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#define NOMINMAX |
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#include <NvCoDx12HelperUtil.h> |
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#include <external/D3D12/include/d3dx12.h> |
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#include "pipelineUtilD3D12.h" |
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#include "meshRenderer.h" |
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#include "bufferD3D12.h" |
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#include "meshRendererD3D12.h" |
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#include "../d3d/shaderCommonD3D.h" |
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#include "meshRenderPipelineD3D12.h" |
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#include "../d3d/shaders/meshVS.hlsl.h" |
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#include "../d3d/shaders/meshPS.hlsl.h" |
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#include "../d3d/shaders/meshShadowPS.hlsl.h" |
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namespace FlexSample { |
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namespace AsyncComputeBench |
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{ |
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#include "../d3d/shaders/meshAsyncComputeBenchPS.hlsl.h" |
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} |
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MeshRenderPipelineD3D12::MeshRenderPipelineD3D12(): |
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Parent(PRIMITIVE_TRIANGLE), |
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m_shadowMapLinearSamplerIndex(-1) |
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{ |
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} |
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MeshRenderPipelineD3D12::PipelineStateType MeshRenderPipelineD3D12::getPipelineStateType(MeshDrawStage stage, MeshRenderMode mode, MeshCullMode cull) |
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{ |
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switch (stage) |
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{ |
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case MESH_DRAW_NULL: |
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case MESH_DRAW_REFLECTION: |
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case MESH_DRAW_LIGHT: |
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{ |
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if (mode == MESH_RENDER_WIREFRAME) |
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{ |
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return PIPELINE_STATE_LIGHT_WIREFRAME; |
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} |
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switch (cull) |
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{ |
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case MESH_CULL_BACK: return PIPELINE_STATE_LIGHT_SOLID_CULL_BACK; |
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case MESH_CULL_FRONT: return PIPELINE_STATE_LIGHT_SOLID_CULL_FRONT; |
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default: |
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case MESH_CULL_NONE: return PIPELINE_STATE_LIGHT_SOLID_CULL_NONE; |
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} |
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} |
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case MESH_DRAW_SHADOW: |
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{ |
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switch (cull) |
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{ |
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case MESH_CULL_BACK: return PIPELINE_STATE_SHADOW_CULL_BACK; |
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default: |
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case MESH_CULL_NONE: return PIPELINE_STATE_SHADOW_CULL_NONE; |
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} |
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} |
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} |
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printf("Unhandled option!"); |
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return PIPELINE_STATE_LIGHT_SOLID_CULL_BACK; |
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} |
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static D3D12_FILL_MODE _getFillMode(MeshRenderPipelineD3D12::PipelineStateType type) |
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{ |
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switch (type) |
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{ |
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default: return D3D12_FILL_MODE_SOLID; |
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case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_WIREFRAME: return D3D12_FILL_MODE_WIREFRAME; |
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} |
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} |
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static D3D12_CULL_MODE _getCullMode(MeshRenderPipelineD3D12::PipelineStateType type) |
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{ |
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switch (type) |
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{ |
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case MeshRenderPipelineD3D12::PIPELINE_STATE_COUNT_OF: break; |
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case MeshRenderPipelineD3D12::PIPELINE_STATE_SHADOW_CULL_BACK: return D3D12_CULL_MODE_BACK; |
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case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_SOLID_CULL_FRONT: return D3D12_CULL_MODE_FRONT; |
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case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_SOLID_CULL_BACK: return D3D12_CULL_MODE_BACK; |
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case MeshRenderPipelineD3D12::PIPELINE_STATE_SHADOW_CULL_NONE: |
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case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_WIREFRAME: |
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case MeshRenderPipelineD3D12::PIPELINE_STATE_LIGHT_SOLID_CULL_NONE: return D3D12_CULL_MODE_NONE; |
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} |
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printf("Unhandled option!"); |
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return D3D12_CULL_MODE_NONE; |
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} |
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static void _initRasterizerDesc(MeshRenderPipelineD3D12::PipelineStateType type, FrontWindingType winding, D3D12_RASTERIZER_DESC& desc) |
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{ |
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PipelineUtilD3D::initRasterizerDesc(winding, desc); |
