DX12GraphicsApi.cpp 42 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_0, __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 = 0;//_countof( Severities );
  230. NewFilter.DenyList.pSeverityList = 0;//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_IGNORE;
  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 DX12VertexBuffer( sizeof( Vertex3D ), device, copyCommandQueue, directCommandQueue );
  319. indexBuffer = new DX12IndexBuffer( sizeof( int ), device, copyCommandQueue, directCommandQueue );
  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( Vec2<float>( 2.f, 2.f ) );
  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, directCommandQueue );
  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, directCommandQueue );
  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_R32G32B32_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[ 2 ];
  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. D3D12_ROOT_PARAMETER1 rootParameters[ 1 ];
  421. rootParameters[ 0 ].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  422. rootParameters[ 0 ].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
  423. rootParameters[ 0 ].DescriptorTable.NumDescriptorRanges = 2;
  424. rootParameters[ 0 ].DescriptorTable.pDescriptorRanges = range;
  425. D3D12_STATIC_SAMPLER_DESC sampler = {};
  426. sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
  427. sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  428. sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  429. sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
  430. sampler.MipLODBias = 0;
  431. sampler.MaxAnisotropy = 0;
  432. sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
  433. sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  434. sampler.MinLOD = 0.0f;
  435. sampler.MaxLOD = D3D12_FLOAT32_MAX;
  436. sampler.ShaderRegister = 0;
  437. sampler.RegisterSpace = 0;
  438. sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  439. D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDescription;
  440. rootSignatureDescription.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
  441. rootSignatureDescription.Desc_1_1.NumParameters = 1;
  442. rootSignatureDescription.Desc_1_1.pParameters = rootParameters;
  443. rootSignatureDescription.Desc_1_1.NumStaticSamplers = 1;
  444. rootSignatureDescription.Desc_1_1.pStaticSamplers = &sampler;
  445. rootSignatureDescription.Desc_1_1.Flags = rootSignatureFlags;
  446. ID3DBlob *rootSignature;
  447. ID3DBlob *error;
  448. res = D3DX12SerializeVersionedRootSignature( &rootSignatureDescription, featureData.HighestVersion, &rootSignature, &error, d3d12svrsf, d3d12srsf );
  449. if( FAILED( res ) )
  450. {
  451. factory->Release();
  452. std::cout << "ERROR: D3DX12SerializeVersionedRootSignature returned " << res << "\n";
  453. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "D3DX12SerializeVersionedRootSignature ist Fehlgeschlagen." ), MB_ICONERROR );
  454. if( error )
  455. error->Release();
  456. return;
  457. }
  458. res = device->CreateRootSignature( 0, rootSignature->GetBufferPointer(), rootSignature->GetBufferSize(), __uuidof( ID3D12RootSignature ), (void **)& signature );
  459. if( FAILED( res ) )
  460. {
  461. factory->Release();
  462. std::cout << "ERROR: CreateRootSignature returned " << res << "\n";
  463. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateRootSignature ist Fehlgeschlagen." ), MB_ICONERROR );
  464. return;
  465. }
  466. rootSignature->Release();
  467. D3D12_RASTERIZER_DESC rdesc;
  468. rdesc.FillMode = D3D12_FILL_MODE_SOLID;
  469. rdesc.CullMode = D3D12_CULL_MODE_BACK;
  470. rdesc.FrontCounterClockwise = 0;
  471. rdesc.DepthBias = 0;
  472. rdesc.DepthBiasClamp = 0.f;
  473. rdesc.SlopeScaledDepthBias = 0.f;
  474. rdesc.DepthClipEnable = 1;
  475. rdesc.MultisampleEnable = 0;
  476. rdesc.AntialiasedLineEnable = 0;
  477. rdesc.ForcedSampleCount = 0;
  478. rdesc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  479. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
  480. psoDesc.InputLayout = { vertexShader->zInputLayout(), (unsigned)vertexShader->getInputLayoutSize() };
  481. psoDesc.pRootSignature = signature;
