// Load the rendering pipeline dependencies.
void D3D1211on12::LoadPipeline()
{
	UINT d3d11DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
	D2D1_FACTORY_OPTIONS d2dFactoryOptions = {};
#ifdef _DEBUG
	// Enable the D2D debug layer.
	d2dFactoryOptions.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;

	// Enable the D3D11 debug layer.
	d3d11DeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;

	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_d3d12Device)
			));
	}
	else
	{
		ThrowIfFailed(D3D12CreateDevice(
			nullptr,
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_d3d12Device)
			));
	}

	// 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;

	ThrowIfFailed(m_d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));

	// Describe the swap chain.
	DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.BufferDesc.Width = m_width;
	swapChainDesc.BufferDesc.Height = m_height;
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	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;

	ComPtr<IDXGISwapChain> swapChain;
	ThrowIfFailed(factory->CreateSwapChain(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		&swapChainDesc,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));

	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create an 11 device wrapped around the 12 device and share
	// 12's command queue.
	ComPtr<ID3D11Device> d3d11Device;
	ThrowIfFailed(D3D11On12CreateDevice(
		m_d3d12Device.Get(),
		d3d11DeviceFlags,
		nullptr,
		0,
		reinterpret_cast<IUnknown**>(m_commandQueue.GetAddressOf()),
		1,
		0,
		&d3d11Device,
		&m_d3d11DeviceContext,
		nullptr
		));

	// Query the 11On12 device from the 11 device.
	ThrowIfFailed(d3d11Device.As(&m_d3d11On12Device));

	// Create D2D/DWrite components.
	{
		D2D1_DEVICE_CONTEXT_OPTIONS deviceOptions = D2D1_DEVICE_CONTEXT_OPTIONS_NONE;
		ThrowIfFailed(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory3), &d2dFactoryOptions, &m_d2dFactory));
		ComPtr<IDXGIDevice> dxgiDevice;
		ThrowIfFailed(m_d3d11On12Device.As(&dxgiDevice));
		ThrowIfFailed(m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice));
		ThrowIfFailed(m_d2dDevice->CreateDeviceContext(deviceOptions, &m_d2dDeviceContext));
		ThrowIfFailed(DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &m_dWriteFactory));
	}

	// Query the desktop's dpi settings, which will be used to create
	// D2D's render targets.
	float dpiX;
	float dpiY;
	m_d2dFactory->GetDesktopDpi(&dpiX, &dpiY);
	D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1(
		D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
		D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
		dpiX,
		dpiY
		);

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_d3d12Device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		m_rtvDescriptorSize = m_d3d12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	}

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV, D2D render target, and a command allocator for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_d3d12Device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);

			// Create a wrapped 11On12 resource of this back buffer. Since we are 
			// rendering all D3D12 content first and then all D2D content, we specify 
			// the In resource state as RENDER_TARGET - because D3D12 will have last 
			// used it in this state - and the Out resource state as PRESENT. When 
			// ReleaseWrappedResources() is called on the 11On12 device, the resource 
			// will be transitioned to the PRESENT state.
			D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET };
			ThrowIfFailed(m_d3d11On12Device->CreateWrappedResource(
				m_renderTargets[n].Get(),
				&d3d11Flags,
				D3D12_RESOURCE_STATE_RENDER_TARGET,
				D3D12_RESOURCE_STATE_PRESENT,
				IID_PPV_ARGS(&m_wrappedBackBuffers[n])
				));

			// Create a render target for D2D to draw directly to this back buffer.
			ComPtr<IDXGISurface> surface;
			ThrowIfFailed(m_wrappedBackBuffers[n].As(&surface));
			ThrowIfFailed(m_d2dDeviceContext->CreateBitmapFromDxgiSurface(
				surface.Get(),
				&bitmapProperties,
				&m_d2dRenderTargets[n]
				));

			rtvHandle.Offset(1, m_rtvDescriptorSize);

			ThrowIfFailed(m_d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
		}
	}
}
Example #2
0
void dx::initialise()
{
    gDX.viewport.Width = static_cast<float>(platform::ui::width());
    gDX.viewport.Height = static_cast<float>(platform::ui::height());
    gDX.viewport.MaxDepth = 1.0f;

    gDX.scissorRect.right = static_cast<LONG>(platform::ui::width());
    gDX.scissorRect.bottom = static_cast<LONG>(platform::ui::height());


#ifdef _DEBUG
    // Enable the D3D12 debug layer.
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        {
            debugController->EnableDebugLayer();
        }
    }
#endif

    ComPtr<IDXGIFactory4> factory;
    ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

    // Always use WARP for now...
    static const bool USE_WARP_DEVICE = true;
    if (USE_WARP_DEVICE)
    {
        ComPtr<IDXGIAdapter> warpAdapter;
        ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

        ThrowIfFailed(D3D12CreateDevice(
                          warpAdapter.Get(),
                          D3D_FEATURE_LEVEL_11_0,
                          IID_PPV_ARGS(&gDX.device)
                      ));
    } else
    {
        ThrowIfFailed(D3D12CreateDevice(
                          nullptr,
                          D3D_FEATURE_LEVEL_11_0,
                          IID_PPV_ARGS(&gDX.device)
                      ));
    }

    // 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;

    ThrowIfFailed(gDX.device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&gDX.commandQueue)));

    // Describe and create the swap chain.
    DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
    swapChainDesc.BufferCount = gDX.FrameCount;
    swapChainDesc.BufferDesc.Width = platform::ui::width();
    swapChainDesc.BufferDesc.Height = platform::ui::height();
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.OutputWindow = (HWND)platform::ui::hwnd();
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.Windowed = TRUE;

    ComPtr<IDXGISwapChain> swapChain;
    ThrowIfFailed(factory->CreateSwapChain(
                      gDX.commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
                      &swapChainDesc,
                      &swapChain
                  ));

    ThrowIfFailed(swapChain.As(&gDX.swapChain));

    gDX.frameIndex = gDX.swapChain->GetCurrentBackBufferIndex();

    // Create descriptor heaps.
    {
        // Describe and create a render target view (RTV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = gDX.FrameCount + 128;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        gDX.rtvHeap = new DXHeap(gDX.device.Get(), rtvHeapDesc);

        // Describe and create a depth stencil view (DSV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
        dsvHeapDesc.NumDescriptors = 128;
        dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
        dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        gDX.dsvHeap = new DXHeap(gDX.device.Get(), dsvHeapDesc);

        // Describe and create a constant buffer view (CBV), Shader resource
        // view (SRV), and unordered access view (UAV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
        srvHeapDesc.NumDescriptors = 2048;
        srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
        srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
        gDX.srvHeap = new DXHeap(gDX.device.Get(), srvHeapDesc);
    }

    // Create frame resources.
    {
        // Create a RTV for each frame.
        for (UINT n = 0; n < gDX.FrameCount; n++)
        {
            ThrowIfFailed(gDX.swapChain->GetBuffer(n, IID_PPV_ARGS(&gDX.renderTargets[n])));

            gDX.scanbufferRtv[n] = gDX.rtvHeap->alloc();
            gDX.device->CreateRenderTargetView(gDX.renderTargets[n].Get(), nullptr, *gDX.scanbufferRtv[n]);
        }
    }

    // Create command allocators.
    {
        for (UINT n = 0; n < gDX.FrameCount; n++)
        {
            ThrowIfFailed(gDX.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&gDX.commandAllocator[n])));
        }
    }

    // Create the root signature.
    {
        CD3DX12_DESCRIPTOR_RANGE ranges[1];
        ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);

        CD3DX12_ROOT_PARAMETER rootParameters[1];
        rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);

        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 = D3D12_FLOAT32_MAX;
        sampler.ShaderRegister = 0;
        sampler.RegisterSpace = 0;
        sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;

        CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
        rootSignatureDesc.Init(_countof(rootParameters), rootParameters, 1, &sampler, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

        ComPtr<ID3DBlob> signature;
        ComPtr<ID3DBlob> error;
        ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
        ThrowIfFailed(gDX.device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&gDX.rootSignature)));
    }

    // Create the pipeline state, which includes compiling and loading shaders.
    {
        ComPtr<ID3DBlob> vertexShader;
        ComPtr<ID3DBlob> pixelShader;

