bool VulkanCommon::CreateSwapChainImageViews() { for( size_t i = 0; i < Vulkan.SwapChain.Images.size(); ++i ) { VkImageViewCreateInfo image_view_create_info = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, // VkStructureType sType nullptr, // const void *pNext 0, // VkImageViewCreateFlags flags Vulkan.SwapChain.Images[i].Handle, // VkImage image VK_IMAGE_VIEW_TYPE_2D, // VkImageViewType viewType GetSwapChain().Format, // VkFormat format { // VkComponentMapping components VK_COMPONENT_SWIZZLE_IDENTITY, // VkComponentSwizzle r VK_COMPONENT_SWIZZLE_IDENTITY, // VkComponentSwizzle g VK_COMPONENT_SWIZZLE_IDENTITY, // VkComponentSwizzle b VK_COMPONENT_SWIZZLE_IDENTITY // VkComponentSwizzle a }, { // VkImageSubresourceRange subresourceRange VK_IMAGE_ASPECT_COLOR_BIT, // VkImageAspectFlags aspectMask 0, // uint32_t baseMipLevel 1, // uint32_t levelCount 0, // uint32_t baseArrayLayer 1 // uint32_t layerCount } }; if( vkCreateImageView( GetDevice(), &image_view_create_info, nullptr, &Vulkan.SwapChain.Images[i].ImageView ) != VK_SUCCESS ) { std::cout << "Could not create image view for framebuffer!" << std::endl; return false; } } return true; }
bool Tutorial03::Draw() { VkSwapchainKHR swap_chain = GetSwapChain().Handle; uint32_t image_index; VkResult result = vkAcquireNextImageKHR( GetDevice(), swap_chain, UINT64_MAX, Vulkan.ImageAvailableSemaphore, VK_NULL_HANDLE, &image_index ); switch( result ) { case VK_SUCCESS: case VK_SUBOPTIMAL_KHR: break; case VK_ERROR_OUT_OF_DATE_KHR: return OnWindowSizeChanged(); default: std::cout << "Problem occurred during swap chain image acquisition!" << std::endl; return false; } VkPipelineStageFlags wait_dst_stage_mask = VK_PIPELINE_STAGE_TRANSFER_BIT; VkSubmitInfo submit_info = { VK_STRUCTURE_TYPE_SUBMIT_INFO, // VkStructureType sType nullptr, // const void *pNext 1, // uint32_t waitSemaphoreCount &Vulkan.ImageAvailableSemaphore, // const VkSemaphore *pWaitSemaphores &wait_dst_stage_mask, // const VkPipelineStageFlags *pWaitDstStageMask; 1, // uint32_t commandBufferCount &Vulkan.GraphicsCommandBuffers[image_index], // const VkCommandBuffer *pCommandBuffers 1, // uint32_t signalSemaphoreCount &Vulkan.RenderingFinishedSemaphore // const VkSemaphore *pSignalSemaphores }; if( vkQueueSubmit( GetGraphicsQueue().Handle, 1, &submit_info, VK_NULL_HANDLE ) != VK_SUCCESS ) { return false; } VkPresentInfoKHR present_info = { VK_STRUCTURE_TYPE_PRESENT_INFO_KHR, // VkStructureType sType nullptr, // const void *pNext 1, // uint32_t waitSemaphoreCount &Vulkan.RenderingFinishedSemaphore, // const VkSemaphore *pWaitSemaphores 1, // uint32_t swapchainCount &swap_chain, // const VkSwapchainKHR *pSwapchains &image_index, // const uint32_t *pImageIndices nullptr // VkResult *pResults }; result = vkQueuePresentKHR( GetPresentQueue().Handle, &present_info ); switch( result ) { case VK_SUCCESS: break; case VK_ERROR_OUT_OF_DATE_KHR: case VK_SUBOPTIMAL_KHR: return OnWindowSizeChanged(); default: std::cout << "Problem occurred during image presentation!" << std::endl; return false; } return true; }
