#define NOMINMAX #include #include #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 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 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