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D3D12HelloConstBuffers.cpp
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//*********************************************************
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
//*********************************************************
#include "stdafx.h"
#include "D3D12HelloConstBuffers.h"
static std::vector<char> load_file(const char* path) {
FILE* f = fopen(path, "rb");
if (!f) {
printf("Could not open file %s\n", path);
exit(1);
}
fseek(f, 0, SEEK_END);
long len = ftell(f);
fseek(f, 0, SEEK_SET);
std::vector<char> data(len);
fread(data.data(), 1, len, f);
fclose(f);
return data;
}
D3D12_SHADER_BYTECODE get_bytecode(std::vector<char>& vec) {
return { vec.data(), vec.size() };
}
const char* vert_shader_file = "vert.dxil";
const char* frag_shader_files[] {
"fractal.dxil",
"triangle_grid.dxil",
"clouds.dxil",
"devil.dxil",
"square.dxil",
"modulation.dxil",
"bands.dxil",
"paint.dxil",
"menger.dxil",
"hypercomplex.dxil",
"thumbnails.dxil",
"band1.dxil",
"band2.dxil",
"sphere.dxil",
"segment.dxil",
"comparison.dxil",
"raymarch.dxil",
};
const int NumShaders = sizeof(frag_shader_files) / sizeof(*frag_shader_files);
D3D12HelloConstBuffers::D3D12HelloConstBuffers(UINT width, UINT height, std::wstring name) :
DXSample(width, height, name),
m_frameIndex(0),
m_pCbvDataBegin(nullptr),
m_viewport(0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height)),
m_scissorRect(0, 0, static_cast<LONG>(width), static_cast<LONG>(height)),
m_rtvDescriptorSize(0),
m_constantBufferData{}
{
}
void D3D12HelloConstBuffers::OnInit()
{
auto& u = m_constantBufferData;
u.mouse[0] = u.mouse[1] = u.mouse[2] = u.mouse[3] = .5f;
u.resolution[0] = m_viewport.Width;
u.resolution[1] = m_viewport.Height;
u.time = 0;
LoadPipeline();
LoadAssets();
QueryPerformanceCounter(&clock_begin);
QueryPerformanceFrequency(&clock_frequency);
elapsed = 0;
}
// Load the rendering pipeline dependencies.
void D3D12HelloConstBuffers::LoadPipeline()
{
UINT dxgiFactoryFlags = 0;
#if defined(_DEBUG)
// Enable the debug layer (requires the Graphics Tools "optional feature").
// NOTE: Enabling the debug layer after device creation will invalidate the active device.
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
// Enable additional debug layers.
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
}
#endif
ComPtr<IDXGIFactory4> factory;
ThrowIfFailed(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
if (m_useWarpDevice)
{
ComPtr<IDXGIAdapter> warpAdapter;
ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));
ThrowIfFailed(D3D12CreateDevice(
warpAdapter.Get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&m_device)
));
}
else
{
ComPtr<IDXGIAdapter1> hardwareAdapter;
GetHardwareAdapter(factory.Get(), &hardwareAdapter);
ThrowIfFailed(D3D12CreateDevice(
hardwareAdapter.Get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&m_device)
));
}
// Describe and create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
// Describe and create the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = FrameCount;
swapChainDesc.Width = m_width;
swapChainDesc.Height = m_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;
ThrowIfFailed(factory->CreateSwapChainForHwnd(
m_commandQueue.Get(), // Swap chain needs the queue so that it can force a flush on it.
Win32Application::GetHwnd(),
&swapChainDesc,
nullptr,
nullptr,
&swapChain
));
// This sample does not support fullscreen transitions.
ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(), DXGI_MWA_NO_ALT_ENTER));
ThrowIfFailed(swapChain.As(&m_swapChain));
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = FrameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
// Describe and create a constant buffer view (CBV) descriptor heap.
// Flags indicate that this descriptor heap can be bound to the pipeline
// and that descriptors contained in it can be referenced by a root table.
D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
cbvHeapDesc.NumDescriptors = 1;
cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&m_cbvHeap)));
}
// Create frame resources.
{
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
// Create a RTV for each frame.
for (UINT n = 0; n < FrameCount; n++)
{
ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
rtvHandle.Offset(1, m_rtvDescriptorSize);
}
}
ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)));
}
// Load the sample assets.
void D3D12HelloConstBuffers::LoadAssets()
{
// Create a root signature consisting of a descriptor table with a single CBV.
{
D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
// This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
{
featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
}
CD3DX12_DESCRIPTOR_RANGE1 ranges[1];
CD3DX12_ROOT_PARAMETER1 rootParameters[1];
ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);
rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);
// Allow input layout and deny uneccessary access to certain pipeline stages.
D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS;
CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
}
// Create the pipeline state, which includes compiling and loading shaders.
m_pipelineStates.resize(NumShaders);
std::vector<char> vert_data = load_file(vert_shader_file);
for(int i = 0; i < NumShaders; ++i) {
std::vector<char> frag_data = load_file(frag_shader_files[i]);
// Define the vertex input layout.
D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
{
{ "location", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
// Describe and create the graphics pipeline state object (PSO).
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.VS = get_bytecode(vert_data);
psoDesc.PS = get_bytecode(frag_data);
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.SampleDesc.Count = 1;
ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineStates[i])));
}
// Create the command list.
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&m_commandList)));
// Command lists are created in the recording state, but there is nothing
// to record yet. The main loop expects it to be closed, so close it now.
ThrowIfFailed(m_commandList->Close());
// Create the vertex buffer.
{
// Define the geometry for a triangle.
Vertex quadVertices[4] {
{ -1, 1 }, { 1, 1 }, { -1, -1 }, { 1, -1 }
};
// Note: using upload heaps to transfer static data like vert buffers is not
// recommended. Every time the GPU needs it, the upload heap will be marshalled
// over. Please read up on Default Heap usage. An upload heap is used here for
// code simplicity and because there are very few verts to actually transfer.
ThrowIfFailed(m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(sizeof(quadVertices)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_vertexBuffer)));
// Copy the triangle data to the vertex buffer.
UINT8* pVertexDataBegin;
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
ThrowIfFailed(m_vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
memcpy(pVertexDataBegin, quadVertices, sizeof(quadVertices));
m_vertexBuffer->Unmap(0, nullptr);
// Initialize the vertex buffer view.
m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
m_vertexBufferView.StrideInBytes = sizeof(Vertex);
m_vertexBufferView.SizeInBytes = sizeof(quadVertices);
}
// Create the constant buffer.
{
const UINT constantBufferSize = sizeof(SceneConstantBuffer); // CB size is required to be 256-byte aligned.
ThrowIfFailed(m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(constantBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_constantBuffer)));
// Describe and create a constant buffer view.
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.BufferLocation = m_constantBuffer->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = constantBufferSize;
m_device->CreateConstantBufferView(&cbvDesc, m_cbvHeap->GetCPUDescriptorHandleForHeapStart());
// Map and initialize the constant buffer. We don't unmap this until the
// app closes. Keeping things mapped for the lifetime of the resource is okay.
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
ThrowIfFailed(m_constantBuffer->Map(0, &readRange, reinterpret_cast<void**>(&m_pCbvDataBegin)));
memcpy(m_pCbvDataBegin, &m_constantBufferData, sizeof(m_constantBufferData));
}
// Create synchronization objects and wait until assets have been uploaded to the GPU.
{
ThrowIfFailed(m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
m_fenceValue = 1;
// Create an event handle to use for frame synchronization.
m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (m_fenceEvent == nullptr)
{
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
}
// Wait for the command list to execute; we are reusing the same command
// list in our main loop but for now, we just want to wait for setup to
// complete before continuing.
WaitForPreviousFrame();
}
}
// Update frame-based values.
void D3D12HelloConstBuffers::OnUpdate()
{
const float translationSpeed = 0.005f;
const float offsetBounds = 1.25f;
auto& u = m_constantBufferData;
if (GetKeyState(VK_LBUTTON) < 0) {
// Update mouse constant if pressed.
POINT pt;
GetCursorPos(&pt);
ScreenToClient(Win32Application::GetHwnd(), &pt);
double x = pt.x + .5;
double y = pt.y + .5;
y = m_viewport.Height - y;
u.mouse[0] = x;
u.mouse[1] = y;
if (u.mouse[2] < 0) {
// The button was up the previous frame.
u.mouse[2] = x;
u.mouse[3] = y;
}
} else if (u.mouse[2] >= 0) {
// The button was down the previous frame.
// uniforms.mouse.zw *= -uniforms.mouse.xy;
u.mouse[2] = -u.mouse[0];
u.mouse[3] = -u.mouse[1];
}
LARGE_INTEGER clock_now;
QueryPerformanceCounter(&clock_now);
elapsed = (clock_now.QuadPart - clock_begin.QuadPart) /
(double)clock_frequency.QuadPart;
m_constantBufferData.time = elapsed;
memcpy(m_pCbvDataBegin, &m_constantBufferData, sizeof(m_constantBufferData));
}
// Render the scene.
void D3D12HelloConstBuffers::OnRender()
{
// Record all the commands we need to render the scene into the command list.
PopulateCommandList();
// Execute the command list.
ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
// Present the frame.
ThrowIfFailed(m_swapChain->Present(1, 0));
WaitForPreviousFrame();
}
void D3D12HelloConstBuffers::OnDestroy()
{
// Ensure that the GPU is no longer referencing resources that are about to be
// cleaned up by the destructor.
WaitForPreviousFrame();
CloseHandle(m_fenceEvent);
}
void D3D12HelloConstBuffers::OnKeyDown(UINT8 key) {
switch (key) {
case VK_PRIOR: // Page Up
cur_shader = (cur_shader + 1) % NumShaders;
break;
case VK_NEXT: // Page Down
cur_shader = (cur_shader + NumShaders - 1) % NumShaders;
break;
default:
break;
}
}
// Fill the command list with all the render commands and dependent state.
void D3D12HelloConstBuffers::PopulateCommandList()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_commandAllocator->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_commandAllocator.Get(), nullptr));
m_commandList->SetPipelineState(m_pipelineStates[cur_shader].Get());
// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_cbvHeap.Get() };
m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
m_commandList->SetGraphicsRootDescriptorTable(0, m_cbvHeap->GetGPUDescriptorHandleForHeapStart());
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);
// Indicate that the back buffer will be used as a render target.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
m_commandList->DrawInstanced(4, 1, 0, 0);
// Indicate that the back buffer will now be used to present.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
ThrowIfFailed(m_commandList->Close());
}
void D3D12HelloConstBuffers::WaitForPreviousFrame()
{
// WAITING FOR THE FRAME TO COMPLETE BEFORE CONTINUING IS NOT BEST PRACTICE.
// This is code implemented as such for simplicity. The D3D12HelloFrameBuffering
// sample illustrates how to use fences for efficient resource usage and to
// maximize GPU utilization.
// Signal and increment the fence value.
const UINT64 fence = m_fenceValue;
ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), fence));
m_fenceValue++;
// Wait until the previous frame is finished.
if (m_fence->GetCompletedValue() < fence)
{
ThrowIfFailed(m_fence->SetEventOnCompletion(fence, m_fenceEvent));
WaitForSingleObject(m_fenceEvent, INFINITE);
}
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
}