-
Notifications
You must be signed in to change notification settings - Fork 3
/
Copy pathwiGraphics.h
1000 lines (942 loc) · 24.5 KB
/
wiGraphics.h
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
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#pragma once
#include "CommonInclude.h"
#include <memory>
#include <vector>
#include <string>
namespace wiGraphics
{
struct Shader;
struct GPUResource;
struct GPUBuffer;
struct Texture;
enum SHADERSTAGE
{
MS,
AS,
VS,
HS,
DS,
GS,
PS,
CS,
LIB,
SHADERSTAGE_COUNT,
};
enum SHADERFORMAT
{
SHADERFORMAT_NONE,
SHADERFORMAT_HLSL5,
SHADERFORMAT_HLSL6,
SHADERFORMAT_SPIRV,
};
enum SHADERMODEL
{
SHADERMODEL_5_0,
SHADERMODEL_6_0,
SHADERMODEL_6_1,
SHADERMODEL_6_2,
SHADERMODEL_6_3,
SHADERMODEL_6_4,
SHADERMODEL_6_5,
SHADERMODEL_6_6,
SHADERMODEL_6_7,
};
enum PRIMITIVETOPOLOGY
{
UNDEFINED,
TRIANGLELIST,
TRIANGLESTRIP,
POINTLIST,
LINELIST,
LINESTRIP,
PATCHLIST,
};
enum COMPARISON_FUNC
{
COMPARISON_NEVER,
COMPARISON_LESS,
COMPARISON_EQUAL,
COMPARISON_LESS_EQUAL,
COMPARISON_GREATER,
COMPARISON_NOT_EQUAL,
COMPARISON_GREATER_EQUAL,
COMPARISON_ALWAYS,
};
enum DEPTH_WRITE_MASK
{
DEPTH_WRITE_MASK_ZERO,
DEPTH_WRITE_MASK_ALL,
};
enum STENCIL_OP
{
STENCIL_OP_KEEP,
STENCIL_OP_ZERO,
STENCIL_OP_REPLACE,
STENCIL_OP_INCR_SAT,
STENCIL_OP_DECR_SAT,
STENCIL_OP_INVERT,
STENCIL_OP_INCR,
STENCIL_OP_DECR,
};
enum BLEND
{
BLEND_ZERO,
BLEND_ONE,
BLEND_SRC_COLOR,
BLEND_INV_SRC_COLOR,
BLEND_SRC_ALPHA,
BLEND_INV_SRC_ALPHA,
BLEND_DEST_ALPHA,
BLEND_INV_DEST_ALPHA,
BLEND_DEST_COLOR,
BLEND_INV_DEST_COLOR,
BLEND_SRC_ALPHA_SAT,
BLEND_BLEND_FACTOR,
BLEND_INV_BLEND_FACTOR,
BLEND_SRC1_COLOR,
BLEND_INV_SRC1_COLOR,
BLEND_SRC1_ALPHA,
BLEND_INV_SRC1_ALPHA,
};
enum COLOR_WRITE_ENABLE
{
COLOR_WRITE_DISABLE = 0,
COLOR_WRITE_ENABLE_RED = 1,
COLOR_WRITE_ENABLE_GREEN = 2,
COLOR_WRITE_ENABLE_BLUE = 4,
COLOR_WRITE_ENABLE_ALPHA = 8,
COLOR_WRITE_ENABLE_ALL = (((COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN) | COLOR_WRITE_ENABLE_BLUE) | COLOR_WRITE_ENABLE_ALPHA)
};
enum BLEND_OP
{
BLEND_OP_ADD,
BLEND_OP_SUBTRACT,
BLEND_OP_REV_SUBTRACT,
BLEND_OP_MIN,
BLEND_OP_MAX,
};
enum FILL_MODE
{
FILL_WIREFRAME,
FILL_SOLID,
};
enum CULL_MODE
{
CULL_NONE,
CULL_FRONT,
CULL_BACK,
};
enum INPUT_CLASSIFICATION
{
INPUT_PER_VERTEX_DATA,
INPUT_PER_INSTANCE_DATA,
};
enum USAGE
{
USAGE_DEFAULT,
USAGE_IMMUTABLE,
USAGE_DYNAMIC,
USAGE_STAGING,
};
enum TEXTURE_ADDRESS_MODE
{
TEXTURE_ADDRESS_WRAP,
TEXTURE_ADDRESS_MIRROR,
TEXTURE_ADDRESS_CLAMP,
TEXTURE_ADDRESS_BORDER,
};
enum FILTER
{
FILTER_MIN_MAG_MIP_POINT,
FILTER_MIN_MAG_POINT_MIP_LINEAR,
FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_MIN_POINT_MAG_MIP_LINEAR,
FILTER_MIN_LINEAR_MAG_MIP_POINT,
FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_MIN_MAG_LINEAR_MIP_POINT,
FILTER_MIN_MAG_MIP_LINEAR,
FILTER_ANISOTROPIC,
FILTER_COMPARISON_MIN_MAG_MIP_POINT,
FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR,
FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR,
FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT,
FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT,
FILTER_COMPARISON_MIN_MAG_MIP_LINEAR,
FILTER_COMPARISON_ANISOTROPIC,
FILTER_MINIMUM_MIN_MAG_MIP_POINT,
FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR,
FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR,
FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT,
FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT,
FILTER_MINIMUM_MIN_MAG_MIP_LINEAR,
FILTER_MINIMUM_ANISOTROPIC,
FILTER_MAXIMUM_MIN_MAG_MIP_POINT,
FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR,
FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR,
FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT,
FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT,
FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR,
FILTER_MAXIMUM_ANISOTROPIC,
};
enum FORMAT
{
FORMAT_UNKNOWN,
FORMAT_R32G32B32A32_FLOAT,
FORMAT_R32G32B32A32_UINT,
FORMAT_R32G32B32A32_SINT,
FORMAT_R32G32B32_FLOAT,
FORMAT_R32G32B32_UINT,
FORMAT_R32G32B32_SINT,
FORMAT_R16G16B16A16_FLOAT,
FORMAT_R16G16B16A16_UNORM,
FORMAT_R16G16B16A16_UINT,
FORMAT_R16G16B16A16_SNORM,
FORMAT_R16G16B16A16_SINT,
FORMAT_R32G32_FLOAT,
FORMAT_R32G32_UINT,
FORMAT_R32G32_SINT,
FORMAT_R32G8X24_TYPELESS, // depth (32-bit) + stencil (8-bit) + shader resource (32-bit)
FORMAT_D32_FLOAT_S8X24_UINT, // depth (32-bit) + stencil (8-bit)
FORMAT_R10G10B10A2_UNORM,
FORMAT_R10G10B10A2_UINT,
FORMAT_R11G11B10_FLOAT,
FORMAT_R8G8B8A8_UNORM,
FORMAT_R8G8B8A8_UNORM_SRGB,
FORMAT_R8G8B8A8_UINT,
FORMAT_R8G8B8A8_SNORM,
FORMAT_R8G8B8A8_SINT,
FORMAT_B8G8R8A8_UNORM,
FORMAT_B8G8R8A8_UNORM_SRGB,
FORMAT_R16G16_FLOAT,
FORMAT_R16G16_UNORM,
FORMAT_R16G16_UINT,
FORMAT_R16G16_SNORM,
FORMAT_R16G16_SINT,
FORMAT_R32_TYPELESS, // depth (32-bit) + shader resource (32-bit)
FORMAT_D32_FLOAT, // depth (32-bit)
FORMAT_R32_FLOAT,
FORMAT_R32_UINT,
FORMAT_R32_SINT,
FORMAT_R24G8_TYPELESS, // depth (24-bit) + stencil (8-bit) + shader resource (24-bit)
FORMAT_D24_UNORM_S8_UINT, // depth (24-bit) + stencil (8-bit)
FORMAT_R8G8_UNORM,
FORMAT_R8G8_UINT,
FORMAT_R8G8_SNORM,
FORMAT_R8G8_SINT,
FORMAT_R16_TYPELESS, // depth (16-bit) + shader resource (16-bit)
FORMAT_R16_FLOAT,
FORMAT_D16_UNORM, // depth (16-bit)
FORMAT_R16_UNORM,
FORMAT_R16_UINT,
FORMAT_R16_SNORM,
FORMAT_R16_SINT,
FORMAT_R8_UNORM,
FORMAT_R8_UINT,
FORMAT_R8_SNORM,
FORMAT_R8_SINT,
FORMAT_BC1_UNORM,
FORMAT_BC1_UNORM_SRGB,
FORMAT_BC2_UNORM,
FORMAT_BC2_UNORM_SRGB,
FORMAT_BC3_UNORM,
FORMAT_BC3_UNORM_SRGB,
FORMAT_BC4_UNORM,
FORMAT_BC4_SNORM,
FORMAT_BC5_UNORM,
FORMAT_BC5_SNORM,
FORMAT_BC6H_UF16,
FORMAT_BC6H_SF16,
FORMAT_BC7_UNORM,
FORMAT_BC7_UNORM_SRGB
};
enum GPU_QUERY_TYPE
{
GPU_QUERY_TYPE_TIMESTAMP, // retrieve time point of gpu execution
GPU_QUERY_TYPE_OCCLUSION, // how many samples passed depth test?
