rt(d3d12): pull out descriptor heap implementation into its own crate
This commit is contained in:
parent
e934f175ef
commit
ae76bf9cc1
13
Cargo.lock
generated
13
Cargo.lock
generated
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@ -853,6 +853,18 @@ dependencies = [
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"winapi",
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]
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[[package]]
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name = "d3d12-descriptor-heap"
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version = "0.1.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "825c5ff0f3af86b775d1e842a11fb42ee5eac1acec44ff46572a756219be3ff5"
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dependencies = [
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"array-init",
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"bitvec",
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"thiserror",
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"windows 0.58.0",
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]
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[[package]]
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name = "data-encoding"
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version = "2.6.0"
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@ -1774,6 +1786,7 @@ dependencies = [
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"array-init",
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"bitvec",
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"bytemuck",
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"d3d12-descriptor-heap",
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"gfx-maths",
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"gpu-allocator 0.27.0",
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"librashader-cache",
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@ -31,6 +31,7 @@ mach-siegbert-vogt-dxcsa = "0.1.3"
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rayon = "1.6.1"
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gpu-allocator = { version = "0.27.0", features = ["d3d12"], default-features = false}
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parking_lot = "0.12.3"
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d3d12-descriptor-heap = "0.1.0"
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[target.'cfg(windows)'.dependencies.windows]
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workspace = true
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@ -1,26 +1,11 @@
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use crate::error;
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use bitvec::bitvec;
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use bitvec::boxed::BitBox;
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use bitvec::order::Lsb0;
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use std::marker::PhantomData;
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use std::ops::Deref;
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use std::sync::atomic::{AtomicUsize, Ordering};
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use std::sync::Arc;
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use crate::error::FilterChainError;
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use windows::Win32::Graphics::Direct3D12::{
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ID3D12DescriptorHeap, ID3D12Device, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_DESCRIPTOR_HEAP_DESC,
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D3D12_DESCRIPTOR_HEAP_FLAG_NONE, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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D3D12_DESCRIPTOR_HEAP_TYPE, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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D3D12_DESCRIPTOR_HEAP_DESC, D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
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D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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D3D12_DESCRIPTOR_HEAP_TYPE_RTV, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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D3D12_GPU_DESCRIPTOR_HANDLE,
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};
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pub trait D3D12HeapType {
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fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC;
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}
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use d3d12_descriptor_heap::{D3D12DescriptorHeapType, D3D12ShaderVisibleDescriptorHeapType};
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pub trait D3D12ShaderVisibleHeapType: D3D12HeapType {}
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#[derive(Clone)]
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pub struct SamplerPaletteHeap;
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@ -36,9 +21,9 @@ pub struct ResourceWorkHeap;
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#[derive(Clone)]
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pub struct SamplerWorkHeap;
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impl D3D12HeapType for SamplerPaletteHeap {
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impl D3D12DescriptorHeapType for SamplerPaletteHeap {
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// sampler palettes just get set directly
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fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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fn create_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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D3D12_DESCRIPTOR_HEAP_DESC {
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Type: D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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NumDescriptors: size as u32,
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@ -48,9 +33,9 @@ impl D3D12HeapType for SamplerPaletteHeap {
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}
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}
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impl D3D12HeapType for CpuStagingHeap {
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impl D3D12DescriptorHeapType for CpuStagingHeap {
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// Lut texture heaps are CPU only and get bound to the descriptor heap of the shader.
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fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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fn create_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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D3D12_DESCRIPTOR_HEAP_DESC {
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Type: D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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NumDescriptors: size as u32,
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@ -60,9 +45,9 @@ impl D3D12HeapType for CpuStagingHeap {
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}
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}
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impl D3D12HeapType for RenderTargetHeap {
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impl D3D12DescriptorHeapType for RenderTargetHeap {
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// Lut texture heaps are CPU only and get bound to the descriptor heap of the shader.
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fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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fn create_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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D3D12_DESCRIPTOR_HEAP_DESC {
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Type: D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
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NumDescriptors: size as u32,
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@ -72,10 +57,10 @@ impl D3D12HeapType for RenderTargetHeap {
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}
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}
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impl D3D12ShaderVisibleHeapType for ResourceWorkHeap {}
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impl D3D12HeapType for ResourceWorkHeap {
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unsafe impl D3D12ShaderVisibleDescriptorHeapType for ResourceWorkHeap {}
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impl D3D12DescriptorHeapType for ResourceWorkHeap {
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// Lut texture heaps are CPU only and get bound to the descriptor heap of the shader.
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fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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fn create_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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D3D12_DESCRIPTOR_HEAP_DESC {
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Type: D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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NumDescriptors: size as u32,
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@ -85,10 +70,10 @@ impl D3D12HeapType for ResourceWorkHeap {
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}
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}
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impl D3D12ShaderVisibleHeapType for SamplerWorkHeap {}
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impl D3D12HeapType for SamplerWorkHeap {
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unsafe impl D3D12ShaderVisibleDescriptorHeapType for SamplerWorkHeap {}
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impl D3D12DescriptorHeapType for SamplerWorkHeap {
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// Lut texture heaps are CPU only and get bound to the descriptor heap of the shader.
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fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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fn create_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
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D3D12_DESCRIPTOR_HEAP_DESC {
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Type: D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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NumDescriptors: size as u32,
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@ -97,262 +82,3 @@ impl D3D12HeapType for SamplerWorkHeap {
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}
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}
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}
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pub type D3D12DescriptorHeapSlot<T> = Arc<D3D12DescriptorHeapSlotInner<T>>;
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pub struct D3D12DescriptorHeapSlotInner<T> {
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cpu_handle: D3D12_CPU_DESCRIPTOR_HANDLE,
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gpu_handle: Option<D3D12_GPU_DESCRIPTOR_HANDLE>,
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heap: Arc<D3D12DescriptorHeapInner>,
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slot: usize,
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_pd: PhantomData<T>,
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}
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impl<T> D3D12DescriptorHeapSlotInner<T> {
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/// Get the index of the resource within the heap.
