rt(d3d12): make images with OwnedFramebuffer provenance use ManuallyDrop
This commit is contained in:
parent
7edff0ae35
commit
c57e502b78
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@ -131,13 +131,18 @@ impl FrameResiduals {
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self.mipmaps.extend(handles)
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}
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pub fn dispose_resource(&mut self, resource: ManuallyDrop<Option<ID3D12Resource>>) {
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pub unsafe fn dispose_resource(&mut self, resource: ManuallyDrop<Option<ID3D12Resource>>) {
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self.resources.push(resource)
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}
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/// Disposition only handles transition barriers, but it is not unsafe because
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/// other things just leak and leakign is not unsafe,
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pub fn dispose_barriers(&mut self, barrier: impl IntoIterator<Item = D3D12_RESOURCE_BARRIER>) {
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/// Disposition only handles transition barriers.
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///
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/// **Safety:** It is only safe to dispose a barrier created with resource strategy IncrementRef.
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///
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pub unsafe fn dispose_barriers(
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&mut self,
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barrier: impl IntoIterator<Item = D3D12_RESOURCE_BARRIER>,
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) {
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self.resource_barriers.extend(barrier);
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}
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@ -230,6 +235,7 @@ mod compile {
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}
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}
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use crate::resource::OutlivesFrame;
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use compile::{compile_passes_dxil, compile_passes_hlsl, DxilShaderPassMeta, HlslShaderPassMeta};
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use librashader_runtime::parameters::RuntimeParameters;
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@ -321,7 +327,8 @@ impl FilterChainD3D12 {
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let mut staging_heap = unsafe {
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D3D12DescriptorHeap::new(
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device,
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(MAX_BINDINGS_COUNT as usize) * shader_count
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// add one, because technically the input image doesn't need to count
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(1 + MAX_BINDINGS_COUNT as usize) * shader_count
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+ MIPMAP_RESERVED_WORKHEAP_DESCRIPTORS
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+ lut_count,
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)
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@ -391,7 +398,7 @@ impl FilterChainD3D12 {
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common: FilterCommon {
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d3d12: device.clone(),
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samplers,
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allocator: allocator,
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allocator,
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output_textures,
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feedback_textures,
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luts,
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@ -460,7 +467,10 @@ impl FilterChainD3D12 {
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gc.dispose_mipmap_handles(residual_mipmap);
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gc.dispose_mipmap_gen(mipmap_gen);
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unsafe {
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gc.dispose_barriers(residual_barrier);
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}
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Ok(luts)
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}
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@ -653,7 +663,7 @@ impl FilterChainD3D12 {
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);
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}
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unsafe {
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back.copy_from(cmd, input, &mut self.residuals)?;
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back.copy_from(cmd, input)?;
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}
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self.history_framebuffers.push_front(back);
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}
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@ -669,6 +679,8 @@ impl FilterChainD3D12 {
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/// librashader **will not** create a resource barrier for the final pass. The output image will
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/// remain in `D3D12_RESOURCE_STATE_RENDER_TARGET` after all shader passes. The caller must transition
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/// the output image to the final resource state.
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///
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/// The input and output images must stay alive until the command list is submitted and work is complete.
