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282 lines
9.6 KiB
C++
282 lines
9.6 KiB
C++
#include "kiero.h"
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#if KIERO_INCLUDE_D3D12
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#include "d3d12_impl.h"
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <assert.h>
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#include <iostream>
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#include "imgui_impl_dx12.h"
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#include "dx_shared.h"
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#include <winuser.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "dxguid") // WKPDID_D3DDebugObjectName
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#endif
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using namespace Microsoft::WRL;
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decltype(&IDXGISwapChain3::Present) oPresent = nullptr;
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void(*oExecuteCommandListsD3D12)(ID3D12CommandQueue*, UINT, ID3D12CommandList*);
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HRESULT(*oSignalD3D12)(ID3D12CommandQueue*, ID3D12Fence*, UINT64) = nullptr;
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PresentD3D12 oPresentD3D12;
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tResizeBuffers oResizeBuffers;
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static ComPtr<ID3D12DescriptorHeap> d3d12DescriptorHeapBackBuffers;
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static ComPtr<ID3D12DescriptorHeap> d3d12DescriptorHeapImGuiRender;
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static ComPtr<ID3D12GraphicsCommandList> d3d12CommandList;
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static ComPtr<ID3D12Fence> d3d12Fence;
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static UINT64 d3d12FenceValue = 0;
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static ComPtr<ID3D12CommandQueue> d3d12CommandQueue;
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static ComPtr<ID3D12Device> d3d12Device;
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static bool initDX12 = false;
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struct FrameContext {
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ComPtr<ID3D12CommandAllocator> commandAllocator;
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ComPtr<ID3D12Resource> main_render_target_resource;
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D3D12_CPU_DESCRIPTOR_HANDLE main_render_target_descriptor;
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};
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std::vector<FrameContext> frameContext;
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#ifndef NDEBUG
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static const char* dbgNames[]{
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"d3d12DescriptorHeapImGuiRender",
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"allocator",
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"d3d12CommandList",
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"d3d12DescriptorHeapBackBuffers",
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"pBackBuffer",
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"d3d12Device",
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"pSwapChain",
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};
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#endif
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bool DX12Init(IDXGISwapChain* pSwapChain)
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{
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if (SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&d3d12Device)))) {
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#if 0 //ndef NDEBUG
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// Gets enabled in debug build anyway?
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ID3D12Debug* pDebug = NULL;
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D3D12GetDebugInterface(__uuidof(ID3D12Debug), (void**)&pDebug);
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pDebug->EnableDebugLayer();
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pDebug->Release();
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#endif
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imgui_create(pSwapChain, d3d12Device.Get());
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ImGui::SetCurrentContext(state.imgui_ctx);
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//CreateEvent(nullptr, false, false, nullptr);
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DXGI_SWAP_CHAIN_DESC sdesc;
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pSwapChain->GetDesc(&sdesc);
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frameContext.clear();
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frameContext.resize(sdesc.BufferCount);
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D3D12_DESCRIPTOR_HEAP_DESC descriptorImGuiRender = {};
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descriptorImGuiRender.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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descriptorImGuiRender.NumDescriptors = sdesc.BufferCount;
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descriptorImGuiRender.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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if (FAILED(d3d12Device->CreateDescriptorHeap(&descriptorImGuiRender, IID_PPV_ARGS(&d3d12DescriptorHeapImGuiRender))))
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return false;
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ID3D12CommandAllocator *allocator;
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if (FAILED(d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&allocator))))
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return false;
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for (size_t i = 0; i < frameContext.size(); i++) {
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frameContext[i].commandAllocator = allocator;
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}
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if (d3d12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator, NULL, IID_PPV_ARGS(&d3d12CommandList)) < 0)
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return false;
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// Reset() expects it to be closed, so close it now.
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d3d12CommandList->Close();
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D3D12_DESCRIPTOR_HEAP_DESC descriptorBackBuffers;
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descriptorBackBuffers.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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descriptorBackBuffers.NumDescriptors = sdesc.BufferCount;
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descriptorBackBuffers.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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descriptorBackBuffers.NodeMask = 1;
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if (d3d12Device->CreateDescriptorHeap(&descriptorBackBuffers, IID_PPV_ARGS(&d3d12DescriptorHeapBackBuffers)) != S_OK)
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return false;
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const auto rtvDescriptorSize = d3d12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = d3d12DescriptorHeapBackBuffers->GetCPUDescriptorHandleForHeapStart();
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for (size_t i = 0; i < frameContext.size(); i++) {
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ID3D12Resource* pBackBuffer = nullptr;
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frameContext[i].main_render_target_descriptor = rtvHandle;
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pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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d3d12Device->CreateRenderTargetView(pBackBuffer, nullptr, rtvHandle);
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frameContext[i].main_render_target_resource = pBackBuffer;
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pBackBuffer->Release();
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rtvHandle.ptr += rtvDescriptorSize;
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#ifndef NDEBUG
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pBackBuffer->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[4]) - 1, dbgNames[4]);
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#endif
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}
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#ifndef NDEBUG
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d3d12DescriptorHeapImGuiRender->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[0]) - 1, dbgNames[0]);
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allocator->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[1]) - 1, dbgNames[1]);
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d3d12CommandList->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[2]) - 1, dbgNames[2]);
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d3d12DescriptorHeapBackBuffers->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[3]) - 1, dbgNames[3]);
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d3d12Device->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[5]) - 1, dbgNames[5]);
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pSwapChain->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[6]) - 1, dbgNames[6]);
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#endif
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// Already ref'ed in frameContext so release this reference
