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