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pub unsafe fn frame(
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&mut self,
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cmd: &ID3D12GraphicsCommandList,
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@ -689,7 +701,7 @@ impl FilterChainD3D12 {
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if let Some(options) = options {
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if options.clear_history {
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for framebuffer in &mut self.history_framebuffers {
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framebuffer.clear(cmd, &mut self.rtv_heap, &mut self.residuals)?;
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framebuffer.clear(cmd, &mut self.rtv_heap)?;
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}
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}
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}
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@ -787,13 +799,12 @@ impl FilterChainD3D12 {
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)?;
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}
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self.residuals
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.dispose_barriers(util::d3d12_resource_transition(
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util::d3d12_resource_transition::<OutlivesFrame, _>(
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cmd,
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&target.handle.resource(),
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&target.resource,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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));
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);
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let view = target.create_render_target_view(&mut self.rtv_heap)?;
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let out = RenderTarget::identity(&view)?;
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@ -811,21 +822,21 @@ impl FilterChainD3D12 {
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QuadType::Offscreen,
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)?;
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self.residuals
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.dispose_barriers(util::d3d12_resource_transition(
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util::d3d12_resource_transition::<OutlivesFrame, _>(
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cmd,
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&target.handle.resource(),
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&target.resource,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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));
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);
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if target.max_mipmap > 1 && !self.disable_mipmaps {
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let (residuals, residual_barriers) = self.common.mipmap_gen.mipmapping_context(
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// barriers don't get disposed because the context is OutlivesFrame
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let (residuals, _residual_barriers) = self.common.mipmap_gen.mipmapping_context(
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cmd,
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&mut self.mipmap_heap,
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|ctx| {
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ctx.generate_mipmaps(
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&target.handle.resource(),
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ctx.generate_mipmaps::<OutlivesFrame, _>(
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&target.resource,
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target.max_mipmap,
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target.size,
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target.format.into(),
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@ -835,7 +846,6 @@ impl FilterChainD3D12 {
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)?;
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self.residuals.dispose_mipmap_handles(residuals);
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self.residuals.dispose_barriers(residual_barriers);
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}
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self.residuals.dispose_output(view.descriptor);
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@ -862,13 +872,12 @@ impl FilterChainD3D12 {
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)?;
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}
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self.residuals
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.dispose_barriers(util::d3d12_resource_transition(
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util::d3d12_resource_transition::<OutlivesFrame, _>(
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cmd,
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&feedback_target.handle.resource(),
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&feedback_target.resource,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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));
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);
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let view = feedback_target.create_render_target_view(&mut self.rtv_heap)?;
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let out = RenderTarget::viewport_with_output(&view, viewport);
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@ -885,13 +894,12 @@ impl FilterChainD3D12 {
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QuadType::Final,
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)?;
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self.residuals
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.dispose_barriers(util::d3d12_resource_transition(
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util::d3d12_resource_transition::<OutlivesFrame, _>(
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cmd,
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&feedback_target.handle.resource(),
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&feedback_target.resource,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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));
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);
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}
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if pass.pipeline.format != viewport.output.format {
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@ -1,6 +1,6 @@
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use crate::descriptor_heap::{CpuStagingHeap, RenderTargetHeap};
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use crate::error::FilterChainError;
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use crate::filter_chain::FrameResiduals;
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use crate::resource::{OutlivesFrame, ResourceHandleStrategy};
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use crate::texture::{D3D12OutputView, InputTexture};
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use crate::util::d3d12_get_closest_format;
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use crate::{error, util};
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@ -17,12 +17,13 @@ use parking_lot::Mutex;
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use std::mem::ManuallyDrop;
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use std::sync::Arc;
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use windows::Win32::Graphics::Direct3D12::{
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ID3D12Device, ID3D12GraphicsCommandList, D3D12_BOX, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
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D3D12_FEATURE_DATA_FORMAT_SUPPORT, D3D12_FORMAT_SUPPORT1_MIP,
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D3D12_FORMAT_SUPPORT1_RENDER_TARGET, D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE,
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D3D12_FORMAT_SUPPORT1_TEXTURE2D, D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD,
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D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE, D3D12_RENDER_TARGET_VIEW_DESC,
