[D3D12] D3D12Context initialization

This commit is contained in:
Triang3l 2018-07-19 12:48:11 +03:00
parent 03682e81d1
commit d7701ae86b
6 changed files with 245 additions and 4 deletions

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@ -21,8 +21,8 @@ namespace d3d12 {
class D3D12CommandProcessor : public CommandProcessor {
public:
D3D12CommandProcessor(D3D12GraphicsSystem* graphics_system,
kernel::KernelState* kernel_state);
explicit D3D12CommandProcessor(D3D12GraphicsSystem* graphics_system,
kernel::KernelState* kernel_state);
~D3D12CommandProcessor();
private:

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@ -10,6 +10,9 @@
#ifndef XENIA_UI_D3D12_D3D12_API_H_
#define XENIA_UI_D3D12_D3D12_API_H_
// This must be included before D3D and DXGI for things like NOMINMAX.
#include "xenia/base/platform_win.h"
#include <dxgi1_4.h>
#include <d3d12.h>

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@ -0,0 +1,146 @@
/**
******************************************************************************
* 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_context.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/d3d12/d3d12_provider.h"
#include "xenia/ui/window.h"
namespace xe {
namespace ui {
namespace d3d12 {
D3D12Context::D3D12Context(D3D12Provider* provider, Window* target_window)
: GraphicsContext(provider, target_window) {}
D3D12Context::~D3D12Context() { Shutdown(); }
bool D3D12Context::Initialize() {
auto provider = static_cast<D3D12Provider*>(provider_);
auto dxgi_factory = provider->get_dxgi_factory();
auto device = provider->get_device();
context_lost_ = false;
// Create fences for synchronization of reuse and destruction of transient
// objects (like command lists) and for global shutdown.
for (uint32_t i = 0; i < kFrameQueueLength; ++i) {
auto& fence = fences_[i];
if (FAILED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(&fence.fence)))) {
XELOGE("Failed to create a frame completion fence");
Shutdown();
return false;
}
fence.completion_event = CreateEvent(nullptr, false, false, nullptr);
if (fence.completion_event == nullptr) {
XELOGE("Failed to create a frame completion event");
Shutdown();
return false;
}
fence.queued_value = 0;
}
if (target_window_) {
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc;
swap_chain_desc.Width = 1280;
swap_chain_desc.Height = 720;
swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swap_chain_desc.Stereo = FALSE;
swap_chain_desc.SampleDesc.Count = 1;
swap_chain_desc.SampleDesc.Quality = 0;
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swap_chain_desc.BufferCount = kSwapChainBufferCount;
swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
swap_chain_desc.Flags = 0;
IDXGISwapChain1* swap_chain_1;
if (FAILED(dxgi_factory->CreateSwapChainForHwnd(
provider->get_direct_queue(),
static_cast<HWND>(target_window_->native_handle()), &swap_chain_desc,
nullptr, nullptr, &swap_chain_1))) {
XELOGE("Failed to create a DXGI swap chain");
Shutdown();
return false;
}
if (FAILED(swap_chain_1->QueryInterface(IID_PPV_ARGS(&swap_chain_)))) {
XELOGE("Failed to get version 3 of the DXGI swap chain interface");
swap_chain_1->Release();
Shutdown();
return false;
}
swap_chain_1->Release();
for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
if (FAILED(swap_chain_->GetBuffer(i,
IID_PPV_ARGS(&swap_chain_buffers_[i])))) {
XELOGE("Failed to get buffer %u of the swap chain", i);
Shutdown();
return false;
}
}
}
initialized_fully_ = true;
}
void D3D12Context::Shutdown() {
if (initialized_fully_) {
// TODO(Triang3l): Wait for submitted frame completion.
}
initialized_fully_ = false;
immediate_drawer_.reset();
if (swap_chain_ != nullptr) {
for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
auto& buffer = swap_chain_buffers_[i];
if (buffer == nullptr) {
break;
}
buffer->Release();
buffer = nullptr;
}
swap_chain_->Release();
}
for (uint32_t i = 0; i < kFrameQueueLength; ++i) {
auto& fence = fences_[i];
if (fence.fence != nullptr) {
fence.fence->Release();
fence.fence = nullptr;
}
if (fence.completion_event != nullptr) {
CloseHandle(fence.completion_event);
fence.completion_event = nullptr;
}
}
}
ImmediateDrawer* D3D12Context::immediate_drawer() {
return immediate_drawer_.get();
}
bool D3D12Context::is_current() { return false; }
bool D3D12Context::MakeCurrent() { return true; }
void D3D12Context::ClearCurrent() {}
std::unique_ptr<RawImage> D3D12Context::Capture() {
// TODO(Triang3l): Read back swap chain front buffer.
return nullptr;
}
} // namespace d3d12
} // namespace ui
} // namespace xe

