BsD3D11GpuBufferView.cpp 4.6 KB

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  1. #include "BsD3D11GpuBufferView.h"
  2. #include "BsD3D11GpuBuffer.h"
  3. #include "BsD3D11RenderAPI.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsRenderStats.h"
  6. #include "BsException.h"
  7. namespace BansheeEngine
  8. {
  9. D3D11GpuBufferView::D3D11GpuBufferView()
  10. :GpuBufferView(), mSRV(nullptr), mUAV(nullptr)
  11. {
  12. }
  13. D3D11GpuBufferView::~D3D11GpuBufferView()
  14. {
  15. SAFE_RELEASE(mSRV);
  16. SAFE_RELEASE(mUAV);
  17. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_ResourceView);
  18. }
  19. void D3D11GpuBufferView::initialize(const SPtr<GpuBufferCore>& buffer, GPU_BUFFER_DESC& desc)
  20. {
  21. GpuBufferView::initialize(buffer, desc);
  22. D3D11GpuBufferCore* d3d11GpuBuffer = static_cast<D3D11GpuBufferCore*>(buffer.get());
  23. if((desc.usage & GVU_RANDOMWRITE) != 0)
  24. mUAV = createUAV(d3d11GpuBuffer, desc.firstElement, desc.numElements, desc.useCounter);
  25. else if((desc.usage & GVU_RENDERTARGET) != 0)
  26. {
  27. BS_EXCEPT(NotImplementedException, "Cannot create a render target view for buffers yet.");
  28. }
  29. else
  30. mSRV = createSRV(d3d11GpuBuffer, desc.firstElement, desc.elementWidth, desc.numElements);
  31. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_ResourceView);
  32. }
  33. ID3D11ShaderResourceView* D3D11GpuBufferView::createSRV(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 elementWidth, UINT32 numElements)
  34. {
  35. const GpuBufferProperties& props = buffer->getProperties();
  36. if (props.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 (props.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 (props.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 (props.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. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::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(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 numElements, bool useCounter)
  73. {
  74. const GpuBufferProperties& props = buffer->getProperties();
  75. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  76. ZeroMemory(&desc, sizeof(desc));
  77. desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  78. if (props.getType() == GBT_STRUCTURED)
  79. {
  80. desc.Format = DXGI_FORMAT_UNKNOWN;
  81. desc.Buffer.FirstElement = firstElement;
  82. desc.Buffer.NumElements = numElements;
  83. if(useCounter)
  84. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_COUNTER;
  85. else
  86. desc.Buffer.Flags = 0;
  87. }
  88. else if (props.getType() == GBT_RAW)
  89. {
  90. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  91. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
  92. desc.Buffer.FirstElement = firstElement;
  93. desc.Buffer.NumElements = numElements;
  94. }
  95. else if (props.getType() == GBT_INDIRECTARGUMENT)
  96. {
  97. desc.Format = DXGI_FORMAT_R32_UINT;
  98. desc.Buffer.Flags = 0;
  99. desc.Buffer.FirstElement = firstElement;
  100. desc.Buffer.NumElements = numElements;
  101. }
  102. else if (props.getType() == GBT_APPENDCONSUME)
  103. {
  104. desc.Format = DXGI_FORMAT_UNKNOWN;
  105. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND;
  106. desc.Buffer.FirstElement = firstElement;
  107. desc.Buffer.NumElements = numElements;
  108. }
  109. ID3D11UnorderedAccessView* uav = nullptr;
  110. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  111. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateUnorderedAccessView(buffer->getDX11Buffer(), &desc, &uav);
  112. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  113. {
  114. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  115. BS_EXCEPT(RenderingAPIException, "Cannot create UnorderedAccessView: " + msg);
  116. }
  117. return uav;
  118. }
  119. }