Shipwright/libultraship/libultraship/Lib/Fast3D/gfx_direct3d12.cpp

973 lines
39 KiB
C++

#ifdef ENABLE_DX12
#include <stdint.h>
#include <stdbool.h>
#include <string.h>
#include <math.h>
#include <map>
#include <set>
#include <vector>
#include <windows.h>
#include <wrl/client.h>
// This is needed when compiling with MinGW, used in d3d12.h
#define __in_ecount_opt(size)
#include <dxgi.h>
#include <dxgi1_4.h>
#include "dxsdk/d3d12.h"
#include <d3dcompiler.h>
#include "gfx_direct3d12_guids.h"
#include "dxsdk/d3dx12.h"
#ifndef _LANGUAGE_C
#define _LANGUAGE_C
#endif
#include <PR/gbi.h>
#define DECLARE_GFX_DXGI_FUNCTIONS
#include "gfx_dxgi.h"
#include "gfx_cc.h"
#include "gfx_window_manager_api.h"
#include "gfx_rendering_api.h"
#include "gfx_direct3d_common.h"
#include "gfx_screen_config.h"
#define DEBUG_D3D 0
using namespace Microsoft::WRL; // For ComPtr
namespace {
struct ShaderProgramD3D12 {
uint32_t shader_id;
uint8_t num_inputs;
bool used_textures[2];
uint8_t num_floats;
uint8_t num_attribs;
ComPtr<ID3DBlob> vertex_shader;
ComPtr<ID3DBlob> pixel_shader;
ComPtr<ID3D12RootSignature> root_signature;
};
struct PipelineDesc {
uint32_t shader_id;
bool depth_test;
bool depth_mask;
bool zmode_decal;
bool _padding;
bool operator==(const PipelineDesc& o) const {
return memcmp(this, &o, sizeof(*this)) == 0;
}
bool operator<(const PipelineDesc& o) const {
return memcmp(this, &o, sizeof(*this)) < 0;
}
};
struct TextureHeap {
ComPtr<ID3D12Heap> heap;
std::vector<uint8_t> free_list;
};
struct TextureData {
ComPtr<ID3D12Resource> resource;
struct TextureHeap *heap;
uint8_t heap_offset;
uint64_t last_frame_counter;
uint32_t descriptor_index;
int sampler_parameters;
};
struct NoiseCB {
uint32_t noise_frame;
float noise_scale_x;
float noise_scale_y;
uint32_t padding;
};
static struct {
HMODULE d3d12_module;
PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
HMODULE d3dcompiler_module;
pD3DCompile D3DCompile;
struct ShaderProgramD3D12 shader_program_pool[64];
uint8_t shader_program_pool_size;
uint32_t current_width, current_height;
ComPtr<ID3D12Device> device;
ComPtr<ID3D12CommandQueue> command_queue;
ComPtr<ID3D12CommandQueue> copy_command_queue;
ComPtr<IDXGISwapChain3> swap_chain;
ComPtr<ID3D12DescriptorHeap> rtv_heap;
UINT rtv_descriptor_size;
ComPtr<ID3D12Resource> render_targets[2];
ComPtr<ID3D12CommandAllocator> command_allocator;
ComPtr<ID3D12CommandAllocator> copy_command_allocator;
ComPtr<ID3D12GraphicsCommandList> command_list;
ComPtr<ID3D12GraphicsCommandList> copy_command_list;
ComPtr<ID3D12DescriptorHeap> dsv_heap;
ComPtr<ID3D12Resource> depth_stencil_buffer;
ComPtr<ID3D12DescriptorHeap> srv_heap;
UINT srv_descriptor_size;
ComPtr<ID3D12DescriptorHeap> sampler_heap;
UINT sampler_descriptor_size;
std::map<std::pair<uint32_t, uint32_t>, std::list<struct TextureHeap>> texture_heaps;
std::map<size_t, std::vector<ComPtr<ID3D12Resource>>> upload_heaps;
std::vector<std::pair<size_t, ComPtr<ID3D12Resource>>> upload_heaps_in_flight;
ComPtr<ID3D12Fence> copy_fence;
uint64_t copy_fence_value;
std::vector<struct TextureData> textures;
int current_tile;
uint32_t current_texture_ids[2];
uint32_t srv_pos;
int frame_index;
ComPtr<ID3D12Fence> fence;
HANDLE fence_event;
uint64_t frame_counter;
ComPtr<ID3D12Resource> noise_cb;
void *mapped_noise_cb_address;
struct NoiseCB noise_cb_data;
ComPtr<ID3D12Resource> vertex_buffer;
void *mapped_vbuf_address;
int vbuf_pos;
std::vector<ComPtr<ID3D12Resource>> resources_to_clean_at_end_of_frame;
std::vector<std::pair<struct TextureHeap *, uint8_t>> texture_heap_allocations_to_reclaim_at_end_of_frame;
std::map<PipelineDesc, ComPtr<ID3D12PipelineState>> pipeline_states;
bool must_reload_pipeline;
// Current state:
ID3D12PipelineState *pipeline_state;
struct ShaderProgramD3D12 *shader_program;
bool depth_test;
bool depth_mask;
bool zmode_decal;
CD3DX12_VIEWPORT viewport;
CD3DX12_RECT scissor;
} d3d;
static int texture_uploads = 0;
static int max_texture_uploads;
static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_descriptor_handle(ComPtr<ID3D12DescriptorHeap>& heap) {
#ifdef __MINGW32__
// We would like to do this:
// D3D12_CPU_DESCRIPTOR_HANDLE handle = heap->GetCPUDescriptorHandleForHeapStart();
// but MinGW64 doesn't follow the calling conventions of VC++ for some reason.
