rt(d3d12): allow manually specifying the strategy to get a manuallydrop for luts
This commit is contained in:
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@ -17,6 +17,7 @@ mod util;
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pub mod error;
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pub mod options;
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mod resource;
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use librashader_runtime::impl_filter_chain_parameters;
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impl_filter_chain_parameters!(FilterChainD3D12);
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@ -1,7 +1,10 @@
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use crate::descriptor_heap::CpuStagingHeap;
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use crate::error;
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use crate::error::assume_d3d12_init;
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use crate::filter_chain::FrameResiduals;
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use crate::mipmap::MipmapGenContext;
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use crate::resource::OutlivesFrame;
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use crate::resource::ResourceHandleStrategy;
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use crate::texture::InputTexture;
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use crate::util::{d3d12_get_closest_format, d3d12_resource_transition};
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use d3d12_descriptor_heap::D3D12DescriptorHeap;
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@ -15,19 +18,34 @@ use librashader_runtime::image::Image;
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use librashader_runtime::scaling::MipmapSize;
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use parking_lot::Mutex;
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use std::mem::ManuallyDrop;
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use std::ops::Deref;
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use std::sync::Arc;
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use windows::Win32::Graphics::Direct3D12::{ID3D12Device, ID3D12GraphicsCommandList, ID3D12Resource, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_FEATURE_DATA_FORMAT_SUPPORT, D3D12_FORMAT_SUPPORT1_MIP, D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE, D3D12_FORMAT_SUPPORT1_TEXTURE2D, D3D12_MEMCPY_DEST, D3D12_PLACED_SUBRESOURCE_FOOTPRINT, D3D12_RESOURCE_DESC, D3D12_RESOURCE_DIMENSION_BUFFER, D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_SHADER_RESOURCE_VIEW_DESC, D3D12_SHADER_RESOURCE_VIEW_DESC_0, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_SUBRESOURCE_DATA, D3D12_TEX2D_SRV, D3D12_TEXTURE_COPY_LOCATION, D3D12_TEXTURE_COPY_LOCATION_0, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, D3D12_TEXTURE_LAYOUT_ROW_MAJOR};
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use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
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use std::u64;
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use crate::error::assume_d3d12_init;
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use windows::Win32::Graphics::Direct3D12::{
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ID3D12Device, ID3D12GraphicsCommandList, ID3D12Resource,
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_FEATURE_DATA_FORMAT_SUPPORT,
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D3D12_FORMAT_SUPPORT1_MIP, D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE,
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D3D12_FORMAT_SUPPORT1_TEXTURE2D, D3D12_MEMCPY_DEST, D3D12_PLACED_SUBRESOURCE_FOOTPRINT,
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D3D12_RESOURCE_DESC, D3D12_RESOURCE_DIMENSION_BUFFER, D3D12_RESOURCE_DIMENSION_TEXTURE2D,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_SHADER_RESOURCE_VIEW_DESC, D3D12_SHADER_RESOURCE_VIEW_DESC_0,
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D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_SUBRESOURCE_DATA, D3D12_TEX2D_SRV,
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D3D12_TEXTURE_COPY_LOCATION, D3D12_TEXTURE_COPY_LOCATION_0,
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D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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};
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use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
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pub struct LutTexture {
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resource: ManuallyDrop<Resource>,
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allocator_resource: ManuallyDrop<Resource>,
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resource: ManuallyDrop<ID3D12Resource>,
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view: InputTexture,
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miplevels: Option<u16>,
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// Staging heap needs to be kept alive until the command list is submitted, which is
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// really annoying. We could probably do better but it's safer to keep it around.
