DX12GraphicsApi.cpp 33 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 "DX12HitShader.h"
  12. #include "DX12MissShader.h"
  13. #include "DX12RayGenShader.h"
  14. #include "DX12Shader.h"
  15. #include "DX12Texture.h"
  16. #include "DX12TLAS.h"
  17. #include "Globals.h"
  18. #include "Image.h"
  19. #include "Model3D.h"
  20. #include "Model3DList.h"
  21. #include "Screen.h"
  22. #include "TextureList.h"
  23. #include "TextureModel.h"
  24. #include "Window.h"
  25. #include "World3D.h"
  26. using namespace Framework;
  27. DirectX12::DirectX12()
  28. : GraphicsApi(DIRECTX12),
  29. debug(0),
  30. device(0),
  31. infoQueue(0),
  32. directCommandQueue(0),
  33. swapChain(0),
  34. backBufferIndex(0),
  35. tearing(0),
  36. viewPort(0),
  37. allowedRenderArea(0),
  38. signature(0),
  39. uiTexture(0),
  40. texturRegister(new TextureList()),
  41. blasModels(0),
  42. worldTLAS(0),
  43. worldShaderBindingTables(0),
  44. lastTLASId(-1),
  45. lastModelId(-1),
  46. defaultRenderTarget(0),
  47. globalDescriptorHeap(0),
  48. defaultHitGroup(0),
  49. defaultRayGenerationShaderFunction(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 (worldShaderBindingTables)
  73. {
  74. for (int i = 0; i <= lastTLASId; i++)
  75. {
  76. if (worldShaderBindingTables[i])
  77. worldShaderBindingTables[i]->release();
  78. }
  79. delete[] worldShaderBindingTables;
  80. }
  81. if (globalDescriptorHeap)
  82. {
  83. globalDescriptorHeap->release();
  84. }
  85. if (pipeline)
  86. {
  87. pipeline->release();
  88. }
  89. if (directCommandQueue)
  90. {
  91. directCommandQueue->flush();
  92. directCommandQueue->release();
  93. }
  94. texturRegister->release();
  95. if (uiTexture) uiTexture->release();
  96. if (defaultRenderTarget) defaultRenderTarget->release();
  97. if (signature) signature->Release();
  98. delete allowedRenderArea;
  99. delete viewPort;
  100. for (int i = 0; i < 2; i++)
  101. {
  102. if (backBuffer[i]) backBuffer[i]->Release();
  103. }
  104. if (swapChain) swapChain->Release();
  105. if (infoQueue) infoQueue->Release();
  106. if (device)
  107. {
  108. device->Release();
  109. getDLLRegister()->releaseDLL("dxgi.dll");
  110. getDLLRegister()->releaseDLL("d3d12.dll");
  111. }
  112. if (debug) debug->Release();
  113. }
  114. void DirectX12::updateBottomLevelAccelerationStructure()
  115. {
  116. bool updateRequired = 0;
  117. for (const Model3DData* model : *modelList->zModels())
  118. {
  119. if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
  120. {
  121. updateRequired = true;
  122. break;
  123. }
  124. }
  125. int bufferCount = 0;
  126. if (updateRequired)
  127. {
  128. for (const Model3DData* model : *modelList->zModels())
  129. {
  130. int id = model->getId();
  131. blasModels[id]->calculateBuffers();
  132. bufferCount += blasModels[id]->getBufferCount();
  133. }
  134. directCommandQueue
  135. ->execute(); // TODO: check if this is realy necessary
  136. // here, because maybe the command list is
  137. // executed in the render function anyway
  138. }
  139. }
  140. void Framework::DirectX12::renderKamera(
  141. Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible)
  142. {
  143. if (!pipeline)
  144. {
  145. setPipeline(new DX12Pipeline());
  146. }
  147. directCommandQueue->zCommandList()->RSSetViewports(
  148. 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  149. Mat4<float> identity = Mat4<float>::identity();
