Format: src/backend/d3d12
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@ -12,23 +12,26 @@
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// See the License for the specific language governing permissions and
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// limitations under the License.
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#include "common/BitSetIterator.h"
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#include "backend/d3d12/BindGroupD3D12.h"
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#include "backend/d3d12/BindGroupD3D12.h"
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#include "backend/d3d12/BindGroupLayoutD3D12.h"
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#include "backend/d3d12/BindGroupLayoutD3D12.h"
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/SamplerD3D12.h"
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#include "backend/d3d12/SamplerD3D12.h"
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#include "backend/d3d12/TextureD3D12.h"
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#include "backend/d3d12/TextureD3D12.h"
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#include "common/BitSetIterator.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/D3D12Backend.h"
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namespace backend {
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namespace backend { namespace d3d12 {
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namespace d3d12 {
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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: BindGroupBase(builder), mDevice(device) {
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: BindGroupBase(builder), mDevice(device) {
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}
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}
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void BindGroup::RecordDescriptors(const DescriptorHeapHandle &cbvUavSrvHeapStart, uint32_t* cbvUavSrvHeapOffset, const DescriptorHeapHandle &samplerHeapStart, uint32_t* samplerHeapOffset, uint64_t serial) {
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void BindGroup::RecordDescriptors(const DescriptorHeapHandle& cbvUavSrvHeapStart,
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uint32_t* cbvUavSrvHeapOffset,
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const DescriptorHeapHandle& samplerHeapStart,
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uint32_t* samplerHeapOffset,
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uint64_t serial) {
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mHeapSerial = serial;
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mHeapSerial = serial;
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const auto* bgl = ToBackend(GetLayout());
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const auto* bgl = ToBackend(GetLayout());
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@ -43,34 +46,36 @@ namespace d3d12 {
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auto d3d12Device = mDevice->GetD3D12Device();
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auto d3d12Device = mDevice->GetD3D12Device();
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for (uint32_t binding : IterateBitSet(layout.mask)) {
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for (uint32_t binding : IterateBitSet(layout.mask)) {
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switch (layout.types[binding]) {
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switch (layout.types[binding]) {
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case nxt::BindingType::UniformBuffer:
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case nxt::BindingType::UniformBuffer: {
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{
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auto* view = ToBackend(GetBindingAsBufferView(binding));
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auto* view = ToBackend(GetBindingAsBufferView(binding));
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auto& cbv = view->GetCBVDescriptor();
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auto& cbv = view->GetCBVDescriptor();
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d3d12Device->CreateConstantBufferView(&cbv, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
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d3d12Device->CreateConstantBufferView(
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}
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&cbv, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
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break;
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bindingOffsets[binding]));
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case nxt::BindingType::StorageBuffer:
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} break;
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{
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case nxt::BindingType::StorageBuffer: {
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auto* view = ToBackend(GetBindingAsBufferView(binding));
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auto* view = ToBackend(GetBindingAsBufferView(binding));
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auto& uav = view->GetUAVDescriptor();
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auto& uav = view->GetUAVDescriptor();
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d3d12Device->CreateUnorderedAccessView(ToBackend(view->GetBuffer())->GetD3D12Resource().Get(), nullptr, &uav, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
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d3d12Device->CreateUnorderedAccessView(
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}
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ToBackend(view->GetBuffer())->GetD3D12Resource().Get(), nullptr, &uav,
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break;
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cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
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case nxt::BindingType::SampledTexture:
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bindingOffsets[binding]));
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{
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} break;
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case nxt::BindingType::SampledTexture: {
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auto* view = ToBackend(GetBindingAsTextureView(binding));
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auto* view = ToBackend(GetBindingAsTextureView(binding));
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auto& srv = view->GetSRVDescriptor();
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auto& srv = view->GetSRVDescriptor();
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d3d12Device->CreateShaderResourceView(ToBackend(view->GetTexture())->GetD3D12Resource(), &srv, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset + bindingOffsets[binding]));
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d3d12Device->CreateShaderResourceView(
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}
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ToBackend(view->GetTexture())->GetD3D12Resource(), &srv,
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break;
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cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
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case nxt::BindingType::Sampler:
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bindingOffsets[binding]));
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{
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} break;
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case nxt::BindingType::Sampler: {
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auto* sampler = ToBackend(GetBindingAsSampler(binding));
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auto* sampler = ToBackend(GetBindingAsSampler(binding));
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auto& samplerDesc = sampler->GetSamplerDescriptor();
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auto& samplerDesc = sampler->GetSamplerDescriptor();
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d3d12Device->CreateSampler(&samplerDesc, samplerHeapStart.GetCPUHandle(*samplerHeapOffset + bindingOffsets[binding]));
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d3d12Device->CreateSampler(
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}
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&samplerDesc, samplerHeapStart.GetCPUHandle(*samplerHeapOffset +
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break;
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bindingOffsets[binding]));
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} break;
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}
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}
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}
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}
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@ -91,5 +96,4 @@ namespace d3d12 {
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return mHeapSerial;
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return mHeapSerial;
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}
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}
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}
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}} // namespace backend::d3d12
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}
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@ -21,8 +21,7 @@
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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namespace backend {
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namespace backend { namespace d3d12 {
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namespace d3d12 {
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class Device;
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class Device;
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public:
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public:
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BindGroup(Device* device, BindGroupBuilder* builder);
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BindGroup(Device* device, BindGroupBuilder* builder);
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void RecordDescriptors(const DescriptorHeapHandle &cbvSrvUavHeapStart, uint32_t* cbvUavSrvHeapOffset, const DescriptorHeapHandle &samplerHeapStart, uint32_t* samplerHeapOffset, uint64_t serial);
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void RecordDescriptors(const DescriptorHeapHandle& cbvSrvUavHeapStart,
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uint32_t* cbvUavSrvHeapOffset,
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const DescriptorHeapHandle& samplerHeapStart,
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uint32_t* samplerHeapOffset,
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uint64_t serial);
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uint32_t GetCbvUavSrvHeapOffset() const;
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uint32_t GetCbvUavSrvHeapOffset() const;
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uint32_t GetSamplerHeapOffset() const;
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uint32_t GetSamplerHeapOffset() const;
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uint64_t GetHeapSerial() const;
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uint64_t GetHeapSerial() const;
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uint64_t mHeapSerial = 0;
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uint64_t mHeapSerial = 0;
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};
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};
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}
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}} // namespace backend::d3d12
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}
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#endif // BACKEND_D3D12_BINDGROUPD3D12_H_
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#endif // BACKEND_D3D12_BINDGROUPD3D12_H_
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#include "backend/d3d12/BindGroupLayoutD3D12.h"
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#include "backend/d3d12/BindGroupLayoutD3D12.h"
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#include "common/BitSetIterator.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "common/BitSetIterator.h"
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namespace backend {
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namespace backend { namespace d3d12 {
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namespace d3d12 {
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BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
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BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder), mDevice(device), mDescriptorCounts{} {
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: BindGroupLayoutBase(builder), mDevice(device), mDescriptorCounts{} {
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const auto& groupInfo = GetBindingInfo();
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const auto& groupInfo = GetBindingInfo();
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for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
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for (uint32_t binding : IterateBitSet(groupInfo.mask)) {
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}
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}
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}
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}
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auto SetDescriptorRange = [&](uint32_t index, uint32_t count, D3D12_DESCRIPTOR_RANGE_TYPE type) -> bool {
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auto SetDescriptorRange = [&](uint32_t index, uint32_t count,
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D3D12_DESCRIPTOR_RANGE_TYPE type) -> bool {
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if (count == 0) {
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if (count == 0) {
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return false;
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return false;
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}
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}
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range.NumDescriptors = count;
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range.NumDescriptors = count;
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range.RegisterSpace = 0;
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range.RegisterSpace = 0;
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range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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// These ranges will be copied and range.BaseShaderRegister will be set in d3d12::PipelineLayout to account for bind group register offsets
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// These ranges will be copied and range.BaseShaderRegister will be set in
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// d3d12::PipelineLayout to account for bind group register offsets
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return true;
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return true;
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};
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};
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// Ranges 0-2 contain the CBV, UAV, and SRV ranges, if they exist, tightly packed
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// Ranges 0-2 contain the CBV, UAV, and SRV ranges, if they exist, tightly packed
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// Range 3 contains the Sampler range, if there is one
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// Range 3 contains the Sampler range, if there is one
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[CBV], D3D12_DESCRIPTOR_RANGE_TYPE_CBV)) {
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[CBV],
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D3D12_DESCRIPTOR_RANGE_TYPE_CBV)) {
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rangeIndex++;
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rangeIndex++;
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}
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}
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[UAV], D3D12_DESCRIPTOR_RANGE_TYPE_UAV)) {
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[UAV],
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D3D12_DESCRIPTOR_RANGE_TYPE_UAV)) {
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rangeIndex++;
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rangeIndex++;
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}
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}
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[SRV], D3D12_DESCRIPTOR_RANGE_TYPE_SRV)) {
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if (SetDescriptorRange(rangeIndex, mDescriptorCounts[SRV],
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV)) {
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rangeIndex++;
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rangeIndex++;
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}
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}
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SetDescriptorRange(Sampler, mDescriptorCounts[Sampler], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER);
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SetDescriptorRange(Sampler, mDescriptorCounts[Sampler],
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D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER);
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// descriptors ranges are offset by the offset + size of the previous range
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// descriptors ranges are offset by the offset + size of the previous range
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std::array<uint32_t, DescriptorType::Count> descriptorOffsets;
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std::array<uint32_t, DescriptorType::Count> descriptorOffsets;
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}
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}
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uint32_t BindGroupLayout::GetCbvUavSrvDescriptorTableSize() const {
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uint32_t BindGroupLayout::GetCbvUavSrvDescriptorTableSize() const {
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return (
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return (static_cast<uint32_t>(mDescriptorCounts[CBV] > 0) +
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static_cast<uint32_t>(mDescriptorCounts[CBV] > 0) +
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static_cast<uint32_t>(mDescriptorCounts[UAV] > 0) +
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static_cast<uint32_t>(mDescriptorCounts[UAV] > 0) +
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static_cast<uint32_t>(mDescriptorCounts[SRV] > 0)
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static_cast<uint32_t>(mDescriptorCounts[SRV] > 0));
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);
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}
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}
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uint32_t BindGroupLayout::GetSamplerDescriptorTableSize() const {
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uint32_t BindGroupLayout::GetSamplerDescriptorTableSize() const {
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return &mRanges[Sampler];
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return &mRanges[Sampler];
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}
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}
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}
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}} // namespace backend::d3d12
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}
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#include "backend/d3d12/d3d12_platform.h"
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#include "backend/d3d12/d3d12_platform.h"
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namespace backend {
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namespace backend { namespace d3d12 {
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namespace d3d12 {
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class Device;
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class Device;
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D3D12_DESCRIPTOR_RANGE mRanges[DescriptorType::Count];
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D3D12_DESCRIPTOR_RANGE mRanges[DescriptorType::Count];
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};
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};
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}
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}} // namespace backend::d3d12
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}
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#endif // BACKEND_D3D12_BINDGROUPLAYOUTD3D12_H_
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#endif // BACKEND_D3D12_BINDGROUPLAYOUTD3D12_H_
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "common/Assert.h"
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#include "common/Assert.h"
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namespace backend {
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namespace backend { namespace d3d12 {
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namespace d3d12 {
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namespace {
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namespace {
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D3D12_BLEND D3D12Blend(nxt::BlendFactor factor) {
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D3D12_BLEND D3D12Blend(nxt::BlendFactor factor) {
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}
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}
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uint8_t D3D12RenderTargetWriteMask(nxt::ColorWriteMask colorWriteMask) {
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uint8_t D3D12RenderTargetWriteMask(nxt::ColorWriteMask colorWriteMask) {
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(nxt::ColorWriteMask::Red) == D3D12_COLOR_WRITE_ENABLE_RED, "ColorWriteMask values must match");
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(nxt::ColorWriteMask::Red) ==
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(nxt::ColorWriteMask::Green) == D3D12_COLOR_WRITE_ENABLE_GREEN, "ColorWriteMask values must match");
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D3D12_COLOR_WRITE_ENABLE_RED,
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(nxt::ColorWriteMask::Blue) == D3D12_COLOR_WRITE_ENABLE_BLUE, "ColorWriteMask values must match");
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"ColorWriteMask values must match");
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(nxt::ColorWriteMask::Alpha) == D3D12_COLOR_WRITE_ENABLE_ALPHA, "ColorWriteMask values must match");
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(nxt::ColorWriteMask::Green) ==
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D3D12_COLOR_WRITE_ENABLE_GREEN,
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"ColorWriteMask values must match");
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(nxt::ColorWriteMask::Blue) ==
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D3D12_COLOR_WRITE_ENABLE_BLUE,
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"ColorWriteMask values must match");
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(nxt::ColorWriteMask::Alpha) ==
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D3D12_COLOR_WRITE_ENABLE_ALPHA,
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"ColorWriteMask values must match");
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return static_cast<uint8_t>(colorWriteMask);
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return static_cast<uint8_t>(colorWriteMask);
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}
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}
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}
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} // namespace
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BlendState::BlendState(BlendStateBuilder* builder) : BlendStateBase(builder) {
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BlendState::BlendState(BlendStateBuilder* builder) : BlendStateBase(builder) {
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auto& info = GetBlendInfo();
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auto& info = GetBlendInfo();
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return mBlendDesc;
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return mBlendDesc;
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}
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}
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}
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}} // namespace backend::d3d12
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}
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#include "backend/d3d12/d3d12_platform.h"
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#include "backend/d3d12/d3d12_platform.h"
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namespace backend {
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namespace backend { namespace d3d12 {
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namespace d3d12 {
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class BlendState : public BlendStateBase {
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class BlendState : public BlendStateBase {
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public:
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public:
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D3D12_RENDER_TARGET_BLEND_DESC mBlendDesc;
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D3D12_RENDER_TARGET_BLEND_DESC mBlendDesc;
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};
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};
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}
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}} // namespace backend::d3d12
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}
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#endif // BACKEND_D3D12_BLENDSTATED3D12_H_
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#endif // BACKEND_D3D12_BLENDSTATED3D12_H_
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#include "common/Constants.h"
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#include "common/Constants.h"
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#include "common/Math.h"
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#include "common/Math.h"
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namespace backend {
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namespace backend { namespace d3d12 {
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namespace d3d12 {
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namespace {
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namespace {
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D3D12_RESOURCE_FLAGS D3D12ResourceFlags(nxt::BufferUsageBit usage) {
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D3D12_RESOURCE_FLAGS D3D12ResourceFlags(nxt::BufferUsageBit usage) {
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return D3D12_HEAP_TYPE_DEFAULT;
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return D3D12_HEAP_TYPE_DEFAULT;
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}
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}
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}
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}
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}
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} // namespace
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|
|
||||||
Buffer::Buffer(Device* device, BufferBuilder* builder)
|
|
||||||
: BufferBase(builder), mDevice(device) {
|
|
||||||
|
|
||||||
|
Buffer::Buffer(Device* device, BufferBuilder* builder) : BufferBase(builder), mDevice(device) {
|
||||||
D3D12_RESOURCE_DESC resourceDescriptor;
|
D3D12_RESOURCE_DESC resourceDescriptor;
|
||||||
resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||||
resourceDescriptor.Alignment = 0;
|
resourceDescriptor.Alignment = 0;
|
||||||
|
@ -87,17 +84,20 @@ namespace d3d12 {
|
||||||
auto heapType = D3D12HeapType(GetAllowedUsage());
|
auto heapType = D3D12HeapType(GetAllowedUsage());
|
||||||
auto bufferUsage = D3D12BufferUsage(GetUsage());
|
auto bufferUsage = D3D12BufferUsage(GetUsage());
|
||||||
|
|
||||||
// D3D12 requires buffers on the READBACK heap to have the D3D12_RESOURCE_STATE_COPY_DEST state
|
// D3D12 requires buffers on the READBACK heap to have the D3D12_RESOURCE_STATE_COPY_DEST
|
||||||
|
// state
|
||||||
if (heapType == D3D12_HEAP_TYPE_READBACK) {
|
if (heapType == D3D12_HEAP_TYPE_READBACK) {
|
||||||
bufferUsage |= D3D12_RESOURCE_STATE_COPY_DEST;
|
bufferUsage |= D3D12_RESOURCE_STATE_COPY_DEST;
|
||||||
}
|
}
|
||||||
|
|
||||||
// D3D12 requires buffers on the UPLOAD heap to have the D3D12_RESOURCE_STATE_GENERIC_READ state
|
// D3D12 requires buffers on the UPLOAD heap to have the D3D12_RESOURCE_STATE_GENERIC_READ
|
||||||
|
// state
|
||||||
if (heapType == D3D12_HEAP_TYPE_UPLOAD) {
|
if (heapType == D3D12_HEAP_TYPE_UPLOAD) {
|
||||||
bufferUsage |= D3D12_RESOURCE_STATE_GENERIC_READ;
|
bufferUsage |= D3D12_RESOURCE_STATE_GENERIC_READ;
|
||||||
}
|
}
|
||||||
|
|
||||||
mResource = device->GetResourceAllocator()->Allocate(heapType, resourceDescriptor, bufferUsage);
|
mResource =
|
||||||
|
device->GetResourceAllocator()->Allocate(heapType, resourceDescriptor, bufferUsage);
|
||||||
}
|
}
|
||||||
|
|
||||||
Buffer::~Buffer() {
|
Buffer::~Buffer() {
|
||||||
|
@ -113,10 +113,13 @@ namespace d3d12 {
|
||||||
return mResource;
|
return mResource;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Buffer::GetResourceTransitionBarrier(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage, D3D12_RESOURCE_BARRIER* barrier) {
|
bool Buffer::GetResourceTransitionBarrier(nxt::BufferUsageBit currentUsage,
|
||||||
|
nxt::BufferUsageBit targetUsage,
|
||||||
|
D3D12_RESOURCE_BARRIER* barrier) {
|
||||||
if (GetAllowedUsage() & (nxt::BufferUsageBit::MapRead | nxt::BufferUsageBit::MapWrite)) {
|
if (GetAllowedUsage() & (nxt::BufferUsageBit::MapRead | nxt::BufferUsageBit::MapWrite)) {
|
||||||
// Transitions are never needed for mapped buffers because they are created with and always need the Transfer(Dst|Src) state.
