DX12GraphicsApi.cpp 45 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 "DX12DefaultAnyHitShader.h"
  12. #include "DX12DefaultHitShader.h"
  13. #include "DX12DefaultMissShader.h"
  14. #include "DX12DefaultRayGenShader.h"
  15. #include "DX12SamplerState.h"
  16. #include "DX12Shader.h"
  17. #include "DX12Texture.h"
  18. #include "DX12TLAS.h"
  19. #include "Globals.h"
  20. #include "Image.h"
  21. #include "Model3D.h"
  22. #include "Model3DList.h"
  23. #include "Screen.h"
  24. #include "TextureList.h"
  25. #include "TextureModel.h"
  26. #include "Window.h"
  27. #include "World3D.h"
  28. #define DEFAULT_MAX_TRANSPARENT_HITS 5
  29. using namespace Framework;
  30. class DX12RenderingData : public Framework::ReferenceCounter
  31. {
  32. public:
  33. int lastObjectIndex;
  34. int lastBlasCount;
  35. int* lastHitGroupIndices;
  36. DX12RenderingData()
  37. : Framework::ReferenceCounter(),
  38. lastObjectIndex(-1),
  39. lastBlasCount(0),
  40. lastHitGroupIndices(0)
  41. {}
  42. ~DX12RenderingData()
  43. {
  44. if (lastHitGroupIndices) delete[] lastHitGroupIndices;
  45. }
  46. };
  47. DirectX12::DirectX12()
  48. : GraphicsApi(DIRECTX12),
  49. debug(0),
  50. infoQueue(0),
  51. directCommandQueue(0),
  52. swapChain(0),
  53. backBufferIndex(0),
  54. tearing(0),
  55. signature(0),
  56. uiTexture(0),
  57. texturRegister(new TextureList()),
  58. blasModels(0),
  59. worldTLAS(0),
  60. worldShaderBindingTables(0),
  61. lastTLASId(-1),
  62. lastModelId(-1),
  63. defaultRenderTarget(0),
  64. defaultKamera(0),
  65. cameraCount(0),
  66. rayGenSettingsBuffer(0),
  67. device(0),
  68. pfnD3D12SerializeRootSignature(0),
  69. pipeline(0),
  70. globalDescriptorHeap(0),
  71. textureDescriptorHeap(0),
  72. samplerDescriptorHeap(0),
  73. defaultHitGroup(0),
  74. defaultRayGenerationShaderFunction(0),
  75. defaultSamplerState(0),
  76. sbtTextureIdBufferOffset(0),
  77. sbtIndexBufferOffset(0),
  78. sbtVertexDataBufferOffset(0),
  79. sbtPolygonSizeBufferOffset(0)
  80. {
  81. for (int i = 0; i < 2; i++)
  82. backBuffer[i] = 0;
  83. }
  84. DirectX12::~DirectX12()
  85. {
  86. if (blasModels)
  87. {
  88. for (int i = 0; i <= lastModelId; i++)
  89. {
  90. if (blasModels[i]) blasModels[i]->release();
  91. }
  92. delete[] blasModels;
  93. }
  94. if (worldTLAS)
  95. {
  96. for (int i = 0; i <= lastTLASId; i++)
  97. {
  98. if (worldTLAS[i]) worldTLAS[i]->release();
  99. }
  100. delete[] worldTLAS;
  101. }
  102. if (worldShaderBindingTables)
  103. {
  104. for (int i = 0; i <= lastTLASId; i++)
  105. {
  106. if (worldShaderBindingTables[i])
  107. worldShaderBindingTables[i]->release();
  108. }
  109. delete[] worldShaderBindingTables;
  110. }
  111. if (globalDescriptorHeap)
  112. {
  113. globalDescriptorHeap->release();
  114. }
  115. if (textureDescriptorHeap)
  116. {
  117. textureDescriptorHeap->release();
  118. }
  119. if (samplerDescriptorHeap)
  120. {
  121. samplerDescriptorHeap->release();
  122. }
  123. if (pipeline)
  124. {
  125. pipeline->release();
  126. }
  127. if (directCommandQueue)
  128. {
  129. directCommandQueue->flush();
  130. directCommandQueue->release();
  131. }
  132. if (rayGenSettingsBuffer)
  133. {
  134. rayGenSettingsBuffer->release();
  135. }
  136. if (defaultSamplerState)
  137. {
  138. defaultSamplerState->release();
  139. }
  140. texturRegister->release();
  141. if (uiTexture) uiTexture->release();
  142. if (defaultKamera) defaultKamera->release();
  143. if (defaultRenderTarget) defaultRenderTarget->release();
  144. if (signature) signature->Release();
  145. for (int i = 0; i < 2; i++)
  146. {
  147. if (backBuffer[i]) backBuffer[i]->Release();
  148. }
  149. if (swapChain) swapChain->Release();
  150. if (infoQueue) infoQueue->Release();
  151. if (device)
  152. {
  153. device->Release();
  154. getDLLRegister()->releaseDLL("dxgi.dll");
  155. getDLLRegister()->releaseDLL("d3d12.dll");
  156. }
  157. if (debug) debug->Release();
  158. }
  159. void DirectX12::updateBottomLevelAccelerationStructure()
  160. {
  161. cs.lock();
  162. bool updateRequired = 0;
  163. for (const Model3DData* model : *modelList->zModels())
  164. {
  165. if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
  166. {
  167. updateRequired = true;
  168. break;
  169. }
  170. }
  171. int bufferCount = 0;
  172. if (updateRequired)
  173. {
  174. for (const Model3DData* model : *modelList->zModels())
  175. {
  176. int id = model->getId();
  177. blasModels[id]->calculateBuffers();
  178. bufferCount += blasModels[id]->getBufferCount();
  179. }
  180. }
  181. cs.unlock();
  182. }
  183. void Framework::DirectX12::renderKamera(
  184. Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible)
  185. {
  186. updateBottomLevelAccelerationStructure();
  187. if (guiVisible)
  188. {
  189. uiTexture->updateTextur();
  190. }
  191. if (!pipeline)
  192. {
  193. setPipeline(new DX12Pipeline());
  194. }
  195. for (Texture* texture : *texturRegister->zTextures())
  196. {
  197. if (texture->hasBufferChanged())
  198. {
  199. textureDescriptorHeap->updateTextureInput(texture->getId(),
  200. DX12_SHADER_REGISTER_T_SHADER_RESOURCE,
  201. (DX12Texture*)texture);
