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

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

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

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

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

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

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

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

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

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

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

			desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
			desc.NumDescriptors = 10;
			desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
			desc.NodeMask = 0;
			CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapSampler.ReleaseAndGetAddressOf())));
		}

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

		{
			CD3DX12_DESCRIPTOR_RANGE descRange1[2], descRange2[1];
			descRange1[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, 4294967295U);
			descRange1[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, -1);
			descRange2[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0, 0, 4294967295U);

			CD3DX12_ROOT_PARAMETER rootParam[2];
			rootParam[0].InitAsDescriptorTable(ARRAYSIZE(descRange1), descRange1);
			rootParam[1].InitAsDescriptorTable(ARRAYSIZE(descRange2), descRange2);

			ID3D10Blob *sig, *info;
			auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC();
			rootSigDesc.NumParameters = 2;
			rootSigDesc.NumStaticSamplers = 0;
			rootSigDesc.pParameters = rootParam;
			rootSigDesc.pStaticSamplers = nullptr;
			CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info));
			mDev->CreateRootSignature(
				0,
				sig->GetBufferPointer(),
				sig->GetBufferSize(),
				IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf()));
			sig->Release();
		}

		ID3D10Blob *vs, *ps;
		{
			ID3D10Blob *info;
			UINT flag = 0;
#if _DEBUG
			flag |= D3DCOMPILE_DEBUG;
#endif /* _DEBUG */
			CHK(D3DCompileFromFile(L"ConstantBuffer.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info));
			CHK(D3DCompileFromFile(L"ConstantBuffer.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info));
		}
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.InputLayout.NumElements = 0;
		psoDesc.pRootSignature = mRootSignature.Get();
		psoDesc.VS.pShaderBytecode = vs->GetBufferPointer();
		psoDesc.VS.BytecodeLength = vs->GetBufferSize();
		psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
		psoDesc.PS.BytecodeLength = ps->GetBufferSize();
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(CCCD3DX12_DEFAULT());
		psoDesc.BlendState = CD3DX12_BLEND_DESC(CCCD3DX12_DEFAULT());
		psoDesc.DepthStencilState.DepthEnable = false;
		psoDesc.DepthStencilState.StencilEnable = false;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.SampleDesc.Count = 1;
		CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf())));
		vs->Release();
		ps->Release();

		{
			// Read DDS file
			vector<char> texData(4 * 256 * 256);
			ifstream ifs("d3d12.dds", ios::binary);
			if (!ifs)
				throw runtime_error("Texture not found.");
			ifs.seekg(128, ios::beg); // Skip DDS header
			ifs.read(texData.data(), texData.size());
			D3D12_RESOURCE_DESC resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(
				DXGI_FORMAT_B8G8R8A8_UNORM, 256, 256, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_NONE,
				D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
			CHK(mDev->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				//&CD3D12_RESOURCE_DESC::Buffer(texData.size()),
				&resourceDesc,
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(mTex.ReleaseAndGetAddressOf())));
			mTex->SetName(L"Texure");
			D3D12_BOX box = {};
			box.right = 256;
			box.bottom = 256;
			box.back = 1;
			CHK(mTex->WriteToSubresource(0, &box, texData.data(), 4 * 256, 4 * 256 * 256));
		}
		D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
		srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
		srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
		srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		srvDesc.Texture2D.MipLevels = 1;
		srvDesc.Texture2D.MostDetailedMip = 0; // No MIP
		srvDesc.Texture2D.PlaneSlice = 0;
		srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
		mDev->CreateShaderResourceView(mTex.Get(), &srvDesc, mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart());

		D3D12_SAMPLER_DESC samplerDesc;
		samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.MinLOD = -FLT_MAX;
		samplerDesc.MaxLOD = FLT_MAX;
		samplerDesc.MipLODBias = 0;
		samplerDesc.MaxAnisotropy = 0;
		samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
		mDev->CreateSampler(&samplerDesc, mDescHeapSampler->GetCPUDescriptorHandleForHeapStart());

