Files
XCEngine/tests/RHI/D3D12/integration/quad/main.cpp
ssdfasd 7a66913f2b refactor(RHI): 将窗口职责从RHI移到Platform层
- RHIDeviceDesc 删除 windowHandle/width/height/appName
- SwapChainDesc 添加 windowHandle 字段
- RHISwapChain 删除 PollEvents/ShouldClose/SetFullscreen 等窗口相关接口
- OpenGLDevice 删除 CreateRenderWindow,改用 InitializeWithExistingWindow
- 更新所有集成测试使用新API
- 273个单元测试 + 8个集成测试全部通过
2026-03-24 23:00:49 +08:00

436 lines
16 KiB
C++

#include <windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <stdarg.h>
#include <string>
#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/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/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;
#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")
D3D12Device gDevice;
D3D12CommandQueue gCommandQueue;
D3D12SwapChain gSwapChain;
D3D12CommandAllocator gCommandAllocator;
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;
UINT gRTVDescriptorSize = 0;
UINT gDSVDescriptorSize = 0;
int gCurrentRTIndex = 0;
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);
}
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;
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);
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);
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");
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");
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");
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, (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);
}
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 Quad Test Starting");
WNDCLASSEX wc = {};
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"D3D12QuadTest";
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"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");
return -1;
}
RenderDocCapture::Get().Initialize(nullptr, gHWND);
RenderDocCapture::Get().SetCaptureFilePath(".\\quad_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();
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);
frameCount++;
if (frameCount >= targetFrameCount) {
if (RenderDocCapture::Get().EndCapture()) {
Log("[INFO] RenderDoc capture ended");
}
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
WaitForGPU();
bool screenshotResult = D3D12Screenshot::Capture(
gDevice,
gCommandQueue,
gSwapChain.GetBackBuffer(gCurrentRTIndex),
"quad.ppm"
);
if (screenshotResult) {
Log("[INFO] Screenshot saved to quad.ppm");
} else {
Log("[ERROR] Screenshot failed");
}
break;
}
if (frameCount == targetFrameCount - 1) {
if (RenderDocCapture::Get().BeginCapture("D3D12_Quad_Test")) {
Log("[INFO] RenderDoc capture started");
}
}
EndRender();
ExecuteCommandList();
gSwapChain.Present(0, 0);
}
}
gCommandList.Shutdown();
gCommandAllocator.Shutdown();
gSwapChain.Shutdown();
gDevice.Shutdown();
RenderDocCapture::Get().Shutdown();
Logger::Get().Shutdown();
Log("[INFO] D3D12 Quad Test Finished");
return 0;
}