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- #pragma once
- #include "Array.h"
- #include "DX12Buffer.h"
- struct ID3D12Device5;
- struct ID3D12GraphicsCommandList;
- struct D3D12_INPUT_ELEMENT_DESC;
- struct D3D12_ROOT_PARAMETER1;
- struct D3D12_CONSTANT_BUFFER_VIEW_DESC;
- namespace Framework
- {
- class Texture;
- class DX12TLAS;
- enum DX12ShaderRegister
- {
- DX12_SHADER_REGISTER_B_CONST_BUFFER = 0,
- DX12_SHADER_REGISTER_T_SHADER_RESOURCE = 1,
- DX12_SHADER_REGISTER_U_UNORDERED_ACCESS = 2,
- // TODO: Do we need Sampler?
- };
- struct DX12ShaderRegisterUsage
- {
- DX12ShaderRegister registerType;
- int registerIndex;
- int spaceIndex;
- int descriptorHeapIndex;
- };
- class DX12ShaderHeap;
- class DX12ShaderSignature : public ReferenceCounter
- {
- private:
- ID3D12RootSignature* signature;
- Array<DX12ShaderRegisterUsage> registerUsages;
- bool changed;
- public:
- DX12ShaderSignature();
- ~DX12ShaderSignature();
- /**
- * for each datastructure with : register(...) in the shader code,
- * either this function or addRegisterUsageLinkedToDescriptorHeap must
- * be called to link the register usage to the shader binding table or
- * descriptor heap.
- *
- * \param registerType the register type e.g.
- * DX12_SHADER_REGISTER_B_CONST_BUFFER for : register(b0)
- * \param registerIndex the register index e.g. 1 for : register(b1)
- * \param spaceIndex the optional space index e.g. 3 for : register(b1,
- * space3)
- */
- void addRegisterUsageLinkedToShaderBindingTable(
- DX12ShaderRegister registerType,
- int registerIndex,
- int spaceIndex = 0);
- /**
- * for each datastructure with : register(...) in the shader code,
- * either this function or addRegisterUsageLinkedToDescriptorHeap must
- * be called to link the register usage to the shader binding table or
- * descriptor heap.
- *
- * \param descriptorHeapIndex the index in the descriptor heap witch
- * contains the resource for this register usage
- * \param registerType the register type e.g.
- * DX12_SHADER_REGISTER_B_CONST_BUFFER for : register(b0)
- * \param registerIndex the register index e.g. 1 for : register(b1)
- * \param spaceIndex the optional space index e.g. 3 for : register(b1,
- * space3)
- */
- void addRegisterUsageLinkedToDescriptorHeap(int descriptorHeapIndex,
- DX12ShaderRegister registerType,
- int registerIndex,
- int spaceIndex = 0);
- /**
- * Creates the root signature.
- */
- void createSignature(ID3D12Device5* zDevice,
- PFN_D3D12_SERIALIZE_ROOT_SIGNATURE pfnD3D12SerializeRootSignature);
- ID3D12RootSignature* zSignature() const;
- const Array<DX12ShaderRegisterUsage>& getRegisterUsages() const;
- };
- class DX12ShaderFunction : public ReferenceCounter
- {
- private:
- Text functionName;
- DX12ShaderSignature* signature;
- D3D12_EXPORT_DESC* exportDesc;
- public:
- DX12ShaderFunction(
- const Text& functionName, DX12ShaderSignature* signature);
- ~DX12ShaderFunction();
- const Text& getFunctionName() const;
- DX12ShaderSignature* zSignature() const;
- D3D12_EXPORT_DESC* zExportDesc() const;
- };
- class DX12Shader : public ReferenceCounter
- {
- private:
- RCArray<DX12ShaderFunction> functions;
- const char* shaderBytes;
- int shaderBytesSize;
- D3D12_DXIL_LIBRARY_DESC* libraryDesc;
- public:
- DX12Shader(const char* shaderBytes, int shaderBytesSize);
- ~DX12Shader();
- void addFunction(DX12ShaderFunction* function);
- int getShaderBytesSize() const;
- const char* getShaderBytes() const;
- const RCArray<DX12ShaderFunction>& getFunctions() const;
- D3D12_DXIL_LIBRARY_DESC* zLibraryDesc() const;
- };
