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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.
*/
#include "HBAOSampleD3D12.h"
#include "DeviceManager12.h"
#include "d3dx12.h"
#include "imgui/imgui.h"
#include "imgui/imgui_impl_dx12.h"
#include "GPUTimers.h"
static const uint32_t kNumAppDescriptors = 2;
static const uint32_t kNumImguiDescriptors = 2;
static const uint32_t kNumTotalAppDescriptors = kNumImguiDescriptors + kNumAppDescriptors;
GPUTimers gGPUTimers;
void HBAOSampleD3D12::Initialize()
{
DeviceCreationParameters deviceParams{};
deviceParams.backBufferWidth = mWindowWidth;
deviceParams.backBufferHeight = mWindowHeight;
deviceParams.driverType = D3D_DRIVER_TYPE_HARDWARE;
#if ENABLE_DEBUG_RUNTIME
deviceParams.enableDebugRuntime = true;
#else
deviceParams.enableDebugRuntime = false;
#endif
deviceParams.featureLevel = D3D_FEATURE_LEVEL_11_0;
deviceParams.refreshRate = 0;
deviceParams.startFullscreen = false;
deviceParams.startMaximized = false;
deviceParams.swapChainBufferCount = 2;
deviceParams.swapChainFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
deviceParams.swapChainUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
deviceParams.windowPosX = 0;
deviceParams.windowPosY = 0;
mDeviceManager.CreateWindowDeviceAndSwapChain(deviceParams, L"HBAO+ D3D12 Sample");
mDeviceManager.AddControllerToBack(this);
mDevice = mDeviceManager.GetDevice();
InitializeHBAOPlus();
InitializeRenderTargets();
mDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCommandAllocator));
mCommandQueue = mDeviceManager.GetDefaultQueue();
mDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCommandAllocator.Get(), nullptr, IID_PPV_ARGS(&mCommandList));
mDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence));
ImGui_ImplDX12_Init(mDeviceManager.GetHWND(), mDevice, mCommandQueue, mCommandList.Get(), mSSAODescriptorHeapCBVSRVUAV.Get(), kNumAppDescriptors);
gGPUTimers.Create(mDevice, mCommandQueue, NUM_GPU_TIMES);
mScene.InitializeDefault();
mSceneRenderer.InitializeWithScene(mDevice, mScene);
}
void HBAOSampleD3D12::Render(RenderTargetView RTV)
{
gGPUTimers.BeginFrame(mCommandList.Get());
D3D12_VIEWPORT viewport{};
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float)mWindowWidth;
viewport.Height = (float)mWindowHeight;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
D3D12_RECT scissorRect{};
scissorRect.left = 0;
scissorRect.right = mWindowWidth;
scissorRect.top = 0;
scissorRect.bottom = mWindowHeight;
mCommandList->RSSetScissorRects(1, &scissorRect);
mCommandList->RSSetViewports(1, &viewport);
float color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
mCommandList->ClearRenderTargetView(RTV, color, 0, nullptr);
mCommandList->ClearDepthStencilView(mDepthStencilView[0], D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
mCommandList->ClearDepthStencilView(mDepthStencilView[1], D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
// 1. Render background meshes to mDepthStencilView[0]
mCommandList->OMSetRenderTargets(1, &RTV, TRUE, &mDepthStencilView[0]);
mSceneRenderer.RenderLayer(mCommandList.Get(), 0, mCamera);
// 2. Copy mDepthStencilView[0] to mDepthStencilView[1]
if (mAOParameters.EnableDualLayerAO)
{
mCommandList->CopyResource(mDepthStencil[1].Get(), mDepthStencil[0].Get());
