boo/lib/graphicsdev/D3D12.cpp

1857 lines
71 KiB
C++

#include "../win/Win32Common.hpp"
#if _WIN32_WINNT_WIN10
#include <LogVisor/LogVisor.hpp>
#include "boo/graphicsdev/D3D.hpp"
#include "boo/IGraphicsContext.hpp"
#include <vector>
#include "d3dx12.h"
#include <d3dcompiler.h>
#include <comdef.h>
#include <algorithm>
#include <mutex>
#define MAX_UNIFORM_COUNT 8
#define MAX_TEXTURE_COUNT 8
#undef min
#undef max
extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC;
extern pD3DCompile D3DCompilePROC;
namespace boo
{
static LogVisor::LogModule Log("boo::D3D12");
static inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
_com_error err(hr);
LPCTSTR errMsg = err.ErrorMessage();
Log.report(LogVisor::FatalError, errMsg);
}
}
static inline UINT64 NextHeapOffset(UINT64 offset, const D3D12_RESOURCE_ALLOCATION_INFO& info)
{
offset += info.SizeInBytes;
return (offset + info.Alignment - 1) & ~(info.Alignment - 1);
}
struct D3D12Data : IGraphicsData
{
std::vector<std::unique_ptr<class D3D12ShaderPipeline>> m_SPs;
std::vector<std::unique_ptr<struct D3D12ShaderDataBinding>> m_SBinds;
std::vector<std::unique_ptr<class D3D12GraphicsBufferS>> m_SBufs;
std::vector<std::unique_ptr<class D3D12GraphicsBufferD>> m_DBufs;
std::vector<std::unique_ptr<class D3D12TextureS>> m_STexs;
std::vector<std::unique_ptr<class D3D12TextureSA>> m_SATexs;
std::vector<std::unique_ptr<class D3D12TextureD>> m_DTexs;
std::vector<std::unique_ptr<class D3D12TextureR>> m_RTexs;
std::vector<std::unique_ptr<struct D3D12VertexFormat>> m_VFmts;
ComPtr<ID3D12Heap> m_bufHeap;
ComPtr<ID3D12Heap> m_texHeap;
};
static const D3D12_RESOURCE_STATES USE_TABLE[] =
{
D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
D3D12_RESOURCE_STATE_INDEX_BUFFER,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER
};
class D3D12GraphicsBufferS : public IGraphicsBufferS
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
D3D12_RESOURCE_STATES m_state;
size_t m_sz;
D3D12_RESOURCE_DESC m_gpuDesc;
D3D12GraphicsBufferS(BufferUse use, D3D12Context* ctx, const void* data, size_t stride, size_t count)
: m_state(USE_TABLE[int(use)]), m_stride(stride), m_count(count), m_sz(stride * count)
{
m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(m_sz);
size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, 1);
m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(reqSz);
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE, &m_gpuDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_buf));
D3D12_SUBRESOURCE_DATA upData = {data, LONG_PTR(m_sz), LONG_PTR(m_sz)};
if (!PrepSubresources<1>(ctx->m_dev.Get(), &m_gpuDesc, m_buf.Get(), 0, 0, 1, &upData))
Log.report(LogVisor::FatalError, "error preparing resource for upload");
}
public:
size_t m_stride;
size_t m_count;
ComPtr<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 */
CommandSubresourcesTransfer<1>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuBuf.Get(), m_buf.Get(), 0, 0, 1);
ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuBuf.Get(),
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
}
};
class D3D12GraphicsBufferD : public IGraphicsBufferD
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
D3D12CommandQueue* m_q;
D3D12_RESOURCE_STATES m_state;
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
int m_validSlots = 0;
D3D12GraphicsBufferD(D3D12CommandQueue* q, BufferUse use, D3D12Context* ctx, size_t stride, size_t count)
: m_state(USE_TABLE[int(use)]), m_q(q), m_stride(stride), m_count(count)
{
m_cpuSz = stride * count;
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer(m_cpuSz);
size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &desc, 0, 1);
desc = CD3DX12_RESOURCE_DESC::Buffer(reqSz);
for (int i=0 ; i<2 ; ++i)
{
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_bufs[i]));
}
}
void update(int b);
public:
size_t m_stride;
size_t m_count;
ComPtr<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 ITextureS
{
friend class D3D12DataFactory;
TextureFormat m_fmt;
size_t m_sz;
D3D12_RESOURCE_DESC m_gpuDesc;
D3D12TextureS(D3D12Context* ctx, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
: m_fmt(fmt), m_sz(sz)
{
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::FatalError, "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;
width /= 2;
height /= 2;
}
if (!PrepSubresources<16>(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, m_gpuDesc.MipLevels, upData))
Log.report(LogVisor::FatalError, "error preparing resource for upload");
}
public:
ComPtr<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 ITextureSA
{
friend class D3D12DataFactory;
TextureFormat m_fmt;
size_t m_layers;
size_t m_sz;
