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Diffstat (limited to 'demo/DemoAppD3D12/appD3D12Ctx.cpp')
-rw-r--r--demo/DemoAppD3D12/appD3D12Ctx.cpp1097
1 files changed, 1097 insertions, 0 deletions
diff --git a/demo/DemoAppD3D12/appD3D12Ctx.cpp b/demo/DemoAppD3D12/appD3D12Ctx.cpp
new file mode 100644
index 0000000..8d1d7ff
--- /dev/null
+++ b/demo/DemoAppD3D12/appD3D12Ctx.cpp
@@ -0,0 +1,1097 @@
+/*
+ * Copyright (c) 2014-2017, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, related documentation
+ * and any modifications thereto. Any use, reproduction, disclosure or
+ * distribution of this software and related documentation without an express
+ * license agreement from NVIDIA CORPORATION is strictly prohibited.
+ */
+
+//direct3d headers
+#include <d3d12.h>
+#include <dxgi1_4.h>
+
+// include the Direct3D Library file
+#pragma comment (lib, "d3d12.lib")
+#pragma comment (lib, "DXGI.lib")
+
+#include "appD3D12Ctx.h"
+
+#include <stdio.h>
+
+#include <SDL.h>
+#include <SDL_video.h>
+#include <SDL_syswm.h>
+
+namespace
+{
+ // COM object release utilities
+ template <class T>
+ void inline COMRelease(T& t)
+ {
+ if (t) t->Release();
+ t = nullptr;
+ }
+
+ template <class T>
+ void inline COMRelease(T& t, UINT arraySize)
+ {
+ for (UINT i = 0; i < arraySize; i++)
+ {
+ if (t[i]) t[i]->Release();
+ t[i] = nullptr;
+ }
+ }
+}
+
+AppGraphProfiler* appGraphCreateProfiler(AppGraphCtx* ctx);
+void appGraphProfilerFrameBegin(AppGraphProfiler* profiler);
+void appGraphProfilerFrameEnd(AppGraphProfiler* profiler);
+void appGraphProfilerEnable(AppGraphProfiler* profiler, bool enabled);
+void appGraphProfilerBegin(AppGraphProfiler* profiler, const char* label);
+void appGraphProfilerEnd(AppGraphProfiler* profiler, const char* label);
+bool appGraphProfilerGet(AppGraphProfiler* profiler, const char** plabel, float* cpuTime, float* gpuTime, int index);
+void appGraphReleaseProfiler(AppGraphProfiler* profiler);
+
+void AppGraphCtxInitRenderTarget(AppGraphCtx* context, SDL_Window* window, bool fullscreen);
+
+AppGraphCtx::AppGraphCtx()
+{
+ m_profiler = appGraphCreateProfiler(this);
+}
+
+AppGraphCtx::~AppGraphCtx()
+{
+ AppGraphCtxReleaseRenderTarget(this);
+
+ COMRelease(m_device);
+ COMRelease(m_commandQueue);
+ COMRelease(m_rtvHeap);
+ COMRelease(m_dsvHeap);
+ COMRelease(m_depthSrvHeap);
+ COMRelease(m_commandAllocators, m_frameCount);
+
+ COMRelease(m_fence);
+ CloseHandle(m_fenceEvent);
+
+ COMRelease(m_commandList);
+
+ m_dynamicHeapCbvSrvUav.release();
+
+ appGraphReleaseProfiler(m_profiler);
+ m_profiler = nullptr;
+}
+
+AppGraphCtx* AppGraphCtxCreate(int deviceID)
+{
+ AppGraphCtx* context = new AppGraphCtx;
+
+ HRESULT hr = S_OK;
+
+#if defined(_DEBUG)
+ // Enable the D3D12 debug layer.
