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// immediate-renderer-base.h
#pragma once
// Provides shared implementation of public API objects for targets with
// an immediate mode execution context.
#include "renderer-shared.h"
namespace gfx
{
enum class MapFlavor
{
Unknown, ///< Unknown mapping type
HostRead,
HostWrite,
WriteDiscard,
};
class ImmediateCommandQueueBase : public ICommandQueue, public Slang::ComObject
{
public:
// Immediate device also holds a strong reference to an instance of `ImmediateCommandQueue`,
// forming a cyclic reference. Therefore we need a free-op here to break the cycle when
// the public reference count of the queue drops to 0.
SLANG_COM_OBJECT_IUNKNOWN_ALL
ICommandQueue* getInterface(const Slang::Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_ICommandQueue)
return static_cast<ICommandQueue*>(this);
return nullptr;
}
virtual void comFree() override { breakStrongReferenceToDevice(); }
public:
BreakableReference<RendererBase> m_renderer;
void breakStrongReferenceToDevice() { m_renderer.breakStrongReference(); }
void establishStrongReferenceToDevice() { m_renderer.establishStrongReference(); }
};
struct CommandBufferInfo
{
bool hasWriteTimestamps;
};
class ImmediateRendererBase : public RendererBase
{
public:
// Immediate commands to be implemented by each target.
virtual Result createRootShaderObject(
IShaderProgram* program,
ShaderObjectBase** outObject) = 0;
virtual void bindRootShaderObject(IShaderObject* rootObject) = 0;
virtual void setPipelineState(IPipelineState* state) = 0;
virtual void setFramebuffer(IFramebuffer* frameBuffer) = 0;
virtual void clearFrame(uint32_t colorBufferMask, bool clearDepth, bool clearStencil) = 0;
virtual void setViewports(GfxCount count, const Viewport* viewports) = 0;
virtual void setScissorRects(GfxCount count, const ScissorRect* scissors) = 0;
virtual void setPrimitiveTopology(PrimitiveTopology topology) = 0;
virtual void setVertexBuffers(
GfxIndex startSlot,
GfxCount slotCount,
IBufferResource* const* buffers,
const Offset* offsets) = 0;
virtual void setIndexBuffer(IBufferResource* buffer, Format indexFormat, Offset offset = 0) = 0;
virtual void draw(GfxCount vertexCount, GfxIndex startVertex = 0) = 0;
virtual void drawIndexed(
GfxCount indexCount,
GfxIndex startIndex = 0,
GfxIndex baseVertex = 0) = 0;
virtual void drawInstanced(
GfxCount vertexCount,
GfxCount instanceCount,
GfxIndex startVertex,
GfxIndex startInstanceLocation) = 0;
virtual void drawIndexedInstanced(
GfxCount indexCount,
GfxCount instanceCount,
GfxIndex startIndexLocation,
GfxIndex baseVertexLocation,
GfxIndex startInstanceLocation) = 0;
virtual void setStencilReference(uint32_t referenceValue) = 0;
virtual void dispatchCompute(int x, int y, int z) = 0;
virtual void copyBuffer(
IBufferResource* dst,
Offset dstOffset,
IBufferResource* src,
Offset srcOffset,
Size size) = 0;
virtual void submitGpuWork() = 0;
virtual void waitForGpu() = 0;
virtual void* map(IBufferResource* buffer, MapFlavor flavor) = 0;
virtual void unmap(IBufferResource* buffer, size_t offsetWritten, size_t sizeWritten) = 0;
virtual void writeTimestamp(IQueryPool* pool, GfxIndex index) = 0;
virtual void beginCommandBuffer(const CommandBufferInfo&) {}
virtual void endCommandBuffer(const CommandBufferInfo&) {}
public:
Slang::RefPtr<ImmediateCommandQueueBase> m_queue;
uint32_t m_queueCreateCount = 0;
ImmediateRendererBase();
virtual SLANG_NO_THROW Result SLANG_MCALL
createCommandQueue(const ICommandQueue::Desc& desc, ICommandQueue** outQueue) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createTransientResourceHeap(
const ITransientResourceHeap::Desc& desc,
ITransientResourceHeap** outHeap) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createRenderPassLayout(
const IRenderPassLayout::Desc& desc,
IRenderPassLayout** outRenderPassLayout) override;
void uploadBufferData(IBufferResource* dst, Offset offset, Size size, void* data);
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readBufferResource(
IBufferResource* buffer,
Offset offset,
Size size,
ISlangBlob** outBlob) override;
};
class ImmediateComputeDeviceBase : public ImmediateRendererBase
{
public:
// Provide empty implementation for devices without graphics support.
