DX12GraphicsApi.cpp 34 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. rtvHeap(0),
  35. backBufferIndex(0),
  36. tearing(0),
  37. viewPort(0),
  38. allowedRenderArea(0),
  39. signature(0),
  40. uiTexture(0),
  41. texturRegister(new TextureList()),
  42. blasModels(0),
  43. worldTLAS(0),
  44. worldShaderBindingTables(0),
  45. lastTLASId(-1),
  46. lastModelId(-1),
  47. defaultRenderTarget(0),
  48. globalDescriptorHeap(0),
  49. defaultHitGroup(0),
  50. defaultRayGenerationShaderFunction(0)
  51. {
  52. for (int i = 0; i < 2; i++)
  53. backBuffer[i] = 0;
  54. }
  55. DirectX12::~DirectX12()
  56. {
  57. if (blasModels)
  58. {
  59. for (int i = 0; i <= lastModelId; i++)
  60. {
  61. if (blasModels[i]) blasModels[i]->release();
  62. }
  63. delete[] blasModels;
  64. }
  65. if (worldTLAS)
  66. {
  67. for (int i = 0; i <= lastTLASId; i++)
  68. {
  69. if (worldTLAS[i]) worldTLAS[i]->release();
  70. }
  71. delete[] worldTLAS;
  72. }
  73. if (worldShaderBindingTables)
  74. {
  75. for (int i = 0; i <= lastTLASId; i++)
  76. {
  77. if (worldShaderBindingTables[i])
  78. worldShaderBindingTables[i]->release();
  79. }
  80. delete[] worldShaderBindingTables;
  81. }
  82. if (globalDescriptorHeap)
  83. {
  84. globalDescriptorHeap->release();
  85. }
  86. if (pipeline)
  87. {
  88. pipeline->release();
  89. }
  90. if (directCommandQueue)
  91. {
  92. directCommandQueue->flush();
  93. directCommandQueue->release();
  94. }
  95. texturRegister->release();
  96. if (uiTexture) uiTexture->release();
  97. if (defaultRenderTarget) defaultRenderTarget->release();
  98. if (signature) signature->Release();
  99. delete allowedRenderArea;
  100. delete viewPort;
  101. for (int i = 0; i < 2; i++)
  102. {
  103. if (backBuffer[i]) backBuffer[i]->Release();
  104. }
  105. if (rtvHeap) rtvHeap->Release();
  106. if (swapChain) swapChain->Release();
  107. if (infoQueue) infoQueue->Release();
  108. if (device)
  109. {
  110. device->Release();
  111. getDLLRegister()->releaseDLL("dxgi.dll");
  112. getDLLRegister()->releaseDLL("d3d12.dll");
  113. }
  114. if (debug) debug->Release();
  115. }
  116. void DirectX12::updateBottomLevelAccelerationStructure()
  117. {
  118. bool updateRequired = 0;
  119. for (const Model3DData* model : *modelList->zModels())
  120. {
  121. if (model->wasIndexBufferChanged() || model->wasVertexBufferChanged())
  122. {
  123. updateRequired = true;
  124. break;
  125. }
  126. }
  127. int bufferCount = 0;
  128. if (updateRequired)
  129. {
  130. for (const Model3DData* model : *modelList->zModels())
  131. {
  132. int id = model->getId();
  133. blasModels[id]->calculateBuffers();
  134. bufferCount += blasModels[id]->getBufferCount();
  135. }
  136. directCommandQueue
  137. ->execute(); // TODO: check if this is realy necessary
  138. // here, because maybe the command list is
  139. // executed in the render function anyway
  140. }
  141. }
  142. void Framework::DirectX12::renderKamera(
  143. Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible)
  144. {
  145. if (!pipeline)
  146. {
  147. setPipeline(new DX12Pipeline());
  148. }
  149. // TODO
  150. // directCommandQueue->getCommandList()->RSSetViewports(
  151. // 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  152. Mat4<float> identity = Mat4<float>::identity();
  153. World3D* w = zKamera->zWorld();
  154. if (w->getId() < 0)
  155. {
  156. w->setId(++lastTLASId);
  157. DX12TLAS** tmp = new DX12TLAS*[lastTLASId + 1];
  158. if (lastTLASId)
  159. {
  160. memcpy(tmp, worldTLAS, sizeof(DX12TLAS*) * lastTLASId);
  161. }
  162. tmp[lastTLASId] = new DX12TLAS(device, directCommandQueue);
  163. delete[] worldTLAS;
  164. worldTLAS = tmp;
  165. DX12ShaderBindingTable** tmpsbts
  166. = new DX12ShaderBindingTable*[lastTLASId + 1];
  167. if (lastTLASId)
  168. {
  169. memcpy(tmpsbts,
  170. worldShaderBindingTables,
  171. sizeof(DX12ShaderBindingTable*) * lastTLASId);
