mirror of
https://github.com/RPCS3/rpcs3.git
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237 lines
8.3 KiB
C++
237 lines
8.3 KiB
C++
#include "stdafx.h"
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#include "stdafx_d3d12.h"
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#ifdef _MSC_VER
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#include "D3D12GSRender.h"
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#include "d3dx12.h"
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#define STRINGIFY(x) #x
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extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE wrapD3D12SerializeRootSignature;
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extern pD3DCompile wrapD3DCompile;
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/**
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* returns bytecode and root signature of a Compute Shader converting texture from
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* one format to another
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*/
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static
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std::pair<ID3DBlob *, ID3DBlob *> compileF32toU8CS()
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{
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const char *shaderCode = STRINGIFY(
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Texture2D<float> InputTexture : register(t0); \n
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RWTexture2D<float> OutputTexture : register(u0);\n
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[numthreads(8, 8, 1)]\n
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void main(uint3 Id : SV_DispatchThreadID)\n
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{ \n
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OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0));\n
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}
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);
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ID3DBlob *bytecode;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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CHECK_HRESULT(wrapD3DCompile(shaderCode, strlen(shaderCode), "test", nullptr, nullptr, "main", "cs_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf()));
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CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
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{
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// Textures
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0),
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// UAV (same descriptor heap)
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CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0, 0, 1),
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};
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CD3DX12_ROOT_PARAMETER RP;
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RP.InitAsDescriptorTable(2, &descriptorRange[0]);
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ID3DBlob *rootSignatureBlob;
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CHECK_HRESULT(wrapD3D12SerializeRootSignature(&CD3DX12_ROOT_SIGNATURE_DESC(1, &RP), D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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return std::make_pair(bytecode, rootSignatureBlob);
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}
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void D3D12GSRender::Shader::Init(ID3D12Device *device, ID3D12CommandQueue *gfxcommandqueue)
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{
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const char *fsCode = STRINGIFY(
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Texture2D InputTexture : register(t0); \n
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sampler bilinearSampler : register(s0); \n
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struct PixelInput \n
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{ \n
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float4 Pos : SV_POSITION; \n
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float2 TexCoords : TEXCOORDS0; \n
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}; \n
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float4 main(PixelInput In) : SV_TARGET \n
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{ \n
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return InputTexture.Sample(bilinearSampler, In.TexCoords); \n
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}
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);
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Microsoft::WRL::ComPtr<ID3DBlob> fsBytecode;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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CHECK_HRESULT(wrapD3DCompile(fsCode, strlen(fsCode), "test", nullptr, nullptr, "main", "ps_5_0", 0, 0, &fsBytecode, errorBlob.GetAddressOf()));
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const char *vsCode = STRINGIFY(
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struct VertexInput \n
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{ \n
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float2 Pos : POSITION; \n
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float2 TexCoords : TEXCOORDS0; \n
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}; \n
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struct PixelInput \n
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{ \n
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float4 Pos : SV_POSITION; \n
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float2 TexCoords : TEXCOORDS0; \n
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}; \n
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PixelInput main(VertexInput In) \n
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{ \n
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PixelInput Out; \n
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Out.Pos = float4(In.Pos, 0., 1.); \n
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Out.TexCoords = In.TexCoords; \n
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return Out; \n
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}
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);
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Microsoft::WRL::ComPtr<ID3DBlob> vsBytecode;
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CHECK_HRESULT(wrapD3DCompile(vsCode, strlen(vsCode), "test", nullptr, nullptr, "main", "vs_5_0", 0, 0, &vsBytecode, errorBlob.GetAddressOf()));
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.PS.BytecodeLength = fsBytecode->GetBufferSize();
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psoDesc.PS.pShaderBytecode = fsBytecode->GetBufferPointer();
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psoDesc.VS.BytecodeLength = vsBytecode->GetBufferSize();
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psoDesc.VS.pShaderBytecode = vsBytecode->GetBufferPointer();
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psoDesc.NumRenderTargets = 1;
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psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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psoDesc.SampleDesc.Count = 1;
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psoDesc.SampleMask = UINT_MAX;
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D3D12_INPUT_ELEMENT_DESC IADesc[2] = {};
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IADesc[0].SemanticName = "POSITION";
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IADesc[0].Format = DXGI_FORMAT_R32G32_FLOAT;
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IADesc[1].SemanticName = "TEXCOORDS";
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IADesc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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IADesc[1].AlignedByteOffset = 2 * sizeof(float);
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psoDesc.InputLayout.NumElements = 2;
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psoDesc.InputLayout.pInputElementDescs = IADesc;
