#include "../win/Win32Common.hpp" #if _WIN32_WINNT_WIN10 #include "logvisor/logvisor.hpp" #include "boo/graphicsdev/D3D.hpp" #include "boo/IGraphicsContext.hpp" #include "Common.hpp" #include #include "d3dx12.h" #include #include #include #include #include "xxhash.h" #define MAX_UNIFORM_COUNT 8 #define MAX_TEXTURE_COUNT 8 #undef min #undef max extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC; extern pD3DCompile D3DCompilePROC; static const char* GammaVS = "struct VertData\n" "{\n" " float4 posIn : POSITION;\n" " float4 uvIn : UV;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 pos : SV_Position;\n" " float2 uv : UV;\n" "};\n" "\n" "VertToFrag main(in VertData v)\n" "{\n" " VertToFrag vtf;\n" " vtf.uv = v.uvIn.xy;\n" " vtf.pos = v.posIn;\n" " return vtf;\n" "}\n"; static const char* GammaFS = "struct VertToFrag\n" "{\n" " float4 pos : SV_Position;\n" " float2 uv : UV;\n" "};\n" "\n" "Texture2D screenTex : register(t0);\n" "Texture2D gammaLUT : register(t1);\n" "SamplerState samp : register(s2);\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " int4 tex = int4(saturate(screenTex.Sample(samp, vtf.uv)) * float4(65535.0, 65535.0, 65535.0, 65535.0));\n" " float4 colorOut;\n" " for (int i=0 ; i<3 ; ++i)\n" " colorOut[i] = gammaLUT.Load(int3(tex[i] % 256, tex[i] / 256, 0)).r;\n" " return colorOut;\n" "}\n"; namespace boo { static logvisor::Module Log("boo::D3D12"); class D3D12DataFactory; struct D3D12ShareableShader : IShareableShader { ComPtr m_shader; D3D12ShareableShader(D3D12DataFactory& fac, uint64_t srcKey, uint64_t binKey, ComPtr&& s) : IShareableShader(fac, srcKey, binKey), m_shader(std::move(s)) {} }; static inline void ThrowIfFailed(HRESULT hr) { if (FAILED(hr)) { // Set a breakpoint on this line to catch Win32 API errors. #if !WINDOWS_STORE _com_error err(hr); #else _com_error err(hr, L"D3D12 fail"); #endif LPCTSTR errMsg = err.ErrorMessage(); Log.report(logvisor::Fatal, 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 : BaseGraphicsData { ComPtr m_bufHeap; ComPtr m_texHeap; explicit D3D12Data(GraphicsDataFactoryHead& head) : BaseGraphicsData(head) {} }; struct D3D12Pool : BaseGraphicsPool { ComPtr m_bufHeap; explicit D3D12Pool(GraphicsDataFactoryHead& head) : BaseGraphicsPool(head) {} }; 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 GraphicsDataNode { friend class D3D12DataFactory; friend struct D3D12CommandQueue; D3D12_RESOURCE_STATES m_state; size_t m_sz; D3D12_RESOURCE_DESC m_gpuDesc; D3D12GraphicsBufferS(const boo::ObjToken& parent, BufferUse use, D3D12Context* ctx, const void* data, size_t stride, size_t count) : GraphicsDataNode(parent), m_state(USE_TABLE[int(use)]), m_stride(stride), m_count(count), m_sz(stride * count) { size_t gpuSz = use == BufferUse::Uniform ? ((m_sz + 255) & ~255) : m_sz; m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(gpuSz); 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::Fatal, "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 */ ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuBuf.Get(), m_state, D3D12_RESOURCE_STATE_COPY_DEST)); 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, m_state)); return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc)); } }; template class D3D12GraphicsBufferD : public GraphicsDataNode { 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(const boo::ObjToken& parent, D3D12CommandQueue* q, BufferUse use, D3D12Context* ctx, size_t stride, size_t count) : GraphicsDataNode(parent), m_state(USE_TABLE[int(use)]), m_q(q), m_stride(stride), m_count(count) { m_cpuSz = stride * count; size_t gpuSz = ((m_cpuSz + 255) & ~255); m_cpuBuf.reset(new uint8_t[gpuSz]); D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer(gpuSz); 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 GraphicsDataNode { friend class D3D12DataFactory; TextureFormat m_fmt; size_t m_sz; D3D12_RESOURCE_DESC m_gpuDesc; D3D12TextureS(const boo::ObjToken& parent, D3D12Context* ctx, size_t width, size_t height, size_t mips, TextureFormat fmt, const void* data, size_t sz) : GraphicsDataNode(parent), m_fmt(fmt), m_sz(sz), m_mipCount(mips) { DXGI_FORMAT pfmt; int pxPitchNum = 1; int pxPitchDenom = 1; bool compressed = false; switch (fmt) { case TextureFormat::RGBA8: pfmt = DXGI_FORMAT_R8G8B8A8_UNORM; pxPitchNum = 4; break; case TextureFormat::I8: pfmt = DXGI_FORMAT_R8_UNORM; break; case TextureFormat::I16: pfmt = DXGI_FORMAT_R16_UNORM; pxPitchNum = 2; break; case TextureFormat::DXT1: pfmt = DXGI_FORMAT_BC1_UNORM; compressed = true; pxPitchNum = 1; pxPitchDenom = 2; break; default: Log.report(logvisor::Fatal, "unsupported tex format"); } m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pfmt, 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 1) width /= 2; if (height > 1) height /= 2; } if (!PrepSubresources<16>(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, m_gpuDesc.MipLevels, upData)) Log.report(logvisor::Fatal, "error preparing resource for upload"); } public: size_t m_mipCount; 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 GraphicsDataNode { friend class D3D12DataFactory; TextureFormat m_fmt; size_t m_layers; size_t m_sz; D3D12_RESOURCE_DESC m_gpuDesc; D3D12TextureSA(const boo::ObjToken& parent, D3D12Context* ctx, size_t width, size_t height, size_t layers, size_t mips, TextureFormat fmt, const void* data, size_t sz) : GraphicsDataNode(parent), 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; case TextureFormat::I16: pxPitch = 2; pixelFmt = DXGI_FORMAT_R16_UNORM; break; default: Log.report(logvisor::Fatal, "unsupported tex format"); } m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pixelFmt, width, height, layers, mips); size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, layers * 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); std::unique_ptr upData(new