DX12GraphicsApi.cpp 41 KB

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  1. #include "GraphicsApi.h"
  2. #include "Globals.h"
  3. #include "DLLRegister.h"
  4. #include "Fenster.h"
  5. #include "DXCommandQueue.h"
  6. #include "DXBuffer.h"
  7. #include "Model3D.h"
  8. #include "Kam3D.h"
  9. #include "Welt3D.h"
  10. #include "TexturModel.h"
  11. #include "Textur.h"
  12. #include "Bild.h"
  13. #include "TexturList.h"
  14. #include "Shader.h"
  15. #include "DX12PixelShader.h"
  16. #include "DX12VertexShader.h"
  17. #include <d3d11.h>
  18. #include <d3d12.h>
  19. #include <dxgi1_5.h>
  20. #include <d3dx12.h>
  21. using namespace Framework;
  22. DirectX12::DirectX12()
  23. : GraphicsApi( DIRECTX12 ),
  24. debug( 0 ),
  25. device( 0 ),
  26. infoQueue( 0 ),
  27. directCommandQueue( 0 ),
  28. copyCommandQueue( 0 ),
  29. computeCommandQueue( 0 ),
  30. swapChain( 0 ),
  31. rtvHeap( 0 ),
  32. dsvHeap( 0 ),
  33. shaderBufferHeap( 0 ),
  34. depthBuffer( 0 ),
  35. backBufferIndex( 0 ),
  36. tearing( 0 ),
  37. viewPort( 0 ),
  38. allowedRenderArea( 0 ),
  39. vertexBufferView( 0 ),
  40. indexBufferView( 0 ),
  41. vertexBuffer( 0 ),
  42. indexBuffer( 0 ),
  43. signature( 0 ),
  44. pipeline( 0 ),
  45. texturModel( 0 ),
  46. uiTextur( 0 ),
  47. texturRegister( new TexturList() ),
  48. vertexShader( 0 ),
  49. pixelShader( 0 )
  50. {
  51. for( int i = 0; i < 2; i++ )
  52. backBuffer[ i ] = 0;
  53. }
  54. DirectX12::~DirectX12()
  55. {
  56. if( directCommandQueue )
  57. {
  58. directCommandQueue->flush();
  59. directCommandQueue->release();
  60. }
  61. if( copyCommandQueue )
  62. {
  63. copyCommandQueue->flush();
  64. copyCommandQueue->release();
  65. }
  66. if( computeCommandQueue )
  67. {
  68. computeCommandQueue->flush();
  69. computeCommandQueue->release();
  70. }
  71. if( depthBuffer )
  72. depthBuffer->Release();
  73. if( dsvHeap )
  74. dsvHeap->Release();
  75. if( shaderBufferHeap )
  76. shaderBufferHeap->Release();
  77. if( vertexShader )
  78. vertexShader->release();
  79. if( pixelShader )
  80. pixelShader->release();
  81. texturRegister->release();
  82. if( uiTextur )
  83. uiTextur->release();
  84. if( texturModel )
  85. texturModel->release();
  86. if( pipeline )
  87. pipeline->Release();
  88. if( signature )
  89. signature->Release();
  90. if( indexBuffer )
  91. indexBuffer->release();
  92. if( vertexBuffer )
  93. vertexBuffer->release();
  94. delete indexBufferView;
  95. delete vertexBufferView;
  96. delete allowedRenderArea;
  97. delete viewPort;
  98. for( int i = 0; i < 2; i++ )
  99. {
  100. if( backBuffer[ i ] )
  101. backBuffer[ i ]->Release();
  102. }
  103. if( rtvHeap )
  104. rtvHeap->Release();
  105. if( swapChain )
  106. swapChain->Release();
  107. if( infoQueue )
  108. infoQueue->Release();
  109. if( device )
  110. {
  111. device->Release();
  112. getDLLRegister()->releaseDLL( "dxgi.dll" );
  113. getDLLRegister()->releaseDLL( "d3d12.dll" );
  114. }
  115. if( debug )
  116. debug->Release();
  117. }
  118. typedef HRESULT( *CreateDXGIFactory2Function )( UINT, REFIID, void ** );
  119. typedef HRESULT( *D3D12CreateDeviceFunction )( IDXGIAdapter *, D3D_FEATURE_LEVEL,
  120. REFIID, void ** );
  121. typedef HRESULT( *D3D12GetDebugInterfaceFunction )( REFIID, void ** );
  122. void DirectX12::initialize( WFenster * fenster, Vec2<int> backBufferSize, bool fullScreen )
  123. {
  124. if( device )
  125. return GraphicsApi::initialize( fenster, backBufferSize, fullScreen );
  126. GraphicsApi::initialize( fenster, backBufferSize, fullScreen );
  127. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" );
  128. if( !dxgiDLL )
  129. {
  130. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "dxgi.dll konnte nicht gefunden werden." ), MB_ICONERROR );
  131. return;
  132. }
  133. HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL( "d3d12.dll", "d3d12.dll" );
  134. if( !d3d12DLL )
  135. {
  136. getDLLRegister()->releaseDLL( "dxgi.dll" );
  137. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "DirectX 12 konnte nicht gefunden werden." ), MB_ICONERROR );
  138. return;
  139. }
  140. CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" );