GPU_QUERY_TYPE_OCCLUSION_BINARY, // depth test passed or not?
};
enum INDEXBUFFER_FORMAT
{
INDEXFORMAT_16BIT,
INDEXFORMAT_32BIT,
};
enum SUBRESOURCE_TYPE
{
CBV, // constant buffer view
SRV, // shader resource view
UAV, // unordered access view
RTV, // render target view
DSV, // depth stencil view
};
enum IMAGE_LAYOUT
{
IMAGE_LAYOUT_UNDEFINED, // invalid state
IMAGE_LAYOUT_RENDERTARGET, // render target, write enabled
IMAGE_LAYOUT_DEPTHSTENCIL, // depth stencil, write enabled
IMAGE_LAYOUT_DEPTHSTENCIL_READONLY, // depth stencil, read only
IMAGE_LAYOUT_SHADER_RESOURCE, // shader resource, read only
IMAGE_LAYOUT_SHADER_RESOURCE_COMPUTE, // shader resource, read only, non-pixel shader
IMAGE_LAYOUT_UNORDERED_ACCESS, // shader resource, write enabled
IMAGE_LAYOUT_COPY_SRC, // copy from
IMAGE_LAYOUT_COPY_DST, // copy to
IMAGE_LAYOUT_SHADING_RATE_SOURCE, // shading rate control per tile
};
enum BUFFER_STATE
{
BUFFER_STATE_UNDEFINED, // invalid state
BUFFER_STATE_VERTEX_BUFFER, // vertex buffer, read only
BUFFER_STATE_INDEX_BUFFER, // index buffer, read only
BUFFER_STATE_CONSTANT_BUFFER, // constant buffer, read only
BUFFER_STATE_INDIRECT_ARGUMENT, // argument buffer to DrawIndirect() or DispatchIndirect()
BUFFER_STATE_SHADER_RESOURCE, // shader resource, read only
BUFFER_STATE_SHADER_RESOURCE_COMPUTE, // shader resource, read only, non-pixel shader
BUFFER_STATE_UNORDERED_ACCESS, // shader resource, write enabled
BUFFER_STATE_COPY_SRC, // copy from
BUFFER_STATE_COPY_DST, // copy to
BUFFER_STATE_RAYTRACING_ACCELERATION_STRUCTURE,
};
enum SHADING_RATE
{
SHADING_RATE_1X1,
SHADING_RATE_1X2,
SHADING_RATE_2X1,
SHADING_RATE_2X2,
SHADING_RATE_2X4,
SHADING_RATE_4X2,
SHADING_RATE_4X4,
SHADING_RATE_INVALID
};
// Flags ////////////////////////////////////////////
enum BIND_FLAG
{
BIND_VERTEX_BUFFER = 1 << 0,
BIND_INDEX_BUFFER = 1 << 1,
BIND_CONSTANT_BUFFER = 1 << 2,
BIND_SHADER_RESOURCE = 1 << 3,
BIND_STREAM_OUTPUT = 1 << 4,
BIND_RENDER_TARGET = 1 << 5,
BIND_DEPTH_STENCIL = 1 << 6,
BIND_UNORDERED_ACCESS = 1 << 7,
BIND_SHADING_RATE = 1 << 8,
};
enum CPU_ACCESS
{
CPU_ACCESS_WRITE = 1 << 0,
CPU_ACCESS_READ = 1 << 1,
};
enum RESOURCE_MISC_FLAG
{
RESOURCE_MISC_SHARED = 1 << 0,
RESOURCE_MISC_TEXTURECUBE = 1 << 1,
RESOURCE_MISC_INDIRECT_ARGS = 1 << 2,
RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS = 1 << 3,
RESOURCE_MISC_BUFFER_STRUCTURED = 1 << 4,
RESOURCE_MISC_TILED = 1 << 5,
RESOURCE_MISC_RAY_TRACING = 1 << 6,
#ifdef GGREDUCED
RESOURCE_MISC_GEN_MIPMAPS = 1 << 7,
#endif
};
enum GRAPHICSDEVICE_CAPABILITY
{
GRAPHICSDEVICE_CAPABILITY_TESSELLATION = 1 << 0,
GRAPHICSDEVICE_CAPABILITY_CONSERVATIVE_RASTERIZATION = 1 << 1,
GRAPHICSDEVICE_CAPABILITY_RASTERIZER_ORDERED_VIEWS = 1 << 2,
GRAPHICSDEVICE_CAPABILITY_UAV_LOAD_FORMAT_COMMON = 1 << 3, // eg: R16G16B16A16_FLOAT, R8G8B8A8_UNORM and more common ones
GRAPHICSDEVICE_CAPABILITY_UAV_LOAD_FORMAT_R11G11B10_FLOAT = 1 << 4,
