DX12GraphicsApi.cpp 35 KB

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  1. #include "DX12GraphicsApi.h"
  2. #include <d3d11.h>
  3. #include <d3d12.h>
  4. #include <dxgi1_6.h>
  5. #include <dxgidebug.h>
  6. #include "Camera3D.h"
  7. #include "d3dx12.h"
  8. #include "DLLRegister.h"
  9. #include "DX12BLASModel.h"
  10. #include "DX12CommandQueue.h"
  11. #include "DX12PixelShader.h"
  12. #include "DX12Shader.h"
  13. #include "DX12Texture.h"
  14. #include "DX12VertexShader.h"
  15. #include "Globals.h"
  16. #include "Image.h"
  17. #include "Model3D.h"
  18. #include "Model3DList.h"
  19. #include "Screen.h"
  20. #include "Shader.h"
  21. #include "TextureList.h"
  22. #include "TextureModel.h"
  23. #include "Window.h"
  24. #include "World3D.h"
  25. using namespace Framework;
  26. DirectX12::DirectX12()
  27. : GraphicsApi(DIRECTX12),
  28. debug(0),
  29. device(0),
  30. infoQueue(0),
  31. directCommandQueue(0),
  32. copyCommandQueue(0),
  33. computeCommandQueue(0),
  34. swapChain(0),
  35. rtvHeap(0),
  36. dsvHeap(0),
  37. shaderBufferHeap(0),
  38. depthBuffer(0),
  39. backBufferIndex(0),
  40. tearing(0),
  41. viewPort(0),
  42. allowedRenderArea(0),
  43. vertexBufferView(0),
  44. indexBufferView(0),
  45. signature(0),
  46. pipeline(0),
  47. texturModel(0),
  48. uiTexture(0),
  49. texturRegister(new TextureList()),
  50. vertexShader(0),
  51. pixelShader(0)
  52. {
  53. for (int i = 0; i < 2; i++)
  54. backBuffer[i] = 0;
  55. }
  56. DirectX12::~DirectX12()
  57. {
  58. if (directCommandQueue)
  59. {
  60. directCommandQueue->flush();
  61. directCommandQueue->release();
  62. }
  63. if (copyCommandQueue)
  64. {
  65. copyCommandQueue->flush();
  66. copyCommandQueue->release();
  67. }
  68. if (computeCommandQueue)
  69. {
  70. computeCommandQueue->flush();
  71. computeCommandQueue->release();
  72. }
  73. if (depthBuffer) depthBuffer->Release();
  74. if (dsvHeap) dsvHeap->Release();
  75. if (shaderBufferHeap) shaderBufferHeap->Release();
  76. if (vertexShader) vertexShader->release();
  77. if (pixelShader) pixelShader->release();
  78. texturRegister->release();
  79. if (uiTexture) uiTexture->release();
  80. if (texturModel) texturModel->release();
  81. if (pipeline) pipeline->Release();
  82. if (signature) signature->Release();
  83. delete indexBufferView;
  84. delete vertexBufferView;
  85. delete allowedRenderArea;
  86. delete viewPort;
  87. for (int i = 0; i < 2; i++)
  88. {
  89. if (backBuffer[i]) backBuffer[i]->Release();
  90. }
  91. if (rtvHeap) rtvHeap->Release();
  92. if (swapChain) swapChain->Release();
  93. if (infoQueue) infoQueue->Release();
  94. if (device)
  95. {
  96. device->Release();
  97. getDLLRegister()->releaseDLL("dxgi.dll");
  98. getDLLRegister()->releaseDLL("d3d12.dll");
  99. }
  100. if (debug) debug->Release();
  101. }
  102. void DirectX12::updateBottomLevelAccelerationStructure()
  103. {
  104. bool updateRequired = 0;
  105. for (Model3DData* model : *modelList->zModels())
  106. {
  107. if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
  108. {
  109. updateRequired = true;
  110. break;
  111. }
  112. }
  113. int bufferIndex = 0;
  114. if (updateRequired)
  115. {
  116. for (Model3DData* model : *modelList->zModels())
  117. {
  118. int id = model->getId();
  119. if (model->wasIndexBufferChanged()
  120. || model->wasVertexBufferChanged())
  121. {
  122. blasModels[id]->calculateBuffers();
  123. }
  124. bufferIndex += blasModels[id]->getBufferCount();
  125. }
  126. // TODO: create BLAS from calculated buffers
  127. }
  128. }
  129. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  130. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  131. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  132. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  133. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  134. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  135. void DirectX12::initialize(
  136. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  137. {