#ifdef _DEBUG
        // Enable better shader debugging with the graphics debugging tools.
        UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
        UINT compileFlags = 0;
#endif

        ThrowIfFailed(D3DCompileFromFile(L"resources/shaders/screendraw.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr));
        ThrowIfFailed(D3DCompileFromFile(L"resources/shaders/screendraw.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr));

        // Define the vertex input layout.
        D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
        };

        {
            D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
            psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
            psoDesc.pRootSignature = gDX.rootSignature.Get();
            psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()), vertexShader->GetBufferSize() };
            psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()), pixelShader->GetBufferSize() };
            psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
            psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
            psoDesc.DepthStencilState.DepthEnable = FALSE;
            psoDesc.DepthStencilState.StencilEnable = FALSE;
            psoDesc.SampleMask = UINT_MAX;
            psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
            psoDesc.NumRenderTargets = 1;
            psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
            psoDesc.SampleDesc.Count = 1;
            ThrowIfFailed(gDX.device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&gDX.emuPipelineState)));
        }
    }

    gDX.pipelineMgr = new DXPipelineMgr();

    // Create the command list.
    gDX.frameIndex = gDX.swapChain->GetCurrentBackBufferIndex();

    ThrowIfFailed(gDX.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, gDX.commandAllocator[gDX.frameIndex].Get(), gDX.emuPipelineState.Get(), IID_PPV_ARGS(&gDX.commandList)));



    {
#define SCREENSPACE(x, y) { -1 + ((x) / (float)platform::ui::width()) * 2, 1 - ((y) / (float)platform::ui::height()) * 2, 0.0f }
        float tvX = 0;
        float tvY = 0;
        float tvWidth = (float)platform::ui::tvWidth();
        float tvHeight = (float)platform::ui::tvHeight();
        float drcX = ((float)platform::ui::tvWidth() - (float)platform::ui::drcWidth()) / 2;
        float drcY = (float)platform::ui::tvHeight();
        float drcWidth = (float)platform::ui::drcWidth();
        float drcHeight = (float)platform::ui::drcHeight();

        struct Vertex {
            XMFLOAT3 pos;
            XMFLOAT2 uv;
        } triangleVertices[] =
        {
            { SCREENSPACE(tvX, tvY + tvHeight),{ 0.0f, 1.0f } },
            { SCREENSPACE(tvX, tvY),{ 0.0f, 0.0f } },
            { SCREENSPACE(tvX + tvWidth, tvY + tvHeight),{ 1.0f, 1.0f } },
            { SCREENSPACE(tvX + tvWidth, tvY),{ 1.0f, 0.0f } },
            { SCREENSPACE(drcX, drcY + drcHeight),{ 0.0f, 1.0f } },
            { SCREENSPACE(drcX, drcY),{ 0.0f, 0.0f } },
            { SCREENSPACE(drcX + drcWidth, drcY + drcHeight),{ 1.0f, 1.0f } },
            { SCREENSPACE(drcX + drcWidth, drcY),{ 1.0f, 0.0f } },
        };

#undef SCREENSPACE

        const UINT vertexBufferSize = sizeof(triangleVertices);

        // Note: using upload heaps to transfer static data like vert buffers is not
        // recommended. Every time the GPU needs it, the upload heap will be marshalled
        // over. Please read up on Default Heap usage. An upload heap is used here for
        // code simplicity and because there are very few verts to actually transfer.
        ThrowIfFailed(gDX.device->CreateCommittedResource(
                          &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
                          D3D12_HEAP_FLAG_NONE,
                          &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
                          D3D12_RESOURCE_STATE_GENERIC_READ,
                          nullptr,
                          IID_PPV_ARGS(&gDX.vertexBuffer)));

        // Copy the triangle data to the vertex buffer.
        UINT8* pVertexDataBegin;
        ThrowIfFailed(gDX.vertexBuffer->Map(0, nullptr, reinterpret_cast<void**>(&pVertexDataBegin)));
        memcpy(pVertexDataBegin, triangleVertices, sizeof(triangleVertices));
        gDX.vertexBuffer->Unmap(0, nullptr);

        // Initialize the vertex buffer view.
        gDX.vertexBufferView.BufferLocation = gDX.vertexBuffer->GetGPUVirtualAddress();
        gDX.vertexBufferView.StrideInBytes = sizeof(Vertex);
        gDX.vertexBufferView.SizeInBytes = vertexBufferSize;
    }

    // 10MB Temporary Vertex Buffer
    gDX.ppcVertexBuffer = new DXDynBuffer(gDX.device.Get(), 10 * 1024 * 1024);

    // Close the command list and execute it to begin the initial GPU setup.
    ThrowIfFailed(gDX.commandList->Close());
    ID3D12CommandList* ppCommandLists[] = { gDX.commandList.Get() };
    gDX.commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

    // Create synchronization objects.
    {
        ThrowIfFailed(gDX.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&gDX.fence)));

        // Create an event handle to use for frame synchronization.
        gDX.fenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
        if (gDX.fenceEvent == nullptr)
        {
            ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
        }

        // Wait for frame completion
        gDX.swapCount++;
        const uint64_t fenceValue = gDX.swapCount;
        ThrowIfFailed(gDX.commandQueue->Signal(gDX.fence.Get(), fenceValue));

        if (gDX.fence->GetCompletedValue() < gDX.swapCount)
        {
            ThrowIfFailed(gDX.fence->SetEventOnCompletion(gDX.swapCount, gDX.fenceEvent));
            WaitForSingleObject(gDX.fenceEvent, INFINITE);
        }
    }

    _beginFrame();
}
// Load the rendering pipeline dependencies.
void D3D12Bundles::LoadPipeline()
{
#if defined(_DEBUG)
	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}

	// 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;

	ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
	NAME_D3D12_OBJECT(m_commandQueue);

	// Describe and create the swap chain.
	DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.Width = m_width;
	swapChainDesc.Height = m_height;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.SampleDesc.Count = 1;

	ComPtr<IDXGISwapChain1> swapChain;
	ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
		&swapChainDesc,
		nullptr,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));
	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		// 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;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));

		// Describe and create a shader resource view (SRV) and constant 
		// buffer view (CBV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC cbvSrvHeapDesc = {};
		cbvSrvHeapDesc.NumDescriptors =
			FrameCount * CityRowCount * CityColumnCount		// FrameCount frames * CityRowCount * CityColumnCount.
			+ 1;											// + 1 for the SRV.
		cbvSrvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
		cbvSrvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvSrvHeapDesc, IID_PPV_ARGS(&m_cbvSrvHeap)));
		NAME_D3D12_OBJECT(m_cbvSrvHeap);

		// Describe and create a sampler descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = {};
		samplerHeapDesc.NumDescriptors = 1;
		samplerHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
		samplerHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerHeap)));

		m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
		m_cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	}

	ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)));
}
// Load the rendering pipeline dependencies.
void D3D12Fullscreen::LoadPipeline()
{
#if defined(_DEBUG)
    // Enable the D3D12 debug layer.
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        {
            debugController->EnableDebugLayer();
        }
    }
#endif

    ComPtr<IDXGIFactory4> factory;
    ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

    if (m_useWarpDevice)
    {
        ComPtr<IDXGIAdapter> warpAdapter;
        ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

        ThrowIfFailed(D3D12CreateDevice(
                          warpAdapter.Get(),
                          D3D_FEATURE_LEVEL_11_0,
                          IID_PPV_ARGS(&m_device)
                      ));
    }
    else
    {
        ComPtr<IDXGIAdapter1> hardwareAdapter;
        GetHardwareAdapter(factory.Get(), &hardwareAdapter);

        ThrowIfFailed(D3D12CreateDevice(
                          hardwareAdapter.Get(),
                          D3D_FEATURE_LEVEL_11_0,
                          IID_PPV_ARGS(&m_device)
                      ));
    }

    // 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;

    ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
    NAME_D3D12_OBJECT(m_commandQueue);

    // Describe and create the swap chain.
    DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
    swapChainDesc.BufferCount = FrameCount;
    swapChainDesc.Width = m_width;
    swapChainDesc.Height = m_height;
    swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.SampleDesc.Count = 1;

    ComPtr<IDXGISwapChain1> swapChain;
    ThrowIfFailed(factory->CreateSwapChainForHwnd(
                      m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
                      Win32Application::GetHwnd(),
                      &swapChainDesc,
                      nullptr,
                      nullptr,
                      &swapChain
                  ));

