forked from renderbag/plume
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathplume_d3d12.cpp
More file actions
4258 lines (3648 loc) · 198 KB
/
plume_d3d12.cpp
File metadata and controls
4258 lines (3648 loc) · 198 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
//
// plume
//
// Copyright (c) 2024 renderbag and contributors. All rights reserved.
// Licensed under the MIT license. See LICENSE file for details.
//
#include "plume_d3d12.h"
#include <unordered_set>
#include <dxgi1_5.h>
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wtautological-undefined-compare"
#pragma clang diagnostic ignored "-Wswitch"
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#ifndef NDEBUG
# define D3D12_DEBUG_LAYER_ENABLED
# define D3D12_DEBUG_LAYER_BREAK_ON_ERROR true
# define D3D12_DEBUG_LAYER_BREAK_ON_WARNING false
# define D3D12_DEBUG_LAYER_SUPRESS_SAMPLE_POSITIONS_ERROR // Supress error message that's been fixed in newer Agility SDK versions.
//# define D3D12_DEBUG_LAYER_GPU_BASED_VALIDATION_ENABLED
#endif
//#define D3D12_DEBUG_SET_STABLE_POWER_STATE
// Old Windows SDK versions don't provide this macro, so we workaround it by making sure it is defined.
#ifndef D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE
#define D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
#endif
#ifdef PLUME_D3D12_AGILITY_SDK_ENABLED
extern "C" {
__declspec(dllexport) extern const UINT D3D12SDKVersion = D3D12_SDK_VERSION;
__declspec(dllexport) extern const char* D3D12SDKPath = ".\\D3D12\\";
}
#endif
namespace plume {
static const uint32_t ShaderDescriptorHeapSize = 65536;
static const uint32_t SamplerDescriptorHeapSize = 1024;
static const uint32_t TargetDescriptorHeapSize = 16384;
// Common functions.
static std::wstring Utf8ToUtf16(const std::string_view& value) {
std::wstring wideStr;
wideStr.resize(MultiByteToWideChar(CP_UTF8, 0, value.data(), int(value.size()), nullptr, 0));
MultiByteToWideChar(CP_UTF8, 0, value.data(), int(value.size()), wideStr.data(), int(wideStr.size()));
return wideStr;
}
static std::string Utf16ToUtf8(const std::wstring_view& value) {
std::string multiByteStr;
multiByteStr.resize(WideCharToMultiByte(CP_UTF8, 0, value.data(), int(value.size()), nullptr, 0, nullptr, FALSE));
WideCharToMultiByte(CP_UTF8, 0, value.data(), int(value.size()), multiByteStr.data(), int(multiByteStr.size()), nullptr, FALSE);
return multiByteStr;
}
static uint32_t roundUp(uint32_t value, uint32_t powerOf2Alignment) {
return (value + powerOf2Alignment - 1) & ~(powerOf2Alignment - 1);
}
static uint64_t roundUp(uint64_t value, uint64_t powerOf2Alignment) {
return (value + powerOf2Alignment - 1) & ~(powerOf2Alignment - 1);
}
static DXGI_FORMAT toDXGI(RenderFormat format) {
switch (format) {
case RenderFormat::UNKNOWN:
return DXGI_FORMAT_UNKNOWN;
case RenderFormat::R32G32B32A32_TYPELESS:
return DXGI_FORMAT_R32G32B32A32_TYPELESS;
case RenderFormat::R32G32B32A32_FLOAT:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case RenderFormat::R32G32B32A32_UINT:
return DXGI_FORMAT_R32G32B32A32_UINT;
case RenderFormat::R32G32B32A32_SINT:
return DXGI_FORMAT_R32G32B32A32_SINT;
case RenderFormat::R32G32B32_TYPELESS:
return DXGI_FORMAT_R32G32B32_TYPELESS;
case RenderFormat::R32G32B32_FLOAT:
return DXGI_FORMAT_R32G32B32_FLOAT;
case RenderFormat::R32G32B32_UINT:
return DXGI_FORMAT_R32G32B32_UINT;
case RenderFormat::R32G32B32_SINT:
return DXGI_FORMAT_R32G32B32_SINT;
case RenderFormat::R16G16B16A16_TYPELESS:
return DXGI_FORMAT_R16G16B16A16_TYPELESS;
case RenderFormat::R16G16B16A16_FLOAT:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case RenderFormat::R16G16B16A16_UNORM:
return DXGI_FORMAT_R16G16B16A16_UNORM;
case RenderFormat::R16G16B16A16_UINT:
return DXGI_FORMAT_R16G16B16A16_UINT;
case RenderFormat::R16G16B16A16_SNORM:
return DXGI_FORMAT_R16G16B16A16_SNORM;
case RenderFormat::R16G16B16A16_SINT:
return DXGI_FORMAT_R16G16B16A16_SINT;
case RenderFormat::R32G32_TYPELESS:
return DXGI_FORMAT_R32G32_TYPELESS;
case RenderFormat::R32G32_FLOAT:
return DXGI_FORMAT_R32G32_FLOAT;
case RenderFormat::R32G32_UINT:
return DXGI_FORMAT_R32G32_UINT;
case RenderFormat::R32G32_SINT:
return DXGI_FORMAT_R32G32_SINT;
case RenderFormat::R8G8B8A8_TYPELESS:
return DXGI_FORMAT_R8G8B8A8_TYPELESS;
case RenderFormat::R8G8B8A8_UNORM:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case RenderFormat::R8G8B8A8_UINT:
return DXGI_FORMAT_R8G8B8A8_UINT;
case RenderFormat::R8G8B8A8_SNORM:
return DXGI_FORMAT_R8G8B8A8_SNORM;
case RenderFormat::R8G8B8A8_SINT:
return DXGI_FORMAT_R8G8B8A8_SINT;
case RenderFormat::B8G8R8A8_UNORM:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case RenderFormat::R16G16_TYPELESS:
return DXGI_FORMAT_R16G16_TYPELESS;
case RenderFormat::R16G16_FLOAT:
return DXGI_FORMAT_R16G16_FLOAT;
case RenderFormat::R16G16_UNORM:
return DXGI_FORMAT_R16G16_UNORM;
case RenderFormat::R16G16_UINT:
return DXGI_FORMAT_R16G16_UINT;
case RenderFormat::R16G16_SNORM:
return DXGI_FORMAT_R16G16_SNORM;
case RenderFormat::R16G16_SINT:
return DXGI_FORMAT_R16G16_SINT;
case RenderFormat::R32_TYPELESS:
return DXGI_FORMAT_R32_TYPELESS;
case RenderFormat::D32_FLOAT:
return DXGI_FORMAT_D32_FLOAT;
case RenderFormat::D32_FLOAT_S8_UINT:
// In order to be able to create both depth-stencil and shader resource views,
// we must use R32G8X24_TYPELESS as the base type and specialize later.