		CHK(mDev->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(mCB.ReleaseAndGetAddressOf())));
		mCB->SetName(L"ConstantBuffer");
		D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
		cbvDesc.BufferLocation = mCB->GetGPUVirtualAddress();
		cbvDesc.SizeInBytes = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT; // must be a multiple of 256
		auto cbvSrvUavDescHandle = mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart();
		auto cbvSrvUavStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
		cbvSrvUavDescHandle.ptr += cbvSrvUavStep;
		mDev->CreateConstantBufferView(
			&cbvDesc,
			cbvSrvUavDescHandle);
		CHK(mCB->Map(0, nullptr, reinterpret_cast<void**>(&mCBUploadPtr)));
	}
Esempio n. 2
0
	D3D(int width, int height, HWND hWnd)
		: mBufferWidth(width), mBufferHeight(height), mDev(nullptr)
	{
		{
#if _DEBUG
			CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#else
			CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#endif /* _DEBUG */
		}

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

		for (auto& a : mCmdAlloc)
		{
			CHK(mDev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(a.ReleaseAndGetAddressOf())));
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

		ID3D10Blob *vs, *ps;
		{
			ID3D10Blob *info;
			UINT flag = 0;
#if _DEBUG
			flag |= D3DCOMPILE_DEBUG;
#endif /* _DEBUG */
			CHK(D3DCompileFromFile(L"../Mesh/Mesh.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info));
			CHK(D3DCompileFromFile(L"../Mesh/Mesh.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info));
		}
		D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		};
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.InputLayout.NumElements = 3;
		psoDesc.InputLayout.pInputElementDescs = inputLayout;
		psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
		psoDesc.pRootSignature = mRootSignature.Get();
		psoDesc.VS.pShaderBytecode = vs->GetBufferPointer();
		psoDesc.VS.BytecodeLength = vs->GetBufferSize();
		psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
		psoDesc.PS.BytecodeLength = ps->GetBufferSize();
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3DX12_DEFAULT);
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3DX12_DEFAULT);
		psoDesc.DepthStencilState.DepthEnable = true;
		psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
		psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
		psoDesc.DepthStencilState.StencilEnable = false;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
		psoDesc.SampleDesc.Count = 1;
		CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf())));
		vs->Release();
		ps->Release();

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

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

		void* vbData = mesh.vertices.data();
		void* ibData = mesh.indices.data();
		CHK(mDev->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(mVBIndexOffset + IBSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf())));
		mVB->SetName(L"VertexBuffer");
		char* vbUploadPtr = nullptr;
		CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr)));
		memcpy_s(vbUploadPtr, mVBIndexOffset, vbData, mVBIndexOffset);
		memcpy_s(vbUploadPtr + mVBIndexOffset, IBSize, ibData, IBSize);
		mVB->Unmap(0, nullptr);

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

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

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

#define CB_SIZE 256
		UINT cbSize = CB_SIZE;
		assert((cbSize % D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT) == 0);
		CHK(mDev->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(cbSize * MaxFrameLatency),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(mCB.ReleaseAndGetAddressOf())));
		mCB->SetName(L"ConstantBuffer");
		for (auto i = 0u; i < MaxFrameLatency; ++i)
		{
			D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
			cbvDesc.BufferLocation = mCB->GetGPUVirtualAddress() + i * cbSize;
			cbvDesc.SizeInBytes = cbSize;
			mDev->CreateConstantBufferView(
				&cbvDesc,
				mDescHeapCbvSrvUav[i]->GetCPUDescriptorHandleForHeapStart());
		}
		CHK(mCB->Map(0, nullptr, reinterpret_cast<void**>(&mCBUploadPtr)));

		// Create D3D11
		UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
		auto featureLevel = D3D_FEATURE_LEVEL_11_0;
		auto cmdQueue = static_cast<IUnknown*>(mCmdQueue.Get());
#if _DEBUG
		flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif /* _DEBUG */
		CHK(D3D11On12CreateDevice(
			static_cast<IUnknown*>(mDev),
			flags,
			&featureLevel,
			1,
			&cmdQueue,
			1,
			0,
			mDev11.ReleaseAndGetAddressOf(),
			mDevCont11.ReleaseAndGetAddressOf(),
			nullptr));
		CHK(mDev11.As(&mDev11on12));

		D3D11_RESOURCE_FLAGS backBuffer11Flags = {};
		backBuffer11Flags.BindFlags = D3D11_BIND_RENDER_TARGET;
		for (int i = 0; i < BUFFER_COUNT; i++)
		{
			CHK(mDev11on12->CreateWrappedResource(
				mD3DBuffer[i].Get(),
				&backBuffer11Flags,
				D3D12_RESOURCE_STATE_RENDER_TARGET,
				D3D12_RESOURCE_STATE_RENDER_TARGET,
				IID_PPV_ARGS(&mBackBuffer11Tex[i])));