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pub fn index(&self) -> usize {
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self.slot
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}
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/// unsafe because type must match
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pub unsafe fn copy_descriptor(&self, source: D3D12_CPU_DESCRIPTOR_HANDLE) {
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unsafe {
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let heap = self.heap.deref();
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heap.device
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.CopyDescriptorsSimple(1, self.cpu_handle, source, heap.ty)
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}
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}
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}
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impl<T> AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for D3D12DescriptorHeapSlotInner<T> {
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fn as_ref(&self) -> &D3D12_CPU_DESCRIPTOR_HANDLE {
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&self.cpu_handle
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}
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}
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impl<T: D3D12ShaderVisibleHeapType> AsRef<D3D12_GPU_DESCRIPTOR_HANDLE>
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for D3D12DescriptorHeapSlotInner<T>
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{
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fn as_ref(&self) -> &D3D12_GPU_DESCRIPTOR_HANDLE {
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// SAFETY: D3D12ShaderVisibleHeapType must have a GPU handle.
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self.gpu_handle.as_ref().unwrap()
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}
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}
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impl<T: D3D12ShaderVisibleHeapType> From<&D3D12DescriptorHeap<T>> for ID3D12DescriptorHeap {
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fn from(value: &D3D12DescriptorHeap<T>) -> Self {
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value.0.heap.clone()
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}
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}
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#[derive(Debug)]
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struct D3D12DescriptorHeapInner {
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device: ID3D12Device,
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heap: ID3D12DescriptorHeap,
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ty: D3D12_DESCRIPTOR_HEAP_TYPE,
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cpu_start: D3D12_CPU_DESCRIPTOR_HANDLE,
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gpu_start: Option<D3D12_GPU_DESCRIPTOR_HANDLE>,
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handle_size: usize,
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start: AtomicUsize,
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num_descriptors: usize,
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map: BitBox<AtomicUsize>,
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}
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pub struct D3D12DescriptorHeap<T>(Arc<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>> {
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let desc = T::get_desc(size);
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unsafe { D3D12DescriptorHeap::new_with_desc(device, desc) }
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}
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}
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impl<T> D3D12DescriptorHeap<T> {
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/// Gets a cloned handle to the inner heap
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pub fn handle(&self) -> ID3D12DescriptorHeap {
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let inner = &self.0;
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inner.heap.clone()
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}
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pub unsafe fn new_with_desc(
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device: &ID3D12Device,
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desc: D3D12_DESCRIPTOR_HEAP_DESC,
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) -> error::Result<D3D12DescriptorHeap<T>> {
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unsafe {
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let heap: ID3D12DescriptorHeap = device.CreateDescriptorHeap(&desc)?;
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let cpu_start = heap.GetCPUDescriptorHandleForHeapStart();
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let gpu_start = if (desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE).0 != 0 {
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Some(heap.GetGPUDescriptorHandleForHeapStart())
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} else {
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None
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};
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Ok(D3D12DescriptorHeap(
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Arc::new(D3D12DescriptorHeapInner {
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device: device.clone(),
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heap,
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ty: desc.Type,
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cpu_start,
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gpu_start,
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handle_size: device.GetDescriptorHandleIncrementSize(desc.Type) as usize,
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start: AtomicUsize::new(0),
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num_descriptors: desc.NumDescriptors as usize,
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map: bitvec![AtomicUsize, Lsb0; 0; desc.NumDescriptors as usize]
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.into_boxed_bitslice(),
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}),
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PhantomData::default(),
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))
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}
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}
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/// suballocates this heap into equally sized chunks.
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/// if there aren't enough descriptors, throws an error.
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///
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/// it is UB (programmer error) to call this if the descriptor heap already has
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/// descriptors allocated for it.
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///
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/// size must also divide equally into the size of the heap.
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pub unsafe fn suballocate(
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self,
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size: usize,
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reserved: usize,
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) -> (
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Vec<D3D12DescriptorHeap<T>>,
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Option<D3D12DescriptorHeap<T>>,
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ID3D12DescriptorHeap,
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) {
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// has to be called right after creation.
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assert_eq!(
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Arc::strong_count(&self.0),
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1,
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"D3D12DescriptorHeap::suballocate can only be callled immediately after creation."
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);
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let Ok(inner) = Arc::try_unwrap(self.0) else {
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panic!("[d3d12] undefined behaviour to suballocate a descriptor heap with live descriptors.")
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};
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let num_descriptors = inner.num_descriptors - reserved;
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// number of suballocated heaps
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let num_heaps = num_descriptors / size;
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let remainder = num_descriptors % size;
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assert_eq!(
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remainder, 0,
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"D3D12DescriptorHeap::suballocate \
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must be called with a size that equally divides the number of descriptors"
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);
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let mut heaps = Vec::new();
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let mut start = 0;
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let root_cpu_ptr = inner.cpu_start.ptr;
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let root_gpu_ptr = inner.gpu_start.map(|p| p.ptr);
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for _ in 0..num_heaps {
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let new_cpu_start = root_cpu_ptr + (start * inner.handle_size);
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let new_gpu_start = root_gpu_ptr.map(|r| D3D12_GPU_DESCRIPTOR_HANDLE {
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ptr: r + (start as u64 * inner.handle_size as u64),
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});
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heaps.push(D3D12DescriptorHeapInner {
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device: inner.device.clone(),
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heap: inner.heap.clone(),
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ty: inner.ty,
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cpu_start: D3D12_CPU_DESCRIPTOR_HANDLE { ptr: new_cpu_start },
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gpu_start: new_gpu_start,
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handle_size: inner.handle_size,
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start: AtomicUsize::new(0),
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num_descriptors: size,
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map: bitvec![AtomicUsize, Lsb0; 0; size].into_boxed_bitslice(),
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});
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start += size;
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}
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let mut reserved_heap = None;
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if reserved != 0 {
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assert_eq!(
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reserved,
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inner.num_descriptors - start,
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"The input heap could not fit the number of requested reserved descriptors."
