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DeviceResources.cpp
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DeviceResources.cpp
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//
// DeviceResources.cpp - A wrapper for the Direct3D 12 device and swapchain
//
#include "pch.h"
#include "DeviceResources.h"
using namespace DirectX;
using namespace DX;
using Microsoft::WRL::ComPtr;
namespace
{
inline DXGI_FORMAT NoSRGB(DXGI_FORMAT fmt)
{
switch (fmt)
{
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: return DXGI_FORMAT_R8G8B8A8_UNORM;
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8A8_UNORM;
case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8X8_UNORM;
default: return fmt;
}
}
};
// Constructor for DeviceResources.
DeviceResources::DeviceResources(
DXGI_FORMAT backBufferFormat,
DXGI_FORMAT depthBufferFormat,
UINT backBufferCount,
D3D_FEATURE_LEVEL minFeatureLevel,
unsigned int flags) noexcept(false) :
m_backBufferIndex(0),
m_fenceValues{},
m_rtvDescriptorSize(0),
m_screenViewport{},
m_scissorRect{},
m_backBufferFormat(backBufferFormat),
m_depthBufferFormat(depthBufferFormat),
m_backBufferCount(backBufferCount),
m_d3dMinFeatureLevel(minFeatureLevel),
m_window(nullptr),
m_d3dFeatureLevel(D3D_FEATURE_LEVEL_11_0),
m_dxgiFactoryFlags(0),
m_outputSize{0, 0, 1, 1},
m_colorSpace(DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709),
m_options(flags),
m_deviceNotify(nullptr)
{
if (backBufferCount > MAX_BACK_BUFFER_COUNT)
{
throw std::out_of_range("backBufferCount too large");
}
if (minFeatureLevel < D3D_FEATURE_LEVEL_11_0)
{
throw std::out_of_range("minFeatureLevel too low");
}
}
// Destructor for DeviceResources.
DeviceResources::~DeviceResources()
{
// Ensure that the GPU is no longer referencing resources that are about to be destroyed.
WaitForGpu();
}
// Configures the Direct3D device, and stores handles to it and the device context.
void DeviceResources::CreateDeviceResources()
{
#if defined(_DEBUG)
// Enable the debug layer (requires the Graphics Tools "optional feature").
//
// NOTE: Enabling the debug layer after device creation will invalidate the active device.
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(debugController.GetAddressOf()))))
{
debugController->EnableDebugLayer();
}
else
{
OutputDebugStringA("WARNING: Direct3D Debug Device is not available\n");
}
ComPtr<IDXGIInfoQueue> dxgiInfoQueue;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(dxgiInfoQueue.GetAddressOf()))))
{
m_dxgiFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, true);
dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, true);
DXGI_INFO_QUEUE_MESSAGE_ID hide[] =
{
80 /* IDXGISwapChain::GetContainingOutput: The swapchain's adapter does not control the output on which the swapchain's window resides. */,
};
DXGI_INFO_QUEUE_FILTER filter = {};
filter.DenyList.NumIDs = _countof(hide);
filter.DenyList.pIDList = hide;
dxgiInfoQueue->AddStorageFilterEntries(DXGI_DEBUG_DXGI, &filter);
}
}
#endif
ThrowIfFailed(CreateDXGIFactory2(m_dxgiFactoryFlags, IID_PPV_ARGS(m_dxgiFactory.ReleaseAndGetAddressOf())));
// Determines whether tearing support is available for fullscreen borderless windows.
if (m_options & c_AllowTearing)
{
BOOL allowTearing = FALSE;
ComPtr<IDXGIFactory5> factory5;
HRESULT hr = m_dxgiFactory.As(&factory5);
if (SUCCEEDED(hr))
{
hr = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allowTearing, sizeof(allowTearing));
}
if (FAILED(hr) || !allowTearing)
{
m_options &= ~c_AllowTearing;
#ifdef _DEBUG
OutputDebugStringA("WARNING: Variable refresh rate displays not supported");
#endif
}
}
ComPtr<IDXGIAdapter1> adapter;
GetAdapter(adapter.GetAddressOf());
// Create the DX12 API device object.
