#include #include #include #include #include #include #include #include #include #include #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/D3D12SwapChain.h" #include "XCEngine/RHI/D3D12/D3D12Texture.h" #include "XCEngine/RHI/D3D12/D3D12ResourceView.h" #include "XCEngine/RHI/D3D12/D3D12Screenshot.h" #include "XCEngine/Core/Math/Matrix4.h" #include "XCEngine/Core/Math/Vector3.h" #include "XCEngine/Debug/Logger.h" #include "XCEngine/Debug/ConsoleLogSink.h" #include "XCEngine/Debug/FileLogSink.h" #include "XCEngine/Debug/RenderDocCapture.h" #include "XCEngine/Core/Containers/String.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") namespace { struct Vertex { float pos[4]; float uv[2]; }; struct MatrixBufferData { Matrix4x4 projection; Matrix4x4 view; Matrix4x4 model; }; constexpr float kSphereRadius = 1.0f; constexpr int kSphereSegments = 32; constexpr float kPi = 3.14159265358979323846f; const char kSphereHlsl[] = R"( Texture2D gDiffuseTexture : register(t0); SamplerState gSampler : register(s0); cbuffer MatrixBuffer : register(b0) { float4x4 gProjectionMatrix; float4x4 gViewMatrix; float4x4 gModelMatrix; }; struct VSInput { float4 position : POSITION; float2 texcoord : TEXCOORD0; }; struct PSInput { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; }; PSInput MainVS(VSInput input) { PSInput output; float4 positionWS = mul(gModelMatrix, input.position); float4 positionVS = mul(gViewMatrix, positionWS); output.position = mul(gProjectionMatrix, positionVS); output.texcoord = input.texcoord; return output; } float4 MainPS(PSInput input) : SV_TARGET { return gDiffuseTexture.Sample(gSampler, input.texcoord); } )"; D3D12Device gDevice; D3D12CommandQueue gCommandQueue; D3D12SwapChain gSwapChain; D3D12CommandAllocator gCommandAllocator; D3D12CommandList gCommandList; D3D12Texture gDepthStencil; D3D12DescriptorHeap gRTVHeap; D3D12DescriptorHeap gDSVHeap; D3D12ResourceView gRTVs[2]; D3D12ResourceView gDSV; std::vector gVertices; std::vector gIndices; RHIBuffer* gVertexBuffer = nullptr; RHIResourceView* gVertexBufferView = nullptr; RHIBuffer* gIndexBuffer = nullptr; RHIResourceView* gIndexBufferView = nullptr; RHITexture* gTexture = nullptr; RHIResourceView* gTextureView = nullptr; RHISampler* gSampler = nullptr; RHIDescriptorPool* gConstantPool = nullptr; RHIDescriptorSet* gConstantSet = 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; int gCurrentRTIndex = 0; HWND gHWND = nullptr; int gWidth = 1280; int gHeight = 720; template void ShutdownAndDelete(T*& object) { if (object != nullptr) { object->Shutdown(); delete object; object = nullptr; } } 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)); } 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; } void GenerateSphere(std::vector& vertices, std::vector& indices, float radius, int segments) { vertices.clear(); indices.clear(); segments = segments < 3 ? 3 : segments; for (int lat = 0; lat <= segments; ++lat) { const float phi = kPi * static_cast(lat) / static_cast(segments); const float sinPhi = sinf(phi); const float cosPhi = cosf(phi); for (int lon = 0; lon <= segments; ++lon) { const float theta = (kPi * 2.0f) * static_cast(lon) / static_cast(segments); const float sinTheta = sinf(theta); const float cosTheta = cosf(theta); Vertex vertex = {}; vertex.pos[0] = radius * sinPhi * cosTheta; vertex.pos[1] = radius * cosPhi; vertex.pos[2] = radius * sinPhi * sinTheta; vertex.pos[3] = 1.0f; vertex.uv[0] = static_cast(lon) / static_cast(segments); vertex.uv[1] = static_cast(lat) / static_cast(segments); vertices.push_back(vertex); } } for (int lat = 0; lat < segments; ++lat) { for (int lon = 0; lon < segments; ++lon) { const