return DXGI_FORMAT_R32G8X24_TYPELESS;
case RenderFormat::R32_FLOAT:
return DXGI_FORMAT_R32_FLOAT;
case RenderFormat::R32_UINT:
return DXGI_FORMAT_R32_UINT;
case RenderFormat::R32_SINT:
return DXGI_FORMAT_R32_SINT;
case RenderFormat::R8G8_TYPELESS:
return DXGI_FORMAT_R8G8_TYPELESS;
case RenderFormat::R8G8_UNORM:
return DXGI_FORMAT_R8G8_UNORM;
case RenderFormat::R8G8_UINT:
return DXGI_FORMAT_R8G8_UINT;
case RenderFormat::R8G8_SNORM:
return DXGI_FORMAT_R8G8_SNORM;
case RenderFormat::R8G8_SINT:
return DXGI_FORMAT_R8G8_SINT;
case RenderFormat::R16_TYPELESS:
return DXGI_FORMAT_R16_TYPELESS;
case RenderFormat::R16_FLOAT:
return DXGI_FORMAT_R16_FLOAT;
case RenderFormat::D16_UNORM:
return DXGI_FORMAT_D16_UNORM;
case RenderFormat::R16_UNORM:
return DXGI_FORMAT_R16_UNORM;
case RenderFormat::R16_UINT:
return DXGI_FORMAT_R16_UINT;
case RenderFormat::R16_SNORM:
return DXGI_FORMAT_R16_SNORM;
case RenderFormat::R16_SINT:
return DXGI_FORMAT_R16_SINT;
case RenderFormat::R8_TYPELESS:
return DXGI_FORMAT_R8_TYPELESS;
case RenderFormat::R8_UNORM:
return DXGI_FORMAT_R8_UNORM;
case RenderFormat::R8_UINT:
return DXGI_FORMAT_R8_UINT;
case RenderFormat::R8_SNORM:
return DXGI_FORMAT_R8_SNORM;
case RenderFormat::R8_SINT:
return DXGI_FORMAT_R8_SINT;
case RenderFormat::BC1_TYPELESS:
return DXGI_FORMAT_BC1_TYPELESS;
case RenderFormat::BC1_UNORM:
return DXGI_FORMAT_BC1_UNORM;
case RenderFormat::BC1_UNORM_SRGB:
return DXGI_FORMAT_BC1_UNORM_SRGB;
case RenderFormat::BC2_TYPELESS:
return DXGI_FORMAT_BC2_TYPELESS;
case RenderFormat::BC2_UNORM:
return DXGI_FORMAT_BC2_UNORM;
case RenderFormat::BC2_UNORM_SRGB:
return DXGI_FORMAT_BC2_UNORM_SRGB;
case RenderFormat::BC3_TYPELESS:
return DXGI_FORMAT_BC3_TYPELESS;
case RenderFormat::BC3_UNORM:
return DXGI_FORMAT_BC3_UNORM;
case RenderFormat::BC3_UNORM_SRGB:
return DXGI_FORMAT_BC3_UNORM_SRGB;
case RenderFormat::BC4_TYPELESS:
return DXGI_FORMAT_BC4_TYPELESS;
case RenderFormat::BC4_UNORM:
return DXGI_FORMAT_BC4_UNORM;
case RenderFormat::BC4_SNORM:
return DXGI_FORMAT_BC4_SNORM;
case RenderFormat::BC5_TYPELESS:
return DXGI_FORMAT_BC5_TYPELESS;
case RenderFormat::BC5_UNORM:
return DXGI_FORMAT_BC5_UNORM;
case RenderFormat::BC5_SNORM:
return DXGI_FORMAT_BC5_SNORM;
case RenderFormat::BC6H_TYPELESS:
return DXGI_FORMAT_BC6H_TYPELESS;
case RenderFormat::BC6H_UF16:
return DXGI_FORMAT_BC6H_UF16;
case RenderFormat::BC6H_SF16:
return DXGI_FORMAT_BC6H_SF16;
case RenderFormat::BC7_TYPELESS:
return DXGI_FORMAT_BC7_TYPELESS;
case RenderFormat::BC7_UNORM:
return DXGI_FORMAT_BC7_UNORM;
case RenderFormat::BC7_UNORM_SRGB:
return DXGI_FORMAT_BC7_UNORM_SRGB;
default:
assert(false && "Unknown format.");
return DXGI_FORMAT_FORCE_UINT;
}
}
static DXGI_FORMAT toDXGITextureView(RenderFormat format) {
const DXGI_FORMAT dxgiFormat = toDXGI(format);
if (dxgiFormat == DXGI_FORMAT_D32_FLOAT) {
// D3D12 and Vulkan disagree on whether D32 is usable as a texture view format.