- class DX12ShaderHitGroup : public ReferenceCounter
- {
- private:
- Text name;
- DX12ShaderFunction* closestHitShaderFunction;
- DX12ShaderFunction* anyHitShaderFunction;
- DX12ShaderFunction* intersectionShaderFunction;
- int payloadSize;
- int attributeSize;
- D3D12_HIT_GROUP_DESC* hitGroupDesc;
- public:
- DX12ShaderHitGroup(const Text name);
- ~DX12ShaderHitGroup();
- void setClosestHitShaderFunction(
- DX12ShaderFunction* closestHitShaderFunction);
- void setAnyHitShaderFunction(DX12ShaderFunction* anyHitShaderFunction);
- void setIntersectionShaderFunction(
- DX12ShaderFunction* intersectionShaderFunction);
- void setPayloadSize(int payloadSize);
- void setAttributeSize(int attributeSize);
- const Text& getName() const;
- DX12ShaderFunction* zClosestHitShaderFunction() const;
- DX12ShaderFunction* zAnyHitShaderFunction() const;
- DX12ShaderFunction* zIntersectionShaderFunction() const;
- int getPayloadSize() const;
- int getAttributeSize() const;
- D3D12_HIT_GROUP_DESC* zHitGroupDesc() const;
- };
- class DX12ShaderBindingTable;
- class DX12GlobalDescriptorHeap;
- class DX12Pipeline : public ReferenceCounter
- {
- private:
- RCArray<DX12Shader> shaders;
- RCArray<DX12ShaderHitGroup> hitGroups;
- ID3D12RootSignature* emptyGlobalRootSignature;
- ID3D12RootSignature* emptyLocalRootSignature;
- ID3D12StateObject* pipelineState;
- int maxRecursionDepth;
- public:
- DX12Pipeline();
- ~DX12Pipeline();
- void addShader(DX12Shader* shader);
- void addHitGroup(DX12ShaderHitGroup* hitGroup);
- void setMaxRecursionDepth(int maxRecursionDepth);
- void createPipelineState(ID3D12Device5* zDevice,
- PFN_D3D12_SERIALIZE_ROOT_SIGNATURE pfnD3D12SerializeRootSignature);
- ID3D12StateObject* zPipelineState() const;
- DX12ShaderBindingTable* createShaderBindingTable();
- DX12GlobalDescriptorHeap* createGlobalDescriptorHeap();
- const RCArray<DX12Shader>& getShaders() const;
- }; // namespace Framework
- struct DX12ShaderRegisterInput
- {
- DX12ShaderRegister registerType;
- ReferenceCounter*
- inputResource; // Can be Texture*, DXBuffer*, or DX12TLAS*
- };
- class DX12GlobalDescriptorHeap : public ReferenceCounter
- {
- private:
- DX12Pipeline* pipeline;
- ID3D12DescriptorHeap* descriptorHeap;
- Array<DX12ShaderRegisterInput*> registerInputs;
- int lastDescriptorHeapSize;
- public:
- DX12GlobalDescriptorHeap(DX12Pipeline* pipeline);
- ~DX12GlobalDescriptorHeap();
- private:
- void addInput(DX12ShaderRegister type, ReferenceCounter* inputResource);
- public:
- void addTextureInput(DX12ShaderRegister type, Texture* zTexture);
- void addBufferInput(DX12ShaderRegister type, DXBuffer* zBuffer);
- void addTLASInput(DX12ShaderRegister type, DX12TLAS* zTLAS);
- void updateDescriptorHeap(ID3D12Device5* zDevice);
- ID3D12DescriptorHeap* zDescriptorHeap() const;
- };
- class DX12ShaderBindingTable : public ReferenceCounter
- {
- private:
- DX12Pipeline* pipeline;
- DX12Buffer* shaderBindingTableBuffer;
- int rayGenRecordSize;
- int rayGenCount;
- int missRecordSize;
- int missCount;
- int hitGroupRecordSize;
- int hitGroupCount;
- bool changed;
- public:
- DX12ShaderBindingTable(DX12Pipeline* pipeline);
- ~DX12ShaderBindingTable();
- void startUpdate();
- void setHitGroupShaderInputs(int instanceIndex,
- DX12ShaderHitGroup* zHitGroup,
- std::initializer_list<unsigned __int64> gpuAddresses);
- void endUpdate(ID3D12Device5* zDevice);
- void fillDispatchRaysDesc(D3D12_DISPATCH_RAYS_DESC* dispatchRaysDesc);
- DX12Pipeline* zPipeline() const;
- };
- } // namespace Framework
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