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yolov4.cpp
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yolov4.cpp
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//--------------------------------------------------------------------------------------
// yolov4.cpp
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "yolov4.h"
#include "ATGColors.h"
#include "ControllerFont.h"
#include "FindMedia.h"
#include "ReadData.h"
#include "TensorExtents.h"
#include "TensorUtil.h"
#include "TensorView.h"
const wchar_t* c_videoPath = L"grca-grand-canyon-association-park-store_1280x720.mp4";
const wchar_t* c_imagePath = L"grca-BA-bike-shop_1280x720.jpg";
extern void ExitSample();
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
struct Vertex
{
XMFLOAT4 position;
XMFLOAT2 texcoord;
};
struct ImageLayoutCB
{
UINT Height;
UINT Width;
bool UseNhwc;
};
std::vector<uint8_t> LoadBGRAImage(const wchar_t* filename, uint32_t& width, uint32_t& height)
{
ComPtr<IWICImagingFactory> wicFactory;
DX::ThrowIfFailed(CoCreateInstance(CLSID_WICImagingFactory2, nullptr, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&wicFactory)));
ComPtr<IWICBitmapDecoder> decoder;
DX::ThrowIfFailed(wicFactory->CreateDecoderFromFilename(filename, nullptr, GENERIC_READ, WICDecodeMetadataCacheOnDemand, decoder.GetAddressOf()));
ComPtr<IWICBitmapFrameDecode> frame;
DX::ThrowIfFailed(decoder->GetFrame(0, frame.GetAddressOf()));
DX::ThrowIfFailed(frame->GetSize(&width, &height));
WICPixelFormatGUID pixelFormat;
DX::ThrowIfFailed(frame->GetPixelFormat(&pixelFormat));
uint32_t rowPitch = width * sizeof(uint32_t);
uint32_t imageSize = rowPitch * height;
std::vector<uint8_t> image;
image.resize(size_t(imageSize));
if (memcmp(&pixelFormat, &GUID_WICPixelFormat32bppBGRA, sizeof(GUID)) == 0)
{
DX::ThrowIfFailed(frame->CopyPixels(nullptr, rowPitch, imageSize, reinterpret_cast<BYTE*>(image.data())));
}
else
{
ComPtr<IWICFormatConverter> formatConverter;
DX::ThrowIfFailed(wicFactory->CreateFormatConverter(formatConverter.GetAddressOf()));
BOOL canConvert = FALSE;
DX::ThrowIfFailed(formatConverter->CanConvert(pixelFormat, GUID_WICPixelFormat32bppBGRA, &canConvert));
if (!canConvert)
{
throw std::exception("CanConvert");
}
DX::ThrowIfFailed(formatConverter->Initialize(frame.Get(), GUID_WICPixelFormat32bppBGRA,
WICBitmapDitherTypeErrorDiffusion, nullptr, 0, WICBitmapPaletteTypeMedianCut));
DX::ThrowIfFailed(formatConverter->CopyPixels(nullptr, rowPitch, imageSize, reinterpret_cast<BYTE*>(image.data())));
}
return image;
}
// Divide and round up
static UINT DivUp(UINT a, UINT b)
{
return (a + b - 1) / b;
}
// Maps and copies the contents out of a readback heap.
template <typename T>
std::vector<T> CopyReadbackHeap(ID3D12Resource* readbackHeap)
{
static_assert(std::is_pod_v<T>);
uint64_t sizeInBytes = readbackHeap->GetDesc().Width;
size_t sizeInElements = static_cast<size_t>(sizeInBytes / sizeof(T));
void* src;
DX::ThrowIfFailed(readbackHeap->Map(0, nullptr, &src));
std::vector<T> dst(sizeInElements);
memcpy(dst.data(), src, sizeInElements * sizeof(T));
readbackHeap->Unmap(0, nullptr);
return dst;
}
// Returns true if any of the supplied floats are inf or NaN, false otherwise.
