chore: sync workspace state

This commit is contained in:
2026-03-29 01:36:53 +08:00
parent eb5de3e3d4
commit e5cb79f3ce
4935 changed files with 35593 additions and 360696 deletions

View File

@@ -1,28 +1,32 @@
#include <windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <filesystem>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <stdarg.h>
#include <string>
#include <string.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include "XCEngine/RHI/RHIEnums.h"
#include "XCEngine/RHI/RHITypes.h"
#include "XCEngine/RHI/RHIBuffer.h"
#include "XCEngine/RHI/RHIDescriptorPool.h"
#include "XCEngine/RHI/RHIDescriptorSet.h"
#include "XCEngine/RHI/RHIPipelineLayout.h"
#include "XCEngine/RHI/RHIPipelineState.h"
#include "XCEngine/RHI/RHIResourceView.h"
#include "XCEngine/RHI/RHISampler.h"
#include "XCEngine/RHI/RHITexture.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/D3D12Shader.h"
#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
#include "XCEngine/RHI/D3D12/D3D12ResourceView.h"
#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
#include "XCEngine/Debug/Logger.h"
#include "XCEngine/Debug/ConsoleLogSink.h"
#include "XCEngine/Debug/FileLogSink.h"
@@ -40,6 +44,48 @@ using namespace XCEngine::Containers;
#pragma comment(lib,"d3dcompiler.lib")
#pragma comment(lib,"winmm.lib")
namespace {
struct Vertex {
float pos[4];
float uv[2];
};
constexpr Vertex kQuadVertices[] = {
{ { -0.5f, -0.5f, 0.0f, 1.0f }, { 0.0f, 1.0f } },
{ { -0.5f, 0.5f, 0.0f, 1.0f }, { 0.0f, 0.0f } },
{ { 0.5f, -0.5f, 0.0f, 1.0f }, { 1.0f, 1.0f } },
{ { 0.5f, 0.5f, 0.0f, 1.0f }, { 1.0f, 0.0f } },
};
constexpr uint32_t kQuadIndices[] = { 0, 1, 2, 2, 1, 3 };
const char kQuadHlsl[] = R"(
Texture2D gTexture : register(t0);
SamplerState gSampler : register(s0);
struct VSInput {
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
struct PSInput {
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD;
};
PSInput MainVS(VSInput input) {
PSInput output;
output.position = input.position;
output.texcoord = input.texcoord;
return output;
}
float4 MainPS(PSInput input) : SV_TARGET {
return gTexture.Sample(gSampler, input.texcoord);
}
)";
D3D12Device gDevice;
D3D12CommandQueue gCommandQueue;
D3D12SwapChain gSwapChain;
@@ -48,17 +94,22 @@ D3D12CommandList gCommandList;
D3D12Texture gDepthStencil;
D3D12DescriptorHeap gRTVHeap;
D3D12DescriptorHeap gDSVHeap;
D3D12DescriptorHeap gSRVHeap;
D3D12ResourceView gRTVs[2];
D3D12ResourceView gDSV;
D3D12Shader gVertexShader;
D3D12Shader gPixelShader;
D3D12RootSignature gRootSignature;
D3D12PipelineState gPipelineState;
D3D12Buffer gVertexBuffer;
D3D12Texture gDiffuseTexture;
D3D12ResourceView gDiffuseSRV;
RHIBuffer* gVertexBuffer = nullptr;
RHIResourceView* gVertexBufferView = nullptr;
RHIBuffer* gIndexBuffer = nullptr;
RHIResourceView* gIndexBufferView = nullptr;
RHITexture* gTexture = nullptr;
RHIResourceView* gTextureView = nullptr;
RHISampler* gSampler = nullptr;
RHIDescriptorPool* gTexturePool = nullptr;
RHIDescriptorSet* gTextureSet = nullptr;
RHIDescriptorPool* gSamplerPool = nullptr;
RHIDescriptorSet* gSamplerSet = nullptr;
RHIPipelineLayout* gPipelineLayout = nullptr;
RHIPipelineState* gPipelineState = nullptr;
UINT gRTVDescriptorSize = 0;
UINT gDSVDescriptorSize = 0;
@@ -68,6 +119,15 @@ HWND gHWND = nullptr;
int gWidth = 1280;
int gHeight = 720;
template <typename T>
void ShutdownAndDelete(T*& object) {
if (object != nullptr) {
object->Shutdown();
delete object;
object = nullptr;
}
}
void Log(const char* format, ...) {
