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d3d12-descriptor-heap

A simple to use descriptor heap for Direct3D 12, using the windows crate.

Usage

Declare ZST structs for each heap type, and implement D3D12DescriptorHeapType for it.

#[derive(Clone)]
pub struct CpuStagingHeap;

impl D3D12DescriptorHeapType for CpuStagingHeap {
    fn create_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
        D3D12_DESCRIPTOR_HEAP_DESC {
            Type: D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
            NumDescriptors: size as u32,
            Flags: D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
            NodeMask: 0,
        }
    }
}

Then create the heap and hand out ref-counted handles to slots in the heap. The slot will be freed on drop.

fn create_heap(device: &ID3D12Device) -> Result<(), D3D12DescriptorHeapError> {
    let heap = D3D12DescriptorHeap::<CpuStagingHeap>::new(device, 10);
    let slot = heap.allocate_descriptor()?;
}

Heap slots implement AsRef<D3D12_CPU_DESCRIPTOR_HANDLE> so they can be passed directly into Direct3D 12 APIs that take D3D12_CPU_DESCRIPTOR_HANDLE. For shader-visible heaps, implement D3D12ShaderVisibleDescriptorHeapType for the heap type.

#[derive(Clone)]
pub struct SamplerHeap;

impl D3D12DescriptorHeapType for SamplerHeap {
    fn create_desc(size: usize) -> D3D12_DESCRIPTOR_HEAP_DESC {
        D3D12_DESCRIPTOR_HEAP_DESC {
            Type: D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
            NumDescriptors: size as u32,
            Flags: D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
            NodeMask: 0,
        }
    }
}

unsafe impl D3D12ShaderVisibleDescriptorHeapType for SamplerHeap {}

Heap slots that are allocated for a heap type implementing D3D12ShaderVisibleDescriptorHeapType also implement AsRef<D3D12_GPU_DESCRIPTOR_HANDLE>.

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D3D12 Descriptor Heap Allocator

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Apache-2.0, MIT licenses found

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Apache-2.0
LICENSE-APACHE
MIT
LICENSE-MIT

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