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FlaxEngine/Source/Engine/GraphicsDevice/DirectX/DX12/GPUSwapChainDX12.cpp

407 lines
14 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#if GRAPHICS_API_DIRECTX12
#include "GPUSwapChainDX12.h"
#include "GPUContextDX12.h"
#include "../IncludeDirectXHeaders.h"
#include "Engine/GraphicsDevice/DirectX/RenderToolsDX.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Profiler/ProfilerMemory.h"
void BackBufferDX12::Setup(GPUSwapChainDX12* window, ID3D12Resource* backbuffer)
{
// Cache handle and set default initial state for the backbuffers
initResource(backbuffer, D3D12_RESOURCE_STATE_PRESENT, 1);
Handle.Init(window, window->GetDevice(), this, GPU_BACK_BUFFER_PIXEL_FORMAT, MSAALevel::None);
// Create RTV
{
D3D12_RENDER_TARGET_VIEW_DESC rtDesc;
rtDesc.Format = (DXGI_FORMAT)GPU_BACK_BUFFER_PIXEL_FORMAT;
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rtDesc.Texture2D.MipSlice = 0;
rtDesc.Texture2D.PlaneSlice = 0;
Handle.SetRTV(rtDesc);
}
#if GPU_USE_WINDOW_SRV
// Create SRV
{
D3D12_SHADER_RESOURCE_VIEW_DESC srDesc;
srDesc.Format = (DXGI_FORMAT)GPU_BACK_BUFFER_PIXEL_FORMAT;
srDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srDesc.Texture2D.MostDetailedMip = 0;
srDesc.Texture2D.MipLevels = 1;
srDesc.Texture2D.ResourceMinLODClamp = 0;
srDesc.Texture2D.PlaneSlice = 0;
Handle.SetSRV(srDesc);
}
#endif
}
void BackBufferDX12::Release()
{
Handle.Release();
SAFE_RELEASE(_resource);
}
GPUSwapChainDX12::GPUSwapChainDX12(GPUDeviceDX12* device, Window* window)
: GPUResourceDX12(device, StringView::Empty)
, _windowHandle(static_cast<HWND>(window->GetNativePtr()))
, _swapChain(nullptr)
, _currentFrameIndex(0)
, _allowTearing(false)
, _isFullscreen(false)
{
ASSERT(_windowHandle);
_window = window;
}
void GPUSwapChainDX12::OnReleaseGPU()
{
_device->WaitForGPU();
#if PLATFORM_WINDOWS
// Disable fullscreen mode
if (_swapChain)
{
VALIDATE_DIRECTX_CALL(_swapChain->SetFullscreenState(false, nullptr));
}
#endif
// Release data
PROFILE_MEM_DEC(Graphics, _memoryUsage);
releaseBackBuffer();
_backBuffers.Resize(0);
if (_swapChain)
{
_device->AddResourceToLateRelease(_swapChain);
_swapChain = nullptr;
}
_width = _height = 0;
_memoryUsage = 0;
}
void GPUSwapChainDX12::releaseBackBuffer()
{
for (int32 i = 0; i < _backBuffers.Count(); i++)
{
_backBuffers[i].Release();
}
}
bool GPUSwapChainDX12::IsFullscreen()
{
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
return true;
#else
// Check if has no swap chain created
if (_swapChain == nullptr)
return false;
// Get state
BOOL state;
VALIDATE_DIRECTX_CALL(_swapChain->GetFullscreenState(&state, nullptr));
return state == TRUE;
#endif
}
void GPUSwapChainDX12::SetFullscreen(bool isFullscreen)
{
#if PLATFORM_WINDOWS
if (_swapChain && isFullscreen != IsFullscreen())
{
_device->WaitForGPU();
GPUDeviceLock lock(_device);
DXGI_SWAP_CHAIN_DESC swapChainDesc;
_swapChain->GetDesc(&swapChainDesc);
// Setup target for fullscreen mode
IDXGIOutput* output = nullptr;
if (isFullscreen && _device->Outputs.HasItems())
{
const uint32 outputIdx = 0;
auto& outputDX = _device->Outputs[outputIdx];
output = outputDX.Output.Get();
swapChainDesc.BufferDesc = outputDX.DesktopViewMode;
}
if (FAILED(_swapChain->ResizeTarget(&swapChainDesc.BufferDesc)))
{
LOG(Warning, "Swapchain resize failed.");
}
if (FAILED(_swapChain->SetFullscreenState(isFullscreen, output)))
{
LOG(Warning, "Cannot change fullscreen mode for '{0}' to {1}.", ToString(), isFullscreen);
}
_isFullscreen = isFullscreen;
// Buffers must be resized in flip presentation model
if (swapChainDesc.SwapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL ||
swapChainDesc.SwapEffect == DXGI_SWAP_EFFECT_FLIP_DISCARD)
{
const int32 width = _width;
const int32 height = _height;
_width = _height = 0;
Resize(width, height);
}
}
#else
LOG(Info, "Cannot change fullscreen mode on this platform");
#endif
}
bool GPUSwapChainDX12::Resize(int32 width, int32 height)
{
// Check if window state won't change
if (width == _width && height == _height)
{
