-
Notifications
You must be signed in to change notification settings - Fork 410
SpriteBatch
This is a native Direct3D 12 implementation of the SpriteBatch helper from XNA Game Studio, providing the same functionality and API.
Related tutorial: Sprites and textures
#include <SpriteBatch.h>
To create the Pipeline State Object (PSO) used internally, the SpriteBatch class needs a state description provided in SpriteBatchPipelineStateDescription
. The class also requires a ResourceUploadBatch to handle uploading static resources.
ResourceUploadBatch resourceUpload(device);
resourceUpload.Begin();
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
SpriteBatchPipelineStateDescription pd(rtState);
spriteBatch = std::make_unique<SpriteBatch>(device, resourceUpload, pd);
// Upload the resources to the GPU.
auto uploadResourcesFinished = resourceUpload.End(m_deviceResources->GetCommandQueue());
// Wait for the command list to finish executing
m_deviceResources->WaitForGpu();
// Wait for the upload thread to terminate
uploadResourcesFinished.wait();
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr
or std::shared_ptr
Because of the way that DirectX 12 works, if you need a different combination of state you need to create a distinct instance of
SpriteBatch
. EachSpriteBatch
instance has one PSO.
The viewport needs to be set explicitly before drawing:
spriteBatch->SetViewport(viewPort);
And the resource descriptor heap for the sprite textures need to be set (see DescriptorHeap for more information):
ID3D12DescriptorHeap* heaps[] = { resourceDescriptors->Heap() };
commandList->SetDescriptorHeaps(_countof(heaps), heaps);
Then use Draw to submit the work to the command-list:
spriteBatch->Begin(commandList);
spriteBatch->Draw(resourceDescriptors->GetGpuHandle(Descriptors::MySpriteTexture),
GetTextureSize(tex),
XMFLOAT2(x, y));
spriteBatch->End();
The Draw method has many overloads with parameters controlling:
- Specify screen position as XMFLOAT2, XMVECTOR or RECT
- Optional source rectangle for drawing just part of a sprite sheet
- Tint color
- Rotation (in radians)
- Origin point (position, scaling and rotation are relative to this)
- Scale
- SpriteEffects enum (for horizontal or vertical mirroring)
- Layer depth (for sorting)
To provide flexibility, setting the proper descriptor heaps to render with via
SetDescriptorHeaps
is left to the caller. You can create as many heaps as you wish in your application, but remember that you can have only a single texture descriptor heap and a single sampler descriptor heap active at a given time.
The second parameter to SpriteBatch::Begin
is a SpriteSortMode enum. For most efficient rendering, use SpriteSortMode_Deferred
(which batches up sprites, then submits them all to the GPU during the End call), and manually draw everything in texture order. If it is not possible to draw in texture order, the second most efficient approach is to use SpriteSortMode_Texture
, which will automatically sort on your behalf.
When drawing scenes with multiple depth layers, SpriteSortMode_BackToFront
or SpriteSortMode_FrontToBack
will sort by the layerDepth parameter specified to each Draw
call.
SpriteSortMode_Immediate
disables all batching, submitting a separate Direct3D draw call for each sprite. This is expensive, but convenient in rare cases when you need to set shader constants differently per sprite.
Multiple SpriteBatch instances are lightweight. It is reasonable to create several, Begin them at the same time with different sort modes, submit sprites to different batches in arbitrary orders as you traverse a scene, then End the batches in whatever order you want these groups of sprites to be drawn.
