ResourceId D3D12Replay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOverlay overlay, uint32_t eventId, const vector<uint32_t> &passEvents) { ID3D12Resource *resource = WrappedID3D12Resource::GetList()[texid]; if(resource == NULL) return ResourceId(); D3D12_RESOURCE_DESC resourceDesc = resource->GetDesc(); std::vector<D3D12_RESOURCE_BARRIER> barriers; int resType = 0; GetDebugManager()->PrepareTextureSampling(resource, typeHint, resType, barriers); D3D12_RESOURCE_DESC overlayTexDesc; overlayTexDesc.Alignment = 0; overlayTexDesc.DepthOrArraySize = 1; overlayTexDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; overlayTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; overlayTexDesc.Format = DXGI_FORMAT_R16G16B16A16_UNORM; overlayTexDesc.Height = resourceDesc.Height; overlayTexDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; overlayTexDesc.MipLevels = 1; overlayTexDesc.SampleDesc = resourceDesc.SampleDesc; overlayTexDesc.Width = resourceDesc.Width; D3D12_HEAP_PROPERTIES heapProps; heapProps.Type = D3D12_HEAP_TYPE_DEFAULT; heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heapProps.CreationNodeMask = 1; heapProps.VisibleNodeMask = 1; D3D12_RESOURCE_DESC currentOverlayDesc; RDCEraseEl(currentOverlayDesc); if(m_Overlay.Texture) currentOverlayDesc = m_Overlay.Texture->GetDesc(); WrappedID3D12Resource *wrappedCustomRenderTex = (WrappedID3D12Resource *)m_Overlay.Texture; // need to recreate backing custom render tex if(overlayTexDesc.Width != currentOverlayDesc.Width || overlayTexDesc.Height != currentOverlayDesc.Height || overlayTexDesc.Format != currentOverlayDesc.Format || overlayTexDesc.SampleDesc.Count != currentOverlayDesc.SampleDesc.Count || overlayTexDesc.SampleDesc.Quality != currentOverlayDesc.SampleDesc.Quality) { SAFE_RELEASE(m_Overlay.Texture); m_Overlay.resourceId = ResourceId(); ID3D12Resource *customRenderTex = NULL; HRESULT hr = m_pDevice->CreateCommittedResource( &heapProps, D3D12_HEAP_FLAG_NONE, &overlayTexDesc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, __uuidof(ID3D12Resource), (void **)&customRenderTex); if(FAILED(hr)) { RDCERR("Failed to create custom render tex HRESULT: %s", ToStr(hr).c_str()); return ResourceId(); } wrappedCustomRenderTex = (WrappedID3D12Resource *)customRenderTex; customRenderTex->SetName(L"customRenderTex"); m_Overlay.Texture = wrappedCustomRenderTex; m_Overlay.resourceId = wrappedCustomRenderTex->GetResourceID(); } D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState; ID3D12Resource *renderDepth = NULL; D3D12Descriptor *dsView = GetWrapped(rs.dsv); D3D12_RESOURCE_DESC depthTexDesc = {}; D3D12_DEPTH_STENCIL_VIEW_DESC dsViewDesc = {}; if(dsView) { ID3D12Resource *realDepth = dsView->nonsamp.resource; dsViewDesc = dsView->nonsamp.dsv; depthTexDesc = realDepth->GetDesc(); depthTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; depthTexDesc.Alignment = 0; HRESULT hr = S_OK; hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &depthTexDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, __uuidof(ID3D12Resource), (void **)&renderDepth); if(FAILED(hr)) { RDCERR("Failed to create renderDepth HRESULT: %s", ToStr(hr).c_str()); return m_Overlay.resourceId; } renderDepth->SetName(L"Overlay renderDepth"); ID3D12GraphicsCommandList *list = m_pDevice->GetNewList(); const vector<D3D12_RESOURCE_STATES> &states = m_pDevice->GetSubresourceStates(GetResID(realDepth)); vector<D3D12_RESOURCE_BARRIER> depthBarriers; depthBarriers.reserve(states.size()); for(size_t i = 0; i < states.size(); i++) { D3D12_RESOURCE_BARRIER b; // skip unneeded barriers if(states[i] & D3D12_RESOURCE_STATE_COPY_SOURCE) continue; b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; b.Transition.pResource = realDepth; b.Transition.Subresource = (UINT)i; b.Transition.StateBefore = states[i]; b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE; depthBarriers.push_back(b); } if(!depthBarriers.empty()) list->ResourceBarrier((UINT)depthBarriers.size(), &depthBarriers[0]); list->CopyResource(renderDepth, realDepth); for(size_t i = 0; i < depthBarriers.size(); i++) std::swap(depthBarriers[i].Transition.StateBefore, depthBarriers[i].Transition.StateAfter); if(!depthBarriers.empty()) list->ResourceBarrier((UINT)depthBarriers.size(), &depthBarriers[0]); D3D12_RESOURCE_BARRIER b = {}; b.Transition.pResource = renderDepth; b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; b.