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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 <d3d12.h>
#include "../DemoApp/NvFlowInterop.h"
#include "NvFlowContextD3D12.h"
#include "appD3D12Ctx.h"
NV_FLOW_API NvFlowContext* NvFlowInteropCreateContextD3D12(AppGraphCtx* appctx);
NV_FLOW_API NvFlowDepthStencilView* NvFlowInteropCreateDepthStencilViewD3D12(AppGraphCtx* appctx, NvFlowContext* flowctx);
NV_FLOW_API NvFlowRenderTargetView* NvFlowInteropCreateRenderTargetViewD3D12(AppGraphCtx* appctx, NvFlowContext* flowctx);
NV_FLOW_API void NvFlowInteropUpdateContextD3D12(NvFlowContext* context, AppGraphCtx* appctx);
NV_FLOW_API void NvFlowInteropUpdateDepthStencilViewD3D12(NvFlowDepthStencilView* view, AppGraphCtx* appctx, NvFlowContext* flowctx);
NV_FLOW_API void NvFlowInteropUpdateRenderTargetViewD3D12(NvFlowRenderTargetView* view, AppGraphCtx* appctx, NvFlowContext* flowctx);
NvFlowDescriptorReserveHandleD3D12 NvFlowInteropReserveDescriptors(void* userdata, NvFlowUint numDescriptors, NvFlowUint64 lastFenceCompleted, NvFlowUint64 nextFenceValue)
{
auto appctx = cast_to_AppGraphCtxD3D12((AppGraphCtx*)userdata);
auto srcHandle = appctx->m_dynamicHeapCbvSrvUav.reserveDescriptors(numDescriptors, lastFenceCompleted, nextFenceValue);
NvFlowDescriptorReserveHandleD3D12 handle = {};
handle.heap = srcHandle.heap;
handle.descriptorSize = srcHandle.descriptorSize;
handle.cpuHandle = srcHandle.cpuHandle;
handle.gpuHandle = srcHandle.gpuHandle;
return handle;
}
void NvFlowInteropUpdateContextDesc(NvFlowContextDescD3D12* desc, AppGraphCtx* appctxIn)
{
auto appctx = cast_to_AppGraphCtxD3D12(appctxIn);
desc->device = appctx->m_device;
desc->commandQueue = appctx->m_commandQueue;
desc->commandQueueFence = appctx->m_fence;
desc->commandList = appctx->m_commandList;
desc->lastFenceCompleted = appctx->m_lastFenceComplete;
desc->nextFenceValue = appctx->m_thisFrameFenceID;
desc->dynamicHeapCbvSrvUav.userdata = appctx;
desc->dynamicHeapCbvSrvUav.reserveDescriptors = NvFlowInteropReserveDescriptors;
}
NvFlowContext* NvFlowInteropCreateContextD3D12(AppGraphCtx* appctx)
{
NvFlowContextDescD3D12 desc = {};
NvFlowInteropUpdateContextDesc(&desc, appctx);
return NvFlowCreateContextD3D12(NV_FLOW_VERSION, &desc);
}
NvFlowDepthStencilView* NvFlowInteropCreateDepthStencilViewD3D12(AppGraphCtx* appctxIn, NvFlowContext* flowctx)
{
auto appctx = cast_to_AppGraphCtxD3D12(appctxIn);
NvFlowDepthStencilViewDescD3D12 desc = {};
desc.dsvHandle = appctx->m_current_dsvHandle;
desc.dsvDesc = appctx->m_current_dsvDesc;
desc.dsvResource = appctx->m_depthStencil;
desc.dsvCurrentState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
desc.srvHandle = appctx->m_current_depth_srvHandle;
desc.srvDesc = appctx->m_current_depth_srvDesc;
desc.srvResource = appctx->m_depthStencil;
desc.srvCurrentState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
desc.viewport = appctx->m_viewport;
return NvFlowCreateDepthStencilViewD3D12(flowctx, &desc);
}
NvFlowRenderTargetView* NvFlowInteropCreateRenderTargetViewD3D12(AppGraphCtx* appctxIn, NvFlowContext* flowctx)
{
auto appctx = cast_to_AppGraphCtxD3D12(appctxIn);
NvFlowRenderTargetViewDescD3D12 desc = {};
desc.rtvHandle = appctx->m_current_rtvHandle;
desc.rtvDesc = appctx->m_current_rtvDesc;
desc.resource = appctx->m_current_renderTarget;
desc.currentState = D3D12_RESOURCE_STATE_RENDER_TARGET;
desc.viewport = appctx->m_viewport;
desc.scissor = appctx->m_scissorRect;
return NvFlowCreateRenderTargetViewD3D12(flowctx, &desc);
}
void NvFlowInteropUpdateContextD3D12(NvFlowContext* context, AppGraphCtx* appctx)
{
NvFlowContextDescD3D12 desc = {};
NvFlowInteropUpdateContextDesc(&desc, appctx);
NvFlowUpdateContextD3D12(context, &desc);
}
void NvFlowInteropUpdateDepthStencilViewD3D12(NvFlowDepthStencilView* view, AppGraphCtx* appctxIn, NvFlowContext* flowctx)
{
auto appctx = cast_to_AppGraphCtxD3D12(appctxIn);
NvFlowDepthStencilViewDescD3D12 desc = {};
desc.dsvHandle = appctx->m_current_dsvHandle;
desc.dsvDesc = appctx->m_current_dsvDesc;
desc.dsvResource = appctx->m_depthStencil;
desc.dsvCurrentState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
desc.srvHandle = appctx->m_current_depth_srvHandle;
desc.srvDesc = appctx->m_current_depth_srvDesc;
desc.srvResource = appctx->m_depthStencil;
desc.srvCurrentState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
desc.viewport = appctx->m_viewport;
NvFlowUpdateDepthStencilViewD3D12(flowctx, view, &desc);
}
void NvFlowInteropUpdateRenderTargetViewD3D12(NvFlowRenderTargetView* view, AppGraphCtx* appctxIn, NvFlowContext* flowctx)
{
auto appctx = cast_to_AppGraphCtxD3D12(appctxIn);
NvFlowRenderTargetViewDescD3D12 desc = {};
desc.rtvHandle = appctx->m_current_rtvHandle;
desc.rtvDesc = appctx->m_current_rtvDesc;
desc.resource = appctx->m_current_renderTarget;
desc.currentState = D3D12_RESOURCE_STATE_RENDER_TARGET;
desc.viewport = appctx->m_viewport;
desc.scissor = appctx->m_scissorRect;
NvFlowUpdateRenderTargetViewD3D12(flowctx, view, &desc);
}
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