-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathDX12ClearScreenScene.cpp
149 lines (128 loc) · 4.78 KB
/
DX12ClearScreenScene.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
#include "scene.hpp"
#include <assert.h>
#include <stdio.h>
#include <stdexcept>
#include <d3d12.h>
#include "d3dx12.h"
#include <dxgi1_4.h>
#include <wrl/client.h>
#include "util.hpp"
using Microsoft::WRL::ComPtr;
extern HWND g_hwnd;
extern int WIN_W, WIN_H;
extern ID3D12Device* g_device12;
extern IDXGIFactory4* g_factory;
extern ID3D12CommandQueue* g_command_queue;
extern ID3D12Fence* g_fence;
extern int g_fence_value;
extern HANDLE g_fence_event;
extern IDXGISwapChain3* g_swapchain;
extern ID3D12DescriptorHeap* g_rtv_heap;
extern ID3D12Resource* g_rendertargets[];
extern unsigned g_rtv_descriptor_size;
extern int g_frame_index;
void InitDeviceAndCommandQ();
void InitSwapChain();
void WaitForPreviousFrame();
void DX12ClearScreenScene::Update(float secs) {
}
void DX12ClearScreenScene::InitPipelineAndCommandList() {
CE(g_device12->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(&command_allocator)));
CE(g_device12->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
command_allocator, nullptr, IID_PPV_ARGS(&command_list)));
CE(command_list->Close());
{
ID3DBlob* error = nullptr;
unsigned compile_flags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
D3DCompileFromFile(L"shaders/clear_screen.hlsl", nullptr, nullptr,
"VSMain", "vs_5_0", compile_flags, 0, &VS, &error);
if (error) printf("Error compiling VS: %s\n", (char*)(error->GetBufferPointer()));
D3DCompileFromFile(L"shaders/clear_screen.hlsl", nullptr, nullptr,
"PSMain", "ps_5_0", compile_flags, 0, &PS, &error);
if (error) printf("Error compiling PS: %s\n", (char*)(error->GetBufferPointer()));
}
{
CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc;
root_sig_desc.Init_1_1(0, NULL, 0, NULL,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
ComPtr<ID3DBlob> signature, error;
HRESULT hr = D3DX12SerializeVersionedRootSignature(&root_sig_desc,
D3D_ROOT_SIGNATURE_VERSION_1_1,
&signature, &error);
if (signature == nullptr) {
printf("Could not serialize root signature: %s\n",
(char*)(error->GetBufferPointer()));
}
CE(g_device12->CreateRootSignature(0, signature->GetBufferPointer(),
signature->GetBufferSize(), IID_PPV_ARGS(&root_signature)));
root_signature->SetName(L"Root signature");
}
D3D12_INPUT_ELEMENT_DESC input_element_desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {
.pRootSignature = root_signature,
.VS = CD3DX12_SHADER_BYTECODE(VS),
.PS = CD3DX12_SHADER_BYTECODE(PS),
.BlendState = {
.RenderTarget = {
{
.BlendEnable = TRUE,
.SrcBlend = D3D12_BLEND_SRC_ALPHA,
.DestBlend = D3D12_BLEND_INV_SRC_ALPHA,
.BlendOp = D3D12_BLEND_OP_ADD,
.SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA,
.DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA,
.BlendOpAlpha = D3D12_BLEND_OP_ADD,
.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL,
},
},
},
.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT),
.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT),
.InputLayout = {
input_element_desc,
2
},
.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
.NumRenderTargets = 1,
.RTVFormats = {
DXGI_FORMAT_R8G8B8A8_UNORM,
},
.DSVFormat = DXGI_FORMAT_D32_FLOAT,
.SampleDesc = {
.Count = 1,
},
};
CE(g_device12->CreateGraphicsPipelineState(&pso_desc, IID_PPV_ARGS(&pipeline_state)));
}
DX12ClearScreenScene::DX12ClearScreenScene() {
InitPipelineAndCommandList();
}
void DX12ClearScreenScene::Render() {
CE(command_allocator->Reset());
CE(command_list->Reset(command_allocator, pipeline_state));
command_list->SetGraphicsRootSignature(root_signature);
CD3DX12_CPU_DESCRIPTOR_HANDLE handle_rtv(
g_rtv_heap->GetCPUDescriptorHandleForHeapStart(),
g_frame_index, g_rtv_descriptor_size);
float bg_color[] = { 1.0f, 1.0f, 0.8f, 1.0f };
command_list->ResourceBarrier(1, &keep(CD3DX12_RESOURCE_BARRIER::Transition(
g_rendertargets[g_frame_index],
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET)));
command_list->ClearRenderTargetView(handle_rtv, bg_color, 0, nullptr);
command_list->ResourceBarrier(1, &keep(CD3DX12_RESOURCE_BARRIER::Transition(
g_rendertargets[g_frame_index],
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT)));
CE(command_list->Close());
g_command_queue->ExecuteCommandLists(1,
(ID3D12CommandList* const*)&command_list);
CE(g_swapchain->Present(1, 0));
WaitForPreviousFrame();
}