diff options
author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2016-01-22 12:04:11 +0100 |
---|---|---|
committer | Andy Nichols <andy.nichols@theqtcompany.com> | 2016-01-22 11:19:49 +0000 |
commit | 9a95c33279cba9be6e34983c9a2bb1e6f300c2a3 (patch) | |
tree | ae849401a6c0d50df8bece7337e98b3675cbdfa7 /examples | |
parent | 41358da2d9806c4069263e01d8ecf7df3d7e1192 (diff) |
Add QD3D12Window, a HLSL qmake rule and 8 examples
Change-Id: Ida7852af10e0236a5d80e95a0876fff6276b410c
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
Diffstat (limited to 'examples')
56 files changed, 4885 insertions, 0 deletions
diff --git a/examples/examples.pro b/examples/examples.pro new file mode 100644 index 0000000..9f8ae64 --- /dev/null +++ b/examples/examples.pro @@ -0,0 +1,10 @@ +TEMPLATE = subdirs +SUBDIRS += hellowindow \ + hellotriangle \ + hellotexture \ + hellooffscreen \ + hellooffscreen_opengl \ + hellomultisample \ + hellogpumipmap \ + hellocompressedtexture \ + hellodevicereset diff --git a/examples/hellocompressedtexture/hellocompressedtexture.pro b/examples/hellocompressedtexture/hellocompressedtexture.pro new file mode 100644 index 0000000..6db7ae5 --- /dev/null +++ b/examples/hellocompressedtexture/hellocompressedtexture.pro @@ -0,0 +1,23 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h +RESOURCES = hellocompressedtexture.qrc + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Texture +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Texture +pshader.type = ps_5_0 + +HLSL_SHADERS = vshader pshader +load(hlsl) diff --git a/examples/hellocompressedtexture/hellocompressedtexture.qrc b/examples/hellocompressedtexture/hellocompressedtexture.qrc new file mode 100644 index 0000000..2f44da8 --- /dev/null +++ b/examples/hellocompressedtexture/hellocompressedtexture.qrc @@ -0,0 +1,5 @@ +<!DOCTYPE RCC><RCC version="1.0"> +<qresource> + <file>qt.dds</file> +</qresource> +</RCC> diff --git a/examples/hellocompressedtexture/main.cpp b/examples/hellocompressedtexture/main.cpp new file mode 100644 index 0000000..c00dd81 --- /dev/null +++ b/examples/hellocompressedtexture/main.cpp @@ -0,0 +1,67 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QWidget> +#include <QPushButton> +#include <QVBoxLayout> +#include <QLabel> +#include <QScrollArea> +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12, this time in a scroll area")); + vl->addWidget(new QLabel("Unlike hellotexture, the image is now loaded from a DDS file (BC1) instead of a PNG")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumSize(100, 100); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0f); + w.resize(300, 300); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellocompressedtexture/qt.dds b/examples/hellocompressedtexture/qt.dds Binary files differnew file mode 100644 index 0000000..1581cfb --- /dev/null +++ b/examples/hellocompressedtexture/qt.dds diff --git a/examples/hellocompressedtexture/shader.hlsl b/examples/hellocompressedtexture/shader.hlsl new file mode 100644 index 0000000..be69b39 --- /dev/null +++ b/examples/hellocompressedtexture/shader.hlsl @@ -0,0 +1,36 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct VSInput +{ + float4 position : POSITION; + float2 coord : TEXCOORD0; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; +}; + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +PSInput VS_Texture(VSInput input) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, input.position); + result.coord = input.coord; + + return result; +} + +float4 PS_Texture(PSInput input) : SV_TARGET +{ + return tex.Sample(samp, input.coord); +} diff --git a/examples/hellocompressedtexture/window.cpp b/examples/hellocompressedtexture/window.cpp new file mode 100644 index 0000000..74c7e6a --- /dev/null +++ b/examples/hellocompressedtexture/window.cpp @@ -0,0 +1,513 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" +#include <QFile> + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +static const quint32 DDS_MAGIC = 0x20534444; // 'DDS ' +static const quint32 DDS_FOURCC = 4; + +#define FOURCC(c0, c1, c2, c3) ((c0) | ((c1) << 8) | ((c2) << 16) | ((c3 << 24))) + +struct DDS_PIXELFORMAT { + quint32 size; + quint32 flags; + quint32 fourCC; + quint32 rgbBitCount; + quint32 rBitMask; + quint32 gBitMask; + quint32 bBitMask; + quint32 aBitMask; +}; + +struct DDS_HEADER { + quint32 size; + quint32 flags; + quint32 height; + quint32 width; + quint32 pitch; + quint32 depth; + quint32 mipMapCount; + quint32 reserved1[11]; + DDS_PIXELFORMAT pixelFormat; + quint32 caps; + quint32 caps2; + quint32 caps3; + quint32 caps4; + quint32 reserved2; +}; + +static quint32 unalignedDxt1Size(const QSize &size, quint32 *bpl = Q_NULLPTR, quint32 *vertBlocks = Q_NULLPTR) +{ + static const quint32 blockSize = 8; // 8 bytes for BC1 + const quint32 bytesPerLine = qMax<quint32>(1, (size.width() + 3) / 4) * blockSize; + const quint32 ySize = qMax<quint32>(1, (size.height() + 3) / 4); + if (bpl) + *bpl = bytesPerLine; + if (vertBlocks) + *vertBlocks = ySize; + return bytesPerLine * ySize; +} + +// We only support DXT1 (BC1) for the demo's purposes. +static QByteArrayList loadDXT1(const QString &filename, DXGI_FORMAT *format, QSize *size, int *mipLevelCount) +{ + QFile f(filename); + if (!f.open(QIODevice::ReadOnly)) { + qWarning("Failed to open %s", qPrintable(filename)); + return QByteArrayList(); + } + + quint32 magic = 0; + f.read(reinterpret_cast<char *>(&magic), sizeof(magic)); + if (magic != DDS_MAGIC) { + qWarning("%s is not a DDS file", qPrintable(filename)); + return QByteArrayList(); + } + DDS_HEADER header; + f.read(reinterpret_cast<char *>(&header), sizeof(header)); + if (header.size != sizeof(DDS_HEADER)) { + qWarning("Invalid DDS header size"); + return QByteArrayList(); + } + if (header.pixelFormat.size != sizeof(DDS_PIXELFORMAT)) { + qWarning("Invalid DDS pixel format size"); + return QByteArrayList(); + } + if (!(header.pixelFormat.flags & DDS_FOURCC)) { + qWarning("Invalid DDS pixel format"); + return QByteArrayList(); + } + if (header.pixelFormat.fourCC != FOURCC('D', 'X', 'T', '1')) { + qWarning("Only DXT1 (BC1) is supported"); + return QByteArrayList(); + } + + QByteArrayList data; + QSize sz(header.width, header.height); + for (quint32 level = 0; level < header.mipMapCount; ++level) { + data.append(f.read(unalignedDxt1Size(sz))); + sz.setWidth(qMax(1, sz.width() / 2)); + sz.setHeight(qMax(1, sz.height() / 2)); + } + + *format = DXGI_FORMAT_BC1_UNORM; + *size = QSize(header.width, header.height); + *mipLevelCount = header.mipMapCount; + + return data; +} + +void Window::initializeD3D() +{ + DXGI_FORMAT textureFormat; + QSize textureSize; + int mipLevels; + QByteArrayList texData = loadDXT1(QStringLiteral(":/qt.dds"), &textureFormat, &textureSize, &mipLevels); + if (texData.isEmpty()) + return; + + f = createFence(); + ID3D12Device *dev = device(); + + // One static sampler (no sampler heap is needed). + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + sampler.ShaderRegister = 0; + sampler.RegisterSpace = 0; + sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // In addition to the constant buffer view we will now also have a shader + // resource view in order to expose the texture to the pixel shader. + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; // b0 + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange[1].NumDescriptors = 1; + descRange[1].BaseShaderRegister = 0; // t0 + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameter.DescriptorTable.NumDescriptorRanges = 2; + rootParameter.DescriptorTable.pDescriptorRanges = descRange; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Texture; + vshader.BytecodeLength = sizeof(g_VS_Texture); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Texture; + pshader.BytecodeLength = sizeof(g_PS_Texture); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // Our material is transparent (the image has alpha < 255). Enable blending. + const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = { + TRUE, FALSE, + D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, + D3D12_BLEND_ZERO, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, + D3D12_LOGIC_OP_NOOP, + D3D12_COLOR_WRITE_ENABLE_ALL + }; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + + // Vertex buffer + const float vertices[] = { + -0.5f, -0.5f, 0, /* coords */ 0, 1, // the image was not flipped so accommodate for it here + 0.5f, -0.5f, 0, 1, 1, + -0.5f, 0.5f, 0, 0, 0, + + -0.5f, 0.5f, 0, 0, 0, + 0.5f, -0.5f, 0, 1, 1, + 0.5f, 0.5f, 0, 1, 0 + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES defaultHeapProp = {}; + defaultHeapProp.Type = D3D12_HEAP_TYPE_DEFAULT; + D3D12_HEAP_PROPERTIES uploadHeapProp = defaultHeapProp; + uploadHeapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (vertex buffer)"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 2) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + // Constant buffer + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; // won't Unmap() this here + + // Texture (with mipmaps, if the DDS file provided them) + D3D12_RESOURCE_DESC textureDesc = {}; + textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + textureDesc.Width = textureSize.width(); + textureDesc.Height = textureSize.height(); + textureDesc.DepthOrArraySize = 1; + textureDesc.MipLevels = mipLevels; + textureDesc.Format = textureFormat; + textureDesc.SampleDesc.Count = 1; + textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + + // Ignore UMA for now and do the discrete-friendly upload via an upload buffer (no CPU access to the texture). + if (FAILED(dev->CreateCommittedResource(&defaultHeapProp, D3D12_HEAP_FLAG_NONE, &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, Q_NULLPTR, IID_PPV_ARGS(&texture)))) { + qWarning("Failed to create texture resource"); + return; + } + + ComPtr<ID3D12Resource> textureUploadBuffer; + const int MAX_MIP_LEVELS = 16; + Q_ASSERT(mipLevels <= MAX_MIP_LEVELS); + D3D12_PLACED_SUBRESOURCE_FOOTPRINT textureLayout[MAX_MIP_LEVELS]; + quint32 unalignedPitch[MAX_MIP_LEVELS], pitch[MAX_MIP_LEVELS], vertBlocks[MAX_MIP_LEVELS]; + int mipOffset = 0; + QSize mipSize = textureSize; + // Fill out the offset and footprint info ourselves as GetCopyableFootprints does not seem to work with compressed formats. + // Offset and pitch must be aligned as required. + for (int level = 0; level < mipLevels; ++level) { + unalignedDxt1Size(mipSize, &unalignedPitch[level], &vertBlocks[level]); + pitch[level] = alignedTexturePitch(unalignedPitch[level]); + textureLayout[level].Offset = mipOffset; + textureLayout[level].Footprint.Format = DXGI_FORMAT_BC1_UNORM; + textureLayout[level].Footprint.Width = mipSize.width(); + textureLayout[level].Footprint.Height = mipSize.height(); + textureLayout[level].Footprint.Depth = 1; + textureLayout[level].Footprint.RowPitch = pitch[level]; + mipOffset += alignedTextureOffset(pitch[level] * vertBlocks[level]); + mipSize.setWidth(qMax(1, mipSize.width() / 2)); + mipSize.setHeight(qMax(1, mipSize.height() / 2)); + } + bufDesc.Width = mipOffset; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&textureUploadBuffer)))) { + qWarning("Failed to create texture upload buffer resource"); + return; + } + + if (FAILED(textureUploadBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (texture upload buffer)"); + return; + } + // Have to copy line-by-line to account for the potentially bigger row pitch in the upload buffer. + for (int level = 0; level < mipLevels; ++level) { + quint8 *dst = p + textureLayout[level].Offset; + const quint8 *src = (const quint8 *) texData[level].constData(); + for (quint32 y = 0; y < vertBlocks[level]; ++y) { + memcpy(dst, src, unalignedPitch[level]); + src += unalignedPitch[level]; + dst += pitch[level]; + } + } + textureUploadBuffer->Unmap(0, Q_NULLPTR); + + for (int level = 0; level < mipLevels; ++level) { + D3D12_TEXTURE_COPY_LOCATION dstLoc; + dstLoc.pResource = texture.Get(); + dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLoc.SubresourceIndex = level; + D3D12_TEXTURE_COPY_LOCATION srcLoc; + srcLoc.pResource = textureUploadBuffer.Get(); + srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLoc.PlacedFootprint = textureLayout[level]; + commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, Q_NULLPTR); + } + + // once the copy is done the texture is ready to be used from the pixel shader + transitionResource(texture.Get(), commandList.