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 "DX12PixelShader.h"
  12. #include "DX12Shader.h"
  13. #include "DX12Texture.h"
  14. #include "DX12VertexShader.h"
  15. #include "Globals.h"
  16. #include "Image.h"
  17. #include "Model3D.h"
  18. #include "Model3DList.h"
  19. #include "Screen.h"
  20. #include "Shader.h"
  21. #include "TextureList.h"
  22. #include "TextureModel.h"
  23. #include "Window.h"
  24. #include "World3D.h"
  25. using namespace Framework;
  26. DirectX12::DirectX12()
  27. : GraphicsApi(DIRECTX12),
  28. debug(0),
  29. device(0),
  30. infoQueue(0),
  31. directCommandQueue(0),
  32. copyCommandQueue(0),
  33. computeCommandQueue(0),
  34. swapChain(0),
  35. rtvHeap(0),
  36. dsvHeap(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. texturModel(0),
  46. uiTexture(0),
  47. texturRegister(new TextureList()),
  48. blasModels(0),
  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 (directCommandQueue)
  65. {
  66. directCommandQueue->flush();
  67. directCommandQueue->release();
  68. }
  69. if (copyCommandQueue)
  70. {
  71. copyCommandQueue->flush();
  72. copyCommandQueue->release();
  73. }
  74. if (computeCommandQueue)
  75. {
  76. computeCommandQueue->flush();
  77. computeCommandQueue->release();
  78. }
  79. if (depthBuffer) depthBuffer->Release();
  80. if (dsvHeap) dsvHeap->Release();
  81. texturRegister->release();
  82. if (uiTexture) uiTexture->release();
  83. if (texturModel) texturModel->release();
  84. if (signature) signature->Release();
  85. delete indexBufferView;
  86. delete vertexBufferView;
  87. delete allowedRenderArea;
  88. delete viewPort;
  89. for (int i = 0; i < 2; i++)
  90. {
  91. if (backBuffer[i]) backBuffer[i]->Release();
  92. }
  93. if (rtvHeap) rtvHeap->Release();
  94. if (swapChain) swapChain->Release();
  95. if (infoQueue) infoQueue->Release();
  96. if (device)
  97. {
  98. device->Release();
  99. getDLLRegister()->releaseDLL("dxgi.dll");
  100. getDLLRegister()->releaseDLL("d3d12.dll");
  101. }
  102. if (debug) debug->Release();
  103. for (const D3D12_RAYTRACING_INSTANCE_DESC* desc : instanceDescs)
  104. {
  105. delete desc;
  106. }
  107. }
  108. void DirectX12::updateBottomLevelAccelerationStructure()
  109. {
  110. bool updateRequired = 0;
  111. for (const Model3DData* model : *modelList->zModels())
  112. {
  113. if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
  114. {
  115. updateRequired = true;
  116. break;
  117. }
  118. }
  119. int bufferCount = 0;
  120. if (updateRequired)
  121. {
  122. for (const Model3DData* model : *modelList->zModels())
  123. {
  124. int id = model->getId();
  125. blasModels[id]->calculateBuffers();
  126. bufferCount += blasModels[id]->getBufferCount();
  127. }
  128. directCommandQueue
  129. ->execute(); // TODO: check if this is realy necessary
  130. // here, because maybe the command list is
  131. // executed in the render function anyway
  132. }
  133. }
  134. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  135. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  136. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  137. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  138. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  139. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  140. void DirectX12::initialize(
  141. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  142. {
  143. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  144. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  145. if (!dxgiDLL)
  146. {
  147. WMessageBox(fenster->getWindowHandle(),
  148. new Text("Fehler"),
  149. new Text("dxgi.dll konnte nicht gefunden werden."),
  150. MB_ICONERROR);
  151. return;
  152. }
