boo/lib/graphicsdev/D3D12.cpp

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#include "boo/graphicsdev/D3D12.hpp"
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#include "../win/Win32Common.hpp"
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#include "boo/IGraphicsContext.hpp"
#include <vector>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <LogVisor/LogVisor.hpp>
#include "d3dx12.h"
#include <d3dcompiler.h>
namespace boo
{
static LogVisor::LogModule Log("boo::GL");
static inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
Log.report(LogVisor::FatalError, "General D3D12 err");
}
}
static inline UINT64 NextHeapOffset(UINT64 offset, const D3D12_RESOURCE_ALLOCATION_INFO& info)
{
offset += info.SizeInBytes;
return (offset + info.Alignment - 1) & ~(info.Alignment - 1);
}
struct D3D12Data : IGraphicsData
{
std::vector<std::unique_ptr<class D3D12ShaderPipeline>> m_SPs;
std::vector<std::unique_ptr<struct D3D12ShaderDataBinding>> m_SBinds;
std::vector<std::unique_ptr<class D3D12GraphicsBufferS>> m_SBufs;
std::vector<std::unique_ptr<class D3D12GraphicsBufferD>> m_DBufs;
std::vector<std::unique_ptr<class D3D12TextureS>> m_STexs;
std::vector<std::unique_ptr<class D3D12TextureD>> m_DTexs;
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std::vector<std::unique_ptr<class D3D12TextureR>> m_RTexs;
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std::vector<std::unique_ptr<struct D3D12VertexFormat>> m_VFmts;
ComPtr<ID3D12Heap> m_gpuHeap;
};
static const D3D12_RESOURCE_STATES USE_TABLE[] =
{
D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
D3D12_RESOURCE_STATE_INDEX_BUFFER,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER
};
class D3D12GraphicsBufferS : public IGraphicsBufferS
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
D3D12_RESOURCE_STATES m_state;
D3D12GraphicsBufferS(BufferUse use, D3D12Context* ctx, const void* data, size_t stride, size_t count)
: m_state(USE_TABLE[use]), m_stride(stride), m_count(count)
{
size_t sz = stride * count;
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sz),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_buf));
void* m_d3dBuf;
m_buf->Map(0, nullptr, &m_d3dBuf);
memcpy(m_d3dBuf, data, sz);
m_buf->Unmap(0, nullptr);
}
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D12Resource> m_buf;
ComPtr<ID3D12Resource> m_gpuBuf;
~D3D12GraphicsBufferS() = default;
UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
D3D12_RESOURCE_DESC desc = m_buf->GetDesc();
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, m_state,
nullptr, __uuidof(ID3D12Resource), &m_gpuBuf));
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
}
};
class D3D12GraphicsBufferD : public IGraphicsBufferD
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
D3D12CommandQueue* m_q;
D3D12_RESOURCE_STATES m_state;
D3D12GraphicsBufferD(D3D12CommandQueue* q, BufferUse use, D3D12Context* ctx, size_t stride, size_t count)
: m_state(USE_TABLE[use]), m_q(q), m_stride(stride), m_count(count)
{
size_t sz = stride * count;
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for (int i=0 ; i<2 ; ++i)
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{
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sz),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_bufs[i]));
}
}
public:
size_t m_stride;
size_t m_count;
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ComPtr<ID3D12Resource> m_bufs[2];
ComPtr<ID3D12Resource> m_gpuBufs[2];
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~D3D12GraphicsBufferD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
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for (int i=0 ; i<2 ; ++i)
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{
D3D12_RESOURCE_DESC desc = m_bufs[i]->GetDesc();
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, m_state,
nullptr, __uuidof(ID3D12Resource), &m_gpuBufs[i]));
offset = NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
}
return offset;
}
};
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IGraphicsBufferS*
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D3D12DataFactory::newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
{
