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/*
* Copyright (c) 2008-2018, 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.
*/
#pragma once
#include <Windows.h>
#include <DXGI1_4.h>
#include <D3D12.h>
#include <list>
#include <vector>
#include <string>
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
#endif
struct DeviceCreationParameters
{
bool startMaximized;
bool startFullscreen;
int windowPosX;
int windowPosY;
int backBufferWidth;
int backBufferHeight;
int refreshRate;
int swapChainBufferCount;
DXGI_FORMAT swapChainFormat;
DXGI_USAGE swapChainUsage;
int swapChainSampleCount;
D3D_DRIVER_TYPE driverType;
D3D_FEATURE_LEVEL featureLevel;
bool enableDebugRuntime;
DeviceCreationParameters()
: startMaximized(false)
, startFullscreen(false)
, windowPosX(CW_USEDEFAULT)
, windowPosY(CW_USEDEFAULT)
, backBufferWidth(1280)
, backBufferHeight(720)
, refreshRate(0)
, swapChainBufferCount(2)
, swapChainFormat(DXGI_FORMAT_R8G8B8A8_UNORM)
, swapChainUsage(DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT)
, swapChainSampleCount(1)
, driverType(D3D_DRIVER_TYPE_HARDWARE)
, featureLevel(D3D_FEATURE_LEVEL_11_0)
, enableDebugRuntime(false)
{ }
};
typedef D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView;
#pragma warning(push)
#pragma warning(disable: 4100) // unreferenced formal parameter
class IVisualController
{
private:
bool m_Enabled;
public:
IVisualController() : m_Enabled(true) { }
virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { return 1; }
virtual void Render(RenderTargetView RTV) { }
virtual void Animate(double fElapsedTimeSeconds) { }
virtual HRESULT DeviceCreated() { return S_OK; }
virtual void DeviceDestroyed() { }
virtual void BackBufferResized(uint32_t width, uint32_t height, uint32_t sampleCount) { }
virtual void EnableController() { m_Enabled = true; }
virtual void DisableController() { m_Enabled = false; }
virtual bool IsEnabled() { return m_Enabled; }
};
#pragma warning(pop)
void SetResourceBarrier(ID3D12GraphicsCommandList* commandList,
ID3D12Resource* res,
D3D12_RESOURCE_STATES before,
D3D12_RESOURCE_STATES after);
void SetUavBarrier(ID3D12GraphicsCommandList* commandList, ID3D12Resource* res);
class DeviceManager
{
public:
enum WindowState
{
kWindowNone,
kWindowNormal,
kWindowMinimized,
kWindowMaximized,
kWindowFullscreen
};
protected:
ID3D12Device* m_Device12;
ID3D12CommandQueue* m_DefaultQueue;
IDXGISwapChain3* m_SwapChain;
DXGI_SWAP_CHAIN_DESC1 m_SwapChainDesc;
DXGI_SWAP_CHAIN_FULLSCREEN_DESC m_FullScreenDesc;
std::vector<ID3D12CommandAllocator*> m_CommandAllocators;
ID3D12GraphicsCommandList* m_PreRenderCommandList;
ID3D12GraphicsCommandList* m_PostRenderCommandList;
ID3D12DescriptorHeap* m_DescHeapRTV;
IDXGIAdapter* m_DxgiAdapter;
HWND m_hWnd;
std::list<IVisualController*> m_vControllers;
std::wstring m_WindowTitle;
double m_FixedFrameInterval;
UINT m_SyncInterval;
std::list<double> m_vFrameTimes;
double m_AverageFrameTime;
double m_AverageTimeUpdateInterval;
bool m_InSizingModalLoop;
SIZE m_NewWindowSize;
std::vector<ID3D12Resource*> m_SwapChainBuffers;
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> m_SwapChainRTVs;
ID3D12Fence* m_FrameFence;
std::vector<HANDLE> m_FrameFenceEvents;
int m_BufferIndex;
UINT64 m_FrameCount;
bool m_EnableRenderTargetClear;
float m_RenderTargetClearColor[4];
private:
HRESULT CreateRenderTargets();
HRESULT CreatePrePostRenderCommandLists();
void ResizeSwapChain(bool releaseRenderTargets);
void ReleaseRenderTargets();
void TestDeviceRemoval();
public:
DeviceManager()
: m_Device12(NULL)
, m_DefaultQueue(NULL)
, m_SwapChain(NULL)
, m_hWnd(NULL)
, m_WindowTitle(L"")
, m_FixedFrameInterval(-1)
, m_InSizingModalLoop(false)
, m_SyncInterval(0)
, m_AverageFrameTime(0)
, m_AverageTimeUpdateInterval(0.5)
, m_PreRenderCommandList(NULL)
, m_PostRenderCommandList(NULL)
, m_DescHeapRTV(NULL)
, m_DxgiAdapter(NULL)
, m_BufferIndex(0)
, m_FrameCount(1)
, m_FrameFence(NULL)
{ }
virtual ~DeviceManager()
{
Shutdown();
}
virtual HRESULT CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params, LPWSTR windowTitle);
virtual HRESULT ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount);
virtual HRESULT ResizeWindow(int width, int height);
virtual HRESULT SetFullScreenState(bool fullscreen);
virtual HRESULT ToggleFullScreen();
virtual void Shutdown();
virtual void MessageLoop();
virtual bool OneFrame(double fElapsedTimeSeconds);
virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
virtual void Animate(double fElapsedTimeSeconds);
virtual void DeviceCreated();
virtual void DeviceDestroyed();
virtual void BackBufferResized();
void AddControllerToFront(IVisualController* pController);
void AddControllerToBack(IVisualController* pController);
void RemoveController(IVisualController* pController);
void SetFixedFrameInterval(double seconds) { m_FixedFrameInterval = seconds; }
void DisableFixedFrameInterval() { m_FixedFrameInterval = -1; }
HWND GetHWND() { return m_hWnd; }
ID3D12Device* GetDevice() { return m_Device12; }
ID3D12CommandQueue* GetDefaultQueue() { return m_DefaultQueue; }
ID3D12Resource* GetCurrentBackBuffer() { return m_SwapChainBuffers[m_BufferIndex]; }
WindowState GetWindowState();
bool GetVsyncEnabled() { return m_SyncInterval > 0; }
void SetVsyncEnabled(bool enabled) { m_SyncInterval = enabled ? 1 : 0; }
HRESULT GetDisplayResolution(int& width, int& height);
IDXGIAdapter* GetDXGIAdapter();
double GetAverageFrameTime() { return m_AverageFrameTime; }
void SetAverageTimeUpdateInterval(double value) { m_AverageTimeUpdateInterval = value; }
void SetPrimaryRenderTargetClearColor(bool enableClear, const float* pColor);
};
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