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// render-d3d12.cpp
#include "render-d3d12.h"
#include "options.h"
#include "render.h"
// In order to use the Slang API, we need to include its header
#include <slang.h>
// We will be rendering with Direct3D 12, so we need to include
// the Windows and D3D12 headers
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#undef WIN32_LEAN_AND_MEAN
#undef NOMINMAX
#include <dxgi1_4.h>
#include <d3d12.h>
#include <d3dcompiler.h>
#include "../../source/core/slang-com-ptr.h"
#include "resource-d3d12.h"
#include "descriptor-heap-d3d12.h"
#include "circular-resource-heap-d3d12.h"
#include "d3d-util.h"
#ifdef _MSC_VER
#pragma warning(disable: 4996)
#endif
//#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "external/stb/stb_image_write.h"
// We will use the C standard library just for printing error messages.
#include <stdio.h>
#ifdef _MSC_VER
#include <stddef.h>
#if (_MSC_VER < 1900)
#define snprintf sprintf_s
#endif
#endif
//
#define ENABLE_DEBUG_LAYER 1
namespace renderer_test {
using namespace Slang;
class D3D12Renderer : public Renderer, public ShaderCompiler
{
public:
// Renderer implementation
virtual SlangResult initialize(void* inWindowHandle) override;
virtual void setClearColor(const float color[4]) override;
virtual void clearFrame() override;
virtual void presentFrame() override;
virtual SlangResult captureScreenShot(const char* outputPath) override;
virtual void serializeOutput(BindingState* state, const char* fileName) override;
virtual Buffer* createBuffer(const BufferDesc& desc) override;
virtual InputLayout* createInputLayout(const InputElementDesc* inputElements, UInt inputElementCount) override;
virtual BindingState* createBindingState(const ShaderInputLayout& layout) override;
virtual ShaderCompiler* getShaderCompiler() override;
virtual void* map(Buffer* buffer, MapFlavor flavor) override;
virtual void unmap(Buffer* buffer) override;
virtual void setInputLayout(InputLayout* inputLayout) override;
virtual void setPrimitiveTopology(PrimitiveTopology topology) override;
virtual void setBindingState(BindingState* state);
virtual void setVertexBuffers(UInt startSlot, UInt slotCount, Buffer*const* buffers, const UInt* strides, const UInt* offsets) override;
virtual void setShaderProgram(ShaderProgram* inProgram) override;
virtual void setConstantBuffers(UInt startSlot, UInt slotCount, Buffer*const* buffers, const UInt* offsets) override;
virtual void draw(UInt vertexCount, UInt startVertex) override;
virtual void dispatchCompute(int x, int y, int z) override;
virtual void submitGpuWork() override;
virtual void waitForGpu() override;
// ShaderCompiler implementation
virtual ShaderProgram* compileProgram(const ShaderCompileRequest& request) override;
~D3D12Renderer();
protected:
static const Int kMaxNumRenderFrames = 4;
static const Int kMaxNumRenderTargets = 3;
enum class ProgramType
{
kCompute,
kGraphics,
};
struct FrameInfo
{
FrameInfo() :m_fenceValue(0) {}
void reset()
{
m_commandAllocator.setNull();
}
ComPtr<ID3D12CommandAllocator> m_commandAllocator; ///< The command allocator for this frame
UINT64 m_fenceValue; ///< The fence value when rendering this Frame is complete
};
class ShaderProgramImpl: public ShaderProgram
{
public:
ProgramType m_programType;
List<uint8_t> m_vertexShader;
List<uint8_t> m_pixelShader;
List<uint8_t> m_computeShader;
};
class BufferImpl: public Buffer
{
public:
BufferImpl(const BufferDesc& desc):
m_desc(desc),
m_mapFlavor(MapFlavor::HostRead)
{
}
D3D12Resource m_resource;
D3D12Resource m_uploadResource;
BufferDesc m_desc;
List<uint8_t> m_memory;
MapFlavor m_mapFlavor;
};
class InputLayoutImpl: public InputLayout
{
public:
List<D3D12_INPUT_ELEMENT_DESC> m_elements;
List<char> m_text; ///< Holds all strings to keep in scope
};
struct Binding
{
ShaderInputType m_type;
InputBufferType m_bufferType; // Only valid if `type` is `Buffer`
int m_srvIndex = -1;
int m_uavIndex = -1;
int m_samplerIndex = -1;
D3D12Resource m_resource;
int m_binding = 0;
bool m_isOutput = false;
int m_bufferLength = 0;
};
class BindingStateImpl: public BindingState
{
public:
Result init(ID3D12Device* device)
{
// Set up descriptor heaps
SLANG_RETURN_ON_FAIL(m_viewHeap.init(device, 256, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE));
SLANG_RETURN_ON_FAIL(m_samplerHeap.init(device, 16, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE));
return SLANG_OK;
}
List<Binding> m_bindings;
int m_numRenderTargets = 0;
D3D12DescriptorHeap m_viewHeap; ///< Cbv, Srv, Uav
D3D12DescriptorHeap m_samplerHeap; ///< Heap for samplers
};
class RenderState: public RefObject
{
public:
D3D12_PRIMITIVE_TOPOLOGY_TYPE m_primitiveTopologyType;
RefPtr<BindingStateImpl> m_bindingState;
RefPtr<InputLayoutImpl> m_inputLayout;
RefPtr<ShaderProgramImpl> m_shaderProgram;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12PipelineState> m_pipelineState;
};
struct BoundVertexBuffer
{
RefPtr<BufferImpl> m_buffer;
int m_stride;
int m_offset;
};
struct Submitter
{
virtual void setRootConstantBufferView(int index, D3D12_GPU_VIRTUAL_ADDRESS gpuBufferLocation) = 0;
virtual void setRootDescriptorTable(int index, D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor) = 0;
virtual void setRootSignature(ID3D12RootSignature* rootSignature) = 0;
};
struct BindParameters
{
enum
{
kMaxRanges = 16,
kMaxParameters = 32
};
D3D12_DESCRIPTOR_RANGE& nextRange() { return m_ranges[m_rangeIndex++]; }
D3D12_ROOT_PARAMETER& nextParameter() { return m_parameters[m_paramIndex++]; }
BindParameters():
m_rangeIndex(0),
m_paramIndex(0)
{}
D3D12_DESCRIPTOR_RANGE m_ranges[kMaxRanges];
int m_rangeIndex;
D3D12_ROOT_PARAMETER m_parameters[kMaxParameters];
int m_paramIndex;
};
struct GraphicsSubmitter : public Submitter
{
virtual void setRootConstantBufferView(int index, D3D12_GPU_VIRTUAL_ADDRESS gpuBufferLocation) override
{
m_commandList->SetGraphicsRootConstantBufferView(index, gpuBufferLocation);
}
virtual void setRootDescriptorTable(int index, D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor) override
{
m_commandList->SetGraphicsRootDescriptorTable(index, baseDescriptor);
}
void setRootSignature(ID3D12RootSignature* rootSignature)
{
m_commandList->SetGraphicsRootSignature(rootSignature);
}
GraphicsSubmitter(ID3D12GraphicsCommandList* commandList):
m_commandList(commandList)
{
}
ID3D12GraphicsCommandList* m_commandList;
};
struct ComputeSubmitter : public Submitter
{
virtual void setRootConstantBufferView(int index, D3D12_GPU_VIRTUAL_ADDRESS gpuBufferLocation) override
{
m_commandList->SetComputeRootConstantBufferView(index, gpuBufferLocation);
}
virtual void setRootDescriptorTable(int index, D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor) override
{
m_commandList->SetComputeRootDescriptorTable(index, baseDescriptor);
}
void setRootSignature(ID3D12RootSignature* rootSignature)
{
m_commandList->SetComputeRootSignature(rootSignature);
}
ComputeSubmitter(ID3D12GraphicsCommandList* commandList) :
m_commandList(commandList)
{
}
ID3D12GraphicsCommandList* m_commandList;
};
static PROC loadProc(HMODULE module, char const* name);
Result createFrameResources();
/// Blocks until gpu has completed all work
void releaseFrameResources();
Result createBuffer(const D3D12_RESOURCE_DESC& resourceDesc, const void* srcData, D3D12Resource& uploadResource, D3D12_RESOURCE_STATES finalState, D3D12Resource& resourceOut);
Result createTexture(const InputTextureDesc& inputDesc, const TextureData& texData, D3D12Resource& resourceOut);
Result createInputSampler(const InputSamplerDesc& inputDesc, D3D12DescriptorHeap& samplerHeap, int samplerIndex);
Result createInputTexture(const InputTextureDesc& inputDesc, D3D12DescriptorHeap& viewHeap, int srvIndex, D3D12Resource& resourceOut);
Result createInputBuffer(InputBufferDesc& bufferDesc, const List<unsigned int>& bufferData, D3D12DescriptorHeap& viewHeap, int uavIndex, int srvIndex,
D3D12Resource& resourceOut);
void beginRender();
void endRender();
void submitGpuWorkAndWait();
void _resetCommandList();
Result captureTextureToFile(D3D12Resource& resource, const char* outputPath);
FrameInfo& getFrame() { return m_frameInfos[m_frameIndex]; }
const FrameInfo& getFrame() const { return m_frameInfos[m_frameIndex]; }
ID3D12GraphicsCommandList* getCommandList() const { return m_commandList; }
RenderState* calcRenderState();
/// From current bindings calculate the root signature and pipeline state
Result calcGraphicsPipelineState(ComPtr<ID3D12RootSignature>& sigOut, ComPtr<ID3D12PipelineState>& pipelineStateOut);
Result calcComputePipelineState(ComPtr<ID3D12RootSignature>& signatureOut, ComPtr<ID3D12PipelineState>& pipelineStateOut);
Result _bindRenderState(RenderState* renderState, ID3D12GraphicsCommandList* commandList, Submitter* submitter);
Result _calcBindParameters(BindParameters& params);
RenderState* findRenderState(ProgramType programType);
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE m_D3D12SerializeRootSignature = nullptr;
D3D12CircularResourceHeap m_circularResourceHeap;
int m_commandListOpenCount = 0; ///< If >0 the command list should be open
List<BoundVertexBuffer> m_boundVertexBuffers;
List<RefPtr<BufferImpl> > m_boundConstantBuffers;
RefPtr<ShaderProgramImpl> m_boundShaderProgram;
RefPtr<InputLayoutImpl> m_boundInputLayout;
RefPtr<BindingStateImpl> m_boundBindingState;
DXGI_FORMAT m_targetFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
DXGI_FORMAT m_depthStencilFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
bool m_hasVsync = true;
bool m_isFullSpeed = false;
bool m_allowFullScreen = false;
bool m_isMultiSampled = false;
int m_numTargetSamples = 1; ///< The number of multi sample samples
int m_targetSampleQuality = 0; ///< The multi sample quality
int m_windowWidth = 0;
int m_windowHeight = 0;
bool m_isInitialized = false;
D3D12_PRIMITIVE_TOPOLOGY_TYPE m_primitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
D3D12_PRIMITIVE_TOPOLOGY m_primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
float m_clearColor[4] = { 0, 0, 0, 0 };
D3D12_VIEWPORT m_viewport = {};
ComPtr<ID3D12Debug> m_dxDebug;
ComPtr<ID3D12Device> m_device;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
D3D12_RECT m_scissorRect = {};
List<RefPtr<RenderState> > m_renderStates; ///< Holds list of all render state combinations
RenderState* m_currentRenderState = nullptr; ///< The current combination
UINT m_rtvDescriptorSize = 0;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
UINT m_dsvDescriptorSize = 0;
// Synchronization objects.
