use bitvec::bitvec; use bitvec::boxed::BitBox; use parking_lot::RwLock; use std::marker::PhantomData; use std::ops::Deref; use std::sync::Arc; 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, }; 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 { // 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 { D3D12_DESCRIPTOR_HEAP_DESC { Type: D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, NumDescriptors: size as u32, Flags: D3D12_DESCRIPTOR_HEAP_FLAG_NONE, NodeMask: 0, } } } pub type D3D12DescriptorHeapSlot = Arc>; pub struct D3D12DescriptorHeapSlotInner { cpu_handle: D3D12_CPU_DESCRIPTOR_HANDLE, gpu_handle: Option, heap: Arc>, slot: usize, _pd: PhantomData, } impl D3D12DescriptorHeapSlotInner { /// 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().read(); heap.device .CopyDescriptorsSimple(1, self.cpu_handle, source, heap.ty) } } } impl AsRef for D3D12DescriptorHeapSlotInner { fn as_ref(&self) -> &D3D12_CPU_DESCRIPTOR_HANDLE { &self.cpu_handle } } impl AsRef for D3D12DescriptorHeapSlotInner { fn as_ref(&self) -> &D3D12_GPU_DESCRIPTOR_HANDLE { // SAFETY: D3D12ShaderVisibleHeapType must have a GPU handle. self.gpu_handle.as_ref().unwrap() } } impl From<&D3D12DescriptorHeap> for ID3D12DescriptorHeap { fn from(value: &D3D12DescriptorHeap) -> Self { value.0.read().heap.clone() } } #[derive(Debug)] struct D3D12DescriptorHeapInner { device: ID3D12Device, heap: ID3D12DescriptorHeap, ty: D3D12_DESCRIPTOR_HEAP_TYPE, cpu_start: D3D12_CPU_DESCRIPTOR_HANDLE, gpu_start: Option, handle_size: usize, start: usize, num_descriptors: usize, map: BitBox, } pub struct D3D12DescriptorHeap(Arc>, PhantomData); impl D3D12DescriptorHeap { pub fn new( device: &ID3D12Device, size: usize, ) -> Result, windows::core::Error> { let desc = T::get_desc(size); unsafe { D3D12DescriptorHeap::new_with_desc(device, desc) } } } impl D3D12DescriptorHeap { /// Gets a cloned handle to the inner heap pub fn handle(&self) -> ID3D12DescriptorHeap { let inner = self.0.read(); inner.heap.clone() } pub unsafe fn new_with_desc( device: &ID3D12Device, desc: D3D12_DESCRIPTOR_HEAP_DESC, ) -> Result, 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(RwLock::new(D3D12DescriptorHeapInner { device: device.clone(), heap, ty: desc.Type, cpu_start, gpu_start, handle_size: device.GetDescriptorHandleIncrementSize(desc.Type) as usize, start: 0, num_descriptors: desc.NumDescriptors as usize, map: bitvec![0; desc.NumDescriptors as usize].into_boxed_bitslice(), })), PhantomData::default(), )) } } pub fn alloc_slot(&mut self) -> D3D12DescriptorHeapSlot { let mut handle = D3D12_CPU_DESCRIPTOR_HANDLE { ptr: 0 }; let mut inner = self.0.write(); for i in inner.start..inner.num_descriptors { if !inner.map[i] { inner.map.set(i, true); handle.ptr = inner.cpu_start.ptr + (i * inner.handle_size); inner.start = i + 1; 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 Drop for D3D12DescriptorHeapSlotInner { fn drop(&mut self) { let mut inner = self.heap.write(); inner.map.set(self.slot, false); if inner.start > self.slot { inner.start = self.slot } } }