D3D12: Adding draw indirect support.

This commit is contained in:
Branimir Karadžić 2018-03-09 17:42:28 -08:00
parent f853f5868f
commit 06a827d809

View File

@ -3999,8 +3999,123 @@ data.NumQualityLevels = 0;
return *cmd;
}
uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& numVertices)
{
uint8_t numStreams = 0;
numVertices = _draw.m_numVertices;
for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
; 0 != streamMask
; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
)
{
streamMask >>= ntz;
idx += ntz;
const Stream& stream = _draw.m_stream[idx];
uint16_t handle = stream.m_handle.idx;
VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
uint32_t stride = vertexDecl.m_stride;
D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
vbv.StrideInBytes = vertexDecl.m_stride;
vbv.SizeInBytes = vb.m_size;
numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
? vb.m_size/stride
: _draw.m_numVertices
, numVertices
);
}
return numStreams;
}
uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
{
if (isValid(_draw.m_indirectBuffer) )
{
_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
uint32_t numVertices;
uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
if (isValid(_draw.m_instanceDataBuffer) )
{
VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
vbv.StrideInBytes = _draw.m_instanceDataStride;
vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
}
_commandList->IASetVertexBuffers(0
, numStreams
, vbvs
);
const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
: _draw.m_numIndirect
;
uint32_t numIndices = 0;
if (isValid(_draw.m_indexBuffer) )
{
BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
const uint32_t indexSize = hasIndex16 ? 2 : 4;
numIndices = UINT32_MAX == _draw.m_numIndices
? ib.m_size / indexSize
: _draw.m_numIndices
;
D3D12_INDEX_BUFFER_VIEW ibv;
ibv.BufferLocation = ib.m_gpuVA;
ibv.SizeInBytes = ib.m_size;
ibv.Format = hasIndex16
? DXGI_FORMAT_R16_UINT
: DXGI_FORMAT_R32_UINT
;
_commandList->IASetIndexBuffer(&ibv);
_commandList->ExecuteIndirect(
s_renderD3D12->m_commandSignature[2]
, numDrawIndirect
, indirect.m_ptr
, _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
, NULL
, 0
);
}
else
{
_commandList->ExecuteIndirect(
s_renderD3D12->m_commandSignature[1]
, numDrawIndirect
, indirect.m_ptr
, _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
, NULL
, 0
);
}
return numIndices;
}
Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
uint32_t numIndices = 0;
@ -4010,37 +4125,8 @@ data.NumQualityLevels = 0;
DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
cmd.cbv = _cbv;
uint32_t numVertices = _draw.m_numVertices;
uint8_t numStreams = 0;
for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
; 0 != streamMask
; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
)
{
streamMask >>= ntz;
idx += ntz;
const Stream& stream = _draw.m_stream[idx];
uint16_t handle = stream.m_handle.idx;
VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
uint32_t stride = vertexDecl.m_stride;
D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
vbv.StrideInBytes = vertexDecl.m_stride;
vbv.SizeInBytes = vb.m_size;
numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
? vb.m_size/stride
: _draw.m_numVertices
, numVertices
);
}
uint32_t numVertices;
uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
if (isValid(_draw.m_instanceDataBuffer) )
{
@ -4085,37 +4171,8 @@ data.NumQualityLevels = 0;
: DXGI_FORMAT_R32_UINT
;
uint32_t numVertices = _draw.m_numVertices;
uint8_t numStreams = 0;
for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
; 0 != streamMask
; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
)
{
streamMask >>= ntz;
idx += ntz;
const Stream& stream = _draw.m_stream[idx];
uint16_t handle = stream.m_handle.idx;
VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
uint32_t stride = vertexDecl.m_stride;
D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
vbv.StrideInBytes = stride;
vbv.SizeInBytes = vb.m_size;
numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
? vb.m_size/stride
: _draw.m_numVertices
, numVertices
);
}
uint32_t numVertices;
uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
if (isValid(_draw.m_instanceDataBuffer) )
{