  172. }
  173. tmpsbts[lastTLASId] = pipeline->createShaderBindingTable();
  174. delete[] worldShaderBindingTables;
  175. worldShaderBindingTables = tmpsbts;
  176. }
  177. else if (worldShaderBindingTables[w->getId()]->zPipeline() != pipeline)
  178. {
  179. worldShaderBindingTables[w->getId()]->release();
  180. worldShaderBindingTables[w->getId()]
  181. = pipeline->createShaderBindingTable();
  182. }
  183. DX12TLAS* tlas = worldTLAS[w->getId()];
  184. DX12ShaderBindingTable* sbt = worldShaderBindingTables[w->getId()];
  185. tlas->startUpdate();
  186. sbt->startUpdate();
  187. int objectIndex = 0;
  188. int instanceIndex = 0;
  189. w->render([this, &tlas, &objectIndex, &instanceIndex, &identity, &sbt](
  190. Model3D* obj) {
  191. obj->calculateMatrices(identity, matrixBuffer);
  192. int modelId = obj->zModelData()->getId();
  193. DX12BLASModel* blasModel = blasModels[modelId];
  194. ArrayIterator<int> boneIds = blasModel->zBoneIds()->begin();
  195. for (const DX12BLAS* blas : *blasModel->zBLAS())
  196. {
  197. D3D12_RAYTRACING_INSTANCE_DESC* desc = tlas->nextInstanceDesc();
  198. desc->InstanceID = objectIndex;
  199. desc->InstanceContributionToHitGroupIndex = objectIndex;
  200. desc->Flags = D3D12_RAYTRACING_INSTANCE_FLAG_NONE;
  201. desc->InstanceMask = 0xFF;
  202. desc->AccelerationStructure
  203. = blas->zResultBuffer()->zBuffer()->GetGPUVirtualAddress();
  204. memcpy(desc->Transform,
  205. &matrixBuffer[boneIds.val()],
  206. sizeof(float) * 12);
  207. boneIds++;
  208. instanceIndex++;
  209. }
  210. fillShaderBindingTable(sbt, obj, objectIndex);
  211. objectIndex++;
  212. });
  213. tlas->endUpdate();
  214. if (defaultRayGenerationShaderFunction)
  215. {
  216. sbt->setShaderInputs(defaultRayGenerationShaderFunction,
  217. {zTarget->zResource()->GetGPUVirtualAddress(),
  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. directCommandQueue->zCommandList()->SetPipelineState1(
  228. pipeline->zPipelineState());
  229. directCommandQueue->zCommandList()->DispatchRays(&desc);
  230. // TODO: call ray tracing
  231. }
  232. void Framework::DirectX12::initializePipeline()
  233. {
  234. if (pipeline->getShaders().getEntryCount() == 0)
  235. { // add default shaders
  236. DX12Shader* rayGenShader
  237. = new DX12Shader(DX12DefaultRayGenerationShaderBytes,
  238. sizeof(DX12DefaultRayGenerationShaderBytes));
  239. // RayGen from RayGen.hlsl
  240. DX12ShaderSignature* rayGenSignature = new DX12ShaderSignature();
  241. rayGenSignature->addRegisterUsageLinkedToShaderBindingTable(
  242. DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 0);
  243. rayGenSignature->addRegisterUsageLinkedToDescriptorHeap(
  244. 0, DX12_SHADER_REGISTER_U_UNORDERED_ACCESS, 1);
  245. rayGenSignature->addRegisterUsageLinkedToShaderBindingTable(
  246. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, 0);
  247. defaultRayGenerationShaderFunction
  248. = new DX12ShaderFunction("RayGen", rayGenSignature);
  249. rayGenShader->addFunction(defaultRayGenerationShaderFunction);
  250. pipeline->addShader(rayGenShader);
  251. DX12Shader* missShader = new DX12Shader(
  252. DX12DefaultMissShaderBytes, sizeof(DX12DefaultMissShaderBytes));
  253. // Miss from Miss.hlsl
  254. missShader->addFunction(
  255. new DX12ShaderFunction("Miss", new DX12ShaderSignature()));
  256. pipeline->addShader(missShader);
  257. DX12Shader* hitShader = new DX12Shader(
  258. DX12DefaultMissShaderBytes, sizeof(DX12DefaultMissShaderBytes));
  259. // ClosestHit from Hit.hlsl
  260. DX12ShaderFunction* closestHitFunction
  261. = new DX12ShaderFunction("ClosestHit", new DX12ShaderSignature());
  262. missShader->addFunction(closestHitFunction);
  263. pipeline->addShader(hitShader);
  264. defaultHitGroup = new DX12ShaderHitGroup("HitGroup");
  265. defaultHitGroup->setClosestHitShaderFunction(closestHitFunction);
  266. pipeline->addHitGroup(defaultHitGroup);
  267. }
  268. }
