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DX12ClothSimulation.cpp
454 lines (379 loc) · 16.3 KB
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DX12ClothSimulation.cpp
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#include "stdafx.h"
#include "DX12ClothSimulation.h"
DX12ClothSimulation::DX12ClothSimulation( UINT width, UINT height, std::wstring name ) :
DX12Framework( width, height, name ),
m_frameIndex( 0 ),
m_viewport(),
m_scissorRect(),
m_rtvDescriptorSize( 0 ),
m_windowVisible( true ),
m_resizeResources( true )
{
ZeroMemory( m_fenceValues, sizeof( m_fenceValues ) );
}
void DX12ClothSimulation::OnInit()
{
LoadPipeline();
LoadAssets();
}
// Load the rendering pipeline dependencies.
void DX12ClothSimulation::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
{
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 = 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 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 sample assets.
void DX12ClothSimulation::LoadAssets()
{
// 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( m_device->CreateRootSignature( 0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS( &m_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( GetAssetFullPath( L"shaders.hlsl" ).c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr ) );
ThrowIfFailed( D3DCompileFromFile( GetAssetFullPath( L"shaders.hlsl" ).c_str(), 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 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
};
// Describe and create the graphics pipeline state object (PSO).
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { inputElementDescs, _countof( inputElementDescs ) };
psoDesc.pRootSignature = m_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( m_device->CreateGraphicsPipelineState( &psoDesc, IID_PPV_ARGS( &m_pipelineState ) ) );
}
// Create the command list.
ThrowIfFailed( m_device->CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get(), IID_PPV_ARGS( &m_commandList ) ) );
LoadSizeDependentResources();
// Close the command list and execute it to begin the vertex buffer copy into
// the default heap.
ThrowIfFailed( m_commandList->Close() );
ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists( _countof( ppCommandLists ), ppCommandLists );
// Create synchronization objects and wait until assets have been uploaded to the GPU.
{
ThrowIfFailed( m_device->CreateFence( m_fenceValues[m_frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS( &m_fence ) ) );
m_fenceValues[m_frameIndex]++;
// Create an event handle to use for frame synchronization.
m_fenceEvent = CreateEvent( nullptr, FALSE, FALSE, nullptr );
if ( m_fenceEvent == nullptr )
{
ThrowIfFailed( HRESULT_FROM_WIN32( GetLastError() ) );
}
// Wait for the command list to execute; we are reusing the same command
// list in our main loop but for now, we just want to wait for setup to
// complete before continuing.
WaitForGpu();
}
}
void DX12ClothSimulation::LoadSizeDependentResources()
{
m_viewport.Width = static_cast<float>( m_width );
m_viewport.Height = static_cast<float>( m_height );
m_viewport.MaxDepth = 1.0f;
m_scissorRect.right = static_cast<LONG>( m_width );
m_scissorRect.bottom = static_cast<LONG>( m_height );
// 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 );
}
}
// Create/update the vertex buffer. When updating the vertex buffer it is important
// to ensure that the GPU is finished using the resource before it is released.
// The OnSizeChanged method waits for the GPU to be idle before this method is
// called.
{
// Define the geometry for a triangle that stays the same size regardless
// of the window size. This is not the recommended way to transform vertices.
// The same effect could be achieved by using constant buffers and
// transforming a static set of vertices in the vertex shader, but this
// sample merely demonstrates modifying a resource that is tied to the render
// target size.
// Other apps might also resize intermediate render targets or depth stencils
// at this time.
float x = TriangleWidth / m_viewport.Width;
float y = TriangleWidth / m_viewport.Height;
Vertex triangleVertices[] =
{
{ { 0.0f, y, 0.0f },{ 1.0f, 0.0f, 0.0f, 1.0f } },
{ { x, -y, 0.0f },{ 0.0f, 1.0f, 0.0f, 1.0f } },
{ { -x, -y, 0.0f },{ 0.0f, 0.0f, 1.0f, 1.0f } }
};
const UINT vertexBufferSize = sizeof( triangleVertices );
ThrowIfFailed( m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer( vertexBufferSize ),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS( &m_vertexBuffer ) ) );
ThrowIfFailed( m_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( &m_vertexBufferUpload ) ) );
// Copy data to the intermediate upload heap and then schedule a copy
// from the upload heap to the vertex buffer.
UINT8* pVertexDataBegin;
ThrowIfFailed( m_vertexBufferUpload->Map( 0, &CD3DX12_RANGE( 0, vertexBufferSize ), reinterpret_cast<void**>( &pVertexDataBegin ) ) );
memcpy( pVertexDataBegin, triangleVertices, sizeof( triangleVertices ) );
m_vertexBufferUpload->Unmap( 0, nullptr );
m_commandList->CopyBufferRegion( m_vertexBuffer.Get(), 0, m_vertexBufferUpload.Get(), 0, vertexBufferSize );
m_commandList->ResourceBarrier( 1, &CD3DX12_RESOURCE_BARRIER::Transition( m_vertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER ) );
// Initialize the vertex buffer views.
m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
m_vertexBufferView.StrideInBytes = sizeof( Vertex );
m_vertexBufferView.SizeInBytes = vertexBufferSize;
}
m_resizeResources = false;
}
// Update frame-based values.
void DX12ClothSimulation::OnUpdate()
{
}
// Render the scene.
void DX12ClothSimulation::OnRender()
{
if ( m_windowVisible )
{
// Record all the commands we need to render the scene into the command list.
