DX12GraphicsApi.cpp 47 KB

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  1. #include <d3d11.h>
  2. #include <d3d12.h>
  3. #include <dxgi1_6.h>
  4. #include <dxgidebug.h>
  5. #include "Bild.h"
  6. #include "d3dx12.h"
  7. #include "DLLRegister.h"
  8. #include "DX12Buffer.h"
  9. #include "DX12CommandQueue.h"
  10. #include "DX12PixelShader.h"
  11. #include "DX12Shader.h"
  12. #include "DX12Textur.h"
  13. #include "DX12VertexShader.h"
  14. #include "Fenster.h"
  15. #include "Globals.h"
  16. #include "GraphicsApi.h"
  17. #include "Kam3D.h"
  18. #include "Model3D.h"
  19. #include "Model3DList.h"
  20. #include "Shader.h"
  21. #include "TexturList.h"
  22. #include "TexturModel.h"
  23. #include "Welt3D.h"
  24. using namespace Framework;
  25. DirectX12::DirectX12()
  26. : GraphicsApi(DIRECTX12),
  27. debug(0),
  28. device(0),
  29. infoQueue(0),
  30. directCommandQueue(0),
  31. copyCommandQueue(0),
  32. computeCommandQueue(0),
  33. swapChain(0),
  34. rtvHeap(0),
  35. dsvHeap(0),
  36. shaderBufferHeap(0),
  37. depthBuffer(0),
  38. backBufferIndex(0),
  39. tearing(0),
  40. viewPort(0),
  41. allowedRenderArea(0),
  42. vertexBufferView(0),
  43. indexBufferView(0),
  44. signature(0),
  45. pipeline(0),
  46. texturModel(0),
  47. uiTextur(0),
  48. texturRegister(new TexturList()),
  49. vertexShader(0),
  50. pixelShader(0)
  51. {
  52. for (int i = 0; i < 2; i++)
  53. backBuffer[i] = 0;
  54. }
  55. DirectX12::~DirectX12()
  56. {
  57. if (directCommandQueue)
  58. {
  59. directCommandQueue->flush();
  60. directCommandQueue->release();
  61. }
  62. if (copyCommandQueue)
  63. {
  64. copyCommandQueue->flush();
  65. copyCommandQueue->release();
  66. }
  67. if (computeCommandQueue)
  68. {
  69. computeCommandQueue->flush();
  70. computeCommandQueue->release();
  71. }
  72. if (depthBuffer) depthBuffer->Release();
  73. if (dsvHeap) dsvHeap->Release();
  74. if (shaderBufferHeap) shaderBufferHeap->Release();
  75. if (vertexShader) vertexShader->release();
  76. if (pixelShader) pixelShader->release();
  77. texturRegister->release();
  78. if (uiTextur) uiTextur->release();
  79. if (texturModel) texturModel->release();
  80. if (pipeline) pipeline->Release();
  81. if (signature) signature->Release();
  82. delete indexBufferView;
  83. delete vertexBufferView;
  84. delete allowedRenderArea;
  85. delete viewPort;
  86. for (int i = 0; i < 2; i++)
  87. {
  88. if (backBuffer[i]) backBuffer[i]->Release();
  89. }
  90. if (rtvHeap) rtvHeap->Release();
  91. if (swapChain) swapChain->Release();
  92. if (infoQueue) infoQueue->Release();
  93. if (device)
  94. {
  95. device->Release();
  96. getDLLRegister()->releaseDLL("dxgi.dll");
  97. getDLLRegister()->releaseDLL("d3d12.dll");
  98. }
  99. if (debug) debug->Release();
  100. }
  101. typedef HRESULT(__stdcall* CreateDXGIFactory2Function)(UINT, REFIID, void**);
  102. typedef HRESULT(__stdcall* D3D12CreateDeviceFunction)(
  103. IDXGIAdapter*, D3D_FEATURE_LEVEL, REFIID, void**);
  104. typedef HRESULT(__stdcall* D3D12GetDebugInterfaceFunction)(REFIID, void**);
  105. typedef HRESULT(__stdcall* DXGIGetDebugInterface1Function)(
  106. UINT Flags, REFIID riid, _COM_Outptr_ void** pDebug);
  107. void DirectX12::initialize(
  108. WFenster* fenster, Vec2<int> backBufferSize, bool fullScreen)
  109. {
  110. if (device)
  111. return GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  112. GraphicsApi::initialize(fenster, backBufferSize, fullScreen);
  113. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL("dxgi.dll", "dxgi.dll");
  114. if (!dxgiDLL)
  115. {
  116. WMessageBox(fenster->getFensterHandle(),
  117. new Text("Fehler"),
  118. new Text("dxgi.dll konnte nicht gefunden werden."),
  119. MB_ICONERROR);
  120. return;
  121. }
  122. HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL("d3d12.dll", "d3d12.dll");
  123. if (!d3d12DLL)
  124. {
  125. getDLLRegister()->releaseDLL("dxgi.dll");
  126. WMessageBox(fenster->getFensterHandle(),
  127. new Text("Fehler"),
  128. new Text("DirectX 12 konnte nicht gefunden werden."),
  129. MB_ICONERROR);
  130. return;
  131. }
  132. CreateDXGIFactory2Function createFactory
  133. = (CreateDXGIFactory2Function)GetProcAddress(
  134. dxgiDLL, "CreateDXGIFactory2");
  135. if (!createFactory)
  136. {
  137. getDLLRegister()->releaseDLL("dxgi.dll");
  138. getDLLRegister()->releaseDLL("d3d12.dll");
  139. WMessageBox(fenster->getFensterHandle(),
  140. new Text("Fehler"),
  141. new Text(
  142. "Der Einstiegspunkt CreateDXGIFactory2 fon dxgi.dll konnte "
  143. "nicht gefunden werden."),
  144. MB_ICONERROR);
  145. return;
  146. }
  147. D3D12CreateDeviceFunction createDevice
  148. = (D3D12CreateDeviceFunction)GetProcAddress(
  149. d3d12DLL, "D3D12CreateDevice");
  150. if (!createDevice)
  151. {
  152. getDLLRegister()->releaseDLL("dxgi.dll");
  153. getDLLRegister()->releaseDLL("d3d12.dll");
  154. WMessageBox(fenster->getFensterHandle(),
  155. new Text("Fehler"),
  156. new Text("Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 "
  157. "konnte nicht gefunden werden."),
  158. MB_ICONERROR);
  159. return;
  160. }
  161. PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE d3d12svrsf
  162. = (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)GetProcAddress(
  163. d3d12DLL, "D3D12SerializeVersionedRootSignature");
