mirror of https://github.com/AxioDL/boo.git
Initial round of D3D12 implementation
This commit is contained in:
parent
dfceab59ab
commit
e54c8a7c6b
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@ -8,6 +8,41 @@ namespace boo
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class D3D11DataFactory : public IGraphicsDataFactory
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{
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IGraphicsContext* m_parent;
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IGraphicsData* m_deferredData = nullptr;
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std::unordered_set<IGraphicsData*> m_committedData;
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public:
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D3D11DataFactory(IGraphicsContext* parent);
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~D3D11DataFactory() {}
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Platform platform() const {return PlatformD3D11;}
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const char* platformName() const {return "Direct 3D 11";}
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const IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t sz);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use);
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const ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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const IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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const IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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const IShaderDataBinding*
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newShaderDataBinding(const IShaderPipeline* pipeline,
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const IVertexFormat* vtxFormat,
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const IGraphicsBuffer* vbo, const IGraphicsBuffer* ebo,
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size_t ubufCount, const IGraphicsBuffer** ubufs,
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size_t texCount, const ITexture** texs);
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void reset();
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IGraphicsData* commit();
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void destroyData(IGraphicsData*);
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void destroyAllData();
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};
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}
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@ -2,12 +2,58 @@
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#define GDEV_D3D12_HPP
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#include "IGraphicsDataFactory.hpp"
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#include "IGraphicsCommandQueue.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include <d3d12.h>
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#include <vector>
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#include <unordered_set>
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#include <wrl/client.h>
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template <class T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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namespace boo
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{
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class D3D12DataFactory : public IGraphicsDataFactory
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{
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IGraphicsContext* m_parent;
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IGraphicsData* m_deferredData = nullptr;
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struct D3D12Context* m_ctx;
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std::unordered_set<IGraphicsData*> m_committedData;
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public:
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D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx);
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~D3D12DataFactory() {}
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Platform platform() const {return PlatformD3D12;}
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const char* platformName() const {return "Direct 3D 12";}
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const IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count);
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const ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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const IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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const IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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const IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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const IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs);
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void reset();
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IGraphicsData* commit();
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void destroyData(IGraphicsData* data);
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void destroyAllData();
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};
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}
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@ -10,9 +10,6 @@ namespace boo
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struct IGraphicsBuffer
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{
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bool dynamic() const {return m_dynamic;}
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virtual void bindVertex() const=0;
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virtual void bindIndex() const=0;
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virtual void bindUniform(size_t idx) const=0;
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protected:
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bool m_dynamic;
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IGraphicsBuffer(bool dynamic) : m_dynamic(dynamic) {}
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@ -47,7 +44,6 @@ enum BufferUse
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struct ITexture
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{
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bool dynamic() const {return m_dynamic;}
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virtual void bind(size_t idx) const=0;
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protected:
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bool m_dynamic;
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ITexture(bool dynamic) : m_dynamic(dynamic) {}
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@ -99,6 +95,7 @@ struct VertexElementDescriptor
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const IGraphicsBuffer* vertBuffer = nullptr;
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const IGraphicsBuffer* indexBuffer = nullptr;
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VertexSemantic semantic;
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int semanticIdx = 0;
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};
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/** Opaque token for referencing a complete graphics pipeline state necessary
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@ -151,9 +148,9 @@ struct IGraphicsDataFactory
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virtual const char* platformName() const=0;
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virtual const IGraphicsBufferS*
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newStaticBuffer(BufferUse use, const void* data, size_t sz)=0;
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newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)=0;
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virtual IGraphicsBufferD*
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newDynamicBuffer(BufferUse use)=0;
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newDynamicBuffer(BufferUse use, size_t stride, size_t count)=0;
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virtual const ITextureS*
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newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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@ -165,11 +162,11 @@ struct IGraphicsDataFactory
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newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)=0;
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virtual const IShaderDataBinding*
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newShaderDataBinding(const IShaderPipeline* pipeline,
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const IVertexFormat* vtxFormat,
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const IGraphicsBuffer* vbo, const IGraphicsBuffer* ebo,
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size_t ubufCount, const IGraphicsBuffer** ubufs,
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size_t texCount, const ITexture** texs)=0;
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs)=0;
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virtual void reset()=0;
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virtual IGraphicsData* commit()=0;
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@ -0,0 +1,817 @@
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#include "boo/graphicsdev/D3D12.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include <vector>
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#include <thread>
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#include <mutex>
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#include <condition_variable>
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#include <LogVisor/LogVisor.hpp>
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#include "d3dx12.h"
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#include <d3dcompiler.h>
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namespace boo
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{
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static LogVisor::LogModule Log("boo::GL");
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static inline void ThrowIfFailed(HRESULT hr)
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{
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if (FAILED(hr))
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{
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// Set a breakpoint on this line to catch Win32 API errors.
