#include "util.h" #include "../assert.h" #include "../log.h" #include "../string.h" #include "../string_util.h" #include "context.h" #include "shader_cache.h" #include #include Log_SetChannel(D3D12); namespace D3D12 { u32 GetTexelSize(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R8G8B8A8_UNORM: case DXGI_FORMAT_R8G8B8A8_SNORM: case DXGI_FORMAT_R8G8B8A8_TYPELESS: case DXGI_FORMAT_B8G8R8A8_UNORM: case DXGI_FORMAT_B8G8R8A8_TYPELESS: return 4; case DXGI_FORMAT_B5G5R5A1_UNORM: case DXGI_FORMAT_B5G6R5_UNORM: return 2; default: Panic("Unknown format"); return 1; } } void SetDefaultSampler(D3D12_SAMPLER_DESC* desc) { desc->Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; desc->AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; desc->AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; desc->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; desc->MipLODBias = 0; desc->MaxAnisotropy = 1; desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; desc->BorderColor[0] = 1.0f; desc->BorderColor[1] = 1.0f; desc->BorderColor[2] = 1.0f; desc->BorderColor[3] = 1.0f; desc->MinLOD = -3.402823466e+38F; // -FLT_MAX desc->MaxLOD = 3.402823466e+38F; // FLT_MAX } #ifdef _DEBUG void SetObjectName(ID3D12Object* object, const char* name) { object->SetName(StringUtil::UTF8StringToWideString(name).c_str()); } void SetObjectNameFormatted(ID3D12Object* object, const char* format, ...) { std::va_list ap; va_start(ap, format); SmallString str; str.FormatVA(format, ap); SetObjectName(object, str); va_end(ap); } #endif GraphicsPipelineBuilder::GraphicsPipelineBuilder() { Clear(); } void 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 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; } Microsoft::WRL::ComPtr GraphicsPipelineBuilder::Create(ID3D12Device* device, ShaderCache& cache, bool clear /*= true*/) { Microsoft::WRL::ComPtr pso = cache.GetPipelineState(device, m_desc); if (!pso) return {}; if (clear) Clear(); return pso; } void GraphicsPipelineBuilder::SetRootSignature(ID3D12RootSignature* rs) { m_desc.pRootSignature = rs; } void GraphicsPipelineBuilder::SetVertexShader(ID3DBlob* blob) { SetVertexShader(blob->GetBufferPointer(), static_cast(blob->GetBufferSize())); } void GraphicsPipelineBuilder::SetVertexShader(const void* data, u32 data_size) { m_desc.VS.pShaderBytecode = data; m_desc.VS.BytecodeLength = data_size; } void GraphicsPipelineBuilder::SetGeometryShader(ID3DBlob* blob) { SetGeometryShader(blob->GetBufferPointer(), static_cast(blob->GetBufferSize())); } void GraphicsPipelineBuilder::SetGeometryShader(const void* data, u32 data_size) { m_desc.GS.pShaderBytecode = data; m_desc.GS.BytecodeLength = data_size; } void GraphicsPipelineBuilder::SetPixelShader(ID3DBlob* blob) { SetPixelShader(blob->GetBufferPointer(), static_cast(blob->GetBufferSize())); } void GraphicsPipelineBuilder::SetPixelShader(const void* data, u32 data_size) { m_desc.PS.pShaderBytecode = data; m_desc.PS.BytecodeLength = data_size; } void 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 GraphicsPipelineBuilder::SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE type) { m_desc.PrimitiveTopologyType = type; } void 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 GraphicsPipelineBuilder::SetMultisamples(u32 multisamples) { m_desc.RasterizerState.MultisampleEnable = multisamples > 1; m_desc.SampleDesc.Count = multisamples; } void GraphicsPipelineBuilder::SetNoCullRasterizationState() { SetRasterizationState(D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false); } void GraphicsPipelineBuilder::SetDepthState(bool depth_test, bool depth_write, D3D12_COMPARISON_FUNC compare_op) { m_desc.DepthStencilState.DepthEnable = depth_test; m_desc.DepthStencilState.DepthWriteMask = depth_test ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO; m_desc.DepthStencilState.DepthFunc = compare_op; } void GraphicsPipelineBuilder::SetNoDepthTestState() { SetDepthState(false, false, D3D12_COMPARISON_FUNC_ALWAYS); } void 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 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 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 GraphicsPipelineBuilder::SetRenderTarget(u32 rt, DXGI_FORMAT format) { m_desc.RTVFormats[rt] = format; if (rt >= m_desc.NumRenderTargets) m_desc.NumRenderTargets = rt + 1; } void GraphicsPipelineBuilder::ClearDepthStencilFormat() { m_desc.DSVFormat = DXGI_FORMAT_UNKNOWN; } void GraphicsPipelineBuilder::SetDepthStencilFormat(DXGI_FORMAT format) { m_desc.DSVFormat = format; } RootSignatureBuilder::RootSignatureBuilder() { Clear(); } void RootSignatureBuilder::Clear() { m_desc = {}; m_desc.pParameters = m_params.data(); m_params = {}; m_descriptor_ranges = {}; m_num_descriptor_ranges = 0; } Microsoft::WRL::ComPtr RootSignatureBuilder::Create(bool clear /*= true*/) { Microsoft::WRL::ComPtr rs = g_d3d12_context->CreateRootSignature(&m_desc); if (!rs) return {}; if (clear) Clear(); return rs; } void RootSignatureBuilder::SetInputAssemblerFlag() { m_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; } u32 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 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 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 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; } } // namespace D3D12