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// d3d12-resource-views.cpp
#include "d3d12-resource-views.h"
#include "d3d12-device.h"

namespace gfx
{
namespace d3d12
{

using namespace Slang;

ResourceViewInternalImpl::~ResourceViewInternalImpl()
{
    if (m_descriptor.cpuHandle.ptr)
        m_allocator->free(m_descriptor);
    for (auto desc : m_mapBufferStrideToDescriptor)
    {
        m_allocator->free(desc.second);
    }
}

SlangResult createD3D12BufferDescriptor(
    BufferResourceImpl* buffer,
    BufferResourceImpl* counterBuffer,
    IResourceView::Desc const& desc,
    DeviceImpl* device,
    D3D12GeneralExpandingDescriptorHeap* descriptorHeap,
    D3D12Descriptor* outDescriptor)
{

    auto resourceImpl = (BufferResourceImpl*)buffer;
    auto resourceDesc = *resourceImpl->getDesc();
    const auto counterResourceImpl = static_cast<BufferResourceImpl*>(counterBuffer);

    switch (desc.type)
    {
    default:
        return SLANG_FAIL;

    case IResourceView::Type::UnorderedAccess:
    {
        D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
        uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
        uavDesc.Format = D3DUtil::getMapFormat(desc.format);
        uavDesc.Buffer.FirstElement = desc.bufferRange.firstElement;
        uint64_t viewSize = 0;
        if (desc.bufferElementSize)
        {
            uavDesc.Buffer.StructureByteStride = (UINT)desc.bufferElementSize;
            uavDesc.Buffer.NumElements =
                desc.bufferRange.elementCount == 0
                ? UINT(resourceDesc.sizeInBytes / desc.bufferElementSize)
                : (UINT)desc.bufferRange.elementCount;
            viewSize = (uint64_t)desc.bufferElementSize * uavDesc.Buffer.NumElements;
        }
        else if (desc.format == Format::Unknown)
        {
            uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
            uavDesc.Buffer.NumElements = desc.bufferRange.elementCount == 0
                ? UINT(resourceDesc.sizeInBytes / 4)
                : UINT(desc.bufferRange.elementCount / 4);
            uavDesc.Buffer.Flags |= D3D12_BUFFER_UAV_FLAG_RAW;
            viewSize = 4ull * uavDesc.Buffer.NumElements;
        }
        else
        {
            FormatInfo sizeInfo;
            gfxGetFormatInfo(desc.format, &sizeInfo);
            assert(sizeInfo.pixelsPerBlock == 1);
            uavDesc.Buffer.NumElements =
                desc.bufferRange.elementCount == 0
                ? UINT(resourceDesc.sizeInBytes / sizeInfo.blockSizeInBytes)
                : (UINT)desc.bufferRange.elementCount;
            viewSize = (uint64_t)uavDesc.Buffer.NumElements * sizeInfo.blockSizeInBytes;
        }

        if (viewSize >= (1ull << 32) - 8)
        {
            // D3D12 does not support view descriptors that has size near 4GB.
            // We will not create actual SRV/UAVs for such large buffers.
            // However, a buffer this large can still be bound as root parameter.
            // So instead of failing, we quietly ignore descriptor creation.
            outDescriptor->cpuHandle.ptr = 0;
        }
        else
        {
            SLANG_RETURN_ON_FAIL(descriptorHeap->allocate(outDescriptor));
            device->m_device->CreateUnorderedAccessView(
                resourceImpl->m_resource,
                counterResourceImpl ? counterResourceImpl->m_resource.getResource() : nullptr,
                &uavDesc,
                outDescriptor->cpuHandle);
        }
    }
    break;

