mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-06-18 20:43:32 +00:00
This includes a bunch of fixes for clang warnings in Windows specific code that was only compiled by MSVC previously. This also tidies up some BUILD.gn issues on Windows.
85 lines
3.4 KiB
C++
85 lines
3.4 KiB
C++
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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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#include "dawn_native/d3d12/RenderPassDescriptorD3D12.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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namespace dawn_native { namespace d3d12 {
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RenderPassDescriptor::RenderPassDescriptor(RenderPassDescriptorBuilder* builder)
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: RenderPassDescriptorBase(builder) {
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Device* device = ToBackend(GetDevice());
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// Get and fill an RTV heap with the color attachments
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uint32_t colorAttachmentCount = static_cast<uint32_t>(GetColorAttachmentMask().count());
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if (colorAttachmentCount != 0) {
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mRtvHeap = device->GetDescriptorHeapAllocator()->AllocateCPUHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_RTV, colorAttachmentCount);
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for (uint32_t i : IterateBitSet(GetColorAttachmentMask())) {
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TextureView* view = ToBackend(GetColorAttachment(i).view.Get());
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ComPtr<ID3D12Resource> resource = ToBackend(view->GetTexture())->GetD3D12Resource();
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = mRtvHeap.GetCPUHandle(i);
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = view->GetRTVDescriptor();
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device->GetD3D12Device()->CreateRenderTargetView(resource.Get(), &rtvDesc,
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rtvHandle);
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}
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}
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// Get and fill a DSV heap with the depth stencil attachment
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if (HasDepthStencilAttachment()) {
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mDsvHeap = device->GetDescriptorHeapAllocator()->AllocateCPUHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
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TextureView* view = ToBackend(GetDepthStencilAttachment().view.Get());
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ComPtr<ID3D12Resource> resource = ToBackend(view->GetTexture())->GetD3D12Resource();
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = mDsvHeap.GetCPUHandle(0);
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = view->GetDSVDescriptor();
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device->GetD3D12Device()->CreateDepthStencilView(resource.Get(), &dsvDesc, dsvHandle);
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}
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}
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RenderPassDescriptor::OMSetRenderTargetArgs
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RenderPassDescriptor::GetSubpassOMSetRenderTargetArgs() {
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OMSetRenderTargetArgs args = {};
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unsigned int rtvIndex = 0;
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for (uint32_t i : IterateBitSet(GetColorAttachmentMask())) {
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args.RTVs[rtvIndex] = GetRTVDescriptor(i);
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rtvIndex++;
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}
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args.numRTVs = rtvIndex;
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if (HasDepthStencilAttachment()) {
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args.dsv = GetDSVDescriptor();
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}
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return args;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE RenderPassDescriptor::GetRTVDescriptor(uint32_t attachmentSlot) {
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return mRtvHeap.GetCPUHandle(attachmentSlot);
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}
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D3D12_CPU_DESCRIPTOR_HANDLE RenderPassDescriptor::GetDSVDescriptor() {
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return mDsvHeap.GetCPUHandle(0);
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}
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}} // namespace dawn_native::d3d12
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