bool Tutorial03::CreateRenderPass() { VkAttachmentDescription attachment_descriptions[] = { { 0, // VkAttachmentDescriptionFlags flags GetSwapChain().Format, // VkFormat format VK_SAMPLE_COUNT_1_BIT, // VkSampleCountFlagBits samples VK_ATTACHMENT_LOAD_OP_CLEAR, // VkAttachmentLoadOp loadOp VK_ATTACHMENT_STORE_OP_STORE, // VkAttachmentStoreOp storeOp VK_ATTACHMENT_LOAD_OP_DONT_CARE, // VkAttachmentLoadOp stencilLoadOp VK_ATTACHMENT_STORE_OP_DONT_CARE, // VkAttachmentStoreOp stencilStoreOp VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, // VkImageLayout initialLayout; VK_IMAGE_LAYOUT_PRESENT_SRC_KHR // VkImageLayout finalLayout } }; VkAttachmentReference color_attachment_references[] = { { 0, // uint32_t attachment VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL // VkImageLayout layout } }; VkSubpassDescription subpass_descriptions[] = { { 0, // VkSubpassDescriptionFlags flags VK_PIPELINE_BIND_POINT_GRAPHICS, // VkPipelineBindPoint pipelineBindPoint 0, // uint32_t inputAttachmentCount nullptr, // const VkAttachmentReference *pInputAttachments 1, // uint32_t colorAttachmentCount color_attachment_references, // const VkAttachmentReference *pColorAttachments nullptr, // const VkAttachmentReference *pResolveAttachments nullptr, // const VkAttachmentReference *pDepthStencilAttachment 0, // uint32_t preserveAttachmentCount nullptr // const uint32_t* pPreserveAttachments } }; VkRenderPassCreateInfo render_pass_create_info = { VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, // VkStructureType sType nullptr, // const void *pNext 0, // VkRenderPassCreateFlags flags 1, // uint32_t attachmentCount attachment_descriptions, // const VkAttachmentDescription *pAttachments 1, // uint32_t subpassCount subpass_descriptions, // const VkSubpassDescription *pSubpasses 0, // uint32_t dependencyCount nullptr // const VkSubpassDependency *pDependencies }; if( vkCreateRenderPass( GetDevice(), &render_pass_create_info, nullptr, &Vulkan.RenderPass ) != VK_SUCCESS ) { std::cout << "Could not create render pass!" << std::endl; return false; } return true; }
bool Tutorial03::CreateCommandBuffers() { if( !CreateCommandPool( GetGraphicsQueue().FamilyIndex, &Vulkan.GraphicsCommandPool ) ) { std::cout << "Could not create command pool!" << std::endl; return false; } uint32_t image_count = static_cast<uint32_t>(GetSwapChain().Images.size()); Vulkan.GraphicsCommandBuffers.resize( image_count, VK_NULL_HANDLE ); if( !AllocateCommandBuffers( Vulkan.GraphicsCommandPool, image_count, &Vulkan.GraphicsCommandBuffers[0] ) ) { std::cout << "Could not allocate command buffers!" << std::endl; return false; } return true; }
bool Tutorial03::CreateFramebuffers() { const std::vector<ImageParameters> &swap_chain_images = GetSwapChain().Images; Vulkan.Framebuffers.resize( swap_chain_images.size() ); for( size_t i = 0; i < swap_chain_images.size(); ++i ) { VkFramebufferCreateInfo framebuffer_create_info = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, // VkStructureType sType nullptr, // const void *pNext 0, // VkFramebufferCreateFlags flags Vulkan.RenderPass, // VkRenderPass renderPass 1, // uint32_t attachmentCount &swap_chain_images[i].ImageView, // const VkImageView *pAttachments 300, // uint32_t width 300, // uint32_t height 1 // uint32_t layers }; if( vkCreateFramebuffer( GetDevice(), &framebuffer_create_info, nullptr, &Vulkan.Framebuffers[i] ) != VK_SUCCESS ) { std::cout << "Could not create a framebuffer!" << std::endl; return false; } } return true; }
