d3d12: take hello triangle from windows-rs

This commit is contained in:
chyyran 2023-01-21 14:58:13 -05:00 committed by Ronny Chan
parent 599c21e06a
commit 0ceb70d799
3 changed files with 822 additions and 0 deletions

24
Cargo.lock generated
View file

@ -8,6 +8,12 @@ version = "1.0.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f26201604c87b1e01bd3d98f8d5d9a8fcbb815e8cedb41ffccbeb4bf593a35fe"
[[package]]
name = "array-init"
version = "2.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3d62b7694a562cdf5a74227903507c56ab2cc8bdd1f781ed5cb4cf9c9f810bfc"
[[package]]
name = "arrayref"
version = "0.3.6"
@ -735,6 +741,24 @@ dependencies = [
"windows",
]
[[package]]
name = "librashader-runtime-d3d12"
version = "0.1.0-beta.8"
dependencies = [
"array-init",
"bytemuck",
"gfx-maths",
"librashader-common",
"librashader-preprocess",
"librashader-presets",
"librashader-reflect",
"librashader-runtime",
"librashader-spirv-cross",
"rustc-hash",
"thiserror",
"windows",
]
[[package]]
name = "librashader-runtime-gl"
version = "0.1.0-beta.10"

View file

@ -7,6 +7,7 @@ members = [
"librashader-reflect",
"librashader-runtime",
"librashader-runtime-d3d11",
"librashader-runtime-d3d12",
"librashader-runtime-gl",
"librashader-runtime-vk",
"librashader-capi",

View file

@ -0,0 +1,797 @@
use windows::{
core::*, Win32::Foundation::*, Win32::Graphics::Direct3D::Fxc::*, Win32::Graphics::Direct3D::*,
Win32::Graphics::Direct3D12::*, Win32::Graphics::Dxgi::Common::*, Win32::Graphics::Dxgi::*,
Win32::System::LibraryLoader::*, Win32::System::Threading::*,
Win32::System::WindowsProgramming::*, Win32::UI::WindowsAndMessaging::*,
};
static SHADER: &[u8] = b"struct PSInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
PSInput VSMain(float4 position : POSITION, float4 color : COLOR)
{
PSInput result;
result.position = position;
result.color = color;
return result;
}
float4 PSMain(PSInput input) : SV_TARGET
{
return input.color;
}\0";
use std::mem::transmute;
pub trait DXSample {
fn new(command_line: &SampleCommandLine) -> Result<Self>
where
Self: Sized;
fn bind_to_window(&mut self, hwnd: &HWND) -> Result<()>;
fn update(&mut self) {}
fn render(&mut self) {}
fn on_key_up(&mut self, _key: u8) {}
fn on_key_down(&mut self, _key: u8) {}
fn title(&self) -> String {
"DXSample".into()
}
fn window_size(&self) -> (i32, i32) {
(600, 800)
}
}
#[derive(Clone)]
pub struct SampleCommandLine {
pub use_warp_device: bool,
}
fn build_command_line() -> SampleCommandLine {
let mut use_warp_device = false;
for arg in std::env::args() {
if arg.eq_ignore_ascii_case("-warp") || arg.eq_ignore_ascii_case("/warp") {
use_warp_device = true;
}
}
SampleCommandLine { use_warp_device }
}
fn run_sample<S>(mut sample: S) -> Result<()>
where
S: DXSample,
{
let instance = unsafe { GetModuleHandleA(None)? };
