Files
UnrealEngine/Engine/Source/ThirdParty/Windows/D3DX12/Include/d3dx12_state_object.h
2025-05-18 13:04:45 +08:00

2155 lines
73 KiB
C++

//*********************************************************
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License (MIT).
//
//*********************************************************
#pragma once
#ifndef __cplusplus
#error D3DX12 requires C++
#endif
#include "d3dx12_default.h"
#include "d3d12.h"
#include "d3dx12_core.h"
//================================================================================================
// 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 its 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 its
// contents.
//
//================================================================================================
#include <list>
#include <forward_list>
#include <vector>
#include <memory>
#include <string>
#include <vector>
#ifndef D3DX12_USE_ATL
#include <wrl/client.h>
#define D3DX12_COM_PTR Microsoft::WRL::ComPtr
#define D3DX12_COM_PTR_GET(x) x.Get()
#define D3DX12_COM_PTR_ADDRESSOF(x) x.GetAddressOf()
#else
#include <atlbase.h>
#define D3DX12_COM_PTR ATL::CComPtr
#define D3DX12_COM_PTR_GET(x) x.p
#define D3DX12_COM_PTR_ADDRESSOF(x) &x.p
#endif
//------------------------------------------------------------------------------------------------
class CD3DX12_STATE_OBJECT_DESC
{
public:
CD3DX12_STATE_OBJECT_DESC() noexcept
{
Init(D3D12_STATE_OBJECT_TYPE_COLLECTION);
}
CD3DX12_STATE_OBJECT_DESC(D3D12_STATE_OBJECT_TYPE Type) noexcept
{
Init(Type);
}
void SetStateObjectType(D3D12_STATE_OBJECT_TYPE Type) noexcept { m_Desc.Type = Type; }
CD3DX12_STATE_OBJECT_DESC(const CD3DX12_STATE_OBJECT_DESC& other) = delete;
CD3DX12_STATE_OBJECT_DESC& operator=(const CD3DX12_STATE_OBJECT_DESC& other) = delete;
CD3DX12_STATE_OBJECT_DESC(CD3DX12_STATE_OBJECT_DESC&& other) = default;
CD3DX12_STATE_OBJECT_DESC& operator=(CD3DX12_STATE_OBJECT_DESC&& other) = default;
operator const D3D12_STATE_OBJECT_DESC& ()
{
// Do final preparation work
for (auto& ownedSubobject : m_OwnedSubobjectHelpers)
{
ownedSubobject->Finalize();
}
m_RepointedSubobjectVectors.clear();
m_RepointedPrograms.clear();
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 its 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 =
static_cast<const D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION*>(m_SubobjectArray[i].pDesc);
D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION Repointed = *pOriginalSubobjectAssociation;
auto pWrapper =
static_cast<const SUBOBJECT_WRAPPER*>(pOriginalSubobjectAssociation->pSubobjectToAssociate);
Repointed.pSubobjectToAssociate = pWrapper->pSubobjectArrayLocation;
m_RepointedAssociations.push_back(Repointed);
m_SubobjectArray[i].pDesc = &m_RepointedAssociations.back();
}
else if (m_SubobjectArray[i].Type == D3D12_STATE_SUBOBJECT_TYPE_GENERIC_PROGRAM)
{
auto originalGenericProgramDesc =
static_cast<const D3D12_GENERIC_PROGRAM_DESC*>(m_SubobjectArray[i].pDesc);
D3D12_GENERIC_PROGRAM_DESC Repointed = *originalGenericProgramDesc;
if (originalGenericProgramDesc->NumSubobjects > 0)
{
m_RepointedSubobjectVectors.emplace_back(std::vector<const D3D12_STATE_SUBOBJECT*>());
std::vector<D3D12_STATE_SUBOBJECT const*>& repointedGenericProgramSubobjects = m_RepointedSubobjectVectors.back();
repointedGenericProgramSubobjects.resize(originalGenericProgramDesc->NumSubobjects);
for (UINT s = 0; s < originalGenericProgramDesc->NumSubobjects; s++)
{
auto pWrapper =
static_cast<const SUBOBJECT_WRAPPER*>(originalGenericProgramDesc->ppSubobjects[s]);
repointedGenericProgramSubobjects[s] = pWrapper->pSubobjectArrayLocation;
}
// Below: using ugly way to get pointer in case .data() is not defined
Repointed.ppSubobjects = &repointedGenericProgramSubobjects[0];
}
m_RepointedPrograms.push_back(Repointed);
m_SubobjectArray[i].pDesc = &m_RepointedPrograms.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<const D3D12_STATE_OBJECT_DESC&>(*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<CD3DX12_DXIL_LIBRARY_SUBOBJECT>();
// 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 its 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<typename T>
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) noexcept
{
SetStateObjectType(Type);
m_Desc.pSubobjects = nullptr;
m_Desc.NumSubobjects = 0;
m_SubobjectList.clear();
m_SubobjectArray.clear();
m_RepointedAssociations.clear();
m_RepointedSubobjectVectors.clear();
m_RepointedPrograms.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<SUBOBJECT_WRAPPER> m_SubobjectList; // Pointers to list nodes handed out so
// these can be edited live
std::vector<D3D12_STATE_SUBOBJECT> m_SubobjectArray; // Built at the end, copying list contents
std::list<D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION>
m_RepointedAssociations; // subobject type that contains pointers to other subobjects,
// repointed to flattened array
std::list<std::vector<D3D12_STATE_SUBOBJECT const*>>
m_RepointedSubobjectVectors;
std::list<D3D12_GENERIC_PROGRAM_DESC>
m_RepointedPrograms;
template<typename CStr, typename StdStr>
class StringContainer
{
public:
CStr LocalCopy(CStr 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() noexcept { m_Strings.clear(); }
private:
std::list<StdStr> m_Strings;
};
public:
class SUBOBJECT_HELPER_BASE
{
public:
SUBOBJECT_HELPER_BASE() noexcept { Init(); }
virtual ~SUBOBJECT_HELPER_BASE() = default;
virtual D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept = 0;
SUBOBJECT_HELPER_BASE(const SUBOBJECT_HELPER_BASE& other) = delete;
SUBOBJECT_HELPER_BASE& operator=(const SUBOBJECT_HELPER_BASE& other) = delete;
SUBOBJECT_HELPER_BASE(SUBOBJECT_HELPER_BASE&& other) = default;
SUBOBJECT_HELPER_BASE& operator=(SUBOBJECT_HELPER_BASE&& other) = default;
void AddToStateObject(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
m_pSubobject = ContainingStateObject.TrackSubobject(Type(), Data());
}
virtual void Finalize() {};
operator const D3D12_STATE_SUBOBJECT& () const noexcept { return *m_pSubobject; }
protected:
virtual void* Data() noexcept = 0;
void Init() noexcept { m_pSubobject = nullptr; }
D3D12_STATE_SUBOBJECT* m_pSubobject;
};
private:
std::list<std::unique_ptr<SUBOBJECT_HELPER_BASE>> m_OwnedSubobjectHelpers;
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_RAYTRACING_PIPELINE_CONFIG1_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;
//TODO: SDK Version check should include all the newly added subobject type for the public release.
