refactor: RHI枚举改为独立编号,添加D3D12转换层

This commit is contained in:
2026-03-15 02:24:56 +08:00
parent 3e89489078
commit be6abd7bf6
5 changed files with 286 additions and 421 deletions

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@@ -0,0 +1,135 @@
#pragma once
#include <d3d12.h>
#include "../Enums.h"
namespace XCEngine {
namespace RHI {
inline D3D12_FILL_MODE ToD3D12(FillMode mode) {
switch (mode) {
case FillMode::Wireframe: return D3D12_FILL_MODE_WIREFRAME;
case FillMode::Solid: return D3D12_FILL_MODE_SOLID;
}
return D3D12_FILL_MODE_SOLID;
}
inline D3D12_CULL_MODE ToD3D12(CullMode mode) {
switch (mode) {
case CullMode::None: return D3D12_CULL_MODE_NONE;
case CullMode::Front: return D3D12_CULL_MODE_FRONT;
case CullMode::Back: return D3D12_CULL_MODE_BACK;
}
return D3D12_CULL_MODE_NONE;
}
inline D3D12_COMPARISON_FUNC ToD3D12(ComparisonFunc func) {
switch (func) {
case ComparisonFunc::Never: return D3D12_COMPARISON_FUNC_NEVER;
case ComparisonFunc::Less: return D3D12_COMPARISON_FUNC_LESS;
case ComparisonFunc::Equal: return D3D12_COMPARISON_FUNC_EQUAL;
case ComparisonFunc::LessEqual: return D3D12_COMPARISON_FUNC_LESS_EQUAL;
case ComparisonFunc::Greater: return D3D12_COMPARISON_FUNC_GREATER;
case ComparisonFunc::NotEqual: return D3D12_COMPARISON_FUNC_NOT_EQUAL;
case ComparisonFunc::GreaterEqual: return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
case ComparisonFunc::Always: return D3D12_COMPARISON_FUNC_ALWAYS;
}
return D3D12_COMPARISON_FUNC_ALWAYS;
}
inline D3D12_BLEND_OP ToD3D12(BlendOp op) {
switch (op) {
case BlendOp::Add: return D3D12_BLEND_OP_ADD;
case BlendOp::Subtract: return D3D12_BLEND_OP_SUBTRACT;
case BlendOp::ReverseSubtract: return D3D12_BLEND_OP_REV_SUBTRACT;
case BlendOp::Min: return D3D12_BLEND_OP_MIN;
case BlendOp::Max: return D3D12_BLEND_OP_MAX;
}
return D3D12_BLEND_OP_ADD;
}
inline D3D12_BLEND ToD3D12(BlendFactor factor) {
switch (factor) {
case BlendFactor::Zero: return D3D12_BLEND_ZERO;
case BlendFactor::One: return D3D12_BLEND_ONE;
case BlendFactor::SrcColor: return D3D12_BLEND_SRC_COLOR;
case BlendFactor::InvSrcColor: return D3D12_BLEND_INV_SRC_COLOR;
case BlendFactor::SrcAlpha: return D3D12_BLEND_SRC_ALPHA;
case BlendFactor::InvSrcAlpha: return D3D12_BLEND_INV_SRC_ALPHA;
case BlendFactor::SrcAlphaSat: return D3D12_BLEND_SRC_ALPHA_SAT;
case BlendFactor::BlendFactor: return D3D12_BLEND_BLEND_FACTOR;
case BlendFactor::InvBlendFactor: return D3D12_BLEND_INV_BLEND_FACTOR;
}
return D3D12_BLEND_ONE;
}
inline D3D12_LOGIC_OP ToD3D12(LogicOp op) {
switch (op) {
case LogicOp::Clear: return D3D12_LOGIC_OP_CLEAR;
case LogicOp::Set: return D3D12_LOGIC_OP_SET;
case LogicOp::Copy: return D3D12_LOGIC_OP_COPY;
case LogicOp::CopyInverted: return D3D12_LOGIC_OP_COPY_INVERTED;
case LogicOp::Noop: return D3D12_LOGIC_OP_NOOP;
case LogicOp::Invert: return D3D12_LOGIC_OP_INVERT;
case LogicOp::And: return D3D12_LOGIC_OP_AND;
case LogicOp::Nand: return D3D12_LOGIC_OP_NAND;
case LogicOp::Or: return D3D12_LOGIC_OP_OR;
case LogicOp::Nor: return D3D12_LOGIC_OP_NOR;
case LogicOp::Xor: return D3D12_LOGIC_OP_XOR;
case LogicOp::Equiv: return D3D12_LOGIC_OP_EQUIV;
case LogicOp::AndReverse: return D3D12_LOGIC_OP_AND_REVERSE;