let wc = WNDCLASSEXA {
cbSize: std::mem::size_of::<WNDCLASSEXA>() as u32,
style: CS_HREDRAW | CS_VREDRAW,
lpfnWndProc: Some(wndproc::<S>),
hInstance: instance,
hCursor: unsafe { LoadCursorW(None, IDC_ARROW)? },
lpszClassName: s!("RustWindowClass"),
..Default::default()
};
let size = sample.window_size();
let atom = unsafe { RegisterClassExA(&wc) };
debug_assert_ne!(atom, 0);
let mut window_rect = RECT {
left: 0,
top: 0,
right: size.0,
bottom: size.1,
};
unsafe { AdjustWindowRect(&mut window_rect, WS_OVERLAPPEDWINDOW, false) };
let mut title = sample.title();
title.push('\0');
let hwnd = unsafe {
CreateWindowExA(
WINDOW_EX_STYLE::default(),
s!("RustWindowClass"),
PCSTR(title.as_ptr()),
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
window_rect.right - window_rect.left,
window_rect.bottom - window_rect.top,
None, // no parent window
None, // no menus
instance,
Some(&mut sample as *mut _ as _),
)
};
sample.bind_to_window(&hwnd)?;
unsafe { ShowWindow(hwnd, SW_SHOW) };
loop {
let mut message = MSG::default();
if unsafe { PeekMessageA(&mut message, None, 0, 0, PM_REMOVE) }.into() {
unsafe {
TranslateMessage(&message);
DispatchMessageA(&message);
}
if message.message == WM_QUIT {
break;
}
}
}
Ok(())
}
fn sample_wndproc<S: DXSample>(sample: &mut S, message: u32, wparam: WPARAM) -> bool {
match message {
WM_KEYDOWN => {
sample.on_key_down(wparam.0 as u8);
true
}
WM_KEYUP => {
sample.on_key_up(wparam.0 as u8);
true
}
WM_PAINT => {
sample.update();
sample.render();
true
}
_ => false,
}
}
extern "system" fn wndproc<S: DXSample>(
window: HWND,
message: u32,
wparam: WPARAM,
lparam: LPARAM,
) -> LRESULT {
match message {
WM_CREATE => {
unsafe {
let create_struct: &CREATESTRUCTA = transmute(lparam);
SetWindowLongPtrA(window, GWLP_USERDATA, create_struct.lpCreateParams as _);
}
LRESULT::default()
}
WM_DESTROY => {
unsafe { PostQuitMessage(0) };
LRESULT::default()
}
_ => {
let user_data = unsafe { GetWindowLongPtrA(window, GWLP_USERDATA) };
let sample = std::ptr::NonNull::<S>::new(user_data as _);
let handled = sample.map_or(false, |mut s| {
sample_wndproc(unsafe { s.as_mut() }, message, wparam)
});
if handled {
LRESULT::default()
} else {
unsafe { DefWindowProcA(window, message, wparam, lparam) }
}
}
}
}
fn get_hardware_adapter(factory: &IDXGIFactory4) -> Result<IDXGIAdapter1> {
for i in 0.. {
let adapter = unsafe { factory.EnumAdapters1(i)? };
let mut desc = Default::default();
unsafe { adapter.GetDesc1(&mut desc)? };
if (DXGI_ADAPTER_FLAG(desc.Flags) & DXGI_ADAPTER_FLAG_SOFTWARE) != DXGI_ADAPTER_FLAG_NONE {
// Don't select the Basic Render Driver adapter. If you want a
// software adapter, pass in "/warp" on the command line.
continue;
}
// Check to see whether the adapter supports Direct3D 12, but don't
// create the actual device yet.
