Пример #1
0
        protected void InitDirect3D()
        {
#if DEBUG
            DebugInterface.Get().EnableDebugLayer();
#endif

            _factory = new Factory4();

            try
            {
                Adapter[] gpus = _factory.Adapters;
                int       n    = gpus.Length;
                // Try to create hardware device.
                // Pass NULL to use the default adapter which is the first adapter that is enumerated by Factory.Adapters.
                // Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/dn770336(v=vs.85).aspx
                if (n > 1)
                {
                    Adapter dgpu = gpus[1]; //added by JO: ensures we use the dGPU (NVIDIA in my case)
                    Device = new Device(dgpu, FeatureLevel.Level_11_0);
                }
                else
                {
                    Device = new Device(null, FeatureLevel.Level_11_0);
                }
            }
            catch (SharpDXException)
            {
                // Fallback to WARP device.
                Adapter warpAdapter = _factory.CreateSoftwareAdapter(_appInst);
                Device = new Device(warpAdapter, FeatureLevel.Level_11_0);
            }

            Fence       = Device.CreateFence(0, FenceFlags.None);
            _fenceEvent = new AutoResetEvent(false);

            RtvDescriptorSize       = Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);
            DsvDescriptorSize       = Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.DepthStencilView);
            CbvSrvUavDescriptorSize = Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            // Check 4X MSAA quality support for our back buffer format.
            // All Direct3D 11 capable devices support 4X MSAA for all render
            // target formats, so we only need to check quality support.

            FeatureDataMultisampleQualityLevels msQualityLevels;
            msQualityLevels.Format            = BackBufferFormat;
            msQualityLevels.SampleCount       = 4;
            msQualityLevels.Flags             = MultisampleQualityLevelFlags.None;
            msQualityLevels.QualityLevelCount = 0;
            Debug.Assert(Device.CheckFeatureSupport(Feature.MultisampleQualityLevels, ref msQualityLevels));
            _m4xMsaaQuality = msQualityLevels.QualityLevelCount;

#if DEBUG
            LogAdapters();
#endif

            CreateCommandObjects();
            CreateSwapChain();
            CreateRtvAndDsvDescriptorHeaps();
        }
Пример #2
0
        public Device(ref Descriptor desc, FeatureLevel featureLevel = FeatureLevel.Level_12_0)
            : base(ref desc)
        {
            if (desc.DebugDevice)
            {
                var debugInterface = SharpDX.Direct3D12.DebugInterface.Get();
                if (debugInterface != null)
                {
                    debugInterface.EnableDebugLayer();
                }
                else
                {
                    Log.Error("Failed to obtain DX12 debug layer.");
                }
            }

            // Use first adapter that is supported.
            using (SharpDX.DXGI.Factory dxgiFactory = new Factory4())
            {
                for (int adapterIndex = 0;; ++adapterIndex)
                {
                    var adapter = dxgiFactory.GetAdapter(adapterIndex);
                    if (adapter == null)
                    {
                        // TODO: Throw exception
                        return;
                    }

                    try
                    {
                        DeviceD3D12 = new SharpDX.Direct3D12.Device(adapter, (SharpDX.Direct3D.FeatureLevel) featureLevel);
                        Adapter = adapter;
                        break;
                    }

                    catch (Exception)
                    {
                        DeviceD3D12 = null;
                        adapter.Dispose();
                    }
                }
            }

            // Get Resource handle increment sizes.
            descriptorHandleIncrementSize[(int)DescriptorHeap.Descriptor.ResourceDescriptorType.Sampler] = DeviceD3D12.GetDescriptorHandleIncrementSize(DescriptorHeapType.Sampler);
            descriptorHandleIncrementSize[(int)DescriptorHeap.Descriptor.ResourceDescriptorType.DepthStencil] = DeviceD3D12.GetDescriptorHandleIncrementSize(DescriptorHeapType.DepthStencilView);
            descriptorHandleIncrementSize[(int)DescriptorHeap.Descriptor.ResourceDescriptorType.RenderTarget] = DeviceD3D12.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);
            descriptorHandleIncrementSize[(int)DescriptorHeap.Descriptor.ResourceDescriptorType.ShaderResource] = DeviceD3D12.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            Memory.Enums.InitLookupTables();