D3D12_RESOURCE_DESC m_gpuDesc;
D3D12TextureSA(D3D12Context* ctx, size_t width, size_t height, size_t layers,
TextureFormat fmt, const void* data, size_t sz)
: m_fmt(fmt), m_layers(layers), m_sz(sz)
{
size_t pxPitch;
DXGI_FORMAT pixelFmt;
switch (fmt)
{
case TextureFormat::RGBA8:
pxPitch = 4;
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case TextureFormat::I8:
pxPitch = 1;
pixelFmt = DXGI_FORMAT_R8_UNORM;
break;
default:
Log.report(LogVisor::FatalError, "unsupported tex format");
}
m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pixelFmt, width, height, layers, 1);
size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, layers);
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(reqSz),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex));
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
if (layers > 16)
{
std::unique_ptr<D3D12_SUBRESOURCE_DATA[]> upData(new D3D12_SUBRESOURCE_DATA[layers]);
for (size_t i=0 ; i<layers ; ++i)
{
upData[i].pData = dataIt;
upData[i].RowPitch = width * pxPitch;
upData[i].SlicePitch = upData[i].RowPitch * height;
dataIt += upData[i].SlicePitch;
}
if (!PrepSubresources(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, layers, upData.get()))
Log.report(LogVisor::FatalError, "error preparing resource for upload");
}
else
{
D3D12_SUBRESOURCE_DATA upData[16] = {};
for (size_t i=0 ; i<layers ; ++i)
{
upData[i].pData = dataIt;
upData[i].RowPitch = width * pxPitch;
upData[i].SlicePitch = upData[i].RowPitch * height;
dataIt += upData[i].SlicePitch;
}
if (!PrepSubresources<16>(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, layers, upData))
Log.report(LogVisor::FatalError, "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));
if (m_gpuDesc.DepthOrArraySize > 16)
{
CommandSubresourcesTransfer(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_gpuDesc.DepthOrArraySize);
ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuTex.Get(),
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
}
else
{
CommandSubresourcesTransfer<16>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(), m_tex.Get(), 0, 0, m_gpuDesc.DepthOrArraySize);
ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuTex.Get(),
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
}
return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
}
TextureFormat format() const {return m_fmt;}
size_t layers() const {return m_layers;}
};
class D3D12TextureD : public ITextureD
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
TextureFormat m_fmt;
D3D12CommandQueue* m_q;
D3D12_RESOURCE_DESC m_gpuDesc;
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
int m_validSlots = 0;
D3D12TextureD(D3D12CommandQueue* q, D3D12Context* ctx, size_t width, size_t height, TextureFormat fmt)
: m_fmt(fmt), m_q(q)
{
DXGI_FORMAT pixelFmt;
switch (fmt)
{
case TextureFormat::RGBA8:
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case TextureFormat::I8:
pixelFmt = DXGI_FORMAT_R8_UNORM;
break;
default:
Log.report(LogVisor::FatalError, "unsupported tex format");
}
m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pixelFmt, width, height);
size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, 1);
for (int i=0 ; i<2 ; ++i)
{
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(reqSz),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_texs[i]));
}
}
void update(int b);
public:
ComPtr<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};
class D3D12TextureR : public ITextureR
{
friend class D3D12DataFactory;
friend struct D3D12CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
bool m_enableShaderColorBind;
bool m_enableShaderDepthBind;
void Setup(D3D12Context* ctx, size_t width, size_t height, size_t samples,
bool enableShaderColorBind, bool enableShaderDepthBind)
{
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 (samples > 1)
{
rtvDim = D3D12_RTV_DIMENSION_TEXTURE2DMS;
dsvDim = D3D12_DSV_DIMENSION_TEXTURE2DMS;
rtvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 0, 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_D24_UNORM_S8_UINT, width, height, 1, 0, samples,
0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
cbindresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 0, samples,
0, D3D12_RESOURCE_FLAG_NONE, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
dbindresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height, 1, 0, samples,
0, D3D12_RESOURCE_FLAG_NONE, 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, width, height, 1, 0, 1,
0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height, 1, 0, 1,
0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
cbindresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 0, 1,