  138. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  139. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  140. if (!dxgiDLL)
  141. {
  142. WMessageBox(fenster->getWindowHandle(),
  143. new Text("Fehler"),
  144. new Text("dxgi.dll konnte nicht gefunden werden."),
  145. MB_ICONERROR);
  146. return;
  147. }
  148. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  149. if (!d3d12DLL)
  150. {
  151. getDLLRegister()->releaseDLL("dxgi.dll");
  152. WMessageBox(fenster->getWindowHandle(),
  153. new Text("Fehler"),
  154. new Text("DirectX 12 konnte nicht gefunden werden."),
  155. MB_ICONERROR);
  156. return;
  157. }
  158. // CreateDXGIFactory2
  159. CreateDXGIFactory2Function createFactory
  160. = (CreateDXGIFactory2Function)GetProcAddress(
  161. dxgiDLL, "CreateDXGIFactory2");
  162. if (!createFactory)
  163. {
  164. getDLLRegister()->releaseDLL("dxgi.dll");
  165. getDLLRegister()->releaseDLL("d3d12.dll");
  166. WMessageBox(fenster->getWindowHandle(),
  167. new Text("Fehler"),
  168. new Text(
  169. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  170. "nicht gefunden werden."),
  171. MB_ICONERROR);
  172. return;
  173. }
  174. // D3D12CreateDevice
  175. D3D12CreateDeviceFunction createDevice
  176. = (D3D12CreateDeviceFunction)GetProcAddress(
  177. d3d12DLL, "D3D12CreateDevice");
  178. if (!createDevice)
  179. {
  180. getDLLRegister()->releaseDLL("dxgi.dll");
  181. getDLLRegister()->releaseDLL("d3d12.dll");
  182. WMessageBox(fenster->getWindowHandle(),
  183. new Text("Fehler"),
  184. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  185. "konnte nicht gefunden werden."),
  186. MB_ICONERROR);
  187. return;
  188. }
  189. // D3D12SerializeVersionedRootSignature
  190. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  191. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  192. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  193. // D3D12SerializeRootSignature
  194. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  195. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  196. d3d12DLL, "D3D12SerializeRootSignature");
  197. bool debugDXGI = 0;
  198. #ifdef _DEBUG
  199. IDXGIInfoQueue* dxgiInfoQueue;
  200. if (debugDX)
  201. {
  202. // D3D12GetDebugInterface
  203. D3D12GetDebugInterfaceFunction getDebugInterface
  204. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  205. d3d12DLL, "D3D12GetDebugInterface");
  206. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  207. debug->EnableDebugLayer();
  208. // DXGIGetDebugInterface1
  209. DXGIGetDebugInterface1Function dxgiDebugInterface
  210. = (DXGIGetDebugInterface1Function)GetProcAddress(
  211. dxgiDLL, "DXGIGetDebugInterface1");
  212. if (SUCCEEDED(dxgiDebugInterface(
  213. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  214. debugDXGI = 1;
  215. }
  216. #endif
  217. IDXGIFactory6* factory;
  218. UINT createFactoryFlags = 0;
  219. #if defined(_DEBUG)
  220. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  221. #endif
  222. HRESULT res = createFactory(
  223. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  224. if (FAILED(res))
  225. {
  226. getDLLRegister()->releaseDLL("dxgi.dll");
  227. getDLLRegister()->releaseDLL("d3d12.dll");
  228. Logging::error() << "ERROR DXGI: createFactory returned " << res
  229. << "\n";
  230. WMessageBox(fenster->getWindowHandle(),
  231. new Text("Fehler"),
  232. new Text("createFactory ist Fehlgeschlagen."),
  233. MB_ICONERROR);
  234. return;
  235. }
  236. IDXGIAdapter1* adapter = 0;
  237. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  238. != factory->EnumAdapterByGpuPreference(adapterID,
  239. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  240. __uuidof(IDXGIAdapter1),
  241. (void**)&adapter);
  242. ++adapterID)
  243. {
  244. DXGI_ADAPTER_DESC1 desc;
  245. adapter->GetDesc1(&desc);
  246. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  247. {
  248. adapter->Release();
  249. // Don't select the Basic Render Driver adapter.
