basketball_code / softgym /PyFlex /bindings /d3d12 /diffusePointRenderPipelineD3D12.cpp
youqiwong's picture
Upload folder using huggingface_hub
0c51b93 verified
#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