// Fill the command list with all the render commands and dependent state. void D3D12Fullscreen::PopulateCommandList() { // 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. ThrowIfFailed(m_commandAllocators[m_frameIndex]->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. ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get())); if (m_resizeResources) { // Reload resources that depend on the size of the swap chain. LoadSizeDependentResources(); } // Set necessary state. m_commandList->SetGraphicsRootSignature(m_rootSignature.Get()); ID3D12DescriptorHeap* ppHeaps[] = { m_cbvHeap.Get() }; m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps); CD3DX12_GPU_DESCRIPTOR_HANDLE cbvHandle(m_cbvHeap->GetGPUDescriptorHandleForHeapStart(), m_frameIndex, m_cbvDescriptorSize); m_commandList->SetGraphicsRootDescriptorTable(0, cbvHandle); m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_commandList->RSSetViewports(1, &m_viewport); m_commandList->RSSetScissorRects(1, &m_scissorRect); // 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); m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr); // Record commands. const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr); m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView); PIXBeginEvent(m_commandList.Get(), 0, L"Draw a thin rectangle"); m_commandList->DrawInstanced(4, 1, 0, 0); PIXEndEvent(m_commandList.Get()); // 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)); ThrowIfFailed(m_commandList->Close()); }
void VolumetricAnimation::PopulateComputeCommandList() { HRESULT hr; V( m_computeCmdAllocator->Reset() ); V( m_computeCmdList->Reset( m_computeCmdAllocator.Get(), m_computeState.Get() ) ); m_computeCmdList->SetPipelineState( m_computeState.Get() ); m_computeCmdList->SetComputeRootSignature( m_computeRootSignature.Get() ); ID3D12DescriptorHeap* ppHeaps[] = { m_cbvsrvuavHeap.Get() }; m_computeCmdList->SetDescriptorHeaps( _countof( ppHeaps ), ppHeaps ); CD3DX12_GPU_DESCRIPTOR_HANDLE cbvHandle( m_cbvsrvuavHeap->GetGPUDescriptorHandleForHeapStart(), RootParameterCBV, m_cbvsrvuavDescriptorSize ); CD3DX12_GPU_DESCRIPTOR_HANDLE uavHandle( m_cbvsrvuavHeap->GetGPUDescriptorHandleForHeapStart(), RootParameterUAV, m_cbvsrvuavDescriptorSize ); m_computeCmdList->SetComputeRootDescriptorTable( RootParameterCBV, cbvHandle ); m_computeCmdList->SetComputeRootDescriptorTable( RootParameterUAV, uavHandle ); m_computeCmdList->Dispatch( m_volumeWidth / 8, m_volumeHeight/ 8, m_volumeDepth/ 8); m_computeCmdList->Close(); }
// Fill the command list with all the render commands and dependent state. void D3D12Fullscreen::PopulateCommandLists() { // 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. ThrowIfFailed(m_sceneCommandAllocators[m_frameIndex]->Reset()); ThrowIfFailed(m_postCommandAllocators[m_frameIndex]->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. ThrowIfFailed(m_sceneCommandList->Reset(m_sceneCommandAllocators[m_frameIndex].Get(), m_scenePipelineState.Get())); ThrowIfFailed(m_postCommandList->Reset(m_postCommandAllocators[m_frameIndex].Get(), m_postPipelineState.Get())); // Populate m_sceneCommandList to render scene to intermediate render target. { // Set necessary state. m_sceneCommandList->SetGraphicsRootSignature(m_sceneRootSignature.Get()); ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvHeap.Get() }; m_sceneCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps); CD3DX12_GPU_DESCRIPTOR_HANDLE cbvHandle(m_cbvSrvHeap->GetGPUDescriptorHandleForHeapStart(), m_frameIndex + 1, m_cbvSrvDescriptorSize); m_sceneCommandList->SetGraphicsRootDescriptorTable(0, cbvHandle); m_sceneCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_sceneCommandList->RSSetViewports(1, &m_sceneViewport); m_sceneCommandList->RSSetScissorRects(1, &m_sceneScissorRect); CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), FrameCount, m_rtvDescriptorSize); m_sceneCommandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr); // Record commands. m_sceneCommandList->ClearRenderTargetView(rtvHandle, ClearColor, 0, nullptr); m_sceneCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); m_sceneCommandList->IASetVertexBuffers(0, 1, &m_sceneVertexBufferView); PIXBeginEvent(m_sceneCommandList.Get(), 0, L"Draw a thin rectangle"); m_sceneCommandList->DrawInstanced(4, 1, 0, 0); PIXEndEvent(m_sceneCommandList.Get()); } ThrowIfFailed(m_sceneCommandList->Close()); // Populate m_postCommandList to scale intermediate render target to screen. { // Set necessary state. m_postCommandList->SetGraphicsRootSignature(m_postRootSignature.Get()); ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvHeap.Get() }; m_postCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps); // Indicate that the back buffer will be used as a render target and the // intermediate render target will be used as a SRV. D3D12_RESOURCE_BARRIER barriers[] = { CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET), CD3DX12_RESOURCE_BARRIER::Transition(m_intermediateRenderTarget.