  164. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE d3d12srsf
  165. = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)GetProcAddress(
  166. d3d12DLL, "D3D12SerializeRootSignature");
  167. bool debugDXGI = 0;
  168. #ifdef _DEBUG
  169. IDXGIInfoQueue* dxgiInfoQueue;
  170. if (debugDX)
  171. {
  172. D3D12GetDebugInterfaceFunction getDebugInterface
  173. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  174. d3d12DLL, "D3D12GetDebugInterface");
  175. if (SUCCEEDED(getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug)))
  176. debug->EnableDebugLayer();
  177. DXGIGetDebugInterface1Function dxgiDebugInterface
  178. = (DXGIGetDebugInterface1Function)GetProcAddress(
  179. dxgiDLL, "DXGIGetDebugInterface1");
  180. if (SUCCEEDED(dxgiDebugInterface(
  181. 0, __uuidof(IDXGIInfoQueue), (void**)&dxgiInfoQueue)))
  182. debugDXGI = 1;
  183. }
  184. #endif
  185. IDXGIFactory6* factory;
  186. UINT createFactoryFlags = 0;
  187. #if defined(_DEBUG)
  188. if (debugDX && debugDXGI) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  189. #endif
  190. HRESULT res = createFactory(
  191. createFactoryFlags, __uuidof(IDXGIFactory6), (void**)&factory);
  192. if (FAILED(res))
  193. {
  194. getDLLRegister()->releaseDLL("dxgi.dll");
  195. getDLLRegister()->releaseDLL("d3d12.dll");
  196. Logging::error() << "ERROR DXGI: createFactory returned " << res
  197. << "\n";
  198. WMessageBox(fenster->getFensterHandle(),
  199. new Text("Fehler"),
  200. new Text("createFactory ist Fehlgeschlagen."),
  201. MB_ICONERROR);
  202. return;
  203. }
  204. IDXGIAdapter1* adapter = 0;
  205. for (UINT adapterID = 0; DXGI_ERROR_NOT_FOUND
  206. != factory->EnumAdapterByGpuPreference(adapterID,
  207. DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
  208. __uuidof(IDXGIAdapter1),
  209. (void**)&adapter);
  210. ++adapterID)
  211. {
  212. DXGI_ADAPTER_DESC1 desc;
  213. adapter->GetDesc1(&desc);
  214. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
  215. {
  216. // Don't select the Basic Render Driver adapter.
  217. continue;
  218. }
  219. // Check to see if the adapter supports Direct3D 12, but don't create
  220. // the actual device yet.
  221. if (SUCCEEDED(createDevice(adapter,
  222. D3D_FEATURE_LEVEL_12_1,
  223. _uuidof(ID3D12Device),
  224. nullptr)))
  225. {
  226. char buff[256] = {};
  227. printf_s(buff,
  228. L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n",
  229. adapterID,
  230. desc.VendorId,
  231. desc.DeviceId,
  232. desc.Description);
  233. Logging::info() << buff;
  234. break;
  235. }
  236. }
  237. if (!adapter)
  238. {
  239. if (FAILED(factory->EnumWarpAdapter(
  240. _uuidof(IDXGIAdapter1), (void**)&adapter)))
  241. Logging::error()
  242. << "ERROR: WARP12 not available. Enable the 'Graphics "
  243. "Tools' optional feature";
  244. }
  245. if (!adapter)
  246. {
  247. factory->Release();
  248. getDLLRegister()->releaseDLL("dxgi.dll");
  249. getDLLRegister()->releaseDLL("d3d12.dll");
  250. WMessageBox(fenster->getFensterHandle(),
  251. new Text("Fehler"),
  252. new Text("Es wurde keine passende Grafigkarte gefunden."),
  253. MB_ICONERROR);
  254. return;
  255. }
  256. res = createDevice(adapter,
  257. D3D_FEATURE_LEVEL_12_1,
  258. __uuidof(ID3D12Device5),
  259. (void**)&device);
  260. adapter->Release();
  261. if (FAILED(res))
  262. {
  263. factory->Release();
  264. getDLLRegister()->releaseDLL("dxgi.dll");
  265. getDLLRegister()->releaseDLL("d3d12.dll");
  266. Logging::error() << "ERROR: createDevice returned " << res << "\n";
  267. WMessageBox(fenster->getFensterHandle(),
  268. new Text("Fehler"),
  269. new Text("createDevice ist Fehlgeschlagen."),
  270. MB_ICONERROR);
  271. return;
  272. }
  273. D3D12_FEATURE_DATA_D3D12_OPTIONS5 featureSupportData = {};
  274. device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5,
  275. &featureSupportData,
  276. sizeof(featureSupportData));
  277. if (featureSupportData.RaytracingTier < D3D12_RAYTRACING_TIER_1_0)
  278. {
  279. device->Release();
  280. factory->Release();
  281. getDLLRegister()->releaseDLL("dxgi.dll");
  282. getDLLRegister()->releaseDLL("d3d12.dll");
  283. Logging::error() << "ERROR: Raytracing is not available\n";
  284. WMessageBox(fenster->getFensterHandle(),
  285. new Text("Fehler"),
  286. new Text("Raytracing ist nicht verfügbar. DirectX12 kann nicht "
  287. "verwendet werden."),
  288. MB_ICONERROR);
  289. return;
  290. }
  291. res = device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&infoQueue);
  292. if (SUCCEEDED(res))
  293. {
  294. if (debugDX)
  295. {
  296. infoQueue->SetBreakOnSeverity(
  297. D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  298. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  299. infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  300. }
  301. // Suppress individual messages by their ID
  302. D3D12_MESSAGE_ID DenyIds[] = {
  303. // D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, //
  304. // I'm really not sure how to avoid this message.
  305. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when
  306. // using capture frame while
  307. // graphics debugging.
  308. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs
  309. // when using capture
  310. // frame while graphics
  311. // debugging.
