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 "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(const SPtr<GpuBufferCore>& buffer, GPU_BUFFER_DESC& desc)
  21. {
  22. GpuBufferView::initialize(buffer, desc);
  23. D3D11GpuBufferCore* d3d11GpuBuffer = static_cast<D3D11GpuBufferCore*>(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(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 elementWidth, UINT32 numElements)
  35. {
  36. const GpuBufferProperties& props = buffer->getProperties();
  37. if (props.getType() == GBT_APPENDCONSUME)
  38. BS_EXCEPT(InvalidParametersException, "Cannot create ShaderResourceView for an append/consume buffer.");
  39. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  40. ZeroMemory(&desc, sizeof(desc));
  41. if (props.getType() == GBT_STRUCTURED)
  42. {
  43. desc.Format = DXGI_FORMAT_UNKNOWN;
  44. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  45. desc.Buffer.ElementOffset = firstElement * elementWidth;
  46. desc.Buffer.ElementWidth = elementWidth;
  47. }
  48. else if (props.getType() == GBT_RAW)
  49. {
  50. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  51. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
  52. desc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
  53. desc.BufferEx.FirstElement = firstElement;
  54. desc.BufferEx.NumElements = numElements;
  55. }
  56. else if (props.getType() == GBT_INDIRECTARGUMENT)
  57. {
  58. desc.Format = DXGI_FORMAT_R32_UINT;
  59. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  60. desc.Buffer.ElementOffset = firstElement * elementWidth;
  61. desc.Buffer.ElementWidth = elementWidth;
  62. }
  63. ID3D11ShaderResourceView* srv = nullptr;
  64. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  65. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateShaderResourceView(buffer->getDX11Buffer(), &desc, &srv);
  66. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  67. {
  68. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  69. BS_EXCEPT(RenderingAPIException, "Cannot create ShaderResourceView: " + msg);
  70. }
  71. return srv;
  72. }
  73. ID3D11UnorderedAccessView* D3D11GpuBufferView::createUAV(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 numElements, bool useCounter)
  74. {
  75. const GpuBufferProperties& props = buffer->getProperties();
  76. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  77. ZeroMemory(&desc, sizeof(desc));
  78. desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  79. if (props.getType() == GBT_STRUCTURED)
  80. {
  81. desc.Format = DXGI_FORMAT_UNKNOWN;
  82. desc.Buffer.FirstElement = firstElement;
  83. desc.Buffer.NumElements = numElements;
  84. if(useCounter)
  85. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_COUNTER;
  86. else
  87. desc.Buffer.Flags = 0;
  88. }
  89. else if (props.getType() == GBT_RAW)
  90. {
  91. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  92. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
  93. desc.Buffer.FirstElement = firstElement;
  94. desc.Buffer.NumElements = numElements;
  95. }
  96. else if (props.getType() == GBT_INDIRECTARGUMENT)
  97. {
  98. desc.Format = DXGI_FORMAT_R32_UINT;
  99. desc.Buffer.Flags = 0;
  100. desc.Buffer.FirstElement = firstElement;
  101. desc.Buffer.NumElements = numElements;
  102. }
  103. else if (props.getType() == GBT_APPENDCONSUME)
  104. {
  105. desc.Format = DXGI_FORMAT_UNKNOWN;
  106. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND;
  107. desc.Buffer.FirstElement = firstElement;
  108. desc.Buffer.NumElements = numElements;
  109. }
  110. ID3D11UnorderedAccessView* uav = nullptr;
  111. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  112. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateUnorderedAccessView(buffer->getDX11Buffer(), &desc, &uav);
  113. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  114. {
  115. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  116. BS_EXCEPT(RenderingAPIException, "Cannot create UnorderedAccessView: " + msg);
  117. }
  118. return uav;
  119. }
  120. }