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + // Constant buffer view and shader resource view descriptors are stored in the same heap. + const UINT cbvSrvStride = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + D3D12_DESCRIPTOR_HEAP_DESC cbvSrvHeapDesc = {}; + cbvSrvHeapDesc.NumDescriptors = 2; + cbvSrvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + cbvSrvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + if (FAILED(dev->CreateDescriptorHeap(&cbvSrvHeapDesc, IID_PPV_ARGS(&cbvSrvHeap)))) { + qWarning("Failed to create CBV/SRV/UAV descriptor heap"); + return; + } + + D3D12_CPU_DESCRIPTOR_HANDLE cbvSrvHandle = cbvSrvHeap->GetCPUDescriptorHandleForHeapStart(); + D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; + cbvDesc.BufferLocation = constantBuffer->GetGPUVirtualAddress(); + cbvDesc.SizeInBytes = CB_SIZE; + dev->CreateConstantBufferView(&cbvDesc, cbvSrvHandle); + cbvSrvHandle.ptr += cbvSrvStride; + + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srvDesc.Format = textureDesc.Format; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = mipLevels; + dev->CreateShaderResourceView(texture.Get(), &srvDesc, cbvSrvHandle); + + // Execute the texture upload. + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + // Block until all the above has finished. + waitForGPU(f); + + setupProjection(); +} + +void Window::resizeD3D(const QSize &) +{ + setupProjection(); +} + +void Window::setupProjection() +{ + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + commandList->SetGraphicsRootDescriptorTable(0, cbvSrvHeap->GetGPUDescriptorHandleForHeapStart()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(6, 1, 0, 0); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellocompressedtexture/window.h b/examples/hellocompressedtexture/window.h new file mode 100644 index 0000000..a0fef7b --- /dev/null +++ b/examples/hellocompressedtexture/window.h @@ -0,0 +1,72 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QD3D12Window> +#include <QMatrix4x4> + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupProjection(); + + Fence *f; + ComPtr<ID3D12GraphicsCommandList> commandList; + ComPtr<ID3D12PipelineState> pipelineState; + ComPtr<ID3D12RootSignature> rootSignature; + ComPtr<ID3D12Resource> vertexBuffer; + ComPtr<ID3D12Resource> constantBuffer; + ComPtr<ID3D12Resource> texture; + ComPtr<ID3D12DescriptorHeap> cbvSrvHeap; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellodevicereset/hellodevicereset.pro b/examples/hellodevicereset/hellodevicereset.pro new file mode 100644 index 0000000..bf95b25 --- /dev/null +++ b/examples/hellodevicereset/hellodevicereset.pro @@ -0,0 +1,17 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h + +LIBS = -ld3d12 + +CS = tdr.hlsl + +shader.input = CS +shader.header = tdr.h +shader.entry = timeout +shader.type = cs_5_0 + +HLSL_SHADERS = shader +load(hlsl) diff --git a/examples/hellodevicereset/main.cpp b/examples/hellodevicereset/main.cpp new file mode 100644 index 0000000..fb301b2 --- /dev/null +++ b/examples/hellodevicereset/main.cpp @@ -0,0 +1,69 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QWidget> +#include <QPushButton> +#include <QVBoxLayout> +#include <QLabel> +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + QPushButton *btn = new QPushButton("Generate a timeout and reset the GPU"); + QObject::connect(btn, &QPushButton::clicked, d3dw, &Window::timeout); + vl->addWidget(btn); + vl->addWidget(new QLabel("Due to handling device removed errors and correctly releasing and reinitializing,\n" + "the application should be able to survive. Watch the debug output.")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumHeight(300); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0f); + w.resize(400, 400); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellodevicereset/tdr.hlsl b/examples/hellodevicereset/tdr.hlsl new file mode 100644 index 0000000..f32d4fb --- /dev/null +++ b/examples/hellodevicereset/tdr.hlsl @@ -0,0 +1,11 @@ +// http://gamedev.stackexchange.com/questions/108141/how-can-i-test-dxgi-error-device-removed-error-handling + +RWBuffer<uint> uav; +cbuffer ConstantBuffer { uint zero; } + +[numthreads(256, 1, 1)] +void timeout(uint3 id: SV_DispatchThreadID) +{ + while (zero == 0) + uav[id.x] = zero; +} diff --git a/examples/hellodevicereset/window.cpp b/examples/hellodevicereset/window.cpp new file mode 100644 index 0000000..ff7f313 --- /dev/null +++ b/examples/hellodevicereset/window.cpp @@ -0,0 +1,155 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "tdr.h" + +void Window::initializeD3D() +{ + f.reset(createFence()); + ID3D12Device *dev = device(); + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, + IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); + + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + descRange[1].NumDescriptors = 1; + descRange[1].BaseShaderRegister = 0; + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + D3D12_ROOT_PARAMETER param; + param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + param.DescriptorTable.NumDescriptorRanges = 2; + param.DescriptorTable.pDescriptorRanges = descRange; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = 1; + desc.pParameters = ¶m; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + QByteArray msg(static_cast<const char *>(error->GetBufferPointer()), error->GetBufferSize()); + qWarning("Failed to serialize compute root signature: %s", qPrintable(msg)); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), + IID_PPV_ARGS(&computeRootSignature)))) { + qWarning("Failed to create compute root signature"); + return; + } + + D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.pRootSignature = computeRootSignature.Get(); + psoDesc.CS.pShaderBytecode = g_timeout; + psoDesc.CS.BytecodeLength = sizeof(g_timeout); + + if (FAILED(dev->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&computeState)))) { + qWarning("Failed to create compute pipeline state"); + return; + } +} + +void Window::releaseD3D() +{ + // Release all resources. initializeD3D() will get invoked later on. + commandList = Q_NULLPTR; + computeState = Q_NULLPTR; + computeRootSignature = Q_NULLPTR; + f.reset(); +} + +void Window::resizeD3D(const QSize &) +{ +} + +void Window::paintD3D() +{ + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), Q_NULLPTR); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + green += 0.01f; + if (green > 1.0f) + green = 0.0f; + const float clearColor[] = { 0.0f, green, 0.0f, 1.0f }; + commandList->ClearRenderTargetView(backBufferRenderTargetCPUHandle(), clearColor, 0, Q_NULLPTR); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f.data()); +} + +void Window::timeout() +{ + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), computeState.Get()); + + commandList->SetComputeRootSignature(computeRootSignature.Get()); + commandList->Dispatch(256, 1, 1); + + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + waitForGPU(f.data()); +} diff --git a/examples/hellodevicereset/window.h b/examples/hellodevicereset/window.h new file mode 100644 index 0000000..2de75bc --- /dev/null +++ b/examples/hellodevicereset/window.h @@ -0,0 +1,68 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QD3D12Window> + +class Window : public QD3D12Window +{ + Q_OBJECT + +public: + Window() : green(0) { } + + void initializeD3D() Q_DECL_OVERRIDE; + void releaseD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +public slots: + void timeout(); + +private: + void setupProjection(); + + QScopedPointer<Fence> f; + ComPtr<ID3D12GraphicsCommandList> commandList; + ComPtr<ID3D12PipelineState> computeState; + ComPtr<ID3D12RootSignature> computeRootSignature; + + float green; +}; diff --git a/examples/hellogpumipmap/hellogpumipmap.pro b/examples/hellogpumipmap/hellogpumipmap.pro new file mode 100644 index 0000000..286784e --- /dev/null +++ b/examples/hellogpumipmap/hellogpumipmap.pro @@ -0,0 +1,29 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h +RESOURCES = hellogpumipmap.qrc + +LIBS = -ld3d12 + +VSPS = shader.hlsl +CS = mipmapgen.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Texture +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Texture +pshader.type = ps_5_0 + +cshader.input = CS +cshader.header = shader_cs.h +cshader.entry = CS_Generate4MipMaps +cshader.type = cs_5_0 + +HLSL_SHADERS = vshader pshader cshader +load(hlsl) diff --git a/examples/hellogpumipmap/hellogpumipmap.qrc b/examples/hellogpumipmap/hellogpumipmap.qrc new file mode 100644 index 0000000..ff1d0e5 --- /dev/null +++ b/examples/hellogpumipmap/hellogpumipmap.qrc @@ -0,0 +1,5 @@ +<!DOCTYPE RCC><RCC version="1.0"> +<qresource> + <file>qt.png</file> +</qresource> +</RCC> diff --git a/examples/hellogpumipmap/main.cpp b/examples/hellogpumipmap/main.cpp new file mode 100644 index 0000000..57830fa --- /dev/null +++ b/examples/hellogpumipmap/main.cpp @@ -0,0 +1,67 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QWidget> +#include <QPushButton> +#include <QVBoxLayout> +#include <QLabel> +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12")); + vl->addWidget(new QLabel("Like hellotexture but this time the mipmaps are generated via a compute shader")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumWidth(200); + ww->setMinimumHeight(200); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0f); + w.resize(800, 800); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellogpumipmap/mipmapgen.hlsl b/examples/hellogpumipmap/mipmapgen.hlsl new file mode 100644 index 0000000..6793b53 --- /dev/null +++ b/examples/hellogpumipmap/mipmapgen.hlsl @@ -0,0 +1,60 @@ +static const uint GROUP_DIM = 8; // 2 ^ (out_mip_count - 1) + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +cbuffer ConstantBuffer : register(b0) +{ + uint2 mip1Size; + uint sampleLevel; + uint totalMips; +} + +RWTexture2D<float4> mip1 : register(u0); +RWTexture2D<float4> mip2 : register(u1); +RWTexture2D<float4> mip3 : register(u2); +RWTexture2D<float4> mip4 : register(u3); + +groupshared float4 groupColor[GROUP_DIM][GROUP_DIM]; + +[numthreads(GROUP_DIM, GROUP_DIM, 1)] +void CS_Generate4MipMaps(uint3 localId: SV_GroupThreadId, uint3 globalId: SV_DispatchThreadID) +{ + const float2 coord = float2(1.0f / float(mip1Size.x), 1.0f / float(mip1Size.y)) * (globalId.xy + 0.5); + float4 c = tex.SampleLevel(samp, coord, sampleLevel); + + mip1[globalId.xy] = c; + groupColor[localId.y][localId.x] = c; + + if (sampleLevel + 1 >= totalMips) + return; + + GroupMemoryBarrierWithGroupSync(); + + if ((localId.x & 1) == 0 && (localId.y & 1) == 0) { + c = (c + groupColor[localId.y][localId.x + 1] + groupColor[localId.y + 1][localId.x] + groupColor[localId.y + 1][localId.x + 1]) / 4.0; + mip2[globalId.xy / 2] = c; + groupColor[localId.y][localId.x] = c; + } + + if (sampleLevel + 2 >= totalMips) + return; + + GroupMemoryBarrierWithGroupSync(); + + if ((localId.x & 3) == 0 && (localId.y & 3) == 0) { + c = (c + groupColor[localId.y][localId.x + 2] + groupColor[localId.y + 2][localId.x] + groupColor[localId.y + 2][localId.x + 2]) / 4.0; + mip3[globalId.xy / 4] = c; + groupColor[localId.y][localId.x] = c; + } + + if (sampleLevel + 3 >= totalMips) + return; + + GroupMemoryBarrierWithGroupSync(); + + if ((localId.x & 7) == 0 && (localId.y & 7) == 0) { + c = (c + groupColor[localId.y][localId.x + 3] + groupColor[localId.y + 3][localId.x] + groupColor[localId.y + 3][localId.x + 3]) / 4.0; + mip4[globalId.xy / 8] = c; + } +} diff --git a/examples/hellogpumipmap/qt.png b/examples/hellogpumipmap/qt.png Binary files differnew file mode 100644 index 0000000..f30eec0 --- /dev/null +++ b/examples/hellogpumipmap/qt.png diff --git a/examples/hellogpumipmap/shader.hlsl b/examples/hellogpumipmap/shader.hlsl new file mode 100644 index 0000000..be69b39 --- /dev/null +++ b/examples/hellogpumipmap/shader.hlsl @@ -0,0 +1,36 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct VSInput +{ + float4 position : POSITION; + float2 coord : TEXCOORD0; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; +}; + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +PSInput VS_Texture(VSInput input) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, input.position); + result.coord = input.coord; + + return result; +} + +float4 PS_Texture(PSInput input) : SV_TARGET +{ + return tex.Sample(samp, input.coord); +} diff --git a/examples/hellogpumipmap/window.cpp b/examples/hellogpumipmap/window.cpp new file mode 100644 index 0000000..c87de78 --- /dev/null +++ b/examples/hellogpumipmap/window.cpp @@ -0,0 +1,525 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" +#include "shader_cs.h" + +// size must be a power of two due to the way mipmap generation is done +static const int TEXTURE_WIDTH = 512; +static const int TEXTURE_HEIGHT = 512; + +static const int TEXTURE_MIP_LEVELS = 10; // ceil(log2(max(width, height))) + 1 + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::initializeD3D() +{ + QImage qtLogo = QImage(QStringLiteral(":/qt.png")).convertToFormat(QImage::Format_RGBA8888).scaled(TEXTURE_WIDTH, TEXTURE_HEIGHT); + if (qtLogo.isNull()) { + qWarning("Failed to load image data"); + return; + } + + f = createFence(); + ID3D12Device *dev = device(); + + // One static sampler (no sampler heap is needed). + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + sampler.ShaderRegister = 0; + sampler.RegisterSpace = 0; + sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // In addition to the constant buffer view we will now also have a shader + // resource view in order to expose the texture to the pixel shader. + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; // b0 + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange[1].NumDescriptors = 1; + descRange[1].BaseShaderRegister = 0; // t0 + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameter.DescriptorTable.NumDescriptorRanges = 2; + rootParameter.DescriptorTable.pDescriptorRanges = descRange; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + QByteArray msg(static_cast<const char *>(error->GetBufferPointer()), error->GetBufferSize()); + qWarning("Failed to serialize root signature: %s", qPrintable(msg)); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Texture; + vshader.BytecodeLength = sizeof(g_VS_Texture); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Texture; + pshader.BytecodeLength = sizeof(g_PS_Texture); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // Our material is transparent (the image has alpha < 255). Enable blending. + const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = { + TRUE, FALSE, + D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, + D3D12_BLEND_ZERO, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, + D3D12_LOGIC_OP_NOOP, + D3D12_COLOR_WRITE_ENABLE_ALL + }; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + + // Vertex buffer + const float vertices[] = { + -0.5f, -0.5f, 0, /* coords */ 0, 1, // the image was not flipped so accommodate for it here + 0.5f, -0.5f, 0, 1, 1, + -0.5f, 0.5f, 0, 0, 0, + + -0.5f, 0.5f, 0, 0, 0, + 0.5f, -0.5f, 0, 1, 1, + 0.5f, 0.5f, 0, 1, 0 + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES defaultHeapProp = {}; + defaultHeapProp.Type = D3D12_HEAP_TYPE_DEFAULT; + D3D12_HEAP_PROPERTIES uploadHeapProp = defaultHeapProp; + uploadHeapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (vertex buffer)"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 2) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + // Constant buffer + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; // won't Unmap() this here + + // Constant buffer view and shader resource view descriptors are stored in the same heap. + cbvSrvUavStride = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + D3D12_DESCRIPTOR_HEAP_DESC cbvSrvUavHeapDesc = {}; + // CBV + SRV + (TEXTURE_MIP_LEVELS - 1) * UAV + cbvSrvUavHeapDesc.NumDescriptors = 1 + 1 + (TEXTURE_MIP_LEVELS - 1); + cbvSrvUavHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + cbvSrvUavHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + if (FAILED(dev->CreateDescriptorHeap(&cbvSrvUavHeapDesc, IID_PPV_ARGS(&cbvSrvUavHeap)))) { + qWarning("Failed to create CBV/SRV/UAV descriptor heap"); + return; + } + + // CBV for the pixel shader + D3D12_CPU_DESCRIPTOR_HANDLE cbvSrvUavHandle = cbvSrvUavHeap->GetCPUDescriptorHandleForHeapStart(); + D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; + cbvDesc.BufferLocation = constantBuffer->GetGPUVirtualAddress(); + cbvDesc.SizeInBytes = CB_SIZE; + dev->CreateConstantBufferView(&cbvDesc, cbvSrvUavHandle); + cbvSrvUavHandle.ptr += cbvSrvUavStride; + + // Texture (with mipmaps and allowing read/write via UAVs) + D3D12_RESOURCE_DESC textureDesc = {}; + textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + textureDesc.Width = TEXTURE_WIDTH; + textureDesc.Height = TEXTURE_HEIGHT; + textureDesc.DepthOrArraySize = 1; + textureDesc.MipLevels = TEXTURE_MIP_LEVELS; + textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + textureDesc.SampleDesc.Count = 1; + textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; + + if (FAILED(dev->CreateCommittedResource(&defaultHeapProp, D3D12_HEAP_FLAG_NONE, &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, Q_NULLPTR, IID_PPV_ARGS(&texture)))) { + qWarning("Failed to create texture resource"); + return; + } + + // Shader resource view for exposing the texture to the compute and pixel shaders + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srvDesc.Format = textureDesc.Format; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = TEXTURE_MIP_LEVELS; + dev->CreateShaderResourceView(texture.Get(), &srvDesc, cbvSrvUavHandle); + cbvSrvUavHandle.ptr += cbvSrvUavStride; + + // Mipmap generation will need an UAV for each level that needs to be generated. + for (int level = 1; level < TEXTURE_MIP_LEVELS; ++level) { + D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {}; + uavDesc.Format = textureDesc.Format; + uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; + uavDesc.Texture2D.MipSlice = level; + dev->CreateUnorderedAccessView(texture.Get(), Q_NULLPTR, &uavDesc, cbvSrvUavHandle); + cbvSrvUavHandle.ptr += cbvSrvUavStride; + } + + ComPtr<ID3D12Resource> textureUploadBuffer; + UINT64 textureUploadBufferSize; + D3D12_PLACED_SUBRESOURCE_FOOTPRINT textureLayout; + dev->GetCopyableFootprints(&textureDesc, 0, 1, 0, &textureLayout, Q_NULLPTR, Q_NULLPTR, &textureUploadBufferSize); + bufDesc.Width = textureUploadBufferSize; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&textureUploadBuffer)))) { + qWarning("Failed to create texture upload buffer resource"); + return; + } + + // Unlike hellotexture, upload only level 0. Leave the rest to a compute shader. + if (FAILED(textureUploadBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (texture upload buffer)"); + return; + } + p += textureLayout.Offset; + for (int y = 0; y < TEXTURE_HEIGHT; ++y) { + memcpy(p, qtLogo.scanLine(y), TEXTURE_WIDTH * 4); + p += textureLayout.Footprint.RowPitch; + } + textureUploadBuffer->Unmap(0, Q_NULLPTR); + + D3D12_TEXTURE_COPY_LOCATION dstLoc; + dstLoc.pResource = texture.Get(); + dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLoc.SubresourceIndex = 0; + D3D12_TEXTURE_COPY_LOCATION srcLoc; + srcLoc.pResource = textureUploadBuffer.Get(); + srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLoc.PlacedFootprint = textureLayout; + commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, Q_NULLPTR); + + // once the copy is done, the texture is ready to be used in the compute shader... + transitionResource(texture.Get(), commandList.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + uavBarrier(texture.Get(), commandList.Get()); + + initMipMaps(); + generateMipMaps(); + + // ...and then in the pixel shader + uavBarrier(texture.Get(), commandList.Get()); + transitionResource(texture.Get(), commandList.