D3D12 Render Targets ()

Implements BeginRenderSubpass on the D3D12 backend. Descriptors for render target and depth stencil views are recorded in a descriptor heap for each framebuffer. For now, we still have the hack where no attachment renders to the backbuffer, so the CommandBuffer records those when necessary when it is submitted.

This PR also enables input states for D3D12 which are mostly working. One failure seems to be happening because our texture copies are not yet correct.
This commit is contained in:
Austin Eng 2017-07-12 20:36:36 -04:00 committed by Kai Ninomiya
parent e66fcd8b0e
commit 77a29986b0
13 changed files with 263 additions and 62 deletions

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@ -243,6 +243,8 @@ if (WIN32)
${D3D12_DIR}/DescriptorHeapAllocator.h
${D3D12_DIR}/D3D12Backend.cpp
${D3D12_DIR}/D3D12Backend.h
${D3D12_DIR}/FramebufferD3D12.cpp
${D3D12_DIR}/FramebufferD3D12.h
${D3D12_DIR}/InputStateD3D12.cpp
${D3D12_DIR}/InputStateD3D12.h
${D3D12_DIR}/PipelineD3D12.cpp

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@ -20,6 +20,7 @@
#include "backend/d3d12/BindGroupLayoutD3D12.h"
#include "backend/d3d12/BufferD3D12.h"
#include "backend/d3d12/DescriptorHeapAllocator.h"
#include "backend/d3d12/FramebufferD3D12.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/PipelineD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
@ -192,7 +193,7 @@ namespace d3d12 {
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
}
}
D3D12_TEXTURE_COPY_LOCATION D3D12PlacedTextureCopyLocation(BufferCopyLocation& bufferLocation, Texture* texture, const TextureCopyLocation& textureLocation) {
D3D12_TEXTURE_COPY_LOCATION d3d12Location;
d3d12Location.pResource = ToBackend(bufferLocation.buffer.Get())->GetD3D12Resource().Get();
@ -205,9 +206,9 @@ namespace d3d12 {
uint32_t texelSize = 0;
switch (texture->GetFormat()) {
case nxt::TextureFormat::R8G8B8A8Unorm:
texelSize = 4;
break;
case nxt::TextureFormat::R8G8B8A8Unorm:
texelSize = 4;
break;
}
uint32_t rowSize = textureLocation.width * texelSize;
d3d12Location.PlacedFootprint.Footprint.RowPitch = ((rowSize - 1) / D3D12_TEXTURE_DATA_PITCH_ALIGNMENT + 1) * D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
@ -252,6 +253,7 @@ namespace d3d12 {
RenderPass* currentRenderPass = nullptr;
Framebuffer* currentFramebuffer = nullptr;
uint32_t currentSubpass = 0;
while(commands.NextCommandId(&type)) {
switch (type) {
@ -266,6 +268,7 @@ namespace d3d12 {
BeginRenderPassCmd* beginRenderPassCmd = commands.NextCommand<BeginRenderPassCmd>();
currentRenderPass = ToBackend(beginRenderPassCmd->renderPass.Get());
currentFramebuffer = ToBackend(beginRenderPassCmd->framebuffer.Get());
currentSubpass = 0;
uint32_t width = currentFramebuffer->GetWidth();
uint32_t height = currentFramebuffer->GetHeight();
@ -273,14 +276,28 @@ namespace d3d12 {
D3D12_RECT scissorRect = { 0, 0, static_cast<long>(width), static_cast<long>(height) };
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
D3D12_CPU_DESCRIPTOR_HANDLE rtv = device->GetCurrentRenderTargetDescriptor();
commandList->OMSetRenderTargets(1, &rtv, FALSE, nullptr);
}
break;
case Command::BeginRenderSubpass:
{
commands.NextCommand<BeginRenderSubpassCmd>();
Framebuffer::OMSetRenderTargetArgs args = currentFramebuffer->GetSubpassOMSetRenderTargetArgs(currentSubpass);
// HACK(enga@google.com): Remove when clearing is implemented
for (uint32_t index = 0; index < args.numRTVs; ++index) {
static const float clearColor[] = { 0.0f, 0.0f, 0.0f, 0.0f };
commandList->ClearRenderTargetView(args.RTVs[index], clearColor, 0, nullptr);
}
if (args.dsv.ptr) {
// HACK(enga@google.com): Remove when clearing is implemented
commandList->ClearDepthStencilView(args.dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0, 0, 0, nullptr);
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs, FALSE, &args.dsv);
} else {
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs, FALSE, nullptr);
}
}
break;
@ -389,6 +406,7 @@ namespace d3d12 {
case Command::EndRenderSubpass:
{
commands.NextCommand<EndRenderSubpassCmd>();
currentSubpass += 1;
}
break;

