#include "../win/Win32Common.hpp" #if _WIN32_WINNT_WIN10 #include #include "boo/graphicsdev/D3D.hpp" #include "boo/IGraphicsContext.hpp" #include #include "d3dx12.h" #include #include #include #include #define MAX_UNIFORM_COUNT 8 #define MAX_TEXTURE_COUNT 8 #undef min #undef max extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC; extern pD3DCompile D3DCompilePROC; namespace boo { 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. _com_error err(hr); LPCTSTR errMsg = err.ErrorMessage(); Log.report(LogVisor::FatalError, errMsg); } } 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_SATexs; std::vector> m_DTexs; std::vector> m_RTexs; std::vector> m_VFmts; ComPtr m_bufHeap; ComPtr m_texHeap; }; 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; size_t m_sz; D3D12_RESOURCE_DESC m_gpuDesc; D3D12GraphicsBufferS(BufferUse use, D3D12Context* ctx, const void* data, size_t stride, size_t count) : m_state(USE_TABLE[int(use)]), m_stride(stride), m_count(count), m_sz(stride * count) { m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(m_sz); size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, 1); m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(reqSz); ThrowIfFailed(ctx->m_dev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &m_gpuDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_buf)); D3D12_SUBRESOURCE_DATA upData = {data, LONG_PTR(m_sz), LONG_PTR(m_sz)}; if (!PrepSubresources<1>(ctx->m_dev.Get(), &m_gpuDesc, m_buf.Get(), 0, 0, 1, &upData)) Log.report(LogVisor::FatalError, "error preparing resource for upload"); } public: size_t m_stride; size_t m_count; ComPtr m_buf; ComPtr m_gpuBuf; ~D3D12GraphicsBufferS() = default; UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset) { ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc, m_state, nullptr, __uuidof(ID3D12Resource), &m_gpuBuf)); /* Stage resource upload */ CommandSubresourcesTransfer<1>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuBuf.Get(), m_buf.Get(), 0, 0, 1); ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuBuf.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)); return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc)); } }; class D3D12GraphicsBufferD : public IGraphicsBufferD { friend class D3D12DataFactory; friend struct D3D12CommandQueue; D3D12CommandQueue* m_q; D3D12_RESOURCE_STATES m_state; std::unique_ptr m_cpuBuf; size_t m_cpuSz; int m_validSlots = 0; D3D12GraphicsBufferD(D3D12CommandQueue* q, BufferUse use, D3D12Context* ctx, size_t stride, size_t count) : m_state(USE_TABLE[int(use)]), m_q(q), m_stride(stride), m_count(count) { m_cpuSz = stride * count; m_cpuBuf.reset(new uint8_t[m_cpuSz]); D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer(m_cpuSz); size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &desc, 0, 1); desc = CD3DX12_RESOURCE_DESC::Buffer(reqSz); for (int i=0 ; i<2 ; ++i) { ThrowIfFailed(ctx->m_dev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_bufs[i])); } } void update(int b); 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; } }; class D3D12TextureS : public ITextureS { friend class D3D12DataFactory; TextureFormat m_fmt; size_t m_sz; D3D12_RESOURCE_DESC m_gpuDesc; D3D12TextureS(D3D12Context* ctx, size_t width, size_t height, size_t mips, TextureFormat fmt, const void* data, size_t sz) : m_fmt(fmt), m_sz(sz) { m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips); size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, mips); ThrowIfFailed(ctx->m_dev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(reqSz), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex)); const uint8_t* dataIt = static_cast(data); D3D12_SUBRESOURCE_DATA upData[16] = {}; for (size_t i=0 ; i(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, m_gpuDesc.MipLevels, upData)) Log.report(LogVisor::FatalError, "error preparing resource for upload"); } public: ComPtr m_tex; ComPtr m_gpuTex; ~D3D12TextureS() = default; UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset) { ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, __uuidof(ID3D12Resource), &m_gpuTex)); CommandSubresourcesTransfer<16>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_gpuDesc.MipLevels); ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuTex.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)); return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc)); } TextureFormat format() const {return m_fmt;} }; class D3D12TextureSA : public ITextureSA { friend class D3D12DataFactory; TextureFormat m_fmt; size_t m_layers; size_t m_sz; D3D12_RESOURCE_DESC m_gpuDesc; D3D12TextureSA(D3D12Context* ctx, size_t width, size_t height, size_t layers, TextureFormat fmt, const void* data, size_t sz) : m_fmt(fmt), m_layers(layers), m_sz(sz) { size_t pxPitch; DXGI_FORMAT pixelFmt; switch (fmt) { case TextureFormat::RGBA8: pxPitch = 4; pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM; break; case TextureFormat::I8: pxPitch = 1; pixelFmt = DXGI_FORMAT_R8_UNORM; break; default: Log.report(LogVisor::FatalError, "unsupported tex format"); } m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pixelFmt, width, height, layers, 1); size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, layers); ThrowIfFailed(ctx->m_dev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(reqSz), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex)); const uint8_t* dataIt = static_cast(data); if (layers > 16) { std::unique_ptr upData(new D3D12_SUBRESOURCE_DATA[layers]); for (size_t i=0 ; im_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, layers, upData.get())) Log.report(LogVisor::FatalError, "error preparing resource for upload"); } else { D3D12_SUBRESOURCE_DATA upData[16] = {}; for (size_t i=0 ; i(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, layers, upData)) Log.report(LogVisor::FatalError, "error preparing resource for upload"); } } public: ComPtr m_tex; ComPtr m_gpuTex; ~D3D12TextureSA() = default; UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset) { ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, __uuidof(ID3D12Resource), &m_gpuTex)); if (m_gpuDesc.DepthOrArraySize > 16) { CommandSubresourcesTransfer(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_gpuDesc.DepthOrArraySize); ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuTex.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)); } else { CommandSubresourcesTransfer<16>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_gpuDesc.DepthOrArraySize); 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_gpuDesc)); } TextureFormat format() const {return m_fmt;} size_t layers() const {return m_layers;} }; class D3D12TextureD : public ITextureD { friend class D3D12DataFactory; friend struct D3D12CommandQueue; size_t m_width = 0; size_t m_height = 0; TextureFormat m_fmt; D3D12CommandQueue* m_q; D3D12_RESOURCE_DESC m_gpuDesc; std::unique_ptr m_cpuBuf; size_t m_cpuSz; int m_validSlots = 0; D3D12TextureD(D3D12CommandQueue* q, D3D12Context* ctx, size_t width, size_t height, TextureFormat fmt) : m_fmt(fmt), m_q(q) { DXGI_FORMAT pixelFmt; switch (fmt) { case TextureFormat::RGBA8: pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM; break; case TextureFormat::I8: pixelFmt = DXGI_FORMAT_R8_UNORM; break; default: Log.report(LogVisor::FatalError, "unsupported tex format"); } m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pixelFmt, width, height); size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, 1); 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(reqSz), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_texs[i])); } } void update(int b); 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) { ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, nullptr, __uuidof(ID3D12Resource), &m_gpuTexs[i])); offset = NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc)); } return offset; } TextureFormat format() const {return m_fmt;} }; 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; 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_gpuTex)); D3D12_DESCRIPTOR_HEAP_DESC rtvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1}; ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&rtvdesc, __uuidof(ID3D12DescriptorHeap), &m_rtvHeap)); D3D12_DESCRIPTOR_HEAP_DESC dsvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1}; ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&dsvdesc, __uuidof(ID3D12DescriptorHeap), &m_dsvHeap)); 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_gpuMsaaTex)); CD3DX12_RESOURCE_DESC dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height, 1, 0, samples, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT); ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &dsvresdesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D24_UNORM_S8_UINT, 1.0, 0), __uuidof(ID3D12Resource), &m_depthTex)); D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RTV_DIMENSION_TEXTURE2D}; ctx->m_dev->CreateRenderTargetView(m_gpuMsaaTex.Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart()); D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D12_DSV_DIMENSION_TEXTURE2D}; ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); } else { CD3DX12_RESOURCE_DESC dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL); ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &dsvresdesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D24_UNORM_S8_UINT, 1.0, 0), __uuidof(ID3D12Resource), &m_depthTex)); D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RTV_DIMENSION_TEXTURE2D}; ctx->m_dev->CreateRenderTargetView(m_gpuTex.Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart()); D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D12_DSV_DIMENSION_TEXTURE2D}; ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); } } D3D12CommandQueue* m_q; D3D12TextureR(D3D12Context* ctx, D3D12CommandQueue* q, size_t width, size_t height, size_t samples) : m_q(q), 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 m_gpuTex; ComPtr m_gpuMsaaTex; ComPtr m_depthTex; ComPtr m_rtvHeap; ComPtr m_dsvHeap; ~D3D12TextureR(); void resize(D3D12Context* ctx, size_t width, size_t height) { if (width < 1) width = 1; if (height < 1) height = 1; m_width = width; m_height = height; Setup(ctx, width, height, m_samples); } ID3D12Resource* getRenderColorRes() const {if (m_samples > 1) return m_gpuMsaaTex.Get(); return m_gpuTex.Get();} }; static const size_t SEMANTIC_SIZE_TABLE[] = { 0, 12, 16, 12, 16, 16, 4, 8, 16, 16, 16 }; static const char* SEMANTIC_NAME_TABLE[] = { nullptr, "POSITION", "POSITION", "NORMAL", "NORMAL", "COLOR", "COLOR", "UV", "UV", "WEIGHT", "MODELVIEW" }; static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] = { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_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)); size_t offset = 0; size_t instOffset = 0; for (size_t i=0 ; isemantic & boo::VertexSemantic::SemanticMask); elem.SemanticName = SEMANTIC_NAME_TABLE[semantic]; elem.SemanticIndex = elemin->semanticIdx; elem.Format = SEMANTIC_TYPE_TABLE[semantic]; if ((elemin->semantic & boo::VertexSemantic::Instanced) != boo::VertexSemantic::None) { elem.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; elem.InstanceDataStepRate = 1; elem.InputSlot = 1; elem.AlignedByteOffset = instOffset; instOffset += SEMANTIC_SIZE_TABLE[semantic]; } else { elem.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; elem.AlignedByteOffset = offset; offset += SEMANTIC_SIZE_TABLE[semantic]; } } } }; 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, D3D12_BLEND_SRC1_COLOR, D3D12_BLEND_INV_SRC1_COLOR }; class D3D12ShaderPipeline : public IShaderPipeline { friend class D3D12DataFactory; D3D12ShaderPipeline(D3D12Context* ctx, ID3DBlob* vert, ID3DBlob* pixel, ID3DBlob* pipeline, 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 != BlendFactor::Zero) { desc.BlendState.RenderTarget[0].BlendEnable = true; desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)]; desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(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); desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; 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.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT; desc.SampleDesc.Count = 1; if (pipeline) { desc.CachedPSO.pCachedBlob = pipeline->GetBufferPointer(); desc.CachedPSO.CachedBlobSizeInBytes = pipeline->GetBufferSize(); } 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; }; 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) { switch (tex->type()) { case TextureType::Dynamic: return static_cast(tex)->placeForGPU(ctx, gpuHeap, offset); case TextureType::Static: return static_cast(tex)->placeForGPU(ctx, gpuHeap, offset); case TextureType::StaticArray: return static_cast(tex)->placeForGPU(ctx, gpuHeap, offset); } return offset; } static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx, D3D12_VERTEX_BUFFER_VIEW& descOut) { if (buf->dynamic()) { const D3D12GraphicsBufferD* cbuf = static_cast(buf); descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride; descOut.StrideInBytes = cbuf->m_stride; descOut.BufferLocation = cbuf->m_gpuBufs[idx]->GetGPUVirtualAddress(); return cbuf->m_gpuBufs[idx].Get(); } else { const D3D12GraphicsBufferS* cbuf = static_cast(buf); descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride; descOut.StrideInBytes = cbuf->m_stride; descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress(); return cbuf->m_gpuBuf.Get(); } } static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx, D3D12_INDEX_BUFFER_VIEW& descOut) { if (buf->dynamic()) { const D3D12GraphicsBufferD* cbuf = static_cast(buf); descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride; descOut.BufferLocation = cbuf->m_gpuBufs[idx]->GetGPUVirtualAddress(); descOut.Format = DXGI_FORMAT_R32_UINT; return cbuf->m_gpuBufs[idx].Get(); } else { const D3D12GraphicsBufferS* cbuf = static_cast(buf); descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride; descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress(); descOut.Format = DXGI_FORMAT_R32_UINT; return cbuf->m_gpuBuf.Get(); } } static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx, D3D12_CONSTANT_BUFFER_VIEW_DESC& descOut) { if (buf->dynamic()) { const D3D12GraphicsBufferD* cbuf = static_cast(buf); descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride; descOut.BufferLocation = cbuf->m_gpuBufs[idx]->GetGPUVirtualAddress(); return cbuf->m_gpuBufs[idx].Get(); } else { const D3D12GraphicsBufferS* cbuf = static_cast(buf); descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride; descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress(); return cbuf->m_gpuBuf.Get(); } } static const struct RGBATex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC { RGBATex2DViewDesc() { Format = DXGI_FORMAT_R8G8B8A8_UNORM; ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f}; } } RGBATex2DViewDesc; static const struct GreyTex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC { GreyTex2DViewDesc() { Format = DXGI_FORMAT_R8_UNORM; ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f}; } } GreyTex2DViewDesc; static const struct RGBATex2DArrayViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC { RGBATex2DArrayViewDesc() { Format = DXGI_FORMAT_R8G8B8A8_UNORM; ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; Texture2DArray = {UINT(0), UINT(-1), 0, 0, UINT(0), 0.0f}; } } RGBATex2DArrayViewDesc; static const struct GreyTex2DArrayViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC { GreyTex2DArrayViewDesc() { Format = DXGI_FORMAT_R8_UNORM; ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; Texture2DArray = {UINT(0), UINT(-1), 0, 0, UINT(0), 0.0f}; } } GreyTex2DArrayViewDesc; static ID3D12Resource* GetTextureGPUResource(const ITexture* tex, int idx, D3D12_SHADER_RESOURCE_VIEW_DESC& descOut) { switch (tex->type()) { case TextureType::Dynamic: { const D3D12TextureD* ctex = static_cast(tex); switch (ctex->format()) { case TextureFormat::RGBA8: descOut = RGBATex2DViewDesc; break; case TextureFormat::I8: descOut = GreyTex2DViewDesc; break; default:break; } return ctex->m_gpuTexs[idx].Get(); } case TextureType::Static: { const D3D12TextureS* ctex = static_cast(tex); switch (ctex->format()) { case TextureFormat::RGBA8: descOut = RGBATex2DViewDesc; break; case TextureFormat::I8: descOut = GreyTex2DViewDesc; break; default:break; } return ctex->m_gpuTex.Get(); } case TextureType::StaticArray: { const D3D12TextureSA* ctex = static_cast(tex); switch (ctex->format()) { case TextureFormat::RGBA8: descOut = RGBATex2DArrayViewDesc; break; case TextureFormat::I8: descOut = GreyTex2DArrayViewDesc; break; default:break; } descOut.Texture2DArray.ArraySize = ctex->layers(); return ctex->m_gpuTex.Get(); } case TextureType::Render: { const D3D12TextureR* ctex = static_cast(tex); descOut = RGBATex2DViewDesc; return ctex->m_gpuTex.Get(); } default: break; } return nullptr; } struct D3D12ShaderDataBinding : IShaderDataBinding { D3D12ShaderPipeline* m_pipeline; ComPtr m_gpuHeap; ComPtr m_descHeap[2]; IGraphicsBuffer* m_vbuf; IGraphicsBuffer* m_instVbuf; IGraphicsBuffer* m_ibuf; size_t m_ubufCount; std::unique_ptr m_ubufs; size_t m_texCount; std::unique_ptr m_texs; D3D12_VERTEX_BUFFER_VIEW m_vboView[2][2] = {{},{}}; D3D12_INDEX_BUFFER_VIEW m_iboView[2]; #ifndef NDEBUG /* Debugging aids */ bool m_committed = false; #endif D3D12ShaderDataBinding(D3D12Context* ctx, IShaderPipeline* pipeline, IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbuf, IGraphicsBuffer* ibuf, size_t ubufCount, IGraphicsBuffer** ubufs, size_t texCount, ITexture** texs) : m_pipeline(static_cast(pipeline)), m_vbuf(vbuf), m_instVbuf(instVbuf), 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()); if (m_vbuf) GetBufferGPUResource(m_vbuf, b, m_vboView[b][0]); if (m_instVbuf) GetBufferGPUResource(m_instVbuf, b, m_vboView[b][1]); if (m_ibuf) GetBufferGPUResource(m_ibuf, b, m_iboView[b]); for (size_t i=0 ; im_dev->CreateConstantBufferView(&viewDesc, handle); } handle.Offset(1, incSz); } for (size_t i=0 ; im_dev->CreateShaderResourceView(res, &srvDesc, handle); } handle.Offset(1, incSz); } } #ifndef NDEBUG m_committed = true; #endif } void bind(ID3D12GraphicsCommandList* list, int b) { #ifndef NDEBUG if (!m_committed) Log.report(LogVisor::FatalError, "attempted to use uncommitted D3D12ShaderDataBinding"); #endif