diff options
| author | marsunet <marc.sunet@amd.com> | 2021-12-21 17:04:22 -0800 |
|---|---|---|
| committer | marsunet <marc.sunet@amd.com> | 2021-12-21 17:04:22 -0800 |
| commit | fba8184491e0b7ae6fab7ac01b4600d230dc4569 (patch) | |
| tree | c13194764867a4ad8f46702356b22dccc1e56dd3 /hello/main.cc | |
| parent | 8b1583b65d77188ef35a89e75f145f29c3e3b5d7 (diff) | |
Diffstat (limited to 'hello/main.cc')
| -rw-r--r-- | hello/main.cc | 439 |
1 files changed, 439 insertions, 0 deletions
diff --git a/hello/main.cc b/hello/main.cc new file mode 100644 index 0000000..1b94cf6 --- /dev/null +++ b/hello/main.cc | |||
| @@ -0,0 +1,439 @@ | |||
| 1 | #include <dxcommon.h> | ||
| 2 | #include <dxwindow.h> | ||
| 3 | |||
| 4 | #include <d3d12.h> | ||
| 5 | #include <dxgi1_4.h> | ||
| 6 | #include <directx/d3dx12.h> | ||
| 7 | |||
| 8 | #include <cassert> | ||
| 9 | #include <cstdio> | ||
| 10 | |||
| 11 | using namespace dx; | ||
| 12 | |||
| 13 | struct D3DSettings | ||
| 14 | { | ||
| 15 | int width = 0; | ||
| 16 | int height = 0; | ||
| 17 | }; | ||
| 18 | |||
| 19 | class D3D | ||
| 20 | { | ||
| 21 | public: | ||
| 22 | void Initialise(Window* window, const D3DSettings& settings) | ||
| 23 | { | ||
| 24 | m_window = window; | ||
| 25 | m_settings = settings; | ||
| 26 | |||
| 27 | UINT dxgiFactoryFlags = 0; | ||
| 28 | #ifdef DEBUG | ||
| 29 | { | ||
| 30 | ComPtr<ID3D12Debug> debug; | ||
| 31 | D3D12GetDebugInterface(IID_PPV_ARGS(&debug)); | ||
| 32 | debug->EnableDebugLayer(); | ||
| 33 | dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG; | ||
| 34 | } | ||
| 35 | #endif | ||
| 36 | ThrowIfFailed(CreateDXGIFactory2( | ||
| 37 | dxgiFactoryFlags, IID_PPV_ARGS(&m_dxgi_factory))); | ||
| 38 | |||
| 39 | // Prevent Alt+Enter from going into fullscreen. | ||
| 40 | ThrowIfFailed(m_dxgi_factory->MakeWindowAssociation( | ||
| 41 | m_window->GetWindowHandle(), | ||
| 42 | DXGI_MWA_NO_ALT_ENTER)); | ||
| 43 | |||
| 44 | ThrowIfFailed(D3D12CreateDevice( | ||
| 45 | /*pAdapter=*/nullptr, // Default adapter. | ||
| 46 | D3D_FEATURE_LEVEL_11_0, | ||
| 47 | IID_PPV_ARGS(&m_device))); | ||
| 48 | |||
| 49 | m_rtv_descriptor_size = m_device->GetDescriptorHandleIncrementSize( | ||
| 50 | D3D12_DESCRIPTOR_HEAP_TYPE_RTV); | ||
| 51 | m_dsv_descriptor_size = m_device->GetDescriptorHandleIncrementSize( | ||
| 52 | D3D12_DESCRIPTOR_HEAP_TYPE_DSV); | ||
| 53 | m_cbv_descriptor_size = m_device->GetDescriptorHandleIncrementSize( | ||
| 54 | D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); | ||
| 55 | |||
| 56 | const D3D12_COMMAND_QUEUE_DESC queue_desc = | ||
| 57 | { | ||
| 58 | .Type = D3D12_COMMAND_LIST_TYPE_DIRECT, | ||
| 59 | .Flags = D3D12_COMMAND_QUEUE_FLAG_NONE, | ||
| 60 | }; | ||
| 61 | ThrowIfFailed(m_device->CreateCommandQueue( | ||
| 62 | &queue_desc, | ||
| 63 | IID_PPV_ARGS(&m_command_queue))); | ||
| 64 | |||
| 65 | ThrowIfFailed(m_device->CreateCommandAllocator( | ||
| 66 | queue_desc.Type, | ||
