Ejemplo n.º 1
0
	D3D(int width, int height, HWND hWnd)
		: mBufferWidth(width), mBufferHeight(height), mDev(nullptr)
	{
		{
#if _DEBUG
			CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#else
			CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#endif /* _DEBUG */
		}

#if _DEBUG
		ID3D12Debug* debug = nullptr;
		D3D12GetDebugInterface(IID_PPV_ARGS(&debug));
		if (debug)
		{
			debug->EnableDebugLayer();
			debug->Release();
			debug = nullptr;
		}
#endif /* _DEBUG */
		ID3D12Device* dev;
		CHK(D3D12CreateDevice(
			nullptr,
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&dev)));
		mDev = dev;

		CHK(mDev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(mCmdAlloc.ReleaseAndGetAddressOf())));

		D3D12_COMMAND_QUEUE_DESC queueDesc = {};
		queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
		CHK(mDev->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(mCmdQueue.ReleaseAndGetAddressOf())));

		DXGI_SWAP_CHAIN_DESC1 scDesc = {};
		scDesc.Width = width;
		scDesc.Height = height;
		scDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		scDesc.SampleDesc.Count = 1;
		scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		scDesc.BufferCount = BUFFER_COUNT;
		scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
		CHK(mDxgiFactory->CreateSwapChainForHwnd(mCmdQueue.Get(), hWnd, &scDesc, nullptr, nullptr, mSwapChain.ReleaseAndGetAddressOf()));

		CHK(mDev->CreateCommandList(
			0,
			D3D12_COMMAND_LIST_TYPE_DIRECT,
			mCmdAlloc.Get(),
			nullptr,
			IID_PPV_ARGS(mCmdList.ReleaseAndGetAddressOf())));

		CHK(mDev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(mFence.ReleaseAndGetAddressOf())));

		mFenceEveneHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);

		for (int i = 0; i < BUFFER_COUNT; i++)
		{
			CHK(mSwapChain->GetBuffer(i, IID_PPV_ARGS(mD3DBuffer[i].ReleaseAndGetAddressOf())));
			mD3DBuffer[i]->SetName(L"SwapChain_Buffer");
		}

		{
			D3D12_DESCRIPTOR_HEAP_DESC desc = {};
			desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
			desc.NumDescriptors = 10;
			desc.NodeMask = 0;
			CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf())));

			desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
			desc.NumDescriptors = 10;
			desc.NodeMask = 0;
			CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapDsv.ReleaseAndGetAddressOf())));

			desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
			desc.NumDescriptors = 100;
			desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
			desc.NodeMask = 0;
			CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapCbvSrvUav.ReleaseAndGetAddressOf())));
		}

		auto rtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
		for (auto i = 0u; i < BUFFER_COUNT; i++)
		{
			auto d = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart();
			d.ptr += i * rtvStep;
			mDev->CreateRenderTargetView(mD3DBuffer[i].Get(), nullptr, d);
		}

		{
			CD3DX12_DESCRIPTOR_RANGE descRange1[1];
			descRange1[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);

			CD3DX12_ROOT_PARAMETER rootParam[1];
			rootParam[0].InitAsDescriptorTable(ARRAYSIZE(descRange1), descRange1);

			ID3D10Blob *sig, *info;
			auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC();
			rootSigDesc.NumParameters = 1;
			rootSigDesc.NumStaticSamplers = 0;
			rootSigDesc.pParameters = rootParam;
			rootSigDesc.pStaticSamplers = nullptr;
			rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
			CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info));
			mDev->CreateRootSignature(
				0,
				sig->GetBufferPointer(),
				sig->GetBufferSize(),
				IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf()));
			sig->Release();
		}

		ID3D10Blob *vs, *ps;
		{
			ID3D10Blob *info;
			UINT flag = 0;
#if _DEBUG
			flag |= D3DCOMPILE_DEBUG;
#endif /* _DEBUG */
			CHK(D3DCompileFromFile(L"../Mesh/Mesh.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info));
			CHK(D3DCompileFromFile(L"../Mesh/Mesh.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info));
		}
		D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		};
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.InputLayout.NumElements = 3;
		psoDesc.InputLayout.pInputElementDescs = inputLayout;
		psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
		psoDesc.pRootSignature = mRootSignature.Get();
		psoDesc.VS.pShaderBytecode = vs->GetBufferPointer();
		psoDesc.VS.BytecodeLength = vs->GetBufferSize();
		psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
		psoDesc.PS.BytecodeLength = ps->GetBufferSize();
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(CCCD3DX12_DEFAULT());
		psoDesc.BlendState = CD3DX12_BLEND_DESC(CCCD3DX12_DEFAULT());
		psoDesc.DepthStencilState.DepthEnable = true;
		psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
		psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
		psoDesc.DepthStencilState.StencilEnable = false;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
		psoDesc.SampleDesc.Count = 1;
		CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf())));
		vs->Release();
		ps->Release();