GRAPHICSDEVICE_CAPABILITY_RENDERTARGET_AND_VIEWPORT_ARRAYINDEX_WITHOUT_GS = 1 << 5,
GRAPHICSDEVICE_CAPABILITY_RAYTRACING_PIPELINE = 1 << 6,
GRAPHICSDEVICE_CAPABILITY_RAYTRACING_INLINE = 1 << 7,
GRAPHICSDEVICE_CAPABILITY_RAYTRACING_GEOMETRYINDEX = 1 << 8,
GRAPHICSDEVICE_CAPABILITY_VARIABLE_RATE_SHADING = 1 << 9,
GRAPHICSDEVICE_CAPABILITY_VARIABLE_RATE_SHADING_TIER2 = 1 << 10,
GRAPHICSDEVICE_CAPABILITY_MESH_SHADER = 1 << 11,
GRAPHICSDEVICE_CAPABILITY_BINDLESS_DESCRIPTORS = 1 << 12,
// helper query for full raytracing support:
GRAPHICSDEVICE_CAPABILITY_RAYTRACING = GRAPHICSDEVICE_CAPABILITY_RAYTRACING_PIPELINE | GRAPHICSDEVICE_CAPABILITY_RAYTRACING_INLINE | GRAPHICSDEVICE_CAPABILITY_RAYTRACING_GEOMETRYINDEX,
};
// Descriptor structs:
struct Viewport
{
float TopLeftX = 0.0f;
float TopLeftY = 0.0f;
float Width = 0.0f;
float Height = 0.0f;
float MinDepth = 0.0f;
float MaxDepth = 1.0f;
};
struct InputLayout
{
static const uint32_t APPEND_ALIGNED_ELEMENT = 0xffffffff; // automatically figure out AlignedByteOffset depending on Format
struct Element
{
std::string SemanticName;
uint32_t SemanticIndex = 0;
FORMAT Format = FORMAT_UNKNOWN;
uint32_t InputSlot = 0;
uint32_t AlignedByteOffset = APPEND_ALIGNED_ELEMENT;
INPUT_CLASSIFICATION InputSlotClass = INPUT_CLASSIFICATION::INPUT_PER_VERTEX_DATA;
};
std::vector<Element> elements;
};
union ClearValue
{
float color[4];
struct ClearDepthStencil
{
float depth;
uint32_t stencil;
} depthstencil;
};
struct TextureDesc
{
enum TEXTURE_TYPE
{
TEXTURE_1D,
TEXTURE_2D,
TEXTURE_3D,
} type = TEXTURE_2D;
uint32_t Width = 0;
uint32_t Height = 0;
uint32_t Depth = 0;
uint32_t ArraySize = 1;
uint32_t MipLevels = 1;
FORMAT Format = FORMAT_UNKNOWN;
uint32_t SampleCount = 1;
USAGE Usage = USAGE_DEFAULT;
uint32_t BindFlags = 0;
uint32_t CPUAccessFlags = 0;
uint32_t MiscFlags = 0;
ClearValue clear = {};
IMAGE_LAYOUT layout = IMAGE_LAYOUT_SHADER_RESOURCE;
};
struct SamplerDesc
{
FILTER Filter = FILTER_MIN_MAG_MIP_POINT;
TEXTURE_ADDRESS_MODE AddressU = TEXTURE_ADDRESS_CLAMP;
TEXTURE_ADDRESS_MODE AddressV = TEXTURE_ADDRESS_CLAMP;
TEXTURE_ADDRESS_MODE AddressW = TEXTURE_ADDRESS_CLAMP;
float MipLODBias = 0.0f;
uint32_t MaxAnisotropy = 0;
COMPARISON_FUNC ComparisonFunc = COMPARISON_NEVER;
float BorderColor[4] = { 0.0f,0.0f,0.0f,0.0f };
float MinLOD = 0.0f;
float MaxLOD = FLT_MAX;
};
struct RasterizerState
{
FILL_MODE FillMode = FILL_SOLID;
CULL_MODE CullMode = CULL_NONE;
bool FrontCounterClockwise = false;
int32_t DepthBias = 0;
float DepthBiasClamp = 0.0f;
float SlopeScaledDepthBias = 0.0f;
bool DepthClipEnable = false;
bool MultisampleEnable = false;
bool AntialiasedLineEnable = false;
bool ConservativeRasterizationEnable = false;
uint32_t ForcedSampleCount = 0;
};
struct DepthStencilState
{
bool DepthEnable = false;
DEPTH_WRITE_MASK DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
COMPARISON_FUNC DepthFunc = COMPARISON_NEVER;
bool StencilEnable = false;
uint8_t StencilReadMask = 0xff;