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE; // prepare tex resource for copying list->ResourceBarrier(1, &b); list->Close(); } D3D12_RENDER_TARGET_VIEW_DESC rtDesc = {}; rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; rtDesc.Format = DXGI_FORMAT_R16G16B16A16_UNORM; rtDesc.Texture2D.MipSlice = 0; rtDesc.Texture2D.PlaneSlice = 0; if(overlayTexDesc.SampleDesc.Count > 1 || overlayTexDesc.SampleDesc.Quality > 0) rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS; D3D12_CPU_DESCRIPTOR_HANDLE rtv = GetDebugManager()->GetCPUHandle(OVERLAY_RTV); m_pDevice->CreateRenderTargetView(wrappedCustomRenderTex, &rtDesc, rtv); ID3D12GraphicsCommandList *list = m_pDevice->GetNewList(); FLOAT black[] = {0.0f, 0.0f, 0.0f, 0.0f}; list->ClearRenderTargetView(rtv, black, 0, NULL); D3D12_CPU_DESCRIPTOR_HANDLE dsv = {}; if(renderDepth) { dsv = GetDebugManager()->GetCPUHandle(OVERLAY_DSV); m_pDevice->CreateDepthStencilView( renderDepth, dsViewDesc.Format == DXGI_FORMAT_UNKNOWN ? NULL : &dsViewDesc, dsv); } D3D12_DEPTH_STENCIL_DESC dsDesc; dsDesc.BackFace.StencilFailOp = dsDesc.BackFace.StencilPassOp = dsDesc.BackFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP; dsDesc.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; dsDesc.FrontFace.StencilFailOp = dsDesc.FrontFace.StencilPassOp = dsDesc.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP; dsDesc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; dsDesc.DepthEnable = TRUE; dsDesc.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; dsDesc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; dsDesc.StencilEnable = FALSE; dsDesc.StencilReadMask = dsDesc.StencilWriteMask = 0xff; WrappedID3D12PipelineState *pipe = NULL; if(rs.pipe != ResourceId()) pipe = m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe); if(overlay == DebugOverlay::NaN || overlay == DebugOverlay::Clipping) { // just need the basic texture } else if(overlay == DebugOverlay::Drawcall) { if(pipe && pipe->IsGraphics()) { D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = pipe->GetGraphicsDesc(); float overlayConsts[4] = {0.8f, 0.1f, 0.8f, 1.0f}; ID3DBlob *ps = m_pDevice->GetShaderCache()->MakeFixedColShader(overlayConsts); psoDesc.PS.pShaderBytecode = ps->GetBufferPointer(); psoDesc.PS.BytecodeLength = ps->GetBufferSize(); psoDesc.DepthStencilState.DepthEnable = FALSE; psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; psoDesc.DepthStencilState.StencilEnable = FALSE; psoDesc.BlendState.AlphaToCoverageEnable = FALSE; psoDesc.BlendState.IndependentBlendEnable = FALSE; psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE; psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf; psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE; RDCEraseEl(psoDesc.RTVFormats); psoDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_UNORM; psoDesc.NumRenderTargets = 1; psoDesc.SampleMask = ~0U; psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count); psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN; psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; psoDesc.RasterizerState.FrontCounterClockwise = FALSE; psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; psoDesc.RasterizerState.DepthClipEnable = FALSE; psoDesc.RasterizerState.MultisampleEnable = FALSE; psoDesc.RasterizerState.AntialiasedLineEnable = FALSE; float clearColour[] = {0.0f, 0.0f, 0.0f, 0.5f}; list->ClearRenderTargetView(rtv, clearColour, 0, NULL); list->Close(); list = NULL; ID3D12PipelineState *pso = NULL; HRESULT hr = m_pDevice->CreateGraphicsPipelineState(&psoDesc, __uuidof(ID3D12PipelineState), (void **)&pso); if(FAILED(hr)) { RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str()); SAFE_RELEASE(ps); return m_Overlay.resourceId; } D3D12RenderState prev = rs; rs.pipe = GetResID(pso); rs.rtSingle = true; rs.rts.resize(1); rs.rts[0] = rtv; rs.dsv = D3D12_CPU_DESCRIPTOR_HANDLE(); m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw); rs = prev; m_pDevice->ExecuteLists(); m_pDevice->FlushLists(); SAFE_RELEASE(pso); SAFE_RELEASE(ps); } } else if(overlay == DebugOverlay::BackfaceCull) { if(pipe && pipe->IsGraphics()) { D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = pipe->GetGraphicsDesc(); D3D12_CULL_MODE origCull = psoDesc.RasterizerState.CullMode; float redCol[4] = {1.0f, 0.0f, 0.0f, 1.0f}; ID3DBlob *red = m_pDevice->GetShaderCache()->MakeFixedColShader(redCol); float greenCol[4] = {0.0f, 1.0f, 0.0f, 1.0f}; ID3DBlob *green = m_pDevice->GetShaderCache()->MakeFixedColShader(greenCol); psoDesc.DepthStencilState.DepthEnable = FALSE; psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; psoDesc.DepthStencilState.StencilEnable = FALSE; psoDesc.BlendState.AlphaToCoverageEnable = FALSE; psoDesc.BlendState.IndependentBlendEnable = FALSE; psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE; psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf; psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE; RDCEraseEl(psoDesc.RTVFormats); psoDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_UNORM; psoDesc.NumRenderTargets = 1; psoDesc.SampleMask = ~0U; psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count); psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN; psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; psoDesc.RasterizerState.FrontCounterClockwise = FALSE; psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; psoDesc.RasterizerState.DepthClipEnable = FALSE; psoDesc.RasterizerState.MultisampleEnable = FALSE; psoDesc.RasterizerState.AntialiasedLineEnable = FALSE; psoDesc.PS.pShaderBytecode = red->GetBufferPointer(); psoDesc.PS.BytecodeLength = red->GetBufferSize(); list->Close(); list = NULL; ID3D12PipelineState *redPSO = NULL; HRESULT hr = m_pDevice->CreateGraphicsPipelineState(&psoDesc, __uuidof(ID3D12PipelineState), (void **)&redPSO); if(FAILED(hr)) { RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str()); SAFE_RELEASE(red); SAFE_RELEASE(green); return m_Overlay.resourceId; } psoDesc.RasterizerState.CullMode = origCull; psoDesc.PS.pShaderBytecode = green->GetBufferPointer(); psoDesc.PS.BytecodeLength = green->GetBufferSize(); ID3D12PipelineState *greenPSO = NULL; hr = m_pDevice->CreateGraphicsPipelineState(&psoDesc, __uuidof(ID3D12PipelineState), (void **)&greenPSO); if(FAILED(hr)) { RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str()); SAFE_RELEASE(red); SAFE_RELEASE(redPSO); SAFE_RELEASE(green); return m_Overlay.resourceId; } D3D12RenderState prev = rs; rs.pipe = GetResID(redPSO); rs.rtSingle = true; rs.rts.resize(1); rs.rts[0] = rtv; rs.dsv = D3D12_CPU_DESCRIPTOR_HANDLE(); m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw); rs.pipe = GetResID(greenPSO); m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw); rs = prev; m_pDevice->ExecuteLists(); m_pDevice->FlushLists(); SAFE_RELEASE(red); SAFE_RELEASE(green); SAFE_RELEASE(redPSO); SAFE_RELEASE(greenPSO); } } else if(overlay == DebugOverlay::Wireframe) { if(pipe && pipe->IsGraphics()) { D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = pipe->GetGraphicsDesc(); float overlayConsts[] = {200.0f / 255.0f, 255.0f / 255.0f, 0.0f / 255.0f, 1.0f}; ID3DBlob *ps = m_pDevice->GetShaderCache()->MakeFixedColShader(overlayConsts); psoDesc.PS.pShaderBytecode = ps->GetBufferPointer(); psoDesc.PS.BytecodeLength = ps->GetBufferSize(); psoDesc.DepthStencilState.DepthEnable = FALSE; psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; psoDesc.DepthStencilState.StencilEnable = FALSE; psoDesc.BlendState.AlphaToCoverageEnable = FALSE; psoDesc.BlendState.IndependentBlendEnable = FALSE; psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE; psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf; psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE; RDCEraseEl(psoDesc.RTVFormats); psoDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_UNORM; psoDesc.NumRenderTargets = 1; psoDesc.SampleMask = ~0U; psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count); psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN; psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME; psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; psoDesc.RasterizerState.FrontCounterClockwise = FALSE; psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; psoDesc.RasterizerState.DepthClipEnable = FALSE; psoDesc.RasterizerState.MultisampleEnable = FALSE; psoDesc.RasterizerState.AntialiasedLineEnable = FALSE; overlayConsts[3] = 0.0f; list->ClearRenderTargetView(rtv, overlayConsts, 0, NULL); list->Close(); list = NULL; ID3D12PipelineState *pso = NULL; HRESULT hr = m_pDevice->CreateGraphicsPipelineState(&psoDesc, __uuidof(ID3D12PipelineState), (void **)&pso); if(FAILED(hr)) { RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str()); SAFE_RELEASE(ps); return m_Overlay.resourceId; } D3D12RenderState prev = rs; rs.pipe = GetResID(pso); rs.rtSingle = true; rs.rts.resize(1); rs.rts[0] = rtv; rs.dsv = dsv; m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw); rs = prev; m_pDevice->ExecuteLists(); m_pDevice->FlushLists(); SAFE_RELEASE(pso); SAFE_RELEASE(ps); } } else if(overlay == DebugOverlay::ClearBeforePass || overlay == DebugOverlay::ClearBeforeDraw) { vector<uint32_t> events = passEvents; if(overlay == DebugOverlay::ClearBeforeDraw) events.clear(); events.push_back(eventId); if(!events.empty()) { list->Close(); list = NULL; bool rtSingle = rs.rtSingle; std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> rts = rs.rts; if(overlay == DebugOverlay::ClearBeforePass) m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw); list = m_pDevice->GetNewList(); for(size_t i = 0; i < rts.size(); i++) { D3D12Descriptor *desc = rtSingle ? GetWrapped(rts[0]) : GetWrapped(rts[i]); if(desc) { if(rtSingle) desc += i; Unwrap(list)->ClearRenderTargetView(UnwrapCPU(desc), black, 0, NULL); } } list->Close(); list = NULL; for(size_t i = 0; i < events.size(); i++) { m_pDevice->ReplayLog(events[i], events[i], eReplay_OnlyDraw); if(overlay == DebugOverlay::ClearBeforePass && i + 1 < events.size()) m_pDevice->ReplayLog(events[i] + 1, events[i + 1], eReplay_WithoutDraw); } } } else if(overlay == DebugOverlay::ViewportScissor) { if(pipe && pipe->IsGraphics() && !rs.views.empty()) { list->OMSetRenderTargets(1, &rtv, TRUE, NULL); D3D12_VIEWPORT viewport = rs.views[0]; list->RSSetViewports(1, &viewport); D3D12_RECT scissor = {0, 0, 16384, 16384}; list->RSSetScissorRects(1, &scissor); list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); list->SetPipelineState(m_General.FixedColPipe); list->SetGraphicsRootSignature(m_General.ConstOnlyRootSig); DebugPixelCBufferData pixelData = {0}; // border colour (dark, 2px, opaque) pixelData.WireframeColour = Vec3f(0.1f, 0.1f, 0.1f); // inner colour (light, transparent) pixelData.Channels = Vec4f(0.2f, 0.2f, 0.9f, 0.7f); pixelData.OutputDisplayFormat = 0; pixelData.RangeMinimum = viewport.TopLeftX; pixelData.InverseRangeSize = viewport.TopLeftY; pixelData.TextureResolutionPS = Vec3f(viewport.Width, viewport.Height, 0.0f); D3D12_GPU_VIRTUAL_ADDRESS viewCB = GetDebugManager()->UploadConstants(&pixelData, sizeof(pixelData)); list->SetGraphicsRootConstantBufferView(0, viewCB); list->SetGraphicsRootConstantBufferView(1, viewCB); list->SetGraphicsRootConstantBufferView(2, viewCB); Vec4f dummy; list->SetGraphicsRoot32BitConstants(3, 4, &dummy.x, 0); float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f}; list->OMSetBlendFactor(factor); list->DrawInstanced(3, 1, 0, 0); viewport.TopLeftX = (float)rs.scissors[0].left; viewport.TopLeftY = (float)rs.scissors[0].top; viewport.Width = (float)(rs.scissors[0].right - rs.scissors[0].left); viewport.Height = (float)(rs.scissors[0].bottom - rs.scissors[0].top); list->RSSetViewports(1, &viewport); pixelData.OutputDisplayFormat = 1; pixelData.RangeMinimum = viewport.TopLeftX; pixelData.InverseRangeSize = viewport.TopLeftY; pixelData.TextureResolutionPS = Vec3f(viewport.Width, viewport.Height, 0.0f); D3D12_GPU_VIRTUAL_ADDRESS scissorCB = GetDebugManager()->UploadConstants(&pixelData, sizeof(pixelData)); list->SetGraphicsRootConstantBufferView(1, scissorCB); list->DrawInstanced(3, 1, 0, 0); } } else if(overlay == DebugOverlay::TriangleSizeDraw || overlay == DebugOverlay::TriangleSizePass) { if(pipe && pipe->IsGraphics()) { SCOPED_TIMER("Triangle size"); vector<uint32_t> events = passEvents; if(overlay == DebugOverlay::TriangleSizeDraw) events.clear(); while(!events.empty()) { const DrawcallDescription *draw = m_pDevice->GetDrawcall(events[0]); // remove any non-drawcalls, like the pass boundary. if(!(draw->flags & DrawFlags::Drawcall)) events.erase(events.begin()); else break; } events.push_back(eventId); D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = pipe->GetGraphicsDesc(); pipeDesc.pRootSignature = m_General.ConstOnlyRootSig; pipeDesc.SampleMask = 0xFFFFFFFF; pipeDesc.SampleDesc.Count = 1; pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; pipeDesc.NumRenderTargets = 1; RDCEraseEl(pipeDesc.RTVFormats); pipeDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_UNORM; pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE; pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA; pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; D3D12_INPUT_ELEMENT_DESC ia[2] = {}; ia[0].SemanticName = "pos"; ia[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT; ia[1].SemanticName = "sec"; ia[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT; ia[1].InputSlot = 1; ia[1].