minor fixes

This commit is contained in:
Dennis Eichhorn 2025-02-16 00:07:54 +01:00
parent 6aa80b8e69
commit 644238d6bb
8 changed files with 109 additions and 63 deletions

View File

@ -20,7 +20,6 @@
#include <windows.h>
#include <d3d12.h>
#include <dxgi1_6.h>
#include <wrl.h>
void* cmd_shader_load(AppCmdBuffer*, Command*) {
return NULL;
@ -31,7 +30,10 @@ void* cmd_shader_load_sync(AppCmdBuffer* cb, Shader* shader, int32* shader_ids)
GpuApiContainer* gpu_api = (GpuApiContainer *) cb->gpu_api;
Microsoft::WRL::ComPtr<ID3DBlob> shader_assets[SHADER_TYPE_SIZE];
ID3DBlob* shader_assets[SHADER_TYPE_SIZE];
for (int32 i = 0; i < SHADER_TYPE_SIZE; ++i) {
shader_assets[i] = NULL;
}
for (int32 i = 0; i < SHADER_TYPE_SIZE; ++i) {
if (!shader_ids[i]) {
@ -61,8 +63,8 @@ void* cmd_shader_load_sync(AppCmdBuffer* cb, Shader* shader, int32* shader_ids)
// Make shader/program
shader->id = program_make(
gpu_api->device.Get(), gpu_api->pipeline_state, gpu_api->root_signature.Get(),
shader_assets[0].Get(), shader_assets[1].Get(), shader_assets[2].Get()
gpu_api->device, &gpu_api->pipeline, gpu_api->pipeline_layout,
shader_assets[0], shader_assets[1], shader_assets[2]
);
return NULL;

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@ -10,21 +10,22 @@
#define TOS_GPUAPI_DIRECTX_UTILS_H
#include <windows.h>
#include <wrl.h>
#include <d3d12.h>
#include <dxgi1_6.h>
#include <d3dcommon.h>
#include "../../../GameEngine/log/Log.h"
#include "../../../EngineDependencies/directx/d3d12.h"
#include "../../../EngineDependencies/directx/d3dx12.h"
// #include "../../../EngineDependencies/directx/d3d12.h"
// #include "../../../EngineDependencies/directx/d3dx12.h"
#include "../../stdlib/Types.h"
// A more (compile-time) efficient version of the windows macro IID_PPV_ARGS
#define IID_PPVOID(pointer) __uuidof(**(&pointer)), reinterpret_cast<void**>(&pointer)
#define IID_PPVOID(pointer) __uuidof(**(pointer)), (void **) (pointer)
bool is_directx_supported(D3D_FEATURE_LEVEL version)
{
IDXGIFactory6* factory = NULL;
if (FAILED(CreateDXGIFactory1(IID_PPVOID(factory)))) {
if (FAILED(CreateDXGIFactory1(IID_PPVOID(&factory)))) {
return false;
}
@ -91,7 +92,7 @@ int32 max_directx_version()
// Returns frame index
int32 wait_for_previous_frame(
ID3D12Fence* fence, HANDLE fence_event, UINT64* fence_value,
ID3D12CommandQueue* command_queue, IDXGISwapChain3* swapchain
ID3D12CommandQueue* graphics_queue, IDXGISwapChain3* swapchain
)
{
// WAITING FOR THE FRAME TO COMPLETE BEFORE CONTINUING IS NOT BEST PRACTICE.
@ -102,7 +103,7 @@ int32 wait_for_previous_frame(
UINT64 fence_value_temp = *fence_value;
// Signal and increment the fence value.
if(FAILED(command_queue->Signal(fence, fence_value_temp))) {
if(FAILED(graphics_queue->Signal(fence, fence_value_temp))) {
LOG(true, "DirectX12 Signal");
ASSERT_SIMPLE(false);
}
@ -147,10 +148,10 @@ void directx_debug_callback(
ASSERT_SIMPLE(false);
}
void gpuapi_debug_messenger_setup(Microsoft::WRL::ComPtr<ID3D12Device>& device)
void gpuapi_debug_messenger_setup(ID3D12Device* device)
{
Microsoft::WRL::ComPtr<ID3D12InfoQueue1> info_queue;
if (FAILED(device.As(&info_queue))) {
ID3D12InfoQueue1* info_queue;
if (FAILED(device->QueryInterface(IID_PPVOID(&info_queue)))) {
return;
}
@ -164,6 +165,16 @@ void gpuapi_debug_messenger_setup(Microsoft::WRL::ComPtr<ID3D12Device>& device)
// Set the message count limit to unlimited
info_queue->SetMessageCountLimit(0);
info_queue->Release();
}
inline
void gpuapi_create_logical_device(ID3D12Device** device) {
if (FAILED(D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPVOID(device)))) {
LOG(true, "DirectX12 D3D12CreateDevice");
ASSERT_SIMPLE(false);
}
}
#endif

