BsD3D11GpuBufferView.cpp 4.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11GpuBufferView.h"
  4. #include "BsD3D11GpuBuffer.h"
  5. #include "BsD3D11RenderAPI.h"
  6. #include "BsD3D11Device.h"
  7. #include "BsRenderStats.h"
  8. #include "BsException.h"
  9. namespace BansheeEngine
  10. {
  11. D3D11GpuBufferView::D3D11GpuBufferView()
  12. :GpuBufferView(), mSRV(nullptr), mUAV(nullptr)
  13. {
  14. }
  15. D3D11GpuBufferView::~D3D11GpuBufferView()
  16. {
  17. SAFE_RELEASE(mSRV);
  18. SAFE_RELEASE(mUAV);
  19. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_ResourceView);
  20. }
  21. void D3D11GpuBufferView::initialize(const SPtr<GpuBufferCore>& buffer, GPU_BUFFER_DESC& desc)
  22. {
  23. GpuBufferView::initialize(buffer, desc);
  24. D3D11GpuBufferCore* d3d11GpuBuffer = static_cast<D3D11GpuBufferCore*>(buffer.get());
  25. if((desc.usage & GVU_RANDOMWRITE) != 0)
  26. mUAV = createUAV(d3d11GpuBuffer, desc.firstElement, desc.numElements, desc.useCounter);
  27. else if((desc.usage & GVU_RENDERTARGET) != 0)
  28. {
  29. BS_EXCEPT(NotImplementedException, "Cannot create a render target view for buffers yet.");
  30. }
  31. else
  32. mSRV = createSRV(d3d11GpuBuffer, desc.firstElement, desc.elementWidth, desc.numElements);
  33. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_ResourceView);
  34. }
  35. ID3D11ShaderResourceView* D3D11GpuBufferView::createSRV(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 elementWidth, UINT32 numElements)
  36. {
  37. const GpuBufferProperties& props = buffer->getProperties();
  38. if (props.getType() == GBT_APPENDCONSUME)
  39. BS_EXCEPT(InvalidParametersException, "Cannot create ShaderResourceView for an append/consume buffer.");
  40. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  41. ZeroMemory(&desc, sizeof(desc));
  42. if (props.getType() == GBT_STRUCTURED)
  43. {
  44. desc.Format = DXGI_FORMAT_UNKNOWN;
  45. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  46. desc.Buffer.ElementOffset = firstElement * elementWidth;
  47. desc.Buffer.ElementWidth = elementWidth;
  48. }
  49. else if (props.getType() == GBT_RAW)
  50. {
  51. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  52. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
  53. desc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
  54. desc.BufferEx.FirstElement = firstElement;
  55. desc.BufferEx.NumElements = numElements;
  56. }
  57. else if (props.getType() == GBT_INDIRECTARGUMENT)
  58. {
  59. desc.Format = DXGI_FORMAT_R32_UINT;
  60. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  61. desc.Buffer.ElementOffset = firstElement * elementWidth;
  62. desc.Buffer.ElementWidth = elementWidth;
  63. }
  64. ID3D11ShaderResourceView* srv = nullptr;
  65. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  66. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateShaderResourceView(buffer->getDX11Buffer(), &desc, &srv);
  67. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  68. {
  69. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  70. BS_EXCEPT(RenderingAPIException, "Cannot create ShaderResourceView: " + msg);
  71. }
  72. return srv;
  73. }
  74. ID3D11UnorderedAccessView* D3D11GpuBufferView::createUAV(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 numElements, bool useCounter)
  75. {
  76. const GpuBufferProperties& props = buffer->getProperties();
  77. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  78. ZeroMemory(&desc, sizeof(desc));
  79. desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  80. if (props.getType() == GBT_STRUCTURED)
  81. {
  82. desc.Format = DXGI_FORMAT_UNKNOWN;
  83. desc.Buffer.FirstElement = firstElement;
  84. desc.Buffer.NumElements = numElements;
  85. if(useCounter)
  86. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_COUNTER;
  87. else
  88. desc.Buffer.Flags = 0;
  89. }
  90. else if (props.getType() == GBT_RAW)
  91. {
  92. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  93. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
  94. desc.Buffer.FirstElement = firstElement;
  95. desc.Buffer.NumElements = numElements;
  96. }
  97. else if (props.getType() == GBT_INDIRECTARGUMENT)
  98. {
  99. desc.Format = DXGI_FORMAT_R32_UINT;
  100. desc.Buffer.Flags = 0;
  101. desc.Buffer.FirstElement = firstElement;
  102. desc.Buffer.NumElements = numElements;
  103. }
  104. else if (props.getType() == GBT_APPENDCONSUME)
  105. {
  106. desc.Format = DXGI_FORMAT_UNKNOWN;
  107. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND;
  108. desc.Buffer.FirstElement = firstElement;
  109. desc.Buffer.NumElements = numElements;
  110. }
  111. ID3D11UnorderedAccessView* uav = nullptr;
  112. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  113. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateUnorderedAccessView(buffer->getDX11Buffer(), &desc, &uav);
  114. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  115. {
  116. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  117. BS_EXCEPT(RenderingAPIException, "Cannot create UnorderedAccessView: " + msg);
  118. }
  119. return uav;
  120. }
  121. }