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https://github.com/Karaka-Management/cOMS.git
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142 lines
4.6 KiB
C
142 lines
4.6 KiB
C
/**
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* Jingga
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*
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* @copyright Jingga
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* @license OMS License 2.0
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* @version 1.0.0
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* @link https://jingga.app
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*/
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#ifndef TOS_GPUAPI_DIRECTX_SHADER_UTILS_H
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#define TOS_GPUAPI_DIRECTX_SHADER_UTILS_H
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_6.h>
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#include <d3dcompiler.h>
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#include "../../stdlib/Types.h"
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#include "../../memory/RingMemory.h"
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#include "../../log/Log.h"
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#include "../ShaderType.h"
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#pragma comment(lib, "d3dcompiler.lib")
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const char* shader_type_index(ShaderType type)
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{
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switch (type) {
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case SHADER_TYPE_VERTEX:
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return "vs_5_0";
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case SHADER_TYPE_FRAGMENT:
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return "ps_5_0";
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default:
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UNREACHABLE();
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}
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}
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ID3DBlob* shader_make(const char* type, const char* source, int32 source_size)
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{
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LOG_1("Create shader");
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#if DEBUG || INTERNAL
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uint32 compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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#else
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uint32 compileFlags = 0;
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#endif
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ID3DBlob* blob;
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ID3DBlob* errMsgs;
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if (FAILED(D3DCompile2(source, source_size, NULL, NULL, NULL, "main", type, compileFlags, 0, 0, NULL, 0, &blob, &errMsgs))) {
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LOG_1("DirectX12 D3DCompile2");
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ASSERT_SIMPLE(false);
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}
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if (errMsgs) {
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errMsgs->Release();
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}
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LOG_1("Created shader");
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return blob;
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}
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ID3D12PipelineState* pipeline_make(
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ID3D12Device* device,
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ID3D12PipelineState** pipeline,
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ID3D12RootSignature* pipeline_layout,
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ID3DBlob* vertex_shader,
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ID3DBlob* fragment_shader,
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ID3DBlob*
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) {
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PROFILE(PROFILE_PIPELINE_MAKE, NULL, false, true);
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LOG_1("Create pipeline");
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// @todo We need to find a way to do this somewhere else:
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D3D12_INPUT_ELEMENT_DESC input_element_info[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
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};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_info = {};
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pipeline_state_info.InputLayout = { input_element_info, _countof(input_element_info) };
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pipeline_state_info.pRootSignature = pipeline_layout;
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pipeline_state_info.VS = {
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.pShaderBytecode = vertex_shader->GetBufferPointer(),
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.BytecodeLength = vertex_shader->GetBufferSize()
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};
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pipeline_state_info.PS = {
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.pShaderBytecode = fragment_shader->GetBufferPointer(),
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.BytecodeLength = fragment_shader->GetBufferSize()
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};
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pipeline_state_info.RasterizerState = {
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.FillMode = D3D12_FILL_MODE_SOLID,
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.CullMode = D3D12_CULL_MODE_BACK,
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.FrontCounterClockwise = false,
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.DepthBias = D3D12_DEFAULT_DEPTH_BIAS,
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.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
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.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
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.DepthClipEnable = true,
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.MultisampleEnable = false,
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.AntialiasedLineEnable = false,
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.ForcedSampleCount = 0,
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.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
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};
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const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {
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false,false,
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D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
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D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL,
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};
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pipeline_state_info.BlendState = {
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.AlphaToCoverageEnable = false,
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.IndependentBlendEnable = false,
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.RenderTarget = {
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defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc,
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defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc
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}
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};
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pipeline_state_info.DepthStencilState.DepthEnable = false;
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pipeline_state_info.DepthStencilState.StencilEnable = false;
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pipeline_state_info.SampleMask = UINT_MAX;
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pipeline_state_info.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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pipeline_state_info.NumRenderTargets = 1;
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pipeline_state_info.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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pipeline_state_info.SampleDesc.Count = 1;
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if (FAILED(device->CreateGraphicsPipelineState(&pipeline_state_info, IID_PPV_ARGS(pipeline)))) {
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LOG_1("DirectX12 CreateGraphicsPipelineState");
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ASSERT_SIMPLE(false);
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}
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// @question When do I ->Release() vertex_shader and fragment_shader?
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LOG_1("Created pipeline");
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return *pipeline;
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}
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inline
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void pipeline_use(ID3D12GraphicsCommandList* command_buffer, ID3D12PipelineState* pipelineState)
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{
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command_buffer->SetPipelineState(pipelineState);
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}
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#endif |