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staging: ManuallyDrop<Resource>,
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allocator_staging: ManuallyDrop<Resource>,
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staging: ManuallyDrop<ID3D12Resource>,
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allocator: Arc<Mutex<Allocator>>,
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}
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@ -75,7 +93,7 @@ impl LutTexture {
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let descriptor = heap.allocate_descriptor()?;
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// create handles on GPU
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let resource = allocator.lock().create_resource(&ResourceCreateDesc {
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let allocator_resource = allocator.lock().create_resource(&ResourceCreateDesc {
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name: "lut alloc",
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memory_location: MemoryLocation::GpuOnly,
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resource_category: ResourceCategory::OtherTexture,
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@ -102,7 +120,7 @@ impl LutTexture {
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};
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device.CreateShaderResourceView(
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resource.resource(),
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allocator_resource.resource(),
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Some(&srv_desc),
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*descriptor.as_ref(),
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);
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@ -136,7 +154,7 @@ impl LutTexture {
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buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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}
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let upload = allocator.lock().create_resource(&ResourceCreateDesc {
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let allocator_upload = allocator.lock().create_resource(&ResourceCreateDesc {
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name: "lut staging",
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memory_location: MemoryLocation::CpuToGpu,
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resource_category: ResourceCategory::Buffer,
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@ -155,17 +173,20 @@ impl LutTexture {
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SlicePitch: (4 * source.size.width * source.size.height) as isize,
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}];
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let resource = ManuallyDrop::new(allocator_resource.resource().clone());
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let upload = ManuallyDrop::new(allocator_upload.resource().clone());
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gc.dispose_barriers(d3d12_resource_transition(
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cmd,
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&resource.resource(),
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&allocator_resource.resource(),
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_COPY_DEST,
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));
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d3d12_update_subresources(
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d3d12_update_subresources::<OutlivesFrame>(
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cmd,
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&resource.resource(),
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&upload.resource(),
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&resource,
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&upload,
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0,
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0,
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1,
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@ -175,32 +196,35 @@ impl LutTexture {
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gc.dispose_barriers(d3d12_resource_transition(
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cmd,
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&resource.resource(),
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&resource,
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D3D12_RESOURCE_STATE_COPY_DEST,
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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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resource.resource().clone(),
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allocator_resource.resource().clone(),
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descriptor,
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source.size,
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ImageFormat::R8G8B8A8Unorm.into(),
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filter,
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wrap_mode,
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);
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Ok(LutTexture {
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resource: ManuallyDrop::new(resource),
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staging: ManuallyDrop::new(upload),
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allocator_resource: ManuallyDrop::new(allocator_resource),
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allocator_staging: ManuallyDrop::new(allocator_upload),
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view,
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miplevels: if mipmap { Some(miplevels) } else { None },
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allocator: Arc::clone(&allocator),
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resource,
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staging: upload,
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})
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}
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pub fn generate_mipmaps(&self, gen_mips: &mut MipmapGenContext) -> error::Result<()> {
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if let Some(miplevels) = self.miplevels {
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gen_mips.generate_mipmaps(
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&self.resource.resource(),
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&self.allocator_resource.resource(),
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miplevels,
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self.view.size,
