mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 11:35:11 +00:00
Remove DirectX 12
This commit is contained in:
parent
e5b017f115
commit
fd96946962
13 changed files with 11 additions and 26001 deletions
9
Makefile
9
Makefile
|
@ -66,9 +66,9 @@ NO_LDIV ?= 0
|
|||
|
||||
# Backend selection
|
||||
|
||||
# Renderers: GL, GL_LEGACY, D3D11, D3D12, DUMMY
|
||||
# Renderers: GL, GL_LEGACY, D3D11, DUMMY
|
||||
RENDER_API ?= GL
|
||||
# Window managers: SDL1, SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API), DUMMY (forced if RENDER_API is DUMMY)
|
||||
# Window managers: SDL1, SDL2, DXGI (forced if RENDER_API is D3D11), DUMMY (forced if RENDER_API is DUMMY)
|
||||
WINDOW_API ?= SDL2
|
||||
# Audio backends: SDL1, SDL2, DUMMY
|
||||
AUDIO_API ?= SDL2
|
||||
|
@ -341,7 +341,7 @@ endif
|
|||
|
||||
# Check backends
|
||||
|
||||
ifneq (,$(filter $(RENDER_API),D3D11 D3D12))
|
||||
ifneq (,$(filter $(RENDER_API),D3D11))
|
||||
ifneq ($(WINDOWS_BUILD),1)
|
||||
$(error DirectX is only supported on Windows)
|
||||
endif
|
||||
|
@ -733,9 +733,6 @@ SDL2_USED := 0
|
|||
# for now, it's either SDL+GL or DXGI+DirectX, so choose based on WAPI
|
||||
ifeq ($(WINDOW_API),DXGI)
|
||||
DXBITS := `cat $(ENDIAN_BITWIDTH) | tr ' ' '\n' | tail -1`
|
||||
ifeq ($(RENDER_API),D3D12)
|
||||
BACKEND_CFLAGS += -Iinclude/dxsdk
|
||||
endif
|
||||
BACKEND_LDFLAGS += -ld3dcompiler -ldxgi -ldxguid
|
||||
BACKEND_LDFLAGS += -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -static
|
||||
else ifeq ($(findstring SDL,$(WINDOW_API)),SDL)
|
||||
|
|
|
@ -103,7 +103,7 @@ If during the build process you get messages saying that the ROM has an incorrec
|
|||
|
||||
`HEADLESS [0|1]`: Enable or disable headless mode (meant for servers.)
|
||||
|
||||
`RENDER_API [GL|GL_LEGACY|D3D11|D3D12|DUMMY]`: Sets the rendering API.
|
||||
`RENDER_API [GL|GL_LEGACY|D3D11|DUMMY]`: Sets the rendering API.
|
||||
|
||||
`WINDOW_API [SDL1|SDL2|DXGI|DUMMY]` Sets the window API.
|
||||
|
||||
|
|
17258
include/dxsdk/d3d12.h
17258
include/dxsdk/d3d12.h
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
@ -1,971 +0,0 @@
|
|||
#ifdef RAPI_D3D12
|
||||
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#include <map>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
#include <windows.h>
|
||||
#include <wrl/client.h>
|
||||
|
||||
// This is needed when compiling with MinGW, used in d3d12.h
|
||||
#define __in_ecount_opt(size)
|
||||
|
||||
#include <dxgi.h>
|
||||
#include <dxgi1_4.h>
|
||||
#include "dxsdk/d3d12.h"
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
#include "gfx_direct3d12_guids.h"
|
||||
|
||||
#include "dxsdk/d3dx12.h"
|
||||
|
||||
#ifndef _LANGUAGE_C
|
||||
#define _LANGUAGE_C
|
||||
#endif
|
||||
#include <PR/gbi.h>
|
||||
|
||||
#define DECLARE_GFX_DXGI_FUNCTIONS
|
||||
#include "gfx_dxgi.h"
|
||||
|
||||
#include "gfx_cc.h"
|
||||
#include "gfx_window_manager_api.h"
|
||||
#include "gfx_rendering_api.h"
|
||||
#include "gfx_direct3d_common.h"
|
||||
|
||||
extern "C" {
|
||||
#include "src/pc/controller/controller_bind_mapping.h"
|
||||
}
|
||||
|
||||
#include "gfx_screen_config.h"
|
||||
|
||||
#define DEBUG_D3D 0
|
||||
|
||||
using namespace Microsoft::WRL; // For ComPtr
|
||||
|
||||
namespace {
|
||||
|
||||
struct ShaderProgramD3D12 {
|
||||
struct ColorCombiner cc;
|
||||
uint64_t hash;
|
||||
uint8_t num_inputs;
|
||||
bool used_textures[2];
|
||||
uint8_t num_floats;
|
||||
uint8_t num_attribs;
|
||||
bool do_noise;
|
||||
|
||||
ComPtr<ID3DBlob> vertex_shader;
|
||||
ComPtr<ID3DBlob> pixel_shader;
|
||||
ComPtr<ID3D12RootSignature> root_signature;
|
||||
};
|
||||
|
||||
struct PipelineDesc {
|
||||
uint64_t hash;
|
||||
bool depth_test;
|
||||
bool depth_mask;
|
||||
bool zmode_decal;
|
||||
bool _padding;
|
||||
|
||||
bool operator==(const PipelineDesc& o) const {
|
||||
return memcmp(this, &o, sizeof(*this)) == 0;
|
||||
}
|
||||
|
||||
bool operator<(const PipelineDesc& o) const {
|
||||
return memcmp(this, &o, sizeof(*this)) < 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct TextureHeap {
|
||||
ComPtr<ID3D12Heap> heap;
|
||||
std::vector<uint8_t> free_list;
|
||||
};
|
||||
|
||||
struct TextureData {
|
||||
ComPtr<ID3D12Resource> resource;
|
||||
struct TextureHeap *heap;
|
||||
uint8_t heap_offset;
|
||||
|
||||
uint64_t last_frame_counter;
|
||||
uint32_t descriptor_index;
|
||||
int sampler_parameters;
|
||||
};
|
||||
|
||||
struct NoiseCB {
|
||||
uint32_t noise_frame;
|
||||
float noise_scale_x;
|
||||
float noise_scale_y;
|
||||
uint32_t padding;
|
||||
};
|
||||
|
||||
static struct {
|
||||
HMODULE d3d12_module;
|
||||
PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
|
||||
PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
|
||||
|
||||
HMODULE d3dcompiler_module;
|
||||
pD3DCompile D3DCompile;
|
||||
|
||||
struct ShaderProgramD3D12 shader_program_pool[CC_MAX_SHADERS];
|
||||
uint8_t shader_program_pool_size;
|
||||
uint8_t shader_program_pool_index;
|
||||
|
||||
uint32_t current_width, current_height;
|
||||
|
||||
ComPtr<ID3D12Device> device;
|
||||
ComPtr<ID3D12CommandQueue> command_queue;
|
||||
ComPtr<ID3D12CommandQueue> copy_command_queue;
|
||||
ComPtr<IDXGISwapChain3> swap_chain;
|
||||
ComPtr<ID3D12DescriptorHeap> rtv_heap;
|
||||
UINT rtv_descriptor_size;
|
||||
ComPtr<ID3D12Resource> render_targets[2];
|
||||
ComPtr<ID3D12CommandAllocator> command_allocator;
|
||||
ComPtr<ID3D12CommandAllocator> copy_command_allocator;
|
||||
ComPtr<ID3D12GraphicsCommandList> command_list;
|
||||
ComPtr<ID3D12GraphicsCommandList> copy_command_list;
|
||||
ComPtr<ID3D12DescriptorHeap> dsv_heap;
|
||||
ComPtr<ID3D12Resource> depth_stencil_buffer;
|
||||
ComPtr<ID3D12DescriptorHeap> srv_heap;
|
||||
UINT srv_descriptor_size;
|
||||
ComPtr<ID3D12DescriptorHeap> sampler_heap;
|
||||
UINT sampler_descriptor_size;
|
||||
|
||||
std::map<std::pair<uint32_t, uint32_t>, std::list<struct TextureHeap>> texture_heaps;
|
||||
|
||||
std::map<size_t, std::vector<ComPtr<ID3D12Resource>>> upload_heaps;
|
||||
std::vector<std::pair<size_t, ComPtr<ID3D12Resource>>> upload_heaps_in_flight;
|
||||
ComPtr<ID3D12Fence> copy_fence;
|
||||
uint64_t copy_fence_value;
|
||||
|
||||
std::vector<struct TextureData> textures;
|
||||
int current_tile;
|
||||
uint32_t current_texture_ids[2];
|
||||
uint32_t srv_pos;
|
||||
|
||||
int frame_index;
|
||||
ComPtr<ID3D12Fence> fence;
|
||||
HANDLE fence_event;
|
||||
|
||||
uint64_t frame_counter;
|
||||
|
||||
ComPtr<ID3D12Resource> noise_cb;
|
||||
void *mapped_noise_cb_address;
|
||||
struct NoiseCB noise_cb_data;
|
||||
|
||||
ComPtr<ID3D12Resource> vertex_buffer;
|
||||