0, D3D12_RESOURCE_FLAG_NONE);
dbindresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height, 1, 0, 1,
0, D3D12_RESOURCE_FLAG_NONE);
}
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
&rtvresdesc, D3D12_RESOURCE_STATE_COPY_SOURCE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_R8G8B8A8_UNORM, BLACK_COLOR),
__uuidof(ID3D12Resource), &m_colorTex));
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
&dsvresdesc, D3D12_RESOURCE_STATE_COPY_SOURCE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D24_UNORM_S8_UINT, 1.0, 0),
__uuidof(ID3D12Resource), &m_depthTex));
D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {DXGI_FORMAT_R8G8B8A8_UNORM, 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());
if (enableShaderColorBind)
{
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));
}
if (enableShaderDepthBind)
{
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));
}
}
D3D12CommandQueue* m_q;
D3D12TextureR(D3D12Context* ctx, D3D12CommandQueue* q, size_t width, size_t height, size_t samples,
bool enableShaderColorBind, bool enableShaderDepthBind)
: m_q(q), m_width(width), m_height(height), m_samples(samples),
m_enableShaderColorBind(enableShaderColorBind), m_enableShaderDepthBind(enableShaderDepthBind)
{
if (samples == 0) m_samples = 1;
Setup(ctx, width, height, samples, enableShaderColorBind, enableShaderDepthBind);
}
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;
ComPtr<ID3D12Resource> m_depthBindTex;
~D3D12TextureR();
void resize(D3D12Context* ctx, size_t width, size_t height)
{
if (width < 1)
width = 1;
if (height < 1)
height = 1;
m_width = width;
m_height = height;
Setup(ctx, width, height, m_samples, m_enableShaderColorBind, m_enableShaderDepthBind);
}
};
static const size_t SEMANTIC_SIZE_TABLE[] =
{
0,
12,
16,
12,
16,
16,
4,
8,
16,
16,
16
};
static const char* SEMANTIC_NAME_TABLE[] =
{
nullptr,
"POSITION",
"POSITION",
"NORMAL",
"NORMAL",
"COLOR",
"COLOR",
"UV",
"UV",
"WEIGHT",
"MODELVIEW"
};
static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
{
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT
};
struct D3D12VertexFormat : IVertexFormat
{
size_t m_elementCount;
std::unique_ptr<D3D12_INPUT_ELEMENT_DESC[]> m_elements;
D3D12VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
: m_elementCount(elementCount),
m_elements(new D3D12_INPUT_ELEMENT_DESC[elementCount])
{
memset(m_elements.get(), 0, elementCount * sizeof(D3D12_INPUT_ELEMENT_DESC));
size_t offset = 0;
size_t instOffset = 0;
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 = instOffset;
instOffset += SEMANTIC_SIZE_TABLE[semantic];
}
else
{
elem.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
elem.AlignedByteOffset = offset;
offset += SEMANTIC_SIZE_TABLE[semantic];
}
}
}
};
static const D3D12_BLEND BLEND_FACTOR_TABLE[] =
{
D3D12_BLEND_ZERO,
D3D12_BLEND_ONE,
D3D12_BLEND_SRC_COLOR,
D3D12_BLEND_INV_SRC_COLOR,
D3D12_BLEND_DEST_COLOR,
D3D12_BLEND_INV_DEST_COLOR,
D3D12_BLEND_SRC_ALPHA,
D3D12_BLEND_INV_SRC_ALPHA,
D3D12_BLEND_DEST_ALPHA,
D3D12_BLEND_INV_DEST_ALPHA,
D3D12_BLEND_SRC1_COLOR,
D3D12_BLEND_INV_SRC1_COLOR
};
class D3D12ShaderPipeline : public IShaderPipeline
{
friend class D3D12DataFactory;
D3D12ShaderPipeline(D3D12Context* ctx, ID3DBlob* vert, ID3DBlob* pixel, ID3DBlob* pipeline,
const D3D12VertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
desc.pRootSignature = ctx->m_rs.Get();
desc.VS = {vert->GetBufferPointer(), vert->GetBufferSize()};
desc.PS = {pixel->GetBufferPointer(), pixel->GetBufferSize()};
desc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
if (dstFac != BlendFactor::Zero)
{
desc.BlendState.RenderTarget[0].BlendEnable = true;
desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
}
desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
if (!backfaceCulling)
desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
desc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
if (!depthTest)
desc.DepthStencilState.DepthEnable = false;
if (!depthWrite)
desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
desc.InputLayout.NumElements = vtxFmt->m_elementCount;
desc.InputLayout.pInputElementDescs = vtxFmt->m_elements.get();
desc.SampleMask = UINT_MAX;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
desc.SampleDesc.Count = 1;
if (pipeline)
{
desc.CachedPSO.pCachedBlob = pipeline->GetBufferPointer();
desc.CachedPSO.CachedBlobSizeInBytes = pipeline->GetBufferSize();
}
ThrowIfFailed(ctx->m_dev->CreateGraphicsPipelineState(&desc, __uuidof(ID3D12PipelineState), &m_state));
}
public:
ComPtr<ID3D12PipelineState> m_state;
~D3D12ShaderPipeline() = default;
