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- #include "DX12GraphicsApi.h"
- #include <d3d11.h>
- #include <d3d12.h>
- #include <dxgi1_6.h>
- #include <dxgidebug.h>
- #include "Camera3D.h"
- #include "d3dx12.h"
- #include "DLLRegister.h"
- #include "DX12BLASModel.h"
- #include "DX12CommandQueue.h"
- #include "DX12HitShader.h"
- #include "DX12MissShader.h"
- #include "DX12RayGenShader.h"
- #include "DX12Shader.h"
- #include "DX12Texture.h"
- #include "DX12TLAS.h"
- #include "Globals.h"
- #include "Image.h"
- #include "Model3D.h"
- #include "Model3DList.h"
- #include "Screen.h"
- #include "TextureList.h"
- #include "TextureModel.h"
- #include "Window.h"
- #include "World3D.h"
- using namespace Framework;
- DirectX12::DirectX12()
- : GraphicsApi(DIRECTX12),
- debug(0),
- infoQueue(0),
- directCommandQueue(0),
- swapChain(0),
- backBufferIndex(0),
- tearing(0),
- viewPort(0),
- allowedRenderArea(0),
- signature(0),
- uiTexture(0),
- texturRegister(new TextureList()),
- blasModels(0),
- worldTLAS(0),
- worldShaderBindingTables(0),
- lastTLASId(-1),
- lastModelId(-1),
- defaultRenderTarget(0),
- defaultKamera(0),
- cameraCount(0),
- device(0),
- pfnD3D12SerializeRootSignature(0),
- pipeline(0),
- globalDescriptorHeap(0),
- defaultHitGroup(0),
- defaultRayGenerationShaderFunction(0),
- tlasInputOffset(0)
- {
- for (int i = 0; i < 2; i++)
- backBuffer[i] = 0;
- }
- DirectX12::~DirectX12()
- {
- if (blasModels)
- {
- for (int i = 0; i <= lastModelId; i++)
- {
- if (blasModels[i]) blasModels[i]->release();
- }
- delete[] blasModels;
- }
- if (worldTLAS)
- {
- for (int i = 0; i <= lastTLASId; i++)
- {
- if (worldTLAS[i]) worldTLAS[i]->release();
- }
- delete[] worldTLAS;
- }
- if (worldShaderBindingTables)
- {
- for (int i = 0; i <= lastTLASId; i++)
- {
- if (worldShaderBindingTables[i])
- worldShaderBindingTables[i]->release();
- }
- delete[] worldShaderBindingTables;
- }
- if (globalDescriptorHeap)
- {
- globalDescriptorHeap->release();
- }
- if (pipeline)
- {
- pipeline->release();
- }
- if (directCommandQueue)
- {
- directCommandQueue->flush();
- directCommandQueue->release();
- }
- texturRegister->release();
- if (uiTexture) uiTexture->release();
- if (defaultKamera) defaultKamera->release();
- if (defaultRenderTarget) defaultRenderTarget->release();
- if (signature) signature->Release();
- delete allowedRenderArea;
- delete viewPort;
- for (int i = 0; i < 2; i++)
- {
- if (backBuffer[i]) backBuffer[i]->Release();
- }
- if (swapChain) swapChain->Release();
- if (infoQueue) infoQueue->Release();
- if (device)
- {
- device->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- }
- if (debug) debug->Release();
- }
- void DirectX12::updateBottomLevelAccelerationStructure()
- {
- bool updateRequired = 0;
- for (const Model3DData* model : *modelList->zModels())
- {
- if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
- {
- updateRequired = true;
- break;
- }
- }
- int bufferCount = 0;
- if (updateRequired)
- {
- for (const Model3DData* model : *modelList->zModels())
- {
- int id = model->getId();
- blasModels[id]->calculateBuffers();
- bufferCount += blasModels[id]->getBufferCount();
- }
- directCommandQueue
- ->execute(); // TODO: check if this is realy necessary
- // here, because maybe the command list is
- // executed in the render function anyway
- }
- }
- void Framework::DirectX12::renderKamera(
- Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible)
- {
- if (guiVisible)
- {
- uiTexture->updateTextur();
- }
- if (!pipeline)
- {
- setPipeline(new DX12Pipeline());
- }
- directCommandQueue->zCommandList()->RSSetViewports(
- 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
- Mat4<float> identity = Mat4<float>::identity();
- World3D* w = zKamera->zWorld();
- if (w->getId() < 0)
- {
- w->setId(++lastTLASId);
- DX12TLAS** tmp = new DX12TLAS*[lastTLASId + 1];
- if (lastTLASId)
