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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Renderer/DX12/RendererDX12.h>
#include <Renderer/DX12/RenderPrimitiveDX12.h>
#include <Renderer/DX12/PipelineStateDX12.h>
#include <Renderer/DX12/VertexShaderDX12.h>
#include <Renderer/DX12/PixelShaderDX12.h>
#include <Renderer/DX12/TextureDX12.h>
#include <Renderer/DX12/RenderInstancesDX12.h>
#include <Renderer/DX12/FatalErrorIfFailedDX12.h>
#include <Window/ApplicationWindowWin.h>
#include <Jolt/Core/Profiler.h>
#include <Utils/ReadData.h>
#include <Utils/Log.h>
#include <Utils/AssetStream.h>
#include <d3dcompiler.h>
#ifdef JPH_DEBUG
#include <d3d12sdklayers.h>
#endif
RendererDX12::~RendererDX12()
{
// Ensure that the GPU is no longer referencing resources that are about to be cleaned up by the destructor.
WaitForGpu();
// Don't add more stuff to the delay reference list
mIsExiting = true;
CloseHandle(mFenceEvent);
}
void RendererDX12::WaitForGpu()
{
// Schedule a Signal command in the queue
UINT64 current_fence_value = mFenceValues[mFrameIndex];
FatalErrorIfFailed(mCommandQueue->Signal(mFence.Get(), current_fence_value));
// Wait until the fence has been processed
FatalErrorIfFailed(mFence->SetEventOnCompletion(current_fence_value, mFenceEvent));
WaitForSingleObjectEx(mFenceEvent, INFINITE, FALSE);
// Increment the fence value for all frames
for (uint n = 0; n < cFrameCount; ++n)
mFenceValues[n] = current_fence_value + 1;
// Release all used resources
for (Array<ComPtr<ID3D12Object>> &list : mDelayReleased)
list.clear();
// Anything that's not used yet can be removed, delayed objects are now available
mResourceCache.clear();
mDelayCached[mFrameIndex].swap(mResourceCache);
}
void RendererDX12::CreateRenderTargets()
{
// Create render targets and views
for (uint n = 0; n < cFrameCount; ++n)
{
mRenderTargetViews[n] = mRTVHeap.Allocate();
FatalErrorIfFailed(mSwapChain->GetBuffer(n, IID_PPV_ARGS(&mRenderTargets[n])));
mDevice->CreateRenderTargetView(mRenderTargets[n].Get(), nullptr, mRenderTargetViews[n]);
}
}
void RendererDX12::CreateDepthBuffer()
{
// Free any previous depth stencil view
if (mDepthStencilView.ptr != 0)
mDSVHeap.Free(mDepthStencilView);
// Free any previous depth stencil buffer
mDepthStencilBuffer.Reset();
// Allocate depth stencil buffer
D3D12_CLEAR_VALUE clear_value = {};
clear_value.Format = DXGI_FORMAT_D32_FLOAT;
clear_value.DepthStencil.Depth = 0.0f;
clear_value.DepthStencil.Stencil = 0;
D3D12_HEAP_PROPERTIES heap_properties = {};
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
heap_properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heap_properties.CreationNodeMask = 1;
heap_properties.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC depth_stencil_desc = {};
depth_stencil_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
depth_stencil_desc.Alignment = 0;
depth_stencil_desc.Width = mWindow->GetWindowWidth();
depth_stencil_desc.Height = mWindow->GetWindowHeight();
depth_stencil_desc.DepthOrArraySize = 1;
depth_stencil_desc.MipLevels = 1;
depth_stencil_desc.Format = DXGI_FORMAT_D32_FLOAT;
depth_stencil_desc.SampleDesc.Count = 1;
depth_stencil_desc.SampleDesc.Quality = 0;
depth_stencil_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
depth_stencil_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
FatalErrorIfFailed(mDevice->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &depth_stencil_desc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &clear_value, IID_PPV_ARGS(&mDepthStencilBuffer)));
// Allocate depth stencil view
D3D12_DEPTH_STENCIL_VIEW_DESC depth_stencil_view_desc = {};
depth_stencil_view_desc.Format = DXGI_FORMAT_D32_FLOAT;
depth_stencil_view_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
depth_stencil_view_desc.Flags = D3D12_DSV_FLAG_NONE;
mDepthStencilView = mDSVHeap.Allocate();
mDevice->CreateDepthStencilView(mDepthStencilBuffer.Get(), &depth_stencil_view_desc, mDepthStencilView);
