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c64debugger.cpp
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// c64debugger.cpp : Defines the entry point for the application.
//
#include "c64debugger.h"
#include "Monitor.h"
#include "Program.h"
#include <windows.h>
#include <chrono>
#include <shellapi.h>
#include <thread>
#include <tlhelp32.h>
/*{
[ ] Remove Windows menu
[ ] Add command line options to load vice program
}*/
#ifdef DX12_ENABLE_DEBUG_LAYER
#include <dxgidebug.h>
#pragma comment(lib, "dxguid.lib")
#endif
constexpr auto MAX_LOADSTRING = 100u;
constexpr uint32_t TIMERID = 0x1000;
constexpr uint32_t TIMERDELAY = 0x5; //Milliseconds
uint32_t GlobalCounter = 0;
uint8_t MyBuffer[128];
// Global Variables:
HINSTANCE hInst; // current instance
WCHAR szTitle[MAX_LOADSTRING]; // The title bar text
WCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
};
static int const NUM_FRAMES_IN_FLIGHT = 3;
static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
static UINT g_frameIndex = 0;
static int const NUM_BACK_BUFFERS = 3;
static ID3D12Device* g_pd3dDevice = NULL;
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
static ID3D12Fence* g_fence = NULL;
static HANDLE g_fenceEvent = NULL;
static UINT64 g_fenceLastSignaledValue = 0;
static IDXGISwapChain3* g_pSwapChain = NULL;
static HANDLE g_hSwapChainWaitableObject = NULL;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
void WaitForLastSubmittedFrame();
FrameContext* WaitForNextFrameResources();
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
//----------------------------------------------------------------
std::string wstrtostr( const std::wstring &wstr )
{
// Convert a Unicode string to an ASCII string
std::string strTo;
char *szTo = new char[wstr.length() + 1];
szTo[wstr.size()] = '\0';
WideCharToMultiByte(CP_ACP, 0, wstr.c_str(), -1, szTo, static_cast<int32_t>(wstr.length()), nullptr, nullptr);
strTo = szTo;
delete[] szTo;
return strTo;
}
//----------------------------------------------------------------
std::vector<std::string> ParseParams( LPWSTR lpCmdLine )
{
auto cmdline = wstrtostr(std::wstring(lpCmdLine));
size_t start = 0, end = 0;
std::string delim(" ");
std::vector<std::string> args;
//Loop until all source is consumed
while ((start = cmdline.find_first_not_of(delim, end)) != std::string::npos) {
end = cmdline.find(delim, start); // finds the 'first' occurance from the 'start'
args.push_back(cmdline.substr(start, end - start));
}
return args;
}
//----------------------------------------------------------------
///Return if given app (appname.exe) is running
bool IsProcessRunning( const char *apApp )
{
//Isolate the file name from a whole path
std::filesystem::path fp(apApp);
auto fname = fp.filename();
bool exists = false;
PROCESSENTRY32 entry;
entry.dwSize = sizeof(PROCESSENTRY32);
HANDLE snapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
if (Process32First(snapshot, &entry)) {
while (Process32Next(snapshot, &entry)) {
if (!_stricmp(entry.szExeFile, fname.string().c_str())) {
exists = true;
}
}
}
CloseHandle(snapshot);
return exists;
}
//----------------------------------------------------------------
///Run an app
///apApp = Exe full path
///apParams = Optional command line parameter string
void RunApp( const char *apApp, const char *apParams = nullptr )
{
if (!IsProcessRunning(apApp)) {
SHELLEXECUTEINFO ShExecInfo;
ShExecInfo.cbSize = sizeof(ShExecInfo);
ShExecInfo.fMask = 0;
ShExecInfo.hwnd = nullptr;
ShExecInfo.lpVerb = "open";
ShExecInfo.lpFile = apApp;
ShExecInfo.lpParameters = apParams;
ShExecInfo.lpDirectory = nullptr;
ShExecInfo.nShow = SW_MAXIMIZE;
ShExecInfo.hInstApp = nullptr;
ShellExecuteEx(&ShExecInfo);
}
}
//----------------------------------------------------------------
int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
[[maybe_unused]] _In_opt_ HINSTANCE hPrevInstance,
[[maybe_unused]] _In_ LPWSTR lpCmdLine,
_In_ int nCmdShow)
{
// Initialize global strings
LoadStringW(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadStringW(hInstance, IDC_C64DEBUGGER, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow)) {
return FALSE;
}
HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_C64DEBUGGER));
bool show_demo_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
MSG msg;
auto args = ParseParams(lpCmdLine);
if ((args.size() > 1) && (args[0] == "-p")) {
//Sleep for a bit to allow VICE to connect to us
std::this_thread::sleep_for(std::chrono::seconds(1));
Program::Load(args[1]);
}
// Main message loop:
while (GetMessage(&msg, nullptr, 0, 0)) {
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// Start the Dear ImGui frame
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
if (show_demo_window) {
ImGui::ShowDemoWindow(&show_demo_window);
}
Monitor::Display();
// Rendering
ImGui::Render();
FrameContext* frameCtx = WaitForNextFrameResources();
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
frameCtx->CommandAllocator->Reset();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
g_pd3dCommandList->ResourceBarrier(1, &barrier);
// Render Dear ImGui graphics
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->Close();
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
g_pSwapChain->Present(1, 0); // Present with vsync
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
g_fenceLastSignaledValue = fenceValue;
frameCtx->FenceValue = fenceValue;
}
WaitForLastSubmittedFrame();
// Cleanup
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
return static_cast<int32_t>(msg.wParam);
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_C64DEBUGGER));
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = L""; //No menu
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassExW(&wcex);
}
//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // Store instance handle in our global variable
HWND hWnd = CreateWindowW(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, hInstance, nullptr);
if (!hWnd) {
return FALSE;
}
//Create a timer to force Message processing
//Run message processing in the timer callback or message?
// Otherwise we are going to run the process for every message.
SetTimer(hWnd, // handle to main window
TIMERID, // timer identifier
TIMERDELAY, // 10-ms interval
nullptr); // no timer callback
// Initialize Direct3D
if (!CreateDeviceD3D(hWnd)) {
CleanupDeviceD3D();
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
// ImGuiIO& io = ImGui::GetIO();
// io.WantCaptureKeyboard = false;
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hWnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
HRSRC res = FindResource(hInst, MAKEINTRESOURCE(IDR_C64FONT), RT_RCDATA);
if (!res) {
return FALSE;
}
HGLOBAL res_handle = LoadResource(NULL, res);
if (!res_handle) {
return FALSE;
}
void *res_data = LockResource(res_handle);
DWORD res_size = SizeofResource(NULL, res);
Monitor::Init(res_data, res_size);
return TRUE;
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
//
// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
// if (message != 0x113) {
// char msgstr[128];
// sprintf_s(msgstr, "%08x\n", message);
// OutputDebugString(msgstr);
// }
if (ImGui_ImplWin32_WndProcHandler(hWnd, message, wParam, lParam)) {
return true;
}
switch (message) {
case WM_COMMAND: {
int wmId = LOWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
::DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
::DestroyWindow(hWnd);
break;
default:
return ::DefWindowProc(hWnd, message, wParam, lParam);
}
break;
}
//NOTE: F10 key is a syskey for opening windows menu bars, so we have to manually capture input to correctly handle up events
// or F10 acts more like a toggle.
case WM_SYSKEYUP:
if (wParam == VK_F10) {
ImGuiIO &io = ImGui::GetIO();
io.AddKeyEvent(ImGuiKey_F10, false);
}
break;
case WM_TIMER:
Monitor::ProcessResponses();
++GlobalCounter;
break;
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) {
WaitForLastSubmittedFrame();
CleanupRenderTarget();
[[maybe_unused]] HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
assert(SUCCEEDED(result) && "Failed to resize swapchain.");
CreateRenderTarget();
break;
}
case WM_PAINT: {
PAINTSTRUCT ps;
[[maybe_unused]] HDC hdc = ::BeginPaint(hWnd, &ps);
// TODO: Add any drawing code that uses hdc here...
::EndPaint(hWnd, &ps);
break;
}
case WM_DESTROY:
::PostQuitMessage(0);
KillTimer(hWnd, TIMERID);
Monitor::Close();
break;
default:
return ::DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message) {
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) {
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd;
{
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = NUM_BACK_BUFFERS;
sd.Width = 0;
sd.Height = 0;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd.Scaling = DXGI_SCALING_STRETCH;
sd.Stereo = FALSE;
}
// [DEBUG] Enable debug interface
#ifdef DX12_ENABLE_DEBUG_LAYER
ID3D12Debug* pdx12Debug = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
pdx12Debug->EnableDebugLayer();
#endif
// Create device
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
return false;
// [DEBUG] Setup debug interface to break on any warnings/errors
#ifdef DX12_ENABLE_DEBUG_LAYER
if (pdx12Debug != NULL) {
ID3D12InfoQueue* pInfoQueue = NULL;
g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
pInfoQueue->Release();
pdx12Debug->Release();
}
#endif
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = NUM_BACK_BUFFERS;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
return false;
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) {
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return false;
}
{
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
return false;
}
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) {
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return false;
}
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
g_pd3dCommandList->Close() != S_OK) {
return false;
}
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
return false;
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
if (g_fenceEvent == NULL) {
return false;
}
{
IDXGIFactory4* dxgiFactory = NULL;
IDXGISwapChain1* swapChain1 = NULL;
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
return false;
if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
return false;
if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
return false;
swapChain1->Release();
dxgiFactory->Release();
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, NULL); g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
if (g_fence) { g_fence->Release(); g_fence = NULL; }
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
#ifdef DX12_ENABLE_DEBUG_LAYER
IDXGIDebug1 *pDebug = nullptr;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) {
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
pDebug->Release();
}
#endif
}
void CreateRenderTarget()
{
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) {
ID3D12Resource *pBackBuffer = nullptr;
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
g_mainRenderTargetResource[i] = pBackBuffer;
}
}
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) {
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
}
}
void WaitForLastSubmittedFrame()
{
FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue == 0)
return; // No fence was signaled
frameCtx->FenceValue = 0;
if (g_fence->GetCompletedValue() >= fenceValue)
return;
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
WaitForSingleObject(g_fenceEvent, INFINITE);
}
FrameContext* WaitForNextFrameResources()
{
UINT nextFrameIndex = g_frameIndex + 1;
g_frameIndex = nextFrameIndex;
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
DWORD numWaitableObjects = 1;
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue != 0) // means no fence was signaled
{
frameCtx->FenceValue = 0;
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
waitableObjects[1] = g_fenceEvent;
numWaitableObjects = 2;
}
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
return frameCtx;
}