DX12GraphicsApi.cpp 41 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 "DX12HitShader.h"
  12. #include "DX12MissShader.h"
  13. #include "DX12RayGenShader.h"
  14. #include "DX12SamplerState.h"
  15. #include "DX12Shader.h"
  16. #include "DX12Texture.h"
  17. #include "DX12TLAS.h"
  18. #include "Globals.h"
  19. #include "Image.h"
  20. #include "Model3D.h"
  21. #include "Model3DList.h"
  22. #include "Screen.h"
  23. #include "TextureList.h"
  24. #include "TextureModel.h"
  25. #include "Window.h"
  26. #include "World3D.h"
  27. using namespace Framework;
  28. DirectX12::DirectX12()
  29. : GraphicsApi(DIRECTX12),
  30. debug(0),
  31. infoQueue(0),
  32. directCommandQueue(0),
  33. swapChain(0),
  34. backBufferIndex(0),
  35. tearing(0),
  36. signature(0),
  37. uiTexture(0),
  38. texturRegister(new TextureList()),
  39. blasModels(0),
  40. worldTLAS(0),
  41. worldShaderBindingTables(0),
  42. lastTLASId(-1),
  43. lastModelId(-1),
  44. defaultRenderTarget(0),
  45. defaultKamera(0),
  46. cameraCount(0),
  47. rayGenSettingsBuffer(0),
  48. device(0),
  49. pfnD3D12SerializeRootSignature(0),
  50. pipeline(0),
  51. globalDescriptorHeap(0),
  52. textureDescriptorHeap(0),
  53. samplerDescriptorHeap(0),
  54. defaultHitGroup(0),
  55. defaultRayGenerationShaderFunction(0),
  56. defaultSamplerState(0),
  57. sbtTextureIdBufferOffset(0),
  58. sbtIndexBufferOffset(0),
  59. sbtVertexDataBufferOffset(0),
  60. sbtPolygonSizeBufferOffset(0)
  61. {
  62. for (int i = 0; i < 2; i++)
  63. backBuffer[i] = 0;
  64. }
  65. DirectX12::~DirectX12()
  66. {
  67. if (blasModels)
  68. {
  69. for (int i = 0; i <= lastModelId; i++)
  70. {
  71. if (blasModels[i]) blasModels[i]->release();
  72. }
  73. delete[] blasModels;
  74. }
  75. if (worldTLAS)
  76. {
  77. for (int i = 0; i <= lastTLASId; i++)
  78. {
  79. if (worldTLAS[i]) worldTLAS[i]->release();
  80. }
  81. delete[] worldTLAS;
  82. }
  83. if (worldShaderBindingTables)
  84. {
  85. for (int i = 0; i <= lastTLASId; i++)
  86. {
  87. if (worldShaderBindingTables[i])
  88. worldShaderBindingTables[i]->release();
  89. }
  90. delete[] worldShaderBindingTables;
  91. }
  92. if (globalDescriptorHeap)
  93. {
  94. globalDescriptorHeap->release();
  95. }
  96. if (textureDescriptorHeap)
  97. {
  98. textureDescriptorHeap->release();
  99. }
  100. if (samplerDescriptorHeap)
  101. {
  102. samplerDescriptorHeap->release();
  103. }
  104. if (pipeline)
  105. {
  106. pipeline->release();
  107. }
  108. if (directCommandQueue)
  109. {
  110. directCommandQueue->flush();
  111. directCommandQueue->release();
  112. }
  113. if (rayGenSettingsBuffer)
  114. {
  115. rayGenSettingsBuffer->release();
  116. }
  117. if (defaultSamplerState)
  118. {
  119. defaultSamplerState->release();
  120. }
  121. texturRegister->release();
  122. if (uiTexture) uiTexture->release();
  123. if (defaultKamera) defaultKamera->release();
  124. if (defaultRenderTarget) defaultRenderTarget->release();
  125. if (signature) signature->Release();
  126. for (int i = 0; i < 2; i++)
  127. {
  128. if (backBuffer[i]) backBuffer[i]->Release();
  129. }
  130. if (swapChain) swapChain->Release();
  131. if (infoQueue) infoQueue->Release();
  132. if (device)
  133. {
  134. device->Release();
  135. getDLLRegister()->releaseDLL("dxgi.dll");
  136. getDLLRegister()->releaseDLL("d3d12.dll");
  137. }
  138. if (debug) debug->Release();
  139. }
  140. void DirectX12::updateBottomLevelAccelerationStructure()
  141. {
  142. cs.lock();
  143. bool updateRequired = 0;
  144. for (const Model3DData* model : *modelList->zModels())
  145. {
  146. if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
  147. {
  148. updateRequired = true;
  149. break;
  150. }
  151. }
  152. int bufferCount = 0;
  153. if (updateRequired)
  154. {
  155. for (const Model3DData* model : *modelList->zModels())
  156. {
  157. int id = model->getId();
  158. blasModels[id]->calculateBuffers();
  159. bufferCount += blasModels[id]->getBufferCount();
  160. }
  161. }
  162. cs.unlock();
  163. }
  164. void Framework::DirectX12::renderKamera(
  165. Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible)
  166. {
  167. updateBottomLevelAccelerationStructure();
  168. if (guiVisible)
  169. {
  170. uiTexture->updateTextur();
  171. }
  172. if (!pipeline)
  173. {
  174. setPipeline(new DX12Pipeline());
  175. }
  176. directCommandQueue->zCommandList()->RSSetViewports(
  177. 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  178. Mat4<float> identity = Mat4<float>::identity();
  179. World3D* w = zKamera->zWorld();
  180. if (w->getId() < 0)
  181. {
  182. w->setId(++lastTLASId);
  183. DX12TLAS** tmp = new DX12TLAS*[lastTLASId + 1];
  184. if (lastTLASId)
  185. {
  186. memcpy(tmp, worldTLAS, sizeof(DX12TLAS*) * lastTLASId);
  187. }
  188. tmp[lastTLASId] = new DX12TLAS(device, directCommandQueue);
  189. delete[] worldTLAS;
  190. worldTLAS = tmp;
  191. DX12ShaderBindingTable** tmpsbts
  192. = new DX12ShaderBindingTable*[lastTLASId + 1];
