sm64pc/src/pc/gfx/gfx_direct3d12.cpp

1328 lines
54 KiB
C++

#ifdef RAPI_D3D12
#if defined(_WIN32) || defined(_WIN64)
#include <stdbool.h>
#include <string.h>
#include <math.h>
#include <map>
#include <set>
#include <vector>
#include <windows.h>
#include <wrl/client.h>
// These are needed when compiling with MinGW
#include <sal.h>
#include <specstrings.h>
#define __in_ecount_opt(size)
#define __in
#define __out
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#include <rpcndr.h>
#include <initguid.h>
#include <dxgi.h>
#include <dxgi1_4.h>
#include <d3d12.h>
#include <d3dcompiler.h>
#include "dxsdk/d3dx12.h"
#ifndef _LANGUAGE_C
#define _LANGUAGE_C
#endif
#include <PR/gbi.h>
extern "C" {
#include "../cliopts.h"
#include "../configfile.h"
#include "../platform.h"
#include "../pc_main.h"
}
#include "gfx_cc.h"
#include "gfx_window_manager_api.h"
#include "gfx_rendering_api.h"
#include "gfx_direct3d_common.h"
#include "gfx_screen_config.h"
#define WINCLASS_NAME L"SUPERMARIO64"
#define GFX_API_NAME "Direct3D 12"
#define DEBUG_D3D 0
#ifdef VERSION_EU
#define FRAME_INTERVAL_US_NUMERATOR 40000
#define FRAME_INTERVAL_US_DENOMINATOR 1
#else
#define FRAME_INTERVAL_US_NUMERATOR 100000
#define FRAME_INTERVAL_US_DENOMINATOR 3
#endif
using namespace Microsoft::WRL; // For ComPtr
struct ShaderProgram {
uint32_t shader_id;
uint8_t num_inputs;
bool used_textures[2];
uint8_t num_floats;
uint8_t num_attribs;
ComPtr<ID3DBlob> vertex_shader;
ComPtr<ID3DBlob> pixel_shader;
ComPtr<ID3D12RootSignature> root_signature;
};
struct PipelineDesc {
uint32_t shader_id;
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;
}
};
struct TextureHeap {
ComPtr<ID3D12Heap> heap;
std::vector<uint8_t> free_list;
};
struct TextureData {
ComPtr<ID3D12Resource> resource;
struct TextureHeap *heap;
uint8_t heap_offset;
uint64_t last_frame_counter;
uint32_t descriptor_index;
int sampler_parameters;
};
static struct {
struct ShaderProgram shader_program_pool[64];
uint8_t shader_program_pool_size;
uint32_t current_width, current_height;
ComPtr<IDXGIFactory4> factory;
ComPtr<ID3D12Device> device;
ComPtr<ID3D12CommandQueue> command_queue;
ComPtr<ID3D12CommandQueue> copy_command_queue;
ComPtr<IDXGISwapChain3> swap_chain;
ComPtr<ID3D12DescriptorHeap> rtv_heap;
UINT rtv_descriptor_size;
ComPtr<ID3D12Resource> render_targets[2];
ComPtr<ID3D12CommandAllocator> command_allocator;
ComPtr<ID3D12CommandAllocator> copy_command_allocator;
ComPtr<ID3D12GraphicsCommandList> command_list;
ComPtr<ID3D12GraphicsCommandList> copy_command_list;
ComPtr<ID3D12DescriptorHeap> dsv_heap;
ComPtr<ID3D12Resource> depth_stencil_buffer;
ComPtr<ID3D12DescriptorHeap> srv_heap;
UINT srv_descriptor_size;
ComPtr<ID3D12DescriptorHeap> sampler_heap;
UINT sampler_descriptor_size;
std::map<std::pair<uint32_t, uint32_t>, std::list<struct TextureHeap>> texture_heaps;
std::map<size_t, std::vector<ComPtr<ID3D12Resource>>> upload_heaps;
std::vector<std::pair<size_t, ComPtr<ID3D12Resource>>> upload_heaps_in_flight;
ComPtr<ID3D12Fence> copy_fence;
uint64_t copy_fence_value;
std::vector<struct TextureData> textures;
int current_tile;
uint32_t current_texture_ids[2];
uint32_t srv_pos;
int frame_index;
ComPtr<ID3D12Fence> fence;
HANDLE fence_event;
HANDLE waitable_object;
uint64_t qpc_init, qpc_freq;
uint64_t frame_timestamp; // in units of 1/FRAME_INTERVAL_US_DENOMINATOR microseconds
std::map<UINT, DXGI_FRAME_STATISTICS> frame_stats;
std::set<std::pair<UINT, UINT>> pending_frame_stats;
bool dropped_frame;
bool sync_interval_means_frames_to_wait;
UINT length_in_vsync_frames;
uint64_t frame_counter;
ComPtr<ID3D12Resource> vertex_buffer;
void *mapped_vbuf_address;
int vbuf_pos;
std::vector<ComPtr<ID3D12Resource>> resources_to_clean_at_end_of_frame;
std::vector<std::pair<struct TextureHeap *, uint8_t>> texture_heap_allocations_to_reclaim_at_end_of_frame;
std::map<PipelineDesc, ComPtr<ID3D12PipelineState>> pipeline_states;
bool must_reload_pipeline;
// Current state:
ID3D12PipelineState *pipeline_state;
struct ShaderProgram *shader_program;
bool depth_test;
bool depth_mask;
bool zmode_decal;
CD3DX12_VIEWPORT viewport;
CD3DX12_RECT scissor;
void (*run_one_game_iter)(void);
bool (*on_key_down)(int scancode);
bool (*on_key_up)(int scancode);
void (*on_all_keys_up)(void);
} d3d;
static int texture_uploads = 0;
static int max_texture_uploads;
static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_descriptor_handle(ComPtr<ID3D12DescriptorHeap>& heap) {
#if __MINGW32__
// We would like to do this:
// D3D12_CPU_DESCRIPTOR_HANDLE handle = heap->GetCPUDescriptorHandleForHeapStart();
// but MinGW64 doesn't follow the calling conventions of VC++ for some reason.
