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- #define WIN32_LEAN_AND_MEAN
- #include <iron_global.h>
- #include <stdbool.h>
- #include <malloc.h>
- #include <math.h>
- #include <assert.h>
- #include <d3d12.h>
- #include <dxgi.h>
- #include <dxgi1_4.h>
- #include <iron_gpu.h>
- #include <iron_system.h>
- #include <iron_math.h>
- #include <backends/windows_system.h>
- bool gpu_transpose_mat = false;
- static ID3D12Device *device = NULL;
- static ID3D12CommandQueue *queue;
- static IDXGISwapChain *window_swapchain;
- static ID3D12RootSignature *root_signature = NULL;
- static ID3D12CommandAllocator *command_allocator;
- static ID3D12GraphicsCommandList *command_list;
- static gpu_pipeline_t *current_pipeline;
- static D3D12_VIEWPORT current_viewport;
- static D3D12_RECT current_scissor;
- static gpu_buffer_t *current_vb;
- static gpu_buffer_t *current_ib;
- static D3D12_CPU_DESCRIPTOR_HANDLE target_descriptors[GPU_MAX_TEXTURES];
- static D3D12_CPU_DESCRIPTOR_HANDLE depth_handle;
- static D3D12_CPU_DESCRIPTOR_HANDLE *current_depth_handle;
- static gpu_texture_t *current_textures[GPU_MAX_TEXTURES] = {
- NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
- NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
- };
- static bool window_vsync;
- static ID3D12DescriptorHeap *srv_heap;
- static int srv_heap_index = 0;
- static UINT64 fence_value;
- static ID3D12Fence *fence;
- static HANDLE fence_event;
- static UINT64 frame_fence_values[GPU_FRAMEBUFFER_COUNT] = {0, 0};
- static bool resized = false;
- static ID3D12Resource *readback_buffer = NULL;
- static int readback_buffer_size = 0;
- static ID3D12Resource *upload_buffer = NULL;
- static int upload_buffer_size = 0;
- static ID3D12Resource *resources_to_destroy[256];
- static int resources_to_destroy_count = 0;
- static D3D12_BLEND convert_blend_factor(gpu_blending_factor_t factor) {
- switch (factor) {
- case GPU_BLEND_ONE:
- return D3D12_BLEND_ONE;
- case GPU_BLEND_ZERO:
- return D3D12_BLEND_ZERO;
- case GPU_BLEND_SOURCE_ALPHA:
- return D3D12_BLEND_SRC_ALPHA;
- case GPU_BLEND_DEST_ALPHA:
- return D3D12_BLEND_DEST_ALPHA;
- case GPU_BLEND_INV_SOURCE_ALPHA:
- return D3D12_BLEND_INV_SRC_ALPHA;
- case GPU_BLEND_INV_DEST_ALPHA:
- return D3D12_BLEND_INV_DEST_ALPHA;
- }
- }
- static D3D12_CULL_MODE convert_cull_mode(gpu_cull_mode_t cull_mode) {
- switch (cull_mode) {
- case GPU_CULL_MODE_CLOCKWISE:
- return D3D12_CULL_MODE_FRONT;
- case GPU_CULL_MODE_COUNTERCLOCKWISE:
- return D3D12_CULL_MODE_BACK;
- default:
- return D3D12_CULL_MODE_NONE;
- }
- }
- static D3D12_COMPARISON_FUNC convert_compare_mode(gpu_compare_mode_t compare) {
- switch (compare) {
- default:
- case GPU_COMPARE_MODE_ALWAYS:
- return D3D12_COMPARISON_FUNC_ALWAYS;
- case GPU_COMPARE_MODE_NEVER:
- return D3D12_COMPARISON_FUNC_NEVER;
- case GPU_COMPARE_MODE_EQUAL:
- return D3D12_COMPARISON_FUNC_EQUAL;
- case GPU_COMPARE_MODE_LESS:
- return D3D12_COMPARISON_FUNC_LESS;
- }
- }
- static DXGI_FORMAT convert_format(gpu_texture_format_t format) {
- switch (format) {
- case GPU_TEXTURE_FORMAT_RGBA128:
- return DXGI_FORMAT_R32G32B32A32_FLOAT;
- case GPU_TEXTURE_FORMAT_RGBA64:
- return DXGI_FORMAT_R16G16B16A16_FLOAT;
- case GPU_TEXTURE_FORMAT_R32:
- return DXGI_FORMAT_R32_FLOAT;
- case GPU_TEXTURE_FORMAT_R16:
- return DXGI_FORMAT_R16_FLOAT;
- case GPU_TEXTURE_FORMAT_R8:
- return DXGI_FORMAT_R8_UNORM;
- case GPU_TEXTURE_FORMAT_D32:
- return DXGI_FORMAT_D32_FLOAT;
- case GPU_TEXTURE_FORMAT_RGBA32:
- default:
- return DXGI_FORMAT_R8G8B8A8_UNORM;
- }
- }
- static D3D12_RESOURCE_STATES convert_texture_state(gpu_texture_state_t state) {
- switch (state) {
- case GPU_TEXTURE_STATE_SHADER_RESOURCE:
- return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
- case GPU_TEXTURE_STATE_RENDER_TARGET:
- return D3D12_RESOURCE_STATE_RENDER_TARGET;
- case GPU_TEXTURE_STATE_RENDER_TARGET_DEPTH:
- return D3D12_RESOURCE_STATE_DEPTH_WRITE;
- case GPU_TEXTURE_STATE_PRESENT:
- return D3D12_RESOURCE_STATE_PRESENT;
- }
- }
- static void wait_for_fence(ID3D12Fence *fence, UINT64 completion_value, HANDLE wait_event) {
- if (fence->lpVtbl->GetCompletedValue(fence) < completion_value) {
- fence->lpVtbl->SetEventOnCompletion(fence, completion_value, wait_event);
- WaitForSingleObject(wait_event, INFINITE);
- }
- }
- static void _gpu_barrier(ID3D12Resource *r, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after) {
- D3D12_RESOURCE_BARRIER barrier = {
- .Transition.pResource = r,
- .Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
- .Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
- .Transition.StateBefore = state_before,
- .Transition.StateAfter = state_after,
- .Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
- };
- command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
- }
- void gpu_barrier(gpu_texture_t *render_target, gpu_texture_state_t state_after) {
- if (render_target->state == state_after) {
- return;
- }
- _gpu_barrier(render_target->impl.image, convert_texture_state(render_target->state), convert_texture_state(state_after));
- render_target->state = state_after;
- }
- void gpu_destroy() {
- gpu_wait();
- for (int i = 0; i < GPU_FRAMEBUFFER_COUNT; ++i) {
- gpu_texture_destroy(&framebuffers[i]);
- }
- if (framebuffer_depth.width > 0) {
- gpu_texture_destroy(&framebuffer_depth);
- }
- if (readback_buffer != NULL) {
- readback_buffer->lpVtbl->Release(readback_buffer);
- }
- if (upload_buffer != NULL) {
- upload_buffer->lpVtbl->Release(upload_buffer);
- }
- command_list->lpVtbl->Release(command_list);
- command_allocator->lpVtbl->Release(command_allocator);
- window_swapchain->lpVtbl->Release(window_swapchain);
- queue->lpVtbl->Release(queue);
- root_signature->lpVtbl->Release(root_signature);
- srv_heap->lpVtbl->Release(srv_heap);
- fence->lpVtbl->Release(fence);
- CloseHandle(fence_event);
- device->lpVtbl->Release(device);
- }
- void gpu_render_target_init2(gpu_texture_t *render_target, int width, int height, gpu_texture_format_t format, int framebuffer_index) {
- render_target->width = width;
- render_target->height = height;
- render_target->format = format;
- render_target->state = (framebuffer_index >= 0) ? GPU_TEXTURE_STATE_PRESENT : GPU_TEXTURE_STATE_SHADER_RESOURCE;
- render_target->buffer = NULL;
- DXGI_FORMAT dxgi_format = convert_format(format);
- D3D12_CLEAR_VALUE clear_value;
- clear_value.Format = dxgi_format;
- clear_value.Color[0] = 0.0f;
- clear_value.Color[1] = 0.0f;
- clear_value.Color[2] = 0.0f;
- clear_value.Color[3] = 0.0f;
- clear_value.DepthStencil.Depth = 1.0f;
- D3D12_HEAP_PROPERTIES heap_properties = {
- .Type = D3D12_HEAP_TYPE_DEFAULT,
- .CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
- .MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- D3D12_RESOURCE_DESC resource_desc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
- .Alignment = 0,
- .Width = width,
- .Height = height,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = dxgi_format,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
- .Flags = format == GPU_TEXTURE_FORMAT_D32 ? D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL : D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
- };
- D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {
- .NumDescriptors = 1,
- .Type = format == GPU_TEXTURE_FORMAT_D32 ? D3D12_DESCRIPTOR_HEAP_TYPE_DSV : D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
- .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
- };
- device->lpVtbl->CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, &render_target->impl.rtv_descriptor_heap);
- if (framebuffer_index >= 0) {
- window_swapchain->lpVtbl->GetBuffer(window_swapchain, framebuffer_index, &IID_ID3D12Resource, &render_target->impl.image);
- }
- else {
- device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
- &clear_value, &IID_ID3D12Resource, &render_target->impl.image);
- }
- D3D12_RENDER_TARGET_VIEW_DESC view_desc = {
- .Format = dxgi_format,
- .ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D,
- .Texture2D.MipSlice = 0,
- .Texture2D.PlaneSlice = 0,
- };
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- render_target->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(render_target->impl.rtv_descriptor_heap, &handle);
- if (format == GPU_TEXTURE_FORMAT_D32) {
- device->lpVtbl->CreateDepthStencilView(device, render_target->impl.image, NULL, handle);
- }
- else {
- device->lpVtbl->CreateRenderTargetView(device, render_target->impl.image, &view_desc, handle);
- }
- D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {
- .NumDescriptors = 1,
- .Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
- .NodeMask = 0,
- .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
- };
- device->lpVtbl->CreateDescriptorHeap(device, &descriptor_heap_desc, &IID_ID3D12DescriptorHeap, &render_target->impl.srv_descriptor_heap);
- D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
- .ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
- .Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
- .Format = format == GPU_TEXTURE_FORMAT_D32 ? DXGI_FORMAT_R32_FLOAT : dxgi_format,
- .Texture2D.MipLevels = 1,
- .Texture2D.MostDetailedMip = 0,
- .Texture2D.ResourceMinLODClamp = 0.0f,
- };
- render_target->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(render_target->impl.srv_descriptor_heap, &handle);
- device->lpVtbl->CreateShaderResourceView(device, render_target->impl.image, &srv_desc, handle);
- }
- void gpu_init_internal(int depth_buffer_bits, bool vsync) {
- window_vsync = vsync;
- #ifdef _DEBUG
- ID3D12Debug *debug_controller = NULL;
- if (D3D12GetDebugInterface(&IID_ID3D12Debug, &debug_controller) == S_OK) {