  193. if (lastTLASId)
  194. {
  195. memcpy(tmpsbts,
  196. worldShaderBindingTables,
  197. sizeof(DX12ShaderBindingTable*) * lastTLASId);
  198. }
  199. tmpsbts[lastTLASId] = pipeline->createShaderBindingTable();
  200. delete[] worldShaderBindingTables;
  201. worldShaderBindingTables = tmpsbts;
  202. }
  203. else if (worldShaderBindingTables[w->getId()]->zPipeline() != pipeline)
  204. {
  205. worldShaderBindingTables[w->getId()]->release();
  206. worldShaderBindingTables[w->getId()]
  207. = pipeline->createShaderBindingTable();
  208. }
  209. DX12TLAS* tlas = worldTLAS[w->getId()];
  210. DX12ShaderBindingTable* sbt = worldShaderBindingTables[w->getId()];
  211. tlas->startUpdate();
  212. sbt->startUpdate();
  213. int objectIndex = 0;
  214. int instanceIndex = 0;
  215. // descriptor heaps must be set before filling the shader binding table with
  216. // hit groups
  217. sbt->setGlobalDescriptorHeap(globalDescriptorHeap);
  218. sbt->setTextureDescriptorHeap(textureDescriptorHeap);
  219. sbt->setSamplerDescriptorHeap(samplerDescriptorHeap);
  220. w->render([this, &tlas, &objectIndex, &instanceIndex, &identity, &sbt](
  221. Model3D* obj) {
  222. obj->calculateMatrices(identity, matrixBuffer);
  223. int modelId = obj->zModelData()->getId();
  224. DX12BLASModel* blasModel = blasModels[modelId];
  225. blasModel->calculateBuffers();
  226. ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
  227. for (const DX12BLAS* blas : *blasModel->zBLAS())
  228. {
  229. D3D12_RAYTRACING_INSTANCE_DESC* desc = tlas->nextInstanceDesc();
  230. desc->InstanceID = objectIndex;
  231. desc->InstanceContributionToHitGroupIndex = objectIndex;
  232. desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
  233. desc->InstanceMask = 0xFF * (obj->getSize() > 0);
  234. desc->AccelerationStructure
  235. = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
  236. memcpy(desc->Transform,
  237. &matrixBuffer[boneIds.val()],
  238. sizeof(float) * 12);
  239. boneIds++;
  240. instanceIndex++;
  241. fillShaderBindingTable(sbt, obj, objectIndex, blas);
  242. objectIndex++;
  243. }
  244. });
  245. tlas->endUpdate();
  246. settings.inverseProjection = zKamera->getInverseProjectionMatrix();
  247. settings.inverseView = zKamera->getInverseViewMatrix();
  248. settings.minDistance = zKamera->getMinDistance();
  249. settings.maxDistance = zKamera->getMaxDistance();
  250. settings.useRays = 1;
  251. settings.renderGui = (int)guiVisible;
  252. rayGenSettingsBuffer->setData(&settings, 1);
  253. rayGenSettingsBuffer->copyToGPU(sizeof(settings));
  254. if (defaultRayGenerationShaderFunction)
  255. {
  256. globalDescriptorHeap->updateTextureInput(
  257. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, zTarget);
  258. globalDescriptorHeap->updateTLASInput(
  259. 3, DX12_SHADER_REGISTER_T_SHADER_RESOURCE, tlas);
  260. }
  261. sbt->endUpdate(device, directCommandQueue);
  262. ID3D12DescriptorHeap* heaps[] = {globalDescriptorHeap->zDescriptorHeap(),
  263. samplerDescriptorHeap->zDescriptorHeap()};
  264. directCommandQueue->zCommandList()->SetDescriptorHeaps(2, heaps);
  265. D3D12_DISPATCH_RAYS_DESC desc;
  266. sbt->fillDispatchRaysDesc(&desc);
  267. desc.Width = zTarget->zImage()->getWidth();
  268. desc.Height = zTarget->zImage()->getHeight();
  269. desc.Depth = 1;
  270. directCommandQueue->zCommandList()->SetPipelineState1(
  271. pipeline->zPipelineState());
  272. directCommandQueue->zCommandList()->DispatchRays(&desc);
  273. }
  274. void Framework::DirectX12::initializePipeline()
  275. {
  276. if (pipeline->getShaders().getEntryCount() == 0)
  277. { // add default shaders
  278. DX12Shader* rayGenShader
  279. = new DX12Shader(DX12DefaultRayGenerationShaderBytes,
  280. sizeof(DX12DefaultRayGenerationShaderBytes));
  281. // RayGen from RayGen.hlsl
  282. DX12ShaderSignature* rayGenSignature = new DX12ShaderSignature();
  283. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  284. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 0);
  285. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  286. 1, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 1);
  287. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  288. 2, DX12_SHADER_REGISTER_B_CONST_BUFFER, 0);
  289. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  290. 3, DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  291. defaultRayGenerationShaderFunction = new DX12ShaderFunction(
  292. "RayGen", rayGenSignature, DX12_SHADER_FUNCTION_TYPE_RAY_GEN);
  293. rayGenShader->addFunction(defaultRayGenerationShaderFunction);
  294. pipeline->addShader(rayGenShader);
  295. DX12Shader* missShader = new DX12Shader(
  296. DX12DefaultMissShaderBytes, sizeof(DX12DefaultMissShaderBytes));
  297. // Miss from Miss.hlsl
  298. missShader->addFunction(new DX12ShaderFunction(
  299. "Miss", new DX12ShaderSignature(), DX12_SHADER_FUNCTION_TYPE_MISS));
  300. pipeline->addShader(missShader);
  301. DX12Shader* hitShader = new DX12Shader(
  302. DX12DefaultHitShaderBytes, sizeof(DX12DefaultHitShaderBytes));
