Files
XCEngine/MVS/RenderDoc/main.cpp

634 lines
23 KiB
C++
Raw Normal View History

#include <windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <stdio.h>
#include <stdlib.h>
#define _USE_MATH_DEFINES
#include <math.h>
#include <stdarg.h>
#include <string>
#include <vector>
#include "XCEngine/RHI/RHIEnums.h"
#include "XCEngine/RHI/RHITypes.h"
#include "XCEngine/RHI/D3D12/D3D12Device.h"
#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
#include "XCEngine/RHI/D3D12/D3D12Texture.h"
#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
#include "XCEngine/RHI/D3D12/D3D12Shader.h"
#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
#include "XCEngine/RHI/D3D12/D3D12ShaderResourceView.h"
#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
#include "XCEngine/Debug/Logger.h"
#include "XCEngine/Debug/ConsoleLogSink.h"
#include "XCEngine/Debug/FileLogSink.h"
#include "XCEngine/Containers/String.h"
#include "XCEngine/Math/Matrix4.h"
#include "XCEngine/Math/Vector3.h"
#include "third_party/stb/stb_image.h"
using namespace XCEngine::RHI;
using namespace XCEngine::Debug;
using namespace XCEngine::Containers;
using namespace XCEngine::Math;
#pragma comment(lib,"d3d12.lib")
#pragma comment(lib,"dxgi.lib")
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib,"d3dcompiler.lib")
#pragma comment(lib,"winmm.lib")
HMODULE gRenderDocModule = nullptr;
#define RENDERDOC_CC __cdecl
typedef int (RENDERDOC_CC* PFN_RENDERDOC_GetAPI)(int version, void** apiOut);
struct RENDERDOC_API_1_7_0
{
void (RENDERDOC_CC* GetAPIVersion)(int* major, int* minor, int* patch);
void (RENDERDOC_CC* SetCaptureOptionU32)(uint32_t opt, uint32_t val);
void (RENDERDOC_CC* SetCaptureOptionF32)(uint32_t opt, float val);
uint32_t (RENDERDOC_CC* GetCaptureOptionU32)(uint32_t opt);
float (RENDERDOC_CC* GetCaptureOptionF32)(uint32_t opt);
void (RENDERDOC_CC* SetFocusToggleKeys)(const char* const* keys, int num);
void (RENDERDOC_CC* SetCaptureKeys)(const char* const* keys, int num);
uint32_t (RENDERDOC_CC* GetOverlayBits)();
void (RENDERDOC_CC* MaskOverlayBits)(uint32_t And, uint32_t Or);
void (RENDERDOC_CC* RemoveHooks)();
void (RENDERDOC_CC* UnloadCrashHandler)();
void (RENDERDOC_CC* SetCaptureFilePathTemplate)(const char* path);
const char* (RENDERDOC_CC* GetCaptureFilePathTemplate)();
uint32_t (RENDERDOC_CC* GetNumCaptures)();
uint32_t (RENDERDOC_CC* GetCapture)(uint32_t idx, char* filename, uint32_t* length, uint64_t* timestamp);
void (RENDERDOC_CC* TriggerCapture)();
uint32_t (RENDERDOC_CC* IsTargetControlConnected)();
void (RENDERDOC_CC* LaunchReplayUI)(uint32_t connect, const char* cmdline);
void (RENDERDOC_CC* SetActiveWindow)(void* device, void* window);
void (RENDERDOC_CC* StartFrameCapture)(void* device, void* window);
uint32_t (RENDERDOC_CC* IsFrameCapturing)();
void (RENDERDOC_CC* EndFrameCapture)(void* device, void* window);
void (RENDERDOC_CC* TriggerMultiFrameCapture)(uint32_t numFrames);
void (RENDERDOC_CC* SetCaptureFileComments)(const char* filePath, const char* comments);
uint32_t (RENDERDOC_CC* DiscardFrameCapture)(void* device, void* window);
uint32_t (RENDERDOC_CC* ShowReplayUI)();
void (RENDERDOC_CC* SetCaptureTitle)(const char* title);
void (RENDERDOC_CC* SetObjectAnnotation)(void* device, void* object, const char* key, int valueType, uint32_t valueVectorWidth, const void* value);
void (RENDERDOC_CC* SetCommandAnnotation)(void* device, void* queueOrCommandBuffer, const char* key, int valueType, uint32_t valueVectorWidth, const void* value);
};
RENDERDOC_API_1_7_0* gRenderDocAPI = nullptr;
D3D12Device gDevice;
D3D12CommandQueue gCommandQueue;
D3D12SwapChain gSwapChain;
D3D12CommandAllocator gCommandAllocator;
D3D12CommandList gCommandList;
D3D12Texture gDepthStencil;
D3D12DescriptorHeap gRTVHeap;
D3D12DescriptorHeap gDSVHeap;