		{
			D3D12_HEAP_DESC desc = {};
			desc.Properties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
			desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
			desc.Flags = D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES;
			desc.SizeInBytes = 32 * 1024 * 1024;
			CHK(mDev->CreateHeap(&desc, IID_PPV_ARGS(mHeap.ReleaseAndGetAddressOf())));
		}
		unsigned int placementHeapSize = 0;

		WaveFrontReader<uint16_t> mesh;
		CHK(mesh.Load(L"../Mesh/teapot.obj"));

		mIndexCount = static_cast<UINT>(mesh.indices.size());
		mVBIndexOffset = static_cast<UINT>(sizeof(mesh.vertices[0]) * mesh.vertices.size());
		UINT IBSize = static_cast<UINT>(sizeof(mesh.indices[0]) * mIndexCount);

		void* vbData = mesh.vertices.data();
		void* ibData = mesh.indices.data();
		//CHK(mDev->CreateCommittedResource(
		//	&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
		//	D3D12_HEAP_FLAG_NONE,
		//	&CD3DX12_RESOURCE_DESC::Buffer(mVBIndexOffset + IBSize),
		//	D3D12_RESOURCE_STATE_GENERIC_READ,
		//	nullptr,
		//	IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf())));
		{
			auto desc = CD3DX12_RESOURCE_DESC::Buffer(mVBIndexOffset + IBSize);
			CHK(mDev->CreatePlacedResource(
				mHeap.Get(),
				placementHeapSize,
				&desc,
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf())));
			auto info = mDev->GetResourceAllocationInfo(0, 1, &desc);
			placementHeapSize += (uint32_t)info.SizeInBytes;
		}
		mVB->SetName(L"VertexBuffer");
		char* vbUploadPtr = nullptr;
		CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr)));
		memcpy_s(vbUploadPtr, mVBIndexOffset, vbData, mVBIndexOffset);
		memcpy_s(vbUploadPtr + mVBIndexOffset, IBSize, ibData, IBSize);
		mVB->Unmap(0, nullptr);

		mVBView.BufferLocation = mVB->GetGPUVirtualAddress();
		mVBView.StrideInBytes = sizeof(mesh.vertices[0]);
		mVBView.SizeInBytes = mVBIndexOffset;
		mIBView.BufferLocation = mVB->GetGPUVirtualAddress() + mVBIndexOffset;
		mIBView.Format = DXGI_FORMAT_R16_UINT;
		mIBView.SizeInBytes = IBSize;

		auto resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(
			DXGI_FORMAT_R32_TYPELESS, mBufferWidth, mBufferHeight, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL,
			D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
		D3D12_CLEAR_VALUE dsvClearValue;
		dsvClearValue.Format = DXGI_FORMAT_D32_FLOAT;
		dsvClearValue.DepthStencil.Depth = 1.0f;
		dsvClearValue.DepthStencil.Stencil = 0;
		CHK(mDev->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), // No need to read/write by CPU
			D3D12_HEAP_FLAG_NONE,
			&resourceDesc,
			D3D12_RESOURCE_STATE_DEPTH_WRITE,
			&dsvClearValue,
			IID_PPV_ARGS(mDB.ReleaseAndGetAddressOf())));
		mDB->SetName(L"DepthTexture");

		D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
		dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
		dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
		dsvDesc.Texture2D.MipSlice = 0;
		dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
		mDev->CreateDepthStencilView(mDB.Get(), &dsvDesc, mDescHeapDsv->GetCPUDescriptorHandleForHeapStart());

		//CHK(mDev->CreateCommittedResource(
		//	&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
		//	D3D12_HEAP_FLAG_NONE,
		//	&CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT),
		//	D3D12_RESOURCE_STATE_GENERIC_READ,
		//	nullptr,
		//	IID_PPV_ARGS(mCB.ReleaseAndGetAddressOf())));
		{
			auto desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
			CHK(mDev->CreatePlacedResource(
				mHeap.Get(),
				placementHeapSize,
				&CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(mCB.ReleaseAndGetAddressOf())));
			auto info = mDev->GetResourceAllocationInfo(0, 1, &desc);
			placementHeapSize += (uint32_t)info.SizeInBytes;
		}
		mCB->SetName(L"ConstantBuffer");
		D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
		cbvDesc.BufferLocation = mCB->GetGPUVirtualAddress();
		cbvDesc.SizeInBytes = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT; // must be a multiple of 256
		mDev->CreateConstantBufferView(
			&cbvDesc,
			mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart());
		CHK(mCB->Map(0, nullptr, reinterpret_cast<void**>(&mCBUploadPtr)));
	}