Files
WickedEngine/WickedEngine/wiGraphics.h
T
Turánszki János f6a0cecbc9 Device upgrade (#91)
* safety commit

* all seems working

* fixes, refactors

* minor updates
2020-03-05 01:05:23 +00:00

686 lines
16 KiB
C++

#pragma once
#include "CommonInclude.h"
#include <memory>
#include <vector>
namespace wiGraphics
{
struct Shader;
struct BlendState;
struct RasterizerState;
struct DepthStencilState;
struct InputLayout;
struct GPUResource;
struct GPUBuffer;
struct Texture;
enum SHADERSTAGE
{
VS,
HS,
DS,
GS,
PS,
CS,
SHADERSTAGE_COUNT
};
enum PRIMITIVETOPOLOGY
{
UNDEFINED,
TRIANGLELIST,
TRIANGLESTRIP,
POINTLIST,
LINELIST,
LINESTRIP,
PATCHLIST,
};
enum COMPARISON_FUNC
{
COMPARISON_NEVER,
COMPARISON_LESS,
COMPARISON_EQUAL,
COMPARISON_LESS_EQUAL,
COMPARISON_GREATER,
COMPARISON_NOT_EQUAL,
COMPARISON_GREATER_EQUAL,
COMPARISON_ALWAYS,
};
enum DEPTH_WRITE_MASK
{
DEPTH_WRITE_MASK_ZERO,
DEPTH_WRITE_MASK_ALL,
};
enum STENCIL_OP
{
STENCIL_OP_KEEP,
STENCIL_OP_ZERO,
STENCIL_OP_REPLACE,
STENCIL_OP_INCR_SAT,
STENCIL_OP_DECR_SAT,
STENCIL_OP_INVERT,
STENCIL_OP_INCR,
STENCIL_OP_DECR,
};
enum BLEND
{
BLEND_ZERO,
BLEND_ONE,
BLEND_SRC_COLOR,
BLEND_INV_SRC_COLOR,
BLEND_SRC_ALPHA,
BLEND_INV_SRC_ALPHA,
BLEND_DEST_ALPHA,
BLEND_INV_DEST_ALPHA,
BLEND_DEST_COLOR,
BLEND_INV_DEST_COLOR,
BLEND_SRC_ALPHA_SAT,
BLEND_BLEND_FACTOR,
BLEND_INV_BLEND_FACTOR,
BLEND_SRC1_COLOR,
BLEND_INV_SRC1_COLOR,
BLEND_SRC1_ALPHA,
BLEND_INV_SRC1_ALPHA,
};
enum COLOR_WRITE_ENABLE
{
COLOR_WRITE_DISABLE = 0,
COLOR_WRITE_ENABLE_RED = 1,
COLOR_WRITE_ENABLE_GREEN = 2,
COLOR_WRITE_ENABLE_BLUE = 4,
COLOR_WRITE_ENABLE_ALPHA = 8,
COLOR_WRITE_ENABLE_ALL = (((COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN) | COLOR_WRITE_ENABLE_BLUE) | COLOR_WRITE_ENABLE_ALPHA)
};
enum BLEND_OP
{
BLEND_OP_ADD,
BLEND_OP_SUBTRACT,
BLEND_OP_REV_SUBTRACT,
BLEND_OP_MIN,
BLEND_OP_MAX,
};
enum FILL_MODE
{
FILL_WIREFRAME,
FILL_SOLID,
};
enum CULL_MODE
{
CULL_NONE,
CULL_FRONT,
CULL_BACK,
};
enum INPUT_CLASSIFICATION
{
INPUT_PER_VERTEX_DATA,
INPUT_PER_INSTANCE_DATA,
};
enum USAGE
{
USAGE_DEFAULT,
USAGE_IMMUTABLE,
USAGE_DYNAMIC,
USAGE_STAGING,
};
enum TEXTURE_ADDRESS_MODE
{
TEXTURE_ADDRESS_WRAP,
TEXTURE_ADDRESS_MIRROR,
TEXTURE_ADDRESS_CLAMP,
TEXTURE_ADDRESS_BORDER,
};
enum FILTER
{
FILTER_MIN_MAG_MIP_POINT,
FILTER_MIN_MAG_POINT_MIP_LINEAR,
FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_MIN_POINT_MAG_MIP_LINEAR,
FILTER_MIN_LINEAR_MAG_MIP_POINT,
FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_MIN_MAG_LINEAR_MIP_POINT,
FILTER_MIN_MAG_MIP_LINEAR,
FILTER_ANISOTROPIC,
FILTER_COMPARISON_MIN_MAG_MIP_POINT,
FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR,
FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR,
FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT,
FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT,
FILTER_COMPARISON_MIN_MAG_MIP_LINEAR,
FILTER_COMPARISON_ANISOTROPIC,
FILTER_MINIMUM_MIN_MAG_MIP_POINT,
FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR,
FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR,
FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT,
FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT,
FILTER_MINIMUM_MIN_MAG_MIP_LINEAR,
FILTER_MINIMUM_ANISOTROPIC,
FILTER_MAXIMUM_MIN_MAG_MIP_POINT,
FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR,
FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT,
FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR,
FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT,
FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT,
FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR,
FILTER_MAXIMUM_ANISOTROPIC,
};
enum FORMAT
{
FORMAT_UNKNOWN,
FORMAT_R32G32B32A32_FLOAT,
FORMAT_R32G32B32A32_UINT,
FORMAT_R32G32B32A32_SINT,
FORMAT_R32G32B32_FLOAT,
FORMAT_R32G32B32_UINT,
FORMAT_R32G32B32_SINT,
FORMAT_R16G16B16A16_FLOAT,
FORMAT_R16G16B16A16_UNORM,
FORMAT_R16G16B16A16_UINT,
FORMAT_R16G16B16A16_SNORM,
FORMAT_R16G16B16A16_SINT,
FORMAT_R32G32_FLOAT,
FORMAT_R32G32_UINT,
FORMAT_R32G32_SINT,
FORMAT_R32G8X24_TYPELESS, // depth + stencil (alias)
FORMAT_D32_FLOAT_S8X24_UINT, // depth + stencil
FORMAT_R10G10B10A2_UNORM,
FORMAT_R10G10B10A2_UINT,
FORMAT_R11G11B10_FLOAT,
FORMAT_R8G8B8A8_UNORM,
FORMAT_R8G8B8A8_UNORM_SRGB,
FORMAT_R8G8B8A8_UINT,
FORMAT_R8G8B8A8_SNORM,
FORMAT_R8G8B8A8_SINT,
FORMAT_B8G8R8A8_UNORM,
FORMAT_B8G8R8A8_UNORM_SRGB,
FORMAT_R16G16_FLOAT,
FORMAT_R16G16_UNORM,
FORMAT_R16G16_UINT,
FORMAT_R16G16_SNORM,
FORMAT_R16G16_SINT,
FORMAT_R32_TYPELESS, // depth (alias)
FORMAT_D32_FLOAT, // depth
FORMAT_R32_FLOAT,
FORMAT_R32_UINT,
FORMAT_R32_SINT,
FORMAT_R24G8_TYPELESS, // depth + stencil (alias)
FORMAT_D24_UNORM_S8_UINT, // depth + stencil
FORMAT_R8G8_UNORM,
FORMAT_R8G8_UINT,
FORMAT_R8G8_SNORM,
FORMAT_R8G8_SINT,
FORMAT_R16_TYPELESS, // depth (alias)
FORMAT_R16_FLOAT,
FORMAT_D16_UNORM, // depth
FORMAT_R16_UNORM,
FORMAT_R16_UINT,
FORMAT_R16_SNORM,
FORMAT_R16_SINT,
FORMAT_R8_UNORM,
FORMAT_R8_UINT,
FORMAT_R8_SNORM,
FORMAT_R8_SINT,
FORMAT_BC1_UNORM,
FORMAT_BC1_UNORM_SRGB,
FORMAT_BC2_UNORM,
FORMAT_BC2_UNORM_SRGB,
FORMAT_BC3_UNORM,
FORMAT_BC3_UNORM_SRGB,
FORMAT_BC4_UNORM,
FORMAT_BC4_SNORM,
FORMAT_BC5_UNORM,
FORMAT_BC5_SNORM,
FORMAT_BC6H_UF16,
FORMAT_BC6H_SF16,
FORMAT_BC7_UNORM,
FORMAT_BC7_UNORM_SRGB
};
enum GPU_QUERY_TYPE
{
GPU_QUERY_TYPE_INVALID, // do not use! Indicates if query was not created.
GPU_QUERY_TYPE_EVENT, // has the GPU reached this point?
GPU_QUERY_TYPE_OCCLUSION, // how many samples passed depthstencil test?
GPU_QUERY_TYPE_OCCLUSION_PREDICATE, // are there any samples that passed depthstencil test
GPU_QUERY_TYPE_TIMESTAMP, // retrieve time point of gpu execution
GPU_QUERY_TYPE_TIMESTAMP_DISJOINT, // timestamp frequency information
};
enum INDEXBUFFER_FORMAT
{
INDEXFORMAT_16BIT,
INDEXFORMAT_32BIT,
};
enum SUBRESOURCE_TYPE
{
SRV,
UAV,
RTV,
DSV,
};
enum IMAGE_LAYOUT
{
IMAGE_LAYOUT_UNDEFINED, // discard contents
IMAGE_LAYOUT_GENERAL, // supports everything
IMAGE_LAYOUT_RENDERTARGET, // render target, write enabled
IMAGE_LAYOUT_DEPTHSTENCIL, // depth stencil, write enabled
IMAGE_LAYOUT_DEPTHSTENCIL_READONLY, // depth stencil, read only
IMAGE_LAYOUT_SHADER_RESOURCE, // shader resource, read only
IMAGE_LAYOUT_UNORDERED_ACCESS, // shader resource, write enabled
IMAGE_LAYOUT_COPY_SRC, // copy from
IMAGE_LAYOUT_COPY_DST, // copy to
};
enum BUFFER_STATE
{
BUFFER_STATE_GENERAL, // supports everything
BUFFER_STATE_VERTEX_BUFFER, // vertex buffer, read only
BUFFER_STATE_INDEX_BUFFER, // index buffer, read only
BUFFER_STATE_CONSTANT_BUFFER, // constant buffer, read only
BUFFER_STATE_INDIRECT_ARGUMENT, // argument buffer to DrawIndirect() or DispatchIndirect()
BUFFER_STATE_SHADER_RESOURCE, // shader resource, read only
BUFFER_STATE_UNORDERED_ACCESS, // shader resource, write enabled
BUFFER_STATE_COPY_SRC, // copy from
BUFFER_STATE_COPY_DST, // copy to
};
// Flags ////////////////////////////////////////////
enum BIND_FLAG
{
BIND_VERTEX_BUFFER = 0x1L,
BIND_INDEX_BUFFER = 0x2L,
BIND_CONSTANT_BUFFER = 0x4L,
BIND_SHADER_RESOURCE = 0x8L,
BIND_STREAM_OUTPUT = 0x10L,
BIND_RENDER_TARGET = 0x20L,
BIND_DEPTH_STENCIL = 0x40L,
BIND_UNORDERED_ACCESS = 0x80L,
};
enum CPU_ACCESS
{
CPU_ACCESS_WRITE = 0x10000L,
CPU_ACCESS_READ = 0x20000L,
};
enum RESOURCE_MISC_FLAG
{
RESOURCE_MISC_SHARED = 0x2L,
RESOURCE_MISC_TEXTURECUBE = 0x4L,
RESOURCE_MISC_INDIRECT_ARGS = 0x10L,
RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS = 0x20L,
RESOURCE_MISC_BUFFER_STRUCTURED = 0x40L,
RESOURCE_MISC_TILED = 0x40000L,
};
// Descriptor structs:
struct Viewport
{
float TopLeftX = 0.0f;
float TopLeftY = 0.0f;
float Width = 0.0f;
float Height = 0.0f;
float MinDepth = 0.0f;
float MaxDepth = 1.0f;
};
struct InputLayoutDesc
{
static const uint32_t APPEND_ALIGNED_ELEMENT = 0xffffffff; // automatically figure out AlignedByteOffset depending on Format
char* SemanticName = nullptr;
uint32_t SemanticIndex = 0;
FORMAT Format = FORMAT_UNKNOWN;
uint32_t InputSlot = 0;
uint32_t AlignedByteOffset = APPEND_ALIGNED_ELEMENT;
INPUT_CLASSIFICATION InputSlotClass = INPUT_CLASSIFICATION::INPUT_PER_VERTEX_DATA;
uint32_t InstanceDataStepRate = 0;
};
union ClearValue
{
float color[4];
struct ClearDepthStencil
{
float depth;
uint32_t stencil;
} depthstencil;
};
struct TextureDesc
{
enum TEXTURE_TYPE
{
TEXTURE_1D,
TEXTURE_2D,
TEXTURE_3D,
} type = TEXTURE_2D;
uint32_t Width = 0;
uint32_t Height = 0;
uint32_t Depth = 0;
uint32_t ArraySize = 1;
uint32_t MipLevels = 1;
FORMAT Format = FORMAT_UNKNOWN;
uint32_t SampleCount = 1;
USAGE Usage = USAGE_DEFAULT;
uint32_t BindFlags = 0;
uint32_t CPUAccessFlags = 0;
uint32_t MiscFlags = 0;
ClearValue clear = {};
IMAGE_LAYOUT layout = IMAGE_LAYOUT_GENERAL;
};
struct SamplerDesc
{
FILTER Filter = FILTER_MIN_MAG_MIP_POINT;
TEXTURE_ADDRESS_MODE AddressU = TEXTURE_ADDRESS_CLAMP;
TEXTURE_ADDRESS_MODE AddressV = TEXTURE_ADDRESS_CLAMP;
TEXTURE_ADDRESS_MODE AddressW = TEXTURE_ADDRESS_CLAMP;
float MipLODBias = 0.0f;
uint32_t MaxAnisotropy = 0;
COMPARISON_FUNC ComparisonFunc = COMPARISON_NEVER;
float BorderColor[4] = { 0.0f,0.0f,0.0f,0.0f };
float MinLOD = 0.0f;
float MaxLOD = FLT_MAX;
};
struct RasterizerStateDesc
{
FILL_MODE FillMode = FILL_SOLID;
CULL_MODE CullMode = CULL_NONE;
bool FrontCounterClockwise = false;
int32_t DepthBias = 0;
float DepthBiasClamp = 0.0f;
float SlopeScaledDepthBias = 0.0f;
bool DepthClipEnable = false;
bool MultisampleEnable = false;
bool AntialiasedLineEnable = false;
bool ConservativeRasterizationEnable = false;
uint32_t ForcedSampleCount = 0;
};
struct DepthStencilOpDesc
{
STENCIL_OP StencilFailOp = STENCIL_OP_KEEP;
STENCIL_OP StencilDepthFailOp = STENCIL_OP_KEEP;
STENCIL_OP StencilPassOp = STENCIL_OP_KEEP;
COMPARISON_FUNC StencilFunc = COMPARISON_NEVER;
};
struct DepthStencilStateDesc
{
bool DepthEnable = false;
DEPTH_WRITE_MASK DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
COMPARISON_FUNC DepthFunc = COMPARISON_NEVER;
bool StencilEnable = false;
uint8_t StencilReadMask = 0xff;
uint8_t StencilWriteMask = 0xff;
DepthStencilOpDesc FrontFace;
DepthStencilOpDesc BackFace;
};
struct RenderTargetBlendStateDesc
{
bool BlendEnable = false;
BLEND SrcBlend = BLEND_SRC_ALPHA;
BLEND DestBlend = BLEND_INV_SRC_ALPHA;
BLEND_OP BlendOp = BLEND_OP_ADD;
BLEND SrcBlendAlpha = BLEND_ONE;
BLEND DestBlendAlpha = BLEND_ONE;
BLEND_OP BlendOpAlpha = BLEND_OP_ADD;
uint8_t RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
};
struct BlendStateDesc
{
bool AlphaToCoverageEnable = false;
bool IndependentBlendEnable = false;
RenderTargetBlendStateDesc RenderTarget[8];
};
struct GPUBufferDesc
{
uint32_t ByteWidth = 0;
USAGE Usage = USAGE_DEFAULT;
uint32_t BindFlags = 0;
uint32_t CPUAccessFlags = 0;
uint32_t MiscFlags = 0;
uint32_t StructureByteStride = 0; // needed for typed and structured buffer types!
FORMAT Format = FORMAT_UNKNOWN; // only needed for typed buffer!
};
struct GPUQueryDesc
{
GPU_QUERY_TYPE Type = GPU_QUERY_TYPE_INVALID;
};
struct GPUQueryResult
{
uint64_t result_passed_sample_count = 0;
uint64_t result_timestamp = 0;
uint64_t result_timestamp_frequency = 0;
};
struct PipelineStateDesc
{
const Shader* vs = nullptr;
const Shader* ps = nullptr;
const Shader* hs = nullptr;
const Shader* ds = nullptr;
const Shader* gs = nullptr;
const BlendState* bs = nullptr;
const RasterizerState* rs = nullptr;
const DepthStencilState* dss = nullptr;
const InputLayout* il = nullptr;
PRIMITIVETOPOLOGY pt = TRIANGLELIST;
uint32_t sampleMask = 0xFFFFFFFF;
};
struct GPUBarrier
{
enum TYPE
{
MEMORY_BARRIER, // UAV accesses
IMAGE_BARRIER, // image layout transition
BUFFER_BARRIER, // buffer state transition
} type = MEMORY_BARRIER;
union
{
struct Memory
{
const GPUResource* resource;
} memory;
struct Image
{
const Texture* texture;
IMAGE_LAYOUT layout_before;
IMAGE_LAYOUT layout_after;
} image;
struct Buffer
{
const GPUBuffer* buffer;
BUFFER_STATE state_before;
BUFFER_STATE state_after;
} buffer;
};
static GPUBarrier Memory(const GPUResource* resource = nullptr)
{
GPUBarrier barrier;
barrier.type = MEMORY_BARRIER;
barrier.memory.resource = resource;
return barrier;
}
static GPUBarrier Image(const Texture* texture, IMAGE_LAYOUT before, IMAGE_LAYOUT after)
{
GPUBarrier barrier;
barrier.type = IMAGE_BARRIER;
barrier.image.texture = texture;
barrier.image.layout_before = before;
barrier.image.layout_after = after;
return barrier;
}
static GPUBarrier Buffer(const GPUBuffer* buffer, BUFFER_STATE before, BUFFER_STATE after)
{
GPUBarrier barrier;
barrier.type = BUFFER_BARRIER;
barrier.buffer.buffer = buffer;
barrier.buffer.state_before = before;
barrier.buffer.state_after = after;
return barrier;
}
};
struct RenderPassAttachment
{
enum TYPE
{
RENDERTARGET,
DEPTH_STENCIL,
} type = RENDERTARGET;
enum LOAD_OPERATION
{
LOADOP_LOAD,
LOADOP_CLEAR,
LOADOP_DONTCARE,
} loadop = LOADOP_LOAD;
const Texture* texture = nullptr;
int subresource = -1;
enum STORE_OPERATION
{
STOREOP_STORE,
STOREOP_DONTCARE,
} storeop = STOREOP_STORE;
IMAGE_LAYOUT initial_layout = IMAGE_LAYOUT_GENERAL;
IMAGE_LAYOUT final_layout = IMAGE_LAYOUT_GENERAL;
};
struct RenderPassDesc
{
uint32_t numAttachments = 0;
RenderPassAttachment attachments[9] = {};
};
struct IndirectDrawArgsInstanced
{
uint32_t VertexCountPerInstance = 0;
uint32_t InstanceCount = 0;
uint32_t StartVertexLocation = 0;
uint32_t StartInstanceLocation = 0;
};
struct IndirectDrawArgsIndexedInstanced
{
uint32_t IndexCountPerInstance = 0;
uint32_t InstanceCount = 0;
uint32_t StartIndexLocation = 0;
int32_t BaseVertexLocation = 0;
uint32_t StartInstanceLocation = 0;
};
struct IndirectDispatchArgs
{
uint32_t ThreadGroupCountX = 0;
uint32_t ThreadGroupCountY = 0;
uint32_t ThreadGroupCountZ = 0;
};
struct SubresourceData
{
const void *pSysMem = nullptr;
uint32_t SysMemPitch = 0;
uint32_t SysMemSlicePitch = 0;
};
struct Rect
{
int32_t left = 0;
int32_t top = 0;
int32_t right = 0;
int32_t bottom = 0;
};
// Resources:
struct GraphicsDeviceChild
{
std::shared_ptr<void> internal_state;
inline bool IsValid() const { return internal_state.get() != nullptr; }
};
struct Shader : public GraphicsDeviceChild
{
SHADERSTAGE stage = SHADERSTAGE_COUNT;
std::vector<uint8_t> code;
};
struct Sampler : public GraphicsDeviceChild
{
SamplerDesc desc;
const SamplerDesc& GetDesc() const { return desc; }
};
struct GPUResource : public GraphicsDeviceChild
{
enum class GPU_RESOURCE_TYPE
{
BUFFER,
TEXTURE,
UNKNOWN_TYPE,
} type = GPU_RESOURCE_TYPE::UNKNOWN_TYPE;
inline bool IsTexture() const { return type == GPU_RESOURCE_TYPE::TEXTURE; }
inline bool IsBuffer() const { return type == GPU_RESOURCE_TYPE::BUFFER; }
};
struct GPUBuffer : public GPUResource
{
GPUBufferDesc desc;
const GPUBufferDesc& GetDesc() const { return desc; }
};
struct InputLayout : public GraphicsDeviceChild
{
std::vector<InputLayoutDesc> desc;
};
struct BlendState : public GraphicsDeviceChild
{
BlendStateDesc desc;
const BlendStateDesc& GetDesc() const { return desc; }
};
struct DepthStencilState : public GraphicsDeviceChild
{
DepthStencilStateDesc desc;
const DepthStencilStateDesc& GetDesc() const { return desc; }
};
struct RasterizerState : public GraphicsDeviceChild
{
RasterizerStateDesc desc;
const RasterizerStateDesc& GetDesc() const { return desc; }
};
struct Texture : public GPUResource
{
TextureDesc desc;
const TextureDesc& GetDesc() const { return desc; }
};
struct GPUQuery : public GraphicsDeviceChild
{
GPUQueryDesc desc;
const GPUQueryDesc& GetDesc() const { return desc; }
};
struct PipelineState : public GraphicsDeviceChild
{
size_t hash = 0;
PipelineStateDesc desc;
const PipelineStateDesc& GetDesc() const { return desc; }
};
struct RenderPass : public GraphicsDeviceChild
{
size_t hash = 0;
RenderPassDesc desc;
const RenderPassDesc& GetDesc() const { return desc; }
};
}