virtual void setFramebuffer(IFramebuffer* frameBuffer) override { SLANG_UNUSED(frameBuffer); }
virtual void clearFrame(uint32_t colorBufferMask, bool clearDepth, bool clearStencil) override
{
SLANG_UNUSED(colorBufferMask);
SLANG_UNUSED(clearDepth);
SLANG_UNUSED(clearStencil);
}
virtual void setViewports(GfxCount count, const Viewport* viewports) override
{
SLANG_UNUSED(count);
SLANG_UNUSED(viewports);
}
virtual void setScissorRects(GfxCount count, const ScissorRect* scissors) override
{
SLANG_UNUSED(count);
SLANG_UNUSED(scissors);
}
virtual void setPrimitiveTopology(PrimitiveTopology topology) override
{
SLANG_UNUSED(topology);
}
virtual void setVertexBuffers(
GfxIndex startSlot,
GfxCount slotCount,
IBufferResource* const* buffers,
const Offset* offsets) override
{
SLANG_UNUSED(startSlot);
SLANG_UNUSED(slotCount);
SLANG_UNUSED(buffers);
SLANG_UNUSED(offsets);
}
virtual void setIndexBuffer(IBufferResource* buffer, Format indexFormat, Offset offset = 0)
override
{
SLANG_UNUSED(buffer);
SLANG_UNUSED(indexFormat);
SLANG_UNUSED(offset);
}
virtual void draw(GfxCount vertexCount, GfxIndex startVertex = 0) override
{
SLANG_UNUSED(vertexCount);
SLANG_UNUSED(startVertex);
}
virtual void drawIndexed(GfxCount indexCount, GfxIndex startIndex = 0, GfxIndex baseVertex = 0)
override
{
SLANG_UNUSED(indexCount);
SLANG_UNUSED(startIndex);
SLANG_UNUSED(baseVertex);
}
virtual void drawInstanced(
GfxCount vertexCount,
GfxCount instanceCount,
GfxIndex startVertex,
GfxIndex startInstanceLocation) override
{
SLANG_UNUSED(vertexCount);
SLANG_UNUSED(instanceCount);
SLANG_UNUSED(startVertex);
SLANG_UNUSED(startInstanceLocation);
}
virtual void drawIndexedInstanced(
GfxCount indexCount,
GfxCount instanceCount,
GfxIndex startIndexLocation,
GfxIndex baseVertexLocation,
GfxIndex startInstanceLocation) override
{
SLANG_UNUSED(indexCount);
SLANG_UNUSED(instanceCount);
SLANG_UNUSED(startIndexLocation);
SLANG_UNUSED(baseVertexLocation);
SLANG_UNUSED(startInstanceLocation);
}
virtual void setStencilReference(uint32_t referenceValue) override
{
SLANG_UNUSED(referenceValue);
}
virtual SLANG_NO_THROW Result SLANG_MCALL createSwapchain(
const ISwapchain::Desc& desc,
WindowHandle window,
ISwapchain** outSwapchain) override
{
SLANG_UNUSED(desc);
SLANG_UNUSED(window);
SLANG_UNUSED(outSwapchain);
return SLANG_FAIL;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createFramebufferLayout(
const IFramebufferLayout::Desc& desc,
IFramebufferLayout** outLayout) override
{
SLANG_UNUSED(desc);
SLANG_UNUSED(outLayout);
return SLANG_FAIL;
}
virtual SLANG_NO_THROW Result SLANG_MCALL
createFramebuffer(const IFramebuffer::Desc& desc, IFramebuffer** outFramebuffer) override
{
SLANG_UNUSED(desc);
SLANG_UNUSED(outFramebuffer);
return SLANG_FAIL;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createRenderPassLayout(
const IRenderPassLayout::Desc& desc,
IRenderPassLayout** outRenderPassLayout) override
{
SLANG_UNUSED(desc);
SLANG_UNUSED(outRenderPassLayout);
return SLANG_FAIL;
}
virtual SLANG_NO_THROW Result SLANG_MCALL
createInputLayout(IInputLayout::Desc const& desc, IInputLayout** outLayout) override
{
SLANG_UNUSED(desc);
SLANG_UNUSED(outLayout);
return SLANG_E_NOT_AVAILABLE;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createGraphicsPipelineState(
const GraphicsPipelineStateDesc& desc,
IPipelineState** outState) override
{
SLANG_UNUSED(desc);
SLANG_UNUSED(outState);
return SLANG_E_NOT_AVAILABLE;
}
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readTextureResource(
ITextureResource* texture,
ResourceState state,
ISlangBlob** outBlob,
Size* outRowPitch,
Size* outPixelSize) override
{
SLANG_UNUSED(texture);
SLANG_UNUSED(outBlob);
SLANG_UNUSED(outRowPitch);
SLANG_UNUSED(outPixelSize);
return SLANG_E_NOT_AVAILABLE;
}
};
} // namespace gfx
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