  153. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  154. if (!d3d12DLL)
  155. {
  156. getDLLRegister()->releaseDLL("dxgi.dll");
  157. WMessageBox(fenster->getWindowHandle(),
  158. new Text("Fehler"),
  159. new Text("DirectX 12 konnte nicht gefunden werden."),
  160. MB_ICONERROR);
  161. return;
  162. }
  163. // CreateDXGIFactory2
  164. CreateDXGIFactory2Function createFactory
  165. = (CreateDXGIFactory2Function)GetProcAddress(
  166. dxgiDLL, "CreateDXGIFactory2");
  167. if (!createFactory)
  168. {
  169. getDLLRegister()->releaseDLL("dxgi.dll");
  170. getDLLRegister()->releaseDLL("d3d12.dll");
  171. WMessageBox(fenster->getWindowHandle(),
  172. new Text("Fehler"),
  173. new Text(
  174. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  175. "nicht gefunden werden."),
  176. MB_ICONERROR);
  177. return;
  178. }
  179. // D3D12CreateDevice
  180. D3D12CreateDeviceFunction createDevice
  181. = (D3D12CreateDeviceFunction)GetProcAddress(
  182. d3d12DLL, "D3D12CreateDevice");
  183. if (!createDevice)
  184. {
  185. getDLLRegister()->releaseDLL("dxgi.dll");
  186. getDLLRegister()->releaseDLL("d3d12.dll");
  187. WMessageBox(fenster->getWindowHandle(),
  188. new Text("Fehler"),
  189. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  190. "konnte nicht gefunden werden."),
  191. MB_ICONERROR);
  192. return;
  193. }
  194. // D3D12SerializeVersionedRootSignature
  195. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  196. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  197. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  198. // D3D12SerializeRootSignature
  199. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  200. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  201. d3d12DLL, "D3D12SerializeRootSignature");
  202. bool debugDXGI = 0;
  203. #ifdef _DEBUG
  204. IDXGIInfoQueue* dxgiInfoQueue;
  205. if (debugDX)
  206. {
  207. // D3D12GetDebugInterface
  208. D3D12GetDebugInterfaceFunction getDebugInterface
  209. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  210. d3d12DLL, "D3D12GetDebugInterface");
  211. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  212. debug->EnableDebugLayer();
  213. // DXGIGetDebugInterface1
  214. DXGIGetDebugInterface1Function dxgiDebugInterface
  215. = (DXGIGetDebugInterface1Function)GetProcAddress(
  216. dxgiDLL, "DXGIGetDebugInterface1");
  217. if (SUCCEEDED(dxgiDebugInterface(
  218. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  219. debugDXGI = 1;
  220. }
  221. #endif
  222. IDXGIFactory6* factory;
  223. UINT createFactoryFlags = 0;
  224. #if defined(_DEBUG)
  225. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  226. #endif
  227. HRESULT res = createFactory(
  228. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  229. if (FAILED(res))
  230. {
  231. getDLLRegister()->releaseDLL("dxgi.dll");
  232. getDLLRegister()->releaseDLL("d3d12.dll");
  233. Logging::error() << "ERROR DXGI: createFactory returned " << res
  234. << "\n";
  235. WMessageBox(fenster->getWindowHandle(),
  236. new Text("Fehler"),
  237. new Text("createFactory ist Fehlgeschlagen."),
  238. MB_ICONERROR);
  239. return;
  240. }
  241. IDXGIAdapter1* adapter = 0;
  242. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  243. != factory->EnumAdapterByGpuPreference(adapterID,
  244. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  245. __uuidof(IDXGIAdapter1),
  246. (void**)&adapter);
  247. ++adapterID)
  248. {
  249. DXGI_ADAPTER_DESC1 desc;
  250. adapter->GetDesc1(&desc);
  251. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  252. {
  253. adapter->Release();
  254. // Don't select the Basic Render Driver adapter.
  255. continue;
  256. }
  257. // Check to see if the adapter supports Direct3D 12, but don't create
  258. // the actual device yet.
