| // 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; |
| } |
| |
| } |
| } |