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Add struct for descriptor binding
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5e4b1b8795
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@ -7,6 +7,11 @@ use {Blob, D3DResult, Error, TextureAddressMode};
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pub type CpuDescriptor = d3d12::D3D12_CPU_DESCRIPTOR_HANDLE;
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pub type GpuDescriptor = d3d12::D3D12_GPU_DESCRIPTOR_HANDLE;
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pub struct Binding {
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pub register: u32,
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pub space: u32,
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}
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#[repr(u32)]
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#[derive(Clone, Copy)]
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pub enum HeapType {
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@ -57,18 +62,12 @@ pub enum DescriptorRangeType {
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#[repr(transparent)]
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pub struct DescriptorRange(d3d12::D3D12_DESCRIPTOR_RANGE);
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impl DescriptorRange {
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pub fn new(
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ty: DescriptorRangeType,
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count: u32,
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base_register: u32,
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register_space: u32,
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offset: u32,
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) -> Self {
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pub fn new(ty: DescriptorRangeType, count: u32, base_binding: Binding, offset: u32) -> Self {
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DescriptorRange(d3d12::D3D12_DESCRIPTOR_RANGE {
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RangeType: ty as _,
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NumDescriptors: count,
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BaseShaderRegister: base_register,
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RegisterSpace: register_space,
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BaseShaderRegister: base_binding.register,
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RegisterSpace: base_binding.space,
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OffsetInDescriptorsFromTableStart: offset,
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})
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}
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@ -93,12 +92,7 @@ impl RootParameter {
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RootParameter(param)
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}
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pub fn constants(
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visibility: ShaderVisibility,
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register: u32,
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register_space: u32,
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num: u32,
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) -> Self {
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pub fn constants(visibility: ShaderVisibility, binding: Binding, num: u32) -> Self {
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let mut param = d3d12::D3D12_ROOT_PARAMETER {
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ParameterType: d3d12::D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS,
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ShaderVisibility: visibility as _,
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@ -106,8 +100,8 @@ impl RootParameter {
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};
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*unsafe { param.u.Constants_mut() } = d3d12::D3D12_ROOT_CONSTANTS {
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ShaderRegister: register,
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RegisterSpace: register_space,
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ShaderRegister: binding.register,
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RegisterSpace: binding.space,
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Num32BitValues: num,
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};
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@ -127,8 +121,7 @@ pub struct StaticSampler(d3d12::D3D12_STATIC_SAMPLER_DESC);
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impl StaticSampler {
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pub fn new(
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visibility: ShaderVisibility,
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register: u32,
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register_space: u32,
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binding: Binding,
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filter: d3d12::D3D12_FILTER,
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address_mode: TextureAddressMode,
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@ -149,8 +142,8 @@ impl StaticSampler {
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BorderColor: border_color as _,
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MinLOD: lod.start,
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MaxLOD: lod.end,
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ShaderRegister: register,
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RegisterSpace: register_space,
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ShaderRegister: binding.register,
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RegisterSpace: binding.space,
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ShaderVisibility: visibility as _,
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})
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}
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