  312. };
  313. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  314. NewFilter.DenyList.NumSeverities = 0; //_countof( Severities );
  315. NewFilter.DenyList.pSeverityList = 0; // Severities;
  316. NewFilter.DenyList.NumIDs = _countof(DenyIds);
  317. NewFilter.DenyList.pIDList = DenyIds;
  318. infoQueue->PushStorageFilter(&NewFilter);
  319. }
  320. directCommandQueue = new DX12DirectCommandQueue(device);
  321. copyCommandQueue = new DX12CopyCommandQueue(device);
  322. computeCommandQueue = new DX12ComputeCommandQueue(device);
  323. IDXGIFactory5* fac5 = 0;
  324. factory->QueryInterface(__uuidof(IDXGIFactory5), (void**)&fac5);
  325. if (fac5)
  326. {
  327. res = fac5->CheckFeatureSupport(
  328. DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
  329. if (FAILED(res)) tearing = 0;
  330. fac5->Release();
  331. }
  332. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  333. swapChainDesc.Width = backBufferSize.x;
  334. swapChainDesc.Height = backBufferSize.y;
  335. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  336. swapChainDesc.Stereo = FALSE;
  337. swapChainDesc.SampleDesc = {1, 0};
  338. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  339. swapChainDesc.BufferCount = 2;
  340. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  341. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  342. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  343. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  344. IDXGISwapChain1* tmpSwapChain;
  345. res = factory->CreateSwapChainForHwnd(directCommandQueue->getQueue(),
  346. fenster->getFensterHandle(),
  347. &swapChainDesc,
  348. 0,
  349. 0,
  350. &tmpSwapChain);
  351. if (FAILED(res))
  352. {
  353. factory->Release();
  354. Logging::error() << "ERROR: CreateSwapChainForHwnd returned " << res
  355. << "\n";
  356. WMessageBox(fenster->getFensterHandle(),
  357. new Text("Fehler"),
  358. new Text("CreateSwapChainForHwnd ist Fehlgeschlagen."),
  359. MB_ICONERROR);
  360. return;
  361. }
  362. res = tmpSwapChain->QueryInterface(
  363. __uuidof(IDXGISwapChain4), (void**)&swapChain);
  364. tmpSwapChain->Release();
  365. if (FAILED(res))
  366. {
  367. factory->Release();
  368. Logging::error() << "ERROR: QueryInterface returned " << res << "\n";
  369. WMessageBox(fenster->getFensterHandle(),
  370. new Text("Fehler"),
  371. new Text("QueryInterface ist Fehlgeschlagen."),
  372. MB_ICONERROR);
  373. return;
  374. }
  375. factory->MakeWindowAssociation(
  376. fenster->getFensterHandle(), DXGI_MWA_NO_ALT_ENTER);
  377. D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {};
  378. rtvhdesc.NumDescriptors = 2; // back buffer count
  379. rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  380. res = device->CreateDescriptorHeap(
  381. &rtvhdesc, __uuidof(ID3D12DescriptorHeap), (void**)&rtvHeap);
  382. if (FAILED(res))
  383. {
  384. factory->Release();
  385. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  386. << "\n";
  387. WMessageBox(fenster->getFensterHandle(),
  388. new Text("Fehler"),
  389. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  390. MB_ICONERROR);
  391. return;
  392. }
  393. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  394. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  395. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
  396. rtvHeap->GetCPUDescriptorHandleForHeapStart());
  397. for (int i = 0; i < 2; i++)
  398. {
  399. ID3D12Resource* backBuffer;
  400. res = swapChain->GetBuffer(
  401. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  402. if (FAILED(res))
  403. {
  404. factory->Release();
  405. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  406. WMessageBox(fenster->getFensterHandle(),
  407. new Text("Fehler"),
  408. new Text("GetBuffer ist Fehlgeschlagen."),
  409. MB_ICONERROR);
  410. return;
  411. }
  412. device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
  413. this->backBuffer[i] = backBuffer;
  414. rtvHandle.ptr += rtvDescriptorSize;
  415. }
  416. viewPort = new D3D12_VIEWPORT();
  417. viewPort->Width = (float)this->backBufferSize.x;
  418. viewPort->Height = (float)this->backBufferSize.y;
  419. viewPort->MinDepth = 0.0f;
  420. viewPort->MaxDepth = 1.0f;
  421. viewPort->TopLeftX = 0.0f;
  422. viewPort->TopLeftY = 0.0f;
  423. allowedRenderArea = new D3D12_RECT();
  424. allowedRenderArea->left = 0;
  425. allowedRenderArea->top = 0;
  426. allowedRenderArea->right = LONG_MAX;
  427. allowedRenderArea->bottom = LONG_MAX;
  428. texturModel = new TexturModel(this, "_framework_gui_");
  429. Bild* renderB = new Bild(1);
  430. renderB->setAlpha3D(1);
  431. renderB->neuBild(this->backBufferSize.x, this->backBufferSize.y, 0);
  432. uiTextur = createOrGetTextur("_f_Render_Bild", renderB);
  433. texturModel->setSize(Vec2<float>(2.f, 2.f));
  434. texturModel->setTextur(dynamic_cast<Textur*>(uiTextur->getThis()));
  435. vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW();
  436. vertexBufferView->StrideInBytes = sizeof(Vertex3D);
  437. indexBufferView = new D3D12_INDEX_BUFFER_VIEW();
  438. indexBufferView->Format = DXGI_FORMAT_R32_UINT;
  439. D3D12_CLEAR_VALUE optimizedClearValue = {};
  440. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  441. optimizedClearValue.DepthStencil = {1.0f, 0};
  442. CD3DX12_HEAP_PROPERTIES heapProp
  443. = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
  444. CD3DX12_RESOURCE_DESC heapDesc
  445. = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
  446. this->backBufferSize.x,
  447. this->backBufferSize.y,
  448. 1,
  449. 0,
  450. 1,
  451. 0,
  452. D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  453. res = device->CreateCommittedResource(&heapProp,
  454. D3D12_HEAP_FLAG_NONE,
  455. &heapDesc,
  456. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  457. &optimizedClearValue,
  458. __uuidof(ID3D12Resource),
  459. (void**)&depthBuffer);
  460. if (FAILED(res))
  461. {
  462. factory->Release();
  463. Logging::error() << "ERROR: CreateCommittedResource returned " << res
  464. << "\n";
  465. WMessageBox(fenster->getFensterHandle(),
  466. new Text("Fehler"),
  467. new Text("CreateCommittedResource ist Fehlgeschlagen."),