case LogicOp::AndInverted: return D3D12_LOGIC_OP_AND_INVERTED;
case LogicOp::OrReverse: return D3D12_LOGIC_OP_OR_REVERSE;
case LogicOp::OrInverted: return D3D12_LOGIC_OP_OR_INVERTED;
}
return D3D12_LOGIC_OP_NOOP;
}
inline D3D12_FILTER ToD3D12(FilterMode mode) {
switch (mode) {
case FilterMode::Point: return D3D12_FILTER_MIN_MAG_MIP_POINT;
case FilterMode::Linear: return D3D12_FILTER_MIN_MAG_MIP_LINEAR;
case FilterMode::Anisotropic: return D3D12_FILTER_ANISOTROPIC;
case FilterMode::ComparisonPoint: return D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
case FilterMode::ComparisonLinear: return D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR;
case FilterMode::ComparisonAnisotropic: return D3D12_FILTER_COMPARISON_ANISOTROPIC;
}
return D3D12_FILTER_MIN_MAG_MIP_LINEAR;
}
inline D3D12_TEXTURE_ADDRESS_MODE ToD3D12(TextureAddressMode mode) {
switch (mode) {
case TextureAddressMode::Wrap: return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
case TextureAddressMode::Mirror: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
case TextureAddressMode::Clamp: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
case TextureAddressMode::Border: return D3D12_TEXTURE_ADDRESS_MODE_BORDER;
case TextureAddressMode::MirrorOnce: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
}
return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
}
inline D3D12_STATIC_BORDER_COLOR ToD3D12(BorderColor color) {
switch (color) {
case BorderColor::TransparentBlack: return D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
case BorderColor::OpaqueBlack: return D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
case BorderColor::OpaqueWhite: return D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE;
}
return D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
}
inline D3D12_SHADER_VISIBILITY ToD3D12(ShaderVisibility visibility) {
switch (visibility) {
case ShaderVisibility::All: return D3D12_SHADER_VISIBILITY_ALL;
case ShaderVisibility::Vertex: return D3D12_SHADER_VISIBILITY_VERTEX;
case ShaderVisibility::Hull: return D3D12_SHADER_VISIBILITY_HULL;
case ShaderVisibility::Domain: return D3D12_SHADER_VISIBILITY_DOMAIN;
case ShaderVisibility::Geometry: return D3D12_SHADER_VISIBILITY_GEOMETRY;
case ShaderVisibility::Pixel: return D3D12_SHADER_VISIBILITY_PIXEL;
case ShaderVisibility::Amplification: return D3D12_SHADER_VISIBILITY_AMPLIFICATION;
case ShaderVisibility::Mesh: return D3D12_SHADER_VISIBILITY_MESH;
}
return D3D12_SHADER_VISIBILITY_ALL;
}
} // namespace RHI
} // namespace XCEngine

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@@ -18,64 +18,64 @@ enum class ShaderType : uint8_t {
};
enum class CullMode : uint8_t {
None = 1,
Front = 2,
Back = 3
None,
Front,
Back
};
enum class FillMode : uint8_t {
Wireframe = 2,
Solid = 3
Wireframe,
Solid
};
enum class BlendOp : uint8_t {
Add = 1,
Subtract = 2,
ReverseSubtract = 3,
Min = 4,
Max = 5
Add,
Subtract,
ReverseSubtract,
Min,
Max
};
enum class BlendFactor : uint8_t {
Zero = 0,
One = 1,
SrcColor = 2,
InvSrcColor = 3,
SrcAlpha = 4,
InvSrcAlpha = 5,
DstAlpha = 6,
InvDstAlpha = 7,
DstColor = 8,
InvDstColor = 9,
SrcAlphaSat = 10,
BlendFactor = 11,
