BsD3D11GpuBufferView.cpp 5.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169
  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 bs
  10. {
  11. size_t GpuBufferView::HashFunction::operator()(const GPU_BUFFER_VIEW_DESC& key) const
  12. {
  13. size_t seed = 0;
  14. hash_combine(seed, key.elementWidth);
  15. hash_combine(seed, key.firstElement);
  16. hash_combine(seed, key.numElements);
  17. hash_combine(seed, key.useCounter);
  18. hash_combine(seed, key.usage);
  19. hash_combine(seed, key.format);
  20. return seed;
  21. }
  22. bool GpuBufferView::EqualFunction::operator()
  23. (const GPU_BUFFER_VIEW_DESC& a, const GPU_BUFFER_VIEW_DESC& b) const
  24. {
  25. return a.elementWidth == b.elementWidth && a.firstElement == b.firstElement && a.numElements == b.numElements
  26. && a.useCounter == b.useCounter && a.usage == b.usage && a.format == b.format;
  27. }
  28. GpuBufferView::GpuBufferView()
  29. :mSRV(nullptr), mUAV(nullptr)
  30. {
  31. }
  32. GpuBufferView::~GpuBufferView()
  33. {
  34. SAFE_RELEASE(mSRV);
  35. SAFE_RELEASE(mUAV);
  36. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_ResourceView);
  37. }
  38. void GpuBufferView::initialize(const SPtr<D3D11GpuBufferCore>& buffer, GPU_BUFFER_VIEW_DESC& desc)
  39. {
  40. mBuffer = buffer;
  41. mDesc = desc;
  42. D3D11GpuBufferCore* d3d11GpuBuffer = static_cast<D3D11GpuBufferCore*>(buffer.get());
  43. if ((desc.usage & GVU_DEFAULT) != 0)
  44. mSRV = createSRV(d3d11GpuBuffer, desc.firstElement, desc.elementWidth, desc.numElements);
  45. if((desc.usage & GVU_RANDOMWRITE) != 0)
  46. mUAV = createUAV(d3d11GpuBuffer, desc.firstElement, desc.numElements, desc.useCounter);
  47. if((desc.usage & GVU_RENDERTARGET) != 0 || (desc.usage & GVU_DEPTHSTENCIL) != 0)
  48. {
  49. BS_EXCEPT(NotImplementedException, "Invalid usage flags for a GPU buffer view.");
  50. }
  51. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_ResourceView);
  52. }
  53. ID3D11ShaderResourceView* GpuBufferView::createSRV(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 elementWidth, UINT32 numElements)
  54. {
  55. const GpuBufferProperties& props = buffer->getProperties();
  56. if (props.getType() == GBT_APPENDCONSUME)
  57. BS_EXCEPT(InvalidParametersException, "Cannot create ShaderResourceView for an append/consume buffer.");
  58. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  59. ZeroMemory(&desc, sizeof(desc));
  60. if (props.getType() == GBT_STRUCTURED || props.getType() == GBT_STANDARD)
  61. {
  62. desc.Format = DXGI_FORMAT_UNKNOWN;
  63. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  64. desc.Buffer.FirstElement = firstElement;
  65. desc.Buffer.NumElements = numElements;
  66. }
  67. else if (props.getType() == GBT_RAW)
  68. {
  69. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  70. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
  71. desc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
  72. desc.BufferEx.FirstElement = firstElement;
  73. desc.BufferEx.NumElements = numElements;
  74. }
  75. else if (props.getType() == GBT_INDIRECTARGUMENT)
  76. {
  77. desc.Format = DXGI_FORMAT_R32_UINT;
  78. desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  79. desc.Buffer.ElementOffset = firstElement * elementWidth;
  80. desc.Buffer.ElementWidth = elementWidth;
  81. }
  82. ID3D11ShaderResourceView* srv = nullptr;
  83. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  84. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateShaderResourceView(buffer->getDX11Buffer(), &desc, &srv);
  85. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  86. {
  87. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  88. BS_EXCEPT(RenderingAPIException, "Cannot create ShaderResourceView: " + msg);
  89. }
  90. return srv;
  91. }
  92. ID3D11UnorderedAccessView* GpuBufferView::createUAV(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 numElements, bool useCounter)
  93. {
  94. const GpuBufferProperties& props = buffer->getProperties();
  95. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  96. ZeroMemory(&desc, sizeof(desc));
  97. desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  98. if (props.getType() == GBT_STRUCTURED || props.getType() == GBT_STANDARD)
  99. {
  100. desc.Format = DXGI_FORMAT_UNKNOWN;
  101. desc.Buffer.FirstElement = firstElement;
  102. desc.Buffer.NumElements = numElements;
  103. if(useCounter)
  104. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_COUNTER;
  105. else
  106. desc.Buffer.Flags = 0;
  107. }
  108. else if (props.getType() == GBT_RAW)
  109. {
  110. desc.Format = DXGI_FORMAT_R32_TYPELESS;
  111. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
  112. desc.Buffer.FirstElement = firstElement;
  113. desc.Buffer.NumElements = numElements;
  114. }
  115. else if (props.getType() == GBT_INDIRECTARGUMENT)
  116. {
  117. desc.Format = DXGI_FORMAT_R32_UINT;
  118. desc.Buffer.Flags = 0;
  119. desc.Buffer.FirstElement = firstElement;
  120. desc.Buffer.NumElements = numElements;
  121. }
  122. else if (props.getType() == GBT_APPENDCONSUME)
  123. {
  124. desc.Format = DXGI_FORMAT_UNKNOWN;
  125. desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND;
  126. desc.Buffer.FirstElement = firstElement;
  127. desc.Buffer.NumElements = numElements;
  128. }
  129. ID3D11UnorderedAccessView* uav = nullptr;
  130. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  131. HRESULT hr = d3d11rs->getPrimaryDevice().getD3D11Device()->CreateUnorderedAccessView(buffer->getDX11Buffer(), &desc, &uav);
  132. if (FAILED(hr) || d3d11rs->getPrimaryDevice().hasError())
  133. {
  134. String msg = d3d11rs->getPrimaryDevice().getErrorDescription();
  135. BS_EXCEPT(RenderingAPIException, "Cannot create UnorderedAccessView: " + msg);
  136. }
  137. return uav;
  138. }
  139. }