void D3D12PipelineStateCache::OnKeyUp(WPARAM key) { switch (key) { case 'C': WaitForGpu(); m_psoLibrary.ClearPSOCache(); break; case 'U': m_psoLibrary.ToggleUberShader(); break; case 'L': m_psoLibrary.ToggleDiskLibrary(); break; case '1': ToggleEffect(PostBlit); break; case '2': ToggleEffect(PostInvert); break; case '3': ToggleEffect(PostGrayScale); break; case '4': ToggleEffect(PostEdgeDetect); break; case '5': ToggleEffect(PostBlur); break; case '6': ToggleEffect(PostWarp); break; case '7': ToggleEffect(PostPixelate); break; case '8': ToggleEffect(PostDistort); break; case '9': ToggleEffect(PostWave); break; default: break; } UpdateWindowTextPso(); }
void D3D12PipelineStateCache::OnInit() { UpdateWindowTextPso(); m_camera.Init({ 0.0f, 0.0f, 5.0f }); m_camera.SetMoveSpeed(1.0f); m_projectionMatrix = m_camera.GetProjectionMatrix(0.8f, m_aspectRatio); LoadPipeline(); LoadAssets(); }
void D3D12PipelineStateCache::OnKeyUp(UINT8 key) { m_camera.OnKeyUp(key); switch (key) { case 'C': WaitForGpu(); m_psoLibrary.ClearPSOCache(); m_psoLibrary.Build(m_device.Get(), m_rootSignature.Get()); break; case 'U': m_psoLibrary.ToggleUberShader(); break; case 'L': m_psoLibrary.ToggleDiskLibrary(); break; case 'M': m_psoLibrary.SwitchPSOCachingMechanism(); break; case '1': ToggleEffect(PostBlit); break; case '2': ToggleEffect(PostInvert); break; case '3': ToggleEffect(PostGrayScale); break; case '4': ToggleEffect(PostEdgeDetect); break; case '5': ToggleEffect(PostBlur); break; case '6': ToggleEffect(PostWarp); break; case '7': ToggleEffect(PostPixelate); break; case '8': ToggleEffect(PostDistort); break; case '9': ToggleEffect(PostWave); break; default: break; } UpdateWindowTextPso(); }
void D3D12PipelineStateCache::LoadAssets() { // Create the root signature. { D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {}; // This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1; if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData)))) { featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0; } CD3DX12_DESCRIPTOR_RANGE1 ranges[RootParametersCount]; ranges[RootParameterSRV].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC); CD3DX12_ROOT_PARAMETER1 rootParameters[RootParametersCount]; rootParameters[RootParameterUberShaderCB].InitAsConstantBufferView(0, 0, D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC, D3D12_SHADER_VISIBILITY_ALL); rootParameters[RootParameterCB].InitAsConstantBufferView(1, 0, D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC, D3D12_SHADER_VISIBILITY_ALL); rootParameters[RootParameterSRV].InitAsDescriptorTable(1, &ranges[RootParameterSRV]); D3D12_STATIC_SAMPLER_DESC sampler = {}; sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER; sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER; sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER; sampler.MipLODBias = 0; sampler.MaxAnisotropy = 0; sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; sampler.MinLOD = 0.0f; sampler.MaxLOD = 9999.0f; sampler.ShaderRegister = 0; sampler.RegisterSpace = 0; sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 1, &sampler, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); ComPtr<ID3DBlob> signature; ComPtr<ID3DBlob> error; ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error)); ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature))); NAME_D3D12_OBJECT(m_rootSignature); } // Create the command list. ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[m_frameIndex].Get(), nullptr, IID_PPV_ARGS(&m_commandList))); NAME_D3D12_OBJECT(m_commandList); // Note: ComPtr's are CPU objects but this resource needs to stay in scope until // the command list that references it has finished executing on the GPU. // We will flush the GPU at the end of this method to ensure the resource is not // prematurely destroyed. ComPtr<ID3D12Resource> vertexIndexBufferUpload; // Vertex and Index Buffer. { const VertexPositionColor cubeVertices[] = { { { -1.0f, 1.0f, -1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } }, // Back Top Left { { 1.0f, 1.0f, -1.0f, 1.0f }, { GetRandomColor(), GetRandomColor(), GetRandomColor() } }, // Back Top Right { { 1.0f, 1.0f, 1.0f, 1.0f }, { GetRandomColor(), GetRandomColor(), GetRandomColor() } }, // Front Top Right { { -1.0f, 1.0f, 1.0f, 1.0f }, { GetRandomColor(), GetRandomColor(), GetRandomColor() } }, // Front Top Left { { -1.0f, -1.0f, -1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } }, // Back Bottom Left { { 1.0f, -1.0f, -1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } }, // Back Bottom Right { { 1.0f, -1.0f, 1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } }, // Front Bottom Right { { -1.0f, -1.0f, 1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } }, // Front Bottom Left }; const UINT cubeIndices[] = { 0, 1, 3, 1, 2, 3, 3, 2, 7, 6, 7, 2, 2, 1, 6, 5, 6, 1, 1, 0, 5, 4, 5, 0, 0, 3, 4, 7, 4, 3, 7, 6, 4, 5, 4, 6, }; static const VertexPositionUV quadVertices[] = { { { -1.0f, -1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f } }, // Bottom Left { { -1.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.0f } }, // Top Left { { 1.0f, -1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f } }, // Bottom Right { { 1.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 0.0f } }, // Top Right }; const UINT vertexIndexBufferSize = sizeof(cubeIndices) + sizeof(cubeVertices) + sizeof(quadVertices); ThrowIfFailed(m_device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(vertexIndexBufferSize), D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_vertexIndexBuffer))); ThrowIfFailed(m_device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(vertexIndexBufferSize), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&vertexIndexBufferUpload))); NAME_D3D12_OBJECT(m_vertexIndexBuffer); UINT8* mappedUploadHeap = nullptr; CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU. ThrowIfFailed(vertexIndexBufferUpload->Map(0, &readRange, reinterpret_cast<void**>(&mappedUploadHeap))); // Fill in part of the upload heap with our index and vertex data. UINT8* heapLocation = static_cast<UINT8*>(mappedUploadHeap); memcpy(heapLocation, cubeVertices, sizeof(cubeVertices)); heapLocation += sizeof(cubeVertices); memcpy(heapLocation, cubeIndices, sizeof(cubeIndices)); heapLocation += sizeof(cubeIndices); memcpy(heapLocation, quadVertices, sizeof(quadVertices)); // Pack the vertices and indices into their destination by copying from the upload heap. m_commandList->CopyBufferRegion(m_vertexIndexBuffer.Get(), 0, vertexIndexBufferUpload.Get(), 0, vertexIndexBufferSize); m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexIndexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER | D3D12_RESOURCE_STATE_INDEX_BUFFER)); // Create the index and vertex buffer views. m_cubeVbv.BufferLocation = m_vertexIndexBuffer.Get()->GetGPUVirtualAddress(); m_cubeVbv.SizeInBytes = sizeof(cubeVertices); m_cubeVbv.StrideInBytes = sizeof(VertexPositionColor); m_cubeIbv.BufferLocation = m_cubeVbv.BufferLocation + sizeof(cubeVertices); m_cubeIbv.SizeInBytes = sizeof(cubeIndices); m_cubeIbv.Format = DXGI_FORMAT_R32_UINT; m_quadVbv.BufferLocation = m_cubeIbv.BufferLocation + sizeof(cubeIndices); m_quadVbv.SizeInBytes = sizeof(quadVertices); m_quadVbv.StrideInBytes = sizeof(VertexPositionUV); } // Create the constant buffer. m_dynamicCB.Init(m_device.Get()); // Close the command list and execute it to begin the vertex/index buffer copy // into the default heap. ThrowIfFailed(m_commandList->Close()); ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() }; m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists); // Create synchronization objects and wait until assets have been uploaded to the GPU. { ThrowIfFailed(m_device->CreateFence(m_fenceValues[m_frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence))); m_fenceValues[m_frameIndex]++; // Create an event handle to use for frame synchronization. m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); if (m_fenceEvent == nullptr) { ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError())); } // Wait for the command list to execute; we are reusing the same command // list in our main loop but for now, we just want to wait for setup to // complete before continuing. WaitForGpu(); } m_psoLibrary.Build(m_device.Get(), m_rootSignature.Get()); UpdateWindowTextPso(); }