// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #include "d3d12_builders.h" #include "d3d12_device.h" #include "common/assert.h" #include "common/log.h" #include "common/string_util.h" #include #include Log_SetChannel(D3D12Device); D3D12::GraphicsPipelineBuilder::GraphicsPipelineBuilder() { Clear(); } void D3D12::GraphicsPipelineBuilder::Clear() { std::memset(&m_desc, 0, sizeof(m_desc)); std::memset(m_input_elements.data(), 0, sizeof(D3D12_INPUT_ELEMENT_DESC) * m_input_elements.size()); m_desc.NodeMask = 1; m_desc.SampleMask = 0xFFFFFFFF; m_desc.SampleDesc.Count = 1; } Microsoft::WRL::ComPtr D3D12::GraphicsPipelineBuilder::Create(ID3D12Device* device, bool clear /*= true*/) { Microsoft::WRL::ComPtr ps; HRESULT hr = device->CreateGraphicsPipelineState(&m_desc, IID_PPV_ARGS(ps.GetAddressOf())); if (FAILED(hr)) { Log_ErrorPrintf("CreateGraphicsPipelineState() failed: %08X", hr); return {}; } if (clear) Clear(); return ps; } void D3D12::GraphicsPipelineBuilder::SetRootSignature(ID3D12RootSignature* rs) { m_desc.pRootSignature = rs; } void D3D12::GraphicsPipelineBuilder::SetVertexShader(const ID3DBlob* blob) { SetVertexShader(const_cast(blob)->GetBufferPointer(), static_cast(const_cast(blob)->GetBufferSize())); } void D3D12::GraphicsPipelineBuilder::SetVertexShader(const void* data, u32 data_size) { m_desc.VS.pShaderBytecode = data; m_desc.VS.BytecodeLength = data_size; } void D3D12::GraphicsPipelineBuilder::SetGeometryShader(const ID3DBlob* blob) { SetGeometryShader(const_cast(blob)->GetBufferPointer(), static_cast(const_cast(blob)->GetBufferSize())); } void D3D12::GraphicsPipelineBuilder::SetGeometryShader(const void* data, u32 data_size) { m_desc.GS.pShaderBytecode = data; m_desc.GS.BytecodeLength = data_size; } void D3D12::GraphicsPipelineBuilder::SetPixelShader(const ID3DBlob* blob) { SetPixelShader(const_cast(blob)->GetBufferPointer(), static_cast(const_cast(blob)->GetBufferSize())); } void D3D12::GraphicsPipelineBuilder::SetPixelShader(const void* data, u32 data_size) { m_desc.PS.pShaderBytecode = data; m_desc.PS.BytecodeLength = data_size; } void D3D12::GraphicsPipelineBuilder::AddVertexAttribute(const char* semantic_name, u32 semantic_index, DXGI_FORMAT format, u32 buffer, u32 offset) { const u32 index = m_desc.InputLayout.NumElements; m_input_elements[index].SemanticIndex = semantic_index; m_input_elements[index].SemanticName = semantic_name; m_input_elements[index].Format = format; m_input_elements[index].AlignedByteOffset = offset; m_input_elements[index].InputSlot = buffer; m_input_elements[index].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; m_input_elements[index].InstanceDataStepRate = 0; m_desc.InputLayout.pInputElementDescs = m_input_elements.data(); m_desc.InputLayout.NumElements++; } void D3D12::GraphicsPipelineBuilder::SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE type) { m_desc.PrimitiveTopologyType = type; } void D3D12::GraphicsPipelineBuilder::SetRasterizationState(D3D12_FILL_MODE polygon_mode, D3D12_CULL_MODE cull_mode, bool front_face_ccw) { m_desc.RasterizerState.FillMode = polygon_mode; m_desc.RasterizerState.CullMode = cull_mode; m_desc.RasterizerState.FrontCounterClockwise = front_face_ccw; } void D3D12::GraphicsPipelineBuilder::SetMultisamples(u32 multisamples) { m_desc.RasterizerState.MultisampleEnable = multisamples > 