  482. psoDesc.VS = { vertexShader->getCompiledShader(), (unsigned __int64)vertexShader->getCompiledLength() };
  483. psoDesc.PS = { pixelShader->getCompiledShader(), (unsigned __int64)pixelShader->getCompiledLength() };
  484. psoDesc.RasterizerState = rdesc;
  485. psoDesc.BlendState = CD3DX12_BLEND_DESC( D3D12_DEFAULT );
  486. psoDesc.DepthStencilState.DepthEnable = FALSE;
  487. psoDesc.DepthStencilState.StencilEnable = FALSE;
  488. psoDesc.SampleMask = UINT_MAX;
  489. psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
  490. psoDesc.NumRenderTargets = 1;
  491. psoDesc.RTVFormats[ 0 ] = DXGI_FORMAT_R8G8B8A8_UNORM;
  492. psoDesc.SampleDesc.Count = 1;
  493. D3D12_CPU_DESCRIPTOR_HANDLE sbHeapHandle = shaderBufferHeap->GetCPUDescriptorHandleForHeapStart();
  494. unsigned int incr = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV );
  495. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  496. vertexShader->getViewDesc( 0, desc );
  497. device->CreateConstantBufferView( &desc, sbHeapHandle );
  498. res = device->GetDeviceRemovedReason();
  499. sbHeapHandle.ptr += incr;
  500. vertexShader->getViewDesc( 1, desc );
  501. device->CreateConstantBufferView( &desc, sbHeapHandle );
  502. sbHeapHandle.ptr += incr;
  503. pixelShader->getViewDesc( 2, desc );
  504. device->CreateConstantBufferView( &desc, sbHeapHandle );
  505. sbHeapHandle.ptr += incr;
  506. pixelShader->getViewDesc( 3, desc );
  507. device->CreateConstantBufferView( &desc, sbHeapHandle );
  508. sbHeapHandle.ptr += incr;
  509. pixelShader->getViewDesc( 4, desc );
  510. device->CreateConstantBufferView( &desc, sbHeapHandle );
  511. sbHeapHandle.ptr += incr;
  512. uiTextur->updateTextur();
  513. D3D12_SHADER_RESOURCE_VIEW_DESC vd;
  514. vd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  515. vd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  516. vd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  517. vd.Texture2D.MipLevels = 1;
  518. vd.Texture2D.MostDetailedMip = 0;
  519. vd.Texture2D.PlaneSlice = 0;
  520. vd.Texture2D.ResourceMinLODClamp = 0;
  521. device->CreateShaderResourceView( ( (DX12Textur *)uiTextur )->getResource(), &vd, sbHeapHandle );
  522. directCommandQueue->execute();
  523. res = device->CreateGraphicsPipelineState( &psoDesc, __uuidof( ID3D12PipelineState ), (void **)& pipeline );
  524. if( FAILED( res ) )
  525. {
  526. factory->Release();
  527. std::cout << "ERROR: CreatePipelineState returned " << res << "\n";
  528. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreatePipelineState ist Fehlgeschlagen." ), MB_ICONERROR );
  529. return;
  530. }
  531. factory->Release();
  532. }
  533. void DirectX12::update()
  534. {
  535. if( !device || !swapChain || !directCommandQueue )
  536. return;
  537. directCommandQueue->flush();
  538. copyCommandQueue->flush();
  539. computeCommandQueue->flush();
  540. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" );
  541. if( !dxgiDLL )
  542. {
  543. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "dxgi.dll konnte nicht gefunden werden." ), MB_ICONERROR );
  544. return;
  545. }
  546. CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" );
  547. if( !createFactory )
  548. {
  549. getDLLRegister()->releaseDLL( "dxgi.dll" );
  550. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "Der Einstiegspunkt CreateDXGIFactory2 fon DXGI konnte nicht gefunden werden." ), MB_ICONERROR );
  551. return;
  552. }
  553. DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
  554. HRESULT res = swapChain->GetDesc( &swapChainDesc );
  555. if( FAILED( res ) )
  556. {
  557. getDLLRegister()->releaseDLL( "dxgi.dll" );
  558. std::cout << "ERROR: GetDesc returned " << res << "\n";
  559. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "GetDesc ist Fehlgeschlagen." ), MB_ICONERROR );
  560. return;
  561. }
  562. IDXGIFactory4 *factory;
  563. UINT createFactoryFlags = 0;
  564. #if defined(_DEBUG)
  565. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  566. #endif
  567. res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory );
  568. if( FAILED( res ) )
  569. {
  570. getDLLRegister()->releaseDLL( "dxgi.dll" );