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; pipeDesc.InputLayout.NumElements = 2; pipeDesc.InputLayout.pInputElementDescs = ia; pipeDesc.VS.BytecodeLength = m_Overlay.MeshVS->GetBufferSize(); pipeDesc.VS.pShaderBytecode = m_Overlay.MeshVS->GetBufferPointer(); RDCEraseEl(pipeDesc.HS); RDCEraseEl(pipeDesc.DS); pipeDesc.GS.BytecodeLength = m_Overlay.TriangleSizeGS->GetBufferSize(); pipeDesc.GS.pShaderBytecode = m_Overlay.TriangleSizeGS->GetBufferPointer(); pipeDesc.PS.BytecodeLength = m_Overlay.TriangleSizePS->GetBufferSize(); pipeDesc.PS.pShaderBytecode = m_Overlay.TriangleSizePS->GetBufferPointer(); pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; if(pipeDesc.DepthStencilState.DepthFunc == D3D12_COMPARISON_FUNC_GREATER) pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_GREATER_EQUAL; if(pipeDesc.DepthStencilState.DepthFunc == D3D12_COMPARISON_FUNC_LESS) pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; // enough for all primitive topology types ID3D12PipelineState *pipes[D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH + 1] = {}; DebugVertexCBuffer vertexData = {}; vertexData.LineStrip = 0; vertexData.ModelViewProj = Matrix4f::Identity(); vertexData.SpriteSize = Vec2f(); Vec4f viewport(rs.views[0].Width, rs.views[0].Height); if(rs.dsv.ptr) { D3D12_CPU_DESCRIPTOR_HANDLE realDSV = Unwrap(rs.dsv); list->OMSetRenderTargets(1, &rtv, TRUE, &realDSV); } list->RSSetViewports(1, &rs.views[0]); D3D12_RECT scissor = {0, 0, 16384, 16384}; list->RSSetScissorRects(1, &scissor); list->SetGraphicsRootSignature(m_General.ConstOnlyRootSig); list->SetGraphicsRootConstantBufferView( 0, GetDebugManager()->UploadConstants(&vertexData, sizeof(vertexData))); list->SetGraphicsRootConstantBufferView( 1, GetDebugManager()->UploadConstants(&overdrawRamp[0].x, sizeof(overdrawRamp))); list->SetGraphicsRootConstantBufferView( 2, GetDebugManager()->UploadConstants(&viewport, sizeof(viewport))); list->SetGraphicsRoot32BitConstants(3, 4, &viewport.x, 0); for(size_t i = 0; i < events.size(); i++) { const DrawcallDescription *draw = m_pDevice->GetDrawcall(events[i]); for(uint32_t inst = 0; draw && inst < RDCMAX(1U, draw->numInstances); inst++) { MeshFormat fmt = GetPostVSBuffers(events[i], inst, MeshDataStage::GSOut); if(fmt.vertexResourceId == ResourceId()) fmt = GetPostVSBuffers(events[i], inst, MeshDataStage::VSOut); if(fmt.vertexResourceId != ResourceId()) { D3D_PRIMITIVE_TOPOLOGY topo = MakeD3DPrimitiveTopology(fmt.topology); if(topo == D3D_PRIMITIVE_TOPOLOGY_POINTLIST || topo >= D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST) pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; else if(topo == D3D_PRIMITIVE_TOPOLOGY_LINESTRIP || topo == D3D_PRIMITIVE_TOPOLOGY_LINELIST || topo == D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ || topo == D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ) pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE; else pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; list->IASetPrimitiveTopology(topo); if(pipes[pipeDesc.PrimitiveTopologyType] == NULL) { HRESULT hr = m_pDevice->CreateGraphicsPipelineState( &pipeDesc, __uuidof(ID3D12PipelineState), (void **)&pipes[pipeDesc.PrimitiveTopologyType]); RDCASSERTEQUAL(hr, S_OK); } ID3D12Resource *vb = m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(fmt.vertexResourceId); D3D12_VERTEX_BUFFER_VIEW vbView = {}; vbView.BufferLocation = vb->GetGPUVirtualAddress() + fmt.vertexByteOffset; vbView.StrideInBytes = fmt.vertexByteStride; vbView.SizeInBytes = UINT(vb->GetDesc().Width - fmt.vertexByteOffset); // second bind is just a dummy, so we don't have to make a shader // that doesn't accept the secondary stream list->IASetVertexBuffers(0, 1, &vbView); list->IASetVertexBuffers(1, 1, &vbView); list->SetPipelineState(pipes[pipeDesc.PrimitiveTopologyType]); if(fmt.indexByteStride && fmt.indexResourceId != ResourceId()) { ID3D12Resource *ib = m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(fmt.indexResourceId); D3D12_INDEX_BUFFER_VIEW view; view.BufferLocation = ib->GetGPUVirtualAddress() + fmt.indexByteOffset; view.SizeInBytes = UINT(ib->GetDesc().Width - fmt.indexByteOffset); view.Format = fmt.indexByteStride == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; list->IASetIndexBuffer(&view); list->DrawIndexedInstanced(fmt.numIndices, 1, 0, fmt.baseVertex, 0); } else { list->DrawInstanced(fmt.numIndices, 1, 0, 0); } } } } list->Close(); list = NULL; m_pDevice->ExecuteLists(); m_pDevice->FlushLists(); for(size_t i = 0; i < ARRAY_COUNT(pipes); i++) SAFE_RELEASE(pipes[i]); } // restore back to normal m_pDevice->ReplayLog(0, eventId, eReplay_WithoutDraw); } else if(overlay == DebugOverlay::QuadOverdrawPass || overlay == DebugOverlay::QuadOverdrawDraw) { SCOPED_TIMER("Quad Overdraw"); vector<uint32_t> events = passEvents; if(overlay == DebugOverlay::QuadOverdrawDraw) events.clear(); events.push_back(eventId); if(!events.empty()) { if(overlay == DebugOverlay::QuadOverdrawPass) { list->Close(); m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw); list = m_pDevice->GetNewList(); } uint32_t width = uint32_t(resourceDesc.Width >> 