  250. continue;
  251. }
  252. // Check to see if the adapter supports Direct3D 12, but don't create
  253. // the actual device yet.
  254. if (SUCCEEDED(createDevice(adapter,
  255. D3D_FEATURE_LEVEL_12_1,
  256. _uuidof(ID3D12Device),
  257. nullptr)))
  258. {
  259. char buff[256] = {};
  260. printf_s(buff,
  261. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  262. adapterID,
  263. desc.VendorId,
  264. desc.DeviceId,
  265. desc.Description);
  266. Logging::info() << buff;
  267. break;
  268. }
  269. adapter->Release();
  270. }
  271. if (!adapter)
  272. {
  273. if (FAILED(factory->EnumWarpAdapter(
  274. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  275. Logging::error()
  276. << "ERROR: WARP12 not available. Enable the 'Graphics "
  277. "Tools' optional feature";
  278. }
  279. if (!adapter)
  280. {
  281. factory->Release();
  282. getDLLRegister()->releaseDLL("dxgi.dll");
  283. getDLLRegister()->releaseDLL("d3d12.dll");
  284. WMessageBox(fenster->getWindowHandle(),
  285. new Text("Fehler"),
  286. new Text("Es wurde keine passende Grafigkarte gefunden."),
  287. MB_ICONERROR);
  288. return;
  289. }
  290. res = createDevice(adapter,
  291. D3D_FEATURE_LEVEL_12_1,
  292. __uuidof(ID3D12Device5),
  293. (void**)&device);
  294. adapter->Release();
  295. if (FAILED(res))
  296. {
  297. factory->Release();
  298. getDLLRegister()->releaseDLL("dxgi.dll");
  299. getDLLRegister()->releaseDLL("d3d12.dll");
  300. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  301. WMessageBox(fenster->getWindowHandle(),
  302. new Text("Fehler"),
  303. new Text("createDevice ist Fehlgeschlagen."),
  304. MB_ICONERROR);
  305. return;
  306. }
  307. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  308. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  309. &featureSupportData,
  310. sizeof(featureSupportData));
  311. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  312. {
  313. device->Release();
  314. factory->Release();
  315. getDLLRegister()->releaseDLL("dxgi.dll");
  316. getDLLRegister()->releaseDLL("d3d12.dll");
  317. Logging::error() << "ERROR: Raytracing is not available\n";
  318. WMessageBox(fenster->getWindowHandle(),
  319. new Text("Fehler"),
  320. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  321. "verwendet werden."),
  322. MB_ICONERROR);
  323. return;
  324. }
  325. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  326. if (SUCCEEDED(res))
  327. {
  328. if (debugDX)
  329. {
  330. infoQueue->SetBreakOnSeverity(
  331. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  332. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  333. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  334. }
  335. // Suppress individual messages by their ID
  336. D3D12_MESSAGE_ID DenyIds[] = {
  337. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  338. // I'm really not sure how to avoid this message.
  339. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  340. // using capture frame while
  341. // graphics debugging.
  342. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  343. // when using capture
  344. // frame while graphics
  345. // debugging.
