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SimpleComputeUWP12.cpp
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SimpleComputeUWP12.cpp
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//--------------------------------------------------------------------------------------
// SimpleComputeUWP12.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleComputeUWP12.h"
#include "ATGColors.h"
#include "ControllerFont.h"
#include "ReadData.h"
extern void ExitSample() noexcept;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
const uint32_t s_numShaderThreads = 8; // make sure to update value in shader if this changes
const wchar_t* g_SampleTitle = L"SimpleCompute12";
const wchar_t* g_SampleDescription = L"Demonstrates how to use the D3D12_COMMAND_LIST_TYPE_COMPUTE interface to submit asynchronous compute shader workloads";
const ATG::HelpButtonAssignment g_HelpButtons[] = {
{ ATG::HelpID::MENU_BUTTON, L"Show/Hide Help" },
{ ATG::HelpID::VIEW_BUTTON, L"Exit" },
{ ATG::HelpID::LEFT_STICK, L"Pan Viewport" },
{ ATG::HelpID::RIGHT_STICK, L"Zoom Viewport" },
{ ATG::HelpID::RIGHT_TRIGGER, L"Increase Zoom Speed" },
{ ATG::HelpID::A_BUTTON, L"Toggle Async Compute" },
{ ATG::HelpID::Y_BUTTON, L"Reset Viewport to Default" },
};
const D3D12_SAMPLER_DESC s_samplerType[] =
{
// MinMagMipPointUVWClamp
{
D3D12_FILTER_MIN_MAG_MIP_POINT, // Filter mode
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // U address clamping
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // V address clamping
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // W address clamping
0.0F, // Mip LOD bias
0, // Max Anisotropy - applies if using ANISOTROPIC filtering only
D3D12_COMPARISON_FUNC_ALWAYS, // Comparison Func - always pass
{ 0.0F, 0.0F, 0.0F, 0.0F }, // BorderColor float values - used if TEXTURE_ADDRESS_BORDER is set.
0.0F, // MinLOD
D3D12_FLOAT32_MAX // MaxLOD
},
};
//--------------------------------------------------------------------------------------
// Inserts a resource transition operation in the command list
//--------------------------------------------------------------------------------------
void ResourceBarrier(_In_ ID3D12GraphicsCommandList* pCmdList, _In_ ID3D12Resource* pResource, D3D12_RESOURCE_STATES Before, D3D12_RESOURCE_STATES After, D3D12_RESOURCE_BARRIER_FLAGS Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE)
{
D3D12_RESOURCE_BARRIER barrierDesc = {};
barrierDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrierDesc.Flags = Flags;
barrierDesc.Transition.pResource = pResource;
barrierDesc.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrierDesc.Transition.StateBefore = Before;
barrierDesc.Transition.StateAfter = After;
pCmdList->ResourceBarrier(1, &barrierDesc);
}
struct CB_FractalCS
{
DirectX::XMFLOAT4 MaxThreadIter;
DirectX::XMFLOAT4 Window;
};
}
Sample::Sample() :
m_showHelp(false),
m_gamepadPresent(false),
m_usingAsyncCompute(false),
m_renderIndex(0),
m_terminateThread(false),
m_suspendThread(false),
m_computeThread(nullptr),
m_fractalMaxIterations(300)
{
// Renders only 2D, so no need for a depth buffer.
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
m_deviceResources->RegisterDeviceNotify(this);
m_help = std::make_unique<ATG::Help>(g_SampleTitle, g_SampleDescription, g_HelpButtons, _countof(g_HelpButtons));
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(::IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation)
{
ResetWindow();
m_gamePad = std::make_unique<GamePad>();
m_keyboard = std::make_unique<Keyboard>();
m_keyboard->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
m_mouse = std::make_unique<Mouse>();
m_mouse->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
m_deviceResources->SetWindow(window, width, height, rotation);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
m_computeResumeSignal.Attach(CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE));
if (!m_computeResumeSignal.IsValid())
throw std::exception("CreateEvent");
m_computeThread = new std::thread(&Sample::AsyncComputeThreadProc, this);
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
}
// Updates the world.