  571. std::cout << "ERROR: createFactory returned " << res << "\n";
  572. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "createFactory ist Fehlgeschlagen." ), MB_ICONERROR );
  573. return;
  574. }
  575. for( int i = 0; i < 2; ++i )
  576. {
  577. backBuffer[ i ]->Release();
  578. backBuffer[ i ] = 0;
  579. }
  580. res = swapChain->ResizeBuffers( 2, backBufferSize.x, backBufferSize.y,
  581. swapChainDesc.BufferDesc.Format, swapChainDesc.Flags );
  582. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  583. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV );
  584. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle( rtvHeap->GetCPUDescriptorHandleForHeapStart() );
  585. for( int i = 0; i < 2; i++ )
  586. {
  587. ID3D12Resource *backBuffer;
  588. res = swapChain->GetBuffer( i, __uuidof( ID3D12Resource ), (void **)& backBuffer );
  589. if( FAILED( res ) )
  590. {
  591. getDLLRegister()->releaseDLL( "dxgi.dll" );
  592. factory->Release();
  593. std::cout << "ERROR: GetBuffer returned " << res << "\n";
  594. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "GetBuffer ist Fehlgeschlagen." ), MB_ICONERROR );
  595. return;
  596. }
  597. device->CreateRenderTargetView( backBuffer, nullptr, rtvHandle );
  598. this->backBuffer[ i ] = backBuffer;
  599. rtvHandle.ptr += rtvDescriptorSize;
  600. }
  601. getDLLRegister()->releaseDLL( "dxgi.dll" );
  602. delete viewPort;
  603. viewPort = new D3D12_VIEWPORT();
  604. viewPort->Width = (float)this->backBufferSize.x;
  605. viewPort->Height = (float)this->backBufferSize.y;
  606. viewPort->MinDepth = 0.0f;
  607. viewPort->MaxDepth = 1.0f;
  608. viewPort->TopLeftX = 0.0f;
  609. viewPort->TopLeftY = 0.0f;
  610. depthBuffer->Release();
  611. D3D12_CLEAR_VALUE optimizedClearValue = {};
  612. optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
  613. optimizedClearValue.DepthStencil = { 1.0f, 0 };
  614. res = device->CreateCommittedResource(
  615. &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ),
  616. D3D12_HEAP_FLAG_NONE,
  617. &CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_D32_FLOAT, this->backBufferSize.x, this->backBufferSize.y,
  618. 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL ),
  619. D3D12_RESOURCE_STATE_DEPTH_WRITE,
  620. 0,
  621. __uuidof( ID3D12Resource ),
  622. (void **)& depthBuffer
  623. );
  624. if( FAILED( res ) )
  625. {
  626. factory->Release();
  627. std::cout << "ERROR: CreateCommittedResource returned " << res << "\n";
  628. WMessageBox( fenster->getFensterHandle(), new Text( "Fehler" ), new Text( "CreateCommittedResource ist Fehlgeschlagen." ), MB_ICONERROR );
  629. return;
  630. }
  631. D3D12_DEPTH_STENCIL_VIEW_DESC dsv = {};
  632. dsv.Format = DXGI_FORMAT_D32_FLOAT;
  633. dsv.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  634. dsv.Texture2D.MipSlice = 0;
  635. dsv.Flags = D3D12_DSV_FLAG_NONE;
  636. device->CreateDepthStencilView( depthBuffer, &dsv,
  637. dsvHeap->GetCPUDescriptorHandleForHeapStart() );
  638. if( uiTextur )
  639. uiTextur->release();
  640. Bild * renderB = new Bild( 1 );
  641. renderB->setAlpha3D( 1 );
  642. renderB->neuBild( this->backBufferSize.x, this->backBufferSize.y, 0 );
  643. uiTextur = createOrGetTextur( "_f_Render_Bild", renderB );
  644. texturModel->setSize( this->backBufferSize );
  645. texturModel->setTextur( uiTextur->getThis() );
  646. factory->Release();
  647. }
  648. void DirectX12::beginFrame( bool fill2D, bool fill3D, int fillColor )
  649. {
  650. D3D12_RESOURCE_BARRIER barrier;
  651. ZeroMemory( &barrier, sizeof( barrier ) );
  652. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  653. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  654. barrier.Transition.pResource = this->backBuffer[ backBufferIndex ];
  655. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  656. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  657. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  658. directCommandQueue->getCommandList()->ResourceBarrier( 1, &barrier );
  659. if( fill2D )
  660. uiTextur->zBild()->setFarbe( fillColor );
  661. if( fill3D )
  662. {
  663. float color[ 4 ];
  664. // Setup the color to clear the buffer.