// The SDK version check will be changed based on when we release state objects.
#if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 612)
friend class CD3DX12_GENERIC_PROGRAM_SUBOBJECT;
friend class CD3DX12_WORK_GRAPH_SUBOBJECT;
friend class CD3DX12_STREAM_OUTPUT_SUBOBJECT;
friend class CD3DX12_BLEND_SUBOBJECT;
friend class CD3DX12_RASTERIZER_SUBOBJECT;
friend class CD3DX12_DEPTH_STENCIL2_SUBOBJECT;
friend class CD3DX12_INPUT_LAYOUT_SUBOBJECT;
friend class CD3DX12_IB_STRIP_CUT_VALUE_SUBOBJECT;
friend class CD3DX12_PRIMITIVE_TOPOLOGY_SUBOBJECT;
friend class CD3DX12_RENDER_TARGET_FORMATS_SUBOBJECT;
friend class CD3DX12_DEPTH_STENCIL_FORMAT_SUBOBJECT;
friend class CD3DX12_SAMPLE_DESC_SUBOBJECT;
friend class CD3DX12_FLAGS_SUBOBJECT;
friend class CD3DX12_VIEW_INSTANCING_SUBOBJECT;
friend class CD3DX12_DEPTH_STENCIL_SUBOBJECT;
friend class CD3DX12_DEPTH_STENCIL1_SUBOBJECT;
friend class CD3DX12_SAMPLE_MASK_SUBOBJECT;
friend class CD3DX12_NODE_OUTPUT_OVERRIDES;
friend class CD3DX12_SHADER_NODE;
friend class CD3DX12_BROADCASTING_LAUNCH_NODE_OVERRIDES;
friend class CD3DX12_COALESCING_LAUNCH_NODE_OVERRIDES;
friend class CD3DX12_THREAD_LAUNCH_NODE_OVERRIDES;
friend class CD3DX12_COMMON_COMPUTE_NODE_OVERRIDES;
#endif // D3D12_SDK_VERSION >= 612
};
//------------------------------------------------------------------------------------------------
class CD3DX12_DXIL_LIBRARY_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_DXIL_LIBRARY_SUBOBJECT() noexcept
{
Init();
}
CD3DX12_DXIL_LIBRARY_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetDXILLibrary(const D3D12_SHADER_BYTECODE* pCode) noexcept
{
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<UINT>(m_Exports.size());
}
template<size_t N>
void DefineExports(LPCWSTR(&Exports)[N])
{
for (UINT i = 0; i < N; i++)
{
DefineExport(Exports[i]);
}
}
void DefineExports(const LPCWSTR* Exports, UINT N)
{
for (UINT i = 0; i < N; i++)
{
DefineExport(Exports[i]);
}
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY;
}
operator const D3D12_DXIL_LIBRARY_DESC&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
m_Strings.clear();
m_Exports.clear();
}
void* Data() noexcept override { return &m_Desc; }
D3D12_DXIL_LIBRARY_DESC m_Desc;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::vector<D3D12_EXPORT_DESC> m_Exports;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_EXISTING_COLLECTION_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_EXISTING_COLLECTION_SUBOBJECT() noexcept
{
Init();
}
CD3DX12_EXISTING_COLLECTION_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetExistingCollection(ID3D12StateObject*pExistingCollection) noexcept
{
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<UINT>(m_Exports.size());
}
template<size_t N>
void DefineExports(LPCWSTR(&Exports)[N])
{
for (UINT i = 0; i < N; i++)
{
DefineExport(Exports[i]);
}
}
void DefineExports(const LPCWSTR* Exports, UINT N)
{
for (UINT i = 0; i < N; i++)
{
DefineExport(Exports[i]);
}
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION;
}
operator const D3D12_EXISTING_COLLECTION_DESC&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
m_CollectionRef = nullptr;
m_Strings.clear();
m_Exports.clear();
}
void* Data() noexcept override { return &m_Desc; }
D3D12_EXISTING_COLLECTION_DESC m_Desc;
D3DX12_COM_PTR<ID3D12StateObject> m_CollectionRef;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::vector<D3D12_EXPORT_DESC> m_Exports;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_SUBOBJECT_TO_EXPORTS_ASSOCIATION_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_SUBOBJECT_TO_EXPORTS_ASSOCIATION_SUBOBJECT() noexcept
{
Init();
}
CD3DX12_SUBOBJECT_TO_EXPORTS_ASSOCIATION_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetSubobjectToAssociate(const D3D12_STATE_SUBOBJECT& SubobjectToAssociate) noexcept
{
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<size_t N>
void AddExports(LPCWSTR (&Exports)[N])
{
for (UINT i = 0; i < N; i++)
{
AddExport(Exports[i]);
}
}
void AddExports(const LPCWSTR* Exports, UINT N)
{
for (UINT i = 0; i < N; i++)
{
AddExport(Exports[i]);
}
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION;
}
operator const D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
m_Strings.clear();
m_Exports.clear();
}
void* Data() noexcept override { return &m_Desc; }
D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION m_Desc;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::vector<LPCWSTR> m_Exports;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION() noexcept
{
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<size_t N>
void AddExports(LPCWSTR (&Exports)[N])
{
for (UINT i = 0; i < N; i++)
{
AddExport(Exports[i]);
}
}
void AddExports(const LPCWSTR* Exports, UINT N)
{
for (UINT i = 0; i < N; i++)
{
AddExport(Exports[i]);
}
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION;
}
operator const D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
m_Strings.clear();
m_SubobjectName.clear();
m_Exports.clear();
}
void* Data() noexcept override { return &m_Desc; }
D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION m_Desc;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_SubobjectName;
std::vector<LPCWSTR> m_Exports;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_HIT_GROUP_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_HIT_GROUP_SUBOBJECT() noexcept
{
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) noexcept { 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 noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP;
}
operator const D3D12_HIT_GROUP_DESC&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
for (UINT i = 0; i < m_NumStrings; i++)
{
m_Strings[i].clear();
}
}
void* Data() noexcept override { return &m_Desc; }
D3D12_HIT_GROUP_DESC m_Desc;
static constexpr UINT m_NumStrings = 4;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring>
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() noexcept
{
Init();
}
CD3DX12_RAYTRACING_SHADER_CONFIG_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void Config(UINT MaxPayloadSizeInBytes, UINT MaxAttributeSizeInBytes) noexcept
{
m_Desc.MaxPayloadSizeInBytes = MaxPayloadSizeInBytes;