D3D12GraphicsBufferS* retval = new D3D12GraphicsBufferS(use, m_ctx, data, stride, count);
static_cast<D3D12Data*>(m_deferredData)->m_SBufs.emplace_back(retval);
return retval;
}
class D3D12TextureS : public ITextureS
{
friend class D3D12DataFactory;
D3D12TextureS(D3D12Context* ctx, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
{
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex));
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
if (fmt == TextureFormatRGBA8)
{
for (size_t i=0 ; i<mips ; ++i)
{
void* data;
m_tex->Map(i, nullptr, &data);
size_t thisSz = width * height * 4;
memcpy(data, dataIt, thisSz);
m_tex->Unmap(i, nullptr);
dataIt += thisSz;
width /= 2;
height /= 2;
}
}
}
public:
ComPtr<ID3D12Resource> m_tex;
ComPtr<ID3D12Resource> m_gpuTex;
~D3D12TextureS() = default;
UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
D3D12_RESOURCE_DESC desc = m_tex->GetDesc();
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
}
};
class D3D12TextureD : public ITextureD
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
D3D12CommandQueue* m_q;
D3D12TextureD(D3D12CommandQueue* q, D3D12Context* ctx, size_t width, size_t height, TextureFormat fmt)
: m_q(q)
{
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for (int i=0 ; i<2 ; ++i)
{
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_texs[i]));
}
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}
public:
ComPtr<ID3D12Resource> m_texs[2];
ComPtr<ID3D12Resource> m_gpuTexs[2];
~D3D12TextureD() = default;
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void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
for (int i=0 ; i<2 ; ++i)
{
D3D12_RESOURCE_DESC desc = m_texs[i]->GetDesc();
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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nullptr, __uuidof(ID3D12Resource), &m_gpuTexs[i]));
offset = NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
}
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return offset;
}
};
static const float BLACK_COLOR[] = {0.0,0.0,0.0,1.0};
class D3D12TextureR : public ITextureR
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
D3D12TextureR(D3D12Context* ctx, size_t width, size_t height, size_t samples)
: m_width(width), m_height(height), m_samples(samples)
{
if (samples == 0) m_samples = 1;
CD3DX12_RESOURCE_DESC rtvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_width, m_height, 1, 0, m_samples,
0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
&rtvresdesc, D3D12_RESOURCE_STATE_RENDER_TARGET, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_R8G8B8A8_UNORM, BLACK_COLOR),
__uuidof(ID3D12Resource), &m_gpuTexs[0]));
CD3DX12_RESOURCE_DESC dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height, 1, 0, m_samples,
0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
&dsvresdesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D24_UNORM_S8_UINT, 1.0, 0),
__uuidof(ID3D12Resource), &m_gpuTexs[1]));
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D3D12_DESCRIPTOR_HEAP_DESC rtvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&rtvdesc, __uuidof(ID3D12DescriptorHeap), &m_rtvHeap));
D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RTV_DIMENSION_TEXTURE2D};
ctx->m_dev->CreateRenderTargetView(m_gpuTexs[0].Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
D3D12_DESCRIPTOR_HEAP_DESC dsvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1};
ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&dsvdesc, __uuidof(ID3D12DescriptorHeap), &m_dsvHeap));
D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D12_DSV_DIMENSION_TEXTURE2D};
ctx->m_dev->CreateDepthStencilView(m_gpuTexs[1].Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
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}
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public:
ComPtr<ID3D12Resource> m_gpuTexs[2];
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
~D3D12TextureR() = default;
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};
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ITextureS*
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D3D12DataFactory::newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz)
{