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D3D12_RENDER_TARGET_VIEW_DESC_0, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, D3D12_RESOURCE_DESC,
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ID3D12Device, ID3D12GraphicsCommandList, ID3D12Resource, D3D12_BOX,
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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_RENDER_TARGET,
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D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE, D3D12_FORMAT_SUPPORT1_TEXTURE2D,
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D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD, D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE,
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D3D12_RENDER_TARGET_VIEW_DESC, D3D12_RENDER_TARGET_VIEW_DESC_0,
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D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, D3D12_RESOURCE_DESC,
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D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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@ -36,6 +37,7 @@ use windows::Win32::Graphics::Dxgi::Common::{DXGI_FORMAT, DXGI_SAMPLE_DESC};
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#[derive(Debug)]
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pub(crate) struct OwnedImage {
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pub(crate) handle: ManuallyDrop<Resource>,
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pub(crate) resource: ManuallyDrop<ID3D12Resource>,
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pub(crate) size: Size<u32>,
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pub(crate) format: DXGI_FORMAT,
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pub(crate) max_mipmap: u16,
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@ -113,7 +115,7 @@ impl OwnedImage {
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desc.Format = d3d12_get_closest_format(device, format_support);
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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: "ownedimage",
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memory_location: MemoryLocation::GpuOnly,
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resource_category: ResourceCategory::RtvDsvTexture,
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@ -145,8 +147,10 @@ impl OwnedImage {
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// }
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// assume_d3d12_init!(resource, "CreateCommittedResource");
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let resource = ManuallyDrop::new(allocator_resource.resource().clone());
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Ok(OwnedImage {
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handle: ManuallyDrop::new(resource),
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handle: ManuallyDrop::new(allocator_resource),
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resource,
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size,
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format: desc.Format,
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device: device.clone(),
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@ -161,17 +165,16 @@ impl OwnedImage {
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&self,
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cmd: &ID3D12GraphicsCommandList,
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input: &InputTexture,
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gc: &mut FrameResiduals,
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) -> error::Result<()> {
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let barriers = [
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util::d3d12_get_resource_transition_subresource(
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util::d3d12_get_resource_transition_subresource::<OutlivesFrame, _>(
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&input.resource,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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),
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util::d3d12_get_resource_transition_subresource(
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&self.handle.resource(),
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util::d3d12_get_resource_transition_subresource::<OutlivesFrame, _>(
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&self.resource,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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@ -180,10 +183,9 @@ impl OwnedImage {
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unsafe {
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cmd.ResourceBarrier(&barriers);
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gc.dispose_barriers(barriers);
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let dst = D3D12_TEXTURE_COPY_LOCATION {
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pResource: ManuallyDrop::new(Some(self.handle.resource().clone())),
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pResource: OutlivesFrame::obtain(&self.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: 0,
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@ -191,7 +193,7 @@ impl OwnedImage {
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};
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let src = D3D12_TEXTURE_COPY_LOCATION {
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pResource: ManuallyDrop::new(Some(input.resource.clone())),
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pResource: OutlivesFrame::obtain(&input.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: 0,
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@ -213,20 +215,17 @@ impl OwnedImage {
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back: 1,
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}),
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);
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gc.dispose_resource(dst.pResource);
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gc.dispose_resource(src.pResource);
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}
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let barriers = [
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util::d3d12_get_resource_transition_subresource(
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util::d3d12_get_resource_transition_subresource::<OutlivesFrame, _>(
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&input.resource,
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D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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),
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util::d3d12_get_resource_transition_subresource(
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&self.handle.resource(),
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util::d3d12_get_resource_transition_subresource::<OutlivesFrame, _>(
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&self.resource,
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D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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@ -237,8 +236,6 @@ impl OwnedImage {
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cmd.ResourceBarrier(&barriers);
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}
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gc.dispose_barriers(barriers);
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Ok(())
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}
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@ -246,25 +243,26 @@ impl OwnedImage {
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&self,
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cmd: &ID3D12GraphicsCommandList,
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heap: &mut D3D12DescriptorHeap<RenderTargetHeap>,
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gc: &mut FrameResiduals,
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) -> error::Result<()> {
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gc.dispose_barriers(util::d3d12_resource_transition(
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unsafe {
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util::d3d12_resource_transition::<OutlivesFrame, _>(
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cmd,