}
void RendererDX12::Initialize(ApplicationWindow *inWindow)
{
Renderer::Initialize(inWindow);
#if defined(JPH_DEBUG)
// Enable the D3D12 debug layer
ComPtr<ID3D12Debug> debug_controller;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller))))
debug_controller->EnableDebugLayer();
#endif
// Create DXGI factory
FatalErrorIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&mDXGIFactory)));
// Find adapter
ComPtr<IDXGIAdapter1> adapter;
HRESULT result = E_FAIL;
// First check if we have the Windows 1803 IDXGIFactory6 interface
ComPtr<IDXGIFactory6> factory6;
if (SUCCEEDED(mDXGIFactory->QueryInterface(IID_PPV_ARGS(&factory6))))
{
for (UINT index = 0; DXGI_ERROR_NOT_FOUND != factory6->EnumAdapterByGpuPreference(index, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&adapter)); ++index)
{
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
// We don't want software renderers
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
continue;
// Check to see whether the adapter supports Direct3D 12
result = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&mDevice));
if (SUCCEEDED(result))
break;
}
}
else
{
// Fall back to the older method that may not get the fastest GPU
for (UINT index = 0; DXGI_ERROR_NOT_FOUND != mDXGIFactory->EnumAdapters1(index, &adapter); ++index)
{
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
// We don't want software renderers
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
continue;
// Check to see whether the adapter supports Direct3D 12
result = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&mDevice));
if (SUCCEEDED(result))
break;
}
}
// Check if we managed to obtain a device
FatalErrorIfFailed(result);
#ifdef JPH_DEBUG
// Enable breaking on errors
ComPtr<ID3D12InfoQueue> info_queue;
if (SUCCEEDED(mDevice.As(&info_queue)))
{
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
// Disable an error that triggers on Windows 11 with a hybrid graphic system
// See: https://stackoverflow.com/questions/69805245/directx-12-application-is-crashing-in-windows-11
D3D12_MESSAGE_ID hide[] =
{
D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISMATCHING_COMMAND_LIST_TYPE,
};
D3D12_INFO_QUEUE_FILTER filter = { };
filter.DenyList.NumIDs = static_cast<UINT>( std::size( hide ) );
filter.DenyList.pIDList = hide;
info_queue->AddStorageFilterEntries( &filter );
}
#endif // JPH_DEBUG
// Disable full screen transitions
FatalErrorIfFailed(mDXGIFactory->MakeWindowAssociation(static_cast<ApplicationWindowWin *>(mWindow)->GetWindowHandle(), DXGI_MWA_NO_ALT_ENTER));
// Create heaps
mRTVHeap.Init(mDevice.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, D3D12_DESCRIPTOR_HEAP_FLAG_NONE, 2);
mDSVHeap.Init(mDevice.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, D3D12_DESCRIPTOR_HEAP_FLAG_NONE, 4);
mSRVHeap.Init(mDevice.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, 128);
// Create a command queue
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
FatalErrorIfFailed(mDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&mCommandQueue)));
// Create a command allocator for each frame
for (uint n = 0; n < cFrameCount; n++)
FatalErrorIfFailed(mDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCommandAllocators[n])));
// Describe and create the swap chain
DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
swap_chain_desc.BufferCount = cFrameCount;
swap_chain_desc.BufferDesc.Width = mWindow->GetWindowWidth();
swap_chain_desc.BufferDesc.Height = mWindow->GetWindowHeight();
swap_chain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swap_chain_desc.OutputWindow = static_cast<ApplicationWindowWin *>(mWindow)->GetWindowHandle();
swap_chain_desc.SampleDesc.Count = 1;
swap_chain_desc.Windowed = TRUE;
ComPtr<IDXGISwapChain> swap_chain;
FatalErrorIfFailed(mDXGIFactory->CreateSwapChain(mCommandQueue.Get(), &swap_chain_desc, &swap_chain));
FatalErrorIfFailed(swap_chain.As(&mSwapChain));
mFrameIndex = mSwapChain->GetCurrentBackBufferIndex();
