cleanup and refactoring
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1285 changed files with 757994 additions and 8 deletions
227
raytracer/nvpro_core/nvdx12/base_dx12.cpp
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227
raytracer/nvpro_core/nvdx12/base_dx12.cpp
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/*
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* Copyright (c) 2016-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2016-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#include "base_dx12.hpp"
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#include "error_dx12.hpp"
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#include <dxgi1_5.h>
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#include <algorithm>
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namespace nvdx12 {
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//////////////////////////////////////////////////////////////////////////
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D3D12_RESOURCE_BARRIER transitionBarrier(_In_ ID3D12Resource* pResource,
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D3D12_RESOURCE_STATES stateBefore,
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D3D12_RESOURCE_STATES stateAfter,
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UINT subresource /*= D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES*/,
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D3D12_RESOURCE_BARRIER_FLAGS flags /*= D3D12_RESOURCE_BARRIER_FLAG_NONE*/)
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{
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D3D12_RESOURCE_BARRIER result;
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ZeroMemory(&result, sizeof(result));
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result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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result.Flags = flags;
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result.Transition.pResource = pResource;
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result.Transition.StateBefore = stateBefore;
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result.Transition.StateAfter = stateAfter;
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result.Transition.Subresource = subresource;
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return result;
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}
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//////////////////////////////////////////////////////////////////////////
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ID3D12Device* DeviceUtils::createDevice(IDXGIFactory5* factory)
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{
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HRESULT hr = 0;
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IDXGIAdapter1* hardwareAdapter = nullptr;
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// Look for an actual GPU. This sample does not support WARP (software)
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// devices.
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for(UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters1(adapterIndex, &hardwareAdapter); ++adapterIndex)
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{
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DXGI_ADAPTER_DESC1 desc;
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hardwareAdapter->GetDesc1(&desc);
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if(desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
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{
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// Don't select the Basic Render Driver adapter.
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continue;
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}
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// Check to see if the adapter supports Direct3D 12, but don't create the
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// actual device yet.
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if(SUCCEEDED(D3D12CreateDevice(hardwareAdapter, D3D_FEATURE_LEVEL_12_0, _uuidof(ID3D12Device), nullptr)))
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{
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break;
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}
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}
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if(hardwareAdapter == nullptr)
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{
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return nullptr;
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}
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DXGI_ADAPTER_DESC1 adapterDesc;
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hardwareAdapter->GetDesc1(&adapterDesc);
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printf("Running on DXGI Adapter %S\n", adapterDesc.Description);
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// Create the DX12 device on the selected GPU
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hr = D3D12CreateDevice(hardwareAdapter, D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(&m_device));
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if(FAILED(hr))
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{
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return nullptr;
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}
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hardwareAdapter->Release();
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return m_device;
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}
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D3D12_GRAPHICS_PIPELINE_STATE_DESC DeviceUtils::createDefaultPipelineDesc(D3D12_INPUT_ELEMENT_DESC* inputDescs,
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UINT inputCount,
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ID3D12RootSignature* rootSignature,
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void* vertexShaderPointer,
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size_t vertexShaderSize,
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void* pixelShaderPointer,
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size_t pixelShaderSize)
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{
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// Describe and create the graphics pipeline state object (PSO).
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.InputLayout = {inputDescs, inputCount};
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psoDesc.pRootSignature = rootSignature;
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psoDesc.VS = {vertexShaderPointer, vertexShaderSize};
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psoDesc.PS = {pixelShaderPointer, pixelShaderSize};
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psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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psoDesc.RasterizerState.FrontCounterClockwise = TRUE;
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psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
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psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
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psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
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psoDesc.RasterizerState.DepthClipEnable = TRUE;
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psoDesc.RasterizerState.MultisampleEnable = FALSE;
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psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;
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psoDesc.RasterizerState.ForcedSampleCount = 0;
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psoDesc.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
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psoDesc.BlendState.IndependentBlendEnable = FALSE;
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const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {
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FALSE,
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FALSE,
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D3D12_BLEND_ONE,
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D3D12_BLEND_ZERO,
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D3D12_BLEND_OP_ADD,
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D3D12_BLEND_ONE,
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D3D12_BLEND_ZERO,
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D3D12_BLEND_OP_ADD,
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL,
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};
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for(UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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psoDesc.BlendState.RenderTarget[i] = defaultRenderTargetBlendDesc;
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psoDesc.DepthStencilState.DepthEnable = FALSE;
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psoDesc.DepthStencilState.StencilEnable = FALSE;
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psoDesc.SampleMask = UINT_MAX;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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psoDesc.NumRenderTargets = 1;
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psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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psoDesc.SampleDesc.Count = 1;
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return psoDesc;
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}
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void DeviceUtils::addDepthStencilTestToPipeline(D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc,
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bool enableDepth /*= true*/,
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bool enableStencil /*= false*/,
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DXGI_FORMAT format /*= DXGI_FORMAT_D32_FLOAT*/)
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{
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D3D12_DEPTH_STENCIL_DESC depthStencilState;
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depthStencilState.DepthEnable = enableDepth ? TRUE : FALSE;
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depthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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depthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
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depthStencilState.StencilEnable = enableStencil ? TRUE : FALSE;
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depthStencilState.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
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depthStencilState.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
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const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp = {D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP,
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D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS};
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depthStencilState.FrontFace = defaultStencilOp;
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depthStencilState.BackFace = defaultStencilOp;
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psoDesc.DepthStencilState = depthStencilState;
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psoDesc.DSVFormat = format;
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}
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ID3D12Resource* DeviceUtils::createBuffer(uint64_t size, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initState, const D3D12_HEAP_PROPERTIES& heapProps)
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{
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D3D12_RESOURCE_DESC bufDesc = {};
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bufDesc.Alignment = 0;
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bufDesc.DepthOrArraySize = 1;
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bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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bufDesc.Flags = flags;
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bufDesc.Format = DXGI_FORMAT_UNKNOWN;
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bufDesc.Height = 1;
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bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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bufDesc.MipLevels = 1;
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bufDesc.SampleDesc.Count = 1;
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bufDesc.SampleDesc.Quality = 0;
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bufDesc.Width = size;
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ID3D12Resource* pBuffer;
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HRESULT hr = 0;
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hr = m_device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &bufDesc, initState, nullptr, IID_PPV_ARGS(&pBuffer));
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if(FAILED(hr))
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{
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return nullptr;
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}
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return pBuffer;
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}
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ID3D12RootSignature* DeviceUtils::createRootSignature(D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc)
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{
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HRESULT hr = 0;
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ID3DBlob* serializedRootSignature;
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ID3DBlob* error;
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ID3D12RootSignature* rootSignature;
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hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &serializedRootSignature, &error);
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if(FAILED(hr))
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{
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fprintf(stderr, "Could not serialize root signature: %s\n", (LPCSTR)(error->GetBufferPointer()));
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error->Release();
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return nullptr;
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}
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hr = m_device->CreateRootSignature(0, serializedRootSignature->GetBufferPointer(),
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serializedRootSignature->GetBufferSize(), IID_PPV_ARGS(&rootSignature));
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serializedRootSignature->Release();
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if(FAILED(hr))
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{
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fprintf(stderr, "Could not create root signature\n");
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return nullptr;
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}
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return rootSignature;
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}
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} // namespace nvdx12
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