| 67 | IID_PPV_ARGS(&m_command_allocator))); | ||
| 68 | |||
| 69 | // The command allocator is the memory backing for the command list. | ||
| 70 | // It is in the allocator's memory where the commands are stored. | ||
| 71 | ThrowIfFailed(m_device->CreateCommandList( | ||
| 72 | /*nodeMask=*/0, | ||
| 73 | queue_desc.Type, | ||
| 74 | m_command_allocator.Get(), | ||
| 75 | /*pInitialState=*/nullptr, // Pipeline state. | ||
| 76 | IID_PPV_ARGS(&m_command_list))); | ||
| 77 | |||
| 78 | // Command lists are in the "open" state after they are created. It is | ||
| 79 | // easier to assume that they start in the "closed" state at each | ||
| 80 | // iteration of the main loop, however. The Reset() method, which we'll | ||
| 81 | // use later, also expects the command list to be closed. | ||
| 82 | ThrowIfFailed(m_command_list->Close()); | ||
| 83 | |||
| 84 | CreateDescriptorHeaps(); | ||
| 85 | |||
| 86 | CreateSwapChain(); | ||
| 87 | CreateSwapChainBufferRenderTargetViews(); | ||
| 88 | CreateDepthStencilBufferAndView(); | ||
| 89 | |||
| 90 | ThrowIfFailed(m_device->CreateFence( | ||
| 91 | /*InitialValue=*/m_fence_value, | ||
| 92 | D3D12_FENCE_FLAG_NONE, | ||
| 93 | IID_PPV_ARGS(&m_fence))); | ||
| 94 | |||
| 95 | if ((m_fence_event = CreateEvent( | ||
| 96 | /*lpEventAttributes=*/nullptr, | ||
| 97 | /*bManualReset=*/FALSE, | ||
| 98 | /*bInitialState=*/FALSE, | ||
| 99 | /*lpName=*/nullptr)) == 0) | ||
| 100 | { | ||
| 101 | ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError())); | ||
| 102 | } | ||
| 103 | } | ||
| 104 | |||
| 105 | void Render() | ||
| 106 | { | ||
| 107 | PopulateCommandList(); | ||
| 108 | |||
| 109 | ID3D12CommandList* command_lists[] = { m_command_list.Get() }; | ||
| 110 | m_command_queue->ExecuteCommandLists( | ||
| 111 | _countof(command_lists), command_lists); | ||
| 112 | |||
| 113 | ThrowIfFailed(m_swap_chain->Present(/*SyncInterval=*/1, /*Flags=*/0)); | ||
| 114 | m_current_back_buffer = m_swap_chain->GetCurrentBackBufferIndex(); | ||
| 115 | |||
| 116 | // It is not efficient to wait for the frame to complete here, but it | ||
| 117 | // is simple and sufficient for this application. | ||
| 118 | WaitForPreviousFrame(); | ||
| 119 | } | ||
| 120 | |||
| 121 | private: | ||
| 122 | void PopulateCommandList() | ||
| 123 | { | ||
| 124 | /// Note that we skip the following two items: | ||
| 125 | /// | ||
| 126 | /// 1. RSSetViewports() | ||
| 127 | /// 2. OMSetRenderTargets() | ||
| 128 | /// | ||
| 129 | /// This application does not render anything useful, it simply clears | ||
| 130 | /// the back buffer and depth/stencil view. Clearing both resources | ||
| 131 | /// does not require a viewport to be set or the OM (output-merger | ||
| 132 | /// stage) to be configured. | ||
| 133 | |||
| 134 | // A command allocator can only be reset when its associated command | ||
| 135 | // lists are finished executing on the GPU. This requires | ||
| 136 | // synchronisation. | ||