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);
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let new_cpu_start = root_cpu_ptr + (start * inner.handle_size);
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let new_gpu_start = root_gpu_ptr.map(|r| D3D12_GPU_DESCRIPTOR_HANDLE {
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ptr: r + (start as u64 * inner.handle_size as u64),
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});
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reserved_heap = Some(D3D12DescriptorHeapInner {
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device: inner.device.clone(),
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heap: inner.heap.clone(),
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ty: inner.ty,
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cpu_start: D3D12_CPU_DESCRIPTOR_HANDLE { ptr: new_cpu_start },
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gpu_start: new_gpu_start,
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handle_size: inner.handle_size,
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start: AtomicUsize::new(0),
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num_descriptors: reserved,
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map: bitvec![AtomicUsize, Lsb0; 0; reserved].into_boxed_bitslice(),
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});
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}
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(
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heaps
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.into_iter()
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.map(|inner| D3D12DescriptorHeap(Arc::new(inner), PhantomData::default()))
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.collect(),
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reserved_heap.map(|inner| D3D12DescriptorHeap(Arc::new(inner), PhantomData::default())),
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inner.heap,
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)
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}
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pub fn alloc_slot(&mut self) -> error::Result<D3D12DescriptorHeapSlot<T>> {
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let mut handle = D3D12_CPU_DESCRIPTOR_HANDLE { ptr: 0 };
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let inner = &self.0;
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let start = inner.start.load(Ordering::Acquire);
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for i in start..inner.num_descriptors {
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if !inner.map[i] {
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inner.map.set_aliased(i, true);
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handle.ptr = inner.cpu_start.ptr + (i * inner.handle_size);
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inner.start.store(i + 1, Ordering::Release);
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let gpu_handle = inner
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.gpu_start
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.map(|gpu_start| D3D12_GPU_DESCRIPTOR_HANDLE {
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ptr: (handle.ptr as u64 - inner.cpu_start.ptr as u64) + gpu_start.ptr,
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});
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return Ok(Arc::new(D3D12DescriptorHeapSlotInner {
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cpu_handle: handle,
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slot: i,
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heap: Arc::clone(&self.0),
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gpu_handle,
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_pd: Default::default(),
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}));
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}
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}
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Err(FilterChainError::DescriptorHeapOverflow(
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inner.num_descriptors,
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))
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}
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pub fn alloc_range<const NUM_DESC: usize>(
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&mut self,
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) -> error::Result<[D3D12DescriptorHeapSlot<T>; NUM_DESC]> {
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let dest = array_init::try_array_init(|_| self.alloc_slot())?;
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Ok(dest)
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}
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}
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impl<T> Drop for D3D12DescriptorHeapSlotInner<T> {
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fn drop(&mut self) {
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let inner = &self.heap;
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inner.map.set_aliased(self.slot, false);
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// inner.start > self.slot => inner.start = self.slot
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inner.start.fetch_min(self.slot, Ordering::AcqRel);
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}
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}
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@ -1,5 +1,7 @@
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//! Direct3D 12 shader runtime errors.
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//!
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use d3d12_descriptor_heap::D3D12DescriptorHeapError;
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use thiserror::Error;
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/// Cumulative error type for Direct3D12 filter chains.
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@ -19,8 +21,8 @@ pub enum FilterChainError {
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ShaderReflectError(#[from] ShaderReflectError),
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#[error("lut loading error")]
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LutLoadError(#[from] ImageError),
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#[error("heap overflow")]
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DescriptorHeapOverflow(usize),
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#[error("heap error")]
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HeapError(#[from] D3D12DescriptorHeapError),
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#[error("allocation error")]
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AllocationError(#[from] gpu_allocator::AllocationError),
