This tutorial is part of a Collection: 04. DirectX 12 - Braynzar Soft Tutorials
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07. Depth Testing

we will learn about depth testing in this tutorial. We will draw two quads, one further away from the camera, and one closer. We will draw the further away quad last to highlight the importance of depth testing. Without depth testing, the further away quad will show up in front of the closer quad because it is drawn second.

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####The Depth Test#### When a pixel fragment makes it out of the pixel shader, the OM (Output Merger) compares the z value (depth value) of that pixel fragment with the z value of the pixel currently on the render target. A pixel fragment is a pixel that makes it to the pixel shader. Not all pixels that make it to the pixel shader will be the final pixel color on the render target. The final pixel color on the render target depends on depth/stencil testing as well as blending (pixels shaders can actually stop a pixel fragment from making it to the OM by using the HLSL clip function, which we will have a quick tutorial on later). Depth testing will cause objects that are closer to the camera to show up in front of objects that are further away from the camera, even when the objects that are further away are drawn after the closer object. Without depth testing, whatever is drawn last will always overwrite anything that was drawn previous to it. Depth is stored in a buffer called the depth/stencil buffer. The depth stencil buffer has a format of D32, where 24 bits are for the depth value, and 8 bits are for the stencil value. I will talk about stencil testing in a later tutorial. The depth/stencil buffer has the same width and height as the render target, so that every pixel on the render target has a depth value which is stored in the depth/stencil buffer. Depth testing is a pretty simple idea, and the above basically covers it all, so lets get into the code. ####New Globals#### We need a resource to store our depth/stencil data, as well as a depth/stencil descriptor heap to store the depth/stencil buffer descriptor ID3D12Resource* depthStencilBuffer; // This is the memory for our depth buffer. it will also be used for a stencil buffer in a later tutorial ID3D12DescriptorHeap* dsDescriptorHeap; // This is a heap for our depth/stencil buffer descriptor ####Enabling depth/stencil testing#### We need to set the depth/stencil state when we create our PSO. We do this by filling out a D3D12_DEPTH_STENCIL_DESC structure, which describes the depth/stencil state. For simplicity, i'm using the d3dx12 helper structure CD3DX12_DEPTH_STENCIL_DESC and passing D3D12_DEFAULT, which will give us a default enabled depth testing state. But because it's important to know how to customize this state, I will explain the D3D12_DEPTH_STENCIL_DESC structure since that is what the DepthStencilState member of the PSO description is looking for, and what CD3DX12_DEPTH_STENCIL_DESC basically creates. typedef struct .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770356(v=vs.85).aspx][D3D12_DEPTH_STENCIL_DESC] { BOOL DepthEnable; D3D12_DEPTH_WRITE_MASK DepthWriteMask; D3D12_COMPARISON_FUNC DepthFunc; BOOL StencilEnable; UINT8 StencilReadMask; UINT8 StencilWriteMask; D3D12_DEPTH_STENCILOP_DESC FrontFace; D3D12_DEPTH_STENCILOP_DESC BackFace; } D3D12_DEPTH_STENCIL_DESC; - **DepthEnable** - *This says whether depth testing is enabled or not. Set this to true for depth testing* - **DepthWriteMask** - *A .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770358(v=vs.85).aspx][D3D12_DEPTH_WRITE_MASK] enumeration which specifies which portion of the depth/stencil buffer that depth data can be written to. Right now it's either All of it or none of it. If you want to enable depth testing, you will need to set this to D3D12_DEPTH_WRITE_MASK_ALL.* - **DepthFunc** - *A .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770349(v=vs.85).aspx][D3D12_COMPARISON_FUNC] enumeration specifying the comparison function to use when comparing a pixel fragment's depth with the depth of the pixel already on the render target. Generally you'll use D3D12_COMPARISON_FUNC_LESS, which says if the destination pixels depth (the pixel already on the render target) is less than the current pixel fragments depth, then draw this new pixel fragment onto the render target. You could set it to D3D12_COMPARISON_FUNC_LESS_EQUAL, which says is the existing pixel is less or equal, but usually that is less efficient than D3D12_COMPARISON_FUNC_LESS because more pixels will pass the depth test. If the depth test passes, the new pixel fragment is drawn onto the render target.* - **StencilEnable** - *True if you want to enable the stencil test.* - **StencilReadMask** - *This is the portion of the depth/stencil buffer that the stencil test can read from* - **StencilWriteMask** - *This is the portion of the depth/stencil buffer that the stencil test can write to* - **FrontFace** - *This is a .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770355(v=vs.85).aspx][D3D12_DEPTH_STENCILOP_DESC] structure which describes what the depth or stencil test is supposed to do with pixels whose surface normals are facing camera (like the frontside of a triangle)* - **BackFace** - *This is also a .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770355(v=vs.85).aspx][D3D12_DEPTH_STENCILOP_DESC] structure which describes what the depth or stencil test is supposed to do with pixels, but whose surface normals face away from the camera (like the backside of a triangle)* typedef struct .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770355(v=vs.85).aspx][D3D12_DEPTH_STENCILOP_DESC] { D3D12_STENCIL_OP StencilFailOp; D3D12_STENCIL_OP StencilDepthFailOp; D3D12_STENCIL_OP StencilPassOp; D3D12_COMPARISON_FUNC StencilFunc; } D3D12_DEPTH_STENCILOP_DESC; - **StencilFailOp** - *A .