DX12GraphicsApi.cpp 43 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. using namespace Framework;
  29. class DX12RenderingData : public Framework::ReferenceCounter
  30. {
  31. public:
  32. int lastObjectIndex;
  33. int lastBlasCount;
  34. int* lastHitGroupIndices;
  35. DX12RenderingData()
  36. : Framework::ReferenceCounter(),
  37. lastObjectIndex(-1),
  38. lastBlasCount(0),
  39. lastHitGroupIndices(0)
  40. {}
  41. ~DX12RenderingData()
  42. {
  43. if (lastHitGroupIndices) delete[] lastHitGroupIndices;
  44. }
  45. };
  46. DirectX12::DirectX12()
  47. : GraphicsApi(DIRECTX12),
  48. debug(0),
  49. infoQueue(0),
  50. directCommandQueue(0),
  51. swapChain(0),
  52. backBufferIndex(0),
  53. tearing(0),
  54. uiTexture(0),
  55. texturRegister(new TextureList()),
  56. blasModels(0),
  57. worldTLAS(0),
  58. worldShaderBindingTables(0),
  59. lastTLASId(-1),
  60. lastModelId(-1),
  61. defaultRenderTarget(0),
  62. defaultKamera(0),
  63. cameraCount(0),
  64. rayGenSettingsBuffer(0),
  65. device(0),
  66. pfnD3D12SerializeRootSignature(0),
  67. pipeline(0),
  68. globalDescriptorHeap(0),
  69. samplerDescriptorHeap(0),
  70. defaultHitGroup(0),
  71. defaultRayGenerationShaderFunction(0),
  72. defaultSamplerState(0),
  73. sbtTextureIdBufferOffset(0),
  74. sbtIndexBufferOffset(0),
  75. sbtVertexDataBufferOffset(0),
  76. sbtPolygonSizeBufferOffset(0),
  77. firstTextureHeapIndex(0),
  78. globalRayGenerationSettingsOffset(0),
  79. globalTLASoffset(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 (samplerDescriptorHeap)
  116. {
  117. samplerDescriptorHeap->release();
  118. }
  119. if (pipeline)
  120. {
  121. pipeline->release();
  122. }
  123. if (directCommandQueue)
  124. {
  125. directCommandQueue->flush();
  126. directCommandQueue->release();
  127. }
  128. if (rayGenSettingsBuffer)
  129. {
  130. rayGenSettingsBuffer->release();
  131. }
  132. if (defaultSamplerState)
  133. {
  134. defaultSamplerState->release();
  135. }
  136. texturRegister->release();
  137. if (uiTexture) uiTexture->release();
  138. if (defaultKamera) defaultKamera->release();
  139. if (defaultRenderTarget) defaultRenderTarget->release();
  140. for (int i = 0; i < 2; i++)
  141. {
  142. if (backBuffer[i]) backBuffer[i]->Release();
  143. }
  144. if (swapChain) swapChain->Release();
  145. if (infoQueue) infoQueue->Release();
  146. if (device)
  147. {
  148. device->Release();
  149. getDLLRegister()->releaseDLL("dxgi.dll");
  150. getDLLRegister()->releaseDLL("d3d12.dll");
  151. }
  152. if (debug) debug->Release();
  153. }
  154. void DirectX12::updateBottomLevelAccelerationStructure()
  155. {
  156. cs.lock();
  157. bool updateRequired = 0;
  158. for (const Model3DData* model : *modelList->zModels())
  159. {
  160. if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
  161. {
  162. updateRequired = true;
  163. break;
  164. }
  165. }
  166. int bufferCount = 0;
  167. if (updateRequired)
  168. {
  169. for (const Model3DData* model : *modelList->zModels())
  170. {
  171. int id = model->getId();
  172. blasModels[id]->calculateBuffers();
  173. bufferCount += blasModels[id]->getBufferCount();
  174. }
  175. }
  176. cs.unlock();
  177. }
  178. void Framework::DirectX12::renderKamera(
  179. Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible)
  180. {
  181. updateBottomLevelAccelerationStructure();
  182. if (guiVisible)
  183. {
  184. uiTexture->updateTextur();
  185. }
  186. if (!pipeline)
  187. {
  188. setPipeline(new DX12Pipeline());
  189. }
  190. for (Texture* texture : *texturRegister->zTextures())
  191. {
  192. if (texture->hasBufferChanged())
  193. {
  194. globalDescriptorHeap->updateTextureInput(
  195. texture->getId() + firstTextureHeapIndex,
  196. DX12_SHADER_REGISTER_T_SHADER_RESOURCE,
  197. (DX12Texture*)texture);
  198. texture->setBufferChanged(0);
  199. }
  200. }
  201. directCommandQueue->zCommandList()->RSSetViewports(
  202. 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  203. World3D* w = zKamera->zWorld();
  204. if (w->getId() < 0)
  205. {
  206. w->setId(++lastTLASId);
  207. DX12TLAS** tmp = new DX12TLAS*[lastTLASId + 1];
  208. if (lastTLASId)
  209. {
  210. memcpy(tmp, worldTLAS, sizeof(DX12TLAS*) * lastTLASId);
  211. }
  212. tmp[lastTLASId] = new DX12TLAS(device, directCommandQueue);
  213. delete[] worldTLAS;
  214. worldTLAS = tmp;
  215. DX12ShaderBindingTable** tmpsbts
  216. = new DX12ShaderBindingTable*[lastTLASId + 1];
  217. if (lastTLASId)
  218. {
  219. memcpy(tmpsbts,
  220. worldShaderBindingTables,
  221. sizeof(DX12ShaderBindingTable*) * lastTLASId);
  222. }
  223. tmpsbts[lastTLASId] = pipeline->createShaderBindingTable();
  224. delete[] worldShaderBindingTables;
  225. worldShaderBindingTables = tmpsbts;
  226. }
  227. else if (worldShaderBindingTables[w->getId()]->zPipeline() != pipeline)
  228. {
