mirror of
https://github.com/Karaka-Management/cOMS.git
synced 2026-01-11 11:18:40 +00:00
minor fixes
This commit is contained in:
parent
6aa80b8e69
commit
644238d6bb
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@ -20,7 +20,6 @@
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_6.h>
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#include <wrl.h>
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void* cmd_shader_load(AppCmdBuffer*, Command*) {
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return NULL;
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@ -31,7 +30,10 @@ void* cmd_shader_load_sync(AppCmdBuffer* cb, Shader* shader, int32* shader_ids)
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GpuApiContainer* gpu_api = (GpuApiContainer *) cb->gpu_api;
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Microsoft::WRL::ComPtr<ID3DBlob> shader_assets[SHADER_TYPE_SIZE];
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ID3DBlob* shader_assets[SHADER_TYPE_SIZE];
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for (int32 i = 0; i < SHADER_TYPE_SIZE; ++i) {
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shader_assets[i] = NULL;
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}
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for (int32 i = 0; i < SHADER_TYPE_SIZE; ++i) {
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if (!shader_ids[i]) {
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@ -61,8 +63,8 @@ void* cmd_shader_load_sync(AppCmdBuffer* cb, Shader* shader, int32* shader_ids)
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// Make shader/program
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shader->id = program_make(
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gpu_api->device.Get(), gpu_api->pipeline_state, gpu_api->root_signature.Get(),
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shader_assets[0].Get(), shader_assets[1].Get(), shader_assets[2].Get()
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gpu_api->device, &gpu_api->pipeline, gpu_api->pipeline_layout,
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shader_assets[0], shader_assets[1], shader_assets[2]
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);
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return NULL;
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@ -10,21 +10,22 @@
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#define TOS_GPUAPI_DIRECTX_UTILS_H
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#include <windows.h>
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#include <wrl.h>
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#include <d3d12.h>
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#include <dxgi1_6.h>
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#include <d3dcommon.h>
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#include "../../../GameEngine/log/Log.h"
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#include "../../../EngineDependencies/directx/d3d12.h"
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#include "../../../EngineDependencies/directx/d3dx12.h"
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// #include "../../../EngineDependencies/directx/d3d12.h"
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// #include "../../../EngineDependencies/directx/d3dx12.h"
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#include "../../stdlib/Types.h"
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// A more (compile-time) efficient version of the windows macro IID_PPV_ARGS
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#define IID_PPVOID(pointer) __uuidof(**(&pointer)), reinterpret_cast<void**>(&pointer)
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#define IID_PPVOID(pointer) __uuidof(**(pointer)), (void **) (pointer)
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bool is_directx_supported(D3D_FEATURE_LEVEL version)
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{
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IDXGIFactory6* factory = NULL;
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if (FAILED(CreateDXGIFactory1(IID_PPVOID(factory)))) {
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if (FAILED(CreateDXGIFactory1(IID_PPVOID(&factory)))) {
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return false;
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}
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@ -91,7 +92,7 @@ int32 max_directx_version()
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// Returns frame index
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int32 wait_for_previous_frame(
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ID3D12Fence* fence, HANDLE fence_event, UINT64* fence_value,
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ID3D12CommandQueue* command_queue, IDXGISwapChain3* swapchain
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ID3D12CommandQueue* graphics_queue, IDXGISwapChain3* swapchain
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)
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{
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// WAITING FOR THE FRAME TO COMPLETE BEFORE CONTINUING IS NOT BEST PRACTICE.
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@ -102,7 +103,7 @@ int32 wait_for_previous_frame(
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UINT64 fence_value_temp = *fence_value;
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// Signal and increment the fence value.
