Lots of D3D11 implemented

This commit is contained in:
Jack Andersen 2015-11-05 17:20:58 -10:00
parent 1e5ae0c89b
commit 0923254b39
12 changed files with 1404 additions and 450 deletions

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@ -31,8 +31,7 @@ if(WIN32)
lib/graphicsdev/D3D12.cpp)
list(APPEND PLAT_HDRS
include/boo/graphicsdev/D3D11.hpp
include/boo/graphicsdev/D3D12.hpp)
include/boo/graphicsdev/D3D.hpp)
list(APPEND _BOO_SYS_DEFINES -DUNICODE -D_UNICODE)

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@ -190,11 +190,12 @@ public:
virtual ETouchType getTouchType() const=0;
virtual IGraphicsCommandQueue* getCommandQueue()=0;
virtual IGraphicsDataFactory* getDataFactory()=0;
virtual void setStyle(EWindowStyle style)=0;
virtual EWindowStyle getStyle() const=0;
virtual IGraphicsCommandQueue* getCommandQueue()=0;
virtual IGraphicsDataFactory* getDataFactory()=0;
/* Creates a new context on current thread!! Call from client loading thread */
virtual IGraphicsDataFactory* getLoadContextDataFactory()=0;

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@ -0,0 +1,30 @@
#ifndef GDEV_D3D_HPP
#define GDEV_D3D_HPP
#if _WIN32
#include "IGraphicsDataFactory.hpp"
#include "IGraphicsCommandQueue.hpp"
#include "boo/IGraphicsContext.hpp"
#include "boo/System.hpp"
#include <D3Dcommon.h>
#include <vector>
#include <unordered_set>
namespace boo
{
class ID3DDataFactory : public IGraphicsDataFactory
{
public:
virtual 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)=0;
};
}
#endif // _WIN32
#endif // GDEV_D3D_HPP

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@ -1,58 +0,0 @@
#ifndef GDEV_D3D11_HPP
#define GDEV_D3D11_HPP
#if _WIN32
#include <sdkddkver.h>
#if _WIN32_WINNT_WIN7
#if 0
#include "IGraphicsDataFactory.hpp"
namespace boo
{
class D3D11DataFactory : public IGraphicsDataFactory
{
IGraphicsContext* m_parent;
IGraphicsData* m_deferredData = nullptr;
std::unordered_set<IGraphicsData*> m_committedData;
public:
D3D11DataFactory(IGraphicsContext* parent);
~D3D11DataFactory() {}
Platform platform() const {return PlatformD3D11;}
const char* platformName() const {return "Direct 3D 11";}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t sz);
IGraphicsBufferD* newDynamicBuffer(BufferUse use);
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz);
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
size_t texCount, const char** texNames,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling);
IShaderDataBinding*
newShaderDataBinding(const IShaderPipeline* pipeline,
const IVertexFormat* vtxFormat,
const IGraphicsBuffer* vbo, const IGraphicsBuffer* ebo,
size_t ubufCount, const IGraphicsBuffer** ubufs,
size_t texCount, const ITexture** texs);
void reset();
IGraphicsData* commit();
void destroyData(IGraphicsData*);
void destroyAllData();
};
}
#endif
#endif // _WIN32_WINNT_WIN7
#endif // _WIN32
#endif // GDEV_D3D11_HPP

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@ -1,65 +0,0 @@
#ifndef GDEV_D3D12_HPP
#define GDEV_D3D12_HPP
#if _WIN32
#include <sdkddkver.h>
#if _WIN32_WINNT_WIN10
#include "IGraphicsDataFactory.hpp"
#include "IGraphicsCommandQueue.hpp"
#include "boo/IGraphicsContext.hpp"
#include "boo/System.hpp"
#include <d3d12.h>
#include <vector>
#include <unordered_set>
namespace boo
{
class D3D12DataFactory : public IGraphicsDataFactory
{
IGraphicsContext* m_parent;
IGraphicsData* m_deferredData = nullptr;
struct D3D12Context* m_ctx;
std::unordered_set<IGraphicsData*> m_committedData;
public:
D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx);
~D3D12DataFactory() {}
Platform platform() const {return PlatformD3D12;}
const char* platformName() const {return "Direct 3D 12";}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count);
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz);
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
ITextureR* newRenderTexture(size_t width, size_t height, size_t samples);
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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);
IShaderDataBinding*
newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs);
void reset();
IGraphicsData* commit();
void destroyData(IGraphicsData* data);
void destroyAllData();
};
}
#endif // _WIN32_WINNT_WIN10
#endif // _WIN32
#endif // GDEV_D3D12_HPP

