aboutsummaryrefslogtreecommitdiff
path: root/src/d3d11/d3d11_util.cpp
blob: 4226fdb1f7a0b043f75fa9d4012120bf7bc62f7a (plain) (blame)
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
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
// This code contains NVIDIA Confidential Information and is disclosed 
// under the Mutual Non-Disclosure Agreement. 
// 
// Notice 
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES 
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, 
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. 
// 
// 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. No third party distribution is allowed unless 
// expressly authorized by NVIDIA.  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) 2003 - 2016 NVIDIA Corporation. All rights reserved.
//
// 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.
//

#include "common.h"
#include "d3d11_util.h"
#include <d3d11.h>

/*==============================================================================
    Overloaded functions to make shader compilation simpler
==============================================================================*/
HRESULT CompileShader(ID3D11Device * device, const void * data, UINT length, ID3D11VertexShader ** out_shader)
    { return device->CreateVertexShader(data, length, nullptr, out_shader); }
HRESULT CompileShader(ID3D11Device * device, const void * data, UINT length, ID3D11HullShader ** out_shader)
    { return device->CreateHullShader(data, length, nullptr, out_shader); }
HRESULT CompileShader(ID3D11Device * device, const void * data, UINT length, ID3D11DomainShader ** out_shader)
    { return device->CreateDomainShader(data, length, nullptr, out_shader); }
HRESULT CompileShader(ID3D11Device * device, const void * data, UINT length, ID3D11GeometryShader ** out_shader)
    { return device->CreateGeometryShader(data, length, nullptr, out_shader); }
HRESULT CompileShader(ID3D11Device * device, const void * data, UINT length, ID3D11PixelShader ** out_shader)
    { return device->CreatePixelShader(data, length, nullptr, out_shader); }
HRESULT CompileShader(ID3D11Device * device, const void * data, UINT length, ID3D11ComputeShader ** out_shader)
    { return device->CreateComputeShader(data, length, nullptr, out_shader); }
/*==============================================================================
    Texture resource management helpers
==============================================================================*/

//------------------------------------------------------------------------------
ShaderResource::ShaderResource(ID3D11Resource * resource, ID3D11ShaderResourceView * srv, ID3D11UnorderedAccessView * uav)
{
    resource_ = resource;
    srv_ = srv;
    uav_ = uav;
}

ShaderResource::~ShaderResource()
{
    SAFE_RELEASE(resource_);
    SAFE_RELEASE(srv_);
    SAFE_RELEASE(uav_);
}

//------------------------------------------------------------------------------
RenderTarget * RenderTarget::Create(ID3D11Device * device, UINT width, UINT height, UINT samples, DXGI_FORMAT format, const char * debug_name)
{
    ID3D11Texture2D * tex = nullptr;
    ID3D11ShaderResourceView * srv = nullptr;
    ID3D11RenderTargetView * rtv = nullptr;
    ID3D11UnorderedAccessView * uav = nullptr;

    CD3D11_TEXTURE2D_DESC texDesc;
    texDesc.ArraySize = 1;
    texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
    if (samples == 1)
        texDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
    texDesc.CPUAccessFlags = 0;
    texDesc.Format = format;
    texDesc.Width = width;
    texDesc.Height = height;
    texDesc.MipLevels = 1;
    texDesc.MiscFlags = 0;
    if (samples > 1)
    {
        texDesc.SampleDesc.Count = samples;
        texDesc.SampleDesc.Quality = 0;//static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN);
    }
    else
    {
        texDesc.SampleDesc.Count = 1;
        texDesc.SampleDesc.Quality = 0;
    }
    texDesc.Usage = D3D11_USAGE_DEFAULT;
    device->CreateTexture2D(&texDesc, nullptr, &tex);
    if (tex == nullptr)
    {
        return nullptr;
    }

    CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format = texDesc.Format;
    if (samples > 1)
    {
        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
    }
    else
    {
        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
        srvDesc.Texture2D.MostDetailedMip = 0;
        srvDesc.Texture2D.MipLevels = 1;
    }
    device->CreateShaderResourceView(tex, &srvDesc, &srv);
    if (srv == nullptr)
    {
        tex->Release();
        return nullptr;
    }

    CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
    rtvDesc.Format = texDesc.Format;
    if (samples > 1)
    {
        rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
    }
    else
    {
        rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
        rtvDesc.Texture2D.MipSlice = 0;
    }
    device->CreateRenderTargetView(tex, &rtvDesc, &rtv);
    if (rtv == nullptr)
    {
        tex->Release();
        srv->Release();
        return nullptr;
    }

    if (samples == 1)
    {
        CD3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
        uavDesc.Format = texDesc.Format;
        uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
        uavDesc.Texture2D.MipSlice = 0;
        device->CreateUnorderedAccessView(tex, &uavDesc, &uav);
        if (uav == nullptr)
        {
            tex->Release();
            srv->Release();
            rtv->Release();
            return nullptr;
        }
    }
#if (NV_DEBUG || NV_PROFILE)
    if (debug_name)
    {
        tex->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(debug_name), debug_name);
    }
#else
    debug_name;
#endif
    return new RenderTarget(tex, srv, rtv, uav);
}

RenderTarget::RenderTarget(ID3D11Resource * resource, ID3D11ShaderResourceView * srv, ID3D11RenderTargetView * rtv, ID3D11UnorderedAccessView * uav)
    : ShaderResource(resource, srv, uav)
{
    rtv_ = rtv;
}