+ {
+ ID3D12Debug* debugController;
+ if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
+ {
+ debugController->EnableDebugLayer();
+ }
+ COMRelease(debugController);
+ }
+#endif
+
+ UINT debugFlags = 0;
+#ifdef _DEBUG
+ debugFlags |= DXGI_CREATE_FACTORY_DEBUG;
+#endif
+
+ // enumerate devices
+ IDXGIFactory4* pFactory = NULL;
+ CreateDXGIFactory2(debugFlags, IID_PPV_ARGS(&pFactory));
+ IDXGIAdapter1* pAdapterTemp = NULL;
+ IDXGIAdapter1* pAdapter = NULL;
+ DXGI_ADAPTER_DESC1 adapterDesc;
+ int adapterIdx = 0;
+ while (S_OK == pFactory->EnumAdapters1(adapterIdx, &pAdapterTemp))
+ {
+ pAdapterTemp->GetDesc1(&adapterDesc);
+
+ context->m_dedicatedVideoMemory = (size_t)adapterDesc.DedicatedVideoMemory;
+
+ if (deviceID == adapterIdx)
+ {
+ pAdapter = pAdapterTemp;
+ break;
+ }
+ else
+ {
+ pAdapterTemp->Release();
+ }
+ adapterIdx++;
+ }
+
+ // create device
+ if (hr = D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), (void**)&context->m_device))
+ {
+ delete context;
+ return nullptr;
+ }
+
+ // to disable annoying warning
+#if 0
+ context->m_device->SetStablePowerState(TRUE);
+#endif
+
+ // create command queue
+ {
+ D3D12_COMMAND_QUEUE_DESC desc;
+ desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
+ desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ desc.NodeMask = 0;
+
+ if (hr = context->m_device->CreateCommandQueue(&desc, IID_PPV_ARGS(&context->m_commandQueue)))
+ {
+ delete context;
+ return nullptr;
+ }
+ }
+
+ // cleanup adapter and factory
+ COMRelease(pAdapter);
+ COMRelease(pFactory);
+
+ // create RTV descriptor heap
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.NumDescriptors = context->m_renderTargetCount;
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ if (hr = context->m_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&context->m_rtvHeap)))
+ {
+ delete context;
+ return nullptr;
+ }
+ context->m_rtvDescriptorSize = context->m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+ }
+
+ // create DSV descriptor heap
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.NumDescriptors = 1;
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ if (hr = context->m_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&context->m_dsvHeap)))
+ {
+ delete context;
+ return nullptr;
+ }
+ }
+
+ // create depth SRV descriptor heap
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.NumDescriptors = 1;
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ if (hr = context->m_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&context->m_depthSrvHeap)))
+ {
+ delete context;
+ return nullptr;
+ }
+ }
+
+ // Create per frame resources
+ {
+ for (UINT idx = 0; idx < context->m_frameCount; idx++)
+ {
+ if (hr = context->m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&context->m_commandAllocators[idx])))
+ {
+ delete context;
+ return nullptr;
+ }
+ }
+ }
+
+ // create dynamic heap
+ {
+ context->m_dynamicHeapCbvSrvUav.init(context->m_device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 256u * 1024u);
+ }
+
+ // Create command list and close it
+ {
+ if (hr = context->m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ context->m_commandAllocators[context->m_frameIndex], nullptr, IID_PPV_ARGS(&context->m_commandList))
+ )
+ {
+ delete context;
+ return nullptr;
+ }
+ context->m_commandList->Close();
+ }
+
+ // create synchronization objects
+ {
+ if (hr = context->m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&context->m_fence)))
+ {
+ delete context;
+ return nullptr;
+ }
+
+ context->m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
+ if (context->m_fenceEvent == nullptr)
+ {
+ delete context;
+ return nullptr;
+ }
+ }
+
+ return context;
+}
+
+bool AppGraphCtxUpdateSize(AppGraphCtx* context, SDL_Window* window, bool fullscreen)
+{
+ // TODO: fix iflip fullscreen support