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}
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@ -1,8 +1,5 @@
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use crate::buffer::{D3D12Buffer, RawD3D12Buffer};
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use crate::descriptor_heap::{
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CpuStagingHeap, D3D12DescriptorHeap, D3D12DescriptorHeapSlot, RenderTargetHeap,
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ResourceWorkHeap,
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};
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use crate::descriptor_heap::{CpuStagingHeap, RenderTargetHeap, ResourceWorkHeap};
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use crate::draw_quad::DrawQuad;
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use crate::error::FilterChainError;
|
||||
use crate::filter_pass::FilterPass;
|
||||
|
@ -14,6 +11,9 @@ use crate::options::{FilterChainOptionsD3D12, FrameOptionsD3D12};
|
|||
use crate::samplers::SamplerSet;
|
||||
use crate::texture::{D3D12InputImage, D3D12OutputView, InputTexture, OutputDescriptor};
|
||||
use crate::{error, util};
|
||||
use d3d12_descriptor_heap::{
|
||||
D3D12DescriptorHeap, D3D12DescriptorHeapSlot, D3D12PartitionableHeap, D3D12PartitionedHeap,
|
||||
};
|
||||
use gpu_allocator::d3d12::{Allocator, AllocatorCreateDesc, ID3D12DeviceVersion};
|
||||
use librashader_common::map::FastHashMap;
|
||||
use librashader_common::{ImageFormat, Size, Viewport};
|
||||
|
@ -308,18 +308,22 @@ impl FilterChainD3D12 {
|
|||
})?));
|
||||
|
||||
let draw_quad = DrawQuad::new(&allocator)?;
|
||||
let mut staging_heap = D3D12DescriptorHeap::new(
|
||||
device,
|
||||
(MAX_BINDINGS_COUNT as usize) * shader_count
|
||||
+ MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS
|
||||
+ lut_count,
|
||||
)?;
|
||||
let rtv_heap = D3D12DescriptorHeap::new(
|
||||
device,
|
||||
(MAX_BINDINGS_COUNT as usize) * shader_count
|
||||
+ MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS
|
||||
+ lut_count,
|
||||
)?;
|
||||
let mut staging_heap = unsafe {
|
||||
D3D12DescriptorHeap::new(
|
||||
device,
|
||||
(MAX_BINDINGS_COUNT as usize) * shader_count
|
||||
+ MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS
|
||||
+ lut_count,
|
||||
)
|
||||
}?;
|
||||
let rtv_heap = unsafe {
|
||||
D3D12DescriptorHeap::new(
|
||||
device,
|
||||
(MAX_BINDINGS_COUNT as usize) * shader_count
|
||||
+ MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS
|
||||
+ lut_count,
|
||||
)
|
||||
}?;
|
||||
|
||||
let root_signature = D3D12RootSignature::new(device)?;
|
||||
|
||||
|
@ -473,22 +477,31 @@ impl FilterChainD3D12 {
|
|||
D3D12DescriptorHeap<ResourceWorkHeap>,
|
||||
)> {
|
||||
let shader_count = passes.len();
|
||||
let work_heap = D3D12DescriptorHeap::<ResourceWorkHeap>::new(
|
||||
device,
|
||||
(MAX_BINDINGS_COUNT as usize) * shader_count + MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS,
|
||||
)?;
|
||||
let (work_heaps, mipmap_heap, texture_heap_handle) = unsafe {
|
||||
work_heap.suballocate(
|
||||
let D3D12PartitionedHeap {
|
||||
partitioned: work_heaps,
|
||||
reserved: mipmap_heap,
|
||||
handle: texture_heap_handle,
|
||||
} = unsafe {
|
||||
let work_heap = D3D12PartitionableHeap::<ResourceWorkHeap>::new(
|
||||
device,
|
||||
(MAX_BINDINGS_COUNT as usize) * shader_count + MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS,
|
||||
)?;
|
||||
|
||||
work_heap.into_partitioned(
|
||||
MAX_BINDINGS_COUNT as usize,
|
||||
MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS,
|
||||
)
|
||||
)?
|
||||
};
|
||||
|
||||
let sampler_work_heap =
|
||||
D3D12DescriptorHeap::new(device, (MAX_BINDINGS_COUNT as usize) * shader_count)?;
|
||||
|
||||
let (sampler_work_heaps, _, sampler_heap_handle) =
|
||||
unsafe { sampler_work_heap.suballocate(MAX_BINDINGS_COUNT as usize, 0) };
|
||||
let D3D12PartitionedHeap {
|
||||
partitioned: sampler_work_heaps,
|
||||
reserved: _,
|
||||
handle: sampler_heap_handle,
|
||||
} = unsafe {
|
||||
let sampler_heap =
|
||||
D3D12PartitionableHeap::new(device, (MAX_BINDINGS_COUNT as usize) * shader_count)?;
|
||||
sampler_heap.into_partitioned(MAX_BINDINGS_COUNT as usize, 0)?
|
||||
};
|
||||
|
||||
let filters: Vec<error::Result<_>> = passes
|
||||
.into_par_iter()
|
||||
|
@ -578,8 +591,8 @@ impl FilterChainD3D12 {
|
|||
let uniform_bindings =
|
||||
reflection.meta.create_binding_map(|param| param.offset());
|
||||
|
||||
let texture_heap = texture_heap.alloc_range()?;
|
||||
let sampler_heap = sampler_heap.alloc_range()?;
|
||||
let texture_heap = texture_heap.allocate_descriptor_range()?;
|
||||
let sampler_heap = sampler_heap.allocate_descriptor_range()?;
|
||||
|
||||
Ok(FilterPass {
|
||||
reflection,
|
||||
|
|
|
@ -1,11 +1,12 @@
|
|||
use crate::buffer::RawD3D12Buffer;
|
||||
use crate::descriptor_heap::{D3D12DescriptorHeapSlot, ResourceWorkHeap, SamplerWorkHeap};
|
||||
use crate::descriptor_heap::{ResourceWorkHeap, SamplerWorkHeap};
|
||||
use crate::error;
|
||||
use crate::filter_chain::FilterCommon;
|
||||
use crate::graphics_pipeline::D3D12GraphicsPipeline;
|
||||
use crate::options::FrameOptionsD3D12;
|
||||
use crate::samplers::SamplerSet;
|
||||
use crate::texture::{D3D12OutputView, InputTexture};
|
||||
use d3d12_descriptor_heap::D3D12DescriptorHeapSlot;
|
||||
use librashader_common::map::FastHashMap;
|
||||
use librashader_common::{ImageFormat, Size, Viewport};
|
||||
use librashader_preprocess::ShaderSource;
|
||||
|
@ -17,7 +18,6 @@ use librashader_runtime::filter_pass::FilterPassMeta;
|
|||
use librashader_runtime::quad::QuadType;
|
||||
use librashader_runtime::render_target::RenderTarget;
|
||||
use librashader_runtime::uniforms::{NoUniformBinder, UniformStorage};
|
||||
use std::ops::Deref;
|
||||
use windows::core::Interface;
|
||||
use windows::Win32::Foundation::RECT;
|
||||
use windows::Win32::Graphics::Direct3D12::{
|
||||
|
@ -66,12 +66,8 @@ impl BindSemantics<NoUniformBinder, Option<()>, RawD3D12Buffer, RawD3D12Buffer>
|
|||
|
||||
unsafe {
|
||||
texture_binding[binding.binding as usize].copy_descriptor(*texture.descriptor.as_ref());
|
||||
sampler_binding[binding.binding as usize].copy_descriptor(
|
||||
*samplers
|
||||
.get(texture.wrap_mode, texture.filter)
|
||||
.deref()
|
||||
.as_ref(),
|
||||
)
|
||||
sampler_binding[binding.binding as usize]
|
||||
.copy_descriptor(*samplers.get(texture.wrap_mode, texture.filter).as_ref())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -177,8 +173,8 @@ impl FilterPass {
|
|||
}
|
||||
|
||||
unsafe {
|
||||
cmd.SetGraphicsRootDescriptorTable(0, *self.texture_heap[0].deref().as_ref());
|
||||
cmd.SetGraphicsRootDescriptorTable(1, *self.sampler_heap[0].deref().as_ref());
|
||||
cmd.SetGraphicsRootDescriptorTable(0, *self.texture_heap[0].as_ref());
|
||||
cmd.SetGraphicsRootDescriptorTable(1, *self.sampler_heap[0].as_ref());
|
||||
}
|
||||
|
||||
// todo: check for non-renderpass.
