private ID3D12CommandQueue CreateCommandQueue(ID3D12Device device) { var desc = new CommandQueueDescription(); desc.Type = CommandListType.Direct; desc.Flags = CommandQueueFlags.None; return(device.CreateCommandQueue(desc)); }
/// <summary> /// Creates a new <see cref="GraphicsDevice"/> instance for the input <see cref="ID3D12Device"/> /// </summary> /// <param name="device">The <see cref="ID3D12Device"/> to use for the new <see cref="GraphicsDevice"/> instance</param> /// <param name="description">The available info for the new <see cref="GraphicsDevice"/> instance</param> public GraphicsDevice(ID3D12Device device, AdapterDescription description) { NativeDevice = device; Description = description; WavefrontSize = 64; NativeComputeCommandQueue = NativeDevice.CreateCommandQueue(new CommandQueueDescription(CommandListType.Compute)); NativeCopyCommandQueue = NativeDevice.CreateCommandQueue(new CommandQueueDescription(CommandListType.Copy)); NativeDirectCommandQueue = NativeDevice.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct)); ComputeAllocatorPool = new CommandAllocatorPool(this, CommandListType.Compute); CopyAllocatorPool = new CommandAllocatorPool(this, CommandListType.Copy); DirectAllocatorPool = new CommandAllocatorPool(this, CommandListType.Direct); NativeComputeFence = NativeDevice.CreateFence(0); NativeCopyFence = NativeDevice.CreateFence(0); NativeDirectFence = NativeDevice.CreateFence(0); ShaderResourceViewAllocator = new DescriptorAllocator(this); }
/// <summary> /// Creates a new <see cref="GraphicsDevice"/> instance for the input <see cref="ID3D12Device"/> /// </summary> /// <param name="device">The <see cref="ID3D12Device"/> to use for the new <see cref="GraphicsDevice"/> instance</param> /// <param name="description">The available info for the new <see cref="GraphicsDevice"/> instance</param> public GraphicsDevice(ID3D12Device device, AdapterDescription description) { NativeDevice = device; Name = description.Description; MemorySize = description.DedicatedVideoMemory; ComputeUnits = device.Options1.TotalLaneCount; WavefrontSize = device.Options1.WaveLaneCountMin; NativeComputeCommandQueue = NativeDevice.CreateCommandQueue(new CommandQueueDescription(CommandListType.Compute)); NativeCopyCommandQueue = NativeDevice.CreateCommandQueue(new CommandQueueDescription(CommandListType.Copy)); NativeDirectCommandQueue = NativeDevice.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct)); ComputeAllocatorPool = new CommandAllocatorPool(this, CommandListType.Compute); CopyAllocatorPool = new CommandAllocatorPool(this, CommandListType.Copy); DirectAllocatorPool = new CommandAllocatorPool(this, CommandListType.Direct); NativeComputeFence = NativeDevice.CreateFence(0); NativeCopyFence = NativeDevice.CreateFence(0); NativeDirectFence = NativeDevice.CreateFence(0); ShaderResourceViewAllocator = new DescriptorAllocator(NativeDevice); }
public D3D12GraphicsDevice(IDXGIFactory4 factory) { DXGIFactory = factory; var adapters = DXGIFactory.EnumAdapters1(); for (var i = 0; i < adapters.Length; i++) { var adapter = adapters[i]; var desc = adapter.Description1; // Don't select the Basic Render Driver adapter. if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None) { continue; } if (D3D12CreateDevice(adapter, FeatureLevel.Level_11_0, out var device).Success) { DXGIAdapter = adapter; D3D12Device = device; } } if (D3D12Device == null) { // Create the Direct3D 12 with WARP adapter. DXGIAdapter = DXGIFactory.GetWarpAdapter <IDXGIAdapter1>(); if (D3D12CreateDevice(DXGIAdapter, FeatureLevel.Level_11_0, out D3D12Device).Failure) { throw new GraphicsException("Cannot create D3D12 device"); } } if (Validation) { var infoQueue = D3D12Device.QueryInterfaceOrNull <ID3D12InfoQueue>(); if (infoQueue != null) { #if DEBUG infoQueue.SetBreakOnSeverity(MessageSeverity.Corruption, true); infoQueue.SetBreakOnSeverity(MessageSeverity.Error, true); #endif infoQueue.AddStorageFilterEntries(new DirectX.Direct3D12.Debug.InfoQueueFilter { DenyList = new DirectX.Direct3D12.Debug.InfoQueueFilterDescription { Ids = new[] { MessageId.ClearRenderTargetViewMismatchingClearValue, // These happen when capturing with VS diagnostics MessageId.MapInvalidNullRange, MessageId.UnmapInvalidNullRange, } } }); infoQueue.Dispose(); } } // Init device features. InitializeFeatures(); // Create command queue's. _graphicsCommandQueue = new CommandQueueD3D12(this, CommandQueueType.Graphics); _computeCommandQueue = new CommandQueueD3D12(this, CommandQueueType.Compute); _copyCommandQueue = new CommandQueueD3D12(this, CommandQueueType.Copy); // Create main graphics command queue. GraphicsQueue = D3D12Device.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct)); GraphicsQueue.SetName("Main GraphicsQueue"); // Create ImmediateContext. for (int i = 0; i < RenderLatency; i++) { _deferredReleases[i] = new List <IUnknown>(); } // Create the frame fence _frameFence = new FenceD3D12(this, 0); // Create descriptor allocators for (var i = 0; i < (int)DescriptorHeapType.Count; i++) { _descriptorAllocator[i] = new DescriptorAllocator(this, (DescriptorHeapType)i); } }
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); }