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use windows::Win32::Graphics::{Direct3D, Direct3D12};
pub fn map_buffer_usage_to_resource_flags(
usage: crate::BufferUses,
) -> Direct3D12::D3D12_RESOURCE_FLAGS {
let mut flags = Direct3D12::D3D12_RESOURCE_FLAG_NONE;
if usage.contains(crate::BufferUses::STORAGE_READ_WRITE) {
flags |= Direct3D12::D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
flags
}
pub fn map_texture_dimension(dim: wgt::TextureDimension) -> Direct3D12::D3D12_RESOURCE_DIMENSION {
match dim {
wgt::TextureDimension::D1 => Direct3D12::D3D12_RESOURCE_DIMENSION_TEXTURE1D,
wgt::TextureDimension::D2 => Direct3D12::D3D12_RESOURCE_DIMENSION_TEXTURE2D,
wgt::TextureDimension::D3 => Direct3D12::D3D12_RESOURCE_DIMENSION_TEXTURE3D,
}
}
pub fn map_texture_usage_to_resource_flags(
usage: crate::TextureUses,
) -> Direct3D12::D3D12_RESOURCE_FLAGS {
let mut flags = Direct3D12::D3D12_RESOURCE_FLAG_NONE;
if usage.contains(crate::TextureUses::COLOR_TARGET) {
flags |= Direct3D12::D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
if usage.intersects(
crate::TextureUses::DEPTH_STENCIL_READ | crate::TextureUses::DEPTH_STENCIL_WRITE,
) {
flags |= Direct3D12::D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
if !usage.contains(crate::TextureUses::RESOURCE) {
flags |= Direct3D12::D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
}
}
if usage.contains(crate::TextureUses::STORAGE_READ_WRITE) {
flags |= Direct3D12::D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
flags
}
pub fn map_address_mode(mode: wgt::AddressMode) -> Direct3D12::D3D12_TEXTURE_ADDRESS_MODE {
use wgt::AddressMode as Am;
match mode {
Am::Repeat => Direct3D12::D3D12_TEXTURE_ADDRESS_MODE_WRAP,
Am::MirrorRepeat => Direct3D12::D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
Am::ClampToEdge => Direct3D12::D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
Am::ClampToBorder => Direct3D12::D3D12_TEXTURE_ADDRESS_MODE_BORDER,
//Am::MirrorClamp => Direct3D12::D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
}
}
pub fn map_filter_mode(mode: wgt::FilterMode) -> Direct3D12::D3D12_FILTER_TYPE {
match mode {
wgt::FilterMode::Nearest => Direct3D12::D3D12_FILTER_TYPE_POINT,
wgt::FilterMode::Linear => Direct3D12::D3D12_FILTER_TYPE_LINEAR,
}
}
pub fn map_comparison(func: wgt::CompareFunction) -> Direct3D12::D3D12_COMPARISON_FUNC {
use wgt::CompareFunction as Cf;
match func {
Cf::Never => Direct3D12::D3D12_COMPARISON_FUNC_NEVER,
Cf::Less => Direct3D12::D3D12_COMPARISON_FUNC_LESS,
Cf::LessEqual => Direct3D12::D3D12_COMPARISON_FUNC_LESS_EQUAL,
Cf::Equal => Direct3D12::D3D12_COMPARISON_FUNC_EQUAL,
Cf::GreaterEqual => Direct3D12::D3D12_COMPARISON_FUNC_GREATER_EQUAL,
Cf::Greater => Direct3D12::D3D12_COMPARISON_FUNC_GREATER,
Cf::NotEqual => Direct3D12::D3D12_COMPARISON_FUNC_NOT_EQUAL,
Cf::Always => Direct3D12::D3D12_COMPARISON_FUNC_ALWAYS,
}
}
pub fn map_border_color(border_color: Option<wgt::SamplerBorderColor>) -> [f32; 4] {
use wgt::SamplerBorderColor as Sbc;
match border_color {
Some(Sbc::TransparentBlack) | Some(Sbc::Zero) | None => [0.0; 4],
Some(Sbc::OpaqueBlack) => [0.0, 0.0, 0.0, 1.0],
Some(Sbc::OpaqueWhite) => [1.0; 4],
}
}
pub fn map_visibility(visibility: wgt::ShaderStages) -> Direct3D12::D3D12_SHADER_VISIBILITY {
match visibility {
wgt::ShaderStages::VERTEX => Direct3D12::D3D12_SHADER_VISIBILITY_VERTEX,
wgt::ShaderStages::FRAGMENT => Direct3D12::D3D12_SHADER_VISIBILITY_PIXEL,
_ => Direct3D12::D3D12_SHADER_VISIBILITY_ALL,
}
}
pub fn map_binding_type(ty: &wgt::BindingType) -> Direct3D12::D3D12_DESCRIPTOR_RANGE_TYPE {
use wgt::BindingType as Bt;
match *ty {
Bt::Sampler { .. } => Direct3D12::D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
Bt::Buffer {
ty: wgt::BufferBindingType::Uniform,
..
