DX12GraphicsApi.cpp 32 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 "DX12Texture.h"
  12. #include "DX12TLAS.h"
  13. #include "Globals.h"
  14. #include "Image.h"
  15. #include "Model3D.h"
  16. #include "Model3DList.h"
  17. #include "Screen.h"
  18. #include "Shader.h"
  19. #include "TextureList.h"
  20. #include "TextureModel.h"
  21. #include "Window.h"
  22. #include "World3D.h"
  23. using namespace Framework;
  24. DirectX12::DirectX12()
  25. : GraphicsApi(DIRECTX12),
  26. debug(0),
  27. device(0),
  28. infoQueue(0),
  29. directCommandQueue(0),
  30. copyCommandQueue(0),
  31. computeCommandQueue(0),
  32. swapChain(0),
  33. rtvHeap(0),
  34. dsvHeap(0),
  35. depthBuffer(0),
  36. backBufferIndex(0),
  37. tearing(0),
  38. viewPort(0),
  39. allowedRenderArea(0),
  40. vertexBufferView(0),
  41. indexBufferView(0),
  42. signature(0),
  43. texturModel(0),
  44. uiTexture(0),
  45. texturRegister(new TextureList()),
  46. blasModels(0),
  47. worldTLAS(0),
  48. lastTLASId(-1),
  49. lastModelId(-1)
  50. {
  51. for (int i = 0; i < 2; i++)
  52. backBuffer[i] = 0;
  53. }
  54. DirectX12::~DirectX12()
  55. {
  56. if (blasModels)
  57. {
  58. for (int i = 0; i <= lastModelId; i++)
  59. {
  60. if (blasModels[i]) blasModels[i]->release();
  61. }
  62. delete[] blasModels;
  63. }
  64. if (worldTLAS)
  65. {
  66. for (int i = 0; i <= lastTLASId; i++)
  67. {
  68. if (worldTLAS[i]) worldTLAS[i]->release();
  69. }
  70. delete[] worldTLAS;
  71. }
  72. if (directCommandQueue)
  73. {
  74. directCommandQueue->flush();
  75. directCommandQueue->release();
  76. }
  77. if (copyCommandQueue)
  78. {
  79. copyCommandQueue->flush();
  80. copyCommandQueue->release();
  81. }
  82. if (computeCommandQueue)
  83. {
  84. computeCommandQueue->flush();
  85. computeCommandQueue->release();
  86. }
  87. if (depthBuffer) depthBuffer->Release();
  88. if (dsvHeap) dsvHeap->Release();
  89. texturRegister->release();
  90. if (uiTexture) uiTexture->release();
  91. if (texturModel) texturModel->release();
  92. if (signature) signature->Release();
  93. delete indexBufferView;
  94. delete vertexBufferView;
  95. delete allowedRenderArea;
  96. delete viewPort;
  97. for (int i = 0; i < 2; i++)
  98. {
  99. if (backBuffer[i]) backBuffer[i]->Release();
  100. }
  101. if (rtvHeap) rtvHeap->Release();
  102. if (swapChain) swapChain->Release();
  103. if (infoQueue) infoQueue->Release();
  104. if (device)
  105. {
  106. device->Release();
  107. getDLLRegister()->releaseDLL("dxgi.dll");
  108. getDLLRegister()->releaseDLL("d3d12.dll");
  109. }
  110. if (debug) debug->Release();
  111. }
  112. void DirectX12::updateBottomLevelAccelerationStructure()
  113. {
  114. bool updateRequired = 0;
  115. for (const Model3DData* model : *modelList->zModels())
  116. {
  117. if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
  118. {
  119. updateRequired = true;
  120. break;
  121. }
  122. }
  123. int bufferCount = 0;
  124. if (updateRequired)
  125. {
  126. for (const Model3DData* model : *modelList->zModels())
  127. {
  128. int id = model->getId();
  129. blasModels[id]->calculateBuffers();
  130. bufferCount += blasModels[id]->getBufferCount();
  131. }
  132. directCommandQueue
  133. ->execute(); // TODO: check if this is realy necessary
  134. // here, because maybe the command list is
  135. // executed in the render function anyway
  136. }
  137. }
  138. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  139. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  140. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  141. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  142. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  143. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  144. void DirectX12::initialize(
  145. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  146. {