    // This sample does not support fullscreen transitions.
    ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(), DXGI_MWA_NO_ALT_ENTER));

    ThrowIfFailed(swapChain.As(&m_swapChain));
    m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

    // Create descriptor heaps.
    {
        // Describe and create a render target view (RTV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = FrameCount;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

        m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
    }

    // Create a command allocator for each frame.
    for (UINT n = 0; n < FrameCount; n++)
    {
        ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
    }
}
// Load the rendering pipeline dependencies.
void D3D12HelloConstBuffers::LoadPipeline()
{
#if defined(_DEBUG)
	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}

	// 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;

	ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));

	// Describe and create the swap chain.
	DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.BufferDesc.Width = m_width;
	swapChainDesc.BufferDesc.Height = m_height;
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.OutputWindow = Win32Application::GetHwnd();
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.Windowed = TRUE;

	ComPtr<IDXGISwapChain> swapChain;
	ThrowIfFailed(factory->CreateSwapChain(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		&swapChainDesc,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));

	// This sample does not support fullscreen transitions.
	ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(), DXGI_MWA_NO_ALT_ENTER));

	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);

		// Describe and create a constant buffer view (CBV) descriptor heap.
		// Flags indicate that this descriptor heap can be bound to the pipeline 
		// and that descriptors contained in it can be referenced by a root table.
		D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
		cbvHeapDesc.NumDescriptors = 1;
		cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&m_cbvHeap)));
	}

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
			rtvHandle.Offset(1, m_rtvDescriptorSize);
		}
	}

	ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)));
}
Example #6
0
DX12Device::DX12Device(bool debug)
{
  // Debug layer
  if (debug)
  {
    ComPtr<ID3D12Debug> debugController;
    if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
    {
      debugController->EnableDebugLayer();
    }
  }

  ComPtr<IDXGIFactory4> factory;
  if (FAILED(CreateDXGIFactory1(IID_PPV_ARGS(&factory))))
  {
    WindowManager::Message("DX12 Initialization Error", "Failed to create the factory");
  }

  // no warp device
  if (FAILED(D3D12CreateDevice(nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device))))
  {
    WindowManager::Message("DX12 Initialization Error", "Failed to create the device");
  }

  // the command queue should have it's own class
  // 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;

  if (FAILED(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue))))
  {
    WindowManager::Message("DX12 Initialization Error", "Failed to create the command queue");
  }

  // Describe and create the swap chain.
  DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
  swapChainDesc.BufferCount = FrameCount;
  swapChainDesc.BufferDesc.Width = WindowManager::GetWidth();
  swapChainDesc.BufferDesc.Height = WindowManager::GetHeight();
  swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  swapChainDesc.OutputWindow = WindowManager::GetHandle();
  swapChainDesc.SampleDesc.Count = 1;
  swapChainDesc.Windowed = TRUE;

  ComPtr<IDXGISwapChain> swapChain;
  if (FAILED(factory->CreateSwapChain(
    m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
    &swapChainDesc,
    &swapChain
    )))
  {
    WindowManager::Message("DX12 Initialization Error", "Failed to create the swap chain");
  }

  swapChain.As(&m_swapChain);

  m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

  // Create descriptor heaps.
  {
    // Describe and create a render target view (RTV) descriptor heap.
    D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
    rtvHeapDesc.NumDescriptors = FrameCount;
    rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
    rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
    m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap));

    m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  }

  // Create frame resources.
  {
    CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

    // Create a RTV for each frame.
    for (UINT n = 0; n < FrameCount; n++)
    {
      m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n]));
      m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
      rtvHandle.Offset(1, m_rtvDescriptorSize);
    }
  }

  m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));

  // Create the command list.
  if (FAILED(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&m_commandList))))
  {
    WindowManager::Message("DX12 Initialization Error", "Failed to create the command lsit");
  }

  // 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.
  if(FAILED(m_commandList->Close()))
  {
    WindowManager::Message("DX12 Initialization Error", "Failed to close the command lsit");
  }

  // Create synchronization objects.
  {
    if (FAILED(m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence))))
    {
      WindowManager::Message("DX12 Initialization Error", "Failed to create fence");
    }

    m_fenceValue = 1;

    // Create an event handle to use for frame synchronization.
    m_fenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
    if (m_fenceEvent == nullptr)
    {
      if (FAILED(HRESULT_FROM_WIN32(GetLastError())))
      {
        WindowManager::Message("DX12 Initialization Error", "GENERIC ERROR");
      }
    }
  }

  /*
  // Command list allocators can only be reset when the associated 
  // command lists have finished execution on the GPU; apps should use 
  // fences to determine GPU execution progress.
  (m_commandAllocator->Reset());

  // However, when ExecuteCommandList() is called on a particular command 
  // list, that command list can then be reset at any time and must be before 
  // re-recording.
  (m_commandList->Reset(m_commandAllocator.Get(), m_pipelineState.Get()));

  // Indicate that the back buffer will be used as a render target.
  m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

  CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);

  // Record commands.
  const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
  m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);

  // Indicate that the back buffer will now be used to present.
  m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));

  (m_commandList->Close());*/
}
// Load the rendering pipeline dependencies.
void D3D1211on12::LoadPipeline()
{
	UINT d3d11DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
	D2D1_FACTORY_OPTIONS d2dFactoryOptions = {};
#if defined(_DEBUG)
	// Enable the D2D debug layer.
	d2dFactoryOptions.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;

	// Enable the D3D11 debug layer.
	d3d11DeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;

	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_d3d12Device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_d3d12Device)
			));
	}

#if defined(_DEBUG)
	// Filter a debug error coming from the 11on12 layer.
	ComPtr<ID3D12InfoQueue> infoQueue;
	if (SUCCEEDED(m_d3d12Device->QueryInterface(IID_PPV_ARGS(&infoQueue))))
	{
		// Suppress whole categories of messages.
		//D3D12_MESSAGE_CATEGORY categories[] = {};

		// Suppress messages based on their severity level.
		D3D12_MESSAGE_SEVERITY severities[] =
		{
			D3D12_MESSAGE_SEVERITY_INFO,
		};

		// Suppress individual messages by their ID.
		D3D12_MESSAGE_ID denyIds[] =
		{
			// This occurs when there are uninitialized descriptors in a descriptor table, even when a
			// shader does not access the missing descriptors.
			D3D12_MESSAGE_ID_INVALID_DESCRIPTOR_HANDLE,
		};

		D3D12_INFO_QUEUE_FILTER filter = {};
		//filter.DenyList.NumCategories = _countof(categories);
		//filter.DenyList.pCategoryList = categories;
		filter.DenyList.NumSeverities = _countof(severities);
		filter.DenyList.pSeverityList = severities;
		filter.DenyList.NumIDs = _countof(denyIds);
		filter.DenyList.pIDList = denyIds;

		ThrowIfFailed(infoQueue->PushStorageFilter(&filter));
	}
#endif

	// 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;

	ThrowIfFailed(m_d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
	NAME_D3D12_OBJECT(m_commandQueue);

	// Describe the swap chain.
	DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.Width = m_width;
	swapChainDesc.Height = m_height;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.SampleDesc.Count = 1;

	ComPtr<IDXGISwapChain1> swapChain;
	ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
		&swapChainDesc,
		nullptr,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));
	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create an 11 device wrapped around the 12 device and share
	// 12's command queue.
	ComPtr<ID3D11Device> d3d11Device;
	ThrowIfFailed(D3D11On12CreateDevice(
		m_d3d12Device.Get(),
		d3d11DeviceFlags,
		nullptr,
		0,
		reinterpret_cast<IUnknown**>(m_commandQueue.GetAddressOf()),
		1,
		0,
		&d3d11Device,
		&m_d3d11DeviceContext,
		nullptr
		));

	// Query the 11On12 device from the 11 device.
	ThrowIfFailed(d3d11Device.As(&m_d3d11On12Device));

