Files
UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11SRV.cpp
2025-05-18 13:04:45 +08:00

163 lines
5.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "D3D11RHIPrivate.h"
void FD3D11ViewableResource::UpdateLinkedViews()
{
for (FD3D11View* LinkedView = LinkedViews; LinkedView; LinkedView = LinkedView->Next())
{
LinkedView->UpdateView();
}
}
// -----------------------------------------------------------------------------------------------------
//
// FD3D11ShaderResourceView
//
// -----------------------------------------------------------------------------------------------------
FD3D11ShaderResourceView::FD3D11ShaderResourceView(FRHICommandListBase& RHICmdList, FRHIViewableResource* Resource, FRHIViewDesc const& ViewDesc)
: FRHIShaderResourceView(Resource, ViewDesc)
{
RHICmdList.EnqueueLambda([this](FRHICommandListBase&)
{
LinkHead(GetBaseResource()->LinkedViews);
UpdateView();
});
}
void FD3D11ShaderResourceView::UpdateView()
{
ID3D11Resource* D3DResource = nullptr;
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
if (IsBuffer())
{
FD3D11Buffer* Buffer = FD3D11DynamicRHI::ResourceCast(GetBuffer());
auto const Info = ViewDesc.Buffer.SRV.GetViewInfo(Buffer);
if (!Info.bNullView)
{
D3DResource = Buffer->Resource;
SRVDesc.Format = UE::DXGIUtilities::FindShaderResourceFormat(DXGI_FORMAT(GPixelFormats[Info.Format].PlatformFormat), false);
switch (Info.BufferType)
{
case FRHIViewDesc::EBufferType::Typed:
case FRHIViewDesc::EBufferType::Structured:
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
SRVDesc.Buffer.FirstElement = Info.OffsetInBytes / Info.StrideInBytes;
SRVDesc.Buffer.NumElements = Info.NumElements;
break;
case FRHIViewDesc::EBufferType::Raw:
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
SRVDesc.Format = DXGI_FORMAT_R32_TYPELESS;
SRVDesc.BufferEx.FirstElement = Info.OffsetInBytes / Info.StrideInBytes;
SRVDesc.BufferEx.NumElements = Info.NumElements;
SRVDesc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
break;
default:
checkNoEntry(); // unsupported
break;
}
}
}
else
{
FD3D11Texture* Texture = FD3D11DynamicRHI::ResourceCast(GetTexture());
D3DResource = Texture->GetResource();
FRHITextureDesc const& TextureDesc = Texture->GetDesc();
auto const Info = ViewDesc.Texture.SRV.GetViewInfo(Texture);
SRVDesc.Format = UE::DXGIUtilities::FindShaderResourceFormat(DXGI_FORMAT(GPixelFormats[Info.Format].PlatformFormat), Info.bSRGB);
FRHIViewDesc::EDimension ViewDimension = UE::RHICore::AdjustViewInfoDimensionForNarrowing(Info, TextureDesc);
switch (ViewDimension)
{
case FRHIViewDesc::EDimension::Texture2D:
if (TextureDesc.NumSamples > 1)
{
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
}
else
{
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SRVDesc.Texture2D.MostDetailedMip = Info.MipRange.First;
SRVDesc.Texture2D.MipLevels = Info.MipRange.Num;
}
break;
case FRHIViewDesc::EDimension::Texture2DArray:
if (TextureDesc.NumSamples > 1)
{
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
SRVDesc.Texture2DMSArray.FirstArraySlice = Info.ArrayRange.First;
SRVDesc.Texture2DMSArray.ArraySize = Info.ArrayRange.Num;
}
else
{
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
SRVDesc.Texture2DArray.FirstArraySlice = Info.ArrayRange.First;
SRVDesc.Texture2DArray.ArraySize = Info.ArrayRange.Num;
SRVDesc.Texture2DArray.MostDetailedMip = Info.MipRange.First;
SRVDesc.Texture2DArray.MipLevels = Info.MipRange.Num;
}
break;
case FRHIViewDesc::EDimension::Texture3D:
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
SRVDesc.Texture3D.MostDetailedMip = Info.MipRange.First;
SRVDesc.Texture3D.MipLevels = Info.MipRange.Num;
break;
case FRHIViewDesc::EDimension::TextureCube:
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
SRVDesc.TextureCube.MostDetailedMip = Info.MipRange.First;
SRVDesc.TextureCube.MipLevels = Info.MipRange.Num;
break;
case FRHIViewDesc::EDimension::TextureCubeArray:
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
SRVDesc.TextureCubeArray.MostDetailedMip = Info.MipRange.First;
SRVDesc.TextureCubeArray.MipLevels = Info.MipRange.Num;
SRVDesc.TextureCubeArray.First2DArrayFace = Info.ArrayRange.First * 6;
SRVDesc.TextureCubeArray.NumCubes = Info.ArrayRange.Num;
break;
default:
checkNoEntry();
break;
}
}
View = nullptr;
if (D3DResource)
{
ID3D11Device* Device = FD3D11DynamicRHI::Get().GetDevice();
VERIFYD3D11RESULT_EX(Device->CreateShaderResourceView(D3DResource, &SRVDesc, View.GetInitReference()), Device);
}
}
FD3D11ViewableResource* FD3D11ShaderResourceView::GetBaseResource() const
{
return IsBuffer()
? static_cast<FD3D11ViewableResource*>(FD3D11DynamicRHI::ResourceCast(GetBuffer()))
: static_cast<FD3D11ViewableResource*>(FD3D11DynamicRHI::ResourceCast(GetTexture()));
}
// -----------------------------------------------------------------------------------------------------
//
// RHI Functions
//
// -----------------------------------------------------------------------------------------------------
FShaderResourceViewRHIRef FD3D11DynamicRHI::RHICreateShaderResourceView(class FRHICommandListBase& RHICmdList, FRHIViewableResource* Resource, FRHIViewDesc const& ViewDesc)
{
return new FD3D11ShaderResourceView(RHICmdList, Resource, ViewDesc);
}