dawn-cmake/src/backend/d3d12/TextureD3D12.cpp
Corentin Wallez fffe6dfa16 Split backend/common in backend/ and common/
This directory used to contain both the state tracking code for the
backends, and the common utilities that could be used both by the
backends and the rest of the code. Things are now:

 - src/common is utility code for the whole repo
 - src/backend contains libNXT's code
 - src/utils is utility code that we don't want in libNXT

This commit also changes all includes to use global paths from src/
bacause it had to touch a bunch of #include statements anyway.
2017-07-06 17:54:52 -04:00

158 lines
6.0 KiB
C++

// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "backend/d3d12/TextureD3D12.h"
#include "backend/d3d12/D3D12Backend.h"
#include "backend/d3d12/ResourceAllocator.h"
namespace backend {
namespace d3d12 {
namespace {
D3D12_RESOURCE_STATES D3D12TextureUsage(nxt::TextureUsageBit usage) {
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
if (usage & nxt::TextureUsageBit::TransferSrc) {
resourceState |= D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if (usage & nxt::TextureUsageBit::TransferDst) {
resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
}
if (usage & nxt::TextureUsageBit::Sampled) {
resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}
if (usage & nxt::TextureUsageBit::Storage) {
resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (usage & nxt::TextureUsageBit::ColorAttachment) {
resourceState |= D3D12_RESOURCE_STATE_RENDER_TARGET;
}
if (usage & nxt::TextureUsageBit::DepthStencilAttachment) {
resourceState |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
}
return resourceState;
}
D3D12_RESOURCE_FLAGS D3D12ResourceFlags(nxt::TextureUsageBit usage) {
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE;
if (usage & nxt::TextureUsageBit::Storage) {
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
if (usage & nxt::TextureUsageBit::ColorAttachment) {
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
if (usage & nxt::TextureUsageBit::DepthStencilAttachment) {
flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
}
return flags;
}
D3D12_RESOURCE_DIMENSION D3D12TextureDimension(nxt::TextureDimension dimension) {
switch (dimension) {
case nxt::TextureDimension::e2D:
return D3D12_RESOURCE_DIMENSION_TEXTURE2D;
}
}
DXGI_FORMAT D3D12TextureFormat(nxt::TextureFormat format) {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
}
Texture::Texture(Device* device, TextureBuilder* builder)
: TextureBase(builder), device(device) {
D3D12_RESOURCE_DESC resourceDescriptor;
resourceDescriptor.Dimension = D3D12TextureDimension(GetDimension());
resourceDescriptor.Alignment = 0;
resourceDescriptor.Width = GetWidth();
resourceDescriptor.Height = GetHeight();
resourceDescriptor.DepthOrArraySize = GetDepth();
resourceDescriptor.MipLevels = GetNumMipLevels();
resourceDescriptor.Format = D3D12TextureFormat(GetFormat());
resourceDescriptor.SampleDesc.Count = 1;
resourceDescriptor.SampleDesc.Quality = 0;
resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDescriptor.Flags = D3D12ResourceFlags(GetUsage());
resource = device->GetResourceAllocator()->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor, D3D12TextureUsage(GetUsage()));
}
Texture::~Texture() {
device->GetResourceAllocator()->Release(resource);
}
DXGI_FORMAT Texture::GetD3D12Format() const {
return D3D12TextureFormat(GetFormat());
}
ComPtr<ID3D12Resource> Texture::GetD3D12Resource() {
return resource;
}
bool Texture::GetResourceTransitionBarrier(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage, D3D12_RESOURCE_BARRIER* barrier) {
D3D12_RESOURCE_STATES stateBefore = D3D12TextureUsage(currentUsage);
D3D12_RESOURCE_STATES stateAfter = D3D12TextureUsage(targetUsage);
if (stateBefore == stateAfter) {
return false;
}
barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier->Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier->Transition.pResource = resource.Get();
barrier->Transition.StateBefore = stateBefore;
barrier->Transition.StateAfter = stateAfter;
barrier->Transition.Subresource = 0;
return true;
}
void Texture::TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) {
D3D12_RESOURCE_BARRIER barrier;
if (GetResourceTransitionBarrier(currentUsage, targetUsage, &barrier)) {
device->GetPendingCommandList()->ResourceBarrier(1, &barrier);
}
}
TextureView::TextureView(TextureViewBuilder* builder)
: TextureViewBase(builder) {
srvDesc.Format = D3D12TextureFormat(GetTexture()->GetFormat());
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
switch (GetTexture()->GetDimension()) {
case nxt::TextureDimension::e2D:
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = GetTexture()->GetNumMipLevels();
srvDesc.Texture2D.PlaneSlice = 0;
srvDesc.Texture2D.ResourceMinLODClamp = 0;
break;
}
}
const D3D12_SHADER_RESOURCE_VIEW_DESC& TextureView::GetSRVDescriptor() const {
return srvDesc;
}
}
}