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. uiTexture(0),
  44. texturRegister(new TextureList()),
  45. blasModels(0),
  46. worldTLAS(0),
  47. lastTLASId(-1),
  48. lastModelId(-1),
  49. defaultRenderTarget(0)
  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 (defaultRenderTarget) defaultRenderTarget->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. Image* renderTargetImage = new Image();
  461. renderTargetImage->newImage(backBufferSize.x, backBufferSize.y, 0);
  462. defaultRenderTarget = dynamic_cast<DX12Texture*>(
  463. createOrGetTexture("_f_RenderTarget", renderTargetImage, GPU_TO_RAM));
  464. viewPort = new D3D12_VIEWPORT();
  465. viewPort->Width = (float)this->backBufferSize.x;
  466. viewPort->Height = (float)this->backBufferSize.y;
  467. viewPort->MinDepth = 0.0f;
  468. viewPort->MaxDepth = 1.0f;
  469. viewPort->TopLeftX = 0.0f;
  470. viewPort->TopLeftY = 0.0f;
  471. allowedRenderArea = new D3D12_RECT();
  472. allowedRenderArea->left = 0;
  473. allowedRenderArea->top = 0;
  474. allowedRenderArea->right = LONG_MAX;
  475. allowedRenderArea->bottom = LONG_MAX;
  476. Image* renderB = new Image(1);
  477. renderB->setAlpha3D(1);
  478. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  479. uiTexture = createOrGetTexture("_f_Render_Image", renderB, RAM_TO_GPU);
  480. vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW();
  481. vertexBufferView->StrideInBytes = sizeof(Vertex3D);
  482. indexBufferView = new D3D12_INDEX_BUFFER_VIEW();
  483. indexBufferView->Format = DXGI_FORMAT_R32_UINT;
  484. D3D12_CLEAR_VALUE optimizedClearValue = {};
  485. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  486. optimizedClearValue.DepthStencil = {1.0f, 0};
  487. CD3DX12_HEAP_PROPERTIES heapProp
  488. = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
  489. CD3DX12_RESOURCE_DESC heapDesc
  490. = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
  491. this->backBufferSize.x,
  492. this->backBufferSize.y,
  493. 1,
  494. 0,
  495. 1,
  496. 0,
  497. D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  498. res = device->CreateCommittedResource(&heapProp,
  499. D3D12_HEAP_FLAG_NONE,
  500. &heapDesc,
  501. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  502. &optimizedClearValue,
  503. __uuidof(ID3D12Resource),
  504. (void**)&depthBuffer);
  505. if (FAILED(res))
  506. {
  507. factory->Release();
  508. Logging::error() << "ERROR: CreateCommittedResource returned " << res
  509. << "\n";
  510. WMessageBox(fenster->getWindowHandle(),
  511. new Text("Fehler"),
  512. new Text("CreateCommittedResource ist Fehlgeschlagen."),
  513. MB_ICONERROR);
  514. return;
  515. }
  516. D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
  517. dsvHeapDesc.NumDescriptors = 1;
  518. dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  519. dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  520. res = device->CreateDescriptorHeap(
  521. &dsvHeapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&dsvHeap);
  522. if (FAILED(res))
  523. {
  524. factory->Release();
  525. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  526. << "\n";
  527. WMessageBox(fenster->getWindowHandle(),
  528. new Text("Fehler"),
  529. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  530. MB_ICONERROR);
  531. return;
  532. }
  533. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  534. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  535. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  536. dsv.Texture2D.MipSlice = 0;
  537. dsv.Flags = D3D12_DSV_FLAG_NONE;
  538. device->CreateDepthStencilView(
  539. depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
  540. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  541. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  542. if (FAILED(device->CheckFeatureSupport(
  543. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  544. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  545. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  546. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  547. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  548. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  549. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  550. D3D12_DESCRIPTOR_RANGE1 range[2];
  551. range[0].NumDescriptors = 5;
  552. range[0].BaseShaderRegister = 0;
  553. range[0].RegisterSpace = 0;
  554. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  555. range[0].OffsetInDescriptorsFromTableStart
  556. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  557. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  558. range[1].NumDescriptors = 1;
  559. range[1].BaseShaderRegister = 0;
  560. range[1].RegisterSpace = 0;
  561. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  562. range[1].OffsetInDescriptorsFromTableStart
  563. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  564. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  565. D3D12_ROOT_PARAMETER1 rootParameters[1];
  566. rootParameters[0].ParameterType
  567. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  568. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  569. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  570. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  571. D3D12_STATIC_SAMPLER_DESC sampler = {};