uint8_t StencilWriteMask = 0xff;
struct DepthStencilOp
{
STENCIL_OP StencilFailOp = STENCIL_OP_KEEP;
STENCIL_OP StencilDepthFailOp = STENCIL_OP_KEEP;
STENCIL_OP StencilPassOp = STENCIL_OP_KEEP;
COMPARISON_FUNC StencilFunc = COMPARISON_NEVER;
};
DepthStencilOp FrontFace;
DepthStencilOp BackFace;
};
struct BlendState
{
bool AlphaToCoverageEnable = false;
bool IndependentBlendEnable = false;
struct RenderTargetBlendState
{
bool BlendEnable = false;
BLEND SrcBlend = BLEND_SRC_ALPHA;
BLEND DestBlend = BLEND_INV_SRC_ALPHA;
BLEND_OP BlendOp = BLEND_OP_ADD;
BLEND SrcBlendAlpha = BLEND_ONE;
BLEND DestBlendAlpha = BLEND_ONE;
BLEND_OP BlendOpAlpha = BLEND_OP_ADD;
uint8_t RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
};
RenderTargetBlendState RenderTarget[8];
};
struct GPUBufferDesc
{
uint32_t ByteWidth = 0;
USAGE Usage = USAGE_DEFAULT;
uint32_t BindFlags = 0;
uint32_t CPUAccessFlags = 0;
uint32_t MiscFlags = 0;
uint32_t StructureByteStride = 0; // needed for typed and structured buffer types!
FORMAT Format = FORMAT_UNKNOWN; // only needed for typed buffer!
};
struct GPUQueryHeapDesc
{
GPU_QUERY_TYPE type = GPU_QUERY_TYPE_TIMESTAMP;
uint32_t queryCount = 0;
};
struct PipelineStateDesc
{
const Shader* vs = nullptr;
const Shader* ps = nullptr;
const Shader* hs = nullptr;
const Shader* ds = nullptr;
const Shader* gs = nullptr;
const Shader* ms = nullptr;
const Shader* as = nullptr;
const BlendState* bs = nullptr;
const RasterizerState* rs = nullptr;
const DepthStencilState* dss = nullptr;
const InputLayout* il = nullptr;
PRIMITIVETOPOLOGY pt = TRIANGLELIST;
uint32_t sampleMask = 0xFFFFFFFF;
};
struct GPUBarrier
{
enum TYPE
{
MEMORY_BARRIER, // UAV accesses
IMAGE_BARRIER, // image layout transition
BUFFER_BARRIER, // buffer state transition
} type = MEMORY_BARRIER;
struct Memory
{
const GPUResource* resource;
};
struct Image
{
const Texture* texture;
IMAGE_LAYOUT layout_before;
IMAGE_LAYOUT layout_after;
int mip;
int slice;
};
struct Buffer
{
const GPUBuffer* buffer;
BUFFER_STATE state_before;
BUFFER_STATE state_after;
};
union
{
Memory memory;
Image image;
Buffer buffer;
};
static GPUBarrier Memory(const GPUResource* resource = nullptr)
{
GPUBarrier barrier;
barrier.type = MEMORY_BARRIER;
barrier.memory.resource = resource;
return barrier;
}
static GPUBarrier Image(const Texture* texture, IMAGE_LAYOUT before, IMAGE_LAYOUT after,
int mip = -1, int slice = -1)
{
GPUBarrier barrier;
barrier.type = IMAGE_BARRIER;
barrier.image.texture = texture;
barrier.image.layout_before = before;
barrier.image.layout_after = after;
barrier.image.mip = mip;
barrier.image.slice = slice;
return barrier;
}
static GPUBarrier Buffer(const GPUBuffer* buffer, BUFFER_STATE before, BUFFER_STATE after)
{
GPUBarrier barrier;
barrier.type = BUFFER_BARRIER;
barrier.buffer.buffer = buffer;
barrier.buffer.state_before = before;
barrier.buffer.state_after = after;
return barrier;
}
};
struct RenderPassAttachment
{
enum TYPE
{
RENDERTARGET,
DEPTH_STENCIL,
RESOLVE,
SHADING_RATE_SOURCE
} type = RENDERTARGET;
enum LOAD_OPERATION
{
LOADOP_LOAD,
LOADOP_CLEAR,
LOADOP_DONTCARE,
} loadop = LOADOP_LOAD;
const Texture* texture = nullptr;
int subresource = -1;
enum STORE_OPERATION
{
STOREOP_STORE,
STOREOP_DONTCARE,
} storeop = STOREOP_STORE;
IMAGE_LAYOUT initial_layout = IMAGE_LAYOUT_UNDEFINED; // layout before the render pass
IMAGE_LAYOUT subpass_layout = IMAGE_LAYOUT_UNDEFINED; // layout within the render pass
IMAGE_LAYOUT final_layout = IMAGE_LAYOUT_UNDEFINED; // layout after the render pass
static RenderPassAttachment RenderTarget(
const Texture* resource = nullptr,
LOAD_OPERATION load_op = LOADOP_LOAD,
STORE_OPERATION store_op = STOREOP_STORE,
IMAGE_LAYOUT initial_layout = IMAGE_LAYOUT_SHADER_RESOURCE,
IMAGE_LAYOUT subpass_layout = IMAGE_LAYOUT_RENDERTARGET,
IMAGE_LAYOUT final_layout = IMAGE_LAYOUT_SHADER_RESOURCE
)
{
RenderPassAttachment attachment;
attachment.type = RENDERTARGET;
attachment.texture = resource;
attachment.loadop = load_op;
attachment.storeop = store_op;
attachment.initial_layout = initial_layout;
attachment.subpass_layout = subpass_layout;
attachment.final_layout = final_layout;
return attachment;
}
static RenderPassAttachment DepthStencil(
const Texture* resource = nullptr,
LOAD_OPERATION load_op = LOADOP_LOAD,
STORE_OPERATION store_op = STOREOP_STORE,
IMAGE_LAYOUT initial_layout = IMAGE_LAYOUT_DEPTHSTENCIL,
IMAGE_LAYOUT subpass_layout = IMAGE_LAYOUT_DEPTHSTENCIL,
IMAGE_LAYOUT final_layout = IMAGE_LAYOUT_DEPTHSTENCIL
)
{
RenderPassAttachment attachment;
attachment.type = DEPTH_STENCIL;
attachment.texture = resource;
attachment.loadop = load_op;
attachment.storeop = store_op;
attachment.initial_layout = initial_layout;
attachment.subpass_layout = subpass_layout;
attachment.final_layout = final_layout;
return attachment;
}
static RenderPassAttachment Resolve(
const Texture* resource = nullptr,
IMAGE_LAYOUT initial_layout = IMAGE_LAYOUT_SHADER_RESOURCE,
IMAGE_LAYOUT final_layout = IMAGE_LAYOUT_SHADER_RESOURCE
)
{
RenderPassAttachment attachment;
attachment.type = RESOLVE;
attachment.texture = resource;
attachment.initial_layout = initial_layout;
attachment.final_layout = final_layout;
return attachment;
}
static RenderPassAttachment ShadingRateSource(
const Texture* resource = nullptr,
IMAGE_LAYOUT initial_layout = IMAGE_LAYOUT_SHADING_RATE_SOURCE,
IMAGE_LAYOUT final_layout = IMAGE_LAYOUT_SHADING_RATE_SOURCE
)
{
RenderPassAttachment attachment;
attachment.type = SHADING_RATE_SOURCE;
attachment.texture = resource;
attachment.initial_layout = initial_layout;
attachment.subpass_layout = IMAGE_LAYOUT_SHADING_RATE_SOURCE;
attachment.final_layout = final_layout;
return attachment;
}
};
struct RenderPassDesc
{
enum FLAGS
{
FLAG_EMPTY = 0,
FLAG_ALLOW_UAV_WRITES = 1 << 0,
};
uint32_t _flags = FLAG_EMPTY;
std::vector<RenderPassAttachment> attachments;
};
struct SwapChainDesc
{
