DX12: cleanup.
This commit is contained in:
parent
6552cd2a64
commit
fbe4bbdad4
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@ -19,8 +19,8 @@ const int COLOR_OFFSET = XYZ_OFFSET + XYZ_SIZE;
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const int ST0_OFFSET = COLOR_OFFSET + COLOR_SIZE;
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const int ST1_OFFSET = ST0_OFFSET + ST0_SIZE;
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static const int VERTEX_BUFFER_SIZE = XYZ_SIZE + COLOR_SIZE + ST0_SIZE + ST1_SIZE;
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static const int INDEX_BUFFER_SIZE = 2 * 1024 * 1024;
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const int VERTEX_BUFFER_SIZE = XYZ_SIZE + COLOR_SIZE + ST0_SIZE + ST1_SIZE;
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const int INDEX_BUFFER_SIZE = 2 * 1024 * 1024;
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#define DX_CHECK(function_call) { \
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HRESULT hr = function_call; \
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@ -41,10 +41,8 @@ static DXGI_FORMAT get_depth_format() {
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static void get_hardware_adapter(IDXGIFactory4* factory, IDXGIAdapter1** adapter) {
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DXGI_ADAPTER_DESC1 desc;
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UINT adapter_index = 0;
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while (factory->EnumAdapters1(adapter_index, adapter) != DXGI_ERROR_NOT_FOUND) {
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while (factory->EnumAdapters1(adapter_index++, adapter) != DXGI_ERROR_NOT_FOUND) {
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(*adapter)->GetDesc1(&desc);
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adapter_index++;
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if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
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continue;
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}
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@ -56,18 +54,7 @@ static void get_hardware_adapter(IDXGIFactory4* factory, IDXGIAdapter1** adapter
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*adapter = nullptr;
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}
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static void wait_for_queue_idle(ID3D12CommandQueue* command_queue) {
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if (dx.fence->GetCompletedValue() == dx.fence_value) {
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dx.fence_value++;
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DX_CHECK(command_queue->Signal(dx.fence, dx.fence_value));
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}
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DX_CHECK(dx.fence->SetEventOnCompletion(dx.fence_value, dx.fence_event));
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WaitForSingleObject(dx.fence_event, INFINITE);
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}
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static void record_and_run_commands(ID3D12CommandQueue* command_queue, std::function<void(ID3D12GraphicsCommandList*)> recorder) {
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dx.helper_command_allocator->Reset();
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ID3D12GraphicsCommandList* command_list;
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DX_CHECK(dx.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, dx.helper_command_allocator,
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nullptr, IID_PPV_ARGS(&command_list)));
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@ -77,11 +64,16 @@ static void record_and_run_commands(ID3D12CommandQueue* command_queue, std::func
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ID3D12CommandList* command_lists[] = { command_list };
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command_queue->ExecuteCommandLists(1, command_lists);
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wait_for_queue_idle(command_queue);
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dx_wait_device_idle();
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command_list->Release();
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dx.helper_command_allocator->Reset();
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}
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static D3D12_RESOURCE_BARRIER get_transition_barrier(ID3D12Resource* resource, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after) {
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static D3D12_RESOURCE_BARRIER get_transition_barrier(
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ID3D12Resource* resource,
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D3D12_RESOURCE_STATES state_before,
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D3D12_RESOURCE_STATES state_after)
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{
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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@ -131,51 +123,85 @@ void dx_initialize() {
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#endif
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IDXGIFactory4* factory;
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DX_CHECK(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));
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DX_CHECK(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));
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IDXGIAdapter1* hardware_adapter;
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get_hardware_adapter(factory, &hardware_adapter);
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DX_CHECK(D3D12CreateDevice(hardware_adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dx.device)));
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// Create device.
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{
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IDXGIAdapter1* hardware_adapter;
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get_hardware_adapter(factory, &hardware_adapter);
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DX_CHECK(D3D12CreateDevice(hardware_adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dx.device)));
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hardware_adapter->Release();
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}
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hardware_adapter->Release();
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hardware_adapter = nullptr;
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// Create command queue.
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{
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D3D12_COMMAND_QUEUE_DESC queue_desc{};
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queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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DX_CHECK(dx.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&dx.command_queue)));
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}
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// Describe and create the command queue.
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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//
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// Create swap chain.
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//
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{
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DXGI_SWAP_CHAIN_DESC1 swap_chain_desc{};
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swap_chain_desc.BufferCount = SWAPCHAIN_BUFFER_COUNT;
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swap_chain_desc.Width = glConfig.vidWidth;
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swap_chain_desc.Height = glConfig.vidHeight;
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swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swap_chain_desc.SampleDesc.Count = 1;
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DX_CHECK(dx.device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&dx.command_queue)));
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IDXGISwapChain1* swapchain;
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DX_CHECK(factory->CreateSwapChainForHwnd(
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dx.command_queue,
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g_wv.hWnd_dx,
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&swap_chain_desc,
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nullptr,
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nullptr,
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&swapchain
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));
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// Describe and create the swap chain.
