mirror of https://github.com/AxioDL/boo.git
Lots of D3D11 implemented
This commit is contained in:
parent
1e5ae0c89b
commit
0923254b39
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@ -31,8 +31,7 @@ if(WIN32)
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lib/graphicsdev/D3D12.cpp)
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list(APPEND PLAT_HDRS
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include/boo/graphicsdev/D3D11.hpp
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include/boo/graphicsdev/D3D12.hpp)
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include/boo/graphicsdev/D3D.hpp)
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list(APPEND _BOO_SYS_DEFINES -DUNICODE -D_UNICODE)
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@ -190,11 +190,12 @@ public:
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virtual ETouchType getTouchType() const=0;
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virtual IGraphicsCommandQueue* getCommandQueue()=0;
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virtual IGraphicsDataFactory* getDataFactory()=0;
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virtual void setStyle(EWindowStyle style)=0;
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virtual EWindowStyle getStyle() const=0;
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virtual IGraphicsCommandQueue* getCommandQueue()=0;
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virtual IGraphicsDataFactory* getDataFactory()=0;
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/* Creates a new context on current thread!! Call from client loading thread */
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virtual IGraphicsDataFactory* getLoadContextDataFactory()=0;
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@ -0,0 +1,30 @@
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#ifndef GDEV_D3D_HPP
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#define GDEV_D3D_HPP
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#if _WIN32
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#include "IGraphicsDataFactory.hpp"
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#include "IGraphicsCommandQueue.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include "boo/System.hpp"
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#include <D3Dcommon.h>
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#include <vector>
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#include <unordered_set>
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namespace boo
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{
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class ID3DDataFactory : public IGraphicsDataFactory
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{
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public:
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virtual IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling)=0;
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};
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}
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#endif // _WIN32
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#endif // GDEV_D3D_HPP
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@ -1,58 +0,0 @@
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#ifndef GDEV_D3D11_HPP
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#define GDEV_D3D11_HPP
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#if _WIN32
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#include <sdkddkver.h>
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#if _WIN32_WINNT_WIN7
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#if 0
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#include "IGraphicsDataFactory.hpp"
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namespace boo
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{
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class D3D11DataFactory : public IGraphicsDataFactory
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{
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IGraphicsContext* m_parent;
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IGraphicsData* m_deferredData = nullptr;
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std::unordered_set<IGraphicsData*> m_committedData;
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public:
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D3D11DataFactory(IGraphicsContext* parent);
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~D3D11DataFactory() {}
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Platform platform() const {return PlatformD3D11;}
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const char* platformName() const {return "Direct 3D 11";}
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t sz);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use);
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ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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IShaderDataBinding*
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newShaderDataBinding(const IShaderPipeline* pipeline,
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const IVertexFormat* vtxFormat,
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const IGraphicsBuffer* vbo, const IGraphicsBuffer* ebo,
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size_t ubufCount, const IGraphicsBuffer** ubufs,
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size_t texCount, const ITexture** texs);
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void reset();
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IGraphicsData* commit();
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void destroyData(IGraphicsData*);
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void destroyAllData();
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};
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}
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#endif
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#endif // _WIN32_WINNT_WIN7
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#endif // _WIN32
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#endif // GDEV_D3D11_HPP
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@ -1,65 +0,0 @@
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#ifndef GDEV_D3D12_HPP
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#define GDEV_D3D12_HPP
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#if _WIN32
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#include <sdkddkver.h>
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#if _WIN32_WINNT_WIN10
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#include "IGraphicsDataFactory.hpp"
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#include "IGraphicsCommandQueue.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include "boo/System.hpp"
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#include <d3d12.h>
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#include <vector>
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#include <unordered_set>
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namespace boo
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{
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class D3D12DataFactory : public IGraphicsDataFactory
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{
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IGraphicsContext* m_parent;
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IGraphicsData* m_deferredData = nullptr;
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struct D3D12Context* m_ctx;
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std::unordered_set<IGraphicsData*> m_committedData;
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public:
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D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx);
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~D3D12DataFactory() {}
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Platform platform() const {return PlatformD3D12;}
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const char* platformName() const {return "Direct 3D 12";}
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count);
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ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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ITextureR* newRenderTexture(size_t width, size_t height, size_t samples);
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IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs);
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void reset();
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IGraphicsData* commit();
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void destroyData(IGraphicsData* data);
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void destroyAllData();
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};
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}
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#endif // _WIN32_WINNT_WIN10
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#endif // _WIN32
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#endif // GDEV_D3D12_HPP
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@ -0,0 +1,816 @@
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#include "../win/Win32Common.hpp"
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#include <LogVisor/LogVisor.hpp>
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include <vector>
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#include <thread>
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#include <mutex>
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#include <condition_variable>
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#include <d3dcompiler.h>
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#include <comdef.h>
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namespace boo
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{
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static LogVisor::LogModule Log("boo::D3D11");
