CmD3D11GpuBufferView.cpp 4.4 KB

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  1. #include "CmD3D11GpuBufferView.h"
  2. #include "CmD3D11GpuBuffer.h"
  3. #include "CmD3D11RenderSystem.h"
  4. #include "CmD3D11Device.h"
  5. #include "CmUtil.h"
  6. #include "CmException.h"
  7. namespace CamelotFramework
  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. }
  18. void D3D11GpuBufferView::initialize(GpuBufferPtr buffer, GPU_BUFFER_DESC& desc)
  19. {
  20. GpuBufferView::initialize(buffer, desc);
  21. D3D11GpuBuffer* d3d11GpuBuffer = static_cast<D3D11GpuBuffer*>(buffer.get());
  22. if((desc.usage & GVU_RANDOMWRITE) != 0)
  23. mUAV = createUAV(d3d11GpuBuffer, desc.firstElement, desc.numElements, desc.useCounter);
  24. else if((desc.usage & GVU_RENDERTARGET) != 0)
  25. {
  26. CM_EXCEPT(NotImplementedException, "Cannot create a render target view for buffers yet.");
  27. }
  28. else
  29. mSRV = createSRV(d3d11GpuBuffer, desc.firstElement, desc.elementWidth, desc.numElements);
  30. }
  31. ID3D11ShaderResourceView* D3D11GpuBufferView::createSRV(D3D11GpuBuffer* buffer, UINT32 firstElement, UINT32 elementWidth, UINT32 numElements)
  32. {
  33. if(buffer->getType() == GBT_APPENDCONSUME)
  34. CM_EXCEPT(InvalidParametersException, "Cannot create ShaderResourceView for an append/consume buffer.");
  35. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  36. ZeroMemory(&desc, sizeof(desc));
  37. if(buffer->getType() == GBT_STRUCTURED)
  38. {
  39. desc.Format = DXGI_FORMAT_UNKNOWN;
  40. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  41. desc.Buffer.ElementOffset = firstElement * elementWidth;
  42. desc.Buffer.ElementWidth = elementWidth;
  43. }
  44. else if(buffer->getType() == GBT_RAW)
  45. {
  46. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  47. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
  48. desc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
  49. desc.BufferEx.FirstElement = firstElement;
  50. desc.BufferEx.NumElements = numElements;
  51. }
  52. else if(buffer->getType() == GBT_INDIRECTARGUMENT)
  53. {
  54. desc.Format = DXGI_FORMAT_R32_UINT;
  55. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  56. desc.Buffer.ElementOffset = firstElement * elementWidth;
  57. desc.Buffer.ElementWidth = elementWidth;
  58. }
  59. ID3D11ShaderResourceView* srv = nullptr;
  60. D3D11RenderSystem* d3d11rs = static_cast<D3D11RenderSystem*>(D3D11RenderSystem::instancePtr());
  61. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateShaderResourceView(buffer->getDX11Buffer(), &desc, &srv);
  62. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  63. {
  64. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  65. CM_EXCEPT(RenderingAPIException, "Cannot create ShaderResourceView: " + msg);
  66. }
  67. return srv;
  68. }
  69. ID3D11UnorderedAccessView* D3D11GpuBufferView::createUAV(D3D11GpuBuffer* buffer, UINT32 firstElement, UINT32 numElements, bool useCounter)
  70. {
  71. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  72. ZeroMemory(&desc, sizeof(desc));
  73. desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  74. if(buffer->getType() == GBT_STRUCTURED)
  75. {
  76. desc.Format = DXGI_FORMAT_UNKNOWN;
  77. desc.Buffer.FirstElement = firstElement;
  78. desc.Buffer.NumElements = numElements;
  79. if(useCounter)
  80. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_COUNTER;
  81. else
  82. desc.Buffer.Flags = 0;
  83. }
  84. else if(buffer->getType() == GBT_RAW)
  85. {
  86. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  87. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
  88. desc.Buffer.FirstElement = firstElement;
  89. desc.Buffer.NumElements = numElements;
  90. }
  91. else if(buffer->getType() == GBT_INDIRECTARGUMENT)
  92. {
  93. desc.Format = DXGI_FORMAT_R32_UINT;
  94. desc.Buffer.Flags = 0;
  95. desc.Buffer.FirstElement = firstElement;
  96. desc.Buffer.NumElements = numElements;
  97. }
  98. else if(buffer->getType() == GBT_APPENDCONSUME)
  99. {
  100. desc.Format = DXGI_FORMAT_UNKNOWN;
  101. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND;
  102. desc.Buffer.FirstElement = firstElement;
  103. desc.Buffer.NumElements = numElements;
  104. }
  105. ID3D11UnorderedAccessView* uav = nullptr;
  106. D3D11RenderSystem* d3d11rs = static_cast<D3D11RenderSystem*>(D3D11RenderSystem::instancePtr());
  107. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateUnorderedAccessView(buffer->getDX11Buffer(), &desc, &uav);
  108. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  109. {
  110. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  111. CM_EXCEPT(RenderingAPIException, "Cannot create UnorderedAccessView: " + msg);
  112. }
  113. return uav;
  114. }
  115. }