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DeviceResources.cpp
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DeviceResources.cpp
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//
// DeviceResources.cpp - A wrapper for the Direct3D 12 device and swapchain
//
#include "pch.h"
#include "DeviceResources.h"
using namespace DirectX;
using namespace DX;
using Microsoft::WRL::ComPtr;
namespace
{
inline DXGI_FORMAT NoSRGB(DXGI_FORMAT fmt)
{
switch (fmt)
{
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: return DXGI_FORMAT_R8G8B8A8_UNORM;
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8A8_UNORM;
case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8X8_UNORM;
default: return fmt;
}
}
};
// Constructor for DeviceResources.
DeviceResources::DeviceResources(DXGI_FORMAT backBufferFormat, DXGI_FORMAT depthBufferFormat, UINT backBufferCount, unsigned int flags) :
m_backBufferIndex(0),
m_fenceValues{},
m_rtvDescriptorSize(0),
m_screenViewport{},
m_scissorRect{},
m_backBufferFormat(backBufferFormat),
m_depthBufferFormat(depthBufferFormat),
m_backBufferCount(backBufferCount),
m_window(nullptr),
m_d3dFeatureLevel(D3D_FEATURE_LEVEL_12_0),
m_outputSize{0, 0, 1920, 1080},
m_options(flags)
{
if (backBufferCount < 2 || backBufferCount > MAX_BACK_BUFFER_COUNT)
{
throw std::out_of_range("invalid backBufferCount");
}
}
// Destructor for DeviceResources.
DeviceResources::~DeviceResources()
{
// Ensure that the GPU is no longer referencing resources that are about to be destroyed.
WaitForGpu();
}
// Configures the Direct3D device, and stores handles to it and the device context.
void DeviceResources::CreateDeviceResources()
{
// Create the DX12 API device object.
D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
params.Version = D3D12_SDK_VERSION;
#if defined(_DEBUG)
// Enable the debug layer.
params.ProcessDebugFlags = D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED;
#elif defined(PROFILE)
// Enable the instrumented driver.
params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED;
#endif
params.GraphicsCommandQueueRingSizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
params.GraphicsScratchMemorySizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
params.ComputeScratchMemorySizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
ThrowIfFailed(D3D12XboxCreateDevice(
nullptr,
¶ms,
IID_GRAPHICS_PPV_ARGS(m_d3dDevice.ReleaseAndGetAddressOf())
));
// Create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(m_d3dDevice->CreateCommandQueue(&queueDesc, IID_GRAPHICS_PPV_ARGS(m_commandQueue.ReleaseAndGetAddressOf())));
// Create descriptor heaps for render target views and depth stencil views.
D3D12_DESCRIPTOR_HEAP_DESC rtvDescriptorHeapDesc = {};
rtvDescriptorHeapDesc.NumDescriptors = m_backBufferCount;
rtvDescriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
ThrowIfFailed(m_d3dDevice->CreateDescriptorHeap(&rtvDescriptorHeapDesc, IID_GRAPHICS_PPV_ARGS(m_rtvDescriptorHeap.ReleaseAndGetAddressOf())));
m_rtvDescriptorSize = m_d3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
if (m_depthBufferFormat != DXGI_FORMAT_UNKNOWN)
{
D3D12_DESCRIPTOR_HEAP_DESC dsvDescriptorHeapDesc = {};
dsvDescriptorHeapDesc.NumDescriptors = 1;
dsvDescriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
ThrowIfFailed(m_d3dDevice->CreateDescriptorHeap(&dsvDescriptorHeapDesc, IID_GRAPHICS_PPV_ARGS(m_dsvDescriptorHeap.ReleaseAndGetAddressOf())));
}
// Create a command allocator for each back buffer that will be rendered to.
for (UINT n = 0; n < m_backBufferCount; n++)
{
ThrowIfFailed(m_d3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_GRAPHICS_PPV_ARGS(m_commandAllocators[n].ReleaseAndGetAddressOf())));
}
// Create a command list for recording graphics commands.
ThrowIfFailed(m_d3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[0].Get(), nullptr, IID_GRAPHICS_PPV_ARGS(m_commandList.ReleaseAndGetAddressOf())));
ThrowIfFailed(m_commandList->Close());
// Create a fence for tracking GPU execution progress.