D3D12DescriptorHeap gSRVHeap;
D3D12RenderTargetView gRTVs[2];
D3D12DepthStencilView gDSV;
D3D12Shader gVertexShader;
D3D12Shader gPixelShader;
D3D12RootSignature gRootSignature;
D3D12PipelineState gPipelineState;
D3D12Buffer gVertexBuffer;
D3D12Buffer gIndexBuffer;
D3D12Buffer gMVPBuffer;
D3D12Texture gDiffuseTexture;
D3D12ShaderResourceView gDiffuseSRV;
UINT gRTVDescriptorSize = 0;
UINT gDSVDescriptorSize = 0;
int gCurrentRTIndex = 0;
UINT gIndexCount = 0;
Matrix4x4 gProjectionMatrix;
Matrix4x4 gViewMatrix;
Matrix4x4 gModelMatrix;
HWND gHWND = nullptr;
int gWidth = 1280;
int gHeight = 720;
void Log(const char* format, ...) {
char buffer[1024];
va_list args;
va_start(args, format);
vsnprintf(buffer, sizeof(buffer), format, args);
va_end(args);
Logger::Get().Debug(LogCategory::Rendering, String(buffer));
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
struct Vertex {
float pos[4];
float texcoord[4];
};
void GenerateSphere(std::vector<Vertex>& vertices, std::vector<UINT32>& indices, float radius, int segments) {
vertices.clear();
indices.clear();
segments = (segments < 3) ? 3 : segments;
for (int lat = 0; lat <= segments; ++lat) {
float phi = static_cast<float>(M_PI) * lat / segments;
float sinPhi = sinf(phi);
float cosPhi = cosf(phi);
for (int lon = 0; lon <= segments; ++lon) {
float theta = static_cast<float>(2 * M_PI) * lon / segments;
float sinTheta = sinf(theta);
float cosTheta = cosf(theta);
Vertex v;
v.pos[0] = radius * sinPhi * cosTheta;
v.pos[1] = radius * cosPhi;
v.pos[2] = radius * sinPhi * sinTheta;
v.pos[3] = 1.0f;
v.texcoord[0] = static_cast<float>(lon) / segments;
v.texcoord[1] = static_cast<float>(lat) / segments;
v.texcoord[2] = 0.0f;
v.texcoord[3] = 0.0f;
vertices.push_back(v);
}
}
for (int lat = 0; lat < segments; ++lat) {
for (int lon = 0; lon < segments; ++lon) {
UINT32 topLeft = lat * (segments + 1) + lon;
UINT32 topRight = topLeft + 1;
UINT32 bottomLeft = (lat + 1) * (segments + 1) + lon;
UINT32 bottomRight = bottomLeft + 1;
indices.push_back(topLeft);
indices.push_back(bottomLeft);
indices.push_back(topRight);
indices.push_back(topRight);
indices.push_back(bottomLeft);
indices.push_back(bottomRight);
}
}
}
bool LoadTexture(const char* filename, D3D12Texture& texture, D3D12ShaderResourceView& srv, ID3D12Device* device, D3D12DescriptorHeap& srvHeap, ID3D12GraphicsCommandList* commandList, D3D12CommandAllocator& allocator, D3D12CommandQueue& queue) {
int width, height, channels;
stbi_uc* pixels = stbi_load(filename, &width, &height, &channels, STBI_rgb_alpha);
if (!pixels) {
Log("[ERROR] Failed to load texture: %s", filename);
return false;
}
allocator.Reset();
commandList->Reset(allocator.GetCommandAllocator(), nullptr);
if (!texture.InitializeFromData(device, commandList, pixels, width, height, DXGI_FORMAT_R8G8B8A8_UNORM)) {
Log("[ERROR] Failed to initialize texture");
stbi_image_free(pixels);
return false;
}
commandList->Close();
ID3D12CommandList* lists[] = { commandList };
queue.ExecuteCommandListsInternal(1, lists);
queue.WaitForIdle();
texture.SetName(filename);
srvHeap.Initialize(device, DescriptorHeapType::CBV_SRV_UAV, 1, true);
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = D3D12ShaderResourceView::CreateDesc(Format::R8G8B8A8_UNorm, D3D12_SRV_DIMENSION_TEXTURE2D);
srv.InitializeAt(device, texture.GetResource(), srvHeap.GetCPUDescriptorHandleForHeapStart(), &srvDesc);
return true;
}
bool InitD3D12() {
RHIDeviceDesc deviceDesc;
deviceDesc.windowHandle = gHWND;
deviceDesc.width = gWidth;
deviceDesc.height = gHeight;
deviceDesc.adapterIndex = 0;
deviceDesc.enableDebugLayer = false;
deviceDesc.enableGPUValidation = false;
if (!gDevice.Initialize(deviceDesc)) {
Log("[ERROR] Failed to initialize D3D12 device");
return false;
}
ID3D12Device* device = gDevice.GetDevice();
