Initial D3D window appearing

This commit is contained in:
Jack Andersen
2015-11-04 14:00:29 -10:00
parent aac3d2b7cd
commit 5d62f6593b
9 changed files with 445 additions and 173 deletions

View File

@@ -1,5 +1,5 @@
#include "boo/graphicsdev/D3D12.hpp"
#include "../win/Win32Common.hpp"
#include "boo/graphicsdev/D3D12.hpp"
#include "boo/IGraphicsContext.hpp"
#include <vector>
#include <thread>
@@ -10,17 +10,22 @@
#include "d3dx12.h"
#include <d3dcompiler.h>
#include <comdef.h>
extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC;
namespace boo
{
static LogVisor::LogModule Log("boo::GL");
static LogVisor::LogModule Log("boo::D3D12");
static inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
Log.report(LogVisor::FatalError, "General D3D12 err");
_com_error err(hr);
LPCTSTR errMsg = err.ErrorMessage();
Log.report(LogVisor::FatalError, errMsg);
}
}
@@ -56,18 +61,15 @@ class D3D12GraphicsBufferS : public IGraphicsBufferS
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
D3D12_RESOURCE_STATES m_state;
const void* m_data;
size_t m_sz;
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_state(USE_TABLE[use]), m_stride(stride), m_count(count), m_data(data), m_sz(stride * count)
{
size_t sz = stride * count;
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sz),
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(m_sz),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_buf));
void* m_d3dBuf;
m_buf->Map(0, nullptr, &m_d3dBuf);
memcpy(m_d3dBuf, data, sz);
m_buf->Unmap(0, nullptr);
}
public:
size_t m_stride;
@@ -81,6 +83,14 @@ public:
D3D12_RESOURCE_DESC desc = m_buf->GetDesc();
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, 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");
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));
}
};
@@ -138,28 +148,18 @@ D3D12DataFactory::newStaticBuffer(BufferUse use, const void* data, size_t stride
class D3D12TextureS : public ITextureS
{
friend class D3D12DataFactory;
const void* m_data;
size_t m_sz;
D3D12_RESOURCE_DESC m_desc;
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_desc = 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::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips),
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sz),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex));
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
if (fmt == TextureFormatRGBA8)
{
for (size_t i=0 ; i<mips ; ++i)
{
void* data;
m_tex->Map(i, nullptr, &data);
size_t thisSz = width * height * 4;
memcpy(data, dataIt, thisSz);
m_tex->Unmap(i, nullptr);
dataIt += thisSz;
width /= 2;
height /= 2;
}
}
}
public:
ComPtr<ID3D12Resource> m_tex;
@@ -168,11 +168,32 @@ public:
UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
D3D12_RESOURCE_DESC desc = m_tex->GetDesc();
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_desc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
int width = m_desc.Width;
int height = m_desc.Height;
/* Stage resource upload */
const uint8_t* dataIt = static_cast<const uint8_t*>(m_data);
D3D12_SUBRESOURCE_DATA upData[16] = {};
for (size_t i=0 ; i<m_desc.MipLevels && i<16 ; ++i)
{
upData[i].pData = dataIt;
upData[i].RowPitch = width * 4;
upData[i].SlicePitch = upData[i].RowPitch * height;
dataIt += upData[i].SlicePitch;
width /= 2;
height /= 2;
}
if (!UpdateSubresources<16>(ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_desc.MipLevels, upData))
Log.report(LogVisor::FatalError, "error preparing resource for upload");
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));
}
};
@@ -226,38 +247,77 @@ class D3D12TextureR : public ITextureR
size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
D3D12TextureR(D3D12Context* ctx, size_t width, size_t height, size_t samples)
: m_width(width), m_height(height), m_samples(samples)
{
if (samples == 0) m_samples = 1;
CD3DX12_RESOURCE_DESC rtvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_width, m_height, 1, 0, m_samples,
0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
void Setup(D3D12Context* ctx, size_t width, size_t height, size_t samples)
{
CD3DX12_RESOURCE_DESC rtvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_width, m_height, 1, 0, 1,
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, m_samples,
0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
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]));