- {
- memcpy(tmp, worldTLAS, sizeof(DX12TLAS*) * lastTLASId);
- }
- tmp[lastTLASId] = new DX12TLAS(device, directCommandQueue);
- delete[] worldTLAS;
- worldTLAS = tmp;
- DX12ShaderBindingTable** tmpsbts
- = new DX12ShaderBindingTable*[lastTLASId + 1];
- if (lastTLASId)
- {
- memcpy(tmpsbts,
- worldShaderBindingTables,
- sizeof(DX12ShaderBindingTable*) * lastTLASId);
- }
- tmpsbts[lastTLASId] = pipeline->createShaderBindingTable();
- delete[] worldShaderBindingTables;
- worldShaderBindingTables = tmpsbts;
- }
- else if (worldShaderBindingTables[w->getId()]->zPipeline() != pipeline)
- {
- worldShaderBindingTables[w->getId()]->release();
- worldShaderBindingTables[w->getId()]
- = pipeline->createShaderBindingTable();
- }
- DX12TLAS* tlas = worldTLAS[w->getId()];
- DX12ShaderBindingTable* sbt = worldShaderBindingTables[w->getId()];
- tlas->startUpdate();
- sbt->startUpdate();
- int objectIndex = 0;
- int instanceIndex = 0;
- w->render([this, &tlas, &objectIndex, &instanceIndex, &identity, &sbt](
- Model3D* obj) {
- obj->calculateMatrices(identity, matrixBuffer);
- int modelId = obj->zModelData()->getId();
- DX12BLASModel* blasModel = blasModels[modelId];
- ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
- for (const DX12BLAS* blas : *blasModel->zBLAS())
- {
- D3D12_RAYTRACING_INSTANCE_DESC* desc = tlas->nextInstanceDesc();
- desc->InstanceID = objectIndex;
- desc->InstanceContributionToHitGroupIndex = objectIndex;
- desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
- desc->InstanceMask = 0xFF;
- desc->AccelerationStructure
- = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
- memcpy(desc->Transform,
- &matrixBuffer[boneIds.val()],
- sizeof(float) * 12);
- boneIds++;
- instanceIndex++;
- }
- fillShaderBindingTable(sbt, obj, objectIndex);
- objectIndex++;
- });
- tlas->endUpdate();
- if (defaultRayGenerationShaderFunction)
- {
- globalDescriptorHeap->updateTextureInput(
- 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, zTarget);
- sbt->setShaderInput(defaultRayGenerationShaderFunction,
- tlasInputOffset,
- tlas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress());
- }
- sbt->setGlobalDescriptorHeap(dynamic_cast<DX12GlobalDescriptorHeap*>(
- globalDescriptorHeap->getThis()));
- sbt->endUpdate(device, directCommandQueue);
- ID3D12DescriptorHeap* heaps[] = {globalDescriptorHeap->zDescriptorHeap()};
- directCommandQueue->zCommandList()->SetDescriptorHeaps(1, heaps);
- D3D12_DISPATCH_RAYS_DESC desc;
- sbt->fillDispatchRaysDesc(&desc);
- desc.Width = zTarget->zImage()->getWidth();
- desc.Height = zTarget->zImage()->getHeight();
- desc.Depth = 1;
- directCommandQueue->zCommandList()->SetPipelineState1(
- pipeline->zPipelineState());
- directCommandQueue->zCommandList()->DispatchRays(&desc);
- }
- void Framework::DirectX12::initializePipeline()
- {
- if (pipeline->getShaders().getEntryCount() == 0)
- { // add default shaders
- DX12Shader* rayGenShader
- = new DX12Shader(DX12DefaultRayGenerationShaderBytes,
- sizeof(DX12DefaultRayGenerationShaderBytes));
- // RayGen from RayGen.hlsl
- DX12ShaderSignature* rayGenSignature = new DX12ShaderSignature();
- rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
- 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 0);
- rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
- 1, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 1);
- tlasInputOffset
- = rayGenSignature->addRegisterUsageLinkedToShaderBindingTable(
- DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
- defaultRayGenerationShaderFunction = new DX12ShaderFunction(
- "RayGen", rayGenSignature, DX12_SHADER_FUNCTION_TYPE_RAY_GEN);
- rayGenShader->addFunction(defaultRayGenerationShaderFunction);
- pipeline->addShader(rayGenShader);
- DX12Shader* missShader = new DX12Shader(
- DX12DefaultMissShaderBytes, sizeof(DX12DefaultMissShaderBytes));
