DX12GraphicsApi.cpp 37 KB

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  1. #include <d3d11.h>
  2. #include <d3d12.h>
  3. #include <dxgi1_6.h>
  4. #include <dxgidebug.h>
  5. #include "Camera3D.h"
  6. #include "d3dx12.h"
  7. #include "DLLRegister.h"
  8. #include "DX12Buffer.h"
  9. #include "DX12CommandQueue.h"
  10. #include "DX12PixelShader.h"
  11. #include "DX12Shader.h"
  12. #include "DX12Texture.h"
  13. #include "DX12VertexShader.h"
  14. #include "Globals.h"
  15. #include "GraphicsApi.h"
  16. #include "Image.h"
  17. #include "Model3D.h"
  18. #include "Model3DList.h"
  19. #include "Shader.h"
  20. #include "TextureList.h"
  21. #include "TextureModel.h"
  22. #include "Window.h"
  23. #include "World3D.h"
  24. using namespace Framework;
  25. DirectX12::DirectX12()
  26. : GraphicsApi(DIRECTX12),
  27. debug(0),
  28. device(0),
  29. infoQueue(0),
  30. directCommandQueue(0),
  31. copyCommandQueue(0),
  32. computeCommandQueue(0),
  33. swapChain(0),
  34. rtvHeap(0),
  35. dsvHeap(0),
  36. shaderBufferHeap(0),
  37. depthBuffer(0),
  38. backBufferIndex(0),
  39. tearing(0),
  40. viewPort(0),
  41. allowedRenderArea(0),
  42. vertexBufferView(0),
  43. indexBufferView(0),
  44. signature(0),
  45. pipeline(0),
  46. texturModel(0),
  47. uiTexture(0),
  48. texturRegister(new TextureList()),
  49. vertexShader(0),
  50. pixelShader(0)
  51. {
  52. for (int i = 0; i < 2; i++)
  53. backBuffer[i] = 0;
  54. }
  55. DirectX12::~DirectX12()
  56. {
  57. if (directCommandQueue)
  58. {
  59. directCommandQueue->flush();
  60. directCommandQueue->release();
  61. }
  62. if (copyCommandQueue)
  63. {
  64. copyCommandQueue->flush();
  65. copyCommandQueue->release();
  66. }
  67. if (computeCommandQueue)
  68. {
  69. computeCommandQueue->flush();
  70. computeCommandQueue->release();
  71. }
  72. if (depthBuffer) depthBuffer->Release();
  73. if (dsvHeap) dsvHeap->Release();
  74. if (shaderBufferHeap) shaderBufferHeap->Release();
  75. if (vertexShader) vertexShader->release();
  76. if (pixelShader) pixelShader->release();
  77. texturRegister->release();
  78. if (uiTexture) uiTexture->release();
  79. if (texturModel) texturModel->release();
  80. if (pipeline) pipeline->Release();
  81. if (signature) signature->Release();
  82. delete indexBufferView;
  83. delete vertexBufferView;
  84. delete allowedRenderArea;
  85. delete viewPort;
  86. for (int i = 0; i < 2; i++)
  87. {
  88. if (backBuffer[i]) backBuffer[i]->Release();
  89. }
  90. if (rtvHeap) rtvHeap->Release();
  91. if (swapChain) swapChain->Release();
  92. if (infoQueue) infoQueue->Release();
  93. if (device)
  94. {
  95. device->Release();
  96. getDLLRegister()->releaseDLL("dxgi.dll");
  97. getDLLRegister()->releaseDLL("d3d12.dll");
  98. }
  99. if (debug) debug->Release();
  100. }
  101. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  102. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  103. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  104. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  105. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  106. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  107. void DirectX12::initialize(
  108. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  109. {
  110. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  111. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  112. if (!dxgiDLL)
  113. {
  114. WMessageBox(fenster->getWindowHandle(),
  115. new Text("Fehler"),
  116. new Text("dxgi.dll konnte nicht gefunden werden."),
  117. MB_ICONERROR);
  118. return;
  119. }
  120. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  121. if (!d3d12DLL)
  122. {
