winamp/src/common/d3d12/util.cpp
2021-07-10 21:45:10 +10:00

343 lines
10 KiB
C++

#include "util.h"
#include "../assert.h"
#include "../log.h"
#include "../string.h"
#include "../string_util.h"
#include "context.h"
#include "shader_cache.h"
#include <cstdarg>
#include <limits>
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<ID3D12PipelineState> GraphicsPipelineBuilder::Create(ID3D12Device* device, bool clear /*= true*/)
{
Microsoft::WRL::ComPtr<ID3D12PipelineState> 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<ID3D12PipelineState> GraphicsPipelineBuilder::Create(ID3D12Device* device, ShaderCache& cache,
bool clear /*= true*/)
{
Microsoft::WRL::ComPtr<ID3D12PipelineState> 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<u32>(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<u32>(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<u32>(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<ID3D12RootSignature> RootSignatureBuilder::Create(bool clear /*= true*/)
{
Microsoft::WRL::ComPtr<ID3D12RootSignature> 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