[D3D12] Make something buildable

This commit is contained in:
Triang3l 2018-07-20 15:18:02 +03:00
parent 0ded51f894
commit cd1cf3a857
6 changed files with 311 additions and 23 deletions

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@ -92,6 +92,13 @@ std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
// Create best available. // Create best available.
std::unique_ptr<gpu::GraphicsSystem> best; std::unique_ptr<gpu::GraphicsSystem> best;
#if XE_PLATFORM_WIN32
best = std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::d3d12::D3D12GraphicsSystem());
if (best) {
return best;
}
#endif // XE_PLATFORM_WIN32
best = std::unique_ptr<gpu::GraphicsSystem>( best = std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::vulkan::VulkanGraphicsSystem()); new xe::gpu::vulkan::VulkanGraphicsSystem());
if (best) { if (best) {

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@ -13,6 +13,7 @@
#include "xenia/base/logging.h" #include "xenia/base/logging.h"
#include "xenia/base/math.h" #include "xenia/base/math.h"
#include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
#include "xenia/ui/d3d12/d3d12_provider.h" #include "xenia/ui/d3d12/d3d12_provider.h"
#include "xenia/ui/window.h" #include "xenia/ui/window.h"
@ -30,18 +31,22 @@ D3D12Context::D3D12Context(D3D12Provider* provider, Window* target_window)
D3D12Context::~D3D12Context() { Shutdown(); } D3D12Context::~D3D12Context() { Shutdown(); }
bool D3D12Context::Initialize() { bool D3D12Context::Initialize() {
auto provider = static_cast<D3D12Provider*>(provider_); auto provider = GetD3D12Provider();
auto dxgi_factory = provider->GetDXGIFactory(); auto dxgi_factory = provider->GetDXGIFactory();
auto device = provider->GetDevice(); auto device = provider->GetDevice();
auto direct_queue = provider->GetDirectQueue(); auto direct_queue = provider->GetDirectQueue();
context_lost_ = false; context_lost_ = false;
current_queue_frame_ = 0; current_frame_ = 1;
// No frames have been completed yet.
last_completed_frame_ = 0;
// Keep in sync with the modulo because why not.
current_queue_frame_ = 1;
// Create fences for synchronization of reuse and destruction of transient // Create fences for synchronization of reuse and destruction of transient
// objects (like command lists) and for global shutdown. // objects (like command lists) and for global shutdown.
for (uint32_t i = 0; i < kFrameQueueLength; ++i) { for (uint32_t i = 0; i < kQueuedFrames; ++i) {
fences_[i] = CPUFence::Create(device, direct_queue); fences_[i] = CPUFence::Create(device, direct_queue);
if (fences_[i] == nullptr) { if (fences_[i] == nullptr) {
Shutdown(); Shutdown();
@ -94,6 +99,8 @@ bool D3D12Context::Initialize() {
Shutdown(); Shutdown();
return false; return false;
} }
swap_chain_rtv_heap_start_ =
swap_chain_rtv_heap_->GetCPUDescriptorHandleForHeapStart();
// Get the buffers and create their RTV descriptors. // Get the buffers and create their RTV descriptors.
if (!InitializeSwapChainBuffers()) { if (!InitializeSwapChainBuffers()) {
@ -102,7 +109,7 @@ bool D3D12Context::Initialize() {
} }
// Create command lists for swap chain back buffer state transitions. // Create command lists for swap chain back buffer state transitions.
for (uint32_t i = 0; i < kFrameQueueLength; ++i) { for (uint32_t i = 0; i < kQueuedFrames; ++i) {
swap_command_lists_begin_[i] = CommandList::Create( swap_command_lists_begin_[i] = CommandList::Create(
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT); device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
swap_command_lists_end_[i] = CommandList::Create( swap_command_lists_end_[i] = CommandList::Create(
@ -113,9 +120,17 @@ bool D3D12Context::Initialize() {
return false; return false;
} }
} }
// Initialize the immediate mode drawer if not offscreen.