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static inline void ThrowIfFailed(HRESULT hr)
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{
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if (FAILED(hr))
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{
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// Set a breakpoint on this line to catch Win32 API errors.
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_com_error err(hr);
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LPCTSTR errMsg = err.ErrorMessage();
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Log.report(LogVisor::FatalError, errMsg);
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}
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}
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struct D3D11Data : IGraphicsData
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{
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std::vector<std::unique_ptr<class D3D11ShaderPipeline>> m_SPs;
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std::vector<std::unique_ptr<struct D3D11ShaderDataBinding>> m_SBinds;
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std::vector<std::unique_ptr<class D3D11GraphicsBufferS>> m_SBufs;
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std::vector<std::unique_ptr<class D3D11GraphicsBufferD>> m_DBufs;
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std::vector<std::unique_ptr<class D3D11TextureS>> m_STexs;
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std::vector<std::unique_ptr<class D3D11TextureD>> m_DTexs;
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std::vector<std::unique_ptr<class D3D11TextureR>> m_RTexs;
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std::vector<std::unique_ptr<struct D3D11VertexFormat>> m_VFmts;
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};
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static const D3D11_BIND_FLAG USE_TABLE[] =
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{
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D3D11_BIND_VERTEX_BUFFER,
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D3D11_BIND_VERTEX_BUFFER,
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D3D11_BIND_INDEX_BUFFER,
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D3D11_BIND_CONSTANT_BUFFER
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};
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class D3D11GraphicsBufferS : public IGraphicsBufferS
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_sz;
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D3D11GraphicsBufferS(BufferUse use, D3D11Context* ctx, const void* data, size_t stride, size_t count)
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: m_stride(stride), m_count(count), m_sz(stride * count)
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{
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D3D11_SUBRESOURCE_DATA iData = {data};
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[use], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
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}
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D11Buffer> m_buf;
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~D3D11GraphicsBufferS() = default;
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};
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class D3D11GraphicsBufferD : public IGraphicsBufferD
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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D3D11CommandQueue* m_q;
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D3D11GraphicsBufferD(D3D11CommandQueue* q, BufferUse use, D3D11Context* ctx, size_t stride, size_t count)
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: m_q(q), m_stride(stride), m_count(count)
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{
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size_t sz = stride * count;
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for (int i=0 ; i<3 ; ++i)
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(sz, USE_TABLE[use]), nullptr, &m_bufs[i]));
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}
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D11Buffer> m_bufs[3];
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~D3D11GraphicsBufferD() = default;
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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};
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class D3D11TextureS : public ITextureS
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{
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friend class D3D11DataFactory;
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size_t m_sz;
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D3D11TextureS(D3D11Context* ctx, size_t width, size_t height, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
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: m_sz(sz)
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{
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CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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D3D11_SUBRESOURCE_DATA upData[16] = {};
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for (size_t i=0 ; i<mips && i<16 ; ++i)
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{
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upData[i].pSysMem = dataIt;
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upData[i].SysMemPitch = width * 4;
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upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
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dataIt += upData[i].SysMemSlicePitch;
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width /= 2;
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height /= 2;
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}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM), &m_srv));
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}
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public:
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ComPtr<ID3D11Texture2D> m_tex;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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~D3D11TextureS() = default;
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};
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class D3D11TextureD : public ITextureD
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
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size_t m_height = 0;
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D3D11CommandQueue* m_q;
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D3D11TextureD(D3D11CommandQueue* q, D3D11Context* ctx, size_t width, size_t height, TextureFormat fmt)
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: m_q(q)
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{
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CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 1,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, D3D11_CPU_ACCESS_WRITE);
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for (int i=0 ; i<3 ; ++i)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM), &m_srvs[i]));
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}
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}
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public:
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ComPtr<ID3D11Texture2D> m_texs[3];
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ComPtr<ID3D11ShaderResourceView> m_srvs[3];
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~D3D11TextureD() = default;
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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};
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class D3D11TextureR : public ITextureR
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
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size_t m_height = 0;
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size_t m_samples = 0;
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void Setup(D3D11Context* ctx, size_t width, size_t height, size_t samples)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
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1, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1), nullptr, &m_tex));
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height,
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1, 1, D3D11_BIND_DEPTH_STENCIL, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthTex));
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if (samples > 1)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
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1, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_msaaTex));
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ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_msaaTex.Get(),
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&CD3D11_RENDER_TARGET_VIEW_DESC(m_msaaTex.Get(), D3D11_RTV_DIMENSION_TEXTURE2DMS), &m_rtv));
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
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&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), D3D11_DSV_DIMENSION_TEXTURE2DMS), &m_dsv));
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}
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else
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{
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ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_tex.Get(),
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&CD3D11_RENDER_TARGET_VIEW_DESC(m_tex.Get(), D3D11_RTV_DIMENSION_TEXTURE2D), &m_rtv));
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
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&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), D3D11_DSV_DIMENSION_TEXTURE2D), &m_dsv));
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}
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D11_SRV_DIMENSION_TEXTURE2D), &m_srv));
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}