D3D12_SUBRESOURCE_DATA[layers * mips]); D3D12_SUBRESOURCE_DATA* outIt = upData.get(); for (size_t i=0 ; ipData = dataIt; outIt->RowPitch = width * pxPitch; outIt->SlicePitch = outIt->RowPitch * height; dataIt += outIt->SlicePitch; ++outIt; } if (width > 1) width /= 2; if (height > 1) height /= 2; } if (!PrepSubresources(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, layers * mips, upData.get())) Log.report(logvisor::Fatal, "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)); CommandSubresourcesTransfer(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_gpuDesc.DepthOrArraySize * 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;} size_t layers() const {return m_layers;} }; class D3D12TextureD : public GraphicsDataNode { 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_rowPitch; size_t m_cpuSz; int m_validSlots = 0; D3D12TextureD(const boo::ObjToken& parent, D3D12CommandQueue* q, D3D12Context* ctx, size_t width, size_t height, TextureFormat fmt) : GraphicsDataNode(parent), m_width(width), m_height(height), m_fmt(fmt), m_q(q) { DXGI_FORMAT pixelFmt; size_t pxPitch; switch (fmt) { case TextureFormat::RGBA8: pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM; pxPitch = 4; break; case TextureFormat::I8: pixelFmt = DXGI_FORMAT_R8_UNORM; pxPitch = 1; break; case TextureFormat::I16: pixelFmt = DXGI_FORMAT_R16_UNORM; pxPitch = 2; break; default: Log.report(logvisor::Fatal, "unsupported tex format"); } m_cpuSz = width * height * pxPitch; m_rowPitch = width * pxPitch; m_cpuBuf.reset(new uint8_t[m_cpuSz]); 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}; #define MAX_BIND_TEXS 4 class D3D12TextureR : public GraphicsDataNode { friend class D3D12DataFactory; friend struct D3D12CommandQueue; size_t m_width = 0; size_t m_height = 0; size_t m_samples = 0; size_t m_colorBindCount; size_t m_depthBindCount; void Setup(D3D12Context* ctx) { 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)); D3D12_RTV_DIMENSION rtvDim; D3D12_DSV_DIMENSION dsvDim; CD3DX12_RESOURCE_DESC rtvresdesc; CD3DX12_RESOURCE_DESC dsvresdesc; CD3DX12_RESOURCE_DESC cbindresdesc; CD3DX12_RESOURCE_DESC dbindresdesc; if (m_samples > 1) { rtvDim = D3D12_RTV_DIMENSION_TEXTURE2DMS; dsvDim = D3D12_DSV_DIMENSION_TEXTURE2DMS; rtvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(ctx->RGBATex2DFBViewDesc.Format, m_width, m_height, 1, 1, m_samples, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT); dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R24G8_TYPELESS, m_width, m_height, 1, 1, m_samples, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT); } else { rtvDim = D3D12_RTV_DIMENSION_TEXTURE2D; dsvDim = D3D12_DSV_DIMENSION_TEXTURE2D; rtvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(ctx->RGBATex2DFBViewDesc.Format, m_width, m_height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET); dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R24G8_TYPELESS, m_width, m_height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL); } cbindresdesc = CD3DX12_RESOURCE_DESC::Tex2D(ctx->RGBATex2DFBViewDesc.Format, m_width, m_height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_NONE); dbindresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R24G8_TYPELESS, m_width, m_height, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_NONE); D3D12_CLEAR_VALUE colorClear = {}; colorClear.Format = ctx->RGBATex2DFBViewDesc.Format; ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &rtvresdesc, D3D12_RESOURCE_STATE_RENDER_TARGET, &colorClear, __uuidof(ID3D12Resource), &m_colorTex)); D3D12_CLEAR_VALUE depthClear = {}; depthClear.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &dsvresdesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &depthClear, __uuidof(ID3D12Resource), &m_depthTex)); D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {ctx->RGBATex2DFBViewDesc.Format, rtvDim}; ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart()); D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, dsvDim}; ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); for (size_t i=0 ; im_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &cbindresdesc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, nullptr, __uuidof(ID3D12Resource), &m_colorBindTex[i])); } for (size_t i=0 ; im_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &dbindresdesc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, nullptr, __uuidof(ID3D12Resource), &m_depthBindTex[i])); } } D3D12CommandQueue* m_q; D3D12TextureR(const boo::ObjToken& parent, D3D12Context* ctx, D3D12CommandQueue* q, size_t width, size_t height, size_t samples, size_t colorBindCount, size_t depthBindCount) : GraphicsDataNode(parent), m_q(q), m_width(width), m_height(height), m_samples(samples), m_colorBindCount(colorBindCount), m_depthBindCount(depthBindCount) { if (colorBindCount > MAX_BIND_TEXS) Log.report(logvisor::Fatal, "too many color bindings for render texture"); if (depthBindCount > MAX_BIND_TEXS) Log.report(logvisor::Fatal, "too many depth bindings for render texture"); if (samples == 0) m_samples = 1; Setup(ctx); } public: size_t samples() const {return m_samples;} ComPtr m_colorTex; ComPtr m_rtvHeap; ComPtr m_depthTex; ComPtr m_dsvHeap; ComPtr m_colorBindTex[MAX_BIND_TEXS]; ComPtr m_depthBindTex[MAX_BIND_TEXS]; ~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); } }; 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 : GraphicsDataNode { size_t m_elementCount; std::unique_ptr m_elements; size_t m_stride = 0; size_t m_instStride = 0; D3D12VertexFormat(const boo::ObjToken& parent, size_t elementCount, const VertexElementDescriptor* elements) : GraphicsDataNode(parent), 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 & 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 = m_instStride; m_instStride += SEMANTIC_SIZE_TABLE[semantic]; } else { elem.