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

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use crate::error;
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use std::cell::RefCell;
use std::marker::PhantomData;
use std::sync::Arc;
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use windows::Win32::Graphics::Direct3D12::{
ID3D12DescriptorHeap, ID3D12Device, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_DESCRIPTOR_HEAP_DESC,
D3D12_DESCRIPTOR_HEAP_FLAG_NONE, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
D3D12_GPU_DESCRIPTOR_HANDLE,
};
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#[const_trait]
pub trait D3D12HeapType {
fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC;
}
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pub trait D3D12ShaderVisibleHeapType: D3D12HeapType {}
pub struct SamplerPaletteHeap;
pub struct LutTextureHeap;
impl D3D12ShaderVisibleHeapType for SamplerPaletteHeap {}
impl const D3D12HeapType for SamplerPaletteHeap {
// sampler palettes just get set directly
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fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
D3D12_DESCRIPTOR_HEAP_DESC {
Type: D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
NumDescriptors: size as u32,
Flags: D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
NodeMask: 0,
}
}
}
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impl const D3D12HeapType for LutTextureHeap {
// Lut texture heaps are CPU only and get bound to the descriptor heap of the shader.
fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
D3D12_DESCRIPTOR_HEAP_DESC {
Type: D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
NumDescriptors: size as u32,
Flags: D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
NodeMask: 0,
}
}
}
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pub struct D3D12DescriptorHeapSlot<T> {
cpu_handle: D3D12_CPU_DESCRIPTOR_HANDLE,
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gpu_handle: Option<D3D12_GPU_DESCRIPTOR_HANDLE>,
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heap: Arc<RefCell<D3D12DescriptorHeapInner>>,
slot: usize,
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_pd: PhantomData<T>,
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}
impl<T> D3D12DescriptorHeapSlot<T> {
/// Get the index of the resource within the heap.
pub fn index(&self) -> usize {
self.slot
}
}
impl<T> AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for D3D12DescriptorHeapSlot<T> {
fn as_ref(&self) -> &D3D12_CPU_DESCRIPTOR_HANDLE {
&self.cpu_handle
}
}
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impl<T: D3D12ShaderVisibleHeapType> AsRef<D3D12_GPU_DESCRIPTOR_HANDLE>
for D3D12DescriptorHeapSlot<T>
{
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fn as_ref(&self) -> &D3D12_GPU_DESCRIPTOR_HANDLE {
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self.gpu_handle.as_ref().unwrap()
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}
}
struct D3D12DescriptorHeapInner {
heap: ID3D12DescriptorHeap,
desc: D3D12_DESCRIPTOR_HEAP_DESC,
cpu_start: D3D12_CPU_DESCRIPTOR_HANDLE,
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gpu_start: Option<D3D12_GPU_DESCRIPTOR_HANDLE>,
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handle_size: usize,
start: usize,
// Bit flag representation of available handles in the heap.
//
// 0 - Occupied
// 1 - free
map: Box<[bool]>,
}
pub struct D3D12DescriptorHeap<T>(Arc<RefCell<D3D12DescriptorHeapInner>>, PhantomData<T>);
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impl<T: D3D12HeapType> D3D12DescriptorHeap<T> {
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pub fn new(device: &ID3D12Device, size: usize) -> error::Result<D3D12DescriptorHeap<T>> {
let desc = T::get_desc(size);
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unsafe { D3D12DescriptorHeap::new_with_desc(device, desc) }
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}
}
impl<T> D3D12DescriptorHeap<T> {
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pub unsafe fn new_with_desc(
device: &ID3D12Device,
desc: D3D12_DESCRIPTOR_HEAP_DESC,
) -> error::Result<D3D12DescriptorHeap<T>> {
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unsafe {
let heap: ID3D12DescriptorHeap = device.CreateDescriptorHeap(&desc)?;
let cpu_start = heap.GetCPUDescriptorHandleForHeapStart();
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let gpu_start = if (desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE).0 != 0 {
Some(heap.GetGPUDescriptorHandleForHeapStart())
} else {
None
};
Ok(D3D12DescriptorHeap(
Arc::new(RefCell::new(D3D12DescriptorHeapInner {
heap,
desc,
cpu_start,
gpu_start,
handle_size: device.GetDescriptorHandleIncrementSize(desc.Type) as usize,
start: 0,
map: vec![false; desc.NumDescriptors as usize].into_boxed_slice(),
})),
PhantomData::default(),
))
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}
}
pub fn alloc_slot(&mut self) -> error::Result<D3D12DescriptorHeapSlot<T>> {
let mut handle = D3D12_CPU_DESCRIPTOR_HANDLE { ptr: 0 };
let mut inner = self.0.borrow_mut();
for i in inner.start..inner.desc.NumDescriptors as usize {
if !inner.map[i] {
inner.map[i] = true;
handle.ptr = inner.cpu_start.ptr + (i * inner.handle_size);
inner.start = i + 1;
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let gpu_handle = inner
.gpu_start
.map(|gpu_start| D3D12_GPU_DESCRIPTOR_HANDLE {
ptr: (handle.ptr as u64 - inner.cpu_start.ptr as u64 + gpu_start.ptr),
});
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return Ok(D3D12DescriptorHeapSlot {
cpu_handle: handle,
slot: i,
heap: Arc::clone(&self.0),
gpu_handle,
_pd: Default::default(),
});
}
}
todo!("error need to fail");
}
}
impl<T> Drop for D3D12DescriptorHeapSlot<T> {
fn drop(&mut self) {
let mut inner = self.heap.borrow_mut();
inner.map[self.slot] = false;
if inner.start > self.slot {
inner.start = self.slot
}
}
}