- // Miss from Miss.hlsl
- missShader->addFunction(new DX12ShaderFunction(
- "Miss", new DX12ShaderSignature(), DX12_SHADER_FUNCTION_TYPE_MISS));
- pipeline->addShader(missShader);
- DX12Shader* hitShader = new DX12Shader(
- DX12DefaultHitShaderBytes, sizeof(DX12DefaultHitShaderBytes));
- // ClosestHit from Hit.hlsl
- DX12ShaderFunction* closestHitFunction
- = new DX12ShaderFunction("ClosestHit",
- new DX12ShaderSignature(),
- DX12_SHADER_FUNCTION_TYPE_CLOSEST_HIT);
- hitShader->addFunction(closestHitFunction);
- pipeline->addShader(hitShader);
- defaultHitGroup = new DX12ShaderHitGroup("HitGroup");
- defaultHitGroup->setAttributeSize(8);
- defaultHitGroup->setPayloadSize(16);
- defaultHitGroup->setClosestHitShaderFunction(closestHitFunction);
- pipeline->addHitGroup(defaultHitGroup);
- }
- pipeline->createPipelineState(device, pfnD3D12SerializeRootSignature);
- }
- void Framework::DirectX12::initializeGlobalDescriptorHeap()
- {
- globalDescriptorHeap->addTextureInput(
- DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, defaultRenderTarget);
- globalDescriptorHeap->addTextureInput(
- DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, uiTexture);
- globalDescriptorHeap->updateDescriptorHeap(device);
- }
- void Framework::DirectX12::fillShaderBindingTable(
- DX12ShaderBindingTable* zShaderBindingTable,
- Model3D* zModel,
- int instanceIndex)
- {
- if (defaultHitGroup)
- {
- zShaderBindingTable->addHitGroup(defaultHitGroup);
- }
- }
- typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
- typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
- IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
- typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
- typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
- UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
- void DirectX12::initialize(
- NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
- {
- GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
- HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
- if (!dxgiDLL)
- {
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("dxgi.dll konnte nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
- if (!d3d12DLL)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("DirectX 12 konnte nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- pfnD3D12SerializeRootSignature
- = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
- d3d12DLL, "D3D12SerializeRootSignature");
- if (!pfnD3D12SerializeRootSignature)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text(
- "Der Einstiegspunkt D3D12SerializeRootSignature fon d3d12.dll "
- "konnte nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- // CreateDXGIFactory2
- CreateDXGIFactory2Function createFactory
- = (CreateDXGIFactory2Function)GetProcAddress(
- dxgiDLL, "CreateDXGIFactory2");
- if (!createFactory)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text(
- "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
- "nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- // D3D12CreateDevice
- D3D12CreateDeviceFunction createDevice
- = (D3D12CreateDeviceFunction)GetProcAddress(
- d3d12DLL, "D3D12CreateDevice");
- if (!createDevice)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
- "konnte nicht gefunden werden."),
- MB_ICONERROR);
- return;
- }
- // D3D12SerializeVersionedRootSignature
- PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
- = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
- d3d12DLL, "D3D12SerializeVersionedRootSignature");
- // D3D12SerializeRootSignature
- PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
- = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
- d3d12DLL, "D3D12SerializeRootSignature");
- bool debugDXGI = 0;
- #ifdef _DEBUG
- IDXGIInfoQueue* dxgiInfoQueue;
- if (debugDX)
- {
- // D3D12GetDebugInterface
- D3D12GetDebugInterfaceFunction getDebugInterface