  303. // ClosestHit from Hit.hlsl
  304. DX12ShaderSignature* hitSignature = new DX12ShaderSignature();
  305. hitSignature->addRegisterUsageLinkedToDescriptorHeap(
  306. 0, DX12_SHADER_REGISTER_S_SAMPLER, 0, 0, SAMPLER_DESCRIPTOR_HEAP);
  307. hitSignature->addRegisterUsageLinkedToDescriptorHeap(1,
  308. DX12_SHADER_REGISTER_T_SHADER_RESOURCE,
  309. 0,
  310. 1,
  311. TEXTURE_DESCRIPTOR_HEAP,
  312. 1);
  313. sbtTextureIdBufferOffset
  314. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  315. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 2);
  316. sbtIndexBufferOffset
  317. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  318. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 3);
  319. sbtVertexDataBufferOffset
  320. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  321. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 4);
  322. sbtPolygonSizeBufferOffset
  323. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  324. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 5);
  325. DX12ShaderFunction* closestHitFunction = new DX12ShaderFunction(
  326. "ClosestHit", hitSignature, DX12_SHADER_FUNCTION_TYPE_CLOSEST_HIT);
  327. hitShader->addFunction(closestHitFunction);
  328. pipeline->addShader(hitShader);
  329. defaultHitGroup = new DX12ShaderHitGroup("HitGroup");
  330. defaultHitGroup->setAttributeSize(8);
  331. defaultHitGroup->setPayloadSize(16);
  332. defaultHitGroup->setClosestHitShaderFunction(closestHitFunction);
  333. pipeline->addHitGroup(defaultHitGroup);
  334. pipeline->setMaxRecursionDepth(10);
  335. }
  336. pipeline->createPipelineState(device, pfnD3D12SerializeRootSignature);
  337. }
  338. void Framework::DirectX12::initializeGlobalDescriptorHeap()
  339. {
  340. globalDescriptorHeap->addTextureInput(
  341. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, defaultRenderTarget);
  342. globalDescriptorHeap->addTextureInput(
  343. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, uiTexture);
  344. globalDescriptorHeap->addBufferInput(
  345. DX12_SHADER_REGISTER_B_CONST_BUFFER, rayGenSettingsBuffer);
  346. globalDescriptorHeap->addTLASInput(
  347. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  348. globalDescriptorHeap->updateDescriptorHeap(device);
  349. }
  350. void Framework::DirectX12::initializeTextureDescriptorHeap()
  351. {
  352. for (Texture* tex : *texturRegister->zTextures())
  353. {
  354. textureDescriptorHeap->addTextureInput(
  355. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, tex);
  356. }
  357. textureDescriptorHeap->updateDescriptorHeap(device);
  358. }
  359. void Framework::DirectX12::initializeSamplerDescriptorHeap()
  360. {
  361. if (!defaultSamplerState)
  362. {
  363. defaultSamplerState = new DX12SamplerState();
  364. (*defaultSamplerState)->Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
  365. (*defaultSamplerState)->AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  366. (*defaultSamplerState)->AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  367. (*defaultSamplerState)->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  368. (*defaultSamplerState)->MipLODBias = 0;
  369. (*defaultSamplerState)->MaxAnisotropy = 1;
  370. (*defaultSamplerState)->ComparisonFunc = D3D12_COMPARISON_FUNC_NONE;
  371. (*defaultSamplerState)->BorderColor[0] = 0.f;
  372. (*defaultSamplerState)->BorderColor[1] = 0.f;
  373. (*defaultSamplerState)->BorderColor[2] = 0.f;
  374. (*defaultSamplerState)->BorderColor[3] = 0.f;
  375. (*defaultSamplerState)->MinLOD = 0.0f;
  376. (*defaultSamplerState)->MaxLOD = D3D12_FLOAT32_MAX;
  377. }
  378. samplerDescriptorHeap->addSamplerInput(defaultSamplerState);
  379. samplerDescriptorHeap->updateDescriptorHeap(device);
  380. }
  381. void Framework::DirectX12::fillShaderBindingTable(
  382. DX12ShaderBindingTable* zShaderBindingTable,
  383. Model3D* zModel,
  384. int instanceIndex,
  385. const DX12BLAS* zBLAS)
  386. {
  387. if (defaultHitGroup)
  388. {
  389. int hitGroupOffset = zShaderBindingTable->addHitGroup(defaultHitGroup);
  390. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  391. sbtIndexBufferOffset,
  392. zBLAS->zIndexBuffer()->zBuffer()->GetGPUVirtualAddress());
  393. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  394. sbtVertexDataBufferOffset,
  395. zBLAS->zVertexDataBuffer()->zBuffer()->GetGPUVirtualAddress());
  396. zModel->zTexture()->updateTextureIndexBuffer(this);
  397. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  398. sbtTextureIdBufferOffset,
  399. dynamic_cast<DX12Buffer*>(zModel->zTexture()->zTextureIndexBuffer())
  400. ->zBuffer()
  401. ->GetGPUVirtualAddress());
  402. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  403. sbtPolygonSizeBufferOffset,
  404. zBLAS->zPolygonSizeBuffer()->zBuffer()->GetGPUVirtualAddress());
  405. }
  406. }
  407. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  408. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  409. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  410. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  411. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  412. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  413. void DirectX12::initialize(