ThrowIfFailed(m_d3dDevice->CreateFence(m_fenceValues[m_backBufferIndex], D3D12_FENCE_FLAG_NONE, IID_GRAPHICS_PPV_ARGS(m_fence.ReleaseAndGetAddressOf())));
m_fenceValues[m_backBufferIndex]++;
m_fenceEvent.Attach(CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE));
if (!m_fenceEvent.IsValid())
{
throw std::exception("CreateEvent");
}
if (m_options & c_Enable4K_UHD)
{
#if _XDK_VER >= 0x3F6803F3 /* XDK Edition 170600 */
D3D12XBOX_GPU_HARDWARE_CONFIGURATION hwConfig = {};
m_d3dDevice->GetGpuHardwareConfigurationX(&hwConfig);
if (hwConfig.HardwareVersion >= D3D12XBOX_HARDWARE_VERSION_XBOX_ONE_X)
{
m_outputSize = { 0, 0, 3840, 2160 };
#ifdef _DEBUG
OutputDebugStringA("INFO: Swapchain using 4k (3840 x 2160) on Xbox One X\n");
#endif
}
else
{
m_options &= ~c_Enable4K_UHD;
#ifdef _DEBUG
OutputDebugStringA("INFO: Swapchain using 1080p (1920 x 1080) on Xbox One or Xbox One S\n");
#endif
}
#else
m_options &= ~c_Enable4K_UHD;
#ifdef _DEBUG
OutputDebugStringA("WARNING: Hardware detection not supported on this XDK edition; Swapchain using 1080p (1920 x 1080)\n");
#endif
#endif
}
}
// These resources need to be recreated every time the window size is changed.
void DeviceResources::CreateWindowSizeDependentResources()
{
if (!m_window)
{
throw std::exception("Call SetWindow with a valid CoreWindow pointer");
}
// Wait until all previous GPU work is complete.
WaitForGpu();
// Release resources that are tied to the swap chain and update fence values.
for (UINT n = 0; n < m_backBufferCount; n++)
{
m_renderTargets[n].Reset();
m_fenceValues[n] = m_fenceValues[m_backBufferIndex];
}
// Determine the render target size in pixels.
UINT backBufferWidth = std::max<UINT>(m_outputSize.right - m_outputSize.left, 1);
UINT backBufferHeight = std::max<UINT>(m_outputSize.bottom - m_outputSize.top, 1);
DXGI_FORMAT backBufferFormat = NoSRGB(m_backBufferFormat);
// If the swap chain already exists, resize it, otherwise create one.
if (m_swapChain)
{
// If the swap chain already exists, resize it.
ThrowIfFailed(m_swapChain->ResizeBuffers(
m_backBufferCount,
backBufferWidth,
backBufferHeight,
backBufferFormat,
0
));
// Xbox One apps do not need to handle DXGI_ERROR_DEVICE_REMOVED or DXGI_ERROR_DEVICE_RESET.
}
else
{
// First, retrieve the underlying DXGI device from the D3D device.
ComPtr<IDXGIDevice1> dxgiDevice;
ThrowIfFailed(m_d3dDevice.As(&dxgiDevice));
// Identify the physical adapter (GPU or card) this device is running on.
ComPtr<IDXGIAdapter> dxgiAdapter;
ThrowIfFailed(dxgiDevice->GetAdapter(dxgiAdapter.GetAddressOf()));
// And obtain the factory object that created it.
ComPtr<IDXGIFactory2> dxgiFactory;
ThrowIfFailed(dxgiAdapter->GetParent(IID_GRAPHICS_PPV_ARGS(dxgiFactory.GetAddressOf())));
// Create a descriptor for the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = backBufferWidth;
swapChainDesc.Height = backBufferHeight;
swapChainDesc.Format = backBufferFormat;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = m_backBufferCount;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
swapChainDesc.Flags = DXGIX_SWAP_CHAIN_FLAG_QUANTIZATION_RGB_FULL;
// Create a swap chain for the window.
ComPtr<IDXGISwapChain1> swapChain;
ThrowIfFailed(dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(), // Xbox One uses device here, not the command queue!
m_window,
&swapChainDesc,
nullptr,
m_swapChain.ReleaseAndGetAddressOf()
));
}
// Obtain the back buffers for this window which will be the final render targets
// and create render target views for each of them.
for (UINT n = 0; n < m_backBufferCount; n++)
{
ThrowIfFailed(m_swapChain->GetBuffer(n, IID_GRAPHICS_PPV_ARGS(m_renderTargets[n].GetAddressOf())));
wchar_t name[25] = {};
swprintf_s(name, L"Render target %u", n);
m_renderTargets[n]->SetName(name);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = m_backBufferFormat;
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvDescriptor(m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), n, m_rtvDescriptorSize);
m_d3dDevice->CreateRenderTargetView(m_renderTargets[n].Get(), &rtvDesc, rtvDescriptor);
}
// Reset the index to the current back buffer.
m_backBufferIndex = 0;
if (m_depthBufferFormat != DXGI_FORMAT_UNKNOWN)
{
// Allocate a 2-D surface as the depth/stencil buffer and create a depth/stencil view
// on this surface.
CD3DX12_HEAP_PROPERTIES depthHeapProperties(D3D12_HEAP_TYPE_DEFAULT);
D3D12_RESOURCE_DESC depthStencilDesc = CD3DX12_RESOURCE_DESC::Tex2D(
m_depthBufferFormat,
backBufferWidth,
backBufferHeight,
1, // This depth stencil view has only one texture.
1 // Use a single mipmap level.
);
depthStencilDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
depthOptimizedClearValue.Format = m_depthBufferFormat;
depthOptimizedClearValue.DepthStencil.Depth = 1.0f;
depthOptimizedClearValue.DepthStencil.Stencil = 0;
ThrowIfFailed(m_d3dDevice->CreateCommittedResource(
&depthHeapProperties,
D3D12_HEAP_FLAG_NONE,
&depthStencilDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&depthOptimizedClearValue,
IID_GRAPHICS_PPV_ARGS(m_depthStencil.ReleaseAndGetAddressOf())
));
m_depthStencil->SetName(L"Depth stencil");
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = m_depthBufferFormat;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
m_d3dDevice->CreateDepthStencilView(m_depthStencil.Get(), &dsvDesc, m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
}
// Set the 3D rendering viewport and scissor rectangle to target the entire window.
m_screenViewport.TopLeftX = m_screenViewport.TopLeftY = 0.f;
m_screenViewport.Width = static_cast<float>(backBufferWidth);
m_screenViewport.Height = static_cast<float>(backBufferHeight);
m_screenViewport.MinDepth = D3D12_MIN_DEPTH;
m_screenViewport.MaxDepth = D3D12_MAX_DEPTH;
m_scissorRect.left = m_scissorRect.top = 0;
m_scissorRect.right = backBufferWidth;
m_scissorRect.bottom = backBufferHeight;
}
// Prepare the command list and render target for rendering.
void DeviceResources::Prepare(D3D12_RESOURCE_STATES beforeState)
{
// Reset command list and allocator.
ThrowIfFailed(m_commandAllocators[m_backBufferIndex]->Reset());
ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_backBufferIndex].Get(), nullptr));
if (beforeState != D3D12_RESOURCE_STATE_RENDER_TARGET)
{
// Transition the render target into the correct state to allow for drawing into it.
D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_backBufferIndex].Get(), beforeState, D3D12_RESOURCE_STATE_RENDER_TARGET);
m_commandList->ResourceBarrier(1, &barrier);
}
}
// Present the contents of the swap chain to the screen.
void DeviceResources::Present(D3D12_RESOURCE_STATES beforeState)
{
if (beforeState != D3D12_RESOURCE_STATE_PRESENT)
{
// Transition the render target to the state that allows it to be presented to the display.
D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_backBufferIndex].Get(), beforeState, D3D12_RESOURCE_STATE_PRESENT);
m_commandList->ResourceBarrier(1, &barrier);
}
// Send the command list off to the GPU for processing.
ThrowIfFailed(m_commandList->Close());
m_commandQueue->ExecuteCommandLists(1, CommandListCast(m_commandList.GetAddressOf()));
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
ThrowIfFailed(m_swapChain->Present(1, 0));
// Xbox One apps do not need to handle DXGI_ERROR_DEVICE_REMOVED or DXGI_ERROR_DEVICE_RESET.
MoveToNextFrame();
}
// Wait for pending GPU work to complete.
void DeviceResources::WaitForGpu() noexcept
{
if (m_commandQueue && m_fence && m_fenceEvent.IsValid())
{
// Schedule a Signal command in the GPU queue.
UINT64 fenceValue = m_fenceValues[m_backBufferIndex];
if (SUCCEEDED(m_commandQueue->Signal(m_fence.Get(), fenceValue)))
{
// Wait until the Signal has been processed.
if (SUCCEEDED(m_fence->SetEventOnCompletion(fenceValue, m_fenceEvent.Get())))
{
WaitForSingleObjectEx(m_fenceEvent.Get(), INFINITE, FALSE);
// Increment the fence value for the current frame.
m_fenceValues[m_backBufferIndex]++;
}
}
}
}
// Prepare to render the next frame.
void DeviceResources::MoveToNextFrame()
{
// Schedule a Signal command in the queue.
const UINT64 currentFenceValue = m_fenceValues[m_backBufferIndex];
ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), currentFenceValue));
// Update the back buffer index.
m_backBufferIndex = (m_backBufferIndex + 1) % m_backBufferCount;
// If the next frame is not ready to be rendered yet, wait until it is ready.
if (m_fence->GetCompletedValue() < m_fenceValues[m_backBufferIndex])
{
ThrowIfFailed(m_fence->SetEventOnCompletion(m_fenceValues[m_backBufferIndex], m_fenceEvent.Get()));
WaitForSingleObjectEx(m_fenceEvent.Get(), INFINITE, FALSE);
}
// Set the fence value for the next frame.
m_fenceValues[m_backBufferIndex] = currentFenceValue + 1;
}