  141. if( !createFactory )
  142. {
  143. getDLLRegister()->releaseDLL( "dxgi.dll" );
  144. getDLLRegister()->releaseDLL( "d3d12.dll" );
  145. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt CreateDXGIFactory2 fon DXGI konnte nicht gefunden werden." ), MB_ICONERROR );
  146. return;
  147. }
  148. D3D12CreateDeviceFunction createDevice = (D3D12CreateDeviceFunction)GetProcAddress( d3d12DLL, "D3D12CreateDevice" );
  149. if( !createDevice )
  150. {
  151. getDLLRegister()->releaseDLL( "dxgi.dll" );
  152. getDLLRegister()->releaseDLL( "d3d12.dll" );
  153. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt D3D12CreateDevice fon DirectX 12 konnte nicht gefunden werden." ), MB_ICONERROR );
  154. return;
  155. }
  156. D3D12SerializeVersionedRootSignatureFunction d3d12svrsf = (D3D12SerializeVersionedRootSignatureFunction)GetProcAddress( d3d12DLL, "D3D12SerializeVersionedRootSignature" );
  157. D3D12SerializeRootSignatureFunction d3d12srsf = (D3D12SerializeRootSignatureFunction)GetProcAddress( d3d12DLL, "D3D12SerializeRootSignature" );
  158. #ifdef _DEBUG
  159. D3D12GetDebugInterfaceFunction getDebugInterface = (D3D12GetDebugInterfaceFunction)GetProcAddress( d3d12DLL, "D3D12GetDebugInterface" );
  160. getDebugInterface( __uuidof( ID3D12Debug ), (void **)& debug );
  161. debug->EnableDebugLayer();
  162. #endif
  163. IDXGIFactory4 *factory;
  164. UINT createFactoryFlags = 0;
  165. #if defined(_DEBUG)
  166. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  167. #endif
  168. HRESULT res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory );
  169. if( FAILED( res ) )
  170. {
  171. getDLLRegister()->releaseDLL( "dxgi.dll" );
  172. getDLLRegister()->releaseDLL( "d3d12.dll" );
  173. std::cout << "ERROR: createFactory returned " << res << "\n";
  174. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "createFactory ist Fehlgeschlagen." ), MB_ICONERROR );
  175. return;
  176. }
  177. int index = 0;
  178. unsigned __int64 maxVideoMemory = 0;
  179. IDXGIAdapter1 *best = 0;
  180. do
  181. {
  182. IDXGIAdapter1 *current;
  183. res = factory->EnumAdapters1( index++, &current );
  184. if( res == S_OK )
  185. {
  186. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  187. current->GetDesc1( &dxgiAdapterDesc1 );
  188. if( ( dxgiAdapterDesc1.Flags &DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 &&
  189. dxgiAdapterDesc1.DedicatedVideoMemory > maxVideoMemory &&
  190. SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), 0 ) ) )
  191. {
  192. if( best )
  193. best->Release();
  194. best = current;
  195. maxVideoMemory = dxgiAdapterDesc1.DedicatedVideoMemory;
  196. }
  197. else
  198. current->Release();
  199. }
  200. } while( res != DXGI_ERROR_NOT_FOUND );
  201. res = createDevice( best, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), (void **)& device );
  202. best->Release();
  203. if( FAILED( res ) )
  204. {
  205. factory->Release();
  206. getDLLRegister()->releaseDLL( "dxgi.dll" );
  207. getDLLRegister()->releaseDLL( "d3d12.dll" );
  208. std::cout << "ERROR: createDevice returned " << res << "\n";
  209. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "createDevice ist Fehlgeschlagen." ), MB_ICONERROR );
  210. return;
  211. }
  212. res = device->QueryInterface( __uuidof( ID3D12InfoQueue ), (void **)& infoQueue );
  213. if( SUCCEEDED( res ) )
  214. {
  215. infoQueue->SetBreakOnSeverity( D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE );
  216. infoQueue->SetBreakOnSeverity( D3D12_MESSAGE_SEVERITY_ERROR, TRUE );
  217. infoQueue->SetBreakOnSeverity( D3D12_MESSAGE_SEVERITY_WARNING, TRUE );
  218. D3D12_MESSAGE_SEVERITY Severities[] =
  219. {
  220. D3D12_MESSAGE_SEVERITY_INFO
  221. };
  222. // Suppress individual messages by their ID
  223. D3D12_MESSAGE_ID DenyIds[] = {
  224. D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, // I'm really not sure how to avoid this message.
  225. D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // This warning occurs when using capture frame while graphics debugging.
  226. D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE, // This warning occurs when using capture frame while graphics debugging.
