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DX12Factory.cpp
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820 lines (741 loc) · 22.3 KB
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#include "DX12PCH.h"
#ifdef DEVELOPER_VERSION
bool GDebugRender;
#endif
DX12Factory::DX12Factory()
{
ComPtr<IDXGIAdapter1> HardwareAdapter;
D3D_FEATURE_LEVEL Level;
UINT DxGIFactoryFlags = 0;
#ifndef DX11
DxcIncludeHandler = 0;
#endif
m_Default_FenceEvent = 0;
#ifdef RTX
bSupportRayTracing = false;
#endif
#ifdef MESH_SHADING
bSupportMeshShader = false;
#endif
#ifdef DEVELOPER_VERSION
GDebugRender = BearString::Find(GetCommandLine(), TEXT("-debugrender"));
if(!GDebugRender)
GDebugRender = BearString::Find(GetCommandLine(), TEXT("-drender"));
#if defined(_DEBUG)
GDebugRender = true;
#endif
if(GDebugRender)
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
DxGIFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
}
#endif
if (FAILED(CreateDXGIFactory2(DxGIFactoryFlags, IID_PPV_ARGS(&GIFactory))))
{
return;
}
GetHardwareAdapter(GIFactory.Get(), &HardwareAdapter, Level);
if (HardwareAdapter.Get() == 0)
return;
IDXGIOutput *Output;
if (FAILED(HardwareAdapter->EnumOutputs(0, &Output)))
return;
{
UINT count = 0;
Output->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, 0, &count, 0);
m_GIVideoMode.resize(count);
Output->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, 0, &count, &m_GIVideoMode[0]);
Output->Release();
}
if (FAILED(D3D12CreateDevice(HardwareAdapter.Get(), Level, IID_PPV_ARGS(&Device))))
{
return;
}
#ifdef DEVELOPER_VERSION
if (GDebugRender)
{
ComPtr<ID3D12InfoQueue> InfoQueue;
if (SUCCEEDED(Device.As(&InfoQueue)))
{
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
D3D12_MESSAGE_SEVERITY Severities[] =
{
D3D12_MESSAGE_SEVERITY_INFO};
// Suppress individual messages by their ID
D3D12_MESSAGE_ID DenyIds[] = {
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, // I'm really not sure how to avoid this message.
D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when using capture frame while graphics debugging.
D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs when using capture frame while graphics debugging.
};
D3D12_INFO_QUEUE_FILTER NewFilter = {};
NewFilter.DenyList.NumSeverities = _countof(Severities);
NewFilter.DenyList.pSeverityList = Severities;
NewFilter.DenyList.NumIDs = _countof(DenyIds);
NewFilter.DenyList.pIDList = DenyIds;
R_CHK(InfoQueue->PushStorageFilter(&NewFilter));
}
}
#endif
{
CbvSrvUavDescriptorSize = Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
RtvDescriptorSize = Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
SamplerDescriptorSize = Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
}
#ifndef DX11
{
R_CHK(DxcCreateInstance(CLSID_DxcCompiler, IID_PPV_ARGS(&DxcCompiler)));
R_CHK(DxcCreateInstance(CLSID_DxcLibrary, IID_PPV_ARGS(&DxcLibrary)));
R_CHK(DxcLibrary->CreateIncludeHandler(&DxcIncludeHandler));
}
#endif
{
m_Default_FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (m_Default_FenceEvent == nullptr)
{
R_CHK(HRESULT_FROM_WIN32(GetLastError()));
}
R_CHK(Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_Default_CommandAllocator)));
R_CHK(Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_Default_CommandAllocator.Get(), 0, IID_PPV_ARGS(&CommandList)));
CommandList->Close();
{
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
R_CHK(Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_Default_CommandQueue)));
}
R_CHK(Device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_Default_Fence)));
m_Default_FenceValue = 1;
}