D3D12ShaderPipeline& operator=(const D3D12ShaderPipeline&) = delete;
D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete;
};
static UINT64 PlaceBufferForGPU(IGraphicsBuffer* buf, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
if (buf->dynamic())
return static_cast<D3D12GraphicsBufferD*>(buf)->placeForGPU(ctx, gpuHeap, offset);
else
return static_cast<D3D12GraphicsBufferS*>(buf)->placeForGPU(ctx, gpuHeap, offset);
}
static UINT64 PlaceTextureForGPU(ITexture* tex, D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
{
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)
{
if (buf->dynamic())
{
const D3D12GraphicsBufferD* cbuf = static_cast<const D3D12GraphicsBufferD*>(buf);
descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
descOut.StrideInBytes = cbuf->m_stride;
descOut.BufferLocation = cbuf->m_gpuBufs[idx]->GetGPUVirtualAddress();
return cbuf->m_gpuBufs[idx].Get();
}
else
{
const D3D12GraphicsBufferS* cbuf = static_cast<const D3D12GraphicsBufferS*>(buf);
descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
descOut.StrideInBytes = cbuf->m_stride;
descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress();
return cbuf->m_gpuBuf.Get();
}
}
static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx,
D3D12_INDEX_BUFFER_VIEW& descOut)
{
if (buf->dynamic())
{
const D3D12GraphicsBufferD* cbuf = static_cast<const D3D12GraphicsBufferD*>(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* cbuf = static_cast<const D3D12GraphicsBufferD*>(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 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,
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;
}
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;
}
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);
descOut = RGBATex2DViewDesc;
if (idx == 1)
return ctex->m_depthBindTex.Get();
else
return ctex->m_colorBindTex.Get();
}
default: break;
}
return nullptr;
}
struct D3D12ShaderDataBinding : IShaderDataBinding
{
D3D12ShaderPipeline* m_pipeline;
ComPtr<ID3D12Heap> m_gpuHeap;
ComPtr<ID3D12DescriptorHeap> m_descHeap[2];
IGraphicsBuffer* m_vbuf;
IGraphicsBuffer* m_instVbuf;
IGraphicsBuffer* m_ibuf;
size_t m_ubufCount;
std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
size_t m_texCount;
std::unique_ptr<ITexture*[]> m_texs;
D3D12_VERTEX_BUFFER_VIEW m_vboView[2][2] = {{},{}};
D3D12_INDEX_BUFFER_VIEW m_iboView[2];
#ifndef NDEBUG
/* Debugging aids */
bool m_committed = false;
#endif
D3D12ShaderDataBinding(D3D12Context* ctx,
IShaderPipeline* pipeline,
IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbuf, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
: m_pipeline(static_cast<D3D12ShaderPipeline*>(pipeline)),
m_vbuf(vbuf),
m_instVbuf(instVbuf),
m_ibuf(ibuf),
m_ubufCount(ubufCount),
m_ubufs(new IGraphicsBuffer*[ubufCount]),
m_texCount(texCount),
m_texs(new ITexture*[texCount])
{
for (size_t i=0 ; i<ubufCount ; ++i)
m_ubufs[i] = ubufs[i];
for (size_t i=0 ; i<texCount ; ++i)
m_texs[i] = texs[i];
}
void commit(D3D12Context* ctx)
{
/* Create 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, b, m_vboView[b][0]);
if (m_instVbuf)
GetBufferGPUResource(m_instVbuf, b, m_vboView[b][1]);
if (m_ibuf)
GetBufferGPUResource(m_ibuf, b, m_iboView[b]);
for (size_t i=0 ; i<MAX_UNIFORM_COUNT ; ++i)
{
if (i<m_ubufCount)
{
D3D12_CONSTANT_BUFFER_VIEW_DESC viewDesc;
GetBufferGPUResource(m_ubufs[i], 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_texCount)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
ID3D12Resource* res = GetTextureGPUResource(m_texs[i], b, srvDesc);
ctx->m_dev->CreateShaderResourceView(res, &srvDesc, handle);
}
handle.Offset(1, incSz);
}
}
#ifndef NDEBUG
m_committed = true;
#endif
}
void bind(ID3D12GraphicsCommandList* list, int b)
{
#ifndef NDEBUG
if (!m_committed)
Log.report(LogVisor::FatalError,
"attempted to use uncommitted D3D12ShaderDataBinding");
#endif
ID3D12DescriptorHeap* heap[] = {m_descHeap[b].Get()};
list->SetDescriptorHeaps(1, heap);
list->SetGraphicsRootDescriptorTable(0, m_descHeap[b]->GetGPUDescriptorHandleForHeapStart());
list->SetPipelineState(m_pipeline->m_state.Get());
list->IASetVertexBuffers(0, 2, m_vboView[b]);
if (m_ibuf)
list->IASetIndexBuffer(&m_iboView[b]);
}
};
static ID3D12GraphicsCommandList* WaitForLoadList(D3D12Context* ctx)
{
/* Wait for previous transaction to complete (if in progress) */
if (ctx->m_loadfence->GetCompletedValue() < ctx->m_loadfenceval)
{
ThrowIfFailed(ctx->m_loadfence->SetEventOnCompletion(ctx->m_loadfenceval, ctx->m_loadfencehandle));
WaitForSingleObject(ctx->m_loadfencehandle, INFINITE);
}
return ctx->m_loadlist.Get();
}
struct D3D12CommandQueue : IGraphicsCommandQueue
{
