Exemplo n.º 1
0
        internal unsafe PipelineState(GraphicsDevice graphicsDevice, PipelineStateDescription pipelineStateDescription) : base(graphicsDevice)
        {
            if (pipelineStateDescription.RootSignature != null)
            {
                var effectReflection = pipelineStateDescription.EffectBytecode.Reflection;

                var computeShader = pipelineStateDescription.EffectBytecode.Stages.FirstOrDefault(e => e.Stage == ShaderStage.Compute);
                IsCompute = computeShader != null;

                var rootSignatureParameters = new List <RootParameter>();
                var immutableSamplers       = new List <StaticSamplerDescription>();
                SrvBindCounts     = new int[pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count];
                SamplerBindCounts = new int[pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count];
                for (int layoutIndex = 0; layoutIndex < pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count; layoutIndex++)
                {
                    var layout = pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts[layoutIndex];
                    if (layout.Layout == null)
                    {
                        continue;
                    }

                    // TODO D3D12 for now, we don't control register so we simply generate one resource table per shader stage and per descriptor set layout
                    //            we should switch to a model where we make sure VS/PS don't overlap for common descriptors so that they can be shared
                    var srvDescriptorRanges     = new Dictionary <ShaderStage, List <DescriptorRange> >();
                    var samplerDescriptorRanges = new Dictionary <ShaderStage, List <DescriptorRange> >();

                    int descriptorSrvOffset     = 0;
                    int descriptorSamplerOffset = 0;
                    foreach (var item in layout.Layout.Entries)
                    {
                        var isSampler = item.Class == EffectParameterClass.Sampler;

                        // Find matching resource bindings
                        foreach (var binding in effectReflection.ResourceBindings)
                        {
                            if (binding.Stage == ShaderStage.None || binding.KeyInfo.Key != item.Key)
                            {
                                continue;
                            }

                            List <DescriptorRange> descriptorRanges;
                            {
                                var dictionary = isSampler ? samplerDescriptorRanges : srvDescriptorRanges;
                                if (dictionary.TryGetValue(binding.Stage, out descriptorRanges) == false)
                                {
                                    descriptorRanges = dictionary[binding.Stage] = new List <DescriptorRange>();
                                }
                            }

                            if (isSampler)
                            {
                                if (item.ImmutableSampler != null)
                                {
                                    immutableSamplers.Add(new StaticSamplerDescription(ShaderStage2ShaderVisibility(binding.Stage), binding.SlotStart, 0)
                                    {
                                        // TODO D3D12 ImmutableSampler should only be a state description instead of a GPU object?
                                        Filter         = (Filter)item.ImmutableSampler.Description.Filter,
                                        ComparisonFunc = (Comparison)item.ImmutableSampler.Description.CompareFunction,
                                        BorderColor    = ColorHelper.ConvertStatic(item.ImmutableSampler.Description.BorderColor),
                                        AddressU       = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressU,
                                        AddressV       = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressV,
                                        AddressW       = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressW,
                                        MinLOD         = item.ImmutableSampler.Description.MinMipLevel,
                                        MaxLOD         = item.ImmutableSampler.Description.MaxMipLevel,
                                        MipLODBias     = item.ImmutableSampler.Description.MipMapLevelOfDetailBias,
                                        MaxAnisotropy  = item.ImmutableSampler.Description.MaxAnisotropy,
                                    });
                                }
                                else
                                {
                                    // Add descriptor range
                                    descriptorRanges.Add(new DescriptorRange(DescriptorRangeType.Sampler, item.ArraySize, binding.SlotStart, 0, descriptorSamplerOffset));
                                }
                            }
                            else
                            {
                                DescriptorRangeType descriptorRangeType;
                                switch (binding.Class)
                                {
                                case EffectParameterClass.ConstantBuffer:
                                    descriptorRangeType = DescriptorRangeType.ConstantBufferView;
                                    break;

                                case EffectParameterClass.ShaderResourceView:
                                    descriptorRangeType = DescriptorRangeType.ShaderResourceView;
                                    break;

                                case EffectParameterClass.UnorderedAccessView:
                                    descriptorRangeType = DescriptorRangeType.UnorderedAccessView;
                                    break;

                                default:
                                    throw new NotImplementedException();
                                }

                                // Add descriptor range
                                descriptorRanges.Add(new DescriptorRange(descriptorRangeType, item.ArraySize, binding.SlotStart, 0, descriptorSrvOffset));
                            }
                        }

                        // Move to next element (mirror what is done in DescriptorSetLayout)
                        if (isSampler)
                        {
                            if (item.ImmutableSampler == null)
                            {
                                descriptorSamplerOffset += item.ArraySize;
                            }
                        }
                        else
                        {
                            descriptorSrvOffset += item.ArraySize;
                        }
                    }

                    foreach (var stage in srvDescriptorRanges)
                    {
                        if (stage.Value.Count > 0)
                        {
                            rootSignatureParameters.Add(new RootParameter(ShaderStage2ShaderVisibility(stage.Key), stage.Value.ToArray()));
                            SrvBindCounts[layoutIndex]++;
                        }
                    }
                    foreach (var stage in samplerDescriptorRanges)
                    {
                        if (stage.Value.Count > 0)
                        {
                            rootSignatureParameters.Add(new RootParameter(ShaderStage2ShaderVisibility(stage.Key), stage.Value.ToArray()));
                            SamplerBindCounts[layoutIndex]++;
                        }
                    }
                }
                var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootSignatureParameters.ToArray(), immutableSamplers.ToArray());

                var rootSignature = NativeDevice.CreateRootSignature(0, rootSignatureDesc.Serialize());