IDXGIFactory4* factory = gDevice.GetFactory();
if (!gCommandQueue.Initialize(device, CommandQueueType::Direct)) {
Log("[ERROR] Failed to initialize command queue");
return false;
}
if (!gSwapChain.Initialize(factory, gCommandQueue.GetCommandQueue(), gHWND, gWidth, gHeight, 2)) {
Log("[ERROR] Failed to initialize swap chain");
return false;
}
gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
for (int i = 0; i < 2; i++) {
D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i);
CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(i);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
gRTVs[i].InitializeAt(device, backBuffer.GetResource(), rtvHandle, nullptr);
}
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12DepthStencilView::CreateDesc(Format::D24_UNorm_S8_UInt);
CPUDescriptorHandle dsvCpuHandle = gDSVHeap.GetCPUDescriptorHandle(0);
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = { dsvCpuHandle.ptr };
gDSV.InitializeAt(device, gDepthStencil.GetResource(), dsvHandle, &dsvDesc);
gCommandAllocator.Initialize(device, CommandQueueType::Direct);
gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
if (!gVertexShader.CompileFromFile(L"Res/Shader/sphere.hlsl", "MainVS", "vs_5_1")) {
Log("[ERROR] Failed to compile vertex shader");
return false;
}
Log("[INFO] Vertex shader compiled, bytecode size: %zu", gVertexShader.GetBytecodeSize());
if (!gPixelShader.CompileFromFile(L"Res/Shader/sphere.hlsl", "MainPS", "ps_5_1")) {
Log("[ERROR] Failed to compile pixel shader");
return false;
}
Log("[INFO] Pixel shader compiled, bytecode size: %zu", gPixelShader.GetBytecodeSize());
D3D12_DESCRIPTOR_RANGE descriptorRange = D3D12RootSignature::CreateDescriptorRange(
D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 0);
D3D12_ROOT_PARAMETER rootParameters[2];
rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
rootParameters[0].Descriptor.ShaderRegister = 0;
rootParameters[0].Descriptor.RegisterSpace = 0;
rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
rootParameters[1].DescriptorTable.NumDescriptorRanges = 1;
rootParameters[1].DescriptorTable.pDescriptorRanges = &descriptorRange;
D3D12_STATIC_SAMPLER_DESC samplerDesc = D3D12RootSignature::CreateStaticSampler(
0,
D3D12RootSignature::CreateSamplerDesc(
FilterMode::Linear,
TextureAddressMode::Clamp,
D3D12_FLOAT32_MAX
),
ShaderVisibility::Pixel
);
D3D12_ROOT_SIGNATURE_DESC rsDesc = D3D12RootSignature::CreateDesc(
rootParameters, 2,
&samplerDesc, 1,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
);
if (!gRootSignature.Initialize(device, rsDesc)) {
Log("[ERROR] Failed to initialize root signature");
return false;
}
D3D12_INPUT_ELEMENT_DESC inputElements[] = {
D3D12PipelineState::CreateInputElement("POSITION", 0, Format::R32G32B32A32_Float, 0, 0),
D3D12PipelineState::CreateInputElement("TEXCOORD", 0, Format::R32G32B32A32_Float, 0, 16),
};
D3D12_SHADER_BYTECODE emptyGs = {};
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = gRootSignature.GetRootSignature();
psoDesc.VS = gVertexShader.GetD3D12Bytecode();
psoDesc.PS = gPixelShader.GetD3D12Bytecode();
psoDesc.GS = emptyGs;
psoDesc.InputLayout.NumElements = 2;
psoDesc.InputLayout.pInputElementDescs = inputElements;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
psoDesc.SampleDesc.Count = 1;
psoDesc.SampleDesc.Quality = 0;
psoDesc.SampleMask = 0xffffffff;
psoDesc.NumRenderTargets = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
psoDesc.RasterizerState.DepthClipEnable = TRUE;
psoDesc.DepthStencilState.DepthEnable = TRUE;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
psoDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
psoDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
psoDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
psoDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
psoDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
if (!gPipelineState.Initialize(device, psoDesc)) {
Log("[ERROR] Failed to initialize pipeline state");
return false;
}
std::vector<Vertex> vertices;
std::vector<UINT32> indices;
GenerateSphere(vertices, indices, 1.0f, 32);
gIndexCount = (UINT)indices.size();
Log("[INFO] Generated %d vertices, %d indices", vertices.size(), indices.size());
if (!gVertexBuffer.InitializeWithData(device, gCommandList.GetCommandList(), vertices.data(), (UINT)(sizeof(Vertex) * vertices.size()), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)) {
Log("[ERROR] Failed to initialize vertex buffer");
return false;
}
gVertexBuffer.SetStride(sizeof(Vertex));
gVertexBuffer.SetBufferType(BufferType::Vertex);
if (!gIndexBuffer.InitializeWithData(device, gCommandList.GetCommandList(), indices.data(), (UINT)(sizeof(UINT32) * indices.size()), D3D12_RESOURCE_STATE_INDEX_BUFFER)) {
Log("[ERROR] Failed to initialize index buffer");
return false;
}
gIndexBuffer.SetBufferType(BufferType::Index);
float aspect = 1280.0f / 720.0f;
gProjectionMatrix = Matrix4x4::Perspective(45.0f * 3.141592f / 180.0f, aspect, 0.1f, 1000.0f);
gViewMatrix = Matrix4x4::Identity();
gModelMatrix = Matrix4x4::Translation(Vector3(0.0f, 0.0f, 5.0f));
float matrices[64];
Matrix4x4 projTransposed = gProjectionMatrix.Transpose();
Matrix4x4 viewTransposed = gViewMatrix.Transpose();
Matrix4x4 modelTransposed = gModelMatrix.Transpose();
memcpy(matrices, &projTransposed.m[0][0], 64);
memcpy(matrices + 16, &viewTransposed.m[0][0], 64);
memcpy(matrices + 32, &modelTransposed.m[0][0], 64);
memcpy(matrices + 48, &modelTransposed.m[0][0], 64);
gMVPBuffer.InitializeWithData(device, gCommandList.GetCommandList(), matrices, sizeof(matrices), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
if (!LoadTexture("Res/Image/earth.png", gDiffuseTexture, gDiffuseSRV, device, gSRVHeap, gCommandList.GetCommandList(), gCommandAllocator, gCommandQueue)) {
Log("[ERROR] Failed to load texture");
return false;
}
Log("[INFO] D3D12 initialized successfully");
return true;
}
void WaitForGPU() {
gCommandQueue.WaitForIdle();
}
void ExecuteCommandList() {
gCommandList.Close();
void* commandLists[] = { gCommandList.GetCommandList() };
gCommandQueue.ExecuteCommandLists(1, commandLists);
}
void BeginRender() {
gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
ResourceStates::Present, ResourceStates::RenderTarget);
CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(gCurrentRTIndex);
CPUDescriptorHandle dsvCpuHandle = gDSVHeap.GetCPUDescriptorHandle(0);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = { dsvCpuHandle.ptr };
gCommandList.SetRenderTargetsHandle(1, &rtvHandle, &dsvHandle);
Viewport viewport = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
Rect scissorRect = { 0, 0, gWidth, gHeight };
gCommandList.SetViewport(viewport);
gCommandList.SetScissorRect(scissorRect);
float clearColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
gCommandList.ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
gCommandList.ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
}
void EndRender() {
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
ResourceStates::RenderTarget, ResourceStates::Present);
}
bool InitRenderDoc()
{
gRenderDocModule = LoadLibraryA("renderdoc.dll");
if (!gRenderDocModule)
{
Log("[ERROR] Failed to load renderdoc.dll");
return false;
}
PFN_RENDERDOC_GetAPI GetAPI = (PFN_RENDERDOC_GetAPI)GetProcAddress(gRenderDocModule, "RENDERDOC_GetAPI");
if (!GetAPI)
{
Log("[ERROR] Failed to get RENDERDOC_GetAPI");
FreeLibrary(gRenderDocModule);
return false;
}
int apiVersion = 10700;
void* apiPtr = nullptr;
int ret = GetAPI(apiVersion, &apiPtr);
if (ret != 1 || !apiPtr)
{
Log("[ERROR] Failed to get RenderDoc API: ret=%d, ptr=%p", ret, apiPtr);
