CustomDX12API.cpp 2.5 KB

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  1. #include "CustomDX12API.h"
  2. #include <d3d12.h>
  3. #include <DX12Buffer.h>
  4. #include <DX12Shader.h>
  5. #include "CustomClosestHitShader.h"
  6. #include "CustomMissShader.h"
  7. #include "CustomRayGenShader.h"
  8. using namespace Framework;
  9. CustomDX12API::CustomDX12API()
  10. : DirectX12()
  11. {}
  12. void CustomDX12API::initializePipeline()
  13. {
  14. DX12Shader* rayGenShader
  15. = new DX12Shader(CustomRayGenShader, sizeof(CustomRayGenShader));
  16. // RayGen from RayGen.hlsl
  17. DX12ShaderSignature* rayGenSignature = new DX12ShaderSignature();
  18. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  19. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 0);
  20. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  21. 1, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 1);
  22. tlasInputOffset
  23. = rayGenSignature->addRegisterUsageLinkedToShaderBindingTable(
  24. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  25. defaultRayGenerationShaderFunction = new DX12ShaderFunction(
  26. "RayGen", rayGenSignature, DX12_SHADER_FUNCTION_TYPE_RAY_GEN);
  27. rayGenShader->addFunction(defaultRayGenerationShaderFunction);
  28. pipeline->addShader(rayGenShader);
  29. DX12Shader* missShader
  30. = new DX12Shader(CustomMissShader, sizeof(CustomMissShader));
  31. // Miss from Miss.hlsl
  32. missShader->addFunction(new DX12ShaderFunction(
  33. "Miss", new DX12ShaderSignature(), DX12_SHADER_FUNCTION_TYPE_MISS));
  34. pipeline->addShader(missShader);
  35. DX12Shader* hitShader = new DX12Shader(
  36. CustomClosestHitShader, sizeof(CustomClosestHitShader));
  37. // ClosestHit from Hit.hlsl
  38. DX12ShaderFunction* closestHitFunction
  39. = new DX12ShaderFunction("ClosestHit",
  40. new DX12ShaderSignature(),
  41. DX12_SHADER_FUNCTION_TYPE_CLOSEST_HIT);
  42. hitShader->addFunction(closestHitFunction);
  43. pipeline->addShader(hitShader);
  44. defaultHitGroup = new DX12ShaderHitGroup("HitGroup");
  45. defaultHitGroup->setAttributeSize(8);
  46. defaultHitGroup->setPayloadSize(16);
  47. defaultHitGroup->setClosestHitShaderFunction(closestHitFunction);
  48. pipeline->addHitGroup(defaultHitGroup);
  49. pipeline->createPipelineState(device, pfnD3D12SerializeRootSignature);
  50. }
  51. void CustomDX12API::initializeGlobalDescriptorHeap()
  52. {
  53. DirectX12::initializeGlobalDescriptorHeap();
  54. }
  55. void CustomDX12API::fillShaderBindingTable(
  56. Framework::DX12ShaderBindingTable* zShaderBindingTable,
  57. Framework::Model3D* zModel,
  58. int objectIndex)
  59. {
  60. DirectX12::fillShaderBindingTable(zShaderBindingTable, zModel, objectIndex);
  61. }