  468. MB_ICONERROR);
  469. return;
  470. }
  471. D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
  472. dsvHeapDesc.NumDescriptors = 1;
  473. dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  474. dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  475. res = device->CreateDescriptorHeap(
  476. &dsvHeapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&dsvHeap);
  477. if (FAILED(res))
  478. {
  479. factory->Release();
  480. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  481. << "\n";
  482. WMessageBox(fenster->getFensterHandle(),
  483. new Text("Fehler"),
  484. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  485. MB_ICONERROR);
  486. return;
  487. }
  488. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  489. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  490. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  491. dsv.Texture2D.MipSlice = 0;
  492. dsv.Flags = D3D12_DSV_FLAG_NONE;
  493. device->CreateDepthStencilView(
  494. depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
  495. D3D12_DESCRIPTOR_HEAP_DESC sbheapDesc = {};
  496. sbheapDesc.NumDescriptors = 6;
  497. sbheapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  498. sbheapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  499. res = device->CreateDescriptorHeap(
  500. &sbheapDesc, __uuidof(ID3D12DescriptorHeap), (void**)&shaderBufferHeap);
  501. if (FAILED(res))
  502. {
  503. factory->Release();
  504. Logging::error() << "ERROR: CreateDescriptorHeap returned " << res
  505. << "\n";
  506. WMessageBox(fenster->getFensterHandle(),
  507. new Text("Fehler"),
  508. new Text("CreateDescriptorHeap ist Fehlgeschlagen."),
  509. MB_ICONERROR);
  510. return;
  511. }
  512. vertexShader
  513. = new DX12VertexShader(device, copyCommandQueue, directCommandQueue);
  514. vertexShader->setCompiledByteArray(
  515. (unsigned char*)DX12VertexShaderBytes, sizeof(DX12VertexShaderBytes));
  516. vertexShader->erstelleConstBuffer(sizeof(Mat4<float>) * 2, 0);
  517. vertexShader->erstelleConstBuffer(sizeof(Mat4<float>) * 128, 1);
  518. pixelShader
  519. = new DX12PixelShader(device, copyCommandQueue, directCommandQueue);
  520. pixelShader->setCompiledByteArray(
  521. (unsigned char*)DX12PixelShaderBytes, sizeof(DX12PixelShaderBytes));
  522. pixelShader->erstelleConstBuffer(sizeof(float) * 4, 2);
  523. pixelShader->erstelleConstBuffer(sizeof(float) * 3, 3);
  524. pixelShader->erstelleConstBuffer(sizeof(int) * 2, 4);
  525. D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
  526. {"POSITION",
  527. 0, DXGI_FORMAT_R32G32B32_FLOAT,
  528. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  529. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  530. {"TEXCOORD",
  531. 0, DXGI_FORMAT_R32G32_FLOAT,
  532. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  533. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  534. {"NORMAL",
  535. 0, DXGI_FORMAT_R32G32B32_FLOAT,
  536. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  537. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  538. {"KNOCHEN_ID",
  539. 0, DXGI_FORMAT_R32_UINT,
  540. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  541. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
  542. {"VERTEX_ID",
  543. 0, DXGI_FORMAT_R32_UINT,
  544. 0, D3D12_APPEND_ALIGNED_ELEMENT,
  545. D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}
  546. };
  547. vertexShader->erstelleInputLayout(inputLayout, 5);
  548. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  549. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  550. if (FAILED(device->CheckFeatureSupport(
  551. D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
  552. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  553. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags
  554. = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
  555. | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS
  556. | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
  557. | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  558. D3D12_DESCRIPTOR_RANGE1 range[2];
  559. range[0].NumDescriptors = 5;
  560. range[0].BaseShaderRegister = 0;
  561. range[0].RegisterSpace = 0;
  562. range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  563. range[0].OffsetInDescriptorsFromTableStart
  564. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  565. range[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  566. range[1].NumDescriptors = 1;
  567. range[1].BaseShaderRegister = 0;
  568. range[1].RegisterSpace = 0;
  569. range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  570. range[1].OffsetInDescriptorsFromTableStart
  571. = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  572. range[1].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  573. D3D12_ROOT_PARAMETER1 rootParameters[1];
  574. rootParameters[0].ParameterType
  575. = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  576. rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  577. rootParameters[0].DescriptorTable.NumDescriptorRanges = 2;
  578. rootParameters[0].DescriptorTable.pDescriptorRanges = range;
  579. D3D12_STATIC_SAMPLER_DESC sampler = {};
  580. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  581. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  582. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  583. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  584. sampler.MipLODBias = 0;
  585. sampler.MaxAnisotropy = 0;
  586. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  587. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  588. sampler.MinLOD = 0.0f;
  589. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  590. sampler.ShaderRegister = 0;
  591. sampler.RegisterSpace = 0;
  592. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  593. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  594. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  595. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  596. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  597. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  598. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  599. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  600. ID3DBlob* rootSignature;