static bool IsInfOrNan(dml::Span<const float> vals)
{
for (float val : vals)
{
if (std::isinf(val) || std::isnan(val))
{
return true;
}
}
return false;
}
// Given two axis-aligned bounding boxes, computes the area of intersection divided by the area of the union of
// the two boxes.
static float ComputeIntersectionOverUnion(const Prediction& a, const Prediction& b)
{
float aArea = (a.xmax - a.xmin) * (a.ymax - a.ymin);
float bArea = (b.xmax - b.xmin) * (b.ymax - b.ymin);
// Determine the bounds of the intersection rectangle
float interXMin = std::max(a.xmin, b.xmin);
float interYMin = std::max(a.ymin, b.ymin);
float interXMax = std::min(a.xmax, b.xmax);
float interYMax = std::min(a.ymax, b.ymax);
float intersectionArea = std::max(0.0f, interXMax - interXMin) * std::max(0.0f, interYMax - interYMin);
float unionArea = aArea + bArea - intersectionArea;
return (intersectionArea / unionArea);
}
// Given a set of predictions, applies the non-maximal suppression (NMS) algorithm to select the "best" of
// multiple overlapping predictions.
static std::vector<Prediction> ApplyNonMaximalSuppression(dml::Span<const Prediction> allPredictions, float threshold)
{
std::unordered_map<uint32_t, std::vector<Prediction>> predsByClass;
for (const auto& pred : allPredictions)
{
predsByClass[pred.predictedClass].push_back(pred);
}
std::vector<Prediction> selected;
for (auto& kvp : predsByClass)
{
std::vector<Prediction>& proposals = kvp.second;
while (!proposals.empty())
{
// Find the proposal with the highest score
auto max_iter = std::max_element(proposals.begin(), proposals.end(),
[](const Prediction& lhs, const Prediction& rhs) {
return lhs.score < rhs.score;
});
// Move it into the "selected" array
selected.push_back(*max_iter);
proposals.erase(max_iter);
// Compare this selected prediction with all the remaining propsals. Compute their IOU and remove any
// that are greater than the threshold.
for (auto it = proposals.begin(); it != proposals.end(); it)
{
float iou = ComputeIntersectionOverUnion(selected.back(), *it);
if (iou > threshold)
{
// Remove this element
it = proposals.erase(it);
}
else
{
++it;
}
}
}
}
return selected;
}
// Helper function for fomatting strings. Format(os, a, b, c) is equivalent to os << a << b << c.
template <typename T>
std::ostream& Format(std::ostream& os, T&& arg)
{
return (os << std::forward<T>(arg));
}
template <typename T, typename... Ts>
std::ostream& Format(std::ostream& os, T&& arg, Ts&&... args)
{
os << std::forward<T>(arg);
return Format(os, std::forward<Ts>(args)...);
}
}
Sample::Sample()
: m_ctrlConnected(false)
{
// Use gamma-correct rendering.
// Renders only 2D, so no need for a depth buffer.
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN,
3, D3D_FEATURE_LEVEL_11_0, DX::DeviceResources::c_AllowTearing);
m_deviceResources->RegisterDeviceNotify(this);
}
Sample::~Sample()
{
if (m_deviceResources)
{
m_deviceResources->WaitForGpu();
}
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(HWND window, int width, int height)
{
m_gamePad = std::make_unique<GamePad>();
m_keyboard = std::make_unique<Keyboard>();
m_deviceResources->SetWindow(window, width, height);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
}
// Updates the world.
