mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-07-16 10:05:55 +00:00
496 lines
24 KiB
C++
496 lines
24 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 "CommandBufferD3D12.h"
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#include "common/Commands.h"
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#include "D3D12Backend.h"
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#include "BindGroupD3D12.h"
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#include "BindGroupLayoutD3D12.h"
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#include "BufferD3D12.h"
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#include "DescriptorHeapAllocator.h"
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#include "InputStateD3D12.h"
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#include "PipelineD3D12.h"
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#include "PipelineLayoutD3D12.h"
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#include "SamplerD3D12.h"
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#include "TextureD3D12.h"
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#include "ResourceAllocator.h"
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namespace backend {
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namespace d3d12 {
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namespace {
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DXGI_FORMAT DXGIIndexFormat(nxt::IndexFormat format) {
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switch (format) {
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case nxt::IndexFormat::Uint16:
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return DXGI_FORMAT_R16_UINT;
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case nxt::IndexFormat::Uint32:
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return DXGI_FORMAT_R32_UINT;
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}
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}
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struct BindGroupStateTracker {
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uint32_t cbvSrvUavDescriptorIndex = 0;
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uint32_t samplerDescriptorIndex = 0;
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DescriptorHeapHandle cbvSrvUavCPUDescriptorHeap;
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DescriptorHeapHandle samplerCPUDescriptorHeap;
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DescriptorHeapHandle cbvSrvUavGPUDescriptorHeap;
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DescriptorHeapHandle samplerGPUDescriptorHeap;
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std::array<BindGroup*, kMaxBindGroups> bindGroups = {};
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Device* device;
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BindGroupStateTracker(Device* device) : device(device) {
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}
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void TrackSetBindGroup(BindGroup* group, uint32_t index) {
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if (bindGroups[index] != group) {
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bindGroups[index] = group;
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// Descriptors don't need to be recorded if they have already been recorded in the heap. Indices are only updated when descriptors are recorded
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const uint64_t serial = device->GetSerial();
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if (group->GetHeapSerial() != serial) {
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group->RecordDescriptors(cbvSrvUavCPUDescriptorHeap, &cbvSrvUavDescriptorIndex, samplerCPUDescriptorHeap, &samplerDescriptorIndex, serial);
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}
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}
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}
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void TrackSetBindInheritedGroup(uint32_t index) {
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BindGroup* group = bindGroups[index];
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if (group != nullptr) {
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TrackSetBindGroup(group, index);
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}
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}
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void SetBindGroup(ComPtr<ID3D12GraphicsCommandList> commandList, Pipeline* pipeline, BindGroup* group, uint32_t index, bool force = false) {
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if (bindGroups[index] != group || force) {
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bindGroups[index] = group;
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PipelineLayout* pipelineLayout = ToBackend(pipeline->GetLayout());
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uint32_t cbvUavSrvCount = ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
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uint32_t samplerCount = ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
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if (cbvUavSrvCount > 0) {
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uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
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if (pipeline->IsCompute()) {
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commandList->SetComputeRootDescriptorTable(parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(group->GetCbvUavSrvHeapOffset()));
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} else {
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commandList->SetGraphicsRootDescriptorTable(parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(group->GetCbvUavSrvHeapOffset()));
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}
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}
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if (samplerCount > 0) {
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uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
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if (pipeline->IsCompute()) {
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commandList->SetComputeRootDescriptorTable(parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
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} else {
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commandList->SetGraphicsRootDescriptorTable(parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
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}
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}
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}
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}
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void SetInheritedBindGroup(ComPtr<ID3D12GraphicsCommandList> commandList, Pipeline* pipeline, uint32_t index) {
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BindGroup* group = bindGroups[index];
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if (group != nullptr) {
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SetBindGroup(commandList, pipeline, group, index, true);
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}
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}
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void Reset() {
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for (uint32_t i = 0; i < kMaxBindGroups; ++i) {
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bindGroups[i] = nullptr;
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}
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}
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};
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void AllocateAndSetDescriptorHeaps(Device* device, BindGroupStateTracker* bindingTracker, CommandIterator* commands) {
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auto* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
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// TODO(enga@google.com): This currently allocates CPU heaps of arbitrarily chosen sizes
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// This will not work if there are too many descriptors
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bindingTracker->cbvSrvUavCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 8192);
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bindingTracker->samplerCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048);
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{
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Command type;