D3D12CounterFence m_fence;
HANDLE m_swapChainWaitableObject;
// Frame specific data
int m_numRenderFrames = 0;
UINT m_frameIndex = 0;
FrameInfo m_frameInfos[kMaxNumRenderFrames];
int m_numRenderTargets = 2;
int m_renderTargetIndex = 0;
D3D12Resource* m_backBuffers[kMaxNumRenderTargets];
D3D12Resource* m_renderTargets[kMaxNumRenderTargets];
D3D12Resource m_backBufferResources[kMaxNumRenderTargets];
D3D12Resource m_renderTargetResources[kMaxNumRenderTargets];
D3D12Resource m_depthStencil;
D3D12_CPU_DESCRIPTOR_HANDLE m_depthStencilView = {};
int32_t m_depthStencilUsageFlags = 0; ///< D3DUtil::UsageFlag combination for depth stencil
int32_t m_targetUsageFlags = 0; ///< D3DUtil::UsageFlag combination for target
HWND m_hwnd = nullptr;
};
Renderer* createD3D12Renderer()
{
return new D3D12Renderer;
}
/* static */PROC D3D12Renderer::loadProc(HMODULE module, char const* name)
{
PROC proc = ::GetProcAddress(module, name);
if (!proc)
{
fprintf(stderr, "error: failed load symbol '%s'\n", name);
return nullptr;
}
return proc;
}
void D3D12Renderer::releaseFrameResources()
{
// https://msdn.microsoft.com/en-us/library/windows/desktop/bb174577%28v=vs.85%29.aspx
// Release the resources holding references to the swap chain (requirement of
// IDXGISwapChain::ResizeBuffers) and reset the frame fence values to the
// current fence value.
for (int i = 0; i < m_numRenderFrames; i++)
{
FrameInfo& info = m_frameInfos[i];
info.reset();
info.m_fenceValue = m_fence.getCurrentValue();
}
for (int i = 0; i < m_numRenderTargets; i++)
{
m_backBuffers[i]->setResourceNull();
m_renderTargets[i]->setResourceNull();
}
}
void D3D12Renderer::waitForGpu()
{
m_fence.nextSignalAndWait(m_commandQueue);
}
D3D12Renderer::~D3D12Renderer()
{
if (m_isInitialized)
{
// Ensure that the GPU is no longer referencing resources that are about to be
// cleaned up by the destructor.
waitForGpu();
}
}
Result D3D12Renderer::createInputSampler(const InputSamplerDesc& inputDesc, D3D12DescriptorHeap& samplerHeap, int samplerIndex)
{
D3D12_SAMPLER_DESC desc = {};
desc.AddressU = desc.AddressV = desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
if (inputDesc.isCompareSampler)
{
desc.ComparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
desc.Filter = D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT;
}
else
{
desc.Filter = D3D12_FILTER_ANISOTROPIC;
desc.MaxAnisotropy = 8;
desc.MinLOD = 0.0f;
desc.MaxLOD = 100.0f;
}
m_device->CreateSampler(&desc, samplerHeap.getCpuHandle(samplerIndex));
return SLANG_OK;
}
static void _initSrvDesc(const D3D12_RESOURCE_DESC& desc, DXGI_FORMAT pixelFormat, D3D12_SHADER_RESOURCE_VIEW_DESC& descOut)
{
// create SRV
descOut = D3D12_SHADER_RESOURCE_VIEW_DESC();
descOut.Format = (pixelFormat == DXGI_FORMAT_UNKNOWN) ? D3DUtil::calcFormat(D3DUtil::USAGE_SRV, desc.Format) : pixelFormat;
descOut.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
if (desc.DepthOrArraySize == 1)
{
switch (desc.Dimension)
{
case D3D12_RESOURCE_DIMENSION_TEXTURE1D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D; break;
case D3D12_RESOURCE_DIMENSION_TEXTURE2D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; break;
case D3D12_RESOURCE_DIMENSION_TEXTURE3D: descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D; break;
default: assert(!"Unknown dimension");
}
descOut.Texture2D.MipLevels = desc.MipLevels;
descOut.Texture2D.MostDetailedMip = 0;
descOut.Texture2D.PlaneSlice = 0;
descOut.Texture2D.ResourceMinLODClamp = 0.0f;
}
else if (desc.DepthOrArraySize == 6)
{
descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
descOut.TextureCube.MipLevels = desc.MipLevels;
descOut.TextureCube.MostDetailedMip = 0;
descOut.TextureCube.ResourceMinLODClamp = 0;
}
else
{
descOut.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
descOut.Texture2DArray.ArraySize = desc.DepthOrArraySize;
descOut.Texture2DArray.MostDetailedMip = 0;
descOut.Texture2DArray.MipLevels = desc.MipLevels;
descOut.Texture2DArray.FirstArraySlice = 0;
descOut.Texture2DArray.PlaneSlice = 0;
descOut.Texture2DArray.ResourceMinLODClamp = 0;
}
}
void _initBufferResourceDesc(size_t bufferSize, D3D12_RESOURCE_DESC& out)
{
out = {};
out.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
out.Alignment = 0;
out.Width = bufferSize;
out.Height = 1;
out.DepthOrArraySize = 1;
out.MipLevels = 1;
out.Format = DXGI_FORMAT_UNKNOWN;
out.SampleDesc.Count = 1;
out.SampleDesc.Quality = 0;
out.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
out.Flags = D3D12_RESOURCE_FLAG_NONE;
}
Result D3D12Renderer::createBuffer(const D3D12_RESOURCE_DESC& resourceDesc, const void* srcData, D3D12Resource& uploadResource, D3D12_RESOURCE_STATES finalState, D3D12Resource& resourceOut)
{
const size_t bufferSize = size_t(resourceDesc.Width);
{
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
const D3D12_RESOURCE_STATES initialState = srcData ? D3D12_RESOURCE_STATE_COPY_DEST : finalState;
SLANG_RETURN_ON_FAIL(resourceOut.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, resourceDesc, initialState, nullptr));
}
{
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
SLANG_RETURN_ON_FAIL(uploadResource.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, resourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr));
}
if (srcData)
{
// Copy data to the intermediate upload heap and then schedule a copy
// from the upload heap to the vertex buffer.
UINT8* dstData;
D3D12_RANGE readRange = {}; // We do not intend to read from this resource on the CPU.
