add D3D12Binding with swap chain

This commit is contained in:
Austin Eng
2017-06-05 17:13:58 -04:00
committed by Austin Eng
parent fc2bac7e45
commit eb6d22242a
6 changed files with 312 additions and 5 deletions

View File

@@ -156,7 +156,58 @@ if (WIN32)
${GENERATOR_COMMON_ARGS}
-T d3d12
)
# WIN10_SDK_PATH will be something like C:\Program Files (x86)\Windows Kits\10
get_filename_component(WIN10_SDK_PATH "[HKEY_LOCAL_MACHINE\\SOFTWARE\\WOW6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v10.0;InstallationFolder]" ABSOLUTE CACHE)
# TEMP_WIN10_SDK_VERSION will be something like ${CMAKE_CURRENT_SOURCE_DIR}\10.0.14393 or ${CMAKE_CURRENT_SOURCE_DIR}\10.0.14393.0
get_filename_component(TEMP_WIN10_SDK_VERSION "[HKEY_LOCAL_MACHINE\\SOFTWARE\\WOW6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v10.0;ProductVersion]" ABSOLUTE CACHE)
# strip off ${CMAKE_CURRENT_SOURCE_DIR} to get just the version number
get_filename_component(WIN10_SDK_VERSION ${TEMP_WIN10_SDK_VERSION} NAME)
# WIN10_SDK_VERSION will be something like 10.0.14393 or 10.0.14393.0; we need the one that matches the directory name.
if (IS_DIRECTORY "${WIN10_SDK_PATH}/Include/${WIN10_SDK_VERSION}.0")
set(WIN10_SDK_VERSION "${WIN10_SDK_VERSION}.0")
endif()
# Find the d3d12 and dxgi include path, it will typically look something like this.
# C:\Program Files (x86)\Windows Kits\10\Include\10.0.10586.0\um\d3d12.h
# C:\Program Files (x86)\Windows Kits\10\Include\10.0.10586.0\shared\dxgi1_4.h
find_path(D3D12_INCLUDE_DIR # Set variable D3D12_INCLUDE_DIR
d3d12.h # Find a path with d3d12.h
HINTS "${WIN10_SDK_PATH}/Include/${WIN10_SDK_VERSION}/um"
DOC "path to WIN10 SDK header files"
HINTS
)
find_path(DXGI_INCLUDE_DIR # Set variable DXGI_INCLUDE_DIR
dxgi1_4.h # Find a path with dxgi1_4.h
HINTS "${WIN10_SDK_PATH}/Include/${WIN10_SDK_VERSION}/shared"
DOC "path to WIN10 SDK header files"
HINTS
)
if (CMAKE_GENERATOR MATCHES "Visual Studio.*ARM" )
set(WIN10_SDK_LIB_PATH ${WIN10_SDK_PATH}/Lib/${WIN10_SDK_VERSION}/um/arm)
elseif (CMAKE_GENERATOR MATCHES "Visual Studio.*ARM64" )
set(WIN10_SDK_LIB_PATH ${WIN10_SDK_PATH}/Lib/${WIN10_SDK_VERSION}/um/arm64)
elseif (CMAKE_GENERATOR MATCHES "Visual Studio.*Win64" )
set(WIN10_SDK_LIB_PATH ${WIN10_SDK_PATH}/Lib/${WIN10_SDK_VERSION}/um/x64)
else()
set(WIN10_SDK_LIB_PATH ${WIN10_SDK_PATH}/Lib/${WIN10_SDK_VERSION}/um/x86)
endif()
find_library(D3D12_LIBRARY NAMES d3d12.lib HINTS ${WIN10_SDK_LIB_PATH})
find_library(DXGI_LIBRARY NAMES dxgi.lib HINTS ${WIN10_SDK_LIB_PATH})
find_library(D3DCOMPILER_LIBRARY NAMES d3dcompiler.lib HINTS ${WIN10_SDK_LIB_PATH})
set(D3D12_LIBRARIES
${D3D12_LIBRARY}
${DXGI_LIBRARY}
${D3DCOMPILER_LIBRARY}
)
target_link_libraries(d3d12_autogen glfw nxtcpp ${D3D12_LIBRARIES})
target_include_directories(d3d12_autogen SYSTEM PRIVATE ${D3D12_INCLUDE_DIR} ${DXGI_INCLUDE_DIR})
target_include_directories(d3d12_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(d3d12_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(d3d12_autogen)