CreateRenderTargets();
CreateDepthBuffer();
// Create a root signature suitable for all our shaders
D3D12_ROOT_PARAMETER params[3] = {};
// Mapping a constant buffer to slot 0 for the vertex shader
params[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
params[0].Descriptor.ShaderRegister = 0;
params[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
// Mapping a constant buffer to slot 1 in the pixel shader
params[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
params[1].Descriptor.ShaderRegister = 1;
params[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
// Mapping a texture to slot 2 in the pixel shader
D3D12_DESCRIPTOR_RANGE range = {};
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.BaseShaderRegister = 2;
range.NumDescriptors = 1;
params[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
params[2].DescriptorTable.NumDescriptorRanges = 1;
params[2].DescriptorTable.pDescriptorRanges = &range;
params[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_STATIC_SAMPLER_DESC samplers[3] = {};
// Sampler 0: Non-wrapping linear filtering
samplers[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
samplers[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplers[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplers[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplers[0].MipLODBias = 0.0f;
samplers[0].MaxAnisotropy = 1;
samplers[0].ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
samplers[0].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
samplers[0].MinLOD = 0.0f;
samplers[0].MaxLOD = D3D12_FLOAT32_MAX;
samplers[0].ShaderRegister = 0;
samplers[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
// Sampler 1: Wrapping and linear filtering
samplers[1] = samplers[0];
samplers[1].AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplers[1].AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplers[1].AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplers[1].ShaderRegister = 1;
// Sampler 2: Point filtering, using SampleCmp mode to compare if sampled value >= reference value (for shadows)
samplers[2] = samplers[0];
samplers[2].Filter = D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
samplers[2].ComparisonFunc = D3D12_COMPARISON_FUNC_GREATER_EQUAL;
samplers[2].ShaderRegister = 2;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {};
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
root_signature_desc.NumParameters = ARRAYSIZE(params);
root_signature_desc.pParameters = params;
root_signature_desc.NumStaticSamplers = ARRAYSIZE(samplers);
root_signature_desc.pStaticSamplers = samplers;
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
FatalErrorIfFailed(D3D12SerializeRootSignature(&root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
FatalErrorIfFailed(mDevice->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&mRootSignature)));
// Create the command list
FatalErrorIfFailed(mDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCommandAllocators[mFrameIndex].Get(), nullptr, IID_PPV_ARGS(&mCommandList)));
// Command lists are created in the recording state, but there is nothing to record yet. The main loop expects it to be closed, so close it now
FatalErrorIfFailed(mCommandList->Close());
// Create synchronization object
FatalErrorIfFailed(mDevice->CreateFence(mFenceValues[mFrameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence)));
// Increment fence value so we don't skip waiting the first time a command list is executed
mFenceValues[mFrameIndex]++;
// Create an event handle to use for frame synchronization
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (mFenceEvent == nullptr)
FatalErrorIfFailed(HRESULT_FROM_WIN32(GetLastError()));
// Initialize the queue used to upload resources to the GPU
mUploadQueue.Initialize(mDevice.Get());
// Create constant buffer. One per frame to avoid overwriting the constant buffer while the GPU is still using it.