            Log.Info("Successfully created a DX12 device with adapter \"{0}\"", Adapter.Description.Description);
        }
Пример #3
0
        private void InitDevice()
        {
            this.factory = new Factory4();

            try
            {
                this.device = new Device(factory.GetAdapter(1), FeatureLevel.Level_11_0);
            }
            catch (SharpDXException)
            {
                var warpAdapter = factory.CreateSoftwareAdapter(this.handleIntPtr);
                this.device = new Device(warpAdapter, FeatureLevel.Level_11_0);
            }

            this.fence      = device.CreateFence(0, FenceFlags.None);
            this.fenceEvent = new AutoResetEvent(false);

            this.rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);
        }
Пример #4
0
        void CreateHeaps()
        {
            _sizeRTV = _dev.GetDescriptorHandleIncrementSize(SharpDX.Direct3D12.DescriptorHeapType.RenderTargetView);

            {
                SharpDX.Direct3D12.DescriptorHeapDescription desc;
                desc.Type            = SharpDX.Direct3D12.DescriptorHeapType.RenderTargetView;
                desc.DescriptorCount = FrameCount;
                desc.Flags           = SharpDX.Direct3D12.DescriptorHeapFlags.None;
                desc.NodeMask        = 0;

                _heapRTV = _dev.CreateDescriptorHeap(desc);
            }
            {
                SharpDX.Direct3D12.DescriptorHeapDescription desc;
                desc.Type            = SharpDX.Direct3D12.DescriptorHeapType.DepthStencilView;
                desc.DescriptorCount = 1;
                desc.Flags           = SharpDX.Direct3D12.DescriptorHeapFlags.None;
                desc.NodeMask        = 0;

                _heapDSV = _dev.CreateDescriptorHeap(desc);
            }
        }
Пример #5
0
        /// <summary>
        /// Setup resources for rendering
        /// </summary>
        void LoadAssets()
        {
            // Create the main command list
            commandList = Collect(device.CreateCommandList(CommandListType.Direct, commandListAllocator, pipelineState));

            // Create the descriptor heap for the render target view
            descriptorHeapRT = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.RenderTargetView,
                DescriptorCount = 1
            }));
#if USE_DEPTH
            descriptorHeapDS = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.DepthStencilView,
                DescriptorCount = 1
            }));
#endif
#if USE_TEXTURE
            descriptorHeapCB = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                DescriptorCount = 2,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorHeapS = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.Sampler,
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorsHeaps[0] = descriptorHeapCB;
            descriptorsHeaps[1] = descriptorHeapS;
#else
            descriptorHeapCB = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorsHeaps[0] = descriptorHeapCB;
#endif
#if true // root signature in code
            var rsparams = new RootParameter[]
            {
                new RootParameter(ShaderVisibility.Vertex, new RootDescriptor(), RootParameterType.ConstantBufferView),
                new RootParameter(ShaderVisibility.Vertex,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.ConstantBufferView,
                    BaseShaderRegister = 1,
                    DescriptorCount    = 1,
                }),
#if USE_TEXTURE
                new RootParameter(ShaderVisibility.Pixel,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.ShaderResourceView,
                    BaseShaderRegister = 0,
                    DescriptorCount    = 1,
                }),
                new RootParameter(ShaderVisibility.Pixel,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.Sampler,
                    BaseShaderRegister = 0,
                    DescriptorCount    = 1,
                }),
#endif
            };
            var rs = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rsparams);
            rootSignature = Collect(device.CreateRootSignature(rs.Serialize()));
#else
            var rootSignatureByteCode = Utilities.ReadStream(assembly.GetManifestResourceStream("Shaders.Cube" + shaderNameSuffix + ".rs"));
            using (var bufferRootSignature = DataBuffer.Create(rootSignatureByteCode))
                rootSignature = Collect(device.CreateRootSignature(bufferRootSignature));
#endif
            byte[] vertexShaderByteCode = GetResourceBytes("Cube" + shaderNameSuffix + ".vso");
            byte[] pixelShaderByteCode  = GetResourceBytes("Cube" + shaderNameSuffix + ".pso");

            var layout = new InputLayoutDescription(new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0),
                new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0),
#if USE_INSTANCES
                new InputElement("OFFSET", 0, Format.R32G32B32_Float, 0, 1, InputClassification.PerInstanceData, 1),
#endif
            });