  227. };
  228. D3D12_INFO_QUEUE_FILTER NewFilter = {};
  229. NewFilter.DenyList.NumSeverities = _countof( Severities );
  230. NewFilter.DenyList.pSeverityList = Severities;
  231. NewFilter.DenyList.NumIDs = _countof( DenyIds );
  232. NewFilter.DenyList.pIDList = DenyIds;
  233. infoQueue->PushStorageFilter( &NewFilter );
  234. }
  235. directCommandQueue = new DX12DirectCommandQueue( device );
  236. copyCommandQueue = new DX12CopyCommandQueue( device );
  237. computeCommandQueue = new DX12ComputeCommandQueue( device );
  238. IDXGIFactory5 *fac5 = 0;
  239. factory->QueryInterface( __uuidof( IDXGIFactory5 ), (void **)& fac5 );
  240. if( fac5 )
  241. {
  242. res = fac5->CheckFeatureSupport( DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof( tearing ) );
  243. if( FAILED( res ) )
  244. tearing = 0;
  245. fac5->Release();
  246. }
  247. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
  248. swapChainDesc.Width = backBufferSize.x;
  249. swapChainDesc.Height = backBufferSize.y;
  250. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  251. swapChainDesc.Stereo = FALSE;
  252. swapChainDesc.SampleDesc = { 1, 0 };
  253. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  254. swapChainDesc.BufferCount = 2;
  255. swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
  256. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  257. swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
  258. swapChainDesc.Flags = tearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  259. IDXGISwapChain1 *tmpSwapChain;
  260. res = factory->CreateSwapChainForHwnd( directCommandQueue->getQueue(), fenster->getFensterHandle(), &swapChainDesc, 0, 0, &tmpSwapChain );
  261. if( FAILED( res ) )
  262. {
  263. factory->Release();
  264. std::cout << "ERROR: CreateSwapChainForHwnd returned " << res << "\n";
  265. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateSwapChainForHwnd ist Fehlgeschlagen." ), MB_ICONERROR );
  266. return;
  267. }
  268. res = tmpSwapChain->QueryInterface( __uuidof( IDXGISwapChain4 ), (void **)& swapChain );
  269. tmpSwapChain->Release();
  270. if( FAILED( res ) )
  271. {
  272. factory->Release();
  273. std::cout << "ERROR: QueryInterface returned " << res << "\n";
  274. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "QueryInterface ist Fehlgeschlagen." ), MB_ICONERROR );
  275. return;
  276. }
  277. factory->MakeWindowAssociation( fenster->getFensterHandle(), DXGI_MWA_NO_ALT_ENTER );
  278. D3D12_DESCRIPTOR_HEAP_DESC rtvhdesc = {};
  279. rtvhdesc.NumDescriptors = 2;
  280. rtvhdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  281. res = device->CreateDescriptorHeap( &rtvhdesc, __uuidof( ID3D12DescriptorHeap ), (void **)& rtvHeap );
  282. if( FAILED( res ) )
  283. {
  284. factory->Release();
  285. std::cout << "ERROR: CreateDescriptorHeap returned " << res << "\n";
  286. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateDescriptorHeap ist Fehlgeschlagen." ), MB_ICONERROR );
  287. return;
  288. }
  289. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV );
  290. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle( rtvHeap->GetCPUDescriptorHandleForHeapStart() );
  291. for( int i = 0; i < 2; i++ )
  292. {
  293. ID3D12Resource *backBuffer;
  294. res = swapChain->GetBuffer( i, __uuidof( ID3D12Resource ), (void **)& backBuffer );
  295. if( FAILED( res ) )
  296. {
  297. factory->Release();
  298. std::cout << "ERROR: GetBuffer returned " << res << "\n";
  299. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "GetBuffer ist Fehlgeschlagen." ), MB_ICONERROR );
  300. return;
  301. }
  302. device->CreateRenderTargetView( backBuffer, nullptr, rtvHandle );
  303. this->backBuffer[ i ] = backBuffer;
  304. rtvHandle.ptr += rtvDescriptorSize;
  305. }
  306. viewPort = new D3D12_VIEWPORT();
  307. viewPort->Width = (float)this->backBufferSize.x;
  308. viewPort->Height = (float)this->backBufferSize.y;
  309. viewPort->MinDepth = 0.0f;
  310. viewPort->MaxDepth = 1.0f;
  311. viewPort->TopLeftX = 0.0f;
  312. viewPort->TopLeftY = 0.0f;
  313. allowedRenderArea = new D3D12_RECT();
  314. allowedRenderArea->left = 0;
  315. allowedRenderArea->top = 0;
  316. allowedRenderArea->right = LONG_MAX;
  317. allowedRenderArea->bottom = LONG_MAX;
  318. vertexBuffer = new DX12Buffer( sizeof( Vertex3D ), device, copyCommandQueue->getCommandList(), D3D12_RESOURCE_FLAG_NONE );
  319. indexBuffer = new DX12Buffer( sizeof( int ), device, copyCommandQueue->getCommandList(), D3D12_RESOURCE_FLAG_NONE );
  320. texturModel = new TexturModel();
  321. Bild *renderB = new Bild( 1 );
  322. renderB->setAlpha3D( 1 );
  323. renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 );
  324. uiTextur = createOrGetTextur( "_f_Render_Bild", renderB );
  325. texturModel->setSize( this->backBufferSize );
  326. texturModel->setTextur( uiTextur->getThis() );
  327. vertexBufferView = new D3D12_VERTEX_BUFFER_VIEW();
  328. vertexBufferView->StrideInBytes = sizeof( Vertex3D );
  329. indexBufferView = new D3D12_INDEX_BUFFER_VIEW();
  330. indexBufferView->Format = DXGI_FORMAT_R32_UINT;
  331. D3D12_CLEAR_VALUE optimizedClearValue = {};
  332. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  333. optimizedClearValue.DepthStencil = { 1.0f, 0 };
  334. res = device->CreateCommittedResource(
  335. &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ),
  336. D3D12_HEAP_FLAG_NONE,
  337. &CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_D32_FLOAT, this->backBufferSize.x, this->backBufferSize.y,
