/**************************************************************************** ** ** 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" Window::Window() : f(Q_NULLPTR), cbPtr(Q_NULLPTR), rotationAngle(0) { } Window::~Window() { if (cbPtr) constantBuffer->Unmap(0, Q_NULLPTR); delete f; } void Window::initializeD3D() { f = createFence(); ID3D12Device *dev = device(); 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 signature; ComPtr 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 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } }; D3D12_SHADER_BYTECODE vshader; vshader.pShaderBytecode = g_VS_Simple; vshader.BytecodeLength = sizeof(g_VS_Simple); D3D12_SHADER_BYTECODE pshader; pshader.pShaderBytecode = g_PS_Simple; pshader.BytecodeLength = sizeof(g_PS_Simple); 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; // 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.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; } commandList->Close(); 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.Alignment = 0; bufDesc.Width = vertexBufferSize; bufDesc.Height = 1; bufDesc.DepthOrArraySize = 1; bufDesc.MipLevels = 1; bufDesc.Format = DXGI_FORMAT_UNKNOWN; bufDesc.SampleDesc.Count = 1; bufDesc.SampleDesc.Quality = 0; bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE; if (FAILED(dev->CreateCommittedResource(&heapProp, 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"); return; } memcpy(p, vertices, vertexBufferSize); vertexBuffer->Unmap(0, Q_NULLPTR); vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); vertexBufferView.StrideInBytes = (3 + 4) * sizeof(float); 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(&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; 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()); // invalidates bindings commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress()); 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(3, 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); }