333 lines
10 KiB
C++
333 lines
10 KiB
C++
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <stdarg.h>
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#include <string>
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#include "XCEngine/RHI/RHIEnums.h"
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#include "XCEngine/RHI/RHITypes.h"
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#include "XCEngine/RHI/D3D12/D3D12Device.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
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#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
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#include "XCEngine/RHI/D3D12/D3D12Fence.h"
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#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
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#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
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#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
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#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
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#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
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#include "XCEngine/Debug/Logger.h"
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#include "XCEngine/Debug/ConsoleLogSink.h"
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#include "XCEngine/Debug/FileLogSink.h"
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#include "XCEngine/Containers/String.h"
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using namespace XCEngine::RHI;
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using namespace XCEngine::Debug;
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using namespace XCEngine::Containers;
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#pragma comment(lib,"d3d12.lib")
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#pragma comment(lib,"dxgi.lib")
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#pragma comment(lib,"dxguid.lib")
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#pragma comment(lib,"d3dcompiler.lib")
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#pragma comment(lib,"winmm.lib")
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// Global D3D12 objects
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D3D12Device gDevice;
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D3D12CommandQueue gCommandQueue;
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D3D12SwapChain gSwapChain;
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D3D12CommandAllocator gCommandAllocator;
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D3D12CommandList gCommandList;
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D3D12Fence gFence;
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// Render targets
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D3D12Texture gColorRTs[2];
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D3D12Texture gDepthStencil;
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D3D12DescriptorHeap gRTVHeap;
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D3D12DescriptorHeap gDSVHeap;
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D3D12RenderTargetView gRTVs[2];
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D3D12DepthStencilView gDSV;
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UINT gRTVDescriptorSize = 0;
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UINT gDSVDescriptorSize = 0;
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int gCurrentRTIndex = 0;
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UINT64 gFenceValue = 0;
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// Window
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HWND gHWND = nullptr;
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int gWidth = 1280;
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int gHeight = 720;
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// Log helper
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void Log(const char* format, ...) {
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char buffer[1024];
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va_list args;
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va_start(args, format);
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vsnprintf(buffer, sizeof(buffer), format, args);
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va_end(args);
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Logger::Get().Debug(LogCategory::Rendering, String(buffer));
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}
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// Window procedure
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LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_CLOSE:
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PostQuitMessage(0);
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break;
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);
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}
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// Initialize D3D12
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bool InitD3D12() {
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// Create device
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RHIDeviceDesc deviceDesc;
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deviceDesc.windowHandle = gHWND;
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deviceDesc.width = gWidth;
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deviceDesc.height = gHeight;
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deviceDesc.adapterIndex = 0;
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deviceDesc.enableDebugLayer = false;
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deviceDesc.enableGPUValidation = false;
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if (!gDevice.Initialize(deviceDesc)) {
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Log("[ERROR] Failed to initialize D3D12 device");
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return false;
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}
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ID3D12Device* device = gDevice.GetDevice();
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IDXGIFactory4* factory = gDevice.GetFactory();
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// Create command queue
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if (!gCommandQueue.Initialize(device, CommandQueueType::Direct)) {
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Log("[ERROR] Failed to initialize command queue");
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return false;
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}
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// Create swap chain
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DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
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swapChainDesc.BufferCount = 2;
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swapChainDesc.BufferDesc.Width = gWidth;
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swapChainDesc.BufferDesc.Height = gHeight;
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swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.OutputWindow = gHWND;
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.Windowed = true;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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IDXGISwapChain* dxgiSwapChain = nullptr;
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HRESULT hr = factory->CreateSwapChain(gCommandQueue.GetCommandQueue(), &swapChainDesc, &dxgiSwapChain);
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if (FAILED(hr)) {
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Log("[ERROR] Failed to create swap chain");
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return false;
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}
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if (!gSwapChain.Initialize(dxgiSwapChain, (uint32_t)gWidth, (uint32_t)gHeight)) {
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Log("[ERROR] Failed to initialize swap chain");
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return false;
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}
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// Initialize depth stencil
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gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
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// Create RTV heap
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gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
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gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
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// Create DSV heap
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gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
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gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
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// Create RTVs for back buffers
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHeapStart = gRTVHeap.GetCPUDescriptorHandleForHeapStart();
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for (int i = 0; i < 2; i++) {
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer));
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gColorRTs[i].InitializeFromExisting(buffer);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
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rtvHandle.ptr = rtvHeapStart.ptr + i * gRTVDescriptorSize;
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gRTVs[i].InitializeAt(device, gColorRTs[i].GetResource(), rtvHandle, nullptr);
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}
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// Create DSV
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12DepthStencilView::CreateDesc(Format::D24_UNorm_S8_UInt);
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gDSV.InitializeAt(device, gDepthStencil.GetResource(), gDSVHeap.GetCPUDescriptorHandleForHeapStart(), &dsvDesc);
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// Create command allocator and list
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gCommandAllocator.Initialize(device, CommandQueueType::Direct);
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gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