m_Desc.MaxAttributeSizeInBytes = MaxAttributeSizeInBytes;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG;
}
operator const D3D12_RAYTRACING_SHADER_CONFIG&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { 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() noexcept
{
Init();
}
CD3DX12_RAYTRACING_PIPELINE_CONFIG_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void Config(UINT MaxTraceRecursionDepth) noexcept
{
m_Desc.MaxTraceRecursionDepth = MaxTraceRecursionDepth;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG;
}
operator const D3D12_RAYTRACING_PIPELINE_CONFIG&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { return &m_Desc; }
D3D12_RAYTRACING_PIPELINE_CONFIG m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_RAYTRACING_PIPELINE_CONFIG1_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_RAYTRACING_PIPELINE_CONFIG1_SUBOBJECT() noexcept
{
Init();
}
CD3DX12_RAYTRACING_PIPELINE_CONFIG1_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void Config(UINT MaxTraceRecursionDepth, D3D12_RAYTRACING_PIPELINE_FLAGS Flags) noexcept
{
m_Desc.MaxTraceRecursionDepth = MaxTraceRecursionDepth;
m_Desc.Flags = Flags;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG1;
}
operator const D3D12_RAYTRACING_PIPELINE_CONFIG1&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { return &m_Desc; }
D3D12_RAYTRACING_PIPELINE_CONFIG1 m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT() noexcept
{
Init();
}
CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetRootSignature(ID3D12RootSignature* pRootSig) noexcept
{
m_pRootSig = pRootSig;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE;
}
operator ID3D12RootSignature*() const noexcept { return D3DX12_COM_PTR_GET(m_pRootSig); }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_pRootSig = nullptr;
}
void* Data() noexcept override { return D3DX12_COM_PTR_ADDRESSOF(m_pRootSig); }
D3DX12_COM_PTR<ID3D12RootSignature> m_pRootSig;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_LOCAL_ROOT_SIGNATURE_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_LOCAL_ROOT_SIGNATURE_SUBOBJECT() noexcept
{
Init();
}
CD3DX12_LOCAL_ROOT_SIGNATURE_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetRootSignature(ID3D12RootSignature* pRootSig) noexcept
{
m_pRootSig = pRootSig;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE;
}
operator ID3D12RootSignature*() const noexcept { return D3DX12_COM_PTR_GET(m_pRootSig); }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_pRootSig = nullptr;
}
void* Data() noexcept override { return D3DX12_COM_PTR_ADDRESSOF(m_pRootSig); }
D3DX12_COM_PTR<ID3D12RootSignature> m_pRootSig;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_STATE_OBJECT_CONFIG_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_STATE_OBJECT_CONFIG_SUBOBJECT() noexcept
{
Init();
}
CD3DX12_STATE_OBJECT_CONFIG_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetFlags(D3D12_STATE_OBJECT_FLAGS Flags) noexcept
{
m_Desc.Flags = Flags;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG;
}
operator const D3D12_STATE_OBJECT_CONFIG&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { 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() noexcept
{
Init();
}
CD3DX12_NODE_MASK_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetNodeMask(UINT NodeMask) noexcept
{
m_Desc.NodeMask = NodeMask;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK;
}
operator const D3D12_NODE_MASK&() const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { return &m_Desc; }
D3D12_NODE_MASK m_Desc;
};
#if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 612)
//------------------------------------------------------------------------------------------------
class CD3DX12_STREAM_OUTPUT_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_STREAM_OUTPUT_SUBOBJECT()
{
Init();
}
CD3DX12_STREAM_OUTPUT_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetSODeclEntries(const D3D12_SO_DECLARATION_ENTRY* soDeclEntries, UINT numEntries)
{
m_soDecalEntries.resize(numEntries);
for (UINT i = 0; i < numEntries; i++)
{
m_soDecalEntries[i] = D3D12_SO_DECLARATION_ENTRY{
soDeclEntries[i].Stream,
m_Strings.LocalCopy(soDeclEntries[i].SemanticName),
soDeclEntries[i].SemanticIndex,
soDeclEntries[i].StartComponent,
soDeclEntries[i].ComponentCount,
soDeclEntries[i].OutputSlot
};
}
// Below: using ugly way to get pointer in case .data() is not defined
m_Desc.pSODeclaration = &m_soDecalEntries[0];
m_Desc.NumEntries = numEntries;
}
void SetBufferStrides(const UINT* bufferStrides, UINT numStrides)
{
m_Desc.pBufferStrides = bufferStrides;
m_Desc.NumStrides = numStrides;
}
void SetRasterizedStream(UINT rasterizedStream)
{
m_Desc.RasterizedStream = rasterizedStream;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT;
}
operator const D3D12_STREAM_OUTPUT_DESC& () const noexcept { return m_Desc; }
private:
void Init()
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { return &m_Desc; }
D3D12_STREAM_OUTPUT_DESC m_Desc;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCSTR, std::string> m_Strings;
std::vector<D3D12_SO_DECLARATION_ENTRY> m_soDecalEntries;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_BLEND_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_BLEND_SUBOBJECT()
{
Init();
}
CD3DX12_BLEND_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetAlphaToCoverageEnable(bool alphaToCoverageEnable)
{
m_Desc.AlphaToCoverageEnable = alphaToCoverageEnable;
}
void SetIndependentBlendEnable(bool independentBlendEnable)
{
m_Desc.IndependentBlendEnable = independentBlendEnable;
}
void SetRenderTarget(UINT renderTargetIndex, const D3D12_RENDER_TARGET_BLEND_DESC& renderTargetBlendDesc)
{
m_Desc.RenderTarget[renderTargetIndex].BlendEnable = renderTargetBlendDesc.BlendEnable;
m_Desc.RenderTarget[renderTargetIndex].BlendOp = renderTargetBlendDesc.BlendOp;
m_Desc.RenderTarget[renderTargetIndex].BlendOpAlpha = renderTargetBlendDesc.BlendOpAlpha;
m_Desc.RenderTarget[renderTargetIndex].DestBlend = renderTargetBlendDesc.DestBlend;
m_Desc.RenderTarget[renderTargetIndex].DestBlendAlpha = renderTargetBlendDesc.DestBlendAlpha;