void *mapped_vbuf_address;
|
||||
int vbuf_pos;
|
||||
|
||||
std::vector<ComPtr<ID3D12Resource>> resources_to_clean_at_end_of_frame;
|
||||
std::vector<std::pair<struct TextureHeap *, uint8_t>> texture_heap_allocations_to_reclaim_at_end_of_frame;
|
||||
|
||||
std::map<PipelineDesc, ComPtr<ID3D12PipelineState>> pipeline_states;
|
||||
bool must_reload_pipeline;
|
||||
|
||||
// Current state:
|
||||
ID3D12PipelineState *pipeline_state;
|
||||
struct ShaderProgramD3D12 *shader_program;
|
||||
bool depth_test;
|
||||
bool depth_mask;
|
||||
bool zmode_decal;
|
||||
|
||||
CD3DX12_VIEWPORT viewport;
|
||||
CD3DX12_RECT scissor;
|
||||
} d3d;
|
||||
|
||||
static int texture_uploads = 0;
|
||||
static int max_texture_uploads;
|
||||
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_descriptor_handle(ComPtr<ID3D12DescriptorHeap>& heap) {
|
||||
#ifdef __MINGW32__
|
||||
// We would like to do this:
|
||||
// D3D12_CPU_DESCRIPTOR_HANDLE handle = heap->GetCPUDescriptorHandleForHeapStart();
|
||||
// but MinGW64 doesn't follow the calling conventions of VC++ for some reason.
|
||||
// Per MS documentation "User-defined types can be returned by value from global functions and static member functions"...
|
||||
// "Otherwise, the caller assumes the responsibility of allocating memory and passing a pointer for the return value as the first argument".
|
||||
// The method here is a non-static member function, and hence we need to pass the address to the return value as a parameter.
|
||||
// MinGW32 has the same issue.
|
||||
auto fn = heap->GetCPUDescriptorHandleForHeapStart;
|
||||
void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*fun)(D3D12_CPU_DESCRIPTOR_HANDLE *out) = (void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*)(D3D12_CPU_DESCRIPTOR_HANDLE *out))fn;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
||||
(heap.Get()->*fun)(&handle);
|
||||
return handle;
|
||||
#else
|
||||
return heap->GetCPUDescriptorHandleForHeapStart();
|
||||
#endif
|
||||
}
|
||||
|
||||
static D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_descriptor_handle(ComPtr<ID3D12DescriptorHeap>& heap) {
|
||||
#ifdef __MINGW32__
|
||||
// See get_cpu_descriptor_handle
|
||||
auto fn = heap->GetGPUDescriptorHandleForHeapStart;
|
||||
void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*fun)(D3D12_GPU_DESCRIPTOR_HANDLE *out) = (void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*)(D3D12_GPU_DESCRIPTOR_HANDLE *out))fn;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE handle;
|
||||
(heap.Get()->*fun)(&handle);
|
||||
return handle;
|
||||
#else
|
||||
return heap->GetGPUDescriptorHandleForHeapStart();
|
||||
#endif
|
||||
}
|
||||
|
||||
static D3D12_RESOURCE_ALLOCATION_INFO get_resource_allocation_info(const D3D12_RESOURCE_DESC *resource_desc) {
|
||||
#ifdef __MINGW32__
|
||||
// See get_cpu_descriptor_handle
|
||||
auto fn = d3d.device->GetResourceAllocationInfo;
|
||||
void (STDMETHODCALLTYPE ID3D12Device::*fun)(D3D12_RESOURCE_ALLOCATION_INFO *out, UINT visibleMask, UINT numResourceDescs, const D3D12_RESOURCE_DESC *pResourceDescs) =
|
||||
(void (STDMETHODCALLTYPE ID3D12Device::*)(D3D12_RESOURCE_ALLOCATION_INFO *out, UINT visibleMask, UINT numResourceDescs, const D3D12_RESOURCE_DESC *pResourceDescs))fn;
|
||||
D3D12_RESOURCE_ALLOCATION_INFO out;
|
||||
(d3d.device.Get()->*fun)(&out, 0, 1, resource_desc);
|
||||
return out;
|
||||
#else
|
||||
return d3d.device->GetResourceAllocationInfo(0, 1, resource_desc);
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool gfx_direct3d12_z_is_from_0_to_1(void) {
|
||||
return true;
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_unload_shader(struct ShaderProgram *old_prg) {
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_load_shader(struct ShaderProgram *new_prg) {
|
||||
d3d.shader_program = (struct ShaderProgramD3D12 *)new_prg;
|
||||
d3d.must_reload_pipeline = true;
|
||||
}
|
||||
|
||||
static struct ShaderProgram *gfx_direct3d12_create_and_load_new_shader(struct ColorCombiner* cc) {
|
||||
struct ShaderProgramD3D12 *prg = &d3d.shader_program_pool[d3d.shader_program_pool_index];
|
||||
d3d.shader_program_pool_index = (d3d.shader_program_pool_index + 1) % CC_MAX_SHADERS;
|
||||
if (d3d.shader_program_pool_size < CC_MAX_SHADERS) { d3d.shader_program_pool_size++; }
|
||||
|
||||
CCFeatures cc_features = { 0 };
|
||||
gfx_cc_get_features(cc, &cc_features);
|
||||
|
||||
char buf[2048];
|
||||
size_t len, num_floats;
|
||||
|
||||
gfx_direct3d_common_build_shader(buf, len, num_floats, *cc, cc_features, true, false);
|
||||
|
||||
ThrowIfFailed(d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "VSMain", "vs_5_1", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &prg->vertex_shader, nullptr));
|
||||
ThrowIfFailed(d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "PSMain", "ps_5_1", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &prg->pixel_shader, nullptr));
|
||||
|
||||
ThrowIfFailed(d3d.device->CreateRootSignature(0, prg->pixel_shader->GetBufferPointer(), prg->pixel_shader->GetBufferSize(), IID_PPV_ARGS(&prg->root_signature)));
|
||||
|
||||
prg->hash = cc->hash;
|
||||
prg->cc = *cc;
|
||||
prg->num_inputs = cc_features.num_inputs;
|
||||
prg->used_textures[0] = cc_features.used_textures[0];
|
||||
prg->used_textures[1] = cc_features.used_textures[1];
|
||||
prg->num_floats = num_floats;
|
||||
prg->do_noise = cc_features.do_noise;
|
||||
|
||||
d3d.must_reload_pipeline = true;
|
||||
return (struct ShaderProgram *)(d3d.shader_program = prg);
|
||||
}
|
||||
|
||||
static struct ShaderProgram *gfx_direct3d12_lookup_shader(struct ColorCombiner* cc) {
|
||||
for (size_t i = 0; i < d3d.shader_program_pool_size; i++) {
|
||||
if (d3d.shader_program_pool[i].hash == cc->hash) {
|
||||
return (struct ShaderProgram *)&d3d.shader_program_pool[i];
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) {
|
||||
struct ShaderProgramD3D12 *p = (struct ShaderProgramD3D12 *)prg;
|
||||
|
||||
*num_inputs = p->num_inputs;
|
||||
used_textures[0] = p->used_textures[0];
|
||||
used_textures[1] = p->used_textures[1];
|
||||
}
|
||||
|
||||
static uint32_t gfx_direct3d12_new_texture(void) {
|
||||
d3d.textures.resize(d3d.textures.size() + 1);
|
||||
return (uint32_t)(d3d.textures.size() - 1);
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_select_texture(int tile, uint32_t texture_id) {
|
||||
d3d.current_tile = tile;
|
||||
d3d.current_texture_ids[tile] = texture_id;
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, int height) {
|
||||
texture_uploads++;
|
||||
|
||||
ComPtr<ID3D12Resource> texture_resource;
|
||||
|
||||
// Describe and create a Texture2D.
