D3D12: Move the NativeSwapChainImpl in the backend

This commit is contained in:
Corentin Wallez
2018-02-06 10:50:24 -05:00
committed by Corentin Wallez
parent 02d24d3c5e
commit 9b491437b1
6 changed files with 213 additions and 172 deletions

View File

@@ -15,7 +15,6 @@
#include "utils/BackendBinding.h"
#include "common/Assert.h"
#include "common/SwapChainUtils.h"
#include "nxt/nxt_wsi.h"
#define GLFW_EXPOSE_NATIVE_WIN32
@@ -33,11 +32,13 @@
using Microsoft::WRL::ComPtr;
namespace backend { namespace d3d12 {
void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device);
ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device);
uint64_t GetSerial(const nxtDevice device);
void NextSerial(nxtDevice device);
void WaitForSerial(nxtDevice device, uint64_t serial);
void Init(ComPtr<IDXGIFactory4> factory,
ComPtr<ID3D12Device> d3d12Device,
nxtProcTable* procs,
nxtDevice* device);
nxtSwapChainImplementation CreateNativeSwapChainImpl(nxtDevice device, HWND window);
nxtTextureFormat GetNativeSwapChainPreferredFormat(const nxtSwapChainImplementation* swapChain);
}} // namespace backend::d3d12
namespace utils {
@@ -76,151 +77,8 @@ namespace utils {
return factory;
}
DXGI_USAGE D3D12SwapChainBufferUsage(nxtTextureUsageBit allowedUsages) {
DXGI_USAGE usage = DXGI_CPU_ACCESS_NONE;
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_SAMPLED) {
usage |= DXGI_USAGE_SHADER_INPUT;
}
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_STORAGE) {
usage |= DXGI_USAGE_UNORDERED_ACCESS;
}
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT) {
usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT;
}
return usage;
}
D3D12_RESOURCE_STATES D3D12ResourceState(nxtTextureUsageBit usage) {
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_COMMON;
if (usage & NXT_TEXTURE_USAGE_BIT_TRANSFER_SRC) {
resourceState |= D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if (usage & NXT_TEXTURE_USAGE_BIT_TRANSFER_DST) {
resourceState |= D3D12_RESOURCE_STATE_COPY_DEST;
}
if (usage & NXT_TEXTURE_USAGE_BIT_SAMPLED) {
resourceState |= (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}
if (usage & NXT_TEXTURE_USAGE_BIT_STORAGE) {
resourceState |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (usage & NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT) {
resourceState |= D3D12_RESOURCE_STATE_RENDER_TARGET;
}
return resourceState;
}
} // namespace
class SwapChainImplD3D12 {
public:
using WSIContext = nxtWSIContextD3D12;
SwapChainImplD3D12(HWND window, nxtProcTable procs)
: mWindow(window), mProcs(procs), mFactory(CreateFactory()) {
}
~SwapChainImplD3D12() {
}
void Init(nxtWSIContextD3D12* ctx) {
mBackendDevice = ctx->device;
mCommandQueue = backend::d3d12::GetCommandQueue(mBackendDevice);
}
nxtSwapChainError Configure(nxtTextureFormat format,
nxtTextureUsageBit allowedUsage,
uint32_t width,
uint32_t height) {
if (format != NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM) {
return "unsupported format";
}
ASSERT(width > 0);
ASSERT(height > 0);
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = D3D12SwapChainBufferUsage(allowedUsage);
swapChainDesc.BufferCount = kFrameCount;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
ComPtr<IDXGISwapChain1> swapChain1;
ASSERT_SUCCESS(mFactory->CreateSwapChainForHwnd(
mCommandQueue.Get(), mWindow, &swapChainDesc, nullptr, nullptr, &swapChain1));