if unsafe {
D3D12CreateDevice(
&adapter,
D3D_FEATURE_LEVEL_11_0,
std::ptr::null_mut::<Option<ID3D12Device>>(),
)
}
.is_ok()
{
return Ok(adapter);
}
}
unreachable!()
}
pub mod d3d12_hello_triangle {
use super::*;
const FRAME_COUNT: u32 = 2;
pub struct Sample {
dxgi_factory: IDXGIFactory4,
device: ID3D12Device,
resources: Option<Resources>,
}
struct Resources {
command_queue: ID3D12CommandQueue,
swap_chain: IDXGISwapChain3,
frame_index: u32,
render_targets: [ID3D12Resource; FRAME_COUNT as usize],
rtv_heap: ID3D12DescriptorHeap,
rtv_descriptor_size: usize,
viewport: D3D12_VIEWPORT,
scissor_rect: RECT,
command_allocator: ID3D12CommandAllocator,
root_signature: ID3D12RootSignature,
pso: ID3D12PipelineState,
command_list: ID3D12GraphicsCommandList,
// we need to keep this around to keep the reference alive, even though
// nothing reads from it
#[allow(dead_code)]
vertex_buffer: ID3D12Resource,
vbv: D3D12_VERTEX_BUFFER_VIEW,
fence: ID3D12Fence,
fence_value: u64,
fence_event: HANDLE,
}
impl DXSample for Sample {
fn new(command_line: &SampleCommandLine) -> Result<Self> {
let (dxgi_factory, device) = create_device(command_line)?;
Ok(Sample {
dxgi_factory,
device,
resources: None,
})
}
fn bind_to_window(&mut self, hwnd: &HWND) -> Result<()> {
let command_queue: ID3D12CommandQueue = unsafe {
self.device.CreateCommandQueue(&D3D12_COMMAND_QUEUE_DESC {
Type: D3D12_COMMAND_LIST_TYPE_DIRECT,
..Default::default()
})?
};
let (width, height) = self.window_size();
let swap_chain_desc = DXGI_SWAP_CHAIN_DESC1 {
BufferCount: FRAME_COUNT,
Width: width as u32,
Height: height as u32,
Format: DXGI_FORMAT_R8G8B8A8_UNORM,
BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
SwapEffect: DXGI_SWAP_EFFECT_FLIP_DISCARD,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
..Default::default()
},
..Default::default()
};
let swap_chain: IDXGISwapChain3 = unsafe {
self.dxgi_factory.CreateSwapChainForHwnd(
&command_queue,
*hwnd,
&swap_chain_desc,
None,
None,
)?
}
.cast()?;
// This sample does not support fullscreen transitions
unsafe {
self.dxgi_factory
.MakeWindowAssociation(*hwnd, DXGI_MWA_NO_ALT_ENTER)?;
}
let frame_index = unsafe { swap_chain.GetCurrentBackBufferIndex() };
let rtv_heap: ID3D12DescriptorHeap = unsafe {
self.device
.CreateDescriptorHeap(&D3D12_DESCRIPTOR_HEAP_DESC {
NumDescriptors: FRAME_COUNT,
Type: D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
..Default::default()
})
}?;
let rtv_descriptor_size = unsafe {
self.device
.GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
} as usize;
let rtv_handle = unsafe { rtv_heap.GetCPUDescriptorHandleForHeapStart() };
let render_targets: [ID3D12Resource; FRAME_COUNT as usize] =
array_init::try_array_init(|i: usize| -> Result<ID3D12Resource> {
let render_target: ID3D12Resource = unsafe { swap_chain.GetBuffer(i as u32) }?;
unsafe {
self.device.CreateRenderTargetView(
&render_target,
None,
D3D12_CPU_DESCRIPTOR_HANDLE {
ptr: rtv_handle.ptr + i * rtv_descriptor_size,
},
)
};
Ok(render_target)
})?;
let viewport = D3D12_VIEWPORT {
TopLeftX: 0.0,
TopLeftY: 0.0,
Width: width as f32,
Height: height as f32,
MinDepth: D3D12_MIN_DEPTH,
MaxDepth: D3D12_MAX_DEPTH,
};
let scissor_rect = RECT {
left: 0,
top: 0,
right: width,
bottom: height,
};
let command_allocator = unsafe {
self.device
.CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT)
}?;
let root_signature = create_root_signature(&self.device)?;
let pso = create_pipeline_state(&self.device, &root_signature)?;
let command_list: ID3D12GraphicsCommandList = unsafe {
self.device.CreateCommandList(
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
&command_allocator,
&pso,
)
}?;
unsafe {
command_list.Close()?;
};
let aspect_ratio = width as f32 / height as f32;
let (vertex_buffer, vbv) = create_vertex_buffer(&self.device, aspect_ratio)?;
let fence = unsafe { self.device.CreateFence(0, D3D12_FENCE_FLAG_NONE) }?;
let fence_value = 1;
let fence_event = unsafe { CreateEventA(None, false, false, None)? };
self.resources = Some(Resources {
command_queue,
swap_chain,
frame_index,
render_targets,
rtv_heap,
rtv_descriptor_size,
viewport,
scissor_rect,
command_allocator,
root_signature,
pso,
command_list,
vertex_buffer,
vbv,
fence,
fence_value,
fence_event,
});
Ok(())
}
fn title(&self) -> String {
"librashader DirectX 12".into()
}
fn window_size(&self) -> (i32, i32) {
(800, 600)
}
fn render(&mut self) {
if let Some(resources) = &mut self.resources {
populate_command_list(resources).unwrap();
// Execute the command list.
