//********************************************************* // // Copyright (c) Microsoft. All rights reserved. // This code is licensed under the MIT License (MIT). // THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY // IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR // PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT. // //********************************************************* #ifndef __D3DX12_H__ #define __D3DX12_H__ #include "d3d12.h" #if defined( __cplusplus ) struct CD3DX12_DEFAULT {}; extern const DECLSPEC_SELECTANY CD3DX12_DEFAULT D3D12_DEFAULT; //------------------------------------------------------------------------------------------------ inline bool operator==( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r ) { return l.TopLeftX == r.TopLeftX && l.TopLeftY == r.TopLeftY && l.Width == r.Width && l.Height == r.Height && l.MinDepth == r.MinDepth && l.MaxDepth == r.MaxDepth; } //------------------------------------------------------------------------------------------------ inline bool operator!=( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r ) { return !( l == r ); } //------------------------------------------------------------------------------------------------ struct CD3DX12_RECT : public D3D12_RECT { CD3DX12_RECT() = default; explicit CD3DX12_RECT( const D3D12_RECT& o ) : D3D12_RECT( o ) {} explicit CD3DX12_RECT( LONG Left, LONG Top, LONG Right, LONG Bottom ) { left = Left; top = Top; right = Right; bottom = Bottom; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_VIEWPORT : public D3D12_VIEWPORT { CD3DX12_VIEWPORT() = default; explicit CD3DX12_VIEWPORT( const D3D12_VIEWPORT& o ) : D3D12_VIEWPORT( o ) {} explicit CD3DX12_VIEWPORT( FLOAT topLeftX, FLOAT topLeftY, FLOAT width, FLOAT height, FLOAT minDepth = D3D12_MIN_DEPTH, FLOAT maxDepth = D3D12_MAX_DEPTH ) { TopLeftX = topLeftX; TopLeftY = topLeftY; Width = width; Height = height; MinDepth = minDepth; MaxDepth = maxDepth; } explicit CD3DX12_VIEWPORT( _In_ ID3D12Resource* pResource, UINT mipSlice = 0, FLOAT topLeftX = 0.0f, FLOAT topLeftY = 0.0f, FLOAT minDepth = D3D12_MIN_DEPTH, FLOAT maxDepth = D3D12_MAX_DEPTH ) { auto Desc = pResource->GetDesc(); const UINT64 SubresourceWidth = Desc.Width >> mipSlice; const UINT64 SubresourceHeight = Desc.Height >> mipSlice; switch (Desc.Dimension) { case D3D12_RESOURCE_DIMENSION_BUFFER: TopLeftX = topLeftX; TopLeftY = 0.0f; Width = Desc.Width - topLeftX; Height = 1.0f; break; case D3D12_RESOURCE_DIMENSION_TEXTURE1D: TopLeftX = topLeftX; TopLeftY = 0.0f; Width = (SubresourceWidth ? SubresourceWidth : 1.0f) - topLeftX; Height = 1.0f; break; case D3D12_RESOURCE_DIMENSION_TEXTURE2D: case D3D12_RESOURCE_DIMENSION_TEXTURE3D: TopLeftX = topLeftX; TopLeftY = topLeftY; Width = (SubresourceWidth ? SubresourceWidth : 1.0f) - topLeftX; Height = (SubresourceHeight ? SubresourceHeight: 1.0f) - topLeftY; break; default: break; } MinDepth = minDepth; MaxDepth = maxDepth; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_BOX : public D3D12_BOX { CD3DX12_BOX() = default; explicit CD3DX12_BOX( const D3D12_BOX& o ) : D3D12_BOX( o ) {} explicit CD3DX12_BOX( LONG Left, LONG Right ) { left = static_cast(Left); top = 0; front = 0; right = static_cast(Right); bottom = 1; back = 1; } explicit CD3DX12_BOX( LONG Left, LONG Top, LONG Right, LONG Bottom ) { left = static_cast(Left); top = static_cast(Top); front = 0; right = static_cast(Right); bottom = static_cast(Bottom); back = 1; } explicit CD3DX12_BOX( LONG Left, LONG Top, LONG Front, LONG Right, LONG Bottom, LONG Back ) { left = static_cast(Left); top = static_cast(Top); front = static_cast(Front); right = static_cast(Right); bottom = static_cast(Bottom); back = static_cast(Back); } }; inline bool operator==( const D3D12_BOX& l, const D3D12_BOX& r ) { return l.left == r.left && l.top == r.top && l.front == r.front && l.right == r.right && l.bottom == r.bottom && l.back == r.back; } inline bool operator!=( const D3D12_BOX& l, const D3D12_BOX& r ) { return !( l == r ); } //------------------------------------------------------------------------------------------------ struct CD3DX12_DEPTH_STENCIL_DESC : public D3D12_DEPTH_STENCIL_DESC { CD3DX12_DEPTH_STENCIL_DESC() = default; explicit CD3DX12_DEPTH_STENCIL_DESC( const D3D12_DEPTH_STENCIL_DESC& o ) : D3D12_DEPTH_STENCIL_DESC( o ) {} explicit CD3DX12_DEPTH_STENCIL_DESC( CD3DX12_DEFAULT ) { DepthEnable = TRUE; DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; DepthFunc = D3D12_COMPARISON_FUNC_LESS; StencilEnable = FALSE; StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK; StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK; const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp = { D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS }; FrontFace = defaultStencilOp; BackFace = defaultStencilOp; } explicit CD3DX12_DEPTH_STENCIL_DESC( BOOL depthEnable, D3D12_DEPTH_WRITE_MASK depthWriteMask, D3D12_COMPARISON_FUNC depthFunc, BOOL stencilEnable, UINT8 stencilReadMask, UINT8 stencilWriteMask, D3D12_STENCIL_OP frontStencilFailOp, D3D12_STENCIL_OP frontStencilDepthFailOp, D3D12_STENCIL_OP frontStencilPassOp, D3D12_COMPARISON_FUNC frontStencilFunc, D3D12_STENCIL_OP backStencilFailOp, D3D12_STENCIL_OP backStencilDepthFailOp, D3D12_STENCIL_OP backStencilPassOp, D3D12_COMPARISON_FUNC backStencilFunc ) { DepthEnable = depthEnable; DepthWriteMask = depthWriteMask; DepthFunc = depthFunc; StencilEnable = stencilEnable; StencilReadMask = stencilReadMask; StencilWriteMask = stencilWriteMask; FrontFace.StencilFailOp = frontStencilFailOp; FrontFace.StencilDepthFailOp = frontStencilDepthFailOp; FrontFace.StencilPassOp = frontStencilPassOp; FrontFace.StencilFunc = frontStencilFunc; BackFace.StencilFailOp = backStencilFailOp; BackFace.StencilDepthFailOp = backStencilDepthFailOp; BackFace.StencilPassOp = backStencilPassOp; BackFace.StencilFunc = backStencilFunc; } }; //------------------------------------------------------------------------------------------------ // Requires the Windows 10 Creators Update SDK (15063) #if defined(NTDDI_WIN10_RS2) && (NTDDI_VERSION >= NTDDI_WIN10_RS2) struct CD3DX12_DEPTH_STENCIL_DESC1 : public D3D12_DEPTH_STENCIL_DESC1 { CD3DX12_DEPTH_STENCIL_DESC1() = default; explicit CD3DX12_DEPTH_STENCIL_DESC1( const D3D12_DEPTH_STENCIL_DESC1& o ) : D3D12_DEPTH_STENCIL_DESC1( o ) {} explicit CD3DX12_DEPTH_STENCIL_DESC1( const D3D12_DEPTH_STENCIL_DESC& o ) { DepthEnable = o.DepthEnable; DepthWriteMask = o.DepthWriteMask; DepthFunc = o.DepthFunc; StencilEnable = o.StencilEnable; StencilReadMask = o.StencilReadMask; StencilWriteMask = o.StencilWriteMask; FrontFace.StencilFailOp = o.FrontFace.StencilFailOp; FrontFace.StencilDepthFailOp = o.FrontFace.StencilDepthFailOp; FrontFace.StencilPassOp = o.FrontFace.StencilPassOp; FrontFace.StencilFunc = o.FrontFace.StencilFunc; BackFace.StencilFailOp = o.BackFace.StencilFailOp; BackFace.StencilDepthFailOp = o.BackFace.StencilDepthFailOp; BackFace.StencilPassOp = o.BackFace.StencilPassOp; BackFace.StencilFunc = o.BackFace.StencilFunc; DepthBoundsTestEnable = FALSE; } explicit CD3DX12_DEPTH_STENCIL_DESC1( CD3DX12_DEFAULT ) { DepthEnable = TRUE; DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; DepthFunc = D3D12_COMPARISON_FUNC_LESS; StencilEnable = FALSE; StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK; StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK; const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp = { D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS }; FrontFace = defaultStencilOp; BackFace = defaultStencilOp; DepthBoundsTestEnable = FALSE; } explicit CD3DX12_DEPTH_STENCIL_DESC1( BOOL depthEnable, D3D12_DEPTH_WRITE_MASK depthWriteMask, D3D12_COMPARISON_FUNC depthFunc, BOOL stencilEnable, UINT8 stencilReadMask, UINT8 stencilWriteMask, D3D12_STENCIL_OP frontStencilFailOp, D3D12_STENCIL_OP frontStencilDepthFailOp, D3D12_STENCIL_OP frontStencilPassOp, D3D12_COMPARISON_FUNC frontStencilFunc, D3D12_STENCIL_OP backStencilFailOp, D3D12_STENCIL_OP backStencilDepthFailOp, D3D12_STENCIL_OP backStencilPassOp, D3D12_COMPARISON_FUNC backStencilFunc, BOOL depthBoundsTestEnable ) { DepthEnable = depthEnable; DepthWriteMask = depthWriteMask; DepthFunc = depthFunc; StencilEnable = stencilEnable; StencilReadMask = stencilReadMask; StencilWriteMask = stencilWriteMask; FrontFace.StencilFailOp = frontStencilFailOp; FrontFace.StencilDepthFailOp = frontStencilDepthFailOp; FrontFace.StencilPassOp = frontStencilPassOp; FrontFace.StencilFunc = frontStencilFunc; BackFace.StencilFailOp = backStencilFailOp; BackFace.StencilDepthFailOp = backStencilDepthFailOp; BackFace.StencilPassOp = backStencilPassOp; BackFace.StencilFunc = backStencilFunc; DepthBoundsTestEnable = depthBoundsTestEnable; } operator D3D12_DEPTH_STENCIL_DESC() const { D3D12_DEPTH_STENCIL_DESC D; D.DepthEnable = DepthEnable; D.DepthWriteMask = DepthWriteMask; D.DepthFunc = DepthFunc; D.StencilEnable = StencilEnable; D.StencilReadMask = StencilReadMask; D.StencilWriteMask = StencilWriteMask; D.FrontFace.StencilFailOp = FrontFace.StencilFailOp; D.FrontFace.StencilDepthFailOp = FrontFace.StencilDepthFailOp; D.FrontFace.StencilPassOp = FrontFace.StencilPassOp; D.FrontFace.StencilFunc = FrontFace.StencilFunc; D.BackFace.StencilFailOp = BackFace.StencilFailOp; D.BackFace.StencilDepthFailOp = BackFace.StencilDepthFailOp; D.BackFace.StencilPassOp = BackFace.StencilPassOp; D.BackFace.StencilFunc = BackFace.StencilFunc; return D; } }; #endif // NTDDI_WIN10_RS2 //------------------------------------------------------------------------------------------------ struct CD3DX12_BLEND_DESC : public D3D12_BLEND_DESC { CD3DX12_BLEND_DESC() = default; explicit CD3DX12_BLEND_DESC( const D3D12_BLEND_DESC& o ) : D3D12_BLEND_DESC( o ) {} explicit CD3DX12_BLEND_DESC( CD3DX12_DEFAULT ) { AlphaToCoverageEnable = FALSE; IndependentBlendEnable = FALSE; const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = { FALSE,FALSE, D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, D3D12_LOGIC_OP_NOOP, D3D12_COLOR_WRITE_ENABLE_ALL, }; for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) RenderTarget[ i ] = defaultRenderTargetBlendDesc; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_RASTERIZER_DESC : public D3D12_RASTERIZER_DESC { CD3DX12_RASTERIZER_DESC() = default; explicit CD3DX12_RASTERIZER_DESC( const D3D12_RASTERIZER_DESC& o ) : D3D12_RASTERIZER_DESC( o ) {} explicit CD3DX12_RASTERIZER_DESC( CD3DX12_DEFAULT ) { FillMode = D3D12_FILL_MODE_SOLID; CullMode = D3D12_CULL_MODE_BACK; FrontCounterClockwise = FALSE; DepthBias = D3D12_DEFAULT_DEPTH_BIAS; DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; DepthClipEnable = TRUE; MultisampleEnable = FALSE; AntialiasedLineEnable = FALSE; ForcedSampleCount = 0; ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; } explicit CD3DX12_RASTERIZER_DESC( D3D12_FILL_MODE fillMode, D3D12_CULL_MODE cullMode, BOOL frontCounterClockwise, INT depthBias, FLOAT depthBiasClamp, FLOAT slopeScaledDepthBias, BOOL depthClipEnable, BOOL multisampleEnable, BOOL antialiasedLineEnable, UINT forcedSampleCount, D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster) { FillMode = fillMode; CullMode = cullMode; FrontCounterClockwise = frontCounterClockwise; DepthBias = depthBias; DepthBiasClamp = depthBiasClamp; SlopeScaledDepthBias = slopeScaledDepthBias; DepthClipEnable = depthClipEnable; MultisampleEnable = multisampleEnable; AntialiasedLineEnable = antialiasedLineEnable; ForcedSampleCount = forcedSampleCount; ConservativeRaster = conservativeRaster; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_RESOURCE_ALLOCATION_INFO : public D3D12_RESOURCE_ALLOCATION_INFO { CD3DX12_RESOURCE_ALLOCATION_INFO() = default; explicit CD3DX12_RESOURCE_ALLOCATION_INFO( const D3D12_RESOURCE_ALLOCATION_INFO& o ) : D3D12_RESOURCE_ALLOCATION_INFO( o ) {} CD3DX12_RESOURCE_ALLOCATION_INFO( UINT64 size, UINT64 alignment ) { SizeInBytes = size; Alignment = alignment; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES { CD3DX12_HEAP_PROPERTIES() = default; explicit CD3DX12_HEAP_PROPERTIES(const D3D12_HEAP_PROPERTIES &o) : D3D12_HEAP_PROPERTIES(o) {} CD3DX12_HEAP_PROPERTIES( D3D12_CPU_PAGE_PROPERTY cpuPageProperty, D3D12_MEMORY_POOL memoryPoolPreference, UINT creationNodeMask = 1, UINT nodeMask = 1 ) { Type = D3D12_HEAP_TYPE_CUSTOM; CPUPageProperty = cpuPageProperty; MemoryPoolPreference = memoryPoolPreference; CreationNodeMask = creationNodeMask; VisibleNodeMask = nodeMask; } explicit CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE type, UINT creationNodeMask = 1, UINT nodeMask = 1 ) { Type = type; CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; CreationNodeMask = creationNodeMask; VisibleNodeMask = nodeMask; } bool IsCPUAccessible() const { return Type == D3D12_HEAP_TYPE_UPLOAD || Type == D3D12_HEAP_TYPE_READBACK || (Type == D3D12_HEAP_TYPE_CUSTOM && (CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE || CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_BACK)); } }; inline bool operator==( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r ) { return l.Type == r.Type && l.CPUPageProperty == r.CPUPageProperty && l.MemoryPoolPreference == r.MemoryPoolPreference && l.CreationNodeMask == r.CreationNodeMask && l.VisibleNodeMask == r.VisibleNodeMask; } inline bool operator!=( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r ) { return !( l == r ); } //------------------------------------------------------------------------------------------------ struct CD3DX12_HEAP_DESC : public D3D12_HEAP_DESC { CD3DX12_HEAP_DESC() = default; explicit CD3DX12_HEAP_DESC(const D3D12_HEAP_DESC &o) : D3D12_HEAP_DESC(o) {} CD3DX12_HEAP_DESC( UINT64 size, D3D12_HEAP_PROPERTIES properties, UINT64 alignment = 0, D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE ) { SizeInBytes = size; Properties = properties; Alignment = alignment; Flags = flags; } CD3DX12_HEAP_DESC( UINT64 size, D3D12_HEAP_TYPE type, UINT64 alignment = 0, D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE ) { SizeInBytes = size; Properties = CD3DX12_HEAP_PROPERTIES( type ); Alignment = alignment; Flags = flags; } CD3DX12_HEAP_DESC( UINT64 size, D3D12_CPU_PAGE_PROPERTY cpuPageProperty, D3D12_MEMORY_POOL memoryPoolPreference, UINT64 alignment = 0, D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE ) { SizeInBytes = size; Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference ); Alignment = alignment; Flags = flags; } CD3DX12_HEAP_DESC( const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo, D3D12_HEAP_PROPERTIES properties, D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE ) { SizeInBytes = resAllocInfo.SizeInBytes; Properties = properties; Alignment = resAllocInfo.Alignment; Flags = flags; } CD3DX12_HEAP_DESC( const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo, D3D12_HEAP_TYPE type, D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE ) { SizeInBytes = resAllocInfo.SizeInBytes; Properties = CD3DX12_HEAP_PROPERTIES( type ); Alignment = resAllocInfo.Alignment; Flags = flags; } CD3DX12_HEAP_DESC( const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo, D3D12_CPU_PAGE_PROPERTY cpuPageProperty, D3D12_MEMORY_POOL memoryPoolPreference, D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE ) { SizeInBytes = resAllocInfo.SizeInBytes; Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference ); Alignment = resAllocInfo.Alignment; Flags = flags; } bool IsCPUAccessible() const { return static_cast< const CD3DX12_HEAP_PROPERTIES* >( &Properties )->IsCPUAccessible(); } }; inline bool operator==( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r ) { return l.SizeInBytes == r.SizeInBytes && l.Properties == r.Properties && l.Alignment == r.Alignment && l.Flags == r.Flags; } inline bool operator!=( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r ) { return !( l == r ); } //------------------------------------------------------------------------------------------------ struct CD3DX12_CLEAR_VALUE : public D3D12_CLEAR_VALUE { CD3DX12_CLEAR_VALUE() = default; explicit CD3DX12_CLEAR_VALUE(const D3D12_CLEAR_VALUE &o) : D3D12_CLEAR_VALUE(o) {} CD3DX12_CLEAR_VALUE( DXGI_FORMAT format, const FLOAT color[4] ) { Format = format; memcpy( Color, color, sizeof( Color ) ); } CD3DX12_CLEAR_VALUE( DXGI_FORMAT format, FLOAT depth, UINT8 stencil ) { Format = format; memset( &Color, 0, sizeof( Color ) ); /* Use memcpy to preserve NAN values */ memcpy( &DepthStencil.Depth, &depth, sizeof( depth ) ); DepthStencil.Stencil = stencil; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_RANGE : public D3D12_RANGE { CD3DX12_RANGE() = default; explicit CD3DX12_RANGE(const D3D12_RANGE &o) : D3D12_RANGE(o) {} CD3DX12_RANGE( SIZE_T begin, SIZE_T end ) { Begin = begin; End = end; } }; //------------------------------------------------------------------------------------------------ // Requires the Windows 10 Creators Update SDK (15063) #if defined(NTDDI_WIN10_RS2) && (NTDDI_VERSION >= NTDDI_WIN10_RS2) struct CD3DX12_RANGE_UINT64 : public D3D12_RANGE_UINT64 { CD3DX12_RANGE_UINT64() = default; explicit CD3DX12_RANGE_UINT64(const D3D12_RANGE_UINT64 &o) : D3D12_RANGE_UINT64(o) {} CD3DX12_RANGE_UINT64( UINT64 begin, UINT64 end ) { Begin = begin; End = end; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_SUBRESOURCE_RANGE_UINT64 : public D3D12_SUBRESOURCE_RANGE_UINT64 { CD3DX12_SUBRESOURCE_RANGE_UINT64() = default; explicit CD3DX12_SUBRESOURCE_RANGE_UINT64(const D3D12_SUBRESOURCE_RANGE_UINT64 &o) : D3D12_SUBRESOURCE_RANGE_UINT64(o) {} CD3DX12_SUBRESOURCE_RANGE_UINT64( UINT subresource, const D3D12_RANGE_UINT64& range ) { Subresource = subresource; Range = range; } CD3DX12_SUBRESOURCE_RANGE_UINT64( UINT subresource, UINT64 begin, UINT64 end ) { Subresource = subresource; Range.Begin = begin; Range.End = end; } }; #endif // NTDDI_WIN10_RS2 //------------------------------------------------------------------------------------------------ struct CD3DX12_SHADER_BYTECODE : public D3D12_SHADER_BYTECODE { CD3DX12_SHADER_BYTECODE() = default; explicit CD3DX12_SHADER_BYTECODE(const D3D12_SHADER_BYTECODE &o) : D3D12_SHADER_BYTECODE(o) {} CD3DX12_SHADER_BYTECODE( _In_ ID3DBlob* pShaderBlob ) { pShaderBytecode = pShaderBlob->GetBufferPointer(); BytecodeLength = pShaderBlob->GetBufferSize(); } CD3DX12_SHADER_BYTECODE( const void* _pShaderBytecode, SIZE_T bytecodeLength ) { pShaderBytecode = _pShaderBytecode; BytecodeLength = bytecodeLength; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_TILED_RESOURCE_COORDINATE : public D3D12_TILED_RESOURCE_COORDINATE { CD3DX12_TILED_RESOURCE_COORDINATE() = default; explicit CD3DX12_TILED_RESOURCE_COORDINATE(const D3D12_TILED_RESOURCE_COORDINATE &o) : D3D12_TILED_RESOURCE_COORDINATE(o) {} CD3DX12_TILED_RESOURCE_COORDINATE( UINT x, UINT y, UINT z, UINT subresource ) { X = x; Y = y; Z = z; Subresource = subresource; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_TILE_REGION_SIZE : public D3D12_TILE_REGION_SIZE { CD3DX12_TILE_REGION_SIZE() = default; explicit CD3DX12_TILE_REGION_SIZE(const D3D12_TILE_REGION_SIZE &o) : D3D12_TILE_REGION_SIZE(o) {} CD3DX12_TILE_REGION_SIZE( UINT numTiles, BOOL useBox, UINT width, UINT16 height, UINT16 depth ) { NumTiles = numTiles; UseBox = useBox; Width = width; Height = height; Depth = depth; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_SUBRESOURCE_TILING : public D3D12_SUBRESOURCE_TILING { CD3DX12_SUBRESOURCE_TILING() = default; explicit CD3DX12_SUBRESOURCE_TILING(const D3D12_SUBRESOURCE_TILING &o) : D3D12_SUBRESOURCE_TILING(o) {} CD3DX12_SUBRESOURCE_TILING( UINT widthInTiles, UINT16 heightInTiles, UINT16 depthInTiles, UINT startTileIndexInOverallResource ) { WidthInTiles = widthInTiles; HeightInTiles = heightInTiles; DepthInTiles = depthInTiles; StartTileIndexInOverallResource = startTileIndexInOverallResource; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_TILE_SHAPE : public D3D12_TILE_SHAPE { CD3DX12_TILE_SHAPE() = default; explicit CD3DX12_TILE_SHAPE(const D3D12_TILE_SHAPE &o) : D3D12_TILE_SHAPE(o) {} CD3DX12_TILE_SHAPE( UINT widthInTexels, UINT heightInTexels, UINT depthInTexels ) { WidthInTexels = widthInTexels; HeightInTexels = heightInTexels; DepthInTexels = depthInTexels; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER { CD3DX12_RESOURCE_BARRIER() = default; explicit CD3DX12_RESOURCE_BARRIER(const D3D12_RESOURCE_BARRIER &o) : D3D12_RESOURCE_BARRIER(o) {} static inline CD3DX12_RESOURCE_BARRIER Transition( _In_ ID3D12Resource* pResource, D3D12_RESOURCE_STATES stateBefore, D3D12_RESOURCE_STATES stateAfter, UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE) { CD3DX12_RESOURCE_BARRIER result = {}; D3D12_RESOURCE_BARRIER &barrier = result; result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; result.Flags = flags; barrier.Transition.pResource = pResource; barrier.Transition.StateBefore = stateBefore; barrier.Transition.StateAfter = stateAfter; barrier.Transition.Subresource = subresource; return result; } static inline CD3DX12_RESOURCE_BARRIER Aliasing( _In_ ID3D12Resource* pResourceBefore, _In_ ID3D12Resource* pResourceAfter) { CD3DX12_RESOURCE_BARRIER result = {}; D3D12_RESOURCE_BARRIER &barrier = result; result.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING; barrier.Aliasing.pResourceBefore = pResourceBefore; barrier.Aliasing.pResourceAfter = pResourceAfter; return result; } static inline CD3DX12_RESOURCE_BARRIER UAV( _In_ ID3D12Resource* pResource) { CD3DX12_RESOURCE_BARRIER result = {}; D3D12_RESOURCE_BARRIER &barrier = result; result.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; barrier.UAV.pResource = pResource; return result; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_PACKED_MIP_INFO : public D3D12_PACKED_MIP_INFO { CD3DX12_PACKED_MIP_INFO() = default; explicit CD3DX12_PACKED_MIP_INFO(const D3D12_PACKED_MIP_INFO &o) : D3D12_PACKED_MIP_INFO(o) {} CD3DX12_PACKED_MIP_INFO( UINT8 numStandardMips, UINT8 numPackedMips, UINT numTilesForPackedMips, UINT startTileIndexInOverallResource ) { NumStandardMips = numStandardMips; NumPackedMips = numPackedMips; NumTilesForPackedMips = numTilesForPackedMips; StartTileIndexInOverallResource = startTileIndexInOverallResource; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_SUBRESOURCE_FOOTPRINT : public D3D12_SUBRESOURCE_FOOTPRINT { CD3DX12_SUBRESOURCE_FOOTPRINT() = default; explicit CD3DX12_SUBRESOURCE_FOOTPRINT(const D3D12_SUBRESOURCE_FOOTPRINT &o) : D3D12_SUBRESOURCE_FOOTPRINT(o) {} CD3DX12_SUBRESOURCE_FOOTPRINT( DXGI_FORMAT format, UINT width, UINT height, UINT depth, UINT rowPitch ) { Format = format; Width = width; Height = height; Depth = depth; RowPitch = rowPitch; } explicit CD3DX12_SUBRESOURCE_FOOTPRINT( const D3D12_RESOURCE_DESC& resDesc, UINT rowPitch ) { Format = resDesc.Format; Width = UINT( resDesc.Width ); Height = resDesc.Height; Depth = (resDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? resDesc.DepthOrArraySize : 1); RowPitch = rowPitch; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION { CD3DX12_TEXTURE_COPY_LOCATION() = default; explicit CD3DX12_TEXTURE_COPY_LOCATION(const D3D12_TEXTURE_COPY_LOCATION &o) : D3D12_TEXTURE_COPY_LOCATION(o) {} CD3DX12_TEXTURE_COPY_LOCATION(_In_ ID3D12Resource* pRes) { pResource = pRes; Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; PlacedFootprint = {}; } CD3DX12_TEXTURE_COPY_LOCATION(_In_ ID3D12Resource* pRes, D3D12_PLACED_SUBRESOURCE_FOOTPRINT const& Footprint) { pResource = pRes; Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; PlacedFootprint = Footprint; } CD3DX12_TEXTURE_COPY_LOCATION(_In_ ID3D12Resource* pRes, UINT Sub) { pResource = pRes; Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; PlacedFootprint = {}; SubresourceIndex = Sub; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_DESCRIPTOR_RANGE : public D3D12_DESCRIPTOR_RANGE { CD3DX12_DESCRIPTOR_RANGE() = default; explicit CD3DX12_DESCRIPTOR_RANGE(const D3D12_DESCRIPTOR_RANGE &o) : D3D12_DESCRIPTOR_RANGE(o) {} CD3DX12_DESCRIPTOR_RANGE( D3D12_DESCRIPTOR_RANGE_TYPE rangeType, UINT numDescriptors, UINT baseShaderRegister, UINT registerSpace = 0, UINT offsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND) { Init(rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart); } inline void Init( D3D12_DESCRIPTOR_RANGE_TYPE rangeType, UINT numDescriptors, UINT baseShaderRegister, UINT registerSpace = 0, UINT offsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND) { Init(*this, rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart); } static inline void Init( _Out_ D3D12_DESCRIPTOR_RANGE &range, D3D12_DESCRIPTOR_RANGE_TYPE rangeType, UINT numDescriptors, UINT baseShaderRegister, UINT registerSpace = 0, UINT offsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND) { range.RangeType = rangeType; range.NumDescriptors = numDescriptors; range.BaseShaderRegister = baseShaderRegister; range.RegisterSpace = registerSpace; range.OffsetInDescriptorsFromTableStart = offsetInDescriptorsFromTableStart; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_ROOT_DESCRIPTOR_TABLE : public D3D12_ROOT_DESCRIPTOR_TABLE { CD3DX12_ROOT_DESCRIPTOR_TABLE() = default; explicit CD3DX12_ROOT_DESCRIPTOR_TABLE(const D3D12_ROOT_DESCRIPTOR_TABLE &o) : D3D12_ROOT_DESCRIPTOR_TABLE(o) {} CD3DX12_ROOT_DESCRIPTOR_TABLE( UINT numDescriptorRanges, _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges) { Init(numDescriptorRanges, _pDescriptorRanges); } inline void Init( UINT numDescriptorRanges, _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges) { Init(*this, numDescriptorRanges, _pDescriptorRanges); } static inline void Init( _Out_ D3D12_ROOT_DESCRIPTOR_TABLE &rootDescriptorTable, UINT numDescriptorRanges, _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges) { rootDescriptorTable.NumDescriptorRanges = numDescriptorRanges; rootDescriptorTable.pDescriptorRanges = _pDescriptorRanges; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_ROOT_CONSTANTS : public D3D12_ROOT_CONSTANTS { CD3DX12_ROOT_CONSTANTS() = default; explicit CD3DX12_ROOT_CONSTANTS(const D3D12_ROOT_CONSTANTS &o) : D3D12_ROOT_CONSTANTS(o) {} CD3DX12_ROOT_CONSTANTS( UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0) { Init(num32BitValues, shaderRegister, registerSpace); } inline void Init( UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0) { Init(*this, num32BitValues, shaderRegister, registerSpace); } static inline void Init( _Out_ D3D12_ROOT_CONSTANTS &rootConstants, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0) { rootConstants.Num32BitValues = num32BitValues; rootConstants.ShaderRegister = shaderRegister; rootConstants.RegisterSpace = registerSpace; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_ROOT_DESCRIPTOR : public D3D12_ROOT_DESCRIPTOR { CD3DX12_ROOT_DESCRIPTOR() = default; explicit CD3DX12_ROOT_DESCRIPTOR(const D3D12_ROOT_DESCRIPTOR &o) : D3D12_ROOT_DESCRIPTOR(o) {} CD3DX12_ROOT_DESCRIPTOR( UINT shaderRegister, UINT registerSpace = 0) { Init(shaderRegister, registerSpace); } inline void Init( UINT shaderRegister, UINT registerSpace = 0) { Init(*this, shaderRegister, registerSpace); } static inline void Init(_Out_ D3D12_ROOT_DESCRIPTOR &table, UINT shaderRegister, UINT registerSpace = 0) { table.ShaderRegister = shaderRegister; table.RegisterSpace = registerSpace; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_ROOT_PARAMETER : public D3D12_ROOT_PARAMETER { CD3DX12_ROOT_PARAMETER() = default; explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o) : D3D12_ROOT_PARAMETER(o) {} static inline void InitAsDescriptorTable( _Out_ D3D12_ROOT_PARAMETER &rootParam, UINT numDescriptorRanges, _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_DESCRIPTOR_TABLE::Init(rootParam.DescriptorTable, numDescriptorRanges, pDescriptorRanges); } static inline void InitAsConstants( _Out_ D3D12_ROOT_PARAMETER &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_CONSTANTS::Init(rootParam.Constants, num32BitValues, shaderRegister, registerSpace); } static inline void InitAsConstantBufferView( _Out_ D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace); } static inline void InitAsShaderResourceView( _Out_ D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace); } static inline void InitAsUnorderedAccessView( _Out_ D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace); } inline void InitAsDescriptorTable( UINT numDescriptorRanges, _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsDescriptorTable(*this, numDescriptorRanges, pDescriptorRanges, visibility); } inline void InitAsConstants( UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsConstants(*this, num32BitValues, shaderRegister, registerSpace, visibility); } inline void InitAsConstantBufferView( UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsConstantBufferView(*this, shaderRegister, registerSpace, visibility); } inline void InitAsShaderResourceView( UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsShaderResourceView(*this, shaderRegister, registerSpace, visibility); } inline void InitAsUnorderedAccessView( UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsUnorderedAccessView(*this, shaderRegister, registerSpace, visibility); } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_STATIC_SAMPLER_DESC : public D3D12_STATIC_SAMPLER_DESC { CD3DX12_STATIC_SAMPLER_DESC() = default; explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o) : D3D12_STATIC_SAMPLER_DESC(o) {} CD3DX12_STATIC_SAMPLER_DESC( UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0) { Init( shaderRegister, filter, addressU, addressV, addressW, mipLODBias, maxAnisotropy, comparisonFunc, borderColor, minLOD, maxLOD, shaderVisibility, registerSpace); } static inline void Init( _Out_ D3D12_STATIC_SAMPLER_DESC &samplerDesc, UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0) { samplerDesc.ShaderRegister = shaderRegister; samplerDesc.Filter = filter; samplerDesc.AddressU = addressU; samplerDesc.AddressV = addressV; samplerDesc.AddressW = addressW; samplerDesc.MipLODBias = mipLODBias; samplerDesc.MaxAnisotropy = maxAnisotropy; samplerDesc.ComparisonFunc = comparisonFunc; samplerDesc.BorderColor = borderColor; samplerDesc.MinLOD = minLOD; samplerDesc.MaxLOD = maxLOD; samplerDesc.ShaderVisibility = shaderVisibility; samplerDesc.RegisterSpace = registerSpace; } inline void Init( UINT shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, FLOAT mipLODBias = 0, UINT maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, FLOAT minLOD = 0.f, FLOAT maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, UINT registerSpace = 0) { Init( *this, shaderRegister, filter, addressU, addressV, addressW, mipLODBias, maxAnisotropy, comparisonFunc, borderColor, minLOD, maxLOD, shaderVisibility, registerSpace); } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_ROOT_SIGNATURE_DESC : public D3D12_ROOT_SIGNATURE_DESC { CD3DX12_ROOT_SIGNATURE_DESC() = default; explicit CD3DX12_ROOT_SIGNATURE_DESC(const D3D12_ROOT_SIGNATURE_DESC &o) : D3D12_ROOT_SIGNATURE_DESC(o) {} CD3DX12_ROOT_SIGNATURE_DESC( UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { Init(numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags); } CD3DX12_ROOT_SIGNATURE_DESC(CD3DX12_DEFAULT) { Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_NONE); } inline void Init( UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { Init(*this, numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags); } static inline void Init( _Out_ D3D12_ROOT_SIGNATURE_DESC &desc, UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { desc.NumParameters = numParameters; desc.pParameters = _pParameters; desc.NumStaticSamplers = numStaticSamplers; desc.pStaticSamplers = _pStaticSamplers; desc.Flags = flags; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_DESCRIPTOR_RANGE1 : public D3D12_DESCRIPTOR_RANGE1 { CD3DX12_DESCRIPTOR_RANGE1() = default; explicit CD3DX12_DESCRIPTOR_RANGE1(const D3D12_DESCRIPTOR_RANGE1 &o) : D3D12_DESCRIPTOR_RANGE1(o) {} CD3DX12_DESCRIPTOR_RANGE1( D3D12_DESCRIPTOR_RANGE_TYPE rangeType, UINT numDescriptors, UINT baseShaderRegister, UINT registerSpace = 0, D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE, UINT offsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND) { Init(rangeType, numDescriptors, baseShaderRegister, registerSpace, flags, offsetInDescriptorsFromTableStart); } inline void Init( D3D12_DESCRIPTOR_RANGE_TYPE rangeType, UINT numDescriptors, UINT baseShaderRegister, UINT registerSpace = 0, D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE, UINT offsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND) { Init(*this, rangeType, numDescriptors, baseShaderRegister, registerSpace, flags, offsetInDescriptorsFromTableStart); } static inline void Init( _Out_ D3D12_DESCRIPTOR_RANGE1 &range, D3D12_DESCRIPTOR_RANGE_TYPE rangeType, UINT numDescriptors, UINT baseShaderRegister, UINT registerSpace = 0, D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE, UINT offsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND) { range.RangeType = rangeType; range.NumDescriptors = numDescriptors; range.BaseShaderRegister = baseShaderRegister; range.RegisterSpace = registerSpace; range.Flags = flags; range.OffsetInDescriptorsFromTableStart = offsetInDescriptorsFromTableStart; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_ROOT_DESCRIPTOR_TABLE1 : public D3D12_ROOT_DESCRIPTOR_TABLE1 { CD3DX12_ROOT_DESCRIPTOR_TABLE1() = default; explicit CD3DX12_ROOT_DESCRIPTOR_TABLE1(const D3D12_ROOT_DESCRIPTOR_TABLE1 &o) : D3D12_ROOT_DESCRIPTOR_TABLE1(o) {} CD3DX12_ROOT_DESCRIPTOR_TABLE1( UINT numDescriptorRanges, _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE1* _pDescriptorRanges) { Init(numDescriptorRanges, _pDescriptorRanges); } inline void Init( UINT numDescriptorRanges, _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE1* _pDescriptorRanges) { Init(*this, numDescriptorRanges, _pDescriptorRanges); } static inline void Init( _Out_ D3D12_ROOT_DESCRIPTOR_TABLE1 &rootDescriptorTable, UINT numDescriptorRanges, _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE1* _pDescriptorRanges) { rootDescriptorTable.NumDescriptorRanges = numDescriptorRanges; rootDescriptorTable.pDescriptorRanges = _pDescriptorRanges; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_ROOT_DESCRIPTOR1 : public D3D12_ROOT_DESCRIPTOR1 { CD3DX12_ROOT_DESCRIPTOR1() = default; explicit CD3DX12_ROOT_DESCRIPTOR1(const D3D12_ROOT_DESCRIPTOR1 &o) : D3D12_ROOT_DESCRIPTOR1(o) {} CD3DX12_ROOT_DESCRIPTOR1( UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE) { Init(shaderRegister, registerSpace, flags); } inline void Init( UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE) { Init(*this, shaderRegister, registerSpace, flags); } static inline void Init( _Out_ D3D12_ROOT_DESCRIPTOR1 &table, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE) { table.ShaderRegister = shaderRegister; table.RegisterSpace = registerSpace; table.Flags = flags; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_ROOT_PARAMETER1 : public D3D12_ROOT_PARAMETER1 { CD3DX12_ROOT_PARAMETER1() = default; explicit CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o) : D3D12_ROOT_PARAMETER1(o) {} static inline void InitAsDescriptorTable( _Out_ D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_DESCRIPTOR_TABLE1::Init(rootParam.DescriptorTable, numDescriptorRanges, pDescriptorRanges); } static inline void InitAsConstants( _Out_ D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_CONSTANTS::Init(rootParam.Constants, num32BitValues, shaderRegister, registerSpace); } static inline void InitAsConstantBufferView( _Out_ D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_DESCRIPTOR1::Init(rootParam.Descriptor, shaderRegister, registerSpace, flags); } static inline void InitAsShaderResourceView( _Out_ D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_DESCRIPTOR1::Init(rootParam.Descriptor, shaderRegister, registerSpace, flags); } static inline void InitAsUnorderedAccessView( _Out_ D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; rootParam.ShaderVisibility = visibility; CD3DX12_ROOT_DESCRIPTOR1::Init(rootParam.Descriptor, shaderRegister, registerSpace, flags); } inline void InitAsDescriptorTable( UINT numDescriptorRanges, _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsDescriptorTable(*this, numDescriptorRanges, pDescriptorRanges, visibility); } inline void InitAsConstants( UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsConstants(*this, num32BitValues, shaderRegister, registerSpace, visibility); } inline void InitAsConstantBufferView( UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsConstantBufferView(*this, shaderRegister, registerSpace, flags, visibility); } inline void InitAsShaderResourceView( UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsShaderResourceView(*this, shaderRegister, registerSpace, flags, visibility); } inline void InitAsUnorderedAccessView( UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsUnorderedAccessView(*this, shaderRegister, registerSpace, flags, visibility); } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC : public D3D12_VERSIONED_ROOT_SIGNATURE_DESC { CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC() = default; explicit CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC(const D3D12_VERSIONED_ROOT_SIGNATURE_DESC &o) : D3D12_VERSIONED_ROOT_SIGNATURE_DESC(o) {} explicit CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC(const D3D12_ROOT_SIGNATURE_DESC &o) { Version = D3D_ROOT_SIGNATURE_VERSION_1_0; Desc_1_0 = o; } explicit CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC(const D3D12_ROOT_SIGNATURE_DESC1 &o) { Version = D3D_ROOT_SIGNATURE_VERSION_1_1; Desc_1_1 = o; } CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC( UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { Init_1_0(numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags); } CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC( UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER1* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { Init_1_1(numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags); } CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC(CD3DX12_DEFAULT) { Init_1_1(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_NONE); } inline void Init_1_0( UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { Init_1_0(*this, numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags); } static inline void Init_1_0( _Out_ D3D12_VERSIONED_ROOT_SIGNATURE_DESC &desc, UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { desc.Version = D3D_ROOT_SIGNATURE_VERSION_1_0; desc.Desc_1_0.NumParameters = numParameters; desc.Desc_1_0.pParameters = _pParameters; desc.Desc_1_0.NumStaticSamplers = numStaticSamplers; desc.Desc_1_0.pStaticSamplers = _pStaticSamplers; desc.Desc_1_0.Flags = flags; } inline void Init_1_1( UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER1* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { Init_1_1(*this, numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags); } static inline void Init_1_1( _Out_ D3D12_VERSIONED_ROOT_SIGNATURE_DESC &desc, UINT numParameters, _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER1* _pParameters, UINT numStaticSamplers = 0, _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = nullptr, D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE) { desc.Version = D3D_ROOT_SIGNATURE_VERSION_1_1; desc.Desc_1_1.NumParameters = numParameters; desc.Desc_1_1.pParameters = _pParameters; desc.Desc_1_1.NumStaticSamplers = numStaticSamplers; desc.Desc_1_1.pStaticSamplers = _pStaticSamplers; desc.Desc_1_1.Flags = flags; } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_CPU_DESCRIPTOR_HANDLE : public D3D12_CPU_DESCRIPTOR_HANDLE { CD3DX12_CPU_DESCRIPTOR_HANDLE() = default; explicit CD3DX12_CPU_DESCRIPTOR_HANDLE(const D3D12_CPU_DESCRIPTOR_HANDLE &o) : D3D12_CPU_DESCRIPTOR_HANDLE(o) {} CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; } CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &other, INT offsetScaledByIncrementSize) { InitOffsetted(other, offsetScaledByIncrementSize); } CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &other, INT offsetInDescriptors, UINT descriptorIncrementSize) { InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize); } CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize) { ptr = SIZE_T(INT64(ptr) + INT64(offsetInDescriptors) * INT64(descriptorIncrementSize)); return *this; } CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize) { ptr = SIZE_T(INT64(ptr) + INT64(offsetScaledByIncrementSize)); return *this; } bool operator==(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other) const { return (ptr == other.ptr); } bool operator!=(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other) const { return (ptr != other.ptr); } CD3DX12_CPU_DESCRIPTOR_HANDLE &operator=(const D3D12_CPU_DESCRIPTOR_HANDLE &other) { ptr = other.ptr; return *this; } inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize) { InitOffsetted(*this, base, offsetScaledByIncrementSize); } inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize) { InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize); } static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize) { handle.ptr = SIZE_T(INT64(base.ptr) + INT64(offsetScaledByIncrementSize)); } static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize) { handle.ptr = SIZE_T(INT64(base.ptr) + INT64(offsetInDescriptors) * INT64(descriptorIncrementSize)); } }; //------------------------------------------------------------------------------------------------ struct CD3DX12_GPU_DESCRIPTOR_HANDLE : public D3D12_GPU_DESCRIPTOR_HANDLE { CD3DX12_GPU_DESCRIPTOR_HANDLE() = default; explicit CD3DX12_GPU_DESCRIPTOR_HANDLE(const D3D12_GPU_DESCRIPTOR_HANDLE &o) : D3D12_GPU_DESCRIPTOR_HANDLE(o) {} CD3DX12_GPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; } CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &other, INT offsetScaledByIncrementSize) { InitOffsetted(other, offsetScaledByIncrementSize); } CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &other, INT offsetInDescriptors, UINT descriptorIncrementSize) { InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize); } CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize) { ptr = UINT64(INT64(ptr) + INT64(offsetInDescriptors) * INT64(descriptorIncrementSize)); return *this; } CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize) { ptr = UINT64(INT64(ptr) + INT64(offsetScaledByIncrementSize)); return *this; } inline bool operator==(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other) const { return (ptr == other.ptr); } inline bool operator!=(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other) const { return (ptr != other.ptr); } CD3DX12_GPU_DESCRIPTOR_HANDLE &operator=(const D3D12_GPU_DESCRIPTOR_HANDLE &other) { ptr = other.ptr; return *this; } inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize) { InitOffsetted(*this, base, offsetScaledByIncrementSize); } inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize) { InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize); } static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize) { handle.ptr = UINT64(INT64(base.ptr) + INT64(offsetScaledByIncrementSize)); } static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize) { handle.ptr = UINT64(INT64(base.ptr) + INT64(offsetInDescriptors) * INT64(descriptorIncrementSize)); } }; //------------------------------------------------------------------------------------------------ inline UINT D3D12CalcSubresource( UINT MipSlice, UINT ArraySlice, UINT PlaneSlice, UINT MipLevels, UINT ArraySize ) { return MipSlice + ArraySlice * MipLevels + PlaneSlice * MipLevels * ArraySize; } //------------------------------------------------------------------------------------------------ template inline void D3D12DecomposeSubresource( UINT Subresource, UINT MipLevels, UINT ArraySize, _Out_ T& MipSlice, _Out_ U& ArraySlice, _Out_ V& PlaneSlice ) { MipSlice = static_cast(Subresource % MipLevels); ArraySlice = static_cast((Subresource / MipLevels) % ArraySize); PlaneSlice = static_cast(Subresource / (MipLevels * ArraySize)); } //------------------------------------------------------------------------------------------------ inline UINT8 D3D12GetFormatPlaneCount( _In_ ID3D12Device* pDevice, DXGI_FORMAT Format ) { D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = { Format, 0 }; if (FAILED(pDevice->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo)))) { return 0; } return formatInfo.PlaneCount; } //------------------------------------------------------------------------------------------------ struct CD3DX12_RESOURCE_DESC : public D3D12_RESOURCE_DESC { CD3DX12_RESOURCE_DESC() = default; explicit CD3DX12_RESOURCE_DESC( const D3D12_RESOURCE_DESC& o ) : D3D12_RESOURCE_DESC( o ) {} CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION dimension, UINT64 alignment, UINT64 width, UINT height, UINT16 depthOrArraySize, UINT16 mipLevels, DXGI_FORMAT format, UINT sampleCount, UINT sampleQuality, D3D12_TEXTURE_LAYOUT layout, D3D12_RESOURCE_FLAGS flags ) { Dimension = dimension; Alignment = alignment; Width = width; Height = height; DepthOrArraySize = depthOrArraySize; MipLevels = mipLevels; Format = format; SampleDesc.Count = sampleCount; SampleDesc.Quality = sampleQuality; Layout = layout; Flags = flags; } static inline CD3DX12_RESOURCE_DESC Buffer( const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo, D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE ) { return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_BUFFER, resAllocInfo.Alignment, resAllocInfo.SizeInBytes, 1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags ); } static inline CD3DX12_RESOURCE_DESC Buffer( UINT64 width, D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE, UINT64 alignment = 0 ) { return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_BUFFER, alignment, width, 1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags ); } static inline CD3DX12_RESOURCE_DESC Tex1D( DXGI_FORMAT format, UINT64 width, UINT16 arraySize = 1, UINT16 mipLevels = 0, D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE, D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN, UINT64 alignment = 0 ) { return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE1D, alignment, width, 1, arraySize, mipLevels, format, 1, 0, layout, flags ); } static inline CD3DX12_RESOURCE_DESC Tex2D( DXGI_FORMAT format, UINT64 width, UINT height, UINT16 arraySize = 1, UINT16 mipLevels = 0, UINT sampleCount = 1, UINT sampleQuality = 0, D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE, D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN, UINT64 alignment = 0 ) { return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE2D, alignment, width, height, arraySize, mipLevels, format, sampleCount, sampleQuality, layout, flags ); } static inline CD3DX12_RESOURCE_DESC Tex3D( DXGI_FORMAT format, UINT64 width, UINT height, UINT16 depth, UINT16 mipLevels = 0, D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE, D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN, UINT64 alignment = 0 ) { return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE3D, alignment, width, height, depth, mipLevels, format, 1, 0, layout, flags ); } inline UINT16 Depth() const { return (Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1); } inline UINT16 ArraySize() const { return (Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1); } inline UINT8 PlaneCount(_In_ ID3D12Device* pDevice) const { return D3D12GetFormatPlaneCount(pDevice, Format); } inline UINT Subresources(_In_ ID3D12Device* pDevice) const { return MipLevels * ArraySize() * PlaneCount(pDevice); } inline UINT CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT PlaneSlice) { return D3D12CalcSubresource(MipSlice, ArraySlice, PlaneSlice, MipLevels, ArraySize()); } }; inline bool operator==( const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r ) { return l.Dimension == r.Dimension && l.Alignment == r.Alignment && l.Width == r.Width && l.Height == r.Height && l.DepthOrArraySize == r.DepthOrArraySize && l.MipLevels == r.MipLevels && l.Format == r.Format && l.SampleDesc.Count == r.SampleDesc.Count && l.SampleDesc.Quality == r.SampleDesc.Quality && l.Layout == r.Layout && l.Flags == r.Flags; } inline bool operator!=( const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r ) { return !( l == r ); } //------------------------------------------------------------------------------------------------ // Requires the Windows 10 Fall Creators Update SDK (16299) #if defined(NTDDI_WIN10_RS3) && (NTDDI_VERSION >= NTDDI_WIN10_RS3) struct CD3DX12_VIEW_INSTANCING_DESC : public D3D12_VIEW_INSTANCING_DESC { CD3DX12_VIEW_INSTANCING_DESC() = default; explicit CD3DX12_VIEW_INSTANCING_DESC( const D3D12_VIEW_INSTANCING_DESC& o ) : D3D12_VIEW_INSTANCING_DESC( o ) {} explicit CD3DX12_VIEW_INSTANCING_DESC( CD3DX12_DEFAULT ) { ViewInstanceCount = 0; pViewInstanceLocations = nullptr; Flags = D3D12_VIEW_INSTANCING_FLAG_NONE; } explicit CD3DX12_VIEW_INSTANCING_DESC( UINT InViewInstanceCount, const D3D12_VIEW_INSTANCE_LOCATION* InViewInstanceLocations, D3D12_VIEW_INSTANCING_FLAGS InFlags) { ViewInstanceCount = InViewInstanceCount; pViewInstanceLocations = InViewInstanceLocations; Flags = InFlags; } }; #endif // NTDDI_WIN10_RS3 //------------------------------------------------------------------------------------------------ // Row-by-row memcpy inline void MemcpySubresource( _In_ const D3D12_MEMCPY_DEST* pDest, _In_ const D3D12_SUBRESOURCE_DATA* pSrc, SIZE_T RowSizeInBytes, UINT NumRows, UINT NumSlices) { for (UINT z = 0; z < NumSlices; ++z) { auto pDestSlice = reinterpret_cast(pDest->pData) + pDest->SlicePitch * z; auto pSrcSlice = reinterpret_cast(pSrc->pData) + pSrc->SlicePitch * LONG_PTR(z); for (UINT y = 0; y < NumRows; ++y) { memcpy(pDestSlice + pDest->RowPitch * y, pSrcSlice + pSrc->RowPitch * LONG_PTR(y), RowSizeInBytes); } } } //------------------------------------------------------------------------------------------------ // Returns required size of a buffer to be used for data upload inline UINT64 GetRequiredIntermediateSize( _In_ ID3D12Resource* pDestinationResource, _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource, _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources) { auto Desc = pDestinationResource->GetDesc(); UINT64 RequiredSize = 0; ID3D12Device* pDevice = nullptr; pDestinationResource->GetDevice(IID_ID3D12Device, reinterpret_cast(&pDevice)); pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, 0, nullptr, nullptr, nullptr, &RequiredSize); pDevice->Release(); return RequiredSize; } //------------------------------------------------------------------------------------------------ // All arrays must be populated (e.g. by calling GetCopyableFootprints) inline UINT64 UpdateSubresources( _In_ ID3D12GraphicsCommandList* pCmdList, _In_ ID3D12Resource* pDestinationResource, _In_ ID3D12Resource* pIntermediate, _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource, _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources, UINT64 RequiredSize, _In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts, _In_reads_(NumSubresources) const UINT* pNumRows, _In_reads_(NumSubresources) const UINT64* pRowSizesInBytes, _In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData) { // Minor validation auto IntermediateDesc = pIntermediate->GetDesc(); auto DestinationDesc = pDestinationResource->GetDesc(); if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER || IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset || RequiredSize > SIZE_T(-1) || (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER && (FirstSubresource != 0 || NumSubresources != 1))) { return 0; } BYTE* pData; HRESULT hr = pIntermediate->Map(0, nullptr, reinterpret_cast(&pData)); if (FAILED(hr)) { return 0; } for (UINT i = 0; i < NumSubresources; ++i) { if (pRowSizesInBytes[i] > SIZE_T(-1)) return 0; D3D12_MEMCPY_DEST DestData = { pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, SIZE_T(pLayouts[i].Footprint.RowPitch) * SIZE_T(pNumRows[i]) }; MemcpySubresource(&DestData, &pSrcData[i], static_cast(pRowSizesInBytes[i]), pNumRows[i], pLayouts[i].Footprint.Depth); } pIntermediate->Unmap(0, nullptr); if (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER) { pCmdList->CopyBufferRegion( pDestinationResource, 0, pIntermediate, pLayouts[0].Offset, pLayouts[0].Footprint.Width); } else { for (UINT i = 0; i < NumSubresources; ++i) { CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource); CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, pLayouts[i]); pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr); } } return RequiredSize; } //------------------------------------------------------------------------------------------------ // Heap-allocating UpdateSubresources implementation inline UINT64 UpdateSubresources( _In_ ID3D12GraphicsCommandList* pCmdList, _In_ ID3D12Resource* pDestinationResource, _In_ ID3D12Resource* pIntermediate, UINT64 IntermediateOffset, _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource, _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources, _In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData) { UINT64 RequiredSize = 0; UINT64 MemToAlloc = static_cast(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(UINT) + sizeof(UINT64)) * NumSubresources; if (MemToAlloc > SIZE_MAX) { return 0; } void* pMem = HeapAlloc(GetProcessHeap(), 0, static_cast(MemToAlloc)); if (pMem == nullptr) { return 0; } auto pLayouts = reinterpret_cast(pMem); UINT64* pRowSizesInBytes = reinterpret_cast(pLayouts + NumSubresources); UINT* pNumRows = reinterpret_cast(pRowSizesInBytes + NumSubresources); auto Desc = pDestinationResource->GetDesc(); ID3D12Device* pDevice = nullptr; pDestinationResource->GetDevice(IID_ID3D12Device, reinterpret_cast(&pDevice)); pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, pLayouts, pNumRows, pRowSizesInBytes, &RequiredSize); pDevice->Release(); UINT64 Result = UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, pLayouts, pNumRows, pRowSizesInBytes, pSrcData); HeapFree(GetProcessHeap(), 0, pMem); return Result; } //------------------------------------------------------------------------------------------------ // Stack-allocating UpdateSubresources implementation template inline UINT64 UpdateSubresources( _In_ ID3D12GraphicsCommandList* pCmdList, _In_ ID3D12Resource* pDestinationResource, _In_ ID3D12Resource* pIntermediate, UINT64 IntermediateOffset, _In_range_(0, MaxSubresources) UINT FirstSubresource, _In_range_(1, MaxSubresources - FirstSubresource) UINT NumSubresources, _In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData) { UINT64 RequiredSize = 0; D3D12_PLACED_SUBRESOURCE_FOOTPRINT Layouts[MaxSubresources]; UINT NumRows[MaxSubresources]; UINT64 RowSizesInBytes[MaxSubresources]; auto Desc = pDestinationResource->GetDesc(); ID3D12Device* pDevice = nullptr; pDestinationResource->GetDevice(IID_ID3D12Device, reinterpret_cast(&pDevice)); pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, Layouts, NumRows, RowSizesInBytes, &RequiredSize); pDevice->Release(); return UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, Layouts, NumRows, RowSizesInBytes, pSrcData); } //------------------------------------------------------------------------------------------------ inline bool D3D12IsLayoutOpaque( D3D12_TEXTURE_LAYOUT Layout ) { return Layout == D3D12_TEXTURE_LAYOUT_UNKNOWN || Layout == D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE; } //------------------------------------------------------------------------------------------------ template inline ID3D12CommandList * const * CommandListCast(t_CommandListType * const * pp) { // This cast is useful for passing strongly typed command list pointers into // ExecuteCommandLists. // This cast is valid as long as the const-ness is respected. D3D12 APIs do // respect the const-ness of their arguments. return reinterpret_cast(pp); } //------------------------------------------------------------------------------------------------ // D3D12 exports a new method for serializing root signatures in the Windows 10 Anniversary Update. // To help enable root signature 1.1 features when they are available and not require maintaining // two code paths for building root signatures, this helper method reconstructs a 1.0 signature when // 1.1 is not supported. inline HRESULT D3DX12SerializeVersionedRootSignature( _In_ const D3D12_VERSIONED_ROOT_SIGNATURE_DESC* pRootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION MaxVersion, _Outptr_ ID3DBlob** ppBlob, _Always_(_Outptr_opt_result_maybenull_) ID3DBlob** ppErrorBlob) { if (ppErrorBlob != nullptr) { *ppErrorBlob = nullptr; } switch (MaxVersion) { case D3D_ROOT_SIGNATURE_VERSION_1_0: switch (pRootSignatureDesc->Version) { case D3D_ROOT_SIGNATURE_VERSION_1_0: return D3D12SerializeRootSignature(&pRootSignatureDesc->Desc_1_0, D3D_ROOT_SIGNATURE_VERSION_1, ppBlob, ppErrorBlob); case D3D_ROOT_SIGNATURE_VERSION_1_1: { HRESULT hr = S_OK; const D3D12_ROOT_SIGNATURE_DESC1& desc_1_1 = pRootSignatureDesc->Desc_1_1; const SIZE_T ParametersSize = sizeof(D3D12_ROOT_PARAMETER) * desc_1_1.NumParameters; void* pParameters = (ParametersSize > 0) ? HeapAlloc(GetProcessHeap(), 0, ParametersSize) : nullptr; if (ParametersSize > 0 && pParameters == nullptr) { hr = E_OUTOFMEMORY; } auto pParameters_1_0 = reinterpret_cast(pParameters); if (SUCCEEDED(hr)) { for (UINT n = 0; n < desc_1_1.NumParameters; n++) { __analysis_assume(ParametersSize == sizeof(D3D12_ROOT_PARAMETER) * desc_1_1.NumParameters); pParameters_1_0[n].ParameterType = desc_1_1.pParameters[n].ParameterType; pParameters_1_0[n].ShaderVisibility = desc_1_1.pParameters[n].ShaderVisibility; switch (desc_1_1.pParameters[n].ParameterType) { case D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS: pParameters_1_0[n].Constants.Num32BitValues = desc_1_1.pParameters[n].Constants.Num32BitValues; pParameters_1_0[n].Constants.RegisterSpace = desc_1_1.pParameters[n].Constants.RegisterSpace; pParameters_1_0[n].Constants.ShaderRegister = desc_1_1.pParameters[n].Constants.ShaderRegister; break; case D3D12_ROOT_PARAMETER_TYPE_CBV: case D3D12_ROOT_PARAMETER_TYPE_SRV: case D3D12_ROOT_PARAMETER_TYPE_UAV: pParameters_1_0[n].Descriptor.RegisterSpace = desc_1_1.pParameters[n].Descriptor.RegisterSpace; pParameters_1_0[n].Descriptor.ShaderRegister = desc_1_1.pParameters[n].Descriptor.ShaderRegister; break; case D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE: const D3D12_ROOT_DESCRIPTOR_TABLE1& table_1_1 = desc_1_1.pParameters[n].DescriptorTable; const SIZE_T DescriptorRangesSize = sizeof(D3D12_DESCRIPTOR_RANGE) * table_1_1.NumDescriptorRanges; void* pDescriptorRanges = (DescriptorRangesSize > 0 && SUCCEEDED(hr)) ? HeapAlloc(GetProcessHeap(), 0, DescriptorRangesSize) : nullptr; if (DescriptorRangesSize > 0 && pDescriptorRanges == nullptr) { hr = E_OUTOFMEMORY; } auto pDescriptorRanges_1_0 = reinterpret_cast(pDescriptorRanges); if (SUCCEEDED(hr)) { for (UINT x = 0; x < table_1_1.NumDescriptorRanges; x++) { __analysis_assume(DescriptorRangesSize == sizeof(D3D12_DESCRIPTOR_RANGE) * table_1_1.NumDescriptorRanges); pDescriptorRanges_1_0[x].BaseShaderRegister = table_1_1.pDescriptorRanges[x].BaseShaderRegister; pDescriptorRanges_1_0[x].NumDescriptors = table_1_1.pDescriptorRanges[x].NumDescriptors; pDescriptorRanges_1_0[x].OffsetInDescriptorsFromTableStart = table_1_1.pDescriptorRanges[x].OffsetInDescriptorsFromTableStart; pDescriptorRanges_1_0[x].RangeType = table_1_1.pDescriptorRanges[x].RangeType; pDescriptorRanges_1_0[x].RegisterSpace = table_1_1.pDescriptorRanges[x].RegisterSpace; } } D3D12_ROOT_DESCRIPTOR_TABLE& table_1_0 = pParameters_1_0[n].DescriptorTable; table_1_0.NumDescriptorRanges = table_1_1.NumDescriptorRanges; table_1_0.pDescriptorRanges = pDescriptorRanges_1_0; } } } if (SUCCEEDED(hr)) { CD3DX12_ROOT_SIGNATURE_DESC desc_1_0(desc_1_1.NumParameters, pParameters_1_0, desc_1_1.NumStaticSamplers, desc_1_1.pStaticSamplers, desc_1_1.Flags); hr = D3D12SerializeRootSignature(&desc_1_0, D3D_ROOT_SIGNATURE_VERSION_1, ppBlob, ppErrorBlob); } if (pParameters) { for (UINT n = 0; n < desc_1_1.NumParameters; n++) { if (desc_1_1.pParameters[n].ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE) { HeapFree(GetProcessHeap(), 0, reinterpret_cast(const_cast(pParameters_1_0[n].DescriptorTable.pDescriptorRanges))); } } HeapFree(GetProcessHeap(), 0, pParameters); } return hr; } } break; case D3D_ROOT_SIGNATURE_VERSION_1_1: return D3D12SerializeVersionedRootSignature(pRootSignatureDesc, ppBlob, ppErrorBlob); } return E_INVALIDARG; } //------------------------------------------------------------------------------------------------ // Requires the Windows 10 Creators Update SDK (15063) #if defined(NTDDI_WIN10_RS2) && (NTDDI_VERSION >= NTDDI_WIN10_RS2) struct CD3DX12_RT_FORMAT_ARRAY : public D3D12_RT_FORMAT_ARRAY { CD3DX12_RT_FORMAT_ARRAY() = default; explicit CD3DX12_RT_FORMAT_ARRAY(const D3D12_RT_FORMAT_ARRAY& o) : D3D12_RT_FORMAT_ARRAY(o) {} explicit CD3DX12_RT_FORMAT_ARRAY(_In_reads_(NumFormats) const DXGI_FORMAT* pFormats, UINT NumFormats) { NumRenderTargets = NumFormats; memcpy(RTFormats, pFormats, sizeof(RTFormats)); // assumes ARRAY_SIZE(pFormats) == ARRAY_SIZE(RTFormats) } }; //------------------------------------------------------------------------------------------------ // Pipeline State Stream Helpers //------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------ // Stream Subobjects, i.e. elements of a stream struct DefaultSampleMask { operator UINT() { return UINT_MAX; } }; struct DefaultSampleDesc { operator DXGI_SAMPLE_DESC() { return DXGI_SAMPLE_DESC{1, 0}; } }; #pragma warning(push) #pragma warning(disable : 4324) template class alignas(void*) CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT { private: D3D12_PIPELINE_STATE_SUBOBJECT_TYPE _Type; InnerStructType _Inner; public: CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT() noexcept : _Type(Type), _Inner(DefaultArg()) {} CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT(InnerStructType const& i) : _Type(Type), _Inner(i) {} CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT& operator=(InnerStructType const& i) { _Type = Type; _Inner = i; return *this; } operator InnerStructType const&() const { return _Inner; } operator InnerStructType&() { return _Inner; } InnerStructType* operator&() { return &_Inner; } InnerStructType const* operator&() const { return &_Inner; } }; #pragma warning(pop) typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_PIPELINE_STATE_FLAGS, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS> CD3DX12_PIPELINE_STATE_STREAM_FLAGS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< UINT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK> CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< ID3D12RootSignature*, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE> CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_INPUT_LAYOUT_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT> CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_INDEX_BUFFER_STRIP_CUT_VALUE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE> CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_PRIMITIVE_TOPOLOGY_TYPE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY> CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS> CD3DX12_PIPELINE_STATE_STREAM_VS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS> CD3DX12_PIPELINE_STATE_STREAM_GS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_STREAM_OUTPUT_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT> CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS> CD3DX12_PIPELINE_STATE_STREAM_HS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS> CD3DX12_PIPELINE_STATE_STREAM_DS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS> CD3DX12_PIPELINE_STATE_STREAM_PS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS> CD3DX12_PIPELINE_STATE_STREAM_CS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_BLEND_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_DEPTH_STENCIL_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_DEPTH_STENCIL_DESC1, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< DXGI_FORMAT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT> CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_RASTERIZER_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_RT_FORMAT_ARRAY, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS> CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< DXGI_SAMPLE_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC, DefaultSampleDesc> CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< UINT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK, DefaultSampleMask> CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_CACHED_PIPELINE_STATE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO> CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO; #if defined(NTDDI_WIN10_RS3) && (NTDDI_VERSION >= NTDDI_WIN10_RS3) typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_VIEW_INSTANCING_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING; #endif //------------------------------------------------------------------------------------------------ // Stream Parser Helpers struct ID3DX12PipelineParserCallbacks { // Subobject Callbacks virtual void FlagsCb(D3D12_PIPELINE_STATE_FLAGS) {} virtual void NodeMaskCb(UINT) {} virtual void RootSignatureCb(ID3D12RootSignature*) {} virtual void InputLayoutCb(const D3D12_INPUT_LAYOUT_DESC&) {} virtual void IBStripCutValueCb(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE) {} virtual void PrimitiveTopologyTypeCb(D3D12_PRIMITIVE_TOPOLOGY_TYPE) {} virtual void VSCb(const D3D12_SHADER_BYTECODE&) {} virtual void GSCb(const D3D12_SHADER_BYTECODE&) {} virtual void StreamOutputCb(const D3D12_STREAM_OUTPUT_DESC&) {} virtual void HSCb(const D3D12_SHADER_BYTECODE&) {} virtual void DSCb(const D3D12_SHADER_BYTECODE&) {} virtual void PSCb(const D3D12_SHADER_BYTECODE&) {} virtual void CSCb(const D3D12_SHADER_BYTECODE&) {} virtual void BlendStateCb(const D3D12_BLEND_DESC&) {} virtual void DepthStencilStateCb(const D3D12_DEPTH_STENCIL_DESC&) {} virtual void DepthStencilState1Cb(const D3D12_DEPTH_STENCIL_DESC1&) {} virtual void DSVFormatCb(DXGI_FORMAT) {} virtual void RasterizerStateCb(const D3D12_RASTERIZER_DESC&) {} virtual void RTVFormatsCb(const D3D12_RT_FORMAT_ARRAY&) {} virtual void SampleDescCb(const DXGI_SAMPLE_DESC&) {} virtual void SampleMaskCb(UINT) {} #if defined(NTDDI_WIN10_RS3) && (NTDDI_VERSION >= NTDDI_WIN10_RS3) virtual void ViewInstancingCb(const D3D12_VIEW_INSTANCING_DESC&) {} #endif virtual void CachedPSOCb(const D3D12_CACHED_PIPELINE_STATE&) {} // Error Callbacks virtual void ErrorBadInputParameter(UINT /*ParameterIndex*/) {} virtual void ErrorDuplicateSubobject(D3D12_PIPELINE_STATE_SUBOBJECT_TYPE /*DuplicateType*/) {} virtual void ErrorUnknownSubobject(UINT /*UnknownTypeValue*/) {} virtual ~ID3DX12PipelineParserCallbacks() = default; }; // Requires the Windows 10 Fall Creators Update SDK (16299) #if defined(NTDDI_WIN10_RS3) && (NTDDI_VERSION >= NTDDI_WIN10_RS3) // CD3DX12_PIPELINE_STATE_STREAM1 Works on RS3+ (where there is a new view instancing subobject). // Use CD3DX12_PIPELINE_STATE_STREAM for RS2+ support. struct CD3DX12_PIPELINE_STATE_STREAM1 { CD3DX12_PIPELINE_STATE_STREAM1() = default; CD3DX12_PIPELINE_STATE_STREAM1(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , InputLayout(Desc.InputLayout) , IBStripCutValue(Desc.IBStripCutValue) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , VS(Desc.VS) , GS(Desc.GS) , StreamOutput(Desc.StreamOutput) , HS(Desc.HS) , DS(Desc.DS) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM1(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , CS(CD3DX12_SHADER_BYTECODE(Desc.CS)) , CachedPSO(Desc.CachedPSO) { static_cast(DepthStencilState).DepthEnable = false; } CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_GS GS; CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput; CD3DX12_PIPELINE_STATE_STREAM_HS HS; CD3DX12_PIPELINE_STATE_STREAM_DS DS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_CS CS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc; D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const { D3D12_GRAPHICS_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.InputLayout = this->InputLayout; D.IBStripCutValue = this->IBStripCutValue; D.PrimitiveTopologyType = this->PrimitiveTopologyType; D.VS = this->VS; D.GS = this->GS; D.StreamOutput = this->StreamOutput; D.HS = this->HS; D.DS = this->DS; D.PS = this->PS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEPTH_STENCIL_DESC1(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = this->RasterizerState; D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const { D3D12_COMPUTE_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.CS = this->CS; D.CachedPSO = this->CachedPSO; return D; } }; #endif // NTDDI_WIN10_RS3 // CD3DX12_PIPELINE_STATE_STREAM works on RS2+ but does not support new subobject(s) added in RS3+. // See CD3DX12_PIPELINE_STATE_STREAM1 for instance. struct CD3DX12_PIPELINE_STATE_STREAM { CD3DX12_PIPELINE_STATE_STREAM() = default; CD3DX12_PIPELINE_STATE_STREAM(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , InputLayout(Desc.InputLayout) , IBStripCutValue(Desc.IBStripCutValue) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , VS(Desc.VS) , GS(Desc.GS) , StreamOutput(Desc.StreamOutput) , HS(Desc.HS) , DS(Desc.DS) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) {} CD3DX12_PIPELINE_STATE_STREAM(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , CS(CD3DX12_SHADER_BYTECODE(Desc.CS)) , CachedPSO(Desc.CachedPSO) {} CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_GS GS; CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput; CD3DX12_PIPELINE_STATE_STREAM_HS HS; CD3DX12_PIPELINE_STATE_STREAM_DS DS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_CS CS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const { D3D12_GRAPHICS_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.InputLayout = this->InputLayout; D.IBStripCutValue = this->IBStripCutValue; D.PrimitiveTopologyType = this->PrimitiveTopologyType; D.VS = this->VS; D.GS = this->GS; D.StreamOutput = this->StreamOutput; D.HS = this->HS; D.DS = this->DS; D.PS = this->PS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEPTH_STENCIL_DESC1(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = this->RasterizerState; D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const { D3D12_COMPUTE_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.CS = this->CS; D.CachedPSO = this->CachedPSO; return D; } }; struct CD3DX12_PIPELINE_STATE_STREAM_PARSE_HELPER : public ID3DX12PipelineParserCallbacks { #if defined(NTDDI_WIN10_RS3) && (NTDDI_VERSION >= NTDDI_WIN10_RS3) CD3DX12_PIPELINE_STATE_STREAM1 PipelineStream; #else CD3DX12_PIPELINE_STATE_STREAM PipelineStream; #endif CD3DX12_PIPELINE_STATE_STREAM_PARSE_HELPER() noexcept : SeenDSS(false) { // Adjust defaults to account for absent members. PipelineStream.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; // Depth disabled if no DSV format specified. static_cast(PipelineStream.DepthStencilState).DepthEnable = false; } // ID3DX12PipelineParserCallbacks void FlagsCb(D3D12_PIPELINE_STATE_FLAGS Flags) override {PipelineStream.Flags = Flags;} void NodeMaskCb(UINT NodeMask) override {PipelineStream.NodeMask = NodeMask;} void RootSignatureCb(ID3D12RootSignature* pRootSignature) override {PipelineStream.pRootSignature = pRootSignature;} void InputLayoutCb(const D3D12_INPUT_LAYOUT_DESC& InputLayout) override {PipelineStream.InputLayout = InputLayout;} void IBStripCutValueCb(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue) override {PipelineStream.IBStripCutValue = IBStripCutValue;} void PrimitiveTopologyTypeCb(D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType) override {PipelineStream.PrimitiveTopologyType = PrimitiveTopologyType;} void VSCb(const D3D12_SHADER_BYTECODE& VS) override {PipelineStream.VS = VS;} void GSCb(const D3D12_SHADER_BYTECODE& GS) override {PipelineStream.GS = GS;} void StreamOutputCb(const D3D12_STREAM_OUTPUT_DESC& StreamOutput) override {PipelineStream.StreamOutput = StreamOutput;} void HSCb(const D3D12_SHADER_BYTECODE& HS) override {PipelineStream.HS = HS;} void DSCb(const D3D12_SHADER_BYTECODE& DS) override {PipelineStream.DS = DS;} void PSCb(const D3D12_SHADER_BYTECODE& PS) override {PipelineStream.PS = PS;} void CSCb(const D3D12_SHADER_BYTECODE& CS) override {PipelineStream.CS = CS;} void BlendStateCb(const D3D12_BLEND_DESC& BlendState) override {PipelineStream.BlendState = CD3DX12_BLEND_DESC(BlendState);} void DepthStencilStateCb(const D3D12_DEPTH_STENCIL_DESC& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(DepthStencilState); SeenDSS = true; } void DepthStencilState1Cb(const D3D12_DEPTH_STENCIL_DESC1& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(DepthStencilState); SeenDSS = true; } void DSVFormatCb(DXGI_FORMAT DSVFormat) override { PipelineStream.DSVFormat = DSVFormat; if (!SeenDSS && DSVFormat != DXGI_FORMAT_UNKNOWN) { // Re-enable depth for the default state. static_cast(PipelineStream.DepthStencilState).DepthEnable = true; } } void RasterizerStateCb(const D3D12_RASTERIZER_DESC& RasterizerState) override {PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC(RasterizerState);} void RTVFormatsCb(const D3D12_RT_FORMAT_ARRAY& RTVFormats) override {PipelineStream.RTVFormats = RTVFormats;} void SampleDescCb(const DXGI_SAMPLE_DESC& SampleDesc) override {PipelineStream.SampleDesc = SampleDesc;} void SampleMaskCb(UINT SampleMask) override {PipelineStream.SampleMask = SampleMask;} #if defined(NTDDI_WIN10_RS3) && (NTDDI_VERSION >= NTDDI_WIN10_RS3) void ViewInstancingCb(const D3D12_VIEW_INSTANCING_DESC& ViewInstancingDesc) override {PipelineStream.ViewInstancingDesc = CD3DX12_VIEW_INSTANCING_DESC(ViewInstancingDesc);} #endif void CachedPSOCb(const D3D12_CACHED_PIPELINE_STATE& CachedPSO) override {PipelineStream.CachedPSO = CachedPSO;} private: bool SeenDSS; }; inline D3D12_PIPELINE_STATE_SUBOBJECT_TYPE D3DX12GetBaseSubobjectType(D3D12_PIPELINE_STATE_SUBOBJECT_TYPE SubobjectType) { switch (SubobjectType) { case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1: return D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL; default: return SubobjectType; } } inline HRESULT D3DX12ParsePipelineStream(const