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Diffstat (limited to 'examples/hellotexture/window.cpp')
-rw-r--r-- | examples/hellotexture/window.cpp | 406 |
1 files changed, 406 insertions, 0 deletions
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); +} |