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desc.FillMode = _getFillMode(type); |
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desc.CullMode = _getCullMode(type); |
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} |
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static void _initPipelineStateDesc(MeshRenderPipelineD3D12::PipelineStateType type, NvCo::Dx12RenderTarget* shadowMap, AppGraphCtxD3D12* renderContext, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc) |
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{ |
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PipelineUtilD3D::initTargetFormat((shadowMap && MeshRenderPipelineD3D12::isShadow(type)) ? shadowMap : nullptr, renderContext, psoDesc); |
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psoDesc.InputLayout.NumElements = _countof(MeshRendererD3D12::MeshInputElementDescs); |
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psoDesc.InputLayout.pInputElementDescs = MeshRendererD3D12::MeshInputElementDescs; |
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; |
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} |
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int MeshRenderPipelineD3D12::initialize(const RenderStateD3D12& state, const std::wstring& shadersPath, FrontWindingType winding, int shadowMapLinearSamplerIndex, NvCo::Dx12RenderTarget* shadowMap, bool asyncComputeBenchmark) |
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{ |
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using namespace NvCo; |
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ID3D12Device* device = state.m_device; |
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m_shadowMapLinearSamplerIndex = shadowMapLinearSamplerIndex; |
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{ |
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; |
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PipelineUtilD3D::initSolidBlendDesc(psoDesc.BlendState); |
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ComPtr<ID3D12RootSignature> signiture; |
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{ |
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CD3DX12_DESCRIPTOR_RANGE ranges[2]; |
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CD3DX12_ROOT_PARAMETER params[3]; |
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UINT rootIndex = 0; |
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{ |
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D3D12_ROOT_PARAMETER& param = params[rootIndex++]; |
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param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; |
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param.Descriptor.ShaderRegister = 0u; |
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param.Descriptor.RegisterSpace = 0u; |
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param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; |
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} |
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const int numSrvs = 1; |
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if (numSrvs > 0) |
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{ |
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ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, numSrvs, 0); |
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params[rootIndex++].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL); |
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} |
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const int numSamplers = 1; |
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if (numSamplers > 0) |
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{ |
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ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, numSamplers, 0); |
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params[rootIndex++].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_PIXEL); |
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} |
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D3D12_ROOT_SIGNATURE_DESC desc; |
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desc.NumParameters = rootIndex; |
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desc.pParameters = params; |
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desc.NumStaticSamplers = 0; |
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desc.pStaticSamplers = nullptr; |
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desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; |
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ComPtr<ID3DBlob> sigBlob; |
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NV_RETURN_ON_FAIL(Dx12HelperUtil::serializeRootSigniture(desc, D3D_ROOT_SIGNATURE_VERSION_1, sigBlob)); |
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NV_RETURN_ON_FAIL(device->CreateRootSignature(0u, sigBlob->GetBufferPointer(), sigBlob->GetBufferSize(), IID_PPV_ARGS(&signiture))); |
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} |
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{ |
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psoDesc.VS = Dx12Blob(g_meshVS); |
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psoDesc.PS = asyncComputeBenchmark ? Dx12Blob(AsyncComputeBench::g_meshPS) : Dx12Blob(g_meshPS);; |
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NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_LIGHT_SOLID_CULL_FRONT, signiture.Get(), psoDesc)); |
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NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_LIGHT_SOLID_CULL_BACK, signiture.Get(), psoDesc)); |
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NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_LIGHT_SOLID_CULL_NONE, signiture.Get(), psoDesc)); |
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NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_LIGHT_WIREFRAME, signiture.Get(), psoDesc)); |
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} |
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{ |
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D3D12_ROOT_PARAMETER params[1]; |
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params[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; |
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params[0].Descriptor.ShaderRegister = 0u; |
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params[0].Descriptor.RegisterSpace = 0u; |
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params[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; |
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D3D12_ROOT_SIGNATURE_DESC desc; |
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desc.NumParameters = 1; |
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desc.pParameters = params; |
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desc.NumStaticSamplers = 0; |