ThrowIfFailed(D3D12CreateDevice(
adapter.Get(),
m_d3dMinFeatureLevel,
IID_PPV_ARGS(m_d3dDevice.ReleaseAndGetAddressOf())
));
m_d3dDevice->SetName(L"DeviceResources");
#ifndef NDEBUG
// Configure debug device (if active).
ComPtr<ID3D12InfoQueue> d3dInfoQueue;
if (SUCCEEDED(m_d3dDevice.As(&d3dInfoQueue)))
{
#ifdef _DEBUG
d3dInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
d3dInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
#endif
D3D12_MESSAGE_ID hide[] =
{
D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE,
D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE,
D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_WRONGSWAPCHAINBUFFERREFERENCE
};
D3D12_INFO_QUEUE_FILTER filter = {};
filter.DenyList.NumIDs = _countof(hide);
filter.DenyList.pIDList = hide;
d3dInfoQueue->AddStorageFilterEntries(&filter);
}
#endif
// Determine maximum supported feature level for this device
static const D3D_FEATURE_LEVEL s_featureLevels[] =
{
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
};
D3D12_FEATURE_DATA_FEATURE_LEVELS featLevels =
{
_countof(s_featureLevels), s_featureLevels, D3D_FEATURE_LEVEL_11_0
};
HRESULT hr = m_d3dDevice->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &featLevels, sizeof(featLevels));
if (SUCCEEDED(hr))
{
m_d3dFeatureLevel = featLevels.MaxSupportedFeatureLevel;
}
else
{
m_d3dFeatureLevel = m_d3dMinFeatureLevel;
}
// Create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(m_d3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(m_commandQueue.ReleaseAndGetAddressOf())));
m_commandQueue->SetName(L"DeviceResources");
// Create descriptor heaps for render target views and depth stencil views.
D3D12_DESCRIPTOR_HEAP_DESC rtvDescriptorHeapDesc = {};
rtvDescriptorHeapDesc.NumDescriptors = m_backBufferCount;
rtvDescriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
ThrowIfFailed(m_d3dDevice->CreateDescriptorHeap(&rtvDescriptorHeapDesc, IID_PPV_ARGS(m_rtvDescriptorHeap.ReleaseAndGetAddressOf())));
m_rtvDescriptorHeap->SetName(L"DeviceResources");
m_rtvDescriptorSize = m_d3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
if (m_depthBufferFormat != DXGI_FORMAT_UNKNOWN)
{
D3D12_DESCRIPTOR_HEAP_DESC dsvDescriptorHeapDesc = {};
dsvDescriptorHeapDesc.NumDescriptors = 1;
dsvDescriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
ThrowIfFailed(m_d3dDevice->CreateDescriptorHeap(&dsvDescriptorHeapDesc, IID_PPV_ARGS(m_dsvDescriptorHeap.ReleaseAndGetAddressOf())));
m_dsvDescriptorHeap->SetName(L"DeviceResources");
}
// Create a command allocator for each back buffer that will be rendered to.
for (UINT n = 0; n < m_backBufferCount; n++)
{
ThrowIfFailed(m_d3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(m_commandAllocators[n].ReleaseAndGetAddressOf())));
wchar_t name[25] = {};
swprintf_s(name, L"Render target %u", n);
m_commandAllocators[n]->SetName(name);
}
// Create a command list for recording graphics commands.
ThrowIfFailed(m_d3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[0].Get(), nullptr, IID_PPV_ARGS(m_commandList.ReleaseAndGetAddressOf())));
ThrowIfFailed(m_commandList->Close());
m_commandList->SetName(L"DeviceResources");
// Create a fence for tracking GPU execution progress.