immediate_drawer_ = std::make_unique<D3D12ImmediateDrawer>(this);
if (!immediate_drawer_->Initialize()) {
Shutdown();
return false;
}
} }
initialized_fully_ = true; initialized_fully_ = true;
return true;
} }
bool D3D12Context::InitializeSwapChainBuffers() { bool D3D12Context::InitializeSwapChainBuffers() {
@ -132,7 +147,7 @@ bool D3D12Context::InitializeSwapChainBuffers() {
swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex(); swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex();
// Create RTV descriptors for the swap chain buffers. // Create RTV descriptors for the swap chain buffers.
auto device = static_cast<D3D12Provider*>(provider_)->GetDevice(); auto device = GetD3D12Provider()->GetDevice();
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc; D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
rtv_desc.Format = kSwapChainFormat; rtv_desc.Format = kSwapChainFormat;
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
@ -142,6 +157,8 @@ bool D3D12Context::InitializeSwapChainBuffers() {
device->CreateRenderTargetView(swap_chain_buffers_[i], &rtv_desc, device->CreateRenderTargetView(swap_chain_buffers_[i], &rtv_desc,
GetSwapChainBufferRTV(i)); GetSwapChainBufferRTV(i));
} }
return true;
} }
void D3D12Context::Shutdown() { void D3D12Context::Shutdown() {
@ -154,7 +171,7 @@ void D3D12Context::Shutdown() {
immediate_drawer_.reset(); immediate_drawer_.reset();
if (swap_chain_ != nullptr) { if (swap_chain_ != nullptr) {
for (uint32_t i = 0; i < kFrameQueueLength; ++i) { for (uint32_t i = 0; i < kQueuedFrames; ++i) {
swap_command_lists_end_[i].reset(); swap_command_lists_end_[i].reset();
swap_command_lists_begin_[i].reset(); swap_command_lists_begin_[i].reset();
} }
@ -176,7 +193,7 @@ void D3D12Context::Shutdown() {
swap_chain_->Release(); swap_chain_->Release();
} }
for (uint32_t i = 0; i < kFrameQueueLength; ++i) { for (uint32_t i = 0; i < kQueuedFrames; ++i) {
fences_[i].reset(); fences_[i].reset();
} }
} }
@ -197,10 +214,14 @@ void D3D12Context::BeginSwap() {
} }
// Await the availability of transient objects for the new frame. // Await the availability of transient objects for the new frame.
// The frame number is incremented in EndSwap so they can be treated the same // The frame number is incremented in EndSwap so it can be treated the same
// way both when inside a frame and when outside of it (it's tied to actual // way both when inside a frame and when outside of it (it's tied to actual
// submissions). // submissions).
fences_[current_queue_frame_]->Await(); fences_[current_queue_frame_]->Await();
// Update the completed frame if didn't explicitly await all queued frames.
if (last_completed_frame_ + kQueuedFrames < current_frame_) {
last_completed_frame_ = current_frame_ - kQueuedFrames;
}
if (target_window_ != nullptr) { if (target_window_ != nullptr) {
// Resize the swap chain if the window is resized. // Resize the swap chain if the window is resized.
@ -282,9 +303,10 @@ void D3D12Context::EndSwap() {
// Go to the next transient object frame. // Go to the next transient object frame.
fences_[current_queue_frame_]->Enqueue(); fences_[current_queue_frame_]->Enqueue();
++current_queue_frame_; ++current_queue_frame_;
if (current_queue_frame_ >= kFrameQueueLength) { if (current_queue_frame_ >= kQueuedFrames) {
current_queue_frame_ -= kFrameQueueLength; current_queue_frame_ -= kQueuedFrames;
} }
++current_frame_;
} }
std::unique_ptr<RawImage> D3D12Context::Capture() { std::unique_ptr<RawImage> D3D12Context::Capture() {
@ -294,19 +316,18 @@ std::unique_ptr<RawImage> D3D12Context::Capture() {
void D3D12Context::AwaitAllFramesCompletion() { void D3D12Context::AwaitAllFramesCompletion() {
// Await the last frame since previous frames must be completed before it. // Await the last frame since previous frames must be completed before it.