- debug_controller->lpVtbl->EnableDebugLayer(debug_controller);
- }
- #endif
- D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, &device);
- // Root signature
- ID3DBlob *root_blob;
- ID3DBlob *error_blob;
- D3D12_ROOT_PARAMETER parameters[2] = {};
- D3D12_DESCRIPTOR_RANGE range = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = (UINT)GPU_MAX_TEXTURES,
- .BaseShaderRegister = 0,
- .RegisterSpace = 0,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- parameters[0].DescriptorTable.NumDescriptorRanges = 1;
- parameters[0].DescriptorTable.pDescriptorRanges = ⦥
- parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
- parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- parameters[1].Descriptor.ShaderRegister = 0;
- parameters[1].Descriptor.RegisterSpace = 0;
- D3D12_STATIC_SAMPLER_DESC samplers[GPU_MAX_TEXTURES];
- for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
- samplers[i].ShaderRegister = i;
- samplers[i].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- samplers[i].AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- samplers[i].AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- samplers[i].AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- samplers[i].MipLODBias = 0;
- samplers[i].MaxAnisotropy = 16;
- samplers[i].ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
- samplers[i].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- samplers[i].MinLOD = 0.0f;
- samplers[i].MaxLOD = D3D12_FLOAT32_MAX;
- samplers[i].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- samplers[i].RegisterSpace = 0;
- }
- D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {
- .NumParameters = 2,
- .pParameters = parameters,
- .NumStaticSamplers = GPU_MAX_TEXTURES,
- .pStaticSamplers = samplers,
- .Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
- };
- D3D12SerializeRootSignature(&root_signature_desc, D3D_ROOT_SIGNATURE_VERSION_1, &root_blob, &error_blob);
- device->lpVtbl->CreateRootSignature(device, 0, root_blob->lpVtbl->GetBufferPointer(root_blob), root_blob->lpVtbl->GetBufferSize(root_blob), &IID_ID3D12RootSignature, &root_signature);
- D3D12_COMMAND_QUEUE_DESC queue_desc = {
- .Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
- .Type = D3D12_COMMAND_LIST_TYPE_DIRECT,
- };
- device->lpVtbl->CreateCommandQueue(device, &queue_desc, &IID_ID3D12CommandQueue, &queue);
- HWND hwnd = iron_windows_window_handle();
- DXGI_SWAP_CHAIN_DESC swapchain_desc = {
- .BufferCount = GPU_FRAMEBUFFER_COUNT,
- .BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
- .BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
- .BufferDesc.Width = iron_window_width(),
- .BufferDesc.Height = iron_window_height(),
- .OutputWindow = hwnd,
- .SampleDesc.Count = 1,
- .SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
- .Windowed = true,
- };
- IDXGIFactory4 *dxgi_factory = NULL;
- CreateDXGIFactory1(&IID_IDXGIFactory4, &dxgi_factory);
- dxgi_factory->lpVtbl->CreateSwapChain(dxgi_factory, (IUnknown *)queue, &swapchain_desc, &window_swapchain);
- fence_value = 0;
- fence_event = CreateEvent(NULL, FALSE, FALSE, NULL);
- device->lpVtbl->CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, &fence);
- gpu_create_framebuffers(depth_buffer_bits);
- D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {
- .NumDescriptors = GPU_CONSTANT_BUFFER_MULTIPLE,
- .Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
- .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
- };
- device->lpVtbl->CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, &srv_heap);
- device->lpVtbl->CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, &command_allocator);
- device->lpVtbl->CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12CommandList, &command_list);
- }
- void gpu_begin_internal(gpu_texture_t **targets, int count, gpu_texture_t *depth_buffer, unsigned flags, unsigned color, float depth) {
- for (int i = 0; i < current_render_targets_count; ++i) {
- current_render_targets[i]->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(current_render_targets[i]->impl.rtv_descriptor_heap, &target_descriptors[i]);
- }
- if (depth_buffer != NULL) {
- depth_buffer->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(depth_buffer->impl.rtv_descriptor_heap, &depth_handle);
- current_depth_handle = &depth_handle;
- }
- else {
- current_depth_handle = NULL;
- }
- command_list->lpVtbl->OMSetRenderTargets(command_list, current_render_targets_count, &target_descriptors[0], false, current_depth_handle);
- gpu_texture_t *target = current_render_targets[0];
- gpu_viewport(0, 0, target->width, target->height);
- gpu_scissor(0, 0, target->width, target->height);
- if (flags & GPU_CLEAR_COLOR) {
- float clear_color[] = {((color & 0x00ff0000) >> 16) / 255.0f,
- ((color & 0x0000ff00) >> 8) / 255.0f,
- (color & 0x000000ff) / 255.0f,
- ((color & 0xff000000) >> 24) / 255.0f};
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- target->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(target->impl.rtv_descriptor_heap, &handle);
- command_list->lpVtbl->ClearRenderTargetView(command_list, handle, clear_color, 0, NULL);
- }
- if (flags & GPU_CLEAR_DEPTH && depth_buffer != NULL) {
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- depth_buffer->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(depth_buffer->impl.rtv_descriptor_heap, &handle);
- command_list->lpVtbl->ClearDepthStencilView(command_list, handle, D3D12_CLEAR_FLAG_DEPTH, depth, 0, 0, NULL);
- }
- }
- void gpu_end_internal() {
- for (int i = 0; i < current_render_targets_count; ++i) {
- gpu_barrier(current_render_targets[i],
- current_render_targets[i] == &framebuffers[framebuffer_index] ? GPU_TEXTURE_STATE_PRESENT : GPU_TEXTURE_STATE_SHADER_RESOURCE);
- }
- current_render_targets_count = 0;
- }
- void gpu_wait() {
- wait_for_fence(fence, fence_value, fence_event);
- }
- void gpu_execute_and_wait() {
- command_list->lpVtbl->Close(command_list);
- ID3D12CommandList *command_lists[] = {(ID3D12CommandList *)command_list};
- queue->lpVtbl->ExecuteCommandLists(queue, 1, command_lists);
- queue->lpVtbl->Signal(queue, fence, ++fence_value);
- gpu_wait();
- command_allocator->lpVtbl->Reset(command_allocator);
- command_list->lpVtbl->Reset(command_list, command_allocator, NULL);
- if (gpu_in_use) {
- command_list->lpVtbl->OMSetRenderTargets(command_list, current_render_targets_count, &target_descriptors[0], false, current_depth_handle);
- command_list->lpVtbl->SetPipelineState(command_list, current_pipeline->impl.pso);
- command_list->lpVtbl->SetGraphicsRootSignature(command_list, root_signature);
- command_list->lpVtbl->IASetVertexBuffers(command_list, 0, 1, (D3D12_VERTEX_BUFFER_VIEW *)¤t_vb->impl.vertex_buffer_view);
- command_list->lpVtbl->IASetIndexBuffer(command_list, (D3D12_INDEX_BUFFER_VIEW *)¤t_ib->impl.index_buffer_view);
- command_list->lpVtbl->RSSetViewports(command_list, 1, ¤t_viewport);
- command_list->lpVtbl->RSSetScissorRects(command_list, 1, ¤t_scissor);
- }
- }
- void gpu_present_internal() {
- gpu_execute_and_wait();
- window_swapchain->lpVtbl->Present(window_swapchain, window_vsync, 0);
- queue->lpVtbl->Signal(queue, fence, ++fence_value);
- frame_fence_values[framebuffer_index] = fence_value;
- framebuffer_index = (framebuffer_index + 1) % GPU_FRAMEBUFFER_COUNT;
- wait_for_fence(fence, frame_fence_values[framebuffer_index], fence_event);
- if (resized) {
- framebuffer_index = 0;
- for (int i = 0; i < GPU_FRAMEBUFFER_COUNT; ++i) {
- gpu_texture_destroy(&framebuffers[i]);
- }
- if (framebuffer_depth.width > 0) {
- gpu_texture_destroy(&framebuffer_depth);
- }
- window_swapchain->lpVtbl->ResizeBuffers(window_swapchain, GPU_FRAMEBUFFER_COUNT, iron_window_width(), iron_window_height(), DXGI_FORMAT_R8G8B8A8_UNORM, 0);
- for (int i = 0; i < GPU_FRAMEBUFFER_COUNT; ++i) {
- gpu_render_target_init2(&framebuffers[i], iron_window_width(), iron_window_height(), GPU_TEXTURE_FORMAT_RGBA32, i);
- }
- if (framebuffer_depth.width > 0) {
- gpu_render_target_init2(&framebuffer_depth, iron_window_width(), iron_window_height(), GPU_TEXTURE_FORMAT_D32, -1);
- }
- resized = false;
- }
- while (resources_to_destroy_count > 0) {
- resources_to_destroy_count--;
- ID3D12Resource *r = resources_to_destroy[resources_to_destroy_count];
- r->lpVtbl->Release(r);
- }
- }
- void gpu_resize_internal(int width, int height) {
- if (fence_value == 0) {
- return;
- }
- resized = true;
- }
- bool gpu_raytrace_supported() {
- D3D12_FEATURE_DATA_D3D12_OPTIONS5 options;
- if (device->lpVtbl->CheckFeatureSupport(device, D3D12_FEATURE_D3D12_OPTIONS5, &options, sizeof(options)) == S_OK) {
- return options.RaytracingTier >= D3D12_RAYTRACING_TIER_1_0;
- }
- return false;
- }
- void gpu_set_constant_buffer(gpu_buffer_t *buffer, int offset, size_t size) {
- command_list->lpVtbl->SetGraphicsRootConstantBufferView(command_list, 1, buffer->impl.buffer->lpVtbl->GetGPUVirtualAddress(buffer->impl.buffer) + offset);
- }
- void gpu_internal_set_textures() {
- UINT srv_step = device->lpVtbl->GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- if (srv_heap_index + GPU_MAX_TEXTURES > GPU_CONSTANT_BUFFER_MULTIPLE) {
- srv_heap_index = 0;
- }
- D3D12_CPU_DESCRIPTOR_HANDLE cpu_base;
- D3D12_GPU_DESCRIPTOR_HANDLE gpu_base;
- srv_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(srv_heap, &cpu_base);
- srv_heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(srv_heap, &gpu_base);
- cpu_base.ptr += srv_heap_index * srv_step;
- gpu_base.ptr += srv_heap_index * srv_step;
- for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
- if (current_textures[i] != NULL) {
- D3D12_CPU_DESCRIPTOR_HANDLE source_cpu;
- ID3D12DescriptorHeap *source_heap = current_textures[i]->impl.srv_descriptor_heap;
