mirror of
https://github.com/AxioDL/boo.git
synced 2025-12-14 07:36:26 +00:00
Lots of D3D11 implemented
This commit is contained in:
@@ -1,13 +1,9 @@
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#include "../win/Win32Common.hpp"
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#include "boo/graphicsdev/D3D12.hpp"
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#if _WIN32_WINNT_WIN10
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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 <LogVisor/LogVisor.hpp>
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#include "d3dx12.h"
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#include <d3dcompiler.h>
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#include <comdef.h>
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@@ -64,15 +60,20 @@ class D3D12GraphicsBufferS : public IGraphicsBufferS
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friend class D3D12DataFactory;
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friend struct D3D12CommandQueue;
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D3D12_RESOURCE_STATES m_state;
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const void* m_data;
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size_t m_sz;
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D3D12_RESOURCE_DESC m_gpuDesc;
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D3D12GraphicsBufferS(BufferUse use, D3D12Context* ctx, const void* data, size_t stride, size_t count)
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: m_state(USE_TABLE[use]), m_stride(stride), m_count(count), m_data(data), m_sz(stride * count)
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: m_state(USE_TABLE[use]), m_stride(stride), m_count(count), m_sz(stride * count)
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{
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m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(m_sz);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(m_sz),
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D3D12_HEAP_FLAG_NONE, &m_gpuDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_buf));
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D3D12_SUBRESOURCE_DATA upData = {data, m_sz, m_sz};
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if (!PrepSubresources<16>(ctx->m_dev.Get(), m_gpuDesc, m_buf.Get(), 0, 0, 1, &upData))
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Log.report(LogVisor::FatalError, "error preparing resource for upload");
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}
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public:
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size_t m_stride;
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@@ -83,18 +84,15 @@ public:
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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D3D12_RESOURCE_DESC desc = m_buf->GetDesc();
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, m_state,
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc, m_state,
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nullptr, __uuidof(ID3D12Resource), &m_gpuBuf));
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/* Stage resource upload */
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D3D12_SUBRESOURCE_DATA upData = {m_data, m_sz, m_sz};
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if (!UpdateSubresources<16>(ctx->m_loadlist.Get(), m_gpuBuf.Get(), m_buf.Get(), 0, 0, 1, &upData))
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Log.report(LogVisor::FatalError, "error preparing resource for upload");
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CommandSubresourcesTransfer<16>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuBuf.Get(), m_buf.Get(), 0, 0, 1);
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ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuBuf.Get(),
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
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}
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};
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@@ -140,48 +138,24 @@ public:
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}
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};
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IGraphicsBufferS*
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D3D12DataFactory::newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
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{
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D3D12GraphicsBufferS* retval = new D3D12GraphicsBufferS(use, m_ctx, data, stride, count);
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static_cast<D3D12Data*>(m_deferredData)->m_SBufs.emplace_back(retval);
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return retval;
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}
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class D3D12TextureS : public ITextureS
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{
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friend class D3D12DataFactory;
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const void* m_data;
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size_t m_sz;
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D3D12_RESOURCE_DESC m_desc;
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D3D12_RESOURCE_DESC m_gpuDesc;
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D3D12TextureS(D3D12Context* 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_data(data), m_sz(sz)
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: m_sz(sz)
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{
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m_desc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips);
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m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sz),
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex));
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}
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public:
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ComPtr<ID3D12Resource> m_tex;
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ComPtr<ID3D12Resource> m_gpuTex;
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~D3D12TextureS() = default;
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_desc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
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int width = m_desc.Width;
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int height = m_desc.Height;
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/* Stage resource upload */
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const uint8_t* dataIt = static_cast<const uint8_t*>(m_data);
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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D3D12_SUBRESOURCE_DATA upData[16] = {};
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for (size_t i=0 ; i<m_desc.MipLevels && i<16 ; ++i)
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for (size_t i=0 ; i<m_gpuDesc.MipLevels && i<16 ; ++i)
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{
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upData[i].pData = dataIt;
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upData[i].RowPitch = width * 4;
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@@ -191,12 +165,25 @@ public:
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height /= 2;
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}
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if (!UpdateSubresources<16>(ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_desc.MipLevels, upData))
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if (!PrepSubresources<16>(ctx->m_dev.Get(), m_gpuDesc, m_tex.Get(), 0, 0, m_gpuDesc.MipLevels, upData))
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Log.report(LogVisor::FatalError, "error preparing resource for upload");
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}
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public:
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ComPtr<ID3D12Resource> m_tex;
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ComPtr<ID3D12Resource> m_gpuTex;
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~D3D12TextureS() = default;
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
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CommandSubresourcesTransfer<16>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_gpuDesc.MipLevels);
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ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuTex.Get(),
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_desc));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
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}
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};
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@@ -257,13 +244,7 @@ class D3D12TextureR : public ITextureR
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0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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&rtvresdesc, D3D12_RESOURCE_STATE_RENDER_TARGET, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_R8G8B8A8_UNORM, BLACK_COLOR),
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__uuidof(ID3D12Resource), &m_gpuTexs[0]));
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CD3DX12_RESOURCE_DESC dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height, 1, 0, 1,
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0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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&dsvresdesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D24_UNORM_S8_UINT, 1.0, 0),
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__uuidof(ID3D12Resource), &m_gpuTexs[1]));
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__uuidof(ID3D12Resource), &m_gpuTex));
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D3D12_DESCRIPTOR_HEAP_DESC rtvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
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ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&rtvdesc, __uuidof(ID3D12DescriptorHeap), &m_rtvHeap));
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@@ -277,27 +258,33 @@ class D3D12TextureR : public ITextureR
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0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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&rtvresdesc, D3D12_RESOURCE_STATE_RENDER_TARGET, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_R8G8B8A8_UNORM, BLACK_COLOR),
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__uuidof(ID3D12Resource), &m_gpuMsaaTexs[0]));
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__uuidof(ID3D12Resource), &m_gpuMsaaTex));
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CD3DX12_RESOURCE_DESC dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height, 1, 0, samples,
