mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-05-16 04:11:25 +00:00
This commit adds a Toggle that switches SPIRV-cross's HLSL generator for Tint's HLSL writer. New Toggle currently defaults to false. Bug: dawn:548 Change-Id: I37e238c6ba887efd65727809c8a6919df515a35e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31640 Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Ryan Harrison <rharrison@chromium.org> Commit-Queue: Enrico Galli <enrico.galli@intel.com>
447 lines
21 KiB
C++
447 lines
21 KiB
C++
// Copyright 2017 The Dawn Authors
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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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#include "dawn_native/d3d12/RenderPipelineD3D12.h"
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#include "common/Assert.h"
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#include "common/Log.h"
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#include "dawn_native/d3d12/D3D12Error.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
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#include "dawn_native/d3d12/PlatformFunctions.h"
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#include "dawn_native/d3d12/ShaderModuleD3D12.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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#include "dawn_native/d3d12/UtilsD3D12.h"
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#include <d3dcompiler.h>
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namespace dawn_native { namespace d3d12 {
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namespace {
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DXGI_FORMAT VertexFormatType(wgpu::VertexFormat format) {
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switch (format) {
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case wgpu::VertexFormat::UChar2:
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return DXGI_FORMAT_R8G8_UINT;
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case wgpu::VertexFormat::UChar4:
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return DXGI_FORMAT_R8G8B8A8_UINT;
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case wgpu::VertexFormat::Char2:
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return DXGI_FORMAT_R8G8_SINT;
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case wgpu::VertexFormat::Char4:
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return DXGI_FORMAT_R8G8B8A8_SINT;
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case wgpu::VertexFormat::UChar2Norm:
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return DXGI_FORMAT_R8G8_UNORM;
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case wgpu::VertexFormat::UChar4Norm:
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case wgpu::VertexFormat::Char2Norm:
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return DXGI_FORMAT_R8G8_SNORM;
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case wgpu::VertexFormat::Char4Norm:
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return DXGI_FORMAT_R8G8B8A8_SNORM;
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case wgpu::VertexFormat::UShort2:
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return DXGI_FORMAT_R16G16_UINT;
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case wgpu::VertexFormat::UShort4:
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return DXGI_FORMAT_R16G16B16A16_UINT;
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case wgpu::VertexFormat::Short2:
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return DXGI_FORMAT_R16G16_SINT;
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case wgpu::VertexFormat::Short4:
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return DXGI_FORMAT_R16G16B16A16_SINT;
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case wgpu::VertexFormat::UShort2Norm:
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return DXGI_FORMAT_R16G16_UNORM;
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case wgpu::VertexFormat::UShort4Norm:
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return DXGI_FORMAT_R16G16B16A16_UNORM;
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case wgpu::VertexFormat::Short2Norm:
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return DXGI_FORMAT_R16G16_SNORM;
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case wgpu::VertexFormat::Short4Norm:
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return DXGI_FORMAT_R16G16B16A16_SNORM;
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case wgpu::VertexFormat::Half2:
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return DXGI_FORMAT_R16G16_FLOAT;
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case wgpu::VertexFormat::Half4:
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return DXGI_FORMAT_R16G16B16A16_FLOAT;
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case wgpu::VertexFormat::Float:
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return DXGI_FORMAT_R32_FLOAT;
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case wgpu::VertexFormat::Float2:
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return DXGI_FORMAT_R32G32_FLOAT;
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case wgpu::VertexFormat::Float3:
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return DXGI_FORMAT_R32G32B32_FLOAT;
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case wgpu::VertexFormat::Float4:
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return DXGI_FORMAT_R32G32B32A32_FLOAT;
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case wgpu::VertexFormat::UInt:
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return DXGI_FORMAT_R32_UINT;
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case wgpu::VertexFormat::UInt2:
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return DXGI_FORMAT_R32G32_UINT;
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case wgpu::VertexFormat::UInt3:
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return DXGI_FORMAT_R32G32B32_UINT;
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case wgpu::VertexFormat::UInt4:
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return DXGI_FORMAT_R32G32B32A32_UINT;
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case wgpu::VertexFormat::Int:
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return DXGI_FORMAT_R32_SINT;
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case wgpu::VertexFormat::Int2:
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return DXGI_FORMAT_R32G32_SINT;
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case wgpu::VertexFormat::Int3:
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return DXGI_FORMAT_R32G32B32_SINT;
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case wgpu::VertexFormat::Int4:
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return DXGI_FORMAT_R32G32B32A32_SINT;
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}
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}
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D3D12_INPUT_CLASSIFICATION InputStepModeFunction(wgpu::InputStepMode mode) {
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switch (mode) {
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case wgpu::InputStepMode::Vertex:
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return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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case wgpu::InputStepMode::Instance:
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return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