|
// Transitions are never needed for mapped buffers because they are created with and
|
||||||
// Mapped buffers cannot have states outside of (MapRead|TransferDst) and (MapWrite|TransferSrc)
|
// always need the Transfer(Dst|Src) state. Mapped buffers cannot have states outside of
|
||||||
|
// (MapRead|TransferDst) and (MapWrite|TransferSrc)
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -146,7 +149,8 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
|
|
||||||
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
|
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
|
||||||
mDevice->GetResourceUploader()->BufferSubData(mResource, start * sizeof(uint32_t), count * sizeof(uint32_t), data);
|
mDevice->GetResourceUploader()->BufferSubData(mResource, start * sizeof(uint32_t),
|
||||||
|
count * sizeof(uint32_t), data);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) {
|
void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) {
|
||||||
|
@ -159,22 +163,22 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
|
|
||||||
void Buffer::UnmapImpl() {
|
void Buffer::UnmapImpl() {
|
||||||
// TODO(enga@google.com): When MapWrite is implemented, this should state the range that was modified
|
// TODO(enga@google.com): When MapWrite is implemented, this should state the range that was
|
||||||
|
// modified
|
||||||
D3D12_RANGE writeRange = {};
|
D3D12_RANGE writeRange = {};
|
||||||
mResource->Unmap(0, &writeRange);
|
mResource->Unmap(0, &writeRange);
|
||||||
mDevice->GetResourceAllocator()->Release(mResource);
|
mDevice->GetResourceAllocator()->Release(mResource);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Buffer::TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) {
|
void Buffer::TransitionUsageImpl(nxt::BufferUsageBit currentUsage,
|
||||||
|
nxt::BufferUsageBit targetUsage) {
|
||||||
D3D12_RESOURCE_BARRIER barrier;
|
D3D12_RESOURCE_BARRIER barrier;
|
||||||
if (GetResourceTransitionBarrier(currentUsage, targetUsage, &barrier)) {
|
if (GetResourceTransitionBarrier(currentUsage, targetUsage, &barrier)) {
|
||||||
mDevice->GetPendingCommandList()->ResourceBarrier(1, &barrier);
|
mDevice->GetPendingCommandList()->ResourceBarrier(1, &barrier);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
BufferView::BufferView(BufferViewBuilder* builder)
|
BufferView::BufferView(BufferViewBuilder* builder) : BufferViewBase(builder) {
|
||||||
: BufferViewBase(builder) {
|
|
||||||
|
|
||||||
mCbvDesc.BufferLocation = ToBackend(GetBuffer())->GetVA() + GetOffset();
|
mCbvDesc.BufferLocation = ToBackend(GetBuffer())->GetVA() + GetOffset();
|
||||||
mCbvDesc.SizeInBytes = GetD3D12Size();
|
mCbvDesc.SizeInBytes = GetD3D12Size();
|
||||||
|
|
||||||
|
@ -200,8 +204,7 @@ namespace d3d12 {
|
||||||
return mUavDesc;
|
return mUavDesc;
|
||||||
}
|
}
|
||||||
|
|
||||||
MapReadRequestTracker::MapReadRequestTracker(Device* device)
|
MapReadRequestTracker::MapReadRequestTracker(Device* device) : mDevice(device) {
|
||||||
: mDevice(device) {
|
|
||||||
}
|
}
|
||||||
|
|
||||||
MapReadRequestTracker::~MapReadRequestTracker() {
|
MapReadRequestTracker::~MapReadRequestTracker() {
|
||||||
|
@ -224,5 +227,4 @@ namespace d3d12 {
|
||||||
mInflightRequests.ClearUpTo(finishedSerial);
|
mInflightRequests.ClearUpTo(finishedSerial);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -20,8 +20,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -33,7 +32,9 @@ namespace d3d12 {
|
||||||
uint32_t GetD3D12Size() const;
|
uint32_t GetD3D12Size() const;
|
||||||
ComPtr<ID3D12Resource> GetD3D12Resource();
|
ComPtr<ID3D12Resource> GetD3D12Resource();
|
||||||
D3D12_GPU_VIRTUAL_ADDRESS GetVA() const;
|
D3D12_GPU_VIRTUAL_ADDRESS GetVA() const;
|
||||||
bool GetResourceTransitionBarrier(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage, D3D12_RESOURCE_BARRIER* barrier);
|
bool GetResourceTransitionBarrier(nxt::BufferUsageBit currentUsage,
|
||||||
|
nxt::BufferUsageBit targetUsage,
|
||||||
|
D3D12_RESOURCE_BARRIER* barrier);
|
||||||
void OnMapReadCommandSerialFinished(uint32_t mapSerial, const void* data);
|
void OnMapReadCommandSerialFinished(uint32_t mapSerial, const void* data);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -44,8 +45,8 @@ namespace d3d12 {
|
||||||
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
|
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
|
||||||
void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
|
void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
|
||||||
void UnmapImpl() override;
|
void UnmapImpl() override;
|
||||||
void TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) override;
|
void TransitionUsageImpl(nxt::BufferUsageBit currentUsage,
|
||||||
|
nxt::BufferUsageBit targetUsage) override;
|
||||||
};
|
};
|
||||||
|
|
||||||
class BufferView : public BufferViewBase {
|
class BufferView : public BufferViewBase {
|
||||||
|
@ -80,7 +81,6 @@ namespace d3d12 {
|
||||||
SerialQueue<Request> mInflightRequests;
|
SerialQueue<Request> mInflightRequests;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_BUFFERD3D12_H_
|
#endif // BACKEND_D3D12_BUFFERD3D12_H_
|
||||||
|
|
|
@ -19,10 +19,10 @@
|
||||||
#include "common/Assert.h"
|
#include "common/Assert.h"
|
||||||
#include "common/BitSetIterator.h"
|
#include "common/BitSetIterator.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
CommandAllocatorManager::CommandAllocatorManager(Device* device) : device(device), mAllocatorCount(0) {
|
CommandAllocatorManager::CommandAllocatorManager(Device* device)
|
||||||
|
: device(device), mAllocatorCount(0) {
|
||||||
mFreeAllocators.set();
|
mFreeAllocators.set();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -42,14 +42,17 @@ namespace d3d12 {
|
||||||
if (firstFreeIndex >= mAllocatorCount) {
|
if (firstFreeIndex >= mAllocatorCount) {
|
||||||
ASSERT(firstFreeIndex == mAllocatorCount);
|
ASSERT(firstFreeIndex == mAllocatorCount);
|
||||||
mAllocatorCount++;
|
mAllocatorCount++;
|
||||||
ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCommandAllocators[firstFreeIndex])));
|
ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommandAllocator(
|
||||||
|
D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCommandAllocators[firstFreeIndex])));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Mark the command allocator as used
|
// Mark the command allocator as used
|
||||||
mFreeAllocators.reset(firstFreeIndex);
|
mFreeAllocators.reset(firstFreeIndex);
|
||||||
|
|
||||||
// Enqueue the command allocator. It will be scheduled for reset after the next ExecuteCommandLists
|
// Enqueue the command allocator. It will be scheduled for reset after the next
|
||||||
mInFlightCommandAllocators.Enqueue({mCommandAllocators[firstFreeIndex], firstFreeIndex}, device->GetSerial());
|
// ExecuteCommandLists
|
||||||
|
mInFlightCommandAllocators.Enqueue({mCommandAllocators[firstFreeIndex], firstFreeIndex},
|
||||||
|
device->GetSerial());
|
||||||
|
|
||||||
return mCommandAllocators[firstFreeIndex];
|
return mCommandAllocators[firstFreeIndex];
|
||||||
}
|
}
|
||||||
|
@ -63,5 +66,4 @@ namespace d3d12 {
|
||||||
mInFlightCommandAllocators.ClearUpTo(lastCompletedSerial);
|
mInFlightCommandAllocators.ClearUpTo(lastCompletedSerial);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -21,8 +21,7 @@
|
||||||
|
|
||||||
#include <bitset>
|
#include <bitset>
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -52,7 +51,6 @@ namespace d3d12 {
|
||||||
SerialQueue<IndexedCommandAllocator> mInFlightCommandAllocators;
|
SerialQueue<IndexedCommandAllocator> mInFlightCommandAllocators;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_
|
#endif // BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_
|
||||||
|
|
|
@ -15,11 +15,11 @@
|
||||||
#include "backend/d3d12/CommandBufferD3D12.h"
|
#include "backend/d3d12/CommandBufferD3D12.h"
|
||||||
|
|
||||||
#include "backend/Commands.h"
|
#include "backend/Commands.h"
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
|
||||||
#include "backend/d3d12/BindGroupD3D12.h"
|
#include "backend/d3d12/BindGroupD3D12.h"
|
||||||
#include "backend/d3d12/BindGroupLayoutD3D12.h"
|
#include "backend/d3d12/BindGroupLayoutD3D12.h"
|
||||||
#include "backend/d3d12/BufferD3D12.h"
|
#include "backend/d3d12/BufferD3D12.h"
|
||||||
#include "backend/d3d12/ComputePipelineD3D12.h"
|
#include "backend/d3d12/ComputePipelineD3D12.h"
|
||||||
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "backend/d3d12/DescriptorHeapAllocator.h"
|
#include "backend/d3d12/DescriptorHeapAllocator.h"
|
||||||
#include "backend/d3d12/FramebufferD3D12.h"
|
#include "backend/d3d12/FramebufferD3D12.h"
|
||||||
#include "backend/d3d12/InputStateD3D12.h"
|
#include "backend/d3d12/InputStateD3D12.h"
|
||||||
|
@ -31,8 +31,7 @@
|
||||||
#include "backend/d3d12/TextureD3D12.h"
|
#include "backend/d3d12/TextureD3D12.h"
|
||||||
#include "common/Assert.h"
|
#include "common/Assert.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
DXGI_FORMAT DXGIIndexFormat(nxt::IndexFormat format) {
|
DXGI_FORMAT DXGIIndexFormat(nxt::IndexFormat format) {
|
||||||
|
@ -69,10 +68,13 @@ namespace d3d12 {
|
||||||
if (bindGroups[index] != group) {
|
if (bindGroups[index] != group) {
|
||||||
bindGroups[index] = group;
|
bindGroups[index] = group;
|
||||||
|
|
||||||
// Descriptors don't need to be recorded if they have already been recorded in the heap. Indices are only updated when descriptors are recorded
|
// Descriptors don't need to be recorded if they have already been recorded in
|
||||||
|
// the heap. Indices are only updated when descriptors are recorded
|
||||||
const uint64_t serial = device->GetSerial();
|
const uint64_t serial = device->GetSerial();
|
||||||
if (group->GetHeapSerial() != serial) {
|
if (group->GetHeapSerial() != serial) {
|
||||||
group->RecordDescriptors(cbvSrvUavCPUDescriptorHeap, &cbvSrvUavDescriptorIndex, samplerCPUDescriptorHeap, &samplerDescriptorIndex, serial);
|
group->RecordDescriptors(
|
||||||
|
cbvSrvUavCPUDescriptorHeap, &cbvSrvUavDescriptorIndex,
|
||||||
|
samplerCPUDescriptorHeap, &samplerDescriptorIndex, serial);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -88,37 +90,54 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetBindGroup(ComPtr<ID3D12GraphicsCommandList> commandList, PipelineLayout* pipelineLayout, BindGroup* group,
|
void SetBindGroup(ComPtr<ID3D12GraphicsCommandList> commandList,
|
||||||
uint32_t index, bool force = false) {
|
PipelineLayout* pipelineLayout,
|
||||||
|
BindGroup* group,
|
||||||
|
uint32_t index,
|
||||||
|
bool force = false) {
|
||||||
if (bindGroups[index] != group || force) {
|
if (bindGroups[index] != group || force) {
|
||||||
bindGroups[index] = group;
|
bindGroups[index] = group;
|
||||||
|
|
||||||
uint32_t cbvUavSrvCount = ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
|
uint32_t cbvUavSrvCount =
|
||||||
uint32_t samplerCount = ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
|
ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
|
||||||
|
uint32_t samplerCount =
|
||||||
|
ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
|
||||||
|
|
||||||
if (cbvUavSrvCount > 0) {
|
if (cbvUavSrvCount > 0) {
|
||||||
uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
|
uint32_t parameterIndex =
|
||||||
|
pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
|
||||||
|
|
||||||
if (inCompute) {
|
if (inCompute) {
|
||||||
commandList->SetComputeRootDescriptorTable(parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(group->GetCbvUavSrvHeapOffset()));
|
commandList->SetComputeRootDescriptorTable(
|
||||||
|
parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(
|
||||||
|
group->GetCbvUavSrvHeapOffset()));
|
||||||
} else {
|
} else {
|
||||||
commandList->SetGraphicsRootDescriptorTable(parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(group->GetCbvUavSrvHeapOffset()));
|
commandList->SetGraphicsRootDescriptorTable(
|
||||||
|
parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(
|
||||||
|
group->GetCbvUavSrvHeapOffset()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (samplerCount > 0) {
|
if (samplerCount > 0) {
|
||||||
uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
|
uint32_t parameterIndex =
|
||||||
|
pipelineLayout->GetSamplerRootParameterIndex(index);
|
||||||
|
|
||||||
if (inCompute) {
|
if (inCompute) {
|
||||||
commandList->SetComputeRootDescriptorTable(parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
|
commandList->SetComputeRootDescriptorTable(
|
||||||
|
parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(
|
||||||
|
group->GetSamplerHeapOffset()));
|
||||||
} else {
|
} else {
|
||||||
commandList->SetGraphicsRootDescriptorTable(parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
|
commandList->SetGraphicsRootDescriptorTable(
|
||||||
|
parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(
|
||||||
|
group->GetSamplerHeapOffset()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetInheritedBindGroups(ComPtr<ID3D12GraphicsCommandList> commandList, PipelineLayout* oldLayout, PipelineLayout* newLayout) {
|
void SetInheritedBindGroups(ComPtr<ID3D12GraphicsCommandList> commandList,
|
||||||
|
PipelineLayout* oldLayout,
|
||||||
|
PipelineLayout* newLayout) {
|
||||||
if (oldLayout == nullptr) {
|
if (oldLayout == nullptr) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -136,13 +155,17 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
void AllocateAndSetDescriptorHeaps(Device* device, BindGroupStateTracker* bindingTracker, CommandIterator* commands) {
|
void AllocateAndSetDescriptorHeaps(Device* device,
|
||||||
|
BindGroupStateTracker* bindingTracker,
|
||||||
|
CommandIterator* commands) {
|
||||||
auto* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
|
auto* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
|
||||||
|
|
||||||
// TODO(enga@google.com): This currently allocates CPU heaps of arbitrarily chosen sizes
|
// TODO(enga@google.com): This currently allocates CPU heaps of arbitrarily chosen sizes
|
||||||
// This will not work if there are too many descriptors
|
// This will not work if there are too many descriptors
|
||||||
bindingTracker->cbvSrvUavCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 8192);
|
bindingTracker->cbvSrvUavCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(
|
||||||
bindingTracker->samplerCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048);
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 8192);
|
||||||
|
bindingTracker->samplerCPUDescriptorHeap =
|
||||||
|
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048);
|
||||||
|
|
||||||
{
|
{
|
||||||
Command type;
|
Command type;
|
||||||
|
@ -150,31 +173,27 @@ namespace d3d12 {
|
||||||
|
|
||||||
while (commands->NextCommandId(&type)) {
|
while (commands->NextCommandId(&type)) {
|
||||||
switch (type) {
|
switch (type) {
|
||||||
case Command::SetComputePipeline:
|
case Command::SetComputePipeline: {
|
||||||
{
|
SetComputePipelineCmd* cmd =
|
||||||
SetComputePipelineCmd* cmd = commands->NextCommand<SetComputePipelineCmd>();
|
commands->NextCommand<SetComputePipelineCmd>();
|
||||||
PipelineLayout* layout = ToBackend(cmd->pipeline->GetLayout());
|
PipelineLayout* layout = ToBackend(cmd->pipeline->GetLayout());
|
||||||
bindingTracker->TrackInheritedGroups(lastLayout, layout);
|
bindingTracker->TrackInheritedGroups(lastLayout, layout);
|
||||||
lastLayout = layout;
|
lastLayout = layout;
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetRenderPipeline:
|
case Command::SetRenderPipeline: {
|
||||||
{
|
SetRenderPipelineCmd* cmd =
|
||||||
SetRenderPipelineCmd* cmd = commands->NextCommand<SetRenderPipelineCmd>();
|
commands->NextCommand<SetRenderPipelineCmd>();
|
||||||
PipelineLayout* layout = ToBackend(cmd->pipeline->GetLayout());
|
PipelineLayout* layout = ToBackend(cmd->pipeline->GetLayout());
|
||||||
bindingTracker->TrackInheritedGroups(lastLayout, layout);
|
bindingTracker->TrackInheritedGroups(lastLayout, layout);
|
||||||
lastLayout = layout;
|
lastLayout = layout;
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetBindGroup:
|
case Command::SetBindGroup: {
|
||||||
{
|
|
||||||
SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
|
SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
|
||||||
BindGroup* group = ToBackend(cmd->group.Get());
|
BindGroup* group = ToBackend(cmd->group.Get());
|
||||||
bindingTracker->TrackSetBindGroup(group, cmd->index);
|
bindingTracker->TrackSetBindGroup(group, cmd->index);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
default:
|
default:
|
||||||