+ fullscreen = false;
+
+ bool sizeChanged = false;
+
+ // sync with window
+ {
+ HWND hWnd = nullptr;
+ // get Windows handle to this SDL window
+ SDL_SysWMinfo winInfo;
+ SDL_VERSION(&winInfo.version);
+ if (SDL_GetWindowWMInfo(window, &winInfo))
+ {
+ if (winInfo.subsystem == SDL_SYSWM_WINDOWS)
+ {
+ hWnd = winInfo.info.win.window;
+ }
+ }
+ context->m_hWnd = hWnd;
+ context->m_fullscreen = fullscreen;
+
+ HRESULT hr = S_OK;
+
+ RECT rc;
+ GetClientRect(context->m_hWnd, &rc);
+ UINT width = rc.right - rc.left;
+ UINT height = rc.bottom - rc.top;
+
+ if (context->m_winW != width || context->m_winH != height)
+ {
+ context->m_winW = width;
+ context->m_winH = height;
+ sizeChanged = true;
+ context->m_valid = (context->m_winW != 0 && context->m_winH != 0);
+ }
+ }
+
+ if (sizeChanged)
+ {
+ AppGraphCtxReleaseRenderTarget(context);
+ }
+ if (sizeChanged && context->m_valid)
+ {
+ AppGraphCtxInitRenderTarget(context, window, fullscreen);
+ }
+
+ return context->m_valid;
+}
+
+void AppGraphCtxInitRenderTarget(AppGraphCtx* context, SDL_Window* window, bool fullscreen)
+{
+ HWND hWnd = nullptr;
+ // get Windows handle to this SDL window
+ SDL_SysWMinfo winInfo;
+ SDL_VERSION(&winInfo.version);
+ if (SDL_GetWindowWMInfo(window, &winInfo))
+ {
+ if (winInfo.subsystem == SDL_SYSWM_WINDOWS)
+ {
+ hWnd = winInfo.info.win.window;
+ }
+ }
+ context->m_hWnd = hWnd;
+ context->m_fullscreen = fullscreen;
+
+ HRESULT hr = S_OK;
+
+ UINT debugFlags = 0;
+#ifdef _DEBUG
+ debugFlags |= DXGI_CREATE_FACTORY_DEBUG;
+#endif
+
+ // enumerate devices
+ IDXGIFactory4* pFactory = NULL;
+ CreateDXGIFactory2(debugFlags, IID_PPV_ARGS(&pFactory));
+
+ // create the swap chain
+ for (int i = 0; i < 2; i++)
+ {
+ DXGI_SWAP_CHAIN_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.BufferCount = context->m_renderTargetCount;
+ desc.BufferDesc.Width = context->m_winW;
+ desc.BufferDesc.Height = context->m_winH;
+ desc.BufferDesc.Format = context->m_rtv_format; // DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.BufferDesc.RefreshRate.Numerator = 0;
+ desc.BufferDesc.RefreshRate.Denominator = 0;
+ desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ desc.OutputWindow = context->m_hWnd;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Windowed = TRUE; // m_fullscreen ? FALSE : TRUE;
+ desc.Flags = context->m_fullscreen ? 0u : DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+
+ context->m_current_rtvDesc.Format = context->m_rtv_format;
+ context->m_current_rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
+ context->m_current_rtvDesc.Texture2D.MipSlice = 0u;
+ context->m_current_rtvDesc.Texture2D.PlaneSlice = 0u;
+
+ if (hr = pFactory->CreateSwapChain(context->m_commandQueue, &desc, (IDXGISwapChain**)&context->m_swapChain))
+ {
+ COMRelease(context->m_swapChain);
+ context->m_fullscreen = false;
+ continue;
+ }
+
+ if (!context->m_fullscreen)
+ {
+ context->m_swapChainWaitableObject = context->m_swapChain->GetFrameLatencyWaitableObject();
+ context->m_swapChain->SetMaximumFrameLatency(context->m_renderTargetCount - 2);
+ }
+ else
+ {
+ hr = context->m_swapChain->SetFullscreenState(true, nullptr);
+ if (hr != S_OK)
+ {
+ COMRelease(context->m_swapChain);
+ context->m_fullscreen = false;
+ continue;
+ }
+ DXGI_SWAP_CHAIN_DESC desc = {};
+ context->m_swapChain->GetDesc(&desc);
+ context->m_swapChain->ResizeBuffers(context->m_renderTargetCount, context->m_winW, context->m_winH, desc.BufferDesc.Format, desc.Flags);
+ }
+
+ context->m_frameIndex = context->m_swapChain->GetCurrentBackBufferIndex();
+ break;
+ }
+
+ // configure scissor and viewport
+ {
+ context->m_viewport.Width = float(context->m_winW);
+ context->m_viewport.Height = float(context->m_winH);
+ context->m_viewport.MaxDepth = 1.f;
+
+ context->m_scissorRect.right = context->m_winW;