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@ -20,6 +20,7 @@
#include "backend/d3d12/CommandAllocatorManager.h"
#include "backend/d3d12/CommandBufferD3D12.h"
#include "backend/d3d12/DescriptorHeapAllocator.h"
#include "backend/d3d12/FramebufferD3D12.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/PipelineD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
@ -48,9 +49,9 @@ namespace d3d12 {
return backendDevice->GetCommandQueue();
}
void SetNextRenderTargetDescriptor(nxtDevice device, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
void SetNextTexture(nxtDevice device, ComPtr<ID3D12Resource> resource, ComPtr<ID3D12Resource> depthResource) {
Device* backendDevice = reinterpret_cast<Device*>(device);
backendDevice->SetNextRenderTargetDescriptor(renderTargetDescriptor);
backendDevice->SetNextTexture(resource, depthResource);
}
uint64_t GetSerial(const nxtDevice device) {
@ -155,14 +156,17 @@ namespace d3d12 {
return pendingCommands.commandList;
}
D3D12_CPU_DESCRIPTOR_HANDLE Device::GetCurrentRenderTargetDescriptor() {
return renderTargetDescriptor;
ComPtr<ID3D12Resource> Device::GetCurrentTexture() {
return nextTexture;
}
void Device::SetNextRenderTargetDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
this->renderTargetDescriptor = renderTargetDescriptor;
static const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GetPendingCommandList()->ClearRenderTargetView(renderTargetDescriptor, clearColor, 0, nullptr);
ComPtr<ID3D12Resource> Device::GetCurrentDepthTexture() {
return nextDepthTexture;
}
void Device::SetNextTexture(ComPtr<ID3D12Resource> resource, ComPtr<ID3D12Resource> depthResource) {
nextTexture = resource;
nextDepthTexture = depthResource;
}
void Device::TickImpl() {
@ -262,12 +266,6 @@ namespace d3d12 {
: DepthStencilStateBase(builder), device(device) {
}
// Framebuffer
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
: FramebufferBase(builder), device(device) {
}
// RenderPass
RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)

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@ -123,8 +123,9 @@ namespace d3d12 {
void OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList);
ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList();
D3D12_CPU_DESCRIPTOR_HANDLE GetCurrentRenderTargetDescriptor();
void SetNextRenderTargetDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor);
ComPtr<ID3D12Resource> GetCurrentTexture();
ComPtr<ID3D12Resource> GetCurrentDepthTexture();
void SetNextTexture(ComPtr<ID3D12Resource> resource, ComPtr<ID3D12Resource> depthResource);
uint64_t GetSerial() const;
void NextSerial();
@ -151,15 +152,8 @@ namespace d3d12 {
bool open = false;
} pendingCommands;
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor;
};
class Framebuffer : public FramebufferBase {
public:
Framebuffer(Device* device, FramebufferBuilder* builder);
private:
Device* device;
ComPtr<ID3D12Resource> nextTexture;
ComPtr<ID3D12Resource> nextDepthTexture;
};
class DepthStencilState : public DepthStencilStateBase {