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; elem.AlignedByteOffset = m_stride; m_stride += SEMANTIC_SIZE_TABLE[semantic]; } } } }; static const D3D12_PRIMITIVE_TOPOLOGY PRIMITIVE_TABLE[] = { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP }; 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 GraphicsDataNode { friend class D3D12DataFactory; friend struct D3D12ShaderDataBinding; boo::ObjToken m_vtxFmt; D3D12ShareableShader::Token m_vert; D3D12ShareableShader::Token m_pixel; D3D12ShaderPipeline(const boo::ObjToken& parent, D3D12Context* ctx, D3D12ShareableShader::Token&& vert, D3D12ShareableShader::Token&& pixel, ID3DBlob* pipeline, const boo::ObjToken& vtxFmt, BlendFactor srcFac, BlendFactor dstFac, Primitive prim, ZTest depthTest, bool depthWrite, bool colorWrite, bool alphaWrite, CullMode culling) : GraphicsDataNode(parent), m_vtxFmt(vtxFmt), m_vert(std::move(vert)), m_pixel(std::move(pixel)), m_topology(PRIMITIVE_TABLE[int(prim)]) { D3D12_CULL_MODE cullMode; switch (culling) { case CullMode::None: default: cullMode = D3D12_CULL_MODE_NONE; break; case CullMode::Backface: cullMode = D3D12_CULL_MODE_BACK; break; case CullMode::Frontface: cullMode = D3D12_CULL_MODE_FRONT; break; } D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {}; desc.pRootSignature = ctx->m_rs.Get(); const auto& vBlob = m_vert.get().m_shader; const auto& pBlob = m_pixel.get().m_shader; desc.VS = {vBlob->GetBufferPointer(), vBlob->GetBufferSize()}; desc.PS = {pBlob->GetBufferPointer(), pBlob->GetBufferSize()}; desc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT); if (dstFac != BlendFactor::Zero) { desc.BlendState.RenderTarget[0].BlendEnable = true; if (srcFac == BlendFactor::Subtract || dstFac == BlendFactor::Subtract) { desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE; desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_REV_SUBTRACT; } else { desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)]; desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)]; desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; } desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; } desc.BlendState.RenderTarget[0].RenderTargetWriteMask = (colorWrite ? (D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN | D3D12_COLOR_WRITE_ENABLE_BLUE) : 0) | (alphaWrite ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0); desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT); desc.RasterizerState.FrontCounterClockwise = TRUE; desc.RasterizerState.CullMode = cullMode; desc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT); switch (depthTest) { case ZTest::None: default: desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; break; case ZTest::LEqual: desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_GREATER_EQUAL; break; case ZTest::Greater: desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; break; case ZTest::GEqual: desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; break; case ZTest::Equal: desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_EQUAL; break; } desc.DepthStencilState.DepthEnable = depthTest != ZTest::None; if (!depthWrite) desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; D3D12VertexFormat* vfmt = vtxFmt.cast(); desc.InputLayout.NumElements = vfmt->m_elementCount; desc.InputLayout.pInputElementDescs = vfmt->m_elements.get(); desc.SampleMask = UINT_MAX; desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; desc.NumRenderTargets = 1; desc.RTVFormats[0] = ctx->RGBATex2DFBViewDesc.Format; desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT; desc.SampleDesc.Count = ctx->m_sampleCount; desc.SampleDesc.Quality = 0; 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; D3D12_PRIMITIVE_TOPOLOGY m_topology; ~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, size_t offset) { if (buf->dynamic()) { const D3D12GraphicsBufferD* cbuf = static_cast*>(buf); descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride - offset; descOut.StrideInBytes = cbuf->m_stride; descOut.BufferLocation = cbuf->m_gpuBufs[idx]->GetGPUVirtualAddress() + offset; return cbuf->m_gpuBufs[idx].Get(); } else { const D3D12GraphicsBufferS* cbuf = static_cast(buf); descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride - offset; descOut.StrideInBytes = cbuf->m_stride; descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress() + offset; 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 RGBATex2DDepthViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC { RGBATex2DDepthViewDesc() { Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; Texture2D = {UINT(0), UINT(1), UINT(0), 0.0f}; } } RGBATex2DDepthViewDesc; 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 DXTTex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC { DXTTex2DViewDesc() { Format = DXGI_FORMAT_BC1_UNORM; ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f}; } } DXTTex2DViewDesc; 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 Grey16Tex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC { Grey16Tex2DViewDesc() { Format = DXGI_FORMAT_R16_UNORM; ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f}; } } Grey16Tex2DViewDesc; 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 const struct Grey16Tex2DArrayViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC { Grey16Tex2DArrayViewDesc() { Format = DXGI_FORMAT_R16_UNORM; ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; Texture2DArray = {UINT(0), UINT(1), 0, 0, UINT(0), 0.0f}; } } Grey16Tex2DArrayViewDesc; static ID3D12Resource* GetTextureGPUResource(D3D12Context* ctx, const ITexture* tex, int idx, int bindIdx, bool depth, 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; case TextureFormat::I16: descOut = Grey16Tex2DViewDesc; break; default:break; } descOut.Texture2D.MipLevels = 1; 