    case IResourceView::Type::ShaderResource:
    {
        D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
        srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
        srvDesc.Format = D3DUtil::getMapFormat(desc.format);
        srvDesc.Buffer.StructureByteStride = 0;
        srvDesc.Buffer.FirstElement = desc.bufferRange.firstElement;
        srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
        uint64_t viewSize = 0;
        if (desc.bufferElementSize)
        {
            srvDesc.Buffer.StructureByteStride = (UINT)desc.bufferElementSize;
            srvDesc.Buffer.NumElements =
                desc.bufferRange.elementCount == 0
                ? UINT(resourceDesc.sizeInBytes / desc.bufferElementSize)
                : (UINT)desc.bufferRange.elementCount;
            viewSize = (uint64_t)desc.bufferElementSize * srvDesc.Buffer.NumElements;
        }
        else if (desc.format == Format::Unknown)
        {
            srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
            srvDesc.Buffer.NumElements = desc.bufferRange.elementCount == 0
                ? UINT(resourceDesc.sizeInBytes / 4)
                : UINT(desc.bufferRange.elementCount / 4);
            srvDesc.Buffer.Flags |= D3D12_BUFFER_SRV_FLAG_RAW;
            viewSize = 4ull * srvDesc.Buffer.NumElements;
        }
        else
        {
            FormatInfo sizeInfo;
            gfxGetFormatInfo(desc.format, &sizeInfo);
            assert(sizeInfo.pixelsPerBlock == 1);
            srvDesc.Buffer.NumElements =
                desc.bufferRange.elementCount == 0
                ? UINT(resourceDesc.sizeInBytes / sizeInfo.blockSizeInBytes)
                : (UINT)desc.bufferRange.elementCount;
            viewSize = (uint64_t)srvDesc.Buffer.NumElements * sizeInfo.blockSizeInBytes;
        }
        if (viewSize >= (1ull << 32) - 8)
        {
            // D3D12 does not support view descriptors that has size near 4GB.
            // We will not create actual SRV/UAVs for such large buffers.
            // However, a buffer this large can still be bound as root parameter.
            // So instead of failing, we quietly ignore descriptor creation.
            outDescriptor->cpuHandle.ptr = 0;
        }
        else
        {
            SLANG_RETURN_ON_FAIL(descriptorHeap->allocate(outDescriptor));
            device->m_device->CreateShaderResourceView(
                resourceImpl->m_resource, &srvDesc, outDescriptor->cpuHandle);
        }
    }
    break;
    }
    return SLANG_OK;
}

SlangResult ResourceViewInternalImpl::getBufferDescriptorForBinding(
    DeviceImpl* device,
    ResourceViewImpl* view,
    uint32_t bufferStride,
    D3D12Descriptor& outDescriptor)
{
    // If stride is 0, just use the default descriptor.
    if (bufferStride == 0)
    {
        outDescriptor = m_descriptor;
        return SLANG_OK;
    }

    // Otherwise, look for an existing descriptor from the cache if it exists.
    if (auto descriptor = m_mapBufferStrideToDescriptor.tryGetValue(bufferStride))
    {
        outDescriptor = *descriptor;
        return SLANG_OK;
    }

    // We need to create and cache a d3d12 descriptor for the resource view that encodes
    // the given buffer stride.
    auto bufferResImpl = static_cast<BufferResourceImpl*>(view->m_resource.get());
    auto desc = view->m_desc;
    uint64_t bufferSize = 0;
    if (desc.bufferElementSize == 0)
    {
        // If buffer element size is 0, we assume the buffer range from original desc is in bytes.
        bufferSize = desc.bufferRange.elementCount;
        if (bufferSize == 0)
        {
            bufferSize = bufferResImpl->getDesc()->sizeInBytes - desc.bufferRange.firstElement;
        }
        desc.bufferElementSize = bufferStride;
        desc.bufferRange.firstElement /= bufferStride;
        desc.bufferRange.elementCount = bufferSize / bufferStride;
    }
    else
    {
        // If buffer element size is not 0, we assume the buffer range from original desc is in elements
        // of original stride.
        if (desc.bufferRange.elementCount == 0)
        {
            bufferSize = bufferResImpl->getDesc()->sizeInBytes - desc.bufferRange.firstElement * desc.bufferElementSize;
        }
        else
        {
            bufferSize = desc.bufferRange.elementCount * desc.bufferElementSize;
        }
        desc.bufferElementSize = bufferStride;
        desc.bufferRange.firstElement = desc.bufferRange.firstElement * desc.bufferElementSize / bufferStride;
        desc.bufferRange.elementCount = bufferSize / bufferStride;
    }
    SLANG_RETURN_ON_FAIL(createD3D12BufferDescriptor(
        bufferResImpl,
        static_cast<BufferResourceImpl*>(view->m_counterResource.get()),
        desc,
        device,
        m_allocator,
        &outDescriptor));
    m_mapBufferStrideToDescriptor[bufferStride] = outDescriptor;

    return SLANG_OK;
}

Result ResourceViewImpl::getNativeHandle(InteropHandle* outHandle)
{
    outHandle->api = InteropHandleAPI::D3D12CpuDescriptorHandle;
    outHandle->handleValue = m_descriptor.cpuHandle.ptr;
    return SLANG_OK;
}

#if SLANG_GFX_HAS_DXR_SUPPORT

DeviceAddress AccelerationStructureImpl::getDeviceAddress()
{
    return m_buffer->getDeviceAddress() + m_offset;
}

Result AccelerationStructureImpl::getNativeHandle(InteropHandle* outHandle)
{
    outHandle->api = InteropHandleAPI::DeviceAddress;
    outHandle->handleValue = getDeviceAddress();
    return SLANG_OK;
}

#endif // SLANG_GFX_HAS_DXR_SUPPORT

} // namespace d3d12
} // namespace gfx