bool Tutorial03::RecordCommandBuffers() { VkCommandBufferBeginInfo graphics_commandd_buffer_begin_info = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, // VkStructureType sType nullptr, // const void *pNext VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT, // VkCommandBufferUsageFlags flags nullptr // const VkCommandBufferInheritanceInfo *pInheritanceInfo }; VkImageSubresourceRange image_subresource_range = { VK_IMAGE_ASPECT_COLOR_BIT, // VkImageAspectFlags aspectMask 0, // uint32_t baseMipLevel 1, // uint32_t levelCount 0, // uint32_t baseArrayLayer 1 // uint32_t layerCount }; VkClearValue clear_value = { { 1.0f, 0.8f, 0.4f, 0.0f }, // VkClearColorValue color }; const std::vector<ImageParameters>& swap_chain_images = GetSwapChain().Images; for( size_t i = 0; i < Vulkan.GraphicsCommandBuffers.size(); ++i ) { vkBeginCommandBuffer( Vulkan.GraphicsCommandBuffers[i], &graphics_commandd_buffer_begin_info ); if( GetPresentQueue().Handle != GetGraphicsQueue().Handle ) { VkImageMemoryBarrier barrier_from_present_to_draw = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType nullptr, // const void *pNext VK_ACCESS_MEMORY_READ_BIT, // VkAccessFlags srcAccessMask VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, // VkAccessFlags dstAccessMask VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, // VkImageLayout oldLayout VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, // VkImageLayout newLayout GetPresentQueue().FamilyIndex, // uint32_t srcQueueFamilyIndex GetGraphicsQueue().FamilyIndex, // uint32_t dstQueueFamilyIndex swap_chain_images[i].Handle, // VkImage image image_subresource_range // VkImageSubresourceRange subresourceRange }; vkCmdPipelineBarrier( Vulkan.GraphicsCommandBuffers[i], VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier_from_present_to_draw ); } VkRenderPassBeginInfo render_pass_begin_info = { VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, // VkStructureType sType nullptr, // const void *pNext Vulkan.RenderPass, // VkRenderPass renderPass Vulkan.Framebuffers[i], // VkFramebuffer framebuffer { // VkRect2D renderArea { // VkOffset2D offset 0, // int32_t x 0 // int32_t y }, { // VkExtent2D extent 300, // int32_t width 300, // int32_t height } }, 1, // uint32_t clearValueCount &clear_value // const VkClearValue *pClearValues }; vkCmdBeginRenderPass( Vulkan.GraphicsCommandBuffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE ); vkCmdBindPipeline( Vulkan.GraphicsCommandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, Vulkan.GraphicsPipeline ); vkCmdDraw( Vulkan.GraphicsCommandBuffers[i], 3, 1, 0, 0 ); vkCmdEndRenderPass( Vulkan.GraphicsCommandBuffers[i] ); if( GetGraphicsQueue().Handle != GetPresentQueue().Handle ) { VkImageMemoryBarrier barrier_from_draw_to_present = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType nullptr, // const void *pNext VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, // VkAccessFlags srcAccessMask VK_ACCESS_MEMORY_READ_BIT, // VkAccessFlags dstAccessMask VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, // VkImageLayout oldLayout VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, // VkImageLayout newLayout GetGraphicsQueue().FamilyIndex, // uint32_t srcQueueFamilyIndex GetPresentQueue().FamilyIndex, // uint32_t dstQueueFamilyIndex swap_chain_images[i].Handle, // VkImage image image_subresource_range // VkImageSubresourceRange subresourceRange }; vkCmdPipelineBarrier( Vulkan.GraphicsCommandBuffers[i], VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier_from_draw_to_present ); } if( vkEndCommandBuffer( Vulkan.GraphicsCommandBuffers[i] ) != VK_SUCCESS ) { std::cout << "Could not record command buffer!" << std::endl; return false; } } return true; }