SkipCommand(commands, type);
|
SkipCommand(commands, type);
|
||||||
}
|
}
|
||||||
|
@ -184,8 +203,12 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (bindingTracker->cbvSrvUavDescriptorIndex > 0) {
|
if (bindingTracker->cbvSrvUavDescriptorIndex > 0) {
|
||||||
// Allocate a GPU-visible heap and copy from the CPU-only heap to the GPU-visible heap
|
// Allocate a GPU-visible heap and copy from the CPU-only heap to the GPU-visible
|
||||||
bindingTracker->cbvSrvUavGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, bindingTracker->cbvSrvUavDescriptorIndex);
|
// heap
|
||||||
|
bindingTracker->cbvSrvUavGPUDescriptorHeap =
|
||||||
|
descriptorHeapAllocator->AllocateGPUHeap(
|
||||||
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
||||||
|
bindingTracker->cbvSrvUavDescriptorIndex);
|
||||||
device->GetD3D12Device()->CopyDescriptorsSimple(
|
device->GetD3D12Device()->CopyDescriptorsSimple(
|
||||||
bindingTracker->cbvSrvUavDescriptorIndex,
|
bindingTracker->cbvSrvUavDescriptorIndex,
|
||||||
bindingTracker->cbvSrvUavGPUDescriptorHeap.GetCPUHandle(0),
|
bindingTracker->cbvSrvUavGPUDescriptorHeap.GetCPUHandle(0),
|
||||||
|
@ -194,7 +217,8 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (bindingTracker->samplerDescriptorIndex > 0) {
|
if (bindingTracker->samplerDescriptorIndex > 0) {
|
||||||
bindingTracker->samplerGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, bindingTracker->samplerDescriptorIndex);
|
bindingTracker->samplerGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(
|
||||||
|
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, bindingTracker->samplerDescriptorIndex);
|
||||||
device->GetD3D12Device()->CopyDescriptorsSimple(
|
device->GetD3D12Device()->CopyDescriptorsSimple(
|
||||||
bindingTracker->samplerDescriptorIndex,
|
bindingTracker->samplerDescriptorIndex,
|
||||||
bindingTracker->samplerGPUDescriptorHeap.GetCPUHandle(0),
|
bindingTracker->samplerGPUDescriptorHeap.GetCPUHandle(0),
|
||||||
|
@ -202,7 +226,7 @@ namespace d3d12 {
|
||||||
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
} // namespace
|
||||||
|
|
||||||
CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
|
CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
|
||||||
: CommandBufferBase(builder), mDevice(device), mCommands(builder->AcquireCommands()) {
|
: CommandBufferBase(builder), mDevice(device), mCommands(builder->AcquireCommands()) {
|
||||||
|
@ -217,7 +241,8 @@ namespace d3d12 {
|
||||||
AllocateAndSetDescriptorHeaps(mDevice, &bindingTracker, &mCommands);
|
AllocateAndSetDescriptorHeaps(mDevice, &bindingTracker, &mCommands);
|
||||||
bindingTracker.Reset();
|
bindingTracker.Reset();
|
||||||
|
|
||||||
ID3D12DescriptorHeap* descriptorHeaps[2] = { bindingTracker.cbvSrvUavGPUDescriptorHeap.Get(), bindingTracker.samplerGPUDescriptorHeap.Get() };
|
ID3D12DescriptorHeap* descriptorHeaps[2] = {bindingTracker.cbvSrvUavGPUDescriptorHeap.Get(),
|
||||||
|
bindingTracker.samplerGPUDescriptorHeap.Get()};
|
||||||
if (descriptorHeaps[0] && descriptorHeaps[1]) {
|
if (descriptorHeaps[0] && descriptorHeaps[1]) {
|
||||||
commandList->SetDescriptorHeaps(2, descriptorHeaps);
|
commandList->SetDescriptorHeaps(2, descriptorHeaps);
|
||||||
} else if (descriptorHeaps[0]) {
|
} else if (descriptorHeaps[0]) {
|
||||||
|
@ -236,50 +261,54 @@ namespace d3d12 {
|
||||||
|
|
||||||
while (mCommands.NextCommandId(&type)) {
|
while (mCommands.NextCommandId(&type)) {
|
||||||
switch (type) {
|
switch (type) {
|
||||||
case Command::BeginComputePass:
|
case Command::BeginComputePass: {
|
||||||
{
|
|
||||||
mCommands.NextCommand<BeginComputePassCmd>();
|
mCommands.NextCommand<BeginComputePassCmd>();
|
||||||
bindingTracker.SetInComputePass(true);
|
bindingTracker.SetInComputePass(true);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::BeginRenderPass:
|
case Command::BeginRenderPass: {
|
||||||
{
|
BeginRenderPassCmd* beginRenderPassCmd =
|
||||||
BeginRenderPassCmd* beginRenderPassCmd = mCommands.NextCommand<BeginRenderPassCmd>();
|
mCommands.NextCommand<BeginRenderPassCmd>();
|
||||||
currentRenderPass = ToBackend(beginRenderPassCmd->renderPass.Get());
|
currentRenderPass = ToBackend(beginRenderPassCmd->renderPass.Get());
|
||||||
currentFramebuffer = ToBackend(beginRenderPassCmd->framebuffer.Get());
|
currentFramebuffer = ToBackend(beginRenderPassCmd->framebuffer.Get());
|
||||||
currentSubpass = 0;
|
currentSubpass = 0;
|
||||||
|
|
||||||
uint32_t width = currentFramebuffer->GetWidth();
|
uint32_t width = currentFramebuffer->GetWidth();
|
||||||
uint32_t height = currentFramebuffer->GetHeight();
|
uint32_t height = currentFramebuffer->GetHeight();
|
||||||
D3D12_VIEWPORT viewport = { 0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f };
|
D3D12_VIEWPORT viewport = {
|
||||||
D3D12_RECT scissorRect = { 0, 0, static_cast<long>(width), static_cast<long>(height) };
|
0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f};
|
||||||
|
D3D12_RECT scissorRect = {0, 0, static_cast<long>(width),
|
||||||
|
static_cast<long>(height)};
|
||||||
commandList->RSSetViewports(1, &viewport);
|
commandList->RSSetViewports(1, &viewport);
|
||||||
commandList->RSSetScissorRects(1, &scissorRect);
|
commandList->RSSetScissorRects(1, &scissorRect);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::BeginRenderSubpass:
|
case Command::BeginRenderSubpass: {
|
||||||
{
|
|
||||||
mCommands.NextCommand<BeginRenderSubpassCmd>();
|
mCommands.NextCommand<BeginRenderSubpassCmd>();
|
||||||
const auto& subpass = currentRenderPass->GetSubpassInfo(currentSubpass);
|
const auto& subpass = currentRenderPass->GetSubpassInfo(currentSubpass);
|
||||||
|
|
||||||
Framebuffer::OMSetRenderTargetArgs args = currentFramebuffer->GetSubpassOMSetRenderTargetArgs(currentSubpass);
|
Framebuffer::OMSetRenderTargetArgs args =
|
||||||
|
currentFramebuffer->GetSubpassOMSetRenderTargetArgs(currentSubpass);
|
||||||
if (args.dsv.ptr) {
|
if (args.dsv.ptr) {
|
||||||
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, &args.dsv);
|
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE,
|
||||||
|
&args.dsv);
|
||||||
} else {
|
} else {
|
||||||
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, nullptr);
|
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE,
|
||||||
|
nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clear framebuffer attachments as needed
|
// Clear framebuffer attachments as needed
|
||||||
|
|
||||||
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
|
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
|
||||||
uint32_t attachmentSlot = subpass.colorAttachments[location];
|
uint32_t attachmentSlot = subpass.colorAttachments[location];
|
||||||
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
|
const auto& attachmentInfo =
|
||||||
|
currentRenderPass->GetAttachmentInfo(attachmentSlot);
|
||||||
|
|
||||||
Texture* texture = ToBackend(currentFramebuffer->GetTextureView(attachmentSlot)->GetTexture());
|
Texture* texture = ToBackend(
|
||||||
|
currentFramebuffer->GetTextureView(attachmentSlot)->GetTexture());
|
||||||
constexpr auto usage = nxt::TextureUsageBit::OutputAttachment;
|
constexpr auto usage = nxt::TextureUsageBit::OutputAttachment;
|
||||||
// It's already validated that this texture is either frozen to the correct usage, or not frozen.
|
// It's already validated that this texture is either frozen to the correct
|
||||||
|
// usage, or not frozen.
|
||||||
if (!texture->IsFrozen()) {
|
if (!texture->IsFrozen()) {
|
||||||
texture->TransitionUsageImpl(texture->GetUsage(), usage);
|
texture->TransitionUsageImpl(texture->GetUsage(), usage);
|
||||||
texture->UpdateUsageInternal(usage);
|
texture->UpdateUsageInternal(usage);
|
||||||
|
@ -290,7 +319,8 @@ namespace d3d12 {
|
||||||
// Load op - color
|
// Load op - color
|
||||||
if (attachmentInfo.colorLoadOp == nxt::LoadOp::Clear) {
|
if (attachmentInfo.colorLoadOp == nxt::LoadOp::Clear) {
|
||||||
auto handle = currentFramebuffer->GetRTVDescriptor(attachmentSlot);
|
auto handle = currentFramebuffer->GetRTVDescriptor(attachmentSlot);
|
||||||
const auto& clear = currentFramebuffer->GetClearColor(attachmentSlot);
|
const auto& clear =
|
||||||
|
currentFramebuffer->GetClearColor(attachmentSlot);
|
||||||
commandList->ClearRenderTargetView(handle, clear.color, 0, nullptr);
|
commandList->ClearRenderTargetView(handle, clear.color, 0, nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -298,14 +328,16 @@ namespace d3d12 {
|
||||||
|
|
||||||
if (subpass.depthStencilAttachmentSet) {
|
if (subpass.depthStencilAttachmentSet) {
|
||||||
uint32_t attachmentSlot = subpass.depthStencilAttachment;
|
uint32_t attachmentSlot = subpass.depthStencilAttachment;
|
||||||
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
|
const auto& attachmentInfo =
|
||||||
|
currentRenderPass->GetAttachmentInfo(attachmentSlot);
|
||||||
|
|
||||||
// Only perform load op on first use
|
// Only perform load op on first use
|
||||||
if (attachmentInfo.firstSubpass == currentSubpass) {
|
if (attachmentInfo.firstSubpass == currentSubpass) {
|
||||||
// Load op - depth/stencil
|
// Load op - depth/stencil
|
||||||
bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) &&
|
bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) &&
|
||||||
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
|
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
|
||||||
bool doStencilClear = TextureFormatHasStencil(attachmentInfo.format) &&
|
bool doStencilClear =
|
||||||
|
TextureFormatHasStencil(attachmentInfo.format) &&
|
||||||
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
|
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
|
||||||
|
|
||||||
D3D12_CLEAR_FLAGS clearFlags = {};
|
D3D12_CLEAR_FLAGS clearFlags = {};
|
||||||
|
@ -317,45 +349,39 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
if (clearFlags) {
|
if (clearFlags) {
|
||||||
auto handle = currentFramebuffer->GetDSVDescriptor(attachmentSlot);
|
auto handle = currentFramebuffer->GetDSVDescriptor(attachmentSlot);
|
||||||
const auto& clear = currentFramebuffer->GetClearDepthStencil(attachmentSlot);
|
const auto& clear =
|
||||||
// TODO(kainino@chromium.org): investigate: should the NXT clear stencil type be uint8_t?
|
currentFramebuffer->GetClearDepthStencil(attachmentSlot);
|
||||||
|
// TODO(kainino@chromium.org): investigate: should the NXT clear
|
||||||
|
// stencil type be uint8_t?
|
||||||
uint8_t clearStencil = static_cast<uint8_t>(clear.stencil);
|
uint8_t clearStencil = static_cast<uint8_t>(clear.stencil);
|
||||||
commandList->ClearDepthStencilView(handle, clearFlags, clear.depth, clearStencil, 0, nullptr);
|
commandList->ClearDepthStencilView(handle, clearFlags, clear.depth,
|
||||||
|
clearStencil, 0, nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0};
|
static constexpr std::array<float, 4> defaultBlendFactor = {0, 0, 0, 0};
|
||||||
commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
|
commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::CopyBufferToBuffer:
|
case Command::CopyBufferToBuffer: {
|
||||||
{
|
|
||||||
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
|
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
|
||||||
auto src = ToBackend(copy->source.buffer.Get())->GetD3D12Resource();
|
auto src = ToBackend(copy->source.buffer.Get())->GetD3D12Resource();
|
||||||
auto dst = ToBackend(copy->destination.buffer.Get())->GetD3D12Resource();
|
auto dst = ToBackend(copy->destination.buffer.Get())->GetD3D12Resource();
|
||||||
commandList->CopyBufferRegion(dst.Get(), copy->destination.offset, src.Get(), copy->source.offset, copy->size);
|
commandList->CopyBufferRegion(dst.Get(), copy->destination.offset, src.Get(),
|
||||||
}
|
copy->source.offset, copy->size);
|
||||||
break;
|
} break;
|
||||||
|
|
||||||
case Command::CopyBufferToTexture:
|
case Command::CopyBufferToTexture: {
|
||||||
{
|
|
||||||
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
|
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
|
||||||
Buffer* buffer = ToBackend(copy->source.buffer.Get());
|
Buffer* buffer = ToBackend(copy->source.buffer.Get());
|
||||||
Texture* texture = ToBackend(copy->destination.texture.Get());
|
Texture* texture = ToBackend(copy->destination.texture.Get());
|
||||||
|
|
||||||
auto copySplit = ComputeTextureCopySplit(
|
auto copySplit = ComputeTextureCopySplit(
|
||||||
copy->destination.x,
|
copy->destination.x, copy->destination.y, copy->destination.z,
|
||||||
copy->destination.y,
|
copy->destination.width, copy->destination.height, copy->destination.depth,
|
||||||
copy->destination.z,
|
|
||||||
copy->destination.width,
|
|
||||||
copy->destination.height,
|
|
||||||
copy->destination.depth,
|
|
||||||
static_cast<uint32_t>(TextureFormatPixelSize(texture->GetFormat())),
|
static_cast<uint32_t>(TextureFormatPixelSize(texture->GetFormat())),
|
||||||
copy->source.offset,
|
copy->source.offset, copy->rowPitch);
|
||||||
copy->rowPitch
|
|
||||||
);
|
|
||||||
|
|
||||||
D3D12_TEXTURE_COPY_LOCATION textureLocation;
|
D3D12_TEXTURE_COPY_LOCATION textureLocation;
|
||||||
textureLocation.pResource = texture->GetD3D12Resource();
|
textureLocation.pResource = texture->GetD3D12Resource();
|
||||||
|
@ -383,28 +409,22 @@ namespace d3d12 {
|
||||||
sourceRegion.bottom = info.bufferOffset.y + info.copySize.height;
|
sourceRegion.bottom = info.bufferOffset.y + info.copySize.height;
|
||||||
sourceRegion.back = info.bufferOffset.z + info.copySize.depth;
|
sourceRegion.back = info.bufferOffset.z + info.copySize.depth;
|
||||||
|
|
||||||
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x, info.textureOffset.y, info.textureOffset.z, &bufferLocation, &sourceRegion);
|
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x,
|
||||||
|
info.textureOffset.y, info.textureOffset.z,
|
||||||
|
&bufferLocation, &sourceRegion);
|
||||||
}
|
}
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::CopyTextureToBuffer:
|
case Command::CopyTextureToBuffer: {
|
||||||
{
|
|
||||||
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
|
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
|
||||||
Texture* texture = ToBackend(copy->source.texture.Get());
|
Texture* texture = ToBackend(copy->source.texture.Get());
|
||||||
Buffer* buffer = ToBackend(copy->destination.buffer.Get());
|
Buffer* buffer = ToBackend(copy->destination.buffer.Get());
|
||||||
|
|
||||||
auto copySplit = ComputeTextureCopySplit(
|
auto copySplit = ComputeTextureCopySplit(
|
||||||
copy->source.x,
|
copy->source.x, copy->source.y, copy->source.z, copy->source.width,
|
||||||
copy->source.y,
|
copy->source.height, copy->source.depth,
|
||||||
copy->source.z,
|
|
||||||
copy->source.width,
|
|
||||||
copy->source.height,
|
|
||||||
copy->source.depth,
|
|
||||||
static_cast<uint32_t>(TextureFormatPixelSize(texture->GetFormat())),
|
static_cast<uint32_t>(TextureFormatPixelSize(texture->GetFormat())),
|
||||||
copy->destination.offset,
|
copy->destination.offset, copy->rowPitch);
|
||||||
copy->rowPitch
|
|
||||||
);
|
|
||||||
|
|
||||||
D3D12_TEXTURE_COPY_LOCATION textureLocation;
|
D3D12_TEXTURE_COPY_LOCATION textureLocation;
|
||||||
textureLocation.pResource = texture->GetD3D12Resource();
|
textureLocation.pResource = texture->GetD3D12Resource();
|
||||||
|
@ -432,66 +452,45 @@ namespace d3d12 {
|
||||||
sourceRegion.bottom = info.textureOffset.y + info.copySize.height;
|
sourceRegion.bottom = info.textureOffset.y + info.copySize.height;
|
||||||
sourceRegion.back = info.textureOffset.z + info.copySize.depth;
|
sourceRegion.back = info.textureOffset.z + info.copySize.depth;
|
||||||
|
|
||||||
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x, info.bufferOffset.y, info.bufferOffset.z, &textureLocation, &sourceRegion);
|
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x,
|
||||||
|
info.bufferOffset.y, info.bufferOffset.z,
|
||||||
|
&textureLocation, &sourceRegion);
|
||||||
}
|
}
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::Dispatch:
|
case Command::Dispatch: {
|
||||||
{
|
|
||||||
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
|
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
|
||||||
commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
|
commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::DrawArrays:
|
case Command::DrawArrays: {
|
||||||
{
|
|
||||||
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
|
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
|
||||||
commandList->DrawInstanced(
|
commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
|
||||||
draw->vertexCount,
|