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
use crate::descriptor_heap::{CpuStagingHeap, D3D12DescriptorHeap, RenderTargetHeap};
|
||||
use crate::descriptor_heap::{CpuStagingHeap, RenderTargetHeap};
|
||||
use crate::error::FilterChainError;
|
||||
use crate::filter_chain::FrameResiduals;
|
||||
use crate::texture::{D3D12OutputView, InputTexture};
|
||||
use crate::util::d3d12_get_closest_format;
|
||||
use crate::{error, util};
|
||||
use d3d12_descriptor_heap::D3D12DescriptorHeap;
|
||||
use gpu_allocator::d3d12::{
|
||||
Allocator, Resource, ResourceCategory, ResourceCreateDesc, ResourceStateOrBarrierLayout,
|
||||
ResourceType,
|
||||
|
@ -14,7 +15,6 @@ use librashader_presets::Scale2D;
|
|||
use librashader_runtime::scaling::{MipmapSize, ScaleFramebuffer, ViewportSize};
|
||||
use parking_lot::Mutex;
|
||||
use std::mem::ManuallyDrop;
|
||||
use std::ops::Deref;
|
||||
use std::sync::Arc;
|
||||
use windows::Win32::Graphics::Direct3D12::{
|
||||
ID3D12Device, ID3D12GraphicsCommandList, D3D12_BOX, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
||||
|
@ -275,7 +275,7 @@ impl OwnedImage {
|
|||
filter: FilterMode,
|
||||
wrap_mode: WrapMode,
|
||||
) -> error::Result<InputTexture> {
|
||||
let descriptor = heap.alloc_slot()?;
|
||||
let descriptor = heap.allocate_descriptor()?;
|
||||
|
||||
unsafe {
|
||||
let srv_desc = D3D12_SHADER_RESOURCE_VIEW_DESC {
|
||||
|
@ -293,7 +293,7 @@ impl OwnedImage {
|
|||
self.device.CreateShaderResourceView(
|
||||
self.handle.resource(),
|
||||
Some(&srv_desc),
|
||||
*descriptor.deref().as_ref(),
|
||||
*descriptor.as_ref(),
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -311,7 +311,7 @@ impl OwnedImage {
|
|||
&self,
|
||||
heap: &mut D3D12DescriptorHeap<RenderTargetHeap>,
|
||||
) -> error::Result<D3D12OutputView> {
|
||||
let descriptor = heap.alloc_slot()?;
|
||||
let descriptor = heap.allocate_descriptor()?;
|
||||
|
||||
unsafe {
|
||||
let rtv_desc = D3D12_RENDER_TARGET_VIEW_DESC {
|
||||
|
@ -328,7 +328,7 @@ impl OwnedImage {
|
|||
self.device.CreateRenderTargetView(
|
||||
self.handle.resource(),
|
||||
Some(&rtv_desc),
|
||||
*descriptor.deref().as_ref(),
|
||||
*descriptor.as_ref(),
|
||||
);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
use crate::descriptor_heap::{CpuStagingHeap, D3D12DescriptorHeap};
|
||||
use crate::descriptor_heap::CpuStagingHeap;
|
||||
use crate::error;
|
||||
use crate::filter_chain::FrameResiduals;
|
||||
use crate::mipmap::MipmapGenContext;
|
||||
use crate::texture::InputTexture;
|
||||
use crate::util::{d3d12_get_closest_format, d3d12_resource_transition, d3d12_update_subresources};
|
||||
use d3d12_descriptor_heap::D3D12DescriptorHeap;
|
||||
use gpu_allocator::d3d12::{
|
||||
Allocator, Resource, ResourceCategory, ResourceCreateDesc, ResourceStateOrBarrierLayout,
|
||||
ResourceType,
|
||||
|
@ -14,7 +15,6 @@ use librashader_runtime::image::Image;
|
|||
use librashader_runtime::scaling::MipmapSize;
|
||||
use parking_lot::Mutex;
|
||||
use std::mem::ManuallyDrop;
|
||||
use std::ops::Deref;
|
||||
use std::sync::Arc;
|
||||
use windows::Win32::Graphics::Direct3D12::{
|
||||
ID3D12Device, ID3D12GraphicsCommandList, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
||||
|
@ -80,7 +80,7 @@ impl LutTexture {
|
|||
}
|
||||
|
||||
desc.Format = d3d12_get_closest_format(device, format_support);
|
||||
let descriptor = heap.alloc_slot()?;
|
||||
let descriptor = heap.allocate_descriptor()?;
|
||||
|
||||
// create handles on GPU
|
||||
let resource = allocator.lock().create_resource(&ResourceCreateDesc {
|
||||
|
@ -112,7 +112,7 @@ impl LutTexture {
|
|||
device.CreateShaderResourceView(
|
||||
resource.resource(),
|
||||
Some(&srv_desc),
|
||||
*descriptor.deref().as_ref(),
|
||||
*descriptor.as_ref(),
|
||||
);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
use crate::descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot, ResourceWorkHeap};