	// Create D2D/DWrite components.
	{
		D2D1_DEVICE_CONTEXT_OPTIONS deviceOptions = D2D1_DEVICE_CONTEXT_OPTIONS_NONE;
		ThrowIfFailed(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory3), &d2dFactoryOptions, &m_d2dFactory));
		ComPtr<IDXGIDevice> dxgiDevice;
		ThrowIfFailed(m_d3d11On12Device.As(&dxgiDevice));
		ThrowIfFailed(m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice));
		ThrowIfFailed(m_d2dDevice->CreateDeviceContext(deviceOptions, &m_d2dDeviceContext));
		ThrowIfFailed(DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &m_dWriteFactory));
	}

	// Query the desktop's dpi settings, which will be used to create
	// D2D's render targets.
	float dpiX;
	float dpiY;
	m_d2dFactory->GetDesktopDpi(&dpiX, &dpiY);
	D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1(
		D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
		D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
		dpiX,
		dpiY
		);

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_d3d12Device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		m_rtvDescriptorSize = m_d3d12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	}

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV, D2D render target, and a command allocator for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_d3d12Device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);

			NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);

			// Create a wrapped 11On12 resource of this back buffer. Since we are 
			// rendering all D3D12 content first and then all D2D content, we specify 
			// the In resource state as RENDER_TARGET - because D3D12 will have last 
			// used it in this state - and the Out resource state as PRESENT. When 
			// ReleaseWrappedResources() is called on the 11On12 device, the resource 
			// will be transitioned to the PRESENT state.
			D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET };
			ThrowIfFailed(m_d3d11On12Device->CreateWrappedResource(
				m_renderTargets[n].Get(),
				&d3d11Flags,
				D3D12_RESOURCE_STATE_RENDER_TARGET,
				D3D12_RESOURCE_STATE_PRESENT,
				IID_PPV_ARGS(&m_wrappedBackBuffers[n])
				));

			// Create a render target for D2D to draw directly to this back buffer.
			ComPtr<IDXGISurface> surface;
			ThrowIfFailed(m_wrappedBackBuffers[n].As(&surface));
			ThrowIfFailed(m_d2dDeviceContext->CreateBitmapFromDxgiSurface(
				surface.Get(),
				&bitmapProperties,
				&m_d2dRenderTargets[n]
				));

			rtvHandle.Offset(1, m_rtvDescriptorSize);

			ThrowIfFailed(m_d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
		}
	}
}
// Load the rendering pipeline dependencies.
void D3D12nBodyGravity::LoadPipeline()
{
#ifdef _DEBUG
	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}
	else
	{
		ThrowIfFailed(D3D12CreateDevice(
			nullptr,
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}

	// 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;

	ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));

	// Describe and create the swap chain.
	DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.BufferDesc.Width = m_width;
	swapChainDesc.BufferDesc.Height = m_height;
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	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;
	swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;

	ComPtr<IDXGISwapChain> swapChain;
	ThrowIfFailed(factory->CreateSwapChain(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		&swapChainDesc,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));

	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	m_swapChainEvent = m_swapChain->GetFrameLatencyWaitableObject();

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		// Describe and create a shader resource view (SRV) and unordered
		// access view (UAV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC srvUavHeapDesc = {};
		srvUavHeapDesc.NumDescriptors = DescriptorCount;
		srvUavHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
		srvUavHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&srvUavHeapDesc, IID_PPV_ARGS(&m_srvUavHeap)));

		m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
		m_srvUavDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	}

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV and a command allocator for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
			rtvHandle.Offset(1, m_rtvDescriptorSize);

			ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
		}
	}
}
// Load the rendering pipeline dependencies.
void D3D12HelloTexture::LoadPipeline()
{
    UINT dxgiFactoryFlags = 0;

#if defined(_DEBUG)
    // Enable the debug layer (requires the Graphics Tools "optional feature").
    // NOTE: Enabling the debug layer after device creation will invalidate the active device.
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        {
            debugController->EnableDebugLayer();

            // Enable additional debug layers.
            dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
        }
    }
#endif

    ComPtr<IDXGIFactory4> factory;
    ThrowIfFailed(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));

    if (m_useWarpDevice)
    {
        ComPtr<IDXGIAdapter> warpAdapter;
        ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

        ThrowIfFailed(D3D12CreateDevice(
            warpAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_device)
            ));
    }
    else
    {
        ComPtr<IDXGIAdapter1> hardwareAdapter;
        GetHardwareAdapter(factory.Get(), &hardwareAdapter);

        ThrowIfFailed(D3D12CreateDevice(
            hardwareAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_device)
            ));
    }

    // 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;

    ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));

    // Describe and create the swap chain.
    DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
    swapChainDesc.BufferCount = FrameCount;
    swapChainDesc.Width = m_width;
    swapChainDesc.Height = m_height;
    swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.SampleDesc.Count = 1;

    ComPtr<IDXGISwapChain1> swapChain;
    ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
        m_commandQueue.Get(),        // Swap chain needs the queue so that it can force a flush on it.
        reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
        &swapChainDesc,
        nullptr,
        &swapChain
        ));

    ThrowIfFailed(swapChain.As(&m_swapChain));
    m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

    // Create descriptor heaps.
    {
        // Describe and create a render target view (RTV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = FrameCount;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

        // Describe and create a shader resource view (SRV) heap for the texture.
        D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
        srvHeapDesc.NumDescriptors = 1;
        srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
        srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&m_srvHeap)));

        m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
    }

    // Create frame resources.
    {
        CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

        // Create a RTV for each frame.
        for (UINT n = 0; n < FrameCount; n++)
        {
            ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
            m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
            rtvHandle.Offset(1, m_rtvDescriptorSize);
        }
    }

    ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)));
}
Example #10
0
void D3D12Render::init_d3d()
{
#if defined(DEBUG) || defined(_DEBUG) 
	// Enable the D3D12 debug layer.
{
	ComPtr<ID3D12Debug> debugController;
	ThrowIfFailed(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)));
	debugController->EnableDebugLayer();
}
#endif

	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&m_pFactory)));

	// Try to create hardware device.
	HRESULT hardwareResult = D3D12CreateDevice(
		nullptr,             // default adapter
		D3D_FEATURE_LEVEL_11_0,
		IID_PPV_ARGS(&m_pD3D12Device));

	// Fallback to WARP device.
	if(FAILED(hardwareResult)) 
	{
		ComPtr<IDXGIAdapter> pWarpAdapter;
		ThrowIfFailed(m_pFactory->EnumWarpAdapter(IID_PPV_ARGS(&pWarpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			pWarpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_pD3D12Device)));
	}

	ThrowIfFailed(m_pD3D12Device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_pFence)));

	m_RtvDescriptorSize       = m_pD3D12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	m_DsvDescriptorSize       = m_pD3D12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
	m_CbvSrvUavDescriptorSize = m_pD3D12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);

    // Check 4X MSAA quality support for our back buffer format.
    // All Direct3D 11 capable devices support 4X MSAA for all render 
    // target formats, so we only need to check quality support.

	D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msQualityLevels;
	msQualityLevels.Format           = m_BackBufferFormat;
	msQualityLevels.SampleCount      = 4;
	msQualityLevels.Flags            = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
	msQualityLevels.NumQualityLevels = 0;
	ThrowIfFailed(m_pD3D12Device->CheckFeatureSupport(
		D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
		&msQualityLevels,
		sizeof(msQualityLevels)));

    m_4xMsaaQuality = msQualityLevels.NumQualityLevels;
	assert(m_4xMsaaQuality > 0 && "Unexpected MSAA quality level.");
	
#ifdef _DEBUG
    LogAdapters();
#endif

	init_cmd();
	init_swapchain();
	init_descHeaps();

}
void QD3D12WindowPrivate::initialize()
{
    Q_Q(QD3D12Window);

    if (initialized)
        return;

    swapChainBufferCount = 2;

    HWND hwnd = reinterpret_cast<HWND>(q->winId());

    ComPtr<ID3D12Debug> debugController;
    if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        debugController->EnableDebugLayer();

    ComPtr<IDXGIFactory4> factory;
    if (FAILED(CreateDXGIFactory2(0, IID_PPV_ARGS(&factory)))) {
        qWarning("Failed to create DXGI");
        return;
    }

