rt(d3d12): allow construction of D3D12InputImage without a descriptor handle
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c526b7043a
commit
0cb3880d7f
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@ -283,9 +283,9 @@ extern_fn! {
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}
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};
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let image = D3D12InputImage {
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let image = D3D12InputImage::External {
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resource: image.resource.to_ref(),
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descriptor: Some(image.descriptor),
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descriptor: image.descriptor,
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};
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unsafe {
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chain.frame(&command_list, image, &viewport, frame_count, options.as_ref())?;
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@ -154,10 +154,7 @@ impl RenderTest for Direct3D12 {
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for frame in 0..=frame_count {
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filter_chain.frame(
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&cmd,
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D3D12InputImage {
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resource: self.texture.to_ref(),
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descriptor: None,
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},
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D3D12InputImage::Managed(self.texture.to_ref()),
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&viewport,
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frame,
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options.as_ref(),
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@ -67,7 +67,7 @@ pub struct FilterChainD3D12 {
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pub(crate) output_framebuffers: Box<[OwnedImage]>,
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pub(crate) feedback_framebuffers: Box<[OwnedImage]>,
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pub(crate) history_framebuffers: VecDeque<OwnedImage>,
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staging_heap: D3D12DescriptorHeap<CpuStagingHeap>,
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pub(crate) staging_heap: D3D12DescriptorHeap<CpuStagingHeap>,
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pub(crate) rtv_heap: D3D12DescriptorHeap<RenderTargetHeap>,
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work_heap: ID3D12DescriptorHeap,
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@ -735,7 +735,22 @@ impl FilterChainD3D12 {
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Some(fbo.create_shader_resource_view(&mut self.staging_heap, filter, wrap_mode)?);
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}
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let original = unsafe { InputTexture::new_from_raw(input, filter, wrap_mode, &self.common.d3d12, &mut self.staging_heap)? };
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let original = unsafe {
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match input {
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D3D12InputImage::Managed(input) => InputTexture::new_from_resource(
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input,
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filter,
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wrap_mode,
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&self.common.d3d12,
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&mut self.staging_heap,
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)?,
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D3D12InputImage::External {
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resource,
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descriptor,
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} => InputTexture::new_from_raw(resource, descriptor, filter, wrap_mode),
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}
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};
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let mut source = original.clone();
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// swap output and feedback **before** recording command buffers
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@ -27,10 +27,10 @@ use windows::Win32::Graphics::Direct3D12::{
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D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_SHADER_RESOURCE_VIEW_DESC, D3D12_SHADER_RESOURCE_VIEW_DESC_0,
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D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_TEX2D_SRV, D3D12_TEXTURE_COPY_LOCATION,
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D3D12_TEXTURE_COPY_LOCATION_0, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_SHADER_RESOURCE_VIEW_DESC,
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D3D12_SHADER_RESOURCE_VIEW_DESC_0, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_TEX2D_SRV,
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D3D12_TEXTURE_COPY_LOCATION, D3D12_TEXTURE_COPY_LOCATION_0,
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D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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};
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use windows::Win32::Graphics::Dxgi::Common::{DXGI_FORMAT, DXGI_SAMPLE_DESC};
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@ -295,7 +295,7 @@ impl OwnedImage {
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);
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}
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Ok(InputTexture::new(
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Ok(InputTexture::new_owned(
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&self.resource,
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descriptor,
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self.size,
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@ -309,7 +309,9 @@ impl OwnedImage {
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&self,
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heap: &mut D3D12DescriptorHeap<RenderTargetHeap>,
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) -> error::Result<D3D12OutputView> {
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D3D12OutputView::new_from_resource_internal(self.resource.to_ref(), &self.device, heap)
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unsafe {
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D3D12OutputView::new_from_resource_internal(self.resource.to_ref(), &self.device, heap)
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}