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D3D11TextureR(D3D11Context* ctx, size_t width, size_t height, size_t samples)
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: m_width(width), m_height(height), m_samples(samples)
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{
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if (samples == 0) m_samples = 1;
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Setup(ctx, width, height, samples);
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}
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public:
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size_t samples() const {return m_samples;}
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ComPtr<ID3D11Texture2D> m_tex;
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ComPtr<ID3D11Texture2D> m_msaaTex;
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ComPtr<ID3D11Texture2D> m_depthTex;
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ComPtr<ID3D11RenderTargetView> m_rtv;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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~D3D11TextureR() = default;
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void resize(D3D11Context* ctx, size_t width, size_t height)
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{
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if (width < 1)
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width = 1;
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if (height < 1)
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height = 1;
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m_width = width;
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m_height = height;
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Setup(ctx, width, height, m_samples);
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}
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};
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static const size_t SEMANTIC_SIZE_TABLE[] =
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{
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12,
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12,
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4,
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8,
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16
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};
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static const char* SEMANTIC_NAME_TABLE[] =
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{
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"POSITION",
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"NORMAL",
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"COLOR",
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"UV",
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"WEIGHT"
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};
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static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
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{
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DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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||||
DXGI_FORMAT_R32G32_FLOAT,
|
||||
DXGI_FORMAT_R32G32B32A32_FLOAT
|
||||
};
|
||||
|
||||
struct D3D11VertexFormat : IVertexFormat
|
||||
{
|
||||
size_t m_elementCount;
|
||||
std::unique_ptr<D3D11_INPUT_ELEMENT_DESC[]> m_elements;
|
||||
D3D11VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
|
||||
: m_elementCount(elementCount),
|
||||
m_elements(new D3D11_INPUT_ELEMENT_DESC[elementCount])
|
||||
{
|
||||
memset(m_elements.get(), 0, elementCount * sizeof(D3D11_INPUT_ELEMENT_DESC));
|
||||
size_t offset = 0;
|
||||
for (size_t i=0 ; i<elementCount ; ++i)
|
||||
{
|
||||
const VertexElementDescriptor* elemin = &elements[i];
|
||||
D3D11_INPUT_ELEMENT_DESC& elem = m_elements[i];
|
||||
elem.SemanticName = SEMANTIC_NAME_TABLE[elemin->semantic];
|
||||
elem.SemanticIndex = elemin->semanticIdx;
|
||||
elem.Format = SEMANTIC_TYPE_TABLE[elemin->semantic];
|
||||
elem.AlignedByteOffset = offset;
|
||||
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
offset += SEMANTIC_SIZE_TABLE[elemin->semantic];
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
static const D3D11_BLEND BLEND_FACTOR_TABLE[] =
|
||||
{
|
||||
D3D11_BLEND_ZERO,
|
||||
D3D11_BLEND_ONE,
|
||||
D3D11_BLEND_SRC_COLOR,
|
||||
D3D11_BLEND_INV_SRC_COLOR,
|
||||
D3D11_BLEND_DEST_COLOR,
|
||||
D3D11_BLEND_INV_DEST_COLOR,
|
||||
D3D11_BLEND_SRC_ALPHA,
|
||||
D3D11_BLEND_INV_SRC_ALPHA,
|
||||
D3D11_BLEND_DEST_ALPHA,
|
||||
D3D11_BLEND_INV_DEST_ALPHA
|
||||
};
|
||||
|
||||
class D3D11ShaderPipeline : public IShaderPipeline
|
||||
{
|
||||
friend class D3D11DataFactory;
|
||||
D3D11ShaderPipeline(D3D11Context* ctx, ID3DBlob* vert, ID3DBlob* pixel,
|
||||
const D3D11VertexFormat* vtxFmt,
|
||||
BlendFactor srcFac, BlendFactor dstFac,
|
||||
bool depthTest, bool depthWrite, bool backfaceCulling)
|
||||
{
|
||||
ThrowIfFailed(ctx->m_dev->CreateVertexShader(vert->GetBufferPointer(), vert->GetBufferSize(), nullptr, &m_vShader));
|
||||
ThrowIfFailed(ctx->m_dev->CreatePixelShader(pixel->GetBufferPointer(), pixel->GetBufferSize(), nullptr, &m_pShader));
|
||||
|
||||
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, backfaceCulling ? D3D11_CULL_BACK : D3D11_CULL_NONE, true,
|
||||
D3D11_DEFAULT_DEPTH_BIAS, D3D11_DEFAULT_DEPTH_BIAS_CLAMP, D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
|
||||
true, false, false, false);
|
||||
ThrowIfFailed(ctx->m_dev->CreateRasterizerState(&rasDesc, &m_rasState));
|
||||
|
||||
CD3D11_DEPTH_STENCIL_DESC dsDesc(D3D11_DEFAULT);
|
||||
dsDesc.DepthEnable = depthTest;
|
||||
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(depthWrite);
|
||||
dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
|
||||
ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
|
||||
|
||||
CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
|
||||
blDesc.RenderTarget[0].BlendEnable = (dstFac != BlendFactorZero);
|
||||
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[srcFac];
|
||||
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[dstFac];
|
||||
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
|
||||
|
||||
ThrowIfFailed(ctx->m_dev->CreateInputLayout(vtxFmt->m_elements.get(), vtxFmt->m_elementCount,
|
||||
vert->GetBufferPointer(), vert->GetBufferSize(), &m_inLayout));
|
||||
}
|
||||
public:
|
||||
ComPtr<ID3D11VertexShader> m_vShader;
|
||||
ComPtr<ID3D11PixelShader> m_pShader;
|
||||
ComPtr<ID3D11RasterizerState> m_rasState;
|
||||
ComPtr<ID3D11DepthStencilState> m_dsState;
|
||||
ComPtr<ID3D11BlendState> m_blState;
|
||||
ComPtr<ID3D11InputLayout> m_inLayout;
|
||||
~D3D11ShaderPipeline() = default;
|
||||
D3D11ShaderPipeline& operator=(const D3D11ShaderPipeline&) = delete;
|
||||
D3D11ShaderPipeline(const D3D11ShaderPipeline&) = delete;
|
||||
|
||||
void bind(ID3D11DeviceContext* ctx)
|
||||
{
|
||||
ctx->VSSetShader(m_vShader.Get(), nullptr, 0);
|
||||
ctx->PSSetShader(m_pShader.Get(), nullptr, 0);
|
||||
ctx->RSSetState(m_rasState.Get());
|
||||
ctx->OMSetDepthStencilState(m_dsState.Get(), 0);
|
||||
ctx->OMSetBlendState(m_blState.Get(), nullptr, 0xffffffff);
|
||||
ctx->IASetInputLayout(m_inLayout.Get());
|
||||
}
|
||||
};
|
||||
|
||||
struct D3D11ShaderDataBinding : IShaderDataBinding
|
||||
{
|
||||
D3D11ShaderPipeline* m_pipeline;
|
||||
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;
|
||||
D3D11ShaderDataBinding(D3D11Context* ctx,
|
||||
IShaderPipeline* pipeline,
|
||||
IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
|
||||
size_t ubufCount, IGraphicsBuffer** ubufs,
|
||||
size_t texCount, ITexture** texs)
|
||||
: m_pipeline(static_cast<D3D11ShaderPipeline*>(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 bind(ID3D11DeviceContext* ctx, int b)
|
||||
{
|
||||
m_pipeline->bind(ctx);
|
||||
|
||||
if (m_vbuf->dynamic())
|
||||
{
|
||||
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_vbuf);
|
||||
ID3D11Buffer* buf[] = {cbuf->m_bufs[b].Get()};
|
||||
UINT strides[] = {cbuf->m_stride};
|
||||
UINT offsets[] = {0};
|
||||
ctx->IASetVertexBuffers(0, 1, buf, strides, offsets);
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_vbuf);
|
||||
ID3D11Buffer* buf[] = {cbuf->m_buf.Get()};
|
||||
UINT strides[] = {cbuf->m_stride};
|
||||
UINT offsets[] = {0};
|
||||
ctx->IASetVertexBuffers(0, 1, buf, strides, offsets);
|
||||
}
|
||||
|
||||
if (m_ibuf)
|
||||
{
|
||||
if (m_ibuf->dynamic())
|
||||
{
|
||||
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ibuf);
|
||||
ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ibuf);
|
||||
ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_ubufCount)
|
||||
{
|
||||
ID3D11Buffer* constBufs[8];
|
||||
for (int i=0 ; i<8 && i<m_ubufCount ; ++i)
|
||||
{
|
||||
if (m_ubufs[i]->dynamic())
|
||||
{
|
||||
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ubufs[i]);
|
||||
constBufs[i] = cbuf->m_bufs[b].Get();
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ubufs[i]);
|
||||
constBufs[i] = cbuf->m_buf.Get();
|
||||
}
|
||||
}
|
||||
ctx->VSSetConstantBuffers(0, m_ubufCount, constBufs);
|
||||
}
|
||||
|
||||
if (m_texCount)
|
||||
{
|
||||
ID3D11ShaderResourceView* srvs[8];
|
||||
for (int i=0 ; i<8 && i<m_texCount ; ++i)
|
||||
{
|
||||
if (m_texs[i]->type() == ITexture::TextureDynamic)
|
||||
{
|
||||
D3D11TextureD* ctex = static_cast<D3D11TextureD*>(m_texs[i]);
|
||||
srvs[i] = ctex->m_srvs[b].Get();
|
||||
}
|
||||
else if (m_texs[i]->type() == ITexture::TextureStatic)
|
||||
{
|
||||
D3D11TextureS* ctex = static_cast<D3D11TextureS*>(m_texs[i]);
|
||||
srvs[i] = ctex->m_srv.Get();
|
||||
}
|
||||
}
|
||||
ctx->PSSetShaderResources(0, m_texCount, srvs);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
struct D3D11CommandQueue : IGraphicsCommandQueue
|
||||
{
|
||||
Platform platform() const {return IGraphicsDataFactory::PlatformD3D11;}
|
||||
const char* platformName() const {return "Direct3D 11";}
|
||||
D3D11Context* m_ctx;
|
||||
D3D11Context::Window* m_windowCtx;
|
||||
IGraphicsContext* m_parent;
|
||||
ComPtr<ID3D11DeviceContext1> m_deferredCtx;
|
||||
|
||||
size_t m_fillBuf = 0;
|
||||