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&self.handle.resource(),
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&self.resource,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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));
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);
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let rtv = self.create_render_target_view(heap)?;
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unsafe { cmd.ClearRenderTargetView(*rtv.descriptor.as_ref(), CLEAR, None) }
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cmd.ClearRenderTargetView(*rtv.descriptor.as_ref(), CLEAR, None);
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gc.dispose_barriers(util::d3d12_resource_transition(
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util::d3d12_resource_transition::<OutlivesFrame, _>(
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cmd,
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&self.handle.resource(),
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&self.resource,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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));
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);
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}
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Ok(())
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}
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@ -297,8 +295,8 @@ impl OwnedImage {
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);
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}
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Ok(InputTexture::new(
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self.handle.resource().clone(),
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Ok(InputTexture::new::<OutlivesFrame, _>(
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&self.resource,
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descriptor,
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self.size,
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self.format,
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@ -390,6 +388,10 @@ impl ScaleFramebuffer for OwnedImage {
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impl Drop for OwnedImage {
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fn drop(&mut self) {
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// let go of the handle
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unsafe {
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ManuallyDrop::drop(&mut self.resource);
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}
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let resource = unsafe { ManuallyDrop::take(&mut self.handle) };
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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 owned image buffer memory {e}")
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|
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@ -176,12 +176,12 @@ impl LutTexture {
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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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d3d12_resource_transition::<OutlivesFrame, _>(
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cmd,
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&allocator_resource.resource(),
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&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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);
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d3d12_update_subresources::<OutlivesFrame>(
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cmd,
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|
@ -194,15 +194,15 @@ impl LutTexture {
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gc,
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)?;
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gc.dispose_barriers(d3d12_resource_transition(
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d3d12_resource_transition::<OutlivesFrame, _>(
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cmd,
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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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);
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let view = InputTexture::new(
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allocator_resource.resource().clone(),
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let view = InputTexture::new::<OutlivesFrame, _>(
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&resource,
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descriptor,
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source.size,
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ImageFormat::R8G8B8A8Unorm.into(),
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|
@ -223,8 +223,8 @@ impl LutTexture {
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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.allocator_resource.resource(),
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gen_mips.generate_mipmaps::<OutlivesFrame, _>(
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&self.resource,
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miplevels,
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self.view.size,
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ImageFormat::R8G8B8A8Unorm.into(),
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||||
|
@ -384,8 +384,8 @@ fn update_subresources<S: ResourceHandleStrategy<ManuallyDrop<ID3D12Resource>>>(
|
|||
|
||||
cmd.CopyTextureRegion(&dest_location, 0, 0, 0, &source_location, None);
|
||||
|
||||
S::cleanup(gc, dest_location.pResource);
|
||||
S::cleanup(gc, source_location.pResource);
|
||||
S::cleanup_handler(|| gc.dispose_resource(dest_location.pResource));
|
||||
S::cleanup_handler(|| gc.dispose_resource(source_location.pResource));
|
||||
}
|
||||
}
|
||||
Ok(required_size)
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
use crate::descriptor_heap::ResourceWorkHeap;
|
||||
use crate::resource::{ObtainResourceHandle, ResourceHandleStrategy};
|
||||
use crate::util::dxc_validate_shader;
|
||||
use crate::{error, util};
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
|
@ -6,12 +7,13 @@ use d3d12_descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot};
|
|||
use librashader_common::Size;
|
||||
use librashader_runtime::scaling::MipmapSize;
|
||||
use std::mem::ManuallyDrop;
|
||||
|
||||
use windows::Win32::Graphics::Direct3D::Dxc::{
|
||||
CLSID_DxcLibrary, CLSID_DxcValidator, DxcCreateInstance,
|
||||
};
|
||||
use windows::Win32::Graphics::Direct3D12::{
|
||||
ID3D12DescriptorHeap, ID3D12Device, ID3D12GraphicsCommandList, ID3D12PipelineState,
|
||||
ID3D12Resource, ID3D12RootSignature, D3D12_COMPUTE_PIPELINE_STATE_DESC,
|
||||
ID3D12RootSignature, D3D12_COMPUTE_PIPELINE_STATE_DESC,
|
||||
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_RESOURCE_BARRIER, D3D12_RESOURCE_BARRIER_0,
|
||||
D3D12_RESOURCE_BARRIER_TYPE_UAV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_UAV_BARRIER, D3D12_SHADER_BYTECODE,
|
||||
|
@ -62,9 +64,9 @@ impl<'a> MipmapGenContext<'a> {
|
|||
|
||||
/// Generate a set of mipmaps for the resource.
|
||||
/// This is a "cheap" action and only dispatches a compute shader.
|
||||
pub fn generate_mipmaps(
|
||||
pub fn generate_mipmaps<S: ResourceHandleStrategy<T>, T: ObtainResourceHandle>(
|
||||
&mut self,
|
||||
resource: &ID3D12Resource,
|
||||
resource: &T,
|
||||
miplevels: u16,
|
||||
size: Size<u32>,
|
||||
format: DXGI_FORMAT,
|
||||
|
@ -72,9 +74,13 @@ impl<'a> MipmapGenContext<'a> {
|
|||
unsafe {
|
||||
let (residuals_heap, residual_barriers) = self
|
||||
.gen
|
||||
.generate_mipmaps(self.cmd, resource, miplevels, size, format, self.heap)?;
|
||||
.generate_mipmaps::<S, T>(self.cmd, resource, miplevels, size, format, self.heap)?;
|
||||
|
||||
// heap slots always need to be disposed
|
||||
self.residuals.extend(residuals_heap);
|
||||
self.residual_barriers.extend(residual_barriers);
|
||||
|
||||
// barriers need to be disposed if the handle strategy is incrementref
|
||||
S::cleanup_handler(|| self.residual_barriers.extend(residual_barriers));
|
||||
}
|
||||
|
||||
Ok(())
|
||||
|
@ -178,10 +184,10 @@ impl D3D12MipmapGen {
|
|||
/// SAFETY:
|
||||
/// - handle must be a CPU handle to an SRV
|
||||
/// - work_heap must have enough descriptors to fit all miplevels.
