boo/lib/graphicsdev/D3D12.cpp

2180 lines
85 KiB
C++

#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 <vector>
#include "d3dx12.h"
#include <d3dcompiler.h>
#include <comdef.h>
#include <algorithm>
#include <mutex>
#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;
namespace boo
{
static logvisor::Module Log("boo::D3D12");
class D3D12DataFactory;
struct D3D12ShareableShader : IShareableShader<D3D12DataFactory, D3D12ShareableShader>
{
ComPtr<ID3DBlob> m_shader;
D3D12ShareableShader(D3D12DataFactory& fac, uint64_t srcKey, uint64_t binKey, ComPtr<ID3DBlob>&& 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<ID3D12Heap> m_bufHeap;
ComPtr<ID3D12Heap> m_texHeap;
explicit D3D12Data(GraphicsDataFactoryHead& head) : BaseGraphicsData(head) {}
};
struct D3D12Pool : BaseGraphicsPool
{
ComPtr<ID3D12Heap> 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<IGraphicsBufferS>
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
D3D12_RESOURCE_STATES m_state;
size_t m_sz;
D3D12_RESOURCE_DESC m_gpuDesc;
D3D12GraphicsBufferS(const boo::ObjToken<BaseGraphicsData>& parent,
BufferUse use, D3D12Context* ctx,
const void* data, size_t stride, size_t count)
: GraphicsDataNode<IGraphicsBufferS>(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<ID3D12Resource> m_buf;
ComPtr<ID3D12Resource> 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 DataCls>
class D3D12GraphicsBufferD : public GraphicsDataNode<IGraphicsBufferD, DataCls>
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
D3D12CommandQueue* m_q;
D3D12_RESOURCE_STATES m_state;
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
int m_validSlots = 0;
D3D12GraphicsBufferD(const boo::ObjToken<DataCls>& parent,
D3D12CommandQueue* q, BufferUse use,
D3D12Context* ctx, size_t stride, size_t count)
: GraphicsDataNode<IGraphicsBufferD, DataCls>(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<ID3D12Resource> m_bufs[2];
ComPtr<ID3D12Resource> 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<ITextureS>
{
friend class D3D12DataFactory;
TextureFormat m_fmt;
size_t m_sz;
D3D12_RESOURCE_DESC m_gpuDesc;
D3D12TextureS(const boo::ObjToken<BaseGraphicsData>& parent,
D3D12Context* ctx, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
: GraphicsDataNode<ITextureS>(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::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<const uint8_t*>(data);
D3D12_SUBRESOURCE_DATA upData[16] = {};
for (size_t i=0 ; i<m_gpuDesc.MipLevels && i<16 ; ++i)
{
upData[i].pData = dataIt;
upData[i].RowPitch = width * pxPitchNum / pxPitchDenom;
upData[i].SlicePitch = upData[i].RowPitch * height;
dataIt += upData[i].SlicePitch;
if (width > 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<ID3D12Resource> m_tex;
ComPtr<ID3D12Resource> 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<ITextureSA>
{
friend class D3D12DataFactory;
TextureFormat m_fmt;
size_t m_layers;
size_t m_sz;
D3D12_RESOURCE_DESC m_gpuDesc;
D3D12TextureSA(const boo::ObjToken<BaseGraphicsData>& parent, D3D12Context* ctx,
size_t width, size_t height, size_t layers,
size_t mips, TextureFormat fmt, const void* data, size_t sz)
: GraphicsDataNode<ITextureSA>(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;
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<const uint8_t*>(data);
std::unique_ptr<D3D12_SUBRESOURCE_DATA[]> upData(new D3D12_SUBRESOURCE_DATA[layers * mips]);
D3D12_SUBRESOURCE_DATA* outIt = upData.get();
for (size_t i=0 ; i<mips ; ++i)
{
for (size_t j=0 ; j<layers ; ++j)
{
outIt->pData = 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<ID3D12Resource> m_tex;
ComPtr<ID3D12Resource> 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<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<uint8_t[]> m_cpuBuf;
