mirror of https://github.com/AxioDL/boo.git
2415 lines
94 KiB
C++
2415 lines
94 KiB
C++
#include "../win/Win32Common.hpp"
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#if _WIN32_WINNT_WIN10
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#include "logvisor/logvisor.hpp"
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include "Common.hpp"
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#include <vector>
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#include "d3dx12.h"
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#include <d3dcompiler.h>
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#include <comdef.h>
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#include <algorithm>
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#include <mutex>
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#include "xxhash.h"
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#define MAX_UNIFORM_COUNT 8
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#define MAX_TEXTURE_COUNT 8
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#undef min
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#undef max
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extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC;
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extern pD3DCompile D3DCompilePROC;
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static const char* GammaVS =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 uvIn : UV;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.uv = v.uvIn.xy;\n"
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" vtf.pos = v.posIn;\n"
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" return vtf;\n"
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"}\n";
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static const char* GammaFS =
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"Texture2D screenTex : register(t0);\n"
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"Texture2D gammaLUT : register(t1);\n"
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"SamplerState samp : register(s2);\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" int4 tex = int4(saturate(screenTex.Sample(samp, vtf.uv)) * float4(65535.0, 65535.0, 65535.0, 65535.0));\n"
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" float4 colorOut;\n"
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" for (int i=0 ; i<3 ; ++i)\n"
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" colorOut[i] = gammaLUT.Load(int3(tex[i] % 256, tex[i] / 256, 0)).r;\n"
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" return colorOut;\n"
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"}\n";
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namespace boo
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{
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static logvisor::Module Log("boo::D3D12");
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class D3D12DataFactory;
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struct D3D12ShareableShader : IShareableShader<D3D12DataFactory, D3D12ShareableShader>
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{
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ComPtr<ID3DBlob> m_shader;
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D3D12ShareableShader(D3D12DataFactory& fac, uint64_t srcKey, uint64_t binKey, ComPtr<ID3DBlob>&& s)
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: IShareableShader(fac, srcKey, binKey), m_shader(std::move(s)) {}
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};
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static inline void ThrowIfFailed(HRESULT hr)
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{
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if (FAILED(hr))
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{
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// Set a breakpoint on this line to catch Win32 API errors.
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#if !WINDOWS_STORE
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_com_error err(hr);
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#else
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_com_error err(hr, L"D3D12 fail");
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#endif
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LPCTSTR errMsg = err.ErrorMessage();
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Log.report(logvisor::Fatal, errMsg);
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}
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}
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static inline UINT64 NextHeapOffset(UINT64 offset, const D3D12_RESOURCE_ALLOCATION_INFO& info)
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{
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offset += info.SizeInBytes;
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return (offset + info.Alignment - 1) & ~(info.Alignment - 1);
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}
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struct D3D12Data : BaseGraphicsData
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{
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ComPtr<ID3D12Heap> m_bufHeap;
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ComPtr<ID3D12Heap> m_texHeap;
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explicit D3D12Data(GraphicsDataFactoryHead& head) : BaseGraphicsData(head) {}
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};
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struct D3D12Pool : BaseGraphicsPool
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{
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ComPtr<ID3D12Heap> m_bufHeap;
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explicit D3D12Pool(GraphicsDataFactoryHead& head) : BaseGraphicsPool(head) {}
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};