D3D12TextureS* retval = new D3D12TextureS(m_ctx, width, height, mips, fmt, data, sz);
static_cast<D3D12Data*>(m_deferredData)->m_STexs.emplace_back(retval);
return retval;
}
static const size_t SEMANTIC_SIZE_TABLE[] =
{
12,
12,
4,
8,
16
};
static const char* SEMANTIC_NAME_TABLE[] =
{
"POSITION",
"NORMAL",
"COLOR",
"UV",
"WEIGHT"
};
static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
{
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT
};
struct D3D12VertexFormat : IVertexFormat
{
size_t m_elementCount;
std::unique_ptr<D3D12_INPUT_ELEMENT_DESC[]> m_elements;
D3D12VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
: m_elementCount(elementCount),
m_elements(new D3D12_INPUT_ELEMENT_DESC[elementCount])
{
memset(m_elements.get(), 0, elementCount * sizeof(D3D12_INPUT_ELEMENT_DESC));
for (size_t i=0 ; i<elementCount ; ++i)
{
D3D12_INPUT_ELEMENT_DESC& elem = m_elements[i];
elem.SemanticName = SEMANTIC_NAME_TABLE[elements->semantic];
elem.SemanticIndex = elements->semanticIdx;
elem.Format = SEMANTIC_TYPE_TABLE[elements->semantic];
elem.AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
elem.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
}
}
};
static const D3D12_BLEND BLEND_FACTOR_TABLE[] =
{
D3D12_BLEND_ZERO,
D3D12_BLEND_ONE,
D3D12_BLEND_SRC_COLOR,
D3D12_BLEND_INV_SRC_COLOR,
D3D12_BLEND_DEST_COLOR,
D3D12_BLEND_INV_DEST_COLOR,
D3D12_BLEND_SRC_ALPHA,
D3D12_BLEND_INV_SRC_ALPHA,
D3D12_BLEND_DEST_ALPHA,
D3D12_BLEND_INV_DEST_ALPHA
};
class D3D12ShaderPipeline : public IShaderPipeline
{
friend class D3D12DataFactory;
D3D12ShaderPipeline(D3D12Context* ctx, ID3DBlob* vert, ID3DBlob* pixel,
const D3D12VertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
desc.pRootSignature = ctx->m_rs.Get();
desc.VS = {vert->GetBufferPointer(), vert->GetBufferSize()};
desc.PS = {pixel->GetBufferPointer(), pixel->GetBufferSize()};
desc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
if (dstFac != BlendFactorZero)
{
desc.BlendState.RenderTarget[0].BlendEnable = true;
desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[srcFac];
desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[dstFac];
}
desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
if (!backfaceCulling)
desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
desc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
if (!depthTest)
desc.DepthStencilState.DepthEnable = false;
if (!depthWrite)
desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
desc.InputLayout.NumElements = vtxFmt->m_elementCount;
desc.InputLayout.pInputElementDescs = vtxFmt->m_elements.get();
desc.SampleMask = UINT_MAX;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
ThrowIfFailed(ctx->m_dev->CreateGraphicsPipelineState(&desc, __uuidof(ID3D12PipelineState), &m_state));
}
public:
ComPtr<ID3D12PipelineState> m_state;
~D3D12ShaderPipeline() = default;
D3D12ShaderPipeline& operator=(const D3D12ShaderPipeline&) = delete;
D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete;
};
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IShaderPipeline* D3D12DataFactory::newShaderPipeline
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(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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IVertexFormat* vtxFmt, BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling)
{
ComPtr<ID3DBlob> errBlob;
if (FAILED(D3DCompile(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
"vs_5_0", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vertBlobOut, &errBlob)))
{
Log.report(LogVisor::FatalError, "error compiling vert shader: %s", errBlob->GetBufferPointer());
return nullptr;
}
if (FAILED(D3DCompile(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main",
"ps_5_0", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &fragBlobOut, &errBlob)))
{
Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
return nullptr;
}
D3D12ShaderPipeline* retval = new D3D12ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(),
static_cast<const D3D12VertexFormat*>(vtxFmt),
srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
static_cast<D3D12Data*>(m_deferredData)->m_SPs.emplace_back(retval);
return retval;
}
