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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>
// 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
//
using namespace Slang;
#define ENABLE_DEBUG_LAYER 1
namespace renderer_test {
// The Slang compiler currently generates HLSL source, so we'll need a utility
// routine (defined later) to translate that into D3D11 shader bytecode.
// Returns nullptr if compilation fails.
/* ID3DBlob* compileHLSLShader(
char const* sourcePath,
char const* source,
char const* entryPointName,
char const* dxProfileName); */
//static char const* vertexProfileName = "vs_4_0";
//static char const* fragmentProfileName = "ps_4_0";
//
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;
// ShaderCompiler implementation
virtual ShaderProgram* compileProgram(const ShaderCompileRequest& request) override;
protected:
PROC loadProc(HMODULE module, char const* name);
static DXGI_FORMAT mapFormat(Format format);
float m_clearColor[4] = { 0, 0, 0, 0 };
IDXGISwapChain* m_swapChain = nullptr;
ID3D12Device* m_device = nullptr;
};
Renderer* createD3D12Renderer()
{
return new D3D12Renderer;
}
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;
}
/* static */DXGI_FORMAT D3D12Renderer::mapFormat(Format format)
{
switch (format)
{
case Format::RGB_Float32:
return DXGI_FORMAT_R32G32B32_FLOAT;
case Format::RG_Float32:
return DXGI_FORMAT_R32G32_FLOAT;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
// !!!!!!!!!!!!!!!!!!!!!!!!!!!! Renderer interface !!!!!!!!!!!!!!!!!!!!!!!!!!
SlangResult D3D12Renderer::initialize(void* inWindowHandle)
{
auto windowHandle = (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;
}
#define LOAD_PROC(TYPE, NAME) \
TYPE NAME##_ = (TYPE) loadProc(d3dModule, #NAME); \
if (NAME##_ == nullptr) return SLANG_FAIL;
UINT dxgiFactoryFlags = 0;
#if ENABLE_DEBUG_LAYER
LOAD_PROC(PFN_D3D12_GET_DEBUG_INTERFACE, D3D12GetDebugInterface);
ID3D12Debug* debugController;
if (SUCCEEDED(D3D12GetDebugInterface_(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
#endif
typedef HRESULT(WINAPI *PFN_DXGI_CREATE_FACTORY_2)(UINT Flags, REFIID riid, _COM_Outptr_ void **ppFactory);
LOAD_PROC(PFN_DXGI_CREATE_FACTORY_2, CreateDXGIFactory2);
IDXGIFactory4* dxgiFactory;
SLANG_RETURN_ON_FAIL(CreateDXGIFactory2_(dxgiFactoryFlags, IID_PPV_ARGS(&dxgiFactory)));
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
// Search for an adapter that meets our requirements
IDXGIAdapter* adapter = nullptr;
LOAD_PROC(PFN_D3D12_CREATE_DEVICE, D3D12CreateDevice);
UINT adapterCounter = 0;
for (;;)
{
UINT adapterIndex = adapterCounter++;
IDXGIAdapter1* candidateAdapter = nullptr;
if (dxgiFactory->EnumAdapters1(adapterIndex, &candidateAdapter) == 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))))
{
// We found one!
adapter = candidateAdapter;
break;
}
candidateAdapter->Release();
}
if (!adapter)
{
// Couldn't find an adapter
return SLANG_FAIL;
}
// Command Queue
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ID3D12CommandQueue* commandQueue;
SLANG_RETURN_ON_FAIL(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)));
// Swap Chain
UINT frameCount = 2; // TODO: configure
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = frameCount;
swapChainDesc.Width = gWindowWidth;
swapChainDesc.Height = gWindowHeight;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
IDXGISwapChain1* swapChain;
SLANG_RETURN_ON_FAIL(dxgiFactory->CreateSwapChainForHwnd(commandQueue, windowHandle, &swapChainDesc, nullptr, nullptr, &swapChain));
// Is this needed?
dxgiFactory->MakeWindowAssociation(windowHandle, DXGI_MWA_NO_ALT_ENTER);
IDXGISwapChain3* swapChainEx;
SLANG_RETURN_ON_FAIL(swapChain->QueryInterface(IID_PPV_ARGS(&swapChainEx)));
UINT frameIndex = swapChainEx->GetCurrentBackBufferIndex();
// Descriptor heaps
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = frameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
ID3D12DescriptorHeap* rtvHeap;
SLANG_RETURN_ON_FAIL(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&rtvHeap)));
UINT rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap->GetCPUDescriptorHandleForHeapStart();
// Create per-frame RTVs
ID3D12Resource* backBufferResources[2];
for (UINT ff = 0; ff < frameCount; ++ff)
{
SLANG_RETURN_ON_FAIL(swapChainEx->GetBuffer(ff, IID_PPV_ARGS(&backBufferResources[ff])));
m_device->CreateRenderTargetView(backBufferResources[ff], nullptr, rtvHandle);
rtvHandle.ptr += rtvDescriptorSize;
}
ID3D12CommandAllocator* commandAllocator;
SLANG_RETURN_ON_FAIL(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator)));
return SLANG_OK;
}
void D3D12Renderer::setClearColor(const float color[4])
{
memcpy(m_clearColor, color, sizeof(m_clearColor));
}
void D3D12Renderer::clearFrame()
{
}
void D3D12Renderer::presentFrame()
{
}
SlangResult D3D12Renderer::captureScreenShot(const char* outputPath)
{
return SLANG_FAIL;
}
ShaderCompiler* D3D12Renderer::getShaderCompiler()
{
return this;
}
Buffer* D3D12Renderer::createBuffer(const BufferDesc& desc)
{
return nullptr;
}
InputLayout* D3D12Renderer::createInputLayout(const InputElementDesc* inputElements, UInt inputElementCount)
{
return nullptr;
}
void* D3D12Renderer::map(Buffer* buffer, MapFlavor flavor)
{
return nullptr;
}
void D3D12Renderer::unmap(Buffer* buffer)
{
}
void D3D12Renderer::setInputLayout(InputLayout* inputLayout)
{
}
void D3D12Renderer::setPrimitiveTopology(PrimitiveTopology topology)
{
}
void D3D12Renderer::setVertexBuffers(UInt startSlot, UInt slotCount, Buffer*const* buffers, const UInt * strides, const UInt* offsets)
{
}
void D3D12Renderer::setShaderProgram(ShaderProgram* inProgram)
{
}
void D3D12Renderer::setConstantBuffers(UInt startSlot, UInt slotCount, Buffer*const* buffers, const UInt* offsets)
{
}
void D3D12Renderer::draw(UInt vertexCount, UInt startVertex)
{
}
void D3D12Renderer::dispatchCompute(int x, int y, int z)
{
}
BindingState* D3D12Renderer::createBindingState(const ShaderInputLayout& layout)
{
return nullptr;
}
void D3D12Renderer::setBindingState(BindingState* state)
{
}
void D3D12Renderer::serializeOutput(BindingState* state, const char* fileName)
{
}
// ShaderCompiler interface
ShaderProgram* D3D12Renderer::compileProgram(const ShaderCompileRequest& request)
{
return nullptr;
}
} // renderer_test
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