finally clear color with sync in d3d12
This commit is contained in:
parent
f488b22239
commit
82117af3b8
12
build.bat
12
build.bat
@ -9,7 +9,7 @@ pushd .\build
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ctime -begin timeBuild.ctm
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cl /Zi /nologo ../src/metagen/codegen.c
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cl /Zi /nologo /wd5287 ../src/metagen/codegen.c
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set LastError=%ERRORLEVEL%
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ctime -end timeBuild.ctm %LastError%
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@ -40,6 +40,8 @@ echo --- Main
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@rem Build main program
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set CommonCompilerFlags=/nologo /Zi /FC /Od /wd4042
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@rem set IncludeD3D12=
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@rem set INCLUDE=%INCLUDE%;%IncludeD3D12%
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@rem /WX /W4 /wd4201 /wd4100 /wd4189 /wd4244 /wd4127 /wd4456
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@rem
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@rem
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@ -48,9 +50,13 @@ IF NOT EXIST .\build mkdir .\build
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pushd .\build
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ctime -begin timeBuild.ctm
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@rem echo INCLUDE:
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@rem echo %INCLUDE%
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@rem echo LIB:
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@rem echo %LIB%
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@rem @echo on
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cl %CommonCompilerFlags% ../src/main.c /Fe:program.exe
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@rem @echo off
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set LastError=%ERRORLEVEL%
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ctime -end timeBuild.ctm %LastError%
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popd
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@ -53,6 +53,8 @@ entry_point()
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DispatchMessageW(&Message);
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}
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r_render();
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//r_log_debug_messages();
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if(g_do_exit)
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@ -4,6 +4,7 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//~
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#define WIN32_LEAN_AND_MEAN
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#define NOMINMAX
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#include <windows.h>
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internal void OS_W32_log_debug(const char *fmt_string, ...);
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@ -14,6 +14,8 @@
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#define D3D12_RELEASE(res) if( (res) && (res)->lpVtbl) { (res)->lpVtbl->Release((res)); (res) = 0; }
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global R_D3D12_State *r_d3d12_state = 0;
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global R_D3D12_Command *r_d3d12_cmd = 0;
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global R_D3D12_RenderTarget *r_d3d12_rt = 0;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//~
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@ -25,11 +27,14 @@ r_init()
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r_d3d12_state = push_array(arena, R_D3D12_State, 1);
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r_d3d12_state->arena = arena;
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r_d3d12_state->window_handle = g_win32_window_handle;
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r_d3d12_cmd = push_array(arena, R_D3D12_Command, 1);
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r_d3d12_cmd->arena = arena;
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r_d3d12_rt = push_array(arena, R_D3D12_RenderTarget, 1);
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r_d3d12_rt->arena = arena;
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HRESULT hr;
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// ---------------------------------------------------------------------------
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// Debug interface
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hr = D3D12GetDebugInterface(&IID_ID3D12Debug, (void**)&r_d3d12_state->debug);
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if(SUCCEEDED(hr) && r_d3d12_state->debug )
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{
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@ -58,11 +63,10 @@ r_init()
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.NodeMask = 0
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};
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ID3D12CommandQueue *command_queue;
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hr = r_d3d12_state->device->lpVtbl->CreateCommandQueue(r_d3d12_state->device,
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hr = ID3D12Device_CreateCommandQueue(r_d3d12_state->device,
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&queue_desc,
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&IID_ID3D12CommandQueue,
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(void**)&command_queue);
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(void**)&r_d3d12_cmd->queue);
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D3D12_CHECK(hr, "Failed to create command queue\n");
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@ -93,8 +97,8 @@ r_init()
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// We create a temporary SwapChain1 that is then upgraded to a SwapChain3.