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770409(v=vs.85).aspx][D3D12_STENCIL_OP] enumeration that says what the stencil operation should do when a pixel fragment fails the stencil test.* - **StencilDepthFailOp** - *A .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770409(v=vs.85).aspx][D3D12_STENCIL_OP] enumeration that says what the stencil operation should do when the stencil test passes but the depth test fails* - **StencilPassOp** - *A .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770409(v=vs.85).aspx][D3D12_STENCIL_OP] enumeration that says what the stencil operation should do when stencil and depth tests both pass* - **StencilFunc** - *A .[https://msdn.microsoft.com/en-us/library/windows/desktop/dn770349(v=vs.85).aspx][D3D12_COMPARISON_FUNC] enumeration that says the function the stencil test should use.* Now for the defaults of CD3DX12_DEPTH_STENCIL_DESC. We are using this structure which fills a D3D12_DEPTH_STENCIL_DESC for us. Here are the defaults we get when passing D3D12_DEFAULT to it: DepthEnable = TRUE; // enable depth testing DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; // can write depth data to all of the depth/stencil buffer DepthFunc = D3D12_COMPARISON_FUNC_LESS; // pixel fragment passes depth test if destination pixel's depth is less than pixel fragment's StencilEnable = FALSE; // disable stencil test StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK; // a default stencil read mask (doesn't matter at this point since stencil testing is turned off) StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK; // a default stencil write mask (also doesn't matter) const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp = // a stencil operation structure, again does not really matter since stencil testing is turned off { D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS }; FrontFace = defaultStencilOp; // both front and back facing polygons get the same treatment BackFace = defaultStencilOp; I'm feeling like i should have just created a D3D12_DEPTH_STENCIL_DESC in code and used that rather than use CD3DX12_DEPTH_STENCIL_DESC, but we only need a default description and its less code this way, which is why i decided to use the helper structure. psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT); // a default depth stencil state ####Adding a second quad#### We have modified the vertex and index list to include a second quad, which is further away from the camera, and behind the first quad. This will allow us to see that the depth testing is working, because we draw the second quad after the first quad. If depth testing is disabled, we would see the second quad in front of the first quad, but if depth testing is working, the first quad will show up in front of the second (further away) quad even though the further away quad was drawn after the closer quad. To make this easy, i'm just going to use a single vertex buffer, and draw subsets of the vertex buffer, one for the first quad and one for the second quad. // a triangle Vertex vList[] = { // first quad (closer to camera, blue) { -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, { 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, { -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, { 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, // second quad (further from camera, green) { -0.75f, 0.75f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f }, { -0.75f, 0.0f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.75f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f } }; Since the two quads are basically defined the same way, we can still use an index buffer that defines only one quad: DWORD iList[] = { // first quad (blue) 0, 1, 2, // first triangle 0, 3, 1, // second triangle }; When we get to drawing the quads, i will explain how this works if you don't see already. ####Create the depth/stencil descriptor heap#### This heap will be used to store our depth/stencil descriptor (view), which we will provide the OM with for it to use for depth testing. // create a depth stencil descriptor heap so we can get a pointer to the depth stencil buffer D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {}; dsvHeapDesc.NumDescriptors = 1; dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; hr = device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&dsDescriptorHeap)); if (FAILED(hr)) { Running = false; } ####Create the depth/stencil buffer#### First we define the depth/stencil buffer by filling out a D3D12_DEPTH_STENCIL_VIEW_DESC structure. depth/stencil buffers' elements are 32 bit floating point values, where the first 24 bits are used for depth value and the last 8 are used for the stencil value. D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {}; depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT; depthStencilDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE; We can fill out a D3D12_CLEAR_VALUE structure. This specifies the value we want the buffer elements to be when we clear the buffer. By telling directx what the clear value will usually be, it can optimize the operation which clears the buffer. The default value for depth is 1.0, which is the furthest away a pixel could be from the camera. When the depth test happens, it will compare the pixel fragments depth value to the depth value in the buffer. If the depth in the buffer is less than the pixel fragments value, the pixel fragment will be drawn to the render target. D3D12_CLEAR_VALUE depthOptimizedClearValue = {}; depthOptimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT; depthOptimizedClearValue.DepthStencil.Depth = 1.0f; depthOptimizedClearValue.DepthStencil.Stencil = 0; The CreateCommittedResource creates a resource as well as a resource heap that