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#include "Backend.hpp"
#if BUILD_CORE_WITH_DX12_BACKEND
# include <backend/imgui_impl_dx12.h>
# include <backend/imgui_impl_win32.h>
# include <d3d12.h>
# include <dxgi1_4.h>
# include <tchar.h>
# include <backend/imgui_impl_dx12.cpp>
# include <stdexcept>
constexpr int kNumFramesInFlight = 3;
constexpr int kNumBackBuffers = 3;
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
class DirectX12Backend : public RenderingBackend
{
private:
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
};
HWND hWnd;
WNDCLASSEX wc;
FrameContext mFrameContext[kNumFramesInFlight] = {};
UINT mFrameIndex = 0;
ID3D12Device* mD3dDevice = nullptr;
ID3D12DescriptorHeap* mD3dRtvDescHeap = nullptr;
ID3D12DescriptorHeap* mD3dSrvDescHeap = nullptr;
ID3D12CommandQueue* mD3dCommandQueue = nullptr;
ID3D12GraphicsCommandList* mD3dCommandList = nullptr;
ID3D12Fence* mFence = nullptr;
HANDLE mFenceEvent = nullptr;
UINT64 mFenceLastSignaledValue = 0;
IDXGISwapChain3* mSwapChain = nullptr;
HANDLE mSwapChainWaitableObject = nullptr;
ID3D12Resource* mMainRenderTargetResource[kNumBackBuffers] = {};
D3D12_CPU_DESCRIPTOR_HANDLE mMainRenderTargetDescriptor[kNumBackBuffers] = {};
public:
DirectX12Backend()
{
ImGui_ImplWin32_EnableDpiAwareness();
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_CLASSDC;
wc.lpfnWndProc = &StaticWndProc;
wc.cbClsExtra = 0L;
wc.cbWndExtra = 0L;
wc.hInstance = GetModuleHandle(nullptr);
wc.hIcon = nullptr;
wc.hCursor = nullptr;
wc.hbrBackground = nullptr;
wc.lpszMenuName = nullptr;
wc.lpszClassName = _T("Cplt");
wc.hIconSm = nullptr;
::RegisterClassEx(&wc);
hWnd = ::CreateWindow(
wc.lpszClassName,
_T("Cplt main window"),
WS_OVERLAPPEDWINDOW,
/* x */ 100,
/* y */ 100,
/* window width */ 1280,
/* window height */ 800,
nullptr,
nullptr,
wc.hInstance,
this);
if (!CreateDeviceD3D()) {
CleanupDeviceD3D();
::UnregisterClass(wc.lpszClassName, wc.hInstance);
throw std::runtime_error("Failed to create d3d device.");
}
::ShowWindow(hWnd, SW_SHOWDEFAULT);
::UpdateWindow(hWnd);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplWin32_Init(hWnd);
ImGui_ImplDX12_Init(mD3dDevice, kNumFramesInFlight, DXGI_FORMAT_R8G8B8A8_UNORM, mD3dSrvDescHeap, mD3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), mD3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
}
virtual ~DirectX12Backend()
{
WaitForLastSubmittedFrame();
// Cleanup
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hWnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
}
virtual void RunUntilWindowClose(void (*windowContent)())
{
while (true) {
MSG msg;
bool done = false;
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT) {
done = true;
}
}
if (done) break;
// Start the Dear ImGui frame
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
windowContent();
ImGui::Render();
FrameContext* frameCtx = WaitForNextFrameResources();
UINT backBufferIdx = mSwapChain->GetCurrentBackBufferIndex();
frameCtx->CommandAllocator->Reset();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = mMainRenderTargetResource[backBufferIdx];
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
mD3dCommandList->Reset(frameCtx->CommandAllocator, nullptr);
mD3dCommandList->ResourceBarrier(1, &barrier);
const ImVec4 kClearColor = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
const float kClearColorWithAlpha[4] = { kClearColor.x * kClearColor.w, kClearColor.y * kClearColor.w, kClearColor.z * kClearColor.w, kClearColor.w };
mD3dCommandList->ClearRenderTargetView(mMainRenderTargetDescriptor[backBufferIdx], kClearColorWithAlpha, 0, nullptr);
mD3dCommandList->OMSetRenderTargets(1, &mMainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr);