static UINT64 PlaceBufferForGPU(IGraphicsBuffer* buf, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
if (buf->dynamic())
return static_cast<D3D12GraphicsBufferD*>(buf)->placeForGPU(ctx, gpuHeap, offset);
else
return static_cast<D3D12GraphicsBufferS*>(buf)->placeForGPU(ctx, gpuHeap, offset);
}
static UINT64 PlaceTextureForGPU(ITexture* tex, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
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if (tex->type() == ITexture::TextureDynamic)
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return static_cast<D3D12TextureD*>(tex)->placeForGPU(ctx, gpuHeap, offset);
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else if (tex->type() == ITexture::TextureStatic)
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return static_cast<D3D12TextureS*>(tex)->placeForGPU(ctx, gpuHeap, offset);
}
static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx,
D3D12_SHADER_RESOURCE_VIEW_DESC& descOut)
{
descOut.Format = DXGI_FORMAT_UNKNOWN;
descOut.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
descOut.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
descOut.Buffer.FirstElement = 0;
descOut.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
if (buf->dynamic())
{
const D3D12GraphicsBufferD* cbuf = static_cast<const D3D12GraphicsBufferD*>(buf);
descOut.Buffer.NumElements = cbuf->m_count;
descOut.Buffer.StructureByteStride = cbuf->m_stride;
return cbuf->m_gpuBufs[idx].Get();
}
else
{
const D3D12GraphicsBufferS* cbuf = static_cast<const D3D12GraphicsBufferS*>(buf);
descOut.Buffer.NumElements = cbuf->m_count;
descOut.Buffer.StructureByteStride = cbuf->m_stride;
return cbuf->m_gpuBuf.Get();
}
}
static ID3D12Resource* GetTextureGPUResource(const ITexture* tex, int idx)
{
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if (tex->type() == ITexture::TextureDynamic)
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{
const D3D12TextureD* ctex = static_cast<const D3D12TextureD*>(tex);
return ctex->m_gpuTexs[0].Get();
}
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else if (tex->type() == ITexture::TextureStatic)
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{
const D3D12TextureS* ctex = static_cast<const D3D12TextureS*>(tex);
return ctex->m_gpuTex.Get();
}
}
static const struct DefaultTex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
{
DefaultTex2DViewDesc()
{
Format = DXGI_FORMAT_R8G8B8A8_UNORM;
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
Texture2D = {0, -1, 0, 0.0f};
}
} Tex2DViewDesc;
struct D3D12ShaderDataBinding : IShaderDataBinding
{
D3D12ShaderPipeline* m_pipeline;
ComPtr<ID3D12Heap> m_gpuHeap;
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ComPtr<ID3D12DescriptorHeap> m_descHeap[2];
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IGraphicsBuffer* m_vbuf;
IGraphicsBuffer* m_ibuf;
size_t m_ubufCount;
std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
size_t m_texCount;
std::unique_ptr<ITexture*[]> m_texs;
D3D12ShaderDataBinding(D3D12Context* ctx,
IShaderPipeline* pipeline,
IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
: m_pipeline(static_cast<D3D12ShaderPipeline*>(pipeline)),
m_vbuf(vbuf),
m_ibuf(ibuf),
m_ubufCount(ubufCount),
m_ubufs(new IGraphicsBuffer*[ubufCount]),
m_texCount(texCount),
m_texs(new ITexture*[texCount])
{
for (size_t i=0 ; i<ubufCount ; ++i)
m_ubufs[i] = ubufs[i];
for (size_t i=0 ; i<texCount ; ++i)
m_texs[i] = texs[i];
}
void commit(D3D12Context* ctx)
{
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/* Create double-buffered descriptor heaps */
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D3D12_DESCRIPTOR_HEAP_DESC desc;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 2 + m_ubufCount + m_texCount;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
desc.NodeMask = 0;
UINT incSz = ctx->m_dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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for (int b=0 ; b<2 ; ++b)
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{
ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&desc, _uuidof(ID3D12DescriptorHeap), &m_descHeap[b]));
CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_descHeap[b]->GetCPUDescriptorHandleForHeapStart());