  269. void Framework::DirectX12::initializeGlobalDescriptorHeap()
  270. {
  271. globalDescriptorHeap->addTextureInput(
  272. DX12_SHADER_REGISTER_T_SHADER_RESOURCE, uiTexture);
  273. }
  274. void Framework::DirectX12::fillShaderBindingTable(
  275. DX12ShaderBindingTable* zShaderBindingTable,
  276. Model3D* zModel,
  277. int instanceIndex)
  278. {
  279. if (defaultHitGroup)
  280. {
  281. zShaderBindingTable->setHitGroupShaderInputs(
  282. instanceIndex, defaultHitGroup, {});
  283. }
  284. }
  285. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  286. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  287. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  288. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  289. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  290. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  291. void DirectX12::initialize(
  292. NativeWindow* fenster, Vec2<int> backBufferSize, bool fullScreen)
  293. {
  294. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  295. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  296. if (!dxgiDLL)
  297. {
  298. WMessageBox(fenster->getWindowHandle(),
  299. new Text("Fehler"),
  300. new Text("dxgi.dll konnte nicht gefunden werden."),
  301. MB_ICONERROR);
  302. return;
  303. }
  304. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  305. if (!d3d12DLL)
  306. {
  307. getDLLRegister()->releaseDLL("dxgi.dll");
  308. WMessageBox(fenster->getWindowHandle(),
  309. new Text("Fehler"),
  310. new Text("DirectX 12 konnte nicht gefunden werden."),
  311. MB_ICONERROR);
  312. return;
  313. }
  314. // CreateDXGIFactory2
  315. CreateDXGIFactory2Function createFactory
  316. = (CreateDXGIFactory2Function)GetProcAddress(
  317. dxgiDLL, "CreateDXGIFactory2");
  318. if (!createFactory)
  319. {
  320. getDLLRegister()->releaseDLL("dxgi.dll");
  321. getDLLRegister()->releaseDLL("d3d12.dll");
  322. WMessageBox(fenster->getWindowHandle(),
  323. new Text("Fehler"),
  324. new Text(
  325. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  326. "nicht gefunden werden."),
  327. MB_ICONERROR);
  328. return;
  329. }
  330. // D3D12CreateDevice
  331. D3D12CreateDeviceFunction createDevice
  332. = (D3D12CreateDeviceFunction)GetProcAddress(
  333. d3d12DLL, "D3D12CreateDevice");
  334. if (!createDevice)
  335. {
  336. getDLLRegister()->releaseDLL("dxgi.dll");
  337. getDLLRegister()->releaseDLL("d3d12.dll");
  338. WMessageBox(fenster->getWindowHandle(),
  339. new Text("Fehler"),
  340. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  341. "konnte nicht gefunden werden."),
  342. MB_ICONERROR);
  343. return;
  344. }
  345. // D3D12SerializeVersionedRootSignature
  346. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  347. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  348. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  349. // D3D12SerializeRootSignature
  350. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  351. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  352. d3d12DLL, "D3D12SerializeRootSignature");
  353. bool debugDXGI = 0;
  354. #ifdef _DEBUG
  355. IDXGIInfoQueue* dxgiInfoQueue;
  356. if (debugDX)
  357. {
  358. // D3D12GetDebugInterface
  359. D3D12GetDebugInterfaceFunction getDebugInterface
  360. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  361. d3d12DLL, "D3D12GetDebugInterface");
  362. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  363. debug->EnableDebugLayer();
  364. // DXGIGetDebugInterface1
  365. DXGIGetDebugInterface1Function dxgiDebugInterface
  366. = (DXGIGetDebugInterface1Function)GetProcAddress(
  367. dxgiDLL, "DXGIGetDebugInterface1");
  368. if (SUCCEEDED(dxgiDebugInterface(
  369. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  370. debugDXGI = 1;
  371. }
  372. #endif
  373. IDXGIFactory6* factory;
  374. UINT createFactoryFlags = 0;
  375. #if defined(_DEBUG)