RenderTarget::~RenderTarget()
{
    SAFE_RELEASE(rtv_);
}

//------------------------------------------------------------------------------
DepthTarget * DepthTarget::Create(ID3D11Device * device, UINT width, UINT height, UINT samples, DXGI_FORMAT format, uint32_t slices, char * debug_name)
{
    ID3D11Texture2D * tex = nullptr;
    ID3D11ShaderResourceView * srv = nullptr;
    ID3D11DepthStencilView * dsv = nullptr;
    ID3D11DepthStencilView * dsv_ro = nullptr;

    DXGI_FORMAT tex_format;
    DXGI_FORMAT srv_format;
    DXGI_FORMAT dsv_format;
    switch (format)
    {
    case DXGI_FORMAT_D32_FLOAT:
        tex_format = DXGI_FORMAT_R32_TYPELESS;
        srv_format = DXGI_FORMAT_R32_FLOAT;
        dsv_format = DXGI_FORMAT_D32_FLOAT;
        break;

    case DXGI_FORMAT_D24_UNORM_S8_UINT:
        tex_format = DXGI_FORMAT_R24G8_TYPELESS;
        srv_format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
        dsv_format = DXGI_FORMAT_D24_UNORM_S8_UINT;
        break;

    case DXGI_FORMAT_D16_UNORM:
        tex_format = DXGI_FORMAT_R16_TYPELESS;
        srv_format = DXGI_FORMAT_R16_UNORM;
        dsv_format = DXGI_FORMAT_D16_UNORM;
        break;

    default:
        return nullptr;
    }

    CD3D11_TEXTURE2D_DESC texDesc;
    texDesc.ArraySize = slices;
    texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
    texDesc.CPUAccessFlags = 0;
    texDesc.Format = tex_format;
    texDesc.Width = width;
    texDesc.Height = height;
    texDesc.MipLevels = 1;
    texDesc.MiscFlags = 0;
    if (samples > 1)
    {
        texDesc.SampleDesc.Count = samples;
        texDesc.SampleDesc.Quality = 0;//static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN);
    }
    else
    {
        texDesc.SampleDesc.Count = 1;
        texDesc.SampleDesc.Quality = 0;
    }
    texDesc.Usage = D3D11_USAGE_DEFAULT;
    device->CreateTexture2D(&texDesc, nullptr, &tex);
    if (tex == nullptr)
    {
        return nullptr;
    }

    CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format = srv_format;
    if (slices == 1)
    {
        if (samples > 1)
        {
            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
        }
        else
        {
            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
            srvDesc.Texture2D.MostDetailedMip = 0;
            srvDesc.Texture2D.MipLevels = 1;
        }
    }
    else
    {
        if (samples > 1)
        {
            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
            srvDesc.Texture2DMSArray.FirstArraySlice = 0;
            srvDesc.Texture2DMSArray.ArraySize = slices;
        }
        else
        {
            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
            srvDesc.Texture2DArray.MostDetailedMip = 0;
            srvDesc.Texture2DArray.MipLevels = 1;
            srvDesc.Texture2DArray.FirstArraySlice = 0;
            srvDesc.Texture2DArray.ArraySize = slices;
        }
    }
    device->CreateShaderResourceView(tex, &srvDesc, &srv);

    if (srv == nullptr)
    {
        tex->Release();
        return nullptr;
    }

    CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
    dsvDesc.Flags = 0;
    dsvDesc.Format = dsv_format;
    if (slices == 1)
    {
        if (samples > 1)
        {
            dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
        }
        else
        {
            dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
            dsvDesc.Texture2D.MipSlice = 0;
        }
    }
    else
    {
        if (samples > 1)
        {
            dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
            dsvDesc.Texture2DMSArray.FirstArraySlice = 0;
            dsvDesc.Texture2DMSArray.ArraySize = slices;
        }
        else
        {
            dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
            dsvDesc.Texture2DArray.MipSlice = 0;
            dsvDesc.Texture2DArray.FirstArraySlice = 0;
            dsvDesc.Texture2DArray.ArraySize = slices;
        }
    }

    device->CreateDepthStencilView(tex, &dsvDesc, &dsv);
    dsvDesc.Flags |= D3D11_DSV_READ_ONLY_DEPTH;
    if (dsv_format == DXGI_FORMAT_D24_UNORM_S8_UINT)
        dsvDesc.Flags |= D3D11_DSV_READ_ONLY_STENCIL;
    device->CreateDepthStencilView(tex, &dsvDesc, &dsv_ro);
    if (dsv == nullptr || dsv_ro == nullptr)
    {
        tex->Release();
        srv->Release();
        return nullptr;
    }

#if (NV_DEBUG || NV_PROFILE)
    if (debug_name)
    {
        tex->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(debug_name), debug_name);
    }
#else
    debug_name;
#endif

    return new DepthTarget(tex, srv, dsv, dsv_ro, nullptr);
}

DepthTarget::DepthTarget(ID3D11Resource * resource, ID3D11ShaderResourceView * srv, ID3D11DepthStencilView * dsv, ID3D11DepthStencilView * readonly_dsv, ID3D11UnorderedAccessView * uav)
    : ShaderResource(resource, srv, uav)
{
    dsv_ = dsv;
    readonly_dsv_ = readonly_dsv;
}

DepthTarget::~DepthTarget()
{
    SAFE_RELEASE(dsv_);
    SAFE_RELEASE(readonly_dsv_);
}