stores the resource. We will use this to create the depth/stencil buffer resource, and the heap that will store the depth/stencil buffer. We need a default heap, which is memory only accessible by the GPU. We don't need any heap flags so we set the second parameter to D3D12_HEAP_FLAG_NONE. We can use the CD3DX12_RESOURCE_DESC helper to create a D3D12_RESOURCE_DESC. Then we give the description of our depth/stencil buffer. The depth/stencil buffer needs to be the same width and height as the render target, its a 32 bit floating point format buffer, and we are allowing this resource to be used as a depth/stencil buffer. Next parameter we need to provide the state we want to create the heap in. This heap will only be used by the depth stencil tests, so we just create it in that state. We give our heap a name so when we are debugging we can easily identify which heap this is in the graphics debugger. device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, Width, Height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL), D3D12_RESOURCE_STATE_DEPTH_WRITE, &depthOptimizedClearValue, IID_PPV_ARGS(&depthStencilBuffer) ); dsDescriptorHeap->SetName(L"Depth/Stencil Resource Heap"); Finally we create the depth/stencil view by calling the CreateDepthStencilView method of the device interface. device->CreateDepthStencilView(depthStencilBuffer, &depthStencilDesc, dsDescriptorHeap->GetCPUDescriptorHandleForHeapStart()); ####Set the depth/stencil buffer#### We have to tell the OM what depth/stencil buffer to use. We set the depth/stencil buffer at the same time we set the render target. We do this by providing the OMSetRenderTargets command with a descriptor handle to our depth/stencil buffer. We can get the depth/stencil description handle with the helper structure CD3DX12_CPU_DESCRIPTOR_HANDLE, and calling the GetCPUDescriptorHandleForHeapStart() method of our depth/stencil descriptor heap. Now that we have a handle to our depth/stencil buffer, we use this as the fourth argument of the OMSetRenderTargets command. // get a handle to the depth/stencil buffer CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(dsDescriptorHeap->GetCPUDescriptorHandleForHeapStart()); // set the render target for the output merger stage (the output of the pipeline) commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); ####Clearing the depth/stencil buffer#### Before we start rendering a frame, we will need to clear the depth/stencil buffer so that the this frame can be drawn without failing the depth test because of the previous frame. This command will clear the depth stencil buffer to the values we tell it. We want the depth value to be cleared to 1.0, which is the furthest from a camera that a pixel can be to pass the depth test. commandList->ClearDepthStencilView(dsDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr); ####Cleanup#### Don't forget~ SAFE_RELEASE(depthStencilBuffer); SAFE_RELEASE(dsDescriptorHeap); ####Final Code#### ##VertexShader.hlsl## struct VS_INPUT { float3 pos : POSITION; float4 color: COLOR; }; struct VS_OUTPUT { float4 pos: SV_POSITION; float4 color: COLOR; }; VS_OUTPUT main(VS_INPUT input) { VS_OUTPUT output; output.pos = float4(input.pos, 1.0f); output.color = input.color; return output; } ##PixelShader.hlsl## struct VS_OUTPUT { float4 pos: SV_POSITION; float4 color: COLOR; }; float4 main(VS_OUTPUT input) : SV_TARGET { // return interpolated color return input.color; } ##stdafx.h## #pragma once #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers. #endif #include <windows.h> #include <d3d12.h> #include <dxgi1_4.h> #include <D3Dcompiler.h> #include <DirectXMath.h> #include "d3dx12.h" #include <string> // this will only call release if an object exists (prevents exceptions calling release on non existant objects) #define SAFE_RELEASE(p) { if ( (p) ) { (p)->Release(); (p) = 0; } } // Handle to the window HWND hwnd = NULL; // name of the window (not the title) LPCTSTR WindowName = L"BzTutsApp"; // title of the window LPCTSTR WindowTitle = L"Bz Window"; // width and height of the window int Width = 800; int Height = 600; // is window full screen? bool FullScreen = false; // we will exit the program when this becomes false bool Running = true; // create a window bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, bool fullscreen); // main application loop void mainloop(); // callback function for windows messages LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // direct3d stuff const int frameBufferCount = 3; // number of buffers we want, 2 for double buffering, 3 for tripple buffering ID3D12Device* device; // direct3d device IDXGISwapChain3* swapChain; // swapchain used to switch between render targets ID3D12CommandQueue* commandQueue; // container for command lists ID3D12DescriptorHeap* rtvDescriptorHeap; // a descriptor heap to hold resources like the render targets ID3D12Resource* renderTargets[frameBufferCount]; // number of render targets equal to buffer count ID3D12CommandAllocator* commandAllocator[frameBufferCount]; // we want enough allocators for each buffer * number of threads (we only have one thread) ID3D12GraphicsCommandList* commandList; // a command list we can record commands into, then execute them to render the frame ID3D12Fence* fence[frameBufferCount]; // an object that is locked while our command list is being executed by the gpu. We need as many //as we have allocators (more if we want to know when the gpu is finished with an asset) HANDLE fenceEvent; // a handle to an event when our fence is unlocked by the gpu UINT64 fenceValue[frameBufferCount]; // this value is incremented each frame. each fence will have its own value int frameIndex; // current rtv we are on int rtvDescriptorSize; // size of the rtv descriptor on the device (all front and back buffers will be the same size) // function declarations