finally clear color with sync in d3d12

This commit is contained in:
Anton Ljungdahl 2025-05-21 21:13:45 +02:00
parent f488b22239
commit 82117af3b8
7 changed files with 180 additions and 98 deletions

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@ -9,7 +9,7 @@ pushd .\build
ctime -begin timeBuild.ctm
cl /Zi /nologo ../src/metagen/codegen.c
cl /Zi /nologo /wd5287 ../src/metagen/codegen.c
set LastError=%ERRORLEVEL%
ctime -end timeBuild.ctm %LastError%
@ -40,6 +40,8 @@ echo --- Main
@rem Build main program
set CommonCompilerFlags=/nologo /Zi /FC /Od /wd4042
@rem set IncludeD3D12=
@rem set INCLUDE=%INCLUDE%;%IncludeD3D12%
@rem /WX /W4 /wd4201 /wd4100 /wd4189 /wd4244 /wd4127 /wd4456
@rem
@rem
@ -48,9 +50,13 @@ IF NOT EXIST .\build mkdir .\build
pushd .\build
ctime -begin timeBuild.ctm
@rem echo INCLUDE:
@rem echo %INCLUDE%
@rem echo LIB:
@rem echo %LIB%
@rem @echo on
cl %CommonCompilerFlags% ../src/main.c /Fe:program.exe
@rem @echo off
set LastError=%ERRORLEVEL%
ctime -end timeBuild.ctm %LastError%
popd

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@ -53,6 +53,8 @@ entry_point()
DispatchMessageW(&Message);
}
r_render();
//r_log_debug_messages();
if(g_do_exit)

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@ -4,6 +4,7 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//~
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <windows.h>
internal void OS_W32_log_debug(const char *fmt_string, ...);