ThrowIfFailed(m_d3dDevice->CreateFence(m_fenceValues[m_backBufferIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(m_fence.ReleaseAndGetAddressOf())));
m_fenceValues[m_backBufferIndex]++;
m_fence->SetName(L"DeviceResources");
m_fenceEvent.Attach(CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE));
if (!m_fenceEvent.IsValid())
{
throw std::exception("CreateEvent");
}
}
// These resources need to be recreated every time the window size is changed.
void DeviceResources::CreateWindowSizeDependentResources()
{
if (!m_window)
{
throw std::exception("Call SetWindow with a valid Win32 window handle");
}
// Wait until all previous GPU work is complete.
WaitForGpu();
// Release resources that are tied to the swap chain and update fence values.
for (UINT n = 0; n < m_backBufferCount; n++)
{
m_renderTargets[n].Reset();
m_fenceValues[n] = m_fenceValues[m_backBufferIndex];
}
// Determine the render target size in pixels.
UINT backBufferWidth = std::max<UINT>(static_cast<UINT>(m_outputSize.right - m_outputSize.left), 1u);
UINT backBufferHeight = std::max<UINT>(static_cast<UINT>(m_outputSize.bottom - m_outputSize.top), 1u);
DXGI_FORMAT backBufferFormat = NoSRGB(m_backBufferFormat);
// If the swap chain already exists, resize it, otherwise create one.
if (m_swapChain)
{
// If the swap chain already exists, resize it.
HRESULT hr = m_swapChain->ResizeBuffers(
m_backBufferCount,
backBufferWidth,
backBufferHeight,
backBufferFormat,
(m_options & c_AllowTearing) ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0u
);
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
#ifdef _DEBUG
char buff[64] = {};
sprintf_s(buff, "Device Lost on ResizeBuffers: Reason code 0x%08X\n", (hr == DXGI_ERROR_DEVICE_REMOVED) ? m_d3dDevice->GetDeviceRemovedReason() : hr);
OutputDebugStringA(buff);
#endif
// If the device was removed for any reason, a new device and swap chain will need to be created.
HandleDeviceLost();
// Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
// and correctly set up the new device.
return;
}
else
{
ThrowIfFailed(hr);
}
}
else
{
// Create a descriptor for the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = backBufferWidth;
swapChainDesc.Height = backBufferHeight;
swapChainDesc.Format = backBufferFormat;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = m_backBufferCount;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
swapChainDesc.Flags = (m_options & c_AllowTearing) ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0u;
DXGI_SWAP_CHAIN_FULLSCREEN_DESC fsSwapChainDesc = {};
fsSwapChainDesc.Windowed = TRUE;
// Create a swap chain for the window.
ComPtr<IDXGISwapChain1> swapChain;
ThrowIfFailed(m_dxgiFactory->CreateSwapChainForHwnd(
m_commandQueue.Get(),
m_window,
&swapChainDesc,
&fsSwapChainDesc,
nullptr,
swapChain.GetAddressOf()
));
ThrowIfFailed(swapChain.As(&m_swapChain));
// This class does not support exclusive full-screen mode and prevents DXGI from responding to the ALT+ENTER shortcut
ThrowIfFailed(m_dxgiFactory->MakeWindowAssociation(m_window, DXGI_MWA_NO_ALT_ENTER));
}
// Handle color space settings for HDR
UpdateColorSpace();
// Obtain the back buffers for this window which will be the final render targets
// and create render target views for each of them.
for (UINT n = 0; n < m_backBufferCount; n++)
{
ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(m_renderTargets[n].GetAddressOf())));
wchar_t name[25] = {};
swprintf_s(name, L"Render target %u", n);
m_renderTargets[n]->SetName(name);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = m_backBufferFormat;
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvDescriptor(
m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(),
static_cast<INT>(n), m_rtvDescriptorSize);
m_d3dDevice->CreateRenderTargetView(m_renderTargets[n].Get(), &rtvDesc, rtvDescriptor);
}
// Reset the index to the current back buffer.
m_backBufferIndex = m_swapChain->GetCurrentBackBufferIndex();
if (m_depthBufferFormat != DXGI_FORMAT_UNKNOWN)
{
// Allocate a 2-D surface as the depth/stencil buffer and create a depth/stencil view
// on this surface.