draw->firstVertex, draw->firstInstance);
|
||||||
draw->instanceCount,
|
} break;
|
||||||
draw->firstVertex,
|
|
||||||
draw->firstInstance
|
|
||||||
);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::DrawElements:
|
case Command::DrawElements: {
|
||||||
{
|
|
||||||
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
|
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
|
||||||
|
|
||||||
commandList->DrawIndexedInstanced(
|
commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
|
||||||
draw->indexCount,
|
draw->firstIndex, 0, draw->firstInstance);
|
||||||
draw->instanceCount,
|
} break;
|
||||||
draw->firstIndex,
|
|
||||||
0,
|
|
||||||
draw->firstInstance
|
|
||||||
);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::EndComputePass:
|
case Command::EndComputePass: {
|
||||||
{
|
|
||||||
mCommands.NextCommand<EndComputePassCmd>();
|
mCommands.NextCommand<EndComputePassCmd>();
|
||||||
bindingTracker.SetInComputePass(false);
|
bindingTracker.SetInComputePass(false);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::EndRenderPass:
|
case Command::EndRenderPass: {
|
||||||
{
|
|
||||||
mCommands.NextCommand<EndRenderPassCmd>();
|
mCommands.NextCommand<EndRenderPassCmd>();
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::EndRenderSubpass:
|
case Command::EndRenderSubpass: {
|
||||||
{
|
|
||||||
mCommands.NextCommand<EndRenderSubpassCmd>();
|
mCommands.NextCommand<EndRenderSubpassCmd>();
|
||||||
currentSubpass += 1;
|
currentSubpass += 1;
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetComputePipeline:
|
case Command::SetComputePipeline: {
|
||||||
{
|
|
||||||
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
|
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
|
||||||
ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
||||||
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
||||||
|
@ -502,11 +501,9 @@ namespace d3d12 {
|
||||||
// TODO(enga@google.com): Implement compute pipelines
|
// TODO(enga@google.com): Implement compute pipelines
|
||||||
bindingTracker.SetInheritedBindGroups(commandList, lastLayout, layout);
|
bindingTracker.SetInheritedBindGroups(commandList, lastLayout, layout);
|
||||||
lastLayout = layout;
|
lastLayout = layout;
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetRenderPipeline:
|
case Command::SetRenderPipeline: {
|
||||||
{
|
|
||||||
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
|
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
|
||||||
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
|
||||||
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
|
||||||
|
@ -519,41 +516,31 @@ namespace d3d12 {
|
||||||
|
|
||||||
lastRenderPipeline = pipeline;
|
lastRenderPipeline = pipeline;
|
||||||
lastLayout = layout;
|
lastLayout = layout;
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetPushConstants:
|
case Command::SetPushConstants: {
|
||||||
{
|
|
||||||
mCommands.NextCommand<SetPushConstantsCmd>();
|
mCommands.NextCommand<SetPushConstantsCmd>();
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetStencilReference:
|
case Command::SetStencilReference: {
|
||||||
{
|
|
||||||
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
|
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
|
||||||
|
|
||||||
commandList->OMSetStencilRef(cmd->reference);
|
commandList->OMSetStencilRef(cmd->reference);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetBlendColor:
|
case Command::SetBlendColor: {
|
||||||
{
|
|
||||||
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
|
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
|
||||||
ASSERT(lastRenderPipeline);
|
ASSERT(lastRenderPipeline);
|
||||||
commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->r));
|
commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->r));
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetBindGroup:
|
case Command::SetBindGroup: {
|
||||||
{
|
|
||||||
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
||||||
BindGroup* group = ToBackend(cmd->group.Get());
|
BindGroup* group = ToBackend(cmd->group.Get());
|
||||||
bindingTracker.SetBindGroup(commandList, lastLayout, group, cmd->index);
|
bindingTracker.SetBindGroup(commandList, lastLayout, group, cmd->index);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetIndexBuffer:
|
case Command::SetIndexBuffer: {
|
||||||
{
|
|
||||||
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
|
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
|
||||||
|
|
||||||
Buffer* buffer = ToBackend(cmd->buffer.Get());
|
Buffer* buffer = ToBackend(cmd->buffer.Get());
|
||||||
|
@ -566,11 +553,9 @@ namespace d3d12 {
|
||||||
bufferView.Format = DXGIIndexFormat(lastRenderPipeline->GetIndexFormat());
|
bufferView.Format = DXGIIndexFormat(lastRenderPipeline->GetIndexFormat());
|
||||||
|
|
||||||
commandList->IASetIndexBuffer(&bufferView);
|
commandList->IASetIndexBuffer(&bufferView);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::SetVertexBuffers:
|
case Command::SetVertexBuffers: {
|
||||||
{
|
|
||||||
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
|
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
|
||||||
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
|
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
|
||||||
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
|
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
|
||||||
|
@ -586,41 +571,40 @@ namespace d3d12 {
|
||||||
d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
|
d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
commandList->IASetVertexBuffers(cmd->startSlot, cmd->count, d3d12BufferViews.data());
|
commandList->IASetVertexBuffers(cmd->startSlot, cmd->count,
|
||||||
}
|
d3d12BufferViews.data());
|
||||||
break;
|
} break;
|
||||||
|
|
||||||
case Command::TransitionBufferUsage:
|
case Command::TransitionBufferUsage: {
|
||||||
{
|
TransitionBufferUsageCmd* cmd =
|
||||||
TransitionBufferUsageCmd* cmd = mCommands.NextCommand<TransitionBufferUsageCmd>();
|
mCommands.NextCommand<TransitionBufferUsageCmd>();
|
||||||
|
|
||||||
Buffer* buffer = ToBackend(cmd->buffer.Get());
|
Buffer* buffer = ToBackend(cmd->buffer.Get());
|
||||||
|
|
||||||
D3D12_RESOURCE_BARRIER barrier;
|
D3D12_RESOURCE_BARRIER barrier;
|
||||||
if (buffer->GetResourceTransitionBarrier(buffer->GetUsage(), cmd->usage, &barrier)) {
|
if (buffer->GetResourceTransitionBarrier(buffer->GetUsage(), cmd->usage,
|
||||||
|
&barrier)) {
|
||||||
commandList->ResourceBarrier(1, &barrier);
|
commandList->ResourceBarrier(1, &barrier);
|
||||||
}
|
}
|
||||||
|
|
||||||
buffer->UpdateUsageInternal(cmd->usage);
|
buffer->UpdateUsageInternal(cmd->usage);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
|
|
||||||
case Command::TransitionTextureUsage:
|
case Command::TransitionTextureUsage: {
|
||||||
{
|
TransitionTextureUsageCmd* cmd =
|
||||||
TransitionTextureUsageCmd* cmd = mCommands.NextCommand<TransitionTextureUsageCmd>();
|
mCommands.NextCommand<TransitionTextureUsageCmd>();
|
||||||
|
|
||||||
Texture* texture = ToBackend(cmd->texture.Get());
|
Texture* texture = ToBackend(cmd->texture.Get());
|
||||||
|
|
||||||
D3D12_RESOURCE_BARRIER barrier;
|
D3D12_RESOURCE_BARRIER barrier;
|
||||||
if (texture->GetResourceTransitionBarrier(texture->GetUsage(), cmd->usage, &barrier)) {
|
if (texture->GetResourceTransitionBarrier(texture->GetUsage(), cmd->usage,
|
||||||
|
&barrier)) {
|
||||||
commandList->ResourceBarrier(1, &barrier);
|
commandList->ResourceBarrier(1, &barrier);
|
||||||
}
|
}
|
||||||
|
|
||||||
texture->UpdateUsageInternal(cmd->usage);
|
texture->UpdateUsageInternal(cmd->usage);
|
||||||
}
|
} break;
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}} // namespace backend::d3d12
|
||||||
|
|
|
@ -20,8 +20,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -36,7 +35,6 @@ namespace d3d12 {
|
||||||
Device* mDevice;
|
Device* mDevice;
|
||||||
CommandIterator mCommands;
|
CommandIterator mCommands;
|
||||||
};
|
};
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_COMMANDBUFFERD3D12_H_
|
#endif // BACKEND_D3D12_COMMANDBUFFERD3D12_H_
|
||||||
|
|
|
@ -15,14 +15,13 @@
|
||||||
#include "backend/d3d12/ComputePipelineD3D12.h"
|
#include "backend/d3d12/ComputePipelineD3D12.h"
|
||||||
|
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "backend/d3d12/ShaderModuleD3D12.h"
|
|
||||||
#include "backend/d3d12/PipelineLayoutD3D12.h"
|
#include "backend/d3d12/PipelineLayoutD3D12.h"
|
||||||
|
#include "backend/d3d12/ShaderModuleD3D12.h"
|
||||||
#include "common/Assert.h"
|
#include "common/Assert.h"
|
||||||
|
|
||||||
#include <d3dcompiler.h>
|
#include <d3dcompiler.h>
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
ComputePipeline::ComputePipeline(ComputePipelineBuilder* builder)
|
ComputePipeline::ComputePipeline(ComputePipelineBuilder* builder)
|
||||||
: ComputePipelineBase(builder) {
|
: ComputePipelineBase(builder) {
|
||||||
|
@ -41,19 +40,9 @@ namespace d3d12 {
|
||||||
ComPtr<ID3DBlob> compiledShader;
|
ComPtr<ID3DBlob> compiledShader;
|
||||||
ComPtr<ID3DBlob> errors;
|
ComPtr<ID3DBlob> errors;
|
||||||
|
|
||||||
if (FAILED(D3DCompile(
|
if (FAILED(D3DCompile(hlslSource.c_str(), hlslSource.length(), nullptr, {nullptr}, nullptr,
|
||||||
hlslSource.c_str(),
|
entryPoint.c_str(), "cs_5_1", compileFlags, 0, &compiledShader,
|
||||||
hlslSource.length(),
|
&errors))) {
|
||||||
nullptr,
|
|
||||||
{ nullptr },
|
|
||||||
nullptr,
|
|
||||||
entryPoint.c_str(),
|
|
||||||
"cs_5_1",
|
|
||||||
compileFlags,
|
|
||||||
0,
|
|
||||||
&compiledShader,
|
|
||||||
&errors
|
|
||||||
))) {
|
|
||||||
printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer()));
|
printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer()));
|
||||||
ASSERT(false);
|
ASSERT(false);
|
||||||
}
|
}
|
||||||
|
@ -64,12 +53,12 @@ namespace d3d12 {
|
||||||
descriptor.CS.BytecodeLength = compiledShader->GetBufferSize();
|
descriptor.CS.BytecodeLength = compiledShader->GetBufferSize();
|
||||||
|
|
||||||
Device* device = ToBackend(builder->GetDevice());
|
Device* device = ToBackend(builder->GetDevice());
|
||||||
device->GetD3D12Device()->CreateComputePipelineState(&descriptor, IID_PPV_ARGS(&mPipelineState));
|
device->GetD3D12Device()->CreateComputePipelineState(&descriptor,
|
||||||
|
IID_PPV_ARGS(&mPipelineState));
|
||||||
}
|
}
|
||||||
|
|
||||||
ComPtr<ID3D12PipelineState> ComputePipeline::GetPipelineState() {
|
ComPtr<ID3D12PipelineState> ComputePipeline::GetPipelineState() {
|
||||||
return mPipelineState;
|
return mPipelineState;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class ComputePipeline : public ComputePipelineBase {
|
class ComputePipeline : public ComputePipelineBase {
|
||||||
public:
|
public:
|
||||||
|
@ -32,7 +31,6 @@ namespace backend {
|
||||||
ComPtr<ID3D12PipelineState> mPipelineState;
|
ComPtr<ID3D12PipelineState> mPipelineState;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_COMPUTEPIPELINED3D12_H_
|
#endif // BACKEND_D3D12_COMPUTEPIPELINED3D12_H_
|
||||||
|
|
|
@ -36,8 +36,7 @@
|
||||||
#include "backend/d3d12/TextureD3D12.h"
|
#include "backend/d3d12/TextureD3D12.h"
|
||||||
#include "common/Assert.h"
|
#include "common/Assert.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
nxtProcTable GetNonValidatingProcs();
|
nxtProcTable GetNonValidatingProcs();
|
||||||
nxtProcTable GetValidatingProcs();
|
nxtProcTable GetValidatingProcs();
|
||||||
|
@ -63,7 +62,8 @@ namespace d3d12 {
|
||||||
backendDevice->NextSerial();
|
backendDevice->NextSerial();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ExecuteCommandLists(nxtDevice device, std::initializer_list<ID3D12CommandList*> commandLists) {
|
void ExecuteCommandLists(nxtDevice device,
|
||||||
|
std::initializer_list<ID3D12CommandList*> commandLists) {
|
||||||
Device* backendDevice = reinterpret_cast<Device*>(device);
|
Device* backendDevice = reinterpret_cast<Device*>(device);
|
||||||
backendDevice->ExecuteCommandLists(commandLists);
|
backendDevice->ExecuteCommandLists(commandLists);
|
||||||
}
|
}
|
||||||
|
@ -89,13 +89,13 @@ namespace d3d12 {
|
||||||
mMapReadRequestTracker(new MapReadRequestTracker(this)),
|
mMapReadRequestTracker(new MapReadRequestTracker(this)),
|
||||||
mResourceAllocator(new ResourceAllocator(this)),
|
mResourceAllocator(new ResourceAllocator(this)),
|
||||||
mResourceUploader(new ResourceUploader(this)) {
|
mResourceUploader(new ResourceUploader(this)) {
|
||||||
|
|
||||||
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
||||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||||
ASSERT_SUCCESS(d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue)));
|
ASSERT_SUCCESS(d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue)));
|
||||||
|
|
||||||
ASSERT_SUCCESS(d3d12Device->CreateFence(mSerial, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence)));
|
ASSERT_SUCCESS(
|
||||||
|
d3d12Device->CreateFence(mSerial, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence)));
|
||||||
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
||||||
ASSERT(mFenceEvent != nullptr);
|
ASSERT(mFenceEvent != nullptr);
|
||||||
|
|
||||||
|
@ -142,19 +142,18 @@ namespace d3d12 {
|
||||||
ComPtr<ID3D12GraphicsCommandList>& cmdList = *commandList;
|
ComPtr<ID3D12GraphicsCommandList>& cmdList = *commandList;
|
||||||
if (!cmdList) {
|
if (!cmdList) {
|
||||||
ASSERT_SUCCESS(mD3d12Device->CreateCommandList(
|
ASSERT_SUCCESS(mD3d12Device->CreateCommandList(
|
||||||
0,
|
0, D3D12_COMMAND_LIST_TYPE_DIRECT,
|
||||||
D3D12_COMMAND_LIST_TYPE_DIRECT,
|
mCommandAllocatorManager->ReserveCommandAllocator().Get(), nullptr,
|
||||||
mCommandAllocatorManager->ReserveCommandAllocator().Get(),
|
IID_PPV_ARGS(&cmdList)));
|
||||||
nullptr,
|
|
||||||
IID_PPV_ARGS(&cmdList)
|
|
||||||
));
|
|
||||||
} else {
|
} else {
|
||||||
ASSERT_SUCCESS(cmdList->Reset(mCommandAllocatorManager->ReserveCommandAllocator().Get(), nullptr));
|
ASSERT_SUCCESS(
|
||||||
|
cmdList->Reset(mCommandAllocatorManager->ReserveCommandAllocator().Get(), nullptr));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ComPtr<ID3D12GraphicsCommandList> Device::GetPendingCommandList() {
|
ComPtr<ID3D12GraphicsCommandList> Device::GetPendingCommandList() {
|
||||||
// Callers of GetPendingCommandList do so to record commands. Only reserve a command allocator when it is needed so we don't submit empty command lists
|
// Callers of GetPendingCommandList do so to record commands. Only reserve a command
|
||||||
|
// allocator when it is needed so we don't submit empty command lists
|
||||||
if (!mPendingCommands.open) {
|
if (!mPendingCommands.open) {
|
||||||
OpenCommandList(&mPendingCommands.commandList);
|
OpenCommandList(&mPendingCommands.commandList);
|
||||||
mPendingCommands.open = true;
|
mPendingCommands.open = true;
|
||||||
|
@ -197,10 +196,12 @@ namespace d3d12 {
|
||||||
mPendingCommands.open = false;
|
mPendingCommands.open = false;
|
||||||
lists[0] = mPendingCommands.commandList.Get();
|
lists[0] = mPendingCommands.commandList.Get();
|
||||||
std::copy(commandLists.begin(), commandLists.end(), lists.begin() + 1);
|
std::copy(commandLists.begin(), commandLists.end(), lists.begin() + 1);
|
||||||
mCommandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size() + 1), lists.data());
|
mCommandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size() + 1),
|
||||||
|
lists.data());
|
||||||
} else {
|
} else {
|
||||||
std::vector<ID3D12CommandList*> lists(commandLists);
|
std::vector<ID3D12CommandList*> lists(commandLists);
|
||||||
mCommandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size()), lists.data());
|
mCommandQueue->ExecuteCommandLists(static_cast<UINT>(commandLists.size()),
|
||||||
|
lists.data());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -268,5 +269,4 @@ namespace d3d12 {
|
||||||
: RenderPassBase(builder), mDevice(device) {
|
: RenderPassBase(builder), mDevice(device) {
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -24,8 +24,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class BindGroup;
|
class BindGroup;
|
||||||
class BindGroupLayout;
|
class BindGroupLayout;
|
||||||
|
@ -157,7 +156,6 @@ namespace d3d12 {
|
||||||
Device* mDevice;
|
Device* mDevice;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_D3D12BACKEND_H_
|
#endif // BACKEND_D3D12_D3D12BACKEND_H_
|
||||||
|
|
|
@ -16,8 +16,7 @@
|
||||||
|
|
||||||
#include "common/BitSetIterator.h"
|
#include "common/BitSetIterator.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
static D3D12_STENCIL_OP StencilOp(nxt::StencilOperation op) {
|