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + // Execute the texture upload and mipmap generation. + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + // Block until all the above has finished. + waitForGPU(f); + + setupProjection(); +} + +void Window::initMipMaps() +{ + ID3D12Device *dev = device(); + + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; // t0 + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + descRange[1].NumDescriptors = 4; + descRange[1].BaseShaderRegister = 0; // u0..u3 + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + // Split into two to allow switching between the first and second set of UAVs later. + D3D12_ROOT_PARAMETER rootParameters[3]; + rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameters[0].DescriptorTable.NumDescriptorRanges = 1; + rootParameters[0].DescriptorTable.pDescriptorRanges = &descRange[0]; + + rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameters[1].DescriptorTable.NumDescriptorRanges = 1; + rootParameters[1].DescriptorTable.pDescriptorRanges = &descRange[1]; + + rootParameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + rootParameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameters[2].Constants.Num32BitValues = 4; // uint2 mip1Size, uint sampleLevel, uint totalMips + rootParameters[2].Constants.ShaderRegister = 0; // b0 + rootParameters[2].Constants.RegisterSpace = 0; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = 3; + desc.pParameters = rootParameters; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + QByteArray msg(static_cast<const char *>(error->GetBufferPointer()), error->GetBufferSize()); + qWarning("Failed to serialize compute root signature: %s", qPrintable(msg)); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), + IID_PPV_ARGS(&computeRootSignature)))) { + qWarning("Failed to create compute root signature"); + return; + } + + D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.pRootSignature = computeRootSignature.Get(); + psoDesc.CS.pShaderBytecode = g_CS_Generate4MipMaps; + psoDesc.CS.BytecodeLength = sizeof(g_CS_Generate4MipMaps); + + if (FAILED(dev->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&computeState)))) { + qWarning("Failed to create compute pipeline state"); + return; + } +} + +void Window::generateMipMaps() +{ + commandList->SetPipelineState(computeState.Get()); + commandList->SetComputeRootSignature(computeRootSignature.Get()); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvUavHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + + D3D12_GPU_DESCRIPTOR_HANDLE h = cbvSrvUavHeap->GetGPUDescriptorHandleForHeapStart(); // CBV, not needed here + h.ptr += cbvSrvUavStride; // SRV + commandList->SetComputeRootDescriptorTable(0, h); + + h.ptr += cbvSrvUavStride; // now points to the first of (TEXTURE_MIP_LEVELS - 1) UAV descriptors + + for (quint32 level = 1; level < TEXTURE_MIP_LEVELS; level += 4, h.ptr += cbvSrvUavStride * 4) { + commandList->SetComputeRootDescriptorTable(1, h); + + QSize sz(TEXTURE_WIDTH, TEXTURE_HEIGHT); + sz.setWidth(qMax(1, sz.width() >> level)); + sz.setHeight(qMax(1, sz.height() >> level)); + + const quint32 constants[4] = { quint32(sz.width()), quint32(sz.height()), + level - 1, + TEXTURE_MIP_LEVELS - 1 }; + commandList->SetComputeRoot32BitConstants(2, 4, constants, 0); + + commandList->Dispatch(sz.width(), sz.height(), 1); + } +} + +void Window::resizeD3D(const QSize &) +{ + setupProjection(); +} + +void Window::setupProjection() +{ + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvUavHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + commandList->SetGraphicsRootDescriptorTable(0, cbvSrvUavHeap->GetGPUDescriptorHandleForHeapStart()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(6, 1, 0, 0); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellogpumipmap/window.h b/examples/hellogpumipmap/window.h new file mode 100644 index 0000000..db3c4ea --- /dev/null +++ b/examples/hellogpumipmap/window.h @@ -0,0 +1,78 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QD3D12Window> +#include <QMatrix4x4> + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupProjection(); + void initMipMaps(); + void generateMipMaps(); + + Fence *f; + ComPtr<ID3D12GraphicsCommandList> commandList; + ComPtr<ID3D12PipelineState> pipelineState; + ComPtr<ID3D12RootSignature> rootSignature; + ComPtr<ID3D12Resource> vertexBuffer; + ComPtr<ID3D12Resource> constantBuffer; + ComPtr<ID3D12Resource> texture; + ComPtr<ID3D12DescriptorHeap> cbvSrvUavHeap; + UINT cbvSrvUavStride; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + ComPtr<ID3D12PipelineState> computeState; + ComPtr<ID3D12RootSignature> computeRootSignature; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellomultisample/hellomultisample.pro b/examples/hellomultisample/hellomultisample.pro new file mode 100644 index 0000000..0d36378 --- /dev/null +++ b/examples/hellomultisample/hellomultisample.pro @@ -0,0 +1,22 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Simple +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Simple +pshader.type = ps_5_0 + +HLSL_SHADERS = vshader pshader +load(hlsl) diff --git a/examples/hellomultisample/main.cpp b/examples/hellomultisample/main.cpp new file mode 100644 index 0000000..4c9c255 --- /dev/null +++ b/examples/hellomultisample/main.cpp @@ -0,0 +1,73 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QWidget> +#include <QPushButton> +#include <QVBoxLayout> +#include <QGroupBox> +#include <QLabel> +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + + QGroupBox *gb = new QGroupBox("A triangle again", &w); + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12")); + vl->addWidget(gb); + QVBoxLayout *gbl = new QVBoxLayout; + gbl->addWidget(new QLabel("but this time rendered into a 4x MSAA buffer first")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumHeight(300); + gbl->addWidget(ww); + gbl->setStretchFactor(ww, 1.0); + gb->setLayout(gbl); + + w.setLayout(vl); + w.resize(400, 400); + w.show(); + + return app.exec(); +} diff --git a/examples/hellomultisample/shader.hlsl b/examples/hellomultisample/shader.hlsl new file mode 100644 index 0000000..8b9b9ff --- /dev/null +++ b/examples/hellomultisample/shader.hlsl @@ -0,0 +1,27 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +PSInput VS_Simple(float4 position : POSITION, float4 color : COLOR) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, position); + result.color = color; + + return result; +} + +float4 PS_Simple(PSInput input) : SV_TARGET +{ + return input.color; +} diff --git a/examples/hellomultisample/window.cpp b/examples/hellomultisample/window.cpp new file mode 100644 index 0000000..d2d6350 --- /dev/null +++ b/examples/hellomultisample/window.cpp @@ -0,0 +1,274 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" + +static const int OFFSCREEN_SAMPLES = 4; + +static const float offscreenClearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ + setExtraRenderTargetCount(1); +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::setupOffscreenWithMatchingSize() +{ + msaaRT = Q_NULLPTR; + msaaDS = Q_NULLPTR; + msaaRT.Attach(createExtraRenderTargetAndView(extraRenderTargetCPUHandle(0), size(), offscreenClearColor, OFFSCREEN_SAMPLES)); + msaaDS.Attach(createExtraDepthStencilAndView(extraDepthStencilCPUHandle(0), size(), OFFSCREEN_SAMPLES)); + + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::initializeD3D() +{ + f = createFence(); + ID3D12Device *dev = device(); + + setupOffscreenWithMatchingSize(); + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + rootParameter.Descriptor.ShaderRegister = 0; // b0 + rootParameter.Descriptor.RegisterSpace = 0; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 0; + desc.pStaticSamplers = Q_NULLPTR; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Simple; + vshader.BytecodeLength = sizeof(g_VS_Simple); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Simple; + pshader.BytecodeLength = sizeof(g_PS_Simple); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // No blending, just enable color write. + D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {}; + defaultRenderTargetBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc = msaaRT->GetDesc().SampleDesc; // use multisampling + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); + + const float vertices[] = { + 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Alignment = 0; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.SampleDesc.Quality = 0; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE; + + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 4) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; +} + +void Window::resizeD3D(const QSize &) +{ + setupOffscreenWithMatchingSize(); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); + + commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = extraRenderTargetCPUHandle(0); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = extraDepthStencilCPUHandle(0); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + commandList->ClearRenderTargetView(rtvHandle, offscreenClearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(3, 1, 0, 0); + + transitionResource(msaaRT.Get(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RESOLVE_DEST); + commandList->ResolveSubresource(backBufferRenderTarget(), 0, msaaRT.Get(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_PRESENT); + transitionResource(msaaRT.Get(), commandList.Get(), D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellomultisample/window.h b/examples/hellomultisample/window.h new file mode 100644 index 0000000..4c0c544 --- /dev/null +++ b/examples/hellomultisample/window.h @@ -0,0 +1,72 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QD3D12Window> +#include <QMatrix4x4> + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupOffscreenWithMatchingSize(); + + Fence *f; + ComPtr<ID3D12Resource> msaaRT; + ComPtr<ID3D12Resource> msaaDS; + ComPtr<ID3D12GraphicsCommandList> commandList; + ComPtr<ID3D12PipelineState> pipelineState; + ComPtr<ID3D12RootSignature> rootSignature; + ComPtr<ID3D12Resource> vertexBuffer; + ComPtr<ID3D12Resource> constantBuffer; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellooffscreen/hellooffscreen.pro b/examples/hellooffscreen/hellooffscreen.pro new file mode 100644 index 0000000..809e618 --- /dev/null +++ b/examples/hellooffscreen/hellooffscreen.pro @@ -0,0 +1,32 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader1.input = VSPS +vshader1.header = shader_vs_off.h +vshader1.entry = VS_Offscreen +vshader1.type = vs_5_0 + +pshader1.input = VSPS +pshader1.header = shader_ps_off.h +pshader1.entry = PS_Offscreen +pshader1.type = ps_5_0 + +vshader2.input = VSPS +vshader2.header = shader_vs_on.h +vshader2.entry = VS_Onscreen +vshader2.type = vs_5_0 + +pshader2.input = VSPS +pshader2.header = shader_ps_on.h +pshader2.entry = PS_Onscreen +pshader2.type = ps_5_0 + +HLSL_SHADERS = vshader1 pshader1 vshader2 pshader2 +load(hlsl) diff --git a/examples/hellooffscreen/main.cpp b/examples/hellooffscreen/main.cpp new file mode 100644 index 0000000..00827b2 --- /dev/null +++ b/examples/hellooffscreen/main.cpp @@ -0,0 +1,74 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QMainWindow> +#include <QPushButton> +#include <QVBoxLayout> +#include <QLabel> +#include <QMenuBar> +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QMainWindow mw; + QWidget *w = new QWidget; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12")); + vl->addWidget(new QLabel("Offscreen rendering to a render target that is then used as a texture.\nNow with bundles!")