  346. };
  347. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  348. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  349. NewFilter.DenyList.pSeverityList = 0; // Severities;
  350. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  351. NewFilter.DenyList.pIDList = DenyIds;
  352. infoQueue->PushStorageFilter(&NewFilter);
  353. }
  354. directCommandQueue = new DX12DirectCommandQueue(device);
  355. copyCommandQueue = new DX12CopyCommandQueue(device);
  356. computeCommandQueue = new DX12ComputeCommandQueue(device);
  357. IDXGIFactory5* fac5 = 0;
  358. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  359. if (fac5)
  360. {
  361. res = fac5->CheckFeatureSupport(
  362. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  363. if (FAILED(res)) tearing = 0;
  364. fac5->Release();
  365. }
  366. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  367. swapChainDesc.Width = backBufferSize.x;
  368. swapChainDesc.Height = backBufferSize.y;
  369. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  370. swapChainDesc.Stereo = FALSE;
  371. swapChainDesc.SampleDesc = {1, 0};
  372. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  373. swapChainDesc.BufferCount = 2;
  374. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  375. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  376. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  377. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  378. IDXGISwapChain1* tmpSwapChain;
  379. res = factory->CreateSwapChainForHwnd(directCommandQueue->getQueue(),
  380. fenster->getWindowHandle(),
  381. &swapChainDesc,
  382. 0,
  383. 0,
  384. &tmpSwapChain);
  385. if (FAILED(res))
  386. {
  387. factory->Release();
  388. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  389. << "\n";
  390. WMessageBox(fenster->getWindowHandle(),
  391. new Text("Fehler"),
  392. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  393. MB_ICONERROR);
  394. return;
  395. }
  396. res = tmpSwapChain->QueryInterface(
  397. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  398. tmpSwapChain->Release();
  399. if (FAILED(res))
  400. {
  401. factory->Release();
  402. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  403. WMessageBox(fenster->getWindowHandle(),
  404. new Text("Fehler"),
  405. new Text("QueryInterface ist Fehlgeschlagen."),
  406. MB_ICONERROR);
  407. return;
  408. }
  409. factory->MakeWindowAssociation(
  410. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  411. D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {};
  412. rtvhdesc.NumDescriptors = 2; // back buffer count
  413. rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  414. rtvhdesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  415. res = device->CreateDescriptorHeap(
  416. &rtvhdesc, __uuidof(ID3D12DescriptorHeap), (void**)&rtvHeap);
  417. if (FAILED(res))
  418. {
  419. factory->Release();
  420. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  421. << "\n";
  422. WMessageBox(fenster->getWindowHandle(),
  423. new Text("Fehler"),
  424. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  425. MB_ICONERROR);
  426. return;
  427. }
  428. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  429. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  430. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
  431. rtvHeap->GetCPUDescriptorHandleForHeapStart());
  432. for (int i = 0; i < 2; i++)
  433. {
  434. ID3D12Resource* backBuffer;
  435. res = swapChain->GetBuffer(
  436. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  437. if (FAILED(res))
  438. {
  439. factory->Release();
  440. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  441. WMessageBox(fenster->getWindowHandle(),
  442. new Text("Fehler"),
  443. new Text("GetBuffer ist Fehlgeschlagen."),
  444. MB_ICONERROR);
  445. return;
  446. }
  447. device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
  448. this->backBuffer[i] = backBuffer;
  449. rtvHandle.ptr += rtvDescriptorSize;
  450. }
  451. viewPort = new D3D12_VIEWPORT();
  452. viewPort->Width = (float)this->backBufferSize.x;
  453. viewPort->Height = (float)this->backBufferSize.y;
  454. viewPort->MinDepth = 0.0f;
  455. viewPort->MaxDepth = 1.0f;
  456. viewPort->TopLeftX = 0.0f;
  457. viewPort->TopLeftY = 0.0f;
  458. allowedRenderArea = new D3D12_RECT();
  459. allowedRenderArea->left = 0;
  460. allowedRenderArea->top = 0;
  461. allowedRenderArea->right = LONG_MAX;
  462. allowedRenderArea->bottom = LONG_MAX;
  463. texturModel = new TextureModel(this, "_framework_gui_");
  464. Image* renderB = new Image(1);
  465. renderB->setAlpha3D(1);
  466. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  467. uiTexture = createOrGetTexture("_f_Render_Image", renderB);
  468. texturModel->setSize(Vec2<float>(2.f, 2.f));