for (uint n = 0; n < cFrameCount; ++n)
{
mVertexShaderConstantBufferProjection[n] = CreateConstantBuffer(sizeof(VertexShaderConstantBuffer));
mVertexShaderConstantBufferOrtho[n] = CreateConstantBuffer(sizeof(VertexShaderConstantBuffer));
mPixelShaderConstantBuffer[n] = CreateConstantBuffer(sizeof(PixelShaderConstantBuffer));
}
// Create depth only texture (no color buffer, as seen from light)
mShadowMap = new TextureDX12(this, cShadowMapSize, cShadowMapSize);
}
void RendererDX12::OnWindowResize()
{
// Wait for the previous frame to be rendered
WaitForGpu();
// Free the render targets and views to allow resizing the swap chain
for (uint n = 0; n < cFrameCount; ++n)
{
mRTVHeap.Free(mRenderTargetViews[n]);
mRenderTargets[n].Reset();
}
// Resize the swap chain buffers
FatalErrorIfFailed(mSwapChain->ResizeBuffers(cFrameCount, mWindow->GetWindowWidth(), mWindow->GetWindowHeight(), DXGI_FORMAT_R8G8B8A8_UNORM, 0));
// Back buffer index may have changed after the resize (it always seems to go to 0 again)
mFrameIndex = mSwapChain->GetCurrentBackBufferIndex();
// Since we may have switched frame index and we know everything is done, we need to update the fence value for our other frame as completed
for (uint n = 0; n < cFrameCount; ++n)
if (mFrameIndex != n)
mFenceValues[n] = mFence->GetCompletedValue();
// Recreate render targets
CreateRenderTargets();
// Recreate depth buffer
CreateDepthBuffer();
}
bool RendererDX12::BeginFrame(const CameraState &inCamera, float inWorldScale)
{
JPH_PROFILE_FUNCTION();
Renderer::BeginFrame(inCamera, inWorldScale);
// Reset command allocator
FatalErrorIfFailed(mCommandAllocators[mFrameIndex]->Reset());
// Reset command list
FatalErrorIfFailed(mCommandList->Reset(mCommandAllocators[mFrameIndex].Get(), nullptr));
// Set root signature
mCommandList->SetGraphicsRootSignature(mRootSignature.Get());
// Set SRV heap
ID3D12DescriptorHeap *heaps[] = { mSRVHeap.Get() };
mCommandList->SetDescriptorHeaps(_countof(heaps), heaps);
// Indicate that the back buffer will be used as a render target.
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = mRenderTargets[mFrameIndex].Get();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
mCommandList->ResourceBarrier(1, &barrier);
// Clear the back buffer.
const float blue[] = { 0.098f, 0.098f, 0.439f, 1.000f };
mCommandList->ClearRenderTargetView(mRenderTargetViews[mFrameIndex], blue, 0, nullptr);
mCommandList->ClearDepthStencilView(mDepthStencilView, D3D12_CLEAR_FLAG_DEPTH, 0.0f, 0, 0, nullptr);
// Set constants for vertex shader in projection mode
VertexShaderConstantBuffer *vs = mVertexShaderConstantBufferProjection[mFrameIndex]->Map<VertexShaderConstantBuffer>();
*vs = mVSBuffer;
mVertexShaderConstantBufferProjection[mFrameIndex]->Unmap();
// Set constants for vertex shader in ortho mode
vs = mVertexShaderConstantBufferOrtho[mFrameIndex]->Map<VertexShaderConstantBuffer>();
*vs = mVSBufferOrtho;
mVertexShaderConstantBufferOrtho[mFrameIndex]->Unmap();
// Switch to 3d projection mode
SetProjectionMode();
// Set constants for pixel shader
PixelShaderConstantBuffer *ps = mPixelShaderConstantBuffer[mFrameIndex]->Map<PixelShaderConstantBuffer>();
*ps = mPSBuffer;
mPixelShaderConstantBuffer[mFrameIndex]->Unmap();
// Set the pixel shader constant buffer data.
mPixelShaderConstantBuffer[mFrameIndex]->Bind(1);
// Start drawing the shadow pass
mShadowMap->SetAsRenderTarget(true);
return true;
}
void RendererDX12::EndShadowPass()
{
JPH_PROFILE_FUNCTION();
// Finish drawing the shadow pass
mShadowMap->SetAsRenderTarget(false);
// Set the main back buffer as render target
mCommandList->OMSetRenderTargets(1, &mRenderTargetViews[mFrameIndex], FALSE, &mDepthStencilView);
// Set viewport
D3D12_VIEWPORT viewport = { 0.0f, 0.0f, static_cast<float>(mWindow->GetWindowWidth()), static_cast<float>(mWindow->GetWindowHeight()), 0.0f, 1.0f };
mCommandList->RSSetViewports(1, &viewport);
// Set scissor rect
D3D12_RECT scissor_rect = { 0, 0, static_cast<LONG>(mWindow->GetWindowWidth()), static_cast<LONG>(mWindow->GetWindowHeight()) };
mCommandList->RSSetScissorRects(1, &scissor_rect);
}
void RendererDX12::EndFrame()
{
JPH_PROFILE_FUNCTION();
Renderer::EndFrame();
// Indicate that the back buffer will now be used to present.
