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+/*
+* 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 \ No newline at end of file