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static const D3D12_RESOURCE_STATES USE_TABLE[] =
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{
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D3D12_RESOURCE_STATE_COMMON,
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
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D3D12_RESOURCE_STATE_INDEX_BUFFER,
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER
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};
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class D3D12GraphicsBufferS : public GraphicsDataNode<IGraphicsBufferS>
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{
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friend class D3D12DataFactory;
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friend struct D3D12CommandQueue;
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D3D12_RESOURCE_STATES m_state;
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size_t m_sz;
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D3D12_RESOURCE_DESC m_gpuDesc;
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D3D12GraphicsBufferS(const boo::ObjToken<BaseGraphicsData>& parent,
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BufferUse use, D3D12Context* ctx,
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const void* data, size_t stride, size_t count)
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: GraphicsDataNode<IGraphicsBufferS>(parent), m_state(USE_TABLE[int(use)]),
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m_stride(stride), m_count(count), m_sz(stride * count)
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{
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size_t gpuSz = use == BufferUse::Uniform ? ((m_sz + 255) & ~255) : m_sz;
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m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(gpuSz);
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size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, 1);
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m_gpuDesc = CD3DX12_RESOURCE_DESC::Buffer(reqSz);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &m_gpuDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_buf));
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D3D12_SUBRESOURCE_DATA upData = {data, LONG_PTR(m_sz), LONG_PTR(m_sz)};
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if (!PrepSubresources<1>(ctx->m_dev.Get(), &m_gpuDesc, m_buf.Get(), 0, 0, 1, &upData))
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Log.report(logvisor::Fatal, "error preparing resource for upload");
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}
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D12Resource> m_buf;
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ComPtr<ID3D12Resource> m_gpuBuf;
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~D3D12GraphicsBufferS() = default;
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc, m_state,
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nullptr, __uuidof(ID3D12Resource), &m_gpuBuf));
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/* Stage resource upload */
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ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuBuf.Get(),
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m_state, D3D12_RESOURCE_STATE_COPY_DEST));
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CommandSubresourcesTransfer<1>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuBuf.Get(), m_buf.Get(), 0, 0, 1);
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ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuBuf.Get(),
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D3D12_RESOURCE_STATE_COPY_DEST, m_state));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
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}
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};
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template <class DataCls>
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class D3D12GraphicsBufferD : public GraphicsDataNode<IGraphicsBufferD, DataCls>
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{
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friend class D3D12DataFactory;
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friend struct D3D12CommandQueue;
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D3D12CommandQueue* m_q;
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D3D12_RESOURCE_STATES m_state;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_cpuSz;
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int m_validSlots = 0;
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D3D12GraphicsBufferD(const boo::ObjToken<DataCls>& parent,
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D3D12CommandQueue* q, BufferUse use,
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D3D12Context* ctx, size_t stride, size_t count)
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: GraphicsDataNode<IGraphicsBufferD, DataCls>(parent),
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m_state(USE_TABLE[int(use)]), m_q(q), m_stride(stride), m_count(count)
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{
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m_cpuSz = stride * count;
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size_t gpuSz = ((m_cpuSz + 255) & ~255);
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m_cpuBuf.reset(new uint8_t[gpuSz]);
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D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer(gpuSz);
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size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &desc, 0, 1);
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desc = CD3DX12_RESOURCE_DESC::Buffer(reqSz);
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for (int i=0 ; i<2 ; ++i)
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{
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_bufs[i]));
