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// render.cpp
#include "render.h"
#include "../../source/core/slang-math.h"
namespace renderer_test {
using namespace Slang;
/* static */const Resource::BindFlag::Enum Resource::s_requiredBinding[int(Usage::CountOf)] =
{
BindFlag::VertexBuffer, // VertexBuffer
BindFlag::IndexBuffer, // IndexBuffer
BindFlag::ConstantBuffer, // ConstantBuffer
BindFlag::StreamOutput, // StreamOut
BindFlag::RenderTarget, // RenderTager
BindFlag::DepthStencil, // DepthRead
BindFlag::DepthStencil, // DepthWrite
BindFlag::UnorderedAccess, // UnorderedAccess
BindFlag::PixelShaderResource, // PixelShaderResource
BindFlag::NonPixelShaderResource, // NonPixelShaderResource
BindFlag::Enum(BindFlag::PixelShaderResource | BindFlag::NonPixelShaderResource), // GenericRead
};
static const Resource::DescBase s_emptyDescBase = {};
const Resource::DescBase& Resource::getDescBase() const
{
if (isBuffer())
{
return static_cast<const BufferResource *>(this)->getDesc();
}
else if (isTexture())
{
return static_cast<const TextureResource *>(this)->getDesc();
}
return s_emptyDescBase;
}
/* !!!!!!!!!!!!!!!!!!!!!!!!!!! BindingState::Desc !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
void BindingState::Desc::addSampler(const SamplerDesc& desc, const RegisterDesc& registerDesc)
{
int descIndex = int(m_samplerDescs.Count());
m_samplerDescs.Add(desc);
Binding binding;
binding.bindingType = BindingType::Sampler;
binding.resource = nullptr;
binding.registerDesc = registerDesc;
binding.descIndex = descIndex;
m_bindings.Add(binding);
}
void BindingState::Desc::addResource(BindingType bindingType, Resource* resource, const RegisterDesc& registerDesc)
{
assert(resource);
Binding binding;
binding.bindingType = bindingType;
binding.resource = resource;
binding.descIndex = -1;
binding.registerDesc = registerDesc;
m_bindings.Add(binding);
}
void BindingState::Desc::addCombinedTextureSampler(TextureResource* resource, const SamplerDesc& samplerDesc, const RegisterDesc& registerDesc)
{
assert(resource);
int samplerDescIndex = int(m_samplerDescs.Count());
m_samplerDescs.Add(samplerDesc);
Binding binding;
binding.bindingType = BindingType::CombinedTextureSampler;
binding.resource = resource;
binding.descIndex = samplerDescIndex;
binding.registerDesc = registerDesc;
m_bindings.Add(binding);
}
BindingState::RegisterSet BindingState::Desc::addRegisterSet(int index)
{
if (index < 0)
{
return RegisterSet();
}
return RegisterSet(index, 1);
}
BindingState::RegisterSet BindingState::Desc::addRegisterSet(const int* srcIndices, int numIndices)
{
assert(numIndices >= 0);
switch (numIndices)
{
case 0: return RegisterSet();
case 1: return RegisterSet(srcIndices[0], 1);
default:
{
int startIndex = int(m_indices.Count());
m_indices.SetSize(startIndex + numIndices);
uint16_t* dstIndices = m_indices.Buffer() + startIndex;
for (int i = 0; i < numIndices; i++)
{
assert(srcIndices[i] >= 0);
dstIndices[i] = uint16_t(srcIndices[i]);
}
return RegisterSet(startIndex, numIndices);
}
}
}
int BindingState::Desc::getFirst(const RegisterSet& set) const
{
switch (set.m_numIndices)
{
case 0: return -1;
case 1: return set.m_indexOrBase;
default: return m_indices[set.m_indexOrBase];
}
}
int BindingState::Desc::getFirst(ShaderStyle style, const RegisterDesc& registerDesc) const
{
return getFirst(registerDesc.registerSets[int(style)]);
}
void BindingState::Desc::clear()
{
m_bindings.Clear();
m_samplerDescs.Clear();
m_indices.Clear();
m_numRenderTargets = 1;
}
BindingState::RegisterList BindingState::Desc::asRegisterList(const RegisterSet& set) const
{
switch (set.m_numIndices)
{
case 0: return RegisterList{ nullptr, 0 };
case 1: return RegisterList{ &set.m_indexOrBase, 1 };
default: return RegisterList{ m_indices.Buffer() + set.m_indexOrBase, set.m_numIndices };
}
}
BindingState::RegisterList BindingState::Desc::asRegisterList(ShaderStyle style, const RegisterDesc& registerDesc) const
{
return asRegisterList(registerDesc.registerSets[int(style)]);
}
/* !!!!!!!!!!!!!!!!!!!!!!!!!!! TextureResource::Size !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
