2023-08-13 03:42:02 +00:00
|
|
|
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
|
2022-12-04 11:03:45 +00:00
|
|
|
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
|
|
|
|
|
2021-07-10 11:37:08 +00:00
|
|
|
#pragma once
|
2023-08-13 03:42:02 +00:00
|
|
|
|
|
|
|
#include "common/types.h"
|
|
|
|
#include "common/windows_headers.h"
|
|
|
|
|
2021-07-10 11:37:08 +00:00
|
|
|
#include <array>
|
|
|
|
#include <d3d12.h>
|
2023-08-13 03:42:02 +00:00
|
|
|
#include <string_view>
|
2021-07-10 11:37:08 +00:00
|
|
|
#include <wrl/client.h>
|
|
|
|
|
|
|
|
namespace D3D12 {
|
|
|
|
class RootSignatureBuilder
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
enum : u32
|
|
|
|
{
|
|
|
|
MAX_PARAMETERS = 16,
|
|
|
|
MAX_DESCRIPTOR_RANGES = 16
|
|
|
|
};
|
|
|
|
|
|
|
|
RootSignatureBuilder();
|
|
|
|
|
|
|
|
void Clear();
|
|
|
|
|
|
|
|
Microsoft::WRL::ComPtr<ID3D12RootSignature> Create(bool clear = true);
|
|
|
|
|
|
|
|
void SetInputAssemblerFlag();
|
|
|
|
|
|
|
|
u32 Add32BitConstants(u32 shader_reg, u32 num_values, D3D12_SHADER_VISIBILITY visibility);
|
|
|
|
u32 AddCBVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility);
|
|
|
|
u32 AddSRVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility);
|
|
|
|
u32 AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg, u32 num_shader_regs,
|
|
|
|
D3D12_SHADER_VISIBILITY visibility);
|
|
|
|
|
|
|
|
private:
|
|
|
|
D3D12_ROOT_SIGNATURE_DESC m_desc{};
|
|
|
|
std::array<D3D12_ROOT_PARAMETER, MAX_PARAMETERS> m_params{};
|
|
|
|
std::array<D3D12_DESCRIPTOR_RANGE, MAX_DESCRIPTOR_RANGES> m_descriptor_ranges{};
|
|
|
|
u32 m_num_descriptor_ranges = 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
class GraphicsPipelineBuilder
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
enum : u32
|
|
|
|
{
|
|
|
|
MAX_VERTEX_ATTRIBUTES = 16,
|
|
|
|
};
|
|
|
|
|
|
|
|
GraphicsPipelineBuilder();
|
|
|
|
|
|
|
|
~GraphicsPipelineBuilder() = default;
|
|
|
|
|
2023-08-13 03:42:02 +00:00
|
|
|
ALWAYS_INLINE const D3D12_GRAPHICS_PIPELINE_STATE_DESC* GetDesc() const { return &m_desc; }
|
|
|
|
|
2021-07-10 11:37:08 +00:00
|
|
|
void Clear();
|
|
|
|
|
|
|
|
Microsoft::WRL::ComPtr<ID3D12PipelineState> Create(ID3D12Device* device, bool clear = true);
|
|
|
|
|
|
|
|
void SetRootSignature(ID3D12RootSignature* rs);
|
|
|
|
|
|
|
|
void SetVertexShader(const void* data, u32 data_size);
|
|
|
|
void SetGeometryShader(const void* data, u32 data_size);
|
|
|
|
void SetPixelShader(const void* data, u32 data_size);
|
|
|
|
|
2023-08-13 03:42:02 +00:00
|
|
|
void SetVertexShader(const ID3DBlob* blob);
|
|
|
|
void SetGeometryShader(const ID3DBlob* blob);
|
|
|
|
void SetPixelShader(const ID3DBlob* blob);
|
2021-07-10 11:37:08 +00:00
|
|
|
|
|
|
|
void AddVertexAttribute(const char* semantic_name, u32 semantic_index, DXGI_FORMAT format, u32 buffer, u32 offset);
