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SimpleDeviceAndSwapChain.cpp
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SimpleDeviceAndSwapChain.cpp
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//--------------------------------------------------------------------------------------
// SimpleDeviceAndSwapChain.cpp
//
// Setting up a Direct3D 12 device and swapchain for a Xbox One app
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleDeviceAndSwapChain.h"
#include "ATGColors.h"
extern void ExitSample() noexcept;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
#define ENABLE_4K
namespace
{
const DXGI_FORMAT c_backBufferFormat = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
const DXGI_FORMAT c_depthBufferFormat = DXGI_FORMAT_D32_FLOAT;
}
Sample::Sample() :
m_window(nullptr),
m_outputWidth(1920),
m_outputHeight(1080),
m_featureLevel(D3D_FEATURE_LEVEL_12_0),
m_backBufferIndex(0),
m_frame(0),
m_fenceValues{}
{
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window)
{
m_window = window;
CreateDevice();
CreateResources();
m_gamePad = std::make_unique<GamePad>();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Frame %llu", m_frame);
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
PIXEndEvent();
m_frame++;
}
// Updates the world.
void Sample::Update(DX::StepTimer const&)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
if (pad.IsViewPressed())
{
ExitSample();
}
}
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.
Clear();
// Render the frame.
PIXBeginEvent(m_commandList.Get(), PIX_COLOR_DEFAULT, L"Render");
ID3D12DescriptorHeap* heaps[] = { m_resourceDescriptors->Heap() };
m_commandList->SetDescriptorHeaps(_countof(heaps), heaps);
m_batch->Begin(m_commandList.Get());
RECT fullscreen = { 0, 0, m_outputWidth, m_outputHeight };
m_batch->Draw(m_resourceDescriptors->GetGpuHandle(Descriptors::Background),
GetTextureSize(m_background.Get()), fullscreen);
m_batch->End();
PIXEndEvent(m_commandList.Get());
// Show the new frame.
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Present");
Present();
m_graphicsMemory->Commit(m_commandQueue.Get());
PIXEndEvent();
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
// Reset command list and allocator.
DX::ThrowIfFailed(m_commandAllocators[m_backBufferIndex]->Reset());
DX::ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_backBufferIndex].Get(), nullptr));
// Transition the render target into the correct state to allow for drawing into it.
D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_backBufferIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
m_commandList->ResourceBarrier(1, &barrier);
// Clear the views.
PIXBeginEvent(m_commandList.Get(), PIX_COLOR_DEFAULT, L"Clear");
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvDescriptor(m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), m_backBufferIndex, m_rtvDescriptorSize);
CD3DX12_CPU_DESCRIPTOR_HANDLE dsvDescriptor(m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
m_commandList->OMSetRenderTargets(1, &rtvDescriptor, FALSE, &dsvDescriptor);
m_commandList->ClearRenderTargetView(rtvDescriptor, ATG::Colors::Background, 0, nullptr);
m_commandList->ClearDepthStencilView(dsvDescriptor, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
// Set the viewport and scissor rect.
D3D12_VIEWPORT viewport = { 0.0f, 0.0f, static_cast<float>(m_outputWidth), static_cast<float>(m_outputHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D12_RECT scissorRect = { 0, 0, m_outputWidth, m_outputHeight };
m_commandList->RSSetViewports(1, &viewport);
m_commandList->RSSetScissorRects(1, &scissorRect);
m_batch->SetViewport(viewport);
PIXEndEvent(m_commandList.Get());
}
// Submits the command list to the GPU and presents the back buffer contents to the screen.
void Sample::Present()
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Present");
// Transition the render target to the state that allows it to be presented to the display.
D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_backBufferIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
m_commandList->ResourceBarrier(1, &barrier);
// Send the command list off to the GPU for processing.
DX::ThrowIfFailed(m_commandList->Close());
m_commandQueue->ExecuteCommandLists(1, CommandListCast(m_commandList.GetAddressOf()));
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
DX::ThrowIfFailed(m_swapChain->Present(1, 0));
// Xbox One apps do not need to handle DXGI_ERROR_DEVICE_REMOVED or DXGI_ERROR_DEVICE_RESET.
MoveToNextFrame();
PIXEndEvent();
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnSuspending()
{
//
// Xbox One apps need to explictly suspend the GPU.
//
// Ensure that no other threads are rendering when this call is made.
//
m_commandQueue->SuspendX(0);
}
void Sample::OnResuming()
{
m_commandQueue->ResumeX();
m_timer.ResetElapsedTime();
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDevice()
{
//
// Classic Win32 and UWP apps use D3D12CreateDevice which is supported on Xbox One, but
// use of D3D12XboxCreateDevice is recommended.
//
// Create the DX12 API device object.
