/* * Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #ifndef DIFFUSE_POINT_RENDER_PIPELINE_D3D12_H #define DIFFUSE_POINT_RENDER_PIPELINE_D3D12_H #include #include "../d3d/renderParamsD3D.h" #include "renderStateD3D12.h" #include "meshRenderer.h" #include namespace FlexSample { using namespace nvidia; struct DiffusePointRenderPipelineD3D12: public RenderPipeline { //NV_CO_DECLARE_POLYMORPHIC_CLASS(DiffusePointRenderPipelineD3D12, RenderPipeline); public: typedef RenderPipeline Parent; enum PipelineStateType { PIPELINE_STATE_LIGHT_SOLID, PIPELINE_STATE_COUNT_OF, }; DiffusePointRenderPipelineD3D12(); /// Initialize int initialize(const RenderStateD3D12& state, const std::wstring& shadersDir, int shadowMapLinearSamplerIndex, NvCo::Dx12RenderTarget* shadowMap); /// Do the binding virtual int bind(const void* paramsIn, const void* platformState) override; virtual int draw(const RenderAllocation& alloc, size_t sizeOfAlloc, const void* platformState) override; protected: int _initPipelineState(const RenderStateD3D12& state, NvCo::Dx12RenderTarget* shadowMap, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc); int m_shadowMapLinearSamplerIndex; //< The index to the linear sampler in the m_samplerHeap PipelineStateD3D12 m_states[PIPELINE_STATE_COUNT_OF]; }; } // namespace FlexSample #endif // DIFFUSE_POINT_RENDER_PIPELINE_D3D12_H