Duckstation/src/util/d3d12_builders.h
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
2023-08-20 21:55:38 +10:00

140 lines
4 KiB
C++

// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "common/types.h"
#include "common/windows_headers.h"
#include <array>
#include <d3d12.h>
#include <string_view>
#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;
ALWAYS_INLINE const D3D12_GRAPHICS_PIPELINE_STATE_DESC* GetDesc() const { return &m_desc; }
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);
void SetVertexShader(const ID3DBlob* blob);
void SetGeometryShader(const ID3DBlob* blob);
void SetPixelShader(const ID3DBlob* blob);
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);
void SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask, const D3D12_DEPTH_STENCILOP_DESC& front,
const D3D12_DEPTH_STENCILOP_DESC& back);
void SetNoDepthTestState();
void SetNoStencilState();
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);
void SetColorWriteMask(u32 rt, u8 write_mask = D3D12_COLOR_WRITE_ENABLE_ALL);
void SetNoBlendingState();
void ClearRenderTargets();
void SetRenderTarget(u32 rt, DXGI_FORMAT format);
void ClearDepthStencilFormat();
void SetDepthStencilFormat(DXGI_FORMAT format);
private:
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;
};
#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