return false;
}
_device->WaitForGPU();
GPUDeviceLock lock(_device);
_allowTearing = _device->AllowTearing;
_format = GPU_BACK_BUFFER_PIXEL_FORMAT;
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
ReleaseGPU();
_currentFrameIndex = 0;
_width = width;
_height = height;
_memoryUsage = RenderTools::CalculateTextureMemoryUsage(_format, _width, _height, 1) * DX12_BACK_BUFFER_COUNT;
getBackBuffer();
#else
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
if (_swapChain == nullptr)
{
ReleaseGPU();
// Create swap chain description
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = RenderToolsDX::ToDxgiFormat(_format);
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = DX12_BACK_BUFFER_COUNT;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
#if GPU_USE_WINDOW_SRV
swapChainDesc.BufferUsage |= DXGI_USAGE_SHADER_INPUT;
#endif
if (_allowTearing)
swapChainDesc.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
DXGI_SWAP_CHAIN_FULLSCREEN_DESC fullscreenDesc;
if (_device->Outputs.HasItems())
{
const uint32 outputIdx = 0;
auto& output = _device->Outputs[outputIdx];
fullscreenDesc.RefreshRate = output.DesktopViewMode.RefreshRate;
fullscreenDesc.Scaling = output.DesktopViewMode.Scaling;
fullscreenDesc.ScanlineOrdering = output.DesktopViewMode.ScanlineOrdering;
fullscreenDesc.Windowed = TRUE;
}
else
{
fullscreenDesc.RefreshRate.Numerator = 0;
fullscreenDesc.RefreshRate.Denominator = 1;
fullscreenDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
fullscreenDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
fullscreenDesc.Windowed = TRUE;
}
// Create swap chain (it needs the queue so that it can force a flush on it)
IDXGISwapChain1* swapChain;
auto dxgiFactory = _device->GetDXGIFactory();
VALIDATE_DIRECTX_CALL(dxgiFactory->CreateSwapChainForHwnd(_device->GetCommandQueueDX12(), _windowHandle, &swapChainDesc, &fullscreenDesc, nullptr, &swapChain));
_swapChain = static_cast<IDXGISwapChain3*>(swapChain);
ASSERT(_swapChain);
DX_SET_DEBUG_NAME_EX(_swapChain, TEXT("RenderOutput"), TEXT("SwapChain"), TEXT(""));
_swapChain->SetBackgroundColor((const DXGI_RGBA*)Color::Black.Raw);
_backBuffers.Resize(swapChainDesc.BufferCount);
// Disable DXGI changes to the window
VALIDATE_DIRECTX_CALL(dxgiFactory->MakeWindowAssociation(_windowHandle, DXGI_MWA_NO_ALT_ENTER));
}
else
{
releaseBackBuffer();
_swapChain->GetDesc1(&swapChainDesc);
VALIDATE_DIRECTX_CALL(_swapChain->ResizeBuffers(swapChainDesc.BufferCount, width, height, swapChainDesc.Format, swapChainDesc.Flags));
}
_currentFrameIndex = _swapChain->GetCurrentBackBufferIndex();
_width = width;
_height = height;
_memoryUsage = RenderTools::CalculateTextureMemoryUsage(_format, _width, _height, 1) * swapChainDesc.BufferCount;
PROFILE_MEM_INC(Graphics, _memoryUsage);
getBackBuffer();
#endif
return false;
}
void GPUSwapChainDX12::CopyBackbuffer(GPUContext* context, GPUTexture* dst)
{
const auto contextDX12 = (GPUContextDX12*)context;
auto dstDX12 = (GPUTextureDX12*)dst;
auto backbuffer = &_backBuffers[_currentFrameIndex];
contextDX12->SetResourceState(dstDX12, D3D12_RESOURCE_STATE_COPY_DEST);
contextDX12->SetResourceState(backbuffer, D3D12_RESOURCE_STATE_COPY_SOURCE);
contextDX12->FlushResourceBarriers();
if (dst->IsStaging())
{
const int32 copyOffset = dstDX12->ComputeBufferOffset(0, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION dstLocation;
dstLocation.pResource = dstDX12->GetResource();
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dstLocation.PlacedFootprint.Offset = copyOffset;
dstLocation.PlacedFootprint.Footprint.Width = dstDX12->CalculateMipSize(dstDX12->Width(), 0);
dstLocation.PlacedFootprint.Footprint.Height = dstDX12->CalculateMipSize(dstDX12->Height(), 0);
dstLocation.PlacedFootprint.Footprint.Depth = dstDX12->CalculateMipSize(dstDX12->Depth(), 0);
dstLocation.PlacedFootprint.Footprint.Format = RenderToolsDX::ToDxgiFormat(dstDX12->Format());
dstLocation.PlacedFootprint.Footprint.RowPitch = dstDX12->ComputeRowPitch(0, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION srcLocation;
