public void Intialize()
        {
            // create device
            m_Device = new H1DX12Device();
            // @TODO - organize command list pools
            H1CommandListPool mainCommandListPool = new H1CommandListPool(m_Device);

            mainCommandListPool.Initialize(H1GlobalDX12Definitions.CMDQUEUE_GRAPHICS);
            m_CmdListPools.Add(mainCommandListPool);

            // create command list fence set
            m_CmdFenceSet = new H1CommandListFenceSet(m_Device);
            m_CmdFenceSet.Initialize();
        }
Ejemplo n.º 2
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 public H1CommandList(H1DX12Device refDevice, H1CommandListPool refCommandListPool)
 {
     m_DeviceRef   = refDevice;
     m_PoolRef     = refCommandListPool;
     m_CmdQueueRef = refCommandListPool.CommandQueue;
 }
Ejemplo n.º 3
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 public H1CommandListPool(H1DX12Device device)
 {
     m_DeviceRef = device;
 }
Ejemplo n.º 4
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        public void Initialize(Int32 width, Int32 height, IntPtr outputHandle)
        {
            // provide a convinent syntax that ensures the correct use of IDisposable objects
            // only factory is enabled in this scope
            using (var factory = new Factory4())
            {
                m_Desc = new SwapChainDescription()
                {
                    BufferCount       = FrameCount,
                    ModeDescription   = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    Usage             = Usage.RenderTargetOutput,
                    OutputHandle      = outputHandle,
                    SwapEffect        = SwapEffect.FlipDiscard,
                    SampleDescription = new SampleDescription(1, 0), //@TODO enable 4xMSAA
                    IsWindowed        = true,
                };

                using (var tempSwapChain = new SwapChain(factory, m_CommandListPoolRef.CommandQueue, m_Desc))
                // @TODO - temporary
                //CommandQueue cmdQueue = H1Global<H1ManagedRenderer>.Instance.m_CommandQueue;
                //using (var tempSwapChain = new SwapChain(factory, cmdQueue, m_Desc))
                {
                    m_DXGISwapChain = tempSwapChain.QueryInterface <SwapChain3>();
                }
            }

            // set the back buffer resources
            for (Int32 n = 0; n < FrameCount; ++n)
            {
                m_BackBuffers.Add(m_DXGISwapChain.GetBackBuffer <SharpDX.Direct3D12.Resource>(n));
            }

            // @TODO need to move this chunk of codes to SwapChain
            #region Temp
            //@TODO - temp
            //H1DX12Device deviceDX12 = m_CommandListPoolRef.Device;
            H1DX12Device deviceDX12 = H1Global <H1ManagedRenderer> .Instance.Dx12Device;

            // create RTV descriptor heap
            deviceDX12.RenderTargetDescriptorCache.Initialize(deviceDX12.Device, FrameCount, false, H1ViewType.RenderTargetView);

            // create DSV descriptor heap
            deviceDX12.DepthStencilDescriptorCache.Initialize(deviceDX12.Device, 1, false, H1ViewType.DepthStencilView);

            // create CBV descriptor heap
            //H1DescriptorHeap generalHeap = new H1DescriptorHeap();
            //generalHeap.Initialize(m_Device, 2, true, H1ViewType.ConstantBufferView);
            //m_GlobalDescriptorHeaps.Add(generalHeap);

            // create frame resource
            // 1. RTV
            for (Int32 n = 0; n < FrameCount; ++n)
            {
                // get available alloc cpu address (internally update cursor in H1DescriptorHeap)
                CpuDescriptorHandle         rtvHandle      = deviceDX12.RenderTargetDescriptorCache.GetAvailableAllocCpuAddress();
                SharpDX.Direct3D12.Resource resourceForRTV = GetBackBuffer(n);
                deviceDX12.Device.CreateRenderTargetView(resourceForRTV, null, rtvHandle);
            }

            // 2. DSV
            DepthStencilViewDescription dsvDesc = new DepthStencilViewDescription();
            dsvDesc.Format    = SharpDX.DXGI.Format.D32_Float;
            dsvDesc.Dimension = DepthStencilViewDimension.Texture2D;
            dsvDesc.Flags     = DepthStencilViewFlags.None;

            ClearValue depthOptimizedClearValue = new ClearValue();
            depthOptimizedClearValue.Format               = SharpDX.DXGI.Format.D32_Float;
            depthOptimizedClearValue.DepthStencil.Depth   = 1.0f;
            depthOptimizedClearValue.DepthStencil.Stencil = 0;

            m_DepthStencil = deviceDX12.Device.CreateCommittedResource(
                new HeapProperties(HeapType.Default),
                HeapFlags.None,
                ResourceDescription.Texture2D(SharpDX.DXGI.Format.D32_Float, width, height, 1, 0, 1, 0, ResourceFlags.AllowDepthStencil),
                ResourceStates.DepthWrite,
                depthOptimizedClearValue);

            CpuDescriptorHandle dsvHandle = deviceDX12.DepthStencilDescriptorCache.GetAvailableAllocCpuAddress();
            deviceDX12.Device.CreateDepthStencilView(m_DepthStencil, dsvDesc, dsvHandle);

            #endregion
        }
Ejemplo n.º 5
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 public H1CommandListFence(H1DX12Device refDX12Device)
 {
     m_DeviceRef = refDX12Device;
     Interlocked.Exchange(ref m_LastCompletedValue, 0);
     Interlocked.Exchange(ref m_CurrentValue, 0);
 }
Ejemplo n.º 6
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 public H1CommandListFenceSet(H1DX12Device refDevice)
 {
     m_DeviceRef = refDevice;
 }