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; case TextureFormat::I16: descOut = Grey16Tex2DViewDesc; break; case TextureFormat::DXT1: descOut = DXTTex2DViewDesc; break; default:break; } descOut.Texture2D.MipLevels = ctex->m_mipCount; 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; case TextureFormat::I16: descOut = Grey16Tex2DArrayViewDesc; break; default:break; } descOut.Texture2DArray.ArraySize = ctex->layers(); return ctex->m_gpuTex.Get(); } case TextureType::Render: { const D3D12TextureR* ctex = static_cast(tex); if (depth) { descOut = RGBATex2DDepthViewDesc; return ctex->m_depthBindTex[bindIdx].Get(); } else { descOut = ctx->RGBATex2DFBViewDesc; return ctex->m_colorBindTex[bindIdx].Get(); } } default: break; } return nullptr; } struct D3D12ShaderDataBinding : public GraphicsDataNode { boo::ObjToken m_pipeline; ComPtr m_gpuHeap; ComPtr m_descHeap[2]; boo::ObjToken m_vbuf; boo::ObjToken m_instVbuf; boo::ObjToken m_ibuf; std::vector> m_ubufs; std::vector> m_ubufOffs; ID3D12Resource* m_knownViewHandles[2][8] = {}; struct BindTex { boo::ObjToken tex; int idx; bool depth; }; std::vector m_texs; D3D12_VERTEX_BUFFER_VIEW m_vboView[2][2] = {{},{}}; D3D12_INDEX_BUFFER_VIEW m_iboView[2]; size_t m_vertOffset, m_instOffset; D3D12ShaderDataBinding(const boo::ObjToken& d, D3D12Context* ctx, const boo::ObjToken& pipeline, const boo::ObjToken& vbuf, const boo::ObjToken& instVbuf, const boo::ObjToken& ibuf, size_t ubufCount, const boo::ObjToken* ubufs, const size_t* ubufOffs, const size_t* ubufSizes, size_t texCount, const boo::ObjToken* texs, const int* bindIdxs, const bool* bindDepth, size_t baseVert, size_t baseInst) : GraphicsDataNode(d), m_pipeline(pipeline), m_vbuf(vbuf), m_instVbuf(instVbuf), m_ibuf(ibuf) { D3D12ShaderPipeline* cpipeline = m_pipeline.cast(); D3D12VertexFormat* vtxFmt = cpipeline->m_vtxFmt.cast(); m_vertOffset = baseVert * vtxFmt->m_stride; m_instOffset = baseInst * vtxFmt->m_instStride; if (ubufOffs && ubufSizes) { m_ubufOffs.reserve(ubufCount); 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.get(), b, m_vboView[b][0], m_vertOffset); if (m_instVbuf) GetBufferGPUResource(m_instVbuf.get(), b, m_vboView[b][1], m_instOffset); if (m_ibuf) GetBufferGPUResource(m_ibuf.get(), b, m_iboView[b]); if (m_ubufOffs.size()) { for (size_t i=0 ; i& offPair = m_ubufOffs[i]; D3D12_CONSTANT_BUFFER_VIEW_DESC viewDesc; GetBufferGPUResource(m_ubufs[i].get(), b, viewDesc); viewDesc.BufferLocation += offPair.first; viewDesc.SizeInBytes = (offPair.second + 255) & ~255; ctx->m_dev->CreateConstantBufferView(&viewDesc, handle); } handle.Offset(1, incSz); } } else { 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); } } } void bind(D3D12Context* ctx, ID3D12GraphicsCommandList* list, int b) { UINT incSz = UINT(-1); CD3DX12_CPU_DESCRIPTOR_HANDLE heapStart; for (size_t i=0 ; itype() == TextureType::Render) { const D3D12TextureR* ctex = m_texs[i].tex.cast(); if (m_texs[i].depth) { ID3D12Resource* res = ctex->m_depthBindTex[m_texs[i].idx].Get(); if (res != m_knownViewHandles[b][i]) { if (incSz == UINT(-1)) { incSz = ctx->m_dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); heapStart = m_descHeap[b]->GetCPUDescriptorHandleForHeapStart(); } m_knownViewHandles[b][i] = res; ctx->m_dev->CreateShaderResourceView(res, &RGBATex2DDepthViewDesc, CD3DX12_CPU_DESCRIPTOR_HANDLE(heapStart, MAX_UNIFORM_COUNT + i, incSz)); } } else { ID3D12Resource* res = ctex->m_colorBindTex[m_texs[i].idx].Get(); if (res != m_knownViewHandles[b][i]) { if (incSz == UINT(-1)) { incSz = ctx->m_dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); heapStart = m_descHeap[b]->GetCPUDescriptorHandleForHeapStart(); } m_knownViewHandles[b][i] = res; ctx->m_dev->CreateShaderResourceView(res, &ctx->RGBATex2DFBViewDesc, CD3DX12_CPU_DESCRIPTOR_HANDLE(heapStart, MAX_UNIFORM_COUNT + i, incSz)); } } } } } D3D12ShaderPipeline* pipeline = m_pipeline.cast(); ID3D12DescriptorHeap* heap[] = {m_descHeap[b].Get()}; list->SetDescriptorHeaps(1, heap); list->SetGraphicsRootDescriptorTable(0, m_descHeap[b]->GetGPUDescriptorHandleForHeapStart()); list->SetPipelineState(pipeline->m_state.Get()); list->IASetVertexBuffers(0, 2, m_vboView[b]); if (m_ibuf) list->IASetIndexBuffer(&m_iboView[b]); list->IASetPrimitiveTopology(pipeline->m_topology); } }; 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 startRenderer(); void stopRenderer(); ~D3D12CommandQueue() { if (m_running) stopRenderer(); } void setShaderDataBinding(const boo::ObjToken& binding) { D3D12ShaderDataBinding* cbind = binding.cast(); cbind->bind(m_ctx, m_cmdList.Get(), m_fillBuf); } boo::ObjToken m_boundTarget; void setRenderTarget(const boo::ObjToken& target) { D3D12TextureR* ctarget = target.cast(); m_cmdList->OMSetRenderTargets(1, &ctarget->m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), false, &ctarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); m_boundTarget = target; } void setViewport(const SWindowRect& rect, float znear, float zfar) { if (m_boundTarget) { D3D12TextureR* ctarget = m_boundTarget.cast(); D3D12_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(ctarget->m_height - rect.location[1] - rect.size[1]), FLOAT(rect.size[0]), FLOAT(rect.size[1]), 1.f - zfar, 1.f - znear}; m_cmdList->RSSetViewports(1, &vp); } } void setScissor(const SWindowRect& rect) { if (m_boundTarget) { D3D12TextureR* ctarget = m_boundTarget.cast(); D3D12_RECT d3drect = {LONG(rect.location[0]), LONG(ctarget->m_height - rect.location[1] - rect.size[1]), LONG(rect.location[0] + rect.size[0]), LONG(ctarget->m_height - rect.location[1])}; m_cmdList->RSSetScissorRects(1, &d3drect); } } std::unordered_map> m_texResizes; void resizeRenderTexture(const boo::ObjToken& tex, size_t width, size_t height) { D3D12TextureR* ctex = tex.cast(); m_texResizes[ctex] = std::make_pair(width, height); } void schedulePostFrameHandler(std::function&& func) { func(); } float m_clearColor[4] = {0.0,0.0,0.0,0.0}; 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; D3D12TextureR* ctarget = m_boundTarget.cast(); if (render) { CD3DX12_CPU_DESCRIPTOR_HANDLE handle(ctarget->m_rtvHeap->GetCPUDescriptorHandleForHeapStart()); m_cmdList->ClearRenderTargetView(handle, m_clearColor, 0, nullptr); } if (depth) { CD3DX12_CPU_DESCRIPTOR_HANDLE handle(ctarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 0.0f, 0, 0, nullptr); } } 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); } void resolveBindTexture(const boo::ObjToken& texture, const SWindowRect& rect, bool tlOrigin, int bindIdx, bool color, bool depth, bool clearDepth) { D3D12TextureR* tex = texture.cast(); if (color && tex->m_colorBindCount) { D3D12_RESOURCE_BARRIER copySetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(tex->m_colorTex.