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#include <dxcommon.h>
#include <dxwindow.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <directx/d3dx12.h>
#include <cassert>
#include <cstdio>
using namespace dx;
struct D3DSettings
{
int width = 0;
int height = 0;
};
class D3D
{
public:
void Initialise(Window* window, const D3DSettings& settings)
{
m_window = window;
m_settings = settings;
UINT dxgiFactoryFlags = 0;
#ifdef DEBUG
{
ComPtr<ID3D12Debug> debug;
D3D12GetDebugInterface(IID_PPV_ARGS(&debug));
debug->EnableDebugLayer();
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
#endif
ThrowIfFailed(CreateDXGIFactory2(
dxgiFactoryFlags, IID_PPV_ARGS(&m_dxgi_factory)));
// Prevent Alt+Enter from going into fullscreen.
ThrowIfFailed(m_dxgi_factory->MakeWindowAssociation(
m_window->GetWindowHandle(),
DXGI_MWA_NO_ALT_ENTER));
ThrowIfFailed(D3D12CreateDevice(
/*pAdapter=*/nullptr, // Default adapter.
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&m_device)));
m_rtv_descriptor_size = m_device->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
m_dsv_descriptor_size = m_device->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
m_cbv_descriptor_size = m_device->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
const D3D12_COMMAND_QUEUE_DESC queue_desc =
{
.Type = D3D12_COMMAND_LIST_TYPE_DIRECT,
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
};
ThrowIfFailed(m_device->CreateCommandQueue(
&queue_desc,
IID_PPV_ARGS(&m_command_queue)));
ThrowIfFailed(m_device->CreateCommandAllocator(
queue_desc.Type,
IID_PPV_ARGS(&m_command_allocator)));
// The command allocator is the memory backing for the command list.
// It is in the allocator's memory where the commands are stored.
ThrowIfFailed(m_device->CreateCommandList(
/*nodeMask=*/0,
queue_desc.Type,
m_command_allocator.Get(),
/*pInitialState=*/nullptr, // Pipeline state.
IID_PPV_ARGS(&m_command_list)));
// Command lists are in the "open" state after they are created. It is
// easier to assume that they start in the "closed" state at each
// iteration of the main loop, however. The Reset() method, which we'll
// use later, also expects the command list to be closed.
ThrowIfFailed(m_command_list->Close());
CreateDescriptorHeaps();
CreateSwapChain();
CreateSwapChainBufferRenderTargetViews();
CreateDepthStencilBufferAndView();
ThrowIfFailed(m_device->CreateFence(
/*InitialValue=*/m_fence_value,
D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(&m_fence)));
if ((m_fence_event = CreateEvent(
/*lpEventAttributes=*/nullptr,
/*bManualReset=*/FALSE,
/*bInitialState=*/FALSE,
/*lpName=*/nullptr)) == 0)
{
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
}
}
void Render()
{
PopulateCommandList();
ID3D12CommandList* command_lists[] = { m_command_list.Get() };
m_command_queue->ExecuteCommandLists(
_countof(command_lists), command_lists);
ThrowIfFailed(m_swap_chain->Present(/*SyncInterval=*/1, /*Flags=*/0));
m_current_back_buffer = m_swap_chain->GetCurrentBackBufferIndex();
// It is not efficient to wait for the frame to complete here, but it
// is simple and sufficient for this application.
WaitForPreviousFrame();
}
private:
void PopulateCommandList()
{
/// Note that we skip the following two items:
///
/// 1. RSSetViewports()
/// 2. OMSetRenderTargets()
///
/// This application does not render anything useful, it simply clears
/// the back buffer and depth/stencil view. Clearing both resources
/// does not require a viewport to be set or the OM (output-merger
/// stage) to be configured.
// A command allocator can only be reset when its associated command
// lists are finished executing on the GPU. This requires
// synchronisation.
ThrowIfFailed(m_command_allocator->Reset());
// A command list can be reset as soon as it is executed with
// ExecuteCommandList(). Reset() does require that the command list is
// in a "closed" state, however, which is why we close it right away
// after creation.