m_Desc.RenderTarget[renderTargetIndex].LogicOp = renderTargetBlendDesc.LogicOp;
m_Desc.RenderTarget[renderTargetIndex].LogicOpEnable = renderTargetBlendDesc.LogicOpEnable;
m_Desc.RenderTarget[renderTargetIndex].RenderTargetWriteMask = renderTargetBlendDesc.RenderTargetWriteMask;
m_Desc.RenderTarget[renderTargetIndex].SrcBlend = renderTargetBlendDesc.SrcBlend;
m_Desc.RenderTarget[renderTargetIndex].SrcBlendAlpha = renderTargetBlendDesc.SrcBlendAlpha;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_BLEND;
}
operator const D3D12_BLEND_DESC& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
}
void* Data() noexcept override { return &m_Desc; }
CD3DX12_BLEND_DESC m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_RASTERIZER_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_RASTERIZER_SUBOBJECT()
{
Init();
}
CD3DX12_RASTERIZER_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetFillMode(D3D12_FILL_MODE fillMode)
{
m_Desc.FillMode = fillMode;
}
void SetCullMode(D3D12_CULL_MODE cullMode)
{
m_Desc.CullMode = cullMode;
}
void SetFrontCounterClockwise(BOOL frontCounterClockwise)
{
m_Desc.FrontCounterClockwise = frontCounterClockwise;
}
void SetDepthBias(FLOAT depthBias)
{
m_Desc.DepthBias = depthBias;
}
void SetDepthBiasClamp(FLOAT depthBiasClamp)
{
m_Desc.DepthBiasClamp = depthBiasClamp;
}
void SetSlopeScaledDepthBias(FLOAT slopeScaledDepthBias)
{
m_Desc.SlopeScaledDepthBias = slopeScaledDepthBias;
}
void SetDepthClipEnable(BOOL depthClipEnable)
{
m_Desc.DepthClipEnable = depthClipEnable;
}
void SetLineRasterizationMode(D3D12_LINE_RASTERIZATION_MODE lineRasterizationMode)
{
m_Desc.LineRasterizationMode = lineRasterizationMode;
}
void SetForcedSampleCount(UINT forcedSampleCount)
{
m_Desc.ForcedSampleCount = forcedSampleCount;
}
void SetConservativeRaster(D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster)
{
m_Desc.ConservativeRaster = conservativeRaster;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_RASTERIZER;
}
operator const D3D12_RASTERIZER_DESC2& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = CD3DX12_RASTERIZER_DESC2(D3D12_DEFAULT);
}
void* Data() noexcept override { return &m_Desc; }
CD3DX12_RASTERIZER_DESC2 m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_DEPTH_STENCIL2_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_DEPTH_STENCIL2_SUBOBJECT()
{
Init();
}
CD3DX12_DEPTH_STENCIL2_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetDepthEnable(BOOL depthEnable)
{
m_Desc.DepthEnable = depthEnable;
}
void SetDepthWriteMask(D3D12_DEPTH_WRITE_MASK depthWriteMask)
{
m_Desc.DepthWriteMask = depthWriteMask;
}
void SetDepthFunc(D3D12_COMPARISON_FUNC depthFunc)
{
m_Desc.DepthFunc = depthFunc;
}
void SetStencilEnable(BOOL stencilEnable)
{
m_Desc.StencilEnable = stencilEnable;
}
void SetFrontFace(D3D12_DEPTH_STENCILOP_DESC1 frontFace)
{
m_Desc.FrontFace = {
frontFace.StencilFailOp,
frontFace.StencilDepthFailOp,
frontFace.StencilPassOp,
frontFace.StencilFunc,
frontFace.StencilReadMask,
frontFace.StencilWriteMask
};
}
void SetBackFace(D3D12_DEPTH_STENCILOP_DESC1 backFace)
{
m_Desc.BackFace = {
backFace.StencilFailOp,
backFace.StencilDepthFailOp,
backFace.StencilPassOp,
backFace.StencilFunc,
backFace.StencilReadMask,
backFace.StencilWriteMask
};
}
void SetDepthBoundsTestEnable(BOOL depthBoundsTestEnable)
{
m_Desc.DepthBoundsTestEnable = depthBoundsTestEnable;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL2;
}
operator const D3D12_DEPTH_STENCIL_DESC2& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = CD3DX12_DEPTH_STENCIL_DESC2(D3D12_DEFAULT);
}
void* Data() noexcept override { return &m_Desc; }
CD3DX12_DEPTH_STENCIL_DESC2 m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_INPUT_LAYOUT_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_INPUT_LAYOUT_SUBOBJECT()
{
Init();
}
CD3DX12_INPUT_LAYOUT_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void AddInputLayoutElementDesc(D3D12_INPUT_ELEMENT_DESC inputLayoutElementDesc)
{
m_inputLayoutElements.emplace_back(
D3D12_INPUT_ELEMENT_DESC{
m_Strings.LocalCopy(inputLayoutElementDesc.SemanticName),
inputLayoutElementDesc.SemanticIndex,
inputLayoutElementDesc.Format,
inputLayoutElementDesc.InputSlot,
inputLayoutElementDesc.AlignedByteOffset,
inputLayoutElementDesc.InputSlotClass,
inputLayoutElementDesc.InstanceDataStepRate
});
++m_numElements;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT;
}
operator const D3D12_INPUT_LAYOUT_DESC& () const noexcept { return m_Desc; }
virtual void Finalize() override
{
if (m_numElements > 0)
{
std::list<D3D12_INPUT_ELEMENT_DESC>::iterator inputLayoutIt = m_inputLayoutElements.begin();
m_inputLayoutElementsVector.resize(m_numElements);
for (UINT i = 0; inputLayoutIt != m_inputLayoutElements.end(); i++, inputLayoutIt++)
{
m_inputLayoutElementsVector[i] = *inputLayoutIt;
}
// Below: using ugly way to get pointer in case .data() is not defined
m_Desc.pInputElementDescs = &m_inputLayoutElementsVector[0];
}
m_Desc.NumElements = m_numElements;
}
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
m_Desc.pInputElementDescs = nullptr;
m_numElements = 0;
m_inputLayoutElements.clear();
m_inputLayoutElementsVector.clear();
}
void* Data() noexcept override { return &m_Desc; }
D3D12_INPUT_LAYOUT_DESC m_Desc;
std::list<D3D12_INPUT_ELEMENT_DESC> m_inputLayoutElements;
std::vector<D3D12_INPUT_ELEMENT_DESC> m_inputLayoutElementsVector;
UINT m_numElements;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCSTR, std::string> m_Strings;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_IB_STRIP_CUT_VALUE_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_IB_STRIP_CUT_VALUE_SUBOBJECT()
{
Init();
}
CD3DX12_IB_STRIP_CUT_VALUE_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetIBStripCutValue(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ibStripCutValue)
{
m_Desc = ibStripCutValue;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE;
}
operator const D3D12_INDEX_BUFFER_STRIP_CUT_VALUE& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
}
void* Data() noexcept override { return &m_Desc; }
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_PRIMITIVE_TOPOLOGY_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_PRIMITIVE_TOPOLOGY_SUBOBJECT()