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Pipeline* lastPipeline = nullptr;
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PipelineLayout* lastLayout = nullptr;
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while (commands->NextCommandId(&type)) {
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switch (type) {
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case Command::SetPipeline:
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{
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SetPipelineCmd* cmd = commands->NextCommand<SetPipelineCmd>();
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Pipeline* pipeline = ToBackend(cmd->pipeline).Get();
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PipelineLayout* layout = ToBackend(pipeline->GetLayout());
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if (lastLayout) {
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auto mask = layout->GetBindGroupsLayoutMask();
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for (uint32_t i = 0; i < kMaxBindGroups; ++i) {
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// matching bind groups are inherited until they differ
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if (mask[i] && lastLayout->GetBindGroupLayout(i) == layout->GetBindGroupLayout(i)) {
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bindingTracker->TrackSetBindInheritedGroup(i);
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} else {
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break;
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}
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}
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}
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lastPipeline = pipeline;
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lastLayout = layout;
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}
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break;
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case Command::SetBindGroup:
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{
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SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
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BindGroup* group = ToBackend(cmd->group.Get());
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bindingTracker->TrackSetBindGroup(group, cmd->index);
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}
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break;
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default:
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SkipCommand(commands, type);
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}
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}
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commands->Reset();
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}
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if (bindingTracker->cbvSrvUavDescriptorIndex > 0) {
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// Allocate a GPU-visible heap and copy from the CPU-only heap to the GPU-visible heap
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bindingTracker->cbvSrvUavGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, bindingTracker->cbvSrvUavDescriptorIndex);
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device->GetD3D12Device()->CopyDescriptorsSimple(
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bindingTracker->cbvSrvUavDescriptorIndex,
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bindingTracker->cbvSrvUavGPUDescriptorHeap.GetCPUHandle(0),
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bindingTracker->cbvSrvUavCPUDescriptorHeap.GetCPUHandle(0),
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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}
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if (bindingTracker->samplerDescriptorIndex > 0) {
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bindingTracker->samplerGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, bindingTracker->samplerDescriptorIndex);
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device->GetD3D12Device()->CopyDescriptorsSimple(
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bindingTracker->samplerDescriptorIndex,
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bindingTracker->samplerGPUDescriptorHeap.GetCPUHandle(0),
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bindingTracker->samplerCPUDescriptorHeap.GetCPUHandle(0),
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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}
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}
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D3D12_TEXTURE_COPY_LOCATION D3D12PlacedTextureCopyLocation(BufferCopyLocation& bufferLocation, Texture* texture, const TextureCopyLocation& textureLocation) {
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D3D12_TEXTURE_COPY_LOCATION d3d12Location;
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d3d12Location.pResource = ToBackend(bufferLocation.buffer.Get())->GetD3D12Resource().Get();
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d3d12Location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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d3d12Location.PlacedFootprint.Offset = bufferLocation.offset;
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d3d12Location.PlacedFootprint.Footprint.Format = texture->GetD3D12Format();
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d3d12Location.PlacedFootprint.Footprint.Width = textureLocation.width;
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d3d12Location.PlacedFootprint.Footprint.Height = textureLocation.height;
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d3d12Location.PlacedFootprint.Footprint.Depth = textureLocation.depth;
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uint32_t texelSize = 0;
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switch (texture->GetFormat()) {
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case nxt::TextureFormat::R8G8B8A8Unorm:
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texelSize = 4;
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break;
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}
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uint32_t rowSize = textureLocation.width * texelSize;
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d3d12Location.PlacedFootprint.Footprint.RowPitch = ((rowSize - 1) / D3D12_TEXTURE_DATA_PITCH_ALIGNMENT + 1) * D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
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return d3d12Location;
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}
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D3D12_TEXTURE_COPY_LOCATION D3D12TextureCopyLocation(TextureCopyLocation& textureLocation) {
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D3D12_TEXTURE_COPY_LOCATION d3d12Location;
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d3d12Location.pResource = ToBackend(textureLocation.texture.Get())->GetD3D12Resource().Get();
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d3d12Location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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d3d12Location.SubresourceIndex = textureLocation.level;
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return d3d12Location;
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}
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}
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CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
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: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
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}
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CommandBuffer::~CommandBuffer() {
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FreeCommands(&commands);
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}
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void CommandBuffer::FillCommands(ComPtr<ID3D12GraphicsCommandList> commandList) {
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BindGroupStateTracker bindingTracker(device);
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AllocateAndSetDescriptorHeaps(device, &bindingTracker, &commands);
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bindingTracker.Reset();
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ID3D12DescriptorHeap* descriptorHeaps[2] = { bindingTracker.cbvSrvUavGPUDescriptorHeap.Get(), bindingTracker.samplerGPUDescriptorHeap.Get() };
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if (descriptorHeaps[0] && descriptorHeaps[1]) {
