| // Copyright 2017 The NXT Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "BufferD3D12.h" |
| |
| #include "D3D12Backend.h" |
| #include "ResourceAllocator.h" |
| #include "ResourceUploader.h" |
| |
| namespace backend { |
| namespace d3d12 { |
| |
| namespace { |
| D3D12_RESOURCE_STATES D3D12BufferUsage(nxt::BufferUsageBit usage) { |
| D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON; |
| |
| if (usage & nxt::BufferUsageBit::TransferSrc) { |
| resourceState |= D3D12_RESOURCE_STATE_COPY_SOURCE; |
| } |
| if (usage & nxt::BufferUsageBit::TransferDst) { |
| resourceState |= D3D12_RESOURCE_STATE_COPY_DEST; |
| } |
| if (usage & (nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Uniform)) { |
| resourceState |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER; |
| } |
| if (usage & nxt::BufferUsageBit::Index) { |
| resourceState |= D3D12_RESOURCE_STATE_INDEX_BUFFER; |
| } |
| if (usage & nxt::BufferUsageBit::Storage) { |
| resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS; |
| } |
| |
| return resourceState; |
| } |
| } |
| |
| Buffer::Buffer(Device* device, BufferBuilder* builder) |
| : BufferBase(builder), device(device) { |
| |
| D3D12_RESOURCE_DESC resourceDescriptor; |
| resourceDescriptor.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| resourceDescriptor.Alignment = 0; |
| resourceDescriptor.Width = GetSize(); |
| resourceDescriptor.Height = 1; |
| resourceDescriptor.DepthOrArraySize = 1; |
| resourceDescriptor.MipLevels = 1; |
| resourceDescriptor.Format = DXGI_FORMAT_UNKNOWN; |
| resourceDescriptor.SampleDesc.Count = 1; |
| resourceDescriptor.SampleDesc.Quality = 0; |
| resourceDescriptor.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| resourceDescriptor.Flags = D3D12_RESOURCE_FLAG_NONE; |
| |
| resource = device->GetResourceAllocator()->Allocate(D3D12_HEAP_TYPE_DEFAULT, resourceDescriptor, D3D12BufferUsage(GetUsage())); |
| } |
| |
| Buffer::~Buffer() { |
| device->GetResourceAllocator()->Release(resource); |
| } |
| |
| ComPtr<ID3D12Resource> Buffer::GetD3D12Resource() { |
| return resource; |
| } |
| |
| bool Buffer::GetResourceTransitionBarrier(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage, D3D12_RESOURCE_BARRIER* barrier) { |
| D3D12_RESOURCE_STATES stateBefore = D3D12BufferUsage(currentUsage); |
| D3D12_RESOURCE_STATES stateAfter = D3D12BufferUsage(targetUsage); |
| |
| if (stateBefore == stateAfter) { |
| return false; |
| } |
| |
| barrier->Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
| barrier->Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
| barrier->Transition.pResource = resource.Get(); |
| barrier->Transition.StateBefore = stateBefore; |
| barrier->Transition.StateAfter = stateAfter; |
| barrier->Transition.Subresource = 0; |
| |
| return true; |
| } |
| |
| D3D12_GPU_VIRTUAL_ADDRESS Buffer::GetVA() const { |
| return resource->GetGPUVirtualAddress(); |
| } |
| |
| void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) { |
| device->GetResourceUploader()->UploadToBuffer(resource, start * sizeof(uint32_t), count * sizeof(uint32_t), reinterpret_cast<const uint8_t*>(data)); |
| } |
| |
| void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) { |
| // TODO(cwallez@chromium.org): Implement Map Read for the null backend |
| } |
| |
| void Buffer::UnmapImpl() { |
| // TODO(cwallez@chromium.org): Implement Map Read for the null backend |
| } |
| |
| void Buffer::TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) { |
| D3D12_RESOURCE_BARRIER barrier; |
| if (GetResourceTransitionBarrier(currentUsage, targetUsage, &barrier)) { |
| device->GetPendingCommandList()->ResourceBarrier(1, &barrier); |
| } |
| } |
| |
| } |
| } |