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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and 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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2014-2021 NVIDIA Corporation. All rights reserved.
#include <d3d11.h>
#include "computeContextD3D11.h"
// ************************** Compute Context Implementation ******************
template <class T>
void inline COMRelease(T& t)
{
if (t) t->Release();
t = nullptr;
}
struct ComputeContextD3D11
{
ComputeContextDescD3D11 m_desc = {};
ID3D11SamplerState* m_sampler0 = nullptr;
ID3D11SamplerState* m_sampler1 = nullptr;
ID3D11SamplerState* m_sampler2 = nullptr;
ID3D11SamplerState* m_sampler3 = nullptr;
ID3D11SamplerState* m_sampler4 = nullptr;
ID3D11SamplerState* m_sampler5 = nullptr;
ComputeContextD3D11(const ComputeContextDesc* descIn)
{
const auto desc = cast_to_ComputeContextDescD3D11(descIn);
m_desc = *desc;
auto createSampler = [&](D3D11_FILTER filter, D3D11_TEXTURE_ADDRESS_MODE mode)
{
D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = filter;
samplerDesc.AddressU = mode;
samplerDesc.AddressV = mode;
samplerDesc.AddressW = mode;
samplerDesc.MipLODBias = 0;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 0.f;
samplerDesc.BorderColor[1] = 0.f;
samplerDesc.BorderColor[2] = 0.f;
samplerDesc.BorderColor[3] = 0.f;
samplerDesc.MinLOD = 0.f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
ID3D11SamplerState* sampler = nullptr;
m_desc.device->CreateSamplerState(&samplerDesc, &sampler);
return sampler;
};
m_sampler0 = createSampler(D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER);
m_sampler1 = createSampler(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER);
m_sampler2 = createSampler(D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP);
m_sampler3 = createSampler(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP);
m_sampler4 = createSampler(D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP);
m_sampler5 = createSampler(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP);
}
~ComputeContextD3D11()
{
COMRelease(m_sampler0);
COMRelease(m_sampler1);
COMRelease(m_sampler2);
COMRelease(m_sampler3);
COMRelease(m_sampler4);
COMRelease(m_sampler5);
}
};
inline ComputeContextD3D11* cast_to_ComputeContextD3D11(ComputeContext* ctx)
{
return (ComputeContextD3D11*)(ctx);
}
inline ComputeContext* cast_from_ComputeContextD3D11(ComputeContextD3D11* ctx)
{
return (ComputeContext*)(ctx);
}
struct ComputeShaderD3D11
{
ID3D11ComputeShader* m_shader = nullptr;
ComputeShaderD3D11(ID3D11ComputeShader* shader)
{
m_shader = shader;
}
~ComputeShaderD3D11()
{
COMRelease(m_shader);
}
};
inline ComputeShaderD3D11* cast_to_ComputeShaderD3D11(ComputeShader* ctx)
{
return (ComputeShaderD3D11*)(ctx);
}
inline ComputeShader* cast_from_ComputeShaderD3D11(ComputeShaderD3D11* ctx)
{
return (ComputeShader*)(ctx);
}
struct ComputeConstantBufferD3D11
{
ID3D11Buffer* m_buffer;
ComputeConstantBufferD3D11(ID3D11Buffer* buffer)
{
m_buffer = buffer;
}
~ComputeConstantBufferD3D11()
{
COMRelease(m_buffer);
}
};
inline ComputeConstantBufferD3D11* cast_to_ComputeConstantBufferD3D11(ComputeConstantBuffer* ctx)
{
return (ComputeConstantBufferD3D11*)(ctx);
}
inline ComputeConstantBuffer* cast_from_ComputeConstantBufferD3D11(ComputeConstantBufferD3D11* ctx)