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = mRenderTargets[mFrameIndex].Get();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
mCommandList->ResourceBarrier(1, &barrier);
// Close the command list
FatalErrorIfFailed(mCommandList->Close());
// Execute the command list
ID3D12CommandList* command_lists[] = { mCommandList.Get() };
mCommandQueue->ExecuteCommandLists(_countof(command_lists), command_lists);
// Present the frame
FatalErrorIfFailed(mSwapChain->Present(1, 0));
// Schedule a Signal command in the queue
UINT64 current_fence_value = mFenceValues[mFrameIndex];
FatalErrorIfFailed(mCommandQueue->Signal(mFence.Get(), current_fence_value));
// Update the frame index
mFrameIndex = mSwapChain->GetCurrentBackBufferIndex();
// If the next frame is not ready to be rendered yet, wait until it is ready
UINT64 completed_value = mFence->GetCompletedValue();
if (completed_value < mFenceValues[mFrameIndex])
{
FatalErrorIfFailed(mFence->SetEventOnCompletion(mFenceValues[mFrameIndex], mFenceEvent));
WaitForSingleObjectEx(mFenceEvent, INFINITE, FALSE);
}
// Release all used resources
mDelayReleased[mFrameIndex].clear();
// Anything that's not used yet can be removed, delayed objects are now available
mResourceCache.clear();
mDelayCached[mFrameIndex].swap(mResourceCache);
// Set the fence value for the next frame.
mFenceValues[mFrameIndex] = current_fence_value + 1;
}
void RendererDX12::SetProjectionMode()
{
JPH_ASSERT(mInFrame);
mVertexShaderConstantBufferProjection[mFrameIndex]->Bind(0);
}
void RendererDX12::SetOrthoMode()
{
JPH_ASSERT(mInFrame);
mVertexShaderConstantBufferOrtho[mFrameIndex]->Bind(0);
}
Ref<Texture> RendererDX12::CreateTexture(const Surface *inSurface)
{
return new TextureDX12(this, inSurface);
}
Ref<VertexShader> RendererDX12::CreateVertexShader(const char *inName)
{
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef JPH_DEBUG
flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
const D3D_SHADER_MACRO defines[] =
{
{ nullptr, nullptr }
};
// Read shader source file
String file_name = String("Shaders/DX/") + inName + ".hlsl";
Array<uint8> data = ReadData(file_name.c_str());
// Compile source
ComPtr<ID3DBlob> shader_blob, error_blob;
HRESULT hr = D3DCompile(&data[0],
(uint)data.size(),
(AssetStream::sGetAssetsBasePath() + file_name).c_str(),
defines,
D3D_COMPILE_STANDARD_FILE_INCLUDE,
"main",
"vs_5_0",
flags,
0,
shader_blob.GetAddressOf(),
error_blob.GetAddressOf());
if (FAILED(hr))
{
// Throw error if compilation failed
if (error_blob)
OutputDebugStringA((const char *)error_blob->GetBufferPointer());
FatalError("Failed to compile vertex shader");
}
return new VertexShaderDX12(shader_blob);
}
Ref<PixelShader> RendererDX12::CreatePixelShader(const char *inName)
{
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef JPH_DEBUG
flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
const D3D_SHADER_MACRO defines[] =
{
{ nullptr, nullptr }
};
// Read shader source file
String file_name = String("Shaders/DX/") + inName + ".hlsl";
Array<uint8> data = ReadData(file_name.c_str());
// Compile source
ComPtr<ID3DBlob> shader_blob, error_blob;
HRESULT hr = D3DCompile(&data[0],
(uint)data.size(),
(AssetStream::sGetAssetsBasePath() + file_name).c_str(),
defines,
D3D_COMPILE_STANDARD_FILE_INCLUDE,
"main",
"ps_5_0",
flags,
0,
shader_blob.GetAddressOf(),
error_blob.GetAddressOf());
if (FAILED(hr))
{
// Throw error if compilation failed
if (error_blob)
OutputDebugStringA((const char *)error_blob->GetBufferPointer());
FatalError("Failed to compile pixel shader");
}
return new PixelShaderDX12(shader_blob);
}
unique_ptr<ConstantBufferDX12> RendererDX12::CreateConstantBuffer(uint inBufferSize)
{
return make_unique<ConstantBufferDX12>(this, inBufferSize);
}
