rexglue-skate3/include/rex/ui/d3d12/d3d12_util.h
2026-05-18 22:41:13 +01:00

88 lines
3.2 KiB
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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#pragma once
#include <utility>
#include <rex/ui/d3d12/d3d12_provider.h>
namespace rex::ui::d3d12 {
namespace util {
using DescriptorCpuGpuHandlePair =
std::pair<D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE>;
inline constexpr D3D12_HEAP_PROPERTIES kHeapPropertiesDefault = {D3D12_HEAP_TYPE_DEFAULT};
inline constexpr D3D12_HEAP_PROPERTIES kHeapPropertiesUpload = {D3D12_HEAP_TYPE_UPLOAD};
inline constexpr D3D12_HEAP_PROPERTIES kHeapPropertiesReadback = {D3D12_HEAP_TYPE_READBACK};
template <typename T>
bool ReleaseAndNull(T& object) {
if (object != nullptr) {
object->Release();
object = nullptr;
return true;
}
return false;
};
ID3D12RootSignature* CreateRootSignature(const D3D12Provider& provider,
const D3D12_ROOT_SIGNATURE_DESC& desc);
ID3D12PipelineState* CreateComputePipeline(ID3D12Device* device, const void* shader,
size_t shader_size, ID3D12RootSignature* root_signature);
constexpr DXGI_FORMAT GetUintPow2DXGIFormat(uint32_t element_size_bytes_log2) {
switch (element_size_bytes_log2) {
case 0:
return DXGI_FORMAT_R8_UINT;
case 1:
return DXGI_FORMAT_R16_UINT;
case 2:
return DXGI_FORMAT_R32_UINT;
case 3:
return DXGI_FORMAT_R32G32_UINT;
case 4:
return DXGI_FORMAT_R32G32B32A32_UINT;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
inline void FillBufferResourceDesc(D3D12_RESOURCE_DESC& desc, UINT64 size,
D3D12_RESOURCE_FLAGS flags) {
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = flags;
}
void CreateBufferRawSRV(ID3D12Device* device, D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, uint32_t size, uint64_t offset = 0);
void CreateBufferRawUAV(ID3D12Device* device, D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, uint32_t size, uint64_t offset = 0);
void CreateBufferTypedSRV(ID3D12Device* device, D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, DXGI_FORMAT format, uint32_t num_elements,
uint64_t first_element = 0);
void CreateBufferTypedUAV(ID3D12Device* device, D3D12_CPU_DESCRIPTOR_HANDLE handle,
ID3D12Resource* buffer, DXGI_FORMAT format, uint32_t num_elements,
uint64_t first_element = 0);
} // namespace util
} // namespace rex::ui::d3d12