ID3D12Resource* dxUploadResource = uploadResource.getResource();
SLANG_RETURN_ON_FAIL(dxUploadResource->Map(0, &readRange, reinterpret_cast<void**>(&dstData)));
::memcpy(dstData, srcData, bufferSize);
dxUploadResource->Unmap(0, nullptr);
m_commandList->CopyBufferRegion(resourceOut, 0, uploadResource, 0, bufferSize);
// Make sure it's in the right state
{
D3D12BarrierSubmitter submitter(m_commandList);
resourceOut.transition(finalState, submitter);
}
submitGpuWorkAndWait();
}
return SLANG_OK;
}
Result D3D12Renderer::createTexture(const InputTextureDesc& inputDesc, const TextureData& texData, D3D12Resource& resourceOut)
{
// generateTextureData(texData, inputDesc);
const DXGI_FORMAT pixelFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
const int numMipMaps = texData.mipLevels;
const int width = inputDesc.size;
const int height = width;
// Setup desc
D3D12_RESOURCE_DESC resourceDesc;
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Format = pixelFormat;
resourceDesc.Width = width;
resourceDesc.Height = height;
resourceDesc.DepthOrArraySize = texData.arraySize;
resourceDesc.MipLevels = numMipMaps;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Alignment = 0;
switch (inputDesc.dimension)
{
case 1: resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE1D; break;
case 2: resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; break;
case 3: resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D; break;
default: return SLANG_FAIL;
}
// Calculate the layout
List<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> layouts;
layouts.SetSize(numMipMaps);
List<UInt64> mipRowSizeInBytes;
mipRowSizeInBytes.SetSize(numMipMaps);
List<UInt32> mipNumRows;
mipNumRows.SetSize(numMipMaps);
UInt64 requiredSize = 0;
m_device->GetCopyableFootprints(&resourceDesc, 0, texData.mipLevels, 0, layouts.begin(), mipNumRows.begin(), mipRowSizeInBytes.begin(), &requiredSize);
List<D3D12_SUBRESOURCE_DATA> subData;
subData.SetSize(numMipMaps);
// Zero it all initially
::memset(subData.Buffer(), 0, numMipMaps * sizeof(D3D12_SUBRESOURCE_DATA));
// Create the upload texture
D3D12Resource uploadTexture;
{
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC uploadResourceDesc;
uploadResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
uploadResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
uploadResourceDesc.Width = requiredSize;
uploadResourceDesc.Height = 1;
uploadResourceDesc.DepthOrArraySize = 1;
uploadResourceDesc.MipLevels = 1;
uploadResourceDesc.SampleDesc.Count = 1;
uploadResourceDesc.SampleDesc.Quality = 0;
uploadResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
uploadResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
uploadResourceDesc.Alignment = 0;
SLANG_RETURN_ON_FAIL(uploadTexture.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, uploadResourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr));
uploadTexture.setDebugName(L"TextureUpload");
}
// Map it all
{
ID3D12Resource* uploadResource = uploadTexture;
uint8_t* p;
uploadResource->Map(0, nullptr, reinterpret_cast<void**>(&p));
// Strictly speaking it should be bigger
assert(texData.dataBuffer.Count() == numMipMaps);
for (int i = 0; i < texData.arraySize; i++)
{
for (int j = 0; j < numMipMaps; ++j)
{
int size = texData.textureSize >> j;
const size_t mipSizeInBytes = layouts[j].Footprint.RowPitch * mipNumRows[j];
// NOTE! Like the D3D11 implementation -> this repeats the same mip pixels to every target
const uint8_t* srcPixels = (const uint8_t*)texData.dataBuffer[j].Buffer();
assert(mipSizeInBytes == texData.dataBuffer[j].Count() * sizeof(uint32_t));
::memcpy(p + layouts[j].Offset, srcPixels, mipSizeInBytes);
}
}
uploadResource->Unmap(0, nullptr);
}
{
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
SLANG_RETURN_ON_FAIL(resourceOut.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, resourceDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr));
resourceOut.setDebugName(L"Texture");
}
{
for (int i = 0; i < numMipMaps; ++i)
{
D3D12_TEXTURE_COPY_LOCATION src;
src.pResource = uploadTexture;
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint = layouts[i];
D3D12_TEXTURE_COPY_LOCATION dst;
dst.pResource = resourceOut;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.SubresourceIndex = UINT(i);
m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
}
}
{
D3D12BarrierSubmitter submitter(m_commandList);
resourceOut.transition(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, submitter);
}
// Block - waiting for copy to complete (so can drop upload texture)
submitGpuWorkAndWait();
return SLANG_OK;
}
Result D3D12Renderer::createInputTexture(const InputTextureDesc& inputDesc, D3D12DescriptorHeap& viewHeap, int srvIndex, D3D12Resource& resourceOut)
{
TextureData texData;
generateTextureData(texData, inputDesc);
SLANG_RETURN_ON_FAIL(createTexture(inputDesc, texData, resourceOut));
if (srvIndex >= 0)
{
const D3D12_RESOURCE_DESC resourceDesc = resourceOut.getResource()->GetDesc();
DXGI_FORMAT pixelFormat = resourceDesc.Format;
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
_initSrvDesc(resourceDesc, pixelFormat, srvDesc);
// Copy to the descriptor
m_device->CreateShaderResourceView(resourceOut, &srvDesc, viewHeap.getCpuHandle(srvIndex));
}
return SLANG_OK;
}
Result D3D12Renderer::createInputBuffer(InputBufferDesc& bufferDesc, const List<unsigned int>& bufferData, D3D12DescriptorHeap& viewHeap, int uavIndex, int srvIndex,
D3D12Resource& bufferOut)
{
const size_t bufferSize = bufferData.Count() * sizeof(unsigned int);
D3D12_RESOURCE_DESC resourceDesc;
_initBufferResourceDesc(bufferSize, resourceDesc);
D3D12_RESOURCE_STATES finalState = D3D12_RESOURCE_STATE_GENERIC_READ;
if (bufferDesc.type == InputBufferType::ConstantBuffer)
{
finalState = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
else
{
finalState = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
/* if (bufferDesc.stride != 0)
{
desc.StructureByteStride = bufferDesc.stride;
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
}
else
{
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
} */
}
D3D12Resource uploadBuffer;
SLANG_RETURN_ON_FAIL(createBuffer(resourceDesc, bufferData.Buffer(), uploadBuffer, finalState, bufferOut));
const int elemSize = bufferDesc.stride <= 0 ? 1 : bufferDesc.stride;
if (bufferDesc.type == InputBufferType::StorageBuffer)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC viewDesc = {};
viewDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
viewDesc.Format = DXGI_FORMAT_UNKNOWN;
viewDesc.Buffer.FirstElement = 0;
viewDesc.Buffer.NumElements = (UINT)(bufferData.Count() * sizeof(unsigned int) / elemSize);
viewDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
if (bufferDesc.stride == 0)
{
// TODO: are there UAV cases we need to handle that are neither
// raw nor structured? RWBuffer<T> would be one...
viewDesc.Buffer.Flags |= D3D12_BUFFER_UAV_FLAG_RAW;
viewDesc.Format = DXGI_FORMAT_R32_TYPELESS;
}
m_device->CreateUnorderedAccessView(bufferOut.getResource(), nullptr, &viewDesc, viewHeap.getCpuHandle(uavIndex));
}
if (bufferDesc.type != InputBufferType::ConstantBuffer)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = (UINT)(bufferData.Count() * sizeof(unsigned int) / elemSize);
srvDesc.Buffer.StructureByteStride = elemSize;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
if (bufferDesc.stride == 0)
{
srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
}
m_device->CreateShaderResourceView(bufferOut.getResource(), &srvDesc, viewHeap.getCpuHandle(srvIndex));
}
return SLANG_OK;
}
void D3D12Renderer::_resetCommandList()
{
const FrameInfo& frame = getFrame();
ID3D12GraphicsCommandList* commandList = getCommandList();
commandList->Reset(frame.m_commandAllocator, nullptr);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { m_rtvHeap->GetCPUDescriptorHandleForHeapStart().ptr + m_renderTargetIndex * m_rtvDescriptorSize };
if (m_depthStencil)
{
commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &m_depthStencilView);
}
else
{
commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
}
// Set necessary state.
commandList->RSSetViewports(1, &m_viewport);
commandList->RSSetScissorRects(1, &m_scissorRect);
}
void D3D12Renderer::beginRender()
{
// Should currently not be open!
assert(m_commandListOpenCount == 0);
m_circularResourceHeap.updateCompleted();
getFrame().m_commandAllocator->Reset();
_resetCommandList();
// Indicate that the render target needs to be writable
{
D3D12BarrierSubmitter submitter(m_commandList);
m_renderTargets[m_renderTargetIndex]->transition(D3D12_RESOURCE_STATE_RENDER_TARGET, submitter);
}
m_commandListOpenCount = 1;
}
void D3D12Renderer::endRender()
{
assert(m_commandListOpenCount == 1);
{
const UInt64 signalValue = m_fence.nextSignal(m_commandQueue);
m_circularResourceHeap.addSync(signalValue);
}
D3D12Resource& backBuffer = *m_backBuffers[m_renderTargetIndex];
if (m_isMultiSampled)
{
// MSAA resolve
D3D12Resource& renderTarget = *m_renderTargets[m_renderTargetIndex];
assert(&renderTarget != &backBuffer);
// Barriers to wait for the render target, and the backbuffer to be in correct state
{
D3D12BarrierSubmitter submitter(m_commandList);
renderTarget.transition(D3D12_RESOURCE_STATE_RESOLVE_SOURCE, submitter);
backBuffer.transition(D3D12_RESOURCE_STATE_RESOLVE_DEST, submitter);
}
// Do the resolve...
m_commandList->ResolveSubresource(backBuffer, 0, renderTarget, 0, m_targetFormat);
}
// Make the back buffer presentable
{
D3D12BarrierSubmitter submitter(m_commandList);
backBuffer.transition(D3D12_RESOURCE_STATE_PRESENT, submitter);
}
SLANG_ASSERT_VOID_ON_FAIL(m_commandList->Close());
{
// Execute the command list.
