basketball_code / softgym /PyFlex /bindings /d3d12 /fluidSmoothRenderPipelineD3D12.cpp
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#define NOMINMAX
#include <NvCoDx12HelperUtil.h>
#include <external/D3D12/include/d3dx12.h>
#include "meshRenderer.h"
#include "pipelineUtilD3D12.h"
#include "bufferD3D12.h"
#include "meshRendererD3D12.h"
#include "../d3d/shaderCommonD3D.h"
// this
#include "fluidSmoothRenderPipelineD3D12.h"
// Shaders
#include "../d3d/shaders/passThroughVS.hlsl.h"
#include "../d3d/shaders/blurDepthPS.hlsl.h"
namespace FlexSample {
FluidSmoothRenderPipelineD3D12::FluidSmoothRenderPipelineD3D12(int fluidPointDepthSrvIndex):
Parent(PRIMITIVE_TRIANGLE),
m_fluidPointDepthSrvIndex(fluidPointDepthSrvIndex)
{
}
static void _initPipelineStateDesc(FluidSmoothRenderPipelineD3D12::PipelineStateType type, NvCo::Dx12RenderTarget* renderTarget, AppGraphCtxD3D12* renderContext, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc)
{
PipelineUtilD3D::initTargetFormat(renderTarget, nullptr, psoDesc);
psoDesc.InputLayout.NumElements = _countof(MeshRendererD3D12::MeshInputElementDescs);
psoDesc.InputLayout.pInputElementDescs = MeshRendererD3D12::MeshInputElementDescs;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
}
int FluidSmoothRenderPipelineD3D12::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;
}
const int numSrvs = 2;
if (numSrvs > 0)
{
ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, numSrvs, 0);
params[rootIndex++].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);
}
const int numSamplers = 1;
if (numSamplers > 0)
{
ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, numSamplers, 0);
params[rootIndex++].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_PIXEL);
}
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_passThroughVS);
psoDesc.PS = Dx12Blob(g_blurDepthPS);
NV_RETURN_ON_FAIL(_initPipelineState(state, renderTarget, PIPELINE_STATE_NORMAL, signiture.Get(), psoDesc));
}
}
return NV_OK;
}
int FluidSmoothRenderPipelineD3D12::_initPipelineState(const RenderStateD3D12& state, NvCo::Dx12RenderTarget* renderTarget, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc)
{
ID3D12Device* device = state.m_device;
PipelineUtilD3D::initRasterizerDesc(FRONT_WINDING_CLOCKWISE, psoDesc.RasterizerState);
_initPipelineStateDesc(pipeType, renderTarget, 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 FluidSmoothRenderPipelineD3D12::bind(const void* paramsIn, const void* platformState)
{
const RenderStateD3D12& state = *(RenderStateD3D12*)platformState;
const FluidDrawParamsD3D& params = *(FluidDrawParamsD3D*)paramsIn;
PipelineStateD3D12& pipeState = m_states[PIPELINE_STATE_NORMAL];
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);
NvCo::Dx12RenderTarget* sourceMap = (NvCo::Dx12RenderTarget*)params.shadowMap;
ID3D12DescriptorHeap* heaps[] = { state.m_srvCbvUavDescriptorHeap->getHeap(), state.m_samplerDescriptorHeap->getHeap() };
commandList->SetDescriptorHeaps(_countof(heaps), heaps);
// Bind the srvs
commandList->SetGraphicsRootDescriptorTable(1, state.m_srvCbvUavDescriptorHeap->getGpuHandle(m_fluidPointDepthSrvIndex));
// Bind the samplers
commandList->SetGraphicsRootDescriptorTable(2, state.m_samplerDescriptorHeap->getGpuHandle(params.m_sampleDescriptorBase));
return NV_OK;
}
int FluidSmoothRenderPipelineD3D12::draw(const RenderAllocation& allocIn, size_t sizeOfAlloc, const void* platformState)
{
return MeshRendererD3D12::defaultDraw(allocIn, sizeOfAlloc, platformState);
}
} // namespace FlexSample