View File

@@ -20,17 +20,74 @@ namespace d3d12 {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(nxtProcTable* procs, nxtDevice* device) {
void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device) {
*device = nullptr;
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device(d3d12Device));
}
Device::Device() {
ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device) {
Device* backendDevice = reinterpret_cast<Device*>(device);
return backendDevice->GetCommandQueue();
}
void SetNextRenderTarget(nxtDevice device, ComPtr<ID3D12Resource> renderTargetResource, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
Device* backendDevice = reinterpret_cast<Device*>(device);
backendDevice->SetNextRenderTarget(renderTargetResource, renderTargetDescriptor);
}
void ASSERT_SUCCESS(HRESULT hr) {
ASSERT(SUCCEEDED(hr));
}
Device::Device(ComPtr<ID3D12Device> d3d12Device) : d3d12Device(d3d12Device) {
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ASSERT_SUCCESS(d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)));
// Create an empty root signature.
D3D12_ROOT_SIGNATURE_DESC rootSignatureDescriptor;
rootSignatureDescriptor.NumParameters = 0;
rootSignatureDescriptor.pParameters = nullptr;
rootSignatureDescriptor.NumStaticSamplers = 0;
rootSignatureDescriptor.pStaticSamplers = nullptr;
rootSignatureDescriptor.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
ASSERT_SUCCESS(D3D12SerializeRootSignature(&rootSignatureDescriptor, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
ASSERT_SUCCESS(d3d12Device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)));
}
Device::~Device() {
}
ComPtr<ID3D12Device> Device::GetD3D12Device() {
return d3d12Device;
}
ComPtr<ID3D12RootSignature> Device::GetRootSignature() {
return rootSignature;
}
ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() {
return commandQueue;
}
Microsoft::WRL::ComPtr<ID3D12Resource> Device::GetNextRenderTarget() {
return renderTargetResource;
}
D3D12_CPU_DESCRIPTOR_HANDLE Device::GetNextRenderTargetDescriptor() {
return renderTargetDescriptor;
}
void Device::SetNextRenderTarget(ComPtr<ID3D12Resource> renderTargetResource, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
this->renderTargetResource = renderTargetResource;
this->renderTargetDescriptor = renderTargetDescriptor;
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(this, builder);
}

View File

@@ -34,6 +34,8 @@
#include "common/Texture.h"
#include "common/ToBackend.h"
#include "d3d12_platform.h"
namespace backend {
namespace d3d12 {
@@ -78,10 +80,12 @@ namespace d3d12 {
return ToBackendBase<D3D12BackendTraits>(common);
}
void ASSERT_SUCCESS(HRESULT hr);
// Definition of backend types
class Device : public DeviceBase {
public:
Device();
Device(Microsoft::WRL::ComPtr<ID3D12Device> d3d12Device);
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
@@ -101,9 +105,24 @@ namespace d3d12 {
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
Microsoft::WRL::ComPtr<ID3D12Device> GetD3D12Device();
Microsoft::WRL::ComPtr<ID3D12RootSignature> GetRootSignature();
Microsoft::WRL::ComPtr<ID3D12CommandQueue> GetCommandQueue();
Microsoft::WRL::ComPtr<ID3D12Resource> GetNextRenderTarget();
D3D12_CPU_DESCRIPTOR_HANDLE GetNextRenderTargetDescriptor();
void SetNextRenderTarget(Microsoft::WRL::ComPtr<ID3D12Resource> renderTargetResource, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor);
// NXT API
void Reference();
void Release();
private:
Microsoft::WRL::ComPtr<ID3D12Device> d3d12Device;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> commandQueue;
Microsoft::WRL::ComPtr<ID3D12RootSignature> rootSignature;
Microsoft::WRL::ComPtr<ID3D12Resource> renderTargetResource;
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor;
};

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@@ -0,0 +1,24 @@
// 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_D3D12_H_
#define BACKEND_D3D12_D3D12_H_
#include <wrl.h>
#include <d3d12.h>
#include <dxgi1_4.h>
using Microsoft::WRL::ComPtr;
#endif // BACKEND_D3D12_D3D12_H_