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-rw-r--r--demo/d3d12/fluidSmoothRenderPipelineD3D12.cpp158
1 files changed, 158 insertions, 0 deletions
diff --git a/demo/d3d12/fluidSmoothRenderPipelineD3D12.cpp b/demo/d3d12/fluidSmoothRenderPipelineD3D12.cpp
new file mode 100644
index 0000000..6d6c489
--- /dev/null
+++ b/demo/d3d12/fluidSmoothRenderPipelineD3D12.cpp
@@ -0,0 +1,158 @@
+#define NOMINMAX
+
+#include <NvCoDx12HelperUtil.h>
+#include <external/D3D12/include/d3dx12.h>
+
+#include "meshRenderer.h"
+#include "pipelineUtilD3D12.h"
+#include "bufferD3D12.h"
+#include "meshRendererD3D12.h"
+#include "../d3d/shaderCommonD3D.h"
+
+// this
+#include "fluidSmoothRenderPipelineD3D12.h"
+
+// Shaders
+#include "../d3d/shaders/passThroughVS.hlsl.h"
+#include "../d3d/shaders/blurDepthPS.hlsl.h"
+
+namespace FlexSample {
+
+FluidSmoothRenderPipelineD3D12::FluidSmoothRenderPipelineD3D12(int fluidPointDepthSrvIndex):
+ Parent(PRIMITIVE_TRIANGLE),
+ m_fluidPointDepthSrvIndex(fluidPointDepthSrvIndex)
+{
+}
+
+static void _initPipelineStateDesc(FluidSmoothRenderPipelineD3D12::PipelineStateType type, NvCo::Dx12RenderTarget* renderTarget, AppGraphCtxD3D12* renderContext, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc)
+{
+ PipelineUtilD3D::initTargetFormat(renderTarget, nullptr, psoDesc);
+
+ psoDesc.InputLayout.NumElements = _countof(MeshRendererD3D12::MeshInputElementDescs);
+ psoDesc.InputLayout.pInputElementDescs = MeshRendererD3D12::MeshInputElementDescs;
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+}
+
+int FluidSmoothRenderPipelineD3D12::initialize(const RenderStateD3D12& state, const std::wstring& shadersPath, NvCo::Dx12RenderTarget* renderTarget)
+{
+ using namespace NvCo;
+ ID3D12Device* device = state.m_device;
+
+ // 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 = 0;
+ 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 = 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_passThroughVS);
+ psoDesc.PS = Dx12Blob(g_blurDepthPS);
+
+ NV_RETURN_ON_FAIL(_initPipelineState(state, renderTarget, PIPELINE_STATE_NORMAL, signiture.Get(), psoDesc));
+ }
+ }
+
+ return NV_OK;
+}
+
+int FluidSmoothRenderPipelineD3D12::_initPipelineState(const RenderStateD3D12& state, NvCo::Dx12RenderTarget* renderTarget, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc)
+{
+ ID3D12Device* device = state.m_device;
+
+ PipelineUtilD3D::initRasterizerDesc(FRONT_WINDING_CLOCKWISE, psoDesc.RasterizerState);
+ _initPipelineStateDesc(pipeType, renderTarget, 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 FluidSmoothRenderPipelineD3D12::bind(const void* paramsIn, const void* platformState)
+{
+ const RenderStateD3D12& state = *(RenderStateD3D12*)platformState;
+ const FluidDrawParamsD3D& params = *(FluidDrawParamsD3D*)paramsIn;
+
+ PipelineStateD3D12& pipeState = m_states[PIPELINE_STATE_NORMAL];
+ if (!pipeState.isValid())
+ {
+ return NV_FAIL;
+ }
+
+ NvCo::Dx12CircularResourceHeap::Cursor cursor;
+ {
+ Hlsl::FluidShaderConst constBuf;
+ RenderParamsUtilD3D::calcFluidConstantBuffer(params, constBuf);
+ cursor = state.m_constantHeap->newConstantBuffer(constBuf);
+ if (!cursor.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);
+
+ NvCo::Dx12RenderTarget* sourceMap = (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(m_fluidPointDepthSrvIndex));
+ return NV_OK;
+}
+
+int FluidSmoothRenderPipelineD3D12::draw(const RenderAllocation& allocIn, size_t sizeOfAlloc, const void* platformState)
+{
+ return MeshRendererD3D12::defaultDraw(allocIn, sizeOfAlloc, platformState);
+}
+
+} // namespace FlexSample \ No newline at end of file