  150. World3D* w = zKamera->zWorld();
  151. if (w->getId() < 0)
  152. {
  153. w->setId(++lastTLASId);
  154. DX12TLAS** tmp = new DX12TLAS*[lastTLASId + 1];
  155. if (lastTLASId)
  156. {
  157. memcpy(tmp, worldTLAS, sizeof(DX12TLAS*) * lastTLASId);
  158. }
  159. tmp[lastTLASId] = new DX12TLAS(device, directCommandQueue);
  160. delete[] worldTLAS;
  161. worldTLAS = tmp;
  162. DX12ShaderBindingTable** tmpsbts
  163. = new DX12ShaderBindingTable*[lastTLASId + 1];
  164. if (lastTLASId)
  165. {
  166. memcpy(tmpsbts,
  167. worldShaderBindingTables,
  168. sizeof(DX12ShaderBindingTable*) * lastTLASId);
  169. }
  170. tmpsbts[lastTLASId] = pipeline->createShaderBindingTable();
  171. delete[] worldShaderBindingTables;
  172. worldShaderBindingTables = tmpsbts;
  173. }
  174. else if (worldShaderBindingTables[w->getId()]->zPipeline() != pipeline)
  175. {
  176. worldShaderBindingTables[w->getId()]->release();
  177. worldShaderBindingTables[w->getId()]
  178. = pipeline->createShaderBindingTable();
  179. }
  180. DX12TLAS* tlas = worldTLAS[w->getId()];
  181. DX12ShaderBindingTable* sbt = worldShaderBindingTables[w->getId()];
  182. tlas->startUpdate();
  183. sbt->startUpdate();
  184. int objectIndex = 0;
  185. int instanceIndex = 0;
  186. w->render([this, &tlas, &objectIndex, &instanceIndex, &identity, &sbt](
  187. Model3D* obj) {
  188. obj->calculateMatrices(identity, matrixBuffer);
  189. int modelId = obj->zModelData()->getId();
  190. DX12BLASModel* blasModel = blasModels[modelId];
  191. ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
  192. for (const DX12BLAS* blas : *blasModel->zBLAS())
  193. {
  194. D3D12_RAYTRACING_INSTANCE_DESC* desc = tlas->nextInstanceDesc();
  195. desc->InstanceID = objectIndex;
  196. desc->InstanceContributionToHitGroupIndex = objectIndex;
  197. desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
  198. desc->InstanceMask = 0xFF;
  199. desc->AccelerationStructure
  200. = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
  201. memcpy(desc->Transform,
  202. &matrixBuffer[boneIds.val()],
  203. sizeof(float) * 12);
  204. boneIds++;
  205. instanceIndex++;
  206. }
  207. fillShaderBindingTable(sbt, obj, objectIndex);
  208. objectIndex++;
  209. });
  210. tlas->endUpdate();
  211. if (defaultRayGenerationShaderFunction)
  212. {
  213. sbt->setShaderInput(defaultRayGenerationShaderFunction,
  214. renderTargetInputOffset,
  215. zTarget->zResource()->GetGPUVirtualAddress());
  216. sbt->setShaderInput(defaultRayGenerationShaderFunction,
  217. tlasInputOffset,
  218. tlas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress());
  219. }
  220. sbt->setGlobalDescriptorHeap(dynamic_cast<DX12GlobalDescriptorHeap*>(
  221. globalDescriptorHeap->getThis()));
  222. sbt->endUpdate(device);
  223. ID3D12DescriptorHeap* heaps[] = {globalDescriptorHeap->zDescriptorHeap()};
  224. directCommandQueue->zCommandList()->SetDescriptorHeaps(1, heaps);
  225. D3D12_DISPATCH_RAYS_DESC desc;
  226. sbt->fillDispatchRaysDesc(&desc);
  227. desc.Width = zTarget->zImage()->getWidth();
  228. desc.Height = zTarget->zImage()->getHeight();
  229. desc.Depth = 1;
  230. directCommandQueue->zCommandList()->SetPipelineState1(
  231. pipeline->zPipelineState());
  232. directCommandQueue->zCommandList()->DispatchRays(&desc);
  233. }
  234. void Framework::DirectX12::initializePipeline()
  235. {
  236. if (pipeline->getShaders().getEntryCount() == 0)
  237. { // add default shaders