D3D12_DESCRIPTOR_HEAP_DESC rtvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&rtvdesc, __uuidof(ID3D12DescriptorHeap), &m_rtvHeap));
D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RTV_DIMENSION_TEXTURE2D};
ctx->m_dev->CreateRenderTargetView(m_gpuTexs[0].Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
D3D12_DESCRIPTOR_HEAP_DESC dsvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1};
ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&dsvdesc, __uuidof(ID3D12DescriptorHeap), &m_dsvHeap));
D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D12_DSV_DIMENSION_TEXTURE2D};
ctx->m_dev->CreateDepthStencilView(m_gpuTexs[1].Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
if (samples > 1)
{
CD3DX12_RESOURCE_DESC rtvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_width, m_height, 1, 0, samples,
0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
&rtvresdesc, D3D12_RESOURCE_STATE_RENDER_TARGET, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_R8G8B8A8_UNORM, BLACK_COLOR),
__uuidof(ID3D12Resource), &m_gpuMsaaTexs[0]));
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]));
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());
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());
}
else
{
D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RTV_DIMENSION_TEXTURE2D};
ctx->m_dev->CreateRenderTargetView(m_gpuTexs[0].Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
D3D12_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());
}
}
D3D12TextureR(D3D12Context* ctx, size_t width, size_t height, size_t samples)
: m_width(width), m_height(height), m_samples(samples)
{
if (samples == 0) m_samples = 1;
Setup(ctx, width, height, samples);
}
public:
size_t samples() const {return m_samples;}
ComPtr<ID3D12Resource> m_gpuTexs[2];
ComPtr<ID3D12Resource> m_gpuMsaaTexs[2];
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
~D3D12TextureR() = default;
void resize(D3D12Context* ctx, size_t width, size_t height)
{
m_width = width;
m_height = height;
Setup(ctx, width, height, m_samples);
}
};
ITextureS*
@@ -301,18 +361,21 @@ struct D3D12VertexFormat : IVertexFormat
size_t m_elementCount;
std::unique_ptr<D3D12_INPUT_ELEMENT_DESC[]> m_elements;
D3D12VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
: m_elementCount(elementCount),
m_elements(new D3D12_INPUT_ELEMENT_DESC[elementCount])
: m_elementCount(elementCount),
m_elements(new D3D12_INPUT_ELEMENT_DESC[elementCount])
{
memset(m_elements.get(), 0, elementCount * sizeof(D3D12_INPUT_ELEMENT_DESC));
size_t offset = 0;
for (size_t i=0 ; i<elementCount ; ++i)
{
const VertexElementDescriptor* elemin = &elements[i];
D3D12_INPUT_ELEMENT_DESC& elem = m_elements[i];
elem.SemanticName = SEMANTIC_NAME_TABLE[elements->semantic];
elem.SemanticIndex = elements->semanticIdx;
elem.Format = SEMANTIC_TYPE_TABLE[elements->semantic];
elem.AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
elem.SemanticName = SEMANTIC_NAME_TABLE[elemin->semantic];
elem.SemanticIndex = elemin->semanticIdx;
elem.Format = SEMANTIC_TYPE_TABLE[elemin->semantic];
elem.AlignedByteOffset = offset;
elem.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
offset += SEMANTIC_SIZE_TABLE[elemin->semantic];
}
}
};
@@ -364,6 +427,7 @@ class D3D12ShaderPipeline : public IShaderPipeline
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
desc.SampleDesc.Count = 1;
ThrowIfFailed(ctx->m_dev->CreateGraphicsPipelineState(&desc, __uuidof(ID3D12PipelineState), &m_state));
}
@@ -417,6 +481,7 @@ static UINT64 PlaceTextureForGPU(ITexture* tex, D3D12Context* ctx, ID3D12Heap* g
return static_cast<D3D12TextureD*>(tex)->placeForGPU(ctx, gpuHeap, offset);
else if (tex->type() == ITexture::TextureStatic)
return static_cast<D3D12TextureS*>(tex)->placeForGPU(ctx, gpuHeap, offset);
return offset;
}
static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx,
@@ -455,6 +520,7 @@ static ID3D12Resource* GetTextureGPUResource(const ITexture* tex, int idx)
const D3D12TextureS* ctex = static_cast<const D3D12TextureS*>(tex);
return ctex->m_gpuTex.Get();
}
return nullptr;
}
static const struct DefaultTex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
@@ -464,7 +530,7 @@ static const struct DefaultTex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
Format = DXGI_FORMAT_R8G8B8A8_UNORM;
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
