//********************************************************* // // Copyright (c) Microsoft Corporation. // Licensed under the MIT License (MIT). // //********************************************************* #pragma once #ifndef __cplusplus #error D3DX12 requires C++ #endif #include "d3d12.h" #include "d3dx12_default.h" #include "d3dx12_core.h" //------------------------------------------------------------------------------------------------ // Pipeline State Stream Helpers //------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------ // Stream Subobjects, i.e. elements of a stream struct DefaultSampleMask { operator UINT() noexcept { return UINT_MAX; } }; struct DefaultSampleDesc { operator DXGI_SAMPLE_DESC() noexcept { return DXGI_SAMPLE_DESC{1, 0}; } }; /* GODOT start */ #if defined(_MSC_VER) #pragma warning(push) #pragma warning(disable : 4324) #endif /* GODOT start */ template class alignas(void*) CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT { private: D3D12_PIPELINE_STATE_SUBOBJECT_TYPE pssType; InnerStructType pssInner; public: CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT() noexcept : pssType(Type), pssInner(DefaultArg()) {} CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT(InnerStructType const& i) noexcept : pssType(Type), pssInner(i) {} CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT& operator=(InnerStructType const& i) noexcept { pssType = Type; pssInner = i; return *this; } operator InnerStructType const&() const noexcept { return pssInner; } operator InnerStructType&() noexcept { return pssInner; } InnerStructType* operator&() noexcept { return &pssInner; } InnerStructType const* operator&() const noexcept { return &pssInner; } }; /* GODOT start */ #if defined(_MSC_VER) #pragma warning(pop) #endif /* GODOT end */ typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_PIPELINE_STATE_FLAGS, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS> CD3DX12_PIPELINE_STATE_STREAM_FLAGS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< UINT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK> CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< ID3D12RootSignature*, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE> CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_INPUT_LAYOUT_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT> CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_INDEX_BUFFER_STRIP_CUT_VALUE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE> CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_PRIMITIVE_TOPOLOGY_TYPE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY> CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS> CD3DX12_PIPELINE_STATE_STREAM_VS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS> CD3DX12_PIPELINE_STATE_STREAM_GS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_STREAM_OUTPUT_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT> CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS> CD3DX12_PIPELINE_STATE_STREAM_HS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS> CD3DX12_PIPELINE_STATE_STREAM_DS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS> CD3DX12_PIPELINE_STATE_STREAM_PS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS> CD3DX12_PIPELINE_STATE_STREAM_AS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS> CD3DX12_PIPELINE_STATE_STREAM_MS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS> CD3DX12_PIPELINE_STATE_STREAM_CS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_BLEND_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_DEPTH_STENCIL_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_DEPTH_STENCIL_DESC1, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1; #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 606) typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_DEPTH_STENCIL_DESC2, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL2, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL2; #endif typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< DXGI_FORMAT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT> CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_RASTERIZER_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER; #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 608) typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_RASTERIZER_DESC1, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER1, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER1; #endif #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 610) typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_RASTERIZER_DESC2, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER2, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER2; #endif typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_RT_FORMAT_ARRAY, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS> CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< DXGI_SAMPLE_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC, DefaultSampleDesc> CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< UINT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK, DefaultSampleMask> CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< D3D12_CACHED_PIPELINE_STATE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO> CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO; typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT< CD3DX12_VIEW_INSTANCING_DESC, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING, CD3DX12_DEFAULT> CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING; //------------------------------------------------------------------------------------------------ // Stream Parser Helpers struct ID3DX12PipelineParserCallbacks { // Subobject Callbacks virtual void FlagsCb(D3D12_PIPELINE_STATE_FLAGS) {} virtual void NodeMaskCb(UINT) {} virtual void RootSignatureCb(ID3D12RootSignature*) {} virtual void InputLayoutCb(const D3D12_INPUT_LAYOUT_DESC&) {} virtual void IBStripCutValueCb(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE) {} virtual void PrimitiveTopologyTypeCb(D3D12_PRIMITIVE_TOPOLOGY_TYPE) {} virtual void VSCb(const D3D12_SHADER_BYTECODE&) {} virtual void GSCb(const D3D12_SHADER_BYTECODE&) {} virtual void