summaryrefslogtreecommitdiffstats
path: root/tools/gfx/d3d12/d3d12-pipeline-state-stream.h
blob: db1f85d28bb1abe898d7d5f0989fb496c53e64be (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
#pragma once

//
// The CD3DX12_PIPELINE_STATE_STREAM2 struct and dependencies extracted from
// `d3dx12_pipeline_state_stream.h`. Attribution Microsoft.
//

#include "d3d12-sal-defs.h"

#include <climits>
#include <d3d12.h>
#include <dxgi1_4.h>

struct CD3DX12_DEFAULT
{
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_DEPTH_STENCIL_DESC : public D3D12_DEPTH_STENCIL_DESC
{
    CD3DX12_DEPTH_STENCIL_DESC() = default;
    explicit CD3DX12_DEPTH_STENCIL_DESC(const D3D12_DEPTH_STENCIL_DESC& o) noexcept
        : D3D12_DEPTH_STENCIL_DESC(o)
    {
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC(CD3DX12_DEFAULT) noexcept
    {
        DepthEnable = TRUE;
        DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
        DepthFunc = D3D12_COMPARISON_FUNC_LESS;
        StencilEnable = FALSE;
        StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
        StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
        const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp = {
            D3D12_STENCIL_OP_KEEP,
            D3D12_STENCIL_OP_KEEP,
            D3D12_STENCIL_OP_KEEP,
            D3D12_COMPARISON_FUNC_ALWAYS};
        FrontFace = defaultStencilOp;
        BackFace = defaultStencilOp;
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC(
        BOOL depthEnable,
        D3D12_DEPTH_WRITE_MASK depthWriteMask,
        D3D12_COMPARISON_FUNC depthFunc,
        BOOL stencilEnable,
        UINT8 stencilReadMask,
        UINT8 stencilWriteMask,
        D3D12_STENCIL_OP frontStencilFailOp,
        D3D12_STENCIL_OP frontStencilDepthFailOp,
        D3D12_STENCIL_OP frontStencilPassOp,
        D3D12_COMPARISON_FUNC frontStencilFunc,
        D3D12_STENCIL_OP backStencilFailOp,
        D3D12_STENCIL_OP backStencilDepthFailOp,
        D3D12_STENCIL_OP backStencilPassOp,
        D3D12_COMPARISON_FUNC backStencilFunc) noexcept
    {
        DepthEnable = depthEnable;
        DepthWriteMask = depthWriteMask;
        DepthFunc = depthFunc;
        StencilEnable = stencilEnable;
        StencilReadMask = stencilReadMask;
        StencilWriteMask = stencilWriteMask;
        FrontFace.StencilFailOp = frontStencilFailOp;
        FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
        FrontFace.StencilPassOp = frontStencilPassOp;
        FrontFace.StencilFunc = frontStencilFunc;
        BackFace.StencilFailOp = backStencilFailOp;
        BackFace.StencilDepthFailOp = backStencilDepthFailOp;
        BackFace.StencilPassOp = backStencilPassOp;
        BackFace.StencilFunc = backStencilFunc;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_DEPTH_STENCIL_DESC1 : public D3D12_DEPTH_STENCIL_DESC1
{
    CD3DX12_DEPTH_STENCIL_DESC1() = default;
    explicit CD3DX12_DEPTH_STENCIL_DESC1(const D3D12_DEPTH_STENCIL_DESC1& o) noexcept
        : D3D12_DEPTH_STENCIL_DESC1(o)
    {
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC1(const D3D12_DEPTH_STENCIL_DESC& o) noexcept
    {
        DepthEnable = o.DepthEnable;
        DepthWriteMask = o.DepthWriteMask;
        DepthFunc = o.DepthFunc;
        StencilEnable = o.StencilEnable;
        StencilReadMask = o.StencilReadMask;
        StencilWriteMask = o.StencilWriteMask;
        FrontFace.StencilFailOp = o.FrontFace.StencilFailOp;
        FrontFace.StencilDepthFailOp = o.FrontFace.StencilDepthFailOp;
        FrontFace.StencilPassOp = o.FrontFace.StencilPassOp;
        FrontFace.StencilFunc = o.FrontFace.StencilFunc;
        BackFace.StencilFailOp = o.BackFace.StencilFailOp;
        BackFace.StencilDepthFailOp = o.BackFace.StencilDepthFailOp;
        BackFace.StencilPassOp = o.BackFace.StencilPassOp;
        BackFace.StencilFunc = o.BackFace.StencilFunc;
