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Diffstat (limited to 'demo/d3d12/demoContextD3D12.h')
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diff --git a/demo/d3d12/demoContextD3D12.h b/demo/d3d12/demoContextD3D12.h new file mode 100644 index 0000000..5f43c31 --- /dev/null +++ b/demo/d3d12/demoContextD3D12.h @@ -0,0 +1,256 @@ +/* +* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, related documentation +* and any modifications thereto. Any use, reproduction, disclosure or +* distribution of this software and related documentation without an express +* license agreement from NVIDIA CORPORATION is strictly prohibited. +*/ + +#ifndef DEMO_CONTEXT_D3D12_H +#define DEMO_CONTEXT_D3D12_H + +#include <memory> +#include <NvCoDx12RenderTarget.h> + +#include "meshRenderer.h" +#include "renderStateD3D12.h" +#include "appD3D12Ctx.h" + +// SDL +#include <SDL.h> +#include <SDL_video.h> + +#include "shaders.h" +#include "d3d/demoContext.h" + +#define NOMINMAX +#include <d3d12.h> + +namespace FlexSample { + +struct FlexBuffer +{ + inline FlexBuffer():m_buffer(nullptr) {} + inline operator NvFlexBuffer* () const { return m_buffer; } + ~FlexBuffer() { if (m_buffer) { NvFlexUnregisterD3DBuffer(m_buffer); } } + + NvFlexBuffer* m_buffer; +}; + +struct FluidRenderBuffersD3D12 +{ + FluidRenderBuffersD3D12(int numParticles = 0) + { + m_numParticles = numParticles; + { + const D3D12_VERTEX_BUFFER_VIEW nullView = {}; + m_positionsView = nullView; + m_densitiesView = nullView; + m_fluidView = nullView; + for (int i = 0; i < _countof(m_anisotropiesViewArr); i++) + { + m_anisotropiesViewArr[i] = nullView; + } + } + { + D3D12_INDEX_BUFFER_VIEW nullView = {}; + m_indicesView = nullView; + } + } + + int m_numParticles; + + D3D12_VERTEX_BUFFER_VIEW m_positionsView; + D3D12_VERTEX_BUFFER_VIEW m_densitiesView; + D3D12_VERTEX_BUFFER_VIEW m_anisotropiesViewArr[3]; + D3D12_INDEX_BUFFER_VIEW m_indicesView; + + D3D12_VERTEX_BUFFER_VIEW m_fluidView; // to be removed + + // wrapper buffers that allow Flex to write directly to VBOs + FlexBuffer m_positionsBuf; + FlexBuffer m_densitiesBuf; + FlexBuffer m_anisotropiesBufArr[3]; + FlexBuffer m_indicesBuf; +}; + +// vertex buffers for diffuse particles +struct DiffuseRenderBuffersD3D12 +{ + DiffuseRenderBuffersD3D12(int numParticles = 0) + { + m_numParticles = numParticles; + { + const D3D12_VERTEX_BUFFER_VIEW nullView = {}; + m_positionsView = nullView; + m_velocitiesView = nullView; + } + { + D3D12_INDEX_BUFFER_VIEW nullView = {}; + m_indicesView = nullView; + } + } + + int m_numParticles; + + D3D12_VERTEX_BUFFER_VIEW m_positionsView; + D3D12_VERTEX_BUFFER_VIEW m_velocitiesView; + D3D12_INDEX_BUFFER_VIEW m_indicesView; + + FlexBuffer m_indicesBuf; + FlexBuffer m_positionsBuf; + FlexBuffer m_velocitiesBuf; +}; + +struct DemoContextD3D12: public DemoContext +{ + //NV_CO_DECLARE_POLYMORPHIC_CLASS_BASE(DemoContextD3D12) +public: + enum + { + NUM_COMPOSITE_SRVS = 3, + MAX_DEBUG_LINE_SIZE = 1024 * 4, // Will flush if exceeds this + }; + + // DemoContext Impl + virtual bool initialize(const RenderInitOptions& options) override; + virtual void startFrame(Vec4 colorIn) override; + virtual void endFrame() override; + virtual void presentFrame(bool fullsync) override; + + virtual void getViewRay(int x, int y, Vec3& origin, Vec3& dir) override; + virtual void setView(Matrix44 