dawn-cmake/examples/D3D12Binding.cpp

273 lines
13 KiB
C++

// 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 "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 d3d12 {
void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device);
ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device);
void SetNextRenderTargetDescriptor(nxtDevice device, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor);
}
}
class D3D12Binding : public BackendBinding {
public:
void SetupGLFWWindowHints() override {
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
}
void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override {
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));
// 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 and command allocators 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->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocators[n])));
}
}
// Get the initial render target and arbitrarily choose a "previous" render target that's different
previousRenderTargetIndex = renderTargetIndex = swapChain->GetCurrentBackBufferIndex();
previousRenderTargetIndex = renderTargetIndex == 0 ? 1 : 0;
// Initialize the current frame, the last completed frame, and all last frame each render target was used to 0
// so that it looks like we completed all previous frames
currentFrameNumber = 0;
for (uint32_t n = 0; n < kFrameCount; ++n) {
lastFrameRenderTargetWasUsed[n] = 0;
}
ASSERT_SUCCESS(d3d12Device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)));
fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT(fenceEvent != nullptr);
// Transition the first frame to be a render target
{
ASSERT_SUCCESS(d3d12Device->CreateCommandList(
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
commandAllocators[previousRenderTargetIndex].Get(),
nullptr,
IID_PPV_ARGS(&commandList)
));
D3D12_RESOURCE_BARRIER resourceBarrier;
resourceBarrier.Transition.pResource = renderTargetResources[renderTargetIndex].Get();
resourceBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
resourceBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
resourceBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
resourceBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resourceBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
commandList->ResourceBarrier(1, &resourceBarrier);
ASSERT_SUCCESS(commandList->Close());
ID3D12CommandList* commandLists[] = { commandList.Get() };
commandQueue->ExecuteCommandLists(_countof(commandLists), commandLists);
}
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetViewHandle = renderTargetViewHeap->GetCPUDescriptorHandleForHeapStart();
renderTargetViewHandle.ptr += rtvDescriptorSize * renderTargetIndex;
backend::d3d12::SetNextRenderTargetDescriptor(backendDevice, renderTargetViewHandle);
}
void SwapBuffers() override {
// Transition current frame's render target for presenting
{
ASSERT_SUCCESS(commandList->Reset(commandAllocators[renderTargetIndex].Get(), nullptr));
D3D12_RESOURCE_BARRIER resourceBarrier;
resourceBarrier.Transition.pResource = renderTargetResources[renderTargetIndex].Get();
resourceBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
resourceBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
resourceBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
resourceBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resourceBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
commandList->ResourceBarrier(1, &resourceBarrier);
ASSERT_SUCCESS(commandList->Close());
ID3D12CommandList* commandLists[] = { commandList.Get() };
commandQueue->ExecuteCommandLists(_countof(commandLists), commandLists);
}
ASSERT_SUCCESS(swapChain->Present(1, 0));
// Transition last frame's render target back to being a render target
{
ASSERT_SUCCESS(commandList->Reset(commandAllocators[renderTargetIndex].Get(), nullptr));
D3D12_RESOURCE_BARRIER resourceBarrier;
resourceBarrier.Transition.pResource = renderTargetResources[previousRenderTargetIndex].Get();
resourceBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
resourceBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
resourceBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
resourceBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resourceBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
commandList->ResourceBarrier(1, &resourceBarrier);
ASSERT_SUCCESS(commandList->Close());
ID3D12CommandList* commandLists[] = { commandList.Get() };
commandQueue->ExecuteCommandLists(_countof(commandLists), commandLists);
}
ASSERT_SUCCESS(commandQueue->Signal(fence.Get(), currentFrameNumber));
// Advance to the next frame
currentFrameNumber++;
previousRenderTargetIndex = renderTargetIndex;
renderTargetIndex = swapChain->GetCurrentBackBufferIndex();
// If the next render target is not ready to be rendered yet, wait until it is ready.
// If the last completed frame is less than the last requested frame for this render target,
// then the commands previously executed on this render target have not yet completed
const uint64_t lastFrameCompletedOnGPU = fence->GetCompletedValue();
if (lastFrameCompletedOnGPU < lastFrameRenderTargetWasUsed[renderTargetIndex]) {
ASSERT_SUCCESS(fence->SetEventOnCompletion(lastFrameRenderTargetWasUsed[renderTargetIndex], fenceEvent));
WaitForSingleObjectEx(fenceEvent, INFINITE, FALSE);
}
lastFrameRenderTargetWasUsed[renderTargetIndex] = currentFrameNumber;
// The block above checked that the commands in this allocator are done executing
ASSERT_SUCCESS(commandAllocators[renderTargetIndex]->Reset());
// 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);
}
private:
nxtDevice backendDevice = nullptr;
static constexpr unsigned int kFrameCount = 2;
// Initialization
ComPtr<IDXGIFactory4> factory;
ComPtr<IDXGIAdapter1> hardwareAdapter;
ComPtr<ID3D12Device> d3d12Device;
ComPtr<ID3D12CommandQueue> commandQueue;
ComPtr<IDXGISwapChain3> swapChain;
ComPtr<ID3D12DescriptorHeap> renderTargetViewHeap;
ComPtr<ID3D12Resource> renderTargetResources[kFrameCount];
uint32_t rtvDescriptorSize;
// Frame synchronization. Updated every frame
uint32_t renderTargetIndex;
uint32_t previousRenderTargetIndex;
uint64_t currentFrameNumber;
uint64_t lastFrameRenderTargetWasUsed[kFrameCount];
ComPtr<ID3D12CommandAllocator> commandAllocators[kFrameCount];
ComPtr<ID3D12GraphicsCommandList> commandList;
ComPtr<ID3D12Fence> fence;
HANDLE fenceEvent;
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;
}
};
BackendBinding* CreateD3D12Binding() {
return new D3D12Binding;
}