char buffer[1024];
va_list args;
@@ -77,6 +137,275 @@ void Log(const char* format, ...) {
Logger::Get().Debug(LogCategory::Rendering, String(buffer));
}
std::filesystem::path GetExecutableDirectory() {
char exePath[MAX_PATH] = {};
const DWORD length = GetModuleFileNameA(nullptr, exePath, MAX_PATH);
if (length == 0 || length >= MAX_PATH) {
return std::filesystem::current_path();
}
return std::filesystem::path(exePath).parent_path();
}
std::filesystem::path ResolveRuntimePath(const char* relativePath) {
return GetExecutableDirectory() / relativePath;
}
bool LoadTexture() {
const std::filesystem::path texturePath = ResolveRuntimePath("Res/Image/earth.png");
const std::string texturePathString = texturePath.string();
stbi_set_flip_vertically_on_load(0);
int width = 0;
int height = 0;
int channels = 0;
stbi_uc* pixels = stbi_load(texturePathString.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (pixels == nullptr) {
Log("[ERROR] Failed to load texture: %s", texturePathString.c_str());
return false;
}
TextureDesc textureDesc = {};
textureDesc.width = static_cast<uint32_t>(width);
textureDesc.height = static_cast<uint32_t>(height);
textureDesc.depth = 1;
textureDesc.mipLevels = 1;
textureDesc.arraySize = 1;
textureDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
textureDesc.textureType = static_cast<uint32_t>(TextureType::Texture2D);
textureDesc.sampleCount = 1;
textureDesc.sampleQuality = 0;
textureDesc.flags = 0;
gTexture = gDevice.CreateTexture(
textureDesc,
pixels,
static_cast<size_t>(width) * static_cast<size_t>(height) * 4,
static_cast<uint32_t>(width) * 4);
stbi_image_free(pixels);
if (gTexture == nullptr) {
Log("[ERROR] Failed to create RHI texture");
return false;
}
ResourceViewDesc textureViewDesc = {};
textureViewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
textureViewDesc.dimension = ResourceViewDimension::Texture2D;
textureViewDesc.mipLevel = 0;
gTextureView = gDevice.CreateShaderResourceView(gTexture, textureViewDesc);
if (gTextureView == nullptr) {
Log("[ERROR] Failed to create texture SRV");
return false;
}
SamplerDesc samplerDesc = {};
samplerDesc.filter = static_cast<uint32_t>(FilterMode::Linear);
samplerDesc.addressU = static_cast<uint32_t>(TextureAddressMode::Clamp);
samplerDesc.addressV = static_cast<uint32_t>(TextureAddressMode::Clamp);
samplerDesc.addressW = static_cast<uint32_t>(TextureAddressMode::Clamp);
samplerDesc.mipLodBias = 0.0f;
samplerDesc.maxAnisotropy = 1;
samplerDesc.comparisonFunc = static_cast<uint32_t>(ComparisonFunc::Always);
samplerDesc.borderColorR = 0.0f;
samplerDesc.borderColorG = 0.0f;
samplerDesc.borderColorB = 0.0f;
samplerDesc.borderColorA = 0.0f;
samplerDesc.minLod = 0.0f;
samplerDesc.maxLod = 1000.0f;
gSampler = gDevice.CreateSampler(samplerDesc);
if (gSampler == nullptr) {
Log("[ERROR] Failed to create sampler");
return false;
}
DescriptorPoolDesc texturePoolDesc = {};
texturePoolDesc.type = DescriptorHeapType::CBV_SRV_UAV;
texturePoolDesc.descriptorCount = 1;
texturePoolDesc.shaderVisible = true;
gTexturePool = gDevice.CreateDescriptorPool(texturePoolDesc);
if (gTexturePool == nullptr) {
Log("[ERROR] Failed to create texture descriptor pool");
return false;
}
DescriptorSetLayoutBinding textureBinding = {};
textureBinding.binding = 0;
textureBinding.type = static_cast<uint32_t>(DescriptorType::SRV);
textureBinding.count = 1;
DescriptorSetLayoutDesc textureLayoutDesc = {};
textureLayoutDesc.bindings = &textureBinding;
textureLayoutDesc.bindingCount = 1;