CD3DX12_HEAP_PROPERTIES depthHeapProperties(D3D12_HEAP_TYPE_DEFAULT);
D3D12_RESOURCE_DESC depthStencilDesc = CD3DX12_RESOURCE_DESC::Tex2D(
m_depthBufferFormat,
backBufferWidth,
backBufferHeight,
1, // This depth stencil view has only one texture.
1 // Use a single mipmap level.
);
depthStencilDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
depthOptimizedClearValue.Format = m_depthBufferFormat;
depthOptimizedClearValue.DepthStencil.Depth = 1.0f;
depthOptimizedClearValue.DepthStencil.Stencil = 0;
ThrowIfFailed(m_d3dDevice->CreateCommittedResource(
&depthHeapProperties,
D3D12_HEAP_FLAG_NONE,
&depthStencilDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&depthOptimizedClearValue,
IID_PPV_ARGS(m_depthStencil.ReleaseAndGetAddressOf())
));
m_depthStencil->SetName(L"Depth stencil");
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = m_depthBufferFormat;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
m_d3dDevice->CreateDepthStencilView(m_depthStencil.Get(), &dsvDesc, m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
}
// Set the 3D rendering viewport and scissor rectangle to target the entire window.
m_screenViewport.TopLeftX = m_screenViewport.TopLeftY = 0.f;
m_screenViewport.Width = static_cast<float>(backBufferWidth);
m_screenViewport.Height = static_cast<float>(backBufferHeight);
m_screenViewport.MinDepth = D3D12_MIN_DEPTH;
m_screenViewport.MaxDepth = D3D12_MAX_DEPTH;
m_scissorRect.left = m_scissorRect.top = 0;
m_scissorRect.right = static_cast<LONG>(backBufferWidth);
m_scissorRect.bottom = static_cast<LONG>(backBufferHeight);
}
// This method is called when the Win32 window is created (or re-created).
void DeviceResources::SetWindow(HWND window, int width, int height)
{
m_window = window;
m_outputSize.left = m_outputSize.top = 0;
m_outputSize.right = width;
m_outputSize.bottom = height;
}
// This method is called when the Win32 window changes size.
bool DeviceResources::WindowSizeChanged(int width, int height)
{
RECT newRc;
newRc.left = newRc.top = 0;
newRc.right = width;
newRc.bottom = height;
if (newRc.left == m_outputSize.left
&& newRc.top == m_outputSize.top
&& newRc.right == m_outputSize.right
&& newRc.bottom == m_outputSize.bottom)
{
// Handle color space settings for HDR
UpdateColorSpace();
return false;
}
m_outputSize = newRc;
CreateWindowSizeDependentResources();
return true;
}
// Recreate all device resources and set them back to the current state.
void DeviceResources::HandleDeviceLost()
{
if (m_deviceNotify)
{
m_deviceNotify->OnDeviceLost();
}
for (UINT n = 0; n < m_backBufferCount; n++)
{
m_commandAllocators[n].Reset();
m_renderTargets[n].Reset();
}
m_depthStencil.Reset();
m_commandQueue.Reset();
m_commandList.Reset();
m_fence.Reset();
m_rtvDescriptorHeap.Reset();
m_dsvDescriptorHeap.Reset();
m_swapChain.Reset();
m_d3dDevice.Reset();
m_dxgiFactory.Reset();
#ifdef _DEBUG
{
ComPtr<IDXGIDebug1> dxgiDebug;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgiDebug))))
{
dxgiDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_FLAGS(DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL));
}
}
#endif
CreateDeviceResources();
CreateWindowSizeDependentResources();
if (m_deviceNotify)
{
m_deviceNotify->OnDeviceRestored();
}
}
// Prepare the command list and render target for rendering.
void DeviceResources::Prepare(D3D12_RESOURCE_STATES beforeState)
{
// Reset command list and allocator.
ThrowIfFailed(m_commandAllocators[m_backBufferIndex]->Reset());
ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_backBufferIndex].Get(), nullptr));
if (beforeState != D3D12_RESOURCE_STATE_RENDER_TARGET)
{
// Transition the render target into the correct state to allow for drawing into it.