// We just make D3D12 use R32 instead.
return DXGI_FORMAT_R32_FLOAT;
}
if (dxgiFormat == DXGI_FORMAT_R32G8X24_TYPELESS) {
// Specialize into depth view of depth-stencil texture.
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
}
return dxgiFormat;
}
static DXGI_FORMAT toDXGIDepthStencilView(RenderFormat format) {
const DXGI_FORMAT dxgiFormat = toDXGI(format);
if (dxgiFormat == DXGI_FORMAT_R32G8X24_TYPELESS) {
// Specialize into full depth-stencil view.
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
}
return dxgiFormat;
}
static D3D12_BLEND toD3D12(RenderBlend blend) {
switch (blend) {
case RenderBlend::ZERO:
return D3D12_BLEND_ZERO;
case RenderBlend::ONE:
return D3D12_BLEND_ONE;
case RenderBlend::SRC_COLOR:
return D3D12_BLEND_SRC_COLOR;
case RenderBlend::INV_SRC_COLOR:
return D3D12_BLEND_INV_SRC_COLOR;
case RenderBlend::SRC_ALPHA:
return D3D12_BLEND_SRC_ALPHA;
case RenderBlend::INV_SRC_ALPHA:
return D3D12_BLEND_INV_SRC_ALPHA;
case RenderBlend::DEST_ALPHA:
return D3D12_BLEND_DEST_ALPHA;
case RenderBlend::INV_DEST_ALPHA:
return D3D12_BLEND_INV_DEST_ALPHA;
case RenderBlend::DEST_COLOR:
return D3D12_BLEND_DEST_COLOR;
case RenderBlend::INV_DEST_COLOR:
return D3D12_BLEND_INV_DEST_COLOR;
case RenderBlend::SRC_ALPHA_SAT:
return D3D12_BLEND_SRC_ALPHA_SAT;
case RenderBlend::BLEND_FACTOR:
return D3D12_BLEND_BLEND_FACTOR;
case RenderBlend::INV_BLEND_FACTOR:
return D3D12_BLEND_INV_BLEND_FACTOR;
case RenderBlend::SRC1_COLOR:
return D3D12_BLEND_SRC1_COLOR;
case RenderBlend::INV_SRC1_COLOR:
return D3D12_BLEND_INV_SRC1_COLOR;
case RenderBlend::SRC1_ALPHA:
return D3D12_BLEND_SRC1_ALPHA;
case RenderBlend::INV_SRC1_ALPHA:
return D3D12_BLEND_INV_SRC1_ALPHA;
default:
assert(false && "Unknown blend.");
return D3D12_BLEND_ZERO;
}
}
static D3D12_BLEND_OP toD3D12(RenderBlendOperation operation) {
switch (operation) {
case RenderBlendOperation::ADD:
return D3D12_BLEND_OP_ADD;
case RenderBlendOperation::SUBTRACT:
return D3D12_BLEND_OP_SUBTRACT;
case RenderBlendOperation::REV_SUBTRACT:
return D3D12_BLEND_OP_REV_SUBTRACT;
case RenderBlendOperation::MIN:
return D3D12_BLEND_OP_MIN;
case RenderBlendOperation::MAX:
return D3D12_BLEND_OP_MAX;
default:
assert(false && "Unknown blend operation.");
return D3D12_BLEND_OP_ADD;
}
}
static D3D12_COLOR_WRITE_ENABLE toD3D12(RenderColorWriteEnable enable) {
return D3D12_COLOR_WRITE_ENABLE(
((uint32_t(enable) & uint32_t(RenderColorWriteEnable::RED)) ? D3D12_COLOR_WRITE_ENABLE_RED : 0x0) |
((uint32_t(enable) & uint32_t(RenderColorWriteEnable::GREEN)) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0x0) |
((uint32_t(enable) & uint32_t(RenderColorWriteEnable::BLUE)) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0x0) |
((uint32_t(enable) & uint32_t(RenderColorWriteEnable::ALPHA)) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0x0)
);
}
static D3D12_LOGIC_OP toD3D12(RenderLogicOperation operation) {
switch (operation) {
case RenderLogicOperation::CLEAR:
return D3D12_LOGIC_OP_CLEAR;
case RenderLogicOperation::SET:
return D3D12_LOGIC_OP_SET;
case RenderLogicOperation::COPY:
return D3D12_LOGIC_OP_COPY;
case RenderLogicOperation::COPY_INVERTED:
return D3D12_LOGIC_OP_COPY_INVERTED;
case RenderLogicOperation::NOOP:
return D3D12_LOGIC_OP_NOOP;
case RenderLogicOperation::INVERT:
return D3D12_LOGIC_OP_INVERT;
case RenderLogicOperation::AND:
return D3D12_LOGIC_OP_AND;
case RenderLogicOperation::NAND:
return D3D12_LOGIC_OP_NAND;
case RenderLogicOperation::OR:
return D3D12_LOGIC_OP_OR;
case RenderLogicOperation::NOR:
return D3D12_LOGIC_OP_NOR;
case RenderLogicOperation::XOR:
return D3D12_LOGIC_OP_XOR;
case RenderLogicOperation::EQUIV:
return D3D12_LOGIC_OP_EQUIV;
case RenderLogicOperation::AND_REVERSE:
return D3D12_LOGIC_OP_AND_REVERSE;
case RenderLogicOperation::AND_INVERTED:
return D3D12_LOGIC_OP_AND_INVERTED;
case RenderLogicOperation::OR_REVERSE:
return D3D12_LOGIC_OP_OR_REVERSE;
case RenderLogicOperation::OR_INVERTED:
return D3D12_LOGIC_OP_OR_INVERTED;
default:
assert(false && "Unknown logic operation.");
return D3D12_LOGIC_OP_CLEAR;
}
}
static D3D12_FILTER toFilter(RenderFilter minFilter, RenderFilter magFilter, RenderMipmapMode mipmapMode, bool anisotropyEnabled, bool comparisonEnabled) {
assert(minFilter != RenderFilter::UNKNOWN);