gTextureSet = gTexturePool->AllocateSet(textureLayoutDesc);
if (gTextureSet == nullptr) {
Log("[ERROR] Failed to allocate texture descriptor set");
return false;
}
gTextureSet->Update(0, gTextureView);
DescriptorPoolDesc samplerPoolDesc = {};
samplerPoolDesc.type = DescriptorHeapType::Sampler;
samplerPoolDesc.descriptorCount = 1;
samplerPoolDesc.shaderVisible = true;
gSamplerPool = gDevice.CreateDescriptorPool(samplerPoolDesc);
if (gSamplerPool == nullptr) {
Log("[ERROR] Failed to create sampler descriptor pool");
return false;
}
DescriptorSetLayoutBinding samplerBinding = {};
samplerBinding.binding = 0;
samplerBinding.type = static_cast<uint32_t>(DescriptorType::Sampler);
samplerBinding.count = 1;
DescriptorSetLayoutDesc samplerLayoutDesc = {};
samplerLayoutDesc.bindings = &samplerBinding;
samplerLayoutDesc.bindingCount = 1;
gSamplerSet = gSamplerPool->AllocateSet(samplerLayoutDesc);
if (gSamplerSet == nullptr) {
Log("[ERROR] Failed to allocate sampler descriptor set");
return false;
}
gSamplerSet->UpdateSampler(0, gSampler);
return true;
}
GraphicsPipelineDesc CreateQuadPipelineDesc() {
GraphicsPipelineDesc desc = {};
desc.pipelineLayout = gPipelineLayout;
desc.topologyType = static_cast<uint32_t>(PrimitiveTopologyType::Triangle);
desc.renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
desc.depthStencilFormat = static_cast<uint32_t>(Format::Unknown);
desc.sampleCount = 1;
desc.rasterizerState.fillMode = static_cast<uint32_t>(FillMode::Solid);
desc.rasterizerState.cullMode = static_cast<uint32_t>(CullMode::None);
desc.rasterizerState.frontFace = static_cast<uint32_t>(FrontFace::CounterClockwise);
desc.rasterizerState.depthClipEnable = true;
desc.depthStencilState.depthTestEnable = false;
desc.depthStencilState.depthWriteEnable = false;
desc.depthStencilState.stencilEnable = false;
InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(Format::R32G32B32A32_Float);
position.inputSlot = 0;
position.alignedByteOffset = 0;
desc.inputLayout.elements.push_back(position);
InputElementDesc texcoord = {};
texcoord.semanticName = "TEXCOORD";
texcoord.semanticIndex = 0;
texcoord.format = static_cast<uint32_t>(Format::R32G32_Float);
texcoord.inputSlot = 0;
texcoord.alignedByteOffset = sizeof(float) * 4;
desc.inputLayout.elements.push_back(texcoord);
desc.vertexShader.source.assign(kQuadHlsl, kQuadHlsl + strlen(kQuadHlsl));
desc.vertexShader.sourceLanguage = ShaderLanguage::HLSL;
desc.vertexShader.entryPoint = L"MainVS";
desc.vertexShader.profile = L"vs_5_0";
desc.fragmentShader.source.assign(kQuadHlsl, kQuadHlsl + strlen(kQuadHlsl));
desc.fragmentShader.sourceLanguage = ShaderLanguage::HLSL;
desc.fragmentShader.entryPoint = L"MainPS";
desc.fragmentShader.profile = L"ps_5_0";
return desc;
}
bool InitializeQuadResources() {
BufferDesc vertexBufferDesc = {};
vertexBufferDesc.size = sizeof(kQuadVertices);
vertexBufferDesc.stride = sizeof(Vertex);
vertexBufferDesc.bufferType = static_cast<uint32_t>(BufferType::Vertex);
gVertexBuffer = gDevice.CreateBuffer(vertexBufferDesc);
if (gVertexBuffer == nullptr) {
Log("[ERROR] Failed to create vertex buffer");
return false;
}
gVertexBuffer->SetData(kQuadVertices, sizeof(kQuadVertices));
gVertexBuffer->SetStride(sizeof(Vertex));
gVertexBuffer->SetBufferType(BufferType::Vertex);
ResourceViewDesc vertexViewDesc = {};
vertexViewDesc.dimension = ResourceViewDimension::Buffer;
vertexViewDesc.structureByteStride = sizeof(Vertex);
gVertexBufferView = gDevice.CreateVertexBufferView(gVertexBuffer, vertexViewDesc);