    ComPtr<IDXGIAdapter1> adapter;
    getHardwareAdapter(factory.Get(), &adapter);

    bool warp = true;
    if (adapter) {
        HRESULT hr = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device));
        if (SUCCEEDED(hr))
            warp = false;
        else
            qWarning("Failed to create device: 0x%x", hr);
    } else {
        qWarning("No usable hardware adapters found");
    }

    if (warp) {
        qDebug("Using WARP");
        ComPtr<IDXGIAdapter> warpAdapter;
        factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter));
        HRESULT hr = D3D12CreateDevice(warpAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device));
        if (FAILED(hr)) {
            qWarning("Failed to create WARP device: 0x%x", hr);
            return;
        }
    }

    D3D12_COMMAND_QUEUE_DESC queueDesc = {};
    queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;

    if (FAILED(device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)))) {
        qWarning("Failed to create command queue");
        return;
    }

    DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
    swapChainDesc.BufferCount = swapChainBufferCount;
    swapChainDesc.BufferDesc.Width = q->width() * q->devicePixelRatio();
    swapChainDesc.BufferDesc.Height = q->height() * q->devicePixelRatio();
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; // D3D12 requires the flip model
    swapChainDesc.OutputWindow = hwnd;
    swapChainDesc.SampleDesc.Count = 1; // Flip does not support MSAA so no choice here
    swapChainDesc.Windowed = TRUE;

    ComPtr<IDXGISwapChain> baseSwapChain;
    HRESULT hr = factory->CreateSwapChain(commandQueue.Get(), &swapChainDesc, &baseSwapChain);
    if (FAILED(hr)) {
        qWarning("Failed to create swap chain: 0x%x", hr);
        return;
    }
    if (FAILED(baseSwapChain.As(&swapChain))) {
        qWarning("Failed to cast swap chain");
        return;
    }

    factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);

    if (FAILED(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator)))) {
        qWarning("Failed to create command allocator");
        return;
    }

    if (FAILED(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_BUNDLE, IID_PPV_ARGS(&bundleAllocator)))) {
        qWarning("Failed to create command bundle allocator");
        return;
    }

    D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
    rtvHeapDesc.NumDescriptors = swapChainBufferCount + extraRenderTargetCount;
    rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
    if (FAILED(device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&rtvHeap)))) {
        qWarning("Failed to create render target view descriptor heap");
        return;
    }
    rtvStride = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);

    D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
    dsvHeapDesc.NumDescriptors = 1 + extraRenderTargetCount;
    dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
    if (FAILED(device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&dsvHeap)))) {
        qWarning("Failed to create depth stencil heap");
        return;
    }
    dsvStride = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);

    setupRenderTargets();

    initialized = true;

    q->initializeD3D();
}
// Load the rendering pipeline dependencies.
void D3D12Bundles::LoadPipeline()
{
    UINT dxgiFactoryFlags = 0;

#if defined(_DEBUG)
    // Enable the debug layer (requires the Graphics Tools "optional feature").
    // NOTE: Enabling the debug layer after device creation will invalidate the active device.
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        {
            debugController->EnableDebugLayer();

            // Enable additional debug layers.
            dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
        }
    }
#endif

    ComPtr<IDXGIFactory4> factory;
    ThrowIfFailed(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));

    if (m_useWarpDevice)
    {
        ComPtr<IDXGIAdapter> warpAdapter;
        ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

        ThrowIfFailed(D3D12CreateDevice(
            warpAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_device)
            ));
    }
    else
    {
        ComPtr<IDXGIAdapter1> hardwareAdapter;
        GetHardwareAdapter(factory.Get(), &hardwareAdapter);

        ThrowIfFailed(D3D12CreateDevice(
            hardwareAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_device)
            ));
    }

    // 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;

    ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
    NAME_D3D12_OBJECT(m_commandQueue);

    // Describe and create the swap chain.
    DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
    swapChainDesc.BufferCount = FrameCount;
    swapChainDesc.Width = m_width;
    swapChainDesc.Height = m_height;
    swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.SampleDesc.Count = 1;

    ComPtr<IDXGISwapChain1> swapChain;
    ThrowIfFailed(factory->CreateSwapChainForHwnd(
        m_commandQueue.Get(),        // Swap chain needs the queue so that it can force a flush on it.
        Win32Application::GetHwnd(),
        &swapChainDesc,
        nullptr,
        nullptr,
        &swapChain
        ));

    // This sample does not support fullscreen transitions.
    ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(), DXGI_MWA_NO_ALT_ENTER));

    ThrowIfFailed(swapChain.As(&m_swapChain));
    m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

    // Create descriptor heaps.
    {
        // Describe and create a render target view (RTV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = FrameCount;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

        // 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;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));

        // Describe and create a shader resource view (SRV) and constant 
        // buffer view (CBV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC cbvSrvHeapDesc = {};
        cbvSrvHeapDesc.NumDescriptors =
            FrameCount * CityRowCount * CityColumnCount        // FrameCount frames * CityRowCount * CityColumnCount.
            + 1;                                            // + 1 for the SRV.
        cbvSrvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
        cbvSrvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvSrvHeapDesc, IID_PPV_ARGS(&m_cbvSrvHeap)));
        NAME_D3D12_OBJECT(m_cbvSrvHeap);

        // Describe and create a sampler descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = {};
        samplerHeapDesc.NumDescriptors = 1;
        samplerHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
        samplerHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerHeap)));

        m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
        m_cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
    }

    ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)));
}
Example #13
0
void XApp::init()
{
    //// Basic initialization
    if (initialized) return;
    initialized = true;

    if (!ovrRendering) ovrMirror = false;
    if (ovrRendering) vr.init();

    if (appName.length() == 0) {
        // no app name specified - just use first one from iterator
        auto it = appMap.begin();
        XAppBase *a = it->second;
        if (a != nullptr) {
            appName = it->first;
            Log("WARNING: xapp not specified, using this app: " << appName.c_str() << endl);
        }
    }
    //assert(appName.length() > 0);
    app = getApp(appName);
    if (app != nullptr) {
        //Log("initializing " << appName.c_str() << "\n");
        SetWindowText(getHWND(), string2wstring(app->getWindowTitle()));
    }
    else {
        Log("ERROR: xapp not available " << appName.c_str() << endl);
        // throw assertion error in debug mode
        assert(app != nullptr);
    }
#ifdef _DEBUG
    // Enable the D3D12 debug layer.
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        {
            debugController->EnableDebugLayer();
        }
        HRESULT getAnalysis = DXGIGetDebugInterface1(0, __uuidof(pGraphicsAnalysis), reinterpret_cast<void**>(&pGraphicsAnalysis));
    }
#endif

    //// Viewport and Scissor
    /*	D3D12_RECT rect;
    	if (GetWindowRect(getHWND(), &rect))
    	{
    		int width = rect.right - rect.left;
    		int height = rect.bottom - rect.top;
    		viewport.MinDepth = 0.0f;
    		viewport.TopLeftX = 0.0f;
    		viewport.TopLeftY = 0.0f;
    		viewport.Width = static_cast<float>(width);
    		viewport.Height = static_cast<float>(height);
    		viewport.MaxDepth = 1.0f;

    		scissorRect.left = 0;
    		scissorRect.top = 0;
    		scissorRect.right = static_cast<LONG>(width);
    		scissorRect.bottom = static_cast<LONG>(height);
    		vr.adaptViews(viewport, scissorRect);
    	}
    */
    //// Pipeline

    ComPtr<IDXGIFactory4> factory;
    ThrowIfFailed(CreateDXGIFactory2(0
#ifdef _DEBUG
                                     | DXGI_CREATE_FACTORY_DEBUG
#endif
                                     , IID_PPV_ARGS(&factory)));

    if (warp)
    {
        ComPtr<IDXGIAdapter> warpAdapter;
        ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

        ThrowIfFailed(D3D12CreateDevice(
                          warpAdapter.Get(),
                          D3D_FEATURE_LEVEL_11_0,
                          IID_PPV_ARGS(&device)
                      ));
    }
    else {
        ThrowIfFailed(D3D12CreateDevice(
                          nullptr,
                          D3D_FEATURE_LEVEL_11_0,
                          IID_PPV_ARGS(&device)
                      ));
    }

    // disable auto alt-enter fullscreen switch (does leave an unresponsive window during debug sessions)
    ThrowIfFailed(factory->MakeWindowAssociation(getHWND(), DXGI_MWA_NO_ALT_ENTER));
    //IDXGIFactory4 *parentFactoryPtr = nullptr;
    //if (SUCCEEDED(swapChain->GetParent(__uuidof(IDXGIFactory4), (void **)&parentFactoryPtr))) {
    //	parentFactoryPtr->MakeWindowAssociation(getHWND(), DXGI_MWA_NO_ALT_ENTER);
    //	parentFactoryPtr->Release();
    //}