|
||||
unsafe fn generate_mipmaps(
|
||||
unsafe fn generate_mipmaps<S: ResourceHandleStrategy<T>, T: ObtainResourceHandle>(
|
||||
&self,
|
||||
cmd: &ID3D12GraphicsCommandList,
|
||||
resource: &ID3D12Resource,
|
||||
resource: &T,
|
||||
miplevels: u16,
|
||||
size: Size<u32>,
|
||||
format: DXGI_FORMAT,
|
||||
|
@ -206,7 +212,7 @@ impl D3D12MipmapGen {
|
|||
};
|
||||
|
||||
self.device
|
||||
.CreateShaderResourceView(resource, Some(&srv_desc), *srv.as_ref());
|
||||
.CreateShaderResourceView(resource.handle(), Some(&srv_desc), *srv.as_ref());
|
||||
}
|
||||
|
||||
let mut heap_slots = Vec::with_capacity(miplevels as usize);
|
||||
|
@ -227,7 +233,7 @@ impl D3D12MipmapGen {
|
|||
|
||||
unsafe {
|
||||
self.device.CreateUnorderedAccessView(
|
||||
resource,
|
||||
resource.handle(),
|
||||
None,
|
||||
Some(&desc),
|
||||
*descriptor.as_ref(),
|
||||
|
@ -251,13 +257,13 @@ impl D3D12MipmapGen {
|
|||
let mipmap_params = bytemuck::bytes_of(&mipmap_params);
|
||||
|
||||
let barriers = [
|
||||
util::d3d12_get_resource_transition_subresource(
|
||||
util::d3d12_get_resource_transition_subresource::<S, _>(
|
||||
resource,
|
||||
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
i - 1,
|
||||
),
|
||||
util::d3d12_get_resource_transition_subresource(
|
||||
util::d3d12_get_resource_transition_subresource::<S, _>(
|
||||
resource,
|
||||
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
|
@ -267,7 +273,8 @@ impl D3D12MipmapGen {
|
|||
|
||||
unsafe {
|
||||
cmd.ResourceBarrier(&barriers);
|
||||
residual_barriers.extend(barriers);
|
||||
|
||||
S::cleanup_handler(|| residual_barriers.extend(barriers));
|
||||
|
||||
cmd.SetComputeRootDescriptorTable(1, *heap_slots[i as usize].as_ref());
|
||||
cmd.SetComputeRoot32BitConstants(
|
||||
|
@ -285,7 +292,7 @@ impl D3D12MipmapGen {
|
|||
}
|
||||
|
||||
let uav_barrier = ManuallyDrop::new(D3D12_RESOURCE_UAV_BARRIER {
|
||||
pResource: ManuallyDrop::new(Some(resource.clone())),
|
||||
pResource: unsafe { S::obtain(resource) },
|
||||
});
|
||||
|
||||
let barriers = [
|
||||
|
@ -294,13 +301,13 @@ impl D3D12MipmapGen {
|
|||
Anonymous: D3D12_RESOURCE_BARRIER_0 { UAV: uav_barrier },
|
||||
..Default::default()
|
||||
},
|
||||
util::d3d12_get_resource_transition_subresource(
|
||||
util::d3d12_get_resource_transition_subresource::<S, _>(
|
||||
resource,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
i,
|
||||
),
|
||||
util::d3d12_get_resource_transition_subresource(
|
||||
util::d3d12_get_resource_transition_subresource::<S, _>(
|
||||
resource,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
|
@ -312,7 +319,7 @@ impl D3D12MipmapGen {
|
|||
cmd.ResourceBarrier(&barriers);
|
||||
}
|
||||
|
||||
residual_barriers.extend(barriers)
|
||||
S::cleanup_handler(|| residual_barriers.extend(barriers));
|
||||
}
|
||||
|
||||
Ok((heap_slots, residual_barriers))
|
||||
|
|
|
@ -1,37 +1,64 @@
|
|||
use crate::filter_chain::FrameResiduals;
|
||||
use std::mem::ManuallyDrop;
|
||||
use std::ops::Deref;
|
||||
use windows::Win32::Graphics::Direct3D12::ID3D12Resource;
|
||||
|
||||
pub trait ResourceHandleStrategy<H> {
|
||||
const NEEDS_CLEANUP: bool;
|
||||
unsafe fn obtain(handle: &H) -> ManuallyDrop<Option<ID3D12Resource>>;
|
||||
unsafe fn cleanup(gc: &mut FrameResiduals, handle: ManuallyDrop<Option<ID3D12Resource>>);
|
||||
|
||||
/// Run a clean-up handler if the resource type needs clean up.
