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// d3d12-resource.cpp
#include "d3d12-resource.h"
namespace gfx
{
using namespace Slang;
/* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! D3D12BarrierSubmitter
* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
void D3D12BarrierSubmitter::_flush()
{
assert(m_numBarriers > 0);
if (m_commandList)
{
m_commandList->ResourceBarrier(UINT(m_numBarriers), m_barriers);
}
m_numBarriers = 0;
}
D3D12_RESOURCE_BARRIER& D3D12BarrierSubmitter::_expandOne()
{
_flush();
return m_barriers[m_numBarriers++];
}
void D3D12BarrierSubmitter::transition(
ID3D12Resource* resource,
D3D12_RESOURCE_STATES prevState,
D3D12_RESOURCE_STATES nextState)
{
if (nextState != prevState)
{
D3D12_RESOURCE_BARRIER& barrier = expandOne();
const UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
const D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
::memset(&barrier, 0, sizeof(barrier));
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = flags;
barrier.Transition.pResource = resource;
barrier.Transition.StateBefore = prevState;
barrier.Transition.StateAfter = nextState;
barrier.Transition.Subresource = subresource;
}
else
{
if (nextState == D3D12_RESOURCE_STATE_UNORDERED_ACCESS)
{
D3D12_RESOURCE_BARRIER& barrier = expandOne();
::memset(&barrier, 0, sizeof(barrier));
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.UAV.pResource = resource;
}
}
}
/* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! D3D12ResourceBase
* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
/* static */ DXGI_FORMAT
D3D12ResourceBase::calcFormat(D3DUtil::UsageType usage, ID3D12Resource* resource)
{
return resource ? D3DUtil::calcFormat(usage, resource->GetDesc().Format) : DXGI_FORMAT_UNKNOWN;
}
void D3D12ResourceBase::transition(
D3D12_RESOURCE_STATES oldState,
D3D12_RESOURCE_STATES nextState,
D3D12BarrierSubmitter& submitter)
{
// Transition only if there is a resource
if (m_resource && oldState != nextState)
{
submitter.transition(m_resource, oldState, nextState);
}
}
/* !!!!!!!!!!!!!!!!!!!!!!!!! D3D12Resource !!!!!!!!!!!!!!!!!!!!!!!! */
/* static */ void D3D12Resource::setDebugName(ID3D12Resource* resource, const char* name)
{
if (resource)
{
resource->SetName(String(name).toWString().begin());
}
}
void D3D12Resource::setDebugName(const char* name)
{
setDebugName(m_resource, name);
}
void D3D12Resource::setDebugName(const wchar_t* name)
{
if (m_resource)
{
m_resource->SetName(name);
}
}
void D3D12Resource::setResource(ID3D12Resource* resource)
{
if (resource != m_resource)
{
if (resource)
{
resource->AddRef();
}
if (m_resource)
{
m_resource->Release();
}
m_resource = resource;
}
}
void D3D12Resource::setResourceNull()
{
if (m_resource)
{
m_resource->Release();
m_resource = nullptr;
}
}
Result D3D12Resource::initCommitted(
ID3D12Device* device,
const D3D12_HEAP_PROPERTIES& heapProps,
D3D12_HEAP_FLAGS heapFlags,
const D3D12_RESOURCE_DESC& resourceDesc,
D3D12_RESOURCE_STATES initState,
const D3D12_CLEAR_VALUE* clearValue)
{
setResourceNull();
ComPtr<ID3D12Resource> resource;
SLANG_RETURN_ON_FAIL(device->CreateCommittedResource(
&heapProps,
heapFlags,
&resourceDesc,
initState,
clearValue,
IID_PPV_ARGS(resource.writeRef())));
setResource(resource);
return SLANG_OK;
}
ID3D12Resource* D3D12Resource::detach()
{
ID3D12Resource* resource = m_resource;
m_resource = nullptr;
return resource;
}
void D3D12Resource::swap(ComPtr<ID3D12Resource>& resourceInOut)
{
ID3D12Resource* tmp = m_resource;
m_resource = resourceInOut.detach();
resourceInOut.attach(tmp);
}
} // namespace gfx
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