size_t m_completeBuf = 0;
|
||||
size_t m_drawBuf = 0;
|
||||
bool m_running = true;
|
||||
|
||||
std::mutex m_mt;
|
||||
std::condition_variable m_cv;
|
||||
std::mutex m_initmt;
|
||||
std::condition_variable m_initcv;
|
||||
std::unique_lock<std::mutex> m_initlk;
|
||||
std::thread m_thr;
|
||||
|
||||
ComPtr<ID3D11CommandList> m_cmdLists[3];
|
||||
bool m_needPresent[3];
|
||||
|
||||
static void RenderingWorker(D3D11CommandQueue* self)
|
||||
{
|
||||
{
|
||||
std::unique_lock<std::mutex> lk(self->m_initmt);
|
||||
}
|
||||
self->m_initcv.notify_one();
|
||||
while (self->m_running)
|
||||
{
|
||||
{
|
||||
std::unique_lock<std::mutex> lk(self->m_mt);
|
||||
self->m_cv.wait(lk);
|
||||
if (!self->m_running)
|
||||
break;
|
||||
self->m_drawBuf = self->m_completeBuf;
|
||||
}
|
||||
ID3D11CommandList* list = self->m_cmdLists[self->m_drawBuf].Get();
|
||||
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
|
||||
self->m_cmdLists[self->m_drawBuf].Reset();
|
||||
if (self->m_needPresent[self->m_drawBuf])
|
||||
self->m_windowCtx->m_swapChain->Present(1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
D3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
|
||||
: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent),
|
||||
m_initlk(m_initmt),
|
||||
m_thr(RenderingWorker, this)
|
||||
{
|
||||
m_initcv.wait(m_initlk);
|
||||
m_initlk.unlock();
|
||||
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
|
||||
}
|
||||
|
||||
~D3D11CommandQueue()
|
||||
{
|
||||
m_running = false;
|
||||
m_cv.notify_one();
|
||||
m_thr.join();
|
||||
}
|
||||
|
||||
void setShaderDataBinding(IShaderDataBinding* binding)
|
||||
{
|
||||
D3D11ShaderDataBinding* cbind = static_cast<D3D11ShaderDataBinding*>(binding);
|
||||
cbind->bind(m_deferredCtx.Get(), m_fillBuf);
|
||||
|
||||
ID3D11SamplerState* samp[] = {m_ctx->m_ss.Get()};
|
||||
m_deferredCtx->PSSetSamplers(0, 1, samp);
|
||||
}
|
||||
|
||||
D3D11TextureR* m_boundTarget = nullptr;
|
||||
void setRenderTarget(ITextureR* target)
|
||||
{
|
||||
D3D11TextureR* ctarget = static_cast<D3D11TextureR*>(target);
|
||||
ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()};
|
||||
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get());
|
||||
m_boundTarget = ctarget;
|
||||
}
|
||||
|
||||
void setViewport(const SWindowRect& rect)
|
||||
{
|
||||
D3D11_VIEWPORT vp = {rect.location[0], rect.location[1], rect.size[0], rect.size[1], 0.0, 1.0};
|
||||
m_deferredCtx->RSSetViewports(1, &vp);
|
||||
}
|
||||
|
||||
void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
|
||||
{
|
||||
D3D11TextureR* ctex = static_cast<D3D11TextureR*>(tex);
|
||||
ctex->resize(m_ctx, width, height);
|
||||
}
|
||||
|
||||
float m_clearColor[4] = {0.0,0.0,0.0,1.0};
|
||||
void setClearColor(const float rgba[4])
|
||||
{
|
||||
m_clearColor[0] = rgba[0];
|
||||
m_clearColor[1] = rgba[1];
|
||||
m_clearColor[2] = rgba[2];
|
||||
m_clearColor[3] = rgba[3];
|
||||
}
|
||||
|
||||
void clearTarget(bool render=true, bool depth=true)
|
||||
{
|
||||
if (!m_boundTarget)
|
||||
return;
|
||||
if (render)
|
||||
m_deferredCtx->ClearRenderTargetView(m_boundTarget->m_rtv.Get(), m_clearColor);
|
||||
if (depth)
|
||||
m_deferredCtx->ClearDepthStencilView(m_boundTarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 1.0, 0);
|
||||
}
|
||||
|
||||
void setDrawPrimitive(Primitive prim)
|
||||
{
|
||||
if (prim == PrimitiveTriangles)
|
||||
m_deferredCtx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
else if (prim == PrimitiveTriStrips)
|
||||
m_deferredCtx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
}
|
||||
|
||||
void draw(size_t start, size_t count)
|
||||
{
|
||||
m_deferredCtx->DrawInstanced(count, 1, start, 0);
|
||||
}
|
||||
|
||||
void drawIndexed(size_t start, size_t count)
|
||||
{
|
||||
m_deferredCtx->DrawIndexedInstanced(count, 1, start, 0, 0);
|
||||
}
|
||||
|
||||
void drawInstances(size_t start, size_t count, size_t instCount)
|
||||
{
|
||||
m_deferredCtx->DrawInstanced(count, instCount, start, 0);
|
||||
}
|
||||
|
||||
void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
|
||||
{
|
||||
m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, 0);
|
||||
}
|
||||
|
||||
bool m_doPresent = false;
|
||||
void resolveDisplay(ITextureR* source)
|
||||
{
|
||||
D3D11TextureR* csource = static_cast<D3D11TextureR*>(source);
|
||||
|
||||
if (m_windowCtx->m_needsResize)
|
||||
{
|
||||
m_windowCtx->m_swapChain->ResizeBuffers(2, m_windowCtx->width, m_windowCtx->height, DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
|
||||
m_windowCtx->m_needsResize = false;
|
||||
}
|
||||
|
||||
ComPtr<ID3D11Texture2D> dest;
|
||||
ThrowIfFailed(m_windowCtx->m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &dest));
|
||||
|
||||
if (csource->m_samples > 1)
|
||||
{
|
||||
ID3D11Texture2D* src = csource->m_msaaTex.Get();
|
||||
m_deferredCtx->ResolveSubresource(dest.Get(), 0, src, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||
}
|
||||
else
|
||||
{
|
||||
ID3D11Texture2D* src = csource->m_tex.Get();
|
||||
m_deferredCtx->CopyResource(dest.Get(), src);
|
||||
}
|
||||
m_doPresent = true;
|
||||
}
|
||||
|
||||
void execute()
|
||||
{
|
||||
ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &m_cmdLists[m_fillBuf]));
|
||||
m_needPresent[m_fillBuf] = m_doPresent;
|
||||
m_doPresent = false;
|
||||
std::unique_lock<std::mutex> lk(m_mt);
|
||||
m_completeBuf = m_fillBuf;
|
||||
for (size_t i=0 ; i<3 ; ++i)
|
||||
{
|
||||
if (i == m_completeBuf || i == m_drawBuf)
|
||||
continue;
|
||||
m_fillBuf = i;
|
||||
break;
|
||||
}
|
||||
lk.unlock();
|
||||
m_cv.notify_one();
|
||||
}
|
||||
};
|
||||
|
||||
void D3D11GraphicsBufferD::load(const void* data, size_t sz)
|
||||
{
|
||||
ID3D11Buffer* res = m_bufs[m_q->m_fillBuf].Get();
|
||||
D3D11_MAPPED_SUBRESOURCE d;
|
||||
m_q->m_deferredCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
|
||||
memcpy(d.pData, data, sz);
|
||||
m_q->m_deferredCtx->Unmap(res, 0);
|
||||
}
|
||||
void* D3D11GraphicsBufferD::map(size_t sz)
|
||||
{
|
||||
ID3D11Buffer* res = m_bufs[m_q->m_fillBuf].Get();
|
||||
D3D11_MAPPED_SUBRESOURCE d;
|
||||
m_q->m_deferredCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
|
||||
return d.pData;
|
||||
}
|
||||
void D3D11GraphicsBufferD::unmap()
|
||||
{
|
||||
ID3D11Buffer* res = m_bufs[m_q->m_fillBuf].Get();
|
||||
m_q->m_deferredCtx->Unmap(res, 0);
|
||||
}
|
||||
|
||||
void D3D11TextureD::load(const void* data, size_t sz)
|
||||
{
|
||||
ID3D11Texture2D* res = m_texs[m_q->m_fillBuf].Get();
|
||||
D3D11_MAPPED_SUBRESOURCE d;
|
||||
m_q->m_deferredCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
|
||||
memcpy(d.pData, data, sz);
|
||||
m_q->m_deferredCtx->Unmap(res, 0);
|
||||
}
|
||||
void* D3D11TextureD::map(size_t sz)
|
||||
{
|
||||
ID3D11Texture2D* res = m_texs[m_q->m_fillBuf].Get();
|
||||
D3D11_MAPPED_SUBRESOURCE d;
|
||||
m_q->m_deferredCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
|
||||
return d.pData;
|
||||
}
|
||||
void D3D11TextureD::unmap()
|
||||
{
|
||||
ID3D11Texture2D* res = m_texs[m_q->m_fillBuf].Get();
|
||||
m_q->m_deferredCtx->Unmap(res, 0);
|
||||
}
|
||||
|
||||
class D3D11DataFactory : public ID3DDataFactory
|
||||
{
|
||||
IGraphicsContext* m_parent;
|
||||
IGraphicsData* m_deferredData = nullptr;
|
||||
struct D3D11Context* m_ctx;
|
||||
std::unordered_set<IGraphicsData*> m_committedData;
|
||||
public:
|
||||
D3D11DataFactory(IGraphicsContext* parent, D3D11Context* ctx)
|
||||
: m_parent(parent), m_deferredData(new struct D3D11Data()), m_ctx(ctx)
|
||||
{}
|
||||
~D3D11DataFactory() = default;
|
||||
|
||||
Platform platform() const {return PlatformD3D11;}
|
||||
const char* platformName() const {return "Direct3D 11";}
|
||||
|
||||
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
|
||||
{
|
||||
D3D11GraphicsBufferS* retval = new D3D11GraphicsBufferS(use, m_ctx, data, stride, count);
|
||||
static_cast<D3D11Data*>(m_deferredData)->m_SBufs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count)
|
||||
{
|
||||
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D11GraphicsBufferD* retval = new D3D11GraphicsBufferD(q, use, m_ctx, stride, count);
|
||||
static_cast<D3D11Data*>(m_deferredData)->m_DBufs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
|
||||
const void* data, size_t sz)
|
||||
{
|
||||
D3D11TextureS* retval = new D3D11TextureS(m_ctx, width, height, mips, fmt, data, sz);
|
||||
static_cast<D3D11Data*>(m_deferredData)->m_STexs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
|
||||
{
|
||||
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D11TextureD* retval = new D3D11TextureD(q, m_ctx, width, height, fmt);
|
||||
static_cast<D3D11Data*>(m_deferredData)->m_DTexs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
ITextureR* newRenderTexture(size_t width, size_t height, size_t samples)
|
||||
{
|
||||
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D11TextureR* retval = new D3D11TextureR(m_ctx, width, height, samples);
|
||||
static_cast<D3D11Data*>(m_deferredData)->m_RTexs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
|
||||
{
|
||||
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D11VertexFormat* retval = new struct D3D11VertexFormat(elementCount, elements);
|
||||
static_cast<D3D11Data*>(m_deferredData)->m_VFmts.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
#if _DEBUG
|
||||
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
|
||||
#else
|
||||
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
|
||||
#endif
|
||||
|
||||
IShaderPipeline* newShaderPipeline
|
||||
(const char* vertSource, const char* fragSource,
|
||||
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
|
||||
IVertexFormat* vtxFmt, BlendFactor srcFac, BlendFactor dstFac,
|
||||
bool depthTest, bool depthWrite, bool backfaceCulling)
|
||||
{
|
||||
ComPtr<ID3DBlob> errBlob;
|
||||
|
||||
if (FAILED(D3DCompile(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
|
||||
"vs_5_0", BOO_D3DCOMPILE_FLAG, 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", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob)))
|
||||
{
|
||||
Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
D3D11ShaderPipeline* retval = new D3D11ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(),
|
||||
static_cast<const D3D11VertexFormat*>(vtxFmt),
