File size: 6,132 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 | #define NOMINMAX
#include <NvCoDx12HelperUtil.h>
#include <external/D3D12/include/d3dx12.h>
#include "pipelineUtilD3D12.h"
#include "meshRenderer.h"
#include "bufferD3D12.h"
#include "meshRendererD3D12.h"
#include "../d3d/shaderCommonD3D.h"
#include "../d3d/shaders/ellipsoidDepthVS.hlsl.h"
#include "../d3d/shaders/ellipsoidDepthGS.hlsl.h"
#include "../d3d/shaders/ellipsoidDepthPS.hlsl.h"
// this
#include "fluidEllipsoidRenderPipelineD3D12.h"
namespace FlexSample {
static const D3D12_INPUT_ELEMENT_DESC AnisotropicInputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "U", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
FluidEllipsoidRenderPipelineD3D12::FluidEllipsoidRenderPipelineD3D12():
Parent(PRIMITIVE_POINT)
{
}
static void _initPipelineStateDesc(FluidEllipsoidRenderPipelineD3D12::PipelineStateType type, NvCo::Dx12RenderTarget* renderTarget, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc)
{
PipelineUtilD3D::initTargetFormat(renderTarget, nullptr, psoDesc);
psoDesc.InputLayout.NumElements = _countof(AnisotropicInputElementDescs);
psoDesc.InputLayout.pInputElementDescs = AnisotropicInputElementDescs;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
}
int FluidEllipsoidRenderPipelineD3D12::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;
}
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_ellipsoidDepthVS);
psoDesc.GS = Dx12Blob(g_ellipsoidDepthGS);
psoDesc.PS = Dx12Blob(g_ellipsoidDepthPS);
NV_RETURN_ON_FAIL(_initPipelineState(state, FRONT_WINDING_COUNTER_CLOCKWISE, renderTarget, PIPELINE_NORMAL, signiture.Get(), psoDesc));
}
}
return NV_OK;
}
int FluidEllipsoidRenderPipelineD3D12::_initPipelineState(const RenderStateD3D12& state, FrontWindingType winding, NvCo::Dx12RenderTarget* renderTarget, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc)
{
ID3D12Device* device = state.m_device;
PipelineUtilD3D::initRasterizerDesc(winding, psoDesc.RasterizerState);
_initPipelineStateDesc(pipeType, renderTarget, 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 FluidEllipsoidRenderPipelineD3D12::bind(const void* paramsIn, const void* platformState)
{
const RenderStateD3D12& state = *(RenderStateD3D12*)platformState;
const FluidDrawParamsD3D& params = *(FluidDrawParamsD3D*)paramsIn;
PipelineStateType pipeType = getPipelineStateType(params.renderStage, params.renderMode, params.cullMode);
PipelineStateD3D12& pipeState = m_states[pipeType];
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);
ID3D12DescriptorHeap* heaps[] = { nullptr };
commandList->SetDescriptorHeaps(0, heaps);
return NV_OK;
}
int FluidEllipsoidRenderPipelineD3D12::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(allocIn.m_numPrimitives >= 0);
ID3D12GraphicsCommandList* commandList = state.m_commandList;
D3D12_VERTEX_BUFFER_VIEW vertexBufferViews[4] =
{
alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_POSITION],
alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_ANISOTROPY1],
alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_ANISOTROPY2],
alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_ANISOTROPY3],
};
commandList->IASetVertexBuffers(0, _countof(vertexBufferViews), vertexBufferViews);
commandList->IASetIndexBuffer(&alloc.m_indexBufferView);
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
commandList->DrawIndexedInstanced((UINT)allocIn.m_numPrimitives, 1, (UINT)allocIn.m_offset, 0, 0);
return NV_OK;
}
} // namespace FlexSample |