  202. texture->setBufferChanged(0);
  203. }
  204. }
  205. directCommandQueue->zCommandList()->RSSetViewports(
  206. 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  207. Mat4<float> identity = Mat4<float>::identity();
  208. World3D* w = zKamera->zWorld();
  209. if (w->getId() < 0)
  210. {
  211. w->setId(++lastTLASId);
  212. DX12TLAS** tmp = new DX12TLAS*[lastTLASId + 1];
  213. if (lastTLASId)
  214. {
  215. memcpy(tmp, worldTLAS, sizeof(DX12TLAS*) * lastTLASId);
  216. }
  217. tmp[lastTLASId] = new DX12TLAS(device, directCommandQueue);
  218. delete[] worldTLAS;
  219. worldTLAS = tmp;
  220. DX12ShaderBindingTable** tmpsbts
  221. = new DX12ShaderBindingTable*[lastTLASId + 1];
  222. if (lastTLASId)
  223. {
  224. memcpy(tmpsbts,
  225. worldShaderBindingTables,
  226. sizeof(DX12ShaderBindingTable*) * lastTLASId);
  227. }
  228. tmpsbts[lastTLASId] = pipeline->createShaderBindingTable();
  229. delete[] worldShaderBindingTables;
  230. worldShaderBindingTables = tmpsbts;
  231. }
  232. else if (worldShaderBindingTables[w->getId()]->zPipeline() != pipeline)
  233. {
  234. worldShaderBindingTables[w->getId()]->release();
  235. worldShaderBindingTables[w->getId()]
  236. = pipeline->createShaderBindingTable();
  237. }
  238. DX12TLAS* tlas = worldTLAS[w->getId()];
  239. DX12ShaderBindingTable* sbt = worldShaderBindingTables[w->getId()];
  240. tlas->startUpdate();
  241. sbt->startUpdate();
  242. int objectIndex = 0;
  243. int instanceIndex = 0;
  244. // descriptor heaps must be set before filling the shader binding table with
  245. // hit groups
  246. sbt->setGlobalDescriptorHeap(globalDescriptorHeap);
  247. sbt->setTextureDescriptorHeap(textureDescriptorHeap);
  248. sbt->setSamplerDescriptorHeap(samplerDescriptorHeap);
  249. w->render([this, &tlas, &objectIndex, &instanceIndex, &identity, &sbt](
  250. Model3D* obj) {
  251. DX12RenderingData* renderingData
  252. = dynamic_cast<DX12RenderingData*>(obj->zRenderingData());
  253. if (!renderingData)
  254. {
  255. renderingData = new DX12RenderingData();
  256. obj->setRenderingData(renderingData);
  257. }
  258. int modelId = obj->zModelData()->getId();
  259. DX12BLASModel* blasModel = blasModels[modelId];
  260. bool changed
  261. = obj->getLastTickReturn()
  262. || renderingData->lastObjectIndex != objectIndex
  263. || renderingData->lastBlasCount != blasModel->getBufferCount()
  264. || obj->zModelData()->wasIndexBufferChanged()
  265. || obj->zModelData()->wasVertexBufferChanged();
  266. renderingData->lastObjectIndex = objectIndex;
  267. if (changed)
  268. {
  269. obj->calculateMatrices(identity, matrixBuffer);
  270. blasModel->calculateBuffers();
  271. }
  272. if (renderingData->lastBlasCount < blasModel->getBufferCount())
  273. {
  274. if (renderingData->lastHitGroupIndices)
  275. {
  276. delete[] renderingData->lastHitGroupIndices;
  277. }
  278. renderingData->lastHitGroupIndices
  279. = new int[blasModel->getBufferCount()];
  280. memset(renderingData->lastHitGroupIndices,
  281. -1,
  282. sizeof(int) * blasModel->getBufferCount());
  283. renderingData->lastBlasCount = blasModel->getBufferCount();
  284. }
  285. ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
  286. instanceIndex = 0;
  287. for (const DX12BLAS* blas : *blasModel->zBLAS())
  288. {
  289. if (changed)
  290. {
  291. D3D12_RAYTRACING_INSTANCE_DESC* desc = tlas->nextInstanceDesc();
  292. desc->InstanceID = objectIndex;
  293. desc->InstanceContributionToHitGroupIndex = objectIndex;
  294. desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
  295. desc->InstanceMask = 0xFF * (obj->getSize() > 0);
  296. desc->AccelerationStructure
  297. = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
  298. memcpy(desc->Transform,
  299. &matrixBuffer[boneIds.val()],
  300. sizeof(float) * 12);
  301. }
  302. else
  303. {
  304. tlas->nextInstanceDesc();
  305. }
  306. boneIds++;
  307. fillShaderBindingTable(sbt,
  308. obj,
  309. objectIndex,
  310. blas,
  311. renderingData->lastHitGroupIndices[instanceIndex]);
  312. instanceIndex++;
  313. objectIndex++;
  314. }
  315. });
  316. tlas->endUpdate();
  317. settings.inverseProjection = zKamera->getInverseProjectionMatrix();
  318. settings.inverseView = zKamera->getInverseViewMatrix();
  319. settings.minDistance = zKamera->getMinDistance();
  320. settings.maxDistance = zKamera->getMaxDistance();
  321. settings.useRays = 1;
  322. settings.renderGui = (int)guiVisible;
  323. rayGenSettingsBuffer->setData(&settings, 1);
  324. rayGenSettingsBuffer->copyToGPU(sizeof(settings));
  325. if (defaultRayGenerationShaderFunction)
  326. {
  327. globalDescriptorHeap->updateTextureInput(
  328. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, zTarget);
  329. globalDescriptorHeap->updateTLASInput(
  330. 3, DX12_SHADER_REGISTER_T_SHADER_RESOURCE, tlas);
  331. }
  332. sbt->endUpdate(device, directCommandQueue);
  333. ID3D12DescriptorHeap* heaps[] = {globalDescriptorHeap->zDescriptorHeap(),
  334. samplerDescriptorHeap->zDescriptorHeap()};
  335. directCommandQueue->zCommandList()->SetDescriptorHeaps(2, heaps);
  336. D3D12_DISPATCH_RAYS_DESC desc;
  337. sbt->fillDispatchRaysDesc(&desc);