uint32_t await_frame = current_queue_frame_ + (kFrameQueueLength - 1); uint32_t await_frame = current_queue_frame_ + (kQueuedFrames - 1);
if (await_frame >= kFrameQueueLength) { if (await_frame >= kQueuedFrames) {
await_frame -= kFrameQueueLength; await_frame -= kQueuedFrames;
} }
fences_[await_frame]->Await(); fences_[await_frame]->Await();
last_completed_frame_ = current_frame_ - 1;
} }
D3D12_CPU_DESCRIPTOR_HANDLE D3D12Context::GetSwapChainBufferRTV( D3D12_CPU_DESCRIPTOR_HANDLE D3D12Context::GetSwapChainBufferRTV(
uint32_t buffer_index) const { uint32_t buffer_index) const {
D3D12_CPU_DESCRIPTOR_HANDLE handle = swap_chain_rtv_heap_start_; D3D12_CPU_DESCRIPTOR_HANDLE handle = swap_chain_rtv_heap_start_;
handle.ptr += handle.ptr += buffer_index * GetD3D12Provider()->GetDescriptorSizeRTV();
buffer_index *
static_cast<const D3D12Provider*>(provider_)->GetDescriptorSizeRTV();
return handle; return handle;
} }

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@ -10,15 +10,20 @@
#ifndef XENIA_UI_D3D12_D3D12_CONTEXT_H_ #ifndef XENIA_UI_D3D12_D3D12_CONTEXT_H_
#define XENIA_UI_D3D12_D3D12_CONTEXT_H_ #define XENIA_UI_D3D12_D3D12_CONTEXT_H_
#include <memory>
#include "xenia/ui/d3d12/command_list.h" #include "xenia/ui/d3d12/command_list.h"
#include "xenia/ui/d3d12/cpu_fence.h" #include "xenia/ui/d3d12/cpu_fence.h"
#include "xenia/ui/d3d12/d3d12_api.h" #include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/d3d12_provider.h"
#include "xenia/ui/graphics_context.h" #include "xenia/ui/graphics_context.h"
namespace xe { namespace xe {
namespace ui { namespace ui {
namespace d3d12 { namespace d3d12 {
class D3D12ImmediateDrawer;
class D3D12Context : public GraphicsContext { class D3D12Context : public GraphicsContext {
public: public:
~D3D12Context() override; ~D3D12Context() override;
@ -36,9 +41,17 @@ class D3D12Context : public GraphicsContext {
std::unique_ptr<RawImage> Capture() override; std::unique_ptr<RawImage> Capture() override;
D3D12Provider* GetD3D12Provider() const {
return static_cast<D3D12Provider*>(provider_);
}
// The count of copies of transient objects (like command lists, dynamic // The count of copies of transient objects (like command lists, dynamic
// descriptor heaps) that must be kept when rendering with this context. // descriptor heaps) that must be kept when rendering with this context.
static constexpr uint32_t kFrameQueueLength = 3; static constexpr uint32_t kQueuedFrames = 3;
// The current absolute frame number.
uint64_t GetCurrentFrame() { return current_frame_; }
// The last completed frame - it's fine to destroy objects used in it.
uint64_t GetLastCompletedFrame() { return last_completed_frame_; }
uint32_t GetCurrentQueueFrame() { return current_queue_frame_; } uint32_t GetCurrentQueueFrame() { return current_queue_frame_; }
void AwaitAllFramesCompletion(); void AwaitAllFramesCompletion();
@ -51,6 +64,9 @@ class D3D12Context : public GraphicsContext {
} }
D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBufferRTV( D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBufferRTV(
uint32_t buffer_index) const; uint32_t buffer_index) const;
D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBackBufferRTV() const {
return GetSwapChainBufferRTV(GetSwapChainBackBufferIndex());
}
private: private:
friend class D3D12Provider; friend class D3D12Provider;
@ -66,8 +82,10 @@ class D3D12Context : public GraphicsContext {
bool context_lost_ = false; bool context_lost_ = false;
uint32_t current_queue_frame_ = 0; uint64_t current_frame_ = 1;
std::unique_ptr<CPUFence> fences_[kFrameQueueLength] = {}; uint64_t last_completed_frame_ = 0;
uint32_t current_queue_frame_ = 1;
std::unique_ptr<CPUFence> fences_[kQueuedFrames] = {};
static constexpr uint32_t kSwapChainBufferCount = 3; static constexpr uint32_t kSwapChainBufferCount = 3;
IDXGISwapChain3* swap_chain_ = nullptr; IDXGISwapChain3* swap_chain_ = nullptr;
@ -76,9 +94,8 @@ class D3D12Context : public GraphicsContext {
uint32_t swap_chain_back_buffer_index_ = 0; uint32_t swap_chain_back_buffer_index_ = 0;