// Per MS documentation "User-defined types can be returned by value from global functions and static member functions"...
// "Otherwise, the caller assumes the responsibility of allocating memory and passing a pointer for the return value as the first argument".
// The method here is a non-static member function, and hence we need to pass the address to the return value as a parameter.
// MinGW32 has the same issue.
auto fn = heap->GetCPUDescriptorHandleForHeapStart;
void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*fun)(D3D12_CPU_DESCRIPTOR_HANDLE *out) = (void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*)(D3D12_CPU_DESCRIPTOR_HANDLE *out))fn;
D3D12_CPU_DESCRIPTOR_HANDLE handle;
(heap.Get()->*fun)(&handle);
return handle;
#else
return heap->GetCPUDescriptorHandleForHeapStart();
#endif
}
static D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_descriptor_handle(ComPtr<ID3D12DescriptorHeap>& heap) {
#ifdef __MINGW32__
// See get_cpu_descriptor_handle
auto fn = heap->GetGPUDescriptorHandleForHeapStart;
void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*fun)(D3D12_GPU_DESCRIPTOR_HANDLE *out) = (void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*)(D3D12_GPU_DESCRIPTOR_HANDLE *out))fn;
D3D12_GPU_DESCRIPTOR_HANDLE handle;
(heap.Get()->*fun)(&handle);
return handle;
#else
return heap->GetGPUDescriptorHandleForHeapStart();
#endif
}
static D3D12_RESOURCE_ALLOCATION_INFO get_resource_allocation_info(const D3D12_RESOURCE_DESC *resource_desc) {
#ifdef __MINGW32__
// See get_cpu_descriptor_handle
auto fn = d3d.device->GetResourceAllocationInfo;
void (STDMETHODCALLTYPE ID3D12Device::*fun)(D3D12_RESOURCE_ALLOCATION_INFO *out, UINT visibleMask, UINT numResourceDescs, const D3D12_RESOURCE_DESC *pResourceDescs) =
(void (STDMETHODCALLTYPE ID3D12Device::*)(D3D12_RESOURCE_ALLOCATION_INFO *out, UINT visibleMask, UINT numResourceDescs, const D3D12_RESOURCE_DESC *pResourceDescs))fn;
D3D12_RESOURCE_ALLOCATION_INFO out;
(d3d.device.Get()->*fun)(&out, 0, 1, resource_desc);
return out;
#else
return d3d.device->GetResourceAllocationInfo(0, 1, resource_desc);
#endif
}
static bool gfx_d3d12_z_is_from_0_to_1(void) {
return true;
}
static void gfx_d3d12_unload_shader(struct ShaderProgram *old_prg) {
}
static void gfx_d3d12_load_shader(struct ShaderProgram *new_prg) {
d3d.shader_program = new_prg;
d3d.must_reload_pipeline = true;
}
static struct ShaderProgram *gfx_d3d12_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);*/
struct ShaderProgram *prg = &d3d.shader_program_pool[d3d.shader_program_pool_size++];
CCFeatures cc_features;
get_cc_features(shader_id, &cc_features);
char buf[2048];
size_t len = 0;
size_t num_floats = 4;
append_str(buf, &len, "#define RS \"RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_VERTEX_SHADER_ROOT_ACCESS)");
if (cc_features.used_textures[0]) {
append_str(buf, &len, ",DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL)");
append_str(buf, &len, ",DescriptorTable(Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL)");
}
if (cc_features.used_textures[1]) {
append_str(buf, &len, ",DescriptorTable(SRV(t1), visibility = SHADER_VISIBILITY_PIXEL)");
append_str(buf, &len, ",DescriptorTable(Sampler(s1), visibility = SHADER_VISIBILITY_PIXEL)");
}
append_line(buf, &len, "\"");
append_line(buf, &len, "struct PSInput {");
append_line(buf, &len, "float4 position : SV_POSITION;");
if (cc_features.used_textures[0] || cc_features.used_textures[1]) {
append_line(buf, &len, "float2 uv : TEXCOORD;");
num_floats += 2;
}
if (cc_features.opt_fog) {
append_line(buf, &len, "float4 fog : FOG;");
num_floats += 4;
}
for (int i = 0; i < cc_features.num_inputs; i++) {
len += sprintf(buf + len, "float%d input%d : INPUT%d;\r\n", cc_features.opt_alpha ? 4 : 3, i + 1, i);
num_floats += cc_features.opt_alpha ? 4 : 3;
}
append_line(buf, &len, "};");
if (cc_features.used_textures[0]) {
append_line(buf, &len, "Texture2D g_texture0 : register(t0);");
append_line(buf, &len, "SamplerState g_sampler0 : register(s0);");
}
if (cc_features.used_textures[1]) {
append_line(buf, &len, "Texture2D g_texture1 : register(t1);");
append_line(buf, &len, "SamplerState g_sampler1 : register(s1);");
}