if (gVertexBufferView == nullptr) {
Log("[ERROR] Failed to create vertex buffer view");
return false;
}
BufferDesc indexBufferDesc = {};
indexBufferDesc.size = sizeof(kQuadIndices);
indexBufferDesc.stride = sizeof(uint32_t);
indexBufferDesc.bufferType = static_cast<uint32_t>(BufferType::Index);
gIndexBuffer = gDevice.CreateBuffer(indexBufferDesc);
if (gIndexBuffer == nullptr) {
Log("[ERROR] Failed to create index buffer");
return false;
}
gIndexBuffer->SetData(kQuadIndices, sizeof(kQuadIndices));
gIndexBuffer->SetStride(sizeof(uint32_t));
gIndexBuffer->SetBufferType(BufferType::Index);
ResourceViewDesc indexViewDesc = {};
indexViewDesc.dimension = ResourceViewDimension::Buffer;
indexViewDesc.format = static_cast<uint32_t>(Format::R32_UInt);
gIndexBufferView = gDevice.CreateIndexBufferView(gIndexBuffer, indexViewDesc);
if (gIndexBufferView == nullptr) {
Log("[ERROR] Failed to create index buffer view");
return false;
}
if (!LoadTexture()) {
return false;
}
RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.textureCount = 1;
pipelineLayoutDesc.samplerCount = 1;
gPipelineLayout = gDevice.CreatePipelineLayout(pipelineLayoutDesc);
if (gPipelineLayout == nullptr) {
Log("[ERROR] Failed to create pipeline layout");
return false;
}
GraphicsPipelineDesc pipelineDesc = CreateQuadPipelineDesc();
gPipelineState = gDevice.CreatePipelineState(pipelineDesc);
if (gPipelineState == nullptr || !gPipelineState->IsValid()) {
Log("[ERROR] Failed to create pipeline state");
return false;
}
Log("[INFO] Quad resources initialized successfully");
return true;
}
void ShutdownQuadResources() {
ShutdownAndDelete(gPipelineState);
ShutdownAndDelete(gPipelineLayout);
ShutdownAndDelete(gTextureSet);
ShutdownAndDelete(gSamplerSet);
ShutdownAndDelete(gTexturePool);
ShutdownAndDelete(gSamplerPool);
ShutdownAndDelete(gSampler);
ShutdownAndDelete(gTextureView);
ShutdownAndDelete(gTexture);
ShutdownAndDelete(gVertexBufferView);
ShutdownAndDelete(gIndexBufferView);
ShutdownAndDelete(gVertexBuffer);
ShutdownAndDelete(gIndexBuffer);
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_CLOSE:
@@ -86,39 +415,8 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
return DefWindowProc(hwnd, msg, wParam, lParam);
}
bool LoadTexture(const char* filename, D3D12Texture& texture, D3D12ResourceView& 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 = D3D12ResourceView::CreateShaderResourceDesc(Format::R8G8B8A8_UNorm, D3D12_SRV_DIMENSION_TEXTURE2D);
srv.InitializeAsShaderResource(device, texture.GetResource(), &srvDesc, &srvHeap, 0);
return true;
}
bool InitD3D12() {
RHIDeviceDesc deviceDesc;
RHIDeviceDesc deviceDesc = {};
deviceDesc.adapterIndex = 0;
deviceDesc.enableDebugLayer = false;
deviceDesc.enableGPUValidation = false;
@@ -141,131 +439,48 @@ bool InitD3D12() {
return false;
}
gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
if (!gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight)) {
Log("[ERROR] Failed to initialize depth stencil");
return false;
}
gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
if (!gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2)) {
Log("[ERROR] Failed to initialize RTV heap");
return false;
}
gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
if (!gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1)) {
Log("[ERROR] Failed to initialize DSV heap");
return false;
}
gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
for (int i = 0; i < 2; i++) {
for (int i = 0; i < 2; ++i) {