assert(magFilter != RenderFilter::UNKNOWN);
assert(mipmapMode != RenderMipmapMode::UNKNOWN);
if (anisotropyEnabled) {
return comparisonEnabled ? D3D12_FILTER_COMPARISON_ANISOTROPIC : D3D12_FILTER_ANISOTROPIC;
}
else {
uint32_t filterInt = 0;
filterInt |= (mipmapMode == RenderMipmapMode::LINEAR) ? 0x1 : 0x0;
filterInt |= (magFilter == RenderFilter::LINEAR) ? 0x4 : 0x0;
filterInt |= (minFilter == RenderFilter::LINEAR) ? 0x10 : 0x0;
filterInt |= comparisonEnabled ? 0x80 : 0x0;
return D3D12_FILTER(filterInt);
}
}
static D3D12_TEXTURE_ADDRESS_MODE toD3D12(RenderTextureAddressMode addressMode) {
switch (addressMode) {
case RenderTextureAddressMode::WRAP:
return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
case RenderTextureAddressMode::MIRROR:
return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
case RenderTextureAddressMode::CLAMP:
return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
case RenderTextureAddressMode::BORDER:
return D3D12_TEXTURE_ADDRESS_MODE_BORDER;
case RenderTextureAddressMode::MIRROR_ONCE:
return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
default:
assert(false && "Unknown texture address mode.");
return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
}
}
static D3D12_STATIC_BORDER_COLOR toStaticBorderColor(RenderBorderColor borderColor) {
switch (borderColor) {
case RenderBorderColor::TRANSPARENT_BLACK:
return D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
case RenderBorderColor::OPAQUE_BLACK:
return D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
case RenderBorderColor::OPAQUE_WHITE:
return D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE;
default:
assert(false && "Unknown static border color.");
return D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
}
}
static D3D12_SHADER_VISIBILITY toD3D12(RenderShaderVisibility visibility) {
switch (visibility) {
case RenderShaderVisibility::ALL:
return D3D12_SHADER_VISIBILITY_ALL;
case RenderShaderVisibility::VERTEX:
return D3D12_SHADER_VISIBILITY_VERTEX;
case RenderShaderVisibility::GEOMETRY:
return D3D12_SHADER_VISIBILITY_GEOMETRY;
case RenderShaderVisibility::PIXEL:
return D3D12_SHADER_VISIBILITY_PIXEL;
default:
assert(false && "Unknown shader visibility.");
return D3D12_SHADER_VISIBILITY_ALL;
}
}
static D3D12_INPUT_CLASSIFICATION toD3D12(RenderInputSlotClassification classification) {
switch (classification) {
case RenderInputSlotClassification::PER_VERTEX_DATA:
return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
case RenderInputSlotClassification::PER_INSTANCE_DATA:
return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
default:
assert(false && "Unknown input classification.");
return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
}
}
static D3D12_DESCRIPTOR_RANGE_TYPE toRangeType(RenderDescriptorRangeType type) {
switch (type) {
case RenderDescriptorRangeType::FORMATTED_BUFFER:
case RenderDescriptorRangeType::TEXTURE:
case RenderDescriptorRangeType::STRUCTURED_BUFFER:
case RenderDescriptorRangeType::BYTE_ADDRESS_BUFFER:
case RenderDescriptorRangeType::ACCELERATION_STRUCTURE:
return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
case RenderDescriptorRangeType::READ_WRITE_FORMATTED_BUFFER:
case RenderDescriptorRangeType::READ_WRITE_TEXTURE:
case RenderDescriptorRangeType::READ_WRITE_STRUCTURED_BUFFER:
case RenderDescriptorRangeType::READ_WRITE_BYTE_ADDRESS_BUFFER:
return D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
case RenderDescriptorRangeType::CONSTANT_BUFFER:
return D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
case RenderDescriptorRangeType::SAMPLER:
return D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
default:
assert(false && "Unknown descriptor range type.");
return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
}
}
static D3D12_HEAP_TYPE toD3D12(RenderHeapType type) {
switch (type) {
case RenderHeapType::DEFAULT:
return D3D12_HEAP_TYPE_DEFAULT;
case RenderHeapType::UPLOAD:
return D3D12_HEAP_TYPE_UPLOAD;
case RenderHeapType::READBACK:
return D3D12_HEAP_TYPE_READBACK;
case RenderHeapType::GPU_UPLOAD:
return D3D12_HEAP_TYPE_GPU_UPLOAD;
default:
assert(false && "Unknown heap type.");
return D3D12_HEAP_TYPE_DEFAULT;
}
}
static D3D12_COMPARISON_FUNC toD3D12(RenderComparisonFunction function) {
switch (function) {