StreamOutputCb(const D3D12_STREAM_OUTPUT_DESC&) {} virtual void HSCb(const D3D12_SHADER_BYTECODE&) {} virtual void DSCb(const D3D12_SHADER_BYTECODE&) {} virtual void PSCb(const D3D12_SHADER_BYTECODE&) {} virtual void CSCb(const D3D12_SHADER_BYTECODE&) {} virtual void ASCb(const D3D12_SHADER_BYTECODE&) {} virtual void MSCb(const D3D12_SHADER_BYTECODE&) {} virtual void BlendStateCb(const D3D12_BLEND_DESC&) {} virtual void DepthStencilStateCb(const D3D12_DEPTH_STENCIL_DESC&) {} virtual void DepthStencilState1Cb(const D3D12_DEPTH_STENCIL_DESC1&) {} #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 606) virtual void DepthStencilState2Cb(const D3D12_DEPTH_STENCIL_DESC2&) {} #endif virtual void DSVFormatCb(DXGI_FORMAT) {} virtual void RasterizerStateCb(const D3D12_RASTERIZER_DESC&) {} #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 608) virtual void RasterizerState1Cb(const D3D12_RASTERIZER_DESC1&) {} #endif #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 610) virtual void RasterizerState2Cb(const D3D12_RASTERIZER_DESC2&) {} #endif virtual void RTVFormatsCb(const D3D12_RT_FORMAT_ARRAY&) {} virtual void SampleDescCb(const DXGI_SAMPLE_DESC&) {} virtual void SampleMaskCb(UINT) {} virtual void ViewInstancingCb(const D3D12_VIEW_INSTANCING_DESC&) {} virtual void CachedPSOCb(const D3D12_CACHED_PIPELINE_STATE&) {} // Error Callbacks virtual void ErrorBadInputParameter(UINT /*ParameterIndex*/) {} virtual void ErrorDuplicateSubobject(D3D12_PIPELINE_STATE_SUBOBJECT_TYPE /*DuplicateType*/) {} virtual void ErrorUnknownSubobject(UINT /*UnknownTypeValue*/) {} virtual ~ID3DX12PipelineParserCallbacks() = default; }; struct D3DX12_MESH_SHADER_PIPELINE_STATE_DESC { ID3D12RootSignature* pRootSignature; D3D12_SHADER_BYTECODE AS; D3D12_SHADER_BYTECODE MS; D3D12_SHADER_BYTECODE PS; D3D12_BLEND_DESC BlendState; UINT SampleMask; D3D12_RASTERIZER_DESC RasterizerState; D3D12_DEPTH_STENCIL_DESC DepthStencilState; D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType; UINT NumRenderTargets; DXGI_FORMAT RTVFormats[ D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT ]; DXGI_FORMAT DSVFormat; DXGI_SAMPLE_DESC SampleDesc; UINT NodeMask; D3D12_CACHED_PIPELINE_STATE CachedPSO; D3D12_PIPELINE_STATE_FLAGS Flags; }; #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 610) // Use CD3DX12_PIPELINE_STATE_STREAM5 for D3D12_RASTERIZER_DESC2 when CheckFeatureSupport returns true for Options19::RasterizerDesc2Supported is true // Use CD3DX12_PIPELINE_STATE_STREAM4 for D3D12_RASTERIZER_DESC1 when CheckFeatureSupport returns true for Options16::DynamicDepthBiasSupported is true // Use CD3DX12_PIPELINE_STATE_STREAM3 for D3D12_DEPTH_STENCIL_DESC2 when CheckFeatureSupport returns true for Options14::IndependentFrontAndBackStencilSupported is true // Use CD3DX12_PIPELINE_STATE_STREAM2 for OS Build 19041+ (where there is a new mesh shader pipeline). // Use CD3DX12_PIPELINE_STATE_STREAM1 for OS Build 16299+ (where there is a new view instancing subobject). // Use CD3DX12_PIPELINE_STATE_STREAM for OS Build 15063+ support. struct CD3DX12_PIPELINE_STATE_STREAM5 { CD3DX12_PIPELINE_STATE_STREAM5() = default; // Mesh and amplification shaders must be set manually, since they do not have representation in D3D12_GRAPHICS_PIPELINE_STATE_DESC CD3DX12_PIPELINE_STATE_STREAM5(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , InputLayout(Desc.InputLayout) , IBStripCutValue(Desc.IBStripCutValue) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , VS(Desc.VS) , GS(Desc.GS) , StreamOutput(Desc.StreamOutput) , HS(Desc.HS) , DS(Desc.DS) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC2(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC2(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM5(const D3DX12_MESH_SHADER_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , PS(Desc.PS) , AS(Desc.AS) , MS(Desc.MS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC2(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC2(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM5(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , CS(CD3DX12_SHADER_BYTECODE(Desc.CS)) , CachedPSO(Desc.CachedPSO) { static_cast(DepthStencilState).DepthEnable = false; } CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_GS GS; CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput; CD3DX12_PIPELINE_STATE_STREAM_HS HS; CD3DX12_PIPELINE_STATE_STREAM_DS DS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_AS AS; CD3DX12_PIPELINE_STATE_STREAM_MS MS; CD3DX12_PIPELINE_STATE_STREAM_CS CS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL2 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER2 RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc; D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const noexcept { D3D12_GRAPHICS_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.InputLayout = this->InputLayout; D.IBStripCutValue = this->IBStripCutValue; D.PrimitiveTopologyType = this->PrimitiveTopologyType; D.VS = this->VS; D.GS = this->GS; D.StreamOutput = this->StreamOutput; D.HS = this->HS; D.DS = this->DS; D.PS = this->PS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(D3D12_DEPTH_STENCIL_DESC2(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = CD3DX12_RASTERIZER_DESC2(D3D12_RASTERIZER_DESC2(this->RasterizerState)); D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const noexcept { D3D12_COMPUTE_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.CS = this->CS; D.CachedPSO = this->CachedPSO; return D; } }; #endif // D3D12_SDK_VERSION >= 610 #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 608) // Use CD3DX12_PIPELINE_STATE_STREAM4 for D3D12_RASTERIZER_DESC1 when CheckFeatureSupport returns true for Options16::DynamicDepthBiasSupported is true // Use CD3DX12_PIPELINE_STATE_STREAM3 for D3D12_DEPTH_STENCIL_DESC2 when CheckFeatureSupport returns true for Options14::IndependentFrontAndBackStencilSupported is true // Use CD3DX12_PIPELINE_STATE_STREAM2 for OS Build 19041+ (where there is a new mesh shader pipeline). // Use CD3DX12_PIPELINE_STATE_STREAM1 for OS Build 16299+ (where there is a new view instancing subobject). // Use CD3DX12_PIPELINE_STATE_STREAM for OS Build 15063+ support. struct CD3DX12_PIPELINE_STATE_STREAM4 { CD3DX12_PIPELINE_STATE_STREAM4() = default; // Mesh and amplification shaders must be set manually, since they do not have representation in D3D12_GRAPHICS_PIPELINE_STATE_DESC CD3DX12_PIPELINE_STATE_STREAM4(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , InputLayout(Desc.InputLayout) , IBStripCutValue(Desc.IBStripCutValue) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , VS(Desc.VS) , GS(Desc.GS) , StreamOutput(Desc.StreamOutput) , HS(Desc.HS) , DS(Desc.DS) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC2(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC1(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM4(const D3DX12_MESH_SHADER_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , PS(Desc.PS) , AS(Desc.AS) , MS(Desc.MS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC2(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC1(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM4(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , CS(CD3DX12_SHADER_BYTECODE(Desc.CS)) , CachedPSO(Desc.CachedPSO) { static_cast(DepthStencilState).DepthEnable = false; } CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_GS GS; CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput; CD3DX12_PIPELINE_STATE_STREAM_HS HS; CD3DX12_PIPELINE_STATE_STREAM_DS DS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_AS AS; CD3DX12_PIPELINE_STATE_STREAM_MS MS; CD3DX12_PIPELINE_STATE_STREAM_CS CS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL2 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER1 RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc; D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const noexcept { D3D12_GRAPHICS_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.InputLayout = this->InputLayout; D.IBStripCutValue = this->IBStripCutValue; D.PrimitiveTopologyType = this->PrimitiveTopologyType; D.VS = this->VS; D.GS = this->GS; D.StreamOutput = this->StreamOutput; D.HS = this->HS; D.DS = this->DS; D.PS = this->PS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(D3D12_DEPTH_STENCIL_DESC2(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = CD3DX12_RASTERIZER_DESC1(D3D12_RASTERIZER_DESC1(this->RasterizerState)); D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const noexcept { D3D12_COMPUTE_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.CS = this->CS; D.CachedPSO = this->CachedPSO; return D; } }; #endif // D3D12_SDK_VERSION >= 608 #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 606) // Use CD3DX12_PIPELINE_STATE_STREAM3 for D3D12_DEPTH_STENCIL_DESC2 when CheckFeatureSupport returns true for Options14::IndependentFrontAndBackStencilSupported is true // Use CD3DX12_PIPELINE_STATE_STREAM2 for OS Build 19041+ (where there is a new mesh shader pipeline). // Use CD3DX12_PIPELINE_STATE_STREAM1 for OS Build 16299+ (where there is a new view instancing subobject). // Use CD3DX12_PIPELINE_STATE_STREAM for OS Build 15063+ support. struct CD3DX12_PIPELINE_STATE_STREAM3 { CD3DX12_PIPELINE_STATE_STREAM3() = default; // Mesh and amplification shaders must be set manually, since they do not have representation in D3D12_GRAPHICS_PIPELINE_STATE_DESC CD3DX12_PIPELINE_STATE_STREAM3(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , InputLayout(Desc.InputLayout) , IBStripCutValue(Desc.IBStripCutValue) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , VS(Desc.VS) , GS(Desc.GS) , StreamOutput(Desc.StreamOutput) , HS(Desc.HS) , DS(Desc.DS) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC2(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM3(const D3DX12_MESH_SHADER_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , PS(Desc.PS) , AS(Desc.AS) , MS(Desc.MS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC2(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM3(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , CS(CD3DX12_SHADER_BYTECODE(Desc.CS)) , CachedPSO(Desc.CachedPSO) { static_cast(DepthStencilState).DepthEnable = false; } CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_GS GS; CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput; CD3DX12_PIPELINE_STATE_STREAM_HS HS; CD3DX12_PIPELINE_STATE_STREAM_DS DS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_AS AS; CD3DX12_PIPELINE_STATE_STREAM_MS MS; CD3DX12_PIPELINE_STATE_STREAM_CS CS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL2 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc; D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const noexcept { D3D12_GRAPHICS_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.InputLayout = this->InputLayout; D.IBStripCutValue = this->IBStripCutValue; D.PrimitiveTopologyType = this->PrimitiveTopologyType; D.VS = this->VS; D.GS = this->GS; D.StreamOutput = this->StreamOutput; D.HS = this->HS; D.DS = this->DS; D.PS = this->PS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(D3D12_DEPTH_STENCIL_DESC2(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = this->RasterizerState; D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const noexcept { D3D12_COMPUTE_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.CS = this->CS; D.CachedPSO = this->CachedPSO; return D; } }; #endif // D3D12_SDK_VERSION >= 606 // CD3DX12_PIPELINE_STATE_STREAM2 Works on OS Build 19041+ (where there is a new mesh shader pipeline). // Use CD3DX12_PIPELINE_STATE_STREAM1 for OS Build 16299+ (where there is a new view instancing subobject). // Use CD3DX12_PIPELINE_STATE_STREAM for OS Build 15063+ support. struct CD3DX12_PIPELINE_STATE_STREAM2 { CD3DX12_PIPELINE_STATE_STREAM2() = default; // Mesh and amplification shaders must be set manually, since they do not have representation in D3D12_GRAPHICS_PIPELINE_STATE_DESC CD3DX12_PIPELINE_STATE_STREAM2(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , InputLayout(Desc.InputLayout) , IBStripCutValue(Desc.IBStripCutValue) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , VS(Desc.VS) , GS(Desc.GS) , StreamOutput(Desc.StreamOutput) , HS(Desc.HS) , DS(Desc.DS) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM2(const D3DX12_MESH_SHADER_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , PS(Desc.PS) , AS(Desc.AS) , MS(Desc.MS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM2(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , CS(CD3DX12_SHADER_BYTECODE(Desc.CS)) , CachedPSO(Desc.CachedPSO) { static_cast(DepthStencilState).DepthEnable = false; } CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_GS GS; CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput; CD3DX12_PIPELINE_STATE_STREAM_HS HS; CD3DX12_PIPELINE_STATE_STREAM_DS DS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_AS AS; CD3DX12_PIPELINE_STATE_STREAM_MS MS; CD3DX12_PIPELINE_STATE_STREAM_CS CS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc; D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const noexcept { D3D12_GRAPHICS_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.InputLayout = this->InputLayout; D.IBStripCutValue = this->IBStripCutValue; D.PrimitiveTopologyType = this->PrimitiveTopologyType; D.VS = this->VS; D.GS = this->GS; D.StreamOutput = this->StreamOutput; D.HS = this->HS; D.DS = this->DS; D.PS = this->PS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEPTH_STENCIL_DESC1(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = this->RasterizerState; D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const noexcept { D3D12_COMPUTE_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.CS = this->CS; D.CachedPSO = this->CachedPSO; return D; } }; // CD3DX12_PIPELINE_STATE_STREAM1 Works on OS Build 16299+ (where there is a new view instancing subobject). // Use CD3DX12_PIPELINE_STATE_STREAM for OS Build 15063+ support. struct CD3DX12_PIPELINE_STATE_STREAM1 { CD3DX12_PIPELINE_STATE_STREAM1() = default; // Mesh and amplification shaders must be set manually, since they do not have representation in D3D12_GRAPHICS_PIPELINE_STATE_DESC CD3DX12_PIPELINE_STATE_STREAM1(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , InputLayout(Desc.InputLayout) , IBStripCutValue(Desc.IBStripCutValue) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , VS(Desc.VS) , GS(Desc.GS) , StreamOutput(Desc.StreamOutput) , HS(Desc.HS) , DS(Desc.DS) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM1(const D3DX12_MESH_SHADER_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM1(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , CS(CD3DX12_SHADER_BYTECODE(Desc.CS)) , CachedPSO(Desc.CachedPSO) { static_cast(DepthStencilState).DepthEnable = false; } CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_GS GS; CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput; CD3DX12_PIPELINE_STATE_STREAM_HS HS; CD3DX12_PIPELINE_STATE_STREAM_DS DS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_CS CS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc; D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const noexcept { D3D12_GRAPHICS_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.InputLayout = this->InputLayout; D.IBStripCutValue = this->IBStripCutValue; D.PrimitiveTopologyType = this->PrimitiveTopologyType; D.VS = this->VS; D.GS = this->GS; D.StreamOutput = this->StreamOutput; D.HS = this->HS; D.DS = this->DS; D.PS = this->PS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEPTH_STENCIL_DESC1(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = this->RasterizerState; D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const noexcept { D3D12_COMPUTE_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.CS = this->CS; D.CachedPSO = this->CachedPSO; return D; } }; struct CD3DX12_PIPELINE_MESH_STATE_STREAM { CD3DX12_PIPELINE_MESH_STATE_STREAM() = default; CD3DX12_PIPELINE_MESH_STATE_STREAM(const D3DX12_MESH_SHADER_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , PS(Desc.PS) , AS(Desc.AS) , MS(Desc.MS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT())) {} CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_AS AS; CD3DX12_PIPELINE_STATE_STREAM_MS MS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc; D3DX12_MESH_SHADER_PIPELINE_STATE_DESC MeshShaderDescV0() const noexcept { D3DX12_MESH_SHADER_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.PS = this->PS; D.AS = this->AS; D.MS = this->MS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEPTH_STENCIL_DESC1(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = this->RasterizerState; D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } }; // CD3DX12_PIPELINE_STATE_STREAM works on OS Build 15063+ but does not support new subobject(s) added in OS Build 16299+. // See CD3DX12_PIPELINE_STATE_STREAM1 for instance. struct CD3DX12_PIPELINE_STATE_STREAM { CD3DX12_PIPELINE_STATE_STREAM() = default; CD3DX12_PIPELINE_STATE_STREAM(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , InputLayout(Desc.InputLayout) , IBStripCutValue(Desc.IBStripCutValue) , PrimitiveTopologyType(Desc.PrimitiveTopologyType) , VS(Desc.VS) , GS(Desc.GS) , StreamOutput(Desc.StreamOutput) , HS(Desc.HS) , DS(Desc.DS) , PS(Desc.PS) , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState)) , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState)) , DSVFormat(Desc.DSVFormat) , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState)) , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets)) , SampleDesc(Desc.SampleDesc) , SampleMask(Desc.SampleMask) , CachedPSO(Desc.CachedPSO) {} CD3DX12_PIPELINE_STATE_STREAM(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) noexcept : Flags(Desc.Flags) , NodeMask(Desc.NodeMask) , pRootSignature(Desc.pRootSignature) , CS(CD3DX12_SHADER_BYTECODE(Desc.CS)) , CachedPSO(Desc.CachedPSO) {} CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags; CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask; CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_GS GS; CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput; CD3DX12_PIPELINE_STATE_STREAM_HS HS; CD3DX12_PIPELINE_STATE_STREAM_DS DS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_CS CS; CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1 DepthStencilState; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc; CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask; CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO; D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const noexcept { D3D12_GRAPHICS_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.InputLayout = this->InputLayout; D.IBStripCutValue = this->IBStripCutValue; D.PrimitiveTopologyType = this->PrimitiveTopologyType; D.VS = this->VS; D.GS = this->GS; D.StreamOutput = this->StreamOutput; D.HS = this->HS; D.DS = this->DS; D.PS = this->PS; D.BlendState = this->BlendState; D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEPTH_STENCIL_DESC1(this->DepthStencilState)); D.DSVFormat = this->DSVFormat; D.RasterizerState = this->RasterizerState; D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets; memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats)); D.SampleDesc = this->SampleDesc; D.SampleMask = this->SampleMask; D.CachedPSO = this->CachedPSO; return D; } D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const noexcept { D3D12_COMPUTE_PIPELINE_STATE_DESC D; D.Flags = this->Flags; D.NodeMask = this->NodeMask; D.pRootSignature = this->pRootSignature; D.CS = this->CS; D.CachedPSO = this->CachedPSO; return D; } }; struct CD3DX12_PIPELINE_STATE_STREAM2_PARSE_HELPER : public ID3DX12PipelineParserCallbacks { CD3DX12_PIPELINE_STATE_STREAM2 PipelineStream; CD3DX12_PIPELINE_STATE_STREAM2_PARSE_HELPER() noexcept : SeenDSS(false) { // Adjust defaults to account for absent members. PipelineStream.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; // Depth disabled if no DSV format specified. static_cast(PipelineStream.DepthStencilState).DepthEnable = false; } // ID3DX12PipelineParserCallbacks void FlagsCb(D3D12_PIPELINE_STATE_FLAGS Flags) override {PipelineStream.Flags = Flags;} void NodeMaskCb(UINT NodeMask) override {PipelineStream.NodeMask = NodeMask;} void RootSignatureCb(ID3D12RootSignature* pRootSignature) override {PipelineStream.pRootSignature = pRootSignature;} void InputLayoutCb(const D3D12_INPUT_LAYOUT_DESC& InputLayout) override {PipelineStream.InputLayout = InputLayout;} void IBStripCutValueCb(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue) override {PipelineStream.IBStripCutValue = IBStripCutValue;} void PrimitiveTopologyTypeCb(D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType) override {PipelineStream.PrimitiveTopologyType = PrimitiveTopologyType;} void VSCb(const D3D12_SHADER_BYTECODE& VS) override {PipelineStream.VS = VS;} void GSCb(const D3D12_SHADER_BYTECODE& GS) override {PipelineStream.GS = GS;} void StreamOutputCb(const D3D12_STREAM_OUTPUT_DESC& StreamOutput) override {PipelineStream.StreamOutput = StreamOutput;} void HSCb(const D3D12_SHADER_BYTECODE& HS) override {PipelineStream.HS = HS;} void DSCb(const D3D12_SHADER_BYTECODE& DS) override {PipelineStream.DS = DS;} void PSCb(const D3D12_SHADER_BYTECODE& PS) override {PipelineStream.PS = PS;} void CSCb(const D3D12_SHADER_BYTECODE& CS) override {PipelineStream.CS = CS;} void ASCb(const D3D12_SHADER_BYTECODE& AS) override {PipelineStream.AS = AS;} void MSCb(const D3D12_SHADER_BYTECODE& MS) override {PipelineStream.MS = MS;} void BlendStateCb(const D3D12_BLEND_DESC& BlendState) override {PipelineStream.BlendState = CD3DX12_BLEND_DESC(BlendState);} void DepthStencilStateCb(const D3D12_DEPTH_STENCIL_DESC& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(DepthStencilState); SeenDSS = true; } void DepthStencilState1Cb(const D3D12_DEPTH_STENCIL_DESC1& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(DepthStencilState); SeenDSS = true; } void DSVFormatCb(DXGI_FORMAT DSVFormat) override { PipelineStream.DSVFormat = DSVFormat; if (!SeenDSS && DSVFormat != DXGI_FORMAT_UNKNOWN) { // Re-enable depth for the default state. static_cast(PipelineStream.DepthStencilState).DepthEnable = true; } } void RasterizerStateCb(const D3D12_RASTERIZER_DESC& RasterizerState) override {PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC(RasterizerState);} void RTVFormatsCb(const D3D12_RT_FORMAT_ARRAY& RTVFormats) override {PipelineStream.RTVFormats = RTVFormats;} void SampleDescCb(const DXGI_SAMPLE_DESC& SampleDesc) override {PipelineStream.SampleDesc = SampleDesc;} void SampleMaskCb(UINT SampleMask) override {PipelineStream.SampleMask = SampleMask;} void ViewInstancingCb(const D3D12_VIEW_INSTANCING_DESC& ViewInstancingDesc) override {PipelineStream.ViewInstancingDesc = CD3DX12_VIEW_INSTANCING_DESC(ViewInstancingDesc);} void CachedPSOCb(const D3D12_CACHED_PIPELINE_STATE& CachedPSO) override {PipelineStream.CachedPSO = CachedPSO;} private: bool SeenDSS; }; #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 606) struct CD3DX12_PIPELINE_STATE_STREAM3_PARSE_HELPER : public ID3DX12PipelineParserCallbacks { CD3DX12_PIPELINE_STATE_STREAM3 PipelineStream; CD3DX12_PIPELINE_STATE_STREAM3_PARSE_HELPER() noexcept : SeenDSS(false) { // Adjust defaults to account for absent members. PipelineStream.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; // Depth disabled if no DSV format specified. static_cast(PipelineStream.DepthStencilState).DepthEnable = false; } // ID3DX12PipelineParserCallbacks void FlagsCb(D3D12_PIPELINE_STATE_FLAGS Flags) override { PipelineStream.Flags = Flags; } void NodeMaskCb(UINT NodeMask) override { PipelineStream.NodeMask = NodeMask; } void RootSignatureCb(ID3D12RootSignature* pRootSignature) override { PipelineStream.pRootSignature = pRootSignature; } void InputLayoutCb(const D3D12_INPUT_LAYOUT_DESC& InputLayout) override { PipelineStream.InputLayout = InputLayout; } void IBStripCutValueCb(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue) override { PipelineStream.IBStripCutValue = IBStripCutValue; } void PrimitiveTopologyTypeCb(D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType) override { PipelineStream.PrimitiveTopologyType = PrimitiveTopologyType; } void VSCb(const D3D12_SHADER_BYTECODE& VS) override { PipelineStream.VS = VS; } void GSCb(const D3D12_SHADER_BYTECODE& GS) override { PipelineStream.GS = GS; } void StreamOutputCb(const D3D12_STREAM_OUTPUT_DESC& StreamOutput) override { PipelineStream.StreamOutput = StreamOutput; } void HSCb(const D3D12_SHADER_BYTECODE& HS) override { PipelineStream.HS = HS; } void DSCb(const D3D12_SHADER_BYTECODE& DS) override { PipelineStream.DS = DS; } void PSCb(const D3D12_SHADER_BYTECODE& PS) override { PipelineStream.PS = PS; } void CSCb(const D3D12_SHADER_BYTECODE& CS) override { PipelineStream.CS = CS; } void ASCb(const D3D12_SHADER_BYTECODE& AS) override { PipelineStream.AS = AS; } void MSCb(const D3D12_SHADER_BYTECODE& MS) override { PipelineStream.MS = MS; } void BlendStateCb(const D3D12_BLEND_DESC& BlendState) override { PipelineStream.BlendState = CD3DX12_BLEND_DESC(BlendState); } void DepthStencilStateCb(const D3D12_DEPTH_STENCIL_DESC& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DepthStencilState1Cb(const D3D12_DEPTH_STENCIL_DESC1& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DepthStencilState2Cb(const D3D12_DEPTH_STENCIL_DESC2& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DSVFormatCb(DXGI_FORMAT DSVFormat) override { PipelineStream.DSVFormat = DSVFormat; if (!SeenDSS && DSVFormat != DXGI_FORMAT_UNKNOWN) { // Re-enable depth for the default state. static_cast(PipelineStream.DepthStencilState).DepthEnable = true; } } void RasterizerStateCb(const D3D12_RASTERIZER_DESC& RasterizerState) override { PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC(RasterizerState); } void RTVFormatsCb(const D3D12_RT_FORMAT_ARRAY& RTVFormats) override { PipelineStream.RTVFormats = RTVFormats; } void SampleDescCb(const DXGI_SAMPLE_DESC& SampleDesc) override { PipelineStream.SampleDesc = SampleDesc; } void SampleMaskCb(UINT SampleMask) override { PipelineStream.SampleMask = SampleMask; } void ViewInstancingCb(const D3D12_VIEW_INSTANCING_DESC& ViewInstancingDesc) override { PipelineStream.ViewInstancingDesc = CD3DX12_VIEW_INSTANCING_DESC(ViewInstancingDesc); } void CachedPSOCb(const D3D12_CACHED_PIPELINE_STATE& CachedPSO) override { PipelineStream.CachedPSO = CachedPSO; } private: bool SeenDSS; }; #endif // D3D12_SDK_VERSION >= 606 #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 608) struct CD3DX12_PIPELINE_STATE_STREAM4_PARSE_HELPER : public ID3DX12PipelineParserCallbacks { CD3DX12_PIPELINE_STATE_STREAM4 PipelineStream; CD3DX12_PIPELINE_STATE_STREAM4_PARSE_HELPER() noexcept : SeenDSS(false) { // Adjust defaults to account for absent members. PipelineStream.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; // Depth disabled if no DSV format specified. static_cast(PipelineStream.DepthStencilState).DepthEnable = false; } // ID3DX12PipelineParserCallbacks void FlagsCb(D3D12_PIPELINE_STATE_FLAGS Flags) override { PipelineStream.Flags = Flags; } void NodeMaskCb(UINT NodeMask) override { PipelineStream.NodeMask = NodeMask; } void RootSignatureCb(ID3D12RootSignature* pRootSignature) override { PipelineStream.pRootSignature = pRootSignature; } void InputLayoutCb(const D3D12_INPUT_LAYOUT_DESC& InputLayout) override { PipelineStream.InputLayout = InputLayout; } void IBStripCutValueCb(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue) override { PipelineStream.IBStripCutValue = IBStripCutValue; } void PrimitiveTopologyTypeCb(D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType) override { PipelineStream.PrimitiveTopologyType = PrimitiveTopologyType; } void VSCb(const D3D12_SHADER_BYTECODE& VS) override { PipelineStream.VS = VS; } void GSCb(const D3D12_SHADER_BYTECODE& GS) override { PipelineStream.GS = GS; } void StreamOutputCb(const D3D12_STREAM_OUTPUT_DESC& StreamOutput) override { PipelineStream.StreamOutput = StreamOutput; } void HSCb(const D3D12_SHADER_BYTECODE& HS) override { PipelineStream.HS = HS; } void DSCb(const D3D12_SHADER_BYTECODE& DS) override { PipelineStream.DS = DS; } void PSCb(const D3D12_SHADER_BYTECODE& PS) override { PipelineStream.PS = PS; } void CSCb(const D3D12_SHADER_BYTECODE& CS) override { PipelineStream.CS = CS; } void ASCb(const D3D12_SHADER_BYTECODE& AS) override { PipelineStream.AS = AS; } void MSCb(const D3D12_SHADER_BYTECODE& MS) override { PipelineStream.MS = MS; } void BlendStateCb(const D3D12_BLEND_DESC& BlendState) override { PipelineStream.BlendState = CD3DX12_BLEND_DESC(BlendState); } void DepthStencilStateCb(const D3D12_DEPTH_STENCIL_DESC& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DepthStencilState1Cb(const D3D12_DEPTH_STENCIL_DESC1& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DepthStencilState2Cb(const D3D12_DEPTH_STENCIL_DESC2& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DSVFormatCb(DXGI_FORMAT DSVFormat) override { PipelineStream.DSVFormat = DSVFormat; if (!SeenDSS && DSVFormat != DXGI_FORMAT_UNKNOWN) { // Re-enable depth for the default state. static_cast(PipelineStream.DepthStencilState).DepthEnable = true; } } void RasterizerStateCb(const D3D12_RASTERIZER_DESC& RasterizerState) override { PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC1(RasterizerState); } void RasterizerState1Cb(const D3D12_RASTERIZER_DESC1& RasterizerState) override { PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC1(RasterizerState); } void RTVFormatsCb(const D3D12_RT_FORMAT_ARRAY& RTVFormats) override { PipelineStream.RTVFormats = RTVFormats; } void SampleDescCb(const DXGI_SAMPLE_DESC& SampleDesc) override { PipelineStream.SampleDesc = SampleDesc; } void SampleMaskCb(UINT SampleMask) override { PipelineStream.SampleMask = SampleMask; } void ViewInstancingCb(const D3D12_VIEW_INSTANCING_DESC& ViewInstancingDesc) override { PipelineStream.ViewInstancingDesc = CD3DX12_VIEW_INSTANCING_DESC(ViewInstancingDesc); } void CachedPSOCb(const D3D12_CACHED_PIPELINE_STATE& CachedPSO) override { PipelineStream.CachedPSO = CachedPSO; } private: bool SeenDSS; }; #endif // D3D12_SDK_VERSION >= 608 #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 610) struct CD3DX12_PIPELINE_STATE_STREAM5_PARSE_HELPER : public ID3DX12PipelineParserCallbacks { CD3DX12_PIPELINE_STATE_STREAM5 PipelineStream; CD3DX12_PIPELINE_STATE_STREAM5_PARSE_HELPER() noexcept : SeenDSS(false) { // Adjust defaults to account for absent members. PipelineStream.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; // Depth disabled if no DSV format specified. static_cast(PipelineStream.DepthStencilState).DepthEnable = false; } // ID3DX12PipelineParserCallbacks void FlagsCb(D3D12_PIPELINE_STATE_FLAGS Flags) override { PipelineStream.Flags = Flags; } void NodeMaskCb(UINT NodeMask) override { PipelineStream.NodeMask = NodeMask; } void RootSignatureCb(ID3D12RootSignature* pRootSignature) override { PipelineStream.pRootSignature = pRootSignature; } void InputLayoutCb(const D3D12_INPUT_LAYOUT_DESC& InputLayout) override { PipelineStream.InputLayout = InputLayout; } void IBStripCutValueCb(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue) override { PipelineStream.IBStripCutValue = IBStripCutValue; } void PrimitiveTopologyTypeCb(D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType) override { PipelineStream.PrimitiveTopologyType = PrimitiveTopologyType; } void VSCb(const D3D12_SHADER_BYTECODE& VS) override { PipelineStream.VS = VS; } void GSCb(const D3D12_SHADER_BYTECODE& GS) override { PipelineStream.GS = GS; } void StreamOutputCb(const D3D12_STREAM_OUTPUT_DESC& StreamOutput) override { PipelineStream.StreamOutput = StreamOutput; } void HSCb(const D3D12_SHADER_BYTECODE& HS) override { PipelineStream.HS = HS; } void DSCb(const D3D12_SHADER_BYTECODE& DS) override { PipelineStream.DS = DS; } void PSCb(const D3D12_SHADER_BYTECODE& PS) override { PipelineStream.PS = PS; } void CSCb(const D3D12_SHADER_BYTECODE& CS) override { PipelineStream.CS = CS; } void ASCb(const D3D12_SHADER_BYTECODE& AS) override { PipelineStream.AS = AS; } void MSCb(const D3D12_SHADER_BYTECODE& MS) override { PipelineStream.MS = MS; } void BlendStateCb(const D3D12_BLEND_DESC& BlendState) override { PipelineStream.BlendState = CD3DX12_BLEND_DESC(BlendState); } void DepthStencilStateCb(const D3D12_DEPTH_STENCIL_DESC& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DepthStencilState1Cb(const D3D12_DEPTH_STENCIL_DESC1& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DepthStencilState2Cb(const D3D12_DEPTH_STENCIL_DESC2& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC2(DepthStencilState); SeenDSS = true; } void DSVFormatCb(DXGI_FORMAT DSVFormat) override { PipelineStream.DSVFormat = DSVFormat; if (!SeenDSS && DSVFormat != DXGI_FORMAT_UNKNOWN) { // Re-enable depth for the default state. static_cast(PipelineStream.DepthStencilState).DepthEnable = true; } } void RasterizerStateCb(const D3D12_RASTERIZER_DESC& RasterizerState) override { PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC2(RasterizerState); } void RasterizerState1Cb(const D3D12_RASTERIZER_DESC1& RasterizerState) override { PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC2(RasterizerState); } void RasterizerState2Cb(const D3D12_RASTERIZER_DESC2& RasterizerState) override { PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC2(RasterizerState); } void RTVFormatsCb(const D3D12_RT_FORMAT_ARRAY& RTVFormats) override { PipelineStream.RTVFormats = RTVFormats; } void SampleDescCb(const DXGI_SAMPLE_DESC& SampleDesc) override { PipelineStream.SampleDesc = SampleDesc; } void SampleMaskCb(UINT SampleMask) override { PipelineStream.SampleMask = SampleMask; } void ViewInstancingCb(const D3D12_VIEW_INSTANCING_DESC& ViewInstancingDesc) override { PipelineStream.ViewInstancingDesc = CD3DX12_VIEW_INSTANCING_DESC(ViewInstancingDesc); } void CachedPSOCb(const D3D12_CACHED_PIPELINE_STATE& CachedPSO) override { PipelineStream.CachedPSO = CachedPSO; } private: bool SeenDSS; }; #endif // D3D12_SDK_VERSION >= 610 struct CD3DX12_PIPELINE_STATE_STREAM_PARSE_HELPER : public ID3DX12PipelineParserCallbacks { CD3DX12_PIPELINE_STATE_STREAM1 PipelineStream; CD3DX12_PIPELINE_STATE_STREAM_PARSE_HELPER() noexcept : SeenDSS(false) { // Adjust defaults to account for absent members. PipelineStream.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; // Depth disabled if no DSV format specified. static_cast(PipelineStream.DepthStencilState).DepthEnable = false; } // ID3DX12PipelineParserCallbacks void FlagsCb(D3D12_PIPELINE_STATE_FLAGS Flags) override {PipelineStream.Flags = Flags;} void NodeMaskCb(UINT NodeMask) override {PipelineStream.NodeMask = NodeMask;} void RootSignatureCb(ID3D12RootSignature* pRootSignature) override {PipelineStream.pRootSignature = pRootSignature;} void InputLayoutCb(const D3D12_INPUT_LAYOUT_DESC& InputLayout) override {PipelineStream.InputLayout = InputLayout;} void IBStripCutValueCb(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue) override {PipelineStream.IBStripCutValue = IBStripCutValue;} void PrimitiveTopologyTypeCb(D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType) override {PipelineStream.PrimitiveTopologyType = PrimitiveTopologyType;} void VSCb(const D3D12_SHADER_BYTECODE& VS) override {PipelineStream.VS = VS;} void GSCb(const D3D12_SHADER_BYTECODE& GS) override {PipelineStream.GS = GS;} void StreamOutputCb(const D3D12_STREAM_OUTPUT_DESC& StreamOutput) override {PipelineStream.StreamOutput = StreamOutput;} void HSCb(const D3D12_SHADER_BYTECODE& HS) override {PipelineStream.HS = HS;} void DSCb(const D3D12_SHADER_BYTECODE& DS) override {PipelineStream.DS = DS;} void PSCb(const D3D12_SHADER_BYTECODE& PS) override {PipelineStream.PS = PS;} void CSCb(const D3D12_SHADER_BYTECODE& CS) override {PipelineStream.CS = CS;} void BlendStateCb(const D3D12_BLEND_DESC& BlendState) override {PipelineStream.BlendState = CD3DX12_BLEND_DESC(BlendState);} void DepthStencilStateCb(const D3D12_DEPTH_STENCIL_DESC& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(DepthStencilState); SeenDSS = true; } void DepthStencilState1Cb(const D3D12_DEPTH_STENCIL_DESC1& DepthStencilState) override { PipelineStream.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(DepthStencilState); SeenDSS = true; } void DSVFormatCb(DXGI_FORMAT DSVFormat) override { PipelineStream.DSVFormat = DSVFormat; if (!SeenDSS && DSVFormat != DXGI_FORMAT_UNKNOWN) { // Re-enable depth for the default state. static_cast(PipelineStream.DepthStencilState).DepthEnable = true; } } void RasterizerStateCb(const D3D12_RASTERIZER_DESC& RasterizerState) override {PipelineStream.RasterizerState = CD3DX12_RASTERIZER_DESC(RasterizerState);} void RTVFormatsCb(const D3D12_RT_FORMAT_ARRAY& RTVFormats) override {PipelineStream.RTVFormats = RTVFormats;} void SampleDescCb(const DXGI_SAMPLE_DESC& SampleDesc) override {PipelineStream.SampleDesc = SampleDesc;} void SampleMaskCb(UINT SampleMask) override {PipelineStream.SampleMask = SampleMask;} void ViewInstancingCb(const D3D12_VIEW_INSTANCING_DESC& ViewInstancingDesc) override {PipelineStream.ViewInstancingDesc = CD3DX12_VIEW_INSTANCING_DESC(ViewInstancingDesc);} void CachedPSOCb(const D3D12_CACHED_PIPELINE_STATE& CachedPSO) override {PipelineStream.CachedPSO = CachedPSO;} private: bool SeenDSS; }; inline