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@ -10,40 +10,39 @@
#define TOS_GPUAPI_DIRECTX_GPU_API_CONTAINER_H
#include "../../stdlib/Types.h"
#include "../../../EngineDependencies/directx/d3d12.h"
#include "../../../EngineDependencies/directx/d3dx12.h"
// #include "../../../EngineDependencies/directx/d3d12.h"
// #include "../../../EngineDependencies/directx/d3dx12.h"
#include <windows.h>
#include <d3d12.h>
#include <dxgi1_6.h>
#include <d3dcompiler.h>
#include <wrl.h>
struct GpuApiContainer {
uint32 frames_in_flight;
uint32 framebuffer_idx;
Microsoft::WRL::ComPtr<ID3D12Device> device;
Microsoft::WRL::ComPtr<IDXGISwapChain4> swapchain;
ID3D12Device* device;
IDXGISwapChain4* swapchain;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> command_queue;
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> rtv_heap;
ID3D12CommandQueue* graphics_queue;
ID3D12DescriptorHeap* rtv_heap; // basically = swapchain_image_views
uint32 rtv_info_size;
// @todo should be dynamic size based on frames_in_flight, no?
Microsoft::WRL::ComPtr<ID3D12Resource> render_targets[2];
Microsoft::WRL::ComPtr<ID3D12CommandAllocator> command_allocator;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> command_list;
Microsoft::WRL::ComPtr<ID3D12PipelineState> pipeline_state;
Microsoft::WRL::ComPtr<ID3D12RootSignature> root_signature;
Microsoft::WRL::ComPtr<ID3D12Fence> fence;
ID3D12Resource* framebuffer[2];
ID3D12CommandAllocator* command_pool;
ID3D12GraphicsCommandList* command_buffer;
ID3D12PipelineState* pipeline;
ID3D12RootSignature* pipeline_layout;
ID3D12Fence* in_flight_fence;
UINT64 fence_value = 0;
HANDLE fence_event;
// ????
CD3DX12_VIEWPORT m_viewport;
CD3DX12_RECT m_scissorRect;
D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
// @todo This definately doesn't belong here
Microsoft::WRL::ComPtr<ID3D12Resource> m_vertexBuffer;
// @todo This definitely doesn't belong here
ID3D12Resource* m_vertexBuffer;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
};

View File

@ -11,10 +11,9 @@
#include "../../stdlib/Types.h"
#include <d3d12.h>
#include <wrl.h>
struct Shader {
Microsoft::WRL::ComPtr<ID3D12PipelineState> id;
ID3D12PipelineState* id;
uint32 locations[7];
byte data[16];
};