InvBlendFactor = 12,
Src1Color = 13,
InvSrc1Color = 14,
Src1Alpha = 15,
InvSrc1Alpha = 16
Zero,
One,
SrcColor,
InvSrcColor,
SrcAlpha,
InvSrcAlpha,
DstAlpha,
InvDstAlpha,
DstColor,
InvDstColor,
SrcAlphaSat,
BlendFactor,
InvBlendFactor,
Src1Color,
InvSrc1Color,
Src1Alpha,
InvSrc1Alpha
};
enum class ComparisonFunc : uint8_t {
Never = 1,
Less = 2,
Equal = 3,
LessEqual = 4,
Greater = 5,
NotEqual = 6,
GreaterEqual = 7,
Always = 8
Never,
Less,
Equal,
LessEqual,
Greater,
NotEqual,
GreaterEqual,
Always
};
enum class StencilOp : uint8_t {
Keep = 1,
Zero = 2,
Replace = 3,
IncrSat = 4,
DecrSat = 5,
Invert = 6,
Incr = 7,
Decr = 8
Keep,
Zero,
Replace,
IncrSat,
DecrSat,
Invert,
Incr,
Decr
};
enum class TextureType : uint8_t {
@@ -119,86 +119,86 @@ enum class CommandQueueType : uint8_t {
};
enum class LoadAction : uint8_t {
Undefined = 0,
Load = 1,
Clear = 2
Undefined,
Load,
Clear
};
enum class StoreAction : uint8_t {
Undefined = 0,
Store = 1,
Resolve = 2,
StoreAndResolve = 3,
Discard = 4
Undefined,
Store,
Resolve,
StoreAndResolve,
Discard
};
enum class PresentFlags : uint8_t {
None = 0,
AllowTearing = 1,
StrictlyTimedFrame = 2,
AllowDisplayLatencyWaitableObject = 4
None,
AllowTearing,
StrictlyTimedFrame,
AllowDisplayLatencyWaitableObject
};
enum class PrimitiveTopology : uint8_t {
Undefined = 0,
PointList = 1,
LineList = 2,
LineStrip = 3,
TriangleList = 4,
TriangleStrip = 5,
LineListAdj = 10,
LineStripAdj = 11,
TriangleListAdj = 12,
TriangleStripAdj = 13,
PatchList = 33
Undefined,
PointList,
LineList,
LineStrip,
TriangleList,
TriangleStrip,
LineListAdj,
LineStripAdj,
TriangleListAdj,
TriangleStripAdj,
PatchList
};
enum class FilterMode : uint8_t {
Point = 0,
Linear = 1,
Anisotropic = 2,
ComparisonPoint = 3,
ComparisonLinear = 4,
ComparisonAnisotropic = 5,
MinimumPoint = 7,
MinimumLinear = 8,
MinimumAnisotropic = 9,
MaximumPoint = 11,
MaximumLinear = 12,
MaximumAnisotropic = 13
Point,
Linear,
Anisotropic,
ComparisonPoint,
ComparisonLinear,
ComparisonAnisotropic,
MinimumPoint,
MinimumLinear,
MinimumAnisotropic,
MaximumPoint,
MaximumLinear,
MaximumAnisotropic
};
enum class TextureAddressMode : uint8_t {
Wrap = 1,
Mirror = 2,
Clamp = 3,
Border = 4,
MirrorOnce = 5
Wrap,
Mirror,
Clamp,
Border,
MirrorOnce
};
enum class BorderColor : uint8_t {
TransparentBlack = 0,
OpaqueBlack = 1,
OpaqueWhite = 2
TransparentBlack,
OpaqueBlack,
OpaqueWhite
};
enum class LogicOp : uint8_t {
Clear = 0,
Set = 1,
Copy = 2,
CopyInverted = 3,
Noop = 4,
Invert = 5,
And = 6,
Nand = 7,
Or = 8,
Nor = 9,
Xor = 10,
Equiv = 11,
AndReverse = 12,
AndInverted = 13,
OrReverse = 14,
OrInverted = 15
Clear,
Set,
Copy,
CopyInverted,
Noop,
Invert,
And,
Nand,
Or,
Nor,
Xor,
Equiv,
AndReverse,
AndInverted,
OrReverse,
OrInverted
};
enum class ColorWriteMask : uint8_t {
@@ -214,14 +214,14 @@ inline ColorWriteMask operator|(ColorWriteMask a, ColorWriteMask b) {
}
enum class ShaderVisibility : uint8_t {
All = 0,
Vertex = 1,
Hull = 2,
Domain = 3,
Geometry = 4,
Pixel = 5,
Amplification = 6,
Mesh = 7
All,
Vertex,
Hull,
Domain,
Geometry,
Pixel,
Amplification,
Mesh
};
enum class RootParameterType : uint8_t {
@@ -246,26 +246,26 @@ enum class QueryType : uint8_t {
};
enum class Format : uint32_t {