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}
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}
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D3D12_PRIMITIVE_TOPOLOGY D3D12PrimitiveTopology(wgpu::PrimitiveTopology primitiveTopology) {
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switch (primitiveTopology) {
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case wgpu::PrimitiveTopology::PointList:
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return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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case wgpu::PrimitiveTopology::LineList:
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return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
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case wgpu::PrimitiveTopology::LineStrip:
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return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
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case wgpu::PrimitiveTopology::TriangleList:
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return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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case wgpu::PrimitiveTopology::TriangleStrip:
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return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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}
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}
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D3D12_PRIMITIVE_TOPOLOGY_TYPE D3D12PrimitiveTopologyType(
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wgpu::PrimitiveTopology primitiveTopology) {
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switch (primitiveTopology) {
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case wgpu::PrimitiveTopology::PointList:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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case wgpu::PrimitiveTopology::LineList:
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case wgpu::PrimitiveTopology::LineStrip:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
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case wgpu::PrimitiveTopology::TriangleList:
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case wgpu::PrimitiveTopology::TriangleStrip:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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}
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}
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D3D12_CULL_MODE D3D12CullMode(wgpu::CullMode mode) {
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switch (mode) {
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case wgpu::CullMode::None:
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return D3D12_CULL_MODE_NONE;
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case wgpu::CullMode::Front:
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return D3D12_CULL_MODE_FRONT;
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case wgpu::CullMode::Back:
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return D3D12_CULL_MODE_BACK;
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}
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}
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D3D12_BLEND D3D12Blend(wgpu::BlendFactor factor) {
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switch (factor) {
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case wgpu::BlendFactor::Zero:
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return D3D12_BLEND_ZERO;
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case wgpu::BlendFactor::One:
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return D3D12_BLEND_ONE;
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case wgpu::BlendFactor::SrcColor:
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return D3D12_BLEND_SRC_COLOR;
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case wgpu::BlendFactor::OneMinusSrcColor:
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return D3D12_BLEND_INV_SRC_COLOR;
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case wgpu::BlendFactor::SrcAlpha:
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return D3D12_BLEND_SRC_ALPHA;
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case wgpu::BlendFactor::OneMinusSrcAlpha:
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return D3D12_BLEND_INV_SRC_ALPHA;
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case wgpu::BlendFactor::DstColor:
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return D3D12_BLEND_DEST_COLOR;
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case wgpu::BlendFactor::OneMinusDstColor:
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return D3D12_BLEND_INV_DEST_COLOR;
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case wgpu::BlendFactor::DstAlpha:
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return D3D12_BLEND_DEST_ALPHA;
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case wgpu::BlendFactor::OneMinusDstAlpha:
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return D3D12_BLEND_INV_DEST_ALPHA;
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case wgpu::BlendFactor::SrcAlphaSaturated:
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return D3D12_BLEND_SRC_ALPHA_SAT;
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case wgpu::BlendFactor::BlendColor:
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return D3D12_BLEND_BLEND_FACTOR;
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case wgpu::BlendFactor::OneMinusBlendColor:
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return D3D12_BLEND_INV_BLEND_FACTOR;
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}
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}
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D3D12_BLEND_OP D3D12BlendOperation(wgpu::BlendOperation operation) {
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switch (operation) {
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case wgpu::BlendOperation::Add:
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return D3D12_BLEND_OP_ADD;
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case wgpu::BlendOperation::Subtract:
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return D3D12_BLEND_OP_SUBTRACT;
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case wgpu::BlendOperation::ReverseSubtract:
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return D3D12_BLEND_OP_REV_SUBTRACT;
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case wgpu::BlendOperation::Min:
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return D3D12_BLEND_OP_MIN;
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case wgpu::BlendOperation::Max:
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return D3D12_BLEND_OP_MAX;
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}
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}
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uint8_t D3D12RenderTargetWriteMask(wgpu::ColorWriteMask writeMask) {
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Red) ==
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D3D12_COLOR_WRITE_ENABLE_RED,
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"ColorWriteMask values must match");
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Green) ==
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D3D12_COLOR_WRITE_ENABLE_GREEN,
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"ColorWriteMask values must match");
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Blue) ==