D3D12_PIPELINE_STATE_STREAM_DESC& Desc, ID3DX12PipelineParserCallbacks* pCallbacks) { if (pCallbacks == nullptr) { return E_INVALIDARG; } if (Desc.SizeInBytes == 0 || Desc.pPipelineStateSubobjectStream == nullptr) { pCallbacks->ErrorBadInputParameter(1); // first parameter issue return E_INVALIDARG; } bool SubobjectSeen[D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MAX_VALID] = {}; for (SIZE_T CurOffset = 0, SizeOfSubobject = 0; CurOffset < Desc.SizeInBytes; CurOffset += SizeOfSubobject) { BYTE* pStream = static_cast(Desc.pPipelineStateSubobjectStream)+CurOffset; auto SubobjectType = *reinterpret_cast(pStream); if (SubobjectType < 0 || SubobjectType >= D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MAX_VALID) { pCallbacks->ErrorUnknownSubobject(SubobjectType); return E_INVALIDARG; } if (SubobjectSeen[D3DX12GetBaseSubobjectType(SubobjectType)]) { pCallbacks->ErrorDuplicateSubobject(SubobjectType); return E_INVALIDARG; // disallow subobject duplicates in a stream } SubobjectSeen[SubobjectType] = true; switch (SubobjectType) { case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE: pCallbacks->RootSignatureCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::pRootSignature); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS: pCallbacks->VSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::VS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS: pCallbacks->PSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::PS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS: pCallbacks->DSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::DS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS: pCallbacks->HSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::HS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS: pCallbacks->GSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::GS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS: pCallbacks->CSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::CS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT: pCallbacks->StreamOutputCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::StreamOutput); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND: pCallbacks->BlendStateCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::BlendState); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK: pCallbacks->SampleMaskCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::SampleMask); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER: pCallbacks->RasterizerStateCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::RasterizerState); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL: pCallbacks->DepthStencilStateCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1: pCallbacks->DepthStencilState1Cb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::DepthStencilState); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT: pCallbacks->InputLayoutCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::InputLayout); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE: pCallbacks->IBStripCutValueCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::IBStripCutValue); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY: pCallbacks->PrimitiveTopologyTypeCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::PrimitiveTopologyType); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS: pCallbacks->RTVFormatsCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::RTVFormats); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT: pCallbacks->DSVFormatCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::DSVFormat); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC: pCallbacks->SampleDescCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::SampleDesc); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK: pCallbacks->NodeMaskCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::NodeMask); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO: pCallbacks->CachedPSOCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::CachedPSO); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS: pCallbacks->FlagsCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::Flags); break; #if defined(NTDDI_WIN10_RS3) && (NTDDI_VERSION >= NTDDI_WIN10_RS3) case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING: pCallbacks->ViewInstancingCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM1::ViewInstancingDesc); break; #endif default: pCallbacks->ErrorUnknownSubobject(SubobjectType); return E_INVALIDARG; break; } } return S_OK; } #endif // NTDDI_WIN10_RS2 // Requires the Windows 10 October 2018 Update SDK (17763) #if defined(NTDDI_WIN10_RS5) && (NTDDI_VERSION >= NTDDI_WIN10_RS5) //------------------------------------------------------------------------------------------------ inline bool operator==( const D3D12_CLEAR_VALUE &a, const D3D12_CLEAR_VALUE &b) { if (a.Format != b.Format) return false; if (a.Format == DXGI_FORMAT_D24_UNORM_S8_UINT || a.Format == DXGI_FORMAT_D16_UNORM || a.Format == DXGI_FORMAT_D32_FLOAT || a.Format == DXGI_FORMAT_D32_FLOAT_S8X24_UINT) { return (a.DepthStencil.Depth == b.DepthStencil.Depth) && (a.DepthStencil.Stencil == b.DepthStencil.Stencil); } else { return (a.Color[0] == b.Color[0]) && (a.Color[1] == b.Color[1]) && (a.Color[2] == b.Color[2]) && (a.Color[3] == b.Color[3]); } } inline bool operator==( const D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS &a, const D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS &b) { return a.ClearValue == b.ClearValue; } inline bool operator==( const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS &a, const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS &b) { if (a.pSrcResource != b.pSrcResource) return false; if (a.pDstResource != b.pDstResource) return false; if (a.SubresourceCount != b.SubresourceCount) return false; if (a.Format != b.Format) return false; if (a.ResolveMode != b.ResolveMode) return false; if (a.PreserveResolveSource != b.PreserveResolveSource) return false; return true; } inline bool operator==( const D3D12_RENDER_PASS_BEGINNING_ACCESS &a, const D3D12_RENDER_PASS_BEGINNING_ACCESS &b) { if (a.Type != b.Type) return false; if (a.Type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR && !(a.Clear == b.Clear)) return false; return true; } inline bool operator==( const D3D12_RENDER_PASS_ENDING_ACCESS &a, const D3D12_RENDER_PASS_ENDING_ACCESS &b) { if (a.Type != b.Type) return false; if (a.Type == D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE && !(a.Resolve == b.Resolve)) return false; return true; } inline bool operator==( const D3D12_RENDER_PASS_RENDER_TARGET_DESC &a, const D3D12_RENDER_PASS_RENDER_TARGET_DESC &b) { if (a.cpuDescriptor.ptr != b.cpuDescriptor.ptr) return false; if (!(a.BeginningAccess == b.BeginningAccess)) return false; if (!(a.EndingAccess == b.EndingAccess)) return false; return true; } inline bool operator==( const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &a, const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &b) { if (a.cpuDescriptor.ptr != b.cpuDescriptor.ptr) return false; if (!(a.DepthBeginningAccess == b.DepthBeginningAccess)) return false; if (!(a.StencilBeginningAccess == b.StencilBeginningAccess)) return false; if (!(a.DepthEndingAccess == b.DepthEndingAccess)) return false; if (!(a.StencilEndingAccess == b.StencilEndingAccess)) return false; return true; } #ifndef D3DX12_NO_STATE_OBJECT_HELPERS //================================================================================================ // D3DX12 State Object Creation Helpers // // Helper classes for creating new style state objects out of an arbitrary set of subobjects. // Uses STL // // Start by instantiating CD3DX12_STATE_OBJECT_DESC (see it's public methods). // One of its methods is CreateSubobject(), which has a comment showing a couple of options for // defining subobjects using the helper classes for each subobject (CD3DX12_DXIL_LIBRARY_SUBOBJECT // etc.). The subobject helpers each have methods specific to the subobject for configuring it's // contents. // //================================================================================================ #include #include #include #include #include //------------------------------------------------------------------------------------------------ class CD3DX12_STATE_OBJECT_DESC { public: CD3DX12_STATE_OBJECT_DESC() { Init(D3D12_STATE_OBJECT_TYPE_COLLECTION); } CD3DX12_STATE_OBJECT_DESC(D3D12_STATE_OBJECT_TYPE Type) { Init(Type); } void SetStateObjectType(D3D12_STATE_OBJECT_TYPE Type) { m_Desc.Type = Type; } operator const D3D12_STATE_OBJECT_DESC&() { // Do final preparation work m_RepointedAssociations.clear(); m_SubobjectArray.clear(); m_SubobjectArray.reserve(m_Desc.NumSubobjects); // Flatten subobjects into an array (each flattened subobject still has a // member that's a pointer to it's desc that's not flattened) for (auto Iter = m_SubobjectList.begin(); Iter != m_SubobjectList.end(); Iter++) { m_SubobjectArray.push_back(*Iter); // Store new location in array so we can redirect pointers contained in subobjects Iter->pSubobjectArrayLocation = &m_SubobjectArray.back(); } // For subobjects with pointer fields, create a new copy of those subobject definitions // with fixed pointers for (UINT i = 0; i < m_Desc.NumSubobjects; i++) { if (m_SubobjectArray[i].Type == D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION) { auto pOriginalSubobjectAssociation = reinterpret_cast(m_SubobjectArray[i].pDesc); D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION Repointed = *pOriginalSubobjectAssociation; auto pWrapper = static_cast(pOriginalSubobjectAssociation->pSubobjectToAssociate); Repointed.pSubobjectToAssociate = pWrapper->pSubobjectArrayLocation; m_RepointedAssociations.push_back(Repointed); m_SubobjectArray[i].pDesc = &m_RepointedAssociations.back(); } } // Below: using ugly way to get pointer in case .data() is not defined m_Desc.pSubobjects = m_Desc.NumSubobjects ? &m_SubobjectArray[0] : nullptr; return m_Desc; } operator const D3D12_STATE_OBJECT_DESC*() { // Cast calls the above final preparation work return &static_cast(*this); } // CreateSubobject creates a sububject helper (e.g. CD3DX12_HIT_GROUP_SUBOBJECT) // whose lifetime is owned by this class. // e.g. // // CD3DX12_STATE_OBJECT_DESC Collection1(D3D12_STATE_OBJECT_TYPE_COLLECTION); // auto Lib0 = Collection1.CreateSubobject(); // Lib0->SetDXILLibrary(&pMyAppDxilLibs[0]); // Lib0->DefineExport(L"rayGenShader0"); // in practice these export listings might be // // data/engine driven // etc. // // Alternatively, users can instantiate sububject helpers explicitly, such as via local // variables instead, passing the state object desc that should point to it into the helper // constructor (or call mySubobjectHelper.AddToStateObject(Collection1)). // In this alternative scenario, the user must keep the subobject alive as long as the state // object it is associated with is alive, else it's pointer references will be stale. // e.g. // // CD3DX12_STATE_OBJECT_DESC RaytracingState2(D3D12_STATE_OBJECT_TYPE_RAYTRACING_PIPELINE); // CD3DX12_DXIL_LIBRARY_SUBOBJECT LibA(RaytracingState2); // LibA.SetDXILLibrary(&pMyAppDxilLibs[4]); // not manually specifying exports // // - meaning all exports in the libraries // // are exported // etc. template T* CreateSubobject() { T* pSubobject = new T(*this); m_OwnedSubobjectHelpers.emplace_back(pSubobject); return pSubobject; } private: D3D12_STATE_SUBOBJECT* TrackSubobject(D3D12_STATE_SUBOBJECT_TYPE Type, void* pDesc) { SUBOBJECT_WRAPPER Subobject; Subobject.pSubobjectArrayLocation = nullptr; Subobject.Type = Type; Subobject.pDesc = pDesc; m_SubobjectList.push_back(Subobject); m_Desc.NumSubobjects++; return &m_SubobjectList.back(); } void Init(D3D12_STATE_OBJECT_TYPE Type) { SetStateObjectType(Type); m_Desc.pSubobjects = nullptr; m_Desc.NumSubobjects = 0; m_SubobjectList.clear(); m_SubobjectArray.clear(); m_RepointedAssociations.clear(); } typedef struct SUBOBJECT_WRAPPER : public D3D12_STATE_SUBOBJECT { D3D12_STATE_SUBOBJECT* pSubobjectArrayLocation; // new location when flattened into array // for repointing pointers in subobjects } SUBOBJECT_WRAPPER; D3D12_STATE_OBJECT_DESC m_Desc; std::list m_SubobjectList; // Pointers to list nodes handed out so // these can be edited live std::vector m_SubobjectArray; // Built at the end, copying list contents std::list m_RepointedAssociations; // subobject type that