  259. if (SUCCEEDED(createDevice(adapter,
  260. D3D_FEATURE_LEVEL_12_1,
  261. _uuidof(ID3D12Device),
  262. nullptr)))
  263. {
  264. char buff[256] = {};
  265. printf_s(buff,
  266. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  267. adapterID,
  268. desc.VendorId,
  269. desc.DeviceId,
  270. desc.Description);
  271. Logging::info() << buff;
  272. break;
  273. }
  274. adapter->Release();
  275. }
  276. if (!adapter)
  277. {
  278. if (FAILED(factory->EnumWarpAdapter(
  279. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  280. Logging::error()
  281. << "ERROR: WARP12 not available. Enable the 'Graphics "
  282. "Tools' optional feature";
  283. }
  284. if (!adapter)
  285. {
  286. factory->Release();
  287. getDLLRegister()->releaseDLL("dxgi.dll");
  288. getDLLRegister()->releaseDLL("d3d12.dll");
  289. WMessageBox(fenster->getWindowHandle(),
  290. new Text("Fehler"),
  291. new Text("Es wurde keine passende Grafigkarte gefunden."),
  292. MB_ICONERROR);
  293. return;
  294. }
  295. res = createDevice(adapter,
  296. D3D_FEATURE_LEVEL_12_1,
  297. __uuidof(ID3D12Device5),
  298. (void**)&device);
  299. adapter->Release();
  300. if (FAILED(res))
  301. {
  302. factory->Release();
  303. getDLLRegister()->releaseDLL("dxgi.dll");
  304. getDLLRegister()->releaseDLL("d3d12.dll");
  305. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  306. WMessageBox(fenster->getWindowHandle(),
  307. new Text("Fehler"),
  308. new Text("createDevice ist Fehlgeschlagen."),
  309. MB_ICONERROR);
  310. return;
  311. }
  312. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  313. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  314. &featureSupportData,
  315. sizeof(featureSupportData));
  316. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  317. {
  318. device->Release();
  319. factory->Release();
  320. getDLLRegister()->releaseDLL("dxgi.dll");
  321. getDLLRegister()->releaseDLL("d3d12.dll");
  322. Logging::error() << "ERROR: Raytracing is not available\n";
  323. WMessageBox(fenster->getWindowHandle(),
  324. new Text("Fehler"),
  325. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  326. "verwendet werden."),
  327. MB_ICONERROR);
  328. return;
  329. }
  330. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  331. if (SUCCEEDED(res))
  332. {
  333. if (debugDX)
  334. {
  335. infoQueue->SetBreakOnSeverity(
  336. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  337. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  338. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  339. }
  340. // Suppress individual messages by their ID
  341. D3D12_MESSAGE_ID DenyIds[] = {
  342. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  343. // I'm really not sure how to avoid this message.
  344. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  345. // using capture frame while
  346. // graphics debugging.
  347. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  348. // when using capture
  349. // frame while graphics
  350. // debugging.
  351. };
  352. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  353. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  354. NewFilter.DenyList.pSeverityList = 0; // Severities;
  355. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  356. NewFilter.DenyList.pIDList = DenyIds;
  357. infoQueue->PushStorageFilter(&NewFilter);
  358. }
  359. directCommandQueue = new DX12DirectCommandQueue(device);
  360. copyCommandQueue = new DX12CopyCommandQueue(device);
  361. computeCommandQueue = new DX12ComputeCommandQueue(device);
  362. IDXGIFactory5* fac5 = 0;
  363. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  364. if (fac5)
  365. {
  366. res = fac5->CheckFeatureSupport(
  367. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  368. if (FAILED(res)) tearing = 0;
  369. fac5->Release();
  370. }
  371. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  372. swapChainDesc.Width = backBufferSize.x;
  373. swapChainDesc.Height = backBufferSize.y;
  374. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  375. swapChainDesc.Stereo = FALSE;
  376. swapChainDesc.SampleDesc = {1, 0};
  377. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  378. swapChainDesc.BufferCount = 2;
  379. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  380. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  381. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  382. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  383. IDXGISwapChain1* tmpSwapChain;
  384. res = factory->CreateSwapChainForHwnd(directCommandQueue->getQueue(),
  385. fenster->getWindowHandle(),
  386. &swapChainDesc,
  387. 0,
  388. 0,
  389. &tmpSwapChain);
  390. if (FAILED(res))
  391. {
  392. factory->Release();
  393. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  394. << "\n";
  395. WMessageBox(fenster->getWindowHandle(),
  396. new Text("Fehler"),
  397. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  398. MB_ICONERROR);
  399. return;
  400. }
  401. res = tmpSwapChain->QueryInterface(
  402. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  403. tmpSwapChain->Release();
  404. if (FAILED(res))