void Sample::Update(DX::StepTimer const& timer)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
float elapsedTime = float(timer.GetElapsedSeconds());
m_fps.Tick(elapsedTime);
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_ctrlConnected = true;
m_gamePadButtons.Update(pad);
if (pad.IsViewPressed())
{
ExitSample();
}
if (m_gamePadButtons.x == DirectX::GamePad::ButtonStateTracker::PRESSED && m_player.get() != nullptr)
{
if (m_player->IsPlaying())
{
m_player->Pause();
}
else
{
m_player->Play();
}
}
}
else
{
m_ctrlConnected = false;
m_gamePadButtons.Reset();
}
auto kb = m_keyboard->GetState();
m_keyboardButtons.Update(kb);
if (kb.Escape)
{
ExitSample();
}
if (m_keyboardButtons.IsKeyPressed(Keyboard::Enter) && m_player.get() != nullptr)
{
if (m_player->IsPlaying())
{
m_player->Pause();
}
else
{
m_player->Play();
}
}
PIXEndEvent();
}
#pragma endregion
void Sample::GetModelPredictions(
const ModelOutput& modelOutput,
const YoloV4Constants::BBoxData& constants,
std::vector<Prediction>* out)
{
// Convenience
float xyScale = constants.xyScale;
float stride = constants.stride;
const auto& anchors = constants.anchors;
// There are 3 anchors per scale, and each anchor is an (x,y) coordinate, so the anchors array should have 6
// values total.
assert(anchors.size() == 6);
// DirectML writes the final output data in NHWC, where the C channel contains the bounding box & probabilities
// for each prediction.
const uint32_t predTensorN = modelOutput.desc.sizes[0];
const uint32_t predTensorH = modelOutput.desc.sizes[1];
const uint32_t predTensorW = modelOutput.desc.sizes[2];
#if _DEBUG
const uint32_t predTensorC = modelOutput.desc.sizes[3];
#endif
// YoloV4 predicts 3 boxes per scale, so we expect 3 separate predictions here
assert(predTensorN == 3);
// Width should contain the bounding box x/y/w/h, a confidence score, the probability for max class, and the class index
assert(predTensorC == 7);
struct PotentialPrediction
{
float bx;
float by;
float bw;
float bh;
float confidence;
float classMaxProbability;
uint32_t classIndex;
};
// The output tensor should be large enough to hold the expected number of predictions.
assert(predTensorN * predTensorH * predTensorW * sizeof(PotentialPrediction) <= modelOutput.desc.totalTensorSizeInBytes);
std::vector<PotentialPrediction> tensorData = CopyReadbackHeap<PotentialPrediction>(modelOutput.readback.Get());
// Scale the boxes to be relative to the original image size
auto viewport = m_deviceResources->GetScreenViewport();
float xScale = (float)viewport.Width / YoloV4Constants::c_inputWidth;
float yScale = (float)viewport.Height / YoloV4Constants::c_inputHeight;
uint32_t currentPredIndex = 0;
for (uint32_t n = 0; n < predTensorN; ++n)
{
for (uint32_t h = 0; h < predTensorH; ++h)
{
for (uint32_t w = 0; w < predTensorW; ++w)
{
const PotentialPrediction& currentPred = tensorData[currentPredIndex++];
// Discard boxes with low scores
float score = currentPred.confidence * currentPred.classMaxProbability;
if (score < YoloV4Constants::c_scoreThreshold)
{
continue;
}
// We need to do some postprocessing on the raw values before we return them
// Apply xyScale. Need to apply offsets of half a grid cell here, to ensure the scaling is
// centered around zero.
float bx = xyScale * (currentPred.bx - 0.5f) + 0.5f;
float by = xyScale * (currentPred.by - 0.5f) + 0.5f;
// Transform the x/y from being relative to the grid cell, to being relative to the whole image
bx = (bx + (float)w) * stride;
by = (by + (float)h) * stride;
// Scale the w/h by the supplied anchors
float bw = currentPred.bw * anchors[n * 2];
float bh = currentPred.bh * anchors[n * 2 + 1];
// Convert x,y,w,h to xmin,ymin,xmax,ymax
float xmin = bx - bw / 2;
float ymin = by - bh / 2;
float xmax = bx + bw / 2;
float ymax = by + bh / 2;
xmin *= xScale;
ymin *= yScale;
xmax *= xScale;
ymax *= yScale;
// Clip values out of range
xmin = std::clamp(xmin, 0.0f, (float)viewport.Width);
ymin = std::clamp(ymin, 0.0f, (float)viewport.Height);
xmax = std::clamp(xmax, 0.0f, (float)viewport.Width);
ymax = std::clamp(ymax, 0.0f, (float)viewport.Height);
// Discard invalid boxes
if (xmax <= xmin || ymax <= ymin || IsInfOrNan({ xmin, ymin, xmax, ymax }))
{
continue;
}
Prediction pred = {};
pred.xmin = xmin;
pred.ymin = ymin;
pred.xmax = xmax;
pred.ymax = ymax;
pred.score = score;
pred.predictedClass = currentPred.classIndex;
out->push_back(pred);
}
}
}
}
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
// Prepare the command list to render a new frame.