D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = D3D12ResourceView::CreateRenderTargetDesc(Format::R8G8B8A8_UNorm, D3D12_RTV_DIMENSION_TEXTURE2D);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = D3D12ResourceView::CreateRenderTargetDesc(
Format::R8G8B8A8_UNorm,
D3D12_RTV_DIMENSION_TEXTURE2D);
gRTVs[i].InitializeAsRenderTarget(device, backBuffer.GetResource(), &rtvDesc, &gRTVHeap, i);
}
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12ResourceView::CreateDepthStencilDesc(Format::D24_UNorm_S8_UInt, D3D12_DSV_DIMENSION_TEXTURE2D);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12ResourceView::CreateDepthStencilDesc(
Format::D24_UNorm_S8_UInt,
D3D12_DSV_DIMENSION_TEXTURE2D);
gDSV.InitializeAsDepthStencil(device, gDepthStencil.GetResource(), &dsvDesc, &gDSVHeap, 0);
gCommandAllocator.Initialize(device, CommandQueueType::Direct);
gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
if (!gVertexShader.CompileFromFile(L"Res/Shader/quad.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/quad.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[1];
rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
rootParameters[0].DescriptorTable.NumDescriptorRanges = 1;
rootParameters[0].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, 1,
&samplerDesc, 1,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
);
if (!gRootSignature.Initialize(device, rsDesc)) {
Log("[ERROR] Failed to initialize root signature");
if (!gCommandAllocator.Initialize(device, CommandQueueType::Direct)) {
Log("[ERROR] Failed to initialize command allocator");
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 = FALSE;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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");
if (!gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator())) {
Log("[ERROR] Failed to initialize command list");
return false;
}
struct Vertex {
float pos[4];
float texcoord[4];
};
Vertex vertices[] = {
{ { -0.5f, -0.5f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 0.0f } },
{ { -0.5f, 0.5f, 0.0f, 1.0f }, { 0.0f, 0.0f, 0.0f, 0.0f } },
{ { 0.5f, -0.5f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, 0.0f } },
{ { 0.5f, 0.5f, 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f, 0.0f } },
};
if (!gVertexBuffer.InitializeWithData(device, gCommandList.GetCommandList(), vertices, sizeof(vertices), 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 (!LoadTexture("Res/Image/earth.png", gDiffuseTexture, gDiffuseSRV, device, gSRVHeap, gCommandList.GetCommandList(), gCommandAllocator, gCommandQueue)) {
Log("[ERROR] Failed to load texture");
if (!InitializeQuadResources()) {
Log("[ERROR] Failed to initialize quad resources");
return false;
}
@@ -287,8 +502,7 @@ void BeginRender() {
gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
ResourceStates::Present, ResourceStates::RenderTarget);
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(), ResourceStates::Present, ResourceStates::RenderTarget);
CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(gCurrentRTIndex);
CPUDescriptorHandle dsvCpuHandle = gDSVHeap.GetCPUDescriptorHandle(0);
@@ -297,37 +511,59 @@ void BeginRender() {
gCommandList.SetRenderTargetsHandle(1, &rtvHandle, &dsvHandle);
Viewport viewport = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
Viewport viewport = { 0.0f, 0.0f, static_cast<float>(gWidth), static_cast<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 };
const 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);