static D3D12_STENCIL_OP StencilOp(nxt::StencilOperation op) {
|
||||||
switch (op) {
|
switch (op) {
|
||||||
|
@ -43,8 +42,7 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
|
|
||||||
static D3D12_COMPARISON_FUNC ComparisonFunc(nxt::CompareFunction func) {
|
static D3D12_COMPARISON_FUNC ComparisonFunc(nxt::CompareFunction func) {
|
||||||
switch (func)
|
switch (func) {
|
||||||
{
|
|
||||||
case nxt::CompareFunction::Always:
|
case nxt::CompareFunction::Always:
|
||||||
return D3D12_COMPARISON_FUNC_ALWAYS;
|
return D3D12_COMPARISON_FUNC_ALWAYS;
|
||||||
case nxt::CompareFunction::Equal:
|
case nxt::CompareFunction::Equal:
|
||||||
|
@ -66,7 +64,8 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(backend::DepthStencilStateBase::StencilFaceInfo faceInfo) {
|
static D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(
|
||||||
|
backend::DepthStencilStateBase::StencilFaceInfo faceInfo) {
|
||||||
D3D12_DEPTH_STENCILOP_DESC desc;
|
D3D12_DEPTH_STENCILOP_DESC desc;
|
||||||
|
|
||||||
desc.StencilFailOp = StencilOp(faceInfo.stencilFail);
|
desc.StencilFailOp = StencilOp(faceInfo.stencilFail);
|
||||||
|
@ -79,9 +78,9 @@ namespace d3d12 {
|
||||||
|
|
||||||
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
|
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
|
||||||
: DepthStencilStateBase(builder), mDevice(device) {
|
: DepthStencilStateBase(builder), mDevice(device) {
|
||||||
|
|
||||||
mDepthStencilDescriptor.DepthEnable = TRUE;
|
mDepthStencilDescriptor.DepthEnable = TRUE;
|
||||||
mDepthStencilDescriptor.DepthWriteMask = GetDepth().depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
|
mDepthStencilDescriptor.DepthWriteMask =
|
||||||
|
GetDepth().depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
|
||||||
mDepthStencilDescriptor.DepthFunc = ComparisonFunc(GetDepth().compareFunction);
|
mDepthStencilDescriptor.DepthFunc = ComparisonFunc(GetDepth().compareFunction);
|
||||||
|
|
||||||
mDepthStencilDescriptor.StencilEnable = StencilTestEnabled() ? TRUE : FALSE;
|
mDepthStencilDescriptor.StencilEnable = StencilTestEnabled() ? TRUE : FALSE;
|
||||||
|
@ -96,5 +95,4 @@ namespace d3d12 {
|
||||||
return mDepthStencilDescriptor;
|
return mDepthStencilDescriptor;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -35,7 +34,6 @@ namespace d3d12 {
|
||||||
D3D12_DEPTH_STENCIL_DESC mDepthStencilDescriptor;
|
D3D12_DEPTH_STENCIL_DESC mDepthStencilDescriptor;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_DEPTHSTENCILSTATED3D12_H_
|
#endif // BACKEND_D3D12_DEPTHSTENCILSTATED3D12_H_
|
||||||
|
|
|
@ -17,14 +17,15 @@
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "common/Assert.h"
|
#include "common/Assert.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
DescriptorHeapHandle::DescriptorHeapHandle()
|
DescriptorHeapHandle::DescriptorHeapHandle()
|
||||||
: mDescriptorHeap(nullptr), mSizeIncrement(0), mOffset(0) {
|
: mDescriptorHeap(nullptr), mSizeIncrement(0), mOffset(0) {
|
||||||
}
|
}
|
||||||
|
|
||||||
DescriptorHeapHandle::DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap, uint32_t sizeIncrement, uint32_t offset)
|
DescriptorHeapHandle::DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap,
|
||||||
|
uint32_t sizeIncrement,
|
||||||
|
uint32_t offset)
|
||||||
: mDescriptorHeap(descriptorHeap), mSizeIncrement(sizeIncrement), mOffset(offset) {
|
: mDescriptorHeap(descriptorHeap), mSizeIncrement(sizeIncrement), mOffset(offset) {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -46,29 +47,39 @@ namespace d3d12 {
|
||||||
return handle;
|
return handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
DescriptorHeapAllocator::DescriptorHeapAllocator(Device* device)
|
DescriptorHeapAllocator::DescriptorHeapAllocator(Device* device)
|
||||||
: mDevice(device),
|
: mDevice(device),
|
||||||
mSizeIncrements{
|
mSizeIncrements{
|
||||||
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV),
|
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
|
||||||
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER),
|
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV),
|
||||||
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV),
|
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
|
||||||
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV),
|
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER),
|
||||||
|
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
|
||||||
|
D3D12_DESCRIPTOR_HEAP_TYPE_RTV),
|
||||||
|
device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
|
||||||
|
D3D12_DESCRIPTOR_HEAP_TYPE_DSV),
|
||||||
} {
|
} {
|
||||||
}
|
}
|
||||||
|
|
||||||
DescriptorHeapHandle DescriptorHeapAllocator::Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count, uint32_t allocationSize, DescriptorHeapInfo* heapInfo, D3D12_DESCRIPTOR_HEAP_FLAGS flags) {
|
DescriptorHeapHandle DescriptorHeapAllocator::Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type,
|
||||||
// TODO(enga@google.com): This is just a linear allocator so the heap will quickly run out of space causing a new one to be allocated
|
uint32_t count,
|
||||||
// We should reuse heap subranges that have been released
|
uint32_t allocationSize,
|
||||||
|
DescriptorHeapInfo* heapInfo,
|
||||||
|
D3D12_DESCRIPTOR_HEAP_FLAGS flags) {
|
||||||
|
// TODO(enga@google.com): This is just a linear allocator so the heap will quickly run out
|
||||||
|
// of space causing a new one to be allocated We should reuse heap subranges that have been
|
||||||
|
// released
|
||||||
if (count == 0) {
|
if (count == 0) {
|
||||||
return DescriptorHeapHandle();
|
return DescriptorHeapHandle();
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
// If the current pool for this type has space, linearly allocate count bytes in the pool
|
// If the current pool for this type has space, linearly allocate count bytes in the
|
||||||
|
// pool
|
||||||
auto& allocationInfo = heapInfo->second;
|
auto& allocationInfo = heapInfo->second;
|
||||||
if (allocationInfo.remaining >= count) {
|
if (allocationInfo.remaining >= count) {
|
||||||
DescriptorHeapHandle handle(heapInfo->first, mSizeIncrements[type], allocationInfo.size - allocationInfo.remaining);
|
DescriptorHeapHandle handle(heapInfo->first, mSizeIncrements[type],
|
||||||
|
allocationInfo.size - allocationInfo.remaining);
|
||||||
allocationInfo.remaining -= count;
|
allocationInfo.remaining -= count;
|
||||||
Release(handle);
|
Release(handle);
|
||||||
return handle;
|
return handle;
|
||||||
|
@ -83,7 +94,8 @@ namespace d3d12 {
|
||||||
heapDescriptor.Flags = flags;
|
heapDescriptor.Flags = flags;
|
||||||
heapDescriptor.NodeMask = 0;
|
heapDescriptor.NodeMask = 0;
|
||||||
ComPtr<ID3D12DescriptorHeap> heap;
|
ComPtr<ID3D12DescriptorHeap> heap;
|
||||||
ASSERT_SUCCESS(mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)));
|
ASSERT_SUCCESS(
|
||||||
|
mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)));
|
||||||
|
|
||||||
AllocationInfo allocationInfo = {allocationSize, allocationSize - count};
|
AllocationInfo allocationInfo = {allocationSize, allocationSize - count};
|
||||||
*heapInfo = std::make_pair(heap, allocationInfo);
|
*heapInfo = std::make_pair(heap, allocationInfo);
|
||||||
|
@ -93,14 +105,21 @@ namespace d3d12 {
|
||||||
return handle;
|
return handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
DescriptorHeapHandle DescriptorHeapAllocator::AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count) {
|
DescriptorHeapHandle DescriptorHeapAllocator::AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type,
|
||||||
return Allocate(type, count, count, &mCpuDescriptorHeapInfos[type], D3D12_DESCRIPTOR_HEAP_FLAG_NONE);
|
uint32_t count) {
|
||||||
|
return Allocate(type, count, count, &mCpuDescriptorHeapInfos[type],
|
||||||
|
D3D12_DESCRIPTOR_HEAP_FLAG_NONE);
|
||||||
}
|
}
|
||||||
|
|
||||||
DescriptorHeapHandle DescriptorHeapAllocator::AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count) {
|
DescriptorHeapHandle DescriptorHeapAllocator::AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE type,
|
||||||
ASSERT(type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV || type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
uint32_t count) {
|
||||||
unsigned int heapSize = (type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ? kMaxCbvUavSrvHeapSize : kMaxSamplerHeapSize);
|
ASSERT(type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ||
|
||||||
return Allocate(type, count, heapSize, &mGpuDescriptorHeapInfos[type], D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
|
type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
||||||
|
unsigned int heapSize =
|
||||||
|
(type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ? kMaxCbvUavSrvHeapSize
|
||||||
|
: kMaxSamplerHeapSize);
|
||||||
|
return Allocate(type, count, heapSize, &mGpuDescriptorHeapInfos[type],
|
||||||
|
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
|
||||||
}
|
}
|
||||||
|
|
||||||
void DescriptorHeapAllocator::Tick(uint64_t lastCompletedSerial) {
|
void DescriptorHeapAllocator::Tick(uint64_t lastCompletedSerial) {
|
||||||
|
@ -110,5 +129,4 @@ namespace d3d12 {
|
||||||
void DescriptorHeapAllocator::Release(DescriptorHeapHandle handle) {
|
void DescriptorHeapAllocator::Release(DescriptorHeapHandle handle) {
|
||||||
mReleasedHandles.Enqueue(handle, mDevice->GetSerial());
|
mReleasedHandles.Enqueue(handle, mDevice->GetSerial());
|
||||||
}
|
}
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -17,20 +17,20 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
#include "common/SerialQueue.h"
|
|
||||||
#include <array>
|
#include <array>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include "common/SerialQueue.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
class DescriptorHeapHandle {
|
class DescriptorHeapHandle {
|
||||||
|
|
||||||
public:
|
public:
|
||||||
DescriptorHeapHandle();
|
DescriptorHeapHandle();
|
||||||
DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap, uint32_t sizeIncrement, uint32_t offset);
|
DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap,
|
||||||
|
uint32_t sizeIncrement,
|
||||||
|
uint32_t offset);
|
||||||
|
|
||||||
ID3D12DescriptorHeap* Get() const;
|
ID3D12DescriptorHeap* Get() const;
|
||||||
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUHandle(uint32_t index) const;
|
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUHandle(uint32_t index) const;
|
||||||
|
@ -53,7 +53,8 @@ namespace d3d12 {
|
||||||
private:
|
private:
|
||||||
static constexpr unsigned int kMaxCbvUavSrvHeapSize = 1000000;
|
static constexpr unsigned int kMaxCbvUavSrvHeapSize = 1000000;
|
||||||
static constexpr unsigned int kMaxSamplerHeapSize = 2048;
|
static constexpr unsigned int kMaxSamplerHeapSize = 2048;
|
||||||
static constexpr unsigned int kDescriptorHeapTypes = D3D12_DESCRIPTOR_HEAP_TYPE::D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
|
static constexpr unsigned int kDescriptorHeapTypes =
|
||||||
|
D3D12_DESCRIPTOR_HEAP_TYPE::D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
|
||||||
|
|
||||||
struct AllocationInfo {
|
struct AllocationInfo {
|
||||||
uint32_t size = 0;
|
uint32_t size = 0;
|
||||||
|
@ -62,7 +63,11 @@ namespace d3d12 {
|
||||||
|
|
||||||
using DescriptorHeapInfo = std::pair<ComPtr<ID3D12DescriptorHeap>, AllocationInfo>;
|
using DescriptorHeapInfo = std::pair<ComPtr<ID3D12DescriptorHeap>, AllocationInfo>;
|
||||||
|
|
||||||
DescriptorHeapHandle Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32_t count, uint32_t allocationSize, DescriptorHeapInfo* heapInfo, D3D12_DESCRIPTOR_HEAP_FLAGS flags);
|
DescriptorHeapHandle Allocate(D3D12_DESCRIPTOR_HEAP_TYPE type,
|
||||||
|
uint32_t count,
|
||||||
|
uint32_t allocationSize,
|
||||||
|
DescriptorHeapInfo* heapInfo,
|
||||||
|
D3D12_DESCRIPTOR_HEAP_FLAGS flags);
|
||||||
void Release(DescriptorHeapHandle handle);
|
void Release(DescriptorHeapHandle handle);
|
||||||
|
|
||||||
Device* mDevice;
|
Device* mDevice;
|
||||||
|
@ -73,7 +78,6 @@ namespace d3d12 {
|
||||||
SerialQueue<DescriptorHeapHandle> mReleasedHandles;
|
SerialQueue<DescriptorHeapHandle> mReleasedHandles;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_DESCRIPTORHEAPALLOCATOR_H_
|
#endif // BACKEND_D3D12_DESCRIPTORHEAPALLOCATOR_H_
|
||||||
|
|
|
@ -14,12 +14,11 @@
|
||||||
|
|
||||||
#include "backend/d3d12/FramebufferD3D12.h"
|
#include "backend/d3d12/FramebufferD3D12.h"
|
||||||
|
|
||||||
#include "common/BitSetIterator.h"
|
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "backend/d3d12/TextureD3D12.h"
|
#include "backend/d3d12/TextureD3D12.h"
|
||||||
|
#include "common/BitSetIterator.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
|
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
|
||||||
: FramebufferBase(builder), mDevice(device) {
|
: FramebufferBase(builder), mDevice(device) {
|
||||||
|
@ -50,21 +49,25 @@ namespace d3d12 {
|
||||||
uint32_t heapIndex = mAttachmentHeapIndices[attachment];
|
uint32_t heapIndex = mAttachmentHeapIndices[attachment];
|
||||||
auto* textureView = GetTextureView(attachment);
|
auto* textureView = GetTextureView(attachment);
|
||||||
|
|
||||||
ComPtr<ID3D12Resource> texture = ToBackend(textureView->GetTexture())->GetD3D12Resource();
|
ComPtr<ID3D12Resource> texture =
|
||||||
|
ToBackend(textureView->GetTexture())->GetD3D12Resource();
|
||||||
auto format = textureView->GetTexture()->GetFormat();
|
auto format = textureView->GetTexture()->GetFormat();
|
||||||
if (TextureFormatHasDepth(format) || TextureFormatHasStencil(format)) {
|
if (TextureFormatHasDepth(format) || TextureFormatHasStencil(format)) {
|
||||||
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = mDsvHeap.GetCPUHandle(heapIndex);
|
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = mDsvHeap.GetCPUHandle(heapIndex);
|
||||||
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = ToBackend(textureView)->GetDSVDescriptor();
|
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = ToBackend(textureView)->GetDSVDescriptor();
|
||||||
device->GetD3D12Device()->CreateDepthStencilView(texture.Get(), &dsvDesc, dsvHandle);
|
device->GetD3D12Device()->CreateDepthStencilView(texture.Get(), &dsvDesc,
|
||||||
|
dsvHandle);
|
||||||
} else {
|
} else {
|
||||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = mRtvHeap.GetCPUHandle(heapIndex);
|
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = mRtvHeap.GetCPUHandle(heapIndex);
|
||||||
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = ToBackend(textureView)->GetRTVDescriptor();
|
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = ToBackend(textureView)->GetRTVDescriptor();
|
||||||
device->GetD3D12Device()->CreateRenderTargetView(texture.Get(), &rtvDesc, rtvHandle);
|
device->GetD3D12Device()->CreateRenderTargetView(texture.Get(), &rtvDesc,
|
||||||
|
rtvHandle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Framebuffer::OMSetRenderTargetArgs Framebuffer::GetSubpassOMSetRenderTargetArgs(uint32_t subpassIndex) {
|
Framebuffer::OMSetRenderTargetArgs Framebuffer::GetSubpassOMSetRenderTargetArgs(
|
||||||
|
uint32_t subpassIndex) {
|
||||||
const auto& subpassInfo = GetRenderPass()->GetSubpassInfo(subpassIndex);
|
const auto& subpassInfo = GetRenderPass()->GetSubpassInfo(subpassIndex);
|
||||||
OMSetRenderTargetArgs args = {};
|
OMSetRenderTargetArgs args = {};
|
||||||
|
|
||||||
|
@ -89,5 +92,4 @@ namespace d3d12 {
|
||||||
return mDsvHeap.GetCPUHandle(mAttachmentHeapIndices[attachmentSlot]);
|
return mDsvHeap.GetCPUHandle(mAttachmentHeapIndices[attachmentSlot]);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -17,15 +17,14 @@
|
||||||
|
|
||||||
#include "backend/Framebuffer.h"
|
#include "backend/Framebuffer.h"
|
||||||
|
|
||||||
#include "common/Constants.h"
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
|
||||||
#include "backend/d3d12/DescriptorHeapAllocator.h"
|
#include "backend/d3d12/DescriptorHeapAllocator.h"
|
||||||
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
#include "common/Constants.h"
|
||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -51,7 +50,6 @@ namespace d3d12 {
|
||||||
std::vector<uint32_t> mAttachmentHeapIndices;
|
std::vector<uint32_t> mAttachmentHeapIndices;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_FRAMEBUFFERD3D12_H_
|
#endif // BACKEND_D3D12_FRAMEBUFFERD3D12_H_
|
||||||
|
|
|
@ -12,13 +12,13 @@
|
||||||
// See the License for the specific language governing permissions and
|
// See the License for the specific language governing permissions and
|
||||||
// limitations under the License.
|
// limitations under the License.