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Log.report(LogVisor::FatalError, "General D3D12 err");
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}
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}
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static inline UINT64 NextHeapOffset(UINT64 offset, const D3D12_RESOURCE_ALLOCATION_INFO& info)
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{
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offset += info.SizeInBytes;
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return (offset + info.Alignment - 1) & ~(info.Alignment - 1);
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}
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struct D3D12Context
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{
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ComPtr<ID3D12Device> m_dev;
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ComPtr<ID3D12CommandAllocator> m_qalloc;
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ComPtr<ID3D12CommandQueue> m_q;
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ComPtr<ID3D12CommandAllocator> m_loadqalloc;
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ComPtr<ID3D12CommandQueue> m_loadq;
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ComPtr<ID3D12Fence> m_frameFence;
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ComPtr<ID3D12RootSignature> m_rs;
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struct Window
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{
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ComPtr<ID3D12Resource> m_fbs[3];
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};
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std::vector<Window> m_windows;
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};
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struct D3D12Data : IGraphicsData
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{
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std::vector<std::unique_ptr<class D3D12ShaderPipeline>> m_SPs;
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std::vector<std::unique_ptr<struct D3D12ShaderDataBinding>> m_SBinds;
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std::vector<std::unique_ptr<class D3D12GraphicsBufferS>> m_SBufs;
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std::vector<std::unique_ptr<class D3D12GraphicsBufferD>> m_DBufs;
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std::vector<std::unique_ptr<class D3D12TextureS>> m_STexs;
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std::vector<std::unique_ptr<class D3D12TextureD>> m_DTexs;
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std::vector<std::unique_ptr<struct D3D12VertexFormat>> m_VFmts;
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ComPtr<ID3D12Heap> m_gpuHeap;
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};
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static const D3D12_RESOURCE_STATES USE_TABLE[] =
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{
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D3D12_RESOURCE_STATE_COMMON,
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
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D3D12_RESOURCE_STATE_INDEX_BUFFER,
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER
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};
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class D3D12GraphicsBufferS : public IGraphicsBufferS
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{
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friend class D3D12DataFactory;
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friend struct D3D12CommandQueue;
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D3D12_RESOURCE_STATES m_state;
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D3D12GraphicsBufferS(BufferUse use, D3D12Context* ctx, const void* data, size_t stride, size_t count)
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: m_state(USE_TABLE[use]), m_stride(stride), m_count(count)
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{
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size_t sz = stride * count;
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sz),
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_buf));
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void* m_d3dBuf;
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m_buf->Map(0, nullptr, &m_d3dBuf);
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memcpy(m_d3dBuf, data, sz);
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m_buf->Unmap(0, nullptr);
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}
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D12Resource> m_buf;