D3D12_PIPELINE_STATE_SUBOBJECT_TYPE D3DX12GetBaseSubobjectType(D3D12_PIPELINE_STATE_SUBOBJECT_TYPE SubobjectType) noexcept { switch (SubobjectType) { case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1: return D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL; #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 606) case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL2: return D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL; #endif #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 608) case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER1: return D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER; #endif default: return SubobjectType; } } inline HRESULT D3DX12ParsePipelineStream(const D3D12_PIPELINE_STATE_STREAM_DESC& Desc, ID3DX12PipelineParserCallbacks* pCallbacks) { if (pCallbacks == nullptr) { return E_INVALIDARG; } if (Desc.SizeInBytes == 0 || Desc.pPipelineStateSubobjectStream == nullptr) { pCallbacks->ErrorBadInputParameter(1); // first parameter issue return E_INVALIDARG; } bool SubobjectSeen[D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MAX_VALID] = {}; for (SIZE_T CurOffset = 0, SizeOfSubobject = 0; CurOffset < Desc.SizeInBytes; CurOffset += SizeOfSubobject) { BYTE* pStream = static_cast(Desc.pPipelineStateSubobjectStream)+CurOffset; auto SubobjectType = *reinterpret_cast(pStream); if (SubobjectType < 0 || SubobjectType >= D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MAX_VALID) { pCallbacks->ErrorUnknownSubobject(SubobjectType); return E_INVALIDARG; } if (SubobjectSeen[D3DX12GetBaseSubobjectType(SubobjectType)]) { pCallbacks->ErrorDuplicateSubobject(SubobjectType); return E_INVALIDARG; // disallow subobject duplicates in a stream } SubobjectSeen[SubobjectType] = true; switch (SubobjectType) { case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE: pCallbacks->RootSignatureCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::pRootSignature); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS: pCallbacks->VSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::VS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS: pCallbacks->PSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::PS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS: pCallbacks->DSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::DS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS: pCallbacks->HSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::HS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS: pCallbacks->GSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::GS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS: pCallbacks->CSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::CS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS: pCallbacks->ASCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM2::AS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS: pCallbacks->MSCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM2::MS); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT: pCallbacks->StreamOutputCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::StreamOutput); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND: pCallbacks->BlendStateCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::BlendState); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK: pCallbacks->SampleMaskCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::SampleMask); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER: pCallbacks->RasterizerStateCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::RasterizerState); break; #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 608) case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER1: pCallbacks->RasterizerState1Cb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM4::RasterizerState); break; #endif #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 610) case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER2: pCallbacks->RasterizerState2Cb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM5::RasterizerState); break; #endif case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL: pCallbacks->DepthStencilStateCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1: pCallbacks->DepthStencilState1Cb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::DepthStencilState); break; #if defined(D3D12_SDK_VERSION) && (D3D12_SDK_VERSION >= 606) case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL2: pCallbacks->DepthStencilState2Cb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM3::DepthStencilState); break; #endif case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT: pCallbacks->InputLayoutCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::InputLayout); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE: pCallbacks->IBStripCutValueCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::IBStripCutValue); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY: pCallbacks->PrimitiveTopologyTypeCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::PrimitiveTopologyType); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS: pCallbacks->RTVFormatsCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::RTVFormats); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT: pCallbacks->DSVFormatCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::DSVFormat); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC: pCallbacks->SampleDescCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::SampleDesc); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK: pCallbacks->NodeMaskCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::NodeMask); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO: pCallbacks->CachedPSOCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::CachedPSO); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS: pCallbacks->FlagsCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::Flags); break; case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING: pCallbacks->ViewInstancingCb(*reinterpret_cast(pStream)); SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM1::ViewInstancingDesc); break; default: pCallbacks->ErrorUnknownSubobject(SubobjectType); return E_INVALIDARG; } } return S_OK; }