librashader/librashader-runtime-d3d12/tests/hello_triangle/descriptor_heap.rs
chyyran 0adf3505ec rt: mark frame and create APIs unsafe
This doesn't cause an API break in the C API but we don't actually make an attempt to verify that it's safe to access any of the device contexts.
2023-02-16 17:33:47 -05:00

186 lines
5.7 KiB
Rust

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<T> = Arc<D3D12DescriptorHeapSlotInner<T>>;
pub struct D3D12DescriptorHeapSlotInner<T> {
cpu_handle: D3D12_CPU_DESCRIPTOR_HANDLE,
gpu_handle: Option<D3D12_GPU_DESCRIPTOR_HANDLE>,
heap: Arc<RwLock<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().read();
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.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<D3D12_GPU_DESCRIPTOR_HANDLE>,
handle_size: usize,
start: usize,
num_descriptors: usize,
map: BitBox,
}
pub struct D3D12DescriptorHeap<T>(Arc<RwLock<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 {
let inner = self.0.read();
inner.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(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<T> {
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<T> Drop for D3D12DescriptorHeapSlotInner<T> {
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
}
}
}