  147. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  148. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  149. if (!dxgiDLL)
  150. {
  151. WMessageBox(fenster->getWindowHandle(),
  152. new Text("Fehler"),
  153. new Text("dxgi.dll konnte nicht gefunden werden."),
  154. MB_ICONERROR);
  155. return;
  156. }
  157. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  158. if (!d3d12DLL)
  159. {
  160. getDLLRegister()->releaseDLL("dxgi.dll");
  161. WMessageBox(fenster->getWindowHandle(),
  162. new Text("Fehler"),
  163. new Text("DirectX 12 konnte nicht gefunden werden."),
  164. MB_ICONERROR);
  165. return;
  166. }
  167. // CreateDXGIFactory2
  168. CreateDXGIFactory2Function createFactory
  169. = (CreateDXGIFactory2Function)GetProcAddress(
  170. dxgiDLL, "CreateDXGIFactory2");
  171. if (!createFactory)
  172. {
  173. getDLLRegister()->releaseDLL("dxgi.dll");
  174. getDLLRegister()->releaseDLL("d3d12.dll");
  175. WMessageBox(fenster->getWindowHandle(),
  176. new Text("Fehler"),
  177. new Text(
  178. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  179. "nicht gefunden werden."),
  180. MB_ICONERROR);
  181. return;
  182. }
  183. // D3D12CreateDevice
  184. D3D12CreateDeviceFunction createDevice
  185. = (D3D12CreateDeviceFunction)GetProcAddress(
  186. d3d12DLL, "D3D12CreateDevice");
  187. if (!createDevice)
  188. {
  189. getDLLRegister()->releaseDLL("dxgi.dll");
  190. getDLLRegister()->releaseDLL("d3d12.dll");
  191. WMessageBox(fenster->getWindowHandle(),
  192. new Text("Fehler"),
  193. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  194. "konnte nicht gefunden werden."),
  195. MB_ICONERROR);
  196. return;
  197. }
  198. // D3D12SerializeVersionedRootSignature
  199. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  200. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  201. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  202. // D3D12SerializeRootSignature
  203. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  204. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  205. d3d12DLL, "D3D12SerializeRootSignature");
  206. bool debugDXGI = 0;
  207. #ifdef _DEBUG
  208. IDXGIInfoQueue* dxgiInfoQueue;
  209. if (debugDX)
  210. {
  211. // D3D12GetDebugInterface
  212. D3D12GetDebugInterfaceFunction getDebugInterface
  213. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  214. d3d12DLL, "D3D12GetDebugInterface");
  215. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  216. debug->EnableDebugLayer();
  217. // DXGIGetDebugInterface1
  218. DXGIGetDebugInterface1Function dxgiDebugInterface
  219. = (DXGIGetDebugInterface1Function)GetProcAddress(
  220. dxgiDLL, "DXGIGetDebugInterface1");
  221. if (SUCCEEDED(dxgiDebugInterface(
  222. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  223. debugDXGI = 1;
  224. }
  225. #endif
  226. IDXGIFactory6* factory;
  227. UINT createFactoryFlags = 0;
  228. #if defined(_DEBUG)
  229. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  230. #endif
  231. HRESULT res = createFactory(
  232. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  233. if (FAILED(res))
  234. {
  235. getDLLRegister()->releaseDLL("dxgi.dll");
  236. getDLLRegister()->releaseDLL("d3d12.dll");
  237. Logging::error() << "ERROR DXGI: createFactory returned " << res
  238. << "\n";
  239. WMessageBox(fenster->getWindowHandle(),
  240. new Text("Fehler"),
  241. new Text("createFactory ist Fehlgeschlagen."),
  242. MB_ICONERROR);
  243. return;
  244. }
  245. IDXGIAdapter1* adapter = 0;
  246. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  247. != factory->EnumAdapterByGpuPreference(adapterID,
  248. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  249. __uuidof(IDXGIAdapter1),
  250. (void**)&adapter);
  251. ++adapterID)
  252. {
  253. DXGI_ADAPTER_DESC1 desc;
  254. adapter->GetDesc1(&desc);
  255. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  256. {
  257. adapter->Release();
  258. // Don't select the Basic Render Driver adapter.