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumHeight(300); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0); + w->setLayout(vl); + + QMenu *fileMenu = mw.menuBar()->addMenu("&File"); + fileMenu->addAction("&Save image", d3dw, &Window::readbackAndSave); + fileMenu->addAction("E&xit", &app, &QApplication::quit); + + mw.setCentralWidget(w); + mw.resize(400, 400); + mw.show(); + + return app.exec(); +} diff --git a/examples/hellooffscreen/shader.hlsl b/examples/hellooffscreen/shader.hlsl new file mode 100644 index 0000000..c626447 --- /dev/null +++ b/examples/hellooffscreen/shader.hlsl @@ -0,0 +1,52 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +PSInput VS_Offscreen(float4 position : POSITION, float4 color : COLOR) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, position); + result.color = color; + + return result; +} + +float4 PS_Offscreen(PSInput input) : SV_TARGET +{ + return input.color; +} + +struct PSInput2 +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; +}; + +PSInput2 VS_Onscreen(float4 position : POSITION, float2 coord : TEXCOORD0) +{ + PSInput2 result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, position); + result.coord = coord; + + return result; +} + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +float4 PS_Onscreen(PSInput2 input) : SV_TARGET +{ + return tex.Sample(samp, input.coord); +} diff --git a/examples/hellooffscreen/window.cpp b/examples/hellooffscreen/window.cpp new file mode 100644 index 0000000..3dbe583 --- /dev/null +++ b/examples/hellooffscreen/window.cpp @@ -0,0 +1,541 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs_off.h" +#include "shader_ps_off.h" +#include "shader_vs_on.h" +#include "shader_ps_on.h" +#include <QFileDialog> +#include <QMessageBox> + +static const int OFFSCREEN_WIDTH = 512; +static const int OFFSCREEN_HEIGHT = 512; + +static const float offscreenClearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; +static const float onscreenClearColor[] = { 0.4f, 0.5f, 0.5f, 1.0f }; + +Window::Window() + : f(Q_NULLPTR) +{ + setExtraRenderTargetCount(1); +} + +Window::~Window() +{ + if (offscreen.cbPtr) + offscreen.constantBuffer->Unmap(0, Q_NULLPTR); + if (onscreen.cbPtr) + onscreen.constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::initializeD3D() +{ + f = createFence(); + ID3D12Device *dev = device(); + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); // created in recording state, close it for now + + D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {}; + cbvHeapDesc.NumDescriptors = 1; + cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + if (FAILED(dev->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&cbvSrvHeap)))) { + qWarning("Failed to create CBV/SRV/UAV descriptor heap"); + return; + } + + initializeOffscreen(); + initializeOnscreen(); +} + +static inline D3D12_GRAPHICS_PIPELINE_STATE_DESC pso() +{ + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // No blending, just enable color write. + D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {}; + defaultRenderTargetBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + + return psoDesc; +} + +void Window::initializeOffscreen() +{ + ID3D12Device *dev = device(); + + // Create an offscreen render target of size 512x512. Pass the clear color to avoid performance warnings. + // Have a depth-stencil buffer as well with the matching size. + QSize sz(OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); + offscreen.rt.Attach(createExtraRenderTargetAndView(extraRenderTargetCPUHandle(0), sz, offscreenClearColor)); + offscreen.ds.Attach(createExtraDepthStencilAndView(extraDepthStencilCPUHandle(0), sz)); + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + rootParameter.Descriptor.ShaderRegister = 0; // b0 + rootParameter.Descriptor.RegisterSpace = 0; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 0; + desc.pStaticSamplers = Q_NULLPTR; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), + IID_PPV_ARGS(&offscreen.rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + const D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Offscreen; + vshader.BytecodeLength = sizeof(g_VS_Offscreen); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Offscreen; + pshader.BytecodeLength = sizeof(g_PS_Offscreen); + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = pso(); + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = offscreen.rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&offscreen.pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + const float vertices[] = { + 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, + IID_PPV_ARGS(&offscreen.vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer for triangle)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(offscreen.vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (vertex buffer for triangle)"); + return; + } + memcpy(p, vertices, vertexBufferSize); + offscreen.vertexBuffer->Unmap(0, Q_NULLPTR); + + offscreen.vertexBufferView.BufferLocation = offscreen.vertexBuffer->GetGPUVirtualAddress(); + offscreen.vertexBufferView.StrideInBytes = (3 + 4) * sizeof(float); + offscreen.vertexBufferView.SizeInBytes = vertexBufferSize; + + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, + IID_PPV_ARGS(&offscreen.constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer for triangle)"); + return; + } + + if (FAILED(offscreen.constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (constant buffer for triangle)"); + return; + } + offscreen.cbPtr = p; + + offscreen.projection.perspective(60.0f, OFFSCREEN_WIDTH / float(OFFSCREEN_HEIGHT), 0.1f, 100.0f); + + // Create a bundle for drawing a triangle. + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_BUNDLE, bundleAllocator(), Q_NULLPTR, IID_PPV_ARGS(&offscreen.bundle)))) { + qWarning("Failed to create offscreen command bundle"); + return; + } + offscreen.bundle->SetPipelineState(offscreen.pipelineState.Get()); + offscreen.bundle->SetGraphicsRootSignature(offscreen.rootSignature.Get()); + offscreen.bundle->SetGraphicsRootConstantBufferView(0, offscreen.constantBuffer->GetGPUVirtualAddress()); + offscreen.bundle->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + offscreen.bundle->IASetVertexBuffers(0, 1, &offscreen.vertexBufferView); + offscreen.bundle->DrawInstanced(3, 1, 0, 0); + offscreen.bundle->Close(); +} + +void Window::initializeOnscreen() +{ + // Set up a cube that is textured with the render target from the offscreen step. + + ID3D12Device *dev = device(); + + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + sampler.ShaderRegister = 0; // s0 + sampler.RegisterSpace = 0; + sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_PARAMETER rootParameters[2]; + rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + rootParameters[0].Descriptor.ShaderRegister = 0; // b0 + rootParameters[0].Descriptor.RegisterSpace = 0; + + D3D12_DESCRIPTOR_RANGE descRange; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; // t0 + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + rootParameters[1].DescriptorTable.NumDescriptorRanges = 1; + rootParameters[1].DescriptorTable.pDescriptorRanges = &descRange; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 2; + desc.pParameters = rootParameters; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), + IID_PPV_ARGS(&onscreen.rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + // We have a non-interleaved layout. + const D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Onscreen; + vshader.BytecodeLength = sizeof(g_VS_Onscreen); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Onscreen; + pshader.BytecodeLength = sizeof(g_PS_Onscreen); + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = pso(); + psoDesc.RasterizerState.FrontCounterClockwise = FALSE; // winding order for the cube data below is CW + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = onscreen.rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&onscreen.pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + // borrowed from qtdeclarative/examples/quick/rendercontrol + const float v[] = { + -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, + 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, + -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, + 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, + + 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, + 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, + -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, + -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, + + 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, + -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, + -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, + 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 + }; + const float texCoords[] = { + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + + 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, + 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, + 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, + 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f + }; + + const UINT vertexBufferSize = sizeof(v) + sizeof(texCoords); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, + IID_PPV_ARGS(&onscreen.vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer for cube)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(onscreen.vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (vertex buffer for cube)"); + return; + } + memcpy(p, v, sizeof(v)); + memcpy(p + sizeof(v), texCoords, sizeof(texCoords)); + onscreen.vertexBuffer->Unmap(0, Q_NULLPTR); + + onscreen.vertexBufferView[0].BufferLocation = onscreen.vertexBuffer->GetGPUVirtualAddress(); + onscreen.vertexBufferView[0].StrideInBytes = 3 * sizeof(float); + onscreen.vertexBufferView[0].SizeInBytes = sizeof(v); + onscreen.vertexBufferView[1].BufferLocation = onscreen.vertexBuffer->GetGPUVirtualAddress() + sizeof(v); + onscreen.vertexBufferView[1].StrideInBytes = 2 * sizeof(float); + onscreen.vertexBufferView[1].SizeInBytes = sizeof(texCoords); + + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, + IID_PPV_ARGS(&onscreen.constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer for cube)"); + return; + } + + if (FAILED(onscreen.constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (constant buffer for cube)"); + return; + } + onscreen.cbPtr = p; + + dev->CreateShaderResourceView(offscreen.rt.Get(), Q_NULLPTR, cbvSrvHeap->GetCPUDescriptorHandleForHeapStart()); + + // Create a bundle for drawing a cube. + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_BUNDLE, bundleAllocator(), Q_NULLPTR, IID_PPV_ARGS(&onscreen.bundle)))) { + qWarning("Failed to create onscreen command bundle"); + return; + } + onscreen.bundle->SetPipelineState(onscreen.pipelineState.Get()); + onscreen.bundle->SetGraphicsRootSignature(onscreen.rootSignature.Get()); + onscreen.bundle->SetGraphicsRootConstantBufferView(0, onscreen.constantBuffer->GetGPUVirtualAddress()); + // This is only here to be able to add the SetGraphicsRootDescriptorTable call below. + // Must match the heap set on the direct command list. + ID3D12DescriptorHeap *heaps[] = { cbvSrvHeap.Get() }; + onscreen.bundle->SetDescriptorHeaps(_countof(heaps), heaps); + // cbvSrvHeap has a single SRV descriptor only so the start address is just what we need + onscreen.bundle->SetGraphicsRootDescriptorTable(1, cbvSrvHeap->GetGPUDescriptorHandleForHeapStart()); + onscreen.bundle->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + onscreen.bundle->IASetVertexBuffers(0, 2, onscreen.vertexBufferView); + onscreen.bundle->DrawInstanced(36, 1, 0, 0); + onscreen.bundle->Close(); + + onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::resizeD3D(const QSize &) +{ + onscreen.projection.setToIdentity(); + onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), Q_NULLPTR); + + paintOffscreen(); + paintOnscreen(); + + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::paintOffscreen() +{ + QMatrix4x4 modelview; + modelview.translate(0, 0, -2); + modelview.rotate(offscreen.rotationAngle, 0, 0, 1); + offscreen.rotationAngle += 1; + memcpy(offscreen.cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(offscreen.cbPtr + 16 * sizeof(float), offscreen.projection.constData(), 16 * sizeof(float)); + + D3D12_VIEWPORT viewport = { 0, 0, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, OFFSCREEN_WIDTH - 1, OFFSCREEN_HEIGHT - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = extraRenderTargetCPUHandle(0); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = extraDepthStencilCPUHandle(0); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + commandList->ClearRenderTargetView(rtvHandle, offscreenClearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->ExecuteBundle(offscreen.bundle.Get()); +} + +void Window::paintOnscreen() +{ + QMatrix4x4 modelview; + modelview.translate(0, 0, -2); + modelview.rotate(onscreen.rotationAngle, 1, 0.5, 0); + onscreen.rotationAngle += 1; + memcpy(onscreen.cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(onscreen.cbPtr + 16 * sizeof(float), onscreen.projection.constData(), 16 * sizeof(float)); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(offscreen.rt.Get(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + commandList->ClearRenderTargetView(rtvHandle, onscreenClearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + + commandList->ExecuteBundle(onscreen.bundle.Get()); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + transitionResource(offscreen.rt.Get(), commandList.Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} + +void Window::readbackAndSave() +{ + commandList->Reset(commandAllocator(), Q_NULLPTR); + QImage img = readbackRGBA8888(offscreen.rt.Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, commandList.Get()); + QString fn = QFileDialog::getSaveFileName(Q_NULLPTR, QStringLiteral("Save PNG"), QString(), QStringLiteral("PNG files (*.png)")); + if (!fn.isEmpty()) { + img.save(fn); + QMessageBox::information(Q_NULLPTR, QStringLiteral("Saved"), QStringLiteral("Offscreen render target read back and saved to ") + fn); + } +} diff --git a/examples/hellooffscreen/window.h b/examples/hellooffscreen/window.h new file mode 100644 index 0000000..530d6a3 --- /dev/null +++ b/examples/hellooffscreen/window.h @@ -0,0 +1,95 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QD3D12Window> +#include <QMatrix4x4> + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +public slots: + void readbackAndSave(); + +private: + void initializeOffscreen(); + void initializeOnscreen(); + void paintOffscreen(); + void paintOnscreen(); + + Fence *f; + ComPtr<ID3D12GraphicsCommandList> commandList; + ComPtr<ID3D12DescriptorHeap> cbvSrvHeap; + + struct OffscreenData { + OffscreenData() : cbPtr(Q_NULLPTR), rotationAngle(0) { } + ComPtr<ID3D12Resource> rt; + ComPtr<ID3D12Resource> ds; + ComPtr<ID3D12GraphicsCommandList> bundle; + ComPtr<ID3D12PipelineState> pipelineState; + ComPtr<ID3D12RootSignature> rootSignature; + ComPtr<ID3D12Resource> vertexBuffer; + ComPtr<ID3D12Resource> constantBuffer; + quint8 *cbPtr; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + QMatrix4x4 projection; + float rotationAngle; + } offscreen; + + struct OnscreenData { + OnscreenData() : cbPtr(Q_NULLPTR), rotationAngle(0) { } + ComPtr<ID3D12GraphicsCommandList> bundle; + ComPtr<ID3D12PipelineState> pipelineState; + ComPtr<ID3D12RootSignature> rootSignature; + ComPtr<ID3D12Resource> vertexBuffer; + ComPtr<ID3D12Resource> constantBuffer; + quint8 *cbPtr; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView[2]; + QMatrix4x4 projection; + float rotationAngle; + } onscreen; +}; diff --git a/examples/hellooffscreen_opengl/hellooffscreen_opengl.pro b/examples/hellooffscreen_opengl/hellooffscreen_opengl.pro new file mode 100644 index 0000000..f368a99 --- /dev/null +++ b/examples/hellooffscreen_opengl/hellooffscreen_opengl.pro @@ -0,0 +1,6 @@ +TEMPLATE = app +QT += widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h +RESOURCES = hellooffscreen_opengl.qrc diff --git a/examples/hellooffscreen_opengl/hellooffscreen_opengl.qrc b/examples/hellooffscreen_opengl/hellooffscreen_opengl.qrc new file mode 100644 index 0000000..bbbcc61 --- /dev/null +++ b/examples/hellooffscreen_opengl/hellooffscreen_opengl.qrc @@ -0,0 +1,8 @@ +<!DOCTYPE RCC><RCC version="1.0"> +<qresource> + <file>shader_offscreen.vert</file> + <file>shader_offscreen.frag</file> + <file>shader_onscreen.vert</file> + <file>shader_onscreen.frag</file> +</qresource> +</RCC> diff --git a/examples/hellooffscreen_opengl/main.cpp b/examples/hellooffscreen_opengl/main.cpp new file mode 100644 index 0000000..3cab53f --- /dev/null +++ b/examples/hellooffscreen_opengl/main.cpp @@ -0,0 +1,74 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QMainWindow> +#include <QPushButton> +#include <QVBoxLayout> +#include <QLabel> +#include <QMenuBar> +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *glw = new Window; + QMainWindow mw; + QWidget *w = new QWidget; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with OpenGL")); + vl->addWidget(new QLabel("Offscreen rendering via an FBO.")); + QWidget *ww = QWidget::createWindowContainer(glw); + ww->setMinimumHeight(300); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0); + w->setLayout(vl); + + QMenu *fileMenu = mw.menuBar()->addMenu("&File"); + fileMenu->addAction("&Save image", glw, &Window::readbackAndSave); + fileMenu->addAction("E&xit", &app, &QApplication::quit); + + mw.setCentralWidget(w); + mw.resize(400, 400); + mw.show(); + + return app.exec(); +} diff --git a/examples/hellooffscreen_opengl/shader_offscreen.frag b/examples/hellooffscreen_opengl/shader_offscreen.frag new file mode 100644 index 0000000..7bb5db2 --- /dev/null +++ b/examples/hellooffscreen_opengl/shader_offscreen.frag @@ -0,0 +1,6 @@ +varying highp vec4 vColor; + +void main() +{ + gl_FragColor = vColor; +} diff --git a/examples/hellooffscreen_opengl/shader_offscreen.vert b/examples/hellooffscreen_opengl/shader_offscreen.vert new file mode 100644 index 0000000..2dc9fe1 --- /dev/null +++ b/examples/hellooffscreen_opengl/shader_offscreen.vert @@ -0,0 +1,13 @@ +attribute vec4 position; +attribute vec4 color; + +varying vec4 vColor; + +uniform mat4 projection; +uniform mat4 modelview; + +void main() +{ + vColor = color; + gl_Position = projection * modelview * position; +} diff --git a/examples/hellooffscreen_opengl/shader_onscreen.frag b/examples/hellooffscreen_opengl/shader_onscreen.frag new file mode 100644 index 0000000..dab1dc4 --- /dev/null +++ b/examples/hellooffscreen_opengl/shader_onscreen.frag @@ -0,0 +1,8 @@ +varying highp vec2 vTexCoord; + +uniform sampler2D sampler; + +void main() +{ + gl_FragColor = vec4(texture2D(sampler, vTexCoord).rgb, 1.0); +} diff --git a/examples/hellooffscreen_opengl/shader_onscreen.vert b/examples/hellooffscreen_opengl/shader_onscreen.vert new file mode 100644 index 0000000..094ca59 --- /dev/null +++ b/examples/hellooffscreen_opengl/shader_onscreen.vert @@ -0,0 +1,13 @@ +attribute vec4 position; +attribute vec2 texcoord; + +varying vec2 vTexCoord; + +uniform mat4 projection; +uniform mat4 modelview; + +void main() +{ + vTexCoord = texcoord; + gl_Position = projection * modelview * position; +} diff --git a/examples/hellooffscreen_opengl/window.cpp b/examples/hellooffscreen_opengl/window.cpp new file mode 100644 index 0000000..31bc098 --- /dev/null +++ b/examples/hellooffscreen_opengl/window.cpp @@ -0,0 +1,286 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include <QFileDialog> +#include <QMessageBox> +#include <QOpenGLFramebufferObject> +#include <QOpenGLShaderProgram> +#include <QOpenGLFunctions> +#include <QOpenGLBuffer> +#include <QOpenGLVertexArrayObject> + +static const int OFFSCREEN_WIDTH = 512; +static const int OFFSCREEN_HEIGHT = 512; + +static const float offscreenClearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; +static const float onscreenClearColor[] = { 0.4f, 0.5f, 0.5f, 1.0f }; + +Window::Window() +{ + QSurfaceFormat fmt; + fmt.setDepthBufferSize(24); + setFormat(fmt); +} + +Window::~Window() +{ + makeCurrent(); + + delete offscreen.fbo; + delete offscreen.prog; + delete offscreen.vbo; + delete offscreen.vao; + + delete onscreen.prog; + delete onscreen.vbo; + delete onscreen.vao; +} + +void Window::initializeGL() +{ + initializeOffscreen(); + initializeOnscreen(); + + QOpenGLFunctions *f = context()->functions(); + f->glEnable(GL_DEPTH_TEST); + f->glEnable(GL_CULL_FACE); +} + +void Window::initializeOffscreen() +{ + offscreen.fbo = new QOpenGLFramebufferObject(OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, QOpenGLFramebufferObject::CombinedDepthStencil); + + offscreen.prog = new QOpenGLShaderProgram; + offscreen.prog->addShaderFromSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/shader_offscreen.vert")); + offscreen.prog->addShaderFromSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/shader_offscreen.frag")); + offscreen.prog->bindAttributeLocation("position", 0); + offscreen.prog->bindAttributeLocation("color", 1); + offscreen.prog->link(); + + offscreen.modelviewLoc = offscreen.prog->uniformLocation("modelview"); + offscreen.projectionLoc = offscreen.prog->uniformLocation("projection"); + + offscreen.vao = new QOpenGLVertexArrayObject; + offscreen.vao->create(); + QOpenGLVertexArrayObject::Binder vaoBinder(offscreen.vao); + + offscreen.vbo = new QOpenGLBuffer; + offscreen.vbo->create(); + offscreen.vbo->bind(); + + const float vertices[] = { + 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + + const int vertexCount = 3; + offscreen.vbo->allocate(sizeof(GLfloat) * vertexCount * 7); + offscreen.vbo->write(0, vertices, sizeof(GLfloat) * vertexCount * 7); + + if (offscreen.vao->isCreated()) + setupOffscreenVertexAttribs(); + + offscreen.projection.perspective(60.0f, OFFSCREEN_WIDTH / float(OFFSCREEN_HEIGHT), 0.1f, 100.0f); +} + +void Window::initializeOnscreen() +{ + onscreen.prog = new QOpenGLShaderProgram; + onscreen.prog->addShaderFromSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/shader_onscreen.vert")); + onscreen.prog->addShaderFromSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/shader_onscreen.frag")); + onscreen.prog->bindAttributeLocation("position", 0); + onscreen.prog->bindAttributeLocation("texcoord", 1); + onscreen.prog->link(); + + onscreen.modelviewLoc = onscreen.prog->uniformLocation("modelview"); + onscreen.projectionLoc = onscreen.prog->uniformLocation("projection"); + + onscreen.vao = new QOpenGLVertexArrayObject; + onscreen.vao->create(); + QOpenGLVertexArrayObject::Binder vaoBinder(onscreen.vao); + + onscreen.vbo = new QOpenGLBuffer; + onscreen.vbo->create(); + onscreen.vbo->bind(); + + GLfloat v[] = { + -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, + 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, + -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, + 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, + + 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, + 