Platform platform() const {return IGraphicsDataFactory::Platform::D3D12;}
const SystemChar* platformName() const {return _S("D3D12");}
D3D12Context* m_ctx;
D3D12Context::Window* m_windowCtx;
IGraphicsContext* m_parent;
ComPtr<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());
m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
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());
m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ThrowIfFailed(ctx->m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_dynamicBufFence));
m_dynamicBufFenceHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), &m_dynamicCmdAlloc[0]));
ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), &m_dynamicCmdAlloc[1]));
ThrowIfFailed(ctx->m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_dynamicCmdAlloc[0].Get(),
nullptr, __uuidof(ID3D12GraphicsCommandList), &m_dynamicCmdList));
}
void stopRenderer()
{
m_running = false;
if (m_fence->GetCompletedValue() < m_submittedFenceVal)
{
ThrowIfFailed(m_fence->SetEventOnCompletion(m_submittedFenceVal, m_renderFenceHandle));
WaitForSingleObject(m_renderFenceHandle, INFINITE);
}
}
~D3D12CommandQueue()
{
if (m_running) stopRenderer();
}
void setShaderDataBinding(IShaderDataBinding* binding)
{
D3D12ShaderDataBinding* cbind = static_cast<D3D12ShaderDataBinding*>(binding);
cbind->bind(m_cmdList.Get(), m_fillBuf);
}
D3D12TextureR* m_boundTarget = nullptr;
void setRenderTarget(ITextureR* target)
{
D3D12TextureR* ctarget = static_cast<D3D12TextureR*>(target);
if (m_boundTarget)
{
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_boundTarget->m_colorTex.Get(),
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_boundTarget->m_depthTex.Get(),
D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE));
}
m_cmdList->OMSetRenderTargets(1, &ctarget->m_rtvHeap->GetCPUDescriptorHandleForHeapStart(),
false, &ctarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ctarget->m_colorTex.Get(),
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(ctarget->m_depthTex.Get(),
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE));
m_boundTarget = ctarget;
}
void setViewport(const SWindowRect& rect)
{
D3D12_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(rect.location[1]),
FLOAT(rect.size[0]), FLOAT(rect.size[1]), 0.0f, 1.0f};
m_cmdList->RSSetViewports(1, &vp);
}
void setScissor(const SWindowRect& rect)
{
if (m_boundTarget)
{
D3D12_RECT d3drect = {LONG(rect.location[0]), LONG(m_boundTarget->m_height - rect.location[1] - rect.size[1]),
LONG(rect.location[0] + rect.size[0]), LONG(m_boundTarget->m_height - rect.location[1])};
m_cmdList->RSSetScissorRects(1, &d3drect);
}
}
std::unordered_map<D3D12TextureR*, std::pair<size_t, size_t>> m_texResizes;
void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
{
D3D12TextureR* ctex = static_cast<D3D12TextureR*>(tex);
m_texResizes[ctex] = std::make_pair(width, height);
}
void schedulePostFrameHandler(std::function<void(void)>&& func)
{
func();
}
float m_clearColor[4] = {0.0,0.0,0.0,1.0};
void setClearColor(const float rgba[4])
{
m_clearColor[0] = rgba[0];
m_clearColor[1] = rgba[1];
m_clearColor[2] = rgba[2];
m_clearColor[3] = rgba[3];
}
void clearTarget(bool render=true, bool depth=true)
{
if (!m_boundTarget)
return;
if (render)
{
CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_boundTarget->m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
m_cmdList->ClearRenderTargetView(handle, m_clearColor, 0, nullptr);
}
if (depth)
{
CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_boundTarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 1.0, 0, 0, nullptr);
}
}
void 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(ITextureR* texture, const SWindowRect& rect, bool tlOrigin, bool color, bool depth)
{
const D3D12TextureR* tex = static_cast<const D3D12TextureR*>(texture);
if (color && tex->m_enableShaderColorBind)
{
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.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.Get(), tex->m_colorTex.Get());
}
else
{
int y = tlOrigin ? rect.location[1] : (tex->m_height - rect.size[1] - rect.location[1]);
D3D12_BOX box = {UINT(std::max(0, rect.location[0])), UINT(std::max(0, y)), 0,
UINT(std::max(0, rect.location[0] + rect.size[0])), UINT(std::max(0, y + rect.size[1])), 1};
D3D12_TEXTURE_COPY_LOCATION dst = {tex->m_colorBindTex.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.Get(),
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
};
m_cmdList->ResourceBarrier(2, copyTeardown);
}
if (depth && tex->m_enableShaderDepthBind)
{
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.Get(),
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST)