size_t m_rowPitch;
size_t m_cpuSz;
int m_validSlots = 0;
D3D12TextureD(const boo::ObjToken<BaseGraphicsData>& parent, D3D12CommandQueue* q, D3D12Context* ctx,
size_t width, size_t height, TextureFormat fmt)
: GraphicsDataNode<ITextureD>(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;
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<ID3D12Resource> m_texs[2];
ComPtr<ID3D12Resource> 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<ITextureR>
{
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(DXGI_FORMAT_R8G8B8A8_UNORM, 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(DXGI_FORMAT_R8G8B8A8_UNORM, 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(DXGI_FORMAT_R8G8B8A8_UNORM, 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 = DXGI_FORMAT_R8G8B8A8_UNORM;
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 = {DXGI_FORMAT_R8G8B8A8_UNORM, 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 ; i<m_colorBindCount ; ++i)
{
ThrowIfFailed(ctx->m_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 ; i<m_depthBindCount ; ++i)
{
ThrowIfFailed(ctx->m_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<BaseGraphicsData>& parent,
D3D12Context* ctx, D3D12CommandQueue* q,
size_t width, size_t height, size_t samples,
size_t colorBindCount, size_t depthBindCount)
: GraphicsDataNode<ITextureR>(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<ID3D12Resource> m_colorTex;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12Resource> m_depthTex;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
ComPtr<ID3D12Resource> m_colorBindTex[MAX_BIND_TEXS];
ComPtr<ID3D12Resource> 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<IVertexFormat>
{
size_t m_elementCount;
std::unique_ptr<D3D12_INPUT_ELEMENT_DESC[]> m_elements;
size_t m_stride = 0;
size_t m_instStride = 0;
D3D12VertexFormat(const boo::ObjToken<BaseGraphicsData>& parent,
size_t elementCount, const VertexElementDescriptor* elements)
: GraphicsDataNode<IVertexFormat>(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 ; i<elementCount ; ++i)
{
const VertexElementDescriptor* elemin = &elements[i];
D3D12_INPUT_ELEMENT_DESC& elem = m_elements[i];
int semantic = int(elemin->semantic & 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<IShaderPipeline>
{
friend class D3D12DataFactory;
friend struct D3D12ShaderDataBinding;
boo::ObjToken<IVertexFormat> m_vtxFmt;
D3D12ShareableShader::Token m_vert;
D3D12ShareableShader::Token m_pixel;
D3D12ShaderPipeline(const boo::ObjToken<BaseGraphicsData>& parent,
D3D12Context* ctx, D3D12ShareableShader::Token&& vert,
D3D12ShareableShader::Token&& pixel, ID3DBlob* pipeline,
const boo::ObjToken<IVertexFormat>& vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling)
: GraphicsDataNode<IShaderPipeline>(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_DEST_COLOR;
desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_SRC_COLOR;
desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_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<D3D12VertexFormat>();
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] = 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<ID3D12PipelineState> 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<D3D12GraphicsBufferD<BaseGraphicsData>*>(buf)->placeForGPU(ctx, gpuHeap, offset);
else
return static_cast<D3D12GraphicsBufferS*>(buf)->placeForGPU(ctx, gpuHeap, offset);
}
static UINT64 PlaceTextureForGPU(ITexture* tex, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
switch (tex->type())
{
case TextureType::Dynamic:
return static_cast<D3D12TextureD*>(tex)->placeForGPU(ctx, gpuHeap, offset);
case TextureType::Static:
return static_cast<D3D12TextureS*>(tex)->placeForGPU(ctx, gpuHeap, offset);
case TextureType::StaticArray:
return static_cast<D3D12TextureSA*>(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<BaseGraphicsData>* cbuf =
static_cast<const D3D12GraphicsBufferD<BaseGraphicsData>*>(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<const D3D12GraphicsBufferS*>(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<BaseGraphicsData>* cbuf =
static_cast<const D3D12GraphicsBufferD<BaseGraphicsData>*>(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<const D3D12GraphicsBufferS*>(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<BaseGraphicsData>* cbuf =
static_cast<const D3D12GraphicsBufferD<BaseGraphicsData>*>(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<const D3D12GraphicsBufferS*>(buf);
descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress();
return cbuf->m_gpuBuf.Get();
}
}
static const struct RGBATex2DNoMipViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
{
RGBATex2DNoMipViewDesc()
{
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};
}
} RGBATex2DNoMipViewDesc;
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 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, int bindIdx, bool depth,
D3D12_SHADER_RESOURCE_VIEW_DESC& descOut)
{
switch (tex->type())
{
case TextureType::Dynamic:
{
const D3D12TextureD* ctex = static_cast<const D3D12TextureD*>(tex);
switch (ctex->format())
{
case TextureFormat::RGBA8:
descOut = RGBATex2DViewDesc;
break;
case TextureFormat::I8:
descOut = GreyTex2DViewDesc;
break;
default:break;
}
descOut.Texture2D.MipLevels = 1;
return ctex->m_gpuTexs[idx].Get();
}
case TextureType::Static:
{
const D3D12TextureS* ctex = static_cast<const D3D12TextureS*>(tex);
switch (ctex->format())
{
case TextureFormat::RGBA8:
descOut = RGBATex2DViewDesc;
break;
case TextureFormat::I8:
descOut = GreyTex2DViewDesc;
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<const D3D12TextureSA*>(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<const D3D12TextureR*>(tex);
if (depth)
{
descOut = RGBATex2DDepthViewDesc;
return ctex->m_depthBindTex[bindIdx].Get();
}
else
{
descOut = RGBATex2DNoMipViewDesc;
return ctex->m_colorBindTex[bindIdx].Get();
}
}
default: break;
}
return nullptr;
}
struct D3D12ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding>
{
boo::ObjToken<IShaderPipeline> m_pipeline;
ComPtr<ID3D12Heap> m_gpuHeap;
ComPtr<ID3D12DescriptorHeap> m_descHeap[2];
boo::ObjToken<IGraphicsBuffer> m_vbuf;
boo::ObjToken<IGraphicsBuffer> m_instVbuf;
boo::ObjToken<IGraphicsBuffer> m_ibuf;
std::vector<boo::ObjToken<IGraphicsBuffer>> m_ubufs;
std::vector<std::pair<size_t,size_t>> m_ubufOffs;
ID3D12Resource* m_knownViewHandles[2][8] = {};
struct BindTex
{
boo::ObjToken<ITexture> tex;
int idx;
bool depth;
};
std::vector<BindTex> 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<BaseGraphicsData>& d,
D3D12Context* ctx,
const boo::ObjToken<IShaderPipeline>& pipeline,
const boo::ObjToken<IGraphicsBuffer>& vbuf,
const boo::ObjToken<IGraphicsBuffer>& instVbuf,
const boo::ObjToken<IGraphicsBuffer>& ibuf,
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs,
const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, const boo::ObjToken<ITexture>* texs,
const int* bindIdxs, const bool* bindDepth,
size_t baseVert, size_t baseInst)
: GraphicsDataNode<IShaderDataBinding>(d),
m_pipeline(pipeline),
m_vbuf(vbuf),
m_instVbuf(instVbuf),
m_ibuf(ibuf)
{
D3D12ShaderPipeline* cpipeline = m_pipeline.cast<D3D12ShaderPipeline>();
D3D12VertexFormat* vtxFmt = cpipeline->m_vtxFmt.cast<D3D12VertexFormat>();
m_vertOffset = baseVert * vtxFmt->m_stride;
m_instOffset = baseInst * vtxFmt->m_instStride;
if (ubufOffs && ubufSizes)
{
m_ubufOffs.reserve(ubufCount);
for (size_t i=0 ; i<ubufCount ; ++i)
{
#ifndef NDEBUG