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if(FAILED(command_queue->Signal(fence, fence_value_temp))) {
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if(FAILED(graphics_queue->Signal(fence, fence_value_temp))) {
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LOG(true, "DirectX12 Signal");
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ASSERT_SIMPLE(false);
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}
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@ -147,10 +148,10 @@ void directx_debug_callback(
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ASSERT_SIMPLE(false);
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}
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void gpuapi_debug_messenger_setup(Microsoft::WRL::ComPtr<ID3D12Device>& device)
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void gpuapi_debug_messenger_setup(ID3D12Device* device)
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{
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Microsoft::WRL::ComPtr<ID3D12InfoQueue1> info_queue;
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if (FAILED(device.As(&info_queue))) {
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ID3D12InfoQueue1* info_queue;
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if (FAILED(device->QueryInterface(IID_PPVOID(&info_queue)))) {
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return;
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}
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@ -164,6 +165,16 @@ void gpuapi_debug_messenger_setup(Microsoft::WRL::ComPtr<ID3D12Device>& device)
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// Set the message count limit to unlimited
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info_queue->SetMessageCountLimit(0);
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info_queue->Release();
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}
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inline
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void gpuapi_create_logical_device(ID3D12Device** device) {
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if (FAILED(D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPVOID(device)))) {
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LOG(true, "DirectX12 D3D12CreateDevice");
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ASSERT_SIMPLE(false);
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}
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}
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#endif
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@ -10,40 +10,39 @@
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#define TOS_GPUAPI_DIRECTX_GPU_API_CONTAINER_H
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#include "../../stdlib/Types.h"
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#include "../../../EngineDependencies/directx/d3d12.h"
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#include "../../../EngineDependencies/directx/d3dx12.h"
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// #include "../../../EngineDependencies/directx/d3d12.h"
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// #include "../../../EngineDependencies/directx/d3dx12.h"
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_6.h>
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#include <d3dcompiler.h>
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#include <wrl.h>
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struct GpuApiContainer {
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uint32 frames_in_flight;
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uint32 framebuffer_idx;
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Microsoft::WRL::ComPtr<ID3D12Device> device;
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Microsoft::WRL::ComPtr<IDXGISwapChain4> swapchain;
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ID3D12Device* device;
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IDXGISwapChain4* swapchain;
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Microsoft::WRL::ComPtr<ID3D12CommandQueue> command_queue;
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Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> rtv_heap;
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ID3D12CommandQueue* graphics_queue;
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ID3D12DescriptorHeap* rtv_heap; // basically = swapchain_image_views
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uint32 rtv_info_size;
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// @todo should be dynamic size based on frames_in_flight, no?
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Microsoft::WRL::ComPtr<ID3D12Resource> render_targets[2];
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Microsoft::WRL::ComPtr<ID3D12CommandAllocator> command_allocator;
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Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> command_list;
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Microsoft::WRL::ComPtr<ID3D12PipelineState> pipeline_state;
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Microsoft::WRL::ComPtr<ID3D12RootSignature> root_signature;
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Microsoft::WRL::ComPtr<ID3D12Fence> fence;
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ID3D12Resource* framebuffer[2];
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ID3D12CommandAllocator* command_pool;
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ID3D12GraphicsCommandList* command_buffer;
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ID3D12PipelineState* pipeline;
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ID3D12RootSignature* pipeline_layout;
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ID3D12Fence* in_flight_fence;
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UINT64 fence_value = 0;
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HANDLE fence_event;
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// ????