|
||||||
|
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
|
||||||
#include "backend/d3d12/BindGroupD3D12.h"
|
#include "backend/d3d12/BindGroupD3D12.h"
|
||||||
#include "backend/d3d12/BindGroupLayoutD3D12.h"
|
#include "backend/d3d12/BindGroupLayoutD3D12.h"
|
||||||
#include "backend/d3d12/BlendStateD3D12.h"
|
#include "backend/d3d12/BlendStateD3D12.h"
|
||||||
#include "backend/d3d12/BufferD3D12.h"
|
#include "backend/d3d12/BufferD3D12.h"
|
||||||
#include "backend/d3d12/CommandBufferD3D12.h"
|
#include "backend/d3d12/CommandBufferD3D12.h"
|
||||||
#include "backend/d3d12/ComputePipelineD3D12.h"
|
#include "backend/d3d12/ComputePipelineD3D12.h"
|
||||||
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "backend/d3d12/DepthStencilStateD3D12.h"
|
#include "backend/d3d12/DepthStencilStateD3D12.h"
|
||||||
#include "backend/d3d12/FramebufferD3D12.h"
|
#include "backend/d3d12/FramebufferD3D12.h"
|
||||||
#include "backend/d3d12/InputStateD3D12.h"
|
#include "backend/d3d12/InputStateD3D12.h"
|
||||||
|
|
|
@ -16,8 +16,7 @@
|
||||||
|
|
||||||
#include "common/BitSetIterator.h"
|
#include "common/BitSetIterator.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
static DXGI_FORMAT VertexFormatType(nxt::VertexFormat format) {
|
static DXGI_FORMAT VertexFormatType(nxt::VertexFormat format) {
|
||||||
switch (format) {
|
switch (format) {
|
||||||
|
@ -47,7 +46,6 @@ namespace d3d12 {
|
||||||
|
|
||||||
InputState::InputState(Device* device, InputStateBuilder* builder)
|
InputState::InputState(Device* device, InputStateBuilder* builder)
|
||||||
: InputStateBase(builder), mDevice(device) {
|
: InputStateBase(builder), mDevice(device) {
|
||||||
|
|
||||||
const auto& attributesSetMask = GetAttributesSetMask();
|
const auto& attributesSetMask = GetAttributesSetMask();
|
||||||
|
|
||||||
unsigned int count = 0;
|
unsigned int count = 0;
|
||||||
|
@ -60,7 +58,8 @@ namespace d3d12 {
|
||||||
|
|
||||||
const AttributeInfo& attribute = GetAttribute(i);
|
const AttributeInfo& attribute = GetAttribute(i);
|
||||||
|
|
||||||
// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the SemanticIndex N
|
// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the
|
||||||
|
// SemanticIndex N
|
||||||
inputElementDescriptor.SemanticName = "TEXCOORD";
|
inputElementDescriptor.SemanticName = "TEXCOORD";
|
||||||
inputElementDescriptor.SemanticIndex = static_cast<uint32_t>(i);
|
inputElementDescriptor.SemanticIndex = static_cast<uint32_t>(i);
|
||||||
inputElementDescriptor.Format = VertexFormatType(attribute.format);
|
inputElementDescriptor.Format = VertexFormatType(attribute.format);
|
||||||
|
@ -70,7 +69,8 @@ namespace d3d12 {
|
||||||
|
|
||||||
inputElementDescriptor.AlignedByteOffset = attribute.offset;
|
inputElementDescriptor.AlignedByteOffset = attribute.offset;
|
||||||
inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);
|
inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);
|
||||||
if (inputElementDescriptor.InputSlotClass == D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) {
|
if (inputElementDescriptor.InputSlotClass ==
|
||||||
|
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) {
|
||||||
inputElementDescriptor.InstanceDataStepRate = 0;
|
inputElementDescriptor.InstanceDataStepRate = 0;
|
||||||
} else {
|
} else {
|
||||||
inputElementDescriptor.InstanceDataStepRate = 1;
|
inputElementDescriptor.InstanceDataStepRate = 1;
|
||||||
|
@ -79,12 +79,10 @@ namespace d3d12 {
|
||||||
|
|
||||||
mInputLayoutDescriptor.pInputElementDescs = mInputElementDescriptors;
|
mInputLayoutDescriptor.pInputElementDescs = mInputElementDescriptors;
|
||||||
mInputLayoutDescriptor.NumElements = count;
|
mInputLayoutDescriptor.NumElements = count;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
const D3D12_INPUT_LAYOUT_DESC& InputState::GetD3D12InputLayoutDescriptor() const {
|
const D3D12_INPUT_LAYOUT_DESC& InputState::GetD3D12InputLayoutDescriptor() const {
|
||||||
return mInputLayoutDescriptor;
|
return mInputLayoutDescriptor;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -36,7 +35,6 @@ namespace d3d12 {
|
||||||
D3D12_INPUT_ELEMENT_DESC mInputElementDescriptors[kMaxVertexAttributes];
|
D3D12_INPUT_ELEMENT_DESC mInputElementDescriptors[kMaxVertexAttributes];
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_INPUTSTATED3D12_H_
|
#endif // BACKEND_D3D12_INPUTSTATED3D12_H_
|
||||||
|
|
|
@ -14,18 +14,16 @@
|
||||||
|
|
||||||
#include "backend/d3d12/PipelineLayoutD3D12.h"
|
#include "backend/d3d12/PipelineLayoutD3D12.h"
|
||||||
|
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
|
||||||
#include "backend/d3d12/BindGroupLayoutD3D12.h"
|
#include "backend/d3d12/BindGroupLayoutD3D12.h"
|
||||||
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "common/Assert.h"
|
#include "common/Assert.h"
|
||||||
|
|
||||||
using Microsoft::WRL::ComPtr;
|
using Microsoft::WRL::ComPtr;
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
PipelineLayout::PipelineLayout(Device* device, PipelineLayoutBuilder* builder)
|
PipelineLayout::PipelineLayout(Device* device, PipelineLayoutBuilder* builder)
|
||||||
: PipelineLayoutBase(builder), mDevice(device) {
|
: PipelineLayoutBase(builder), mDevice(device) {
|
||||||
|
|
||||||
D3D12_ROOT_PARAMETER rootParameters[kMaxBindGroups * 2];
|
D3D12_ROOT_PARAMETER rootParameters[kMaxBindGroups * 2];
|
||||||
|
|
||||||
// A root parameter is one of these types
|
// A root parameter is one of these types
|
||||||
|
@ -34,7 +32,8 @@ namespace d3d12 {
|
||||||
D3D12_ROOT_CONSTANTS Constants;
|
D3D12_ROOT_CONSTANTS Constants;
|
||||||
D3D12_ROOT_DESCRIPTOR Descriptor;
|
D3D12_ROOT_DESCRIPTOR Descriptor;
|
||||||
} rootParameterValues[kMaxBindGroups * 2];
|
} rootParameterValues[kMaxBindGroups * 2];
|
||||||
// samplers must be in a separate descriptor table so we need at most twice as many tables as bind groups
|
// samplers must be in a separate descriptor table so we need at most twice as many tables
|
||||||
|
// as bind groups
|
||||||
|
|
||||||
// Ranges are D3D12_DESCRIPTOR_RANGE_TYPE_(SRV|UAV|CBV|SAMPLER)
|
// Ranges are D3D12_DESCRIPTOR_RANGE_TYPE_(SRV|UAV|CBV|SAMPLER)
|
||||||
// They are grouped together so each bind group has at most 4 ranges
|
// They are grouped together so each bind group has at most 4 ranges
|
||||||
|
@ -46,9 +45,11 @@ namespace d3d12 {
|
||||||
for (uint32_t group = 0; group < kMaxBindGroups; ++group) {
|
for (uint32_t group = 0; group < kMaxBindGroups; ++group) {
|
||||||
const BindGroupLayout* bindGroupLayout = ToBackend(GetBindGroupLayout(group));
|
const BindGroupLayout* bindGroupLayout = ToBackend(GetBindGroupLayout(group));
|
||||||
|
|
||||||
// Set the root descriptor table parameter and copy ranges. Ranges are offset by the bind group index
|
// Set the root descriptor table parameter and copy ranges. Ranges are offset by the
|
||||||
// Returns whether or not the parameter was set. A root parameter is not set if the number of ranges is 0
|
// bind group index Returns whether or not the parameter was set. A root parameter is
|
||||||
auto SetRootDescriptorTable = [&](uint32_t rangeCount, const D3D12_DESCRIPTOR_RANGE* descriptorRanges) -> bool {
|
// not set if the number of ranges is 0
|
||||||
|
auto SetRootDescriptorTable =
|
||||||
|
[&](uint32_t rangeCount, const D3D12_DESCRIPTOR_RANGE* descriptorRanges) -> bool {
|
||||||
if (rangeCount == 0) {
|
if (rangeCount == 0) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -69,11 +70,13 @@ namespace d3d12 {
|
||||||
return true;
|
return true;
|
||||||
};
|
};
|
||||||
|
|
||||||
if (SetRootDescriptorTable(bindGroupLayout->GetCbvUavSrvDescriptorTableSize(), bindGroupLayout->GetCbvUavSrvDescriptorRanges())) {
|
if (SetRootDescriptorTable(bindGroupLayout->GetCbvUavSrvDescriptorTableSize(),
|
||||||
|
bindGroupLayout->GetCbvUavSrvDescriptorRanges())) {
|
||||||
mCbvUavSrvRootParameterInfo[group] = parameterIndex++;
|
mCbvUavSrvRootParameterInfo[group] = parameterIndex++;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (SetRootDescriptorTable(bindGroupLayout->GetSamplerDescriptorTableSize(), bindGroupLayout->GetSamplerDescriptorRanges())) {
|
if (SetRootDescriptorTable(bindGroupLayout->GetSamplerDescriptorTableSize(),
|
||||||
|
bindGroupLayout->GetSamplerDescriptorRanges())) {
|
||||||
mSamplerRootParameterInfo[group] = parameterIndex++;
|
mSamplerRootParameterInfo[group] = parameterIndex++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -83,15 +86,18 @@ namespace d3d12 {
|
||||||
rootSignatureDescriptor.pParameters = rootParameters;
|
rootSignatureDescriptor.pParameters = rootParameters;
|
||||||
rootSignatureDescriptor.NumStaticSamplers = 0;
|
rootSignatureDescriptor.NumStaticSamplers = 0;
|
||||||
rootSignatureDescriptor.pStaticSamplers = nullptr;
|
rootSignatureDescriptor.pStaticSamplers = nullptr;
|
||||||
rootSignatureDescriptor.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
|
rootSignatureDescriptor.Flags =
|
||||||
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
|
||||||
|
|
||||||
ComPtr<ID3DBlob> signature;
|
ComPtr<ID3DBlob> signature;
|
||||||
ComPtr<ID3DBlob> error;
|
ComPtr<ID3DBlob> error;
|
||||||
ASSERT_SUCCESS(D3D12SerializeRootSignature(&rootSignatureDescriptor, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
|
ASSERT_SUCCESS(D3D12SerializeRootSignature(
|
||||||
ASSERT_SUCCESS(device->GetD3D12Device()->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&mRootSignature)));
|
&rootSignatureDescriptor, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
|
||||||
|
ASSERT_SUCCESS(device->GetD3D12Device()->CreateRootSignature(
|
||||||
|
0, signature->GetBufferPointer(), signature->GetBufferSize(),
|
||||||
|
IID_PPV_ARGS(&mRootSignature)));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
uint32_t PipelineLayout::GetCbvUavSrvRootParameterIndex(uint32_t group) const {
|
uint32_t PipelineLayout::GetCbvUavSrvRootParameterIndex(uint32_t group) const {
|
||||||
ASSERT(group < kMaxBindGroups);
|
ASSERT(group < kMaxBindGroups);
|
||||||
return mCbvUavSrvRootParameterInfo[group];
|
return mCbvUavSrvRootParameterInfo[group];
|
||||||
|
@ -105,5 +111,4 @@ namespace d3d12 {
|
||||||
ComPtr<ID3D12RootSignature> PipelineLayout::GetRootSignature() {
|
ComPtr<ID3D12RootSignature> PipelineLayout::GetRootSignature() {
|
||||||
return mRootSignature;
|
return mRootSignature;
|
||||||
}
|
}
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -42,7 +41,6 @@ namespace d3d12 {
|
||||||
ComPtr<ID3D12RootSignature> mRootSignature;
|
ComPtr<ID3D12RootSignature> mRootSignature;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_PIPELINELAYOUTD3D12_H_
|
#endif // BACKEND_D3D12_PIPELINELAYOUTD3D12_H_
|
||||||
|
|
|
@ -14,14 +14,12 @@
|
||||||
|
|
||||||
#include "backend/d3d12/QueueD3D12.h"
|
#include "backend/d3d12/QueueD3D12.h"
|
||||||
|
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
|
||||||
#include "backend/d3d12/CommandBufferD3D12.h"
|
#include "backend/d3d12/CommandBufferD3D12.h"
|
||||||
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
Queue::Queue(Device* device, QueueBuilder* builder)
|
Queue::Queue(Device* device, QueueBuilder* builder) : QueueBase(builder), mDevice(device) {
|
||||||
: QueueBase(builder), mDevice(device) {
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
|
void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
|
||||||
|
@ -38,5 +36,4 @@ namespace d3d12 {
|
||||||
mDevice->NextSerial();
|
mDevice->NextSerial();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
class CommandBuffer;
|
class CommandBuffer;
|
||||||
|
@ -38,7 +37,6 @@ namespace d3d12 {
|
||||||
ComPtr<ID3D12GraphicsCommandList> mCommandList;
|
ComPtr<ID3D12GraphicsCommandList> mCommandList;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_QUEUED3D12_H_
|
#endif // BACKEND_D3D12_QUEUED3D12_H_
|
||||||
|
|
|
@ -18,15 +18,14 @@
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "backend/d3d12/DepthStencilStateD3D12.h"
|
#include "backend/d3d12/DepthStencilStateD3D12.h"
|
||||||
#include "backend/d3d12/InputStateD3D12.h"
|
#include "backend/d3d12/InputStateD3D12.h"
|
||||||
|
#include "backend/d3d12/PipelineLayoutD3D12.h"
|
||||||
#include "backend/d3d12/ShaderModuleD3D12.h"
|
#include "backend/d3d12/ShaderModuleD3D12.h"
|
||||||
#include "backend/d3d12/TextureD3D12.h"
|
#include "backend/d3d12/TextureD3D12.h"
|
||||||
#include "backend/d3d12/PipelineLayoutD3D12.h"
|
|
||||||
#include "common/Assert.h"
|
#include "common/Assert.h"
|
||||||
|
|
||||||
#include <d3dcompiler.h>
|
#include <d3dcompiler.h>
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
D3D12_PRIMITIVE_TOPOLOGY D3D12PrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
|
D3D12_PRIMITIVE_TOPOLOGY D3D12PrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
|
||||||
|
@ -46,7 +45,8 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
D3D12_PRIMITIVE_TOPOLOGY_TYPE D3D12PrimitiveTopologyType(nxt::PrimitiveTopology primitiveTopology) {
|
D3D12_PRIMITIVE_TOPOLOGY_TYPE D3D12PrimitiveTopologyType(
|
||||||
|
nxt::PrimitiveTopology primitiveTopology) {
|
||||||
switch (primitiveTopology) {
|
switch (primitiveTopology) {
|
||||||
case nxt::PrimitiveTopology::PointList:
|
case nxt::PrimitiveTopology::PointList:
|
||||||
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
|
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
|
||||||
|
@ -60,10 +60,11 @@ namespace d3d12 {
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
} // namespace
|
||||||
|
|
||||||
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
|
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
|
||||||
: RenderPipelineBase(builder), mD3d12PrimitiveTopology(D3D12PrimitiveTopology(GetPrimitiveTopology())) {
|
: RenderPipelineBase(builder),
|
||||||
|
mD3d12PrimitiveTopology(D3D12PrimitiveTopology(GetPrimitiveTopology())) {
|
||||||
uint32_t compileFlags = 0;
|
uint32_t compileFlags = 0;
|
||||||
#if defined(_DEBUG)
|
#if defined(_DEBUG)
|
||||||
// Enable better shader debugging with the graphics debugging tools.
|
// Enable better shader debugging with the graphics debugging tools.
