DX12: cleanup.

This commit is contained in:
Artem Kharytoniuk 2017-12-24 22:01:41 +01:00
parent 6552cd2a64
commit fbe4bbdad4
2 changed files with 138 additions and 154 deletions

View File

@ -19,8 +19,8 @@ const int COLOR_OFFSET = XYZ_OFFSET + XYZ_SIZE;
const int ST0_OFFSET = COLOR_OFFSET + COLOR_SIZE;
const int ST1_OFFSET = ST0_OFFSET + ST0_SIZE;
static const int VERTEX_BUFFER_SIZE = XYZ_SIZE + COLOR_SIZE + ST0_SIZE + ST1_SIZE;
static const int INDEX_BUFFER_SIZE = 2 * 1024 * 1024;
const int VERTEX_BUFFER_SIZE = XYZ_SIZE + COLOR_SIZE + ST0_SIZE + ST1_SIZE;
const int INDEX_BUFFER_SIZE = 2 * 1024 * 1024;
#define DX_CHECK(function_call) { \
HRESULT hr = function_call; \
@ -41,10 +41,8 @@ static DXGI_FORMAT get_depth_format() {
static void get_hardware_adapter(IDXGIFactory4* factory, IDXGIAdapter1** adapter) {
DXGI_ADAPTER_DESC1 desc;
UINT adapter_index = 0;
while (factory->EnumAdapters1(adapter_index, adapter) != DXGI_ERROR_NOT_FOUND) {
while (factory->EnumAdapters1(adapter_index++, adapter) != DXGI_ERROR_NOT_FOUND) {
(*adapter)->GetDesc1(&desc);
adapter_index++;
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
continue;
}
@ -56,18 +54,7 @@ static void get_hardware_adapter(IDXGIFactory4* factory, IDXGIAdapter1** adapter
*adapter = nullptr;
}
static void wait_for_queue_idle(ID3D12CommandQueue* command_queue) {
if (dx.fence->GetCompletedValue() == dx.fence_value) {
dx.fence_value++;
DX_CHECK(command_queue->Signal(dx.fence, dx.fence_value));
}
DX_CHECK(dx.fence->SetEventOnCompletion(dx.fence_value, dx.fence_event));
WaitForSingleObject(dx.fence_event, INFINITE);
}
static void record_and_run_commands(ID3D12CommandQueue* command_queue, std::function<void(ID3D12GraphicsCommandList*)> recorder) {
dx.helper_command_allocator->Reset();
ID3D12GraphicsCommandList* command_list;
DX_CHECK(dx.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, dx.helper_command_allocator,
nullptr, IID_PPV_ARGS(&command_list)));
@ -77,11 +64,16 @@ static void record_and_run_commands(ID3D12CommandQueue* command_queue, std::func
ID3D12CommandList* command_lists[] = { command_list };
command_queue->ExecuteCommandLists(1, command_lists);
wait_for_queue_idle(command_queue);
dx_wait_device_idle();
command_list->Release();
dx.helper_command_allocator->Reset();
}
static D3D12_RESOURCE_BARRIER get_transition_barrier(ID3D12Resource* resource, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after) {
static D3D12_RESOURCE_BARRIER get_transition_barrier(
ID3D12Resource* resource,
D3D12_RESOURCE_STATES state_before,
D3D12_RESOURCE_STATES state_after)
{
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
@ -131,51 +123,85 @@ void dx_initialize() {
#endif
IDXGIFactory4* factory;
DX_CHECK(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));
DX_CHECK(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));
IDXGIAdapter1* hardware_adapter;
get_hardware_adapter(factory, &hardware_adapter);
DX_CHECK(D3D12CreateDevice(hardware_adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dx.device)));
// Create device.
{
IDXGIAdapter1* hardware_adapter;
get_hardware_adapter(factory, &hardware_adapter);
DX_CHECK(D3D12CreateDevice(hardware_adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dx.device)));
hardware_adapter->Release();
}
hardware_adapter->Release();
hardware_adapter = nullptr;
// Create command queue.