ID3D12CommandList* commandLists[] = { m_commandList };
m_commandQueue->ExecuteCommandLists(SLANG_COUNT_OF(commandLists), commandLists);
}
assert(m_commandListOpenCount == 1);
// Must be 0
m_commandListOpenCount = 0;
}
void D3D12Renderer::submitGpuWork()
{
assert(m_commandListOpenCount);
ID3D12GraphicsCommandList* commandList = getCommandList();
SLANG_ASSERT_VOID_ON_FAIL(commandList->Close());
{
// Execute the command list.
ID3D12CommandList* commandLists[] = { commandList };
m_commandQueue->ExecuteCommandLists(SLANG_COUNT_OF(commandLists), commandLists);
}
// Reset the render target
_resetCommandList();
}
void D3D12Renderer::submitGpuWorkAndWait()
{
submitGpuWork();
waitForGpu();
}
Result D3D12Renderer::captureTextureToFile(D3D12Resource& resource, const char* outputPath)
{
const D3D12_RESOURCE_STATES initialState = resource.getState();
const D3D12_RESOURCE_DESC desc = resource.getResource()->GetDesc();
// Don't bother supporting MSAA for right now
if (desc.SampleDesc.Count > 1)
{
fprintf(stderr, "ERROR: cannot capture multi-sample texture\n");
return SLANG_FAIL;
}
size_t bytesPerPixel = sizeof(uint32_t);
size_t rowPitch = int(desc.Width) * bytesPerPixel;
size_t bufferSize = rowPitch * int(desc.Height);
D3D12Resource stagingResource;
{
D3D12_RESOURCE_DESC stagingDesc;
_initBufferResourceDesc(bufferSize, stagingDesc);
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
SLANG_RETURN_ON_FAIL(stagingResource.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, stagingDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr));
}
{
D3D12BarrierSubmitter submitter(m_commandList);
resource.transition(D3D12_RESOURCE_STATE_COPY_SOURCE, submitter);
}
// Do the copy
{
D3D12_TEXTURE_COPY_LOCATION srcLoc;
srcLoc.pResource = resource;
srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLoc.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION dstLoc;
dstLoc.pResource = stagingResource;
dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dstLoc.PlacedFootprint.Offset = 0;
dstLoc.PlacedFootprint.Footprint.Format = desc.Format;
dstLoc.PlacedFootprint.Footprint.Width = UINT(desc.Width);
dstLoc.PlacedFootprint.Footprint.Height = UINT(desc.Height);
dstLoc.PlacedFootprint.Footprint.Depth = 1;
dstLoc.PlacedFootprint.Footprint.RowPitch = UINT(rowPitch);
m_commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, nullptr);
}
{
D3D12BarrierSubmitter submitter(m_commandList);
resource.transition(initialState, submitter);
}
// Submit the copy, and wait for copy to complete
submitGpuWorkAndWait();
int stbResult = 0;
{
ID3D12Resource* dxResource = stagingResource;
UINT8* data;
D3D12_RANGE readRange = {0, bufferSize};
SLANG_RETURN_ON_FAIL(dxResource->Map(0, &readRange, reinterpret_cast<void**>(&data)));
stbResult = stbi_write_png(outputPath, int(desc.Width), int(desc.Height), 4, data, int(rowPitch));
dxResource->Unmap(0, nullptr);
}
if (!stbResult)
{
fprintf(stderr, "ERROR: failed to write texture to file\n");
return SLANG_FAIL;
}
return SLANG_OK;
}
Result D3D12Renderer::calcComputePipelineState(ComPtr<ID3D12RootSignature>& signatureOut, ComPtr<ID3D12PipelineState>& pipelineStateOut)
{
BindParameters bindParameters;
_calcBindParameters(bindParameters);
ComPtr<ID3D12RootSignature> rootSignature;
ComPtr<ID3D12PipelineState> pipelineState;
{
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc;
rootSignatureDesc.NumParameters = bindParameters.m_paramIndex;
rootSignatureDesc.pParameters = bindParameters.m_parameters;
rootSignatureDesc.NumStaticSamplers = 0;
rootSignatureDesc.pStaticSamplers = nullptr;
rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
SLANG_RETURN_ON_FAIL(m_D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, signature.writeRef(), error.writeRef()));
SLANG_RETURN_ON_FAIL(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(rootSignature.writeRef())));
}
{
// Describe and create the compute pipeline state object
D3D12_COMPUTE_PIPELINE_STATE_DESC computeDesc = {};
computeDesc.pRootSignature = rootSignature;
computeDesc.CS = { m_boundShaderProgram->m_computeShader.Buffer(), m_boundShaderProgram->m_computeShader.Count() };
SLANG_RETURN_ON_FAIL(m_device->CreateComputePipelineState(&computeDesc, IID_PPV_ARGS(pipelineState.writeRef())));
}
signatureOut.swap(rootSignature);
pipelineStateOut.swap(pipelineState);
return SLANG_OK;
}
Result D3D12Renderer::calcGraphicsPipelineState(ComPtr<ID3D12RootSignature>& signatureOut, ComPtr<ID3D12PipelineState>& pipelineStateOut)
{
BindParameters bindParameters;
_calcBindParameters(bindParameters);
ComPtr<ID3D12RootSignature> rootSignature;
ComPtr<ID3D12PipelineState> pipelineState;
{
// Deny unnecessary access to certain pipeline stages
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc;
rootSignatureDesc.NumParameters = bindParameters.m_paramIndex;
rootSignatureDesc.pParameters = bindParameters.m_parameters;
rootSignatureDesc.NumStaticSamplers = 0;
rootSignatureDesc.pStaticSamplers = nullptr;
rootSignatureDesc.Flags = m_boundInputLayout ? D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT : D3D12_ROOT_SIGNATURE_FLAG_NONE;
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
SLANG_RETURN_ON_FAIL(m_D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, signature.writeRef(), error.writeRef()));
SLANG_RETURN_ON_FAIL(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(rootSignature.writeRef())));
}
{
// Describe and create the graphics pipeline state object (PSO)
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = rootSignature;
psoDesc.VS = { m_boundShaderProgram->m_vertexShader.Buffer(), m_boundShaderProgram->m_vertexShader.Count() };
psoDesc.PS = { m_boundShaderProgram->m_pixelShader.Buffer(), m_boundShaderProgram->m_pixelShader.Count() };
{
psoDesc.InputLayout = { m_boundInputLayout->m_elements.Buffer(), UINT(m_boundInputLayout->m_elements.Count()) };
psoDesc.PrimitiveTopologyType = m_primitiveTopologyType;
{
psoDesc.DSVFormat = m_depthStencilFormat;
psoDesc.NumRenderTargets = m_boundBindingState->m_numRenderTargets;
for (Int i = 0; i < m_boundBindingState->m_numRenderTargets; i++)
{
psoDesc.RTVFormats[i] = m_targetFormat;
}
psoDesc.SampleDesc.Count = 1;
psoDesc.SampleDesc.Quality = 0;
psoDesc.SampleMask = UINT_MAX;
}
{
auto& rs = psoDesc.RasterizerState;
rs.FillMode = D3D12_FILL_MODE_SOLID;
rs.CullMode = D3D12_CULL_MODE_NONE;
rs.FrontCounterClockwise = FALSE;
rs.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
rs.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
rs.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
rs.DepthClipEnable = TRUE;
rs.MultisampleEnable = FALSE;
rs.AntialiasedLineEnable = FALSE;
rs.ForcedSampleCount = 0;
rs.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
}
{
D3D12_BLEND_DESC& blend = psoDesc.BlendState;
blend.AlphaToCoverageEnable = FALSE;
blend.IndependentBlendEnable = FALSE;
const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
{
FALSE,FALSE,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
blend.RenderTarget[i] = defaultRenderTargetBlendDesc;
}
}
{
auto& ds = psoDesc.DepthStencilState;
ds.DepthEnable = FALSE;
ds.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
ds.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
//ds.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
ds.StencilEnable = FALSE;
ds.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
ds.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
{
D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS
};
ds.FrontFace = defaultStencilOp;
ds.BackFace = defaultStencilOp;
}
}
psoDesc.PrimitiveTopologyType = m_primitiveTopologyType;
SLANG_RETURN_ON_FAIL(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(pipelineState.writeRef())));
}
signatureOut.swap(rootSignature);
pipelineStateOut.swap(pipelineState);