+ context->m_scissorRect.bottom = context->m_winH;
+ }
+
+ COMRelease(pFactory);
+
+ // create per render target resources
+ {
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = context->m_rtvHeap->GetCPUDescriptorHandleForHeapStart();
+
+ for (UINT idx = 0; idx < context->m_renderTargetCount; idx++)
+ {
+ if (hr = context->m_swapChain->GetBuffer(idx, IID_PPV_ARGS(&context->m_renderTargets[idx])))
+ {
+ return;
+ }
+ context->m_device->CreateRenderTargetView(context->m_renderTargets[idx], nullptr, rtvHandle);
+ rtvHandle.ptr += context->m_rtvDescriptorSize;
+ }
+ }
+
+ // create the depth stencil
+ {
+ D3D12_HEAP_PROPERTIES heapProps = {};
+ heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
+ heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ heapProps.CreationNodeMask = 0u;
+ heapProps.VisibleNodeMask = 0u;
+
+ D3D12_RESOURCE_DESC texDesc = {};
+ texDesc.MipLevels = 1u;
+ texDesc.Format = context->m_depth_format; // DXGI_FORMAT_R32_TYPELESS; // DXGI_FORMAT_R24G8_TYPELESS
+ texDesc.Width = context->m_winW;
+ texDesc.Height = context->m_winH;
+ texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL /*| D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE*/;
+ texDesc.DepthOrArraySize = 1u;
+ texDesc.SampleDesc.Count = 1u;
+ texDesc.SampleDesc.Quality = 0u;
+ texDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+
+ D3D12_CLEAR_VALUE clearValue;
+ clearValue.Format = context->m_dsv_format; // DXGI_FORMAT_D32_FLOAT;
+ clearValue.DepthStencil.Depth = 1.f;
+ clearValue.DepthStencil.Stencil = 0;
+
+ if (hr = context->m_device->CreateCommittedResource(
+ &heapProps,
+ D3D12_HEAP_FLAG_NONE,
+ &texDesc,
+ D3D12_RESOURCE_STATE_DEPTH_WRITE,
+ &clearValue,
+ IID_PPV_ARGS(&context->m_depthStencil)
+ ))
+ {
+ return;
+ }
+
+ // create the depth stencil view
+ D3D12_DEPTH_STENCIL_VIEW_DESC viewDesc = {};
+ viewDesc.Format = context->m_dsv_format; // DXGI_FORMAT_D32_FLOAT;
+ viewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
+ viewDesc.Flags = D3D12_DSV_FLAG_NONE;
+ viewDesc.Texture2D.MipSlice = 0;
+
+ context->m_current_dsvDesc = viewDesc;
+
+ context->m_device->CreateDepthStencilView(context->m_depthStencil, &viewDesc, context->m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
+
+ // create the depth SRV
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ srvDesc.Format = context->m_depth_srv_format; // DXGI_FORMAT_R32_FLOAT;
+ srvDesc.Texture2D.MipLevels = 1;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.ResourceMinLODClamp = 0.f;
+
+ context->m_current_depth_srvDesc = srvDesc;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE srvHandle = context->m_depthSrvHeap->GetCPUDescriptorHandleForHeapStart();
+ context->m_device->CreateShaderResourceView(context->m_depthStencil, &srvDesc, srvHandle);
+ }
+}
+
+void AppGraphCtxReleaseRenderTarget(AppGraphCtx* context)
+{
+ if (context->m_swapChain == nullptr)
+ {
+ return;
+ }
+
+ // need to make sure the pipeline is flushed
+ for (UINT i = 0; i < context->m_frameCount; i++)
+ {
+ // check dependencies
+ UINT64 fenceCompleted = context->m_fence->GetCompletedValue();
+ if (fenceCompleted < context->m_fenceValues[i])
+ {
+ context->m_fence->SetEventOnCompletion(context->m_fenceValues[i], context->m_fenceEvent);
+ WaitForSingleObjectEx(context->m_fenceEvent, INFINITE, FALSE);
+ }
+ }
+
+ BOOL bFullscreen = FALSE;
+ context->m_swapChain->GetFullscreenState(&bFullscreen, nullptr);
+ if (bFullscreen == TRUE) context->m_swapChain->SetFullscreenState(FALSE, nullptr);
+
+ COMRelease(context->m_swapChain);
+ COMRelease(context->m_renderTargets, context->m_renderTargetCount);
+ COMRelease(context->m_depthStencil);
+
+ context->m_valid = false;
+ context->m_winW = 0u;
+ context->m_winH = 0u;
+}
+
+void AppGraphCtxRelease(AppGraphCtx* context)
+{