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}
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}
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void update(int b);
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D12Resource> m_bufs[2];
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ComPtr<ID3D12Resource> m_gpuBufs[2];
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~D3D12GraphicsBufferD() = default;
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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for (int i=0 ; i<2 ; ++i)
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{
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D3D12_RESOURCE_DESC desc = m_bufs[i]->GetDesc();
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &desc, m_state,
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nullptr, __uuidof(ID3D12Resource), &m_gpuBufs[i]));
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offset = NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &desc));
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}
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return offset;
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}
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};
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class D3D12TextureS : public GraphicsDataNode<ITextureS>
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{
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friend class D3D12DataFactory;
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TextureFormat m_fmt;
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size_t m_sz;
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D3D12_RESOURCE_DESC m_gpuDesc;
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D3D12TextureS(const boo::ObjToken<BaseGraphicsData>& parent,
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D3D12Context* ctx, size_t width, size_t height, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
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: GraphicsDataNode<ITextureS>(parent), m_fmt(fmt), m_sz(sz), m_mipCount(mips)
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{
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DXGI_FORMAT pfmt;
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int pxPitchNum = 1;
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int pxPitchDenom = 1;
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bool compressed = false;
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switch (fmt)
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{
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case TextureFormat::RGBA8:
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pfmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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pxPitchNum = 4;
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break;
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case TextureFormat::I8:
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pfmt = DXGI_FORMAT_R8_UNORM;
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break;
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case TextureFormat::I16:
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pfmt = DXGI_FORMAT_R16_UNORM;
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pxPitchNum = 2;
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break;
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case TextureFormat::DXT1:
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pfmt = DXGI_FORMAT_BC1_UNORM;
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compressed = true;
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pxPitchNum = 1;
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pxPitchDenom = 2;
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break;
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default:
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Log.report(logvisor::Fatal, "unsupported tex format");
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}
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m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pfmt, width, height, 1, mips);
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size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, mips);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(reqSz),
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex));
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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D3D12_SUBRESOURCE_DATA upData[16] = {};
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for (size_t i=0 ; i<m_gpuDesc.MipLevels && i<16 ; ++i)
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{
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upData[i].pData = dataIt;
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upData[i].RowPitch = width * pxPitchNum / pxPitchDenom;
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upData[i].SlicePitch = upData[i].RowPitch * height;
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if (compressed)
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upData[i].RowPitch = width * 2;
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dataIt += upData[i].SlicePitch;
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if (width > 1)
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width /= 2;
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if (height > 1)
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height /= 2;
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}
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if (!PrepSubresources<16>(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, m_gpuDesc.MipLevels, upData))
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Log.report(logvisor::Fatal, "error preparing resource for upload");
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}
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public:
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size_t m_mipCount;
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ComPtr<ID3D12Resource> m_tex;
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ComPtr<ID3D12Resource> m_gpuTex;
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~D3D12TextureS() = default;
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
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CommandSubresourcesTransfer<16>(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(),
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m_tex.Get(), 0, 0, m_gpuDesc.MipLevels);
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ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuTex.Get(),
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
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}
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TextureFormat format() const {return m_fmt;}
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};
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class D3D12TextureSA : public GraphicsDataNode<ITextureSA>
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{
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friend class D3D12DataFactory;
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TextureFormat m_fmt;
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size_t m_layers;
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size_t m_sz;
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D3D12_RESOURCE_DESC m_gpuDesc;
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D3D12TextureSA(const boo::ObjToken<BaseGraphicsData>& parent, D3D12Context* ctx,
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size_t width, size_t height, size_t layers,
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size_t mips, TextureFormat fmt, const void* data, size_t sz)
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: GraphicsDataNode<ITextureSA>(parent), m_fmt(fmt), m_layers(layers), m_sz(sz)
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{
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size_t pxPitch;
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DXGI_FORMAT pixelFmt;
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switch (fmt)
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{
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case TextureFormat::RGBA8:
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pxPitch = 4;
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pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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case TextureFormat::I8:
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pxPitch = 1;
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pixelFmt = DXGI_FORMAT_R8_UNORM;
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break;
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case TextureFormat::I16:
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pxPitch = 2;
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pixelFmt = DXGI_FORMAT_R16_UNORM;
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break;
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default:
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Log.report(logvisor::Fatal, "unsupported tex format");
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}
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m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pixelFmt, width, height, layers, mips);
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size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, layers * mips);
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ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(reqSz),
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_tex));
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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std::unique_ptr<D3D12_SUBRESOURCE_DATA[]> upData(new D3D12_SUBRESOURCE_DATA[layers * mips]);
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D3D12_SUBRESOURCE_DATA* outIt = upData.get();
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for (size_t i=0 ; i<mips ; ++i)
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{
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for (size_t j=0 ; j<layers ; ++j)
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{
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outIt->pData = dataIt;
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outIt->RowPitch = width * pxPitch;
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outIt->SlicePitch = outIt->RowPitch * height;
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dataIt += outIt->SlicePitch;
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++outIt;
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}
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if (width > 1)
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width /= 2;
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if (height > 1)
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height /= 2;
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}
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if (!PrepSubresources(ctx->m_dev.Get(), &m_gpuDesc, m_tex.Get(), 0, 0, layers * mips, upData.get()))
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Log.report(logvisor::Fatal, "error preparing resource for upload");
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}
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public:
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ComPtr<ID3D12Resource> m_tex;
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ComPtr<ID3D12Resource> m_gpuTex;
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~D3D12TextureSA() = default;
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UINT64 placeForGPU(D3D12Context* ctx, ID3D12Heap* gpuHeap, UINT64 offset)
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{