  665. color[ 0 ] = ( ( fillColor >> 16 ) & 0xFF ) / 255.f; // R
  666. color[ 1 ] = ( ( fillColor >> 8 ) & 0xFF ) / 255.f; // G
  667. color[ 2 ] = ( fillColor & 0xFF ) / 255.f; // B
  668. color[ 3 ] = ( ( fillColor >> 24 ) & 0xFF ) / 255.f; // A
  669. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV );
  670. D3D12_CPU_DESCRIPTOR_HANDLE rtv = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  671. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  672. directCommandQueue->getCommandList()->OMSetRenderTargets( 1, &rtv, 0, 0 );
  673. directCommandQueue->getCommandList()->ClearRenderTargetView( rtv, color, 0, 0 );
  674. }
  675. int lc[] = { 0, 0 };
  676. pixelShader->füllConstBuffer( (char *)lc, 4, sizeof( int ) * 2 );
  677. }
  678. void DirectX12::renderObject( Model3D * zObj )
  679. {
  680. vertexBuffer->setData( (void *)texturModel->zVertexBuffer() );
  681. vertexBuffer->setLength( sizeof( Vertex3D ) * texturModel->getVertexAnzahl() );
  682. vertexBuffer->copieren();
  683. Mat4< float > trans = Mat4< float >::identity();
  684. int anz = zObj->errechneMatrizen( trans, matrixBuffer );
  685. if( vertexShader )
  686. vertexShader->füllConstBuffer( (char *)matrixBuffer, 1, sizeof( Mat4< float > ) * anz );
  687. float matirialBuffer[ 3 ]; // light factors (phong model)
  688. matirialBuffer[ 0 ] = zObj->getAmbientFactor();
  689. matirialBuffer[ 1 ] = zObj->getDiffusFactor();
  690. matirialBuffer[ 2 ] = zObj->getSpecularFactor();
  691. if( pixelShader )
  692. pixelShader->füllConstBuffer( (char *)matirialBuffer, 3, sizeof( float ) * 3 );
  693. unsigned int offset = 0;
  694. unsigned int es = (unsigned)vertexBuffer->getElementLength();
  695. Model3DTextur * zTextur = zObj->zTextur();
  696. int ind = 0;
  697. for( auto i = zObj->zModelData()->getPolygons(); i; i++ )
  698. {
  699. indexBuffer->setData( i->indexList );
  700. indexBuffer->setLength( sizeof( int ) * i->indexAnz );
  701. indexBuffer->copieren();
  702. Textur *t = zTextur->zPolygonTextur( ind );
  703. //if( t &&t->brauchtUpdate() )
  704. // t->updateTextur();
  705. DXGI_FORMAT f = DXGI_FORMAT_R32_UINT;
  706. if( indexBuffer->getElementLength() == 2 )
  707. f = DXGI_FORMAT_R16_UINT;
  708. if( indexBuffer->getElementLength() == 1 )
  709. f = DXGI_FORMAT_R8_UINT;
  710. indexBufferView->Format = f;
  711. if( t )
  712. {
  713. /*ID3D11ShaderResourceView *v[ 3 ];
  714. v[ 0 ] = *(DX11Textur *)t;
  715. v[ 1 ] = *diffuseLights;
  716. v[ 2 ] = *pointLights;
  717. d3d11Context->PSSetShaderResources( 0, 3, v );
  718. d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0 );*/
  719. directCommandQueue->getCommandList()->SetPipelineState( pipeline );
  720. directCommandQueue->getCommandList()->SetGraphicsRootSignature( signature );
  721. directCommandQueue->getCommandList()->SetDescriptorHeaps( 1, &shaderBufferHeap );
  722. directCommandQueue->getCommandList()->SetGraphicsRootDescriptorTable( 0, shaderBufferHeap->GetGPUDescriptorHandleForHeapStart() );
  723. directCommandQueue->getCommandList()->RSSetViewports( 1, viewPort );