  259. continue;
  260. }
  261. // Check to see if the adapter supports Direct3D 12, but don't create
  262. // the actual device yet.
  263. if (SUCCEEDED(createDevice(adapter,
  264. D3D_FEATURE_LEVEL_12_1,
  265. _uuidof(ID3D12Device),
  266. nullptr)))
  267. {
  268. char buff[256] = {};
  269. printf_s(buff,
  270. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  271. adapterID,
  272. desc.VendorId,
  273. desc.DeviceId,
  274. desc.Description);
  275. Logging::info() << buff;
  276. break;
  277. }
  278. adapter->Release();
  279. }
  280. if (!adapter)
  281. {
  282. if (FAILED(factory->EnumWarpAdapter(
  283. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  284. Logging::error()
  285. << "ERROR: WARP12 not available. Enable the 'Graphics "
  286. "Tools' optional feature";
  287. }
  288. if (!adapter)
  289. {
  290. factory->Release();
  291. getDLLRegister()->releaseDLL("dxgi.dll");
  292. getDLLRegister()->releaseDLL("d3d12.dll");
  293. WMessageBox(fenster->getWindowHandle(),
  294. new Text("Fehler"),
  295. new Text("Es wurde keine passende Grafigkarte gefunden."),
  296. MB_ICONERROR);
  297. return;
  298. }
  299. res = createDevice(adapter,
  300. D3D_FEATURE_LEVEL_12_1,
  301. __uuidof(ID3D12Device5),
  302. (void**)&device);
  303. adapter->Release();
  304. if (FAILED(res))
  305. {
  306. factory->Release();
  307. getDLLRegister()->releaseDLL("dxgi.dll");
  308. getDLLRegister()->releaseDLL("d3d12.dll");
  309. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  310. WMessageBox(fenster->getWindowHandle(),
  311. new Text("Fehler"),
  312. new Text("createDevice ist Fehlgeschlagen."),
  313. MB_ICONERROR);
  314. return;
  315. }
  316. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  317. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  318. &featureSupportData,
  319. sizeof(featureSupportData));
  320. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  321. {
  322. device->Release();
  323. factory->Release();
  324. getDLLRegister()->releaseDLL("dxgi.dll");
  325. getDLLRegister()->releaseDLL("d3d12.dll");
  326. Logging::error() << "ERROR: Raytracing is not available\n";
  327. WMessageBox(fenster->getWindowHandle(),
  328. new Text("Fehler"),
  329. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  330. "verwendet werden."),
  331. MB_ICONERROR);
  332. return;
  333. }
  334. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  335. if (SUCCEEDED(res))
  336. {
  337. if (debugDX)
  338. {
  339. infoQueue->SetBreakOnSeverity(
  340. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  341. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  342. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  343. }
  344. // Suppress individual messages by their ID
  345. D3D12_MESSAGE_ID DenyIds[] = {
  346. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  347. // I'm really not sure how to avoid this message.
  348. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  349. // using capture frame while
  350. // graphics debugging.
  351. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  352. // when using capture
  353. // frame while graphics
  354. // debugging.