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ThrowIfFailed(ctx->m_dev->CreatePlacedResource(gpuHeap, offset, &m_gpuDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr, __uuidof(ID3D12Resource), &m_gpuTex));
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CommandSubresourcesTransfer(ctx->m_dev.Get(), ctx->m_loadlist.Get(), m_gpuTex.Get(),
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m_tex.Get(), 0, 0, m_gpuDesc.DepthOrArraySize * m_gpuDesc.MipLevels);
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ctx->m_loadlist->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_gpuTex.Get(),
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
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return NextHeapOffset(offset, ctx->m_dev->GetResourceAllocationInfo(0, 1, &m_gpuDesc));
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}
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TextureFormat format() const {return m_fmt;}
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size_t layers() const {return m_layers;}
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};
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class D3D12TextureD : public GraphicsDataNode<ITextureD>
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{
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friend class D3D12DataFactory;
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friend struct D3D12CommandQueue;
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size_t m_width = 0;
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size_t m_height = 0;
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TextureFormat m_fmt;
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D3D12CommandQueue* m_q;
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D3D12_RESOURCE_DESC m_gpuDesc;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_rowPitch;
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size_t m_cpuSz;
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int m_validSlots = 0;
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D3D12TextureD(const boo::ObjToken<BaseGraphicsData>& parent, D3D12CommandQueue* q, D3D12Context* ctx,
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size_t width, size_t height, TextureFormat fmt)
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: GraphicsDataNode<ITextureD>(parent), m_width(width), m_height(height), m_fmt(fmt), m_q(q)
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{
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DXGI_FORMAT pixelFmt;
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size_t pxPitch;
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switch (fmt)
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{
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case TextureFormat::RGBA8:
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pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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pxPitch = 4;
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break;
|
|
case TextureFormat::I8:
|
|
pixelFmt = DXGI_FORMAT_R8_UNORM;
|
|
pxPitch = 1;
|
|
break;
|
|
case TextureFormat::I16:
|
|
pixelFmt = DXGI_FORMAT_R16_UNORM;
|
|
pxPitch = 2;
|
|
break;
|
|
default:
|
|
Log.report(logvisor::Fatal, "unsupported tex format");
|
|
}
|
|
|
|
m_cpuSz = width * height * pxPitch;
|
|
m_rowPitch = width * pxPitch;
|
|
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
|
|
|
|
m_gpuDesc = CD3DX12_RESOURCE_DESC::Tex2D(pixelFmt, width, height);
|
|
size_t reqSz = GetRequiredIntermediateSize(ctx->m_dev.Get(), &m_gpuDesc, 0, 1);
|
|
for (int i=0 ; i<2 ; ++i)
|
|
{
|
|
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(
|
|
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
|
|
D3D12_HEAP_FLAG_NONE,
|
|
&CD3DX12_RESOURCE_DESC::Buffer(reqSz),
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, __uuidof(ID3D12Resource), &m_texs[i]));
|
|
}
|
|
}
|
|
void update(int b);
|
|
public:
|
|
ComPtr<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(ctx->RGBATex2DFBViewDesc.Format, m_width, m_height, 1, 1, m_samples,
|
|
0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN,
|
|
D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
|
|
dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R24G8_TYPELESS, m_width, m_height, 1, 1, m_samples,
|
|
0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN,
|
|
D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT);
|
|
}
|
|
else
|
|
{
|
|
rtvDim = D3D12_RTV_DIMENSION_TEXTURE2D;
|
|
dsvDim = D3D12_DSV_DIMENSION_TEXTURE2D;
|
|
rtvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(ctx->RGBATex2DFBViewDesc.Format, m_width, m_height, 1, 1, 1,
|
|
0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
|
|
dsvresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R24G8_TYPELESS, m_width, m_height, 1, 1, 1,
|
|
0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
|
|
}
|
|
|
|
cbindresdesc = CD3DX12_RESOURCE_DESC::Tex2D(ctx->RGBATex2DFBViewDesc.Format, m_width, m_height, 1, 1, 1,
|
|
0, D3D12_RESOURCE_FLAG_NONE);
|
|
dbindresdesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R24G8_TYPELESS, m_width, m_height, 1, 1, 1,
|
|
0, D3D12_RESOURCE_FLAG_NONE);
|
|
|
|
D3D12_CLEAR_VALUE colorClear = {};
|
|
colorClear.Format = ctx->RGBATex2DFBViewDesc.Format;
|
|
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
|
|
&rtvresdesc, D3D12_RESOURCE_STATE_RENDER_TARGET, &colorClear,
|
|
__uuidof(ID3D12Resource), &m_colorTex));
|
|
|
|
D3D12_CLEAR_VALUE depthClear = {};
|
|
depthClear.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
|
ThrowIfFailed(ctx->m_dev->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
|
|
&dsvresdesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &depthClear,
|
|
__uuidof(ID3D12Resource), &m_depthTex));
|
|
|
|
D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {ctx->RGBATex2DFBViewDesc.Format, rtvDim};
|
|
ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvvdesc, m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
|
|
|
|