{
Init();
}
CD3DX12_PRIMITIVE_TOPOLOGY_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE primitiveTopologytype)
{
m_Desc = primitiveTopologytype;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY;
}
operator const D3D12_PRIMITIVE_TOPOLOGY_TYPE& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
}
void* Data() noexcept override { return &m_Desc; }
D3D12_PRIMITIVE_TOPOLOGY_TYPE m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_RENDER_TARGET_FORMATS_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_RENDER_TARGET_FORMATS_SUBOBJECT()
{
Init();
}
CD3DX12_RENDER_TARGET_FORMATS_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetNumRenderTargets(UINT numRenderTargets)
{
m_Desc.NumRenderTargets = numRenderTargets;
}
void SetRenderTargetFormat(UINT renderTarget, DXGI_FORMAT renderTargetFormat)
{
m_Desc.RTFormats[renderTarget] = renderTargetFormat;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS;
}
operator const D3D12_RT_FORMAT_ARRAY& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { return &m_Desc; }
D3D12_RT_FORMAT_ARRAY m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_DEPTH_STENCIL_FORMAT_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_DEPTH_STENCIL_FORMAT_SUBOBJECT()
{
Init();
}
CD3DX12_DEPTH_STENCIL_FORMAT_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetDepthStencilFormat(DXGI_FORMAT depthStencilFormat)
{
m_Desc = depthStencilFormat;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT;
}
operator const DXGI_FORMAT& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
}
void* Data() noexcept override { return &m_Desc; }
DXGI_FORMAT m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_SAMPLE_DESC_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_SAMPLE_DESC_SUBOBJECT()
{
Init();
}
CD3DX12_SAMPLE_DESC_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetCount(UINT count)
{
m_Desc.Count = count;
}
void SetQuality(UINT quality)
{
m_Desc.Quality = quality;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_DESC;
}
operator const DXGI_SAMPLE_DESC& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { return &m_Desc; }
DXGI_SAMPLE_DESC m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_FLAGS_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_FLAGS_SUBOBJECT()
{
Init();
}
CD3DX12_FLAGS_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetFlags(D3D12_PIPELINE_STATE_FLAGS flags)
{
m_Desc = flags;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_FLAGS;
}
operator const D3D12_PIPELINE_STATE_FLAGS& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
}
void* Data() noexcept override { return &m_Desc; }
D3D12_PIPELINE_STATE_FLAGS m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_VIEW_INSTANCING_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_VIEW_INSTANCING_SUBOBJECT()
{
Init();
}
CD3DX12_VIEW_INSTANCING_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void AddViewInstanceLocation(D3D12_VIEW_INSTANCE_LOCATION viewInstanceLocation)
{
m_viewInstanceCount++;
m_viewInstanceLocations.emplace_back(
D3D12_VIEW_INSTANCE_LOCATION
{
viewInstanceLocation.ViewportArrayIndex,
viewInstanceLocation.RenderTargetArrayIndex
}
);
}
void SetFlags(D3D12_VIEW_INSTANCING_FLAGS flags)
{
m_Desc.Flags = flags;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING;
}
operator const D3D12_VIEW_INSTANCING_DESC& () const noexcept { return m_Desc; }
virtual void Finalize() override
{
if (m_viewInstanceCount > 0)
{
m_viewInstanceLocationsVector.resize(m_viewInstanceCount);
std::list<D3D12_VIEW_INSTANCE_LOCATION>::iterator viewInstancingLocationIt = m_viewInstanceLocations.begin();
for (UINT i = 0; viewInstancingLocationIt != m_viewInstanceLocations.end(); i++, viewInstancingLocationIt++)
{
m_viewInstanceLocationsVector[i] = *viewInstancingLocationIt;
}
// Below: using ugly way to get pointer in case .data() is not defined
m_Desc.pViewInstanceLocations = &m_viewInstanceLocationsVector[0];
}
m_Desc.ViewInstanceCount = m_viewInstanceCount;
}
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = CD3DX12_VIEW_INSTANCING_DESC(D3D12_DEFAULT);
m_viewInstanceCount = 0;
m_viewInstanceLocations.clear();
m_viewInstanceLocationsVector.clear();
}
void* Data() noexcept override { return &m_Desc; }
CD3DX12_VIEW_INSTANCING_DESC m_Desc;
UINT m_viewInstanceCount;
std::list<D3D12_VIEW_INSTANCE_LOCATION> m_viewInstanceLocations;
std::vector<D3D12_VIEW_INSTANCE_LOCATION> m_viewInstanceLocationsVector;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_DEPTH_STENCIL_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_DEPTH_STENCIL_SUBOBJECT()
{
Init();
}
CD3DX12_DEPTH_STENCIL_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetDepthEnable(BOOL depthEnable)
{
m_Desc.DepthEnable = depthEnable;
}
void SetDepthWriteMask(D3D12_DEPTH_WRITE_MASK depthWriteMask)
{
m_Desc.DepthWriteMask = depthWriteMask;
}
void SetDepthFunc(D3D12_COMPARISON_FUNC depthFunc)
{
m_Desc.DepthFunc = depthFunc;
}
void SetStencilEnable(BOOL stencilEnable)
{
m_Desc.StencilEnable = stencilEnable;
}
void SetStencilReadMask(UINT8 stencilReadMask)
{
m_Desc.StencilReadMask = stencilReadMask;
}
void SetStencilWriteMask(UINT8 stencilWriteMask)
{
m_Desc.StencilWriteMask = stencilWriteMask;
}
void SetFrontFace(D3D12_DEPTH_STENCILOP_DESC frontFace)
{
m_Desc.FrontFace = {
frontFace.StencilFailOp,
frontFace.StencilDepthFailOp,
frontFace.StencilPassOp,
frontFace.StencilFunc
};
}
void SetBackFace(D3D12_DEPTH_STENCILOP_DESC backFace)
{
m_Desc.BackFace = {
backFace.StencilFailOp,
backFace.StencilDepthFailOp,
backFace.StencilPassOp,
backFace.StencilFunc
};
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL;
}
operator const D3D12_DEPTH_STENCIL_DESC& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
}
void* Data() noexcept override { return &m_Desc; }
CD3DX12_DEPTH_STENCIL_DESC m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_DEPTH_STENCIL1_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_DEPTH_STENCIL1_SUBOBJECT()
{
Init();
}
CD3DX12_DEPTH_STENCIL1_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetDepthEnable(BOOL depthEnable)
{
m_Desc.DepthEnable = depthEnable;
}