{
return (ComputeConstantBuffer*)(ctx);
}
struct ComputeResourceD3D11
{
protected:
ID3D11ShaderResourceView* m_srv = nullptr;
public:
void update(const ComputeResourceDesc* descIn)
{
const auto desc = cast_to_ComputeResourceDescD3D11(descIn);
m_srv = desc->srv;
}
ComputeResourceD3D11(const ComputeResourceDesc* desc)
{
update(desc);
}
ID3D11ShaderResourceView* SRV()
{
return m_srv;
}
};
inline ComputeResourceD3D11* cast_to_ComputeResourceD3D11(ComputeResource* ctx)
{
return (ComputeResourceD3D11*)(ctx);
}
inline ComputeResource* cast_from_ComputeResourceD3D11(ComputeResourceD3D11* ctx)
{
return (ComputeResource*)(ctx);
}
struct ComputeResourceRWD3D11 : public ComputeResourceD3D11
{
protected:
ID3D11UnorderedAccessView* m_uav;
public:
static const ComputeResourceRWDescD3D11* cast(const ComputeResourceRWDesc* descRW)
{
return cast_to_ComputeResourceRWDescD3D11(descRW);
}
void update(const ComputeResourceRWDesc* descRWIn)
{
const auto descRW = cast(descRWIn);
m_uav = descRW->uav;
ComputeResourceD3D11::update(cast_from_ComputeResourceDescD3D11(&descRW->resource));
}
ComputeResourceRWD3D11(const ComputeResourceRWDesc* descRWIn):
ComputeResourceD3D11(cast_from_ComputeResourceDescD3D11(&cast(descRWIn)->resource))
{
const auto descRW = cast(descRWIn);
m_uav = descRW->uav;
}
ID3D11UnorderedAccessView* UAV()
{
return m_uav;
}
};
inline ComputeResourceRWD3D11* cast_to_ComputeResourceRWD3D11(ComputeResourceRW* ctx)
{
return (ComputeResourceRWD3D11*)(ctx);
}
inline ComputeResourceRW* cast_from_ComputeResourceRWD3D11(ComputeResourceRWD3D11* ctx)
{
return (ComputeResourceRW*)(ctx);
}
// ************* API functions ****************
ComputeContext* ComputeContextCreateD3D11(ComputeContextDesc* desc)
{
return cast_from_ComputeContextD3D11(new ComputeContextD3D11(desc));
}
void ComputeContextUpdateD3D11(ComputeContext* contextIn, ComputeContextDesc* descIn)
{
auto context = cast_to_ComputeContextD3D11(contextIn);
auto desc = cast_to_ComputeContextDescD3D11(descIn);
context->m_desc = *desc;
}
void ComputeContextReleaseD3D11(ComputeContext* context)
{
delete cast_to_ComputeContextD3D11(context);
}
ComputeShader* ComputeShaderCreateD3D11(ComputeContext* contextIn, const ComputeShaderDesc* desc)
{
auto context = cast_to_ComputeContextD3D11(contextIn);
ID3D11ComputeShader* computeShader = nullptr;
context->m_desc.device->CreateComputeShader(desc->cs, desc->cs_length, nullptr, &computeShader);
return cast_from_ComputeShaderD3D11(new ComputeShaderD3D11(computeShader));
}
void ComputeShaderReleaseD3D11(ComputeShader* shader)
{
delete cast_to_ComputeShaderD3D11(shader);
}
ComputeConstantBuffer* ComputeConstantBufferCreateD3D11(ComputeContext* contextIn, const ComputeConstantBufferDesc* desc)
{
auto context = cast_to_ComputeContextD3D11(contextIn);
ID3D11Buffer* constantBuffer = nullptr;
{
D3D11_BUFFER_DESC bufDesc;
bufDesc.ByteWidth = desc->sizeInBytes;
bufDesc.Usage = D3D11_USAGE_DYNAMIC;
bufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufDesc.MiscFlags = 0;
context->m_desc.device->CreateBuffer(&bufDesc, nullptr, &constantBuffer);
}
return cast_from_ComputeConstantBufferD3D11(new ComputeConstantBufferD3D11(constantBuffer));
}
void ComputeConstantBufferReleaseD3D11(ComputeConstantBuffer* constantBuffer)
{