  376. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  377. #endif
  378. HRESULT res = createFactory(
  379. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  380. if (FAILED(res))
  381. {
  382. getDLLRegister()->releaseDLL("dxgi.dll");
  383. getDLLRegister()->releaseDLL("d3d12.dll");
  384. Logging::error() << "ERROR DXGI: createFactory returned " << res
  385. << "\n";
  386. WMessageBox(fenster->getWindowHandle(),
  387. new Text("Fehler"),
  388. new Text("createFactory ist Fehlgeschlagen."),
  389. MB_ICONERROR);
  390. return;
  391. }
  392. IDXGIAdapter1* adapter = 0;
  393. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  394. != factory->EnumAdapterByGpuPreference(adapterID,
  395. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  396. __uuidof(IDXGIAdapter1),
  397. (void**)&adapter);
  398. ++adapterID)
  399. {
  400. DXGI_ADAPTER_DESC1 desc;
  401. adapter->GetDesc1(&desc);
  402. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  403. {
  404. adapter->Release();
  405. // Don't select the Basic Render Driver adapter.
  406. continue;
  407. }
  408. // Check to see if the adapter supports Direct3D 12, but don't create
  409. // the actual device yet.
  410. if (SUCCEEDED(createDevice(adapter,
  411. D3D_FEATURE_LEVEL_12_1,
  412. _uuidof(ID3D12Device),
  413. nullptr)))
  414. {
  415. char buff[256] = {};
  416. printf_s(buff,
  417. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  418. adapterID,
  419. desc.VendorId,
  420. desc.DeviceId,
  421. desc.Description);
  422. Logging::info() << buff;
  423. break;
  424. }
  425. adapter->Release();
  426. }
  427. if (!adapter)
  428. {
  429. if (FAILED(factory->EnumWarpAdapter(
  430. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  431. Logging::error()
  432. << "ERROR: WARP12 not available. Enable the 'Graphics "
  433. "Tools' optional feature";
  434. }
  435. if (!adapter)
  436. {
  437. factory->Release();
  438. getDLLRegister()->releaseDLL("dxgi.dll");
  439. getDLLRegister()->releaseDLL("d3d12.dll");
  440. WMessageBox(fenster->getWindowHandle(),
  441. new Text("Fehler"),
  442. new Text("Es wurde keine passende Grafigkarte gefunden."),
  443. MB_ICONERROR);
  444. return;
  445. }
  446. res = createDevice(adapter,
  447. D3D_FEATURE_LEVEL_12_1,
  448. __uuidof(ID3D12Device5),
  449. (void**)&device);
  450. adapter->Release();
  451. if (FAILED(res))
  452. {
  453. factory->Release();
  454. getDLLRegister()->releaseDLL("dxgi.dll");
  455. getDLLRegister()->releaseDLL("d3d12.dll");
  456. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  457. WMessageBox(fenster->getWindowHandle(),
  458. new Text("Fehler"),
  459. new Text("createDevice ist Fehlgeschlagen."),
  460. MB_ICONERROR);
  461. return;
  462. }
  463. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  464. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  465. &featureSupportData,
  466. sizeof(featureSupportData));
  467. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  468. {
  469. device->Release();
  470. factory->Release();
  471. getDLLRegister()->releaseDLL("dxgi.dll");
  472. getDLLRegister()->releaseDLL("d3d12.dll");
  473. Logging::error() << "ERROR: Raytracing is not available\n";
  474. WMessageBox(fenster->getWindowHandle(),
  475. new Text("Fehler"),
  476. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  477. "verwendet werden."),
  478. MB_ICONERROR);
  479. return;
  480. }
  481. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  482. if (SUCCEEDED(res))
  483. {
  484. if (debugDX)
  485. {
  486. infoQueue->SetBreakOnSeverity(
  487. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  488. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  489. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  490. }
  491. // Suppress individual messages by their ID
  492. D3D12_MESSAGE_ID DenyIds[] = {
  493. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  494. // I'm really not sure how to avoid this message.