uint32_t width = 0;
uint32_t height = 0;
uint32_t buffercount = 2;
FORMAT format = FORMAT_R10G10B10A2_UNORM;
bool fullscreen = false;
bool vsync = true;
float clearcolor[4] = { 0,0,0,1 };
};
struct IndirectDrawArgsInstanced
{
uint32_t VertexCountPerInstance = 0;
uint32_t InstanceCount = 0;
uint32_t StartVertexLocation = 0;
uint32_t StartInstanceLocation = 0;
};
struct IndirectDrawArgsIndexedInstanced
{
uint32_t IndexCountPerInstance = 0;
uint32_t InstanceCount = 0;
uint32_t StartIndexLocation = 0;
int32_t BaseVertexLocation = 0;
uint32_t StartInstanceLocation = 0;
};
struct IndirectDispatchArgs
{
uint32_t ThreadGroupCountX = 0;
uint32_t ThreadGroupCountY = 0;
uint32_t ThreadGroupCountZ = 0;
};
struct SubresourceData
{
const void *pSysMem = nullptr;
uint32_t SysMemPitch = 0;
uint32_t SysMemSlicePitch = 0;
};
struct Rect
{
int32_t left = 0;
int32_t top = 0;
int32_t right = 0;
int32_t bottom = 0;
};
struct Mapping
{
enum FLAGS
{
FLAG_EMPTY = 0,
FLAG_READ = 1 << 0,
FLAG_WRITE = 1 << 1,
};
uint32_t _flags = FLAG_EMPTY;
size_t offset = 0;
size_t size = 0;
uint32_t rowpitch = 0; // output
void* data = nullptr; // output
};
// Resources:
struct GraphicsDeviceChild
{
std::shared_ptr<void> internal_state;
inline bool IsValid() const { return internal_state.get() != nullptr; }
};
struct Sampler : public GraphicsDeviceChild
{
SamplerDesc desc;
const SamplerDesc& GetDesc() const { return desc; }
};
struct StaticSampler
{
Sampler sampler;
uint32_t slot = 0;
};
struct Shader : public GraphicsDeviceChild
{
SHADERSTAGE stage = SHADERSTAGE_COUNT;
std::vector<StaticSampler> auto_samplers; // ability to set static samplers without explicit root signature
};
struct GPUResource : public GraphicsDeviceChild
{
enum class GPU_RESOURCE_TYPE
{
BUFFER,
TEXTURE,
RAYTRACING_ACCELERATION_STRUCTURE,
UNKNOWN_TYPE,
} type = GPU_RESOURCE_TYPE::UNKNOWN_TYPE;
inline bool IsTexture() const { return type == GPU_RESOURCE_TYPE::TEXTURE; }
inline bool IsBuffer() const { return type == GPU_RESOURCE_TYPE::BUFFER; }
inline bool IsAccelerationStructure() const { return type == GPU_RESOURCE_TYPE::RAYTRACING_ACCELERATION_STRUCTURE; }
};
struct GPUBuffer : public GPUResource
{
GPUBufferDesc desc;
const GPUBufferDesc& GetDesc() const { return desc; }
};
struct Texture : public GPUResource
{
TextureDesc desc;
const TextureDesc& GetDesc() const { return desc; }
};
struct GPUQueryHeap : public GraphicsDeviceChild
{
GPUQueryHeapDesc desc;
const GPUQueryHeapDesc& GetDesc() const { return desc; }
};
struct PipelineState : public GraphicsDeviceChild
{
size_t hash = 0;
PipelineStateDesc desc;
const PipelineStateDesc& GetDesc() const { return desc; }
};
struct RenderPass : public GraphicsDeviceChild
{
size_t hash = 0;
RenderPassDesc desc;
const RenderPassDesc& GetDesc() const { return desc; }
};
struct SwapChain : public GraphicsDeviceChild
{
SwapChainDesc desc;
const SwapChainDesc& GetDesc() const { return desc; }
};
