mirror of
https://github.com/encounter/dawn-cmake.git
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100 lines
4.3 KiB
C++
100 lines
4.3 KiB
C++
// Copyright 2017 The NXT 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 "backend/d3d12/BindGroupD3D12.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/SamplerD3D12.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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namespace backend { namespace d3d12 {
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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: BindGroupBase(builder), mDevice(device) {
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}
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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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const auto* bgl = ToBackend(GetLayout());
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const auto& layout = bgl->GetBindingInfo();
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// Save the offset to the start of the descriptor table in the heap
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mCbvUavSrvHeapOffset = *cbvUavSrvHeapOffset;
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mSamplerHeapOffset = *samplerHeapOffset;
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const auto& bindingOffsets = bgl->GetBindingOffsets();
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auto d3d12Device = mDevice->GetD3D12Device();
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for (uint32_t binding : IterateBitSet(layout.mask)) {
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switch (layout.types[binding]) {
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case nxt::BindingType::UniformBuffer: {
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auto* view = ToBackend(GetBindingAsBufferView(binding));
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auto& cbv = view->GetCBVDescriptor();
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d3d12Device->CreateConstantBufferView(
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&cbv, cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
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bindingOffsets[binding]));
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} break;
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case nxt::BindingType::StorageBuffer: {
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auto* view = ToBackend(GetBindingAsBufferView(binding));
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auto& uav = view->GetUAVDescriptor();
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d3d12Device->CreateUnorderedAccessView(
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ToBackend(view->GetBuffer())->GetD3D12Resource().Get(), nullptr, &uav,
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cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
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bindingOffsets[binding]));
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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& srv = view->GetSRVDescriptor();
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d3d12Device->CreateShaderResourceView(
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ToBackend(view->GetTexture())->GetD3D12Resource(), &srv,
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cbvUavSrvHeapStart.GetCPUHandle(*cbvUavSrvHeapOffset +
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bindingOffsets[binding]));
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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& samplerDesc = sampler->GetSamplerDescriptor();
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d3d12Device->CreateSampler(
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&samplerDesc, samplerHeapStart.GetCPUHandle(*samplerHeapOffset +
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bindingOffsets[binding]));
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} break;
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}
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}
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// Offset by the number of descriptors created
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*cbvUavSrvHeapOffset += bgl->GetCbvUavSrvDescriptorCount();
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*samplerHeapOffset += bgl->GetSamplerDescriptorCount();
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}
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uint32_t BindGroup::GetCbvUavSrvHeapOffset() const {
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return mCbvUavSrvHeapOffset;
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}
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uint32_t BindGroup::GetSamplerHeapOffset() const {
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return mSamplerHeapOffset;
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}
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uint64_t BindGroup::GetHeapSerial() const {
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return mHeapSerial;
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}
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}} // namespace backend::d3d12
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