  123. getDLLRegister()->releaseDLL("dxgi.dll");
  124. WMessageBox(fenster->getWindowHandle(),
  125. new Text("Fehler"),
  126. new Text("DirectX 12 konnte nicht gefunden werden."),
  127. MB_ICONERROR);
  128. return;
  129. }
  130. // CreateDXGIFactory2
  131. CreateDXGIFactory2Function createFactory
  132. = (CreateDXGIFactory2Function)GetProcAddress(
  133. dxgiDLL, "CreateDXGIFactory2");
  134. if (!createFactory)
  135. {
  136. getDLLRegister()->releaseDLL("dxgi.dll");
  137. getDLLRegister()->releaseDLL("d3d12.dll");
  138. WMessageBox(fenster->getWindowHandle(),
  139. new Text("Fehler"),
  140. new Text(
  141. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  142. "nicht gefunden werden."),
  143. MB_ICONERROR);
  144. return;
  145. }
  146. // D3D12CreateDevice
  147. D3D12CreateDeviceFunction createDevice
  148. = (D3D12CreateDeviceFunction)GetProcAddress(
  149. d3d12DLL, "D3D12CreateDevice");
  150. if (!createDevice)
  151. {
  152. getDLLRegister()->releaseDLL("dxgi.dll");
  153. getDLLRegister()->releaseDLL("d3d12.dll");
  154. WMessageBox(fenster->getWindowHandle(),
  155. new Text("Fehler"),
  156. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  157. "konnte nicht gefunden werden."),
  158. MB_ICONERROR);
  159. return;
  160. }
  161. // D3D12SerializeVersionedRootSignature
  162. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  163. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  164. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  165. // D3D12SerializeRootSignature
  166. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  167. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  168. d3d12DLL, "D3D12SerializeRootSignature");
  169. bool debugDXGI = 0;
  170. #ifdef _DEBUG
  171. IDXGIInfoQueue* dxgiInfoQueue;
  172. if (debugDX)
  173. {
  174. // D3D12GetDebugInterface
  175. D3D12GetDebugInterfaceFunction getDebugInterface
  176. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  177. d3d12DLL, "D3D12GetDebugInterface");
  178. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  179. debug->EnableDebugLayer();
  180. // DXGIGetDebugInterface1
  181. DXGIGetDebugInterface1Function dxgiDebugInterface
  182. = (DXGIGetDebugInterface1Function)GetProcAddress(
  183. dxgiDLL, "DXGIGetDebugInterface1");
  184. if (SUCCEEDED(dxgiDebugInterface(
  185. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  186. debugDXGI = 1;
  187. }
  188. #endif
  189. IDXGIFactory6* factory;
  190. UINT createFactoryFlags = 0;
  191. #if defined(_DEBUG)
  192. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  193. #endif
  194. HRESULT res = createFactory(
  195. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  196. if (FAILED(res))
  197. {
  198. getDLLRegister()->releaseDLL("dxgi.dll");
  199. getDLLRegister()->releaseDLL("d3d12.dll");
  200. Logging::error() << "ERROR DXGI: createFactory returned " << res
  201. << "\n";
  202. WMessageBox(fenster->getWindowHandle(),
  203. new Text("Fehler"),
  204. new Text("createFactory ist Fehlgeschlagen."),
  205. MB_ICONERROR);
  206. return;
  207. }
  208. IDXGIAdapter1* adapter = 0;
  209. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  210. != factory->EnumAdapterByGpuPreference(adapterID,
  211. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  212. __uuidof(IDXGIAdapter1),
  213. (void**)&adapter);
  214. ++adapterID)
  215. {
  216. DXGI_ADAPTER_DESC1 desc;
  217. adapter->GetDesc1(&desc);
  218. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  219. {
  220. adapter->Release();
  221. // Don't select the Basic Render Driver adapter.
  222. continue;
  223. }
  224. // Check to see if the adapter supports Direct3D 12, but don't create
  225. // the actual device yet.
