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295 lines (240 loc) · 10.7 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleD3D12.h"
#include "ModuleImGui.h"
#include "ModuleCamera.h"
#include "ReadData.h"
#include "SimpleMath.h"
#include <d3d12.h>
#include "d3dx12.h"
ModuleD3D12::ModuleD3D12(HWND wnd) : hWnd(wnd) {}
ModuleD3D12::~ModuleD3D12() {
// Limpiar fence event
if (fenceEvent) {
CloseHandle(fenceEvent);
fenceEvent = nullptr;
}
}
bool ModuleD3D12::init()
{
#if defined(_DEBUG)
enableDebugLayer();
#endif
bool ok = createFactory();
ok = ok && createDevice(false);
if (ok)
{
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
ok = SUCCEEDED(device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)));
if (ok)
ok = SUCCEEDED(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator)));
if (ok)
{
ok = SUCCEEDED(device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator.Get(), nullptr, IID_PPV_ARGS(&commandList)));
}
}
if (ok)
{
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = BACK_BUFFER_COUNT;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ok = SUCCEEDED(device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&rtvHeap)));
if (ok) rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
}
RECT clientRect = {};
GetClientRect(hWnd, &clientRect);
this->windowWidth = (clientRect.right - clientRect.left > 0) ? clientRect.right - clientRect.left : 1280;
this->windowHeight = (clientRect.bottom - clientRect.top > 0) ? clientRect.bottom - clientRect.top : 720;
if (ok)
{
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = windowWidth;
swapChainDesc.Height = windowHeight;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = BACK_BUFFER_COUNT;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
ComPtr<IDXGISwapChain1> swapChain1;
ok = SUCCEEDED(factory->CreateSwapChainForHwnd(commandQueue.Get(), hWnd, &swapChainDesc, nullptr, nullptr, &swapChain1));
if (ok) ok = SUCCEEDED(swapChain1.As(&swapChain));
if (ok) currentFrame = swapChain->GetCurrentBackBufferIndex();
}
if (ok)
{
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvHeap->GetCPUDescriptorHandleForHeapStart());
for (uint32_t i = 0; i < BACK_BUFFER_COUNT; ++i)
{
ok = SUCCEEDED(swapChain->GetBuffer(i, IID_PPV_ARGS(&renderTargets[i])));
if (!ok) break;
device->CreateRenderTargetView(renderTargets[i].Get(), nullptr, rtvHandle);
rtvHandle.Offset(rtvDescriptorSize);
}
}
if (ok)
{
D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
dsvHeapDesc.NumDescriptors = 1;
dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ok = SUCCEEDED(device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&dsvHeap)));
if (ok)
{
dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
D3D12_CLEAR_VALUE depthClear = { DXGI_FORMAT_D32_FLOAT, {1.0f, 0} };
auto hProps = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
auto rDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, windowWidth, windowHeight, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
ok = SUCCEEDED(device->CreateCommittedResource(&hProps, D3D12_HEAP_FLAG_NONE, &rDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &depthClear, IID_PPV_ARGS(&depthStencilBuffer)));
if (ok) device->CreateDepthStencilView(depthStencilBuffer.Get(), nullptr, dsvHeap->GetCPUDescriptorHandleForHeapStart());
}
}
if (ok) ok = SUCCEEDED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)));
if (ok) fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (ok)
{
// Solo inicializar command list básico, sin crear geometría
commandAllocator->Reset();
commandList->Reset(commandAllocator.Get(), nullptr);
commandList->Close();
ID3D12CommandList* lists[] = { commandList.Get() };
commandQueue->ExecuteCommandLists(1, lists);
flush();
}
return ok;
}
void ModuleD3D12::preRender() {
flush();
currentFrame = swapChain->GetCurrentBackBufferIndex();
if (m_commandListOpen) {
LOG("WARNING: Command list was still open in preRender! Forcing close.");
HRESULT hr = commandList->Close();
if (SUCCEEDED(hr)) {
m_commandListOpen = false;
}
}
// Reset command allocator (now safe since command list is closed)
HRESULT hr = commandAllocator->Reset();
if (FAILED(hr)) {
LOG("Failed to reset command allocator: 0x%08X", hr);
return;
}
// Reset command list WITHOUT pipeline state (nullptr)
hr = commandList->Reset(commandAllocator.Get(), nullptr);
if (FAILED(hr)) {
LOG("Failed to reset command list: 0x%08X", hr);
commandList->Close();
commandAllocator->Reset();
hr = commandList->Reset(commandAllocator.Get(), nullptr);
if (FAILED(hr)) {
LOG("Failed to reset command list even after closing: 0x%08X", hr);