  338. desc.Width = zTarget->zImage()->getWidth();
  339. desc.Height = zTarget->zImage()->getHeight();
  340. desc.Depth = 1;
  341. directCommandQueue->zCommandList()->SetPipelineState1(
  342. pipeline->zPipelineState());
  343. directCommandQueue->zCommandList()->DispatchRays(&desc);
  344. }
  345. void Framework::DirectX12::initializePipeline()
  346. {
  347. if (pipeline->getShaders().getEntryCount() == 0)
  348. { // add default shaders
  349. DX12Shader* rayGenShader = new DX12Shader(
  350. DX12DefaultRayGenShaderBytes, sizeof(DX12DefaultRayGenShaderBytes));
  351. // RayGen from RayGen.hlsl
  352. DX12ShaderSignature* rayGenSignature = new DX12ShaderSignature();
  353. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  354. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 0);
  355. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  356. 1, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 1);
  357. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  358. 2, DX12_SHADER_REGISTER_B_CONST_BUFFER, 0);
  359. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  360. 3, DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  361. defaultRayGenerationShaderFunction = new DX12ShaderFunction(
  362. "RayGen", rayGenSignature, DX12_SHADER_FUNCTION_TYPE_RAY_GEN);
  363. rayGenShader->addFunction(defaultRayGenerationShaderFunction);
  364. pipeline->addShader(rayGenShader);
  365. DX12Shader* missShader = new DX12Shader(
  366. DX12DefaultMissShaderBytes, sizeof(DX12DefaultMissShaderBytes));
  367. // Miss from Miss.hlsl
  368. missShader->addFunction(new DX12ShaderFunction(
  369. "Miss", new DX12ShaderSignature(), DX12_SHADER_FUNCTION_TYPE_MISS));
  370. pipeline->addShader(missShader);
  371. DX12ShaderSignature* hitSignature = new DX12ShaderSignature();
  372. hitSignature->addRegisterUsageLinkedToDescriptorHeap(
  373. 0, DX12_SHADER_REGISTER_S_SAMPLER, 0, 0, SAMPLER_DESCRIPTOR_HEAP);
  374. hitSignature->addRegisterUsageLinkedToDescriptorHeap(0,
  375. DX12_SHADER_REGISTER_T_SHADER_RESOURCE,
  376. 0,
  377. 1,
  378. TEXTURE_DESCRIPTOR_HEAP,
  379. 1);
  380. sbtTextureIdBufferOffset
  381. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  382. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 2);
  383. sbtIndexBufferOffset
  384. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  385. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 3);
  386. sbtVertexDataBufferOffset
  387. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  388. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 4);
  389. sbtPolygonSizeBufferOffset
  390. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  391. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 5);
  392. DX12Shader* anyHitShader = new DX12Shader(
  393. DX12DefaultAnyHitShaderBytes, sizeof(DX12DefaultAnyHitShaderBytes));
  394. DX12ShaderFunction* anyHitFunction = new DX12ShaderFunction(
  395. "AnyHit", hitSignature, DX12_SHADER_FUNCTION_TYPE_ANY_HIT);
  396. // AnyHit from AnyHit.hlsl
  397. anyHitShader->addFunction(anyHitFunction);
  398. pipeline->addShader(anyHitShader);
  399. DX12Shader* hitShader = new DX12Shader(
  400. DX12DefaultHitShaderBytes, sizeof(DX12DefaultHitShaderBytes));
  401. // ClosestHit from Hit.hlsl
  402. DX12ShaderFunction* closestHitFunction
  403. = new DX12ShaderFunction("ClosestHit",
  404. dynamic_cast<DX12ShaderSignature*>(hitSignature->getThis()),
  405. DX12_SHADER_FUNCTION_TYPE_CLOSEST_HIT);
  406. hitShader->addFunction(closestHitFunction);
  407. pipeline->addShader(hitShader);
  408. defaultHitGroup = new DX12ShaderHitGroup("HitGroup");
  409. defaultHitGroup->setAttributeSize(8);
  410. defaultHitGroup->setPayloadSize(20 * DEFAULT_MAX_TRANSPARENT_HITS + 4);
  411. defaultHitGroup->setAnyHitShaderFunction(anyHitFunction);
  412. defaultHitGroup->setClosestHitShaderFunction(closestHitFunction);
  413. pipeline->addHitGroup(defaultHitGroup);
  414. pipeline->setMaxRecursionDepth(10);
  415. }
  416. pipeline->createPipelineState(device, pfnD3D12SerializeRootSignature);
  417. }
  418. void Framework::DirectX12::initializeGlobalDescriptorHeap()
  419. {
  420. globalDescriptorHeap->addTextureInput(
  421. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, defaultRenderTarget);
  422. globalDescriptorHeap->addTextureInput(
  423. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, uiTexture);
  424. globalDescriptorHeap->addBufferInput(
  425. DX12_SHADER_REGISTER_B_CONST_BUFFER, rayGenSettingsBuffer);
  426. globalDescriptorHeap->addTLASInput(
  427. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  428. globalDescriptorHeap->updateDescriptorHeap(device);
  429. }
  430. void Framework::DirectX12::initializeTextureDescriptorHeap()
  431. {
  432. for (Texture* tex : *texturRegister->zTextures())
  433. {
  434. textureDescriptorHeap->addTextureInput(
  435. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, tex);
  436. tex->setBufferChanged(0);
  437. }
  438. textureDescriptorHeap->updateDescriptorHeap(device);
  439. }
  440. void Framework::DirectX12::initializeSamplerDescriptorHeap()
  441. {
  442. if (!defaultSamplerState)
  443. {
  444. defaultSamplerState = new DX12SamplerState();
  445. (*defaultSamplerState)->Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
