// Copyright (C) 2025 kanel // This file is part of "Pulse" // For conditions of distribution and use, see copyright notice in LICENSE #include #include "../../PulseInternal.h" #include "D3D11.h" #include "D3D11Buffer.h" #include "D3D11ComputePass.h" #include "D3D11CommandList.h" #include "D3D11ComputePipeline.h" static void Direct3D11BindResources(PulseComputePass pass) { Direct3D11ComputePass* d3d11_pass = D3D11_RETRIEVE_DRIVER_DATA_AS(pass, Direct3D11ComputePass*); Direct3D11CommandList* d3d11_cmd = D3D11_RETRIEVE_DRIVER_DATA_AS(pass->cmd, Direct3D11CommandList*); Direct3D11ComputePipeline* d3d11_pipeline = D3D11_RETRIEVE_DRIVER_DATA_AS(pass->current_pipeline, Direct3D11ComputePipeline*); if(d3d11_pass->should_bind_read_only_resources) { uint32_t entry_index = 0; for(uint32_t i = 0; i < pass->current_pipeline->num_readonly_storage_images; i++, entry_index++) { } ID3D11ShaderResourceView* buffer_resource_views[PULSE_MAX_READ_BUFFERS_BOUND]; for(uint32_t i = 0; i < pass->current_pipeline->num_readonly_storage_buffers; i++, entry_index++) { Direct3D11Buffer* d3d11_buffer = D3D11_RETRIEVE_DRIVER_DATA_AS(pass->readonly_storage_buffers[i], Direct3D11Buffer*); buffer_resource_views[i] = d3d11_buffer->shader_resource_view; } ID3D11DeviceContext_CSSetShaderResources(d3d11_cmd->context, pass->current_pipeline->num_readonly_storage_images, pass->current_pipeline->num_readonly_storage_buffers, buffer_resource_views); d3d11_pass->should_bind_read_only_resources = false; } if(d3d11_pass->should_bind_write_resources) { ID3D11UnorderedAccessView* resource_views[PULSE_MAX_WRITE_TEXTURES_BOUND + PULSE_MAX_WRITE_BUFFERS_BOUND]; uint32_t entry_index = 0; for(uint32_t i = 0; i < pass->current_pipeline->num_readwrite_storage_images; i++, entry_index++) { } for(uint32_t i = 0; i < pass->current_pipeline->num_readwrite_storage_buffers; i++, entry_index++) { Direct3D11Buffer* d3d11_buffer = D3D11_RETRIEVE_DRIVER_DATA_AS(pass->readwrite_storage_buffers[i], Direct3D11Buffer*); resource_views[entry_index] = d3d11_buffer->unordered_access_view; } ID3D11DeviceContext_CSSetUnorderedAccessViews(d3d11_cmd->context, 0, pass->current_pipeline->num_readwrite_storage_images + pass->current_pipeline->num_readwrite_storage_buffers, resource_views, PULSE_NULLPTR); d3d11_pass->should_bind_write_resources = false; } } PulseComputePass Direct3D11CreateComputePass(PulseDevice device, PulseCommandList cmd) { PULSE_UNUSED(device); PulseComputePass pass = (PulseComputePass)calloc(1, sizeof(PulseComputePassHandler)); PULSE_CHECK_ALLOCATION_RETVAL(pass, PULSE_NULL_HANDLE); Direct3D11ComputePass* d3d11_pass = (Direct3D11ComputePass*)calloc(1, sizeof(Direct3D11ComputePass)); PULSE_CHECK_ALLOCATION_RETVAL(d3d11_pass, PULSE_NULL_HANDLE); pass->cmd = cmd; pass->driver_data = d3d11_pass; return pass; } void Direct3D11DestroyComputePass(PulseDevice device, PulseComputePass pass) { PULSE_UNUSED(device); Direct3D11ComputePass* d3d11_pass = D3D11_RETRIEVE_DRIVER_DATA_AS(pass, Direct3D11ComputePass*); free(d3d11_pass); free(pass); } PulseComputePass Direct3D11BeginComputePass(PulseCommandList cmd) { return cmd->pass; } void Direct3D11EndComputePass(PulseComputePass pass) { } void Direct3D11BindStorageBuffers(PulseComputePass pass, const PulseBuffer* buffers, uint32_t num_buffers) { PulseBufferUsageFlags usage = buffers[0]->usage; bool is_readwrite = (usage & PULSE_BUFFER_USAGE_STORAGE_WRITE) != 0; PulseBuffer* array = is_readwrite ? pass->readwrite_storage_buffers : pass->readonly_storage_buffers; Direct3D11ComputePass* d3d11_pass = D3D11_RETRIEVE_DRIVER_DATA_AS(pass, Direct3D11ComputePass*); for(uint32_t i = 0; i < num_buffers; i++) { if(is_readwrite && (buffers[i]->usage & PULSE_BUFFER_USAGE_STORAGE_WRITE) == 0) { if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(pass->cmd->device->backend)) PulseLogError(pass->cmd->device->backend, "cannot bind a read only buffer with read-write buffers"); PulseSetInternalError(PULSE_ERROR_INVALID_BUFFER_USAGE); return; } else if(!is_readwrite && (buffers[i]->usage & PULSE_BUFFER_USAGE_STORAGE_WRITE) != 0) { if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(pass->cmd->device->backend)) PulseLogError(pass->cmd->device->backend, "cannot bind a read-write buffer with read only buffers"); PulseSetInternalError(PULSE_ERROR_INVALID_BUFFER_USAGE); return; } if(array[i] == buffers[i]) continue; array[i] = buffers[i]; if(is_readwrite) d3d11_pass->should_bind_write_resources = true; else d3d11_pass->should_bind_read_only_resources = true; } } void Direct3D11BindUniformData(PulseComputePass pass, uint32_t slot, const void* data, uint32_t data_size) { } void Direct3D11BindStorageImages(PulseComputePass pass, const PulseImage* images, uint32_t num_images) { } void Direct3D11BindComputePipeline(PulseComputePass pass, PulseComputePipeline pipeline) { Direct3D11ComputePass* d3d11_pass = D3D11_RETRIEVE_DRIVER_DATA_AS(pass, Direct3D11ComputePass*); Direct3D11CommandList* d3d11_cmd = D3D11_RETRIEVE_DRIVER_DATA_AS(pass->cmd, Direct3D11CommandList*); Direct3D11ComputePipeline* d3d11_pipeline = D3D11_RETRIEVE_DRIVER_DATA_AS(pipeline, Direct3D11ComputePipeline*); ID3D11DeviceContext_CSSetShader(d3d11_cmd->context, d3d11_pipeline->shader, PULSE_NULLPTR, 0); d3d11_pass->should_bind_read_only_resources = true; d3d11_pass->should_bind_write_resources = true; d3d11_pass->should_bind_uniform_resources = true; } void Direct3D11DispatchComputations(PulseComputePass pass, uint32_t groupcount_x, uint32_t groupcount_y, uint32_t groupcount_z) { Direct3D11ComputePass* d3d11_pass = D3D11_RETRIEVE_DRIVER_DATA_AS(pass, Direct3D11ComputePass*); Direct3D11CommandList* d3d11_cmd = D3D11_RETRIEVE_DRIVER_DATA_AS(pass->cmd, Direct3D11CommandList*); Direct3D11BindResources(pass); ID3D11DeviceContext_Dispatch(d3d11_cmd->context, groupcount_x, groupcount_y, groupcount_z); }