let command_list = ID3D12CommandList::from(&resources.command_list);
unsafe { resources.command_queue.ExecuteCommandLists(&[command_list]) };
// Present the frame.
unsafe { resources.swap_chain.Present(1, 0) }.ok().unwrap();
wait_for_previous_frame(resources);
}
}
}
fn populate_command_list(resources: &Resources) -> Result<()> {
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
unsafe {
resources.command_allocator.Reset()?;
}
let command_list = &resources.command_list;
// However, when ExecuteCommandList() is called on a particular
// command list, that command list can then be reset at any time and
// must be before re-recording.
unsafe {
command_list.Reset(&resources.command_allocator, &resources.pso)?;
}
// Set necessary state.
unsafe {
command_list.SetGraphicsRootSignature(&resources.root_signature);
command_list.RSSetViewports(&[resources.viewport]);
command_list.RSSetScissorRects(&[resources.scissor_rect]);
}
// Indicate that the back buffer will be used as a render target.
let barrier = transition_barrier(
&resources.render_targets[resources.frame_index as usize],
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET,
);
unsafe { command_list.ResourceBarrier(&[barrier]) };
let rtv_handle = D3D12_CPU_DESCRIPTOR_HANDLE {
ptr: unsafe { resources.rtv_heap.GetCPUDescriptorHandleForHeapStart() }.ptr
+ resources.frame_index as usize * resources.rtv_descriptor_size,
};
unsafe { command_list.OMSetRenderTargets(1, Some(&rtv_handle), false, None) };
// Record commands.
unsafe {
// TODO: workaround for https://github.com/microsoft/win32metadata/issues/1006
command_list.ClearRenderTargetView(
rtv_handle,
&*[0.3, 0.4, 0.6, 1.0].as_ptr(),
&[],
);
command_list.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
command_list.IASetVertexBuffers(0, Some(&[resources.vbv]));
command_list.DrawInstanced(3, 1, 0, 0);
// Indicate that the back buffer will now be used to present.