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);
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(), ResourceStates::RenderTarget, ResourceStates::Present);
}
void RenderQuad() {
RHIDescriptorSet* descriptorSets[] = { gTextureSet, gSamplerSet };
RHIResourceView* vertexBuffers[] = { gVertexBufferView };
const uint64_t offsets[] = { 0 };
const uint32_t strides[] = { sizeof(Vertex) };
gCommandList.SetPipelineState(gPipelineState);
gCommandList.SetGraphicsDescriptorSets(0, 2, descriptorSets, gPipelineLayout);
gCommandList.SetPrimitiveTopology(PrimitiveTopology::TriangleList);
gCommandList.SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
gCommandList.SetIndexBuffer(gIndexBufferView, 0);
gCommandList.DrawIndexed(static_cast<uint32_t>(sizeof(kQuadIndices) / sizeof(kQuadIndices[0])));
}
} // namespace
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
Logger::Get().Initialize();
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
Logger::Get().AddSink(std::make_unique<FileLogSink>("quad_test.log"));
Logger::Get().SetMinimumLevel(LogLevel::Debug);
Log("[INFO] D3D12 Quad Test Starting");
WNDCLASSEX wc = {};
wc.cbSize = sizeof(WNDCLASSEX);
WNDCLASSEXW wc = {};
wc.cbSize = sizeof(WNDCLASSEXW);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"D3D12QuadTest";
if (!RegisterClassEx(&wc)) {
if (!RegisterClassExW(&wc)) {
Log("[ERROR] Failed to register window class");
return -1;
}
@@ -335,10 +571,19 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
RECT rect = { 0, 0, gWidth, gHeight };
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
gHWND = CreateWindowEx(0, L"D3D12QuadTest", L"D3D12 Quad Test",
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
rect.right - rect.left, rect.bottom - rect.top,
NULL, NULL, hInstance, NULL);
gHWND = CreateWindowExW(
0,
L"D3D12QuadTest",
L"D3D12 Quad Test",
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");
@@ -378,31 +623,22 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
gCommandList.Reset();
BeginRender();
gCommandList.SetRootSignature(gRootSignature.GetRootSignature());
gCommandList.SetPipelineState(gPipelineState.GetPipelineState());
ID3D12DescriptorHeap* heaps[] = { gSRVHeap.GetDescriptorHeap() };
gCommandList.SetDescriptorHeaps(1, heaps);
gCommandList.SetGraphicsRootDescriptorTable(0, gSRVHeap.GetGPUDescriptorHandleForHeapStart());
gCommandList.SetPrimitiveTopology(PrimitiveTopology::TriangleStrip);
gCommandList.SetVertexBuffer(0, gVertexBuffer.GetResource(), 0, gVertexBuffer.GetStride());
gCommandList.Draw(4, 1, 0, 0);
RenderQuad();
frameCount++;
if (frameCount >= targetFrameCount) {
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
ExecuteCommandList();
if (RenderDocCapture::Get().EndCapture()) {
Log("[INFO] RenderDoc capture ended");
}
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
WaitForGPU();
bool screenshotResult = D3D12Screenshot::Capture(
const bool screenshotResult = D3D12Screenshot::Capture(
gDevice,
gCommandQueue,
gSwapChain.GetBackBuffer(gCurrentRTIndex),
"quad.ppm"
);
"quad.ppm");
if (screenshotResult) {
Log("[INFO] Screenshot saved to quad.ppm");
} else {
@@ -423,6 +659,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
}
}
ShutdownQuadResources();
gCommandList.Shutdown();
gCommandAllocator.Shutdown();
gSwapChain.Shutdown();
@@ -430,7 +667,5 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
RenderDocCapture::Get().Shutdown();
Logger::Get().Shutdown();
Log("[INFO] D3D12 Quad Test Finished");
return 0;
}
}