Files
Xenia-Canary/src/xenia/ui/d3d12/d3d12_util.cc
2022-05-22 19:28:05 +03:00

134 lines
5.2 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/d3d12/d3d12_util.h"
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
namespace xe {
namespace ui {
namespace d3d12 {
namespace util {
const D3D12_HEAP_PROPERTIES kHeapPropertiesDefault = {D3D12_HEAP_TYPE_DEFAULT};
const D3D12_HEAP_PROPERTIES kHeapPropertiesUpload = {D3D12_HEAP_TYPE_UPLOAD};
const D3D12_HEAP_PROPERTIES kHeapPropertiesReadback = {
D3D12_HEAP_TYPE_READBACK};
ID3D12RootSignature* CreateRootSignature(
const D3D12Provider& provider, const D3D12_ROOT_SIGNATURE_DESC& desc) {
ID3DBlob* blob;
ID3DBlob* error_blob = nullptr;
if (FAILED(provider.SerializeRootSignature(
&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, &error_blob))) {
XELOGE("Failed to serialize a root signature");
if (error_blob != nullptr) {
XELOGE("{}",
reinterpret_cast<const char*>(error_blob->GetBufferPointer()));
error_blob->Release();
}
return nullptr;
}
if (error_blob != nullptr) {
error_blob->Release();
}
ID3D12RootSignature* root_signature = nullptr;
provider.GetDevice()->CreateRootSignature(0, blob->GetBufferPointer(),
blob->GetBufferSize(),
IID_PPV_ARGS(&root_signature));
blob->Release();
return root_signature;
}
ID3D12PipelineState* CreateComputePipeline(
ID3D12Device* device, const void* shader, size_t shader_size,
ID3D12RootSignature* root_signature) {
D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
desc.pRootSignature = root_signature;
desc.CS.pShaderBytecode = shader;
desc.CS.BytecodeLength = shader_size;
desc.NodeMask = 0;
desc.CachedPSO.pCachedBlob = nullptr;
desc.CachedPSO.CachedBlobSizeInBytes = 0;
desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
ID3D12PipelineState* pipeline = nullptr;
device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pipeline));
return pipeline;
}
void CreateBufferRawSRV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, uint32_t size,
uint64_t offset) {
assert_false(size & (D3D12_RAW_UAV_SRV_BYTE_ALIGNMENT - 1));
assert_false(offset & (D3D12_RAW_UAV_SRV_BYTE_ALIGNMENT - 1));
D3D12_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = DXGI_FORMAT_R32_TYPELESS;
desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.Buffer.FirstElement = offset >> 2;
desc.Buffer.NumElements = size >> 2;
desc.Buffer.StructureByteStride = 0;
desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
device->CreateShaderResourceView(buffer, &desc, handle);
}
void CreateBufferRawUAV(ID3D12Device* device,
D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, uint32_t size,
uint64_t offset) {
assert_false(size & (D3D12_RAW_UAV_SRV_BYTE_ALIGNMENT - 1));
assert_false(offset & (D3D12_RAW_UAV_SRV_BYTE_ALIGNMENT - 1));
D3D12_UNORDERED_ACCESS_VIEW_DESC desc;
desc.Format = DXGI_FORMAT_R32_TYPELESS;
desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
desc.Buffer.FirstElement = offset >> 2;
desc.Buffer.NumElements = size >> 2;
desc.Buffer.StructureByteStride = 0;
desc.Buffer.CounterOffsetInBytes = 0;
desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
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
} // namespace xe