int TextureResource::Size::calcMaxDimension(Type type) const
{
switch (type)
{
case Resource::Type::Texture1D: return this->width;
case Resource::Type::Texture3D: return std::max(std::max(this->width, this->height), this->depth);
case Resource::Type::TextureCube: // fallthru
case Resource::Type::Texture2D:
{
return std::max(this->width, this->height);
}
default: return 0;
}
}
TextureResource::Size TextureResource::Size::calcMipSize(int mipLevel) const
{
Size size;
size.width = TextureResource::calcMipSize(this->width, mipLevel);
size.height = TextureResource::calcMipSize(this->height, mipLevel);
size.depth = TextureResource::calcMipSize(this->depth, mipLevel);
return size;
}
/* !!!!!!!!!!!!!!!!!!!!!!!!! BufferResource::Desc !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
void BufferResource::Desc::setDefaults(Usage initialUsage)
{
if (this->bindFlags == 0)
{
this->bindFlags = Resource::s_requiredBinding[int(initialUsage)];
}
}
/* !!!!!!!!!!!!!!!!!!!!!!!!! TextureResource::Desc !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
int TextureResource::Desc::calcNumMipLevels(Type type) const
{
const int maxDimensionSize = this->size.calcMaxDimension(type);
return (maxDimensionSize > 0) ? (Math::Log2Floor(maxDimensionSize) + 1) : 0;
}
int TextureResource::Desc::calcNumSubResources(Type type) const
{
const int numMipMaps = (this->numMipLevels > 0) ? this->numMipLevels : calcNumMipLevels(type);
const int arrSize = (this->arraySize > 0) ? this->arraySize : 1;
switch (type)
{
case Resource::Type::Texture1D:
case Resource::Type::Texture2D:
{
return numMipMaps * arrSize;
}
case Resource::Type::Texture3D:
{
// can't have arrays of 3d textures
assert(this->arraySize <= 1);
return numMipMaps * this->size.depth;
}
case Resource::Type::TextureCube:
{
// There are 6 faces to a cubemap
return numMipMaps * arrSize * 6;
}
default: return 0;
}
}
void TextureResource::Desc::fixSize(Type type)
{
switch (type)
{
case Resource::Type::Texture1D:
{
this->size.height = 1;
this->size.depth = 1;
break;
}
case Resource::Type::TextureCube:
case Resource::Type::Texture2D:
{
this->size.depth = 1;
break;
}
case Resource::Type::Texture3D:
{
// Can't have an array
this->arraySize = 0;
break;
}
default: break;
}
}
void TextureResource::Desc::setDefaults(Type type, Usage initialUsage)
{
fixSize(type);
if (this->bindFlags == 0)
{
this->bindFlags = Resource::s_requiredBinding[int(initialUsage)];
}
if (this->numMipLevels <= 0)
{
this->numMipLevels = calcNumMipLevels(type);
}
}
int TextureResource::Desc::calcEffectiveArraySize(Type type) const
{
const int arrSize = (this->arraySize > 0) ? this->arraySize : 1;
switch (type)
{
case Resource::Type::Texture1D: // fallthru
case Resource::Type::Texture2D:
{
return arrSize;
}
case Resource::Type::TextureCube: return arrSize * 6;
case Resource::Type::Texture3D: return 1;
default: return 0;
}
}
void TextureResource::Desc::init()
{
this->size.init();
this->format = Format::Unknown;
this->arraySize = 0;
this->numMipLevels = 0;
this->sampleDesc.init();
this->bindFlags = 0;
this->cpuAccessFlags = 0;
}
void TextureResource::Desc::init1D(Format formatIn, int widthIn, int numMipMapsIn)
{
this->size.init(widthIn);
this->format = format;
this->arraySize = 0;
this->numMipLevels = numMipMapsIn;
this->sampleDesc.init();
this->bindFlags = 0;
this->cpuAccessFlags = 0;
}
void TextureResource::Desc::init2D(Format formatIn, int widthIn, int heightIn, int numMipMapsIn)
{
this->size.init(widthIn, heightIn);
this->format = format;
this->arraySize = 0;
this->numMipLevels = numMipMapsIn;
this->sampleDesc.init();
this->bindFlags = 0;
this->cpuAccessFlags = 0;
}
void TextureResource::Desc::init3D(Format formatIn, int widthIn, int heightIn, int depthIn, int numMipMapsIn)
{
this->size.init(widthIn, heightIn, depthIn);
this->format = format;
this->arraySize = 0;
this->numMipLevels = numMipMapsIn;
this->sampleDesc.init();
this->bindFlags = 0;
this->cpuAccessFlags = 0;
}
} // renderer_test
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