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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 | } | ||