#define NOMINMAX #include #include #include "pipelineUtilD3D12.h" #include "meshRenderer.h" #include "bufferD3D12.h" #include "meshRendererD3D12.h" #include "../d3d/shaderCommonD3D.h" #include "../d3d/shaders/ellipsoidDepthVS.hlsl.h" #include "../d3d/shaders/ellipsoidDepthGS.hlsl.h" #include "../d3d/shaders/ellipsoidDepthPS.hlsl.h" // this #include "fluidEllipsoidRenderPipelineD3D12.h" namespace FlexSample { static const D3D12_INPUT_ELEMENT_DESC AnisotropicInputElementDescs[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "U", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; FluidEllipsoidRenderPipelineD3D12::FluidEllipsoidRenderPipelineD3D12(): Parent(PRIMITIVE_POINT) { } static void _initPipelineStateDesc(FluidEllipsoidRenderPipelineD3D12::PipelineStateType type, NvCo::Dx12RenderTarget* renderTarget, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc) { PipelineUtilD3D::initTargetFormat(renderTarget, nullptr, psoDesc); psoDesc.InputLayout.NumElements = _countof(AnisotropicInputElementDescs); psoDesc.InputLayout.pInputElementDescs = AnisotropicInputElementDescs; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; } int FluidEllipsoidRenderPipelineD3D12::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 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 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_ellipsoidDepthVS); psoDesc.GS = Dx12Blob(g_ellipsoidDepthGS); psoDesc.PS = Dx12Blob(g_ellipsoidDepthPS); NV_RETURN_ON_FAIL(_initPipelineState(state, FRONT_WINDING_COUNTER_CLOCKWISE, renderTarget, PIPELINE_NORMAL, signiture.Get(), psoDesc)); } } return NV_OK; } int FluidEllipsoidRenderPipelineD3D12::_initPipelineState(const RenderStateD3D12& state, FrontWindingType winding, NvCo::Dx12RenderTarget* renderTarget, PipelineStateType pipeType, ID3D12RootSignature* signiture, D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc) { ID3D12Device* device = state.m_device; PipelineUtilD3D::initRasterizerDesc(winding, psoDesc.RasterizerState); _initPipelineStateDesc(pipeType, renderTarget, 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 FluidEllipsoidRenderPipelineD3D12::bind(const void* paramsIn, const void* platformState) { const RenderStateD3D12& state = *(RenderStateD3D12*)platformState; const FluidDrawParamsD3D& params = *(FluidDrawParamsD3D*)paramsIn; PipelineStateType pipeType = getPipelineStateType(params.renderStage, params.renderMode, params.cullMode); PipelineStateD3D12& pipeState = m_states[pipeType]; 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); ID3D12DescriptorHeap* heaps[] = { nullptr }; commandList->SetDescriptorHeaps(0, heaps); return NV_OK; } int FluidEllipsoidRenderPipelineD3D12::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(allocIn); assert(allocIn.m_numPrimitives >= 0); ID3D12GraphicsCommandList* commandList = state.m_commandList; D3D12_VERTEX_BUFFER_VIEW vertexBufferViews[4] = { alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_POSITION], alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_ANISOTROPY1], alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_ANISOTROPY2], alloc.m_vertexBufferViews[Alloc::VERTEX_VIEW_ANISOTROPY3], }; commandList->IASetVertexBuffers(0, _countof(vertexBufferViews), vertexBufferViews); commandList->IASetIndexBuffer(&alloc.m_indexBufferView); commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST); commandList->DrawIndexedInstanced((UINT)allocIn.m_numPrimitives, 1, (UINT)allocIn.m_offset, 0, 0); return NV_OK; } } // namespace FlexSample