m_deviceResources->Prepare();
Clear();
auto commandList = m_deviceResources->GetCommandList();
// Render the result to the screen
auto viewport = m_deviceResources->GetScreenViewport();
auto scissorRect = m_deviceResources->GetScissorRect();
{
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Render to screen");
commandList->OMSetRenderTargets(1, &m_deviceResources->GetRenderTargetView(), FALSE, nullptr);
commandList->SetGraphicsRootSignature(m_texRootSignatureLinear.Get());
commandList->SetPipelineState(m_texPipelineStateLinear.Get());
auto heap = m_SRVDescriptorHeap->Heap();
commandList->SetDescriptorHeaps(1, &heap);
commandList->SetGraphicsRootDescriptorTable(0,
m_SRVDescriptorHeap->GetGpuHandle(e_descTexture));
// Set necessary state.
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
commandList->IASetIndexBuffer(&m_indexBufferView);
// Draw full screen texture
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
commandList->DrawIndexedInstanced(6, 1, 0, 0, 0);
PIXEndEvent(commandList);
}
// Render the UI
{
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Render UI");
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
auto size = m_deviceResources->GetOutputSize();
auto safe = SimpleMath::Viewport::ComputeTitleSafeArea(size.right, size.bottom);
// Draw the text HUD.
ID3D12DescriptorHeap* fontHeaps[] = { m_fontDescriptorHeap->Heap() };
commandList->SetDescriptorHeaps(_countof(fontHeaps), fontHeaps);
m_spriteBatch->Begin(commandList);
float xCenter = static_cast<float>(safe.left + (safe.right - safe.left) / 2);
const wchar_t* mainLegend = m_ctrlConnected ?
L"[View] Exit [X] Play/Pause"
: L"ESC - Exit ENTER - Play/Pause";
SimpleMath::Vector2 mainLegendSize = m_legendFont->MeasureString(mainLegend);
auto mainLegendPos = SimpleMath::Vector2(xCenter - mainLegendSize.x / 2, static_cast<float>(safe.bottom) - m_legendFont->GetLineSpacing());
// Render a drop shadow by drawing the text twice with a slight offset.
DX::DrawControllerString(m_spriteBatch.get(), m_legendFont.get(), m_ctrlFont.get(),
mainLegend, mainLegendPos + SimpleMath::Vector2(2.f, 2.f), SimpleMath::Vector4(0.0f, 0.0f, 0.0f, 0.25f));
DX::DrawControllerString(m_spriteBatch.get(), m_legendFont.get(), m_ctrlFont.get(),
mainLegend, mainLegendPos, ATG::Colors::White);
const wchar_t* modeLabel = L"Object detection model:";
SimpleMath::Vector2 modeLabelSize = m_labelFontBold->MeasureString(modeLabel);
auto modeLabelPos = SimpleMath::Vector2(safe.right - modeLabelSize.x, static_cast<float>(safe.top));
m_labelFontBold->DrawString(m_spriteBatch.get(), modeLabel, modeLabelPos + SimpleMath::Vector2(2.f, 2.f), SimpleMath::Vector4(0.f, 0.f, 0.f, 0.25f));
m_labelFontBold->DrawString(m_spriteBatch.get(), modeLabel, modeLabelPos, ATG::Colors::White);
const wchar_t* modeType = L"YOLO V4";
SimpleMath::Vector2 modeTypeSize = m_labelFont->MeasureString(modeType);
auto modeTypePos = SimpleMath::Vector2(safe.right - modeTypeSize.x, static_cast<float>(safe.top) + m_labelFontBold->GetLineSpacing());
