Esempio n. 1
0
        public void Tick()
        {
            _commandAllocator.Reset();
            _commandList.Reset(_commandAllocator, null);

            // Indicate that the back buffer will be used as a render target.
            _commandList.ResourceBarrierTransition(_renderTargets[_frameIndex], ResourceStates.Present, ResourceStates.RenderTarget);

            var rtvHandle = _rtvHeap.GetCPUDescriptorHandleForHeapStart();

            rtvHandle += _frameIndex * _rtvDescriptorSize;

            // Record commands.
            Color4 clearColor = new Color4(0.0f, 0.2f, 0.4f, 1.0f);

            _commandList.ClearRenderTargetView(rtvHandle, clearColor);

            // Indicate that the back buffer will now be used to present.
            _commandList.ResourceBarrierTransition(_renderTargets[_frameIndex], ResourceStates.RenderTarget, ResourceStates.Present);
            _commandList.Close();

            // Execute the command list.
            _d3d12CommandQueue.ExecuteCommandList(_commandList);

            var result = SwapChain.Present(1, PresentFlags.None);

            if (result.Failure &&
                result.Code == Vortice.DXGI.ResultCode.DeviceRemoved.Code)
            {
            }

            WaitForPreviousFrame();
        }
Esempio n. 2
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        private void Initialize()
        {
            commandAllocator = GraphicsDevice.NativeDevice.CreateCommandAllocator <ID3D12CommandAllocator>(Vortice.Direct3D12.CommandListType.Direct);

            fenceValue = 0;
            fence      = new Fence(GraphicsDevice, fenceValue);

            nativeCommandList = GraphicsDevice.NativeDevice.CreateCommandList <ID3D12GraphicsCommandList>(0, Vortice.Direct3D12.CommandListType.Direct, commandAllocator, null);
            // We close it as it starts in open state
            nativeCommandList.Close();
        }
Esempio n. 3
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        public void ExecuteCommandList()
        {
            nativeCommandList.Close();
            GraphicsDevice.NativeDirectCommandQueue.ExecuteCommandList(this);

            fenceValue++;
            fence.Signal(GraphicsDevice.NativeDirectCommandQueue, fenceValue);

            fence.Wait(fenceValue);

            //commandAllocator.Reset();
            //nativeCommandList.Reset(commandAllocator, null);
        }
Esempio n. 4
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        protected Application(bool useDirect3D12)
        {
            _wndProc = ProcessWindowMessage;
            var wndClassEx = new WNDCLASSEX
            {
                Size                  = Unsafe.SizeOf <WNDCLASSEX>(),
                Styles                = WindowClassStyles.CS_HREDRAW | WindowClassStyles.CS_VREDRAW | WindowClassStyles.CS_OWNDC,
                WindowProc            = _wndProc,
                InstanceHandle        = HInstance,
                CursorHandle          = LoadCursor(IntPtr.Zero, SystemCursor.IDC_ARROW),
                BackgroundBrushHandle = IntPtr.Zero,
                IconHandle            = IntPtr.Zero,
                ClassName             = WndClassName,
            };

            var atom = RegisterClassEx(ref wndClassEx);

            if (atom == 0)
            {
                throw new InvalidOperationException(
                          $"Failed to register window class. Error: {Marshal.GetLastWin32Error()}"
                          );
            }

            Window = new Window("Vortice", 800, 600);

            if (useDirect3D12 &&
                !ID3D12Device.IsSupported(null, FeatureLevel.Level_11_0))
            {
                useDirect3D12 = false;
            }

            var debugFactory = false;

#if DEBUG
            if (useDirect3D12)
            {
                if (D3D12GetDebugInterface <ID3D12Debug>(out var debug).Success)
                {
                    debug.EnableDebugLayer();
                    debugFactory = true;
                }
            }
#endif

            if (useDirect3D12)
            {
                if (CreateDXGIFactory2(debugFactory, out IDXGIFactory4 dxgiFactory4).Failure)
                {
                    throw new InvalidOperationException("Cannot create IDXGIFactory4");
                }

                _dxgiFactory = dxgiFactory4;
            }
            else
            {
                if (CreateDXGIFactory2(debugFactory, out _dxgiFactory).Failure)
                {
                    throw new InvalidOperationException("Cannot create IDXGIFactory4");
                }
            }

            if (useDirect3D12)
            {
                Debug.Assert(D3D12CreateDevice(null, FeatureLevel.Level_11_0, out _d3d12Device).Success);

                _d3d12CommandQueue = _d3d12Device.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct, CommandQueuePriority.Normal));
            }
            else
            {
                var featureLevels = new FeatureLevel[]
                {
                    FeatureLevel.Level_11_1,
                    FeatureLevel.Level_11_0
                };
                Debug.Assert(ID3D11Device.TryCreate(
                                 null,
                                 DriverType.Hardware,
                                 DeviceCreationFlags.BgraSupport,
                                 featureLevels,
                                 out _d3d11Device,
                                 out _d3d11DeviceContext).Success);
            }

            var swapChainDesc = new SwapChainDescription1
            {
                BufferCount       = FrameCount,
                Width             = Window.Width,
                Height            = Window.Height,
                Format            = Format.B8G8R8A8_UNorm,
                Usage             = Vortice.Usage.RenderTargetOutput,
                SwapEffect        = SwapEffect.FlipDiscard,
                SampleDescription = new SampleDescription(1, 0)
            };

            SwapChain = DXGIFactory.CreateSwapChainForHwnd(_d3d12CommandQueue, Window.Handle, swapChainDesc);
            DXGIFactory.MakeWindowAssociation(Window.Handle, WindowAssociationFlags.IgnoreAltEnter);

            if (useDirect3D12)
            {
                SwapChain3  = SwapChain.QueryInterface <IDXGISwapChain3>();
                _frameIndex = SwapChain3.GetCurrentBackBufferIndex();
            }

            _rtvHeap           = _d3d12Device.CreateDescriptorHeap(new DescriptorHeapDescription(DescriptorHeapType.RenderTargetView, FrameCount));
            _rtvDescriptorSize = _d3d12Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);

            // Create frame resources.
            {
                var rtvHandle = _rtvHeap.GetCPUDescriptorHandleForHeapStart();

                // Create a RTV for each frame.
                _renderTargets = new ID3D12Resource[FrameCount];
                for (var i = 0; i < FrameCount; i++)
                {
                    _renderTargets[i] = SwapChain.GetBuffer <ID3D12Resource>(i);
                    _d3d12Device.CreateRenderTargetView(_renderTargets[i], null, rtvHandle);
                    rtvHandle += _rtvDescriptorSize;
                }
            }

            _commandAllocator = _d3d12Device.CreateCommandAllocator(CommandListType.Direct);
            _commandList      = _d3d12Device.CreateCommandList(CommandListType.Direct, _commandAllocator);
            _commandList.Close();

            // Create synchronization objects.
            _d3d12Fence = _d3d12Device.CreateFence(0);
            _fenceValue = 1;
            _fenceEvent = new AutoResetEvent(false);
        }