  495. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  496. // using capture frame while
  497. // graphics debugging.
  498. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  499. // when using capture
  500. // frame while graphics
  501. // debugging.
  502. };
  503. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  504. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  505. NewFilter.DenyList.pSeverityList = 0; // Severities;
  506. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  507. NewFilter.DenyList.pIDList = DenyIds;
  508. infoQueue->PushStorageFilter(&NewFilter);
  509. }
  510. directCommandQueue = new DX12DirectCommandQueue(device);
  511. IDXGIFactory5* fac5 = 0;
  512. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  513. if (fac5)
  514. {
  515. res = fac5->CheckFeatureSupport(
  516. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  517. if (FAILED(res)) tearing = 0;
  518. fac5->Release();
  519. }
  520. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  521. swapChainDesc.Width = backBufferSize.x;
  522. swapChainDesc.Height = backBufferSize.y;
  523. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  524. swapChainDesc.Stereo = FALSE;
  525. swapChainDesc.SampleDesc = {1, 0};
  526. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  527. swapChainDesc.BufferCount = 2;
  528. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  529. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  530. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  531. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  532. IDXGISwapChain1* tmpSwapChain;
  533. res = factory->CreateSwapChainForHwnd(directCommandQueue->zQueue(),
  534. fenster->getWindowHandle(),
  535. &swapChainDesc,
  536. 0,
  537. 0,
  538. &tmpSwapChain);
  539. if (FAILED(res))
  540. {
  541. factory->Release();
  542. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  543. << "\n";
  544. WMessageBox(fenster->getWindowHandle(),
  545. new Text("Fehler"),
  546. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  547. MB_ICONERROR);
  548. return;
  549. }
  550. res = tmpSwapChain->QueryInterface(
  551. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  552. tmpSwapChain->Release();
  553. if (FAILED(res))
  554. {
  555. factory->Release();
  556. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  557. WMessageBox(fenster->getWindowHandle(),
  558. new Text("Fehler"),
  559. new Text("QueryInterface ist Fehlgeschlagen."),
  560. MB_ICONERROR);
  561. return;
  562. }
  563. factory->MakeWindowAssociation(
  564. fenster->getWindowHandle(), DXGI_MWA_NO_ALT_ENTER);
  565. D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {};
  566. rtvhdesc.NumDescriptors = 2; // back buffer count
  567. rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  568. rtvhdesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  569. res = device->CreateDescriptorHeap(
  570. &rtvhdesc, __uuidof(ID3D12DescriptorHeap), (void**)&rtvHeap);
  571. if (FAILED(res))
  572. {
  573. factory->Release();
  574. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  575. << "\n";
  576. WMessageBox(fenster->getWindowHandle(),
  577. new Text("Fehler"),
  578. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  579. MB_ICONERROR);
  580. return;
  581. }
  582. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  583. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  584. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
  585. rtvHeap->GetCPUDescriptorHandleForHeapStart());
  586. for (int i = 0; i < 2; i++)
  587. {
  588. ID3D12Resource* backBuffer;
  589. res = swapChain->GetBuffer(
  590. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  591. if (FAILED(res))
  592. {
  593. factory->Release();
  594. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  595. WMessageBox(fenster->getWindowHandle(),
  596. new Text("Fehler"),
  597. new Text("GetBuffer ist Fehlgeschlagen."),
  598. MB_ICONERROR);
  599. return;
  600. }
  601. device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
  602. this->backBuffer[i] = backBuffer;
  603. rtvHandle.ptr += rtvDescriptorSize;
  604. }
  605. Image* renderTargetImage = new Image();
  606. renderTargetImage->newImage(backBufferSize.x, backBufferSize.y, 0);
  607. defaultRenderTarget = dynamic_cast<DX12Texture*>(
  608. createOrGetTexture("_f_RenderTarget", renderTargetImage, GPU_TO_RAM));
  609. viewPort = new D3D12_VIEWPORT();
  610. viewPort->Width = (float)this->backBufferSize.x;
  611. viewPort->Height = (float)this->backBufferSize.y;
  612. viewPort->MinDepth = 0.0f;
  613. viewPort->MaxDepth = 1.0f;
  614. viewPort->TopLeftX = 0.0f;
  615. viewPort->TopLeftY = 0.0f;
  616. allowedRenderArea = new D3D12_RECT();
  617. allowedRenderArea->left = 0;
  618. allowedRenderArea->top = 0;
  619. allowedRenderArea->right = LONG_MAX;
  620. allowedRenderArea->bottom = LONG_MAX;
  621. Image* renderB = new Image(1);
  622. renderB->setAlpha3D(1);
  623. renderB->newImage(this->backBufferSize.x, this->backBufferSize.y, 0);
  624. uiTexture = createOrGetTexture("_f_Render_Image", renderB, RAM_TO_GPU);
