Files
XCEngine/engine/src/RHI/D3D12/D3D12Device.cpp

829 lines
27 KiB
C++

#include "XCEngine/RHI/D3D12/D3D12Device.h"
#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
#include "XCEngine/RHI/D3D12/D3D12DescriptorSet.h"
#include "XCEngine/RHI/D3D12/D3D12QueryHeap.h"
#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
#include "XCEngine/RHI/D3D12/D3D12PipelineLayout.h"
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
#include "XCEngine/RHI/D3D12/D3D12Sampler.h"
#include "XCEngine/RHI/D3D12/D3D12Texture.h"
#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
#include "XCEngine/RHI/D3D12/D3D12Shader.h"
#include "XCEngine/RHI/D3D12/D3D12ResourceView.h"
#include "XCEngine/RHI/D3D12/D3D12RenderPass.h"
#include "XCEngine/RHI/D3D12/D3D12Framebuffer.h"
#include <stdio.h>
#include <memory>
#include <string>
#ifdef _DEBUG
#include <dxgidebug.h>
#endif
namespace XCEngine {
namespace RHI {
namespace {
std::string NarrowAscii(const std::wstring& value) {
std::string result;
result.reserve(value.size());
for (wchar_t ch : value) {
result.push_back(static_cast<char>(ch));
}
return result;
}
bool HasShaderPayload(const ShaderCompileDesc& desc) {
return !desc.source.empty() || !desc.fileName.empty();
}
bool CompileD3D12Shader(const ShaderCompileDesc& desc, D3D12Shader& shader) {
const std::string entryPoint = NarrowAscii(desc.entryPoint);
const std::string profile = NarrowAscii(desc.profile);
const char* entryPointPtr = entryPoint.empty() ? nullptr : entryPoint.c_str();
const char* profilePtr = profile.empty() ? nullptr : profile.c_str();
if (!desc.source.empty()) {
return shader.Compile(desc.source.data(), desc.source.size(), entryPointPtr, profilePtr);
}
if (!desc.fileName.empty()) {
return shader.CompileFromFile(desc.fileName.c_str(), entryPointPtr, profilePtr);
}
return false;
}
uint32_t GetFormatBytesPerPixel(Format format) {
switch (format) {
case Format::R8_UNorm:
return 1;
case Format::R8G8_UNorm:
return 2;
case Format::R8G8B8A8_UNorm:
return 4;
case Format::R16_Float:
return 2;
case Format::R16G16B16A16_Float:
return 8;
case Format::R32_Float:
return 4;
case Format::R32G32_Float:
return 8;
case Format::R32G32B32A32_Float:
return 16;
default:
return 0;
}
}
} // namespace
D3D12Device::D3D12Device()
: m_isDeviceRemoved(false)
, m_initialized(false)
{
}
D3D12Device::~D3D12Device() {
Shutdown();
}
bool D3D12Device::Initialize(const RHIDeviceDesc& desc) {
if (m_initialized) {
return true;
}
m_deviceDesc = desc;
if (!CreateDXGIFactory(desc.enableDebugLayer)) {
return false;
}
ComPtr<IDXGIAdapter1> adapter;
int adapterIndex = desc.adapterIndex;
bool adapterFound = false;
while (m_factory->EnumAdapters1(adapterIndex, &adapter) != DXGI_ERROR_NOT_FOUND) {
DXGI_ADAPTER_DESC1 descAdapter;
adapter->GetDesc1(&descAdapter);
if (descAdapter.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
adapterIndex++;
continue;
}
HRESULT hr = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), nullptr);
if (SUCCEEDED(hr)) {
adapterFound = true;
m_adapter = adapter;
break;
}
adapterIndex++;
}
if (!adapterFound) {
return false;
}
if (!CreateDevice(m_adapter.Get())) {
return false;
}
QueryAdapterInfo();
m_initialized = true;
return true;
}
void D3D12Device::Shutdown() {
if (m_device) {
m_device.Reset();
}
if (m_factory) {
m_factory.Reset();
}
m_adapter.Reset();
m_initialized = false;
}
bool D3D12Device::CreateDXGIFactory(bool enableDebugLayer) {
UINT dxgiFactoryFlags = 0;
if (enableDebugLayer) {