{
D3D12_COMMAND_QUEUE_DESC queue_desc{};
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
DX_CHECK(dx.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&dx.command_queue)));
}
// Describe and create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
//
// Create swap chain.
//
{
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc{};
swap_chain_desc.BufferCount = SWAPCHAIN_BUFFER_COUNT;
swap_chain_desc.Width = glConfig.vidWidth;
swap_chain_desc.Height = glConfig.vidHeight;
swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swap_chain_desc.SampleDesc.Count = 1;
DX_CHECK(dx.device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&dx.command_queue)));
IDXGISwapChain1* swapchain;
DX_CHECK(factory->CreateSwapChainForHwnd(
dx.command_queue,
g_wv.hWnd_dx,
&swap_chain_desc,
nullptr,
nullptr,
&swapchain
));
// Describe and create the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = SWAPCHAIN_BUFFER_COUNT;
swapChainDesc.Width = glConfig.vidWidth;
swapChainDesc.Height = glConfig.vidHeight;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
DX_CHECK(factory->MakeWindowAssociation(g_wv.hWnd_dx, DXGI_MWA_NO_ALT_ENTER));
swapchain->QueryInterface(__uuidof(IDXGISwapChain3), (void**)&dx.swapchain);
swapchain->Release();
IDXGISwapChain1* swapchain;
DX_CHECK(factory->CreateSwapChainForHwnd(
dx.command_queue,
g_wv.hWnd_dx,
&swapChainDesc,
nullptr,
nullptr,
&swapchain
));
DX_CHECK(factory->MakeWindowAssociation(g_wv.hWnd_dx, DXGI_MWA_NO_ALT_ENTER));
swapchain->QueryInterface(__uuidof(IDXGISwapChain3), (void**)&dx.swapchain);
swapchain->Release();
dx.frame_index = dx.swapchain->GetCurrentBackBufferIndex();
for (int i = 0; i < SWAPCHAIN_BUFFER_COUNT; i++) {
DX_CHECK(dx.swapchain->GetBuffer(i, IID_PPV_ARGS(&dx.render_targets[i])));
}
}
factory->Release();
factory = nullptr;
//
// Create command allocators and command list.
//
{
DX_CHECK(dx.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(&dx.command_allocator)));
DX_CHECK(dx.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(&dx.helper_command_allocator)));
DX_CHECK(dx.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, dx.command_allocator, nullptr,
IID_PPV_ARGS(&dx.command_list)));
DX_CHECK(dx.command_list->Close());
}
//
// Create synchronization objects.
//
{
DX_CHECK(dx.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&dx.fence)));
dx.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
}
//
// Create descriptor heaps.
//
{
// RTV heap.
{
@ -188,6 +214,16 @@ void dx_initialize() {
dx.rtv_descriptor_size = dx.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
}
// DSV heap.
{
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
heap_desc.NumDescriptors = 1;
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
heap_desc.NodeMask = 0;
DX_CHECK(dx.device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&dx.dsv_heap)));
}
// SRV heap.
{
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
@ -219,7 +255,6 @@ void dx_initialize() {
{
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = dx.rtv_heap->GetCPUDescriptorHandleForHeapStart();
for (int i = 0; i < SWAPCHAIN_BUFFER_COUNT; i++) {
DX_CHECK(dx.swapchain->GetBuffer(i, IID_PPV_ARGS(&dx.render_targets[i])));
dx.device->CreateRenderTargetView(dx.render_targets[i], nullptr, rtv_handle);
rtv_handle.ptr += dx.rtv_descriptor_size;
}
@ -258,7 +293,9 @@ void dx_initialize() {
}
}
//
// Create depth buffer resources.