  414. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  415. {
  416. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  417. #ifdef _DEBUG
  418. if (debugDX)
  419. {
  420. HINSTANCE pixDebugger = getDLLRegister()->loadDLL(
  421. "WinPixGpuCapturer.dll",
  422. "C:\\Program Files\\Microsoft PIX\\2603.25\\WinPixGpuCapturer.dll");
  423. }
  424. #endif
  425. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  426. if (!dxgiDLL)
  427. {
  428. WMessageBox(fenster->getWindowHandle(),
  429. new Text("Fehler"),
  430. new Text("dxgi.dll konnte nicht gefunden werden."),
  431. MB_ICONERROR);
  432. return;
  433. }
  434. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  435. if (!d3d12DLL)
  436. {
  437. getDLLRegister()->releaseDLL("dxgi.dll");
  438. WMessageBox(fenster->getWindowHandle(),
  439. new Text("Fehler"),
  440. new Text("DirectX 12 konnte nicht gefunden werden."),
  441. MB_ICONERROR);
  442. return;
  443. }
  444. pfnD3D12SerializeRootSignature
  445. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  446. d3d12DLL, "D3D12SerializeRootSignature");
  447. if (!pfnD3D12SerializeRootSignature)
  448. {
  449. getDLLRegister()->releaseDLL("dxgi.dll");
  450. getDLLRegister()->releaseDLL("d3d12.dll");
  451. WMessageBox(fenster->getWindowHandle(),
  452. new Text("Fehler"),
  453. new Text(
  454. "Der Einstiegspunkt D3D12SerializeRootSignature fon d3d12.dll "
  455. "konnte nicht gefunden werden."),
  456. MB_ICONERROR);
  457. return;
  458. }
  459. // CreateDXGIFactory2
  460. CreateDXGIFactory2Function createFactory
  461. = (CreateDXGIFactory2Function)GetProcAddress(
  462. dxgiDLL, "CreateDXGIFactory2");
  463. if (!createFactory)
  464. {
  465. getDLLRegister()->releaseDLL("dxgi.dll");
  466. getDLLRegister()->releaseDLL("d3d12.dll");
  467. WMessageBox(fenster->getWindowHandle(),
  468. new Text("Fehler"),
  469. new Text(
  470. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  471. "nicht gefunden werden."),
  472. MB_ICONERROR);
  473. return;
  474. }
  475. // D3D12CreateDevice
  476. D3D12CreateDeviceFunction createDevice
  477. = (D3D12CreateDeviceFunction)GetProcAddress(
  478. d3d12DLL, "D3D12CreateDevice");
  479. if (!createDevice)
  480. {
  481. getDLLRegister()->releaseDLL("dxgi.dll");
  482. getDLLRegister()->releaseDLL("d3d12.dll");
  483. WMessageBox(fenster->getWindowHandle(),
  484. new Text("Fehler"),
  485. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  486. "konnte nicht gefunden werden."),
  487. MB_ICONERROR);
  488. return;
  489. }
  490. // D3D12SerializeVersionedRootSignature
  491. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  492. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  493. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  494. // D3D12SerializeRootSignature
  495. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  496. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  497. d3d12DLL, "D3D12SerializeRootSignature");
  498. bool debugDXGI = 0;
  499. #ifdef _DEBUG
  500. IDXGIInfoQueue* dxgiInfoQueue;
  501. if (debugDX)
  502. {
  503. // D3D12GetDebugInterface
  504. D3D12GetDebugInterfaceFunction getDebugInterface
  505. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  506. d3d12DLL, "D3D12GetDebugInterface");
  507. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  508. debug->EnableDebugLayer();
  509. // DXGIGetDebugInterface1
  510. DXGIGetDebugInterface1Function dxgiDebugInterface
  511. = (DXGIGetDebugInterface1Function)GetProcAddress(
  512. dxgiDLL, "DXGIGetDebugInterface1");
  513. if (SUCCEEDED(dxgiDebugInterface(
  514. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  515. debugDXGI = 1;
  516. }
  517. #endif
  518. IDXGIFactory6* factory;
  519. UINT createFactoryFlags = 0;
  520. #if defined(_DEBUG)
  521. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  522. #endif
  523. HRESULT res = createFactory(
  524. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  525. if (FAILED(res))
  526. {
  527. getDLLRegister()->releaseDLL("dxgi.dll");
  528. getDLLRegister()->releaseDLL("d3d12.dll");
  529. Logging::error() << "ERROR DXGI: createFactory returned " << res
  530. << "\n";
  531. WMessageBox(fenster->getWindowHandle(),
  532. new Text("Fehler"),
  533. new Text("createFactory ist Fehlgeschlagen."),
  534. MB_ICONERROR);
  535. return;
  536. }
  537. IDXGIAdapter1* adapter = 0;
  538. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  539. != factory->EnumAdapterByGpuPreference(adapterID,
  540. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  541. __uuidof(IDXGIAdapter1),
  542. (void**)&adapter);
  543. ++adapterID)
  544. {
  545. DXGI_ADAPTER_DESC1 desc;
  546. adapter->GetDesc1(&desc);
  547. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  548. {
  549. adapter->Release();
  550. // Don't select the Basic Render Driver adapter.