  724. directCommandQueue->getCommandList()->RSSetScissorRects( 1, allowedRenderArea );
  725. auto rtvDescriptorSize = device->GetDescriptorHandleIncrementSize( D3D12_DESCRIPTOR_HEAP_TYPE_RTV );
  726. D3D12_CPU_DESCRIPTOR_HANDLE rtv = rtvHeap->GetCPUDescriptorHandleForHeapStart();
  727. rtv.ptr += rtvDescriptorSize * backBufferIndex;
  728. directCommandQueue->getCommandList()->OMSetRenderTargets( 1, &rtv, 0, 0 );
  729. indexBufferView->SizeInBytes = indexBuffer->getElementAnzahl() * indexBuffer->getElementLength();
  730. indexBufferView->BufferLocation = indexBuffer->zBuffer()->GetGPUVirtualAddress();
  731. directCommandQueue->getCommandList()->IASetIndexBuffer( indexBufferView );
  732. vertexBufferView->SizeInBytes = vertexBuffer->getElementAnzahl() * vertexBuffer->getElementLength();
  733. vertexBufferView->BufferLocation = vertexBuffer->zBuffer()->GetGPUVirtualAddress();
  734. directCommandQueue->getCommandList()->IASetVertexBuffers( 0, 1, vertexBufferView );
  735. directCommandQueue->getCommandList()->IASetPrimitiveTopology( D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
  736. directCommandQueue->getCommandList()->DrawIndexedInstanced( indexBuffer->getElementAnzahl(), 1, 0, 0, 0 );
  737. }
  738. else
  739. {
  740. /*d3d11Context->RSSetState( meshRS );
  741. ID3D11ShaderResourceView *v[ 3 ];
  742. v[ 0 ] = *(DX11Textur *)defaultTextur;
  743. v[ 1 ] = *diffuseLights;
  744. v[ 2 ] = *pointLights;
  745. d3d11Context->PSSetShaderResources( 0, 3, v );
  746. d3d11Context->DrawIndexed( indexBuffer->getElementAnzahl(), 0, 0 );
  747. d3d11Context->RSSetState( texturRS );*/
  748. //directCommandQueue->getCommandList()->DrawIndexedInstanced( indexBuffer->getElementAnzahl(), 1, 0, 0, 0 );
  749. }
  750. ind++;
  751. }
  752. }
  753. // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss
  754. // pos: Der Mittelpunkt der Kugel
  755. // radius: Der Radius der Kugel
  756. // 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
  757. bool DirectX12::isInFrustrum( const Vec3< float > & pos, float radius, float *dist ) const
  758. {
  759. for( int i = 0; i < 6; i++ )
  760. {
  761. if( frustrum[ i ] * pos + radius < 0 )
  762. return 0;
  763. }
  764. if( dist )
  765. * dist = kamPos.abstand( pos );
  766. return 1;
  767. }
  768. void DirectX12::renderKamera( Kam3D * zKamera )
  769. {/*
  770. directCommandQueue->getCommandList()->RSSetViewports( 1, (D3D12_VIEWPORT *)zKamera->zViewPort() );
  771. Mat4< float > tmp = zKamera->getProjectionMatrix() * zKamera->getViewMatrix();
  772. frustrum[ 0 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 0 ][ 0 ];
  773. frustrum[ 0 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 0 ][ 1 ];
  774. frustrum[ 0 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 0 ][ 2 ];
  775. frustrum[ 0 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 0 ][ 3 ];
  776. frustrum[ 1 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 0 ][ 0 ];
  777. frustrum[ 1 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 0 ][ 1 ];
  778. frustrum[ 1 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 0 ][ 2 ];
