bluenoise-raytracer/raytracer/nvpro_core/nvdx12/base_dx12.hpp
2024-05-25 11:53:25 +02:00

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/*
* Copyright (c) 2016-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef NV_DX12_BASE_INCLUDED
#define NV_DX12_BASE_INCLUDED
#include <assert.h>
#include <d3d12.h>
#include <dxgi1_5.h>
#include <platform.h>
#include <vector>
/// \todo Detect swap chain size
#define D3D12_SWAP_CHAIN_SIZE 3
namespace nvdx12 {
//////////////////////////////////////////////////////////////////////////
/** @DOC_START
# class nvdx12::DeviceUtils
Utility class for simple creation of pipeline states, root signatures,
and buffers.
-- @DOC_END - */
/** @DOC_START
# function nvdx12::transitionBarrier
Short-hand function to create a transition barrier
-- @DOC_END - */
// Specifies a heap used for uploading. This heap type has CPU access optimized for uploading to the GPU.
static const D3D12_HEAP_PROPERTIES uploadHeapProps = {D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN, 0, 0};
// Specifies the default heap. This heap type experiences the most bandwidth for the GPU, but cannot provide CPU access.
static const D3D12_HEAP_PROPERTIES defaultHeapProps = {D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN, 0, 0};
//////////////////////////////////////////////////////////////////////////
D3D12_RESOURCE_BARRIER transitionBarrier(_In_ ID3D12Resource* pResource,
D3D12_RESOURCE_STATES stateBefore,
D3D12_RESOURCE_STATES stateAfter,
UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE);
struct DeviceUtils
{
DeviceUtils()
: m_device(nullptr)
{
}
DeviceUtils(ID3D12Device* device)
: m_device(device)
{
}
ID3D12Device* createDevice(IDXGIFactory5* factory);
D3D12_GRAPHICS_PIPELINE_STATE_DESC createDefaultPipelineDesc(D3D12_INPUT_ELEMENT_DESC* inputDescs,
UINT inputCount,
ID3D12RootSignature* rootSignature,
void* vertexShaderPointer,
size_t vertexShaderSize,
void* pixelShaderPointer,
size_t pixelShaderSize);
void addDepthStencilTestToPipeline(D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc,
bool enableDepth = true,
bool enableStencil = false,
DXGI_FORMAT format = DXGI_FORMAT_D32_FLOAT);
ID3D12Resource* createBuffer(uint64_t size, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initState, const D3D12_HEAP_PROPERTIES& heapProps);
ID3D12RootSignature* createRootSignature(D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc);
ID3D12Device* m_device;
};
} // namespace nvdx12
#endif