                InputElement[] inputElements = null;
                if (pipelineStateDescription.InputElements != null)
                {
                    inputElements = new InputElement[pipelineStateDescription.InputElements.Length];
                    for (int i = 0; i < inputElements.Length; ++i)
                    {
                        var inputElement = pipelineStateDescription.InputElements[i];
                        inputElements[i] = new InputElement
                        {
                            Format            = (SharpDX.DXGI.Format)inputElement.Format,
                            AlignedByteOffset = inputElement.AlignedByteOffset,
                            SemanticName      = inputElement.SemanticName,
                            SemanticIndex     = inputElement.SemanticIndex,
                            Slot                 = inputElement.InputSlot,
                            Classification       = (SharpDX.Direct3D12.InputClassification)inputElement.InputSlotClass,
                            InstanceDataStepRate = inputElement.InstanceDataStepRate,
                        };
                    }
                }

                PrimitiveTopologyType primitiveTopologyType;
                switch (pipelineStateDescription.PrimitiveType)
                {
                case PrimitiveType.Undefined:
                    primitiveTopologyType = PrimitiveTopologyType.Undefined;
                    break;

                case PrimitiveType.PointList:
                    primitiveTopologyType = PrimitiveTopologyType.Point;
                    break;

                case PrimitiveType.LineList:
                case PrimitiveType.LineStrip:
                case PrimitiveType.LineListWithAdjacency:
                case PrimitiveType.LineStripWithAdjacency:
                    primitiveTopologyType = PrimitiveTopologyType.Line;
                    break;

                case PrimitiveType.TriangleList:
                case PrimitiveType.TriangleStrip:
                case PrimitiveType.TriangleListWithAdjacency:
                case PrimitiveType.TriangleStripWithAdjacency:
                    primitiveTopologyType = PrimitiveTopologyType.Triangle;
                    break;

                default:
                    if (pipelineStateDescription.PrimitiveType >= PrimitiveType.PatchList && pipelineStateDescription.PrimitiveType < PrimitiveType.PatchList + 32)
                    {
                        primitiveTopologyType = PrimitiveTopologyType.Patch;
                    }
                    else
                    {
                        throw new ArgumentOutOfRangeException("pipelineStateDescription.PrimitiveType");
                    }
                    break;
                }

                // Check if it should use compute pipeline state
                if (IsCompute)
                {
                    var nativePipelineStateDescription = new ComputePipelineStateDescription
                    {
                        ComputeShader        = computeShader.Data,
                        Flags                = PipelineStateFlags.None,
                        RootSignaturePointer = rootSignature,
                    };

                    CompiledState = NativeDevice.CreateComputePipelineState(nativePipelineStateDescription);
                }
                else
                {
                    var nativePipelineStateDescription = new GraphicsPipelineStateDescription
                    {
                        InputLayout        = new InputLayoutDescription(inputElements),
                        RootSignature      = rootSignature,
                        RasterizerState    = CreateRasterizerState(pipelineStateDescription.RasterizerState),
                        BlendState         = CreateBlendState(pipelineStateDescription.BlendState),
                        SampleMask         = (int)pipelineStateDescription.SampleMask,
                        DepthStencilFormat = (SharpDX.DXGI.Format)pipelineStateDescription.Output.DepthStencilFormat,
                        DepthStencilState  = CreateDepthStencilState(pipelineStateDescription.DepthStencilState),
                        RenderTargetCount  = pipelineStateDescription.Output.RenderTargetCount,
                        // TODO D3D12 hardcoded
                        StreamOutput          = new StreamOutputDescription(),
                        PrimitiveTopologyType = primitiveTopologyType,
                        // TODO D3D12 hardcoded
                        SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                    };

                    // Disable depth buffer if no format specified
                    if (nativePipelineStateDescription.DepthStencilFormat == Format.Unknown)
                        nativePipelineStateDescription.DepthStencilState.IsDepthEnabled = false;

                    fixed(PixelFormat *renderTargetFormats = &pipelineStateDescription.Output.RenderTargetFormat0)
                    {
                        for (int i = 0; i < pipelineStateDescription.Output.RenderTargetCount; ++i)
                        {
                            nativePipelineStateDescription.RenderTargetFormats[i] = (SharpDX.DXGI.Format)renderTargetFormats[i];
                        }
                    }

                    foreach (var stage in pipelineStateDescription.EffectBytecode.Stages)
                    {
                        switch (stage.Stage)
                        {
                        case ShaderStage.Vertex:
                            nativePipelineStateDescription.VertexShader = stage.Data;
                            break;

                        case ShaderStage.Hull:
                            nativePipelineStateDescription.HullShader = stage.Data;
                            break;

                        case ShaderStage.Domain:
                            nativePipelineStateDescription.DomainShader = stage.Data;
                            break;

                        case ShaderStage.Geometry:
                            nativePipelineStateDescription.GeometryShader = stage.Data;
                            break;

                        case ShaderStage.Pixel:
                            nativePipelineStateDescription.PixelShader = stage.Data;
                            break;

                        default:
                            throw new ArgumentOutOfRangeException();
                        }
                    }

                    CompiledState = NativeDevice.CreateGraphicsPipelineState(nativePipelineStateDescription);
                }

                RootSignature     = rootSignature;
                PrimitiveTopology = (PrimitiveTopology)pipelineStateDescription.PrimitiveType;
                HasScissorEnabled = pipelineStateDescription.RasterizerState.ScissorTestEnable;
            }
        }