|
||||
D3D12_RESOURCE_DESC texture_desc = {};
|
||||
texture_desc.MipLevels = 1;
|
||||
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
texture_desc.Width = width;
|
||||
texture_desc.Height = height;
|
||||
texture_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
texture_desc.DepthOrArraySize = 1;
|
||||
texture_desc.SampleDesc.Count = 1;
|
||||
texture_desc.SampleDesc.Quality = 0;
|
||||
texture_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
texture_desc.Alignment = ((width + 31) / 32) * ((height + 31) / 32) > 16 ? 0 : D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT;
|
||||
|
||||
D3D12_RESOURCE_ALLOCATION_INFO alloc_info = get_resource_allocation_info(&texture_desc);
|
||||
|
||||
std::list<struct TextureHeap>& heaps = d3d.texture_heaps[std::pair<uint32_t, uint32_t>(alloc_info.SizeInBytes, alloc_info.Alignment)];
|
||||
|
||||
struct TextureHeap *found_heap = nullptr;
|
||||
for (struct TextureHeap& heap : heaps) {
|
||||
if (!heap.free_list.empty()) {
|
||||
found_heap = &heap;
|
||||
}
|
||||
}
|
||||
if (found_heap == nullptr) {
|
||||
heaps.resize(heaps.size() + 1);
|
||||
found_heap = &heaps.back();
|
||||
|
||||
// In case of HD textures, make sure too much memory isn't wasted
|
||||
int textures_per_heap = 524288 / alloc_info.SizeInBytes;
|
||||
if (textures_per_heap < 1) {
|
||||
textures_per_heap = 1;
|
||||
} else if (textures_per_heap > 64) {
|
||||
textures_per_heap = 64;
|
||||
}
|
||||
|
||||
D3D12_HEAP_DESC heap_desc = {};
|
||||
heap_desc.SizeInBytes = alloc_info.SizeInBytes * textures_per_heap;
|
||||
if (alloc_info.Alignment == D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT) {
|
||||
heap_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
|
||||
} else {
|
||||
heap_desc.Alignment = alloc_info.Alignment;
|
||||
}
|
||||
heap_desc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
heap_desc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
|
||||
ThrowIfFailed(d3d.device->CreateHeap(&heap_desc, IID_PPV_ARGS(&found_heap->heap)));
|
||||
for (int32_t i = 0; i < textures_per_heap; i++) {
|
||||
found_heap->free_list.push_back(i);
|
||||
}
|
||||
}
|
||||
|
||||
uint8_t heap_offset = found_heap->free_list.back();
|
||||
found_heap->free_list.pop_back();
|
||||
ThrowIfFailed(d3d.device->CreatePlacedResource(found_heap->heap.Get(), heap_offset * alloc_info.SizeInBytes, &texture_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&texture_resource)));
|
||||
|
||||
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
|
||||
UINT num_rows;
|
||||
UINT64 row_size_in_bytes;
|
||||
UINT64 upload_buffer_size;
|
||||
d3d.device->GetCopyableFootprints(&texture_desc, 0, 1, 0, &layout, &num_rows, &row_size_in_bytes, &upload_buffer_size);
|
||||
|
||||
std::vector<ComPtr<ID3D12Resource>>& upload_heaps = d3d.upload_heaps[upload_buffer_size];
|
||||
ComPtr<ID3D12Resource> upload_heap;
|
||||
if (upload_heaps.empty()) {
|
||||
CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD);
|
||||
CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(upload_buffer_size);
|
||||
ThrowIfFailed(d3d.device->CreateCommittedResource(
|
||||
&hp,
|
||||
D3D12_HEAP_FLAG_NONE,
|
||||
&rdb,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&upload_heap)));
|
||||
} else {
|
||||
upload_heap = upload_heaps.back();
|
||||
upload_heaps.pop_back();
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_SUBRESOURCE_DATA texture_data = {};
|
||||
texture_data.pData = rgba32_buf;
|
||||
texture_data.RowPitch = width * 4; // RGBA
|
||||
texture_data.SlicePitch = texture_data.RowPitch * height;
|
||||
|
||||
void *data;
|
||||
upload_heap->Map(0, nullptr, &data);
|
||||
D3D12_MEMCPY_DEST dest_data = { (uint8_t *)data + layout.Offset, layout.Footprint.RowPitch, SIZE_T(layout.Footprint.RowPitch) * SIZE_T(num_rows) };
|
||||
MemcpySubresource(&dest_data, &texture_data, static_cast<SIZE_T>(row_size_in_bytes), num_rows, layout.Footprint.Depth);
|
||||
upload_heap->Unmap(0, nullptr);
|
||||
|
||||
CD3DX12_TEXTURE_COPY_LOCATION dst(texture_resource.Get(), 0);
|
||||
CD3DX12_TEXTURE_COPY_LOCATION src(upload_heap.Get(), layout);
|
||||
d3d.copy_command_list->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
|
||||
}
|
||||
|
||||
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(texture_resource.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
d3d.command_list->ResourceBarrier(1, &barrier);
|
||||
|
||||
d3d.upload_heaps_in_flight.push_back(std::make_pair((size_t)upload_buffer_size, std::move(upload_heap)));
|
||||
|
||||
struct TextureData& td = d3d.textures[d3d.current_texture_ids[d3d.current_tile]];
|
||||
if (td.resource.Get() != nullptr) {
|
||||
d3d.resources_to_clean_at_end_of_frame.push_back(std::move(td.resource));
|
||||
d3d.texture_heap_allocations_to_reclaim_at_end_of_frame.push_back(std::make_pair(td.heap, td.heap_offset));
|
||||
td.last_frame_counter = 0;
|
||||
}
|
||||
td.resource = std::move(texture_resource);
|
||||
td.heap = found_heap;
|
||||
td.heap_offset = heap_offset;
|
||||
}
|
||||
|
||||
static int gfx_cm_to_index(uint32_t val) {
|
||||
if (val & G_TX_CLAMP) {
|
||||
return 2;
|
||||
}
|
||||
return (val & G_TX_MIRROR) ? 1 : 0;
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
|
||||
d3d.textures[d3d.current_texture_ids[tile]].sampler_parameters = linear_filter * 9 + gfx_cm_to_index(cms) * 3 + gfx_cm_to_index(cmt);
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_set_depth_test(bool depth_test) {
|
||||
d3d.depth_test = depth_test;
|
||||
d3d.must_reload_pipeline = true;
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_set_depth_mask(bool z_upd) {
|
||||
d3d.depth_mask = z_upd;
|
||||
d3d.must_reload_pipeline = true;
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_set_zmode_decal(bool zmode_decal) {
|
||||
d3d.zmode_decal = zmode_decal;
|
||||
d3d.must_reload_pipeline = true;
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_set_viewport(int x, int y, int width, int height) {
|
||||
d3d.viewport = CD3DX12_VIEWPORT(x, d3d.current_height - y - height, width, height);
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_set_scissor(int x, int y, int width, int height) {
|
||||