  238. DX12Shader* rayGenShader
  239. = new DX12Shader(DX12DefaultRayGenerationShaderBytes,
  240. sizeof(DX12DefaultRayGenerationShaderBytes));
  241. // RayGen from RayGen.hlsl
  242. DX12ShaderSignature* rayGenSignature = new DX12ShaderSignature();
  243. renderTargetInputOffset
  244. = rayGenSignature->addRegisterUsageLinkedToShaderBindingTable(
  245. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 0);
  246. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  247. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 1);
  248. tlasInputOffset
  249. = rayGenSignature->addRegisterUsageLinkedToShaderBindingTable(
  250. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  251. defaultRayGenerationShaderFunction = new DX12ShaderFunction(
  252. "RayGen", rayGenSignature, DX12_SHADER_FUNCTION_TYPE_RAY_GEN);
  253. rayGenShader->addFunction(defaultRayGenerationShaderFunction);
  254. pipeline->addShader(rayGenShader);
  255. DX12Shader* missShader = new DX12Shader(
  256. DX12DefaultMissShaderBytes, sizeof(DX12DefaultMissShaderBytes));
  257. // Miss from Miss.hlsl
  258. missShader->addFunction(new DX12ShaderFunction(
  259. "Miss", new DX12ShaderSignature(), DX12_SHADER_FUNCTION_TYPE_MISS));
  260. pipeline->addShader(missShader);
  261. DX12Shader* hitShader = new DX12Shader(
  262. DX12DefaultMissShaderBytes, sizeof(DX12DefaultMissShaderBytes));
  263. // ClosestHit from Hit.hlsl
  264. DX12ShaderFunction* closestHitFunction
  265. = new DX12ShaderFunction("ClosestHit",
  266. new DX12ShaderSignature(),
  267. DX12_SHADER_FUNCTION_TYPE_CLOSEST_HIT);
  268. missShader->addFunction(closestHitFunction);
  269. pipeline->addShader(hitShader);
  270. defaultHitGroup = new DX12ShaderHitGroup("HitGroup");
  271. defaultHitGroup->setClosestHitShaderFunction(closestHitFunction);
  272. pipeline->addHitGroup(defaultHitGroup);
  273. }
  274. }
  275. void Framework::DirectX12::initializeGlobalDescriptorHeap()
  276. {
  277. globalDescriptorHeap->addTextureInput(
  278. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, uiTexture);
  279. }
  280. void Framework::DirectX12::fillShaderBindingTable(
  281. DX12ShaderBindingTable* zShaderBindingTable,
  282. Model3D* zModel,
  283. int instanceIndex)
  284. {
  285. if (defaultHitGroup)
  286. {
  287. zShaderBindingTable->addHitGroup(defaultHitGroup);
  288. }
  289. }
  290. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  291. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  292. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  293. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  294. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  295. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  296. void DirectX12::initialize(
  297. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  298. {
  299. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  300. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  301. if (!dxgiDLL)
  302. {
  303. WMessageBox(fenster->getWindowHandle(),
  304. new Text("Fehler"),
  305. new Text("dxgi.dll konnte nicht gefunden werden."),
  306. MB_ICONERROR);
  307. return;
  308. }
  309. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  310. if (!d3d12DLL)
  311. {
  312. getDLLRegister()->releaseDLL("dxgi.dll");
  313. WMessageBox(fenster->getWindowHandle(),
  314. new Text("Fehler"),
  315. new Text("DirectX 12 konnte nicht gefunden werden."),
  316. MB_ICONERROR);
  317. return;
  318. }
  319. // CreateDXGIFactory2