|
||||
srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
|
||||
static_cast<D3D11Data*>(m_deferredData)->m_SPs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
IShaderDataBinding* newShaderDataBinding(IShaderPipeline* pipeline,
|
||||
IVertexFormat* vtxFormat,
|
||||
IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
|
||||
size_t ubufCount, IGraphicsBuffer** ubufs,
|
||||
size_t texCount, ITexture** texs)
|
||||
{
|
||||
D3D11ShaderDataBinding* retval =
|
||||
new D3D11ShaderDataBinding(m_ctx, pipeline, vbuf, ibuf, ubufCount, ubufs, texCount, texs);
|
||||
static_cast<D3D11Data*>(m_deferredData)->m_SBinds.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
void reset()
|
||||
{
|
||||
delete static_cast<D3D11Data*>(m_deferredData);
|
||||
m_deferredData = new struct D3D11Data();
|
||||
}
|
||||
|
||||
IGraphicsData* commit()
|
||||
{
|
||||
IGraphicsData* retval = m_deferredData;
|
||||
m_deferredData = new struct D3D11Data();
|
||||
m_committedData.insert(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
void destroyData(IGraphicsData* d)
|
||||
{
|
||||
D3D11Data* data = static_cast<D3D11Data*>(d);
|
||||
m_committedData.erase(data);
|
||||
delete data;
|
||||
}
|
||||
|
||||
void destroyAllData()
|
||||
{
|
||||
for (IGraphicsData* data : m_committedData)
|
||||
delete static_cast<D3D11Data*>(data);
|
||||
m_committedData.clear();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
|
||||
{
|
||||
return new D3D11CommandQueue(ctx, windowCtx, parent);
|
||||
}
|
||||
|
||||
IGraphicsDataFactory* _NewD3D11DataFactory(D3D11Context* ctx, IGraphicsContext* parent)
|
||||
{
|
||||
return new D3D11DataFactory(parent, ctx);
|
||||
}
|
||||
|
||||
}
|
|
@ -1,13 +1,9 @@
|
|||
#include "../win/Win32Common.hpp"
|
||||
#include "boo/graphicsdev/D3D12.hpp"
|
||||
#if _WIN32_WINNT_WIN10
|
||||
#include <LogVisor/LogVisor.hpp>
|
||||
#include "boo/graphicsdev/D3D.hpp"
|
||||
#include "boo/IGraphicsContext.hpp"
|
||||
#include <vector>
|
||||
#include <thread>
|
||||
#include <mutex>
|
||||
#include <condition_variable>
|
||||
|
||||
#include <LogVisor/LogVisor.hpp>
|
||||
|
||||
#include "d3dx12.h"
|
||||
#include <d3dcompiler.h>
|
||||
#include <comdef.h>
|
||||
|
@ -64,15 +60,20 @@ class D3D12GraphicsBufferS : public IGraphicsBufferS
|
|||
friend class D3D12DataFactory;
|
||||
friend struct D3D12CommandQueue;
|
||||
D3D12_RESOURCE_STATES m_state;
|
||||
const void* m_data;
|
||||
size_t m_sz;
|
||||
D3D12_RESOURCE_DESC m_gpuDesc;
|
||||
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), m_data(data), m_sz(stride * count)
|
||||
: m_state(USE_TABLE[use]), m_stride(stride), m_count(count), m_sz(stride * count)
|
||||
{
|
||||
m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(m_sz);
|
||||
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
|
||||
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
|
||||
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(m_sz),
|
||||
D3D12_HEAP_FLAG_NONE, &m_gpuDesc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_buf));
|
||||
|
||||
D3D12_SUBRESOURCE_DATA upData = {data, m_sz, m_sz};
|
||||
if (!PrepSubresources<16>(ctx->m_dev.Get(), m_gpuDesc, m_buf.Get(), 0, 0, 1, &upData))
|
||||
Log.report(LogVisor::FatalError, "error preparing resource for upload");
|
||||
}
|
||||
public:
|
||||
size_t m_stride;
|
||||
|
@ -83,18 +84,15 @@ public:
|
|||
|
||||
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,
|
||||
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc, m_state,
|
||||
nullptr, __uuidof(ID3D12Resource), &m_gpuBuf));
|
||||
|
||||
/* Stage resource upload */
|
||||
D3D12_SUBRESOURCE_DATA upData = {m_data, m_sz, m_sz};
|
||||
if (!UpdateSubresources<16>(ctx->m_loadlist.Get(), m_gpuBuf.Get(), m_buf.Get(), 0, 0, 1, &upData))
|
||||
Log.report(LogVisor::FatalError, "error preparing resource for upload");
|
||||
CommandSubresourcesTransfer<16>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuBuf.Get(), m_buf.Get(), 0, 0, 1);
|
||||
ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuBuf.Get(),
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
|
||||
|
||||
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
|
||||
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -140,48 +138,24 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
IGraphicsBufferS*
|
||||
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;
|
||||
const void* m_data;
|
||||
size_t m_sz;
|
||||
D3D12_RESOURCE_DESC m_desc;
|
||||
D3D12_RESOURCE_DESC m_gpuDesc;
|
||||
D3D12TextureS(D3D12Context* ctx, size_t width, size_t height, size_t mips,
|
||||
TextureFormat fmt, const void* data, size_t sz)
|
||||
: m_data(data), m_sz(sz)
|
||||
: m_sz(sz)
|
||||
{
|
||||
m_desc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips);
|
||||
m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips);
|
||||
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_tex));
|
||||
}
|
||||
public:
|
||||
ComPtr<ID3D12Resource> m_tex;
|
||||
ComPtr<ID3D12Resource> m_gpuTex;
|
||||
~D3D12TextureS() = default;
|
||||
|
||||
UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
|
||||
{
|
||||
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST,
|
||||
nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
|
||||
|
||||
int width = m_desc.Width;
|
||||
int height = m_desc.Height;
|
||||
|
||||
/* Stage resource upload */
|
||||
const uint8_t* dataIt = static_cast<const uint8_t*>(m_data);
|
||||
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
|
||||
D3D12_SUBRESOURCE_DATA upData[16] = {};
|
||||
for (size_t i=0 ; i<m_desc.MipLevels && i<16 ; ++i)
|
||||
for (size_t i=0 ; i<m_gpuDesc.MipLevels && i<16 ; ++i)
|
||||
{
|
||||
upData[i].pData = dataIt;
|
||||
upData[i].RowPitch = width * 4;
|
||||
|
@ -191,12 +165,25 @@ public:
|
|||
height /= 2;
|
||||
}
|
||||
|
||||
if (!UpdateSubresources<16>(ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_desc.MipLevels, upData))
|
||||
if (!PrepSubresources<16>(ctx->m_dev.Get(), m_gpuDesc, m_tex.Get(), 0, 0, m_gpuDesc.MipLevels, upData))
|
||||
Log.report(LogVisor::FatalError, "error preparing resource for upload");
|
||||
}
|
||||
public:
|
||||
ComPtr<ID3D12Resource> m_tex;
|
||||
ComPtr<ID3D12Resource> m_gpuTex;
|
||||
~D3D12TextureS() = default;
|
||||
|
||||
UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
|
||||
{
|
||||
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST,
|
||||
nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
|
||||
|
||||
CommandSubresourcesTransfer<16>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_gpuDesc.MipLevels);
|
||||
ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuTex.Get(),
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
|
||||
|
||||
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_desc));
|
||||
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -257,13 +244,7 @@ class D3D12TextureR : public ITextureR
|
|||
0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
|
||||
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, 1,
|
||||
0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
|
||||
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]));
|
||||
__uuidof(ID3D12Resource), &m_gpuTex));
|
||||
|
||||
D3D12_DESCRIPTOR_HEAP_DESC rtvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
|
||||
ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&rtvdesc, __uuidof(ID3D12DescriptorHeap), &m_rtvHeap));
|
||||
|
@ -277,27 +258,33 @@ class D3D12TextureR : public ITextureR
|
|||
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_gpuMsaaTexs[0]));
|
||||
__uuidof(ID3D12Resource), &m_gpuMsaaTex));
|
||||
|
||||
CD3DX12_RESOURCE_DESC dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height, 1, 0, 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_gpuMsaaTexs[1]));
|
||||
__uuidof(ID3D12Resource), &m_depthTex));
|
||||
|
||||
D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RTV_DIMENSION_TEXTURE2D};
|
||||
ctx->m_dev->CreateRenderTargetView(m_gpuMsaaTexs[0].Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
|
||||
ctx->m_dev->CreateRenderTargetView(m_gpuMsaaTex.Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
|
||||
|
||||
D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D12_DSV_DIMENSION_TEXTURE2D};
|
||||
ctx->m_dev->CreateDepthStencilView(m_gpuMsaaTexs[1].Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
|
||||
ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
|
||||
}
|
||||
else
|
||||
{
|
||||
CD3DX12_RESOURCE_DESC dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height, 1, 0, 1,
|
||||
0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
|
||||
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_depthTex));
|
||||
|
||||
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());
|
||||
ctx->m_dev->CreateRenderTargetView(m_gpuTex.Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
|
||||
|
||||
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());
|
||||
ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -309,8 +296,9 @@ class D3D12TextureR : public ITextureR
|
|||
}
|
||||
public:
|
||||
size_t samples() const {return m_samples;}
|
||||
ComPtr<ID3D12Resource> m_gpuTexs[2];
|
||||
ComPtr<ID3D12Resource> m_gpuMsaaTexs[2];
|
||||
ComPtr<ID3D12Resource> m_gpuTex;
|
||||
ComPtr<ID3D12Resource> m_gpuMsaaTex;
|
||||
ComPtr<ID3D12Resource> m_depthTex;
|
||||
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
|
||||
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
|
||||
~D3D12TextureR() = default;
|
||||
|
@ -325,16 +313,9 @@ public:
|
|||
m_height = height;
|
||||
Setup(ctx, width, height, m_samples);
|
||||
}
|
||||
};
|
||||
|
||||
ITextureS*
|
||||
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;
|
||||
}
|
||||
ID3D12Resource* getRenderColorRes() {if (m_samples > 1) return m_gpuMsaaTex.Get(); return m_gpuTex.Get();}
|
||||
};
|
||||
|
||||
static const size_t SEMANTIC_SIZE_TABLE[] =
|
||||
{
|
||||
|
@ -445,41 +426,6 @@ public:
|
|||
D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete;
|
||||
};
|
||||
|
||||
#if _DEBUG
|
||||
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
|
||||
#else
|
||||
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
|
||||
#endif
|
||||
|
||||
IShaderPipeline* D3D12DataFactory::newShaderPipeline
|
||||
(const char* vertSource, const char* fragSource,