1); uint32_t height = resourceDesc.Height >> 1; width = RDCMAX(1U, width); height = RDCMAX(1U, height); D3D12_RESOURCE_DESC uavTexDesc = {}; uavTexDesc.Alignment = 0; uavTexDesc.DepthOrArraySize = 4; uavTexDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; uavTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; uavTexDesc.Format = DXGI_FORMAT_R32_UINT; uavTexDesc.Height = height; uavTexDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; uavTexDesc.MipLevels = 1; uavTexDesc.SampleDesc.Count = 1; uavTexDesc.SampleDesc.Quality = 0; uavTexDesc.Width = width; ID3D12Resource *overdrawTex = NULL; HRESULT hr = m_pDevice->CreateCommittedResource( &heapProps, D3D12_HEAP_FLAG_NONE, &uavTexDesc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL, __uuidof(ID3D12Resource), (void **)&overdrawTex); if(FAILED(hr)) { RDCERR("Failed to create overdrawTex HRESULT: %s", ToStr(hr).c_str()); list->Close(); list = NULL; return m_Overlay.resourceId; } m_pDevice->CreateShaderResourceView(overdrawTex, NULL, GetDebugManager()->GetCPUHandle(OVERDRAW_SRV)); m_pDevice->CreateUnorderedAccessView(overdrawTex, NULL, NULL, GetDebugManager()->GetCPUHandle(OVERDRAW_UAV)); m_pDevice->CreateUnorderedAccessView(overdrawTex, NULL, NULL, GetDebugManager()->GetUAVClearHandle(OVERDRAW_UAV)); UINT zeroes[4] = {0, 0, 0, 0}; list->ClearUnorderedAccessViewUint(GetDebugManager()->GetGPUHandle(OVERDRAW_UAV), GetDebugManager()->GetUAVClearHandle(OVERDRAW_UAV), overdrawTex, zeroes, 0, NULL); list->Close(); list = NULL; #if ENABLED(SINGLE_FLUSH_VALIDATE) m_pDevice->ExecuteLists(); m_pDevice->FlushLists(); #endif m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw); D3D12_SHADER_BYTECODE quadWrite; quadWrite.BytecodeLength = m_Overlay.QuadOverdrawWritePS->GetBufferSize(); quadWrite.pShaderBytecode = m_Overlay.QuadOverdrawWritePS->GetBufferPointer(); // declare callback struct here D3D12QuadOverdrawCallback cb(m_pDevice, quadWrite, events, ToPortableHandle(GetDebugManager()->GetCPUHandle(OVERDRAW_UAV))); m_pDevice->ReplayLog(events.front(), events.back(), eReplay_Full); // resolve pass { list = m_pDevice->GetNewList(); D3D12_RESOURCE_BARRIER overdrawBarriers[2] = {}; // make sure UAV work is done then prepare for reading in PS overdrawBarriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; overdrawBarriers[0].UAV.pResource = overdrawTex; overdrawBarriers[1].Transition.pResource = overdrawTex; overdrawBarriers[1].Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; overdrawBarriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; overdrawBarriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; // prepare tex resource for copying list->ResourceBarrier(2, overdrawBarriers); list->OMSetRenderTargets(1, &rtv, TRUE, NULL); list->RSSetViewports(1, &rs.views[0]); D3D12_RECT scissor = {0, 0, 16384, 16384}; list->RSSetScissorRects(1, &scissor); list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); list->SetPipelineState(m_Overlay.QuadResolvePipe); list->SetGraphicsRootSignature(m_Overlay.QuadResolveRootSig); GetDebugManager()->SetDescriptorHeaps(list, true, false); list->SetGraphicsRootConstantBufferView( 0, GetDebugManager()->UploadConstants(&overdrawRamp[0].x, sizeof(overdrawRamp))); list->SetGraphicsRootDescriptorTable(1, GetDebugManager()->GetGPUHandle(OVERDRAW_SRV)); list->DrawInstanced(3, 1, 0, 0); list->Close(); list = NULL; } m_pDevice->ExecuteLists(); m_pDevice->FlushLists(); for(auto it = cb.m_PipelineCache.begin(); it != cb.m_PipelineCache.end(); ++it) { SAFE_RELEASE(it->second.pipe); SAFE_RELEASE(it->second.sig); } SAFE_RELEASE(overdrawTex); } if(overlay == DebugOverlay::QuadOverdrawPass) m_pDevice->ReplayLog(0, eventId, eReplay_WithoutDraw); }
void DXMultiAdapterRenderer::PopulateCommandLists() { // Primary rendering command list { ComPtr<ID3D12Resource> curPrimaryRenderTarget = mDXDevices[Device_Primary]->mRenderTargets[mCurrentFrameIndex]; // Reset allocator and command list for current render target ThrowIfFailed(mDXDevices[Device_Primary]->mCommandAllocator->Reset()); // Only do this when all command lists have finished executing ID3D12GraphicsCommandList* primaryCommandList = mCommandLists[Primary_CommandList_Scene].Get(); ThrowIfFailed(primaryCommandList->Reset(mDXDevices[Device_Primary]->mCommandAllocator.Get(), nullptr)); primaryCommandList->RSSetViewports(1, &mViewport); primaryCommandList->RSSetScissorRects(1, &mScissorRect); ID3D12DescriptorHeap* descHeaps[] = { mDXDevices[Device_Primary]->mCbvSrvUavHeap.Get() }; primaryCommandList->SetDescriptorHeaps(_countof(descHeaps), descHeaps); // Allow for rending to current render target primaryCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(curPrimaryRenderTarget.