return SLANG_OK;
}
D3D12Renderer::RenderState* D3D12Renderer::findRenderState(ProgramType programType)
{
switch (programType)
{
case ProgramType::kCompute:
{
// Check if current state is a match
if (m_currentRenderState)
{
if (m_currentRenderState->m_bindingState == m_boundBindingState &&
m_currentRenderState->m_shaderProgram == m_boundShaderProgram)
{
return m_currentRenderState;
}
}
const int num = int(m_renderStates.Count());
for (int i = 0; i < num; i++)
{
RenderState* renderState = m_renderStates[i];
if (renderState->m_bindingState == m_boundBindingState &&
renderState->m_shaderProgram == m_boundShaderProgram)
{
return renderState;
}
}
break;
}
case ProgramType::kGraphics:
{
if (m_currentRenderState)
{
if (m_currentRenderState->m_bindingState == m_boundBindingState &&
m_currentRenderState->m_inputLayout == m_boundInputLayout &&
m_currentRenderState->m_shaderProgram == m_boundShaderProgram &&
m_currentRenderState->m_primitiveTopologyType == m_primitiveTopologyType)
{
return m_currentRenderState;
}
}
// See if matches one in the list
{
const int num = int(m_renderStates.Count());
for (int i = 0; i < num; i++)
{
RenderState* renderState = m_renderStates[i];
if (renderState->m_bindingState == m_boundBindingState &&
renderState->m_inputLayout == m_boundInputLayout &&
renderState->m_shaderProgram == m_boundShaderProgram &&
renderState->m_primitiveTopologyType == m_primitiveTopologyType)
{
// Okay we have a match
return renderState;
}
}
}
break;
}
default: break;
}
return nullptr;
}
D3D12Renderer::RenderState* D3D12Renderer::calcRenderState()
{
if (!m_boundShaderProgram)
{
return nullptr;
}
m_currentRenderState = findRenderState(m_boundShaderProgram->m_programType);
if (m_currentRenderState)
{
return m_currentRenderState;
}
ComPtr<ID3D12RootSignature> rootSignature;
ComPtr<ID3D12PipelineState> pipelineState;
switch (m_boundShaderProgram->m_programType)
{
case ProgramType::kCompute:
{
if (SLANG_FAILED(calcComputePipelineState(rootSignature, pipelineState)))
{
return nullptr;
}
break;
}
case ProgramType::kGraphics:
{
if (SLANG_FAILED(calcGraphicsPipelineState(rootSignature, pipelineState)))
{
return nullptr;
}
break;
}
default: return nullptr;
}
RenderState* renderState = new RenderState;
renderState->m_primitiveTopologyType = m_primitiveTopologyType;
renderState->m_bindingState = m_boundBindingState;
renderState->m_inputLayout = m_boundInputLayout;
renderState->m_shaderProgram = m_boundShaderProgram;
renderState->m_rootSignature.swap(rootSignature);
renderState->m_pipelineState.swap(pipelineState);
m_renderStates.Add(renderState);
m_currentRenderState = renderState;
return renderState;
}
Result D3D12Renderer::_calcBindParameters(BindParameters& params)
{
int numConstantBuffers = 0;
{
// Okay we need to try and create a render state
for (int i = 0; i < int(m_boundConstantBuffers.Count()); i++)
{
const BufferImpl* buffer = m_boundConstantBuffers[i];
if (buffer)
{
D3D12_ROOT_PARAMETER& param = params.nextParameter();
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
D3D12_ROOT_DESCRIPTOR& descriptor = param.Descriptor;
descriptor.ShaderRegister = numConstantBuffers;
descriptor.RegisterSpace = 0;
numConstantBuffers++;
}
}
if (m_boundBindingState)
{
const int numBoundConstantBuffers = numConstantBuffers;
for (int i = 0; i < int(m_boundBindingState->m_bindings.Count()); i++)
{
const Binding& binding = m_boundBindingState->m_bindings[i];
if (binding.m_type == ShaderInputType::Buffer)
{
if (binding.m_bufferType == InputBufferType::ConstantBuffer)
{
// Make sure it's not overlapping the ones we just statically defined
assert(binding.m_binding < numBoundConstantBuffers);
D3D12_ROOT_PARAMETER& param = params.nextParameter();
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
D3D12_ROOT_DESCRIPTOR& descriptor = param.Descriptor;
descriptor.ShaderRegister = binding.m_binding;
descriptor.RegisterSpace = 0;
numConstantBuffers++;
}
if (binding.m_bufferType == InputBufferType::StorageBuffer)
{
D3D12_DESCRIPTOR_RANGE& range = params.nextRange();
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.NumDescriptors = 1;
range.BaseShaderRegister = binding.m_binding;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
D3D12_ROOT_PARAMETER& param = params.nextParameter();
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
D3D12_ROOT_DESCRIPTOR_TABLE& table = param.DescriptorTable;
table.NumDescriptorRanges = 1;
table.pDescriptorRanges = ⦥
}
if (binding.m_uavIndex >= 0)
{
D3D12_DESCRIPTOR_RANGE& range = params.nextRange();
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
range.NumDescriptors = 1;
range.BaseShaderRegister = binding.m_binding;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
D3D12_ROOT_PARAMETER& param = params.nextParameter();
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
D3D12_ROOT_DESCRIPTOR_TABLE& table = param.DescriptorTable;
table.NumDescriptorRanges = 1;
table.pDescriptorRanges = ⦥
}
}
}
}
}
if (m_boundBindingState && m_boundBindingState->m_samplerHeap.getUsedSize() > 0)
{
D3D12_DESCRIPTOR_RANGE& range = params.nextRange();
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
range.NumDescriptors = m_boundBindingState->m_samplerHeap.getUsedSize();
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
D3D12_ROOT_PARAMETER& param = params.nextParameter();
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
D3D12_ROOT_DESCRIPTOR_TABLE& table = param.DescriptorTable;
table.NumDescriptorRanges = 1;
table.pDescriptorRanges = ⦥
}
return SLANG_OK;
}
Result D3D12Renderer::_bindRenderState(RenderState* renderState, ID3D12GraphicsCommandList* commandList, Submitter* submitter)
{
BindingStateImpl* bindingState = m_boundBindingState;
submitter->setRootSignature(renderState->m_rootSignature);
commandList->SetPipelineState(renderState->m_pipelineState);
{
int index = 0;
int numConstantBuffers = 0;
{
// Okay we need to try and create a render state
for (int i = 0; i < int(m_boundConstantBuffers.Count()); i++)
{
const BufferImpl* buffer = m_boundConstantBuffers[i];
if (buffer)
{
size_t bufferSize = buffer->m_memory.Count();
D3D12CircularResourceHeap::Cursor cursor = m_circularResourceHeap.allocateConstantBuffer(bufferSize);
::memcpy(cursor.m_position, buffer->m_memory.Buffer(), bufferSize);
// Set the constant buffer
submitter->setRootConstantBufferView(index++, m_circularResourceHeap.getGpuHandle(cursor));
numConstantBuffers++;
}
}
if (bindingState)
{
D3D12DescriptorHeap& heap = bindingState->m_viewHeap;
for (int i = 0; i < int(bindingState->m_bindings.Count()); i++)
{
const Binding& binding = bindingState->m_bindings[i];
if (binding.m_type == ShaderInputType::Buffer)
{
if (binding.m_bufferType == InputBufferType::ConstantBuffer)
{
submitter->setRootConstantBufferView(index++, binding.m_resource.getResource()->GetGPUVirtualAddress());
numConstantBuffers++;
}
if (binding.m_bufferType == InputBufferType::StorageBuffer)
{
submitter->setRootDescriptorTable(index++, heap.getGpuHandle(binding.m_srvIndex));
}
if (binding.m_uavIndex >= 0)
{
submitter->setRootDescriptorTable(index++, heap.getGpuHandle(binding.m_uavIndex));
}
}
}
}
}
if (bindingState && bindingState->m_samplerHeap.getUsedSize() > 0)
{
submitter->setRootDescriptorTable(index, bindingState->m_samplerHeap.getGpuStart());
}
}
if (bindingState)
{
ID3D12DescriptorHeap* heaps[] =
{
bindingState->m_viewHeap.getHeap(),
bindingState->m_samplerHeap.getHeap(),
};
commandList->SetDescriptorHeaps(SLANG_COUNT_OF(heaps), heaps);
}
else
{
commandList->SetDescriptorHeaps(0, nullptr);
}
return SLANG_OK;
}
// !!!!!!!!!!!!!!!!!!!!!!!!!!!! Renderer interface !!!!!!!!!!!!!!!!!!!!!!!!!!
Result D3D12Renderer::initialize(void* inWindowHandle)
{
m_hwnd = (HWND)inWindowHandle;
// Rather than statically link against D3D, we load it dynamically.
