Diligent Engine API Reference: D:/GitHub/DiligentEngine/DiligentCore/Graphics/GraphicsEngineD3D12/include/BufferD3D12Impl.h Source File

Diligent Engine API Reference

BufferD3D12Impl.h
1 /* Copyright 2015-2018 Egor Yusov
2 *
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
10 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
11 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
12 *
13 * In no event and under no legal theory, whether in tort (including negligence),
14 * contract, or otherwise, unless required by applicable law (such as deliberate
15 * and grossly negligent acts) or agreed to in writing, shall any Contributor be
16 * liable for any damages, including any direct, indirect, special, incidental,
17 * or consequential damages of any character arising as a result of this License or
18 * out of the use or inability to use the software (including but not limited to damages
19 * for loss of goodwill, work stoppage, computer failure or malfunction, or any and
20 * all other commercial damages or losses), even if such Contributor has been advised
21 * of the possibility of such damages.
22 */
23
24 #pragma once
25
28
29 #include "BufferD3D12.h"
30 #include "RenderDeviceD3D12.h"
31 #include "BufferBase.h"
32 #include "BufferViewD3D12Impl.h"
33 #include "D3D12ResourceBase.h"
34 #include "DynamicUploadHeap.h"
35
36 namespace Diligent
37 {
38
39 class FixedBlockMemoryAllocator;
40
42 class BufferD3D12Impl : public BufferBase<IBufferD3D12, BufferViewD3D12Impl, FixedBlockMemoryAllocator>, public D3D12ResourceBase
43 {
44 public:
45 typedef BufferBase<IBufferD3D12, BufferViewD3D12Impl, FixedBlockMemoryAllocator> TBufferBase;
46 BufferD3D12Impl(IReferenceCounters *pRefCounters,
47 FixedBlockMemoryAllocator &BuffViewObjMemAllocator,
48 class RenderDeviceD3D12Impl *pDeviceD3D12,
49 const BufferDesc& BuffDesc,
50 const BufferData &BuffData = BufferData());
51 BufferD3D12Impl(IReferenceCounters *pRefCounters,
52 FixedBlockMemoryAllocator &BuffViewObjMemAllocator,
53 class RenderDeviceD3D12Impl *pDeviceD3D12,
54 const BufferDesc& BuffDesc,
55 ID3D12Resource *pd3d12Buffer);
56 ~BufferD3D12Impl();
57
58 virtual void QueryInterface( const Diligent::INTERFACE_ID &IID, IObject **ppInterface )override;
59
60 virtual void UpdateData( IDeviceContext *pContext, Uint32 Offset, Uint32 Size, const PVoid pData )override;
61 virtual void CopyData( IDeviceContext *pContext, IBuffer *pSrcBuffer, Uint32 SrcOffset, Uint32 DstOffset, Uint32 Size )override;
62 virtual void Map( IDeviceContext *pContext, MAP_TYPE MapType, Uint32 MapFlags, PVoid &pMappedData )override;
63 virtual void Unmap( IDeviceContext *pContext, MAP_TYPE MapType, Uint32 MapFlags )override;
64
65 #ifdef _DEBUG
66 void DbgVerifyDynamicAllocation(Uint32 ContextId);
67 #endif
68
69 virtual ID3D12Resource *GetD3D12Buffer(size_t &DataStartByteOffset, Uint32 ContextId)override final
70 {
71 auto *pd3d12Resource = GetD3D12Resource();
72 if(pd3d12Resource != nullptr)
73 {
74 VERIFY(m_Desc.Usage != USAGE_DYNAMIC || (m_Desc.BindFlags | (BIND_SHADER_RESOURCE|BIND_UNORDERED_ACCESS)) != 0, "Expected non-dynamic buffer or a buffer with SRV or UAV bind flags");
75 DataStartByteOffset = 0;
76 return pd3d12Resource;
77 }
78 else
79 {
80 VERIFY(m_Desc.Usage == USAGE_DYNAMIC, "Dynamic buffer is expected");
81
82 #ifdef _DEBUG
83 DbgVerifyDynamicAllocation(ContextId);
84 #endif
85 DataStartByteOffset = m_DynamicData[ContextId].Offset;
86 return m_DynamicData[ContextId].pBuffer;
87 }
88 }
89
90 virtual void* GetNativeHandle()override final
91 {
92 VERIFY(GetD3D12Resource() != nullptr, "The buffer is dynamic and has no pointer to D3D12 resource");
93 size_t DataStartByteOffset = 0;
94 auto *pd3d12Buffer = GetD3D12Buffer(DataStartByteOffset, 0);
95 VERIFY(DataStartByteOffset == 0, "0 offset expected");
96 return pd3d12Buffer;
97 }
98
99 virtual void SetD3D12ResourceState(D3D12_RESOURCE_STATES state)override final{ SetState(state); }
100
101 D3D12_GPU_VIRTUAL_ADDRESS GetGPUAddress(Uint32 ContextId)
102 {
103 if(m_Desc.Usage == USAGE_DYNAMIC)
104 {
105 #ifdef _DEBUG
106 DbgVerifyDynamicAllocation(ContextId);
107 #endif
108 return m_DynamicData[ContextId].GPUAddress;
109 }
110 else
111 {
112 return GetD3D12Resource()->GetGPUVirtualAddress();
113 }
114 }
115
116 D3D12_CPU_DESCRIPTOR_HANDLE GetCBVHandle(){return m_CBVDescriptorAllocation.GetCpuHandle();}
117
118 private:
119 virtual void CreateViewInternal( const struct BufferViewDesc &ViewDesc, IBufferView **ppView, bool bIsDefaultView )override;
120
121 void CreateUAV( struct BufferViewDesc &UAVDesc, D3D12_CPU_DESCRIPTOR_HANDLE UAVDescriptor );
122 void CreateSRV( struct BufferViewDesc &SRVDesc, D3D12_CPU_DESCRIPTOR_HANDLE SRVDescriptor );
123 void CreateCBV( D3D12_CPU_DESCRIPTOR_HANDLE CBVDescriptor );
124 DescriptorHeapAllocation m_CBVDescriptorAllocation;
125
126 #ifdef _DEBUG
127 std::vector< std::pair<MAP_TYPE, Uint32>, STDAllocatorRawMem<std::pair<MAP_TYPE, Uint32>> > m_DbgMapType;
128 #endif
129
130 friend class DeviceContextD3D12Impl;
131 // Array of dynamic allocations for every device context
132 std::vector<DynamicAllocation, STDAllocatorRawMem<DynamicAllocation> > m_DynamicData;
133 };
134
135 }
Diligent::BufferData
Describes the buffer initial data.