mD3dCommandList->SetDescriptorHeaps(1, &mD3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), mD3dCommandList);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
mD3dCommandList->ResourceBarrier(1, &barrier);
mD3dCommandList->Close();
mD3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&mD3dCommandList);
mSwapChain->Present(1, 0); // Present with vsync
UINT64 fenceValue = mFenceLastSignaledValue + 1;
mD3dCommandQueue->Signal(mFence, fenceValue);
mFenceLastSignaledValue = fenceValue;
frameCtx->FenceValue = fenceValue;
}
}
private:
bool CreateDeviceD3D()
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd;
{
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = kNumBackBuffers;
sd.Width = 0;
sd.Height = 0;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd.Scaling = DXGI_SCALING_STRETCH;
sd.Stereo = FALSE;
}
// Create device
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&mD3dDevice)) != S_OK) {
return false;
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = kNumBackBuffers;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (mD3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&mD3dRtvDescHeap)) != S_OK) {
return false;
}
SIZE_T rtvDescriptorSize = mD3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = mD3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < kNumBackBuffers; i++) {
mMainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (mD3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&mD3dSrvDescHeap)) != S_OK) {
return false;
}
}
{
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
desc.NodeMask = 1;
if (mD3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&mD3dCommandQueue)) != S_OK) {
return false;
}
}
for (UINT i = 0; i < kNumFramesInFlight; i++) {
if (mD3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mFrameContext[i].CommandAllocator)) != S_OK) {
return false;
}
}
if (mD3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, mFrameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&mD3dCommandList)) != S_OK ||
mD3dCommandList->Close() != S_OK)
{
return false;
}
if (mD3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence)) != S_OK) return false;
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (mFenceEvent == nullptr) return false;
{
IDXGIFactory4* dxgiFactory = nullptr;
IDXGISwapChain1* swapChain1 = nullptr;
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
return false;
if (dxgiFactory->CreateSwapChainForHwnd(mD3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
return false;
if (swapChain1->QueryInterface(IID_PPV_ARGS(&mSwapChain)) != S_OK)
return false;
swapChain1->Release();
dxgiFactory->Release();
mSwapChain->SetMaximumFrameLatency(kNumBackBuffers);
mSwapChainWaitableObject = mSwapChain->GetFrameLatencyWaitableObject();
}
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (mSwapChain) {
mSwapChain->Release();
mSwapChain = nullptr;
}
if (mSwapChainWaitableObject != nullptr) {
CloseHandle(mSwapChainWaitableObject);
}
for (UINT i = 0; i < kNumFramesInFlight; i++)
if (mFrameContext[i].CommandAllocator) {
mFrameContext[i].CommandAllocator->Release();
mFrameContext[i].CommandAllocator = nullptr;
}
if (mD3dCommandQueue) {
mD3dCommandQueue->Release();
mD3dCommandQueue = nullptr;
}
if (mD3dCommandList) {
mD3dCommandList->Release();
mD3dCommandList = nullptr;
}
if (mD3dRtvDescHeap) {
mD3dRtvDescHeap->Release();
mD3dRtvDescHeap = nullptr;
}
if (mD3dSrvDescHeap) {
mD3dSrvDescHeap->Release();
mD3dSrvDescHeap = nullptr;
}
if (mFence) {
mFence->Release();
mFence = nullptr;
}
if (mFenceEvent) {
CloseHandle(mFenceEvent);
mFenceEvent = nullptr;
}
if (mD3dDevice) {
mD3dDevice->Release();
mD3dDevice = nullptr;
}
}
void CreateRenderTarget()
{
for (UINT i = 0; i < kNumBackBuffers; i++)
{
ID3D12Resource* pBackBuffer = nullptr;
mSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
mD3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, mMainRenderTargetDescriptor[i]);
mMainRenderTargetResource[i] = pBackBuffer;
}
}
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
for (UINT i = 0; i < kNumBackBuffers; i++)
if (mMainRenderTargetResource[i]) {
mMainRenderTargetResource[i]->Release();
mMainRenderTargetResource[i] = nullptr;
}
}
void WaitForLastSubmittedFrame()
{
FrameContext* frameCtx = &mFrameContext[mFrameIndex % kNumFramesInFlight];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue == 0)
return; // No fence was signaled
frameCtx->FenceValue = 0;
if (mFence->GetCompletedValue() >= fenceValue)
return;
mFence->SetEventOnCompletion(fenceValue, mFenceEvent);
WaitForSingleObject(mFenceEvent, INFINITE);
}
FrameContext* WaitForNextFrameResources()
{
UINT nextFrameIndex = mFrameIndex + 1;
mFrameIndex = nextFrameIndex;
HANDLE waitableObjects[] = { mSwapChainWaitableObject, nullptr };
DWORD numWaitableObjects = 1;
FrameContext* frameCtx = &mFrameContext[nextFrameIndex % kNumFramesInFlight];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue != 0) // means no fence was signaled
{
frameCtx->FenceValue = 0;
mFence->SetEventOnCompletion(fenceValue, mFenceEvent);
waitableObjects[1] = mFenceEvent;
numWaitableObjects = 2;
}
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
return frameCtx;
}
void ResizeSwapChain(int width, int height)
{
DXGI_SWAP_CHAIN_DESC1 sd;
mSwapChain->GetDesc1(&sd);
sd.Width = width;
sd.Height = height;
IDXGIFactory4* dxgiFactory = nullptr;
mSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
mSwapChain->Release();
CloseHandle(mSwapChainWaitableObject);
IDXGISwapChain1* swapChain1 = nullptr;
dxgiFactory->CreateSwapChainForHwnd(mD3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1);
swapChain1->QueryInterface(IID_PPV_ARGS(&mSwapChain));
swapChain1->Release();
dxgiFactory->Release();
mSwapChain->SetMaximumFrameLatency(kNumBackBuffers);
mSwapChainWaitableObject = mSwapChain->GetFrameLatencyWaitableObject();
assert(mSwapChainWaitableObject != nullptr);
}
static LRESULT CALLBACK StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
DirectX12Backend* self;
if (uMsg == WM_NCCREATE) {
auto lpcs = reinterpret_cast<LPCREATESTRUCT>(lParam);
self = static_cast<DirectX12Backend*>(lpcs->lpCreateParams);
self->hWnd = hWnd;
SetWindowLongPtr(hWnd, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(self));
} else {
self = reinterpret_cast<DirectX12Backend*>(GetWindowLongPtr(hWnd, GWLP_USERDATA));
}
if (self) {
return self->WndProc(uMsg, wParam, lParam);
} else {
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
}
LRESULT WndProc(UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) {
return true;
}
switch (msg) {
case WM_SIZE: {
if (mD3dDevice != nullptr && wParam != SIZE_MINIMIZED) {
WaitForLastSubmittedFrame();
ImGui_ImplDX12_InvalidateDeviceObjects();
CleanupRenderTarget();
ResizeSwapChain((UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
CreateRenderTarget();
ImGui_ImplDX12_CreateDeviceObjects();
}
return 0;
}
case WM_SYSCOMMAND: {
// Disable ALT application menu
if ((wParam & 0xfff0) == SC_KEYMENU) {
return 0;
}
} break;
case WM_DESTROY: {
::PostQuitMessage(0);
return 0;
}
}
return ::DefWindowProc(hWnd, msg, wParam, lParam);
}
};
std::unique_ptr<RenderingBackend> RenderingBackend::CreateDx12Backend()
{
try {
return std::make_unique<DirectX12Backend>();
} catch (std::exception& e) {
return nullptr;
}
}
#else // ^^ BUILD_CORE_WITH_DX12_BACKEND | BUILD_CORE_WITH_DX12_BACKEND vv
std::unique_ptr<RenderingBackend> RenderingBackend::CreateDx12Backend()
{
return nullptr;
}
#endif
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