			D3D11_TEXTURE2D_DESC texDesc;
			mBackBuffer11Tex[i]->GetDesc(&texDesc);
			D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
			rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
			rtvDesc.Format = texDesc.Format;
			rtvDesc.Texture2D.MipSlice = 0;

			CHK(mDev11->CreateRenderTargetView(
				mBackBuffer11Tex[i].Get(),
				&rtvDesc,
				mBackBuffer11Rtv[i].ReleaseAndGetAddressOf()));
		}
	}
Esempio n. 3
0
	D3D(int width, int height, HWND hWnd)
		: mBufferWidth(width), mBufferHeight(height), mDev(nullptr)
	{
		{
#if _DEBUG
			CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#else
			CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#endif /* _DEBUG */
		}

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

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

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

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

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

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

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

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

		{
			D3D12_DESCRIPTOR_HEAP_DESC desc = {};
			desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
			desc.NumDescriptors = 10;
			//desc.Flags = D3D12_DESCRIPTOR_HEAP_SHADER_VISIBLE;
			desc.NodeMask = 0;
			CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf())));
		}

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

		{
			ID3D10Blob *sig, *info;
			auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC();
			rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
			CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info));
			mDev->CreateRootSignature(
				0,
				sig->GetBufferPointer(),
				sig->GetBufferSize(),
				IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf()));
			sig->Release();
		}

		ID3D10Blob *vs, *ps;
		{
			ID3D10Blob *info;
			UINT flag = 0;
#if _DEBUG
			flag |= D3DCOMPILE_DEBUG;
#endif /* _DEBUG */
			CHK(D3DCompileFromFile(L"Default.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info));
			CHK(D3DCompileFromFile(L"Default.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info));
		}
		D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
		};
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.InputLayout.NumElements = 1;
		psoDesc.InputLayout.pInputElementDescs = inputLayout;
		psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
		psoDesc.pRootSignature = mRootSignature.Get();
		psoDesc.VS.pShaderBytecode = vs->GetBufferPointer();
		psoDesc.VS.BytecodeLength = vs->GetBufferSize();
		psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
		psoDesc.PS.BytecodeLength = ps->GetBufferSize();
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3DX12_DEFAULT);
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3DX12_DEFAULT);
		psoDesc.DepthStencilState.DepthEnable = false;
		psoDesc.DepthStencilState.StencilEnable = false;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.SampleDesc.Count = 1;
		CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf())));
		vs->Release();
		ps->Release();

		struct float3 {
			float f[3];
		};
		float3 vbData[4] = {
			{ -0.7f,  0.7f,  0.0f },
			{  0.7f,  0.7f,  0.0f },
			{ -0.7f, -0.7f,  0.0f },
			{  0.7f, -0.7f,  0.0f }
		};
		unsigned short ibData[6] = { 0, 1, 2, 2, 1, 3 };
		CHK(mDev->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(sizeof(vbData) + sizeof(ibData)),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf())));
		mVB->SetName(L"VertexBuffer");
		char* vbUploadPtr = nullptr;
		CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr)));
		memcpy_s(vbUploadPtr, sizeof(vbData), vbData, sizeof(vbData));
		memcpy_s(vbUploadPtr + sizeof(vbData), sizeof(ibData), ibData, sizeof(ibData));
		mVB->Unmap(0, nullptr);

		mVBView.BufferLocation = mVB->GetGPUVirtualAddress();
		mVBView.StrideInBytes = sizeof(float3);
		mVBView.SizeInBytes = sizeof(vbData);
		mIBView.BufferLocation = mVB->GetGPUVirtualAddress() + sizeof(vbData);
		mIBView.Format = DXGI_FORMAT_R16_UINT;
		mIBView.SizeInBytes = sizeof(ibData);
	}
Esempio n. 4
0
	D3D(int width, int height, HWND hWnd)
		: mBufferWidth(width), mBufferHeight(height), mDev(nullptr)
	{
		{
#if _DEBUG
			CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#else
			CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#endif /* _DEBUG */
		}