- source_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(source_heap, &source_cpu);
- device->lpVtbl->CopyDescriptorsSimple(device, 1, cpu_base, source_cpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- cpu_base.ptr += srv_step;
- srv_heap_index++;
- }
- }
- ID3D12DescriptorHeap *heaps[] = {srv_heap};
- command_list->lpVtbl->SetDescriptorHeaps(command_list, 1, heaps);
- command_list->lpVtbl->SetGraphicsRootDescriptorTable(command_list, 0, gpu_base);
- }
- void gpu_draw_internal() {
- gpu_internal_set_textures();
- command_list->lpVtbl->IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- command_list->lpVtbl->DrawIndexedInstanced(command_list, current_ib->count, 1, 0, 0, 0);
- }
- void gpu_viewport(int x, int y, int width, int height) {
- current_viewport = (D3D12_VIEWPORT){
- .TopLeftX = (float)x,
- .TopLeftY = (float)y,
- .Width = (float)width,
- .Height = (float)height,
- .MinDepth = 0.0f,
- .MaxDepth = 1.0f,
- };
- command_list->lpVtbl->RSSetViewports(command_list, 1, ¤t_viewport);
- }
- void gpu_scissor(int x, int y, int width, int height) {
- current_scissor = (D3D12_RECT){
- .left = x,
- .top = y,
- .right = x + width,
- .bottom = y + height,
- };
- command_list->lpVtbl->RSSetScissorRects(command_list, 1, ¤t_scissor);
- }
- void gpu_disable_scissor() {
- current_scissor = (D3D12_RECT){
- .left = 0,
- .top = 0,
- .right = current_render_targets[0]->width,
- .bottom = current_render_targets[0]->height,
- };
- command_list->lpVtbl->RSSetScissorRects(command_list, 1, ¤t_scissor);
- }
- void gpu_set_pipeline(gpu_pipeline_t *pipeline) {
- current_pipeline = pipeline;
- command_list->lpVtbl->SetPipelineState(command_list, pipeline->impl.pso);
- command_list->lpVtbl->SetGraphicsRootSignature(command_list, root_signature);
- for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
- current_textures[i] = NULL;
- }
- }
- void gpu_set_vertex_buffer(gpu_buffer_t *buffer) {
- current_vb = buffer;
- command_list->lpVtbl->IASetVertexBuffers(command_list, 0, 1, (D3D12_VERTEX_BUFFER_VIEW *)&buffer->impl.vertex_buffer_view);
- }
- void gpu_set_index_buffer(gpu_buffer_t *buffer) {
- current_ib = buffer;
- command_list->lpVtbl->IASetIndexBuffer(command_list, (D3D12_INDEX_BUFFER_VIEW *)&buffer->impl.index_buffer_view);
- }
- void gpu_get_render_target_pixels(gpu_texture_t *render_target, uint8_t *data) {
- D3D12_RESOURCE_DESC desc;
- render_target->impl.image->lpVtbl->GetDesc(render_target->impl.image, &desc);
- DXGI_FORMAT dxgi_format = desc.Format;
- int format_size = gpu_texture_format_size(render_target->format);
- int row_pitch = render_target->width * format_size;
- int align = row_pitch % D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
- if (align != 0) {
- row_pitch = row_pitch + (D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - align);
- }
- int new_readback_buffer_size = row_pitch * render_target->height;
- if (new_readback_buffer_size < (2048 * 2048 * 4)) {
- new_readback_buffer_size = (2048 * 2048 * 4);
- }
- if (readback_buffer_size < new_readback_buffer_size) {
- readback_buffer_size = new_readback_buffer_size;
- if (readback_buffer != NULL) {
- readback_buffer->lpVtbl->Release(readback_buffer);
- }
- D3D12_HEAP_PROPERTIES heap_properties = {
- .Type = D3D12_HEAP_TYPE_READBACK,
- .CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
- .MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- D3D12_RESOURCE_DESC resource_desc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Alignment = 0,
- .Width = readback_buffer_size,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- .Flags = D3D12_RESOURCE_FLAG_NONE,
- };
- device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COMMON, NULL,
- &IID_ID3D12Resource, &readback_buffer);
- }
- // Copy render target to readback buffer
- D3D12_RESOURCE_BARRIER barrier = {
- .Transition.pResource = render_target->impl.image,
- .Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
- .Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
- .Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
- .Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE,
- .Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
- };
- command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
- D3D12_TEXTURE_COPY_LOCATION source = {
- .pResource = render_target->impl.image,
- .Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
- .SubresourceIndex = 0,
- };
- D3D12_TEXTURE_COPY_LOCATION dest = {
- .pResource = readback_buffer,
- .Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
- .PlacedFootprint.Offset = 0,
- .PlacedFootprint.Footprint.Format = dxgi_format,
- .PlacedFootprint.Footprint.Width = render_target->width,
- .PlacedFootprint.Footprint.Height = render_target->height,
- .PlacedFootprint.Footprint.Depth = 1,
- .PlacedFootprint.Footprint.RowPitch = row_pitch,
- };
- command_list->lpVtbl->CopyTextureRegion(command_list , &dest, 0, 0, 0, &source, NULL);
- barrier = (D3D12_RESOURCE_BARRIER){
- .Transition.pResource = render_target->impl.image,
- .Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
- .Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
- .Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE,
- .Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
- .Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
- };
- command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
- gpu_execute_and_wait();
- // Read buffer
- void *p;
- readback_buffer->lpVtbl->Map(readback_buffer, 0, NULL, &p);
- memcpy(data, p, render_target->width * render_target->height * format_size);
- readback_buffer->lpVtbl->Unmap(readback_buffer, 0, NULL);
- }
- void gpu_set_texture(int unit, gpu_texture_t *texture) {
- current_textures[unit] = texture;
- }
- void gpu_pipeline_destroy(gpu_pipeline_t *pipe) {
- if (pipe->impl.pso != NULL) {
- pipe->impl.pso->lpVtbl->Release(pipe->impl.pso);
- pipe->impl.pso = NULL;
- }
- }
- void gpu_pipeline_compile(gpu_pipeline_t *pipe) {
- int vertex_attribute_count = pipe->input_layout->size;
- D3D12_INPUT_ELEMENT_DESC *vertex_desc = (D3D12_INPUT_ELEMENT_DESC *)alloca(sizeof(D3D12_INPUT_ELEMENT_DESC) * vertex_attribute_count);
- ZeroMemory(vertex_desc, sizeof(D3D12_INPUT_ELEMENT_DESC) * vertex_attribute_count);
- for (int i = 0; i < pipe->input_layout->size; ++i) {
- vertex_desc[i].SemanticName = "TEXCOORD";
- vertex_desc[i].SemanticIndex = i;
- vertex_desc[i].InputSlot = 0;
- vertex_desc[i].AlignedByteOffset = (i == 0) ? 0 : D3D12_APPEND_ALIGNED_ELEMENT;
- vertex_desc[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
- vertex_desc[i].InstanceDataStepRate = 0;
- switch (pipe->input_layout->elements[i].data) {
- case GPU_VERTEX_DATA_F32_1X:
- vertex_desc[i].Format = DXGI_FORMAT_R32_FLOAT;
- break;
- case GPU_VERTEX_DATA_F32_2X:
- vertex_desc[i].Format = DXGI_FORMAT_R32G32_FLOAT;
- break;
- case GPU_VERTEX_DATA_F32_3X:
- vertex_desc[i].Format = DXGI_FORMAT_R32G32B32_FLOAT;
- break;
- case GPU_VERTEX_DATA_F32_4X:
- vertex_desc[i].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
- break;
- case GPU_VERTEX_DATA_I16_2X_NORM:
- vertex_desc[i].Format = DXGI_FORMAT_R16G16_SNORM;
- break;
- case GPU_VERTEX_DATA_I16_4X_NORM:
- vertex_desc[i].Format = DXGI_FORMAT_R16G16B16A16_SNORM;
- break;
- default:
- break;
- }
- }
- const D3D12_DEPTH_STENCILOP_DESC default_stencil_op = {
- D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_NEVER
- };
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {
- .VS.BytecodeLength = pipe->vertex_shader->impl.length,
- .VS.pShaderBytecode = pipe->vertex_shader->impl.data,
- .PS.BytecodeLength = pipe->fragment_shader->impl.length,
- .PS.pShaderBytecode = pipe->fragment_shader->impl.data,
- .pRootSignature = root_signature,
- .NumRenderTargets = pipe->color_attachment_count,
- .DSVFormat = DXGI_FORMAT_UNKNOWN,
- .InputLayout.NumElements = vertex_attribute_count,
- .InputLayout.pInputElementDescs = vertex_desc,
- .RasterizerState.FillMode = D3D12_FILL_MODE_SOLID,
- .RasterizerState.CullMode = convert_cull_mode(pipe->cull_mode),
- .RasterizerState.FrontCounterClockwise = FALSE,
- .RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS,
- .RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
- .RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
- .RasterizerState.DepthClipEnable = TRUE,
- .RasterizerState.MultisampleEnable = FALSE,
- .RasterizerState.AntialiasedLineEnable = FALSE,
- .RasterizerState.ForcedSampleCount = 0,
- .RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
- .BlendState.AlphaToCoverageEnable = FALSE,
- .BlendState.IndependentBlendEnable = FALSE,
- .DepthStencilState.DepthEnable = TRUE,
- .DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL,
- .DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS,
- .DepthStencilState.StencilEnable = FALSE,
- .DepthStencilState.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK,
- .DepthStencilState.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK,
- .DepthStencilState.DepthEnable = pipe->depth_mode != GPU_COMPARE_MODE_ALWAYS,
- .DepthStencilState.DepthWriteMask = pipe->depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO,
- .DepthStencilState.DepthFunc = convert_compare_mode(pipe->depth_mode),
- .DepthStencilState.StencilEnable = false,
- .DSVFormat = DXGI_FORMAT_D32_FLOAT,
- .SampleDesc.Count = 1,
- .SampleMask = 0xFFFFFFFF,
- .PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
- .DepthStencilState.FrontFace = default_stencil_op,
- .DepthStencilState.BackFace = default_stencil_op,
- };
- for (int i = 0; i < pipe->color_attachment_count; ++i) {
- psoDesc.RTVFormats[i] = convert_format(pipe->color_attachment[i]);
- }
- psoDesc.BlendState.IndependentBlendEnable = true;