    // 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;

    ThrowIfFailed(device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)));
    commandQueue->SetName(L"commandQueue_xapp");

    calcBackbufferSizeAndAspectRatio();
    camera.aspectRatio = aspectRatio;
    if (ovrRendering) {
        camera.aspectRatio /= 2.0f;
    }
    camera.projectionTransform();
    // Describe the swap chain.
    DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
    swapChainDesc.BufferCount = FrameCount;
    swapChainDesc.BufferDesc.Width = backbufferWidth;
    swapChainDesc.BufferDesc.Height = backbufferHeight;
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.OutputWindow = getHWND();
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.Windowed = TRUE;

    ComPtr<IDXGISwapChain> swapChain0; // we cannot use create IDXGISwapChain3 directly - create IDXGISwapChain, then call As() to map to IDXGISwapChain3
    ThrowIfFailed(factory->CreateSwapChain(
                      commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
                      &swapChainDesc,
                      &swapChain0
                  ));

    ThrowIfFailed(swapChain0.As(&swapChain));
    //swapChain = nullptr;
    frameIndex = xapp().swapChain->GetCurrentBackBufferIndex();

    if (ovrRendering) {
        vr.initD3D();
    }

    // Create descriptor heaps.
    {
        // Describe and create a render target view (RTV) descriptor heap.

        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = FrameCount;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&rtvHeap)));
        rtvHeap->SetName(L"rtvHeap_xapp");

        rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
    }

    // Create frame resources.
    {
        CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvHeap->GetCPUDescriptorHandleForHeapStart());

        // Create a RTV for each frame.
        for (UINT n = 0; n < FrameCount; n++)
        {
            ThrowIfFailed(swapChain->GetBuffer(n, IID_PPV_ARGS(&renderTargets[n])));
            device->CreateRenderTargetView(renderTargets[n].Get(), nullptr, rtvHandle);
            wstringstream s;
            s << L"renderTarget_xapp[" << n << "]";
            renderTargets[n]->SetName(s.str().c_str());
            rtvHandle.Offset(1, rtvDescriptorSize);
            //ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocators[n])));

            // 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;
            ThrowIfFailed(device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&dsvHeaps[n])));
        }
        // Create the depth stencil view for each frame
        for (UINT n = 0; n < FrameCount; n++)
        {
            D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {};
            depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT;
            depthStencilDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
            depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE;

            D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
            depthOptimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
            depthOptimizedClearValue.DepthStencil.Depth = 1.0f;
            depthOptimizedClearValue.DepthStencil.Stencil = 0;

            ThrowIfFailed(device->CreateCommittedResource(
                              &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
                              D3D12_HEAP_FLAG_NONE,
                              &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, backbufferWidth, backbufferHeight, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL),
                              D3D12_RESOURCE_STATE_DEPTH_WRITE,
                              &depthOptimizedClearValue,
                              IID_PPV_ARGS(&depthStencils[n])
                          ));

            //NAME_D3D12_OBJECT(m_depthStencil);

            device->CreateDepthStencilView(depthStencils[n].Get(), &depthStencilDesc, dsvHeaps[n]->GetCPUDescriptorHandleForHeapStart());
            wstringstream s;
            s << L"depthStencil_xapp[" << n << "]";
            depthStencils[n]->SetName(s.str().c_str());
        }
    }

    //// Assets

    // Create an empty root signature.
    {
        CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
        rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

        ComPtr<ID3DBlob> signature;
        ComPtr<ID3DBlob> error;
        ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
        ThrowIfFailed(device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)));
    }
    // 11 on 12 device support
    UINT d3d11DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
    if (disableDX11Debug == false) {
        d3d11DeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    }
#endif
    ThrowIfFailed(D3D11On12CreateDevice(
                      device.Get(),
                      d3d11DeviceFlags,
                      nullptr,
                      0,
                      reinterpret_cast<IUnknown**>(commandQueue.GetAddressOf()),
                      1,
                      0,
                      &d3d11Device,
                      &d3d11DeviceContext,
                      nullptr
                  ));

    // Query the 11On12 device from the 11 device.
    ThrowIfFailed(d3d11Device.As(&d3d11On12Device));
    // feature levels: we need DX 10.1 as minimum
    D3D_FEATURE_LEVEL out_level;
    array<D3D_FEATURE_LEVEL, 3> levels{ {
            D3D_FEATURE_LEVEL_11_1,
            D3D_FEATURE_LEVEL_11_0,
            D3D_FEATURE_LEVEL_10_1
        } };
    //ID3D11DeviceContext* context = nullptr;
    UINT flags = disableDX11Debug ? 0 : D3D11_CREATE_DEVICE_DEBUG;
    ThrowIfFailed(D3D11CreateDevice(nullptr,
                                    D3D_DRIVER_TYPE_HARDWARE,
                                    nullptr,
                                    flags,
                                    &levels[0],
                                    (UINT)levels.size(),
                                    D3D11_SDK_VERSION,
                                    &reald3d11Device,
                                    &out_level,
                                    &reald3d11DeviceContext));

    // 11 on 12 end

    camera.ovrCamera = true;
    if (!ovrRendering) camera.ovrCamera = false;

    gametime.init(1); // init to real time
    camera.setSpeed(1.0f);

    initPakFiles();

    app->init();
    app->update();
}
// Load the rendering pipeline dependencies.
void D3D12PredicationQueries::LoadPipeline()
{
#if defined(_DEBUG)
	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}

	// 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;

	ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
	NAME_D3D12_OBJECT(m_commandQueue);

	// Describe and create the swap chain.
	DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.Width = m_width;
	swapChainDesc.Height = m_height;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.SampleDesc.Count = 1;

	ComPtr<IDXGISwapChain1> swapChain;
	ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
		&swapChainDesc,
		nullptr,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));
	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		// 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;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));

		// Describe and create a constant buffer view (CBV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
		cbvHeapDesc.NumDescriptors = CbvCountPerFrame * FrameCount;
		cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
		cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&m_cbvHeap)));
		NAME_D3D12_OBJECT(m_cbvHeap);

		// Describe and create a heap for occlusion queries.
		D3D12_QUERY_HEAP_DESC queryHeapDesc = {};
		queryHeapDesc.Count = 1;
		queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
		ThrowIfFailed(m_device->CreateQueryHeap(&queryHeapDesc, IID_PPV_ARGS(&m_queryHeap)));

		m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
		m_cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	}

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV and a command allocator for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
			rtvHandle.Offset(1, m_rtvDescriptorSize);

			NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);

			ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
		}
	}
}
Example #15
0
//-------------------------------------------------------------------------------------------------
//      D3D12の初期化処理です.
//-------------------------------------------------------------------------------------------------
bool App::InitD3D()
{
    HRESULT hr = S_OK;

    // ウィンドウ幅を取得.
    RECT rc;
    GetClientRect( m_hWnd, &rc );
    u32 w = rc.right - rc.left;
    u32 h = rc.bottom - rc.top;

    UINT flags = 0;

#if defined(DEBUG) || defined(_DEBUG)
    ID3D12Debug* pDebug;
    D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&pDebug);
    if (pDebug)
    {
        pDebug->EnableDebugLayer();
        pDebug->Release();
    }
    flags |= DXGI_CREATE_FACTORY_DEBUG;
#endif

    hr = CreateDXGIFactory2(flags, IID_IDXGIFactory4, (void**)m_Factory.GetAddress());
    if (FAILED(hr))
    {
        ELOG("Error : CreateDXGIFactory() Failed.");
        return false;
    }

    hr = m_Factory->EnumAdapters(0, m_Adapter.GetAddress());
    if (FAILED(hr))
    {
        ELOG("Error : IDXGIFactory::EnumAdapters() Failed.");
        return false;
    }

    // デバイス生成.
    hr = D3D12CreateDevice(
        m_Adapter.GetPtr(),
        D3D_FEATURE_LEVEL_11_0,
        IID_ID3D12Device,
        (void**)m_Device.GetAddress() );