        DepthBoundsTestEnable = FALSE;
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC1(CD3DX12_DEFAULT) noexcept
    {
        DepthEnable = TRUE;
        DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
        DepthFunc = D3D12_COMPARISON_FUNC_LESS;
        StencilEnable = FALSE;
        StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
        StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
        const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp = {
            D3D12_STENCIL_OP_KEEP,
            D3D12_STENCIL_OP_KEEP,
            D3D12_STENCIL_OP_KEEP,
            D3D12_COMPARISON_FUNC_ALWAYS};
        FrontFace = defaultStencilOp;
        BackFace = defaultStencilOp;
        DepthBoundsTestEnable = FALSE;
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC1(
        BOOL depthEnable,
        D3D12_DEPTH_WRITE_MASK depthWriteMask,
        D3D12_COMPARISON_FUNC depthFunc,
        BOOL stencilEnable,
        UINT8 stencilReadMask,
        UINT8 stencilWriteMask,
        D3D12_STENCIL_OP frontStencilFailOp,
        D3D12_STENCIL_OP frontStencilDepthFailOp,
        D3D12_STENCIL_OP frontStencilPassOp,
        D3D12_COMPARISON_FUNC frontStencilFunc,
        D3D12_STENCIL_OP backStencilFailOp,
        D3D12_STENCIL_OP backStencilDepthFailOp,
        D3D12_STENCIL_OP backStencilPassOp,
        D3D12_COMPARISON_FUNC backStencilFunc,
        BOOL depthBoundsTestEnable) noexcept
    {
        DepthEnable = depthEnable;
        DepthWriteMask = depthWriteMask;
        DepthFunc = depthFunc;
        StencilEnable = stencilEnable;
        StencilReadMask = stencilReadMask;
        StencilWriteMask = stencilWriteMask;
        FrontFace.StencilFailOp = frontStencilFailOp;
        FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
        FrontFace.StencilPassOp = frontStencilPassOp;
        FrontFace.StencilFunc = frontStencilFunc;
        BackFace.StencilFailOp = backStencilFailOp;
        BackFace.StencilDepthFailOp = backStencilDepthFailOp;
        BackFace.StencilPassOp = backStencilPassOp;
        BackFace.StencilFunc = backStencilFunc;
        DepthBoundsTestEnable = depthBoundsTestEnable;
    }
    operator D3D12_DEPTH_STENCIL_DESC() const noexcept
    {
        D3D12_DEPTH_STENCIL_DESC D;
        D.DepthEnable = DepthEnable;
        D.DepthWriteMask = DepthWriteMask;
        D.DepthFunc = DepthFunc;
        D.StencilEnable = StencilEnable;
        D.StencilReadMask = StencilReadMask;
        D.StencilWriteMask = StencilWriteMask;
        D.FrontFace.StencilFailOp = FrontFace.StencilFailOp;
        D.FrontFace.StencilDepthFailOp = FrontFace.StencilDepthFailOp;
        D.FrontFace.StencilPassOp = FrontFace.StencilPassOp;
        D.FrontFace.StencilFunc = FrontFace.StencilFunc;
        D.BackFace.StencilFailOp = BackFace.StencilFailOp;
        D.BackFace.StencilDepthFailOp = BackFace.StencilDepthFailOp;
        D.BackFace.StencilPassOp = BackFace.StencilPassOp;
        D.BackFace.StencilFunc = BackFace.StencilFunc;
        return D;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_BLEND_DESC : public D3D12_BLEND_DESC
{
    CD3DX12_BLEND_DESC() = default;
    explicit CD3DX12_BLEND_DESC(const D3D12_BLEND_DESC& o) noexcept
        : D3D12_BLEND_DESC(o)
    {
    }
    explicit CD3DX12_BLEND_DESC(CD3DX12_DEFAULT) noexcept
    {
        AlphaToCoverageEnable = FALSE;
        IndependentBlendEnable = FALSE;
        const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {
            FALSE,
            FALSE,
            D3D12_BLEND_ONE,
            D3D12_BLEND_ZERO,
            D3D12_BLEND_OP_ADD,
            D3D12_BLEND_ONE,
            D3D12_BLEND_ZERO,
            D3D12_BLEND_OP_ADD,
            D3D12_LOGIC_OP_NOOP,
            D3D12_COLOR_WRITE_ENABLE_ALL,
        };
        for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
