librashader/librashader-runtime-d3d12/src/draw_quad.rs

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Rust
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use crate::buffer::D3D12Buffer;
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use crate::error;
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use array_concat::concat_arrays;
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use bytemuck::{offset_of, Pod, Zeroable};
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use librashader_runtime::quad::QuadType;
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use windows::core::PCSTR;
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use windows::Win32::Graphics::Direct3D::D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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use windows::Win32::Graphics::Direct3D12::{
ID3D12Device, ID3D12GraphicsCommandList, ID3D12GraphicsCommandList4, ID3D12Resource,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, D3D12_INPUT_ELEMENT_DESC, D3D12_VERTEX_BUFFER_VIEW,
};
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use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_R32G32_FLOAT;
#[repr(C)]
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#[derive(Debug, Copy, Clone, Default, Zeroable, Pod)]
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struct D3D12Vertex {
position: [f32; 2],
texcoord: [f32; 2],
}
const OFFSCREEN_VBO_DATA: [D3D12Vertex; 4] = [
D3D12Vertex {
position: [-1.0, -1.0],
texcoord: [0.0, 1.0],
},
D3D12Vertex {
position: [-1.0, 1.0],
texcoord: [0.0, 0.0],
},
D3D12Vertex {
position: [1.0, -1.0],
texcoord: [1.0, 1.0],
},
D3D12Vertex {
position: [1.0, 1.0],
texcoord: [1.0, 0.0],
},
];
const FINAL_VBO_DATA: [D3D12Vertex; 4] = [
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D3D12Vertex {
position: [0.0, 0.0],
texcoord: [0.0, 1.0],
},
D3D12Vertex {
position: [0.0, 1.0],
texcoord: [0.0, 0.0],
},
D3D12Vertex {
position: [1.0, 0.0],
texcoord: [1.0, 1.0],
},
D3D12Vertex {
position: [1.0, 1.0],
texcoord: [1.0, 0.0],
},
];
static VBO_DATA: &[D3D12Vertex; 8] = &concat_arrays!(OFFSCREEN_VBO_DATA, FINAL_VBO_DATA);
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pub(crate) struct DrawQuad {
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_buffer: ID3D12Resource,
view: D3D12_VERTEX_BUFFER_VIEW,
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}
impl DrawQuad {
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pub fn new(device: &ID3D12Device) -> error::Result<DrawQuad> {
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let stride = std::mem::size_of::<D3D12Vertex>() as u32;
let size = 2 * std::mem::size_of::<[D3D12Vertex; 4]>() as u32;
let mut buffer = D3D12Buffer::new(device, size as usize)?;
buffer
.map(None)?
.slice
.copy_from_slice(bytemuck::cast_slice(VBO_DATA));
let view = D3D12_VERTEX_BUFFER_VIEW {
BufferLocation: buffer.gpu_address(),
SizeInBytes: size,
StrideInBytes: stride,
};
let buffer = buffer.into_raw();
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Ok(DrawQuad {
_buffer: buffer,
view,
})
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}
pub fn bind_vertices_for_frame(&self, cmd: &ID3D12GraphicsCommandList) {
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unsafe {
cmd.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
cmd.IASetVertexBuffers(0, Some(&[self.view]));
}
}
// frame uses ID3D12GraphicsCommandList4 for renderpasses, don't need to bother with the cast.
pub fn draw_quad(&self, cmd: &ID3D12GraphicsCommandList4, vbo_type: QuadType) {
let offset = match vbo_type {
QuadType::Offscreen => 0,
QuadType::Final => 4,
};
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unsafe { cmd.DrawInstanced(4, 1, offset, 0) }
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}
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pub fn get_spirv_cross_vbo_desc() -> [D3D12_INPUT_ELEMENT_DESC; 2] {
[
D3D12_INPUT_ELEMENT_DESC {
SemanticName: PCSTR(b"TEXCOORD\0".as_ptr()),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: offset_of!(D3D12Vertex, position) as u32,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: PCSTR(b"TEXCOORD\0".as_ptr()),
SemanticIndex: 1,
Format: DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: offset_of!(D3D12Vertex, texcoord) as u32,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
]
}
}