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// Create fence
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gFence.Initialize(device, 0);
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Log("[INFO] D3D12 initialized successfully");
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return true;
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}
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// Wait for GPU
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void WaitForGPU() {
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gCommandQueue.WaitForIdle();
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}
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// Execute command list
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void ExecuteCommandList() {
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gCommandList.Close();
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void* commandLists[] = { gCommandList.GetCommandList() };
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gCommandQueue.ExecuteCommandLists(1, commandLists);
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gFenceValue += 1;
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}
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// Begin rendering
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void BeginRender() {
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gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
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// Transition render target
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gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
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ResourceStates::Present, ResourceStates::RenderTarget);
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// Set render targets
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
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rtvHandle.ptr = gRTVHeap.GetCPUDescriptorHandleForHeapStart().ptr + gCurrentRTIndex * gRTVDescriptorSize;
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = gDSVHeap.GetCPUDescriptorHandleForHeapStart();
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gCommandList.SetRenderTargetsHandle(1, &rtvHandle, &dsvHandle);
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// Set viewport and scissor
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Viewport viewport = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
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Rect scissorRect = { 0, 0, gWidth, gHeight };
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gCommandList.SetViewport(viewport);
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gCommandList.SetScissorRect(scissorRect);
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// Clear
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float clearColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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gCommandList.ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
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gCommandList.ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
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}
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// End rendering
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void EndRender() {
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gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
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ResourceStates::RenderTarget, ResourceStates::Present);
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}
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// Main entry
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
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// Initialize logger
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Logger::Get().Initialize();
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Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
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Logger::Get().SetMinimumLevel(LogLevel::Debug);
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Log("[INFO] D3D12 Integration Test Starting");
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// Register window class
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WNDCLASSEX wc = {};
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wc.cbSize = sizeof(WNDCLASSEX);
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = WindowProc;
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wc.hInstance = hInstance;
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wc.lpszClassName = L"D3D12Test";
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if (!RegisterClassEx(&wc)) {
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MessageBox(NULL, L"Failed to register window class", L"Error", MB_OK);
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return -1;
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}
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// Create window
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RECT rect = { 0, 0, gWidth, gHeight };
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
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gHWND = CreateWindowEx(0, L"D3D12Test", L"D3D12 Integration Test",
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WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
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rect.right - rect.left, rect.bottom - rect.top,
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NULL, NULL, hInstance, NULL);
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if (!gHWND) {
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MessageBox(NULL, L"Failed to create window", L"Error", MB_OK);
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return -1;
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}
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// Initialize D3D12
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if (!InitD3D12()) {
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MessageBox(NULL, L"Failed to initialize D3D12", L"Error", MB_OK);
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return -1;
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}
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// Show window
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ShowWindow(gHWND, nShowCmd);
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UpdateWindow(gHWND);
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// Main loop
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MSG msg = {};
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int frameCount = 0;
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const int targetFrameCount = 30;
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while (true) {
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
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if (msg.message == WM_QUIT) {
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break;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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// Reset command list for this frame
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gCommandAllocator.Reset();
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gCommandList.Reset();
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// Render
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BeginRender();
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// (Add rendering code here)
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frameCount++;
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if (frameCount >= targetFrameCount) {
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Log("[INFO] Reached target frame count %d - taking screenshot before present!", targetFrameCount);
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ExecuteCommandList();
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WaitForGPU();
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Log("[INFO] GPU idle, taking screenshot...");
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bool screenshotResult = D3D12Screenshot::Capture(
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gDevice.GetDevice(),
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gCommandQueue.GetCommandQueue(),
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gColorRTs[gCurrentRTIndex].GetResource(),
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"minimal.ppm",
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gWidth,
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gHeight
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);
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if (screenshotResult) {
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Log("[INFO] Screenshot saved to minimal.ppm");
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} else {
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Log("[ERROR] Screenshot failed");
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}
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break;
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}
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EndRender();
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// Execute
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ExecuteCommandList();
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// Present
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gSwapChain.Present(0, 0);
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// Add small delay to prevent GPU overload
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Sleep(10);
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}
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}
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// Shutdown
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gCommandList.Shutdown();
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gCommandAllocator.Shutdown();
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gFence.Shutdown();
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gSwapChain.Shutdown();
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gDevice.Shutdown();
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Logger::Get().Shutdown();
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Log("[INFO] D3D12 Integration Test Finished");
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return 0;
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}
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