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Render.cpp
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Render.cpp
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#include "../../EngineApp.h"
void EngineApp::Render(FrameResource* currentFrameResource)
{
// Init render command list
ThrowIfFailed(currentFrameResource->CmdListAlloc->Reset());
ThrowIfFailed(mCommandList->Reset(currentFrameResource->CmdListAlloc.Get(), mPSOs.at("opaque").Get()));
ID3D12DescriptorHeap* descriptorHeaps[] = { mSrvDescriptorHeap.Get() };
mCommandList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);
// Add render pass instructions
DeformationPass(currentFrameResource);
ShadowPass(dynamicLights, currentFrameResource);
DepthPass(DepthStencilView(), currentFrameResource);
SsaoPass(2, currentFrameResource);
DiffusePass(mLayoutIndicies, currentFrameResource);
ThrowIfFailed(mCommandList->Close());
}
void EngineApp::DeformationPass(FrameResource* currentFrameResource)
{
auto& renderItems = mRenderItemLayers.at("Opaque");
for (size_t i = 0; i < renderItems.size(); ++i)
{
if (renderItems[i]->AnimationInstance != nullptr)
{
mCommandList->SetComputeRootSignature(mBlendRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("blend").Get());
ComputeBlendshapes(mCommandList.Get(), renderItems[i], currentFrameResource);
mCommandList->SetComputeRootSignature(mSkinnedRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("skinned").Get());
ComputeSkinning(mCommandList.Get(), renderItems[i], currentFrameResource);
if (renderItems[i]->Simulation)
{
mCommandList->SetComputeRootSignature(mMeshTransferRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("meshTransfer").Get());
ComputeMeshTransfer(mCommandList.Get(), renderItems[i], currentFrameResource);
ComputePBD(mCommandList.Get(), renderItems[i], currentFrameResource);
mCommandList->SetComputeRootSignature(mSimMeshTransferRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("simMeshTransfer").Get());
ComputeSimMeshTransfer(mCommandList.Get(), renderItems[i], currentFrameResource);
mCommandList->SetComputeRootSignature(mTriangleNormalRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("triangleNormal").Get());
ComputeTriangleNormals(mCommandList.Get(), renderItems[i], currentFrameResource);
mCommandList->SetComputeRootSignature(mVertexNormalRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("vertexNormal").Get());
ComputeVertexNormals(mCommandList.Get(), renderItems[i], currentFrameResource);
}
}
}
}
void EngineApp::ComputeBlendshapes(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
UINT blendCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(BlendConstants));
auto blendCB = currentFrameResource->BlendCB->Resource();
for (UINT i = 0; i < ri->BlendshapeCount; ++i)
{
cmdList->SetComputeRoot32BitConstant(0, ri->BlendshapeStart + i, 0);
cmdList->SetComputeRootConstantBufferView(1, blendCB->GetGPUVirtualAddress() + ri->BlendCBIndex * blendCBByteSize);
cmdList->SetComputeRootShaderResourceView(2, ri->Geo->BlendshapeBufferGPU->GetGPUVirtualAddress() + (ri->BlendshapeVertexStart + ri->BlendshapeSubsets[i].VertexStart) * sizeof(BlendshapeVertex));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->BlendedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(3, ri->MeshAnimationResourceInstance->BlendedVertexBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Vertex));
const UINT threadGroupSizeX = 32;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->BlendshapeSubsets[i].VertexCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->BlendedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
}
void EngineApp::ComputeSkinning(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
UINT skinnedCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(SkinnedConstants));
auto skinnedCB = currentFrameResource->SkinnedCB->Resource();
cmdList->SetComputeRootConstantBufferView(0, skinnedCB->GetGPUVirtualAddress() + ri->SkinnedCBIndex * skinnedCBByteSize);
cmdList->SetComputeRootShaderResourceView(1, ri->MeshAnimationResourceInstance->BlendedVertexBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Vertex));
cmdList->SetComputeRootShaderResourceView(2, ri->Geo->SkinningBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(SkinningInfo));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SkinnedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(3, ri->MeshAnimationResourceInstance->SkinnedVertexBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Vertex));
const UINT threadGroupSizeX = 64;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->VertexCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->Geo->VertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->BlendedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST));
// Copy Data
cmdList->CopyResource(ri->MeshAnimationResourceInstance->BlendedVertexBufferGPU.Get(), ri->Geo->VertexBufferGPU.Get());
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->Geo->VertexBufferGPU.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->BlendedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SkinnedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
}
void EngineApp::ComputeMeshTransfer(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SkinnedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->SetComputeRootShaderResourceView(0, ri->MeshAnimationResourceInstance->SkinnedVertexBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Vertex));
cmdList->SetComputeRootShaderResourceView(1, ri->Geo->SimMeshTransferBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(UINT));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSkinnedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(2, ri->MeshAnimationResourceInstance->SimMeshSkinnedVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
const UINT threadGroupSizeX = 64;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->SimMeshVertexCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSkinnedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SkinnedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
}
void EngineApp::ComputePBD(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
mCommandList->SetComputeRootSignature(mForceRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("force").Get());
ComputeForce(mCommandList.Get(), ri, currentFrameResource);
mCommandList->SetComputeRootSignature(mPreSolveRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("preSolve").Get());
ComputePreSolve(mCommandList.Get(), ri, currentFrameResource);
for (UINT i = 0; i < 1; ++i)
{
mCommandList->SetComputeRootSignature(mStretchConstraintSolveRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("stretchConstraintSolve").Get());
ComputeStretchConstraintSolve(mCommandList.Get(), ri, currentFrameResource);
mCommandList->SetComputeRootSignature(mBendingConstraintSolveRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("bendingConstraintSolve").Get());
ComputeBendingConstraintSolve(mCommandList.Get(), ri, currentFrameResource);
mCommandList->SetComputeRootSignature(mPostSolveRootSignature.Get());
mCommandList->SetPipelineState(mPSOs.at("postSolve").Get());
ComputePostSolve(mCommandList.Get(), ri, currentFrameResource);
}
}
void EngineApp::ComputeForce(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->SetComputeRootShaderResourceView(0, ri->MeshAnimationResourceInstance->SimMeshSkinnedVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshPreviousSkinnedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(1, ri->MeshAnimationResourceInstance->SimMeshPreviousSkinnedVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshForceBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(2, ri->MeshAnimationResourceInstance->SimMeshForceBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vector3));
const UINT threadGroupSizeX = 1;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->SimMeshVertexCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshPreviousSkinnedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshForceBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
void EngineApp::ComputePreSolve(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->SetComputeRootShaderResourceView(0, ri->MeshAnimationResourceInstance->SimMeshForceBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vector3));
cmdList->SetComputeRootShaderResourceView(1, ri->MeshAnimationResourceInstance->SimMeshSolverVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshConstraintsVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(2, ri->MeshAnimationResourceInstance->SimMeshConstraintsVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
const UINT threadGroupSizeX = 1;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->SimMeshVertexCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshConstraintsVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
void EngineApp::ComputeStretchConstraintSolve(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->SetComputeRootShaderResourceView(0, ri->Geo->SimMeshStretchConstraintIDsBufferGPU->GetGPUVirtualAddress() + ri->SimMeshStretchConstraintStart * sizeof(Edge));
cmdList->SetComputeRootShaderResourceView(1, ri->Geo->SimMeshStretchConstraintsBufferGPU->GetGPUVirtualAddress() + ri->SimMeshStretchConstraintStart * sizeof(float));
cmdList->SetComputeRootShaderResourceView(2, ri->MeshAnimationResourceInstance->SimMeshConstraintsVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(3, ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vector3));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(4, ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(UINT));
const UINT threadGroupSizeX = 1;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->SimMeshStretchConstraintCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
void EngineApp::ComputeBendingConstraintSolve(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->SetComputeRootShaderResourceView(0, ri->Geo->SimMeshBendingConstraintIDsBufferGPU->GetGPUVirtualAddress() + ri->SimMeshBendingConstraintStart * sizeof(Edge));
cmdList->SetComputeRootShaderResourceView(1, ri->Geo->SimMeshBendingConstraintsBufferGPU->GetGPUVirtualAddress() + ri->SimMeshBendingConstraintStart * sizeof(float));
cmdList->SetComputeRootShaderResourceView(2, ri->MeshAnimationResourceInstance->SimMeshConstraintsVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(3, ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vector3));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(4, ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(UINT));
const UINT threadGroupSizeX = 1;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->SimMeshBendingConstraintCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
void EngineApp::ComputePostSolve(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->SetComputeRootShaderResourceView(0, ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vector3));
cmdList->SetComputeRootShaderResourceView(1, ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(UINT));
cmdList->SetComputeRootShaderResourceView(2, ri->MeshAnimationResourceInstance->SimMeshConstraintsVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(3, ri->MeshAnimationResourceInstance->SimMeshSolverVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
const UINT threadGroupSizeX = 1;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->SimMeshVertexCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->Geo->SimMeshNullSolverAccumulationBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->Geo->SimMeshNullSolverCountBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST));
// Copy Data
cmdList->CopyResource(ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU.Get(), ri->Geo->SimMeshNullSolverAccumulationBufferGPU.Get());
cmdList->CopyResource(ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU.Get(), ri->Geo->SimMeshNullSolverCountBufferGPU.Get());
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->Geo->SimMeshNullSolverAccumulationBufferGPU.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverAccumulationBufferGPU.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->Geo->SimMeshNullSolverCountBufferGPU.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->SimMeshSolverCountBufferGPU.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
void EngineApp::ComputeSimMeshTransfer(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->SetComputeRootShaderResourceView(0, ri->MeshAnimationResourceInstance->SimMeshSolverVertexBufferGPU->GetGPUVirtualAddress() + ri->SimMeshVertexStart * sizeof(Vertex));
cmdList->SetComputeRootShaderResourceView(1, ri->Geo->MeshTransferBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(UINT));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->TransformedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(2, ri->MeshAnimationResourceInstance->TransformedVertexBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Vertex));
const UINT threadGroupSizeX = 64;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->VertexCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->TransformedVertexBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
void EngineApp::ComputeTriangleNormals(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->SetComputeRootShaderResourceView(0, ri->MeshAnimationResourceInstance->TransformedVertexBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Vertex));
cmdList->SetComputeRootShaderResourceView(1, ri->Geo->IndexBufferGPU->GetGPUVirtualAddress() + ri->IndexStart * sizeof(UINT));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->TriangleNormalBufferGPU.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(2, ri->MeshAnimationResourceInstance->TriangleNormalBufferGPU->GetGPUVirtualAddress() + ri->TriangleStart * sizeof(TangentNormals));
const UINT threadGroupSizeX = 64;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->TriangleCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->TriangleNormalBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
void EngineApp::ComputeVertexNormals(ID3D12GraphicsCommandList* cmdList, std::shared_ptr<RenderItem>& ri, FrameResource* currentFrameResource)
{
cmdList->SetComputeRootShaderResourceView(0, ri->MeshAnimationResourceInstance->TransformedVertexBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Vertex));
cmdList->SetComputeRootShaderResourceView(1, ri->Geo->TriangleAdjacencyBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Neighbours));
cmdList->SetComputeRootShaderResourceView(2, ri->MeshAnimationResourceInstance->TriangleNormalBufferGPU->GetGPUVirtualAddress() + ri->TriangleStart * sizeof(TangentNormals));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->VertexNormalBufferGPU.Get(), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
cmdList->SetComputeRootUnorderedAccessView(3, ri->MeshAnimationResourceInstance->VertexNormalBufferGPU->GetGPUVirtualAddress() + ri->VertexStart * sizeof(Vertex));
const UINT threadGroupSizeX = 64;
const UINT threadGroupSizeY = 1;
const UINT threadGroupSizeZ = 1;
cmdList->Dispatch((ri->VertexCount + threadGroupSizeX - 1) / threadGroupSizeX, threadGroupSizeY, threadGroupSizeZ);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ri->MeshAnimationResourceInstance->VertexNormalBufferGPU.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
}
void EngineApp::SetRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<std::shared_ptr<RenderItem>>& renderItems, FrameResource* currentFrameResource)
{
UINT objCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(ObjectConstants));
auto objectCB = currentFrameResource->ObjectCB->Resource();
for (size_t i = 0; i < renderItems.size(); ++i)
{
auto ri = renderItems[i];
if (ri->AnimationInstance != nullptr)
{
if (!ri->Simulation)
{
cmdList->IASetVertexBuffers(0, 1, &ri->MeshAnimationResourceInstance->SkinnedVertexBufferView());
}
else
{
cmdList->IASetVertexBuffers(0, 1, &ri->MeshAnimationResourceInstance->VertexNormalBufferView());
}
}
else
{
cmdList->IASetVertexBuffers(0, 1, &ri->Geo->VertexBufferView());
}
cmdList->IASetIndexBuffer(&ri->Geo->IndexBufferView());
cmdList->IASetPrimitiveTopology(ri->PrimitiveType);
cmdList->SetGraphicsRootConstantBufferView(0, objectCB->GetGPUVirtualAddress() + ri->ObjCBIndex * objCBByteSize);
cmdList->DrawIndexedInstanced(ri->IndexCount, 1, ri->IndexStart, ri->VertexStart, 0);
}
}