  229. worldShaderBindingTables[w->getId()]->release();
  230. worldShaderBindingTables[w->getId()]
  231. = pipeline->createShaderBindingTable();
  232. }
  233. DX12TLAS* tlas = worldTLAS[w->getId()];
  234. DX12ShaderBindingTable* sbt = worldShaderBindingTables[w->getId()];
  235. tlas->startUpdate();
  236. sbt->startUpdate();
  237. // descriptor heaps must be set before filling the shader binding table with
  238. // hit groups
  239. sbt->setGlobalDescriptorHeap(globalDescriptorHeap);
  240. sbt->setSamplerDescriptorHeap(samplerDescriptorHeap);
  241. int objectIndex = 0;
  242. renderWorld(w, tlas, sbt, objectIndex);
  243. tlas->endUpdate();
  244. // add additional default hit group if no other hit group exists
  245. if (!sbt->getHitGoupCount() && defaultHitGroup)
  246. {
  247. sbt->addHitGroup(defaultHitGroup);
  248. }
  249. settings.inverseProjection = zKamera->getInverseProjectionMatrix();
  250. settings.inverseView = zKamera->getInverseViewMatrix();
  251. settings.minDistance = zKamera->getMinDistance();
  252. settings.maxDistance = zKamera->getMaxDistance();
  253. settings.useRays = 1;
  254. settings.renderGui = (int)guiVisible;
  255. rayGenSettingsBuffer->setData(&settings, 1);
  256. rayGenSettingsBuffer->copyToGPU(sizeof(settings));
  257. sbt->endUpdate(device, directCommandQueue);
  258. D3D12_DISPATCH_RAYS_DESC desc;
  259. sbt->fillDispatchRaysDesc(&desc);
  260. desc.Width = zTarget->zImage()->getWidth();
  261. desc.Height = zTarget->zImage()->getHeight();
  262. desc.Depth = 1;
  263. // order of definition in DX12DescriptorHeapType must be matched
  264. fillGlobalShaderParams(zKamera, tlas, zTarget);
  265. directCommandQueue->zCommandList()->SetPipelineState1(
  266. pipeline->zPipelineState());
  267. directCommandQueue->zCommandList()->DispatchRays(&desc);
  268. }
  269. void Framework::DirectX12::renderWorld(World3D* zWorld,
  270. DX12TLAS* zTLAS,
  271. DX12ShaderBindingTable* zSBT,
  272. int& objectIndex)
  273. {
  274. Mat4<float> identity = Mat4<float>::identity();
  275. zWorld->render([this, &zTLAS, &objectIndex, &identity, &zSBT](
  276. Model3D* obj) {
  277. DX12RenderingData* renderingData
  278. = dynamic_cast<DX12RenderingData*>(obj->zRenderingData());
  279. if (!renderingData)
  280. {
  281. renderingData = new DX12RenderingData();
  282. obj->setRenderingData(renderingData);
  283. }
  284. int modelId = obj->zModelData()->getId();
  285. DX12BLASModel* blasModel = blasModels[modelId];
  286. bool changed
  287. = obj->getLastTickReturn()
  288. || renderingData->lastObjectIndex != objectIndex
  289. || renderingData->lastBlasCount != blasModel->getBufferCount()
  290. || obj->zModelData()->wasIndexBufferChanged()
  291. || obj->zModelData()->wasVertexBufferChanged();
  292. renderingData->lastObjectIndex = objectIndex;
  293. if (changed)
  294. {
  295. obj->calculateMatrices(identity, matrixBuffer);
  296. blasModel->calculateBuffers();
  297. }
  298. if (renderingData->lastBlasCount < blasModel->getBufferCount())
  299. {
  300. if (renderingData->lastHitGroupIndices)
  301. {
  302. delete[] renderingData->lastHitGroupIndices;
  303. }
  304. renderingData->lastHitGroupIndices
  305. = new int[blasModel->getBufferCount()];
  306. memset(renderingData->lastHitGroupIndices,
  307. -1,
  308. sizeof(int) * blasModel->getBufferCount());
  309. renderingData->lastBlasCount = blasModel->getBufferCount();
  310. }
  311. ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
  312. int instanceIndex = 0;
  313. for (const DX12BLAS* blas : *blasModel->zBLAS())
  314. {
  315. if (changed)
  316. {
  317. D3D12_RAYTRACING_INSTANCE_DESC* desc
  318. = zTLAS->nextInstanceDesc();
  319. desc->InstanceID = objectIndex;
  320. desc->InstanceContributionToHitGroupIndex = objectIndex;
  321. desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
  322. desc->InstanceMask = 0xFF * (obj->getSize() > 0);
  323. desc->AccelerationStructure
  324. = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
  325. memcpy(desc->Transform,
  326. &matrixBuffer[boneIds.val()],
  327. sizeof(float) * 12);
  328. }
  329. else
  330. {
  331. zTLAS->nextInstanceDesc();
  332. }
  333. boneIds++;
  334. fillShaderBindingTable(zSBT,
  335. obj,
  336. objectIndex,
  337. blas,
  338. renderingData->lastHitGroupIndices[instanceIndex]);
  339. instanceIndex++;
  340. objectIndex++;
  341. }
  342. });
  343. }
  344. void Framework::DirectX12::initializePipeline()
  345. {
  346. if (pipeline->getShaders().getEntryCount() == 0)
  347. { // add default shaders
  348. pipeline->zGlobalSignature()->addRegisterUsageLinkedToDescriptorHeap(
  349. 0, DX12_SHADER_REGISTER_S_SAMPLER, 0, 0, SAMPLER_DESCRIPTOR_HEAP);
  350. pipeline->zGlobalSignature()->addRegisterUsageLinkedToDescriptorHeap(
  351. firstTextureHeapIndex,
  352. DX12_SHADER_REGISTER_T_SHADER_RESOURCE,
  353. 0,
  354. 1,
  355. GLOBAL_DESCRIPTOR_HEAP,
  356. 1);