|
||||
fn cleanup_handler<F: FnOnce()>(cleanup_fn: F) {
|
||||
if Self::NEEDS_CLEANUP {
|
||||
cleanup_fn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub trait ObtainResourceHandle {
|
||||
fn handle(&self) -> &ID3D12Resource;
|
||||
}
|
||||
|
||||
impl ObtainResourceHandle for ID3D12Resource {
|
||||
fn handle(&self) -> &ID3D12Resource {
|
||||
&self
|
||||
}
|
||||
}
|
||||
|
||||
impl ObtainResourceHandle for ManuallyDrop<ID3D12Resource> {
|
||||
fn handle(&self) -> &ID3D12Resource {
|
||||
self.deref()
|
||||
}
|
||||
}
|
||||
|
||||
// this isn't actually used anymore but keep it around just in case.
|
||||
pub struct IncrementRefcount;
|
||||
|
||||
impl ResourceHandleStrategy<ManuallyDrop<ID3D12Resource>> for IncrementRefcount {
|
||||
const NEEDS_CLEANUP: bool = true;
|
||||
|
||||
unsafe fn obtain(
|
||||
handle: &ManuallyDrop<ID3D12Resource>,
|
||||
) -> ManuallyDrop<Option<ID3D12Resource>> {
|
||||
ManuallyDrop::new(Some(handle.deref().clone()))
|
||||
}
|
||||
}
|
||||
|
||||
unsafe fn cleanup(gc: &mut FrameResiduals, handle: ManuallyDrop<Option<ID3D12Resource>>) {
|
||||
gc.dispose_resource(handle);
|
||||
impl ResourceHandleStrategy<ID3D12Resource> for IncrementRefcount {
|
||||
const NEEDS_CLEANUP: bool = true;
|
||||
|
||||
unsafe fn obtain(handle: &ID3D12Resource) -> ManuallyDrop<Option<ID3D12Resource>> {
|
||||
ManuallyDrop::new(Some(handle.clone()))
|
||||
}
|
||||
}
|
||||
|
||||
pub struct OutlivesFrame;
|
||||
|
||||
impl ResourceHandleStrategy<ManuallyDrop<ID3D12Resource>> for OutlivesFrame {
|
||||
const NEEDS_CLEANUP: bool = false;
|
||||
|
||||
unsafe fn obtain(
|
||||
handle: &ManuallyDrop<ID3D12Resource>,
|
||||
) -> ManuallyDrop<Option<ID3D12Resource>> {
|
||||
unsafe { std::mem::transmute_copy(handle) }
|
||||
}
|
||||
|
||||
unsafe fn cleanup(_gc: &mut FrameResiduals, _handle: ManuallyDrop<Option<ID3D12Resource>>) {
|
||||
// Since the lifetime is ensured for the lifetime of the filter chain strategy, do nothing
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
use crate::descriptor_heap::{CpuStagingHeap, RenderTargetHeap};
|
||||
use crate::resource::ResourceHandleStrategy;
|
||||
use d3d12_descriptor_heap::D3D12DescriptorHeapSlot;
|
||||
use librashader_common::{FilterMode, GetSize, Size, WrapMode};
|
||||
use std::mem::ManuallyDrop;
|
||||
use windows::Win32::Graphics::Direct3D12::{ID3D12Resource, D3D12_CPU_DESCRIPTOR_HANDLE};
|
||||
use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT;
|
||||
|
||||
|
@ -17,6 +19,12 @@ pub(crate) enum InputDescriptor {
|
|||
Raw(D3D12_CPU_DESCRIPTOR_HANDLE),
|
||||
}
|
||||
|
||||
impl InputDescriptor {
|
||||
fn is_raw(&self) -> bool {
|