|
||||
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
|
||||
IVertexFormat* vtxFmt, BlendFactor srcFac, BlendFactor dstFac,
|
||||
bool depthTest, bool depthWrite, bool backfaceCulling)
|
||||
{
|
||||
ComPtr<ID3DBlob> errBlob;
|
||||
|
||||
if (FAILED(D3DCompile(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
|
||||
"vs_5_0", BOO_D3DCOMPILE_FLAG, 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", BOO_D3DCOMPILE_FLAG, 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())
|
||||
|
@ -669,47 +615,6 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
|
|||
}
|
||||
};
|
||||
|
||||
IShaderDataBinding*
|
||||
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 ranges[] =
|
||||
{
|
||||
{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, MAX_UNIFORM_COUNT, 0},
|
||||
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, MAX_TEXTURE_COUNT, 0}
|
||||
};
|
||||
CD3DX12_ROOT_PARAMETER rootParms[1];
|
||||
rootParms[0].InitAsDescriptorTable(2, ranges);
|
||||
|
||||
ComPtr<ID3DBlob> rsOutBlob;
|
||||
ComPtr<ID3DBlob> rsErrorBlob;
|
||||
ThrowIfFailed(D3D12SerializeRootSignaturePROC(
|
||||
&CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0),
|
||||
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
|
||||
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();
|
||||
}
|
||||
|
||||
static ID3D12GraphicsCommandList* WaitForLoadList(D3D12Context* ctx)
|
||||
{
|
||||
/* Wait for previous transaction to complete (if in progress) */
|
||||
|
@ -725,92 +630,6 @@ static ID3D12GraphicsCommandList* WaitForLoadList(D3D12Context* ctx)
|
|||
return ctx->m_loadlist.Get();
|
||||
}
|
||||
|
||||
IGraphicsData* D3D12DataFactory::commit()
|
||||
{
|
||||
D3D12Data* retval = static_cast<D3D12Data*>(m_deferredData);
|
||||
|
||||
/* Gather resource descriptions */
|
||||
std::vector<D3D12_RESOURCE_DESC> descs;
|
||||
descs.reserve(retval->m_SBufs.size() + retval->m_DBufs.size() * 2 +
|
||||
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();
|
||||
|
||||
/* Wait for previous transaction to complete */
|
||||
WaitForLoadList(m_ctx);
|
||||
|
||||
/* 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);
|
||||
|
||||
/* Execute static uploads */
|
||||
ThrowIfFailed(m_ctx->m_loadlist->Close());
|
||||
ID3D12CommandList* list[] = {m_ctx->m_loadlist.Get()};
|
||||
m_ctx->m_loadq->ExecuteCommandLists(1, list);
|
||||
++m_ctx->m_loadfenceval;
|
||||
ThrowIfFailed(m_ctx->m_loadq->Signal(m_ctx->m_loadfence.Get(), m_ctx->m_loadfenceval));
|
||||
|
||||
WaitForLoadList(m_ctx);
|
||||
|
||||
/* 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;}
|
||||
|
@ -867,13 +686,13 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
|
|||
D3D12TextureR* ctarget = static_cast<D3D12TextureR*>(target);
|
||||
|
||||
if (m_boundTarget)
|
||||
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_boundTarget->m_gpuTexs[0].Get(),
|
||||
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_boundTarget->getRenderColorRes(),
|
||||
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(),
|
||||
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ctarget->getRenderColorRes(),
|
||||
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
|
||||
|
||||
m_boundTarget = ctarget;
|
||||
|
@ -966,7 +785,7 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
|
|||
|
||||
if (csource->m_samples > 1)
|
||||
{
|
||||
ID3D12Resource* src = csource->m_gpuMsaaTexs[0].Get();
|
||||
ID3D12Resource* src = csource->m_gpuMsaaTex.Get();
|
||||
|
||||
D3D12_RESOURCE_BARRIER msaaSetup[] =
|
||||
{
|
||||
|
@ -990,7 +809,7 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
|
|||
}
|
||||
else
|
||||
{
|
||||
ID3D12Resource* src = csource->m_gpuTexs[0].Get();
|
||||
ID3D12Resource* src = csource->m_gpuTex.Get();
|
||||
|
||||
D3D12_RESOURCE_BARRIER copySetup[] =
|
||||
{
|
||||
|
@ -1022,6 +841,7 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
|
|||
if (m_fence->GetCompletedValue() < m_submittedFenceVal)
|
||||
{
|
||||
/* Abandon this list (renderer too slow) */
|
||||
m_cmdList->Close();
|
||||
resetCommandList();
|
||||
m_doPresent = false;
|
||||
return;
|
||||
|
@ -1071,15 +891,6 @@ void D3D12GraphicsBufferD::unmap()
|
|||
res->Unmap(0, nullptr);
|
||||
}
|
||||
|
||||
IGraphicsBufferD*
|
||||
D3D12DataFactory::newDynamicBuffer(BufferUse use, size_t stride, size_t count)
|
||||
{
|
||||
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D12GraphicsBufferD* retval = new D3D12GraphicsBufferD(q, use, m_ctx, stride, count);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_DBufs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
void D3D12TextureD::load(const void* data, size_t sz)
|
||||
{
|
||||
ID3D12Resource* res = m_texs[m_q->m_fillBuf].Get();
|
||||
|
@ -1101,32 +912,225 @@ void D3D12TextureD::unmap()
|
|||
res->Unmap(0, nullptr);
|
||||
}
|
||||
|
||||
ITextureD*
|
||||
D3D12DataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
|
||||
class D3D12DataFactory : public ID3DDataFactory
|
||||
{
|
||||
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D12TextureD* retval = new D3D12TextureD(q, m_ctx, width, height, fmt);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_DTexs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
IGraphicsContext* m_parent;
|
||||
IGraphicsData* m_deferredData = nullptr;
|
||||
struct D3D12Context* m_ctx;
|
||||
std::unordered_set<IGraphicsData*> m_committedData;
|
||||
public:
|
||||
D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx)
|
||||
: m_parent(parent), m_deferredData(new struct D3D12Data()), m_ctx(ctx)
|
||||
{
|
||||
CD3DX12_DESCRIPTOR_RANGE ranges[] =
|
||||
{
|
||||
{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, MAX_UNIFORM_COUNT, 0},
|
||||
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, MAX_TEXTURE_COUNT, 0}
|
||||
};
|
||||
CD3DX12_ROOT_PARAMETER rootParms[1];
|
||||
rootParms[0].InitAsDescriptorTable(2, ranges);
|
||||
|
||||
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;
|
||||
}
|
||||
ComPtr<ID3DBlob> rsOutBlob;
|
||||
ComPtr<ID3DBlob> rsErrorBlob;
|
||||
ThrowIfFailed(D3D12SerializeRootSignaturePROC(
|
||||
&CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0),
|
||||
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
|
||||
D3D_ROOT_SIGNATURE_VERSION_1, &rsOutBlob, &rsErrorBlob));
|
||||
|
||||
IVertexFormat* D3D12DataFactory::newVertexFormat
|
||||
(size_t elementCount, const VertexElementDescriptor* elements)
|
||||
{
|
||||
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D12VertexFormat* retval = new struct D3D12VertexFormat(elementCount, elements);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_VFmts.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
ThrowIfFailed(ctx->m_dev->CreateRootSignature(0, rsOutBlob->GetBufferPointer(),
|
||||
rsOutBlob->GetBufferSize(), __uuidof(ID3D12RootSignature), &ctx->m_rs));
|
||||
}
|
||||
~D3D12DataFactory() = default;
|
||||
|
||||
Platform platform() const {return PlatformD3D12;}
|
||||
const char* platformName() const {return "Direct3D 12";}
|
||||
|
||||
IGraphicsBufferS* 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;
|
||||
}
|
||||
|
||||
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count)
|
||||
{
|
||||
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D12GraphicsBufferD* retval = new D3D12GraphicsBufferD(q, use, m_ctx, stride, count);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_DBufs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
ITextureS* 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;
|
||||
}
|
||||
|
||||
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
|
||||
{
|
||||
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D12TextureD* retval = new D3D12TextureD(q, m_ctx, width, height, fmt);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_DTexs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
ITextureR* 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;
|
||||
}
|
||||
|
||||
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
|
||||
{
|
||||
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D12VertexFormat* retval = new struct D3D12VertexFormat(elementCount, elements);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_VFmts.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
#if _DEBUG
|
||||
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
|
||||
#else
|
||||
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
|
||||
#endif
|
||||
|
||||
IShaderPipeline* newShaderPipeline
|
||||
(const char* vertSource, const char* fragSource,
|
||||
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
|
||||
IVertexFormat* vtxFmt, BlendFactor srcFac, BlendFactor dstFac,
|
||||
bool depthTest, bool depthWrite, bool backfaceCulling)
|
||||
{
|
||||
ComPtr<ID3DBlob> errBlob;
|
||||
|
||||
if (FAILED(D3DCompile(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
|
||||
"vs_5_0", BOO_D3DCOMPILE_FLAG, 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", BOO_D3DCOMPILE_FLAG, 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;
|
||||
}
|
||||
|
||||
IShaderDataBinding* 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;
|
||||
}
|
||||
|
||||
void reset()
|
||||
{
|
||||
delete static_cast<D3D12Data*>(m_deferredData);
|
||||
m_deferredData = new struct D3D12Data();
|
||||
}
|
||||
|
||||
IGraphicsData* commit()
|
||||
{
|
||||
D3D12Data* retval = static_cast<D3D12Data*>(m_deferredData);
|
||||
|
||||
/* Gather resource descriptions */
|
||||
std::vector<D3D12_RESOURCE_DESC> descs;
|
||||
descs.reserve(retval->m_SBufs.size() + retval->m_DBufs.size() * 2 +
|
||||
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();
|
||||
|
||||
/* Wait for previous transaction to complete */
|
||||
WaitForLoadList(m_ctx);
|
||||
|
||||
/* 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);
|
||||
|
||||
/* Execute static uploads */
|
||||
ThrowIfFailed(m_ctx->m_loadlist->Close());
|
||||
ID3D12CommandList* list[] = {m_ctx->m_loadlist.Get()};
|
||||
m_ctx->m_loadq->ExecuteCommandLists(1, list);
|
||||
++m_ctx->m_loadfenceval;
|
||||
ThrowIfFailed(m_ctx->m_loadq->Signal(m_ctx->m_loadfence.Get(), m_ctx->m_loadfenceval));
|
||||
|
||||
WaitForLoadList(m_ctx);
|
||||
|
||||
/* 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 destroyData(IGraphicsData* d)
|
||||
{
|
||||
