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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "D3D12RHIPrivate.h"
#include "D3D12RayTracing.h"
FD3D12ShaderResourceView::FD3D12ShaderResourceView(FD3D12Device* InDevice, FD3D12ShaderResourceView* FirstLinkedObject, ERHIDescriptorType InDescriptorType, FD3D12RayTracingScene* InRayTracingScene)
: TD3D12View(InDevice, InDescriptorType, ERHIDescriptorHeapType::Standard, FirstLinkedObject)
, RayTracingScene(InRayTracingScene)
{
}
void FD3D12ShaderResourceView::UpdateResourceInfo(const FResourceInfo& InResource, const D3D12_SHADER_RESOURCE_VIEW_DESC& InD3DViewDesc, EFlags InFlags)
{
OffsetInBytes = 0;
StrideInBytes = 0;
Flags = InFlags;
//
// Buffer / acceleration structure views can apply an offset in bytes from the start of the logical resource.
//
// Reconstruct this value and store it for later. We'll need it if the view is renamed, to determine where
// the view should exist within the bounds of the new resource location.
//
if (InD3DViewDesc.ViewDimension == D3D12_SRV_DIMENSION_BUFFER)
{
StrideInBytes = InD3DViewDesc.Format == DXGI_FORMAT_UNKNOWN
? InD3DViewDesc.Buffer.StructureByteStride
: UE::DXGIUtilities::GetFormatSizeInBytes(InD3DViewDesc.Format);
check(StrideInBytes > 0);
OffsetInBytes = (InD3DViewDesc.Buffer.FirstElement * StrideInBytes) - InResource.ResourceLocation->GetOffsetFromBaseOfResource();
check((OffsetInBytes % StrideInBytes) == 0);
}
#if D3D12_RHI_RAYTRACING
else if (InD3DViewDesc.ViewDimension == D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE)
{
OffsetInBytes = InD3DViewDesc.RaytracingAccelerationStructure.Location - InResource.ResourceLocation->GetGPUVirtualAddress();
StrideInBytes = 1;
}
#endif
}
void FD3D12ShaderResourceView::CreateView(FResourceInfo const& InResource, D3D12_SHADER_RESOURCE_VIEW_DESC const& InD3DViewDesc, EFlags InFlags)
{
UpdateResourceInfo(InResource, InD3DViewDesc, InFlags);
TD3D12View::CreateView(InResource, InD3DViewDesc);
}
void FD3D12ShaderResourceView::UpdateView(FD3D12ContextArray const& Contexts, const FResourceInfo& InResource, const D3D12_SHADER_RESOURCE_VIEW_DESC& InD3DViewDesc, EFlags InFlags)
{
UpdateResourceInfo(InResource, InD3DViewDesc, InFlags);
TD3D12View::UpdateView(Contexts, InResource, InD3DViewDesc);
}
void FD3D12ShaderResourceView::ResourceRenamed(FD3D12ContextArray const& Contexts, FD3D12BaseShaderResource* InRenamedResource, FD3D12ResourceLocation* InNewResourceLocation)
{
check(IsInitialized());
//
// Buffer SRV descriptors contain offsets / GPU virtual addresses which need to be updated to match the new resource location.
// Use the values we saved during intialization to find the start of the viewed data at the new location.
//
if (D3DViewDesc.ViewDimension == D3D12_SRV_DIMENSION_BUFFER)
{
D3DViewDesc.Buffer.FirstElement = (InNewResourceLocation->GetOffsetFromBaseOfResource() + OffsetInBytes) / StrideInBytes;
}
#if D3D12_RHI_RAYTRACING
else if (D3DViewDesc.ViewDimension == D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE)
{
D3DViewDesc.RaytracingAccelerationStructure.Location = InNewResourceLocation->GetOffsetFromBaseOfResource() + OffsetInBytes;
}
#endif
TD3D12View::ResourceRenamed(Contexts, InRenamedResource, InNewResourceLocation);
}
void FD3D12ShaderResourceView::UpdateMinLODClamp(FD3D12ContextArray const& Contexts, float MinLODClamp)
{
check(IsInitialized());
FLOAT* pResourceMinLODClamp = nullptr;
switch (D3DViewDesc.ViewDimension)
{
default: checkNoEntry(); return; // not supported
case D3D12_SRV_DIMENSION_TEXTURE2D : pResourceMinLODClamp = &D3DViewDesc.Texture2D .ResourceMinLODClamp; break;
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY : pResourceMinLODClamp = &D3DViewDesc.Texture2DArray .ResourceMinLODClamp; break;
case D3D12_SRV_DIMENSION_TEXTURE3D : pResourceMinLODClamp = &D3DViewDesc.Texture3D .ResourceMinLODClamp; break;
case D3D12_SRV_DIMENSION_TEXTURECUBE : pResourceMinLODClamp = &D3DViewDesc.TextureCube .ResourceMinLODClamp; break;
case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: pResourceMinLODClamp = &D3DViewDesc.TextureCubeArray.ResourceMinLODClamp; break;
}
if (pResourceMinLODClamp && *pResourceMinLODClamp != MinLODClamp)
{
*pResourceMinLODClamp = MinLODClamp;
UpdateDescriptor();
UpdateBindlessSlot(Contexts);
}
}
void FD3D12ShaderResourceView::UpdateDescriptor()
{
#if D3D12_RHI_RAYTRACING
// NOTE (from D3D Debug runtime): pResource must be NULL for acceleration structures, since the resource location comes from a GPUVA in pDesc.