            #region pipeline state
            var psd = new GraphicsPipelineStateDescription
            {
                InputLayout           = layout,
                VertexShader          = vertexShaderByteCode,
                PixelShader           = pixelShaderByteCode,
                RootSignature         = rootSignature,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                DepthStencilFormat    = Format.Unknown,
                BlendState            = BlendStateDescription.Default(),
                RasterizerState       = RasterizerStateDescription.Default(),
                SampleDescription     = new SampleDescription(1, 0),
                RenderTargetCount     = 1,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                SampleMask            = -1,
                StreamOutput          = new StreamOutputDescription()
            };
            psd.RenderTargetFormats[0] = Format.R8G8B8A8_UNorm;
#if USE_DEPTH
            psd.DepthStencilFormat = Format.D32_Float;
#else
            psd.DepthStencilState.IsDepthEnabled = false;
#endif
            //psd.RasterizerState.CullMode = CullMode.None;
            pipelineState = Collect(device.CreateGraphicsPipelineState(psd));
            #endregion pipeline state

            #region vertices
            var vertices = new[]
            {
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Front
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // BACK
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // BACK
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Top
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Top
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Bottom
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Bottom
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Left
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Left
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Right
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Right
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
            };
            #endregion vertices
            #region vertex buffer
            // Instantiate Vertex buiffer from vertex data
            int sizeOfFloat = sizeof(float);
            int sizeInBytes = vertices.Length * sizeOfFloat;
            vertexBuffer = Collect(device.CreateCommittedResource(
                                       new HeapProperties(HeapType.Upload),
                                       HeapFlags.None,
                                       new ResourceDescription(ResourceDimension.Buffer, 0, sizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                       ResourceStates.GenericRead));
            vertexBufferView = new[]
            {
                new VertexBufferView
                {
                    BufferLocation = vertexBuffer.GPUVirtualAddress,
                    SizeInBytes    = sizeInBytes,
                    StrideInBytes  = sizeOfFloat * 8,
                }
            };
            var ptr = vertexBuffer.Map(0);
            Utilities.Write(ptr, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);
            #endregion vertex buffer
            #region instances
#if USE_INSTANCES
            int instanceSizeInBytes = sizeOfFloat * instances.Length;
            instancesBuffer = Collect(device.CreateCommittedResource(
                                          new HeapProperties(HeapType.Upload),
                                          HeapFlags.None,
                                          new ResourceDescription(ResourceDimension.Buffer, 0, instanceSizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                          ResourceStates.GenericRead));
            instancesBufferView = new[]
            {
                new VertexBufferView
                {
                    BufferLocation = instancesBuffer.GPUVirtualAddress,
                    SizeInBytes    = instanceSizeInBytes,
                    StrideInBytes  = sizeOfFloat * 3,
                }
            };
            ptr = instancesBuffer.Map(0);
            Utilities.Write(ptr, instances, 0, instances.Length);
            instancesBuffer.Unmap(0);
#endif
            #endregion instances

            #region indices
#if USE_INDICES
            var indexData = new[]
            {
                0, 1, 2, 3, 4,
                5, 6, 7, 8, 9, 10,
                11, 12, 13, 14, 15, 16,
                17, 18, 19, 20, 21, 22,
                23, 24, 25, 26, 27, 28,
                29, 30, 31, 32, 33
            };
            sizeInBytes = indexData.Length * sizeof(int);
            indexBuffer = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Upload),
                                      HeapFlags.None,
                                      new ResourceDescription(ResourceDimension.Buffer, 0, sizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                      ResourceStates.GenericRead));
            ptr = indexBuffer.Map(0);
            Utilities.Write(ptr, indexData, 0, indexData.Length);
            indexBuffer.Unmap(0);
            indexBufferView = new IndexBufferView
            {
                BufferLocation = indexBuffer.GPUVirtualAddress,
                SizeInBytes    = sizeInBytes,
                Format         = Format.R32_UInt
            };
#endif
            #endregion indices