command_list.ResourceBarrier(&[transition_barrier(
&resources.render_targets[resources.frame_index as usize],
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT,
)]);
}
unsafe { command_list.Close() }
}
fn transition_barrier(
resource: &ID3D12Resource,
state_before: D3D12_RESOURCE_STATES,
state_after: D3D12_RESOURCE_STATES,
) -> D3D12_RESOURCE_BARRIER {
D3D12_RESOURCE_BARRIER {
Type: D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
Flags: D3D12_RESOURCE_BARRIER_FLAG_NONE,
Anonymous: D3D12_RESOURCE_BARRIER_0 {
Transition: std::mem::ManuallyDrop::new(D3D12_RESOURCE_TRANSITION_BARRIER {
pResource: ManuallyDrop::new(resource),
StateBefore: state_before,
StateAfter: state_after,
Subresource: D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
}),
},
}
}
fn create_device(command_line: &SampleCommandLine) -> Result<(IDXGIFactory4, ID3D12Device)> {
if cfg!(debug_assertions) {
unsafe {
let mut debug: Option<ID3D12Debug> = None;
if let Some(debug) = D3D12GetDebugInterface(&mut debug).ok().and(debug) {
debug.EnableDebugLayer();
}
}
}
let dxgi_factory_flags = if cfg!(debug_assertions) {
DXGI_CREATE_FACTORY_DEBUG
} else {
0
};
let dxgi_factory: IDXGIFactory4 = unsafe { CreateDXGIFactory2(dxgi_factory_flags) }?;
let adapter = if command_line.use_warp_device {
unsafe { dxgi_factory.EnumWarpAdapter() }
} else {
get_hardware_adapter(&dxgi_factory)
}?;
let mut device: Option<ID3D12Device> = None;
unsafe { D3D12CreateDevice(&adapter, D3D_FEATURE_LEVEL_11_0, &mut device) }?;
Ok((dxgi_factory, device.unwrap()))
}
fn create_root_signature(device: &ID3D12Device) -> Result<ID3D12RootSignature> {
let desc = D3D12_ROOT_SIGNATURE_DESC {
Flags: D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
..Default::default()
};
let mut signature = None;
let signature = unsafe {
D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &mut signature, None)
}
.map(|()| signature.unwrap())?;
unsafe {
device.CreateRootSignature(
0,
std::slice::from_raw_parts(
signature.GetBufferPointer() as _,
signature.GetBufferSize(),
),
)
}
}
fn compile_shader(source: &[u8], entry: &[u8], version: &[u8]) -> Result<ID3DBlob> {
unsafe {
let mut blob = None;
D3DCompile(
source.as_ptr().cast(),
source.len(),
None,
None,
None,
PCSTR(entry.as_ptr()),
PCSTR(version.as_ptr()),
D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,
0,
&mut blob,
None,
)?;
Ok(blob.unwrap())
}
}
fn create_pipeline_state(
device: &ID3D12Device,
root_signature: &ID3D12RootSignature,
) -> Result<ID3D12PipelineState> {
let compile_flags = if cfg!(debug_assertions) {
D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION
} else {
0
};
let vertex_shader = compile_shader(SHADER, b"VSMain\0", b"vs_5_0\0")?;
let pixel_shader = compile_shader(SHADER, b"PSMain\0", b"ps_5_0\0")?;
let mut input_element_descs: [D3D12_INPUT_ELEMENT_DESC; 2] = [
D3D12_INPUT_ELEMENT_DESC {
SemanticName: s!("POSITION"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32B32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 0,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: s!("COLOR"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32B32A32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 12,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
];
let mut desc = D3D12_GRAPHICS_PIPELINE_STATE_DESC {
InputLayout: D3D12_INPUT_LAYOUT_DESC {
pInputElementDescs: input_element_descs.as_mut_ptr(),
NumElements: input_element_descs.len() as u32,
},
pRootSignature: ManuallyDrop::new(root_signature),
VS: D3D12_SHADER_BYTECODE {
pShaderBytecode: unsafe { vertex_shader.GetBufferPointer() },
BytecodeLength: unsafe { vertex_shader.GetBufferSize() },
},
PS: D3D12_SHADER_BYTECODE {
pShaderBytecode: unsafe { pixel_shader.GetBufferPointer() },
BytecodeLength: unsafe { pixel_shader.GetBufferSize() },