  601. ID3DBlob* error;
  602. res = D3DX12SerializeVersionedRootSignature(&rootSignatureDescription,
  603. featureData.HighestVersion,
  604. &rootSignature,
  605. &error,
  606. d3d12svrsf,
  607. d3d12srsf);
  608. if (FAILED(res))
  609. {
  610. factory->Release();
  611. Logging::error()
  612. << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res
  613. << "\n";
  614. WMessageBox(fenster->getFensterHandle(),
  615. new Text("Fehler"),
  616. new Text(
  617. "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen."),
  618. MB_ICONERROR);
  619. if (error) error->Release();
  620. return;
  621. }
  622. res = device->CreateRootSignature(0,
  623. rootSignature->GetBufferPointer(),
  624. rootSignature->GetBufferSize(),
  625. __uuidof(ID3D12RootSignature),
  626. (void**)&signature);
  627. if (FAILED(res))
  628. {
  629. factory->Release();
  630. Logging::error() << "ERROR: CreateRootSignature returned " << res
  631. << "\n";
  632. WMessageBox(fenster->getFensterHandle(),
  633. new Text("Fehler"),
  634. new Text("CreateRootSignature ist Fehlgeschlagen."),
  635. MB_ICONERROR);
  636. return;
  637. }
  638. rootSignature->Release();
  639. D3D12_RASTERIZER_DESC rdesc;
  640. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  641. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  642. rdesc.FrontCounterClockwise = 0;
  643. rdesc.DepthBias = 0;
  644. rdesc.DepthBiasClamp = 0.f;
  645. rdesc.SlopeScaledDepthBias = 0.f;
  646. rdesc.DepthClipEnable = 1;
  647. rdesc.MultisampleEnable = 0;
  648. rdesc.AntialiasedLineEnable = 0;
  649. rdesc.ForcedSampleCount = 0;
  650. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  651. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
  652. psoDesc.InputLayout = {vertexShader->zInputLayout(),
  653. (unsigned)vertexShader->getInputLayoutSize()};
  654. psoDesc.pRootSignature = signature;
  655. psoDesc.VS = {vertexShader->getCompiledShader(),
  656. (unsigned __int64)vertexShader->getCompiledLength()};
  657. psoDesc.PS = {pixelShader->getCompiledShader(),
  658. (unsigned __int64)pixelShader->getCompiledLength()};
  659. psoDesc.RasterizerState = rdesc;
  660. psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
  661. psoDesc.DepthStencilState.DepthEnable = FALSE;
  662. psoDesc.DepthStencilState.StencilEnable = FALSE;
  663. psoDesc.SampleMask = UINT_MAX;
  664. psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
  665. psoDesc.NumRenderTargets = 1;
  666. psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  667. psoDesc.SampleDesc.Count = 1;
  668. D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle
  669. = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart();
  670. unsigned int incr = device->GetDescriptorHandleIncrementSize(
  671. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  672. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  673. vertexShader->getViewDesc(0, desc);
  674. device->CreateConstantBufferView(&desc, sbHeapHandle);
  675. res = device->GetDeviceRemovedReason();
  676. sbHeapHandle.ptr += incr;
  677. vertexShader->getViewDesc(1, desc);
  678. device->CreateConstantBufferView(&desc, sbHeapHandle);
  679. sbHeapHandle.ptr += incr;
  680. pixelShader->getViewDesc(2, desc);
  681. device->CreateConstantBufferView(&desc, sbHeapHandle);
  682. sbHeapHandle.ptr += incr;
  683. pixelShader->getViewDesc(3, desc);
  684. device->CreateConstantBufferView(&desc, sbHeapHandle);
  685. sbHeapHandle.ptr += incr;
  686. pixelShader->getViewDesc(4, desc);
  687. device->CreateConstantBufferView(&desc, sbHeapHandle);
  688. sbHeapHandle.ptr += incr;
  689. uiTextur->updateTextur();
  690. D3D12_SHADER_RESOURCE_VIEW_DESC vd;
  691. vd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  692. vd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  693. vd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  694. vd.Texture2D.MipLevels = 1;
  695. vd.Texture2D.MostDetailedMip = 0;
  696. vd.Texture2D.PlaneSlice = 0;
  697. vd.Texture2D.ResourceMinLODClamp = 0;
  698. device->CreateShaderResourceView(
  699. ((DX12Textur*)uiTextur)->getResource(), &vd, sbHeapHandle);
  700. directCommandQueue->execute();
  701. res = device->CreateGraphicsPipelineState(
  702. &psoDesc, __uuidof(ID3D12PipelineState), (void**)&pipeline);
  703. if (FAILED(res))
  704. {
  705. factory->Release();
  706. Logging::error() << "ERROR: CreatePipelineState returned " << res
  707. << "\n";
  708. WMessageBox(fenster->getFensterHandle(),
  709. new Text("Fehler"),
  710. new Text("CreatePipelineState ist Fehlgeschlagen."),
  711. MB_ICONERROR);
  712. return;
  713. }
  714. factory->Release();
  715. }
  716. void DirectX12::update()
  717. {
  718. if (!device || !swapChain || !directCommandQueue) return;
  719. directCommandQueue->flush();
  720. copyCommandQueue->flush();
  721. computeCommandQueue->flush();
  722. modelList->removeAll();
  723. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL("dxgi.dll", "dxgi.dll");
  724. if (!dxgiDLL)
  725. {
  726. WMessageBox(fenster->getFensterHandle(),
  727. new Text("Fehler"),
  728. new Text("dxgi.dll konnte nicht gefunden werden."),
  729. MB_ICONERROR);
  730. return;
  731. }
  732. CreateDXGIFactory2Function createFactory
  733. = (CreateDXGIFactory2Function)GetProcAddress(
  734. dxgiDLL, "CreateDXGIFactory2");
  735. if (!createFactory)
  736. {
  737. getDLLRegister()->releaseDLL("dxgi.dll");
  738. WMessageBox(fenster->getFensterHandle(),
  739. new Text("Fehler"),
  740. new Text("Der Einstiegspunkt CreateDXGIFactory2 fon DXGI konnte "
  741. "nicht gefunden werden."),
  742. MB_ICONERROR);
  743. return;
  744. }
  745. DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
  746. HRESULT res = swapChain->GetDesc(&swapChainDesc);
  747. if (FAILED(res))
  748. {
  749. getDLLRegister()->releaseDLL("dxgi.dll");
  750. Logging::error() << "ERROR: GetDesc returned " << res << "\n";
  751. WMessageBox(fenster->getFensterHandle(),
  752. new Text("Fehler"),
  753. new Text("GetDesc ist Fehlgeschlagen."),
  754. MB_ICONERROR);
