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d3d12/lib/x64/D3D12Core.dll filter=lfs diff=lfs merge=lfs -text | ||
d3d12/lib/x64/d3d12SDKLayers.dll filter=lfs diff=lfs merge=lfs -text | ||
d3d12/lib/x64/dxcompiler.dll filter=lfs diff=lfs merge=lfs -text |
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*.user | ||
.vs/ | ||
x64/ | ||
!/d3d12/lib/x64/ | ||
packages/ |
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/********************************************************************** | ||
Copyright (c) 2024 Advanced Micro Devices, Inc. All rights reserved. | ||
Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. | ||
********************************************************************/ | ||
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#include "HelloMeshNodes.h" | ||
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#include <string> | ||
#include <algorithm> | ||
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#define ERROR_QUIT(value, ...) if(!(value)) { printf("ERROR: "); printf(__VA_ARGS__); printf("\nPress any key to terminate...\n"); _getch(); throw 0; } | ||
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namespace { | ||
// function GetHardwareAdapter() copy-pasted from the publicly distributed sample provided at: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-d3d12createdevice | ||
void GetHardwareAdapter(IDXGIFactory4* pFactory, IDXGIAdapter1** ppAdapter) | ||
{ | ||
*ppAdapter = nullptr; | ||
for (UINT adapterIndex = 0; ; ++adapterIndex) | ||
{ | ||
IDXGIAdapter1* pAdapter = nullptr; | ||
if (DXGI_ERROR_NOT_FOUND == pFactory->EnumAdapters1(adapterIndex, &pAdapter)) | ||
{ | ||
// No more adapters to enumerate. | ||
break; | ||
} | ||
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// Check to see if the adapter supports Direct3D 12, but don't create the | ||
// actual device yet. | ||
if (SUCCEEDED(D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr))) | ||
{ | ||
*ppAdapter = pAdapter; | ||
return; | ||
} | ||
pAdapter->Release(); | ||
} | ||
} | ||
} | ||
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HelloMeshNodes::~HelloMeshNodes() | ||
{ | ||
if (device_) { | ||
WaitForPreviousFrame(); | ||
CloseHandle(fenceEvent_); | ||
} | ||
} | ||
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void HelloMeshNodes::InitializeDirectX(HWND hwnd) | ||
{ | ||
HRESULT hresult; | ||
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device_ = nullptr; | ||
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CComPtr<IDXGIFactory4> factory; | ||
hresult = CreateDXGIFactory2(0, IID_PPV_ARGS(&factory)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create IDXGIFactory4."); | ||
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CComPtr<IDXGIAdapter1> hardwareAdapter; | ||
GetHardwareAdapter(factory, &hardwareAdapter); | ||
hresult = D3D12CreateDevice(hardwareAdapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device_)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create ID3D12Device."); | ||
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// Create the command queue. | ||
D3D12_COMMAND_QUEUE_DESC queueDesc = {}; | ||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; | ||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; | ||
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hresult = device_->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue_)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create ID3D12CommandQueue."); | ||
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// Create the swap chain. | ||
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {}; | ||
swapChainDesc.BufferCount = FrameCount; | ||
swapChainDesc.Width = WindowSize; | ||
swapChainDesc.Height = WindowSize; | ||
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | ||
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; | ||
swapChainDesc.SampleDesc.Count = 1; | ||
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CComPtr<IDXGISwapChain1> swapChain; | ||
hresult = factory->CreateSwapChainForHwnd( | ||
commandQueue_, | ||
hwnd, | ||
&swapChainDesc, | ||
nullptr, | ||
nullptr, | ||
&swapChain | ||
); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create IDXGISwapChain1."); | ||
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hresult = factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER); | ||
ERROR_QUIT(hresult == S_OK, "Failed to make window association."); | ||
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hresult = swapChain.QueryInterface(&swapChain_); | ||
ERROR_QUIT(hresult == S_OK, "Failed to query IDXGISwapChain3."); | ||
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frameIndex_ = swapChain_->GetCurrentBackBufferIndex(); | ||
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// Create render target view (RTV) descriptor heaps. | ||
{ | ||
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {}; | ||
rtvHeapDesc.NumDescriptors = FrameCount; | ||
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; | ||
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; | ||
hresult = device_->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&renderViewDescriptorHeap_)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create RTV descriptor heap."); | ||
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descriptorSize_ = device_->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); | ||
} | ||
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// Create frame resources. | ||
{ | ||
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(renderViewDescriptorHeap_->GetCPUDescriptorHandleForHeapStart()); | ||