Definition: Buffer.h:176
Diligent::BufferD3D12Impl::GetD3D12Buffer
virtual ID3D12Resource * GetD3D12Buffer(size_t &DataStartByteOffset, Uint32 ContextId) override final
Returns a pointer to the ID3D12Resource interface of the internal Direct3D12 object.
Definition: BufferD3D12Impl.h:69
Diligent::BufferD3D12Impl
Implementation of the Diligent::IBufferD3D12 interface.
Definition: BufferD3D12Impl.h:42
Diligent::BIND_SHADER_RESOURCE
A buffer or a texture can be bound as a shader resource.
Definition: GraphicsTypes.h:68
Diligent
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34
Diligent::D3D12ResourceBase
Base implementation of a D3D12 resource.
Definition: D3D12ResourceBase.h:33
Diligent::BufferD3D12Impl::QueryInterface
virtual void QueryInterface(const Diligent::INTERFACE_ID &IID, IObject **ppInterface) override
Queries the specific interface, see IObject::QueryInterface() for details.
Diligent::BufferDesc::Usage
USAGE Usage
Buffer usage, see Diligent::USAGE for details.
Definition: Buffer.h:71
Diligent::BufferD3D12Impl::UpdateData
virtual void UpdateData(IDeviceContext *pContext, Uint32 Offset, Uint32 Size, const PVoid pData) override
Base implementation of IBuffer::UpdateData(); validates input parameters.
Definition: BufferD3D12Impl.cpp:272
Diligent::BufferBase
Template class implementing base functionality for a buffer object.
Definition: BufferBase.h:46
Diligent::IBuffer
Buffer interface.
Definition: Buffer.h:200
Diligent::IDeviceContext
Device context interface.
Definition: DeviceContext.h:443
Diligent::BufferD3D12Impl::GetNativeHandle
virtual void * GetNativeHandle() override final
Returns native buffer handle specific to the underlying graphics API.
Definition: BufferD3D12Impl.h:90
Diligent::BufferDesc
Buffer description.
Definition: Buffer.h:57
Diligent::FixedBlockMemoryAllocator
Memory allocator that allocates memory in a fixed-size chunks.
Definition: FixedBlockMemoryAllocator.h:50
Diligent::BufferD3D12Impl::Map
virtual void Map(IDeviceContext *pContext, MAP_TYPE MapType, Uint32 MapFlags, PVoid &pMappedData) override
Base implementation of IBuffer::Map(); validates input parameters.
Definition: BufferD3D12Impl.cpp:289
Diligent::DeviceObjectBase< IBufferD3D12, BufferDesc >::m_Desc
BufferDesc m_Desc
Object description.
Definition: DeviceObjectBase.h:138
Diligent::BufferD3D12Impl::CopyData
virtual void CopyData(IDeviceContext *pContext, IBuffer *pSrcBuffer, Uint32 SrcOffset, Uint32 DstOffset, Uint32 Size) override
Base implementation of IBuffer::CopyData(); validates input parameters.
Definition: BufferD3D12Impl.cpp:282
Diligent::BIND_UNORDERED_ACCESS
A buffer or a texture can be bound as an unordered access view.
Definition: GraphicsTypes.h:73
Diligent::BufferDesc::BindFlags
Uint32 BindFlags
Buffer bind flags, see Diligent::BIND_FLAGS for details.
Definition: Buffer.h:68
Diligent::BufferD3D12Impl::SetD3D12ResourceState
virtual void SetD3D12ResourceState(D3D12_RESOURCE_STATES state) override final
Sets the buffer usage state.
Definition: BufferD3D12Impl.h:99
Diligent::BufferD3D12Impl::Unmap
virtual void Unmap(IDeviceContext *pContext, MAP_TYPE MapType, Uint32 MapFlags) override
Base implementation of IBuffer::Unmap()
Definition: BufferD3D12Impl.cpp:344
Diligent::MAP_TYPE
MAP_TYPE
Resource mapping type.
Definition: GraphicsTypes.h:125
Diligent::USAGE_DYNAMIC
A resource that can be read by the GPU and written at least once per frame by the CPU...
Definition: GraphicsTypes.h:99
Diligent::RenderDeviceD3D12Impl
Implementation of the Diligent::IRenderDeviceD3D12 interface.
Definition: RenderDeviceD3D12Impl.h:43