SpriteBatch and SpriteSortMode
SpriteBatch sorting part 2
Return of the SpriteBatch: sorting part 3
SpriteSortMode.Immediate in XNA Game Studio 4.0
Alpha blending defaults to using premultiplied alpha. To make use of 'straight' alpha textures, provide a blend state when creating the SpriteBatch:
SpriteBatchPipelineStateDescription pd(
rtState,
&CommonStates::NonPremultiplied);
spriteBatch = std::make_unique<SpriteBatch>(device, resourceUpload, pd);
If you do not provide a samplerDescriptor
, the default is to use a static sampler set to linear filtering with clamp u/v addressing. If you do provide a samplerDescriptor
, be sure to set the heap to the command-list when drawing. CommonStates provides heap sampler descriptors which can be used for this purpose:
auto sampler = states->AnisotropicWrap();
SpriteBatchPipelineStateDescription pd(
rtState, nullptr, nullptr, nullptr, &sampler);
spriteBatch = std::make_unique<SpriteBatch>(device, resourceUpload, pd);
When drawing with this sprite batch:
ID3D12DescriptorHeap* heaps[] = { resourceDescriptors->Heap(), states->Heap() };
commandList->SetDescriptorHeaps(_countof(heaps), heaps);
spriteBatch->Begin(commandList);
spriteBatch->Draw(resourceDescriptors->GetGpuHandle(Descriptors::MySpriteTexture),
GetTextureSize(tex),
XMFLOAT2(x, y));
spriteBatch->End();
When creating the SpriteBatch, you can control the PSO settings via SpriteBatchPipelineStateDescription
SpriteBatchPipelineStateDescription(
const RenderTargetState& renderTarget,
const D3D12_BLEND_DESC* blend = nullptr,
const D3D12_DEPTH_STENCIL_DESC* depthStencil = nullptr,
const D3D12_RASTERIZER_DESC* rasterizer = nullptr,
const D3D12_GPU_DESCRIPTOR_HANDLE* samplerDescriptor = nullptr)
You can provide your own shaders when creating the SpriteBatch by overridding defaults for SpriteBatchPipelineStateDescription.customRootSignature
, customVertexShader
, and customPixelShader
.
To write a custom sprite batch shader in HLSL, make sure it makes the following signature:
void SpriteVertexShader(inout float4 color : COLOR0,
inout float2 texCoord : TEXCOORD0,
inout float4 position : SV_Position)
{
// TODO
}
float4 SpritePixelShader(float4 color : COLOR0,
float2 texCoord : TEXCOORD0) : SV_Target0
{
// TODO
}
SpriteBatch::Begin
also has a transformMatrix parameter, which can be used for global transforms such as scaling or translation of an entire scene. It otherwise defaults to matrix identity.
XMMATRIX matrix = ...;
spriteBatch->Begin(commandList, SpriteSortMode_Deferred, matrix );
The full transformation depends on the orientation setting and/or the viewport setting for the device. The viewport is obtained from the SpriteBatch::SetViewport
method, and then used to construct a view matrix based on the setting provided by theSpriteBatch::SetRotation
method.
// DXGI_MODE_ROTATION_ROTATE90
finalMatrix =
matrix * XMMATRIX(0, -yScale, 0, 0, -xScale, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1);
// DXGI_MODE_ROTATION_ROTATE270
finalMatrix =
matrix * XMMATRIX(0, yScale, 0, 0, xScale, 0, 0, 0, 0, 0, 1, 0, -1, -1, 0, 1);
//DXGI_MODE_ROTATION_ROTATE180
finalMatrix =
matrix * XMMATRIX(-xScale, 0, 0, 0, 0, yScale, 0, 0, 0, 0, 1, 0, 1, -1, 0, 1);
// DXGI_MODE_ROTATION_IDENTITY (the default)
finalMatrix =
matrix * XMMATRIX(xScale, 0, 0, 0, 0, -yScale, 0, 0, 0, 0, 1, 0, -1, 1, 0, 1);
// DXGI_MODE_ROTATION_UNSPECIFIED
finalMatrix = matrix;
For phones, laptops, and tablets the orientation of the display can be changed by the user. For Windows Store apps, DirectX applications are encouraged to handle the rotation internally rather than relying on DXGI's auto-rotation handling.
Using the DirectX starting template for Universal Windows Platform (UWP) apps, you will want to add to your CreateWindowSizeDependentResources
method:
spriteBatch->SetRotation( m_deviceResources->ComputeDisplayRotation() );
In Common\DeviceResources.h
, you need to make ComputeDisplayRotation
a public function instead of being private.
SpriteBatch set it's own root signature and Pipeline State Object (PSO).
The SpriteBatch class assumes you've already set the Render Target view, Depth Stencil view, Viewport, ScissorRects, and Descriptor Heaps (for textures and/or custom samplers), to the command-list provided to Begin
. It is also critical that you explicitly call SetViewport
to provide the viewport as it cannot be 'read' from the Direct3D 12 API.
ShawnHar's blog on SpriteBatch
ShawnHar's blog on Premultiplied Alpha
SpriteBatch and renderstates in XNA Game Studio 4.0
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Xbox One
- Xbox Series X|S
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20