cleanup and refactoring
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1285 changed files with 757994 additions and 8 deletions
102
raytracer/nvpro_core/nvdx12/base_dx12.hpp
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102
raytracer/nvpro_core/nvdx12/base_dx12.hpp
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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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#ifndef NV_DX12_BASE_INCLUDED
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#define NV_DX12_BASE_INCLUDED
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#include <assert.h>
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#include <d3d12.h>
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#include <dxgi1_5.h>
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#include <platform.h>
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#include <vector>
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/// \todo Detect swap chain size
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#define D3D12_SWAP_CHAIN_SIZE 3
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namespace nvdx12 {
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//////////////////////////////////////////////////////////////////////////
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/** @DOC_START
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# class nvdx12::DeviceUtils
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Utility class for simple creation of pipeline states, root signatures,
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and buffers.
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-- @DOC_END - */
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/** @DOC_START
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# function nvdx12::transitionBarrier
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Short-hand function to create a transition barrier
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-- @DOC_END - */
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// Specifies a heap used for uploading. This heap type has CPU access optimized for uploading to the GPU.
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static const D3D12_HEAP_PROPERTIES uploadHeapProps = {D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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D3D12_MEMORY_POOL_UNKNOWN, 0, 0};
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// Specifies the default heap. This heap type experiences the most bandwidth for the GPU, but cannot provide CPU access.
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static const D3D12_HEAP_PROPERTIES defaultHeapProps = {D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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D3D12_MEMORY_POOL_UNKNOWN, 0, 0};
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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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struct DeviceUtils
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{
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DeviceUtils()
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: m_device(nullptr)
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{
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}
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DeviceUtils(ID3D12Device* device)
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: m_device(device)
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{
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}
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ID3D12Device* createDevice(IDXGIFactory5* factory);
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D3D12_GRAPHICS_PIPELINE_STATE_DESC 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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void addDepthStencilTestToPipeline(D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc,
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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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ID3D12Resource* createBuffer(uint64_t size, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initState, const D3D12_HEAP_PROPERTIES& heapProps);
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ID3D12RootSignature* createRootSignature(D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc);
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ID3D12Device* m_device;
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};
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} // namespace nvdx12
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#endif
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