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commandList->SetDescriptorHeaps(2, descriptorHeaps);
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} else if (descriptorHeaps[0]) {
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commandList->SetDescriptorHeaps(1, descriptorHeaps);
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} else if (descriptorHeaps[1]) {
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commandList->SetDescriptorHeaps(2, &descriptorHeaps[1]);
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}
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Command type;
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Pipeline* lastPipeline = nullptr;
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PipelineLayout* lastLayout = nullptr;
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RenderPass* currentRenderPass = nullptr;
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Framebuffer* currentFramebuffer = nullptr;
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while(commands.NextCommandId(&type)) {
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switch (type) {
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case Command::AdvanceSubpass:
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{
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commands.NextCommand<AdvanceSubpassCmd>();
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}
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break;
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case Command::BeginRenderPass:
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{
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BeginRenderPassCmd* beginRenderPassCmd = commands.NextCommand<BeginRenderPassCmd>();
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currentRenderPass = ToBackend(beginRenderPassCmd->renderPass.Get());
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currentFramebuffer = ToBackend(beginRenderPassCmd->framebuffer.Get());
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uint32_t width = currentFramebuffer->GetWidth();
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uint32_t height = currentFramebuffer->GetHeight();
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D3D12_VIEWPORT viewport = { 0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f };
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D3D12_RECT scissorRect = { 0, 0, static_cast<long>(width), static_cast<long>(height) };
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commandList->RSSetViewports(1, &viewport);
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commandList->RSSetScissorRects(1, &scissorRect);
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commandList->OMSetRenderTargets(1, &device->GetCurrentRenderTargetDescriptor(), FALSE, nullptr);
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}
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break;
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case Command::CopyBufferToBuffer:
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{
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CopyBufferToBufferCmd* copy = commands.NextCommand<CopyBufferToBufferCmd>();
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auto src = ToBackend(copy->source.buffer.Get())->GetD3D12Resource();
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auto dst = ToBackend(copy->destination.buffer.Get())->GetD3D12Resource();
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commandList->CopyBufferRegion(dst.Get(), copy->destination.offset, src.Get(), copy->source.offset, copy->size);
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}
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break;
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case Command::CopyBufferToTexture:
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{
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CopyBufferToTextureCmd* copy = commands.NextCommand<CopyBufferToTextureCmd>();
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Buffer* buffer = ToBackend(copy->source.buffer.Get());
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Texture* texture = ToBackend(copy->destination.texture.Get());
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D3D12_TEXTURE_COPY_LOCATION srcLocation = D3D12PlacedTextureCopyLocation(copy->source, texture, copy->destination);
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D3D12_TEXTURE_COPY_LOCATION dstLocation = D3D12TextureCopyLocation(copy->destination);
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// TODO(enga@google.com): This assertion will not be true if the number of bytes in each row of the texture is not a multiple of 256
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// To resolve this we would need to create an intermediate resource or force all textures to be 256-byte aligned
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uint64_t totalBytes = srcLocation.PlacedFootprint.Footprint.RowPitch * copy->destination.height * copy->destination.depth;
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ASSERT(totalBytes <= buffer->GetD3D12Size());
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commandList->CopyTextureRegion(&dstLocation, copy->destination.x, copy->destination.y, copy->destination.z, &srcLocation, nullptr);
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}
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break;
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case Command::CopyTextureToBuffer:
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{
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CopyTextureToBufferCmd* copy = commands.NextCommand<CopyTextureToBufferCmd>();
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Texture* texture = ToBackend(copy->source.texture.Get());
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Buffer* buffer = ToBackend(copy->destination.buffer.Get());
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D3D12_TEXTURE_COPY_LOCATION srcLocation = D3D12TextureCopyLocation(copy->source);
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D3D12_TEXTURE_COPY_LOCATION dstLocation = D3D12PlacedTextureCopyLocation(copy->destination, texture, copy->source);
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// TODO(enga@google.com): This assertion will not be true if the number of bytes in each row of the texture is not a multiple of 256
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// To resolve this we would need to create an intermediate resource or force all textures to be 256-byte aligned
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uint64_t totalBytes = dstLocation.PlacedFootprint.Footprint.RowPitch * copy->source.height * copy->source.depth;
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ASSERT(totalBytes <= buffer->GetD3D12Size());
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D3D12_BOX sourceRegion;
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sourceRegion.left = copy->source.x;
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sourceRegion.top = copy->source.y;
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sourceRegion.front = copy->source.z;
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sourceRegion.right = copy->source.x + copy->source.width;
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sourceRegion.bottom = copy->source.y + copy->source.height;
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sourceRegion.back = copy->source.z + copy->source.depth;
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commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &sourceRegion);
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}
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break;
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case Command::Dispatch:
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{
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DispatchCmd* dispatch = commands.NextCommand<DispatchCmd>();
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ASSERT(lastPipeline->IsCompute());
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commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
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}
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break;
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case Command::DrawArrays:
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{
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DrawArraysCmd* draw = commands.NextCommand<DrawArraysCmd>();
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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commandList->DrawInstanced(
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draw->vertexCount,
