From 367f3a78a40731da45ee12b9a18c94707f1d1429 Mon Sep 17 00:00:00 2001 From: jsmall-nvidia Date: Thu, 3 May 2018 14:25:13 -0400 Subject: Feature/vulkan first render (#545) * First pass at InputLayout for Vulkan Add support for RGBA_Float32 * Use VulkanModule and VulkanApi to handle accessing Vulkan types. * First pass at Vulkan swap chain/Device queue. * Added VulkanUtil for generic function functions. * Move more functionality to VulkanApi and VulkanUtil. Make Buffer able to initialize itself. * More tidy up around VulkanDeviceQueue * First pass use of VulkanDeviceQueue in VkRenderer * First pass use of VulkanSwapChain on VkRenderer * Added depth formats. Binding for constant and vertex buffers for Vulkan. * Setting up VkImageView on backbuffers. * First pass support for setting up vkRenderPass. * Fixes to work around Vulkan swap chain/verification issues. * Added support for Pipeline and a pipeline cache. * Working without waiting - because use of pipeline cache. * Added support for VkFramebuffer in Vulkan. * First pass at creating Vulkan graphics pipeline. * More efforts to get Vulkan to render. * Small improvement for checking of Binding flags. * Removed setConstantBuffers from the Renderer interface - so that all resource binding takes place through the BindingState. To make this work required a 'hack' in render-test main.cpp - so that the constant buffer binding that is needed in some tests is only added when it doesn't clash. * RendererID -> unified into RendererType. Added getRendererType to Renderer interface. Added ProjectionStyle, and function to get from RendererType. Added getIdentityProjection to RendererUtil - to get projection that is the 'identity' - but hits the same pixels for all projection styles. * Fix build problem on Win32 on Vulkan where should use VK_NULL_HANDLE. * Improve naming, comments. Remove dead code. * Remove unwanted comment. --- tools/render-test/render-d3d12.cpp | 87 ++++++-------------------------------- 1 file changed, 13 insertions(+), 74 deletions(-) (limited to 'tools/render-test/render-d3d12.cpp') diff --git a/tools/render-test/render-d3d12.cpp b/tools/render-test/render-d3d12.cpp index 66f148c23..635c6739f 100644 --- a/tools/render-test/render-d3d12.cpp +++ b/tools/render-test/render-d3d12.cpp @@ -73,11 +73,11 @@ public: virtual void setBindingState(BindingState* state); virtual void setVertexBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffers, const UInt* strides, const UInt* offsets) override; virtual void setShaderProgram(ShaderProgram* inProgram) override; - virtual void setConstantBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffers, const UInt* offsets) override; virtual void draw(UInt vertexCount, UInt startVertex) override; virtual void dispatchCompute(int x, int y, int z) override; virtual void submitGpuWork() override; virtual void waitForGpu() override; + virtual RendererType getRendererType() const override { return RendererType::DirectX12; } // ShaderCompiler implementation virtual ShaderProgram* compileProgram(const ShaderCompileRequest& request) override; @@ -88,12 +88,6 @@ protected: static const Int kMaxNumRenderFrames = 4; static const Int kMaxNumRenderTargets = 3; - enum class ProgramType - { - Compute, - Graphics, - }; - struct Submitter { virtual void setRootConstantBufferView(int index, D3D12_GPU_VIRTUAL_ADDRESS gpuBufferLocation) = 0; @@ -115,7 +109,7 @@ protected: class ShaderProgramImpl: public ShaderProgram { public: - ProgramType m_programType; + PipelineType m_pipelineType; List m_vertexShader; List m_pixelShader; List m_computeShader; @@ -350,7 +344,7 @@ protected: Result _bindRenderState(RenderState* renderState, ID3D12GraphicsCommandList* commandList, Submitter* submitter); Result _calcBindParameters(BindParameters& params); - RenderState* findRenderState(ProgramType programType); + RenderState* findRenderState(PipelineType pipelineType); PFN_D3D12_SERIALIZE_ROOT_SIGNATURE m_D3D12SerializeRootSignature = nullptr; @@ -359,7 +353,6 @@ protected: int m_commandListOpenCount = 0; ///< If >0 the command list should be open List m_boundVertexBuffers; - List > m_boundConstantBuffers; RefPtr m_boundShaderProgram; RefPtr m_boundInputLayout; @@ -971,11 +964,11 @@ Result D3D12Renderer::calcGraphicsPipelineState(ComPtr& sig return SLANG_OK; } -D3D12Renderer::RenderState* D3D12Renderer::findRenderState(ProgramType programType) +D3D12Renderer::RenderState* D3D12Renderer::findRenderState(PipelineType pipelineType) { - switch (programType) + switch (pipelineType) { - case ProgramType::Compute: + case PipelineType::Compute: { // Check if current state is a match if (m_currentRenderState) @@ -999,7 +992,7 @@ D3D12Renderer::RenderState* D3D12Renderer::findRenderState(ProgramType programTy } break; } - case ProgramType::Graphics: + case PipelineType::Graphics: { if (m_currentRenderState) { @@ -1040,7 +1033,7 @@ D3D12Renderer::RenderState* D3D12Renderer::calcRenderState() { return nullptr; } - m_currentRenderState = findRenderState(m_boundShaderProgram->m_programType); + m_currentRenderState = findRenderState(m_boundShaderProgram->m_pipelineType); if (m_currentRenderState) { return m_currentRenderState; @@ -1049,9 +1042,9 @@ D3D12Renderer::RenderState* D3D12Renderer::calcRenderState() ComPtr rootSignature; ComPtr pipelineState; - switch (m_boundShaderProgram->m_programType) + switch (m_boundShaderProgram->m_pipelineType) { - case ProgramType::Compute: + case PipelineType::Compute: { if (SLANG_FAILED(calcComputePipelineState(rootSignature, pipelineState))) { @@ -1059,7 +1052,7 @@ D3D12Renderer::RenderState* D3D12Renderer::calcRenderState() } break; } - case ProgramType::Graphics: + case PipelineType::Graphics: { if (SLANG_FAILED(calcGraphicsPipelineState(rootSignature, pipelineState))) { @@ -1170,28 +1163,6 @@ Result D3D12Renderer::_calcBindParameters(BindParameters& params) } } -#if 1 - // Okay we need to try and create a render state - for (int i = 0; i < int(m_boundConstantBuffers.Count()); i++) - { - const BufferResourceImpl* buffer = m_boundConstantBuffers[i]; - if (buffer) - { - assert(buffer->m_backingStyle == BufferResourceImpl::BackingStyle::MemoryBacked); - - D3D12_ROOT_PARAMETER& param = params.nextParameter(); - param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; - param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; - - D3D12_ROOT_DESCRIPTOR& descriptor = param.Descriptor; - descriptor.ShaderRegister = numConstantBuffers; - descriptor.RegisterSpace = 0; - - numConstantBuffers++; - } - } -#endif - // All the samplers are in one continuous section of the sampler heap if (m_boundBindingState && m_boundBindingState->m_samplerHeap.getUsedSize() > 0) { @@ -1275,17 +1246,6 @@ Result D3D12Renderer::_bindRenderState(RenderState* renderState, ID3D12GraphicsC } } } - - // Okay we need to try and create a render state - for (int i = 0; i < int(m_boundConstantBuffers.Count()); i++) - { - const BufferResourceImpl* buffer = m_boundConstantBuffers[i]; - if (buffer) - { - buffer->bindConstantBufferView(m_circularResourceHeap, index++, submitter); - numConstantBuffers++; - } - } } if (bindingState && bindingState->m_samplerHeap.getUsedSize() > 0) @@ -2275,27 +2235,6 @@ void D3D12Renderer::setShaderProgram(ShaderProgram* inProgram) m_boundShaderProgram = static_cast(inProgram); } -void D3D12Renderer::setConstantBuffers(UInt startSlot, UInt slotCount, BufferResource*const* buffers, const UInt* offsets) -{ - { - const UInt num = startSlot + slotCount; - if (num > m_boundConstantBuffers.Count()) - { - m_boundConstantBuffers.SetSize(num); - } - } - - for (UInt i = 0; i < slotCount; i++) - { - BufferResourceImpl* buffer = static_cast(buffers[i]); - if (buffer) - { - assert(buffer->m_initialUsage == Resource::Usage::ConstantBuffer); - } - m_boundConstantBuffers[startSlot + i] = buffer; - } -} - void D3D12Renderer::draw(UInt vertexCount, UInt startVertex) { ID3D12GraphicsCommandList* commandList = m_commandList; @@ -2527,7 +2466,7 @@ ShaderProgram* D3D12Renderer::compileProgram(const ShaderCompileRequest& request if (request.computeShader.name) { - program->m_programType = ProgramType::Compute; + program->m_pipelineType = PipelineType::Compute; ComPtr computeShaderBlob; SLANG_RETURN_NULL_ON_FAIL(D3DUtil::compileHLSLShader(request.computeShader.source.path, request.computeShader.source.dataBegin, request.computeShader.name, request.computeShader.profile, computeShaderBlob)); @@ -2535,7 +2474,7 @@ ShaderProgram* D3D12Renderer::compileProgram(const ShaderCompileRequest& request } else { - program->m_programType = ProgramType::Graphics; + program->m_pipelineType = PipelineType::Graphics; ComPtr vertexShaderBlob, fragmentShaderBlob; SLANG_RETURN_NULL_ON_FAIL(D3DUtil::compileHLSLShader(request.vertexShader.source.path, request.vertexShader.source.dataBegin, request.vertexShader.name, request.vertexShader.profile, vertexShaderBlob)); SLANG_RETURN_NULL_ON_FAIL(D3DUtil::compileHLSLShader(request.fragmentShader.source.path, request.fragmentShader.source.dataBegin, request.fragmentShader.name, request.fragmentShader.profile, fragmentShaderBlob)); -- cgit v1.2.3