  226. if (SUCCEEDED(createDevice(adapter,
  227. D3D_FEATURE_LEVEL_12_1,
  228. _uuidof(ID3D12Device),
  229. nullptr)))
  230. {
  231. char buff[256] = {};
  232. printf_s(buff,
  233. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  234. adapterID,
  235. desc.VendorId,
  236. desc.DeviceId,
  237. desc.Description);
  238. Logging::info() << buff;
  239. break;
  240. }
  241. adapter->Release();
  242. }
  243. if (!adapter)
  244. {
  245. if (FAILED(factory->EnumWarpAdapter(
  246. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  247. Logging::error()
  248. << "ERROR: WARP12 not available. Enable the 'Graphics "
  249. "Tools' optional feature";
  250. }
  251. if (!adapter)
  252. {
  253. factory->Release();
  254. getDLLRegister()->releaseDLL("dxgi.dll");
  255. getDLLRegister()->releaseDLL("d3d12.dll");
  256. WMessageBox(fenster->getWindowHandle(),
  257. new Text("Fehler"),
  258. new Text("Es wurde keine passende Grafigkarte gefunden."),
  259. MB_ICONERROR);
  260. return;
  261. }
  262. res = createDevice(adapter,
  263. D3D_FEATURE_LEVEL_12_1,
  264. __uuidof(ID3D12Device5),
  265. (void**)&device);
  266. adapter->Release();
  267. if (FAILED(res))
  268. {
  269. factory->Release();
  270. getDLLRegister()->releaseDLL("dxgi.dll");
  271. getDLLRegister()->releaseDLL("d3d12.dll");
  272. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  273. WMessageBox(fenster->getWindowHandle(),
  274. new Text("Fehler"),
  275. new Text("createDevice ist Fehlgeschlagen."),
  276. MB_ICONERROR);
  277. return;
  278. }
  279. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  280. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  281. &featureSupportData,
  282. sizeof(featureSupportData));
  283. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  284. {
  285. device->Release();
  286. factory->Release();
  287. getDLLRegister()->releaseDLL("dxgi.dll");
  288. getDLLRegister()->releaseDLL("d3d12.dll");
  289. Logging::error() << "ERROR: Raytracing is not available\n";
  290. WMessageBox(fenster->getWindowHandle(),
  291. new Text("Fehler"),
  292. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  293. "verwendet werden."),
  294. MB_ICONERROR);
  295. return;
  296. }
  297. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  298. if (SUCCEEDED(res))
  299. {
  300. if (debugDX)
  301. {
  302. infoQueue->SetBreakOnSeverity(
  303. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  304. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  305. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  306. }
  307. // Suppress individual messages by their ID
  308. D3D12_MESSAGE_ID DenyIds[] = {
  309. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  310. // I'm really not sure how to avoid this message.
  311. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  312. // using capture frame while
  313. // graphics debugging.
  314. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  315. // when using capture
  316. // frame while graphics
  317. // debugging.
  318. };
  319. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  320. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  321. NewFilter.DenyList.pSeverityList = 0; // Severities;
  322. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  323. NewFilter.DenyList.pIDList = DenyIds;
  324. infoQueue->PushStorageFilter(&NewFilter);
  325. }
  326. directCommandQueue = new DX12DirectCommandQueue(device);
  327. copyCommandQueue = new DX12CopyCommandQueue(device);
  328. computeCommandQueue = new DX12ComputeCommandQueue(device);
  329. IDXGIFactory5* fac5 = 0;
  330. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  331. if (fac5)
  332. {
  333. res = fac5->CheckFeatureSupport(
  334. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  335. if (FAILED(res)) tearing = 0;
  336. fac5->Release();
  337. }
  338. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  339. swapChainDesc.Width = backBufferSize.x;
  340. swapChainDesc.Height = backBufferSize.y;
  341. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  342. swapChainDesc.Stereo = FALSE;
  343. swapChainDesc.SampleDesc = {1, 0};
  344. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  345. swapChainDesc.BufferCount = 2;
  346. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  347. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  348. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  349. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  350. IDXGISwapChain1* tmpSwapChain;
  351. res = factory->CreateSwapChainForHwnd(directCommandQueue->getQueue(),
  352. fenster->getWindowHandle(),
  353. &swapChainDesc,
  354. 0,
  355. 0,
  356. &tmpSwapChain);
  357. if (FAILED(res))
  358. {
  359. factory->Release();
  360. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  361. << "\n";
  362. WMessageBox(fenster->getWindowHandle(),
  363. new Text("Fehler"),
  364. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  365. MB_ICONERROR);
  366. return;
  367. }
  368. res = tmpSwapChain->QueryInterface(
  369. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  370. tmpSwapChain->Release();
  371. if (FAILED(res))
  372. {