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allocator->Release();
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auto mainWindow = sdesc.OutputWindow;
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ImGui_ImplWin32_Init(sdesc.OutputWindow);
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ImGui_ImplDX12_Init(d3d12Device.Get(), frameContext.size(),
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DXGI_FORMAT_R8G8B8A8_UNORM, d3d12DescriptorHeapImGuiRender.Get(),
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d3d12DescriptorHeapImGuiRender->GetCPUDescriptorHandleForHeapStart(),
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d3d12DescriptorHeapImGuiRender->GetGPUDescriptorHandleForHeapStart());
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ImGui_ImplDX12_CreateDeviceObjects();
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}
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return true;
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}
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long __fastcall hkPresent12(IDXGISwapChain3* pSwapChain, UINT SyncInterval, UINT Flags)
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{
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auto prev_ctx = ImGui::GetCurrentContext();
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if (!initDX12)
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{
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initDX12 = DX12Init(pSwapChain);
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}
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ImGui::SetCurrentContext(state.imgui_ctx);
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check_keybinds(params);
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update_hud_info(sw_stats, params, vendorID);
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ImGui_ImplDX12_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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position_layer(sw_stats, params, window_size);
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render_imgui(sw_stats, params, window_size, "D3D12");
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ImGui::EndFrame();
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FrameContext& currentFrameContext = frameContext[pSwapChain->GetCurrentBackBufferIndex()];
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//currentFrameContext.commandAllocator->Reset();
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = currentFrameContext.main_render_target_resource.Get();
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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d3d12CommandList->Reset(currentFrameContext.commandAllocator.Get(), nullptr);
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d3d12CommandList->ResourceBarrier(1, &barrier);
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d3d12CommandList->OMSetRenderTargets(1, ¤tFrameContext.main_render_target_descriptor, FALSE, nullptr);
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d3d12CommandList->SetDescriptorHeaps(1, d3d12DescriptorHeapImGuiRender.GetAddressOf());
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// printf("imgui/d3d12 render\n");
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ImGui::Render();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), d3d12CommandList.Get());
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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d3d12CommandList->ResourceBarrier(1, &barrier);
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d3d12CommandList->Close();
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d3d12CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList * const *)d3d12CommandList.GetAddressOf());
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ImGui::SetCurrentContext(prev_ctx);
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return std::invoke(oPresent, pSwapChain, SyncInterval, Flags);
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}
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void hookExecuteCommandListsD3D12(ID3D12CommandQueue* queue, UINT NumCommandLists, ID3D12CommandList* ppCommandLists) {
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if (!d3d12CommandQueue)
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d3d12CommandQueue = queue;
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oExecuteCommandListsD3D12(queue, NumCommandLists, ppCommandLists);
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}
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HRESULT hookSignalD3D12(ID3D12CommandQueue* queue, ID3D12Fence* fence, UINT64 value) {
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if (d3d12CommandQueue != nullptr && queue == d3d12CommandQueue.Get()) {
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d3d12Fence = fence;
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d3d12FenceValue = value;
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}
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return oSignalD3D12(queue, fence, value);
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}
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HRESULT __stdcall hkResizeBuffers(IDXGISwapChain* pThis, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
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{
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auto ctx = ImGui::GetCurrentContext();
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ImGui::SetCurrentContext(state.imgui_ctx);
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ImGui_ImplDX12_Shutdown();
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ImGui::SetCurrentContext(ctx);
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frameContext.clear();
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auto hr = oResizeBuffers(pThis, BufferCount, Width, Height, NewFormat, SwapChainFlags);
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if (hr != S_OK)
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printf("ResizeBuffers Failed\n");
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DX12Init(pThis);
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return hr;
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}
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void impl::d3d12::init()
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{
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printf("init dx12\n");
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auto ret = kiero::bind(54, (void**)&oExecuteCommandListsD3D12, hookExecuteCommandListsD3D12);
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assert(ret == kiero::Status::Success);
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ret = kiero::bind(58, (void**)&oSignalD3D12, reinterpret_cast<void*>(hookSignalD3D12));
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assert(ret == kiero::Status::Success);
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ret = kiero::bind(140, (void**)&oPresent, hkPresent12);
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assert(ret == kiero::Status::Success);
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ret = kiero::bind(145, (void**)&oResizeBuffers, hkResizeBuffers);
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assert(ret == kiero::Status::Success);
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}
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void impl::d3d12::uninit()
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{
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printf("uninit dx12\n");
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kiero::unbind(54);
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kiero::unbind(58);
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kiero::unbind(140);
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kiero::unbind(145);
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#ifndef NDEBUG
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ID3D12DebugDevice* pDebugDevice = NULL;
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d3d12Device->QueryInterface(&pDebugDevice);
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#endif
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if (state.imgui_ctx) {
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auto ctx = ImGui::GetCurrentContext();
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ImGui::SetCurrentContext(state.imgui_ctx);
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ImGui_ImplDX12_Shutdown();
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ImGui::DestroyContext(state.imgui_ctx);
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state.imgui_ctx = nullptr;
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ImGui::SetCurrentContext(ctx);
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}
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frameContext.clear();
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d3d12DescriptorHeapBackBuffers.Reset();
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d3d12DescriptorHeapImGuiRender.Reset();
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d3d12CommandList.Reset();
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d3d12Fence.Reset();
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d3d12CommandQueue.Reset();
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d3d12Device.Reset();
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#ifndef NDEBUG
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pDebugDevice->ReportLiveDeviceObjects(D3D12_RLDO_DETAIL | D3D12_RLDO_IGNORE_INTERNAL);
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pDebugDevice->Release();
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#endif
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}
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#endif // KIERO_INCLUDE_D3D12
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