qtdeclarative/examples/quick/scenegraph/rendernode/d3d12renderer.cpp

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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
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#include "d3d12renderer.h"
#include <QQuickItem>
#include <QQuickWindow>
#include <QSGRendererInterface>
#ifdef HAS_D3D12
#include "vs_shader.hlslh"
#include "ps_shader.hlslh"
D3D12RenderNode::D3D12RenderNode(QQuickItem *item)
: m_item(item)
{
}
D3D12RenderNode::~D3D12RenderNode()
{
releaseResources();
}
void D3D12RenderNode::releaseResources()
{
if (vbPtr) {
vertexBuffer->Unmap(0, nullptr);
vbPtr = nullptr;
}
if (cbPtr) {
constantBuffer->Unmap(0, nullptr);
cbPtr = nullptr;
}
constantBuffer = nullptr;
vertexBuffer = nullptr;
rootSignature = nullptr;
pipelineState = nullptr;
m_device = nullptr;
}
void D3D12RenderNode::init()
{
QSGRendererInterface *rif = m_item->window()->rendererInterface();
m_device = static_cast<ID3D12Device *>(rif->getResource(QSGRendererInterface::Device));
Q_ASSERT(m_device);
D3D12_ROOT_PARAMETER rootParameter;
rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
rootParameter.Descriptor.ShaderRegister = 0; // b0
rootParameter.Descriptor.RegisterSpace = 0;
D3D12_ROOT_SIGNATURE_DESC desc;
desc.NumParameters = 1;
desc.pParameters = &rootParameter;
desc.NumStaticSamplers = 0;
desc.pStaticSamplers = nullptr;
desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) {
qWarning("Failed to serialize root signature");
return;
}
if (FAILED(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(),
IID_PPV_ARGS(&rootSignature)))) {
qWarning("Failed to create root signature");
return;
}
D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
};
D3D12_SHADER_BYTECODE vshader;
vshader.pShaderBytecode = g_VS_Simple;
vshader.BytecodeLength = sizeof(g_VS_Simple);
D3D12_SHADER_BYTECODE pshader;
pshader.pShaderBytecode = g_PS_Simple;
pshader.BytecodeLength = sizeof(g_PS_Simple);
D3D12_RASTERIZER_DESC rastDesc = {};
rastDesc.FillMode = D3D12_FILL_MODE_SOLID;
rastDesc.CullMode = D3D12_CULL_MODE_BACK;
rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW
// No blending, just enable color write.
D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {};
defaultRenderTargetBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
D3D12_BLEND_DESC blendDesc = {};
blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc;
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
psoDesc.pRootSignature = rootSignature.Get();
psoDesc.VS = vshader;
psoDesc.PS = pshader;
psoDesc.RasterizerState = rastDesc;
psoDesc.BlendState = blendDesc;
// No depth. The correct stacking of the item is ensured by the projection matrix.
// Do not bother with stencil since we do not apply clipping in the
// example. If clipping is desired, render() needs to set a different PSO
// with stencil enabled whenever the RenderState indicates so.
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT; // not in use due to !DepthEnable, but this would be the correct format otherwise
psoDesc.SampleDesc.Count = 1;
if (FAILED(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) {
qWarning("Failed to create graphics pipeline state");
return;
}
const UINT vertexBufferSize = (2 + 3) * 3 * sizeof(float);
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC bufDesc;
bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
bufDesc.Alignment = 0;
bufDesc.Width = vertexBufferSize;
bufDesc.Height = 1;
bufDesc.DepthOrArraySize = 1;
bufDesc.MipLevels = 1;
bufDesc.Format = DXGI_FORMAT_UNKNOWN;
bufDesc.SampleDesc.Count = 1;
bufDesc.SampleDesc.Quality = 0;
bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (FAILED(m_device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&vertexBuffer)))) {
qWarning("Failed to create committed resource (vertex buffer)");
return;
}
vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
vertexBufferView.StrideInBytes = (2 + 3) * sizeof(float);
vertexBufferView.SizeInBytes = vertexBufferSize;
bufDesc.Width = 256;
if (FAILED(m_device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&constantBuffer)))) {
qWarning("Failed to create committed resource (constant buffer)");
return;
}
const D3D12_RANGE readRange = { 0, 0 };
if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&vbPtr)))) {
qWarning("Map failed");
return;
}
if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&cbPtr)))) {
qWarning("Map failed (constant buffer)");
return;
}
}
void D3D12RenderNode::render(const RenderState *state)
{
if (!m_device)
init();
QSGRendererInterface *rif = m_item->window()->rendererInterface();
ID3D12GraphicsCommandList *commandList = static_cast<ID3D12GraphicsCommandList *>(rif->getResource(QSGRendererInterface::CommandList));
Q_ASSERT(commandList);
const int msize = 16 * sizeof(float);
memcpy(cbPtr, matrix()->constData(), msize);
memcpy(cbPtr + msize, state->projectionMatrix()->constData(), msize);
const QPointF p0(m_item->width() - 1, m_item->height() - 1);
const QPointF p1(0, 0);
const QPointF p2(0, m_item->height() - 1);
float *vp = reinterpret_cast<float *>(vbPtr);
*vp++ = p0.x();
*vp++ = p0.y();
*vp++ = 1.0f; *vp++ = 0.0f; *vp++ = 0.0f;
*vp++ = p1.x();
*vp++ = p1.y();
*vp++ = 0.0f; *vp++ = 1.0f; *vp++ = 0.0f;
*vp++ = p2.x();
*vp++ = p2.y();
*vp++ = 0.0f; *vp++ = 0.0f; *vp++ = 1.0f;
commandList->SetPipelineState(pipelineState.Get());
commandList->SetGraphicsRootSignature(rootSignature.Get());
commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress());
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
commandList->IASetVertexBuffers(0, 1, &vertexBufferView);
commandList->DrawInstanced(3, 1, 0, 0);
// we won't implement changedStates() since no viewport/scissor/stencil/blend related commands were added
}
#endif // HAS_D3D12