|
||||
use crate::descriptor_heap::ResourceWorkHeap;
|
||||
use crate::util::dxc_validate_shader;
|
||||
use crate::{error, util};
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use d3d12_descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot};
|
||||
use librashader_common::Size;
|
||||
use librashader_runtime::scaling::MipmapSize;
|
||||
use std::mem::ManuallyDrop;
|
||||
use std::ops::Deref;
|
||||
use windows::Win32::Graphics::Direct3D::Dxc::{
|
||||
CLSID_DxcLibrary, CLSID_DxcValidator, DxcCreateInstance,
|
||||
};
|
||||
|
@ -191,7 +191,7 @@ impl D3D12MipmapGen {
|
|||
Vec<D3D12_RESOURCE_BARRIER>,
|
||||
)> {
|
||||
// create views for mipmap generation
|
||||
let srv = work_heap.alloc_slot()?;
|
||||
let srv = work_heap.allocate_descriptor()?;
|
||||
unsafe {
|
||||
let srv_desc = D3D12_SHADER_RESOURCE_VIEW_DESC {
|
||||
Format: format,
|
||||
|
@ -206,14 +206,14 @@ impl D3D12MipmapGen {
|
|||
};
|
||||
|
||||
self.device
|
||||
.CreateShaderResourceView(resource, Some(&srv_desc), *srv.deref().as_ref());
|
||||
.CreateShaderResourceView(resource, Some(&srv_desc), *srv.as_ref());
|
||||
}
|
||||
|
||||
let mut heap_slots = Vec::with_capacity(miplevels as usize);
|
||||
heap_slots.push(srv);
|
||||
|
||||
for i in 1..miplevels {
|
||||
let descriptor = work_heap.alloc_slot()?;
|
||||
let descriptor = work_heap.allocate_descriptor()?;
|
||||
let desc = D3D12_UNORDERED_ACCESS_VIEW_DESC {
|
||||
Format: format,
|
||||
ViewDimension: D3D12_UAV_DIMENSION_TEXTURE2D,
|
||||
|
@ -230,14 +230,14 @@ impl D3D12MipmapGen {
|
|||
resource,
|
||||
None,
|
||||
Some(&desc),
|
||||
*descriptor.deref().as_ref(),
|
||||
*descriptor.as_ref(),
|
||||
);
|
||||
}
|
||||
heap_slots.push(descriptor);
|
||||
}
|
||||
|
||||
unsafe {
|
||||
cmd.SetComputeRootDescriptorTable(0, *heap_slots[0].deref().as_ref());
|
||||
cmd.SetComputeRootDescriptorTable(0, *heap_slots[0].as_ref());
|
||||
}
|
||||
|
||||
let mut residual_barriers = Vec::new();
|
||||
|
@ -269,7 +269,7 @@ impl D3D12MipmapGen {
|
|||
cmd.ResourceBarrier(&barriers);
|
||||
residual_barriers.extend(barriers);
|
||||
|
||||
cmd.SetComputeRootDescriptorTable(1, *heap_slots[i as usize].deref().as_ref());
|
||||
cmd.SetComputeRootDescriptorTable(1, *heap_slots[i as usize].as_ref());
|
||||
cmd.SetComputeRoot32BitConstants(
|
||||
2,
|
||||
(std::mem::size_of::<MipConstants>() / std::mem::size_of::<u32>()) as u32,
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
use crate::descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot, SamplerPaletteHeap};
|
||||
use crate::descriptor_heap::SamplerPaletteHeap;
|
||||
use crate::error;
|
||||
use d3d12_descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot};
|
||||
use librashader_common::map::FastHashMap;
|
||||
use librashader_common::{FilterMode, WrapMode};
|
||||
use std::ops::Deref;
|
||||
use windows::Win32::Graphics::Direct3D12::{
|
||||
ID3D12Device, D3D12_COMPARISON_FUNC_NEVER, D3D12_FLOAT32_MAX, D3D12_SAMPLER_DESC,
|
||||
D3D12_TEXTURE_ADDRESS_MODE,
|
||||
|
@ -33,12 +33,12 @@ impl SamplerSet {
|
|||
WrapMode::MirroredRepeat,
|
||||
];
|
||||
|
||||
let mut heap = D3D12DescriptorHeap::new(device, 2 * wrap_modes.len())?;
|
||||
let mut heap = unsafe { D3D12DescriptorHeap::new(device, 2 * wrap_modes.len())? };
|
||||
|
||||
for wrap_mode in wrap_modes {
|
||||
for filter_mode in &[FilterMode::Linear, FilterMode::Nearest] {
|
||||
unsafe {
|
||||
let sampler = heap.alloc_slot()?;
|
||||
let sampler = heap.allocate_descriptor()?;
|
||||
device.CreateSampler(
|
||||
&D3D12_SAMPLER_DESC {
|
||||
Filter: (*filter_mode).into(),
|
||||
|
@ -52,7 +52,7 @@ impl SamplerSet {
|
|||
MinLOD: -D3D12_FLOAT32_MAX,
|
||||
MaxLOD: D3D12_FLOAT32_MAX,
|
||||
},
|
||||
*sampler.deref().as_ref(),
|
||||
*sampler.as_ref(),
|
||||
);
|
||||