ID3D12Debug* debugController = nullptr;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
debugController->Release();
}
}
HRESULT hr = CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&m_factory));
return SUCCEEDED(hr);
}
bool D3D12Device::CreateDevice(IDXGIAdapter1* adapter) {
OutputDebugStringA("[DEBUG] CreateDevice: start\n");
HRESULT hr = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
if (FAILED(hr)) {
char buf[256];
sprintf(buf, "[DEBUG] CreateDevice: D3D12CreateDevice failed! hr=%08X\n", hr);
OutputDebugStringA(buf);
}
return SUCCEEDED(hr);
}
void D3D12Device::QueryAdapterInfo() {
if (!m_adapter) {
return;
}
DXGI_ADAPTER_DESC1 desc;
m_adapter->GetDesc1(&desc);
m_adapterInfo.vendorId = desc.VendorId;
m_adapterInfo.deviceId = desc.DeviceId;
m_adapterInfo.dedicatedVideoMemory = desc.DedicatedVideoMemory;
m_adapterInfo.dedicatedSystemMemory = desc.DedicatedSystemMemory;
m_adapterInfo.sharedSystemMemory = desc.SharedSystemMemory;
m_adapterInfo.description = desc.Description;
m_adapterInfo.isSoftware = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) != 0;
m_deviceInfo.description = desc.Description;
m_deviceInfo.vendorId = desc.VendorId;
m_deviceInfo.deviceId = desc.DeviceId;
m_deviceInfo.dedicatedVideoMemory = desc.DedicatedVideoMemory;
m_deviceInfo.dedicatedSystemMemory = desc.DedicatedSystemMemory;
m_deviceInfo.sharedSystemMemory = desc.SharedSystemMemory;
m_deviceInfo.isSoftware = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) != 0;
switch (desc.VendorId) {
case 0x10DE: m_deviceInfo.vendor = L"NVIDIA"; break;
case 0x1002: m_deviceInfo.vendor = L"AMD"; break;
case 0x8086: m_deviceInfo.vendor = L"Intel"; break;
default: m_deviceInfo.vendor = L"Unknown"; break;
}
m_deviceInfo.renderer = desc.Description;
D3D12_FEATURE_DATA_D3D12_OPTIONS5 options5 = {};
if (SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5, &options5, sizeof(options5)))) {
m_capabilities.bSupportsRayTracing = options5.RaytracingTier != D3D12_RAYTRACING_TIER_NOT_SUPPORTED;
}
D3D12_FEATURE_DATA_D3D12_OPTIONS7 options7 = {};
if (SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &options7, sizeof(options7)))) {
m_capabilities.bSupportsMeshShaders = options7.MeshShaderTier != D3D12_MESH_SHADER_TIER_NOT_SUPPORTED;
}
D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
if (SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)))) {
m_capabilities.bSupportsConservativeRasterization = options.ConservativeRasterizationTier != D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED;
}
D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
if (SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3)))) {
}
D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
if (SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4)))) {
}
m_capabilities.maxRenderTargets = 8;
m_capabilities.maxViewports = 16;
m_capabilities.maxVertexAttribs = 8;
m_capabilities.maxColorAttachments = 8;
m_capabilities.maxConstantBufferSize = D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16;
m_capabilities.maxAnisotropy = D3D12_MAX_MAXANISOTROPY;
m_capabilities.maxTexture2DSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
m_capabilities.maxTexture3DSize = D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
m_capabilities.maxTextureCubeSize = D3D12_REQ_TEXTURECUBE_DIMENSION;
}
bool D3D12Device::CheckFeatureSupport(D3D12_FEATURE feature, void* featureSupportData, uint32_t featureSupportDataSize) {