- for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) {
- psoDesc.BlendState.RenderTarget[i].BlendEnable = pipe->blend_source != GPU_BLEND_ONE || pipe->blend_destination != GPU_BLEND_ZERO ||
- pipe->alpha_blend_source != GPU_BLEND_ONE || pipe->alpha_blend_destination != GPU_BLEND_ZERO;
- psoDesc.BlendState.RenderTarget[i].SrcBlend = convert_blend_factor(pipe->blend_source);
- psoDesc.BlendState.RenderTarget[i].DestBlend = convert_blend_factor(pipe->blend_destination);
- psoDesc.BlendState.RenderTarget[i].BlendOp = D3D12_BLEND_OP_ADD;
- psoDesc.BlendState.RenderTarget[i].SrcBlendAlpha = convert_blend_factor(pipe->alpha_blend_source);
- psoDesc.BlendState.RenderTarget[i].DestBlendAlpha = convert_blend_factor(pipe->alpha_blend_destination);
- psoDesc.BlendState.RenderTarget[i].BlendOpAlpha = D3D12_BLEND_OP_ADD;
- psoDesc.BlendState.RenderTarget[i].RenderTargetWriteMask =
- (((pipe->color_write_mask_red[i] ? D3D12_COLOR_WRITE_ENABLE_RED : 0) |
- (pipe->color_write_mask_green[i] ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0)) |
- (pipe->color_write_mask_blue[i] ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0)) |
- (pipe->color_write_mask_alpha[i] ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0);
- }
- device->lpVtbl->CreateGraphicsPipelineState(device, &psoDesc, &IID_ID3D12PipelineState, &pipe->impl.pso);
- }
- void gpu_shader_init(gpu_shader_t *shader, const void *_data, size_t length, gpu_shader_type_t type) {
- uint8_t *data = (uint8_t *)_data;
- shader->impl.length = (int)length;
- shader->impl.data = (uint8_t *)malloc(shader->impl.length);
- memcpy(shader->impl.data, data, shader->impl.length);
- }
- void gpu_shader_destroy(gpu_shader_t *shader) {
- free(shader->impl.data);
- }
- void gpu_texture_init_from_bytes(gpu_texture_t *texture, void *data, int width, int height, gpu_texture_format_t format) {
- texture->width = width;
- texture->height = height;
- texture->format = format;
- texture->state = GPU_TEXTURE_STATE_SHADER_RESOURCE;
- texture->buffer = NULL;
- texture->impl.rtv_descriptor_heap = NULL;
- DXGI_FORMAT dxgi_format = convert_format(format);
- int format_size = gpu_texture_format_size(format);
- D3D12_HEAP_PROPERTIES heap_properties = {
- .Type = D3D12_HEAP_TYPE_DEFAULT,
- .CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
- .MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- D3D12_RESOURCE_DESC resource_desc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
- .Alignment = 0,
- .Width = texture->width,
- .Height = texture->height,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = dxgi_format,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
- .Flags = D3D12_RESOURCE_FLAG_NONE,
- };
- device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
- D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, &texture->impl.image);
- D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
- UINT64 _upload_size;
- device->lpVtbl->GetCopyableFootprints(device, &resource_desc, 0, 1, 0, &footprint, NULL, NULL, &_upload_size);
- int new_upload_buffer_size = _upload_size;
- if (new_upload_buffer_size < (1024 * 1024 * 4)) {
- new_upload_buffer_size = (1024 * 1024 * 4);
- }
- if (upload_buffer_size < new_upload_buffer_size) {
- upload_buffer_size = new_upload_buffer_size;
- if (upload_buffer != NULL) {
- upload_buffer->lpVtbl->Release(upload_buffer);
- }
- D3D12_HEAP_PROPERTIES heap_properties_upload = {
- .Type = D3D12_HEAP_TYPE_UPLOAD,
- .CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
- .MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- D3D12_RESOURCE_DESC resource_desc_upload = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Alignment = 0,
- .Width = _upload_size,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- .Flags = D3D12_RESOURCE_FLAG_NONE,
- };
- device->lpVtbl->CreateCommittedResource(device, &heap_properties_upload, D3D12_HEAP_FLAG_NONE, &resource_desc_upload,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &IID_ID3D12Resource, &upload_buffer);
- }
- int stride = (int)ceilf(_upload_size / (float)(height * D3D12_TEXTURE_DATA_PITCH_ALIGNMENT)) * D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
- BYTE *pixel;
- upload_buffer->lpVtbl->Map(upload_buffer, 0, NULL, (void **)&pixel);
- for (int y = 0; y < texture->height; ++y) {
- memcpy(&pixel[y * stride], &((uint8_t *)data)[y * texture->width * format_size], texture->width * format_size);
- }
- upload_buffer->lpVtbl->Unmap(upload_buffer, 0, NULL);
- D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {
- .NumDescriptors = 1,
- .Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
- .NodeMask = 0,
- .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
- };
- device->lpVtbl->CreateDescriptorHeap(device, &descriptor_heap_desc, &IID_ID3D12DescriptorHeap, &texture->impl.srv_descriptor_heap);
- D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
- .ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
- .Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
- .Format = dxgi_format,
- .Texture2D.MipLevels = 1,
- .Texture2D.MostDetailedMip = 0,
- .Texture2D.ResourceMinLODClamp = 0.0f,
- };
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- texture->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texture->impl.srv_descriptor_heap, &handle);
- device->lpVtbl->CreateShaderResourceView(device, texture->impl.image, &srv_desc, handle);
- D3D12_RESOURCE_BARRIER barrier = {
- .Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
- .Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
- .Transition.pResource = texture->impl.image,
- .Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
- .Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST,
- .Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
- };
- command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
- D3D12_TEXTURE_COPY_LOCATION source = {
- .pResource = upload_buffer,
- .Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
- .PlacedFootprint = footprint,
- };
- D3D12_TEXTURE_COPY_LOCATION destination = {
- .pResource = texture->impl.image,
- .Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
- .SubresourceIndex = 0,
- };
- command_list->lpVtbl->CopyTextureRegion(command_list, &destination, 0, 0, 0, &source, NULL);
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST,
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
- command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
- gpu_execute_and_wait(); ////
- }
- void gpu_texture_destroy(gpu_texture_t *render_target) {
- if (render_target->impl.image != NULL) {
- render_target->impl.image->lpVtbl->Release(render_target->impl.image);
- }
- if (render_target->impl.rtv_descriptor_heap != NULL) {
- render_target->impl.rtv_descriptor_heap->lpVtbl->Release(render_target->impl.rtv_descriptor_heap);
- }
- if (render_target->impl.srv_descriptor_heap != NULL) {
- render_target->impl.srv_descriptor_heap->lpVtbl->Release(render_target->impl.srv_descriptor_heap);
- }
- }
- void gpu_render_target_init(gpu_texture_t *target, int width, int height, gpu_texture_format_t format) {
- gpu_render_target_init2(target, width, height, format, -1);
- }
- void _gpu_buffer_init(ID3D12Resource **buffer, int size, D3D12_HEAP_TYPE heap_type) {
- if (*buffer != NULL) {
- assert(resources_to_destroy_count < 256);
- resources_to_destroy[resources_to_destroy_count] = *buffer;
- resources_to_destroy_count++;
- }
- D3D12_HEAP_PROPERTIES heap_properties = {
- .Type = heap_type,
- .CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
- .MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- D3D12_RESOURCE_DESC resource_desc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Alignment = 0,
- .Width = size,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- .Flags = D3D12_RESOURCE_FLAG_NONE,
- };
- device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
- heap_type == D3D12_HEAP_TYPE_UPLOAD ? D3D12_RESOURCE_STATE_GENERIC_READ : D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, buffer);
- }
- void gpu_vertex_buffer_init(gpu_buffer_t *buffer, int count, gpu_vertex_structure_t *structure) {
- buffer->count = count;
- buffer->stride = 0;
- for (int i = 0; i < structure->size; ++i) {
- buffer->stride += gpu_vertex_data_size(structure->elements[i].data);
- }
- buffer->impl.vertex_buffer_view.SizeInBytes = buffer->stride * buffer->count;
- buffer->impl.vertex_buffer_view.StrideInBytes = buffer->stride;
- buffer->impl.buffer = NULL;
- }
- void *gpu_vertex_buffer_lock(gpu_buffer_t *buffer) {
- _gpu_buffer_init(&buffer->impl.buffer, buffer->stride * buffer->count, D3D12_HEAP_TYPE_UPLOAD);
- D3D12_RANGE range = {
- .Begin = 0,
- .End = buffer->count * buffer->stride,
- };
- void *p;
- buffer->impl.buffer->lpVtbl->Map(buffer->impl.buffer, 0, &range, &p);
- return p;
- }
- void gpu_vertex_buffer_unlock(gpu_buffer_t *buffer) {
- D3D12_RANGE range = {
- .Begin = 0,
- .End = buffer->count * buffer->stride,
- };
- buffer->impl.buffer->lpVtbl->Unmap(buffer->impl.buffer, 0, &range);
- ID3D12Resource *upload_buffer = buffer->impl.buffer;
- _gpu_buffer_init(&buffer->impl.buffer, buffer->stride * buffer->count, D3D12_HEAP_TYPE_DEFAULT);
- _gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
- command_list->lpVtbl->CopyBufferRegion(command_list, buffer->impl.buffer, 0, upload_buffer, 0, buffer->stride * buffer->count);
- _gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
- buffer->impl.vertex_buffer_view.BufferLocation = buffer->impl.buffer->lpVtbl->GetGPUVirtualAddress(buffer->impl.buffer);
- }
- void gpu_index_buffer_init(gpu_buffer_t *buffer, int count) {
- buffer->count = count;
