// Copyright Epic Games, Inc. All Rights Reserved. #include "D3D12TextureTransfer.h" #if DVP_SUPPORTED_PLATFORM #include "Windows/AllowWindowsPlatformTypes.h" #include "dvpapi_d3d12.h" #include "Windows/HideWindowsPlatformTypes.h" namespace UE::GPUTextureTransfer::Private { DVPStatus FD3D12TextureTransfer::Init_Impl(const FInitializeDMAArgs& InArgs) { D3DDevice = (ID3D12Device*)InArgs.RHIDevice; D3DCommandQueue = (ID3D12CommandQueue*)InArgs.RHICommandQueue; return dvpInitD3D12Device(D3DDevice, 0); } DVPStatus FD3D12TextureTransfer::GetConstants_Impl(uint32* OutBufferAddrAlignment, uint32* OutBufferGPUStrideAlignment, uint32* OutSemaphoreAddrAlignment, uint32* OutSemaphoreAllocSize, uint32* OutSemaphorePayloadOffset, uint32* OutSemaphorePayloadSize) const { if (!D3DDevice) { return DVP_STATUS_ERROR; } return dvpGetRequiredConstantsD3D12Device(OutBufferAddrAlignment, OutBufferGPUStrideAlignment, OutSemaphoreAddrAlignment, OutSemaphoreAllocSize, OutSemaphorePayloadOffset, OutSemaphorePayloadSize, D3DDevice); } DVPStatus FD3D12TextureTransfer::CloseDevice_Impl() const { if (!D3DDevice) { return DVP_STATUS_ERROR; } return dvpCloseD3D12Device(D3DDevice); } DVPStatus FD3D12TextureTransfer::BindBuffer_Impl(DVPBufferHandle InBufferHandle) const { if (!D3DDevice) { return DVP_STATUS_ERROR; } return dvpBindToD3D12Device(InBufferHandle, D3DDevice); } DVPStatus FD3D12TextureTransfer::CreateGPUResource_Impl(const FRegisterDMATextureArgs& InArgs, FTextureTransferBase::FTextureInfo* OutTextureInfo) const { if (!OutTextureInfo || !D3DDevice || !InArgs.Stride) { return DVP_STATUS_ERROR; } ID3D12Resource* D3D12Texture = (ID3D12Resource*) InArgs.RHITexture->GetNativeResource(); D3D12_RESOURCE_DESC ResourceDesc = D3D12Texture->GetDesc(); HRESULT Res = D3DDevice->CreateSharedHandle(D3D12Texture, NULL, GENERIC_ALL, NULL, &OutTextureInfo->External.Handle); if (FAILED(Res)) { return DVP_STATUS_ERROR; } DVPGpuExternalResourceDesc Desc; Desc.width = (uint32) InArgs.Width; Desc.height = (uint32) InArgs.Height; Desc.size = InArgs.Stride * Desc.height; Desc.format = InArgs.PixelFormat == EPixelFormat::PF_8Bit ? DVP_BGRA : DVP_RGBA_INTEGER; Desc.type = InArgs.PixelFormat == EPixelFormat::PF_8Bit ? DVP_UNSIGNED_BYTE : DVP_INT; Desc.handleType = DVP_OPAQUE_WIN32; Desc.external.handle = OutTextureInfo->External.Handle; return dvpCreateGPUExternalResourceD3D12Device(D3DDevice, &Desc, &OutTextureInfo->DVPHandle); } DVPStatus FD3D12TextureTransfer::UnbindBuffer_Impl(DVPBufferHandle InBufferHandle) const { if (!D3DDevice) { return DVP_STATUS_ERROR; } return dvpUnbindFromD3D12Device(InBufferHandle, D3DDevice); } DVPStatus FD3D12TextureTransfer::MapBufferWaitAPI_Impl(DVPBufferHandle InHandle) const { if (!D3DDevice) { return DVP_STATUS_ERROR; } return (dvpMapBufferWaitD3D12(InHandle, D3DCommandQueue)); } DVPStatus FD3D12TextureTransfer::MapBufferEndAPI_Impl(DVPBufferHandle InHandle) const { if (!D3DDevice) { return DVP_STATUS_ERROR; } return (dvpMapBufferEndD3D12(InHandle, D3DCommandQueue)); } } #endif // DVP_SUPPORTED_PLATFORM