return SUCCEEDED(m_device->CheckFeatureSupport(feature, featureSupportData, featureSupportDataSize));
}
std::vector<AdapterInfo> D3D12Device::EnumerateAdapters() {
std::vector<AdapterInfo> adapters;
if (!m_factory) {
return adapters;
}
ComPtr<IDXGIAdapter1> adapter;
int adapterIndex = 0;
while (m_factory->EnumAdapters1(adapterIndex, &adapter) != DXGI_ERROR_NOT_FOUND) {
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
AdapterInfo info;
info.description = desc.Description;
info.dedicatedVideoMemory = desc.DedicatedVideoMemory;
info.dedicatedSystemMemory = desc.DedicatedSystemMemory;
info.sharedSystemMemory = desc.SharedSystemMemory;
info.vendorId = desc.VendorId;
info.deviceId = desc.DeviceId;
info.isSoftware = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) != 0;
adapters.push_back(info);
adapterIndex++;
}
return adapters;
}
UINT D3D12Device::GetDescriptorHandleIncrementSize(DescriptorHeapType type) const {
return m_device->GetDescriptorHandleIncrementSize(ToD3D12(type));
}
void* D3D12Device::GetNativeHandle() const {
return m_device.Get();
}
void* D3D12Device::GetNativeDevice() {
return m_device.Get();
}
const RHICapabilities& D3D12Device::GetCapabilities() const {
return m_capabilities;
}
const RHIDeviceInfo& D3D12Device::GetDeviceInfo() const {
return m_deviceInfo;
}
RHIBuffer* D3D12Device::CreateBuffer(const BufferDesc& desc) {
auto* buffer = new D3D12Buffer();
D3D12_HEAP_TYPE heapType = D3D12_HEAP_TYPE_DEFAULT;
if (desc.bufferType == static_cast<uint32_t>(BufferType::ReadBack)) {
heapType = D3D12_HEAP_TYPE_READBACK;
} else if (desc.bufferType == static_cast<uint32_t>(BufferType::Constant) ||
desc.bufferType == static_cast<uint32_t>(BufferType::Vertex) ||
desc.bufferType == static_cast<uint32_t>(BufferType::Index)) {
heapType = D3D12_HEAP_TYPE_UPLOAD;
}
if (buffer->Initialize(m_device.Get(), desc.size, D3D12_RESOURCE_STATE_COMMON, heapType)) {
buffer->SetStride(desc.stride);
buffer->SetBufferType(static_cast<BufferType>(desc.bufferType));
return buffer;
}
delete buffer;
return nullptr;
}
RHITexture* D3D12Device::CreateTexture(const TextureDesc& desc) {
auto* texture = new D3D12Texture();
D3D12_RESOURCE_DESC d3d12Desc = {};
d3d12Desc.Dimension = ToD3D12(static_cast<TextureType>(desc.textureType));
d3d12Desc.Width = desc.width;
d3d12Desc.Height = desc.height;
d3d12Desc.DepthOrArraySize = desc.depth > 0 ? desc.depth : 1;
d3d12Desc.MipLevels = desc.mipLevels > 0 ? desc.mipLevels : 1;
d3d12Desc.Format = ToD3D12(static_cast<Format>(desc.format));
d3d12Desc.SampleDesc.Count = desc.sampleCount > 0 ? desc.sampleCount : 1;
d3d12Desc.SampleDesc.Quality = desc.sampleQuality;
d3d12Desc.Flags = static_cast<D3D12_RESOURCE_FLAGS>(desc.flags);
Format format = static_cast<Format>(desc.format);
if (format == Format::D24_UNorm_S8_UInt || format == Format::D32_Float ||
format == Format::D16_UNorm) {
d3d12Desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
} else if (d3d12Desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && desc.width > 0 && desc.height > 0) {
d3d12Desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
d3d12Desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
const bool isDepthFormat = format == Format::D24_UNorm_S8_UInt ||
format == Format::D32_Float ||
format == Format::D16_UNorm;
const D3D12_RESOURCE_STATES initialState =
isDepthFormat ? D3D12_RESOURCE_STATE_DEPTH_WRITE : D3D12_RESOURCE_STATE_COMMON;