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@ -14,6 +14,8 @@
#define D3D12_RELEASE(res) if( (res) && (res)->lpVtbl) { (res)->lpVtbl->Release((res)); (res) = 0; }
global R_D3D12_State *r_d3d12_state = 0;
global R_D3D12_Command *r_d3d12_cmd = 0;
global R_D3D12_RenderTarget *r_d3d12_rt = 0;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//~
@ -25,11 +27,14 @@ r_init()
r_d3d12_state = push_array(arena, R_D3D12_State, 1);
r_d3d12_state->arena = arena;
r_d3d12_state->window_handle = g_win32_window_handle;
r_d3d12_cmd = push_array(arena, R_D3D12_Command, 1);
r_d3d12_cmd->arena = arena;
r_d3d12_rt = push_array(arena, R_D3D12_RenderTarget, 1);
r_d3d12_rt->arena = arena;
HRESULT hr;
// ---------------------------------------------------------------------------
// Debug interface
hr = D3D12GetDebugInterface(&IID_ID3D12Debug, (void**)&r_d3d12_state->debug);
if(SUCCEEDED(hr) && r_d3d12_state->debug )
{
@ -58,11 +63,10 @@ r_init()
.NodeMask = 0
};
ID3D12CommandQueue *command_queue;
hr = r_d3d12_state->device->lpVtbl->CreateCommandQueue(r_d3d12_state->device,
hr = ID3D12Device_CreateCommandQueue(r_d3d12_state->device,
&queue_desc,
&IID_ID3D12CommandQueue,
(void**)&command_queue);
(void**)&r_d3d12_cmd->queue);
D3D12_CHECK(hr, "Failed to create command queue\n");
@ -93,8 +97,8 @@ r_init()
// We create a temporary SwapChain1 that is then upgraded to a SwapChain3.
IDXGISwapChain1* temp_swap_chain;
hr = factory->lpVtbl->CreateSwapChainForHwnd(factory,
(IUnknown*)command_queue,
hr = IDXGIFactory4_CreateSwapChainForHwnd(factory,
(IUnknown*)r_d3d12_cmd->queue,
r_d3d12_state->window_handle,
&swap_chain_desc,
0,
@ -103,8 +107,8 @@ r_init()
D3D12_CHECK(hr, "Failed to create temp swap chain \n");
hr = temp_swap_chain->lpVtbl->QueryInterface(temp_swap_chain,
&IID_IDXGISwapChain3,
(void**)&r_d3d12_state->swapchain);
&IID_IDXGISwapChain3,
(void**)&r_d3d12_state->swapchain);
D3D12_CHECK(hr, "Failed to upgrade to swapchain3\n");
temp_swap_chain->lpVtbl->Release(temp_swap_chain);
@ -118,141 +122,153 @@ r_init()
};
ID3D12DescriptorHeap *rtv_heap;
hr = r_d3d12_state->device->lpVtbl->
CreateDescriptorHeap(r_d3d12_state->device,
hr = ID3D12Device_CreateDescriptorHeap(r_d3d12_state->device,
&rtv_heap_desc,
&IID_ID3D12DescriptorHeap,
(void**)&rtv_heap);
(void**)&r_d3d12_rt->heap);
D3D12_CHECK(hr, "Failed to create descriptor heap\n");
U32 rtv_descriptor_size = r_d3d12_state->device->lpVtbl->
GetDescriptorHandleIncrementSize(r_d3d12_state->device,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
r_d3d12_rt->descriptor_size = r_d3d12_state->device->lpVtbl->
GetDescriptorHandleIncrementSize(r_d3d12_state->device,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
// ---------------------------------------------------------------------------
// Create render target views
ID3D12Resource* render_targets[2];
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
// Create render target views
// TODO(anton): This is probably not correct D3D12 API, but I might have an old SDK.
rtv_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rtv_heap, &rtv_handle);
D3D12_CPU_DESCRIPTOR_HANDLE handle;
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(r_d3d12_rt->heap, &handle);
for (U32 i = 0; i < 2; ++i) {
r_d3d12_state->swapchain->lpVtbl->GetBuffer(r_d3d12_state->swapchain,
i,
&IID_ID3D12Resource,
(void**)&render_targets[i]);
r_d3d12_state->device->lpVtbl->
CreateRenderTargetView(r_d3d12_state->device,
render_targets[i],
IDXGISwapChain3_GetBuffer(r_d3d12_state->swapchain,
i,
&IID_ID3D12Resource,
(void**)&r_d3d12_rt->targets[i]);
ID3D12Device_CreateRenderTargetView(r_d3d12_state->device,
r_d3d12_rt->targets[i],
0,
rtv_handle);
handle);
rtv_handle.ptr += rtv_descriptor_size;
handle.ptr += r_d3d12_rt->descriptor_size;
}
// ---------------------------------------------------------------------------
// Command allocator and command list
ID3D12CommandAllocator* cmd_allocator;
r_d3d12_state->device->lpVtbl->CreateCommandAllocator(r_d3d12_state->device,
hr = ID3D12Device_CreateCommandAllocator(r_d3d12_state->device,
D3D12_COMMAND_LIST_TYPE_DIRECT,
&IID_ID3D12CommandAllocator,
(void**)&cmd_allocator);
(void**)&r_d3d12_cmd->allocator);
D3D12_CHECK(hr, "Failed to create command allocator\n");
ID3D12GraphicsCommandList* cmd_list;
r_d3d12_state->device->lpVtbl->CreateCommandList(r_d3d12_state->device,
hr = ID3D12Device_CreateCommandList(r_d3d12_state->device,
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
cmd_allocator,
r_d3d12_cmd->allocator,
0,
&IID_ID3D12GraphicsCommandList,
(void**)&cmd_list);
(void**)&r_d3d12_cmd->list1);
D3D12_CHECK(hr, "Failed to create command list\n");
// Put it in a closed state during initialisation. It will be opened at the start of the render function.
ID3D12GraphicsCommandList_Close(r_d3d12_cmd->list1);
// ---------------------------------------------------------------------------
// Fence and event
ID3D12Fence *fence;
U64 fence_value = 0;
hr = r_d3d12_state->device->lpVtbl->CreateFence(r_d3d12_state->device,
// Fence
hr = ID3D12Device_CreateFence(r_d3d12_state->device,
0,
D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence,
(void**)&fence);
HANDLE fence_event = CreateEvent(0, FALSE, FALSE, 0);
(void**)&r_d3d12_state->fence);
D3D12_CHECK(hr, "Failed to create fence\n");
r_d3d12_state->fence_value = 1;
r_d3d12_state->fence_event = CreateEvent(0, FALSE, FALSE, 0);
if(!r_d3d12_state->fence_event)
