2023-02-06 08:17:23 +11:00
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use crate::buffer::D3D12Buffer;
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2023-01-30 18:02:10 +11:00
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use crate::error;
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2023-02-06 17:05:19 +11:00
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use array_concat::concat_arrays;
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2023-01-31 15:30:11 +11:00
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use bytemuck::{offset_of, Pod, Zeroable};
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2023-02-06 08:17:23 +11:00
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use librashader_runtime::quad::QuadType;
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2023-01-30 18:02:10 +11:00
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use windows::core::PCSTR;
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2023-02-06 08:17:23 +11:00
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use windows::Win32::Graphics::Direct3D::D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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2023-02-06 17:05:19 +11:00
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use windows::Win32::Graphics::Direct3D12::{
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ID3D12Device, ID3D12GraphicsCommandList, ID3D12GraphicsCommandList4, ID3D12Resource,
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D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, D3D12_INPUT_ELEMENT_DESC, D3D12_VERTEX_BUFFER_VIEW,
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};
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2023-01-30 18:02:10 +11:00
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use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_R32G32_FLOAT;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Default, Zeroable, Pod)]
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2023-01-30 18:02:10 +11:00
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struct D3D12Vertex {
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position: [f32; 2],
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texcoord: [f32; 2],
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}
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const OFFSCREEN_VBO_DATA: [D3D12Vertex; 4] = [
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D3D12Vertex {
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position: [-1.0, -1.0],
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texcoord: [0.0, 1.0],
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},
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D3D12Vertex {
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position: [-1.0, 1.0],
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texcoord: [0.0, 0.0],
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},
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D3D12Vertex {
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position: [1.0, -1.0],
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texcoord: [1.0, 1.0],
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},
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D3D12Vertex {
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position: [1.0, 1.0],
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texcoord: [1.0, 0.0],
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},
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];
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const FINAL_VBO_DATA: [D3D12Vertex; 4] = [
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D3D12Vertex {
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position: [0.0, 0.0],
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texcoord: [0.0, 1.0],
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},
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D3D12Vertex {
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position: [0.0, 1.0],
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texcoord: [0.0, 0.0],
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},
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D3D12Vertex {
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position: [1.0, 0.0],
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texcoord: [1.0, 1.0],
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},
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D3D12Vertex {
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position: [1.0, 1.0],
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texcoord: [1.0, 0.0],
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},
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];
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2023-02-06 16:23:37 +11:00
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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,
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view: D3D12_VERTEX_BUFFER_VIEW,
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}
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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;
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let size = 2 * std::mem::size_of::<[D3D12Vertex; 4]>() as u32;
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let mut buffer = D3D12Buffer::new(device, size as usize)?;
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buffer
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.map(None)?
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.slice
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.copy_from_slice(bytemuck::cast_slice(VBO_DATA));
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let view = D3D12_VERTEX_BUFFER_VIEW {
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BufferLocation: buffer.gpu_address(),
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SizeInBytes: size,
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StrideInBytes: stride,
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};
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let buffer = buffer.into_raw();
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Ok(DrawQuad {
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_buffer: buffer,
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view,
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})
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}
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pub fn bind_vertices_for_frame(&self, cmd: &ID3D12GraphicsCommandList) {
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unsafe {
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cmd.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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cmd.IASetVertexBuffers(0, Some(&[self.view]));
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}
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}
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// frame uses ID3D12GraphicsCommandList4 for renderpasses, don't need to bother with the cast.
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pub fn draw_quad(&self, cmd: &ID3D12GraphicsCommandList4, vbo_type: QuadType) {
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let offset = match vbo_type {
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QuadType::Offscreen => 0,
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QuadType::Final => 4,
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};
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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] {
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[
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D3D12_INPUT_ELEMENT_DESC {
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SemanticName: PCSTR(b"TEXCOORD\0".as_ptr()),
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SemanticIndex: 0,
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Format: DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: offset_of!(D3D12Vertex, position) as u32,
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InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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D3D12_INPUT_ELEMENT_DESC {
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SemanticName: PCSTR(b"TEXCOORD\0".as_ptr()),
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SemanticIndex: 1,
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Format: DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: offset_of!(D3D12Vertex, texcoord) as u32,
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InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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]
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}
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}
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