  625. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  626. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  627. if (FAILED(device->CheckFeatureSupport(
  628. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  629. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  630. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  631. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  632. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  633. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  634. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  635. D3D12_DESCRIPTOR_RANGE1 range[2];
  636. range[0].NumDescriptors = 5;
  637. range[0].BaseShaderRegister = 0;
  638. range[0].RegisterSpace = 0;
  639. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  640. range[0].OffsetInDescriptorsFromTableStart
  641. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  642. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  643. range[1].NumDescriptors = 1;
  644. range[1].BaseShaderRegister = 0;
  645. range[1].RegisterSpace = 0;
  646. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  647. range[1].OffsetInDescriptorsFromTableStart
  648. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  649. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  650. D3D12_ROOT_PARAMETER1 rootParameters[1];
  651. rootParameters[0].ParameterType
  652. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  653. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  654. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  655. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  656. D3D12_STATIC_SAMPLER_DESC sampler = {};
  657. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  658. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  659. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  660. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  661. sampler.MipLODBias = 0;
  662. sampler.MaxAnisotropy = 0;
  663. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  664. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  665. sampler.MinLOD = 0.0f;
  666. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  667. sampler.ShaderRegister = 0;
  668. sampler.RegisterSpace = 0;
  669. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  670. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  671. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  672. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  673. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  674. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  675. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  676. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  677. ID3DBlob* rootSignature;
  678. ID3DBlob* error;
  679. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  680. featureData.HighestVersion,
  681. &rootSignature,
  682. &error,
  683. d3d12svrsf,
  684. d3d12srsf);
  685. if (FAILED(res))
  686. {
  687. factory->Release();
  688. Logging::error()
  689. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  690. << "\n";
  691. WMessageBox(fenster->getWindowHandle(),
  692. new Text("Fehler"),
  693. new Text(
  694. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  695. MB_ICONERROR);
  696. if (error) error->Release();
  697. return;
  698. }
  699. res = device->CreateRootSignature(0,
  700. rootSignature->GetBufferPointer(),
  701. rootSignature->GetBufferSize(),
  702. __uuidof(ID3D12RootSignature),
  703. (void**)&signature);
  704. if (FAILED(res))
  705. {
  706. factory->Release();
  707. Logging::error() << "ERROR: CreateRootSignature returned " << res
  708. << "\n";
  709. WMessageBox(fenster->getWindowHandle(),
  710. new Text("Fehler"),
  711. new Text("CreateRootSignature ist Fehlgeschlagen."),
  712. MB_ICONERROR);
  713. return;
  714. }
  715. rootSignature->Release();
  716. D3D12_RASTERIZER_DESC rdesc;
  717. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  718. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  719. rdesc.FrontCounterClockwise = 0;
  720. rdesc.DepthBias = 0;
  721. rdesc.DepthBiasClamp = 0.f;
  722. rdesc.SlopeScaledDepthBias = 0.f;
  723. rdesc.DepthClipEnable = 1;
  724. rdesc.MultisampleEnable = 0;
  725. rdesc.AntialiasedLineEnable = 0;
  726. rdesc.ForcedSampleCount = 0;
  727. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  728. uiTexture->updateTextur();
  729. directCommandQueue->execute();
  730. factory->Release();
  731. }
  732. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  733. {
  734. D3D12_RESOURCE_BARRIER barrier;
  735. ZeroMemory(&barrier, sizeof(barrier));
  736. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  737. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  738. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  739. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  740. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  741. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  742. // TODO
  743. // directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  744. if (fill2D) uiTexture->zImage()->setColor(fillColor);
  745. if (fill3D)
  746. {
  747. float color[4];
  748. // Setup the color to clear the buffer.