srcLocation.pResource = backbuffer->GetResource();
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLocation.SubresourceIndex = 0;
contextDX12->GetCommandList()->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
}
else
{
contextDX12->GetCommandList()->CopyResource(dstDX12->GetResource(), backbuffer->GetResource());
}
}
void GPUSwapChainDX12::getBackBuffer()
{
_backBuffers.Resize(DX12_BACK_BUFFER_COUNT);
for (int32 i = 0; i < _backBuffers.Count(); i++)
{
ID3D12Resource* backbuffer;
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
D3D12_HEAP_PROPERTIES swapChainHeapProperties;
swapChainHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
swapChainHeapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
swapChainHeapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
swapChainHeapProperties.CreationNodeMask = 1;
swapChainHeapProperties.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC swapChainBufferDesc;
swapChainBufferDesc.MipLevels = 1;
swapChainBufferDesc.Format = RenderToolsDX::ToDxgiFormat(_format);
swapChainBufferDesc.Width = _width;
swapChainBufferDesc.Height = _height;
swapChainBufferDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
swapChainBufferDesc.DepthOrArraySize = 1;
swapChainBufferDesc.SampleDesc.Count = 1;
swapChainBufferDesc.SampleDesc.Quality = 0;
swapChainBufferDesc.Alignment = 0;
swapChainBufferDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
swapChainBufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
D3D12_CLEAR_VALUE swapChainOptimizedClearValue = {};
swapChainOptimizedClearValue.Format = swapChainBufferDesc.Format;
VALIDATE_DIRECTX_CALL(_device->GetDevice()->CreateCommittedResource(
&swapChainHeapProperties,
D3D12_HEAP_FLAG_ALLOW_DISPLAY,
&swapChainBufferDesc,
D3D12_RESOURCE_STATE_PRESENT,
&swapChainOptimizedClearValue,
IID_GRAPHICS_PPV_ARGS(&backbuffer)));
#else
VALIDATE_DIRECTX_CALL(_swapChain->GetBuffer(i, IID_PPV_ARGS(&backbuffer)));
#endif
DX_SET_DEBUG_NAME_EX(backbuffer, TEXT("RenderOutput"), TEXT("BackBuffer"), i);
_backBuffers[i].Setup(this, backbuffer);
}
}
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
void GPUSwapChainDX12::Begin(RenderTask* task)
{
// Wait until frame start is signaled
_framePipelineToken = D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL;
VALIDATE_DIRECTX_CALL(_device->GetDevice()->WaitFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, INFINITE, nullptr, D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE, &_framePipelineToken));
GPUSwapChain::Begin(task);
}
#endif
void GPUSwapChainDX12::End(RenderTask* task)
{
GPUSwapChain::End(task);
auto context = _device->GetMainContextDX12();
// Indicate that the back buffer will be used to present a frame
// Note: after that we should not use this backbuffer
context->SetResourceState(&_backBuffers[_currentFrameIndex], D3D12_RESOURCE_STATE_PRESENT);
// Send event
context->OnSwapChainFlush();
}
void GPUSwapChainDX12::Present(bool vsync)
{
PROFILE_CPU();
ZoneColor(TracyWaitZoneColor);
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
ID3D12Resource* backBuffer = _backBuffers[_currentFrameIndex].GetResource();
D3D12XBOX_PRESENT_PLANE_PARAMETERS planeParameters = {};
planeParameters.Token = _framePipelineToken;
planeParameters.ResourceCount = 1;
planeParameters.ppResources = &backBuffer;
VALIDATE_DIRECTX_CALL(_device->GetCommandQueueDX12()->PresentX(1, &planeParameters, nullptr));
// Base
GPUSwapChain::Present(vsync);
// Switch to next back buffer
_currentFrameIndex = (_currentFrameIndex + 1) % DX12_BACK_BUFFER_COUNT;
#else
// Present frame
UINT presentFlags = 0;
if (!vsync && !_isFullscreen && _allowTearing)
{
presentFlags |= DXGI_PRESENT_ALLOW_TEARING;
}
const HRESULT res = _swapChain->Present(vsync ? 1 : 0, presentFlags);
LOG_DIRECTX_RESULT(res);
// Base
GPUSwapChain::Present(vsync);
// Switch to next back buffer
_currentFrameIndex = _swapChain->GetCurrentBackBufferIndex();
#endif
}
GPUTextureView* GPUSwapChainDX12::GetBackBufferView()
{
return &_backBuffers[_currentFrameIndex].Handle;
}
#endif