- = (D3D12GetDebugInterfaceFunction)GetProcAddress(
- d3d12DLL, "D3D12GetDebugInterface");
- if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
- debug->EnableDebugLayer();
- // DXGIGetDebugInterface1
- DXGIGetDebugInterface1Function dxgiDebugInterface
- = (DXGIGetDebugInterface1Function)GetProcAddress(
- dxgiDLL, "DXGIGetDebugInterface1");
- if (SUCCEEDED(dxgiDebugInterface(
- 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
- debugDXGI = 1;
- }
- #endif
- IDXGIFactory6* factory;
- UINT createFactoryFlags = 0;
- #if defined(_DEBUG)
- if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
- #endif
- HRESULT res = createFactory(
- createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
- if (FAILED(res))
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- Logging::error() << "ERROR DXGI: createFactory returned " << res
- << "\n";
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("createFactory ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- IDXGIAdapter1* adapter = 0;
- for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
- != factory->EnumAdapterByGpuPreference(adapterID,
- DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
- __uuidof(IDXGIAdapter1),
- (void**)&adapter);
- ++adapterID)
- {
- DXGI_ADAPTER_DESC1 desc;
- adapter->GetDesc1(&desc);
- if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
- {
- adapter->Release();
- // Don't select the Basic Render Driver adapter.
- continue;
- }
- // Check to see if the adapter supports Direct3D 12, but don't create
- // the actual device yet.
- if (SUCCEEDED(createDevice(adapter,
- D3D_FEATURE_LEVEL_12_1,
- _uuidof(ID3D12Device),
- nullptr)))
- {
- char buff[256] = {};
- printf_s(buff,
- L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
- adapterID,
- desc.VendorId,
- desc.DeviceId,
- desc.Description);
- Logging::info() << buff;
- break;
- }
- adapter->Release();
- }
- if (!adapter)
- {
- if (FAILED(factory->EnumWarpAdapter(
- _uuidof(IDXGIAdapter1), (void**)&adapter)))
- Logging::error()
- << "ERROR: WARP12 not available. Enable the 'Graphics "
- "Tools' optional feature";
- }
- if (!adapter)
- {
- factory->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("Es wurde keine passende Grafigkarte gefunden."),
- MB_ICONERROR);
- return;
- }
- res = createDevice(adapter,
- D3D_FEATURE_LEVEL_12_1,
- __uuidof(ID3D12Device5),
- (void**)&device);
- adapter->Release();
- if (FAILED(res))
- {
- factory->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- Logging::error() << "ERROR: createDevice returned " << res << "\n";
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("createDevice ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
- device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
- &featureSupportData,
- sizeof(featureSupportData));
- if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
- {
- device->Release();
- factory->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- Logging::error() << "ERROR: Raytracing is not available\n";
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
- "verwendet werden."),
- MB_ICONERROR);
- return;
- }
- res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
- if (SUCCEEDED(res))
- {
- if (debugDX)
- {
- infoQueue->SetBreakOnSeverity(
- D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
- infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
- infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
- }
- // Suppress individual messages by their ID
- D3D12_MESSAGE_ID DenyIds[] = {
- // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
- // I'm really not sure how to avoid this message.
- D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
- // using capture frame while
- // graphics debugging.
- D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
- // when using capture
- // frame while graphics
- // debugging.