  572. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  573. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  574. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  575. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  576. sampler.MipLODBias = 0;
  577. sampler.MaxAnisotropy = 0;
  578. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  579. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  580. sampler.MinLOD = 0.0f;
  581. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  582. sampler.ShaderRegister = 0;
  583. sampler.RegisterSpace = 0;
  584. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  585. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  586. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  587. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  588. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  589. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  590. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  591. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  592. ID3DBlob* rootSignature;
  593. ID3DBlob* error;
  594. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  595. featureData.HighestVersion,
  596. &rootSignature,
  597. &error,
  598. d3d12svrsf,
  599. d3d12srsf);
  600. if (FAILED(res))
  601. {
  602. factory->Release();
  603. Logging::error()
  604. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  605. << "\n";
  606. WMessageBox(fenster->getWindowHandle(),
  607. new Text("Fehler"),
  608. new Text(
  609. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  610. MB_ICONERROR);
  611. if (error) error->Release();
  612. return;
  613. }
  614. res = device->CreateRootSignature(0,
  615. rootSignature->GetBufferPointer(),
  616. rootSignature->GetBufferSize(),
  617. __uuidof(ID3D12RootSignature),
  618. (void**)&signature);
  619. if (FAILED(res))
  620. {
  621. factory->Release();
  622. Logging::error() << "ERROR: CreateRootSignature returned " << res
  623. << "\n";
  624. WMessageBox(fenster->getWindowHandle(),
  625. new Text("Fehler"),
  626. new Text("CreateRootSignature ist Fehlgeschlagen."),
  627. MB_ICONERROR);
  628. return;
  629. }
  630. rootSignature->Release();
  631. D3D12_RASTERIZER_DESC rdesc;
  632. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  633. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  634. rdesc.FrontCounterClockwise = 0;
  635. rdesc.DepthBias = 0;
  636. rdesc.DepthBiasClamp = 0.f;
  637. rdesc.SlopeScaledDepthBias = 0.f;
  638. rdesc.DepthClipEnable = 1;
  639. rdesc.MultisampleEnable = 0;
  640. rdesc.AntialiasedLineEnable = 0;
  641. rdesc.ForcedSampleCount = 0;
  642. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  643. uiTexture->updateTextur();
  644. directCommandQueue->execute();
  645. factory->Release();
  646. }
  647. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  648. {
  649. D3D12_RESOURCE_BARRIER barrier;
  650. ZeroMemory(&barrier, sizeof(barrier));
  651. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  652. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  653. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  654. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  655. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  656. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  657. // TODO
  658. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  659. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  660. if (fill3D)
  661. {
  662. float color[4];
  663. // Setup the color to clear the buffer.
  664. color[0] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  665. color[1] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  666. color[2] = (fillColor & 0xFF) / 255.f; // B
  667. color[3] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  668. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  669. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  670. D3D12_CPU_DESCRIPTOR_HANDLE rtv
  671. = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  672. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  673. // TODO
  674. // directCommandQueue->getCommandList()->OMSetRenderTargets(1, &rtv, 0,
  675. // 0);
  676. // directCommandQueue->getCommandList()->ClearRenderTargetView(
  677. // rtv, color, 0, 0);
  678. }
  679. uiTexture->updateTextur();
  680. }
  681. void DirectX12::renderKamera(Cam3D* zKamera)
  682. {
  683. // TODO
  684. // directCommandQueue->getCommandList()->RSSetViewports(
  685. // 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  686. Mat4<float> identity = Mat4<float>::identity();
  687. World3D* w = zKamera->zWorld();
  688. if (w->getId() < 0)
  689. {
  690. w->setId(++lastTLASId);
  691. DX12TLAS** tmp = new DX12TLAS*[lastTLASId + 1];
  692. if (lastTLASId)
  693. {
  694. memcpy(tmp, worldTLAS, sizeof(DX12TLAS*) * lastTLASId);
  695. }
  696. tmp[lastTLASId] = new DX12TLAS(device, directCommandQueue);
  697. delete[] worldTLAS;
  698. worldTLAS = tmp;
  699. }
  700. DX12TLAS* tlas = worldTLAS[w->getId()];
  701. tlas->startUpdate();
  702. int objectIndex = 0;
  703. int instanceIndex = 0;
  704. w->render(
  705. [this, &tlas, &objectIndex, &instanceIndex, &identity](Model3D* obj) {
  706. obj->calculateMatrices(identity, matrixBuffer);
  707. int modelId = obj->zModelData()->getId();
  708. DX12BLASModel* blasModel = blasModels[modelId];
  709. ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