{
HRESULT fence_hr = HRESULT_FROM_WIN32(GetLastError());
D3D12_CHECK(fence_hr, "Failed to create fence event\n");
}
r_d3d12_wait_for_previous_frame();
// Record commands to clear screen
U32 frameIndex = r_d3d12_state->swapchain->lpVtbl->GetCurrentBackBufferIndex(r_d3d12_state->swapchain);
}
cmd_allocator->lpVtbl->Reset(cmd_allocator);
cmd_list->lpVtbl->Reset(cmd_list, cmd_allocator, 0);
internal void
r_d3d12_wait_for_previous_frame()
{
U64 fence_value = r_d3d12_state->fence_value;
ID3D12CommandQueue_Signal(r_d3d12_cmd->queue, r_d3d12_state->fence, fence_value);
r_d3d12_state->fence_value += 1;
if(ID3D12Fence_GetCompletedValue(r_d3d12_state->fence) < fence_value)
{
HRESULT hr = ID3D12Fence_SetEventOnCompletion(r_d3d12_state->fence, fence_value, r_d3d12_state->fence_event);
D3D12_CHECK(hr, "Failed to set fence event on completion\n");
WaitForSingleObject(r_d3d12_state->fence_event, INFINITE);
}
}
internal void
r_render()
{
HRESULT hr = ID3D12CommandAllocator_Reset(r_d3d12_cmd->allocator);
D3D12_CHECK(hr, "Failed to reset command allocator\n");
hr = ID3D12GraphicsCommandList_Reset(r_d3d12_cmd->list1, r_d3d12_cmd->allocator, 0);
D3D12_CHECK(hr, "Failed to reset command list\n");
U32 frame_index = IDXGISwapChain3_GetCurrentBackBufferIndex(r_d3d12_state->swapchain);
D3D12_RESOURCE_BARRIER barrier = {
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
.Transition = {
.pResource = render_targets[frameIndex],
.pResource = r_d3d12_rt->targets[frame_index],
.StateBefore = D3D12_RESOURCE_STATE_PRESENT,
.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET,
.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
}
};
// Transition from present to render target
ID3D12GraphicsCommandList_ResourceBarrier(r_d3d12_cmd->list1, 1, &barrier);
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(r_d3d12_rt->heap, &rtv_handle);
rtv_handle.ptr += frame_index * r_d3d12_rt->descriptor_size;
cmd_list->lpVtbl->ResourceBarrier(cmd_list, 1, &barrier);
D3D12_CPU_DESCRIPTOR_HANDLE currentRTV;
// TODO(anton): Probably wrong API due to old SDK...
rtv_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rtv_heap, &currentRTV);
currentRTV.ptr += frameIndex * rtv_descriptor_size;
// Clear render target
F32 clearColor[4] = {0.1f, 0.2f, 0.3f, 1.0f};
cmd_list->lpVtbl->ClearRenderTargetView(cmd_list, currentRTV, clearColor, 0, 0);
ID3D12GraphicsCommandList_ClearRenderTargetView(r_d3d12_cmd->list1, rtv_handle, clearColor, 0, NULL);
// Transition render target back to present state
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
cmd_list->lpVtbl->ResourceBarrier(cmd_list, 1, &barrier);
ID3D12GraphicsCommandList_ResourceBarrier(r_d3d12_cmd->list1, 1, &barrier);
cmd_list->lpVtbl->Close(cmd_list);
// Close command list
hr = ID3D12GraphicsCommandList_Close(r_d3d12_cmd->list1);
if (FAILED(hr)) return;
// Execute and present
ID3D12CommandList* lists[] = { (ID3D12CommandList*)cmd_list };
command_queue->lpVtbl->ExecuteCommandLists(command_queue, 1, lists);
// Execute command list
ID3D12CommandList* commandLists[] = { (ID3D12CommandList*)r_d3d12_cmd->list1 };
ID3D12CommandQueue_ExecuteCommandLists(r_d3d12_cmd->queue, 1, commandLists);
r_d3d12_state->swapchain->lpVtbl->Present(r_d3d12_state->swapchain, 1, 0);
// Present frame
IDXGISwapChain3_Present(r_d3d12_state->swapchain, 1, 0);
// Wait for GPU
fence_value++;
command_queue->lpVtbl->Signal(command_queue, fence, fence_value);
if (fence->lpVtbl->GetCompletedValue(fence) < fence_value) {
fence->lpVtbl->SetEventOnCompletion(fence, fence_value, fence_event);
WaitForSingleObject(fence_event, INFINITE);
}
}
r_d3d12_wait_for_previous_frame();
internal void
r_trigger_debug_message()
{
if(r_d3d12_state->device)
{
D3D12_COMMAND_QUEUE_DESC queue_desc = {0};
queue_desc.Type = -1; // Error value, should be 0,1,2 or 3
ID3D12CommandQueue *queue = 0;
HRESULT hr = r_d3d12_state->device->lpVtbl->CreateCommandQueue(r_d3d12_state->device,
&queue_desc,
&IID_ID3D12CommandQueue,
(void**)&queue);
if(queue) {
queue->lpVtbl->Release(queue);
}
}
}
internal void
r_cleanup()
{
r_d3d12_wait_for_previous_frame();
U32 do_report_live_objects = 2; // 1 for all, 2 for only after release to check any dangling.
// Report live objects
{
if(do_report_live_objects == 1)
{
LOG("D3D12 Reporting live objects before cleanup:\n");
if(r_d3d12_state->device)
{
ID3D12DebugDevice *debug_device = 0;
@ -268,10 +284,42 @@ r_cleanup()
}
}
D3D12_RELEASE(r_d3d12_state->device);
// State
D3D12_RELEASE(r_d3d12_state->debug);
D3D12_RELEASE(r_d3d12_state->swapchain);
D3D12_RELEASE(r_d3d12_state->fence);
// RT
D3D12_RELEASE(r_d3d12_rt->heap);
for(U32 i = 0; i < R_NUM_FRAMES_IN_FLIGHT; i+=1)
{
D3D12_RELEASE(r_d3d12_rt->targets[i]);
}
// Cmd
D3D12_RELEASE(r_d3d12_cmd->queue);
D3D12_RELEASE(r_d3d12_cmd->allocator);
D3D12_RELEASE(r_d3d12_cmd->list1);
// Report live objects
if(do_report_live_objects >= 1)
{
LOG("D3D12 Reporting live objects after cleanup (should only be device):\n");
if(r_d3d12_state->device)
{
ID3D12DebugDevice *debug_device = 0;
HRESULT hr = r_d3d12_state->device->lpVtbl->QueryInterface(r_d3d12_state->device,
&IID_ID3D12DebugDevice,
(void **)&debug_device);
if(SUCCEEDED(hr) && debug_device)
{
debug_device->lpVtbl->ReportLiveDeviceObjects(debug_device,
D3D12_RLDO_DETAIL | D3D12_RLDO_IGNORE_INTERNAL);
debug_device->lpVtbl->Release(debug_device);
}
}
}
D3D12_RELEASE(r_d3d12_state->device);
arena_release(r_d3d12_state->arena);
}
}