- };
- D3D12_INFO_QUEUE_FILTER NewFilter = {};
- NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
- NewFilter.DenyList.pSeverityList = 0; // Severities;
- NewFilter.DenyList.NumIDs = _countof(DenyIds);
- NewFilter.DenyList.pIDList = DenyIds;
- infoQueue->PushStorageFilter(&NewFilter);
- }
- directCommandQueue = new DX12DirectCommandQueue(device);
- IDXGIFactory5* fac5 = 0;
- factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
- if (fac5)
- {
- res = fac5->CheckFeatureSupport(
- DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
- if (FAILED(res)) tearing = 0;
- fac5->Release();
- }
- DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
- swapChainDesc.Width = backBufferSize.x;
- swapChainDesc.Height = backBufferSize.y;
- swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
- swapChainDesc.Stereo = FALSE;
- swapChainDesc.SampleDesc = {1, 0};
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.BufferCount = 2;
- swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
- swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
- swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
- IDXGISwapChain1* tmpSwapChain;
- res = factory->CreateSwapChainForHwnd(directCommandQueue->zQueue(),
- fenster->getWindowHandle(),
- &swapChainDesc,
- 0,
- 0,
- &tmpSwapChain);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
- << "\n";
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- res = tmpSwapChain->QueryInterface(
- __uuidof(IDXGISwapChain4), (void**)&swapChain);
- tmpSwapChain->Release();
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("QueryInterface ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- factory->MakeWindowAssociation(
- fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
- for (int i = 0; i < 2; i++)
- {
- ID3D12Resource* backBuffer;
- res = swapChain->GetBuffer(
- i, __uuidof(ID3D12Resource), (void**)&backBuffer);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("GetBuffer ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- this->backBuffer[i] = backBuffer;
- }
- Image* renderTargetImage = new Image();
- renderTargetImage->newImage(backBufferSize.x, backBufferSize.y, 0);
- defaultRenderTarget = dynamic_cast<DX12Texture*>(
- createOrGetTexture("_f_RenderTarget", renderTargetImage, GPU_TO_RAM));
- defaultRenderTarget->updateTextur();
- viewPort = new D3D12_VIEWPORT();
- viewPort->Width = (float)this->backBufferSize.x;
- viewPort->Height = (float)this->backBufferSize.y;
- viewPort->MinDepth = 0.0f;
- viewPort->MaxDepth = 1.0f;
- viewPort->TopLeftX = 0.0f;
- viewPort->TopLeftY = 0.0f;
- allowedRenderArea = new D3D12_RECT();
- allowedRenderArea->left = 0;
- allowedRenderArea->top = 0;
- allowedRenderArea->right = LONG_MAX;
- allowedRenderArea->bottom = LONG_MAX;
- Image* renderB = new Image(1);
- renderB->setAlpha3D(1);
- renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
- uiTexture = createOrGetTexture("_f_Render_Image", renderB, RAM_TO_GPU);
- D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
- featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
- if (FAILED(device->CheckFeatureSupport(
- D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
- featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
- D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
- = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
- | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
- | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
- | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
- D3D12_DESCRIPTOR_RANGE1 range[2];
- range[0].NumDescriptors = 5;
- range[0].BaseShaderRegister = 0;
- range[0].RegisterSpace = 0;
- range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
- range[0].OffsetInDescriptorsFromTableStart
- = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
- range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
- range[1].NumDescriptors = 1;
- range[1].BaseShaderRegister = 0;
- range[1].RegisterSpace = 0;
- range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- range[1].OffsetInDescriptorsFromTableStart
- = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
- range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
- D3D12_ROOT_PARAMETER1 rootParameters[1];
- rootParameters[0].ParameterType
- = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
- rootParameters[0].DescriptorTable.pDescriptorRanges = range;
- D3D12_STATIC_SAMPLER_DESC sampler = {};
- sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
- sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
- sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
- sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
- sampler.MipLODBias = 0;
- sampler.MaxAnisotropy = 0;
- sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
- sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- sampler.MinLOD = 0.0f;
- sampler.MaxLOD = D3D12_FLOAT32_MAX;
- sampler.ShaderRegister = 0;
- sampler.RegisterSpace = 0;
- sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
- D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
- rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
- rootSignatureDescription.Desc_1_1.NumParameters = 1;
- rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
- rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
- rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
- rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
- ID3DBlob* rootSignature;
- ID3DBlob* error;
- res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
- featureData.HighestVersion,
- &rootSignature,
- &error,
- d3d12svrsf,
- d3d12srsf);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error()
- << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
- << "\n";
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text(
- "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
- MB_ICONERROR);
- if (error) error->Release();
- return;
- }
- res = device->CreateRootSignature(0,
- rootSignature->GetBufferPointer(),
- rootSignature->GetBufferSize(),
- __uuidof(ID3D12RootSignature),
- (void**)&signature);
- if (FAILED(res))
- {
- factory->Release();
- Logging::error() << "ERROR: CreateRootSignature returned " << res
- << "\n";
- WMessageBox(fenster->getWindowHandle(),
- new Text("Fehler"),
- new Text("CreateRootSignature ist Fehlgeschlagen."),
- MB_ICONERROR);
- return;
- }
- rootSignature->Release();
- D3D12_RASTERIZER_DESC rdesc;
- rdesc.FillMode = D3D12_FILL_MODE_SOLID;
- rdesc.CullMode = D3D12_CULL_MODE_BACK;
- rdesc.FrontCounterClockwise = 0;
- rdesc.DepthBias = 0;
- rdesc.DepthBiasClamp = 0.f;
- rdesc.SlopeScaledDepthBias = 0.f;
- rdesc.DepthClipEnable = 1;
- rdesc.MultisampleEnable = 0;
- rdesc.AntialiasedLineEnable = 0;
- rdesc.ForcedSampleCount = 0;
- rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- uiTexture->updateTextur();
- directCommandQueue->execute();
- factory->Release();
- }
- void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
- {
- cameraCount = 0;
- D3D12_RESOURCE_BARRIER barrier;
- ZeroMemory(&barrier, sizeof(barrier));
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = this->backBuffer[backBufferIndex];
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- directCommandQueue->zCommandList()->ResourceBarrier(1, &barrier);
- if (fill2D) uiTexture->zImage()->setColor(fillColor);
- CD3DX12_RESOURCE_BARRIER transition
- = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
- D3D12_RESOURCE_STATE_COPY_SOURCE,
- D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
- directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
- }
- void DirectX12::renderKamera(Cam3D* zKamera)
- {
- cameraCount++;
- renderKamera(zKamera, defaultRenderTarget, true);
- }
- void Framework::DirectX12::renderKamera(Cam3D* zKamera, Texture* zTarget)
- {
- cameraCount++;
- renderKamera(zKamera, dynamic_cast<DX12Texture*>(zTarget), false);
- }
- void DirectX12::presentFrame()
- {
- if (cameraCount == 0)
- {
- if (!defaultKamera)
- {
- defaultKamera = new Cam3D();
- defaultKamera->setWorld(new World3D());
- defaultKamera->setScreenSize(backBufferSize);
- }
- renderKamera(defaultKamera);
- }
- CD3DX12_RESOURCE_BARRIER transition
- = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
- D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
- D3D12_RESOURCE_STATE_COPY_SOURCE);
- directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
- transition
- = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
- D3D12_RESOURCE_STATE_RENDER_TARGET,
- D3D12_RESOURCE_STATE_COPY_DEST);
- directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
- directCommandQueue->zCommandList()->CopyResource(
- backBuffer[backBufferIndex], defaultRenderTarget->zResource());
- transition
- = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
- D3D12_RESOURCE_STATE_COPY_DEST,
- D3D12_RESOURCE_STATE_RENDER_TARGET);
- directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
- // Indicate that the back buffer will now be used to present.