if (ubufOffs[i] % 256)
Log.report(logvisor::Fatal, "non-256-byte-aligned uniform-offset %d provided to newShaderDataBinding", int(i));
#endif
m_ubufOffs.emplace_back(ubufOffs[i], (ubufSizes[i] + 255) & ~255);
}
}
m_ubufs.reserve(ubufCount);
for (size_t i=0 ; i<ubufCount ; ++i)
{
#ifndef NDEBUG
if (!ubufs[i])
Log.report(logvisor::Fatal, "null uniform-buffer %d provided to newShaderDataBinding", int(i));
#endif
m_ubufs.push_back(ubufs[i]);
}
m_texs.reserve(texCount);
for (size_t i=0 ; i<texCount ; ++i)
{
m_texs.push_back({texs[i], bindIdxs ? bindIdxs[i] : 0, bindDepth ? bindDepth[i] : false});
}
}
void commit(D3D12Context* ctx)
{
/* Create double-buffered descriptor heaps */
D3D12_DESCRIPTOR_HEAP_DESC desc;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = MAX_UNIFORM_COUNT + MAX_TEXTURE_COUNT;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
desc.NodeMask = 0;
UINT incSz = ctx->m_dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
for (int b=0 ; b<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<MAX_UNIFORM_COUNT ; ++i)
{
if (i<m_ubufs.size())
{
const std::pair<size_t,size_t>& 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 ; i<MAX_UNIFORM_COUNT ; ++i)
{
if (i<m_ubufs.size())
{
D3D12_CONSTANT_BUFFER_VIEW_DESC viewDesc;
GetBufferGPUResource(m_ubufs[i].get(), b, viewDesc);
viewDesc.SizeInBytes = (viewDesc.SizeInBytes + 255) & ~255;
ctx->m_dev->CreateConstantBufferView(&viewDesc, handle);
}
handle.Offset(1, incSz);
}
}
for (size_t i=0 ; i<MAX_TEXTURE_COUNT ; ++i)
{
if (i<m_texs.size() && m_texs[i].tex)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
ID3D12Resource* res = GetTextureGPUResource(m_texs[i].tex.get(), b, m_texs[i].idx,
m_texs[i].depth, srvDesc);
m_knownViewHandles[b][i] = res;
ctx->m_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 ; i<MAX_TEXTURE_COUNT ; ++i)
{
if (i<m_texs.size() && m_texs[i].tex)
{
if (m_texs[i].tex->type() == TextureType::Render)
{
const D3D12TextureR* ctex = m_texs[i].tex.cast<D3D12TextureR>();
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, &RGBATex2DNoMipViewDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(heapStart, MAX_UNIFORM_COUNT + i, incSz));
}
}
}
}
}
D3D12ShaderPipeline* pipeline = m_pipeline.cast<D3D12ShaderPipeline>();
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<ID3D12GraphicsCommandList> m_cmdList;
ComPtr<ID3D12Fence> m_fence;
ComPtr<ID3D12CommandAllocator> m_dynamicCmdAlloc[2];
ComPtr<ID3D12CommandQueue> m_dynamicCmdQueue;
ComPtr<ID3D12GraphicsCommandList> m_dynamicCmdList;
UINT64 m_dynamicBufFenceVal = 0;
ComPtr<ID3D12Fence> 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(const boo::ObjToken<IShaderDataBinding>& binding)
{
D3D12ShaderDataBinding* cbind = binding.cast<D3D12ShaderDataBinding>();
cbind->bind(m_ctx, m_cmdList.Get(), m_fillBuf);
}
boo::ObjToken<ITextureR> m_boundTarget;
void setRenderTarget(const boo::ObjToken<ITextureR>& target)
{
D3D12TextureR* ctarget = target.cast<D3D12TextureR>();
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<D3D12TextureR>();
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<D3D12TextureR>();
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<D3D12TextureR*, std::pair<size_t, size_t>> m_texResizes;
void resizeRenderTexture(const boo::ObjToken<ITextureR>& tex, size_t width, size_t height)
{
D3D12TextureR* ctex = tex.cast<D3D12TextureR>();
m_texResizes[ctex] = std::make_pair(width, height);
}
void schedulePostFrameHandler(std::function<void(void)>&& 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<D3D12TextureR>();
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<ITextureR>& texture,
const SWindowRect& rect, bool tlOrigin,
int bindIdx, bool color, bool depth)
{
D3D12TextureR* tex = texture.cast<D3D12TextureR>();