  355. };
  356. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  357. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  358. NewFilter.DenyList.pSeverityList = 0; // Severities;
  359. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  360. NewFilter.DenyList.pIDList = DenyIds;
  361. infoQueue->PushStorageFilter(&NewFilter);
  362. }
  363. directCommandQueue = new DX12DirectCommandQueue(device);
  364. copyCommandQueue = new DX12CopyCommandQueue(device);
  365. computeCommandQueue = new DX12ComputeCommandQueue(device);
  366. IDXGIFactory5* fac5 = 0;
  367. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  368. if (fac5)
  369. {
  370. res = fac5->CheckFeatureSupport(
  371. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  372. if (FAILED(res)) tearing = 0;
  373. fac5->Release();
  374. }
  375. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  376. swapChainDesc.Width = backBufferSize.x;
  377. swapChainDesc.Height = backBufferSize.y;
  378. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  379. swapChainDesc.Stereo = FALSE;
  380. swapChainDesc.SampleDesc = {1, 0};
  381. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  382. swapChainDesc.BufferCount = 2;
  383. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  384. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  385. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  386. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  387. IDXGISwapChain1* tmpSwapChain;
  388. res = factory->CreateSwapChainForHwnd(directCommandQueue->zQueue(),
  389. fenster->getWindowHandle(),
  390. &swapChainDesc,
  391. 0,
  392. 0,
  393. &tmpSwapChain);
  394. if (FAILED(res))
  395. {
  396. factory->Release();
  397. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  398. << "\n";
  399. WMessageBox(fenster->getWindowHandle(),
  400. new Text("Fehler"),
  401. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  402. MB_ICONERROR);
  403. return;
  404. }
  405. res = tmpSwapChain->QueryInterface(
  406. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  407. tmpSwapChain->Release();
  408. if (FAILED(res))
  409. {
  410. factory->Release();
  411. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  412. WMessageBox(fenster->getWindowHandle(),
  413. new Text("Fehler"),
  414. new Text("QueryInterface ist Fehlgeschlagen."),
  415. MB_ICONERROR);
  416. return;
  417. }
  418. factory->MakeWindowAssociation(
  419. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  420. D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {};
  421. rtvhdesc.NumDescriptors = 2; // back buffer count
  422. rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  423. rtvhdesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  424. res = device->CreateDescriptorHeap(
  425. &rtvhdesc, __uuidof(ID3D12DescriptorHeap), (void**)&rtvHeap);
  426. if (FAILED(res))
  427. {
  428. factory->Release();
  429. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  430. << "\n";
  431. WMessageBox(fenster->getWindowHandle(),
  432. new Text("Fehler"),
  433. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  434. MB_ICONERROR);
  435. return;
  436. }
  437. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  438. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  439. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
  440. rtvHeap->GetCPUDescriptorHandleForHeapStart());
  441. for (int i = 0; i < 2; i++)
  442. {
  443. ID3D12Resource* backBuffer;
  444. res = swapChain->GetBuffer(
  445. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  446. if (FAILED(res))
  447. {
  448. factory->Release();
  449. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  450. WMessageBox(fenster->getWindowHandle(),
  451. new Text("Fehler"),
  452. new Text("GetBuffer ist Fehlgeschlagen."),
  453. MB_ICONERROR);
  454. return;
  455. }
  456. device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
  457. this->backBuffer[i] = backBuffer;
  458. rtvHandle.ptr += rtvDescriptorSize;
  459. }
  460. viewPort = new D3D12_VIEWPORT();
  461. viewPort->Width = (float)this->backBufferSize.x;
  462. viewPort->Height = (float)this->backBufferSize.y;
  463. viewPort->MinDepth = 0.0f;
  464. viewPort->MaxDepth = 1.0f;
  465. viewPort->TopLeftX = 0.0f;
  466. viewPort->TopLeftY = 0.0f;
  467. allowedRenderArea = new D3D12_RECT();
  468. allowedRenderArea->left = 0;
  469. allowedRenderArea->top = 0;
  470. allowedRenderArea->right = LONG_MAX;
  471. allowedRenderArea->bottom = LONG_MAX;
  472. texturModel = new TextureModel(this, "_framework_gui_");
  473. Image* renderB = new Image(1);
  474. renderB->setAlpha3D(1);
  475. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  476. uiTexture = createOrGetTexture("_f_Render_Image", renderB);
  477. texturModel->setSize(Vec2<float>(2.f, 2.f));
  478. texturModel->setTexture(dynamic_cast<Texture*>(uiTexture->getThis()));
  479. vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW();
  480. vertexBufferView->StrideInBytes = sizeof(Vertex3D);
  481. indexBufferView = new D3D12_INDEX_BUFFER_VIEW();
  482. indexBufferView->Format = DXGI_FORMAT_R32_UINT;
  483. D3D12_CLEAR_VALUE optimizedClearValue = {};
  484. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  485. optimizedClearValue.DepthStencil = {1.0f, 0};
  486. CD3DX12_HEAP_PROPERTIES heapProp
  487. = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
  488. CD3DX12_RESOURCE_DESC heapDesc
  489. = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
  490. this->backBufferSize.x,
  491. this->backBufferSize.y,
  492. 1,
  493. 0,
  494. 1,
  495. 0,
  496. D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  497. res = device->CreateCommittedResource(&heapProp,
  498. D3D12_HEAP_FLAG_NONE,
  499. &heapDesc,
  500. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  501. &optimizedClearValue,
  502. __uuidof(ID3D12Resource),
  503. (void**)&depthBuffer);
  504. if (FAILED(res))
  505. {
  506. factory->Release();
  507. Logging::error() << "ERROR: CreateCommittedResource returned " << res
  508. << "\n";
  509. WMessageBox(fenster->getWindowHandle(),
  510. new Text("Fehler"),
  511. new Text("CreateCommittedResource ist Fehlgeschlagen."),
  512. MB_ICONERROR);
  513. return;