FreeLibrary(gRenderDocModule);
return false;
}
gRenderDocAPI = (RENDERDOC_API_1_7_0*)apiPtr;
gRenderDocAPI->SetCaptureOptionU32(2, 1);
Log("[INFO] RenderDoc API Validation enabled");
gRenderDocAPI->SetCaptureOptionU32(8, 1);
Log("[INFO] RenderDoc RefAllResources enabled");
gRenderDocAPI->SetCaptureOptionU32(9, 1);
Log("[INFO] RenderDoc SaveAllInitials enabled");
gRenderDocAPI->SetCaptureFilePathTemplate(".\\captures");
Log("[INFO] RenderDoc initialized successfully");
return true;
}
void ShutdownRenderDoc()
{
if (gRenderDocModule)
{
FreeLibrary(gRenderDocModule);
gRenderDocModule = nullptr;
}
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
Logger::Get().Initialize();
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
Logger::Get().SetMinimumLevel(LogLevel::Debug);
Log("[INFO] D3D12 Sphere + RenderDoc Test Starting");
if (!InitRenderDoc()) {
Log("[ERROR] Failed to initialize RenderDoc");
return -1;
}
WNDCLASSEX wc = {};
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"D3D12SphereRenderDoc";
if (!RegisterClassEx(&wc)) {
Log("[ERROR] Failed to register window class");
return -1;
}
RECT rect = { 0, 0, gWidth, gHeight };
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
gHWND = CreateWindowEx(0, L"D3D12SphereRenderDoc", L"D3D12 Sphere + RenderDoc",
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
rect.right - rect.left, rect.bottom - rect.top,
NULL, NULL, hInstance, NULL);
if (!gHWND) {
Log("[ERROR] Failed to create window");
return -1;
}
if (!InitD3D12()) {
Log("[ERROR] Failed to initialize D3D12");
return -1;
}
ShowWindow(gHWND, nShowCmd);
UpdateWindow(gHWND);
MSG msg = {};
int frameCount = 0;
const int targetFrameCount = 30;
while (true) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
if (frameCount > 0) {
gCommandQueue.WaitForPreviousFrame();
}
gCommandAllocator.Reset();
gCommandList.Reset();
BeginRender();
gCommandList.SetRootSignature(gRootSignature.GetRootSignature());
gCommandList.SetPipelineState(gPipelineState.GetPipelineState());
ID3D12DescriptorHeap* heaps[] = { gSRVHeap.GetDescriptorHeap() };
gCommandList.SetDescriptorHeaps(1, heaps);
gCommandList.SetGraphicsRootConstantBufferView(0, gMVPBuffer.GetResource()->GetGPUVirtualAddress());
gCommandList.SetGraphicsRootDescriptorTable(1, gSRVHeap.GetGPUDescriptorHandleForHeapStart());
gCommandList.SetPrimitiveTopology(PrimitiveTopology::TriangleList);
gCommandList.SetVertexBuffer(0, gVertexBuffer.GetResource(), 0, gVertexBuffer.GetStride());
gCommandList.SetIndexBuffer(gIndexBuffer.GetResource(), 0, Format::R32_UInt);
if (frameCount == 5) {
Log("[INFO] Starting RenderDoc capture at frame %d", frameCount);
gRenderDocAPI->SetCaptureTitle("Sphere_DrawIndexed_Test");
gRenderDocAPI->SetCaptureFileComments(NULL, "Testing DrawIndexed with texture, Frame 5-6");
gRenderDocAPI->StartFrameCapture(gDevice.GetDevice(), nullptr);
}
gCommandList.DrawIndexed(gIndexCount, 1, 0, 0, 0);
frameCount++;
if (frameCount == 7) {
Log("[INFO] Ending RenderDoc capture at frame %d", frameCount - 1);
gRenderDocAPI->EndFrameCapture(gDevice.GetDevice(), nullptr);
}
if (frameCount >= targetFrameCount) {
ExecuteCommandList();
WaitForGPU();
bool screenshotResult = D3D12Screenshot::Capture(
gDevice,
gCommandQueue,
gSwapChain.GetBackBuffer(gCurrentRTIndex),
"sphere.ppm"
);
if (screenshotResult) {
Log("[INFO] Screenshot saved to sphere.ppm");
} else {
Log("[ERROR] Screenshot failed");
}
uint32_t numCaptures = gRenderDocAPI->GetNumCaptures();
Log("[INFO] Total captures: %u", numCaptures);
break;
}
EndRender();
ExecuteCommandList();
gSwapChain.Present(0, 0);
}
}
gCommandList.Shutdown();
gCommandAllocator.Shutdown();
gSwapChain.Shutdown();
gDevice.Shutdown();
ShutdownRenderDoc();
Logger::Get().Shutdown();
Log("[INFO] D3D12 Sphere + RenderDoc Test Finished");
return 0;
}