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE), CD3DX12_RESOURCE_BARRIER::Transition(tex->m_colorBindTex[bindIdx].Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST) }; m_cmdList->ResourceBarrier(2, copySetup); if (tex->m_samples > 1) { m_cmdList->CopyResource(tex->m_colorBindTex[bindIdx].Get(), tex->m_colorTex.Get()); } else { SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height)); int y = tlOrigin ? intersectRect.location[1] : (tex->m_height - intersectRect.size[1] - intersectRect.location[1]); D3D12_BOX box = {UINT(intersectRect.location[0]), UINT(y), 0, UINT(intersectRect.location[0] + intersectRect.size[0]), UINT(y + intersectRect.size[1]), 1}; D3D12_TEXTURE_COPY_LOCATION dst = {tex->m_colorBindTex[bindIdx].Get(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX}; dst.SubresourceIndex = 0; D3D12_TEXTURE_COPY_LOCATION src = {tex->m_colorTex.Get(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX}; src.SubresourceIndex = 0; m_cmdList->CopyTextureRegion(&dst, box.left, box.top, 0, &src, &box); } D3D12_RESOURCE_BARRIER copyTeardown[] = { CD3DX12_RESOURCE_BARRIER::Transition(tex->m_colorTex.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET), CD3DX12_RESOURCE_BARRIER::Transition(tex->m_colorBindTex[bindIdx].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) }; m_cmdList->ResourceBarrier(2, copyTeardown); } if (depth && tex->m_depthBindCount) { D3D12_RESOURCE_BARRIER copySetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(tex->m_depthTex.Get(), D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE), CD3DX12_RESOURCE_BARRIER::Transition(tex->m_depthBindTex[bindIdx].Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST) }; m_cmdList->ResourceBarrier(2, copySetup); m_cmdList->CopyResource(tex->m_depthBindTex[bindIdx].Get(), tex->m_depthTex.Get()); D3D12_RESOURCE_BARRIER copyTeardown[] = { CD3DX12_RESOURCE_BARRIER::Transition(tex->m_depthTex.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE), CD3DX12_RESOURCE_BARRIER::Transition(tex->m_depthBindTex[bindIdx].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) }; m_cmdList->ResourceBarrier(2, copyTeardown); } if (clearDepth) { CD3DX12_CPU_DESCRIPTOR_HANDLE handle(tex->m_dsvHeap->GetCPUDescriptorHandleForHeapStart()); m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 0.0f, 0, 0, nullptr); } } bool m_doPresent = false; void resolveDisplay(const boo::ObjToken& source); UINT64 m_submittedFenceVal = 0; void execute(); }; D3D12TextureR::~D3D12TextureR() { if (m_q->m_boundTarget.get() == this) m_q->m_boundTarget.reset(); } template 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::Fatal, "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; } } template 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; } template void* D3D12GraphicsBufferD::map(size_t sz) { if (sz > m_cpuSz) return nullptr; return m_cpuBuf.get(); } template 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_rowPitch), LONG_PTR(m_cpuSz)}; D3D12_RESOURCE_BARRIER setupCopy[] = { CD3DX12_RESOURCE_BARRIER::Transition(gpuRes, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST), }; m_q->m_dynamicCmdList->ResourceBarrier(1, setupCopy); if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &d)) Log.report(logvisor::Fatal, "unable to update dynamic texture data"); D3D12_RESOURCE_BARRIER teardownCopy[] = { CD3DX12_RESOURCE_BARRIER::Transition(gpuRes, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE), }; m_q->m_dynamicCmdList->ResourceBarrier(1, teardownCopy); 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, public GraphicsDataFactoryHead { friend struct D3D12CommandQueue; IGraphicsContext* m_parent; struct D3D12Context* m_ctx; std::unordered_map> m_sharedShaders; std::unordered_map m_sourceToBinary; float m_gamma = 1.f; ObjToken m_gammaShader; ObjToken m_gammaLUT; ObjToken m_gammaVBO; ObjToken m_gammaVFMT; ObjToken m_gammaBinding; void SetupGammaResources() { commitTransaction([this](IGraphicsDataFactory::Context& ctx) { const VertexElementDescriptor vfmt[] = { {nullptr, nullptr, VertexSemantic::Position4}, {nullptr, nullptr, VertexSemantic::UV4} }; m_gammaVFMT = ctx.newVertexFormat(2, vfmt); m_gammaShader = static_cast(ctx).newShaderPipeline(GammaVS, GammaFS, nullptr, nullptr, nullptr, m_gammaVFMT, BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None); m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge); setDisplayGamma(1.f); const struct Vert { float pos[4]; float uv[4]; } verts[4] = { {{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}}, {{ 1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}}, {{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}}, {{ 1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}} }; m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4); ObjToken texs[] = {{}, m_gammaLUT.get()}; m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVFMT, m_gammaVBO.get(), {}, {}, 0, nullptr, nullptr, 2, texs, nullptr, nullptr); return