case RenderComparisonFunction::NEVER:
return D3D12_COMPARISON_FUNC_NEVER;
case RenderComparisonFunction::LESS:
return D3D12_COMPARISON_FUNC_LESS;
case RenderComparisonFunction::EQUAL:
return D3D12_COMPARISON_FUNC_EQUAL;
case RenderComparisonFunction::LESS_EQUAL:
return D3D12_COMPARISON_FUNC_LESS_EQUAL;
case RenderComparisonFunction::GREATER:
return D3D12_COMPARISON_FUNC_GREATER;
case RenderComparisonFunction::NOT_EQUAL:
return D3D12_COMPARISON_FUNC_NOT_EQUAL;
case RenderComparisonFunction::GREATER_EQUAL:
return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
case RenderComparisonFunction::ALWAYS:
return D3D12_COMPARISON_FUNC_ALWAYS;
default:
assert(false && "Unknown comparison function.");
return D3D12_COMPARISON_FUNC_NEVER;
}
}
static D3D12_STENCIL_OP toD3D12(RenderStencilOp function) {
switch (function) {
case RenderStencilOp::KEEP:
return D3D12_STENCIL_OP_KEEP;
case RenderStencilOp::ZERO:
return D3D12_STENCIL_OP_ZERO;
case RenderStencilOp::REPLACE:
return D3D12_STENCIL_OP_REPLACE;
case RenderStencilOp::INCREMENT_AND_CLAMP:
return D3D12_STENCIL_OP_INCR_SAT;
case RenderStencilOp::DECREMENT_AND_CLAMP:
return D3D12_STENCIL_OP_DECR_SAT;
case RenderStencilOp::INVERT:
return D3D12_STENCIL_OP_INVERT;
case RenderStencilOp::INCREMENT_AND_WRAP:
return D3D12_STENCIL_OP_INCR;
case RenderStencilOp::DECREMENT_AND_WRAP:
return D3D12_STENCIL_OP_DECR;
default:
assert(false && "Unknown stencil operation.");
return D3D12_STENCIL_OP_KEEP;
}
}
static D3D12_PRIMITIVE_TOPOLOGY toD3D12(RenderPrimitiveTopology topology) {
switch (topology) {
case RenderPrimitiveTopology::POINT_LIST:
return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
case RenderPrimitiveTopology::LINE_LIST:
return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
case RenderPrimitiveTopology::LINE_STRIP:
return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
case RenderPrimitiveTopology::TRIANGLE_LIST:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case RenderPrimitiveTopology::TRIANGLE_STRIP:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
# ifdef PLUME_D3D12_AGILITY_SDK_ENABLED
case RenderPrimitiveTopology::TRIANGLE_FAN:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLEFAN;
# endif
default:
assert(false && "Unknown primitive topology.");
return D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
}
}
static D3D12_PRIMITIVE_TOPOLOGY_TYPE toTopologyType(RenderPrimitiveTopology topologyType) {
switch (topologyType) {
case RenderPrimitiveTopology::POINT_LIST:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
case RenderPrimitiveTopology::LINE_LIST:
case RenderPrimitiveTopology::LINE_STRIP:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
case RenderPrimitiveTopology::TRIANGLE_LIST:
case RenderPrimitiveTopology::TRIANGLE_STRIP:
case RenderPrimitiveTopology::TRIANGLE_FAN:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
default:
assert(false && "Unknown primitive topology type.");
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED;
}
}
static D3D12_RESOURCE_DIMENSION toD3D12(RenderTextureDimension dimension) {
switch (dimension) {
case RenderTextureDimension::UNKNOWN:
return D3D12_RESOURCE_DIMENSION_UNKNOWN;
case RenderTextureDimension::TEXTURE_1D:
return D3D12_RESOURCE_DIMENSION_TEXTURE1D;
case RenderTextureDimension::TEXTURE_2D:
return D3D12_RESOURCE_DIMENSION_TEXTURE2D;
case RenderTextureDimension::TEXTURE_3D:
return D3D12_RESOURCE_DIMENSION_TEXTURE3D;
default:
assert(false && "Unknown resource dimension.");
return D3D12_RESOURCE_DIMENSION_UNKNOWN;
}
}
static D3D12_TEXTURE_LAYOUT toD3D12(RenderTextureArrangement arrangement) {
switch (arrangement) {
case RenderTextureArrangement::UNKNOWN:
return D3D12_TEXTURE_LAYOUT_UNKNOWN;
case RenderTextureArrangement::ROW_MAJOR:
return D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
default:
assert(false && "Unknown texture arrangement.");
return D3D12_TEXTURE_LAYOUT_UNKNOWN;
}
}
static D3D12_RESOURCE_STATES toBufferState(RenderBarrierStages stages, RenderBufferAccessBits accessBits, RenderBufferFlags bufferFlags) {
// The only allowed state for acceleration structures.
if (bufferFlags & RenderBufferFlag::ACCELERATION_STRUCTURE) {
return D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE;
}
// Use copy-optimized states.