  514. }
  515. D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
  516. dsvHeapDesc.NumDescriptors = 1;
  517. dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  518. dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  519. res = device->CreateDescriptorHeap(
  520. &dsvHeapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&dsvHeap);
  521. if (FAILED(res))
  522. {
  523. factory->Release();
  524. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  525. << "\n";
  526. WMessageBox(fenster->getWindowHandle(),
  527. new Text("Fehler"),
  528. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  529. MB_ICONERROR);
  530. return;
  531. }
  532. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  533. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  534. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  535. dsv.Texture2D.MipSlice = 0;
  536. dsv.Flags = D3D12_DSV_FLAG_NONE;
  537. device->CreateDepthStencilView(
  538. depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
  539. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  540. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  541. if (FAILED(device->CheckFeatureSupport(
  542. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  543. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  544. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  545. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  546. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  547. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  548. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  549. D3D12_DESCRIPTOR_RANGE1 range[2];
  550. range[0].NumDescriptors = 5;
  551. range[0].BaseShaderRegister = 0;
  552. range[0].RegisterSpace = 0;
  553. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  554. range[0].OffsetInDescriptorsFromTableStart
  555. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  556. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  557. range[1].NumDescriptors = 1;
  558. range[1].BaseShaderRegister = 0;
  559. range[1].RegisterSpace = 0;
  560. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  561. range[1].OffsetInDescriptorsFromTableStart
  562. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  563. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  564. D3D12_ROOT_PARAMETER1 rootParameters[1];
  565. rootParameters[0].ParameterType
  566. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  567. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  568. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  569. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  570. D3D12_STATIC_SAMPLER_DESC sampler = {};
  571. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  572. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  573. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  574. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  575. sampler.MipLODBias = 0;
  576. sampler.MaxAnisotropy = 0;
  577. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  578. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  579. sampler.MinLOD = 0.0f;
  580. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  581. sampler.ShaderRegister = 0;
  582. sampler.RegisterSpace = 0;
  583. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  584. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  585. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  586. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  587. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  588. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  589. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  590. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  591. ID3DBlob* rootSignature;
  592. ID3DBlob* error;
  593. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  594. featureData.HighestVersion,
  595. &rootSignature,
  596. &error,
  597. d3d12svrsf,
  598. d3d12srsf);
  599. if (FAILED(res))
  600. {
  601. factory->Release();
  602. Logging::error()
  603. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  604. << "\n";
  605. WMessageBox(fenster->getWindowHandle(),
  606. new Text("Fehler"),
  607. new Text(
  608. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  609. MB_ICONERROR);
  610. if (error) error->Release();
  611. return;
  612. }
  613. res = device->CreateRootSignature(0,
  614. rootSignature->GetBufferPointer(),
  615. rootSignature->GetBufferSize(),
  616. __uuidof(ID3D12RootSignature),
  617. (void**)&signature);
  618. if (FAILED(res))
  619. {
  620. factory->Release();
  621. Logging::error() << "ERROR: CreateRootSignature returned " << res
  622. << "\n";
  623. WMessageBox(fenster->getWindowHandle(),
  624. new Text("Fehler"),
  625. new Text("CreateRootSignature ist Fehlgeschlagen."),
  626. MB_ICONERROR);
  627. return;
  628. }
  629. rootSignature->Release();
  630. D3D12_RASTERIZER_DESC rdesc;
  631. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  632. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  633. rdesc.FrontCounterClockwise = 0;
  634. rdesc.DepthBias = 0;
  635. rdesc.DepthBiasClamp = 0.f;
  636. rdesc.SlopeScaledDepthBias = 0.f;
  637. rdesc.DepthClipEnable = 1;
  638. rdesc.MultisampleEnable = 0;
  639. rdesc.AntialiasedLineEnable = 0;
  640. rdesc.ForcedSampleCount = 0;
  641. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  642. uiTexture->updateTextur();
  643. directCommandQueue->execute();
  644. factory->Release();
  645. }
  646. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  647. {
  648. D3D12_RESOURCE_BARRIER barrier;
  649. ZeroMemory(&barrier, sizeof(barrier));
  650. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  651. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  652. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  653. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  654. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  655. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  656. // TODO
  657. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  658. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  659. if (fill3D)
  660. {
  661. float color[4];
  662. // Setup the color to clear the buffer.