D3D12_SHADER_RESOURCE_VIEW_DESC viewDesc;
ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_vbuf, b, viewDesc), &viewDesc, handle);
handle.Offset(1, incSz);
if (m_ibuf)
ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_ibuf, b, viewDesc), &viewDesc, handle);
handle.Offset(1, incSz);
for (size_t i=0 ; i<m_ubufCount ; ++i)
{
ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_ubufs[i], b, viewDesc), &viewDesc, handle);
handle.Offset(1, incSz);
}
for (size_t i=0 ; i<m_texCount ; ++i)
{
ctx->m_dev->CreateShaderResourceView(GetTextureGPUResource(m_texs[i], b), &Tex2DViewDesc, handle);
handle.Offset(1, incSz);
}
}
}
};
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IShaderDataBinding*
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D3D12DataFactory::newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
{
D3D12ShaderDataBinding* retval =
new D3D12ShaderDataBinding(m_ctx, pipeline, vbuf, ibuf, ubufCount, ubufs, texCount, texs);
static_cast<D3D12Data*>(m_deferredData)->m_SBinds.emplace_back(retval);
return retval;
}
D3D12DataFactory::D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx)
: m_parent(parent), m_deferredData(new struct D3D12Data()), m_ctx(ctx)
{
CD3DX12_DESCRIPTOR_RANGE cbvRange(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 0);
CD3DX12_DESCRIPTOR_RANGE srvRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 8, 0);
CD3DX12_ROOT_PARAMETER rootParms[2];
rootParms[0].InitAsDescriptorTable(1, &cbvRange, D3D12_SHADER_VISIBILITY_VERTEX);
rootParms[1].InitAsDescriptorTable(1, &srvRange, D3D12_SHADER_VISIBILITY_PIXEL);
ComPtr<ID3DBlob> rsOutBlob;
ComPtr<ID3DBlob> rsErrorBlob;
ThrowIfFailed(D3D12SerializeRootSignature(
&CD3DX12_ROOT_SIGNATURE_DESC(2, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0)),
D3D_ROOT_SIGNATURE_VERSION_1, &rsOutBlob, &rsErrorBlob));
ThrowIfFailed(ctx->m_dev->CreateRootSignature(0, rsOutBlob->GetBufferPointer(),
rsOutBlob->GetBufferSize(), __uuidof(ID3D12RootSignature), &ctx->m_rs));
}
void D3D12DataFactory::reset()
{
delete static_cast<D3D12Data*>(m_deferredData);
m_deferredData = new struct D3D12Data();
}
IGraphicsData* D3D12DataFactory::commit()
{
D3D12Data* retval = static_cast<D3D12Data*>(m_deferredData);
/* Gather resource descriptions */
std::vector<D3D12_RESOURCE_DESC> descs;
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descs.reserve(retval->m_SBufs.size() + retval->m_DBufs.size() * 2 +
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retval->m_STexs.size() + retval->m_DTexs.size() * 2);
for (std::unique_ptr<D3D12GraphicsBufferS>& buf : retval->m_SBufs)
descs.push_back(buf->m_buf->GetDesc());
for (std::unique_ptr<D3D12GraphicsBufferD>& buf : retval->m_DBufs)
{
descs.push_back(buf->m_bufs[0]->GetDesc());
descs.push_back(buf->m_bufs[1]->GetDesc());
}
for (std::unique_ptr<D3D12TextureS>& tex : retval->m_STexs)
descs.push_back(tex->m_tex->GetDesc());
for (std::unique_ptr<D3D12TextureD>& tex : retval->m_DTexs)
{
descs.push_back(tex->m_texs[0]->GetDesc());
descs.push_back(tex->m_texs[1]->GetDesc());
}
/* Calculate resources allocation */
D3D12_RESOURCE_ALLOCATION_INFO allocInfo =
m_ctx->m_dev->GetResourceAllocationInfo(0, descs.size(), descs.data());
/* Create heap */
ThrowIfFailed(m_ctx->m_dev->CreateHeap(&CD3DX12_HEAP_DESC(allocInfo,
D3D12_HEAP_TYPE_DEFAULT), __uuidof(ID3D12Heap), &retval->m_gpuHeap));
ID3D12Heap* gpuHeap = retval->m_gpuHeap.Get();
/* Place resources */
UINT64 offset = 0;
for (std::unique_ptr<D3D12GraphicsBufferS>& buf : retval->m_SBufs)
offset = PlaceBufferForGPU(buf.get(), m_ctx, gpuHeap, offset);
for (std::unique_ptr<D3D12GraphicsBufferD>& buf : retval->m_DBufs)
offset = PlaceBufferForGPU(buf.get(), m_ctx, gpuHeap, offset);
for (std::unique_ptr<D3D12TextureS>& tex : retval->m_STexs)
offset = PlaceTextureForGPU(tex.get(), m_ctx, gpuHeap, offset);
for (std::unique_ptr<D3D12TextureD>& tex : retval->m_DTexs)
offset = PlaceTextureForGPU(tex.get(), m_ctx, gpuHeap, offset);
/* Commit data bindings (create descriptor heaps) */
for (std::unique_ptr<D3D12ShaderDataBinding>& bind : retval->m_SBinds)
bind->commit(m_ctx);
/* All set! */
m_deferredData = new struct D3D12Data();
m_committedData.insert(retval);
