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-rw-r--r--examples/hellotexture/window.cpp406
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diff --git a/examples/hellotexture/window.cpp b/examples/hellotexture/window.cpp
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+++ b/examples/hellotexture/window.cpp
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+/****************************************************************************
+**
+** 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);
+}