//-------------------------------------------------------------------------------------- // class DefaultRenderTarget : public RenderTarget; // 用途: デフォルトのレンダーターゲット // *デフォルトのレンダラー //-------------------------------------------------------------------------------------- //構築 DefaultRenderTarget::DefaultRenderTarget(const shared_ptr<Stage>& stage) : pImpl(new Impl(stage)) { try{ if (pImpl->m_Stage.expired()){ throw BaseException( L"ステージが無効です", L"if (pImpl->m_Stage.expired())", L"DefaultRenderTarget::DefaultRenderTarget()" ); } auto Dev = App::GetApp()->GetDeviceResources(); auto pD3D11Device = Dev->GetD3DDevice(); auto pSwapChain = Dev->GetSwapChain(); auto pD3D11DeviceContext = Dev->GetD3DDeviceContext(); auto pD2D11DeviceContext = Dev->GetD2DDeviceContext(); //レンダリングターゲットビューの作成 ComPtr<ID3D11Texture2D> pBackBuffer; //まずバックバッファのポインタを得る ThrowIfFailed( pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer), L"スワップチェーンからバックバッファの取得に失敗しました。", L"pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer)", L"DefaultRenderTarget::DefaultRenderTarget()" ); //バックバッファからレンダリングターゲットのビューを作成する ThrowIfFailed( pD3D11Device->CreateRenderTargetView(pBackBuffer.Get(), nullptr, &pImpl->m_D3D11RenderTargetView), L"DX11バックバッファからのレンダリングターゲットビューを作成に失敗しました。", L"pD3D11Device->CreateRenderTargetView(pBackBuffer.Get(), nullptr, &m_D3D11RenderTargetView)", L"DefaultRenderTarget::DefaultRenderTarget()" ); //深度テクスチャの作成 D3D11_TEXTURE2D_DESC descDepth; ZeroMemory(&descDepth, sizeof(descDepth)); descDepth.Width = App::GetApp()->GetGameWidth(); descDepth.Height = App::GetApp()->GetGameHeight(); descDepth.MipLevels = 1; descDepth.ArraySize = 1; descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; descDepth.SampleDesc.Count = 1; descDepth.SampleDesc.Quality = 0; descDepth.Usage = D3D11_USAGE_DEFAULT; descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL; descDepth.CPUAccessFlags = 0; descDepth.MiscFlags = 0; ThrowIfFailed( pD3D11Device->CreateTexture2D(&descDepth, nullptr, &pImpl->m_DepthStencil), L"DX11深度テクスチャの作成失敗の作成に失敗しました。", L"pD3D11Device->CreateTexture2D(&descDepth, nullptr, &m_DepthStencil)", L"DefaultRenderTarget::DefaultRenderTarget()" ); //深度ステンシルビューの作成 D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; ZeroMemory(&descDSV, sizeof(descDSV)); descDSV.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; ThrowIfFailed( pD3D11Device->CreateDepthStencilView(pImpl->m_DepthStencil.Get(), &descDSV, &pImpl->m_DepthStencilView), L"DX11深度ステンシルビューの作成に失敗しました。", L"pD3D11Device->CreateDepthStencilView(m_DepthStencil.Get(), &descDSV, &m_DepthStencilView)", L"DefaultRenderTarget::DefaultRenderTarget()" ); ComPtr<IDXGISurface2> dxgiBackBuffer; ThrowIfFailed( pSwapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer)), L"2dデバイスコンテキスト作成に失敗しました。", L"m_d2dDevice->CreateDeviceContext()", L"DeviceResources::Impl::CreateDeviceResources()" ); ThrowIfFailed( pD2D11DeviceContext->CreateBitmapFromDxgiSurface( dxgiBackBuffer.Get(), nullptr, //デフォルト設定 &pImpl->m_d2dTargetBitmap ), L"2dビットマップ作成に失敗しました。", L"pD2D11DeviceContext->CreateBitmapFromDxgiSurface()", L"DefaultRenderTarget::DefaultRenderTarget()" ); pD2D11DeviceContext->SetTarget(pImpl->m_d2dTargetBitmap.Get()); //グレースケール テキストのアンチエイリアシング pD2D11DeviceContext->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE); } catch (...){ throw; } }