} => Direct3D12::D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
Bt::Buffer {
ty: wgt::BufferBindingType::Storage { read_only: true },
..
}
| Bt::Texture { .. } => Direct3D12::D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
Bt::Buffer {
ty: wgt::BufferBindingType::Storage { read_only: false },
..
}
| Bt::StorageTexture { .. } => Direct3D12::D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
Bt::AccelerationStructure => todo!(),
}
}
pub fn map_buffer_usage_to_state(usage: crate::BufferUses) -> Direct3D12::D3D12_RESOURCE_STATES {
use crate::BufferUses as Bu;
let mut state = Direct3D12::D3D12_RESOURCE_STATE_COMMON;
if usage.intersects(Bu::COPY_SRC) {
state |= Direct3D12::D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if usage.intersects(Bu::COPY_DST) {
state |= Direct3D12::D3D12_RESOURCE_STATE_COPY_DEST;
}
if usage.intersects(Bu::INDEX) {
state |= Direct3D12::D3D12_RESOURCE_STATE_INDEX_BUFFER;
}
if usage.intersects(Bu::VERTEX | Bu::UNIFORM) {
state |= Direct3D12::D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
if usage.intersects(Bu::STORAGE_READ_WRITE) {
state |= Direct3D12::D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
} else if usage.intersects(Bu::STORAGE_READ) {
state |= Direct3D12::D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
| Direct3D12::D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
}
if usage.intersects(Bu::INDIRECT) {
state |= Direct3D12::D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
}
state
}
pub fn map_texture_usage_to_state(usage: crate::TextureUses) -> Direct3D12::D3D12_RESOURCE_STATES {
use crate::TextureUses as Tu;
let mut state = Direct3D12::D3D12_RESOURCE_STATE_COMMON;
//Note: `RESOLVE_SOURCE` and `RESOLVE_DEST` are not used here
//Note: `PRESENT` is the same as `COMMON`
if usage == crate::TextureUses::UNINITIALIZED {
return state;
}
if usage.intersects(Tu::COPY_SRC) {
state |= Direct3D12::D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if usage.intersects(Tu::COPY_DST) {
state |= Direct3D12::D3D12_RESOURCE_STATE_COPY_DEST;
}
if usage.intersects(Tu::RESOURCE) {
state |= Direct3D12::D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
| Direct3D12::D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
}
if usage.intersects(Tu::COLOR_TARGET) {
state |= Direct3D12::D3D12_RESOURCE_STATE_RENDER_TARGET;
}
if usage.intersects(Tu::DEPTH_STENCIL_READ) {
state |= Direct3D12::D3D12_RESOURCE_STATE_DEPTH_READ;
}
if usage.intersects(Tu::DEPTH_STENCIL_WRITE) {
state |= Direct3D12::D3D12_RESOURCE_STATE_DEPTH_WRITE;
}
if usage.intersects(Tu::STORAGE_READ | Tu::STORAGE_READ_WRITE) {
state |= Direct3D12::D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
state
}
pub fn map_topology(
topology: wgt::PrimitiveTopology,
) -> (
Direct3D12::D3D12_PRIMITIVE_TOPOLOGY_TYPE,
Direct3D::D3D_PRIMITIVE_TOPOLOGY,
) {
match topology {
wgt::PrimitiveTopology::PointList => (
Direct3D12::D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
Direct3D::D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
),
wgt::PrimitiveTopology::LineList => (
Direct3D12::D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
Direct3D::D3D_PRIMITIVE_TOPOLOGY_LINELIST,
),
wgt::PrimitiveTopology::LineStrip => (
Direct3D12::D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
Direct3D::D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
),
wgt::PrimitiveTopology::TriangleList => (
Direct3D12::D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
Direct3D::D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
),
wgt::PrimitiveTopology::TriangleStrip => (
Direct3D12::D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
Direct3D::D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
),
}
}
pub fn map_polygon_mode(mode: wgt::PolygonMode) -> Direct3D12::D3D12_FILL_MODE {
match mode {
wgt::PolygonMode::Fill => Direct3D12::D3D12_FILL_MODE_SOLID,
wgt::PolygonMode::Line => Direct3D12::D3D12_FILL_MODE_WIREFRAME,
wgt::PolygonMode::Point => panic!(
"{:?} is not enabled for this backend",
wgt::Features::POLYGON_MODE_POINT
),
}
}
/// D3D12 doesn't support passing factors ending in `_COLOR` for alpha blending
/// Therefore this function takes an additional `is_alpha` argument
/// which if set will return an equivalent `_ALPHA` factor.
