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GrD3DBuffer.cpp File Reference
#include "src/gpu/ganesh/d3d/GrD3DBuffer.h"
#include "src/gpu/ganesh/d3d/GrD3DGpu.h"
#include "src/gpu/ganesh/d3d/GrD3DUtil.h"

Go to the source code of this file.

Macros

#define VALIDATE()   do {} while(false)
 

Functions

static gr_cp< ID3D12Resource > make_d3d_buffer (GrD3DGpu *gpu, size_t size, GrGpuBufferType intendedType, GrAccessPattern accessPattern, D3D12_RESOURCE_STATES *resourceState, sk_sp< GrD3DAlloc > *alloc)
 

Macro Definition Documentation

◆ VALIDATE

#define VALIDATE ( )    do {} while(false)

Definition at line 16 of file GrD3DBuffer.cpp.

Function Documentation

◆ make_d3d_buffer()

static gr_cp< ID3D12Resource > make_d3d_buffer ( GrD3DGpu gpu,
size_t  size,
GrGpuBufferType  intendedType,
GrAccessPattern  accessPattern,
D3D12_RESOURCE_STATES *  resourceState,
sk_sp< GrD3DAlloc > *  alloc 
)
static

Definition at line 19 of file GrD3DBuffer.cpp.

24 {
25 D3D12_HEAP_TYPE heapType;
26 if (accessPattern == kStatic_GrAccessPattern) {
28 intendedType != GrGpuBufferType::kXferGpuToCpu);
29 heapType = D3D12_HEAP_TYPE_DEFAULT;
30 // Needs to be transitioned to appropriate state to be read in shader
31 *resourceState = D3D12_RESOURCE_STATE_COPY_DEST;
32 } else {
33 if (intendedType == GrGpuBufferType::kXferGpuToCpu) {
34 heapType = D3D12_HEAP_TYPE_READBACK;
35 // Cannot be changed
36 *resourceState = D3D12_RESOURCE_STATE_COPY_DEST;
37 } else {
38 heapType = D3D12_HEAP_TYPE_UPLOAD;
39 // Cannot be changed
40 // Includes VERTEX_AND_CONSTANT_BUFFER, INDEX_BUFFER, INDIRECT_ARGUMENT, and COPY_SOURCE
41 *resourceState = D3D12_RESOURCE_STATE_GENERIC_READ;
42 }
43 }
44
45 D3D12_RESOURCE_DESC bufferDesc = {};
46 bufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
47 bufferDesc.Alignment = 0; // default alignment
48 bufferDesc.Width = size;
49 bufferDesc.Height = 1;
50 bufferDesc.DepthOrArraySize = 1;
51 bufferDesc.MipLevels = 1;
52 bufferDesc.Format = DXGI_FORMAT_UNKNOWN;
53 bufferDesc.SampleDesc.Count = 1;
54 bufferDesc.SampleDesc.Quality = 0; // Doesn't apply to buffers
55 bufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
56 bufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
57
59 heapType, &bufferDesc, *resourceState, alloc, nullptr);
60
61 return resource;
62}
@ kStatic_GrAccessPattern
#define SkASSERT(cond)
Definition SkAssert.h:116
GrD3DMemoryAllocator * memoryAllocator() const
Definition GrD3DGpu.h:46
virtual gr_cp< ID3D12Resource > createResource(D3D12_HEAP_TYPE, const D3D12_RESOURCE_DESC *, D3D12_RESOURCE_STATES initialResourceState, sk_sp< GrD3DAlloc > *allocation, const D3D12_CLEAR_VALUE *)=0
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Definition switches.h:259