m_labelFont->DrawString(m_spriteBatch.get(), modeType, modeTypePos + SimpleMath::Vector2(2.f, 2.f), SimpleMath::Vector4(0.f, 0.f, 0.f, 0.25f));
m_labelFont->DrawString(m_spriteBatch.get(), modeType, modeTypePos, ATG::Colors::White);
wchar_t fps[16];
swprintf_s(fps, 16, L"%0.2f FPS", m_fps.GetFPS());
SimpleMath::Vector2 fpsSize = m_labelFont->MeasureString(fps);
auto fpsPos = SimpleMath::Vector2(safe.right - fpsSize.x, static_cast<float>(safe.top) + m_labelFont->GetLineSpacing() * 3.f);
m_labelFont->DrawString(m_spriteBatch.get(), fps, fpsPos + SimpleMath::Vector2(2.f, 2.f), SimpleMath::Vector4(0.f, 0.f, 0.f, 0.25f));
m_labelFont->DrawString(m_spriteBatch.get(), fps, fpsPos, ATG::Colors::White);
m_spriteBatch->End();
PIXEndEvent(commandList);
}
// Readback the raw data from the model, compute the model's predictions, and render the bounding boxes
{
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Render predictions");
// Retrieve the predictions from the raw model outputs
std::vector<Prediction> preds;
GetModelPredictions(m_modelSOutput, YoloV4Constants::BBoxData::Small(), &preds);
GetModelPredictions(m_modelMOutput, YoloV4Constants::BBoxData::Medium(), &preds);
GetModelPredictions(m_modelLOutput, YoloV4Constants::BBoxData::Large(), &preds);
// Apply NMS to select the best boxes
preds = ApplyNonMaximalSuppression(preds, YoloV4Constants::c_nmsThreshold);
// Print some debug information about the predictions
if (preds.size() != 0)
{
std::stringstream ss;
Format(ss, "# of predictions: ", preds.size(), "\n");
for (const auto& pred : preds)
{
const char* className = YoloV4Constants::c_classes[pred.predictedClass];
int xmin = static_cast<int>(std::round(pred.xmin));
int ymin = static_cast<int>(std::round(pred.ymin));
int xmax = static_cast<int>(std::round(pred.xmax));
int ymax = static_cast<int>(std::round(pred.ymax));
Format(ss, " ", className, ": score ", pred.score, ", box (", xmin, ",", ymin, "),(", xmax, ",", ymax, ")\n");
}
OutputDebugStringA(ss.str().c_str());
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
// Draw bounding box outlines
m_lineEffect->Apply(commandList);
m_lineBatch->Begin(commandList);
for (const auto& pred : preds)
{
VertexPositionColor upperLeft(SimpleMath::Vector3(pred.xmin, pred.ymin, 0.f), ATG::Colors::White);
VertexPositionColor lowerLeft(SimpleMath::Vector3(pred.xmin, pred.ymax, 0.f), ATG::Colors::White);
VertexPositionColor upperRight(SimpleMath::Vector3(pred.xmax, pred.ymin, 0.f), ATG::Colors::White);
VertexPositionColor lowerRight(SimpleMath::Vector3(pred.xmax, pred.ymax, 0.f), ATG::Colors::White);
m_lineBatch->DrawLine(upperLeft, upperRight);
m_lineBatch->DrawLine(upperRight, lowerRight);
m_lineBatch->DrawLine(lowerRight, lowerLeft);
m_lineBatch->DrawLine(lowerLeft, upperLeft);
}
m_lineBatch->End();
// Draw predicted class labels
m_spriteBatch->Begin(commandList);
for (const auto& pred : preds)
{
const char* classText = YoloV4Constants::c_classes[pred.predictedClass];
std::wstring classTextW(classText, classText + strlen(classText));
// Render a drop shadow by drawing the text twice with a slight offset.
