DX12GraphicsApi.h 4.6 KB

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  1. #pragma once
  2. #include "DX12Buffer.h"
  3. #include "GraphicsApi.h"
  4. //! DirectX 12 Types
  5. struct ID3D12Debug;
  6. struct ID3D12Device5;
  7. struct ID3D12InfoQueue;
  8. struct ID3D12CommandQueue;
  9. struct IDXGISwapChain4;
  10. struct ID3D12DescriptorHeap;
  11. struct ID3D12Resource;
  12. struct ID3D12CommandAllocator;
  13. struct ID3D12Fence;
  14. struct D3D12_VIEWPORT;
  15. struct D3D12_VERTEX_BUFFER_VIEW;
  16. struct D3D12_INDEX_BUFFER_VIEW;
  17. struct ID3D12RootSignature;
  18. struct ID3D12PipelineState;
  19. struct ID3D12GraphicsCommandList4;
  20. struct D3D12_RAYTRACING_INSTANCE_DESC;
  21. namespace Framework
  22. {
  23. class DX12Buffer;
  24. class DX12DirectCommandQueue;
  25. class DX12CopyCommandQueue;
  26. class DX12ComputeCommandQueue;
  27. class DX12PixelShader;
  28. class DX12VertexShader;
  29. class DX12VertexBuffer;
  30. class DX12IndexBuffer;
  31. class DX12BLASModel;
  32. class TextureList;
  33. class TextureModel;
  34. class DX12TLAS;
  35. class DX12Texture;
  36. class DX12Pipeline;
  37. class DX12GlobalDescriptorHeap;
  38. class DX12ShaderBindingTable;
  39. class Model3D;
  40. class DX12ShaderHitGroup;
  41. class DX12ShaderFunction;
  42. class Cam3D;
  43. class DX12BLAS;
  44. class DX12SamplerState;
  45. struct RayGenerationSettings
  46. {
  47. int renderGui;
  48. int useRays;
  49. float minDistance;
  50. float maxDistance;
  51. Mat4<float> inverseView;
  52. Mat4<float> inverseProjection;
  53. };
  54. class DirectX12 : public GraphicsApi
  55. {
  56. private:
  57. ID3D12Debug* debug;
  58. ID3D12InfoQueue* infoQueue;
  59. DX12DirectCommandQueue* directCommandQueue;
  60. IDXGISwapChain4* swapChain;
  61. ID3D12Resource* backBuffer[2];
  62. int backBufferIndex;
  63. int tearing;
  64. ID3D12RootSignature* signature;
  65. Mat4<float> matrixBuffer[MAX_KNOCHEN_ANZ];
  66. Mat4<float> viewAndProj[2];
  67. Vec3<float> kamPos;
  68. Texture* uiTexture;
  69. TextureList* texturRegister;
  70. DX12BLASModel** blasModels;
  71. DX12TLAS** worldTLAS;
  72. DX12ShaderBindingTable** worldShaderBindingTables;
  73. int lastTLASId;
  74. int lastModelId;
  75. DX12Texture* defaultRenderTarget;
  76. Cam3D* defaultKamera;
  77. int cameraCount;
  78. Critical cs;
  79. protected:
  80. DX12Buffer* rayGenSettingsBuffer;
  81. RayGenerationSettings settings;
  82. ID3D12Device5* device;
  83. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE pfnD3D12SerializeRootSignature;
  84. DX12Pipeline* pipeline;
  85. DX12GlobalDescriptorHeap* globalDescriptorHeap;
  86. DX12GlobalDescriptorHeap* textureDescriptorHeap;
  87. DX12GlobalDescriptorHeap* samplerDescriptorHeap;
  88. DX12ShaderHitGroup* defaultHitGroup;
  89. DX12ShaderFunction* defaultRayGenerationShaderFunction;
  90. DX12SamplerState* defaultSamplerState;
  91. int* sbtTextureIdBufferOffset;
  92. int* sbtIndexBufferOffset;
  93. int* sbtVertexDataBufferOffset;
  94. int* sbtPolygonSizeBufferOffset;
  95. public:
  96. DLLEXPORT DirectX12();
  97. DLLEXPORT ~DirectX12();
  98. protected:
  99. DLLEXPORT void updateBottomLevelAccelerationStructure();
  100. DLLEXPORT void renderKamera(
  101. Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible);
  102. DLLEXPORT virtual void initializePipeline();
  103. DLLEXPORT virtual void initializeGlobalDescriptorHeap();
  104. DLLEXPORT virtual void initializeTextureDescriptorHeap();
  105. DLLEXPORT virtual void initializeSamplerDescriptorHeap();
  106. DLLEXPORT virtual void fillShaderBindingTable(
  107. DX12ShaderBindingTable* zShaderBindingTable,
  108. Model3D* zModel,
  109. int objectIndex,
  110. const DX12BLAS* zBLAS);
  111. public:
  112. DLLEXPORT void initialize(NativeWindow* fenster,
  113. Vec2<int> backBufferSize,
  114. bool fullScreen) override;
  115. DLLEXPORT void beginFrame(
  116. bool fill2D, bool fill3D, int fillColor) override;
  117. DLLEXPORT void renderKamera(Cam3D* zKamera) override;
  118. DLLEXPORT virtual void renderKamera(
  119. Cam3D* zKamera, Texture* zTarget) override;
  120. //! TODO: DLLEXPORT void renderKamera( Cam3D* zKamera, Texture* zTarget
  121. //! ) override;
  122. DLLEXPORT void presentFrame() override;
  123. DLLEXPORT Texture* createOrGetTexture(
  124. const char* name, Image* b, TextureDirection dir) override;
  125. DLLEXPORT Image* zUIRenderImage() const override;
  126. DLLEXPORT virtual DXBuffer* createStructuredBuffer(int eSize) override;
  127. DLLEXPORT virtual Model3DData* createModel(const char* name);
  128. DLLEXPORT void setPipeline(DX12Pipeline* pipeline);
  129. DLLEXPORT static bool isAvailable();
  130. DLLEXPORT bool renderGuiBefore3D() const override;
  131. };
  132. } // namespace Framework