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ComPtr<ID3D12Resource> m_gpuBuf;
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~D3D12GraphicsBufferS() = default;
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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D3D12_RESOURCE_DESC desc = m_buf->GetDesc();
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, m_state,
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nullptr, __uuidof(ID3D12Resource), &m_gpuBuf));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
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}
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};
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class D3D12GraphicsBufferD : public IGraphicsBufferD
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{
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friend class D3D12DataFactory;
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friend struct D3D12CommandQueue;
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D3D12CommandQueue* m_q;
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D3D12_RESOURCE_STATES m_state;
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D3D12GraphicsBufferD(D3D12CommandQueue* q, BufferUse use, D3D12Context* ctx, size_t stride, size_t count)
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: m_state(USE_TABLE[use]), m_q(q), m_stride(stride), m_count(count)
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{
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size_t sz = stride * count;
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for (int i=0 ; i<3 ; ++i)
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{
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sz),
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_bufs[i]));
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}
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}
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D12Resource> m_bufs[3];
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ComPtr<ID3D12Resource> m_gpuBufs[3];
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~D3D12GraphicsBufferD() = default;
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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for (int i=0 ; i<3 ; ++i)
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{
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D3D12_RESOURCE_DESC desc = m_bufs[i]->GetDesc();
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, m_state,
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nullptr, __uuidof(ID3D12Resource), &m_gpuBufs[i]));
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offset = NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
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}
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return offset;
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}
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};
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const IGraphicsBufferS*
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D3D12DataFactory::newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
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{
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D3D12GraphicsBufferS* retval = new D3D12GraphicsBufferS(use, m_ctx, data, stride, count);
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static_cast<D3D12Data*>(m_deferredData)->m_SBufs.emplace_back(retval);
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return retval;
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}
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class D3D12TextureS : public ITextureS
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{
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friend class D3D12DataFactory;
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D3D12TextureS(D3D12Context* ctx, size_t width, size_t height, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
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{
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips),
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex));
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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if (fmt == TextureFormatRGBA8)
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{
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for (size_t i=0 ; i<mips ; ++i)
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{
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void* data;
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m_tex->Map(i, nullptr, &data);
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size_t thisSz = width * height * 4;