return retval;
}
void D3D12DataFactory::destroyData(IGraphicsData* d)
{
D3D12Data* data = static_cast<D3D12Data*>(d);
m_committedData.erase(data);
delete data;
}
void D3D12DataFactory::destroyAllData()
{
for (IGraphicsData* data : m_committedData)
delete static_cast<D3D12Data*>(data);
m_committedData.clear();
}
struct D3D12CommandQueue : IGraphicsCommandQueue
{
Platform platform() const {return IGraphicsDataFactory::PlatformD3D12;}
const char* platformName() const {return "Direct 3D 12";}
D3D12Context* m_ctx;
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D3D12Context::Window* m_windowCtx;
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IGraphicsContext* m_parent;
ComPtr<ID3D12GraphicsCommandList> m_cmdList;
size_t m_fillBuf = 0;
size_t m_drawBuf = 0;
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void resetCommandList()
{
ThrowIfFailed(m_ctx->m_qalloc[m_fillBuf]->Reset());
ThrowIfFailed(m_cmdList->Reset(m_ctx->m_qalloc[m_fillBuf].Get(), nullptr));
m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
}
D3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent)
: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent)
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{
ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator),
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&ctx->m_qalloc[0]));
ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator),
&ctx->m_qalloc[1]));
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D3D12_COMMAND_QUEUE_DESC desc =
{
D3D12_COMMAND_LIST_TYPE_DIRECT,
D3D12_COMMAND_QUEUE_PRIORITY_HIGH,
D3D12_COMMAND_QUEUE_FLAG_NONE
};
ThrowIfFailed(ctx->m_dev->CreateCommandQueue(&desc, __uuidof(ID3D12CommandQueue), &ctx->m_q));
ThrowIfFailed(ctx->m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE,
__uuidof(ID3D12Fence), &ctx->m_frameFence));
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ThrowIfFailed(ctx->m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, ctx->m_qalloc[0].Get(),
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nullptr, __uuidof(ID3D12GraphicsCommandList), &m_cmdList));
m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
}
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void setShaderDataBinding(IShaderDataBinding* binding)
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{
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D3D12ShaderDataBinding* cbind = static_cast<D3D12ShaderDataBinding*>(binding);
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ID3D12DescriptorHeap* descHeap = cbind->m_descHeap[m_fillBuf].Get();
m_cmdList->SetDescriptorHeaps(1, &descHeap);
m_cmdList->SetPipelineState(cbind->m_pipeline->m_state.Get());
}
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ID3D12Resource* m_boundTarget = nullptr;
void setRenderTarget(ITextureR* target)
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{
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D3D12TextureR* ctarget = static_cast<D3D12TextureR*>(target);
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if (m_boundTarget)
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m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_boundTarget,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
m_cmdList->OMSetRenderTargets(1, &ctarget->m_rtvHeap->GetCPUDescriptorHandleForHeapStart(),
false, &ctarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ctarget->m_gpuTexs[0].Get(),
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
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m_boundTarget = ctarget->m_gpuTexs[0].Get();
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}
void setViewport(const SWindowRect& rect)
{
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D3D12_VIEWPORT vp = {rect.location[0], rect.location[1], rect.size[0], rect.size[1], 0.0, 1.0};
m_cmdList->RSSetViewports(1, &vp);
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}
float m_clearColor[4] = {0.0,0.0,0.0,1.0};
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void setClearColor(const float rgba[4])
{
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m_clearColor[0] = rgba[0];
m_clearColor[1] = rgba[1];
m_clearColor[2] = rgba[2];
