291 lines
9.7 KiB
Rust
291 lines
9.7 KiB
Rust
use crate::error;
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use std::cell::RefCell;
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use std::marker::PhantomData;
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use std::sync::Arc;
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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_CBV_SRV_UAV, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, D3D12_GPU_DESCRIPTOR_HANDLE, D3D12_DESCRIPTOR_HEAP_TYPE};
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#[const_trait]
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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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pub trait D3D12ShaderVisibleHeapType: D3D12HeapType {}
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#[derive(Clone)]
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pub struct SamplerPaletteHeap;
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#[derive(Clone)]
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pub struct CpuStagingHeap;
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#[derive(Clone)]
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pub struct ResourceWorkHeap;
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#[derive(Clone)]
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pub struct SamplerWorkHeap;
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impl const D3D12HeapType 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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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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Flags: D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
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NodeMask: 0,
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}
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}
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}
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impl const D3D12HeapType 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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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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Flags: D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
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NodeMask: 0,
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}
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}
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}
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impl D3D12ShaderVisibleHeapType for ResourceWorkHeap {}
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impl const D3D12HeapType 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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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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Flags: D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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NodeMask: 0,
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}
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}
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}
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impl D3D12ShaderVisibleHeapType for SamplerWorkHeap {}
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impl const D3D12HeapType 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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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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Flags: D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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NodeMask: 0,
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}
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}
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}
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#[derive(Clone)]
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pub struct D3D12DescriptorHeapSlot<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<RefCell<D3D12DescriptorHeapInner>>,
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slot: usize,
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_pd: PhantomData<T>,
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}
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impl<T> D3D12DescriptorHeapSlot<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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}
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impl<T> AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> for D3D12DescriptorHeapSlot<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 D3D12DescriptorHeapSlot<T>
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{
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fn as_ref(&self) -> &D3D12_GPU_DESCRIPTOR_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.borrow().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: usize,
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num_descriptors: usize,
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// Bit flag representation of available handles in the heap.
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//
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// 0 - Occupied
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// 1 - free
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// todo: actually use a bitset here.
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map: Box<[bool]>,
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}
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pub struct D3D12DescriptorHeap<T>(Arc<RefCell<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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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(RefCell::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: 0,
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num_descriptors: desc.NumDescriptors as usize,
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map: vec![false; desc.NumDescriptors as usize].into_boxed_slice(),
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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(self, size: usize) -> Vec<D3D12DescriptorHeap<T>> {
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// has to be called right after creation.
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assert_eq!(Arc::strong_count(&self.0), 1,
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"D3D12DescriptorHeap::suballocate can only be callled immediately after creation.");
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let inner = Arc::try_unwrap(self.0)
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.expect("[d3d12] undefined behaviour to suballocate a descriptor heap with live descriptors.")
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.into_inner();
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// number of suballocated heaps
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let num_heaps = inner.num_descriptors / size;
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let remainder = inner.num_descriptors % size;
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assert_eq!(remainder, 0, "D3D12DescriptorHeap::suballocate \
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must be called with a size that equally divides the number of descriptors");
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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
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.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 {
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ptr: new_cpu_start
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},
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gpu_start: new_gpu_start,
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handle_size: inner.handle_size,
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start: 0,
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num_descriptors: size,
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map: vec![false; size].into_boxed_slice(),
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});
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start += size;
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}
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heaps.into_iter()
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.map(|inner| D3D12DescriptorHeap(
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Arc::new(RefCell::new(inner)),
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PhantomData::default()))
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.collect()
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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 mut inner = self.0.borrow_mut();
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for i in inner.start..inner.num_descriptors {
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if !inner.map[i] {
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inner.map[i] = true;
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handle.ptr = inner.cpu_start.ptr + (i * inner.handle_size);
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inner.start = i + 1;
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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(D3D12DescriptorHeapSlot {
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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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todo!("error need to fail");
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}
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pub fn copy_descriptors<const NUM_DESC: usize>(&mut self,
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source: &[&D3D12_CPU_DESCRIPTOR_HANDLE; NUM_DESC])
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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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let inner = self.0.borrow_mut();
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unsafe {
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// unfortunately we can't guarantee that the source and dest descriptors are contiguous so...
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for i in 0..NUM_DESC {
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inner.device.CopyDescriptorsSimple(
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1,
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*dest[i].as_ref(),
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*source[i],
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inner.ty
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);
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}
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}
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Ok(dest)
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}
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}
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impl<T> Drop for D3D12DescriptorHeapSlot<T> {
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fn drop(&mut self) {
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let mut inner = self.heap.borrow_mut();
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inner.map[self.slot] = false;
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if inner.start > self.slot {
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inner.start = self.slot
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}
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}
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}
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