  469. texturModel->setTexture(dynamic_cast<Texture*>(uiTexture->getThis()));
  470. vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW();
  471. vertexBufferView->StrideInBytes = sizeof(Vertex3D);
  472. indexBufferView = new D3D12_INDEX_BUFFER_VIEW();
  473. indexBufferView->Format = DXGI_FORMAT_R32_UINT;
  474. D3D12_CLEAR_VALUE optimizedClearValue = {};
  475. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  476. optimizedClearValue.DepthStencil = {1.0f, 0};
  477. CD3DX12_HEAP_PROPERTIES heapProp
  478. = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
  479. CD3DX12_RESOURCE_DESC heapDesc
  480. = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
  481. this->backBufferSize.x,
  482. this->backBufferSize.y,
  483. 1,
  484. 0,
  485. 1,
  486. 0,
  487. D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  488. res = device->CreateCommittedResource(&heapProp,
  489. D3D12_HEAP_FLAG_NONE,
  490. &heapDesc,
  491. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  492. &optimizedClearValue,
  493. __uuidof(ID3D12Resource),
  494. (void**)&depthBuffer);
  495. if (FAILED(res))
  496. {
  497. factory->Release();
  498. Logging::error() << "ERROR: CreateCommittedResource returned " << res
  499. << "\n";
  500. WMessageBox(fenster->getWindowHandle(),
  501. new Text("Fehler"),
  502. new Text("CreateCommittedResource ist Fehlgeschlagen."),
  503. MB_ICONERROR);
  504. return;
  505. }
  506. D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
  507. dsvHeapDesc.NumDescriptors = 1;
  508. dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  509. dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  510. res = device->CreateDescriptorHeap(
  511. &dsvHeapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&dsvHeap);
  512. if (FAILED(res))
  513. {
  514. factory->Release();
  515. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  516. << "\n";
  517. WMessageBox(fenster->getWindowHandle(),
  518. new Text("Fehler"),
  519. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  520. MB_ICONERROR);
  521. return;
  522. }
  523. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  524. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  525. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  526. dsv.Texture2D.MipSlice = 0;
  527. dsv.Flags = D3D12_DSV_FLAG_NONE;
  528. device->CreateDepthStencilView(
  529. depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
  530. D3D12_DESCRIPTOR_HEAP_DESC sbheapDesc = {};
  531. sbheapDesc.NumDescriptors = 6;
  532. sbheapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  533. sbheapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  534. res = device->CreateDescriptorHeap(
  535. &sbheapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&shaderBufferHeap);
  536. if (FAILED(res))
  537. {
  538. factory->Release();
  539. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  540. << "\n";
  541. WMessageBox(fenster->getWindowHandle(),
  542. new Text("Fehler"),
  543. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  544. MB_ICONERROR);
  545. return;
  546. }
  547. vertexShader
  548. = new DX12VertexShader(device, copyCommandQueue, directCommandQueue);
  549. vertexShader->setCompiledByteArray(
  550. (unsigned char*)DX12VertexShaderBytes, sizeof(DX12VertexShaderBytes));
  551. vertexShader->createConstBuffer(sizeof(Mat4<float>) * 2, 0);
  552. vertexShader->createConstBuffer(sizeof(Mat4<float>) * 128, 1);
  553. pixelShader
  554. = new DX12PixelShader(device, copyCommandQueue, directCommandQueue);
  555. pixelShader->setCompiledByteArray(
  556. (unsigned char*)DX12PixelShaderBytes, sizeof(DX12PixelShaderBytes));
  557. pixelShader->createConstBuffer(sizeof(float) * 4, 2);
  558. pixelShader->createConstBuffer(sizeof(float) * 3, 3);
  559. pixelShader->createConstBuffer(sizeof(int) * 2, 4);
  560. D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
  561. {"POSITION",
  562. 0, DXGI_FORMAT_R32G32B32_FLOAT,
  563. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  564. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  565. {"TEXCOORD",
  566. 0, DXGI_FORMAT_R32G32_FLOAT,
  567. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  568. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  569. {"NORMAL",
  570. 0, DXGI_FORMAT_R32G32B32_FLOAT,
  571. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  572. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  573. {"KNOCHEN_ID",
  574. 0, DXGI_FORMAT_R32_UINT,
  575. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  576. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  577. {"VERTEX_ID",
  578. 0, DXGI_FORMAT_R32_UINT,
  579. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  580. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}
  581. };
  582. vertexShader->createInputLayout(inputLayout, 5);