HMODULE d3dModule = LoadLibraryA("d3d12.dll");
if (!d3dModule)
{
fprintf(stderr, "error: failed load 'd3d12.dll'\n");
return SLANG_FAIL;
}
HMODULE dxgiModule = LoadLibraryA("Dxgi.dll");
if (!dxgiModule)
{
fprintf(stderr, "error: failed load 'dxgi.dll'\n");
return SLANG_FAIL;
}
#define LOAD_D3D_PROC(TYPE, NAME) \
TYPE NAME##_ = (TYPE) loadProc(d3dModule, #NAME);
#define LOAD_DXGI_PROC(TYPE, NAME) \
TYPE NAME##_ = (TYPE) loadProc(dxgiModule, #NAME);
UINT dxgiFactoryFlags = 0;
#if ENABLE_DEBUG_LAYER
{
LOAD_D3D_PROC(PFN_D3D12_GET_DEBUG_INTERFACE, D3D12GetDebugInterface);
if (D3D12GetDebugInterface_)
{
if (SUCCEEDED(D3D12GetDebugInterface_(IID_PPV_ARGS(m_dxDebug.writeRef()))))
{
m_dxDebug->EnableDebugLayer();
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
}
}
#endif
m_D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)loadProc(d3dModule, "D3D12SerializeRootSignature");
if (!m_D3D12SerializeRootSignature)
{
return SLANG_FAIL;
}
// Try and create DXGIFactory
ComPtr<IDXGIFactory4> dxgiFactory;
{
typedef HRESULT(WINAPI *PFN_DXGI_CREATE_FACTORY_2)(UINT Flags, REFIID riid, _COM_Outptr_ void **ppFactory);
LOAD_DXGI_PROC(PFN_DXGI_CREATE_FACTORY_2, CreateDXGIFactory2);
if (!CreateDXGIFactory2_)
{
return SLANG_FAIL;
}
SLANG_RETURN_ON_FAIL(CreateDXGIFactory2_(dxgiFactoryFlags, IID_PPV_ARGS(dxgiFactory.writeRef())));
}
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
// Search for an adapter that meets our requirements
ComPtr<IDXGIAdapter> adapter;
LOAD_D3D_PROC(PFN_D3D12_CREATE_DEVICE, D3D12CreateDevice);
if (!D3D12CreateDevice_)
{
return SLANG_FAIL;
}
UINT adapterCounter = 0;
for (;;)
{
UINT adapterIndex = adapterCounter++;
ComPtr<IDXGIAdapter1> candidateAdapter;
if (dxgiFactory->EnumAdapters1(adapterIndex, candidateAdapter.writeRef()) == DXGI_ERROR_NOT_FOUND)
break;
DXGI_ADAPTER_DESC1 desc;
candidateAdapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
// TODO: may want to allow software driver as fallback
}
else if (SUCCEEDED(D3D12CreateDevice_(candidateAdapter, featureLevel, IID_PPV_ARGS(m_device.writeRef()))))
{
// We found one!
adapter = candidateAdapter;
break;
}
}
if (!adapter)
{
// Couldn't find an adapter
return SLANG_FAIL;
}
m_numRenderFrames = 3;
m_numRenderTargets = 2;
m_windowWidth = gWindowWidth;
m_windowHeight = gWindowHeight;
// set viewport
{
m_viewport.Width = float(m_windowWidth);
m_viewport.Height = float(m_windowHeight);
m_viewport.MinDepth = 0;
m_viewport.MaxDepth = 1;
m_viewport.TopLeftX = 0;
m_viewport.TopLeftY = 0;
}
{
m_scissorRect.left = 0;
m_scissorRect.top = 0;
m_scissorRect.right = m_windowWidth;
m_scissorRect.bottom = m_windowHeight;
}
// Describe and create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
SLANG_RETURN_ON_FAIL(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(m_commandQueue.writeRef())));
// Describe the swap chain.
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
swapChainDesc.BufferCount = m_numRenderTargets;
swapChainDesc.BufferDesc.Width = m_windowWidth;
swapChainDesc.BufferDesc.Height = m_windowHeight;
swapChainDesc.BufferDesc.Format = m_targetFormat;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.OutputWindow = m_hwnd;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Windowed = TRUE;
if (m_isFullSpeed)
{
m_hasVsync = false;
m_allowFullScreen = false;
}
if (!m_hasVsync)
{
swapChainDesc.Flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
}
// Swap chain needs the queue so that it can force a flush on it.
ComPtr<IDXGISwapChain> swapChain;
SLANG_RETURN_ON_FAIL(dxgiFactory->CreateSwapChain(m_commandQueue, &swapChainDesc, swapChain.writeRef()));
SLANG_RETURN_ON_FAIL(swapChain->QueryInterface(m_swapChain.writeRef()));
if (!m_hasVsync)
{
m_swapChainWaitableObject = m_swapChain->GetFrameLatencyWaitableObject();
int maxLatency = m_numRenderTargets - 2;
// Make sure the maximum latency is in the range required by dx12 runtime
maxLatency = (maxLatency < 1) ? 1 : maxLatency;
maxLatency = (maxLatency > DXGI_MAX_SWAP_CHAIN_BUFFERS) ? DXGI_MAX_SWAP_CHAIN_BUFFERS : maxLatency;
m_swapChain->SetMaximumFrameLatency(maxLatency);
}
// This sample does not support fullscreen transitions.
SLANG_RETURN_ON_FAIL(dxgiFactory->MakeWindowAssociation(m_hwnd, DXGI_MWA_NO_ALT_ENTER));
m_renderTargetIndex = m_swapChain->GetCurrentBackBufferIndex();
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = m_numRenderTargets;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
SLANG_RETURN_ON_FAIL(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(m_rtvHeap.writeRef())));
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
}
{
// Describe and create a depth stencil view (DSV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
dsvHeapDesc.NumDescriptors = 1;
dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
SLANG_RETURN_ON_FAIL(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(m_dsvHeap.writeRef())));
m_dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
}
// Setup frame resources
{
SLANG_RETURN_ON_FAIL(createFrameResources());
}
// Setup fence, and close the command list (as default state without begin/endRender is closed)
{
SLANG_RETURN_ON_FAIL(m_fence.init(m_device));
// Create the command list. When command lists are created they are open, so close it.
FrameInfo& frame = m_frameInfos[m_frameIndex];
SLANG_RETURN_ON_FAIL(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, frame.m_commandAllocator, nullptr, IID_PPV_ARGS(m_commandList.writeRef())));
m_commandList->Close();
}
{
D3D12CircularResourceHeap::Desc desc;
desc.init();
// Define size
desc.m_blockSize = 65536;
// Set up the heap
m_circularResourceHeap.init(m_device, desc, &m_fence);
}
// Setup for rendering
beginRender();
m_isInitialized = true;
return SLANG_OK;
}
Result D3D12Renderer::createFrameResources()
{
// Create back buffers
{
D3D12_CPU_DESCRIPTOR_HANDLE rtvStart(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
// Work out target format
D3D12_RESOURCE_DESC resourceDesc;
{
ComPtr<ID3D12Resource> backBuffer;
SLANG_RETURN_ON_FAIL(m_swapChain->GetBuffer(0, IID_PPV_ARGS(backBuffer.writeRef())));
resourceDesc = backBuffer->GetDesc();
}
const DXGI_FORMAT resourceFormat = D3DUtil::calcResourceFormat(D3DUtil::USAGE_TARGET, m_targetUsageFlags, resourceDesc.Format);
const DXGI_FORMAT targetFormat = D3DUtil::calcFormat(D3DUtil::USAGE_TARGET, resourceFormat);
// Set the target format
m_targetFormat = targetFormat;
// Create a RTV, and a command allocator for each frame.
for (int i = 0; i < m_numRenderTargets; i++)
{
// Get the back buffer
ComPtr<ID3D12Resource> backBuffer;
SLANG_RETURN_ON_FAIL(m_swapChain->GetBuffer(UINT(i), IID_PPV_ARGS(backBuffer.writeRef())));
// Set up resource for back buffer
m_backBufferResources[i].setResource(backBuffer, D3D12_RESOURCE_STATE_COMMON);
m_backBuffers[i] = &m_backBufferResources[i];
// Assume they are the same thing for now...
m_renderTargets[i] = &m_backBufferResources[i];
// If we are multi-sampling - create a render target separate from the back buffer
if (m_isMultiSampled)
{
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
D3D12_CLEAR_VALUE clearValue = {};
clearValue.Format = m_targetFormat;
// Don't know targets alignment, so just memory copy
::memcpy(clearValue.Color, m_clearColor, sizeof(m_clearColor));
D3D12_RESOURCE_DESC desc(resourceDesc);
desc.Format = resourceFormat;
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.SampleDesc.Count = m_numTargetSamples;
desc.SampleDesc.Quality = m_targetSampleQuality;
desc.Alignment = 0;
SLANG_RETURN_ON_FAIL(m_renderTargetResources[i].initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clearValue));
m_renderTargets[i] = &m_renderTargetResources[i];
}
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvStart.ptr + i * m_rtvDescriptorSize };
m_device->CreateRenderTargetView(*m_renderTargets[i], nullptr, rtvHandle);
}
}
// Set up frames
for (int i = 0; i < m_numRenderFrames; i++)
{
FrameInfo& frame = m_frameInfos[i];
SLANG_RETURN_ON_FAIL(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(frame.m_commandAllocator.writeRef())));
}
{
D3D12_RESOURCE_DESC desc = m_backBuffers[0]->getResource()->GetDesc();
assert(desc.Width == UINT64(m_windowWidth) && desc.Height == UINT64(m_windowHeight));
}
// Create the depth stencil view.