  749. color[0] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  750. color[1] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  751. color[2] = (fillColor & 0xFF) / 255.f; // B
  752. color[3] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  753. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  754. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  755. D3D12_CPU_DESCRIPTOR_HANDLE rtv
  756. = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  757. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  758. // TODO
  759. // directCommandQueue->getCommandList()->OMSetRenderTargets(1, &rtv, 0,
  760. // 0);
  761. // directCommandQueue->getCommandList()->ClearRenderTargetView(
  762. // rtv, color, 0, 0);
  763. }
  764. uiTexture->updateTextur();
  765. CD3DX12_RESOURCE_BARRIER transition
  766. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  767. D3D12_RESOURCE_STATE_COPY_SOURCE,
  768. D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  769. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  770. }
  771. void DirectX12::renderKamera(Cam3D* zKamera)
  772. {
  773. renderKamera(zKamera, defaultRenderTarget, true);
  774. }
  775. void Framework::DirectX12::renderKamera(Cam3D* zKamera, Texture* zTarget)
  776. {
  777. renderKamera(zKamera, dynamic_cast<DX12Texture*>(zTarget), false);
  778. }
  779. void DirectX12::presentFrame()
  780. {
  781. CD3DX12_RESOURCE_BARRIER transition
  782. = CD3DX12_RESOURCE_BARRIER::Transition(defaultRenderTarget->zResource(),
  783. D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
  784. D3D12_RESOURCE_STATE_COPY_SOURCE);
  785. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  786. transition
  787. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  788. D3D12_RESOURCE_STATE_RENDER_TARGET,
  789. D3D12_RESOURCE_STATE_COPY_DEST);
  790. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  791. directCommandQueue->zCommandList()->CopyResource(
  792. backBuffer[backBufferIndex], defaultRenderTarget->zResource());
  793. transition
  794. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  795. D3D12_RESOURCE_STATE_COPY_DEST,
  796. D3D12_RESOURCE_STATE_RENDER_TARGET);
  797. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  798. // Indicate that the back buffer will now be used to present.