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ImageFormat::R8G8B8A8Unorm.into(),
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@ -219,22 +243,29 @@ impl AsRef<InputTexture> for LutTexture {
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impl Drop for LutTexture {
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fn drop(&mut self) {
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let resource = unsafe { ManuallyDrop::take(&mut self.resource) };
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// drop view handles
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unsafe {
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ManuallyDrop::drop(&mut self.resource);
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ManuallyDrop::drop(&mut self.staging)
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};
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// deallocate
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let resource = unsafe { ManuallyDrop::take(&mut self.allocator_resource) };
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if let Err(e) = self.allocator.lock().free_resource(resource) {
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println!("librashader-runtime-d3d12: [warn] failed to deallocate lut buffer memory {e}")
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}
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let staging = unsafe { ManuallyDrop::take(&mut self.staging) };
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let staging = unsafe { ManuallyDrop::take(&mut self.allocator_staging) };
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if let Err(e) = self.allocator.lock().free_resource(staging) {
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println!("librashader-runtime-d3d12: [warn] failed to deallocate lut staging buffer memory {e}")
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}
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}
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}
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fn d3d12_update_subresources(
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fn d3d12_update_subresources<S: ResourceHandleStrategy<ManuallyDrop<ID3D12Resource>>>(
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cmd: &ID3D12GraphicsCommandList,
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destination_resource: &ID3D12Resource,
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intermediate_resource: &ID3D12Resource,
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destination_resource: &ManuallyDrop<ID3D12Resource>,
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intermediate_resource: &ManuallyDrop<ID3D12Resource>,
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intermediate_offset: u64,
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first_subresouce: u32,
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num_subresources: u32,
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@ -269,7 +300,7 @@ fn d3d12_update_subresources(
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Some(&mut required_size),
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);
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update_subresources(
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update_subresources::<S>(
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cmd,
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destination_resource,
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intermediate_resource,
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@ -286,10 +317,10 @@ fn d3d12_update_subresources(
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}
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#[allow(clippy::too_many_arguments)]
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fn update_subresources(
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fn update_subresources<S: ResourceHandleStrategy<ManuallyDrop<ID3D12Resource>>>(
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cmd: &ID3D12GraphicsCommandList,
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destination_resource: &ID3D12Resource,
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intermediate_resource: &ID3D12Resource,
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destination_resource: &ManuallyDrop<ID3D12Resource>,
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intermediate_resource: &ManuallyDrop<ID3D12Resource>,
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first_subresouce: u32,
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num_subresources: u32,
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required_size: u64,
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@ -327,16 +358,16 @@ fn update_subresources(
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let destination_desc = destination_resource.GetDesc();
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if destination_desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER {
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cmd.CopyBufferRegion(
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destination_resource,
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destination_resource.deref(),
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0,
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intermediate_resource,
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intermediate_resource.deref(),
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layouts[0].Offset,
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layouts[0].Footprint.Width as u64,
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);
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} else {
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for i in 0..num_subresources as usize {
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let dest_location = D3D12_TEXTURE_COPY_LOCATION {
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pResource: ManuallyDrop::new(Some(destination_resource.clone())),
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pResource: S::obtain(&destination_resource),
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Type: D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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Anonymous: D3D12_TEXTURE_COPY_LOCATION_0 {
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SubresourceIndex: i as u32 + first_subresouce,
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@ -344,7 +375,7 @@ fn update_subresources(
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};
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let source_location = D3D12_TEXTURE_COPY_LOCATION {
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pResource: ManuallyDrop::new(Some(intermediate_resource.clone())),
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pResource: S::obtain(&intermediate_resource),
