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authorMiles Macklin <[email protected]>2017-06-09 13:41:15 +1200
committerMiles Macklin <[email protected]>2017-06-09 13:41:15 +1200
commit688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch)
tree7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d12/meshRenderPipelineD3D12.cpp
parentUpdate README.md (diff)
downloadflex-1.2.0.beta.1.tar.xz
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1.2.0.beta.11.2.0.beta.1
Diffstat (limited to 'demo/d3d12/meshRenderPipelineD3D12.cpp')
-rw-r--r--demo/d3d12/meshRenderPipelineD3D12.cpp284
1 files changed, 284 insertions, 0 deletions
diff --git a/demo/d3d12/meshRenderPipelineD3D12.cpp b/demo/d3d12/meshRenderPipelineD3D12.cpp
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+++ b/demo/d3d12/meshRenderPipelineD3D12.cpp
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+#define NOMINMAX
+
+#include <NvCoDx12HelperUtil.h>
+#include <external/D3D12/include/d3dx12.h>
+
+#include "pipelineUtilD3D12.h"
+#include "meshRenderer.h"
+#include "bufferD3D12.h"
+#include "meshRendererD3D12.h"
+#include "../d3d/shaderCommonD3D.h"
+
+// this
+#include "meshRenderPipelineD3D12.h"
+
+// Shaders
+#include "../d3d/shaders/meshVS.hlsl.h"
+#include "../d3d/shaders/meshPS.hlsl.h"
+#include "../d3d/shaders/meshShadowPS.hlsl.h"
+
+namespace FlexSample {
+
+// Make async compute benchmark shader have a unique name
+namespace AsyncComputeBench
+{
+#include "../d3d/shaders/meshAsyncComputeBenchPS.hlsl.h"
+}
+
+MeshRenderPipelineD3D12::MeshRenderPipelineD3D12():
+ Parent(PRIMITIVE_TRIANGLE),
+ m_shadowMapLinearSamplerIndex(-1)
+{
+}
+
+/* static */MeshRenderPipelineD3D12::PipelineStateType MeshRenderPipelineD3D12::getPipelineStateType(MeshDrawStage stage, MeshRenderMode mode, MeshCullMode cull)
+{
+ switch (stage)
+ {
+ case MESH_DRAW_NULL:
+ case MESH_DRAW_REFLECTION:
+ case MESH_DRAW_LIGHT:
+ {
+ if (mode == MESH_RENDER_WIREFRAME)
+ {
+ return PIPELINE_STATE_LIGHT_WIREFRAME;
+ }
+
+ switch (cull)
+ {
+ case MESH_CULL_BACK: return PIPELINE_STATE_LIGHT_SOLID_CULL_BACK;
+ case MESH_CULL_FRONT: return PIPELINE_STATE_LIGHT_SOLID_CULL_FRONT;
+ default:
+ case MESH_CULL_NONE: return PIPELINE_STATE_LIGHT_SOLID_CULL_NONE;
+ }
+ }
+ case MESH_DRAW_SHADOW:
+ {
+ switch (cull)
+ {
+ case MESH_CULL_BACK: return PIPELINE_STATE_SHADOW_CULL_BACK;
+ default:
+ case MESH_CULL_NONE: return PIPELINE_STATE_SHADOW_CULL_NONE;
+ }
+ }
+ }
+
+ printf("Unhandled option!");
+ return PIPELINE_STATE_LIGHT_SOLID_CULL_BACK;
+}
+
+static D3D12_FILL_MODE _getFillMode(MeshRenderPipelineD3D12::PipelineStateType type)
+{
+ switch (type)
+ {
+ default: return D3D12_FILL_MODE_SOLID;
+ case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_WIREFRAME: return D3D12_FILL_MODE_WIREFRAME;
+ }
+}
+
+static D3D12_CULL_MODE _getCullMode(MeshRenderPipelineD3D12::PipelineStateType type)
+{
+ switch (type)
+ {
+ case MeshRenderPipelineD3D12::PIPELINE_STATE_COUNT_OF: break;
+
+ case MeshRenderPipelineD3D12::PIPELINE_STATE_SHADOW_CULL_BACK: return D3D12_CULL_MODE_BACK;
+
+ case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_SOLID_CULL_FRONT: return D3D12_CULL_MODE_FRONT;
+ case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_SOLID_CULL_BACK: return D3D12_CULL_MODE_BACK;
+
+ case MeshRenderPipelineD3D12::PIPELINE_STATE_SHADOW_CULL_NONE:
+ case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_WIREFRAME:
+ case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_SOLID_CULL_NONE: return D3D12_CULL_MODE_NONE;
+ }
+
+ printf("Unhandled option!");
+ return D3D12_CULL_MODE_NONE;