struct RaytracingAccelerationStructureDesc
{
enum FLAGS
{
FLAG_EMPTY = 0,
FLAG_ALLOW_UPDATE = 1 << 0,
FLAG_ALLOW_COMPACTION = 1 << 1,
FLAG_PREFER_FAST_TRACE = 1 << 2,
FLAG_PREFER_FAST_BUILD = 1 << 3,
FLAG_MINIMIZE_MEMORY = 1 << 4,
};
uint32_t _flags = FLAG_EMPTY;
enum TYPE
{
BOTTOMLEVEL,
TOPLEVEL,
} type = BOTTOMLEVEL;
struct BottomLevel
{
struct Geometry
{
enum FLAGS
{
FLAG_EMPTY = 0,
FLAG_OPAQUE = 1 << 0,
FLAG_NO_DUPLICATE_ANYHIT_INVOCATION = 1 << 1,
FLAG_USE_TRANSFORM = 1 << 2,
};
uint32_t _flags = FLAG_EMPTY;
enum TYPE
{
TRIANGLES,
PROCEDURAL_AABBS,
} type = TRIANGLES;
struct Triangles
{
GPUBuffer vertexBuffer;
GPUBuffer indexBuffer;
uint32_t indexCount = 0;
uint32_t indexOffset = 0;
uint32_t vertexCount = 0;
uint32_t vertexByteOffset = 0;
uint32_t vertexStride = 0;
INDEXBUFFER_FORMAT indexFormat = INDEXFORMAT_32BIT;
FORMAT vertexFormat = FORMAT_R32G32B32_FLOAT;
GPUBuffer transform3x4Buffer;
uint32_t transform3x4BufferOffset = 0;
} triangles;
struct Procedural_AABBs
{
GPUBuffer aabbBuffer;
uint32_t offset = 0;
uint32_t count = 0;
uint32_t stride = 0;
} aabbs;
};
std::vector<Geometry> geometries;
} bottomlevel;
struct TopLevel
{
struct Instance
{
enum FLAGS
{
FLAG_EMPTY = 0,
FLAG_TRIANGLE_CULL_DISABLE = 1 << 0,
FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE = 1 << 1,
FLAG_FORCE_OPAQUE = 1 << 2,
FLAG_FORCE_NON_OPAQUE = 1 << 3,
};
XMFLOAT3X4 transform;
uint32_t InstanceID : 24;
uint32_t InstanceMask : 8;
uint32_t InstanceContributionToHitGroupIndex : 24;
uint32_t Flags : 8;
GPUResource bottomlevel;
};
GPUBuffer instanceBuffer;
uint32_t offset = 0;
uint32_t count = 0;
} toplevel;
};
struct RaytracingAccelerationStructure : public GPUResource
{
RaytracingAccelerationStructureDesc desc;
const RaytracingAccelerationStructureDesc& GetDesc() const { return desc; }
};
struct ShaderLibrary
{
enum TYPE
{
RAYGENERATION,
MISS,
CLOSESTHIT,
ANYHIT,
INTERSECTION,
} type = RAYGENERATION;
const Shader* shader = nullptr;
std::string function_name;
};
struct ShaderHitGroup
{
enum TYPE
{
GENERAL, // raygen or miss
TRIANGLES,
PROCEDURAL,
} type = TRIANGLES;
std::string name;
uint32_t general_shader = ~0;
uint32_t closesthit_shader = ~0;
uint32_t anyhit_shader = ~0;
uint32_t intersection_shader = ~0;
};
struct RaytracingPipelineStateDesc
{
std::vector<ShaderLibrary> shaderlibraries;
std::vector<ShaderHitGroup> hitgroups;
uint32_t max_trace_recursion_depth = 1;
uint32_t max_attribute_size_in_bytes = 0;
uint32_t max_payload_size_in_bytes = 0;
};
struct RaytracingPipelineState : public GraphicsDeviceChild
{
RaytracingPipelineStateDesc desc;
const RaytracingPipelineStateDesc& GetDesc() const { return desc; }
};
struct ShaderTable
{
const GPUBuffer* buffer = nullptr;
uint64_t offset = 0;
uint64_t size = 0;
uint64_t stride = 0;
};
struct DispatchRaysDesc
{
ShaderTable raygeneration;
ShaderTable miss;
ShaderTable hitgroup;
ShaderTable callable;
uint32_t Width = 1;
uint32_t Height = 1;
uint32_t Depth = 1;
};
}