  446. (*defaultSamplerState)->AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  447. (*defaultSamplerState)->AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  448. (*defaultSamplerState)->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  449. (*defaultSamplerState)->MipLODBias = 0;
  450. (*defaultSamplerState)->MaxAnisotropy = 1;
  451. (*defaultSamplerState)->ComparisonFunc = D3D12_COMPARISON_FUNC_NONE;
  452. (*defaultSamplerState)->BorderColor[0] = 0.f;
  453. (*defaultSamplerState)->BorderColor[1] = 0.f;
  454. (*defaultSamplerState)->BorderColor[2] = 0.f;
  455. (*defaultSamplerState)->BorderColor[3] = 0.f;
  456. (*defaultSamplerState)->MinLOD = 0.0f;
  457. (*defaultSamplerState)->MaxLOD = D3D12_FLOAT32_MAX;
  458. }
  459. samplerDescriptorHeap->addSamplerInput(defaultSamplerState);
  460. samplerDescriptorHeap->updateDescriptorHeap(device);
  461. }
  462. void Framework::DirectX12::fillShaderBindingTable(
  463. DX12ShaderBindingTable* zShaderBindingTable,
  464. Model3D* zModel,
  465. int instanceIndex,
  466. const DX12BLAS* zBLAS,
  467. int& lastHitGroupIndex)
  468. {
  469. if (defaultHitGroup)
  470. {
  471. int hitGroupOffset = zShaderBindingTable->addHitGroup(
  472. defaultHitGroup, lastHitGroupIndex);
  473. bool changed = hitGroupOffset != lastHitGroupIndex;
  474. lastHitGroupIndex = hitGroupOffset;
  475. if (changed)
  476. { // TODO: check if the buffers are valid and have been recreated
  477. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  478. sbtIndexBufferOffset,
  479. zBLAS->zIndexBuffer()->zBuffer()->GetGPUVirtualAddress());
  480. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  481. sbtVertexDataBufferOffset,
  482. zBLAS->zVertexDataBuffer()->zBuffer()->GetGPUVirtualAddress());
  483. zModel->zTexture()->updateTextureIndexBuffer(this);
  484. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  485. sbtTextureIdBufferOffset,
  486. dynamic_cast<DX12Buffer*>(
  487. zModel->zTexture()->zTextureIndexBuffer())
  488. ->zBuffer()
  489. ->GetGPUVirtualAddress());
  490. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  491. sbtPolygonSizeBufferOffset,
  492. zBLAS->zPolygonSizeBuffer()->zBuffer()->GetGPUVirtualAddress());
  493. }
  494. }
  495. }
  496. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  497. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  498. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  499. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  500. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  501. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  502. void DirectX12::initialize(
  503. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  504. {
  505. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  506. #ifdef _DEBUG
  507. if (debugDX)
  508. {
  509. HINSTANCE pixDebugger = getDLLRegister()->loadDLL(
  510. "WinPixGpuCapturer.dll",
  511. "C:\\Program Files\\Microsoft PIX\\2603.25\\WinPixGpuCapturer.dll");
  512. }
  513. #endif
  514. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  515. if (!dxgiDLL)
  516. {
  517. WMessageBox(fenster->getWindowHandle(),
  518. new Text("Fehler"),
  519. new Text("dxgi.dll konnte nicht gefunden werden."),
  520. MB_ICONERROR);
  521. return;
  522. }
  523. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  524. if (!d3d12DLL)
  525. {
  526. getDLLRegister()->releaseDLL("dxgi.dll");
  527. WMessageBox(fenster->getWindowHandle(),
  528. new Text("Fehler"),
  529. new Text("DirectX 12 konnte nicht gefunden werden."),
  530. MB_ICONERROR);
  531. return;
  532. }
  533. pfnD3D12SerializeRootSignature
  534. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  535. d3d12DLL, "D3D12SerializeRootSignature");
  536. if (!pfnD3D12SerializeRootSignature)
  537. {
  538. getDLLRegister()->releaseDLL("dxgi.dll");
  539. getDLLRegister()->releaseDLL("d3d12.dll");
  540. WMessageBox(fenster->getWindowHandle(),
  541. new Text("Fehler"),
  542. new Text(
  543. "Der Einstiegspunkt D3D12SerializeRootSignature fon d3d12.dll "
  544. "konnte nicht gefunden werden."),
  545. MB_ICONERROR);
  546. return;
  547. }
  548. // CreateDXGIFactory2
  549. CreateDXGIFactory2Function createFactory
  550. = (CreateDXGIFactory2Function)GetProcAddress(
  551. dxgiDLL, "CreateDXGIFactory2");
  552. if (!createFactory)
  553. {
  554. getDLLRegister()->releaseDLL("dxgi.dll");
  555. getDLLRegister()->releaseDLL("d3d12.dll");
  556. WMessageBox(fenster->getWindowHandle(),
  557. new Text("Fehler"),
  558. new Text(
  559. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  560. "nicht gefunden werden."),
  561. MB_ICONERROR);
  562. return;
  563. }
  564. // D3D12CreateDevice
  565. D3D12CreateDeviceFunction createDevice
  566. = (D3D12CreateDeviceFunction)GetProcAddress(
  567. d3d12DLL, "D3D12CreateDevice");
  568. if (!createDevice)
  569. {
  570. getDLLRegister()->releaseDLL("dxgi.dll");
  571. getDLLRegister()->releaseDLL("d3d12.dll");
  572. WMessageBox(fenster->getWindowHandle(),
  573. new Text("Fehler"),
  574. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  575. "konnte nicht gefunden werden."),
  576. MB_ICONERROR);
  577. return;
  578. }
  579. // D3D12SerializeVersionedRootSignature
  580. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  581. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  582. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  583. // D3D12SerializeRootSignature
  584. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  585. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  586. d3d12DLL, "D3D12SerializeRootSignature");
  587. bool debugDXGI = 0;
  588. #ifdef _DEBUG
  589. IDXGIInfoQueue* dxgiInfoQueue;
  590. if (debugDX)
  591. {
  592. // D3D12GetDebugInterface
  593. D3D12GetDebugInterfaceFunction getDebugInterface
  594. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  595. d3d12DLL, "D3D12GetDebugInterface");
  596. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  597. debug->EnableDebugLayer();
  598. // DXGIGetDebugInterface1
  599. DXGIGetDebugInterface1Function dxgiDebugInterface
  600. = (DXGIGetDebugInterface1Function)GetProcAddress(
  601. dxgiDLL, "DXGIGetDebugInterface1");
  602. if (SUCCEEDED(dxgiDebugInterface(
  603. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  604. debugDXGI = 1;
  605. }
  606. #endif
  607. IDXGIFactory6* factory;
  608. UINT createFactoryFlags = 0;
  609. #if defined(_DEBUG)
  610. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  611. #endif
  612. HRESULT res = createFactory(
  613. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  614. if (FAILED(res))
  615. {
  616. getDLLRegister()->releaseDLL("dxgi.dll");
  617. getDLLRegister()->releaseDLL("d3d12.dll");
  618. Logging::error() << "ERROR DXGI: createFactory returned " << res
  619. << "\n";
  620. WMessageBox(fenster->getWindowHandle(),
  621. new Text("Fehler"),
  622. new Text("createFactory ist Fehlgeschlagen."),
  623. MB_ICONERROR);
  624. return;
  625. }
  626. IDXGIAdapter1* adapter = 0;
  627. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  628. != factory->EnumAdapterByGpuPreference(adapterID,
  629. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  630. __uuidof(IDXGIAdapter1),
  631. (void**)&adapter);
  632. ++adapterID)
  633. {
  634. DXGI_ADAPTER_DESC1 desc;
  635. adapter->GetDesc1(&desc);
  636. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  637. {
  638. adapter->Release();
  639. // Don't select the Basic Render Driver adapter.
  640. continue;
  641. }
  642. // Check to see if the adapter supports Direct3D 12, but don't create
  643. // the actual device yet.
  644. if (SUCCEEDED(createDevice(adapter,
  645. D3D_FEATURE_LEVEL_12_1,
  646. _uuidof(ID3D12Device),
  647. nullptr)))
  648. {
  649. char buff[256] = {};
  650. printf_s(buff,
  651. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  652. adapterID,
  653. desc.VendorId,
  654. desc.DeviceId,
  655. desc.Description);
  656. Logging::info() << buff;
  657. break;
  658. }
  659. adapter->Release();
  660. }
  661. if (!adapter)
  662. {
  663. if (FAILED(factory->EnumWarpAdapter(
  664. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  665. Logging::error()
  666. << "ERROR: WARP12 not available. Enable the 'Graphics "
  667. "Tools' optional feature";
  668. }
  669. if (!adapter)
  670. {
  671. factory->Release();
  672. getDLLRegister()->releaseDLL("dxgi.dll");
  673. getDLLRegister()->releaseDLL("d3d12.dll");
  674. WMessageBox(fenster->getWindowHandle(),
  675. new Text("Fehler"),
  676. new Text("Es wurde keine passende Grafigkarte gefunden."),
  677. MB_ICONERROR);
  678. return;
  679. }
  680. res = createDevice(adapter,
  681. D3D_FEATURE_LEVEL_12_1,
  682. __uuidof(ID3D12Device5),
  683. (void**)&device);
  684. adapter->Release();
  685. if (FAILED(res))
  686. {
  687. factory->Release();
  688. getDLLRegister()->releaseDLL("dxgi.dll");
  689. getDLLRegister()->releaseDLL("d3d12.dll");
  690. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  691. WMessageBox(fenster->getWindowHandle(),
  692. new Text("Fehler"),
  693. new Text("createDevice ist Fehlgeschlagen."),
  694. MB_ICONERROR);
  695. return;
  696. }
  697. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  698. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  699. &featureSupportData,
  700. sizeof(featureSupportData));
  701. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  702. {
  703. device->Release();
  704. factory->Release();
  705. getDLLRegister()->releaseDLL("dxgi.dll");
  706. getDLLRegister()->releaseDLL("d3d12.dll");
  707. Logging::error() << "ERROR: Raytracing is not available\n";
  708. WMessageBox(fenster->getWindowHandle(),
  709. new Text("Fehler"),
  710. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  711. "verwendet werden."),
  712. MB_ICONERROR);
  713. return;
  714. }
  715. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  716. if (SUCCEEDED(res))
  717. {
  718. if (debugDX)
  719. {
  720. infoQueue->SetBreakOnSeverity(
  721. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  722. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  723. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  724. }
  725. // Suppress individual messages by their ID
  726. D3D12_MESSAGE_ID DenyIds[] = {
  727. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  728. // I'm really not sure how to avoid this message.