- buffer->impl.index_buffer_view.SizeInBytes = count * 4;
- buffer->impl.index_buffer_view.Format = DXGI_FORMAT_R32_UINT;
- buffer->impl.buffer = NULL;
- }
- void *gpu_index_buffer_lock(gpu_buffer_t *buffer) {
- _gpu_buffer_init(&buffer->impl.buffer, buffer->count * 4, D3D12_HEAP_TYPE_UPLOAD);
- D3D12_RANGE range = {
- .Begin = 0,
- .End = buffer->count * 4,
- };
- void *p;
- buffer->impl.buffer->lpVtbl->Map(buffer->impl.buffer, 0, &range, &p);
- return p;
- }
- void gpu_index_buffer_unlock(gpu_buffer_t *buffer) {
- D3D12_RANGE range = {
- .Begin = 0,
- .End = buffer->count * 4,
- };
- buffer->impl.buffer->lpVtbl->Unmap(buffer->impl.buffer, 0, &range);
- ID3D12Resource *upload_buffer = buffer->impl.buffer;
- _gpu_buffer_init(&buffer->impl.buffer, buffer->count * 4, D3D12_HEAP_TYPE_DEFAULT);
- _gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
- command_list->lpVtbl->CopyBufferRegion(command_list, buffer->impl.buffer, 0, upload_buffer, 0, buffer->count * 4);
- _gpu_barrier(buffer->impl.buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER);
- buffer->impl.index_buffer_view.BufferLocation = buffer->impl.buffer->lpVtbl->GetGPUVirtualAddress(buffer->impl.buffer);
- }
- void gpu_constant_buffer_init(gpu_buffer_t *buffer, int size) {
- buffer->count = size;
- buffer->data = NULL;
- buffer->impl.buffer = NULL;
- _gpu_buffer_init(&buffer->impl.buffer, size, D3D12_HEAP_TYPE_UPLOAD);
- }
- void gpu_constant_buffer_destroy(gpu_buffer_t *buffer) {
- buffer->impl.buffer->lpVtbl->Release(buffer->impl.buffer);
- }
- void gpu_constant_buffer_lock(gpu_buffer_t *buffer, int start, int count) {
- buffer->impl.last_start = start;
- buffer->impl.last_count = count;
- D3D12_RANGE range = {
- .Begin = start,
- .End = start + count,
- };
- uint8_t *p;
- buffer->impl.buffer->lpVtbl->Map(buffer->impl.buffer, 0, &range, (void **)&p);
- buffer->data = &p[start];
- }
- void gpu_constant_buffer_unlock(gpu_buffer_t *buffer) {
- D3D12_RANGE range = {
- .Begin = buffer->impl.last_start,
- .End = buffer->impl.last_start + buffer->impl.last_count,
- };
- buffer->impl.buffer->lpVtbl->Unmap(buffer->impl.buffer, 0, &range);
- buffer->data = NULL;
- }
- void gpu_buffer_destroy(gpu_buffer_t *buffer) {
- buffer->impl.buffer->lpVtbl->Release(buffer->impl.buffer);
- buffer->impl.buffer = NULL;
- }
- static const wchar_t *hit_group_name = L"hitgroup";
- static const wchar_t *raygen_shader_name = L"raygeneration";
- static const wchar_t *closesthit_shader_name = L"closesthit";
- static const wchar_t *miss_shader_name = L"miss";
- typedef struct inst {
- iron_matrix4x4_t m;
- int i;
- } inst_t;
- static ID3D12Device5 *dxrDevice = NULL;
- static ID3D12GraphicsCommandList4 *dxrCommandList = NULL;
- static ID3D12RootSignature *dxrRootSignature = NULL;
- static ID3D12DescriptorHeap *descriptorHeap = NULL;
- static gpu_raytrace_acceleration_structure_t *accel;
- static gpu_raytrace_pipeline_t *pipeline;
- static gpu_texture_t *output = NULL;
- static D3D12_CPU_DESCRIPTOR_HANDLE outputCpuDescriptor;
- static D3D12_GPU_DESCRIPTOR_HANDLE outputDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE vbgpuDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE ibgpuDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE tex0gpuDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE tex1gpuDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE tex2gpuDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE texenvgpuDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE texsobolgpuDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE texscramblegpuDescriptorHandle;
- static D3D12_GPU_DESCRIPTOR_HANDLE texrankgpuDescriptorHandle;
- static int descriptorsAllocated = 0;
- static UINT descriptorSize;
- static gpu_buffer_t *vb[16];
- static gpu_buffer_t *vb_last[16];
- static gpu_buffer_t *ib[16];
- static int vb_count = 0;
- static int vb_count_last = 0;
- static inst_t instances[1024];
- static int instances_count = 0;
- void gpu_raytrace_pipeline_init(gpu_raytrace_pipeline_t *pipeline, void *ray_shader, int ray_shader_size, gpu_buffer_t *constant_buffer) {
- output = NULL;
- descriptorsAllocated = 0;
- pipeline->_constant_buffer = constant_buffer;
- // Descriptor heap
- // Allocate a heap for 3 descriptors:
- // 2 - bottom and top level acceleration structure
- // 1 - raytracing output texture SRV
- D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {
- .NumDescriptors = 12,
- .Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
- .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
- .NodeMask = 0,
- };
- if (descriptorHeap != NULL) {
- descriptorHeap->lpVtbl->Release(descriptorHeap);
- }
- device->lpVtbl->CreateDescriptorHeap(device, &descriptor_heap_desc, &IID_ID3D12DescriptorHeap, &descriptorHeap);
- descriptorSize = device->lpVtbl->GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- // Device
- if (dxrDevice != NULL) {
- dxrDevice->lpVtbl->Release(dxrDevice);
- }
- device->lpVtbl->QueryInterface(device, &IID_ID3D12Device5, &dxrDevice);
- if (dxrCommandList != NULL) {
- dxrCommandList->lpVtbl->Release(dxrCommandList);
- }
- command_list->lpVtbl->QueryInterface(command_list , &IID_ID3D12GraphicsCommandList4, &dxrCommandList);
- // Root signatures
- // This is a root signature that is shared across all raytracing shaders invoked during a DispatchRays() call.
- D3D12_DESCRIPTOR_RANGE UAVDescriptor = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 0,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptorA = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 1,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptorB = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 2,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptor0 = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 3,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptor1 = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 4,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptor2 = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 5,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptorEnv = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 6,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptorSobol = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 7,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptorScramble = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 8,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_DESCRIPTOR_RANGE SRVDescriptorRank = {
- .RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
- .NumDescriptors = 1,
- .BaseShaderRegister = 9,
- .OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
- };
- D3D12_ROOT_PARAMETER rootParameters[12] = {};
- // Output view
- rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[0].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[0].DescriptorTable.pDescriptorRanges = &UAVDescriptor;
- // Acceleration structure
- rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
- rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[1].Descriptor.ShaderRegister = 0;
- // Constant buffer
- rootParameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[2].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[2].DescriptorTable.pDescriptorRanges = &SRVDescriptorA;
- rootParameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[3].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[3].DescriptorTable.pDescriptorRanges = &SRVDescriptorB;
- rootParameters[4].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
- rootParameters[4].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[4].Descriptor.ShaderRegister = 0;
- rootParameters[5].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[5].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[5].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[5].DescriptorTable.pDescriptorRanges = &SRVDescriptor0;
- rootParameters[6].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[6].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[6].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[6].DescriptorTable.pDescriptorRanges = &SRVDescriptor1;
- rootParameters[7].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[7].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[7].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[7].DescriptorTable.pDescriptorRanges = &SRVDescriptor2;
- rootParameters[8].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[8].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[8].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[8].DescriptorTable.pDescriptorRanges = &SRVDescriptorEnv;
- rootParameters[9].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[9].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[9].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[9].DescriptorTable.pDescriptorRanges = &SRVDescriptorSobol;
- rootParameters[10].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[10].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[10].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[10].DescriptorTable.pDescriptorRanges = &SRVDescriptorScramble;
- rootParameters[11].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- rootParameters[11].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- rootParameters[11].DescriptorTable.NumDescriptorRanges = 1;
- rootParameters[11].DescriptorTable.pDescriptorRanges = &SRVDescriptorRank;
- D3D12_ROOT_SIGNATURE_DESC dxrRootSignatureDesc = {
- .NumParameters = ARRAYSIZE(rootParameters),
- .pParameters = rootParameters,
- };
- ID3DBlob *blob = NULL;
- ID3DBlob *error = NULL;
- D3D12SerializeRootSignature(&dxrRootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, &error);