  551. continue;
  552. }
  553. // Check to see if the adapter supports Direct3D 12, but don't create
  554. // the actual device yet.
  555. if (SUCCEEDED(createDevice(adapter,
  556. D3D_FEATURE_LEVEL_12_1,
  557. _uuidof(ID3D12Device),
  558. nullptr)))
  559. {
  560. char buff[256] = {};
  561. printf_s(buff,
  562. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  563. adapterID,
  564. desc.VendorId,
  565. desc.DeviceId,
  566. desc.Description);
  567. Logging::info() << buff;
  568. break;
  569. }
  570. adapter->Release();
  571. }
  572. if (!adapter)
  573. {
  574. if (FAILED(factory->EnumWarpAdapter(
  575. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  576. Logging::error()
  577. << "ERROR: WARP12 not available. Enable the 'Graphics "
  578. "Tools' optional feature";
  579. }
  580. if (!adapter)
  581. {
  582. factory->Release();
  583. getDLLRegister()->releaseDLL("dxgi.dll");
  584. getDLLRegister()->releaseDLL("d3d12.dll");
  585. WMessageBox(fenster->getWindowHandle(),
  586. new Text("Fehler"),
  587. new Text("Es wurde keine passende Grafigkarte gefunden."),
  588. MB_ICONERROR);
  589. return;
  590. }
  591. res = createDevice(adapter,
  592. D3D_FEATURE_LEVEL_12_1,
  593. __uuidof(ID3D12Device5),
  594. (void**)&device);
  595. adapter->Release();
  596. if (FAILED(res))
  597. {
  598. factory->Release();
  599. getDLLRegister()->releaseDLL("dxgi.dll");
  600. getDLLRegister()->releaseDLL("d3d12.dll");
  601. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  602. WMessageBox(fenster->getWindowHandle(),
  603. new Text("Fehler"),
  604. new Text("createDevice ist Fehlgeschlagen."),
  605. MB_ICONERROR);
  606. return;
  607. }
  608. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  609. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  610. &featureSupportData,
  611. sizeof(featureSupportData));
  612. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  613. {
  614. device->Release();
  615. factory->Release();
  616. getDLLRegister()->releaseDLL("dxgi.dll");
  617. getDLLRegister()->releaseDLL("d3d12.dll");
  618. Logging::error() << "ERROR: Raytracing is not available\n";
  619. WMessageBox(fenster->getWindowHandle(),
  620. new Text("Fehler"),
  621. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  622. "verwendet werden."),
  623. MB_ICONERROR);
  624. return;
  625. }
  626. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  627. if (SUCCEEDED(res))
  628. {
  629. if (debugDX)
  630. {
  631. infoQueue->SetBreakOnSeverity(
  632. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  633. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  634. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  635. }
  636. // Suppress individual messages by their ID
  637. D3D12_MESSAGE_ID DenyIds[] = {
  638. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  639. // I'm really not sure how to avoid this message.
  640. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  641. // using capture frame while
  642. // graphics debugging.
  643. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  644. // when using capture
  645. // frame while graphics
  646. // debugging.