  583. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  584. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  585. if (FAILED(device->CheckFeatureSupport(
  586. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  587. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  588. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  589. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  590. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  591. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  592. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  593. D3D12_DESCRIPTOR_RANGE1 range[2];
  594. range[0].NumDescriptors = 5;
  595. range[0].BaseShaderRegister = 0;
  596. range[0].RegisterSpace = 0;
  597. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  598. range[0].OffsetInDescriptorsFromTableStart
  599. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  600. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  601. range[1].NumDescriptors = 1;
  602. range[1].BaseShaderRegister = 0;
  603. range[1].RegisterSpace = 0;
  604. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  605. range[1].OffsetInDescriptorsFromTableStart
  606. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  607. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  608. D3D12_ROOT_PARAMETER1 rootParameters[1];
  609. rootParameters[0].ParameterType
  610. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  611. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  612. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  613. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  614. D3D12_STATIC_SAMPLER_DESC sampler = {};
  615. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  616. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  617. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  618. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  619. sampler.MipLODBias = 0;
  620. sampler.MaxAnisotropy = 0;
  621. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  622. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  623. sampler.MinLOD = 0.0f;
  624. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  625. sampler.ShaderRegister = 0;
  626. sampler.RegisterSpace = 0;
  627. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  628. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  629. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  630. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  631. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  632. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  633. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  634. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  635. ID3DBlob* rootSignature;
  636. ID3DBlob* error;
  637. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  638. featureData.HighestVersion,
  639. &rootSignature,
  640. &error,
  641. d3d12svrsf,
  642. d3d12srsf);
  643. if (FAILED(res))
  644. {
  645. factory->Release();
  646. Logging::error()
  647. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  648. << "\n";
  649. WMessageBox(fenster->getWindowHandle(),
  650. new Text("Fehler"),
  651. new Text(
  652. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  653. MB_ICONERROR);
  654. if (error) error->Release();
  655. return;
  656. }
  657. res = device->CreateRootSignature(0,
  658. rootSignature->GetBufferPointer(),
  659. rootSignature->GetBufferSize(),
  660. __uuidof(ID3D12RootSignature),
  661. (void**)&signature);
  662. if (FAILED(res))
  663. {
  664. factory->Release();
  665. Logging::error() << "ERROR: CreateRootSignature returned " << res
  666. << "\n";
  667. WMessageBox(fenster->getWindowHandle(),
  668. new Text("Fehler"),
  669. new Text("CreateRootSignature ist Fehlgeschlagen."),
  670. MB_ICONERROR);
  671. return;
  672. }
  673. rootSignature->Release();
  674. D3D12_RASTERIZER_DESC rdesc;
  675. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  676. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  677. rdesc.FrontCounterClockwise = 0;
  678. rdesc.DepthBias = 0;
  679. rdesc.DepthBiasClamp = 0.f;
  680. rdesc.SlopeScaledDepthBias = 0.f;
  681. rdesc.DepthClipEnable = 1;
  682. rdesc.MultisampleEnable = 0;
  683. rdesc.AntialiasedLineEnable = 0;
  684. rdesc.ForcedSampleCount = 0;
  685. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  686. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
  687. psoDesc.InputLayout = {vertexShader->zInputLayout(),
  688. (unsigned)vertexShader->getInputLayoutSize()};
  689. psoDesc.pRootSignature = signature;
  690. psoDesc.VS = {vertexShader->getCompiledShader(),
  691. (unsigned __int64)vertexShader->getCompiledLength()};
  692. psoDesc.PS = {pixelShader->getCompiledShader(),
  693. (unsigned __int64)pixelShader->getCompiledLength()};