void Sample::Update(DX::StepTimer const& timer)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
float elapsedTime = float(timer.GetElapsedSeconds());
m_renderFPS.Tick(elapsedTime);
auto pad = m_gamePad->GetState(0);
m_gamepadPresent = pad.IsConnected();
if (m_gamepadPresent)
{
m_gamePadButtons.Update(pad);
if (m_gamePadButtons.menu == GamePad::ButtonStateTracker::PRESSED)
{
m_showHelp = !m_showHelp;
}
else if (m_showHelp && m_gamePadButtons.b == GamePad::ButtonStateTracker::PRESSED)
{
m_showHelp = false;
}
if (!m_showHelp)
{
if (pad.IsViewPressed())
{
ExitSample();
}
if ((m_gamePadButtons.a == DirectX::GamePad::ButtonStateTracker::PRESSED))
{
m_usingAsyncCompute = !m_usingAsyncCompute;
}
const float ThumbLeftX = pad.thumbSticks.leftX;
const float ThumbLeftY = pad.thumbSticks.leftY;
const float ThumbRightY = pad.thumbSticks.rightY;
const float RightTrigger = m_gamePadButtons.rightTrigger == DirectX::GamePad::ButtonStateTracker::HELD;
if (m_gamePadButtons.y == DirectX::GamePad::ButtonStateTracker::PRESSED)
{
ResetWindow();
}
if (ThumbLeftX != 0.0f || ThumbLeftY != 0.0f || ThumbRightY != 0.0f)
{
const float ScaleSpeed = 1.0f + RightTrigger * 4.0f;
const float WindowScale = 1.0f + ThumbRightY * -0.25f * ScaleSpeed * elapsedTime;
m_window.x *= WindowScale;
m_window.y *= WindowScale;
m_window.z += m_window.x * ThumbLeftX * elapsedTime * 0.5f;
m_window.w += m_window.y * ThumbLeftY * elapsedTime * 0.5f;
m_windowUpdated = true;
}
}
}
else
{
m_gamePadButtons.Reset();
}
auto kb = m_keyboard->GetState();
m_keyboardButtons.Update(kb);
if (m_keyboardButtons.IsKeyPressed(Keyboard::F1))
{
m_showHelp = !m_showHelp;
}
else if (m_showHelp && kb.Escape)
{
m_showHelp = false;
}
else
{
if (m_keyboardButtons.IsKeyPressed(Keyboard::Escape))
{
ExitSample();
}
if (m_keyboardButtons.IsKeyPressed(Keyboard::Space))
{
m_usingAsyncCompute = !m_usingAsyncCompute;
}
if (m_keyboardButtons.IsKeyPressed(Keyboard::Home))
{
ResetWindow();
}
if (kb.W || kb.S || kb.A || kb.D || kb.PageUp || kb.PageDown)
{
const float ScaleSpeed = (kb.LeftShift || kb.RightShift) ? 4.f : 1.f;
float zoom = kb.PageDown ? 1.f : (kb.PageUp ? -1.f : 0.f);
float x = kb.D ? 1.f : (kb.A ? -1.f : 0.f);
float y = kb.W ? 1.f : (kb.S ? -1.f : 0.f);
const float WindowScale = 1.0f + zoom * ScaleSpeed * elapsedTime;
m_window.x *= WindowScale;
m_window.y *= WindowScale;
m_window.z += m_window.x * x * elapsedTime * 0.5f;
m_window.w += m_window.y * y * elapsedTime * 0.5f;
m_windowUpdated = true;
}
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
// Prepare the command list to render a new frame.