  373. factory->Release();
  374. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  375. WMessageBox(fenster->getWindowHandle(),
  376. new Text("Fehler"),
  377. new Text("QueryInterface ist Fehlgeschlagen."),
  378. MB_ICONERROR);
  379. return;
  380. }
  381. factory->MakeWindowAssociation(
  382. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  383. D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {};
  384. rtvhdesc.NumDescriptors = 2; // back buffer count
  385. rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  386. rtvhdesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  387. res = device->CreateDescriptorHeap(
  388. &rtvhdesc, __uuidof(ID3D12DescriptorHeap), (void**)&rtvHeap);
  389. if (FAILED(res))
  390. {
  391. factory->Release();
  392. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  393. << "\n";
  394. WMessageBox(fenster->getWindowHandle(),
  395. new Text("Fehler"),
  396. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  397. MB_ICONERROR);
  398. return;
  399. }
  400. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  401. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  402. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
  403. rtvHeap->GetCPUDescriptorHandleForHeapStart());
  404. for (int i = 0; i < 2; i++)
  405. {
  406. ID3D12Resource* backBuffer;
  407. res = swapChain->GetBuffer(
  408. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  409. if (FAILED(res))
  410. {
  411. factory->Release();
  412. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  413. WMessageBox(fenster->getWindowHandle(),
  414. new Text("Fehler"),
  415. new Text("GetBuffer ist Fehlgeschlagen."),
  416. MB_ICONERROR);
  417. return;
  418. }
  419. device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
  420. this->backBuffer[i] = backBuffer;
  421. rtvHandle.ptr += rtvDescriptorSize;
  422. }
  423. viewPort = new D3D12_VIEWPORT();
  424. viewPort->Width = (float)this->backBufferSize.x;
  425. viewPort->Height = (float)this->backBufferSize.y;
  426. viewPort->MinDepth = 0.0f;
  427. viewPort->MaxDepth = 1.0f;
  428. viewPort->TopLeftX = 0.0f;
  429. viewPort->TopLeftY = 0.0f;
  430. allowedRenderArea = new D3D12_RECT();
  431. allowedRenderArea->left = 0;
  432. allowedRenderArea->top = 0;
  433. allowedRenderArea->right = LONG_MAX;
  434. allowedRenderArea->bottom = LONG_MAX;
  435. texturModel = new TextureModel(this, "_framework_gui_");
  436. Image* renderB = new Image(1);
  437. renderB->setAlpha3D(1);
  438. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  439. uiTexture = createOrGetTexture("_f_Render_Image", renderB);
  440. texturModel->setSize(Vec2<float>(2.f, 2.f));
  441. texturModel->setTexture(dynamic_cast<Texture*>(uiTexture->getThis()));
  442. vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW();
  443. vertexBufferView->StrideInBytes = sizeof(Vertex3D);
  444. indexBufferView = new D3D12_INDEX_BUFFER_VIEW();
  445. indexBufferView->Format = DXGI_FORMAT_R32_UINT;
  446. D3D12_CLEAR_VALUE optimizedClearValue = {};
  447. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  448. optimizedClearValue.DepthStencil = {1.0f, 0};
  449. CD3DX12_HEAP_PROPERTIES heapProp
  450. = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
  451. CD3DX12_RESOURCE_DESC heapDesc
  452. = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
  453. this->backBufferSize.x,
  454. this->backBufferSize.y,
  455. 1,
  456. 0,
  457. 1,
  458. 0,
  459. D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  460. res = device->CreateCommittedResource(&heapProp,
  461. D3D12_HEAP_FLAG_NONE,
  462. &heapDesc,
  463. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  464. &optimizedClearValue,
  465. __uuidof(ID3D12Resource),
  466. (void**)&depthBuffer);
  467. if (FAILED(res))
  468. {
  469. factory->Release();
  470. Logging::error() << "ERROR: CreateCommittedResource returned " << res
  471. << "\n";
  472. WMessageBox(fenster->getWindowHandle(),
  473. new Text("Fehler"),
  474. new Text("CreateCommittedResource ist Fehlgeschlagen."),
  475. MB_ICONERROR);
  476. return;
  477. }
  478. D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
  479. dsvHeapDesc.NumDescriptors = 1;
  480. dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  481. dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  482. res = device->CreateDescriptorHeap(
  483. &dsvHeapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&dsvHeap);
  484. if (FAILED(res))
  485. {
  486. factory->Release();
  487. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  488. << "\n";
  489. WMessageBox(fenster->getWindowHandle(),
  490. new Text("Fehler"),
  491. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  492. MB_ICONERROR);
  493. return;
  494. }
  495. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  496. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  497. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  498. dsv.Texture2D.MipSlice = 0;
  499. dsv.Flags = D3D12_DSV_FLAG_NONE;
  500. device->CreateDepthStencilView(
  501. depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
  502. D3D12_DESCRIPTOR_HEAP_DESC sbheapDesc = {};
  503. sbheapDesc.NumDescriptors = 6;
