BsD3D11GpuBufferView.cpp 4.8 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsD3D11GpuBufferView.h"
  5. #include "BsD3D11GpuBuffer.h"
  6. #include "BsD3D11RenderSystem.h"
  7. #include "BsD3D11Device.h"
  8. #include "BsUtil.h"
  9. #include "BsRenderStats.h"
  10. #include "BsException.h"
  11. namespace BansheeEngine
  12. {
  13. D3D11GpuBufferView::D3D11GpuBufferView()
  14. :GpuBufferView(), mSRV(nullptr), mUAV(nullptr)
  15. {
  16. }
  17. D3D11GpuBufferView::~D3D11GpuBufferView()
  18. {
  19. SAFE_RELEASE(mSRV);
  20. SAFE_RELEASE(mUAV);
  21. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_ResourceView);
  22. }
  23. void D3D11GpuBufferView::initialize(GpuBufferPtr buffer, GPU_BUFFER_DESC& desc)
  24. {
  25. GpuBufferView::initialize(buffer, desc);
  26. D3D11GpuBuffer* d3d11GpuBuffer = static_cast<D3D11GpuBuffer*>(buffer.get());
  27. if((desc.usage & GVU_RANDOMWRITE) != 0)
  28. mUAV = createUAV(d3d11GpuBuffer, desc.firstElement, desc.numElements, desc.useCounter);
  29. else if((desc.usage & GVU_RENDERTARGET) != 0)
  30. {
  31. BS_EXCEPT(NotImplementedException, "Cannot create a render target view for buffers yet.");
  32. }
  33. else
  34. mSRV = createSRV(d3d11GpuBuffer, desc.firstElement, desc.elementWidth, desc.numElements);
  35. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_ResourceView);
  36. }
  37. ID3D11ShaderResourceView* D3D11GpuBufferView::createSRV(D3D11GpuBuffer* buffer, UINT32 firstElement, UINT32 elementWidth, UINT32 numElements)
  38. {
  39. if(buffer->getType() == GBT_APPENDCONSUME)
  40. BS_EXCEPT(InvalidParametersException, "Cannot create ShaderResourceView for an append/consume buffer.");
  41. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  42. ZeroMemory(&desc, sizeof(desc));
  43. if(buffer->getType() == GBT_STRUCTURED)
  44. {
  45. desc.Format = DXGI_FORMAT_UNKNOWN;
  46. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  47. desc.Buffer.ElementOffset = firstElement * elementWidth;
  48. desc.Buffer.ElementWidth = elementWidth;
  49. }
  50. else if(buffer->getType() == GBT_RAW)
  51. {
  52. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  53. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
  54. desc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
  55. desc.BufferEx.FirstElement = firstElement;
  56. desc.BufferEx.NumElements = numElements;
  57. }
  58. else if(buffer->getType() == GBT_INDIRECTARGUMENT)
  59. {
  60. desc.Format = DXGI_FORMAT_R32_UINT;
  61. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  62. desc.Buffer.ElementOffset = firstElement * elementWidth;
  63. desc.Buffer.ElementWidth = elementWidth;
  64. }
  65. ID3D11ShaderResourceView* srv = nullptr;
  66. D3D11RenderSystem* d3d11rs = static_cast<D3D11RenderSystem*>(D3D11RenderSystem::instancePtr());
  67. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateShaderResourceView(buffer->getDX11Buffer(), &desc, &srv);
  68. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  69. {
  70. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  71. BS_EXCEPT(RenderingAPIException, "Cannot create ShaderResourceView: " + msg);
  72. }
  73. return srv;
  74. }
  75. ID3D11UnorderedAccessView* D3D11GpuBufferView::createUAV(D3D11GpuBuffer* buffer, UINT32 firstElement, UINT32 numElements, bool useCounter)
  76. {
  77. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  78. ZeroMemory(&desc, sizeof(desc));
  79. desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  80. if(buffer->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(buffer->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(buffer->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(buffer->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. D3D11RenderSystem* d3d11rs = static_cast<D3D11RenderSystem*>(D3D11RenderSystem::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. }