bool InitD3D(); // initializes direct3d 12 void Update(); // update the game logic void UpdatePipeline(); // update the direct3d pipeline (update command lists) void Render(); // execute the command list void Cleanup(); // release com ojects and clean up memory void WaitForPreviousFrame(); // wait until gpu is finished with command list ID3D12PipelineState* pipelineStateObject; // pso containing a pipeline state ID3D12RootSignature* rootSignature; // root signature defines data shaders will access D3D12_VIEWPORT viewport; // area that output from rasterizer will be stretched to. D3D12_RECT scissorRect; // the area to draw in. pixels outside that area will not be drawn onto ID3D12Resource* vertexBuffer; // a default buffer in GPU memory that we will load vertex data for our triangle into ID3D12Resource* indexBuffer; // a default buffer in GPU memory that we will load index data for our triangle into D3D12_VERTEX_BUFFER_VIEW vertexBufferView; // a structure containing a pointer to the vertex data in gpu memory // the total size of the buffer, and the size of each element (vertex) D3D12_INDEX_BUFFER_VIEW indexBufferView; // a structure holding information about the index buffer ID3D12Resource* depthStencilBuffer; // This is the memory for our depth buffer. it will also be used for a stencil buffer in a later tutorial ID3D12DescriptorHeap* dsDescriptorHeap; // This is a heap for our depth/stencil buffer descriptor ##main.cpp## #include "stdafx.h" using namespace DirectX; // we will be using the directxmath library struct Vertex { Vertex(float x, float y, float z, float r, float g, float b, float a) : pos(x, y, z), color(r, g, b, z) {} XMFLOAT3 pos; XMFLOAT4 color; }; int WINAPI WinMain(HINSTANCE hInstance, //Main windows function HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { // create the window if (!InitializeWindow(hInstance, nShowCmd, FullScreen)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 1; } // initialize direct3d if (!InitD3D()) { MessageBox(0, L"Failed to initialize direct3d 12", L"Error", MB_OK); Cleanup(); return 1; } // start the main loop mainloop(); // we want to wait for the gpu to finish executing the command list before we start releasing everything WaitForPreviousFrame(); // close the fence event CloseHandle(fenceEvent); // clean up everything Cleanup(); return 0; } // create and show the window bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, bool fullscreen) { if (fullscreen) { HMONITOR hmon = MonitorFromWindow(hwnd, MONITOR_DEFAULTTONEAREST); MONITORINFO mi = { sizeof(mi) }; GetMonitorInfo(hmon, &mi); Width = mi.rcMonitor.right - mi.rcMonitor.left; Height = mi.rcMonitor.bottom - mi.rcMonitor.top; } WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = NULL; wc.cbWndExtra = NULL; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2); wc.lpszMenuName = NULL; wc.lpszClassName = WindowName; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if (!RegisterClassEx(&wc)) { MessageBox(NULL, L"Error registering class", L"Error", MB_OK | MB_ICONERROR); return false; } hwnd = CreateWindowEx(NULL, WindowName, WindowTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, Width, Height, NULL, NULL, hInstance, NULL); if (!hwnd) { MessageBox(NULL, L"Error creating window", L"Error", MB_OK | MB_ICONERROR); return false; } if (fullscreen) { SetWindowLong(hwnd, GWL_STYLE, 0); } ShowWindow(hwnd, ShowWnd); UpdateWindow(hwnd); return true; } void mainloop() { MSG msg; ZeroMemory(&msg, sizeof(MSG)); while (Running) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else { // run game code Update(); // update the game logic Render(); // execute the command queue (rendering the scene is the result of the gpu executing the command lists) } } } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_KEYDOWN: if (wParam == VK_ESCAPE) { if (MessageBox(0, L"Are you sure you want to exit?", L"Really?", MB_YESNO | MB_ICONQUESTION) == IDYES) { Running = false; DestroyWindow(hwnd); } } return 0; case WM_DESTROY: // x button on top right corner of window was pressed Running = false; PostQuitMessage(0); return 0; } return DefWindowProc(hwnd, msg, wParam, lParam); } bool InitD3D() { HRESULT hr; // -- Create the Device -- // IDXGIFactory4* dxgiFactory; hr = CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)); if (FAILED(hr)) { return false; } IDXGIAdapter1* adapter; // adapters are the graphics card (this includes the embedded graphics on the motherboard) int adapterIndex = 0; // we'll start looking for directx 12 compatible graphics devices starting at index 0 bool adapterFound = false; // set this to true when a good one was found // find first hardware gpu that supports d3d 12 while (dxgiFactory->EnumAdapters1(adapterIndex, &adapter) != DXGI_ERROR_NOT_FOUND) { DXGI_ADAPTER_DESC1 desc; adapter->GetDesc1(&desc); if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) { // we dont want a software device continue; } // we want a device that is compatible with direct3d 12 (feature level 11 or higher) hr = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr); if (SUCCEEDED(hr)) { adapterFound = true; break; } adapterIndex++; } if (!adapterFound) { return false; } // Create the device hr = D3D12CreateDevice( adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device) ); if (FAILED(hr)) { return false; } // -- Create a direct command queue -- // D3D12_COMMAND_QUEUE_DESC cqDesc = {}; cqDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; cqDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; // direct means the gpu can directly execute this command queue hr = device->CreateCommandQueue(&cqDesc, IID_PPV_ARGS(&commandQueue)); // create the command queue if (FAILED(hr)) { return false; } // -- Create the Swap Chain (double/tripple buffering) -- // DXGI_MODE_DESC backBufferDesc = {}; // this is to describe our display mode backBufferDesc.Width = Width; // buffer width backBufferDesc.Height = Height; // buffer height backBufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // format of the buffer (rgba 32 bits, 8 bits for each chanel) // describe our multi-sampling. We are not multi-sampling, so we set the count to 1 (we need at least one sample of course) DXGI_SAMPLE_DESC sampleDesc = {}; sampleDesc.Count = 1; // multisample count (no multisampling, so we just put 1, since we still need 1 sample) // Describe and create the swap chain. DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; swapChainDesc.BufferCount = frameBufferCount; // number of buffers we have swapChainDesc.BufferDesc = backBufferDesc; // our back buffer description swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // this says the pipeline will render to this swap chain swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; // dxgi will discard the buffer (data) after we call present swapChainDesc.OutputWindow = hwnd; // handle to our window swapChainDesc.SampleDesc = sampleDesc; // our multi-sampling description swapChainDesc.Windowed = !FullScreen; // set to true, then if in fullscreen must call SetFullScreenState with true for full screen to get uncapped fps IDXGISwapChain* tempSwapChain; dxgiFactory->CreateSwapChain( commandQueue, // the queue will be flushed once the swap chain is created &swapChainDesc, // give it the swap chain description we created above &tempSwapChain // store the created swap chain in a temp IDXGISwapChain interface ); swapChain = static_cast<IDXGISwapChain3*>(tempSwapChain); frameIndex = swapChain->GetCurrentBackBufferIndex(); // -- Create the Back Buffers (render target views) Descriptor Heap -- // // describe an rtv descriptor heap and create D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {}; rtvHeapDesc.NumDescriptors = frameBufferCount; // number of descriptors for this heap. rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; // this heap is a render target view heap // This heap will not be directly referenced by the shaders (not shader visible), as this will store the output from the pipeline // otherwise we would set the heap's flag to D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; hr = device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&rtvDescriptorHeap)); if (FAILED(hr)) { return false; } // get the size of a descriptor in this heap (this is a rtv heap, so only rtv descriptors should be stored in it. // descriptor sizes may vary from device to device, which is why there is no set size and we must ask the // device to give us the size. we will use this size to increment a descriptor handle offset rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); // get a handle to the first descriptor in the descriptor heap. a handle is basically a pointer, // but we cannot literally use it like a c++ pointer. CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()); // Create a RTV for each buffer (double buffering is two buffers, tripple buffering is 3). for (int i = 0; i < frameBufferCount; i++) { // first we get the n'th buffer in the swap chain and store it in the n'th // position of our ID3D12Resource array hr = swapChain->GetBuffer(i, IID_PPV_ARGS(&renderTargets[i])); if (FAILED(hr)) { return false; } // the we "create" a render target view which binds the swap chain buffer (ID3D12Resource[n]) to the rtv handle device->CreateRenderTargetView(renderTargets[i], nullptr, rtvHandle); // we increment the rtv handle by the rtv descriptor size we got above rtvHandle.Offset(1, rtvDescriptorSize); } // -- Create the Command Allocators -- // for (int i = 0; i < frameBufferCount; i++) { hr = device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator[i])); if (FAILED(hr)) { return false; } } // -- Create a Command List -- // // create the command list with the first allocator hr = device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator[frameIndex], NULL, IID_PPV_ARGS(&commandList)); if (FAILED(hr)) { return false; } // -- Create a Fence & Fence Event -- // // create the fences for (int i = 0; i < frameBufferCount; i++) { hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence[i])); if (FAILED(hr)) { return false; } fenceValue[i] = 0; // set the initial fence value to 0 } // create a handle to a fence event fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); if (fenceEvent == nullptr) { return false; } // create root signature CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); ID3DBlob* signature; hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, nullptr); if (FAILED(hr)) { return false; } hr = device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)); if (FAILED(hr)) { return false; } // create vertex and pixel shaders // when debugging, we can compile the shader files at runtime. // but for release versions, we can compile the hlsl shaders // with fxc.exe to create .cso files, which contain the shader // bytecode. We can load the .cso files at runtime to get the // shader bytecode, which of course is faster than compiling // them at runtime // compile vertex shader ID3DBlob* vertexShader; // d3d blob for holding vertex shader bytecode ID3DBlob* errorBuff; // a buffer holding the error data if any hr = D3DCompileFromFile(L"VertexShader.hlsl", nullptr, nullptr, "main", "vs_5_0", D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION, 0, &vertexShader, &errorBuff); if (FAILED(hr)) { OutputDebugStringA((char*)errorBuff->GetBufferPointer()); return false; } // fill out a shader bytecode structure, which is basically just a pointer // to the shader bytecode and the size of the shader bytecode D3D12_SHADER_BYTECODE vertexShaderBytecode = {}; vertexShaderBytecode.BytecodeLength = vertexShader->GetBufferSize(); vertexShaderBytecode.pShaderBytecode = vertexShader->GetBufferPointer(); // compile pixel shader ID3DBlob* pixelShader; hr = D3DCompileFromFile(L"PixelShader.hlsl", nullptr, nullptr, "main", "ps_5_0", D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION, 0, &pixelShader, &errorBuff); if (FAILED(hr)) { OutputDebugStringA((char*)errorBuff->GetBufferPointer()); return false; } // fill out shader bytecode structure for pixel shader D3D12_SHADER_BYTECODE pixelShaderBytecode = {}; pixelShaderBytecode.BytecodeLength = pixelShader->GetBufferSize(); pixelShaderBytecode.pShaderBytecode = pixelShader->GetBufferPointer(); // create input layout // The input layout is used by the Input Assembler so that it knows // how to read the vertex data bound to it. D3D12_INPUT_ELEMENT_DESC inputLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } }; // fill out an input layout description structure D3D12_INPUT_LAYOUT_DESC inputLayoutDesc = {}; // we can get the number of elements in an array by "sizeof(array) / sizeof(arrayElementType)" inputLayoutDesc.NumElements = sizeof(inputLayout) / sizeof(D3D12_INPUT_ELEMENT_DESC); inputLayoutDesc.pInputElementDescs = inputLayout; // create a pipeline state object (PSO) // In a real application, you will have many pso's. for each different shader // or different combinations of shaders, different blend states or different rasterizer states, // different topology types (point, line, triangle, patch), or a different number // of render targets you will need a pso // VS is the only required shader for a pso. You might be wondering when a case would be where // you only set the VS. It's possible that you have a pso that only outputs data with the stream // output, and not on a render target, which means you would not need anything after the stream // output. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; // a structure to define a pso psoDesc.InputLayout = inputLayoutDesc; // the structure describing our input layout psoDesc.pRootSignature = rootSignature; // the root signature that describes the input data this pso needs psoDesc.VS = vertexShaderBytecode; // structure describing where to find the vertex shader bytecode and how large it is psoDesc.PS = pixelShaderBytecode; // same as VS but for pixel shader psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; // type of topology we are drawing psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; // format of the render target psoDesc.SampleDesc = sampleDesc; // must be the same sample description as the swapchain and depth/stencil buffer psoDesc.SampleMask = 0xffffffff; // sample mask has to do with multi-sampling. 0xffffffff means point sampling is done psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT); // a default rasterizer state. psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT); // a default blent state. psoDesc.NumRenderTargets = 1; // we are only binding one render target psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT); // a default depth stencil state // create the pso hr = device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineStateObject)); if (FAILED(hr)) { return false; } // Create vertex buffer // a triangle Vertex vList[] = { // first quad (closer to camera, blue) { -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, { 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, { -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, { 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, // second quad (further from camera, green) { -0.75f, 0.75f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f }, { -0.75f, 0.0f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.75f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f } }; int vBufferSize = sizeof(vList); // create default heap // default heap is memory on the GPU. Only the GPU has access to this memory // To get data into this heap, we will have to upload the data using // an upload heap device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), // a default heap D3D12_HEAP_FLAG_NONE, // no flags &CD3DX12_RESOURCE_DESC::Buffer(vBufferSize), // resource description for a buffer D3D12_RESOURCE_STATE_COPY_DEST, // we will start this heap in the copy destination state since we will copy data // from the upload heap to this heap nullptr, // optimized clear value must be null for this type of resource. used for render targets and depth/stencil buffers IID_PPV_ARGS(&vertexBuffer)); // we can give resource heaps a name so when we debug with the graphics debugger we know what resource we are looking at vertexBuffer->SetName(L"Vertex Buffer Resource Heap"); // create upload heap // upload heaps are used to upload data to the GPU. CPU can write to it, GPU can read from it // We will upload the vertex buffer using this heap to the default heap ID3D12Resource* vBufferUploadHeap; device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // upload heap D3D12_HEAP_FLAG_NONE, // no flags &CD3DX12_RESOURCE_DESC::Buffer(vBufferSize), // resource description for a buffer D3D12_RESOURCE_STATE_GENERIC_READ, // GPU will read from this buffer and copy its contents to the default heap nullptr, IID_PPV_ARGS(&vBufferUploadHeap)); vBufferUploadHeap->SetName(L"Vertex Buffer Upload Resource Heap"); // store vertex buffer in upload heap D3D12_SUBRESOURCE_DATA vertexData = {}; vertexData.pData = reinterpret_cast<BYTE*>(vList); // pointer to our vertex array vertexData.RowPitch = vBufferSize; // size of all our triangle vertex data vertexData.SlicePitch = vBufferSize; // also the size of our triangle vertex data // we are now creating a command with the command list to copy the data from // the upload heap to the default heap UpdateSubresources(commandList, vertexBuffer, vBufferUploadHeap, 0, 0, 1, &vertexData); // transition the vertex buffer data from copy destination state to vertex buffer state commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(vertexBuffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)); // Create