  755. return;
  756. }
  757. IDXGIFactory4* factory;
  758. UINT createFactoryFlags = 0;
  759. #if defined(_DEBUG)
  760. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  761. #endif
  762. res = createFactory(
  763. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  764. if (FAILED(res))
  765. {
  766. getDLLRegister()->releaseDLL("dxgi.dll");
  767. Logging::error() << "ERROR: createFactory returned " << res << "\n";
  768. WMessageBox(fenster->getFensterHandle(),
  769. new Text("Fehler"),
  770. new Text("createFactory ist Fehlgeschlagen."),
  771. MB_ICONERROR);
  772. return;
  773. }
  774. for (int i = 0; i < 2; ++i)
  775. {
  776. backBuffer[i]->Release();
  777. backBuffer[i] = 0;
  778. }
  779. res = swapChain->ResizeBuffers(2,
  780. backBufferSize.x,
  781. backBufferSize.y,
  782. swapChainDesc.BufferDesc.Format,
  783. swapChainDesc.Flags);
  784. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  785. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  786. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  787. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(
  788. rtvHeap->GetCPUDescriptorHandleForHeapStart());
  789. for (int i = 0; i < 2; i++)
  790. {
  791. ID3D12Resource* backBuffer;
  792. res = swapChain->GetBuffer(
  793. i, __uuidof(ID3D12Resource), (void**)&backBuffer);
  794. if (FAILED(res))
  795. {
  796. getDLLRegister()->releaseDLL("dxgi.dll");
  797. factory->Release();
  798. Logging::error() << "ERROR: GetBuffer returned " << res << "\n";
  799. WMessageBox(fenster->getFensterHandle(),
  800. new Text("Fehler"),
  801. new Text("GetBuffer ist Fehlgeschlagen."),
  802. MB_ICONERROR);
  803. return;
  804. }
  805. device->CreateRenderTargetView(backBuffer, nullptr, rtvHandle);
  806. this->backBuffer[i] = backBuffer;
  807. rtvHandle.ptr += rtvDescriptorSize;
  808. }
  809. getDLLRegister()->releaseDLL("dxgi.dll");
  810. delete viewPort;
  811. viewPort = new D3D12_VIEWPORT();
  812. viewPort->Width = (float)this->backBufferSize.x;
  813. viewPort->Height = (float)this->backBufferSize.y;
  814. viewPort->MinDepth = 0.0f;
  815. viewPort->MaxDepth = 1.0f;
  816. viewPort->TopLeftX = 0.0f;
  817. viewPort->TopLeftY = 0.0f;
  818. depthBuffer->Release();
  819. D3D12_CLEAR_VALUE optimizedClearValue = {};
  820. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  821. optimizedClearValue.DepthStencil = {1.0f, 0};
  822. CD3DX12_HEAP_PROPERTIES heapProps
  823. = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
  824. CD3DX12_RESOURCE_DESC heapDesc
  825. = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,
  826. this->backBufferSize.x,
  827. this->backBufferSize.y,
  828. 1,
  829. 0,
  830. 1,
  831. 0,
  832. D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  833. res = device->CreateCommittedResource(&heapProps,
  834. D3D12_HEAP_FLAG_NONE,
  835. &heapDesc,
  836. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  837. 0,
  838. __uuidof(ID3D12Resource),
  839. (void**)&depthBuffer);
  840. if (FAILED(res))
  841. {
  842. factory->Release();
  843. Logging::error() << "ERROR: CreateCommittedResource returned " << res
  844. << "\n";
  845. WMessageBox(fenster->getFensterHandle(),
  846. new Text("Fehler"),
  847. new Text("CreateCommittedResource ist Fehlgeschlagen."),
  848. MB_ICONERROR);
  849. return;
  850. }
  851. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  852. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  853. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  854. dsv.Texture2D.MipSlice = 0;
  855. dsv.Flags = D3D12_DSV_FLAG_NONE;
  856. device->CreateDepthStencilView(
  857. depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart());
  858. if (uiTextur) uiTextur->release();
  859. Bild* renderB = new Bild(1);
  860. renderB->setAlpha3D(1);
  861. renderB->neuBild(this->backBufferSize.x, this->backBufferSize.y, 0);
  862. uiTextur = createOrGetTextur("_f_Render_Bild", renderB);
  863. texturModel->setTextur(dynamic_cast<Textur*>(uiTextur->getThis()));
  864. factory->Release();
  865. }
  866. void DirectX12::beginFrame(bool fill2D, bool fill3D, int fillColor)
  867. {
  868. D3D12_RESOURCE_BARRIER barrier;
  869. ZeroMemory(&barrier, sizeof(barrier));
  870. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  871. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  872. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  873. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  874. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  875. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  876. directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  877. if (fill2D) uiTextur->zBild()->setFarbe(fillColor);
  878. if (fill3D)
  879. {
  880. float color[4];
  881. // Setup the color to clear the buffer.
  882. color[0] = ((fillColor >> 16) & 0xFF) / 255.f; // R
  883. color[1] = ((fillColor >> 8) & 0xFF) / 255.f; // G
  884. color[2] = (fillColor & 0xFF) / 255.f; // B
  885. color[3] = ((fillColor >> 24) & 0xFF) / 255.f; // A
  886. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(
  887. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  888. D3D12_CPU_DESCRIPTOR_HANDLE rtv
  889. = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  890. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  891. directCommandQueue->getCommandList()->OMSetRenderTargets(1, &rtv, 0, 0);
  892. directCommandQueue->getCommandList()->ClearRenderTargetView(
  893. rtv, color, 0, 0);
  894. }
  895. int lc[] = {0, 0};
  896. pixelShader->füllConstBuffer((char*)lc, 4, sizeof(int) * 2);
  897. }
  898. void DirectX12::renderObject(Model3D* zObj)
  899. {
  900. Mat4<float> trans = Mat4<float>::identity();
  901. zObj->zModelData()->zDXVertexBuffer()->copieren();
  902. zObj->zModelData()->zDXIndexBuffer()->copieren();
  903. int anz = zObj->errechneMatrizen(trans, matrixBuffer);
  904. if (vertexShader)
  905. vertexShader->füllConstBuffer(
  906. (char*)matrixBuffer, 1, sizeof(Mat4<float>) * anz);
  907. float matirialBuffer[3]; // light factors (phong model)
  908. matirialBuffer[0] = zObj->getAmbientFactor();
  909. matirialBuffer[1] = zObj->getDiffusFactor();
  910. matirialBuffer[2] = zObj->getSpecularFactor();
  911. if (pixelShader)
  912. pixelShader->füllConstBuffer(
  913. (char*)matirialBuffer, 3, sizeof(float) * 3);
  914. unsigned int offset = 0;
  915. unsigned int es
  916. = (unsigned)zObj->zModelData()->zDXVertexBuffer()->getElementLength();
  917. Model3DTextur* zTextur = zObj->zTextur();
  918. int ind = 0;
  919. zObj->beforeRender(this, vertexShader, pixelShader);
  920. for (auto i = zObj->zModelData()->getPolygons(); i; i++)
  921. {
  922. if (zObj->needRenderPolygon(ind))
  923. {
  924. Textur* t = zTextur->zPolygonTextur(ind);
  925. // if( t &&t->brauchtUpdate() )
  926. // t->updateTextur();
  927. DXGI_FORMAT f = DXGI_FORMAT_R32_UINT;
  928. if (zObj->zModelData()->zDXIndexBuffer()->getElementLength() == 2)
  929. f = DXGI_FORMAT_R16_UINT;
  930. if (zObj->zModelData()->zDXIndexBuffer()->getElementLength() == 1)
  931. f = DXGI_FORMAT_R8_UINT;
  932. indexBufferView->Format = f;
  933. if (t)
  934. {
  935. /*ID3D11ShaderResourceView *v[ 3 ];
  936. v[ 0 ] = *(DX11Textur *)t;
  937. v[ 1 ] = *diffuseLights;
  938. v[ 2 ] = *pointLights;
  939. d3d11Context->PSSetShaderResources( 0, 3, v );
  940. d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0
  941. );*/
  942. directCommandQueue->getCommandList()->SetPipelineState(
  943. pipeline);
  944. directCommandQueue->getCommandList()->SetGraphicsRootSignature(
  945. signature);
  946. directCommandQueue->getCommandList()->SetDescriptorHeaps(
  947. 1, &shaderBufferHeap);
  948. directCommandQueue->getCommandList()
  949. ->SetGraphicsRootDescriptorTable(0,
  950. shaderBufferHeap->GetGPUDescriptorHandleForHeapStart());
  951. directCommandQueue->getCommandList()->RSSetViewports(
  952. 1, viewPort);
  953. directCommandQueue->getCommandList()->RSSetScissorRects(
  954. 1, allowedRenderArea);
  955. auto rtvDescriptorSize
  956. = device->GetDescriptorHandleIncrementSize(
  957. D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  958. D3D12_CPU_DESCRIPTOR_HANDLE rtv
  959. = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  960. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  961. directCommandQueue->getCommandList()->OMSetRenderTargets(
  962. 1, &rtv, 0, 0);
  963. indexBufferView->SizeInBytes
  964. = zObj->zModelData()->zDXIndexBuffer()->getElementAnzahl()
  965. * zObj->zModelData()->zDXIndexBuffer()->getElementLength();
  966. indexBufferView->BufferLocation
  967. = ((DX12Buffer*)zObj->zModelData()->zDXIndexBuffer())
  968. ->zBuffer()
  969. ->GetGPUVirtualAddress();
  970. directCommandQueue->getCommandList()->IASetIndexBuffer(
  971. indexBufferView);
  972. vertexBufferView->SizeInBytes
  973. = zObj->zModelData()->zDXVertexBuffer()->getElementAnzahl()
  974. * zObj->zModelData()->zDXVertexBuffer()->getElementLength();
  975. vertexBufferView->BufferLocation
  976. = ((DX12Buffer*)zObj->zModelData()->zDXVertexBuffer())
  977. ->zBuffer()
  978. ->GetGPUVirtualAddress();
  979. directCommandQueue->getCommandList()->IASetVertexBuffers(
  980. 0, 1, vertexBufferView);
  981. directCommandQueue->getCommandList()->IASetPrimitiveTopology(
  982. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  983. directCommandQueue->getCommandList()->DrawIndexedInstanced(
  984. zObj->zModelData()->zDXIndexBuffer()->getElementAnzahl(),
  985. 1,
  986. 0,
  987. 0,
  988. 0);
  989. }
  990. else
  991. {
  992. /*d3d11Context->RSSetState( meshRS );
  993. ID3D11ShaderResourceView *v[ 3 ];
  994. v[ 0 ] = *(DX11Textur *)defaultTextur;
  995. v[ 1 ] = *diffuseLights;
  996. v[ 2 ] = *pointLights;
  997. d3d11Context->PSSetShaderResources( 0, 3, v );
  998. d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0
  999. ); d3d11Context->RSSetState( texturRS );*/
  1000. // directCommandQueue->getCommandList()->DrawIndexedInstanced(
  1001. // indexBuffer->getElementAnzahl(), 1, 0, 0, 0 );
  1002. }
  1003. }
  1004. ind++;
  1005. }
  1006. zObj->afterRender(this, pixelShader, vertexShader);
  1007. }
  1008. // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet
  1009. // werden muss
  1010. // pos: Der Mittelpunkt der Kugel
  1011. // radius: Der Radius der Kugel
  1012. // dist: Einen Zeiger auf einen float, in dem das quadrat des Abstands zur
  1013. // Kammeraposition gespeichert wird, falls diese Funktion true zurückgiebt und
  1014. // der Zeiger nicht 0 ist
  1015. bool DirectX12::isInFrustrum(
  1016. const Vec3<float>& pos, float radius, float* dist) const
  1017. {
  1018. for (int i = 0; i < 6; i++)
  1019. {
  1020. if (frustrum[i] * pos + radius < 0) return 0;
  1021. }
  1022. if (dist) *dist = kamPos.abstand(pos);
  1023. return 1;
  1024. }
  1025. void DirectX12::renderKamera(Kam3D* zKamera)
  1026. {
  1027. directCommandQueue->getCommandList()->RSSetViewports(
  1028. 1, (D3D12_VIEWPORT*)zKamera->zViewPort());
  1029. Mat4<float> tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
  1030. frustrum[0].x = tmp.elements[3][0] + tmp.elements[0][0];
  1031. frustrum[0].y = tmp.elements[3][1] + tmp.elements[0][1];
  1032. frustrum[0].z = tmp.elements[3][2] + tmp.elements[0][2];
  1033. frustrum[0].w = tmp.elements[3][3] + tmp.elements[0][3];
  1034. frustrum[1].x = tmp.elements[3][0] - tmp.elements[0][0];
  1035. frustrum[1].y = tmp.elements[3][1] - tmp.elements[0][1];
  1036. frustrum[1].z = tmp.elements[3][2] - tmp.elements[0][2];
  1037. frustrum[1].w = tmp.elements[3][3] - tmp.elements[0][3];
  1038. frustrum[2].x = tmp.elements[3][0] - tmp.elements[1][0];
  1039. frustrum[2].y = tmp.elements[3][1] - tmp.elements[1][1];
  1040. frustrum[2].z = tmp.elements[3][2] - tmp.elements[1][2];
  1041. frustrum[2].w = tmp.elements[3][3] - tmp.elements[1][3];
  1042. frustrum[3].x = tmp.elements[3][0] + tmp.elements[1][0];
  1043. frustrum[3].y = tmp.elements[3][1] + tmp.elements[1][1];
  1044. frustrum[3].z = tmp.elements[3][2] + tmp.elements[1][2];
  1045. frustrum[3].w = tmp.elements[3][3] + tmp.elements[1][3];
  1046. frustrum[4].x = tmp.elements[2][0];
  1047. frustrum[4].y = tmp.elements[2][1];
  1048. frustrum[4].z = tmp.elements[2][2];
  1049. frustrum[4].w = tmp.elements[2][3];
  1050. frustrum[5].x = tmp.elements[3][0] - tmp.elements[2][0];
  1051. frustrum[5].y = tmp.elements[3][1] - tmp.elements[2][1];
  1052. frustrum[5].z = tmp.elements[3][2] - tmp.elements[2][2];
  1053. frustrum[5].w = tmp.elements[3][3] - tmp.elements[2][3];
  1054. for (int i = 0; i < 6; i++)
  1055. frustrum[i].normalize();
  1056. viewAndProj[0] = zKamera->getViewMatrix();
  1057. viewAndProj[1] = zKamera->getProjectionMatrix();
  1058. kamPos = zKamera->getWorldPosition();
  1059. if (vertexShader)
  1060. vertexShader->füllConstBuffer(
  1061. (char*)viewAndProj, 0, sizeof(Mat4<float>) * 2);
  1062. if (pixelShader)
  1063. pixelShader->füllConstBuffer((char*)&kamPos, 2, sizeof(float) * 3);
  1064. Welt3D* w = zKamera->zWelt();
  1065. w->render([this](Model3D* obj) {
  1066. if (isInFrustrum(obj->getPos(), obj->getRadius())) renderObject(obj);
  1067. });
  1068. }
  1069. void DirectX12::presentFrame()
  1070. {
  1071. directCommandQueue->getCommandList()->RSSetViewports(1, viewPort);
  1072. viewAndProj[0] = Mat4<float>::identity();
  1073. viewAndProj[1] = Mat4<float>::identity();
  1074. if (vertexShader)
  1075. vertexShader->füllConstBuffer(
  1076. (char*)viewAndProj, 0, sizeof(Mat4<float>) * 2);
  1077. uiTextur->updateTextur();
  1078. if (fenster && !IsIconic(fenster->getFensterHandle()))
  1079. renderObject(texturModel);
  1080. D3D12_RESOURCE_BARRIER barrier;
  1081. ZeroMemory(&barrier, sizeof(barrier));
  1082. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  1083. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  1084. barrier.Transition.pResource = this->backBuffer[backBufferIndex];
  1085. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  1086. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  1087. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  1088. directCommandQueue->getCommandList()->ResourceBarrier(1, &barrier);
  1089. copyCommandQueue->execute();
  1090. directCommandQueue->execute();
  1091. swapChain->Present(0, 0);
  1092. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  1093. }
  1094. Textur* DirectX12::createOrGetTextur(const char* name, Bild* b)
  1095. {
  1096. if (!device)
  1097. {
  1098. if (b) b->release();
  1099. return 0;
  1100. }
  1101. if (texturRegister->hatTextur(name))
  1102. {
  1103. Textur* ret = texturRegister->getTextur(name);
  1104. if (b) ret->setBildZ(b);
  1105. return ret;
  1106. }
  1107. Textur* ret = new DX12Textur(device, copyCommandQueue, directCommandQueue);
  1108. if (b) ret->setBildZ(b);
  1109. texturRegister->addTextur(dynamic_cast<Textur*>(ret->getThis()), name);
  1110. ret->updateTextur();
  1111. copyCommandQueue->execute();
  1112. directCommandQueue->execute();
  1113. return ret;
  1114. }
  1115. Bild* DirectX12::zUIRenderBild() const
  1116. {
  1117. return uiTextur ? uiTextur->zBild() : 0;
  1118. }
  1119. bool DirectX12::isAvailable()
  1120. {
  1121. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL("dxgi.dll", "dxgi.dll");
  1122. if (!dxgiDLL) return 0;
  1123. HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL("d3d12.dll", "d3d12.dll");
  1124. if (!d3d12DLL)
  1125. {
  1126. getDLLRegister()->releaseDLL("dxgi.dll");
  1127. return 0;
  1128. }
  1129. CreateDXGIFactory2Function createFactory
  1130. = (CreateDXGIFactory2Function)GetProcAddress(
  1131. dxgiDLL, "CreateDXGIFactory2");
  1132. if (!createFactory)
  1133. {
  1134. getDLLRegister()->releaseDLL("dxgi.dll");
  1135. getDLLRegister()->releaseDLL("d3d12.dll");
  1136. return 0;
  1137. }
  1138. D3D12CreateDeviceFunction createDevice
  1139. = (D3D12CreateDeviceFunction)GetProcAddress(
  1140. d3d12DLL, "D3D12CreateDevice");
  1141. if (!createDevice)
  1142. {
  1143. getDLLRegister()->releaseDLL("dxgi.dll");
  1144. getDLLRegister()->releaseDLL("d3d12.dll");
  1145. return 0;
  1146. }
  1147. #ifdef _DEBUG
  1148. D3D12GetDebugInterfaceFunction getDebugInterface
  1149. = (D3D12GetDebugInterfaceFunction)GetProcAddress(
  1150. d3d12DLL, "D3D12GetDebugInterface");
  1151. ID3D12Debug* debug = 0;
  1152. getDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  1153. debug->EnableDebugLayer();
  1154. #endif
  1155. IDXGIFactory4* factory;
  1156. UINT createFactoryFlags = 0;
  1157. #ifdef _DEBUG
  1158. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  1159. #endif
  1160. HRESULT res = createFactory(
  1161. createFactoryFlags, __uuidof(IDXGIFactory4), (void**)&factory);
  1162. if (FAILED(res))
  1163. {
  1164. getDLLRegister()->releaseDLL("dxgi.dll");
  1165. getDLLRegister()->releaseDLL("d3d12.dll");
  1166. return 0;
  1167. }
  1168. int index = 0;
  1169. do
  1170. {
  1171. IDXGIAdapter1* current;
  1172. res = factory->EnumAdapters1(index++, &current);
  1173. if (res == S_OK)
  1174. {
  1175. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  1176. current->GetDesc1(&dxgiAdapterDesc1);
  1177. ID3D12Device5* device = 0;
  1178. if ((dxgiAdapterDesc1.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0
  1179. && SUCCEEDED(createDevice(current,
  1180. D3D_FEATURE_LEVEL_12_1,
  1181. __uuidof(ID3D12Device5),
  1182. (void**)&device)))
  1183. {
  1184. device->Release();
  1185. current->Release();
  1186. factory->Release();
  1187. #ifdef _DEBUG
  1188. debug->Release();
  1189. #endif
  1190. getDLLRegister()->releaseDLL("dxgi.dll");
  1191. getDLLRegister()->releaseDLL("d3d12.dll");
  1192. return 1;
  1193. }
  1194. current->Release();
  1195. }
  1196. } while (res != DXGI_ERROR_NOT_FOUND);
  1197. factory->Release();
  1198. getDLLRegister()->releaseDLL("dxgi.dll");
  1199. getDLLRegister()->releaseDLL("d3d12.dll");
  1200. return 0;
  1201. }
  1202. DXBuffer* DirectX12::createIndexBuffer()
  1203. {
  1204. return new DX12IndexBuffer(
  1205. sizeof(int), device, copyCommandQueue, directCommandQueue);
  1206. }
  1207. DXBuffer* DirectX12::createVertexBuffer()
  1208. {
  1209. return new DX12VertexBuffer(
  1210. sizeof(Vertex3D), device, copyCommandQueue, directCommandQueue);
  1211. }
  1212. DXBuffer* DirectX12::createStructuredBuffer(int eSize)
  1213. {
  1214. throw "Sorry, support for structured buffers will come eventualy"; // TODO:
  1215. // support
  1216. // structured
  1217. // buffers
  1218. }