  779. frustrum[ 1 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 0 ][ 3 ];
  780. frustrum[ 2 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 1 ][ 0 ];
  781. frustrum[ 2 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 1 ][ 1 ];
  782. frustrum[ 2 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 1 ][ 2 ];
  783. frustrum[ 2 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 1 ][ 3 ];
  784. frustrum[ 3 ].x = tmp.elements[ 3 ][ 0 ] + tmp.elements[ 1 ][ 0 ];
  785. frustrum[ 3 ].y = tmp.elements[ 3 ][ 1 ] + tmp.elements[ 1 ][ 1 ];
  786. frustrum[ 3 ].z = tmp.elements[ 3 ][ 2 ] + tmp.elements[ 1 ][ 2 ];
  787. frustrum[ 3 ].w = tmp.elements[ 3 ][ 3 ] + tmp.elements[ 1 ][ 3 ];
  788. frustrum[ 4 ].x = tmp.elements[ 2 ][ 0 ];
  789. frustrum[ 4 ].y = tmp.elements[ 2 ][ 1 ];
  790. frustrum[ 4 ].z = tmp.elements[ 2 ][ 2 ];
  791. frustrum[ 4 ].w = tmp.elements[ 2 ][ 3 ];
  792. frustrum[ 5 ].x = tmp.elements[ 3 ][ 0 ] - tmp.elements[ 2 ][ 0 ];
  793. frustrum[ 5 ].y = tmp.elements[ 3 ][ 1 ] - tmp.elements[ 2 ][ 1 ];
  794. frustrum[ 5 ].z = tmp.elements[ 3 ][ 2 ] - tmp.elements[ 2 ][ 2 ];
  795. frustrum[ 5 ].w = tmp.elements[ 3 ][ 3 ] - tmp.elements[ 2 ][ 3 ];
  796. for( int i = 0; i < 6; i++ )
  797. frustrum[ i ].normalize();
  798. viewAndProj[ 0 ] = zKamera->getViewMatrix();
  799. viewAndProj[ 1 ] = zKamera->getProjectionMatrix();
  800. kamPos = zKamera->getWorldPosition();
  801. if( vertexShader )
  802. vertexShader->füllConstBuffer( (char *)viewAndProj, 0, sizeof( Mat4< float > ) * 2 );
  803. if( pixelShader )
  804. pixelShader->füllConstBuffer( (char *)& kamPos, 2, sizeof( float ) * 3 );
  805. Welt3D * w = zKamera->zWelt();
  806. w->lock();
  807. for( auto obj = w->getMembers(); obj; obj++ )
  808. {
  809. float dist;
  810. if( isInFrustrum( obj->getPos(), obj->getRadius(), &dist ) )
  811. renderObject( obj._ );
  812. }
  813. w->unlock();*/
  814. }
  815. void DirectX12::presentFrame()
  816. {
  817. directCommandQueue->getCommandList()->RSSetViewports( 1, viewPort );
  818. viewAndProj[ 0 ] = Mat4<float>::identity();
  819. viewAndProj[ 1 ] = Mat4<float>::identity();
  820. if( vertexShader )
  821. vertexShader->füllConstBuffer( (char *)viewAndProj, 0, sizeof( Mat4< float > ) * 2 );
  822. uiTextur->updateTextur();
  823. if( fenster && !IsIconic( fenster->getFensterHandle() ) )
  824. renderObject( texturModel );
  825. D3D12_RESOURCE_BARRIER barrier;
  826. ZeroMemory( &barrier, sizeof( barrier ) );
  827. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  828. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  829. barrier.Transition.pResource = this->backBuffer[ backBufferIndex ];
  830. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  831. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  832. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  833. directCommandQueue->getCommandList()->ResourceBarrier( 1, &barrier );
  834. copyCommandQueue->execute();
  835. directCommandQueue->execute();
  836. swapChain->Present( 0, 0 );