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) }; m_postCommandList->ResourceBarrier(_countof(barriers), barriers); m_postCommandList->SetGraphicsRootDescriptorTable(0, m_cbvSrvHeap->GetGPUDescriptorHandleForHeapStart()); m_postCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_postCommandList->RSSetViewports(1, &m_postViewport); m_postCommandList->RSSetScissorRects(1, &m_postScissorRect); CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize); m_postCommandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr); // Record commands. m_postCommandList->ClearRenderTargetView(rtvHandle, LetterboxColor, 0, nullptr); m_postCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); m_postCommandList->IASetVertexBuffers(0, 1, &m_postVertexBufferView); PIXBeginEvent(m_postCommandList.Get(), 0, L"Draw texture to screen."); m_postCommandList->DrawInstanced(4, 1, 0, 0); PIXEndEvent(m_postCommandList.Get()); // Revert resource states back to original values. barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; m_postCommandList->ResourceBarrier(_countof(barriers), barriers); } ThrowIfFailed(m_postCommandList->Close()); }
void VolumetricAnimation::PopulateGraphicsCommandList() { HRESULT hr; // 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. V( m_graphicCmdAllocator->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. V( m_graphicCmdList->Reset( m_graphicCmdAllocator.Get(), m_pipelineState.Get() ) ); XMMATRIX view = m_camera.GetViewMatrix(); XMMATRIX proj = m_camera.GetProjMatrix(); XMMATRIX world = XMMatrixRotationY( static_cast< float >( m_timer.GetTotalSeconds() ) ); m_constantBufferData.wvp = XMMatrixMultiply( view, proj ); //m_constantBufferData.wvp = XMMatrixMultiply( XMMatrixMultiply( world, view ), proj ); XMStoreFloat4( &m_constantBufferData.viewPos, m_camera.GetEyePt() ); memcpy( m_pCbvDataBegin, &m_constantBufferData, sizeof( m_constantBufferData ) ); // Set necessary state. m_graphicCmdList->SetGraphicsRootSignature( m_graphicsRootSignature.Get() ); ID3D12DescriptorHeap* ppHeaps[] = { m_cbvsrvuavHeap.Get() }; m_graphicCmdList->SetDescriptorHeaps( _countof( ppHeaps ), ppHeaps ); CD3DX12_GPU_DESCRIPTOR_HANDLE cbvHandle( m_cbvsrvuavHeap->GetGPUDescriptorHandleForHeapStart(), RootParameterCBV, m_cbvsrvuavDescriptorSize ); CD3DX12_GPU_DESCRIPTOR_HANDLE srvHandle( m_cbvsrvuavHeap->GetGPUDescriptorHandleForHeapStart(), RootParameterSRV, m_cbvsrvuavDescriptorSize ); m_graphicCmdList->SetGraphicsRootDescriptorTable( RootParameterCBV, cbvHandle ); m_graphicCmdList->SetGraphicsRootDescriptorTable( RootParameterSRV, srvHandle ); m_graphicCmdList->RSSetViewports( 1, &m_viewport ); m_graphicCmdList->RSSetScissorRects( 1, &m_scissorRect ); // Indicate that the back buffer will be used as a render target. D3D12_RESOURCE_BARRIER resourceBarriersBefore[] = { CD3DX12_RESOURCE_BARRIER::Transition( m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET ), CD3DX12_RESOURCE_BARRIER::Transition( m_volumeBuffer.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE ) }; m_graphicCmdList->ResourceBarrier( 2, resourceBarriersBefore ); CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle( m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize ); m_graphicCmdList->OMSetRenderTargets( 1, &rtvHandle, FALSE, &m_dsvHeap->GetCPUDescriptorHandleForHeapStart() ); // Record commands. const float clearColor[] = { 0.0f, 0.0f, 0.0f, 0.0f }; m_graphicCmdList->ClearRenderTargetView( rtvHandle, clearColor, 0, nullptr ); m_graphicCmdList->ClearDepthStencilView( m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr ); m_graphicCmdList->IASetPrimitiveTopology( D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); m_graphicCmdList->IASetVertexBuffers( 0, 1, &m_vertexBufferView ); m_graphicCmdList->IASetIndexBuffer( &m_indexBufferView ); m_graphicCmdList->DrawIndexedInstanced( 36, 1, 0, 0, 0 ); // Indicate that the back buffer will now be used to present. D3D12_RESOURCE_BARRIER resourceBarriersAfter[] = { CD3DX12_RESOURCE_BARRIER::Transition( m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT ), CD3DX12_RESOURCE_BARRIER::Transition( m_volumeBuffer.Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS ) }; m_graphicCmdList->ResourceBarrier( 2, resourceBarriersAfter ); V( m_graphicCmdList->Close() ); }