Texture2D = {0, -1, 0, 0.0f};
Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f};
}
} Tex2DViewDesc;
@@ -479,6 +545,8 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
size_t m_texCount;
std::unique_ptr<ITexture*[]> m_texs;
D3D12_VERTEX_BUFFER_VIEW m_vboView[2];
D3D12_INDEX_BUFFER_VIEW m_iboView[2];
D3D12ShaderDataBinding(D3D12Context* ctx,
IShaderPipeline* pipeline,
IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
@@ -514,10 +582,20 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_descHeap[b]->GetCPUDescriptorHandleForHeapStart());
D3D12_SHADER_RESOURCE_VIEW_DESC viewDesc;
ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_vbuf, b, viewDesc), &viewDesc, handle);
ID3D12Resource* res = GetBufferGPUResource(m_vbuf, b, viewDesc);
m_vboView[b].BufferLocation = res->GetGPUVirtualAddress();
m_vboView[b].StrideInBytes = viewDesc.Buffer.StructureByteStride;
m_vboView[b].SizeInBytes = viewDesc.Buffer.NumElements * m_vboView[b].StrideInBytes;
ctx->m_dev->CreateShaderResourceView(res, &viewDesc, handle);
handle.Offset(1, incSz);
if (m_ibuf)
ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_ibuf, b, viewDesc), &viewDesc, handle);
{
res = GetBufferGPUResource(m_ibuf, b, viewDesc);
m_iboView[b].BufferLocation = res->GetGPUVirtualAddress();
m_iboView[b].SizeInBytes = viewDesc.Buffer.NumElements * viewDesc.Buffer.StructureByteStride;
m_iboView[b].Format = DXGI_FORMAT_R32_UINT;
ctx->m_dev->CreateShaderResourceView(res, &viewDesc, handle);
}
handle.Offset(1, incSz);
for (size_t i=0 ; i<m_ubufCount ; ++i)
{
@@ -531,6 +609,16 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
}
}
}
void bind(ID3D12GraphicsCommandList* list, int b)
{
ID3D12DescriptorHeap* heap[] = {m_descHeap[b].Get()};
list->SetDescriptorHeaps(1, heap);
list->SetPipelineState(m_pipeline->m_state.Get());
list->IASetVertexBuffers(0, 1, &m_vboView[b]);
if (m_ibuf)
list->IASetIndexBuffer(&m_iboView[b]);
}
};
IShaderDataBinding*
@@ -557,8 +645,9 @@ D3D12DataFactory::D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx)
ComPtr<ID3DBlob> rsOutBlob;
ComPtr<ID3DBlob> rsErrorBlob;
ThrowIfFailed(D3D12SerializeRootSignature(
&CD3DX12_ROOT_SIGNATURE_DESC(2, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0)),
ThrowIfFailed(D3D12SerializeRootSignaturePROC(
&CD3DX12_ROOT_SIGNATURE_DESC(2, 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(),
@@ -571,6 +660,21 @@ void D3D12DataFactory::reset()
m_deferredData = new struct D3D12Data();
}
static ID3D12GraphicsCommandList* WaitForLoadList(D3D12Context* ctx)
{
/* Wait for previous transaction to complete (if in progress) */
if (ctx->m_loadfence->GetCompletedValue() < ctx->m_loadfenceval)
{
ThrowIfFailed(ctx->m_loadfence->SetEventOnCompletion(ctx->m_loadfenceval, ctx->m_loadfencehandle));
WaitForSingleObject(ctx->m_loadfencehandle, INFINITE);
/* Reset allocator and list */
ThrowIfFailed(ctx->m_loadqalloc->Reset());
ThrowIfFailed(ctx->m_loadlist->Reset(ctx->m_loadqalloc.Get(), nullptr));
}
return ctx->m_loadlist.Get();
}
IGraphicsData* D3D12DataFactory::commit()
{
D3D12Data* retval = static_cast<D3D12Data*>(m_deferredData);
@@ -607,6 +711,9 @@ IGraphicsData* D3D12DataFactory::commit()
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)
@@ -621,6 +728,13 @@ IGraphicsData* D3D12DataFactory::commit()
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));
/* Commit data bindings (create descriptor heaps) */
for (std::unique_ptr<D3D12ShaderDataBinding>& bind : retval->m_SBinds)
bind->commit(m_ctx);
@@ -653,6 +767,7 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
D3D12Context::Window* m_windowCtx;
IGraphicsContext* m_parent;
ComPtr<ID3D12GraphicsCommandList> m_cmdList;
ComPtr<ID3D12Fence> m_fence;
size_t m_fillBuf = 0;
size_t m_drawBuf = 0;
@@ -664,7 +779,8 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
}
D3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent)
D3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent,
ID3D12CommandQueue** cmdQueueOut)
: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent)
{
ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
@@ -680,8 +796,8 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
D3D12_COMMAND_QUEUE_FLAG_NONE
};
ThrowIfFailed(ctx->m_dev->CreateCommandQueue(&desc, __uuidof(ID3D12CommandQueue), &ctx->m_q));
ThrowIfFailed(ctx->m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE,