void SetDepthWriteMask(D3D12_DEPTH_WRITE_MASK depthWriteMask)
{
m_Desc.DepthWriteMask = depthWriteMask;
}
void SetDepthFunc(D3D12_COMPARISON_FUNC depthFunc)
{
m_Desc.DepthFunc = depthFunc;
}
void SetStencilEnable(BOOL stencilEnable)
{
m_Desc.StencilEnable = stencilEnable;
}
void SetStencilReadMask(UINT8 stencilReadMask)
{
m_Desc.StencilReadMask = stencilReadMask;
}
void SetStencilWriteMask(UINT8 stencilWriteMask)
{
m_Desc.StencilWriteMask = stencilWriteMask;
}
void SetFrontFace(D3D12_DEPTH_STENCILOP_DESC frontFace)
{
m_Desc.FrontFace = {
frontFace.StencilFailOp,
frontFace.StencilDepthFailOp,
frontFace.StencilPassOp,
frontFace.StencilFunc
};
}
void SetBackFace(D3D12_DEPTH_STENCILOP_DESC backFace)
{
m_Desc.BackFace = {
backFace.StencilFailOp,
backFace.StencilDepthFailOp,
backFace.StencilPassOp,
backFace.StencilFunc
};
}
void SetDepthBoundsTestEnable(BOOL depthBoundsTestEnable)
{
m_Desc.DepthBoundsTestEnable = depthBoundsTestEnable;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1;
}
operator const D3D12_DEPTH_STENCIL_DESC1& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEFAULT);
}
void* Data() noexcept override { return &m_Desc; }
CD3DX12_DEPTH_STENCIL_DESC1 m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_SAMPLE_MASK_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_SAMPLE_MASK_SUBOBJECT()
{
Init();
}
CD3DX12_SAMPLE_MASK_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetSampleMask(UINT sampleMask)
{
m_Desc = sampleMask;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_MASK;
}
operator const UINT& () const noexcept { return m_Desc; }
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
}
void* Data() noexcept override { return &m_Desc; }
UINT m_Desc;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_GENERIC_PROGRAM_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_GENERIC_PROGRAM_SUBOBJECT()
{
Init();
}
CD3DX12_GENERIC_PROGRAM_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
void SetProgramName(LPCWSTR ProgramName)
{
m_Desc.ProgramName = m_Strings.LocalCopy(ProgramName);
}
void AddExport(LPCWSTR exportName)
{
m_Exports.emplace_back(m_Strings.LocalCopy(exportName));
m_numExports++;
}
void AddSubobject(const D3D12_STATE_SUBOBJECT& subobject)
{
m_Subobjects.emplace_back(&subobject);
m_numSubobjects++;
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_GENERIC_PROGRAM;
}
operator const D3D12_GENERIC_PROGRAM_DESC& () const noexcept { return m_Desc; }
virtual void Finalize() override
{
// Set exports
if (m_numExports > 0)
{
m_ExportsVector.resize(m_numExports);
std::list<LPCWSTR>::iterator exportIt = m_Exports.begin();
for (UINT i = 0; exportIt != m_Exports.end(); i++, exportIt++)
{
m_ExportsVector[i] = *exportIt;
}
// Below: using ugly way to get pointer in case .data() is not defined
m_Desc.pExports = &m_ExportsVector[0];
}
else
{
m_Desc.pExports = nullptr;
}
m_Desc.NumExports = m_numExports;
// Set subobjects
if (m_numSubobjects > 0)
{
m_SubobjectsVector.resize(m_numSubobjects);
std::list<D3D12_STATE_SUBOBJECT const*>::iterator subobjectIt = m_Subobjects.begin();
for (UINT i = 0; subobjectIt != m_Subobjects.end(); i++, subobjectIt++)
{
m_SubobjectsVector[i] = *subobjectIt;
}
// Below: using ugly way to get pointer in case .data() is not defined
m_Desc.ppSubobjects = &m_SubobjectsVector[0];
}
else
{
m_Desc.ppSubobjects = nullptr;
}
m_Desc.NumSubobjects = m_numSubobjects;
}
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
m_numExports = 0;
m_numSubobjects = 0;
}
void* Data() noexcept override { return &m_Desc; }
D3D12_GENERIC_PROGRAM_DESC m_Desc;
std::list<LPCWSTR> m_Exports;
std::vector<LPCWSTR> m_ExportsVector;
UINT m_numExports;
std::list<D3D12_STATE_SUBOBJECT const*> m_Subobjects;
std::vector<D3D12_STATE_SUBOBJECT const*> m_SubobjectsVector;
UINT m_numSubobjects;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_NODE_OUTPUT_OVERRIDES
{
public:
CD3DX12_NODE_OUTPUT_OVERRIDES(const D3D12_NODE_OUTPUT_OVERRIDES** ppOwner, UINT* pNumOutputOverrides) noexcept
{
m_Desc.clear();
m_ppOwner = ppOwner;
*m_ppOwner = nullptr;
m_pNumOutputOverrides = pNumOutputOverrides;
*m_pNumOutputOverrides = 0;
}
void NewOutputOverride()
{
m_Desc.emplace_back(D3D12_NODE_OUTPUT_OVERRIDES{});
*m_ppOwner = m_Desc.data();
(*m_pNumOutputOverrides)++;
}
void OutputIndex(UINT index)
{
m_Desc.back().OutputIndex = index;
}
void NewName(LPCWSTR Name, UINT ArrayIndex = 0)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(Name),ArrayIndex });
m_Desc.back().pNewName = &m_NodeIDs.front();
}
void AllowSparseNodes(BOOL bAllow)
{
m_UINTs.emplace_front((UINT)bAllow);
m_Desc.back().pAllowSparseNodes = (BOOL*)&m_UINTs.front();
}
void MaxOutputRecords(UINT maxOutputRecords) noexcept
{
m_UINTs.emplace_front(maxOutputRecords);
m_Desc.back().pMaxRecords = &m_UINTs.front();
}
void MaxOutputRecordsSharedWith(UINT outputIndex) noexcept
{
m_UINTs.emplace_front(outputIndex);
m_Desc.back().pMaxRecordsSharedWithOutputIndex = &m_UINTs.front();
}
private:
std::vector<D3D12_NODE_OUTPUT_OVERRIDES> m_Desc;
// Cached parameters
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::forward_list<UINT> m_UINTs;
std::forward_list<D3D12_NODE_ID> m_NodeIDs;
const D3D12_NODE_OUTPUT_OVERRIDES** m_ppOwner;
UINT* m_pNumOutputOverrides;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_NODE_HELPER_BASE
{
public:
virtual ~CD3DX12_NODE_HELPER_BASE() = default;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_SHADER_NODE // Not specifying launch mode.
// Don't need to distinguish if no parameter overriding is happening
: public CD3DX12_NODE_HELPER_BASE
{
public:
CD3DX12_SHADER_NODE(
D3D12_NODE* pNode,
LPCWSTR _Shader = nullptr)
{
m_pDesc = pNode;
m_pDesc->NodeType = D3D12_NODE_TYPE_SHADER;
Shader(_Shader);
}
void Shader(LPCWSTR _Shader)
{
m_pDesc->Shader.Shader = m_Strings.LocalCopy(_Shader);
}
D3D12_NODE* m_pDesc;
private:
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
};
//------------------------------------------------------------------------------------------------
// Use this class when defining a broadcasting launch node where configuration parameters
// need to be overridden. If overrides are not needed, just use CD3DX12_COMPUTE_SHADER_NODE
