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RootSignature.cpp
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#include "D3D12FrameWork/RootSignature.h"
#include "D3D12FrameWork/D3DDevice.h"
namespace D3D12FrameWork {
bool RootSignature::Init(//後でrpDescから初期化するようにする.
Set<ShaderBlob::ShaderType> const& _shader_flag,
D3DDevice* _pDev
) {
//ALL(BTU,S),VS(BTU,S),PS(BTU,S)後から動的に指定できるようにする
D3D12_ROOT_PARAMETER param[6] = {};
m_rpDescs.resize(6);
//SAmpler,CBVの2つ.どうせあとでUAVも作る
D3D12_DESCRIPTOR_RANGE glbBTURange[2] = {};
m_rpDescs[0].Ranges.resize(2);
glbBTURange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
glbBTURange[0].BaseShaderRegister = 0;
glbBTURange[0].RegisterSpace = 0;
glbBTURange[0].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
//多めにレジスタをとっても使わなければ問題ない.多い分には問題ないってまいくろそふとが言ってた.
glbBTURange[0].NumDescriptors = MAX_GLOABAL_REGISTER_NUM;
m_rpDescs[0].Ranges[0].Type = glbBTURange[0].RangeType;
m_rpDescs[0].Ranges[0].NumDescriptors = glbBTURange[0].NumDescriptors;
m_rpDescs[0].Ranges[0].BaseShaderRegister = glbBTURange[0].BaseShaderRegister;
glbBTURange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
glbBTURange[1].BaseShaderRegister = 0;
glbBTURange[1].RegisterSpace = 0;
glbBTURange[1].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
glbBTURange[1].NumDescriptors = MAX_GLOABAL_REGISTER_NUM;
m_rpDescs[0].Ranges[1].Type = glbBTURange[1].RangeType;
m_rpDescs[0].Ranges[1].NumDescriptors = glbBTURange[1].NumDescriptors;
m_rpDescs[0].Ranges[1].BaseShaderRegister = glbBTURange[1].BaseShaderRegister;
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
param[0].DescriptorTable.NumDescriptorRanges = _countof(glbBTURange);
param[0].DescriptorTable.pDescriptorRanges = glbBTURange;
m_rpDescs[0].BuffType = BufferType::BUFFER_TYPE_UPLOAD;
m_rpDescs[0].VisibleShader = ShaderBlob::NONE;
D3D12_DESCRIPTOR_RANGE glbSRange[1] = {};
m_rpDescs[1].Ranges.resize(1);
glbSRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
glbSRange[0].BaseShaderRegister = MAX_STATIC_SAMPLER_NUM;
glbSRange[0].RegisterSpace = 0;
glbSRange[0].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
glbSRange[0].NumDescriptors = MAX_GLOABAL_REGISTER_NUM- MAX_STATIC_SAMPLER_NUM;
m_rpDescs[1].Ranges[0].Type = glbSRange[0].RangeType;
m_rpDescs[1].Ranges[0].NumDescriptors = glbSRange[0].NumDescriptors;
m_rpDescs[1].Ranges[0].BaseShaderRegister = glbSRange[0].BaseShaderRegister;
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
param[1].DescriptorTable.NumDescriptorRanges = _countof(glbSRange);
param[1].DescriptorTable.pDescriptorRanges = glbSRange;
m_rpDescs[1].BuffType = BufferType::BUFFER_TYPE_UPLOAD;
m_rpDescs[1].VisibleShader = ShaderBlob::NONE;
D3D12_DESCRIPTOR_RANGE vsBTURange[2] = {};
m_rpDescs[2].Ranges.resize(2);
vsBTURange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
vsBTURange[0].BaseShaderRegister = MAX_GLOABAL_REGISTER_NUM;
vsBTURange[0].RegisterSpace = 0;
vsBTURange[0].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
vsBTURange[0].NumDescriptors = MAX_REGISTER_NUM - MAX_GLOABAL_REGISTER_NUM;
m_rpDescs[2].Ranges[0].Type = vsBTURange[0].RangeType;
m_rpDescs[2].Ranges[0].NumDescriptors = vsBTURange[0].NumDescriptors;