  663. color[0] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  664. color[1] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  665. color[2] = (fillColor & 0xFF) / 255.f; // B
  666. color[3] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  667. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  668. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  669. D3D12_CPU_DESCRIPTOR_HANDLE rtv
  670. = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  671. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  672. // TODO
  673. // directCommandQueue->getCommandList()->OMSetRenderTargets(1, &rtv, 0,
  674. // 0);
  675. // directCommandQueue->getCommandList()->ClearRenderTargetView(
  676. // rtv, color, 0, 0);
  677. }
  678. uiTexture->updateTextur();
  679. }
  680. void DirectX12::renderKamera(Cam3D* zKamera)
  681. {
  682. // TODO
  683. // directCommandQueue->getCommandList()->RSSetViewports(
  684. // 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  685. Mat4<float> identity = Mat4<float>::identity();
  686. World3D* w = zKamera->zWorld();
  687. if (w->getId() < 0)
  688. {
  689. w->setId(++lastTLASId);
  690. DX12TLAS** tmp = new DX12TLAS*[lastTLASId + 1];
  691. if (lastTLASId)
  692. {
  693. memcpy(tmp, worldTLAS, sizeof(DX12TLAS*) * lastTLASId);
  694. }
  695. tmp[lastTLASId] = new DX12TLAS(device, directCommandQueue);
  696. delete[] worldTLAS;
  697. worldTLAS = tmp;
  698. }
  699. DX12TLAS* tlas = worldTLAS[w->getId()];
  700. tlas->startUpdate();
  701. int objectIndex = 0;
  702. int instanceIndex = 0;
  703. w->render(
  704. [this, &tlas, &objectIndex, &instanceIndex, &identity](Model3D* obj) {
  705. obj->calculateMatrices(identity, matrixBuffer);
  706. int modelId = obj->zModelData()->getId();
  707. DX12BLASModel* blasModel = blasModels[modelId];
  708. ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
  709. for (const DX12BLAS* blas : *blasModel->zBLAS())
  710. {
  711. D3D12_RAYTRACING_INSTANCE_DESC* desc = tlas->nextInstanceDesc();
  712. desc->InstanceID = objectIndex;
  713. desc->InstanceContributionToHitGroupIndex = objectIndex;
  714. desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
  715. desc->InstanceMask = 0xFF;
  716. desc->AccelerationStructure
  717. = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
  718. memcpy(desc->Transform,
  719. &matrixBuffer[boneIds.val()],
  720. sizeof(float) * 12);
  721. boneIds++;
  722. instanceIndex++;
  723. }
  724. objectIndex++;
  725. });
  726. tlas->endUpdate();
  727. // TODO: call ray tracing
  728. }
  729. void Framework::DirectX12::renderKamera(Cam3D* zKamera, Texture* zTarget)
  730. {
  731. // TODO: implement rendering to a texture target
  732. }
  733. void DirectX12::presentFrame()
  734. {
  735. // TODO
  736. // directCommandQueue->getCommandList()->RSSetViewports(1, viewPort);
  737. viewAndProj[0] = Mat4<float>::identity();
  738. viewAndProj[1] = Mat4<float>::identity();
  739. D3D12_RESOURCE_BARRIER barrier;
  740. ZeroMemory(&barrier, sizeof(barrier));
  741. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  742. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  743. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  744. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  745. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  746. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  747. // TODO
  748. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  749. copyCommandQueue->execute();
  750. directCommandQueue->execute();
  751. swapChain->Present(0, 0);
  752. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  753. }