||||
matches!(self, InputDescriptor::Raw(_))
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub(crate) enum OutputDescriptor {
|
||||
Owned(D3D12DescriptorHeapSlot<RenderTargetHeap>),
|
||||
|
@ -80,19 +88,19 @@ impl D3D12OutputView {
|
|||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct InputTexture {
|
||||
pub(crate) resource: ID3D12Resource,
|
||||
pub(crate) resource: ManuallyDrop<ID3D12Resource>,
|
||||
pub(crate) descriptor: InputDescriptor,
|
||||
pub(crate) size: Size<u32>,
|
||||
pub(crate) format: DXGI_FORMAT,
|
||||
pub(crate) wrap_mode: WrapMode,
|
||||
pub(crate) filter: FilterMode,
|
||||
drop_flag: bool,
|
||||
}
|
||||
|
||||
impl InputTexture {
|
||||
pub fn new(
|
||||
resource: ID3D12Resource,
|
||||
pub fn new<S: ResourceHandleStrategy<T>, T>(
|
||||
resource: &T,
|
||||
handle: D3D12DescriptorHeapSlot<CpuStagingHeap>,
|
||||
size: Size<u32>,
|
||||
format: DXGI_FORMAT,
|
||||
|
@ -101,12 +109,18 @@ impl InputTexture {
|
|||
) -> InputTexture {
|
||||
let srv = InputDescriptor::Owned(handle);
|
||||
InputTexture {
|
||||
resource,
|
||||
// SAFETY: `new` is only used for owned textures. We know this because
|
||||
// we also hold `handle`, so the texture is at least
|
||||
// as valid for the lifetime of handle.
|
||||
// Also, resource is non-null by construction.
|
||||
// Option<T> and <T> have the same layout.
|
||||
resource: unsafe { std::mem::transmute(S::obtain(resource)) },
|
||||
descriptor: srv,
|
||||
size,
|
||||
format,
|
||||
wrap_mode,
|
||||
filter,
|
||||
drop_flag: S::NEEDS_CLEANUP,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -118,12 +132,42 @@ impl InputTexture {
|
|||
) -> InputTexture {
|
||||
let desc = unsafe { image.resource.GetDesc() };
|
||||
InputTexture {
|
||||
resource: image.resource,
|
||||
resource: ManuallyDrop::new(image.resource.clone()),
|
||||
descriptor: InputDescriptor::Raw(image.descriptor),
|
||||
size: Size::new(desc.Width as u32, desc.Height),
|
||||
format: desc.Format,
|
||||
wrap_mode,
|
||||
filter,
|
||||
drop_flag: true,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Clone for InputTexture {
|
||||
fn clone(&self) -> Self {
|
||||
// ensure lifetime for raw resources or if there is a drop flag
|
||||
if self.descriptor.is_raw() || self.drop_flag {
|
||||
InputTexture {
|
||||
resource: ManuallyDrop::clone(&self.resource),
|
||||
descriptor: self.descriptor.clone(),
|
||||
size: self.size,
|
||||
format: self.format,
|
||||
wrap_mode: self.wrap_mode,
|
||||
filter: self.filter,
|
||||
drop_flag: true,
|
||||
}
|
||||
} else {
|
||||
// SAFETY: the parent doesn't have drop flag, so that means
|
||||
// we don't need to handle drop.