  504. sbheapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  505. sbheapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  506. res = device->CreateDescriptorHeap(
  507. &sbheapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&shaderBufferHeap);
  508. if (FAILED(res))
  509. {
  510. factory->Release();
  511. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  512. << "\n";
  513. WMessageBox(fenster->getWindowHandle(),
  514. new Text("Fehler"),
  515. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  516. MB_ICONERROR);
  517. return;
  518. }
  519. vertexShader
  520. = new DX12VertexShader(device, copyCommandQueue, directCommandQueue);
  521. vertexShader->setCompiledByteArray(
  522. (unsigned char*)DX12VertexShaderBytes, sizeof(DX12VertexShaderBytes));
  523. vertexShader->createConstBuffer(sizeof(Mat4<float>) * 2, 0);
  524. vertexShader->createConstBuffer(sizeof(Mat4<float>) * 128, 1);
  525. pixelShader
  526. = new DX12PixelShader(device, copyCommandQueue, directCommandQueue);
  527. pixelShader->setCompiledByteArray(
  528. (unsigned char*)DX12PixelShaderBytes, sizeof(DX12PixelShaderBytes));
  529. pixelShader->createConstBuffer(sizeof(float) * 4, 2);
  530. pixelShader->createConstBuffer(sizeof(float) * 3, 3);
  531. pixelShader->createConstBuffer(sizeof(int) * 2, 4);
  532. D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
  533. {"POSITION",
  534. 0, DXGI_FORMAT_R32G32B32_FLOAT,
  535. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  536. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  537. {"TEXCOORD",
  538. 0, DXGI_FORMAT_R32G32_FLOAT,
  539. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  540. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  541. {"NORMAL",
  542. 0, DXGI_FORMAT_R32G32B32_FLOAT,
  543. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  544. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  545. {"KNOCHEN_ID",
  546. 0, DXGI_FORMAT_R32_UINT,
  547. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  548. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  549. {"VERTEX_ID",
  550. 0, DXGI_FORMAT_R32_UINT,
  551. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  552. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}
  553. };
  554. vertexShader->createInputLayout(inputLayout, 5);
  555. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  556. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  557. if (FAILED(device->CheckFeatureSupport(
  558. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  559. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  560. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  561. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  562. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  563. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  564. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  565. D3D12_DESCRIPTOR_RANGE1 range[2];
  566. range[0].NumDescriptors = 5;
  567. range[0].BaseShaderRegister = 0;
  568. range[0].RegisterSpace = 0;
  569. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  570. range[0].OffsetInDescriptorsFromTableStart
  571. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  572. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  573. range[1].NumDescriptors = 1;
  574. range[1].BaseShaderRegister = 0;
  575. range[1].RegisterSpace = 0;
  576. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  577. range[1].OffsetInDescriptorsFromTableStart
  578. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  579. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  580. D3D12_ROOT_PARAMETER1 rootParameters[1];
  581. rootParameters[0].ParameterType
  582. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  583. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  584. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  585. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  586. D3D12_STATIC_SAMPLER_DESC sampler = {};
  587. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  588. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  589. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  590. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  591. sampler.MipLODBias = 0;
  592. sampler.MaxAnisotropy = 0;
  593. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  594. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  595. sampler.MinLOD = 0.0f;
  596. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  597. sampler.ShaderRegister = 0;
  598. sampler.RegisterSpace = 0;
  599. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  600. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  601. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  602. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  603. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  604. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  605. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  606. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  607. ID3DBlob* rootSignature;
  608. ID3DBlob* error;
  609. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  610. featureData.HighestVersion,
  611. &rootSignature,
  612. &error,