  357. pipeline->zGlobalSignature()->addRegisterUsageLinkedToDescriptorHeap(
  358. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 0);
  359. pipeline->zGlobalSignature()->addRegisterUsageLinkedToDescriptorHeap(
  360. 1, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 1);
  361. globalRayGenerationSettingsOffset
  362. = pipeline->zGlobalSignature()
  363. ->addRegisterUsageLinkedToShaderBindingTable(
  364. DX12_SHADER_REGISTER_B_CONST_BUFFER, 0);
  365. globalTLASoffset = pipeline->zGlobalSignature()
  366. ->addRegisterUsageLinkedToShaderBindingTable(
  367. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  368. DX12Shader* rayGenShader = new DX12Shader(
  369. DX12DefaultRayGenShaderBytes, sizeof(DX12DefaultRayGenShaderBytes));
  370. // RayGen from RayGen.hlsl
  371. DX12ShaderSignature* rayGenSignature = new DX12ShaderSignature();
  372. defaultRayGenerationShaderFunction = new DX12ShaderFunction(
  373. "RayGen", rayGenSignature, DX12_SHADER_FUNCTION_TYPE_RAY_GEN);
  374. rayGenShader->addFunction(defaultRayGenerationShaderFunction);
  375. pipeline->addShader(rayGenShader);
  376. DX12Shader* missShader = new DX12Shader(
  377. DX12DefaultMissShaderBytes, sizeof(DX12DefaultMissShaderBytes));
  378. // Miss from Miss.hlsl
  379. missShader->addFunction(new DX12ShaderFunction(
  380. "Miss", new DX12ShaderSignature(), DX12_SHADER_FUNCTION_TYPE_MISS));
  381. pipeline->addShader(missShader);
  382. DX12ShaderSignature* hitSignature = new DX12ShaderSignature();
  383. sbtTextureIdBufferOffset
  384. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  385. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 2);
  386. sbtIndexBufferOffset
  387. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  388. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 3);
  389. sbtVertexDataBufferOffset
  390. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  391. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 4);
  392. sbtPolygonSizeBufferOffset
  393. = hitSignature->addRegisterUsageLinkedToShaderBindingTable(
  394. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 1, 5);
  395. DX12Shader* anyHitShader = new DX12Shader(
  396. DX12DefaultAnyHitShaderBytes, sizeof(DX12DefaultAnyHitShaderBytes));
  397. DX12ShaderFunction* anyHitFunction = new DX12ShaderFunction(
  398. "AnyHit", hitSignature, DX12_SHADER_FUNCTION_TYPE_ANY_HIT);
  399. // AnyHit from AnyHit.hlsl
  400. anyHitShader->addFunction(anyHitFunction);
  401. pipeline->addShader(anyHitShader);
  402. DX12Shader* hitShader = new DX12Shader(
  403. DX12DefaultHitShaderBytes, sizeof(DX12DefaultHitShaderBytes));
  404. // ClosestHit from Hit.hlsl
  405. DX12ShaderFunction* closestHitFunction
  406. = new DX12ShaderFunction("ClosestHit",
  407. dynamic_cast<DX12ShaderSignature*>(hitSignature->getThis()),
  408. DX12_SHADER_FUNCTION_TYPE_CLOSEST_HIT);
  409. hitShader->addFunction(closestHitFunction);
  410. pipeline->addShader(hitShader);
  411. defaultHitGroup = new DX12ShaderHitGroup("HitGroup");
  412. defaultHitGroup->setAttributeSize(8);
  413. defaultHitGroup->setPayloadSize(20 * DEFAULT_MAX_TRANSPARENT_HITS + 4);
  414. defaultHitGroup->setAnyHitShaderFunction(anyHitFunction);
  415. defaultHitGroup->setClosestHitShaderFunction(closestHitFunction);
  416. pipeline->addHitGroup(defaultHitGroup);
  417. pipeline->setMaxRecursionDepth(10);
  418. }
  419. pipeline->createPipelineState(device, pfnD3D12SerializeRootSignature);
  420. }
  421. void Framework::DirectX12::initializeGlobalDescriptorHeap()
  422. {
  423. globalDescriptorHeap->addTextureInput(
  424. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, defaultRenderTarget);
  425. globalDescriptorHeap->addTextureInput(
  426. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, uiTexture);
  427. firstTextureHeapIndex = globalDescriptorHeap->getRegisterInputCount();
  428. for (Texture* tex : *texturRegister->zTextures())
  429. {
  430. globalDescriptorHeap->addTextureInput(
  431. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, tex);
  432. tex->setBufferChanged(0);
  433. }
  434. globalDescriptorHeap->updateDescriptorHeap(device);
  435. }
  436. void Framework::DirectX12::initializeSamplerDescriptorHeap()
  437. {
  438. if (!defaultSamplerState)
  439. {
  440. defaultSamplerState = new DX12SamplerState();
  441. (*defaultSamplerState)->Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
  442. (*defaultSamplerState)->AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  443. (*defaultSamplerState)->AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  444. (*defaultSamplerState)->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  445. (*defaultSamplerState)->MipLODBias = 0;
  446. (*defaultSamplerState)->MaxAnisotropy = 1;
  447. (*defaultSamplerState)->ComparisonFunc = D3D12_COMPARISON_FUNC_NONE;
  448. (*defaultSamplerState)->BorderColor[0] = 0.f;
  449. (*defaultSamplerState)->BorderColor[1] = 0.f;