// Vertex shader
append_str(buf, &len, "PSInput VSMain(float4 position : POSITION");
if (cc_features.used_textures[0] || cc_features.used_textures[1]) {
append_str(buf, &len, ", float2 uv : TEXCOORD");
}
if (cc_features.opt_fog) {
append_str(buf, &len, ", float4 fog : FOG");
}
for (int i = 0; i < cc_features.num_inputs; i++) {
len += sprintf(buf + len, ", float%d input%d : INPUT%d", cc_features.opt_alpha ? 4 : 3, i + 1, i);
}
append_line(buf, &len, ") {");
append_line(buf, &len, "PSInput result;");
append_line(buf, &len, "result.position = position;");
if (cc_features.used_textures[0] || cc_features.used_textures[1]) {
append_line(buf, &len, "result.uv = uv;");
}
if (cc_features.opt_fog) {
append_line(buf, &len, "result.fog = fog;");
}
for (int i = 0; i < cc_features.num_inputs; i++) {
len += sprintf(buf + len, "result.input%d = input%d;\r\n", i + 1, i + 1);
}
append_line(buf, &len, "return result;");
append_line(buf, &len, "}");
// Pixel shader
append_line(buf, &len, "[RootSignature(RS)]");
append_line(buf, &len, "float4 PSMain(PSInput input) : SV_TARGET {");
if (cc_features.used_textures[0]) {
append_line(buf, &len, "float4 texVal0 = g_texture0.Sample(g_sampler0, input.uv);");
}
if (cc_features.used_textures[1]) {
append_line(buf, &len, "float4 texVal1 = g_texture1.Sample(g_sampler1, input.uv);");
}
append_str(buf, &len, cc_features.opt_alpha ? "float4 texel = " : "float3 texel = ");
if (!cc_features.color_alpha_same && cc_features.opt_alpha) {
append_str(buf, &len, "float4(");
append_formula(buf, &len, cc_features.c, cc_features.do_single[0], cc_features.do_multiply[0], cc_features.do_mix[0], false, false, true);
append_str(buf, &len, ", ");
append_formula(buf, &len, cc_features.c, cc_features.do_single[1], cc_features.do_multiply[1], cc_features.do_mix[1], true, true, true);
append_str(buf, &len, ")");
} else {
append_formula(buf, &len, cc_features.c, cc_features.do_single[0], cc_features.do_multiply[0], cc_features.do_mix[0], cc_features.opt_alpha, false, cc_features.opt_alpha);
}
append_line(buf, &len, ";");
if (cc_features.opt_texture_edge && cc_features.opt_alpha) {
append_line(buf, &len, "if (texel.a > 0.3) texel.a = 1.0; else discard;");
}
// TODO discard if alpha is 0?
if (cc_features.opt_fog) {
if (cc_features.opt_alpha) {
append_line(buf, &len, "texel = float4(lerp(texel.rgb, input.fog.rgb, input.fog.a), texel.a);");
} else {
append_line(buf, &len, "texel = lerp(texel, input.fog.rgb, input.fog.a);");
}
}
if (cc_features.opt_alpha) {
append_line(buf, &len, "return texel;");
} else {
append_line(buf, &len, "return float4(texel, 1.0);");
}
append_line(buf, &len, "}");
//fwrite(buf, 1, len, stdout);
ThrowIfFailed(D3DCompile(buf, len, nullptr, nullptr, nullptr, "VSMain", "vs_5_1", /*D3DCOMPILE_OPTIMIZATION_LEVEL3*/0, 0, &prg->vertex_shader, nullptr));
ThrowIfFailed(D3DCompile(buf, len, nullptr, nullptr, nullptr, "PSMain", "ps_5_1", /*D3DCOMPILE_OPTIMIZATION_LEVEL3*/0, 0, &prg->pixel_shader, nullptr));
ThrowIfFailed(d3d.device->CreateRootSignature(0, prg->pixel_shader->GetBufferPointer(), prg->pixel_shader->GetBufferSize(), IID_ID3D12RootSignature, IID_PPV_ARGS_Helper(&prg->root_signature)));
prg->shader_id = shader_id;
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 d3d.shader_program = prg;
}
static struct ShaderProgram *gfx_d3d12_lookup_shader(uint32_t shader_id) {
for (size_t i = 0; i < d3d.shader_program_pool_size; i++) {
if (d3d.shader_program_pool[i].shader_id == shader_id) {
return &d3d.shader_program_pool[i];
}
}
return nullptr;
}
static void gfx_d3d12_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) {
*num_inputs = prg->num_inputs;
used_textures[0] = prg->used_textures[0];
used_textures[1] = prg->used_textures[1];
}
static uint32_t gfx_d3d12_new_texture(void) {
d3d.textures.resize(d3d.textures.size() + 1);
return (uint32_t)(d3d.textures.size() - 1);
}
static void gfx_d3d12_select_texture(int tile, uint32_t texture_id) {
d3d.current_tile = tile;
d3d.current_texture_ids[tile] = texture_id;
}
static void gfx_d3d12_upload_texture(uint8_t *rgba32_buf, int width, int height) {
texture_uploads++;
ComPtr<ID3D12Resource> texture_resource;
// Describe and create a Texture2D.
