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// Copyright 2017 The NXT Authors
//
// 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.
#include "backend/d3d12/RenderPipelineD3D12.h"
#include "backend/d3d12/BlendStateD3D12.h"
#include "backend/d3d12/D3D12Backend.h"
#include "backend/d3d12/DepthStencilStateD3D12.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/ShaderModuleD3D12.h"
#include "backend/d3d12/TextureD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
#include "common/Assert.h"
#include <d3dcompiler.h>
namespace backend {
namespace d3d12 {
namespace {
D3D12_PRIMITIVE_TOPOLOGY D3D12PrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case nxt::PrimitiveTopology::PointList:
return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
case nxt::PrimitiveTopology::LineList:
return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
case nxt::PrimitiveTopology::LineStrip:
return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
case nxt::PrimitiveTopology::TriangleList:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case nxt::PrimitiveTopology::TriangleStrip:
return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
default:
UNREACHABLE();
}
}
D3D12_PRIMITIVE_TOPOLOGY_TYPE D3D12PrimitiveTopologyType(nxt::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case nxt::PrimitiveTopology::PointList:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
case nxt::PrimitiveTopology::LineList:
case nxt::PrimitiveTopology::LineStrip:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
case nxt::PrimitiveTopology::TriangleList:
case nxt::PrimitiveTopology::TriangleStrip:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
default:
UNREACHABLE();
}
}
}
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
: RenderPipelineBase(builder), d3d12PrimitiveTopology(D3D12PrimitiveTopology(GetPrimitiveTopology())) {
uint32_t compileFlags = 0;
#if defined(_DEBUG)
// Enable better shader debugging with the graphics debugging tools.
compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
// SPRIV-cross does matrix multiplication expecting row major matrices
compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
D3D12_GRAPHICS_PIPELINE_STATE_DESC descriptor = {};
PerStage<ComPtr<ID3DBlob>> compiledShader;
ComPtr<ID3DBlob> errors;
for (auto stage : IterateStages(GetStageMask())) {
const auto& module = ToBackend(builder->GetStageInfo(stage).module);
const auto& entryPoint = builder->GetStageInfo(stage).entryPoint;
const auto& hlslSource = module->GetHLSLSource();
const char* compileTarget = nullptr;
D3D12_SHADER_BYTECODE* shader = nullptr;
switch (stage) {
case nxt::ShaderStage::Vertex:
shader = &descriptor.VS;
compileTarget = "vs_5_1";
break;
case nxt::ShaderStage::Fragment:
shader = &descriptor.PS;
compileTarget = "ps_5_1";
break;
case nxt::ShaderStage::Compute:
UNREACHABLE();
break;
}
if(FAILED(D3DCompile(
hlslSource.c_str(),
hlslSource.length(),
nullptr,
nullptr,
nullptr,
entryPoint.c_str(),
compileTarget,
compileFlags,
0,
&compiledShader[stage],
&errors
))) {
printf("%s\n", reinterpret_cast<char*>(errors->GetBufferPointer()));
ASSERT(false);
}
if (shader != nullptr) {
shader->pShaderBytecode = compiledShader[stage]->GetBufferPointer();
shader->BytecodeLength = compiledShader[stage]->GetBufferSize();
}
}
PipelineLayout* layout = ToBackend(GetLayout());
descriptor.pRootSignature = layout->GetRootSignature().Get();
// D3D12 logs warnings if any empty input state is used
InputState* inputState = ToBackend(GetInputState());
if (inputState->GetAttributesSetMask().any()) {
descriptor.InputLayout = inputState->GetD3D12InputLayoutDescriptor();
}
descriptor.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
descriptor.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
descriptor.RasterizerState.FrontCounterClockwise = FALSE;
descriptor.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
descriptor.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
descriptor.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
descriptor.RasterizerState.DepthClipEnable = TRUE;
descriptor.RasterizerState.MultisampleEnable = FALSE;
descriptor.RasterizerState.AntialiasedLineEnable = FALSE;
descriptor.RasterizerState.ForcedSampleCount = 0;
descriptor.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
RenderPass* renderPass = ToBackend(GetRenderPass());
auto& subpassInfo = renderPass->GetSubpassInfo(GetSubPass());
if (subpassInfo.depthStencilAttachmentSet) {
const auto& attachmentInfo = renderPass->GetAttachmentInfo(subpassInfo.depthStencilAttachment);
descriptor.DSVFormat = D3D12TextureFormat(attachmentInfo.format);
}
unsigned int attachmentCount = 0;
for (unsigned int attachmentSlot : IterateBitSet(subpassInfo.colorAttachmentsSet)) {
uint32_t attachment = subpassInfo.colorAttachments[attachmentSlot];
const auto& attachmentInfo = renderPass->GetAttachmentInfo(attachment);
descriptor.RTVFormats[attachmentSlot] = D3D12TextureFormat(attachmentInfo.format);
descriptor.BlendState.RenderTarget[attachmentSlot] = ToBackend(GetBlendState(attachmentSlot))->GetD3D12BlendDesc();
attachmentCount = attachmentSlot + 1;
}
descriptor.NumRenderTargets = attachmentCount;
descriptor.BlendState.AlphaToCoverageEnable = FALSE;
descriptor.BlendState.IndependentBlendEnable = TRUE;
DepthStencilState* depthStencilState = ToBackend(GetDepthStencilState());
descriptor.DepthStencilState = depthStencilState->GetD3D12DepthStencilDescriptor();
descriptor.SampleMask = UINT_MAX;
descriptor.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
descriptor.SampleDesc.Count = 1;
Device* device = ToBackend(builder->GetDevice());
ASSERT_SUCCESS(device->GetD3D12Device()->CreateGraphicsPipelineState(&descriptor, IID_PPV_ARGS(&pipelineState)));
}
D3D12_PRIMITIVE_TOPOLOGY RenderPipeline::GetD3D12PrimitiveTopology() const {
return d3d12PrimitiveTopology;
}
ComPtr<ID3D12PipelineState> RenderPipeline::GetPipelineState() {
return pipelineState;
}
}
}