  729. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  730. // using capture frame while
  731. // graphics debugging.
  732. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  733. // when using capture
  734. // frame while graphics
  735. // debugging.
  736. };
  737. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  738. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  739. NewFilter.DenyList.pSeverityList = 0; // Severities;
  740. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  741. NewFilter.DenyList.pIDList = DenyIds;
  742. infoQueue->PushStorageFilter(&NewFilter);
  743. }
  744. directCommandQueue = new DX12DirectCommandQueue(device);
  745. settings.minDistance = 0.0f;
  746. settings.maxDistance = 100000.f;
  747. settings.renderGui = 0;
  748. settings.useRays = 0;
  749. rayGenSettingsBuffer = new DX12Buffer(1,
  750. device,
  751. dynamic_cast<DX12CommandQueue*>(directCommandQueue->getThis()),
  752. D3D12_RESOURCE_FLAG_NONE);
  753. rayGenSettingsBuffer->setLength(
  754. ROUND_UP_POWER_OF_2(sizeof(RayGenerationSettings), 256));
  755. rayGenSettingsBuffer->setData(&settings, 1);
  756. rayGenSettingsBuffer->copyToGPU(sizeof(RayGenerationSettings));
  757. IDXGIFactory5* fac5 = 0;
  758. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  759. if (fac5)
  760. {
  761. res = fac5->CheckFeatureSupport(
  762. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  763. if (FAILED(res)) tearing = 0;
  764. fac5->Release();
  765. }
  766. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  767. swapChainDesc.Width = backBufferSize.x;
  768. swapChainDesc.Height = backBufferSize.y;
  769. swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  770. swapChainDesc.Stereo = FALSE;
  771. swapChainDesc.SampleDesc = {1, 0};
  772. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  773. swapChainDesc.BufferCount = 2;
  774. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  775. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  776. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  777. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  778. IDXGISwapChain1* tmpSwapChain;
  779. res = factory->CreateSwapChainForHwnd(directCommandQueue->zQueue(),
  780. fenster->getWindowHandle(),
  781. &swapChainDesc,
  782. 0,
  783. 0,
  784. &tmpSwapChain);
  785. if (FAILED(res))
  786. {
  787. factory->Release();
  788. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  789. << "\n";
  790. WMessageBox(fenster->getWindowHandle(),
  791. new Text("Fehler"),
  792. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  793. MB_ICONERROR);
  794. return;
  795. }
  796. res = tmpSwapChain->QueryInterface(
  797. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  798. tmpSwapChain->Release();
  799. if (FAILED(res))
  800. {
  801. factory->Release();
  802. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  803. WMessageBox(fenster->getWindowHandle(),
  804. new Text("Fehler"),
  805. new Text("QueryInterface ist Fehlgeschlagen."),
  806. MB_ICONERROR);
  807. return;
  808. }
  809. factory->MakeWindowAssociation(
  810. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  811. for (int i = 0; i < 2; i++)
  812. {
  813. ID3D12Resource* backBuffer;
  814. res = swapChain->GetBuffer(
  815. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  816. if (FAILED(res))
  817. {
  818. factory->Release();
  819. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  820. WMessageBox(fenster->getWindowHandle(),
  821. new Text("Fehler"),
  822. new Text("GetBuffer ist Fehlgeschlagen."),
  823. MB_ICONERROR);
  824. return;
  825. }
  826. this->backBuffer[i] = backBuffer;
  827. }
  828. Image* renderTargetImage = new Image();
  829. renderTargetImage->newImage(backBufferSize.x, backBufferSize.y, 0);
  830. defaultRenderTarget = dynamic_cast<DX12Texture*>(
  831. createOrGetTexture("_f_RenderTarget", renderTargetImage, GPU_TO_RAM));
  832. defaultRenderTarget->updateTextur();
  833. Image* renderB = new Image(1);
  834. renderB->setAlpha3D(1);
  835. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  836. uiTexture = createOrGetTexture("_f_Render_Image", renderB, RAM_TO_GPU);
  837. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  838. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  839. if (FAILED(device->CheckFeatureSupport(
  840. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  841. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  842. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  843. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  844. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  845. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  846. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  847. D3D12_DESCRIPTOR_RANGE1 range[2];
  848. range[0].NumDescriptors = 5;
  849. range[0].BaseShaderRegister = 0;
  850. range[0].RegisterSpace = 0;
  851. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  852. range[0].OffsetInDescriptorsFromTableStart
  853. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  854. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  855. range[1].NumDescriptors = 1;
  856. range[1].BaseShaderRegister = 0;
  857. range[1].RegisterSpace = 0;
  858. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  859. range[1].OffsetInDescriptorsFromTableStart
  860. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  861. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  862. D3D12_ROOT_PARAMETER1 rootParameters[1];
  863. rootParameters[0].ParameterType
  864. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  865. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  866. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  867. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  868. D3D12_STATIC_SAMPLER_DESC sampler = {};