    // 生成チェック.
    if ( FAILED( hr ) )
    {
        // Warpアダプターで再トライ.
        m_Adapter.Reset();
        m_Device.Reset();

        hr = m_Factory->EnumWarpAdapter(IID_PPV_ARGS(m_Adapter.GetAddress()));
        if (FAILED(hr))
        {
            ELOG("Error : IDXGIFactory::EnumWarpAdapter() Failed.");
            return false;
        }

        // デバイス生成.
        hr = D3D12CreateDevice(
            m_Adapter.GetPtr(),
            D3D_FEATURE_LEVEL_11_0,
            IID_ID3D12Device,
            (void**)m_Device.GetAddress());
        if (FAILED(hr))
        {
            ELOG("Error: D3D12CreateDevice() Failed.");
            return false;
        }
    }

    // コマンドアロケータを生成.
    hr = m_Device->CreateCommandAllocator(
        D3D12_COMMAND_LIST_TYPE_DIRECT, 
        IID_ID3D12CommandAllocator,
        (void**)m_CmdAllocator.GetAddress() );
    if ( FAILED( hr ) )
    {
        ELOG( "Error : ID3D12Device::CreateCommandAllocator() Failed." );
        return false;
    }

    // コマンドキューを生成.
    {
       D3D12_COMMAND_QUEUE_DESC desc;
       ZeroMemory( &desc, sizeof(desc) );
       desc.Type        = D3D12_COMMAND_LIST_TYPE_DIRECT;
       desc.Priority    = 0;
       desc.Flags       = D3D12_COMMAND_QUEUE_FLAG_NONE;

       hr = m_Device->CreateCommandQueue( &desc, IID_ID3D12CommandQueue, (void**)m_CmdQueue.GetAddress() );
       if ( FAILED( hr ) )
       {
           ELOG( "Error : ID3D12Device::CreateCommandQueue() Failed." );
           return false;
       }
    }

    // スワップチェインを生成.
    {
        DXGI_SWAP_CHAIN_DESC desc;
        ZeroMemory( &desc, sizeof(desc) );
        desc.BufferCount                        = m_BufferCount;
        desc.BufferDesc.Format                  = m_SwapChainFormat;
        desc.BufferDesc.Width                   = w;
        desc.BufferDesc.Height                  = h;
        desc.BufferDesc.RefreshRate.Numerator   = 60;
        desc.BufferDesc.RefreshRate.Denominator = 1;
        desc.BufferUsage                        = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
        desc.OutputWindow                       = m_hWnd;
        desc.SampleDesc.Count                   = 1;
        desc.SampleDesc.Quality                 = 0;
        desc.Windowed                           = TRUE;
        desc.SwapEffect                         = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
        desc.Flags                              = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

        // アダプター単位の処理にマッチするのは m_Device ではなく m_CmdQueue なので,m_CmdQueue を第一引数として渡す.
        hr = m_Factory->CreateSwapChain( m_CmdQueue.GetPtr(), &desc, m_SwapChain.GetAddress() );
        if ( FAILED( hr ) )
        {
            ELOG( "Error : IDXGIFactory::CreateSwapChain() Failed." );
            return false;
        }
    }

    // デスクリプタヒープの生成.
    {
        D3D12_DESCRIPTOR_HEAP_DESC desc;
        ZeroMemory( &desc, sizeof(desc) );

        desc.NumDescriptors = 1;
        desc.Type           = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        desc.Flags          = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;

        hr = m_Device->CreateDescriptorHeap( &desc, IID_ID3D12DescriptorHeap, (void**)m_DescriptorHeap.GetAddress() );
        if ( FAILED( hr ) )
        {
            ELOG( "Error : ID3D12Device::CreateDescriptorHeap() Failed." );
            return false;
        }
    }

    // コマンドリストの生成.
    {
        hr = m_Device->CreateCommandList(
            1,
            D3D12_COMMAND_LIST_TYPE_DIRECT,
            m_CmdAllocator.GetPtr(),
            nullptr,
            IID_ID3D12GraphicsCommandList,
            (void**)m_CmdList.GetAddress() );
        if ( FAILED( hr ) )
        {
            ELOG( "Error : ID3D12Device::CreateCommandList() Failed." );
            return false;
        }
    }

    // バックバッファからレンダーターゲットを生成.
    {
        hr = m_SwapChain->GetBuffer( 0, IID_ID3D12Resource, (void**)m_ColorTarget.GetAddress() );
        if ( FAILED( hr ) )
        {
            ELOG( "Error : IDXGISwapChain::GetBuffer() Failed." );
            return false;
        }

        m_ColorTargetHandle = m_DescriptorHeap->GetCPUDescriptorHandleForHeapStart();
        m_Device->CreateRenderTargetView( m_ColorTarget.GetPtr(), nullptr, m_ColorTargetHandle );
    }

    // フェンスの生成.
    {
        m_EventHandle = CreateEvent( 0, FALSE, FALSE, 0 );

        hr = m_Device->CreateFence( 0, D3D12_FENCE_FLAG_NONE, IID_ID3D12Fence, (void**)m_Fence.GetAddress() );
        if ( FAILED( hr ) )
        {
            ELOG( "Error : ID3D12Device::CreateFence() Failed." );
            return false;
        }
    }

    // ビューポートの設定.
    {
        m_Viewport.TopLeftX = 0;
        m_Viewport.TopLeftY = 0;
        m_Viewport.Width    = FLOAT(w);
        m_Viewport.Height   = FLOAT(h);
        m_Viewport.MinDepth = 0.0f;
        m_Viewport.MaxDepth = 1.0f;
    }

    // 正常終了.
    return true;
}
// Load the rendering pipeline dependencies.
void D3D12Fullscreen::LoadPipeline()
{
#if defined(_DEBUG)
	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}

	// 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;

	ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
	NAME_D3D12_OBJECT(m_commandQueue);

	// Describe and create the swap chain.
	// The resolution of the swap chain buffers will match the resolution of the window, enabling the
	// app to enter iFlip when in fullscreen mode. We will also keep a separate buffer that is not part
	// of the swap chain as an intermediate render target, whose resolution will control the rendering
	// resolution of the scene.
	DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.Width = m_width;
	swapChainDesc.Height = m_height;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.SampleDesc.Count = 1;

	// It is recommended to always use the tearing flag when it is available.
	swapChainDesc.Flags = m_tearingSupport ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;

	ComPtr<IDXGISwapChain1> swapChain;
	ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
		&swapChainDesc,
		nullptr,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));
	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount + 1; // + 1 for the intermediate render target.
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));


		// Describe and create a constant buffer view (CBV) and shader resource view (SRV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC cbvSrvHeapDesc = {};
		cbvSrvHeapDesc.NumDescriptors = FrameCount + 1; // One CBV per frame and one SRV for the intermediate render target.
		cbvSrvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
		cbvSrvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvSrvHeapDesc, IID_PPV_ARGS(&m_cbvSrvHeap)));

		m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
		m_cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	}

	// Create command allocators for each frame.
	for (UINT n = 0; n < FrameCount; n++)
	{
		ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_sceneCommandAllocators[n])));
		ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_postCommandAllocators[n])));
	}
}
// Load the rendering pipeline dependencies.
void D3D12Multithreading::LoadPipeline()
{
#if defined(_DEBUG)
	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}

	// 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;

	ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
	NAME_D3D12_OBJECT(m_commandQueue);

	// Describe and create the swap chain.
	DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.Width = m_width;
	swapChainDesc.Height = m_height;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.SampleDesc.Count = 1;

	ComPtr<IDXGISwapChain1> swapChain;
	ThrowIfFailed(factory->CreateSwapChainForHwnd(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		Win32Application::GetHwnd(),
		&swapChainDesc,
		nullptr,
		nullptr,
		&swapChain
		));

	// This sample does not support fullscreen transitions.
	ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(), DXGI_MWA_NO_ALT_ENTER));

	ThrowIfFailed(swapChain.As(&m_swapChain));
	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		// Describe and create a depth stencil view (DSV) descriptor heap.
		// Each frame has its own depth stencils (to write shadows onto) 
		// and then there is one for the scene itself.
		D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
		dsvHeapDesc.NumDescriptors = 1 + FrameCount * 1;
		dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
		dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));