            #region transform
            transWorld = Collect(device.CreateCommittedResource(
                                     new HeapProperties(HeapType.Upload),
                                     HeapFlags.None,
                                     new ResourceDescription(ResourceDimension.Buffer, 0, 16 * sizeOfMatrix, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                     ResourceStates.GenericRead));
            transWorldPtr = transWorld.Map(0);
            transViewProj = Collect(device.CreateCommittedResource(
                                        new HeapProperties(HeapType.Upload),
                                        HeapFlags.None,
                                        new ResourceDescription(ResourceDimension.Buffer, 0, sizeOfMatrix, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                        ResourceStates.GenericRead));
            device.CreateConstantBufferView(new ConstantBufferViewDescription
            {
                BufferLocation = transViewProj.GPUVirtualAddress,
                SizeInBytes    = sizeOfMatrix,
            }, descriptorHeapCB.CPUDescriptorHandleForHeapStart);

            var view = Matrix.LookAtLH(new Vector3(5, 5, -5), Vector3.Zero, Vector3.UnitY);
            var proj = Matrix.PerspectiveFovLH(MathUtil.Pi / 4, (float)width / height, 0.1f, 100);
            var vpT  = view * proj;
            vpT.Transpose();
            ptr = transViewProj.Map(0);
            Utilities.Write(ptr, ref vpT);
            transViewProj.Unmap(0);
            #endregion transform

#if USE_TEXTURE
            #region texture
            Resource buf;
            using (var tl = new TextureLoader("GeneticaMortarlessBlocks.jpg"))
            {
                int w = tl.Width, h = tl.Height;
                var descrs = new[]
                {
                    new ResourceDescription(ResourceDimension.Texture2D,
                                            0, w, h, 1, 1,
                                            Format.B8G8R8A8_UNorm, 1, 0,
                                            TextureLayout.Unknown,
                                            ResourceFlags.None),
                };
                texture = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Default),
                                      HeapFlags.None,
                                      descrs[0],
                                      ResourceStates.CopyDestination)
                                  );
                var resAllocInfo = device.GetResourceAllocationInfo(1, 1, descrs);
                buf = device.CreateCommittedResource(
                    new HeapProperties(HeapType.Upload),
                    HeapFlags.None,
                    new ResourceDescription(
                        ResourceDimension.Buffer,
                        0,
                        resAllocInfo.SizeInBytes,
                        1, 1, 1,
                        Format.Unknown,
                        1, 0,
                        TextureLayout.RowMajor,
                        ResourceFlags.None),
                    ResourceStates.GenericRead);

                var ptrBuf   = buf.Map(0);
                int rowPitch = tl.CopyImageData(ptrBuf);
                buf.Unmap(0);

                var src = new TextureCopyLocation(buf,
                                                  new PlacedSubResourceFootprint
                {
                    Offset    = 0,
                    Footprint = new SubResourceFootprint
                    {
                        Format   = Format.B8G8R8A8_UNorm_SRgb,
                        Width    = w,
                        Height   = h,
                        Depth    = 1,
                        RowPitch = rowPitch
                    }
                }
                                                  );
                var dst = new TextureCopyLocation(texture, 0);
                // record copy
                commandList.CopyTextureRegion(dst, 0, 0, 0, src, null);

                commandList.ResourceBarrierTransition(texture, ResourceStates.CopyDestination, ResourceStates.GenericRead);
            }
            descrOffsetCB = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);
            device.CreateShaderResourceView(texture, null, descriptorHeapCB.CPUDescriptorHandleForHeapStart + descrOffsetCB);
            #endregion texture

            #region sampler
            device.CreateSampler(new SamplerStateDescription
            {
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                Filter   = Filter.MaximumMinMagMipLinear,
            }, descriptorHeapS.CPUDescriptorHandleForHeapStart);
            #endregion sampler
#endif
            // Get the backbuffer and creates the render target view
            renderTarget = Collect(swapChain.GetBackBuffer <Resource>(0));
            device.CreateRenderTargetView(renderTarget, null, descriptorHeapRT.CPUDescriptorHandleForHeapStart);

