librashader/librashader-runtime-d3d12/src/framebuffer.rs

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use windows::Win32::Graphics::Direct3D12::{D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_FEATURE_DATA_FORMAT_SUPPORT, D3D12_FORMAT_SUPPORT1_MIP, D3D12_FORMAT_SUPPORT1_RENDER_TARGET, D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE, D3D12_FORMAT_SUPPORT1_TEXTURE2D, D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE, D3D12_HEAP_FLAG_NONE, D3D12_HEAP_PROPERTIES, D3D12_HEAP_TYPE_DEFAULT, D3D12_MEMORY_POOL_UNKNOWN, D3D12_RENDER_TARGET_VIEW_DESC, D3D12_RENDER_TARGET_VIEW_DESC_0, D3D12_RESOURCE_DESC, D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RTV_DIMENSION_TEXTURE2D, D3D12_SHADER_RESOURCE_VIEW_DESC, D3D12_SHADER_RESOURCE_VIEW_DESC_0, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_TEX2D_RTV, D3D12_TEX2D_SRV, ID3D12Device, ID3D12Resource};
use windows::Win32::Graphics::Dxgi::Common::{DXGI_SAMPLE_DESC};
use librashader_common::{FilterMode, ImageFormat, Size, WrapMode};
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use librashader_runtime::scaling::MipmapSize;
use crate::error;
use crate::error::assume_d3d12_init;
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use crate::heap::{CpuStagingHeap, D3D12DescriptorHeap, RenderTargetHeap};
use crate::texture::{InputTexture, OutputTexture};
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use crate::util::d3d12_get_closest_format;
#[derive(Debug, Clone)]
pub(crate) struct OwnedImage {
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handle: ID3D12Resource,
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pub(crate) size: Size<u32>,
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format: ImageFormat,
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device: ID3D12Device,
max_mipmap: u16,
}
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impl OwnedImage {
pub fn new(
device: &ID3D12Device,
size: Size<u32>,
format: ImageFormat,
mipmap: bool,
) -> error::Result<OwnedImage> {
unsafe {
let miplevels = size.calculate_miplevels() as u16;
let mut desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_TEXTURE2D,
Alignment: 0,
Width: size.width as u64,
Height: size.height,
DepthOrArraySize: 1,
MipLevels: if mipmap { miplevels } else { 1 },
Format: format.into(),
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: Default::default(),
Flags: Default::default(),
};
let mut format_support = D3D12_FEATURE_DATA_FORMAT_SUPPORT {
Format: desc.Format,
Support1: D3D12_FORMAT_SUPPORT1_TEXTURE2D
| D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE
| D3D12_FORMAT_SUPPORT1_RENDER_TARGET,
..Default::default()
};
if mipmap {
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
format_support.Support1 |= D3D12_FORMAT_SUPPORT1_MIP;
format_support.Support2 |= D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE;
}
desc.Format = d3d12_get_closest_format(device, desc.Format, format_support);
let mut resource: Option<ID3D12Resource> = None;
unsafe {
device.CreateCommittedResource(
&D3D12_HEAP_PROPERTIES {
Type: D3D12_HEAP_TYPE_DEFAULT,
CPUPageProperty: D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
MemoryPoolPreference: D3D12_MEMORY_POOL_UNKNOWN,
CreationNodeMask: 1,
VisibleNodeMask: 1,
},
D3D12_HEAP_FLAG_NONE,
&desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
None,
&mut resource,
)?;
}
assume_d3d12_init!(resource, "CreateCommittedResource");
Ok(OwnedImage {
handle: resource,
size,
format,
device: device.clone(),
max_mipmap: miplevels,
})
}
}
pub(crate) fn create_shader_resource_view(&self, heap: &mut D3D12DescriptorHeap<CpuStagingHeap>,
filter: FilterMode, wrap_mode: WrapMode) -> error::Result<InputTexture> {
let descriptor = heap.alloc_slot()?;
unsafe {
let srv_desc = D3D12_SHADER_RESOURCE_VIEW_DESC {
Format: self.format.into(),
ViewDimension: D3D12_SRV_DIMENSION_TEXTURE2D,
Shader4ComponentMapping: D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
Anonymous: D3D12_SHADER_RESOURCE_VIEW_DESC_0 {
Texture2D: D3D12_TEX2D_SRV {
MipLevels: self.max_mipmap as u32,
..Default::default()
},
},
};
self.device.CreateShaderResourceView(&self.handle, Some(&srv_desc), *descriptor.as_ref());
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}
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Ok(InputTexture::new(descriptor, self.size, self.format, wrap_mode, filter))
}
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pub(crate) fn create_render_target_view(&self, heap: &mut D3D12DescriptorHeap<RenderTargetHeap>
) -> error::Result<OutputTexture> {
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let descriptor = heap.alloc_slot()?;
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unsafe {
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let rtv_desc = D3D12_RENDER_TARGET_VIEW_DESC {
Format: self.format.into(),
ViewDimension: D3D12_RTV_DIMENSION_TEXTURE2D,
Anonymous: D3D12_RENDER_TARGET_VIEW_DESC_0 {
Texture2D: D3D12_TEX2D_RTV {
MipSlice: 0,
..Default::default()
},
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},
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};
self.device.CreateRenderTargetView(&self.handle, Some(&rtv_desc), *descriptor.as_ref());
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}
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Ok(OutputTexture::new(descriptor, self.size))
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}
}