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desc.pStaticSamplers = nullptr; |
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desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; |
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ComPtr<ID3DBlob> sigBlob; |
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NV_RETURN_ON_FAIL(Dx12HelperUtil::serializeRootSigniture(desc, D3D_ROOT_SIGNATURE_VERSION_1, sigBlob)); |
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NV_RETURN_ON_FAIL(device->CreateRootSignature(0u, sigBlob->GetBufferPointer(), sigBlob->GetBufferSize(), IID_PPV_ARGS(&signiture))); |
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} |
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{ |
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psoDesc.VS = Dx12Blob(g_meshVS); |
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psoDesc.PS = Dx12Blob(g_meshPS_Shadow); |
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NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_SHADOW_CULL_BACK, signiture.Get(), psoDesc)); |
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NV_RETURN_ON_FAIL(_initPipelineState(state, winding, shadowMap, PIPELINE_STATE_SHADOW_CULL_NONE, signiture.Get(), psoDesc)); |
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} |
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} |
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return NV_OK; |
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} |
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int MeshRenderPipelineD3D12::_initPipelineState(const RenderStateD3D12& state, FrontWindingType winding, NvCo::Dx12RenderTarget* shadowMap, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc) |
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{ |
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ID3D12Device* device = state.m_device; |
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_initRasterizerDesc(pipeType, winding, psoDesc.RasterizerState); |
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_initPipelineStateDesc(pipeType, shadowMap, state.m_renderContext, psoDesc); |
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psoDesc.pRootSignature = signiture; |
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PipelineStateD3D12& pipeState = m_states[pipeType]; |
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pipeState.m_rootSignature = signiture; |
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NV_RETURN_ON_FAIL(device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipeState.m_pipelineState))); |
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return NV_OK; |
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} |
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int MeshRenderPipelineD3D12::bind(const void* paramsIn, const void* platformState) |
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{ |
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const RenderStateD3D12& state = *(RenderStateD3D12*)platformState; |
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const MeshDrawParamsD3D& params = *(MeshDrawParamsD3D*)paramsIn; |
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NvCo::Dx12CircularResourceHeap::Cursor cursor; |
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{ |
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Hlsl::MeshShaderConst constBuf; |
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RenderParamsUtilD3D::calcMeshConstantBuffer(params, constBuf); |
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cursor = state.m_constantHeap->newConstantBuffer(constBuf); |
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if (!cursor.isValid()) |
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{ |
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return NV_FAIL; |
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} |
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} |
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const PipelineStateType pipeType = getPipelineStateType(params.renderStage, params.renderMode, params.cullMode); |
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PipelineStateD3D12& pipeState = m_states[pipeType]; |
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if (!pipeState.isValid()) |
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{ |
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return NV_FAIL; |
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} |
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ID3D12GraphicsCommandList* commandList = state.m_commandList; |
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commandList->SetGraphicsRootSignature(pipeState.m_rootSignature.Get()); |
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commandList->SetPipelineState(pipeState.m_pipelineState.Get()); |
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D3D12_GPU_VIRTUAL_ADDRESS cbvHandle = state.m_constantHeap->getGpuHandle(cursor); |
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commandList->SetGraphicsRootConstantBufferView(0, cbvHandle); |
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if (isShadow(pipeType)) |
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{ |
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ID3D12DescriptorHeap* heaps[] = { nullptr }; |
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commandList->SetDescriptorHeaps(0, heaps); |
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} |
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else |
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{ |
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NvCo::Dx12RenderTarget* shadowMap = (NvCo::Dx12RenderTarget*)params.shadowMap; |
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ID3D12DescriptorHeap* heaps[] = { state.m_srvCbvUavDescriptorHeap->getHeap(), state.m_samplerDescriptorHeap->getHeap() }; |
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commandList->SetDescriptorHeaps(_countof(heaps), heaps); |
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commandList->SetGraphicsRootDescriptorTable(1, state.m_srvCbvUavDescriptorHeap->getGpuHandle(shadowMap->getSrvHeapIndex(shadowMap->getPrimaryBufferType()))); |
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commandList->SetGraphicsRootDescriptorTable(2, state.m_samplerDescriptorHeap->getGpuHandle(m_shadowMapLinearSamplerIndex)); |
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} |
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return NV_OK; |
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} |
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int MeshRenderPipelineD3D12::draw(const RenderAllocation& allocIn, size_t sizeOfAlloc, const void* platformState) |
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{ |
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return MeshRendererD3D12::defaultDraw(allocIn, sizeOfAlloc, platformState); |
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} |
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} |