CustomDX12API.cpp 2.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869
  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. DirectX12::initializePipeline();
  15. }
  16. void CustomDX12API::initializeGlobalDescriptorHeap()
  17. {
  18. DirectX12::initializeGlobalDescriptorHeap();
  19. }
  20. void CustomDX12API::fillShaderBindingTable(
  21. Framework::DX12ShaderBindingTable* zShaderBindingTable,
  22. Framework::Model3D* zModel,
  23. int objectIndex)
  24. {
  25. DX12Shader* rayGenShader
  26. = new DX12Shader(CustomRayGenShader, sizeof(CustomRayGenShader));
  27. // RayGen from RayGen.hlsl
  28. DX12ShaderSignature* rayGenSignature = new DX12ShaderSignature();
  29. renderTargetInputOffset
  30. = rayGenSignature->addRegisterUsageLinkedToShaderBindingTable(
  31. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 0);
  32. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  33. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 1);
  34. tlasInputOffset
  35. = rayGenSignature->addRegisterUsageLinkedToShaderBindingTable(
  36. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  37. defaultRayGenerationShaderFunction = new DX12ShaderFunction(
  38. "RayGen", rayGenSignature, DX12_SHADER_FUNCTION_TYPE_RAY_GEN);
  39. rayGenShader->addFunction(defaultRayGenerationShaderFunction);
  40. pipeline->addShader(rayGenShader);
  41. DX12Shader* missShader
  42. = new DX12Shader(CustomMissShader, sizeof(CustomMissShader));
  43. // Miss from Miss.hlsl
  44. missShader->addFunction(new DX12ShaderFunction(
  45. "Miss", new DX12ShaderSignature(), DX12_SHADER_FUNCTION_TYPE_MISS));
  46. pipeline->addShader(missShader);
  47. DX12Shader* hitShader = new DX12Shader(
  48. CustomClosestHitShader, sizeof(CustomClosestHitShader));
  49. // ClosestHit from Hit.hlsl
  50. DX12ShaderFunction* closestHitFunction
  51. = new DX12ShaderFunction("ClosestHit",
  52. new DX12ShaderSignature(),
  53. DX12_SHADER_FUNCTION_TYPE_CLOSEST_HIT);
  54. hitShader->addFunction(closestHitFunction);
  55. pipeline->addShader(hitShader);
  56. defaultHitGroup = new DX12ShaderHitGroup("HitGroup");
  57. defaultHitGroup->setClosestHitShaderFunction(closestHitFunction);
  58. pipeline->addHitGroup(defaultHitGroup);
  59. }