uint32_t topLeft = static_cast(lat * (segments + 1) + lon); const uint32_t topRight = topLeft + 1; const uint32_t bottomLeft = static_cast((lat + 1) * (segments + 1) + lon); const uint32_t 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); } } } MatrixBufferData CreateMatrixBufferData() { const float aspect = 1280.0f / 720.0f; const Matrix4x4 projection = Matrix4x4::Perspective(45.0f * 3.141592f / 180.0f, aspect, 0.1f, 1000.0f); const Matrix4x4 view = Matrix4x4::Identity(); const Matrix4x4 model = Matrix4x4::Translation(Vector3(0.0f, 0.0f, 5.0f)); MatrixBufferData data = {}; data.projection = projection.Transpose(); data.view = view.Transpose(); data.model = model.Transpose(); return data; } 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(width); textureDesc.height = static_cast(height); textureDesc.depth = 1; textureDesc.mipLevels = 1; textureDesc.arraySize = 1; textureDesc.format = static_cast(Format::R8G8B8A8_UNorm); textureDesc.textureType = static_cast(TextureType::Texture2D); textureDesc.sampleCount = 1; textureDesc.sampleQuality = 0; textureDesc.flags = 0; gTexture = gDevice.CreateTexture( textureDesc, pixels, static_cast(width) * static_cast(height) * 4, static_cast(width) * 4); stbi_image_free(pixels); if (gTexture == nullptr) { Log("[ERROR] Failed to create RHI texture"); return false; } ResourceViewDesc textureViewDesc = {}; textureViewDesc.format = static_cast(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(FilterMode::Linear); samplerDesc.addressU = static_cast(TextureAddressMode::Clamp); samplerDesc.addressV = static_cast(TextureAddressMode::Clamp); samplerDesc.addressW = static_cast(TextureAddressMode::Clamp); samplerDesc.mipLodBias = 0.0f; samplerDesc.maxAnisotropy = 1; samplerDesc.comparisonFunc = static_cast(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 constantPoolDesc = {}; constantPoolDesc.type = DescriptorHeapType::CBV_SRV_UAV; constantPoolDesc.descriptorCount = 1; constantPoolDesc.shaderVisible = false; gConstantPool = gDevice.CreateDescriptorPool(constantPoolDesc); if (gConstantPool == nullptr) { Log("[ERROR] Failed to create constant descriptor pool"); return false; } DescriptorSetLayoutBinding constantBinding = {}; constantBinding.binding = 0; constantBinding.type = static_cast(DescriptorType::CBV); constantBinding.count = 1; DescriptorSetLayoutDesc constantLayoutDesc = {}; constantLayoutDesc.bindings = &constantBinding; constantLayoutDesc.bindingCount = 1; gConstantSet = gConstantPool->AllocateSet(constantLayoutDesc); if (gConstantSet == nullptr) { Log("[ERROR] Failed to allocate constant descriptor set"); return false; } const MatrixBufferData matrixData = CreateMatrixBufferData(); gConstantSet->WriteConstant(0, &matrixData, sizeof(matrixData)); 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(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(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 CreateSpherePipelineDesc() { GraphicsPipelineDesc desc = {}; desc.pipelineLayout = gPipelineLayout; desc.topologyType = static_cast(PrimitiveTopologyType::Triangle); desc.renderTargetFormats[0] = static_cast(Format::R8G8B8A8_UNorm); desc.depthStencilFormat = static_cast(Format::D24_UNorm_S8_UInt); desc.sampleCount = 1; desc.rasterizerState.fillMode = static_cast(FillMode::Solid); desc.rasterizerState.cullMode = static_cast(CullMode::None); desc.rasterizerState.frontFace = static_cast(FrontFace::CounterClockwise); desc.rasterizerState.depthClipEnable = true; desc.depthStencilState.depthTestEnable = true; desc.depthStencilState.depthWriteEnable = true; desc.depthStencilState.depthFunc = static_cast(ComparisonFunc::Less); desc.depthStencilState.stencilEnable = false; InputElementDesc position = {}; position.semanticName = "POSITION"; position.semanticIndex = 0; position.format = static_cast(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(Format::R32G32_Float); texcoord.inputSlot = 0; texcoord.alignedByteOffset = sizeof(float) * 4; desc.inputLayout.elements.push_back(texcoord); desc.vertexShader.source.assign(kSphereHlsl, kSphereHlsl + strlen(kSphereHlsl)); desc.vertexShader.sourceLanguage = ShaderLanguage::HLSL; desc.vertexShader.entryPoint = L"MainVS"; desc.vertexShader.profile = L"vs_5_0"; desc.fragmentShader.source.assign(kSphereHlsl, kSphereHlsl + strlen(kSphereHlsl)); desc.fragmentShader.sourceLanguage = ShaderLanguage::HLSL; desc.fragmentShader.entryPoint = L"MainPS"; desc.fragmentShader.profile = L"ps_5_0"; return desc; } bool InitializeSphereResources() { GenerateSphere(gVertices, gIndices, kSphereRadius, kSphereSegments); if (gVertices.empty() || gIndices.empty()) { Log("[ERROR] Failed to generate sphere geometry"); return false; } BufferDesc vertexBufferDesc = {}; vertexBufferDesc.size = static_cast(gVertices.size() * sizeof(Vertex)); vertexBufferDesc.stride = sizeof(Vertex); vertexBufferDesc.bufferType = static_cast(BufferType::Vertex); gVertexBuffer = gDevice.CreateBuffer(vertexBufferDesc); if (gVertexBuffer == nullptr) { Log("[ERROR] Failed to create vertex buffer"); return false; } gVertexBuffer->SetData(gVertices.data(), gVertices.size() * sizeof(Vertex)); 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 = static_cast(gIndices.size() * sizeof(uint32_t)); indexBufferDesc.stride = sizeof(uint32_t); indexBufferDesc.bufferType = static_cast(BufferType::Index); gIndexBuffer = gDevice.CreateBuffer(indexBufferDesc); if (gIndexBuffer == nullptr) { Log("[ERROR] Failed to create index buffer"); return false; } gIndexBuffer->SetData(gIndices.data(), gIndices.size() * sizeof(uint32_t)); gIndexBuffer->SetStride(sizeof(uint32_t)); gIndexBuffer->SetBufferType(BufferType::Index); ResourceViewDesc indexViewDesc = {}; indexViewDesc.dimension = ResourceViewDimension::Buffer; indexViewDesc.format = static_cast(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.constantBufferCount = 1; pipelineLayoutDesc.textureCount = 1; pipelineLayoutDesc.samplerCount = 1; gPipelineLayout = gDevice.CreatePipelineLayout(pipelineLayoutDesc); if (gPipelineLayout == nullptr) { Log("[ERROR] Failed to create pipeline layout"); return false; } GraphicsPipelineDesc pipelineDesc = CreateSpherePipelineDesc(); gPipelineState = gDevice.CreatePipelineState(pipelineDesc); if (gPipelineState == nullptr || !gPipelineState->IsValid()) { Log("[ERROR] Failed to create pipeline state"); return false; } Log("[INFO] Sphere resources initialized successfully"); return true; } void ShutdownSphereResources() { ShutdownAndDelete(gPipelineState); ShutdownAndDelete(gPipelineLayout); ShutdownAndDelete(gConstantSet); ShutdownAndDelete(gTextureSet); ShutdownAndDelete(gSamplerSet); ShutdownAndDelete(gConstantPool); 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: PostQuitMessage(0); break; } return DefWindowProc(hwnd, msg, wParam, lParam); } bool InitD3D12() { RHIDeviceDesc deviceDesc = {}; 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; } if (!gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight)) { Log("[ERROR] Failed to initialize depth stencil"); return false; } if (!gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2)) { Log("[ERROR] Failed to initialize RTV heap"); return false; } gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV); 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) { D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i); 