unique_ptr<PipelineState> RendererDX12::CreatePipelineState(const VertexShader *inVertexShader, const PipelineState::EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShader *inPixelShader, PipelineState::EDrawPass inDrawPass, PipelineState::EFillMode inFillMode, PipelineState::ETopology inTopology, PipelineState::EDepthTest inDepthTest, PipelineState::EBlendMode inBlendMode, PipelineState::ECullMode inCullMode)
{
return make_unique<PipelineStateDX12>(this, static_cast<const VertexShaderDX12 *>(inVertexShader), inInputDescription, inInputDescriptionCount, static_cast<const PixelShaderDX12 *>(inPixelShader), inDrawPass, inFillMode, inTopology, inDepthTest, inBlendMode, inCullMode);
}
RenderPrimitive *RendererDX12::CreateRenderPrimitive(PipelineState::ETopology inType)
{
return new RenderPrimitiveDX12(this, inType);
}
RenderInstances *RendererDX12::CreateRenderInstances()
{
return new RenderInstancesDX12(this);
}
ComPtr<ID3D12Resource> RendererDX12::CreateD3DResource(D3D12_HEAP_TYPE inHeapType, D3D12_RESOURCE_STATES inResourceState, uint64 inSize)
{
// Create a new resource
D3D12_RESOURCE_DESC desc;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = inSize;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D12_HEAP_PROPERTIES heap_properties = {};
heap_properties.Type = inHeapType;
heap_properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heap_properties.CreationNodeMask = 1;
heap_properties.VisibleNodeMask = 1;
ComPtr<ID3D12Resource> resource;
FatalErrorIfFailed(mDevice->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &desc, inResourceState, nullptr, IID_PPV_ARGS(&resource)));
return resource;
}
void RendererDX12::CopyD3DResource(ID3D12Resource *inDest, const void *inSrc, uint64 inSize)
{
// Copy data to destination buffer
void *data;
D3D12_RANGE range = { 0, 0 }; // We're not going to read
FatalErrorIfFailed(inDest->Map(0, &range, &data));
memcpy(data, inSrc, size_t(inSize));
inDest->Unmap(0, nullptr);
}
void RendererDX12::CopyD3DResource(ID3D12Resource *inDest, ID3D12Resource *inSrc, uint64 inSize)
{
// Start a commandlist for the upload
ID3D12GraphicsCommandList *list = mUploadQueue.Start();
// Copy the data to the GPU
list->CopyBufferRegion(inDest, 0, inSrc, 0, inSize);
// Change the state of the resource to generic read
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = inDest;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
list->ResourceBarrier(1, &barrier);
// Wait for copying to finish
mUploadQueue.ExecuteAndWait();
}
ComPtr<ID3D12Resource> RendererDX12::CreateD3DResourceOnDefaultHeap(const void *inData, uint64 inSize)
{
ComPtr<ID3D12Resource> upload = CreateD3DResourceOnUploadHeap(inSize);
ComPtr<ID3D12Resource> resource = CreateD3DResource(D3D12_HEAP_TYPE_DEFAULT, D3D12_RESOURCE_STATE_COMMON, inSize);
CopyD3DResource(upload.Get(), inData, inSize);
CopyD3DResource(resource.Get(), upload.Get(), inSize);
RecycleD3DResourceOnUploadHeap(upload.Get(), inSize);
return resource;
}
ComPtr<ID3D12Resource> RendererDX12::CreateD3DResourceOnUploadHeap(uint64 inSize)
{
// Try cache first
ResourceCache::iterator i = mResourceCache.find(inSize);
if (i != mResourceCache.end() && !i->second.empty())
{
ComPtr<ID3D12Resource> resource = i->second.back();
i->second.pop_back();
return resource;
}
return CreateD3DResource(D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ, inSize);
}
void RendererDX12::RecycleD3DResourceOnUploadHeap(ID3D12Resource *inResource, uint64 inSize)
{
if (!mIsExiting)
mDelayCached[mFrameIndex][inSize].push_back(inResource);
}
void RendererDX12::RecycleD3DObject(ID3D12Object *inResource)
{
if (!mIsExiting)
mDelayReleased[mFrameIndex].push_back(inResource);
}
#ifndef JPH_ENABLE_VULKAN
Renderer *Renderer::sCreate()
{
return new RendererDX12;
}
#endif