d3d.scissor = CD3DX12_RECT(x, d3d.current_height - y - height, x + width, d3d.current_height - y);
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_set_use_alpha(bool use_alpha) {
|
||||
// Already part of the pipeline state from shader info
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
|
||||
struct ShaderProgramD3D12 *prg = d3d.shader_program;
|
||||
if (d3d.must_reload_pipeline) {
|
||||
ComPtr<ID3D12PipelineState>& pipeline_state = d3d.pipeline_states[PipelineDesc{
|
||||
prg->hash,
|
||||
d3d.depth_test,
|
||||
d3d.depth_mask,
|
||||
d3d.zmode_decal,
|
||||
0
|
||||
}];
|
||||
if (pipeline_state.Get() == nullptr) {
|
||||
D3D12_INPUT_ELEMENT_DESC ied[7] = {
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
|
||||
};
|
||||
uint32_t ied_pos = 1;
|
||||
if (prg->used_textures[0] || prg->used_textures[1]) {
|
||||
ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
|
||||
}
|
||||
if (prg->cc.cm.use_fog) {
|
||||
ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
|
||||
}
|
||||
if (prg->cc.cm.light_map) {
|
||||
ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"LIGHTMAP", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
|
||||
}
|
||||
for (int32_t i = 0; i < prg->num_inputs; i++) {
|
||||
DXGI_FORMAT format = (prg->cc.cm.use_alpha) ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"INPUT", (UINT)i, format, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
|
||||
}
|
||||
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
|
||||
desc.InputLayout = { ied, ied_pos };
|
||||
desc.pRootSignature = prg->root_signature.Get();
|
||||
desc.VS = CD3DX12_SHADER_BYTECODE(prg->vertex_shader.Get());
|
||||
desc.PS = CD3DX12_SHADER_BYTECODE(prg->pixel_shader.Get());
|
||||
desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
|
||||
if (d3d.zmode_decal) {
|
||||
desc.RasterizerState.SlopeScaledDepthBias = -2.0f;
|
||||
}
|
||||
desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
|
||||
if (prg->cc.cm.use_alpha) {
|
||||
D3D12_BLEND_DESC bd = {};
|
||||
bd.AlphaToCoverageEnable = FALSE;
|
||||
bd.IndependentBlendEnable = FALSE;
|
||||
static const D3D12_RENDER_TARGET_BLEND_DESC default_rtbd = {
|
||||
TRUE, FALSE,
|
||||
D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
|
||||
D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
|
||||
D3D12_LOGIC_OP_NOOP,
|
||||
D3D12_COLOR_WRITE_ENABLE_ALL
|
||||
};
|
||||
for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) {
|
||||
bd.RenderTarget[i] = default_rtbd;
|
||||
}
|
||||
desc.BlendState = bd;
|
||||
} else {
|
||||
desc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
|
||||
}
|
||||
desc.DepthStencilState.DepthEnable = d3d.depth_test;
|
||||
desc.DepthStencilState.DepthWriteMask = d3d.depth_mask ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
|
||||
desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
|
||||
desc.DSVFormat = d3d.depth_test ? DXGI_FORMAT_D32_FLOAT : DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleMask = UINT_MAX;
|
||||
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
desc.NumRenderTargets = 1;
|
||||
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
ThrowIfFailed(d3d.device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pipeline_state)));
|
||||
}
|
||||
d3d.pipeline_state = pipeline_state.Get();
|
||||
d3d.must_reload_pipeline = false;
|
||||
}
|
||||
|
||||
d3d.command_list->SetGraphicsRootSignature(prg->root_signature.Get());
|
||||
d3d.command_list->SetPipelineState(d3d.pipeline_state);
|
||||
|
||||
ID3D12DescriptorHeap *heaps[] = { d3d.srv_heap.Get(), d3d.sampler_heap.Get() };
|
||||
d3d.command_list->SetDescriptorHeaps(2, heaps);
|
||||
|
||||
int root_param_index = 0;
|
||||
|
||||
if ((prg->cc.cm.use_alpha && prg->cc.cm.use_dither) || prg->do_noise) {
|
||||
d3d.command_list->SetGraphicsRootConstantBufferView(root_param_index++, d3d.noise_cb->GetGPUVirtualAddress());
|
||||
}
|
||||
|
||||
for (int32_t i = 0; i < 2; i++) {
|
||||
if (prg->used_textures[i]) {
|
||||
struct TextureData& td = d3d.textures[d3d.current_texture_ids[i]];
|
||||
if (td.last_frame_counter != d3d.frame_counter) {
|
||||
td.descriptor_index = d3d.srv_pos;
|
||||
td.last_frame_counter = d3d.frame_counter;
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
|
||||
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = 1;
|
||||
|
||||
CD3DX12_CPU_DESCRIPTOR_HANDLE srv_handle(get_cpu_descriptor_handle(d3d.srv_heap), d3d.srv_pos++, d3d.srv_descriptor_size);
|
||||
d3d.device->CreateShaderResourceView(td.resource.Get(), &srv_desc, srv_handle);
|
||||
}
|
||||
|
||||
CD3DX12_GPU_DESCRIPTOR_HANDLE srv_gpu_handle(get_gpu_descriptor_handle(d3d.srv_heap), td.descriptor_index, d3d.srv_descriptor_size);
|
||||
d3d.command_list->SetGraphicsRootDescriptorTable(root_param_index++, srv_gpu_handle);
|
||||
|
||||
CD3DX12_GPU_DESCRIPTOR_HANDLE sampler_gpu_handle(get_gpu_descriptor_handle(d3d.sampler_heap), td.sampler_parameters, d3d.sampler_descriptor_size);
|
||||
d3d.command_list->SetGraphicsRootDescriptorTable(root_param_index++, sampler_gpu_handle);
|
||||
}
|
||||
}
|
||||
|
||||
CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(get_cpu_descriptor_handle(d3d.rtv_heap), d3d.frame_index, d3d.rtv_descriptor_size);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = get_cpu_descriptor_handle(d3d.dsv_heap);
|
||||
d3d.command_list->OMSetRenderTargets(1, &rtv_handle, FALSE, &dsv_handle);
|
||||
|
||||
d3d.command_list->RSSetViewports(1, &d3d.viewport);
|
||||
d3d.command_list->RSSetScissorRects(1, &d3d.scissor);
|
||||
|
||||
int current_pos = d3d.vbuf_pos;
|
||||
memcpy((uint8_t *)d3d.mapped_vbuf_address + current_pos, buf_vbo, buf_vbo_len * sizeof(float));
|
||||
d3d.vbuf_pos += buf_vbo_len * sizeof(float);
|
||||
static int maxpos;
|
||||
if (d3d.vbuf_pos > maxpos) {
|
||||
maxpos = d3d.vbuf_pos;
|
||||
//printf("NEW MAXPOS: %d\n", maxpos);
|
||||
}
|
||||
|
||||
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
|
||||
vertex_buffer_view.BufferLocation = d3d.vertex_buffer->GetGPUVirtualAddress() + current_pos;
|
||||
vertex_buffer_view.StrideInBytes = buf_vbo_len / (3 * buf_vbo_num_tris) * sizeof(float);
|
||||
vertex_buffer_view.SizeInBytes = buf_vbo_len * sizeof(float);