}
// 3. Render foreground meshes to mDepthStencilView[0]
mSceneRenderer.RenderLayer(mCommandList.Get(), 1, mCamera);
GFSDK_SSAO_InputData_D3D12 InputData = {};
InputData.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS;
if (mAOParameters.EnableDualLayerAO)
{
CD3DX12_GPU_DESCRIPTOR_HANDLE DepthSrvGpuHandle(mSSAODescriptorHeapCBVSRVUAV->GetGPUDescriptorHandleForHeapStart());
InputData.DepthData.FullResDepthTextureSRV.pResource = mDepthStencil[0].Get();
InputData.DepthData.FullResDepthTextureSRV.GpuHandle = DepthSrvGpuHandle.ptr;
DepthSrvGpuHandle.Offset(1, mDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
InputData.DepthData.FullResDepthTexture2ndLayerSRV.pResource = mDepthStencil[1].Get();
InputData.DepthData.FullResDepthTexture2ndLayerSRV.GpuHandle = DepthSrvGpuHandle.ptr;
}
else
{
CD3DX12_GPU_DESCRIPTOR_HANDLE DepthSrvGpuHandle(mSSAODescriptorHeapCBVSRVUAV->GetGPUDescriptorHandleForHeapStart());
InputData.DepthData.FullResDepthTextureSRV.pResource = mDepthStencil[0].Get();
InputData.DepthData.FullResDepthTextureSRV.GpuHandle = DepthSrvGpuHandle.ptr;
}
// DepthData
InputData.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4((const GFSDK_SSAO_FLOAT*)&mCamera.mMatProj);
InputData.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER;
InputData.DepthData.MetersToViewSpaceUnits = 1.0f;
InputData.NormalData.Enable = false;
GFSDK_SSAO_RenderMask RenderMask = GFSDK_SSAO_RENDER_AO;
// Set SSAO descriptor heap
{
ID3D12DescriptorHeap* descHeaps[] = { mSSAODescriptorHeapCBVSRVUAV.Get() };
mCommandList->SetDescriptorHeaps(ARRAYSIZE(descHeaps), descHeaps);
}
GFSDK_SSAO_Output_D3D12 Output;
GFSDK_SSAO_RenderTargetView_D3D12 rtv{};
rtv.pResource = mDeviceManager.GetCurrentBackBuffer();
rtv.CpuHandle = RTV.ptr;
Output.pRenderTargetView = &rtv;
{
GPUTimer timer(&gGPUTimers, mCommandList.Get(), GPU_TIME_AO);
GFSDK_SSAO_Status status = mSSAOContext->RenderAO(mCommandQueue, mCommandList.Get(), InputData, mAOParameters, Output, RenderMask);
assert(status == GFSDK_SSAO_OK);
}
ImGui_ImplDX12_NewFrame();
RenderUI();
gGPUTimers.EndFrame(mCommandList.Get());
mCommandList->Close();
ID3D12CommandList* commandLists[] = { mCommandList.Get() };
mCommandQueue->ExecuteCommandLists(1, commandLists);
mCommandQueue->Signal(mFence.Get(), ++mFenceValue);
while (mFence->GetCompletedValue() != mFenceValue)
{
__nop();
}
mFrameTimeMs = gGPUTimers.GetGPUTimeInMS(GPU_TIME_AO);
mCommandAllocator->Reset();
mCommandList->Reset(mCommandAllocator.Get(), nullptr);
}
void HBAOSampleD3D12::BackBufferResized(uint32_t width, uint32_t height, uint32_t sampleCount)
{
mWindowWidth = width;
mWindowHeight = height;
mCamera.InitProjectionMatrix(width, height);
InitializeRenderTargets();
}
bool HBAOSampleD3D12::InitializeHBAOPlus()
{
InitializeHBAOParameters();
const UINT NodeMask = 1;
GFSDK_SSAO_CustomHeap CustomHeap;
CustomHeap.new_ = ::operator new;
CustomHeap.delete_ = ::operator delete;
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc{};
descriptorHeapDesc.NumDescriptors = kNumTotalAppDescriptors + GFSDK_SSAO_NUM_DESCRIPTORS_CBV_SRV_UAV_HEAP_D3D12;
descriptorHeapDesc.NodeMask = NodeMask;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
mDevice->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&mSSAODescriptorHeapCBVSRVUAV));