1; m_desc.SampleDesc.Count = multisamples; } void D3D12::GraphicsPipelineBuilder::SetNoCullRasterizationState() { SetRasterizationState(D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false); } void D3D12::GraphicsPipelineBuilder::SetDepthState(bool depth_test, bool depth_write, D3D12_COMPARISON_FUNC compare_op) { m_desc.DepthStencilState.DepthEnable = depth_test; m_desc.DepthStencilState.DepthWriteMask = depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO; m_desc.DepthStencilState.DepthFunc = compare_op; } void D3D12::GraphicsPipelineBuilder::SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask, const D3D12_DEPTH_STENCILOP_DESC& front, const D3D12_DEPTH_STENCILOP_DESC& back) { m_desc.DepthStencilState.StencilEnable = stencil_test; m_desc.DepthStencilState.StencilReadMask = read_mask; m_desc.DepthStencilState.StencilWriteMask = write_mask; m_desc.DepthStencilState.FrontFace = front; m_desc.DepthStencilState.BackFace = back; } void D3D12::GraphicsPipelineBuilder::SetNoDepthTestState() { SetDepthState(false, false, D3D12_COMPARISON_FUNC_ALWAYS); } void D3D12::GraphicsPipelineBuilder::SetNoStencilState() { D3D12_DEPTH_STENCILOP_DESC empty = {}; SetStencilState(false, 0, 0, empty, empty); } void D3D12::GraphicsPipelineBuilder::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 /*= 0xFF*/) { m_desc.BlendState.RenderTarget[rt].BlendEnable = blend_enable; m_desc.BlendState.RenderTarget[rt].SrcBlend = src_factor; m_desc.BlendState.RenderTarget[rt].DestBlend = dst_factor; m_desc.BlendState.RenderTarget[rt].BlendOp = op; m_desc.BlendState.RenderTarget[rt].SrcBlendAlpha = alpha_src_factor; m_desc.BlendState.RenderTarget[rt].DestBlendAlpha = alpha_dst_factor; m_desc.BlendState.RenderTarget[rt].BlendOpAlpha = alpha_op; m_desc.BlendState.RenderTarget[rt].RenderTargetWriteMask = write_mask; if (rt > 0) m_desc.BlendState.IndependentBlendEnable = TRUE; } void D3D12::GraphicsPipelineBuilder::SetColorWriteMask(u32 rt, u8 write_mask /* = D3D12_COLOR_WRITE_ENABLE_ALL */) { m_desc.BlendState.RenderTarget[rt].RenderTargetWriteMask = write_mask; } void D3D12::GraphicsPipelineBuilder::SetNoBlendingState() { SetBlendState(0, false, D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, D3D12_COLOR_WRITE_ENABLE_ALL); m_desc.BlendState.IndependentBlendEnable = FALSE; } void D3D12::GraphicsPipelineBuilder::ClearRenderTargets() { m_desc.NumRenderTargets = 0; for (u32 i = 0; i < sizeof(m_desc.RTVFormats) / sizeof(m_desc.RTVFormats[0]); i++) m_desc.RTVFormats[i] = DXGI_FORMAT_UNKNOWN; } void D3D12::GraphicsPipelineBuilder::SetRenderTarget(u32 rt, DXGI_FORMAT format) { m_desc.RTVFormats[rt] = format; if (rt >= m_desc.NumRenderTargets) m_desc.NumRenderTargets = rt + 1; } void D3D12::GraphicsPipelineBuilder::ClearDepthStencilFormat() { m_desc.DSVFormat = DXGI_FORMAT_UNKNOWN; } void D3D12::GraphicsPipelineBuilder::SetDepthStencilFormat(DXGI_FORMAT format) { m_desc.DSVFormat = format; } D3D12::ComputePipelineBuilder::ComputePipelineBuilder() { Clear(); } void D3D12::ComputePipelineBuilder::Clear() { std::memset(&m_desc, 0, sizeof(m_desc)); } Microsoft::WRL::ComPtr D3D12::ComputePipelineBuilder::Create(ID3D12Device* device, bool clear /*= true*/) { Microsoft::WRL::ComPtr ps; HRESULT hr = device->CreateComputePipelineState(&m_desc, IID_PPV_ARGS(ps.GetAddressOf())); if (FAILED(hr)) { Log_ErrorPrintf("CreateComputePipelineState() failed: %08X", hr); return {}; } if (clear) Clear(); return ps; } void D3D12::ComputePipelineBuilder::SetRootSignature(ID3D12RootSignature* rs) { m_desc.pRootSignature = rs; } void D3D12::ComputePipelineBuilder::SetShader(const void* data, u32 data_size) { m_desc.CS.pShaderBytecode = data; m_desc.CS.BytecodeLength = data_size; } D3D12::RootSignatureBuilder::RootSignatureBuilder() { Clear(); } void D3D12::RootSignatureBuilder::Clear() { m_desc = {}; m_desc.pParameters = m_params.data(); m_params = {}; m_descriptor_ranges = {}; m_num_descriptor_ranges = 0; } Microsoft::WRL::ComPtr D3D12::RootSignatureBuilder::Create(bool clear /*= true*/) { Microsoft::WRL::ComPtr rs = D3D12Device::GetInstance().CreateRootSignature(&m_desc); if (!rs) return {}; if (clear) Clear(); return rs; } void D3D12::RootSignatureBuilder::SetInputAssemblerFlag() { m_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; } u32 D3D12::RootSignatureBuilder::Add32BitConstants(u32 shader_reg, u32 num_values, D3D12_SHADER_VISIBILITY visibility) { const u32 index = m_desc.NumParameters++; m_params[index].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; m_params[index].ShaderVisibility = visibility; m_params[index].Constants.ShaderRegister = shader_reg; m_params[index].Constants.RegisterSpace = 0; m_params[index].Constants.Num32BitValues = num_values; return index; } u32 D3D12::RootSignatureBuilder::AddCBVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility) { const u32 index = m_desc.NumParameters++; m_params[index].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; m_params[index].ShaderVisibility = visibility; m_params[index].Descriptor.ShaderRegister = shader_reg; m_params[index].Descriptor.RegisterSpace = 0; return index; } u32 D3D12::RootSignatureBuilder::AddSRVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility) { const u32 index = m_desc.NumParameters++; m_params[index].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV; m_params[index].ShaderVisibility = visibility; m_params[index].Descriptor.ShaderRegister = shader_reg; m_params[index].Descriptor.RegisterSpace = 0; return index; } u32 D3D12::RootSignatureBuilder::AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg, u32 num_shader_regs, D3D12_SHADER_VISIBILITY visibility) { const u32 index = m_desc.NumParameters++; const u32 dr_index = m_num_descriptor_ranges++; m_descriptor_ranges[dr_index].RangeType = rt; m_descriptor_ranges[dr_index].NumDescriptors = num_shader_regs; m_descriptor_ranges[dr_index].BaseShaderRegister = start_shader_reg; m_descriptor_ranges[dr_index].RegisterSpace = 0; m_descriptor_ranges[dr_index].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; m_params[index].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; m_params[index].DescriptorTable.pDescriptorRanges = &m_descriptor_ranges[dr_index]; m_params[index].DescriptorTable.NumDescriptorRanges = 1; m_params[index].ShaderVisibility = visibility; return index; } #ifdef _DEBUG void D3D12::SetObjectName(ID3D12Object* object, const std::string_view& name) { object->SetName(StringUtil::UTF8StringToWideString(name).c_str()); } void D3D12::SetObjectNameFormatted(ID3D12Object* object, const char* format, ...) { std::va_list ap; va_start(ap, format); SetObjectName(object, StringUtil::StdStringFromFormatV(format, ap).c_str()); va_end(ap); } #endif