  613. d3d12svrsf,
  614. d3d12srsf);
  615. if (FAILED(res))
  616. {
  617. factory->Release();
  618. Logging::error()
  619. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  620. << "\n";
  621. WMessageBox(fenster->getWindowHandle(),
  622. new Text("Fehler"),
  623. new Text(
  624. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  625. MB_ICONERROR);
  626. if (error) error->Release();
  627. return;
  628. }
  629. res = device->CreateRootSignature(0,
  630. rootSignature->GetBufferPointer(),
  631. rootSignature->GetBufferSize(),
  632. __uuidof(ID3D12RootSignature),
  633. (void**)&signature);
  634. if (FAILED(res))
  635. {
  636. factory->Release();
  637. Logging::error() << "ERROR: CreateRootSignature returned " << res
  638. << "\n";
  639. WMessageBox(fenster->getWindowHandle(),
  640. new Text("Fehler"),
  641. new Text("CreateRootSignature ist Fehlgeschlagen."),
  642. MB_ICONERROR);
  643. return;
  644. }
  645. rootSignature->Release();
  646. D3D12_RASTERIZER_DESC rdesc;
  647. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  648. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  649. rdesc.FrontCounterClockwise = 0;
  650. rdesc.DepthBias = 0;
  651. rdesc.DepthBiasClamp = 0.f;
  652. rdesc.SlopeScaledDepthBias = 0.f;
  653. rdesc.DepthClipEnable = 1;
  654. rdesc.MultisampleEnable = 0;
  655. rdesc.AntialiasedLineEnable = 0;
  656. rdesc.ForcedSampleCount = 0;
  657. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  658. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
  659. psoDesc.InputLayout = {vertexShader->zInputLayout(),
  660. (unsigned)vertexShader->getInputLayoutSize()};
  661. psoDesc.pRootSignature = signature;
  662. psoDesc.VS = {vertexShader->getCompiledShader(),
  663. (unsigned __int64)vertexShader->getCompiledLength()};
  664. psoDesc.PS = {pixelShader->getCompiledShader(),
  665. (unsigned __int64)pixelShader->getCompiledLength()};
  666. psoDesc.RasterizerState = rdesc;
  667. psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
  668. psoDesc.DepthStencilState.DepthEnable = FALSE;
  669. psoDesc.DepthStencilState.StencilEnable = FALSE;
  670. psoDesc.SampleMask = UINT_MAX;
  671. psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
  672. psoDesc.NumRenderTargets = 1;
  673. psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  674. psoDesc.SampleDesc.Count = 1;
  675. D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle
  676. = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart();
  677. unsigned int incr = device->GetDescriptorHandleIncrementSize(
  678. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  679. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  680. vertexShader->getViewDesc(0, desc);
  681. device->CreateConstantBufferView(&desc, sbHeapHandle);
  682. res = device->GetDeviceRemovedReason();
  683. sbHeapHandle.ptr += incr;
  684. vertexShader->getViewDesc(1, desc);
  685. device->CreateConstantBufferView(&desc, sbHeapHandle);
  686. sbHeapHandle.ptr += incr;
  687. pixelShader->getViewDesc(2, desc);
  688. device->CreateConstantBufferView(&desc, sbHeapHandle);
  689. sbHeapHandle.ptr += incr;
  690. pixelShader->getViewDesc(3, desc);
  691. device->CreateConstantBufferView(&desc, sbHeapHandle);
  692. sbHeapHandle.ptr += incr;
  693. pixelShader->getViewDesc(4, desc);
  694. device->CreateConstantBufferView(&desc, sbHeapHandle);
  695. sbHeapHandle.ptr += incr;
  696. uiTexture->updateTextur();
  697. D3D12_SHADER_RESOURCE_VIEW_DESC vd;
  698. vd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  699. vd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  700. vd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  701. vd.Texture2D.MipLevels = 1;
  702. vd.Texture2D.MostDetailedMip = 0;
  703. vd.Texture2D.PlaneSlice = 0;
  704. vd.Texture2D.ResourceMinLODClamp = 0;
  705. device->CreateShaderResourceView(
  706. ((DX12Texture*)uiTexture)->getResource(), &vd, sbHeapHandle);
  707. directCommandQueue->execute();
  708. res = device->CreateGraphicsPipelineState(
  709. &psoDesc, __uuidof(ID3D12PipelineState), (void**)&pipeline);
  710. if (FAILED(res))
  711. {
  712. factory->Release();
  713. Logging::error() << "ERROR: CreatePipelineState returned " << res
  714. << "\n";
  715. WMessageBox(fenster->getWindowHandle(),
  716. new Text("Fehler"),
  717. new Text("CreatePipelineState ist Fehlgeschlagen."),
  718. MB_ICONERROR);
  719. return;
  720. }
  721. factory->Release();
  722. }
  723. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  724. {
  725. D3D12_RESOURCE_BARRIER barrier;
  726. ZeroMemory(&barrier, sizeof(barrier));
  727. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  728. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  729. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  730. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  731. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  732. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  733. directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  734. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  735. if (fill3D)
  736. {
  737. float color[4];
  738. // Setup the color to clear the buffer.