PopulateCommandList();
// Execute the command list.
ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists( _countof( ppCommandLists ), ppCommandLists );
// Present the frame.
ThrowIfFailed( m_swapChain->Present( 0, 0 ) );
MoveToNextFrame();
}
}
void DX12ClothSimulation::OnSizeChanged( UINT width, UINT height, bool minimized )
{
// Determine if the swap buffers and other resources need to be resized or not.
if ( ( width != m_width || height != m_height ) && !minimized )
{
// Flush all current GPU commands.
WaitForGpu();
// Release the resources holding references to the swap chain (requirement of
// IDXGISwapChain::ResizeBuffers) and reset the frame fence values to the
// current fence value.
for ( UINT n = 0; n < FrameCount; n++ )
{
m_renderTargets[n].Reset();
m_fenceValues[n] = m_fenceValues[m_frameIndex];
}
// Resize the swap chain to the desired dimensions.
DXGI_SWAP_CHAIN_DESC desc = {};
m_swapChain->GetDesc( &desc );
ThrowIfFailed( m_swapChain->ResizeBuffers( FrameCount, width, height, desc.BufferDesc.Format, desc.Flags ) );
// Reset the frame index to the current back buffer index.
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
// Update the width, height, and aspect ratio member variables.
UpdateForSizeChange( width, height );
m_resizeResources = true;
}
m_windowVisible = !minimized;
}
void DX12ClothSimulation::OnDestroy()
{
// Wait for the GPU to be done with all resources.
WaitForGpu();
// Fullscreen state should always be false before exiting the app.
ThrowIfFailed( m_swapChain->SetFullscreenState( FALSE, nullptr ) );
CloseHandle( m_fenceEvent );
}
bool DX12ClothSimulation::OnEvent( MSG msg )
{
switch ( msg.message )
{
case WM_KEYDOWN:
// Instrument the Space Bar to toggle between fullscreen states.
// The window message loop callback will receive a WM_SIZE message once the
// window is in the fullscreen state. At that point, the IDXGISwapChain should
// be resized to match the new window size.
//
// NOTE: ALT+Enter will perform a similar operation; the code below is not
// required to enable that key combination.
if ( msg.wParam == VK_SPACE )
{
BOOL fullscreenState;
ThrowIfFailed( m_swapChain->GetFullscreenState( &fullscreenState, nullptr ) );
if ( FAILED( m_swapChain->SetFullscreenState( !fullscreenState, nullptr ) ) )
{
// Transitions to fullscreen mode can fail when running apps over
// terminal services or for some other unexpected reason. Consider
// notifying the user in some way when this happens.
OutputDebugString( L"Fullscreen transition failed" );
assert( false );
}
}
break;
}
return false;
}
// Fill the command list with all the render commands and dependent state.
void DX12ClothSimulation::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() );
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_TRIANGLELIST );
m_commandList->IASetVertexBuffers( 0, 1, &m_vertexBufferView );
m_commandList->DrawInstanced( 3, 1, 0, 0 );
// 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() );
}
// Wait for pending GPU work to complete.
void DX12ClothSimulation::WaitForGpu()
{
// Schedule a Signal command in the queue.
ThrowIfFailed( m_commandQueue->Signal( m_fence.Get(), m_fenceValues[m_frameIndex] ) );
// Wait until the fence has been processed.
ThrowIfFailed( m_fence->SetEventOnCompletion( m_fenceValues[m_frameIndex], m_fenceEvent ) );
WaitForSingleObjectEx( m_fenceEvent, INFINITE, FALSE );
// Increment the fence value for the current frame.
m_fenceValues[m_frameIndex]++;
}
// Prepare to render the next frame.
void DX12ClothSimulation::MoveToNextFrame()
{
// Schedule a Signal command in the queue.
const UINT64 currentFenceValue = m_fenceValues[m_frameIndex];
ThrowIfFailed( m_commandQueue->Signal( m_fence.Get(), currentFenceValue ) );
// Update the frame index.
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
// If the next frame is not ready to be rendered yet, wait until it is ready.
if ( m_fence->GetCompletedValue() < m_fenceValues[m_frameIndex] )
{
ThrowIfFailed( m_fence->SetEventOnCompletion( m_fenceValues[m_frameIndex], m_fenceEvent ) );
WaitForSingleObjectEx( m_fenceEvent, INFINITE, FALSE );
}
// Set the fence value for the next frame.
m_fenceValues[m_frameIndex] = currentFenceValue + 1;
}