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IDXGISwapChain1* temp_swap_chain;
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hr = factory->lpVtbl->CreateSwapChainForHwnd(factory,
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(IUnknown*)command_queue,
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hr = IDXGIFactory4_CreateSwapChainForHwnd(factory,
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(IUnknown*)r_d3d12_cmd->queue,
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r_d3d12_state->window_handle,
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&swap_chain_desc,
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0,
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@ -103,8 +107,8 @@ r_init()
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D3D12_CHECK(hr, "Failed to create temp swap chain \n");
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hr = temp_swap_chain->lpVtbl->QueryInterface(temp_swap_chain,
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&IID_IDXGISwapChain3,
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(void**)&r_d3d12_state->swapchain);
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&IID_IDXGISwapChain3,
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(void**)&r_d3d12_state->swapchain);
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D3D12_CHECK(hr, "Failed to upgrade to swapchain3\n");
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temp_swap_chain->lpVtbl->Release(temp_swap_chain);
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@ -118,141 +122,153 @@ r_init()
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};
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ID3D12DescriptorHeap *rtv_heap;
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hr = r_d3d12_state->device->lpVtbl->
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CreateDescriptorHeap(r_d3d12_state->device,
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hr = ID3D12Device_CreateDescriptorHeap(r_d3d12_state->device,
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&rtv_heap_desc,
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&IID_ID3D12DescriptorHeap,
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(void**)&rtv_heap);
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(void**)&r_d3d12_rt->heap);
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D3D12_CHECK(hr, "Failed to create descriptor heap\n");
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U32 rtv_descriptor_size = r_d3d12_state->device->lpVtbl->
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GetDescriptorHandleIncrementSize(r_d3d12_state->device,
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D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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r_d3d12_rt->descriptor_size = r_d3d12_state->device->lpVtbl->
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GetDescriptorHandleIncrementSize(r_d3d12_state->device,
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D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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// ---------------------------------------------------------------------------
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// Create render target views
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ID3D12Resource* render_targets[2];
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
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// Create render target views
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// TODO(anton): This is probably not correct D3D12 API, but I might have an old SDK.
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rtv_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rtv_heap, &rtv_handle);
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D3D12_CPU_DESCRIPTOR_HANDLE handle;
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(r_d3d12_rt->heap, &handle);
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for (U32 i = 0; i < 2; ++i) {
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r_d3d12_state->swapchain->lpVtbl->GetBuffer(r_d3d12_state->swapchain,
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i,
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&IID_ID3D12Resource,
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(void**)&render_targets[i]);
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r_d3d12_state->device->lpVtbl->
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CreateRenderTargetView(r_d3d12_state->device,
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render_targets[i],
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IDXGISwapChain3_GetBuffer(r_d3d12_state->swapchain,
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i,
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&IID_ID3D12Resource,
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(void**)&r_d3d12_rt->targets[i]);
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ID3D12Device_CreateRenderTargetView(r_d3d12_state->device,
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r_d3d12_rt->targets[i],
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0,
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rtv_handle);
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handle);
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rtv_handle.ptr += rtv_descriptor_size;
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handle.ptr += r_d3d12_rt->descriptor_size;
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}
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// ---------------------------------------------------------------------------
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// Command allocator and command list
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ID3D12CommandAllocator* cmd_allocator;
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r_d3d12_state->device->lpVtbl->CreateCommandAllocator(r_d3d12_state->device,
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hr = ID3D12Device_CreateCommandAllocator(r_d3d12_state->device,
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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&IID_ID3D12CommandAllocator,
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(void**)&cmd_allocator);
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(void**)&r_d3d12_cmd->allocator);
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D3D12_CHECK(hr, "Failed to create command allocator\n");
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ID3D12GraphicsCommandList* cmd_list;
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r_d3d12_state->device->lpVtbl->CreateCommandList(r_d3d12_state->device,
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hr = ID3D12Device_CreateCommandList(r_d3d12_state->device,
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0,
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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cmd_allocator,
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r_d3d12_cmd->allocator,
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0,
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&IID_ID3D12GraphicsCommandList,
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(void**)&cmd_list);
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(void**)&r_d3d12_cmd->list1);
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D3D12_CHECK(hr, "Failed to create command list\n");
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// Put it in a closed state during initialisation. It will be opened at the start of the render function.