  338. 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL ),
  339. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  340. &optimizedClearValue,
  341. __uuidof( ID3D12Resource ),
  342. (void **)&depthBuffer
  343. );
  344. if( FAILED( res ) )
  345. {
  346. factory->Release();
  347. std::cout << "ERROR: CreateCommittedResource returned " << res << "\n";
  348. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateCommittedResource ist Fehlgeschlagen." ), MB_ICONERROR );
  349. return;
  350. }
  351. D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
  352. dsvHeapDesc.NumDescriptors = 1;
  353. dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  354. dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  355. res = device->CreateDescriptorHeap( &dsvHeapDesc, __uuidof( ID3D12DescriptorHeap ), (void **)& dsvHeap );
  356. if( FAILED( res ) )
  357. {
  358. factory->Release();
  359. std::cout << "ERROR: CreateDescriptorHeap returned " << res << "\n";
  360. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateDescriptorHeap ist Fehlgeschlagen." ), MB_ICONERROR );
  361. return;
  362. }
  363. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  364. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  365. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  366. dsv.Texture2D.MipSlice = 0;
  367. dsv.Flags = D3D12_DSV_FLAG_NONE;
  368. device->CreateDepthStencilView( depthBuffer, &dsv,
  369. dsvHeap->GetCPUDescriptorHandleForHeapStart() );
  370. D3D12_DESCRIPTOR_HEAP_DESC sbheapDesc = {};
  371. sbheapDesc.NumDescriptors = 6;
  372. sbheapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  373. sbheapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  374. res = device->CreateDescriptorHeap( &sbheapDesc, __uuidof( ID3D12DescriptorHeap ), (void **)& shaderBufferHeap );
  375. if( FAILED( res ) )
  376. {
  377. factory->Release();
  378. std::cout << "ERROR: CreateDescriptorHeap returned " << res << "\n";
  379. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateDescriptorHeap ist Fehlgeschlagen." ), MB_ICONERROR );
  380. return;
  381. }
  382. vertexShader = new DX12VertexShader( device, copyCommandQueue->getCommandList() );
  383. vertexShader->setCompiledByteArray( (unsigned char *)DX12VertexShaderBytes, sizeof( DX12VertexShaderBytes ) );
  384. vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * 2, 0 );
  385. vertexShader->erstelleConstBuffer( sizeof( Mat4< float > ) * 128, 1 );
  386. pixelShader = new DX12PixelShader( device, copyCommandQueue->getCommandList() );
  387. pixelShader->setCompiledByteArray( (unsigned char *)DX12PixelShaderBytes, sizeof( DX12PixelShaderBytes ) );
  388. pixelShader->erstelleConstBuffer( sizeof( float ) * 4, 2 );
  389. pixelShader->erstelleConstBuffer( sizeof( float ) * 3, 3 );
  390. pixelShader->erstelleConstBuffer( sizeof( int ) * 2, 4 );
  391. D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
  392. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  393. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  394. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  395. { "KNOCHEN_ID", 0, DXGI_FORMAT_R32_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
  396. };
  397. vertexShader->erstelleInputLayout( inputLayout, 4 );
  398. D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};
  399. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;
  400. if( FAILED( device->CheckFeatureSupport( D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof( featureData ) ) ) )
  401. featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
  402. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
  403. D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
  404. D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
  405. D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
  406. D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  407. D3D12_DESCRIPTOR_RANGE1 range[ 3 ];
  408. range[ 0 ].NumDescriptors = 5;
  409. range[ 0 ].BaseShaderRegister = 0;
  410. range[ 0 ].RegisterSpace = 0;
  411. range[ 0 ].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  412. range[ 0 ].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  413. range[ 0 ].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  414. range[ 1 ].NumDescriptors = 1;
  415. range[ 1 ].BaseShaderRegister = 0;
  416. range[ 1 ].RegisterSpace = 0;
  417. range[ 1 ].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  418. range[ 1 ].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  419. range[ 1 ].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  420. range[ 2 ].NumDescriptors = 1;
  421. range[ 2 ].BaseShaderRegister = 0;
  422. range[ 2 ].RegisterSpace = 0;
  423. range[ 2 ].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
  424. range[ 2 ].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
  425. range[ 2 ].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  426. D3D12_ROOT_PARAMETER1 rootParameters[ 2 ];
  427. rootParameters[ 0 ].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  428. rootParameters[ 0 ].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  429. rootParameters[ 0 ].DescriptorTable.NumDescriptorRanges = 2;
  430. rootParameters[ 0 ].DescriptorTable.pDescriptorRanges = range;
  431. rootParameters[ 1 ].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  432. rootParameters[ 1 ].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  433. rootParameters[ 1 ].DescriptorTable.NumDescriptorRanges = 1;
  434. rootParameters[ 1 ].DescriptorTable.pDescriptorRanges = &range[ 2 ];
  435. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  436. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  437. rootSignatureDescription.Desc_1_1.NumParameters = 2;
  438. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  439. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 0;
  440. rootSignatureDescription.Desc_1_1.pStaticSamplers = 0;
  441. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  442. ID3DBlob *rootSignature;
  443. ID3DBlob *error;
  444. res = D3DX12SerializeVersionedRootSignature( &rootSignatureDescription, featureData.HighestVersion, &rootSignature, &error, d3d12svrsf, d3d12srsf );
  445. if( FAILED( res ) )
  446. {
  447. factory->Release();
  448. std::cout << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res << "\n";
  449. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen." ), MB_ICONERROR );
  450. if( error )
  451. error->Release();
  452. return;
  453. }
  454. res = device->CreateRootSignature( 0, rootSignature->GetBufferPointer(), rootSignature->GetBufferSize(), __uuidof( ID3D12RootSignature ), (void **)& signature );
  455. if( FAILED( res ) )
  456. {
  457. factory->Release();
  458. std::cout << "ERROR: CreateRootSignature returned " << res << "\n";
  459. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateRootSignature ist Fehlgeschlagen." ), MB_ICONERROR );
  460. return;
  461. }
  462. rootSignature->Release();
  463. struct PipelineStateStream
  464. {
  465. CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature;
  466. CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout;
  467. CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType;
  468. CD3DX12_PIPELINE_STATE_STREAM_VS VS;
  469. CD3DX12_PIPELINE_STATE_STREAM_PS PS;
  470. CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat;
  471. CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats;
  472. } pipelineStateStream;
  473. D3D12_RT_FORMAT_ARRAY rtvFormats = {};
  474. rtvFormats.NumRenderTargets = 1;
  475. rtvFormats.RTFormats[ 0 ] = DXGI_FORMAT_R8G8B8A8_UNORM;
  476. pipelineStateStream.pRootSignature = signature;
  477. pipelineStateStream.InputLayout = { vertexShader->zInputLayout(), (unsigned)vertexShader->getInputLayoutSize() };
  478. pipelineStateStream.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
  479. pipelineStateStream.VS = { vertexShader->getCompiledShader(), (unsigned __int64)vertexShader->getCompiledLength() };
  480. pipelineStateStream.PS = { pixelShader->getCompiledShader(), (unsigned __int64)pixelShader->getCompiledLength() };
  481. pipelineStateStream.DSVFormat = DXGI_FORMAT_UNKNOWN;
  482. pipelineStateStream.RTVFormats = rtvFormats;
  483. D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart();
  484. unsigned int incr = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV );
  485. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  486. vertexShader->getViewDesc( 0, desc );
  487. device->CreateConstantBufferView( &desc, sbHeapHandle );
  488. res = device->GetDeviceRemovedReason();
  489. sbHeapHandle.ptr += incr;
  490. vertexShader->getViewDesc( 1, desc );
  491. device->CreateConstantBufferView( &desc, sbHeapHandle );
  492. sbHeapHandle.ptr += incr;
  493. pixelShader->getViewDesc( 2, desc );
  494. device->CreateConstantBufferView( &desc, sbHeapHandle );
  495. sbHeapHandle.ptr += incr;
  496. pixelShader->getViewDesc( 3, desc );
  497. device->CreateConstantBufferView( &desc, sbHeapHandle );
  498. sbHeapHandle.ptr += incr;
  499. pixelShader->getViewDesc( 4, desc );
  500. device->CreateConstantBufferView( &desc, sbHeapHandle );
  501. sbHeapHandle.ptr += incr;
  502. D3D12_PIPELINE_STATE_STREAM_DESC pipelineStateStreamDesc = {
  503. sizeof( PipelineStateStream ), &pipelineStateStream
  504. };
  505. res = device->CreatePipelineState( &pipelineStateStreamDesc, __uuidof( ID3D12PipelineState ), (void **)& pipeline );
  506. if( FAILED( res ) )
  507. {
  508. factory->Release();
  509. std::cout << "ERROR: CreatePipelineState returned " << res << "\n";
  510. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreatePipelineState ist Fehlgeschlagen." ), MB_ICONERROR );
  511. return;
  512. }
  513. factory->Release();
  514. }
  515. void DirectX12::update()
  516. {
  517. if( !device || !swapChain || !directCommandQueue )
  518. return;
  519. directCommandQueue->flush();
  520. copyCommandQueue->flush();
  521. computeCommandQueue->flush();
  522. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" );
  523. if( !dxgiDLL )
  524. {
  525. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "dxgi.dll konnte nicht gefunden werden." ), MB_ICONERROR );
  526. return;
  527. }
  528. CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" );
  529. if( !createFactory )
  530. {
  531. getDLLRegister()->releaseDLL( "dxgi.dll" );
  532. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt CreateDXGIFactory2 fon DXGI konnte nicht gefunden werden." ), MB_ICONERROR );
  533. return;
  534. }
  535. DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
  536. HRESULT res = swapChain->GetDesc( &swapChainDesc );
  537. if( FAILED( res ) )
  538. {
  539. getDLLRegister()->releaseDLL( "dxgi.dll" );
  540. std::cout << "ERROR: GetDesc returned " << res << "\n";
  541. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "GetDesc ist Fehlgeschlagen." ), MB_ICONERROR );
  542. return;
  543. }
  544. IDXGIFactory4 *factory;
  545. UINT createFactoryFlags = 0;
  546. #if defined(_DEBUG)
  547. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  548. #endif
  549. res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory );
  550. if( FAILED( res ) )
  551. {
  552. getDLLRegister()->releaseDLL( "dxgi.dll" );
  553. std::cout << "ERROR: createFactory returned " << res << "\n";
  554. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "createFactory ist Fehlgeschlagen." ), MB_ICONERROR );
  555. return;
  556. }
  557. for( int i = 0; i < 2; ++i )
  558. {
  559. backBuffer[ i ]->Release();
  560. backBuffer[ i ] = 0;
  561. }
  562. res = swapChain->ResizeBuffers( 2, backBufferSize.x, backBufferSize.y,
  563. swapChainDesc.BufferDesc.Format, swapChainDesc.Flags );
  564. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  565. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV );
  566. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle( rtvHeap->GetCPUDescriptorHandleForHeapStart() );
  567. for( int i = 0; i < 2; i++ )
  568. {
  569. ID3D12Resource *backBuffer;
  570. res = swapChain->GetBuffer( i, __uuidof( ID3D12Resource ), (void **)& backBuffer );
  571. if( FAILED( res ) )
  572. {
  573. getDLLRegister()->releaseDLL( "dxgi.dll" );
  574. factory->Release();
  575. std::cout << "ERROR: GetBuffer returned " << res << "\n";
  576. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "GetBuffer ist Fehlgeschlagen." ), MB_ICONERROR );
  577. return;
  578. }
  579. device->CreateRenderTargetView( backBuffer, nullptr, rtvHandle );
  580. this->backBuffer[ i ] = backBuffer;
  581. rtvHandle.ptr += rtvDescriptorSize;
  582. }
  583. getDLLRegister()->releaseDLL( "dxgi.dll" );
  584. delete viewPort;
  585. viewPort = new D3D12_VIEWPORT();
  586. viewPort->Width = (float)this->backBufferSize.x;
  587. viewPort->Height = (float)this->backBufferSize.y;
  588. viewPort->MinDepth = 0.0f;
  589. viewPort->MaxDepth = 1.0f;
  590. viewPort->TopLeftX = 0.0f;
  591. viewPort->TopLeftY = 0.0f;
  592. depthBuffer->Release();
  593. D3D12_CLEAR_VALUE optimizedClearValue = {};
  594. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  595. optimizedClearValue.DepthStencil = { 1.0f, 0 };
  596. res = device->CreateCommittedResource(
  597. &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ),
  598. D3D12_HEAP_FLAG_NONE,
  599. &CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_D32_FLOAT, this->backBufferSize.x, this->backBufferSize.y,
  600. 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL ),
  601. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  602. 0,
  603. __uuidof( ID3D12Resource ),
  604. (void **)& depthBuffer
  605. );
  606. if( FAILED( res ) )
  607. {
  608. factory->Release();
  609. std::cout << "ERROR: CreateCommittedResource returned " << res << "\n";
  610. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateCommittedResource ist Fehlgeschlagen." ), MB_ICONERROR );
  611. return;
  612. }
  613. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  614. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  615. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  616. dsv.Texture2D.MipSlice = 0;
  617. dsv.Flags = D3D12_DSV_FLAG_NONE;
  618. device->CreateDepthStencilView( depthBuffer, &dsv,
  619. dsvHeap->GetCPUDescriptorHandleForHeapStart() );
  620. if( uiTextur )
  621. uiTextur->release();
  622. Bild * renderB = new Bild( 1 );
  623. renderB->setAlpha3D( 1 );
  624. renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 );
  625. uiTextur = createOrGetTextur( "_f_Render_Bild", renderB );
  626. texturModel->setSize( this->backBufferSize );
  627. texturModel->setTextur( uiTextur->getThis() );
  628. factory->Release();
  629. }
  630. void DirectX12::beginFrame( bool fill2D, bool fill3D, int fillColor )
  631. {
  632. D3D12_RESOURCE_BARRIER barrier;
  633. ZeroMemory( &barrier, sizeof( barrier ) );
  634. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  635. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  636. barrier.Transition.pResource = this->backBuffer[ backBufferIndex ];
  637. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  638. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  639. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  640. directCommandQueue->getCommandList()->ResourceBarrier( 1, &barrier );
  641. directCommandQueue->getCommandList()->RSSetScissorRects( 1, allowedRenderArea );
  642. if( fill3D )
  643. {
  644. float color[ 4 ];
  645. // Setup the color to clear the buffer.
  646. color[ 0 ] = ( ( fillColor >> 16 ) & 0xFF ) / 255.f; // R
  647. color[ 1 ] = ( ( fillColor >> 8 ) & 0xFF ) / 255.f; // G
  648. color[ 2 ] = ( fillColor & 0xFF ) / 255.f; // B
  649. color[ 3 ] = ( ( fillColor >> 24 ) & 0xFF ) / 255.f; // A
  650. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV );
  651. D3D12_CPU_DESCRIPTOR_HANDLE rtv = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  652. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  653. directCommandQueue->getCommandList()->OMSetRenderTargets( 1, &rtv, 0, 0 );
  654. directCommandQueue->getCommandList()->ClearRenderTargetView( rtv, color, 0, 0 );
  655. }
  656. directCommandQueue->getCommandList()->SetPipelineState( pipeline );
  657. directCommandQueue->getCommandList()->SetGraphicsRootSignature( signature );
  658. int lc[] = { 0, 0 };
  659. pixelShader->füllConstBuffer( (char *)lc, 4, sizeof( int ) * 2 );
  660. }
  661. void DirectX12::renderObject( Model3D * zObj )
  662. {
  663. vertexBuffer->setData( (void *)zObj->zVertexBuffer() );
  664. vertexBuffer->setLength( sizeof( Vertex3D ) * zObj->getVertexAnzahl() );
  665. vertexBuffer->copieren();
  666. Mat4< float > trans = Mat4< float >::identity();
  667. int anz = zObj->errechneMatrizen( trans, matrixBuffer );
  668. if( vertexShader )
  669. vertexShader->füllConstBuffer( (char *)matrixBuffer, 1, sizeof( Mat4< float > ) * anz );
  670. float matirialBuffer[ 3 ]; // light factors (phong model)
  671. matirialBuffer[ 0 ] = zObj->getAmbientFactor();
  672. matirialBuffer[ 1 ] = zObj->getDiffusFactor();
  673. matirialBuffer[ 2 ] = zObj->getSpecularFactor();
  674. if( pixelShader )
  675. pixelShader->füllConstBuffer( (char *)matirialBuffer, 3, sizeof( float ) * 3 );
  676. unsigned int offset = 0;
  677. unsigned int es = (unsigned)vertexBuffer->getElementLength();
  678. vertexBufferView->SizeInBytes = vertexBuffer->getElementAnzahl() * vertexBuffer->getElementLength();
  679. vertexBufferView->BufferLocation = vertexBuffer->zBuffer()->GetGPUVirtualAddress();
  680. directCommandQueue->getCommandList()->IASetVertexBuffers( 0, 1, vertexBufferView );
  681. Model3DTextur * zTextur = zObj->zTextur();
  682. int ind = 0;
  683. for( auto i = zObj->zModelData()->getPolygons(); i; i++ )
  684. {
  685. indexBuffer->setData( i->indexList );
  686. indexBuffer->setLength( sizeof( int ) * i->indexAnz );
  687. indexBuffer->copieren();
  688. Textur *t = zTextur->zPolygonTextur( ind );
  689. if( t &&t->brauchtUpdate() )
  690. t->updateTextur();
  691. DXGI_FORMAT f = DXGI_FORMAT_R32_UINT;
  692. if( indexBuffer->getElementLength() == 2 )
  693. f = DXGI_FORMAT_R16_UINT;
  694. if( indexBuffer->getElementLength() == 1 )
  695. f = DXGI_FORMAT_R8_UINT;
  696. indexBufferView->SizeInBytes = indexBuffer->getElementAnzahl() * indexBuffer->getElementLength();
  697. indexBufferView->BufferLocation = indexBuffer->zBuffer()->GetGPUVirtualAddress();
  698. directCommandQueue->getCommandList()->IASetIndexBuffer( indexBufferView );
  699. directCommandQueue->getCommandList()->IASetPrimitiveTopology( D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
  700. if( t )
  701. {
  702. /*ID3D11ShaderResourceView *v[ 3 ];
  703. v[ 0 ] = *(DX11Textur *)t;
  704. v[ 1 ] = *diffuseLights;
  705. v[ 2 ] = *pointLights;
  706. d3d11Context->PSSetShaderResources( 0, 3, v );
  707. d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0 );*/
  708. D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart();
  709. unsigned int incr = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV );
  710. sbHeapHandle.ptr += incr * 5;
  711. device->CreateShaderResourceView( ( (DX12Textur *)t )->getResource(), 0, sbHeapHandle );
  712. directCommandQueue->getCommandList()->DrawIndexedInstanced( indexBuffer->getElementAnzahl(), 1, 0, 0, 0 );
  713. }
  714. else
  715. {
  716. /*d3d11Context->RSSetState( meshRS );
  717. ID3D11ShaderResourceView *v[ 3 ];
  718. v[ 0 ] = *(DX11Textur *)defaultTextur;
  719. v[ 1 ] = *diffuseLights;
  720. v[ 2 ] = *pointLights;
  721. d3d11Context->PSSetShaderResources( 0, 3, v );
  722. d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0 );
  723. d3d11Context->RSSetState( texturRS );*/
  724. directCommandQueue->getCommandList()->DrawIndexedInstanced( indexBuffer->getElementAnzahl(), 1, 0, 0, 0 );
  725. }
  726. ind++;
  727. }
  728. }
  729. // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss
  730. // pos: Der Mittelpunkt der Kugel
  731. // radius: Der Radius der Kugel
  732. // 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
  733. bool DirectX12::isInFrustrum( const Vec3< float > & pos, float radius, float *dist ) const
  734. {
  735. for( int i = 0; i < 6; i++ )
  736. {
  737. if( frustrum[ i ] * pos + radius < 0 )
  738. return 0;
  739. }
  740. if( dist )
  741. * dist = kamPos.abstand( pos );
  742. return 1;
  743. }
  744. void DirectX12::renderKamera( Kam3D * zKamera )
  745. {
  746. directCommandQueue->getCommandList()->RSSetViewports( 1, (D3D12_VIEWPORT *)zKamera->zViewPort() );
  747. Mat4< float > tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
  748. frustrum[ 0 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 0 ][ 0 ];
  749. frustrum[ 0 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 0 ][ 1 ];
  750. frustrum[ 0 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 0 ][ 2 ];
  751. frustrum[ 0 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 0 ][ 3 ];
  752. frustrum[ 1 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 0 ][ 0 ];
  753. frustrum[ 1 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 0 ][ 1 ];
  754. frustrum[ 1 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 0 ][ 2 ];
  755. frustrum[ 1 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 0 ][ 3 ];
  756. frustrum[ 2 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 1 ][ 0 ];
  757. frustrum[ 2 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 1 ][ 1 ];
  758. frustrum[ 2 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 1 ][ 2 ];
  759. frustrum[ 2 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 1 ][ 3 ];
  760. frustrum[ 3 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 1 ][ 0 ];
  761. frustrum[ 3 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 1 ][ 1 ];
  762. frustrum[ 3 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 1 ][ 2 ];
  763. frustrum[ 3 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 1 ][ 3 ];
  764. frustrum[ 4 ].x = tmp.elements[ 2 ][ 0 ];
  765. frustrum[ 4 ].y = tmp.elements[ 2 ][ 1 ];
  766. frustrum[ 4 ].z = tmp.elements[ 2 ][ 2 ];
  767. frustrum[ 4 ].w = tmp.elements[ 2 ][ 3 ];
  768. frustrum[ 5 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 2 ][ 0 ];
  769. frustrum[ 5 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 2 ][ 1 ];
  770. frustrum[ 5 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 2 ][ 2 ];
  771. frustrum[ 5 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 2 ][ 3 ];
  772. for( int i = 0; i < 6; i++ )
  773. frustrum[ i ].normalize();
  774. viewAndProj[ 0 ] = zKamera->getViewMatrix();
  775. viewAndProj[ 1 ] = zKamera->getProjectionMatrix();
  776. kamPos = zKamera->getWorldPosition();
  777. if( vertexShader )
  778. vertexShader->füllConstBuffer( (char *)viewAndProj, 0, sizeof( Mat4< float > ) * 2 );
  779. if( pixelShader )
  780. pixelShader->füllConstBuffer( (char *)& kamPos, 2, sizeof( float ) * 3 );
  781. Welt3D * w = zKamera->zWelt();
  782. w->lock();
  783. for( auto obj = w->getMembers(); obj; obj++ )
  784. {
  785. float dist;
  786. if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) )
  787. renderObject( obj._ );
  788. }
  789. w->unlock();
  790. }
  791. void DirectX12::presentFrame()
  792. {
  793. directCommandQueue->getCommandList()->RSSetViewports( 1, viewPort );
  794. float screenAspect = (float)backBufferSize.x / (float)backBufferSize.y;
  795. Mat4< float > view = view.translation( Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f ) );
  796. viewAndProj[ 0 ] = view;
  797. viewAndProj[ 1 ] = view.projektion( (float)PI / 4.0f, screenAspect, 0.1f, 10000.f );
  798. kamPos = Vec3< float >( 0.f, 0.f, backBufferSize.y * 1.2075f );
  799. if( vertexShader )
  800. vertexShader->füllConstBuffer( (char *)viewAndProj, 1, sizeof( Mat4< float > ) * 2 );
  801. if( pixelShader )
  802. pixelShader->füllConstBuffer( (char *)& kamPos, 0, sizeof( float ) * 3 );
  803. if( fenster && !IsIconic( fenster->getFensterHandle() ) )
  804. renderObject( texturModel );
  805. D3D12_RESOURCE_BARRIER barrier;
  806. ZeroMemory( &barrier, sizeof( barrier ) );
  807. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  808. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  809. barrier.Transition.pResource = this->backBuffer[ backBufferIndex ];
  810. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  811. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  812. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  813. directCommandQueue->getCommandList()->ResourceBarrier( 1, &barrier );
  814. copyCommandQueue->execute();
  815. directCommandQueue->execute();
  816. swapChain->Present( 0, tearing ? DXGI_PRESENT_ALLOW_TEARING : 0 );
  817. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  818. }
  819. Textur * DirectX12::createOrGetTextur( const char *name, Bild * b )
  820. {
  821. if( !device )
  822. {
  823. if( b )
  824. b->release();
  825. return 0;
  826. }
  827. if( texturRegister->hatTextur( name ) )
  828. {
  829. Textur *ret = texturRegister->getTextur( name );
  830. if( b )
  831. ret->setBildZ( b );
  832. return ret;
  833. }
  834. Textur *ret = new DX12Textur( device, copyCommandQueue->getCommandList(), directCommandQueue->getCommandList() );
  835. if( b )
  836. ret->setBildZ( b );
  837. texturRegister->addTextur( ret->getThis(), name );
  838. return ret;
  839. }
  840. Bild *DirectX12::zUIRenderBild() const
  841. {
  842. return uiTextur ? uiTextur->zBild() : 0;
  843. }
  844. bool DirectX12::isAvailable()
  845. {
  846. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" );
  847. if( !dxgiDLL )
  848. return 0;
  849. HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL( "d3d12.dll", "d3d12.dll" );
  850. if( !d3d12DLL )
  851. {
  852. getDLLRegister()->releaseDLL( "dxgi.dll" );
  853. return 0;
  854. }
  855. CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" );
  856. if( !createFactory )
  857. {
  858. getDLLRegister()->releaseDLL( "dxgi.dll" );
  859. getDLLRegister()->releaseDLL( "d3d12.dll" );
  860. return 0;
  861. }
  862. D3D12CreateDeviceFunction createDevice = (D3D12CreateDeviceFunction)GetProcAddress( d3d12DLL, "D3D12CreateDevice" );
  863. if( !createDevice )
  864. {
  865. getDLLRegister()->releaseDLL( "dxgi.dll" );
  866. getDLLRegister()->releaseDLL( "d3d12.dll" );
  867. return 0;
  868. }
  869. IDXGIFactory4 *factory;
  870. UINT createFactoryFlags = 0;
  871. #if defined(_DEBUG)
  872. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  873. #endif
  874. HRESULT res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory );
  875. if( FAILED( res ) )
  876. {
  877. getDLLRegister()->releaseDLL( "dxgi.dll" );
  878. getDLLRegister()->releaseDLL( "d3d12.dll" );
  879. return 0;
  880. }
  881. int index = 0;
  882. do
  883. {
  884. IDXGIAdapter1 *current;
  885. res = factory->EnumAdapters1( index++, &current );
  886. if( res == S_OK )
  887. {
  888. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  889. current->GetDesc1( &dxgiAdapterDesc1 );
  890. if( ( dxgiAdapterDesc1.Flags &DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 &&
  891. SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), 0 ) ) )
  892. {
  893. current->Release();
  894. factory->Release();
  895. getDLLRegister()->releaseDLL( "dxgi.dll" );
  896. getDLLRegister()->releaseDLL( "d3d12.dll" );
  897. return 1;
  898. }
  899. current->Release();
  900. }
  901. } while( res != DXGI_ERROR_NOT_FOUND );
  902. factory->Release();
  903. getDLLRegister()->releaseDLL( "dxgi.dll" );
  904. getDLLRegister()->releaseDLL( "d3d12.dll" );
  905. return 0;
  906. }