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memcpy(data, dataIt, thisSz);
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m_tex->Unmap(i, nullptr);
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dataIt += thisSz;
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width /= 2;
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height /= 2;
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}
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}
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}
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public:
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ComPtr<ID3D12Resource> m_tex;
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ComPtr<ID3D12Resource> m_gpuTex;
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~D3D12TextureS() = default;
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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D3D12_RESOURCE_DESC desc = m_tex->GetDesc();
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
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}
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};
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class D3D12TextureD : public ITextureD
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{
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friend class D3D12DataFactory;
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friend struct D3D12CommandQueue;
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size_t m_width = 0;
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size_t m_height = 0;
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D3D12CommandQueue* m_q;
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D3D12TextureD(D3D12CommandQueue* q, D3D12Context* ctx, size_t width, size_t height, TextureFormat fmt)
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: m_q(q)
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{
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height),
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_texs[0]));
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height),
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_texs[1]));
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}
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public:
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ComPtr<ID3D12Resource> m_texs[2];
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ComPtr<ID3D12Resource> m_gpuTexs[2];
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~D3D12TextureD() = default;
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void load(const void* data, size_t sz)
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{
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void* buf;
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m_texs[0]->Map(0, nullptr, &buf);
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memcpy(buf, data, sz);
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m_texs[0]->Unmap(0, nullptr);
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}
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void* map(size_t sz)
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{
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void* buf;
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m_texs[0]->Map(0, nullptr, &buf);
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return buf;
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}
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void unmap()
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{
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m_texs[0]->Unmap(0, nullptr);
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}
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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for (int i=0 ; i<2 ; ++i)
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{
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D3D12_RESOURCE_DESC desc = m_texs[i]->GetDesc();
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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nullptr, __uuidof(ID3D12Resource), &m_gpuTexs[i]));
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offset = NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
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}
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return offset;
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}
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};
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const ITextureS*
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D3D12DataFactory::newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz)
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{
