pcsx2/common/D3D12/Builders.h

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/RedtapeWindows.h"
#include <array>
#include <d3d12.h>
#include <wil/com.h>
namespace D3D12
{
class ShaderCache;
class RootSignatureBuilder
{
public:
enum : u32
{
MAX_PARAMETERS = 16,
MAX_DESCRIPTOR_RANGES = 16
};
RootSignatureBuilder();
void Clear();
wil::com_ptr_nothrow<ID3D12RootSignature> Create(bool clear = true);
void SetInputAssemblerFlag();
u32 Add32BitConstants(u32 shader_reg, u32 num_values, D3D12_SHADER_VISIBILITY visibility);
u32 AddCBVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility);
u32 AddSRVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility);
u32 AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg, u32 num_shader_regs,
D3D12_SHADER_VISIBILITY visibility);
private:
D3D12_ROOT_SIGNATURE_DESC m_desc{};
std::array<D3D12_ROOT_PARAMETER, MAX_PARAMETERS> m_params{};
std::array<D3D12_DESCRIPTOR_RANGE, MAX_DESCRIPTOR_RANGES> m_descriptor_ranges{};
u32 m_num_descriptor_ranges = 0;
};
class GraphicsPipelineBuilder
{
public:
enum : u32
{
MAX_VERTEX_ATTRIBUTES = 16,
};
GraphicsPipelineBuilder();
~GraphicsPipelineBuilder() = default;
void Clear();
wil::com_ptr_nothrow<ID3D12PipelineState> Create(ID3D12Device* device, bool clear = true);
wil::com_ptr_nothrow<ID3D12PipelineState> Create(ID3D12Device* device, ShaderCache& cache, bool clear = true);
void SetRootSignature(ID3D12RootSignature* rs);
void SetVertexShader(const void* data, u32 data_size);
void SetGeometryShader(const void* data, u32 data_size);
void SetPixelShader(const void* data, u32 data_size);
void SetVertexShader(const ID3DBlob* blob);
void SetGeometryShader(const ID3DBlob* blob);
void SetPixelShader(const ID3DBlob* blob);
void AddVertexAttribute(const char* semantic_name, u32 semantic_index, DXGI_FORMAT format, u32 buffer, u32 offset);
void SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE type);
void SetRasterizationState(D3D12_FILL_MODE polygon_mode, D3D12_CULL_MODE cull_mode, bool front_face_ccw);
void SetMultisamples(u32 multisamples);
void SetNoCullRasterizationState();
void SetDepthState(bool depth_test, bool depth_write, D3D12_COMPARISON_FUNC compare_op);
void SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask, const D3D12_DEPTH_STENCILOP_DESC& front, const D3D12_DEPTH_STENCILOP_DESC& back);
void SetNoDepthTestState();
void SetNoStencilState();
void SetBlendState(u32 rt, bool blend_enable, D3D12_BLEND src_factor, D3D12_BLEND dst_factor, D3D12_BLEND_OP op,
D3D12_BLEND alpha_src_factor, D3D12_BLEND alpha_dst_factor, D3D12_BLEND_OP alpha_op,
u8 write_mask = D3D12_COLOR_WRITE_ENABLE_ALL);
void SetNoBlendingState();
void ClearRenderTargets();
void SetRenderTarget(u32 rt, DXGI_FORMAT format);
void ClearDepthStencilFormat();
void SetDepthStencilFormat(DXGI_FORMAT format);
private:
D3D12_GRAPHICS_PIPELINE_STATE_DESC m_desc{};
std::array<D3D12_INPUT_ELEMENT_DESC, MAX_VERTEX_ATTRIBUTES> m_input_elements{};
};
} // namespace D3D12