  739. color[0] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  740. color[1] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  741. color[2] = (fillColor & 0xFF) / 255.f; // B
  742. color[3] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  743. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  744. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  745. D3D12_CPU_DESCRIPTOR_HANDLE rtv
  746. = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  747. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  748. directCommandQueue->getCommandList()->OMSetRenderTargets(1, &rtv, 0, 0);
  749. directCommandQueue->getCommandList()->ClearRenderTargetView(
  750. rtv, color, 0, 0);
  751. }
  752. int lc[] = {0, 0};
  753. pixelShader->fillConstBuffer((char*)lc, 4, sizeof(int) * 2);
  754. }
  755. // Checks whether a sphere is in the visible space of the world and
  756. // needs to be drawn
  757. // pos: The center of the sphere
  758. // radius: The radius of the sphere
  759. // dist: A pointer to a float where the square of the distance to the
  760. // camera position is stored if this function returns true and
  761. // the pointer is not 0
  762. bool DirectX12::isInFrustrum(
  763. const Vec3<float>& pos, float radius, float* dist) const
  764. {
  765. for (int i = 0; i < 6; i++)
  766. {
  767. if (frustrum[i] * pos + radius < 0) return 0;
  768. }
  769. if (dist) *dist = kamPos.distance(pos);
  770. return 1;
  771. }
  772. void DirectX12::renderKamera(Cam3D* zKamera)
  773. {
  774. directCommandQueue->getCommandList()->RSSetViewports(
  775. 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  776. Mat4<float> tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
  777. frustrum[0].x = tmp.elements[3][0] + tmp.elements[0][0];
  778. frustrum[0].y = tmp.elements[3][1] + tmp.elements[0][1];
  779. frustrum[0].z = tmp.elements[3][2] + tmp.elements[0][2];
  780. frustrum[0].w = tmp.elements[3][3] + tmp.elements[0][3];
  781. frustrum[1].x = tmp.elements[3][0] - tmp.elements[0][0];
  782. frustrum[1].y = tmp.elements[3][1] - tmp.elements[0][1];
  783. frustrum[1].z = tmp.elements[3][2] - tmp.elements[0][2];
  784. frustrum[1].w = tmp.elements[3][3] - tmp.elements[0][3];
  785. frustrum[2].x = tmp.elements[3][0] - tmp.elements[1][0];
  786. frustrum[2].y = tmp.elements[3][1] - tmp.elements[1][1];
  787. frustrum[2].z = tmp.elements[3][2] - tmp.elements[1][2];
  788. frustrum[2].w = tmp.elements[3][3] - tmp.elements[1][3];
  789. frustrum[3].x = tmp.elements[3][0] + tmp.elements[1][0];
  790. frustrum[3].y = tmp.elements[3][1] + tmp.elements[1][1];
  791. frustrum[3].z = tmp.elements[3][2] + tmp.elements[1][2];
  792. frustrum[3].w = tmp.elements[3][3] + tmp.elements[1][3];
  793. frustrum[4].x = tmp.elements[2][0];
  794. frustrum[4].y = tmp.elements[2][1];
  795. frustrum[4].z = tmp.elements[2][2];
  796. frustrum[4].w = tmp.elements[2][3];
  797. frustrum[5].x = tmp.elements[3][0] - tmp.elements[2][0];
  798. frustrum[5].y = tmp.elements[3][1] - tmp.elements[2][1];
  799. frustrum[5].z = tmp.elements[3][2] - tmp.elements[2][2];
  800. frustrum[5].w = tmp.elements[3][3] - tmp.elements[2][3];
  801. for (int i = 0; i < 6; i++)
  802. frustrum[i].normalize();
  803. viewAndProj[0] = zKamera->getViewMatrix();
  804. viewAndProj[1] = zKamera->getProjectionMatrix();
  805. kamPos = zKamera->getWorldPosition();
  806. if (vertexShader)
  807. vertexShader->fillConstBuffer(
  808. (char*)viewAndProj, 0, sizeof(Mat4<float>) * 2);
  809. if (pixelShader)
  810. pixelShader->fillConstBuffer((char*)&kamPos, 2, sizeof(float) * 3);
  811. World3D* w = zKamera->zWorld();
  812. w->render([this](Model3D* obj) {
  813. if (isInFrustrum(obj->getPos(), obj->getRadius())) renderObject(obj);
  814. });
  815. }
  816. void DirectX12::presentFrame()
  817. {
  818. directCommandQueue->getCommandList()->RSSetViewports(1, viewPort);
  819. viewAndProj[0] = Mat4<float>::identity();
  820. viewAndProj[1] = Mat4<float>::identity();
  821. if (vertexShader)
  822. vertexShader->fillConstBuffer(
  823. (char*)viewAndProj, 0, sizeof(Mat4<float>) * 2);
  824. uiTexture->updateTextur();
  825. if (fenster && !IsIconic(fenster->getWindowHandle()))
  826. renderObject(texturModel);
