#include #include #include #include #define SWAP_CHAIN_BUFFER_COUNT 2 // Double-buffering. typedef struct D3DSettings { int width; int height; } D3DSettings; typedef struct D3D { Window* pWindow; D3DSettings settings; IDXGIFactory4* pDxgiFactory; ID3D12Device* pDevice; ID3D12CommandQueue* pCommandQueue; ID3D12CommandAllocator* pCommandAllocator; ID3D12GraphicsCommandList* pCommandList; IDXGISwapChain3* pSwapChain; ID3D12DescriptorHeap* pRtvHeap; ID3D12DescriptorHeap* pDsvHeap; ID3D12Resource* pSwapChainBuffer[SWAP_CHAIN_BUFFER_COUNT]; ID3D12Resource* pDepthStencilBuffer; ID3D12Fence* pFence; HANDLE fence_event; UINT64 fence_value; UINT rtv_descriptor_size; UINT dsv_descriptor_size; UINT cbv_descriptor_size; } D3D; /// Creates the application's swap chain. /// /// This method can be called multiple times to re-create the swap chain. static void d3d_create_swap_chain(D3D* d3d) { assert(d3d); assert(d3d->pDxgiFactory); assert(d3d->pCommandQueue); assert(d3d->pWindow); SafeRelease(d3d->pSwapChain); DXGI_SWAP_CHAIN_DESC1 desc = (DXGI_SWAP_CHAIN_DESC1){ .Width = (UINT)(d3d->settings.width), .Height = (UINT)(d3d->settings.height), .Format = DXGI_FORMAT_R8G8B8A8_UNORM, .SampleDesc = (DXGI_SAMPLE_DESC){ .Count = 1, .Quality = 0, }, .BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, .BufferCount = SWAP_CHAIN_BUFFER_COUNT, .SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD, }; IDXGISwapChain1* pSwapChain = 0; TrapIfFailed(d3d->pDxgiFactory->lpVtbl->CreateSwapChainForHwnd( d3d->pDxgiFactory, (IUnknown*)d3d->pCommandQueue, // Swap chain uses queue to perform flush. window_handle(d3d->pWindow), &desc, /*pFullScreenDesc=*/0, // Running in windowed mode. /*pRestrictToOutput=*/0, &pSwapChain)); //TrapIfFailed(pSwapChain.As(&d3d->pSwapChain)); d3d->pSwapChain = (IDXGISwapChain3*)pSwapChain; } /// Creates RTVs for all of the swap chain's buffers. static void d3d_create_swap_chain_buffer_render_target_views(D3D* d3d) { assert(d3d); assert(d3d->pDevice); assert(d3d->pSwapChain); assert(d3d->pSwapChainBuffer); assert(d3d->pRtvHeap); assert(d3d->rtv_descriptor_size > 0); // Create the new buffer views. D3D12_CPU_DESCRIPTOR_HANDLE rtv_heap_handle; d3d->pRtvHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(d3d->pRtvHeap, &rtv_heap_handle); for (int i = 0; i < SWAP_CHAIN_BUFFER_COUNT; ++i) { TrapIfFailed(d3d->pSwapChain->lpVtbl->GetBuffer( d3d->pSwapChain, i, &IID_ID3D12Resource, &d3d->pSwapChainBuffer[i])); d3d->pDevice->lpVtbl->CreateRenderTargetView( d3d->pDevice, d3d->pSwapChainBuffer[i], /*pDesc=*/0, rtv_heap_handle); rtv_heap_handle = OFFSET_HANDLE(rtv_heap_handle, 1, d3d->rtv_descriptor_size); } } static D3D12_CPU_DESCRIPTOR_HANDLE d3d_get_depth_stencil_view(D3D* d3d) { assert(d3d); assert(d3d->pDsvHeap); D3D12_CPU_DESCRIPTOR_HANDLE handle; d3d->pDsvHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(d3d->pDsvHeap, &handle); return handle; } /// Creates a depth/stencil buffer and its view. static void d3d_create_depth_stencil_buffer_and_view(D3D* d3d) { assert(d3d); assert(d3d->pDevice); const D3D12_RESOURCE_DESC depth_stencil_desc = (D3D12_RESOURCE_DESC){ .Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D, .Alignment = 0, .Width = (UINT64)(d3d->settings.width), .Height = (UINT)(d3d->settings.height), .DepthOrArraySize = 1, .MipLevels = 1, .Format = DXGI_FORMAT_D24_UNORM_S8_UINT, .SampleDesc = (DXGI_SAMPLE_DESC){ .Count = 1, .Quality = 0, }, .Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN, .Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, }; const D3D12_CLEAR_VALUE opt_clear_value = (D3D12_CLEAR_VALUE){ .Format = depth_stencil_desc.Format, .DepthStencil = (D3D12_DEPTH_STENCIL_VALUE){ .Depth = 1.0f, .Stencil = 0, }, }; const D3D12_HEAP_PROPERTIES depth_stencil_heap_properties = (D3D12_HEAP_PROPERTIES){ .Type = D3D12_HEAP_TYPE_DEFAULT, .CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN, .MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN, .CreationNodeMask = 1, .VisibleNodeMask = 1, }; TrapIfFailed(d3d->pDevice->lpVtbl->CreateCommittedResource( d3d->pDevice, &depth_stencil_heap_properties, D3D12_HEAP_FLAG_NONE, &depth_stencil_desc, D3D12_RESOURCE_STATE_COMMON, &opt_clear_value, &IID_ID3D12Resource, &d3d->pDepthStencilBuffer)); d3d->pDevice->lpVtbl->CreateDepthStencilView( d3d->pDevice, d3d->pDepthStencilBuffer, /*pDesc=*/0, d3d_get_depth_stencil_view(d3d)); } /// Creates RTV and DSV descriptor heaps. static void d3d_create_descriptor_heaps(D3D* d3d) { assert(d3d); assert(d3d->pDevice); // The RTV heap must hold as many descriptors as we have buffers in the // swap chain. const D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = (D3D12_DESCRIPTOR_HEAP_DESC){ .Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV, .NumDescriptors = SWAP_CHAIN_BUFFER_COUNT, .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE, .NodeMask = 0, }; TrapIfFailed(d3d->pDevice->lpVtbl->CreateDescriptorHeap( d3d->pDevice, &rtv_heap_desc, &IID_ID3D12DescriptorHeap, &d3d->pRtvHeap)); // For the depth/stencil buffer, we just need one view. const D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc = (D3D12_DESCRIPTOR_HEAP_DESC){ .Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV, .NumDescriptors = 1, .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE, .NodeMask = 0, }; TrapIfFailed(d3d->pDevice->lpVtbl->CreateDescriptorHeap( d3d->pDevice, &dsv_heap_desc, &IID_ID3D12DescriptorHeap, &d3d->pDsvHeap)); } static void d3d_init(D3D* d3d, Window* pWindow, const D3DSettings* pSettings) { assert(d3d); assert(pWindow); assert(pSettings); d3d->pWindow = pWindow; d3d->settings = *pSettings; UINT dxgiFactoryFlags = 0; #ifdef DEBUG ID3D12Debug* debug = 0; D3D12GetDebugInterface(&IID_ID3D12Debug, (&debug)); debug->EnableDebugLayer(); dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG; #endif TrapIfFailed(CreateDXGIFactory2( dxgiFactoryFlags, &IID_IDXGIFactory4, &d3d->pDxgiFactory)); // Prevent Alt+Enter from going into fullscreen. TrapIfFailed(d3d->pDxgiFactory->lpVtbl->MakeWindowAssociation( d3d->pDxgiFactory, window_handle(d3d->pWindow), DXGI_MWA_NO_ALT_ENTER)); TrapIfFailed(D3D12CreateDevice( /*pAdapter=*/0, // Default adapter. D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, &d3d->pDevice)); d3d->rtv_descriptor_size = d3d->pDevice->lpVtbl->GetDescriptorHandleIncrementSize( d3d->pDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); d3d->dsv_descriptor_size = d3d->pDevice->lpVtbl->GetDescriptorHandleIncrementSize( d3d->pDevice, D3D12_DESCRIPTOR_HEAP_TYPE_DSV); d3d->cbv_descriptor_size = d3d->pDevice->lpVtbl->GetDescriptorHandleIncrementSize( d3d->pDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); const D3D12_COMMAND_QUEUE_DESC queue_desc = (D3D12_COMMAND_QUEUE_DESC){ .Type = D3D12_COMMAND_LIST_TYPE_DIRECT, .Flags = D3D12_COMMAND_QUEUE_FLAG_NONE, }; TrapIfFailed(d3d->pDevice->lpVtbl->CreateCommandQueue( d3d->pDevice, &queue_desc, &IID_ID3D12CommandQueue, &d3d->pCommandQueue)); // The command allocator is the memory backing for the command list. // It is in the allocator's memory where the commands are stored. TrapIfFailed(d3d->pDevice->lpVtbl->CreateCommandAllocator( d3d->pDevice, queue_desc.Type, &IID_ID3D12CommandAllocator, &d3d->pCommandAllocator)); TrapIfFailed(d3d->pDevice->lpVtbl->CreateCommandList( d3d->pDevice, /*nodeMask=*/0, queue_desc.Type, d3d->pCommandAllocator, /*pInitialState=*/0, // Pipeline state. &IID_ID3D12CommandList, &d3d->pCommandList)); // Command lists are in the "open" state after they are created. It is // easier to assume that they start in the "closed" state at each // iteration of the main loop, however. The Reset() method, which we'll // use later, also expects the command list to be closed. TrapIfFailed(d3d->pCommandList->lpVtbl->Close(d3d->pCommandList)); d3d_create_descriptor_heaps(d3d); d3d_create_swap_chain(d3d); d3d_create_swap_chain_buffer_render_target_views(d3d); d3d_create_depth_stencil_buffer_and_view(d3d); TrapIfFailed(d3d->pDevice->lpVtbl->CreateFence( d3d->pDevice, d3d->fence_value, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, &d3d->pFence)); if ((d3d->fence_event = CreateEvent(0, FALSE, FALSE, 0)) == 0) { TrapIfFailed(HRESULT_FROM_WIN32(GetLastError())); } } static D3D12_CPU_DESCRIPTOR_HANDLE d3d_get_current_back_buffer_view(const D3D* d3d) { assert(d3d); assert(d3d->pSwapChain); assert(d3d->pRtvHeap); assert(d3d->rtv_descriptor_size > 0); D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle; d3d->pRtvHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(d3d->pRtvHeap, &rtv_handle); return CD3DX12_CPU_DESCRIPTOR_HANDLE( rtv_handle, d3d->pSwapChain->lpVtbl->GetCurrentBackBufferIndex(d3d->pSwapChain), d3d->rtv_descriptor_size); } static ID3D12Resource* d3d_get_current_back_buffer(const D3D* d3d) { assert(d3d); assert(d3d->pSwapChain); assert(d3d->pSwapChainBuffer); return d3d->pSwapChainBuffer[d3d->pSwapChain->lpVtbl->GetCurrentBackBufferIndex(d3d->pSwapChain)]; } static void d3d_populate_command_list(D3D* d3d) { assert(d3d); assert(d3d->pCommandAllocator); assert(d3d->pCommandList); /// Note that we skip the following two items: /// /// 1. RSSetViewports() /// 2. OMSetRenderTargets() /// /// This application does not render anything useful, it simply clears /// the back buffer and depth/stencil view. Clearing both resources /// does not require a viewport to be set or the OM (output-merger /// stage) to be configured. // A command allocator can only be reset when its associated command // lists are finished executing on the GPU. This requires // synchronisation. TrapIfFailed(d3d->pCommandAllocator->lpVtbl->Reset(d3d->pCommandAllocator)); // A command list can be reset as soon as it is executed with // ExecuteCommandList(). Reset() does require that the command list is // in a "closed" state, however, which is why we Close() it right away // after creation. TrapIfFailed(d3d->pCommandList->lpVtbl->Reset( d3d->pCommandList, d3d->pCommandAllocator, /*pInitialState=*/0)); // Indicate that we intend to use the back buffer as a render target. const D3D12_RESOURCE_BARRIER render_barrier = CD3DX12_RESOURCE_BARRIER_Transition( d3d_get_current_back_buffer(d3d), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); d3d->pCommandList->lpVtbl->ResourceBarrier(d3d->pCommandList, 1, &render_barrier); // Record commands. const float clear_colour[] = { 0.0f, 0.502f, 0.494f, 0.0f }; d3d->pCommandList->lpVtbl->ClearRenderTargetView( d3d->pCommandList, d3d_get_current_back_buffer_view(d3d), clear_colour, 0, // Number of rectangles in the following array. 0); // No rectangles; clear the entire resource. d3d->pCommandList->lpVtbl->ClearDepthStencilView( d3d->pCommandList, d3d_get_depth_stencil_view(d3d), D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, // Depth. 0, // Stencil. 0, // Number of rectangles in the following array. 0); // No rectangles; clear the entire resource view. // Indicate that we now intend to use the back buffer to present. const D3D12_RESOURCE_BARRIER present_barrier = CD3DX12_RESOURCE_BARRIER_Transition( d3d_get_current_back_buffer(d3d), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); d3d->pCommandList->lpVtbl->ResourceBarrier(d3d->pCommandList, 1, &present_barrier); // A command list must be closed before it can be executed. TrapIfFailed(d3d->pCommandList->lpVtbl->Close(d3d->pCommandList)); } static void d3d_wait_for_previous_frame(D3D* d3d) { assert(d3d); assert(d3d->pFence); assert(d3d->pCommandQueue); // Advance the fence value to mark commands up to this fence point. d3d->fence_value++; // The command queue will signal the new fence value when all commands // up to this point have finished execution. TrapIfFailed(d3d->pCommandQueue->lpVtbl->Signal( d3d->pCommandQueue, d3d->pFence, d3d->fence_value)); // Wait for commands to finish execution. // It is possible that execution has already finished by the time we // get here, so first check the fence's completed value. if (d3d->pFence->lpVtbl->GetCompletedValue(d3d->pFence) < d3d->fence_value) { // Commands are still being executed. Configure a Windows event // and wait for it. The event fires when the commands have finished // execution. // Indicate that |fence_event| is to be fired when |fence| // reaches the new fence value. TrapIfFailed(d3d->pFence->lpVtbl->SetEventOnCompletion( d3d->pFence, d3d->fence_value, d3d->fence_event)); // Will wake up when the fence takes on the new fence value. WaitForSingleObject(d3d->fence_event, INFINITE); } } static void d3d_render(D3D* d3d) { assert(d3d); assert(d3d->pCommandQueue); assert(d3d->pSwapChain); d3d_populate_command_list(d3d); ID3D12CommandList* command_lists[] = { (ID3D12CommandList*)d3d->pCommandList }; d3d->pCommandQueue->lpVtbl->ExecuteCommandLists( d3d->pCommandQueue, _countof(command_lists), command_lists); TrapIfFailed(d3d->pSwapChain->lpVtbl->Present( d3d->pSwapChain, /*SyncInterval=*/1, /*Flags=*/0)); // It is not efficient to wait for the frame to complete here, but it // is simple and sufficient for this application. d3d_wait_for_previous_frame(d3d); } int main(int argc, const char** argv) { const D3DSettings settings = (D3DSettings){ .width = 1920, .height = 1200, }; if (!window_global_init()) { TRAP("Failed to initialise the window subsystem"); } Window* window = window_init(settings.width, settings.height, "D3D Application"); if (!window) { TRAP(window_get_error()); } D3D d3d = {0}; d3d_init(&d3d, window, &settings); while (!window_should_close(window)) { window_update(window); d3d_render(&d3d); Sleep(10); } window_global_quit(); return 0; }