  320. CreateDXGIFactory2Function createFactory
  321. = (CreateDXGIFactory2Function)GetProcAddress(
  322. dxgiDLL, "CreateDXGIFactory2");
  323. if (!createFactory)
  324. {
  325. getDLLRegister()->releaseDLL("dxgi.dll");
  326. getDLLRegister()->releaseDLL("d3d12.dll");
  327. WMessageBox(fenster->getWindowHandle(),
  328. new Text("Fehler"),
  329. new Text(
  330. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  331. "nicht gefunden werden."),
  332. MB_ICONERROR);
  333. return;
  334. }
  335. // D3D12CreateDevice
  336. D3D12CreateDeviceFunction createDevice
  337. = (D3D12CreateDeviceFunction)GetProcAddress(
  338. d3d12DLL, "D3D12CreateDevice");
  339. if (!createDevice)
  340. {
  341. getDLLRegister()->releaseDLL("dxgi.dll");
  342. getDLLRegister()->releaseDLL("d3d12.dll");
  343. WMessageBox(fenster->getWindowHandle(),
  344. new Text("Fehler"),
  345. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  346. "konnte nicht gefunden werden."),
  347. MB_ICONERROR);
  348. return;
  349. }
  350. // D3D12SerializeVersionedRootSignature
  351. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  352. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  353. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  354. // D3D12SerializeRootSignature
  355. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  356. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  357. d3d12DLL, "D3D12SerializeRootSignature");
  358. bool debugDXGI = 0;
  359. #ifdef _DEBUG
  360. IDXGIInfoQueue* dxgiInfoQueue;
  361. if (debugDX)
  362. {
  363. // D3D12GetDebugInterface
  364. D3D12GetDebugInterfaceFunction getDebugInterface
  365. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  366. d3d12DLL, "D3D12GetDebugInterface");
  367. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  368. debug->EnableDebugLayer();
  369. // DXGIGetDebugInterface1
  370. DXGIGetDebugInterface1Function dxgiDebugInterface
  371. = (DXGIGetDebugInterface1Function)GetProcAddress(
  372. dxgiDLL, "DXGIGetDebugInterface1");
  373. if (SUCCEEDED(dxgiDebugInterface(
  374. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  375. debugDXGI = 1;
  376. }
  377. #endif
  378. IDXGIFactory6* factory;
  379. UINT createFactoryFlags = 0;
  380. #if defined(_DEBUG)
  381. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  382. #endif
  383. HRESULT res = createFactory(
  384. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  385. if (FAILED(res))
  386. {
  387. getDLLRegister()->releaseDLL("dxgi.dll");
  388. getDLLRegister()->releaseDLL("d3d12.dll");
  389. Logging::error() << "ERROR DXGI: createFactory returned " << res
  390. << "\n";
  391. WMessageBox(fenster->getWindowHandle(),
  392. new Text("Fehler"),
  393. new Text("createFactory ist Fehlgeschlagen."),
  394. MB_ICONERROR);
  395. return;
  396. }
  397. IDXGIAdapter1* adapter = 0;
  398. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  399. != factory->EnumAdapterByGpuPreference(adapterID,
  400. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  401. __uuidof(IDXGIAdapter1),
  402. (void**)&adapter);
  403. ++adapterID)
  404. {
  405. DXGI_ADAPTER_DESC1 desc;
  406. adapter->GetDesc1(&desc);
  407. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  408. {
  409. adapter->Release();
  410. // Don't select the Basic Render Driver adapter.
  411. continue;
  412. }
  413. // Check to see if the adapter supports Direct3D 12, but don't create
  414. // the actual device yet.