  827. D3D12_RESOURCE_BARRIER barrier;
  828. ZeroMemory(&barrier, sizeof(barrier));
  829. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  830. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  831. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  832. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  833. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  834. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  835. directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  836. copyCommandQueue->execute();
  837. directCommandQueue->execute();
  838. swapChain->Present(0, 0);
  839. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  840. }
  841. Texture* DirectX12::createOrGetTexture(const char* name, Image* b)
  842. {
  843. if (!device)
  844. {
  845. if (b) b->release();
  846. return 0;
  847. }
  848. if (texturRegister->hasTexture(name))
  849. {
  850. Texture* ret = texturRegister->getTexture(name);
  851. if (b) ret->setImageZ(b);
  852. return ret;
  853. }
  854. Texture* ret
  855. = new DX12Texture(device, copyCommandQueue, directCommandQueue);
  856. if (b) ret->setImageZ(b);
  857. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  858. ret->updateTextur();
  859. copyCommandQueue->execute();
  860. directCommandQueue->execute();
  861. return ret;
  862. }
  863. Image* DirectX12::zUIRenderImage() const
  864. {
  865. return uiTexture ? uiTexture->zImage() : 0;
  866. }
  867. bool DirectX12::isAvailable()
  868. {
  869. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  870. if (!dxgiDLL) return 0;
  871. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  872. if (!d3d12DLL)
  873. {
  874. getDLLRegister()->releaseDLL("dxgi.dll");
  875. return 0;
  876. }
  877. CreateDXGIFactory2Function createFactory
  878. = (CreateDXGIFactory2Function)GetProcAddress(
  879. dxgiDLL, "CreateDXGIFactory2");
  880. if (!createFactory)
  881. {
  882. getDLLRegister()->releaseDLL("dxgi.dll");
  883. getDLLRegister()->releaseDLL("d3d12.dll");
  884. return 0;
  885. }
  886. D3D12CreateDeviceFunction createDevice
  887. = (D3D12CreateDeviceFunction)GetProcAddress(
  888. d3d12DLL, "D3D12CreateDevice");
  889. if (!createDevice)
  890. {
  891. getDLLRegister()->releaseDLL("dxgi.dll");
  892. getDLLRegister()->releaseDLL("d3d12.dll");
  893. return 0;
  894. }
  895. #ifdef _DEBUG
  896. D3D12GetDebugInterfaceFunction getDebugInterface
  897. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  898. d3d12DLL, "D3D12GetDebugInterface");
  899. ID3D12Debug* debug = 0;
  900. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  901. debug->EnableDebugLayer();
  902. #endif
  903. IDXGIFactory4* factory;
  904. UINT createFactoryFlags = 0;
  905. #ifdef _DEBUG
  906. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  907. #endif
  908. HRESULT res = createFactory(
  909. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  910. if (FAILED(res))
  911. {
  912. getDLLRegister()->releaseDLL("dxgi.dll");
  913. getDLLRegister()->releaseDLL("d3d12.dll");
  914. return 0;
  915. }
  916. int index = 0;
  917. do
  918. {
  919. IDXGIAdapter1* current;
  920. res = factory->EnumAdapters1(index++, &current);
  921. if (res == S_OK)
  922. {
  923. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  924. current->GetDesc1(&dxgiAdapterDesc1);
  925. ID3D12Device5* device = 0;
  926. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  927. && SUCCEEDED(createDevice(current,
  928. D3D_FEATURE_LEVEL_12_1,
  929. __uuidof(ID3D12Device5),
  930. (void**)&device)))
  931. {
  932. device->Release();
  933. current->Release();
  934. factory->Release();
  935. #ifdef _DEBUG
  936. debug->Release();
  937. #endif
  938. getDLLRegister()->releaseDLL("dxgi.dll");
  939. getDLLRegister()->releaseDLL("d3d12.dll");
  940. return 1;
  941. }
  942. current->Release();
  943. }
  944. } while (res != DXGI_ERROR_NOT_FOUND);
  945. factory->Release();
  946. getDLLRegister()->releaseDLL("dxgi.dll");
  947. getDLLRegister()->releaseDLL("d3d12.dll");
  948. return 0;
  949. }
  950. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  951. {
  952. throw "Sorry, support for structured buffers will come eventualy"; // TODO:
  953. // support
  954. // structured
  955. // buffers
  956. }