|
||||
InputTexture {
|
||||
resource: unsafe { std::mem::transmute_copy(&self.resource) },
|
||||
descriptor: self.descriptor.clone(),
|
||||
size: self.size,
|
||||
format: self.format,
|
||||
wrap_mode: self.wrap_mode,
|
||||
filter: self.filter,
|
||||
drop_flag: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -141,3 +185,11 @@ impl GetSize<u32> for D3D12OutputView {
|
|||
Ok(self.size)
|
||||
}
|
||||
}
|
||||
|
||||
impl Drop for InputTexture {
|
||||
fn drop(&mut self) {
|
||||
if self.drop_flag {
|
||||
unsafe { ManuallyDrop::drop(&mut self.resource) }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,8 +7,9 @@ use windows::Win32::Graphics::Direct3D::Dxc::{
|
|||
DXC_CP_UTF8,
|
||||
};
|
||||
|
||||
use crate::resource::ResourceHandleStrategy;
|
||||
use windows::Win32::Graphics::Direct3D12::{
|
||||
ID3D12Device, ID3D12GraphicsCommandList, ID3D12Resource, D3D12_FEATURE_DATA_FORMAT_SUPPORT,
|
||||
ID3D12Device, ID3D12GraphicsCommandList, D3D12_FEATURE_DATA_FORMAT_SUPPORT,
|
||||
D3D12_FEATURE_FORMAT_SUPPORT, D3D12_RESOURCE_BARRIER, D3D12_RESOURCE_BARRIER_0,
|
||||
D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_STATES,
|
||||
|
@ -174,9 +175,8 @@ pub fn dxc_validate_shader(
|
|||
}
|
||||
}
|
||||
|
||||
#[must_use = "Resource Barrier must be disposed"]
|
||||
pub fn d3d12_get_resource_transition_subresource(
|
||||
resource: &ID3D12Resource,
|
||||
pub fn d3d12_get_resource_transition_subresource<S: ResourceHandleStrategy<T>, T>(
|
||||
resource: &T,
|
||||
before: D3D12_RESOURCE_STATES,
|
||||
after: D3D12_RESOURCE_STATES,
|
||||
subresource: u32,
|
||||
|
@ -186,7 +186,7 @@ pub fn d3d12_get_resource_transition_subresource(
|
|||
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 { S::obtain(resource) },
|
||||
Subresource: subresource,
|
||||
StateBefore: before,
|
||||
StateAfter: after,
|
||||
|
@ -195,15 +195,14 @@ pub fn d3d12_get_resource_transition_subresource(
|
|||
}
|
||||
}
|
||||
|
||||
#[must_use = "Resource Barrier must be disposed"]
|
||||
#[inline(always)]
|
||||
pub fn d3d12_resource_transition(
|
||||
pub fn d3d12_resource_transition<S: ResourceHandleStrategy<T>, T>(
|
||||
cmd: &ID3D12GraphicsCommandList,
|
||||
resource: &ID3D12Resource,
|
||||
resource: &T,
|
||||
before: D3D12_RESOURCE_STATES,
|
||||
after: D3D12_RESOURCE_STATES,
|
||||
) -> [D3D12_RESOURCE_BARRIER; 1] {
|
||||
d3d12_resource_transition_subresource(
|
||||
d3d12_resource_transition_subresource::<S, T>(
|
||||
cmd,
|
||||
resource,
|
||||
before,
|
||||
|
@ -214,14 +213,14 @@ pub fn d3d12_resource_transition(
|
|||
|
||||
#[must_use = "Resource Barrier must be disposed"]
|
||||
#[inline(always)]
|
||||
pub fn d3d12_resource_transition_subresource(
|
||||
fn d3d12_resource_transition_subresource<S: ResourceHandleStrategy<T>, T>(
|
||||
cmd: &ID3D12GraphicsCommandList,
|
||||
resource: &ID3D12Resource,
|
||||
resource: &T,
|
||||
before: D3D12_RESOURCE_STATES,
|
||||
after: D3D12_RESOURCE_STATES,
|
||||
subresource: u32,
|
||||
) -> [D3D12_RESOURCE_BARRIER; 1] {
|
||||
let barrier = [d3d12_get_resource_transition_subresource(
|
||||
let barrier = [d3d12_get_resource_transition_subresource::<S, T>(
|
||||
resource,
|
||||
before,
|
||||
after,
|
||||
|
|
|
@ -188,7 +188,7 @@ fn get_hardware_adapter(factory: &IDXGIFactory4) -> Result<IDXGIAdapter1> {
|
|||
for i in 0.. {
|
||||
let adapter = unsafe { factory.EnumAdapters1(i)? };
|
||||
|
||||
let mut desc = unsafe { adapter.GetDesc1()? };
|
||||
let desc = unsafe { adapter.GetDesc1()? };
|
||||
|
||||
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE.0 as u32) != DXGI_ADAPTER_FLAG_NONE.0 as u32 {
|
||||
// Don't select the Basic Render Driver adapter. If you want a
|
||||
|
|
|
@ -5,8 +5,8 @@ use crate::hello_triangle::{DXSample, SampleCommandLine};
|
|||
#[test]
|
||||
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-royale.slangp",
|
||||
"../test/shaders_slang/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.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