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D3D12_COLOR_WRITE_ENABLE_BLUE,
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"ColorWriteMask values must match");
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static_assert(static_cast<D3D12_COLOR_WRITE_ENABLE>(wgpu::ColorWriteMask::Alpha) ==
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D3D12_COLOR_WRITE_ENABLE_ALPHA,
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"ColorWriteMask values must match");
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return static_cast<uint8_t>(writeMask);
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}
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D3D12_RENDER_TARGET_BLEND_DESC ComputeColorDesc(const ColorStateDescriptor* descriptor) {
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D3D12_RENDER_TARGET_BLEND_DESC blendDesc;
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blendDesc.BlendEnable = BlendEnabled(descriptor);
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blendDesc.SrcBlend = D3D12Blend(descriptor->colorBlend.srcFactor);
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blendDesc.DestBlend = D3D12Blend(descriptor->colorBlend.dstFactor);
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blendDesc.BlendOp = D3D12BlendOperation(descriptor->colorBlend.operation);
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blendDesc.SrcBlendAlpha = D3D12Blend(descriptor->alphaBlend.srcFactor);
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blendDesc.DestBlendAlpha = D3D12Blend(descriptor->alphaBlend.dstFactor);
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blendDesc.BlendOpAlpha = D3D12BlendOperation(descriptor->alphaBlend.operation);
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blendDesc.RenderTargetWriteMask = D3D12RenderTargetWriteMask(descriptor->writeMask);
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blendDesc.LogicOpEnable = false;
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blendDesc.LogicOp = D3D12_LOGIC_OP_NOOP;
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return blendDesc;
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}
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D3D12_STENCIL_OP StencilOp(wgpu::StencilOperation op) {
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switch (op) {
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case wgpu::StencilOperation::Keep:
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return D3D12_STENCIL_OP_KEEP;
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case wgpu::StencilOperation::Zero:
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return D3D12_STENCIL_OP_ZERO;
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case wgpu::StencilOperation::Replace:
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return D3D12_STENCIL_OP_REPLACE;
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case wgpu::StencilOperation::IncrementClamp:
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return D3D12_STENCIL_OP_INCR_SAT;
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case wgpu::StencilOperation::DecrementClamp:
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return D3D12_STENCIL_OP_DECR_SAT;
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case wgpu::StencilOperation::Invert:
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return D3D12_STENCIL_OP_INVERT;
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case wgpu::StencilOperation::IncrementWrap:
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return D3D12_STENCIL_OP_INCR;
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case wgpu::StencilOperation::DecrementWrap:
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return D3D12_STENCIL_OP_DECR;
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}
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}
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D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(const StencilStateFaceDescriptor descriptor) {
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D3D12_DEPTH_STENCILOP_DESC desc;
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desc.StencilFailOp = StencilOp(descriptor.failOp);
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desc.StencilDepthFailOp = StencilOp(descriptor.depthFailOp);
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desc.StencilPassOp = StencilOp(descriptor.passOp);
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desc.StencilFunc = ToD3D12ComparisonFunc(descriptor.compare);
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return desc;
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}
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D3D12_DEPTH_STENCIL_DESC ComputeDepthStencilDesc(
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const DepthStencilStateDescriptor* descriptor) {
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D3D12_DEPTH_STENCIL_DESC mDepthStencilDescriptor;
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mDepthStencilDescriptor.DepthEnable = TRUE;
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mDepthStencilDescriptor.DepthWriteMask = descriptor->depthWriteEnabled
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? D3D12_DEPTH_WRITE_MASK_ALL
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: D3D12_DEPTH_WRITE_MASK_ZERO;
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mDepthStencilDescriptor.DepthFunc = ToD3D12ComparisonFunc(descriptor->depthCompare);
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mDepthStencilDescriptor.StencilEnable = StencilTestEnabled(descriptor) ? TRUE : FALSE;
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mDepthStencilDescriptor.StencilReadMask =
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static_cast<UINT8>(descriptor->stencilReadMask);
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mDepthStencilDescriptor.StencilWriteMask =
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static_cast<UINT8>(descriptor->stencilWriteMask);
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mDepthStencilDescriptor.FrontFace = StencilOpDesc(descriptor->stencilFront);
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mDepthStencilDescriptor.BackFace = StencilOpDesc(descriptor->stencilBack);
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return mDepthStencilDescriptor;
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}
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} // anonymous namespace
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ResultOrError<RenderPipeline*> RenderPipeline::Create(
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Device* device,
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const RenderPipelineDescriptor* descriptor) {
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Ref<RenderPipeline> pipeline = AcquireRef(new RenderPipeline(device, descriptor));
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DAWN_TRY(pipeline->Initialize(descriptor));
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return pipeline.Detach();
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}
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MaybeError RenderPipeline::Initialize(const RenderPipelineDescriptor* descriptor) {
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Device* device = ToBackend(GetDevice());
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uint32_t compileFlags = 0;
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#if defined(_DEBUG)
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// Enable better shader debugging with the graphics debugging tools.