|
||||
|
||||
d3d.command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
d3d.command_list->IASetVertexBuffers(0, 1, &vertex_buffer_view);
|
||||
d3d.command_list->DrawInstanced(3 * buf_vbo_num_tris, 1, 0, 0);
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_start_frame(void) {
|
||||
++d3d.frame_counter;
|
||||
d3d.srv_pos = 0;
|
||||
texture_uploads = 0;
|
||||
ThrowIfFailed(d3d.command_allocator->Reset());
|
||||
ThrowIfFailed(d3d.command_list->Reset(d3d.command_allocator.Get(), nullptr));
|
||||
|
||||
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(
|
||||
d3d.render_targets[d3d.frame_index].Get(),
|
||||
D3D12_RESOURCE_STATE_PRESENT,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
d3d.command_list->ResourceBarrier(1, &barrier);
|
||||
|
||||
CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(get_cpu_descriptor_handle(d3d.rtv_heap), d3d.frame_index, d3d.rtv_descriptor_size);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = get_cpu_descriptor_handle(d3d.dsv_heap);
|
||||
d3d.command_list->OMSetRenderTargets(1, &rtv_handle, FALSE, &dsv_handle);
|
||||
|
||||
static unsigned char c;
|
||||
const float clear_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
d3d.command_list->ClearRenderTargetView(rtv_handle, clear_color, 0, nullptr);
|
||||
d3d.command_list->ClearDepthStencilView(dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
|
||||
|
||||
d3d.noise_cb_data.noise_frame++;
|
||||
if (d3d.noise_cb_data.noise_frame > 150) {
|
||||
// No high values, as noise starts to look ugly
|
||||
d3d.noise_cb_data.noise_frame = 0;
|
||||
}
|
||||
float aspect_ratio = (float) d3d.current_width / (float) d3d.current_height;
|
||||
d3d.noise_cb_data.noise_scale_x = 120 * aspect_ratio; // 120 = N64 height resolution (240) / 2
|
||||
d3d.noise_cb_data.noise_scale_y = 120;
|
||||
memcpy(d3d.mapped_noise_cb_address, &d3d.noise_cb_data, sizeof(struct NoiseCB));
|
||||
|
||||
d3d.vbuf_pos = 0;
|
||||
}
|
||||
|
||||
static void create_render_target_views(void) {
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = get_cpu_descriptor_handle(d3d.rtv_heap);
|
||||
for (UINT i = 0; i < 2; i++) {
|
||||
ThrowIfFailed(d3d.swap_chain->GetBuffer(i, IID_ID3D12Resource, (void **)&d3d.render_targets[i]));
|
||||
d3d.device->CreateRenderTargetView(d3d.render_targets[i].Get(), nullptr, rtv_handle);
|
||||
rtv_handle.ptr += d3d.rtv_descriptor_size;
|
||||
}
|
||||
}
|
||||
|
||||
static void create_depth_buffer(void) {
|
||||
DXGI_SWAP_CHAIN_DESC1 desc1;
|
||||
ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
|
||||
UINT width = desc1.Width;
|
||||
UINT height = desc1.Height;
|
||||
|
||||
d3d.current_width = width;
|
||||
d3d.current_height = height;
|
||||
|
||||
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
|
||||
dsv_desc.Format = DXGI_FORMAT_D32_FLOAT;
|
||||
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
|
||||
dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
|
||||
|
||||
D3D12_CLEAR_VALUE depth_optimized_cv = {};
|
||||
depth_optimized_cv.Format = DXGI_FORMAT_D32_FLOAT;
|
||||
depth_optimized_cv.DepthStencil.Depth = 1.0f;
|
||||
|
||||
D3D12_HEAP_PROPERTIES hp = {};
|
||||
hp.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
hp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
hp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
hp.CreationNodeMask = 1;
|
||||
hp.VisibleNodeMask = 1;
|
||||
|
||||
D3D12_RESOURCE_DESC rd = {};
|
||||
rd.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
rd.Alignment = 0;
|
||||
rd.Width = width;
|
||||
rd.Height = height;
|
||||
rd.DepthOrArraySize = 1;
|
||||
rd.MipLevels = 0;
|
||||
rd.Format = DXGI_FORMAT_D32_FLOAT;
|
||||
rd.SampleDesc.Count = 1;
|
||||
rd.SampleDesc.Quality = 0;
|
||||
rd.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
||||
rd.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
ThrowIfFailed(d3d.device->CreateCommittedResource(&hp, D3D12_HEAP_FLAG_NONE, &rd, D3D12_RESOURCE_STATE_DEPTH_WRITE, &depth_optimized_cv, IID_PPV_ARGS(&d3d.depth_stencil_buffer)));
|
||||
|
||||
d3d.device->CreateDepthStencilView(d3d.depth_stencil_buffer.Get(), &dsv_desc, get_cpu_descriptor_handle(d3d.dsv_heap));
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_on_resize(void) {
|
||||
if (d3d.render_targets[0].Get() != nullptr) {
|
||||
d3d.render_targets[0].Reset();
|
||||
d3d.render_targets[1].Reset();
|
||||
ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT));
|
||||
d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex();
|
||||
create_render_target_views();
|
||||
create_depth_buffer();
|
||||
}
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_init(void ) {
|
||||
// Load d3d12.dll
|
||||
d3d.d3d12_module = LoadLibraryW(L"d3d12.dll");
|
||||
if (d3d.d3d12_module == nullptr) {
|
||||
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "d3d12.dll could not be loaded");
|
||||
}
|
||||
d3d.D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)GetProcAddress(d3d.d3d12_module, "D3D12CreateDevice");
|
||||
#if DEBUG_D3D
|
||||
d3d.D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)GetProcAddress(d3d.d3d12_module, "D3D12GetDebugInterface");
|
||||
#endif
|
||||
|
||||
// Load D3DCompiler_47.dll
|
||||
d3d.d3dcompiler_module = LoadLibraryW(L"D3DCompiler_47.dll");
|
||||
if (d3d.d3dcompiler_module == nullptr) {
|
||||
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "D3DCompiler_47.dll could not be loaded");
|
||||
}
|
||||
d3d.D3DCompile = (pD3DCompile)GetProcAddress(d3d.d3dcompiler_module, "D3DCompile");
|
||||
|
||||
// Create device
|
||||
{
|
||||
UINT debug_flags = 0;
|
||||
#if DEBUG_D3D
|
||||
ComPtr<ID3D12Debug> debug_controller;
|
||||
if (SUCCEEDED(d3d.D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller)))) {
|
||||
debug_controller->EnableDebugLayer();
|
||||
debug_flags |= DXGI_CREATE_FACTORY_DEBUG;
|
||||
}
|
||||
#endif
|
||||
|
||||
gfx_dxgi_create_factory_and_device(DEBUG_D3D, 12, [](IDXGIAdapter1 *adapter, bool test_only) {
|
||||
HRESULT res = d3d.D3D12CreateDevice(
|
||||
adapter,
|
||||
D3D_FEATURE_LEVEL_11_0,
|
||||
IID_ID3D12Device,
|
||||
test_only ? nullptr : IID_PPV_ARGS_Helper(&d3d.device));
|
||||
|
||||
if (test_only) {