view, Matrix44 projection) override; + virtual void renderEllipsoids(FluidRenderer* renderer, FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowMap, Vec4 color, float blur, float ior, bool debug) override; + + virtual void drawMesh(const Mesh* m, Vec3 color) override; + virtual void drawCloth(const Vec4* positions, const Vec4* normals, const float* uvs, const int* indices, int numTris, int numPositions, int colorIndex, float expand, bool twosided, bool smooth) override; + virtual void drawRope(Vec4* positions, int* indices, int numIndices, float radius, int color) override; + virtual void drawPlane(const Vec4& p, bool color) override; + virtual void drawPlanes(Vec4* planes, int n, float bias) override; + virtual void drawPoints(FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowTex, bool showDensity) override; + + virtual void graphicsTimerBegin() override; + virtual void graphicsTimerEnd() override; + + virtual float rendererGetDeviceTimestamps(unsigned long long* begin, unsigned long long* end, unsigned long long* freq) override; + + virtual void bindSolidShader(Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowMap, float bias, Vec4 fogColor) override; + virtual void unbindSolidShader() override; + + virtual ShadowMap* shadowCreate() override; + virtual void shadowDestroy(ShadowMap* map) override; + virtual void shadowBegin(ShadowMap* map) override; + virtual void shadowEnd() override; + + virtual FluidRenderer* createFluidRenderer(uint32_t width, uint32_t height) override; + virtual void destroyFluidRenderer(FluidRenderer* renderer) override; + + virtual FluidRenderBuffers* createFluidRenderBuffers(int numParticles, bool enableInterop) override; + virtual void updateFluidRenderBuffers(FluidRenderBuffers* buffers, NvFlexSolver* flex, bool anisotropy, bool density) override; + virtual void updateFluidRenderBuffers(FluidRenderBuffers* buffers, Vec4* particles, float* densities, Vec4* anisotropy1, Vec4* anisotropy2, Vec4* anisotropy3, int numParticles, int* indices, int numIndices) override; + virtual void destroyFluidRenderBuffers(FluidRenderBuffers* buffers) override; + + virtual GpuMesh* createGpuMesh(const Mesh* m) override; + virtual void destroyGpuMesh(GpuMesh* mesh) override; + virtual void drawGpuMesh(GpuMesh* m, const Matrix44& xform, const Vec3& color) override; + virtual void drawGpuMeshInstances(GpuMesh* m, const Matrix44* xforms, int n, const Vec3& color) override; + + virtual DiffuseRenderBuffers* createDiffuseRenderBuffers(int numDiffuseParticles, bool& enableInterop) override; + virtual void drawDiffuse(FluidRenderer* render, const DiffuseRenderBuffers* buffers, int n, float radius, float screenWidth, float screenAspect, float fov, Vec4 color, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowMap, float motionBlur, float inscatter, float outscatter, bool shadowEnabled, bool front) override; + virtual void destroyDiffuseRenderBuffers(DiffuseRenderBuffers* buffers) override; + virtual void updateDiffuseRenderBuffers(DiffuseRenderBuffers* buffers, Vec4* diffusePositions, Vec4* diffuseVelocities, int numDiffuseParticles) override; + virtual void updateDiffuseRenderBuffers(DiffuseRenderBuffers* buffers, NvFlexSolver* solver) override; + virtual int getNumDiffuseRenderParticles(DiffuseRenderBuffers* buffers) override; + + virtual void beginLines() override; + virtual