ASSERT_SUCCESS(swapChain1.As(&mSwapChain));
for (uint32_t n = 0; n < kFrameCount; ++n) {
ASSERT_SUCCESS(mSwapChain->GetBuffer(n, IID_PPV_ARGS(&mRenderTargetResources[n])));
}
// Get the initial render target and arbitrarily choose a "previous" render target
// that's different
mPreviousRenderTargetIndex = mRenderTargetIndex =
mSwapChain->GetCurrentBackBufferIndex();
mPreviousRenderTargetIndex = mRenderTargetIndex == 0 ? 1 : 0;
// Initial the serial for all render targets
const uint64_t initialSerial = backend::d3d12::GetSerial(mBackendDevice);
for (uint32_t n = 0; n < kFrameCount; ++n) {
mLastSerialRenderTargetWasUsed[n] = initialSerial;
}
return NXT_SWAP_CHAIN_NO_ERROR;
}
nxtSwapChainError GetNextTexture(nxtSwapChainNextTexture* nextTexture) {
nextTexture->texture.ptr = mRenderTargetResources[mRenderTargetIndex].Get();
return NXT_SWAP_CHAIN_NO_ERROR;
}
nxtSwapChainError Present() {
// Current frame already transitioned to Present by the application, but
// we need to flush the D3D12 backend's pending transitions.
mProcs.deviceTick(mBackendDevice);
ASSERT_SUCCESS(mSwapChain->Present(1, 0));
backend::d3d12::NextSerial(mBackendDevice);
mPreviousRenderTargetIndex = mRenderTargetIndex;
mRenderTargetIndex = mSwapChain->GetCurrentBackBufferIndex();
// If the next render target is not ready to be rendered yet, wait until it is ready.
// If the last completed serial is less than the last requested serial for this render
// target, then the commands previously executed on this render target have not yet
// completed
backend::d3d12::WaitForSerial(mBackendDevice,
mLastSerialRenderTargetWasUsed[mRenderTargetIndex]);
mLastSerialRenderTargetWasUsed[mRenderTargetIndex] =
backend::d3d12::GetSerial(mBackendDevice);
return NXT_SWAP_CHAIN_NO_ERROR;
}
private:
nxtDevice mBackendDevice = nullptr;
nxtProcTable mProcs = {};
static constexpr unsigned int kFrameCount = 2;
HWND mWindow = 0;
ComPtr<IDXGIFactory4> mFactory = {};
ComPtr<ID3D12CommandQueue> mCommandQueue = {};
ComPtr<IDXGISwapChain3> mSwapChain = {};
ComPtr<ID3D12Resource> mRenderTargetResources[kFrameCount] = {};
// Frame synchronization. Updated every frame
uint32_t mRenderTargetIndex = 0;
uint32_t mPreviousRenderTargetIndex = 0;
uint64_t mLastSerialRenderTargetWasUsed[kFrameCount] = {};
};
class D3D12Binding : public BackendBinding {
public:
void SetupGLFWWindowHints() override {
@@ -233,7 +91,7 @@ namespace utils {
ASSERT_SUCCESS(D3D12CreateDevice(mHardwareAdapter.Get(), D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&mD3d12Device)));
backend::d3d12::Init(mD3d12Device, procs, device);
backend::d3d12::Init(mFactory, mD3d12Device, procs, device);
mBackendDevice = *device;
mProcTable = *procs;
}
@@ -242,13 +100,14 @@ namespace utils {
if (mSwapchainImpl.userData == nullptr) {
HWND win32Window = glfwGetWin32Window(mWindow);
mSwapchainImpl =
CreateSwapChainImplementation(new SwapChainImplD3D12(win32Window, mProcTable));
backend::d3d12::CreateNativeSwapChainImpl(mBackendDevice, win32Window);
}
return reinterpret_cast<uint64_t>(&mSwapchainImpl);
}
nxtTextureFormat GetPreferredSwapChainTextureFormat() override {
return NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM;
ASSERT(mSwapchainImpl.userData != nullptr);
return backend::d3d12::GetNativeSwapChainPreferredFormat(&mSwapchainImpl);
}
private: