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

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@ -14,20 +14,174 @@
#include "BackendBinding.h" #include "BackendBinding.h"
#define GLFW_EXPOSE_NATIVE_WIN32
#include "GLFW/glfw3.h"
#include "GLFW/glfw3native.h"
#include <assert.h>
#include <wrl.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#define ASSERT assert
using Microsoft::WRL::ComPtr;
namespace backend { namespace backend {
namespace d3d12 { namespace d3d12 {
void Init(nxtProcTable* procs, nxtDevice* device); void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device);
ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device);
void SetNextRenderTarget(nxtDevice device, ComPtr<ID3D12Resource> renderTargetResource, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor);
} }
} }
class D3D12Binding : public BackendBinding { class D3D12Binding : public BackendBinding {
public: public:
void SetupGLFWWindowHints() override { void SetupGLFWWindowHints() override {
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
} }
void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override { void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override {
backend::d3d12::Init(procs, device); uint32_t dxgiFactoryFlags = 0;
#ifdef _DEBUG
// Enable the debug layer (requires the Graphics Tools "optional feature").
// NOTE: Enabling the debug layer after device creation will invalidate the active device.
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
// Enable additional debug layers.
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
}
#endif
ASSERT_SUCCESS(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
ASSERT(GetHardwareAdapter(factory.Get(), &hardwareAdapter));
ASSERT_SUCCESS(D3D12CreateDevice(
hardwareAdapter.Get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&d3d12Device)
));
backend::d3d12::Init(d3d12Device, procs, device);
backendDevice = *device;
commandQueue = backend::d3d12::GetCommandQueue(backendDevice);
int width, height;
glfwGetWindowSize(window, &width, &height);
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = kFrameCount;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
HWND win32Window = glfwGetWin32Window(window);
ComPtr<IDXGISwapChain1> swapChain1;
ASSERT_SUCCESS(factory->CreateSwapChainForHwnd(
commandQueue.Get(),
win32Window,
&swapChainDesc,
nullptr,
nullptr,
&swapChain1
));
ASSERT_SUCCESS(swapChain1.As(&swapChain));
frameIndex = swapChain->GetCurrentBackBufferIndex();
// 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.
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetViewHandle = renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart();
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->CreateFence(fenceValues[frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)));
fenceValues[frameIndex]++;
fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT(fenceEvent != nullptr);
SetNextRenderTarget();
} }
void SwapBuffers() override { void SwapBuffers() override {
// Present the rendered frame
ASSERT_SUCCESS(swapChain->Present(1, 0));
const uint64_t currentFenceValue = fenceValues[frameIndex];
ASSERT_SUCCESS(commandQueue->Signal(fence.Get(), currentFenceValue));
frameIndex = swapChain->GetCurrentBackBufferIndex();
SetNextRenderTarget();
// If the next frame is not ready to be rendered yet, wait until it is ready.
if (fence->GetCompletedValue() < fenceValues[frameIndex]) {
ASSERT_SUCCESS(fence->SetEventOnCompletion(fenceValues[frameIndex], fenceEvent));
WaitForSingleObjectEx(fenceEvent, INFINITE, FALSE);
}
// Set the fence value for the next frame.
fenceValues[frameIndex] = currentFenceValue + 1;
}
private:
nxtDevice backendDevice = nullptr;
static constexpr int kFrameCount = 2;
uint32_t frameIndex = 0;
uint32_t rtvDescriptorSize;
ComPtr<IDXGIFactory4> factory;
ComPtr<IDXGIAdapter1> hardwareAdapter;
ComPtr<ID3D12Device> d3d12Device;
ComPtr<ID3D12CommandQueue> commandQueue;
ComPtr<IDXGISwapChain3> swapChain;
ComPtr<ID3D12DescriptorHeap> renderTargetViewHeap;
ComPtr<ID3D12Resource> renderTargetResources[kFrameCount];
uint64_t fenceValues[kFrameCount] = { 0, 0 };
ComPtr<ID3D12Fence> fence;
HANDLE fenceEvent;
void SetNextRenderTarget() {
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetViewHandle = renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart();
renderTargetViewHandle.ptr += rtvDescriptorSize * frameIndex;
backend::d3d12::SetNextRenderTarget(backendDevice, renderTargetResources[frameIndex], renderTargetViewHandle);
}
static void ASSERT_SUCCESS(HRESULT hr) {
assert(SUCCEEDED(hr));
}
static bool GetHardwareAdapter(IDXGIFactory4* factory, IDXGIAdapter1** hardwareAdapter) {
*hardwareAdapter = nullptr;
for (uint32_t adapterIndex = 0; ; ++adapterIndex) {
IDXGIAdapter1* adapter = nullptr;
if (factory->EnumAdapters1(adapterIndex, &adapter) == DXGI_ERROR_NOT_FOUND) {
break; // No more adapters to enumerate.
}
// Check to see if the adapter supports Direct3D 12, but don't create the actual device yet.
if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr))) {
*hardwareAdapter = adapter;
return true;
}
adapter->Release();
}
return false;
} }
}; };

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@ -156,7 +156,58 @@ if (WIN32)
${GENERATOR_COMMON_ARGS} ${GENERATOR_COMMON_ARGS}
-T d3d12 -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 PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(d3d12_autogen PUBLIC ${GENERATED_DIR}) target_include_directories(d3d12_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(d3d12_autogen) SetCXX14(d3d12_autogen)

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@ -20,17 +20,74 @@ namespace d3d12 {
nxtProcTable GetNonValidatingProcs(); nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs(); nxtProcTable GetValidatingProcs();
void Init(nxtProcTable* procs, nxtDevice* device) { void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device) {
*device = nullptr; *device = nullptr;
*procs = GetValidatingProcs(); *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() { 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) { BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(this, builder); return new BindGroup(this, builder);
} }

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

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@ -62,6 +62,8 @@ add_library(spirv-cross STATIC
${CMAKE_CURRENT_SOURCE_DIR}/spirv-cross/spirv.hpp ${CMAKE_CURRENT_SOURCE_DIR}/spirv-cross/spirv.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv-cross/spirv_msl.cpp ${CMAKE_CURRENT_SOURCE_DIR}/spirv-cross/spirv_msl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv-cross/spirv_msl.hpp ${CMAKE_CURRENT_SOURCE_DIR}/spirv-cross/spirv_msl.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv-cross/spirv_hlsl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv-cross/spirv_hlsl.hpp
) )
target_include_directories(spirv-cross PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}) target_include_directories(spirv-cross PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
SetCXX14(spirv-cross) SetCXX14(spirv-cross)