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// shader-renderer-util.cpp
#include "shader-renderer-util.h"
namespace renderer_test {
using namespace Slang;
using Slang::Result;
inline int calcMipSize(int size, int level)
{
size = size >> level;
return size > 0 ? size : 1;
}
inline ITextureResource::Extents calcMipSize(ITextureResource::Extents size, int mipLevel)
{
ITextureResource::Extents rs;
rs.width = calcMipSize(size.width, mipLevel);
rs.height = calcMipSize(size.height, mipLevel);
rs.depth = calcMipSize(size.depth, mipLevel);
return rs;
}
/// Calculate the effective array size - in essence the amount if mip map sets needed.
/// In practice takes into account if the arraySize is 0 (it's not an array, but it will still have
/// at least one mip set) and if the type is a cubemap (multiplies the amount of mip sets by 6)
inline int calcEffectiveArraySize(const ITextureResource::Desc& desc)
{
const int arrSize = (desc.arraySize > 0) ? desc.arraySize : 1;
switch (desc.type)
{
case IResource::Type::Texture1D: // fallthru
case IResource::Type::Texture2D:
{
return arrSize;
}
case IResource::Type::TextureCube:
return arrSize * 6;
case IResource::Type::Texture3D:
return 1;
default:
return 0;
}
}
/// Given the type works out the maximum dimension size
inline int calcMaxDimension(ITextureResource::Extents size, IResource::Type type)
{
switch (type)
{
case IResource::Type::Texture1D:
return size.width;
case IResource::Type::Texture3D:
return Math::Max(Math::Max(size.width, size.height), size.depth);
case IResource::Type::TextureCube: // fallthru
case IResource::Type::Texture2D:
{
return Math::Max(size.width, size.height);
}
default:
return 0;
}
}
/// Given the type, calculates the number of mip maps. 0 on error
inline int calcNumMipLevels(IResource::Type type, ITextureResource::Extents size)
{
const int maxDimensionSize = calcMaxDimension(size, type);
return (maxDimensionSize > 0) ? (Math::Log2Floor(maxDimensionSize) + 1) : 0;
}
/// Calculate the total number of sub resources. 0 on error.
inline int calcNumSubResources(const ITextureResource::Desc& desc)
{
const int numMipMaps =
(desc.numMipLevels > 0) ? desc.numMipLevels : calcNumMipLevels(desc.type, desc.size);
const int arrSize = (desc.arraySize > 0) ? desc.arraySize : 1;
switch (desc.type)
{
case IResource::Type::Texture1D:
case IResource::Type::Texture2D:
case IResource::Type::Texture3D:
{
return numMipMaps * arrSize;
}
case IResource::Type::TextureCube:
{
// There are 6 faces to a cubemap
return numMipMaps * arrSize * 6;
}
default:
return 0;
}
}
/* static */ Result ShaderRendererUtil::generateTextureResource(
const InputTextureDesc& inputDesc,
ResourceState defaultState,
IDevice* device,
ComPtr<ITextureResource>& textureOut)
{
TextureData texData;
generateTextureData(texData, inputDesc);
return createTextureResource(inputDesc, texData, defaultState, device, textureOut);
}
/* static */ Result ShaderRendererUtil::createTextureResource(
const InputTextureDesc& inputDesc,
const TextureData& texData,
ResourceState defaultState,
IDevice* device,
ComPtr<ITextureResource>& textureOut)
{
ITextureResource::Desc textureResourceDesc = {};
// Default to R8G8B8A8_UNORM
const Format format = (inputDesc.format == Format::Unknown) ? Format::R8G8B8A8_UNORM : inputDesc.format;
textureResourceDesc.sampleDesc = ITextureResource::SampleDesc{inputDesc.sampleCount, 0};
textureResourceDesc.format = format;
textureResourceDesc.numMipLevels = texData.m_mipLevels;
textureResourceDesc.arraySize = inputDesc.arrayLength;
textureResourceDesc.allowedStates =
ResourceStateSet(defaultState, ResourceState::CopyDestination, ResourceState::CopySource);
textureResourceDesc.defaultState = defaultState;
// It's the same size in all dimensions
switch (inputDesc.dimension)
{
case 1:
{
textureResourceDesc.type = IResource::Type::Texture1D;
textureResourceDesc.size.width = inputDesc.size;
textureResourceDesc.size.height = 1;
textureResourceDesc.size.depth = 1;
break;
}
case 2:
{
textureResourceDesc.type = inputDesc.isCube ? IResource::Type::TextureCube : IResource::Type::Texture2D;
textureResourceDesc.size.width = inputDesc.size;
textureResourceDesc.size.height = inputDesc.size;
textureResourceDesc.size.depth = 1;
break;
}
case 3:
{
textureResourceDesc.type = IResource::Type::Texture3D;
textureResourceDesc.size.width = inputDesc.size;
textureResourceDesc.size.height = inputDesc.size;
textureResourceDesc.size.depth = inputDesc.size;
break;
}
}
const int effectiveArraySize = calcEffectiveArraySize(textureResourceDesc);
const int numSubResources = calcNumSubResources(textureResourceDesc);
List<ITextureResource::SubresourceData> initSubresources;
int subResourceCounter = 0;
for( int a = 0; a < effectiveArraySize; ++a )
{
for( int m = 0; m < textureResourceDesc.numMipLevels; ++m )
{
int subResourceIndex = subResourceCounter++;
const int mipWidth = calcMipSize(textureResourceDesc.size.width, m);
const int mipHeight = calcMipSize(textureResourceDesc.size.height, m);
auto strideY = mipWidth * sizeof(uint32_t);
auto strideZ = mipHeight * strideY;
ITextureResource::SubresourceData subresourceData;
subresourceData.data = texData.m_slices[subResourceIndex].values;
subresourceData.strideY = strideY;
subresourceData.strideZ = strideZ;
initSubresources.add(subresourceData);
}
}
textureOut = device->createTextureResource(textureResourceDesc, initSubresources.getBuffer());
return textureOut ? SLANG_OK : SLANG_FAIL;
}
/* static */ Result ShaderRendererUtil::createBufferResource(
const InputBufferDesc& inputDesc,
size_t bufferSize,
const void* initData,
IDevice* device,
Slang::ComPtr<IBufferResource>& bufferOut)
{
IBufferResource::Desc srcDesc;
srcDesc.type = IResource::Type::Buffer;
srcDesc.sizeInBytes = bufferSize;
srcDesc.format = inputDesc.format;
srcDesc.elementSize = inputDesc.stride;
srcDesc.defaultState = ResourceState::UnorderedAccess;
srcDesc.allowedStates = ResourceStateSet(
ResourceState::CopyDestination,
ResourceState::CopySource,
ResourceState::UnorderedAccess,
ResourceState::ShaderResource);
ComPtr<IBufferResource> bufferResource = device->createBufferResource(srcDesc, initData);
if (!bufferResource)
{
return SLANG_FAIL;
}
bufferOut = bufferResource;
return SLANG_OK;
}
static ISamplerState::Desc _calcSamplerDesc(const InputSamplerDesc& srcDesc)
{
ISamplerState::Desc dstDesc;
if (srcDesc.isCompareSampler)
{
dstDesc.reductionOp = TextureReductionOp::Comparison;
dstDesc.comparisonFunc = ComparisonFunc::Less;
}
return dstDesc;
}
ComPtr<ISamplerState> _createSamplerState(IDevice* device,
const InputSamplerDesc& srcDesc)
{
return device->createSamplerState(_calcSamplerDesc(srcDesc));
}
} // renderer_test
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