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path: root/tools/render-test/descriptor-heap-d3d12.cpp
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#include "descriptor-heap-d3d12.h"

namespace renderer_test {
using namespace Slang;

D3D12DescriptorHeap::D3D12DescriptorHeap():
    m_totalSize(0),
    m_currentIndex(0),
    m_descriptorSize(0)
{
}

Result D3D12DescriptorHeap::init(ID3D12Device* device, int size, D3D12_DESCRIPTOR_HEAP_TYPE type, D3D12_DESCRIPTOR_HEAP_FLAGS flags)
{
    D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
    srvHeapDesc.NumDescriptors = size;
    srvHeapDesc.Flags = flags;
    srvHeapDesc.Type = type;
    SLANG_RETURN_ON_FAIL(device->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(m_heap.writeRef())));

    m_descriptorSize = device->GetDescriptorHandleIncrementSize(type);
    m_totalSize = size;

    return SLANG_OK;
}

Result D3D12DescriptorHeap::init(ID3D12Device* device, const D3D12_CPU_DESCRIPTOR_HANDLE* handles, int numHandles, D3D12_DESCRIPTOR_HEAP_TYPE type, D3D12_DESCRIPTOR_HEAP_FLAGS flags)
{
    SLANG_RETURN_ON_FAIL(init(device, numHandles, type, flags));
    D3D12_CPU_DESCRIPTOR_HANDLE dst = m_heap->GetCPUDescriptorHandleForHeapStart();

    // Copy them all 
    for (int i = 0; i < numHandles; i++, dst.ptr += m_descriptorSize)
    {
        D3D12_CPU_DESCRIPTOR_HANDLE src = handles[i];
        if (src.ptr != 0)
        {
            device->CopyDescriptorsSimple(1, dst, src, type);
        }
    }

    return SLANG_OK;
}

} // namespace renderer_test