DX::DrawControllerString(m_spriteBatch.get(), m_labelFont.get(), m_ctrlFont.get(),
classTextW.c_str(), SimpleMath::Vector2(pred.xmin, pred.ymin) + SimpleMath::Vector2(2.f, 2.f), SimpleMath::Vector4(0.0f, 0.0f, 0.0f, 0.25f));
DX::DrawControllerString(m_spriteBatch.get(), m_labelFont.get(), m_ctrlFont.get(),
classTextW.c_str(), SimpleMath::Vector2(pred.xmin, pred.ymin), ATG::Colors::White);
}
m_spriteBatch->End();
}
PIXEndEvent(commandList);
}
//
// Kick off the compute work that will be used to render the next frame. We do this now so that the data will be
// ready by the time the next frame comes around.
//
#if USE_VIDEO
// Get the latest video frame
RECT r = { 0, 0, static_cast<LONG>(m_origTextureWidth), static_cast<LONG>(m_origTextureHeight) };
MFVideoNormalizedRect rect = { 0.0f, 0.0f, 1.0f, 1.0f };
m_player->TransferFrame(m_sharedVideoTexture, rect, r);
#endif
// Convert image to tensor format (original texture -> model input)
{
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Convert input image");
ID3D12DescriptorHeap* pHeaps[] = { m_SRVDescriptorHeap->Heap() };
commandList->SetDescriptorHeaps(_countof(pHeaps), pHeaps);
commandList->SetComputeRootSignature(m_computeRootSignature.Get());
ImageLayoutCB imageLayoutCB = {};
imageLayoutCB.Height = m_origTextureHeight;
imageLayoutCB.Width = m_origTextureWidth;
imageLayoutCB.UseNhwc = false;
commandList->SetComputeRoot32BitConstants(e_crpIdxCB, 3, &imageLayoutCB, 0);
commandList->SetComputeRootDescriptorTable(e_crpIdxSRV, m_SRVDescriptorHeap->GetGpuHandle(e_descTexture));
commandList->SetComputeRootDescriptorTable(e_crpIdxUAV, m_SRVDescriptorHeap->GetGpuHandle(e_descModelInput));
commandList->SetPipelineState(m_computePSO.Get());
commandList->Dispatch(DivUp(m_origTextureWidth, 32), DivUp(m_origTextureHeight, 16), 1);
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::UAV(nullptr));
PIXEndEvent(commandList);
}
// Run the DirectML operations (model input -> model output)
{
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"DML ops");
ID3D12DescriptorHeap* pHeaps[] = { m_dmlDescriptorHeap->Heap() };
commandList->SetDescriptorHeaps(_countof(pHeaps), pHeaps);
m_dmlCommandRecorder->RecordDispatch(commandList, m_dmlGraph.Get(), m_dmlBindingTable.Get());
// Note that we don't need to barrier these back to UNORDERED_ACCESS once we're done, because they'll
// automatically be demoted to COMMON once the commandlist is executed
D3D12_RESOURCE_BARRIER barriers[] =
{
CD3DX12_RESOURCE_BARRIER::UAV(nullptr),
CD3DX12_RESOURCE_BARRIER::Transition(m_modelSOutput.output.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE),
CD3DX12_RESOURCE_BARRIER::Transition(m_modelMOutput.output.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE),
CD3DX12_RESOURCE_BARRIER::Transition(m_modelLOutput.output.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE),
};
commandList->ResourceBarrier(ARRAYSIZE(barriers), barriers);
// Copy result into readback heaps
commandList->CopyResource(m_modelSOutput.readback.Get(), m_modelSOutput.output.Get());
commandList->CopyResource(m_modelMOutput.readback.Get(), m_modelMOutput.output.Get());
commandList->CopyResource(m_modelLOutput.readback.Get(), m_modelLOutput.output.Get());
PIXEndEvent(commandList);
}
// Show the new frame.
