[idd] postprocess: centralize compute effect utilities

This commit is contained in:
Geoffrey McRae
2026-08-13 21:48:37 +10:00
parent af309de438
commit 8c21f61e91
7 changed files with 213 additions and 266 deletions

View File

@@ -73,6 +73,52 @@ namespace PostProcessUtil
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
return CreateDefaultResource(device, desc, resource);
}
HRESULT CreateUploadBuffer(const ComPtr<ID3D12Device3>& device,
size_t size, ComPtr<ID3D12Resource>& resource)
{
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
return device->CreateCommittedResource(&heapProps,
D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&resource));
}
HRESULT Upload(const ComPtr<ID3D12Resource>& resource,
const void * data, size_t size)
{
void * dst = nullptr;
const D3D12_RANGE readRange = { 0, 0 };
const HRESULT hr = resource->Map(0, &readRange, &dst);
if (FAILED(hr))
return hr;
std::memcpy(dst, data, size);
resource->Unmap(0, nullptr);
return S_OK;
}
D3D12_DESCRIPTOR_RANGE Range(
D3D12_DESCRIPTOR_RANGE_TYPE type, UINT shaderRegister)
{
D3D12_DESCRIPTOR_RANGE range = {};
range.RangeType = type;
range.NumDescriptors = 1;
range.BaseShaderRegister = shaderRegister;
range.OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
return range;
}
}
bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
@@ -81,13 +127,16 @@ bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
const char * shader)
{
D3D12_ROOT_PARAMETER rootParam = {};
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.ParameterType =
D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParam.ShaderVisibility =
D3D12_SHADER_VISIBILITY_ALL;
rootParam.DescriptorTable.NumDescriptorRanges = rangeCount;
rootParam.DescriptorTable.pDescriptorRanges = ranges;
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.Version = D3D_ROOT_SIGNATURE_VERSION_1;
rootSignatureDesc.Version =
D3D_ROOT_SIGNATURE_VERSION_1;
rootSignatureDesc.Desc_1_0.NumParameters = 1;
rootSignatureDesc.Desc_1_0.pParameters = &rootParam;
rootSignatureDesc.Desc_1_0.NumStaticSamplers = samplerCount;
@@ -140,7 +189,7 @@ bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
}
D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.CS.pShaderBytecode = blob->GetBufferPointer();
psoDesc.CS.BytecodeLength = blob->GetBufferSize();
@@ -180,6 +229,54 @@ void CComputeEffect::Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList)
0, m_descHeap->GetGPUDescriptorHandleForHeapStart());
}
void CComputeEffect::Dispatch(
const ComPtr<ID3D12GraphicsCommandList>& commandList)
{
Bind(commandList);
commandList->Dispatch(m_threadsX, m_threadsY, 1);
}
D3D12_CPU_DESCRIPTOR_HANDLE CComputeEffect::Handle(
const ComPtr<ID3D12Device3>& device, UINT index) const
{
D3D12_CPU_DESCRIPTOR_HANDLE handle =
m_descHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += index * device->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
return handle;
}
void CComputeEffect::CBV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, size_t size) const
{
D3D12_CONSTANT_BUFFER_VIEW_DESC desc = {};
desc.BufferLocation = resource->GetGPUVirtualAddress();
desc.SizeInBytes = (UINT)PostProcessUtil::AlignTo(size,
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
device->CreateConstantBufferView(&desc, Handle(device, index));
}
void CComputeEffect::SRV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, DXGI_FORMAT format) const
{
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
desc.Format = format;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.Texture2D.MipLevels = 1;
device->CreateShaderResourceView(resource, &desc, Handle(device, index));
}
void CComputeEffect::UAV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, DXGI_FORMAT format) const
{
D3D12_UNORDERED_ACCESS_VIEW_DESC desc = {};
desc.Format = format;
desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
device->CreateUnorderedAccessView(
resource, nullptr, &desc, Handle(device, index));
}
void CComputeEffect::TransitionDst(
const ComPtr<ID3D12GraphicsCommandList>& commandList,
D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after)