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

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

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

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

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

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

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

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

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

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

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

			desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
			desc.NumDescriptors = 10;
			desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
			desc.NodeMask = 0;
			CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapSampler.ReleaseAndGetAddressOf())));
		}

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

		{
			CD3DX12_DESCRIPTOR_RANGE descRange1, descRange2;
			descRange1.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
			descRange2.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);

			CD3DX12_ROOT_PARAMETER rootParam[2];
			rootParam[0].InitAsDescriptorTable(1, &descRange1);
			rootParam[1].InitAsDescriptorTable(1, &descRange2);

			ID3D10Blob *sig, *info;
			auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC();
			rootSigDesc.NumParameters = 2;
			rootSigDesc.NumStaticSamplers = 0;
			rootSigDesc.pParameters = rootParam;
			rootSigDesc.pStaticSamplers = nullptr;
			rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
			CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info));
			mDev->CreateRootSignature(
				0,
				sig->GetBufferPointer(),
				sig->GetBufferSize(),
				IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf()));
			sig->Release();
		}

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

		psoDesc.InputLayout.NumElements = 0;
		psoDesc.VS.pShaderBytecode = vsDrawDepth->GetBufferPointer();
		psoDesc.VS.BytecodeLength = vsDrawDepth->GetBufferSize();
		psoDesc.PS.pShaderBytecode = psDrawDepth->GetBufferPointer();
		psoDesc.PS.BytecodeLength = psDrawDepth->GetBufferSize();
		psoDesc.DepthStencilState.DepthEnable = false;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPsoDrawDepth.ReleaseAndGetAddressOf())));
		vsDrawDepth->Release();
		psDrawDepth->Release();

		struct float3 {
			float f[3];
		};
		float3 vbData[4] = {
			{ -0.7f,  0.7f,  0.9f },
			{ 0.7f,  0.7f,  0.6f },
			{ -0.7f, -0.7f,  0.3f },
			{ 0.7f, -0.7f,  0.0f }
		};
		unsigned short ibData[6] = { 0, 1, 2, 2, 1, 3 };
		CHK(mDev->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(sizeof(vbData) + sizeof(ibData)),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf())));
		mVB->SetName(L"VertexBuffer");
		char* vbUploadPtr = nullptr;
		CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr)));
		memcpy_s(vbUploadPtr, sizeof(vbData), vbData, sizeof(vbData));
		memcpy_s(vbUploadPtr + sizeof(vbData), sizeof(ibData), ibData, sizeof(ibData));
		mVB->Unmap(0, nullptr);

		mVBView.BufferLocation = mVB->GetGPUVirtualAddress();
		mVBView.StrideInBytes = sizeof(float3);
		mVBView.SizeInBytes = sizeof(vbData);
		mIBView.BufferLocation = mVB->GetGPUVirtualAddress() + sizeof(vbData);
		mIBView.Format = DXGI_FORMAT_R16_UINT;
		mIBView.SizeInBytes = sizeof(ibData);

		auto resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(
			DXGI_FORMAT_R32_TYPELESS, mBufferWidth, mBufferHeight, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL,
			D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
		D3D12_CLEAR_VALUE dsvClearValue;
		dsvClearValue.Format = DXGI_FORMAT_D32_FLOAT;
		dsvClearValue.DepthStencil.Depth = 1.0f;
		dsvClearValue.DepthStencil.Stencil = 0;
		CHK(mDev->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), // No need to read/write by CPU
			D3D12_HEAP_FLAG_NONE,
			&resourceDesc,
			D3D12_RESOURCE_STATE_DEPTH_READ,
			&dsvClearValue,
			IID_PPV_ARGS(mDB.ReleaseAndGetAddressOf())));
		mDB->SetName(L"DepthTexture");

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

		D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
		srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
		srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
		srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		srvDesc.Texture2D.MipLevels = 1;
		srvDesc.Texture2D.MostDetailedMip = 0; // No MIP
		srvDesc.Texture2D.PlaneSlice = 0;
		srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
		mDev->CreateShaderResourceView(mDB.Get(), &srvDesc, mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart());