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@ -0,0 +1,70 @@
/**
******************************************************************************
* 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_CONTEXT_H_
#define XENIA_UI_D3D12_D3D12_CONTEXT_H_
#include "xenia/ui/d3d12/d3d12_api.h"
#include "xenia/ui/graphics_context.h"
namespace xe {
namespace ui {
namespace d3d12 {
class D3D12Context : public GraphicsContext {
public:
~D3D12Context() override;
ImmediateDrawer* immediate_drawer() override;
bool is_current() override;
bool MakeCurrent() override;
void ClearCurrent() override;
bool WasLost() override { return context_lost_; }
std::unique_ptr<RawImage> Capture() override;
// The count of copies of transient objects (like command lists, dynamic
// descriptor heaps) that must be kept when rendering with this context.
static constexpr uint32_t kFrameQueueLength = 3;
private:
friend class D3D12Provider;
explicit D3D12Context(D3D12Provider* provider, Window* target_window);
private:
bool Initialize();
void Shutdown();
bool initialized_fully_ = false;
bool context_lost_ = false;
struct Fence {
ID3D12Fence* fence = nullptr;
HANDLE completion_event = nullptr;
// 0 means the fence signal command hasn't been submitted at all yet.
uint64_t queued_value = 0;
};
Fence fences_[kFrameQueueLength];
static constexpr uint32_t kSwapChainBufferCount = 3;
IDXGISwapChain3* swap_chain_ = nullptr;
ID3D12Resource* swap_chain_buffers_[kSwapChainBufferCount] = {};
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
};
} // namespace d3d12
} // namespace ui
} // namespace xe
#endif // XENIA_UI_D3D12_D3D12_CONTEXT_H_

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@ -11,9 +11,8 @@
#include <gflags/gflags.h>
#include <algorithm>
#include "xenia/base/logging.h"
#include "xenia/ui/d3d12/d3d12_context.h"
DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.");
DEFINE_int32(d3d12_adapter_index, -1, "Index of the DXGI adapter to use. "
@ -160,6 +159,25 @@ bool D3D12Provider::IsDeviceSupported(ID3D12Device* device) {
return !!options.TypedUAVLoadAdditionalFormats;
}
std::unique_ptr<GraphicsContext> D3D12Provider::CreateContext(
Window* target_window) {
auto new_context =
std::unique_ptr<D3D12Context>(new D3D12Context(this, target_window));
if (!new_context->Initialize()) {
return nullptr;
}
return std::unique_ptr<GraphicsContext>(new_context.release());
}
std::unique_ptr<GraphicsContext> D3D12Provider::CreateOffscreenContext() {
auto new_context =
std::unique_ptr<D3D12Context>(new D3D12Context(this, nullptr));
if (!new_context->Initialize()) {
return nullptr;
}
return std::unique_ptr<GraphicsContext>(new_context.release());
}
} // namespace d3d12
} // namespace ui
} // namespace xe

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@ -25,6 +25,10 @@ class D3D12Provider : public GraphicsProvider {
static std::unique_ptr<D3D12Provider> Create(Window* main_window);
std::unique_ptr<GraphicsContext> CreateContext(
Window* target_window) override;
std::unique_ptr<GraphicsContext> CreateOffscreenContext() override;
IDXGIFactory2* get_dxgi_factory() const { return dxgi_factory_; }
ID3D12Device* get_device() const { return device_; }
ID3D12CommandQueue* get_direct_queue() const { return direct_queue_; }