View File

@ -12,10 +12,7 @@
#include <windows.h>
#include <d3d12.h>
#include <dxgi1_6.h>
#include <wrl.h>
#include <d3dcompiler.h>
#include "../../../EngineDependencies/directx/d3d12.h"
#include "../../../EngineDependencies/directx/d3dx12.h"
#include "../../stdlib/Types.h"
#include "../../memory/RingMemory.h"
@ -36,7 +33,7 @@ const char* shader_type_index(ShaderType type)
}
}
Microsoft::WRL::ComPtr<ID3DBlob> shader_make(const char* type, const char* source, int32 source_size)
ID3DBlob* shader_make(const char* type, const char* source, int32 source_size)
{
#if DEBUG || INTERNAL
uint32 compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
@ -44,58 +41,96 @@ Microsoft::WRL::ComPtr<ID3DBlob> shader_make(const char* type, const char* sourc
uint32 compileFlags = 0;
#endif
Microsoft::WRL::ComPtr<ID3DBlob> blob;
Microsoft::WRL::ComPtr<ID3DBlob> errMsgs;
if (FAILED(D3DCompile2(source, source_size, NULL, NULL, NULL, "main", type, compileFlags, 0, 0, NULL, 0, blob.GetAddressOf(), errMsgs.GetAddressOf()))) {
ID3DBlob* blob;
ID3DBlob* errMsgs;
if (FAILED(D3DCompile2(source, source_size, NULL, NULL, NULL, "main", type, compileFlags, 0, 0, NULL, 0, &blob, &errMsgs))) {
LOG(true, "DirectX12 D3DCompile2");
ASSERT_SIMPLE(false);
}
if (errMsgs) {
errMsgs->Release();
}
return blob;
}
ID3D12PipelineState* program_make(
ID3D12Device* device,
Microsoft::WRL::ComPtr<ID3D12PipelineState>& pipeline_state,
ID3D12RootSignature* root_signature,
ID3D12PipelineState** pipeline,
ID3D12RootSignature* pipeline_layout,
ID3DBlob* vertex_shader,
ID3DBlob* fragment_shader,
ID3DBlob*
) {
// @todo We need to find a way to do this somewhere else:
D3D12_INPUT_ELEMENT_DESC input_element_info[] =
{
D3D12_INPUT_ELEMENT_DESC input_element_info[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
};
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_info = {};
pipeline_state_info.InputLayout = { input_element_info, _countof(input_element_info) };
pipeline_state_info.pRootSignature = root_signature;
pipeline_state_info.VS = CD3DX12_SHADER_BYTECODE(vertex_shader);
pipeline_state_info.PS = CD3DX12_SHADER_BYTECODE(fragment_shader);
pipeline_state_info.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
pipeline_state_info.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
pipeline_state_info.DepthStencilState.DepthEnable = FALSE;
pipeline_state_info.DepthStencilState.StencilEnable = FALSE;
pipeline_state_info.pRootSignature = pipeline_layout;
pipeline_state_info.VS = {
.pShaderBytecode = vertex_shader->GetBufferPointer(),
.BytecodeLength = vertex_shader->GetBufferSize()
};
pipeline_state_info.PS = {
.pShaderBytecode = fragment_shader->GetBufferPointer(),
.BytecodeLength = fragment_shader->GetBufferSize()
};
pipeline_state_info.RasterizerState = {
.FillMode = D3D12_FILL_MODE_SOLID,
.CullMode = D3D12_CULL_MODE_BACK,
.FrontCounterClockwise = false,
.DepthBias = D3D12_DEFAULT_DEPTH_BIAS,
.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
.DepthClipEnable = true,
.MultisampleEnable = false,
.AntialiasedLineEnable = false,
.ForcedSampleCount = 0,
.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
};
const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {
false,false,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
pipeline_state_info.BlendState = {
.AlphaToCoverageEnable = false,
.IndependentBlendEnable = false,
.RenderTarget = {
defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc,
defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc, defaultRenderTargetBlendDesc
}
};
pipeline_state_info.DepthStencilState.DepthEnable = false;
pipeline_state_info.DepthStencilState.StencilEnable = false;
pipeline_state_info.SampleMask = UINT_MAX;
pipeline_state_info.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeline_state_info.NumRenderTargets = 1;
pipeline_state_info.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
pipeline_state_info.SampleDesc.Count = 1;
if (FAILED(device->CreateGraphicsPipelineState(&pipeline_state_info, IID_PPV_ARGS(&pipeline_state)))) {
if (FAILED(device->CreateGraphicsPipelineState(&pipeline_state_info, IID_PPV_ARGS(pipeline)))) {
LOG(true, "DirectX12 CreateGraphicsPipelineState");
ASSERT_SIMPLE(false);
}
return pipeline_state.Get();
// @question When do I ->Release() vertex_shader and fragment_shader?
return *pipeline;
}
inline
void pipeline_use(ID3D12GraphicsCommandList* command_list, ID3D12PipelineState* pipelineState)
void pipeline_use(ID3D12GraphicsCommandList* command_buffer, ID3D12PipelineState* pipelineState)
{
command_list->SetPipelineState(pipelineState);
command_buffer->SetPipelineState(pipelineState);
}
#endif