  647. };
  648. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  649. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  650. NewFilter.DenyList.pSeverityList = 0; // Severities;
  651. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  652. NewFilter.DenyList.pIDList = DenyIds;
  653. infoQueue->PushStorageFilter(&NewFilter);
  654. }
  655. directCommandQueue = new DX12DirectCommandQueue(device);
  656. settings.minDistance = 0.0f;
  657. settings.maxDistance = 100000.f;
  658. settings.renderGui = 0;
  659. settings.useRays = 0;
  660. rayGenSettingsBuffer = new DX12Buffer(1,
  661. device,
  662. dynamic_cast<DX12CommandQueue*>(directCommandQueue->getThis()),
  663. D3D12_RESOURCE_FLAG_NONE);
  664. rayGenSettingsBuffer->setLength(
  665. ROUND_UP_POWER_OF_2(sizeof(RayGenerationSettings), 256));
  666. rayGenSettingsBuffer->setData(&settings, 1);
  667. rayGenSettingsBuffer->copyToGPU(sizeof(RayGenerationSettings));
  668. IDXGIFactory5* fac5 = 0;
  669. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  670. if (fac5)
  671. {
  672. res = fac5->CheckFeatureSupport(
  673. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  674. if (FAILED(res)) tearing = 0;
  675. fac5->Release();
  676. }
  677. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  678. swapChainDesc.Width = backBufferSize.x;
  679. swapChainDesc.Height = backBufferSize.y;
  680. swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  681. swapChainDesc.Stereo = FALSE;
  682. swapChainDesc.SampleDesc = {1, 0};
  683. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  684. swapChainDesc.BufferCount = 2;
  685. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  686. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  687. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  688. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  689. IDXGISwapChain1* tmpSwapChain;
  690. res = factory->CreateSwapChainForHwnd(directCommandQueue->zQueue(),
  691. fenster->getWindowHandle(),
  692. &swapChainDesc,
  693. 0,
  694. 0,
  695. &tmpSwapChain);
  696. if (FAILED(res))
  697. {
  698. factory->Release();
  699. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  700. << "\n";
  701. WMessageBox(fenster->getWindowHandle(),
  702. new Text("Fehler"),
  703. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  704. MB_ICONERROR);
  705. return;
  706. }
  707. res = tmpSwapChain->QueryInterface(
  708. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  709. tmpSwapChain->Release();
  710. if (FAILED(res))
  711. {
  712. factory->Release();
  713. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  714. WMessageBox(fenster->getWindowHandle(),
  715. new Text("Fehler"),
  716. new Text("QueryInterface ist Fehlgeschlagen."),
  717. MB_ICONERROR);
  718. return;
  719. }
  720. factory->MakeWindowAssociation(
  721. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  722. for (int i = 0; i < 2; i++)
  723. {
  724. ID3D12Resource* backBuffer;
  725. res = swapChain->GetBuffer(
  726. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  727. if (FAILED(res))
  728. {
  729. factory->Release();
  730. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  731. WMessageBox(fenster->getWindowHandle(),
  732. new Text("Fehler"),
  733. new Text("GetBuffer ist Fehlgeschlagen."),
  734. MB_ICONERROR);
  735. return;
  736. }
  737. this->backBuffer[i] = backBuffer;
  738. }
  739. Image* renderTargetImage = new Image();
  740. renderTargetImage->newImage(backBufferSize.x, backBufferSize.y, 0);
  741. defaultRenderTarget = dynamic_cast<DX12Texture*>(
  742. createOrGetTexture("_f_RenderTarget", renderTargetImage, GPU_TO_RAM));
  743. defaultRenderTarget->updateTextur();
  744. Image* renderB = new Image(1);
  745. renderB->setAlpha3D(1);
  746. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  747. uiTexture = createOrGetTexture("_f_Render_Image", renderB, RAM_TO_GPU);
  748. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  749. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  750. if (FAILED(device->CheckFeatureSupport(
  751. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  752. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  753. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  754. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  755. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  756. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  757. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  758. D3D12_DESCRIPTOR_RANGE1 range[2];
  759. range[0].NumDescriptors = 5;
  760. range[0].BaseShaderRegister = 0;
  761. range[0].RegisterSpace = 0;
  762. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  763. range[0].OffsetInDescriptorsFromTableStart
  764. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  765. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  766. range[1].NumDescriptors = 1;
  767. range[1].BaseShaderRegister = 0;
  768. range[1].RegisterSpace = 0;
  769. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  770. range[1].OffsetInDescriptorsFromTableStart
  771. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  772. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  773. D3D12_ROOT_PARAMETER1 rootParameters[1];
  774. rootParameters[0].ParameterType
  775. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  776. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  777. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  778. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  779. D3D12_STATIC_SAMPLER_DESC sampler = {};
  780. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  781. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  782. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  783. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  784. sampler.MipLODBias = 0;