+ if (context == nullptr) return;
+
+ delete context;
+}
+
+void AppGraphCtxFrameStart(AppGraphCtx* context, float clearColor[4])
+{
+ // Get back render target index
+ context->m_renderTargetIndex = context->m_swapChain->GetCurrentBackBufferIndex();
+
+ // check dependencies
+ UINT64 fenceCompleted = context->m_fence->GetCompletedValue();
+ if (fenceCompleted < context->m_fenceValues[context->m_frameIndex])
+ {
+ context->m_fence->SetEventOnCompletion(context->m_fenceValues[context->m_frameIndex], context->m_fenceEvent);
+ WaitForSingleObjectEx(context->m_fenceEvent, INFINITE, FALSE);
+ }
+
+ // The fence ID associated with completion of this frame
+ context->m_thisFrameFenceID = context->m_frameID + 1;
+ context->m_lastFenceComplete = context->m_fence->GetCompletedValue();
+
+ // reset this frame's command allocator
+ context->m_commandAllocators[context->m_frameIndex]->Reset();
+
+ // reset command list with this frame's allocator
+ context->m_commandList->Reset(context->m_commandAllocators[context->m_frameIndex], nullptr);
+
+ appGraphProfilerFrameBegin(context->m_profiler);
+
+ context->m_commandList->RSSetViewports(1, &context->m_viewport);
+ context->m_commandList->RSSetScissorRects(1, &context->m_scissorRect);
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = context->m_renderTargets[context->m_renderTargetIndex];
+ barrier.Transition.Subresource = 0u;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ context->m_commandList->ResourceBarrier(1, &barrier);
+
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = context->m_rtvHeap->GetCPUDescriptorHandleForHeapStart();
+ rtvHandle.ptr += context->m_renderTargetIndex * context->m_rtvDescriptorSize;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = context->m_dsvHeap->GetCPUDescriptorHandleForHeapStart();
+ context->m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);
+
+ context->m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
+ context->m_commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.f, 0, 0, nullptr);
+
+ /// to simplify interop implementation
+ context->m_current_renderTarget = context->m_renderTargets[context->m_renderTargetIndex];
+ context->m_current_rtvHandle = rtvHandle;
+ context->m_current_dsvHandle = dsvHandle;
+ context->m_current_depth_srvHandle = context->m_depthSrvHeap->GetCPUDescriptorHandleForHeapStart();
+}
+
+void AppGraphCtxFramePresent(AppGraphCtx* context, bool fullsync)
+{
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = context->m_renderTargets[context->m_renderTargetIndex];
+ barrier.Transition.Subresource = 0u;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ context->m_commandList->ResourceBarrier(1, &barrier);
+
+ context->m_commandList->Close();
+
+ // submit command list
+ ID3D12CommandList* cmdLists[] = { context->m_commandList };
+ context->m_commandQueue->ExecuteCommandLists(1, cmdLists);
+
+ // check if now is good time to present
+ bool shouldPresent = context->m_fullscreen ? true : WaitForSingleObjectEx(context->m_swapChainWaitableObject, 0, TRUE) != WAIT_TIMEOUT;
+ if (shouldPresent)
+ {
+ context->m_swapChain->Present(0, 0);
+ context->m_renderTargetID++;
+ }
+
+ appGraphProfilerFrameEnd(context->m_profiler);
+
+ // signal for this frame id
+ context->m_frameID++;
+ context->m_fenceValues[context->m_frameIndex] = context->m_frameID;
+ context->m_commandQueue->Signal(context->m_fence, context->m_frameID);
+
+ // increment frame index after signal
+ context->m_frameIndex = (context->m_frameIndex + 1) % context->m_frameCount;
+
+ if (fullsync)
+ {
+ // check dependencies
+ for (int frameIndex = 0; frameIndex < context->m_frameCount; frameIndex++)
+ {
+ UINT64 fenceCompleted = context->m_fence->GetCompletedValue();
+ if (fenceCompleted < context->m_fenceValues[frameIndex])
+ {
