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DX12Renderer.cpp
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290 lines (232 loc) · 9.21 KB
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#include "pch.h"
#include "DX12Renderer.h"
#include <stdexcept>
DX12Renderer::DX12Renderer()
: m_frameIndex(0)
, m_rtvDescriptorSize(0)
, m_fenceEvent(nullptr)
, m_hwnd(nullptr)
, m_width(0)
, m_height(0)
{
for (UINT i = 0; i < FrameCount; i++)
{
m_fenceValues[i] = 0;
}
}
DX12Renderer::~DX12Renderer()
{
Cleanup();
}
bool DX12Renderer::Initialize(HWND hwnd, UINT width, UINT height)
{
m_hwnd = hwnd;
m_width = width;
m_height = height;
m_viewport = { 0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f };
m_scissorRect = { 0, 0, static_cast<LONG>(width), static_cast<LONG>(height) };
UINT dxgiFactoryFlags = 0;
#ifdef _DEBUG
// Enable the debug layer
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
#endif
// Create factory
ComPtr<IDXGIFactory4> factory;
if (FAILED(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory))))
return false;
// Create device
ComPtr<IDXGIAdapter1> hardwareAdapter;
for (UINT adapterIndex = 0; ; ++adapterIndex)
{
hardwareAdapter = nullptr;
if (DXGI_ERROR_NOT_FOUND == factory->EnumAdapters1(adapterIndex, &hardwareAdapter))
break;
if (SUCCEEDED(D3D12CreateDevice(hardwareAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device))))
break;
}
if (!m_device)
return false;
// Create command queue
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
if (FAILED(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue))))
return false;
// Create swap chain
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = FrameCount;
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
ComPtr<IDXGISwapChain1> swapChain;
if (FAILED(factory->CreateSwapChainForHwnd(
m_commandQueue.Get(),
hwnd,
&swapChainDesc,
nullptr,
nullptr,
&swapChain)))
return false;
if (FAILED(swapChain.As(&m_swapChain)))
return false;
// Disable Alt+Enter fullscreen
factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
// Create descriptor heaps
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = FrameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
if (FAILED(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap))))
return false;
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
// Create SRV heap for ImGui
D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
srvHeapDesc.NumDescriptors = 100; // Space for ImGui and textures
srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (FAILED(m_device->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&m_srvHeap))))
return false;
// Create frame resources
CreateRenderTargetViews();
// Create command allocators
for (UINT i = 0; i < FrameCount; i++)
{
if (FAILED(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[i]))))
return false;
}
// Create command list
if (FAILED(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[m_frameIndex].Get(), nullptr, IID_PPV_ARGS(&m_commandList))))
return false;
// Command lists are created in the recording state, close it now
m_commandList->Close();
// Create synchronization objects
if (FAILED(m_device->CreateFence(m_fenceValues[m_frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence))))
return false;
m_fenceValues[m_frameIndex]++;
m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (!m_fenceEvent)
return false;
return true;
}
void DX12Renderer::CreateRenderTargetViews()
{
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = m_rtvHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < FrameCount; i++)
{
m_swapChain->GetBuffer(i, IID_PPV_ARGS(&m_renderTargets[i]));
m_device->CreateRenderTargetView(m_renderTargets[i].Get(), nullptr, rtvHandle);
rtvHandle.ptr += m_rtvDescriptorSize;
}
}
void DX12Renderer::PopulateCommandList()
{
m_commandAllocators[m_frameIndex]->Reset();
m_commandList->Reset(m_commandAllocators[m_frameIndex].Get(), nullptr);
// Set viewport and scissor
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);
// Transition to render target state
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = m_renderTargets[m_frameIndex].Get();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
m_commandList->ResourceBarrier(1, &barrier);
// Get RTV handle
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = m_rtvHeap->GetCPUDescriptorHandleForHeapStart();
rtvHandle.ptr += m_frameIndex * m_rtvDescriptorSize;
// Clear render target
const float clearColor[] = { 0.1f, 0.1f, 0.1f, 1.0f }; // Dark gray
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Set descriptor heaps for ImGui
ID3D12DescriptorHeap* heaps[] = { m_srvHeap.Get() };
m_commandList->SetDescriptorHeaps(_countof(heaps), heaps);
}
void DX12Renderer::BeginRender()
{
// Record commands
PopulateCommandList();
// Command list is now open and ready for ImGui to render
}
void DX12Renderer::EndRender()
{
// Transition back to present state
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = m_renderTargets[m_frameIndex].Get();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
m_commandList->ResourceBarrier(1, &barrier);
m_commandList->Close();
// Execute command list
ID3D12CommandList* commandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists(_countof(commandLists), commandLists);
// Present
m_swapChain->Present(1, 0);
MoveToNextFrame();
}
void DX12Renderer::WaitForGpu()
{
m_commandQueue->Signal(m_fence.Get(), m_fenceValues[m_frameIndex]);
m_fence->SetEventOnCompletion(m_fenceValues[m_frameIndex], m_fenceEvent);
WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
m_fenceValues[m_frameIndex]++;
}
void DX12Renderer::MoveToNextFrame()
{
const UINT64 currentFenceValue = m_fenceValues[m_frameIndex];
m_commandQueue->Signal(m_fence.Get(), currentFenceValue);
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
if (m_fence->GetCompletedValue() < m_fenceValues[m_frameIndex])
{
m_fence->SetEventOnCompletion(m_fenceValues[m_frameIndex], m_fenceEvent);
WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
}
m_fenceValues[m_frameIndex] = currentFenceValue + 1;
}
void DX12Renderer::OnResize(UINT width, UINT height)
{
if (!m_device || width == 0 || height == 0)
return;
WaitForGpu();
for (UINT i = 0; i < FrameCount; i++)
{
m_renderTargets[i].Reset();
m_fenceValues[i] = m_fenceValues[m_frameIndex];
}
DXGI_SWAP_CHAIN_DESC desc = {};
m_swapChain->GetDesc(&desc);
m_swapChain->ResizeBuffers(FrameCount, width, height, desc.BufferDesc.Format, desc.Flags);
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
CreateRenderTargetViews();
m_width = width;
m_height = height;
m_viewport = { 0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f };
m_scissorRect = { 0, 0, static_cast<LONG>(width), static_cast<LONG>(height) };
}
void DX12Renderer::Cleanup()
{
if (m_device)
{
WaitForGpu();
}
if (m_fenceEvent)
{
CloseHandle(m_fenceEvent);
m_fenceEvent = nullptr;
}
}