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}
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pub fn scale(
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@ -201,7 +201,7 @@ impl LutTexture {
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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);
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let view = InputTexture::new(
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let view = InputTexture::new_owned(
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&resource,
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descriptor,
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source.size,
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@ -1,14 +1,21 @@
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use crate::descriptor_heap::{CpuStagingHeap, RenderTargetHeap};
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use crate::{error, FilterChainD3D12};
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use crate::error::FilterChainError;
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use crate::resource::{OutlivesFrame, ResourceHandleStrategy};
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use crate::{error, FilterChainD3D12};
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use d3d12_descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot};
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use librashader_common::{FilterMode, GetSize, Size, WrapMode};
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use std::mem::ManuallyDrop;
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use std::ops::Deref;
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use windows::core::InterfaceRef;
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use windows::Win32::Graphics::Direct3D12::{ID3D12Device, ID3D12Resource, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_RENDER_TARGET_VIEW_DESC, D3D12_RENDER_TARGET_VIEW_DESC_0, D3D12_RESOURCE_DIMENSION_TEXTURE2D, 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};
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use windows::Win32::Graphics::Direct3D12::{
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ID3D12Device, ID3D12Resource, D3D12_CPU_DESCRIPTOR_HANDLE,
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_RENDER_TARGET_VIEW_DESC,
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D3D12_RENDER_TARGET_VIEW_DESC_0, D3D12_RESOURCE_DIMENSION_TEXTURE2D,
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D3D12_RTV_DIMENSION_TEXTURE2D, D3D12_SHADER_RESOURCE_VIEW_DESC,
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D3D12_SHADER_RESOURCE_VIEW_DESC_0, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_TEX2D_RTV,
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D3D12_TEX2D_SRV,
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};
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use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT;
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use crate::error::FilterChainError;
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/// A **non-owning** reference to a ID3D12Resource.
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/// This does not `AddRef` or `Release` the underlying interface.
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@ -16,18 +23,16 @@ pub type D3D12ResourceRef<'a> = InterfaceRef<'a, ID3D12Resource>;
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/// An image for use as shader resource view.
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#[derive(Clone)]
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pub struct D3D12InputImage<'a> {
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pub resource: InterfaceRef<'a, ID3D12Resource>,
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pub descriptor: Option<D3D12_CPU_DESCRIPTOR_HANDLE>,
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}
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impl<'a> From<InterfaceRef<'a, ID3D12Resource>> for D3D12InputImage<'a> {
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fn from(value: InterfaceRef<'a, ID3D12Resource>) -> Self {
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Self {
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resource: value,
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descriptor: None
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}
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}
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pub enum D3D12InputImage<'a> {
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/// The filter chain manages the CPU descriptor to the shader resource view.
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Managed(InterfaceRef<'a, ID3D12Resource>),
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/// The CPU descriptor to the shader resource view is managed externally.
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External {
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/// The ID3D12Resource that holds the image data.
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resource: InterfaceRef<'a, ID3D12Resource>,
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/// The CPU descriptor to the shader resource view.
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descriptor: D3D12_CPU_DESCRIPTOR_HANDLE,
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},
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}
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#[derive(Clone)]
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@ -85,6 +90,9 @@ impl D3D12OutputView {
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}
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// unsafe since the lifetime of the handle has to survive
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/// Create a new D3D12OutputView from a CPU descriptor handle of a render target view.
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///
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/// SAFETY: the handle must be valid until the command list is submitted.
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pub unsafe fn new_from_raw(
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handle: D3D12_CPU_DESCRIPTOR_HANDLE,
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size: Size<u32>,
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@ -101,15 +109,17 @@ impl D3D12OutputView {
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/// Create a new output view from a resource ref, linked to the chain.
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///
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/// The output view will be automatically disposed on drop.
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pub fn new_from_resource(
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///
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/// SAFETY: the image must be valid until the command list is submitted.