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D3D12TextureS* retval = new D3D12TextureS(m_ctx, width, height, mips, fmt, data, sz);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_STexs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
static const size_t SEMANTIC_SIZE_TABLE[] =
|
||||
{
|
||||
12,
|
||||
12,
|
||||
4,
|
||||
8,
|
||||
16
|
||||
};
|
||||
|
||||
static const char* SEMANTIC_NAME_TABLE[] =
|
||||
{
|
||||
"POSITION",
|
||||
"NORMAL",
|
||||
"COLOR",
|
||||
"UV",
|
||||
"WEIGHT"
|
||||
};
|
||||
|
||||
static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
|
||||
{
|
||||
DXGI_FORMAT_R32G32B32_FLOAT,
|
||||
DXGI_FORMAT_R32G32B32_FLOAT,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
DXGI_FORMAT_R32G32_FLOAT,
|
||||
DXGI_FORMAT_R32G32B32A32_FLOAT
|
||||
};
|
||||
|
||||
struct D3D12VertexFormat : IVertexFormat
|
||||
{
|
||||
size_t m_elementCount;
|
||||
std::unique_ptr<D3D12_INPUT_ELEMENT_DESC[]> m_elements;
|
||||
D3D12VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
|
||||
: m_elementCount(elementCount),
|
||||
m_elements(new D3D12_INPUT_ELEMENT_DESC[elementCount])
|
||||
{
|
||||
memset(m_elements.get(), 0, elementCount * sizeof(D3D12_INPUT_ELEMENT_DESC));
|
||||
for (size_t i=0 ; i<elementCount ; ++i)
|
||||
{
|
||||
D3D12_INPUT_ELEMENT_DESC& elem = m_elements[i];
|
||||
elem.SemanticName = SEMANTIC_NAME_TABLE[elements->semantic];
|
||||
elem.SemanticIndex = elements->semanticIdx;
|
||||
elem.Format = SEMANTIC_TYPE_TABLE[elements->semantic];
|
||||
elem.AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
|
||||
elem.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
static const D3D12_BLEND BLEND_FACTOR_TABLE[] =
|
||||
{
|
||||
D3D12_BLEND_ZERO,
|
||||
D3D12_BLEND_ONE,
|
||||
D3D12_BLEND_SRC_COLOR,
|
||||
D3D12_BLEND_INV_SRC_COLOR,
|
||||
D3D12_BLEND_DEST_COLOR,
|
||||
D3D12_BLEND_INV_DEST_COLOR,
|
||||
D3D12_BLEND_SRC_ALPHA,
|
||||
D3D12_BLEND_INV_SRC_ALPHA,
|
||||
D3D12_BLEND_DEST_ALPHA,
|
||||
D3D12_BLEND_INV_DEST_ALPHA
|
||||
};
|
||||
|
||||
class D3D12ShaderPipeline : public IShaderPipeline
|
||||
{
|
||||
friend class D3D12DataFactory;
|
||||
D3D12ShaderPipeline(D3D12Context* ctx, ID3DBlob* vert, ID3DBlob* pixel,
|
||||
const D3D12VertexFormat* vtxFmt,
|
||||
BlendFactor srcFac, BlendFactor dstFac,
|
||||
bool depthTest, bool depthWrite, bool backfaceCulling)
|
||||
{
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
|
||||
desc.pRootSignature = ctx->m_rs.Get();
|
||||
desc.VS = {vert->GetBufferPointer(), vert->GetBufferSize()};
|
||||
desc.PS = {pixel->GetBufferPointer(), pixel->GetBufferSize()};
|
||||
desc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
|
||||
if (dstFac != BlendFactorZero)
|
||||
{
|
||||
desc.BlendState.RenderTarget[0].BlendEnable = true;
|
||||
desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[srcFac];
|
||||
desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[dstFac];
|
||||
}
|
||||
desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
|
||||
if (!backfaceCulling)
|
||||
desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
|
||||
desc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
|
||||
if (!depthTest)
|
||||
desc.DepthStencilState.DepthEnable = false;
|
||||
if (!depthWrite)
|
||||
desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
||||
desc.InputLayout.NumElements = vtxFmt->m_elementCount;
|
||||
desc.InputLayout.pInputElementDescs = vtxFmt->m_elements.get();
|
||||
desc.SampleMask = UINT_MAX;
|
||||
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
desc.NumRenderTargets = 1;
|
||||
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
ThrowIfFailed(ctx->m_dev->CreateGraphicsPipelineState(&desc, __uuidof(ID3D12PipelineState), &m_state));
|
||||
}
|
||||
public:
|
||||
ComPtr<ID3D12PipelineState> m_state;
|
||||
~D3D12ShaderPipeline() = default;
|
||||
D3D12ShaderPipeline& operator=(const D3D12ShaderPipeline&) = delete;
|
||||
D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete;
|
||||
};
|
||||
|
||||
const IShaderPipeline* D3D12DataFactory::newShaderPipeline
|
||||
(const char* vertSource, const char* fragSource,
|
||||
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
|
||||
const 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", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vertBlobOut, &errBlob)))
|
||||
{
|
||||
Log.report(LogVisor::FatalError, "error compiling vert shader: %s", errBlob->GetBufferPointer());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (FAILED(D3DCompile(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main",
|
||||
"ps_5_0", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &fragBlobOut, &errBlob)))
|
||||
{
|
||||
Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