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);
}
}
bool m_doPresent = false;
void resolveDisplay(const boo::ObjToken<ITextureR>& source)
{
D3D12TextureR* csource = source.cast<D3D12TextureR>();
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<ID3D12Resource> 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;
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, DXGI_FORMAT_R8G8B8A8_UNORM);
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;
}
UINT64 m_submittedFenceVal = 0;
void execute();
};
D3D12TextureR::~D3D12TextureR()
{
if (m_q->m_boundTarget.get() == this)
m_q->m_boundTarget.reset();
}
template <class DataCls>
void D3D12GraphicsBufferD<DataCls>::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 <class DataCls>
void D3D12GraphicsBufferD<DataCls>::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 <class DataCls>
void* D3D12GraphicsBufferD<DataCls>::map(size_t sz)
{
if (sz > m_cpuSz)
return nullptr;
return m_cpuBuf.get();
}
template <class DataCls>
void D3D12GraphicsBufferD<DataCls>::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<uint64_t, std::unique_ptr<D3D12ShareableShader>> m_sharedShaders;
std::unordered_map<uint64_t, uint64_t> m_sourceToBinary;
uint32_t m_sampleCount;
public:
D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx, uint32_t sampleCount)
: m_parent(parent), m_ctx(ctx), m_sampleCount(sampleCount)
{
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<ID3DBlob> rsOutBlob;
ComPtr<ID3DBlob> rsErrorBlob;
D3D12_STATIC_SAMPLER_DESC samplers[] =
{
CD3DX12_STATIC_SAMPLER_DESC(0),
CD3DX12_STATIC_SAMPLER_DESC(1, D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE_BORDER,
D3D12_TEXTURE_ADDRESS_MODE_BORDER, D3D12_TEXTURE_ADDRESS_MODE_BORDER),
CD3DX12_STATIC_SAMPLER_DESC(2, D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP)
};
ThrowIfFailed(D3D12SerializeRootSignaturePROC(
&CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 3, 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<BaseGraphicsData> 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<IGraphicsBufferS>
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<IGraphicsBufferD>
newDynamicBuffer(BufferUse use, size_t stride, size_t count)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent.m_parent->getCommandQueue());
return {new D3D12GraphicsBufferD<BaseGraphicsData>(m_data, q, use, m_parent.m_ctx, stride, count)};
}
boo::ObjToken<ITextureS>
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<ITextureSA>
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<ITextureD>
newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent.m_parent->getCommandQueue());
return {new D3D12TextureD(m_data, q, m_parent.m_ctx, width, height, fmt)};
}
boo::ObjToken<ITextureR>
newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
size_t colorBindCount, size_t depthBindCount)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent.m_parent->getCommandQueue());
return {new D3D12TextureR(m_data, m_parent.m_ctx, q, width, height, m_parent.m_sampleCount,
colorBindCount, depthBindCount)};
}
boo::ObjToken<IVertexFormat>
newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst)
{
return {new struct D3D12VertexFormat(m_data, elementCount, elements)};
}
#if _DEBUG
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
#else
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
#endif
static uint64_t CompileVert(ComPtr<ID3DBlob>& vertBlobOut, const char* vertSource, uint64_t srcKey,
D3D12DataFactory& factory)
{
ComPtr<ID3DBlob> 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<ID3DBlob>& fragBlobOut, const char* fragSource, uint64_t srcKey,
D3D12DataFactory& factory)
{
ComPtr<ID3DBlob> 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<IShaderPipeline> newShaderPipeline