D3D12_DEPTH_STENCIL_VIEW_DESC dsvvdesc = {DXGI_FORMAT_D24_UNORM_S8_UINT, dsvDim};
|
|
ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvvdesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
|
|
|
|
for (size_t i=0 ; 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, bool overwriteAlpha, 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_SRC_ALPHA;
|
|
desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE;
|
|
desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_REV_SUBTRACT;
|
|
if (overwriteAlpha)
|
|
{
|
|
desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
|
|
desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
|
|
desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
}
|
|
else
|
|
{
|
|
desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
|
|
desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ONE;
|
|
desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_REV_SUBTRACT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
|
|
desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
|
|
desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
|
if (overwriteAlpha)
|
|
{
|
|
desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
|
|
desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
|
|
}
|
|
else
|
|
{
|
|
desc.BlendState.RenderTarget[0].SrcBlendAlpha = BLEND_FACTOR_TABLE[int(srcFac)];
|
|
desc.BlendState.RenderTarget[0].DestBlendAlpha = BLEND_FACTOR_TABLE[int(dstFac)];
|
|
}
|
|
desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
}
|
|
}
|
|
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] = ctx->RGBATex2DFBViewDesc.Format;
|
|
desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
|
desc.SampleDesc.Count = ctx->m_sampleCount;
|
|
desc.SampleDesc.Quality = 0;
|
|
if (pipeline)
|
|
{
|
|
desc.CachedPSO.pCachedBlob = pipeline->GetBufferPointer();
|
|
desc.CachedPSO.CachedBlobSizeInBytes = pipeline->GetBufferSize();
|
|
}
|
|
ThrowIfFailed(ctx->m_dev->CreateGraphicsPipelineState(&desc, __uuidof(ID3D12PipelineState), &m_state));
|
|
}
|
|
public:
|
|
ComPtr<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 RGBATex2DDepthViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
|
{
|
|
RGBATex2DDepthViewDesc()
|
|
{
|
|
Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
|
|
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
Texture2D = {UINT(0), UINT(1), UINT(0), 0.0f};
|
|
}
|
|
} RGBATex2DDepthViewDesc;
|
|
|
|
static const struct RGBATex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
|
{
|
|
RGBATex2DViewDesc()
|
|
{
|
|
Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f};
|
|
}
|
|
} RGBATex2DViewDesc;
|
|
|
|
static const struct DXTTex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
|
{
|
|
DXTTex2DViewDesc()
|
|
{
|
|
Format = DXGI_FORMAT_BC1_UNORM;
|
|
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f};
|
|
}
|
|
} DXTTex2DViewDesc;
|
|
|
|
static const struct GreyTex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
|
{
|
|
GreyTex2DViewDesc()
|
|
{
|
|
Format = DXGI_FORMAT_R8_UNORM;
|
|
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f};
|
|
}
|
|
} GreyTex2DViewDesc;
|
|
|
|
static const struct Grey16Tex2DViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
|
{
|
|
Grey16Tex2DViewDesc()
|
|
{
|
|
Format = DXGI_FORMAT_R16_UNORM;
|
|
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
Texture2D = {UINT(0), UINT(-1), UINT(0), 0.0f};
|
|
}
|
|
} Grey16Tex2DViewDesc;
|
|
|
|
static const struct RGBATex2DArrayViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
|
{
|
|
RGBATex2DArrayViewDesc()
|
|
{
|
|
Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
|
|
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
Texture2DArray = {UINT(0), UINT(1), 0, 0, UINT(0), 0.0f};
|
|
}
|
|
} RGBATex2DArrayViewDesc;
|
|
|
|
static const struct GreyTex2DArrayViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
|
{
|
|
GreyTex2DArrayViewDesc()
|
|
{
|
|
Format = DXGI_FORMAT_R8_UNORM;
|
|
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
|
|
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
Texture2DArray = {UINT(0), UINT(1), 0, 0, UINT(0), 0.0f};
|
|
}
|
|
} GreyTex2DArrayViewDesc;
|
|
|
|
static const struct Grey16Tex2DArrayViewDesc : D3D12_SHADER_RESOURCE_VIEW_DESC
|
|
{
|
|
Grey16Tex2DArrayViewDesc()
|
|
{
|
|
Format = DXGI_FORMAT_R16_UNORM;
|
|
ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
|
|
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
Texture2DArray = {UINT(0), UINT(1), 0, 0, UINT(0), 0.0f};
|
|
}
|
|
} Grey16Tex2DArrayViewDesc;
|
|
|
|
static ID3D12Resource* GetTextureGPUResource(D3D12Context* ctx, const ITexture* tex, int idx, int bindIdx, bool depth,
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC& descOut)
|
|
{
|
|
switch (tex->type())
|
|
{
|
|
case TextureType::Dynamic:
|
|
{
|
|
const D3D12TextureD* ctex = static_cast<const D3D12TextureD*>(tex);
|
|
switch (ctex->format())
|
|
{
|
|
case TextureFormat::RGBA8:
|
|
descOut = RGBATex2DViewDesc;
|
|
break;
|
|
case TextureFormat::I8:
|
|
descOut = GreyTex2DViewDesc;
|
|
break;
|
|
case TextureFormat::I16:
|
|
descOut = Grey16Tex2DViewDesc;
|
|
break;
|
|
default:break;
|
|
}
|
|
descOut.Texture2D.MipLevels = 1;
|
|
return ctex->m_gpuTexs[idx].Get();
|
|
}
|
|
case TextureType::Static:
|
|
{
|
|
const D3D12TextureS* ctex = static_cast<const D3D12TextureS*>(tex);
|
|
switch (ctex->format())
|
|
{
|
|
case TextureFormat::RGBA8:
|
|
descOut = RGBATex2DViewDesc;
|
|
break;
|
|
case TextureFormat::I8:
|
|
descOut = GreyTex2DViewDesc;
|
|
break;
|
|
case TextureFormat::I16:
|
|
descOut = Grey16Tex2DViewDesc;
|
|
break;
|
|
case TextureFormat::DXT1:
|
|
descOut = DXTTex2DViewDesc;
|
|
break;
|
|
default:break;
|
|
}
|
|
descOut.Texture2D.MipLevels = ctex->m_mipCount;
|
|
return ctex->m_gpuTex.Get();
|
|
}
|
|
case TextureType::StaticArray:
|
|
{
|
|
const D3D12TextureSA* ctex = static_cast<const D3D12TextureSA*>(tex);
|
|
switch (ctex->format())
|
|
{
|
|
case TextureFormat::RGBA8:
|
|
descOut = RGBATex2DArrayViewDesc;
|
|
break;
|
|
case TextureFormat::I8:
|
|