//-------------------------------------------------------------------------------------- // class ShadowMapRenderTarget: public RenderTarget; // 用途: シャドウマップのレンダリングターゲット //-------------------------------------------------------------------------------------- //構築と破棄 ShadowMapRenderTarget::ShadowMapRenderTarget(float ShadowMapDimension) : pImpl(new Impl(ShadowMapDimension)) { try{ //デバイスとコンテキストインターフェイスの取得 auto Dev = App::GetApp()->GetDeviceResources(); auto pD3D11Device = Dev->GetD3DDevice(); auto pSwapChain = Dev->GetSwapChain(); auto pD3D11DeviceContext = Dev->GetD3DDeviceContext(); //シャドウマップテクスチャの作成 D3D11_TEXTURE2D_DESC shadowMapDesc; ZeroMemory(&shadowMapDesc, sizeof(D3D11_TEXTURE2D_DESC)); shadowMapDesc.Width = static_cast<UINT>(pImpl->m_ShadowMapDimension); shadowMapDesc.Height = static_cast<UINT>(pImpl->m_ShadowMapDimension); shadowMapDesc.MipLevels = 1; shadowMapDesc.ArraySize = 1; shadowMapDesc.SampleDesc.Count = 1; shadowMapDesc.Usage = D3D11_USAGE_DEFAULT; shadowMapDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; shadowMapDesc.Format = DXGI_FORMAT_R24G8_TYPELESS; ThrowIfFailed( pD3D11Device->CreateTexture2D(&shadowMapDesc, nullptr, &pImpl->m_DepthStencil), L"シャドウマップテクスチャの作成に失敗しました。", L"pD3D11Device->CreateTexture2D(&shadowMapDesc, nullptr, &m_DepthStencil)", L"ShadowMapRenderTarget::ShadowMapRenderTarget()" ); //深度ステンシルビュー作成 D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc; ZeroMemory(&depthStencilViewDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC)); depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; depthStencilViewDesc.Texture2D.MipSlice = 0; ThrowIfFailed( pD3D11Device->CreateDepthStencilView(pImpl->m_DepthStencil.Get(), &depthStencilViewDesc, &pImpl->m_DepthStencilView), L"深度ステンシルビューの作成に失敗しました。", L"pD3D11Device->CreateDepthStencilView(&m_DepthStencil, &depthStencilViewDesc, &m_DepthStencilView)", L"ShadowMapRenderTarget::ShadowMapRenderTarget()" ); //シェーダーリソースビュー作成 D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc; ZeroMemory(&shaderResourceViewDesc, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC)); shaderResourceViewDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; shaderResourceViewDesc.Texture2D.MipLevels = 1; ThrowIfFailed( pD3D11Device->CreateShaderResourceView(pImpl->m_DepthStencil.Get(), &shaderResourceViewDesc, &pImpl->m_ShaderResourceView), L"シェーダーリソースビューの作成に失敗しました。", L"pD3D11Device->CreateShaderResourceView(m_DepthStencil.Get(), &shaderResourceViewDesc, &m_ShaderResourceView)", L"ShadowMapRenderTarget::ShadowMapRenderTarget()" ); D3D11_RASTERIZER_DESC shadowRenderStateDesc; ZeroMemory(&shadowRenderStateDesc, sizeof(D3D11_RASTERIZER_DESC)); shadowRenderStateDesc.CullMode = D3D11_CULL_FRONT; shadowRenderStateDesc.FillMode = D3D11_FILL_SOLID; shadowRenderStateDesc.DepthClipEnable = true; ThrowIfFailed(pD3D11Device->CreateRasterizerState(&shadowRenderStateDesc,&pImpl->m_ShadowRenderState), L"シャドウマップのラスタライザステートの作成に失敗しました。", L"pD3D11Device->CreateRasterizerState(&shadowRenderStateDesc,&pImpl->m_ShadowRenderState)", L"ShadowMapRenderTarget::ShadowMapRenderTarget()" ); //ビューポートの作成 //シャドウレンダリングビューポート ZeroMemory(&pImpl->m_ViewPort, sizeof(D3D11_VIEWPORT)); pImpl->m_ViewPort.Height = pImpl->m_ShadowMapDimension; pImpl->m_ViewPort.Width = pImpl->m_ShadowMapDimension; pImpl->m_ViewPort.MinDepth = 0.f; pImpl->m_ViewPort.MaxDepth = 1.f; } catch (...){ throw; } }
void EndSceneCommmand::run(ICommandContext* context) { auto device = context->GetDevice(); device->GetSwapChain()->Present(0, 0); }