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psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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D3D12_DESCRIPTOR_RANGE descriptorRange[2] = {};
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// Textures
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descriptorRange[0].BaseShaderRegister = 0;
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descriptorRange[0].NumDescriptors = 1;
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descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptorRange[1].BaseShaderRegister = 0;
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descriptorRange[1].NumDescriptors = 1;
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descriptorRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
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D3D12_ROOT_PARAMETER RP[2] = {};
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RP[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[0].DescriptorTable.pDescriptorRanges = &descriptorRange[0];
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RP[0].DescriptorTable.NumDescriptorRanges = 1;
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RP[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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RP[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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RP[1].DescriptorTable.pDescriptorRanges = &descriptorRange[1];
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RP[1].DescriptorTable.NumDescriptorRanges = 1;
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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rootSignatureDesc.NumParameters = 2;
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rootSignatureDesc.pParameters = RP;
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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CHECK_HRESULT(wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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CHECK_HRESULT(device->CreateRootSignature(0, rootSignatureBlob->GetBufferPointer(), rootSignatureBlob->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
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psoDesc.pRootSignature = m_rootSignature;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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CHECK_HRESULT(device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_PSO)));
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D3D12_DESCRIPTOR_HEAP_DESC textureHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
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CHECK_HRESULT(
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device->CreateDescriptorHeap(&textureHeapDesc, IID_PPV_ARGS(&m_textureDescriptorHeap))
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);
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D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
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CHECK_HRESULT(
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device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap))
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);
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ComPtr<ID3D12Fence> fence;
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CHECK_HRESULT(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(fence.GetAddressOf())));
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HANDLE handle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
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fence->SetEventOnCompletion(1, handle);
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float quadVertex[16] = {
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-1., -1., 0., 1.,
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-1., 1., 0., 0.,
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1., -1., 1., 1.,
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1., 1., 1., 0.,
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};
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ComPtr<ID3D12CommandAllocator> cmdlistAllocator;
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CHECK_HRESULT(
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(cmdlistAllocator.GetAddressOf()))
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);
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ComPtr<ID3D12GraphicsCommandList> cmdList;
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CHECK_HRESULT(
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device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdlistAllocator.Get(),nullptr, IID_PPV_ARGS(cmdList.GetAddressOf()))
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);
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ComPtr<ID3D12Resource> intermediateBuffer;
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CHECK_HRESULT(device->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(16 * sizeof(float)),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(intermediateBuffer.GetAddressOf())
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));
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CHECK_HRESULT(
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device->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(16 * sizeof(float)),
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(&m_vertexBuffer)
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));
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D3D12_SUBRESOURCE_DATA vertexData = { reinterpret_cast<BYTE*>(quadVertex), 16 * sizeof(float), 1 };
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UpdateSubresources(cmdList.Get(), m_vertexBuffer, intermediateBuffer.Get(), 0, 0, 1, &vertexData);
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cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexBuffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
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CHECK_HRESULT(cmdList->Close());
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gfxcommandqueue->ExecuteCommandLists(1, CommandListCast(cmdList.GetAddressOf()));
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// Now wait until upload has completed
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gfxcommandqueue->Signal(fence.Get(), 1);
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WaitForSingleObjectEx(handle, INFINITE, FALSE);
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CloseHandle(handle);
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}
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void D3D12GSRender::initConvertShader()
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{
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const auto &p = compileF32toU8CS();
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CHECK_HRESULT(
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m_device->CreateRootSignature(0, p.second->GetBufferPointer(), p.second->GetBufferSize(), IID_PPV_ARGS(&m_convertRootSignature))
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);
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D3D12_COMPUTE_PIPELINE_STATE_DESC computePipelineStateDesc = {};
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computePipelineStateDesc.CS.BytecodeLength = p.first->GetBufferSize();
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computePipelineStateDesc.CS.pShaderBytecode = p.first->GetBufferPointer();
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computePipelineStateDesc.pRootSignature = m_convertRootSignature;
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CHECK_HRESULT(
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m_device->CreateComputePipelineState(&computePipelineStateDesc, IID_PPV_ARGS(&m_convertPSO))
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);
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p.first->Release();
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p.second->Release();
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}
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#endif
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