| 137 | ThrowIfFailed(m_command_allocator->Reset()); | ||
| 138 | |||
| 139 | // A command list can be reset as soon as it is executed with | ||
| 140 | // ExecuteCommandList(). Reset() does require that the command list is | ||
| 141 | // in a "closed" state, however, which is why we close it right away | ||
| 142 | // after creation. | ||
| 143 | ThrowIfFailed(m_command_list->Reset( | ||
| 144 | m_command_allocator.Get(), | ||
| 145 | /*pInitialState=*/nullptr)); | ||
| 146 | |||
| 147 | // Indicate that we intend to use the back buffer as a render target. | ||
| 148 | const auto render_barrier = CD3DX12_RESOURCE_BARRIER::Transition( | ||
| 149 | GetCurrentBackBuffer(), | ||
| 150 | D3D12_RESOURCE_STATE_PRESENT, | ||
| 151 | D3D12_RESOURCE_STATE_RENDER_TARGET); | ||
| 152 | m_command_list->ResourceBarrier(1, &render_barrier); | ||
| 153 | |||
| 154 | // Record commands. | ||
| 155 | const float clear_colour[] = { 0.0f, 0.0f, 0.0f, 0.0f }; | ||
| 156 | m_command_list->ClearRenderTargetView( | ||
| 157 | GetCurrentBackBufferView(), | ||
| 158 | clear_colour, | ||
| 159 | 0, // Number of rectangles in the following array. | ||
| 160 | nullptr); // No rectangles; clear the entire resource. | ||
| 161 | |||
| 162 | m_command_list->ClearDepthStencilView( | ||
| 163 | GetDepthStencilView(), | ||
| 164 | D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, | ||
| 165 | 1.0f, // Depth. | ||
| 166 | 0, // Stencil. | ||
| 167 | 0, // Number of rectangles in the following array. | ||
| 168 | nullptr); // No rectangles; clear the entire resource view. | ||
| 169 | |||
| 170 | // Indicate that we now intend to use the back buffer to present. | ||
| 171 | const auto present_barrier = CD3DX12_RESOURCE_BARRIER::Transition( | ||
| 172 | GetCurrentBackBuffer(), | ||
| 173 | D3D12_RESOURCE_STATE_RENDER_TARGET, | ||
| 174 | D3D12_RESOURCE_STATE_PRESENT); | ||
| 175 | m_command_list->ResourceBarrier(1, &present_barrier); | ||
| 176 | |||
| 177 | ThrowIfFailed(m_command_list->Close()); | ||
| 178 | } | ||
| 179 | |||
| 180 | void WaitForPreviousFrame() | ||
| 181 | { | ||
| 182 | // Advance the fence value to mark commands up to this fence point. | ||
| 183 | m_fence_value++; | ||
| 184 | |||
| 185 | // The command queue will signal the new fence value when all commands | ||
| 186 | // up to this point have finished execution. | ||
| 187 | ThrowIfFailed(m_command_queue->Signal(m_fence.Get(), m_fence_value)); | ||
| 188 | |||
| 189 | // Wait for commands to finish execution. | ||
| 190 | // It is possible that execution has already finished by the time we | ||
| 191 | // get here, so first check the fence's completed value. | ||
| 192 | if (m_fence->GetCompletedValue() < m_fence_value) | ||
| 193 | { | ||
| 194 | // Commands are still being executed. Configure a Windows event | ||
| 195 | // and wait for it. The event fires when the commands have finished | ||
| 196 | // execution. | ||
| 197 | |||
| 198 | // Indicate that |m_fence_event| is to be fired when |m_fence| | ||
