/**************************************************************************** ** ** 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 signature; ComPtr error; if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { QByteArray msg(static_cast(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()); }