Add static helper methods to D3D12RootSignature and D3D12PipelineState
This commit is contained in:
@@ -95,8 +95,6 @@ add_library(XCEngine STATIC
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include/XCEngine/RHI/D3D12/D3D12Shader.h
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include/XCEngine/RHI/D3D12/D3D12Texture.h
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include/XCEngine/RHI/D3D12/D3D12RootSignature.h
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include/XCEngine/RHI/D3D12/RootSignatureBuilder.h
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include/XCEngine/RHI/D3D12/PipelineStateBuilder.h
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include/XCEngine/RHI/D3D12/D3D12SwapChain.h
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include/XCEngine/RHI/D3D12/D3D12Fence.h
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include/XCEngine/RHI/D3D12/D3D12Screenshot.h
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@@ -117,8 +115,6 @@ add_library(XCEngine STATIC
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src/RHI/D3D12/D3D12Shader.cpp
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src/RHI/D3D12/D3D12Texture.cpp
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src/RHI/D3D12/D3D12RootSignature.cpp
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src/RHI/D3D12/RootSignatureBuilder.cpp
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src/RHI/D3D12/PipelineStateBuilder.cpp
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src/RHI/D3D12/D3D12SwapChain.cpp
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src/RHI/D3D12/D3D12Fence.cpp
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src/RHI/D3D12/D3D12Screenshot.cpp
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@@ -1,8 +1,10 @@
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#pragma once
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <wrl/client.h>
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#include "../Enums.h"
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#include "D3D12Enum.h"
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using Microsoft::WRL::ComPtr;
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@@ -23,6 +25,27 @@ public:
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void* GetNativeHandle() const { return m_pipelineState.Get(); }
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PipelineType GetType() const { return PipelineType::Graphics; }
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static D3D12_GRAPHICS_PIPELINE_STATE_DESC CreateDesc(
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ID3D12RootSignature* rootSignature,
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const D3D12_SHADER_BYTECODE& vs,
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const D3D12_SHADER_BYTECODE& ps,
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const D3D12_SHADER_BYTECODE& gs,
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uint32_t inputElementCount,
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const D3D12_INPUT_ELEMENT_DESC* inputElements);
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static D3D12_INPUT_ELEMENT_DESC CreateInputElement(
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const char* semanticName,
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uint32_t semanticIndex,
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Format format,
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uint32_t inputSlot,
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uint32_t alignedByteOffset);
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static D3D12_INPUT_ELEMENT_DESC CreateInputElement(
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const char* semanticName,
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uint32_t semanticIndex,
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Format format,
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uint32_t inputSlot);
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private:
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ComPtr<ID3D12PipelineState> m_pipelineState;
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};
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@@ -2,6 +2,7 @@
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#include <d3d12.h>
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#include <wrl/client.h>
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#include <vector>
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#include "../Enums.h"
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#include "D3D12Enum.h"
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@@ -20,10 +21,24 @@ public:
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void Shutdown();
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ID3D12RootSignature* GetRootSignature() const { return m_rootSignature.Get(); }
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void* GetNativeHandle() const { return m_rootSignature.Get(); }
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uint32_t GetParameterCount() const { return m_parameterCount; }
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static D3D12_ROOT_SIGNATURE_DESC CreateDesc(
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D3D12_ROOT_PARAMETER* parameters,
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uint32_t parameterCount,
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D3D12_STATIC_SAMPLER_DESC* samplers = nullptr,
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uint32_t samplerCount = 0,
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D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
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static D3D12_ROOT_PARAMETER CreateCBV(uint32_t shaderRegister, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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static D3D12_ROOT_PARAMETER CreateSRV(uint32_t shaderRegister, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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static D3D12_ROOT_PARAMETER CreateUAV(uint32_t shaderRegister, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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static D3D12_ROOT_PARAMETER Create32BitConstants(uint32_t shaderRegister, uint32_t num32BitValues, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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static D3D12_ROOT_PARAMETER CreateDescriptorTable(uint32_t shaderRegister, uint32_t numDescriptors, D3D12_DESCRIPTOR_RANGE_TYPE rangeType, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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static D3D12_STATIC_SAMPLER_DESC CreateStaticSampler(uint32_t shaderRegister, const D3D12_SAMPLER_DESC& desc, ShaderVisibility visibility = ShaderVisibility::Pixel);