+}
+
+static void _initRasterizerDesc(MeshRenderPipelineD3D12::PipelineStateType type, FrontWindingType winding, D3D12_RASTERIZER_DESC& desc)
+{
+ PipelineUtilD3D::initRasterizerDesc(winding, desc);
+
+ desc.FillMode = _getFillMode(type);
+ desc.CullMode = _getCullMode(type);
+}
+
+static void _initPipelineStateDesc(MeshRenderPipelineD3D12::PipelineStateType type, NvCo::Dx12RenderTarget* shadowMap, AppGraphCtxD3D12* renderContext, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc)
+{
+ PipelineUtilD3D::initTargetFormat((shadowMap && MeshRenderPipelineD3D12::isShadow(type)) ? shadowMap : nullptr, renderContext, psoDesc);
+
+ psoDesc.InputLayout.NumElements = _countof(MeshRendererD3D12::MeshInputElementDescs);
+ psoDesc.InputLayout.pInputElementDescs = MeshRendererD3D12::MeshInputElementDescs;
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+}
+
+int MeshRenderPipelineD3D12::initialize(const RenderStateD3D12& state, const std::wstring& shadersPath, FrontWindingType winding, int shadowMapLinearSamplerIndex, NvCo::Dx12RenderTarget* shadowMap, bool asyncComputeBenchmark)
+{
+ using namespace NvCo;
+ ID3D12Device* device = state.m_device;
+
+ m_shadowMapLinearSamplerIndex = shadowMapLinearSamplerIndex;
+
+ // create the pipeline state object
+ {
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
+ PipelineUtilD3D::initSolidBlendDesc(psoDesc.BlendState);
+
+ // create the root signature
+ ComPtr<ID3D12RootSignature> signiture;
+ {
+ CD3DX12_DESCRIPTOR_RANGE ranges[2];
+ CD3DX12_ROOT_PARAMETER params[3];
+
+ UINT rootIndex = 0;
+ {
+ D3D12_ROOT_PARAMETER& param = params[rootIndex++];
+ param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ param.Descriptor.ShaderRegister = 0u;
+ param.Descriptor.RegisterSpace = 0u;
+ param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+ }
+
+ const int numSrvs = 1;
+ if (numSrvs > 0)
+ {
+ ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, numSrvs, 0);
+ params[rootIndex++].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);
+ }
+ const int numSamplers = 1;
+ if (numSamplers > 0)
+ {
+ ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, numSamplers, 0);
+ params[rootIndex++].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_PIXEL);
+ }
+
+ D3D12_ROOT_SIGNATURE_DESC desc;
+ desc.NumParameters = rootIndex;
+ desc.pParameters = params;
+ desc.NumStaticSamplers = 0;
+ desc.pStaticSamplers = nullptr;
+ desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
+
+ ComPtr<ID3DBlob> sigBlob;
+ NV_RETURN_ON_FAIL(Dx12HelperUtil::serializeRootSigniture(desc, D3D_ROOT_SIGNATURE_VERSION_1, sigBlob));
+ NV_RETURN_ON_FAIL(device->CreateRootSignature(0u, sigBlob->GetBufferPointer(), sigBlob->GetBufferSize(), IID_PPV_ARGS(&signiture)));
+ }
+
+ {
+ psoDesc.VS = Dx12Blob(g_meshVS);
+ psoDesc.PS = asyncComputeBenchmark ? Dx12Blob(AsyncComputeBench::g_meshPS) : Dx12Blob(g_meshPS);;
+
+ NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_LIGHT_SOLID_CULL_FRONT, signiture.Get(), psoDesc));
+ NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_LIGHT_SOLID_CULL_BACK, signiture.Get(), psoDesc));
+ NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_LIGHT_SOLID_CULL_NONE, signiture.Get(), psoDesc));
+ NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_LIGHT_WIREFRAME, signiture.Get(), psoDesc));
+ }
+
+ // Shadow rendering
+
+ {
+ D3D12_ROOT_PARAMETER params[1];
+ params[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ params[0].Descriptor.ShaderRegister = 0u;
+ params[0].Descriptor.RegisterSpace = 0u;
+ params[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+