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); gDSV.InitializeAsDepthStencil(device, gDepthStencil.GetResource(), &dsvDesc, &gDSVHeap, 0); if (!gCommandAllocator.Initialize(device, CommandQueueType::Direct)) { Log("[ERROR] Failed to initialize command allocator"); return false; } if (!gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator())) { Log("[ERROR] Failed to initialize command list"); return false; } if (!InitializeSphereResources()) { Log("[ERROR] Failed to initialize sphere resources"); return false; } Log("[INFO] D3D12 initialized successfully"); return true; } void WaitForGPU() { gCommandQueue.WaitForIdle(); } void ExecuteCommandList() { gCommandList.Close(); void* commandLists[] = { &gCommandList }; 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, static_cast(gWidth), static_cast(gHeight), 0.0f, 1.0f }; Rect scissorRect = { 0, 0, gWidth, gHeight }; gCommandList.SetViewport(viewport); gCommandList.SetScissorRect(scissorRect); 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); } void EndRender() { D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex); gCommandList.TransitionBarrier(currentBackBuffer.GetResource(), ResourceStates::RenderTarget, ResourceStates::Present); } void RenderSphere() { RHIDescriptorSet* descriptorSets[] = { gConstantSet, gTextureSet, gSamplerSet }; RHIResourceView* vertexBuffers[] = { gVertexBufferView }; const uint64_t offsets[] = { 0 }; const uint32_t strides[] = { sizeof(Vertex) }; gCommandList.SetPipelineState(gPipelineState); gCommandList.SetGraphicsDescriptorSets(0, 3, descriptorSets, gPipelineLayout); gCommandList.SetPrimitiveTopology(PrimitiveTopology::TriangleList); gCommandList.SetVertexBuffers(0, 1, vertexBuffers, offsets, strides); gCommandList.SetIndexBuffer(gIndexBufferView, 0); gCommandList.DrawIndexed(static_cast(gIndices.size())); } } // namespace int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { Logger::Get().Initialize(); Logger::Get().AddSink(std::make_unique()); Logger::Get().AddSink(std::make_unique("sphere_test.log")); Logger::Get().SetMinimumLevel(LogLevel::Debug); Log("[INFO] D3D12 Sphere Test Starting"); WNDCLASSEXW wc = {}; wc.cbSize = sizeof(WNDCLASSEXW); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.lpszClassName = L"D3D12SphereTest"; if (!RegisterClassExW(&wc)) { Log("[ERROR] Failed to register window class"); return -1; } RECT rect = { 0, 0, gWidth, gHeight }; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); gHWND = CreateWindowExW( 0, L"D3D12SphereTest", L"D3D12 Sphere 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"); return -1; } RenderDocCapture::Get().Initialize(nullptr, gHWND); RenderDocCapture::Get().SetCaptureFilePath(".\\sphere_frame30"); if (!InitD3D12()) { Log("[ERROR] Failed to initialize D3D12"); return -1; } RenderDocCapture::Get().SetDevice(gDevice.GetDevice()); 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(); RenderSphere(); frameCount++; if (frameCount >= targetFrameCount) { Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount); ExecuteCommandList(); if (RenderDocCapture::Get().EndCapture()) { Log("[INFO] RenderDoc capture ended"); } WaitForGPU(); const 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"); } break; } if (frameCount == targetFrameCount - 1) { if (RenderDocCapture::Get().BeginCapture("D3D12_Sphere_Test")) { Log("[INFO] RenderDoc capture started"); } } EndRender(); ExecuteCommandList(); gSwapChain.Present(0, 0); } } ShutdownSphereResources(); gCommandList.Shutdown(); gCommandAllocator.Shutdown(); gSwapChain.Shutdown(); gDevice.Shutdown(); RenderDocCapture::Get().Shutdown(); Logger::Get().Shutdown(); return 0; }