D3D12ShaderPipeline* retval = new D3D12ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(),
|
||||
static_cast<const D3D12VertexFormat*>(vtxFmt),
|
||||
srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_SPs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
static UINT64 PlaceBufferForGPU(IGraphicsBuffer* buf, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
|
||||
{
|
||||
if (buf->dynamic())
|
||||
return static_cast<D3D12GraphicsBufferD*>(buf)->placeForGPU(ctx, gpuHeap, offset);
|
||||
else
|
||||
return static_cast<D3D12GraphicsBufferS*>(buf)->placeForGPU(ctx, gpuHeap, offset);
|
||||
}
|
||||
|
||||
static UINT64 PlaceTextureForGPU(ITexture* tex, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
|
||||
{
|
||||
if (tex->dynamic())
|
||||
return static_cast<D3D12TextureD*>(tex)->placeForGPU(ctx, gpuHeap, offset);
|
||||
else
|
||||
return static_cast<D3D12TextureS*>(tex)->placeForGPU(ctx, gpuHeap, offset);
|
||||
}
|
||||
|
||||
static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx,
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC& descOut)
|
||||
{
|
||||
descOut.Format = DXGI_FORMAT_UNKNOWN;
|
||||
descOut.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
|
||||
descOut.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
descOut.Buffer.FirstElement = 0;
|
||||
descOut.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
|
||||
if (buf->dynamic())
|
||||
{
|
||||
const D3D12GraphicsBufferD* cbuf = static_cast<const D3D12GraphicsBufferD*>(buf);
|
||||
descOut.Buffer.NumElements = cbuf->m_count;
|
||||
descOut.Buffer.StructureByteStride = cbuf->m_stride;
|
||||
return cbuf->m_gpuBufs[idx].Get();
|
||||
}
|
||||
else
|
||||
{
|
||||
const D3D12GraphicsBufferS* cbuf = static_cast<const D3D12GraphicsBufferS*>(buf);
|
||||
descOut.Buffer.NumElements = cbuf->m_count;
|
||||
descOut.Buffer.StructureByteStride = cbuf->m_stride;
|
||||
return cbuf->m_gpuBuf.Get();
|
||||
}
|
||||
}
|
||||
|
||||
static ID3D12Resource* GetTextureGPUResource(const ITexture* tex, int idx)
|
||||
{
|
||||
if (tex->dynamic())
|
||||
{
|
||||
const D3D12TextureD* ctex = static_cast<const D3D12TextureD*>(tex);
|
||||
return ctex->m_gpuTexs[0].Get();
|
||||
}
|
||||
else
|
||||
{
|
||||
const D3D12TextureS* ctex = static_cast<const D3D12TextureS*>(tex);
|
||||
return ctex->m_gpuTex.Get();
|
||||
}
|
||||
}
|
||||
|
||||
static const struct DefaultTex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
||||
{
|
||||
DefaultTex2DViewDesc()
|
||||
{
|
||||
Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
Texture2D = {0, -1, 0, 0.0f};
|
||||
}
|
||||
} Tex2DViewDesc;
|
||||
|
||||
struct D3D12ShaderDataBinding : IShaderDataBinding
|
||||
{
|
||||
D3D12ShaderPipeline* m_pipeline;
|
||||
ComPtr<ID3D12Heap> m_gpuHeap;
|
||||
ComPtr<ID3D12DescriptorHeap> m_descHeap[3];
|
||||
IGraphicsBuffer* m_vbuf;
|
||||
IGraphicsBuffer* m_ibuf;
|
||||
size_t m_ubufCount;
|
||||
std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
|
||||
size_t m_texCount;
|
||||
std::unique_ptr<ITexture*[]> m_texs;
|
||||
D3D12ShaderDataBinding(D3D12Context* ctx,
|
||||
IShaderPipeline* pipeline,
|
||||
IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
|
||||
size_t ubufCount, IGraphicsBuffer** ubufs,
|
||||
size_t texCount, ITexture** texs)
|
||||
: m_pipeline(static_cast<D3D12ShaderPipeline*>(pipeline)),
|
||||
m_vbuf(vbuf),
|
||||
m_ibuf(ibuf),
|
||||
m_ubufCount(ubufCount),
|
||||
m_ubufs(new IGraphicsBuffer*[ubufCount]),
|
||||
m_texCount(texCount),
|
||||
m_texs(new ITexture*[texCount])
|
||||
{
|
||||
for (size_t i=0 ; i<ubufCount ; ++i)
|
||||
m_ubufs[i] = ubufs[i];
|
||||
for (size_t i=0 ; i<texCount ; ++i)
|
||||
m_texs[i] = texs[i];
|
||||
}
|
||||
|
||||
void commit(D3D12Context* ctx)
|
||||
{
|
||||
/* Create triple-buffered descriptor heaps */
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc;
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
desc.NumDescriptors = 2 + m_ubufCount + m_texCount;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
desc.NodeMask = 0;
|
||||
|
||||
UINT incSz = ctx->m_dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
for (int b=0 ; b<3 ; ++b)
|
||||
{
|
||||
ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&desc, _uuidof(ID3D12DescriptorHeap), &m_descHeap[b]));
|
||||
CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_descHeap[b]->GetCPUDescriptorHandleForHeapStart());
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC viewDesc;
|
||||
|
||||
ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_vbuf, b, viewDesc), &viewDesc, handle);
|
||||
handle.Offset(1, incSz);
|
||||
if (m_ibuf)
|
||||
ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_ibuf, b, viewDesc), &viewDesc, handle);
|
||||
handle.Offset(1, incSz);
|
||||
for (size_t i=0 ; i<m_ubufCount ; ++i)
|
||||
{
|
||||
ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_ubufs[i], b, viewDesc), &viewDesc, handle);
|
||||
handle.Offset(1, incSz);
|
||||
}
|
||||
for (size_t i=0 ; i<m_texCount ; ++i)
|
||||
{
|
||||
ctx->m_dev->CreateShaderResourceView(GetTextureGPUResource(m_texs[i], b), &Tex2DViewDesc, handle);
|
||||
handle.Offset(1, incSz);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const 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 cbvRange(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 0);
|
||||
CD3DX12_DESCRIPTOR_RANGE srvRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 8, 0);
|
||||
CD3DX12_ROOT_PARAMETER rootParms[2];
|
||||
rootParms[0].InitAsDescriptorTable(1, &cbvRange, D3D12_SHADER_VISIBILITY_VERTEX);
|
||||
rootParms[1].InitAsDescriptorTable(1, &srvRange, D3D12_SHADER_VISIBILITY_PIXEL);
|
||||
|
||||
ComPtr<ID3DBlob> rsOutBlob;
|
||||
ComPtr<ID3DBlob> rsErrorBlob;
|
||||
ThrowIfFailed(D3D12SerializeRootSignature(
|
||||
&CD3DX12_ROOT_SIGNATURE_DESC(2, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0)),
|
||||
D3D_ROOT_SIGNATURE_VERSION_1, &rsOutBlob, &rsErrorBlob));
|
||||
|
||||
ThrowIfFailed(ctx->m_dev->CreateRootSignature(0, rsOutBlob->GetBufferPointer(),
|
||||
rsOutBlob->GetBufferSize(), __uuidof(ID3D12RootSignature), &ctx->m_rs));
|
||||
}
|
||||
|
||||
void D3D12DataFactory::reset()
|
||||
{
|
||||
delete static_cast<D3D12Data*>(m_deferredData);
|
||||
m_deferredData = new struct D3D12Data();
|
||||
}
|
||||
|
||||
IGraphicsData* D3D12DataFactory::commit()
|
||||
{
|
||||
D3D12Data* retval = static_cast<D3D12Data*>(m_deferredData);
|
||||
|
||||
/* Gather resource descriptions */
|
||||
std::vector<D3D12_RESOURCE_DESC> descs;
|
||||
descs.reserve(retval->m_SBufs.size() + retval->m_DBufs.size() * 3 +
|
||||
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());
|
||||
descs.push_back(buf->m_bufs[2]->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());
|
||||
descs.push_back(tex->m_texs[2]->GetDesc());
|
||||
}
|
||||
|
||||
/* Calculate resources allocation */
|
||||
D3D12_RESOURCE_ALLOCATION_INFO allocInfo =
|
||||
m_ctx->m_dev->GetResourceAllocationInfo(0, descs.size(), descs.data());
|
||||
|
||||
/* Create heap */
|
||||
ThrowIfFailed(m_ctx->m_dev->CreateHeap(&CD3DX12_HEAP_DESC(allocInfo,
|
||||
D3D12_HEAP_TYPE_DEFAULT), __uuidof(ID3D12Heap), &retval->m_gpuHeap));
|
||||
ID3D12Heap* gpuHeap = retval->m_gpuHeap.Get();
|
||||
|
||||
/* Place resources */
|
||||
UINT64 offset = 0;
|
||||
for (std::unique_ptr<D3D12GraphicsBufferS>& buf : retval->m_SBufs)
|
||||
offset = PlaceBufferForGPU(buf.get(), m_ctx, gpuHeap, offset);
|
||||
|
||||
for (std::unique_ptr<D3D12GraphicsBufferD>& buf : retval->m_DBufs)
|
||||
offset = PlaceBufferForGPU(buf.get(), m_ctx, gpuHeap, offset);
|
||||
|
||||
for (std::unique_ptr<D3D12TextureS>& tex : retval->m_STexs)
|
||||
offset = PlaceTextureForGPU(tex.get(), m_ctx, gpuHeap, offset);
|
||||
|
||||
for (std::unique_ptr<D3D12TextureD>& tex : retval->m_DTexs)
|
||||
offset = PlaceTextureForGPU(tex.get(), m_ctx, gpuHeap, offset);
|
||||
|
||||
/* Commit data bindings (create descriptor heaps) */
|
||||
for (std::unique_ptr<D3D12ShaderDataBinding>& bind : retval->m_SBinds)
|
||||
bind->commit(m_ctx);
|
||||
|
||||
/* All set! */
|
||||
m_deferredData = new struct D3D12Data();
|
||||
m_committedData.insert(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
void D3D12DataFactory::destroyData(IGraphicsData* d)
|
||||
{
|
||||
D3D12Data* data = static_cast<D3D12Data*>(d);
|
||||
m_committedData.erase(data);
|
||||
delete data;
|
||||
}
|
||||
|
||||
void D3D12DataFactory::destroyAllData()
|
||||
{
|
||||
for (IGraphicsData* data : m_committedData)
|
||||
delete static_cast<D3D12Data*>(data);
|
||||
m_committedData.clear();
|
||||
}
|
||||
|
||||
struct D3D12CommandQueue : IGraphicsCommandQueue
|
||||
{
|
||||
Platform platform() const {return IGraphicsDataFactory::PlatformD3D12;}
|
||||
const char* platformName() const {return "Direct 3D 12";}
|
||||
D3D12Context* m_ctx;
|
||||
IGraphicsContext* m_parent;
|
||||
ComPtr<ID3D12GraphicsCommandList> m_cmdList;
|
||||
|
||||
size_t m_fillBuf = 0;
|
||||
size_t m_completeBuf = 0;
|
||||
size_t m_drawBuf = 0;
|
||||
|
||||
D3D12CommandQueue(D3D12Context* ctx, IGraphicsContext* parent)
|
||||
: m_ctx(ctx), m_parent(parent)
|
||||
{
|
||||
ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
|
||||
__uuidof(ID3D12CommandAllocator),
|
||||
&ctx->m_qalloc));
|
||||
D3D12_COMMAND_QUEUE_DESC desc =
|
||||
{
|
||||
D3D12_COMMAND_LIST_TYPE_DIRECT,
|
||||
D3D12_COMMAND_QUEUE_PRIORITY_HIGH,
|
||||
D3D12_COMMAND_QUEUE_FLAG_NONE
|
||||
};
|
||||
ThrowIfFailed(ctx->m_dev->CreateCommandQueue(&desc, __uuidof(ID3D12CommandQueue), &ctx->m_q));
|
||||
ThrowIfFailed(ctx->m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE,
