/**************************************************************************** ** ** 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 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 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(&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(&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 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(&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 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_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); }