|
||||
return SUCCEEDED(res);
|
||||
} else {
|
||||
ThrowIfFailed(res, gfx_dxgi_get_h_wnd(), "Failed to create D3D12 device.");
|
||||
return true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Create command queues
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
|
||||
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
ThrowIfFailed(d3d.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&d3d.command_queue)));
|
||||
}
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
|
||||
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
|
||||
ThrowIfFailed(d3d.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&d3d.copy_command_queue)));
|
||||
}
|
||||
|
||||
// Create swap chain
|
||||
{
|
||||
ComPtr<IDXGISwapChain1> swap_chain1 = gfx_dxgi_create_swap_chain(d3d.command_queue.Get());
|
||||
ThrowIfFailed(swap_chain1->QueryInterface(__uuidof(IDXGISwapChain3), &d3d.swap_chain));
|
||||
d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex();
|
||||
}
|
||||
|
||||
// Create render target views
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = {};
|
||||
rtv_heap_desc.NumDescriptors = 2;
|
||||
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&rtv_heap_desc, IID_PPV_ARGS(&d3d.rtv_heap)));
|
||||
d3d.rtv_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
|
||||
create_render_target_views();
|
||||
}
|
||||
|
||||
// Create Z-buffer
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc = {};
|
||||
dsv_heap_desc.NumDescriptors = 1;
|
||||
dsv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
|
||||
dsv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&dsv_heap_desc, IID_PPV_ARGS(&d3d.dsv_heap)));
|
||||
|
||||
create_depth_buffer();
|
||||
}
|
||||
|
||||
// Create SRV heap for texture descriptors
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC srv_heap_desc = {};
|
||||
srv_heap_desc.NumDescriptors = 1024; // Max unique textures per frame
|
||||
srv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
srv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&srv_heap_desc, IID_PPV_ARGS(&d3d.srv_heap)));
|
||||
d3d.srv_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
}
|
||||
|
||||
// Create sampler heap and descriptors
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc = {};
|
||||
sampler_heap_desc.NumDescriptors = 18;
|
||||
sampler_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
|
||||
sampler_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&sampler_heap_desc, IID_PPV_ARGS(&d3d.sampler_heap)));
|
||||
d3d.sampler_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
||||
|
||||
static const D3D12_TEXTURE_ADDRESS_MODE address_modes[] = {
|
||||
D3D12_TEXTURE_ADDRESS_MODE_WRAP,
|
||||
D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
|
||||
D3D12_TEXTURE_ADDRESS_MODE_CLAMP
|
||||
};
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE sampler_handle = get_cpu_descriptor_handle(d3d.sampler_heap);
|
||||
int pos = 0;
|
||||
for (int linear_filter = 0; linear_filter < 2; linear_filter++) {
|
||||
for (int cms = 0; cms < 3; cms++) {
|
||||
for (int cmt = 0; cmt < 3; cmt++) {
|
||||
D3D12_SAMPLER_DESC sampler_desc = {};
|
||||
sampler_desc.Filter = linear_filter ? D3D12_FILTER_MIN_MAG_MIP_LINEAR : D3D12_FILTER_MIN_MAG_MIP_POINT;
|
||||
sampler_desc.AddressU = address_modes[cms];
|
||||
sampler_desc.AddressV = address_modes[cmt];
|
||||
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
sampler_desc.MinLOD = 0;
|
||||
sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
|
||||
sampler_desc.MipLODBias = 0.0f;
|
||||
sampler_desc.MaxAnisotropy = 1;
|
||||
sampler_desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
|
||||
d3d.device->CreateSampler(&sampler_desc, CD3DX12_CPU_DESCRIPTOR_HANDLE(sampler_handle, pos++, d3d.sampler_descriptor_size));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create constant buffer view for noise
|
||||
{
|
||||
/*D3D12_DESCRIPTOR_HEAP_DESC cbv_heap_desc = {};
|
||||
cbv_heap_desc.NumDescriptors = 1;
|
||||
cbv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
srv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
ThrowIfFailed(d3d.device->CreateDescriptorHeap*/
|
||||
|
||||
CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD);
|
||||
CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(256);
|
||||
ThrowIfFailed(d3d.device->CreateCommittedResource(
|
||||
&hp,
|
||||
D3D12_HEAP_FLAG_NONE,
|
||||
&rdb,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&d3d.noise_cb)));
|
||||
|
||||
CD3DX12_RANGE read_range(0, 0); // Read not possible from CPU
|
||||
ThrowIfFailed(d3d.noise_cb->Map(0, &read_range, &d3d.mapped_noise_cb_address));
|
||||
}
|
||||
|
||||
ThrowIfFailed(d3d.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&d3d.command_allocator)));
|
||||
ThrowIfFailed(d3d.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&d3d.copy_command_allocator)));
|
||||
|
||||
ThrowIfFailed(d3d.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, d3d.command_allocator.Get(), nullptr, IID_PPV_ARGS(&d3d.command_list)));
|
||||
ThrowIfFailed(d3d.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, d3d.copy_command_allocator.Get(), nullptr, IID_PPV_ARGS(&d3d.copy_command_list)));
|
||||
|
||||
ThrowIfFailed(d3d.command_list->Close());
|
||||
|
||||
ThrowIfFailed(d3d.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&d3d.fence)));
|
||||
d3d.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
||||
if (d3d.fence_event == nullptr) {
|
||||
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
|
||||
}
|
||||
|
||||
ThrowIfFailed(d3d.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&d3d.copy_fence)));
|
||||
|
||||
{
|
||||
// Create a buffer of 1 MB in size. With a 120 star speed run 192 kB seems to be max usage.
|
||||
CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD);
|
||||
CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(256 * 1024 * sizeof(float));
|
||||
ThrowIfFailed(d3d.device->CreateCommittedResource(
|
||||
&hp,
|
||||
D3D12_HEAP_FLAG_NONE,
|
||||
&rdb,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr,
|
||||
IID_PPV_ARGS(&d3d.vertex_buffer)));
|
||||
|
||||
CD3DX12_RANGE read_range(0, 0); // Read not possible from CPU
