#include "boo/graphicsdev/D3D12.hpp" #include "../win/Win32Common.hpp" #include "boo/IGraphicsContext.hpp" #include #include #include #include #include #include "d3dx12.h" #include namespace boo { static LogVisor::LogModule Log("boo::GL"); 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"); } } static inline UINT64 NextHeapOffset(UINT64 offset, const D3D12_RESOURCE_ALLOCATION_INFO& info) { offset += info.SizeInBytes; return (offset + info.Alignment - 1) & ~(info.Alignment - 1); } struct D3D12Data : IGraphicsData { std::vector> m_SPs; std::vector> m_SBinds; std::vector> m_SBufs; std::vector> m_DBufs; std::vector> m_STexs; std::vector> m_DTexs; std::vector> m_RTexs; std::vector> m_VFmts; ComPtr m_gpuHeap; }; static const D3D12_RESOURCE_STATES USE_TABLE[] = { D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, D3D12_RESOURCE_STATE_INDEX_BUFFER, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER }; class D3D12GraphicsBufferS : public IGraphicsBufferS { friend class D3D12DataFactory; friend struct D3D12CommandQueue; D3D12_RESOURCE_STATES m_state; 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) { 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_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; size_t m_count; ComPtr m_buf; ComPtr m_gpuBuf; ~D3D12GraphicsBufferS() = default; 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, nullptr, __uuidof(ID3D12Resource), &m_gpuBuf)); return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc)); } }; class D3D12GraphicsBufferD : public IGraphicsBufferD { friend class D3D12DataFactory; friend struct D3D12CommandQueue; D3D12CommandQueue* m_q; D3D12_RESOURCE_STATES m_state; D3D12GraphicsBufferD(D3D12CommandQueue* q, BufferUse use, D3D12Context* ctx, size_t stride, size_t count) : m_state(USE_TABLE[use]), m_q(q), m_stride(stride), m_count(count) { size_t sz = stride * count; for (int i=0 ; i<2 ; ++i) { 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_bufs[i])); } } public: size_t m_stride; size_t m_count; ComPtr m_bufs[2]; ComPtr m_gpuBufs[2]; ~D3D12GraphicsBufferD() = default; void load(const void* data, size_t sz); void* map(size_t sz); void unmap(); UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset) { for (int i=0 ; i<2 ; ++i) { D3D12_RESOURCE_DESC desc = m_bufs[i]->GetDesc(); ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, m_state, nullptr, __uuidof(ID3D12Resource), &m_gpuBufs[i])); offset = NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc)); } return offset; } }; 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(m_deferredData)->m_SBufs.emplace_back(retval); return retval; } class D3D12TextureS : public ITextureS { friend class D3D12DataFactory; D3D12TextureS(D3D12Context* ctx, size_t width, size_t height, size_t mips, TextureFormat fmt, const void* data, size_t sz) { 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_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex)); const uint8_t* dataIt = static_cast(data); if (fmt == TextureFormatRGBA8) { for (size_t i=0 ; iMap(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 m_tex; ComPtr m_gpuTex; ~D3D12TextureS() = default; 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, nullptr, __uuidof(ID3D12Resource), &m_gpuTex)); return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc)); } }; class D3D12TextureD : public ITextureD { friend class D3D12DataFactory; friend struct D3D12CommandQueue; size_t m_width = 0; size_t m_height = 0; D3D12CommandQueue* m_q; D3D12TextureD(D3D12CommandQueue* q, D3D12Context* ctx, size_t width, size_t height, TextureFormat fmt) : m_q(q) { for (int i=0 ; i<2 ; ++i) { 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), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_texs[i])); } } public: ComPtr m_texs[2]; ComPtr m_gpuTexs[2]; ~D3D12TextureD() = default; void load(const void* data, size_t sz); void* map(size_t sz); void unmap(); UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset) { for (int i=0 ; i<2 ; ++i) { D3D12_RESOURCE_DESC desc = m_texs[i]->GetDesc(); ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, nullptr, __uuidof(ID3D12Resource), &m_gpuTexs[i])); offset = NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc)); } return offset; } }; static const float BLACK_COLOR[] = {0.0,0.0,0.0,1.0}; class D3D12TextureR : public ITextureR { friend class D3D12DataFactory; friend struct D3D12CommandQueue; 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); 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); 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()); } public: ComPtr m_gpuTexs[2]; ComPtr m_rtvHeap; ComPtr m_dsvHeap; ~D3D12TextureR() = default; }; 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(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 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 ; isemantic]; 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 m_state; ~D3D12ShaderPipeline() = default; D3D12ShaderPipeline& operator=(const D3D12ShaderPipeline&) = delete; D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete; }; IShaderPipeline* D3D12DataFactory::newShaderPipeline (const char* vertSource, const