mirror of https://github.com/PCSX2/pcsx2.git
121 lines
3.7 KiB
C++
121 lines
3.7 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/RedtapeWindows.h"
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#include <array>
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#include <d3d12.h>
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#include <wil/com.h>
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namespace D3D12
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{
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class ShaderCache;
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class RootSignatureBuilder
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{
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public:
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enum : u32
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{
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MAX_PARAMETERS = 16,
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MAX_DESCRIPTOR_RANGES = 16
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};
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RootSignatureBuilder();
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void Clear();
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wil::com_ptr_nothrow<ID3D12RootSignature> Create(bool clear = true);
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void SetInputAssemblerFlag();
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u32 Add32BitConstants(u32 shader_reg, u32 num_values, D3D12_SHADER_VISIBILITY visibility);
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u32 AddCBVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility);
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u32 AddSRVParameter(u32 shader_reg, D3D12_SHADER_VISIBILITY visibility);
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u32 AddDescriptorTable(D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg, u32 num_shader_regs,
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D3D12_SHADER_VISIBILITY visibility);
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private:
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D3D12_ROOT_SIGNATURE_DESC m_desc{};
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std::array<D3D12_ROOT_PARAMETER, MAX_PARAMETERS> m_params{};
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std::array<D3D12_DESCRIPTOR_RANGE, MAX_DESCRIPTOR_RANGES> m_descriptor_ranges{};
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u32 m_num_descriptor_ranges = 0;
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};
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class GraphicsPipelineBuilder
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{
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public:
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enum : u32
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{
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MAX_VERTEX_ATTRIBUTES = 16,
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};
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GraphicsPipelineBuilder();
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~GraphicsPipelineBuilder() = default;
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void Clear();
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wil::com_ptr_nothrow<ID3D12PipelineState> Create(ID3D12Device* device, bool clear = true);
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wil::com_ptr_nothrow<ID3D12PipelineState> Create(ID3D12Device* device, ShaderCache& cache, bool clear = true);
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void SetRootSignature(ID3D12RootSignature* rs);
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void SetVertexShader(const void* data, u32 data_size);
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void SetGeometryShader(const void* data, u32 data_size);
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void SetPixelShader(const void* data, u32 data_size);
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void SetVertexShader(const ID3DBlob* blob);
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void SetGeometryShader(const ID3DBlob* blob);
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void SetPixelShader(const ID3DBlob* blob);
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void AddVertexAttribute(const char* semantic_name, u32 semantic_index, DXGI_FORMAT format, u32 buffer, u32 offset);
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void SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE type);
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void SetRasterizationState(D3D12_FILL_MODE polygon_mode, D3D12_CULL_MODE cull_mode, bool front_face_ccw);
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void SetMultisamples(u32 multisamples);
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void SetNoCullRasterizationState();
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void SetDepthState(bool depth_test, bool depth_write, D3D12_COMPARISON_FUNC compare_op);
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void SetStencilState(bool stencil_test, u8 read_mask, u8 write_mask, const D3D12_DEPTH_STENCILOP_DESC& front, const D3D12_DEPTH_STENCILOP_DESC& back);
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void SetNoDepthTestState();
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void SetNoStencilState();
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void SetBlendState(u32 rt, bool blend_enable, D3D12_BLEND src_factor, D3D12_BLEND dst_factor, D3D12_BLEND_OP op,
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D3D12_BLEND alpha_src_factor, D3D12_BLEND alpha_dst_factor, D3D12_BLEND_OP alpha_op,
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u8 write_mask = D3D12_COLOR_WRITE_ENABLE_ALL);
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void SetNoBlendingState();
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void ClearRenderTargets();
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void SetRenderTarget(u32 rt, DXGI_FORMAT format);
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void ClearDepthStencilFormat();
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void SetDepthStencilFormat(DXGI_FORMAT format);
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private:
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D3D12_GRAPHICS_PIPELINE_STATE_DESC m_desc{};
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std::array<D3D12_INPUT_ELEMENT_DESC, MAX_VERTEX_ATTRIBUTES> m_input_elements{};
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};
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} // namespace D3D12
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