  450. (*defaultSamplerState)->BorderColor[2] = 0.f;
  451. (*defaultSamplerState)->BorderColor[3] = 0.f;
  452. (*defaultSamplerState)->MinLOD = 0.0f;
  453. (*defaultSamplerState)->MaxLOD = D3D12_FLOAT32_MAX;
  454. }
  455. samplerDescriptorHeap->addSamplerInput(defaultSamplerState);
  456. samplerDescriptorHeap->updateDescriptorHeap(device);
  457. }
  458. void Framework::DirectX12::fillShaderBindingTable(
  459. DX12ShaderBindingTable* zShaderBindingTable,
  460. Model3D* zModel,
  461. int instanceIndex,
  462. const DX12BLAS* zBLAS,
  463. int& lastHitGroupIndex)
  464. {
  465. if (defaultHitGroup)
  466. {
  467. int hitGroupOffset = zShaderBindingTable->addHitGroup(
  468. defaultHitGroup, lastHitGroupIndex);
  469. bool changed = hitGroupOffset != lastHitGroupIndex;
  470. lastHitGroupIndex = hitGroupOffset;
  471. if (changed)
  472. { // TODO: check if the buffers are valid and have been recreated
  473. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  474. sbtIndexBufferOffset,
  475. zBLAS->zIndexBuffer()->zBuffer()->GetGPUVirtualAddress());
  476. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  477. sbtVertexDataBufferOffset,
  478. zBLAS->zVertexDataBuffer()->zBuffer()->GetGPUVirtualAddress());
  479. zModel->zTexture()->updateTextureIndexBuffer(this);
  480. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  481. sbtTextureIdBufferOffset,
  482. dynamic_cast<DX12Buffer*>(
  483. zModel->zTexture()->zTextureIndexBuffer())
  484. ->zBuffer()
  485. ->GetGPUVirtualAddress());
  486. zShaderBindingTable->setHitGroupShaderInput(hitGroupOffset,
  487. sbtPolygonSizeBufferOffset,
  488. zBLAS->zPolygonSizeBuffer()->zBuffer()->GetGPUVirtualAddress());
  489. }
  490. }
  491. }
  492. int Framework::DirectX12::fillGlobalShaderParams(
  493. Cam3D* zKam, DX12TLAS* zTLAS, DX12Texture* zTarget, int startIndex)
  494. {
  495. ID3D12DescriptorHeap* heaps[] = {globalDescriptorHeap->zDescriptorHeap(),
  496. samplerDescriptorHeap->zDescriptorHeap()};
  497. directCommandQueue->zCommandList()->SetDescriptorHeaps(2, heaps);
  498. if (pipeline->zGlobalSignature()->gerShaderBindingTableParamCount()
  499. + pipeline->zGlobalSignature()
  500. ->getDescriptorHeapBindings()
  501. .getEntryCount()
  502. > startIndex)
  503. {
  504. if (startIndex == 0)
  505. {
  506. directCommandQueue->zCommandList()->SetComputeRootSignature(
  507. pipeline->zGlobalSignature()->zSignature());
  508. }
  509. if (pipeline->zGlobalSignature()->doesUseGlobalDescriptorHeap())
  510. {
  511. directCommandQueue->zCommandList()->SetComputeRootDescriptorTable(
  512. startIndex++,
  513. globalDescriptorHeap->zDescriptorHeap()
  514. ->GetGPUDescriptorHandleForHeapStart());
  515. }
  516. if (pipeline->zGlobalSignature()->doesUseSamplerDescriptorHeap())
  517. {
  518. directCommandQueue->zCommandList()->SetComputeRootDescriptorTable(
  519. startIndex++,
  520. samplerDescriptorHeap->zDescriptorHeap()
  521. ->GetGPUDescriptorHandleForHeapStart());
  522. }
  523. }
  524. if (globalRayGenerationSettingsOffset)
  525. {
  526. directCommandQueue->zCommandList()->SetComputeRootConstantBufferView(
  527. *globalRayGenerationSettingsOffset,
  528. rayGenSettingsBuffer->zBuffer()->GetGPUVirtualAddress());
  529. }
  530. if (globalTLASoffset)
  531. {
  532. directCommandQueue->zCommandList()->SetComputeRootShaderResourceView(
  533. *globalTLASoffset,
  534. zTLAS->zResultBuffer()->zBuffer()->GetGPUVirtualAddress());
  535. }
  536. return startIndex;
  537. }
  538. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  539. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  540. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  541. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  542. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  543. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  544. void DirectX12::initialize(
  545. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  546. {
  547. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  548. #ifdef _DEBUG
  549. if (debugDX)
  550. {
  551. HINSTANCE pixDebugger
  552. = getDLLRegister()->loadDLL("WinPixGpuCapturer.dll",
  553. "C:\\Program Files\\Microsoft PIX "
  554. "Preview\\2606.18-preview\\WinPixGpuCapturer.dll");
  555. }
  556. #endif
  557. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  558. if (!dxgiDLL)
  559. {
  560. WMessageBox(fenster->getWindowHandle(),
  561. new Text("Fehler"),
  562. new Text("dxgi.dll konnte nicht gefunden werden."),
  563. MB_ICONERROR);
  564. return;
  565. }
  566. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  567. if (!d3d12DLL)
  568. {
  569. getDLLRegister()->releaseDLL("dxgi.dll");
  570. WMessageBox(fenster->getWindowHandle(),
  571. new Text("Fehler"),
  572. new Text("DirectX 12 konnte nicht gefunden werden."),
  573. MB_ICONERROR);
  574. return;
  575. }
  576. pfnD3D12SerializeRootSignature