+ context->m_fence->SetEventOnCompletion(context->m_fenceValues[frameIndex], context->m_fenceEvent);
+ WaitForSingleObjectEx(context->m_fenceEvent, INFINITE, FALSE);
+ }
+ }
+ }
+}
+
+void AppGraphCtxWaitForFrames(AppGraphCtx* context, unsigned int maxFramesInFlight)
+{
+ unsigned int framesActive = maxFramesInFlight;
+ while (framesActive >= maxFramesInFlight)
+ {
+ // reset count each cycle, and get latest fence value
+ framesActive = 0u;
+ UINT64 fenceCompleted = context->m_fence->GetCompletedValue();
+
+ // determine how many frames are in flight
+ for (int frameIndex = 0; frameIndex < context->m_frameCount; frameIndex++)
+ {
+ if (fenceCompleted < context->m_fenceValues[frameIndex])
+ {
+ framesActive++;
+ }
+ }
+
+ if (framesActive >= maxFramesInFlight)
+ {
+ // find the active frame with the lowest fence ID
+ UINT64 minFenceID = 0;
+ unsigned int minFrameIdx = 0;
+ for (int frameIndex = 0; frameIndex < context->m_frameCount; frameIndex++)
+ {
+ if (fenceCompleted < context->m_fenceValues[frameIndex])
+ {
+ if (minFenceID == 0)
+ {
+ minFenceID = context->m_fenceValues[frameIndex];
+ minFrameIdx = frameIndex;
+ }
+ else if (context->m_fenceValues[frameIndex] < minFenceID)
+ {
+ minFenceID = context->m_fenceValues[frameIndex];
+ minFrameIdx = frameIndex;
+ }
+ }
+ }
+ // Wait for min frame
+ {
+ unsigned int frameIndex = minFrameIdx;
+ fenceCompleted = context->m_fence->GetCompletedValue();
+ if (fenceCompleted < context->m_fenceValues[frameIndex])
+ {
+ context->m_fence->SetEventOnCompletion(context->m_fenceValues[frameIndex], context->m_fenceEvent);
+ WaitForSingleObjectEx(context->m_fenceEvent, INFINITE, FALSE);
+ }
+ }
+ }
+ }
+}
+
+void AppGraphCtxProfileEnable(AppGraphCtx* context, bool enabled)
+{
+ appGraphProfilerEnable(context->m_profiler, enabled);
+}
+
+void AppGraphCtxProfileBegin(AppGraphCtx* context, const char* label)
+{
+ appGraphProfilerBegin(context->m_profiler, label);
+}
+
+void AppGraphCtxProfileEnd(AppGraphCtx* context, const char* label)
+{
+ appGraphProfilerEnd(context->m_profiler, label);
+}
+
+bool AppGraphCtxProfileGet(AppGraphCtx* context, const char** plabel, float* cpuTime, float* gpuTime, int index)
+{
+ return appGraphProfilerGet(context->m_profiler, plabel, cpuTime, gpuTime, index);
+}
+
+// ******************************* Dynamic descriptor heap ******************************
+
+void AppDynamicDescriptorHeapD3D12::init(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE heapType, UINT minHeapSize)
+{
+ m_device = device;
+ m_heapSize = minHeapSize;
+ m_startSlot = 0u;
+ m_descriptorSize = m_device->GetDescriptorHandleIncrementSize(heapType);
+
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.NumDescriptors = m_heapSize;
+ desc.Type = heapType;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ m_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_heap));
+}
+
+void AppDynamicDescriptorHeapD3D12::release()
+{
+ m_device = nullptr;
+ COMRelease(m_heap);
+ m_descriptorSize = 0u;
+ m_startSlot = 0u;
+ m_heapSize = 0u;
+}
+
+AppDescriptorReserveHandleD3D12 AppDynamicDescriptorHeapD3D12::reserveDescriptors(UINT numDescriptors, UINT64 lastFenceCompleted, UINT64 nextFenceValue)
+{
+ UINT endSlot = m_startSlot + numDescriptors;
+ if (endSlot >= m_heapSize)
+ {
+ m_startSlot = 0u;
+ endSlot = numDescriptors;
+ }
+ D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle;
+ D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
+ cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
+ cpuHandle.ptr += m_startSlot * m_descriptorSize;
+ gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
+ gpuHandle.ptr += m_startSlot * m_descriptorSize;
+
+ // advance start slot
+ m_startSlot = endSlot;
+
+ AppDescriptorReserveHandleD3D12 handle = {};
+ handle.heap = m_heap;
+ handle.descriptorSize = m_descriptorSize;