delete cast_to_ComputeConstantBufferD3D11(constantBuffer);
}
void* ComputeConstantBufferMapD3D11(ComputeContext* contextIn, ComputeConstantBuffer* constantBufferIn)
{
auto context = cast_to_ComputeContextD3D11(contextIn);
auto constantBuffer = cast_to_ComputeConstantBufferD3D11(constantBufferIn);
D3D11_MAPPED_SUBRESOURCE mapped = {};
context->m_desc.deviceContext->Map(constantBuffer->m_buffer, 0u, D3D11_MAP_WRITE_DISCARD, 0u, &mapped);
return mapped.pData;
}
void ComputeConstantBufferUnmapD3D11(ComputeContext* contextIn, ComputeConstantBuffer* constantBufferIn)
{
auto context = cast_to_ComputeContextD3D11(contextIn);
auto constantBuffer = cast_to_ComputeConstantBufferD3D11(constantBufferIn);
context->m_desc.deviceContext->Unmap(constantBuffer->m_buffer, 0u);
}
ComputeResource* ComputeResourceCreateD3D11(ComputeContext* context, const ComputeResourceDesc* desc)
{
return cast_from_ComputeResourceD3D11(new ComputeResourceD3D11(desc));
}
void ComputeResourceUpdateD3D11(ComputeContext* context, ComputeResource* resourceIn, const ComputeResourceDesc* desc)
{
auto resource = cast_to_ComputeResourceD3D11(resourceIn);
resource->update(desc);
}
void ComputeResourceReleaseD3D11(ComputeResource* resource)
{
delete cast_to_ComputeResourceD3D11(resource);
}
ComputeResourceRW* ComputeResourceRWCreateD3D11(ComputeContext* context, const ComputeResourceRWDesc* desc)
{
return cast_from_ComputeResourceRWD3D11(new ComputeResourceRWD3D11(desc));
}
void ComputeResourceRWUpdateD3D11(ComputeContext* context, ComputeResourceRW* resourceRWIn, const ComputeResourceRWDesc* desc)
{
auto resourceRW = cast_to_ComputeResourceRWD3D11(resourceRWIn);
resourceRW->update(desc);
}
void ComputeResourceRWReleaseD3D11(ComputeResourceRW* resourceRW)
{
delete cast_to_ComputeResourceRWD3D11(resourceRW);
}
ComputeResource* ComputeResourceRWGetResourceD3D11(ComputeResourceRW* resourceRWIn)
{
auto resourceRW = cast_to_ComputeResourceRWD3D11(resourceRWIn);
return cast_from_ComputeResourceD3D11(static_cast<ComputeResourceD3D11*>(resourceRW));
}
void ComputeContextDispatchD3D11(ComputeContext* contextIn, const ComputeDispatchParams* params)
{
auto context = cast_to_ComputeContextD3D11(contextIn);
auto& deviceContext = context->m_desc.deviceContext;
if (params->shader) deviceContext->CSSetShader(cast_to_ComputeShaderD3D11(params->shader)->m_shader, nullptr, 0u);
ID3D11ShaderResourceView* srvs[ComputeDispatchMaxResources] = { nullptr };
ID3D11UnorderedAccessView* uavs[ComputeDispatchMaxResourcesRW] = { nullptr };
for (unsigned int i = 0u; i < ComputeDispatchMaxResources; i++)
{
if (params->resources[i]) srvs[i] = cast_to_ComputeResourceD3D11(params->resources[i])->SRV();
}
for (unsigned int i = 0u; i < ComputeDispatchMaxResourcesRW; i++)
{
if (params->resourcesRW[i]) uavs[i] = cast_to_ComputeResourceRWD3D11(params->resourcesRW[i])->UAV();
}
deviceContext->CSSetShaderResources(0u, ComputeDispatchMaxResources, srvs);
deviceContext->CSSetUnorderedAccessViews(0u, ComputeDispatchMaxResourcesRW, uavs, nullptr);
if (params->constantBuffer) deviceContext->CSSetConstantBuffers(0u, 1u, &cast_to_ComputeConstantBufferD3D11(params->constantBuffer)->m_buffer);
ID3D11SamplerState* samplers[] = {
context->m_sampler0, context->m_sampler1, context->m_sampler2,
context->m_sampler3, context->m_sampler4, context->m_sampler5
};