__uuidof(ID3D12Fence), &ctx->m_frameFence));
*cmdQueueOut = ctx->m_q.Get();
ThrowIfFailed(ctx->m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_fence));
ThrowIfFailed(ctx->m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, ctx->m_qalloc[0].Get(),
nullptr, __uuidof(ID3D12GraphicsCommandList), &m_cmdList));
m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
@@ -690,18 +806,16 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
void setShaderDataBinding(IShaderDataBinding* binding)
{
D3D12ShaderDataBinding* cbind = static_cast<D3D12ShaderDataBinding*>(binding);
ID3D12DescriptorHeap* descHeap = cbind->m_descHeap[m_fillBuf].Get();
m_cmdList->SetDescriptorHeaps(1, &descHeap);
m_cmdList->SetPipelineState(cbind->m_pipeline->m_state.Get());
cbind->bind(m_cmdList.Get(), m_fillBuf);
}
ID3D12Resource* m_boundTarget = nullptr;
D3D12TextureR* m_boundTarget = nullptr;
void setRenderTarget(ITextureR* target)
{
D3D12TextureR* ctarget = static_cast<D3D12TextureR*>(target);
if (m_boundTarget)
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_boundTarget,
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_boundTarget->m_gpuTexs[0].Get(),
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
m_cmdList->OMSetRenderTargets(1, &ctarget->m_rtvHeap->GetCPUDescriptorHandleForHeapStart(),
@@ -710,13 +824,21 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ctarget->m_gpuTexs[0].Get(),
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
m_boundTarget = ctarget->m_gpuTexs[0].Get();
m_boundTarget = ctarget;
}
void setViewport(const SWindowRect& rect)
{
D3D12_VIEWPORT vp = {rect.location[0], rect.location[1], rect.size[0], rect.size[1], 0.0, 1.0};
m_cmdList->RSSetViewports(1, &vp);
D3D12_RECT r = {rect.location[0], rect.location[1], rect.size[0], rect.size[1]};
m_cmdList->RSSetScissorRects(1, &r);
}
void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
{
D3D12TextureR* ctex = static_cast<D3D12TextureR*>(tex);
ctex->resize(m_ctx, width, height);
}
float m_clearColor[4] = {0.0,0.0,0.0,1.0};
@@ -730,14 +852,16 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
void clearTarget(bool render=true, bool depth=true)
{
if (!m_boundTarget)
return;
if (render)
{
CD3DX12_CPU_DESCRIPTOR_HANDLE handle;
CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_boundTarget->m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
m_cmdList->ClearRenderTargetView(handle, m_clearColor, 0, nullptr);
}
if (depth)
{
CD3DX12_CPU_DESCRIPTOR_HANDLE handle;
CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_boundTarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 1.0, 0, 0, nullptr);
}
}
@@ -775,11 +899,12 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
{
D3D12TextureR* csource = static_cast<D3D12TextureR*>(source);
ID3D12Resource* src = csource->m_gpuTexs[0].Get();
ID3D12Resource* dest = m_windowCtx->m_fb[m_windowCtx->m_backBuf].Get();
if (csource->m_samples > 1)
{
ID3D12Resource* src = csource->m_gpuMsaaTexs[0].Get();
D3D12_RESOURCE_BARRIER msaaSetup[] =
{
CD3DX12_RESOURCE_BARRIER::Transition(src,
@@ -802,6 +927,8 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
}
else
{
ID3D12Resource* src = csource->m_gpuTexs[0].Get();
D3D12_RESOURCE_BARRIER copySetup[] =
{
CD3DX12_RESOURCE_BARRIER::Transition(src,
@@ -829,9 +956,11 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
void execute()
{
/* Check on fence */
if (m_ctx->m_frameFence->GetCompletedValue() < m_submittedFenceVal)
if (m_fence->GetCompletedValue() < m_submittedFenceVal)
{
/* Abandon this list (renderer too slow) */
resetCommandList();
m_doPresent = false;
return;
}
@@ -848,10 +977,11 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
{
ThrowIfFailed(m_windowCtx->m_swapChain->Present(1, 0));
m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex();
m_doPresent = false;
}
++m_submittedFenceVal;
ThrowIfFailed(m_ctx->m_q->Signal(m_ctx->m_frameFence.Get(), m_submittedFenceVal));
ThrowIfFailed(m_ctx->m_q->Signal(m_fence.Get(), m_submittedFenceVal));
resetCommandList();
}
@@ -935,9 +1065,10 @@ IVertexFormat* D3D12DataFactory::newVertexFormat
return retval;
}
IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent)
IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent,
ID3D12CommandQueue** cmdQueueOut)
{
return new struct D3D12CommandQueue(ctx, windowCtx, parent);
return new struct D3D12CommandQueue(ctx, windowCtx, parent, cmdQueueOut);
}
}