1880 lines
74 KiB
C
1880 lines
74 KiB
C
#define WIN32_LEAN_AND_MEAN
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#include <iron_global.h>
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#include <stdbool.h>
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#include <malloc.h>
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#include <math.h>
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#include <assert.h>
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#include <d3d12.h>
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#include <dxgi.h>
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#include <dxgi1_4.h>
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#include <iron_gpu.h>
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#include <iron_system.h>
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#include <iron_math.h>
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#include <backends/windows_system.h>
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bool gpu_transpose_mat = false;
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static ID3D12Device *device = NULL;
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static ID3D12CommandQueue *queue;
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static IDXGISwapChain *window_swapchain;
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static ID3D12RootSignature *root_signature = NULL;
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static ID3D12CommandAllocator *command_allocator;
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static ID3D12GraphicsCommandList *command_list;
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static D3D12_VIEWPORT current_viewport;
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static D3D12_RECT current_scissor;
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static gpu_buffer_t *current_vb;
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static gpu_buffer_t *current_ib;
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static D3D12_CPU_DESCRIPTOR_HANDLE target_descriptors[GPU_MAX_TEXTURES];
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static D3D12_CPU_DESCRIPTOR_HANDLE depth_handle;
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static D3D12_CPU_DESCRIPTOR_HANDLE *current_depth_handle;
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static bool window_vsync;
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static ID3D12DescriptorHeap *sampler_heap;
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static ID3D12DescriptorHeap *srv_heap;
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static int srv_heap_index = 0;
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static UINT64 fence_value;
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static ID3D12Fence *fence;
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static HANDLE fence_event;
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static UINT64 frame_fence_values[GPU_FRAMEBUFFER_COUNT] = {0, 0};
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static bool resized = false;
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static ID3D12Resource *readback_buffer = NULL;
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static int readback_buffer_size = 0;
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static ID3D12Resource *upload_buffer = NULL;
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static int upload_buffer_size = 0;
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static ID3D12Resource *resources_to_destroy[512];
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static int resources_to_destroy_count = 0;
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static char device_name[256];
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static D3D12_BLEND convert_blend_factor(gpu_blending_factor_t factor) {
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switch (factor) {
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case GPU_BLEND_ONE:
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return D3D12_BLEND_ONE;
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case GPU_BLEND_ZERO:
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return D3D12_BLEND_ZERO;
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case GPU_BLEND_SOURCE_ALPHA:
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return D3D12_BLEND_SRC_ALPHA;
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case GPU_BLEND_DEST_ALPHA:
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return D3D12_BLEND_DEST_ALPHA;
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case GPU_BLEND_INV_SOURCE_ALPHA:
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return D3D12_BLEND_INV_SRC_ALPHA;
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case GPU_BLEND_INV_DEST_ALPHA:
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return D3D12_BLEND_INV_DEST_ALPHA;
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}
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}
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static D3D12_CULL_MODE convert_cull_mode(gpu_cull_mode_t cull_mode) {
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switch (cull_mode) {
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case GPU_CULL_MODE_CLOCKWISE:
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return D3D12_CULL_MODE_FRONT;
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case GPU_CULL_MODE_COUNTERCLOCKWISE:
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return D3D12_CULL_MODE_BACK;
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default:
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return D3D12_CULL_MODE_NONE;
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}
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}
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static D3D12_COMPARISON_FUNC convert_compare_mode(gpu_compare_mode_t compare) {
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switch (compare) {
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default:
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case GPU_COMPARE_MODE_ALWAYS:
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return D3D12_COMPARISON_FUNC_ALWAYS;
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case GPU_COMPARE_MODE_NEVER:
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return D3D12_COMPARISON_FUNC_NEVER;
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case GPU_COMPARE_MODE_EQUAL:
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return D3D12_COMPARISON_FUNC_EQUAL;
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case GPU_COMPARE_MODE_LESS:
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return D3D12_COMPARISON_FUNC_LESS;
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}
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}
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static DXGI_FORMAT convert_format(gpu_texture_format_t format) {
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switch (format) {
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case GPU_TEXTURE_FORMAT_RGBA128:
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return DXGI_FORMAT_R32G32B32A32_FLOAT;
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case GPU_TEXTURE_FORMAT_RGBA64:
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return DXGI_FORMAT_R16G16B16A16_FLOAT;
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case GPU_TEXTURE_FORMAT_R32:
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return DXGI_FORMAT_R32_FLOAT;
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case GPU_TEXTURE_FORMAT_R16:
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return DXGI_FORMAT_R16_FLOAT;
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case GPU_TEXTURE_FORMAT_R8:
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return DXGI_FORMAT_R8_UNORM;
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case GPU_TEXTURE_FORMAT_D32:
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return DXGI_FORMAT_D32_FLOAT;
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case GPU_TEXTURE_FORMAT_RGBA32:
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default:
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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}
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}
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static D3D12_RESOURCE_STATES convert_texture_state(gpu_texture_state_t state) {
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switch (state) {
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case GPU_TEXTURE_STATE_SHADER_RESOURCE:
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return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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case GPU_TEXTURE_STATE_RENDER_TARGET:
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return D3D12_RESOURCE_STATE_RENDER_TARGET;
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case GPU_TEXTURE_STATE_RENDER_TARGET_DEPTH:
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return D3D12_RESOURCE_STATE_DEPTH_WRITE;
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case GPU_TEXTURE_STATE_PRESENT:
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return D3D12_RESOURCE_STATE_PRESENT;
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}
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}
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static void wait_for_fence(ID3D12Fence *fence, UINT64 completion_value, HANDLE wait_event) {
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if (fence->lpVtbl->GetCompletedValue(fence) < completion_value) {
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fence->lpVtbl->SetEventOnCompletion(fence, completion_value, wait_event);
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WaitForSingleObject(wait_event, INFINITE);
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}
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}
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static void _gpu_barrier(ID3D12Resource *r, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after) {
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D3D12_RESOURCE_BARRIER barrier = {
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.Transition.pResource = r,
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.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
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.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
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.Transition.StateBefore = state_before,
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.Transition.StateAfter = state_after,
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.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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};
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command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
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}
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void gpu_barrier(gpu_texture_t *render_target, gpu_texture_state_t state_after) {
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if (render_target->state == state_after) {
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return;
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}
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_gpu_barrier(render_target->impl.image, convert_texture_state(render_target->state), convert_texture_state(state_after));
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render_target->state = state_after;
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}
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void gpu_destroy() {
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wait_for_fence(fence, fence_value, fence_event);
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for (int i = 0; i < GPU_FRAMEBUFFER_COUNT; ++i) {
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gpu_texture_destroy_internal(&framebuffers[i]);
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}
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if (framebuffer_depth.width > 0) {
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gpu_texture_destroy_internal(&framebuffer_depth);
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}
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if (readback_buffer != NULL) {
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readback_buffer->lpVtbl->Release(readback_buffer);
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}
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if (upload_buffer != NULL) {
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upload_buffer->lpVtbl->Release(upload_buffer);
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}
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command_list->lpVtbl->Release(command_list);
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command_allocator->lpVtbl->Release(command_allocator);
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window_swapchain->lpVtbl->Release(window_swapchain);
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queue->lpVtbl->Release(queue);
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root_signature->lpVtbl->Release(root_signature);
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srv_heap->lpVtbl->Release(srv_heap);
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fence->lpVtbl->Release(fence);
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CloseHandle(fence_event);
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device->lpVtbl->Release(device);
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}
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void gpu_render_target_init2(gpu_texture_t *render_target, int width, int height, gpu_texture_format_t format, int framebuffer_index) {
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render_target->width = width;
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render_target->height = height;
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render_target->format = format;
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render_target->state = (framebuffer_index >= 0) ? GPU_TEXTURE_STATE_PRESENT : GPU_TEXTURE_STATE_SHADER_RESOURCE;
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render_target->buffer = NULL;
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DXGI_FORMAT dxgi_format = convert_format(format);
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D3D12_CLEAR_VALUE clear_value;
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clear_value.Format = dxgi_format;
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clear_value.Color[0] = 0.0f;
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clear_value.Color[1] = 0.0f;
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clear_value.Color[2] = 0.0f;
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clear_value.Color[3] = 0.0f;
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clear_value.DepthStencil.Depth = 1.0f;
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D3D12_HEAP_PROPERTIES heap_properties = {
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.Type = D3D12_HEAP_TYPE_DEFAULT,
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.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
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.CreationNodeMask = 1,
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.VisibleNodeMask = 1,
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};
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D3D12_RESOURCE_DESC resource_desc = {
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.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
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.Alignment = 0,
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.Width = width,
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.Height = height,
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.DepthOrArraySize = 1,
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.MipLevels = 1,
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.Format = dxgi_format,
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.SampleDesc.Count = 1,
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.SampleDesc.Quality = 0,
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.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
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.Flags = format == GPU_TEXTURE_FORMAT_D32 ? D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL : D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
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};
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {
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.NumDescriptors = 1,
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.Type = format == GPU_TEXTURE_FORMAT_D32 ? D3D12_DESCRIPTOR_HEAP_TYPE_DSV : D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
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.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
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};
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device->lpVtbl->CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, &render_target->impl.rtv_descriptor_heap);
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if (framebuffer_index >= 0) {
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window_swapchain->lpVtbl->GetBuffer(window_swapchain, framebuffer_index, &IID_ID3D12Resource, &render_target->impl.image);
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}
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else {
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device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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&clear_value, &IID_ID3D12Resource, &render_target->impl.image);
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}
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D3D12_RENDER_TARGET_VIEW_DESC view_desc = {
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.Format = dxgi_format,
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.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D,
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.Texture2D.MipSlice = 0,
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.Texture2D.PlaneSlice = 0,
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};
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D3D12_CPU_DESCRIPTOR_HANDLE handle;
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render_target->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(render_target->impl.rtv_descriptor_heap, &handle);
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if (format == GPU_TEXTURE_FORMAT_D32) {
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device->lpVtbl->CreateDepthStencilView(device, render_target->impl.image, NULL, handle);
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}
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else {
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device->lpVtbl->CreateRenderTargetView(device, render_target->impl.image, &view_desc, handle);
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}
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D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {
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.NumDescriptors = 1,
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.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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.NodeMask = 0,
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.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
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};
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device->lpVtbl->CreateDescriptorHeap(device, &descriptor_heap_desc, &IID_ID3D12DescriptorHeap, &render_target->impl.srv_descriptor_heap);
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
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.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
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.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
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.Format = format == GPU_TEXTURE_FORMAT_D32 ? DXGI_FORMAT_R32_FLOAT : dxgi_format,
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.Texture2D.MipLevels = 1,
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.Texture2D.MostDetailedMip = 0,
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.Texture2D.ResourceMinLODClamp = 0.0f,
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};
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render_target->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(render_target->impl.srv_descriptor_heap, &handle);
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device->lpVtbl->CreateShaderResourceView(device, render_target->impl.image, &srv_desc, handle);
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}
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void create_root_signature(bool linear_sampling) {
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ID3DBlob *root_blob;
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ID3DBlob *error_blob;
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D3D12_ROOT_PARAMETER parameters[3] = {0};
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D3D12_DESCRIPTOR_RANGE range = {
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.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
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.NumDescriptors = (UINT)GPU_MAX_TEXTURES,
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.BaseShaderRegister = 0,
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.RegisterSpace = 0,
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.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
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};
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parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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parameters[0].DescriptorTable.NumDescriptorRanges = 1;
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parameters[0].DescriptorTable.pDescriptorRanges = ⦥
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parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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parameters[1].Descriptor.ShaderRegister = 0;
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parameters[1].Descriptor.RegisterSpace = 0;
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D3D12_DESCRIPTOR_RANGE sampler_range = {
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.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
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.NumDescriptors = 1,
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.BaseShaderRegister = 0,
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.RegisterSpace = 0,
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.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
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};
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parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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parameters[2].DescriptorTable.NumDescriptorRanges = 1;
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parameters[2].DescriptorTable.pDescriptorRanges = &sampler_range;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {
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.NumParameters = 3,
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.pParameters = parameters,
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.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
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};
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D3D12SerializeRootSignature(&root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1, &root_blob, &error_blob);
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device->lpVtbl->CreateRootSignature(device, 0, root_blob->lpVtbl->GetBufferPointer(root_blob), root_blob->lpVtbl->GetBufferSize(root_blob), &IID_ID3D12RootSignature, &root_signature);
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}
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void gpu_init_internal(int depth_buffer_bits, bool vsync) {
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window_vsync = vsync;
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#ifdef _DEBUG
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ID3D12Debug *debug_controller = NULL;
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if (D3D12GetDebugInterface(&IID_ID3D12Debug, &debug_controller) == S_OK) {
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debug_controller->lpVtbl->EnableDebugLayer(debug_controller);
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}
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#endif
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D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, &device);
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create_root_signature(true);
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D3D12_COMMAND_QUEUE_DESC queue_desc = {
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.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
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.Type = D3D12_COMMAND_LIST_TYPE_DIRECT,
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};
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device->lpVtbl->CreateCommandQueue(device, &queue_desc, &IID_ID3D12CommandQueue, &queue);
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HWND hwnd = iron_windows_window_handle();
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DXGI_SWAP_CHAIN_DESC swapchain_desc = {
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.BufferCount = GPU_FRAMEBUFFER_COUNT,
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.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
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.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
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.BufferDesc.Width = iron_window_width(),
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.BufferDesc.Height = iron_window_height(),
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.OutputWindow = hwnd,
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.SampleDesc.Count = 1,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
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.Windowed = true,
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};
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IDXGIFactory4 *dxgi_factory = NULL;
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CreateDXGIFactory1(&IID_IDXGIFactory4, &dxgi_factory);
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dxgi_factory->lpVtbl->CreateSwapChain(dxgi_factory, (IUnknown *)queue, &swapchain_desc, &window_swapchain);
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fence_value = 0;
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fence_event = CreateEvent(NULL, FALSE, FALSE, NULL);
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device->lpVtbl->CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, &fence);
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gpu_create_framebuffers(depth_buffer_bits);
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {
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.NumDescriptors = GPU_CONSTANT_BUFFER_MULTIPLE,
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.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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};
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device->lpVtbl->CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, &srv_heap);
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D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc = {
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.NumDescriptors = 1,
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.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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};
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device->lpVtbl->CreateDescriptorHeap(device, &sampler_heap_desc, &IID_ID3D12DescriptorHeap, &sampler_heap);
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gpu_use_linear_sampling(true);
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device->lpVtbl->CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, &command_allocator);
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device->lpVtbl->CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12CommandList, &command_list);
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}
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void gpu_begin_internal(gpu_clear_t flags, unsigned color, float depth) {
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for (int i = 0; i < current_render_targets_count; ++i) {
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current_render_targets[i]->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(current_render_targets[i]->impl.rtv_descriptor_heap, &target_descriptors[i]);
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}
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if (current_depth_buffer != NULL) {
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current_depth_buffer->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(current_depth_buffer->impl.rtv_descriptor_heap, &depth_handle);
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current_depth_handle = &depth_handle;
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}
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else {
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current_depth_handle = NULL;
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}
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command_list->lpVtbl->OMSetRenderTargets(command_list, current_render_targets_count, &target_descriptors[0], false, current_depth_handle);
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gpu_texture_t *target = current_render_targets[0];
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gpu_viewport(0, 0, target->width, target->height);
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gpu_scissor(0, 0, target->width, target->height);
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if (flags & GPU_CLEAR_COLOR) {
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float clear_color[] = {((color & 0x00ff0000) >> 16) / 255.0f,
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((color & 0x0000ff00) >> 8) / 255.0f,
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(color & 0x000000ff) / 255.0f,
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((color & 0xff000000) >> 24) / 255.0f};
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D3D12_CPU_DESCRIPTOR_HANDLE handle;
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target->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(target->impl.rtv_descriptor_heap, &handle);
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|
command_list->lpVtbl->ClearRenderTargetView(command_list, handle, clear_color, 0, NULL);
|
|
}
|
|
if (flags & GPU_CLEAR_DEPTH && current_depth_buffer != NULL) {
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
current_depth_buffer->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(current_depth_buffer->impl.rtv_descriptor_heap, &handle);
|
|
command_list->lpVtbl->ClearDepthStencilView(command_list, handle, D3D12_CLEAR_FLAG_DEPTH, depth, 0, 0, NULL);
|
|
}
|
|
}
|
|
|
|
void gpu_end_internal() {
|
|
for (int i = 0; i < current_render_targets_count; ++i) {
|
|
gpu_barrier(current_render_targets[i],
|
|
current_render_targets[i] == &framebuffers[framebuffer_index] ? GPU_TEXTURE_STATE_PRESENT : GPU_TEXTURE_STATE_SHADER_RESOURCE);
|
|
}
|
|
current_render_targets_count = 0;
|
|
}
|
|
|
|
void gpu_execute_and_wait() {
|
|
command_list->lpVtbl->Close(command_list);
|
|
ID3D12CommandList *command_lists[] = {(ID3D12CommandList *)command_list};
|
|
queue->lpVtbl->ExecuteCommandLists(queue, 1, command_lists);
|
|
queue->lpVtbl->Signal(queue, fence, ++fence_value);
|
|
wait_for_fence(fence, fence_value, fence_event);
|
|
command_allocator->lpVtbl->Reset(command_allocator);
|
|
command_list->lpVtbl->Reset(command_list, command_allocator, NULL);
|
|
|
|
if (gpu_in_use) {
|
|
command_list->lpVtbl->OMSetRenderTargets(command_list, current_render_targets_count, &target_descriptors[0], false, current_depth_handle);
|
|
command_list->lpVtbl->SetPipelineState(command_list, current_pipeline->impl.pipeline);
|
|
command_list->lpVtbl->SetGraphicsRootSignature(command_list, root_signature);
|
|
command_list->lpVtbl->IASetVertexBuffers(command_list, 0, 1, (D3D12_VERTEX_BUFFER_VIEW *)¤t_vb->impl.vertex_buffer_view);
|
|
command_list->lpVtbl->IASetIndexBuffer(command_list, (D3D12_INDEX_BUFFER_VIEW *)¤t_ib->impl.index_buffer_view);
|
|
command_list->lpVtbl->RSSetViewports(command_list, 1, ¤t_viewport);
|
|
command_list->lpVtbl->RSSetScissorRects(command_list, 1, ¤t_scissor);
|
|
}
|
|
}
|
|
|
|
void gpu_present_internal() {
|
|
gpu_execute_and_wait();
|
|
|
|
window_swapchain->lpVtbl->Present(window_swapchain, window_vsync, 0);
|
|
queue->lpVtbl->Signal(queue, fence, ++fence_value);
|
|
frame_fence_values[framebuffer_index] = fence_value;
|
|
framebuffer_index = (framebuffer_index + 1) % GPU_FRAMEBUFFER_COUNT;
|
|
wait_for_fence(fence, frame_fence_values[framebuffer_index], fence_event);
|
|
|
|
if (resized) {
|
|
framebuffer_index = 0;
|
|
|
|
for (int i = 0; i < GPU_FRAMEBUFFER_COUNT; ++i) {
|
|
gpu_texture_destroy_internal(&framebuffers[i]);
|
|
}
|
|
if (framebuffer_depth.width > 0) {
|
|
gpu_texture_destroy_internal(&framebuffer_depth);
|
|
}
|
|
|
|
window_swapchain->lpVtbl->ResizeBuffers(window_swapchain, GPU_FRAMEBUFFER_COUNT, iron_window_width(), iron_window_height(), DXGI_FORMAT_R8G8B8A8_UNORM, 0);
|
|
|
|
for (int i = 0; i < GPU_FRAMEBUFFER_COUNT; ++i) {
|
|
gpu_render_target_init2(&framebuffers[i], iron_window_width(), iron_window_height(), GPU_TEXTURE_FORMAT_RGBA32, i);
|
|
}
|
|
if (framebuffer_depth.width > 0) {
|
|
gpu_render_target_init2(&framebuffer_depth, iron_window_width(), iron_window_height(), GPU_TEXTURE_FORMAT_D32, -1);
|
|
}
|
|
|
|
resized = false;
|
|
}
|
|
|
|
while (resources_to_destroy_count > 0) {
|
|
resources_to_destroy_count--;
|
|
ID3D12Resource *r = resources_to_destroy[resources_to_destroy_count];
|
|
r->lpVtbl->Release(r);
|
|
}
|
|
}
|
|
|
|
void gpu_resize_internal(int width, int height) {
|
|
if (fence_value == 0) {
|
|
return;
|
|
}
|
|
resized = true;
|
|
}
|
|
|
|
bool gpu_raytrace_supported() {
|
|
D3D12_FEATURE_DATA_D3D12_OPTIONS5 options;
|
|
if (device->lpVtbl->CheckFeatureSupport(device, D3D12_FEATURE_D3D12_OPTIONS5, &options, sizeof(options)) == S_OK) {
|
|
return options.RaytracingTier >= D3D12_RAYTRACING_TIER_1_0;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void gpu_set_constant_buffer(gpu_buffer_t *buffer, int offset, size_t size) {
|
|
command_list->lpVtbl->SetGraphicsRootConstantBufferView(command_list, 1, buffer->impl.buffer->lpVtbl->GetGPUVirtualAddress(buffer->impl.buffer) + offset);
|
|
}
|
|
|
|
void gpu_internal_set_textures() {
|
|
UINT srv_step = device->lpVtbl->GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
if (srv_heap_index + GPU_MAX_TEXTURES > GPU_CONSTANT_BUFFER_MULTIPLE) {
|
|
srv_heap_index = 0;
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE cpu_base;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE gpu_base;
|
|
srv_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(srv_heap, &cpu_base);
|
|
srv_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(srv_heap, &gpu_base);
|
|
cpu_base.ptr += srv_heap_index * srv_step;
|
|
gpu_base.ptr += srv_heap_index * srv_step;
|
|
|
|
for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
|
|
if (current_textures[i] != NULL) {
|
|
D3D12_CPU_DESCRIPTOR_HANDLE source_cpu;
|
|
ID3D12DescriptorHeap *source_heap = current_textures[i]->impl.srv_descriptor_heap;
|
|
source_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(source_heap, &source_cpu);
|
|
|
|
device->lpVtbl->CopyDescriptorsSimple(device, 1, cpu_base, source_cpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
cpu_base.ptr += srv_step;
|
|
srv_heap_index++;
|
|
}
|
|
}
|
|
|
|
ID3D12DescriptorHeap *heaps[] = {srv_heap, sampler_heap};
|
|
command_list->lpVtbl->SetDescriptorHeaps(command_list, 2, heaps);
|
|
command_list->lpVtbl->SetGraphicsRootDescriptorTable(command_list, 0, gpu_base);
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE sampler_gpu_base;
|
|
sampler_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(sampler_heap, &sampler_gpu_base);
|
|
command_list->lpVtbl->SetGraphicsRootDescriptorTable(command_list, 2, sampler_gpu_base);
|
|
}
|
|
|
|
void gpu_draw_internal() {
|
|
gpu_internal_set_textures();
|
|
command_list->lpVtbl->IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
command_list->lpVtbl->DrawIndexedInstanced(command_list, current_ib->count, 1, 0, 0, 0);
|
|
}
|
|
|
|
void gpu_viewport(int x, int y, int width, int height) {
|
|
current_viewport = (D3D12_VIEWPORT){
|
|
.TopLeftX = (float)x,
|
|
.TopLeftY = (float)y,
|
|
.Width = (float)width,
|
|
.Height = (float)height,
|
|
.MinDepth = 0.0f,
|
|
.MaxDepth = 1.0f,
|
|
};
|
|
command_list->lpVtbl->RSSetViewports(command_list, 1, ¤t_viewport);
|
|
}
|
|
|
|
void gpu_scissor(int x, int y, int width, int height) {
|
|
current_scissor = (D3D12_RECT){
|
|
.left = x,
|
|
.top = y,
|
|
.right = x + width,
|
|
.bottom = y + height,
|
|
};
|
|
command_list->lpVtbl->RSSetScissorRects(command_list, 1, ¤t_scissor);
|
|
}
|
|
|
|
void gpu_disable_scissor() {
|
|
current_scissor = (D3D12_RECT){
|
|
.left = 0,
|
|
.top = 0,
|
|
.right = current_render_targets[0]->width,
|
|
.bottom = current_render_targets[0]->height,
|
|
};
|
|
command_list->lpVtbl->RSSetScissorRects(command_list, 1, ¤t_scissor);
|
|
}
|
|
|
|
void gpu_set_pipeline_internal(gpu_pipeline_t *pipeline) {
|
|
command_list->lpVtbl->SetPipelineState(command_list, pipeline->impl.pipeline);
|
|
command_list->lpVtbl->SetGraphicsRootSignature(command_list, root_signature);
|
|
}
|
|
|
|
void gpu_set_vertex_buffer(gpu_buffer_t *buffer) {
|
|
current_vb = buffer;
|
|
command_list->lpVtbl->IASetVertexBuffers(command_list, 0, 1, (D3D12_VERTEX_BUFFER_VIEW *)&buffer->impl.vertex_buffer_view);
|
|
}
|
|
|
|
void gpu_set_index_buffer(gpu_buffer_t *buffer) {
|
|
current_ib = buffer;
|
|
command_list->lpVtbl->IASetIndexBuffer(command_list, (D3D12_INDEX_BUFFER_VIEW *)&buffer->impl.index_buffer_view);
|
|
}
|
|
|
|
void gpu_get_render_target_pixels(gpu_texture_t *render_target, uint8_t *data) {
|
|
D3D12_RESOURCE_DESC desc;
|
|
render_target->impl.image->lpVtbl->GetDesc(render_target->impl.image, &desc);
|
|
DXGI_FORMAT dxgi_format = desc.Format;
|
|
int format_size = gpu_texture_format_size(render_target->format);
|
|
int packed_row_size = render_target->width * format_size;
|
|
int row_pitch = packed_row_size;
|
|
int align = row_pitch % D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
|
|
if (align != 0) {
|
|
row_pitch = row_pitch + (D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - align);
|
|
}
|
|
|
|
int new_readback_buffer_size = row_pitch * render_target->height;
|
|
if (new_readback_buffer_size < (2048 * 2048 * 4)) {
|
|
new_readback_buffer_size = (2048 * 2048 * 4);
|
|
}
|
|
if (readback_buffer_size < new_readback_buffer_size) {
|
|
readback_buffer_size = new_readback_buffer_size;
|
|
if (readback_buffer != NULL) {
|
|
readback_buffer->lpVtbl->Release(readback_buffer);
|
|
}
|
|
D3D12_HEAP_PROPERTIES heap_properties = {
|
|
.Type = D3D12_HEAP_TYPE_READBACK,
|
|
.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
|
|
.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
D3D12_RESOURCE_DESC resource_desc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Alignment = 0,
|
|
.Width = readback_buffer_size,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
.Flags = D3D12_RESOURCE_FLAG_NONE,
|
|
};
|
|
device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
|
|
&IID_ID3D12Resource, &readback_buffer);
|
|
}
|
|
|
|
// Copy render target to readback buffer
|
|
D3D12_RESOURCE_BARRIER barrier = {
|
|
.Transition.pResource = render_target->impl.image,
|
|
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
|
|
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
|
.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
|
.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE,
|
|
.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
|
|
};
|
|
command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION source = {
|
|
.pResource = render_target->impl.image,
|
|
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
|
.SubresourceIndex = 0,
|
|
};
|
|
D3D12_TEXTURE_COPY_LOCATION dest = {
|
|
.pResource = readback_buffer,
|
|
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
|
|
.PlacedFootprint.Offset = 0,
|
|
.PlacedFootprint.Footprint.Format = dxgi_format,
|
|
.PlacedFootprint.Footprint.Width = render_target->width,
|
|
.PlacedFootprint.Footprint.Height = render_target->height,
|
|
.PlacedFootprint.Footprint.Depth = 1,
|
|
.PlacedFootprint.Footprint.RowPitch = row_pitch,
|
|
};
|
|
command_list->lpVtbl->CopyTextureRegion(command_list , &dest, 0, 0, 0, &source, NULL);
|
|
|
|
barrier = (D3D12_RESOURCE_BARRIER){
|
|
.Transition.pResource = render_target->impl.image,
|
|
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
|
|
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
|
.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE,
|
|
.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
|
.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
|
|
};
|
|
command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
|
|
|
|
gpu_execute_and_wait();
|
|
|
|
void *p;
|
|
readback_buffer->lpVtbl->Map(readback_buffer, 0, NULL, &p);
|
|
if (packed_row_size == row_pitch) {
|
|
memcpy(data, p, render_target->width * render_target->height * format_size);
|
|
}
|
|
else {
|
|
uint8_t *src = (uint8_t *)p;
|
|
uint8_t *dst = data;
|
|
for (int y = 0; y < render_target->height; y++) {
|
|
memcpy(dst, src, packed_row_size);
|
|
src += row_pitch;
|
|
dst += packed_row_size;
|
|
}
|
|
}
|
|
readback_buffer->lpVtbl->Unmap(readback_buffer, 0, NULL);
|
|
}
|
|
|
|
void gpu_set_texture(int unit, gpu_texture_t *texture) {
|
|
current_textures[unit] = texture;
|
|
}
|
|
|
|
void gpu_use_linear_sampling(bool b) {
|
|
D3D12_SAMPLER_DESC sampler_desc = {
|
|
.Filter = b ? D3D12_FILTER_MIN_MAG_MIP_LINEAR : D3D12_FILTER_MIN_MAG_MIP_POINT,
|
|
.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
|
|
.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
|
|
.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
|
|
.MipLODBias = 0,
|
|
.MaxAnisotropy = 16,
|
|
.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER,
|
|
.BorderColor = {0.0f, 0.0f, 0.0f, 0.0f},
|
|
.MinLOD = 0.0f,
|
|
.MaxLOD = D3D12_FLOAT32_MAX,
|
|
};
|
|
D3D12_CPU_DESCRIPTOR_HANDLE sampler_handle;
|
|
sampler_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(sampler_heap, &sampler_handle);
|
|
device->lpVtbl->CreateSampler(device, &sampler_desc, sampler_handle);
|
|
}
|
|
|
|
void gpu_pipeline_destroy_internal(gpu_pipeline_t *pipe) {
|
|
if (pipe->impl.pipeline != NULL) {
|
|
pipe->impl.pipeline->lpVtbl->Release(pipe->impl.pipeline);
|
|
pipe->impl.pipeline = NULL;
|
|
}
|
|
}
|
|
|
|
void gpu_pipeline_compile(gpu_pipeline_t *pipe) {
|
|
int vertex_attribute_count = pipe->input_layout->size;
|
|
D3D12_INPUT_ELEMENT_DESC *vertex_desc = (D3D12_INPUT_ELEMENT_DESC *)alloca(sizeof(D3D12_INPUT_ELEMENT_DESC) * vertex_attribute_count);
|
|
ZeroMemory(vertex_desc, sizeof(D3D12_INPUT_ELEMENT_DESC) * vertex_attribute_count);
|
|
|
|
for (int i = 0; i < pipe->input_layout->size; ++i) {
|
|
vertex_desc[i].SemanticName = "TEXCOORD";
|
|
vertex_desc[i].SemanticIndex = i;
|
|
vertex_desc[i].InputSlot = 0;
|
|
vertex_desc[i].AlignedByteOffset = (i == 0) ? 0 : D3D12_APPEND_ALIGNED_ELEMENT;
|
|
vertex_desc[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
|
|
vertex_desc[i].InstanceDataStepRate = 0;
|
|
switch (pipe->input_layout->elements[i].data) {
|
|
case GPU_VERTEX_DATA_F32_1X:
|
|
vertex_desc[i].Format = DXGI_FORMAT_R32_FLOAT;
|
|
break;
|
|
case GPU_VERTEX_DATA_F32_2X:
|
|
vertex_desc[i].Format = DXGI_FORMAT_R32G32_FLOAT;
|
|
break;
|
|
case GPU_VERTEX_DATA_F32_3X:
|
|
vertex_desc[i].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
|
break;
|
|
case GPU_VERTEX_DATA_F32_4X:
|
|
vertex_desc[i].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
break;
|
|
case GPU_VERTEX_DATA_I16_2X_NORM:
|
|
vertex_desc[i].Format = DXGI_FORMAT_R16G16_SNORM;
|
|
break;
|
|
case GPU_VERTEX_DATA_I16_4X_NORM:
|
|
vertex_desc[i].Format = DXGI_FORMAT_R16G16B16A16_SNORM;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
const D3D12_DEPTH_STENCILOP_DESC default_stencil_op = {
|
|
D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_NEVER
|
|
};
|
|
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {
|
|
.VS.BytecodeLength = pipe->vertex_shader->impl.length,
|
|
.VS.pShaderBytecode = pipe->vertex_shader->impl.data,
|
|
.PS.BytecodeLength = pipe->fragment_shader->impl.length,
|
|
.PS.pShaderBytecode = pipe->fragment_shader->impl.data,
|
|
.pRootSignature = root_signature,
|
|
.NumRenderTargets = pipe->color_attachment_count,
|
|
.DSVFormat = DXGI_FORMAT_UNKNOWN,
|
|
.InputLayout.NumElements = vertex_attribute_count,
|
|
.InputLayout.pInputElementDescs = vertex_desc,
|
|
.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID,
|
|
.RasterizerState.CullMode = convert_cull_mode(pipe->cull_mode),
|
|
.RasterizerState.FrontCounterClockwise = FALSE,
|
|
.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS,
|
|
.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
|
|
.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
|
|
.RasterizerState.DepthClipEnable = TRUE,
|
|
.RasterizerState.MultisampleEnable = FALSE,
|
|
.RasterizerState.AntialiasedLineEnable = FALSE,
|
|
.RasterizerState.ForcedSampleCount = 0,
|
|
.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
|
|
.BlendState.AlphaToCoverageEnable = FALSE,
|
|
.BlendState.IndependentBlendEnable = FALSE,
|
|
.DepthStencilState.DepthEnable = TRUE,
|
|
.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL,
|
|
.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS,
|
|
.DepthStencilState.StencilEnable = FALSE,
|
|
.DepthStencilState.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK,
|
|
.DepthStencilState.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK,
|
|
.DepthStencilState.DepthEnable = pipe->depth_mode != GPU_COMPARE_MODE_ALWAYS,
|
|
.DepthStencilState.DepthWriteMask = pipe->depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO,
|
|
.DepthStencilState.DepthFunc = convert_compare_mode(pipe->depth_mode),
|
|
.DepthStencilState.StencilEnable = false,
|
|
.DSVFormat = DXGI_FORMAT_D32_FLOAT,
|
|
.SampleDesc.Count = 1,
|
|
.SampleMask = 0xFFFFFFFF,
|
|
.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
|
|
.DepthStencilState.FrontFace = default_stencil_op,
|
|
.DepthStencilState.BackFace = default_stencil_op,
|
|
};
|
|
|
|
for (int i = 0; i < pipe->color_attachment_count; ++i) {
|
|
psoDesc.RTVFormats[i] = convert_format(pipe->color_attachment[i]);
|
|
}
|
|
|
|
psoDesc.BlendState.IndependentBlendEnable = true;
|
|
for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) {
|
|
psoDesc.BlendState.RenderTarget[i].BlendEnable = pipe->blend_source != GPU_BLEND_ONE || pipe->blend_destination != GPU_BLEND_ZERO ||
|
|
pipe->alpha_blend_source != GPU_BLEND_ONE || pipe->alpha_blend_destination != GPU_BLEND_ZERO;
|
|
psoDesc.BlendState.RenderTarget[i].SrcBlend = convert_blend_factor(pipe->blend_source);
|
|
psoDesc.BlendState.RenderTarget[i].DestBlend = convert_blend_factor(pipe->blend_destination);
|
|
psoDesc.BlendState.RenderTarget[i].BlendOp = D3D12_BLEND_OP_ADD;
|
|
psoDesc.BlendState.RenderTarget[i].SrcBlendAlpha = convert_blend_factor(pipe->alpha_blend_source);
|
|
psoDesc.BlendState.RenderTarget[i].DestBlendAlpha = convert_blend_factor(pipe->alpha_blend_destination);
|
|
psoDesc.BlendState.RenderTarget[i].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
psoDesc.BlendState.RenderTarget[i].RenderTargetWriteMask =
|
|
(((pipe->color_write_mask_red[i] ? D3D12_COLOR_WRITE_ENABLE_RED : 0) |
|
|
(pipe->color_write_mask_green[i] ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0)) |
|
|
(pipe->color_write_mask_blue[i] ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0)) |
|
|
(pipe->color_write_mask_alpha[i] ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0);
|
|
}
|
|
|
|
device->lpVtbl->CreateGraphicsPipelineState(device, &psoDesc, &IID_ID3D12PipelineState, &pipe->impl.pipeline);
|
|
}
|
|
|
|
void gpu_shader_init(gpu_shader_t *shader, const void *_data, size_t length, gpu_shader_type_t type) {
|
|
uint8_t *data = (uint8_t *)_data;
|
|
shader->impl.length = (int)length;
|
|
shader->impl.data = (uint8_t *)malloc(shader->impl.length);
|
|
memcpy(shader->impl.data, data, shader->impl.length);
|
|
}
|
|
|
|
void gpu_shader_destroy(gpu_shader_t *shader) {
|
|
free(shader->impl.data);
|
|
}
|
|
|
|
void gpu_texture_init_from_bytes(gpu_texture_t *texture, void *data, int width, int height, gpu_texture_format_t format) {
|
|
texture->width = width;
|
|
texture->height = height;
|
|
texture->format = format;
|
|
texture->state = GPU_TEXTURE_STATE_SHADER_RESOURCE;
|
|
texture->buffer = NULL;
|
|
texture->impl.rtv_descriptor_heap = NULL;
|
|
DXGI_FORMAT dxgi_format = convert_format(format);
|
|
int format_size = gpu_texture_format_size(format);
|
|
|
|
D3D12_HEAP_PROPERTIES heap_properties = {
|
|
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
|
.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
|
|
.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
D3D12_RESOURCE_DESC resource_desc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
|
|
.Alignment = 0,
|
|
.Width = texture->width,
|
|
.Height = texture->height,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = dxgi_format,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
|
|
.Flags = D3D12_RESOURCE_FLAG_NONE,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
|
|
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, &texture->impl.image);
|
|
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
|
|
UINT64 upload_size;
|
|
device->lpVtbl->GetCopyableFootprints(device, &resource_desc, 0, 1, 0, &footprint, NULL, NULL, &upload_size);
|
|
|
|
int new_upload_buffer_size = upload_size;
|
|
if (new_upload_buffer_size < (1024 * 1024 * 4)) {
|
|
new_upload_buffer_size = (1024 * 1024 * 4);
|
|
}
|
|
if (upload_buffer_size < new_upload_buffer_size) {
|
|
upload_buffer_size = new_upload_buffer_size;
|
|
if (upload_buffer != NULL) {
|
|
upload_buffer->lpVtbl->Release(upload_buffer);
|
|
}
|
|
|
|
D3D12_HEAP_PROPERTIES heap_properties_upload = {
|
|
.Type = D3D12_HEAP_TYPE_UPLOAD,
|
|
.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
|
|
.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
D3D12_RESOURCE_DESC resource_desc_upload = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Alignment = 0,
|
|
.Width = upload_buffer_size,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
.Flags = D3D12_RESOURCE_FLAG_NONE,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(device, &heap_properties_upload, D3D12_HEAP_FLAG_NONE, &resource_desc_upload,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &IID_ID3D12Resource, &upload_buffer);
|
|
}
|
|
|
|
BYTE *pixel;
|
|
upload_buffer->lpVtbl->Map(upload_buffer, 0, NULL, (void **)&pixel);
|
|
UINT row_pitch = footprint.Footprint.RowPitch;
|
|
for (int y = 0; y < texture->height; ++y) {
|
|
memcpy(pixel + y * row_pitch, ((uint8_t *)data) + y * width * format_size, width * format_size);
|
|
}
|
|
upload_buffer->lpVtbl->Unmap(upload_buffer, 0, NULL);
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {
|
|
.NumDescriptors = 1,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
|
.NodeMask = 0,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
|
};
|
|
device->lpVtbl->CreateDescriptorHeap(device, &descriptor_heap_desc, &IID_ID3D12DescriptorHeap, &texture->impl.srv_descriptor_heap);
|
|
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
|
|
.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
|
|
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
|
.Format = dxgi_format,
|
|
.Texture2D.MipLevels = 1,
|
|
.Texture2D.MostDetailedMip = 0,
|
|
.Texture2D.ResourceMinLODClamp = 0.0f,
|
|
};
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
texture->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texture->impl.srv_descriptor_heap, &handle);
|
|
device->lpVtbl->CreateShaderResourceView(device, texture->impl.image, &srv_desc, handle);
|
|
|
|
D3D12_RESOURCE_BARRIER barrier = {
|
|
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
|
|
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
|
.Transition.pResource = texture->impl.image,
|
|
.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
|
.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST,
|
|
.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
|
|
};
|
|
command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION source = {
|
|
.pResource = upload_buffer,
|
|
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
|
|
.PlacedFootprint = footprint,
|
|
};
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION destination = {
|
|
.pResource = texture->impl.image,
|
|
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
|
.SubresourceIndex = 0,
|
|
};
|
|
|
|
command_list->lpVtbl->CopyTextureRegion(command_list, &destination, 0, 0, 0, &source, NULL);
|
|
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST,
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
|
command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
|
|
|
|
gpu_execute_and_wait(); ////
|
|
}
|
|
|
|
void gpu_texture_destroy_internal(gpu_texture_t *render_target) {
|
|
if (render_target->impl.image != NULL) {
|
|
render_target->impl.image->lpVtbl->Release(render_target->impl.image);
|
|
}
|
|
if (render_target->impl.rtv_descriptor_heap != NULL) {
|
|
render_target->impl.rtv_descriptor_heap->lpVtbl->Release(render_target->impl.rtv_descriptor_heap);
|
|
}
|
|
if (render_target->impl.srv_descriptor_heap != NULL) {
|
|
render_target->impl.srv_descriptor_heap->lpVtbl->Release(render_target->impl.srv_descriptor_heap);
|
|
}
|
|
}
|
|
|
|
void gpu_render_target_init(gpu_texture_t *target, int width, int height, gpu_texture_format_t format) {
|
|
gpu_render_target_init2(target, width, height, format, -1);
|
|
}
|
|
|
|
void _gpu_buffer_init(ID3D12Resource **buffer, int size, D3D12_HEAP_TYPE heap_type) {
|
|
if (*buffer != NULL) {
|
|
assert(resources_to_destroy_count < 512);
|
|
resources_to_destroy[resources_to_destroy_count] = *buffer;
|
|
resources_to_destroy_count++;
|
|
}
|
|
D3D12_HEAP_PROPERTIES heap_properties = {
|
|
.Type = heap_type,
|
|
.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
|
|
.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
D3D12_RESOURCE_DESC resource_desc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Alignment = 0,
|
|
.Width = size,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
.Flags = D3D12_RESOURCE_FLAG_NONE,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
|
|
heap_type == D3D12_HEAP_TYPE_UPLOAD ? D3D12_RESOURCE_STATE_GENERIC_READ : D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, buffer);
|
|
}
|
|
|
|
void gpu_vertex_buffer_init(gpu_buffer_t *buffer, int count, gpu_vertex_structure_t *structure) {
|
|
buffer->count = count;
|
|
buffer->stride = 0;
|
|
for (int i = 0; i < structure->size; ++i) {
|
|
buffer->stride += gpu_vertex_data_size(structure->elements[i].data);
|
|
}
|
|
buffer->impl.vertex_buffer_view.SizeInBytes = buffer->stride * buffer->count;
|
|
buffer->impl.vertex_buffer_view.StrideInBytes = buffer->stride;
|
|
buffer->impl.buffer = NULL;
|
|
}
|
|
|
|
void *gpu_vertex_buffer_lock(gpu_buffer_t *buffer) {
|
|
_gpu_buffer_init(&buffer->impl.buffer, buffer->stride * buffer->count, D3D12_HEAP_TYPE_UPLOAD);
|
|
|
|
D3D12_RANGE range = {
|
|
.Begin = 0,
|
|
.End = buffer->count * buffer->stride,
|
|
};
|
|
void *p;
|
|
buffer->impl.buffer->lpVtbl->Map(buffer->impl.buffer, 0, &range, &p);
|
|
return p;
|
|
}
|
|
|
|
void gpu_vertex_buffer_unlock(gpu_buffer_t *buffer) {
|
|
D3D12_RANGE range = {
|
|
.Begin = 0,
|
|
.End = buffer->count * buffer->stride,
|
|
};
|
|
buffer->impl.buffer->lpVtbl->Unmap(buffer->impl.buffer, 0, &range);
|
|
|
|
ID3D12Resource *upload_buffer = buffer->impl.buffer;
|
|
_gpu_buffer_init(&buffer->impl.buffer, buffer->stride * buffer->count, D3D12_HEAP_TYPE_DEFAULT);
|
|
_gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
|
|
command_list->lpVtbl->CopyBufferRegion(command_list, buffer->impl.buffer, 0, upload_buffer, 0, buffer->stride * buffer->count);
|
|
_gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
|
|
buffer->impl.vertex_buffer_view.BufferLocation = buffer->impl.buffer->lpVtbl->GetGPUVirtualAddress(buffer->impl.buffer);
|
|
}
|
|
|
|
void gpu_index_buffer_init(gpu_buffer_t *buffer, int count) {
|
|
buffer->count = count;
|
|
buffer->impl.index_buffer_view.SizeInBytes = count * 4;
|
|
buffer->impl.index_buffer_view.Format = DXGI_FORMAT_R32_UINT;
|
|
buffer->impl.buffer = NULL;
|
|
}
|
|
|
|
void *gpu_index_buffer_lock(gpu_buffer_t *buffer) {
|
|
_gpu_buffer_init(&buffer->impl.buffer, buffer->count * 4, D3D12_HEAP_TYPE_UPLOAD);
|
|
|
|
D3D12_RANGE range = {
|
|
.Begin = 0,
|
|
.End = buffer->count * 4,
|
|
};
|
|
void *p;
|
|
buffer->impl.buffer->lpVtbl->Map(buffer->impl.buffer, 0, &range, &p);
|
|
return p;
|
|
}
|
|
|
|
void gpu_index_buffer_unlock(gpu_buffer_t *buffer) {
|
|
D3D12_RANGE range = {
|
|
.Begin = 0,
|
|
.End = buffer->count * 4,
|
|
};
|
|
buffer->impl.buffer->lpVtbl->Unmap(buffer->impl.buffer, 0, &range);
|
|
|
|
ID3D12Resource *upload_buffer = buffer->impl.buffer;
|
|
_gpu_buffer_init(&buffer->impl.buffer, buffer->count * 4, D3D12_HEAP_TYPE_DEFAULT);
|
|
_gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
|
|
command_list->lpVtbl->CopyBufferRegion(command_list, buffer->impl.buffer, 0, upload_buffer, 0, buffer->count * 4);
|
|
_gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER);
|
|
buffer->impl.index_buffer_view.BufferLocation = buffer->impl.buffer->lpVtbl->GetGPUVirtualAddress(buffer->impl.buffer);
|
|
}
|
|
|
|
void gpu_constant_buffer_init(gpu_buffer_t *buffer, int size) {
|
|
buffer->count = size;
|
|
buffer->data = NULL;
|
|
buffer->impl.buffer = NULL;
|
|
_gpu_buffer_init(&buffer->impl.buffer, size, D3D12_HEAP_TYPE_UPLOAD);
|
|
}
|
|
|
|
void gpu_constant_buffer_lock(gpu_buffer_t *buffer, int start, int count) {
|
|
buffer->impl.last_start = start;
|
|
buffer->impl.last_count = count;
|
|
D3D12_RANGE range = {
|
|
.Begin = start,
|
|
.End = start + count,
|
|
};
|
|
uint8_t *p;
|
|
buffer->impl.buffer->lpVtbl->Map(buffer->impl.buffer, 0, &range, (void **)&p);
|
|
buffer->data = &p[start];
|
|
}
|
|
|
|
void gpu_constant_buffer_unlock(gpu_buffer_t *buffer) {
|
|
D3D12_RANGE range = {
|
|
.Begin = buffer->impl.last_start,
|
|
.End = buffer->impl.last_start + buffer->impl.last_count,
|
|
};
|
|
buffer->impl.buffer->lpVtbl->Unmap(buffer->impl.buffer, 0, &range);
|
|
buffer->data = NULL;
|
|
}
|
|
|
|
void gpu_buffer_destroy_internal(gpu_buffer_t *buffer) {
|
|
buffer->impl.buffer->lpVtbl->Release(buffer->impl.buffer);
|
|
buffer->impl.buffer = NULL;
|
|
}
|
|
|
|
char *gpu_device_name() {
|
|
IDXGIFactory *factory;
|
|
CreateDXGIFactory(&IID_IDXGIFactory, (void **)&factory);
|
|
IDXGIAdapter *adapter;
|
|
factory->lpVtbl->EnumAdapters(factory, 0, &adapter);
|
|
DXGI_ADAPTER_DESC desc;
|
|
adapter->lpVtbl->GetDesc(adapter, &desc);
|
|
WideCharToMultiByte(CP_UTF8, 0, desc.Description, -1, device_name, sizeof(device_name), NULL, NULL);
|
|
adapter->lpVtbl->Release(adapter);
|
|
factory->lpVtbl->Release(factory);
|
|
return device_name;
|
|
}
|
|
|
|
typedef struct inst {
|
|
iron_matrix4x4_t m;
|
|
int i;
|
|
} inst_t;
|
|
|
|
static ID3D12Device5 *dxr_device = NULL;
|
|
static ID3D12GraphicsCommandList4 *dxr_command_list = NULL;
|
|
static ID3D12RootSignature *dxr_root_signature = NULL;
|
|
static ID3D12DescriptorHeap *dxr_descriptor_heap = NULL;
|
|
static gpu_raytrace_acceleration_structure_t *dxr_accel;
|
|
static gpu_raytrace_pipeline_t *dxr_pipeline;
|
|
static gpu_texture_t *dxr_output = NULL;
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE dxr_output_cpu_descriptor;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_output_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_vbgpu_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_ibgpu_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_tex0gpu_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_tex1gpu_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_tex2gpu_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_texenvgpu_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_texsobolgpu_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_texscramblegpu_descriptor_handle;
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE dxr_texrankgpu_descriptor_handle;
|
|
static int dxr_descriptors_allocated = 0;
|
|
static UINT dxr_descriptor_size;
|
|
static gpu_buffer_t *dxr_vb[16];
|
|
static gpu_buffer_t *dxr_vb_last[16];
|
|
static gpu_buffer_t *dxr_ib[16];
|
|
static int dxr_vb_count = 0;
|
|
static int dxr_vb_count_last = 0;
|
|
static inst_t dxr_instances[1024];
|
|
static int dxr_instances_count = 0;
|
|
|
|
void gpu_raytrace_pipeline_init(gpu_raytrace_pipeline_t *pipeline, void *ray_shader, int ray_shader_size, gpu_buffer_t *constant_buffer) {
|
|
dxr_output = NULL;
|
|
dxr_descriptors_allocated = 0;
|
|
pipeline->constant_buffer = constant_buffer;
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {
|
|
.NumDescriptors = 12,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
|
|
.NodeMask = 0,
|
|
};
|
|
if (dxr_descriptor_heap != NULL) {
|
|
dxr_descriptor_heap->lpVtbl->Release(dxr_descriptor_heap);
|
|
}
|
|
device->lpVtbl->CreateDescriptorHeap(device, &descriptor_heap_desc, &IID_ID3D12DescriptorHeap, &dxr_descriptor_heap);
|
|
dxr_descriptor_size = device->lpVtbl->GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
|
|
if (dxr_device != NULL) {
|
|
dxr_device->lpVtbl->Release(dxr_device);
|
|
}
|
|
if (dxr_command_list != NULL) {
|
|
dxr_command_list->lpVtbl->Release(dxr_command_list);
|
|
}
|
|
device->lpVtbl->QueryInterface(device, &IID_ID3D12Device5, &dxr_device);
|
|
command_list->lpVtbl->QueryInterface(command_list , &IID_ID3D12GraphicsCommandList4, &dxr_command_list);
|
|
|
|
// Root signatures
|
|
D3D12_DESCRIPTOR_RANGE ranges[] = {
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 1, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 2, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 3, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 4, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 5, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 6, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 7, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 8, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
|
|
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 9, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND}
|
|
};
|
|
|
|
D3D12_ROOT_PARAMETER root_parameters[12] = {
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[0]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_SRV, {0}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[1]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[2]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_CBV, {0}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[3]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[4]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[5]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[6]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[7]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[8]}, D3D12_SHADER_VISIBILITY_ALL},
|
|
{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, {1, &ranges[9]}, D3D12_SHADER_VISIBILITY_ALL}
|
|
};
|
|
|
|
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {
|
|
.NumParameters = ARRAYSIZE(root_parameters),
|
|
.pParameters = root_parameters,
|
|
};
|
|
ID3DBlob *blob = NULL;
|
|
ID3DBlob *error = NULL;
|
|
D3D12SerializeRootSignature(&root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, &error);
|
|
if (dxr_root_signature != NULL) {
|
|
dxr_root_signature->lpVtbl->Release(dxr_root_signature);
|
|
}
|
|
device->lpVtbl->CreateRootSignature(device, 1, blob->lpVtbl->GetBufferPointer(blob), blob->lpVtbl->GetBufferSize(blob), &IID_ID3D12RootSignature, &dxr_root_signature);
|
|
|
|
// Pipeline
|
|
D3D12_STATE_OBJECT_DESC raytracingPipeline = {
|
|
.Type = D3D12_STATE_OBJECT_TYPE_RAYTRACING_PIPELINE,
|
|
};
|
|
D3D12_SHADER_BYTECODE shaderBytecode = {
|
|
.pShaderBytecode = ray_shader,
|
|
.BytecodeLength = ray_shader_size,
|
|
};
|
|
D3D12_DXIL_LIBRARY_DESC dxilLibrary = {
|
|
.DXILLibrary = shaderBytecode,
|
|
};
|
|
D3D12_EXPORT_DESC exports[3] = {0};
|
|
exports[0].Name = L"raygeneration";
|
|
exports[1].Name = L"closesthit";
|
|
exports[2].Name = L"miss";
|
|
dxilLibrary.pExports = exports;
|
|
dxilLibrary.NumExports = 3;
|
|
|
|
D3D12_HIT_GROUP_DESC hitGroup = {
|
|
.ClosestHitShaderImport = L"closesthit",
|
|
.HitGroupExport = L"hitgroup",
|
|
.Type = D3D12_HIT_GROUP_TYPE_TRIANGLES,
|
|
};
|
|
D3D12_RAYTRACING_SHADER_CONFIG shaderConfig = {
|
|
.MaxPayloadSizeInBytes = 10 * sizeof(float), // float4 color, float3 ray_origin, float3 ray_dir
|
|
.MaxAttributeSizeInBytes = 2 * sizeof(float), // float2 barycentrics
|
|
};
|
|
D3D12_RAYTRACING_PIPELINE_CONFIG pipelineConfig = {
|
|
.MaxTraceRecursionDepth = 1, // ~ primary rays only
|
|
};
|
|
|
|
D3D12_STATE_SUBOBJECT subobjects[5] = {
|
|
{ D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY, &dxilLibrary },
|
|
{ D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP, &hitGroup },
|
|
{ D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG, &shaderConfig },
|
|
{ D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE, &dxr_root_signature },
|
|
{ D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG, &pipelineConfig }
|
|
};
|
|
raytracingPipeline.NumSubobjects = 5;
|
|
raytracingPipeline.pSubobjects = subobjects;
|
|
dxr_device->lpVtbl->CreateStateObject(dxr_device, &raytracingPipeline, &IID_ID3D12StateObject, &pipeline->impl.state);
|
|
|
|
// Shader tables
|
|
ID3D12StateObjectProperties *stateObjectProps = NULL;
|
|
pipeline->impl.state->lpVtbl->QueryInterface(pipeline->impl.state , &IID_ID3D12StateObjectProperties, &stateObjectProps);
|
|
const void *rayGenShaderId = stateObjectProps->lpVtbl->GetShaderIdentifier(stateObjectProps, L"raygeneration");
|
|
const void *missShaderId = stateObjectProps->lpVtbl->GetShaderIdentifier(stateObjectProps, L"miss");
|
|
const void *hitGroupShaderId = stateObjectProps->lpVtbl->GetShaderIdentifier(stateObjectProps, L"hitgroup");
|
|
UINT shaderIdSize = D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES;
|
|
int align = D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT;
|
|
|
|
// Ray gen shader table
|
|
{
|
|
UINT size = shaderIdSize + constant_buffer->count;
|
|
UINT shaderRecordSize = (size + (align - 1)) & ~(align - 1);
|
|
D3D12_RESOURCE_DESC bufferDesc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = shaderRecordSize,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
};
|
|
D3D12_HEAP_PROPERTIES uploadHeapProperties = {
|
|
.Type = D3D12_HEAP_TYPE_UPLOAD,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
&IID_ID3D12Resource, &pipeline->impl.raygen_shader_table);
|
|
|
|
D3D12_RANGE rstRange = {
|
|
.Begin = 0,
|
|
.End = 0,
|
|
};
|
|
uint8_t *byteDest;
|
|
pipeline->impl.raygen_shader_table->lpVtbl->Map(pipeline->impl.raygen_shader_table, 0, &rstRange, (void **)(&byteDest));
|
|
|
|
D3D12_RANGE cbRange = {
|
|
.Begin = 0,
|
|
.End = constant_buffer->count,
|
|
};
|
|
void *constantBufferData;
|
|
constant_buffer->impl.buffer->lpVtbl->Map(constant_buffer->impl.buffer, 0, &cbRange, (void **)&constantBufferData);
|
|
memcpy(byteDest, rayGenShaderId, size);
|
|
memcpy(byteDest + size, constantBufferData, constant_buffer->count);
|
|
pipeline->impl.raygen_shader_table->lpVtbl->Unmap(pipeline->impl.raygen_shader_table, 0, NULL);
|
|
}
|
|
|
|
// Miss shader table
|
|
{
|
|
UINT size = shaderIdSize;
|
|
UINT shaderRecordSize = (size + (align - 1)) & ~(align - 1);
|
|
D3D12_RESOURCE_DESC bufferDesc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = shaderRecordSize,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
};
|
|
D3D12_HEAP_PROPERTIES uploadHeapProperties = {
|
|
.Type = D3D12_HEAP_TYPE_UPLOAD,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
&IID_ID3D12Resource, &pipeline->impl.miss_shader_table);
|
|
|
|
D3D12_RANGE mstRange = {
|
|
.Begin = 0,
|
|
.End = 0,
|
|
};
|
|
uint8_t *byteDest;
|
|
pipeline->impl.miss_shader_table->lpVtbl->Map(pipeline->impl.miss_shader_table, 0, &mstRange, (void **)(&byteDest));
|
|
memcpy(byteDest, missShaderId, size);
|
|
pipeline->impl.miss_shader_table->lpVtbl->Unmap(pipeline->impl.miss_shader_table, 0, NULL);
|
|
}
|
|
|
|
// Hit group shader table
|
|
{
|
|
UINT size = shaderIdSize;
|
|
UINT shaderRecordSize = (size + (align - 1)) & ~(align - 1);
|
|
D3D12_RESOURCE_DESC bufferDesc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = shaderRecordSize,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
};
|
|
D3D12_HEAP_PROPERTIES uploadHeapProperties = {
|
|
.Type = D3D12_HEAP_TYPE_UPLOAD,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
&IID_ID3D12Resource, &pipeline->impl.hitgroup_shader_table);
|
|
|
|
D3D12_RANGE hstRange = {
|
|
.Begin = 0,
|
|
.End = 0,
|
|
};
|
|
uint8_t *byteDest;
|
|
pipeline->impl.hitgroup_shader_table->lpVtbl->Map(pipeline->impl.hitgroup_shader_table, 0, &hstRange, (void **)(&byteDest));
|
|
memcpy(byteDest, hitGroupShaderId, size);
|
|
pipeline->impl.hitgroup_shader_table->lpVtbl->Unmap(pipeline->impl.hitgroup_shader_table, 0, NULL);
|
|
}
|
|
|
|
// Output descriptor
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
dxr_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
dxr_output_cpu_descriptor.ptr = handle.ptr + (INT64)(dxr_descriptors_allocated) * (UINT64)(dxr_descriptor_size);
|
|
|
|
dxr_descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
int descriptorHeapIndex = dxr_descriptors_allocated++;
|
|
dxr_output_descriptor_handle.ptr = handle.ptr + (INT64)(descriptorHeapIndex) * (UINT64)(dxr_descriptor_size);
|
|
}
|
|
|
|
void gpu_raytrace_pipeline_destroy(gpu_raytrace_pipeline_t *pipeline) {
|
|
pipeline->impl.state->lpVtbl->Release(pipeline->impl.state);
|
|
pipeline->impl.raygen_shader_table->lpVtbl->Release(pipeline->impl.raygen_shader_table);
|
|
pipeline->impl.miss_shader_table->lpVtbl->Release(pipeline->impl.miss_shader_table);
|
|
pipeline->impl.hitgroup_shader_table->lpVtbl->Release(pipeline->impl.hitgroup_shader_table);
|
|
}
|
|
|
|
UINT create_srv_vb(gpu_buffer_t *vb, UINT numElements, UINT elementSize) {
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {
|
|
.ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
|
|
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
|
.Buffer.NumElements = numElements,
|
|
};
|
|
|
|
if (elementSize == 0) {
|
|
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
|
|
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
|
|
srvDesc.Buffer.StructureByteStride = 0;
|
|
}
|
|
else {
|
|
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
|
|
srvDesc.Buffer.StructureByteStride = elementSize;
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
dxr_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor = {
|
|
.ptr = handle.ptr + (INT64)(dxr_descriptors_allocated) * (UINT64)(dxr_descriptor_size),
|
|
};
|
|
UINT descriptorIndex = dxr_descriptors_allocated++;
|
|
device->lpVtbl->CreateShaderResourceView(device, vb->impl.buffer, &srvDesc, cpuDescriptor);
|
|
dxr_descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
dxr_vbgpu_descriptor_handle.ptr = handle.ptr + (INT64)(descriptorIndex) * (UINT64)(dxr_descriptor_size);
|
|
return descriptorIndex;
|
|
}
|
|
|
|
UINT create_srv_ib(gpu_buffer_t *ib, UINT numElements, UINT elementSize) {
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {
|
|
.ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
|
|
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
|
.Buffer.NumElements = numElements,
|
|
};
|
|
|
|
if (elementSize == 0) {
|
|
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
|
|
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
|
|
srvDesc.Buffer.StructureByteStride = 0;
|
|
}
|
|
else {
|
|
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
|
|
srvDesc.Buffer.StructureByteStride = elementSize;
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
dxr_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor = {
|
|
.ptr = handle.ptr + (INT64)(dxr_descriptors_allocated) * (UINT64)(dxr_descriptor_size),
|
|
};
|
|
|
|
UINT descriptorIndex = dxr_descriptors_allocated++;
|
|
dxr_descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
device->lpVtbl->CreateShaderResourceView(device, ib->impl.buffer, &srvDesc, cpuDescriptor);
|
|
dxr_ibgpu_descriptor_handle.ptr = handle.ptr + (INT64)(descriptorIndex) * (UINT64)(dxr_descriptor_size);
|
|
|
|
return descriptorIndex;
|
|
}
|
|
|
|
void gpu_raytrace_acceleration_structure_init(gpu_raytrace_acceleration_structure_t *accel) {
|
|
dxr_vb_count = 0;
|
|
dxr_instances_count = 0;
|
|
}
|
|
|
|
void gpu_raytrace_acceleration_structure_add(gpu_raytrace_acceleration_structure_t *accel, gpu_buffer_t *vb, gpu_buffer_t *ib, iron_matrix4x4_t transform) {
|
|
int vb_i = -1;
|
|
for (int i = 0; i < dxr_vb_count; ++i) {
|
|
if (vb == dxr_vb[i]) {
|
|
vb_i = i;
|
|
break;
|
|
}
|
|
}
|
|
if (vb_i == -1) {
|
|
vb_i = dxr_vb_count;
|
|
dxr_vb[dxr_vb_count] = vb;
|
|
dxr_ib[dxr_vb_count] = ib;
|
|
dxr_vb_count++;
|
|
}
|
|
|
|
inst_t inst = { .i = vb_i, .m = transform };
|
|
dxr_instances[dxr_instances_count] = inst;
|
|
dxr_instances_count++;
|
|
}
|
|
|
|
void _gpu_raytrace_acceleration_structure_destroy_bottom(gpu_raytrace_acceleration_structure_t *accel) {
|
|
for (int i = 0; i < dxr_vb_count_last; ++i) {
|
|
accel->impl.bottom_level_accel[i]->lpVtbl->Release(accel->impl.bottom_level_accel[i]);
|
|
}
|
|
}
|
|
|
|
void _gpu_raytrace_acceleration_structure_destroy_top(gpu_raytrace_acceleration_structure_t *accel) {
|
|
accel->impl.top_level_accel->lpVtbl->Release(accel->impl.top_level_accel);
|
|
}
|
|
|
|
void gpu_raytrace_acceleration_structure_build(gpu_raytrace_acceleration_structure_t *accel, gpu_buffer_t *vb_full, gpu_buffer_t *ib_full) {
|
|
bool build_bottom = false;
|
|
for (int i = 0; i < 16; ++i) {
|
|
if (dxr_vb_last[i] != dxr_vb[i]) {
|
|
build_bottom = true;
|
|
}
|
|
dxr_vb_last[i] = dxr_vb[i];
|
|
}
|
|
|
|
if (dxr_vb_count_last > 0) {
|
|
if (build_bottom) {
|
|
_gpu_raytrace_acceleration_structure_destroy_bottom(accel);
|
|
}
|
|
_gpu_raytrace_acceleration_structure_destroy_top(accel);
|
|
}
|
|
|
|
dxr_vb_count_last = dxr_vb_count;
|
|
|
|
if (dxr_vb_count == 0) {
|
|
return;
|
|
}
|
|
|
|
dxr_descriptors_allocated = 1; // 1 descriptor already allocated in gpu_raytrace_pipeline_init
|
|
|
|
#ifdef is_forge
|
|
create_srv_ib(ib_full, ib_full->count, 0);
|
|
create_srv_vb(vb_full, vb_full->count, dxr_vb[0]->stride);
|
|
#else
|
|
create_srv_ib(dxr_ib[0], dxr_ib[0]->count, 0);
|
|
create_srv_vb(dxr_vb[0], dxr_vb[0]->count, dxr_vb[0]->stride);
|
|
#endif
|
|
|
|
command_list->lpVtbl->Reset(command_list, command_allocator, NULL);
|
|
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS topLevelInputs = {
|
|
.DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY,
|
|
.Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE,
|
|
.NumDescs = 1,
|
|
.Type = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL,
|
|
};
|
|
|
|
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO topLevelPrebuildInfo = {0};
|
|
dxr_device->lpVtbl->GetRaytracingAccelerationStructurePrebuildInfo(dxr_device, &topLevelInputs, &topLevelPrebuildInfo);
|
|
|
|
UINT64 scratch_size = topLevelPrebuildInfo.ScratchDataSizeInBytes;
|
|
|
|
// Bottom AS
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS bottomLevelInputs[16];
|
|
D3D12_RAYTRACING_GEOMETRY_DESC geometryDescs[16];
|
|
if (build_bottom) {
|
|
for (int i = 0; i < dxr_vb_count; ++i) {
|
|
D3D12_RAYTRACING_GEOMETRY_DESC geometryDesc = {
|
|
.Type = D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES,
|
|
.Triangles.IndexBuffer = dxr_ib[i]->impl.buffer->lpVtbl->GetGPUVirtualAddress(dxr_ib[i]->impl.buffer),
|
|
.Triangles.IndexCount = dxr_ib[i]->count,
|
|
.Triangles.IndexFormat = DXGI_FORMAT_R32_UINT,
|
|
.Triangles.Transform3x4 = 0,
|
|
.Triangles.VertexFormat = DXGI_FORMAT_R16G16B16A16_SNORM,
|
|
.Triangles.VertexCount = dxr_vb[i]->count,
|
|
};
|
|
|
|
D3D12_RESOURCE_DESC desc;
|
|
dxr_vb[i]->impl.buffer->lpVtbl->GetDesc(dxr_vb[i]->impl.buffer, &desc);
|
|
|
|
geometryDesc.Triangles.VertexBuffer.StartAddress = dxr_vb[i]->impl.buffer->lpVtbl->GetGPUVirtualAddress(dxr_vb[i]->impl.buffer);
|
|
geometryDesc.Triangles.VertexBuffer.StrideInBytes = desc.Width / dxr_vb[i]->count;
|
|
geometryDesc.Flags = D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE;
|
|
geometryDescs[i] = geometryDesc;
|
|
|
|
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO bottomLevelPrebuildInfo = {0};
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS inputs = {
|
|
.DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY,
|
|
.NumDescs = 1,
|
|
.Type = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL,
|
|
.pGeometryDescs = &geometryDescs[i],
|
|
.Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE,
|
|
};
|
|
dxr_device->lpVtbl->GetRaytracingAccelerationStructurePrebuildInfo(dxr_device, &inputs, &bottomLevelPrebuildInfo);
|
|
bottomLevelInputs[i] = inputs;
|
|
|
|
UINT64 blSize = bottomLevelPrebuildInfo.ScratchDataSizeInBytes;
|
|
if (scratch_size < blSize) {
|
|
scratch_size = blSize;
|
|
}
|
|
|
|
{
|
|
D3D12_RESOURCE_DESC bufferDesc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = bottomLevelPrebuildInfo.ResultDataMaxSizeInBytes,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
|
|
};
|
|
D3D12_HEAP_PROPERTIES uploadHeapProperties = {
|
|
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(dxr_device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE, NULL,
|
|
&IID_ID3D12Resource, &accel->impl.bottom_level_accel[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create scratch memory
|
|
ID3D12Resource *scratchResource;
|
|
{
|
|
D3D12_RESOURCE_DESC bufferDesc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = scratch_size,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
|
|
};
|
|
D3D12_HEAP_PROPERTIES uploadHeapProperties = {
|
|
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(dxr_device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
|
|
&IID_ID3D12Resource, &scratchResource);
|
|
}
|
|
|
|
// Bottom AS
|
|
if (build_bottom) {
|
|
for (int i = 0; i < dxr_vb_count; ++i) {
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC bottomLevelBuildDesc = {
|
|
.Inputs = bottomLevelInputs[i],
|
|
.ScratchAccelerationStructureData = scratchResource->lpVtbl->GetGPUVirtualAddress(scratchResource),
|
|
.DestAccelerationStructureData = accel->impl.bottom_level_accel[i]->lpVtbl->GetGPUVirtualAddress(accel->impl.bottom_level_accel[i]),
|
|
};
|
|
dxr_command_list->lpVtbl->BuildRaytracingAccelerationStructure(dxr_command_list, &bottomLevelBuildDesc, 0, NULL);
|
|
}
|
|
}
|
|
|
|
// Top AS
|
|
{
|
|
D3D12_RESOURCE_DESC bufferDesc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = topLevelPrebuildInfo.ResultDataMaxSizeInBytes,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
|
|
};
|
|
D3D12_HEAP_PROPERTIES uploadHeapProperties = {
|
|
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE, NULL,
|
|
&IID_ID3D12Resource, &accel->impl.top_level_accel);
|
|
}
|
|
|
|
D3D12_RESOURCE_DESC bufferDesc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = sizeof(D3D12_RAYTRACING_INSTANCE_DESC) * dxr_instances_count,
|
|
.Height = 1,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_UNKNOWN,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
|
};
|
|
D3D12_HEAP_PROPERTIES uploadHeapProperties = {
|
|
.Type = D3D12_HEAP_TYPE_UPLOAD,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
ID3D12Resource *instanceDescs;
|
|
device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
&IID_ID3D12Resource, &instanceDescs);
|
|
void *mappedData;
|
|
instanceDescs->lpVtbl->Map(instanceDescs, 0, NULL, &mappedData);
|
|
|
|
for (int i = 0; i < dxr_instances_count; ++i) {
|
|
D3D12_RAYTRACING_INSTANCE_DESC instanceDesc = {0};
|
|
|
|
instanceDesc.Transform[0][0] = dxr_instances[i].m.m[0];
|
|
instanceDesc.Transform[0][1] = dxr_instances[i].m.m[1];
|
|
instanceDesc.Transform[0][2] = dxr_instances[i].m.m[2];
|
|
instanceDesc.Transform[0][3] = dxr_instances[i].m.m[3];
|
|
instanceDesc.Transform[1][0] = dxr_instances[i].m.m[4];
|
|
instanceDesc.Transform[1][1] = dxr_instances[i].m.m[5];
|
|
instanceDesc.Transform[1][2] = dxr_instances[i].m.m[6];
|
|
instanceDesc.Transform[1][3] = dxr_instances[i].m.m[7];
|
|
instanceDesc.Transform[2][0] = dxr_instances[i].m.m[8];
|
|
instanceDesc.Transform[2][1] = dxr_instances[i].m.m[9];
|
|
instanceDesc.Transform[2][2] = dxr_instances[i].m.m[10];
|
|
instanceDesc.Transform[2][3] = dxr_instances[i].m.m[11];
|
|
|
|
int ib_off = 0;
|
|
for (int j = 0; j < dxr_instances[i].i; ++j) {
|
|
ib_off += dxr_ib[j]->count * 4;
|
|
}
|
|
instanceDesc.InstanceID = ib_off;
|
|
instanceDesc.InstanceMask = 1;
|
|
instanceDesc.AccelerationStructure = accel->impl.bottom_level_accel[dxr_instances[i].i]->lpVtbl->GetGPUVirtualAddress(accel->impl.bottom_level_accel[dxr_instances[i].i]);
|
|
memcpy((uint8_t *)mappedData + i * sizeof(D3D12_RAYTRACING_INSTANCE_DESC), &instanceDesc, sizeof(D3D12_RAYTRACING_INSTANCE_DESC));
|
|
}
|
|
|
|
instanceDescs->lpVtbl->Unmap(instanceDescs, 0, NULL);
|
|
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC topLevelBuildDesc = {0};
|
|
topLevelInputs.InstanceDescs = instanceDescs->lpVtbl->GetGPUVirtualAddress(instanceDescs);
|
|
topLevelBuildDesc.Inputs = topLevelInputs;
|
|
topLevelBuildDesc.DestAccelerationStructureData = accel->impl.top_level_accel->lpVtbl->GetGPUVirtualAddress(accel->impl.top_level_accel);
|
|
topLevelBuildDesc.ScratchAccelerationStructureData = scratchResource->lpVtbl->GetGPUVirtualAddress(scratchResource);
|
|
|
|
D3D12_RESOURCE_BARRIER barrier = {
|
|
.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV,
|
|
.UAV.pResource = accel->impl.bottom_level_accel[0],
|
|
};
|
|
command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
|
|
dxr_command_list->lpVtbl->BuildRaytracingAccelerationStructure(dxr_command_list, &topLevelBuildDesc, 0, NULL);
|
|
|
|
gpu_execute_and_wait();
|
|
|
|
scratchResource->lpVtbl->Release(scratchResource);
|
|
instanceDescs->lpVtbl->Release(instanceDescs);
|
|
}
|
|
|
|
void gpu_raytrace_acceleration_structure_destroy(gpu_raytrace_acceleration_structure_t *accel) {
|
|
// accel->impl.bottom_level_accel->Release();
|
|
// accel->impl.top_level_accel->Release();
|
|
}
|
|
|
|
void gpu_raytrace_set_textures(gpu_texture_t *texpaint0, gpu_texture_t *texpaint1, gpu_texture_t *texpaint2, gpu_texture_t *texenv, gpu_texture_t *texsobol, gpu_texture_t *texscramble, gpu_texture_t *texrank) {
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle, cpuDescriptor, sourceCpu;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE ghandle;
|
|
gpu_texture_t *textures[] = {texpaint0, texpaint1, texpaint2, texenv, texsobol, texscramble, texrank};
|
|
D3D12_GPU_DESCRIPTOR_HANDLE *gpu_handles[] = {&dxr_tex0gpu_descriptor_handle, &dxr_tex1gpu_descriptor_handle, &dxr_tex2gpu_descriptor_handle, &dxr_texenvgpu_descriptor_handle, &dxr_texsobolgpu_descriptor_handle, &dxr_texscramblegpu_descriptor_handle, &dxr_texrankgpu_descriptor_handle};
|
|
|
|
dxr_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
for (int i = 0; i < 7; i++) {
|
|
cpuDescriptor.ptr = handle.ptr + (5 + i) * (UINT64)dxr_descriptor_size;
|
|
textures[i]->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(textures[i]->impl.srv_descriptor_heap, &sourceCpu);
|
|
device->lpVtbl->CopyDescriptorsSimple(device, 1, cpuDescriptor, sourceCpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
dxr_descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &ghandle);
|
|
gpu_handles[i]->ptr = ghandle.ptr + (5 + i) * (UINT64)dxr_descriptor_size;
|
|
}
|
|
}
|
|
|
|
void gpu_raytrace_set_acceleration_structure(gpu_raytrace_acceleration_structure_t *accel) {
|
|
dxr_accel = accel;
|
|
}
|
|
|
|
void gpu_raytrace_set_pipeline(gpu_raytrace_pipeline_t *pipeline) {
|
|
dxr_pipeline = pipeline;
|
|
}
|
|
|
|
void gpu_raytrace_set_target(gpu_texture_t *output) {
|
|
if (output != dxr_output) {
|
|
output->impl.image->lpVtbl->Release(output->impl.image);
|
|
output->impl.rtv_descriptor_heap->lpVtbl->Release(output->impl.rtv_descriptor_heap);
|
|
output->impl.srv_descriptor_heap->lpVtbl->Release(output->impl.srv_descriptor_heap);
|
|
|
|
D3D12_HEAP_PROPERTIES heap_properties = {
|
|
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
D3D12_RESOURCE_DESC desc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
|
|
.Width = output->width,
|
|
.Height = output->height,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = DXGI_FORMAT_R16G16B16A16_FLOAT,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
|
|
.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
|
|
};
|
|
D3D12_CLEAR_VALUE clear_value;
|
|
clear_value.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
clear_value.Color[0] = 0.0f;
|
|
clear_value.Color[1] = 0.0f;
|
|
clear_value.Color[2] = 0.0f;
|
|
clear_value.Color[3] = 0.0f;
|
|
|
|
device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &desc,
|
|
D3D12_RESOURCE_STATE_COMMON, &clear_value, &IID_ID3D12Resource, &output->impl.image);
|
|
|
|
D3D12_RENDER_TARGET_VIEW_DESC view = {
|
|
.Format = DXGI_FORMAT_R16G16B16A16_FLOAT,
|
|
.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D,
|
|
.Texture2D.MipSlice = 0,
|
|
.Texture2D.PlaneSlice = 0,
|
|
};
|
|
D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {
|
|
.NumDescriptors = 1,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
|
};
|
|
device->lpVtbl->CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, &output->impl.rtv_descriptor_heap);
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
output->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(output->impl.rtv_descriptor_heap, &handle);
|
|
device->lpVtbl->CreateRenderTargetView(device, output->impl.image, &view, handle);
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {
|
|
.NumDescriptors = 1,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
|
.NodeMask = 0,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
|
};
|
|
device->lpVtbl->CreateDescriptorHeap(device, &descriptor_heap_desc, &IID_ID3D12DescriptorHeap, &output->impl.srv_descriptor_heap);
|
|
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
|
|
.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
|
|
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
|
.Format = DXGI_FORMAT_R16G16B16A16_FLOAT,
|
|
.Texture2D.MipLevels = 1,
|
|
.Texture2D.MostDetailedMip = 0,
|
|
.Texture2D.ResourceMinLODClamp = 0.0f,
|
|
};
|
|
output->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(output->impl.srv_descriptor_heap, &handle);
|
|
device->lpVtbl->CreateShaderResourceView(device, output->impl.image, &srv_desc,
|
|
handle);
|
|
|
|
D3D12_UNORDERED_ACCESS_VIEW_DESC UAVDesc = {
|
|
.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D,
|
|
};
|
|
device->lpVtbl->CreateUnorderedAccessView(device, output->impl.image, NULL, &UAVDesc, dxr_output_cpu_descriptor);
|
|
}
|
|
dxr_output = output;
|
|
}
|
|
|
|
void gpu_raytrace_dispatch_rays() {
|
|
command_list->lpVtbl->SetComputeRootSignature(command_list, dxr_root_signature);
|
|
command_list->lpVtbl->SetDescriptorHeaps(command_list, 1, &dxr_descriptor_heap);
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 0, dxr_output_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootShaderResourceView(command_list, 1, dxr_accel->impl.top_level_accel->lpVtbl->GetGPUVirtualAddress(dxr_accel->impl.top_level_accel));
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 2, dxr_ibgpu_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 3, dxr_vbgpu_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootConstantBufferView(command_list, 4, dxr_pipeline->constant_buffer->impl.buffer->lpVtbl->GetGPUVirtualAddress(dxr_pipeline->constant_buffer->impl.buffer));
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 5, dxr_tex0gpu_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 6, dxr_tex1gpu_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 7, dxr_tex2gpu_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 8, dxr_texenvgpu_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 9, dxr_texsobolgpu_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 10, dxr_texscramblegpu_descriptor_handle);
|
|
command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 11, dxr_texrankgpu_descriptor_handle);
|
|
|
|
D3D12_DISPATCH_RAYS_DESC dispatchDesc = {0};
|
|
D3D12_RESOURCE_DESC desc;
|
|
dxr_pipeline->impl.hitgroup_shader_table->lpVtbl->GetDesc(dxr_pipeline->impl.hitgroup_shader_table, &desc);
|
|
dispatchDesc.HitGroupTable.StartAddress = dxr_pipeline->impl.hitgroup_shader_table->lpVtbl->GetGPUVirtualAddress(dxr_pipeline->impl.hitgroup_shader_table);
|
|
dispatchDesc.HitGroupTable.SizeInBytes = desc.Width;
|
|
dispatchDesc.HitGroupTable.StrideInBytes = dispatchDesc.HitGroupTable.SizeInBytes;
|
|
dispatchDesc.MissShaderTable.StartAddress = dxr_pipeline->impl.miss_shader_table->lpVtbl->GetGPUVirtualAddress(dxr_pipeline->impl.miss_shader_table);
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dxr_pipeline->impl.miss_shader_table->lpVtbl->GetDesc(dxr_pipeline->impl.miss_shader_table, &desc);
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dispatchDesc.MissShaderTable.SizeInBytes = desc.Width;
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dispatchDesc.MissShaderTable.StrideInBytes = dispatchDesc.MissShaderTable.SizeInBytes;
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dispatchDesc.RayGenerationShaderRecord.StartAddress = dxr_pipeline->impl.raygen_shader_table->lpVtbl->GetGPUVirtualAddress(dxr_pipeline->impl.raygen_shader_table);
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dxr_pipeline->impl.raygen_shader_table->lpVtbl->GetDesc(dxr_pipeline->impl.raygen_shader_table, &desc);
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dispatchDesc.RayGenerationShaderRecord.SizeInBytes = desc.Width;
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dispatchDesc.Width = dxr_output->width;
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dispatchDesc.Height = dxr_output->height;
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dispatchDesc.Depth = 1;
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dxr_command_list->lpVtbl->SetPipelineState1(dxr_command_list, dxr_pipeline->impl.state);
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dxr_command_list->lpVtbl->DispatchRays(dxr_command_list, &dispatchDesc);
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}
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