|
||||||
|
@ -99,19 +100,9 @@ namespace d3d12 {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(FAILED(D3DCompile(
|
if (FAILED(D3DCompile(hlslSource.c_str(), hlslSource.length(), nullptr, nullptr,
|
||||||
hlslSource.c_str(),
|
nullptr, entryPoint.c_str(), compileTarget, compileFlags, 0,
|
||||||
hlslSource.length(),
|
&compiledShader[stage], &errors))) {
|
||||||
nullptr,
|
|
||||||
nullptr,
|
|
||||||
nullptr,
|
|
||||||
entryPoint.c_str(),
|
|
||||||
compileTarget,
|
|
||||||
compileFlags,
|
|
||||||
0,
|
|
||||||
&compiledShader[stage],
|
|
||||||
&errors
|
|
||||||
))) {
|
|
||||||
printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer()));
|
printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer()));
|
||||||
ASSERT(false);
|
ASSERT(false);
|
||||||
}
|
}
|
||||||
|
@ -148,7 +139,8 @@ namespace d3d12 {
|
||||||
auto& subpassInfo = renderPass->GetSubpassInfo(GetSubPass());
|
auto& subpassInfo = renderPass->GetSubpassInfo(GetSubPass());
|
||||||
|
|
||||||
if (subpassInfo.depthStencilAttachmentSet) {
|
if (subpassInfo.depthStencilAttachmentSet) {
|
||||||
const auto& attachmentInfo = renderPass->GetAttachmentInfo(subpassInfo.depthStencilAttachment);
|
const auto& attachmentInfo =
|
||||||
|
renderPass->GetAttachmentInfo(subpassInfo.depthStencilAttachment);
|
||||||
descriptor.DSVFormat = D3D12TextureFormat(attachmentInfo.format);
|
descriptor.DSVFormat = D3D12TextureFormat(attachmentInfo.format);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -158,7 +150,8 @@ namespace d3d12 {
|
||||||
const auto& attachmentInfo = renderPass->GetAttachmentInfo(attachment);
|
const auto& attachmentInfo = renderPass->GetAttachmentInfo(attachment);
|
||||||
|
|
||||||
descriptor.RTVFormats[attachmentSlot] = D3D12TextureFormat(attachmentInfo.format);
|
descriptor.RTVFormats[attachmentSlot] = D3D12TextureFormat(attachmentInfo.format);
|
||||||
descriptor.BlendState.RenderTarget[attachmentSlot] = ToBackend(GetBlendState(attachmentSlot))->GetD3D12BlendDesc();
|
descriptor.BlendState.RenderTarget[attachmentSlot] =
|
||||||
|
ToBackend(GetBlendState(attachmentSlot))->GetD3D12BlendDesc();
|
||||||
attachmentCount = attachmentSlot + 1;
|
attachmentCount = attachmentSlot + 1;
|
||||||
}
|
}
|
||||||
descriptor.NumRenderTargets = attachmentCount;
|
descriptor.NumRenderTargets = attachmentCount;
|
||||||
|
@ -174,7 +167,8 @@ namespace d3d12 {
|
||||||
descriptor.SampleDesc.Count = 1;
|
descriptor.SampleDesc.Count = 1;
|
||||||
|
|
||||||
Device* device = ToBackend(builder->GetDevice());
|
Device* device = ToBackend(builder->GetDevice());
|
||||||
ASSERT_SUCCESS(device->GetD3D12Device()->CreateGraphicsPipelineState(&descriptor, IID_PPV_ARGS(&mPipelineState)));
|
ASSERT_SUCCESS(device->GetD3D12Device()->CreateGraphicsPipelineState(
|
||||||
|
&descriptor, IID_PPV_ARGS(&mPipelineState)));
|
||||||
}
|
}
|
||||||
|
|
||||||
D3D12_PRIMITIVE_TOPOLOGY RenderPipeline::GetD3D12PrimitiveTopology() const {
|
D3D12_PRIMITIVE_TOPOLOGY RenderPipeline::GetD3D12PrimitiveTopology() const {
|
||||||
|
@ -185,5 +179,4 @@ namespace d3d12 {
|
||||||
return mPipelineState;
|
return mPipelineState;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class RenderPipeline : public RenderPipelineBase {
|
class RenderPipeline : public RenderPipelineBase {
|
||||||
public:
|
public:
|
||||||
|
@ -34,7 +33,6 @@ namespace d3d12 {
|
||||||
ComPtr<ID3D12PipelineState> mPipelineState;
|
ComPtr<ID3D12PipelineState> mPipelineState;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_RENDERPIPELINED3D12_H_
|
#endif // BACKEND_D3D12_RENDERPIPELINED3D12_H_
|
||||||
|
|
|
@ -16,39 +16,29 @@
|
||||||
|
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
static constexpr D3D12_HEAP_PROPERTIES kDefaultHeapProperties = {
|
static constexpr D3D12_HEAP_PROPERTIES kDefaultHeapProperties = {
|
||||||
D3D12_HEAP_TYPE_DEFAULT,
|
D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0,
|
||||||
D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
|
0};
|
||||||
D3D12_MEMORY_POOL_UNKNOWN,
|
|
||||||
0,
|
|
||||||
0
|
|
||||||
};
|
|
||||||
|
|
||||||
static constexpr D3D12_HEAP_PROPERTIES kUploadHeapProperties = {
|
static constexpr D3D12_HEAP_PROPERTIES kUploadHeapProperties = {
|
||||||
D3D12_HEAP_TYPE_UPLOAD,
|
D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0,
|
||||||
D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
|
0};
|
||||||
D3D12_MEMORY_POOL_UNKNOWN,
|
|
||||||
0,
|
|
||||||
0
|
|
||||||
};
|
|
||||||
|
|
||||||
static constexpr D3D12_HEAP_PROPERTIES kReadbackHeapProperties = {
|
static constexpr D3D12_HEAP_PROPERTIES kReadbackHeapProperties = {
|
||||||
D3D12_HEAP_TYPE_READBACK,
|
D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0,
|
||||||
D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
|
0};
|
||||||
D3D12_MEMORY_POOL_UNKNOWN,
|
} // namespace
|
||||||
0,
|
|
||||||
0
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
ResourceAllocator::ResourceAllocator(Device* device) : mDevice(device) {
|
ResourceAllocator::ResourceAllocator(Device* device) : mDevice(device) {
|
||||||
}
|
}
|
||||||
|
|
||||||
ComPtr<ID3D12Resource> ResourceAllocator::Allocate(D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC &resourceDescriptor, D3D12_RESOURCE_STATES initialUsage) {
|
ComPtr<ID3D12Resource> ResourceAllocator::Allocate(
|
||||||
|
D3D12_HEAP_TYPE heapType,
|
||||||
|
const D3D12_RESOURCE_DESC& resourceDescriptor,
|
||||||
|
D3D12_RESOURCE_STATES initialUsage) {
|
||||||
const D3D12_HEAP_PROPERTIES* heapProperties = nullptr;
|
const D3D12_HEAP_PROPERTIES* heapProperties = nullptr;
|
||||||
switch (heapType) {
|
switch (heapType) {
|
||||||
case D3D12_HEAP_TYPE_DEFAULT:
|
case D3D12_HEAP_TYPE_DEFAULT:
|
||||||
|
@ -68,19 +58,15 @@ namespace d3d12 {
|
||||||
|
|
||||||
// TODO(enga@google.com): Use CreatePlacedResource
|
// TODO(enga@google.com): Use CreatePlacedResource
|
||||||
ASSERT_SUCCESS(mDevice->GetD3D12Device()->CreateCommittedResource(
|
ASSERT_SUCCESS(mDevice->GetD3D12Device()->CreateCommittedResource(
|
||||||
heapProperties,
|
heapProperties, D3D12_HEAP_FLAG_NONE, &resourceDescriptor, initialUsage, nullptr,
|
||||||
D3D12_HEAP_FLAG_NONE,
|
IID_PPV_ARGS(&resource)));
|
||||||
&resourceDescriptor,
|
|
||||||
initialUsage,
|
|
||||||
nullptr,
|
|
||||||
IID_PPV_ARGS(&resource)
|
|
||||||
));
|
|
||||||
|
|
||||||
return resource;
|
return resource;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ResourceAllocator::Release(ComPtr<ID3D12Resource> resource) {
|
void ResourceAllocator::Release(ComPtr<ID3D12Resource> resource) {
|
||||||
// Resources may still be in use on the GPU. Enqueue them so that we hold onto them until GPU execution has completed
|
// Resources may still be in use on the GPU. Enqueue them so that we hold onto them until
|
||||||
|
// GPU execution has completed
|
||||||
mReleasedResources.Enqueue(resource, mDevice->GetSerial());
|
mReleasedResources.Enqueue(resource, mDevice->GetSerial());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -88,5 +74,4 @@ namespace d3d12 {
|
||||||
mReleasedResources.ClearUpTo(lastCompletedSerial);
|
mReleasedResources.ClearUpTo(lastCompletedSerial);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,17 +19,17 @@
|
||||||
|
|
||||||
#include "common/SerialQueue.h"
|
#include "common/SerialQueue.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
class ResourceAllocator {
|
class ResourceAllocator {
|
||||||
|
|
||||||
public:
|
public:
|
||||||
ResourceAllocator(Device* device);
|
ResourceAllocator(Device* device);
|
||||||
|
|
||||||
ComPtr<ID3D12Resource> Allocate(D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC &resourceDescriptor, D3D12_RESOURCE_STATES initialUsage);
|
ComPtr<ID3D12Resource> Allocate(D3D12_HEAP_TYPE heapType,
|
||||||
|
const D3D12_RESOURCE_DESC& resourceDescriptor,
|
||||||
|
D3D12_RESOURCE_STATES initialUsage);
|
||||||
void Release(ComPtr<ID3D12Resource> resource);
|
void Release(ComPtr<ID3D12Resource> resource);
|
||||||
void Tick(uint64_t lastCompletedSerial);
|
void Tick(uint64_t lastCompletedSerial);
|
||||||
|
|
||||||
|
@ -39,7 +39,6 @@ namespace d3d12 {
|
||||||
SerialQueue<ComPtr<ID3D12Resource>> mReleasedResources;
|
SerialQueue<ComPtr<ID3D12Resource>> mReleasedResources;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_
|
#endif // BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_
|
||||||
|
|
|
@ -17,23 +17,29 @@
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "backend/d3d12/ResourceAllocator.h"
|
#include "backend/d3d12/ResourceAllocator.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
ResourceUploader::ResourceUploader(Device* device) : mDevice(device) {
|
ResourceUploader::ResourceUploader(Device* device) : mDevice(device) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void ResourceUploader::BufferSubData(ComPtr<ID3D12Resource> resource, uint32_t start, uint32_t count, const void* data) {
|
void ResourceUploader::BufferSubData(ComPtr<ID3D12Resource> resource,
|
||||||
// TODO(enga@google.com): Use a handle to a subset of a large ring buffer. On Release, decrease reference count on the ring buffer and free when 0.
|
uint32_t start,
|
||||||
// Alternatively, the SerialQueue could be used to track which last point of the ringbuffer is in use, and start reusing chunks of it that aren't in flight.
|
uint32_t count,
|
||||||
|
const void* data) {
|
||||||
|
// TODO(enga@google.com): Use a handle to a subset of a large ring buffer. On Release,
|
||||||
|
// decrease reference count on the ring buffer and free when 0. Alternatively, the
|
||||||
|
// SerialQueue could be used to track which last point of the ringbuffer is in use, and
|
||||||
|
// start reusing chunks of it that aren't in flight.
|
||||||
UploadHandle uploadHandle = GetUploadBuffer(count);
|
UploadHandle uploadHandle = GetUploadBuffer(count);
|
||||||
memcpy(uploadHandle.mappedBuffer, data, count);
|
memcpy(uploadHandle.mappedBuffer, data, count);
|
||||||
mDevice->GetPendingCommandList()->CopyBufferRegion(resource.Get(), start, uploadHandle.resource.Get(), 0, count);
|
mDevice->GetPendingCommandList()->CopyBufferRegion(resource.Get(), start,
|
||||||
|
uploadHandle.resource.Get(), 0, count);
|
||||||
Release(uploadHandle);
|
Release(uploadHandle);
|
||||||
}
|
}
|
||||||
|
|
||||||
ResourceUploader::UploadHandle ResourceUploader::GetUploadBuffer(uint32_t requiredSize) {
|
ResourceUploader::UploadHandle ResourceUploader::GetUploadBuffer(uint32_t requiredSize) {
|
||||||
// TODO(enga@google.com): This will find or create a mapped buffer of sufficient size and return a handle to a mapped range
|
// TODO(enga@google.com): This will find or create a mapped buffer of sufficient size and
|
||||||
|
// return a handle to a mapped range
|
||||||
D3D12_RESOURCE_DESC resourceDescriptor;
|
D3D12_RESOURCE_DESC resourceDescriptor;
|
||||||
resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||||
resourceDescriptor.Alignment = 0;
|
resourceDescriptor.Alignment = 0;
|
||||||
|
@ -48,12 +54,14 @@ namespace d3d12 {
|
||||||
resourceDescriptor.Flags = D3D12_RESOURCE_FLAG_NONE;
|
resourceDescriptor.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||||
|
|
||||||
UploadHandle uploadHandle;
|
UploadHandle uploadHandle;
|
||||||
uploadHandle.resource = mDevice->GetResourceAllocator()->Allocate(D3D12_HEAP_TYPE_UPLOAD, resourceDescriptor, D3D12_RESOURCE_STATE_GENERIC_READ);
|
uploadHandle.resource = mDevice->GetResourceAllocator()->Allocate(
|
||||||
|
D3D12_HEAP_TYPE_UPLOAD, resourceDescriptor, D3D12_RESOURCE_STATE_GENERIC_READ);
|
||||||
D3D12_RANGE readRange;
|
D3D12_RANGE readRange;
|
||||||
readRange.Begin = 0;
|
readRange.Begin = 0;
|
||||||
readRange.End = 0;
|
readRange.End = 0;
|
||||||
|
|
||||||
uploadHandle.resource->Map(0, &readRange, reinterpret_cast<void**>(&uploadHandle.mappedBuffer));
|
uploadHandle.resource->Map(0, &readRange,
|
||||||
|
reinterpret_cast<void**>(&uploadHandle.mappedBuffer));
|
||||||
return uploadHandle;
|
return uploadHandle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -62,5 +70,4 @@ namespace d3d12 {
|
||||||
mDevice->GetResourceAllocator()->Release(uploadHandle.resource);
|
mDevice->GetResourceAllocator()->Release(uploadHandle.resource);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/Forward.h"
|
#include "backend/Forward.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -28,7 +27,10 @@ namespace d3d12 {
|
||||||
public:
|
public:
|
||||||
ResourceUploader(Device* device);
|
ResourceUploader(Device* device);
|
||||||
|
|
||||||
void BufferSubData(ComPtr<ID3D12Resource> resource, uint32_t start, uint32_t count, const void* data);
|
void BufferSubData(ComPtr<ID3D12Resource> resource,
|
||||||
|
uint32_t start,
|
||||||
|
uint32_t count,
|
||||||
|
const void* data);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
struct UploadHandle {
|
struct UploadHandle {
|
||||||
|
@ -41,7 +43,6 @@ namespace d3d12 {
|
||||||
|
|
||||||
Device* mDevice;
|
Device* mDevice;
|
||||||
};
|
};
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_RESOURCEUPLOADER_H_
|
#endif // BACKEND_D3D12_RESOURCEUPLOADER_H_
|
||||||
|
|
|
@ -16,14 +16,12 @@
|
||||||
|
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
Sampler::Sampler(SamplerBuilder* builder)
|
|
||||||
: SamplerBase(builder) {
|
|
||||||
|
|
||||||
|
Sampler::Sampler(SamplerBuilder* builder) : SamplerBase(builder) {
|
||||||
// https://msdn.microsoft.com/en-us/library/windows/desktop/dn770367(v=vs.85).aspx
|
// https://msdn.microsoft.com/en-us/library/windows/desktop/dn770367(v=vs.85).aspx
|
||||||
// D3D12_FILTER_MIN_MAG_MIP_POINT = 0 0 0 0 0 // hex value, decimal value, min linear, mag linear, mip linear
|
// hex value, decimal value, min linear, mag linear, mip linear
|
||||||
|
// D3D12_FILTER_MIN_MAG_MIP_POINT = 0 0 0 0 0
|
||||||
// D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1 1 0 0 1
|
// D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1 1 0 0 1
|
||||||
// D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4 4 0 1 0
|
// D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4 4 0 1 0
|
||||||
// D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5 5 0 1 1
|
// D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5 5 0 1 1
|
||||||
|
@ -69,15 +67,14 @@ namespace d3d12 {
|
||||||
mSamplerDesc.MipLODBias = 0.f;
|
mSamplerDesc.MipLODBias = 0.f;
|
||||||
mSamplerDesc.MaxAnisotropy = 1;
|
mSamplerDesc.MaxAnisotropy = 1;
|
||||||
mSamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
mSamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||||
mSamplerDesc.BorderColor[0] = mSamplerDesc.BorderColor[1] = mSamplerDesc.BorderColor[2] = mSamplerDesc.BorderColor[3] = 0;
|
mSamplerDesc.BorderColor[0] = mSamplerDesc.BorderColor[1] = mSamplerDesc.BorderColor[2] =
|
||||||
|
mSamplerDesc.BorderColor[3] = 0;
|
||||||
mSamplerDesc.MinLOD = 0;
|
mSamplerDesc.MinLOD = 0;
|
||||||
mSamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
|
mSamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
const D3D12_SAMPLER_DESC& Sampler::GetSamplerDescriptor() const {
|
const D3D12_SAMPLER_DESC& Sampler::GetSamplerDescriptor() const {
|
||||||
return mSamplerDesc;
|
return mSamplerDesc;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Sampler : public SamplerBase {
|
class Sampler : public SamplerBase {
|
||||||
public:
|
public:
|
||||||
|
@ -32,7 +31,6 @@ namespace d3d12 {
|
||||||
D3D12_SAMPLER_DESC mSamplerDesc;
|
D3D12_SAMPLER_DESC mSamplerDesc;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_SAMPLERD3D12_H_
|
#endif // BACKEND_D3D12_SAMPLERD3D12_H_
|
||||||
|
|
|
@ -16,8 +16,7 @@
|
||||||
|
|
||||||
#include <spirv-cross/spirv_hlsl.hpp>
|
#include <spirv-cross/spirv_hlsl.hpp>
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder)
|
ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder)
|
||||||
: ShaderModuleBase(builder), mDevice(device) {
|
: ShaderModuleBase(builder), mDevice(device) {
|
||||||
|
@ -34,15 +33,18 @@ namespace d3d12 {
|
||||||
|
|
||||||
ExtractSpirvInfo(compiler);
|
ExtractSpirvInfo(compiler);
|
||||||
|
|
||||||
// rename bindings so that each register type b/u/t/s starts at 0 and then offset by kMaxBindingsPerGroup * bindGroupIndex
|
// rename bindings so that each register type b/u/t/s starts at 0 and then offset by
|
||||||
|
// kMaxBindingsPerGroup * bindGroupIndex
|
||||||
auto RenumberBindings = [&](std::vector<spirv_cross::Resource> resources) {
|
auto RenumberBindings = [&](std::vector<spirv_cross::Resource> resources) {
|
||||||
std::array<uint32_t, kMaxBindGroups> baseRegisters = {};
|
std::array<uint32_t, kMaxBindGroups> baseRegisters = {};
|
||||||
|
|
||||||
for (const auto& resource : resources) {
|
for (const auto& resource : resources) {
|
||||||
auto bindGroupIndex = compiler.get_decoration(resource.id, spv::DecorationDescriptorSet);
|
auto bindGroupIndex =
|
||||||
|
compiler.get_decoration(resource.id, spv::DecorationDescriptorSet);
|
||||||