ID3D12Resource* TargetResource = D3DViewDesc.ViewDimension != D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE
? GetResource()->GetResource()
: nullptr;
#else
ID3D12Resource* TargetResource = GetResource()->GetResource();
#endif
GetParentDevice()->GetDevice()->CreateShaderResourceView(
TargetResource,
&D3DViewDesc,
OfflineCpuHandle
);
OfflineCpuHandle.IncrementVersion();
}
static FD3D12ShaderResourceView::EFlags TranslateDesc(D3D12_SHADER_RESOURCE_VIEW_DESC& SRVDesc, FD3D12Buffer* Buffer, const FRHIViewDesc::FBufferSRV::FViewInfo& Info)
{
if (!Info.bNullView)
{
SRVDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
if (Info.BufferType == FRHIViewDesc::EBufferType::AccelerationStructure)
{
#if D3D12_RHI_RAYTRACING
SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE;
SRVDesc.Format = DXGI_FORMAT_UNKNOWN;
SRVDesc.RaytracingAccelerationStructure.Location = Info.OffsetInBytes + Buffer->ResourceLocation.GetGPUVirtualAddress();
#else
UE_LOG(LogD3D12RHI, Fatal, TEXT("Raytracing not implemented."));
#endif
}
else
{
SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
SRVDesc.Format = UE::DXGIUtilities::FindShaderResourceFormat(DXGI_FORMAT(GPixelFormats[Info.Format].PlatformFormat), false);
SRVDesc.Buffer.FirstElement = (Info.OffsetInBytes + Buffer->ResourceLocation.GetOffsetFromBaseOfResource()) / Info.StrideInBytes;
SRVDesc.Buffer.NumElements = Info.NumElements;
switch (Info.BufferType)
{
case FRHIViewDesc::EBufferType::Raw:
SRVDesc.Format = DXGI_FORMAT_R32_TYPELESS;
SRVDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
break;
case FRHIViewDesc::EBufferType::Structured:
SRVDesc.Buffer.StructureByteStride = Info.StrideInBytes;
break;
case FRHIViewDesc::EBufferType::Typed:
// Nothing more to specify
break;
}
}
}
return FD3D12ShaderResourceView::EFlags::None;
}
static FD3D12ShaderResourceView::EFlags TranslateDesc(D3D12_SHADER_RESOURCE_VIEW_DESC& SRVDesc, FD3D12Texture* Texture, const FRHIViewDesc::FTextureSRV::FViewInfo& Info)
{
FRHITextureDesc const& TextureDesc = Texture->GetDesc();
DXGI_FORMAT const ViewFormat = UE::DXGIUtilities::FindShaderResourceFormat(DXGI_FORMAT(GPixelFormats[Info.Format].PlatformFormat), Info.bSRGB);
DXGI_FORMAT const BaseFormat = UE::DXGIUtilities::GetPlatformTextureResourceFormat(DXGI_FORMAT(GPixelFormats[TextureDesc.Format].PlatformFormat), TextureDesc.Flags);
SRVDesc.Format = ViewFormat;
SRVDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
uint32 const PlaneSlice = UE::DXGIUtilities::GetPlaneSliceFromViewFormat(BaseFormat, ViewFormat);
FRHIRange8 const PlaneRange(PlaneSlice, 1);
FRHIViewDesc::EDimension ViewDimension = UE::RHICore::AdjustViewInfoDimensionForNarrowing(Info, TextureDesc);
switch (ViewDimension)
{
case FRHIViewDesc::EDimension::Texture2D:
if (TextureDesc.NumSamples > 1)
{
SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
}
else
{
SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
SRVDesc.Texture2D.MostDetailedMip = Info.MipRange.First;
SRVDesc.Texture2D.MipLevels = Info.MipRange.Num;
SRVDesc.Texture2D.PlaneSlice = PlaneSlice;
}
break;
case FRHIViewDesc::EDimension::Texture2DArray:
if (TextureDesc.NumSamples > 1)
{
SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
SRVDesc.Texture2DMSArray.FirstArraySlice = Info.ArrayRange.First;
SRVDesc.Texture2DMSArray.ArraySize = Info.ArrayRange.Num;
}
else
{
SRVDesc.ViewDimension = D3D12_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;
SRVDesc.Texture2DArray.PlaneSlice = PlaneSlice;
}
break;
case FRHIViewDesc::EDimension::Texture3D:
SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
SRVDesc.Texture3D.MostDetailedMip = Info.MipRange.First;
SRVDesc.Texture3D.MipLevels = Info.MipRange.Num;
break;
case FRHIViewDesc::EDimension::TextureCube:
SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