  405. {
  406. factory->Release();
  407. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  408. WMessageBox(fenster->getWindowHandle(),
  409. new Text("Fehler"),
  410. new Text("QueryInterface ist Fehlgeschlagen."),
  411. MB_ICONERROR);
  412. return;
  413. }
  414. factory->MakeWindowAssociation(
  415. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  416. D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {};
  417. rtvhdesc.NumDescriptors = 2; // back buffer count
  418. rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  419. rtvhdesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  420. res = device->CreateDescriptorHeap(
  421. &rtvhdesc, __uuidof(ID3D12DescriptorHeap), (void**)&rtvHeap);
  422. if (FAILED(res))
  423. {
  424. factory->Release();
  425. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  426. << "\n";
  427. WMessageBox(fenster->getWindowHandle(),
  428. new Text("Fehler"),
  429. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  430. MB_ICONERROR);
  431. return;
  432. }
  433. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  434. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  435. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
  436. rtvHeap->GetCPUDescriptorHandleForHeapStart());
  437. for (int i = 0; i < 2; i++)
  438. {
  439. ID3D12Resource* backBuffer;
  440. res = swapChain->GetBuffer(
  441. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  442. if (FAILED(res))
  443. {
  444. factory->Release();
  445. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  446. WMessageBox(fenster->getWindowHandle(),
  447. new Text("Fehler"),
  448. new Text("GetBuffer ist Fehlgeschlagen."),
  449. MB_ICONERROR);
  450. return;
  451. }
  452. device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
  453. this->backBuffer[i] = backBuffer;
  454. rtvHandle.ptr += rtvDescriptorSize;
  455. }
  456. viewPort = new D3D12_VIEWPORT();
  457. viewPort->Width = (float)this->backBufferSize.x;
  458. viewPort->Height = (float)this->backBufferSize.y;
  459. viewPort->MinDepth = 0.0f;
  460. viewPort->MaxDepth = 1.0f;
  461. viewPort->TopLeftX = 0.0f;
  462. viewPort->TopLeftY = 0.0f;
  463. allowedRenderArea = new D3D12_RECT();
  464. allowedRenderArea->left = 0;
  465. allowedRenderArea->top = 0;
  466. allowedRenderArea->right = LONG_MAX;
  467. allowedRenderArea->bottom = LONG_MAX;
  468. texturModel = new TextureModel(this, "_framework_gui_");
  469. Image* renderB = new Image(1);
  470. renderB->setAlpha3D(1);
  471. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  472. uiTexture = createOrGetTexture("_f_Render_Image", renderB);
  473. texturModel->setSize(Vec2<float>(2.f, 2.f));
  474. texturModel->setTexture(dynamic_cast<Texture*>(uiTexture->getThis()));
  475. vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW();
  476. vertexBufferView->StrideInBytes = sizeof(Vertex3D);
  477. indexBufferView = new D3D12_INDEX_BUFFER_VIEW();
  478. indexBufferView->Format = DXGI_FORMAT_R32_UINT;
  479. D3D12_CLEAR_VALUE optimizedClearValue = {};
  480. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  481. optimizedClearValue.DepthStencil = {1.0f, 0};
  482. CD3DX12_HEAP_PROPERTIES heapProp
  483. = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
  484. CD3DX12_RESOURCE_DESC heapDesc
  485. = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
  486. this->backBufferSize.x,
  487. this->backBufferSize.y,
  488. 1,
  489. 0,
  490. 1,
  491. 0,
  492. D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  493. res = device->CreateCommittedResource(&heapProp,
  494. D3D12_HEAP_FLAG_NONE,
  495. &heapDesc,
  496. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  497. &optimizedClearValue,
  498. __uuidof(ID3D12Resource),
  499. (void**)&depthBuffer);
  500. if (FAILED(res))
  501. {
  502. factory->Release();
  503. Logging::error() << "ERROR: CreateCommittedResource returned " << res
  504. << "\n";
  505. WMessageBox(fenster->getWindowHandle(),
  506. new Text("Fehler"),
  507. new Text("CreateCommittedResource ist Fehlgeschlagen."),
  508. MB_ICONERROR);
  509. return;
  510. }
  511. D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
  512. dsvHeapDesc.NumDescriptors = 1;
  513. dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  514. dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  515. res = device->CreateDescriptorHeap(
  516. &dsvHeapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&dsvHeap);
  517. if (FAILED(res))
  518. {
  519. factory->Release();
  520. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  521. << "\n";
  522. WMessageBox(fenster->getWindowHandle(),
  523. new Text("Fehler"),
  524. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  525. MB_ICONERROR);
  526. return;
  527. }
  528. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  529. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  530. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  531. dsv.Texture2D.MipSlice = 0;
  532. dsv.Flags = D3D12_DSV_FLAG_NONE;
  533. device->CreateDepthStencilView(
  534. depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