  694. psoDesc.RasterizerState = rdesc;
  695. psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
  696. psoDesc.DepthStencilState.DepthEnable = FALSE;
  697. psoDesc.DepthStencilState.StencilEnable = FALSE;
  698. psoDesc.SampleMask = UINT_MAX;
  699. psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
  700. psoDesc.NumRenderTargets = 1;
  701. psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  702. psoDesc.SampleDesc.Count = 1;
  703. D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle
  704. = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart();
  705. unsigned int incr = device->GetDescriptorHandleIncrementSize(
  706. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  707. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  708. vertexShader->getViewDesc(0, desc);
  709. device->CreateConstantBufferView(&desc, sbHeapHandle);
  710. res = device->GetDeviceRemovedReason();
  711. sbHeapHandle.ptr += incr;
  712. vertexShader->getViewDesc(1, desc);
  713. device->CreateConstantBufferView(&desc, sbHeapHandle);
  714. sbHeapHandle.ptr += incr;
  715. pixelShader->getViewDesc(2, desc);
  716. device->CreateConstantBufferView(&desc, sbHeapHandle);
  717. sbHeapHandle.ptr += incr;
  718. pixelShader->getViewDesc(3, desc);
  719. device->CreateConstantBufferView(&desc, sbHeapHandle);
  720. sbHeapHandle.ptr += incr;
  721. pixelShader->getViewDesc(4, desc);
  722. device->CreateConstantBufferView(&desc, sbHeapHandle);
  723. sbHeapHandle.ptr += incr;
  724. uiTexture->updateTextur();
  725. D3D12_SHADER_RESOURCE_VIEW_DESC vd;
  726. vd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  727. vd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  728. vd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  729. vd.Texture2D.MipLevels = 1;
  730. vd.Texture2D.MostDetailedMip = 0;
  731. vd.Texture2D.PlaneSlice = 0;
  732. vd.Texture2D.ResourceMinLODClamp = 0;
  733. device->CreateShaderResourceView(
  734. ((DX12Texture*)uiTexture)->getResource(), &vd, sbHeapHandle);
  735. directCommandQueue->execute();
  736. res = device->CreateGraphicsPipelineState(
  737. &psoDesc, __uuidof(ID3D12PipelineState), (void**)&pipeline);
  738. if (FAILED(res))
  739. {
  740. factory->Release();
  741. Logging::error() << "ERROR: CreatePipelineState returned " << res
  742. << "\n";
  743. WMessageBox(fenster->getWindowHandle(),
  744. new Text("Fehler"),
  745. new Text("CreatePipelineState ist Fehlgeschlagen."),
  746. MB_ICONERROR);
  747. return;
  748. }
  749. factory->Release();
  750. }
  751. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  752. {
  753. D3D12_RESOURCE_BARRIER barrier;
  754. ZeroMemory(&barrier, sizeof(barrier));
  755. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  756. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  757. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  758. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  759. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  760. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  761. // TODO
  762. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  763. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  764. if (fill3D)
  765. {
  766. float color[4];
  767. // Setup the color to clear the buffer.
  768. color[0] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  769. color[1] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  770. color[2] = (fillColor & 0xFF) / 255.f; // B
  771. color[3] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  772. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  773. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  774. D3D12_CPU_DESCRIPTOR_HANDLE rtv
  775. = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  776. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  777. // TODO
  778. // directCommandQueue->getCommandList()->OMSetRenderTargets(1, &rtv, 0,
  779. // 0);
  780. // directCommandQueue->getCommandList()->ClearRenderTargetView(
  781. // rtv, color, 0, 0);
  782. }
  783. int lc[] = {0, 0};
  784. pixelShader->fillConstBuffer((char*)lc, 4, sizeof(int) * 2);
  785. uiTexture->updateTextur();
  786. }
  787. void DirectX12::renderKamera(Cam3D* zKamera)
  788. {
  789. // TODO
  790. // directCommandQueue->getCommandList()->RSSetViewports(
  791. // 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  792. Mat4<float> tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
  793. viewAndProj[0] = zKamera->getViewMatrix();
  794. viewAndProj[1] = zKamera->getProjectionMatrix();
  795. kamPos = zKamera->getWorldPosition();
  796. if (vertexShader)
  797. vertexShader->fillConstBuffer(
  798. (char*)viewAndProj, 0, sizeof(Mat4<float>) * 2);
  799. if (pixelShader)
  800. pixelShader->fillConstBuffer((char*)&kamPos, 2, sizeof(float) * 3);
  801. World3D* w = zKamera->zWorld();