{
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
DXGI_FORMAT resourceFormat = D3DUtil::calcResourceFormat(D3DUtil::USAGE_DEPTH_STENCIL, m_depthStencilUsageFlags, m_depthStencilFormat);
DXGI_FORMAT depthStencilFormat = D3DUtil::calcFormat(D3DUtil::USAGE_DEPTH_STENCIL, resourceFormat);
// Set the depth stencil format
m_depthStencilFormat = depthStencilFormat;
// Setup default clear
D3D12_CLEAR_VALUE clearValue = {};
clearValue.Format = depthStencilFormat;
clearValue.DepthStencil.Depth = 1.0f;
clearValue.DepthStencil.Stencil = 0;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Format = resourceFormat;
resourceDesc.Width = m_windowWidth;
resourceDesc.Height = m_windowHeight;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.SampleDesc.Count = m_numTargetSamples;
resourceDesc.SampleDesc.Quality = m_targetSampleQuality;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
resourceDesc.Alignment = 0;
SLANG_RETURN_ON_FAIL(m_depthStencil.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, resourceDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &clearValue));
// Set the depth stencil
D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {};
depthStencilDesc.Format = depthStencilFormat;
depthStencilDesc.ViewDimension = m_isMultiSampled ? D3D12_DSV_DIMENSION_TEXTURE2DMS : D3D12_DSV_DIMENSION_TEXTURE2D;
depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE;
// Set up as the depth stencil view
m_device->CreateDepthStencilView(m_depthStencil, &depthStencilDesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_depthStencilView = m_dsvHeap->GetCPUDescriptorHandleForHeapStart();
}
m_viewport.Width = static_cast<float>(m_windowWidth);
m_viewport.Height = static_cast<float>(m_windowHeight);
m_viewport.MaxDepth = 1.0f;
m_scissorRect.right = static_cast<LONG>(m_windowWidth);
m_scissorRect.bottom = static_cast<LONG>(m_windowHeight);
return SLANG_OK;
}
void D3D12Renderer::setClearColor(const float color[4])
{
memcpy(m_clearColor, color, sizeof(m_clearColor));
}
void D3D12Renderer::clearFrame()
{
// Record commands
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { m_rtvHeap->GetCPUDescriptorHandleForHeapStart().ptr + m_renderTargetIndex * m_rtvDescriptorSize };
m_commandList->ClearRenderTargetView(rtvHandle, m_clearColor, 0, nullptr);
if (m_depthStencil)
{
m_commandList->ClearDepthStencilView(m_depthStencilView, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
}
}
void D3D12Renderer::presentFrame()
{
endRender();
if (m_swapChainWaitableObject)
{
// check if now is good time to present
// This doesn't wait - because the wait time is 0. If it returns WAIT_TIMEOUT it means that no frame is waiting to be be displayed
// so there is no point doing a present.
const bool shouldPresent = (WaitForSingleObjectEx(m_swapChainWaitableObject, 0, TRUE) != WAIT_TIMEOUT);
if (shouldPresent)
{
m_swapChain->Present(0, 0);
}
}
else
{
if (SLANG_FAILED(m_swapChain->Present(1, 0)))
{
assert(!"Problem presenting");
beginRender();
return;
}
}
// Increment the fence value. Save on the frame - we'll know that frame is done when the fence value >=
m_frameInfos[m_frameIndex].m_fenceValue = m_fence.nextSignal(m_commandQueue);
// increment frame index after signal
m_frameIndex = (m_frameIndex + 1) % m_numRenderFrames;
// Update the render target index.
m_renderTargetIndex = m_swapChain->GetCurrentBackBufferIndex();
// On the current frame wait until it is completed
{
FrameInfo& frame = m_frameInfos[m_frameIndex];
// If the next frame is not ready to be rendered yet, wait until it is ready.
m_fence.waitUntilCompleted(frame.m_fenceValue);
}
// Setup such that rendering can restart
beginRender();
}
SlangResult D3D12Renderer::captureScreenShot(const char* outputPath)
{
return captureTextureToFile(*m_renderTargets[m_renderTargetIndex], outputPath);
}
ShaderCompiler* D3D12Renderer::getShaderCompiler()
{
return this;
}
Buffer* D3D12Renderer::createBuffer(const BufferDesc& desc)
{
RefPtr<BufferImpl> buffer(new BufferImpl(desc));
const size_t bufferSize = desc.size;
switch (desc.flavor)
{
case BufferFlavor::Constant:
{
// Assume the constant buffer will change every frame. We'll just keep a copy of the contents
// in regular memory until it needed
buffer->m_memory.SetSize(UInt(bufferSize));
break;
}
case BufferFlavor::Vertex:
{
D3D12_RESOURCE_DESC bufferDesc;
_initBufferResourceDesc(bufferSize, bufferDesc);
SLANG_RETURN_NULL_ON_FAIL(createBuffer(bufferDesc, desc.initData, buffer->m_uploadResource, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, buffer->m_resource));
break;
}
default:
return nullptr;
}
return buffer.detach();
}
InputLayout* D3D12Renderer::createInputLayout(const InputElementDesc* inputElements, UInt inputElementCount)
{
RefPtr<InputLayoutImpl> layout(new InputLayoutImpl);
// Work out a buffer size to hold all text
size_t textSize = 0;
for (int i = 0; i < Int(inputElementCount); ++i)
{
const char* text = inputElements[i].semanticName;
textSize += text ? (::strlen(text) + 1) : 0;
}
layout->m_text.SetSize(textSize);
char* textPos = layout->m_text.Buffer();
//
List<D3D12_INPUT_ELEMENT_DESC>& elements = layout->m_elements;
elements.SetSize(inputElementCount);
for (UInt i = 0; i < inputElementCount; ++i)
{
const InputElementDesc& srcEle = inputElements[i];
D3D12_INPUT_ELEMENT_DESC& dstEle = elements[i];
// Add text to the buffer
const char* semanticName = srcEle.semanticName;
if (semanticName)
{
const int len = int(::strlen(semanticName));
::memcpy(textPos, semanticName, len + 1);
semanticName = textPos;
textPos += len + 1;
}
dstEle.SemanticName = semanticName;
dstEle.SemanticIndex = (UINT)srcEle.semanticIndex;
dstEle.Format = D3DUtil::getMapFormat(srcEle.format);
dstEle.InputSlot = 0;
dstEle.AlignedByteOffset = (UINT)srcEle.offset;
dstEle.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
dstEle.InstanceDataStepRate = 0;
}
return layout.detach();
}
void* D3D12Renderer::map(Buffer* bufferIn, MapFlavor flavor)
{
BufferImpl* buffer = static_cast<BufferImpl*>(bufferIn);
buffer->m_mapFlavor = flavor;
switch (buffer->m_desc.flavor)
{
case BufferFlavor::Vertex:
{
D3D12_RANGE readRange = {}; // We do not intend to read from this resource on the CPU.
// We need this in a state so we can upload
switch (flavor)
{
case MapFlavor::HostWrite:
case MapFlavor::WriteDiscard:
{
D3D12BarrierSubmitter submitter(m_commandList);
buffer->m_uploadResource.transition(D3D12_RESOURCE_STATE_GENERIC_READ, submitter);
buffer->m_resource.transition(D3D12_RESOURCE_STATE_COPY_DEST, submitter);
break;
}
case MapFlavor::HostRead:
{
// Lock whole of the buffer
readRange.End = buffer->m_desc.size;
break;
}
}
// Lock it
void* uploadData;
SLANG_RETURN_NULL_ON_FAIL(buffer->m_uploadResource.getResource()->Map(0, &readRange, reinterpret_cast<void**>(&uploadData)));
return uploadData;
}
case BufferFlavor::Constant:
{
return buffer->m_memory.Buffer();
}
}
return nullptr;
}
void D3D12Renderer::unmap(Buffer* buffer)
{
BufferImpl* impl = static_cast<BufferImpl*>(buffer);
switch (impl->m_desc.flavor)
{
case BufferFlavor::Vertex:
{
// Unmap
ID3D12Resource* uploadResource = impl->m_uploadResource;
ID3D12Resource* resource = impl->m_resource;
uploadResource->Unmap(0, nullptr);
// We need this in a state so we can upload
switch (impl->m_mapFlavor)
{
case MapFlavor::HostWrite:
case MapFlavor::WriteDiscard:
{
{
D3D12BarrierSubmitter submitter(m_commandList);
impl->m_uploadResource.transition(D3D12_RESOURCE_STATE_GENERIC_READ, submitter);
impl->m_resource.transition(D3D12_RESOURCE_STATE_COPY_DEST, submitter);
}
m_commandList->CopyBufferRegion(resource, 0, uploadResource, 0, impl->m_desc.size);
{
D3D12BarrierSubmitter submitter(m_commandList);
impl->m_resource.transition(D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, submitter);
}
break;
}
case MapFlavor::HostRead: break;
}
break;
}
case BufferFlavor::Constant:
{
break;
}
}
}
void D3D12Renderer::setInputLayout(InputLayout* inputLayout)
{
m_boundInputLayout = static_cast<InputLayoutImpl*>(inputLayout);
}
void D3D12Renderer::setPrimitiveTopology(PrimitiveTopology topology)
{
switch (topology)
{
case PrimitiveTopology::TriangleList:
{