D3D12_RESOURCE_DESC texture_desc = {};
texture_desc.MipLevels = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.Width = width;
texture_desc.Height = height;
texture_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
texture_desc.DepthOrArraySize = 1;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
texture_desc.Alignment = D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT;
D3D12_RESOURCE_ALLOCATION_INFO alloc_info = get_resource_allocation_info(&texture_desc);
std::list<struct TextureHeap>& heaps = d3d.texture_heaps[std::pair<uint32_t, uint32_t>(alloc_info.SizeInBytes, alloc_info.Alignment)];
struct TextureHeap *found_heap = nullptr;
for (struct TextureHeap& heap : heaps) {
if (!heap.free_list.empty()) {
found_heap = &heap;
}
}
if (found_heap == nullptr) {
heaps.resize(heaps.size() + 1);
found_heap = &heaps.back();
const int 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) {
heap_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
} else {
heap_desc.Alignment = alloc_info.Alignment;
}
heap_desc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_desc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
ThrowIfFailed(d3d.device->CreateHeap(&heap_desc, IID_ID3D12Heap, IID_PPV_ARGS_Helper(&found_heap->heap)));
for (int i = 0; i < textures_per_heap; i++) {
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_ID3D12Resource, IID_PPV_ARGS_Helper(&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<ComPtr<ID3D12Resource>>& upload_heaps = d3d.upload_heaps[upload_buffer_size];
ComPtr<ID3D12Resource> upload_heap;
if (upload_heaps.empty()) {
CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD);
CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(upload_buffer_size);
ThrowIfFailed(d3d.device->CreateCommittedResource(
&hp,
D3D12_HEAP_FLAG_NONE,
&rdb,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_ID3D12Resource, IID_PPV_ARGS_Helper(&upload_heap)));
} else {
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) };
MemcpySubresource(&dest_data, &texture_data, static_cast<SIZE_T>(row_size_in_bytes), num_rows, layout.Footprint.Depth);
upload_heap->Unmap(0, nullptr);
CD3DX12_TEXTURE_COPY_LOCATION dst(texture_resource.Get(), 0);
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));
d3d.texture_heap_allocations_to_reclaim_at_end_of_frame.push_back(std::make_pair(td.heap, td.heap_offset));
td.last_frame_counter = 0;
}
td.resource = std::move(texture_resource);
td.heap = found_heap;
td.heap_offset = heap_offset;
}
static int gfx_cm_to_index(uint32_t val) {
if (val & G_TX_CLAMP) {
return 2;
}
return (val & G_TX_MIRROR) ? 1 : 0;
}
static void gfx_d3d12_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
d3d.textures[d3d.current_texture_ids[tile]].sampler_parameters = linear_filter * 9 + gfx_cm_to_index(cms) * 3 + gfx_cm_to_index(cmt);
}
static void gfx_d3d12_set_depth_test(bool depth_test) {
d3d.depth_test = depth_test;
d3d.must_reload_pipeline = true;
}
static void gfx_d3d12_set_depth_mask(bool z_upd) {
d3d.depth_mask = z_upd;
d3d.must_reload_pipeline = true;
}
static void gfx_d3d12_set_zmode_decal(bool zmode_decal) {
d3d.zmode_decal = zmode_decal;
d3d.must_reload_pipeline = true;
}
static void gfx_d3d12_set_viewport(int x, int y, int width, int height) {
d3d.viewport = CD3DX12_VIEWPORT(x, d3d.current_height - y - height, width, height);
}
static void gfx_d3d12_set_scissor(int x, int y, int width, int height) {
d3d.scissor = CD3DX12_RECT(x, d3d.current_height - y - height, x + width, d3d.current_height - y);
}
static void gfx_d3d12_set_use_alpha(bool use_alpha) {
// Already part of the pipeline state from shader info
}
static void gfx_d3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
struct ShaderProgram *prg = d3d.shader_program;
if (d3d.must_reload_pipeline) {
ComPtr<ID3D12PipelineState>& pipeline_state = d3d.pipeline_states[PipelineDesc{
prg->shader_id,
d3d.depth_test,
d3d.depth_mask,
d3d.zmode_decal,
0
}];
if (pipeline_state.Get() == nullptr) {
D3D12_INPUT_ELEMENT_DESC ied[7] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
};
uint32_t ied_pos = 1;
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) {
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};
}
for (int i = 0; i < prg->num_inputs; i++) {
DXGI_FORMAT format = (prg->shader_id & SHADER_OPT_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();
desc.VS = CD3DX12_SHADER_BYTECODE(prg->vertex_shader.Get());
desc.PS = CD3DX12_SHADER_BYTECODE(prg->pixel_shader.Get());
desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
if (d3d.zmode_decal) {
desc.RasterizerState.SlopeScaledDepthBias = -2.0f;
}
desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
if (prg->shader_id & SHADER_OPT_ALPHA) {
D3D12_BLEND_DESC bd = {};
bd.AlphaToCoverageEnable = FALSE;
bd.IndependentBlendEnable = FALSE;
static const D3D12_RENDER_TARGET_BLEND_DESC default_rtbd = {
TRUE, FALSE,
D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL
};
for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) {
bd.RenderTarget[i] = default_rtbd;
}
desc.BlendState = bd;
} else {
desc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
}
desc.DepthStencilState.DepthEnable = d3d.depth_test;
desc.DepthStencilState.DepthWriteMask = d3d.depth_mask ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
desc.DSVFormat = d3d.depth_test ? DXGI_FORMAT_D32_FLOAT : DXGI_FORMAT_UNKNOWN;
desc.SampleMask = UINT_MAX;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
ThrowIfFailed(d3d.device->CreateGraphicsPipelineState(&desc, IID_ID3D12PipelineState, IID_PPV_ARGS_Helper(&pipeline_state)));
}
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 texture_pos = 0;
for (int 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(2 * texture_pos, 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(2 * texture_pos + 1, sampler_gpu_handle);
++texture_pos;
}
}
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);
static int maxpos;
if (d3d.vbuf_pos > maxpos) {
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);
}
static void gfx_d3d12_init(void) { }
static void gfx_d3d12_shutdown(void) { }
static void gfx_d3d12_start_frame(void) {
++d3d.frame_counter;
d3d.srv_pos = 0;
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.vbuf_pos = 0;
}
static void create_render_target_views(void) {
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = get_cpu_descriptor_handle(d3d.rtv_heap);
for (UINT i = 0; i < 2; i++) {
ThrowIfFailed(d3d.swap_chain->GetBuffer(i, IID_ID3D12Resource, (void **)&d3d.render_targets[i]));
d3d.device->CreateRenderTargetView(d3d.render_targets[i].Get(), nullptr, rtv_handle);
rtv_handle.ptr += d3d.rtv_descriptor_size;
}
}
static void create_depth_buffer(void) {
DXGI_SWAP_CHAIN_DESC1 desc1;
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;
dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
D3D12_CLEAR_VALUE depth_optimized_cv = {};
depth_optimized_cv.Format = DXGI_FORMAT_D32_FLOAT;
depth_optimized_cv.DepthStencil.Depth = 1.0f;
D3D12_HEAP_PROPERTIES hp = {};
hp.Type = D3D12_HEAP_TYPE_DEFAULT;
hp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
hp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
hp.CreationNodeMask = 1;
hp.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC rd = {};
rd.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
rd.Alignment = 0;
rd.Width = width;
rd.Height = height;
rd.DepthOrArraySize = 1;
rd.MipLevels = 0;
rd.Format = DXGI_FORMAT_D32_FLOAT;
rd.SampleDesc.Count = 1;
rd.SampleDesc.Quality = 0;
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_ID3D12Resource, IID_PPV_ARGS_Helper(&d3d.depth_stencil_buffer)));
d3d.device->CreateDepthStencilView(d3d.depth_stencil_buffer.Get(), &dsv_desc, get_cpu_descriptor_handle(d3d.dsv_heap));
}
static void gfx_d3d12_dxgi_on_resize(void) {
if (d3d.render_targets[0].Get() != nullptr) {
d3d.render_targets[0].Reset();
d3d.render_targets[1].Reset();
ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT));
d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex();
create_render_target_views();
create_depth_buffer();
}
}
static void onkeydown(WPARAM w_param, LPARAM l_param) {
int key = ((l_param >> 16) & 0x1ff);
if (d3d.on_key_down != nullptr) {
d3d.on_key_down(key);
}
}
static void onkeyup(WPARAM w_param, LPARAM l_param) {
int key = ((l_param >> 16) & 0x1ff);
if (d3d.on_key_up != nullptr) {
d3d.on_key_up(key);
}
}
LRESULT CALLBACK gfx_d3d12_dxgi_wnd_proc(HWND h_wnd, UINT message, WPARAM w_param, LPARAM l_param) {
switch (message) {
case WM_MOVE: {
const int x = (short)LOWORD(l_param);
const int y = (short)HIWORD(l_param);
configWindow.x = (x < 0) ? 0 : x;
configWindow.y = (y < 0) ? 0 : y;
break;
}
case WM_SIZE:
gfx_d3d12_dxgi_on_resize();
break;
case WM_DESTROY:
game_exit();
break;
case WM_PAINT:
if (d3d.run_one_game_iter != nullptr)
d3d.run_one_game_iter();
break;
case WM_ACTIVATEAPP:
if (d3d.on_all_keys_up != nullptr)
d3d.on_all_keys_up();
break;
case WM_KEYDOWN:
onkeydown(w_param, l_param);
break;
case WM_KEYUP:
onkeyup(w_param, l_param);
break;
default:
return DefWindowProcW(h_wnd, message, w_param, l_param);
}
return 0;
}
static void gfx_d3d12_dxgi_init(const char *window_title) {
LARGE_INTEGER qpc_init, qpc_freq;
QueryPerformanceCounter(&qpc_init);
QueryPerformanceFrequency(&qpc_freq);
d3d.qpc_init = qpc_init.QuadPart;
d3d.qpc_freq = qpc_freq.QuadPart;
// Prepare window title
wchar_t w_title[512];
mbstowcs(w_title, window_title, strlen(window_title) + 1);
// Create window
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = gfx_d3d12_dxgi_wnd_proc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = nullptr;
wcex.hIcon = nullptr;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = WINCLASS_NAME;
wcex.hIconSm = nullptr;
ATOM winclass = RegisterClassExW(&wcex);
RECT wr = {0, 0, DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
HWND h_wnd = CreateWindowW(WINCLASS_NAME, w_title, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, wr.right - wr.left, wr.bottom - wr.top, nullptr, nullptr, nullptr, nullptr);
// Create device
{
UINT debug_flags = 0;
#if DEBUG_D3D
ComPtr<ID3D12Debug> debug_controller;
if (SUCCEEDED(D3D12GetDebugInterface(IID_ID3D12Debug, IID_PPV_ARGS_Helper(&debug_controller)))) {
debug_controller->EnableDebugLayer();
debug_flags |= DXGI_CREATE_FACTORY_DEBUG;
}
#endif
ThrowIfFailed(CreateDXGIFactory2(debug_flags, IID_IDXGIFactory4, &d3d.factory));
ComPtr<IDXGIAdapter1> hw_adapter;
for (UINT i = 0; d3d.factory->EnumAdapters1(i, &hw_adapter) != DXGI_ERROR_NOT_FOUND; i++) {
DXGI_ADAPTER_DESC1 desc;
hw_adapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
continue;
}
if (SUCCEEDED(D3D12CreateDevice(hw_adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_ID3D12Device, nullptr))) {
break;
}
}
ThrowIfFailed(D3D12CreateDevice(hw_adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_ID3D12Device, IID_PPV_ARGS_Helper(&d3d.device)));
}
// Create command queues
{
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(d3d.device->CreateCommandQueue(&queue_desc, IID_ID3D12CommandQueue, IID_PPV_ARGS_Helper(&d3d.command_queue)));
}
{
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
ThrowIfFailed(d3d.device->CreateCommandQueue(&queue_desc, IID_ID3D12CommandQueue, IID_PPV_ARGS_Helper(&d3d.copy_command_queue)));
}
// Create swap chain
{
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
swap_chain_desc.BufferCount = 2;
swap_chain_desc.Width = DESIRED_SCREEN_WIDTH;
swap_chain_desc.Height = DESIRED_SCREEN_HEIGHT;
swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain_desc.Scaling = DXGI_SCALING_NONE;
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
swap_chain_desc.SampleDesc.Count = 1;
ComPtr<IDXGISwapChain1> swap_chain1;
ThrowIfFailed(d3d.factory->CreateSwapChainForHwnd(d3d.command_queue.Get(), h_wnd, &swap_chain_desc, nullptr, nullptr, &swap_chain1));
//ThrowIfFailed(factory->MakeWindowAssociation(h_wnd, DXGI_MWA_NO_ALT_ENTER));
ThrowIfFailed(swap_chain1->QueryInterface(IID_IDXGISwapChain3, &d3d.swap_chain));
d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex();
ThrowIfFailed(d3d.swap_chain->SetMaximumFrameLatency(1));
d3d.waitable_object = d3d.swap_chain->GetFrameLatencyWaitableObject();
WaitForSingleObject(d3d.waitable_object, INFINITE);
}
// Create render target views
{
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = {};
rtv_heap_desc.NumDescriptors = 2;
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&rtv_heap_desc, IID_ID3D12DescriptorHeap, IID_PPV_ARGS_Helper(&d3d.rtv_heap)));
d3d.rtv_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
create_render_target_views();
}
// Create Z-buffer
{
D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc = {};
dsv_heap_desc.NumDescriptors = 1;
dsv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&dsv_heap_desc, IID_ID3D12DescriptorHeap, IID_PPV_ARGS_Helper(&d3d.dsv_heap)));
create_depth_buffer();
}
// Create SRV heap for texture descriptors
{
D3D12_DESCRIPTOR_HEAP_DESC srv_heap_desc = {};
srv_heap_desc.NumDescriptors = 1024; // Max unique textures per frame
srv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
srv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&srv_heap_desc, IID_ID3D12DescriptorHeap, IID_PPV_ARGS_Helper(&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 = {};
sampler_heap_desc.NumDescriptors = 18;
sampler_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
sampler_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&sampler_heap_desc, IID_ID3D12DescriptorHeap, IID_PPV_ARGS_Helper(&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++) {
for (int cms = 0; cms < 3; cms++) {
for (int cmt = 0; cmt < 3; cmt++) {
D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = linear_filter ? D3D12_FILTER_MIN_MAG_MIP_LINEAR : D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = address_modes[cms];
sampler_desc.AddressV = address_modes[cmt];
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 1;
sampler_desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
d3d.device->CreateSampler(&sampler_desc, CD3DX12_CPU_DESCRIPTOR_HANDLE(sampler_handle, pos++, d3d.sampler_descriptor_size));
}
}
}
}
ThrowIfFailed(d3d.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_ID3D12CommandAllocator, IID_PPV_ARGS_Helper(&d3d.command_allocator)));
ThrowIfFailed(d3d.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_ID3D12CommandAllocator, IID_PPV_ARGS_Helper(&d3d.copy_command_allocator)));
ThrowIfFailed(d3d.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, d3d.command_allocator.Get(), nullptr, IID_ID3D12GraphicsCommandList, IID_PPV_ARGS_Helper(&d3d.command_list)));
ThrowIfFailed(d3d.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, d3d.copy_command_allocator.Get(), nullptr, IID_ID3D12GraphicsCommandList, IID_PPV_ARGS_Helper(&d3d.copy_command_list)));
ThrowIfFailed(d3d.command_list->Close());
ThrowIfFailed(d3d.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_ID3D12Fence, IID_PPV_ARGS_Helper(&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_ID3D12Fence, IID_PPV_ARGS_Helper(&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);
CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(256 * 1024 * sizeof(float));
ThrowIfFailed(d3d.device->CreateCommittedResource(
&hp,
D3D12_HEAP_FLAG_NONE,
&rdb,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_ID3D12Resource,
IID_PPV_ARGS_Helper(&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));
}
ShowWindow(h_wnd, SW_SHOW);
UpdateWindow(h_wnd);
}
static void gfx_d3d12_dxgi_shutdown(void) {
if (d3d.render_targets[0].Get() != nullptr) {
d3d.render_targets[0].Reset();
d3d.render_targets[1].Reset();
}
// uhh
}
static void gfx_d3d12_dxgi_set_keyboard_callbacks(bool (*on_key_down)(int scancode), bool (*on_key_up)(int scancode), void (*on_all_keys_up)(void)) {
d3d.on_key_down = on_key_down;
d3d.on_key_up = on_key_up;
d3d.on_all_keys_up = on_all_keys_up;
}
static void gfx_d3d12_dxgi_main_loop(void (*run_one_game_iter)(void)) {
d3d.run_one_game_iter = run_one_game_iter;
MSG msg;
while (GetMessage(&msg, nullptr, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
static void gfx_d3d12_dxgi_get_dimensions(uint32_t *width, uint32_t *height) {
*width = d3d.current_width;
*height = d3d.current_height;
}
static void gfx_d3d12_dxgi_handle_events(void) {
/*MSG msg;
while (PeekMessageW(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}*/
}
static uint64_t qpc_to_us(uint64_t qpc) {
return qpc / d3d.qpc_freq * 1000000 + qpc % d3d.qpc_freq * 1000000 / d3d.qpc_freq;
}
static bool gfx_d3d12_dxgi_start_frame(void) {
DXGI_FRAME_STATISTICS stats;
if (d3d.swap_chain->GetFrameStatistics(&stats) == S_OK && (stats.SyncRefreshCount != 0 || stats.SyncQPCTime.QuadPart != 0ULL)) {
{
LARGE_INTEGER t0;
QueryPerformanceCounter(&t0);
//printf("Get frame stats: %llu\n", (unsigned long long)(t0.QuadPart - d3d.qpc_init));
}
//printf("stats: %u %u %u %u %u %.6f\n", d3d.pending_frame_stats.rbegin()->first, d3d.pending_frame_stats.rbegin()->second, stats.PresentCount, stats.PresentRefreshCount, stats.SyncRefreshCount, (double)(stats.SyncQPCTime.QuadPart - d3d.qpc_init) / d3d.qpc_freq);
if (d3d.frame_stats.empty() || d3d.frame_stats.rbegin()->second.PresentCount != stats.PresentCount) {
d3d.frame_stats.insert(std::make_pair(stats.PresentCount, stats));
}
if (d3d.frame_stats.size() > 3) {
d3d.frame_stats.erase(d3d.frame_stats.begin());
}
}
if (!d3d.frame_stats.empty()) {
while (!d3d.pending_frame_stats.empty() && d3d.pending_frame_stats.begin()->first < d3d.frame_stats.rbegin()->first) {
d3d.pending_frame_stats.erase(d3d.pending_frame_stats.begin());
}
}
while (d3d.pending_frame_stats.size() > 15) {
// Just make sure the list doesn't grow too large if GetFrameStatistics fails.
d3d.pending_frame_stats.erase(d3d.pending_frame_stats.begin());
}
d3d.frame_timestamp += FRAME_INTERVAL_US_NUMERATOR;
if (d3d.frame_stats.size() >= 2) {
DXGI_FRAME_STATISTICS *first = &d3d.frame_stats.begin()->second;
DXGI_FRAME_STATISTICS *last = &d3d.frame_stats.rbegin()->second;
uint64_t sync_qpc_diff = last->SyncQPCTime.QuadPart - first->SyncQPCTime.QuadPart;
UINT sync_vsync_diff = last->SyncRefreshCount - first->SyncRefreshCount;
UINT present_vsync_diff = last->PresentRefreshCount - first->PresentRefreshCount;
UINT present_diff = last->PresentCount - first->PresentCount;
if (sync_vsync_diff == 0) {
sync_vsync_diff = 1;
}
double estimated_vsync_interval = (double)sync_qpc_diff / (double)sync_vsync_diff;
//printf("Estimated vsync_interval: %f\n", estimated_vsync_interval);
uint64_t estimated_vsync_interval_us = qpc_to_us(estimated_vsync_interval);
if (estimated_vsync_interval_us < 2 || estimated_vsync_interval_us > 1000000) {
// Unreasonable, maybe a monitor change
estimated_vsync_interval_us = 16666;
estimated_vsync_interval = estimated_vsync_interval_us * d3d.qpc_freq / 1000000;
}
UINT queued_vsyncs = 0;
bool is_first = true;
for (const std::pair<UINT, UINT>& p : d3d.pending_frame_stats) {
if (is_first && d3d.sync_interval_means_frames_to_wait) {
is_first = false;
continue;
}
queued_vsyncs += p.second;
}
uint64_t last_frame_present_end_qpc = (last->SyncQPCTime.QuadPart - d3d.qpc_init) + estimated_vsync_interval * queued_vsyncs;
uint64_t last_end_us = qpc_to_us(last_frame_present_end_qpc);
double vsyncs_to_wait = (double)(int64_t)(d3d.frame_timestamp / FRAME_INTERVAL_US_DENOMINATOR - last_end_us) / estimated_vsync_interval_us;
//printf("ts: %llu, last_end_us: %llu, Init v: %f\n", d3d.frame_timestamp / 3, last_end_us, vsyncs_to_wait);
if (vsyncs_to_wait <= 0) {
// Too late
if ((int64_t)(d3d.frame_timestamp / FRAME_INTERVAL_US_DENOMINATOR - last_end_us) < -66666) {
// The application must have been paused or similar
vsyncs_to_wait = round(((double)FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR) / estimated_vsync_interval_us);
if (vsyncs_to_wait < 1) {
vsyncs_to_wait = 1;
}
d3d.frame_timestamp = FRAME_INTERVAL_US_DENOMINATOR * (last_end_us + vsyncs_to_wait * estimated_vsync_interval_us);
} else {
// Drop frame
//printf("Dropping frame\n");
d3d.dropped_frame = true;
return false;
}
}
if (floor(vsyncs_to_wait) != vsyncs_to_wait) {
uint64_t left = last_end_us + floor(vsyncs_to_wait) * estimated_vsync_interval_us;
uint64_t right = last_end_us + ceil(vsyncs_to_wait) * estimated_vsync_interval_us;
uint64_t adjusted_desired_time = d3d.frame_timestamp / FRAME_INTERVAL_US_DENOMINATOR + (last_end_us + (FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR) > d3d.frame_timestamp / FRAME_INTERVAL_US_DENOMINATOR ? 2000 : -2000);
int64_t diff_left = adjusted_desired_time - left;
int64_t diff_right = right - adjusted_desired_time;
if (diff_left < 0) {
diff_left = -diff_left;
}
if (diff_right < 0) {
diff_right = -diff_right;
}
if (diff_left < diff_right) {
vsyncs_to_wait = floor(vsyncs_to_wait);
} else {
vsyncs_to_wait = ceil(vsyncs_to_wait);
}
if (vsyncs_to_wait == 0) {
//printf("vsyncs_to_wait became 0 so dropping frame\n");
d3d.dropped_frame = true;
return false;
}
}
//printf("v: %d\n", (int)vsyncs_to_wait);
if (vsyncs_to_wait > 4) {
// Invalid, so change to 4
vsyncs_to_wait = 4;
}
d3d.length_in_vsync_frames = vsyncs_to_wait;
} else {
d3d.length_in_vsync_frames = 2;
}
return true;
}
static void gfx_d3d12_dxgi_swap_buffers_begin(void) {
if (max_texture_uploads < texture_uploads && texture_uploads != 38 && texture_uploads != 34 && texture_uploads != 29) {
max_texture_uploads = texture_uploads;
}
//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);
//printf("Present: %llu %u\n", (unsigned long long)(t0.QuadPart - d3d.qpc_init), d3d.length_in_vsync_frames);
}
//d3d.length_in_vsync_frames = 1;
ThrowIfFailed(d3d.swap_chain->Present(d3d.length_in_vsync_frames, 0));
UINT this_present_id;
if (d3d.swap_chain->GetLastPresentCount(&this_present_id) == S_OK) {
d3d.pending_frame_stats.insert(std::make_pair(this_present_id, d3d.length_in_vsync_frames));
}
d3d.dropped_frame = false;
}
static void gfx_d3d12_dxgi_swap_buffers_end(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) {
ThrowIfFailed(d3d.fence->SetEventOnCompletion(fence_value, d3d.fence_event));
WaitForSingleObject(d3d.fence_event, INFINITE);
}
QueryPerformanceCounter(&t1);
d3d.resources_to_clean_at_end_of_frame.clear();
for (std::pair<size_t, ComPtr<ID3D12Resource>>& heap : d3d.upload_heaps_in_flight) {
d3d.upload_heaps[heap.first].push_back(std::move(heap.second));
}
d3d.upload_heaps_in_flight.clear();
for (std::pair<struct TextureHeap *, uint8_t>& item : d3d.texture_heap_allocations_to_reclaim_at_end_of_frame) {
item.first->free_list.push_back(item.second);
}
d3d.texture_heap_allocations_to_reclaim_at_end_of_frame.clear();
if (!d3d.dropped_frame) {
WaitForSingleObject(d3d.waitable_object, INFINITE);
}
DXGI_FRAME_STATISTICS stats;
d3d.swap_chain->GetFrameStatistics(&stats);
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));
d3d.sync_interval_means_frames_to_wait = d3d.pending_frame_stats.rbegin()->first == stats.PresentCount;
//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));
}
double gfx_d3d12_dxgi_get_time(void) {
LARGE_INTEGER t;
QueryPerformanceCounter(&t);
return (double)(t.QuadPart - d3d.qpc_init) / d3d.qpc_freq;
}
struct GfxRenderingAPI gfx_d3d12_api = {
gfx_d3d12_z_is_from_0_to_1,
gfx_d3d12_unload_shader,
gfx_d3d12_load_shader,
gfx_d3d12_create_and_load_new_shader,
gfx_d3d12_lookup_shader,
gfx_d3d12_shader_get_info,
gfx_d3d12_new_texture,
gfx_d3d12_select_texture,
gfx_d3d12_upload_texture,
gfx_d3d12_set_sampler_parameters,
gfx_d3d12_set_depth_test,
gfx_d3d12_set_depth_mask,
gfx_d3d12_set_zmode_decal,
gfx_d3d12_set_viewport,
gfx_d3d12_set_scissor,
gfx_d3d12_set_use_alpha,
gfx_d3d12_draw_triangles,
gfx_d3d12_init,
gfx_d3d12_start_frame,
gfx_d3d12_shutdown,
};
struct GfxWindowManagerAPI gfx_dxgi = {
gfx_d3d12_dxgi_init,
gfx_d3d12_dxgi_set_keyboard_callbacks,
gfx_d3d12_dxgi_main_loop,
gfx_d3d12_dxgi_get_dimensions,
gfx_d3d12_dxgi_handle_events,
gfx_d3d12_dxgi_start_frame,
gfx_d3d12_dxgi_swap_buffers_begin,
gfx_d3d12_dxgi_swap_buffers_end,
gfx_d3d12_dxgi_get_time,
gfx_d3d12_dxgi_shutdown,
};
#else
#error "D3D12 is only supported on Windows"
#endif // _WIN32
#endif // RAPI_D3D12