fn map_blend_factor(factor: wgt::BlendFactor, is_alpha: bool) -> Direct3D12::D3D12_BLEND {
use wgt::BlendFactor as Bf;
match factor {
Bf::Zero => Direct3D12::D3D12_BLEND_ZERO,
Bf::One => Direct3D12::D3D12_BLEND_ONE,
Bf::Src if is_alpha => Direct3D12::D3D12_BLEND_SRC_ALPHA,
Bf::Src => Direct3D12::D3D12_BLEND_SRC_COLOR,
Bf::OneMinusSrc if is_alpha => Direct3D12::D3D12_BLEND_INV_SRC_ALPHA,
Bf::OneMinusSrc => Direct3D12::D3D12_BLEND_INV_SRC_COLOR,
Bf::Dst if is_alpha => Direct3D12::D3D12_BLEND_DEST_ALPHA,
Bf::Dst => Direct3D12::D3D12_BLEND_DEST_COLOR,
Bf::OneMinusDst if is_alpha => Direct3D12::D3D12_BLEND_INV_DEST_ALPHA,
Bf::OneMinusDst => Direct3D12::D3D12_BLEND_INV_DEST_COLOR,
Bf::SrcAlpha => Direct3D12::D3D12_BLEND_SRC_ALPHA,
Bf::OneMinusSrcAlpha => Direct3D12::D3D12_BLEND_INV_SRC_ALPHA,
Bf::DstAlpha => Direct3D12::D3D12_BLEND_DEST_ALPHA,
Bf::OneMinusDstAlpha => Direct3D12::D3D12_BLEND_INV_DEST_ALPHA,
Bf::Constant => Direct3D12::D3D12_BLEND_BLEND_FACTOR,
Bf::OneMinusConstant => Direct3D12::D3D12_BLEND_INV_BLEND_FACTOR,
Bf::SrcAlphaSaturated => Direct3D12::D3D12_BLEND_SRC_ALPHA_SAT,
Bf::Src1 if is_alpha => Direct3D12::D3D12_BLEND_SRC1_ALPHA,
Bf::Src1 => Direct3D12::D3D12_BLEND_SRC1_COLOR,
Bf::OneMinusSrc1 if is_alpha => Direct3D12::D3D12_BLEND_INV_SRC1_ALPHA,
Bf::OneMinusSrc1 => Direct3D12::D3D12_BLEND_INV_SRC1_COLOR,
Bf::Src1Alpha => Direct3D12::D3D12_BLEND_SRC1_ALPHA,
Bf::OneMinusSrc1Alpha => Direct3D12::D3D12_BLEND_INV_SRC1_ALPHA,
}
}
fn map_blend_component(
component: &wgt::BlendComponent,
is_alpha: bool,
) -> (
Direct3D12::D3D12_BLEND_OP,
Direct3D12::D3D12_BLEND,
Direct3D12::D3D12_BLEND,
) {
let raw_op = match component.operation {
wgt::BlendOperation::Add => Direct3D12::D3D12_BLEND_OP_ADD,
wgt::BlendOperation::Subtract => Direct3D12::D3D12_BLEND_OP_SUBTRACT,
wgt::BlendOperation::ReverseSubtract => Direct3D12::D3D12_BLEND_OP_REV_SUBTRACT,
wgt::BlendOperation::Min => Direct3D12::D3D12_BLEND_OP_MIN,
wgt::BlendOperation::Max => Direct3D12::D3D12_BLEND_OP_MAX,
};
let raw_src = map_blend_factor(component.src_factor, is_alpha);
let raw_dst = map_blend_factor(component.dst_factor, is_alpha);
(raw_op, raw_src, raw_dst)
}
pub fn map_render_targets(
color_targets: &[Option<wgt::ColorTargetState>],
) -> [Direct3D12::D3D12_RENDER_TARGET_BLEND_DESC;
Direct3D12::D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT as usize] {
let dummy_target = Direct3D12::D3D12_RENDER_TARGET_BLEND_DESC {
BlendEnable: false.into(),
LogicOpEnable: false.into(),