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private:
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ComPtr<ID3D12RootSignature> m_rootSignature;
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uint32_t m_parameterCount = 0;
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@@ -1,53 +0,0 @@
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#pragma once
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include "../Enums.h"
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#include "D3D12Enum.h"
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namespace XCEngine {
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namespace RHI {
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class PipelineStateBuilder {
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public:
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PipelineStateBuilder();
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PipelineStateBuilder& SetRootSignature(ID3D12RootSignature* rootSignature);
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PipelineStateBuilder& SetVertexShader(const D3D12_SHADER_BYTECODE& shader);
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PipelineStateBuilder& SetPixelShader(const D3D12_SHADER_BYTECODE& shader);
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PipelineStateBuilder& SetGeometryShader(const D3D12_SHADER_BYTECODE& shader);
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PipelineStateBuilder& SetInputLayout(uint32_t numElements, const D3D12_INPUT_ELEMENT_DESC* elements);
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PipelineStateBuilder& SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE topologyType);
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PipelineStateBuilder& SetRenderTargetFormat(Format format);
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PipelineStateBuilder& SetRenderTargetFormats(uint32_t count, const Format* formats);
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PipelineStateBuilder& SetDepthStencilFormat(Format format);
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PipelineStateBuilder& SetSampleDesc(uint32_t count, uint32_t quality);
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PipelineStateBuilder& SetFillMode(FillMode mode);
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PipelineStateBuilder& SetCullMode(CullMode mode);
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PipelineStateBuilder& SetDepthClipEnable(bool enable);
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PipelineStateBuilder& SetDepthEnable(bool enable);
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PipelineStateBuilder& SetDepthWriteMask(D3D12_DEPTH_WRITE_MASK writeMask);
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PipelineStateBuilder& SetDepthFunc(ComparisonFunc func);
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PipelineStateBuilder& SetStencilEnable(bool enable);
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PipelineStateBuilder& SetFrontFaceStencilOp(D3D12_STENCIL_OP failOp, D3D12_STENCIL_OP depthFailOp, D3D12_STENCIL_OP passOp, ComparisonFunc func);
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PipelineStateBuilder& SetBackFaceStencilOp(D3D12_STENCIL_OP failOp, D3D12_STENCIL_OP depthFailOp, D3D12_STENCIL_OP passOp, ComparisonFunc func);
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PipelineStateBuilder& SetBlendEnable(bool enable);
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PipelineStateBuilder& SetBlendFactor(BlendFactor srcBlend, BlendFactor dstBlend, BlendOp blendOp);
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PipelineStateBuilder& SetAlphaBlendFactor(BlendFactor srcBlendAlpha, BlendFactor dstBlendAlpha, BlendOp blendOpAlpha);
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PipelineStateBuilder& SetColorWriteMask(ColorWriteMask mask);
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D3D12_GRAPHICS_PIPELINE_STATE_DESC Build();
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private:
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D3D12_GRAPHICS_PIPELINE_STATE_DESC m_desc;
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};
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} // namespace RHI
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} // namespace XCEngine
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@@ -1,30 +0,0 @@
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#pragma once
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#include <d3d12.h>
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#include <vector>
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#include "../Enums.h"
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#include "D3D12Enum.h"
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namespace XCEngine {
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namespace RHI {
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class RootSignatureBuilder {
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public:
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RootSignatureBuilder();
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RootSignatureBuilder& AddCBV(uint32_t shaderRegister, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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RootSignatureBuilder& AddSRV(uint32_t shaderRegister, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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RootSignatureBuilder& AddUAV(uint32_t shaderRegister, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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RootSignatureBuilder& Add32BitConstants(uint32_t shaderRegister, uint32_t num32BitValues, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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RootSignatureBuilder& AddDescriptorTable(uint32_t shaderRegister, uint32_t numDescriptors, D3D12_DESCRIPTOR_RANGE_TYPE rangeType, ShaderVisibility visibility = ShaderVisibility::All, uint32_t registerSpace = 0);