#ifdef RTX
if(bSupportRayTracing)
{
CD3DX12_ROOT_SIGNATURE_DESC RootSignatureDesc;
RootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_LOCAL_ROOT_SIGNATURE);
ComPtr<ID3DBlob> Signature;
ComPtr<ID3DBlob> Error;
R_CHK(D3D12SerializeRootSignature(&RootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &Signature, &Error));
R_CHK(Device->CreateRootSignature(0, Signature->GetBufferPointer(), Signature->GetBufferSize(), IID_PPV_ARGS(&LocalRootSignatureDefault)));
}
#endif
}
DX12Factory::~DX12Factory()
{
#ifndef DX11
{
if(DxcIncludeHandler)
DxcIncludeHandler->Release();
}
#endif
{
ShaderResourceHeapAllocator.clear();
SamplersHeapAllocator.clear();
ReserveResourceHeapAllocator.clear();
}
{
if (m_Default_FenceEvent)
CloseHandle(m_Default_FenceEvent);
m_Default_FenceEvent = 0;
}
}
BearRHI::BearRHIViewport *DX12Factory::CreateViewport(void* window_handle, bsize width, bsize height, bool Fullscreen, bool VSync, const BearViewportDescription&description)
{
return bear_new<DX12Viewport>(window_handle, width,height,Fullscreen,VSync,description);
}
BearRHI::BearRHIContext *DX12Factory::CreateContext()
{
return bear_new<DX12Context>();
}
BearRHI::BearRHIShader* DX12Factory::CreateShader(BearShaderType Type)
{
return bear_new< DX12Shader>(Type);
}
BearRHI::BearRHIVertexBuffer* DX12Factory::CreateVertexBuffer()
{
return bear_new<DX12VertexBuffer>();
}
BearRHI::BearRHIIndexBuffer* DX12Factory::CreateIndexBuffer()
{
return bear_new<DX12IndexBuffer>();
}
BearRHI::BearRHIUniformBuffer* DX12Factory::CreateUniformBuffer(bsize Stride, bsize count, bool dynamic)
{
return bear_new<DX12UniformBuffer>(Stride, count, dynamic);
}
BearRHI::BearRHIRootSignature* DX12Factory::CreateRootSignature(const BearRootSignatureDescription& description)
{
return bear_new< DX12RootSignature>(description);
}
BearRHI::BearRHIDescriptorHeap* DX12Factory::CreateDescriptorHeap(const BearDescriptorHeapDescription& description)
{
return bear_new<DX12DescriptorHeap>(description);;
}
BearRHI::BearRHIPipelineGraphics* DX12Factory::CreatePipelineGraphics(const BearPipelineGraphicsDescription& description)
{
return bear_new<DX12PipelineGraphics>(description);
}
BearRHI::BearRHIPipelineMesh* DX12Factory::CreatePipelineMesh(const BearPipelineMeshDescription& description)
{
#ifdef MESH_SHADING
return bear_new<DX12PipelineMesh>(description);
#else
return nullptr;
#endif
}
BearRHI::BearRHIPipelineRayTracing* DX12Factory::CreatePipelineRayTracing(const BearPipelineRayTracingDescription& description)
{
#ifdef RTX
return bear_new<DX12PipelineRayTracing>(description);
#else
return nullptr;
#endif
}
BearRHI::BearRHITexture2D* DX12Factory::CreateTexture2D(bsize width, bsize height, bsize mips, bsize count, BearTexturePixelFormat pixel_format, BearTextureUsage type_usage, void* data)
{
return bear_new<DX12Texture2D>(width,height,mips,count,pixel_format, type_usage,data);;
}
BearRHI::BearRHITextureCube* DX12Factory::CreateTextureCube(bsize width, bsize height, bsize mips, bsize count, BearTexturePixelFormat pixel_format, BearTextureUsage type_usage, void* data)
{
return bear_new<DX12TextureCube>(width, height, mips, count, pixel_format, type_usage, data);;
}
BearRHI::BearRHIStructuredBuffer* DX12Factory::CreateStructuredBuffer(bsize size, void* data,bool uav)
{
return bear_new<DX12StructuredBuffer>(size, data, uav);
}
BearRHI::BearRHITexture2D* DX12Factory::CreateTexture2D(bsize width, bsize height, BearRenderTargetFormat format)
{
return bear_new<DX12Texture2D>(width, height, format);
}
BearRHI::BearRHITexture2D* DX12Factory::CreateTexture2D(bsize width, bsize height, BearDepthStencilFormat format)