Unknown = 0,
R8_UNorm = 61,
R8G8_UNorm = 49,
R8G8B8A8_UNorm = 28,
R16G16B16A16_Float = 10,
R32G32B32A32_Float = 2,
R16_Float = 54,
R32_Float = 41,
D16_UNorm = 55,
D24_UNorm_S8_UInt = 45,
D32_Float = 40,
BC1_UNorm = 71,
BC2_UNorm = 74,
BC3_UNorm = 77,
BC4_UNorm = 80,
BC5_UNorm = 83,
BC6H_UF16 = 95,
BC7_UNorm = 98,
R32G32B32A32_UInt = 23,
R32_UInt = 39
Unknown,
R8_UNorm,
R8G8_UNorm,
R8G8B8A8_UNorm,
R16G16B16A16_Float,
R32G32B32A32_Float,
R16_Float,
R32_Float,
D16_UNorm,
D24_UNorm_S8_UInt,
D32_Float,
BC1_UNorm,
BC2_UNorm,
BC3_UNorm,
BC4_UNorm,
BC5_UNorm,
BC6H_UF16,
BC7_UNorm,
R32G32B32A32_UInt,
R32_UInt
};
} // namespace RHI

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@@ -14,8 +14,9 @@ target_compile_definitions(D3D12 PRIVATE
)
target_include_directories(D3D12 PRIVATE
${CMAKE_SOURCE_DIR}/tests/D3D12
${CMAKE_SOURCE_DIR}/tests/D3D12/stbi
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/stbi
D:/Xuanchi/高斯泼溅/XCEngine/engine/include
)
target_link_libraries(D3D12 PRIVATE

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@@ -1,272 +0,0 @@
#pragma once
#include <cstdint>
namespace XCEngine {
namespace RHI {
enum class ShaderType : uint8_t {
Vertex,
Hull,
Domain,
Geometry,
Pixel,
Compute,
Amplification,
Mesh,
Library
};
enum class CullMode : uint8_t {
None = 1,
Front = 2,
Back = 3
};
enum class FillMode : uint8_t {
Wireframe = 2,
Solid = 3
};
enum class BlendOp : uint8_t {
Add = 1,
Subtract = 2,
ReverseSubtract = 3,
Min = 4,
Max = 5
};
enum class BlendFactor : uint8_t {
Zero = 0,
One = 1,
SrcColor = 2,
InvSrcColor = 3,
SrcAlpha = 4,
InvSrcAlpha = 5,
DstAlpha = 6,
InvDstAlpha = 7,
DstColor = 8,
InvDstColor = 9,
SrcAlphaSat = 10,
BlendFactor = 11,
InvBlendFactor = 12,
Src1Color = 13,
InvSrc1Color = 14,
Src1Alpha = 15,
InvSrc1Alpha = 16
};
enum class ComparisonFunc : uint8_t {
Never = 1,
Less = 2,
Equal = 3,
LessEqual = 4,
Greater = 5,
NotEqual = 6,
GreaterEqual = 7,
Always = 8
};
enum class StencilOp : uint8_t {
Keep = 1,
Zero = 2,
Replace = 3,
IncrSat = 4,
DecrSat = 5,
Invert = 6,
Incr = 7,
Decr = 8
};
enum class TextureType : uint8_t {
Texture1D,
Texture2D,
Texture2DArray,
Texture3D,
TextureCube,
TextureCubeArray
};
enum class BufferType : uint8_t {
Vertex,
Index,
Constant,
ReadBack,
Indirect,
RaytracingAccelerationStructure,
ShaderBindingTable
};
enum class DescriptorType : uint8_t {
CBV,
SRV,
UAV,
Sampler,
RTV,
DSV
};
enum class PipelineType : uint8_t {
Graphics,
Compute,
Raytracing
};
enum class CommandQueueType : uint8_t {
Direct,
Compute,
Copy
};
enum class LoadAction : uint8_t {
Undefined = 0,
Load = 1,
Clear = 2
};
enum class StoreAction : uint8_t {
Undefined = 0,
Store = 1,
Resolve = 2,
StoreAndResolve = 3,
Discard = 4
};
enum class PresentFlags : uint8_t {
None = 0,
AllowTearing = 1,
StrictlyTimedFrame = 2,
AllowDisplayLatencyWaitableObject = 4
};
enum class PrimitiveTopology : uint8_t {
Undefined = 0,
PointList = 1,
LineList = 2,
LineStrip = 3,
TriangleList = 4,
TriangleStrip = 5,
LineListAdj = 10,
LineStripAdj = 11,
TriangleListAdj = 12,
TriangleStripAdj = 13,
PatchList = 33
};
enum class FilterMode : uint8_t {
Point = 0,
Linear = 1,
Anisotropic = 2,
ComparisonPoint = 3,
ComparisonLinear = 4,