PIXBeginEvent(m_deviceResources->GetCommandQueue(), PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
PIXEndEvent(m_deviceResources->GetCommandQueue());
m_graphicsMemory->Commit(m_deviceResources->GetCommandQueue());
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto commandList = m_deviceResources->GetCommandList();
PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto rtvDescriptor = m_deviceResources->GetRenderTargetView();
commandList->OMSetRenderTargets(1, &rtvDescriptor, FALSE, nullptr);
// Use linear clear color for gamma-correct rendering.
commandList->ClearRenderTargetView(rtvDescriptor, ATG::ColorsLinear::Background, 0, nullptr);
// Set the viewport and scissor rect.
auto viewport = m_deviceResources->GetScreenViewport();
auto scissorRect = m_deviceResources->GetScissorRect();
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
PIXEndEvent(commandList);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnActivated()
{
}
void Sample::OnDeactivated()
{
}
void Sample::OnSuspending()
{
}
void Sample::OnResuming()
{
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
m_keyboardButtons.Reset();
}
void Sample::OnWindowMoved()
{
auto r = m_deviceResources->GetOutputSize();
m_deviceResources->WindowSizeChanged(r.right, r.bottom);
}
void Sample::OnWindowSizeChanged(int width, int height)
{
if (!m_deviceResources->WindowSizeChanged(width, height))
return;
CreateWindowSizeDependentResources();
}
// Properties
void Sample::GetDefaultSize(int& width, int& height) const
{
width = 1920;
height = 1080;
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto device = m_deviceResources->GetD3DDevice();
m_graphicsMemory = std::make_unique<GraphicsMemory>(device);
// Create descriptor heaps.
{
m_SRVDescriptorHeap = std::make_unique<DescriptorHeap>(
device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
e_srvDescCount);
m_fontDescriptorHeap = std::make_unique<DescriptorHeap>(
device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
e_fontDescCount);
}
CreateTextureResources();
CreateDirectMLResources();
InitializeDirectMLResources();
CreateUIResources();
}
void Sample::CreateTextureResources()
{
auto device = m_deviceResources->GetD3DDevice();
// Create root signatures with one sampler and one texture--one for nearest neighbor sampling,
// and one for bilinear.
{
CD3DX12_DESCRIPTOR_RANGE descRange = {};
descRange.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
CD3DX12_ROOT_PARAMETER rp = {};
rp.InitAsDescriptorTable(1, &descRange, D3D12_SHADER_VISIBILITY_PIXEL);
// Nearest neighbor sampling
D3D12_STATIC_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.MaxAnisotropy = 16;
samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
samplerDesc.BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
samplerDesc.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.Init(1, &rp, 1, &samplerDesc,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
| D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS);
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
HRESULT hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
if (FAILED(hr))
{
if (error)
{
OutputDebugStringA(reinterpret_cast<const char*>(error->GetBufferPointer()));
}
throw DX::com_exception(hr);
}
DX::ThrowIfFailed(
device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(),
IID_PPV_ARGS(m_texRootSignatureNN.ReleaseAndGetAddressOf())));
// Bilinear sampling
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
rootSignatureDesc.Init(1, &rp, 1, &samplerDesc,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
| D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS
| D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS);
hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error);
if (FAILED(hr))
{
if (error)
{
OutputDebugStringA(reinterpret_cast<const char*>(error->GetBufferPointer()));
}
throw DX::com_exception(hr);
}
DX::ThrowIfFailed(
device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(),
IID_PPV_ARGS(m_texRootSignatureLinear.ReleaseAndGetAddressOf())));
}
// Create the pipeline state for a basic textured quad render, which includes loading shaders.
{
auto vertexShaderBlob = DX::ReadData(L"VertexShader.cso");
auto pixelShaderBlob = DX::ReadData(L"PixelShader.cso");
static const D3D12_INPUT_ELEMENT_DESC s_inputElementDesc[2] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
// Describe and create the graphics pipeline state objects (PSO).