  535. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  536. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  537. if (FAILED(device->CheckFeatureSupport(
  538. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  539. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  540. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  541. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  542. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  543. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  544. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  545. D3D12_DESCRIPTOR_RANGE1 range[2];
  546. range[0].NumDescriptors = 5;
  547. range[0].BaseShaderRegister = 0;
  548. range[0].RegisterSpace = 0;
  549. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  550. range[0].OffsetInDescriptorsFromTableStart
  551. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  552. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  553. range[1].NumDescriptors = 1;
  554. range[1].BaseShaderRegister = 0;
  555. range[1].RegisterSpace = 0;
  556. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  557. range[1].OffsetInDescriptorsFromTableStart
  558. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  559. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  560. D3D12_ROOT_PARAMETER1 rootParameters[1];
  561. rootParameters[0].ParameterType
  562. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  563. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  564. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  565. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  566. D3D12_STATIC_SAMPLER_DESC sampler = {};
  567. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  568. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  569. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  570. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  571. sampler.MipLODBias = 0;
  572. sampler.MaxAnisotropy = 0;
  573. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  574. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  575. sampler.MinLOD = 0.0f;
  576. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  577. sampler.ShaderRegister = 0;
  578. sampler.RegisterSpace = 0;
  579. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  580. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  581. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  582. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  583. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  584. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  585. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  586. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  587. ID3DBlob* rootSignature;
  588. ID3DBlob* error;
  589. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  590. featureData.HighestVersion,
  591. &rootSignature,
  592. &error,
  593. d3d12svrsf,
  594. d3d12srsf);
  595. if (FAILED(res))
  596. {
  597. factory->Release();
  598. Logging::error()
  599. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  600. << "\n";
  601. WMessageBox(fenster->getWindowHandle(),
  602. new Text("Fehler"),
  603. new Text(
  604. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  605. MB_ICONERROR);
  606. if (error) error->Release();
  607. return;
  608. }
  609. res = device->CreateRootSignature(0,
  610. rootSignature->GetBufferPointer(),
  611. rootSignature->GetBufferSize(),
  612. __uuidof(ID3D12RootSignature),
  613. (void**)&signature);
  614. if (FAILED(res))
  615. {
  616. factory->Release();
  617. Logging::error() << "ERROR: CreateRootSignature returned " << res
  618. << "\n";
  619. WMessageBox(fenster->getWindowHandle(),
  620. new Text("Fehler"),
  621. new Text("CreateRootSignature ist Fehlgeschlagen."),
  622. MB_ICONERROR);
  623. return;
  624. }
  625. rootSignature->Release();
  626. D3D12_RASTERIZER_DESC rdesc;
  627. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  628. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  629. rdesc.FrontCounterClockwise = 0;
  630. rdesc.DepthBias = 0;
  631. rdesc.DepthBiasClamp = 0.f;
  632. rdesc.SlopeScaledDepthBias = 0.f;
  633. rdesc.DepthClipEnable = 1;
  634. rdesc.MultisampleEnable = 0;
  635. rdesc.AntialiasedLineEnable = 0;
  636. rdesc.ForcedSampleCount = 0;
  637. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  638. uiTexture->updateTextur();
  639. directCommandQueue->execute();
  640. factory->Release();
  641. }
  642. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  643. {
  644. D3D12_RESOURCE_BARRIER barrier;
  645. ZeroMemory(&barrier, sizeof(barrier));
  646. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  647. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  648. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  649. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  650. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  651. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  652. // TODO
  653. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  654. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  655. if (fill3D)
  656. {
  657. float color[4];
  658. // Setup the color to clear the buffer.
