示例#1
0
 WRAPPED_GPU_POINTER RaytracingDevice::GetWrappedPointerFromGpuVA(D3D12_GPU_VIRTUAL_ADDRESS)
 {
     // Should never be called when using the Fallback Layer
     ThrowFailure(E_INVALIDARG, 
         L"GetWrappedPointerFromGpuVA is invalid when using the compute-based Fallback. Apps should either use GetWrappedPointerSimple or "
         L"GetWrappedPointerFromDescriptorHeapIndex() if it's been verified that ID3D12RaytracingFallbackDevice::UsingRaytracingDriver() == false");
     return {};
 }
    void LoadInstancesPass::LoadInstances(ID3D12GraphicsCommandList *pCommandList, 
        D3D12_GPU_VIRTUAL_ADDRESS outputBVH, 
        D3D12_GPU_VIRTUAL_ADDRESS instancesDesc, 
        D3D12_ELEMENTS_LAYOUT instanceDescLayout, 
        UINT numElements, 
        D3D12_GPU_DESCRIPTOR_HANDLE descriptorHeapBase,
        D3D12_GPU_VIRTUAL_ADDRESS cachedSortBuffer)
    {
        if (numElements == 0) return;

        const bool performUpdate = cachedSortBuffer != 0;

        pCommandList->SetComputeRootSignature(m_pRootSignature);
        ID3D12PipelineState *pLoadAABBPSO = nullptr;
        switch (instanceDescLayout)
        {
        case D3D12_ELEMENTS_LAYOUT_ARRAY:
            pLoadAABBPSO = m_pLoadAABBsFromArrayOfInstancesPSO;
            break;
        case D3D12_ELEMENTS_LAYOUT_ARRAY_OF_POINTERS:
            pLoadAABBPSO = m_pLoadAABBsFromArrayOfPointersPSO;
            break;
        default:
            ThrowFailure(E_INVALIDARG, L"Unrecognized D3D12_ELEMENTS_LAYOUT provided");
        }
        pCommandList->SetPipelineState(pLoadAABBPSO);

        LoadInstancesConstants constants = { numElements, (UINT) performUpdate };
        pCommandList->SetComputeRoot32BitConstants(Constants, SizeOfInUint32(LoadInstancesConstants), &constants, 0);
        pCommandList->SetComputeRootDescriptorTable(GlobalDescriptorHeap, descriptorHeapBase);
        pCommandList->SetComputeRootShaderResourceView(InstanceDescsSRV, instancesDesc);
        pCommandList->SetComputeRootUnorderedAccessView(OutputBVHRootUAV, outputBVH);

        if (performUpdate)
        {
            pCommandList->SetComputeRootUnorderedAccessView(CachedSortBuffer, cachedSortBuffer);
        }

        const UINT dispatchWidth = DivideAndRoundUp<UINT>(numElements, THREAD_GROUP_1D_WIDTH);
        pCommandList->Dispatch(dispatchWidth, 1, 1);

        auto uavBarrier = CD3DX12_RESOURCE_BARRIER::UAV(nullptr);
        pCommandList->ResourceBarrier(1, &uavBarrier);
    }