if (stages == RenderBarrierStage::COPY) {
if (accessBits == RenderBufferAccess::WRITE) {
return D3D12_RESOURCE_STATE_COPY_DEST;
}
else if (accessBits == RenderBufferAccess::READ) {
return D3D12_RESOURCE_STATE_COPY_SOURCE;
}
}
// Use unordered access state if the buffer supports it and writing is enabled.
if ((accessBits & RenderBufferAccess::WRITE) && (bufferFlags & RenderBufferFlag::UNORDERED_ACCESS)) {
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
// If both stages are required and the buffer is read-only, use the all shader resource state.
if (stages == (RenderBarrierStage::GRAPHICS | RenderBarrierStage::COMPUTE)) {
if (accessBits == RenderBufferAccess::READ) {
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
}
}
// Use graphics pipeline states.
if (stages == RenderBarrierStage::GRAPHICS) {
if (accessBits == RenderBufferAccess::READ) {
if (bufferFlags & (RenderBufferFlag::VERTEX | RenderBufferFlag::CONSTANT)) {
return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
if (bufferFlags & RenderBufferFlag::INDEX) {
return D3D12_RESOURCE_STATE_INDEX_BUFFER;
}
return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
}
}
// Fall back to common state.
return D3D12_RESOURCE_STATE_COMMON;
}
static D3D12_RESOURCE_STATES toTextureState(RenderBarrierStages stages, RenderTextureLayout textureLayout, RenderTextureFlags textureFlags) {
switch (textureLayout) {
case RenderTextureLayout::GENERAL:
return (textureFlags & RenderTextureFlag::UNORDERED_ACCESS) ? D3D12_RESOURCE_STATE_UNORDERED_ACCESS : D3D12_RESOURCE_STATE_COMMON;
case RenderTextureLayout::SHADER_READ:
switch (stages) {
case RenderBarrierStage::GRAPHICS:
return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
case RenderBarrierStage::COMPUTE:
return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
default:
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
}
case RenderTextureLayout::COLOR_WRITE:
return D3D12_RESOURCE_STATE_RENDER_TARGET;
case RenderTextureLayout::DEPTH_WRITE:
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
case RenderTextureLayout::DEPTH_READ:
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_DEPTH_READ;
case RenderTextureLayout::COPY_SOURCE:
return D3D12_RESOURCE_STATE_COPY_SOURCE;
case RenderTextureLayout::COPY_DEST:
return D3D12_RESOURCE_STATE_COPY_DEST;
case RenderTextureLayout::RESOLVE_SOURCE:
return D3D12_RESOURCE_STATE_RESOLVE_SOURCE;
case RenderTextureLayout::RESOLVE_DEST:
return D3D12_RESOURCE_STATE_RESOLVE_DEST;
case RenderTextureLayout::PRESENT:
return D3D12_RESOURCE_STATE_PRESENT;
default:
assert(false && "Unknown texture layout.");
return D3D12_RESOURCE_STATE_COMMON;
}
}
static D3D12_TEXTURE_COPY_LOCATION toD3D12(const RenderTextureCopyLocation &location) {
D3D12_TEXTURE_COPY_LOCATION loc;
switch (location.type) {
case RenderTextureCopyType::SUBRESOURCE: {
const D3D12Texture *interfaceTexture = static_cast<const D3D12Texture *>(location.texture);
uint32_t mipLevels = interfaceTexture->desc.mipLevels;
loc.pResource = (interfaceTexture != nullptr) ? interfaceTexture->d3d : nullptr;
loc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
loc.SubresourceIndex = location.subresource.mipLevel + location.subresource.arrayIndex * mipLevels;
break;
}
case RenderTextureCopyType::PLACED_FOOTPRINT: {
const D3D12Buffer *interfaceBuffer = static_cast<const D3D12Buffer *>(location.buffer);
const uint32_t blockWidth = RenderFormatBlockWidth(location.placedFootprint.format);
const uint32_t blockCount = (location.placedFootprint.rowWidth + blockWidth - 1) / blockWidth;
loc.pResource = (interfaceBuffer != nullptr) ? interfaceBuffer->d3d : nullptr;
loc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
loc.PlacedFootprint.Offset = location.placedFootprint.offset;
loc.PlacedFootprint.Footprint.Format = toDXGI(location.placedFootprint.format);
loc.PlacedFootprint.Footprint.Width = ((location.placedFootprint.width + blockWidth - 1) / blockWidth) * blockWidth;
loc.PlacedFootprint.Footprint.Height = ((location.placedFootprint.height + blockWidth - 1) / blockWidth) * blockWidth;
loc.PlacedFootprint.Footprint.Depth = location.placedFootprint.depth;
loc.PlacedFootprint.Footprint.RowPitch = blockCount * RenderFormatSize(location.placedFootprint.format);
// Test for conditions that might not be reported if the hardware doesn't complain about them.