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@ -23,7 +23,7 @@ struct GpuApiContainer {
VkFormat swapchain_image_format;
VkImage* swapchain_images; // length = swapchain_image_count
VkImageView* swapchain_image_views; // length = swapchain_image_count
VkFramebuffer* swapchain_framebuffers; // length = swapchain_image_count
VkFramebuffer* framebuffers; // length = swapchain_image_count
VkExtent2D swapchain_extent;
VkPipelineLayout pipeline_layout;
VkQueue graphics_queue;

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@ -69,9 +69,9 @@ VkShaderModule shader_make(VkDevice device, const char* source, int32 source_siz
}
inline
void pipeline_use(VkCommandBuffer command_list, VkPipeline pipeline)
void pipeline_use(VkCommandBuffer command_buffer, VkPipeline pipeline)
{
vkCmdBindPipeline(command_list, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
}
VkPipeline program_make(

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@ -411,7 +411,7 @@ void gpuapi_create_logical_device(
}
// @question Do we need to handle old swapchains?
void vulkan_swap_chain_create(
void gpuapi_swapchain_create(
VkDevice device, VkPhysicalDevice physical_device, VkSurfaceKHR surface,
VkSwapchainKHR* swapchain, VkFormat* swapchain_image_format, VkExtent2D* swapchain_extent,
Window* window, RingMemory* ring
@ -499,7 +499,7 @@ void vulkan_swap_chain_create(
// WARNING: swapchain_images needs to already have reserved enough memory
// @todo How can we ensure swapchain_images has enough but not too much space?
void vulkan_swap_chain_images_create(
void vulkan_swapchain_images_create(
VkDevice device, VkSwapchainKHR swapchain,
VkImage** swapchain_images, uint32* swapchain_image_count,
BufferMemory* buf
@ -586,9 +586,9 @@ void vulkan_render_pass_create(
}
// @todo consider to rename to same name as opengl
// WARNING: swapchain_framebuffers needs to be initialized
// WARNING: framebuffers needs to be initialized
void vulkan_framebuffer_create(
VkDevice device, VkFramebuffer* swapchain_framebuffers,
VkDevice device, VkFramebuffer* framebuffers,
VkImageView* swapchain_image_views, uint32 swapchain_image_count, VkExtent2D swapchain_extent,
VkRenderPass render_pass
) {
@ -607,7 +607,7 @@ void vulkan_framebuffer_create(
framebufferInfo.height = swapchain_extent.height;
framebufferInfo.layers = 1;
if ((result = vkCreateFramebuffer(device, &framebufferInfo, NULL, &swapchain_framebuffers[i])) != VK_SUCCESS) {
if ((result = vkCreateFramebuffer(device, &framebufferInfo, NULL, &framebuffers[i])) != VK_SUCCESS) {
LOG_FORMAT(true, "Vulkan vkCreateFramebuffer: %d", LOG_DATA_INT32, (int32 *) &result);
ASSERT_SIMPLE(false);
}