if (texture->Initialize(m_device.Get(), d3d12Desc, initialState)) {
if (isDepthFormat) {
texture->SetState(ResourceStates::DepthWrite);
}
return texture;
}
delete texture;
return nullptr;
}
RHITexture* D3D12Device::CreateTexture(const TextureDesc& desc, const void* initialData, size_t initialDataSize, uint32_t rowPitch) {
(void)initialDataSize;
if (initialData == nullptr) {
return CreateTexture(desc);
}
if (desc.textureType != static_cast<uint32_t>(TextureType::Texture2D)) {
return nullptr;
}
const Format format = static_cast<Format>(desc.format);
uint32_t resolvedRowPitch = rowPitch;
if (resolvedRowPitch == 0) {
const uint32_t bytesPerPixel = GetFormatBytesPerPixel(format);
if (bytesPerPixel == 0) {
return nullptr;
}
resolvedRowPitch = desc.width * bytesPerPixel;
}
D3D12CommandQueue uploadQueue;
if (!uploadQueue.Initialize(m_device.Get(), CommandQueueType::Direct)) {
return nullptr;
}
D3D12CommandAllocator uploadAllocator;
if (!uploadAllocator.Initialize(m_device.Get(), CommandQueueType::Direct)) {
uploadQueue.Shutdown();
return nullptr;
}
D3D12CommandList uploadCommandList;
if (!uploadCommandList.Initialize(m_device.Get(), CommandQueueType::Direct, uploadAllocator.GetCommandAllocator())) {
uploadAllocator.Shutdown();
uploadQueue.Shutdown();
return nullptr;
}
uploadAllocator.Reset();
uploadCommandList.Reset();
auto* texture = new D3D12Texture();
ComPtr<ID3D12Resource> uploadBuffer;
if (!texture->InitializeFromData(
m_device.Get(),
uploadCommandList.GetCommandList(),
initialData,
desc.width,
desc.height,
ToD3D12(format),
resolvedRowPitch,
&uploadBuffer)) {
delete texture;
uploadCommandList.Shutdown();
uploadAllocator.Shutdown();
uploadQueue.Shutdown();
return nullptr;
}
texture->SetState(ResourceStates::PixelShaderResource);
uploadCommandList.Close();
ID3D12CommandList* commandLists[] = { uploadCommandList.GetCommandList() };
uploadQueue.ExecuteCommandListsInternal(1, commandLists);
uploadQueue.WaitForIdle();
uploadBuffer.Reset();
uploadCommandList.Shutdown();
uploadAllocator.Shutdown();
uploadQueue.Shutdown();
return texture;
}
RHIShader* D3D12Device::CreateShader(const ShaderCompileDesc& desc) {
auto* shader = new D3D12Shader();
const std::string entryPoint = NarrowAscii(desc.entryPoint);
const std::string profile = NarrowAscii(desc.profile);
const char* entryPointPtr = entryPoint.empty() ? nullptr : entryPoint.c_str();
const char* profilePtr = profile.empty() ? nullptr : profile.c_str();
bool success = false;
if (!desc.source.empty()) {
success = shader->Compile(desc.source.data(), desc.source.size(), entryPointPtr, profilePtr);
} else if (!desc.fileName.empty()) {
success = shader->CompileFromFile(desc.fileName.c_str(), entryPointPtr, profilePtr);
}
if (success) {
return shader;
}
delete shader;
return nullptr;
}
RHISampler* D3D12Device::CreateSampler(const SamplerDesc& desc) {
auto* sampler = new D3D12Sampler();
D3D12_SAMPLER_DESC d3d12Desc = {};
d3d12Desc.Filter = ToD3D12(static_cast<FilterMode>(desc.filter));
d3d12Desc.AddressU = ToD3D12(static_cast<TextureAddressMode>(desc.addressU));
d3d12Desc.AddressV = ToD3D12(static_cast<TextureAddressMode>(desc.addressV));
d3d12Desc.AddressW = ToD3D12(static_cast<TextureAddressMode>(desc.addressW));
d3d12Desc.MipLODBias = desc.mipLodBias;
d3d12Desc.MaxAnisotropy = desc.maxAnisotropy;
d3d12Desc.ComparisonFunc = ToD3D12(static_cast<ComparisonFunc>(desc.comparisonFunc));
d3d12Desc.BorderColor[0] = desc.borderColorR;
d3d12Desc.BorderColor[1] = desc.borderColorG;