contains pointers to other subobjects, // repointed to flattened array class StringContainer { public: LPCWSTR LocalCopy(LPCWSTR string, bool bSingleString = false) { if (string) { if (bSingleString) { m_Strings.clear(); m_Strings.push_back(string); } else { m_Strings.push_back(string); } return m_Strings.back().c_str(); } else { return nullptr; } } void clear() { m_Strings.clear(); } private: std::list m_Strings; }; class SUBOBJECT_HELPER_BASE { public: SUBOBJECT_HELPER_BASE() { Init(); } virtual ~SUBOBJECT_HELPER_BASE() {} virtual D3D12_STATE_SUBOBJECT_TYPE Type() const = 0; void AddToStateObject(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { m_pSubobject = ContainingStateObject.TrackSubobject(Type(), Data()); } protected: virtual void* Data() = 0; void Init() { m_pSubobject = nullptr; } D3D12_STATE_SUBOBJECT* m_pSubobject; }; #if(__cplusplus >= 201103L) std::list> m_OwnedSubobjectHelpers; #else class OWNED_HELPER { public: OWNED_HELPER(const SUBOBJECT_HELPER_BASE* pHelper) { m_pHelper = pHelper; } ~OWNED_HELPER() { delete m_pHelper; } const SUBOBJECT_HELPER_BASE* m_pHelper; }; std::list m_OwnedSubobjectHelpers; #endif friend class CD3DX12_DXIL_LIBRARY_SUBOBJECT; friend class CD3DX12_EXISTING_COLLECTION_SUBOBJECT; friend class CD3DX12_SUBOBJECT_TO_EXPORTS_ASSOCIATION_SUBOBJECT; friend class CD3DX12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION; friend class CD3DX12_HIT_GROUP_SUBOBJECT; friend class CD3DX12_RAYTRACING_SHADER_CONFIG_SUBOBJECT; friend class CD3DX12_RAYTRACING_PIPELINE_CONFIG_SUBOBJECT; friend class CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT; friend class CD3DX12_LOCAL_ROOT_SIGNATURE_SUBOBJECT; friend class CD3DX12_STATE_OBJECT_CONFIG_SUBOBJECT; friend class CD3DX12_NODE_MASK_SUBOBJECT; }; //------------------------------------------------------------------------------------------------ class CD3DX12_DXIL_LIBRARY_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_DXIL_LIBRARY_SUBOBJECT() { Init(); } CD3DX12_DXIL_LIBRARY_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetDXILLibrary(D3D12_SHADER_BYTECODE*pCode) { static const D3D12_SHADER_BYTECODE Default = {}; m_Desc.DXILLibrary = pCode ? *pCode : Default; } void DefineExport( LPCWSTR Name, LPCWSTR ExportToRename = nullptr, D3D12_EXPORT_FLAGS Flags = D3D12_EXPORT_FLAG_NONE) { D3D12_EXPORT_DESC Export; Export.Name = m_Strings.LocalCopy(Name); Export.ExportToRename = m_Strings.LocalCopy(ExportToRename); Export.Flags = Flags; m_Exports.push_back(Export); m_Desc.pExports = &m_Exports[0]; // using ugly way to get pointer in case .data() is not defined m_Desc.NumExports = static_cast(m_Exports.size()); } template void DefineExports(LPCWSTR(&Exports)[N]) { for (UINT i = 0; i < N; i++) { DefineExport(Exports[i]); } } void DefineExports(LPCWSTR* Exports, UINT N) { for (UINT i = 0; i < N; i++) { DefineExport(Exports[i]); } } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_DXIL_LIBRARY_DESC&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; m_Strings.clear(); m_Exports.clear(); } void* Data() { return &m_Desc; } D3D12_DXIL_LIBRARY_DESC m_Desc; CD3DX12_STATE_OBJECT_DESC::StringContainer m_Strings; std::vector m_Exports; }; //------------------------------------------------------------------------------------------------ class CD3DX12_EXISTING_COLLECTION_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_EXISTING_COLLECTION_SUBOBJECT() { Init(); } CD3DX12_EXISTING_COLLECTION_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetExistingCollection(ID3D12StateObject*pExistingCollection) { m_Desc.pExistingCollection = pExistingCollection; m_CollectionRef = pExistingCollection; } void DefineExport( LPCWSTR Name, LPCWSTR ExportToRename = nullptr, D3D12_EXPORT_FLAGS Flags = D3D12_EXPORT_FLAG_NONE) { D3D12_EXPORT_DESC Export; Export.Name = m_Strings.LocalCopy(Name); Export.ExportToRename = m_Strings.LocalCopy(ExportToRename); Export.Flags = Flags; m_Exports.push_back(Export); m_Desc.pExports = &m_Exports[0]; // using ugly way to get pointer in case .data() is not defined m_Desc.NumExports = static_cast(m_Exports.size()); } template void DefineExports(LPCWSTR(&Exports)[N]) { for (UINT i = 0; i < N; i++) { DefineExport(Exports[i]); } } void DefineExports(LPCWSTR* Exports, UINT N) { for (UINT i = 0; i < N; i++) { DefineExport(Exports[i]); } } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_EXISTING_COLLECTION_DESC&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; m_CollectionRef = nullptr; m_Strings.clear(); m_Exports.clear(); } void* Data() { return &m_Desc; } D3D12_EXISTING_COLLECTION_DESC m_Desc; Microsoft::WRL::ComPtr m_CollectionRef; CD3DX12_STATE_OBJECT_DESC::StringContainer m_Strings; std::vector m_Exports; }; //------------------------------------------------------------------------------------------------ class CD3DX12_SUBOBJECT_TO_EXPORTS_ASSOCIATION_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_SUBOBJECT_TO_EXPORTS_ASSOCIATION_SUBOBJECT() { Init(); } CD3DX12_SUBOBJECT_TO_EXPORTS_ASSOCIATION_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetSubobjectToAssociate(const D3D12_STATE_SUBOBJECT& SubobjectToAssociate) { m_Desc.pSubobjectToAssociate = &SubobjectToAssociate; } void AddExport(LPCWSTR Export) { m_Desc.NumExports++; m_Exports.push_back(m_Strings.LocalCopy(Export)); m_Desc.pExports = &m_Exports[0]; // using ugly way to get pointer in case .data() is not defined } template void AddExports(LPCWSTR (&Exports)[N]) { for (UINT i = 0; i < N; i++) { AddExport(Exports[i]); } } void AddExports(LPCWSTR* Exports, UINT N) { for (UINT i = 0; i < N; i++) { AddExport(Exports[i]); } } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; m_Strings.clear(); m_Exports.clear(); } void* Data() { return &m_Desc; } D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION m_Desc; CD3DX12_STATE_OBJECT_DESC::StringContainer m_Strings; std::vector m_Exports; }; //------------------------------------------------------------------------------------------------ class CD3DX12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION() { Init(); } CD3DX12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetSubobjectNameToAssociate(LPCWSTR SubobjectToAssociate) { m_Desc.SubobjectToAssociate = m_SubobjectName.LocalCopy(SubobjectToAssociate, true); } void AddExport(LPCWSTR Export) { m_Desc.NumExports++; m_Exports.push_back(m_Strings.LocalCopy(Export)); m_Desc.pExports = &m_Exports[0]; // using ugly way to get pointer in case .data() is not defined } template void AddExports(LPCWSTR (&Exports)[N]) { for (UINT i = 0; i < N; i++) { AddExport(Exports[i]); } } void AddExports(LPCWSTR* Exports, UINT N) { for (UINT i = 0; i < N; i++) { AddExport(Exports[i]); } } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; m_Strings.clear(); m_SubobjectName.clear(); m_Exports.clear(); } void* Data() { return &m_Desc; } D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION m_Desc; CD3DX12_STATE_OBJECT_DESC::StringContainer m_Strings; CD3DX12_STATE_OBJECT_DESC::StringContainer m_SubobjectName; std::vector m_Exports; }; //------------------------------------------------------------------------------------------------ class CD3DX12_HIT_GROUP_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_HIT_GROUP_SUBOBJECT() { Init(); } CD3DX12_HIT_GROUP_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetHitGroupExport(LPCWSTR exportName) { m_Desc.HitGroupExport = m_Strings[0].LocalCopy(exportName, true); } void SetHitGroupType(D3D12_HIT_GROUP_TYPE Type) { m_Desc.Type = Type; } void SetAnyHitShaderImport(LPCWSTR importName) { m_Desc.AnyHitShaderImport = m_Strings[1].LocalCopy(importName, true); } void SetClosestHitShaderImport(LPCWSTR importName) { m_Desc.ClosestHitShaderImport = m_Strings[2].LocalCopy(importName, true); } void SetIntersectionShaderImport(LPCWSTR importName) { m_Desc.IntersectionShaderImport = m_Strings[3].LocalCopy(importName, true); } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_HIT_GROUP_DESC&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; for (UINT i = 0; i < m_NumStrings; i++) { m_Strings[i].clear(); } } void* Data() { return &m_Desc; } D3D12_HIT_GROUP_DESC m_Desc; static const UINT m_NumStrings = 4; CD3DX12_STATE_OBJECT_DESC::StringContainer m_Strings[m_NumStrings]; // one string for every entrypoint name }; //------------------------------------------------------------------------------------------------ class CD3DX12_RAYTRACING_SHADER_CONFIG_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_RAYTRACING_SHADER_CONFIG_SUBOBJECT() { Init(); } CD3DX12_RAYTRACING_SHADER_CONFIG_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void Config(UINT MaxPayloadSizeInBytes, UINT MaxAttributeSizeInBytes) { m_Desc.MaxPayloadSizeInBytes = MaxPayloadSizeInBytes; m_Desc.MaxAttributeSizeInBytes = MaxAttributeSizeInBytes; } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_RAYTRACING_SHADER_CONFIG&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; } void* Data() { return &m_Desc; } D3D12_RAYTRACING_SHADER_CONFIG m_Desc; }; //------------------------------------------------------------------------------------------------ class CD3DX12_RAYTRACING_PIPELINE_CONFIG_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_RAYTRACING_PIPELINE_CONFIG_SUBOBJECT() { Init(); } CD3DX12_RAYTRACING_PIPELINE_CONFIG_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void Config(UINT MaxTraceRecursionDepth) { m_Desc.MaxTraceRecursionDepth = MaxTraceRecursionDepth; } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_RAYTRACING_PIPELINE_CONFIG&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; } void* Data() { return &m_Desc; } D3D12_RAYTRACING_PIPELINE_CONFIG m_Desc; }; //------------------------------------------------------------------------------------------------ class CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT() { Init(); } CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetRootSignature(ID3D12RootSignature* pRootSig) { m_pRootSig = pRootSig; } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator ID3D12RootSignature*() const { return m_pRootSig.Get(); } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_pRootSig = nullptr; } void* Data() { return m_pRootSig.GetAddressOf(); } Microsoft::WRL::ComPtr m_pRootSig; }; //------------------------------------------------------------------------------------------------ class CD3DX12_LOCAL_ROOT_SIGNATURE_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_LOCAL_ROOT_SIGNATURE_SUBOBJECT() { Init(); } CD3DX12_LOCAL_ROOT_SIGNATURE_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetRootSignature(ID3D12RootSignature* pRootSig) { m_pRootSig = pRootSig; } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator ID3D12RootSignature*() const { return m_pRootSig.Get(); } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_pRootSig = nullptr; } void* Data() { return m_pRootSig.GetAddressOf(); } Microsoft::WRL::ComPtr m_pRootSig; }; //------------------------------------------------------------------------------------------------ class CD3DX12_STATE_OBJECT_CONFIG_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_STATE_OBJECT_CONFIG_SUBOBJECT() { Init(); } CD3DX12_STATE_OBJECT_CONFIG_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetFlags(D3D12_STATE_OBJECT_FLAGS Flags) { m_Desc.Flags = Flags; } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_STATE_OBJECT_CONFIG&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; } void* Data() { return &m_Desc; } D3D12_STATE_OBJECT_CONFIG m_Desc; }; //------------------------------------------------------------------------------------------------ class CD3DX12_NODE_MASK_SUBOBJECT : public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE { public: CD3DX12_NODE_MASK_SUBOBJECT() { Init(); } CD3DX12_NODE_MASK_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject) { Init(); AddToStateObject(ContainingStateObject); } void SetNodeMask(UINT NodeMask) { m_Desc.NodeMask = NodeMask; } D3D12_STATE_SUBOBJECT_TYPE Type() const { return D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK; } operator const D3D12_STATE_SUBOBJECT&() const { return *m_pSubobject; } operator const D3D12_NODE_MASK&() const { return m_Desc; } private: void Init() { SUBOBJECT_HELPER_BASE::Init(); m_Desc = {}; } void* Data() { return &m_Desc; } D3D12_NODE_MASK m_Desc; }; #endif // #ifndef D3DX12_NO_STATE_OBJECT_HELPERS #endif // NTDDI_WIN10_RS5 #endif // defined( __cplusplus ) #endif //__D3DX12_H__