  869. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  870. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  871. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  872. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  873. sampler.MipLODBias = 0;
  874. sampler.MaxAnisotropy = 0;
  875. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  876. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  877. sampler.MinLOD = 0.0f;
  878. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  879. sampler.ShaderRegister = 0;
  880. sampler.RegisterSpace = 0;
  881. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  882. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  883. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  884. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  885. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  886. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  887. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  888. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  889. ID3DBlob* rootSignature;
  890. ID3DBlob* error;
  891. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  892. featureData.HighestVersion,
  893. &rootSignature,
  894. &error,
  895. d3d12svrsf,
  896. d3d12srsf);
  897. if (FAILED(res))
  898. {
  899. factory->Release();
  900. Logging::error()
  901. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  902. << "\n";
  903. WMessageBox(fenster->getWindowHandle(),
  904. new Text("Fehler"),
  905. new Text(
  906. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  907. MB_ICONERROR);
  908. if (error) error->Release();
  909. return;
  910. }
  911. res = device->CreateRootSignature(0,
  912. rootSignature->GetBufferPointer(),
  913. rootSignature->GetBufferSize(),
  914. __uuidof(ID3D12RootSignature),
  915. (void**)&signature);
  916. if (FAILED(res))
  917. {
  918. factory->Release();
  919. Logging::error() << "ERROR: CreateRootSignature returned " << res
  920. << "\n";
  921. WMessageBox(fenster->getWindowHandle(),
  922. new Text("Fehler"),
  923. new Text("CreateRootSignature ist Fehlgeschlagen."),
  924. MB_ICONERROR);
  925. return;
  926. }
  927. rootSignature->Release();
  928. D3D12_RASTERIZER_DESC rdesc;
  929. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  930. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  931. rdesc.FrontCounterClockwise = 0;
  932. rdesc.DepthBias = 0;
  933. rdesc.DepthBiasClamp = 0.f;
  934. rdesc.SlopeScaledDepthBias = 0.f;
  935. rdesc.DepthClipEnable = 1;
  936. rdesc.MultisampleEnable = 0;
  937. rdesc.AntialiasedLineEnable = 0;
  938. rdesc.ForcedSampleCount = 0;
  939. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  940. uiTexture->updateTextur();
  941. directCommandQueue->execute();
  942. factory->Release();
  943. }
  944. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  945. {
  946. cs.lock();
  947. cameraCount = 0;
  948. D3D12_RESOURCE_BARRIER barrier;
  949. ZeroMemory(&barrier, sizeof(barrier));
  950. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  951. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  952. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  953. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  954. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  955. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  956. directCommandQueue->zCommandList()->ResourceBarrier(1, &barrier);
  957. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  958. CD3DX12_RESOURCE_BARRIER transition
  959. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  960. D3D12_RESOURCE_STATE_COPY_SOURCE,
  961. D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  962. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  963. }
  964. void DirectX12::renderKamera(Cam3D* zKamera)
  965. {
  966. cameraCount++;
  967. renderKamera(zKamera, defaultRenderTarget, true);
  968. }
  969. void Framework::DirectX12::renderKamera(Cam3D* zKamera, Texture* zTarget)
  970. {
  971. cameraCount++;
  972. renderKamera(zKamera, dynamic_cast<DX12Texture*>(zTarget), false);
  973. }
  974. void DirectX12::presentFrame()
  975. {
  976. if (cameraCount == 0)
  977. {
  978. if (!defaultKamera)
  979. {
  980. defaultKamera = new Cam3D();
  981. defaultKamera->setWorld(new World3D());
  982. defaultKamera->setScreenSize(backBufferSize);
  983. }
  984. renderKamera(defaultKamera);
  985. }
  986. CD3DX12_RESOURCE_BARRIER transition
  987. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  988. D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
  989. D3D12_RESOURCE_STATE_COPY_SOURCE);
  990. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  991. transition
  992. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  993. D3D12_RESOURCE_STATE_RENDER_TARGET,
  994. D3D12_RESOURCE_STATE_COPY_DEST);
  995. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  996. directCommandQueue->zCommandList()->CopyResource(
  997. backBuffer[backBufferIndex], defaultRenderTarget->zResource());
  998. transition
  999. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  1000. D3D12_RESOURCE_STATE_COPY_DEST,
  1001. D3D12_RESOURCE_STATE_RENDER_TARGET);
  1002. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  1003. // Indicate that the back buffer will now be used to present.
  1004. transition
  1005. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  1006. D3D12_RESOURCE_STATE_RENDER_TARGET,
  1007. D3D12_RESOURCE_STATE_PRESENT);
  1008. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  1009. directCommandQueue->execute();
  1010. swapChain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
  1011. globalDescriptorHeap->setHeapChanged(0);
  1012. textureDescriptorHeap->setHeapChanged(0);
  1013. samplerDescriptorHeap->setHeapChanged(0);
  1014. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  1015. cs.unlock();
  1016. }
  1017. Texture* DirectX12::createOrGetTexture(
  1018. const char* name, Image* b, TextureDirection dir)
  1019. {
  1020. if (!device)
  1021. {
  1022. if (b) b->release();