		// Describe and create a shader resource view (SRV) and constant 
		// buffer view (CBV) descriptor heap.  Heap layout: null views, 
		// object diffuse + normal textures views, frame 1's shadow buffer, 
		// frame 1's 2x constant buffer, frame 2's shadow buffer, frame 2's 
		// 2x constant buffers, etc...
		const UINT nullSrvCount = 2;		// Null descriptors are needed for out of bounds behavior reads.
		const UINT cbvCount = FrameCount * 2;
		const UINT srvCount = _countof(SampleAssets::Textures) + (FrameCount * 1);
		D3D12_DESCRIPTOR_HEAP_DESC cbvSrvHeapDesc = {};
		cbvSrvHeapDesc.NumDescriptors = nullSrvCount + cbvCount + srvCount;
		cbvSrvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
		cbvSrvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvSrvHeapDesc, IID_PPV_ARGS(&m_cbvSrvHeap)));
		NAME_D3D12_OBJECT(m_cbvSrvHeap);

		// Describe and create a sampler descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = {};
		samplerHeapDesc.NumDescriptors = 2;		// One clamp and one wrap sampler.
		samplerHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
		samplerHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerHeap)));
		NAME_D3D12_OBJECT(m_samplerHeap);

		m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	}

	ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)));
}
Example #18
0
void DirectX12Render::InitializeDX()
{
	//Initialize the debug layer of DX12
#ifdef _DEBUG
	ComPtr<ID3D12Debug> Debug;

	ThrowFail(D3D12GetDebugInterface(IID_PPV_ARGS(&Debug)), TEXT("Failed to get debug interface"));
	Debug->EnableDebugLayer();

#endif
	//Make a factory so we can get our device along with an adapter to store
	ComPtr<IDXGIFactory4> Factory;
	ThrowFail(CreateDXGIFactory1(IID_PPV_ARGS(&Factory)), TEXT("Failed to create factory"));

	ComPtr<IDXGIAdapter1> Adapter;
	ComPtr<IDXGIAdapter1> TempAdapter;
	//Get our device
	for (UINT i = 0; DXGI_ERROR_NOT_FOUND != Factory->EnumAdapters1(i, &TempAdapter); ++i)
	{
		DXGI_ADAPTER_DESC1 Desc;
		TempAdapter->GetDesc1(&Desc);

		if (Desc.Flags == DXGI_ERROR_NOT_FOUND)
			continue;
		//Fake Create it to make sure it will actually work
		if (S_OK == D3D12CreateDevice(TempAdapter.Get(), D3D_FEATURE_LEVEL_12_1, _uuidof(ID3D12Device), NULL))
			break;
	}
	Adapter = TempAdapter.Detach();
	//Create the device for reals
	ThrowFail(D3D12CreateDevice(Adapter.Get(), D3D_FEATURE_LEVEL_12_1, _uuidof(ID3D12Device), &Device), TEXT("Failed to create DirectX 12 Device"));

	//Create Command Queue
	D3D12_COMMAND_QUEUE_DESC QueueDesc = {};
	QueueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
	QueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;

	ThrowFail(Device->CreateCommandQueue(&QueueDesc, IID_PPV_ARGS(&CommandQueue)), TEXT("Failed to create Command Queue"));

	//Create the swap chain
	DXGI_SWAP_CHAIN_DESC SwapDesc = {};
	SwapDesc.BufferCount = FrameCount;
	SwapDesc.BufferDesc.Width = CWindow::GetWidth();
	SwapDesc.BufferDesc.Height = CWindow::GetHeight();
	SwapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	SwapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	SwapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	SwapDesc.OutputWindow = CWindow::GethWnd();
	SwapDesc.SampleDesc.Count = 1;
	SwapDesc.Windowed = true;

	//Create a temporary swap chain because CreateSwapChain doesnt support SwapChain3
	ComPtr<IDXGISwapChain> FakeSwap;
	ThrowFail(Factory->CreateSwapChain(
		CommandQueue.Get(),
		&SwapDesc,
		&FakeSwap), TEXT("Fake Swap Chain Failed to create"));
	//.As() makes its TARGET itself not the otherway around. Causes evil shit if you do it the other way
	ThrowFail(FakeSwap.As(&SwapChain), TEXT("Real Swap Chain failed to switch"));
	
	FenceIndex = SwapChain->GetCurrentBackBufferIndex();

	D3D12_DESCRIPTOR_HEAP_DESC RTVDesc = {};
	RTVDesc.NumDescriptors = FrameCount;
	RTVDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
	RTVDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
	ThrowFail(Device->CreateDescriptorHeap(&RTVDesc, IID_PPV_ARGS(&RTVHeap)), TEXT("Descriptor Heap failed to create"));

	HeapSize = Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);

	CD3DX12_CPU_DESCRIPTOR_HANDLE RTVHandle( RTVHeap->GetCPUDescriptorHandleForHeapStart());

	for (UINT i = 0; i < FrameCount; i++)
	{
		ThrowFail(SwapChain->GetBuffer(i, IID_PPV_ARGS(&RenderTargets[i])), TEXT("Failed to Get Buffer"));
		Device->CreateRenderTargetView(RenderTargets[i].Get(), nullptr, RTVHandle);
		RTVHandle.Offset(1, HeapSize);
	}

	ThrowFail(Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&CommandAllocator)), TEXT("Command Allocator Failed to Initialize"));
}
Example #19
0
void DeviceManDX12::Create(HWND hWnd)
{
	Destroy();
#ifndef NDEBUG
	ComPtr<ID3D12Debug> debug;
	if (S_OK == D3D12GetDebugInterface(IID_PPV_ARGS(&debug)))
	{
		debug->EnableDebugLayer();
	}
#endif
	ComPtr<IDXGIFactory4> factory;
	if (S_OK != CreateDXGIFactory1(IID_PPV_ARGS(&factory))) {
		Destroy();
		return;
	}
	ComPtr<IDXGIAdapter1> adapter;
	for (int i = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters1(i, &adapter); i++) {
		if (S_OK == D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device))) {
			break;
		}
	}
	if (!device) {
		Destroy();
		return;
	}

	D3D12_COMMAND_QUEUE_DESC queueDesc;
	queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
	queueDesc.Priority = 0;
	queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
	queueDesc.NodeMask = 0;
	if (S_OK != device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue))) {
		Destroy();
		return;
	}

	RECT rc;
	GetClientRect(hWnd, &rc);

	DXGI_SWAP_CHAIN_DESC sd = {};
	sd.BufferCount = numFrameBuffers;
	sd.BufferDesc.Width = rc.right - rc.left;
	sd.BufferDesc.Height = rc.bottom - rc.top;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	sd.OutputWindow = hWnd;
	sd.SampleDesc.Count = 1;
	sd.Windowed = TRUE;

	ComPtr<IDXGISwapChain> sc;
	if (S_OK != factory->CreateSwapChain(commandQueue.Get(), &sd, &sc)) {
		Destroy();
		return;
	}
	if (S_OK != sc.As(&swapChain)) {
		Destroy();
		return;
	}

	const D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1 };
	device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&rtvHeap));
	for (int i = 0; i < numFrameBuffers; i++) {
		FrameResources& res = frameResources[i];
		if (S_OK != swapChain->GetBuffer(i, IID_PPV_ARGS(&res.renderTarget))) {
			Destroy();
			return;
		}
		device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&res.commandAllocator));

		const D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, maxSrvs, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
		device->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&res.srvHeap));

		res.constantBuffer = afCreateUBO(maxConstantBufferBlocks * 0x100);
		D3D12_RANGE readRange = {};
		HRESULT hr = res.constantBuffer->Map(0, &readRange, (void**)&res.mappedConstantBuffer);
		assert(hr == S_OK);
		assert(res.mappedConstantBuffer);
	}

	IVec2 size = { (int)sd.BufferDesc.Width, (int)sd.BufferDesc.Height };
	depthStencil = afCreateTexture2D(AFDT_DEPTH_STENCIL, size, nullptr, true);

	const D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1 };
	device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&dsvHeap));
	D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap->GetCPUDescriptorHandleForHeapStart();
	device->CreateDepthStencilView(depthStencil.Get(), nullptr, dsvHandle);

	factory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
	device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, frameResources[0].commandAllocator.Get(), nullptr, IID_PPV_ARGS(&commandList));
	commandList->Close();

	if (S_OK != device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))) {
		Destroy();
		return;
	}
	BeginScene();
}