{
return bear_new<DX12Texture2D>(width, height, format);
}
BearRHI::BearRHIRenderPass *DX12Factory::CreateRenderPass(const BearRenderPassDescription& description)
{
return bear_new<DX12RenderPass>(description);
}
BearRHI::BearRHIFrameBuffer* DX12Factory::CreateFrameBuffer(const BearFrameBufferDescription& description)
{
return bear_new<DX12FrameBuffer>(description);
}
BearRHI::BearRHISampler* DX12Factory::CreateSampler(const BearSamplerDescription& description)
{
return bear_new<DX12SamplerState>(description);
}
BearRHI::BearRHIRayTracingBottomLevel* DX12Factory::CreateRayTracingBottomLevel(const BearRayTracingBottomLevelDescription& description)
{
#ifdef RTX
return bear_new<DX12RayTracingBottomLevel>(description);
#else
return nullptr;
#endif
}
BearRHI::BearRHIRayTracingTopLevel* DX12Factory::CreateRayTracingTopLevel(const BearRayTracingTopLevelDescription& description)
{
#ifdef RTX
return bear_new<DX12RayTracingTopLevel>(description);
#else
return nullptr;
#endif
}
BearRHI::BearRHIRayTracingShaderTable* DX12Factory::CreateRayTracingShaderTable(const BearRayTracingShaderTableDescription& description)
{
#ifdef RTX
return bear_new<DX12RayTracingShaderTable>(description);
#else
return nullptr;
#endif
}
void DX12Factory::GetHardwareAdapter(IDXGIFactoryX* factory, IDXGIAdapter1** pp_adapter, D3D_FEATURE_LEVEL& level)
{
ComPtr<IDXGIAdapter1> Adapter;
*pp_adapter = nullptr;
for (UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters1(adapterIndex, &Adapter); ++adapterIndex)
{
DXGI_ADAPTER_DESC1 AdapterDesc;
Adapter->GetDesc1(&AdapterDesc);
if (AdapterDesc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
continue;
}
level = CurrentFeatureLevel;
ComPtr<ID3D12Device> LDevice;
if (SUCCEEDED(D3D12CreateDevice(Adapter.Get(), level, IID_PPV_ARGS(&LDevice))))
{
{
D3D12_FEATURE_DATA_SHADER_MODEL shaderModel = { CurrentShadeModel };
if (FAILED(LDevice->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shaderModel, sizeof(shaderModel))))
{
continue;
}
}
#ifdef RTX
{
D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
if (SUCCEEDED(LDevice->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5, &featureSupportData, sizeof(featureSupportData))))
{
bSupportRayTracing = featureSupportData.RaytracingTier != D3D12_RAYTRACING_TIER_NOT_SUPPORTED;
}
D3D12_FEATURE_DATA_SHADER_MODEL shaderModel = { CurrentRTXShadeModel };
if (FAILED(LDevice->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shaderModel, sizeof(shaderModel))))
{
bSupportRayTracing = false;
}
}
#endif
#ifdef MESH_SHADING
{
D3D12_FEATURE_DATA_D3D12_OPTIONS7 features = {};
if (SUCCEEDED(LDevice->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &features, sizeof(features))) || (features.MeshShaderTier == D3D12_MESH_SHADER_TIER_NOT_SUPPORTED))
{
bSupportMeshShader = false;
}
D3D12_FEATURE_DATA_SHADER_MODEL shaderModel = { CurrentMeshShadingShadeModel };
if (FAILED(LDevice->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shaderModel, sizeof(shaderModel))))
{
bSupportMeshShader = false;
}
}
#endif
*pp_adapter = Adapter.Detach();
break;
}
}
}
void DX12Factory::LockCommandList()
{
m_Default_CommandMutex.Lock();
R_CHK(m_Default_CommandAllocator->Reset());
R_CHK(CommandList->Reset(m_Default_CommandAllocator.Get(), 0));
}
void DX12Factory::UnlockCommandList(ID3D12CommandQueue *command_queue)
{
R_CHK(CommandList->Close());
{
ID3D12CommandList* CommandLists[] = { CommandList.Get() };
if (command_queue)
command_queue->ExecuteCommandLists(_countof(CommandLists), CommandLists);
else
m_Default_CommandQueue->ExecuteCommandLists(_countof(CommandLists), CommandLists);