ID3D12DescriptorHeap* heap[] = {m_descHeap[b].Get()}; list->SetDescriptorHeaps(1, heap); list->SetGraphicsRootDescriptorTable(0, m_descHeap[b]->GetGPUDescriptorHandleForHeapStart()); list->SetPipelineState(m_pipeline->m_state.Get()); list->IASetVertexBuffers(0, 2, m_vboView[b]); if (m_ibuf) list->IASetIndexBuffer(&m_iboView[b]); } }; 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); } return ctx->m_loadlist.Get(); } struct D3D12CommandQueue : IGraphicsCommandQueue { Platform platform() const {return IGraphicsDataFactory::Platform::D3D12;} const SystemChar* platformName() const {return _S("D3D12");} D3D12Context* m_ctx; D3D12Context::Window* m_windowCtx; IGraphicsContext* m_parent; ComPtr m_cmdList; ComPtr m_fence; ComPtr m_dynamicCmdAlloc[2]; ComPtr m_dynamicCmdQueue; ComPtr m_dynamicCmdList; UINT64 m_dynamicBufFenceVal = 0; ComPtr m_dynamicBufFence; HANDLE m_dynamicBufFenceHandle; bool m_dynamicNeedsReset = false; HANDLE m_renderFenceHandle; bool m_running = true; 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()); } void resetDynamicCommandList() { ThrowIfFailed(m_dynamicCmdAlloc[m_fillBuf]->Reset()); ThrowIfFailed(m_dynamicCmdList->Reset(m_dynamicCmdAlloc[m_fillBuf].Get(), nullptr)); m_dynamicNeedsReset = false; } void stallDynamicUpload() { if (m_dynamicNeedsReset) { if (m_dynamicBufFence->GetCompletedValue() < m_dynamicBufFenceVal) { ThrowIfFailed(m_dynamicBufFence->SetEventOnCompletion(m_dynamicBufFenceVal, m_dynamicBufFenceHandle)); WaitForSingleObject(m_dynamicBufFenceHandle, INFINITE); } resetDynamicCommandList(); } } 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, __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)); *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_renderFenceHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr); m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get()); ThrowIfFailed(ctx->m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_dynamicBufFence)); m_dynamicBufFenceHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr); ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), &m_dynamicCmdAlloc[0])); ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), &m_dynamicCmdAlloc[1])); ThrowIfFailed(ctx->m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_dynamicCmdAlloc[0].Get(), nullptr, __uuidof(ID3D12GraphicsCommandList), &m_dynamicCmdList)); } void stopRenderer() { m_running = false; if (m_fence->GetCompletedValue() < m_submittedFenceVal) { ThrowIfFailed(m_fence->SetEventOnCompletion(m_submittedFenceVal, m_renderFenceHandle)); WaitForSingleObject(m_renderFenceHandle, INFINITE); } } ~D3D12CommandQueue() { if (m_running) stopRenderer(); } void setShaderDataBinding(IShaderDataBinding* binding) { D3D12ShaderDataBinding* cbind = static_cast(binding); cbind->bind(m_cmdList.Get(), m_fillBuf); } D3D12TextureR* 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->getRenderColorRes(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)); m_cmdList->OMSetRenderTargets(1, &ctarget->m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), false, &ctarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ctarget->getRenderColorRes(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET)); m_boundTarget = ctarget; } void setViewport(const SWindowRect& rect) { D3D12_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(rect.location[1]), FLOAT(rect.size[0]), FLOAT(rect.size[1]), 0.0f, 1.0f}; m_cmdList->RSSetViewports(1, &vp); } void setScissor(const SWindowRect& rect) { D3D12_RECT d3drect = {rect.location[0], rect.location[1], rect.size[0], rect.size[1]}; m_cmdList->RSSetScissorRects(1, &d3drect); } std::unordered_map> m_texResizes; void resizeRenderTexture(ITextureR* tex, size_t width, size_t height) { D3D12TextureR* ctex = static_cast(tex); m_texResizes[ctex] = std::make_pair(width, height); } float m_clearColor[4] = {0.0,0.0,0.0,1.0}; void setClearColor(const float rgba[4]) { m_clearColor[0] = rgba[0]; m_clearColor[1] = rgba[1]; m_clearColor[2] = rgba[2]; m_clearColor[3] = rgba[3]; } void clearTarget(bool render=true, bool depth=true) { if (!m_boundTarget) return; if (render) { 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(m_boundTarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 1.0, 0, 0, nullptr); } } void setDrawPrimitive(Primitive prim) { if (prim == Primitive::Triangles) m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); else if (prim == Primitive::TriStrips) 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); if (m_windowCtx->m_needsResize) { UINT nodeMasks[] = {0,0}; IUnknown* const queues[] = {m_ctx->m_q.Get(), m_ctx->m_q.Get()}; m_windowCtx->m_swapChain->ResizeBuffers1(2, m_windowCtx->width, m_windowCtx->height, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH, nodeMasks, queues); m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex(); m_windowCtx->m_needsResize = false; } ComPtr dest; ThrowIfFailed(m_windowCtx->m_swapChain->GetBuffer(m_windowCtx->m_backBuf, __uuidof(ID3D12Resource), &dest)); if (csource->m_samples > 1) { ID3D12Resource* src = csource->m_gpuMsaaTex.Get(); D3D12_RESOURCE_BARRIER msaaSetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE), CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RESOLVE_DEST) }; m_cmdList->ResourceBarrier(2, msaaSetup); m_cmdList->ResolveSubresource(dest.Get(), 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.Get(), D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_PRESENT) }; m_cmdList->ResourceBarrier(2, msaaTeardown); } else { ID3D12Resource* src = csource->m_gpuTex.Get(); D3D12_RESOURCE_BARRIER copySetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE), CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_DEST) }; m_cmdList->ResourceBarrier(2, copySetup); m_cmdList->CopyResource(dest.Get(), 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.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PRESENT) }; m_cmdList->ResourceBarrier(2, copyTeardown); } m_doPresent = true; } UINT64 m_submittedFenceVal = 0; void execute(); }; D3D12TextureR::~D3D12TextureR() { if (m_q->m_boundTarget == this) m_q->m_boundTarget = nullptr; } void D3D12GraphicsBufferD::update(int b) { int slot = 1 << b; if ((slot & m_validSlots) == 0) { m_q->stallDynamicUpload(); ID3D12Resource* res = m_bufs[b].Get(); ID3D12Resource* gpuRes = m_gpuBufs[b].Get(); D3D12_SUBRESOURCE_DATA d = {m_cpuBuf.get(), LONG_PTR(m_cpuSz), LONG_PTR(m_cpuSz)}; m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes, m_state, D3D12_RESOURCE_STATE_COPY_DEST)); if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &d)) Log.report(LogVisor::FatalError, "unable to update dynamic buffer data"); m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes, D3D12_RESOURCE_STATE_COPY_DEST, m_state)); m_validSlots |= slot; } } void D3D12GraphicsBufferD::load(const void* data, size_t sz) { size_t bufSz = std::min(sz, m_cpuSz); memcpy(m_cpuBuf.get(), data, bufSz); m_validSlots = 0; } void* D3D12GraphicsBufferD::map(size_t sz) { if (sz > m_cpuSz) return nullptr; return m_cpuBuf.get(); } void D3D12GraphicsBufferD::unmap() { m_validSlots = 0; } void D3D12TextureD::update(int b) { int slot = 1 << b; if ((slot & m_validSlots) == 0) { m_q->stallDynamicUpload(); ID3D12Resource* res = m_texs[b].Get(); ID3D12Resource* gpuRes = m_gpuTexs[b].Get(); D3D12_SUBRESOURCE_DATA d = {m_cpuBuf.get(), LONG_PTR(m_width * 4), LONG_PTR(m_cpuSz)}; m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST)); if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &d)) Log.report(LogVisor::FatalError, "unable to update dynamic texture data"); m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)); m_validSlots |= slot; } } void D3D12TextureD::load(const void* data, size_t sz) { size_t bufSz = std::min(sz, m_cpuSz); memcpy(m_cpuBuf.get(), data, bufSz); m_validSlots = 0; } void* D3D12TextureD::map(size_t sz) { if (sz > m_cpuSz) return nullptr; return m_cpuBuf.get(); } void D3D12TextureD::unmap() { m_validSlots = 0; } class D3D12DataFactory : public ID3DDataFactory { friend struct D3D12CommandQueue; IGraphicsContext* m_parent; static thread_local D3D12Data* m_deferredData; struct D3D12Context* m_ctx; std::unordered_set m_committedData; std::mutex m_committedMutex; void destroyData(IGraphicsData* d) { std::unique_lock lk(m_committedMutex); D3D12Data* data = static_cast(d); m_committedData.erase(data); delete data; } void destroyAllData() { std::unique_lock lk(m_committedMutex); for (IGraphicsData* data : m_committedData) delete static_cast(data); m_committedData.clear(); } public: D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx) : m_parent(parent), m_ctx(ctx) { CD3DX12_DESCRIPTOR_RANGE ranges[] = { {D3D12_DESCRIPTOR_RANGE_TYPE_CBV, MAX_UNIFORM_COUNT, 0}, {D3D12_DESCRIPTOR_RANGE_TYPE_SRV, MAX_TEXTURE_COUNT, 0} }; CD3DX12_ROOT_PARAMETER rootParms[1]; rootParms[0].InitAsDescriptorTable(2, ranges); ComPtr rsOutBlob; ComPtr rsErrorBlob; ThrowIfFailed(D3D12SerializeRootSignaturePROC( &CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0), D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), D3D_ROOT_SIGNATURE_VERSION_1, &rsOutBlob, &rsErrorBlob)); ThrowIfFailed(ctx->m_dev->CreateRootSignature(0, rsOutBlob->GetBufferPointer(), rsOutBlob->GetBufferSize(), __uuidof(ID3D12RootSignature), &ctx->m_rs)); } ~D3D12DataFactory() {destroyAllData();} Platform platform() const {return Platform::D3D12;} const SystemChar* platformName() const {return _S("D3D12");} IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count) { D3D12GraphicsBufferS* retval = new D3D12GraphicsBufferS(use, m_ctx, data, stride, count); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_SBufs.emplace_back(retval); return retval; } IGraphicsBufferS* newStaticBuffer(BufferUse use, std::unique_ptr&& data, size_t stride, size_t count) { std::unique_ptr d = std::move(data); D3D12GraphicsBufferS* retval = new D3D12GraphicsBufferS(use, m_ctx, d.get(), stride, count); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_SBufs.emplace_back(retval); return retval; } IGraphicsBufferD* 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); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_DBufs.emplace_back(retval); return retval; } ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt, const void* data, size_t sz) { D3D12TextureS* retval = new D3D12TextureS(m_ctx, width, height, mips, fmt, data, sz); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_STexs.emplace_back(retval); return retval; } ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt, std::unique_ptr&& data, size_t sz) { std::unique_ptr d = std::move(data); D3D12TextureS* retval = new D3D12TextureS(m_ctx, width, height, mips, fmt, d.get(), sz); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_STexs.emplace_back(retval); return retval; } ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt, const void* data, size_t sz) { D3D12TextureSA* retval = new D3D12TextureSA(m_ctx, width, height, layers, fmt, data, sz); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_SATexs.emplace_back(retval); return retval; } ITextureD* 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); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_DTexs.emplace_back(retval); return retval; } ITextureR* newRenderTexture(size_t width, size_t height, size_t samples) { D3D12CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D12TextureR* retval = new D3D12TextureR(m_ctx, q, width, height, samples); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_RTexs.emplace_back(retval); return retval; } IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements) { D3D12VertexFormat* retval = new struct D3D12VertexFormat(elementCount, elements); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_VFmts.emplace_back(retval); return retval; } #if _DEBUG #define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0 #else #define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3 #endif IShaderPipeline* newShaderPipeline (const char* vertSource, const char* fragSource, ComPtr& vertBlobOut, ComPtr& fragBlobOut, ComPtr& pipelineBlob, IVertexFormat* vtxFmt, BlendFactor srcFac, BlendFactor dstFac, bool depthTest, bool depthWrite, bool backfaceCulling) { ComPtr errBlob; if (!vertBlobOut) { if (FAILED(D3DCompilePROC(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main", "vs_5_0", BOO_D3DCOMPILE_FLAG, 0, &vertBlobOut, &errBlob))) { Log.report(LogVisor::FatalError, "error compiling vert shader: %s", errBlob->GetBufferPointer()); return nullptr; } } if (!fragBlobOut) { if (FAILED(D3DCompilePROC(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main", "ps_5_0", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob))) { Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer()); return nullptr; } } D3D12ShaderPipeline* retval = new D3D12ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(), pipelineBlob.Get(), static_cast(vtxFmt), srcFac, dstFac, depthTest, depthWrite, backfaceCulling); if (!pipelineBlob) retval->m_state->GetCachedBlob(&pipelineBlob); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_SPs.emplace_back(retval); return retval; } IShaderDataBinding* newShaderDataBinding(IShaderPipeline* pipeline, IVertexFormat* vtxFormat, IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbuf, IGraphicsBuffer* ibuf, size_t ubufCount, IGraphicsBuffer** ubufs, size_t texCount, ITexture** texs) { D3D12ShaderDataBinding* retval = new D3D12ShaderDataBinding(m_ctx, pipeline, vbuf, instVbuf, ibuf, ubufCount, ubufs, texCount, texs); if (!m_deferredData) m_deferredData = new struct D3D12Data(); static_cast(m_deferredData)->m_SBinds.emplace_back(retval); return retval; } void reset() { delete static_cast(m_deferredData); m_deferredData = nullptr; } GraphicsDataToken commit() { if (!m_deferredData) return GraphicsDataToken(this, nullptr); D3D12Data* retval = static_cast(m_deferredData); /* Gather resource descriptions */ std::vector bufDescs; bufDescs.reserve(retval->m_SBufs.size() + retval->m_DBufs.size() * 