d3d12Desc.BorderColor[2] = desc.borderColorB;
d3d12Desc.BorderColor[3] = desc.borderColorA;
d3d12Desc.MinLOD = desc.minLod;
d3d12Desc.MaxLOD = desc.maxLod;
if (sampler->Initialize(m_device.Get(), d3d12Desc)) {
return sampler;
}
delete sampler;
return nullptr;
}
RHIDescriptorPool* D3D12Device::CreateDescriptorPool(const DescriptorPoolDesc& desc) {
auto* pool = new D3D12DescriptorHeap();
DescriptorPoolDesc poolDesc = desc;
poolDesc.device = m_device.Get();
if (pool->Initialize(poolDesc)) {
return pool;
}
delete pool;
return nullptr;
}
RHIRenderPass* D3D12Device::CreateRenderPass(
uint32_t colorAttachmentCount,
const AttachmentDesc* colorAttachments,
const AttachmentDesc* depthStencilAttachment) {
auto* renderPass = new D3D12RenderPass();
if (!renderPass->Initialize(colorAttachmentCount, colorAttachments, depthStencilAttachment)) {
delete renderPass;
return nullptr;
}
return renderPass;
}
RHIFramebuffer* D3D12Device::CreateFramebuffer(
class RHIRenderPass* renderPass,
uint32_t width, uint32_t height,
uint32_t colorAttachmentCount,
RHIResourceView** colorAttachments,
RHIResourceView* depthStencilAttachment) {
auto* framebuffer = new D3D12Framebuffer();
if (!framebuffer->Initialize(renderPass, width, height, colorAttachmentCount, colorAttachments, depthStencilAttachment)) {
delete framebuffer;
return nullptr;
}
return framebuffer;
}
RHIDescriptorSet* D3D12Device::CreateDescriptorSet(RHIDescriptorPool* pool, const DescriptorSetLayoutDesc& layout) {
if (pool == nullptr) {
return nullptr;
}
return pool->AllocateSet(layout);
}
RHIFence* D3D12Device::CreateFence(const FenceDesc& desc) {
auto* fence = new D3D12Fence();
if (fence->Initialize(m_device.Get(), desc.initialValue)) {
return fence;
}
delete fence;
return nullptr;
}
RHIResourceView* D3D12Device::CreateVertexBufferView(RHIBuffer* buffer, const ResourceViewDesc& desc) {
if (!buffer) {
return nullptr;
}
auto* view = new D3D12ResourceView();
view->InitializeAsVertexBuffer(static_cast<D3D12Buffer*>(buffer), desc);
if (!view->IsValid()) {
delete view;
return nullptr;
}
return view;
}
RHIResourceView* D3D12Device::CreateIndexBufferView(RHIBuffer* buffer, const ResourceViewDesc& desc) {
if (!buffer) {
return nullptr;
}
auto* view = new D3D12ResourceView();
view->InitializeAsIndexBuffer(static_cast<D3D12Buffer*>(buffer), desc);
if (!view->IsValid()) {
delete view;
return nullptr;
}
return view;
}
RHISwapChain* D3D12Device::CreateSwapChain(const SwapChainDesc& desc, RHICommandQueue* presentQueue) {
if (presentQueue == nullptr) {
return nullptr;
}
auto* nativeQueue = static_cast<ID3D12CommandQueue*>(presentQueue->GetNativeHandle());
if (nativeQueue == nullptr) {
return nullptr;
}
auto* swapChain = new D3D12SwapChain();
HWND hwnd = static_cast<HWND>(desc.windowHandle);
if (swapChain->Initialize(m_factory.Get(), nativeQueue, hwnd,
desc.width, desc.height, desc.bufferCount)) {
return swapChain;
}
delete swapChain;
return nullptr;
}
RHICommandList* D3D12Device::CreateCommandList(const CommandListDesc& desc) {
if (!m_device) {
return nullptr;
}
auto allocator = std::make_unique<D3D12CommandAllocator>();
if (!allocator->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType))) {
return nullptr;
}
auto* cmdList = new D3D12CommandList();
if (!cmdList->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType), allocator->GetCommandAllocator())) {
delete cmdList;
return nullptr;
}
return cmdList;
}