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draw->instanceCount,
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draw->firstVertex,
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draw->firstInstance
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);
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}
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break;
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case Command::DrawElements:
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{
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DrawElementsCmd* draw = commands.NextCommand<DrawElementsCmd>();
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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commandList->DrawIndexedInstanced(
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draw->indexCount,
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draw->instanceCount,
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draw->firstIndex,
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0,
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draw->firstInstance
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);
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}
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break;
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case Command::EndRenderPass:
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{
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EndRenderPassCmd* cmd = commands.NextCommand<EndRenderPassCmd>();
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}
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break;
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case Command::SetPipeline:
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{
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SetPipelineCmd* cmd = commands.NextCommand<SetPipelineCmd>();
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Pipeline* pipeline = ToBackend(cmd->pipeline).Get();
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PipelineLayout* layout = ToBackend(pipeline->GetLayout());
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// TODO
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if (pipeline->IsCompute()) {
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}
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else {
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commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
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commandList->SetPipelineState(pipeline->GetRenderPipelineState().Get());
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}
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if (lastLayout) {
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auto mask = layout->GetBindGroupsLayoutMask();
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for (uint32_t i = 0; i < kMaxBindGroups; ++i) {
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// matching bind groups are inherited until they differ
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if (mask[i] && lastLayout->GetBindGroupLayout(i) == layout->GetBindGroupLayout(i)) {
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bindingTracker.SetInheritedBindGroup(commandList, pipeline, i);
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} else {
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break;
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}
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}
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}
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lastPipeline = pipeline;
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lastLayout = layout;
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}
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break;
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case Command::SetPushConstants:
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{
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SetPushConstantsCmd* cmd = commands.NextCommand<SetPushConstantsCmd>();
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}
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break;
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case Command::SetStencilReference:
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{
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SetStencilReferenceCmd* cmd = commands.NextCommand<SetStencilReferenceCmd>();
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}
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break;
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case Command::SetBindGroup:
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{
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SetBindGroupCmd* cmd = commands.NextCommand<SetBindGroupCmd>();
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BindGroup* group = ToBackend(cmd->group.Get());
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bindingTracker.SetBindGroup(commandList, lastPipeline, group, cmd->index);
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}
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break;
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case Command::SetIndexBuffer:
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{
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SetIndexBufferCmd* cmd = commands.NextCommand<SetIndexBufferCmd>();
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Buffer* buffer = ToBackend(cmd->buffer.Get());
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D3D12_INDEX_BUFFER_VIEW bufferView;
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bufferView.BufferLocation = buffer->GetVA() + cmd->offset;
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bufferView.SizeInBytes = buffer->GetSize() - cmd->offset;
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bufferView.Format = DXGIIndexFormat(cmd->format);
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commandList->IASetIndexBuffer(&bufferView);
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}
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break;
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case Command::SetVertexBuffers:
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{
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SetVertexBuffersCmd* cmd = commands.NextCommand<SetVertexBuffersCmd>();
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auto buffers = commands.NextData<Ref<BufferBase>>(cmd->count);
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auto offsets = commands.NextData<uint32_t>(cmd->count);
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auto inputState = ToBackend(lastPipeline->GetInputState());
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std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews;
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for (uint32_t i = 0; i < cmd->count; ++i) {
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auto input = inputState->GetInput(cmd->startSlot + i);
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Buffer* buffer = ToBackend(buffers[i].Get());
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d3d12BufferViews[i].BufferLocation = buffer->GetVA() + offsets[i];
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d3d12BufferViews[i].StrideInBytes = input.stride;
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d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
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}
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commandList->IASetVertexBuffers(cmd->startSlot, cmd->count, d3d12BufferViews.data());
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}
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break;
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case Command::TransitionBufferUsage:
|
|
{
|
|
TransitionBufferUsageCmd* cmd = commands.NextCommand<TransitionBufferUsageCmd>();
|
|
|
|
Buffer* buffer = ToBackend(cmd->buffer.Get());
|
|
|
|
D3D12_RESOURCE_BARRIER barrier;
|
|
if (buffer->GetResourceTransitionBarrier(buffer->GetUsage(), cmd->usage, &barrier)) {
|
|
commandList->ResourceBarrier(1, &barrier);
|
|
}
|
|
|
|
buffer->UpdateUsageInternal(cmd->usage);
|
|
}
|
|
break;
|
|
|
|
case Command::TransitionTextureUsage:
|
|
{
|
|
TransitionTextureUsageCmd* cmd = commands.NextCommand<TransitionTextureUsageCmd>();
|
|
|
|
Texture* texture = ToBackend(cmd->texture.Get());
|
|
|
|
D3D12_RESOURCE_BARRIER barrier;
|
|
if (texture->GetResourceTransitionBarrier(texture->GetUsage(), cmd->usage, &barrier)) {
|
|
commandList->ResourceBarrier(1, &barrier);
|
|
}
|
|
|
|
texture->UpdateUsageInternal(cmd->usage);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|