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

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use windows::Win32::Graphics::Direct3D12::{D3D12_CPU_DESCRIPTOR_HANDLE};
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use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT;
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use librashader_common::{FilterMode, ImageFormat, Size, WrapMode};
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use crate::heap::{CpuStagingHeap, D3D12DescriptorHeapSlot, RenderTargetHeap};
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pub(crate) enum InputDescriptor {
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Owned(D3D12DescriptorHeapSlot<CpuStagingHeap>),
Raw(D3D12_CPU_DESCRIPTOR_HANDLE)
}
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pub(crate) enum OutputDescriptor {
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Owned(D3D12DescriptorHeapSlot<RenderTargetHeap>),
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Raw(D3D12_CPU_DESCRIPTOR_HANDLE)
}
impl AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for InputDescriptor {
fn as_ref(&self) -> &D3D12_CPU_DESCRIPTOR_HANDLE {
match self {
InputDescriptor::Owned(h) => h.as_ref(),
InputDescriptor::Raw(h) => h
}
}
}
impl AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for OutputDescriptor {
fn as_ref(&self) -> &D3D12_CPU_DESCRIPTOR_HANDLE {
match self {
OutputDescriptor::Owned(h) => h.as_ref(),
OutputDescriptor::Raw(h) => h
}
}
}
pub struct OutputTexture {
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pub(crate) descriptor: OutputDescriptor,
pub(crate) size: Size<u32>,
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}
impl OutputTexture {
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pub fn new(handle: D3D12DescriptorHeapSlot<RenderTargetHeap>,
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size: Size<u32>,
) -> OutputTexture {
let descriptor = OutputDescriptor::Owned(handle);
OutputTexture {
descriptor,
size,
}
}
// unsafe since the lifetime of the handle has to survive
pub unsafe fn new_from_raw(handle: D3D12_CPU_DESCRIPTOR_HANDLE,
size: Size<u32>,
) -> OutputTexture {
let descriptor = OutputDescriptor::Raw(handle);
OutputTexture {
descriptor,
size,
}
}
}
pub struct InputTexture {
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pub(crate) descriptor: InputDescriptor,
pub(crate) size: Size<u32>,
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format: DXGI_FORMAT,
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pub(crate) wrap_mode: WrapMode,
pub(crate) filter: FilterMode
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}
impl InputTexture {
pub fn new(handle: D3D12DescriptorHeapSlot<CpuStagingHeap>,
size: Size<u32>,
format: ImageFormat,
wrap_mode: WrapMode,
filter: FilterMode) -> InputTexture {
let srv = InputDescriptor::Owned(handle);
InputTexture {
descriptor: srv,
size,
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format: format.into(),
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wrap_mode,
filter
}
}
// unsafe since the lifetime of the handle has to survive
pub unsafe fn new_from_raw(handle: D3D12_CPU_DESCRIPTOR_HANDLE,
size: Size<u32>,
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format: DXGI_FORMAT,
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wrap_mode: WrapMode,
filter: FilterMode
) -> InputTexture {
let srv = InputDescriptor::Raw(handle);
InputTexture {
descriptor: srv,
size,
format,
wrap_mode,
filter
}
}
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// parent descriptor has to stay alive.
pub fn cloned(&self) -> InputTexture {
unsafe {
Self::new_from_raw(*self.descriptor.as_ref(),
self.size, self.format, self.wrap_mode, self.filter)
}
}
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}
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impl AsRef<InputTexture> for InputTexture {
fn as_ref(&self) -> &InputTexture {
self
}
}