deviceContext->CSSetSamplers(0u, 6u, samplers);
deviceContext->Dispatch(params->gridDim[0u], params->gridDim[1u], params->gridDim[2u]);
ID3D11ShaderResourceView* nullsrvs[ComputeDispatchMaxResources] = { nullptr };
ID3D11UnorderedAccessView* nulluavs[ComputeDispatchMaxResourcesRW] = { nullptr };
deviceContext->CSSetShaderResources(0, ComputeDispatchMaxResources, nullsrvs);
deviceContext->CSSetUnorderedAccessViews(0, ComputeDispatchMaxResourcesRW, nulluavs, nullptr);
}
// ******************************* NvFlow Interoperation ****************************************
#include "NvFlow.h"
#include "NvFlowContextD3D11.h"
inline void updateComputeContextDesc(NvFlowContext* flowContext, ComputeContextDescD3D11* desc)
{
NvFlowContextDescD3D11 srcDesc = {};
NvFlowUpdateContextDescD3D11(flowContext, &srcDesc);
desc->device = srcDesc.device;
desc->deviceContext = srcDesc.deviceContext;
}
ComputeContext* ComputeContextNvFlowContextCreateD3D11(NvFlowContext* flowContext)
{
ComputeContextDescD3D11 desc = {};
updateComputeContextDesc(flowContext, &desc);
return ComputeContextCreateD3D11(cast_from_ComputeContextDescD3D11(&desc));
}
void ComputeContextNvFlowContextUpdateD3D11(ComputeContext* computeContext, NvFlowContext* flowContext)
{
ComputeContextDescD3D11 desc = {};
updateComputeContextDesc(flowContext, &desc);
ComputeContextUpdateD3D11(computeContext, cast_from_ComputeContextDescD3D11(&desc));
}
ComputeResource* ComputeResourceNvFlowCreateD3D11(ComputeContext* context, NvFlowContext* flowContext, NvFlowResource* flowResource)
{
NvFlowResourceViewDescD3D11 flowViewDesc = {};
NvFlowUpdateResourceViewDescD3D11(flowContext, flowResource, &flowViewDesc);
ComputeResourceDescD3D11 desc = {};
desc.srv = flowViewDesc.srv;
return ComputeResourceCreateD3D11(context, cast_from_ComputeResourceDescD3D11(&desc));
}
void ComputeResourceNvFlowUpdateD3D11(ComputeContext* context, ComputeResource* resource, NvFlowContext* flowContext, NvFlowResource* flowResource)
{
NvFlowResourceViewDescD3D11 flowViewDesc = {};
NvFlowUpdateResourceViewDescD3D11(flowContext, flowResource, &flowViewDesc);
ComputeResourceDescD3D11 desc = {};
desc.srv = flowViewDesc.srv;
ComputeResourceUpdateD3D11(context, resource, cast_from_ComputeResourceDescD3D11(&desc));
}
ComputeResourceRW* ComputeResourceRWNvFlowCreateD3D11(ComputeContext* context, NvFlowContext* flowContext, NvFlowResourceRW* flowResourceRW)
{
NvFlowResourceRWViewDescD3D11 flowViewDesc = {};
NvFlowUpdateResourceRWViewDescD3D11(flowContext, flowResourceRW, &flowViewDesc);
ComputeResourceRWDescD3D11 desc = {};
desc.resource.srv = flowViewDesc.resourceView.srv;
desc.uav = flowViewDesc.uav;
return ComputeResourceRWCreateD3D11(context, cast_from_ComputeResourceRWDescD3D11(&desc));
}
void ComputeResourceRWNvFlowUpdateD3D11(ComputeContext* context, ComputeResourceRW* resourceRW, NvFlowContext* flowContext, NvFlowResourceRW* flowResourceRW)
{
NvFlowResourceRWViewDescD3D11 flowViewDesc = {};
NvFlowUpdateResourceRWViewDescD3D11(flowContext, flowResourceRW, &flowViewDesc);
ComputeResourceRWDescD3D11 desc = {};
desc.resource.srv = flowViewDesc.resourceView.srv;
desc.uav = flowViewDesc.uav;
ComputeResourceRWUpdateD3D11(context, resourceRW, cast_from_ComputeResourceRWDescD3D11(&desc));
}
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