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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 DIFFUSE_POINT_RENDER_PIPELINE_D3D12_H
#define DIFFUSE_POINT_RENDER_PIPELINE_D3D12_H
#include <DirectXMath.h>
#include "../d3d/renderParamsD3D.h"
#include "renderStateD3D12.h"
#include "meshRenderer.h"
#include <NvCoDx12RenderTarget.h>
namespace FlexSample {
using namespace nvidia;
struct DiffusePointRenderPipelineD3D12: public RenderPipeline
{
//NV_CO_DECLARE_POLYMORPHIC_CLASS(DiffusePointRenderPipelineD3D12, RenderPipeline);
public:
typedef RenderPipeline Parent;
enum PipelineStateType
{
PIPELINE_STATE_LIGHT_SOLID,
PIPELINE_STATE_COUNT_OF,
};
DiffusePointRenderPipelineD3D12();
/// Initialize
int initialize(const RenderStateD3D12& state, const std::wstring& shadersDir, int shadowMapLinearSamplerIndex, NvCo::Dx12RenderTarget* shadowMap);
/// Do the binding
virtual int bind(const void* paramsIn, const void* platformState) override;
virtual int draw(const RenderAllocation& alloc, size_t sizeOfAlloc, const void* platformState) override;
protected:
int _initPipelineState(const RenderStateD3D12& state, NvCo::Dx12RenderTarget* shadowMap, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc);
int m_shadowMapLinearSamplerIndex; //< The index to the linear sampler in the m_samplerHeap
PipelineStateD3D12 m_states[PIPELINE_STATE_COUNT_OF];
};
} // namespace FlexSample
#endif // DIFFUSE_POINT_RENDER_PIPELINE_D3D12_H
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