[D3D12] Use typed buffers for texture untiling, calculate guest address once per thread

This commit is contained in:
Triang3l
2020-07-03 20:03:53 +03:00
parent 1d35ba9ee7
commit 713f26b5c8
169 changed files with 49015 additions and 22864 deletions

View File

@@ -63,7 +63,7 @@ ID3D12PipelineState* CreateComputePipeline(
return pipeline;
}
void CreateRawBufferSRV(ID3D12Device* device,
void CreateBufferRawSRV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, uint32_t size,
uint64_t offset) {
@@ -80,7 +80,7 @@ void CreateRawBufferSRV(ID3D12Device* device,
device->CreateShaderResourceView(buffer, &desc, handle);
}
void CreateRawBufferUAV(ID3D12Device* device,
void CreateBufferRawUAV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, uint32_t size,
uint64_t offset) {
@@ -97,6 +97,36 @@ void CreateRawBufferUAV(ID3D12Device* device,
device->CreateUnorderedAccessView(buffer, nullptr, &desc, handle);
}
void CreateBufferTypedSRV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, DXGI_FORMAT format,
uint32_t num_elements, uint64_t first_element) {
D3D12_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.Buffer.FirstElement = first_element;
desc.Buffer.NumElements = num_elements;
desc.Buffer.StructureByteStride = 0;
desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
device->CreateShaderResourceView(buffer, &desc, handle);
}
void CreateBufferTypedUAV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, DXGI_FORMAT format,
uint32_t num_elements, uint64_t first_element) {
D3D12_UNORDERED_ACCESS_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
desc.Buffer.FirstElement = first_element;
desc.Buffer.NumElements = num_elements;
desc.Buffer.StructureByteStride = 0;
desc.Buffer.CounterOffsetInBytes = 0;
desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
device->CreateUnorderedAccessView(buffer, nullptr, &desc, handle);
}
} // namespace util
} // namespace d3d12
} // namespace ui

View File

@@ -44,6 +44,23 @@ ID3D12PipelineState* CreateComputePipeline(ID3D12Device* device,
size_t shader_size,
ID3D12RootSignature* root_signature);
constexpr DXGI_FORMAT GetUintPow2DXGIFormat(uint32_t element_size_bytes_log2) {
switch (element_size_bytes_log2) {
case 0:
return DXGI_FORMAT_R8_UINT;
case 1:
return DXGI_FORMAT_R16_UINT;
case 2:
return DXGI_FORMAT_R32_UINT;
case 3:
return DXGI_FORMAT_R32G32_UINT;
case 4:
return DXGI_FORMAT_R32G32B32A32_UINT;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
inline void FillBufferResourceDesc(D3D12_RESOURCE_DESC& desc, UINT64 size,
D3D12_RESOURCE_FLAGS flags) {
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
@@ -59,14 +76,22 @@ inline void FillBufferResourceDesc(D3D12_RESOURCE_DESC& desc, UINT64 size,
desc.Flags = flags;
}
void CreateRawBufferSRV(ID3D12Device* device,
void CreateBufferRawSRV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, uint32_t size,
uint64_t offset = 0);
void CreateRawBufferUAV(ID3D12Device* device,
void CreateBufferRawUAV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, uint32_t size,
uint64_t offset = 0);
void CreateBufferTypedSRV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, DXGI_FORMAT format,
uint32_t num_elements, uint64_t first_element = 0);
void CreateBufferTypedUAV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, DXGI_FORMAT format,
uint32_t num_elements, uint64_t first_element = 0);
} // namespace util
} // namespace d3d12