RHICommandQueue* D3D12Device::CreateCommandQueue(const CommandQueueDesc& desc) {
auto* queue = new D3D12CommandQueue();
if (queue->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.queueType))) {
return queue;
}
delete queue;
return nullptr;
}
RHIPipelineState* D3D12Device::CreatePipelineState(const GraphicsPipelineDesc& desc) {
auto* pso = new D3D12PipelineState(m_device.Get());
pso->SetInputLayout(desc.inputLayout);
pso->SetRasterizerState(desc.rasterizerState);
pso->SetBlendState(desc.blendState);
pso->SetDepthStencilState(desc.depthStencilState);
pso->SetTopology(desc.topologyType);
pso->SetRenderTargetFormats(desc.renderTargetCount, desc.renderTargetFormats, desc.depthStencilFormat);
pso->SetSampleCount(desc.sampleCount);
const bool hasVertexShader = HasShaderPayload(desc.vertexShader);
const bool hasFragmentShader = HasShaderPayload(desc.fragmentShader);
const bool hasGeometryShader = HasShaderPayload(desc.geometryShader);
if (!hasVertexShader && !hasFragmentShader && !hasGeometryShader) {
return pso;
}
if (!hasVertexShader || !hasFragmentShader) {
delete pso;
return nullptr;
}
D3D12RootSignature* rootSignature = nullptr;
if (desc.pipelineLayout != nullptr) {
auto* pipelineLayout = static_cast<D3D12PipelineLayout*>(desc.pipelineLayout);
pso->SetRootSignature(pipelineLayout->GetRootSignature());
} else {
rootSignature = CreateRootSignature({});
if (rootSignature == nullptr) {
delete pso;
return nullptr;
}
pso->SetRootSignature(rootSignature->GetRootSignature());
}
D3D12Shader vertexShader;
D3D12Shader fragmentShader;
D3D12Shader geometryShader;
const bool vertexCompiled = CompileD3D12Shader(desc.vertexShader, vertexShader);
const bool fragmentCompiled = CompileD3D12Shader(desc.fragmentShader, fragmentShader);
const bool geometryCompiled = !hasGeometryShader || CompileD3D12Shader(desc.geometryShader, geometryShader);
if (!vertexCompiled || !fragmentCompiled || !geometryCompiled) {
if (rootSignature != nullptr) {
rootSignature->Shutdown();
delete rootSignature;
}
delete pso;
return nullptr;
}
pso->SetShaderBytecodes(
vertexShader.GetD3D12Bytecode(),
fragmentShader.GetD3D12Bytecode(),
hasGeometryShader ? geometryShader.GetD3D12Bytecode() : D3D12_SHADER_BYTECODE{});
pso->EnsureValid();
if (rootSignature != nullptr) {
rootSignature->Shutdown();
delete rootSignature;
}
if (!pso->IsValid()) {
delete pso;
return nullptr;
}
return pso;
}
RHIPipelineLayout* D3D12Device::CreatePipelineLayout(const RHIPipelineLayoutDesc& desc) {
auto* pipelineLayout = new D3D12PipelineLayout();
if (!pipelineLayout->InitializeWithDevice(this, desc)) {
delete pipelineLayout;
return nullptr;
}
return pipelineLayout;
}
RHIResourceView* D3D12Device::CreateRenderTargetView(RHITexture* texture, const ResourceViewDesc& desc) {
if (!texture) {
return nullptr;
}
auto* view = new D3D12ResourceView();
auto* d3d12Texture = static_cast<D3D12Texture*>(texture);
ID3D12Resource* resource = d3d12Texture->GetResource();
if (!resource) {
delete view;
return nullptr;
}
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = ToD3D12(static_cast<Format>(desc.format));
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
auto heap = std::make_unique<D3D12DescriptorHeap>();
if (!heap->Initialize(m_device.Get(), DescriptorHeapType::RTV, 1, false)) {
delete view;
return nullptr;
}
view->InitializeAsRenderTarget(m_device.Get(), resource, &rtvDesc, heap.get(), 0);
view->SetOwnedHeap(std::move(heap));
return view;
}