|
|
|
|
|
|
|
|
void SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE type);
|
|
|
|
|
|
|
|
void SetRasterizationState(D3D12_FILL_MODE polygon_mode, D3D12_CULL_MODE cull_mode, bool front_face_ccw);
|
|
|
|
|
|
|
|
void SetMultisamples(u32 multisamples);
|
|
|
|
|
|
|
|
void SetNoCullRasterizationState();
|
|
|
|
|
|
|
|
void SetDepthState(bool depth_test, bool depth_write, D3D12_COMPARISON_FUNC compare_op);
|
2023-08-13 03:42:02 +00:00
|
|
|
void SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask, const D3D12_DEPTH_STENCILOP_DESC& front,
|
|
|
|
const D3D12_DEPTH_STENCILOP_DESC& back);
|
2021-07-10 11:37:08 +00:00
|
|
|
|
|
|
|
void SetNoDepthTestState();
|
2023-08-13 03:42:02 +00:00
|
|
|
void SetNoStencilState();
|
2021-07-10 11:37:08 +00:00
|
|
|
|
|
|
|
void SetBlendState(u32 rt, bool blend_enable, D3D12_BLEND src_factor, D3D12_BLEND dst_factor, D3D12_BLEND_OP op,
|
|
|
|
D3D12_BLEND alpha_src_factor, D3D12_BLEND alpha_dst_factor, D3D12_BLEND_OP alpha_op,
|
|
|
|
u8 write_mask = D3D12_COLOR_WRITE_ENABLE_ALL);
|
2023-08-13 03:42:02 +00:00
|
|
|
void SetColorWriteMask(u32 rt, u8 write_mask = D3D12_COLOR_WRITE_ENABLE_ALL);
|
2021-07-10 11:37:08 +00:00
|
|
|
|
|
|
|
void SetNoBlendingState();
|
|
|
|
|
|
|
|
void ClearRenderTargets();
|
|
|
|
|
|
|
|
void SetRenderTarget(u32 rt, DXGI_FORMAT format);
|
|
|
|
|
|
|
|
void ClearDepthStencilFormat();
|
|
|
|
|
|
|
|
void SetDepthStencilFormat(DXGI_FORMAT format);
|
|
|
|
|
|
|
|
private:
|
2023-08-13 03:42:02 +00:00
|
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC m_desc;
|
|
|
|
std::array<D3D12_INPUT_ELEMENT_DESC, MAX_VERTEX_ATTRIBUTES> m_input_elements;
|
|
|
|
};
|
|
|
|
|
|
|
|
class ComputePipelineBuilder
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
ComputePipelineBuilder();
|
|
|
|
~ComputePipelineBuilder() = default;
|
|
|
|
|
|
|
|
void Clear();
|
|
|
|
|
|
|
|
Microsoft::WRL::ComPtr<ID3D12PipelineState> Create(ID3D12Device* device, bool clear = true);
|
|
|
|
|
|
|
|
void SetRootSignature(ID3D12RootSignature* rs);
|
|
|
|
|
|
|
|
void SetShader(const void* data, u32 data_size);
|
|
|
|
|
|
|
|
private:
|
|
|
|
D3D12_COMPUTE_PIPELINE_STATE_DESC m_desc;
|
2021-07-10 11:37:08 +00:00
|
|
|
};
|
|
|
|
|
2023-08-13 03:42:02 +00:00
|
|
|
#ifdef _DEBUG
|
|
|
|
void SetObjectName(ID3D12Object* object, const std::string_view& name);
|
|
|
|
void SetObjectNameFormatted(ID3D12Object* object, const char* format, ...);
|
|
|
|
#else
|
|
|
|
static inline void SetObjectName(ID3D12Object* object, const std::string_view& name)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
static inline void SetObjectNameFormatted(ID3D12Object* object, const char* format, ...)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
} // namespace D3D12
|