D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
params.Version = D3D12_SDK_VERSION;
#if defined(_DEBUG)
// Enable the debug layer.
params.ProcessDebugFlags = D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED;
#elif defined(PROFILE)
// Enable the instrumented driver.
params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED;
#endif
params.GraphicsCommandQueueRingSizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
params.GraphicsScratchMemorySizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
params.ComputeScratchMemorySizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
DX::ThrowIfFailed(D3D12XboxCreateDevice(
nullptr,
¶ms,
IID_GRAPHICS_PPV_ARGS(m_d3dDevice.ReleaseAndGetAddressOf())
));
// Create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
DX::ThrowIfFailed(m_d3dDevice->CreateCommandQueue(&queueDesc, IID_GRAPHICS_PPV_ARGS(m_commandQueue.ReleaseAndGetAddressOf())));
// Create descriptor heaps for render target views and depth stencil views.
D3D12_DESCRIPTOR_HEAP_DESC rtvDescriptorHeapDesc = {};
rtvDescriptorHeapDesc.NumDescriptors = c_swapBufferCount;
rtvDescriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
D3D12_DESCRIPTOR_HEAP_DESC dsvDescriptorHeapDesc = {};
dsvDescriptorHeapDesc.NumDescriptors = 1;
dsvDescriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
DX::ThrowIfFailed(m_d3dDevice->CreateDescriptorHeap(&rtvDescriptorHeapDesc, IID_GRAPHICS_PPV_ARGS(m_rtvDescriptorHeap.ReleaseAndGetAddressOf())));
DX::ThrowIfFailed(m_d3dDevice->CreateDescriptorHeap(&dsvDescriptorHeapDesc, IID_GRAPHICS_PPV_ARGS(m_dsvDescriptorHeap.ReleaseAndGetAddressOf())));
m_rtvDescriptorSize = m_d3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
m_dsvDescriptorSize = m_d3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
// Create a command allocator for each back buffer that will be rendered to.
for (UINT n = 0; n < c_swapBufferCount; n++)
{
DX::ThrowIfFailed(m_d3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_GRAPHICS_PPV_ARGS(m_commandAllocators[n].ReleaseAndGetAddressOf())));
}
// Create a command list for recording graphics commands.
DX::ThrowIfFailed(m_d3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[0].Get(), nullptr, IID_GRAPHICS_PPV_ARGS(m_commandList.ReleaseAndGetAddressOf())));
DX::ThrowIfFailed(m_commandList->Close());
// Create a fence for tracking GPU execution progress.
DX::ThrowIfFailed(m_d3dDevice->CreateFence(m_fenceValues[m_backBufferIndex], D3D12_FENCE_FLAG_NONE, IID_GRAPHICS_PPV_ARGS(m_fence.ReleaseAndGetAddressOf())));
m_fenceValues[m_backBufferIndex]++;
m_fenceEvent.Attach(CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE));
if (!m_fenceEvent.IsValid())
{
throw Platform::Exception::CreateException(HRESULT_FROM_WIN32(GetLastError()));
}
#if defined(ENABLE_4K) && (_XDK_VER >= 0x3F6803F3 /* XDK Edition 170600 */)
// Opt-in to 4K swapchains on Xbox One X
D3D12XBOX_GPU_HARDWARE_CONFIGURATION hwConfig = {};
m_d3dDevice->GetGpuHardwareConfigurationX(&hwConfig);
if (hwConfig.HardwareVersion >= D3D12XBOX_HARDWARE_VERSION_XBOX_ONE_X)
{
m_outputWidth = 3840;
m_outputHeight = 2160;
#ifdef _DEBUG
OutputDebugStringA("INFO: Swapchain using 4k (3840 x 2160) on Xbox One X\n");
#endif
}
else
#endif
{
#ifdef _DEBUG
OutputDebugStringA("INFO: Swapchain using 1080p (1920 x 1080)\n");
#endif
}
// Initialize device dependent objects here (independent of window size).
m_graphicsMemory = std::make_unique<GraphicsMemory>(m_d3dDevice.Get());
m_resourceDescriptors = std::make_unique<DescriptorHeap>(m_d3dDevice.Get(), Descriptors::Count);
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateResources()
{
// Wait until all previous GPU work is complete.
WaitForGpu();
// Release resources that are tied to the swap chain and update fence values.
for (UINT n = 0; n < c_swapBufferCount; n++)
{
m_renderTargets[n].Reset();
m_fenceValues[n] = m_fenceValues[m_backBufferIndex];
}
UINT backBufferWidth = static_cast<UINT>(m_outputWidth);
UINT backBufferHeight = static_cast<UINT>(m_outputHeight);
// If the swap chain already exists, resize it, otherwise create one.
if (m_swapChain)
{
DX::ThrowIfFailed(m_swapChain->ResizeBuffers(c_swapBufferCount, backBufferWidth, backBufferHeight, c_backBufferFormat, 0));
// Xbox One apps do not need to handle DXGI_ERROR_DEVICE_REMOVED or DXGI_ERROR_DEVICE_RESET.
}
else
{
// First, retrieve the underlying DXGI device from the D3D device.
ComPtr<IDXGIDevice1> dxgiDevice;
DX::ThrowIfFailed(m_d3dDevice.As(&dxgiDevice));
// Identify the physical adapter (GPU or card) this device is running on.
ComPtr<IDXGIAdapter> dxgiAdapter;
DX::ThrowIfFailed(dxgiDevice->GetAdapter(dxgiAdapter.GetAddressOf()));
// And obtain the factory object that created it.
ComPtr<IDXGIFactory2> dxgiFactory;
DX::ThrowIfFailed(dxgiAdapter->GetParent(IID_GRAPHICS_PPV_ARGS(dxgiFactory.GetAddressOf())));
// Create a descriptor for the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = backBufferWidth;
swapChainDesc.Height = backBufferHeight;
swapChainDesc.Format = c_backBufferFormat;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = c_swapBufferCount;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.Flags = DXGIX_SWAP_CHAIN_MATCH_XBOX360_AND_PC;
// Create a swap chain for the window.
DX::ThrowIfFailed(dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
m_window,
&swapChainDesc,
nullptr,
m_swapChain.ReleaseAndGetAddressOf()
));
}
// Obtain the back buffers for this window which will be the final render targets
// and create render target views for each of them.
for (UINT n = 0; n < c_swapBufferCount; n++)
{
DX::ThrowIfFailed(m_swapChain->GetBuffer(n, IID_GRAPHICS_PPV_ARGS(m_renderTargets[n].GetAddressOf())));
wchar_t name[25] = {};
if (swprintf_s(name, L"Render target %u", n) > 0)
{
m_renderTargets[n]->SetName(name);
}
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvDescriptor(m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), n, m_rtvDescriptorSize);
m_d3dDevice->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvDescriptor);
}
// Reset the index to the current back buffer.
m_backBufferIndex = 0;
// Allocate a 2-D surface as the depth/stencil buffer and create a depth/stencil view
// on this surface.
CD3DX12_HEAP_PROPERTIES depthHeapProperties(D3D12_HEAP_TYPE_DEFAULT);
D3D12_RESOURCE_DESC depthStencilDesc = CD3DX12_RESOURCE_DESC::Tex2D(
c_depthBufferFormat,
backBufferWidth,
backBufferHeight,
1, // This depth stencil view has only one texture.
1 // Use a single mipmap level.
);
depthStencilDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
CD3DX12_CLEAR_VALUE depthOptimizedClearValue(c_depthBufferFormat, 1.0f, 0);
DX::ThrowIfFailed(m_d3dDevice->CreateCommittedResource(
&depthHeapProperties,
D3D12_HEAP_FLAG_NONE,
&depthStencilDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&depthOptimizedClearValue,
IID_GRAPHICS_PPV_ARGS(m_depthStencil.ReleaseAndGetAddressOf())
));
m_depthStencil->SetName(L"Depth stencil");
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = c_depthBufferFormat;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
m_d3dDevice->CreateDepthStencilView(m_depthStencil.Get(), &dsvDesc, m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
// Initialize windows-size dependent objects here.
ResourceUploadBatch resourceUpload(m_d3dDevice.Get());
resourceUpload.Begin();
DX::ThrowIfFailed(
CreateDDSTextureFromFileEx(m_d3dDevice.Get(), resourceUpload,
m_outputHeight > 1080 ? L"3840x2160.dds" : L"1920x1080.dds",
0, D3D12_RESOURCE_FLAG_NONE, DDS_LOADER_FORCE_SRGB,
m_background.ReleaseAndGetAddressOf()));
CreateShaderResourceView(m_d3dDevice.Get(), m_background.Get(),
m_resourceDescriptors->GetCpuHandle(Descriptors::Background));
RenderTargetState rtState(c_backBufferFormat, c_depthBufferFormat);
SpriteBatchPipelineStateDescription pd(rtState);
m_batch = std::make_unique<SpriteBatch>(m_d3dDevice.Get(), resourceUpload, pd);
auto uploadResourcesFinished = resourceUpload.End(m_commandQueue.Get());
uploadResourcesFinished.wait();
}
void Sample::WaitForGpu()
{
// Schedule a Signal command in the GPU queue.
DX::ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), m_fenceValues[m_backBufferIndex]));
// Wait until the Signal has been processed.
DX::ThrowIfFailed(m_fence->SetEventOnCompletion(m_fenceValues[m_backBufferIndex], m_fenceEvent.Get()));
WaitForSingleObjectEx(m_fenceEvent.Get(), INFINITE, FALSE);
// Increment the fence value for the current frame.
m_fenceValues[m_backBufferIndex]++;
}
void Sample::MoveToNextFrame()
{
// Schedule a Signal command in the queue.
const UINT64 currentFenceValue = m_fenceValues[m_backBufferIndex];
DX::ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), currentFenceValue));
// Update the back buffer index.
m_backBufferIndex = (m_backBufferIndex + 1) % c_swapBufferCount;
// If the next frame is not ready to be rendered yet, wait until it is ready.
if (m_fence->GetCompletedValue() < m_fenceValues[m_backBufferIndex])
{
DX::ThrowIfFailed(m_fence->SetEventOnCompletion(m_fenceValues[m_backBufferIndex], m_fenceEvent.Get()));
WaitForSingleObjectEx(m_fenceEvent.Get(), INFINITE, FALSE);
}
// Set the fence value for the next frame.
m_fenceValues[m_backBufferIndex] = currentFenceValue + 1;
}
#pragma endregion