ComparisonAnisotropic = 5,
MinimumPoint = 7,
MinimumLinear = 8,
MinimumAnisotropic = 9,
MaximumPoint = 11,
MaximumLinear = 12,
MaximumAnisotropic = 13
};
enum class TextureAddressMode : uint8_t {
Wrap = 1,
Mirror = 2,
Clamp = 3,
Border = 4,
MirrorOnce = 5
};
enum class BorderColor : uint8_t {
TransparentBlack = 0,
OpaqueBlack = 1,
OpaqueWhite = 2
};
enum class LogicOp : uint8_t {
Clear = 0,
Set = 1,
Copy = 2,
CopyInverted = 3,
Noop = 4,
Invert = 5,
And = 6,
Nand = 7,
Or = 8,
Nor = 9,
Xor = 10,
Equiv = 11,
AndReverse = 12,
AndInverted = 13,
OrReverse = 14,
OrInverted = 15
};
enum class ColorWriteMask : uint8_t {
Red = 1,
Green = 2,
Blue = 4,
Alpha = 8,
All = 15
};
inline ColorWriteMask operator|(ColorWriteMask a, ColorWriteMask b) {
return static_cast<ColorWriteMask>(static_cast<uint8_t>(a) | static_cast<uint8_t>(b));
}
enum class ShaderVisibility : uint8_t {
All = 0,
Vertex = 1,
Hull = 2,
Domain = 3,
Geometry = 4,
Pixel = 5,
Amplification = 6,
Mesh = 7
};
enum class RootParameterType : uint8_t {
DescriptorTable,
Constants,
CBV,
SRV,
UAV
};
enum class DescriptorHeapType : uint8_t {
CBV_SRV_UAV,
Sampler,
RTV,
DSV
};
enum class QueryType : uint8_t {
Occlusion,
Timestamp,
PipelineStatistics
};
enum class Format : uint32_t {
Unknown = 0,
R8_UNorm = 61,
R8G8_UNorm = 49,
R8G8B8A8_UNorm = 28,
R16G16B16A16_Float = 10,
R32G32B32A32_Float = 2,
R16_Float = 54,
R32_Float = 41,
D16_UNorm = 55,
D24_UNorm_S8_UInt = 45,
D32_Float = 40,
BC1_UNorm = 71,
BC2_UNorm = 74,
BC3_UNorm = 77,
BC4_UNorm = 80,
BC5_UNorm = 83,
BC6H_UF16 = 95,
BC7_UNorm = 98,
R32G32B32A32_UInt = 23,
R32_UInt = 39
};
} // namespace RHI
} // namespace XCEngine

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@@ -11,7 +11,8 @@
#include <string>
#include <cstring>
#include "stbi/stb_image.h"
#include "RHI/Enums.h"
#include "XCEngine/RHI/Enums.h"
#include "XCEngine/RHI/D3D12/D3D12Enum.h"
using namespace XCEngine::RHI;
@@ -208,13 +209,13 @@ D3D12_RESOURCE_BARRIER InitResourceBarrier(
ID3D12RootSignature* InitRootSignature() {
D3D12_ROOT_PARAMETER rootParameters[4];
rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParameters[1].ShaderVisibility = static_cast<D3D12_SHADER_VISIBILITY>(ShaderVisibility::Vertex);
rootParameters[1].ShaderVisibility = ToD3D12(ShaderVisibility::Vertex);
rootParameters[1].Constants.RegisterSpace = 0;
rootParameters[1].Constants.ShaderRegister = 0;
rootParameters[1].Constants.Num32BitValues = 4;
rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParameters[0].ShaderVisibility = static_cast<D3D12_SHADER_VISIBILITY>(ShaderVisibility::All);
rootParameters[0].ShaderVisibility = ToD3D12(ShaderVisibility::All);
rootParameters[0].Descriptor.RegisterSpace = 0;
rootParameters[0].Descriptor.ShaderRegister = 1;
@@ -226,26 +227,26 @@ ID3D12RootSignature* InitRootSignature() {
descriptorRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
rootParameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[2].ShaderVisibility = static_cast<D3D12_SHADER_VISIBILITY>(ShaderVisibility::Pixel);
rootParameters[2].ShaderVisibility = ToD3D12(ShaderVisibility::Pixel);
rootParameters[2].DescriptorTable.pDescriptorRanges = descriptorRange;