  659. color[0] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  660. color[1] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  661. color[2] = (fillColor & 0xFF) / 255.f; // B
  662. color[3] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  663. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  664. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  665. D3D12_CPU_DESCRIPTOR_HANDLE rtv
  666. = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  667. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  668. // TODO
  669. // directCommandQueue->getCommandList()->OMSetRenderTargets(1, &rtv, 0,
  670. // 0);
  671. // directCommandQueue->getCommandList()->ClearRenderTargetView(
  672. // rtv, color, 0, 0);
  673. }
  674. uiTexture->updateTextur();
  675. }
  676. void DirectX12::renderKamera(Cam3D* zKamera)
  677. {
  678. // TODO
  679. // directCommandQueue->getCommandList()->RSSetViewports(
  680. // 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  681. Mat4<float> identity = Mat4<float>::identity();
  682. World3D* w = zKamera->zWorld();
  683. ArrayIterator<D3D12_RAYTRACING_INSTANCE_DESC*> instanceIterator
  684. = instanceDescs.begin();
  685. int objectIndex = 0;
  686. int instanceIndex = 0;
  687. w->render(
  688. [this, &instanceIterator, &objectIndex, &instanceIndex, &identity](
  689. Model3D* obj) {
  690. obj->calculateMatrices(identity, matrixBuffer);
  691. int modelId = obj->zModelData()->getId();
  692. DX12BLASModel* blasModel = blasModels[modelId];
  693. ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
  694. for (const DX12BLAS* blas : *blasModel->zBLAS())
  695. {
  696. D3D12_RAYTRACING_INSTANCE_DESC* desc = 0;
  697. if (instanceIndex < instanceDescs.getEntryCount())
  698. {
  699. desc = instanceIterator.val();
  700. instanceIterator++;
  701. }
  702. else
  703. {
  704. desc = new D3D12_RAYTRACING_INSTANCE_DESC();
  705. instanceDescs.add(desc);
  706. }
  707. desc->InstanceID = objectIndex;
  708. desc->InstanceContributionToHitGroupIndex = objectIndex;
  709. desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
  710. desc->InstanceMask = 0xFF;
  711. desc->AccelerationStructure
  712. = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
  713. memcpy(desc->Transform,
  714. &matrixBuffer[boneIds.val()],
  715. sizeof(float) * 12);
  716. boneIds++;
  717. instanceIndex++;
  718. }
  719. objectIndex++;
  720. });
  721. // TODO: add gui model to instanceDescs if the gui should be rendered in
  722. // this kamera
  723. while (instanceIterator)
  724. {
  725. instanceIterator.val()->InstanceMask = 0;
  726. instanceIterator++;
  727. }
  728. // TODO: call ray tracing
  729. }
  730. void DirectX12::presentFrame()
  731. {
  732. // TODO
  733. // directCommandQueue->getCommandList()->RSSetViewports(1, viewPort);
  734. viewAndProj[0] = Mat4<float>::identity();
  735. viewAndProj[1] = Mat4<float>::identity();
  736. D3D12_RESOURCE_BARRIER barrier;
  737. ZeroMemory(&barrier, sizeof(barrier));
  738. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  739. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  740. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  741. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  742. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  743. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  744. // TODO
  745. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  746. copyCommandQueue->execute();
  747. directCommandQueue->execute();
  748. swapChain->Present(0, 0);
  749. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  750. }