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Type: D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
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Anonymous: D3D12_TEXTURE_COPY_LOCATION_0 {
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PlacedFootprint: layouts[i],
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@ -353,8 +384,8 @@ fn update_subresources(
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cmd.CopyTextureRegion(&dest_location, 0, 0, 0, &source_location, None);
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gc.dispose_resource(dest_location.pResource);
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gc.dispose_resource(source_location.pResource);
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S::cleanup(gc, dest_location.pResource);
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S::cleanup(gc, source_location.pResource);
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}
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}
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Ok(required_size)
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37
librashader-runtime-d3d12/src/resource.rs
Normal file
37
librashader-runtime-d3d12/src/resource.rs
Normal file
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@ -0,0 +1,37 @@
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use crate::filter_chain::FrameResiduals;
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use std::mem::ManuallyDrop;
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use std::ops::Deref;
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use windows::Win32::Graphics::Direct3D12::ID3D12Resource;
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pub trait ResourceHandleStrategy<H> {
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unsafe fn obtain(handle: &H) -> ManuallyDrop<Option<ID3D12Resource>>;
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unsafe fn cleanup(gc: &mut FrameResiduals, handle: ManuallyDrop<Option<ID3D12Resource>>);
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}
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pub struct IncrementRefcount;
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impl ResourceHandleStrategy<ManuallyDrop<ID3D12Resource>> for IncrementRefcount {
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unsafe fn obtain(
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handle: &ManuallyDrop<ID3D12Resource>,
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) -> ManuallyDrop<Option<ID3D12Resource>> {
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ManuallyDrop::new(Some(handle.deref().clone()))
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}
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unsafe fn cleanup(gc: &mut FrameResiduals, handle: ManuallyDrop<Option<ID3D12Resource>>) {
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gc.dispose_resource(handle);
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}
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}
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pub struct OutlivesFrame;
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impl ResourceHandleStrategy<ManuallyDrop<ID3D12Resource>> for OutlivesFrame {
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unsafe fn obtain(
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handle: &ManuallyDrop<ID3D12Resource>,
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) -> ManuallyDrop<Option<ID3D12Resource>> {
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unsafe { std::mem::transmute_copy(handle) }
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}
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unsafe fn cleanup(_gc: &mut FrameResiduals, _handle: ManuallyDrop<Option<ID3D12Resource>>) {
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// Since the lifetime is ensured for the lifetime of the filter chain strategy, do nothing
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}
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}
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@ -9,12 +9,10 @@ use windows::Win32::Graphics::Direct3D::Dxc::{
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use windows::Win32::Graphics::Direct3D12::{
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ID3D12Device, ID3D12GraphicsCommandList, ID3D12Resource, D3D12_FEATURE_DATA_FORMAT_SUPPORT,
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D3D12_FEATURE_FORMAT_SUPPORT,
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D3D12_RESOURCE_BARRIER, D3D12_RESOURCE_BARRIER_0, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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D3D12_RESOURCE_BARRIER_FLAG_NONE, D3D12_RESOURCE_BARRIER_TYPE_TRANSITION
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, D3D12_RESOURCE_STATES, D3D12_RESOURCE_TRANSITION_BARRIER
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,
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D3D12_FEATURE_FORMAT_SUPPORT, D3D12_RESOURCE_BARRIER, D3D12_RESOURCE_BARRIER_0,
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D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, D3D12_RESOURCE_BARRIER_FLAG_NONE,
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D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_STATES,
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D3D12_RESOURCE_TRANSITION_BARRIER,
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};
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use windows::Win32::Graphics::Dxgi::Common::*;
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@ -232,4 +230,3 @@ pub fn d3d12_resource_transition_subresource(
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unsafe { cmd.ResourceBarrier(&barrier) }
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barrier
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}
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@ -251,7 +251,7 @@ pub mod d3d12_hello_triangle {
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command_queue: ID3D12CommandQueue,
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swap_chain: IDXGISwapChain3,
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frame_index: u32,
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render_targets: [ID3D12Resource; FRAME_COUNT as usize],
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render_targets: [ManuallyDrop<ID3D12Resource>; FRAME_COUNT as usize],
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rtv_heap: ID3D12DescriptorHeap,
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rtv_descriptor_size: usize,
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viewport: D3D12_VIEWPORT,
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@ -260,7 +260,7 @@ pub mod d3d12_hello_triangle {
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root_signature: ID3D12RootSignature,
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pso: ID3D12PipelineState,