(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>* vertBlobOut, ComPtr<ID3DBlob>* fragBlobOut,
ComPtr<ID3DBlob>* pipelineBlob, const boo::ObjToken<IVertexFormat>& 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<ID3DBlob> 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<D3D12ShareableShader>(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<ID3DBlob> 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<D3D12ShareableShader>(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<IShaderDataBinding> newShaderDataBinding(
const boo::ObjToken<IShaderPipeline>& pipeline,
const boo::ObjToken<IVertexFormat>& vtxFormat,
const boo::ObjToken<IGraphicsBuffer>& vbuf,
const boo::ObjToken<IGraphicsBuffer>& instVbuf,
const boo::ObjToken<IGraphicsBuffer>& ibuf,
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, const boo::ObjToken<ITexture>* 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<IGraphicsBufferD> newPoolBuffer(BufferUse use, size_t stride, size_t count)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
boo::ObjToken<BaseGraphicsPool> pool(new D3D12Pool(*this));
D3D12Pool* cpool = pool.cast<D3D12Pool>();
D3D12GraphicsBufferD<BaseGraphicsPool>* retval =
new D3D12GraphicsBufferD<BaseGraphicsPool>(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<D3D12Data>();
/* Gather resource descriptions */
std::vector<D3D12_RESOURCE_DESC> bufDescs;
bufDescs.reserve(data->countForward<IGraphicsBufferS>() +
data->countForward<IGraphicsBufferD>() * 2);
std::vector<D3D12_RESOURCE_DESC> texDescs;
texDescs.reserve(data->countForward<ITextureS>() +
data->countForward<ITextureSA>() +
data->countForward<ITextureD>() * 2);
if (data->m_SBufs)
for (IGraphicsBufferS& buf : *data->m_SBufs)
bufDescs.push_back(static_cast<D3D12GraphicsBufferS&>(buf).m_gpuDesc);
if (data->m_DBufs)
for (IGraphicsBufferD& buf : *data->m_DBufs)
{
bufDescs.push_back(static_cast<D3D12GraphicsBufferD<BaseGraphicsData>&>(buf).m_bufs[0]->GetDesc());
bufDescs.push_back(static_cast<D3D12GraphicsBufferD<BaseGraphicsData>&>(buf).m_bufs[1]->GetDesc());
}
if (data->m_STexs)
for (ITextureS& tex : *data->m_STexs)
texDescs.push_back(static_cast<D3D12TextureS&>(tex).m_gpuDesc);
if (data->m_SATexs)
for (ITextureSA& tex : *data->m_SATexs)
texDescs.push_back(static_cast<D3D12TextureSA&>(tex).m_gpuDesc);
if (data->m_DTexs)
for (ITextureD& tex : *data->m_DTexs)
{
texDescs.push_back(static_cast<D3D12TextureD&>(tex).m_gpuDesc);
texDescs.push_back(static_cast<D3D12TextureD&>(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<D3D12ShaderDataBinding&>(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<D3D12GraphicsBufferS&>(buf).m_buf.Reset();
if (data->m_STexs)
for (ITextureS& tex : *data->m_STexs)
static_cast<D3D12TextureS&>(tex).m_tex.Reset();
if (data->m_SATexs)
for (ITextureSA& tex : *data->m_SATexs)
static_cast<D3D12TextureSA&>(tex).m_tex.Reset();
}
void _unregisterShareableShader(uint64_t srcKey, uint64_t binKey)
{
if (srcKey)
m_sourceToBinary.erase(srcKey);
m_sharedShaders.erase(binKey);
}
};
void D3D12CommandQueue::execute()
{
if (!m_running)
return;
/* Stage dynamic uploads */
D3D12DataFactory* gfxF = static_cast<D3D12DataFactory*>(m_parent->getDataFactory());
std::unique_lock<std::recursive_mutex> 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<D3D12GraphicsBufferD<BaseGraphicsData>&>(b).update(m_fillBuf);
if (d.m_DTexs)
for (ITextureD& t : *d.m_DTexs)
static_cast<D3D12TextureD&>(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<D3D12GraphicsBufferD<BaseGraphicsData>&>(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, uint32_t sampleCount)
{
return new D3D12DataFactory(parent, ctx, sampleCount);
}
}
#endif // _WIN32_WINNT_WIN10