}
const uint64 Fence = m_Default_FenceValue;
if (command_queue)
{
R_CHK(command_queue->Signal(m_Default_Fence.Get(), Fence));
}
else
{
R_CHK(m_Default_CommandQueue->Signal(m_Default_Fence.Get(), Fence));
}
m_Default_FenceValue++;
if (m_Default_Fence->GetCompletedValue() < Fence)
{
R_CHK(m_Default_Fence->SetEventOnCompletion(Fence, m_Default_FenceEvent));
WaitForSingleObject(m_Default_FenceEvent, INFINITE);
}
m_Default_CommandMutex.Unlock();
}
bool DX12Factory::SupportRayTracing()
{
#ifdef RTX
return bSupportRayTracing;
#else
return false;
#endif
}
bool DX12Factory::SupportMeshShader()
{
#ifdef MESH_SAHDING
return bSupportMeshShader;
#else
return false;
#endif
}
DXGI_FORMAT DX12Factory::Translation(BearTexturePixelFormat format)
{
switch (format)
{
case BearTexturePixelFormat::R8:
return DXGI_FORMAT_R8_UNORM;
break;
case BearTexturePixelFormat::R8G8:
return DXGI_FORMAT_R8G8_UNORM;
break;
case BearTexturePixelFormat::R8G8B8:
BEAR_ASSERT(!"not support R8G8B8");
break;
case BearTexturePixelFormat::R8G8B8A8:
return DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case BearTexturePixelFormat::R32F:
return DXGI_FORMAT_R32_FLOAT;
break;
case BearTexturePixelFormat::R32G32F:
return DXGI_FORMAT_R32G32_FLOAT;
break;
case BearTexturePixelFormat::R32G32B32F:
return DXGI_FORMAT_R32G32B32_FLOAT;
break;
case BearTexturePixelFormat::R32G32B32A32F:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
break;
case BearTexturePixelFormat::BC1:
case BearTexturePixelFormat::BC1a:
return DXGI_FORMAT_BC1_UNORM;
case BearTexturePixelFormat::BC2:
return DXGI_FORMAT_BC2_UNORM;
case BearTexturePixelFormat::BC3:
return DXGI_FORMAT_BC3_UNORM;
case BearTexturePixelFormat::BC4:
return DXGI_FORMAT_BC4_UNORM;
case BearTexturePixelFormat::BC5:
return DXGI_FORMAT_BC5_UNORM;
case BearTexturePixelFormat::BC6:
return DXGI_FORMAT_BC6H_UF16;
case BearTexturePixelFormat::BC7:
return DXGI_FORMAT_BC7_UNORM;
default:
BEAR_CHECK(0);;
}
return DXGI_FORMAT_UNKNOWN;
}
D3D12_TEXTURE_ADDRESS_MODE DX12Factory::Translation(BearSamplerAddressMode format)
{
switch (format)
{
case BearSamplerAddressMode::Wrap:
return D3D12_TEXTURE_ADDRESS_MODE::D3D12_TEXTURE_ADDRESS_MODE_WRAP;
break;
case BearSamplerAddressMode::Mirror:
D3D12_TEXTURE_ADDRESS_MODE::D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
break;
case BearSamplerAddressMode::Clamp:
D3D12_TEXTURE_ADDRESS_MODE::D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
break;
case BearSamplerAddressMode::Border:
D3D12_TEXTURE_ADDRESS_MODE::D3D12_TEXTURE_ADDRESS_MODE_BORDER;
break;
default:
BEAR_CHECK(0);;;
}
return D3D12_TEXTURE_ADDRESS_MODE::D3D12_TEXTURE_ADDRESS_MODE_WRAP;
}
D3D12_BLEND DX12Factory::Translation(BearBlendFactor format)
{
switch (format)
{
case BearBlendFactor::Zero:
return D3D12_BLEND::D3D12_BLEND_ZERO;
break;
case BearBlendFactor::One:
return D3D12_BLEND::D3D12_BLEND_ONE;
break;
case BearBlendFactor::SrcColor:
return D3D12_BLEND::D3D12_BLEND_SRC_COLOR;
break;
case BearBlendFactor::InvSrcColor:
return D3D12_BLEND::D3D12_BLEND_INV_SRC_COLOR;
break;
case BearBlendFactor::SrcAlpha:
return D3D12_BLEND::D3D12_BLEND_SRC_ALPHA;
break;
case BearBlendFactor::InvSrcAlpha:
return D3D12_BLEND::D3D12_BLEND_INV_SRC_ALPHA;
break;
case BearBlendFactor::DestAlpha:
return D3D12_BLEND::D3D12_BLEND_DEST_ALPHA;
break;
case BearBlendFactor::InvDestAlpha:
return D3D12_BLEND::D3D12_BLEND_INV_DEST_ALPHA;
break;
case BearBlendFactor::DestColor:
return D3D12_BLEND::D3D12_BLEND_DEST_COLOR;
break;
case BearBlendFactor::InvDestColor:
return D3D12_BLEND::D3D12_BLEND_INV_DEST_COLOR;
break;