return;
}
}
m_commandListOpen = true;
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(
getBackBuffer(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
commandList->ResourceBarrier(1, &barrier);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = getRenderTargetDescriptor();
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap->GetCPUDescriptorHandleForHeapStart();
commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);
float clearColor[] = { 0.1f, 0.1f, 0.2f, 1.0f };
commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
}
void ModuleD3D12::postRender() {
if (!commandList || !commandQueue) return;
if (m_commandListOpen) {
HRESULT hr = commandList->Close();
if (FAILED(hr)) {
LOG("postRender: Failed to close command list: 0x%08X", hr);
}
else {
m_commandListOpen = false;
}
}
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(
getBackBuffer(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
commandList->ResourceBarrier(1, &barrier);
if (m_commandListOpen) {
commandList->Close();
m_commandListOpen = false;
}
commandList->Close();
ID3D12CommandList* lists[] = { commandList.Get() };
commandQueue->ExecuteCommandLists(1, lists);
swapChain->Present(1, 0);
fenceValue++;
commandQueue->Signal(fence.Get(), fenceValue);
}
bool ModuleD3D12::flush() {
fenceValue++;
commandQueue->Signal(fence.Get(), fenceValue);
if (fence->GetCompletedValue() < fenceValue) {
fence->SetEventOnCompletion(fenceValue, fenceEvent);
WaitForSingleObject(fenceEvent, INFINITE);
}
currentFrame = swapChain->GetCurrentBackBufferIndex();
return true;
}
void ModuleD3D12::enableDebugLayer() {
ComPtr<ID3D12Debug> debug;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug)))) debug->EnableDebugLayer();
}
bool ModuleD3D12::createFactory() {
UINT flags = 0;
#if defined(_DEBUG)
flags = DXGI_CREATE_FACTORY_DEBUG;
#endif
return SUCCEEDED(CreateDXGIFactory2(flags, IID_PPV_ARGS(&factory)));
}
bool ModuleD3D12::createDevice(bool useWarp) {
if (useWarp) {
ComPtr<IDXGIAdapter1> adp;
factory->EnumWarpAdapter(IID_PPV_ARGS(&adp));
return SUCCEEDED(D3D12CreateDevice(adp.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device)));
}
ComPtr<IDXGIAdapter4> adp;
factory->EnumAdapterByGpuPreference(0, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&adp));
return SUCCEEDED(D3D12CreateDevice(adp.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device)));
}
void ModuleD3D12::resize(uint32_t width, uint32_t height) {
if (!device || !swapChain) return;
windowWidth = width; windowHeight = height;
if (app->getCamera()) {
app->getCamera()->SetAspectRatio((float)width / (float)height);
}
flush();
for (int i = 0; i < BACK_BUFFER_COUNT; ++i) renderTargets[i].Reset();
swapChain->ResizeBuffers(BACK_BUFFER_COUNT, width, height, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
currentFrame = swapChain->GetCurrentBackBufferIndex();
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvH(rtvHeap->GetCPUDescriptorHandleForHeapStart());
for (int i = 0; i < BACK_BUFFER_COUNT; ++i) {
swapChain->GetBuffer(i, IID_PPV_ARGS(&renderTargets[i]));
device->CreateRenderTargetView(renderTargets[i].Get(), nullptr, rtvH);
rtvH.Offset(rtvDescriptorSize);
}
depthStencilBuffer.Reset();
D3D12_CLEAR_VALUE dClear = { DXGI_FORMAT_D32_FLOAT, {1.0f, 0} };
auto hP = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
auto rD = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, width, height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
device->CreateCommittedResource(&hP, D3D12_HEAP_FLAG_NONE, &rD, D3D12_RESOURCE_STATE_DEPTH_WRITE, &dClear, IID_PPV_ARGS(&depthStencilBuffer));
device->CreateDepthStencilView(depthStencilBuffer.Get(), nullptr, dsvHeap->GetCPUDescriptorHandleForHeapStart());
}
ID3D12Device5* ModuleD3D12::getDevice() const { return device.Get(); }
uint32_t ModuleD3D12::getCurrentFrame() const { return currentFrame; }
UINT ModuleD3D12::getLastCompletedFrame() const { return (UINT)fence->GetCompletedValue(); }
ID3D12GraphicsCommandList* ModuleD3D12::getCommandList() const { return commandList.Get(); }
ID3D12CommandAllocator* ModuleD3D12::getCommandAllocator() const { return commandAllocator.Get(); }
ID3D12CommandQueue* ModuleD3D12::getDrawCommandQueue() const { return commandQueue.Get(); }
ID3D12Resource* ModuleD3D12::getBackBuffer() const {
return renderTargets[currentFrame].Get();
}
D3D12_CPU_DESCRIPTOR_HANDLE ModuleD3D12::getRenderTargetDescriptor() const {
CD3DX12_CPU_DESCRIPTOR_HANDLE h(rtvHeap->GetCPUDescriptorHandleForHeapStart());
h.Offset(currentFrame, rtvDescriptorSize);
return h;
}