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// shader-renderer-util.cpp
#include "shader-renderer-util.h"
namespace renderer_test {
using namespace Slang;
/* static */Result ShaderRendererUtil::generateTextureResource(const InputTextureDesc& inputDesc, int bindFlags, Renderer* renderer, RefPtr<TextureResource>& textureOut)
{
TextureData texData;
generateTextureData(texData, inputDesc);
return createTextureResource(inputDesc, texData, bindFlags, renderer, textureOut);
}
/* static */Result ShaderRendererUtil::createTextureResource(const InputTextureDesc& inputDesc, const TextureData& texData, int bindFlags, Renderer* renderer, RefPtr<TextureResource>& textureOut)
{
TextureResource::Desc textureResourceDesc;
textureResourceDesc.init();
textureResourceDesc.format = Format::RGBA_Unorm_UInt8;
textureResourceDesc.numMipLevels = texData.mipLevels;
textureResourceDesc.arraySize = inputDesc.arrayLength;
textureResourceDesc.bindFlags = bindFlags;
// It's the same size in all dimensions
Resource::Type type = Resource::Type::Unknown;
switch (inputDesc.dimension)
{
case 1:
{
type = Resource::Type::Texture1D;
textureResourceDesc.size.init(inputDesc.size);
break;
}
case 2:
{
type = inputDesc.isCube ? Resource::Type::TextureCube : Resource::Type::Texture2D;
textureResourceDesc.size.init(inputDesc.size, inputDesc.size);
break;
}
case 3:
{
type = Resource::Type::Texture3D;
textureResourceDesc.size.init(inputDesc.size, inputDesc.size, inputDesc.size);
break;
}
}
const int effectiveArraySize = textureResourceDesc.calcEffectiveArraySize(type);
const int numSubResources = textureResourceDesc.calcNumSubResources(type);
Resource::Usage initialUsage = Resource::Usage::GenericRead;
TextureResource::Data initData;
List<ptrdiff_t> mipRowStrides;
mipRowStrides.SetSize(textureResourceDesc.numMipLevels);
List<const void*> subResources;
subResources.SetSize(numSubResources);
// Set up the src row strides
for (int i = 0; i < textureResourceDesc.numMipLevels; i++)
{
const int mipWidth = TextureResource::calcMipSize(textureResourceDesc.size.width, i);
mipRowStrides[i] = mipWidth * sizeof(uint32_t);
}
// Set up pointers the the data
{
int subResourceIndex = 0;
const int numGen = int(texData.dataBuffer.Count());
for (int i = 0; i < numSubResources; i++)
{
subResources[i] = texData.dataBuffer[subResourceIndex].Buffer();
// Wrap around
subResourceIndex = (subResourceIndex + 1 >= numGen) ? 0 : (subResourceIndex + 1);
}
}
initData.mipRowStrides = mipRowStrides.Buffer();
initData.numMips = textureResourceDesc.numMipLevels;
initData.numSubResources = numSubResources;
initData.subResources = subResources.Buffer();
textureOut = renderer->createTextureResource(type, Resource::Usage::GenericRead, textureResourceDesc, &initData);
return textureOut ? SLANG_OK : SLANG_FAIL;
}
/* static */Result ShaderRendererUtil::createBufferResource(const InputBufferDesc& inputDesc, bool isOutput, size_t bufferSize, const void* initData, Renderer* renderer, Slang::RefPtr<BufferResource>& bufferOut)
{
Resource::Usage initialUsage = Resource::Usage::GenericRead;
BufferResource::Desc srcDesc;
srcDesc.init(bufferSize);
int bindFlags = 0;
if (inputDesc.type == InputBufferType::ConstantBuffer)
{
bindFlags |= Resource::BindFlag::ConstantBuffer;
srcDesc.cpuAccessFlags |= Resource::AccessFlag::Write;
initialUsage = Resource::Usage::ConstantBuffer;
}
else
{
bindFlags |= Resource::BindFlag::UnorderedAccess | Resource::BindFlag::PixelShaderResource | Resource::BindFlag::NonPixelShaderResource;
srcDesc.elementSize = inputDesc.stride;
initialUsage = Resource::Usage::UnorderedAccess;
}
if (isOutput)
{
srcDesc.cpuAccessFlags |= Resource::AccessFlag::Read;
}
srcDesc.bindFlags = bindFlags;
RefPtr<BufferResource> bufferResource = renderer->createBufferResource(initialUsage, srcDesc, initData);
if (!bufferResource)
{
return SLANG_FAIL;
}
bufferOut = bufferResource;
return SLANG_OK;
}
static BindingState::SamplerDesc _calcSamplerDesc(const InputSamplerDesc& srcDesc)
{
BindingState::SamplerDesc dstDesc;
dstDesc.isCompareSampler = srcDesc.isCompareSampler;
return dstDesc;
}
/* static */Result ShaderRendererUtil::createBindingStateDesc(ShaderInputLayoutEntry* srcEntries, int numEntries, Renderer* renderer, BindingState::Desc& descOut)
{
const int textureBindFlags = Resource::BindFlag::NonPixelShaderResource | Resource::BindFlag::PixelShaderResource;
descOut.clear();
for (int i = 0; i < numEntries; i++)
{
const ShaderInputLayoutEntry& srcEntry = srcEntries[i];
BindingState::ShaderBindSet shaderBindSet;
shaderBindSet.set(BindingState::ShaderStyle::Hlsl, descOut.makeCompactSlice(srcEntry.hlslBinding));
shaderBindSet.set(BindingState::ShaderStyle::Glsl, descOut.makeCompactSlice(srcEntry.glslBinding.Buffer(), int(srcEntry.glslBinding.Count())));
switch (srcEntry.type)
{
case ShaderInputType::Buffer:
{
const InputBufferDesc& srcBuffer = srcEntry.bufferDesc;
const size_t bufferSize = srcEntry.bufferData.Count() * sizeof(uint32_t);
RefPtr<BufferResource> bufferResource;
SLANG_RETURN_ON_FAIL(createBufferResource(srcEntry.bufferDesc, srcEntry.isOutput, bufferSize, srcEntry.bufferData.Buffer(), renderer, bufferResource));
descOut.addBufferResource(bufferResource, shaderBindSet);
break;
}
case ShaderInputType::CombinedTextureSampler:
{
RefPtr<TextureResource> texture;
SLANG_RETURN_ON_FAIL(generateTextureResource(srcEntry.textureDesc, textureBindFlags, renderer, texture));
descOut.addCombinedTextureSampler(texture, _calcSamplerDesc(srcEntry.samplerDesc), shaderBindSet);
break;
}
case ShaderInputType::Texture:
{
RefPtr<TextureResource> texture;
SLANG_RETURN_ON_FAIL(generateTextureResource(srcEntry.textureDesc, textureBindFlags, renderer, texture));
descOut.addTextureResource(texture, shaderBindSet);
break;
}
case ShaderInputType::Sampler:
{
descOut.addSampler(_calcSamplerDesc(srcEntry.samplerDesc), shaderBindSet);
break;
}
default:
{
assert(!"Unhandled type");
return SLANG_FAIL;
}
}
}
return SLANG_OK;
}
/* static */Result ShaderRendererUtil::createBindingStateDesc(const ShaderInputLayout& layout, Renderer* renderer, BindingState::Desc& descOut)
{
SLANG_RETURN_ON_FAIL(createBindingStateDesc(layout.entries.Buffer(), int(layout.entries.Count()), renderer, descOut));
descOut.m_numRenderTargets = layout.numRenderTargets;
return SLANG_OK;
}
} // renderer_test
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