#if USE_DEPTH
            depthBuffer = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Default),
                                      HeapFlags.None,
                                      new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 1, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil),
                                      ResourceStates.Present,
                                      new ClearValue
            {
                Format       = Format.D32_Float,
                DepthStencil = new DepthStencilValue
                {
                    Depth   = 1,
                    Stencil = 0,
                }
            }));
            device.CreateDepthStencilView(depthBuffer, null, descriptorHeapDS.CPUDescriptorHandleForHeapStart);
#endif

            // Create the viewport
            viewPort = new ViewportF(0, 0, width, height);

            // Create the scissor
            scissorRectangle = new Rectangle(0, 0, width, height);

            // Create a fence to wait for next frame
            fence        = Collect(device.CreateFence(0, FenceFlags.None));
            currentFence = 1;

            // Close command list
            commandList.Close();
            commandQueue.ExecuteCommandList(commandList);

            // Create an event handle use for VTBL
            CreateWaitEvent();

            // Wait the command list to complete
            WaitForPrevFrame();
#if USE_TEXTURE
            buf.Dispose();
#endif
        }
Пример #6
0
        private void LoadPipeline(RenderForm form)
        {
            SharpDX.RawInput.Device.RegisterDevice(UsagePage.Generic, UsageId.GenericMouse, DeviceFlags.None);
            SharpDX.RawInput.Device.MouseInput += MouseEvent;

            SharpDX.RawInput.Device.RegisterDevice(UsagePage.Generic, UsageId.GenericKeyboard, DeviceFlags.None);
            SharpDX.RawInput.Device.KeyboardInput += KeyboardEvent;

            label = new Label()
            {
                Text = "Text", Location = new System.Drawing.Point(16, 16)
            };
            form.Controls.Add(label);


            int width  = form.ClientSize.Width;
            int height = form.ClientSize.Height;

            viewport.Width    = width;
            viewport.Height   = height;
            viewport.MaxDepth = 1.0f;

            scissorRect.Right  = width;
            scissorRect.Bottom = height;

#if DEBUG
            // Enable the D3D12 debug layer.
            {
                DebugInterface.Get().EnableDebugLayer();
            }
#endif
            device = new SharpDX.Direct3D12.Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0);
            using (var factory = new Factory4())
            {
                // Describe and create the command queue.
                var queueDesc = new CommandQueueDescription(CommandListType.Direct);
                commandQueue = device.CreateCommandQueue(queueDesc);


                // Describe and create the swap chain.
                var swapChainDesc = new SwapChainDescription()
                {
                    BufferCount     = FrameCount,
                    ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    Usage           = Usage.RenderTargetOutput,
                    SwapEffect      = SwapEffect.FlipDiscard,
                    OutputHandle    = form.Handle,
                    //Flags = SwapChainFlags.None,
                    SampleDescription = new SampleDescription(1, 0),
                    IsWindowed        = true
                };

                var tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc);
                swapChain = tempSwapChain.QueryInterface <SwapChain3>();
                tempSwapChain.Dispose();
                frameIndex = swapChain.CurrentBackBufferIndex;
            }

            // Create descriptor heaps.
            // Describe and create a render target view (RTV) descriptor heap.
            var rtvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags           = DescriptorHeapFlags.None,
                Type            = DescriptorHeapType.RenderTargetView
            };

            renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc);

            rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);

            // Create frame resources.
            var rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart;
            for (int n = 0; n < FrameCount; n++)
            {
                renderTargets[n] = swapChain.GetBackBuffer <Resource>(n);
                device.CreateRenderTargetView(renderTargets[n], null, rtvHandle);
                rtvHandle += rtvDescriptorSize;
            }

            commandAllocator = device.CreateCommandAllocator(CommandListType.Direct);
        }
Пример #7
0
        public Device(ref Descriptor desc, FeatureLevel featureLevel = FeatureLevel.Level_12_0) : base(ref desc)
        {
            if (desc.DebugDevice)
            {
                var debugInterface = SharpDX.Direct3D12.DebugInterface.Get();
                if (debugInterface != null)
                {
                    debugInterface.EnableDebugLayer();
                }
                else
                {
                    Log.Error("Failed to obtain DX12 debug layer.");
                }
            }