D3D12Data* data = static_cast<D3D12Data*>(d);
|
||||
m_committedData.erase(data);
|
||||
delete data;
|
||||
}
|
||||
|
||||
void destroyAllData()
|
||||
{
|
||||
for (IGraphicsData* data : m_committedData)
|
||||
delete static_cast<D3D12Data*>(data);
|
||||
m_committedData.clear();
|
||||
}
|
||||
};
|
||||
|
||||
IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent,
|
||||
ID3D12CommandQueue** cmdQueueOut)
|
||||
|
@ -1134,4 +1138,11 @@ IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Wi
|
|||
return new struct D3D12CommandQueue(ctx, windowCtx, parent, cmdQueueOut);
|
||||
}
|
||||
|
||||
IGraphicsDataFactory* _NewD3D12DataFactory(D3D12Context* ctx, IGraphicsContext* parent)
|
||||
{
|
||||
return new D3D12DataFactory(parent, ctx);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // _WIN32_WINNT_WIN10
|
||||
|
|
|
@ -1485,6 +1485,106 @@ inline UINT64 UpdateSubresources(
|
|||
return UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, Layouts, NumRows, RowSizesInBytes, pSrcData);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------------
|
||||
// All arrays must be populated (e.g. by calling GetCopyableFootprints)
|
||||
inline UINT64 PrepSubresources(
|
||||
_In_ ID3D12Device* pDevice,
|
||||
_In_ D3D12_RESOURCE_DESC& DestinationDesc,
|
||||
_In_ ID3D12Resource* pIntermediate,
|
||||
_In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
|
||||
_In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
|
||||
UINT64 RequiredSize,
|
||||
_In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,
|
||||
_In_reads_(NumSubresources) const UINT* pNumRows,
|
||||
_In_reads_(NumSubresources) const UINT64* pRowSizesInBytes,
|
||||
_In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData)
|
||||
{
|
||||
// Minor validation
|
||||
D3D12_RESOURCE_DESC IntermediateDesc = pIntermediate->GetDesc();
|
||||
if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER ||
|
||||
IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset ||
|
||||
RequiredSize > (SIZE_T)-1 ||
|
||||
(DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
|
||||
(FirstSubresource != 0 || NumSubresources != 1)))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
BYTE* pData;
|
||||
HRESULT hr = pIntermediate->Map(0, NULL, reinterpret_cast<void**>(&pData));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < NumSubresources; ++i)
|
||||
{
|
||||
if (pRowSizesInBytes[i] > (SIZE_T)-1) return 0;
|
||||
D3D12_MEMCPY_DEST DestData = { pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, pLayouts[i].Footprint.RowPitch * pNumRows[i] };
|
||||
MemcpySubresource(&DestData, &pSrcData[i], (SIZE_T)pRowSizesInBytes[i], pNumRows[i], pLayouts[i].Footprint.Depth);
|
||||
}
|
||||
pIntermediate->Unmap(0, NULL);
|
||||
|
||||
return RequiredSize;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------------
|
||||
// Stack-allocating UpdateSubresources implementation
|
||||
template <UINT MaxSubresources>
|
||||
inline UINT64 PrepSubresources(
|
||||
_In_ ID3D12Device* pDevice,
|
||||
_In_ D3D12_RESOURCE_DESC& DestinationDesc,
|
||||
_In_ ID3D12Resource* pIntermediate,
|
||||
UINT64 IntermediateOffset,
|
||||
_In_range_(0, MaxSubresources) UINT FirstSubresource,
|
||||
_In_range_(1, MaxSubresources - FirstSubresource) UINT NumSubresources,
|
||||
_In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData)
|
||||
{
|
||||
UINT64 RequiredSize = 0;
|
||||
D3D12_PLACED_SUBRESOURCE_FOOTPRINT Layouts[MaxSubresources];
|
||||
UINT NumRows[MaxSubresources];
|
||||
UINT64 RowSizesInBytes[MaxSubresources];
|
||||
|
||||
pDevice->GetCopyableFootprints(&DestinationDesc, FirstSubresource, NumSubresources, IntermediateOffset, Layouts, NumRows, RowSizesInBytes, &RequiredSize);
|
||||
|
||||
return PrepSubresources(pDevice, DestinationDesc, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, Layouts, NumRows, RowSizesInBytes, pSrcData);
|
||||
}
|
||||
|
||||
template <UINT MaxSubresources>
|
||||
inline void CommandSubresourcesTransfer(
|
||||
_In_ ID3D12Device* pDevice,
|
||||
_In_ ID3D12GraphicsCommandList* pCmdList,
|
||||
_In_ ID3D12Resource* pDestinationResource,
|
||||
_In_ ID3D12Resource* pIntermediate,
|
||||
UINT64 IntermediateOffset,
|
||||
_In_range_(0, MaxSubresources) UINT FirstSubresource,
|
||||
_In_range_(1, MaxSubresources - FirstSubresource) UINT NumSubresources)
|
||||
{
|
||||
UINT64 RequiredSize = 0;
|
||||
D3D12_PLACED_SUBRESOURCE_FOOTPRINT Layouts[MaxSubresources];
|
||||
UINT NumRows[MaxSubresources];
|
||||
UINT64 RowSizesInBytes[MaxSubresources];
|
||||
|
||||
D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
|
||||
pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, Layouts, NumRows, RowSizesInBytes, &RequiredSize);
|
||||
|
||||
if (Desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
|
||||
{
|
||||
CD3DX12_BOX SrcBox( UINT( Layouts[0].Offset ), UINT( Layouts[0].Offset + Layouts[0].Footprint.Width ) );
|
||||
pCmdList->CopyBufferRegion(
|
||||
pDestinationResource, 0, pIntermediate, Layouts[0].Offset, Layouts[0].Footprint.Width);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (UINT i = 0; i < NumSubresources; ++i)
|
||||
{
|
||||
CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource);
|
||||
CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, Layouts[i]);
|
||||
pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------------
|
||||
inline bool D3D12IsLayoutOpaque( D3D12_TEXTURE_LAYOUT Layout )
|
||||
{ return Layout == D3D12_TEXTURE_LAYOUT_UNKNOWN || Layout == D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE; }
|
||||
|
|
|
@ -19,7 +19,9 @@
|
|||
#include <LogVisor/LogVisor.hpp>
|
||||
|
||||
static LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
#if _WIN32_WINNT_WIN10
|
||||
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC = nullptr;
|
||||
#endif
|
||||
|
||||
namespace boo
|
||||
{
|
||||
|
@ -69,7 +71,7 @@ public:
|
|||
Log.report(LogVisor::FatalError, "unable to find CreateDXGIFactory2 in DXGI.dll\n"
|
||||
"Windows 7 users should install \"Platform Update for Windows 7\" from Microsoft");
|
||||
|
||||
#if WINVER >= _WIN32_WINNT_WIN10
|
||||
#if _WIN32_WINNT_WIN10
|
||||
HMODULE d3d12lib = LoadLibraryW(L"D3D12.dll");
|
||||
if (d3d12lib)
|
||||
{
|
||||
|
@ -154,6 +156,9 @@ public:
|
|||
device->GetParent(__uuidof(IDXGIAdapter), &adapter);
|
||||
adapter->GetParent(__uuidof(IDXGIFactory2), &m_d3dCtx.m_ctx11.m_dxFactory);
|
||||
|
||||
/* Build default sampler here */
|
||||
m_d3dCtx.m_ctx11.m_dev->CreateSamplerState(&CD3D11_SAMPLER_DESC(D3D11_DEFAULT), &m_d3dCtx.m_ctx11.m_ss);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -178,7 +183,9 @@ public:
|
|||
return DeviceFinder::winDevChangedHandler(wParam, lParam);
|
||||
|
||||
case WM_SIZE:
|
||||
case WM_SYSKEYDOWN:
|
||||
case WM_KEYDOWN:
|
||||
case WM_SYSKEYUP:
|
||||
case WM_KEYUP:
|
||||
case WM_LBUTTONDOWN:
|
||||
case WM_LBUTTONUP:
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
#include <windows.h>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "boo/System.hpp"
|
||||
#include "boo/IWindow.hpp"
|
||||
|
||||
namespace boo {class IWindow;}
|
||||
|
||||
|
@ -39,7 +39,7 @@ struct D3D12Context
|
|||
bool m_needsResize = false;
|
||||
size_t width, height;
|
||||
};
|
||||
std::unordered_map<boo::IWindow*, Window> m_windows;
|
||||
std::unordered_map<const boo::IWindow*, Window> m_windows;
|
||||
};
|
||||
|
||||
#elif _WIN32_WINNT_WIN7
|
||||
|
@ -54,13 +54,14 @@ struct D3D11Context
|
|||
ComPtr<IDXGIFactory2> m_dxFactory;
|
||||
ComPtr<ID3D11Device1> m_dev;
|
||||
ComPtr<ID3D11DeviceContext1> m_devCtx;
|
||||
ComPtr<ID3D11SamplerState> m_ss;
|
||||
struct Window
|
||||
{
|
||||
IDXGISwapChain1* m_swapChain;
|
||||
ComPtr<IDXGISwapChain1> m_swapChain;
|
||||
bool m_needsResize = false;
|
||||
size_t width, height;
|
||||
};
|
||||
std::unordered_map<boo::IWindow*, Window> m_windows;
|
||||
std::unordered_map<const boo::IWindow*, Window> m_windows;
|
||||
};
|
||||
|
||||
struct D3DAppContext
|
||||
|
@ -75,16 +76,94 @@ struct D3DAppContext
|
|||
#if _WIN32_WINNT_WIN10
|
||||
if (m_ctx12.m_dev)
|
||||
{
|
||||
m_ctx12.m_windows[window].width = width;
|
||||
m_ctx12.m_windows[window].height = height;
|
||||
m_ctx12.m_windows[window].m_needsResize = true;
|
||||
D3D12Context::Window& win = m_ctx12.m_windows[window];
|
||||
win.width = width;
|
||||
win.height = height;
|
||||
win.m_needsResize = true;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
m_ctx11.m_windows[window].width = width;
|
||||
m_ctx11.m_windows[window].height = height;
|
||||
m_ctx11.m_windows[window].m_needsResize = true;
|
||||
D3D11Context::Window& win = m_ctx11.m_windows[window];
|
||||
win.width = width;
|
||||
win.height = height;
|
||||
win.m_needsResize = true;
|
||||
}
|
||||
}
|
||||
|
||||
bool isFullscreen(const boo::IWindow* window)
|
||||
{
|
||||
#if _WIN32_WINNT_WIN10
|
||||
if (m_ctx12.m_dev)
|
||||
{
|
||||
D3D12Context::Window& win = m_ctx12.m_windows[window];
|
||||
BOOL isFScr;
|
||||
win.m_swapChain->GetFullscreenState(&isFScr, nullptr);
|
||||
return isFScr;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
D3D11Context::Window& win = m_ctx11.m_windows[window];
|
||||
BOOL isFScr;
|
||||
win.m_swapChain->GetFullscreenState(&isFScr, nullptr);
|
||||
return isFScr;
|
||||
}
|
||||
}
|
||||
|
||||
bool setFullscreen(boo::IWindow* window, bool fs)
|
||||
{
|
||||
#if _WIN32_WINNT_WIN10
|
||||
if (m_ctx12.m_dev)
|
||||
{
|
||||
D3D12Context::Window& win = m_ctx12.m_windows[window];
|
||||
BOOL isFScr;
|
||||
win.m_swapChain->GetFullscreenState(&isFScr, nullptr);
|
||||
if (fs && isFScr)
|
||||
return false;
|
||||
else if (!fs && !isFScr)
|
||||
return false;
|
||||
|
||||
if (fs)
|
||||
{
|
||||
ComPtr<IDXGIOutput> out;
|
||||
win.m_swapChain->GetContainingOutput(&out);
|
||||
DXGI_OUTPUT_DESC outDesc;
|
||||
out->GetDesc(&outDesc);
|
||||
|
||||
win.m_swapChain->SetFullscreenState(true, nullptr);
|
||||
DXGI_MODE_DESC mdesc = {outDesc.DesktopCoordinates.right, outDesc.DesktopCoordinates.bottom};
|
||||
win.m_swapChain->ResizeTarget(&mdesc);
|
||||
}
|
||||
else
|
||||
win.m_swapChain->SetFullscreenState(false, nullptr);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
D3D11Context::Window& win = m_ctx11.m_windows[window];
|
||||
BOOL isFScr;
|
||||
win.m_swapChain->GetFullscreenState(&isFScr, nullptr);