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@ -1,6 +1,7 @@
#ifndef RENDER_D3D12_H
#define RENDER_D3D12_H
#define COBJMACROS 1
#include <d3d12.h>
#include <dxgi1_4.h>
@ -12,6 +13,27 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//~
#define R_NUM_FRAMES_IN_FLIGHT 2
typedef struct R_D3D12_Command R_D3D12_Command;
struct R_D3D12_Command
{
Arena *arena;
ID3D12CommandQueue *queue;
ID3D12CommandAllocator *allocator;
ID3D12GraphicsCommandList *list1;
};
typedef struct R_D3D12_RenderTarget R_D3D12_RenderTarget;
struct R_D3D12_RenderTarget
{
Arena *arena;
ID3D12DescriptorHeap *heap;
D3D12_CPU_DESCRIPTOR_HANDLE handle;
U32 descriptor_size;
ID3D12Resource *targets[R_NUM_FRAMES_IN_FLIGHT];
};
typedef struct R_D3D12_State R_D3D12_State;
struct R_D3D12_State
{
@ -19,12 +41,15 @@ struct R_D3D12_State
HWND window_handle;
ID3D12Device *device;
ID3D12Debug *debug;
ID3D12InfoQueue *info_queue;
IDXGISwapChain3 *swapchain;
ID3D12Fence *fence;
U64 fence_value;
U64 frame_fence_values[R_NUM_FRAMES_IN_FLIGHT];
HANDLE fence_event;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//~
internal LRESULT r_d3d12_create_swapchain(IDXGIFactory4 *factory);
internal void r_d3d12_wait_for_previous_frame();
#endif /* RENDER_D3D12_H */

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@ -6,6 +6,7 @@
internal void r_init();
internal void r_render();
internal void r_log_debug_messages();

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@ -4,7 +4,6 @@
//////////////////////////////////////////////////////////////////////////////////////////////
//~
#include "render/render_core.h"
#include "render/d3d12/render_d3d12.h"