assert(((loc.PlacedFootprint.Offset % D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT) == 0) && "Resulting offset must be aligned to 512 bytes in D3D12.");
assert(((loc.PlacedFootprint.Footprint.RowPitch % D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) == 0) && "Resulting row pitch must be aligned to 256 bytes in D3D12.");
break;
}
default: {
assert(false && "Unknown texture copy type.");
}
}
return loc;
}
static D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS toRTASBuildFlags(bool preferFastBuild, bool preferFastTrace) {
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE;
flags |= preferFastBuild ? D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_BUILD : D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE;
flags |= preferFastTrace ? D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE : D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_NONE;
return flags;
}
static UINT toD3D12(RenderSwizzle swizzle, UINT identity) {
switch (swizzle) {
case RenderSwizzle::IDENTITY:
return identity;
case RenderSwizzle::ZERO:
return D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0;
case RenderSwizzle::ONE:
return D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1;
case RenderSwizzle::R:
return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0;
case RenderSwizzle::G:
return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1;
case RenderSwizzle::B:
return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2;
case RenderSwizzle::A:
return D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3;
default:
assert(false && "Unknown swizzle type.");
return identity;
}
}
static UINT toD3D12(const RenderComponentMapping &componentMapping) {
return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
toD3D12(componentMapping.r, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0),
toD3D12(componentMapping.g, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1),
toD3D12(componentMapping.b, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2),
toD3D12(componentMapping.a, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3)
);
}
static D3D12_RESOLVE_MODE toD3D12(RenderResolveMode resolveMode) {
switch (resolveMode) {
case RenderResolveMode::MIN:
return D3D12_RESOLVE_MODE_MIN;
case RenderResolveMode::MAX:
return D3D12_RESOLVE_MODE_MAX;
case RenderResolveMode::AVERAGE:
return D3D12_RESOLVE_MODE_AVERAGE;
default:
assert(false && "Unknown resolve mode.");
return D3D12_RESOLVE_MODE_AVERAGE;
}
}
static void setObjectName(ID3D12Object *object, const std::string &name) {
const std::wstring wideCharName = Utf8ToUtf16(name);
object->SetName(wideCharName.c_str());
}
// D3D12DescriptorHeapAllocator
D3D12DescriptorHeapAllocator::D3D12DescriptorHeapAllocator(D3D12Device *device, uint32_t heapSize, D3D12_DESCRIPTOR_HEAP_TYPE heapType) {
assert(device != nullptr);
assert(heapSize > 0);
this->device = device;
this->heapSize = heapSize;
this->freeSize = heapSize;
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.NumDescriptors = heapSize;
heapDesc.Type = heapType;
descriptorHandleIncrement = device->d3d->GetDescriptorHandleIncrementSize(heapDesc.Type);
const bool shaderVisible = (heapType == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) || (heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
if (shaderVisible) {
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
}
HRESULT res = device->d3d->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&heap));
if (FAILED(res)) {
fprintf(stderr, "CreateDescriptorHeap failed with error code 0x%lX.\n", res);
return;
}
cpuDescriptorHandle = heap->GetCPUDescriptorHandleForHeapStart();
if (shaderVisible) {
gpuDescriptorHandle = heap->GetGPUDescriptorHandleForHeapStart();
}
addFreeBlock(0, heapSize);
}
D3D12DescriptorHeapAllocator::~D3D12DescriptorHeapAllocator() {
if (heap != nullptr) {
heap->Release();
}
}
void D3D12DescriptorHeapAllocator::addFreeBlock(uint32_t offset, uint32_t size) {
OffsetFreeBlockMap::iterator blockOffsetIt = offsetFreeBlockMap.emplace(offset, size).first;
SizeFreeBlockMap::iterator blockSizeIt = sizeFreeBlockMap.emplace(size, blockOffsetIt);
blockOffsetIt->second.sizeMapIterator = blockSizeIt;
}
uint32_t D3D12DescriptorHeapAllocator::allocate(uint32_t size) {
const std::scoped_lock lock(allocationMutex);
if (freeSize < size) {
return INVALID_OFFSET;
}
SizeFreeBlockMap::iterator blockSizeIt = sizeFreeBlockMap.lower_bound(size);
if (blockSizeIt == sizeFreeBlockMap.end()) {
return INVALID_OFFSET;
}
OffsetFreeBlockMap::iterator blockOffsetIt = blockSizeIt->second;
uint32_t retOffset = blockOffsetIt->first;
uint32_t newOffset = retOffset + size;
uint32_t newSize = blockOffsetIt->second.size - size;
sizeFreeBlockMap.erase(blockSizeIt);
offsetFreeBlockMap.erase(blockOffsetIt);
if (newSize > 0) {
addFreeBlock(newOffset, newSize);
}
freeSize -= size;
return retOffset;
}
void D3D12DescriptorHeapAllocator::free(uint32_t offset, uint32_t size) {
const std::scoped_lock lock(allocationMutex);
OffsetFreeBlockMap::iterator nextBlockIt = offsetFreeBlockMap.upper_bound(offset);
OffsetFreeBlockMap::iterator prevBlockIt = nextBlockIt;
if (prevBlockIt != offsetFreeBlockMap.begin()) {
prevBlockIt--;
}
else {
prevBlockIt = offsetFreeBlockMap.end();
}
freeSize += size;
// The previous free block is contiguous.
if ((prevBlockIt != offsetFreeBlockMap.end()) && (offset == (prevBlockIt->first + prevBlockIt->second.size))) {
size = prevBlockIt->second.size + size;
offset = prevBlockIt->first;
sizeFreeBlockMap.erase(prevBlockIt->second.sizeMapIterator);
offsetFreeBlockMap.erase(prevBlockIt);
}
// The next free block is contiguous.