+ handle.cpuHandle = cpuHandle;
+ handle.gpuHandle = gpuHandle;
+ return handle;
+}
+
+// ******************************* Profiler *********************************
+
+namespace
+{
+ struct TimerCPU
+ {
+ LARGE_INTEGER oldCount;
+ LARGE_INTEGER count;
+ LARGE_INTEGER freq;
+ TimerCPU()
+ {
+ QueryPerformanceCounter(&count);
+ QueryPerformanceFrequency(&freq);
+ oldCount = count;
+ }
+ double getDeltaTime()
+ {
+ QueryPerformanceCounter(&count);
+ double dt = double(count.QuadPart - oldCount.QuadPart) / double(freq.QuadPart);
+ oldCount = count;
+ return dt;
+ }
+ };
+
+ struct TimerGPU
+ {
+ ID3D12QueryHeap* m_queryHeap = nullptr;
+ ID3D12Resource* m_queryReadback = nullptr;
+ UINT64 m_queryFrequency = 0;
+ UINT64 m_queryReadbackFenceVal = ~0llu;
+
+ TimerGPU() {}
+ ~TimerGPU()
+ {
+ COMRelease(m_queryHeap);
+ COMRelease(m_queryReadback);
+ }
+ };
+
+ struct Timer
+ {
+ TimerCPU m_cpu;
+ TimerGPU m_gpu;
+
+ const char* m_label = nullptr;
+ float m_cpuTime = 0.f;
+ float m_gpuTime = 0.f;
+
+ Timer() {}
+ ~Timer() {}
+ };
+
+ struct TimerValue
+ {
+ const char* m_label = nullptr;
+ float m_cpuTime = 0.f;
+ float m_gpuTime = 0.f;
+
+ struct Stat
+ {
+ float m_time = 0.f;
+ float m_maxTime = 0.f;
+ float m_maxTimeAge = 0.f;
+
+ float m_smoothTime = 0.f;
+ float m_smoothTimeSum = 0.f;
+ float m_smoothTimeCount = 0.f;
+
+ Stat() {}
+ void push(float time)
+ {
+ m_time = time;
+
+ if (m_time > m_maxTime)
+ {
+ m_maxTime = m_time;
+ m_maxTimeAge = 0.f;
+ }
+
+ if (fabsf(m_time - m_maxTime) < 0.25f * m_maxTime)
+ {
+ m_smoothTimeSum += m_time;
+ m_smoothTimeCount += 1.f;
+ m_smoothTimeSum *= 0.98f;
+ m_smoothTimeCount *= 0.98f;
+ m_smoothTime = m_smoothTimeSum / m_smoothTimeCount;
+ }
+ }
+
+ float pull(float frameTime)
+ {
+ m_maxTimeAge += frameTime;
+
+ if (m_maxTimeAge > 1.f)
+ {
+ m_maxTimeAge = 0.f;
+ m_maxTime = m_time;
+ m_smoothTimeSum = 0.f;
+ m_smoothTimeCount = 0.f;
+ }
+ return m_smoothTime;
+ }
+ };
+
+ Stat m_cpu;
+ Stat m_gpu;
+
+ void push(float cpuTime, float gpuTime)
+ {
+ m_cpu.push(cpuTime);
+ m_gpu.push(gpuTime);
+ }
+
+ void pull(float frameTime)
+ {
+ m_cpuTime = m_cpu.pull(frameTime);
+ m_gpuTime = m_gpu.pull(frameTime);
+ }
+ };
+
+ struct HeapPropsReadback : public D3D12_HEAP_PROPERTIES
+ {
+ HeapPropsReadback()
+ {
+ Type = D3D12_HEAP_TYPE_READBACK;
+ CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ CreationNodeMask = 0u;
+ VisibleNodeMask = 0u;
+ }
+ };
+ struct ResourceDescBuffer : public D3D12_RESOURCE_DESC
+ {
+ ResourceDescBuffer(UINT64 size)
+ {
+ Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ Alignment = 0u;
+ Width = size;
+ Height = 1u;
+ DepthOrArraySize = 1u;
+ MipLevels = 1;
+ Format = DXGI_FORMAT_UNKNOWN;
+ SampleDesc.Count = 1u;
+ SampleDesc.Quality = 0u;
+ Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ Flags = D3D12_RESOURCE_FLAG_NONE;
+ }
+ };
+}
+
+struct AppGraphProfiler
+{
+ AppGraphCtx* m_context;
+
+ int m_state = 0;
+ bool m_enabled = false;
+
+ TimerCPU m_frameTimer;
+ float m_frameTime = 0.f;
+
+ static const int m_timersCap = 64;
+ Timer m_timers[m_timersCap];
+ int m_timersSize = 0;
+
+ TimerValue m_timerValues[m_timersCap];
+ int m_timerValuesSize = 0;
+
+ AppGraphProfiler(AppGraphCtx* context);
+ ~AppGraphProfiler();
+};
+
+AppGraphProfiler::AppGraphProfiler(AppGraphCtx* context) : m_context(context)
+{
+}
+
+AppGraphProfiler::~AppGraphProfiler()
+{
+}
+
+AppGraphProfiler* appGraphCreateProfiler(AppGraphCtx* ctx)
+{
+ return new AppGraphProfiler(ctx);
+}
+
+void appGraphReleaseProfiler(AppGraphProfiler* profiler)
+{
+ delete profiler;
+}
+
+void appGraphProfilerFrameBegin(AppGraphProfiler* p)
+{
+ p->m_frameTime = (float)p->m_frameTimer.getDeltaTime();
+
+ if (p->m_state == 0 && p->m_enabled)
+ {
+ p->m_timersSize = 0;
+
+ p->m_state = 1;
+ }
+}
+
+void appGraphProfilerFrameEnd(AppGraphProfiler* p)