};
m_cmdList->ResourceBarrier(2, copySetup);
m_cmdList->CopyResource(tex->m_depthBindTex.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.Get(),
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
};
m_cmdList->ResourceBarrier(2, copyTeardown);
}
}
bool m_doPresent = false;
void resolveDisplay(ITextureR* source)
{
D3D12TextureR* csource = static_cast<D3D12TextureR*>(source);
if (m_windowCtx->m_needsResize)
{
UINT nodeMasks[] = {0,0};
IUnknown* const queues[] = {m_ctx->m_q.Get(), m_ctx->m_q.Get()};
m_windowCtx->m_swapChain->ResizeBuffers1(2, m_windowCtx->width, m_windowCtx->height,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH, nodeMasks, queues);
m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex();
m_windowCtx->m_needsResize = false;
}
ComPtr<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 == 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 == this)
m_q->m_boundTarget = nullptr;
}
void D3D12GraphicsBufferD::update(int b)
{
int slot = 1 << b;
if ((slot & m_validSlots) == 0)
{
m_q->stallDynamicUpload();
ID3D12Resource* res = m_bufs[b].Get();
ID3D12Resource* gpuRes = m_gpuBufs[b].Get();
D3D12_SUBRESOURCE_DATA d = {m_cpuBuf.get(), LONG_PTR(m_cpuSz), LONG_PTR(m_cpuSz)};
m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
m_state, D3D12_RESOURCE_STATE_COPY_DEST));
if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &d))
Log.report(LogVisor::FatalError, "unable to update dynamic buffer data");
m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
D3D12_RESOURCE_STATE_COPY_DEST, m_state));
m_validSlots |= slot;
}
}
void D3D12GraphicsBufferD::load(const void* data, size_t sz)
{
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
}
void* D3D12GraphicsBufferD::map(size_t sz)
{
if (sz > m_cpuSz)
return nullptr;
return m_cpuBuf.get();
}
void D3D12GraphicsBufferD::unmap()
{
m_validSlots = 0;
}
void D3D12TextureD::update(int b)
{
int slot = 1 << b;
if ((slot & m_validSlots) == 0)
{
m_q->stallDynamicUpload();
ID3D12Resource* res = m_texs[b].Get();
ID3D12Resource* gpuRes = m_gpuTexs[b].Get();
D3D12_SUBRESOURCE_DATA d = {m_cpuBuf.get(), LONG_PTR(m_width * 4), LONG_PTR(m_cpuSz)};
m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST));
if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &d))
Log.report(LogVisor::FatalError, "unable to update dynamic texture data");
m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
m_validSlots |= slot;
}
}
void D3D12TextureD::load(const void* data, size_t sz)
{
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
}
void* D3D12TextureD::map(size_t sz)
{
if (sz > m_cpuSz)
return nullptr;
return m_cpuBuf.get();
}
void D3D12TextureD::unmap()
{
m_validSlots = 0;
}
class D3D12DataFactory : public ID3DDataFactory
{
friend struct D3D12CommandQueue;
IGraphicsContext* m_parent;
static thread_local D3D12Data* m_deferredData;
struct D3D12Context* m_ctx;
std::unordered_set<D3D12Data*> m_committedData;
std::mutex m_committedMutex;
uint32_t m_sampleCount;
void destroyData(IGraphicsData* d)
{
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D12Data* data = static_cast<D3D12Data*>(d);
m_committedData.erase(data);
delete data;
}
void destroyAllData()
{
std::unique_lock<std::mutex> lk(m_committedMutex);
for (IGraphicsData* data : m_committedData)
delete static_cast<D3D12Data*>(data);
m_committedData.clear();
}
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;
ThrowIfFailed(D3D12SerializeRootSignaturePROC(
&CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0),
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
D3D_ROOT_SIGNATURE_VERSION_1, &rsOutBlob, &rsErrorBlob));
ThrowIfFailed(ctx->m_dev->CreateRootSignature(0, rsOutBlob->GetBufferPointer(),
rsOutBlob->GetBufferSize(), __uuidof(ID3D12RootSignature), &ctx->m_rs));
}
~D3D12DataFactory() {destroyAllData();}
Platform platform() const {return Platform::D3D12;}
const SystemChar* platformName() const {return _S("D3D12");}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
{
D3D12GraphicsBufferS* retval = new D3D12GraphicsBufferS(use, m_ctx, data, stride, count);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_SBufs.emplace_back(retval);
return retval;
}
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
D3D12GraphicsBufferD* retval = new D3D12GraphicsBufferD(q, use, m_ctx, stride, count);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_DBufs.emplace_back(retval);
return retval;
}
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz)
{
D3D12TextureS* retval = new D3D12TextureS(m_ctx, width, height, mips, fmt, data, sz);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_STexs.emplace_back(retval);