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command_list: ID3D12GraphicsCommandList,
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framebuffer: ID3D12Resource,
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framebuffer: ManuallyDrop<ID3D12Resource>,
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// we need to keep this around to keep the reference alive, even though
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// nothing reads from it
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#[allow(dead_code)]
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@ -377,8 +377,8 @@ pub mod d3d12_hello_triangle {
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} as usize;
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let rtv_handle = unsafe { rtv_heap.GetCPUDescriptorHandleForHeapStart() };
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let render_targets: [ID3D12Resource; FRAME_COUNT as usize] =
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array_init::try_array_init(|i: usize| -> Result<ID3D12Resource> {
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let render_targets: [ManuallyDrop<ID3D12Resource>; FRAME_COUNT as usize] =
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array_init::try_array_init(|i: usize| -> Result<ManuallyDrop<ID3D12Resource>> {
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let render_target: ID3D12Resource = unsafe { swap_chain.GetBuffer(i as u32) }?;
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unsafe {
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self.device.CreateRenderTargetView(
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@ -389,7 +389,7 @@ pub mod d3d12_hello_triangle {
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},
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)
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};
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Ok(render_target)
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Ok(ManuallyDrop::new(render_target))
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})?;
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let framebuffer: ID3D12Resource = unsafe {
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@ -475,7 +475,7 @@ pub mod d3d12_hello_triangle {
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root_signature,
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pso,
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command_list,
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framebuffer,
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framebuffer: ManuallyDrop::new(framebuffer),
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vertex_buffer,
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vbv,
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fence,
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@ -501,7 +501,7 @@ pub mod d3d12_hello_triangle {
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unsafe {
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self.device.CreateShaderResourceView(
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&resources.framebuffer,
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resources.framebuffer.deref(),
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Some(&D3D12_SHADER_RESOURCE_VIEW_DESC {
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Format: DXGI_FORMAT_R8G8B8A8_UNORM,
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ViewDimension: D3D12_SRV_DIMENSION_TEXTURE2D,
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@ -601,8 +601,8 @@ pub mod d3d12_hello_triangle {
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unsafe {
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command_list.CopyResource(
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&resources.framebuffer,
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&resources.render_targets[resources.frame_index as usize],
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&*resources.framebuffer,
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&*resources.render_targets[resources.frame_index as usize],
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);
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command_list.ResourceBarrier(&[transition_barrier(
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&resources.framebuffer,
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@ -620,7 +620,7 @@ pub mod d3d12_hello_triangle {
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.frame(
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command_list,
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D3D12InputImage {
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resource: resources.framebuffer.clone(),
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resource: ID3D12Resource::clone(&*resources.framebuffer),
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descriptor: framebuffer,
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},
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&Viewport {
|
||||
|
@ -656,7 +656,7 @@ pub mod d3d12_hello_triangle {
|
|||
}
|
||||
|
||||
fn transition_barrier(
|
||||
resource: &ID3D12Resource,
|
||||
resource: &ManuallyDrop<ID3D12Resource>,
|
||||
state_before: D3D12_RESOURCE_STATES,
|
||||
state_after: D3D12_RESOURCE_STATES,
|
||||
) -> D3D12_RESOURCE_BARRIER {
|
||||
|
@ -665,7 +665,7 @@ pub mod d3d12_hello_triangle {
|
|||
Flags: D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
Anonymous: D3D12_RESOURCE_BARRIER_0 {
|
||||
Transition: ManuallyDrop::new(D3D12_RESOURCE_TRANSITION_BARRIER {
|
||||
pResource: ManuallyDrop::new(Some(resource.clone())),
|
||||
pResource: unsafe { std::mem::transmute_copy(resource) },
|
||||
StateBefore: state_before,
|
||||
StateAfter: state_after,
|
||||
Subresource: D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
|
||||
|
@ -694,7 +694,7 @@ pub mod d3d12_hello_triangle {
|
|||
}?;
|
||||
|
||||
let mut device: Option<ID3D12Device> = None;
|
||||
unsafe { D3D12CreateDevice(&adapter, D3D_FEATURE_LEVEL_12_2, &mut device) }?;
|
||||
unsafe { D3D12CreateDevice(&adapter, D3D_FEATURE_LEVEL_12_1, &mut device) }?;
|
||||
Ok((dxgi_factory, device.unwrap()))
|
||||
}
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@ use crate::hello_triangle::{DXSample, SampleCommandLine};
|
|||
fn triangle_d3d12() {
|
||||
let sample = hello_triangle::d3d12_hello_triangle::Sample::new(
|
||||
// "../test/shaders_slang/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp",
|
||||
"../test/shaders_slang/crt/crt-lottes.slangp",
|
||||
"../test/shaders_slang/crt/crt-royale.slangp",
|
||||
// "../test/basic.slangp",
|
||||
// "../test/shaders_slang/handheld/console-border/gbc-lcd-grid-v2.slangp",
|
||||
// "../test/Mega_Bezel_Packs/Duimon-Mega-Bezel/Presets/Advanced/Nintendo_GBA_SP/GBA_SP-[ADV]-[LCD-GRID]-[Night].slangp",
|
||||
|
|
Loading…
Reference in a new issue