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// Create a RTV for each frame. | ||
for (UINT n = 0; n < FrameCount; n++) | ||
{ | ||
hresult = swapChain_->GetBuffer(n, IID_PPV_ARGS(&renderTargets_[n])); | ||
ERROR_QUIT(hresult == S_OK, "Failed to access render target of swap chain."); | ||
device_->CreateRenderTargetView(renderTargets_[n].p, nullptr, rtvHandle); | ||
rtvHandle.Offset(1, descriptorSize_); | ||
} | ||
} | ||
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// Create a depth-stencil view (DSV) descriptor heap and depth buffer | ||
{ | ||
D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {}; | ||
dsvHeapDesc.NumDescriptors = 1; | ||
dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; | ||
dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; | ||
hresult = device_->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&depthDescriptorHeap_)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create DSV descriptor heap."); | ||
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depthDescriptorHeap_->SetName(L"Depth/Stencil Resource Heap"); | ||
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D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {}; | ||
depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT; | ||
depthStencilDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; | ||
depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE; | ||
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D3D12_CLEAR_VALUE depthOptimizedClearValue = {}; | ||
depthOptimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT; | ||
depthOptimizedClearValue.DepthStencil.Depth = 1.0f; | ||
depthOptimizedClearValue.DepthStencil.Stencil = 0; | ||
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CD3DX12_HEAP_PROPERTIES depthHeapProperties(D3D12_HEAP_TYPE_DEFAULT); | ||
CD3DX12_RESOURCE_DESC depthResourceDescription = CD3DX12_RESOURCE_DESC::Tex2D( | ||
DXGI_FORMAT_D32_FLOAT, | ||
WindowSize, WindowSize, | ||
1, 0, 1, 0, | ||
D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL); | ||
hresult = device_->CreateCommittedResource( | ||
&depthHeapProperties, | ||
D3D12_HEAP_FLAG_NONE, | ||
&depthResourceDescription, | ||
D3D12_RESOURCE_STATE_DEPTH_WRITE, | ||
&depthOptimizedClearValue, | ||
IID_PPV_ARGS(&depthBuffer_) | ||
); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create depth buffer."); | ||
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device_->CreateDepthStencilView(depthBuffer_, &depthStencilDesc, depthDescriptorHeap_->GetCPUDescriptorHandleForHeapStart()); | ||
} | ||
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hresult = device_->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator_)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create ID3D12CommandAllocator."); | ||
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// Create the command list. | ||
hresult = device_->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator_.p, nullptr, IID_PPV_ARGS(&commandList_)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create ID3D12GraphicsCommandList."); | ||
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// 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. | ||
hresult = commandList_->Close(); | ||
ERROR_QUIT(hresult == S_OK, "Failed to close ID3D12GraphicsCommandList."); | ||
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// Create sync objects | ||
hresult = device_->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence_)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create ID3D12Fence."); | ||
fenceValue_ = 1; | ||
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// Create an event handle to use for frame synchronization. | ||
fenceEvent_ = CreateEvent(nullptr, FALSE, FALSE, nullptr); | ||
ERROR_QUIT(fenceEvent_ != nullptr, "Failed to create synchronization event."); | ||
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// Create empty root signature | ||
{ | ||
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc; | ||
rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); | ||
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CComPtr<ID3DBlob> signature; | ||
CComPtr<ID3DBlob> error; | ||
hresult = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error); | ||
ERROR_QUIT(hresult == S_OK, "Failed to serialize RootSignature."); | ||
hresult = device_->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&globalRootSignature_)); | ||
ERROR_QUIT(hresult == S_OK, "Failed to create RootSignature."); | ||
} | ||
} | ||
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void HelloMeshNodes::Render() | ||
{ | ||
HRESULT hresult; | ||
// Reset allocator and list | ||
hresult = commandAllocator_->Reset(); | ||
ERROR_QUIT(hresult == S_OK, "Failed to reset ID3D12CommandAllocator."); | ||
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hresult = commandList_->Reset(commandAllocator_.p, pipelineState_.p); | ||
ERROR_QUIT(hresult == S_OK, "Failed to reset ID3D12GraphicsCommandList."); | ||
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RecordCommandList(); | ||
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hresult = commandList_->Close(); | ||
ERROR_QUIT(hresult == S_OK, "Failed to close ID3D12CommandAllocator."); | ||
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// Execute the command list. | ||
commandQueue_->ExecuteCommandLists(1, CommandListCast(&commandList_.p)); | ||
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// Present the frame. | ||
hresult = swapChain_->Present(1, 0); | ||
ERROR_QUIT(hresult == S_OK, "Failed to present frame."); | ||
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WaitForPreviousFrame(); | ||