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ID3D12GraphicsCommandList_Close(r_d3d12_cmd->list1);
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// ---------------------------------------------------------------------------
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// Fence and event
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ID3D12Fence *fence;
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U64 fence_value = 0;
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hr = r_d3d12_state->device->lpVtbl->CreateFence(r_d3d12_state->device,
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// Fence
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hr = ID3D12Device_CreateFence(r_d3d12_state->device,
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0,
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D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence,
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(void**)&fence);
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HANDLE fence_event = CreateEvent(0, FALSE, FALSE, 0);
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(void**)&r_d3d12_state->fence);
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D3D12_CHECK(hr, "Failed to create fence\n");
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r_d3d12_state->fence_value = 1;
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r_d3d12_state->fence_event = CreateEvent(0, FALSE, FALSE, 0);
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if(!r_d3d12_state->fence_event)
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{
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HRESULT fence_hr = HRESULT_FROM_WIN32(GetLastError());
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D3D12_CHECK(fence_hr, "Failed to create fence event\n");
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}
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r_d3d12_wait_for_previous_frame();
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// Record commands to clear screen
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U32 frameIndex = r_d3d12_state->swapchain->lpVtbl->GetCurrentBackBufferIndex(r_d3d12_state->swapchain);
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}
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cmd_allocator->lpVtbl->Reset(cmd_allocator);
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cmd_list->lpVtbl->Reset(cmd_list, cmd_allocator, 0);
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internal void
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r_d3d12_wait_for_previous_frame()
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{
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U64 fence_value = r_d3d12_state->fence_value;
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ID3D12CommandQueue_Signal(r_d3d12_cmd->queue, r_d3d12_state->fence, fence_value);
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r_d3d12_state->fence_value += 1;
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if(ID3D12Fence_GetCompletedValue(r_d3d12_state->fence) < fence_value)
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{
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HRESULT hr = ID3D12Fence_SetEventOnCompletion(r_d3d12_state->fence, fence_value, r_d3d12_state->fence_event);
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D3D12_CHECK(hr, "Failed to set fence event on completion\n");
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WaitForSingleObject(r_d3d12_state->fence_event, INFINITE);
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}
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}
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internal void
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r_render()
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{
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HRESULT hr = ID3D12CommandAllocator_Reset(r_d3d12_cmd->allocator);
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D3D12_CHECK(hr, "Failed to reset command allocator\n");
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hr = ID3D12GraphicsCommandList_Reset(r_d3d12_cmd->list1, r_d3d12_cmd->allocator, 0);
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D3D12_CHECK(hr, "Failed to reset command list\n");
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U32 frame_index = IDXGISwapChain3_GetCurrentBackBufferIndex(r_d3d12_state->swapchain);
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D3D12_RESOURCE_BARRIER barrier = {
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.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
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.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
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.Transition = {
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.pResource = render_targets[frameIndex],
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.pResource = r_d3d12_rt->targets[frame_index],
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.StateBefore = D3D12_RESOURCE_STATE_PRESENT,
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.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET,
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.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
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}
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};
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// Transition from present to render target
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ID3D12GraphicsCommandList_ResourceBarrier(r_d3d12_cmd->list1, 1, &barrier);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(r_d3d12_rt->heap, &rtv_handle);
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rtv_handle.ptr += frame_index * r_d3d12_rt->descriptor_size;
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cmd_list->lpVtbl->ResourceBarrier(cmd_list, 1, &barrier);
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D3D12_CPU_DESCRIPTOR_HANDLE currentRTV;
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// TODO(anton): Probably wrong API due to old SDK...
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rtv_heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rtv_heap, ¤tRTV);
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currentRTV.ptr += frameIndex * rtv_descriptor_size;
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// Clear render target
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F32 clearColor[4] = {0.1f, 0.2f, 0.3f, 1.0f};
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cmd_list->lpVtbl->ClearRenderTargetView(cmd_list, currentRTV, clearColor, 0, 0);
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ID3D12GraphicsCommandList_ClearRenderTargetView(r_d3d12_cmd->list1, rtv_handle, clearColor, 0, NULL);
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// Transition render target back to present state
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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cmd_list->lpVtbl->ResourceBarrier(cmd_list, 1, &barrier);
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ID3D12GraphicsCommandList_ResourceBarrier(r_d3d12_cmd->list1, 1, &barrier);
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cmd_list->lpVtbl->Close(cmd_list);
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// Close command list
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hr = ID3D12GraphicsCommandList_Close(r_d3d12_cmd->list1);
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if (FAILED(hr)) return;
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// Execute and present
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ID3D12CommandList* lists[] = { (ID3D12CommandList*)cmd_list };
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command_queue->lpVtbl->ExecuteCommandLists(command_queue, 1, lists);
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// Execute command list