m_clearColor[3] = rgba[3];
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}
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void clearTarget(bool render=true, bool depth=true)
{
if (render)
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{
CD3DX12_CPU_DESCRIPTOR_HANDLE handle;
m_cmdList->ClearRenderTargetView(handle, m_clearColor, 0, nullptr);
}
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if (depth)
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{
CD3DX12_CPU_DESCRIPTOR_HANDLE handle;
m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 1.0, 0, 0, nullptr);
}
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}
void setDrawPrimitive(Primitive prim)
{
if (prim == PrimitiveTriangles)
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m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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else if (prim == PrimitiveTriStrips)
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m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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}
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void draw(size_t start, size_t count)
{
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m_cmdList->DrawInstanced(count, 1, start, 0);
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}
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void drawIndexed(size_t start, size_t count)
{
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m_cmdList->DrawIndexedInstanced(count, 1, start, 0, 0);
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}
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void drawInstances(size_t start, size_t count, size_t instCount)
{
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m_cmdList->DrawInstanced(count, instCount, start, 0);
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}
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void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
{
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m_cmdList->DrawIndexedInstanced(count, instCount, start, 0, 0);
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}
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bool m_doPresent = false;
void resolveDisplay(ITextureR* source)
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{
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D3D12TextureR* csource = static_cast<D3D12TextureR*>(source);
ID3D12Resource* src = csource->m_gpuTexs[0].Get();
ID3D12Resource* dest = m_windowCtx->m_fb[m_windowCtx->m_backBuf].Get();
if (csource->m_samples > 1)
{
D3D12_RESOURCE_BARRIER msaaSetup[] =
{
CD3DX12_RESOURCE_BARRIER::Transition(src,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE),
CD3DX12_RESOURCE_BARRIER::Transition(dest,
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RESOLVE_DEST)
};
m_cmdList->ResourceBarrier(2, msaaSetup);
m_cmdList->ResolveSubresource(dest, 0, src, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
D3D12_RESOURCE_BARRIER msaaTeardown[] =
{
CD3DX12_RESOURCE_BARRIER::Transition(src,
D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET),
CD3DX12_RESOURCE_BARRIER::Transition(dest,
D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_PRESENT)
};
m_cmdList->ResourceBarrier(2, msaaTeardown);
}
else
{
D3D12_RESOURCE_BARRIER copySetup[] =
{
CD3DX12_RESOURCE_BARRIER::Transition(src,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE),
CD3DX12_RESOURCE_BARRIER::Transition(dest,
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_DEST)
};
m_cmdList->ResourceBarrier(2, copySetup);
m_cmdList->CopyResource(dest, src);
D3D12_RESOURCE_BARRIER copyTeardown[] =
{
CD3DX12_RESOURCE_BARRIER::Transition(src,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET),
CD3DX12_RESOURCE_BARRIER::Transition(dest,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PRESENT)
};
m_cmdList->ResourceBarrier(2, copyTeardown);
}
m_doPresent = true;
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}
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UINT64 m_submittedFenceVal = 0;
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void execute()
{
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/* Check on fence */