m_deviceResources->Prepare();
Clear();
auto commandList = m_deviceResources->GetCommandList();
// Flip colors for which async compute buffer is being rendered
PIXBeginEvent(commandList, m_renderIndex ? PIX_COLOR(0, 0, 255) : PIX_COLOR(0, 255, 0), L"Render");
if (m_showHelp)
{
m_help->Render(commandList);
}
else
{
if (!m_usingAsyncCompute) // the user has requested synchronous compute
{ // add the compute work to the main command list
if (m_windowUpdated)
{
UpdateFractalData();
ID3D12DescriptorHeap* pHeaps[] = { m_SRVDescriptorHeap->Heap(), m_samplerDescriptorHeap->Heap() };
commandList->SetDescriptorHeaps(_countof(pHeaps), pHeaps);
EnsureResourceState(ComputeIndex(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
m_resourceState[ComputeIndex()] = ResourceState_Computing;
commandList->SetComputeRootSignature(m_computeRootSignature.Get());
commandList->SetComputeRootConstantBufferView(e_rootParameterCB, m_renderHeap.GpuAddress());
commandList->SetComputeRootDescriptorTable(e_rootParameterSampler, m_samplerDescriptorHeap->GetGpuHandle(0));
commandList->SetComputeRootDescriptorTable(e_rootParameterSRV, m_SRVDescriptorHeap->GetGpuHandle(e_iSRV + 2)); // sampler texture, gradient
commandList->SetComputeRootDescriptorTable(e_rootParameterUAV, m_SRVDescriptorHeap->GetGpuHandle(e_iUAV + ComputeIndex()));
commandList->SetPipelineState(m_computePSO.Get());
commandList->Dispatch(m_ThreadGroupX, m_ThreadGroupY, 1);
m_resourceState[ComputeIndex()] = ResourceState_Computed;
SwapRenderComputeIndex();
}
}
else
{
if (m_resourceState[ComputeIndex()] == ResourceState_Computed) // async has finished with an update, so swap out the buffers
{
m_renderResourceFenceValue++;
EnsureResourceState(RenderIndex(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
m_resourceState[RenderIndex()] = ResourceState_Switching;
SwapRenderComputeIndex();
}
else if (m_resourceState[ComputeIndex()] == ResourceState_Switching) // the compute buffer has finished being swapped from a pixel shader view to an unordered access view
{ // it's now ready for the async compute thread to use
m_resourceState[ComputeIndex()] = ResourceState_ReadyCompute;
}
else if (m_resourceState[ComputeIndex()] == ResourceState_ReadyCompute) // the async compute thread hasn't kicked off and starting using the compute buffer
{
// do nothing, still waiting on async compute to actually do work
}
else if (m_windowUpdated) // need to kick off a new async compute, the user has changed the view area with the controller
{
assert((m_resourceState[RenderIndex()] == ResourceState_ReadyCompute) || (m_resourceState[RenderIndex()] == ResourceState_Rendered));
m_renderResourceFenceValue++;
EnsureResourceState(RenderIndex(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
m_resourceState[RenderIndex()] = ResourceState_Switching;
SwapRenderComputeIndex();
}
}
{
assert((m_resourceState[RenderIndex()] == ResourceState_Computed) || (m_resourceState[RenderIndex()] == ResourceState_Rendered));
RECT outputSize = m_deviceResources->GetOutputSize();
m_resourceState[RenderIndex()] = ResourceState_Rendering;
EnsureResourceState(RenderIndex(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
ID3D12DescriptorHeap* pHeaps[] = { m_SRVDescriptorHeap->Heap(), m_samplerDescriptorHeap->Heap() };
commandList->SetDescriptorHeaps(_countof(pHeaps), pHeaps);
m_spriteBatch->Begin(commandList);
XMUINT2 texSize(outputSize.right, outputSize.bottom);
XMFLOAT2 texLoc(0, 0);
auto textureSRV = m_SRVDescriptorHeap->GetGpuHandle(e_iSRV + RenderIndex());
m_spriteBatch->Draw(textureSRV, texSize, texLoc);
m_spriteBatch->End();
pHeaps[0] = m_resourceDescriptors->Heap();
commandList->SetDescriptorHeaps(1, pHeaps);
m_spriteBatch->Begin(commandList);
{
RECT safeRect = SimpleMath::Viewport::ComputeTitleSafeArea(outputSize.right, outputSize.bottom);
XMFLOAT2 pos(float(safeRect.left), float(safeRect.top));
wchar_t outputString[256] = {};
swprintf_s(outputString, 256, L"Simple Compute Context %0.2f fps", m_renderFPS.GetFPS());
m_font->DrawString(m_spriteBatch.get(), outputString, pos);
pos.y += m_font->GetLineSpacing();
if (m_usingAsyncCompute)
{
swprintf_s(outputString, 256, L"Asynchronous compute %0.2f fps", m_computeFPS.GetFPS());
m_font->DrawString(m_spriteBatch.get(), outputString, pos);
}
else
{
swprintf_s(outputString, 256, L"Synchronous compute %0.2f fps", m_renderFPS.GetFPS());
m_font->DrawString(m_spriteBatch.get(), outputString, pos);
}
const wchar_t* legend = m_gamepadPresent
? L"[A] Toggle asynchronous vs. synchronous [View] Exit [Menu] Help"
: L"WASD: Pan viewport PageUp/Down: Zoom viewport Space: Toggle async Esc: Exit";
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(),
legend,
XMFLOAT2(float(safeRect.left), float(safeRect.bottom) - m_font->GetLineSpacing()));
}
m_spriteBatch->End();
}
}
PIXEndEvent(commandList);
// Show the new frame.
