[D3D12] Use typed buffers for texture untiling, calculate guest address once per thread
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@@ -63,7 +63,7 @@ ID3D12PipelineState* CreateComputePipeline(
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return pipeline;
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}
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void CreateRawBufferSRV(ID3D12Device* device,
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void CreateBufferRawSRV(ID3D12Device* device,
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D3D12_CPU_DESCRIPTOR_HANDLE handle,
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ID3D12Resource* buffer, uint32_t size,
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uint64_t offset) {
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@@ -80,7 +80,7 @@ void CreateRawBufferSRV(ID3D12Device* device,
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device->CreateShaderResourceView(buffer, &desc, handle);
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}
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void CreateRawBufferUAV(ID3D12Device* device,
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void CreateBufferRawUAV(ID3D12Device* device,
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D3D12_CPU_DESCRIPTOR_HANDLE handle,
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ID3D12Resource* buffer, uint32_t size,
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uint64_t offset) {
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@@ -97,6 +97,36 @@ void CreateRawBufferUAV(ID3D12Device* device,
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device->CreateUnorderedAccessView(buffer, nullptr, &desc, handle);
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}
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void CreateBufferTypedSRV(ID3D12Device* device,
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D3D12_CPU_DESCRIPTOR_HANDLE handle,
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ID3D12Resource* buffer, DXGI_FORMAT format,
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uint32_t num_elements, uint64_t first_element) {
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D3D12_SHADER_RESOURCE_VIEW_DESC desc;
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desc.Format = format;
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desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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desc.Buffer.FirstElement = first_element;
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desc.Buffer.NumElements = num_elements;
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desc.Buffer.StructureByteStride = 0;
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desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
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device->CreateShaderResourceView(buffer, &desc, handle);
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}
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void CreateBufferTypedUAV(ID3D12Device* device,
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D3D12_CPU_DESCRIPTOR_HANDLE handle,
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ID3D12Resource* buffer, DXGI_FORMAT format,
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uint32_t num_elements, uint64_t first_element) {
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D3D12_UNORDERED_ACCESS_VIEW_DESC desc;
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desc.Format = format;
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desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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desc.Buffer.FirstElement = first_element;
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desc.Buffer.NumElements = num_elements;
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desc.Buffer.StructureByteStride = 0;
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desc.Buffer.CounterOffsetInBytes = 0;
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desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
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device->CreateUnorderedAccessView(buffer, nullptr, &desc, handle);
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}
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} // namespace util
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} // namespace d3d12
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} // namespace ui
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