if ((nextBlockIt != offsetFreeBlockMap.end()) && ((offset + size) == nextBlockIt->first)) {
size = size + nextBlockIt->second.size;
sizeFreeBlockMap.erase(nextBlockIt->second.sizeMapIterator);
offsetFreeBlockMap.erase(nextBlockIt);
}
addFreeBlock(offset, size);
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DescriptorHeapAllocator::getCPUHandleAt(uint32_t index) const {
assert(index < heapSize);
assert(cpuDescriptorHandle.ptr > 0);
return { cpuDescriptorHandle.ptr + uint64_t(index) * descriptorHandleIncrement };
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DescriptorHeapAllocator::getGPUHandleAt(uint32_t index) const {
assert(index < heapSize);
assert(gpuDescriptorHandle.ptr > 0);
return { gpuDescriptorHandle.ptr + uint64_t(index) * descriptorHandleIncrement };
}
// D3D12DescriptorSet
D3D12DescriptorSet::D3D12DescriptorSet(D3D12Device *device, const RenderDescriptorSetDesc &desc) {
assert(device != nullptr);
this->device = device;
// Figure out the total amount of entries that will be required.
uint32_t rangeCount = desc.descriptorRangesCount;
uint32_t viewDescriptorCount = 0;
uint32_t samplerDescriptorCount = 0;
auto addDescriptor = [&](const RenderDescriptorRange &range, uint32_t descriptorCount) {
descriptorTypes.emplace_back(range.type);
bool isDynamicSampler = (range.type == RenderDescriptorRangeType::SAMPLER) && (range.immutableSampler == nullptr);
if (isDynamicSampler) {
descriptorHeapIndices.emplace_back(samplerDescriptorCount);
samplerDescriptorCount += descriptorCount;
}
else {
descriptorHeapIndices.emplace_back(viewDescriptorCount);
viewDescriptorCount += descriptorCount;
}
};
if (desc.lastRangeIsBoundless) {
assert((desc.descriptorRangesCount > 0) && "There must be at least one descriptor set to define the last range as boundless.");
rangeCount--;
}
for (uint32_t i = 0; i < rangeCount; i++) {
const RenderDescriptorRange &range = desc.descriptorRanges[i];
for (uint32_t j = 0; j < range.count; j++) {
addDescriptor(range, 1);
}
}
if (desc.lastRangeIsBoundless) {
const RenderDescriptorRange &lastDescriptorRange = desc.descriptorRanges[desc.descriptorRangesCount - 1];
addDescriptor(lastDescriptorRange, desc.boundlessRangeSize);
}
if (!descriptorTypes.empty()) {
descriptorTypeMaxIndex = uint32_t(descriptorTypes.size()) - 1;
}
if (viewDescriptorCount > 0) {
viewAllocation.offset = device->viewHeapAllocator->allocate(viewDescriptorCount);
if (viewAllocation.offset == D3D12DescriptorHeapAllocator::INVALID_OFFSET) {
fprintf(stderr, "Allocator was unable to find free space for the set.");
return;
}
viewAllocation.count = viewDescriptorCount;
}
if (samplerDescriptorCount > 0) {
samplerAllocation.offset = device->samplerHeapAllocator->allocate(samplerDescriptorCount);
if (samplerAllocation.offset == D3D12DescriptorHeapAllocator::INVALID_OFFSET) {
fprintf(stderr, "Allocator was unable to find free space for the set.");
return;
}
samplerAllocation.count = samplerDescriptorCount;
}
}
D3D12DescriptorSet::~D3D12DescriptorSet() {
if (viewAllocation.count > 0) {
device->viewHeapAllocator->free(viewAllocation.offset, viewAllocation.count);
}
if (samplerAllocation.count > 0) {
device->samplerHeapAllocator->free(samplerAllocation.offset, samplerAllocation.count);
}
}
void D3D12DescriptorSet::setBuffer(uint32_t descriptorIndex, const RenderBuffer *buffer, uint64_t bufferSize, const RenderBufferStructuredView *bufferStructuredView, const RenderBufferFormattedView *bufferFormattedView) {
const D3D12Buffer *interfaceBuffer = static_cast<const D3D12Buffer *>(buffer);
ID3D12Resource *nativeResource = (interfaceBuffer != nullptr) ? interfaceBuffer->d3d : nullptr;
uint32_t descriptorIndexClamped = std::min(descriptorIndex, descriptorTypeMaxIndex);
RenderDescriptorRangeType descriptorType = descriptorTypes[descriptorIndexClamped];
switch (descriptorType) {
case RenderDescriptorRangeType::CONSTANT_BUFFER: {
uint64_t bufferViewSize = bufferSize;
if ((bufferSize == 0) && (interfaceBuffer != nullptr)) {
bufferViewSize = interfaceBuffer->desc.size;
}
setCBV(descriptorIndex, nativeResource, bufferViewSize);
break;
}
case RenderDescriptorRangeType::FORMATTED_BUFFER: {
assert((bufferStructuredView == nullptr) && "Can't use structured view on texture buffers.");
if (nativeResource != nullptr) {
assert((bufferFormattedView != nullptr) && "A view must be provided for formatted buffers.");
const D3D12BufferFormattedView *interfaceBufferFormattedView = static_cast<const D3D12BufferFormattedView *>(bufferFormattedView);
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srvDesc.Format = toDXGI(interfaceBufferFormattedView->format);
srvDesc.Buffer.Flags = (descriptorType == RenderDescriptorRangeType::BYTE_ADDRESS_BUFFER) ? D3D12_BUFFER_SRV_FLAG_RAW : D3D12_BUFFER_SRV_FLAG_NONE;
// Figure out the number of elements from the format.
const uint64_t bufferViewSize = (bufferSize > 0) ? bufferSize : interfaceBuffer->desc.size;
srvDesc.Buffer.NumElements = UINT(bufferViewSize / RenderFormatSize(interfaceBufferFormattedView->format));
setSRV(descriptorIndex, nativeResource, &srvDesc);
}
else {
setSRV(descriptorIndex, nullptr, nullptr);