} | ||
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void HelloMeshNodes::WaitForPreviousFrame() | ||
{ | ||
HRESULT hresult; | ||
// WAITING FOR THE FRAME TO COMPLETE BEFORE CONTINUING IS NOT BEST PRACTICE. | ||
// This is code implemented as such for simplicity. The D3D12HelloFrameBuffering | ||
// sample from Microsoft illustrates how to use fences for efficient resource | ||
// usage and to maximize GPU utilization. | ||
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// Signal and increment the fence value. | ||
const UINT64 fence = fenceValue_; | ||
hresult = commandQueue_->Signal(fence_.p, fence); | ||
ERROR_QUIT(hresult == S_OK, "Failed to signal fence."); | ||
fenceValue_++; | ||
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// Wait until the previous frame is finished. | ||
if (fence_->GetCompletedValue() < fence) | ||
{ | ||
hresult = fence_->SetEventOnCompletion(fence, fenceEvent_); | ||
ERROR_QUIT(hresult == S_OK, "Failed to set up fence event."); | ||
WaitForSingleObject(fenceEvent_, INFINITE); | ||
} | ||
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frameIndex_ = swapChain_->GetCurrentBackBufferIndex(); | ||
} | ||
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namespace d3d12 { | ||
HMODULE sDxCompilerDLL = nullptr; | ||
void LoadCompiler() | ||
{ | ||
// load compiler | ||
sDxCompilerDLL = LoadLibrary(L"dxcompiler.dll"); | ||
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ERROR_QUIT(sDxCompilerDLL, "Failed to initialize compiler."); | ||
} | ||
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void ReleaseCompiler() | ||
{ | ||
if (sDxCompilerDLL) | ||
{ | ||
FreeLibrary(sDxCompilerDLL); | ||
sDxCompilerDLL = nullptr; | ||
} | ||
} | ||
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ID3D12Resource* AllocateBuffer(CComPtr<ID3D12Device9> pDevice, UINT64 Size, D3D12_RESOURCE_FLAGS ResourceFlags, D3D12_HEAP_TYPE HeapType) | ||
{ | ||
ID3D12Resource* pResource; | ||
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CD3DX12_HEAP_PROPERTIES HeapProperties(HeapType); | ||
CD3DX12_RESOURCE_DESC ResourceDesc = CD3DX12_RESOURCE_DESC::Buffer(Size, ResourceFlags); | ||
HRESULT hr = pDevice->CreateCommittedResource(&HeapProperties, D3D12_HEAP_FLAG_NONE, &ResourceDesc, D3D12_RESOURCE_STATE_COMMON, NULL, IID_PPV_ARGS(&pResource)); | ||
ERROR_QUIT(SUCCEEDED(hr), "Failed to allocate buffer."); | ||
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return pResource; | ||
} | ||
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void TransitionBarrier(ID3D12GraphicsCommandList* commandList, ID3D12Resource* resource, D3D12_RESOURCE_STATES stateBefore, D3D12_RESOURCE_STATES stateAfter) | ||
{ | ||
CD3DX12_RESOURCE_BARRIER transition = CD3DX12_RESOURCE_BARRIER::Transition(resource, stateBefore, stateAfter); | ||
commandList->ResourceBarrier(1, &transition); | ||
} | ||
} | ||
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namespace window { | ||
HWND Initialize(HelloMeshNodes* ctx) | ||
{ | ||
const HINSTANCE hInstance = GetModuleHandleA(NULL); | ||
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WNDCLASSEX windowClass = { 0 }; | ||
windowClass.cbSize = sizeof(WNDCLASSEX); | ||
windowClass.style = CS_HREDRAW | CS_VREDRAW; | ||
windowClass.lpfnWndProc = Proc; | ||
windowClass.hInstance = hInstance; | ||
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); | ||
windowClass.lpszClassName = L"Hello Mesh Nodes"; | ||
RegisterClassEx(&windowClass); | ||
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RECT windowRect = { 0, 0, WindowSize, WindowSize }; | ||
DWORD style = WS_OVERLAPPED | WS_MINIMIZEBOX | WS_SYSMENU; | ||
AdjustWindowRect(&windowRect, style, FALSE); | ||
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HWND hwnd = CreateWindow(windowClass.lpszClassName, | ||
windowClass.lpszClassName, | ||
style, | ||
CW_USEDEFAULT, | ||
CW_USEDEFAULT, | ||
windowRect.right - windowRect.left, | ||
windowRect.bottom - windowRect.top, | ||
nullptr, // We have no parent window. | ||
nullptr, // We are not using menus. | ||
hInstance, | ||
static_cast<void*>(ctx)); | ||
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return hwnd; | ||
} | ||
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LRESULT CALLBACK Proc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { | ||
HelloMeshNodes* ctx = reinterpret_cast<HelloMeshNodes*>(GetWindowLongPtr(hWnd, GWLP_USERDATA)); | ||
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switch (message) | ||
{ | ||
case WM_CREATE: | ||
{ | ||
// Save the WindowContext* passed in to CreateWindow. | ||
LPCREATESTRUCT pCreateStruct = reinterpret_cast<LPCREATESTRUCT>(lParam); | ||
SetWindowLongPtr(hWnd, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(pCreateStruct->lpCreateParams)); | ||
return 0; | ||
} | ||
case WM_PAINT: | ||
ctx->Render(); | ||
return 0; | ||
case WM_KEYDOWN: { | ||
if (lParam == VK_ESCAPE) { | ||
PostQuitMessage(0); | ||
return 0; | ||
} | ||
} | ||
case WM_DESTROY: | ||
PostQuitMessage(0); | ||
return 0; | ||
} | ||
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// Handle any messages the switch statement didn't. | ||
return DefWindowProc(hWnd, message, wParam, lParam); | ||
} | ||
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void MessageLoop() | ||
{ | ||
MSG msg = {}; | ||
while (msg.message != WM_QUIT) | ||
{ | ||
// Process any messages in the queue. | ||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) | ||
{ | ||
TranslateMessage(&msg); | ||
DispatchMessage(&msg); | ||
} | ||
} | ||
} | ||
} |
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