class CD3DX12_BROADCASTING_LAUNCH_NODE_OVERRIDES
: public CD3DX12_NODE_HELPER_BASE
{
public:
CD3DX12_BROADCASTING_LAUNCH_NODE_OVERRIDES(
D3D12_NODE* pNode,
LPCWSTR _Shader = nullptr) :
m_NodeOutputOverrides(&Overrides.pOutputOverrides, &Overrides.NumOutputOverrides)
{
Overrides = {};
m_pDesc = pNode;
m_pDesc->NodeType = D3D12_NODE_TYPE_SHADER;
m_pDesc->Shader.OverridesType = D3D12_NODE_OVERRIDES_TYPE_BROADCASTING_LAUNCH;
m_pDesc->Shader.pBroadcastingLaunchOverrides = &Overrides;
Shader(_Shader);
}
void Shader(LPCWSTR _Shader)
{
m_pDesc->Shader.Shader = m_Strings.LocalCopy(_Shader);
}
void LocalRootArgumentsTableIndex(UINT index)
{
m_UINTs.emplace_front(index);
Overrides.pLocalRootArgumentsTableIndex = &m_UINTs.front();
}
void ProgramEntry(BOOL bIsProgramEntry)
{
m_UINTs.emplace_front(bIsProgramEntry);
Overrides.pProgramEntry = (BOOL*)&m_UINTs.front();
}
void NewName(D3D12_NODE_ID NodeID)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(NodeID.Name),NodeID.ArrayIndex });
Overrides.pNewName = &m_NodeIDs.front();
}
void ShareInputOf(D3D12_NODE_ID NodeID)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(NodeID.Name),NodeID.ArrayIndex });
Overrides.pShareInputOf = &m_NodeIDs.front();
}
void DispatchGrid(UINT x, UINT y, UINT z)
{
m_UINT3s.emplace_front(UINT3{ x,y,z });
Overrides.pDispatchGrid = (UINT*)&m_UINT3s.front();
}
void MaxDispatchGrid(UINT x, UINT y, UINT z)
{
m_UINT3s.emplace_front(UINT3{x,y,z});
Overrides.pMaxDispatchGrid = (UINT*)&m_UINT3s.front();
}
CD3DX12_NODE_OUTPUT_OVERRIDES& NodeOutputOverrides()
{
return m_NodeOutputOverrides;
}
D3D12_BROADCASTING_LAUNCH_OVERRIDES Overrides;
D3D12_NODE* m_pDesc;
private:
// Cached parameters
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::forward_list<UINT> m_UINTs;
struct UINT3
{
UINT x;
UINT y;
UINT z;
};
std::forward_list<UINT3> m_UINT3s;
std::forward_list<D3D12_NODE_ID> m_NodeIDs;
CD3DX12_NODE_OUTPUT_OVERRIDES m_NodeOutputOverrides;
};
//------------------------------------------------------------------------------------------------
// Use this class when defining a coalescing launch node where configuration parameters
// need to be overridden. If overrides are not needed, just use CD3DX12_COMPUTE_SHADER_NODE
class CD3DX12_COALESCING_LAUNCH_NODE_OVERRIDES
: public CD3DX12_NODE_HELPER_BASE
{
public:
CD3DX12_COALESCING_LAUNCH_NODE_OVERRIDES(
D3D12_NODE* pNode,
LPCWSTR _Shader = nullptr) :
m_NodeOutputOverrides(&Overrides.pOutputOverrides, &Overrides.NumOutputOverrides)
{
Overrides = {};
m_pDesc = pNode;
m_pDesc->NodeType = D3D12_NODE_TYPE_SHADER;
m_pDesc->Shader.OverridesType = D3D12_NODE_OVERRIDES_TYPE_COALESCING_LAUNCH;
m_pDesc->Shader.pCoalescingLaunchOverrides = &Overrides;
Shader(_Shader);
}
void Shader(LPCWSTR _Shader)
{
m_pDesc->Shader.Shader = m_Strings.LocalCopy(_Shader);
}
void LocalRootArgumentsTableIndex(UINT index)
{
m_UINTs.emplace_front(index);
Overrides.pLocalRootArgumentsTableIndex = &m_UINTs.front();
}
void ProgramEntry(BOOL bIsProgramEntry)
{
m_UINTs.emplace_front(bIsProgramEntry);
Overrides.pProgramEntry = (BOOL*)&m_UINTs.front();
}
void NewName(D3D12_NODE_ID NodeID)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(NodeID.Name),NodeID.ArrayIndex });
Overrides.pNewName = &m_NodeIDs.front();
}
void ShareInputOf(D3D12_NODE_ID NodeID)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(NodeID.Name),NodeID.ArrayIndex });
Overrides.pShareInputOf = &m_NodeIDs.front();
}
CD3DX12_NODE_OUTPUT_OVERRIDES& NodeOutputOverrides()
{
return m_NodeOutputOverrides;
}
D3D12_COALESCING_LAUNCH_OVERRIDES Overrides;
D3D12_NODE* m_pDesc;
private:
// Cached parameters
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::forward_list<UINT> m_UINTs;
struct UINT3
{
UINT x;
UINT y;
UINT z;
};
std::forward_list<UINT3> m_UINT3s;
std::forward_list<D3D12_NODE_ID> m_NodeIDs;
CD3DX12_NODE_OUTPUT_OVERRIDES m_NodeOutputOverrides;
};
//------------------------------------------------------------------------------------------------
// Use this class when defining a thread launch node where configuration parameters
// need to be overridden. If overrides are not needed, just use CD3DX12_COMPUTE_SHADER_NODE
class CD3DX12_THREAD_LAUNCH_NODE_OVERRIDES
: public CD3DX12_NODE_HELPER_BASE
{
public:
CD3DX12_THREAD_LAUNCH_NODE_OVERRIDES(
D3D12_NODE* pNode,
LPCWSTR _Shader = nullptr) :
m_NodeOutputOverrides(&Overrides.pOutputOverrides, &Overrides.NumOutputOverrides)
{
Overrides = {};
m_pDesc = pNode;
m_pDesc->NodeType = D3D12_NODE_TYPE_SHADER;
m_pDesc->Shader.OverridesType = D3D12_NODE_OVERRIDES_TYPE_THREAD_LAUNCH;
m_pDesc->Shader.pThreadLaunchOverrides = &Overrides;
Shader(_Shader);
}
void Shader(LPCWSTR _Shader)
{
m_pDesc->Shader.Shader = m_Strings.LocalCopy(_Shader);
}
void LocalRootArgumentsTableIndex(UINT index)
{
m_UINTs.emplace_front(index);
Overrides.pLocalRootArgumentsTableIndex = &m_UINTs.front();
}
void ProgramEntry(BOOL bIsProgramEntry)
{
m_UINTs.emplace_front(bIsProgramEntry);
Overrides.pProgramEntry = (BOOL*)&m_UINTs.front();
}
void NewName(D3D12_NODE_ID NodeID)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(NodeID.Name),NodeID.ArrayIndex });
Overrides.pNewName = &m_NodeIDs.front();
}
void ShareInputOf(D3D12_NODE_ID NodeID)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(NodeID.Name),NodeID.ArrayIndex });
Overrides.pShareInputOf = &m_NodeIDs.front();
}
CD3DX12_NODE_OUTPUT_OVERRIDES& NodeOutputOverrides()
{
return m_NodeOutputOverrides;
}
D3D12_THREAD_LAUNCH_OVERRIDES Overrides;
D3D12_NODE* m_pDesc;
private:
// Cached parameters
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::forward_list<UINT> m_UINTs;
std::forward_list<D3D12_NODE_ID> m_NodeIDs;
CD3DX12_NODE_OUTPUT_OVERRIDES m_NodeOutputOverrides;
};
//------------------------------------------------------------------------------------------------
// Use this class when defining a node where configuration parameters
// need to be overridden for parameters that are common to all launch node types.
// This option is a convenience if you don't want to determine what the launch mode is
// and just want to override a setting that isn't specific to launch mode.