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { s_inputElementDesc, _countof(s_inputElementDesc) };
psoDesc.pRootSignature = m_texRootSignatureNN.Get();
psoDesc.VS = { vertexShaderBlob.data(), vertexShaderBlob.size() };
psoDesc.PS = { pixelShaderBlob.data(), pixelShaderBlob.size() };
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.DSVFormat = m_deviceResources->GetDepthBufferFormat();
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = m_deviceResources->GetBackBufferFormat();
psoDesc.SampleDesc.Count = 1;
DX::ThrowIfFailed(
device->CreateGraphicsPipelineState(&psoDesc,
IID_PPV_ARGS(m_texPipelineStateNN.ReleaseAndGetAddressOf())));
psoDesc.pRootSignature = m_texRootSignatureLinear.Get();
DX::ThrowIfFailed(
device->CreateGraphicsPipelineState(&psoDesc,
IID_PPV_ARGS(m_texPipelineStateLinear.ReleaseAndGetAddressOf())));
}
// Create vertex buffer for full screen texture render.
{
static const Vertex s_vertexData[4] =
{
{ { -1.f, -1.f, 1.f, 1.0f },{ 0.f, 1.f } },
{ { 1.f, -1.f, 1.f, 1.0f },{ 1.f, 1.f } },
{ { 1.f, 1.f, 1.f, 1.0f },{ 1.f, 0.f } },
{ { -1.f, 1.f, 1.f, 1.0f },{ 0.f, 0.f } },
};
// Note: using upload heaps to transfer static data like vert buffers is not
// recommended. Every time the GPU needs it, the upload heap will be marshalled
// over. Please read up on Default Heap usage. An upload heap is used here for
// code simplicity and because there are very few verts to actually transfer.
DX::ThrowIfFailed(
device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(sizeof(s_vertexData)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(m_vertexBuffer.ReleaseAndGetAddressOf())));
// Copy the quad data to the vertex buffer.
UINT8* pVertexDataBegin;
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
DX::ThrowIfFailed(
m_vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
memcpy(pVertexDataBegin, s_vertexData, sizeof(s_vertexData));
m_vertexBuffer->Unmap(0, nullptr);
// Initialize the vertex buffer view.
m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
m_vertexBufferView.StrideInBytes = sizeof(Vertex);
m_vertexBufferView.SizeInBytes = sizeof(s_vertexData);
}
// Create index buffer.
{
static const uint16_t s_indexData[6] =
{
3,1,0,
2,1,3,
};
// See note above
DX::ThrowIfFailed(
device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(sizeof(s_indexData)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(m_indexBuffer.ReleaseAndGetAddressOf())));
// Copy the data to the index buffer.
UINT8* pVertexDataBegin;
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU.
DX::ThrowIfFailed(
m_indexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
memcpy(pVertexDataBegin, s_indexData, sizeof(s_indexData));
m_indexBuffer->Unmap(0, nullptr);
// Initialize the index buffer view.
m_indexBufferView.BufferLocation = m_indexBuffer->GetGPUVirtualAddress();
m_indexBufferView.Format = DXGI_FORMAT_R16_UINT;
m_indexBufferView.SizeInBytes = sizeof(s_indexData);
}
#if USE_VIDEO
// Create video player.
{
wchar_t buff[MAX_PATH];
DX::FindMediaFile(buff, MAX_PATH, c_videoPath);
m_player = std::make_unique<MediaEnginePlayer>();
m_player->Initialize(m_deviceResources->GetDXGIFactory(), device, DXGI_FORMAT_B8G8R8A8_UNORM);
m_player->SetSource(buff);
while (!m_player->IsInfoReady())
{
SwitchToThread();
}
m_player->GetNativeVideoSize(m_origTextureWidth, m_origTextureHeight);
m_player->SetLoop(true);
// Create texture to receive video frames.
CD3DX12_RESOURCE_DESC desc(
D3D12_RESOURCE_DIMENSION_TEXTURE2D,
0,
m_origTextureWidth,
m_origTextureHeight,
1,
1,
DXGI_FORMAT_B8G8R8A8_UNORM,
1,
0,
D3D12_TEXTURE_LAYOUT_UNKNOWN,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS);
CD3DX12_HEAP_PROPERTIES defaultHeapProperties(D3D12_HEAP_TYPE_DEFAULT);
DX::ThrowIfFailed(
device->CreateCommittedResource(
&defaultHeapProperties,
D3D12_HEAP_FLAG_SHARED,