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CD3DX12_VIEWPORT m_viewport;
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CD3DX12_RECT m_scissorRect;
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D3D12_VIEWPORT m_viewport;
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D3D12_RECT m_scissorRect;
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// @todo This definately doesn't belong here
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Microsoft::WRL::ComPtr<ID3D12Resource> m_vertexBuffer;
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// @todo This definitely doesn't belong here
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ID3D12Resource* m_vertexBuffer;
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D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
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};
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@ -11,10 +11,9 @@
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#include "../../stdlib/Types.h"
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#include <d3d12.h>
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#include <wrl.h>
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struct Shader {
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Microsoft::WRL::ComPtr<ID3D12PipelineState> id;
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ID3D12PipelineState* id;
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uint32 locations[7];
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byte data[16];
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};
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@ -12,10 +12,7 @@
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_6.h>
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#include <wrl.h>
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#include <d3dcompiler.h>
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#include "../../../EngineDependencies/directx/d3d12.h"
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#include "../../../EngineDependencies/directx/d3dx12.h"
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#include "../../stdlib/Types.h"
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#include "../../memory/RingMemory.h"
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@ -36,7 +33,7 @@ const char* shader_type_index(ShaderType type)
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}
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}
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Microsoft::WRL::ComPtr<ID3DBlob> shader_make(const char* type, const char* source, int32 source_size)
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ID3DBlob* shader_make(const char* type, const char* source, int32 source_size)
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{
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#if DEBUG || INTERNAL
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uint32 compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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@ -44,58 +41,96 @@ Microsoft::WRL::ComPtr<ID3DBlob> shader_make(const char* type, const char* sourc
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uint32 compileFlags = 0;
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#endif
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Microsoft::WRL::ComPtr<ID3DBlob> blob;
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Microsoft::WRL::ComPtr<ID3DBlob> errMsgs;
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if (FAILED(D3DCompile2(source, source_size, NULL, NULL, NULL, "main", type, compileFlags, 0, 0, NULL, 0, blob.GetAddressOf(), errMsgs.GetAddressOf()))) {
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ID3DBlob* blob;
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ID3DBlob* errMsgs;
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if (FAILED(D3DCompile2(source, source_size, NULL, NULL, NULL, "main", type, compileFlags, 0, 0, NULL, 0, &blob, &errMsgs))) {
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LOG(true, "DirectX12 D3DCompile2");
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ASSERT_SIMPLE(false);
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}
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if (errMsgs) {
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errMsgs->Release();
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}
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return blob;
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}
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ID3D12PipelineState* program_make(
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ID3D12Device* device,
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Microsoft::WRL::ComPtr<ID3D12PipelineState>& pipeline_state,
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ID3D12RootSignature* root_signature,
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ID3D12PipelineState** pipeline,
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ID3D12RootSignature* pipeline_layout,
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ID3DBlob* vertex_shader,
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ID3DBlob* fragment_shader,
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ID3DBlob*
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) {
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// @todo We need to find a way to do this somewhere else:
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D3D12_INPUT_ELEMENT_DESC input_element_info[] =
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{
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D3D12_INPUT_ELEMENT_DESC input_element_info[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
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};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_info = {};
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pipeline_state_info.InputLayout = { input_element_info, _countof(input_element_info) };
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pipeline_state_info.pRootSignature = root_signature;
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pipeline_state_info.VS = CD3DX12_SHADER_BYTECODE(vertex_shader);
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pipeline_state_info.PS = CD3DX12_SHADER_BYTECODE(fragment_shader);
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pipeline_state_info.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
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pipeline_state_info.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
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pipeline_state_info.DepthStencilState.DepthEnable = FALSE;
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pipeline_state_info.DepthStencilState.StencilEnable = FALSE;
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pipeline_state_info.pRootSignature = pipeline_layout;
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pipeline_state_info.VS = {
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.pShaderBytecode = vertex_shader->GetBufferPointer(),
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.BytecodeLength = vertex_shader->GetBufferSize()
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};
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pipeline_state_info.PS = {
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.pShaderBytecode = fragment_shader->GetBufferPointer(),
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.BytecodeLength = fragment_shader->GetBufferSize()
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};
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pipeline_state_info.RasterizerState = {
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.FillMode = D3D12_FILL_MODE_SOLID,
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.CullMode = D3D12_CULL_MODE_BACK,
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.FrontCounterClockwise = false,
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.DepthBias = D3D12_DEFAULT_DEPTH_BIAS,
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.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
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.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
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.DepthClipEnable = true,
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.MultisampleEnable = false,
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.AntialiasedLineEnable = false,
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.ForcedSampleCount = 0,
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.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
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};
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const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {
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false,false,
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D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
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D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL,
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};
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pipeline_state_info.BlendState = {
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.AlphaToCoverageEnable = false,
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.IndependentBlendEnable = false,
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.RenderTarget = {
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defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc,
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defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc
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}
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};
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pipeline_state_info.DepthStencilState.DepthEnable = false;
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pipeline_state_info.DepthStencilState.StencilEnable = false;
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pipeline_state_info.SampleMask = UINT_MAX;
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pipeline_state_info.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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pipeline_state_info.NumRenderTargets = 1;
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pipeline_state_info.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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pipeline_state_info.SampleDesc.Count = 1;
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if (FAILED(device->CreateGraphicsPipelineState(&pipeline_state_info, IID_PPV_ARGS(&pipeline_state)))) {
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if (FAILED(device->CreateGraphicsPipelineState(&pipeline_state_info, IID_PPV_ARGS(pipeline)))) {
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LOG(true, "DirectX12 CreateGraphicsPipelineState");
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ASSERT_SIMPLE(false);
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}
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return pipeline_state.Get();
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// @question When do I ->Release() vertex_shader and fragment_shader?