  1023. return 0;
  1024. }
  1025. if (texturRegister->hasTexture(name))
  1026. {
  1027. Texture* ret = texturRegister->getTexture(name);
  1028. if (b) ret->setImageZ(b);
  1029. return ret;
  1030. }
  1031. cs.lock();
  1032. Texture* ret = new DX12Texture(device, directCommandQueue, dir);
  1033. if (b) ret->setImageZ(b);
  1034. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  1035. ret->updateTextur();
  1036. if (textureDescriptorHeap)
  1037. {
  1038. textureDescriptorHeap->addTextureInput(
  1039. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, ret);
  1040. textureDescriptorHeap->updateDescriptorHeap(device);
  1041. ret->setBufferChanged(0);
  1042. }
  1043. // directCommandQueue->execute();
  1044. cs.unlock();
  1045. return ret;
  1046. }
  1047. Image* DirectX12::zUIRenderImage() const
  1048. {
  1049. return uiTexture ? uiTexture->zImage() : 0;
  1050. }
  1051. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  1052. {
  1053. return new DX12Buffer(eSize,
  1054. device,
  1055. dynamic_cast<DX12CommandQueue*>(directCommandQueue->getThis()),
  1056. D3D12_RESOURCE_FLAG_NONE);
  1057. }
  1058. Model3DData* Framework::DirectX12::createModel(const char* name)
  1059. {
  1060. cs.lock();
  1061. Model3DData* result = GraphicsApi::createModel(name);
  1062. lastModelId = result->getId();
  1063. if (result)
  1064. {
  1065. DX12BLASModel** newBlasModels = new DX12BLASModel*[lastModelId + 1];
  1066. if (lastModelId > 0)
  1067. {
  1068. memcpy(newBlasModels,
  1069. blasModels,
  1070. sizeof(DX12BLASModel*) * lastModelId);
  1071. }
  1072. newBlasModels[lastModelId]
  1073. = new DX12BLASModel(result, device, directCommandQueue);
  1074. delete[] blasModels;
  1075. blasModels = newBlasModels;
  1076. }
  1077. cs.unlock();
  1078. return result;
  1079. }
  1080. void Framework::DirectX12::setPipeline(DX12Pipeline* pipeline)
  1081. {
  1082. if (this->pipeline)
  1083. {
  1084. this->pipeline->release();
  1085. }
  1086. this->pipeline = pipeline;
  1087. if (pipeline)
  1088. {
  1089. initializePipeline();
  1090. if (!globalDescriptorHeap
  1091. || globalDescriptorHeap->zPipeline() != pipeline)
  1092. {
  1093. if (globalDescriptorHeap)
  1094. {
  1095. globalDescriptorHeap->release();
  1096. }
  1097. globalDescriptorHeap
  1098. = pipeline->createGlobalDescriptorHeap(GLOBAL_DESCRIPTOR_HEAP);
  1099. initializeGlobalDescriptorHeap();
  1100. }
  1101. if (!textureDescriptorHeap
  1102. || textureDescriptorHeap->zPipeline() != pipeline)
  1103. {
  1104. if (textureDescriptorHeap)
  1105. {
  1106. textureDescriptorHeap->release();
  1107. }
  1108. textureDescriptorHeap
  1109. = pipeline->createGlobalDescriptorHeap(TEXTURE_DESCRIPTOR_HEAP);
  1110. initializeTextureDescriptorHeap();
  1111. }
  1112. if (!samplerDescriptorHeap
  1113. || samplerDescriptorHeap->zPipeline() != pipeline)
  1114. {
  1115. if (samplerDescriptorHeap)
  1116. {
  1117. samplerDescriptorHeap->release();
  1118. }
  1119. samplerDescriptorHeap
  1120. = pipeline->createGlobalDescriptorHeap(SAMPLER_DESCRIPTOR_HEAP);
  1121. initializeSamplerDescriptorHeap();
  1122. }
  1123. }
  1124. }
  1125. bool DirectX12::isAvailable()
  1126. {
  1127. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  1128. if (!dxgiDLL) return 0;
  1129. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  1130. if (!d3d12DLL)
  1131. {
  1132. getDLLRegister()->releaseDLL("dxgi.dll");
  1133. return 0;
  1134. }
  1135. CreateDXGIFactory2Function createFactory
  1136. = (CreateDXGIFactory2Function)GetProcAddress(
  1137. dxgiDLL, "CreateDXGIFactory2");
  1138. if (!createFactory)
  1139. {
  1140. getDLLRegister()->releaseDLL("dxgi.dll");
  1141. getDLLRegister()->releaseDLL("d3d12.dll");
  1142. return 0;
  1143. }
  1144. D3D12CreateDeviceFunction createDevice
  1145. = (D3D12CreateDeviceFunction)GetProcAddress(
  1146. d3d12DLL, "D3D12CreateDevice");
  1147. if (!createDevice)
  1148. {
  1149. getDLLRegister()->releaseDLL("dxgi.dll");
  1150. getDLLRegister()->releaseDLL("d3d12.dll");
  1151. return 0;
  1152. }
  1153. #ifdef _DEBUG
  1154. D3D12GetDebugInterfaceFunction getDebugInterface
  1155. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  1156. d3d12DLL, "D3D12GetDebugInterface");
  1157. ID3D12Debug* debug = 0;
  1158. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  1159. debug->EnableDebugLayer();
  1160. #endif
  1161. IDXGIFactory4* factory;
  1162. UINT createFactoryFlags = 0;
  1163. #ifdef _DEBUG
  1164. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  1165. #endif
  1166. HRESULT res = createFactory(
  1167. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  1168. if (FAILED(res))
  1169. {
  1170. getDLLRegister()->releaseDLL("dxgi.dll");
  1171. getDLLRegister()->releaseDLL("d3d12.dll");
  1172. return 0;
  1173. }
  1174. int index = 0;
  1175. do
  1176. {
  1177. IDXGIAdapter1* current;
  1178. res = factory->EnumAdapters1(index++, &current);
  1179. if (res == S_OK)
  1180. {
  1181. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  1182. current->GetDesc1(&dxgiAdapterDesc1);
  1183. ID3D12Device5* device = 0;
  1184. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  1185. && SUCCEEDED(createDevice(current,
  1186. D3D_FEATURE_LEVEL_12_1,
  1187. __uuidof(ID3D12Device5),
  1188. (void**)&device)))
  1189. {
  1190. device->Release();
  1191. current->Release();
  1192. factory->Release();
  1193. #ifdef _DEBUG
  1194. debug->Release();
  1195. #endif
  1196. getDLLRegister()->releaseDLL("dxgi.dll");
  1197. getDLLRegister()->releaseDLL("d3d12.dll");
  1198. return 1;
  1199. }
  1200. current->Release();
  1201. }
  1202. } while (res != DXGI_ERROR_NOT_FOUND);
  1203. factory->Release();
  1204. getDLLRegister()->releaseDLL("dxgi.dll");
  1205. getDLLRegister()->releaseDLL("d3d12.dll");
  1206. return 0;
  1207. }
  1208. bool Framework::DirectX12::renderGuiBefore3D() const
  1209. {
  1210. return true;
  1211. }