  415. if (SUCCEEDED(createDevice(adapter,
  416. D3D_FEATURE_LEVEL_12_1,
  417. _uuidof(ID3D12Device),
  418. nullptr)))
  419. {
  420. char buff[256] = {};
  421. printf_s(buff,
  422. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  423. adapterID,
  424. desc.VendorId,
  425. desc.DeviceId,
  426. desc.Description);
  427. Logging::info() << buff;
  428. break;
  429. }
  430. adapter->Release();
  431. }
  432. if (!adapter)
  433. {
  434. if (FAILED(factory->EnumWarpAdapter(
  435. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  436. Logging::error()
  437. << "ERROR: WARP12 not available. Enable the 'Graphics "
  438. "Tools' optional feature";
  439. }
  440. if (!adapter)
  441. {
  442. factory->Release();
  443. getDLLRegister()->releaseDLL("dxgi.dll");
  444. getDLLRegister()->releaseDLL("d3d12.dll");
  445. WMessageBox(fenster->getWindowHandle(),
  446. new Text("Fehler"),
  447. new Text("Es wurde keine passende Grafigkarte gefunden."),
  448. MB_ICONERROR);
  449. return;
  450. }
  451. res = createDevice(adapter,
  452. D3D_FEATURE_LEVEL_12_1,
  453. __uuidof(ID3D12Device5),
  454. (void**)&device);
  455. adapter->Release();
  456. if (FAILED(res))
  457. {
  458. factory->Release();
  459. getDLLRegister()->releaseDLL("dxgi.dll");
  460. getDLLRegister()->releaseDLL("d3d12.dll");
  461. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  462. WMessageBox(fenster->getWindowHandle(),
  463. new Text("Fehler"),
  464. new Text("createDevice ist Fehlgeschlagen."),
  465. MB_ICONERROR);
  466. return;
  467. }
  468. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  469. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  470. &featureSupportData,
  471. sizeof(featureSupportData));
  472. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  473. {
  474. device->Release();
  475. factory->Release();
  476. getDLLRegister()->releaseDLL("dxgi.dll");
  477. getDLLRegister()->releaseDLL("d3d12.dll");
  478. Logging::error() << "ERROR: Raytracing is not available\n";
  479. WMessageBox(fenster->getWindowHandle(),
  480. new Text("Fehler"),
  481. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  482. "verwendet werden."),
  483. MB_ICONERROR);
  484. return;
  485. }
  486. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  487. if (SUCCEEDED(res))
  488. {
  489. if (debugDX)
  490. {
  491. infoQueue->SetBreakOnSeverity(
  492. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  493. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  494. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  495. }
  496. // Suppress individual messages by their ID
  497. D3D12_MESSAGE_ID DenyIds[] = {
  498. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  499. // I'm really not sure how to avoid this message.
  500. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  501. // using capture frame while
  502. // graphics debugging.
  503. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  504. // when using capture
  505. // frame while graphics
  506. // debugging.
  507. };
  508. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  509. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  510. NewFilter.DenyList.pSeverityList = 0; // Severities;
  511. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  512. NewFilter.DenyList.pIDList = DenyIds;
  513. infoQueue->PushStorageFilter(&NewFilter);
  514. }
  515. directCommandQueue = new DX12DirectCommandQueue(device);
  516. IDXGIFactory5* fac5 = 0;
  517. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  518. if (fac5)
  519. {
  520. res = fac5->CheckFeatureSupport(
  521. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  522. if (FAILED(res)) tearing = 0;
  523. fac5->Release();
  524. }
  525. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  526. swapChainDesc.Width = backBufferSize.x;
  527. swapChainDesc.Height = backBufferSize.y;
  528. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  529. swapChainDesc.Stereo = FALSE;
  530. swapChainDesc.SampleDesc = {1, 0};
  531. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  532. swapChainDesc.BufferCount = 2;
  533. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  534. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  535. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  536. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  537. IDXGISwapChain1* tmpSwapChain;
  538. res = factory->CreateSwapChainForHwnd(directCommandQueue->zQueue(),
  539. fenster->getWindowHandle(),