		D3D12_SAMPLER_DESC samplerDesc;
		samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.MinLOD = -FLT_MAX;
		samplerDesc.MaxLOD = FLT_MAX;
		samplerDesc.MipLODBias = 0;
		samplerDesc.MaxAnisotropy = 0;
		samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
		mDev->CreateSampler(&samplerDesc, mDescHeapSampler->GetCPUDescriptorHandleForHeapStart());
	}
Esempio n. 5
0
	D3D(int width, int height, HWND hWnd)
		: mBufferWidth(width), mBufferHeight(height), mDev(nullptr)
	{
		{
#if _DEBUG
			CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#else
			CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#endif /* _DEBUG */
		}

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

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

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

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

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

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

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

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

		{
			D3D12_DESCRIPTOR_HEAP_DESC desc = {};
			desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
			desc.NumDescriptors = 10;
			//desc.Flags = D3D12_DESCRIPTOR_HEAP_SHADER_VISIBLE;
			desc.NodeMask = 0;
			CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf())));
		}

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

		{
			ID3D10Blob *sig, *info;
			auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC();
			CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info));
			mDev->CreateRootSignature(
				0,
				sig->GetBufferPointer(),
				sig->GetBufferSize(),
				IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf()));
			sig->Release();
		}

		ID3D10Blob *vs, *ps;
		{
			ID3D10Blob *info;
			UINT flag = 0;
#if _DEBUG
			flag |= D3DCOMPILE_DEBUG;
#endif /* _DEBUG */
			CHK(D3DCompileFromFile(L"Shader.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info));
			CHK(D3DCompileFromFile(L"Shader.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info));
		}
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.InputLayout.NumElements = 0;
		psoDesc.pRootSignature = mRootSignature.Get();
		psoDesc.VS.pShaderBytecode = vs->GetBufferPointer();
		psoDesc.VS.BytecodeLength = vs->GetBufferSize();
		psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
		psoDesc.PS.BytecodeLength = ps->GetBufferSize();
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3DX12_DEFAULT);
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3DX12_DEFAULT);
		psoDesc.DepthStencilState.DepthEnable = false;
		psoDesc.DepthStencilState.StencilEnable = false;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.SampleDesc.Count = 1;
		CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf())));
		vs->Release();
		ps->Release();
	}
Esempio n. 6
0
	int BaseGraphicsState::Initialize(ID3D12Device& device, const GfxGraphicsStateDesc& desc)
	{
		D3D12_INPUT_ELEMENT_DESC elements[32];
		SI_ASSERT(desc.m_inputElementCount < ArraySize(elements));
		uint32_t elementCont = SI::Min((uint32_t)desc.m_inputElementCount, (uint32_t)ArraySize(elements));
		for(uint32_t e=0; e<elementCont; ++e)
		{
			D3D12_INPUT_ELEMENT_DESC& outElem = elements[e];
			const GfxInputElement&     inElem = desc.m_inputElements[e];
			
			outElem.SemanticName         = inElem.m_semanticsName;
			outElem.SemanticIndex        = inElem.m_semanticsId;
			outElem.Format               = SI::GetDx12Format(inElem.m_format);
			outElem.InputSlot            = inElem.m_inputSlot;
			outElem.AlignedByteOffset    = inElem.m_alignedByteOffset;
			outElem.InputSlotClass       = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
			outElem.InstanceDataStepRate = 0;
		}
		
		const BaseShader* vertexShader = desc.m_vertexShader->GetBaseShader();
		const BaseShader* pixelShader  = desc.m_pixelShader->GetBaseShader();

		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.InputLayout = { elements, elementCont };
		psoDesc.pRootSignature = desc.m_rootSignature->GetBaseRootSignature()->GetComPtrRootSignature().Get();
		psoDesc.VS.pShaderBytecode = vertexShader? vertexShader->GetBinary() : nullptr;
		psoDesc.VS.BytecodeLength  = vertexShader? vertexShader->GetBinarySize() : 0;
		psoDesc.PS.pShaderBytecode = pixelShader? pixelShader->GetBinary() : nullptr;
		psoDesc.PS.BytecodeLength  = pixelShader? pixelShader->GetBinarySize() : 0;
				