  577. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  578. d3d12DLL, "D3D12SerializeRootSignature");
  579. if (!pfnD3D12SerializeRootSignature)
  580. {
  581. getDLLRegister()->releaseDLL("dxgi.dll");
  582. getDLLRegister()->releaseDLL("d3d12.dll");
  583. WMessageBox(fenster->getWindowHandle(),
  584. new Text("Fehler"),
  585. new Text(
  586. "Der Einstiegspunkt D3D12SerializeRootSignature fon d3d12.dll "
  587. "konnte nicht gefunden werden."),
  588. MB_ICONERROR);
  589. return;
  590. }
  591. // CreateDXGIFactory2
  592. CreateDXGIFactory2Function createFactory
  593. = (CreateDXGIFactory2Function)GetProcAddress(
  594. dxgiDLL, "CreateDXGIFactory2");
  595. if (!createFactory)
  596. {
  597. getDLLRegister()->releaseDLL("dxgi.dll");
  598. getDLLRegister()->releaseDLL("d3d12.dll");
  599. WMessageBox(fenster->getWindowHandle(),
  600. new Text("Fehler"),
  601. new Text(
  602. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  603. "nicht gefunden werden."),
  604. MB_ICONERROR);
  605. return;
  606. }
  607. // D3D12CreateDevice
  608. D3D12CreateDeviceFunction createDevice
  609. = (D3D12CreateDeviceFunction)GetProcAddress(
  610. d3d12DLL, "D3D12CreateDevice");
  611. if (!createDevice)
  612. {
  613. getDLLRegister()->releaseDLL("dxgi.dll");
  614. getDLLRegister()->releaseDLL("d3d12.dll");
  615. WMessageBox(fenster->getWindowHandle(),
  616. new Text("Fehler"),
  617. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  618. "konnte nicht gefunden werden."),
  619. MB_ICONERROR);
  620. return;
  621. }
  622. bool debugDXGI = 0;
  623. #ifdef _DEBUG
  624. IDXGIInfoQueue* dxgiInfoQueue = 0;
  625. if (debugDX)
  626. {
  627. // D3D12GetDebugInterface
  628. D3D12GetDebugInterfaceFunction getDebugInterface
  629. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  630. d3d12DLL, "D3D12GetDebugInterface");
  631. if (getDebugInterface)
  632. {
  633. if (SUCCEEDED(
  634. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  635. {
  636. debug->EnableDebugLayer();
  637. ID3D12Debug1* debug1 = 0;
  638. if (SUCCEEDED(debug->QueryInterface(
  639. __uuidof(ID3D12Debug1), (void**)&debug1)))
  640. {
  641. debug1->SetEnableGPUBasedValidation(TRUE);
  642. debug1->SetEnableSynchronizedCommandQueueValidation(TRUE);
  643. debug1->Release();
  644. }
  645. }
  646. ID3D12DeviceRemovedExtendedDataSettings* dredSettings = 0;
  647. if (SUCCEEDED(getDebugInterface(
  648. __uuidof(ID3D12DeviceRemovedExtendedDataSettings),
  649. (void**)&dredSettings)))
  650. {
  651. dredSettings->SetAutoBreadcrumbsEnablement(
  652. D3D12_DRED_ENABLEMENT_FORCED_ON);
  653. dredSettings->SetPageFaultEnablement(
  654. D3D12_DRED_ENABLEMENT_FORCED_ON);
  655. dredSettings->Release();
  656. }
  657. }
  658. // DXGIGetDebugInterface1
  659. DXGIGetDebugInterface1Function dxgiDebugInterface
  660. = (DXGIGetDebugInterface1Function)GetProcAddress(
  661. dxgiDLL, "DXGIGetDebugInterface1");
  662. if (dxgiDebugInterface
  663. && SUCCEEDED(dxgiDebugInterface(
  664. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  665. {
  666. debugDXGI = 1;
  667. static const DXGI_DEBUG_ID DXGI_DEBUG_ALL_LOCAL = {
  668. 0xe48ae283,
  669. 0xda80,
  670. 0x490b,
  671. {0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x08}
  672. };
  673. dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL_LOCAL,
  674. DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR,
  675. TRUE);
  676. dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL_LOCAL,
  677. DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION,
  678. TRUE);
  679. dxgiInfoQueue->Release();
  680. }
  681. }
  682. #endif
  683. IDXGIFactory6* factory;
  684. UINT createFactoryFlags = 0;
  685. #if defined(_DEBUG)
  686. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  687. #endif
  688. HRESULT res = createFactory(
  689. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  690. if (FAILED(res))
  691. {
  692. getDLLRegister()->releaseDLL("dxgi.dll");
  693. getDLLRegister()->releaseDLL("d3d12.dll");
  694. Logging::error() << "ERROR DXGI: createFactory returned " << res
  695. << "\n";
  696. WMessageBox(fenster->getWindowHandle(),
  697. new Text("Fehler"),
  698. new Text("createFactory ist Fehlgeschlagen."),
  699. MB_ICONERROR);
  700. return;
  701. }
  702. IDXGIAdapter1* adapter = 0;
  703. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  704. != factory->EnumAdapterByGpuPreference(adapterID,
  705. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  706. __uuidof(IDXGIAdapter1),
  707. (void**)&adapter);
  708. ++adapterID)
  709. {
  710. DXGI_ADAPTER_DESC1 desc;
  711. adapter->GetDesc1(&desc);
  712. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  713. {
  714. adapter->Release();
  715. // Don't select the Basic Render Driver adapter.
  716. continue;
  717. }
  718. // Check to see if the adapter supports Direct3D 12, but don't create
  719. // the actual device yet.
