From 607590fcafa8bf59bd3645ebfd3b8eaad4de16e6 Mon Sep 17 00:00:00 2001 From: MysterD Date: Wed, 3 May 2023 21:41:39 -0700 Subject: [PATCH] Add 2cycle/lightmap support to dx12 --- developer/dx.sh | 2 +- src/pc/gfx/gfx_direct3d12.cpp | 237 +++++++++++++++++----------------- 2 files changed, 117 insertions(+), 122 deletions(-) diff --git a/developer/dx.sh b/developer/dx.sh index 7d9f01dbb..625abc741 100755 --- a/developer/dx.sh +++ b/developer/dx.sh @@ -1 +1 @@ -make RENDER_API=D3D11 WINDOW_API=DXGI DEBUG=1 DEVELOPMENT=1 && ./build/us_pc/sm64.us.f3dex2e.exe +make RENDER_API=D3D12 WINDOW_API=DXGI DEBUG=1 DEVELOPMENT=1 -j && ./build/us_pc/sm64.us.f3dex2e.exe diff --git a/src/pc/gfx/gfx_direct3d12.cpp b/src/pc/gfx/gfx_direct3d12.cpp index 20a74cff3..0c0d48016 100644 --- a/src/pc/gfx/gfx_direct3d12.cpp +++ b/src/pc/gfx/gfx_direct3d12.cpp @@ -50,28 +50,29 @@ using namespace Microsoft::WRL; // For ComPtr namespace { struct ShaderProgramD3D12 { - uint32_t shader_id; + struct ColorCombiner cc; + uint64_t hash; uint8_t num_inputs; bool used_textures[2]; uint8_t num_floats; uint8_t num_attribs; - + ComPtr vertex_shader; ComPtr pixel_shader; ComPtr root_signature; }; struct PipelineDesc { - uint32_t shader_id; + uint64_t hash; bool depth_test; bool depth_mask; bool zmode_decal; bool _padding; - + bool operator==(const PipelineDesc& o) const { return memcmp(this, &o, sizeof(*this)) == 0; } - + bool operator<(const PipelineDesc& o) const { return memcmp(this, &o, sizeof(*this)) < 0; } @@ -86,7 +87,7 @@ struct TextureData { ComPtr resource; struct TextureHeap *heap; uint8_t heap_offset; - + uint64_t last_frame_counter; uint32_t descriptor_index; int sampler_parameters; @@ -103,15 +104,15 @@ static struct { HMODULE d3d12_module; PFN_D3D12_CREATE_DEVICE D3D12CreateDevice; PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface; - + HMODULE d3dcompiler_module; pD3DCompile D3DCompile; - + struct ShaderProgramD3D12 shader_program_pool[64]; uint8_t shader_program_pool_size; - + uint32_t current_width, current_height; - + ComPtr device; ComPtr command_queue; ComPtr copy_command_queue; @@ -129,14 +130,14 @@ static struct { UINT srv_descriptor_size; ComPtr sampler_heap; UINT sampler_descriptor_size; - + std::map, std::list> texture_heaps; - + std::map>> upload_heaps; std::vector>> upload_heaps_in_flight; ComPtr copy_fence; uint64_t copy_fence_value; - + std::vector textures; int current_tile; uint32_t current_texture_ids[2]; @@ -145,30 +146,30 @@ static struct { int frame_index; ComPtr fence; HANDLE fence_event; - + uint64_t frame_counter; - + ComPtr noise_cb; void *mapped_noise_cb_address; struct NoiseCB noise_cb_data; - + ComPtr vertex_buffer; void *mapped_vbuf_address; int vbuf_pos; - + std::vector> resources_to_clean_at_end_of_frame; std::vector> texture_heap_allocations_to_reclaim_at_end_of_frame; - + std::map> pipeline_states; bool must_reload_pipeline; - + // Current state: ID3D12PipelineState *pipeline_state; struct ShaderProgramD3D12 *shader_program; bool depth_test; bool depth_mask; bool zmode_decal; - + CD3DX12_VIEWPORT viewport; CD3DX12_RECT scissor; } d3d; @@ -234,45 +235,36 @@ static void gfx_direct3d12_load_shader(struct ShaderProgram *new_prg) { d3d.must_reload_pipeline = true; } -static struct ShaderProgram *gfx_direct3d12_create_and_load_new_shader(uint32_t shader_id) { - /*static FILE *fp; - if (!fp) { - fp = fopen("shaders.txt", "w"); - } - fprintf(fp, "0x%08x\n", shader_id); - fflush(fp);*/ - +static struct ShaderProgram *gfx_direct3d12_create_and_load_new_shader(struct ColorCombiner* cc) { struct ShaderProgramD3D12 *prg = &d3d.shader_program_pool[d3d.shader_program_pool_size++]; - - CCFeatures cc_features; - gfx_cc_get_features(shader_id, &cc_features); - + + CCFeatures cc_features = { 0 }; + gfx_cc_get_features(cc, &cc_features); + char buf[2048]; size_t len, num_floats; - + gfx_direct3d_common_build_shader(buf, len, num_floats, *cc, cc_features, true, false); - - //fwrite(buf, 1, len, stdout); - + ThrowIfFailed(d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "VSMain", "vs_5_1", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &prg->vertex_shader, nullptr)); ThrowIfFailed(d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "PSMain", "ps_5_1", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &prg->pixel_shader, nullptr)); - + ThrowIfFailed(d3d.device->CreateRootSignature(0, prg->pixel_shader->GetBufferPointer(), prg->pixel_shader->GetBufferSize(), IID_PPV_ARGS(&prg->root_signature))); - - prg->shader_id = shader_id; + + prg->hash = cc->hash; + prg->cc = *cc; prg->num_inputs = cc_features.num_inputs; prg->used_textures[0] = cc_features.used_textures[0]; prg->used_textures[1] = cc_features.used_textures[1]; prg->num_floats = num_floats; - //prg->num_attribs = cnt; - + d3d.must_reload_pipeline = true; return (struct ShaderProgram *)(d3d.shader_program = prg); } -static struct ShaderProgram *gfx_direct3d12_lookup_shader(uint32_t shader_id) { +static struct ShaderProgram *gfx_direct3d12_lookup_shader(struct ColorCombiner* cc) { for (size_t i = 0; i < d3d.shader_program_pool_size; i++) { - if (d3d.shader_program_pool[i].shader_id == shader_id) { + if (d3d.shader_program_pool[i].hash == cc->hash) { return (struct ShaderProgram *)&d3d.shader_program_pool[i]; } } @@ -281,7 +273,7 @@ static struct ShaderProgram *gfx_direct3d12_lookup_shader(uint32_t shader_id) { static void gfx_direct3d12_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) { struct ShaderProgramD3D12 *p = (struct ShaderProgramD3D12 *)prg; - + *num_inputs = p->num_inputs; used_textures[0] = p->used_textures[0]; used_textures[1] = p->used_textures[1]; @@ -299,9 +291,9 @@ static void gfx_direct3d12_select_texture(int tile, uint32_t texture_id) { static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, int height) { texture_uploads++; - + ComPtr texture_resource; - + // Describe and create a Texture2D. D3D12_RESOURCE_DESC texture_desc = {}; texture_desc.MipLevels = 1; @@ -314,11 +306,11 @@ static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, texture_desc.SampleDesc.Quality = 0; texture_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; texture_desc.Alignment = ((width + 31) / 32) * ((height + 31) / 32) > 16 ? 0 : D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT; - + D3D12_RESOURCE_ALLOCATION_INFO alloc_info = get_resource_allocation_info(&texture_desc); - + std::list& heaps = d3d.texture_heaps[std::pair(alloc_info.SizeInBytes, alloc_info.Alignment)]; - + struct TextureHeap *found_heap = nullptr; for (struct TextureHeap& heap : heaps) { if (!heap.free_list.empty()) { @@ -328,7 +320,7 @@ static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, if (found_heap == nullptr) { heaps.resize(heaps.size() + 1); found_heap = &heaps.back(); - + // In case of HD textures, make sure too much memory isn't wasted int textures_per_heap = 524288 / alloc_info.SizeInBytes; if (textures_per_heap < 1) { @@ -336,7 +328,7 @@ static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, } else if (textures_per_heap > 64) { textures_per_heap = 64; } - + D3D12_HEAP_DESC heap_desc = {}; heap_desc.SizeInBytes = alloc_info.SizeInBytes * textures_per_heap; if (alloc_info.Alignment == D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT) { @@ -353,17 +345,17 @@ static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, found_heap->free_list.push_back(i); } } - + uint8_t heap_offset = found_heap->free_list.back(); found_heap->free_list.pop_back(); ThrowIfFailed(d3d.device->CreatePlacedResource(found_heap->heap.Get(), heap_offset * alloc_info.SizeInBytes, &texture_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&texture_resource))); - + D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout; UINT num_rows; UINT64 row_size_in_bytes; UINT64 upload_buffer_size; d3d.device->GetCopyableFootprints(&texture_desc, 0, 1, 0, &layout, &num_rows, &row_size_in_bytes, &upload_buffer_size); - + std::vector>& upload_heaps = d3d.upload_heaps[upload_buffer_size]; ComPtr upload_heap; if (upload_heaps.empty()) { @@ -380,13 +372,13 @@ static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, upload_heap = upload_heaps.back(); upload_heaps.pop_back(); } - + { D3D12_SUBRESOURCE_DATA texture_data = {}; texture_data.pData = rgba32_buf; texture_data.RowPitch = width * 4; // RGBA texture_data.SlicePitch = texture_data.RowPitch * height; - + void *data; upload_heap->Map(0, nullptr, &data); D3D12_MEMCPY_DEST dest_data = { (uint8_t *)data + layout.Offset, layout.Footprint.RowPitch, SIZE_T(layout.Footprint.RowPitch) * SIZE_T(num_rows) }; @@ -397,12 +389,12 @@ static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, CD3DX12_TEXTURE_COPY_LOCATION src(upload_heap.Get(), layout); d3d.copy_command_list->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr); } - + CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(texture_resource.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); d3d.command_list->ResourceBarrier(1, &barrier); - + d3d.upload_heaps_in_flight.push_back(std::make_pair((size_t)upload_buffer_size, std::move(upload_heap))); - + struct TextureData& td = d3d.textures[d3d.current_texture_ids[d3d.current_tile]]; if (td.resource.Get() != nullptr) { d3d.resources_to_clean_at_end_of_frame.push_back(std::move(td.resource)); @@ -454,10 +446,10 @@ static void gfx_direct3d12_set_use_alpha(bool use_alpha) { static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) { struct ShaderProgramD3D12 *prg = d3d.shader_program; - + if (d3d.must_reload_pipeline) { ComPtr& pipeline_state = d3d.pipeline_states[PipelineDesc{ - prg->shader_id, + prg->hash, d3d.depth_test, d3d.depth_mask, d3d.zmode_decal, @@ -471,14 +463,17 @@ static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, s if (prg->used_textures[0] || prg->used_textures[1]) { ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}; } - if (prg->shader_id & SHADER_OPT_FOG) { + if (prg->cc.cm.use_fog) { ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}; } + if (prg->cc.cm.light_map) { + ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"LIGHTMAP", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}; + } for (int32_t i = 0; i < prg->num_inputs; i++) { - DXGI_FORMAT format = (prg->shader_id & SHADER_OPT_ALPHA) ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT; + DXGI_FORMAT format = (prg->cc.cm.use_alpha) ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT; ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"INPUT", (UINT)i, format, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}; } - + D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {}; desc.InputLayout = { ied, ied_pos }; desc.pRootSignature = prg->root_signature.Get(); @@ -489,7 +484,7 @@ static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, s desc.RasterizerState.SlopeScaledDepthBias = -2.0f; } desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; - if (prg->shader_id & SHADER_OPT_ALPHA) { + if (prg->cc.cm.use_alpha) { D3D12_BLEND_DESC bd = {}; bd.AlphaToCoverageEnable = FALSE; bd.IndependentBlendEnable = FALSE; @@ -521,51 +516,51 @@ static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, s d3d.pipeline_state = pipeline_state.Get(); d3d.must_reload_pipeline = false; } - + d3d.command_list->SetGraphicsRootSignature(prg->root_signature.Get()); d3d.command_list->SetPipelineState(d3d.pipeline_state); - + ID3D12DescriptorHeap *heaps[] = { d3d.srv_heap.Get(), d3d.sampler_heap.Get() }; d3d.command_list->SetDescriptorHeaps(2, heaps); - + int root_param_index = 0; - - if ((prg->shader_id & (SHADER_OPT_ALPHA | SHADER_OPT_NOISE)) == (SHADER_OPT_ALPHA | SHADER_OPT_NOISE)) { + + if (prg->cc.cm.use_alpha && prg->cc.cm.use_noise) { d3d.command_list->SetGraphicsRootConstantBufferView(root_param_index++, d3d.noise_cb->GetGPUVirtualAddress()); } - + for (int32_t i = 0; i < 2; i++) { if (prg->used_textures[i]) { struct TextureData& td = d3d.textures[d3d.current_texture_ids[i]]; if (td.last_frame_counter != d3d.frame_counter) { td.descriptor_index = d3d.srv_pos; td.last_frame_counter = d3d.frame_counter; - + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {}; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = 1; - + CD3DX12_CPU_DESCRIPTOR_HANDLE srv_handle(get_cpu_descriptor_handle(d3d.srv_heap), d3d.srv_pos++, d3d.srv_descriptor_size); d3d.device->CreateShaderResourceView(td.resource.Get(), &srv_desc, srv_handle); } - + CD3DX12_GPU_DESCRIPTOR_HANDLE srv_gpu_handle(get_gpu_descriptor_handle(d3d.srv_heap), td.descriptor_index, d3d.srv_descriptor_size); d3d.command_list->SetGraphicsRootDescriptorTable(root_param_index++, srv_gpu_handle); - + CD3DX12_GPU_DESCRIPTOR_HANDLE sampler_gpu_handle(get_gpu_descriptor_handle(d3d.sampler_heap), td.sampler_parameters, d3d.sampler_descriptor_size); d3d.command_list->SetGraphicsRootDescriptorTable(root_param_index++, sampler_gpu_handle); } } - + CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(get_cpu_descriptor_handle(d3d.rtv_heap), d3d.frame_index, d3d.rtv_descriptor_size); D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = get_cpu_descriptor_handle(d3d.dsv_heap); d3d.command_list->OMSetRenderTargets(1, &rtv_handle, FALSE, &dsv_handle); - + d3d.command_list->RSSetViewports(1, &d3d.viewport); d3d.command_list->RSSetScissorRects(1, &d3d.scissor); - + int current_pos = d3d.vbuf_pos; memcpy((uint8_t *)d3d.mapped_vbuf_address + current_pos, buf_vbo, buf_vbo_len * sizeof(float)); d3d.vbuf_pos += buf_vbo_len * sizeof(float); @@ -574,12 +569,12 @@ static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, s maxpos = d3d.vbuf_pos; //printf("NEW MAXPOS: %d\n", maxpos); } - + D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view; vertex_buffer_view.BufferLocation = d3d.vertex_buffer->GetGPUVirtualAddress() + current_pos; vertex_buffer_view.StrideInBytes = buf_vbo_len / (3 * buf_vbo_num_tris) * sizeof(float); vertex_buffer_view.SizeInBytes = buf_vbo_len * sizeof(float); - + d3d.command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); d3d.command_list->IASetVertexBuffers(0, 1, &vertex_buffer_view); d3d.command_list->DrawInstanced(3 * buf_vbo_num_tris, 1, 0, 0); @@ -591,22 +586,22 @@ static void gfx_direct3d12_start_frame(void) { texture_uploads = 0; ThrowIfFailed(d3d.command_allocator->Reset()); ThrowIfFailed(d3d.command_list->Reset(d3d.command_allocator.Get(), nullptr)); - + CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition( d3d.render_targets[d3d.frame_index].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); d3d.command_list->ResourceBarrier(1, &barrier); - + CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(get_cpu_descriptor_handle(d3d.rtv_heap), d3d.frame_index, d3d.rtv_descriptor_size); D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = get_cpu_descriptor_handle(d3d.dsv_heap); d3d.command_list->OMSetRenderTargets(1, &rtv_handle, FALSE, &dsv_handle); - + static unsigned char c; const float clear_color[] = { 0.0f, 0.0f, 0.0f, 1.0f }; d3d.command_list->ClearRenderTargetView(rtv_handle, clear_color, 0, nullptr); d3d.command_list->ClearDepthStencilView(dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr); - + d3d.noise_cb_data.noise_frame++; if (d3d.noise_cb_data.noise_frame > 150) { // No high values, as noise starts to look ugly @@ -616,7 +611,7 @@ static void gfx_direct3d12_start_frame(void) { d3d.noise_cb_data.noise_scale_x = 120 * aspect_ratio; // 120 = N64 height resolution (240) / 2 d3d.noise_cb_data.noise_scale_y = 120; memcpy(d3d.mapped_noise_cb_address, &d3d.noise_cb_data, sizeof(struct NoiseCB)); - + d3d.vbuf_pos = 0; } @@ -634,10 +629,10 @@ static void create_depth_buffer(void) { ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1)); UINT width = desc1.Width; UINT height = desc1.Height; - + d3d.current_width = width; d3d.current_height = height; - + D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {}; dsv_desc.Format = DXGI_FORMAT_D32_FLOAT; dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; @@ -667,7 +662,7 @@ static void create_depth_buffer(void) { rd.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; rd.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; ThrowIfFailed(d3d.device->CreateCommittedResource(&hp, D3D12_HEAP_FLAG_NONE, &rd, D3D12_RESOURCE_STATE_DEPTH_WRITE, &depth_optimized_cv, IID_PPV_ARGS(&d3d.depth_stencil_buffer))); - + d3d.device->CreateDepthStencilView(d3d.depth_stencil_buffer.Get(), &dsv_desc, get_cpu_descriptor_handle(d3d.dsv_heap)); } @@ -699,7 +694,7 @@ static void gfx_direct3d12_init(void ) { ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "D3DCompiler_47.dll could not be loaded"); } d3d.D3DCompile = (pD3DCompile)GetProcAddress(d3d.d3dcompiler_module, "D3DCompile"); - + // Create device { UINT debug_flags = 0; @@ -710,14 +705,14 @@ static void gfx_direct3d12_init(void ) { debug_flags |= DXGI_CREATE_FACTORY_DEBUG; } #endif - + gfx_dxgi_create_factory_and_device(DEBUG_D3D, 12, [](IDXGIAdapter1 *adapter, bool test_only) { HRESULT res = d3d.D3D12CreateDevice( adapter, D3D_FEATURE_LEVEL_11_0, IID_ID3D12Device, test_only ? nullptr : IID_PPV_ARGS_Helper(&d3d.device)); - + if (test_only) { return SUCCEEDED(res); } else { @@ -726,7 +721,7 @@ static void gfx_direct3d12_init(void ) { } }); } - + // Create command queues { D3D12_COMMAND_QUEUE_DESC queue_desc = {}; @@ -740,14 +735,14 @@ static void gfx_direct3d12_init(void ) { queue_desc.Type = D3D12_COMMAND_LIST_TYPE_COPY; ThrowIfFailed(d3d.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&d3d.copy_command_queue))); } - + // Create swap chain { ComPtr swap_chain1 = gfx_dxgi_create_swap_chain(d3d.command_queue.Get()); ThrowIfFailed(swap_chain1->QueryInterface(__uuidof(IDXGISwapChain3), &d3d.swap_chain)); d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex(); } - + // Create render target views { D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = {}; @@ -759,7 +754,7 @@ static void gfx_direct3d12_init(void ) { create_render_target_views(); } - + // Create Z-buffer { D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc = {}; @@ -770,7 +765,7 @@ static void gfx_direct3d12_init(void ) { create_depth_buffer(); } - + // Create SRV heap for texture descriptors { D3D12_DESCRIPTOR_HEAP_DESC srv_heap_desc = {}; @@ -780,7 +775,7 @@ static void gfx_direct3d12_init(void ) { ThrowIfFailed(d3d.device->CreateDescriptorHeap(&srv_heap_desc, IID_PPV_ARGS(&d3d.srv_heap))); d3d.srv_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); } - + // Create sampler heap and descriptors { D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc = {}; @@ -789,13 +784,13 @@ static void gfx_direct3d12_init(void ) { sampler_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; ThrowIfFailed(d3d.device->CreateDescriptorHeap(&sampler_heap_desc, IID_PPV_ARGS(&d3d.sampler_heap))); d3d.sampler_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); - + static const D3D12_TEXTURE_ADDRESS_MODE address_modes[] = { D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE_MIRROR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }; - + D3D12_CPU_DESCRIPTOR_HANDLE sampler_handle = get_cpu_descriptor_handle(d3d.sampler_heap); int pos = 0; for (int linear_filter = 0; linear_filter < 2; linear_filter++) { @@ -816,7 +811,7 @@ static void gfx_direct3d12_init(void ) { } } } - + // Create constant buffer view for noise { /*D3D12_DESCRIPTOR_HEAP_DESC cbv_heap_desc = {}; @@ -824,7 +819,7 @@ static void gfx_direct3d12_init(void ) { cbv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; srv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; ThrowIfFailed(d3d.device->CreateDescriptorHeap*/ - + CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD); CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(256); ThrowIfFailed(d3d.device->CreateCommittedResource( @@ -834,27 +829,27 @@ static void gfx_direct3d12_init(void ) { D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&d3d.noise_cb))); - + CD3DX12_RANGE read_range(0, 0); // Read not possible from CPU ThrowIfFailed(d3d.noise_cb->Map(0, &read_range, &d3d.mapped_noise_cb_address)); } - + ThrowIfFailed(d3d.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&d3d.command_allocator))); ThrowIfFailed(d3d.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&d3d.copy_command_allocator))); - + ThrowIfFailed(d3d.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, d3d.command_allocator.Get(), nullptr, IID_PPV_ARGS(&d3d.command_list))); ThrowIfFailed(d3d.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, d3d.copy_command_allocator.Get(), nullptr, IID_PPV_ARGS(&d3d.copy_command_list))); - + ThrowIfFailed(d3d.command_list->Close()); - + ThrowIfFailed(d3d.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&d3d.fence))); d3d.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr); if (d3d.fence_event == nullptr) { ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError())); } - + ThrowIfFailed(d3d.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&d3d.copy_fence))); - + { // Create a buffer of 1 MB in size. With a 120 star speed run 192 kB seems to be max usage. CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD); @@ -866,7 +861,7 @@ static void gfx_direct3d12_init(void ) { D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&d3d.vertex_buffer))); - + CD3DX12_RANGE read_range(0, 0); // Read not possible from CPU ThrowIfFailed(d3d.vertex_buffer->Map(0, &read_range, &d3d.mapped_vbuf_address)); } @@ -880,29 +875,29 @@ static void gfx_direct3d12_end_frame(void) { } //printf("Texture uploads: %d %d\n", max_texture_uploads, texture_uploads); texture_uploads = 0; - + ThrowIfFailed(d3d.copy_command_list->Close()); { ID3D12CommandList *lists[] = { d3d.copy_command_list.Get() }; d3d.copy_command_queue->ExecuteCommandLists(1, lists); d3d.copy_command_queue->Signal(d3d.copy_fence.Get(), ++d3d.copy_fence_value); } - + CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition( d3d.render_targets[d3d.frame_index].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); d3d.command_list->ResourceBarrier(1, &barrier); - + d3d.command_queue->Wait(d3d.copy_fence.Get(), d3d.copy_fence_value); - + ThrowIfFailed(d3d.command_list->Close()); - + { ID3D12CommandList *lists[] = { d3d.command_list.Get() }; d3d.command_queue->ExecuteCommandLists(1, lists); } - + { LARGE_INTEGER t0; QueryPerformanceCounter(&t0); @@ -913,7 +908,7 @@ static void gfx_direct3d12_end_frame(void) { static void gfx_direct3d12_finish_render(void) { LARGE_INTEGER t0, t1, t2; QueryPerformanceCounter(&t0); - + static UINT64 fence_value; ThrowIfFailed(d3d.command_queue->Signal(d3d.fence.Get(), ++fence_value)); if (d3d.fence->GetCompletedValue() < fence_value) { @@ -921,7 +916,7 @@ static void gfx_direct3d12_finish_render(void) { WaitForSingleObject(d3d.fence_event, INFINITE); } QueryPerformanceCounter(&t1); - + d3d.resources_to_clean_at_end_of_frame.clear(); for (std::pair>& heap : d3d.upload_heaps_in_flight) { d3d.upload_heaps[heap.first].push_back(std::move(heap.second)); @@ -931,14 +926,14 @@ static void gfx_direct3d12_finish_render(void) { item.first->free_list.push_back(item.second); } d3d.texture_heap_allocations_to_reclaim_at_end_of_frame.clear(); - + QueryPerformanceCounter(&t2); - + d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex(); - + ThrowIfFailed(d3d.copy_command_allocator->Reset()); ThrowIfFailed(d3d.copy_command_list->Reset(d3d.copy_command_allocator.Get(), nullptr)); - + //printf("done %llu gpu:%d wait:%d freed:%llu frame:%u %u monitor:%u t:%llu\n", (unsigned long long)(t0.QuadPart - d3d.qpc_init), (int)(t1.QuadPart - t0.QuadPart), (int)(t2.QuadPart - t0.QuadPart), (unsigned long long)(t2.QuadPart - d3d.qpc_init), d3d.pending_frame_stats.rbegin()->first, stats.PresentCount, stats.SyncRefreshCount, (unsigned long long)(stats.SyncQPCTime.QuadPart - d3d.qpc_init)); }