  837. backBufferIndex = swapChain->GetCurrentBackBufferIndex();
  838. }
  839. Textur * DirectX12::createOrGetTextur( const char *name, Bild * b )
  840. {
  841. if( !device )
  842. {
  843. if( b )
  844. b->release();
  845. return 0;
  846. }
  847. if( texturRegister->hatTextur( name ) )
  848. {
  849. Textur *ret = texturRegister->getTextur( name );
  850. if( b )
  851. ret->setBildZ( b );
  852. return ret;
  853. }
  854. Textur *ret = new DX12Textur( device, copyCommandQueue, directCommandQueue );
  855. if( b )
  856. ret->setBildZ( b );
  857. texturRegister->addTextur( ret->getThis(), name );
  858. ret->updateTextur();
  859. copyCommandQueue->execute();
  860. directCommandQueue->execute();
  861. return ret;
  862. }
  863. Bild *DirectX12::zUIRenderBild() const
  864. {
  865. return uiTextur ? uiTextur->zBild() : 0;
  866. }
  867. bool DirectX12::isAvailable()
  868. {
  869. HINSTANCE dxgiDLL = getDLLRegister()->ladeDLL( "dxgi.dll", "dxgi.dll" );
  870. if( !dxgiDLL )
  871. return 0;
  872. HINSTANCE d3d12DLL = getDLLRegister()->ladeDLL( "d3d12.dll", "d3d12.dll" );
  873. if( !d3d12DLL )
  874. {
  875. getDLLRegister()->releaseDLL( "dxgi.dll" );
  876. return 0;
  877. }
  878. CreateDXGIFactory2Function createFactory = (CreateDXGIFactory2Function)GetProcAddress( dxgiDLL, "CreateDXGIFactory2" );
  879. if( !createFactory )
  880. {
  881. getDLLRegister()->releaseDLL( "dxgi.dll" );
  882. getDLLRegister()->releaseDLL( "d3d12.dll" );
  883. return 0;
  884. }
  885. D3D12CreateDeviceFunction createDevice = (D3D12CreateDeviceFunction)GetProcAddress( d3d12DLL, "D3D12CreateDevice" );
  886. if( !createDevice )
  887. {
  888. getDLLRegister()->releaseDLL( "dxgi.dll" );
  889. getDLLRegister()->releaseDLL( "d3d12.dll" );
  890. return 0;
  891. }
  892. IDXGIFactory4 *factory;
  893. UINT createFactoryFlags = 0;
  894. #if defined(_DEBUG)
  895. createFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
  896. #endif
  897. HRESULT res = createFactory( createFactoryFlags, __uuidof( IDXGIFactory4 ), (void **)& factory );
  898. if( FAILED( res ) )
  899. {
  900. getDLLRegister()->releaseDLL( "dxgi.dll" );
  901. getDLLRegister()->releaseDLL( "d3d12.dll" );
  902. return 0;
  903. }
  904. int index = 0;
  905. do
  906. {
  907. IDXGIAdapter1 *current;
  908. res = factory->EnumAdapters1( index++, &current );
  909. if( res == S_OK )
  910. {
  911. DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
  912. current->GetDesc1( &dxgiAdapterDesc1 );
  913. if( ( dxgiAdapterDesc1.Flags &DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 &&
  914. SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), 0 ) ) )
  915. {
  916. current->Release();
  917. factory->Release();
  918. getDLLRegister()->releaseDLL( "dxgi.dll" );
  919. getDLLRegister()->releaseDLL( "d3d12.dll" );
  920. return 1;
  921. }
  922. current->Release();
  923. }
  924. } while( res != DXGI_ERROR_NOT_FOUND );
  925. factory->Release();
  926. getDLLRegister()->releaseDLL( "dxgi.dll" );
  927. getDLLRegister()->releaseDLL( "d3d12.dll" );
  928. return 0;
  929. }