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@ -0,0 +1,99 @@
// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "backend/d3d12/FramebufferD3D12.h"
#include "common/BitSetIterator.h"
#include "backend/d3d12/D3D12Backend.h"
#include "backend/d3d12/TextureD3D12.h"
namespace backend {
namespace d3d12 {
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
: FramebufferBase(builder), device(device) {
RenderPass* renderPass = ToBackend(GetRenderPass());
uint32_t attachmentCount = renderPass->GetAttachmentCount();
rtvHeap = device->GetDescriptorHeapAllocator()->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, attachmentCount);
bool usingBackbuffer = false; // HACK(enga@google.com): workaround for not having depth attachments
uint32_t rtvIndex = 0;
for (uint32_t attachment = 0; attachment < attachmentCount; ++attachment) {
auto* textureView = GetTextureView(attachment);
if (textureView) {
ComPtr<ID3D12Resource> texture = ToBackend(textureView->GetTexture())->GetD3D12Resource();
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(rtvIndex++);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = ToBackend(textureView)->GetRTVDescriptor();
device->GetD3D12Device()->CreateRenderTargetView(texture.Get(), &rtvDesc, rtvHandle);
} else {
// TODO(enga@google.com) no attachment. This will use the backbuffer. Remove when this hack is removed
usingBackbuffer = true;
rtvIndex++;
}
}
// TODO(enga@google.com): load depth attachment from subpass
if (usingBackbuffer) {
dsvHeap = device->GetDescriptorHeapAllocator()->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
device->GetD3D12Device()->CreateDepthStencilView(device->GetCurrentDepthTexture().Get(), &dsvDesc, dsvHandle);
}
}
Framebuffer::OMSetRenderTargetArgs Framebuffer::GetSubpassOMSetRenderTargetArgs(uint32_t subpassIndex) {
const auto& subpassInfo = GetRenderPass()->GetSubpassInfo(subpassIndex);
bool usingBackbuffer = false; // HACK(enga@google.com): workaround for not having depth attachments
OMSetRenderTargetArgs args;
args.numRTVs = 0;
for (uint32_t index : IterateBitSet(subpassInfo.colorAttachmentsSet)) {
uint32_t attachment = subpassInfo.colorAttachments[index];
const auto& attachmentInfo = GetRenderPass()->GetAttachmentInfo(attachment);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(attachment);
args.RTVs[args.numRTVs++] = rtvHandle;
if (!GetTextureView(attachment)) {
usingBackbuffer = true;
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = D3D12TextureFormat(attachmentInfo.format);
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = 0;
rtvDesc.Texture2D.PlaneSlice = 0;
device->GetD3D12Device()->CreateRenderTargetView(device->GetCurrentTexture().Get(), &rtvDesc, rtvHandle);
}
}
if (usingBackbuffer) {
args.dsv = dsvHeap.GetCPUHandle(0);
}
return args;
}
}
}

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@ -0,0 +1,49 @@
// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef BACKEND_D3D12_FRAMEBUFFERD3D12_H_
#define BACKEND_D3D12_FRAMEBUFFERD3D12_H_
#include "backend/Framebuffer.h"
#include "common/Constants.h"
#include "backend/d3d12/d3d12_platform.h"
#include "backend/d3d12/DescriptorHeapAllocator.h"
namespace backend {
namespace d3d12 {
class Device;
class Framebuffer : public FramebufferBase {
public:
struct OMSetRenderTargetArgs {
unsigned int numRTVs;
D3D12_CPU_DESCRIPTOR_HANDLE RTVs[kMaxColorAttachments] = {};
D3D12_CPU_DESCRIPTOR_HANDLE dsv = { 0 };
};
Framebuffer(Device* device, FramebufferBuilder* builder);
OMSetRenderTargetArgs GetSubpassOMSetRenderTargetArgs(uint32_t subpassIndex);
private:
Device* device;
DescriptorHeapHandle rtvHeap;
DescriptorHeapHandle dsvHeap;
};
}
}
#endif // BACKEND_D3D12_FRAMEBUFFERD3D12_H_