2); std::vector texDescs; texDescs.reserve(retval->m_STexs.size() + retval->m_SATexs.size() + retval->m_DTexs.size() * 2); for (std::unique_ptr& buf : retval->m_SBufs) bufDescs.push_back(buf->m_buf->GetDesc()); for (std::unique_ptr& buf : retval->m_DBufs) { bufDescs.push_back(buf->m_bufs[0]->GetDesc()); bufDescs.push_back(buf->m_bufs[1]->GetDesc()); } for (std::unique_ptr& tex : retval->m_STexs) texDescs.push_back(tex->m_tex->GetDesc()); for (std::unique_ptr& tex : retval->m_SATexs) texDescs.push_back(tex->m_tex->GetDesc()); for (std::unique_ptr& tex : retval->m_DTexs) { texDescs.push_back(tex->m_texs[0]->GetDesc()); texDescs.push_back(tex->m_texs[1]->GetDesc()); } /* Create heap */ if (bufDescs.size()) { D3D12_RESOURCE_ALLOCATION_INFO bufAllocInfo = m_ctx->m_dev->GetResourceAllocationInfo(0, bufDescs.size(), bufDescs.data()); ThrowIfFailed(m_ctx->m_dev->CreateHeap(&CD3DX12_HEAP_DESC(bufAllocInfo, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS), __uuidof(ID3D12Heap), &retval->m_bufHeap)); } if (texDescs.size()) { D3D12_RESOURCE_ALLOCATION_INFO texAllocInfo = m_ctx->m_dev->GetResourceAllocationInfo(0, texDescs.size(), texDescs.data()); ThrowIfFailed(m_ctx->m_dev->CreateHeap(&CD3DX12_HEAP_DESC(texAllocInfo, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES), __uuidof(ID3D12Heap), &retval->m_texHeap)); } ID3D12Heap* bufHeap = retval->m_bufHeap.Get(); ID3D12Heap* texHeap = retval->m_texHeap.Get(); /* Place resources */ UINT64 offsetBuf = 0; for (std::unique_ptr& buf : retval->m_SBufs) offsetBuf = PlaceBufferForGPU(buf.get(), m_ctx, bufHeap, offsetBuf); for (std::unique_ptr& buf : retval->m_DBufs) offsetBuf = PlaceBufferForGPU(buf.get(), m_ctx, bufHeap, offsetBuf); UINT64 offsetTex = 0; for (std::unique_ptr& tex : retval->m_STexs) offsetTex = PlaceTextureForGPU(tex.get(), m_ctx, texHeap, offsetTex); for (std::unique_ptr& tex : retval->m_SATexs) offsetTex = PlaceTextureForGPU(tex.get(), m_ctx, texHeap, offsetTex); for (std::unique_ptr& tex : retval->m_DTexs) offsetTex = PlaceTextureForGPU(tex.get(), m_ctx, texHeap, offsetTex); /* 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& bind : retval->m_SBinds) bind->commit(m_ctx); /* Block handle return until data is ready on GPU */ WaitForLoadList(m_ctx); /* Reset allocator and list */ ThrowIfFailed(m_ctx->m_loadqalloc->Reset()); ThrowIfFailed(m_ctx->m_loadlist->Reset(m_ctx->m_loadqalloc.Get(), nullptr)); /* Delete static upload heaps */ for (std::unique_ptr& buf : retval->m_SBufs) buf->m_buf.Reset(); for (std::unique_ptr& tex : retval->m_STexs) tex->m_tex.Reset(); for (std::unique_ptr& tex : retval->m_SATexs) tex->m_tex.Reset(); /* All set! */ m_deferredData = nullptr; m_committedData.insert(retval); return GraphicsDataToken(this, retval); } }; thread_local D3D12Data* D3D12DataFactory::m_deferredData; void D3D12CommandQueue::execute() { if (!m_running) return; /* Stage dynamic uploads */ D3D12DataFactory* gfxF = static_cast(m_parent->getDataFactory()); std::unique_lock datalk(gfxF->m_committedMutex); for (D3D12Data* d : gfxF->m_committedData) { for (std::unique_ptr& b : d->m_DBufs) b->update(m_fillBuf); for (std::unique_ptr& t : d->m_DTexs) t->update(m_fillBuf); } datalk.unlock(); /* Perform dynamic uploads */ if (!m_dynamicNeedsReset) { m_dynamicCmdList->Close(); ID3D12CommandList* dcl[] = {m_dynamicCmdList.Get()}; m_ctx->m_q->ExecuteCommandLists(1, dcl); ++m_dynamicBufFenceVal; ThrowIfFailed(m_ctx->m_q->Signal(m_dynamicBufFence.Get(), m_dynamicBufFenceVal)); } /* Check on fence */ if (m_fence->GetCompletedValue() < m_submittedFenceVal) { /* Abandon this list (renderer too slow) */ m_cmdList->Close(); resetCommandList(); m_dynamicNeedsReset = true; m_doPresent = false; return; } /* Perform texture resizes */ if (m_texResizes.size()) { for (const auto& resize : m_texResizes) resize.first->resize(m_ctx, resize.second.first, resize.second.second); m_texResizes.clear(); m_cmdList->Close(); resetCommandList(); m_dynamicNeedsReset = true; m_doPresent = false; return; } m_drawBuf = m_fillBuf; m_fillBuf ^= 1; 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_doPresent = false; } ++m_submittedFenceVal; ThrowIfFailed(m_ctx->m_q->Signal(m_fence.Get(), m_submittedFenceVal)); resetCommandList(); resetDynamicCommandList(); } IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent, ID3D12CommandQueue** cmdQueueOut) { return new struct D3D12CommandQueue(ctx, windowCtx, parent, cmdQueueOut); } IGraphicsDataFactory* _NewD3D12DataFactory(D3D12Context* ctx, IGraphicsContext* parent) { return new D3D12DataFactory(parent, ctx); } } #endif // _WIN32_WINNT_WIN10