m_rpDescs[2].Ranges[0].BaseShaderRegister = vsBTURange[0].BaseShaderRegister;
vsBTURange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
vsBTURange[1].BaseShaderRegister = MAX_GLOABAL_REGISTER_NUM;
vsBTURange[1].RegisterSpace = 0;
vsBTURange[1].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
vsBTURange[1].NumDescriptors = MAX_REGISTER_NUM - MAX_GLOABAL_REGISTER_NUM;
m_rpDescs[2].Ranges[1].Type = vsBTURange[1].RangeType;
m_rpDescs[2].Ranges[1].NumDescriptors = vsBTURange[1].NumDescriptors;
m_rpDescs[2].Ranges[1].BaseShaderRegister = vsBTURange[1].BaseShaderRegister;
param[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
param[2].DescriptorTable.NumDescriptorRanges = _countof(vsBTURange);
param[2].DescriptorTable.pDescriptorRanges = vsBTURange;
m_rpDescs[2].BuffType = BufferType::BUFFER_TYPE_UPLOAD;
m_rpDescs[2].VisibleShader = ShaderBlob::VERTEX;
D3D12_DESCRIPTOR_RANGE vsSRange[1] = {};
m_rpDescs[3].Ranges.resize(1);
vsSRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
vsSRange[0].BaseShaderRegister = MAX_GLOABAL_REGISTER_NUM;
vsSRange[0].RegisterSpace = 0;
vsSRange[0].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
vsSRange[0].NumDescriptors = MAX_REGISTER_NUM - MAX_GLOABAL_REGISTER_NUM;
m_rpDescs[3].Ranges[0].Type = vsSRange[0].RangeType;
m_rpDescs[3].Ranges[0].NumDescriptors = vsSRange[0].NumDescriptors;
m_rpDescs[3].Ranges[0].BaseShaderRegister = vsSRange[0].BaseShaderRegister;
param[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
param[3].DescriptorTable.NumDescriptorRanges = _countof(vsSRange);
param[3].DescriptorTable.pDescriptorRanges = vsSRange;
m_rpDescs[3].BuffType = BufferType::BUFFER_TYPE_UPLOAD;
m_rpDescs[3].VisibleShader = ShaderBlob::VERTEX;
D3D12_DESCRIPTOR_RANGE psBTURange[2] = {};
m_rpDescs[4].Ranges.resize(2);
psBTURange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
psBTURange[0].BaseShaderRegister = MAX_GLOABAL_REGISTER_NUM;
psBTURange[0].RegisterSpace = 0;
psBTURange[0].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
psBTURange[0].NumDescriptors = MAX_REGISTER_NUM - MAX_GLOABAL_REGISTER_NUM;
m_rpDescs[4].Ranges[0].Type = psBTURange[0].RangeType;
m_rpDescs[4].Ranges[0].NumDescriptors = psBTURange[0].NumDescriptors;
m_rpDescs[4].Ranges[0].BaseShaderRegister = psBTURange[0].BaseShaderRegister;
psBTURange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
psBTURange[1].BaseShaderRegister = MAX_GLOABAL_REGISTER_NUM;
psBTURange[1].RegisterSpace = 0;
psBTURange[1].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
psBTURange[1].NumDescriptors = MAX_REGISTER_NUM - MAX_GLOABAL_REGISTER_NUM;
m_rpDescs[4].Ranges[1].Type = psBTURange[1].RangeType;
m_rpDescs[4].Ranges[1].NumDescriptors = psBTURange[1].NumDescriptors;
m_rpDescs[4].Ranges[1].BaseShaderRegister = psBTURange[1].BaseShaderRegister;
param[4].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param[4].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
param[4].DescriptorTable.NumDescriptorRanges = _countof(psBTURange);
param[4].DescriptorTable.pDescriptorRanges = psBTURange;
m_rpDescs[4].BuffType = BufferType::BUFFER_TYPE_UPLOAD;
m_rpDescs[4].VisibleShader = ShaderBlob::PIXEL;
D3D12_DESCRIPTOR_RANGE psSRange[1] = {};
