/// <summary> /// Creates a new <see cref="Buffer{T}"/> instance with the specified parameters. /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/> associated with the current instance.</param> /// <param name="length">The number of items to store in the current buffer.</param> /// <param name="elementSizeInBytes">The size in bytes of each buffer item (including padding, if any).</param> /// <param name="resourceType">The resource type for the current buffer.</param> /// <param name="allocationMode">The allocation mode to use for the new resource.</param> private protected Buffer(GraphicsDevice device, int length, uint elementSizeInBytes, ResourceType resourceType, AllocationMode allocationMode) { device.ThrowIfDisposed(); if (resourceType == ResourceType.Constant) { Guard.IsBetweenOrEqualTo(length, 1, FX.D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT, nameof(length)); } else { // The maximum length is set such that the aligned buffer size can't exceed uint.MaxValue Guard.IsBetweenOrEqualTo(length, 1, (uint.MaxValue / elementSizeInBytes) & ~255, nameof(length)); } if (TypeInfo <T> .IsDoubleOrContainsDoubles && device.D3D12Device->CheckFeatureSupport <D3D12_FEATURE_DATA_D3D12_OPTIONS>(D3D12_FEATURE_D3D12_OPTIONS).DoublePrecisionFloatShaderOps == 0) { UnsupportedDoubleOperationsException.Throw <T>(); } SizeInBytes = checked ((nint)(length * elementSizeInBytes)); GraphicsDevice = device; Length = length; if (device.IsCacheCoherentUMA) { this.d3D12Resource = device.D3D12Device->CreateCommittedResource(resourceType, allocationMode, (ulong)SizeInBytes, true); } else { this.allocation = device.Allocator->CreateResource(resourceType, allocationMode, (ulong)SizeInBytes); this.d3D12Resource = new ComPtr <ID3D12Resource>(this.allocation.Get()->GetResource()); } device.RentShaderResourceViewDescriptorHandles(out D3D12CpuDescriptorHandle, out D3D12GpuDescriptorHandle); switch (resourceType) { case ResourceType.Constant: device.D3D12Device->CreateConstantBufferView(this.d3D12Resource.Get(), SizeInBytes, D3D12CpuDescriptorHandle); break; case ResourceType.ReadOnly: device.D3D12Device->CreateShaderResourceView(this.d3D12Resource.Get(), (uint)length, elementSizeInBytes, D3D12CpuDescriptorHandle); break; case ResourceType.ReadWrite: device.D3D12Device->CreateUnorderedAccessView(this.d3D12Resource.Get(), (uint)length, elementSizeInBytes, D3D12CpuDescriptorHandle); break; } this.d3D12Resource.Get()->SetName(this); }
/// <summary> /// Creates a new <see cref="Buffer{T}"/> instance with the specified parameters. /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/> associated with the current instance.</param> /// <param name="length">The number of items to store in the current buffer.</param> /// <param name="elementSizeInBytes">The size in bytes of each buffer item (including padding, if any).</param> /// <param name="resourceType">The resource type for the current buffer.</param> /// <param name="allocationMode">The allocation mode to use for the new resource.</param> private protected Buffer(GraphicsDevice device, int length, uint elementSizeInBytes, ResourceType resourceType, AllocationMode allocationMode) { device.ThrowIfDisposed(); if (resourceType == ResourceType.Constant) { Guard.IsBetweenOrEqualTo(length, 1, D3D12.D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT, nameof(length)); } else { // The maximum length is set such that the aligned buffer size can't exceed uint.MaxValue Guard.IsBetweenOrEqualTo(length, 1, (uint.MaxValue / elementSizeInBytes) & ~255, nameof(length)); } if (TypeInfo <T> .IsDoubleOrContainsDoubles && device.D3D12Device->CheckFeatureSupport <D3D12_FEATURE_DATA_D3D12_OPTIONS>(D3D12_FEATURE_D3D12_OPTIONS).DoublePrecisionFloatShaderOps == 0) { UnsupportedDoubleOperationsException.Throw <T>(); } nint usableSizeInBytes = checked ((nint)(length * elementSizeInBytes)); nint effectiveSizeInBytes = resourceType == ResourceType.Constant ? AlignmentHelper.Pad(usableSizeInBytes, D3D12.D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT) : usableSizeInBytes; SizeInBytes = usableSizeInBytes; GraphicsDevice = device; Length = length; #if NET6_0_OR_GREATER this.allocation = device.Allocator->CreateResource(device.Pool, resourceType, allocationMode, (ulong)effectiveSizeInBytes); this.d3D12Resource = new ComPtr <ID3D12Resource>(this.allocation.Get()->GetResource()); #else this.d3D12Resource = device.D3D12Device->CreateCommittedResource(resourceType, (ulong)effectiveSizeInBytes, device.IsCacheCoherentUMA); #endif device.RegisterAllocatedResource(); device.RentShaderResourceViewDescriptorHandles(out this.d3D12ResourceDescriptorHandles); device.RentShaderResourceViewDescriptorHandles(out this.d3D12ResourceDescriptorHandlesForTypedUnorderedAccessView); switch (resourceType) { case ResourceType.Constant: device.D3D12Device->CreateConstantBufferView(this.d3D12Resource.Get(), effectiveSizeInBytes, this.d3D12ResourceDescriptorHandles.D3D12CpuDescriptorHandle); break; case ResourceType.ReadOnly: device.D3D12Device->CreateShaderResourceView(this.d3D12Resource.Get(), (uint)length, elementSizeInBytes, this.d3D12ResourceDescriptorHandles.D3D12CpuDescriptorHandle); break; case ResourceType.ReadWrite: device.D3D12Device->CreateUnorderedAccessView(this.d3D12Resource.Get(), (uint)length, elementSizeInBytes, this.d3D12ResourceDescriptorHandles.D3D12CpuDescriptorHandle); device.D3D12Device->CreateUnorderedAccessViewForClear( this.d3D12Resource.Get(), DXGI_FORMAT_R32_UINT, (uint)(usableSizeInBytes / sizeof(uint)), this.d3D12ResourceDescriptorHandlesForTypedUnorderedAccessView.D3D12CpuDescriptorHandle, this.d3D12ResourceDescriptorHandlesForTypedUnorderedAccessView.D3D12CpuDescriptorHandleNonShaderVisible); break; } this.d3D12Resource.Get()->SetName(this); }