case BearBlendFactor::BlendFactor:
return D3D12_BLEND::D3D12_BLEND_BLEND_FACTOR;
break;
case BearBlendFactor::InvBlendFactor:
return D3D12_BLEND::D3D12_BLEND_INV_BLEND_FACTOR;
break;
default:
BEAR_CHECK(0);;
}
return D3D12_BLEND_ZERO;
}
D3D12_BLEND_OP DX12Factory::Translation(BearBlendOp format)
{
switch (format)
{
case BearBlendOp::Add:
return D3D12_BLEND_OP::D3D12_BLEND_OP_ADD;
break;
case BearBlendOp::Subtract:
return D3D12_BLEND_OP::D3D12_BLEND_OP_SUBTRACT;
break;
case BearBlendOp::RevSubtract:
return D3D12_BLEND_OP::D3D12_BLEND_OP_REV_SUBTRACT;
break;
case BearBlendOp::Min:
return D3D12_BLEND_OP::D3D12_BLEND_OP_MIN;
break;
case BearBlendOp::Max:
return D3D12_BLEND_OP::D3D12_BLEND_OP_MAX;
break;
default:
BEAR_CHECK(0);;
}
return D3D12_BLEND_OP::D3D12_BLEND_OP_ADD;
}
D3D12_COMPARISON_FUNC DX12Factory::Translation(BearCompareFunction format)
{
switch (format)
{
case BearCompareFunction::Never:
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_ALWAYS;
break;
case BearCompareFunction::Always:
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_ALWAYS;
break;
case BearCompareFunction::Equal:
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_EQUAL;
break;
case BearCompareFunction::NotEqual:
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_NOT_EQUAL;
break;
case BearCompareFunction::Less:
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_LESS;
break;
case BearCompareFunction::Greater:
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_GREATER;
break;
case BearCompareFunction::LessEqual:
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_LESS_EQUAL;
break;
case BearCompareFunction::GreaterEqual:
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_GREATER_EQUAL;
break;
default:
BEAR_CHECK(0);;
}
return D3D12_COMPARISON_FUNC::D3D12_COMPARISON_FUNC_NEVER;
}
D3D12_STENCIL_OP DX12Factory::Translation(BearStencilOp format)
{
switch (format)
{
case BearStencilOp::Keep:
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_KEEP;
break;
case BearStencilOp::Zero:
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_ZERO;
break;
case BearStencilOp::Replace:
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_REPLACE;
break;
case BearStencilOp::IncrSat:
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_INCR_SAT;
break;
case BearStencilOp::DecrSat:
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_DECR_SAT;
break;
case BearStencilOp::Invert:
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_INVERT;
break;
case BearStencilOp::Incr:
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_INCR;
break;
case BearStencilOp::Decr:
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_DECR;
break;
default:
BEAR_CHECK(0);;
}
return D3D12_STENCIL_OP::D3D12_STENCIL_OP_KEEP;
}
D3D12_CULL_MODE DX12Factory::Translation(BearRasterizerCullMode format)
{
switch (format)
{
case BearRasterizerCullMode::Front:
return D3D12_CULL_MODE::D3D12_CULL_MODE_FRONT;
break;
case BearRasterizerCullMode::Back:
return D3D12_CULL_MODE::D3D12_CULL_MODE_BACK;
break;
case BearRasterizerCullMode::None:
return D3D12_CULL_MODE::D3D12_CULL_MODE_NONE;
break;
default:
BEAR_CHECK(0);;
}
return D3D12_CULL_MODE::D3D12_CULL_MODE_NONE;
}
D3D12_FILL_MODE DX12Factory::Translation(BearRasterizerFillMode format)
{
switch (format)
{
case BearRasterizerFillMode::Wireframe:
return D3D12_FILL_MODE::D3D12_FILL_MODE_WIREFRAME;
break;
case BearRasterizerFillMode::Solid:
return D3D12_FILL_MODE::D3D12_FILL_MODE_SOLID;
break;
default:
BEAR_CHECK(0);;
}
return D3D12_FILL_MODE::D3D12_FILL_MODE_SOLID;
}
DXGI_FORMAT DX12Factory::Translation(BearRenderTargetFormat format)