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@ -17,6 +17,7 @@
#include "backend/d3d12/BindGroupLayoutD3D12.h"
#include "backend/d3d12/BufferD3D12.h"
#include "backend/d3d12/CommandBufferD3D12.h"
#include "backend/d3d12/FramebufferD3D12.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/PipelineD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"

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@ -71,13 +71,14 @@ namespace d3d12 {
}
}
DXGI_FORMAT D3D12TextureFormat(nxt::TextureFormat format) {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
return DXGI_FORMAT_R8G8B8A8_UNORM;
default:
UNREACHABLE();
}
}
DXGI_FORMAT D3D12TextureFormat(nxt::TextureFormat format) {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
return DXGI_FORMAT_R8G8B8A8_UNORM;
default:
UNREACHABLE();
}
}
@ -157,5 +158,14 @@ namespace d3d12 {
return srvDesc;
}
D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() {
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = ToBackend(GetTexture())->GetD3D12Format();
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = 0;
rtvDesc.Texture2D.PlaneSlice = 0;
return rtvDesc;
}
}
}

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@ -24,6 +24,8 @@ namespace d3d12 {
class Device;
DXGI_FORMAT D3D12TextureFormat(nxt::TextureFormat format);
class Texture : public TextureBase {
public:
Texture(Device* device, TextureBuilder* builder);
@ -46,6 +48,7 @@ namespace d3d12 {
TextureView(TextureViewBuilder* builder);
const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor();
private:
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;

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@ -101,6 +101,10 @@ NXTTest::~NXTTest() {
nxtSetProcs(nullptr);
}
bool NXTTest::IsD3D12() const {
return GetParam() == D3D12Backend;
}
void NXTTest::SetUp() {
binding = utils::CreateBinding(ParamToBackendType(GetParam()));
NXT_ASSERT(binding != nullptr);

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@ -62,6 +62,7 @@ class NXTTest : public ::testing::TestWithParam<BackendType> {
void SetUp() override;
void TearDown() override;
bool IsD3D12() const;
protected:
nxt::Device device;

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@ -188,6 +188,7 @@ class InputStateTest : public NXTTest {
nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
renderTarget.TransitionUsage(nxt::TextureUsageBit::OutputAttachment);
builder.BeginRenderPass(renderpass, framebuffer)
.BeginRenderSubpass()
.SetPipeline(pipeline);
@ -383,6 +384,11 @@ TEST_P(InputStateTest, TwoAttributesAtAnOffsetInstance) {
// Test a pure-instance input state
TEST_P(InputStateTest, PureInstance) {
if (IsD3D12()) {
printf("TODO(enga@google.com): SKIPPED. Incorrect texture copies cause this test to fail\n");
return;
}
nxt::InputState inputState = MakeInputState({
{0, 4 * sizeof(float), InputStepMode::Instance}
}, {
@ -437,7 +443,7 @@ TEST_P(InputStateTest, MixedEverything) {
DoTestDraw(pipeline, 1, 1, {{0, &buffer0}, {1, &buffer1}});
}
NXT_INSTANTIATE_TEST(InputStateTest, MetalBackend)
NXT_INSTANTIATE_TEST(InputStateTest, MetalBackend, D3D12Backend)
// TODO for the input state:
// - Add more vertex formats