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return *pipeline;
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}
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inline
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void pipeline_use(ID3D12GraphicsCommandList* command_list, ID3D12PipelineState* pipelineState)
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void pipeline_use(ID3D12GraphicsCommandList* command_buffer, ID3D12PipelineState* pipelineState)
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{
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command_list->SetPipelineState(pipelineState);
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command_buffer->SetPipelineState(pipelineState);
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}
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#endif
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@ -23,7 +23,7 @@ struct GpuApiContainer {
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VkFormat swapchain_image_format;
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VkImage* swapchain_images; // length = swapchain_image_count
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VkImageView* swapchain_image_views; // length = swapchain_image_count
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VkFramebuffer* swapchain_framebuffers; // length = swapchain_image_count
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VkFramebuffer* framebuffers; // length = swapchain_image_count
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VkExtent2D swapchain_extent;
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VkPipelineLayout pipeline_layout;
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VkQueue graphics_queue;
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@ -69,9 +69,9 @@ VkShaderModule shader_make(VkDevice device, const char* source, int32 source_siz
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}
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inline
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void pipeline_use(VkCommandBuffer command_list, VkPipeline pipeline)
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void pipeline_use(VkCommandBuffer command_buffer, VkPipeline pipeline)
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{
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vkCmdBindPipeline(command_list, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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}
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VkPipeline program_make(
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@ -411,7 +411,7 @@ void gpuapi_create_logical_device(
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}
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// @question Do we need to handle old swapchains?
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void vulkan_swap_chain_create(
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void gpuapi_swapchain_create(
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VkDevice device, VkPhysicalDevice physical_device, VkSurfaceKHR surface,
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VkSwapchainKHR* swapchain, VkFormat* swapchain_image_format, VkExtent2D* swapchain_extent,
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Window* window, RingMemory* ring
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@ -499,7 +499,7 @@ void vulkan_swap_chain_create(
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// WARNING: swapchain_images needs to already have reserved enough memory
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// @todo How can we ensure swapchain_images has enough but not too much space?
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void vulkan_swap_chain_images_create(
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void vulkan_swapchain_images_create(
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VkDevice device, VkSwapchainKHR swapchain,
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VkImage** swapchain_images, uint32* swapchain_image_count,
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BufferMemory* buf
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@ -586,9 +586,9 @@ void vulkan_render_pass_create(
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}
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// @todo consider to rename to same name as opengl
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// WARNING: swapchain_framebuffers needs to be initialized
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// WARNING: framebuffers needs to be initialized
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void vulkan_framebuffer_create(
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VkDevice device, VkFramebuffer* swapchain_framebuffers,
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VkDevice device, VkFramebuffer* framebuffers,
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VkImageView* swapchain_image_views, uint32 swapchain_image_count, VkExtent2D swapchain_extent,
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VkRenderPass render_pass
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) {
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@ -607,7 +607,7 @@ void vulkan_framebuffer_create(
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framebufferInfo.height = swapchain_extent.height;
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framebufferInfo.layers = 1;
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if ((result = vkCreateFramebuffer(device, &framebufferInfo, NULL, &swapchain_framebuffers[i])) != VK_SUCCESS) {
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if ((result = vkCreateFramebuffer(device, &framebufferInfo, NULL, &framebuffers[i])) != VK_SUCCESS) {
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LOG_FORMAT(true, "Vulkan vkCreateFramebuffer: %d", LOG_DATA_INT32, (int32 *) &result);
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ASSERT_SIMPLE(false);
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}
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