BsD3D11GpuBufferView.cpp 4.5 KB

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  1. #include "BsD3D11GpuBufferView.h"
  2. #include "BsD3D11GpuBuffer.h"
  3. #include "BsD3D11RenderSystem.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsUtil.h"
  6. #include "BsRenderStats.h"
  7. #include "BsException.h"
  8. namespace BansheeEngine
  9. {
  10. D3D11GpuBufferView::D3D11GpuBufferView()
  11. :GpuBufferView(), mSRV(nullptr), mUAV(nullptr)
  12. {
  13. }
  14. D3D11GpuBufferView::~D3D11GpuBufferView()
  15. {
  16. SAFE_RELEASE(mSRV);
  17. SAFE_RELEASE(mUAV);
  18. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_ResourceView);
  19. }
  20. void D3D11GpuBufferView::initialize(GpuBufferPtr buffer, GPU_BUFFER_DESC& desc)
  21. {
  22. GpuBufferView::initialize(buffer, desc);
  23. D3D11GpuBuffer* d3d11GpuBuffer = static_cast<D3D11GpuBuffer*>(buffer.get());
  24. if((desc.usage & GVU_RANDOMWRITE) != 0)
  25. mUAV = createUAV(d3d11GpuBuffer, desc.firstElement, desc.numElements, desc.useCounter);
  26. else if((desc.usage & GVU_RENDERTARGET) != 0)
  27. {
  28. BS_EXCEPT(NotImplementedException, "Cannot create a render target view for buffers yet.");
  29. }
  30. else
  31. mSRV = createSRV(d3d11GpuBuffer, desc.firstElement, desc.elementWidth, desc.numElements);
  32. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_ResourceView);
  33. }
  34. ID3D11ShaderResourceView* D3D11GpuBufferView::createSRV(D3D11GpuBuffer* buffer, UINT32 firstElement, UINT32 elementWidth, UINT32 numElements)
  35. {
  36. if(buffer->getType() == GBT_APPENDCONSUME)
  37. BS_EXCEPT(InvalidParametersException, "Cannot create ShaderResourceView for an append/consume buffer.");
  38. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  39. ZeroMemory(&desc, sizeof(desc));
  40. if(buffer->getType() == GBT_STRUCTURED)
  41. {
  42. desc.Format = DXGI_FORMAT_UNKNOWN;
  43. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  44. desc.Buffer.ElementOffset = firstElement * elementWidth;
  45. desc.Buffer.ElementWidth = elementWidth;
  46. }
  47. else if(buffer->getType() == GBT_RAW)
  48. {
  49. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  50. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
  51. desc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
  52. desc.BufferEx.FirstElement = firstElement;
  53. desc.BufferEx.NumElements = numElements;
  54. }
  55. else if(buffer->getType() == GBT_INDIRECTARGUMENT)
  56. {
  57. desc.Format = DXGI_FORMAT_R32_UINT;
  58. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  59. desc.Buffer.ElementOffset = firstElement * elementWidth;
  60. desc.Buffer.ElementWidth = elementWidth;
  61. }
  62. ID3D11ShaderResourceView* srv = nullptr;
  63. D3D11RenderSystem* d3d11rs = static_cast<D3D11RenderSystem*>(D3D11RenderSystem::instancePtr());
  64. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateShaderResourceView(buffer->getDX11Buffer(), &desc, &srv);
  65. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  66. {
  67. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  68. BS_EXCEPT(RenderingAPIException, "Cannot create ShaderResourceView: " + msg);
  69. }
  70. return srv;
  71. }
  72. ID3D11UnorderedAccessView* D3D11GpuBufferView::createUAV(D3D11GpuBuffer* buffer, UINT32 firstElement, UINT32 numElements, bool useCounter)
  73. {
  74. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  75. ZeroMemory(&desc, sizeof(desc));
  76. desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  77. if(buffer->getType() == GBT_STRUCTURED)
  78. {
  79. desc.Format = DXGI_FORMAT_UNKNOWN;
  80. desc.Buffer.FirstElement = firstElement;
  81. desc.Buffer.NumElements = numElements;
  82. if(useCounter)
  83. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_COUNTER;
  84. else
  85. desc.Buffer.Flags = 0;
  86. }
  87. else if(buffer->getType() == GBT_RAW)
  88. {
  89. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  90. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
  91. desc.Buffer.FirstElement = firstElement;
  92. desc.Buffer.NumElements = numElements;
  93. }
  94. else if(buffer->getType() == GBT_INDIRECTARGUMENT)
  95. {
  96. desc.Format = DXGI_FORMAT_R32_UINT;
  97. desc.Buffer.Flags = 0;
  98. desc.Buffer.FirstElement = firstElement;
  99. desc.Buffer.NumElements = numElements;
  100. }
  101. else if(buffer->getType() == GBT_APPENDCONSUME)
  102. {
  103. desc.Format = DXGI_FORMAT_UNKNOWN;
  104. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND;
  105. desc.Buffer.FirstElement = firstElement;
  106. desc.Buffer.NumElements = numElements;
  107. }
  108. ID3D11UnorderedAccessView* uav = nullptr;
  109. D3D11RenderSystem* d3d11rs = static_cast<D3D11RenderSystem*>(D3D11RenderSystem::instancePtr());
  110. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateUnorderedAccessView(buffer->getDX11Buffer(), &desc, &uav);
  111. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  112. {
  113. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  114. BS_EXCEPT(RenderingAPIException, "Cannot create UnorderedAccessView: " + msg);
  115. }
  116. return uav;
  117. }
  118. }