true; }); } public: D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx) : m_parent(parent), m_ctx(ctx) { D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS qLevels = {}; qLevels.Format = m_ctx->RGBATex2DFBViewDesc.Format; qLevels.SampleCount = m_ctx->m_sampleCount; while (SUCCEEDED(ctx->m_dev->CheckFeatureSupport (D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &qLevels, sizeof(qLevels))) && !qLevels.NumQualityLevels) qLevels.SampleCount = flp2(qLevels.SampleCount - 1); m_ctx->m_sampleCount = qLevels.SampleCount; m_ctx->m_anisotropy = std::min(m_ctx->m_anisotropy, uint32_t(16)); 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; D3D12_STATIC_SAMPLER_DESC samplers[] = { CD3DX12_STATIC_SAMPLER_DESC(0, D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE_WRAP, 0.f, m_ctx->m_anisotropy), CD3DX12_STATIC_SAMPLER_DESC(1, D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE_BORDER, D3D12_TEXTURE_ADDRESS_MODE_BORDER, D3D12_TEXTURE_ADDRESS_MODE_BORDER, 0.f, m_ctx->m_anisotropy), CD3DX12_STATIC_SAMPLER_DESC(2, D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, 0.f, m_ctx->m_anisotropy), CD3DX12_STATIC_SAMPLER_DESC(3, D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, 0.f, m_ctx->m_anisotropy) }; ThrowIfFailed(D3D12SerializeRootSignaturePROC( &CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 4, samplers, 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)); } Platform platform() const {return Platform::D3D12;} const SystemChar* platformName() const {return _S("D3D12");} class Context : public ID3DDataFactory::Context { friend class D3D12DataFactory; D3D12DataFactory& m_parent; boo::ObjToken m_data; Context(D3D12DataFactory& parent) : m_parent(parent), m_data(new D3D12Data(parent)) {} public: Platform platform() const {return Platform::D3D12;} const SystemChar* platformName() const {return _S("D3D12");} boo::ObjToken newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count) { return {new D3D12GraphicsBufferS(m_data, use, m_parent.m_ctx, data, stride, count)}; } boo::ObjToken newDynamicBuffer(BufferUse use, size_t stride, size_t count) { D3D12CommandQueue* q = static_cast(m_parent.m_parent->getCommandQueue()); return {new D3D12GraphicsBufferD(m_data, q, use, m_parent.m_ctx, stride, count)}; } boo::ObjToken newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt, TextureClampMode clampMode, const void* data, size_t sz) { return {new D3D12TextureS(m_data, m_parent.m_ctx, width, height, mips, fmt, data, sz)}; } boo::ObjToken newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips, TextureFormat fmt, TextureClampMode clampMode, const void* data, size_t sz) { return {new D3D12TextureSA(m_data, m_parent.m_ctx, width, height, layers, mips, fmt, data, sz)}; } boo::ObjToken newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode) { D3D12CommandQueue* q = static_cast(m_parent.m_parent->getCommandQueue()); return {new D3D12TextureD(m_data, q, m_parent.m_ctx, width, height, fmt)}; } boo::ObjToken newRenderTexture(size_t width, size_t height, TextureClampMode clampMode, size_t colorBindCount, size_t depthBindCount) { D3D12CommandQueue* q = static_cast(m_parent.m_parent->getCommandQueue()); return {new D3D12TextureR(m_data, m_parent.m_ctx, q, width, height, m_parent.m_ctx->m_sampleCount, colorBindCount, depthBindCount)}; } boo::ObjToken newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements, size_t baseVert, size_t baseInst) { return {new struct D3D12VertexFormat(m_data, elementCount, elements)}; } #if _DEBUG && 0 #define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0 #else #define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3 #endif static uint64_t CompileVert(ComPtr& vertBlobOut, const char* vertSource, uint64_t srcKey, D3D12DataFactory& factory) { ComPtr errBlob; if (FAILED(D3DCompilePROC(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main", "vs_5_0", BOO_D3DCOMPILE_FLAG, 0, &vertBlobOut, &errBlob))) { printf("%s\n", vertSource); Log.report(logvisor::Fatal, "error compiling vert shader: %s", errBlob->GetBufferPointer()); } XXH64_state_t hashState; XXH64_reset(&hashState, 0); XXH64_update(&hashState, vertBlobOut->GetBufferPointer(), vertBlobOut->GetBufferSize()); uint64_t binKey = XXH64_digest(&hashState); factory.m_sourceToBinary[srcKey] = binKey; return binKey; } static uint64_t CompileFrag(ComPtr& fragBlobOut, const char* fragSource, uint64_t srcKey, D3D12DataFactory& factory) { ComPtr errBlob; if (FAILED(D3DCompilePROC(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main", "ps_5_0", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob))) { printf("%s\n", fragSource); Log.report(logvisor::Fatal, "error compiling pixel shader: %s", errBlob->GetBufferPointer()); } XXH64_state_t hashState; XXH64_reset(&hashState, 0); XXH64_update(&hashState, fragBlobOut->GetBufferPointer(), fragBlobOut->GetBufferSize()); uint64_t binKey = XXH64_digest(&hashState); factory.m_sourceToBinary[srcKey] = binKey; return binKey; } boo::ObjToken newShaderPipeline (const char* vertSource, const char* fragSource, ComPtr* vertBlobOut, ComPtr* fragBlobOut, ComPtr* pipelineBlob, const boo::ObjToken& vtxFmt, BlendFactor srcFac, BlendFactor dstFac, Primitive prim, ZTest depthTest, bool depthWrite, bool colorWrite, bool alphaWrite, CullMode culling) { XXH64_state_t hashState; uint64_t srcHashes[2] = {}; uint64_t binHashes[2] = {}; XXH64_reset(&hashState, 0); if (vertSource) { XXH64_update(&hashState, vertSource, strlen(vertSource)); srcHashes[0] = XXH64_digest(&hashState); auto binSearch = m_parent.m_sourceToBinary.find(srcHashes[0]); if (binSearch != m_parent.m_sourceToBinary.cend()) binHashes[0] = binSearch->second; } else if (vertBlobOut && *vertBlobOut) { XXH64_update(&hashState, (*vertBlobOut)->GetBufferPointer(), (*vertBlobOut)->GetBufferSize()); binHashes[0] = XXH64_digest(&hashState); } XXH64_reset(&hashState, 0); if (fragSource) { XXH64_update(&hashState, fragSource, strlen(fragSource)); srcHashes[1] = XXH64_digest(&hashState); auto binSearch = m_parent.m_sourceToBinary.find(srcHashes[1]); if (binSearch != m_parent.m_sourceToBinary.cend()) binHashes[1] = binSearch->second; } else if (fragBlobOut && *fragBlobOut) { XXH64_update(&hashState, (*fragBlobOut)->GetBufferPointer(), (*fragBlobOut)->GetBufferSize()); binHashes[1] = XXH64_digest(&hashState); } if (vertBlobOut && !