  751. Texture* DirectX12::createOrGetTexture(const char* name, Image* b)
  752. {
  753. if (!device)
  754. {
  755. if (b) b->release();
  756. return 0;
  757. }
  758. if (texturRegister->hasTexture(name))
  759. {
  760. Texture* ret = texturRegister->getTexture(name);
  761. if (b) ret->setImageZ(b);
  762. return ret;
  763. }
  764. Texture* ret
  765. = new DX12Texture(device, copyCommandQueue, directCommandQueue);
  766. if (b) ret->setImageZ(b);
  767. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  768. ret->updateTextur();
  769. copyCommandQueue->execute();
  770. directCommandQueue->execute();
  771. return ret;
  772. }
  773. Image* DirectX12::zUIRenderImage() const
  774. {
  775. return uiTexture ? uiTexture->zImage() : 0;
  776. }
  777. bool DirectX12::isAvailable()
  778. {
  779. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  780. if (!dxgiDLL) return 0;
  781. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  782. if (!d3d12DLL)
  783. {
  784. getDLLRegister()->releaseDLL("dxgi.dll");
  785. return 0;
  786. }
  787. CreateDXGIFactory2Function createFactory
  788. = (CreateDXGIFactory2Function)GetProcAddress(
  789. dxgiDLL, "CreateDXGIFactory2");
  790. if (!createFactory)
  791. {
  792. getDLLRegister()->releaseDLL("dxgi.dll");
  793. getDLLRegister()->releaseDLL("d3d12.dll");
  794. return 0;
  795. }
  796. D3D12CreateDeviceFunction createDevice
  797. = (D3D12CreateDeviceFunction)GetProcAddress(
  798. d3d12DLL, "D3D12CreateDevice");
  799. if (!createDevice)
  800. {
  801. getDLLRegister()->releaseDLL("dxgi.dll");
  802. getDLLRegister()->releaseDLL("d3d12.dll");
  803. return 0;
  804. }
  805. #ifdef _DEBUG
  806. D3D12GetDebugInterfaceFunction getDebugInterface
  807. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  808. d3d12DLL, "D3D12GetDebugInterface");
  809. ID3D12Debug* debug = 0;
  810. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  811. debug->EnableDebugLayer();
  812. #endif
  813. IDXGIFactory4* factory;
  814. UINT createFactoryFlags = 0;
  815. #ifdef _DEBUG
  816. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  817. #endif
  818. HRESULT res = createFactory(
  819. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  820. if (FAILED(res))
  821. {
  822. getDLLRegister()->releaseDLL("dxgi.dll");
  823. getDLLRegister()->releaseDLL("d3d12.dll");
  824. return 0;
  825. }
  826. int index = 0;
  827. do
  828. {
  829. IDXGIAdapter1* current;
  830. res = factory->EnumAdapters1(index++, &current);
  831. if (res == S_OK)
  832. {
  833. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  834. current->GetDesc1(&dxgiAdapterDesc1);
  835. ID3D12Device5* device = 0;
  836. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  837. && SUCCEEDED(createDevice(current,
  838. D3D_FEATURE_LEVEL_12_1,
  839. __uuidof(ID3D12Device5),
  840. (void**)&device)))
  841. {
  842. device->Release();
  843. current->Release();
  844. factory->Release();
  845. #ifdef _DEBUG
  846. debug->Release();
  847. #endif
  848. getDLLRegister()->releaseDLL("dxgi.dll");
  849. getDLLRegister()->releaseDLL("d3d12.dll");
  850. return 1;
  851. }
  852. current->Release();
  853. }
  854. } while (res != DXGI_ERROR_NOT_FOUND);
  855. factory->Release();
  856. getDLLRegister()->releaseDLL("dxgi.dll");
  857. getDLLRegister()->releaseDLL("d3d12.dll");
  858. return 0;
  859. }
  860. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  861. {
  862. throw "Sorry, support for structured buffers will come eventualy"; // TODO:
  863. // support
  864. // structured
  865. // buffers
  866. }