rt(d3d12): pull out descriptor heap implementation into its own crate

This commit is contained in:
chyyran 2024-08-28 01:30:02 -04:00 committed by Ronny Chan
parent e934f175ef
commit ae76bf9cc1
13 changed files with 121 additions and 540 deletions

13
Cargo.lock generated
View file

@ -853,6 +853,18 @@ dependencies = [
"winapi",
]
[[package]]
name = "d3d12-descriptor-heap"
version = "0.1.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "825c5ff0f3af86b775d1e842a11fb42ee5eac1acec44ff46572a756219be3ff5"
dependencies = [
"array-init",
"bitvec",
"thiserror",
"windows 0.58.0",
]
[[package]]
name = "data-encoding"
version = "2.6.0"
@ -1774,6 +1786,7 @@ dependencies = [
"array-init",
"bitvec",
"bytemuck",
"d3d12-descriptor-heap",
"gfx-maths",
"gpu-allocator 0.27.0",
"librashader-cache",

View file

@ -31,6 +31,7 @@ mach-siegbert-vogt-dxcsa = "0.1.3"
rayon = "1.6.1"
gpu-allocator = { version = "0.27.0", features = ["d3d12"], default-features = false}
parking_lot = "0.12.3"
d3d12-descriptor-heap = "0.1.0"
[target.'cfg(windows)'.dependencies.windows]
workspace = true

View file

@ -1,26 +1,11 @@
use crate::error;
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 crate::error::FilterChainError;
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_DESCRIPTOR_HEAP_DESC, D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
D3D12_GPU_DESCRIPTOR_HANDLE,
};
pub trait D3D12HeapType {
fn get_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC;
}
use d3d12_descriptor_heap::{D3D12DescriptorHeapType, D3D12ShaderVisibleDescriptorHeapType};
pub trait D3D12ShaderVisibleHeapType: D3D12HeapType {}
#[derive(Clone)]
pub struct SamplerPaletteHeap;
@ -36,9 +21,9 @@ pub struct ResourceWorkHeap;
#[derive(Clone)]
pub struct SamplerWorkHeap;
impl D3D12HeapType for SamplerPaletteHeap {
impl D3D12DescriptorHeapType for SamplerPaletteHeap {
// sampler palettes just get set directly
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_SAMPLER,
NumDescriptors: size as u32,
@ -48,9 +33,9 @@ impl D3D12HeapType for SamplerPaletteHeap {
}
}
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,
@ -60,9 +45,9 @@ impl D3D12HeapType for CpuStagingHeap {
}
}
impl D3D12HeapType for RenderTargetHeap {
impl D3D12DescriptorHeapType for RenderTargetHeap {
// 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_RTV,
NumDescriptors: size as u32,
@ -72,10 +57,10 @@ impl D3D12HeapType for RenderTargetHeap {
}
}
impl D3D12ShaderVisibleHeapType for ResourceWorkHeap {}
impl D3D12HeapType for ResourceWorkHeap {
unsafe impl D3D12ShaderVisibleDescriptorHeapType for ResourceWorkHeap {}
impl D3D12DescriptorHeapType for ResourceWorkHeap {
// 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,
@ -85,10 +70,10 @@ impl D3D12HeapType for ResourceWorkHeap {
}
}
impl D3D12ShaderVisibleHeapType for SamplerWorkHeap {}
impl D3D12HeapType for SamplerWorkHeap {
unsafe impl D3D12ShaderVisibleDescriptorHeapType for SamplerWorkHeap {}
impl D3D12DescriptorHeapType for SamplerWorkHeap {
// 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_SAMPLER,
NumDescriptors: size as u32,
@ -97,262 +82,3 @@ impl D3D12HeapType for SamplerWorkHeap {
}
}
}
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) -> error::Result<D3D12DescriptorHeap<T>> {
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 {
let inner = &self.0;
inner.heap.clone()
}
pub unsafe fn new_with_desc(
device: &ID3D12Device,
desc: D3D12_DESCRIPTOR_HEAP_DESC,
) -> error::Result<D3D12DescriptorHeap<T>> {
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(),
))
}
}
/// suballocates this heap into equally sized chunks.
/// if there aren't enough descriptors, throws an error.
///
/// it is UB (programmer error) to call this if the descriptor heap already has
/// descriptors allocated for it.
///
/// size must also divide equally into the size of the heap.
pub unsafe fn suballocate(
self,
size: usize,
reserved: usize,
) -> (
Vec<D3D12DescriptorHeap<T>>,
Option<D3D12DescriptorHeap<T>>,
ID3D12DescriptorHeap,
) {
// has to be called right after creation.
assert_eq!(
Arc::strong_count(&self.0),
1,
"D3D12DescriptorHeap::suballocate can only be callled immediately after creation."
);
let Ok(inner) = Arc::try_unwrap(self.0) else {
panic!("[d3d12] undefined behaviour to suballocate a descriptor heap with live descriptors.")
};
let num_descriptors = inner.num_descriptors - reserved;
// number of suballocated heaps
let num_heaps = num_descriptors / size;
let remainder = num_descriptors % size;
assert_eq!(
remainder, 0,
"D3D12DescriptorHeap::suballocate \
must be called with a size that equally divides the number of descriptors"
);
let mut heaps = Vec::new();
let mut start = 0;
let root_cpu_ptr = inner.cpu_start.ptr;
let root_gpu_ptr = inner.gpu_start.map(|p| p.ptr);
for _ in 0..num_heaps {
let new_cpu_start = root_cpu_ptr + (start * inner.handle_size);
let new_gpu_start = root_gpu_ptr.map(|r| D3D12_GPU_DESCRIPTOR_HANDLE {
ptr: r + (start as u64 * inner.handle_size as u64),
});
heaps.push(D3D12DescriptorHeapInner {
device: inner.device.clone(),
heap: inner.heap.clone(),
ty: inner.ty,
cpu_start: D3D12_CPU_DESCRIPTOR_HANDLE { ptr: new_cpu_start },
gpu_start: new_gpu_start,
handle_size: inner.handle_size,
start: AtomicUsize::new(0),
num_descriptors: size,
map: bitvec![AtomicUsize, Lsb0; 0; size].into_boxed_bitslice(),
});
start += size;
}
let mut reserved_heap = None;
if reserved != 0 {
assert_eq!(
reserved,
inner.num_descriptors - start,
"The input heap could not fit the number of requested reserved descriptors."
);
let new_cpu_start = root_cpu_ptr + (start * inner.handle_size);
let new_gpu_start = root_gpu_ptr.map(|r| D3D12_GPU_DESCRIPTOR_HANDLE {
ptr: r + (start as u64 * inner.handle_size as u64),
});
reserved_heap = Some(D3D12DescriptorHeapInner {
device: inner.device.clone(),
heap: inner.heap.clone(),
ty: inner.ty,
cpu_start: D3D12_CPU_DESCRIPTOR_HANDLE { ptr: new_cpu_start },
gpu_start: new_gpu_start,
handle_size: inner.handle_size,
start: AtomicUsize::new(0),
num_descriptors: reserved,
map: bitvec![AtomicUsize, Lsb0; 0; reserved].into_boxed_bitslice(),
});
}
(
heaps
.into_iter()
.map(|inner| D3D12DescriptorHeap(Arc::new(inner), PhantomData::default()))
.collect(),
reserved_heap.map(|inner| D3D12DescriptorHeap(Arc::new(inner), PhantomData::default())),
inner.heap,
)
}
pub fn alloc_slot(&mut self) -> error::Result<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 Ok(Arc::new(D3D12DescriptorHeapSlotInner {
cpu_handle: handle,
slot: i,
heap: Arc::clone(&self.0),
gpu_handle,
_pd: Default::default(),
}));
}
}
Err(FilterChainError::DescriptorHeapOverflow(
inner.num_descriptors,
))
}
pub fn alloc_range<const NUM_DESC: usize>(
&mut self,
) -> error::Result<[D3D12DescriptorHeapSlot<T>; NUM_DESC]> {
let dest = array_init::try_array_init(|_| self.alloc_slot())?;
Ok(dest)
}
}
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);
}
}