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@ -0,0 +1,816 @@
#include "../win/Win32Common.hpp"
#include <LogVisor/LogVisor.hpp>
#include "boo/graphicsdev/D3D.hpp"
#include "boo/IGraphicsContext.hpp"
#include <vector>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <d3dcompiler.h>
#include <comdef.h>
namespace boo
{
static LogVisor::LogModule Log("boo::D3D11");
static inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
_com_error err(hr);
LPCTSTR errMsg = err.ErrorMessage();
Log.report(LogVisor::FatalError, errMsg);
}
}
struct D3D11Data : IGraphicsData
{
std::vector<std::unique_ptr<class D3D11ShaderPipeline>> m_SPs;
std::vector<std::unique_ptr<struct D3D11ShaderDataBinding>> m_SBinds;
std::vector<std::unique_ptr<class D3D11GraphicsBufferS>> m_SBufs;
std::vector<std::unique_ptr<class D3D11GraphicsBufferD>> m_DBufs;
std::vector<std::unique_ptr<class D3D11TextureS>> m_STexs;
std::vector<std::unique_ptr<class D3D11TextureD>> m_DTexs;
std::vector<std::unique_ptr<class D3D11TextureR>> m_RTexs;
std::vector<std::unique_ptr<struct D3D11VertexFormat>> m_VFmts;
};
static const D3D11_BIND_FLAG USE_TABLE[] =
{
D3D11_BIND_VERTEX_BUFFER,
D3D11_BIND_VERTEX_BUFFER,
D3D11_BIND_INDEX_BUFFER,
D3D11_BIND_CONSTANT_BUFFER
};
class D3D11GraphicsBufferS : public IGraphicsBufferS
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_sz;
D3D11GraphicsBufferS(BufferUse use, D3D11Context* ctx, const void* data, size_t stride, size_t count)
: m_stride(stride), m_count(count), m_sz(stride * count)
{
D3D11_SUBRESOURCE_DATA iData = {data};
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[use], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
}
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_buf;
~D3D11GraphicsBufferS() = default;
};
class D3D11GraphicsBufferD : public IGraphicsBufferD
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
D3D11CommandQueue* m_q;
D3D11GraphicsBufferD(D3D11CommandQueue* q, BufferUse use, D3D11Context* ctx, size_t stride, size_t count)
: m_q(q), m_stride(stride), m_count(count)
{
size_t sz = stride * count;
for (int i=0 ; i<3 ; ++i)
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(sz, USE_TABLE[use]), nullptr, &m_bufs[i]));
}
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_bufs[3];
~D3D11GraphicsBufferD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
};
class D3D11TextureS : public ITextureS
{
friend class D3D11DataFactory;
size_t m_sz;
D3D11TextureS(D3D11Context* ctx, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
: m_sz(sz)
{
CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
D3D11_SUBRESOURCE_DATA upData[16] = {};
for (size_t i=0 ; i<mips && i<16 ; ++i)
{
upData[i].pSysMem = dataIt;
upData[i].SysMemPitch = width * 4;
upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
dataIt += upData[i].SysMemSlicePitch;
width /= 2;
height /= 2;
}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM), &m_srv));
}
public:
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureS() = default;
};
class D3D11TextureD : public ITextureD
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
D3D11CommandQueue* m_q;
D3D11TextureD(D3D11CommandQueue* q, D3D11Context* ctx, size_t width, size_t height, TextureFormat fmt)
: m_q(q)
{
CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 1,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, D3D11_CPU_ACCESS_WRITE);
for (int i=0 ; i<3 ; ++i)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM), &m_srvs[i]));
}
}
public:
ComPtr<ID3D11Texture2D> m_texs[3];
ComPtr<ID3D11ShaderResourceView> m_srvs[3];
~D3D11TextureD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
};
class D3D11TextureR : public ITextureR
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
void Setup(D3D11Context* ctx, size_t width, size_t height, size_t samples)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
1, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1), nullptr, &m_tex));
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height,
1, 1, D3D11_BIND_DEPTH_STENCIL, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthTex));
if (samples > 1)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
1, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_msaaTex));
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_msaaTex.Get(),
&CD3D11_RENDER_TARGET_VIEW_DESC(m_msaaTex.Get(), D3D11_RTV_DIMENSION_TEXTURE2DMS), &m_rtv));
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), D3D11_DSV_DIMENSION_TEXTURE2DMS), &m_dsv));
}
else
{
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_tex.Get(),
&CD3D11_RENDER_TARGET_VIEW_DESC(m_tex.Get(), D3D11_RTV_DIMENSION_TEXTURE2D), &m_rtv));
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), D3D11_DSV_DIMENSION_TEXTURE2D), &m_dsv));
}
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D11_SRV_DIMENSION_TEXTURE2D), &m_srv));
}
D3D11TextureR(D3D11Context* ctx, size_t width, size_t height, size_t samples)
: m_width(width), m_height(height), m_samples(samples)
{
if (samples == 0) m_samples = 1;
Setup(ctx, width, height, samples);
}
public:
size_t samples() const {return m_samples;}
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11Texture2D> m_msaaTex;
ComPtr<ID3D11Texture2D> m_depthTex;
ComPtr<ID3D11RenderTargetView> m_rtv;
ComPtr<ID3D11DepthStencilView> m_dsv;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureR() = default;
void resize(D3D11Context* ctx, size_t width, size_t height)
{
if (width < 1)
width = 1;
if (height < 1)
height = 1;
m_width = width;
m_height = height;
Setup(ctx, width, height, m_samples);
}
};
static const size_t SEMANTIC_SIZE_TABLE[] =
{
12,
12,
4,
8,
16
};
static const char* SEMANTIC_NAME_TABLE[] =
{
"POSITION",
"NORMAL",
"COLOR",
"UV",
"WEIGHT"
};
static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
{
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT
};
struct 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);
}
}

View File

@ -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
{
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);
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));
}
~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*
D3D12DataFactory::newRenderTexture(size_t width, size_t height, size_t samples)
{
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* D3D12DataFactory::newVertexFormat
(size_t elementCount, const VertexElementDescriptor* elements)
{
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

View File

@ -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; }

View File

@ -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:

View File

@ -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;
}
}
};

View File

@ -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();

View File

@ -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