return retval;
}
GraphicsDataToken
newStaticTextureNoContext(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz, ITextureS*& texOut)
{
D3D12TextureS* retval = new D3D12TextureS(m_ctx, width, height, mips, fmt, data, sz);
D3D12Data* tokData = new struct D3D12Data();
tokData->m_STexs.emplace_back(retval);
texOut = retval;
/* Create heap */
D3D12_RESOURCE_ALLOCATION_INFO texAllocInfo =
m_ctx->m_dev->GetResourceAllocationInfo(0, 1, &retval->m_gpuDesc);
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), &tokData->m_texHeap));
ID3D12Heap* texHeap = tokData->m_texHeap.Get();
/* Place resources */
PlaceTextureForGPU(retval, m_ctx, texHeap, 0);
/* 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));
/* 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 heap */
retval->m_tex.Reset();
std::unique_lock<std::mutex> lk(m_committedMutex);
m_committedData.insert(tokData);
return GraphicsDataToken(this, tokData);
}
ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt,
const void* data, size_t sz)
{
D3D12TextureSA* retval = new D3D12TextureSA(m_ctx, width, height, layers, fmt, data, sz);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_SATexs.emplace_back(retval);
return retval;
}
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
D3D12TextureD* retval = new D3D12TextureD(q, m_ctx, width, height, fmt);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_DTexs.emplace_back(retval);
return retval;
}
ITextureR* newRenderTexture(size_t width, size_t height,
bool enableShaderColorBind, bool enableShaderDepthBind)
{
D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
D3D12TextureR* retval = new D3D12TextureR(m_ctx, q, width, height, m_sampleCount,
enableShaderColorBind, enableShaderDepthBind);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_RTexs.emplace_back(retval);
return retval;
}
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
{
D3D12VertexFormat* retval = new struct D3D12VertexFormat(elementCount, elements);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_VFmts.emplace_back(retval);
return retval;
}
#if _DEBUG
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
#else
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
#endif
IShaderPipeline* newShaderPipeline
(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
ComPtr<ID3DBlob>& pipelineBlob, IVertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
ComPtr<ID3DBlob> errBlob;
if (!vertBlobOut)
{
if (FAILED(D3DCompilePROC(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
"vs_5_0", BOO_D3DCOMPILE_FLAG, 0, &vertBlobOut, &errBlob)))
{
Log.report(LogVisor::FatalError, "error compiling vert shader: %s", errBlob->GetBufferPointer());
return nullptr;
}
}
if (!fragBlobOut)
{
if (FAILED(D3DCompilePROC(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main",
"ps_5_0", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob)))
{
Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
return nullptr;
}
}
D3D12ShaderPipeline* retval = new D3D12ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(), pipelineBlob.Get(),
static_cast<const D3D12VertexFormat*>(vtxFmt),
srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
if (!pipelineBlob)
retval->m_state->GetCachedBlob(&pipelineBlob);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_SPs.emplace_back(retval);
return retval;
}
IShaderDataBinding* newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbuf, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
{
D3D12ShaderDataBinding* retval =
new D3D12ShaderDataBinding(m_ctx, pipeline, vbuf, instVbuf, ibuf, ubufCount, ubufs, texCount, texs);
if (!m_deferredData)
m_deferredData = new struct D3D12Data();
static_cast<D3D12Data*>(m_deferredData)->m_SBinds.emplace_back(retval);
return retval;
}
void reset()
{
delete static_cast<D3D12Data*>(m_deferredData);
m_deferredData = nullptr;
}
GraphicsDataToken commit()
{
if (!m_deferredData)
return GraphicsDataToken(this, nullptr);
D3D12Data* retval = static_cast<D3D12Data*>(m_deferredData);
/* Gather resource descriptions */
std::vector<D3D12_RESOURCE_DESC> bufDescs;
bufDescs.reserve(retval->m_SBufs.size() + retval->m_DBufs.size() * 2);
std::vector<D3D12_RESOURCE_DESC> texDescs;
texDescs.reserve(retval->m_STexs.size() + retval->m_SATexs.size() + retval->m_DTexs.size() * 2);
for (std::unique_ptr<D3D12GraphicsBufferS>& buf : retval->m_SBufs)
bufDescs.push_back(buf->m_gpuDesc);
for (std::unique_ptr<D3D12GraphicsBufferD>& buf : retval->m_DBufs)
{
bufDescs.push_back(buf->m_bufs[0]->GetDesc());
bufDescs.push_back(buf->m_bufs[1]->GetDesc());
}
for (std::unique_ptr<D3D12TextureS>& tex : retval->m_STexs)
texDescs.push_back(tex->m_gpuDesc);