SrcBlend: Direct3D12::D3D12_BLEND_ZERO,
DestBlend: Direct3D12::D3D12_BLEND_ZERO,
BlendOp: Direct3D12::D3D12_BLEND_OP_ADD,
SrcBlendAlpha: Direct3D12::D3D12_BLEND_ZERO,
DestBlendAlpha: Direct3D12::D3D12_BLEND_ZERO,
BlendOpAlpha: Direct3D12::D3D12_BLEND_OP_ADD,
LogicOp: Direct3D12::D3D12_LOGIC_OP_CLEAR,
RenderTargetWriteMask: 0,
};
let mut raw_targets =
[dummy_target; Direct3D12::D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT as usize];
for (raw, ct) in raw_targets.iter_mut().zip(color_targets.iter()) {
if let Some(ct) = ct.as_ref() {
raw.RenderTargetWriteMask = ct.write_mask.bits() as u8;
if let Some(ref blend) = ct.blend {
let (color_op, color_src, color_dst) = map_blend_component(&blend.color, false);
let (alpha_op, alpha_src, alpha_dst) = map_blend_component(&blend.alpha, true);
raw.BlendEnable = true.into();
raw.BlendOp = color_op;
raw.SrcBlend = color_src;
raw.DestBlend = color_dst;
raw.BlendOpAlpha = alpha_op;
raw.SrcBlendAlpha = alpha_src;
raw.DestBlendAlpha = alpha_dst;
}
}
}
raw_targets
}
fn map_stencil_op(op: wgt::StencilOperation) -> Direct3D12::D3D12_STENCIL_OP {
use wgt::StencilOperation as So;
match op {
So::Keep => Direct3D12::D3D12_STENCIL_OP_KEEP,
So::Zero => Direct3D12::D3D12_STENCIL_OP_ZERO,
So::Replace => Direct3D12::D3D12_STENCIL_OP_REPLACE,
So::IncrementClamp => Direct3D12::D3D12_STENCIL_OP_INCR_SAT,
So::IncrementWrap => Direct3D12::D3D12_STENCIL_OP_INCR,
So::DecrementClamp => Direct3D12::D3D12_STENCIL_OP_DECR_SAT,
So::DecrementWrap => Direct3D12::D3D12_STENCIL_OP_DECR,
So::Invert => Direct3D12::D3D12_STENCIL_OP_INVERT,
}
}
fn map_stencil_face(face: &wgt::StencilFaceState) -> Direct3D12::D3D12_DEPTH_STENCILOP_DESC {
Direct3D12::D3D12_DEPTH_STENCILOP_DESC {
StencilFailOp: map_stencil_op(face.fail_op),
StencilDepthFailOp: map_stencil_op(face.depth_fail_op),
StencilPassOp: map_stencil_op(face.pass_op),
StencilFunc: map_comparison(face.compare),
}
}
pub fn map_depth_stencil(ds: &wgt::DepthStencilState) -> Direct3D12::D3D12_DEPTH_STENCIL_DESC {
Direct3D12::D3D12_DEPTH_STENCIL_DESC {
DepthEnable: ds.is_depth_enabled().into(),
DepthWriteMask: if ds.depth_write_enabled {
Direct3D12::D3D12_DEPTH_WRITE_MASK_ALL
} else {
Direct3D12::D3D12_DEPTH_WRITE_MASK_ZERO
},
DepthFunc: map_comparison(ds.depth_compare),
StencilEnable: ds.stencil.is_enabled().into(),
StencilReadMask: ds.stencil.read_mask as u8,
StencilWriteMask: ds.stencil.write_mask as u8,
FrontFace: map_stencil_face(&ds.stencil.front),
BackFace: map_stencil_face(&ds.stencil.back),
}
}