| 199 | // reaches the |fence| value. | ||
| 200 | ThrowIfFailed(m_fence->SetEventOnCompletion( | ||
| 201 | m_fence_value, m_fence_event)); | ||
| 202 | |||
| 203 | WaitForSingleObject(m_fence_event, INFINITE); | ||
| 204 | } | ||
| 205 | } | ||
| 206 | |||
| 207 | /// Creates RTV and DSV descriptor heaps. | ||
| 208 | void CreateDescriptorHeaps() | ||
| 209 | { | ||
| 210 | assert(m_device); | ||
| 211 | |||
| 212 | // The RTV heap must hold as many descriptors as we have buffers in the | ||
| 213 | // swap chain. | ||
| 214 | const D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = | ||
| 215 | { | ||
| 216 | .Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV, | ||
| 217 | .NumDescriptors = SWAP_CHAIN_BUFFER_COUNT, | ||
| 218 | .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE, | ||
| 219 | .NodeMask = 0, | ||
| 220 | }; | ||
| 221 | ThrowIfFailed(m_device->CreateDescriptorHeap( | ||
| 222 | &rtv_heap_desc, IID_PPV_ARGS(&m_rtv_heap))); | ||
| 223 | |||
| 224 | // For the depth/stencil buffer, we just need one view. | ||
| 225 | const D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc = | ||
| 226 | { | ||
| 227 | .Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV, | ||
| 228 | .NumDescriptors = 1, | ||
| 229 | .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE, | ||
| 230 | .NodeMask = 0, | ||
| 231 | }; | ||
| 232 | ThrowIfFailed(m_device->CreateDescriptorHeap( | ||
| 233 | &dsv_heap_desc, IID_PPV_ARGS(&m_dsv_heap))); | ||
| 234 | } | ||
| 235 | |||
| 236 | /// Creates the application's swap chain. | ||
| 237 | /// | ||
| 238 | /// This method can be called multiple times to re-create the swap chain. | ||
| 239 | void CreateSwapChain() | ||
| 240 | { | ||
| 241 | assert(m_dxgi_factory); | ||
| 242 | assert(m_command_queue); | ||
| 243 | |||
| 244 | SafeRelease(m_swap_chain); | ||
| 245 | |||
| 246 | DXGI_SWAP_CHAIN_DESC1 desc = | ||
| 247 | { | ||
| 248 | .Width = static_cast<UINT>(m_settings.width), | ||
| 249 | .Height = static_cast<UINT>(m_settings.height), | ||
| 250 | .Format = DXGI_FORMAT_R8G8B8A8_UNORM, | ||
| 251 | .SampleDesc = DXGI_SAMPLE_DESC | ||
| 252 | { | ||
| 253 | .Count = 1, | ||
| 254 | .Quality = 0, | ||
| 255 | }, | ||
| 256 | .BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, | ||
| 257 | .BufferCount = SWAP_CHAIN_BUFFER_COUNT, | ||
| 258 | .SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD, | ||
| 259 | }; | ||
| 260 | ComPtr<IDXGISwapChain1> swap_chain; | ||
| 261 | ThrowIfFailed(m_dxgi_factory->CreateSwapChainForHwnd( | ||
| 262 | m_command_queue.Get(), // Swap chain uses queue to perform flush. | ||
| 263 | m_window->GetWindowHandle(), | ||
| 264 | &desc, | ||
| 265 | /*pFullScreenDesc=*/nullptr, // Running in windowed mode. | ||
| 266 | /*pRestrictToOutput=*/nullptr, | ||
| 267 | &swap_chain)); | ||
| 268 | ThrowIfFailed(swap_chain.As(&m_swap_chain)); | ||
| 269 | |||
| 270 | m_current_back_buffer = m_swap_chain->GetCurrentBackBufferIndex(); | ||