            RenderTarget[i] = defaultRenderTargetBlendDesc;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_RASTERIZER_DESC : public D3D12_RASTERIZER_DESC
{
    CD3DX12_RASTERIZER_DESC() = default;
    explicit CD3DX12_RASTERIZER_DESC(const D3D12_RASTERIZER_DESC& o) noexcept
        : D3D12_RASTERIZER_DESC(o)
    {
    }
    explicit CD3DX12_RASTERIZER_DESC(CD3DX12_DEFAULT) noexcept
    {
        FillMode = D3D12_FILL_MODE_SOLID;
        CullMode = D3D12_CULL_MODE_BACK;
        FrontCounterClockwise = FALSE;
        DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
        DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
        SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
        DepthClipEnable = TRUE;
        MultisampleEnable = FALSE;
        AntialiasedLineEnable = FALSE;
        ForcedSampleCount = 0;
        ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
    }
    explicit CD3DX12_RASTERIZER_DESC(
        D3D12_FILL_MODE fillMode,
        D3D12_CULL_MODE cullMode,
        BOOL frontCounterClockwise,
        INT depthBias,
        FLOAT depthBiasClamp,
        FLOAT slopeScaledDepthBias,
        BOOL depthClipEnable,
        BOOL multisampleEnable,
        BOOL antialiasedLineEnable,
        UINT forcedSampleCount,
        D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster) noexcept
    {
        FillMode = fillMode;
        CullMode = cullMode;
        FrontCounterClockwise = frontCounterClockwise;
        DepthBias = depthBias;
        DepthBiasClamp = depthBiasClamp;
        SlopeScaledDepthBias = slopeScaledDepthBias;
        DepthClipEnable = depthClipEnable;
        MultisampleEnable = multisampleEnable;
        AntialiasedLineEnable = antialiasedLineEnable;
        ForcedSampleCount = forcedSampleCount;
        ConservativeRaster = conservativeRaster;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_VIEW_INSTANCING_DESC : public D3D12_VIEW_INSTANCING_DESC
{
    CD3DX12_VIEW_INSTANCING_DESC() = default;
    explicit CD3DX12_VIEW_INSTANCING_DESC(const D3D12_VIEW_INSTANCING_DESC& o) noexcept
        : D3D12_VIEW_INSTANCING_DESC(o)
    {
    }
    explicit CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT) noexcept
    {
        ViewInstanceCount = 0;
        pViewInstanceLocations = nullptr;
        Flags = D3D12_VIEW_INSTANCING_FLAG_NONE;
    }
    explicit CD3DX12_VIEW_INSTANCING_DESC(
        UINT InViewInstanceCount,
        const D3D12_VIEW_INSTANCE_LOCATION* InViewInstanceLocations,
        D3D12_VIEW_INSTANCING_FLAGS InFlags) noexcept
    {
        ViewInstanceCount = InViewInstanceCount;
        pViewInstanceLocations = InViewInstanceLocations;
        Flags = InFlags;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_RT_FORMAT_ARRAY : public D3D12_RT_FORMAT_ARRAY
{
    CD3DX12_RT_FORMAT_ARRAY() = default;
    explicit CD3DX12_RT_FORMAT_ARRAY(const D3D12_RT_FORMAT_ARRAY& o) noexcept
        : D3D12_RT_FORMAT_ARRAY(o)
    {
    }
    explicit CD3DX12_RT_FORMAT_ARRAY(
        _In_reads_(NumFormats) const DXGI_FORMAT* pFormats,
        UINT NumFormats) noexcept
    {
        NumRenderTargets = NumFormats;
        memcpy(RTFormats, pFormats, sizeof(RTFormats));
        // assumes ARRAY_SIZE(pFormats) == ARRAY_SIZE(RTFormats)
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_SHADER_BYTECODE : public D3D12_SHADER_BYTECODE
{
    CD3DX12_SHADER_BYTECODE() = default;
    explicit CD3DX12_SHADER_BYTECODE(const D3D12_SHADER_BYTECODE& o) noexcept
        : D3D12_SHADER_BYTECODE(o)
    {
    }
    CD3DX12_SHADER_BYTECODE(_In_ ID3DBlob* pShaderBlob) noexcept
    {
        pShaderBytecode = pShaderBlob->GetBufferPointer();
        BytecodeLength = pShaderBlob->GetBufferSize();
    }
    CD3DX12_SHADER_BYTECODE(const void* _pShaderBytecode, SIZE_T bytecodeLength) noexcept
    {
        pShaderBytecode = _pShaderBytecode;
        BytecodeLength = bytecodeLength;
    }
};

