File size: 4,757 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 | #define NOMINMAX
#include <NvCoDx12HelperUtil.h>
#include <external/D3D12/include/d3dx12.h>
#include "pipelineUtilD3D12.h"
#include "bufferD3D12.h"
#include "meshRendererD3D12.h"
#include "../d3d/shaderCommonD3D.h"
// this
#include "lineRenderPipelineD3D12.h"
// Shaders
#include "../d3d/shaders/debugLineVS.hlsl.h"
#include "../d3d/shaders/debugLinePS.hlsl.h"
namespace FlexSample {
static const D3D12_INPUT_ELEMENT_DESC InputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(Vec3), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
LineRenderPipelineD3D12::LineRenderPipelineD3D12():
Parent(PRIMITIVE_LINE)
{
}
int LineRenderPipelineD3D12::initialize(const RenderStateD3D12& state, const std::wstring& shadersPath, NvCo::Dx12RenderTarget* shadowMap)
{
using namespace NvCo;
ID3D12Device* device = state.m_device;
// create the pipeline state object
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
PipelineUtilD3D::initSolidBlendDesc(psoDesc.BlendState);
PipelineUtilD3D::initRasterizerDesc(FRONT_WINDING_CLOCKWISE, psoDesc.RasterizerState);
{
PipelineUtilD3D::initTargetFormat(nullptr, state.m_renderContext, psoDesc);
psoDesc.InputLayout.NumElements = _countof(InputElementDescs);
psoDesc.InputLayout.pInputElementDescs = InputElementDescs;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
}
//psoDesc.RasterizerState.MultisampleEnable = TRUE;
psoDesc.RasterizerState.FrontCounterClockwise = TRUE;
// 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_debugLineVS);
psoDesc.PS = Dx12Blob(g_debugLinePS);
psoDesc.pRootSignature = signiture.Get();
{
PipelineStateD3D12& pipeState = m_states[PIPELINE_STATE_NORMAL];
pipeState.m_rootSignature = signiture.Get();
NV_RETURN_ON_FAIL(device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipeState.m_pipelineState)));
}
{
// Setup for shadow
PipelineUtilD3D::initTargetFormat(shadowMap, nullptr, psoDesc);
PipelineStateD3D12& pipeState = m_states[PIPELINE_STATE_SHADOW];
pipeState.m_rootSignature = signiture.Get();
// In D3D12, debug will warn that render target is not bounded and writes to RTV are discarded. This is the correct behavior as what we want is the depth buffer.
NV_RETURN_ON_FAIL(device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipeState.m_pipelineState)));
}
}
return NV_OK;
}
int LineRenderPipelineD3D12::bind(const void* paramsIn, const void* platformState)
{
const RenderStateD3D12& state = *(RenderStateD3D12*)platformState;
LineDrawParams& params = *(LineDrawParams*)paramsIn;
// Set up constant buffer
NvCo::Dx12CircularResourceHeap::Cursor cursor = state.m_constantHeap->newConstantBuffer(params);
if (!cursor.isValid())
{
return NV_FAIL;
}
PipelineStateD3D12& pipeState = (params.m_drawStage == LINE_DRAW_NORMAL) ? m_states[PIPELINE_STATE_NORMAL] : m_states[PIPELINE_STATE_SHADOW];
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 LineRenderPipelineD3D12::draw(const RenderAllocation& allocIn, size_t sizeOfAlloc, const void* platformState)
{
return MeshRendererD3D12::defaultDraw(allocIn, sizeOfAlloc, platformState);
}
} // namespace FlexSample |