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165
Source/Engine/GraphicsDevice/DirectX/DX11/GPUBufferDX11.cpp
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165
Source/Engine/GraphicsDevice/DirectX/DX11/GPUBufferDX11.cpp
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#if GRAPHICS_API_DIRECTX11
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#include "GPUBufferDX11.h"
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#include "../RenderToolsDX.h"
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#include "Engine/Graphics/PixelFormatExtensions.h"
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#include "Engine/Threading/Threading.h"
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GPUBufferDX11::GPUBufferDX11(GPUDeviceDX11* device, const StringView& name)
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: GPUResourceDX11(device, name)
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{
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}
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GPUBufferView* GPUBufferDX11::View() const
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{
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return (GPUBufferView*)&_view;
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}
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void* GPUBufferDX11::Map(GPUResourceMapMode mode)
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{
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if (!IsInMainThread())
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_device->Locker.Lock();
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D3D11_MAPPED_SUBRESOURCE map;
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map.pData = nullptr;
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D3D11_MAP mapType;
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switch (mode)
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{
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case GPUResourceMapMode::Read:
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mapType = D3D11_MAP_READ;
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break;
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case GPUResourceMapMode::Write:
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mapType = D3D11_MAP_WRITE_DISCARD;
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break;
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case GPUResourceMapMode::ReadWrite:
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mapType = D3D11_MAP_READ_WRITE;
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break;
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default:
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CRASH;
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return nullptr;
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}
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const HRESULT result = _device->GetIM()->Map(_resource, 0, mapType, 0, &map);
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LOG_DIRECTX_RESULT(result);
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return map.pData;
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}
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void GPUBufferDX11::Unmap()
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{
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_device->GetIM()->Unmap(_resource, 0);
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if (!IsInMainThread())
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_device->Locker.Unlock();
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}
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bool GPUBufferDX11::OnInit()
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{
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bool useSRV = IsShaderResource();
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bool useUAV = IsUnorderedAccess();
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// Create buffer description
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D3D11_BUFFER_DESC bufferDesc;
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bufferDesc.ByteWidth = _desc.Size;
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bufferDesc.Usage = RenderToolsDX::ToD3D11Usage(_desc.Usage);
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bufferDesc.BindFlags = 0;
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bufferDesc.CPUAccessFlags = RenderToolsDX::GetDX11CpuAccessFlagsFromUsage(_desc.Usage);
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bufferDesc.MiscFlags = 0;
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bufferDesc.StructureByteStride = 0;
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//
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if (_desc.Flags & GPUBufferFlags::VertexBuffer)
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bufferDesc.BindFlags |= D3D11_BIND_VERTEX_BUFFER;
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if (_desc.Flags & GPUBufferFlags::IndexBuffer)
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bufferDesc.BindFlags |= D3D11_BIND_INDEX_BUFFER;
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if (useSRV)
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bufferDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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if (useUAV)
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bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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//
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if (_desc.Flags & GPUBufferFlags::Argument)
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bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
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if (_desc.Flags & GPUBufferFlags::RawBuffer)
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bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
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if (_desc.Flags & GPUBufferFlags::Structured)
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{
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bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
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bufferDesc.StructureByteStride = _desc.Stride;
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}
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// Create resource
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D3D11_SUBRESOURCE_DATA data;
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if (_desc.InitData)
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{
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data.pSysMem = _desc.InitData;
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data.SysMemPitch = bufferDesc.ByteWidth;
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data.SysMemSlicePitch = 0;
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}
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VALIDATE_DIRECTX_RESULT(_device->GetDevice()->CreateBuffer(&bufferDesc, _desc.InitData ? &data : nullptr, &_resource));
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// Set state
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DX_SET_DEBUG_NAME(_resource, GetName());
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_memoryUsage = _desc.Size;
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int32 numElements = _desc.GetElementsCount();
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// Create views
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if (useSRV)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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if (_desc.Flags & GPUBufferFlags::RawBuffer)
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{
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srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
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srvDesc.BufferEx.FirstElement = 0;
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srvDesc.BufferEx.NumElements = numElements;
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srvDesc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
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}
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else
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{
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if (_desc.Flags & GPUBufferFlags::Structured)
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srvDesc.Format = DXGI_FORMAT_UNKNOWN;
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else
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srvDesc.Format = RenderToolsDX::ToDxgiFormat(PixelFormatExtensions::FindShaderResourceFormat(_desc.Format, false));
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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srvDesc.Buffer.FirstElement = 0;
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srvDesc.Buffer.NumElements = numElements;
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}
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ID3D11ShaderResourceView* srv;
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VALIDATE_DIRECTX_RESULT(_device->GetDevice()->CreateShaderResourceView(_resource, &srvDesc, &srv));
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_view.SetSRV(srv);
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}
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if (useUAV)
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{
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D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
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uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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uavDesc.Buffer.FirstElement = 0;
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uavDesc.Buffer.NumElements = numElements;
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uavDesc.Buffer.Flags = 0;
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if (_desc.Flags & GPUBufferFlags::RawBuffer)
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uavDesc.Buffer.Flags |= D3D11_BUFFER_UAV_FLAG_RAW;
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if (_desc.Flags & GPUBufferFlags::Append)
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uavDesc.Buffer.Flags |= D3D11_BUFFER_UAV_FLAG_APPEND;
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if (_desc.Flags & GPUBufferFlags::Counter)
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uavDesc.Buffer.Flags |= D3D11_BUFFER_UAV_FLAG_COUNTER;
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if (_desc.Flags & GPUBufferFlags::Structured)
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uavDesc.Format = DXGI_FORMAT_UNKNOWN;
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else
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uavDesc.Format = RenderToolsDX::ToDxgiFormat(PixelFormatExtensions::FindUnorderedAccessFormat(_desc.Format));
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ID3D11UnorderedAccessView* uav;
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VALIDATE_DIRECTX_RESULT(_device->GetDevice()->CreateUnorderedAccessView(_resource, &uavDesc, &uav));
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_view.SetUAV(uav);
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}
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return false;
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}
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void GPUBufferDX11::OnReleaseGPU()
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{
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_view.Release();
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DX_SAFE_RELEASE_CHECK(_resource, 0);
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// Base
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GPUBuffer::OnReleaseGPU();
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}
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#endif
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