ThrowIfFailed(m_command_list->Reset(
m_command_allocator.Get(),
/*pInitialState=*/nullptr));
// Indicate that we intend to use the back buffer as a render target.
const auto render_barrier = CD3DX12_RESOURCE_BARRIER::Transition(
GetCurrentBackBuffer(),
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
m_command_list->ResourceBarrier(1, &render_barrier);
// Record commands.
const float clear_colour[] = { 0.0f, 0.0f, 0.0f, 0.0f };
m_command_list->ClearRenderTargetView(
GetCurrentBackBufferView(),
clear_colour,
0, // Number of rectangles in the following array.
nullptr); // No rectangles; clear the entire resource.
m_command_list->ClearDepthStencilView(
GetDepthStencilView(),
D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL,
1.0f, // Depth.
0, // Stencil.
0, // Number of rectangles in the following array.
nullptr); // No rectangles; clear the entire resource view.
// Indicate that we now intend to use the back buffer to present.
const auto present_barrier = CD3DX12_RESOURCE_BARRIER::Transition(
GetCurrentBackBuffer(),
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT);
m_command_list->ResourceBarrier(1, &present_barrier);
ThrowIfFailed(m_command_list->Close());
}
void WaitForPreviousFrame()
{
// Advance the fence value to mark commands up to this fence point.
m_fence_value++;
// The command queue will signal the new fence value when all commands
// up to this point have finished execution.
ThrowIfFailed(m_command_queue->Signal(m_fence.Get(), m_fence_value));
// Wait for commands to finish execution.
// It is possible that execution has already finished by the time we
// get here, so first check the fence's completed value.
if (m_fence->GetCompletedValue() < m_fence_value)
{
// Commands are still being executed. Configure a Windows event
// and wait for it. The event fires when the commands have finished
// execution.
// Indicate that |m_fence_event| is to be fired when |m_fence|
// reaches the |fence| value.
ThrowIfFailed(m_fence->SetEventOnCompletion(
m_fence_value, m_fence_event));
WaitForSingleObject(m_fence_event, INFINITE);
}
}
/// Creates RTV and DSV descriptor heaps.
void CreateDescriptorHeaps()
{
assert(m_device);
// The RTV heap must hold as many descriptors as we have buffers in the
// swap chain.
const D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc =
{
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
.NumDescriptors = SWAP_CHAIN_BUFFER_COUNT,
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
.NodeMask = 0,
};
ThrowIfFailed(m_device->CreateDescriptorHeap(
&rtv_heap_desc, IID_PPV_ARGS(&m_rtv_heap)));
// For the depth/stencil buffer, we just need one view.
const D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc =
{
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
.NumDescriptors = 1,
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
.NodeMask = 0,
};
ThrowIfFailed(m_device->CreateDescriptorHeap(
&dsv_heap_desc, IID_PPV_ARGS(&m_dsv_heap)));
}
/// Creates the application's swap chain.
///
/// This method can be called multiple times to re-create the swap chain.
void CreateSwapChain()
{
assert(m_dxgi_factory);
assert(m_command_queue);
SafeRelease(m_swap_chain);
DXGI_SWAP_CHAIN_DESC1 desc =
{
.Width = static_cast<UINT>(m_settings.width),
.Height = static_cast<UINT>(m_settings.height),
.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
.SampleDesc = DXGI_SAMPLE_DESC
{
.Count = 1,
.Quality = 0,
},
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
.BufferCount = SWAP_CHAIN_BUFFER_COUNT,
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
};
ComPtr<IDXGISwapChain1> swap_chain;
ThrowIfFailed(m_dxgi_factory->CreateSwapChainForHwnd(
m_command_queue.Get(), // Swap chain uses queue to perform flush.
m_window->GetWindowHandle(),
&desc,
/*pFullScreenDesc=*/nullptr, // Running in windowed mode.
/*pRestrictToOutput=*/nullptr,
&swap_chain));
ThrowIfFailed(swap_chain.As(&m_swap_chain));
m_current_back_buffer = m_swap_chain->GetCurrentBackBufferIndex();
}
/// Creates RTVs for all of the swap chain's buffers.
void CreateSwapChainBufferRenderTargetViews()
{
assert(m_device);
assert(m_swap_chain);
assert(m_rtv_heap);
// Create the new buffer views.
CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_heap_handle(
m_rtv_heap->GetCPUDescriptorHandleForHeapStart());
for (int i = 0; i < SWAP_CHAIN_BUFFER_COUNT; ++i)
{
ThrowIfFailed(m_swap_chain->GetBuffer(
i, IID_PPV_ARGS(&m_swap_chain_buffer[i])));
m_device->CreateRenderTargetView(
m_swap_chain_buffer[i].Get(), /*pDesc=*/nullptr, rtv_heap_handle);
rtv_heap_handle.Offset(1, m_rtv_descriptor_size);
}
}
/// Creates a depth/stencil buffer and its view.
void CreateDepthStencilBufferAndView()
{
assert(m_device);
const D3D12_RESOURCE_DESC depth_stencil_desc =
{
.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
.Alignment = 0,
.Width = static_cast<UINT64>(m_settings.width),
.Height = static_cast<UINT>(m_settings.height),
.DepthOrArraySize = 1,
.MipLevels = 1,
.Format = DXGI_FORMAT_D24_UNORM_S8_UINT,
.SampleDesc = DXGI_SAMPLE_DESC
{
.Count = 1,
.Quality = 0,
},
.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL,
};
const D3D12_CLEAR_VALUE opt_clear_value =
{
.Format = depth_stencil_desc.Format,
.DepthStencil = D3D12_DEPTH_STENCIL_VALUE
{
.Depth = 1.0f,
.Stencil = 0,
},
};
const CD3DX12_HEAP_PROPERTIES depth_stencil_heap_properties(
D3D12_HEAP_TYPE_DEFAULT);
ThrowIfFailed(m_device->CreateCommittedResource(
&depth_stencil_heap_properties,
D3D12_HEAP_FLAG_NONE,
&depth_stencil_desc,
D3D12_RESOURCE_STATE_COMMON,
&opt_clear_value,
IID_PPV_ARGS(&m_depth_stencil_buffer)));
m_device->CreateDepthStencilView(
m_depth_stencil_buffer.Get(),
/*pDesc=*/nullptr,
GetDepthStencilView());
}
ID3D12Resource* GetCurrentBackBuffer() const
{
return m_swap_chain_buffer[m_current_back_buffer].Get();
}
D3D12_CPU_DESCRIPTOR_HANDLE GetCurrentBackBufferView() const
{
assert(m_rtv_heap);
assert(m_rtv_descriptor_size > 0);
return CD3DX12_CPU_DESCRIPTOR_HANDLE(
m_rtv_heap->GetCPUDescriptorHandleForHeapStart(),
m_current_back_buffer,
m_rtv_descriptor_size);
}
D3D12_CPU_DESCRIPTOR_HANDLE GetDepthStencilView() const
{
assert(m_dsv_heap);
return m_dsv_heap->GetCPUDescriptorHandleForHeapStart();
}
private:
static constexpr int SWAP_CHAIN_BUFFER_COUNT = 2; // Double-buffering.
Window* m_window = nullptr;
D3DSettings m_settings;
ComPtr<IDXGIFactory4> m_dxgi_factory;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12CommandQueue> m_command_queue;
ComPtr<ID3D12CommandAllocator> m_command_allocator;
ComPtr<ID3D12GraphicsCommandList> m_command_list;
ComPtr<IDXGISwapChain3> m_swap_chain;
ComPtr<ID3D12DescriptorHeap> m_rtv_heap;
ComPtr<ID3D12DescriptorHeap> m_dsv_heap;
ComPtr<ID3D12Resource> m_swap_chain_buffer[SWAP_CHAIN_BUFFER_COUNT];
ComPtr<ID3D12Resource> m_depth_stencil_buffer;
ComPtr<ID3D12Fence> m_fence;
HANDLE m_fence_event = 0;
UINT64 m_fence_value = 0;
// Index to the buffer in the RTV descriptor heap that represents the
// current back buffer.
int m_current_back_buffer = 0;
UINT m_rtv_descriptor_size = 0;
UINT m_dsv_descriptor_size = 0;
UINT m_cbv_descriptor_size = 0;
};
int main()
{
try
{
const D3DSettings settings =
{
// TODO: use 960x600 or 1920x1200 depending on native resolution.
.width = 1920,
.height = 1200,
};
if (!WindowInitialise())
{
THROW("Failed to initialise the window subsystem");
}
{
Window window;
if (!window.Initialise(
settings.width, settings.height, /*title=*/"D3D Application"))
{
THROW(GetWindowError());
}
D3D d3d;
d3d.Initialise(&window, settings);
while (!window.ShouldClose())
{
window.Update();
d3d.Render();
Sleep(10);
}
}
WindowTerminate();
return 0;
}
catch (const std::exception& e)
{
fprintf(stderr, "Exception caught: %s\n", e.what());
return 1;
}
}
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