SRVDesc.TextureCube.MostDetailedMip = Info.MipRange.First;
SRVDesc.TextureCube.MipLevels = Info.MipRange.Num;
break;
case FRHIViewDesc::EDimension::TextureCubeArray:
SRVDesc.ViewDimension = D3D12_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;
}
FD3D12ShaderResourceView::EFlags Flags = FD3D12ShaderResourceView::EFlags::None;
if (Texture->SkipsFastClearFinalize())
{
Flags |= FD3D12ShaderResourceView::EFlags::SkipFastClearFinalize;
}
return Flags;
}
void FD3D12ShaderResourceView_RHI::CreateView()
{
if (IsBuffer())
{
FD3D12Buffer* Buffer = FD3D12DynamicRHI::ResourceCast(GetBuffer());
D3D12_SHADER_RESOURCE_VIEW_DESC SRVDesc{};
const EFlags CreateFlags = TranslateDesc(SRVDesc, Buffer, ViewDesc.Buffer.SRV.GetViewInfo(Buffer));
FD3D12ShaderResourceView::CreateView(Buffer, SRVDesc, CreateFlags);
}
else
{
FD3D12Texture* Texture = FD3D12DynamicRHI::ResourceCast(GetTexture());
D3D12_SHADER_RESOURCE_VIEW_DESC SRVDesc{};
const EFlags CreateFlags = TranslateDesc(SRVDesc, Texture, ViewDesc.Texture.SRV.GetViewInfo(Texture));
FD3D12ShaderResourceView::CreateView(Texture, SRVDesc, CreateFlags);
}
}
void FD3D12ShaderResourceView_RHI::UpdateView(FD3D12ContextArray const& Contexts)
{
if (IsBuffer())
{
FD3D12Buffer* Buffer = FD3D12DynamicRHI::ResourceCast(GetBuffer());
D3D12_SHADER_RESOURCE_VIEW_DESC SRVDesc{};
const EFlags CreateFlags = TranslateDesc(SRVDesc, Buffer, ViewDesc.Buffer.SRV.GetViewInfo(Buffer));
FD3D12ShaderResourceView::UpdateView(Contexts, Buffer, SRVDesc, CreateFlags);
}
else
{
FD3D12Texture* Texture = FD3D12DynamicRHI::ResourceCast(GetTexture());
D3D12_SHADER_RESOURCE_VIEW_DESC SRVDesc{};
const EFlags CreateFlags = TranslateDesc(SRVDesc, Texture, ViewDesc.Texture.SRV.GetViewInfo(Texture));
FD3D12ShaderResourceView::UpdateView(Contexts, Texture, SRVDesc, CreateFlags);
}
}
inline FD3D12RayTracingScene* GetRayTracingSceneFromViewDesc(const FRHIViewDesc& InViewDesc)
{
#if RHI_RAYTRACING
if (InViewDesc.Buffer.SRV.BufferType == FRHIViewDesc::EBufferType::AccelerationStructure)
{
return FD3D12DynamicRHI::ResourceCast(InViewDesc.Buffer.SRV.RayTracingScene);
}
#endif
return nullptr;
}
FD3D12ShaderResourceView_RHI::FD3D12ShaderResourceView_RHI(FD3D12Device* InDevice, FRHIViewableResource* InResource, FRHIViewDesc const& InViewDesc, FD3D12ShaderResourceView_RHI* FirstLinkedObject)
: FRHIShaderResourceView(InResource, InViewDesc)
, FD3D12ShaderResourceView(InDevice, FirstLinkedObject, RHIDescriptorTypeFromViewDesc(InViewDesc), GetRayTracingSceneFromViewDesc(InViewDesc))
{
}
// -----------------------------------------------------------------------------------------------------
//
// RHI Functions
//
// -----------------------------------------------------------------------------------------------------
FShaderResourceViewRHIRef FD3D12DynamicRHI::RHICreateShaderResourceView(class FRHICommandListBase& RHICmdList, FRHIViewableResource* Resource, FRHIViewDesc const& ViewDesc)
{
FRHIGPUMask RelevantGPUs = ViewDesc.IsBuffer()
? FD3D12DynamicRHI::ResourceCast(static_cast<FRHIBuffer* >(Resource))->GetLinkedObjectsGPUMask()
: FD3D12DynamicRHI::ResourceCast(static_cast<FRHITexture*>(Resource))->GetLinkedObjectsGPUMask();
FD3D12ShaderResourceView_RHI* View = GetAdapter().CreateLinkedObject<FD3D12ShaderResourceView_RHI>(RelevantGPUs, [&](FD3D12Device* Device, FD3D12ShaderResourceView_RHI* FirstLinkedObject)
{
FRHIViewableResource* TargetResource = ViewDesc.IsBuffer()
? static_cast<FRHIViewableResource*>(FD3D12DynamicRHI::ResourceCast(static_cast<FRHIBuffer* >(Resource), Device->GetGPUIndex()))
: static_cast<FRHIViewableResource*>(FD3D12DynamicRHI::ResourceCast(static_cast<FRHITexture*>(Resource), Device->GetGPUIndex()));
return new FD3D12ShaderResourceView_RHI(Device, TargetResource, ViewDesc, FirstLinkedObject);
});
View->CreateViews(RHICmdList);
return View;
}