+{
+ if (p->m_state == 1)
+ {
+ p->m_state = 2;
+ }
+}
+
+void appGraphProfilerEnable(AppGraphProfiler* p, bool enabled)
+{
+ p->m_enabled = enabled;
+}
+
+void appGraphProfilerBegin(AppGraphProfiler* p, const char* label)
+{
+ if (p->m_state == 1 && p->m_timersSize < p->m_timersCap)
+ {
+ auto& timer = p->m_timers[p->m_timersSize++];
+ timer.m_label = label;
+ timer.m_cpu.getDeltaTime();
+
+ auto device = p->m_context->m_device;
+
+ if (timer.m_gpu.m_queryHeap == nullptr)
+ {
+ D3D12_QUERY_HEAP_DESC queryDesc = {};
+ queryDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
+ queryDesc.Count = 2;
+ queryDesc.NodeMask = 0;
+
+ device->CreateQueryHeap(&queryDesc, IID_PPV_ARGS(&timer.m_gpu.m_queryHeap));
+
+ HeapPropsReadback readbackProps;
+ ResourceDescBuffer resDesc(2 * sizeof(UINT64));
+ resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ device->CreateCommittedResource(&readbackProps, D3D12_HEAP_FLAG_NONE,
+ &resDesc, D3D12_RESOURCE_STATE_COPY_DEST,
+ nullptr, IID_PPV_ARGS(&timer.m_gpu.m_queryReadback));
+ }
+
+ p->m_context->m_commandQueue->GetTimestampFrequency(&timer.m_gpu.m_queryFrequency);
+
+ p->m_context->m_commandList->EndQuery(timer.m_gpu.m_queryHeap, D3D12_QUERY_TYPE_TIMESTAMP, 0);
+ }
+}
+
+void appGraphProfilerEnd(AppGraphProfiler* p, const char* label)
+{
+ if (p->m_state == 1)
+ {
+ Timer* timer = nullptr;
+ for (int i = 0; i < p->m_timersSize; i++)
+ {
+ if (strcmp(p->m_timers[i].m_label, label) == 0)
+ {
+ timer = &p->m_timers[i];
+ break;
+ }
+ }
+ if (timer)
+ {
+ p->m_context->m_commandList->EndQuery(timer->m_gpu.m_queryHeap, D3D12_QUERY_TYPE_TIMESTAMP, 1);
+
+ p->m_context->m_commandList->ResolveQueryData(timer->m_gpu.m_queryHeap, D3D12_QUERY_TYPE_TIMESTAMP, 0, 2, timer->m_gpu.m_queryReadback, 0u);
+
+ timer->m_gpu.m_queryReadbackFenceVal = p->m_context->m_thisFrameFenceID;
+
+ timer->m_cpuTime = (float)timer->m_cpu.getDeltaTime();
+ }
+ }
+}
+
+bool appGraphProfilerFlush(AppGraphProfiler* p)
+{
+ if (p->m_state == 2)
+ {
+ for (int i = 0; i < p->m_timersSize; i++)
+ {
+ Timer& timer = p->m_timers[i];
+
+ if (timer.m_gpu.m_queryReadbackFenceVal > p->m_context->m_lastFenceComplete)
+ {
+ return false;
+ }
+
+ UINT64 tsBegin, tsEnd;
+ {
+ void* data;
+ // Read range is nullptr, meaning full read access
+ D3D12_RANGE readRange;
+ readRange.Begin = 0u;
+ readRange.End = 2 * sizeof(UINT64);
+ timer.m_gpu.m_queryReadback->Map(0u, &readRange, &data);
+ if (data)
+ {
+ auto mapped = (UINT64*)data;
+ tsBegin = mapped[0];
+ tsEnd = mapped[1];
+
+ D3D12_RANGE writeRange{};
+ timer.m_gpu.m_queryReadback->Unmap(0u, &writeRange);
+ }
+ }
+
+ timer.m_gpuTime = float(tsEnd - tsBegin) / float(timer.m_gpu.m_queryFrequency);
+
+ // update TimerValue
+ int j = 0;
+ for (; j < p->m_timerValuesSize; j++)
+ {
+ TimerValue& value = p->m_timerValues[j];
+ if (strcmp(value.m_label, timer.m_label) == 0)
+ {
+ value.push(timer.m_cpuTime, timer.m_gpuTime);
+ break;
+ }
+ }
+ if (j >= p->m_timerValuesSize && p->m_timerValuesSize < p->m_timersCap)
+ {
+ TimerValue& value = p->m_timerValues[p->m_timerValuesSize++];
+ value.m_label = timer.m_label;
+ value.push(timer.m_cpuTime, timer.m_gpuTime);
+ }
+ }
+
+ p->m_state = 0;
+ }
+ return false;
+}
+
+bool appGraphProfilerGet(AppGraphProfiler* p, const char** plabel, float* cpuTime, float* gpuTime, int index)
+{
+ appGraphProfilerFlush(p);
+ {
+ if (index < p->m_timerValuesSize)
+ {
+ TimerValue& timer = p->m_timerValues[index];
+
+ timer.pull(p->m_frameTime);
+
+ if (plabel) *plabel = timer.m_label;
+ if (cpuTime) *cpuTime = timer.m_cpuTime;
+ if (gpuTime) *gpuTime = timer.m_gpuTime;
+
+ return true;
+ }
+ }
+ return false;
+}
+
+size_t AppGraphCtxDedicatedVideoMemory(AppGraphCtx* context)
+{
+ return context->m_dedicatedVideoMemory;
+} \ No newline at end of file