// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include PipelineState::PipelineState(Renderer *inRenderer, ID3DBlob *inVertexShader, const D3D12_INPUT_ELEMENT_DESC *inInputDescription, uint inInputDescriptionCount, ID3DBlob *inPixelShader, D3D12_FILL_MODE inFillMode, D3D12_PRIMITIVE_TOPOLOGY_TYPE inTopology, EDepthTest inDepthTest, EBlendMode inBlendMode, ECullMode inCullMode) : mRenderer(inRenderer) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {}; pso_desc.InputLayout = { inInputDescription, inInputDescriptionCount }; pso_desc.pRootSignature = mRenderer->GetRootSignature(); pso_desc.VS = { inVertexShader->GetBufferPointer(), inVertexShader->GetBufferSize() }; pso_desc.PS = { inPixelShader->GetBufferPointer(), inPixelShader->GetBufferSize() }; pso_desc.RasterizerState.FillMode = inFillMode; pso_desc.RasterizerState.CullMode = inCullMode == ECullMode::Backface? D3D12_CULL_MODE_FRONT : D3D12_CULL_MODE_BACK; // DX uses left handed system so we reverse the options pso_desc.RasterizerState.FrontCounterClockwise = FALSE; pso_desc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; pso_desc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; pso_desc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; pso_desc.RasterizerState.DepthClipEnable = TRUE; pso_desc.RasterizerState.MultisampleEnable = FALSE; pso_desc.RasterizerState.AntialiasedLineEnable = FALSE; pso_desc.RasterizerState.ForcedSampleCount = 0; pso_desc.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; pso_desc.BlendState.AlphaToCoverageEnable = FALSE; pso_desc.BlendState.IndependentBlendEnable = FALSE; D3D12_RENDER_TARGET_BLEND_DESC &blend_desc = pso_desc.BlendState.RenderTarget[0]; blend_desc.LogicOpEnable = FALSE; blend_desc.LogicOp = D3D12_LOGIC_OP_NOOP; blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; switch (inBlendMode) { case EBlendMode::Write: blend_desc.BlendEnable = FALSE; break; case EBlendMode::AlphaTest: pso_desc.BlendState.AlphaToCoverageEnable = TRUE; [[fallthrough]]; case EBlendMode::AlphaBlend: blend_desc.BlendEnable = TRUE; blend_desc.SrcBlend = D3D12_BLEND_SRC_ALPHA; blend_desc.DestBlend = D3D12_BLEND_INV_SRC_ALPHA; blend_desc.BlendOp = D3D12_BLEND_OP_ADD; blend_desc.SrcBlendAlpha = D3D12_BLEND_ZERO; blend_desc.DestBlendAlpha = D3D12_BLEND_ZERO; blend_desc.BlendOpAlpha = D3D12_BLEND_OP_ADD; break; } pso_desc.DepthStencilState.DepthEnable = inDepthTest == EDepthTest::On? TRUE : FALSE; pso_desc.DepthStencilState.DepthWriteMask = inDepthTest == EDepthTest::On? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO; pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; pso_desc.DepthStencilState.StencilEnable = FALSE; pso_desc.SampleMask = UINT_MAX; pso_desc.PrimitiveTopologyType = inTopology; pso_desc.NumRenderTargets = 1; pso_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; pso_desc.SampleDesc.Count = 1; FatalErrorIfFailed(mRenderer->GetDevice()->CreateGraphicsPipelineState(&pso_desc, IID_PPV_ARGS(&mPSO))); } PipelineState::~PipelineState() { if (mPSO != nullptr) mRenderer->RecycleD3DObject(mPSO.Get()); } void PipelineState::Activate() { mRenderer->GetCommandList()->SetPipelineState(mPSO.Get()); }