samplers.insert((*wrap_mode, *filter_mode), sampler);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use crate::descriptor_heap::{CpuStagingHeap, D3D12DescriptorHeapSlot, RenderTargetHeap};
|
||||
use crate::descriptor_heap::{CpuStagingHeap, RenderTargetHeap};
|
||||
use d3d12_descriptor_heap::D3D12DescriptorHeapSlot;
|
||||
use librashader_common::{FilterMode, Size, WrapMode};
|
||||
use std::ops::Deref;
|
||||
use windows::Win32::Graphics::Direct3D12::{ID3D12Resource, D3D12_CPU_DESCRIPTOR_HANDLE};
|
||||
use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT;
|
||||
|
||||
|
@ -25,7 +25,7 @@ pub(crate) enum OutputDescriptor {
|
|||
impl AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for InputDescriptor {
|
||||
fn as_ref(&self) -> &D3D12_CPU_DESCRIPTOR_HANDLE {
|
||||
match self {
|
||||
InputDescriptor::Owned(h) => h.deref().as_ref(),
|
||||
InputDescriptor::Owned(h) => h.as_ref(),
|
||||
InputDescriptor::Raw(h) => h,
|
||||
}
|
||||
}
|
||||
|
@ -34,7 +34,7 @@ impl AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for InputDescriptor {
|
|||
impl AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for OutputDescriptor {
|
||||
fn as_ref(&self) -> &D3D12_CPU_DESCRIPTOR_HANDLE {
|
||||
match self {
|
||||
OutputDescriptor::Owned(h) => h.deref().as_ref(),
|
||||
OutputDescriptor::Owned(h) => h.as_ref(),
|
||||
OutputDescriptor::Raw(h) => h,
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,30 +1,15 @@
|
|||
use bitvec::bitvec;
|
||||
use bitvec::boxed::BitBox;
|
||||
use bitvec::order::Lsb0;
|
||||
use std::marker::PhantomData;
|
||||
use std::ops::Deref;
|
||||
use std::sync::atomic::{AtomicUsize, Ordering};
|
||||
use std::sync::Arc;
|
||||
|
||||
use d3d12_descriptor_heap::D3D12DescriptorHeapType;
|
||||
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, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE,
|
||||
D3D12_DESCRIPTOR_HEAP_DESC, D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
||||
};
|
||||
|
||||
pub trait D3D12HeapType {
|
||||
fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC;
|
||||
}
|
||||
|
||||
pub trait D3D12ShaderVisibleHeapType: D3D12HeapType {}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct CpuStagingHeap;
|
||||
|
||||
impl D3D12HeapType for CpuStagingHeap {
|
||||
impl D3D12DescriptorHeapType for CpuStagingHeap {
|
||||
// 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 {
|
||||
fn create_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
|
||||
D3D12_DESCRIPTOR_HEAP_DESC {
|
||||
Type: D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
||||
NumDescriptors: size as u32,
|
||||
|
@ -33,154 +18,3 @@ impl D3D12HeapType for CpuStagingHeap {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub type D3D12DescriptorHeapSlot<T> = Arc<D3D12DescriptorHeapSlotInner<T>>;
|
||||
|
||||
pub struct D3D12DescriptorHeapSlotInner<T> {
|
||||
cpu_handle: D3D12_CPU_DESCRIPTOR_HANDLE,
|
||||
gpu_handle: Option<D3D12_GPU_DESCRIPTOR_HANDLE>,
|
||||
heap: Arc<D3D12DescriptorHeapInner>,
|
||||
slot: usize,
|
||||
_pd: PhantomData<T>,
|
||||
}
|
||||
|
||||
impl<T> D3D12DescriptorHeapSlotInner<T> {
|
||||
/// Get the index of the resource within the heap.
|
||||
pub fn index(&self) -> usize {
|
||||
self.slot
|
||||
}
|
||||
|
||||
/// unsafe because type must match
|
||||
pub unsafe fn copy_descriptor(&self, source: D3D12_CPU_DESCRIPTOR_HANDLE) {
|
||||
unsafe {
|
||||
let heap = &self.heap.deref();
|
||||
|
||||
heap.device
|
||||
.CopyDescriptorsSimple(1, self.cpu_handle, source, heap.ty)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for D3D12DescriptorHeapSlotInner<T> {
|
||||
fn as_ref(&self) -> &D3D12_CPU_DESCRIPTOR_HANDLE {
|
||||
&self.cpu_handle
|
||||
}
|
||||
}
|
||||
|
||||
impl<T: D3D12ShaderVisibleHeapType> AsRef<D3D12_GPU_DESCRIPTOR_HANDLE>
|
||||
for D3D12DescriptorHeapSlotInner<T>
|
||||
{
|
||||
fn as_ref(&self) -> &D3D12_GPU_DESCRIPTOR_HANDLE {
|
||||
// SAFETY: D3D12ShaderVisibleHeapType must have a GPU handle.