|
||||
__uuidof(ID3D12Fence), &ctx->m_frameFence));
|
||||
ThrowIfFailed(ctx->m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, ctx->m_qalloc.Get(),
|
||||
nullptr, __uuidof(ID3D12GraphicsCommandList), &m_cmdList));
|
||||
m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
|
||||
}
|
||||
|
||||
void setShaderDataBinding(const IShaderDataBinding* binding)
|
||||
{
|
||||
const D3D12ShaderDataBinding* cbind = static_cast<const D3D12ShaderDataBinding*>(binding);
|
||||
ID3D12DescriptorHeap* descHeap = cbind->m_descHeap[m_fillBuf].Get();
|
||||
m_cmdList->SetDescriptorHeaps(1, &descHeap);
|
||||
m_cmdList->SetPipelineState(cbind->m_pipeline->m_state.Get());
|
||||
}
|
||||
void setRenderTarget(const ITextureD* target)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpSetRenderTarget);
|
||||
cmds.back().target = target;
|
||||
}
|
||||
|
||||
void setClearColor(const float rgba[4])
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpSetClearColor);
|
||||
cmds.back().rgba[0] = rgba[0];
|
||||
cmds.back().rgba[1] = rgba[1];
|
||||
cmds.back().rgba[2] = rgba[2];
|
||||
cmds.back().rgba[3] = rgba[3];
|
||||
}
|
||||
void clearTarget(bool render=true, bool depth=true)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpClearTarget);
|
||||
cmds.back().flags = 0;
|
||||
if (render)
|
||||
cmds.back().flags |= GL_COLOR_BUFFER_BIT;
|
||||
if (depth)
|
||||
cmds.back().flags |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
|
||||
void setDrawPrimitive(Primitive prim)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpSetDrawPrimitive);
|
||||
if (prim == PrimitiveTriangles)
|
||||
cmds.back().prim = GL_TRIANGLES;
|
||||
else if (prim == PrimitiveTriStrips)
|
||||
cmds.back().prim = GL_TRIANGLE_STRIP;
|
||||
}
|
||||
void draw(size_t start, size_t count)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpDraw);
|
||||
cmds.back().start = start;
|
||||
cmds.back().count = count;
|
||||
}
|
||||
void drawIndexed(size_t start, size_t count)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpDrawIndexed);
|
||||
cmds.back().start = start;
|
||||
cmds.back().count = count;
|
||||
}
|
||||
void drawInstances(size_t start, size_t count, size_t instCount)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpDrawInstances);
|
||||
cmds.back().start = start;
|
||||
cmds.back().count = count;
|
||||
cmds.back().instCount = instCount;
|
||||
}
|
||||
void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpDrawInstancesIndexed);
|
||||
cmds.back().start = start;
|
||||
cmds.back().count = count;
|
||||
cmds.back().instCount = instCount;
|
||||
}
|
||||
|
||||
void present()
|
||||
{
|
||||
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
|
||||
}
|
||||
|
||||
void execute()
|
||||
{
|
||||
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();
|
||||
m_cmdBufs[m_fillBuf].clear();
|
||||
}
|
||||
};
|
||||
|
||||
void D3D12GraphicsBufferD::load(const void* data, size_t sz)
|
||||
{
|
||||
glBindBuffer(m_target, m_bufs[m_q->m_fillBuf]);
|
||||
glBufferData(m_target, sz, data, GL_DYNAMIC_DRAW);
|
||||
}
|
||||
void* D3D12GraphicsBufferD::map(size_t sz)
|
||||
{
|
||||
if (m_mappedBuf)
|
||||
free(m_mappedBuf);
|
||||
m_mappedBuf = malloc(sz);
|
||||
m_mappedSize = sz;
|
||||
return m_mappedBuf;
|
||||
}
|
||||
void D3D12GraphicsBufferD::unmap()
|
||||
{
|
||||
glBindBuffer(m_target, m_bufs[m_q->m_fillBuf]);
|
||||
glBufferData(m_target, m_mappedSize, m_mappedBuf, GL_DYNAMIC_DRAW);
|
||||
free(m_mappedBuf);
|
||||
m_mappedBuf = nullptr;
|
||||
}
|
||||
|
||||
IGraphicsBufferD*
|
||||
D3D12DataFactory::newDynamicBuffer(BufferUse use, size_t stride, size_t count)
|
||||
{
|
||||
D3D12GraphicsBufferD* retval = new D3D12GraphicsBufferD(use, stride, count);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_DBufs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
ITextureD*
|
||||
D3D12DataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
|
||||
{
|
||||
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D12TextureD* retval = new D3D12TextureD(q, width, height, fmt);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_DTexs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
const IVertexFormat* D3D12DataFactory::newVertexFormat
|
||||
(size_t elementCount, const VertexElementDescriptor* elements)
|
||||
{
|
||||
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
|
||||
D3D12VertexFormat* retval = new struct D3D12VertexFormat(q, elementCount, elements);
|
||||
static_cast<D3D12Data*>(m_deferredData)->m_VFmts.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
IGraphicsCommandQueue* _NewD3D12CommandQueue(IGraphicsContext* parent)
|
||||
{
|
||||
return new struct D3D12CommandQueue(parent);
|
||||
}
|
||||
|
||||
}
|
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Reference in New Issue