		psoDesc.RasterizerState.FillMode              = GetDx12FillMode(desc.m_fillMode);
		psoDesc.RasterizerState.CullMode              = GetDx12CullMode(desc.m_cullMode);
		psoDesc.RasterizerState.FrontCounterClockwise = desc.m_frontCounterClockwise? TRUE : FALSE;
		psoDesc.RasterizerState.DepthBias             = desc.m_depthBias;
		psoDesc.RasterizerState.DepthBiasClamp        = desc.m_depthBiasClamp;
		psoDesc.RasterizerState.SlopeScaledDepthBias  = desc.m_slopeScaledDepthBias;
		psoDesc.RasterizerState.DepthClipEnable       = TRUE;
		psoDesc.RasterizerState.MultisampleEnable     = FALSE;
		psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;
		psoDesc.RasterizerState.ForcedSampleCount     = 0;
		psoDesc.RasterizerState.ConservativeRaster    = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
		psoDesc.SampleMask                            = UINT_MAX;
		psoDesc.PrimitiveTopologyType                 = GetDx12PrimitiveTopologyType(desc.m_primitiveTopologyType);		
		psoDesc.SampleDesc.Count                      = 1;
		psoDesc.NumRenderTargets                      = desc.m_renderTargetCount;
		psoDesc.BlendState.AlphaToCoverageEnable      = FALSE;
		psoDesc.BlendState.IndependentBlendEnable     = FALSE;
		psoDesc.DepthStencilState.DepthEnable         = desc.m_depthEnable? TRUE : FALSE;
		psoDesc.DepthStencilState.StencilEnable       = desc.m_stencilEnable? TRUE : FALSE;
		if(psoDesc.DepthStencilState.DepthEnable)
		{
			psoDesc.DepthStencilState.DepthWriteMask  = GetDx12DepthWriteMask(desc.m_depthWriteMask);
			psoDesc.DepthStencilState.DepthFunc       = GetDx12ComparisonFunc(desc.m_depthFunc);
		}
		
		SI_ASSERT(desc.m_renderTargetCount <= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT);
		UINT blendRtCount = psoDesc.BlendState.IndependentBlendEnable? psoDesc.NumRenderTargets : 1;

		for (UINT rt = 0; rt<blendRtCount; ++rt)
		{
			D3D12_RENDER_TARGET_BLEND_DESC& outBlend = psoDesc.BlendState.RenderTarget[rt];
			const GfxRenderTargetBlendDesc&  inBlend = desc.m_rtvBlend[rt];

			outBlend.BlendEnable            = inBlend.m_blendEnable?   TRUE : FALSE;
			outBlend.LogicOpEnable          = inBlend.m_logicOpEnable? TRUE : FALSE;
			outBlend.SrcBlend               = GetDx12Blend(inBlend.m_srcBlend);
			outBlend.DestBlend              = GetDx12Blend(inBlend.m_destBlend);
			outBlend.BlendOp                = GetDx12BlendOp(inBlend.m_blendOp);
			outBlend.SrcBlendAlpha          = GetDx12Blend(inBlend.m_srcBlendAlpha);
			outBlend.DestBlendAlpha         = GetDx12Blend(inBlend.m_destBlendAlpha);
			outBlend.BlendOpAlpha           = GetDx12BlendOp(inBlend.m_blendOpAlpha);
			outBlend.LogicOp                = GetDx12LogicOp(inBlend.m_logicOp);
			outBlend.RenderTargetWriteMask  = GetDx12RenderTargetWriteMask(inBlend.m_rtWriteMask);
		}

		for (UINT rt = 0; rt<psoDesc.NumRenderTargets; ++rt)
		{			
			psoDesc.RTVFormats[rt] = GetDx12Format(desc.m_rtvFormats[rt]);
		}
		psoDesc.DSVFormat = GetDx12Format(desc.m_dsvFormat);

		HRESULT hr = device.CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState));
		if(FAILED(hr))
		{
			SI_ASSERT(0);
			return -1;
		}
		
		if(desc.m_name)
		{
			wchar_t wName[64];
			wName[0] = 0;
			size_t num = 0;
			errno_t ret = mbstowcs_s(&num, wName, desc.m_name, ArraySize(wName));
			if(ret == 0)
			{
				m_pipelineState->SetName(wName);
			}
		}

		return 0;
	}
Esempio n. 7
0
	D3D(int width, int height, HWND hWnd)
		: mBufferWidth(width), mBufferHeight(height), mDev(nullptr)
	{
		{
#if _DEBUG
			CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#else
			CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
#endif /* _DEBUG */
		}

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

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

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

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

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

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

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

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

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

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

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

			desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
			desc.NumDescriptors = 100;
			desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
			desc.NodeMask = 0;
			CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapSampler.ReleaseAndGetAddressOf())));
		}

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

		{
			CD3DX12_DESCRIPTOR_RANGE descRange1[2];
			descRange1[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);
			descRange1[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);

			CD3DX12_DESCRIPTOR_RANGE descRange2[1];
			descRange2[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);

			CD3DX12_ROOT_PARAMETER rootParam[2];
			rootParam[0].InitAsDescriptorTable(ARRAYSIZE(descRange1), descRange1);
			rootParam[1].InitAsDescriptorTable(ARRAYSIZE(descRange2), descRange2, D3D12_SHADER_VISIBILITY_PIXEL);

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

		ID3D10Blob *vs, *ps;
		{
			ID3D10Blob *info;
			UINT flag = 0;
#if _DEBUG
			flag |= D3DCOMPILE_DEBUG;
#endif /* _DEBUG */
			CHK(D3DCompileFromFile(L"MeshTex.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info));
			CHK(D3DCompileFromFile(L"MeshTex.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info));
		}
		D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		};
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.InputLayout.NumElements = 3;
		psoDesc.InputLayout.pInputElementDescs = inputLayout;
		psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
		psoDesc.pRootSignature = mRootSignature.Get();
		psoDesc.VS.pShaderBytecode = vs->GetBufferPointer();
		psoDesc.VS.BytecodeLength = vs->GetBufferSize();
		psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
		psoDesc.PS.BytecodeLength = ps->GetBufferSize();
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3DX12_DEFAULT);
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3DX12_DEFAULT);
		psoDesc.DepthStencilState.DepthEnable = true;
		psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
		psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
		psoDesc.DepthStencilState.StencilEnable = false;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
		psoDesc.SampleDesc.Count = 1;
		CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf())));
		vs->Release();
		ps->Release();

		WaveFrontReader<uint16_t> mesh;
		CHK(mesh.Load(L"teapot_tex2.obj"));

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

		void* vbData = mesh.vertices.data();
		void* ibData = mesh.indices.data();
		CHK(mDev->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(mVBIndexOffset + IBSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf())));
		mVB->SetName(L"VertexBuffer");
		char* vbUploadPtr = nullptr;
		CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr)));
		memcpy_s(vbUploadPtr, mVBIndexOffset, vbData, mVBIndexOffset);
		memcpy_s(vbUploadPtr + mVBIndexOffset, IBSize, ibData, IBSize);
		mVB->Unmap(0, nullptr);

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

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

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

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

		{
			// Read DDS file
			vector<char> texData(4 * 256 * 256);
			ifstream ifs("cat.dds", ios::binary);
			if (!ifs)
				throw runtime_error("Texture not found.");
			ifs.seekg(128, ios::beg); // Skip DDS header
			ifs.read(texData.data(), texData.size());
			resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(
				DXGI_FORMAT_B8G8R8A8_UNORM, 256, 256, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_NONE,
				D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
			CHK(mDev->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				&resourceDesc,
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(mTex.ReleaseAndGetAddressOf())));
			mTex->SetName(L"Texure");
			D3D12_BOX box = {};
			box.right = 256;
			box.bottom = 256;
			box.back = 1;
			CHK(mTex->WriteToSubresource(0, &box, texData.data(), 4 * 256, 4 * 256 * 256));
		}

		D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
		srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
		srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
		srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		srvDesc.Texture2D.MipLevels = 1;
		srvDesc.Texture2D.MostDetailedMip = 0; // No MIP
		srvDesc.Texture2D.PlaneSlice = 0;
		srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
		auto cbvSrcUavDescHandle = mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart();
		auto cbvSrvUavDescStep =  mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
		cbvSrcUavDescHandle.ptr += cbvSrvUavDescStep;
		mDev->CreateShaderResourceView(mTex.Get(), &srvDesc, cbvSrcUavDescHandle);

		D3D12_SAMPLER_DESC samplerDesc;
		samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		samplerDesc.MinLOD = -FLT_MAX;
		samplerDesc.MaxLOD = FLT_MAX;
		samplerDesc.MipLODBias = 0;
		samplerDesc.MaxAnisotropy = 0;
		samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
		mDev->CreateSampler(&samplerDesc, mDescHeapSampler->GetCPUDescriptorHandleForHeapStart());
	}