#include "GraphicsApi.h" #include "Globals.h" #include "DLLRegister.h" #include "Fenster.h" #include "DXCommandQueue.h" #include "DXBuffer.h" #include "Model3D.h" #include "Kam3D.h" #include "Welt3D.h" #include "TexturModel.h" #include "Textur.h" #include "Bild.h" #include "TexturList.h" #include "Shader.h" #include "DX12PixelShader.h" #include "DX12VertexShader.h" #include #include #include #include using namespace Framework; DirectX12::DirectX12() : GraphicsApi( DIRECTX12 ), debug( 0 ), device( 0 ), infoQueue( 0 ), directCommandQueue( 0 ), copyCommandQueue( 0 ), computeCommandQueue( 0 ), swapChain( 0 ), rtvHeap( 0 ), dsvHeap( 0 ), shaderBufferHeap( 0 ), depthBuffer( 0 ), backBufferIndex( 0 ), tearing( 0 ), viewPort( 0 ), allowedRenderArea( 0 ), vertexBufferView( 0 ), indexBufferView( 0 ), vertexBuffer( 0 ), indexBuffer( 0 ), signature( 0 ), pipeline( 0 ), texturModel( 0 ), uiTextur( 0 ), texturRegister( new TexturList() ), vertexShader( 0 ), pixelShader( 0 ) { for( int i = 0; i < 2; i++ ) backBuffer[ i ] = 0; } DirectX12::~DirectX12() { if( directCommandQueue ) { directCommandQueue->flush(); directCommandQueue->release(); } if( copyCommandQueue ) { copyCommandQueue->flush(); copyCommandQueue->release(); } if( computeCommandQueue ) { computeCommandQueue->flush(); computeCommandQueue->release(); } if( depthBuffer ) depthBuffer->Release(); if( dsvHeap ) dsvHeap->Release(); if( shaderBufferHeap ) shaderBufferHeap->Release(); if( vertexShader ) vertexShader->release(); if( pixelShader ) pixelShader->release(); texturRegister->release(); if( uiTextur ) uiTextur->release(); if( texturModel ) texturModel->release(); if( pipeline ) pipeline->Release(); if( signature ) signature->Release(); if( indexBuffer ) indexBuffer->release(); if( vertexBuffer ) vertexBuffer->release(); delete indexBufferView; delete vertexBufferView; delete allowedRenderArea; delete viewPort; for( int i = 0; i < 2; i++ ) { if( backBuffer[ i ] ) backBuffer[ i ]->Release(); } if( rtvHeap ) rtvHeap->Release(); if( swapChain ) swapChain->Release(); if( infoQueue ) infoQueue->Release(); if( device ) { device->Release(); getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); } if( debug ) debug->Release(); } typedef HRESULT( *CreateDXGIFactory2Function )( UINT, REFIID, void ** ); typedef HRESULT( *D3D12CreateDeviceFunction )( IDXGIAdapter *, D3D_FEATURE_LEVEL, REFIID, void ** ); typedef HRESULT( *D3D12GetDebugInterfaceFunction )( REFIID, void ** ); void DirectX12::initialize( WFenster * fenster, Vec2 backBufferSize, bool fullScreen ) { if( device ) return GraphicsApi::initialize( fenster, backBufferSize, fullScreen ); GraphicsApi::initialize( fenster, backBufferSize, fullScreen ); HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" ); if( !dxgiDLL ) { WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "dxgi.dll konnte nicht gefunden werden." ), MB_ICONERROR ); return; } HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL( "d3d12.dll", "d3d12.dll" ); if( !d3d12DLL ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 12 konnte nicht gefunden werden." ), MB_ICONERROR ); return; } CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" ); if( !createFactory ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt CreateDXGIFactory2 fon DXGI konnte nicht gefunden werden." ), MB_ICONERROR ); return; } D3D12CreateDeviceFunction createDevice = (D3D12CreateDeviceFunction)GetProcAddress( d3d12DLL, "D3D12CreateDevice" ); if( !createDevice ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 konnte nicht gefunden werden." ), MB_ICONERROR ); return; } D3D12SerializeVersionedRootSignatureFunction d3d12svrsf = (D3D12SerializeVersionedRootSignatureFunction)GetProcAddress( d3d12DLL, "D3D12SerializeVersionedRootSignature" ); D3D12SerializeRootSignatureFunction d3d12srsf = (D3D12SerializeRootSignatureFunction)GetProcAddress( d3d12DLL, "D3D12SerializeRootSignature" ); #ifdef _DEBUG D3D12GetDebugInterfaceFunction getDebugInterface = (D3D12GetDebugInterfaceFunction)GetProcAddress( d3d12DLL, "D3D12GetDebugInterface" ); getDebugInterface( __uuidof( ID3D12Debug ), (void **)& debug ); debug->EnableDebugLayer(); #endif IDXGIFactory4 *factory; UINT createFactoryFlags = 0; #if defined(_DEBUG) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG; #endif HRESULT res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory ); if( FAILED( res ) ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); std::cout << "ERROR: createFactory returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "createFactory ist Fehlgeschlagen." ), MB_ICONERROR ); return; } int index = 0; unsigned __int64 maxVideoMemory = 0; IDXGIAdapter1 *best = 0; do { IDXGIAdapter1 *current; res = factory->EnumAdapters1( index++, ¤t ); if( res == S_OK ) { DXGI_ADAPTER_DESC1 dxgiAdapterDesc1; current->GetDesc1( &dxgiAdapterDesc1 ); if( ( dxgiAdapterDesc1.Flags &DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 && dxgiAdapterDesc1.DedicatedVideoMemory > maxVideoMemory && SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), 0 ) ) ) { if( best ) best->Release(); best = current; maxVideoMemory = dxgiAdapterDesc1.DedicatedVideoMemory; } else current->Release(); } } while( res != DXGI_ERROR_NOT_FOUND ); res = createDevice( best, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), (void **)& device ); best->Release(); if( FAILED( res ) ) { factory->Release(); getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); std::cout << "ERROR: createDevice returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "createDevice ist Fehlgeschlagen." ), MB_ICONERROR ); return; } res = device->QueryInterface( __uuidof( ID3D12InfoQueue ), (void **)& infoQueue ); if( SUCCEEDED( res ) ) { infoQueue->SetBreakOnSeverity( D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE ); infoQueue->SetBreakOnSeverity( D3D12_MESSAGE_SEVERITY_ERROR, TRUE ); infoQueue->SetBreakOnSeverity( D3D12_MESSAGE_SEVERITY_WARNING, TRUE ); D3D12_MESSAGE_SEVERITY Severities[] = { D3D12_MESSAGE_SEVERITY_INFO }; // Suppress individual messages by their ID D3D12_MESSAGE_ID DenyIds[] = { D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, // I'm really not sure how to avoid this message. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when using capture frame while graphics debugging. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs when using capture frame while graphics debugging. }; D3D12_INFO_QUEUE_FILTER NewFilter = {}; NewFilter.DenyList.NumSeverities = _countof( Severities ); NewFilter.DenyList.pSeverityList = Severities; NewFilter.DenyList.NumIDs = _countof( DenyIds ); NewFilter.DenyList.pIDList = DenyIds; infoQueue->PushStorageFilter( &NewFilter ); } directCommandQueue = new DX12DirectCommandQueue( device ); copyCommandQueue = new DX12CopyCommandQueue( device ); computeCommandQueue = new DX12ComputeCommandQueue( device ); IDXGIFactory5 *fac5 = 0; factory->QueryInterface( __uuidof( IDXGIFactory5 ), (void **)& fac5 ); if( fac5 ) { res = fac5->CheckFeatureSupport( DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof( tearing ) ); if( FAILED( res ) ) tearing = 0; fac5->Release(); } DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {}; swapChainDesc.Width = backBufferSize.x; swapChainDesc.Height = backBufferSize.y; swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.Stereo = FALSE; swapChainDesc.SampleDesc = { 1, 0 }; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 2; swapChainDesc.Scaling = DXGI_SCALING_STRETCH; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0; IDXGISwapChain1 *tmpSwapChain; res = factory->CreateSwapChainForHwnd( directCommandQueue->getQueue(), fenster->getFensterHandle(), &swapChainDesc, 0, 0, &tmpSwapChain ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: CreateSwapChainForHwnd returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateSwapChainForHwnd ist Fehlgeschlagen." ), MB_ICONERROR ); return; } res = tmpSwapChain->QueryInterface( __uuidof( IDXGISwapChain4 ), (void **)& swapChain ); tmpSwapChain->Release(); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: QueryInterface returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "QueryInterface ist Fehlgeschlagen." ), MB_ICONERROR ); return; } factory->MakeWindowAssociation( fenster->getFensterHandle(), DXGI_MWA_NO_ALT_ENTER ); D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {}; rtvhdesc.NumDescriptors = 2; rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; res = device->CreateDescriptorHeap( &rtvhdesc, __uuidof( ID3D12DescriptorHeap ), (void **)& rtvHeap ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: CreateDescriptorHeap returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateDescriptorHeap ist Fehlgeschlagen." ), MB_ICONERROR ); return; } auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV ); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle( rtvHeap->GetCPUDescriptorHandleForHeapStart() ); for( int i = 0; i < 2; i++ ) { ID3D12Resource *backBuffer; res = swapChain->GetBuffer( i, __uuidof( ID3D12Resource ), (void **)& backBuffer ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: GetBuffer returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "GetBuffer ist Fehlgeschlagen." ), MB_ICONERROR ); return; } device->CreateRenderTargetView( backBuffer, nullptr, rtvHandle ); this->backBuffer[ i ] = backBuffer; rtvHandle.ptr += rtvDescriptorSize; } viewPort = new D3D12_VIEWPORT(); viewPort->Width = (float)this->backBufferSize.x; viewPort->Height = (float)this->backBufferSize.y; viewPort->MinDepth = 0.0f; viewPort->MaxDepth = 1.0f; viewPort->TopLeftX = 0.0f; viewPort->TopLeftY = 0.0f; allowedRenderArea = new D3D12_RECT(); allowedRenderArea->left = 0; allowedRenderArea->top = 0; allowedRenderArea->right = LONG_MAX; allowedRenderArea->bottom = LONG_MAX; vertexBuffer = new DX12Buffer( sizeof( Vertex3D ), device, copyCommandQueue->getCommandList(), D3D12_RESOURCE_FLAG_NONE ); indexBuffer = new DX12Buffer( sizeof( int ), device, copyCommandQueue->getCommandList(), D3D12_RESOURCE_FLAG_NONE ); texturModel = new TexturModel(); Bild *renderB = new Bild( 1 ); renderB->setAlpha3D( 1 ); renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 ); uiTextur = createOrGetTextur( "_f_Render_Bild", renderB ); texturModel->setSize( this->backBufferSize ); texturModel->setTextur( uiTextur->getThis() ); vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW(); vertexBufferView->StrideInBytes = sizeof( Vertex3D ); indexBufferView = new D3D12_INDEX_BUFFER_VIEW(); indexBufferView->Format = DXGI_FORMAT_R32_UINT; D3D12_CLEAR_VALUE optimizedClearValue = {}; optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT; optimizedClearValue.DepthStencil = { 1.0f, 0 }; res = device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_D32_FLOAT, this->backBufferSize.x, this->backBufferSize.y, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL ), D3D12_RESOURCE_STATE_DEPTH_WRITE, &optimizedClearValue, __uuidof( ID3D12Resource ), (void **)&depthBuffer ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: CreateCommittedResource returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateCommittedResource ist Fehlgeschlagen." ), MB_ICONERROR ); return; } D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {}; dsvHeapDesc.NumDescriptors = 1; dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; res = device->CreateDescriptorHeap( &dsvHeapDesc, __uuidof( ID3D12DescriptorHeap ), (void **)& dsvHeap ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: CreateDescriptorHeap returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateDescriptorHeap ist Fehlgeschlagen." ), MB_ICONERROR ); return; } D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {}; dsv.Format = DXGI_FORMAT_D32_FLOAT; dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsv.Texture2D.MipSlice = 0; dsv.Flags = D3D12_DSV_FLAG_NONE; device->CreateDepthStencilView( depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart() ); D3D12_DESCRIPTOR_HEAP_DESC sbheapDesc = {}; sbheapDesc.NumDescriptors = 6; sbheapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; sbheapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; res = device->CreateDescriptorHeap( &sbheapDesc, __uuidof( ID3D12DescriptorHeap ), (void **)& shaderBufferHeap ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: CreateDescriptorHeap returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateDescriptorHeap ist Fehlgeschlagen." ), MB_ICONERROR ); return; } vertexShader = new DX12VertexShader( device, copyCommandQueue->getCommandList() ); vertexShader->setCompiledByteArray( (unsigned char *)DX12VertexShaderBytes, sizeof( DX12VertexShaderBytes ) ); vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * 2, 0 ); vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * 128, 1 ); pixelShader = new DX12PixelShader( device, copyCommandQueue->getCommandList() ); pixelShader->setCompiledByteArray( (unsigned char *)DX12PixelShaderBytes, sizeof( DX12PixelShaderBytes ) ); pixelShader->erstelleConstBuffer( sizeof( float ) * 4, 2 ); pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 3 ); pixelShader->erstelleConstBuffer( sizeof( int ) * 2, 4 ); D3D12_INPUT_ELEMENT_DESC inputLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "KNOCHEN_ID", 0, DXGI_FORMAT_R32_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } }; vertexShader->erstelleInputLayout( inputLayout, 4 ); D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {}; featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1; if( FAILED( device->CheckFeatureSupport( D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof( featureData ) ) ) ) featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0; D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; D3D12_DESCRIPTOR_RANGE1 range[ 3 ]; range[ 0 ].NumDescriptors = 5; range[ 0 ].BaseShaderRegister = 0; range[ 0 ].RegisterSpace = 0; range[ 0 ].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range[ 0 ].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; range[ 0 ].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE; range[ 1 ].NumDescriptors = 1; range[ 1 ].BaseShaderRegister = 0; range[ 1 ].RegisterSpace = 0; range[ 1 ].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range[ 1 ].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; range[ 1 ].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE; range[ 2 ].NumDescriptors = 1; range[ 2 ].BaseShaderRegister = 0; range[ 2 ].RegisterSpace = 0; range[ 2 ].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; range[ 2 ].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; range[ 2 ].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE; D3D12_ROOT_PARAMETER1 rootParameters[ 2 ]; rootParameters[ 0 ].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameters[ 0 ].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; rootParameters[ 0 ].DescriptorTable.NumDescriptorRanges = 2; rootParameters[ 0 ].DescriptorTable.pDescriptorRanges = range; rootParameters[ 1 ].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParameters[ 1 ].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; rootParameters[ 1 ].DescriptorTable.NumDescriptorRanges = 1; rootParameters[ 1 ].DescriptorTable.pDescriptorRanges = &range[ 2 ]; D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription; rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1; rootSignatureDescription.Desc_1_1.NumParameters = 2; rootSignatureDescription.Desc_1_1.pParameters = rootParameters; rootSignatureDescription.Desc_1_1.NumStaticSamplers = 0; rootSignatureDescription.Desc_1_1.pStaticSamplers = 0; rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags; ID3DBlob *rootSignature; ID3DBlob *error; res = D3DX12SerializeVersionedRootSignature( &rootSignatureDescription, featureData.HighestVersion, &rootSignature, &error, d3d12svrsf, d3d12srsf ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen." ), MB_ICONERROR ); if( error ) error->Release(); return; } res = device->CreateRootSignature( 0, rootSignature->GetBufferPointer(), rootSignature->GetBufferSize(), __uuidof( ID3D12RootSignature ), (void **)& signature ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: CreateRootSignature returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateRootSignature ist Fehlgeschlagen." ), MB_ICONERROR ); return; } rootSignature->Release(); struct PipelineStateStream { CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature; CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout; CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType; CD3DX12_PIPELINE_STATE_STREAM_VS VS; CD3DX12_PIPELINE_STATE_STREAM_PS PS; CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat; CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats; } pipelineStateStream; D3D12_RT_FORMAT_ARRAY rtvFormats = {}; rtvFormats.NumRenderTargets = 1; rtvFormats.RTFormats[ 0 ] = DXGI_FORMAT_R8G8B8A8_UNORM; pipelineStateStream.pRootSignature = signature; pipelineStateStream.InputLayout = { vertexShader->zInputLayout(), (unsigned)vertexShader->getInputLayoutSize() }; pipelineStateStream.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; pipelineStateStream.VS = { vertexShader->getCompiledShader(), (unsigned __int64)vertexShader->getCompiledLength() }; pipelineStateStream.PS = { pixelShader->getCompiledShader(), (unsigned __int64)pixelShader->getCompiledLength() }; pipelineStateStream.DSVFormat = DXGI_FORMAT_UNKNOWN; pipelineStateStream.RTVFormats = rtvFormats; D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart(); unsigned int incr = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ); D3D12_CONSTANT_BUFFER_VIEW_DESC desc; vertexShader->getViewDesc( 0, desc ); device->CreateConstantBufferView( &desc, sbHeapHandle ); res = device->GetDeviceRemovedReason(); sbHeapHandle.ptr += incr; vertexShader->getViewDesc( 1, desc ); device->CreateConstantBufferView( &desc, sbHeapHandle ); sbHeapHandle.ptr += incr; pixelShader->getViewDesc( 2, desc ); device->CreateConstantBufferView( &desc, sbHeapHandle ); sbHeapHandle.ptr += incr; pixelShader->getViewDesc( 3, desc ); device->CreateConstantBufferView( &desc, sbHeapHandle ); sbHeapHandle.ptr += incr; pixelShader->getViewDesc( 4, desc ); device->CreateConstantBufferView( &desc, sbHeapHandle ); sbHeapHandle.ptr += incr; D3D12_PIPELINE_STATE_STREAM_DESC pipelineStateStreamDesc = { sizeof( PipelineStateStream ), &pipelineStateStream }; res = device->CreatePipelineState( &pipelineStateStreamDesc, __uuidof( ID3D12PipelineState ), (void **)& pipeline ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: CreatePipelineState returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreatePipelineState ist Fehlgeschlagen." ), MB_ICONERROR ); return; } factory->Release(); } void DirectX12::update() { if( !device || !swapChain || !directCommandQueue ) return; directCommandQueue->flush(); copyCommandQueue->flush(); computeCommandQueue->flush(); HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" ); if( !dxgiDLL ) { WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "dxgi.dll konnte nicht gefunden werden." ), MB_ICONERROR ); return; } CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" ); if( !createFactory ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt CreateDXGIFactory2 fon DXGI konnte nicht gefunden werden." ), MB_ICONERROR ); return; } DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; HRESULT res = swapChain->GetDesc( &swapChainDesc ); if( FAILED( res ) ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); std::cout << "ERROR: GetDesc returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "GetDesc ist Fehlgeschlagen." ), MB_ICONERROR ); return; } IDXGIFactory4 *factory; UINT createFactoryFlags = 0; #if defined(_DEBUG) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG; #endif res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory ); if( FAILED( res ) ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); std::cout << "ERROR: createFactory returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "createFactory ist Fehlgeschlagen." ), MB_ICONERROR ); return; } for( int i = 0; i < 2; ++i ) { backBuffer[ i ]->Release(); backBuffer[ i ] = 0; } res = swapChain->ResizeBuffers( 2, backBufferSize.x, backBufferSize.y, swapChainDesc.BufferDesc.Format, swapChainDesc.Flags ); backBufferIndex = swapChain->GetCurrentBackBufferIndex(); auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV ); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle( rtvHeap->GetCPUDescriptorHandleForHeapStart() ); for( int i = 0; i < 2; i++ ) { ID3D12Resource *backBuffer; res = swapChain->GetBuffer( i, __uuidof( ID3D12Resource ), (void **)& backBuffer ); if( FAILED( res ) ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); factory->Release(); std::cout << "ERROR: GetBuffer returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "GetBuffer ist Fehlgeschlagen." ), MB_ICONERROR ); return; } device->CreateRenderTargetView( backBuffer, nullptr, rtvHandle ); this->backBuffer[ i ] = backBuffer; rtvHandle.ptr += rtvDescriptorSize; } getDLLRegister()->releaseDLL( "dxgi.dll" ); delete viewPort; viewPort = new D3D12_VIEWPORT(); viewPort->Width = (float)this->backBufferSize.x; viewPort->Height = (float)this->backBufferSize.y; viewPort->MinDepth = 0.0f; viewPort->MaxDepth = 1.0f; viewPort->TopLeftX = 0.0f; viewPort->TopLeftY = 0.0f; depthBuffer->Release(); D3D12_CLEAR_VALUE optimizedClearValue = {}; optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT; optimizedClearValue.DepthStencil = { 1.0f, 0 }; res = device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_D32_FLOAT, this->backBufferSize.x, this->backBufferSize.y, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL ), D3D12_RESOURCE_STATE_DEPTH_WRITE, 0, __uuidof( ID3D12Resource ), (void **)& depthBuffer ); if( FAILED( res ) ) { factory->Release(); std::cout << "ERROR: CreateCommittedResource returned " << res << "\n"; WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateCommittedResource ist Fehlgeschlagen." ), MB_ICONERROR ); return; } D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {}; dsv.Format = DXGI_FORMAT_D32_FLOAT; dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsv.Texture2D.MipSlice = 0; dsv.Flags = D3D12_DSV_FLAG_NONE; device->CreateDepthStencilView( depthBuffer, &dsv, dsvHeap->GetCPUDescriptorHandleForHeapStart() ); if( uiTextur ) uiTextur->release(); Bild * renderB = new Bild( 1 ); renderB->setAlpha3D( 1 ); renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 ); uiTextur = createOrGetTextur( "_f_Render_Bild", renderB ); texturModel->setSize( this->backBufferSize ); texturModel->setTextur( uiTextur->getThis() ); factory->Release(); } void DirectX12::beginFrame( bool fill2D, bool fill3D, int fillColor ) { D3D12_RESOURCE_BARRIER barrier; ZeroMemory( &barrier, sizeof( barrier ) ); barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = this->backBuffer[ backBufferIndex ]; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; directCommandQueue->getCommandList()->ResourceBarrier( 1, &barrier ); directCommandQueue->getCommandList()->RSSetScissorRects( 1, allowedRenderArea ); if( fill3D ) { float color[ 4 ]; // Setup the color to clear the buffer. color[ 0 ] = ( ( fillColor >> 16 ) & 0xFF ) / 255.f; // R color[ 1 ] = ( ( fillColor >> 8 ) & 0xFF ) / 255.f; // G color[ 2 ] = ( fillColor & 0xFF ) / 255.f; // B color[ 3 ] = ( ( fillColor >> 24 ) & 0xFF ) / 255.f; // A auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV ); D3D12_CPU_DESCRIPTOR_HANDLE rtv = rtvHeap->GetCPUDescriptorHandleForHeapStart(); rtv.ptr += rtvDescriptorSize * backBufferIndex; directCommandQueue->getCommandList()->OMSetRenderTargets( 1, &rtv, 0, 0 ); directCommandQueue->getCommandList()->ClearRenderTargetView( rtv, color, 0, 0 ); } directCommandQueue->getCommandList()->SetPipelineState( pipeline ); directCommandQueue->getCommandList()->SetGraphicsRootSignature( signature ); int lc[] = { 0, 0 }; pixelShader->füllConstBuffer( (char *)lc, 4, sizeof( int ) * 2 ); } void DirectX12::renderObject( Model3D * zObj ) { vertexBuffer->setData( (void *)zObj->zVertexBuffer() ); vertexBuffer->setLength( sizeof( Vertex3D ) * zObj->getVertexAnzahl() ); vertexBuffer->copieren(); Mat4< float > trans = Mat4< float >::identity(); int anz = zObj->errechneMatrizen( trans, matrixBuffer ); if( vertexShader ) vertexShader->füllConstBuffer( (char *)matrixBuffer, 1, sizeof( Mat4< float > ) * anz ); float matirialBuffer[ 3 ]; // light factors (phong model) matirialBuffer[ 0 ] = zObj->getAmbientFactor(); matirialBuffer[ 1 ] = zObj->getDiffusFactor(); matirialBuffer[ 2 ] = zObj->getSpecularFactor(); if( pixelShader ) pixelShader->füllConstBuffer( (char *)matirialBuffer, 3, sizeof( float ) * 3 ); unsigned int offset = 0; unsigned int es = (unsigned)vertexBuffer->getElementLength(); vertexBufferView->SizeInBytes = vertexBuffer->getElementAnzahl() * vertexBuffer->getElementLength(); vertexBufferView->BufferLocation = vertexBuffer->zBuffer()->GetGPUVirtualAddress(); directCommandQueue->getCommandList()->IASetVertexBuffers( 0, 1, vertexBufferView ); Model3DTextur * zTextur = zObj->zTextur(); int ind = 0; for( auto i = zObj->zModelData()->getPolygons(); i; i++ ) { indexBuffer->setData( i->indexList ); indexBuffer->setLength( sizeof( int ) * i->indexAnz ); indexBuffer->copieren(); Textur *t = zTextur->zPolygonTextur( ind ); if( t &&t->brauchtUpdate() ) t->updateTextur(); DXGI_FORMAT f = DXGI_FORMAT_R32_UINT; if( indexBuffer->getElementLength() == 2 ) f = DXGI_FORMAT_R16_UINT; if( indexBuffer->getElementLength() == 1 ) f = DXGI_FORMAT_R8_UINT; indexBufferView->SizeInBytes = indexBuffer->getElementAnzahl() * indexBuffer->getElementLength(); indexBufferView->BufferLocation = indexBuffer->zBuffer()->GetGPUVirtualAddress(); directCommandQueue->getCommandList()->IASetIndexBuffer( indexBufferView ); directCommandQueue->getCommandList()->IASetPrimitiveTopology( D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if( t ) { /*ID3D11ShaderResourceView *v[ 3 ]; v[ 0 ] = *(DX11Textur *)t; v[ 1 ] = *diffuseLights; v[ 2 ] = *pointLights; d3d11Context->PSSetShaderResources( 0, 3, v ); d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0 );*/ D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart(); unsigned int incr = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ); sbHeapHandle.ptr += incr * 5; device->CreateShaderResourceView( ( (DX12Textur *)t )->getResource(), 0, sbHeapHandle ); directCommandQueue->getCommandList()->DrawIndexedInstanced( indexBuffer->getElementAnzahl(), 1, 0, 0, 0 ); } else { /*d3d11Context->RSSetState( meshRS ); ID3D11ShaderResourceView *v[ 3 ]; v[ 0 ] = *(DX11Textur *)defaultTextur; v[ 1 ] = *diffuseLights; v[ 2 ] = *pointLights; d3d11Context->PSSetShaderResources( 0, 3, v ); d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0 ); d3d11Context->RSSetState( texturRS );*/ directCommandQueue->getCommandList()->DrawIndexedInstanced( indexBuffer->getElementAnzahl(), 1, 0, 0, 0 ); } ind++; } } // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss // pos: Der Mittelpunkt der Kugel // radius: Der Radius der Kugel // dist: Einen Zeiger auf einen float, in dem das quadrat des Abstands zur Kammeraposition gespeichert wird, falls diese Funktion true zurückgiebt und der Zeiger nicht 0 ist bool DirectX12::isInFrustrum( const Vec3< float > & pos, float radius, float *dist ) const { for( int i = 0; i < 6; i++ ) { if( frustrum[ i ] * pos + radius < 0 ) return 0; } if( dist ) * dist = kamPos.abstand( pos ); return 1; } void DirectX12::renderKamera( Kam3D * zKamera ) { directCommandQueue->getCommandList()->RSSetViewports( 1, (D3D12_VIEWPORT *)zKamera->zViewPort() ); Mat4< float > tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix(); frustrum[ 0 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 0 ][ 0 ]; frustrum[ 0 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 0 ][ 1 ]; frustrum[ 0 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 0 ][ 2 ]; frustrum[ 0 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 0 ][ 3 ]; frustrum[ 1 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 0 ][ 0 ]; frustrum[ 1 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 0 ][ 1 ]; frustrum[ 1 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 0 ][ 2 ]; frustrum[ 1 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 0 ][ 3 ]; frustrum[ 2 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 1 ][ 0 ]; frustrum[ 2 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 1 ][ 1 ]; frustrum[ 2 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 1 ][ 2 ]; frustrum[ 2 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 1 ][ 3 ]; frustrum[ 3 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 1 ][ 0 ]; frustrum[ 3 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 1 ][ 1 ]; frustrum[ 3 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 1 ][ 2 ]; frustrum[ 3 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 1 ][ 3 ]; frustrum[ 4 ].x = tmp.elements[ 2 ][ 0 ]; frustrum[ 4 ].y = tmp.elements[ 2 ][ 1 ]; frustrum[ 4 ].z = tmp.elements[ 2 ][ 2 ]; frustrum[ 4 ].w = tmp.elements[ 2 ][ 3 ]; frustrum[ 5 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 2 ][ 0 ]; frustrum[ 5 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 2 ][ 1 ]; frustrum[ 5 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 2 ][ 2 ]; frustrum[ 5 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 2 ][ 3 ]; for( int i = 0; i < 6; i++ ) frustrum[ i ].normalize(); viewAndProj[ 0 ] = zKamera->getViewMatrix(); viewAndProj[ 1 ] = zKamera->getProjectionMatrix(); kamPos = zKamera->getWorldPosition(); if( vertexShader ) vertexShader->füllConstBuffer( (char *)viewAndProj, 0, sizeof( Mat4< float > ) * 2 ); if( pixelShader ) pixelShader->füllConstBuffer( (char *)& kamPos, 2, sizeof( float ) * 3 ); Welt3D * w = zKamera->zWelt(); w->lock(); for( auto obj = w->getMembers(); obj; obj++ ) { float dist; if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) ) renderObject( obj._ ); } w->unlock(); } void DirectX12::presentFrame() { directCommandQueue->getCommandList()->RSSetViewports( 1, viewPort ); float screenAspect = (float)backBufferSize.x / (float)backBufferSize.y; Mat4< float > view = view.translation( Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ) ); viewAndProj[ 0 ] = view; viewAndProj[ 1 ] = view.projektion( (float)PI / 4.0f, screenAspect, 0.1f, 10000.f ); kamPos = Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ); if( vertexShader ) vertexShader->füllConstBuffer( (char *)viewAndProj, 1, sizeof( Mat4< float > ) * 2 ); if( pixelShader ) pixelShader->füllConstBuffer( (char *)& kamPos, 0, sizeof( float ) * 3 ); if( fenster && !IsIconic( fenster->getFensterHandle() ) ) renderObject( texturModel ); D3D12_RESOURCE_BARRIER barrier; ZeroMemory( &barrier, sizeof( barrier ) ); barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = this->backBuffer[ backBufferIndex ]; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; directCommandQueue->getCommandList()->ResourceBarrier( 1, &barrier ); copyCommandQueue->execute(); directCommandQueue->execute(); swapChain->Present( 0, tearing ? DXGI_PRESENT_ALLOW_TEARING : 0 ); backBufferIndex = swapChain->GetCurrentBackBufferIndex(); } Textur * DirectX12::createOrGetTextur( const char *name, Bild * b ) { if( !device ) { if( b ) b->release(); return 0; } if( texturRegister->hatTextur( name ) ) { Textur *ret = texturRegister->getTextur( name ); if( b ) ret->setBildZ( b ); return ret; } Textur *ret = new DX12Textur( device, copyCommandQueue->getCommandList(), directCommandQueue->getCommandList() ); if( b ) ret->setBildZ( b ); texturRegister->addTextur( ret->getThis(), name ); return ret; } Bild *DirectX12::zUIRenderBild() const { return uiTextur ? uiTextur->zBild() : 0; } bool DirectX12::isAvailable() { HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" ); if( !dxgiDLL ) return 0; HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL( "d3d12.dll", "d3d12.dll" ); if( !d3d12DLL ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); return 0; } CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" ); if( !createFactory ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); return 0; } D3D12CreateDeviceFunction createDevice = (D3D12CreateDeviceFunction)GetProcAddress( d3d12DLL, "D3D12CreateDevice" ); if( !createDevice ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); return 0; } IDXGIFactory4 *factory; UINT createFactoryFlags = 0; #if defined(_DEBUG) createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG; #endif HRESULT res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory ); if( FAILED( res ) ) { getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); return 0; } int index = 0; do { IDXGIAdapter1 *current; res = factory->EnumAdapters1( index++, ¤t ); if( res == S_OK ) { DXGI_ADAPTER_DESC1 dxgiAdapterDesc1; current->GetDesc1( &dxgiAdapterDesc1 ); if( ( dxgiAdapterDesc1.Flags &DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 && SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), 0 ) ) ) { current->Release(); factory->Release(); getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); return 1; } current->Release(); } } while( res != DXGI_ERROR_NOT_FOUND ); factory->Release(); getDLLRegister()->releaseDLL( "dxgi.dll" ); getDLLRegister()->releaseDLL( "d3d12.dll" ); return 0; }