SIZE_T t0 = mSSAODescriptorHeapCBVSRVUAV->GetCPUDescriptorHandleForHeapStart().ptr;
descriptorHeapDesc.NumDescriptors = GFSDK_SSAO_NUM_DESCRIPTORS_RTV_HEAP_D3D12;
descriptorHeapDesc.NodeMask = NodeMask;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
mDevice->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&mSSAODescriptorHeapRTV));
GFSDK_SSAO_DescriptorHeaps_D3D12 DescriptorHeaps;
DescriptorHeaps.CBV_SRV_UAV.pDescHeap = mSSAODescriptorHeapCBVSRVUAV.Get();
DescriptorHeaps.CBV_SRV_UAV.BaseIndex = kNumTotalAppDescriptors;
DescriptorHeaps.CBV_SRV_UAV.NumDescriptors = GFSDK_SSAO_NUM_DESCRIPTORS_CBV_SRV_UAV_HEAP_D3D12;
DescriptorHeaps.RTV.pDescHeap = mSSAODescriptorHeapRTV.Get();
DescriptorHeaps.RTV.BaseIndex = 0;
DescriptorHeaps.RTV.NumDescriptors = GFSDK_SSAO_NUM_DESCRIPTORS_RTV_HEAP_D3D12;
GFSDK_SSAO_Status status = GFSDK_SSAO_CreateContext_D3D12(mDevice, NodeMask, DescriptorHeaps, &mSSAOContext, &CustomHeap);
assert(status == GFSDK_SSAO_OK);
return true;
}
bool HBAOSampleD3D12::InitializeRenderTargets()
{
CD3DX12_RESOURCE_DESC depthResourceDesc = CD3DX12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_TEXTURE2D, 0, mWindowWidth, mWindowHeight, 1, 1, DXGI_FORMAT_R32_TYPELESS, 1, 0, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
for (uint32_t i = 0; i < 2; ++i)
{
mDevice->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &depthResourceDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 1.0f, 0), IID_PPV_ARGS(&mDepthStencil[i]));
}
D3D12_DESCRIPTOR_HEAP_DESC dsvDescriptorHeapDesc{};
dsvDescriptorHeapDesc.NumDescriptors = 2;
dsvDescriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvDescriptorHeapDesc.NodeMask = 0;
dsvDescriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
mDevice->CreateDescriptorHeap(&dsvDescriptorHeapDesc, IID_PPV_ARGS(&mDSVDescriptorHeap));
for (uint32_t i = 0; i < 2; ++i)
{
mDepthStencilView[i] = CD3DX12_CPU_DESCRIPTOR_HANDLE(mDSVDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), i, mDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV));
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc{};
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
mDevice->CreateDepthStencilView(mDepthStencil[i].Get(), &dsvDesc, mDepthStencilView[i]);
D3D12_SHADER_RESOURCE_VIEW_DESC depthSRVDesc = {};
depthSRVDesc.Format = DXGI_FORMAT_R32_FLOAT;
depthSRVDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
depthSRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
depthSRVDesc.Texture2D.MipLevels = 1;
depthSRVDesc.Texture2D.MostDetailedMip = 0; // No MIP
depthSRVDesc.Texture2D.PlaneSlice = 0;
depthSRVDesc.Texture2D.ResourceMinLODClamp = 0.0f;
mDepthSRV[i] = CD3DX12_CPU_DESCRIPTOR_HANDLE(mSSAODescriptorHeapCBVSRVUAV->GetCPUDescriptorHandleForHeapStart(), i, mDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
mDevice->CreateShaderResourceView(mDepthStencil[i].Get(), &depthSRVDesc, mDepthSRV[i]);
}
return true;
}
void HBAOSampleD3D12::Run()
{
mDeviceManager.MessageLoop();
}
extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT HBAOSampleD3D12::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
return ImGui_ImplDX12_WndProcHandler(hWnd, uMsg, wParam, lParam);
}
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