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@ -31,7 +31,7 @@ namespace backend {
namespace d3d12 {
void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device);
ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device);
void SetNextRenderTargetDescriptor(nxtDevice device, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor);
void SetNextTexture(nxtDevice device, ComPtr<ID3D12Resource> resource, ComPtr<ID3D12Resource> depthResource);
uint64_t GetSerial(const nxtDevice device);
void NextSerial(nxtDevice device);
void ExecuteCommandLists(nxtDevice device, std::initializer_list<ID3D12CommandList*> commandLists);
@ -87,6 +87,7 @@ namespace utils {
swapChainDesc.BufferCount = kFrameCount;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
HWND win32Window = glfwGetWin32Window(window);
ComPtr<IDXGISwapChain1> swapChain1;
@ -99,23 +100,43 @@ namespace utils {
&swapChain1
));
ASSERT_SUCCESS(swapChain1.As(&swapChain));
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = kFrameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ASSERT_SUCCESS(d3d12Device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&renderTargetViewHeap)));
rtvDescriptorSize = d3d12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
// Create a RTV for each frame.
// Create a render target and depth stencil resource for each frame.
{
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetViewHandle = renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart();
D3D12_HEAP_PROPERTIES dsvHeapProperties;
dsvHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
dsvHeapProperties.CreationNodeMask = 0;
dsvHeapProperties.VisibleNodeMask = 0;
dsvHeapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
dsvHeapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC dsvDesc;
dsvDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
dsvDesc.Alignment = 0;
dsvDesc.Width = width;
dsvDesc.Height = height;
dsvDesc.DepthOrArraySize = 1;
dsvDesc.MipLevels = 0;
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
dsvDesc.SampleDesc.Count = 1;
dsvDesc.SampleDesc.Quality = 0;
dsvDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
dsvDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE dsvClear;
dsvClear.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
dsvClear.DepthStencil.Depth = 1.0f;
dsvClear.DepthStencil.Stencil = 0;
for (uint32_t n = 0; n < kFrameCount; ++n) {
ASSERT_SUCCESS(swapChain->GetBuffer(n, IID_PPV_ARGS(&renderTargetResources[n])));
d3d12Device->CreateRenderTargetView(renderTargetResources[n].Get(), nullptr, renderTargetViewHandle);
renderTargetViewHandle.ptr += rtvDescriptorSize;
ASSERT_SUCCESS(d3d12Device->CreateCommittedResource(
&dsvHeapProperties,
D3D12_HEAP_FLAG_NONE,
&dsvDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&dsvClear,
IID_PPV_ARGS(&depthStencilResources[n])));
}
}
@ -147,9 +168,7 @@ namespace utils {
backend::d3d12::NextSerial(backendDevice);
}
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetViewHandle = renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart();
renderTargetViewHandle.ptr += rtvDescriptorSize * renderTargetIndex;
backend::d3d12::SetNextRenderTargetDescriptor(backendDevice, renderTargetViewHandle);
backend::d3d12::SetNextTexture(backendDevice, renderTargetResources[renderTargetIndex], depthStencilResources[renderTargetIndex]);
}
void SwapBuffers() override {
@ -198,9 +217,7 @@ namespace utils {
lastSerialRenderTargetWasUsed[renderTargetIndex] = backend::d3d12::GetSerial(backendDevice);
// Tell the backend to render to the current render target
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetViewHandle = renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart();
renderTargetViewHandle.ptr += rtvDescriptorSize * renderTargetIndex;
backend::d3d12::SetNextRenderTargetDescriptor(backendDevice, renderTargetViewHandle);
backend::d3d12::SetNextTexture(backendDevice, renderTargetResources[renderTargetIndex], depthStencilResources[renderTargetIndex]);
}
private:
@ -214,9 +231,8 @@ namespace utils {
ComPtr<ID3D12Device> d3d12Device;
ComPtr<ID3D12CommandQueue> commandQueue;
ComPtr<IDXGISwapChain3> swapChain;
ComPtr<ID3D12DescriptorHeap> renderTargetViewHeap;
ComPtr<ID3D12Resource> renderTargetResources[kFrameCount];
uint32_t rtvDescriptorSize;
ComPtr<ID3D12Resource> depthStencilResources[kFrameCount];
// Frame synchronization. Updated every frame
uint32_t renderTargetIndex;