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compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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#endif
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// SPRIV-cross does matrix multiplication expecting row major matrices
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compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC descriptorD3D12 = {};
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PerStage<const char*> entryPoints;
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entryPoints[SingleShaderStage::Vertex] = descriptor->vertexStage.entryPoint;
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entryPoints[SingleShaderStage::Fragment] = descriptor->fragmentStage->entryPoint;
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PerStage<ShaderModule*> modules;
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modules[SingleShaderStage::Vertex] = ToBackend(descriptor->vertexStage.module);
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modules[SingleShaderStage::Fragment] = ToBackend(descriptor->fragmentStage->module);
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PerStage<D3D12_SHADER_BYTECODE*> shaders;
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shaders[SingleShaderStage::Vertex] = &descriptorD3D12.VS;
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shaders[SingleShaderStage::Fragment] = &descriptorD3D12.PS;
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PerStage<ComPtr<ID3DBlob>> compiledFXCShader;
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PerStage<ComPtr<IDxcBlob>> compiledDXCShader;
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wgpu::ShaderStage renderStages = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment;
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for (auto stage : IterateStages(renderStages)) {
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std::string hlslSource;
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const char* entryPoint = GetStage(stage).entryPoint.c_str();
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if (device->IsToggleEnabled(Toggle::UseTintGenerator)) {
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DAWN_TRY_ASSIGN(hlslSource, modules[stage]->TranslateToHLSLWithTint(
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entryPoint, stage, ToBackend(GetLayout())));
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} else {
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DAWN_TRY_ASSIGN(hlslSource, modules[stage]->TranslateToHLSLWithSPIRVCross(
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entryPoint, stage, ToBackend(GetLayout())));
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// Note that the HLSL will always use entryPoint "main" under SPIRV-cross.
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entryPoint = "main";
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}
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if (device->IsToggleEnabled(Toggle::UseDXC)) {
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DAWN_TRY_ASSIGN(
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compiledDXCShader[stage],
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CompileShaderDXC(device, stage, hlslSource, entryPoint, compileFlags));
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shaders[stage]->pShaderBytecode = compiledDXCShader[stage]->GetBufferPointer();
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shaders[stage]->BytecodeLength = compiledDXCShader[stage]->GetBufferSize();
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} else {
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DAWN_TRY_ASSIGN(
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compiledFXCShader[stage],
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CompileShaderFXC(device, stage, hlslSource, entryPoint, compileFlags));
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shaders[stage]->pShaderBytecode = compiledFXCShader[stage]->GetBufferPointer();
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shaders[stage]->BytecodeLength = compiledFXCShader[stage]->GetBufferSize();
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}
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}
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PipelineLayout* layout = ToBackend(GetLayout());
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descriptorD3D12.pRootSignature = layout->GetRootSignature();
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// D3D12 logs warnings if any empty input state is used
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std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes> inputElementDescriptors;
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if (GetAttributeLocationsUsed().any()) {
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descriptorD3D12.InputLayout = ComputeInputLayout(&inputElementDescriptors);
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}
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descriptorD3D12.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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descriptorD3D12.RasterizerState.CullMode = D3D12CullMode(GetCullMode());
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descriptorD3D12.RasterizerState.FrontCounterClockwise =