struct DefaultSampleMask
{
    operator UINT() noexcept { return UINT_MAX; }
};
struct DefaultSampleDesc
{
    operator DXGI_SAMPLE_DESC() noexcept { return DXGI_SAMPLE_DESC{1, 0}; }
};

#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4324)
#endif
template<
    typename InnerStructType,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type,
    typename DefaultArg = InnerStructType>
class alignas(void*) CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT
{
private:
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE pssType;
    InnerStructType pssInner;

public:
    CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT() noexcept
        : pssType(Type), pssInner(DefaultArg())
    {
    }
    CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT(InnerStructType const& i) noexcept
        : pssType(Type), pssInner(i)
    {
    }
    CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT& operator=(InnerStructType const& i) noexcept
    {
        pssType = Type;
        pssInner = i;
        return *this;
    }
    operator InnerStructType const&() const noexcept { return pssInner; }
    operator InnerStructType&() noexcept { return pssInner; }
    InnerStructType* operator&() noexcept { return &pssInner; }
    InnerStructType const* operator&() const noexcept { return &pssInner; }
};
#ifdef _MSC_VER
#pragma warning(pop)
#endif

typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_PIPELINE_STATE_FLAGS,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS>
    CD3DX12_PIPELINE_STATE_STREAM_FLAGS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<UINT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK>
    CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    ID3D12RootSignature*,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE>
    CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_INPUT_LAYOUT_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT>
    CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_INDEX_BUFFER_STRIP_CUT_VALUE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE>
    CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_PRIMITIVE_TOPOLOGY_TYPE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY>
    CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_SHADER_BYTECODE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS>
    CD3DX12_PIPELINE_STATE_STREAM_VS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_SHADER_BYTECODE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS>
    CD3DX12_PIPELINE_STATE_STREAM_GS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_STREAM_OUTPUT_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT>
    CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_SHADER_BYTECODE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS>
    CD3DX12_PIPELINE_STATE_STREAM_HS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_SHADER_BYTECODE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS>
    CD3DX12_PIPELINE_STATE_STREAM_DS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_SHADER_BYTECODE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS>
    CD3DX12_PIPELINE_STATE_STREAM_PS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_SHADER_BYTECODE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS>
    CD3DX12_PIPELINE_STATE_STREAM_AS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_SHADER_BYTECODE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS>
    CD3DX12_PIPELINE_STATE_STREAM_MS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_SHADER_BYTECODE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS>
    CD3DX12_PIPELINE_STATE_STREAM_CS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_BLEND_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_DEPTH_STENCIL_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_DEPTH_STENCIL_DESC1,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    DXGI_FORMAT,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT>
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_RASTERIZER_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_RT_FORMAT_ARRAY,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS>
    CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    DXGI_SAMPLE_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC,
    DefaultSampleDesc>
    CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    UINT,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK,
    DefaultSampleMask>
    CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_CACHED_PIPELINE_STATE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO>
    CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_VIEW_INSTANCING_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING;

struct D3DX12_MESH_SHADER_PIPELINE_STATE_DESC
{
    ID3D12RootSignature* pRootSignature;
    D3D12_SHADER_BYTECODE AS;
    D3D12_SHADER_BYTECODE MS;
    D3D12_SHADER_BYTECODE PS;
    D3D12_BLEND_DESC BlendState;
    UINT SampleMask;
    D3D12_RASTERIZER_DESC RasterizerState;
    D3D12_DEPTH_STENCIL_DESC DepthStencilState;
    D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType;
    UINT NumRenderTargets;
    DXGI_FORMAT RTVFormats[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT];
    DXGI_FORMAT DSVFormat;
    DXGI_SAMPLE_DESC SampleDesc;
    UINT NodeMask;
    D3D12_CACHED_PIPELINE_STATE CachedPSO;
    D3D12_PIPELINE_STATE_FLAGS Flags;
};

