#include <GrD3DCpuDescriptorManager.h>
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| GrD3DCpuDescriptorManager (GrD3DGpu *) |
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GrD3DDescriptorHeap::CPUHandle | createRenderTargetView (GrD3DGpu *, ID3D12Resource *textureResource) |
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void | recycleRenderTargetView (const GrD3DDescriptorHeap::CPUHandle &) |
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GrD3DDescriptorHeap::CPUHandle | createDepthStencilView (GrD3DGpu *, ID3D12Resource *textureResource) |
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void | recycleDepthStencilView (const GrD3DDescriptorHeap::CPUHandle &) |
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GrD3DDescriptorHeap::CPUHandle | createConstantBufferView (GrD3DGpu *, ID3D12Resource *bufferResource, size_t offset, size_t size) |
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GrD3DDescriptorHeap::CPUHandle | createShaderResourceView (GrD3DGpu *, ID3D12Resource *resource, unsigned int mostDetailedMip, unsigned int mipLevels) |
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GrD3DDescriptorHeap::CPUHandle | createUnorderedAccessView (GrD3DGpu *, ID3D12Resource *resource, unsigned int mipSlice) |
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void | recycleShaderView (const GrD3DDescriptorHeap::CPUHandle &) |
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GrD3DDescriptorHeap::CPUHandle | createSampler (GrD3DGpu *, D3D12_FILTER filter, float maxLOD, unsigned int maxAnisotropy, D3D12_TEXTURE_ADDRESS_MODE addressModeU, D3D12_TEXTURE_ADDRESS_MODE addressModeV) |
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void | recycleSampler (const GrD3DDescriptorHeap::CPUHandle &) |
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Definition at line 16 of file GrD3DCpuDescriptorManager.h.
◆ GrD3DCpuDescriptorManager()
GrD3DCpuDescriptorManager::GrD3DCpuDescriptorManager |
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GrD3DGpu * |
gpu | ) |
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Definition at line 12 of file GrD3DCpuDescriptorManager.cpp.
13 : fRTVDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
14 , fDSVDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_DSV)
15 , fShaderViewDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
16 , fSamplerDescriptorPool(gpu, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) {}
◆ createConstantBufferView()
Definition at line 42 of file GrD3DCpuDescriptorManager.cpp.
43 {
45 fShaderViewDescriptorPool.allocateHandle(gpu);
46 D3D12_CONSTANT_BUFFER_VIEW_DESC
desc = {};
47 desc.BufferLocation = bufferResource->GetGPUVirtualAddress() +
offset;
49 gpu->
device()->CreateConstantBufferView(&desc, descriptor.
fHandle);
50 return descriptor;
51}
ID3D12Device * device() const
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D3D12_CPU_DESCRIPTOR_HANDLE fHandle
◆ createDepthStencilView()
◆ createRenderTargetView()
◆ createSampler()
GrD3DDescriptorHeap::CPUHandle GrD3DCpuDescriptorManager::createSampler |
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GrD3DGpu * |
gpu, |
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D3D12_FILTER |
filter, |
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float |
maxLOD, |
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unsigned int |
maxAnisotropy, |
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D3D12_TEXTURE_ADDRESS_MODE |
addressModeU, |
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D3D12_TEXTURE_ADDRESS_MODE |
addressModeV |
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) |
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Definition at line 92 of file GrD3DCpuDescriptorManager.cpp.
98 {
100 D3D12_SAMPLER_DESC
desc = {};
101 desc.Filter = filter;
102 desc.AddressU = addressModeU;
103 desc.AddressV = addressModeV;
104 desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
106 desc.MaxAnisotropy = maxAnisotropy;
107 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
108
110 desc.MaxLOD = maxLOD;
111
113 return descriptor;
114}
◆ createShaderResourceView()
Definition at line 53 of file GrD3DCpuDescriptorManager.cpp.
55 {
57 fShaderViewDescriptorPool.allocateHandle(gpu);
58
59
60 D3D12_SHADER_RESOURCE_VIEW_DESC
desc = {};
61 desc.Format = resource->GetDesc().Format;
62 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
63 desc.Texture2D.MostDetailedMip = mostDetailedMip;
64 desc.Texture2D.MipLevels = mipLevels;
65 desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
66 gpu->
device()->CreateShaderResourceView(resource, &desc, descriptor.
fHandle);
67 return descriptor;
68}
◆ createUnorderedAccessView()
Definition at line 70 of file GrD3DCpuDescriptorManager.cpp.
71 {
73 fShaderViewDescriptorPool.allocateHandle(gpu);
74 if (resource->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER) {
75
76 gpu->
device()->CreateUnorderedAccessView(resource,
nullptr,
nullptr, descriptor.
fHandle);
77 } else {
78 D3D12_UNORDERED_ACCESS_VIEW_DESC
desc = {};
79 desc.Format = resource->GetDesc().Format;
80 desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
81 desc.Texture2D.MipSlice = mipSlice;
82 gpu->
device()->CreateUnorderedAccessView(resource,
nullptr, &desc, descriptor.
fHandle);
83 }
84 return descriptor;
85}
◆ recycleDepthStencilView()
◆ recycleRenderTargetView()
◆ recycleSampler()
◆ recycleShaderView()
The documentation for this class was generated from the following files: