//*********************************************************
//
// 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 <typename InnerStructType, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type, typename DefaultArg = InnerStructType>
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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC1&>(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<D3D12_DEPTH_STENCIL_DESC1&>(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<D3D12_DEPTH_STENCIL_DESC1&>(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<D3D12_DEPTH_STENCIL_DESC1&>(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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC2&>(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<D3D12_DEPTH_STENCIL_DESC1&>(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<D3D12_DEPTH_STENCIL_DESC1&>(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<BYTE*>(Desc.pPipelineStateSubobjectStream)+CurOffset;
auto SubobjectType = *reinterpret_cast<D3D12_PIPELINE_STATE_SUBOBJECT_TYPE*>(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<decltype(CD3DX12_PIPELINE_STATE_STREAM::pRootSignature)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::pRootSignature);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS:
pCallbacks->VSCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::VS)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::VS);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS:
pCallbacks->PSCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::PS)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::PS);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS:
pCallbacks->DSCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::DS)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::DS);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS:
pCallbacks->HSCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::HS)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::HS);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS:
pCallbacks->GSCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::GS)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::GS);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS:
pCallbacks->CSCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::CS)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::CS);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS:
pCallbacks->ASCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM2::AS)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM2::AS);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS:
pCallbacks->MSCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM2::MS)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM2::MS);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT:
pCallbacks->StreamOutputCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::StreamOutput)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::StreamOutput);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND:
pCallbacks->BlendStateCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::BlendState)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::BlendState);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK:
pCallbacks->SampleMaskCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::SampleMask)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::SampleMask);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER:
pCallbacks->RasterizerStateCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::RasterizerState)*>(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<decltype(CD3DX12_PIPELINE_STATE_STREAM4::RasterizerState)*>(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<decltype(CD3DX12_PIPELINE_STATE_STREAM5::RasterizerState)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM5::RasterizerState);
break;
#endif
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL:
pCallbacks->DepthStencilStateCb(*reinterpret_cast<CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1:
pCallbacks->DepthStencilState1Cb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::DepthStencilState)*>(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<decltype(CD3DX12_PIPELINE_STATE_STREAM3::DepthStencilState)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM3::DepthStencilState);
break;
#endif
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT:
pCallbacks->InputLayoutCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::InputLayout)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::InputLayout);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE:
pCallbacks->IBStripCutValueCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::IBStripCutValue)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::IBStripCutValue);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY:
pCallbacks->PrimitiveTopologyTypeCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::PrimitiveTopologyType)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::PrimitiveTopologyType);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS:
pCallbacks->RTVFormatsCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::RTVFormats)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::RTVFormats);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT:
pCallbacks->DSVFormatCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::DSVFormat)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::DSVFormat);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC:
pCallbacks->SampleDescCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::SampleDesc)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::SampleDesc);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK:
pCallbacks->NodeMaskCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::NodeMask)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::NodeMask);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO:
pCallbacks->CachedPSOCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::CachedPSO)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::CachedPSO);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS:
pCallbacks->FlagsCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM::Flags)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM::Flags);
break;
case D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING:
pCallbacks->ViewInstancingCb(*reinterpret_cast<decltype(CD3DX12_PIPELINE_STATE_STREAM1::ViewInstancingDesc)*>(pStream));
SizeOfSubobject = sizeof(CD3DX12_PIPELINE_STATE_STREAM1::ViewInstancingDesc);
break;
default:
pCallbacks->ErrorUnknownSubobject(SubobjectType);
return E_INVALIDARG;
}
}
return S_OK;
}