index buffer // a quad (2 triangles) DWORD iList[] = { // first quad (blue) 0, 1, 2, // first triangle 0, 3, 1, // second triangle }; int iBufferSize = sizeof(iList); // create default heap to hold index buffer device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), // a default heap D3D12_HEAP_FLAG_NONE, // no flags &CD3DX12_RESOURCE_DESC::Buffer(iBufferSize), // resource description for a buffer D3D12_RESOURCE_STATE_COPY_DEST, // start in the copy destination state nullptr, // optimized clear value must be null for this type of resource IID_PPV_ARGS(&indexBuffer)); // we can give resource heaps a name so when we debug with the graphics debugger we know what resource we are looking at vertexBuffer->SetName(L"Index Buffer Resource Heap"); // create upload heap to upload index buffer ID3D12Resource* iBufferUploadHeap; device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // upload heap D3D12_HEAP_FLAG_NONE, // no flags &CD3DX12_RESOURCE_DESC::Buffer(vBufferSize), // resource description for a buffer D3D12_RESOURCE_STATE_GENERIC_READ, // GPU will read from this buffer and copy its contents to the default heap nullptr, IID_PPV_ARGS(&iBufferUploadHeap)); vBufferUploadHeap->SetName(L"Index Buffer Upload Resource Heap"); // store vertex buffer in upload heap D3D12_SUBRESOURCE_DATA indexData = {}; indexData.pData = reinterpret_cast<BYTE*>(iList); // pointer to our index array indexData.RowPitch = iBufferSize; // size of all our index buffer indexData.SlicePitch = iBufferSize; // also the size of our index buffer // we are now creating a command with the command list to copy the data from // the upload heap to the default heap UpdateSubresources(commandList, indexBuffer, iBufferUploadHeap, 0, 0, 1, &indexData); // transition the vertex buffer data from copy destination state to vertex buffer state commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(indexBuffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)); // Create the depth/stencil buffer // create a depth stencil descriptor heap so we can get a pointer to the depth stencil buffer D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {}; dsvHeapDesc.NumDescriptors = 1; dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; hr = device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&dsDescriptorHeap)); if (FAILED(hr)) { Running = false; } D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {}; depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT; depthStencilDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE; D3D12_CLEAR_VALUE depthOptimizedClearValue = {}; depthOptimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT; depthOptimizedClearValue.DepthStencil.Depth = 1.0f; depthOptimizedClearValue.DepthStencil.Stencil = 0; device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, Width, Height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL), D3D12_RESOURCE_STATE_DEPTH_WRITE, &depthOptimizedClearValue, IID_PPV_ARGS(&depthStencilBuffer) ); hr = device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&dsDescriptorHeap)); if (FAILED(hr)) { Running = false; } dsDescriptorHeap->SetName(L"Depth/Stencil Resource Heap"); device->CreateDepthStencilView(depthStencilBuffer, &depthStencilDesc, dsDescriptorHeap->GetCPUDescriptorHandleForHeapStart()); // Now we execute the command list to upload the initial assets (triangle data) commandList->Close(); ID3D12CommandList* ppCommandLists[] = { commandList }; commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists); // increment the fence value now, otherwise the buffer might not be uploaded by the time we start drawing fenceValue[frameIndex]++; hr = commandQueue->Signal(fence[frameIndex], fenceValue[frameIndex]); if (FAILED(hr)) { Running = false; } // create a vertex buffer view for the triangle. We get the GPU memory address to the vertex pointer using the GetGPUVirtualAddress() method vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); vertexBufferView.StrideInBytes = sizeof(Vertex); vertexBufferView.SizeInBytes = vBufferSize; // create a vertex buffer view for the triangle. We get the GPU memory address to the vertex pointer using the GetGPUVirtualAddress() method indexBufferView.BufferLocation = indexBuffer->GetGPUVirtualAddress(); indexBufferView.Format = DXGI_FORMAT_R32_UINT; // 32-bit unsigned integer (this is what a dword is, double word, a word is 2 bytes) indexBufferView.SizeInBytes = iBufferSize; // Fill out the Viewport viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = Width; viewport.Height = Height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; // Fill out a scissor rect scissorRect.left = 0; scissorRect.top = 0; scissorRect.right = Width; scissorRect.bottom = Height; return true; } void Update() { // update app logic, such as moving the camera or figuring out what objects are in view } void UpdatePipeline() { HRESULT hr; // We have to wait for the gpu to finish with the command allocator before we reset it WaitForPreviousFrame(); // we can only reset an allocator once the gpu is done with it // resetting an allocator frees the memory that the command list was stored in hr = commandAllocator[frameIndex]->Reset(); if (FAILED(hr)) { Running = false; } // reset the command list. by resetting the command list we are putting it into // a recording state so we can start recording commands into the command allocator. // the command allocator that we reference here may have multiple command lists // associated with it, but only one can be recording at any time. Make sure // that any other command lists associated to this command allocator are in // the closed state (not recording). // Here you will pass an initial pipeline state object as the second parameter, // but in this tutorial we are only clearing the rtv, and do not actually need // anything but