},
RasterizerState: D3D12_RASTERIZER_DESC {
FillMode: D3D12_FILL_MODE_SOLID,
CullMode: D3D12_CULL_MODE_NONE,
..Default::default()
},
BlendState: D3D12_BLEND_DESC {
AlphaToCoverageEnable: false.into(),
IndependentBlendEnable: false.into(),
RenderTarget: [
D3D12_RENDER_TARGET_BLEND_DESC {
BlendEnable: false.into(),
LogicOpEnable: false.into(),
SrcBlend: D3D12_BLEND_ONE,
DestBlend: D3D12_BLEND_ZERO,
BlendOp: D3D12_BLEND_OP_ADD,
SrcBlendAlpha: D3D12_BLEND_ONE,
DestBlendAlpha: D3D12_BLEND_ZERO,
BlendOpAlpha: D3D12_BLEND_OP_ADD,
LogicOp: D3D12_LOGIC_OP_NOOP,
RenderTargetWriteMask: D3D12_COLOR_WRITE_ENABLE_ALL.0 as u8,
},
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
],
},
DepthStencilState: D3D12_DEPTH_STENCIL_DESC::default(),
SampleMask: u32::max_value(),
PrimitiveTopologyType: D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
NumRenderTargets: 1,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
..Default::default()
},
..Default::default()
};
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
unsafe { device.CreateGraphicsPipelineState(&desc) }
}
fn create_vertex_buffer(
device: &ID3D12Device,
aspect_ratio: f32,
) -> Result<(ID3D12Resource, D3D12_VERTEX_BUFFER_VIEW)> {
let vertices = [
Vertex {
position: [0.5f32, -0.5, 0.0],
color: [1.0, 0.0, 0.0, 1.0],
},
Vertex {
position: [-0.5, -0.5, 0.0],
color: [0.0, 1.0, 0.0, 1.0],
},
Vertex {
position: [0.0, 0.5, 0.0],
color: [0.0, 0.0, 1.0, 1.0],
},
];
// Note: using upload heaps to transfer static data like vert buffers is
// not recommended. Every time the GPU needs it, the upload heap will be
// marshalled over. Please read up on Default Heap usage. An upload heap
// is used here for code simplicity and because there are very few verts
// to actually transfer.
let mut vertex_buffer: Option<ID3D12Resource> = None;
unsafe {
device.CreateCommittedResource(
&D3D12_HEAP_PROPERTIES {
Type: D3D12_HEAP_TYPE_UPLOAD,
..Default::default()
},
D3D12_HEAP_FLAG_NONE,
&D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
Width: std::mem::size_of_val(&vertices) as u64,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
..Default::default()
},
D3D12_RESOURCE_STATE_GENERIC_READ,
None,
&mut vertex_buffer,
)?
};
let vertex_buffer = vertex_buffer.unwrap();
// Copy the triangle data to the vertex buffer.
unsafe {
let mut data = std::ptr::null_mut();
vertex_buffer.Map(0, None, Some(&mut data))?;
std::ptr::copy_nonoverlapping(vertices.as_ptr(), data as *mut Vertex, vertices.len());
vertex_buffer.Unmap(0, None);
}
let vbv = D3D12_VERTEX_BUFFER_VIEW {
BufferLocation: unsafe { vertex_buffer.GetGPUVirtualAddress() },
StrideInBytes: std::mem::size_of::<Vertex>() as u32,
SizeInBytes: std::mem::size_of_val(&vertices) as u32,
};
Ok((vertex_buffer, vbv))
}
#[repr(C)]
struct Vertex {
position: [f32; 3],
color: [f32; 4],
}
fn wait_for_previous_frame(resources: &mut Resources) {
// WAITING FOR THE FRAME TO COMPLETE BEFORE CONTINUING IS NOT BEST
// PRACTICE. This is code implemented as such for simplicity. The
// D3D12HelloFrameBuffering sample illustrates how to use fences for
// efficient resource usage and to maximize GPU utilization.
// Signal and increment the fence value.
let fence = resources.fence_value;
unsafe { resources.command_queue.Signal(&resources.fence, fence) }
.ok()
.unwrap();
resources.fence_value += 1;
// Wait until the previous frame is finished.
if unsafe { resources.fence.GetCompletedValue() } < fence {
unsafe {
resources
.fence
.SetEventOnCompletion(fence, resources.fence_event)
}
.ok()
.unwrap();
unsafe { WaitForSingleObject(resources.fence_event, INFINITE) };
}
resources.frame_index = unsafe { resources.swap_chain.GetCurrentBackBufferIndex() };
}
}
pub fn main<S: DXSample>(sample: S) -> Result<()> {
run_sample(sample)?;
Ok(())
}