|
||||
ThrowIfFailed(d3d.vertex_buffer->Map(0, &read_range, &d3d.mapped_vbuf_address));
|
||||
}
|
||||
|
||||
controller_bind_init();
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_end_frame(void) {
|
||||
if (max_texture_uploads < texture_uploads && texture_uploads != 38 && texture_uploads != 34 && texture_uploads != 29) {
|
||||
max_texture_uploads = texture_uploads;
|
||||
}
|
||||
//printf("Texture uploads: %d %d\n", max_texture_uploads, texture_uploads);
|
||||
texture_uploads = 0;
|
||||
|
||||
ThrowIfFailed(d3d.copy_command_list->Close());
|
||||
{
|
||||
ID3D12CommandList *lists[] = { d3d.copy_command_list.Get() };
|
||||
d3d.copy_command_queue->ExecuteCommandLists(1, lists);
|
||||
d3d.copy_command_queue->Signal(d3d.copy_fence.Get(), ++d3d.copy_fence_value);
|
||||
}
|
||||
|
||||
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(
|
||||
d3d.render_targets[d3d.frame_index].Get(),
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET,
|
||||
D3D12_RESOURCE_STATE_PRESENT);
|
||||
d3d.command_list->ResourceBarrier(1, &barrier);
|
||||
|
||||
d3d.command_queue->Wait(d3d.copy_fence.Get(), d3d.copy_fence_value);
|
||||
|
||||
ThrowIfFailed(d3d.command_list->Close());
|
||||
|
||||
{
|
||||
ID3D12CommandList *lists[] = { d3d.command_list.Get() };
|
||||
d3d.command_queue->ExecuteCommandLists(1, lists);
|
||||
}
|
||||
|
||||
{
|
||||
LARGE_INTEGER t0;
|
||||
QueryPerformanceCounter(&t0);
|
||||
//printf("Present: %llu %u\n", (unsigned long long)(t0.QuadPart - d3d.qpc_init), d3d.length_in_vsync_frames);
|
||||
}
|
||||
}
|
||||
|
||||
static void gfx_direct3d12_finish_render(void) {
|
||||
LARGE_INTEGER t0, t1, t2;
|
||||
QueryPerformanceCounter(&t0);
|
||||
|
||||
static UINT64 fence_value;
|
||||
ThrowIfFailed(d3d.command_queue->Signal(d3d.fence.Get(), ++fence_value));
|
||||
if (d3d.fence->GetCompletedValue() < fence_value) {
|
||||
ThrowIfFailed(d3d.fence->SetEventOnCompletion(fence_value, d3d.fence_event));
|
||||
WaitForSingleObject(d3d.fence_event, INFINITE);
|
||||
}
|
||||
QueryPerformanceCounter(&t1);
|
||||
|
||||
d3d.resources_to_clean_at_end_of_frame.clear();
|
||||
for (std::pair<size_t, ComPtr<ID3D12Resource>>& heap : d3d.upload_heaps_in_flight) {
|
||||
d3d.upload_heaps[heap.first].push_back(std::move(heap.second));
|
||||
}
|
||||
d3d.upload_heaps_in_flight.clear();
|
||||
for (std::pair<struct TextureHeap *, uint8_t>& item : d3d.texture_heap_allocations_to_reclaim_at_end_of_frame) {
|
||||
item.first->free_list.push_back(item.second);
|
||||
}
|
||||
d3d.texture_heap_allocations_to_reclaim_at_end_of_frame.clear();
|
||||
|
||||
QueryPerformanceCounter(&t2);
|
||||
|
||||
d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex();
|
||||
|
||||
ThrowIfFailed(d3d.copy_command_allocator->Reset());
|
||||
ThrowIfFailed(d3d.copy_command_list->Reset(d3d.copy_command_allocator.Get(), nullptr));
|
||||
|
||||
//printf("done %llu gpu:%d wait:%d freed:%llu frame:%u %u monitor:%u t:%llu\n", (unsigned long long)(t0.QuadPart - d3d.qpc_init), (int)(t1.QuadPart - t0.QuadPart), (int)(t2.QuadPart - t0.QuadPart), (unsigned long long)(t2.QuadPart - d3d.qpc_init), d3d.pending_frame_stats.rbegin()->first, stats.PresentCount, stats.SyncRefreshCount, (unsigned long long)(stats.SyncQPCTime.QuadPart - d3d.qpc_init));
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
struct GfxRenderingAPI gfx_direct3d12_api = {
|
||||
gfx_direct3d12_z_is_from_0_to_1,
|
||||
gfx_direct3d12_unload_shader,
|
||||
gfx_direct3d12_load_shader,
|
||||
gfx_direct3d12_create_and_load_new_shader,
|
||||
gfx_direct3d12_lookup_shader,
|
||||
gfx_direct3d12_shader_get_info,
|
||||
gfx_direct3d12_new_texture,
|
||||
gfx_direct3d12_select_texture,
|
||||
gfx_direct3d12_upload_texture,
|
||||
gfx_direct3d12_set_sampler_parameters,
|
||||
gfx_direct3d12_set_depth_test,
|
||||
gfx_direct3d12_set_depth_mask,
|
||||
gfx_direct3d12_set_zmode_decal,
|
||||
gfx_direct3d12_set_viewport,
|
||||
gfx_direct3d12_set_scissor,
|
||||
gfx_direct3d12_set_use_alpha,
|
||||
gfx_direct3d12_draw_triangles,
|
||||
gfx_direct3d12_init,
|
||||
gfx_direct3d12_on_resize,
|
||||
gfx_direct3d12_start_frame,
|
||||
gfx_direct3d12_end_frame,
|
||||
gfx_direct3d12_finish_render
|
||||
};
|
||||
|
||||
#endif
|
|
@ -1,12 +0,0 @@
|
|||
#ifdef RAPI_D3D12
|
||||
|
||||
#ifndef GFX_DIRECT3D12_H
|
||||
#define GFX_DIRECT3D12_H
|
||||
|
||||
#include "gfx_rendering_api.h"
|
||||
|
||||
extern struct GfxRenderingAPI gfx_direct3d12_api;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -1,62 +0,0 @@
|
|||
#ifndef GFX_DIRECT3D12_GUIDS_H
|
||||
#define GFX_DIRECT3D12_GUIDS_H
|
||||
|
||||
#ifdef __MINGW32__
|
||||
|
||||
// This file is only needed due to missing MinGW-specific headers for d3d12.h.
|
||||
// It will define IID_* symbols having the "selectany" attribute (assuming
|
||||
// d3d12.h was earlier included), as well as make __uuidof(...) work.
|
||||
|
||||
#define DEF_GUID(type,l,w1,w2,b1,b2,b3,b4,b5,b6,b7,b8) \
|
||||
__CRT_UUID_DECL(type,l,w1,w2,b1,b2,b3,b4,b5,b6,b7,b8) \
|
||||
const GUID IID_##type = __uuidof(type)
|
||||
|
||||
DEF_GUID(ID3D12Object,0xc4fec28f,0x7966,0x4e95,0x9f,0x94,0xf4,0x31,0xcb,0x56,0xc3,0xb8);
|
||||
DEF_GUID(ID3D12DeviceChild,0x905db94b,0xa00c,0x4140,0x9d,0xf5,0x2b,0x64,0xca,0x9e,0xa3,0x57);
|
||||
DEF_GUID(ID3D12RootSignature,0xc54a6b66,0x72df,0x4ee8,0x8b,0xe5,0xa9,0x46,0xa1,0x42,0x92,0x14);
|
||||
DEF_GUID(ID3D12RootSignatureDeserializer,0x34AB647B,0x3CC8,0x46AC,0x84,0x1B,0xC0,0x96,0x56,0x45,0xC0,0x46);
|
||||
DEF_GUID(ID3D12VersionedRootSignatureDeserializer,0x7F91CE67,0x090C,0x4BB7,0xB7,0x8E,0xED,0x8F,0xF2,0xE3,0x1D,0xA0);
|
||||
DEF_GUID(ID3D12Pageable,0x63ee58fb,0x1268,0x4835,0x86,0xda,0xf0,0x08,0xce,0x62,0xf0,0xd6);
|
||||
DEF_GUID(ID3D12Heap,0x6b3b2502,0x6e51,0x45b3,0x90,0xee,0x98,0x84,0x26,0x5e,0x8d,0xf3);
|
||||
DEF_GUID(ID3D12Resource,0x696442be,0xa72e,0x4059,0xbc,0x79,0x5b,0x5c,0x98,0x04,0x0f,0xad);
|
||||
DEF_GUID(ID3D12CommandAllocator,0x6102dee4,0xaf59,0x4b09,0xb9,0x99,0xb4,0x4d,0x73,0xf0,0x9b,0x24);
|
||||
DEF_GUID(ID3D12Fence,0x0a753dcf,0xc4d8,0x4b91,0xad,0xf6,0xbe,0x5a,0x60,0xd9,0x5a,0x76);
|
||||
DEF_GUID(ID3D12Fence1,0x433685fe,0xe22b,0x4ca0,0xa8,0xdb,0xb5,0xb4,0xf4,0xdd,0x0e,0x4a);