  785. sampler.MaxAnisotropy = 0;
  786. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  787. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  788. sampler.MinLOD = 0.0f;
  789. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  790. sampler.ShaderRegister = 0;
  791. sampler.RegisterSpace = 0;
  792. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  793. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  794. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  795. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  796. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  797. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  798. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  799. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  800. ID3DBlob* rootSignature;
  801. ID3DBlob* error;
  802. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  803. featureData.HighestVersion,
  804. &rootSignature,
  805. &error,
  806. d3d12svrsf,
  807. d3d12srsf);
  808. if (FAILED(res))
  809. {
  810. factory->Release();
  811. Logging::error()
  812. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  813. << "\n";
  814. WMessageBox(fenster->getWindowHandle(),
  815. new Text("Fehler"),
  816. new Text(
  817. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  818. MB_ICONERROR);
  819. if (error) error->Release();
  820. return;
  821. }
  822. res = device->CreateRootSignature(0,
  823. rootSignature->GetBufferPointer(),
  824. rootSignature->GetBufferSize(),
  825. __uuidof(ID3D12RootSignature),
  826. (void**)&signature);
  827. if (FAILED(res))
  828. {
  829. factory->Release();
  830. Logging::error() << "ERROR: CreateRootSignature returned " << res
  831. << "\n";
  832. WMessageBox(fenster->getWindowHandle(),
  833. new Text("Fehler"),
  834. new Text("CreateRootSignature ist Fehlgeschlagen."),
  835. MB_ICONERROR);
  836. return;
  837. }
  838. rootSignature->Release();
  839. D3D12_RASTERIZER_DESC rdesc;
  840. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  841. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  842. rdesc.FrontCounterClockwise = 0;
  843. rdesc.DepthBias = 0;
  844. rdesc.DepthBiasClamp = 0.f;
  845. rdesc.SlopeScaledDepthBias = 0.f;
  846. rdesc.DepthClipEnable = 1;
  847. rdesc.MultisampleEnable = 0;
  848. rdesc.AntialiasedLineEnable = 0;
  849. rdesc.ForcedSampleCount = 0;
  850. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  851. uiTexture->updateTextur();
  852. directCommandQueue->execute();
  853. factory->Release();
  854. }
  855. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  856. {
  857. cs.lock();
  858. cameraCount = 0;
  859. D3D12_RESOURCE_BARRIER barrier;
  860. ZeroMemory(&barrier, sizeof(barrier));
  861. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  862. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  863. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  864. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  865. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  866. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  867. directCommandQueue->zCommandList()->ResourceBarrier(1, &barrier);
  868. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  869. CD3DX12_RESOURCE_BARRIER transition
  870. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  871. D3D12_RESOURCE_STATE_COPY_SOURCE,
  872. D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  873. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  874. }
  875. void DirectX12::renderKamera(Cam3D* zKamera)
  876. {
  877. cameraCount++;
  878. renderKamera(zKamera, defaultRenderTarget, true);
  879. }
  880. void Framework::DirectX12::renderKamera(Cam3D* zKamera, Texture* zTarget)
  881. {
  882. cameraCount++;
  883. renderKamera(zKamera, dynamic_cast<DX12Texture*>(zTarget), false);
  884. }
  885. void DirectX12::presentFrame()
  886. {
  887. if (cameraCount == 0)
  888. {
  889. if (!defaultKamera)
  890. {
  891. defaultKamera = new Cam3D();
  892. defaultKamera->setWorld(new World3D());
  893. defaultKamera->setScreenSize(backBufferSize);
  894. }
  895. renderKamera(defaultKamera);
  896. }
  897. CD3DX12_RESOURCE_BARRIER transition
  898. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  899. D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
  900. D3D12_RESOURCE_STATE_COPY_SOURCE);
  901. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  902. transition
  903. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  904. D3D12_RESOURCE_STATE_RENDER_TARGET,
  905. D3D12_RESOURCE_STATE_COPY_DEST);
  906. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  907. directCommandQueue->zCommandList()->CopyResource(
  908. backBuffer[backBufferIndex], defaultRenderTarget->zResource());
  909. transition
  910. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  911. D3D12_RESOURCE_STATE_COPY_DEST,
  912. D3D12_RESOURCE_STATE_RENDER_TARGET);
  913. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  914. // Indicate that the back buffer will now be used to present.
  915. transition
  916. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  917. D3D12_RESOURCE_STATE_RENDER_TARGET,
  918. D3D12_RESOURCE_STATE_PRESENT);
  919. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  920. directCommandQueue->execute();
  921. swapChain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
  922. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  923. cs.unlock();
  924. }
  925. Texture* DirectX12::createOrGetTexture(
  926. const char* name, Image* b, TextureDirection dir)
  927. {
  928. if (!device)
  929. {
  930. if (b) b->release();
  931. return 0;
  932. }
  933. if (texturRegister->hasTexture(name))
  934. {