+ D3D12_ROOT_SIGNATURE_DESC desc;
+ desc.NumParameters = 1;
+ desc.pParameters = params;
+ desc.NumStaticSamplers = 0;
+ desc.pStaticSamplers = nullptr;
+ desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
+
+ ComPtr<ID3DBlob> sigBlob;
+ NV_RETURN_ON_FAIL(Dx12HelperUtil::serializeRootSigniture(desc, D3D_ROOT_SIGNATURE_VERSION_1, sigBlob));
+ NV_RETURN_ON_FAIL(device->CreateRootSignature(0u, sigBlob->GetBufferPointer(), sigBlob->GetBufferSize(), IID_PPV_ARGS(&signiture)));
+ }
+
+ {
+ psoDesc.VS = Dx12Blob(g_meshVS);
+ psoDesc.PS = Dx12Blob(g_meshPS_Shadow);
+
+ NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_SHADOW_CULL_BACK, signiture.Get(), psoDesc));
+ NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_SHADOW_CULL_NONE, signiture.Get(), psoDesc));
+ }
+ }
+
+ return NV_OK;
+}
+
+int MeshRenderPipelineD3D12::_initPipelineState(const RenderStateD3D12& state, FrontWindingType winding, NvCo::Dx12RenderTarget* shadowMap, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc)
+{
+ ID3D12Device* device = state.m_device;
+
+ _initRasterizerDesc(pipeType, winding, psoDesc.RasterizerState);
+ _initPipelineStateDesc(pipeType, shadowMap, state.m_renderContext, psoDesc);
+
+ psoDesc.pRootSignature = signiture;
+
+ PipelineStateD3D12& pipeState = m_states[pipeType];
+ pipeState.m_rootSignature = signiture;
+
+ NV_RETURN_ON_FAIL(device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipeState.m_pipelineState)));
+ return NV_OK;
+}
+
+int MeshRenderPipelineD3D12::bind(const void* paramsIn, const void* platformState)
+{
+ const RenderStateD3D12& state = *(RenderStateD3D12*)platformState;
+ const MeshDrawParamsD3D& params = *(MeshDrawParamsD3D*)paramsIn;
+
+ NvCo::Dx12CircularResourceHeap::Cursor cursor;
+ {
+ Hlsl::MeshShaderConst constBuf;
+ RenderParamsUtilD3D::calcMeshConstantBuffer(params, constBuf);
+ cursor = state.m_constantHeap->newConstantBuffer(constBuf);
+ if (!cursor.isValid())
+ {
+ return NV_FAIL;
+ }
+ }
+
+ const PipelineStateType pipeType = getPipelineStateType(params.renderStage, params.renderMode, params.cullMode);
+ PipelineStateD3D12& pipeState = m_states[pipeType];
+ if (!pipeState.isValid())
+ {
+ return NV_FAIL;
+ }
+
+ ID3D12GraphicsCommandList* commandList = state.m_commandList;
+
+ commandList->SetGraphicsRootSignature(pipeState.m_rootSignature.Get());
+ commandList->SetPipelineState(pipeState.m_pipelineState.Get());
+
+ D3D12_GPU_VIRTUAL_ADDRESS cbvHandle = state.m_constantHeap->getGpuHandle(cursor);
+ commandList->SetGraphicsRootConstantBufferView(0, cbvHandle);
+
+ if (isShadow(pipeType))
+ {
+ ID3D12DescriptorHeap* heaps[] = { nullptr };
+ commandList->SetDescriptorHeaps(0, heaps);
+ }
+ else
+ {
+ NvCo::Dx12RenderTarget* shadowMap = (NvCo::Dx12RenderTarget*)params.shadowMap;
+
+ ID3D12DescriptorHeap* heaps[] = { state.m_srvCbvUavDescriptorHeap->getHeap(), state.m_samplerDescriptorHeap->getHeap() };
+ commandList->SetDescriptorHeaps(_countof(heaps), heaps);
+
+ // Bind the srvs
+ commandList->SetGraphicsRootDescriptorTable(1, state.m_srvCbvUavDescriptorHeap->getGpuHandle(shadowMap->getSrvHeapIndex(shadowMap->getPrimaryBufferType())));
+ // Bind the samplers
+ commandList->SetGraphicsRootDescriptorTable(2, state.m_samplerDescriptorHeap->getGpuHandle(m_shadowMapLinearSamplerIndex));
+ }
+
+ return NV_OK;
+}
+
+int MeshRenderPipelineD3D12::draw(const RenderAllocation& allocIn, size_t sizeOfAlloc, const void* platformState)
+{
+ return MeshRendererD3D12::defaultDraw(allocIn, sizeOfAlloc, platformState);
+}
+
+} // namespace FlexSample \ No newline at end of file