// If overrides are not needed, just use CD3DX12_COMPUTE_SHADER_NODE
class CD3DX12_COMMON_COMPUTE_NODE_OVERRIDES
: public CD3DX12_NODE_HELPER_BASE
{
public:
CD3DX12_COMMON_COMPUTE_NODE_OVERRIDES(
D3D12_NODE* pNode,
LPCWSTR _Shader = nullptr) :
m_NodeOutputOverrides(&Overrides.pOutputOverrides, &Overrides.NumOutputOverrides)
{
Overrides = {};
m_pDesc = pNode;
m_pDesc->NodeType = D3D12_NODE_TYPE_SHADER;
m_pDesc->Shader.OverridesType = D3D12_NODE_OVERRIDES_TYPE_COMMON_COMPUTE;
m_pDesc->Shader.pThreadLaunchOverrides = &Overrides;
Shader(_Shader);
}
void Shader(LPCWSTR _Shader)
{
m_pDesc->Shader.Shader = m_Strings.LocalCopy(_Shader);
}
void LocalRootArgumentsTableIndex(UINT index)
{
m_UINTs.emplace_front(index);
Overrides.pLocalRootArgumentsTableIndex = &m_UINTs.front();
}
void ProgramEntry(BOOL bIsProgramEntry)
{
m_UINTs.emplace_front(bIsProgramEntry);
Overrides.pProgramEntry = (BOOL*)&m_UINTs.front();
}
void NewName(D3D12_NODE_ID NodeID)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(NodeID.Name),NodeID.ArrayIndex });
Overrides.pNewName = &m_NodeIDs.front();
}
void ShareInputOf(D3D12_NODE_ID NodeID)
{
m_NodeIDs.emplace_front(D3D12_NODE_ID{ m_Strings.LocalCopy(NodeID.Name),NodeID.ArrayIndex });
Overrides.pShareInputOf = &m_NodeIDs.front();
}
CD3DX12_NODE_OUTPUT_OVERRIDES& NodeOutputOverrides()
{
return m_NodeOutputOverrides;
}
D3D12_THREAD_LAUNCH_OVERRIDES Overrides;
D3D12_NODE* m_pDesc;
private:
// Cached parameters
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::forward_list<UINT> m_UINTs;
std::forward_list<D3D12_NODE_ID> m_NodeIDs;
CD3DX12_NODE_OUTPUT_OVERRIDES m_NodeOutputOverrides;
};
//------------------------------------------------------------------------------------------------
class CD3DX12_WORK_GRAPH_SUBOBJECT
: public CD3DX12_STATE_OBJECT_DESC::SUBOBJECT_HELPER_BASE
{
public:
CD3DX12_WORK_GRAPH_SUBOBJECT() noexcept
{
Init();
}
CD3DX12_WORK_GRAPH_SUBOBJECT(CD3DX12_STATE_OBJECT_DESC& ContainingStateObject)
{
Init();
AddToStateObject(ContainingStateObject);
}
D3D12_STATE_SUBOBJECT_TYPE Type() const noexcept override
{
return D3D12_STATE_SUBOBJECT_TYPE_WORK_GRAPH;
}
void IncludeAllAvailableNodes()
{
m_Desc.Flags |= D3D12_WORK_GRAPH_FLAG_INCLUDE_ALL_AVAILABLE_NODES;
}
void SetProgramName(LPCWSTR ProgramName)
{
m_Desc.ProgramName = m_Strings.LocalCopy(ProgramName);
}
void AddEntrypoint(D3D12_NODE_ID Entrypoint)
{
m_Entrypoints.emplace_back(D3D12_NODE_ID{ m_Strings.LocalCopy(Entrypoint.Name),Entrypoint.ArrayIndex });
m_NumEntrypoints++;
}
template<typename T>
T* CreateNode()
{
m_NodeDescs.push_back({});
m_NumNodes++;
T* pNodeHelper = new T(&m_NodeDescs.back());
m_OwnedNodeHelpers.emplace_back(pNodeHelper);
return pNodeHelper;
}
CD3DX12_SHADER_NODE* CreateShaderNode(LPCWSTR Shader = nullptr)
{
auto pNode = CreateNode<CD3DX12_SHADER_NODE>();
pNode->Shader(Shader);
return pNode;
}
CD3DX12_BROADCASTING_LAUNCH_NODE_OVERRIDES* CreateBroadcastingLaunchNodeOverrides(LPCWSTR Shader = nullptr)
{
auto pNode = CreateNode<CD3DX12_BROADCASTING_LAUNCH_NODE_OVERRIDES>();
pNode->Shader(Shader);
return pNode;
}
CD3DX12_COALESCING_LAUNCH_NODE_OVERRIDES* CreateCoalescingLaunchNodeOverrides(LPCWSTR Shader = nullptr)
{
auto pNode = CreateNode<CD3DX12_COALESCING_LAUNCH_NODE_OVERRIDES>();
pNode->Shader(Shader);
return pNode;
}
CD3DX12_THREAD_LAUNCH_NODE_OVERRIDES* CreateThreadLaunchNodeOverrides(LPCWSTR Shader = nullptr)
{
auto pNode = CreateNode<CD3DX12_THREAD_LAUNCH_NODE_OVERRIDES>();
pNode->Shader(Shader);
return pNode;
}
CD3DX12_COMMON_COMPUTE_NODE_OVERRIDES* CreateCommonComputeNodeOverrides(LPCWSTR Shader = nullptr)
{
auto pNode = CreateNode<CD3DX12_COMMON_COMPUTE_NODE_OVERRIDES>();
pNode->Shader(Shader);
return pNode;
}
operator const D3D12_WORK_GRAPH_DESC& () noexcept
{
return m_Desc;
}
virtual void Finalize() override
{
m_EntrypointsVector.resize(m_NumEntrypoints);
std::list<D3D12_NODE_ID>::iterator entryIt = m_Entrypoints.begin();
for (UINT n = 0; n < m_NumEntrypoints; n++, entryIt++)
{
m_EntrypointsVector[n] = *entryIt;
}
m_Desc.NumEntrypoints = m_NumEntrypoints;
m_Desc.pEntrypoints = m_EntrypointsVector.data();
m_NodeDescsVector.resize(m_NumNodes);
std::list<D3D12_NODE>::iterator nodeIt = m_NodeDescs.begin();
for (UINT n = 0; n < m_NumNodes; n++, nodeIt++)
{
m_NodeDescsVector[n] = *nodeIt;
}
m_Desc.NumExplicitlyDefinedNodes = m_NumNodes;
m_Desc.pExplicitlyDefinedNodes = m_NodeDescsVector.data();
}
private:
void Init() noexcept
{
SUBOBJECT_HELPER_BASE::Init();
m_Desc = {};
m_NodeDescs.clear();
m_NodeDescsVector.clear();
m_NumNodes = 0;
m_NumEntrypoints = 0;
}
void* Data() noexcept override { return &m_Desc; }
D3D12_WORK_GRAPH_DESC m_Desc;
std::list<D3D12_NODE_ID> m_Entrypoints;
UINT m_NumEntrypoints;
std::vector<D3D12_NODE_ID> m_EntrypointsVector;
std::list<D3D12_NODE> m_NodeDescs;
UINT m_NumNodes;
std::vector<D3D12_NODE> m_NodeDescsVector;
CD3DX12_STATE_OBJECT_DESC::StringContainer<LPCWSTR, std::wstring> m_Strings;
std::list<std::unique_ptr<const CD3DX12_NODE_HELPER_BASE>> m_OwnedNodeHelpers;
};
#endif // D3D12_SDK_VERSION >= 612
#undef D3DX12_COM_PTR
#undef D3DX12_COM_PTR_GET
#undef D3DX12_COM_PTR_ADDRESSOF