descOut = GreyTex2DArrayViewDesc;
|
|
break;
|
|
case TextureFormat::I16:
|
|
descOut = Grey16Tex2DArrayViewDesc;
|
|
break;
|
|
default:break;
|
|
}
|
|
descOut.Texture2DArray.ArraySize = ctex->layers();
|
|
return ctex->m_gpuTex.Get();
|
|
}
|
|
case TextureType::Render:
|
|
{
|
|
const D3D12TextureR* ctex = static_cast<const D3D12TextureR*>(tex);
|
|
if (depth)
|
|
{
|
|
descOut = RGBATex2DDepthViewDesc;
|
|
return ctex->m_depthBindTex[bindIdx].Get();
|
|
}
|
|
else
|
|
{
|
|
descOut = ctx->RGBATex2DFBViewDesc;
|
|
return ctex->m_colorBindTex[bindIdx].Get();
|
|
}
|
|
}
|
|
default: break;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
struct D3D12ShaderDataBinding : public GraphicsDataNode<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(ctx, 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, &ctx->RGBATex2DFBViewDesc,
|
|
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 startRenderer();
|
|
void stopRenderer();
|
|
|
|
~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, bool clearDepth)
|
|
{
|
|
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);
|
|
}
|
|
|
|
if (clearDepth)
|
|
{
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE handle(tex->m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
|
|
m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 0.0f, 0, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
bool m_doPresent = false;
|
|
void resolveDisplay(const boo::ObjToken<ITextureR>& source);
|
|
|
|
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;
|
|
|
|
float m_gamma = 1.f;
|
|
ObjToken<IShaderPipeline> m_gammaShader;
|
|
ObjToken<ITextureD> m_gammaLUT;
|
|
ObjToken<IGraphicsBufferS> m_gammaVBO;
|
|
ObjToken<IVertexFormat> m_gammaVFMT;
|
|
ObjToken<IShaderDataBinding> m_gammaBinding;
|
|
void SetupGammaResources()
|
|
{
|
|
commitTransaction([this](IGraphicsDataFactory::Context& ctx)
|
|
{
|
|
const VertexElementDescriptor vfmt[] = {
|
|
{nullptr, nullptr, VertexSemantic::Position4},
|
|
{nullptr, nullptr, VertexSemantic::UV4}
|
|
};
|
|
m_gammaVFMT = ctx.newVertexFormat(2, vfmt);
|
|
m_gammaShader = static_cast<Context&>(ctx).newShaderPipeline(GammaVS, GammaFS,
|
|
nullptr, nullptr, nullptr, m_gammaVFMT, BlendFactor::One, BlendFactor::Zero,
|
|
Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None);
|
|
m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
|
|
setDisplayGamma(1.f);
|
|
const struct Vert {
|
|
float pos[4];
|
|
float uv[4];
|
|
} verts[4] = {
|
|
{{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
|
|
{{ 1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
|
|
{{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
|
|
{{ 1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}}
|
|
};
|
|
m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4);
|
|
ObjToken<ITexture> texs[] = {{}, m_gammaLUT.get()};
|
|
m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVFMT, m_gammaVBO.get(), {}, {},
|
|
0, nullptr, nullptr, 2, texs, nullptr, nullptr);
|
|
return true;
|
|
});
|
|
}
|
|
|
|
public:
|
|
D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx)
|
|
: m_parent(parent), m_ctx(ctx)
|
|
{
|
|
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS qLevels = {};
|
|
qLevels.Format = m_ctx->RGBATex2DFBViewDesc.Format;
|
|
qLevels.SampleCount = m_ctx->m_sampleCount;
|
|
while (SUCCEEDED(ctx->m_dev->CheckFeatureSupport
|
|
(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &qLevels, sizeof(qLevels))) &&
|
|
!qLevels.NumQualityLevels)
|
|
qLevels.SampleCount = flp2(qLevels.SampleCount - 1);
|
|
m_ctx->m_sampleCount = qLevels.SampleCount;
|
|
|
|
m_ctx->m_anisotropy = std::min(m_ctx->m_anisotropy, uint32_t(16));
|
|
|
|
CD3DX12_DESCRIPTOR_RANGE ranges[] =
|
|
{
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, MAX_UNIFORM_COUNT, 0},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, MAX_TEXTURE_COUNT, 0}
|
|
};
|
|
CD3DX12_ROOT_PARAMETER rootParms[1];
|
|
rootParms[0].InitAsDescriptorTable(2, ranges);
|
|
|
|
ComPtr<ID3DBlob> rsOutBlob;
|
|
ComPtr<ID3DBlob> rsErrorBlob;
|
|
|
|
D3D12_STATIC_SAMPLER_DESC samplers[] =
|
|
{
|
|
CD3DX12_STATIC_SAMPLER_DESC(0, D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE_WRAP,
|
|
D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE_WRAP, 0.f, m_ctx->m_anisotropy),
|
|
CD3DX12_STATIC_SAMPLER_DESC(1, D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE_BORDER,
|
|
D3D12_TEXTURE_ADDRESS_MODE_BORDER, D3D12_TEXTURE_ADDRESS_MODE_BORDER, 0.f, m_ctx->m_anisotropy),
|
|
CD3DX12_STATIC_SAMPLER_DESC(2, D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
|
|
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, 0.f, m_ctx->m_anisotropy),
|
|
CD3DX12_STATIC_SAMPLER_DESC(3, D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
|
|
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, 0.f, m_ctx->m_anisotropy)
|
|
};
|
|
|
|
ThrowIfFailed(D3D12SerializeRootSignaturePROC(
|
|
&CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 4, samplers,
|
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
|
|
D3D_ROOT_SIGNATURE_VERSION_1, &rsOutBlob, &rsErrorBlob));
|
|
|
|
ThrowIfFailed(ctx->m_dev->CreateRootSignature(0, rsOutBlob->GetBufferPointer(),
|
|
rsOutBlob->GetBufferSize(), __uuidof(ID3D12RootSignature), &ctx->m_rs));
|
|
}
|
|
|
|
Platform platform() const {return Platform::D3D12;}
|
|
const SystemChar* platformName() const {return _S("D3D12");}
|
|
|
|
class Context : public ID3DDataFactory::Context
|
|
{
|
|
friend class D3D12DataFactory;
|
|
D3D12DataFactory& m_parent;
|
|
boo::ObjToken<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_ctx->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 && 0
|
|
#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, bool overwriteAlpha)
|
|
{
|
|
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, overwriteAlpha, 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 setDisplayGamma(float gamma)
|
|
{
|
|
if (m_ctx->RGBATex2DFBViewDesc.Format == DXGI_FORMAT_R16G16B16A16_FLOAT)
|
|
m_gamma = gamma * 2.2f;
|
|
else
|
|
m_gamma = gamma;
|
|
if (m_gamma != 1.f)
|