{
switch (format)
{
case BearRenderTargetFormat::None:
BEAR_CHECK(0);
break;
case BearRenderTargetFormat::R8:
return DXGI_FORMAT_R8_UNORM;
break;
case BearRenderTargetFormat::R8G8:
return DXGI_FORMAT_R8G8_UNORM;
break;
case BearRenderTargetFormat::R8G8B8A8:
return DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case BearRenderTargetFormat::B8G8R8A8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
break;
case BearRenderTargetFormat::R32F:
return DXGI_FORMAT_R32_FLOAT;
break;
case BearRenderTargetFormat::R32G32F:
return DXGI_FORMAT_R32G32_FLOAT;
break;
case BearRenderTargetFormat::R32G32B32F:
return DXGI_FORMAT_R32G32B32_FLOAT;
break;
case BearRenderTargetFormat::R32G32B32A32F:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
break;
default:
BEAR_CHECK(0);
break;
}
return DXGI_FORMAT_R32G32B32A32_FLOAT;
}
DXGI_FORMAT DX12Factory::Translation(BearDepthStencilFormat format)
{
switch (format)
{
case BearDepthStencilFormat::Depth16:
return DXGI_FORMAT_D16_UNORM;
break;
case BearDepthStencilFormat::Depth32F:
return DXGI_FORMAT_D32_FLOAT;
break;
case BearDepthStencilFormat::Depth24Stencil8:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
break;
case BearDepthStencilFormat::Depth32FStencil8:
return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
break;
default:
BEAR_CHECK(0);
break;
}
return DXGI_FORMAT_D24_UNORM_S8_UINT;
}
DXGI_FORMAT DX12Factory::TranslationForRayTracing(BearVertexFormat format)
{
switch (format)
{
case BearVertexFormat::R16G16_FLOAT:
return DXGI_FORMAT_R16G16_FLOAT;
break;
case BearVertexFormat::R16G16B16A16_FLOAT:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
break;
case BearVertexFormat::R32G32_FLOAT:
return DXGI_FORMAT_R32G32_FLOAT;
break;
case BearVertexFormat::R32G32B32_FLOAT:
return DXGI_FORMAT_R32G32B32_FLOAT;
break;
default:
BEAR_CHECK(false);
return DXGI_FORMAT_R16G16_FLOAT;
break;
}
}
DXGI_FORMAT DX12Factory::Translation(BearVertexFormat format)
{
switch (format)
{
case BearVertexFormat::R16G16_SINT:
return DXGI_FORMAT_R16G16_SINT;
case BearVertexFormat::R16G16B16A16_SINT:
return DXGI_FORMAT_R16G16B16A16_SINT;
case BearVertexFormat::R16G16_FLOAT:
return DXGI_FORMAT_R16G16_FLOAT;
case BearVertexFormat::R16G16B16A16_FLOAT:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case BearVertexFormat::R32G32B32A32_FLOAT:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case BearVertexFormat::R32G32B32_FLOAT:
return DXGI_FORMAT_R32G32B32_FLOAT;
case BearVertexFormat::R32G32_FLOAT:
return DXGI_FORMAT_R32G32_FLOAT;
case BearVertexFormat::R32_FLOAT:
return DXGI_FORMAT_R32_FLOAT;
case BearVertexFormat::R32_INT:
return DXGI_FORMAT_R32_SINT;
case BearVertexFormat::R8G8B8A8:
return DXGI_FORMAT_R8G8B8A8_UINT;
case BearVertexFormat::R8G8:
return DXGI_FORMAT_R8G8_UINT;
case BearVertexFormat::R8:
return DXGI_FORMAT_R8_UINT;
default:
BEAR_CHECK(0);;
return DXGI_FORMAT_UNKNOWN;
}
}
void DX12Factory::Translation(BearTopologyType format, D3D_PRIMITIVE_TOPOLOGY& topology, D3D12_PRIMITIVE_TOPOLOGY_TYPE& topology_type)
{
switch (format)
{
case BearTopologyType::PointList:
topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
case BearTopologyType::LintList:
topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case BearTopologyType::LineStrip:
topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
break;
case BearTopologyType::TriangleList:
topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case BearTopologyType::TriangleStrip:
topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
default:
BEAR_CHECK(false);
topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
}
}