PIXBeginEvent(m_deviceResources->GetCommandQueue(), PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
// insert a fence for the frame, this allows the compute thread to grab the compute buffer as soon as the view is changed to unordered access
auto commandQueue = m_deviceResources->GetCommandQueue();
commandQueue->Signal(m_renderResourceFence.Get(), m_renderResourceFenceValue);
m_graphicsMemory->Commit(m_deviceResources->GetCommandQueue());
m_resourceState[RenderIndex()] = ResourceState_Rendered;
PIXEndEvent(commandQueue);
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto commandList = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto rtvDescriptor = m_deviceResources->GetRenderTargetView();
commandList->OMSetRenderTargets(1, &rtvDescriptor, FALSE, nullptr);
commandList->ClearRenderTargetView(rtvDescriptor, ATG::Colors::Background, 0, nullptr);
// Set the viewport and scissor rect.
auto viewport = m_deviceResources->GetScreenViewport();
auto scissorRect = m_deviceResources->GetScissorRect();
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
PIXEndEvent(commandList);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnActivated()
{
}
void Sample::OnDeactivated()
{
}
void Sample::OnSuspending()
{
ResetEvent(m_computeResumeSignal.Get());
m_suspendThread = true;
}
void Sample::OnResuming()
{
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
m_keyboardButtons.Reset();
m_suspendThread = false;
SetEvent(m_computeResumeSignal.Get());
}
void Sample::OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation)
{
if (!m_deviceResources->WindowSizeChanged(width, height, rotation))
return;
CreateWindowSizeDependentResources();
}
void Sample::ValidateDevice()
{
m_deviceResources->ValidateDevice();
}
// Properties
void Sample::GetDefaultSize(int& width, int& height) const
{
width = 1280;
height = 720;
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto device = m_deviceResources->GetD3DDevice();
auto commandList = m_deviceResources->GetCommandList();
commandList->Reset(m_deviceResources->GetCommandAllocator(), nullptr);
m_graphicsMemory = std::make_unique<GraphicsMemory>(device);
m_resourceState[0] = m_resourceState[1] = ResourceState_ReadyCompute;
m_resourceDescriptors = std::make_unique<DescriptorHeap>(device, Descriptors::Count);
// create compute fence and event
m_computeFenceEvent.Attach(CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS));
if (!m_computeFenceEvent.IsValid())
{
throw std::exception("CreateEvent");
}
DX::ThrowIfFailed(
device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(m_computeFence.ReleaseAndGetAddressOf())));
m_computeFence->SetName(L"Compute");
m_computeFenceValue = 1;
DX::ThrowIfFailed(
device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(m_renderResourceFence.ReleaseAndGetAddressOf())));
m_renderResourceFence->SetName(L"Resource");
m_renderResourceFenceValue = 1;
// Initialize resource and descriptor heaps
m_renderHeap = GraphicsMemory::Get().Allocate((size_t)(4 * 1024));
m_computeHeap = GraphicsMemory::Get().Allocate((size_t)(4 * 1024));
// sampler setup
{
m_samplerDescriptorHeap = std::make_unique<DescriptorHeap>(device,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
1);
device->CreateSampler(s_samplerType, m_samplerDescriptorHeap->GetCpuHandle(0));
}
m_SRVDescriptorHeap = std::make_unique<DescriptorHeap>(device, e_iHeapEnd);
// create fractal texture and views
const D3D12_HEAP_PROPERTIES defaultHeapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