|
||||
DEF_GUID(ID3D12PipelineState,0x765a30f3,0xf624,0x4c6f,0xa8,0x28,0xac,0xe9,0x48,0x62,0x24,0x45);
|
||||
DEF_GUID(ID3D12DescriptorHeap,0x8efb471d,0x616c,0x4f49,0x90,0xf7,0x12,0x7b,0xb7,0x63,0xfa,0x51);
|
||||
DEF_GUID(ID3D12QueryHeap,0x0d9658ae,0xed45,0x469e,0xa6,0x1d,0x97,0x0e,0xc5,0x83,0xca,0xb4);
|
||||
DEF_GUID(ID3D12CommandSignature,0xc36a797c,0xec80,0x4f0a,0x89,0x85,0xa7,0xb2,0x47,0x50,0x82,0xd1);
|
||||
DEF_GUID(ID3D12CommandList,0x7116d91c,0xe7e4,0x47ce,0xb8,0xc6,0xec,0x81,0x68,0xf4,0x37,0xe5);
|
||||
DEF_GUID(ID3D12GraphicsCommandList,0x5b160d0f,0xac1b,0x4185,0x8b,0xa8,0xb3,0xae,0x42,0xa5,0xa4,0x55);
|
||||
DEF_GUID(ID3D12GraphicsCommandList1,0x553103fb,0x1fe7,0x4557,0xbb,0x38,0x94,0x6d,0x7d,0x0e,0x7c,0xa7);
|
||||
DEF_GUID(ID3D12GraphicsCommandList2,0x38C3E585,0xFF17,0x412C,0x91,0x50,0x4F,0xC6,0xF9,0xD7,0x2A,0x28);
|
||||
DEF_GUID(ID3D12CommandQueue,0x0ec870a6,0x5d7e,0x4c22,0x8c,0xfc,0x5b,0xaa,0xe0,0x76,0x16,0xed);
|
||||
DEF_GUID(ID3D12Device,0x189819f1,0x1db6,0x4b57,0xbe,0x54,0x18,0x21,0x33,0x9b,0x85,0xf7);
|
||||
DEF_GUID(ID3D12PipelineLibrary,0xc64226a8,0x9201,0x46af,0xb4,0xcc,0x53,0xfb,0x9f,0xf7,0x41,0x4f);
|
||||
DEF_GUID(ID3D12PipelineLibrary1,0x80eabf42,0x2568,0x4e5e,0xbd,0x82,0xc3,0x7f,0x86,0x96,0x1d,0xc3);
|
||||
DEF_GUID(ID3D12Device1,0x77acce80,0x638e,0x4e65,0x88,0x95,0xc1,0xf2,0x33,0x86,0x86,0x3e);
|
||||
DEF_GUID(ID3D12Device2,0x30baa41e,0xb15b,0x475c,0xa0,0xbb,0x1a,0xf5,0xc5,0xb6,0x43,0x28);
|
||||
DEF_GUID(ID3D12Device3,0x81dadc15,0x2bad,0x4392,0x93,0xc5,0x10,0x13,0x45,0xc4,0xaa,0x98);
|
||||
DEF_GUID(ID3D12ProtectedSession,0xA1533D18,0x0AC1,0x4084,0x85,0xB9,0x89,0xA9,0x61,0x16,0x80,0x6B);
|
||||
DEF_GUID(ID3D12ProtectedResourceSession,0x6CD696F4,0xF289,0x40CC,0x80,0x91,0x5A,0x6C,0x0A,0x09,0x9C,0x3D);
|
||||
DEF_GUID(ID3D12Device4,0xe865df17,0xa9ee,0x46f9,0xa4,0x63,0x30,0x98,0x31,0x5a,0xa2,0xe5);
|
||||
DEF_GUID(ID3D12LifetimeOwner,0xe667af9f,0xcd56,0x4f46,0x83,0xce,0x03,0x2e,0x59,0x5d,0x70,0xa8);
|
||||
DEF_GUID(ID3D12SwapChainAssistant,0xf1df64b6,0x57fd,0x49cd,0x88,0x07,0xc0,0xeb,0x88,0xb4,0x5c,0x8f);
|
||||
DEF_GUID(ID3D12LifetimeTracker,0x3fd03d36,0x4eb1,0x424a,0xa5,0x82,0x49,0x4e,0xcb,0x8b,0xa8,0x13);
|
||||
DEF_GUID(ID3D12StateObject,0x47016943,0xfca8,0x4594,0x93,0xea,0xaf,0x25,0x8b,0x55,0x34,0x6d);
|
||||
DEF_GUID(ID3D12StateObjectProperties,0xde5fa827,0x9bf9,0x4f26,0x89,0xff,0xd7,0xf5,0x6f,0xde,0x38,0x60);
|
||||
DEF_GUID(ID3D12Device5,0x8b4f173b,0x2fea,0x4b80,0x8f,0x58,0x43,0x07,0x19,0x1a,0xb9,0x5d);
|
||||
DEF_GUID(ID3D12DeviceRemovedExtendedDataSettings,0x82BC481C,0x6B9B,0x4030,0xAE,0xDB,0x7E,0xE3,0xD1,0xDF,0x1E,0x63);
|
||||
DEF_GUID(ID3D12DeviceRemovedExtendedData,0x98931D33,0x5AE8,0x4791,0xAA,0x3C,0x1A,0x73,0xA2,0x93,0x4E,0x71);
|
||||
DEF_GUID(ID3D12Device6,0xc70b221b,0x40e4,0x4a17,0x89,0xaf,0x02,0x5a,0x07,0x27,0xa6,0xdc);
|
||||
DEF_GUID(ID3D12Resource1,0x9D5E227A,0x4430,0x4161,0x88,0xB3,0x3E,0xCA,0x6B,0xB1,0x6E,0x19);
|
||||
DEF_GUID(ID3D12Heap1,0x572F7389,0x2168,0x49E3,0x96,0x93,0xD6,0xDF,0x58,0x71,0xBF,0x6D);
|
||||
DEF_GUID(ID3D12GraphicsCommandList3,0x6FDA83A7,0xB84C,0x4E38,0x9A,0xC8,0xC7,0xBD,0x22,0x01,0x6B,0x3D);
|
||||
DEF_GUID(ID3D12MetaCommand,0xDBB84C27,0x36CE,0x4FC9,0xB8,0x01,0xF0,0x48,0xC4,0x6A,0xC5,0x70);
|
||||
DEF_GUID(ID3D12GraphicsCommandList4,0x8754318e,0xd3a9,0x4541,0x98,0xcf,0x64,0x5b,0x50,0xdc,0x48,0x74);
|
||||
DEF_GUID(ID3D12Tools,0x7071e1f0,0xe84b,0x4b33,0x97,0x4f,0x12,0xfa,0x49,0xde,0x65,0xc5);
|
||||
DEF_GUID(ID3D12GraphicsCommandList5,0x55050859,0x4024,0x474c,0x87,0xf5,0x64,0x72,0xea,0xee,0x44,0xea);
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -1,4 +1,4 @@
|
|||
#if defined(RAPI_D3D11) || defined(RAPI_D3D12)
|
||||
#ifdef RAPI_D3D11
|
||||
|
||||
#include <cstdio>
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#if defined(RAPI_D3D11) || defined(RAPI_D3D12)
|
||||
#ifdef RAPI_D3D11
|
||||
|
||||
#ifndef GFX_DIRECT3D_COMMON_H
|
||||
#define GFX_DIRECT3D_COMMON_H
|
||||
|
|
|
@ -23,16 +23,17 @@
|
|||
#define DECLARE_GFX_DXGI_FUNCTIONS
|
||||
#include "gfx_dxgi.h"
|
||||
|
||||
#include "../configfile.h"
|
||||
#include "../pc_main.h"
|
||||
|
||||
extern "C" {
|
||||
#include "src/pc/mods/mod_import.h"
|
||||
#ifdef DISCORD_SDK
|
||||
#include "pc/discord/discord.h"
|
||||
#endif
|
||||
#include "pc/network/version.h"
|
||||
}
|
||||
|
||||
#include "../configfile.h"
|
||||
#include "../pc_main.h"
|
||||
|
||||
#include "gfx_window_manager_api.h"
|
||||
#include "gfx_rendering_api.h"
|
||||
#include "gfx_direct3d_common.h"
|
||||
|
@ -215,9 +216,8 @@ static void update_screen_settings(void) {
|
|||
if (configWindow.fullscreen != dxgi.is_full_screen)
|
||||
toggle_borderless_window_full_screen(configWindow.fullscreen);
|
||||
if (!dxgi.is_full_screen) {
|
||||
/*
|
||||
// this code is buggy, and I just simply don't care enough about direct x to fix it
|
||||
// when this is enabled, the window will be placed in the wrong spot... often off screen
|
||||
// when this is enabled, the window will be placed in the wrong spot...
|
||||
const int screen_width = GetSystemMetrics(SM_CXSCREEN);
|
||||
const int screen_height = GetSystemMetrics(SM_CYSCREEN);
|
||||
|
||||
|
@ -226,7 +226,6 @@ static void update_screen_settings(void) {
|
|||
RECT wr = { xpos, ypos, xpos + (int)configWindow.w, ypos + (int)configWindow.h };
|
||||
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
|
||||
SetWindowPos(dxgi.h_wnd, NULL, wr.left, wr.top, wr.right - wr.left, wr.bottom - wr.top, SWP_NOACTIVATE | SWP_NOZORDER);
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -9,7 +9,6 @@ extern "C" {
|
|||
|
||||
#include "gfx/gfx_opengl.h"
|
||||
#include "gfx/gfx_direct3d11.h"
|
||||
#include "gfx/gfx_direct3d12.h"
|
||||
|
||||
#include "gfx/gfx_dxgi.h"
|
||||
#include "gfx/gfx_sdl.h"
|
||||
|
@ -28,9 +27,6 @@ extern "C" {
|
|||
#if defined(RAPI_D3D11)
|
||||
# define RAPI gfx_direct3d11_api
|
||||
# define RAPI_NAME "DirectX 11"
|
||||
#elif defined(RAPI_D3D12)
|
||||
# define RAPI gfx_direct3d12_api
|
||||
# define RAPI_NAME "DirectX 12"
|
||||
#elif defined(RAPI_GL) || defined(RAPI_GL_LEGACY)
|
||||
# define RAPI gfx_opengl_api
|
||||
# ifdef USE_GLES
|
||||
|
|
Loading…
Reference in a new issue