//
{
D3D12_RESOURCE_DESC depth_desc{};
depth_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
@ -273,7 +310,7 @@ void dx_initialize() {
depth_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
depth_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE optimized_clear_value = {};
D3D12_CLEAR_VALUE optimized_clear_value{};
optimized_clear_value.Format = get_depth_format();
optimized_clear_value.DepthStencil.Depth = 1.0f;
optimized_clear_value.DepthStencil.Stencil = 0;
@ -286,13 +323,7 @@ void dx_initialize() {
&optimized_clear_value,
IID_PPV_ARGS(&dx.depth_stencil_buffer)));
D3D12_DESCRIPTOR_HEAP_DESC ds_heap_desc = {};
ds_heap_desc.NumDescriptors = 1;
ds_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
ds_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
DX_CHECK(dx.device->CreateDescriptorHeap(&ds_heap_desc, IID_PPV_ARGS(&dx.dsv_heap)));
D3D12_DEPTH_STENCIL_VIEW_DESC view_desc = {};
D3D12_DEPTH_STENCIL_VIEW_DESC view_desc{};
view_desc.Format = get_depth_format();
view_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
view_desc.Flags = D3D12_DSV_FLAG_NONE;
@ -301,9 +332,6 @@ void dx_initialize() {
dx.dsv_heap->GetCPUDescriptorHandleForHeapStart());
}
DX_CHECK(dx.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&dx.command_allocator)));
DX_CHECK(dx.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&dx.helper_command_allocator)));
//
// Create root signature.
//
@ -325,7 +353,7 @@ void dx_initialize() {
ranges[3].NumDescriptors = 1;
ranges[3].BaseShaderRegister = 1;
D3D12_ROOT_PARAMETER root_parameters[5] = {};
D3D12_ROOT_PARAMETER root_parameters[5] {};
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameters[0].Constants.ShaderRegister = 0;
@ -359,31 +387,6 @@ void dx_initialize() {
error->Release();
}
DX_CHECK(dx.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, dx.command_allocator, nullptr,
IID_PPV_ARGS(&dx.command_list)));
// Command lists are created in the recording state, but there is nothing
// to record yet. The main loop expects it to be closed, so close it now.
DX_CHECK(dx.command_list->Close());
// Create synchronization objects.
{
DX_CHECK(dx.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&dx.fence)));
dx.fence_value = 0;
// Create an event handle to use for frame synchronization.
dx.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (dx.fence_event == NULL)
{
DX_CHECK(HRESULT_FROM_WIN32(GetLastError()));
}
// Wait for the command list to execute; we are reusing the same command
// list in our main loop but for now, we just want to wait for setup to
// complete before continuing.
wait_for_queue_idle(dx.command_queue);
}
//
// Geometry buffers.
//
@ -535,23 +538,40 @@ void dx_initialize() {
}
void dx_shutdown() {
dx.skybox_pipeline_state->Release();
dx.shadow_finish_pipeline_state->Release();
::CloseHandle(dx.fence_event);
for (int i = 0; i < SWAPCHAIN_BUFFER_COUNT; i++) {
dx.render_targets[i]->Release();
}
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
dx.shadow_volume_pipeline_states[i][j]->Release();
}
}
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 3; j++)
for (int j = 0; j < 3; j++) {
for (int k = 0; k < 2; k++) {
dx.fog_pipeline_states[i][j][k]->Release();
dx.dlight_pipeline_states[i][j][k]->Release();
}
}
}
dx.swapchain->Release();
dx.command_allocator->Release();
dx.helper_command_allocator->Release();
dx.rtv_heap->Release();
dx.srv_heap->Release();
dx.sampler_heap->Release();
dx.root_signature->Release();