char* fragSource, ComPtr& vertBlobOut, ComPtr& fragBlobOut, IVertexFormat* vtxFmt, BlendFactor srcFac, BlendFactor dstFac, bool depthTest, bool depthWrite, bool backfaceCulling) { ComPtr 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(vtxFmt), srcFac, dstFac, depthTest, depthWrite, backfaceCulling); static_cast(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(buf)->placeForGPU(ctx, gpuHeap, offset); else return static_cast(buf)->placeForGPU(ctx, gpuHeap, offset); } static UINT64 PlaceTextureForGPU(ITexture* tex, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset) { if (tex->type() == ITexture::TextureDynamic) return static_cast(tex)->placeForGPU(ctx, gpuHeap, offset); else if (tex->type() == ITexture::TextureStatic) return static_cast(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(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(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->type() == ITexture::TextureDynamic) { const D3D12TextureD* ctex = static_cast(tex); return ctex->m_gpuTexs[0].Get(); } else if (tex->type() == ITexture::TextureStatic) { const D3D12TextureS* ctex = static_cast(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 m_gpuHeap; ComPtr m_descHeap[2]; IGraphicsBuffer* m_vbuf; IGraphicsBuffer* m_ibuf; size_t m_ubufCount; std::unique_ptr m_ubufs; size_t m_texCount; std::unique_ptr 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(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 ; im_dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); for (int b=0 ; b<2 ; ++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 ; im_dev->CreateShaderResourceView(GetBufferGPUResource(m_ubufs[i], b, viewDesc), &viewDesc, handle); handle.Offset(1, incSz); } for (size_t i=0 ; im_dev->CreateShaderResourceView(GetTextureGPUResource(m_texs[i], b), &Tex2DViewDesc, handle); handle.Offset(1, incSz); } } } }; 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(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 rsOutBlob; ComPtr 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(m_deferredData); m_deferredData = new struct D3D12Data(); } IGraphicsData* D3D12DataFactory::commit() { D3D12Data* retval = static_cast(m_deferredData); /* Gather resource descriptions */ std::vector 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& buf : retval->m_SBufs) descs.push_back(buf->m_buf->GetDesc()); for (std::unique_ptr& buf : retval->m_DBufs) { descs.push_back(buf->m_bufs[0]->GetDesc()); descs.push_back(buf->m_bufs[1]->GetDesc()); } for (std::unique_ptr& tex : retval->m_STexs) descs.push_back(tex->m_tex->GetDesc()); for (std::unique_ptr& 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(); /* Place resources */ UINT64 offset = 0; for (std::unique_ptr& buf : retval->m_SBufs) offset = PlaceBufferForGPU(buf.get(), m_ctx, gpuHeap, offset); for (std::unique_ptr& buf : retval->m_DBufs) offset = PlaceBufferForGPU(buf.get(), m_ctx, gpuHeap, offset); for (std::unique_ptr& tex : retval->m_STexs) offset = PlaceTextureForGPU(tex.get(), m_ctx, gpuHeap, offset); for (std::unique_ptr& tex : retval->m_DTexs) offset = PlaceTextureForGPU(tex.get(), m_ctx, gpuHeap, offset); /* Commit data bindings (create descriptor heaps) */ for (std::unique_ptr& 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(d); m_committedData.erase(data); delete data; } void D3D12DataFactory::destroyAllData() { for (IGraphicsData* data : m_committedData) delete static_cast(data); m_committedData.clear(); } struct D3D12CommandQueue : IGraphicsCommandQueue { Platform platform() const {return IGraphicsDataFactory::PlatformD3D12;} const char* platformName() const {return "Direct 3D 12";} D3D12Context* m_ctx; D3D12Context::Window* m_windowCtx; IGraphicsContext* m_parent; ComPtr m_cmdList; size_t m_fillBuf = 0; size_t m_drawBuf = 0; void resetCommandList() { ThrowIfFailed(m_ctx->m_qalloc[m_fillBuf]->Reset()); ThrowIfFailed(m_cmdList->Reset(m_ctx->m_qalloc[m_fillBuf].Get(), nullptr)); m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get()); } D3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent) : m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent) { ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), &ctx->m_qalloc[0])); ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), &ctx->m_qalloc[1])); 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[0].Get(), nullptr, __uuidof(ID3D12GraphicsCommandList), &m_cmdList)); m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get()); } void setShaderDataBinding(IShaderDataBinding* binding) { D3D12ShaderDataBinding* cbind = static_cast(binding); ID3D12DescriptorHeap* descHeap = cbind->m_descHeap[m_fillBuf].Get(); m_cmdList->SetDescriptorHeaps(1, &descHeap); m_cmdList->SetPipelineState(cbind->m_pipeline->m_state.Get()); } ID3D12Resource* m_boundTarget = nullptr; void setRenderTarget(ITextureR* target) { D3D12TextureR* ctarget = static_cast(target); if (m_boundTarget) m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_boundTarget, 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(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET)); m_boundTarget = ctarget->m_gpuTexs[0].Get(); } 