- if (dxrRootSignature != NULL) {
- dxrRootSignature->lpVtbl->Release(dxrRootSignature);
- }
- device->lpVtbl->CreateRootSignature(device, 1, blob->lpVtbl->GetBufferPointer(blob), blob->lpVtbl->GetBufferSize(blob), &IID_ID3D12RootSignature,
- &dxrRootSignature);
- // Pipeline
- D3D12_STATE_OBJECT_DESC raytracingPipeline = {
- .Type = D3D12_STATE_OBJECT_TYPE_RAYTRACING_PIPELINE,
- };
- D3D12_SHADER_BYTECODE shaderBytecode = {
- .pShaderBytecode = ray_shader,
- .BytecodeLength = ray_shader_size,
- };
- D3D12_DXIL_LIBRARY_DESC dxilLibrary = {
- .DXILLibrary = shaderBytecode,
- };
- D3D12_EXPORT_DESC exports[3] = {0};
- exports[0].Name = raygen_shader_name;
- exports[1].Name = closesthit_shader_name;
- exports[2].Name = miss_shader_name;
- dxilLibrary.pExports = exports;
- dxilLibrary.NumExports = 3;
- D3D12_HIT_GROUP_DESC hitGroup = {
- .ClosestHitShaderImport = closesthit_shader_name,
- .HitGroupExport = hit_group_name,
- .Type = D3D12_HIT_GROUP_TYPE_TRIANGLES,
- };
- D3D12_RAYTRACING_SHADER_CONFIG shaderConfig = {
- .MaxPayloadSizeInBytes = 10 * sizeof(float), // float4 color
- .MaxAttributeSizeInBytes = 8 * sizeof(float), // float2 barycentrics
- };
- D3D12_RAYTRACING_PIPELINE_CONFIG pipelineConfig = {
- .MaxTraceRecursionDepth = 1, // ~ primary rays only
- };
- D3D12_STATE_SUBOBJECT subobjects[5] = {};
- subobjects[0].Type = D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY;
- subobjects[0].pDesc = &dxilLibrary;
- subobjects[1].Type = D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP;
- subobjects[1].pDesc = &hitGroup;
- subobjects[2].Type = D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG;
- subobjects[2].pDesc = &shaderConfig;
- subobjects[3].Type = D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE;
- subobjects[3].pDesc = &dxrRootSignature;
- subobjects[4].Type = D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG;
- subobjects[4].pDesc = &pipelineConfig;
- raytracingPipeline.NumSubobjects = 5;
- raytracingPipeline.pSubobjects = subobjects;
- dxrDevice->lpVtbl->CreateStateObject(dxrDevice, &raytracingPipeline, &IID_ID3D12StateObject, &pipeline->impl.dxr_state);
- // Shader tables
- // Get shader identifiers
- ID3D12StateObjectProperties *stateObjectProps = NULL;
- pipeline->impl.dxr_state->lpVtbl->QueryInterface(pipeline->impl.dxr_state , &IID_ID3D12StateObjectProperties, &stateObjectProps);
- const void *rayGenShaderId = stateObjectProps->lpVtbl->GetShaderIdentifier(stateObjectProps, raygen_shader_name);
- const void *missShaderId = stateObjectProps->lpVtbl->GetShaderIdentifier(stateObjectProps, miss_shader_name);
- const void *hitGroupShaderId = stateObjectProps->lpVtbl->GetShaderIdentifier(stateObjectProps, hit_group_name);
- UINT shaderIdSize = D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES;
- int align = D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT;
- // Ray gen shader table
- {
- UINT size = shaderIdSize + constant_buffer->count;
- UINT shaderRecordSize = (size + (align - 1)) & ~(align - 1);
- D3D12_RESOURCE_DESC bufferDesc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Width = shaderRecordSize,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- };
- D3D12_HEAP_PROPERTIES uploadHeapProperties = {
- .Type = D3D12_HEAP_TYPE_UPLOAD,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
- &IID_ID3D12Resource, &pipeline->impl.raygen_shader_table);
- D3D12_RANGE rstRange = {
- .Begin = 0,
- .End = 0,
- };
- uint8_t *byteDest;
- pipeline->impl.raygen_shader_table->lpVtbl->Map(pipeline->impl.raygen_shader_table, 0, &rstRange, (void **)(&byteDest));
- D3D12_RANGE cbRange = {
- .Begin = 0,
- .End = constant_buffer->count,
- };
- void *constantBufferData;
- constant_buffer->impl.buffer->lpVtbl->Map(constant_buffer->impl.buffer, 0, &cbRange, (void **)&constantBufferData);
- memcpy(byteDest, rayGenShaderId, size);
- memcpy(byteDest + size, constantBufferData, constant_buffer->count);
- pipeline->impl.raygen_shader_table->lpVtbl->Unmap(pipeline->impl.raygen_shader_table, 0, NULL);
- }
- // Miss shader table
- {
- UINT size = shaderIdSize;
- UINT shaderRecordSize = (size + (align - 1)) & ~(align - 1);
- D3D12_RESOURCE_DESC bufferDesc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Width = shaderRecordSize,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- };
- D3D12_HEAP_PROPERTIES uploadHeapProperties = {
- .Type = D3D12_HEAP_TYPE_UPLOAD,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
- &IID_ID3D12Resource, &pipeline->impl.miss_shader_table);
- D3D12_RANGE mstRange = {
- .Begin = 0,
- .End = 0,
- };
- uint8_t *byteDest;
- pipeline->impl.miss_shader_table->lpVtbl->Map(pipeline->impl.miss_shader_table, 0, &mstRange, (void **)(&byteDest));
- memcpy(byteDest, missShaderId, size);
- pipeline->impl.miss_shader_table->lpVtbl->Unmap(pipeline->impl.miss_shader_table, 0, NULL);
- }
- // Hit group shader table
- {
- UINT size = shaderIdSize;
- UINT shaderRecordSize = (size + (align - 1)) & ~(align - 1);
- D3D12_RESOURCE_DESC bufferDesc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Width = shaderRecordSize,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- };
- D3D12_HEAP_PROPERTIES uploadHeapProperties = {
- .Type = D3D12_HEAP_TYPE_UPLOAD,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
- &IID_ID3D12Resource, &pipeline->impl.hitgroup_shader_table);
- D3D12_RANGE hstRange = {
- .Begin = 0,
- .End = 0,
- };
- uint8_t *byteDest;
- pipeline->impl.hitgroup_shader_table->lpVtbl->Map(pipeline->impl.hitgroup_shader_table, 0, &hstRange, (void **)(&byteDest));
- memcpy(byteDest, hitGroupShaderId, size);
- pipeline->impl.hitgroup_shader_table->lpVtbl->Unmap(pipeline->impl.hitgroup_shader_table, 0, NULL);
- }
- // Output descriptor
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- outputCpuDescriptor.ptr = handle.ptr + (INT64)(descriptorsAllocated) * (UINT64)(descriptorSize);
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- int descriptorHeapIndex = descriptorsAllocated++;
- outputDescriptorHandle.ptr = handle.ptr + (INT64)(descriptorHeapIndex) * (UINT64)(descriptorSize);
- }
- void gpu_raytrace_pipeline_destroy(gpu_raytrace_pipeline_t *pipeline) {
- pipeline->impl.dxr_state->lpVtbl->Release(pipeline->impl.dxr_state);
- pipeline->impl.raygen_shader_table->lpVtbl->Release(pipeline->impl.raygen_shader_table);
- pipeline->impl.miss_shader_table->lpVtbl->Release(pipeline->impl.miss_shader_table);
- pipeline->impl.hitgroup_shader_table->lpVtbl->Release(pipeline->impl.hitgroup_shader_table);
- }
- UINT create_srv_vb(gpu_buffer_t *vb, UINT numElements, UINT elementSize) {
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {
- .ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
- .Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
- .Buffer.NumElements = numElements,
- };
- if (elementSize == 0) {
- srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
- srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
- srvDesc.Buffer.StructureByteStride = 0;
- }
- else {
- srvDesc.Format = DXGI_FORMAT_UNKNOWN;
- srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
- srvDesc.Buffer.StructureByteStride = elementSize;
- }
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor = {
- .ptr = handle.ptr + (INT64)(descriptorsAllocated) * (UINT64)(descriptorSize),
- };
- UINT descriptorIndex = descriptorsAllocated++;
- device->lpVtbl->CreateShaderResourceView(device, vb->impl.buffer, &srvDesc, cpuDescriptor);
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- vbgpuDescriptorHandle.ptr = handle.ptr + (INT64)(descriptorIndex) * (UINT64)(descriptorSize);
- return descriptorIndex;
- }
- UINT create_srv_ib(gpu_buffer_t *ib, UINT numElements, UINT elementSize) {
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {
- .ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
- .Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
- .Buffer.NumElements = numElements,
- };
- if (elementSize == 0) {
- srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
- srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
- srvDesc.Buffer.StructureByteStride = 0;
- }
- else {
- srvDesc.Format = DXGI_FORMAT_UNKNOWN;
- srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
- srvDesc.Buffer.StructureByteStride = elementSize;
- }
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor = {
- .ptr = handle.ptr + (INT64)(descriptorsAllocated) * (UINT64)(descriptorSize),
- };
- UINT descriptorIndex = descriptorsAllocated++;
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- device->lpVtbl->CreateShaderResourceView(device, ib->impl.buffer, &srvDesc, cpuDescriptor);
- ibgpuDescriptorHandle.ptr = handle.ptr + (INT64)(descriptorIndex) * (UINT64)(descriptorSize);
- return descriptorIndex;
- }
- void gpu_raytrace_acceleration_structure_init(gpu_raytrace_acceleration_structure_t *accel) {
- vb_count = 0;
- instances_count = 0;
- }
- void gpu_raytrace_acceleration_structure_add(gpu_raytrace_acceleration_structure_t *accel, gpu_buffer_t *_vb, gpu_buffer_t *_ib,
- iron_matrix4x4_t _transform) {
- int vb_i = -1;
- for (int i = 0; i < vb_count; ++i) {
- if (_vb == vb[i]) {
- vb_i = i;
- break;
- }
- }
- if (vb_i == -1) {
- vb_i = vb_count;
- vb[vb_count] = _vb;
- ib[vb_count] = _ib;
- vb_count++;
- }
- inst_t inst = { .i = vb_i, .m = _transform };
- instances[instances_count] = inst;
- instances_count++;
- }
- void _gpu_raytrace_acceleration_structure_destroy_bottom(gpu_raytrace_acceleration_structure_t *accel) {
- for (int i = 0; i < vb_count_last; ++i) {
- accel->impl.bottom_level_accel[i]->lpVtbl->Release(accel->impl.bottom_level_accel[i]);
- }
- }
- void _gpu_raytrace_acceleration_structure_destroy_top(gpu_raytrace_acceleration_structure_t *accel) {