|
||||
self.gpu_handle.as_ref().unwrap()
|
||||
}
|
||||
}
|
||||
|
||||
impl<T: D3D12ShaderVisibleHeapType> From<&D3D12DescriptorHeap<T>> for ID3D12DescriptorHeap {
|
||||
fn from(value: &D3D12DescriptorHeap<T>) -> Self {
|
||||
value.0.heap.clone()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct D3D12DescriptorHeapInner {
|
||||
device: ID3D12Device,
|
||||
heap: ID3D12DescriptorHeap,
|
||||
ty: D3D12_DESCRIPTOR_HEAP_TYPE,
|
||||
cpu_start: D3D12_CPU_DESCRIPTOR_HANDLE,
|
||||
gpu_start: Option<D3D12_GPU_DESCRIPTOR_HANDLE>,
|
||||
handle_size: usize,
|
||||
start: AtomicUsize,
|
||||
num_descriptors: usize,
|
||||
map: BitBox<AtomicUsize>,
|
||||
}
|
||||
|
||||
pub struct D3D12DescriptorHeap<T>(Arc<D3D12DescriptorHeapInner>, PhantomData<T>);
|
||||
|
||||
impl<T: D3D12HeapType> D3D12DescriptorHeap<T> {
|
||||
pub fn new(
|
||||
device: &ID3D12Device,
|
||||
size: usize,
|
||||
) -> Result<D3D12DescriptorHeap<T>, windows::core::Error> {
|
||||
let desc = T::get_desc(size);
|
||||
unsafe { D3D12DescriptorHeap::new_with_desc(device, desc) }
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> D3D12DescriptorHeap<T> {
|
||||
/// Gets a cloned handle to the inner heap
|
||||
pub fn handle(&self) -> ID3D12DescriptorHeap {
|
||||
self.0.heap.clone()
|
||||
}
|
||||
|
||||
pub unsafe fn new_with_desc(
|
||||
device: &ID3D12Device,
|
||||
desc: D3D12_DESCRIPTOR_HEAP_DESC,
|
||||
) -> Result<D3D12DescriptorHeap<T>, windows::core::Error> {
|
||||
unsafe {
|
||||
let heap: ID3D12DescriptorHeap = device.CreateDescriptorHeap(&desc)?;
|
||||
let cpu_start = heap.GetCPUDescriptorHandleForHeapStart();
|
||||
|
||||
let gpu_start = if (desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE).0 != 0 {
|
||||
Some(heap.GetGPUDescriptorHandleForHeapStart())
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
Ok(D3D12DescriptorHeap(
|
||||
Arc::new(D3D12DescriptorHeapInner {
|
||||
device: device.clone(),
|
||||
heap,
|
||||
ty: desc.Type,
|
||||
cpu_start,
|
||||
gpu_start,
|
||||
handle_size: device.GetDescriptorHandleIncrementSize(desc.Type) as usize,
|
||||
start: AtomicUsize::new(0),
|
||||
num_descriptors: desc.NumDescriptors as usize,
|
||||
map: bitvec![AtomicUsize, Lsb0; 0; desc.NumDescriptors as usize]
|
||||
.into_boxed_bitslice(),
|
||||
}),
|
||||
PhantomData::default(),
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
pub fn alloc_slot(&mut self) -> D3D12DescriptorHeapSlot<T> {
|
||||
let mut handle = D3D12_CPU_DESCRIPTOR_HANDLE { ptr: 0 };
|
||||
|
||||
let inner = &self.0;
|
||||
let start = inner.start.load(Ordering::Acquire);
|
||||
for i in start..inner.num_descriptors {
|
||||
if !inner.map[i] {
|
||||
inner.map.set_aliased(i, true);
|
||||
handle.ptr = inner.cpu_start.ptr + (i * inner.handle_size);
|
||||
inner.start.store(i + 1, Ordering::Release);
|
||||
|
||||
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,
|
||||
});
|
||||
|
||||
return Arc::new(D3D12DescriptorHeapSlotInner {
|
||||
cpu_handle: handle,
|
||||
slot: i,
|
||||
heap: Arc::clone(&self.0),
|
||||
gpu_handle,
|
||||
_pd: Default::default(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
panic!("overflow")
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> Drop for D3D12DescriptorHeapSlotInner<T> {
|
||||
fn drop(&mut self) {
|
||||
let inner = &self.heap;
|
||||
inner.map.set_aliased(self.slot, false);
|
||||
// inner.start > self.slot => inner.start = self.slot
|
||||
inner.start.fetch_min(self.slot, Ordering::AcqRel);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -229,7 +229,8 @@ unsafe extern "system" fn debug_log(
|
|||
|
||||
pub mod d3d12_hello_triangle {
|
||||
use super::*;
|
||||
use crate::hello_triangle::descriptor_heap::{CpuStagingHeap, D3D12DescriptorHeap};
|
||||
use crate::hello_triangle::descriptor_heap::CpuStagingHeap;
|
||||
use d3d12_descriptor_heap::D3D12DescriptorHeap;
|
||||
use librashader_common::{Size, Viewport};
|
||||
use librashader_runtime_d3d12::{D3D12InputImage, D3D12OutputView, FilterChainD3D12};
|
||||
use std::mem::ManuallyDrop;
|
||||
|
@ -480,7 +481,7 @@ pub mod d3d12_hello_triangle {
|
|||
fence,
|
||||
fence_value,
|
||||
fence_event,
|
||||
frambuffer_heap: D3D12DescriptorHeap::new(&self.device, 1024).unwrap(),
|
||||
frambuffer_heap: unsafe { D3D12DescriptorHeap::new(&self.device, 1024).unwrap() },
|
||||
});
|
||||
|
||||
Ok(())
|
||||
|
@ -496,7 +497,7 @@ pub mod d3d12_hello_triangle {
|
|||
|
||||
fn render(&mut self) {
|
||||
if let Some(resources) = &mut self.resources {
|
||||
let srv = resources.frambuffer_heap.alloc_slot();
|
||||
let srv = resources.frambuffer_heap.allocate_descriptor().unwrap();
|
||||
|
||||
unsafe {
|
||||
self.device.CreateShaderResourceView(
|
||||
|
@ -512,17 +513,12 @@ pub mod d3d12_hello_triangle {
|
|||
},
|
||||
},
|
||||
}),
|
||||
*srv.deref().as_ref(),
|
||||
*srv.as_ref(),
|
||||
)
|
||||
}
|
||||
|
||||
populate_command_list(
|
||||
resources,
|
||||
&mut self.filter,
|
||||
self.framecount,
|
||||
*srv.deref().as_ref(),
|
||||
)
|
||||
.unwrap();
|
||||
populate_command_list(resources, &mut self.filter, self.framecount, *srv.as_ref())
|
||||
.unwrap();
|
||||
|
||||
// Execute the command list.
|
||||
let command_list: Option<ID3D12CommandList> = resources.command_list.cast().ok();
|
||||
|
|
Loading…
Reference in a new issue