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
|
/*
* Copyright (c) 2014-2017, 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 <d3d12.h>
#include "../DemoApp/NvFlowInterop.h"
#include "NvFlowContextD3D12.h"
#include "appD3D12Ctx.h"
NvFlowDescriptorReserveHandleD3D12 NvFlowInteropReserveDescriptors(void* userdata, NvFlowUint numDescriptors, NvFlowUint64 lastFenceCompleted, NvFlowUint64 nextFenceValue)
{
auto appctx = static_cast<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* appctx)
{
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* NvFlowInteropCreateContext(AppGraphCtx* appctx)
{
NvFlowContextDescD3D12 desc = {};
NvFlowInteropUpdateContextDesc(&desc, appctx);
return NvFlowCreateContextD3D12(NV_FLOW_VERSION, &desc);
}
NvFlowDepthStencilView* NvFlowInteropCreateDepthStencilView(AppGraphCtx* appctx, NvFlowContext* flowctx)
{
NvFlowDepthStencilViewDescD3D12 desc = {};
desc.dsvHandle = appctx->m_current_dsvHandle;
desc.dsvDesc = appctx->m_current_dsvDesc;
desc.srvHandle = appctx->m_current_depth_srvHandle;
desc.srvDesc = appctx->m_current_depth_srvDesc;
desc.resource = appctx->m_depthStencil;
desc.currentState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
desc.viewport = appctx->m_viewport;
return NvFlowCreateDepthStencilViewD3D12(flowctx, &desc);
}
NvFlowRenderTargetView* NvFlowInteropCreateRenderTargetView(AppGraphCtx* appctx, NvFlowContext* flowctx)
{
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 NvFlowInteropUpdateContext(NvFlowContext* context, AppGraphCtx* appctx)
{
NvFlowContextDescD3D12 desc = {};
NvFlowInteropUpdateContextDesc(&desc, appctx);
NvFlowUpdateContextD3D12(context, &desc);
}
void NvFlowInteropUpdateDepthStencilView(NvFlowDepthStencilView* view, AppGraphCtx* appctx, NvFlowContext* flowctx)
{
NvFlowDepthStencilViewDescD3D12 desc = {};
desc.dsvHandle = appctx->m_current_dsvHandle;
desc.dsvDesc = appctx->m_current_dsvDesc;
desc.srvHandle = appctx->m_current_depth_srvHandle;
desc.srvDesc = appctx->m_current_depth_srvDesc;
desc.resource = appctx->m_depthStencil;
desc.currentState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
desc.viewport = appctx->m_viewport;
NvFlowUpdateDepthStencilViewD3D12(flowctx, view, &desc);
}
void NvFlowInteropUpdateRenderTargetView(NvFlowRenderTargetView* view, AppGraphCtx* appctx, NvFlowContext* flowctx)
{
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);
}
|