  540. &swapChainDesc,
  541. 0,
  542. 0,
  543. &tmpSwapChain);
  544. if (FAILED(res))
  545. {
  546. factory->Release();
  547. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  548. << "\n";
  549. WMessageBox(fenster->getWindowHandle(),
  550. new Text("Fehler"),
  551. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  552. MB_ICONERROR);
  553. return;
  554. }
  555. res = tmpSwapChain->QueryInterface(
  556. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  557. tmpSwapChain->Release();
  558. if (FAILED(res))
  559. {
  560. factory->Release();
  561. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  562. WMessageBox(fenster->getWindowHandle(),
  563. new Text("Fehler"),
  564. new Text("QueryInterface ist Fehlgeschlagen."),
  565. MB_ICONERROR);
  566. return;
  567. }
  568. factory->MakeWindowAssociation(
  569. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  570. for (int i = 0; i < 2; i++)
  571. {
  572. ID3D12Resource* backBuffer;
  573. res = swapChain->GetBuffer(
  574. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  575. if (FAILED(res))
  576. {
  577. factory->Release();
  578. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  579. WMessageBox(fenster->getWindowHandle(),
  580. new Text("Fehler"),
  581. new Text("GetBuffer ist Fehlgeschlagen."),
  582. MB_ICONERROR);
  583. return;
  584. }
  585. this->backBuffer[i] = backBuffer;
  586. }
  587. Image* renderTargetImage = new Image();
  588. renderTargetImage->newImage(backBufferSize.x, backBufferSize.y, 0);
  589. defaultRenderTarget = dynamic_cast<DX12Texture*>(
  590. createOrGetTexture("_f_RenderTarget", renderTargetImage, GPU_TO_RAM));
  591. viewPort = new D3D12_VIEWPORT();
  592. viewPort->Width = (float)this->backBufferSize.x;
  593. viewPort->Height = (float)this->backBufferSize.y;
  594. viewPort->MinDepth = 0.0f;
  595. viewPort->MaxDepth = 1.0f;
  596. viewPort->TopLeftX = 0.0f;
  597. viewPort->TopLeftY = 0.0f;
  598. allowedRenderArea = new D3D12_RECT();
  599. allowedRenderArea->left = 0;
  600. allowedRenderArea->top = 0;
  601. allowedRenderArea->right = LONG_MAX;
  602. allowedRenderArea->bottom = LONG_MAX;
  603. Image* renderB = new Image(1);
  604. renderB->setAlpha3D(1);
  605. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  606. uiTexture = createOrGetTexture("_f_Render_Image", renderB, RAM_TO_GPU);
  607. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  608. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  609. if (FAILED(device->CheckFeatureSupport(
  610. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  611. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  612. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  613. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  614. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  615. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  616. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  617. D3D12_DESCRIPTOR_RANGE1 range[2];
  618. range[0].NumDescriptors = 5;
  619. range[0].BaseShaderRegister = 0;
  620. range[0].RegisterSpace = 0;
  621. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  622. range[0].OffsetInDescriptorsFromTableStart
  623. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  624. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  625. range[1].NumDescriptors = 1;
  626. range[1].BaseShaderRegister = 0;
  627. range[1].RegisterSpace = 0;
  628. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  629. range[1].OffsetInDescriptorsFromTableStart
  630. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  631. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  632. D3D12_ROOT_PARAMETER1 rootParameters[1];
  633. rootParameters[0].ParameterType
  634. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  635. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  636. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  637. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  638. D3D12_STATIC_SAMPLER_DESC sampler = {};
  639. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  640. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  641. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  642. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  643. sampler.MipLODBias = 0;
  644. sampler.MaxAnisotropy = 0;
  645. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  646. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  647. sampler.MinLOD = 0.0f;
