use crate::buffer::D3D12Buffer; use crate::error; use array_concat::concat_arrays; use bytemuck::offset_of; use librashader_runtime::quad::{QuadType, VertexInput}; use windows::core::PCSTR; use windows::Win32::Graphics::Direct3D::D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; use windows::Win32::Graphics::Direct3D12::{ ID3D12Device, ID3D12GraphicsCommandList, ID3D12GraphicsCommandList4, ID3D12Resource, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, D3D12_INPUT_ELEMENT_DESC, D3D12_VERTEX_BUFFER_VIEW, }; use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_R32G32_FLOAT; const OFFSCREEN_VBO_DATA: [VertexInput; 4] = [ VertexInput { position: [-1.0, -1.0, 0.0, 1.0], texcoord: [0.0, 1.0], }, VertexInput { position: [-1.0, 1.0, 0.0, 1.0], texcoord: [0.0, 0.0], }, VertexInput { position: [1.0, -1.0, 0.0, 1.0], texcoord: [1.0, 1.0], }, VertexInput { position: [1.0, 1.0, 0.0, 1.0], texcoord: [1.0, 0.0], }, ]; const FINAL_VBO_DATA: [VertexInput; 4] = [ VertexInput { position: [0.0, 0.0, 0.0, 1.0], texcoord: [0.0, 1.0], }, VertexInput { position: [0.0, 1.0, 0.0, 1.0], texcoord: [0.0, 0.0], }, VertexInput { position: [1.0, 0.0, 0.0, 1.0], texcoord: [1.0, 1.0], }, VertexInput { position: [1.0, 1.0, 0.0, 1.0], texcoord: [1.0, 0.0], }, ]; static VBO_DATA: &[VertexInput; 8] = &concat_arrays!(OFFSCREEN_VBO_DATA, FINAL_VBO_DATA); pub(crate) struct DrawQuad { _buffer: ID3D12Resource, view: D3D12_VERTEX_BUFFER_VIEW, } impl DrawQuad { pub fn new(device: &ID3D12Device) -> error::Result { let stride = std::mem::size_of::() as u32; let size = 2 * std::mem::size_of::<[VertexInput; 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(); Ok(DrawQuad { _buffer: buffer, view, }) } pub fn bind_vertices_for_frame(&self, cmd: &ID3D12GraphicsCommandList) { 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, }; unsafe { cmd.DrawInstanced(4, 1, offset, 0) } } 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!(VertexInput, 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!(VertexInput, texcoord) as u32, InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, ] } }