for (std::unique_ptr<D3D12TextureSA>& tex : retval->m_SATexs)
texDescs.push_back(tex->m_gpuDesc);
for (std::unique_ptr<D3D12TextureD>& tex : retval->m_DTexs)
{
texDescs.push_back(tex->m_gpuDesc);
texDescs.push_back(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), &retval->m_bufHeap));
}
if (texDescs.size())
{
D3D12_RESOURCE_ALLOCATION_INFO texAllocInfo =
m_ctx->m_dev->GetResourceAllocationInfo(0, texDescs.size(), texDescs.data());
ThrowIfFailed(m_ctx->m_dev->CreateHeap(&CD3DX12_HEAP_DESC(texAllocInfo,
D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES),
__uuidof(ID3D12Heap), &retval->m_texHeap));
}
ID3D12Heap* bufHeap = retval->m_bufHeap.Get();
ID3D12Heap* texHeap = retval->m_texHeap.Get();
/* Place resources */
UINT64 offsetBuf = 0;
for (std::unique_ptr<D3D12GraphicsBufferS>& buf : retval->m_SBufs)
offsetBuf = PlaceBufferForGPU(buf.get(), m_ctx, bufHeap, offsetBuf);
for (std::unique_ptr<D3D12GraphicsBufferD>& buf : retval->m_DBufs)
offsetBuf = PlaceBufferForGPU(buf.get(), m_ctx, bufHeap, offsetBuf);
UINT64 offsetTex = 0;
for (std::unique_ptr<D3D12TextureS>& tex : retval->m_STexs)
offsetTex = PlaceTextureForGPU(tex.get(), m_ctx, texHeap, offsetTex);
for (std::unique_ptr<D3D12TextureSA>& tex : retval->m_SATexs)
offsetTex = PlaceTextureForGPU(tex.get(), m_ctx, texHeap, offsetTex);
for (std::unique_ptr<D3D12TextureD>& tex : retval->m_DTexs)
offsetTex = PlaceTextureForGPU(tex.get(), m_ctx, texHeap, offsetTex);
/* Execute static uploads */
ThrowIfFailed(m_ctx->m_loadlist->Close());
ID3D12CommandList* list[] = {m_ctx->m_loadlist.Get()};
m_ctx->m_loadq->ExecuteCommandLists(1, list);
++m_ctx->m_loadfenceval;
ThrowIfFailed(m_ctx->m_loadq->Signal(m_ctx->m_loadfence.Get(), m_ctx->m_loadfenceval));
/* Commit data bindings (create descriptor heaps) */
for (std::unique_ptr<D3D12ShaderDataBinding>& bind : retval->m_SBinds)
bind->commit(m_ctx);
/* Block handle return until data is ready on GPU */
WaitForLoadList(m_ctx);
/* Reset allocator and list */
ThrowIfFailed(m_ctx->m_loadqalloc->Reset());
ThrowIfFailed(m_ctx->m_loadlist->Reset(m_ctx->m_loadqalloc.Get(), nullptr));
/* Delete static upload heaps */
for (std::unique_ptr<D3D12GraphicsBufferS>& buf : retval->m_SBufs)
buf->m_buf.Reset();
for (std::unique_ptr<D3D12TextureS>& tex : retval->m_STexs)
tex->m_tex.Reset();
for (std::unique_ptr<D3D12TextureSA>& tex : retval->m_SATexs)
tex->m_tex.Reset();
/* All set! */
m_deferredData = nullptr;
m_committedData.insert(retval);
return GraphicsDataToken(this, retval);
}
};
thread_local D3D12Data* D3D12DataFactory::m_deferredData;
void D3D12CommandQueue::execute()
{
if (!m_running)
return;
/* Stage dynamic uploads */
D3D12DataFactory* gfxF = static_cast<D3D12DataFactory*>(m_parent->getDataFactory());
std::unique_lock<std::mutex> datalk(gfxF->m_committedMutex);
for (D3D12Data* d : gfxF->m_committedData)
{
for (std::unique_ptr<D3D12GraphicsBufferD>& b : d->m_DBufs)
b->update(m_fillBuf);
for (std::unique_ptr<D3D12TextureD>& t : d->m_DTexs)
t->update(m_fillBuf);
}
datalk.unlock();
/* Perform dynamic uploads */
if (!m_dynamicNeedsReset)
{
m_dynamicCmdList->Close();
ID3D12CommandList* dcl[] = {m_dynamicCmdList.Get()};
m_ctx->m_q->ExecuteCommandLists(1, dcl);
++m_dynamicBufFenceVal;
ThrowIfFailed(m_ctx->m_q->Signal(m_dynamicBufFence.Get(), m_dynamicBufFenceVal));
}
/* Check on fence */
if (m_fence->GetCompletedValue() < m_submittedFenceVal)
{
/* Abandon this list (renderer too slow) */
m_cmdList->Close();
resetCommandList();
m_dynamicNeedsReset = true;
m_doPresent = false;
return;
}
/* Perform texture resizes */
if (m_texResizes.size())
{
for (const auto& resize : m_texResizes)
resize.first->resize(m_ctx, resize.second.first, resize.second.second);
m_texResizes.clear();
m_cmdList->Close();
resetCommandList();
m_dynamicNeedsReset = true;
m_doPresent = false;
return;
}
m_drawBuf = m_fillBuf;
m_fillBuf ^= 1;
m_cmdList->Close();
ID3D12CommandList* cl[] = {m_cmdList.Get()};
m_ctx->m_q->ExecuteCommandLists(1, cl);
if (m_doPresent)
{
ThrowIfFailed(m_windowCtx->m_swapChain->Present(1, 0));
m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex();
m_doPresent = false;
}
++m_submittedFenceVal;
ThrowIfFailed(m_ctx->m_q->Signal(m_fence.Get(), m_submittedFenceVal));
resetCommandList();
resetDynamicCommandList();
}
IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent,
ID3D12CommandQueue** cmdQueueOut)
{
return new struct D3D12CommandQueue(ctx, windowCtx, parent, cmdQueueOut);
}
IGraphicsDataFactory* _NewD3D12DataFactory(D3D12Context* ctx, IGraphicsContext* parent, uint32_t sampleCount)
{
return new D3D12DataFactory(parent, ctx, sampleCount);
}
}
#endif // _WIN32_WINNT_WIN10