  799. transition
  800. = CD3DX12_RESOURCE_BARRIER::Transition(backBuffer[backBufferIndex],
  801. D3D12_RESOURCE_STATE_RENDER_TARGET,
  802. D3D12_RESOURCE_STATE_PRESENT);
  803. directCommandQueue->zCommandList()->ResourceBarrier(1, &transition);
  804. directCommandQueue->execute();
  805. swapChain->Present(0, 0);
  806. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  807. }
  808. Texture* DirectX12::createOrGetTexture(
  809. const char* name, Image* b, TextureDirection dir)
  810. {
  811. if (!device)
  812. {
  813. if (b) b->release();
  814. return 0;
  815. }
  816. if (texturRegister->hasTexture(name))
  817. {
  818. Texture* ret = texturRegister->getTexture(name);
  819. if (b) ret->setImageZ(b);
  820. return ret;
  821. }
  822. Texture* ret = new DX12Texture(device, directCommandQueue, dir);
  823. if (b) ret->setImageZ(b);
  824. texturRegister->addTexture(dynamic_cast<Texture*>(ret->getThis()), name);
  825. ret->updateTextur();
  826. directCommandQueue->execute();
  827. return ret;
  828. }
  829. Image* DirectX12::zUIRenderImage() const
  830. {
  831. return uiTexture ? uiTexture->zImage() : 0;
  832. }
  833. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  834. {
  835. return new DX12Buffer(eSize, device, D3D12_RESOURCE_FLAG_NONE);
  836. }
  837. void Framework::DirectX12::setPipeline(DX12Pipeline* pipeline)
  838. {
  839. if (this->pipeline)
  840. {
  841. this->pipeline->release();
  842. }
  843. this->pipeline = pipeline;
  844. if (pipeline)
  845. {
  846. initializePipeline();
  847. if (!globalDescriptorHeap
  848. || globalDescriptorHeap->zPipeline() != pipeline)
  849. {
  850. if (globalDescriptorHeap)
  851. {
  852. globalDescriptorHeap->release();
  853. }
  854. globalDescriptorHeap = pipeline->createGlobalDescriptorHeap();
  855. initializeGlobalDescriptorHeap();
  856. }
  857. }
  858. }
  859. bool DirectX12::isAvailable()
  860. {
  861. HINSTANCE dxgiDLL = getDLLRegister()->loadDLL("dxgi.dll", "dxgi.dll");
  862. if (!dxgiDLL) return 0;
  863. HINSTANCE d3d12DLL = getDLLRegister()->loadDLL("d3d12.dll", "d3d12.dll");
  864. if (!d3d12DLL)
  865. {
  866. getDLLRegister()->releaseDLL("dxgi.dll");
  867. return 0;
  868. }
  869. CreateDXGIFactory2Function createFactory
  870. = (CreateDXGIFactory2Function)GetProcAddress(
  871. dxgiDLL, "CreateDXGIFactory2");
  872. if (!createFactory)
  873. {
  874. getDLLRegister()->releaseDLL("dxgi.dll");
  875. getDLLRegister()->releaseDLL("d3d12.dll");
  876. return 0;
  877. }
  878. D3D12CreateDeviceFunction createDevice
  879. = (D3D12CreateDeviceFunction)GetProcAddress(
  880. d3d12DLL, "D3D12CreateDevice");
  881. if (!createDevice)
  882. {
  883. getDLLRegister()->releaseDLL("dxgi.dll");
  884. getDLLRegister()->releaseDLL("d3d12.dll");
  885. return 0;
  886. }
  887. #ifdef _DEBUG
  888. D3D12GetDebugInterfaceFunction getDebugInterface
  889. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  890. d3d12DLL, "D3D12GetDebugInterface");
  891. ID3D12Debug* debug = 0;
  892. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  893. debug->EnableDebugLayer();
  894. #endif
  895. IDXGIFactory4* factory;
  896. UINT createFactoryFlags = 0;
  897. #ifdef _DEBUG
  898. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  899. #endif
  900. HRESULT res = createFactory(
  901. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  902. if (FAILED(res))
  903. {
  904. getDLLRegister()->releaseDLL("dxgi.dll");
  905. getDLLRegister()->releaseDLL("d3d12.dll");
  906. return 0;
  907. }
  908. int index = 0;
  909. do
  910. {
  911. IDXGIAdapter1* current;
  912. res = factory->EnumAdapters1(index++, &current);
  913. if (res == S_OK)
  914. {
  915. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  916. current->GetDesc1(&dxgiAdapterDesc1);
  917. ID3D12Device5* device = 0;
  918. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  919. && SUCCEEDED(createDevice(current,
  920. D3D_FEATURE_LEVEL_12_1,
  921. __uuidof(ID3D12Device5),
  922. (void**)&device)))
  923. {
  924. device->Release();
  925. current->Release();
  926. factory->Release();
  927. #ifdef _DEBUG
  928. debug->Release();
  929. #endif
  930. getDLLRegister()->releaseDLL("dxgi.dll");
  931. getDLLRegister()->releaseDLL("d3d12.dll");
  932. return 1;
  933. }
  934. current->Release();
  935. }
  936. } while (res != DXGI_ERROR_NOT_FOUND);
  937. factory->Release();
  938. getDLLRegister()->releaseDLL("dxgi.dll");
  939. getDLLRegister()->releaseDLL("d3d12.dll");
  940. return 0;
  941. }