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0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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&dsvresdesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D24_UNORM_S8_UINT, 1.0, 0),
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__uuidof(ID3D12Resource), &m_gpuMsaaTexs[1]));
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__uuidof(ID3D12Resource), &m_depthTex));
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D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RTV_DIMENSION_TEXTURE2D};
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ctx->m_dev->CreateRenderTargetView(m_gpuMsaaTexs[0].Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
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ctx->m_dev->CreateRenderTargetView(m_gpuMsaaTex.Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D12_DSV_DIMENSION_TEXTURE2D};
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ctx->m_dev->CreateDepthStencilView(m_gpuMsaaTexs[1].Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
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ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
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}
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else
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{
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CD3DX12_RESOURCE_DESC dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height, 1, 0, 1,
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0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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&dsvresdesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D24_UNORM_S8_UINT, 1.0, 0),
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__uuidof(ID3D12Resource), &m_depthTex));
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D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RTV_DIMENSION_TEXTURE2D};
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ctx->m_dev->CreateRenderTargetView(m_gpuTexs[0].Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
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ctx->m_dev->CreateRenderTargetView(m_gpuTex.Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D12_DSV_DIMENSION_TEXTURE2D};
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ctx->m_dev->CreateDepthStencilView(m_gpuTexs[1].Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
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ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
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}
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}
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@@ -309,8 +296,9 @@ class D3D12TextureR : public ITextureR
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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<ID3D12Resource> m_gpuTexs[2];
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ComPtr<ID3D12Resource> m_gpuMsaaTexs[2];
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ComPtr<ID3D12Resource> m_gpuTex;
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ComPtr<ID3D12Resource> m_gpuMsaaTex;
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ComPtr<ID3D12Resource> m_depthTex;
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ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
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ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
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~D3D12TextureR() = default;
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@@ -325,16 +313,9 @@ public:
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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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ITextureS*
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D3D12DataFactory::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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{
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D3D12TextureS* retval = new D3D12TextureS(m_ctx, width, height, mips, fmt, data, sz);
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static_cast<D3D12Data*>(m_deferredData)->m_STexs.emplace_back(retval);
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return retval;
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}
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ID3D12Resource* getRenderColorRes() {if (m_samples > 1) return m_gpuMsaaTex.Get(); return m_gpuTex.Get();}
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};
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static const size_t SEMANTIC_SIZE_TABLE[] =
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{
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@@ -445,41 +426,6 @@ public:
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D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete;
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};
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#if _DEBUG
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#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
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#else
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#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
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#endif
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IShaderPipeline* D3D12DataFactory::newShaderPipeline
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(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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IVertexFormat* vtxFmt, BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling)
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{
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ComPtr<ID3DBlob> errBlob;
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if (FAILED(D3DCompile(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
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"vs_5_0", BOO_D3DCOMPILE_FLAG, 0, &vertBlobOut, &errBlob)))
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{
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Log.report(LogVisor::FatalError, "error compiling vert shader: %s", errBlob->GetBufferPointer());
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return nullptr;
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}
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if (FAILED(D3DCompile(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main",
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"ps_5_0", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob)))
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{
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Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
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return nullptr;
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}
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D3D12ShaderPipeline* retval = new D3D12ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(),
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static_cast<const D3D12VertexFormat*>(vtxFmt),
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srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
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static_cast<D3D12Data*>(m_deferredData)->m_SPs.emplace_back(retval);
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return retval;
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}
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static UINT64 PlaceBufferForGPU(IGraphicsBuffer* buf, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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if (buf->dynamic())
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@@ -669,47 +615,6 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
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}
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};
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IShaderDataBinding*
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D3D12DataFactory::newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs)
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{
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D3D12ShaderDataBinding* retval =
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new D3D12ShaderDataBinding(m_ctx, pipeline, vbuf, ibuf, ubufCount, ubufs, texCount, texs);
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static_cast<D3D12Data*>(m_deferredData)->m_SBinds.emplace_back(retval);
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return retval;
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}
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D3D12DataFactory::D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx)
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: m_parent(parent), m_deferredData(new struct D3D12Data()), m_ctx(ctx)
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{
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CD3DX12_DESCRIPTOR_RANGE ranges[] =
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{
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{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, MAX_UNIFORM_COUNT, 0},
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{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, MAX_TEXTURE_COUNT, 0}
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};
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CD3DX12_ROOT_PARAMETER rootParms[1];
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rootParms[0].InitAsDescriptorTable(2, ranges);
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ComPtr<ID3DBlob> rsOutBlob;
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ComPtr<ID3DBlob> rsErrorBlob;
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ThrowIfFailed(D3D12SerializeRootSignaturePROC(
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&CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0),
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
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D3D_ROOT_SIGNATURE_VERSION_1, &rsOutBlob, &rsErrorBlob));
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ThrowIfFailed(ctx->m_dev->CreateRootSignature(0, rsOutBlob->GetBufferPointer(),
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rsOutBlob->GetBufferSize(), __uuidof(ID3D12RootSignature), &ctx->m_rs));
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}
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void D3D12DataFactory::reset()
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{
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delete static_cast<D3D12Data*>(m_deferredData);
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m_deferredData = new struct D3D12Data();
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}
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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
|
||||
|
||||
Reference in New Issue
Block a user