            // Use first adapter that is supported.
            using (SharpDX.DXGI.Factory dxgiFactory = new Factory4())
            {
                for (int adapterIndex = 0;; ++adapterIndex)
                {
                    var adapter = dxgiFactory.GetAdapter(adapterIndex);
                    if (adapter == null)
                    {
                        // TODO: Throw exception
                        return;
                    }

                    try
                    {
                        DeviceD3D12 = new SharpDX.Direct3D12.Device(adapter, (SharpDX.Direct3D.FeatureLevel)featureLevel);
                        Adapter     = adapter;
                        break;
                    }

                    catch (Exception)
                    {
                        DeviceD3D12 = null;
                        adapter.Dispose();
                    }
                }
            }

            // Get Resource handle increment sizes.
            descriptorHandleIncrementSize[(int)DescriptorHeap.Descriptor.ResourceDescriptorType.Sampler]        = DeviceD3D12.GetDescriptorHandleIncrementSize(DescriptorHeapType.Sampler);
            descriptorHandleIncrementSize[(int)DescriptorHeap.Descriptor.ResourceDescriptorType.DepthStencil]   = DeviceD3D12.GetDescriptorHandleIncrementSize(DescriptorHeapType.DepthStencilView);
            descriptorHandleIncrementSize[(int)DescriptorHeap.Descriptor.ResourceDescriptorType.RenderTarget]   = DeviceD3D12.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);
            descriptorHandleIncrementSize[(int)DescriptorHeap.Descriptor.ResourceDescriptorType.ShaderResource] = DeviceD3D12.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            Memory.Enums.InitLookupTables();

            Log.Info("Successfully created a DX12 device with adapter \"{0}\"", Adapter.Description.Description);
        }
Пример #8
0
        protected void InitDirect3D()
        {
#if DEBUG
            // The Direct3D 12 debug layer may or may not be installed. It's installation can be
            // managed through settings page "Manage optional features" with a feature called
            // "Graphics Tools".
            // There may be a better solution to check for it instead of try/catch. If you happen
            // to know, please consider opening an issue or PR in the repo.
            try
            {
                DebugInterface.Get().EnableDebugLayer();
            }
            catch (SharpDXException ex) when(ex.Descriptor.NativeApiCode == "DXGI_ERROR_SDK_COMPONENT_MISSING")
            {
                Debug.WriteLine("Failed to enable debug layer. Please ensure \"Graphics Tools\" feature is enabled in Windows \"Manage optional feature\" settings page");
            }
#endif

            _factory = new Factory4();

            try
            {
                // Try to create hardware device.
                // Pass NULL to use the default adapter which is the first adapter that is enumerated by Factory.Adapters.
                // Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/dn770336(v=vs.85).aspx
                Device = new Device(null, FeatureLevel.Level_11_0);
            }
            catch (SharpDXException)
            {
                // Fallback to WARP device.
                Adapter warpAdapter = _factory.GetWarpAdapter();
                Device = new Device(warpAdapter, FeatureLevel.Level_11_0);
            }

            Fence       = Device.CreateFence(0, FenceFlags.None);
            _fenceEvent = new AutoResetEvent(false);

            RtvDescriptorSize       = Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);
            DsvDescriptorSize       = Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.DepthStencilView);
            CbvSrvUavDescriptorSize = Device.GetDescriptorHandleIncrementSize(
                DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            // Check 4X MSAA quality support for our back buffer format.
            // All Direct3D 11 capable devices support 4X MSAA for all render
            // target formats, so we only need to check quality support.

            FeatureDataMultisampleQualityLevels msQualityLevels;
            msQualityLevels.Format            = BackBufferFormat;
            msQualityLevels.SampleCount       = 4;
            msQualityLevels.Flags             = MultisampleQualityLevelFlags.None;
            msQualityLevels.QualityLevelCount = 0;
            Debug.Assert(Device.CheckFeatureSupport(Feature.MultisampleQualityLevels, ref msQualityLevels));
            _m4xMsaaQuality = msQualityLevels.QualityLevelCount;

#if DEBUG
            LogAdapters();
#endif

            CreateCommandObjects();
            CreateSwapChain();
            CreateRtvAndDsvDescriptorHeaps();
        }