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(GetFrontFace() == wgpu::FrontFace::CCW) ? TRUE : FALSE;
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descriptorD3D12.RasterizerState.DepthBias = GetDepthBias();
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descriptorD3D12.RasterizerState.DepthBiasClamp = GetDepthBiasClamp();
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descriptorD3D12.RasterizerState.SlopeScaledDepthBias = GetDepthBiasSlopeScale();
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descriptorD3D12.RasterizerState.DepthClipEnable = TRUE;
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descriptorD3D12.RasterizerState.MultisampleEnable = (GetSampleCount() > 1) ? TRUE : FALSE;
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descriptorD3D12.RasterizerState.AntialiasedLineEnable = FALSE;
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descriptorD3D12.RasterizerState.ForcedSampleCount = 0;
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descriptorD3D12.RasterizerState.ConservativeRaster =
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D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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if (HasDepthStencilAttachment()) {
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descriptorD3D12.DSVFormat = D3D12TextureFormat(GetDepthStencilFormat());
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}
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for (ColorAttachmentIndex i : IterateBitSet(GetColorAttachmentsMask())) {
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descriptorD3D12.RTVFormats[static_cast<uint8_t>(i)] =
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D3D12TextureFormat(GetColorAttachmentFormat(i));
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descriptorD3D12.BlendState.RenderTarget[static_cast<uint8_t>(i)] =
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ComputeColorDesc(GetColorStateDescriptor(i));
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}
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descriptorD3D12.NumRenderTargets = static_cast<uint32_t>(GetColorAttachmentsMask().count());
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descriptorD3D12.BlendState.AlphaToCoverageEnable = descriptor->alphaToCoverageEnabled;
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descriptorD3D12.BlendState.IndependentBlendEnable = TRUE;
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descriptorD3D12.DepthStencilState =
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ComputeDepthStencilDesc(GetDepthStencilStateDescriptor());
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descriptorD3D12.SampleMask = GetSampleMask();
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descriptorD3D12.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
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descriptorD3D12.SampleDesc.Count = GetSampleCount();
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descriptorD3D12.SampleDesc.Quality = 0;
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mD3d12PrimitiveTopology = D3D12PrimitiveTopology(GetPrimitiveTopology());
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DAWN_TRY(CheckHRESULT(device->GetD3D12Device()->CreateGraphicsPipelineState(
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&descriptorD3D12, IID_PPV_ARGS(&mPipelineState)),
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"D3D12 create graphics pipeline state"));
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|
return {};
|
|
}
|
|
|
|
RenderPipeline::~RenderPipeline() {
|
|
ToBackend(GetDevice())->ReferenceUntilUnused(mPipelineState);
|
|
}
|
|
|
|
D3D12_PRIMITIVE_TOPOLOGY RenderPipeline::GetD3D12PrimitiveTopology() const {
|
|
return mD3d12PrimitiveTopology;
|
|
}
|
|
|
|
ID3D12PipelineState* RenderPipeline::GetPipelineState() const {
|
|
return mPipelineState.Get();
|
|
}
|
|
|
|
D3D12_INPUT_LAYOUT_DESC RenderPipeline::ComputeInputLayout(
|
|
std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors) {
|
|
unsigned int count = 0;
|
|
for (VertexAttributeLocation loc : IterateBitSet(GetAttributeLocationsUsed())) {
|
|
D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = (*inputElementDescriptors)[count++];
|
|
|
|
const VertexAttributeInfo& attribute = GetAttribute(loc);
|
|
|
|
// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the
|
|
// SemanticIndex N
|
|
inputElementDescriptor.SemanticName = "TEXCOORD";
|
|
inputElementDescriptor.SemanticIndex = static_cast<uint8_t>(loc);
|
|
inputElementDescriptor.Format = VertexFormatType(attribute.format);
|
|
inputElementDescriptor.InputSlot = static_cast<uint8_t>(attribute.vertexBufferSlot);
|
|
|
|
const VertexBufferInfo& input = GetVertexBuffer(attribute.vertexBufferSlot);
|
|
|
|
inputElementDescriptor.AlignedByteOffset = attribute.offset;
|
|
inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);
|
|
if (inputElementDescriptor.InputSlotClass ==
|
|
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) {
|
|
inputElementDescriptor.InstanceDataStepRate = 0;
|
|
} else {
|
|
inputElementDescriptor.InstanceDataStepRate = 1;
|
|
}
|
|
}
|
|
|
|
D3D12_INPUT_LAYOUT_DESC inputLayoutDescriptor;
|
|
inputLayoutDescriptor.pInputElementDescs = &(*inputElementDescriptors)[0];
|
|
inputLayoutDescriptor.NumElements = count;
|
|
return inputLayoutDescriptor;
|
|
}
|
|
|
|
}} // namespace dawn_native::d3d12
|