  648. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  649. sampler.ShaderRegister = 0;
  650. sampler.RegisterSpace = 0;
  651. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  652. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  653. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  654. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  655. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  656. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  657. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  658. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  659. ID3DBlob* rootSignature;
  660. ID3DBlob* error;
  661. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  662. featureData.HighestVersion,
  663. &rootSignature,
  664. &error,
  665. d3d12svrsf,
  666. d3d12srsf);
  667. if (FAILED(res))
  668. {
  669. factory->Release();
  670. Logging::error()
  671. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  672. << "\n";
  673. WMessageBox(fenster->getWindowHandle(),
  674. new Text("Fehler"),
  675. new Text(
  676. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  677. MB_ICONERROR);
  678. if (error) error->Release();
  679. return;
  680. }
  681. res = device->CreateRootSignature(0,
  682. rootSignature->GetBufferPointer(),
  683. rootSignature->GetBufferSize(),
  684. __uuidof(ID3D12RootSignature),
  685. (void**)&signature);
  686. if (FAILED(res))
  687. {
  688. factory->Release();
  689. Logging::error() << "ERROR: CreateRootSignature returned " << res
  690. << "\n";
  691. WMessageBox(fenster->getWindowHandle(),
  692. new Text("Fehler"),
  693. new Text("CreateRootSignature ist Fehlgeschlagen."),
  694. MB_ICONERROR);
  695. return;
  696. }
  697. rootSignature->Release();
  698. D3D12_RASTERIZER_DESC rdesc;
  699. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  700. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  701. rdesc.FrontCounterClockwise = 0;
  702. rdesc.DepthBias = 0;
  703. rdesc.DepthBiasClamp = 0.f;
  704. rdesc.SlopeScaledDepthBias = 0.f;
  705. rdesc.DepthClipEnable = 1;
  706. rdesc.MultisampleEnable = 0;
  707. rdesc.AntialiasedLineEnable = 0;
  708. rdesc.ForcedSampleCount = 0;
  709. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  710. uiTexture->updateTextur();
  711. directCommandQueue->execute();
  712. factory->Release();
  713. }
  714. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  715. {
  716. D3D12_RESOURCE_BARRIER barrier;
  717. ZeroMemory(&barrier, sizeof(barrier));
  718. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  719. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  720. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  721. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  722. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  723. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  724. // TODO
  725. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  726. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  727. uiTexture->updateTextur();
  728. CD3DX12_RESOURCE_BARRIER transition
  729. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  730. D3D12_RESOURCE_STATE_COPY_SOURCE,
  731. D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  732. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  733. }
  734. void DirectX12::renderKamera(Cam3D* zKamera)
  735. {
  736. renderKamera(zKamera, defaultRenderTarget, true);
  737. }
  738. void Framework::DirectX12::renderKamera(Cam3D* zKamera, Texture* zTarget)
  739. {
  740. renderKamera(zKamera, dynamic_cast<DX12Texture*>(zTarget), false);
  741. }
  742. void DirectX12::presentFrame()
  743. {
  744. CD3DX12_RESOURCE_BARRIER transition
  745. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  746. D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
  747. D3D12_RESOURCE_STATE_COPY_SOURCE);
  748. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  749. transition
  750. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  751. D3D12_RESOURCE_STATE_RENDER_TARGET,
  752. D3D12_RESOURCE_STATE_COPY_DEST);
  753. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  754. directCommandQueue->zCommandList()->CopyResource(
  755. backBuffer[backBufferIndex], defaultRenderTarget->zResource());
  756. transition
  757. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  758. D3D12_RESOURCE_STATE_COPY_DEST,
  759. D3D12_RESOURCE_STATE_RENDER_TARGET);
  760. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  761. // Indicate that the back buffer will now be used to present.