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); } 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 (render) { CD3DX12_CPU_DESCRIPTOR_HANDLE handle; m_cmdList->ClearRenderTargetView(handle, m_clearColor, 0, nullptr); } if (depth) { CD3DX12_CPU_DESCRIPTOR_HANDLE handle; m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 1.0, 0, 0, nullptr); } } void setDrawPrimitive(Primitive prim) { if (prim == PrimitiveTriangles) m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); else if (prim == PrimitiveTriStrips) m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); } void draw(size_t start, size_t count) { m_cmdList->DrawInstanced(count, 1, start, 0); } void drawIndexed(size_t start, size_t count) { m_cmdList->DrawIndexedInstanced(count, 1, start, 0, 0); } void drawInstances(size_t start, size_t count, size_t instCount) { m_cmdList->DrawInstanced(count, instCount, start, 0); } void drawInstancesIndexed(size_t start, size_t count, size_t instCount) { m_cmdList->DrawIndexedInstanced(count, instCount, start, 0, 0); } bool m_doPresent = false; void resolveDisplay(ITextureR* source) { D3D12TextureR* csource = static_cast(source); ID3D12Resource* src = csource->m_gpuTexs[0].Get(); ID3D12Resource* dest = m_windowCtx->m_fb[m_windowCtx->m_backBuf].Get(); if (csource->m_samples > 1) { D3D12_RESOURCE_BARRIER msaaSetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE), CD3DX12_RESOURCE_BARRIER::Transition(dest, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RESOLVE_DEST) }; m_cmdList->ResourceBarrier(2, msaaSetup); m_cmdList->ResolveSubresource(dest, 0, src, 0, DXGI_FORMAT_R8G8B8A8_UNORM); D3D12_RESOURCE_BARRIER msaaTeardown[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET), CD3DX12_RESOURCE_BARRIER::Transition(dest, D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_PRESENT) }; m_cmdList->ResourceBarrier(2, msaaTeardown); } else { D3D12_RESOURCE_BARRIER copySetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE), CD3DX12_RESOURCE_BARRIER::Transition(dest, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_DEST) }; m_cmdList->ResourceBarrier(2, copySetup); m_cmdList->CopyResource(dest, src); D3D12_RESOURCE_BARRIER copyTeardown[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET), CD3DX12_RESOURCE_BARRIER::Transition(dest, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PRESENT) }; m_cmdList->ResourceBarrier(2, copyTeardown); } m_doPresent = true; } UINT64 m_submittedFenceVal = 0; void execute() { /* Check on fence */ if (m_ctx->m_frameFence->GetCompletedValue() < m_submittedFenceVal) { resetCommandList(); return; } m_drawBuf = m_fillBuf; ++m_fillBuf; if (m_fillBuf == 2) m_fillBuf = 0; m_cmdList->Close(); ID3D12CommandList* cl[] = {m_cmdList.Get()}; m_ctx->m_q->ExecuteCommandLists(1, cl); if (m_doPresent) { ThrowIfFailed(m_windowCtx->m_swapChain->Present(1, 0)); m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex(); } ++m_submittedFenceVal; ThrowIfFailed(m_ctx->m_q->Signal(m_ctx->m_frameFence.Get(), m_submittedFenceVal)); resetCommandList(); } }; void D3D12GraphicsBufferD::load(const void* data, size_t sz) { ID3D12Resource* res = m_bufs[m_q->m_fillBuf].Get(); void* d; res->Map(0, nullptr, &d); memcpy(d, data, sz); res->Unmap(0, nullptr); } void* D3D12GraphicsBufferD::map(size_t sz) { ID3D12Resource* res = m_bufs[m_q->m_fillBuf].Get(); void* d; res->Map(0, nullptr, &d); return d; } void D3D12GraphicsBufferD::unmap() { ID3D12Resource* res = m_bufs[m_q->m_fillBuf].Get(); res->Unmap(0, nullptr); } IGraphicsBufferD* D3D12DataFactory::newDynamicBuffer(BufferUse use, size_t stride, size_t count) { D3D12CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D12GraphicsBufferD* retval = new D3D12GraphicsBufferD(q, use, m_ctx, stride, count); static_cast(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(); void* d; res->Map(0, nullptr, &d); memcpy(d, data, sz); res->Unmap(0, nullptr); } void* D3D12TextureD::map(size_t sz) { ID3D12Resource* res = m_texs[m_q->m_fillBuf].Get(); void* d; res->Map(0, nullptr, &d); return d; } void D3D12TextureD::unmap() { ID3D12Resource* res = m_texs[m_q->m_fillBuf].Get(); res->Unmap(0, nullptr); } ITextureD* D3D12DataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat fmt) { D3D12CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D12TextureD* retval = new D3D12TextureD(q, m_ctx, width, height, fmt); static_cast(m_deferredData)->m_DTexs.emplace_back(retval); return retval; } ITextureR* D3D12DataFactory::newRenderTexture(size_t width, size_t height, size_t samples) { D3D12CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D12TextureR* retval = new D3D12TextureR(m_ctx, width, height, samples); static_cast(m_deferredData)->m_RTexs.emplace_back(retval); return retval; } IVertexFormat* D3D12DataFactory::newVertexFormat (size_t elementCount, const VertexElementDescriptor* elements) { D3D12CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D12VertexFormat* retval = new struct D3D12VertexFormat(elementCount, elements); static_cast(m_deferredData)->m_VFmts.emplace_back(retval); return retval; } IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent) { return new struct D3D12CommandQueue(ctx, windowCtx, parent); } }