const D3D12_RESOURCE_DESC texDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, 1920, 1080, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
m_resourceStateFractalTexture[0] = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
DX::ThrowIfFailed(
device->CreateCommittedResource(
&defaultHeapProperties,
D3D12_HEAP_FLAG_NONE,
&texDesc,
m_resourceStateFractalTexture[0],
nullptr,
IID_PPV_ARGS(m_fractalTexture[0].ReleaseAndGetAddressOf())));
m_fractalTexture[0]->SetName(L"Fractal Texture 0");
m_resourceStateFractalTexture[1] = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
DX::ThrowIfFailed(
device->CreateCommittedResource(
&defaultHeapProperties,
D3D12_HEAP_FLAG_NONE,
&texDesc,
m_resourceStateFractalTexture[1],
nullptr,
IID_PPV_ARGS(m_fractalTexture[1].ReleaseAndGetAddressOf())));
m_fractalTexture[1]->SetName(L"Fractal Texture 1");
m_ThreadGroupX = static_cast<uint32_t>(texDesc.Width) / s_numShaderThreads;
m_ThreadGroupY = texDesc.Height / s_numShaderThreads;
// create gradient textures
const uint32_t GradientTexels[] = { 0xFF000040, 0xFF000080, 0xFF0000C0, 0xFF0000FF, 0xFF0040FF, 0xFF0080FF, 0xFF00C0FF, 0xFF00FFFF };
const uint32_t RainbowTexels[] = { 0xFF0000FF, 0xFF0080FF, 0xFF00FFFF, 0xFF00FF00, 0xFFFFFF00, 0xFFFF0000, 0xFF800000, 0xFFFF00FF };
static_assert(sizeof(RainbowTexels) == sizeof(GradientTexels), "Mismatched size");
const D3D12_RESOURCE_DESC gradientTexDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, 8, 1, 1, 1);
DX::ThrowIfFailed(
device->CreateCommittedResource(
&defaultHeapProperties,
D3D12_HEAP_FLAG_NONE,
&gradientTexDesc,
D3D12_RESOURCE_STATE_COMMON,
nullptr,
IID_PPV_ARGS(m_fractalColorMap[0].ReleaseAndGetAddressOf())));
m_fractalColorMap[0]->SetName(L"Fractal Color Map 0");
DX::ThrowIfFailed(
device->CreateCommittedResource(
&defaultHeapProperties,
D3D12_HEAP_FLAG_NONE,
&gradientTexDesc,
D3D12_RESOURCE_STATE_COMMON,
nullptr,
IID_PPV_ARGS(m_fractalColorMap[1].ReleaseAndGetAddressOf())));
m_fractalColorMap[1]->SetName(L"Fractal Color Map 1");
Microsoft::WRL::ComPtr<ID3D12Resource> colorMapIntermediate[2];
{
CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_ALLOCATION_INFO info = {};
info.SizeInBytes = 1024;
info.Alignment = 0;
const D3D12_RESOURCE_DESC tempBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(info);
DX::ThrowIfFailed(
device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&tempBufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(colorMapIntermediate[0].ReleaseAndGetAddressOf())));
DX::ThrowIfFailed(
device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&tempBufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(colorMapIntermediate[1].ReleaseAndGetAddressOf())));
CD3DX12_SUBRESOURCE_FOOTPRINT descSubresource(gradientTexDesc, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
ResourceBarrier(commandList, m_fractalColorMap[0].Get(), D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
D3D12_SUBRESOURCE_DATA textureData = {};
textureData.pData = GradientTexels;
textureData.RowPitch = static_cast<LONG_PTR>(gradientTexDesc.Width * sizeof(uint32_t));
textureData.SlicePitch = 1;
UpdateSubresources(commandList, m_fractalColorMap[0].Get(), colorMapIntermediate[0].Get(), 0, 0, 1, &textureData);
ResourceBarrier(commandList, m_fractalColorMap[0].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData.pData = RainbowTexels;
ResourceBarrier(commandList, m_fractalColorMap[1].Get(), D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
UpdateSubresources(commandList, m_fractalColorMap[1].Get(), colorMapIntermediate[1].Get(), 0, 0, 1, &textureData);
ResourceBarrier(commandList, m_fractalColorMap[1].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}
// create uav
device->CreateUnorderedAccessView(m_fractalTexture[0].Get(), nullptr, nullptr, m_SRVDescriptorHeap->GetCpuHandle(e_iUAV));
device->CreateUnorderedAccessView(m_fractalTexture[1].Get(), nullptr, nullptr, m_SRVDescriptorHeap->GetCpuHandle(e_iUAV + 1));
// create srv
device->CreateShaderResourceView(m_fractalTexture[0].Get(), nullptr, m_SRVDescriptorHeap->GetCpuHandle(e_iSRV));
device->CreateShaderResourceView(m_fractalTexture[1].Get(), nullptr, m_SRVDescriptorHeap->GetCpuHandle(e_iSRV + 1));
device->CreateShaderResourceView(m_fractalColorMap[0].Get(), nullptr, m_SRVDescriptorHeap->GetCpuHandle(e_iSRV + 2));
device->CreateShaderResourceView(m_fractalColorMap[1].Get(), nullptr, m_SRVDescriptorHeap->GetCpuHandle(e_iSRV + 3));
// load fractal shader
auto computeShaderBlob = DX::ReadData(L"Fractal.cso");
// Define root table layout
{
CD3DX12_DESCRIPTOR_RANGE descRange[e_numRootParameters];
descRange[e_rootParameterSampler].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0); // s0
descRange[e_rootParameterSRV].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); // t0
descRange[e_rootParameterUAV].Init(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0); // u0
CD3DX12_ROOT_PARAMETER rootParameters[e_numRootParameters];
rootParameters[e_rootParameterCB].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_ALL);
rootParameters[e_rootParameterSampler].InitAsDescriptorTable(1, &descRange[e_rootParameterSampler], D3D12_SHADER_VISIBILITY_ALL);
rootParameters[e_rootParameterSRV].InitAsDescriptorTable(1, &descRange[e_rootParameterSRV], D3D12_SHADER_VISIBILITY_ALL);
rootParameters[e_rootParameterUAV].InitAsDescriptorTable(1, &descRange[e_rootParameterUAV], D3D12_SHADER_VISIBILITY_ALL);
CD3DX12_ROOT_SIGNATURE_DESC rootSignature(_countof(rootParameters), rootParameters);
ComPtr<ID3DBlob> serializedSignature;
DX::ThrowIfFailed(
D3D12SerializeRootSignature(&rootSignature, D3D_ROOT_SIGNATURE_VERSION_1, serializedSignature.GetAddressOf(), nullptr));
// Create the root signature
DX::ThrowIfFailed(
device->CreateRootSignature(
0,
serializedSignature->GetBufferPointer(),
serializedSignature->GetBufferSize(),
IID_PPV_ARGS(m_computeRootSignature.ReleaseAndGetAddressOf())));
m_computeRootSignature->SetName(L"Compute RS");
}
// Create compute pipeline state
D3D12_COMPUTE_PIPELINE_STATE_DESC descComputePSO = {};
descComputePSO.pRootSignature = m_computeRootSignature.Get();
descComputePSO.CS.pShaderBytecode = computeShaderBlob.data();
descComputePSO.CS.BytecodeLength = computeShaderBlob.size();
DX::ThrowIfFailed(
device->CreateComputePipelineState(&descComputePSO, IID_PPV_ARGS(m_computePSO.ReleaseAndGetAddressOf())));
m_computePSO->SetName(L"Compute PSO");
// Create compute allocator, command queue and command list
D3D12_COMMAND_QUEUE_DESC descCommandQueue = { D3D12_COMMAND_LIST_TYPE_COMPUTE, 0, D3D12_COMMAND_QUEUE_FLAG_NONE };
DX::ThrowIfFailed(
device->CreateCommandQueue(&descCommandQueue, IID_PPV_ARGS(m_computeCommandQueue.ReleaseAndGetAddressOf())));
DX::ThrowIfFailed(
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COMPUTE, IID_PPV_ARGS(m_computeAllocator.ReleaseAndGetAddressOf())));
DX::ThrowIfFailed(
device->CreateCommandList(
0,
D3D12_COMMAND_LIST_TYPE_COMPUTE,
m_computeAllocator.Get(),
m_computePSO.Get(),
IID_PPV_ARGS(m_computeCommandList.ReleaseAndGetAddressOf())));
commandList->Close();
m_deviceResources->GetCommandQueue()->ExecuteCommandLists(1, CommandListCast(&commandList));
// Wait until assets have been uploaded to the GPU.
m_deviceResources->WaitForGpu();
ResourceUploadBatch resourceUpload(device);
resourceUpload.Begin();
{
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(), m_deviceResources->GetDepthBufferFormat());
SpriteBatchPipelineStateDescription pd(rtState);
m_spriteBatch = std::make_unique<SpriteBatch>(device, resourceUpload, pd);
}
m_font = std::make_unique<SpriteFont>(device, resourceUpload,
L"SegoeUI_18.spritefont",
m_resourceDescriptors->GetCpuHandle(Descriptors::TextFont),
m_resourceDescriptors->GetGpuHandle(Descriptors::TextFont));
m_ctrlFont = std::make_unique<SpriteFont>(device, resourceUpload,
L"XboxOneControllerLegendSmall.spritefont",
m_resourceDescriptors->GetCpuHandle(Descriptors::ControllerFont),
m_resourceDescriptors->GetGpuHandle(Descriptors::ControllerFont));
{
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(), m_deviceResources->GetDepthBufferFormat());
m_help->RestoreDevice(device, resourceUpload, rtState);
}
auto finish = resourceUpload.End(m_deviceResources->GetCommandQueue());
finish.wait();
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
auto size = m_deviceResources->GetOutputSize();
m_help->SetWindow(size);
auto viewport = m_deviceResources->GetScreenViewport();
m_spriteBatch->SetViewport(viewport);
}
void Sample::OnDeviceLost()
{
m_spriteBatch.reset();
m_font.reset();
m_ctrlFont.reset();
m_resourceDescriptors.reset();
m_computePSO.Reset();
m_computeRootSignature.Reset();
m_computeAllocator.Reset();
m_computeCommandQueue.Reset();
m_computeCommandList.Reset();
m_computeFenceEvent.Close();
m_computeFence.Reset();
m_renderResourceFence.Reset();
m_fractalColorMap[0].Reset();
m_fractalColorMap[1].Reset();
m_fractalTexture[0].Reset();
m_fractalTexture[1].Reset();
m_renderHeap.Reset();
m_computeHeap.Reset();
m_SRVDescriptorHeap.reset();
m_samplerDescriptorHeap.reset();
m_help->ReleaseDevice();
m_graphicsMemory.reset();
}
void Sample::OnDeviceRestored()
{
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
#pragma endregion
void Sample::ResetWindow()
{
m_window = XMFLOAT4(4.0f, 2.25f, -0.65f, 0.0f);
m_windowUpdated = true;
}
//--------------------------------------------------------------------------------------
// Name: UpdateFractalData
// Desc: Updates the dynamic constant buffer with fractal data
//--------------------------------------------------------------------------------------
void Sample::UpdateFractalData()
{
const D3D12_RESOURCE_DESC texDesc = m_fractalTexture[0]->GetDesc();
SharedGraphicsResource *pUploadHeap = m_usingAsyncCompute ? &m_computeHeap : &m_renderHeap;
auto pCBFractalData = reinterpret_cast<CB_FractalCS*> (pUploadHeap->Memory());
pCBFractalData->MaxThreadIter = XMFLOAT4(static_cast<float>(texDesc.Width), static_cast<float>(texDesc.Height), static_cast<float>(m_fractalMaxIterations), 0);
pCBFractalData->Window = m_window;
}
//--------------------------------------------------------------------------------------
// Name: EnsureResourceState
// Desc: Ensures the fractal texture is in the desired resource state
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
bool Sample::EnsureResourceState(uint32_t index, D3D12_RESOURCE_STATES afterState)
{
if (m_resourceStateFractalTexture[index] != afterState)
{
auto commandList = m_deviceResources->GetCommandList();
ResourceBarrier(commandList, m_fractalTexture[index].Get(), m_resourceStateFractalTexture[index], afterState);
m_resourceStateFractalTexture[index] = afterState;
return true;
}
return false;
}
void Sample::AsyncComputeThreadProc()
{
LARGE_INTEGER PerfFreq;
QueryPerformanceFrequency(&PerfFreq);
LARGE_INTEGER LastFrameTime;
QueryPerformanceCounter(&LastFrameTime);
while (!m_terminateThread)
{
if (m_suspendThread)
{
(void)WaitForSingleObject(m_computeResumeSignal.Get(), INFINITE);
}
LARGE_INTEGER CurrentFrameTime;
QueryPerformanceCounter(&CurrentFrameTime);
double DeltaTime = (double)(CurrentFrameTime.QuadPart - LastFrameTime.QuadPart) / (double)PerfFreq.QuadPart;
LastFrameTime = CurrentFrameTime;
if (m_usingAsyncCompute)
{
if (m_windowUpdated)
{
while (true)
{
if (m_resourceState[ComputeIndex()] == ResourceState_Switching) // render kicked off a resource switch to unordered,
{ // check the fence for completed for quickest turn around
if (m_renderResourceFence->GetCompletedValue() >= m_renderResourceFenceValue) // render might also check first and switch the state to ready compute
{
m_resourceState[ComputeIndex()] = ResourceState_ReadyCompute;
break;
}
}
if (m_resourceState[ComputeIndex()] == ResourceState_ReadyCompute) // render detected compute buffer switched to unordered access first
{
break;
}
if (!m_usingAsyncCompute) // user has request synchronous compute
{
break;
}
}
if (!m_usingAsyncCompute) // user has request synchronous compute
{
continue;
}
if (m_suspendThread)
{
(void)WaitForSingleObject(m_computeResumeSignal.Get(), INFINITE);
}
m_computeFPS.Tick(static_cast<FLOAT>(DeltaTime));
UpdateFractalData();
// setup the asynchronous compute command list, use a unique command list
PIXBeginEvent(m_computeCommandList.Get(), !m_renderIndex ? PIX_COLOR(0, 0, 255) : PIX_COLOR(0, 255, 0), "Compute");
ID3D12DescriptorHeap* pHeaps[] = { m_SRVDescriptorHeap->Heap(), m_samplerDescriptorHeap->Heap() };
m_computeCommandList->SetDescriptorHeaps(_countof(pHeaps), pHeaps);
m_computeCommandList->SetComputeRootSignature(m_computeRootSignature.Get());
m_computeCommandList->SetComputeRootConstantBufferView(e_rootParameterCB, m_computeHeap.GpuAddress());
m_computeCommandList->SetComputeRootDescriptorTable(e_rootParameterSampler, m_samplerDescriptorHeap->GetGpuHandle(0));
m_computeCommandList->SetComputeRootDescriptorTable(e_rootParameterSRV, m_SRVDescriptorHeap->GetGpuHandle(e_iSRV + 3)); // rainbow sampler
m_computeCommandList->SetComputeRootDescriptorTable(e_rootParameterUAV, m_SRVDescriptorHeap->GetGpuHandle(e_iUAV + ComputeIndex()));
m_computeCommandList->SetPipelineState(m_computePSO.Get());
m_computeCommandList->Dispatch(m_ThreadGroupX, m_ThreadGroupY, 1);
PIXEndEvent(m_computeCommandList.Get());
// close and execute the command list
m_computeCommandList->Close();
ID3D12CommandList *tempList = m_computeCommandList.Get();
m_computeCommandQueue->ExecuteCommandLists(1, &tempList);
const uint64_t fence = m_computeFenceValue++;
m_computeCommandQueue->Signal(m_computeFence.Get(), fence);
if (m_computeFence->GetCompletedValue() < fence) // block until async compute has completed using a fence
{
m_computeFence->SetEventOnCompletion(fence, m_computeFenceEvent.Get());
WaitForSingleObject(m_computeFenceEvent.Get(), INFINITE);
}
m_resourceState[ComputeIndex()] = ResourceState_Computed; // signal the buffer is now ready for render thread to use
m_computeAllocator->Reset();
m_computeCommandList->Reset(m_computeAllocator.Get(), m_computePSO.Get());
}
else
{
SwitchToThread();
}
}
else
{
SwitchToThread();
}
}
}