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D3D12_ROOT_SIGNATURE_DESC Build();
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private:
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std::vector<D3D12_ROOT_PARAMETER> m_parameters;
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std::vector<std::vector<D3D12_DESCRIPTOR_RANGE>> m_descriptorRanges;
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};
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} // namespace RHI
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} // namespace XCEngine
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@@ -22,5 +22,60 @@ void D3D12PipelineState::Shutdown() {
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m_pipelineState.Reset();
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}
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D3D12_GRAPHICS_PIPELINE_STATE_DESC D3D12PipelineState::CreateDesc(
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ID3D12RootSignature* rootSignature,
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const D3D12_SHADER_BYTECODE& vs,
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const D3D12_SHADER_BYTECODE& ps,
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const D3D12_SHADER_BYTECODE& gs,
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uint32_t inputElementCount,
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const D3D12_INPUT_ELEMENT_DESC* inputElements) {
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D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
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desc.pRootSignature = rootSignature;
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desc.VS = vs;
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desc.PS = ps;
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desc.GS = gs;
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desc.InputLayout.NumElements = inputElementCount;
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desc.InputLayout.pInputElementDescs = inputElements;
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desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.SampleMask = 0xffffffff;
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desc.NumRenderTargets = 1;
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desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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desc.RasterizerState.DepthClipEnable = TRUE;
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desc.DepthStencilState.DepthEnable = TRUE;
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desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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return desc;
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}
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D3D12_INPUT_ELEMENT_DESC D3D12PipelineState::CreateInputElement(
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const char* semanticName,
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uint32_t semanticIndex,
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Format format,
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uint32_t inputSlot,
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uint32_t alignedByteOffset) {
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D3D12_INPUT_ELEMENT_DESC element = {};
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element.SemanticName = semanticName;
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element.SemanticIndex = semanticIndex;
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element.Format = ToD3D12(format);
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element.InputSlot = inputSlot;
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element.AlignedByteOffset = alignedByteOffset;
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element.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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element.InstanceDataStepRate = 0;
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return element;
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}
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D3D12_INPUT_ELEMENT_DESC D3D12PipelineState::CreateInputElement(
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const char* semanticName,
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uint32_t semanticIndex,
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Format format,
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uint32_t inputSlot) {
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return CreateInputElement(semanticName, semanticIndex, format, inputSlot, D3D12_APPEND_ALIGNED_ELEMENT);
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}
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} // namespace RHI
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} // namespace XCEngine
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@@ -39,5 +39,91 @@ void D3D12RootSignature::Shutdown() {
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m_rootSignature.Reset();
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}
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D3D12_ROOT_SIGNATURE_DESC D3D12RootSignature::CreateDesc(
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D3D12_ROOT_PARAMETER* parameters,
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uint32_t parameterCount,
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D3D12_STATIC_SAMPLER_DESC* samplers,
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uint32_t samplerCount,
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D3D12_ROOT_SIGNATURE_FLAGS flags) {
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D3D12_ROOT_SIGNATURE_DESC desc = {};
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desc.NumParameters = parameterCount;
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desc.pParameters = parameters;
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desc.NumStaticSamplers = samplerCount;