*vertBlobOut) binHashes[0] = CompileVert(*vertBlobOut, vertSource, srcHashes[0], m_parent); if (fragBlobOut && !*fragBlobOut) binHashes[1] = CompileFrag(*fragBlobOut, fragSource, srcHashes[1], m_parent); D3D12ShareableShader::Token vertShader; D3D12ShareableShader::Token fragShader; auto vertFind = binHashes[0] ? m_parent.m_sharedShaders.find(binHashes[0]) : m_parent.m_sharedShaders.end(); if (vertFind != m_parent.m_sharedShaders.end()) { vertShader = vertFind->second->lock(); } else { ComPtr vertBlob; if (vertBlobOut) vertBlob = *vertBlobOut; else binHashes[0] = CompileVert(vertBlob, vertSource, srcHashes[0], m_parent); auto it = m_parent.m_sharedShaders.emplace(std::make_pair(binHashes[0], std::make_unique(m_parent, srcHashes[0], binHashes[0], std::move(vertBlob)))).first; vertShader = it->second->lock(); } auto fragFind = binHashes[1] ? m_parent.m_sharedShaders.find(binHashes[1]) : m_parent.m_sharedShaders.end(); if (fragFind != m_parent.m_sharedShaders.end()) { fragShader = fragFind->second->lock(); } else { ComPtr fragBlob; if (fragBlobOut) fragBlob = *fragBlobOut; else binHashes[1] = CompileFrag(fragBlob, fragSource, srcHashes[1], m_parent); auto it = m_parent.m_sharedShaders.emplace(std::make_pair(binHashes[1], std::make_unique(m_parent, srcHashes[1], binHashes[1], std::move(fragBlob)))).first; fragShader = it->second->lock(); } ID3DBlob* pipeline = pipelineBlob ? pipelineBlob->Get() : nullptr; D3D12ShaderPipeline* retval = new D3D12ShaderPipeline(m_data, m_parent.m_ctx, std::move(vertShader), std::move(fragShader), pipeline, vtxFmt, srcFac, dstFac, prim, depthTest, depthWrite, colorWrite, alphaWrite, culling); if (pipelineBlob && !*pipelineBlob) retval->m_state->GetCachedBlob(&*pipelineBlob); return retval; } boo::ObjToken newShaderDataBinding( const boo::ObjToken& pipeline, const boo::ObjToken& vtxFormat, const boo::ObjToken& vbuf, const boo::ObjToken& instVbuf, const boo::ObjToken& ibuf, size_t ubufCount, const boo::ObjToken* ubufs, const PipelineStage* ubufStages, const size_t* ubufOffs, const size_t* ubufSizes, size_t texCount, const boo::ObjToken* texs, const int* bindIdxs, const bool* bindDepth, size_t baseVert, size_t baseInst) { return {new D3D12ShaderDataBinding(m_data, m_parent.m_ctx, pipeline, vbuf, instVbuf, ibuf, ubufCount, ubufs, ubufOffs, ubufSizes, texCount, texs, bindIdxs, bindDepth, baseVert, baseInst)}; } }; boo::ObjToken newPoolBuffer(BufferUse use, size_t stride, size_t count) { D3D12CommandQueue* q = static_cast(m_parent->getCommandQueue()); boo::ObjToken pool(new D3D12Pool(*this)); D3D12Pool* cpool = pool.cast(); D3D12GraphicsBufferD* retval = new D3D12GraphicsBufferD(pool, q, use, m_ctx, stride, count); /* Gather resource descriptions */ D3D12_RESOURCE_DESC bufDescs[2]; bufDescs[0] = retval->m_bufs[0]->GetDesc(); bufDescs[1] = retval->m_bufs[1]->GetDesc(); /* Create heap */ D3D12_RESOURCE_ALLOCATION_INFO bufAllocInfo = m_ctx->m_dev->GetResourceAllocationInfo(0, 2, bufDescs); ThrowIfFailed(m_ctx->m_dev->CreateHeap(&CD3DX12_HEAP_DESC(bufAllocInfo, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS), __uuidof(ID3D12Heap), &cpool->m_bufHeap)); /* Place resources */ PlaceBufferForGPU(retval, m_ctx, cpool->m_bufHeap.Get(), 0); return {retval}; } void commitTransaction(const FactoryCommitFunc& trans) { D3D12DataFactory::Context ctx(*this); if (!trans(ctx)) return; D3D12Data* data = ctx.m_data.cast(); /* Gather resource descriptions */ std::vector bufDescs; bufDescs.reserve(data->countForward() + data->countForward() * 2); std::vector texDescs; texDescs.reserve(data->countForward() + data->countForward() + data->countForward() * 2); if (data->m_SBufs) for (IGraphicsBufferS& buf : *data->m_SBufs) bufDescs.push_back(static_cast(buf).m_gpuDesc); if (data->m_DBufs) for (IGraphicsBufferD& buf : *data->m_DBufs) { bufDescs.push_back(static_cast&>(buf).m_bufs[0]->GetDesc()); bufDescs.push_back(static_cast&>(buf).m_bufs[1]->GetDesc()); } if (data->m_STexs) for (ITextureS& tex : *data->m_STexs) texDescs.push_back(static_cast(tex).m_gpuDesc); if (data->m_SATexs) for (ITextureSA& tex : *data->m_SATexs) texDescs.push_back(static_cast(tex).m_gpuDesc); if (data->m_DTexs) for (ITextureD& tex : *data->m_DTexs) { texDescs.push_back(static_cast(tex).m_gpuDesc); texDescs.push_back(static_cast(tex).m_gpuDesc); } /* 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), &data->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), &data->m_texHeap)); } ID3D12Heap* bufHeap = data->m_bufHeap.Get(); ID3D12Heap* texHeap = data->m_texHeap.Get(); /* Place resources */ UINT64 offsetBuf = 0; if (data->m_SBufs) for (IGraphicsBufferS& buf : *data->m_SBufs) offsetBuf = PlaceBufferForGPU(&buf, m_ctx, bufHeap, offsetBuf); if (data->m_DBufs) for (IGraphicsBufferD& buf : *data->m_DBufs) offsetBuf = PlaceBufferForGPU(&buf, m_ctx, bufHeap, offsetBuf); UINT64 offsetTex = 0; if (data->m_STexs) for (ITextureS& tex : *data->m_STexs) offsetTex = PlaceTextureForGPU(&tex, m_ctx, texHeap, offsetTex); if (data->m_SATexs) for (ITextureSA& tex : *data->m_SATexs) offsetTex = PlaceTextureForGPU(&tex, m_ctx, texHeap, offsetTex); if (data->m_DTexs) for (ITextureD& tex : *data->m_DTexs) offsetTex = PlaceTextureForGPU(&tex, 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) */ if (data->m_SBinds) for (IShaderDataBinding& bind : *data->m_SBinds) static_cast(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 */ if (data->m_SBufs) for (IGraphicsBufferS& buf : *data->m_SBufs) static_cast(buf).m_buf.Reset(); if (data->m_STexs) for (ITextureS& tex : *data->m_STexs) static_cast(tex).m_tex.Reset(); if (data->m_SATexs) for (ITextureSA& tex : *data->m_SATexs) static_cast(tex).m_tex.Reset(); } void _unregisterShareableShader(uint64_t srcKey, uint64_t binKey) { if (srcKey) m_sourceToBinary.erase(srcKey); m_sharedShaders.erase(binKey); } void setDisplayGamma(float gamma) { if (m_ctx->RGBATex2DFBViewDesc.Format == DXGI_FORMAT_R16G16B16A16_FLOAT) m_gamma = gamma * 2.2f; else m_gamma = gamma; if (m_gamma != 1.f) UpdateGammaLUT(m_gammaLUT.get(), m_gamma); } }; void D3D12CommandQueue::startRenderer() { static_cast(m_parent->getDataFactory())->SetupGammaResources(); } void D3D12CommandQueue::stopRenderer() { m_running = false; if (m_fence->GetCompletedValue() < m_submittedFenceVal) { ThrowIfFailed(m_fence->SetEventOnCompletion(m_submittedFenceVal, m_renderFenceHandle)); WaitForSingleObject(m_renderFenceHandle, INFINITE); } /* D3D12DataFactory* dataFactory = static_cast(m_parent->getDataFactory()); dataFactory->m_gammaShader.reset(); dataFactory->m_gammaLUT.reset(); dataFactory->m_gammaVBO.reset(); dataFactory->m_gammaVFMT.reset(); dataFactory->m_gammaBinding.reset(); */ } void D3D12CommandQueue::resolveDisplay(const boo::ObjToken& source) { D3D12TextureR* csource = source.cast(); #ifndef NDEBUG if (!csource->m_colorBindCount) Log.report(logvisor::Fatal, "texture provided to resolveDisplay() must have at least 1 color binding"); #endif 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, m_ctx->RGBATex2DFBViewDesc.Format, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH, nodeMasks, queues); m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex(); m_windowCtx->m_rtvHeaps.clear(); m_windowCtx->m_needsResize = false; return; } ComPtr dest; ThrowIfFailed(m_windowCtx->m_swapChain->GetBuffer(m_windowCtx->m_backBuf, __uuidof(ID3D12Resource), &dest)); ID3D12Resource* src = csource->m_colorTex.Get(); D3D12_RESOURCE_STATES srcState = D3D12_RESOURCE_STATE_COPY_SOURCE; if (m_boundTarget.get() == csource) srcState = D3D12_RESOURCE_STATE_RENDER_TARGET; D3D12DataFactory* dataFactory = static_cast(m_parent->getDataFactory()); if (dataFactory->m_gamma != 1.f) { SWindowRect rect(0, 0, csource->m_width, csource->m_height); resolveBindTexture(source, rect, true, 0, true, false, false); auto search = m_windowCtx->m_rtvHeaps.find(dest.Get()); if (search == m_windowCtx->m_rtvHeaps.end()) { ComPtr rtvHeap; D3D12_DESCRIPTOR_HEAP_DESC rtvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1}; ThrowIfFailed(m_ctx->m_dev->CreateDescriptorHeap(&rtvdesc, __uuidof(ID3D12DescriptorHeap), &rtvHeap)); D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {m_ctx->RGBATex2DFBViewDesc.Format, D3D12_RTV_DIMENSION_TEXTURE2D}; m_ctx->m_dev->CreateRenderTargetView(dest.Get(), &rtvvdesc, rtvHeap->GetCPUDescriptorHandleForHeapStart()); search = m_windowCtx->m_rtvHeaps.insert(std::make_pair(dest.Get(), rtvHeap)).first; } D3D12_RESOURCE_BARRIER gammaSetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET) }; m_cmdList->ResourceBarrier(1, gammaSetup); m_cmdList->OMSetRenderTargets(1, &search->second->GetCPUDescriptorHandleForHeapStart(), false, nullptr); D3D12ShaderDataBinding* gammaBinding = dataFactory->m_gammaBinding.cast(); gammaBinding->m_texs[0].tex = source.get(); gammaBinding->bind(m_ctx, m_cmdList.Get(), m_fillBuf); m_cmdList->DrawInstanced(4, 1, 0, 0); gammaBinding->m_texs[0].tex.reset(); D3D12_RESOURCE_BARRIER gammaTeardown[] = { CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT) }; m_cmdList->ResourceBarrier(1, gammaTeardown); } else { if (csource->m_samples > 1) { D3D12_RESOURCE_BARRIER msaaSetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, srcState, 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, m_ctx->RGBATex2DFBViewDesc.Format); D3D12_RESOURCE_BARRIER msaaTeardown[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, D3D12_RESOURCE_STATE_RESOLVE_SOURCE, srcState), CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(), D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_PRESENT) }; m_cmdList->ResourceBarrier(2, msaaTeardown); } else { if (srcState != D3D12_RESOURCE_STATE_COPY_SOURCE) { D3D12_RESOURCE_BARRIER copySetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, srcState, 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); } else { D3D12_RESOURCE_BARRIER copySetup[] = { CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_DEST) }; m_cmdList->ResourceBarrier(1, copySetup); } m_cmdList->CopyResource(dest.Get(), src); if (srcState != D3D12_RESOURCE_STATE_COPY_SOURCE) { D3D12_RESOURCE_BARRIER copyTeardown[] = { CD3DX12_RESOURCE_BARRIER::Transition(src, D3D12_RESOURCE_STATE_COPY_SOURCE, srcState), CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PRESENT) }; m_cmdList->ResourceBarrier(2, copyTeardown); } else { D3D12_RESOURCE_BARRIER copyTeardown[] = { CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PRESENT) }; m_cmdList->ResourceBarrier(1, copyTeardown); } } } m_doPresent = true; } void D3D12CommandQueue::execute() { if (!m_running) return; /* Stage dynamic uploads */ D3D12DataFactory* gfxF = static_cast(m_parent->getDataFactory()); std::unique_lock datalk(gfxF->m_dataMutex); if (gfxF->m_dataHead) { for (BaseGraphicsData& d : *gfxF->m_dataHead) { if (d.m_DBufs) for (IGraphicsBufferD& b : *d.m_DBufs) static_cast&>(b).update(m_fillBuf); if (d.m_DTexs) for (ITextureD& t : *d.m_DTexs) static_cast(t).update(m_fillBuf); } } if (gfxF->m_poolHead) { for (BaseGraphicsPool& p : *gfxF->m_poolHead) { if (p.m_DBufs) for (IGraphicsBufferD& b : *p.m_DBufs) static_cast&>(b).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