- accel->impl.top_level_accel->lpVtbl->Release(accel->impl.top_level_accel);
- }
- void gpu_raytrace_acceleration_structure_build(gpu_raytrace_acceleration_structure_t *accel, gpu_buffer_t *_vb_full, gpu_buffer_t *_ib_full) {
- bool build_bottom = false;
- for (int i = 0; i < 16; ++i) {
- if (vb_last[i] != vb[i]) {
- build_bottom = true;
- }
- vb_last[i] = vb[i];
- }
- if (vb_count_last > 0) {
- if (build_bottom) {
- _gpu_raytrace_acceleration_structure_destroy_bottom(accel);
- }
- _gpu_raytrace_acceleration_structure_destroy_top(accel);
- }
- vb_count_last = vb_count;
- if (vb_count == 0) {
- return;
- }
- descriptorsAllocated = 1; // 1 descriptor already allocated in gpu_raytrace_pipeline_init
- #ifdef is_forge
- create_srv_ib(_ib_full, _ib_full->count, 0);
- create_srv_vb(_vb_full, _vb_full->count, vb[0]->stride);
- #else
- create_srv_ib(ib[0], ib[0]->count, 0);
- create_srv_vb(vb[0], vb[0]->count, vb[0]->stride);
- #endif
- // Reset the command list for the acceleration structure construction
- command_list->lpVtbl->Reset(command_list, command_allocator, NULL);
- // Get required sizes for an acceleration structure
- D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS topLevelInputs = {
- .DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY,
- .Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE,
- .NumDescs = 1,
- .Type = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL,
- };
- D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO topLevelPrebuildInfo = {0};
- dxrDevice->lpVtbl->GetRaytracingAccelerationStructurePrebuildInfo(dxrDevice, &topLevelInputs, &topLevelPrebuildInfo);
- UINT64 scratch_size = topLevelPrebuildInfo.ScratchDataSizeInBytes;
- // Bottom AS
- D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS bottomLevelInputs[16];
- D3D12_RAYTRACING_GEOMETRY_DESC geometryDescs[16];
- if (build_bottom) {
- for (int i = 0; i < vb_count; ++i) {
- D3D12_RAYTRACING_GEOMETRY_DESC geometryDesc = {
- .Type = D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES,
- .Triangles.IndexBuffer = ib[i]->impl.buffer->lpVtbl->GetGPUVirtualAddress(ib[i]->impl.buffer),
- .Triangles.IndexCount = ib[i]->count,
- .Triangles.IndexFormat = DXGI_FORMAT_R32_UINT,
- .Triangles.Transform3x4 = 0,
- .Triangles.VertexFormat = DXGI_FORMAT_R16G16B16A16_SNORM,
- .Triangles.VertexCount = vb[i]->count,
- };
- D3D12_RESOURCE_DESC desc;
- vb[i]->impl.buffer->lpVtbl->GetDesc(vb[i]->impl.buffer, &desc);
- geometryDesc.Triangles.VertexBuffer.StartAddress = vb[i]->impl.buffer->lpVtbl->GetGPUVirtualAddress(vb[i]->impl.buffer);
- geometryDesc.Triangles.VertexBuffer.StrideInBytes = desc.Width / vb[i]->count;
- geometryDesc.Flags = D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE;
- geometryDescs[i] = geometryDesc;
- D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO bottomLevelPrebuildInfo = {0};
- D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS inputs = {
- .DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY,
- .NumDescs = 1,
- .Type = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL,
- .pGeometryDescs = &geometryDescs[i],
- .Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE,
- };
- dxrDevice->lpVtbl->GetRaytracingAccelerationStructurePrebuildInfo(dxrDevice, &inputs, &bottomLevelPrebuildInfo);
- bottomLevelInputs[i] = inputs;
- UINT64 blSize = bottomLevelPrebuildInfo.ScratchDataSizeInBytes;
- if (scratch_size < blSize) {
- scratch_size = blSize;
- }
- // Allocate resources for acceleration structures
- // The resources that will contain acceleration structures must be created in the state D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE,
- // and must have resource flag D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS.
- {
- D3D12_RESOURCE_DESC bufferDesc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Width = bottomLevelPrebuildInfo.ResultDataMaxSizeInBytes,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- .Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
- };
- D3D12_HEAP_PROPERTIES uploadHeapProperties = {
- .Type = D3D12_HEAP_TYPE_DEFAULT,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- device->lpVtbl->CreateCommittedResource(dxrDevice, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE, NULL,
- &IID_ID3D12Resource, &accel->impl.bottom_level_accel[i]);
- }
- }
- }
- // Create scratch memory
- ID3D12Resource *scratchResource;
- {
- D3D12_RESOURCE_DESC bufferDesc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Width = scratch_size,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- .Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
- };
- D3D12_HEAP_PROPERTIES uploadHeapProperties = {
- .Type = D3D12_HEAP_TYPE_DEFAULT,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- device->lpVtbl->CreateCommittedResource(dxrDevice, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
- &IID_ID3D12Resource, &scratchResource);
- }
- // Bottom AS
- if (build_bottom) {
- for (int i = 0; i < vb_count; ++i) {
- // Bottom Level Acceleration Structure desc
- D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC bottomLevelBuildDesc = {
- .Inputs = bottomLevelInputs[i],
- .ScratchAccelerationStructureData = scratchResource->lpVtbl->GetGPUVirtualAddress(scratchResource),
- .DestAccelerationStructureData = accel->impl.bottom_level_accel[i]->lpVtbl->GetGPUVirtualAddress(accel->impl.bottom_level_accel[i]),
- };
- // Build acceleration structure
- dxrCommandList->lpVtbl->BuildRaytracingAccelerationStructure(dxrCommandList, &bottomLevelBuildDesc, 0, NULL);
- }
- }
- // Top AS
- {
- D3D12_RESOURCE_DESC bufferDesc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Width = topLevelPrebuildInfo.ResultDataMaxSizeInBytes,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- .Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
- };
- D3D12_HEAP_PROPERTIES uploadHeapProperties = {
- .Type = D3D12_HEAP_TYPE_DEFAULT,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE, NULL,
- &IID_ID3D12Resource, &accel->impl.top_level_accel);
- }
- // Create an instance desc for the bottom-level acceleration structure
- D3D12_RESOURCE_DESC bufferDesc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
- .Width = sizeof(D3D12_RAYTRACING_INSTANCE_DESC) * instances_count,
- .Height = 1,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_UNKNOWN,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
- };
- D3D12_HEAP_PROPERTIES uploadHeapProperties = {
- .Type = D3D12_HEAP_TYPE_UPLOAD,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- ID3D12Resource *instanceDescs;
- device->lpVtbl->CreateCommittedResource(device, &uploadHeapProperties, D3D12_HEAP_FLAG_NONE, &bufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
- &IID_ID3D12Resource, &instanceDescs);
- void *mappedData;
- instanceDescs->lpVtbl->Map(instanceDescs, 0, NULL, &mappedData);
- for (int i = 0; i < instances_count; ++i) {
- D3D12_RAYTRACING_INSTANCE_DESC instanceDesc = {0};
- instanceDesc.Transform[0][0] = instances[i].m.m[0];
- instanceDesc.Transform[0][1] = instances[i].m.m[1];
- instanceDesc.Transform[0][2] = instances[i].m.m[2];
- instanceDesc.Transform[0][3] = instances[i].m.m[3];
- instanceDesc.Transform[1][0] = instances[i].m.m[4];
- instanceDesc.Transform[1][1] = instances[i].m.m[5];
- instanceDesc.Transform[1][2] = instances[i].m.m[6];
- instanceDesc.Transform[1][3] = instances[i].m.m[7];
- instanceDesc.Transform[2][0] = instances[i].m.m[8];
- instanceDesc.Transform[2][1] = instances[i].m.m[9];
- instanceDesc.Transform[2][2] = instances[i].m.m[10];
- instanceDesc.Transform[2][3] = instances[i].m.m[11];
- int ib_off = 0;
- for (int j = 0; j < instances[i].i; ++j) {
- ib_off += ib[j]->count * 4;
- }
- instanceDesc.InstanceID = ib_off;
- instanceDesc.InstanceMask = 1;
- instanceDesc.AccelerationStructure =
- accel->impl.bottom_level_accel[instances[i].i]->lpVtbl->GetGPUVirtualAddress(accel->impl.bottom_level_accel[instances[i].i]);
- memcpy((uint8_t *)mappedData + i * sizeof(D3D12_RAYTRACING_INSTANCE_DESC), &instanceDesc, sizeof(D3D12_RAYTRACING_INSTANCE_DESC));
- }
- instanceDescs->lpVtbl->Unmap(instanceDescs, 0, NULL);
- // Top Level Acceleration Structure desc
- D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC topLevelBuildDesc = {0};
- topLevelInputs.InstanceDescs = instanceDescs->lpVtbl->GetGPUVirtualAddress(instanceDescs);
- topLevelBuildDesc.Inputs = topLevelInputs;
- topLevelBuildDesc.DestAccelerationStructureData = accel->impl.top_level_accel->lpVtbl->GetGPUVirtualAddress(accel->impl.top_level_accel);
- topLevelBuildDesc.ScratchAccelerationStructureData = scratchResource->lpVtbl->GetGPUVirtualAddress(scratchResource);
- D3D12_RESOURCE_BARRIER barrier = {
- .Type = D3D12_RESOURCE_BARRIER_TYPE_UAV,
- .UAV.pResource = accel->impl.bottom_level_accel[0],
- };
- command_list->lpVtbl->ResourceBarrier(command_list, 1, &barrier);
- dxrCommandList->lpVtbl->BuildRaytracingAccelerationStructure(dxrCommandList, &topLevelBuildDesc, 0, NULL);
- gpu_execute_and_wait();
- scratchResource->lpVtbl->Release(scratchResource);
- instanceDescs->lpVtbl->Release(instanceDescs);
- }
- void gpu_raytrace_acceleration_structure_destroy(gpu_raytrace_acceleration_structure_t *accel) {
- // accel->impl.bottom_level_accel->Release();
- // accel->impl.top_level_accel->Release();
- }
- void gpu_raytrace_set_textures(gpu_texture_t *texpaint0, gpu_texture_t *texpaint1, gpu_texture_t *texpaint2, gpu_texture_t *texenv, gpu_texture_t *texsobol, gpu_texture_t *texscramble, gpu_texture_t *texrank) {
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor = {0};
- cpuDescriptor.ptr = handle.ptr + 5 * (UINT64)(descriptorSize);
- D3D12_CPU_DESCRIPTOR_HANDLE sourceCpu;