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
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swapChainDesc.BufferCount = SWAPCHAIN_BUFFER_COUNT;
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swapChainDesc.Width = glConfig.vidWidth;
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swapChainDesc.Height = glConfig.vidHeight;
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swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapChainDesc.SampleDesc.Count = 1;
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DX_CHECK(factory->MakeWindowAssociation(g_wv.hWnd_dx, DXGI_MWA_NO_ALT_ENTER));
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swapchain->QueryInterface(__uuidof(IDXGISwapChain3), (void**)&dx.swapchain);
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swapchain->Release();
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IDXGISwapChain1* swapchain;
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DX_CHECK(factory->CreateSwapChainForHwnd(
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dx.command_queue,
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g_wv.hWnd_dx,
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&swapChainDesc,
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nullptr,
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nullptr,
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&swapchain
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));
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DX_CHECK(factory->MakeWindowAssociation(g_wv.hWnd_dx, DXGI_MWA_NO_ALT_ENTER));
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swapchain->QueryInterface(__uuidof(IDXGISwapChain3), (void**)&dx.swapchain);
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swapchain->Release();
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dx.frame_index = dx.swapchain->GetCurrentBackBufferIndex();
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for (int i = 0; i < SWAPCHAIN_BUFFER_COUNT; i++) {
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DX_CHECK(dx.swapchain->GetBuffer(i, IID_PPV_ARGS(&dx.render_targets[i])));
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}
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}
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factory->Release();
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factory = nullptr;
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//
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// Create command allocators and command list.
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//
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{
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DX_CHECK(dx.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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IID_PPV_ARGS(&dx.command_allocator)));
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DX_CHECK(dx.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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IID_PPV_ARGS(&dx.helper_command_allocator)));
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DX_CHECK(dx.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, dx.command_allocator, nullptr,
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IID_PPV_ARGS(&dx.command_list)));
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DX_CHECK(dx.command_list->Close());
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}
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//
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// Create synchronization objects.
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//
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{
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DX_CHECK(dx.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&dx.fence)));
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dx.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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}
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//
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// Create descriptor heaps.
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//
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{
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// RTV heap.
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{
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@ -188,6 +214,16 @@ void dx_initialize() {
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dx.rtv_descriptor_size = dx.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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}
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// DSV heap.
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{
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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heap_desc.NumDescriptors = 1;
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heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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heap_desc.NodeMask = 0;
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DX_CHECK(dx.device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&dx.dsv_heap)));
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}
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// SRV heap.
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{
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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@ -219,7 +255,6 @@ void dx_initialize() {
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{
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = dx.rtv_heap->GetCPUDescriptorHandleForHeapStart();
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for (int i = 0; i < SWAPCHAIN_BUFFER_COUNT; i++) {
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DX_CHECK(dx.swapchain->GetBuffer(i, IID_PPV_ARGS(&dx.render_targets[i])));
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dx.device->CreateRenderTargetView(dx.render_targets[i], nullptr, rtv_handle);
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rtv_handle.ptr += dx.rtv_descriptor_size;
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}
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@ -258,7 +293,9 @@ void dx_initialize() {
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}
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}
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//
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// Create depth buffer resources.
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//
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{
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D3D12_RESOURCE_DESC depth_desc{};
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depth_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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@ -273,7 +310,7 @@ void dx_initialize() {
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depth_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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depth_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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D3D12_CLEAR_VALUE optimized_clear_value = {};
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D3D12_CLEAR_VALUE optimized_clear_value{};
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optimized_clear_value.Format = get_depth_format();
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optimized_clear_value.DepthStencil.Depth = 1.0f;
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optimized_clear_value.DepthStencil.Stencil = 0;
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@ -286,13 +323,7 @@ void dx_initialize() {
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&optimized_clear_value,
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IID_PPV_ARGS(&dx.depth_stencil_buffer)));
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D3D12_DESCRIPTOR_HEAP_DESC ds_heap_desc = {};
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ds_heap_desc.NumDescriptors = 1;
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ds_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
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ds_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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DX_CHECK(dx.device->CreateDescriptorHeap(&ds_heap_desc, IID_PPV_ARGS(&dx.dsv_heap)));
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D3D12_DEPTH_STENCIL_VIEW_DESC view_desc = {};
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D3D12_DEPTH_STENCIL_VIEW_DESC view_desc{};
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view_desc.Format = get_depth_format();
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view_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
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view_desc.Flags = D3D12_DSV_FLAG_NONE;
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@ -301,9 +332,6 @@ void dx_initialize() {
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dx.dsv_heap->GetCPUDescriptorHandleForHeapStart());
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}
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DX_CHECK(dx.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&dx.command_allocator)));
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DX_CHECK(dx.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&dx.helper_command_allocator)));
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//
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// Create root signature.