| 271 | } | ||
| 272 | |||
| 273 | /// Creates RTVs for all of the swap chain's buffers. | ||
| 274 | void CreateSwapChainBufferRenderTargetViews() | ||
| 275 | { | ||
| 276 | assert(m_device); | ||
| 277 | assert(m_swap_chain); | ||
| 278 | assert(m_rtv_heap); | ||
| 279 | |||
| 280 | // Create the new buffer views. | ||
| 281 | CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_heap_handle( | ||
| 282 | m_rtv_heap->GetCPUDescriptorHandleForHeapStart()); | ||
| 283 | for (int i = 0; i < SWAP_CHAIN_BUFFER_COUNT; ++i) | ||
| 284 | { | ||
| 285 | ThrowIfFailed(m_swap_chain->GetBuffer( | ||
| 286 | i, IID_PPV_ARGS(&m_swap_chain_buffer[i]))); | ||
| 287 | |||
| 288 | m_device->CreateRenderTargetView( | ||
| 289 | m_swap_chain_buffer[i].Get(), /*pDesc=*/nullptr, rtv_heap_handle); | ||
| 290 | |||
| 291 | rtv_heap_handle.Offset(1, m_rtv_descriptor_size); | ||
| 292 | } | ||
| 293 | } | ||
| 294 | |||
| 295 | /// Creates a depth/stencil buffer and its view. | ||
| 296 | void CreateDepthStencilBufferAndView() | ||
| 297 | { | ||
| 298 | assert(m_device); | ||
| 299 | |||
| 300 | const D3D12_RESOURCE_DESC depth_stencil_desc = | ||
| 301 | { | ||
| 302 | .Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D, | ||
| 303 | .Alignment = 0, | ||
| 304 | .Width = static_cast<UINT64>(m_settings.width), | ||
| 305 | .Height = static_cast<UINT>(m_settings.height), | ||
| 306 | .DepthOrArraySize = 1, | ||
| 307 | .MipLevels = 1, | ||
| 308 | .Format = DXGI_FORMAT_D24_UNORM_S8_UINT, | ||
| 309 | .SampleDesc = DXGI_SAMPLE_DESC | ||
| 310 | { | ||
| 311 | .Count = 1, | ||
| 312 | .Quality = 0, | ||
| 313 | }, | ||
| 314 | .Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN, | ||
| 315 | .Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, | ||
| 316 | }; | ||
| 317 | const D3D12_CLEAR_VALUE opt_clear_value = | ||
| 318 | { | ||
| 319 | .Format = depth_stencil_desc.Format, | ||
| 320 | .DepthStencil = D3D12_DEPTH_STENCIL_VALUE | ||
| 321 | { | ||
| 322 | .Depth = 1.0f, | ||
| 323 | .Stencil = 0, | ||
| 324 | }, | ||
| 325 | }; | ||
| 326 | const CD3DX12_HEAP_PROPERTIES depth_stencil_heap_properties( | ||
| 327 | D3D12_HEAP_TYPE_DEFAULT); | ||
| 328 | ThrowIfFailed(m_device->CreateCommittedResource( | ||
| 329 | &depth_stencil_heap_properties, | ||
| 330 | D3D12_HEAP_FLAG_NONE, | ||
| 331 | &depth_stencil_desc, | ||
| 332 | D3D12_RESOURCE_STATE_COMMON, | ||
| 333 | &opt_clear_value, | ||
| 334 | IID_PPV_ARGS(&m_depth_stencil_buffer))); | ||
| 335 | |||
| 336 | m_device->CreateDepthStencilView( | ||
| 337 | m_depth_stencil_buffer.Get(), | ||
| 338 | /*pDesc=*/nullptr, | ||
| 339 | GetDepthStencilView()); | ||
| 340 | } | ||
| 341 | |||
| 342 | ID3D12Resource* GetCurrentBackBuffer() const | ||
| 343 | { | ||
| 344 | return m_swap_chain_buffer[m_current_back_buffer].Get(); | ||
| 345 | } | ||
| 346 | |||
| 347 | D3D12_CPU_DESCRIPTOR_HANDLE GetCurrentBackBufferView() const | ||
| 348 | { | ||
| 349 | assert(m_rtv_heap); | ||