m_rpDescs[5].Ranges.resize(1);
psSRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
psSRange[0].BaseShaderRegister = MAX_GLOABAL_REGISTER_NUM;
psSRange[0].RegisterSpace = 0;
psSRange[0].OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
psSRange[0].NumDescriptors = MAX_REGISTER_NUM - MAX_GLOABAL_REGISTER_NUM;
m_rpDescs[5].Ranges[0].Type = psSRange[0].RangeType;
m_rpDescs[5].Ranges[0].NumDescriptors = psSRange[0].NumDescriptors;
m_rpDescs[5].Ranges[0].BaseShaderRegister = psSRange[0].BaseShaderRegister;
param[5].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param[5].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
param[5].DescriptorTable.NumDescriptorRanges = _countof(psSRange);
param[5].DescriptorTable.pDescriptorRanges = psSRange;
m_rpDescs[5].BuffType = BufferType::BUFFER_TYPE_UPLOAD;
m_rpDescs[5].VisibleShader = ShaderBlob::PIXEL;
//rootsignature作製
D3D12_ROOT_SIGNATURE_DESC root_desc = {};
root_desc.NumParameters = _countof(param);
root_desc.pParameters = param;
root_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
if ((_shader_flag & ShaderBlob::VERTEX).IsEmpty()) {
root_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS;
}
if ((_shader_flag & ShaderBlob::PIXEL).IsEmpty()) {
root_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
}
if ((_shader_flag & ShaderBlob::GEOMETRY).IsEmpty()) {
root_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
}
root_desc.NumStaticSamplers = static_cast<UINT>(m_staticSamplers.size());
root_desc.pStaticSamplers = nullptr;
std::vector<D3D12_STATIC_SAMPLER_DESC> smp_descs;
smp_descs.resize(root_desc.NumStaticSamplers);
for (int i = 0; auto const& d:m_staticSamplers) {
smp_descs[i] = d.second;
}
if (smp_descs.size() != 0) {
root_desc.pStaticSamplers = smp_descs.data();
}
ComPtr<ID3DBlob> rootSigBlob{};
ComPtr<ID3DBlob> errorBlob{};
auto hr = D3D12SerializeRootSignature(
&root_desc,
D3D_ROOT_SIGNATURE_VERSION_1_0,
&rootSigBlob,
&errorBlob
);
if (FAILED(hr)) {
if (errorBlob)
{
OutputDebugStringA((char*)errorBlob->GetBufferPointer());
}
assert(false);
return false;
}
hr = _pDev->GetDev()->CreateRootSignature(
0,
rootSigBlob->GetBufferPointer(),
rootSigBlob->GetBufferSize(),
IID_PPV_ARGS(m_pRootSignature.ReleaseAndGetAddressOf())
);
RETURNIFFAILED(hr);
return true;
}
bool
RootSignature::AddStaticSampler(
std::string_view _sampler_name,
UINT _registerNum,
D3D12_SAMPLER_DESC const& smp_desc
) {
if (_registerNum >= MAX_STATIC_SAMPLER_NUM) assert(false);
auto _smp_name = std::string(_sampler_name.begin(), _sampler_name.end());
if (m_staticSamplers.count(_smp_name)) return false;
m_staticSamplers[_smp_name] = D3D12_STATIC_SAMPLER_DESC{
.Filter = smp_desc.Filter,
.AddressU = smp_desc.AddressU,
.AddressV = smp_desc.AddressV,
.AddressW = smp_desc.AddressW,
.MipLODBias = smp_desc.MipLODBias,
.MaxAnisotropy = smp_desc.MaxAnisotropy,
.ComparisonFunc = smp_desc.ComparisonFunc,
.BorderColor=D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK,//staticは数パターンしか決められないらしい.とりあえずこれで困りはしないと思う
.MinLOD = smp_desc.MinLOD,
.MaxLOD = smp_desc.MaxLOD,
.ShaderRegister = _registerNum,
.RegisterSpace = 0,
.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL//pixel以外で使うことあるのか?
};
return true;
}
}