ID3D12DescriptorHeap* swap_chain_rtv_heap_ = nullptr; ID3D12DescriptorHeap* swap_chain_rtv_heap_ = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE swap_chain_rtv_heap_start_; D3D12_CPU_DESCRIPTOR_HANDLE swap_chain_rtv_heap_start_;
std::unique_ptr<CommandList> swap_command_lists_begin_[kFrameQueueLength] = std::unique_ptr<CommandList> swap_command_lists_begin_[kQueuedFrames] = {};
{}; std::unique_ptr<CommandList> swap_command_lists_end_[kQueuedFrames] = {};
std::unique_ptr<CommandList> swap_command_lists_end_[kFrameQueueLength] = {};
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr; std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
}; };

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@ -0,0 +1,171 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
#include "xenia/base/logging.h"
namespace xe {
namespace ui {
namespace d3d12 {
class D3D12ImmediateTexture : public ImmediateTexture {
public:
D3D12ImmediateTexture(uint32_t width, uint32_t height)
: ImmediateTexture(width, height) {}
};
D3D12ImmediateDrawer::D3D12ImmediateDrawer(D3D12Context* graphics_context)
: ImmediateDrawer(graphics_context), context_(graphics_context) {}
D3D12ImmediateDrawer::~D3D12ImmediateDrawer() { Shutdown(); }
bool D3D12ImmediateDrawer::Initialize() {
auto provider = context_->GetD3D12Provider();
auto device = provider->GetDevice();
// Create the samplers.
D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc;
sampler_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
sampler_heap_desc.NumDescriptors = uint32_t(SamplerIndex::kSamplerCount);
sampler_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
sampler_heap_desc.NodeMask = 0;
if (FAILED(device->CreateDescriptorHeap(&sampler_heap_desc,
IID_PPV_ARGS(&sampler_heap_)))) {
XELOGE("Failed to create immediate drawer sampler descriptor heap");
Shutdown();
return false;
}
sampler_heap_cpu_start_ = sampler_heap_->GetCPUDescriptorHandleForHeapStart();
sampler_heap_gpu_start_ = sampler_heap_->GetGPUDescriptorHandleForHeapStart();
uint32_t sampler_size = provider->GetDescriptorSizeSampler();
// Nearest neighbor, clamp.
D3D12_SAMPLER_DESC sampler_desc;
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 1;
sampler_desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
sampler_desc.BorderColor[0] = 0.0f;
sampler_desc.BorderColor[1] = 0.0f;
sampler_desc.BorderColor[2] = 0.0f;
sampler_desc.BorderColor[3] = 0.0f;
sampler_desc.MinLOD = 0.0f;
sampler_desc.MaxLOD = 0.0f;
D3D12_CPU_DESCRIPTOR_HANDLE sampler_handle;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kNearestClamp) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Bilinear, clamp.
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kLinearClamp) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Nearest neighbor, repeat.
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kNearestRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Bilinear, repeat.
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kLinearRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Create the command lists.
ID3D12CommandQueue* direct_queue = provider->GetDirectQueue();
for (uint32_t i = 0; i < D3D12Context::kQueuedFrames; ++i) {
command_lists_[i] = CommandList::Create(device, direct_queue,
D3D12_COMMAND_LIST_TYPE_DIRECT);
if (command_lists_[i] == nullptr) {
Shutdown();
return false;
}
}
return true;
}
void D3D12ImmediateDrawer::Shutdown() {
for (auto& texture_upload : texture_uploads_submitted_) {
texture_upload.data_resource->Release();
}
texture_uploads_submitted_.clear();
for (uint32_t i = 0; i < D3D12Context::kQueuedFrames; ++i) {
command_lists_[i].reset();
}
if (sampler_heap_ != nullptr) {
sampler_heap_->Release();
sampler_heap_ = nullptr;
}
}
std::unique_ptr<ImmediateTexture> D3D12ImmediateDrawer::CreateTexture(
uint32_t width, uint32_t height, ImmediateTextureFilter filter, bool repeat,
const uint8_t* data) {
// TODO(Triang3l): Implement CreateTexture.
auto texture = std::make_unique<D3D12ImmediateTexture>(width, height);
return std::unique_ptr<ImmediateTexture>(texture.release());
}
void D3D12ImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
const uint8_t* data) {
// TODO(Triang3l): Implement UpdateTexture.
