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DX12Viewport.cpp
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#include "DX12PCH.h"
bsize ViewportCounter = 0;
DX12Viewport::DX12Viewport(void * window_handle, bsize width, bsize height, bool fullscreen, bool vsync, const BearViewportDescription&description):Description(description), m_Fullscreen(fullscreen),m_VSync(vsync), Width(width),Height(height)
{
ViewportCounter++;
{
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
R_CHK(Factory->Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&CommandQueue)));
}
{
m_SwapChainDesc.BufferCount = FrameCount;
m_SwapChainDesc.Width = static_cast<UINT>(width);
m_SwapChainDesc.Height = static_cast<UINT>(height);
m_SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
m_SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
m_SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
m_SwapChainDesc.SampleDesc.Count = 1;
ComPtr<IDXGISwapChain1> SwapChain;
R_CHK(Factory->GIFactory->CreateSwapChainForHwnd(CommandQueue.Get(),reinterpret_cast<HWND>(window_handle),&m_SwapChainDesc,nullptr,nullptr,&SwapChain));
R_CHK(SwapChain.As(&m_SwapChain));
m_FrameIndex = m_SwapChain->GetCurrentBackBufferIndex();
}
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC RTVHeapDesc = {};
RTVHeapDesc.NumDescriptors = FrameCount;
RTVHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
RTVHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
R_CHK(Factory->Device->CreateDescriptorHeap(&RTVHeapDesc, IID_PPV_ARGS(&m_RtvHeap)));
}
{
CD3DX12_CPU_DESCRIPTOR_HANDLE Handle(m_RtvHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT n = 0; n < FrameCount; n++)
{
R_CHK(m_SwapChain->GetBuffer(n, IID_PPV_ARGS(&m_RenderTargets[n])));
Factory->Device->CreateRenderTargetView(m_RenderTargets[n].Get(), nullptr, Handle);
Handle.Offset(1,Factory-> RtvDescriptorSize);
}
}
}
DX12Viewport::~DX12Viewport()
{
ViewportCounter--;
}
void DX12Viewport::ReInit(bsize width, bsize height)
{
for (UINT n = 0; n < FrameCount; n++)
{
m_RenderTargets[n].Reset();
}
m_SwapChainDesc.Width = static_cast<UINT>(width);
m_SwapChainDesc.Height = static_cast<UINT>(height);
R_CHK(m_SwapChain->ResizeBuffers(m_SwapChainDesc.BufferCount,m_SwapChainDesc.Width,m_SwapChainDesc.Height,m_SwapChainDesc.Format,DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH));
m_FrameIndex = m_SwapChain->GetCurrentBackBufferIndex();
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC RTVHeapDesc = {};
RTVHeapDesc.NumDescriptors = FrameCount;
RTVHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
RTVHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
R_CHK(Factory->Device->CreateDescriptorHeap(&RTVHeapDesc, IID_PPV_ARGS(&m_RtvHeap)));
}
{
CD3DX12_CPU_DESCRIPTOR_HANDLE Handle(m_RtvHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT n = 0; n < FrameCount; n++)
{
R_CHK(m_SwapChain->GetBuffer(n, IID_PPV_ARGS(&m_RenderTargets[n])));
Factory->Device->CreateRenderTargetView(m_RenderTargets[n].Get(), nullptr, Handle);
Handle.Offset(1, Factory->RtvDescriptorSize);
}
}
Width = width;
Height = height;
}
void DX12Viewport::SetVSync(bool vsync)
{
m_VSync = vsync;
}
void DX12Viewport::SetFullScreen(bool fullscreen)
{
if (m_Fullscreen == fullscreen)return;
if (fullscreen)
{
/*HMONITOR hMonitor = MonitorFromWindow((HWND)m_WindowHandle, MONITOR_DEFAULTTOPRIMARY);
MONITORINFOEX MonitorInfo;
memset(&MonitorInfo, 0, sizeof(MONITORINFOEX));
MonitorInfo.cbSize = sizeof(MONITORINFOEX);
GetMonitorInfo(hMonitor, &MonitorInfo);
DEVMODE Mode;
Mode.dmSize = sizeof(DEVMODE);
Mode.dmBitsPerPel = 32;
Mode.dmPelsWidth = static_cast<DWORD>(Width);
Mode.dmPelsHeight = static_cast<DWORD>(Height);
Mode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
ChangeDisplaySettingsEx(MonitorInfo.szDevice, &Mode, NULL, CDS_FULLSCREEN, NULL);*/
DEVMODE dmScreenSettings;
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = static_cast<DWORD>(Width);
dmScreenSettings.dmPelsHeight = static_cast<DWORD>(Height);
dmScreenSettings.dmBitsPerPel = 32;
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Change the display settings to full screen.
ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN);
}
else
{
ChangeDisplaySettings(NULL, 0);
}
m_Fullscreen = fullscreen;
ReInit(Width, Height);
}
void DX12Viewport::Resize(bsize width, bsize height)
{
if (height == Height && width == Width)return;
ReInit(width, height);
}
CD3DX12_CPU_DESCRIPTOR_HANDLE DX12Viewport::GetHandle()
{
CD3DX12_CPU_DESCRIPTOR_HANDLE Handle(m_RtvHeap->GetCPUDescriptorHandleForHeapStart(), m_FrameIndex, Factory->RtvDescriptorSize);
return Handle;
}
void DX12Viewport::Lock(ID3D12GraphicsCommandListX* CommandList)
{
auto Transition = CD3DX12_RESOURCE_BARRIER::Transition(m_RenderTargets[m_FrameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
CommandList->ResourceBarrier(1, &Transition);
}
void DX12Viewport::Unlock(ID3D12GraphicsCommandListX * CommandList)
{
auto Transition = CD3DX12_RESOURCE_BARRIER::Transition(m_RenderTargets[m_FrameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
CommandList->ResourceBarrier(1, &Transition);
}
void DX12Viewport::Swap()
{
R_CHK(m_SwapChain->Present(m_VSync, 0));
m_FrameIndex = m_SwapChain->GetCurrentBackBufferIndex();
}
BearRenderTargetFormat DX12Viewport::GetFormat()
{
return BearRenderTargetFormat::R8G8B8A8;
}