- texpaint0->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texpaint0->impl.srv_descriptor_heap, &sourceCpu);
- device->lpVtbl->CopyDescriptorsSimple(device, 1, cpuDescriptor, sourceCpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- D3D12_GPU_DESCRIPTOR_HANDLE ghandle;
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &ghandle);
- tex0gpuDescriptorHandle.ptr = ghandle.ptr + 5 * (UINT64)(descriptorSize);
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- cpuDescriptor.ptr = handle.ptr + 6 * (UINT64)(descriptorSize);
- texpaint1->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texpaint1->impl.srv_descriptor_heap, &sourceCpu);
- device->lpVtbl->CopyDescriptorsSimple(device, 1, cpuDescriptor, sourceCpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &ghandle);
- tex1gpuDescriptorHandle.ptr = ghandle.ptr + 6 * (UINT64)(descriptorSize);
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- cpuDescriptor.ptr = handle.ptr + 7 * (UINT64)(descriptorSize);
- texpaint2->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texpaint2->impl.srv_descriptor_heap, &sourceCpu);
- device->lpVtbl->CopyDescriptorsSimple(device, 1, cpuDescriptor, sourceCpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &ghandle);
- tex2gpuDescriptorHandle.ptr = ghandle.ptr + 7 * (UINT64)(descriptorSize);
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- cpuDescriptor.ptr = handle.ptr + 8 * (UINT64)(descriptorSize);
- texenv->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texenv->impl.srv_descriptor_heap, &sourceCpu);
- device->lpVtbl->CopyDescriptorsSimple(device, 1, cpuDescriptor, sourceCpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &ghandle);
- texenvgpuDescriptorHandle.ptr = ghandle.ptr + 8 * (UINT64)(descriptorSize);
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- cpuDescriptor.ptr = handle.ptr + 9 * (UINT64)(descriptorSize);
- texsobol->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texsobol->impl.srv_descriptor_heap, &sourceCpu);
- device->lpVtbl->CopyDescriptorsSimple(device, 1, cpuDescriptor, sourceCpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &ghandle);
- texsobolgpuDescriptorHandle.ptr = ghandle.ptr + 9 * (UINT64)(descriptorSize);
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- cpuDescriptor.ptr = handle.ptr + 10 * (UINT64)(descriptorSize);
- texscramble->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texscramble->impl.srv_descriptor_heap , &sourceCpu);
- device->lpVtbl->CopyDescriptorsSimple(device, 1, cpuDescriptor, sourceCpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &ghandle);
- texscramblegpuDescriptorHandle.ptr = ghandle.ptr + 10 * (UINT64)(descriptorSize);
- descriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(descriptorHeap, &handle);
- cpuDescriptor.ptr = handle.ptr + 11 * (UINT64)(descriptorSize);
- texrank->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(texrank->impl.srv_descriptor_heap , &sourceCpu);
- device->lpVtbl->CopyDescriptorsSimple(device, 1, cpuDescriptor, sourceCpu, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- descriptorHeap->lpVtbl->GetGPUDescriptorHandleForHeapStart(descriptorHeap, &ghandle);
- texrankgpuDescriptorHandle.ptr = ghandle.ptr + 11 * (UINT64)(descriptorSize);
- }
- void gpu_raytrace_set_acceleration_structure(gpu_raytrace_acceleration_structure_t *_accel) {
- accel = _accel;
- }
- void gpu_raytrace_set_pipeline(gpu_raytrace_pipeline_t *_pipeline) {
- pipeline = _pipeline;
- }
- void gpu_raytrace_set_target(gpu_texture_t *_output) {
- if (_output != output) {
- _output->impl.image->lpVtbl->Release(_output->impl.image);
- _output->impl.rtv_descriptor_heap->lpVtbl->Release(_output->impl.rtv_descriptor_heap);
- _output->impl.srv_descriptor_heap->lpVtbl->Release(_output->impl.srv_descriptor_heap);
- D3D12_HEAP_PROPERTIES heap_properties = {
- .Type = D3D12_HEAP_TYPE_DEFAULT,
- .CreationNodeMask = 1,
- .VisibleNodeMask = 1,
- };
- D3D12_RESOURCE_DESC desc = {
- .Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
- .Width = _output->width,
- .Height = _output->height,
- .DepthOrArraySize = 1,
- .MipLevels = 1,
- .Format = DXGI_FORMAT_R16G16B16A16_FLOAT,
- .SampleDesc.Count = 1,
- .SampleDesc.Quality = 0,
- .Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
- .Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
- };
- D3D12_CLEAR_VALUE clear_value;
- clear_value.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
- clear_value.Color[0] = 0.0f;
- clear_value.Color[1] = 0.0f;
- clear_value.Color[2] = 0.0f;
- clear_value.Color[3] = 0.0f;
- device->lpVtbl->CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COMMON, &clear_value, &IID_ID3D12Resource, &_output->impl.image);
- D3D12_RENDER_TARGET_VIEW_DESC view = {
- .Format = DXGI_FORMAT_R16G16B16A16_FLOAT,
- .ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D,
- .Texture2D.MipSlice = 0,
- .Texture2D.PlaneSlice = 0,
- };
- D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {
- .NumDescriptors = 1,
- .Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
- .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
- };
- device->lpVtbl->CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, &_output->impl.rtv_descriptor_heap);
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- _output->impl.rtv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(_output->impl.rtv_descriptor_heap, &handle);
- device->lpVtbl->CreateRenderTargetView(device, _output->impl.image, &view, handle);
- D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = {
- .NumDescriptors = 1,
- .Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
- .NodeMask = 0,
- .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
- };
- device->lpVtbl->CreateDescriptorHeap(device, &descriptor_heap_desc, &IID_ID3D12DescriptorHeap, &_output->impl.srv_descriptor_heap);
- D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {
- .ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
- .Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
- .Format = DXGI_FORMAT_R16G16B16A16_FLOAT,
- .Texture2D.MipLevels = 1,
- .Texture2D.MostDetailedMip = 0,
- .Texture2D.ResourceMinLODClamp = 0.0f,
- };
- _output->impl.srv_descriptor_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(_output->impl.srv_descriptor_heap, &handle);
- device->lpVtbl->CreateShaderResourceView(device, _output->impl.image, &srv_desc,
- handle);
- D3D12_UNORDERED_ACCESS_VIEW_DESC UAVDesc = {
- .ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D,
- };
- device->lpVtbl->CreateUnorderedAccessView(device, _output->impl.image, NULL, &UAVDesc, outputCpuDescriptor);
- }
- output = _output;
- }
- void gpu_raytrace_dispatch_rays() {
- command_list->lpVtbl->SetComputeRootSignature(command_list, dxrRootSignature);
- // Bind the heaps, acceleration structure and dispatch rays
- command_list->lpVtbl->SetDescriptorHeaps(command_list, 1, &descriptorHeap);
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 0, outputDescriptorHandle);
- command_list->lpVtbl->SetComputeRootShaderResourceView(command_list, 1, accel->impl.top_level_accel->lpVtbl->GetGPUVirtualAddress(accel->impl.top_level_accel));
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 2, ibgpuDescriptorHandle);
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 3, vbgpuDescriptorHandle);
- command_list->lpVtbl->SetComputeRootConstantBufferView(command_list, 4, pipeline->_constant_buffer->impl.buffer->lpVtbl->GetGPUVirtualAddress(pipeline->_constant_buffer->impl.buffer));
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 5, tex0gpuDescriptorHandle);
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 6, tex1gpuDescriptorHandle);
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 7, tex2gpuDescriptorHandle);
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 8, texenvgpuDescriptorHandle);
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 9, texsobolgpuDescriptorHandle);
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 10, texscramblegpuDescriptorHandle);
- command_list->lpVtbl->SetComputeRootDescriptorTable(command_list, 11, texrankgpuDescriptorHandle);
- // Since each shader table has only one shader record, the stride is same as the size.
- D3D12_DISPATCH_RAYS_DESC dispatchDesc = {0};
- D3D12_RESOURCE_DESC desc;
- pipeline->impl.hitgroup_shader_table->lpVtbl->GetDesc(pipeline->impl.hitgroup_shader_table, &desc);
- dispatchDesc.HitGroupTable.StartAddress = pipeline->impl.hitgroup_shader_table->lpVtbl->GetGPUVirtualAddress(pipeline->impl.hitgroup_shader_table);
- dispatchDesc.HitGroupTable.SizeInBytes = desc.Width;
- dispatchDesc.HitGroupTable.StrideInBytes = dispatchDesc.HitGroupTable.SizeInBytes;
- dispatchDesc.MissShaderTable.StartAddress = pipeline->impl.miss_shader_table->lpVtbl->GetGPUVirtualAddress(pipeline->impl.miss_shader_table);
- pipeline->impl.miss_shader_table->lpVtbl->GetDesc(pipeline->impl.miss_shader_table, &desc);
- dispatchDesc.MissShaderTable.SizeInBytes = desc.Width;
- dispatchDesc.MissShaderTable.StrideInBytes = dispatchDesc.MissShaderTable.SizeInBytes;
- dispatchDesc.RayGenerationShaderRecord.StartAddress = pipeline->impl.raygen_shader_table->lpVtbl->GetGPUVirtualAddress(pipeline->impl.raygen_shader_table);
- pipeline->impl.raygen_shader_table->lpVtbl->GetDesc(pipeline->impl.raygen_shader_table, &desc);
- dispatchDesc.RayGenerationShaderRecord.SizeInBytes = desc.Width;
- dispatchDesc.Width = output->width;
- dispatchDesc.Height = output->height;
- dispatchDesc.Depth = 1;
- dxrCommandList->lpVtbl->SetPipelineState1(dxrCommandList, pipeline->impl.dxr_state);
- dxrCommandList->lpVtbl->DispatchRays(dxrCommandList, &dispatchDesc);
- }
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