}
void D3D12ImmediateDrawer::Begin(int render_target_width,
int render_target_height) {
uint32_t queue_frame = context_->GetCurrentQueueFrame();
uint64_t last_completed_frame = context_->GetLastCompletedFrame();
// Remove temporary buffers for completed texture uploads.
auto erase_uploads_end = texture_uploads_submitted_.begin();
while (erase_uploads_end != texture_uploads_submitted_.end()) {
uint64_t upload_frame = erase_uploads_end->frame;
if (upload_frame > last_completed_frame) {
++erase_uploads_end;
break;
}
erase_uploads_end->data_resource->Release();
++erase_uploads_end;
}
texture_uploads_submitted_.erase(texture_uploads_submitted_.begin(),
erase_uploads_end);
// Start a command list recording.
ID3D12GraphicsCommandList* command_list =
command_lists_[queue_frame]->BeginRecording();
}
void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
// TODO(Triang3l): Implement BeginDrawBatch.
}
void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
// TODO(Triang3l): Implement Draw.
}
void D3D12ImmediateDrawer::EndDrawBatch() {
// TODO(Triang3l): Implement EndDrawBatch.
}
void D3D12ImmediateDrawer::End() {
command_lists_[context_->GetCurrentQueueFrame()]->Execute();
}
} // namespace d3d12
} // namespace ui
} // namespace xe

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@ -0,0 +1,72 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_D3D12_D3D12_IMMEDIATE_DRAWER_H_
#define XENIA_UI_D3D12_D3D12_IMMEDIATE_DRAWER_H_
#include <deque>
#include <memory>
#include "xenia/ui/d3d12/command_list.h"
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/d3d12/d3d12_context.h"
#include "xenia/ui/immediate_drawer.h"
namespace xe {
namespace ui {
namespace d3d12 {
class D3D12ImmediateDrawer : public ImmediateDrawer {
public:
D3D12ImmediateDrawer(D3D12Context* graphics_context);
~D3D12ImmediateDrawer() override;
bool Initialize();
void Shutdown();
std::unique_ptr<ImmediateTexture> CreateTexture(
uint32_t width, uint32_t height, ImmediateTextureFilter filter,
bool repeat, const uint8_t* data) override;
void UpdateTexture(ImmediateTexture* texture, const uint8_t* data) override;
void Begin(int render_target_width, int render_target_height) override;
void BeginDrawBatch(const ImmediateDrawBatch& batch) override;
void Draw(const ImmediateDraw& draw) override;
void EndDrawBatch() override;
void End();
private:
D3D12Context* context_ = nullptr;
enum class SamplerIndex {
kNearestClamp,
kLinearClamp,
kNearestRepeat,
kLinearRepeat,
kSamplerCount
};
ID3D12DescriptorHeap* sampler_heap_ = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_;
D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_;
std::unique_ptr<CommandList> command_lists_[D3D12Context::kQueuedFrames] = {};
struct SubmittedTextureUpload {
ID3D12Resource* data_resource;
uint64_t frame;
};
std::deque<SubmittedTextureUpload> texture_uploads_submitted_;
};
} // namespace d3d12
} // namespace ui
} // namespace xe
#endif // XENIA_UI_D3D12_D3D12_IMMEDIATE_DRAWER_H_

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@ -14,7 +14,7 @@
#include "xenia/base/logging.h" #include "xenia/base/logging.h"
#include "xenia/ui/d3d12/d3d12_context.h" #include "xenia/ui/d3d12/d3d12_context.h"
DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer."); DEFINE_bool(d3d12_debug, true, "Enable Direct3D 12 and DXGI debug layer.");
DEFINE_int32(d3d12_adapter_index, -1, "Index of the DXGI adapter to use. " DEFINE_int32(d3d12_adapter_index, -1, "Index of the DXGI adapter to use. "
"-1 for any physical adapter, -2 for WARP software rendering."); "-1 for any physical adapter, -2 for WARP software rendering.");