// CD3DX12_PIPELINE_STATE_STREAM2 Works on OS Build 19041+ (where there is a new mesh shader
// pipeline). Use CD3DX12_PIPELINE_STATE_STREAM1 for OS Build 16299+ (where there is a new view
// instancing subobject). Use CD3DX12_PIPELINE_STATE_STREAM for OS Build 15063+ support.
struct CD3DX12_PIPELINE_STATE_STREAM2
{
    CD3DX12_PIPELINE_STATE_STREAM2() = default;
    // Mesh and amplification shaders must be set manually, since they do not have representation in
    // D3D12_GRAPHICS_PIPELINE_STATE_DESC
    CD3DX12_PIPELINE_STATE_STREAM2(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) noexcept
        : Flags(Desc.Flags)
        , NodeMask(Desc.NodeMask)
        , pRootSignature(Desc.pRootSignature)
        , InputLayout(Desc.InputLayout)
        , IBStripCutValue(Desc.IBStripCutValue)
        , PrimitiveTopologyType(Desc.PrimitiveTopologyType)
        , VS(Desc.VS)
        , GS(Desc.GS)
        , StreamOutput(Desc.StreamOutput)
        , HS(Desc.HS)
        , DS(Desc.DS)
        , PS(Desc.PS)
        , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState))
        , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState))
        , DSVFormat(Desc.DSVFormat)
        , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState))
        , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets))
        , SampleDesc(Desc.SampleDesc)
        , SampleMask(Desc.SampleMask)
        , CachedPSO(Desc.CachedPSO)
        , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT()))
    {
    }
    CD3DX12_PIPELINE_STATE_STREAM2(const D3DX12_MESH_SHADER_PIPELINE_STATE_DESC& Desc) noexcept
        : Flags(Desc.Flags)
        , NodeMask(Desc.NodeMask)
        , pRootSignature(Desc.pRootSignature)
        , PrimitiveTopologyType(Desc.PrimitiveTopologyType)
        , PS(Desc.PS)
        , AS(Desc.AS)
        , MS(Desc.MS)
        , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState))
        , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState))
        , DSVFormat(Desc.DSVFormat)
        , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState))
        , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets))
        , SampleDesc(Desc.SampleDesc)
        , SampleMask(Desc.SampleMask)
        , CachedPSO(Desc.CachedPSO)
        , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT()))
    {
    }
    CD3DX12_PIPELINE_STATE_STREAM2(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) noexcept
        : Flags(Desc.Flags)
        , NodeMask(Desc.NodeMask)
        , pRootSignature(Desc.pRootSignature)
        , CS(CD3DX12_SHADER_BYTECODE(Desc.CS))
        , CachedPSO(Desc.CachedPSO)
    {
        static_cast<D3D12_DEPTH_STENCIL_DESC1&>(DepthStencilState).DepthEnable = false;
    }
    CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags;
    CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask;
    CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature;
    CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout;
    CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue;
    CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType;
    CD3DX12_PIPELINE_STATE_STREAM_VS VS;
    CD3DX12_PIPELINE_STATE_STREAM_GS GS;
    CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput;
    CD3DX12_PIPELINE_STATE_STREAM_HS HS;
    CD3DX12_PIPELINE_STATE_STREAM_DS DS;
    CD3DX12_PIPELINE_STATE_STREAM_PS PS;
    CD3DX12_PIPELINE_STATE_STREAM_AS AS;
    CD3DX12_PIPELINE_STATE_STREAM_MS MS;
    CD3DX12_PIPELINE_STATE_STREAM_CS CS;
    CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState;
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1 DepthStencilState;
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat;
    CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState;
    CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats;
    CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc;
    CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask;
    CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO;
    CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc;
    D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const noexcept
    {
        D3D12_GRAPHICS_PIPELINE_STATE_DESC D;
        D.Flags = this->Flags;
        D.NodeMask = this->NodeMask;
        D.pRootSignature = this->pRootSignature;
        D.InputLayout = this->InputLayout;
        D.IBStripCutValue = this->IBStripCutValue;
        D.PrimitiveTopologyType = this->PrimitiveTopologyType;
        D.VS = this->VS;
        D.GS = this->GS;
        D.StreamOutput = this->StreamOutput;
        D.HS = this->HS;
        D.DS = this->DS;
        D.PS = this->PS;
        D.BlendState = this->BlendState;
        D.DepthStencilState =
            CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEPTH_STENCIL_DESC1(this->DepthStencilState));
        D.DSVFormat = this->DSVFormat;
        D.RasterizerState = this->RasterizerState;
        D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets;
        memcpy(
            D.RTVFormats,
            D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats,
            sizeof(D.RTVFormats));
        D.SampleDesc = this->SampleDesc;
        D.SampleMask = this->SampleMask;
        D.CachedPSO = this->CachedPSO;
        return D;
    }
    D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const noexcept
    {
        D3D12_COMPUTE_PIPELINE_STATE_DESC D;
        D.Flags = this->Flags;
        D.NodeMask = this->NodeMask;
        D.pRootSignature = this->pRootSignature;
        D.CS = this->CS;
        D.CachedPSO = this->CachedPSO;
        return D;
    }
};