  935. Texture* ret = texturRegister->getTexture(name);
  936. if (b) ret->setImageZ(b);
  937. return ret;
  938. }
  939. cs.lock();
  940. Texture* ret = new DX12Texture(device, directCommandQueue, dir);
  941. if (b) ret->setImageZ(b);
  942. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  943. ret->updateTextur();
  944. if (textureDescriptorHeap)
  945. {
  946. textureDescriptorHeap->addTextureInput(
  947. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, ret);
  948. textureDescriptorHeap->updateDescriptorHeap(device);
  949. }
  950. // directCommandQueue->execute();
  951. cs.unlock();
  952. return ret;
  953. }
  954. Image* DirectX12::zUIRenderImage() const
  955. {
  956. return uiTexture ? uiTexture->zImage() : 0;
  957. }
  958. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  959. {
  960. return new DX12Buffer(eSize,
  961. device,
  962. dynamic_cast<DX12CommandQueue*>(directCommandQueue->getThis()),
  963. D3D12_RESOURCE_FLAG_NONE);
  964. }
  965. Model3DData* Framework::DirectX12::createModel(const char* name)
  966. {
  967. cs.lock();
  968. Model3DData* result = GraphicsApi::createModel(name);
  969. lastModelId = result->getId();
  970. if (result)
  971. {
  972. DX12BLASModel** newBlasModels = new DX12BLASModel*[lastModelId + 1];
  973. if (lastModelId > 0)
  974. {
  975. memcpy(newBlasModels,
  976. blasModels,
  977. sizeof(DX12BLASModel*) * lastModelId);
  978. }
  979. newBlasModels[lastModelId]
  980. = new DX12BLASModel(result, device, directCommandQueue);
  981. delete[] blasModels;
  982. blasModels = newBlasModels;
  983. }
  984. cs.unlock();
  985. return result;
  986. }
  987. void Framework::DirectX12::setPipeline(DX12Pipeline* pipeline)
  988. {
  989. if (this->pipeline)
  990. {
  991. this->pipeline->release();
  992. }
  993. this->pipeline = pipeline;
  994. if (pipeline)
  995. {
  996. initializePipeline();
  997. if (!globalDescriptorHeap
  998. || globalDescriptorHeap->zPipeline() != pipeline)
  999. {
  1000. if (globalDescriptorHeap)
  1001. {
  1002. globalDescriptorHeap->release();
  1003. }
  1004. globalDescriptorHeap
  1005. = pipeline->createGlobalDescriptorHeap(GLOBAL_DESCRIPTOR_HEAP);
  1006. initializeGlobalDescriptorHeap();
  1007. }
  1008. if (!textureDescriptorHeap
  1009. || textureDescriptorHeap->zPipeline() != pipeline)
  1010. {
  1011. if (textureDescriptorHeap)
  1012. {
  1013. textureDescriptorHeap->release();
  1014. }
  1015. textureDescriptorHeap
  1016. = pipeline->createGlobalDescriptorHeap(TEXTURE_DESCRIPTOR_HEAP);
  1017. initializeTextureDescriptorHeap();
  1018. }
  1019. if (!samplerDescriptorHeap
  1020. || samplerDescriptorHeap->zPipeline() != pipeline)
  1021. {
  1022. if (samplerDescriptorHeap)
  1023. {
  1024. samplerDescriptorHeap->release();
  1025. }
  1026. samplerDescriptorHeap
  1027. = pipeline->createGlobalDescriptorHeap(SAMPLER_DESCRIPTOR_HEAP);
  1028. initializeSamplerDescriptorHeap();
  1029. }
  1030. }
  1031. }
  1032. bool DirectX12::isAvailable()
  1033. {
  1034. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  1035. if (!dxgiDLL) return 0;
  1036. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  1037. if (!d3d12DLL)
  1038. {
  1039. getDLLRegister()->releaseDLL("dxgi.dll");
  1040. return 0;
  1041. }
  1042. CreateDXGIFactory2Function createFactory
  1043. = (CreateDXGIFactory2Function)GetProcAddress(
  1044. dxgiDLL, "CreateDXGIFactory2");
  1045. if (!createFactory)
  1046. {
  1047. getDLLRegister()->releaseDLL("dxgi.dll");
  1048. getDLLRegister()->releaseDLL("d3d12.dll");
  1049. return 0;
  1050. }
  1051. D3D12CreateDeviceFunction createDevice
  1052. = (D3D12CreateDeviceFunction)GetProcAddress(
  1053. d3d12DLL, "D3D12CreateDevice");
  1054. if (!createDevice)
  1055. {
  1056. getDLLRegister()->releaseDLL("dxgi.dll");
  1057. getDLLRegister()->releaseDLL("d3d12.dll");
  1058. return 0;
  1059. }
  1060. #ifdef _DEBUG
  1061. D3D12GetDebugInterfaceFunction getDebugInterface
  1062. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  1063. d3d12DLL, "D3D12GetDebugInterface");
  1064. ID3D12Debug* debug = 0;
  1065. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  1066. debug->EnableDebugLayer();
  1067. #endif
  1068. IDXGIFactory4* factory;
  1069. UINT createFactoryFlags = 0;
  1070. #ifdef _DEBUG
  1071. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  1072. #endif
  1073. HRESULT res = createFactory(
  1074. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  1075. if (FAILED(res))
  1076. {
  1077. getDLLRegister()->releaseDLL("dxgi.dll");
  1078. getDLLRegister()->releaseDLL("d3d12.dll");
  1079. return 0;
  1080. }
  1081. int index = 0;
  1082. do
  1083. {
  1084. IDXGIAdapter1* current;
  1085. res = factory->EnumAdapters1(index++, &current);
  1086. if (res == S_OK)
  1087. {
  1088. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  1089. current->GetDesc1(&dxgiAdapterDesc1);
  1090. ID3D12Device5* device = 0;
  1091. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  1092. && SUCCEEDED(createDevice(current,
  1093. D3D_FEATURE_LEVEL_12_1,
  1094. __uuidof(ID3D12Device5),
  1095. (void**)&device)))
  1096. {
  1097. device->Release();
  1098. current->Release();
  1099. factory->Release();
  1100. #ifdef _DEBUG
  1101. debug->Release();
  1102. #endif
  1103. getDLLRegister()->releaseDLL("dxgi.dll");
  1104. getDLLRegister()->releaseDLL("d3d12.dll");
  1105. return 1;
  1106. }
  1107. current->Release();
  1108. }
  1109. } while (res != DXGI_ERROR_NOT_FOUND);
  1110. factory->Release();
  1111. getDLLRegister()->releaseDLL("dxgi.dll");
  1112. getDLLRegister()->releaseDLL("d3d12.dll");
  1113. return 0;
  1114. }
  1115. bool Framework::DirectX12::renderGuiBefore3D() const
  1116. {
  1117. return true;
  1118. }