SOL9 2.0 Class: Direct3D12ConstantBufferView
|
Source code
/******************************************************************************
*
* Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* Direct3D12ConstantBufferView.h
*
*****************************************************************************/
// 2016/10/15
// Simple constBufferView for D3D12ConstantBuffer (worldViewProject)
//
// 2016/11/24 Added the following constructor
// Direct3D12ConstantBufferView(
// __in ID3D12Device* device,
// __in Direct3D12CommonDescriptorHeap* commonDescriptorHeap,
// __in UINT constantBufferSize= ConstantBufferSize )
#pragma once
#include <sol/direct3d12/Direct3D12View.h>
#include <sol/direct3d12/Direct3D12CommonDescriptorHeap.h>
namespace SOL {
class Direct3D12ConstantBufferView : public Direct3D12View {
private:
static const int HandleIndex = CBV_HANDLE; //
static const int ConstantBufferSize=256;
D3D12_CPU_DESCRIPTOR_HANDLE handle;
ID3D12Resource* resource;
D3D12_CONSTANT_BUFFER_VIEW_DESC resourceView;
/*
typedef struct D3D12_CONSTANT_BUFFER_VIEW_DESC {
D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
UINT SizeInBytes;
} D3D12_CONSTANT_BUFFER_VIEW_DESC;
*/
protected:
//Define your own getHeapProperites method in your subclass derived from this class.
virtual D3D12_HEAP_PROPERTIES getHeapProperties()
{
D3D12_HEAP_PROPERTIES prop;
memset(&prop, 0, sizeof(prop));
prop.Type = D3D12_HEAP_TYPE_UPLOAD;
prop.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
prop.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
prop.CreationNodeMask = 1;
prop.VisibleNodeMask = 1;
return prop;
}
//Define your own getResourceDesc method in your subclass derived from this class.
virtual D3D12_RESOURCE_DESC getResourceDesc(UINT width)
{
D3D12_RESOURCE_DESC resDesc;
memset(&resDesc, 0, sizeof(resDesc));
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resDesc.Alignment = 0;
resDesc.Width = width;
resDesc.Height = 1;
resDesc.DepthOrArraySize = 1;
resDesc.MipLevels = 1;
resDesc.Format = DXGI_FORMAT_UNKNOWN;
resDesc.SampleDesc.Count = 1;
resDesc.SampleDesc.Quality = 0;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
return resDesc;
}
public:
//2016/11/24 Added the following constructor.
Direct3D12ConstantBufferView(
__in ID3D12Device* device,
__in Direct3D12CommonDescriptorHeap* commonDescriptorHeap,
__in UINT constantBufferSize= ConstantBufferSize )
:Direct3D12View(),
//handle(cbvHandle),
resource(NULL)
{
if (device == nullptr || commonDescriptorHeap == nullptr || constantBufferSize<1) {
throw IException("Invalid parameter.");
}
handle = commonDescriptorHeap->getCPUHandle(HandleIndex);
//1 Get a heapProperties.
D3D12_HEAP_PROPERTIES heapProp = getHeapProperties();
//2 Get a resourceDesc.
D3D12_RESOURCE_DESC resDesc = getResourceDesc( constantBufferSize );
//3 Create a resource resource frpm the heapProp, resDesc.
HRESULT hr = device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, //const D3D12_CLEAR_VALUE *pOptimizedClearValue,
IID_PPV_ARGS(&resource) );
if (FAILED(hr)) {
throw IException("Failed to ID3D12Device::CreateCommittedResource. HRESULT(0x%lx)", hr);
}
memset(&resourceView, 0, sizeof(resourceView));
resourceView.BufferLocation = resource->GetGPUVirtualAddress();
resourceView.SizeInBytes = ConstantBufferSize;// (constantBufferSize + 255) & ~255; // CB size is required to be 256-byte aligned.
device->CreateConstantBufferView(&resourceView, handle);
}
public:
Direct3D12ConstantBufferView(
__in ID3D12Device* device,
__in D3D12_CPU_DESCRIPTOR_HANDLE cbvHandle, //CPU Handle gotten from Direct3D12CommonDescriptorHeap
__in UINT constantBufferSize= ConstantBufferSize )
:Direct3D12View(),
handle(cbvHandle),
resource(NULL)
{
if (device == nullptr || constantBufferSize<1) {
throw IException("Invalid parameter.");
}
//1 Get a heapProperties.
D3D12_HEAP_PROPERTIES heapProp = getHeapProperties();
//2 Get a resourceDesc.
D3D12_RESOURCE_DESC resDesc = getResourceDesc( constantBufferSize );
//3 Create a resource resource frpm the heapProp, resDesc.
HRESULT hr = device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, //const D3D12_CLEAR_VALUE *pOptimizedClearValue,
IID_PPV_ARGS(&resource) );
if (FAILED(hr)) {
throw IException("Failed to ID3D12Device::CreateCommittedResource. HRESULT(0x%lx)", hr);
}
memset(&resourceView, 0, sizeof(resourceView));
resourceView.BufferLocation = resource->GetGPUVirtualAddress();
resourceView.SizeInBytes = ConstantBufferSize;// (constantBufferSize + 255) & ~255; // CB size is required to be 256-byte aligned.
device->CreateConstantBufferView(&resourceView, handle);
}
~Direct3D12ConstantBufferView()
{
if (resource) {
resource->Release();
resource = NULL;
}
}
ID3D12Resource* getConstantBuffer()
{
return resource;
}
operator D3D12_CPU_DESCRIPTOR_HANDLE()
{
return handle;
}
operator D3D12_CONSTANT_BUFFER_VIEW_DESC*()
{
return &resourceView;
}
void update(void* constantBuffer, UINT constantBufferSize)
{
if (constantBuffer != nullptr && constantBufferSize > 0) {
void* mapped = NULL;
resource->Map( 0, nullptr, (void**)&mapped);
memcpy(mapped, (void*)constantBuffer, constantBufferSize );
resource->Unmap(0, nullptr);
} else {
throw IException("Invalid parameters.");
}
}
int getHandleIndex()
{
return HandleIndex;
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.