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ID3D12CommandList* commandLists[] = { (ID3D12CommandList*)r_d3d12_cmd->list1 };
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ID3D12CommandQueue_ExecuteCommandLists(r_d3d12_cmd->queue, 1, commandLists);
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r_d3d12_state->swapchain->lpVtbl->Present(r_d3d12_state->swapchain, 1, 0);
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// Present frame
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IDXGISwapChain3_Present(r_d3d12_state->swapchain, 1, 0);
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// Wait for GPU
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fence_value++;
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command_queue->lpVtbl->Signal(command_queue, fence, fence_value);
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if (fence->lpVtbl->GetCompletedValue(fence) < fence_value) {
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fence->lpVtbl->SetEventOnCompletion(fence, fence_value, fence_event);
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WaitForSingleObject(fence_event, INFINITE);
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}
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}
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r_d3d12_wait_for_previous_frame();
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internal void
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r_trigger_debug_message()
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{
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if(r_d3d12_state->device)
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{
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D3D12_COMMAND_QUEUE_DESC queue_desc = {0};
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queue_desc.Type = -1; // Error value, should be 0,1,2 or 3
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ID3D12CommandQueue *queue = 0;
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HRESULT hr = r_d3d12_state->device->lpVtbl->CreateCommandQueue(r_d3d12_state->device,
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&queue_desc,
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&IID_ID3D12CommandQueue,
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(void**)&queue);
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if(queue) {
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queue->lpVtbl->Release(queue);
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}
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}
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}
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internal void
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r_cleanup()
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{
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r_d3d12_wait_for_previous_frame();
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U32 do_report_live_objects = 2; // 1 for all, 2 for only after release to check any dangling.
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// Report live objects
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{
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if(do_report_live_objects == 1)
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{
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LOG("D3D12 Reporting live objects before cleanup:\n");
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if(r_d3d12_state->device)
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{
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ID3D12DebugDevice *debug_device = 0;
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@ -268,10 +284,42 @@ r_cleanup()
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}
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}
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D3D12_RELEASE(r_d3d12_state->device);
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// State
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D3D12_RELEASE(r_d3d12_state->debug);
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D3D12_RELEASE(r_d3d12_state->swapchain);
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D3D12_RELEASE(r_d3d12_state->fence);
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// RT
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D3D12_RELEASE(r_d3d12_rt->heap);
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for(U32 i = 0; i < R_NUM_FRAMES_IN_FLIGHT; i+=1)
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{
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D3D12_RELEASE(r_d3d12_rt->targets[i]);
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}
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// Cmd
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D3D12_RELEASE(r_d3d12_cmd->queue);
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D3D12_RELEASE(r_d3d12_cmd->allocator);
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D3D12_RELEASE(r_d3d12_cmd->list1);
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// Report live objects
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if(do_report_live_objects >= 1)
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{
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LOG("D3D12 Reporting live objects after cleanup (should only be device):\n");
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if(r_d3d12_state->device)
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{
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ID3D12DebugDevice *debug_device = 0;
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HRESULT hr = r_d3d12_state->device->lpVtbl->QueryInterface(r_d3d12_state->device,
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&IID_ID3D12DebugDevice,
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(void **)&debug_device);
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if(SUCCEEDED(hr) && debug_device)
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{
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debug_device->lpVtbl->ReportLiveDeviceObjects(debug_device,
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D3D12_RLDO_DETAIL | D3D12_RLDO_IGNORE_INTERNAL);
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debug_device->lpVtbl->Release(debug_device);
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}
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}
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}
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D3D12_RELEASE(r_d3d12_state->device);
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arena_release(r_d3d12_state->arena);
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}
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}
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@ -1,6 +1,7 @@
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#ifndef RENDER_D3D12_H
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#define RENDER_D3D12_H
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#define COBJMACROS 1
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#include <d3d12.h>
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#include <dxgi1_4.h>
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@ -12,6 +13,27 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//~
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#define R_NUM_FRAMES_IN_FLIGHT 2
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||||
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 */
|
||||
@ -6,6 +6,7 @@
|
||||
|
||||
|
||||
internal void r_init();
|
||||
internal void r_render();
|
||||
|
||||
internal void r_log_debug_messages();
|
||||
|
||||
|
||||
@ -4,7 +4,6 @@
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//~
|
||||
|
||||
|
||||
#include "render/render_core.h"
|
||||
#include "render/d3d12/render_d3d12.h"
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user