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Diffstat (limited to 'examples/hellooffscreen/window.cpp')
-rw-r--r-- | examples/hellooffscreen/window.cpp | 541 |
1 files changed, 541 insertions, 0 deletions
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); + } +} |