- transition
- = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
- D3D12_RESOURCE_STATE_RENDER_TARGET,
- D3D12_RESOURCE_STATE_PRESENT);
- directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
- directCommandQueue->execute();
- swapChain->Present(0, 0);
- backBufferIndex = swapChain->GetCurrentBackBufferIndex();
- }
- Texture* DirectX12::createOrGetTexture(
- const char* name, Image* b, TextureDirection dir)
- {
- if (!device)
- {
- if (b) b->release();
- return 0;
- }
- if (texturRegister->hasTexture(name))
- {
- Texture* ret = texturRegister->getTexture(name);
- if (b) ret->setImageZ(b);
- return ret;
- }
- Texture* ret = new DX12Texture(device, directCommandQueue, dir);
- if (b) ret->setImageZ(b);
- texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
- ret->updateTextur();
- directCommandQueue->execute();
- return ret;
- }
- Image* DirectX12::zUIRenderImage() const
- {
- return uiTexture ? uiTexture->zImage() : 0;
- }
- DXBuffer* DirectX12::createStructuredBuffer(int eSize)
- {
- return new DX12Buffer(eSize,
- device,
- dynamic_cast<DX12CommandQueue*>(directCommandQueue->getThis()),
- D3D12_RESOURCE_FLAG_NONE);
- }
- void Framework::DirectX12::setPipeline(DX12Pipeline* pipeline)
- {
- if (this->pipeline)
- {
- this->pipeline->release();
- }
- this->pipeline = pipeline;
- if (pipeline)
- {
- initializePipeline();
- if (!globalDescriptorHeap
- || globalDescriptorHeap->zPipeline() != pipeline)
- {
- if (globalDescriptorHeap)
- {
- globalDescriptorHeap->release();
- }
- globalDescriptorHeap = pipeline->createGlobalDescriptorHeap();
- initializeGlobalDescriptorHeap();
- }
- }
- }
- bool DirectX12::isAvailable()
- {
- HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
- if (!dxgiDLL) return 0;
- HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
- if (!d3d12DLL)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- return 0;
- }
- CreateDXGIFactory2Function createFactory
- = (CreateDXGIFactory2Function)GetProcAddress(
- dxgiDLL, "CreateDXGIFactory2");
- if (!createFactory)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 0;
- }
- D3D12CreateDeviceFunction createDevice
- = (D3D12CreateDeviceFunction)GetProcAddress(
- d3d12DLL, "D3D12CreateDevice");
- if (!createDevice)
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 0;
- }
- #ifdef _DEBUG
- D3D12GetDebugInterfaceFunction getDebugInterface
- = (D3D12GetDebugInterfaceFunction)GetProcAddress(
- d3d12DLL, "D3D12GetDebugInterface");
- ID3D12Debug* debug = 0;
- getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
- debug->EnableDebugLayer();
- #endif
- IDXGIFactory4* factory;
- UINT createFactoryFlags = 0;
- #ifdef _DEBUG
- createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
- #endif
- HRESULT res = createFactory(
- createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
- if (FAILED(res))
- {
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 0;
- }
- int index = 0;
- do
- {
- IDXGIAdapter1* current;
- res = factory->EnumAdapters1(index++, ¤t);
- if (res == S_OK)
- {
- DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
- current->GetDesc1(&dxgiAdapterDesc1);
- ID3D12Device5* device = 0;
- if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
- && SUCCEEDED(createDevice(current,
- D3D_FEATURE_LEVEL_12_1,
- __uuidof(ID3D12Device5),
- (void**)&device)))
- {
- device->Release();
- current->Release();
- factory->Release();
- #ifdef _DEBUG
- debug->Release();
- #endif
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 1;
- }
- current->Release();
- }
- } while (res != DXGI_ERROR_NOT_FOUND);
- factory->Release();
- getDLLRegister()->releaseDLL("dxgi.dll");
- getDLLRegister()->releaseDLL("d3d12.dll");
- return 0;
- }
- bool Framework::DirectX12::renderGuiBefore3D() const
- {
- return true;
- }
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