m_primitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
m_primitiveTopology = D3DUtil::getPrimitiveTopology(topology);
break;
}
default:
{
assert(!"Unhandled type");
}
}
}
void D3D12Renderer::setVertexBuffers(UInt startSlot, UInt slotCount, Buffer*const* buffers, const UInt* strides, const UInt* offsets)
{
{
const UInt num = startSlot + slotCount;
if (num > m_boundVertexBuffers.Count())
{
m_boundVertexBuffers.SetSize(num);
}
}
for (UInt i = 0; i < slotCount; i++)
{
BufferImpl* buffer = static_cast<BufferImpl*>(buffers[i]);
if (buffer)
{
assert(buffer->m_desc.flavor == BufferFlavor::Vertex);
}
BoundVertexBuffer& boundBuffer = m_boundVertexBuffers[startSlot + i];
boundBuffer.m_buffer = buffer;
boundBuffer.m_stride = int(strides[i]);
boundBuffer.m_offset = int(offsets[i]);
}
}
void D3D12Renderer::setShaderProgram(ShaderProgram* inProgram)
{
m_boundShaderProgram = static_cast<ShaderProgramImpl*>(inProgram);
}
void D3D12Renderer::setConstantBuffers(UInt startSlot, UInt slotCount, Buffer*const* buffers, const UInt* offsets)
{
{
const UInt num = startSlot + slotCount;
if (num > m_boundConstantBuffers.Count())
{
m_boundConstantBuffers.SetSize(num);
}
}
for (UInt i = 0; i < slotCount; i++)
{
BufferImpl* buffer = static_cast<BufferImpl*>(buffers[i]);
if (buffer)
{
assert(buffer->m_desc.flavor == BufferFlavor::Constant);
}
m_boundConstantBuffers[startSlot + i] = buffer;
}
}
void D3D12Renderer::draw(UInt vertexCount, UInt startVertex)
{
ID3D12GraphicsCommandList* commandList = m_commandList;
RenderState* renderState = calcRenderState();
BindingStateImpl* bindingState = m_boundBindingState;
// Submit - setting for graphics
{
GraphicsSubmitter submitter(commandList);
_bindRenderState(renderState, commandList, &submitter);
}
commandList->IASetPrimitiveTopology(m_primitiveTopology);
// Set up vertex buffer views
{
int numVertexViews = 0;
D3D12_VERTEX_BUFFER_VIEW vertexViews[16];
for (int i = 0; i < int(m_boundVertexBuffers.Count()); i++)
{
const BoundVertexBuffer& boundVertexBuffer = m_boundVertexBuffers[i];
BufferImpl* buffer = boundVertexBuffer.m_buffer;
if (buffer)
{
D3D12_VERTEX_BUFFER_VIEW& vertexView = vertexViews[numVertexViews++];
vertexView.BufferLocation = buffer->m_resource.getResource()->GetGPUVirtualAddress();
vertexView.SizeInBytes = int(buffer->m_desc.size);
vertexView.StrideInBytes = boundVertexBuffer.m_stride;
}
}
commandList->IASetVertexBuffers(0, numVertexViews, vertexViews);
}
commandList->DrawInstanced(UINT(vertexCount), 1, UINT(startVertex), 0);
}
void D3D12Renderer::dispatchCompute(int x, int y, int z)
{
ID3D12GraphicsCommandList* commandList = m_commandList;
RenderState* renderState = calcRenderState();
// Submit binding for compute
{
ComputeSubmitter submitter(commandList);
_bindRenderState(renderState, commandList, &submitter);
}
commandList->Dispatch(x, y, z);
}
BindingState* D3D12Renderer::createBindingState(const ShaderInputLayout& layout)
{
RefPtr<BindingStateImpl> bindingState(new BindingStateImpl);
SLANG_RETURN_NULL_ON_FAIL(bindingState->init(m_device));
bindingState->m_numRenderTargets = layout.numRenderTargets;
const List<ShaderInputLayoutEntry>& srcBindings = layout.entries;
const int numBindings = int(srcBindings.Count());
List<Binding>& dstBindings = bindingState->m_bindings;
dstBindings.SetSize(numBindings);
for (int i = 0; i < numBindings; ++i)
{
ShaderInputLayoutEntry& srcEntry = srcBindings[i];
Binding& dstEntry = dstBindings[i];
dstEntry.m_type = srcEntry.type;
dstEntry.m_binding = srcEntry.hlslBinding;
dstEntry.m_isOutput = srcEntry.isOutput;
switch (srcEntry.type)
{
case ShaderInputType::Buffer:
{
dstEntry.m_uavIndex = bindingState->m_viewHeap.allocate();
dstEntry.m_srvIndex = bindingState->m_viewHeap.allocate();
if (dstEntry.m_uavIndex < 0 || dstEntry.m_srvIndex < 0)
{
return nullptr;
}
SLANG_RETURN_NULL_ON_FAIL(createInputBuffer(srcEntry.bufferDesc, srcEntry.bufferData, bindingState->m_viewHeap, dstEntry.m_uavIndex, dstEntry.m_srvIndex, dstEntry.m_resource));
dstEntry.m_bufferLength = (int)(srcEntry.bufferData.Count() * sizeof(unsigned int));
dstEntry.m_bufferType = srcEntry.bufferDesc.type;
break;
}
case ShaderInputType::Texture:
{
dstEntry.m_srvIndex = bindingState->m_viewHeap.allocate();
if (dstEntry.m_srvIndex < 0)
{
return nullptr;
}
SLANG_RETURN_NULL_ON_FAIL(createInputTexture(srcEntry.textureDesc, bindingState->m_viewHeap, dstEntry.m_srvIndex, dstEntry.m_resource));
break;
}
case ShaderInputType::Sampler:
{
dstEntry.m_samplerIndex = srcEntry.hlslBinding;
bindingState->m_samplerHeap.placeAt(srcEntry.hlslBinding);
SLANG_RETURN_NULL_ON_FAIL(createInputSampler(srcEntry.samplerDesc, bindingState->m_samplerHeap, dstEntry.m_samplerIndex));
break;
}
case ShaderInputType::CombinedTextureSampler:
{
assert(!"Not implemented");
//throw "not implemented";
return nullptr;
break;
}
}
}
return bindingState.detach();
}
void D3D12Renderer::setBindingState(BindingState* state)
{
m_boundBindingState = static_cast<BindingStateImpl*>(state);
}
void D3D12Renderer::serializeOutput(BindingState* stateIn, const char* fileName)
{
auto bindingState = static_cast<BindingStateImpl*>(stateIn);
FILE * f = fopen(fileName, "wb");
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
int id = 0;
for (auto & binding : bindingState->m_bindings)
{
if (binding.m_isOutput)
{
if (binding.m_resource.getResource())
{
// create staging buffer
size_t bufferSize = D3DUtil::calcAligned(binding.m_bufferLength, 256);
D3D12_RESOURCE_DESC stagingDesc;
_initBufferResourceDesc(bufferSize, stagingDesc);
D3D12Resource stageBuf;
SLANG_RETURN_VOID_ON_FAIL(stageBuf.initCommitted(m_device, heapProps, D3D12_HEAP_FLAG_NONE, stagingDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr));
const D3D12_RESOURCE_STATES initialState = binding.m_resource.getState();
// Make it a source
{
D3D12BarrierSubmitter submitter(m_commandList);
binding.m_resource.transition(D3D12_RESOURCE_STATE_COPY_SOURCE, submitter);
}
// Do the copy
m_commandList->CopyBufferRegion(stageBuf, 0, binding.m_resource, 0, bufferSize);
// Switch it back
{
D3D12BarrierSubmitter submitter(m_commandList);
binding.m_resource.transition(initialState, submitter);
}
// Wait until complete
submitGpuWorkAndWait();
UINT8* data;
D3D12_RANGE readRange = {0, bufferSize};
SLANG_RETURN_VOID_ON_FAIL(stageBuf.getResource()->Map(0, &readRange, reinterpret_cast<void**>(&data)));
{
auto ptr = (unsigned int *)data;
for (auto i = 0u; i < binding.m_bufferLength / sizeof(unsigned int); i++)
fprintf(f, "%X\n", ptr[i]);
}
stageBuf.getResource()->Unmap(0, nullptr);
}
else
{
printf("invalid output type at %d.\n", id);
}
}
id++;
}
fclose(f);
}
// ShaderCompiler interface
ShaderProgram* D3D12Renderer::compileProgram(const ShaderCompileRequest& request)
{
RefPtr<ShaderProgramImpl> program(new ShaderProgramImpl);
if (request.computeShader.name)
{
program->m_programType = ProgramType::kCompute;
ComPtr<ID3DBlob> computeShaderBlob;
SLANG_RETURN_NULL_ON_FAIL(D3DUtil::compileHLSLShader(request.computeShader.source.path, request.computeShader.source.dataBegin, request.computeShader.name, request.computeShader.profile, computeShaderBlob));
program->m_computeShader.InsertRange(0, (const uint8_t*)computeShaderBlob->GetBufferPointer(), UInt(computeShaderBlob->GetBufferSize()));
}
else
{
program->m_programType = ProgramType::kGraphics;
ComPtr<ID3DBlob> vertexShaderBlob, fragmentShaderBlob;
SLANG_RETURN_NULL_ON_FAIL(D3DUtil::compileHLSLShader(request.vertexShader.source.path, request.vertexShader.source.dataBegin, request.vertexShader.name, request.vertexShader.profile, vertexShaderBlob));
SLANG_RETURN_NULL_ON_FAIL(D3DUtil::compileHLSLShader(request.fragmentShader.source.path, request.fragmentShader.source.dataBegin, request.fragmentShader.name, request.fragmentShader.profile, fragmentShaderBlob));
program->m_vertexShader.InsertRange(0, (const uint8_t*)vertexShaderBlob->GetBufferPointer(), UInt(vertexShaderBlob->GetBufferSize()));
program->m_pixelShader.InsertRange(0, (const uint8_t*)fragmentShaderBlob->GetBufferPointer(), UInt(fragmentShaderBlob->GetBufferSize()));
}
return program.detach();
}
} // renderer_test
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