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, + -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, + -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, + + 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, + -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, + -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, + 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 + }; + GLfloat texCoords[] = { + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + + 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, + 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, + 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, + 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f + }; + + const int vertexCount = 36; + onscreen.vbo->allocate(sizeof(GLfloat) * vertexCount * 5); + onscreen.vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3); + onscreen.vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2); + + if (onscreen.vao->isCreated()) + setupOnscreenVertexAttribs(); + + onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::resizeGL(int, int) +{ + onscreen.projection.setToIdentity(); + onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintGL() +{ + paintOffscreen(); + paintOnscreen(); + + update(); +} + +void Window::setupOffscreenVertexAttribs() +{ + QOpenGLFunctions *f = context()->functions(); + offscreen.vbo->bind(); + offscreen.prog->enableAttributeArray(0); + offscreen.prog->enableAttributeArray(1); + f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), 0); + f->glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (const void *)(3 * sizeof(GLfloat))); + offscreen.vbo->release(); +} + +void Window::paintOffscreen() +{ + QOpenGLFunctions *f = context()->functions(); + + offscreen.fbo->bind(); + offscreen.prog->bind(); + QOpenGLVertexArrayObject::Binder vaoBinder(offscreen.vao); + if (!offscreen.vao->isCreated()) + setupOffscreenVertexAttribs(); + + QMatrix4x4 modelview; + modelview.translate(0, 0, -2); + modelview.rotate(offscreen.rotationAngle, 0, 0, 1); + offscreen.rotationAngle += 1; + offscreen.prog->setUniformValue(offscreen.modelviewLoc, modelview); + offscreen.prog->setUniformValue(offscreen.projectionLoc, offscreen.projection); + + f->glViewport(0, 0, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); + f->glClearColor(offscreenClearColor[0], offscreenClearColor[1], offscreenClearColor[2], offscreenClearColor[3]); + f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + f->glFrontFace(GL_CCW); + f->glDrawArrays(GL_TRIANGLES, 0, 3); + + offscreen.fbo->release(); +} + +void Window::setupOnscreenVertexAttribs() +{ + QOpenGLFunctions *f = context()->functions(); + onscreen.vbo->bind(); + onscreen.prog->enableAttributeArray(0); + onscreen.prog->enableAttributeArray(1); + f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); + f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (const void *)(36 * 3 * sizeof(GLfloat))); + onscreen.vbo->release(); +} + +void Window::paintOnscreen() +{ + QOpenGLFunctions *f = context()->functions(); + + onscreen.prog->bind(); + QOpenGLVertexArrayObject::Binder vaoBinder(onscreen.vao); + if (!onscreen.vao->isCreated()) + setupOnscreenVertexAttribs(); + + f->glBindTexture(GL_TEXTURE_2D, offscreen.fbo->texture()); + + QMatrix4x4 modelview; + modelview.translate(0, 0, -2); + modelview.rotate(onscreen.rotationAngle, 1, 0.5, 0); + onscreen.rotationAngle += 1; + onscreen.prog->setUniformValue(onscreen.modelviewLoc, modelview); + onscreen.prog->setUniformValue(onscreen.projectionLoc, onscreen.projection); + + f->glViewport(0, 0, width(), height()); + f->glClearColor(onscreenClearColor[0], onscreenClearColor[1], onscreenClearColor[2], onscreenClearColor[3]); + f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + f->glFrontFace(GL_CW); + f->glDrawArrays(GL_TRIANGLES, 0, 36); +} + +void Window::readbackAndSave() +{ + QImage img = offscreen.fbo->toImage(); + QString fn = QFileDialog::getSaveFileName(Q_NULLPTR, QStringLiteral("Save PNG"), QString(), QStringLiteral("PNG files (*.png)")); + if (!fn.isEmpty()) { + img.save(fn); + QMessageBox::information(Q_NULLPTR, QStringLiteral("Saved"), QStringLiteral("Offscreen render target read back and saved to ") + fn); + } +} diff --git a/examples/hellooffscreen_opengl/window.h b/examples/hellooffscreen_opengl/window.h new file mode 100644 index 0000000..4d7538c --- /dev/null +++ b/examples/hellooffscreen_opengl/window.h @@ -0,0 +1,94 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QOpenGLWindow> +#include <QMatrix4x4> + +QT_BEGIN_NAMESPACE +class QOpenGLFramebufferObject; +class QOpenGLShaderProgram; +class QOpenGLBuffer; +class QOpenGLVertexArrayObject; +QT_END_NAMESPACE + +class Window : public QOpenGLWindow +{ +public: + Window(); + ~Window(); + + void initializeGL() Q_DECL_OVERRIDE; + void resizeGL(int w, int h) Q_DECL_OVERRIDE; + void paintGL() Q_DECL_OVERRIDE; + +public slots: + void readbackAndSave(); + +private: + void initializeOffscreen(); + void initializeOnscreen(); + void setupOffscreenVertexAttribs(); + void paintOffscreen(); + void setupOnscreenVertexAttribs(); + void paintOnscreen(); + + struct OffscreenData { + OffscreenData() : rotationAngle(0), fbo(Q_NULLPTR), prog(Q_NULLPTR), vbo(Q_NULLPTR), vao(Q_NULLPTR) { } + QMatrix4x4 projection; + float rotationAngle; + QOpenGLFramebufferObject *fbo; + QOpenGLShaderProgram *prog; + QOpenGLBuffer *vbo; + QOpenGLVertexArrayObject *vao; + int modelviewLoc; + int projectionLoc; + } offscreen; + + struct OnscreenData { + OnscreenData() : rotationAngle(0), prog(Q_NULLPTR), vbo(Q_NULLPTR), vao(Q_NULLPTR) { } + QMatrix4x4 projection; + float rotationAngle; + QOpenGLShaderProgram *prog; + QOpenGLBuffer *vbo; + QOpenGLVertexArrayObject *vao; + int modelviewLoc; + int projectionLoc; + } onscreen; +}; diff --git a/examples/hellotexture/hellotexture.pro b/examples/hellotexture/hellotexture.pro new file mode 100644 index 0000000..b173c9c --- /dev/null +++ b/examples/hellotexture/hellotexture.pro @@ -0,0 +1,23 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h +RESOURCES = hellotexture.qrc + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Texture +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Texture +pshader.type = ps_5_0 + +HLSL_SHADERS = vshader pshader +load(hlsl) diff --git a/examples/hellotexture/hellotexture.qrc b/examples/hellotexture/hellotexture.qrc new file mode 100644 index 0000000..ff1d0e5 --- /dev/null +++ b/examples/hellotexture/hellotexture.qrc @@ -0,0 +1,5 @@ +<!DOCTYPE RCC><RCC version="1.0"> +<qresource> + <file>qt.png</file> +</qresource> +</RCC> diff --git a/examples/hellotexture/main.cpp b/examples/hellotexture/main.cpp new file mode 100644 index 0000000..be2ebb7 --- /dev/null +++ b/examples/hellotexture/main.cpp @@ -0,0 +1,71 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QWidget> +#include <QPushButton> +#include <QVBoxLayout> +#include <QLabel> +#include <QScrollArea> +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12, this time in a scroll area")); + vl->addWidget(new QLabel("Now with a texture and mipmaps!")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumWidth(1000); + ww->setMinimumHeight(1000); + // NB using a scroll area will result in creating a native window for every + // widget in the parent chain in order to ensure proper clipping. + QScrollArea *sa = new QScrollArea; + sa->setWidget(ww); + vl->addWidget(sa); + w.resize(400, 400); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellotexture/qt.png b/examples/hellotexture/qt.png Binary files differnew file mode 100644 index 0000000..f30eec0 --- /dev/null +++ b/examples/hellotexture/qt.png diff --git a/examples/hellotexture/shader.hlsl b/examples/hellotexture/shader.hlsl new file mode 100644 index 0000000..be69b39 --- /dev/null +++ b/examples/hellotexture/shader.hlsl @@ -0,0 +1,36 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct VSInput +{ + float4 position : POSITION; + float2 coord : TEXCOORD0; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; +}; + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +PSInput VS_Texture(VSInput input) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, input.position); + result.coord = input.coord; + + return result; +} + +float4 PS_Texture(PSInput input) : SV_TARGET +{ + return tex.Sample(samp, input.coord); +} diff --git a/examples/hellotexture/window.cpp b/examples/hellotexture/window.cpp new file mode 100644 index 0000000..0dfb31a --- /dev/null +++ b/examples/hellotexture/window.cpp @@ -0,0 +1,406 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" + +static const int TEXTURE_WIDTH = 512; +static const int TEXTURE_HEIGHT = 512; +static const int TEXTURE_MIP_LEVELS = 8; + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::initializeD3D() +{ + QImage qtLogo = QImage(QStringLiteral(":/qt.png")).convertToFormat(QImage::Format_RGBA8888).scaled(TEXTURE_WIDTH, TEXTURE_HEIGHT); + if (qtLogo.isNull()) { + qWarning("Failed to load image data"); + return; + } + + f = createFence(); + ID3D12Device *dev = device(); + + // One static sampler (no sampler heap is needed). + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + sampler.ShaderRegister = 0; + sampler.RegisterSpace = 0; + sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // In addition to the constant buffer view we will now also have a shader + // resource view in order to expose the texture to the pixel shader. + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; // b0 + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange[1].NumDescriptors = 1; + descRange[1].BaseShaderRegister = 0; // t0 + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameter.DescriptorTable.NumDescriptorRanges = 2; + rootParameter.DescriptorTable.pDescriptorRanges = descRange; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Texture; + vshader.BytecodeLength = sizeof(g_VS_Texture); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Texture; + pshader.BytecodeLength = sizeof(g_PS_Texture); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // Our material is transparent (the image has alpha < 255). Enable blending. + const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = { + TRUE, FALSE, + D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, + D3D12_BLEND_ZERO, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, + D3D12_LOGIC_OP_NOOP, + D3D12_COLOR_WRITE_ENABLE_ALL + }; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + + // Vertex buffer + const float vertices[] = { + -0.5f, -0.5f, 0, /* coords */ 0, 1, // the image was not flipped so accommodate for it here + 0.5f, -0.5f, 0, 1, 1, + -0.5f, 0.5f, 0, 0, 0, + + -0.5f, 0.5f, 0, 0, 0, + 0.5f, -0.5f, 0, 1, 1, + 0.5f, 0.5f, 0, 1, 0 + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES defaultHeapProp = {}; + defaultHeapProp.Type = D3D12_HEAP_TYPE_DEFAULT; + D3D12_HEAP_PROPERTIES uploadHeapProp = defaultHeapProp; + uploadHeapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (vertex buffer)"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 2) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + // Constant buffer + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; // won't