  720. if (SUCCEEDED(createDevice(adapter,
  721. D3D_FEATURE_LEVEL_12_1,
  722. _uuidof(ID3D12Device),
  723. nullptr)))
  724. {
  725. char buff[256] = {};
  726. printf_s(buff,
  727. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  728. adapterID,
  729. desc.VendorId,
  730. desc.DeviceId,
  731. desc.Description);
  732. Logging::info() << buff;
  733. break;
  734. }
  735. adapter->Release();
  736. }
  737. if (!adapter)
  738. {
  739. if (FAILED(factory->EnumWarpAdapter(
  740. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  741. Logging::error()
  742. << "ERROR: WARP12 not available. Enable the 'Graphics "
  743. "Tools' optional feature";
  744. }
  745. if (!adapter)
  746. {
  747. factory->Release();
  748. getDLLRegister()->releaseDLL("dxgi.dll");
  749. getDLLRegister()->releaseDLL("d3d12.dll");
  750. WMessageBox(fenster->getWindowHandle(),
  751. new Text("Fehler"),
  752. new Text("Es wurde keine passende Grafigkarte gefunden."),
  753. MB_ICONERROR);
  754. return;
  755. }
  756. res = createDevice(adapter,
  757. D3D_FEATURE_LEVEL_12_1,
  758. __uuidof(ID3D12Device5),
  759. (void**)&device);
  760. adapter->Release();
  761. if (FAILED(res))
  762. {
  763. factory->Release();
  764. getDLLRegister()->releaseDLL("dxgi.dll");
  765. getDLLRegister()->releaseDLL("d3d12.dll");
  766. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  767. WMessageBox(fenster->getWindowHandle(),
  768. new Text("Fehler"),
  769. new Text("createDevice ist Fehlgeschlagen."),
  770. MB_ICONERROR);
  771. return;
  772. }
  773. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  774. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  775. &featureSupportData,
  776. sizeof(featureSupportData));
  777. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  778. {
  779. device->Release();
  780. factory->Release();
  781. getDLLRegister()->releaseDLL("dxgi.dll");
  782. getDLLRegister()->releaseDLL("d3d12.dll");
  783. Logging::error() << "ERROR: Raytracing is not available\n";
  784. WMessageBox(fenster->getWindowHandle(),
  785. new Text("Fehler"),
  786. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  787. "verwendet werden."),
  788. MB_ICONERROR);
  789. return;
  790. }
  791. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  792. if (SUCCEEDED(res))
  793. {
  794. if (debugDX)
  795. {
  796. infoQueue->SetBreakOnSeverity(
  797. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  798. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  799. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  800. }
  801. // Suppress individual messages by their ID
  802. D3D12_MESSAGE_ID DenyIds[] = {
  803. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  804. // I'm really not sure how to avoid this message.
  805. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  806. // using capture frame while
  807. // graphics debugging.
  808. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  809. // when using capture
  810. // frame while graphics
  811. // debugging.
  812. };
  813. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  814. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  815. NewFilter.DenyList.pSeverityList = 0; // Severities;
  816. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  817. NewFilter.DenyList.pIDList = DenyIds;
  818. infoQueue->PushStorageFilter(&NewFilter);
  819. }
  820. directCommandQueue = new DX12DirectCommandQueue(device);
  821. settings.minDistance = 0.0f;
  822. settings.maxDistance = 100000.f;
  823. settings.renderGui = 0;
  824. settings.useRays = 0;
  825. rayGenSettingsBuffer = new DX12Buffer(1,
  826. device,
  827. dynamic_cast<DX12CommandQueue*>(directCommandQueue->getThis()),
  828. D3D12_RESOURCE_FLAG_NONE);
  829. rayGenSettingsBuffer->setLength(
  830. ROUND_UP_POWER_OF_2(sizeof(RayGenerationSettings), 256));
  831. rayGenSettingsBuffer->setData(&settings, 1);
  832. rayGenSettingsBuffer->copyToGPU(sizeof(RayGenerationSettings));
  833. IDXGIFactory5* fac5 = 0;
  834. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  835. if (fac5)
  836. {
  837. res = fac5->CheckFeatureSupport(
  838. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  839. if (FAILED(res)) tearing = 0;
  840. fac5->Release();
  841. }
  842. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  843. swapChainDesc.Width = backBufferSize.x;
  844. swapChainDesc.Height = backBufferSize.y;
  845. swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  846. swapChainDesc.Stereo = FALSE;
  847. swapChainDesc.SampleDesc = {1, 0};
  848. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  849. swapChainDesc.BufferCount = 2;
  850. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  851. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  852. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  853. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  854. IDXGISwapChain1* tmpSwapChain;
  855. res = factory->CreateSwapChainForHwnd(directCommandQueue->zQueue(),
  856. fenster->getWindowHandle(),
  857. &swapChainDesc,
  858. 0,
  859. 0,
  860. &tmpSwapChain);
  861. if (FAILED(res))
  862. {
  863. factory->Release();
  864. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  865. << "\n";
  866. WMessageBox(fenster->getWindowHandle(),
  867. new Text("Fehler"),
  868. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  869. MB_ICONERROR);
  870. return;
  871. }
  872. res = tmpSwapChain->QueryInterface(
  873. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  874. tmpSwapChain->Release();