dx.command_queue->Release();
dx.command_list->Release();
dx.fence->Release();
dx.depth_stencil_buffer->Release();
dx.dsv_heap->Release();
dx.geometry_buffer->Release();
dx.skybox_pipeline_state->Release();
dx.shadow_finish_pipeline_state->Release();
dx.tris_debug_pipeline_state->Release();
dx.tris_mirror_debug_pipeline_state->Release();
dx.normals_debug_pipeline_state->Release();
@ -559,54 +579,7 @@ void dx_shutdown() {
dx.surface_debug_pipeline_state_outline->Release();
dx.images_debug_pipeline_state->Release();
dx.swapchain->Release();
dx.swapchain = nullptr;
dx.command_allocator->Release();
dx.command_allocator = nullptr;
dx.helper_command_allocator->Release();
dx.helper_command_allocator = nullptr;
for (int i = 0; i < SWAPCHAIN_BUFFER_COUNT; i++) {
dx.render_targets[i]->Release();
}
dx.rtv_heap->Release();
dx.rtv_heap = nullptr;
dx.srv_heap->Release();
dx.srv_heap = nullptr;
dx.sampler_heap->Release();
dx.sampler_heap = nullptr;
dx.root_signature->Release();
dx.root_signature = nullptr;
dx.command_queue->Release();
dx.command_queue = nullptr;
dx.command_list->Release();
dx.command_list = nullptr;
dx.fence->Release();
dx.fence = nullptr;
::CloseHandle(dx.fence_event);
dx.fence_event = NULL;
dx.depth_stencil_buffer->Release();
dx.depth_stencil_buffer = nullptr;
dx.dsv_heap->Release();
dx.dsv_heap = nullptr;
dx.geometry_buffer->Release();
dx.geometry_buffer = nullptr;
dx.device->Release();
dx.device = nullptr;
Com_Memset(&dx, 0, sizeof(dx));
}
@ -634,7 +607,12 @@ void dx_release_resources() {
}
void dx_wait_device_idle() {
wait_for_queue_idle(dx.command_queue);
if (dx.fence->GetCompletedValue() == dx.fence_value) {
dx.fence_value++;
DX_CHECK(dx.command_queue->Signal(dx.fence, dx.fence_value));
}
DX_CHECK(dx.fence->SetEventOnCompletion(dx.fence_value, dx.fence_event));
WaitForSingleObject(dx.fence_event, INFINITE);
}
Dx_Image dx_create_image(int width, int height, Dx_Image_Format format, int mip_levels, bool repeat_texture, int image_index) {

View File

@ -37,9 +37,7 @@ struct Dx_Image {
//
void dx_initialize();
void dx_shutdown();
void dx_release_resources();
void dx_wait_device_idle();
//
@ -65,30 +63,38 @@ struct Dx_Instance {
ID3D12Device* device = nullptr;
ID3D12CommandQueue* command_queue = nullptr;
IDXGISwapChain3* swapchain = nullptr;
UINT frame_index = 0;
ID3D12DescriptorHeap* rtv_heap = nullptr;
UINT rtv_descriptor_size = 0;
ID3D12Resource* render_targets[SWAPCHAIN_BUFFER_COUNT];
ID3D12RootSignature* root_signature = nullptr;
ID3D12CommandAllocator* command_allocator = nullptr;
ID3D12CommandAllocator* helper_command_allocator = nullptr;
ID3D12GraphicsCommandList* command_list = nullptr;
ID3D12Resource* depth_stencil_buffer = nullptr;
ID3D12DescriptorHeap* dsv_heap = nullptr;
UINT frame_index = 0;
ID3D12Fence* fence = nullptr;
UINT64 fence_value = 0;
HANDLE fence_event = NULL;
ID3D12Resource* render_targets[SWAPCHAIN_BUFFER_COUNT];
ID3D12Resource* depth_stencil_buffer = nullptr;
ID3D12RootSignature* root_signature = nullptr;
//
// Descriptor heaps.
//
ID3D12DescriptorHeap* rtv_heap = nullptr;
UINT rtv_descriptor_size = 0;
ID3D12DescriptorHeap* dsv_heap = nullptr;
ID3D12DescriptorHeap* srv_heap = nullptr;
UINT srv_descriptor_size = 0;
ID3D12DescriptorHeap* sampler_heap = nullptr;
UINT sampler_descriptor_size = 0;
//
// Geometry buffers.
//
byte* vertex_buffer_ptr = nullptr; // pointer to mapped vertex buffer
int xyz_elements = 0;
int color_st_elements = 0;