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pub unsafe fn new_from_resource(
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image: D3D12ResourceRef,
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chain: &mut FilterChainD3D12
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chain: &mut FilterChainD3D12,
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) -> error::Result<D3D12OutputView> {
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Self::new_from_resource_internal(image, &chain.common.d3d12, &mut chain.rtv_heap)
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unsafe { Self::new_from_resource_internal(image, &chain.common.d3d12, &mut chain.rtv_heap) }
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}
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/// Create a new output view from a resource ref
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pub(crate) fn new_from_resource_internal(
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pub(crate) unsafe fn new_from_resource_internal(
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image: D3D12ResourceRef,
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device: &ID3D12Device,
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heap: &mut D3D12DescriptorHeap<RenderTargetHeap>,
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@ -145,7 +155,7 @@ impl D3D12OutputView {
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}
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}
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pub struct InputTexture {
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pub(crate) struct InputTexture {
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pub(crate) resource: ManuallyDrop<ID3D12Resource>,
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pub(crate) descriptor: InputDescriptor,
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pub(crate) size: Size<u32>,
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@ -157,7 +167,7 @@ pub struct InputTexture {
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impl InputTexture {
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// Create a new input texture, with runtime lifetime tracking.
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// The source owned framebuffer must outlive this input.
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pub fn new(
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pub fn new_owned(
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resource: &ManuallyDrop<ID3D12Resource>,
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handle: D3D12DescriptorHeapSlot<CpuStagingHeap>,
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size: Size<u32>,
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@ -168,7 +178,7 @@ impl InputTexture {
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let srv = InputDescriptor::Owned(handle);
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InputTexture {
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// SAFETY: `new` is only used for owned textures. We know this because
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// we also hold `handle`, so the texture is at least
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// we also hold `handle`, so the texture must be valid for at least
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// as valid for the lifetime of handle.
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// Also, resource is non-null by construction.
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// Option<T> and <T> have the same layout.
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@ -182,19 +192,19 @@ impl InputTexture {
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}
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// unsafe since the lifetime of the handle has to survive
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pub unsafe fn new_from_raw(
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image: D3D12InputImage,
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pub unsafe fn new_from_resource<'a>(
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image: InterfaceRef<'a, ID3D12Resource>,
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filter: FilterMode,
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wrap_mode: WrapMode,
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device: &ID3D12Device,
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heap: &mut D3D12DescriptorHeap<CpuStagingHeap>,
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) -> error::Result<InputTexture> {
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let desc = unsafe { image.resource.GetDesc() };
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let desc = unsafe { image.GetDesc() };
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if desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D {
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return Err(FilterChainError::InvalidDimensionError(desc.Dimension));
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}
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let descriptor = image.descriptor.map_or_else(|| {
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let descriptor = {
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let slot = heap.allocate_descriptor()?;
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unsafe {
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let srv_desc = D3D12_SHADER_RESOURCE_VIEW_DESC {
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@ -208,14 +218,14 @@ impl InputTexture {
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},
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},
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};
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device.CreateShaderResourceView(image.resource.deref(), Some(&srv_desc), *slot.as_ref());
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device.CreateShaderResourceView(image.deref(), Some(&srv_desc), *slot.as_ref());
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}
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Ok::<_, FilterChainError>(InputDescriptor::Owned(slot))
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}, |raw| Ok(InputDescriptor::Raw(raw)))?;
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}?;
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Ok(InputTexture {
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resource: unsafe { std::mem::transmute(image.resource) },
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resource: unsafe { std::mem::transmute(image) },
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descriptor,
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size: Size::new(desc.Width as u32, desc.Height),
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format: desc.Format,
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@ -224,7 +234,23 @@ impl InputTexture {
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})
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}
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// unsafe since the lifetime of the handle has to survive
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pub unsafe fn new_from_raw(
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image: InterfaceRef<ID3D12Resource>,
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descriptor: D3D12_CPU_DESCRIPTOR_HANDLE,
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filter: FilterMode,
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wrap_mode: WrapMode,
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) -> InputTexture {
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let desc = unsafe { image.GetDesc() };
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InputTexture {
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resource: unsafe { std::mem::transmute(image) },
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descriptor: InputDescriptor::Raw(descriptor),
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size: Size::new(desc.Width as u32, desc.Height),
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format: desc.Format,
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wrap_mode,
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filter,
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}
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}
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}
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impl Clone for InputTexture {
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