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desc.pStaticSamplers = samplers;
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desc.Flags = flags;
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return desc;
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}
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D3D12_ROOT_PARAMETER D3D12RootSignature::CreateCBV(uint32_t shaderRegister, ShaderVisibility visibility, uint32_t registerSpace) {
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D3D12_ROOT_PARAMETER param = {};
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param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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param.ShaderVisibility = ToD3D12(visibility);
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param.Descriptor.RegisterSpace = registerSpace;
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param.Descriptor.ShaderRegister = shaderRegister;
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return param;
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}
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D3D12_ROOT_PARAMETER D3D12RootSignature::CreateSRV(uint32_t shaderRegister, ShaderVisibility visibility, uint32_t registerSpace) {
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D3D12_ROOT_PARAMETER param = {};
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param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
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param.ShaderVisibility = ToD3D12(visibility);
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param.Descriptor.RegisterSpace = registerSpace;
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param.Descriptor.ShaderRegister = shaderRegister;
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return param;
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}
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D3D12_ROOT_PARAMETER D3D12RootSignature::CreateUAV(uint32_t shaderRegister, ShaderVisibility visibility, uint32_t registerSpace) {
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D3D12_ROOT_PARAMETER param = {};
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param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
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param.ShaderVisibility = ToD3D12(visibility);
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param.Descriptor.RegisterSpace = registerSpace;
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param.Descriptor.ShaderRegister = shaderRegister;
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return param;
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}
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D3D12_ROOT_PARAMETER D3D12RootSignature::Create32BitConstants(uint32_t shaderRegister, uint32_t num32BitValues, ShaderVisibility visibility, uint32_t registerSpace) {
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D3D12_ROOT_PARAMETER param = {};
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param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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param.ShaderVisibility = ToD3D12(visibility);
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param.Constants.RegisterSpace = registerSpace;
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param.Constants.ShaderRegister = shaderRegister;
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param.Constants.Num32BitValues = num32BitValues;
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return param;
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}
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D3D12_ROOT_PARAMETER D3D12RootSignature::CreateDescriptorTable(uint32_t shaderRegister, uint32_t numDescriptors, D3D12_DESCRIPTOR_RANGE_TYPE rangeType, ShaderVisibility visibility, uint32_t registerSpace) {
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static D3D12_DESCRIPTOR_RANGE range;
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range.RangeType = rangeType;
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range.NumDescriptors = numDescriptors;
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range.BaseShaderRegister = shaderRegister;
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range.RegisterSpace = registerSpace;
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range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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D3D12_ROOT_PARAMETER param = {};
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param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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param.ShaderVisibility = ToD3D12(visibility);
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param.DescriptorTable.NumDescriptorRanges = 1;
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param.DescriptorTable.pDescriptorRanges = ⦥
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return param;
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}
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D3D12_STATIC_SAMPLER_DESC D3D12RootSignature::CreateStaticSampler(uint32_t shaderRegister, const D3D12_SAMPLER_DESC& desc, ShaderVisibility visibility) {
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D3D12_STATIC_SAMPLER_DESC samplerDesc = {};
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samplerDesc.Filter = desc.Filter;
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samplerDesc.AddressU = desc.AddressU;
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samplerDesc.AddressV = desc.AddressV;
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samplerDesc.AddressW = desc.AddressW;
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samplerDesc.MipLODBias = desc.MipLODBias;
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samplerDesc.MaxAnisotropy = desc.MaxAnisotropy;
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samplerDesc.ComparisonFunc = desc.ComparisonFunc;
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samplerDesc.BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
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samplerDesc.MinLOD = desc.MinLOD;
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samplerDesc.MaxLOD = desc.MaxLOD;
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samplerDesc.RegisterSpace = 0;
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samplerDesc.ShaderRegister = shaderRegister;
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samplerDesc.ShaderVisibility = ToD3D12(visibility);
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return samplerDesc;
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}
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} // namespace RHI
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} // namespace XCEngine
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@@ -1,159 +0,0 @@
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#include "XCEngine/RHI/D3D12/PipelineStateBuilder.h"
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namespace XCEngine {
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namespace RHI {
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PipelineStateBuilder::PipelineStateBuilder() {
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memset(&m_desc, 0, sizeof(m_desc));
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m_desc.SampleDesc.Count = 1;
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m_desc.SampleDesc.Quality = 0;
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m_desc.SampleMask = 0xffffffff;
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m_desc.NumRenderTargets = 1;
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m_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
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m_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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m_desc.DepthStencilState.DepthEnable = TRUE;
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m_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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m_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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m_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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m_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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m_desc.RasterizerState.DepthClipEnable = TRUE;
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}
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PipelineStateBuilder& PipelineStateBuilder::SetRootSignature(ID3D12RootSignature* rootSignature) {
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m_desc.pRootSignature = rootSignature;
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return *this;
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}
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PipelineStateBuilder& PipelineStateBuilder::SetVertexShader(const D3D12_SHADER_BYTECODE& shader) {
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m_desc.VS = shader;
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return *this;
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}
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PipelineStateBuilder& PipelineStateBuilder::SetPixelShader(const D3D12_SHADER_BYTECODE& shader) {
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m_desc.PS = shader;
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return *this;
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}
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PipelineStateBuilder& PipelineStateBuilder::SetGeometryShader(const D3D12_SHADER_BYTECODE& shader) {
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m_desc.GS = shader;
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return *this;
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}
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PipelineStateBuilder& PipelineStateBuilder::SetInputLayout(uint32_t numElements, const D3D12_INPUT_ELEMENT_DESC* elements) {
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m_desc.InputLayout.NumElements = numElements;
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m_desc.InputLayout.pInputElementDescs = elements;
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return *this;
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}
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PipelineStateBuilder& PipelineStateBuilder::SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE topologyType) {
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m_desc.PrimitiveTopologyType = topologyType;
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return *this;
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}
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PipelineStateBuilder& PipelineStateBuilder::SetRenderTargetFormat(Format format) {
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m_desc.NumRenderTargets = 1;
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m_desc.RTVFormats[0] = ToD3D12(format);
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||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetRenderTargetFormats(uint32_t count, const Format* formats) {
|
||||
m_desc.NumRenderTargets = count;
|
||||
for (uint32_t i = 0; i < count && i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) {
|
||||
m_desc.RTVFormats[i] = ToD3D12(formats[i]);
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetDepthStencilFormat(Format format) {
|
||||
m_desc.DSVFormat = ToD3D12(format);
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetSampleDesc(uint32_t count, uint32_t quality) {
|
||||
m_desc.SampleDesc.Count = count;
|
||||
m_desc.SampleDesc.Quality = quality;
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetFillMode(FillMode mode) {
|
||||
m_desc.RasterizerState.FillMode = ToD3D12(mode);
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetCullMode(CullMode mode) {
|
||||
m_desc.RasterizerState.CullMode = ToD3D12(mode);
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetDepthClipEnable(bool enable) {
|
||||
m_desc.RasterizerState.DepthClipEnable = enable ? TRUE : FALSE;
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetDepthEnable(bool enable) {
|
||||
m_desc.DepthStencilState.DepthEnable = enable ? TRUE : FALSE;
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetDepthWriteMask(D3D12_DEPTH_WRITE_MASK writeMask) {
|
||||
m_desc.DepthStencilState.DepthWriteMask = writeMask;
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetDepthFunc(ComparisonFunc func) {
|
||||
m_desc.DepthStencilState.DepthFunc = ToD3D12(func);
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetStencilEnable(bool enable) {
|
||||
m_desc.DepthStencilState.StencilEnable = enable ? TRUE : FALSE;
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetFrontFaceStencilOp(D3D12_STENCIL_OP failOp, D3D12_STENCIL_OP depthFailOp, D3D12_STENCIL_OP passOp, ComparisonFunc func) {
|
||||
m_desc.DepthStencilState.FrontFace.StencilFailOp = failOp;
|
||||
m_desc.DepthStencilState.FrontFace.StencilDepthFailOp = depthFailOp;
|
||||
m_desc.DepthStencilState.FrontFace.StencilPassOp = passOp;
|
||||
m_desc.DepthStencilState.FrontFace.StencilFunc = ToD3D12(func);
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetBackFaceStencilOp(D3D12_STENCIL_OP failOp, D3D12_STENCIL_OP depthFailOp, D3D12_STENCIL_OP passOp, ComparisonFunc func) {
|
||||
m_desc.DepthStencilState.BackFace.StencilFailOp = failOp;
|
||||
m_desc.DepthStencilState.BackFace.StencilDepthFailOp = depthFailOp;
|
||||
m_desc.DepthStencilState.BackFace.StencilPassOp = passOp;
|
||||
m_desc.DepthStencilState.BackFace.StencilFunc = ToD3D12(func);
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetBlendEnable(bool enable) {
|
||||
m_desc.BlendState.RenderTarget[0].BlendEnable = enable ? TRUE : FALSE;
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetBlendFactor(BlendFactor srcBlend, BlendFactor dstBlend, BlendOp blendOp) {
|
||||
m_desc.BlendState.RenderTarget[0].SrcBlend = ToD3D12(srcBlend);
|
||||
m_desc.BlendState.RenderTarget[0].DestBlend = ToD3D12(dstBlend);
|
||||
m_desc.BlendState.RenderTarget[0].BlendOp = ToD3D12(blendOp);
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetAlphaBlendFactor(BlendFactor srcBlendAlpha, BlendFactor dstBlendAlpha, BlendOp blendOpAlpha) {
|
||||
m_desc.BlendState.RenderTarget[0].SrcBlendAlpha = ToD3D12(srcBlendAlpha);
|
||||
m_desc.BlendState.RenderTarget[0].DestBlendAlpha = ToD3D12(dstBlendAlpha);
|
||||
m_desc.BlendState.RenderTarget[0].BlendOpAlpha = ToD3D12(blendOpAlpha);
|
||||
return *this;
|
||||
}
|
||||
|
||||
PipelineStateBuilder& PipelineStateBuilder::SetColorWriteMask(ColorWriteMask mask) {
|
||||
m_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = static_cast<UINT8>(mask);
|
||||
return *this;
|
||||
}
|
||||
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC PipelineStateBuilder::Build() {
|
||||
return m_desc;
|
||||
}
|
||||
|
||||
} // namespace RHI
|
||||
} // namespace XCEngine
|
||||
@@ -1,84 +0,0 @@
|
||||
#include "XCEngine/RHI/D3D12/RootSignatureBuilder.h"
|
||||
|
||||
namespace XCEngine {
|
||||
namespace RHI {
|
||||
|
||||
RootSignatureBuilder::RootSignatureBuilder() {
|
||||
m_parameters.reserve(8);
|
||||
m_descriptorRanges.reserve(8);
|
||||
}
|
||||
|
||||
RootSignatureBuilder& RootSignatureBuilder::AddCBV(uint32_t shaderRegister, ShaderVisibility visibility, uint32_t registerSpace) {
|
||||
D3D12_ROOT_PARAMETER param = {};
|
||||
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
|
||||
param.ShaderVisibility = ToD3D12(visibility);
|
||||
param.Descriptor.RegisterSpace = registerSpace;
|
||||
param.Descriptor.ShaderRegister = shaderRegister;
|
||||
m_parameters.push_back(param);
|
||||
return *this;
|
||||
}
|
||||
|
||||
RootSignatureBuilder& RootSignatureBuilder::AddSRV(uint32_t shaderRegister, ShaderVisibility visibility, uint32_t registerSpace) {
|
||||
D3D12_ROOT_PARAMETER param = {};
|
||||
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
|
||||
param.ShaderVisibility = ToD3D12(visibility);
|
||||
param.Descriptor.RegisterSpace = registerSpace;
|
||||
param.Descriptor.ShaderRegister = shaderRegister;
|
||||
m_parameters.push_back(param);
|
||||
return *this;
|
||||
}
|
||||
|
||||
RootSignatureBuilder& RootSignatureBuilder::AddUAV(uint32_t shaderRegister, ShaderVisibility visibility, uint32_t registerSpace) {
|
||||
D3D12_ROOT_PARAMETER param = {};
|
||||
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
|
||||
param.ShaderVisibility = ToD3D12(visibility);
|
||||
param.Descriptor.RegisterSpace = registerSpace;
|
||||
param.Descriptor.ShaderRegister = shaderRegister;
|
||||
m_parameters.push_back(param);
|
||||
return *this;
|
||||
}
|
||||
|
||||
RootSignatureBuilder& RootSignatureBuilder::Add32BitConstants(uint32_t shaderRegister, uint32_t num32BitValues, ShaderVisibility visibility, uint32_t registerSpace) {
|
||||
D3D12_ROOT_PARAMETER param = {};
|
||||
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
||||
param.ShaderVisibility = ToD3D12(visibility);
|
||||
param.Constants.RegisterSpace = registerSpace;
|
||||
param.Constants.ShaderRegister = shaderRegister;
|
||||
param.Constants.Num32BitValues = num32BitValues;
|
||||
m_parameters.push_back(param);
|
||||
return *this;
|
||||
}
|
||||
|
||||
RootSignatureBuilder& RootSignatureBuilder::AddDescriptorTable(uint32_t shaderRegister, uint32_t numDescriptors, D3D12_DESCRIPTOR_RANGE_TYPE rangeType, ShaderVisibility visibility, uint32_t registerSpace) {
|
||||
D3D12_DESCRIPTOR_RANGE range = {};
|
||||
range.RangeType = rangeType;
|
||||
range.NumDescriptors = numDescriptors;
|
||||
range.BaseShaderRegister = shaderRegister;
|
||||
range.RegisterSpace = registerSpace;
|
||||
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
|
||||
std::vector<D3D12_DESCRIPTOR_RANGE> ranges;
|
||||
ranges.push_back(range);
|
||||
m_descriptorRanges.push_back(ranges);
|
||||
|
||||
D3D12_ROOT_PARAMETER param = {};
|
||||
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||
param.ShaderVisibility = ToD3D12(visibility);
|
||||
param.DescriptorTable.NumDescriptorRanges = static_cast<UINT>(m_descriptorRanges.back().size());
|
||||
param.DescriptorTable.pDescriptorRanges = m_descriptorRanges.back().data();
|
||||
m_parameters.push_back(param);
|
||||
return *this;
|
||||
}
|
||||
|
||||
D3D12_ROOT_SIGNATURE_DESC RootSignatureBuilder::Build() {
|
||||
D3D12_ROOT_SIGNATURE_DESC desc = {};
|
||||
desc.NumParameters = static_cast<UINT>(m_parameters.size());
|
||||
desc.pParameters = m_parameters.data();
|
||||
desc.NumStaticSamplers = 0;
|
||||
desc.pStaticSamplers = nullptr;
|
||||
desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
|
||||
return desc;
|
||||
}
|
||||
|
||||
} // namespace RHI
|
||||
} // namespace XCEngine
|
||||
Reference in New Issue
Block a user