rootParameters[2].DescriptorTable.NumDescriptorRanges = _countof(descriptorRange);
rootParameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParameters[3].ShaderVisibility = static_cast<D3D12_SHADER_VISIBILITY>(ShaderVisibility::All);
rootParameters[3].ShaderVisibility = ToD3D12(ShaderVisibility::All);
rootParameters[3].Descriptor.RegisterSpace = 1;
rootParameters[3].Descriptor.ShaderRegister = 0;
D3D12_STATIC_SAMPLER_DESC samplerDesc[1];
memset(samplerDesc, 0, sizeof(D3D12_STATIC_SAMPLER_DESC) * _countof(samplerDesc));
samplerDesc[0].Filter = static_cast<D3D12_FILTER>(FilterMode::Linear);
samplerDesc[0].AddressU = static_cast<D3D12_TEXTURE_ADDRESS_MODE>(TextureAddressMode::Clamp);
samplerDesc[0].AddressV = static_cast<D3D12_TEXTURE_ADDRESS_MODE>(TextureAddressMode::Clamp);
samplerDesc[0].AddressW = static_cast<D3D12_TEXTURE_ADDRESS_MODE>(TextureAddressMode::Clamp);
samplerDesc[0].BorderColor = static_cast<D3D12_STATIC_BORDER_COLOR>(BorderColor::OpaqueBlack);
samplerDesc[0].Filter = ToD3D12(FilterMode::Linear);
samplerDesc[0].AddressU = ToD3D12(TextureAddressMode::Clamp);
samplerDesc[0].AddressV = ToD3D12(TextureAddressMode::Clamp);
samplerDesc[0].AddressW = ToD3D12(TextureAddressMode::Clamp);
samplerDesc[0].BorderColor = ToD3D12(BorderColor::OpaqueBlack);
samplerDesc[0].MaxLOD = D3D12_FLOAT32_MAX;
samplerDesc[0].RegisterSpace = 0;
samplerDesc[0].ShaderRegister = 0;
samplerDesc[0].ShaderVisibility = static_cast<D3D12_SHADER_VISIBILITY>(ShaderVisibility::Pixel);
samplerDesc[0].ShaderVisibility = ToD3D12(ShaderVisibility::Pixel);
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.NumParameters = _countof(rootParameters);
@@ -515,20 +516,20 @@ ID3D12PipelineState* CreatePSO(ID3D12RootSignature* inID3D12RootSignature,
psoDesc.InputLayout = vertexDataLayoutDesc;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.RasterizerState.FillMode = static_cast<D3D12_FILL_MODE>(FillMode::Solid);
psoDesc.RasterizerState.CullMode = static_cast<D3D12_CULL_MODE>(CullMode::Back);
psoDesc.RasterizerState.FillMode = ToD3D12(FillMode::Solid);
psoDesc.RasterizerState.CullMode = ToD3D12(CullMode::Back);
psoDesc.RasterizerState.DepthClipEnable = TRUE;
psoDesc.DepthStencilState.DepthEnable = true;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
psoDesc.DepthStencilState.DepthFunc = static_cast<D3D12_COMPARISON_FUNC>(ComparisonFunc::LessEqual);
psoDesc.DepthStencilState.DepthFunc = ToD3D12(ComparisonFunc::LessEqual);
psoDesc.BlendState = { 0 };
D3D12_RENDER_TARGET_BLEND_DESC rtBlendDesc = {
FALSE,FALSE,
static_cast<D3D12_BLEND>(BlendFactor::SrcAlpha),static_cast<D3D12_BLEND>(BlendFactor::InvSrcAlpha),static_cast<D3D12_BLEND_OP>(BlendOp::Add),
static_cast<D3D12_BLEND>(BlendFactor::SrcAlpha),static_cast<D3D12_BLEND>(BlendFactor::InvSrcAlpha),static_cast<D3D12_BLEND_OP>(BlendOp::Add),
static_cast<D3D12_LOGIC_OP>(LogicOp::Noop),
ToD3D12(BlendFactor::SrcAlpha),ToD3D12(BlendFactor::InvSrcAlpha),ToD3D12(BlendOp::Add),
ToD3D12(BlendFactor::SrcAlpha),ToD3D12(BlendFactor::InvSrcAlpha),ToD3D12(BlendOp::Add),
ToD3D12(LogicOp::Noop),
static_cast<UINT8>(ColorWriteMask::All),
};
for (int i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)