  710. for (const DX12BLAS* blas : *blasModel->zBLAS())
  711. {
  712. D3D12_RAYTRACING_INSTANCE_DESC* desc = tlas->nextInstanceDesc();
  713. desc->InstanceID = objectIndex;
  714. desc->InstanceContributionToHitGroupIndex = objectIndex;
  715. desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
  716. desc->InstanceMask = 0xFF;
  717. desc->AccelerationStructure
  718. = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
  719. memcpy(desc->Transform,
  720. &matrixBuffer[boneIds.val()],
  721. sizeof(float) * 12);
  722. boneIds++;
  723. instanceIndex++;
  724. }
  725. objectIndex++;
  726. });
  727. tlas->endUpdate();
  728. // TODO: call ray tracing
  729. }
  730. void Framework::DirectX12::renderKamera(Cam3D* zKamera, Texture* zTarget)
  731. {
  732. // TODO: implement rendering to a texture target
  733. }
  734. void DirectX12::presentFrame()
  735. {
  736. // TODO
  737. // directCommandQueue->getCommandList()->RSSetViewports(1, viewPort);
  738. viewAndProj[0] = Mat4<float>::identity();
  739. viewAndProj[1] = Mat4<float>::identity();
  740. D3D12_RESOURCE_BARRIER barrier;
  741. ZeroMemory(&barrier, sizeof(barrier));
  742. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  743. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  744. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  745. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  746. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  747. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  748. // TODO
  749. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  750. copyCommandQueue->execute();
  751. directCommandQueue->execute();
  752. swapChain->Present(0, 0);
  753. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  754. }
  755. Texture* DirectX12::createOrGetTexture(
  756. const char* name, Image* b, TextureDirection dir)
  757. {
  758. if (!device)
  759. {
  760. if (b) b->release();
  761. return 0;
  762. }
  763. if (texturRegister->hasTexture(name))
  764. {
  765. Texture* ret = texturRegister->getTexture(name);
  766. if (b) ret->setImageZ(b);
  767. return ret;
  768. }
  769. Texture* ret
  770. = new DX12Texture(device, copyCommandQueue, directCommandQueue, dir);
  771. if (b) ret->setImageZ(b);
  772. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  773. ret->updateTextur();
  774. copyCommandQueue->execute();
  775. directCommandQueue->execute();
  776. return ret;
  777. }
  778. Image* DirectX12::zUIRenderImage() const
  779. {
  780. return uiTexture ? uiTexture->zImage() : 0;
  781. }
  782. bool DirectX12::isAvailable()
  783. {
  784. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  785. if (!dxgiDLL) return 0;
  786. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  787. if (!d3d12DLL)
  788. {
  789. getDLLRegister()->releaseDLL("dxgi.dll");
  790. return 0;
  791. }
  792. CreateDXGIFactory2Function createFactory
  793. = (CreateDXGIFactory2Function)GetProcAddress(
  794. dxgiDLL, "CreateDXGIFactory2");
  795. if (!createFactory)
  796. {
  797. getDLLRegister()->releaseDLL("dxgi.dll");
  798. getDLLRegister()->releaseDLL("d3d12.dll");
  799. return 0;
  800. }
  801. D3D12CreateDeviceFunction createDevice
  802. = (D3D12CreateDeviceFunction)GetProcAddress(
  803. d3d12DLL, "D3D12CreateDevice");
  804. if (!createDevice)
  805. {
  806. getDLLRegister()->releaseDLL("dxgi.dll");
  807. getDLLRegister()->releaseDLL("d3d12.dll");
  808. return 0;
  809. }
  810. #ifdef _DEBUG
  811. D3D12GetDebugInterfaceFunction getDebugInterface
  812. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  813. d3d12DLL, "D3D12GetDebugInterface");
  814. ID3D12Debug* debug = 0;
  815. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  816. debug->EnableDebugLayer();
  817. #endif
  818. IDXGIFactory4* factory;
  819. UINT createFactoryFlags = 0;
  820. #ifdef _DEBUG
  821. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  822. #endif
  823. HRESULT res = createFactory(
  824. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  825. if (FAILED(res))
  826. {
  827. getDLLRegister()->releaseDLL("dxgi.dll");
  828. getDLLRegister()->releaseDLL("d3d12.dll");
  829. return 0;
  830. }
  831. int index = 0;
  832. do
  833. {
  834. IDXGIAdapter1* current;
  835. res = factory->EnumAdapters1(index++, &current);
  836. if (res == S_OK)
  837. {
  838. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  839. current->GetDesc1(&dxgiAdapterDesc1);
  840. ID3D12Device5* device = 0;
  841. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  842. && SUCCEEDED(createDevice(current,
  843. D3D_FEATURE_LEVEL_12_1,
  844. __uuidof(ID3D12Device5),
  845. (void**)&device)))
  846. {
  847. device->Release();
  848. current->Release();
  849. factory->Release();
  850. #ifdef _DEBUG
  851. debug->Release();
  852. #endif
  853. getDLLRegister()->releaseDLL("dxgi.dll");
  854. getDLLRegister()->releaseDLL("d3d12.dll");
  855. return 1;
  856. }
  857. current->Release();
  858. }
  859. } while (res != DXGI_ERROR_NOT_FOUND);
  860. factory->Release();
  861. getDLLRegister()->releaseDLL("dxgi.dll");
  862. getDLLRegister()->releaseDLL("d3d12.dll");
  863. return 0;
  864. }
  865. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  866. {
  867. throw "Sorry, support for structured buffers will come eventualy"; // TODO:
  868. // support
  869. // structured
  870. // buffers
  871. }