  802. w->render([this](Model3D* obj) {
  803. // TODO: create or update top level aceleration structure if a model was
  804. // changed
  805. });
  806. // TODO: call ray tracing
  807. }
  808. void DirectX12::presentFrame()
  809. {
  810. // TODO
  811. // directCommandQueue->getCommandList()->RSSetViewports(1, viewPort);
  812. viewAndProj[0] = Mat4<float>::identity();
  813. viewAndProj[1] = Mat4<float>::identity();
  814. if (vertexShader)
  815. vertexShader->fillConstBuffer(
  816. (char*)viewAndProj, 0, sizeof(Mat4<float>) * 2);
  817. D3D12_RESOURCE_BARRIER barrier;
  818. ZeroMemory(&barrier, sizeof(barrier));
  819. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  820. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  821. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  822. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  823. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  824. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  825. // TODO
  826. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  827. copyCommandQueue->execute();
  828. directCommandQueue->execute();
  829. swapChain->Present(0, 0);
  830. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  831. }
  832. Texture* DirectX12::createOrGetTexture(const char* name, Image* b)
  833. {
  834. if (!device)
  835. {
  836. if (b) b->release();
  837. return 0;
  838. }
  839. if (texturRegister->hasTexture(name))
  840. {
  841. Texture* ret = texturRegister->getTexture(name);
  842. if (b) ret->setImageZ(b);
  843. return ret;
  844. }
  845. Texture* ret
  846. = new DX12Texture(device, copyCommandQueue, directCommandQueue);
  847. if (b) ret->setImageZ(b);
  848. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  849. ret->updateTextur();
  850. copyCommandQueue->execute();
  851. directCommandQueue->execute();
  852. return ret;
  853. }
  854. Image* DirectX12::zUIRenderImage() const
  855. {
  856. return uiTexture ? uiTexture->zImage() : 0;
  857. }
  858. bool DirectX12::isAvailable()
  859. {
  860. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  861. if (!dxgiDLL) return 0;
  862. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  863. if (!d3d12DLL)
  864. {
  865. getDLLRegister()->releaseDLL("dxgi.dll");
  866. return 0;
  867. }
  868. CreateDXGIFactory2Function createFactory
  869. = (CreateDXGIFactory2Function)GetProcAddress(
  870. dxgiDLL, "CreateDXGIFactory2");
  871. if (!createFactory)
  872. {
  873. getDLLRegister()->releaseDLL("dxgi.dll");
  874. getDLLRegister()->releaseDLL("d3d12.dll");
  875. return 0;
  876. }
  877. D3D12CreateDeviceFunction createDevice
  878. = (D3D12CreateDeviceFunction)GetProcAddress(
  879. d3d12DLL, "D3D12CreateDevice");
  880. if (!createDevice)
  881. {
  882. getDLLRegister()->releaseDLL("dxgi.dll");
  883. getDLLRegister()->releaseDLL("d3d12.dll");
  884. return 0;
  885. }
  886. #ifdef _DEBUG
  887. D3D12GetDebugInterfaceFunction getDebugInterface
  888. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  889. d3d12DLL, "D3D12GetDebugInterface");
  890. ID3D12Debug* debug = 0;
  891. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  892. debug->EnableDebugLayer();
  893. #endif
  894. IDXGIFactory4* factory;
  895. UINT createFactoryFlags = 0;
  896. #ifdef _DEBUG
  897. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  898. #endif
  899. HRESULT res = createFactory(
  900. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  901. if (FAILED(res))
  902. {
  903. getDLLRegister()->releaseDLL("dxgi.dll");
  904. getDLLRegister()->releaseDLL("d3d12.dll");
  905. return 0;
  906. }
  907. int index = 0;
  908. do
  909. {
  910. IDXGIAdapter1* current;
  911. res = factory->EnumAdapters1(index++, &current);
  912. if (res == S_OK)
  913. {
  914. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  915. current->GetDesc1(&dxgiAdapterDesc1);
  916. ID3D12Device5* device = 0;
  917. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  918. && SUCCEEDED(createDevice(current,
  919. D3D_FEATURE_LEVEL_12_1,
  920. __uuidof(ID3D12Device5),
  921. (void**)&device)))
  922. {
  923. device->Release();
  924. current->Release();
  925. factory->Release();
  926. #ifdef _DEBUG
  927. debug->Release();
  928. #endif
  929. getDLLRegister()->releaseDLL("dxgi.dll");
  930. getDLLRegister()->releaseDLL("d3d12.dll");
  931. return 1;
  932. }
  933. current->Release();
  934. }
  935. } while (res != DXGI_ERROR_NOT_FOUND);
  936. factory->Release();
  937. getDLLRegister()->releaseDLL("dxgi.dll");
  938. getDLLRegister()->releaseDLL("d3d12.dll");
  939. return 0;
  940. }
  941. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  942. {
  943. throw "Sorry, support for structured buffers will come eventualy"; // TODO:
  944. // support
  945. // structured
  946. // buffers
  947. }