D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_backBufferIndex].Get(), beforeState, D3D12_RESOURCE_STATE_RENDER_TARGET);
m_commandList->ResourceBarrier(1, &barrier);
}
}
// Present the contents of the swap chain to the screen.
void DeviceResources::Present(D3D12_RESOURCE_STATES beforeState)
{
if (beforeState != D3D12_RESOURCE_STATE_PRESENT)
{
// Transition the render target to the state that allows it to be presented to the display.
D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_backBufferIndex].Get(), beforeState, D3D12_RESOURCE_STATE_PRESENT);
m_commandList->ResourceBarrier(1, &barrier);
}
// Send the command list off to the GPU for processing.
ThrowIfFailed(m_commandList->Close());
m_commandQueue->ExecuteCommandLists(1, CommandListCast(m_commandList.GetAddressOf()));
HRESULT hr;
if (m_options & c_AllowTearing)
{
// Recommended to always use tearing if supported when using a sync interval of 0.
// Note this will fail if in true 'fullscreen' mode.
hr = m_swapChain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
}
else
{
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
hr = m_swapChain->Present(1, 0);
}
// If the device was reset we must completely reinitialize the renderer.
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
#ifdef _DEBUG
char buff[64] = {};
sprintf_s(buff, "Device Lost on Present: Reason code 0x%08X\n", (hr == DXGI_ERROR_DEVICE_REMOVED) ? m_d3dDevice->GetDeviceRemovedReason() : hr);
OutputDebugStringA(buff);
#endif
HandleDeviceLost();
}
else
{
ThrowIfFailed(hr);
MoveToNextFrame();
if (!m_dxgiFactory->IsCurrent())
{
// Output information is cached on the DXGI Factory. If it is stale we need to create a new factory.
ThrowIfFailed(CreateDXGIFactory2(m_dxgiFactoryFlags, IID_PPV_ARGS(m_dxgiFactory.ReleaseAndGetAddressOf())));
}
}
}
// Wait for pending GPU work to complete.
void DeviceResources::WaitForGpu() noexcept
{
if (m_commandQueue && m_fence && m_fenceEvent.IsValid())
{
// Schedule a Signal command in the GPU queue.
UINT64 fenceValue = m_fenceValues[m_backBufferIndex];
if (SUCCEEDED(m_commandQueue->Signal(m_fence.Get(), fenceValue)))
{
// Wait until the Signal has been processed.
if (SUCCEEDED(m_fence->SetEventOnCompletion(fenceValue, m_fenceEvent.Get())))
{
WaitForSingleObjectEx(m_fenceEvent.Get(), INFINITE, FALSE);
// Increment the fence value for the current frame.
m_fenceValues[m_backBufferIndex]++;
}
}
}
}
// Prepare to render the next frame.
void DeviceResources::MoveToNextFrame()
{
// Schedule a Signal command in the queue.
const UINT64 currentFenceValue = m_fenceValues[m_backBufferIndex];
ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), currentFenceValue));
// Update the back buffer index.
m_backBufferIndex = m_swapChain->GetCurrentBackBufferIndex();
// If the next frame is not ready to be rendered yet, wait until it is ready.
if (m_fence->GetCompletedValue() < m_fenceValues[m_backBufferIndex])
{
ThrowIfFailed(m_fence->SetEventOnCompletion(m_fenceValues[m_backBufferIndex], m_fenceEvent.Get()));
WaitForSingleObjectEx(m_fenceEvent.Get(), INFINITE, FALSE);
}
// Set the fence value for the next frame.
m_fenceValues[m_backBufferIndex] = currentFenceValue + 1;
}
// This method acquires the first available hardware adapter that supports Direct3D 12.