if (m_ctx->m_frameFence->GetCompletedValue() < m_submittedFenceVal)
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{
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resetCommandList();
return;
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}
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m_drawBuf = m_fillBuf;
++m_fillBuf;
if (m_fillBuf == 2)
m_fillBuf = 0;
m_cmdList->Close();
ID3D12CommandList* cl[] = {m_cmdList.Get()};
m_ctx->m_q->ExecuteCommandLists(1, cl);
if (m_doPresent)
{
ThrowIfFailed(m_windowCtx->m_swapChain->Present(1, 0));
m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex();
}
++m_submittedFenceVal;
ThrowIfFailed(m_ctx->m_q->Signal(m_ctx->m_frameFence.Get(), m_submittedFenceVal));
resetCommandList();
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}
};
void D3D12GraphicsBufferD::load(const void* data, size_t sz)
{
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ID3D12Resource* res = m_bufs[m_q->m_fillBuf].Get();
void* d;
res->Map(0, nullptr, &d);
memcpy(d, data, sz);
res->Unmap(0, nullptr);
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}
void* D3D12GraphicsBufferD::map(size_t sz)
{
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ID3D12Resource* res = m_bufs[m_q->m_fillBuf].Get();
void* d;
res->Map(0, nullptr, &d);
return d;
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}
void D3D12GraphicsBufferD::unmap()
{
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ID3D12Resource* res = m_bufs[m_q->m_fillBuf].Get();
res->Unmap(0, nullptr);
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}
IGraphicsBufferD*
D3D12DataFactory::newDynamicBuffer(BufferUse use, size_t stride, size_t count)
{
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D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
D3D12GraphicsBufferD* retval = new D3D12GraphicsBufferD(q, use, m_ctx, stride, count);
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static_cast<D3D12Data*>(m_deferredData)->m_DBufs.emplace_back(retval);
return retval;
}
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void D3D12TextureD::load(const void* data, size_t sz)
{
ID3D12Resource* res = m_texs[m_q->m_fillBuf].Get();
void* d;
res->Map(0, nullptr, &d);
memcpy(d, data, sz);
res->Unmap(0, nullptr);
}
void* D3D12TextureD::map(size_t sz)
{
ID3D12Resource* res = m_texs[m_q->m_fillBuf].Get();
void* d;
res->Map(0, nullptr, &d);
return d;
}
void D3D12TextureD::unmap()
{
ID3D12Resource* res = m_texs[m_q->m_fillBuf].Get();
res->Unmap(0, nullptr);
}
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ITextureD*
D3D12DataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
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D3D12TextureD* retval = new D3D12TextureD(q, m_ctx, width, height, fmt);
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static_cast<D3D12Data*>(m_deferredData)->m_DTexs.emplace_back(retval);
return retval;
}
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ITextureR*
D3D12DataFactory::newRenderTexture(size_t width, size_t height, size_t samples)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
D3D12TextureR* retval = new D3D12TextureR(m_ctx, width, height, samples);
static_cast<D3D12Data*>(m_deferredData)->m_RTexs.emplace_back(retval);
return retval;
}
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IVertexFormat* D3D12DataFactory::newVertexFormat
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(size_t elementCount, const VertexElementDescriptor* elements)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
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D3D12VertexFormat* retval = new struct D3D12VertexFormat(elementCount, elements);
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static_cast<D3D12Data*>(m_deferredData)->m_VFmts.emplace_back(retval);
return retval;
}
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IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent)
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{
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return new struct D3D12CommandQueue(ctx, windowCtx, parent);
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}
}