  762. transition
  763. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  764. D3D12_RESOURCE_STATE_RENDER_TARGET,
  765. D3D12_RESOURCE_STATE_PRESENT);
  766. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  767. directCommandQueue->execute();
  768. swapChain->Present(0, 0);
  769. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  770. }
  771. Texture* DirectX12::createOrGetTexture(
  772. const char* name, Image* b, TextureDirection dir)
  773. {
  774. if (!device)
  775. {
  776. if (b) b->release();
  777. return 0;
  778. }
  779. if (texturRegister->hasTexture(name))
  780. {
  781. Texture* ret = texturRegister->getTexture(name);
  782. if (b) ret->setImageZ(b);
  783. return ret;
  784. }
  785. Texture* ret = new DX12Texture(device, directCommandQueue, dir);
  786. if (b) ret->setImageZ(b);
  787. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  788. ret->updateTextur();
  789. directCommandQueue->execute();
  790. return ret;
  791. }
  792. Image* DirectX12::zUIRenderImage() const
  793. {
  794. return uiTexture ? uiTexture->zImage() : 0;
  795. }
  796. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  797. {
  798. return new DX12Buffer(eSize, device, D3D12_RESOURCE_FLAG_NONE);
  799. }
  800. void Framework::DirectX12::setPipeline(DX12Pipeline* pipeline)
  801. {
  802. if (this->pipeline)
  803. {
  804. this->pipeline->release();
  805. }
  806. this->pipeline = pipeline;
  807. if (pipeline)
  808. {
  809. initializePipeline();
  810. if (!globalDescriptorHeap
  811. || globalDescriptorHeap->zPipeline() != pipeline)
  812. {
  813. if (globalDescriptorHeap)
  814. {
  815. globalDescriptorHeap->release();
  816. }
  817. globalDescriptorHeap = pipeline->createGlobalDescriptorHeap();
  818. initializeGlobalDescriptorHeap();
  819. }
  820. }
  821. }
  822. bool DirectX12::isAvailable()
  823. {
  824. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  825. if (!dxgiDLL) return 0;
  826. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  827. if (!d3d12DLL)
  828. {
  829. getDLLRegister()->releaseDLL("dxgi.dll");
  830. return 0;
  831. }
  832. CreateDXGIFactory2Function createFactory
  833. = (CreateDXGIFactory2Function)GetProcAddress(
  834. dxgiDLL, "CreateDXGIFactory2");
  835. if (!createFactory)
  836. {
  837. getDLLRegister()->releaseDLL("dxgi.dll");
  838. getDLLRegister()->releaseDLL("d3d12.dll");
  839. return 0;
  840. }
  841. D3D12CreateDeviceFunction createDevice
  842. = (D3D12CreateDeviceFunction)GetProcAddress(
  843. d3d12DLL, "D3D12CreateDevice");
  844. if (!createDevice)
  845. {
  846. getDLLRegister()->releaseDLL("dxgi.dll");
  847. getDLLRegister()->releaseDLL("d3d12.dll");
  848. return 0;
  849. }
  850. #ifdef _DEBUG
  851. D3D12GetDebugInterfaceFunction getDebugInterface
  852. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  853. d3d12DLL, "D3D12GetDebugInterface");
  854. ID3D12Debug* debug = 0;
  855. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  856. debug->EnableDebugLayer();
  857. #endif
  858. IDXGIFactory4* factory;
  859. UINT createFactoryFlags = 0;
  860. #ifdef _DEBUG
  861. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  862. #endif
  863. HRESULT res = createFactory(
  864. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  865. if (FAILED(res))
  866. {
  867. getDLLRegister()->releaseDLL("dxgi.dll");
  868. getDLLRegister()->releaseDLL("d3d12.dll");
  869. return 0;
  870. }
  871. int index = 0;
  872. do
  873. {
  874. IDXGIAdapter1* current;
  875. res = factory->EnumAdapters1(index++, &current);
  876. if (res == S_OK)
  877. {
  878. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  879. current->GetDesc1(&dxgiAdapterDesc1);
  880. ID3D12Device5* device = 0;
  881. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  882. && SUCCEEDED(createDevice(current,
  883. D3D_FEATURE_LEVEL_12_1,
  884. __uuidof(ID3D12Device5),
  885. (void**)&device)))
  886. {
  887. device->Release();
  888. current->Release();
  889. factory->Release();
  890. #ifdef _DEBUG
  891. debug->Release();
  892. #endif
  893. getDLLRegister()->releaseDLL("dxgi.dll");
  894. getDLLRegister()->releaseDLL("d3d12.dll");
  895. return 1;
  896. }
  897. current->Release();
  898. }
  899. } while (res != DXGI_ERROR_NOT_FOUND);
  900. factory->Release();
  901. getDLLRegister()->releaseDLL("dxgi.dll");
  902. getDLLRegister()->releaseDLL("d3d12.dll");
  903. return 0;
  904. }