Unmap() this here + + // Texture (with mipmaps, to make it more exciting) + D3D12_RESOURCE_DESC textureDesc = {}; + textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + textureDesc.Width = TEXTURE_WIDTH; + textureDesc.Height = TEXTURE_HEIGHT; + textureDesc.DepthOrArraySize = 1; + textureDesc.MipLevels = TEXTURE_MIP_LEVELS; + textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + textureDesc.SampleDesc.Count = 1; + textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + + // Ignore UMA for now and do the discrete-friendly upload via an upload buffer (no CPU access to the texture). + if (FAILED(dev->CreateCommittedResource(&defaultHeapProp, D3D12_HEAP_FLAG_NONE, &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, Q_NULLPTR, IID_PPV_ARGS(&texture)))) { + qWarning("Failed to create texture resource"); + return; + } + + ComPtr<ID3D12Resource> textureUploadBuffer; + UINT64 textureUploadBufferSize; + D3D12_PLACED_SUBRESOURCE_FOOTPRINT textureLayout[TEXTURE_MIP_LEVELS]; + dev->GetCopyableFootprints(&textureDesc, 0, TEXTURE_MIP_LEVELS, 0, textureLayout, + Q_NULLPTR, Q_NULLPTR, &textureUploadBufferSize); + bufDesc.Width = textureUploadBufferSize; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&textureUploadBuffer)))) { + qWarning("Failed to create texture upload buffer resource"); + return; + } + + if (FAILED(textureUploadBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (texture upload buffer)"); + return; + } + int mipW = qtLogo.width(), mipH = qtLogo.height(); + for (int level = 0; level < TEXTURE_MIP_LEVELS; ++level) { + quint8 *mipP = p + textureLayout[level].Offset; + // This is not quite how mipmaps are created ideally, but will do for now... + QImage img = qtLogo.scaled(mipW, mipH); + for (int y = 0; y < mipH; ++y) { + memcpy(mipP, img.scanLine(y), mipW * 4); + mipP += textureLayout[level].Footprint.RowPitch; // stride is at least 256 here + } + mipW /= 2; + mipH /= 2; + } + textureUploadBuffer->Unmap(0, Q_NULLPTR); + + for (int level = 0; level < TEXTURE_MIP_LEVELS; ++level) { + D3D12_TEXTURE_COPY_LOCATION dstLoc; + dstLoc.pResource = texture.Get(); + dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLoc.SubresourceIndex = level; + D3D12_TEXTURE_COPY_LOCATION srcLoc; + srcLoc.pResource = textureUploadBuffer.Get(); + srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLoc.PlacedFootprint = textureLayout[level]; + commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, Q_NULLPTR); // upload buffer -> texture + } + + // once the copy is done the texture is ready to be used from the pixel shader + transitionResource(texture.Get(), commandList.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + // Constant buffer view and shader resource view descriptors are stored in the same heap. + const UINT cbvSrvStride = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + D3D12_DESCRIPTOR_HEAP_DESC cbvSrvHeapDesc = {}; + cbvSrvHeapDesc.NumDescriptors = 2; + cbvSrvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + cbvSrvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + if (FAILED(dev->CreateDescriptorHeap(&cbvSrvHeapDesc, IID_PPV_ARGS(&cbvSrvHeap)))) { + qWarning("Failed to create CBV/SRV/UAV descriptor heap"); + return; + } + + D3D12_CPU_DESCRIPTOR_HANDLE cbvSrvHandle = cbvSrvHeap->GetCPUDescriptorHandleForHeapStart(); + D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; + cbvDesc.BufferLocation = constantBuffer->GetGPUVirtualAddress(); + cbvDesc.SizeInBytes = CB_SIZE; + dev->CreateConstantBufferView(&cbvDesc, cbvSrvHandle); + cbvSrvHandle.ptr += cbvSrvStride; + + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srvDesc.Format = textureDesc.Format; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = TEXTURE_MIP_LEVELS; + dev->CreateShaderResourceView(texture.Get(), &srvDesc, cbvSrvHandle); + + // Execute the texture upload. + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + // Block until all the above has finished. + waitForGPU(f); + + setupProjection(); +} + +void Window::resizeD3D(const QSize &) +{ + setupProjection(); +} + +void Window::setupProjection() +{ + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + commandList->SetGraphicsRootDescriptorTable(0, cbvSrvHeap->GetGPUDescriptorHandleForHeapStart()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(6, 1, 0, 0); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellotexture/window.h b/examples/hellotexture/window.h new file mode 100644 index 0000000..a0fef7b --- /dev/null +++ b/examples/hellotexture/window.h @@ -0,0 +1,72 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QD3D12Window> +#include <QMatrix4x4> + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupProjection(); + + Fence *f; + ComPtr<ID3D12GraphicsCommandList> commandList; + ComPtr<ID3D12PipelineState> pipelineState; + ComPtr<ID3D12RootSignature> rootSignature; + ComPtr<ID3D12Resource> vertexBuffer; + ComPtr<ID3D12Resource> constantBuffer; + ComPtr<ID3D12Resource> texture; + ComPtr<ID3D12DescriptorHeap> cbvSrvHeap; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellotriangle/hellotriangle.pro b/examples/hellotriangle/hellotriangle.pro new file mode 100644 index 0000000..0d36378 --- /dev/null +++ b/examples/hellotriangle/hellotriangle.pro @@ -0,0 +1,22 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Simple +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Simple +pshader.type = ps_5_0 + +HLSL_SHADERS = vshader pshader +load(hlsl) diff --git a/examples/hellotriangle/main.cpp b/examples/hellotriangle/main.cpp new file mode 100644 index 0000000..94f9ae7 --- /dev/null +++ b/examples/hellotriangle/main.cpp @@ -0,0 +1,65 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QWidget> +#include <QPushButton> +#include <QVBoxLayout> +#include <QCalendarWidget> +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12")); + vl->addWidget(new QCalendarWidget); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumHeight(300); + vl->addWidget(ww); + w.resize(400, 400); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellotriangle/shader.hlsl b/examples/hellotriangle/shader.hlsl new file mode 100644 index 0000000..8b9b9ff --- /dev/null +++ b/examples/hellotriangle/shader.hlsl @@ -0,0 +1,27 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +PSInput VS_Simple(float4 position : POSITION, float4 color : COLOR) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, position); + result.color = color; + + return result; +} + +float4 PS_Simple(PSInput input) : SV_TARGET +{ + return input.color; +} diff --git a/examples/hellotriangle/window.cpp b/examples/hellotriangle/window.cpp new file mode 100644 index 0000000..049b467 --- /dev/null +++ b/examples/hellotriangle/window.cpp @@ -0,0 +1,263 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::initializeD3D() +{ + f = createFence(); + ID3D12Device *dev = device(); + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + rootParameter.Descriptor.ShaderRegister = 0; // b0 + rootParameter.Descriptor.RegisterSpace = 0; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 0; + desc.pStaticSamplers = Q_NULLPTR; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr<ID3DBlob> signature; + ComPtr<ID3DBlob> error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Simple; + vshader.BytecodeLength = sizeof(g_VS_Simple); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Simple; + pshader.BytecodeLength = sizeof(g_PS_Simple); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // No blending, just enable color write. + D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {}; + defaultRenderTargetBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); + + const float vertices[] = { + 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Alignment = 0; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.SampleDesc.Quality = 0; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE; + + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 4) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; + + setupProjection(); +} + +void Window::resizeD3D(const QSize &) +{ + setupProjection(); +} + +void Window::setupProjection() +{ + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); // invalidates bindings + + commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(3, 1, 0, 0); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellotriangle/window.h b/examples/hellotriangle/window.h new file mode 100644 index 0000000..d50a5a4 --- /dev/null +++ b/examples/hellotriangle/window.h @@ -0,0 +1,70 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QD3D12Window> +#include <QMatrix4x4> + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupProjection(); + + Fence *f; + ComPtr<ID3D12GraphicsCommandList> commandList; + ComPtr<ID3D12PipelineState> pipelineState; + ComPtr<ID3D12RootSignature> rootSignature; + ComPtr<ID3D12Resource> vertexBuffer; + ComPtr<ID3D12Resource> constantBuffer; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellowindow/hellowindow.pro b/examples/hellowindow/hellowindow.pro new file mode 100644 index 0000000..6922627 --- /dev/null +++ b/examples/hellowindow/hellowindow.pro @@ -0,0 +1,5 @@ +TEMPLATE = app +QT += d3d12window + +SOURCES = main.cpp window.cpp +HEADERS = window.h diff --git a/examples/hellowindow/main.cpp b/examples/hellowindow/main.cpp new file mode 100644 index 0000000..08baaff --- /dev/null +++ b/examples/hellowindow/main.cpp @@ -0,0 +1,51 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QGuiApplication> +#include "window.h" + +int main(int argc, char **argv) +{ + QGuiApplication app(argc, argv); + Window window; + window.resize(1024, 768); + window.show(); + return app.exec(); +} diff --git a/examples/hellowindow/window.cpp b/examples/hellowindow/window.cpp new file mode 100644 index 0000000..9682d56 --- /dev/null +++ b/examples/hellowindow/window.cpp @@ -0,0 +1,95 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" + +Window::Window() + : f(Q_NULLPTR), + green(0) +{ +} + +Window::~Window() +{ + delete f; +} + +void Window::initializeD3D() +{ + f = createFence(); + ID3D12Device *dev = device(); + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); +} + +void Window::resizeD3D(const QSize &size) +{ + qDebug("resize %d %d", size.width(), size.height()); +} + +void Window::paintD3D() +{ + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), Q_NULLPTR); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + green += 0.01f; + if (green > 1.0f) + green = 0.0f; + const float clearColor[] = { 0.0f, green, 0.0f, 1.0f }; + commandList->ClearRenderTargetView(backBufferRenderTargetCPUHandle(), clearColor, 0, Q_NULLPTR); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); // schedule the next frame by posting an UpdateRequest event +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellowindow/window.h b/examples/hellowindow/window.h new file mode 100644 index 0000000..9114e00 --- /dev/null +++ b/examples/hellowindow/window.h @@ -0,0 +1,58 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QD3D12Window> + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + Fence *f; + ComPtr<ID3D12GraphicsCommandList> commandList; + float green; +}; |