void drawLine(const Vec3& p, const Vec3& q, const Vec4& color) override; + virtual void endLines() override; + + virtual void onSizeChanged(int width, int height, bool minimized) override; + + virtual void startGpuWork() override; + virtual void endGpuWork() override; + virtual void flushGraphicsAndWait() override; + + virtual void setFillMode(bool wire) override; + virtual void setCullMode(bool enabled) override; + + virtual void getRenderDevice(void** device, void** context) override; + virtual void drawImguiGraph() override; + virtual void* getGraphicsCommandQueue() override; + + /// Get the render context + inline AppGraphCtxD3D12* getRenderContext() const { return m_renderContext; } + + DemoContextD3D12(); + ~DemoContextD3D12(); + + int _initRenderResources(const RenderInitOptions& options); + int _initFluidRenderTargets(); + + void _flushDebugLines(); + + MeshDrawParamsD3D m_meshDrawParams; + + Matrix44 m_view; + Matrix44 m_proj; + + // NOTE! These are allocated such that they are in order. This is required because on compositePS.hlsl, I need s0, and s1 to be linear, and then shadowMap samplers. + int m_linearSamplerIndex; ///< Index to a linear sample on the m_samplerDescriptorHeap + int m_shadowMapLinearSamplerIndex; ///< Index to shadow map depth comparator sampler descriptor in m_samplerDescriptorHeap + + int m_fluidPointDepthSrvIndex; ///< Index into srv heap that holds srv for the m_flexMeshPipeline + int m_fluidCompositeSrvBaseIndex; ///< We have a set of NUM_COMPOSITE_SRVS for every back buffer there is + + AppGraphCtx* m_appGraphCtx; + AppGraphCtxD3D12* m_renderContext; + + std::unique_ptr<MeshRenderer> m_meshRenderer; + + // Render pipelines + std::unique_ptr<RenderPipeline> m_meshPipeline; + std::unique_ptr<RenderPipeline> m_pointPipeline; + std::unique_ptr<RenderPipeline> m_fluidPointPipeline; + std::unique_ptr<RenderPipeline> m_fluidSmoothPipeline; + std::unique_ptr<RenderPipeline> m_fluidCompositePipeline; + std::unique_ptr<RenderPipeline> m_diffusePointPipeline; + std::unique_ptr<RenderPipeline> m_linePipeline; + + std::unique_ptr<NvCo::Dx12RenderTarget> m_fluidPointRenderTarget; + std::unique_ptr<NvCo::Dx12RenderTarget> m_fluidSmoothRenderTarget; + std::unique_ptr<NvCo::Dx12RenderTarget> m_fluidResolvedTarget; ///< The main render target resolved, such that it can be sampled from + + std::unique_ptr<RenderMesh> m_screenQuadMesh; + + std::unique_ptr<NvCo::Dx12RenderTarget> m_shadowMap; + + NvCo::Dx12RenderTarget* m_currentShadowMap; ///< The current read from shadow buffer + NvCo::Dx12RenderTarget* m_targetShadowMap; ///< The shadow map bound to render to (ie for write with Begin/EndShadow + + std::wstring m_executablePath; + std::wstring m_shadersPath; + + RenderStateManagerD3D12 m_renderStateManager; + RenderStateD3D12 m_renderState; + + SDL_Window* m_window; + HWND m_hwnd; + + int m_msaaSamples; + + // Synchronization and timing for async compute benchmarking + ComPtr<ID3D12Fence> m_graphicsCompleteFence; + HANDLE m_graphicsCompleteEvent; + UINT64 m_graphicsCompleteFenceValue; + ComPtr<ID3D12QueryHeap> m_queryHeap; + ComPtr<ID3D12Resource> m_queryResults; + + bool m_inLineDraw; + std::vector<LineData::Vertex> m_debugLineVertices; +}; + +} // namespace FlexSample + +#endif // DEMO_CONTEXT_D3D12_H
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