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Diffstat (limited to 'demo/d3d12/diffusePointRenderPipelineD3D12.cpp')
| -rw-r--r-- | demo/d3d12/diffusePointRenderPipelineD3D12.cpp | 223 |
1 files changed, 223 insertions, 0 deletions
diff --git a/demo/d3d12/diffusePointRenderPipelineD3D12.cpp b/demo/d3d12/diffusePointRenderPipelineD3D12.cpp new file mode 100644 index 0000000..3641a36 --- /dev/null +++ b/demo/d3d12/diffusePointRenderPipelineD3D12.cpp @@ -0,0 +1,223 @@ +#define NOMINMAX + +#include <NvCoDx12HelperUtil.h> + +#include <external/D3D12/include/d3dx12.h> + +#include "pipelineUtilD3D12.h" +#include "bufferD3D12.h" +#include "meshRendererD3D12.h" +#include "../d3d/shaderCommonD3D.h" + +// Shaders +#include "../d3d/shaders/diffuseVS.hlsl.h" +#include "../d3d/shaders/diffuseGS.hlsl.h" +#include "../d3d/shaders/diffusePS.hlsl.h" + +// this +#include "diffusePointRenderPipelineD3D12.h" + +namespace FlexSample { + +static const D3D12_INPUT_ELEMENT_DESC InputElementDescs[] = +{ + { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "VELOCITY", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, +}; + +DiffusePointRenderPipelineD3D12::DiffusePointRenderPipelineD3D12(): + Parent(PRIMITIVE_POINT), + m_shadowMapLinearSamplerIndex(-1) +{ +} + +static D3D12_FILL_MODE _getFillMode(DiffusePointRenderPipelineD3D12::PipelineStateType type) +{ + return D3D12_FILL_MODE_SOLID; +} + +static D3D12_CULL_MODE _getCullMode(DiffusePointRenderPipelineD3D12::PipelineStateType type) +{ + return D3D12_CULL_MODE_NONE; +} + +static void _initRasterizerDesc(DiffusePointRenderPipelineD3D12::PipelineStateType type, D3D12_RASTERIZER_DESC& desc) +{ + PipelineUtilD3D::initRasterizerDesc(FRONT_WINDING_COUNTER_CLOCKWISE, desc); + desc.FillMode = _getFillMode(type); + desc.CullMode = _getCullMode(type); +} + +static void _initPipelineStateDesc(DiffusePointRenderPipelineD3D12::PipelineStateType type, NvCo::Dx12RenderTarget* shadowMap, AppGraphCtxD3D12* renderContext, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc) +{ + PipelineUtilD3D::initTargetFormat(nullptr, renderContext, psoDesc); + + // Z test, but don't write + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = TRUE; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; + desc.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; + } + + psoDesc.InputLayout.NumElements = _countof(InputElementDescs); + psoDesc.InputLayout.pInputElementDescs = InputElementDescs; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; +} + +int DiffusePointRenderPipelineD3D12::initialize(const RenderStateD3D12& state, const std::wstring& shadersPath, int shadowMapLinearSamplerIndex, NvCo::Dx12RenderTarget* shadowMap) +{ + using namespace NvCo; + ID3D12Device* device = state.m_device; + + m_shadowMapLinearSamplerIndex = shadowMapLinearSamplerIndex; + + // create the pipeline state object + { + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + { + // create blend state + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = FALSE; + desc.IndependentBlendEnable = FALSE; + { + const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = + { + TRUE,FALSE, + D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, + D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, + D3D12_LOGIC_OP_NOOP, + D3D12_COLOR_WRITE_ENABLE_ALL, + }; + for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) + desc.RenderTarget[i] = defaultRenderTargetBlendDesc; + } + } + + + // 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; + } + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = rootIndex; + desc.pParameters = params; + desc.NumStaticSamplers = 0u; + 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_diffuseVS); + psoDesc.GS = Dx12Blob(g_diffuseGS); + psoDesc.PS = Dx12Blob(g_diffusePS); + + NV_RETURN_ON_FAIL(_initPipelineState(state, shadowMap, PIPELINE_STATE_LIGHT_SOLID, signiture.Get(), psoDesc)); + } + } + + return NV_OK; +} + +int DiffusePointRenderPipelineD3D12::_initPipelineState(const RenderStateD3D12& state, NvCo::Dx12RenderTarget* shadowMap, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc) +{ + ID3D12Device* device = state.m_device; + + _initRasterizerDesc(pipeType, 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 DiffusePointRenderPipelineD3D12::bind(const void* paramsIn, const void* platformState) +{ + const RenderStateD3D12& state = *(RenderStateD3D12*)platformState; + const DiffuseDrawParamsD3D& params = *(DiffuseDrawParamsD3D*)paramsIn; + + // Set up constant buffer + NvCo::Dx12CircularResourceHeap::Cursor cursor; + { + Hlsl::DiffuseShaderConst constBuf; + RenderParamsUtilD3D::calcDiffuseConstantBuffer(params, constBuf); + cursor = state.m_constantHeap->newConstantBuffer(constBuf); + if (!cursor.isValid()) + { + return NV_FAIL; + } + } + + const PipelineStateType pipeType = PIPELINE_STATE_LIGHT_SOLID; + 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); + + { + ID3D12DescriptorHeap* heaps[] = { state.m_srvCbvUavDescriptorHeap->getHeap() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + } + return NV_OK; +} + +int DiffusePointRenderPipelineD3D12::draw(const RenderAllocation& allocIn, size_t sizeOfAlloc, const void* platformState) +{ + typedef PointRenderAllocationD3D12 Alloc; + const RenderStateD3D12& state = *(RenderStateD3D12*)platformState; + + assert(sizeof(Alloc) == sizeOfAlloc); + const Alloc& alloc = static_cast<const Alloc&>(allocIn); + + assert(alloc.m_numPrimitives >= 0); + + ID3D12GraphicsCommandList* commandList = state.m_commandList; + D3D12_VERTEX_BUFFER_VIEW vertexBufferViews[] = + { + alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_POSITION], + alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_ANISOTROPY1], // Actually holds velocity + }; + + commandList->IASetVertexBuffers(0, _countof(vertexBufferViews), vertexBufferViews); + commandList->IASetIndexBuffer(&alloc.m_indexBufferView); + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST); + + if (alloc.m_indexBufferView.SizeInBytes) + { + commandList->DrawIndexedInstanced((UINT)allocIn.m_numPrimitives, 1, 0, 0, 0); + } + else + { + commandList->DrawInstanced((UINT)allocIn.m_numPrimitives, 1, 0, 0); + } + return NV_OK; +} + +} // namespace FlexSample
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