// If no such adapter can be found, try WARP. Otherwise throw an exception.
void DeviceResources::GetAdapter(IDXGIAdapter1** ppAdapter)
{
*ppAdapter = nullptr;
ComPtr<IDXGIAdapter1> adapter;
#if defined(__dxgi1_6_h__) && defined(NTDDI_WIN10_RS4)
ComPtr<IDXGIFactory6> factory6;
HRESULT hr = m_dxgiFactory.As(&factory6);
if (SUCCEEDED(hr))
{
for (UINT adapterIndex = 0;
SUCCEEDED(factory6->EnumAdapterByGpuPreference(
adapterIndex,
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
IID_PPV_ARGS(adapter.ReleaseAndGetAddressOf())));
adapterIndex++)
{
DXGI_ADAPTER_DESC1 desc;
ThrowIfFailed(adapter->GetDesc1(&desc));
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
// Don't select the Basic Render Driver adapter.
continue;
}
// Check to see if the adapter supports Direct3D 12, but don't create the actual device yet.
if (SUCCEEDED(D3D12CreateDevice(adapter.Get(), m_d3dMinFeatureLevel, _uuidof(ID3D12Device), nullptr)))
{
#ifdef _DEBUG
wchar_t buff[256] = {};
swprintf_s(buff, L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n", adapterIndex, desc.VendorId, desc.DeviceId, desc.Description);
OutputDebugStringW(buff);
#endif
break;
}
}
}
#endif
if (!adapter)
{
for (UINT adapterIndex = 0;
SUCCEEDED(m_dxgiFactory->EnumAdapters1(
adapterIndex,
adapter.ReleaseAndGetAddressOf()));
++adapterIndex)
{
DXGI_ADAPTER_DESC1 desc;
ThrowIfFailed(adapter->GetDesc1(&desc));
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
// Don't select the Basic Render Driver adapter.
continue;
}
// Check to see if the adapter supports Direct3D 12, but don't create the actual device yet.
if (SUCCEEDED(D3D12CreateDevice(adapter.Get(), m_d3dMinFeatureLevel, _uuidof(ID3D12Device), nullptr)))
{
#ifdef _DEBUG
wchar_t buff[256] = {};
swprintf_s(buff, L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n", adapterIndex, desc.VendorId, desc.DeviceId, desc.Description);
OutputDebugStringW(buff);
#endif
break;
}
}
}
#if !defined(NDEBUG)
if (!adapter)
{
// Try WARP12 instead
if (FAILED(m_dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(adapter.ReleaseAndGetAddressOf()))))
{
throw std::exception("WARP12 not available. Enable the 'Graphics Tools' optional feature");
}
OutputDebugStringA("Direct3D Adapter - WARP12\n");
}
#endif
if (!adapter)
{
throw std::exception("No Direct3D 12 device found");
}
*ppAdapter = adapter.Detach();
}
// Sets the color space for the swap chain in order to handle HDR output.
void DeviceResources::UpdateColorSpace()
{
DXGI_COLOR_SPACE_TYPE colorSpace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709;
bool isDisplayHDR10 = false;
#if defined(NTDDI_WIN10_RS2)
if (m_swapChain)
{
ComPtr<IDXGIOutput> output;
if (SUCCEEDED(m_swapChain->GetContainingOutput(output.GetAddressOf())))
{
ComPtr<IDXGIOutput6> output6;
if (SUCCEEDED(output.As(&output6)))
{
DXGI_OUTPUT_DESC1 desc;
ThrowIfFailed(output6->GetDesc1(&desc));
if (desc.ColorSpace == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
{
// Display output is HDR10.
isDisplayHDR10 = true;
}
}
}
}
#endif
if ((m_options & c_EnableHDR) && isDisplayHDR10)
{
switch (m_backBufferFormat)
{
case DXGI_FORMAT_R10G10B10A2_UNORM:
// The application creates the HDR10 signal.
colorSpace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020;
break;
case DXGI_FORMAT_R16G16B16A16_FLOAT:
// The system creates the HDR10 signal; application uses linear values.
colorSpace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709;
break;
default:
break;
}
}
m_colorSpace = colorSpace;
UINT colorSpaceSupport = 0;
if (SUCCEEDED(m_swapChain->CheckColorSpaceSupport(colorSpace, &colorSpaceSupport))
&& (colorSpaceSupport & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT))
{
ThrowIfFailed(m_swapChain->SetColorSpace1(colorSpace));
}
}