/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #include "StdAfx.h" #include "CCryDX12Texture3D.hpp" #include "../GI/CCryDX12SwapChain.hpp" #include "DX12/Device/CCryDX12Device.hpp" CCryDX12Texture3D* CCryDX12Texture3D::Create(CCryDX12Device* pDevice, CCryDX12SwapChain* pSwapChain, ID3D12Resource* pResource) { DX12_ASSERT(pResource); D3D12_RESOURCE_DESC desc12 = pResource->GetDesc(); D3D11_TEXTURE3D_DESC desc11; desc11.Width = static_cast(desc12.Width); desc11.Height = desc12.Height; desc11.MipLevels = static_cast(desc12.MipLevels); desc11.Format = desc12.Format; desc11.Usage = D3D11_USAGE_DEFAULT; desc11.CPUAccessFlags = 0; desc11.BindFlags = 0; desc11.MiscFlags = 0; if (desc12.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) { desc11.BindFlags |= D3D11_BIND_RENDER_TARGET; } if (desc12.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) { desc11.BindFlags |= D3D11_BIND_DEPTH_STENCIL; } if (desc12.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) { desc11.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; } CCryDX12Texture3D* result = DX12::PassAddRef(new CCryDX12Texture3D(pDevice, desc11, pResource, D3D12_RESOURCE_STATE_RENDER_TARGET, CD3DX12_RESOURCE_DESC(desc12), NULL)); result->GetDX12Resource().SetDX12SwapChain(pSwapChain->GetDX12SwapChain()); return result; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CCryDX12Texture3D* CCryDX12Texture3D::Create(CCryDX12Device* pDevice, const FLOAT cClearValue[4], const D3D11_TEXTURE3D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData) { DX12_ASSERT(pDesc, "CreateTexture() called without description!"); CD3DX12_RESOURCE_DESC desc12 = CD3DX12_RESOURCE_DESC::Tex3D( pDesc->Format, pDesc->Width, pDesc->Height, pDesc->Depth, pDesc->MipLevels, D3D12_RESOURCE_FLAG_NONE, D3D12_TEXTURE_LAYOUT_UNKNOWN, // Alignment 0); D3D12_HEAP_PROPERTIES heapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT); D3D12_RESOURCE_STATES resourceUsage = D3D12_RESOURCE_STATE_COPY_DEST; D3D12_CLEAR_VALUE clearValue = DX12::GetDXGIFormatClearValue(desc12.Format, (pDesc->BindFlags & D3D11_BIND_DEPTH_STENCIL) != 0); bool allowClearValue = desc12.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER; if (pDesc->Usage == D3D11_USAGE_IMMUTABLE) { resourceUsage = D3D12_RESOURCE_STATE_COPY_DEST; } else if (pDesc->Usage == D3D11_USAGE_STAGING) { resourceUsage = D3D12_RESOURCE_STATE_COPY_DEST; } else if (pDesc->Usage == D3D11_USAGE_DYNAMIC) { resourceUsage = D3D12_RESOURCE_STATE_GENERIC_READ; } if (pDesc->CPUAccessFlags != 0) { if (pDesc->CPUAccessFlags == D3D11_CPU_ACCESS_WRITE) { resourceUsage = D3D12_RESOURCE_STATE_GENERIC_READ; } else if (pDesc->CPUAccessFlags == D3D11_CPU_ACCESS_READ) { resourceUsage = D3D12_RESOURCE_STATE_COPY_DEST; } else { DX12_NOT_IMPLEMENTED; return nullptr; } } if (cClearValue) { if (pDesc->BindFlags & D3D11_BIND_DEPTH_STENCIL) { clearValue.DepthStencil.Depth = FLOAT(cClearValue[0]); clearValue.DepthStencil.Stencil = UINT8(cClearValue[1]); } else { clearValue.Color[0] = cClearValue[0]; clearValue.Color[1] = cClearValue[1]; clearValue.Color[2] = cClearValue[2]; clearValue.Color[3] = cClearValue[3]; } } if (pDesc->BindFlags & D3D11_BIND_UNORDERED_ACCESS) { desc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; //allowClearValue = true; resourceUsage = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; } if (pDesc->BindFlags & D3D11_BIND_DEPTH_STENCIL) { desc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; allowClearValue = true; resourceUsage = D3D12_RESOURCE_STATE_DEPTH_WRITE; } if (pDesc->BindFlags & D3D11_BIND_RENDER_TARGET) { desc12.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; allowClearValue = true; resourceUsage = D3D12_RESOURCE_STATE_RENDER_TARGET; } ID3D12Resource* resource = NULL; if (S_OK != pDevice->GetD3D12Device()->CreateCommittedResource( &heapProperties, D3D12_HEAP_FLAG_NONE, &desc12, resourceUsage, allowClearValue ? &clearValue : NULL, IID_PPV_ARGS(&resource) ) || !resource) { DX12_ASSERT(0, "Could not create texture 3D resource!"); return NULL; } auto result = DX12::PassAddRef(new CCryDX12Texture3D(pDevice, *pDesc, resource, resourceUsage, CD3DX12_RESOURCE_DESC(resource->GetDesc()), pInitialData, desc12.MipLevels)); resource->Release(); #if !defined(RELEASE) || defined(GFX_DEBUG) resource->SetPrivateData(WKPDID_D3DDebugClearValue, sizeof(clearValue), &clearValue); #endif return result; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CCryDX12Texture3D::CCryDX12Texture3D(CCryDX12Device* pDevice, const D3D11_TEXTURE3D_DESC& desc11, ID3D12Resource* pResource, D3D12_RESOURCE_STATES eInitialState, const CD3DX12_RESOURCE_DESC& desc12, const D3D11_SUBRESOURCE_DATA* pInitialData, size_t numInitialData) : Super(pDevice, pResource, eInitialState, desc12, pInitialData, numInitialData) , m_Desc11(desc11) { } CCryDX12Texture3D::~CCryDX12Texture3D() { }