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d3d12: Use d3dx12 structs for Root signature declarations
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@ -224,49 +224,28 @@ D3D12GSRender::D3D12GSRender()
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// Common root signatures
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for (unsigned textureCount = 0; textureCount < 17; textureCount++)
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{
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D3D12_DESCRIPTOR_RANGE descriptorRange[4] = {};
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// Scale Offset data
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descriptorRange[0].BaseShaderRegister = 0;
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descriptorRange[0].NumDescriptors = 1;
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descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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// Constants
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descriptorRange[1].BaseShaderRegister = 1;
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descriptorRange[1].NumDescriptors = 2;
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descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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// Textures
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descriptorRange[2].BaseShaderRegister = 0;
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descriptorRange[2].NumDescriptors = textureCount;
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descriptorRange[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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// Samplers
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descriptorRange[3].BaseShaderRegister = 0;
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descriptorRange[3].NumDescriptors = textureCount;
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descriptorRange[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
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D3D12_ROOT_PARAMETER RP[4] = {};
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RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
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RP[0].DescriptorTable.NumDescriptorRanges = 1;
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RP[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[1].DescriptorTable.pDescriptorRanges = &descriptorRange[1];
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RP[1].DescriptorTable.NumDescriptorRanges = 1;
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RP[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[2].DescriptorTable.pDescriptorRanges = &descriptorRange[2];
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RP[2].DescriptorTable.NumDescriptorRanges = 1;
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RP[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[3].DescriptorTable.pDescriptorRanges = &descriptorRange[3];
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RP[3].DescriptorTable.NumDescriptorRanges = 1;
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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rootSignatureDesc.NumParameters = (textureCount > 0) ? 4 : 2;
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rootSignatureDesc.pParameters = RP;
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CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
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{
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// Scale Offset data
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0),
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// Constants
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 1),
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// Textures
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, textureCount, 0),
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// Samplers
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, textureCount, 0),
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};
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CD3DX12_ROOT_PARAMETER RP[4];
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RP[0].InitAsDescriptorTable(1, &descriptorRange[0]);
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RP[1].InitAsDescriptorTable(1, &descriptorRange[1]);
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RP[2].InitAsDescriptorTable(1, &descriptorRange[2]);
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RP[3].InitAsDescriptorTable(1, &descriptorRange[3]);
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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ThrowIfFailed(wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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ThrowIfFailed(wrapD3D12SerializeRootSignature(
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&CD3DX12_ROOT_SIGNATURE_DESC((textureCount > 0) ? 4 : 2, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
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D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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m_device->CreateRootSignature(0,
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rootSignatureBlob->GetBufferPointer(),
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@ -36,28 +36,20 @@ std::pair<ID3DBlob *, ID3DBlob *> compileF32toU8CS()
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const char *tmp = (const char*)errorBlob->GetBufferPointer();
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LOG_ERROR(RSX, tmp);
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}
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D3D12_DESCRIPTOR_RANGE descriptorRange[2] = {};
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// Textures
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descriptorRange[0].BaseShaderRegister = 0;
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descriptorRange[0].NumDescriptors = 1;
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descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptorRange[1].BaseShaderRegister = 0;
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descriptorRange[1].NumDescriptors = 1;
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descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptorRange[1].OffsetInDescriptorsFromTableStart = 1;
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D3D12_ROOT_PARAMETER RP[2] = {};
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RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
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RP[0].DescriptorTable.NumDescriptorRanges = 2;
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CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
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{
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// Textures
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0),
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// UAV (same descriptor heap)
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0, 0, 1),
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};
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.NumParameters = 1;
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rootSignatureDesc.pParameters = RP;
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CD3DX12_ROOT_PARAMETER RP;
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RP.InitAsDescriptorTable(2, &descriptorRange[0]);
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ID3DBlob *rootSignatureBlob;
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hr = wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob);
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hr = wrapD3D12SerializeRootSignature(&CD3DX12_ROOT_SIGNATURE_DESC(1, &RP), D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob);
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if (hr != S_OK)
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{
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const char *tmp = (const char*)errorBlob->GetBufferPointer();
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