RHIResourceView* D3D12Device::CreateDepthStencilView(RHITexture* texture, const ResourceViewDesc& desc) {
auto* view = new D3D12ResourceView();
auto* d3d12Texture = static_cast<D3D12Texture*>(texture);
ID3D12Resource* resource = d3d12Texture->GetResource();
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = ToD3D12(static_cast<Format>(desc.format));
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
auto heap = std::make_unique<D3D12DescriptorHeap>();
if (!heap->Initialize(m_device.Get(), DescriptorHeapType::DSV, 1, false)) {
delete view;
return nullptr;
}
view->InitializeAsDepthStencil(m_device.Get(), resource, &dsvDesc, heap.get(), 0);
view->SetOwnedHeap(std::move(heap));
return view;
}
RHIResourceView* D3D12Device::CreateShaderResourceView(RHITexture* texture, const ResourceViewDesc& desc) {
auto* view = new D3D12ResourceView();
auto* d3d12Texture = static_cast<D3D12Texture*>(texture);
ID3D12Resource* resource = d3d12Texture->GetResource();
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = ToD3D12(static_cast<Format>(desc.format));
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.mipLevel > 0 ? desc.mipLevel : 1;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
auto heap = std::make_unique<D3D12DescriptorHeap>();
if (!heap->Initialize(m_device.Get(), DescriptorHeapType::CBV_SRV_UAV, 1, false)) {
delete view;
return nullptr;
}
view->InitializeAsShaderResource(m_device.Get(), resource, &srvDesc, heap.get(), 0);
view->SetOwnedHeap(std::move(heap));
return view;
}
RHIResourceView* D3D12Device::CreateUnorderedAccessView(RHITexture* texture, const ResourceViewDesc& desc) {
auto* view = new D3D12ResourceView();
auto* d3d12Texture = static_cast<D3D12Texture*>(texture);
ID3D12Resource* resource = d3d12Texture->GetResource();
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
uavDesc.Format = static_cast<DXGI_FORMAT>(desc.format);
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
auto heap = std::make_unique<D3D12DescriptorHeap>();
if (!heap->Initialize(m_device.Get(), DescriptorHeapType::CBV_SRV_UAV, 1, false)) {
delete view;
return nullptr;
}
view->InitializeAsUnorderedAccess(m_device.Get(), resource, &uavDesc, heap.get(), 0);
view->SetOwnedHeap(std::move(heap));
return view;
}
D3D12DescriptorHeap* D3D12Device::CreateDescriptorHeap(const DescriptorHeapDesc& desc) {
auto* heap = new D3D12DescriptorHeap();
if (!heap->Initialize(m_device.Get(),
static_cast<DescriptorHeapType>(desc.heapType),
desc.descriptorCount,
desc.shaderVisible)) {
delete heap;
return nullptr;
}
return heap;
}
D3D12QueryHeap* D3D12Device::CreateQueryHeap(const QueryHeapDesc& desc) {
auto* queryHeap = new D3D12QueryHeap();
if (!queryHeap->Initialize(m_device.Get(), static_cast<QueryType>(desc.queryType), desc.count)) {
delete queryHeap;
return nullptr;
}
return queryHeap;
}
D3D12RootSignature* D3D12Device::CreateRootSignature(const RootSignatureDesc& desc) {
auto* rootSig = new D3D12RootSignature();
D3D12_ROOT_SIGNATURE_DESC rootSigDesc = {};
rootSigDesc.NumParameters = 0;
rootSigDesc.NumStaticSamplers = 0;
rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
if (!rootSig->Initialize(m_device.Get(), rootSigDesc)) {
delete rootSig;
return nullptr;
}
return rootSig;
}
D3D12CommandQueue* D3D12Device::CreateCommandQueueImpl(const CommandQueueDesc& desc) {
return nullptr;
}
D3D12CommandList* D3D12Device::CreateCommandListImpl(const CommandListDesc& desc) {
return nullptr;
}
} // namespace RHI
} // namespace XCEngine