an initial default pipeline, which is what we get by setting // the second parameter to NULL hr = commandList->Reset(commandAllocator[frameIndex], pipelineStateObject); if (FAILED(hr)) { Running = false; } // here we start recording commands into the commandList (which all the commands will be stored in the commandAllocator) // transition the "frameIndex" render target from the present state to the render target state so the command list draws to it starting from here commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(renderTargets[frameIndex], D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET)); // here we again get the handle to our current render target view so we can set it as the render target in the output merger stage of the pipeline CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), frameIndex, rtvDescriptorSize); // get a handle to the depth/stencil buffer CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(dsDescriptorHeap->GetCPUDescriptorHandleForHeapStart()); // set the render target for the output merger stage (the output of the pipeline) commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); // Clear the render target by using the ClearRenderTargetView command const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr); // clear the depth/stencil buffer commandList->ClearDepthStencilView(dsDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr); // draw triangle commandList->SetGraphicsRootSignature(rootSignature); // set the root signature commandList->RSSetViewports(1, &viewport); // set the viewports commandList->RSSetScissorRects(1, &scissorRect); // set the scissor rects commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // set the primitive topology commandList->IASetVertexBuffers(0, 1, &vertexBufferView); // set the vertex buffer (using the vertex buffer view) commandList->IASetIndexBuffer(&indexBufferView); commandList->DrawIndexedInstanced(6, 1, 0, 0, 0); // draw first quad commandList->DrawIndexedInstanced(6, 1, 0, 4, 0); // draw second quad // transition the "frameIndex" render target from the render target state to the present state. If the debug layer is enabled, you will receive a // warning if present is called on the render target when it's not in the present state commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(renderTargets[frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT)); hr = commandList->Close(); if (FAILED(hr)) { Running = false; } } void Render() { HRESULT hr; UpdatePipeline(); // update the pipeline by sending commands to the commandqueue // create an array of command lists (only one command list here) ID3D12CommandList* ppCommandLists[] = { commandList }; // execute the array of command lists commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists); // this command goes in at the end of our command queue. we will know when our command queue // has finished because the fence value will be set to "fenceValue" from the GPU since the command // queue is being executed on the GPU hr = commandQueue->Signal(fence[frameIndex], fenceValue[frameIndex]); if (FAILED(hr)) { Running = false; } // present the current backbuffer hr = swapChain->Present(0, 0); if (FAILED(hr)) { Running = false; } } void Cleanup() { // wait for the gpu to finish all frames for (int i = 0; i < frameBufferCount; ++i) { frameIndex = i; WaitForPreviousFrame(); } // get swapchain out of full screen before exiting BOOL fs = false; if (swapChain->GetFullscreenState(&fs, NULL)) swapChain->SetFullscreenState(false, NULL); SAFE_RELEASE(device); SAFE_RELEASE(swapChain); SAFE_RELEASE(commandQueue); SAFE_RELEASE(rtvDescriptorHeap); SAFE_RELEASE(commandList); for (int i = 0; i < frameBufferCount; ++i) { SAFE_RELEASE(renderTargets[i]); SAFE_RELEASE(commandAllocator[i]); SAFE_RELEASE(fence[i]); }; SAFE_RELEASE(pipelineStateObject); SAFE_RELEASE(rootSignature); SAFE_RELEASE(vertexBuffer); SAFE_RELEASE(indexBuffer); SAFE_RELEASE(depthStencilBuffer); SAFE_RELEASE(dsDescriptorHeap); } void WaitForPreviousFrame() { HRESULT hr; // swap the current rtv buffer index so we draw on the correct buffer frameIndex = swapChain->GetCurrentBackBufferIndex(); // if the current fence value is still less than "fenceValue", then we know the GPU has not finished executing // the command queue since it has not reached the "commandQueue->Signal(fence, fenceValue)" command if (fence[frameIndex]->GetCompletedValue() < fenceValue[frameIndex]) { // we have the fence create an event which is signaled once the fence's current value is "fenceValue" hr = fence[frameIndex]->SetEventOnCompletion(fenceValue[frameIndex], fenceEvent); if (FAILED(hr)) { Running = false; } // We will wait until the fence has triggered the event that it's current value has reached "fenceValue". once it's value // has reached "fenceValue", we know the command queue has finished executing WaitForSingleObject(fenceEvent, INFINITE); } // increment fenceValue for next frame fenceValue[frameIndex]++; }
Comments
You forgot psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; - if the debug layer is enabled you'll get the following error - D3D12 ERROR: ID3D12CommandList::DrawIndexedInstanced: The depth stencil format does not match that specified by the current pipeline state. A null view must be bound when the pipeline state format is UNKNOWN. (pipeline state = UNKNOWN, depth stencil view = D32_FLOAT, ID3D12Resource* = 0x010ADA00, Debug Name: 'Depth/Stencil Resource Heap) [ EXECUTION ERROR #615: DEPTH_STENCIL_FORMAT_MISMATCH_PIPELINE_STATE].
on May 14 `16
lightxbulb
I think there is a bug in this tutorial. As parameter `mipLevels` into `CD3DX12_RESOURCE_DESC::Tex2D` you should specify 1 (as for no additional mipmaps) not 0 (which means full mip chain).
on Feb 06 `18
AdamSawicki
Yes, that does actually sound like a bug. thank you AdamSawicki
on Feb 06 `18
iedoc