  875. if (FAILED(res))
  876. {
  877. factory->Release();
  878. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  879. WMessageBox(fenster->getWindowHandle(),
  880. new Text("Fehler"),
  881. new Text("QueryInterface ist Fehlgeschlagen."),
  882. MB_ICONERROR);
  883. return;
  884. }
  885. factory->MakeWindowAssociation(
  886. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  887. for (int i = 0; i < 2; i++)
  888. {
  889. ID3D12Resource* backBuffer;
  890. res = swapChain->GetBuffer(
  891. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  892. if (FAILED(res))
  893. {
  894. factory->Release();
  895. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  896. WMessageBox(fenster->getWindowHandle(),
  897. new Text("Fehler"),
  898. new Text("GetBuffer ist Fehlgeschlagen."),
  899. MB_ICONERROR);
  900. return;
  901. }
  902. this->backBuffer[i] = backBuffer;
  903. }
  904. Image* renderTargetImage = new Image();
  905. renderTargetImage->newImage(backBufferSize.x, backBufferSize.y, 0);
  906. defaultRenderTarget = dynamic_cast<DX12Texture*>(
  907. createOrGetTexture("_f_RenderTarget", renderTargetImage, GPU_TO_RAM));
  908. defaultRenderTarget->updateTextur();
  909. Image* renderB = new Image(1);
  910. renderB->setAlpha3D(1);
  911. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  912. uiTexture = dynamic_cast<DX12Texture*>(
  913. createOrGetTexture("_f_Render_Image", renderB, RAM_TO_GPU));
  914. D3D12_RASTERIZER_DESC rdesc;
  915. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  916. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  917. rdesc.FrontCounterClockwise = 0;
  918. rdesc.DepthBias = 0;
  919. rdesc.DepthBiasClamp = 0.f;
  920. rdesc.SlopeScaledDepthBias = 0.f;
  921. rdesc.DepthClipEnable = 1;
  922. rdesc.MultisampleEnable = 0;
  923. rdesc.AntialiasedLineEnable = 0;
  924. rdesc.ForcedSampleCount = 0;
  925. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  926. uiTexture->updateTextur();
  927. directCommandQueue->execute();
  928. factory->Release();
  929. }
  930. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  931. {
  932. cs.lock();
  933. cameraCount = 0;
  934. D3D12_RESOURCE_BARRIER barrier;
  935. ZeroMemory(&barrier, sizeof(barrier));
  936. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  937. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  938. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  939. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  940. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  941. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  942. directCommandQueue->zCommandList()->ResourceBarrier(1, &barrier);
  943. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  944. CD3DX12_RESOURCE_BARRIER transition
  945. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  946. D3D12_RESOURCE_STATE_COPY_SOURCE,
  947. D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  948. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  949. }
  950. void DirectX12::renderKamera(Cam3D* zKamera)
  951. {
  952. cameraCount++;
  953. renderKamera(zKamera, defaultRenderTarget, true);
  954. }
  955. void Framework::DirectX12::renderKamera(Cam3D* zKamera, Texture* zTarget)
  956. {
  957. cameraCount++;
  958. renderKamera(zKamera, dynamic_cast<DX12Texture*>(zTarget), false);
  959. }
  960. void DirectX12::presentFrame()
  961. {
  962. if (cameraCount == 0)
  963. {
  964. if (!defaultKamera)
  965. {
  966. defaultKamera = new Cam3D();
  967. defaultKamera->setWorld(new World3D());
  968. defaultKamera->setScreenSize(backBufferSize);
  969. }
  970. renderKamera(defaultKamera);
  971. }
  972. CD3DX12_RESOURCE_BARRIER transition
  973. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  974. D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
  975. D3D12_RESOURCE_STATE_COPY_SOURCE);
  976. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  977. transition
  978. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  979. D3D12_RESOURCE_STATE_RENDER_TARGET,
  980. D3D12_RESOURCE_STATE_COPY_DEST);
  981. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  982. directCommandQueue->zCommandList()->CopyResource(
  983. backBuffer[backBufferIndex], defaultRenderTarget->zResource());
  984. transition
  985. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  986. D3D12_RESOURCE_STATE_COPY_DEST,
  987. D3D12_RESOURCE_STATE_RENDER_TARGET);
  988. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  989. // Indicate that the back buffer will now be used to present.
  990. transition
  991. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  992. D3D12_RESOURCE_STATE_RENDER_TARGET,
  993. D3D12_RESOURCE_STATE_PRESENT);
  994. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  995. directCommandQueue->execute();
  996. UINT presentFlags = tearing ? DXGI_PRESENT_ALLOW_TEARING : 0;
  997. swapChain->Present(0, presentFlags);
  998. globalDescriptorHeap->setHeapChanged(0);
  999. samplerDescriptorHeap->setHeapChanged(0);
  1000. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  1001. cs.unlock();
  1002. }
  1003. Texture* DirectX12::createOrGetTexture(
  1004. const char* name, Image* b, TextureDirection dir)
  1005. {
  1006. if (!device)
  1007. {
  1008. if (b) b->release();
  1009. return 0;
  1010. }
  1011. if (texturRegister->hasTexture(name))
  1012. {
  1013. Texture* ret = texturRegister->getTexture(name);
  1014. if (b) ret->setImageZ(b);
  1015. return ret;
  1016. }
  1017. cs.lock();