  754. Texture* DirectX12::createOrGetTexture(const char* name, Image* b)
  755. {
  756. if (!device)
  757. {
  758. if (b) b->release();
  759. return 0;
  760. }
  761. if (texturRegister->hasTexture(name))
  762. {
  763. Texture* ret = texturRegister->getTexture(name);
  764. if (b) ret->setImageZ(b);
  765. return ret;
  766. }
  767. Texture* ret
  768. = new DX12Texture(device, copyCommandQueue, directCommandQueue);
  769. if (b) ret->setImageZ(b);
  770. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  771. ret->updateTextur();
  772. copyCommandQueue->execute();
  773. directCommandQueue->execute();
  774. return ret;
  775. }
  776. Image* DirectX12::zUIRenderImage() const
  777. {
  778. return uiTexture ? uiTexture->zImage() : 0;
  779. }
  780. bool DirectX12::isAvailable()
  781. {
  782. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  783. if (!dxgiDLL) return 0;
  784. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  785. if (!d3d12DLL)
  786. {
  787. getDLLRegister()->releaseDLL("dxgi.dll");
  788. return 0;
  789. }
  790. CreateDXGIFactory2Function createFactory
  791. = (CreateDXGIFactory2Function)GetProcAddress(
  792. dxgiDLL, "CreateDXGIFactory2");
  793. if (!createFactory)
  794. {
  795. getDLLRegister()->releaseDLL("dxgi.dll");
  796. getDLLRegister()->releaseDLL("d3d12.dll");
  797. return 0;
  798. }
  799. D3D12CreateDeviceFunction createDevice
  800. = (D3D12CreateDeviceFunction)GetProcAddress(
  801. d3d12DLL, "D3D12CreateDevice");
  802. if (!createDevice)
  803. {
  804. getDLLRegister()->releaseDLL("dxgi.dll");
  805. getDLLRegister()->releaseDLL("d3d12.dll");
  806. return 0;
  807. }
  808. #ifdef _DEBUG
  809. D3D12GetDebugInterfaceFunction getDebugInterface
  810. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  811. d3d12DLL, "D3D12GetDebugInterface");
  812. ID3D12Debug* debug = 0;
  813. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  814. debug->EnableDebugLayer();
  815. #endif
  816. IDXGIFactory4* factory;
  817. UINT createFactoryFlags = 0;
  818. #ifdef _DEBUG
  819. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  820. #endif
  821. HRESULT res = createFactory(
  822. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  823. if (FAILED(res))
  824. {
  825. getDLLRegister()->releaseDLL("dxgi.dll");
  826. getDLLRegister()->releaseDLL("d3d12.dll");
  827. return 0;
  828. }
  829. int index = 0;
  830. do
  831. {
  832. IDXGIAdapter1* current;
  833. res = factory->EnumAdapters1(index++, &current);
  834. if (res == S_OK)
  835. {
  836. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  837. current->GetDesc1(&dxgiAdapterDesc1);
  838. ID3D12Device5* device = 0;
  839. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  840. && SUCCEEDED(createDevice(current,
  841. D3D_FEATURE_LEVEL_12_1,
  842. __uuidof(ID3D12Device5),
  843. (void**)&device)))
  844. {
  845. device->Release();
  846. current->Release();
  847. factory->Release();
  848. #ifdef _DEBUG
  849. debug->Release();
  850. #endif
  851. getDLLRegister()->releaseDLL("dxgi.dll");
  852. getDLLRegister()->releaseDLL("d3d12.dll");
  853. return 1;
  854. }
  855. current->Release();
  856. }
  857. } while (res != DXGI_ERROR_NOT_FOUND);
  858. factory->Release();
  859. getDLLRegister()->releaseDLL("dxgi.dll");
  860. getDLLRegister()->releaseDLL("d3d12.dll");
  861. return 0;
  862. }
  863. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  864. {
  865. throw "Sorry, support for structured buffers will come eventualy"; // TODO:
  866. // support
  867. // structured
  868. // buffers
  869. }