| 350 | assert(m_rtv_descriptor_size > 0); | ||
| 351 | return CD3DX12_CPU_DESCRIPTOR_HANDLE( | ||
| 352 | m_rtv_heap->GetCPUDescriptorHandleForHeapStart(), | ||
| 353 | m_current_back_buffer, | ||
| 354 | m_rtv_descriptor_size); | ||
| 355 | } | ||
| 356 | |||
| 357 | D3D12_CPU_DESCRIPTOR_HANDLE GetDepthStencilView() const | ||
| 358 | { | ||
| 359 | assert(m_dsv_heap); | ||
| 360 | return m_dsv_heap->GetCPUDescriptorHandleForHeapStart(); | ||
| 361 | } | ||
| 362 | |||
| 363 | private: | ||
| 364 | static constexpr int SWAP_CHAIN_BUFFER_COUNT = 2; // Double-buffering. | ||
| 365 | |||
| 366 | Window* m_window = nullptr; | ||
| 367 | D3DSettings m_settings; | ||
| 368 | |||
| 369 | ComPtr<IDXGIFactory4> m_dxgi_factory; | ||
| 370 | ComPtr<ID3D12Device> m_device; | ||
| 371 | |||
| 372 | ComPtr<ID3D12CommandQueue> m_command_queue; | ||
| 373 | ComPtr<ID3D12CommandAllocator> m_command_allocator; | ||
| 374 | ComPtr<ID3D12GraphicsCommandList> m_command_list; | ||
| 375 | |||
| 376 | ComPtr<IDXGISwapChain3> m_swap_chain; | ||
| 377 | |||
| 378 | ComPtr<ID3D12DescriptorHeap> m_rtv_heap; | ||
| 379 | ComPtr<ID3D12DescriptorHeap> m_dsv_heap; | ||
| 380 | |||
| 381 | ComPtr<ID3D12Resource> m_swap_chain_buffer[SWAP_CHAIN_BUFFER_COUNT]; | ||
| 382 | ComPtr<ID3D12Resource> m_depth_stencil_buffer; | ||
| 383 | |||
| 384 | ComPtr<ID3D12Fence> m_fence; | ||
| 385 | HANDLE m_fence_event = 0; | ||
| 386 | UINT64 m_fence_value = 0; | ||
| 387 | |||
| 388 | // Index to the buffer in the RTV descriptor heap that represents the | ||
| 389 | // current back buffer. | ||
| 390 | int m_current_back_buffer = 0; | ||
| 391 | |||
| 392 | UINT m_rtv_descriptor_size = 0; | ||
| 393 | UINT m_dsv_descriptor_size = 0; | ||
| 394 | UINT m_cbv_descriptor_size = 0; | ||
| 395 | }; | ||
| 396 | |||
| 397 | int main() | ||
| 398 | { | ||
| 399 | try | ||
| 400 | { | ||
| 401 | const D3DSettings settings = | ||
| 402 | { | ||
| 403 | // TODO: use 960x600 or 1920x1200 depending on native resolution. | ||
| 404 | .width = 1920, | ||
| 405 | .height = 1200, | ||
| 406 | }; | ||
| 407 | |||
| 408 | if (!WindowInitialise()) | ||
| 409 | { | ||
| 410 | THROW("Failed to initialise the window subsystem"); | ||
| 411 | } | ||
| 412 | { | ||
| 413 | Window window; | ||
| 414 | if (!window.Initialise( | ||
| 415 | settings.width, settings.height, /*title=*/"D3D Application")) | ||
| 416 | { | ||
| 417 | THROW(GetWindowError()); | ||
| 418 | } | ||
| 419 | |||
| 420 | D3D d3d; | ||
| 421 | d3d.Initialise(&window, settings); | ||
| 422 | |||
| 423 | while (!window.ShouldClose()) | ||
| 424 | { | ||
| 425 | window.Update(); | ||
| 426 | d3d.Render(); | ||
| 427 | Sleep(10); | ||
| 428 | } | ||
| 429 | } | ||
| 430 | WindowTerminate(); | ||
| 431 | |||
| 432 | return 0; | ||
| 433 | } | ||
| 434 | catch (const std::exception& e) | ||
| 435 | { | ||
| 436 | fprintf(stderr, "Exception caught: %s\n", e.what()); | ||
| 437 | return 1; | ||
| 438 | } | ||
| 439 | } | ||