|
UpdateGammaLUT(m_gammaLUT.get(), m_gamma);
|
|
}
|
|
};
|
|
|
|
void D3D12CommandQueue::startRenderer()
|
|
{
|
|
static_cast<D3D12DataFactory*>(m_parent->getDataFactory())->SetupGammaResources();
|
|
}
|
|
|
|
void D3D12CommandQueue::stopRenderer()
|
|
{
|
|
m_running = false;
|
|
if (m_fence->GetCompletedValue() < m_submittedFenceVal)
|
|
{
|
|
ThrowIfFailed(m_fence->SetEventOnCompletion(m_submittedFenceVal, m_renderFenceHandle));
|
|
WaitForSingleObject(m_renderFenceHandle, INFINITE);
|
|
}
|
|
/*
|
|
D3D12DataFactory* dataFactory = static_cast<D3D12DataFactory*>(m_parent->getDataFactory());
|
|
dataFactory->m_gammaShader.reset();
|
|
dataFactory->m_gammaLUT.reset();
|
|
dataFactory->m_gammaVBO.reset();
|
|
dataFactory->m_gammaVFMT.reset();
|
|
dataFactory->m_gammaBinding.reset();
|
|
*/
|
|
}
|
|
|
|
void D3D12CommandQueue::resolveDisplay(const boo::ObjToken<ITextureR>& source)
|
|
{
|
|
D3D12TextureR* csource = source.cast<D3D12TextureR>();
|
|
#ifndef NDEBUG
|
|
if (!csource->m_colorBindCount)
|
|
Log.report(logvisor::Fatal,
|
|
"texture provided to resolveDisplay() must have at least 1 color binding");
|
|
#endif
|
|
|
|
if (m_windowCtx->m_needsResize)
|
|
{
|
|
UINT nodeMasks[] = {0,0};
|
|
IUnknown* const queues[] = {m_ctx->m_q.Get(), m_ctx->m_q.Get()};
|
|
m_windowCtx->m_swapChain->ResizeBuffers1(2, m_windowCtx->width, m_windowCtx->height,
|
|
m_ctx->RGBATex2DFBViewDesc.Format, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH, nodeMasks, queues);
|
|
m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex();
|
|
m_windowCtx->m_rtvHeaps.clear();
|
|
m_windowCtx->m_needsResize = false;
|
|
return;
|
|
}
|
|
|
|
ComPtr<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;
|
|
|
|
D3D12DataFactory* dataFactory = static_cast<D3D12DataFactory*>(m_parent->getDataFactory());
|
|
if (dataFactory->m_gamma != 1.f)
|
|
{
|
|
SWindowRect rect(0, 0, csource->m_width, csource->m_height);
|
|
resolveBindTexture(source, rect, true, 0, true, false, false);
|
|
|
|
auto search = m_windowCtx->m_rtvHeaps.find(dest.Get());
|
|
if (search == m_windowCtx->m_rtvHeaps.end())
|
|
{
|
|
ComPtr<ID3D12DescriptorHeap> rtvHeap;
|
|
D3D12_DESCRIPTOR_HEAP_DESC rtvdesc = {D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
|
|
ThrowIfFailed(m_ctx->m_dev->CreateDescriptorHeap(&rtvdesc, __uuidof(ID3D12DescriptorHeap), &rtvHeap));
|
|
|
|
D3D12_RENDER_TARGET_VIEW_DESC rtvvdesc = {m_ctx->RGBATex2DFBViewDesc.Format, D3D12_RTV_DIMENSION_TEXTURE2D};
|
|
m_ctx->m_dev->CreateRenderTargetView(dest.Get(), &rtvvdesc, rtvHeap->GetCPUDescriptorHandleForHeapStart());
|
|
|
|
search = m_windowCtx->m_rtvHeaps.insert(std::make_pair(dest.Get(), rtvHeap)).first;
|
|
}
|
|
|
|
D3D12_RESOURCE_BARRIER gammaSetup[] =
|
|
{
|
|
CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
|
|
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET)
|
|
};
|
|
m_cmdList->ResourceBarrier(1, gammaSetup);
|
|
|
|
m_cmdList->OMSetRenderTargets(1, &search->second->GetCPUDescriptorHandleForHeapStart(), false, nullptr);
|
|
|
|
D3D12ShaderDataBinding* gammaBinding = dataFactory->m_gammaBinding.cast<D3D12ShaderDataBinding>();
|
|
gammaBinding->m_texs[0].tex = source.get();
|
|
gammaBinding->bind(m_ctx, m_cmdList.Get(), m_fillBuf);
|
|
m_cmdList->DrawInstanced(4, 1, 0, 0);
|
|
gammaBinding->m_texs[0].tex.reset();
|
|
|
|
D3D12_RESOURCE_BARRIER gammaTeardown[] =
|
|
{
|
|
CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT)
|
|
};
|
|
m_cmdList->ResourceBarrier(1, gammaTeardown);
|
|
}
|
|
else
|
|
{
|
|
if (csource->m_samples > 1)
|
|
{
|
|
D3D12_RESOURCE_BARRIER msaaSetup[] =
|
|
{
|
|
CD3DX12_RESOURCE_BARRIER::Transition(src,
|
|
srcState, D3D12_RESOURCE_STATE_RESOLVE_SOURCE),
|
|
CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
|
|
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RESOLVE_DEST)
|
|
};
|
|
m_cmdList->ResourceBarrier(2, msaaSetup);
|
|
|
|
m_cmdList->ResolveSubresource(dest.Get(), 0, src, 0, m_ctx->RGBATex2DFBViewDesc.Format);
|
|
|
|
D3D12_RESOURCE_BARRIER msaaTeardown[] =
|
|
{
|
|
CD3DX12_RESOURCE_BARRIER::Transition(src,
|
|
D3D12_RESOURCE_STATE_RESOLVE_SOURCE, srcState),
|
|
CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
|
|
D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_PRESENT)
|
|
};
|
|
m_cmdList->ResourceBarrier(2, msaaTeardown);
|
|
}
|
|
else
|
|
{
|
|
if (srcState != D3D12_RESOURCE_STATE_COPY_SOURCE)
|
|
{
|
|
D3D12_RESOURCE_BARRIER copySetup[] =
|
|
{
|
|
CD3DX12_RESOURCE_BARRIER::Transition(src,
|
|
srcState, D3D12_RESOURCE_STATE_COPY_SOURCE),
|
|
CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
|
|
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_DEST)
|
|
};
|
|
m_cmdList->ResourceBarrier(2, copySetup);
|
|
}
|
|
else
|
|
{
|
|
D3D12_RESOURCE_BARRIER copySetup[] =
|
|
{
|
|
CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
|
|
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_DEST)
|
|
};
|
|
m_cmdList->ResourceBarrier(1, copySetup);
|
|
}
|
|
|
|
m_cmdList->CopyResource(dest.Get(), src);
|
|
|
|
if (srcState != D3D12_RESOURCE_STATE_COPY_SOURCE)
|
|
{
|
|
D3D12_RESOURCE_BARRIER copyTeardown[] =
|
|
{
|
|
CD3DX12_RESOURCE_BARRIER::Transition(src,
|
|
D3D12_RESOURCE_STATE_COPY_SOURCE, srcState),
|
|
CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
|
|
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PRESENT)
|
|
};
|
|
m_cmdList->ResourceBarrier(2, copyTeardown);
|
|
}
|
|
else
|
|
{
|
|
D3D12_RESOURCE_BARRIER copyTeardown[] =
|
|
{
|
|
CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
|
|
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PRESENT)
|
|
};
|
|
m_cmdList->ResourceBarrier(1, copyTeardown);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_doPresent = true;
|
|
}
|
|
|
|
void D3D12CommandQueue::execute()
|
|
{
|
|
if (!m_running)
|
|
return;
|
|
|
|
/* Stage dynamic uploads */
|
|
D3D12DataFactory* gfxF = static_cast<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)
|
|
{
|
|
return new D3D12DataFactory(parent, ctx);
|
|
}
|
|
|
|
}
|
|
|
|
#endif // _WIN32_WINNT_WIN10
|