DX12GraphicsApi.h 3.2 KB

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  1. #pragma once
  2. #include "DX12Buffer.h"
  3. #include "GraphicsApi.h"
  4. //! DirectX 12 Types
  5. struct ID3D12Debug;
  6. struct ID3D12Device5;
  7. struct ID3D12InfoQueue;
  8. struct ID3D12CommandQueue;
  9. struct IDXGISwapChain4;
  10. struct ID3D12DescriptorHeap;
  11. struct ID3D12Resource;
  12. struct ID3D12CommandAllocator;
  13. struct ID3D12Fence;
  14. struct D3D12_VIEWPORT;
  15. struct D3D12_VERTEX_BUFFER_VIEW;
  16. struct D3D12_INDEX_BUFFER_VIEW;
  17. struct ID3D12RootSignature;
  18. struct ID3D12PipelineState;
  19. struct ID3D12GraphicsCommandList4;
  20. struct D3D12_RAYTRACING_INSTANCE_DESC;
  21. namespace Framework
  22. {
  23. class DX12Buffer;
  24. class DX12DirectCommandQueue;
  25. class DX12CopyCommandQueue;
  26. class DX12ComputeCommandQueue;
  27. class DX12PixelShader;
  28. class DX12VertexShader;
  29. class DX12VertexBuffer;
  30. class DX12IndexBuffer;
  31. class DX12BLASModel;
  32. class TextureList;
  33. class TextureModel;
  34. class DX12TLAS;
  35. class DX12Texture;
  36. class DX12Pipeline;
  37. class DirectX12 : public GraphicsApi
  38. {
  39. private:
  40. ID3D12Debug* debug;
  41. ID3D12Device5* device;
  42. ID3D12InfoQueue* infoQueue;
  43. DX12DirectCommandQueue* directCommandQueue;
  44. DX12CopyCommandQueue* copyCommandQueue;
  45. DX12ComputeCommandQueue* computeCommandQueue;
  46. IDXGISwapChain4* swapChain;
  47. ID3D12DescriptorHeap* rtvHeap;
  48. ID3D12DescriptorHeap* dsvHeap;
  49. ID3D12Resource* depthBuffer;
  50. ID3D12Resource* backBuffer[2];
  51. int backBufferIndex;
  52. int tearing;
  53. D3D12_VIEWPORT* viewPort;
  54. tagRECT* allowedRenderArea;
  55. D3D12_VERTEX_BUFFER_VIEW* vertexBufferView;
  56. D3D12_INDEX_BUFFER_VIEW* indexBufferView;
  57. ID3D12RootSignature* signature;
  58. Mat4<float> matrixBuffer[MAX_KNOCHEN_ANZ];
  59. Mat4<float> viewAndProj[2];
  60. Vec3<float> kamPos;
  61. Texture* uiTexture;
  62. TextureList* texturRegister;
  63. DX12BLASModel** blasModels;
  64. DX12TLAS** worldTLAS;
  65. DX12ShaderBindingTable** worldShaderBindingTables;
  66. int lastTLASId;
  67. int lastModelId;
  68. DX12Texture* defaultRenderTarget;
  69. DX12Pipeline* pipeline;
  70. public:
  71. DLLEXPORT DirectX12();
  72. DLLEXPORT ~DirectX12();
  73. private:
  74. DLLEXPORT void updateBottomLevelAccelerationStructure();
  75. DLLEXPORT void renderKamera(
  76. Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible);
  77. public:
  78. DLLEXPORT void initialize(NativeWindow* fenster,
  79. Vec2<int> backBufferSize,
  80. bool fullScreen) override;
  81. DLLEXPORT void beginFrame(
  82. bool fill2D, bool fill3D, int fillColor) override;
  83. DLLEXPORT void renderKamera(Cam3D* zKamera) override;
  84. DLLEXPORT virtual void renderKamera(
  85. Cam3D* zKamera, Texture* zTarget) override;
  86. //! TODO: DLLEXPORT void renderKamera( Cam3D* zKamera, Texture* zTarget
  87. //! ) override;
  88. DLLEXPORT void presentFrame() override;
  89. DLLEXPORT Texture* createOrGetTexture(
  90. const char* name, Image* b, TextureDirection dir) override;
  91. DLLEXPORT Image* zUIRenderImage() const override;
  92. DLLEXPORT virtual DXBuffer* createStructuredBuffer(int eSize) override;
  93. DLLEXPORT void setPipeline(DX12Pipeline* pipeline);
  94. DLLEXPORT static bool isAvailable();
  95. };
  96. } // namespace Framework