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// Copyright 2017 The Dawn 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 "dawn_native/d3d12/RenderPassDescriptorD3D12.h"
#include "common/BitSetIterator.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/TextureD3D12.h"
namespace dawn_native { namespace d3d12 {
RenderPassDescriptor::RenderPassDescriptor(RenderPassDescriptorBuilder* builder)
: RenderPassDescriptorBase(builder) {
Device* device = ToBackend(GetDevice());
// Get and fill an RTV heap with the color attachments
uint32_t colorAttachmentCount = static_cast<uint32_t>(GetColorAttachmentMask().count());
if (colorAttachmentCount != 0) {
mRtvHeap = device->GetDescriptorHeapAllocator()->AllocateCPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_RTV, colorAttachmentCount);
for (uint32_t i : IterateBitSet(GetColorAttachmentMask())) {
TextureView* view = ToBackend(GetColorAttachment(i).view.Get());
ComPtr<ID3D12Resource> resource = ToBackend(view->GetTexture())->GetD3D12Resource();
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = mRtvHeap.GetCPUHandle(i);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = view->GetRTVDescriptor();
device->GetD3D12Device()->CreateRenderTargetView(resource.Get(), &rtvDesc,
rtvHandle);
}
}
// Get and fill a DSV heap with the depth stencil attachment
if (HasDepthStencilAttachment()) {
mDsvHeap = device->GetDescriptorHeapAllocator()->AllocateCPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
TextureView* view = ToBackend(GetDepthStencilAttachment().view.Get());
ComPtr<ID3D12Resource> resource = ToBackend(view->GetTexture())->GetD3D12Resource();
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = mDsvHeap.GetCPUHandle(0);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = view->GetDSVDescriptor();
device->GetD3D12Device()->CreateDepthStencilView(resource.Get(), &dsvDesc, dsvHandle);
}
}
RenderPassDescriptor::OMSetRenderTargetArgs
RenderPassDescriptor::GetSubpassOMSetRenderTargetArgs() {
OMSetRenderTargetArgs args = {};
unsigned int rtvIndex = 0;
for (uint32_t i : IterateBitSet(GetColorAttachmentMask())) {
args.RTVs[rtvIndex] = GetRTVDescriptor(i);
rtvIndex++;
}
args.numRTVs = rtvIndex;
if (HasDepthStencilAttachment()) {
args.dsv = GetDSVDescriptor();
}
return args;
}
D3D12_CPU_DESCRIPTOR_HANDLE RenderPassDescriptor::GetRTVDescriptor(uint32_t attachmentSlot) {
return mRtvHeap.GetCPUHandle(attachmentSlot);
}
D3D12_CPU_DESCRIPTOR_HANDLE RenderPassDescriptor::GetDSVDescriptor() {
return mDsvHeap.GetCPUHandle(0);
}
}} // namespace dawn_native::d3d12