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET)); CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(mDXDevices[Device_Primary]->mRtvHeap->GetCPUDescriptorHandleForHeapStart(), mCurrentFrameIndex, mDXDevices[Device_Primary]->mRtvDescriptorSize); primaryCommandList->OMSetRenderTargets(1, &rtvHandle, true, nullptr); primaryCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); primaryCommandList->IASetVertexBuffers(0, 1, mVertexBufferViews[Primary_Quad_Top]); // Render top portion of scene on primary GPU primaryCommandList->SetGraphicsRootSignature(mRootSignatures[Primary_RootSignature_Scene].Get()); primaryCommandList->SetGraphicsRootDescriptorTable(0, mTimePrimaryCbvHandle); primaryCommandList->SetPipelineState(mPipelineStates[Primary_PipelineState_Scene].Get()); primaryCommandList->DrawInstanced(4, 1, 0, 0); // Indicate that render target will be used for copy primaryCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(curPrimaryRenderTarget.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE)); ThrowIfFailed(mCommandLists[Primary_CommandList_Scene]->Close()); } // Copy command list - in DXCrossAdapterResources object { mCrossAdapterResources->PopulateCommandList(mCurrentFrameIndex); } // Reset command allocator for secondary device - used by all following command lists ThrowIfFailed(mDXDevices[Device_Secondary]->mCommandAllocator->Reset()); // Only do this when all command lists have finished executing // Secondary rendering command list { ID3D12GraphicsCommandList* secondaryCommandList = mCommandLists[Secondary_CommandList_Scene].Get(); ThrowIfFailed(secondaryCommandList->Reset(mDXDevices[Device_Secondary]->mCommandAllocator.Get(), nullptr)); secondaryCommandList->RSSetViewports(1, &mViewport); secondaryCommandList->RSSetScissorRects(1, &mScissorRect); ID3D12DescriptorHeap* descHeaps[] = { mDXDevices[Device_Secondary]->mCbvSrvUavHeap.Get() }; secondaryCommandList->SetDescriptorHeaps(_countof(descHeaps), descHeaps); secondaryCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mTexture.Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET)); secondaryCommandList->OMSetRenderTargets(1, &mTextureRtvHandle, true, nullptr); secondaryCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); secondaryCommandList->IASetVertexBuffers(0, 1, mVertexBufferViews[Secondary_Quad_Bottom]); // Quad geometry // Render bottom portion of scene on secondary GPU secondaryCommandList->SetGraphicsRootSignature(mRootSignatures[Secondary_RootSignature_Scene].Get()); secondaryCommandList->SetGraphicsRootDescriptorTable(0, mTimeSecondaryCbvHandle); secondaryCommandList->SetPipelineState(mPipelineStates[Secondary_PipelineState_Scene].Get()); secondaryCommandList->DrawInstanced(4, 1, 0, 0); secondaryCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mTexture.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)); ThrowIfFailed(mCommandLists[Secondary_CommandList_Scene]->Close()); } // Overlay Command List { ID3D12GraphicsCommandList* overlayCommandList = mCommandLists[Secondary_CommandList_Combine_Scene].Get(); ComPtr<ID3D12Resource> curSecondaryRenderTarget = mDXDevices[Device_Secondary]->mRenderTargets[mCurrentFrameIndex]; // Get secondary render target for current frame ThrowIfFailed(overlayCommandList->Reset(mDXDevices[Device_Secondary]->mCommandAllocator.Get(), nullptr)); overlayCommandList->RSSetViewports(1, &mViewport); overlayCommandList->RSSetScissorRects(1, &mScissorRect); ID3D12DescriptorHeap* descHeaps[] = { mDXDevices[Device_Secondary]->mCbvSrvUavHeap.Get() }; overlayCommandList->SetDescriptorHeaps(_countof(descHeaps), descHeaps); overlayCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(curSecondaryRenderTarget.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET)); CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(mDXDevices[Device_Secondary]->mRtvHeap->GetCPUDescriptorHandleForHeapStart(), mCurrentFrameIndex, mDXDevices[Device_Secondary]->mRtvDescriptorSize); overlayCommandList->OMSetRenderTargets(1, &rtvHandle, true, nullptr); static const float clearColor[4] = { 0.0f, 1.0f, 0.0f, 1.0f }; overlayCommandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr); overlayCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // Render top quad with cross-adapter texture overlayCommandList->IASetVertexBuffers(0, 1, mVertexBufferViews[Secondary_Quad_Combine_Top]); // Quad geometry CD3DX12_GPU_DESCRIPTOR_HANDLE