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0c51b93 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 | /* Copyright (c) 2016, NVIDIA CORPORATION. All rights reserved.
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited. */
#include "NvCoDx12Resource.h"
#include <assert.h>
#define NOMINMAX
#include <wrl.h>
using namespace Microsoft::WRL;
namespace nvidia {
namespace Common {
/* !!!!!!!!!!!!!!!!!!!!!!!!! Dx12BarrierSubmitter !!!!!!!!!!!!!!!!!!!!!!!! */
void Dx12BarrierSubmitter::_flush()
{
assert(m_numBarriers > 0);
if (m_commandList)
{
m_commandList->ResourceBarrier(UINT(m_numBarriers), m_barriers);
}
m_numBarriers = 0;
}
D3D12_RESOURCE_BARRIER& Dx12BarrierSubmitter::_expandOne()
{
_flush();
return m_barriers[m_numBarriers++];
}
/* !!!!!!!!!!!!!!!!!!!!!!!!! Dx12ResourceBase !!!!!!!!!!!!!!!!!!!!!!!! */
void Dx12ResourceBase::transition(D3D12_RESOURCE_STATES nextState, Dx12BarrierSubmitter& submitter)
{
// If there is no resource, then there is nothing to transition
if (!m_resource)
{
return;
}
if (nextState != m_state)
{
D3D12_RESOURCE_BARRIER& barrier = submitter.expandOne();
const UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
const D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
memset(&barrier, 0, sizeof(barrier));
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = flags;
barrier.Transition.pResource = m_resource;
barrier.Transition.StateBefore = m_state;
barrier.Transition.StateAfter = nextState;
barrier.Transition.Subresource = subresource;
m_prevState = m_state;
m_state = nextState;
}
else
{
if (nextState == D3D12_RESOURCE_STATE_UNORDERED_ACCESS)
{
D3D12_RESOURCE_BARRIER& barrier = submitter.expandOne();
memset(&barrier, 0, sizeof(barrier));
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.UAV.pResource = m_resource;
m_state = nextState;
}
}
}
/* static */DXGI_FORMAT Dx12ResourceBase::calcFormat(DxFormatUtil::UsageType usage, ID3D12Resource* resource)
{
return resource ? DxFormatUtil::calcFormat(usage, resource->GetDesc().Format) : DXGI_FORMAT_UNKNOWN;
}
/* !!!!!!!!!!!!!!!!!!!!!!!!! Dx12Resource !!!!!!!!!!!!!!!!!!!!!!!! */
/* static */void Dx12Resource::setDebugName(ID3D12Resource* resource, const std::wstring& name)
{
if (resource)
{
resource->SetName(name.c_str());
}
}
void Dx12Resource::setDebugName(const std::wstring& name)
{
setDebugName(m_resource, name);
}
void Dx12Resource::setDebugName(const wchar_t* name)
{
if (m_resource)
{
m_resource->SetName(name);
}
}
void Dx12Resource::setResource(ID3D12Resource* resource, D3D12_RESOURCE_STATES initialState)
{
if (resource != m_resource)
{
if (resource)
{
resource->AddRef();
}
if (m_resource)
{
m_resource->Release();
}
m_resource = resource;
}
m_prevState = initialState;
m_state = initialState;
}
void Dx12Resource::setResourceNull()
{
if (m_resource)
{
m_resource->Release();
m_resource = nullptr;
}
}
int Dx12Resource::initCommitted(ID3D12Device* device, const D3D12_HEAP_PROPERTIES& heapProps, D3D12_HEAP_FLAGS heapFlags, const D3D12_RESOURCE_DESC& resourceDesc, D3D12_RESOURCE_STATES initState, const D3D12_CLEAR_VALUE * clearValue)
{
setResourceNull();
ComPtr<ID3D12Resource> resource;
NV_RETURN_ON_FAIL(device->CreateCommittedResource(&heapProps, heapFlags, &resourceDesc, initState, clearValue, IID_PPV_ARGS(&resource)));
setResource(resource.Get(), initState);
return NV_OK;
}
ID3D12Resource* Dx12Resource::detach()
{
ID3D12Resource* resource = m_resource;
m_resource = nullptr;
return resource;
}
void Dx12Resource::swap(ComPtr<ID3D12Resource>& resourceInOut)
{
ID3D12Resource* tmp = m_resource;
m_resource = resourceInOut.Detach();
resourceInOut.Attach(tmp);
}
void Dx12Resource::setState(D3D12_RESOURCE_STATES state)
{
m_prevState = state;
m_state = state;
}
} // namespace Common
} // namespace nvidia
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