  1018. Texture* ret = new DX12Texture(device, directCommandQueue, dir);
  1019. if (b) ret->setImageZ(b);
  1020. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  1021. ret->updateTextur();
  1022. if (globalDescriptorHeap)
  1023. {
  1024. globalDescriptorHeap->addTextureInput(
  1025. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, ret);
  1026. globalDescriptorHeap->updateDescriptorHeap(device);
  1027. ret->setBufferChanged(0);
  1028. }
  1029. // directCommandQueue->execute();
  1030. cs.unlock();
  1031. return ret;
  1032. }
  1033. Image* DirectX12::zUIRenderImage() const
  1034. {
  1035. return uiTexture ? uiTexture->zImage() : 0;
  1036. }
  1037. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  1038. {
  1039. return new DX12Buffer(eSize,
  1040. device,
  1041. dynamic_cast<DX12CommandQueue*>(directCommandQueue->getThis()),
  1042. D3D12_RESOURCE_FLAG_NONE);
  1043. }
  1044. Model3DData* Framework::DirectX12::createModel(const char* name)
  1045. {
  1046. cs.lock();
  1047. Model3DData* result = GraphicsApi::createModel(name);
  1048. lastModelId = result->getId();
  1049. if (result)
  1050. {
  1051. DX12BLASModel** newBlasModels = new DX12BLASModel*[lastModelId + 1];
  1052. if (lastModelId > 0)
  1053. {
  1054. memcpy(newBlasModels,
  1055. blasModels,
  1056. sizeof(DX12BLASModel*) * lastModelId);
  1057. }
  1058. newBlasModels[lastModelId]
  1059. = new DX12BLASModel(result, device, directCommandQueue);
  1060. delete[] blasModels;
  1061. blasModels = newBlasModels;
  1062. }
  1063. cs.unlock();
  1064. return result;
  1065. }
  1066. void Framework::DirectX12::setPipeline(DX12Pipeline* pipeline)
  1067. {
  1068. if (this->pipeline)
  1069. {
  1070. this->pipeline->release();
  1071. }
  1072. this->pipeline = pipeline;
  1073. if (pipeline)
  1074. {
  1075. if (!globalDescriptorHeap
  1076. || globalDescriptorHeap->zPipeline() != pipeline)
  1077. {
  1078. if (globalDescriptorHeap)
  1079. {
  1080. globalDescriptorHeap->release();
  1081. }
  1082. globalDescriptorHeap
  1083. = pipeline->createGlobalDescriptorHeap(GLOBAL_DESCRIPTOR_HEAP);
  1084. initializeGlobalDescriptorHeap();
  1085. }
  1086. if (!samplerDescriptorHeap
  1087. || samplerDescriptorHeap->zPipeline() != pipeline)
  1088. {
  1089. if (samplerDescriptorHeap)
  1090. {
  1091. samplerDescriptorHeap->release();
  1092. }
  1093. samplerDescriptorHeap
  1094. = pipeline->createGlobalDescriptorHeap(SAMPLER_DESCRIPTOR_HEAP);
  1095. initializeSamplerDescriptorHeap();
  1096. }
  1097. initializePipeline();
  1098. }
  1099. }
  1100. bool DirectX12::isAvailable()
  1101. {
  1102. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  1103. if (!dxgiDLL) return 0;
  1104. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  1105. if (!d3d12DLL)
  1106. {
  1107. getDLLRegister()->releaseDLL("dxgi.dll");
  1108. return 0;
  1109. }
  1110. CreateDXGIFactory2Function createFactory
  1111. = (CreateDXGIFactory2Function)GetProcAddress(
  1112. dxgiDLL, "CreateDXGIFactory2");
  1113. if (!createFactory)
  1114. {
  1115. getDLLRegister()->releaseDLL("dxgi.dll");
  1116. getDLLRegister()->releaseDLL("d3d12.dll");
  1117. return 0;
  1118. }
  1119. D3D12CreateDeviceFunction createDevice
  1120. = (D3D12CreateDeviceFunction)GetProcAddress(
  1121. d3d12DLL, "D3D12CreateDevice");
  1122. if (!createDevice)
  1123. {
  1124. getDLLRegister()->releaseDLL("dxgi.dll");
  1125. getDLLRegister()->releaseDLL("d3d12.dll");
  1126. return 0;
  1127. }
  1128. #ifdef _DEBUG
  1129. D3D12GetDebugInterfaceFunction getDebugInterface
  1130. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  1131. d3d12DLL, "D3D12GetDebugInterface");
  1132. ID3D12Debug* debug = 0;
  1133. if (getDebugInterface
  1134. && SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug))
  1135. && debug)
  1136. debug->EnableDebugLayer();
  1137. #endif
  1138. IDXGIFactory4* factory;
  1139. UINT createFactoryFlags = 0;
  1140. #ifdef _DEBUG
  1141. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  1142. #endif
  1143. HRESULT res = createFactory(
  1144. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  1145. if (FAILED(res))
  1146. {
  1147. getDLLRegister()->releaseDLL("dxgi.dll");
  1148. getDLLRegister()->releaseDLL("d3d12.dll");
  1149. return 0;
  1150. }
  1151. int index = 0;
  1152. do
  1153. {
  1154. IDXGIAdapter1* current;
  1155. res = factory->EnumAdapters1(index++, &current);
  1156. if (res == S_OK)
  1157. {
  1158. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  1159. current->GetDesc1(&dxgiAdapterDesc1);
  1160. ID3D12Device5* device = 0;
  1161. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  1162. && SUCCEEDED(createDevice(current,
  1163. D3D_FEATURE_LEVEL_12_1,
  1164. __uuidof(ID3D12Device5),
  1165. (void**)&device)))
  1166. {
  1167. device->Release();
  1168. current->Release();
  1169. factory->Release();
  1170. #ifdef _DEBUG
  1171. if (debug) debug->Release();
  1172. #endif
  1173. getDLLRegister()->releaseDLL("dxgi.dll");
  1174. getDLLRegister()->releaseDLL("d3d12.dll");
  1175. return 1;
  1176. }
  1177. current->Release();
  1178. }
  1179. } while (res != DXGI_ERROR_NOT_FOUND);
  1180. factory->Release();
  1181. #ifdef _DEBUG
  1182. if (debug) debug->Release();
  1183. #endif
  1184. getDLLRegister()->releaseDLL("dxgi.dll");
  1185. getDLLRegister()->releaseDLL("d3d12.dll");
  1186. return 0;
  1187. }
  1188. bool Framework::DirectX12::renderGuiBefore3D() const
  1189. {
  1190. return true;
  1191. }