View file

@ -1,5 +1,7 @@
//! Direct3D 12 shader runtime errors.
//!
use d3d12_descriptor_heap::D3D12DescriptorHeapError;
use thiserror::Error;
/// Cumulative error type for Direct3D12 filter chains.
@ -19,8 +21,8 @@ pub enum FilterChainError {
ShaderReflectError(#[from] ShaderReflectError),
#[error("lut loading error")]
LutLoadError(#[from] ImageError),
#[error("heap overflow")]
DescriptorHeapOverflow(usize),
#[error("heap error")]
HeapError(#[from] D3D12DescriptorHeapError),
#[error("allocation error")]
AllocationError(#[from] gpu_allocator::AllocationError),
}

View file

@ -1,8 +1,5 @@
use crate::buffer::{D3D12Buffer, RawD3D12Buffer};
use crate::descriptor_heap::{
CpuStagingHeap, D3D12DescriptorHeap, D3D12DescriptorHeapSlot, RenderTargetHeap,
ResourceWorkHeap,
};
use crate::descriptor_heap::{CpuStagingHeap, RenderTargetHeap, ResourceWorkHeap};
use crate::draw_quad::DrawQuad;
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(
let mut staging_heap = unsafe {
D3D12DescriptorHeap::new(
device,
(MAX_BINDINGS_COUNT as usize) * shader_count
+ MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS
+ lut_count,
)?;
let rtv_heap = D3D12DescriptorHeap::new(
)
}?;
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(
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,
)?;
let (work_heaps, mipmap_heap, texture_heap_handle) = unsafe {
work_heap.suballocate(
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,

View file

@ -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.

View file

@ -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(),
);
}

View file

@ -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(),
);
}

View file

@ -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,

View file

@ -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);
}

View file

@ -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,
}
}

View file

@ -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);
}
}

View file

@ -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(
@ -512,16 +513,11 @@ 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(),
)
populate_command_list(resources, &mut self.filter, self.framecount, *srv.as_ref())
.unwrap();
// Execute the command list.