
descOut.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
break;
default:
assert(!"Unknown dimension");
}
descOut.Texture2DArray.ArraySize = std::max(textureDesc.size.depth, arraySize);
descOut.Texture2DArray.MostDetailedMip = 0;
descOut.Texture2DArray.MipLevels = textureDesc.numMipLevels;
descOut.Texture2DArray.FirstArraySlice = 0;
}
}
} // namespace d3d11
Result SLANG_MCALL getD3D11Adapters(List<AdapterInfo>& outAdapters)
{
List<ComPtr<IDXGIAdapter>> dxgiAdapters;
SLANG_RETURN_ON_FAIL(
D3DUtil::findAdapters(DeviceCheckFlag::UseHardwareDevice, nullptr, dxgiAdapters));
outAdapters.clear();
for (const auto& dxgiAdapter : dxgiAdapters)
{
DXGI_ADAPTER_DESC desc;
dxgiAdapter->GetDesc(&desc);
AdapterInfo info = {};
auto name = String::fromWString(desc.Description);
memcpy(
info.name,
name.getBuffer(),
Math::Min(name.getLength(), (Index)sizeof(AdapterInfo::name) - 1));
info.vendorID = desc.VendorId;
info.deviceID = desc.DeviceId;
info.luid = D3DUtil::getAdapterLUID(dxgiAdapter);
outAdapters.add(info);
}
return SLANG_OK;
}
Result SLANG_MCALL createD3D11Device(const IDevice::Desc* desc, IDevice** outDevice)
{
RefPtr<d3d11::DeviceImpl> result = new d3d11::DeviceImpl();
SLANG_RETURN_ON_FAIL(result->initialize(*desc));
returnComPtr(outDevice, result);
return SLANG_OK;
}
} // namespace gfx
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