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PipelineState.cpp 3.5 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Renderer/PipelineState.h>
  5. #include <Renderer/Renderer.h>
  6. #include <Renderer/FatalErrorIfFailed.h>
  7. 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) :
  8. mRenderer(inRenderer)
  9. {
  10. D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {};
  11. pso_desc.InputLayout = { inInputDescription, inInputDescriptionCount };
  12. pso_desc.pRootSignature = mRenderer->GetRootSignature();
  13. pso_desc.VS = { inVertexShader->GetBufferPointer(), inVertexShader->GetBufferSize() };
  14. pso_desc.PS = { inPixelShader->GetBufferPointer(), inPixelShader->GetBufferSize() };
  15. pso_desc.RasterizerState.FillMode = inFillMode;
  16. 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
  17. pso_desc.RasterizerState.FrontCounterClockwise = FALSE;
  18. pso_desc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
  19. pso_desc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
  20. pso_desc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
  21. pso_desc.RasterizerState.DepthClipEnable = TRUE;
  22. pso_desc.RasterizerState.MultisampleEnable = FALSE;
  23. pso_desc.RasterizerState.AntialiasedLineEnable = FALSE;
  24. pso_desc.RasterizerState.ForcedSampleCount = 0;
  25. pso_desc.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  26. pso_desc.BlendState.AlphaToCoverageEnable = FALSE;
  27. pso_desc.BlendState.IndependentBlendEnable = FALSE;
  28. D3D12_RENDER_TARGET_BLEND_DESC &blend_desc = pso_desc.BlendState.RenderTarget[0];
  29. blend_desc.LogicOpEnable = FALSE;
  30. blend_desc.LogicOp = D3D12_LOGIC_OP_NOOP;
  31. blend_desc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
  32. switch (inBlendMode)
  33. {
  34. case EBlendMode::Write:
  35. blend_desc.BlendEnable = FALSE;
  36. break;
  37. case EBlendMode::AlphaTest:
  38. pso_desc.BlendState.AlphaToCoverageEnable = TRUE;
  39. [[fallthrough]];
  40. case EBlendMode::AlphaBlend:
  41. blend_desc.BlendEnable = TRUE;
  42. blend_desc.SrcBlend = D3D12_BLEND_SRC_ALPHA;
  43. blend_desc.DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
  44. blend_desc.BlendOp = D3D12_BLEND_OP_ADD;
  45. blend_desc.SrcBlendAlpha = D3D12_BLEND_ZERO;
  46. blend_desc.DestBlendAlpha = D3D12_BLEND_ZERO;
  47. blend_desc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
  48. break;
  49. }
  50. pso_desc.DepthStencilState.DepthEnable = inDepthTest == EDepthTest::On? TRUE : FALSE;
  51. pso_desc.DepthStencilState.DepthWriteMask = inDepthTest == EDepthTest::On? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
  52. pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
  53. pso_desc.DepthStencilState.StencilEnable = FALSE;
  54. pso_desc.SampleMask = UINT_MAX;
  55. pso_desc.PrimitiveTopologyType = inTopology;
  56. pso_desc.NumRenderTargets = 1;
  57. pso_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  58. pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
  59. pso_desc.SampleDesc.Count = 1;
  60. FatalErrorIfFailed(mRenderer->GetDevice()->CreateGraphicsPipelineState(&pso_desc, IID_PPV_ARGS(&mPSO)));
  61. }
  62. PipelineState::~PipelineState()
  63. {
  64. if (mPSO != nullptr)
  65. mRenderer->RecycleD3DObject(mPSO.Get());
  66. }
  67. void PipelineState::Activate()
  68. {
  69. mRenderer->GetCommandList()->SetPipelineState(mPSO.Get());
  70. }