|
||||
if (fs && isFScr)
|
||||
return false;
|
||||
else if (!fs && !isFScr)
|
||||
return false;
|
||||
|
||||
if (fs)
|
||||
{
|
||||
ComPtr<IDXGIOutput> out;
|
||||
win.m_swapChain->GetContainingOutput(&out);
|
||||
DXGI_OUTPUT_DESC outDesc;
|
||||
out->GetDesc(&outDesc);
|
||||
|
||||
win.m_swapChain->SetFullscreenState(true, nullptr);
|
||||
DXGI_MODE_DESC mdesc = {outDesc.DesktopCoordinates.right, outDesc.DesktopCoordinates.bottom};
|
||||
win.m_swapChain->ResizeTarget(&mdesc);
|
||||
}
|
||||
else
|
||||
win.m_swapChain->SetFullscreenState(false, nullptr);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
|
@ -4,15 +4,18 @@
|
|||
#include "boo/IGraphicsContext.hpp"
|
||||
#include <LogVisor/LogVisor.hpp>
|
||||
|
||||
#include "boo/graphicsdev/D3D11.hpp"
|
||||
#include "boo/graphicsdev/D3D12.hpp"
|
||||
#include "boo/graphicsdev/D3D.hpp"
|
||||
|
||||
namespace boo
|
||||
{
|
||||
static LogVisor::LogModule Log("WindowWin32");
|
||||
#if _WIN32_WINNT_WIN10
|
||||
IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent,
|
||||
ID3D12CommandQueue** cmdQueueOut);
|
||||
IGraphicsDataFactory* _NewD3D12DataFactory(D3D12Context* ctx, IGraphicsContext* parent);
|
||||
#endif
|
||||
IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent);
|
||||
IGraphicsDataFactory* _NewD3D11DataFactory(D3D11Context* ctx, IGraphicsContext* parent);
|
||||
|
||||
struct GraphicsContextWin32 : IGraphicsContext
|
||||
{
|
||||
|
@ -53,14 +56,15 @@ public:
|
|||
D3D12Context::Window& w = insIt.first->second;
|
||||
|
||||
ID3D12CommandQueue* cmdQueue;
|
||||
m_dataFactory = new D3D12DataFactory(this, &d3dCtx.m_ctx12);
|
||||
m_dataFactory = _NewD3D12DataFactory(&d3dCtx.m_ctx12, this);
|
||||
m_commandQueue = _NewD3D12CommandQueue(&d3dCtx.m_ctx12, &w, this, &cmdQueue);
|
||||
|
||||
scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
|
||||
scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
HRESULT hr = d3dCtx.m_ctx12.m_dxFactory->CreateSwapChainForHwnd(cmdQueue,
|
||||
hwnd, &scDesc, nullptr, nullptr, &m_swapChain);
|
||||
if (FAILED(hr))
|
||||
Log.report(LogVisor::FatalError, "unable to create swap chain");
|
||||
d3dCtx.m_ctx12.m_dxFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
|
||||
m_swapChain.As<IDXGISwapChain3>(&w.m_swapChain);
|
||||
ComPtr<ID3D12Resource> fb;
|
||||
|
@ -73,22 +77,23 @@ public:
|
|||
else
|
||||
#endif
|
||||
{
|
||||
#if 0
|
||||
if (FAILED(d3dCtx.m_ctx11.m_dxFactory->CreateSwapChainForHwnd(d3dCtx.m_ctx11.m_dev.Get(),
|
||||
hwnd, &scDesc, nullptr, nullptr, &m_swapChain)))
|
||||
Log.report(LogVisor::FatalError, "unable to create swap chain");
|
||||
d3dCtx.m_ctx11.m_dxFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
|
||||
auto insIt = d3dCtx.m_ctx11.m_windows.emplace(std::make_pair(parentWindow, D3D11Context::Window()));
|
||||
D3D11Context::Window& w = insIt.first->second;
|
||||
|
||||
m_swapChain.As<IDXGISwapChain1>(&w.m_swapChain);
|
||||
ComPtr<ID3D11Texture2D> fbRes;
|
||||
m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &fbRes);
|
||||
D3D11_TEXTURE2D_DESC resDesc;
|
||||
fbRes->GetDesc(&resDesc);
|
||||
w.width = resDesc.Width;
|
||||
w.height = resDesc.Height;
|
||||
m_dataFactory = new D3D11DataFactory(this, &d3dCtx.m_ctx11);
|
||||
m_dataFactory = _NewD3D11DataFactory(&d3dCtx.m_ctx11, this);
|
||||
m_commandQueue = _NewD3D11CommandQueue(&d3dCtx.m_ctx11, &insIt.first->second, this);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (FAILED(m_swapChain->GetContainingOutput(&m_output)))
|
||||
|
@ -99,13 +104,10 @@ public:
|
|||
{
|
||||
#if _WIN32_WINNT_WIN10
|
||||
if (m_d3dCtx.m_ctx12.m_dev)
|
||||
{
|
||||
m_d3dCtx.m_ctx12.m_windows.erase(m_parentWindow);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
}
|
||||
m_d3dCtx.m_ctx11.m_windows.erase(m_parentWindow);
|
||||
}
|
||||
|
||||
void _setCallback(IWindowCallback* cb)
|
||||
|
@ -208,7 +210,7 @@ static uint32_t translateKeysym(WPARAM sym, int& specialSym, int& modifierSym)
|
|||
return 0;
|
||||
}
|
||||
|
||||
static int translateModifiers()
|
||||
static int translateModifiers(UINT msg)
|
||||
{
|
||||
int retval = 0;
|
||||
if (GetKeyState(VK_LSHIFT) & 0x8000 != 0 || GetKeyState(VK_RSHIFT) & 0x8000 != 0)
|
||||
|
@ -217,6 +219,8 @@ static int translateModifiers()
|
|||
retval |= MKEY_CTRL;
|
||||
if (GetKeyState(VK_MENU) & 0x8000 != 0)
|
||||
retval |= MKEY_ALT;
|
||||
if (msg == WM_SYSKEYDOWN || msg == WM_SYSKEYUP)
|
||||
retval |= MKEY_ALT;
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
@ -315,12 +319,12 @@ public:
|
|||
|
||||
bool isFullscreen() const
|
||||
{
|
||||
return false;
|
||||
return m_gfxCtx->m_d3dCtx.isFullscreen(this);
|
||||
}
|
||||
|
||||
void setFullscreen(bool fs)
|
||||
{
|
||||
|
||||
m_gfxCtx->m_d3dCtx.setFullscreen(this, fs);
|
||||
}
|
||||
|
||||
void waitForRetrace()
|
||||
|
@ -339,7 +343,7 @@ public:
|
|||
{
|
||||
int x, y, w, h;
|
||||
getWindowFrame(x, y, w, h);
|
||||
int modifierMask = translateModifiers();
|
||||
int modifierMask = translateModifiers(e.uMsg);
|
||||
SWindowCoord coord =
|
||||
{
|
||||
{(unsigned)GET_X_LPARAM(e.lParam), (unsigned)GET_Y_LPARAM(e.lParam)},
|
||||
|
@ -356,7 +360,7 @@ public:
|
|||
{
|
||||
int x, y, w, h;
|
||||
getWindowFrame(x, y, w, h);
|
||||
int modifierMask = translateModifiers();
|
||||
int modifierMask = translateModifiers(e.uMsg);
|
||||
SWindowCoord coord =
|
||||
{
|
||||
{(unsigned)GET_X_LPARAM(e.lParam), (unsigned)GET_Y_LPARAM(e.lParam)},
|
||||
|
@ -384,13 +388,14 @@ public:
|
|||
return;
|
||||
}
|
||||
case WM_KEYDOWN:
|
||||
case WM_SYSKEYDOWN:
|
||||
{
|
||||
if (m_callback)
|
||||
{
|
||||
int specialKey;
|
||||
int modifierKey;
|
||||
uint32_t charCode = translateKeysym(e.wParam, specialKey, modifierKey);
|
||||
int modifierMask = translateModifiers();
|
||||
int modifierMask = translateModifiers(e.uMsg);
|
||||
if (charCode)
|
||||
m_callback->charKeyDown(charCode, EModifierKey(modifierMask), e.lParam & 0xffff != 0);
|
||||
else if (specialKey)
|
||||
|
@ -401,13 +406,14 @@ public:
|
|||
return;
|
||||
}
|
||||
case WM_KEYUP:
|
||||
case WM_SYSKEYUP:
|
||||
{
|
||||
if (m_callback)
|
||||
{
|
||||
int specialKey;
|
||||
int modifierKey;
|
||||
uint32_t charCode = translateKeysym(e.wParam, specialKey, modifierKey);
|
||||
int modifierMask = translateModifiers();
|
||||
int modifierMask = translateModifiers(e.uMsg);
|
||||
if (charCode)
|
||||
m_callback->charKeyUp(charCode, EModifierKey(modifierMask));
|
||||
else if (specialKey)
|
||||
|
@ -488,6 +494,41 @@ public:
|
|||
return TOUCH_NONE;
|
||||
}
|
||||
|
||||
void setStyle(EWindowStyle style)
|
||||
{
|
||||
LONG sty = GetWindowLong(m_hwnd, GWL_STYLE);
|
||||
|
||||
if (style & STYLE_TITLEBAR)
|
||||
sty |= WS_CAPTION;
|
||||
else
|
||||
sty &= ~WS_CAPTION;
|
||||
|
||||
if (style & STYLE_RESIZE)
|
||||
sty |= WS_THICKFRAME;
|
||||
else
|
||||
sty &= ~WS_THICKFRAME;
|
||||
|
||||
if (style & STYLE_CLOSE)
|
||||
sty |= (WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX);
|
||||
else
|
||||
sty &= ~(WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX);
|
||||
|
||||
SetWindowLong(m_hwnd, GWL_STYLE, sty);
|
||||
}
|
||||
|
||||
EWindowStyle getStyle() const
|
||||
{
|
||||
LONG sty = GetWindowLong(m_hwnd, GWL_STYLE);
|
||||
unsigned retval = STYLE_NONE;
|
||||
if (sty & WS_CAPTION != 0)
|
||||
retval |= STYLE_TITLEBAR;
|
||||
if (sty & WS_THICKFRAME != 0)
|
||||
retval |= STYLE_RESIZE;
|
||||
if (sty & WS_SYSMENU)
|
||||
retval |= STYLE_CLOSE;
|
||||
return EWindowStyle(retval);
|
||||
}
|
||||
|
||||
IGraphicsCommandQueue* getCommandQueue()
|
||||
{
|
||||
return m_gfxCtx->getCommandQueue();
|
||||
|
|
|
@ -7,13 +7,8 @@
|
|||
#include <condition_variable>
|
||||
#include <LogVisor/LogVisor.hpp>
|
||||
|
||||
#if _WIN32_WINNT_WIN10
|
||||
#include <boo/graphicsdev/D3D12.hpp>
|
||||
#include <boo/graphicsdev/D3D11.hpp>
|
||||
#elif _WIN32_WINNT_WIN7
|
||||
#include <boo/graphicsdev/D3D11.hpp>
|
||||
#elif _WIN32
|
||||
#error unsupported windows version
|
||||
#if _WIN32
|
||||
#include <boo/graphicsdev/D3D.hpp>
|
||||
#endif
|
||||
|
||||
namespace boo
|
||||
|
@ -310,10 +305,11 @@ struct TestApplicationCallback : IApplicationCallback
|
|||
|
||||
pipeline = glF->newShaderPipeline(VS, FS, 1, TexNames, BlendFactorOne, BlendFactorZero, true, true, false);
|
||||
}
|
||||
#if _WIN32_WINNT_WIN10
|
||||
else if (factory->platform() == IGraphicsDataFactory::PlatformD3D12)
|
||||
#if _WIN32
|
||||
else if (factory->platform() == IGraphicsDataFactory::PlatformD3D12 ||
|
||||
factory->platform() == IGraphicsDataFactory::PlatformD3D11)
|
||||
{
|
||||
D3D12DataFactory* d3dF = dynamic_cast<D3D12DataFactory*>(factory);
|
||||
ID3DDataFactory* d3dF = dynamic_cast<ID3DDataFactory*>(factory);
|
||||
|
||||
static const char* VS =
|
||||
"struct VertData {float3 in_pos : POSITION; float2 in_uv : UV;};\n"
|
||||
|
@ -456,6 +452,16 @@ struct TestApplicationCallback : IApplicationCallback
|
|||
|
||||
}
|
||||
|
||||
int main(int argc, const boo::SystemChar** argv)
|
||||
{
|
||||
LogVisor::RegisterConsoleLogger();
|
||||
boo::TestApplicationCallback appCb;
|
||||
int ret = ApplicationRun(boo::IApplication::PLAT_AUTO,
|
||||
appCb, _S("rwk"), _S("RWK"), argc, argv);
|
||||
printf("IM DYING!!\n");
|
||||
return ret;
|
||||
}
|
||||
|
||||
#if _WIN32
|
||||
int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR lpCmdLine, int)
|
||||
{
|
||||
|
@ -463,23 +469,10 @@ int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR lpCmdLine, int)
|
|||
const boo::SystemChar** argv = (const wchar_t**)(CommandLineToArgvW(lpCmdLine, &argc));
|
||||
|
||||
LogVisor::CreateWin32Console();
|
||||
LogVisor::RegisterConsoleLogger();
|
||||
boo::TestApplicationCallback appCb;
|
||||
int ret = ApplicationRun(boo::IApplication::PLAT_AUTO,
|
||||
appCb, _S("rwk"), _S("RWK"), argc, argv);
|
||||
printf("IM DYING!!\n");
|
||||
return ret;
|
||||
return main(argc, argv);
|
||||
|
||||
}
|
||||
#else
|
||||
int main(int argc, const char** argv)
|
||||
{
|
||||
LogVisor::RegisterConsoleLogger();
|
||||
boo::TestApplicationCallback appCb;
|
||||
int ret = ApplicationRun(boo::IApplication::PLAT_AUTO,
|
||||
appCb, _S("rwk"), _S("RWK"), argc, argv);
|
||||
printf("IM DYING!!\n");
|
||||
return ret;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in New Issue