auto& baseRegister = baseRegisters[bindGroupIndex];
|
auto& baseRegister = baseRegisters[bindGroupIndex];
|
||||||
auto bindGroupOffset = bindGroupIndex * kMaxBindingsPerGroup;
|
auto bindGroupOffset = bindGroupIndex * kMaxBindingsPerGroup;
|
||||||
compiler.set_decoration(resource.id, spv::DecorationBinding, bindGroupOffset + baseRegister++);
|
compiler.set_decoration(resource.id, spv::DecorationBinding,
|
||||||
|
bindGroupOffset + baseRegister++);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -59,5 +61,4 @@ namespace d3d12 {
|
||||||
return mHlslSource;
|
return mHlslSource;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -17,8 +17,7 @@
|
||||||
|
|
||||||
#include "backend/ShaderModule.h"
|
#include "backend/ShaderModule.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -34,7 +33,6 @@ namespace d3d12 {
|
||||||
std::string mHlslSource;
|
std::string mHlslSource;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_SHADERMODULED3D12_H_
|
#endif // BACKEND_D3D12_SHADERMODULED3D12_H_
|
||||||
|
|
|
@ -19,11 +19,9 @@
|
||||||
|
|
||||||
#include <nxt/nxt_wsi.h>
|
#include <nxt/nxt_wsi.h>
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
SwapChain::SwapChain(SwapChainBuilder* builder)
|
SwapChain::SwapChain(SwapChainBuilder* builder) : SwapChainBase(builder) {
|
||||||
: SwapChainBase(builder) {
|
|
||||||
const auto& im = GetImplementation();
|
const auto& im = GetImplementation();
|
||||||
nxtWSIContextD3D12 wsiContext = {};
|
nxtWSIContextD3D12 wsiContext = {};
|
||||||
wsiContext.device = reinterpret_cast<nxtDevice>(GetDevice());
|
wsiContext.device = reinterpret_cast<nxtDevice>(GetDevice());
|
||||||
|
@ -46,6 +44,4 @@ namespace d3d12 {
|
||||||
return new Texture(builder, nativeTexture);
|
return new Texture(builder, nativeTexture);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
|
|
|
@ -17,8 +17,7 @@
|
||||||
|
|
||||||
#include "backend/SwapChain.h"
|
#include "backend/SwapChain.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class SwapChain : public SwapChainBase {
|
class SwapChain : public SwapChainBase {
|
||||||
public:
|
public:
|
||||||
|
@ -29,7 +28,6 @@ namespace d3d12 {
|
||||||
TextureBase* GetNextTextureImpl(TextureBuilder* builder) override;
|
TextureBase* GetNextTextureImpl(TextureBuilder* builder) override;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_SWAPCHAIN_D3D12_H_
|
#endif // BACKEND_D3D12_SWAPCHAIN_D3D12_H_
|
||||||
|
|
|
@ -17,11 +17,16 @@
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
#include "common/Assert.h"
|
#include "common/Assert.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
void ComputeTexelOffsets(uint32_t offset, uint32_t rowPitch, uint32_t slicePitch, uint32_t texelSize, uint32_t* texelOffsetX, uint32_t* texelOffsetY, uint32_t* texelOffsetZ) {
|
void ComputeTexelOffsets(uint32_t offset,
|
||||||
|
uint32_t rowPitch,
|
||||||
|
uint32_t slicePitch,
|
||||||
|
uint32_t texelSize,
|
||||||
|
uint32_t* texelOffsetX,
|
||||||
|
uint32_t* texelOffsetY,
|
||||||
|
uint32_t* texelOffsetZ) {
|
||||||
uint32_t byteOffsetX = offset % rowPitch;
|
uint32_t byteOffsetX = offset % rowPitch;
|
||||||
offset -= byteOffsetX;
|
offset -= byteOffsetX;
|
||||||
uint32_t byteOffsetY = offset % slicePitch;
|
uint32_t byteOffsetY = offset % slicePitch;
|
||||||
|
@ -31,10 +36,17 @@ namespace d3d12 {
|
||||||
*texelOffsetY = byteOffsetY / rowPitch;
|
*texelOffsetY = byteOffsetY / rowPitch;
|
||||||
*texelOffsetZ = byteOffsetZ / slicePitch;
|
*texelOffsetZ = byteOffsetZ / slicePitch;
|
||||||
}
|
}
|
||||||
}
|
} // namespace
|
||||||
|
|
||||||
TextureCopySplit ComputeTextureCopySplit(uint32_t x, uint32_t y, uint32_t z, uint32_t width, uint32_t height, uint32_t depth, uint32_t texelSize, uint32_t offset, uint32_t rowPitch) {
|
|
||||||
|
|
||||||
|
TextureCopySplit ComputeTextureCopySplit(uint32_t x,
|
||||||
|
uint32_t y,
|
||||||
|
uint32_t z,
|
||||||
|
uint32_t width,
|
||||||
|
uint32_t height,
|
||||||
|
uint32_t depth,
|
||||||
|
uint32_t texelSize,
|
||||||
|
uint32_t offset,
|
||||||
|
uint32_t rowPitch) {
|
||||||
TextureCopySplit copy;
|
TextureCopySplit copy;
|
||||||
|
|
||||||
if (z != 0 || depth > 1) {
|
if (z != 0 || depth > 1) {
|
||||||
|
@ -66,19 +78,22 @@ namespace d3d12 {
|
||||||
copy.copies[0].bufferSize.height = height;
|
copy.copies[0].bufferSize.height = height;
|
||||||
copy.copies[0].bufferSize.depth = depth;
|
copy.copies[0].bufferSize.depth = depth;
|
||||||
|
|
||||||
// Return early. There is only one copy needed because the offset is already 512-byte aligned
|
// Return early. There is only one copy needed because the offset is already 512-byte
|
||||||
|
// aligned
|
||||||
return copy;
|
return copy;
|
||||||
}
|
}
|
||||||
|
|
||||||
ASSERT(alignedOffset < offset);
|
ASSERT(alignedOffset < offset);
|
||||||
|
|
||||||
uint32_t texelOffsetX, texelOffsetY, texelOffsetZ;
|
uint32_t texelOffsetX, texelOffsetY, texelOffsetZ;
|
||||||
ComputeTexelOffsets(offset - alignedOffset, rowPitch, rowPitch * height, texelSize, &texelOffsetX, &texelOffsetY, &texelOffsetZ);
|
ComputeTexelOffsets(offset - alignedOffset, rowPitch, rowPitch * height, texelSize,
|
||||||
|
&texelOffsetX, &texelOffsetY, &texelOffsetZ);
|
||||||
|
|
||||||
uint32_t rowPitchInTexels = rowPitch / texelSize;
|
uint32_t rowPitchInTexels = rowPitch / texelSize;
|
||||||
|
|
||||||
if (width + texelOffsetX <= rowPitchInTexels) {
|
if (width + texelOffsetX <= rowPitchInTexels) {
|
||||||
// The region's rows fit inside the row pitch. In this case, extend the width of the PlacedFootprint and copy the buffer with an offset location
|
// The region's rows fit inside the row pitch. In this case, extend the width of the
|
||||||
|
// PlacedFootprint and copy the buffer with an offset location
|
||||||
// |<--------------- row pitch --------------->|
|
// |<--------------- row pitch --------------->|
|
||||||
//
|
//
|
||||||
// |-------------------------------------------|
|
// |-------------------------------------------|
|
||||||
|
@ -133,7 +148,6 @@ namespace d3d12 {
|
||||||
// |+++++++++ |
|
// |+++++++++ |
|
||||||
// |-------------------------------------------|
|
// |-------------------------------------------|
|
||||||
|
|
||||||
|
|
||||||
// Copy 0:
|
// Copy 0:
|
||||||
// |-------------------------------------------|
|
// |-------------------------------------------|
|
||||||
// | |
|
// | |
|
||||||
|
@ -173,7 +187,6 @@ namespace d3d12 {
|
||||||
copy.copies[0].bufferSize.height = height + texelOffsetY;
|
copy.copies[0].bufferSize.height = height + texelOffsetY;
|
||||||
copy.copies[0].bufferSize.depth = depth + texelOffsetZ;
|
copy.copies[0].bufferSize.depth = depth + texelOffsetZ;
|
||||||
|
|
||||||
|
|
||||||
copy.copies[1].textureOffset.x = x + copy.copies[0].copySize.width;
|
copy.copies[1].textureOffset.x = x + copy.copies[0].copySize.width;
|
||||||
copy.copies[1].textureOffset.y = y;
|
copy.copies[1].textureOffset.y = y;
|
||||||
copy.copies[1].textureOffset.z = z;
|
copy.copies[1].textureOffset.z = z;
|
||||||
|
@ -190,10 +203,7 @@ namespace d3d12 {
|
||||||
copy.copies[1].bufferSize.height = height + texelOffsetY + 1;
|
copy.copies[1].bufferSize.height = height + texelOffsetY + 1;
|
||||||
copy.copies[1].bufferSize.depth = depth + texelOffsetZ;
|
copy.copies[1].bufferSize.depth = depth + texelOffsetZ;
|
||||||
|
|
||||||
|
|
||||||
return copy;
|
return copy;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,12 +19,9 @@
|
||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
|
|
||||||
struct TextureCopySplit {
|
struct TextureCopySplit {
|
||||||
|
|
||||||
static constexpr unsigned int kMaxTextureCopyRegions = 2;
|
static constexpr unsigned int kMaxTextureCopyRegions = 2;
|
||||||
|
|
||||||
struct Extent {
|
struct Extent {
|
||||||
|
@ -52,9 +49,16 @@ namespace d3d12 {
|
||||||
std::array<CopyInfo, kMaxTextureCopyRegions> copies;
|
std::array<CopyInfo, kMaxTextureCopyRegions> copies;
|
||||||
};
|
};
|
||||||
|
|
||||||
TextureCopySplit ComputeTextureCopySplit(uint32_t x, uint32_t y, uint32_t z, uint32_t width, uint32_t height, uint32_t depth, uint32_t texelSize, uint32_t offset, uint32_t rowPitch);
|
TextureCopySplit ComputeTextureCopySplit(uint32_t x,
|
||||||
|
uint32_t y,
|
||||||
|
uint32_t z,
|
||||||
|
uint32_t width,
|
||||||
|
uint32_t height,
|
||||||
|
uint32_t depth,
|
||||||
|
uint32_t texelSize,
|
||||||
|
uint32_t offset,
|
||||||
|
uint32_t rowPitch);
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_TEXTURECOPYSPLITTER_H_
|
#endif // BACKEND_D3D12_TEXTURECOPYSPLITTER_H_
|
||||||
|
|
|
@ -17,11 +17,11 @@
|
||||||
#include "backend/d3d12/D3D12Backend.h"
|
#include "backend/d3d12/D3D12Backend.h"
|
||||||
#include "backend/d3d12/ResourceAllocator.h"
|
#include "backend/d3d12/ResourceAllocator.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
D3D12_RESOURCE_STATES D3D12TextureUsage(nxt::TextureUsageBit usage, nxt::TextureFormat format) {
|
D3D12_RESOURCE_STATES D3D12TextureUsage(nxt::TextureUsageBit usage,
|
||||||
|
nxt::TextureFormat format) {
|
||||||
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
|
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
|
||||||
|
|
||||||
if (usage & nxt::TextureUsageBit::TransferSrc) {
|
if (usage & nxt::TextureUsageBit::TransferSrc) {
|
||||||
|
@ -31,7 +31,8 @@ namespace d3d12 {
|
||||||
resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
|
resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
|
||||||
}
|
}
|
||||||
if (usage & nxt::TextureUsageBit::Sampled) {
|
if (usage & nxt::TextureUsageBit::Sampled) {
|
||||||
resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
|
resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
|
||||||
|
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
|
||||||
}
|
}
|
||||||
if (usage & nxt::TextureUsageBit::Storage) {
|
if (usage & nxt::TextureUsageBit::Storage) {
|
||||||
resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||||
|
@ -47,7 +48,8 @@ namespace d3d12 {
|
||||||
return resourceState;
|
return resourceState;
|
||||||
}
|
}
|
||||||
|
|
||||||
D3D12_RESOURCE_FLAGS D3D12ResourceFlags(nxt::TextureUsageBit usage, nxt::TextureFormat format) {
|
D3D12_RESOURCE_FLAGS D3D12ResourceFlags(nxt::TextureUsageBit usage,
|
||||||
|
nxt::TextureFormat format) {
|
||||||
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE;
|
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE;
|
||||||
|
|
||||||
if (usage & nxt::TextureUsageBit::Storage) {
|
if (usage & nxt::TextureUsageBit::Storage) {
|
||||||
|
@ -75,7 +77,7 @@ namespace d3d12 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
} // namespace
|
||||||
|
|
||||||
DXGI_FORMAT D3D12TextureFormat(nxt::TextureFormat format) {
|
DXGI_FORMAT D3D12TextureFormat(nxt::TextureFormat format) {
|
||||||
switch (format) {
|
switch (format) {
|
||||||
|
@ -94,7 +96,6 @@ namespace d3d12 {
|
||||||
|
|
||||||
Texture::Texture(TextureBuilder* builder)
|
Texture::Texture(TextureBuilder* builder)
|
||||||
: TextureBase(builder), mDevice(ToBackend(builder->GetDevice())) {
|
: TextureBase(builder), mDevice(ToBackend(builder->GetDevice())) {
|
||||||
|
|
||||||
D3D12_RESOURCE_DESC resourceDescriptor;
|
D3D12_RESOURCE_DESC resourceDescriptor;
|
||||||
resourceDescriptor.Dimension = D3D12TextureDimension(GetDimension());
|
resourceDescriptor.Dimension = D3D12TextureDimension(GetDimension());
|
||||||
resourceDescriptor.Alignment = 0;
|
resourceDescriptor.Alignment = 0;
|
||||||
|
@ -108,13 +109,16 @@ namespace d3d12 {
|
||||||
resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||||
resourceDescriptor.Flags = D3D12ResourceFlags(GetAllowedUsage(), GetFormat());
|
resourceDescriptor.Flags = D3D12ResourceFlags(GetAllowedUsage(), GetFormat());
|
||||||
|
|
||||||
mResource = mDevice->GetResourceAllocator()->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor, D3D12TextureUsage(GetUsage(), GetFormat()));
|
mResource =
|
||||||
|
mDevice->GetResourceAllocator()->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor,
|
||||||
|
D3D12TextureUsage(GetUsage(), GetFormat()));
|
||||||
mResourcePtr = mResource.Get();
|
mResourcePtr = mResource.Get();
|
||||||
}
|
}
|
||||||
|
|
||||||
// With this constructor, the lifetime of the ID3D12Resource is externally managed.
|
// With this constructor, the lifetime of the ID3D12Resource is externally managed.
|
||||||
Texture::Texture(TextureBuilder* builder, ID3D12Resource* nativeTexture)
|
Texture::Texture(TextureBuilder* builder, ID3D12Resource* nativeTexture)
|
||||||
: TextureBase(builder), mDevice(ToBackend(builder->GetDevice())),
|
: TextureBase(builder),
|
||||||
|
mDevice(ToBackend(builder->GetDevice())),
|
||||||
mResourcePtr(nativeTexture) {
|
mResourcePtr(nativeTexture) {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -133,7 +137,9 @@ namespace d3d12 {
|
||||||
return mResourcePtr;
|
return mResourcePtr;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Texture::GetResourceTransitionBarrier(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage, D3D12_RESOURCE_BARRIER* barrier) {
|
bool Texture::GetResourceTransitionBarrier(nxt::TextureUsageBit currentUsage,
|
||||||
|
nxt::TextureUsageBit targetUsage,
|
||||||
|
D3D12_RESOURCE_BARRIER* barrier) {
|
||||||
D3D12_RESOURCE_STATES stateBefore = D3D12TextureUsage(currentUsage, GetFormat());
|
D3D12_RESOURCE_STATES stateBefore = D3D12TextureUsage(currentUsage, GetFormat());
|
||||||
D3D12_RESOURCE_STATES stateAfter = D3D12TextureUsage(targetUsage, GetFormat());
|
D3D12_RESOURCE_STATES stateAfter = D3D12TextureUsage(targetUsage, GetFormat());
|
||||||
|
|
||||||
|
@ -151,16 +157,15 @@ namespace d3d12 {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Texture::TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) {
|
void Texture::TransitionUsageImpl(nxt::TextureUsageBit currentUsage,
|
||||||
|
nxt::TextureUsageBit targetUsage) {
|
||||||
D3D12_RESOURCE_BARRIER barrier;
|
D3D12_RESOURCE_BARRIER barrier;
|
||||||
if (GetResourceTransitionBarrier(currentUsage, targetUsage, &barrier)) {
|
if (GetResourceTransitionBarrier(currentUsage, targetUsage, &barrier)) {
|
||||||
mDevice->GetPendingCommandList()->ResourceBarrier(1, &barrier);
|
mDevice->GetPendingCommandList()->ResourceBarrier(1, &barrier);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
TextureView::TextureView(TextureViewBuilder* builder)
|
TextureView::TextureView(TextureViewBuilder* builder) : TextureViewBase(builder) {
|
||||||
: TextureViewBase(builder) {
|
|
||||||
|
|
||||||
mSrvDesc.Format = D3D12TextureFormat(GetTexture()->GetFormat());
|
mSrvDesc.Format = D3D12TextureFormat(GetTexture()->GetFormat());
|
||||||
mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||||
switch (GetTexture()->GetDimension()) {
|
switch (GetTexture()->GetDimension()) {
|
||||||
|
@ -196,5 +201,4 @@ namespace d3d12 {
|
||||||
return dsvDesc;
|
return dsvDesc;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
|
@ -19,8 +19,7 @@
|
||||||
|
|
||||||
#include "backend/d3d12/d3d12_platform.h"
|
#include "backend/d3d12/d3d12_platform.h"
|
||||||
|
|
||||||
namespace backend {
|
namespace backend { namespace d3d12 {
|
||||||
namespace d3d12 {
|
|
||||||
|
|
||||||
class Device;
|
class Device;
|
||||||
|
|
||||||
|
@ -34,9 +33,12 @@ namespace d3d12 {
|
||||||
|
|
||||||
DXGI_FORMAT GetD3D12Format() const;
|
DXGI_FORMAT GetD3D12Format() const;
|
||||||
ID3D12Resource* GetD3D12Resource();
|
ID3D12Resource* GetD3D12Resource();
|
||||||
bool GetResourceTransitionBarrier(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage, D3D12_RESOURCE_BARRIER* barrier);
|
bool GetResourceTransitionBarrier(nxt::TextureUsageBit currentUsage,
|
||||||
|
nxt::TextureUsageBit targetUsage,
|
||||||
|
D3D12_RESOURCE_BARRIER* barrier);
|
||||||
|
|
||||||
void TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) override;
|
void TransitionUsageImpl(nxt::TextureUsageBit currentUsage,
|
||||||
|
nxt::TextureUsageBit targetUsage) override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Device* mDevice;
|
Device* mDevice;
|
||||||
|
@ -55,7 +57,6 @@ namespace d3d12 {
|
||||||
private:
|
private:
|
||||||
D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc;
|
D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc;
|
||||||
};
|
};
|
||||||
}
|
}} // namespace backend::d3d12
|
||||||
}
|
|
||||||
|
|
||||||
#endif // BACKEND_D3D12_TEXTURED3D12_H_
|
#endif // BACKEND_D3D12_TEXTURED3D12_H_
|
||||||
|
|
|
@ -15,9 +15,9 @@
|
||||||
#ifndef BACKEND_D3D12_D3D12PLATFORM_H_
|
#ifndef BACKEND_D3D12_D3D12PLATFORM_H_
|
||||||
#define BACKEND_D3D12_D3D12PLATFORM_H_
|
#define BACKEND_D3D12_D3D12PLATFORM_H_
|
||||||
|
|
||||||
#include <wrl.h>
|
|
||||||
#include <d3d12.h>
|
#include <d3d12.h>
|
||||||
#include <dxgi1_4.h>
|
#include <dxgi1_4.h>
|
||||||
|
#include <wrl.h>
|
||||||
|
|
||||||
using Microsoft::WRL::ComPtr;
|
using Microsoft::WRL::ComPtr;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue