1860 lines
79 KiB
C
1860 lines
79 KiB
C
#define WIN32_LEAN_AND_MEAN
|
|
#include <assert.h>
|
|
#include <backends/windows_system.h>
|
|
#include <d3d12.h>
|
|
#include <dxgi.h>
|
|
#include <dxgi1_6.h>
|
|
#include <iron_global.h>
|
|
#include <iron_gpu.h>
|
|
#include <iron_math.h>
|
|
#include <iron_system.h>
|
|
#include <malloc.h>
|
|
#include <math.h>
|
|
#include <stdbool.h>
|
|
|
|
static IDXGIAdapter1 *adapter = NULL;
|
|
static ID3D12Device *device = NULL;
|
|
static ID3D12CommandQueue *queue;
|
|
static IDXGISwapChain *window_swapchain;
|
|
static ID3D12RootSignature *root_signature = NULL;
|
|
static ID3D12CommandAllocator *command_allocator;
|
|
static ID3D12GraphicsCommandList *command_list;
|
|
static D3D12_VIEWPORT current_viewport;
|
|
static D3D12_RECT current_scissor;
|
|
static gpu_buffer_t *current_vb;
|
|
static gpu_buffer_t *current_ib;
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE target_descriptors[GPU_MAX_TEXTURES];
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE depth_handle;
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE *current_depth_handle;
|
|
static bool window_vsync;
|
|
static ID3D12DescriptorHeap *gpu_sampler_heap;
|
|
static ID3D12DescriptorHeap *gpu_srv_heap;
|
|
static int gpu_srv_heap_index = 0;
|
|
static UINT64 fence_value;
|
|
static ID3D12Fence *fence;
|
|
static HANDLE fence_event;
|
|
static UINT64 frame_fence_values[GPU_FRAMEBUFFER_COUNT] = {0, 0};
|
|
static bool resized = false;
|
|
static ID3D12Resource *readback_buffer = NULL;
|
|
static int readback_buffer_size = 0;
|
|
static ID3D12Resource *upload_buffer = NULL;
|
|
static int upload_buffer_size = 0;
|
|
static ID3D12Resource *resources_to_destroy[512];
|
|
static int resources_to_destroy_count = 0;
|
|
static char device_name[256];
|
|
static ID3D12DescriptorHeap *rtv_heap = NULL;
|
|
static int rtv_count = 0;
|
|
static int rtv_free[2048];
|
|
static int rtv_free_count = 0;
|
|
static ID3D12DescriptorHeap *dsv_heap = NULL;
|
|
static int dsv_count = 0;
|
|
static int dsv_free[32];
|
|
static int dsv_free_count = 0;
|
|
static ID3D12DescriptorHeap *srv_heap = NULL;
|
|
static int srv_count = 0;
|
|
static int srv_free[2048];
|
|
static int srv_free_count = 0;
|
|
|
|
static D3D12_BLEND convert_blend_factor(gpu_blend_t factor) {
|
|
switch (factor) {
|
|
case GPU_BLEND_ONE:
|
|
return D3D12_BLEND_ONE;
|
|
case GPU_BLEND_ZERO:
|
|
return D3D12_BLEND_ZERO;
|
|
case GPU_BLEND_SOURCE_ALPHA:
|
|
return D3D12_BLEND_SRC_ALPHA;
|
|
case GPU_BLEND_DEST_ALPHA:
|
|
return D3D12_BLEND_DEST_ALPHA;
|
|
case GPU_BLEND_INV_SOURCE_ALPHA:
|
|
return D3D12_BLEND_INV_SRC_ALPHA;
|
|
case GPU_BLEND_INV_DEST_ALPHA:
|
|
return D3D12_BLEND_INV_DEST_ALPHA;
|
|
}
|
|
}
|
|
|
|
static D3D12_CULL_MODE convert_cull_mode(gpu_cull_mode_t cull_mode) {
|
|
switch (cull_mode) {
|
|
case GPU_CULL_MODE_CLOCKWISE:
|
|
return D3D12_CULL_MODE_FRONT;
|
|
case GPU_CULL_MODE_COUNTER_CLOCKWISE:
|
|
return D3D12_CULL_MODE_BACK;
|
|
default:
|
|
return D3D12_CULL_MODE_NONE;
|
|
}
|
|
}
|
|
|
|
static D3D12_COMPARISON_FUNC convert_compare_mode(gpu_compare_mode_t compare) {
|
|
switch (compare) {
|
|
default:
|
|
case GPU_COMPARE_MODE_ALWAYS:
|
|
return D3D12_COMPARISON_FUNC_ALWAYS;
|
|
case GPU_COMPARE_MODE_NEVER:
|
|
return D3D12_COMPARISON_FUNC_NEVER;
|
|
case GPU_COMPARE_MODE_EQUAL:
|
|
return D3D12_COMPARISON_FUNC_EQUAL;
|
|
case GPU_COMPARE_MODE_LESS:
|
|
return D3D12_COMPARISON_FUNC_LESS;
|
|
}
|
|
}
|
|
|
|
static DXGI_FORMAT convert_format(gpu_texture_format_t format) {
|
|
switch (format) {
|
|
case GPU_TEXTURE_FORMAT_RGBA128:
|
|
return DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
case GPU_TEXTURE_FORMAT_RGBA64:
|
|
return DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
case GPU_TEXTURE_FORMAT_R32:
|
|
return DXGI_FORMAT_R32_FLOAT;
|
|
case GPU_TEXTURE_FORMAT_R16:
|
|
return DXGI_FORMAT_R16_FLOAT;
|
|
case GPU_TEXTURE_FORMAT_R8:
|
|
return DXGI_FORMAT_R8_UNORM;
|
|
case GPU_TEXTURE_FORMAT_D32:
|
|
return DXGI_FORMAT_D32_FLOAT;
|
|
case GPU_TEXTURE_FORMAT_RGBA32:
|
|
default:
|
|
return DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
}
|
|
}
|
|
|
|
static D3D12_RESOURCE_STATES convert_texture_state(gpu_texture_state_t state) {
|
|
switch (state) {
|
|
case GPU_TEXTURE_STATE_SHADER_RESOURCE:
|
|
return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
case GPU_TEXTURE_STATE_RENDER_TARGET:
|
|
return D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
case GPU_TEXTURE_STATE_RENDER_TARGET_DEPTH:
|
|
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
case GPU_TEXTURE_STATE_PRESENT:
|
|
return D3D12_RESOURCE_STATE_PRESENT;
|
|
}
|
|
}
|
|
|
|
static void wait_for_fence(ID3D12Fence *fence, UINT64 completion_value, HANDLE wait_event) {
|
|
if (fence->lpVtbl->GetCompletedValue(fence) < completion_value) {
|
|
fence->lpVtbl->SetEventOnCompletion(fence, completion_value, wait_event);
|
|
WaitForSingleObject(wait_event, INFINITE);
|
|
}
|
|
}
|
|
|
|
static void _gpu_barrier(ID3D12Resource *r, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after) {
|
|
D3D12_RESOURCE_BARRIER barrier = {
|
|
.Transition.pResource = r,
|
|
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
|
|
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
|
.Transition.StateBefore = state_before,
|
|
.Transition.StateAfter = state_after,
|
|
.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
|
|
};
|
|
command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
|
|
}
|
|
|
|
void gpu_barrier(gpu_texture_t *render_target, gpu_texture_state_t state_after) {
|
|
if (render_target->state == state_after) {
|
|
return;
|
|
}
|
|
_gpu_barrier(render_target->impl.image, convert_texture_state(render_target->state), convert_texture_state(state_after));
|
|
render_target->state = state_after;
|
|
}
|
|
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE descriptor_handle(ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE type, int index) {
|
|
D3D12_CPU_DESCRIPTOR_HANDLE h;
|
|
heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(heap, &h);
|
|
h.ptr += (SIZE_T)index * device->lpVtbl->GetDescriptorHandleIncrementSize(device, type);
|
|
return h;
|
|
}
|
|
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle(int index) {
|
|
return descriptor_handle(rtv_heap, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, index);
|
|
}
|
|
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle(int index) {
|
|
return descriptor_handle(dsv_heap, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, index);
|
|
}
|
|
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE srv_handle(int index) {
|
|
return descriptor_handle(srv_heap, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, index);
|
|
}
|
|
|
|
static int alloc_rtv_index(void) {
|
|
return rtv_free_count > 0 ? rtv_free[--rtv_free_count] : rtv_count++;
|
|
}
|
|
|
|
static int alloc_dsv_index(void) {
|
|
return dsv_free_count > 0 ? dsv_free[--dsv_free_count] : dsv_count++;
|
|
}
|
|
|
|
static int alloc_srv_index(void) {
|
|
return srv_free_count > 0 ? srv_free[--srv_free_count] : srv_count++;
|
|
}
|
|
|
|
static void free_rtv_index(int i) {
|
|
rtv_free[rtv_free_count++] = i;
|
|
}
|
|
|
|
static void free_dsv_index(int i) {
|
|
dsv_free[dsv_free_count++] = i;
|
|
}
|
|
|
|
static void free_srv_index(int i) {
|
|
srv_free[srv_free_count++] = i;
|
|
}
|
|
|
|
void gpu_render_target_init2(gpu_texture_t *render_target, uint32_t width, uint32_t height, gpu_texture_format_t format, int framebuffer_index) {
|
|
render_target->width = width;
|
|
render_target->height = height;
|
|
render_target->format = format;
|
|
render_target->state = (framebuffer_index >= 0) ? GPU_TEXTURE_STATE_PRESENT : GPU_TEXTURE_STATE_SHADER_RESOURCE;
|
|
render_target->buffer = NULL;
|
|
render_target->gpu_write = false;
|
|
|
|
DXGI_FORMAT dxgi_format = convert_format(format);
|
|
|
|
D3D12_CLEAR_VALUE clear_value;
|
|
clear_value.Format = dxgi_format;
|
|
clear_value.Color[0] = 0.0f;
|
|
clear_value.Color[1] = 0.0f;
|
|
clear_value.Color[2] = 0.0f;
|
|
clear_value.Color[3] = 0.0f;
|
|
clear_value.DepthStencil.Depth = 1.0f;
|
|
|
|
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 = width,
|
|
.Height = height,
|
|
.DepthOrArraySize = 1,
|
|
.MipLevels = 1,
|
|
.Format = dxgi_format,
|
|
.SampleDesc.Count = 1,
|
|
.SampleDesc.Quality = 0,
|
|
.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
|
|
.Flags = format == GPU_TEXTURE_FORMAT_D32 ? D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL : D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
|
|
};
|
|
|
|
render_target->impl.is_dsv = (format == GPU_TEXTURE_FORMAT_D32);
|
|
render_target->impl.rtv_index = render_target->impl.is_dsv ? alloc_dsv_index() : alloc_rtv_index();
|
|
|
|
if (framebuffer_index >= 0) {
|
|
window_swapchain->lpVtbl->GetBuffer(window_swapchain, framebuffer_index, &IID_ID3D12Resource, &render_target->impl.image);
|
|
}
|
|
else {
|
|
HRESULT result =
|
|
device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
|
&clear_value, &IID_ID3D12Resource, &render_target->impl.image);
|
|
if (result != S_OK && gpu_cleanup_pending()) {
|
|
gpu_execute_and_wait();
|
|
gpu_cleanup();
|
|
device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
|
&clear_value, &IID_ID3D12Resource, &render_target->impl.image);
|
|
}
|
|
}
|
|
|
|
D3D12_RENDER_TARGET_VIEW_DESC view_desc = {
|
|
.Format = dxgi_format,
|
|
.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D,
|
|
.Texture2D.MipSlice = 0,
|
|
.Texture2D.PlaneSlice = 0,
|
|
};
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle = render_target->impl.is_dsv ? dsv_handle(render_target->impl.rtv_index) : rtv_handle(render_target->impl.rtv_index);
|
|
|
|
if (format == GPU_TEXTURE_FORMAT_D32) {
|
|
device->lpVtbl->CreateDepthStencilView(device, render_target->impl.image, NULL, handle);
|
|
}
|
|
else {
|
|
device->lpVtbl->CreateRenderTargetView(device, render_target->impl.image, &view_desc, handle);
|
|
}
|
|
|
|
render_target->impl.srv_index = alloc_srv_index();
|
|
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
|
|
.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
|
|
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
|
.Format = format == GPU_TEXTURE_FORMAT_D32 ? DXGI_FORMAT_R32_FLOAT : dxgi_format,
|
|
.Texture2D.MipLevels = 1,
|
|
.Texture2D.MostDetailedMip = 0,
|
|
.Texture2D.ResourceMinLODClamp = 0.0f,
|
|
};
|
|
|
|
handle = srv_handle(render_target->impl.srv_index);
|
|
device->lpVtbl->CreateShaderResourceView(device, render_target->impl.image, &srv_desc, handle);
|
|
}
|
|
|
|
void create_root_signature(bool linear_sampling) {
|
|
ID3DBlob *root_blob = NULL;
|
|
ID3DBlob *error_blob = NULL;
|
|
D3D12_ROOT_PARAMETER parameters[3] = {0};
|
|
D3D12_DESCRIPTOR_RANGE range = {
|
|
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
|
|
.NumDescriptors = (UINT)GPU_MAX_TEXTURES,
|
|
.BaseShaderRegister = 0,
|
|
.RegisterSpace = 0,
|
|
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
|
|
};
|
|
parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
|
parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
|
parameters[0].DescriptorTable.NumDescriptorRanges = 1;
|
|
parameters[0].DescriptorTable.pDescriptorRanges = ⦥
|
|
parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
|
|
parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
|
parameters[1].Descriptor.ShaderRegister = 0;
|
|
parameters[1].Descriptor.RegisterSpace = 0;
|
|
D3D12_DESCRIPTOR_RANGE sampler_range = {
|
|
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
|
|
.NumDescriptors = 1,
|
|
.BaseShaderRegister = 0,
|
|
.RegisterSpace = 0,
|
|
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
|
|
};
|
|
parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
|
parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
|
parameters[2].DescriptorTable.NumDescriptorRanges = 1;
|
|
parameters[2].DescriptorTable.pDescriptorRanges = &sampler_range;
|
|
|
|
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {
|
|
.NumParameters = 3,
|
|
.pParameters = parameters,
|
|
.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
|
|
};
|
|
D3D12SerializeRootSignature(&root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1, &root_blob, &error_blob);
|
|
device->lpVtbl->CreateRootSignature(device, 0, root_blob->lpVtbl->GetBufferPointer(root_blob), root_blob->lpVtbl->GetBufferSize(root_blob),
|
|
&IID_ID3D12RootSignature, &root_signature);
|
|
root_blob->lpVtbl->Release(root_blob);
|
|
}
|
|
|
|
void gpu_init_internal(int depth_buffer_bits, bool vsync) {
|
|
window_vsync = vsync;
|
|
#ifdef _DEBUG
|
|
ID3D12Debug *debug_controller = NULL;
|
|
if (D3D12GetDebugInterface(&IID_ID3D12Debug, &debug_controller) == S_OK) {
|
|
debug_controller->lpVtbl->EnableDebugLayer(debug_controller);
|
|
}
|
|
#endif
|
|
|
|
IDXGIFactory6 *dxgi_factory = NULL;
|
|
CreateDXGIFactory1(&IID_IDXGIFactory6, &dxgi_factory);
|
|
dxgi_factory->lpVtbl->EnumAdapterByGpuPreference(dxgi_factory, 0, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, &IID_IDXGIAdapter1, &adapter);
|
|
|
|
D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, &device);
|
|
create_root_signature(true);
|
|
|
|
D3D12_COMMAND_QUEUE_DESC queue_desc = {
|
|
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
|
|
.Type = D3D12_COMMAND_LIST_TYPE_DIRECT,
|
|
};
|
|
device->lpVtbl->CreateCommandQueue(device, &queue_desc, &IID_ID3D12CommandQueue, &queue);
|
|
|
|
HWND hwnd = iron_windows_window_handle();
|
|
DXGI_SWAP_CHAIN_DESC swapchain_desc = {
|
|
.BufferCount = GPU_FRAMEBUFFER_COUNT,
|
|
.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
|
|
.BufferDesc.Width = iron_window_width(),
|
|
.BufferDesc.Height = iron_window_height(),
|
|
.OutputWindow = hwnd,
|
|
.SampleDesc.Count = 1,
|
|
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
|
|
.Windowed = true,
|
|
};
|
|
|
|
dxgi_factory->lpVtbl->CreateSwapChain(dxgi_factory, (IUnknown *)queue, &swapchain_desc, &window_swapchain);
|
|
dxgi_factory->lpVtbl->Release(dxgi_factory);
|
|
|
|
fence_value = 0;
|
|
fence_event = CreateEvent(NULL, FALSE, FALSE, NULL);
|
|
device->lpVtbl->CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, &fence);
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC rtv_desc = {
|
|
.NumDescriptors = 2048,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
|
};
|
|
device->lpVtbl->CreateDescriptorHeap(device, &rtv_desc, &IID_ID3D12DescriptorHeap, &rtv_heap);
|
|
rtv_count = 0;
|
|
rtv_free_count = 0;
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC dsv_desc = {
|
|
.NumDescriptors = 32,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
|
};
|
|
device->lpVtbl->CreateDescriptorHeap(device, &dsv_desc, &IID_ID3D12DescriptorHeap, &dsv_heap);
|
|
dsv_count = 0;
|
|
dsv_free_count = 0;
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC srv_desc = {
|
|
.NumDescriptors = 2048,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
|
};
|
|
device->lpVtbl->CreateDescriptorHeap(device, &srv_desc, &IID_ID3D12DescriptorHeap, &srv_heap);
|
|
srv_count = 0;
|
|
srv_free_count = 0;
|
|
|
|
gpu_create_framebuffers(depth_buffer_bits);
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {
|
|
.NumDescriptors = GPU_CONSTANT_BUFFER_MULTIPLE,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
|
|
};
|
|
device->lpVtbl->CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, &gpu_srv_heap);
|
|
|
|
D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc = {
|
|
.NumDescriptors = 1,
|
|
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
|
|
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
|
|
};
|
|
device->lpVtbl->CreateDescriptorHeap(device, &sampler_heap_desc, &IID_ID3D12DescriptorHeap, &gpu_sampler_heap);
|
|
gpu_use_linear_sampling(true);
|
|
|
|
device->lpVtbl->CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, &command_allocator);
|
|
device->lpVtbl->CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12CommandList, &command_list);
|
|
|
|
ID3D12DescriptorHeap *_heaps[] = {gpu_srv_heap, gpu_sampler_heap};
|
|
command_list->lpVtbl->SetDescriptorHeaps(command_list, 2, _heaps);
|
|
}
|
|
|
|
void gpu_begin_internal(gpu_clear_t flags, unsigned color, float depth) {
|
|
for (int i = 0; i < current_render_targets_count; ++i) {
|
|
target_descriptors[i] = rtv_handle(current_render_targets[i]->impl.rtv_index);
|
|
}
|
|
|
|
if (current_depth_buffer != NULL) {
|
|
depth_handle = dsv_handle(current_depth_buffer->impl.rtv_index);
|
|
current_depth_handle = &depth_handle;
|
|
}
|
|
else {
|
|
current_depth_handle = NULL;
|
|
}
|
|
|
|
command_list->lpVtbl->OMSetRenderTargets(command_list, current_render_targets_count, &target_descriptors[0], false, current_depth_handle);
|
|
|
|
gpu_texture_t *target = current_render_targets[0];
|
|
gpu_viewport(0, 0, target->width, target->height);
|
|
gpu_scissor(0, 0, target->width, target->height);
|
|
|
|
if (flags & GPU_CLEAR_COLOR) {
|
|
float clear_color[] = {((color & 0x00ff0000) >> 16) / 255.0f, ((color & 0x0000ff00) >> 8) / 255.0f, (color & 0x000000ff) / 255.0f,
|
|
((color & 0xff000000) >> 24) / 255.0f};
|
|
|
|
command_list->lpVtbl->ClearRenderTargetView(command_list, rtv_handle(target->impl.rtv_index), clear_color, 0, NULL);
|
|
}
|
|
if (flags & GPU_CLEAR_DEPTH && current_depth_buffer != NULL) {
|
|
command_list->lpVtbl->ClearDepthStencilView(command_list, dsv_handle(current_depth_buffer->impl.rtv_index), 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);
|
|
|
|
ID3D12DescriptorHeap *_heaps[] = {gpu_srv_heap, gpu_sampler_heap};
|
|
command_list->lpVtbl->SetDescriptorHeaps(command_list, 2, _heaps);
|
|
|
|
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_1;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void gpu_set_constant_buffer(gpu_buffer_t *buffer, uint32_t 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 (gpu_srv_heap_index + GPU_MAX_TEXTURES > GPU_CONSTANT_BUFFER_MULTIPLE) {
|
|
gpu_srv_heap_index = 0;
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE cpu_base;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE gpu_base;
|
|
gpu_srv_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(gpu_srv_heap, &cpu_base);
|
|
gpu_srv_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(gpu_srv_heap, &gpu_base);
|
|
cpu_base.ptr += gpu_srv_heap_index * srv_step;
|
|
gpu_base.ptr += gpu_srv_heap_index * srv_step;
|
|
|
|
for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
|
|
if (current_textures[i] != NULL) {
|
|
device->lpVtbl->CopyDescriptorsSimple(device, 1, cpu_base, srv_handle(current_textures[i]->impl.srv_index), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
|
cpu_base.ptr += srv_step;
|
|
gpu_srv_heap_index++;
|
|
}
|
|
}
|
|
|
|
command_list->lpVtbl->SetGraphicsRootDescriptorTable(command_list, 0, gpu_base);
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE sampler_gpu_base;
|
|
gpu_sampler_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(gpu_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) {
|
|
if (width < 0 || height < 0) {
|
|
return;
|
|
}
|
|
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(uint32_t 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;
|
|
gpu_sampler_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(gpu_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,
|
|
.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.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),
|
|
.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, uint32_t width, uint32_t 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_index = -1;
|
|
DXGI_FORMAT dxgi_format = convert_format(format);
|
|
int format_size = gpu_texture_format_size(format);
|
|
void *original_data = data;
|
|
|
|
#ifdef WITH_BC7
|
|
if (gpu_bc7_supported(width, height, format)) {
|
|
texture->format = GPU_TEXTURE_FORMAT_RGBA32_BC7;
|
|
dxgi_format = DXGI_FORMAT_BC7_UNORM;
|
|
data = gpu_bc7_compress(data, width, height);
|
|
}
|
|
#endif
|
|
|
|
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,
|
|
};
|
|
|
|
HRESULT result = device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
|
|
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, &texture->impl.image);
|
|
|
|
if (result != S_OK && gpu_cleanup_pending()) {
|
|
gpu_execute_and_wait();
|
|
gpu_cleanup();
|
|
#ifdef WITH_BC7
|
|
if (data != original_data) {
|
|
free(data);
|
|
}
|
|
#endif
|
|
gpu_texture_init_from_bytes(texture, original_data, width, height, format);
|
|
return;
|
|
}
|
|
|
|
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;
|
|
#ifdef WITH_BC7
|
|
if (data != original_data) {
|
|
memcpy(pixel, data, ((width + 3) / 4) * ((height + 3) / 4) * 16); // BC7ENC_BLOCK_SIZE
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
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);
|
|
|
|
texture->impl.srv_index = alloc_srv_index();
|
|
|
|
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,
|
|
};
|
|
device->lpVtbl->CreateShaderResourceView(device, texture->impl.image, &srv_desc, srv_handle(texture->impl.srv_index));
|
|
|
|
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(); ////
|
|
|
|
#ifdef WITH_BC7
|
|
if (data != original_data) {
|
|
free(data);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void gpu_texture_destroy_internal(gpu_texture_t *tex) {
|
|
if (tex->impl.image != NULL) {
|
|
tex->impl.image->lpVtbl->Release(tex->impl.image);
|
|
}
|
|
if (tex->impl.rtv_index >= 0) {
|
|
tex->impl.is_dsv ? free_dsv_index(tex->impl.rtv_index) : free_rtv_index(tex->impl.rtv_index);
|
|
tex->impl.rtv_index = -1;
|
|
}
|
|
if (tex->impl.srv_index >= 0) {
|
|
free_srv_index(tex->impl.srv_index);
|
|
tex->impl.srv_index = -1;
|
|
}
|
|
}
|
|
|
|
void gpu_render_target_init(gpu_texture_t *target, uint32_t width, uint32_t height, gpu_texture_format_t format) {
|
|
gpu_render_target_init2(target, width, height, format, -1);
|
|
}
|
|
|
|
void _gpu_buffer_init(ID3D12Resource **buffer, uint32_t 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,
|
|
};
|
|
|
|
HRESULT result =
|
|
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);
|
|
|
|
if (result != S_OK && gpu_cleanup_pending()) {
|
|
gpu_execute_and_wait();
|
|
gpu_cleanup();
|
|
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, uint32_t 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->cpu_write = false;
|
|
buffer->impl.vertex_buffer_view.SizeInBytes = buffer->stride * buffer->count;
|
|
buffer->impl.vertex_buffer_view.StrideInBytes = buffer->stride;
|
|
buffer->impl.buffer = NULL;
|
|
buffer->impl.cpu_buffer = NULL;
|
|
}
|
|
|
|
void *gpu_vertex_buffer_lock(gpu_buffer_t *buffer) {
|
|
if (!buffer->cpu_write || buffer->impl.cpu_buffer == NULL) {
|
|
_gpu_buffer_init(&buffer->impl.cpu_buffer, buffer->stride * buffer->count, D3D12_HEAP_TYPE_UPLOAD);
|
|
}
|
|
|
|
D3D12_RANGE range = {
|
|
.Begin = 0,
|
|
.End = buffer->count * buffer->stride,
|
|
};
|
|
void *p;
|
|
buffer->impl.cpu_buffer->lpVtbl->Map(buffer->impl.cpu_buffer, 0, &range, &p);
|
|
return p;
|
|
}
|
|
|
|
void gpu_vertex_buffer_unlock(gpu_buffer_t *buffer) {
|
|
if (!buffer->cpu_write || buffer->impl.buffer == NULL) {
|
|
_gpu_buffer_init(&buffer->impl.buffer, buffer->stride * buffer->count, D3D12_HEAP_TYPE_DEFAULT);
|
|
}
|
|
|
|
D3D12_RANGE range = {
|
|
.Begin = 0,
|
|
.End = buffer->count * buffer->stride,
|
|
};
|
|
buffer->impl.cpu_buffer->lpVtbl->Unmap(buffer->impl.cpu_buffer, 0, &range);
|
|
|
|
_gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
|
|
command_list->lpVtbl->CopyBufferRegion(command_list, buffer->impl.buffer, 0, buffer->impl.cpu_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);
|
|
|
|
if (!buffer->cpu_write) {
|
|
assert(resources_to_destroy_count < 512);
|
|
resources_to_destroy[resources_to_destroy_count] = buffer->impl.cpu_buffer;
|
|
resources_to_destroy_count++;
|
|
buffer->impl.cpu_buffer = NULL;
|
|
}
|
|
}
|
|
|
|
void gpu_index_buffer_init(gpu_buffer_t *buffer, uint32_t count) {
|
|
buffer->count = count;
|
|
buffer->cpu_write = false;
|
|
buffer->impl.index_buffer_view.SizeInBytes = count * 4;
|
|
buffer->impl.index_buffer_view.Format = DXGI_FORMAT_R32_UINT;
|
|
buffer->impl.buffer = NULL;
|
|
buffer->impl.cpu_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, uint32_t size) {
|
|
buffer->count = size;
|
|
buffer->data = NULL;
|
|
buffer->cpu_write = false;
|
|
buffer->impl.buffer = NULL;
|
|
buffer->impl.cpu_buffer = NULL;
|
|
_gpu_buffer_init(&buffer->impl.buffer, size, D3D12_HEAP_TYPE_UPLOAD);
|
|
}
|
|
|
|
void gpu_constant_buffer_lock(gpu_buffer_t *buffer, uint32_t start, uint32_t 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() {
|
|
DXGI_ADAPTER_DESC1 desc;
|
|
adapter->lpVtbl->GetDesc1(adapter, &desc);
|
|
WideCharToMultiByte(CP_UTF8, 0, desc.Description, -1, device_name, sizeof(device_name), NULL, NULL);
|
|
return device_name;
|
|
}
|
|
|
|
bool gpu_bc7_supported(int width, int height, gpu_texture_format_t format) {
|
|
static bool bc7_supported = false;
|
|
#ifdef WITH_BC7
|
|
static bool bc7_checked = false;
|
|
if (!bc7_checked) {
|
|
bc7_checked = true;
|
|
D3D12_FEATURE_DATA_FORMAT_SUPPORT fmt = {.Format = DXGI_FORMAT_BC7_UNORM};
|
|
bc7_supported = SUCCEEDED(device->lpVtbl->CheckFeatureSupport(device, D3D12_FEATURE_FORMAT_SUPPORT, &fmt, sizeof(fmt)));
|
|
}
|
|
#endif
|
|
return bc7_supported && format == GPU_TEXTURE_FORMAT_RGBA32 && width >= 2048 && height >= 2048 && (width & (width - 1)) == 0 &&
|
|
(height & (height - 1)) == 0;
|
|
}
|
|
|
|
typedef struct inst {
|
|
mat4_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_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[GPU_RAYTRACE_MAX_OBJECTS];
|
|
static gpu_buffer_t *dxr_vb_last[GPU_RAYTRACE_MAX_OBJECTS];
|
|
static gpu_buffer_t *dxr_ib[GPU_RAYTRACE_MAX_OBJECTS];
|
|
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 *shader, int 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_STATIC_SAMPLER_DESC linear_sampler = {
|
|
.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR,
|
|
.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 = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
|
|
.MinLOD = 0.0f,
|
|
.MaxLOD = D3D12_FLOAT32_MAX,
|
|
.ShaderRegister = 0,
|
|
.RegisterSpace = 0,
|
|
.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
|
};
|
|
|
|
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {
|
|
.NumParameters = ARRAYSIZE(root_parameters),
|
|
.pParameters = root_parameters,
|
|
.NumStaticSamplers = 1,
|
|
.pStaticSamplers = &linear_sampler,
|
|
};
|
|
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);
|
|
blob->lpVtbl->Release(blob);
|
|
|
|
D3D12_COMPUTE_PIPELINE_STATE_DESC computePsoDesc = {
|
|
.pRootSignature = dxr_root_signature,
|
|
.CS.pShaderBytecode = shader,
|
|
.CS.BytecodeLength = shader_size,
|
|
.Flags = D3D12_PIPELINE_STATE_FLAG_NONE,
|
|
};
|
|
device->lpVtbl->CreateComputePipelineState(device, &computePsoDesc, &IID_ID3D12PipelineState, (void **)&pipeline->impl.pipeline);
|
|
|
|
// 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.pipeline->lpVtbl->Release(pipeline->impl.pipeline);
|
|
}
|
|
|
|
UINT create_srv_vb(gpu_buffer_t *vb, UINT num_elements, UINT element_size) {
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
|
|
.ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
|
|
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
|
.Buffer.NumElements = num_elements,
|
|
};
|
|
|
|
if (element_size == 0) {
|
|
srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
|
|
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
|
|
srv_desc.Buffer.StructureByteStride = 0;
|
|
}
|
|
else {
|
|
srv_desc.Format = DXGI_FORMAT_UNKNOWN;
|
|
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
|
|
srv_desc.Buffer.StructureByteStride = element_size;
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
dxr_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor = {
|
|
.ptr = handle.ptr + (INT64)(dxr_descriptors_allocated) * (UINT64)(dxr_descriptor_size),
|
|
};
|
|
UINT descriptor_index = dxr_descriptors_allocated++;
|
|
device->lpVtbl->CreateShaderResourceView(device, vb->impl.buffer, &srv_desc, cpu_descriptor);
|
|
dxr_descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
dxr_vbgpu_descriptor_handle.ptr = handle.ptr + (INT64)(descriptor_index) * (UINT64)(dxr_descriptor_size);
|
|
return descriptor_index;
|
|
}
|
|
|
|
UINT create_srv_ib(gpu_buffer_t *ib, UINT num_elements, UINT element_size) {
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
|
|
.ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
|
|
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
|
.Buffer.NumElements = num_elements,
|
|
};
|
|
|
|
if (element_size == 0) {
|
|
srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
|
|
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
|
|
srv_desc.Buffer.StructureByteStride = 0;
|
|
}
|
|
else {
|
|
srv_desc.Format = DXGI_FORMAT_UNKNOWN;
|
|
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
|
|
srv_desc.Buffer.StructureByteStride = element_size;
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
dxr_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor = {
|
|
.ptr = handle.ptr + (INT64)(dxr_descriptors_allocated) * (UINT64)(dxr_descriptor_size),
|
|
};
|
|
|
|
UINT descriptor_index = dxr_descriptors_allocated++;
|
|
dxr_descriptor_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(dxr_descriptor_heap, &handle);
|
|
device->lpVtbl->CreateShaderResourceView(device, ib->impl.buffer, &srv_desc, cpu_descriptor);
|
|
dxr_ibgpu_descriptor_handle.ptr = handle.ptr + (INT64)(descriptor_index) * (UINT64)(dxr_descriptor_size);
|
|
|
|
return descriptor_index;
|
|
}
|
|
|
|
void gpu_raytrace_acceleration_structure_init(gpu_acceleration_structure_t *accel) {
|
|
dxr_vb_count = 0;
|
|
dxr_instances_count = 0;
|
|
if (gpu_raytrace_multi) {
|
|
memset(dxr_vb, 0, sizeof(dxr_vb));
|
|
}
|
|
else {
|
|
memset(dxr_vb_last, 0, sizeof(dxr_vb_last));
|
|
}
|
|
}
|
|
|
|
void gpu_raytrace_acceleration_structure_add(gpu_acceleration_structure_t *accel, gpu_buffer_t *vb, gpu_buffer_t *ib, mat4_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) {
|
|
if (dxr_vb_count >= GPU_RAYTRACE_MAX_OBJECTS) {
|
|
return;
|
|
}
|
|
vb_i = dxr_vb_count;
|
|
dxr_vb[dxr_vb_count] = vb;
|
|
dxr_ib[dxr_vb_count] = ib;
|
|
dxr_vb_count++;
|
|
}
|
|
|
|
if (dxr_instances_count >= (int)(sizeof(dxr_instances) / sizeof(dxr_instances[0]))) {
|
|
return;
|
|
}
|
|
|
|
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_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_acceleration_structure_t *accel) {
|
|
accel->impl.top_level_accel->lpVtbl->Release(accel->impl.top_level_accel);
|
|
}
|
|
|
|
void gpu_raytrace_acceleration_structure_build(gpu_acceleration_structure_t *accel, gpu_buffer_t *vb_full, gpu_buffer_t *ib_full) {
|
|
gpu_execute_and_wait();
|
|
|
|
bool build_bottom = false;
|
|
for (int i = 0; i < GPU_RAYTRACE_MAX_OBJECTS; ++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
|
|
|
|
if (gpu_raytrace_multi) {
|
|
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);
|
|
}
|
|
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS top_level_inputs = {
|
|
.DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY,
|
|
.Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE,
|
|
.NumDescs = gpu_raytrace_multi ? dxr_instances_count : 1,
|
|
.Type = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL,
|
|
};
|
|
|
|
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO top_level_prebuild_info = {0};
|
|
dxr_device->lpVtbl->GetRaytracingAccelerationStructurePrebuildInfo(dxr_device, &top_level_inputs, &top_level_prebuild_info);
|
|
|
|
UINT64 scratch_size = top_level_prebuild_info.ScratchDataSizeInBytes;
|
|
|
|
// Bottom AS
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS bottom_level_inputs[GPU_RAYTRACE_MAX_OBJECTS];
|
|
D3D12_RAYTRACING_GEOMETRY_DESC geometry_descs[GPU_RAYTRACE_MAX_OBJECTS];
|
|
if (build_bottom) {
|
|
for (int i = 0; i < dxr_vb_count; ++i) {
|
|
D3D12_RAYTRACING_GEOMETRY_DESC geometry_desc = {
|
|
.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);
|
|
|
|
geometry_desc.Triangles.VertexBuffer.StartAddress = dxr_vb[i]->impl.buffer->lpVtbl->GetGPUVirtualAddress(dxr_vb[i]->impl.buffer);
|
|
geometry_desc.Triangles.VertexBuffer.StrideInBytes = desc.Width / dxr_vb[i]->count;
|
|
geometry_desc.Flags = D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE;
|
|
geometry_descs[i] = geometry_desc;
|
|
|
|
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO bottom_level_prebuild_info = {0};
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS inputs = {
|
|
.DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY,
|
|
.NumDescs = 1,
|
|
.Type = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL,
|
|
.pGeometryDescs = &geometry_descs[i],
|
|
.Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE,
|
|
};
|
|
dxr_device->lpVtbl->GetRaytracingAccelerationStructurePrebuildInfo(dxr_device, &inputs, &bottom_level_prebuild_info);
|
|
bottom_level_inputs[i] = inputs;
|
|
|
|
UINT64 bl_size = bottom_level_prebuild_info.ScratchDataSizeInBytes;
|
|
if (scratch_size < bl_size) {
|
|
scratch_size = bl_size;
|
|
}
|
|
|
|
{
|
|
D3D12_RESOURCE_DESC buffer_desc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = bottom_level_prebuild_info.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 upload_heap_properties = {
|
|
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(dxr_device, &upload_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc,
|
|
D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE, NULL, &IID_ID3D12Resource,
|
|
&accel->impl.bottom_level_accel[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create scratch memory
|
|
ID3D12Resource *scratch_resource;
|
|
{
|
|
D3D12_RESOURCE_DESC buffer_desc = {
|
|
.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 upload_heap_properties = {
|
|
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(dxr_device, &upload_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
|
NULL, &IID_ID3D12Resource, &scratch_resource);
|
|
}
|
|
|
|
// Bottom AS
|
|
if (build_bottom) {
|
|
for (int i = 0; i < dxr_vb_count; ++i) {
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC bottom_level_build_desc = {
|
|
.Inputs = bottom_level_inputs[i],
|
|
.ScratchAccelerationStructureData = scratch_resource->lpVtbl->GetGPUVirtualAddress(scratch_resource),
|
|
.DestAccelerationStructureData = accel->impl.bottom_level_accel[i]->lpVtbl->GetGPUVirtualAddress(accel->impl.bottom_level_accel[i]),
|
|
};
|
|
dxr_command_list->lpVtbl->BuildRaytracingAccelerationStructure(dxr_command_list, &bottom_level_build_desc, 0, NULL);
|
|
|
|
D3D12_RESOURCE_BARRIER scratch_barrier = {
|
|
.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV,
|
|
.UAV.pResource = scratch_resource,
|
|
};
|
|
command_list->lpVtbl->ResourceBarrier(command_list, 1, &scratch_barrier);
|
|
}
|
|
}
|
|
|
|
// Top AS
|
|
{
|
|
D3D12_RESOURCE_DESC buffer_desc = {
|
|
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
|
|
.Width = top_level_prebuild_info.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 upload_heap_properties = {
|
|
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
device->lpVtbl->CreateCommittedResource(device, &upload_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc,
|
|
D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE, NULL, &IID_ID3D12Resource,
|
|
&accel->impl.top_level_accel);
|
|
}
|
|
|
|
D3D12_RESOURCE_DESC buffer_desc = {
|
|
.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 upload_heap_properties = {
|
|
.Type = D3D12_HEAP_TYPE_UPLOAD,
|
|
.CreationNodeMask = 1,
|
|
.VisibleNodeMask = 1,
|
|
};
|
|
|
|
ID3D12Resource *instance_descs;
|
|
device->lpVtbl->CreateCommittedResource(device, &upload_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
&IID_ID3D12Resource, &instance_descs);
|
|
void *mapped_data;
|
|
instance_descs->lpVtbl->Map(instance_descs, 0, NULL, &mapped_data);
|
|
|
|
for (int i = 0; i < dxr_instances_count; ++i) {
|
|
D3D12_RAYTRACING_INSTANCE_DESC instance_desc = {0};
|
|
|
|
instance_desc.Transform[0][0] = dxr_instances[i].m.m[0];
|
|
instance_desc.Transform[0][1] = dxr_instances[i].m.m[4];
|
|
instance_desc.Transform[0][2] = dxr_instances[i].m.m[8];
|
|
instance_desc.Transform[0][3] = dxr_instances[i].m.m[12];
|
|
instance_desc.Transform[1][0] = dxr_instances[i].m.m[1];
|
|
instance_desc.Transform[1][1] = dxr_instances[i].m.m[5];
|
|
instance_desc.Transform[1][2] = dxr_instances[i].m.m[9];
|
|
instance_desc.Transform[1][3] = dxr_instances[i].m.m[13];
|
|
instance_desc.Transform[2][0] = dxr_instances[i].m.m[2];
|
|
instance_desc.Transform[2][1] = dxr_instances[i].m.m[6];
|
|
instance_desc.Transform[2][2] = dxr_instances[i].m.m[10];
|
|
instance_desc.Transform[2][3] = dxr_instances[i].m.m[14];
|
|
|
|
int ib_off = 0;
|
|
for (int j = 0; j < dxr_instances[i].i; ++j) {
|
|
ib_off += dxr_ib[j]->count * 4;
|
|
}
|
|
instance_desc.InstanceID = ib_off;
|
|
instance_desc.InstanceMask = 1;
|
|
instance_desc.AccelerationStructure =
|
|
accel->impl.bottom_level_accel[dxr_instances[i].i]->lpVtbl->GetGPUVirtualAddress(accel->impl.bottom_level_accel[dxr_instances[i].i]);
|
|
memcpy((uint8_t *)mapped_data + i * sizeof(D3D12_RAYTRACING_INSTANCE_DESC), &instance_desc, sizeof(D3D12_RAYTRACING_INSTANCE_DESC));
|
|
}
|
|
|
|
instance_descs->lpVtbl->Unmap(instance_descs, 0, NULL);
|
|
|
|
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC top_level_build_desc = {0};
|
|
top_level_inputs.InstanceDescs = instance_descs->lpVtbl->GetGPUVirtualAddress(instance_descs);
|
|
top_level_build_desc.Inputs = top_level_inputs;
|
|
top_level_build_desc.DestAccelerationStructureData = accel->impl.top_level_accel->lpVtbl->GetGPUVirtualAddress(accel->impl.top_level_accel);
|
|
top_level_build_desc.ScratchAccelerationStructureData = scratch_resource->lpVtbl->GetGPUVirtualAddress(scratch_resource);
|
|
|
|
D3D12_RESOURCE_BARRIER barrier = {
|
|
.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV,
|
|
.UAV.pResource = NULL,
|
|
};
|
|
command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
|
|
dxr_command_list->lpVtbl->BuildRaytracingAccelerationStructure(dxr_command_list, &top_level_build_desc, 0, NULL);
|
|
|
|
gpu_execute_and_wait();
|
|
|
|
scratch_resource->lpVtbl->Release(scratch_resource);
|
|
instance_descs->lpVtbl->Release(instance_descs);
|
|
}
|
|
|
|
void gpu_raytrace_acceleration_structure_destroy(gpu_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;
|
|
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor;
|
|
D3D12_CPU_DESCRIPTOR_HANDLE 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++) {
|
|
cpu_descriptor.ptr = handle.ptr + (5 + i) * (UINT64)dxr_descriptor_size;
|
|
sourceCpu = srv_handle(textures[i]->impl.srv_index);
|
|
device->lpVtbl->CopyDescriptorsSimple(device, 1, cpu_descriptor, 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_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->gpu_write) {
|
|
output->gpu_write = true;
|
|
// gpu_texture_destroy(output);
|
|
resources_to_destroy[resources_to_destroy_count] = output->impl.image;
|
|
resources_to_destroy_count++;
|
|
|
|
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 = convert_format(output->format),
|
|
.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 = convert_format(output->format);
|
|
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_PIXEL_SHADER_RESOURCE, &clear_value,
|
|
&IID_ID3D12Resource, &output->impl.image);
|
|
|
|
D3D12_RENDER_TARGET_VIEW_DESC view = {
|
|
.Format = convert_format(output->format),
|
|
.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D,
|
|
.Texture2D.MipSlice = 0,
|
|
.Texture2D.PlaneSlice = 0,
|
|
};
|
|
output->impl.is_dsv = false;
|
|
output->impl.rtv_index = alloc_rtv_index();
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle = rtv_handle(output->impl.rtv_index);
|
|
device->lpVtbl->CreateRenderTargetView(device, output->impl.image, &view, handle);
|
|
|
|
output->impl.srv_index = alloc_srv_index();
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
|
|
.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
|
|
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
|
.Format = convert_format(output->format),
|
|
.Texture2D.MipLevels = 1,
|
|
.Texture2D.MostDetailedMip = 0,
|
|
.Texture2D.ResourceMinLODClamp = 0.0f,
|
|
};
|
|
device->lpVtbl->CreateShaderResourceView(device, output->impl.image, &srv_desc, srv_handle(output->impl.srv_index));
|
|
|
|
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {
|
|
.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D,
|
|
};
|
|
device->lpVtbl->CreateUnorderedAccessView(device, output->impl.image, NULL, &uav_desc, dxr_output_cpu_descriptor);
|
|
}
|
|
dxr_output = output;
|
|
}
|
|
|
|
void gpu_raytrace_dispatch_rays() {
|
|
_gpu_barrier(dxr_output->impl.image, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
|
|
|
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);
|
|
|
|
command_list->lpVtbl->SetPipelineState(command_list, (ID3D12PipelineState *)dxr_pipeline->impl.pipeline);
|
|
command_list->lpVtbl->Dispatch(command_list, (dxr_output->width + 15) / 16, (dxr_output->height + 15) / 16, 1);
|
|
|
|
_gpu_barrier(dxr_output->impl.image, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
|
|
|
ID3D12DescriptorHeap *_heaps[] = {gpu_srv_heap, gpu_sampler_heap};
|
|
command_list->lpVtbl->SetDescriptorHeaps(command_list, 2, _heaps);
|
|
}
|