SOL9 2.0 Class: Direct3D12IntermediateResource
|
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.
*
*
* Direct3D12IntermediateResource.h
*
*****************************************************************************/
// 2016/10/01
// This Direct3D12IntermediateResource class is based on Uploading Texture Data Through Buffers
// (https://msdn.microsoft.com/en-us/library/windows/desktop/dn899215.aspx).
#pragma once
#include <dxgi.h>
#include <sol/direct3d12/Direct3D12Resource.h>
#include <sol/direct3d12/Direct3D12Synchronizer.h>
#include <sol/direct3d12/Direct3D12CommandAllocator.h>
#include <sol/direct3d12/Direct3D12GraphicsCommandList.h>
#include <sol/direct3d12/Direct3D12CommandQueue.h>
#include <sol/direct3d12/D3D12ResourceBarrier.h>
#include <sol/direct3d12/Direct3D12Synchronizer.h>
#include <sol/direct3d12/D3D12SubresourceData.h>
namespace SOL {
class Direct3D12IntermediateResource : public Direct3D12Resource {
private:
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
ID3D12Resource* destinationTexture;
D3D12_RESOURCE_DESC destinationDesc;
public:
Direct3D12IntermediateResource(
ID3D12Device* device,
ID3D12Resource* destTexture,
D3D12SubresourceData& imageResource)
:Direct3D12Resource(),
destinationTexture(destTexture)
{
memset(&layout, 0, sizeof(layout));
destinationDesc = destinationTexture->GetDesc();
if (destinationDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D) {
throw IException("Destionation ResourceDesc.Dimensioon is invalid.");
}
UINT64 requiredSize = 0;
UINT numRows = 0;
UINT64 rowSizesInBytes = 0;
device->GetCopyableFootprints(&destinationDesc, 0, 1, 0,
&layout, &numRows, &rowSizesInBytes, &requiredSize);
//1 Define a heapProperites
D3D12_HEAP_PROPERTIES heapProp;
memset(&heapProp, 0, sizeof(heapProp));
heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; //UPLOAD
heapProp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProp.CreationNodeMask = 1;
heapProp.VisibleNodeMask = 1;
//2 Define a resourceDesc.
D3D12_RESOURCE_DESC resDesc;
memset(&resDesc, 0, sizeof(resDesc));
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; //BUFFER
resDesc.Alignment = 0;
resDesc.Width = requiredSize;
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;
//3 Create an intermediateResource.
ID3D12Resource* intermediateResource = NULL;
HRESULT hr = device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&intermediateResource) );
if (SUCCEEDED(hr)) {
set(intermediateResource);
copyBitmapToBuffer(device, numRows,
imageResource, destinationDesc.Format);
} else {
throw IException("Failed to CreateCommittedResource. HRESULT(0x%lx)", hr);
}
}
void copyBitmapToBuffer(
ID3D12Device* device,
UINT numRows,
D3D12SubresourceData& imageResource,
DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM )
{
try {
D3D12_SUBRESOURCE_DATA srcData = *imageResource;
UINT8* image = nullptr;
map(0, nullptr, (void**)&image);
D3D12_MEMCPY_DEST destData = {};
destData.pData = image + layout.Offset;
destData.RowPitch = layout.Footprint.RowPitch;
destData.SlicePitch = layout.Footprint.RowPitch * numRows;
UINT rowPitch = srcData.RowPitch;
UINT numSlices = layout.Footprint.Depth;
for (UINT z = 0; z < numSlices; z++) {
uint8_t* destSlice = (uint8_t*)destData.pData + destData.SlicePitch * z;
uint8_t* srcSlice = (uint8_t*)srcData.pData + srcData.SlicePitch * z;
for (UINT y = 0; y < numRows; y++) {
//The following lines can be replaced with memcpy.
for (UINT x = 0; x < rowPitch; x++) {
uint8_t* dest = destSlice + destData.RowPitch * y + x;
uint8_t* src = srcSlice + srcData.RowPitch * y + x;
*dest = *src;
}
}
}
unmap(0, nullptr);
}
catch (Exception& ex) {
ex.display();
}
}
void upload(
ID3D12GraphicsCommandList* graphicsCommandList)
{
try {
D3D12_TEXTURE_COPY_LOCATION to;
memset(&to, 0, sizeof(to));
to.pResource = destinationTexture;
to.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
to.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION from;
memset(&from, 0, sizeof(from));
from.pResource = getResource(); //intermediateResource
from.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
from.PlacedFootprint = layout;
graphicsCommandList->CopyTextureRegion(
&to,
0,
0,
0,
&from,
nullptr);
} catch (Exception& ex) {
ex.display();
}
}
void upload(ID3D12GraphicsCommandList* graphicsCommandList,
ID3D12CommandAllocator* commandAllocator,
ID3D12CommandQueue* commandQueue,
Direct3D12Synchronizer* synchronizer)
{
commandAllocator->Reset();
graphicsCommandList->Reset(commandAllocator, nullptr);
D3D12ResourceBarrier barrier(destinationTexture, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
barrier.startCopyTransition();
graphicsCommandList->ResourceBarrier(1, barrier);
this->upload(graphicsCommandList);
barrier.endCopyTransition();
graphicsCommandList->ResourceBarrier(1, barrier);
graphicsCommandList->Close();
ID3D12CommandList* list[] = { graphicsCommandList };
commandQueue->ExecuteCommandLists(1, list);
synchronizer->waitForCompletion();
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.