File size: 7,306 Bytes
0c51b93
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
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