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//
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@ -325,7 +353,7 @@ void dx_initialize() {
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ranges[3].NumDescriptors = 1;
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ranges[3].BaseShaderRegister = 1;
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D3D12_ROOT_PARAMETER root_parameters[5] = {};
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D3D12_ROOT_PARAMETER root_parameters[5] {};
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[0].Constants.ShaderRegister = 0;
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@ -359,31 +387,6 @@ void dx_initialize() {
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error->Release();
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}
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DX_CHECK(dx.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, dx.command_allocator, nullptr,
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IID_PPV_ARGS(&dx.command_list)));
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// Command lists are created in the recording state, but there is nothing
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// to record yet. The main loop expects it to be closed, so close it now.
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DX_CHECK(dx.command_list->Close());
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// Create synchronization objects.
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{
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DX_CHECK(dx.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&dx.fence)));
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dx.fence_value = 0;
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// Create an event handle to use for frame synchronization.
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dx.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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if (dx.fence_event == NULL)
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{
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DX_CHECK(HRESULT_FROM_WIN32(GetLastError()));
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}
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// Wait for the command list to execute; we are reusing the same command
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// list in our main loop but for now, we just want to wait for setup to
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// complete before continuing.
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wait_for_queue_idle(dx.command_queue);
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}
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//
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// Geometry buffers.
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//
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@ -535,23 +538,40 @@ void dx_initialize() {
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}
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void dx_shutdown() {
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dx.skybox_pipeline_state->Release();
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dx.shadow_finish_pipeline_state->Release();
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::CloseHandle(dx.fence_event);
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for (int i = 0; i < SWAPCHAIN_BUFFER_COUNT; i++) {
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dx.render_targets[i]->Release();
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}
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < 2; j++) {
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dx.shadow_volume_pipeline_states[i][j]->Release();
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}
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}
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < 3; j++)
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for (int j = 0; j < 3; j++) {
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for (int k = 0; k < 2; k++) {
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dx.fog_pipeline_states[i][j][k]->Release();
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dx.dlight_pipeline_states[i][j][k]->Release();
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}
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}
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}
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dx.swapchain->Release();
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dx.command_allocator->Release();
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dx.helper_command_allocator->Release();
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dx.rtv_heap->Release();
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dx.srv_heap->Release();
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dx.sampler_heap->Release();
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dx.root_signature->Release();
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dx.command_queue->Release();
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dx.command_list->Release();
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dx.fence->Release();
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dx.depth_stencil_buffer->Release();
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dx.dsv_heap->Release();
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dx.geometry_buffer->Release();
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dx.skybox_pipeline_state->Release();
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dx.shadow_finish_pipeline_state->Release();
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dx.tris_debug_pipeline_state->Release();
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dx.tris_mirror_debug_pipeline_state->Release();
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dx.normals_debug_pipeline_state->Release();
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@ -559,54 +579,7 @@ void dx_shutdown() {
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dx.surface_debug_pipeline_state_outline->Release();
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dx.images_debug_pipeline_state->Release();
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dx.swapchain->Release();
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dx.swapchain = nullptr;
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dx.command_allocator->Release();
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dx.command_allocator = nullptr;
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dx.helper_command_allocator->Release();
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dx.helper_command_allocator = nullptr;
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for (int i = 0; i < SWAPCHAIN_BUFFER_COUNT; i++) {
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dx.render_targets[i]->Release();
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}
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dx.rtv_heap->Release();
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dx.rtv_heap = nullptr;
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dx.srv_heap->Release();
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dx.srv_heap = nullptr;
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dx.sampler_heap->Release();
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dx.sampler_heap = nullptr;
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dx.root_signature->Release();
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dx.root_signature = nullptr;
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dx.command_queue->Release();
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dx.command_queue = nullptr;
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dx.command_list->Release();
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dx.command_list = nullptr;
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dx.fence->Release();
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dx.fence = nullptr;
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::CloseHandle(dx.fence_event);
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dx.fence_event = NULL;
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dx.depth_stencil_buffer->Release();
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dx.depth_stencil_buffer = nullptr;
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dx.dsv_heap->Release();
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dx.dsv_heap = nullptr;
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dx.geometry_buffer->Release();
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dx.geometry_buffer = nullptr;
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dx.device->Release();
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dx.device = nullptr;
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Com_Memset(&dx, 0, sizeof(dx));
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}
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@ -634,7 +607,12 @@ void dx_release_resources() {
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}
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void dx_wait_device_idle() {
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wait_for_queue_idle(dx.command_queue);
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if (dx.fence->GetCompletedValue() == dx.fence_value) {
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dx.fence_value++;
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DX_CHECK(dx.command_queue->Signal(dx.fence, dx.fence_value));
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}
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DX_CHECK(dx.fence->SetEventOnCompletion(dx.fence_value, dx.fence_event));
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WaitForSingleObject(dx.fence_event, INFINITE);
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}
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Dx_Image dx_create_image(int width, int height, Dx_Image_Format format, int mip_levels, bool repeat_texture, int image_index) {
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@ -37,9 +37,7 @@ struct Dx_Image {
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//
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void dx_initialize();
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void dx_shutdown();
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|
||||
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;
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user