crossAdapterSrvHandle(mDXDevices[Device_Secondary]->mCbvSrvUavHeap->GetGPUDescriptorHandleForHeapStart(), mCurrentFrameIndex, mDXDevices[Device_Secondary]->mCbvSrvUavDescriptorSize); overlayCommandList->SetGraphicsRootSignature(mRootSignatures[Secondary_RootSignature_CrossAdapter].Get()); overlayCommandList->SetPipelineState(mPipelineStates[Secondary_PipelineState_CrossAdapter].Get()); overlayCommandList->SetGraphicsRootDescriptorTable(0, mTransformTopCbvHandle); overlayCommandList->SetGraphicsRootDescriptorTable(1, crossAdapterSrvHandle); // Scale and translate quad to top of screen mConstantBufferTransformTopData.modelViewProjection = DirectX::XMMatrixIdentity(); mConstantBufferTransformTopData.modelViewProjection *= DirectX::XMMatrixTranslation(0.0, ((1.0f / mSharePercentage) - 1.0f) + 0.015f, 0.0); mConstantBufferTransformTopData.modelViewProjection *= DirectX::XMMatrixScaling(1.0, mSharePercentage, 1.0); UpdateConstantBuffer(mConstantBufferTransformTop, &mConstantBufferTransformTopData, sizeof(mConstantBufferTransformTopData)); overlayCommandList->DrawInstanced(4, 1, 0, 0); // Render bottom quad with texture from secondary GPU overlayCommandList->IASetVertexBuffers(0, 1, mVertexBufferViews[Secondary_Quad_Combine_Bottom]); // Quad geometry overlayCommandList->SetGraphicsRootDescriptorTable(0, mTransformBottomCbvHandle); overlayCommandList->SetGraphicsRootDescriptorTable(1, mTextureSrvHandle); // Scale and translate quad to bottom of screen mConstantBufferTransformBottomData.modelViewProjection = DirectX::XMMatrixIdentity(); mConstantBufferTransformBottomData.modelViewProjection *= DirectX::XMMatrixTranslation(0.0, -((1.0f / (1.0f - mSharePercentage)) - 1.0f) - 0.015f, 0.0); mConstantBufferTransformBottomData.modelViewProjection *= DirectX::XMMatrixScaling(1.0, (1.0f - mSharePercentage), 1.0); UpdateConstantBuffer(mConstantBufferTransformBottom, &mConstantBufferTransformBottomData, sizeof(mConstantBufferTransformBottomData)); overlayCommandList->DrawInstanced(4, 1, 0, 0); overlayCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(curSecondaryRenderTarget.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT)); ThrowIfFailed(mCommandLists[Secondary_CommandList_Combine_Scene]->Close()); } }
//-------------------------------------------------------------------------- void VeRenderWindowD3D12::Record(VeUInt32 u32Index) noexcept { VeRendererD3D12& kRenderer = *VeMemberCast( &VeRendererD3D12::m_kRenderWindowList, m_kNode.get_list()); VE_ASSERT(u32Index < m_kRecorderList.size()); Recorder& kRecorder = m_kRecorderList[u32Index]; FrameCache& kFrame = m_akFrameCache[m_u32FrameIndex]; ID3D12GraphicsCommandList* pkGCL = kFrame.m_kDirectCommandList[kRecorder.m_u32CommandIndex]; VE_ASSERT_GE(pkGCL->Reset(kFrame.m_pkDirectAllocator, nullptr), S_OK); ID3D12DescriptorHeap* ppHeaps[] = { kRenderer.m_kSRVHeap.Get() }; pkGCL->SetDescriptorHeaps(1, ppHeaps); for (auto& task : kRecorder.m_kTaskList) { switch (task->m_eType) { case REC_BARRIER: { auto& list = ((RecordBarrier*)task)->m_akBarrierList[m_u32FrameIndex]; pkGCL->ResourceBarrier((VeUInt32)list.size(), &list.front()); } break; case REC_CLEAR_RTV: { RecordClearRTV& rec = *((RecordClearRTV*)task); pkGCL->ClearRenderTargetView(rec.m_ahHandle[m_u32FrameIndex], (const FLOAT*)&(rec.m_kColor), 0, nullptr); } break; case REC_CLEAR_DSV: { RecordClearDSV& rec = *((RecordClearDSV*)task); pkGCL->ClearDepthStencilView(rec.m_ahHandle[m_u32FrameIndex], rec.m_eFlags, rec.m_f32Depth, rec.m_u8Stencil, 0, nullptr); } break; case REC_RENDER_TARGET: { RecordRenderTarget& rec = *((RecordRenderTarget*)task); pkGCL->OMSetRenderTargets((VeUInt32)rec.m_akRTVList[m_u32FrameIndex].size(), &rec.m_akRTVList[m_u32FrameIndex].front(), FALSE, rec.m_ahDSV[m_u32FrameIndex].ptr ? &rec.m_ahDSV[m_u32FrameIndex] : nullptr); } break; case REC_VIEWPORT: { RecordViewport& rec = *((RecordViewport*)task); pkGCL->RSSetViewports((VeUInt32)rec.m_kViewportList.size(), &rec.m_kViewportList.front()); } break; case REC_SCISSOR_RECT: { RecordScissorRect& rec = *((RecordScissorRect*)task); pkGCL->RSSetScissorRects((VeUInt32)rec.m_kScissorRectList.size(), &rec.m_kScissorRectList.front()); } break; case REC_RENDER_QUAD: { RecordRenderQuad& rec = *((RecordRenderQuad*)task); pkGCL->SetPipelineState(rec.m_pkPipelineState); pkGCL->SetGraphicsRootSignature(rec.m_pkRootSignature); for (auto& itTab : rec.m_kTable) { pkGCL->SetGraphicsRootDescriptorTable(itTab.first, itTab.second); } pkGCL->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); pkGCL->IASetVertexBuffers(0, 1, &kRenderer.m_kQuadVBV); pkGCL->DrawInstanced(4, 1, 0, 0); } break; default: break; } } VE_ASSERT_GE(pkGCL->Close(), S_OK); }