// Per MS documentation "User-defined types can be returned by value from global functions and static member functions"...
// "Otherwise, the caller assumes the responsibility of allocating memory and passing a pointer for the return value as the first argument".
// The method here is a non-static member function, and hence we need to pass the address to the return value as a parameter.
// MinGW32 has the same issue.
auto fn = heap->GetCPUDescriptorHandleForHeapStart;
void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*fun)(D3D12_CPU_DESCRIPTOR_HANDLE *out) = (void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*)(D3D12_CPU_DESCRIPTOR_HANDLE *out))fn;
D3D12_CPU_DESCRIPTOR_HANDLE handle;
(heap.Get()->*fun)(&handle);
return handle;
#else
return heap->GetCPUDescriptorHandleForHeapStart();
#endif
}
static D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_descriptor_handle(ComPtr<ID3D12DescriptorHeap>& heap) {
#ifdef __MINGW32__
// See get_cpu_descriptor_handle
auto fn = heap->GetGPUDescriptorHandleForHeapStart;
void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*fun)(D3D12_GPU_DESCRIPTOR_HANDLE *out) = (void (STDMETHODCALLTYPE ID3D12DescriptorHeap::*)(D3D12_GPU_DESCRIPTOR_HANDLE *out))fn;
D3D12_GPU_DESCRIPTOR_HANDLE handle;
(heap.Get()->*fun)(&handle);
return handle;
#else
return heap->GetGPUDescriptorHandleForHeapStart();
#endif
}
static D3D12_RESOURCE_ALLOCATION_INFO get_resource_allocation_info(const D3D12_RESOURCE_DESC *resource_desc) {
#ifdef __MINGW32__
// See get_cpu_descriptor_handle
auto fn = d3d.device->GetResourceAllocationInfo;
void (STDMETHODCALLTYPE ID3D12Device::*fun)(D3D12_RESOURCE_ALLOCATION_INFO *out, UINT visibleMask, UINT numResourceDescs, const D3D12_RESOURCE_DESC *pResourceDescs) =
(void (STDMETHODCALLTYPE ID3D12Device::*)(D3D12_RESOURCE_ALLOCATION_INFO *out, UINT visibleMask, UINT numResourceDescs, const D3D12_RESOURCE_DESC *pResourceDescs))fn;
D3D12_RESOURCE_ALLOCATION_INFO out;
(d3d.device.Get()->*fun)(&out, 0, 1, resource_desc);
return out;
#else
return d3d.device->GetResourceAllocationInfo(0, 1, resource_desc);
#endif
}
static bool gfx_direct3d12_z_is_from_0_to_1(void) {
return true;
}
static void gfx_direct3d12_unload_shader(struct ShaderProgram *old_prg) {
}
static void gfx_direct3d12_load_shader(struct ShaderProgram *new_prg) {
d3d.shader_program = (struct ShaderProgramD3D12 *)new_prg;
d3d.must_reload_pipeline = true;
}
static struct ShaderProgram *gfx_direct3d12_create_and_load_new_shader(uint32_t shader_id) {
/*static FILE *fp;
if (!fp) {
fp = fopen("shaders.txt", "w");
}
fprintf(fp, "0x%08x\n", shader_id);
fflush(fp);*/
struct ShaderProgramD3D12 *prg = &d3d.shader_program_pool[d3d.shader_program_pool_size++];
CCFeatures cc_features;
gfx_cc_get_features(shader_id, &cc_features);
char buf[2048];
size_t len, num_floats;
gfx_direct3d_common_build_shader(buf, len, num_floats, cc_features, true, false);
//fwrite(buf, 1, len, stdout);
ThrowIfFailed(d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "VSMain", "vs_5_1", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &prg->vertex_shader, nullptr));
ThrowIfFailed(d3d.D3DCompile(buf, len, nullptr, nullptr, nullptr, "PSMain", "ps_5_1", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &prg->pixel_shader, nullptr));
ThrowIfFailed(d3d.device->CreateRootSignature(0, prg->pixel_shader->GetBufferPointer(), prg->pixel_shader->GetBufferSize(), IID_PPV_ARGS(&prg->root_signature)));
prg->shader_id = shader_id;
prg->num_inputs = cc_features.num_inputs;
prg->used_textures[0] = cc_features.used_textures[0];
prg->used_textures[1] = cc_features.used_textures[1];
prg->num_floats = num_floats;
//prg->num_attribs = cnt;
d3d.must_reload_pipeline = true;
return (struct ShaderProgram *)(d3d.shader_program = prg);
}
static struct ShaderProgram *gfx_direct3d12_lookup_shader(uint32_t shader_id) {
for (size_t i = 0; i < d3d.shader_program_pool_size; i++) {
if (d3d.shader_program_pool[i].shader_id == shader_id) {
return (struct ShaderProgram *)&d3d.shader_program_pool[i];
}
}
return nullptr;
}
static void gfx_direct3d12_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) {
struct ShaderProgramD3D12 *p = (struct ShaderProgramD3D12 *)prg;
*num_inputs = p->num_inputs;
used_textures[0] = p->used_textures[0];
used_textures[1] = p->used_textures[1];
}
static uint32_t gfx_direct3d12_new_texture(void) {
d3d.textures.resize(d3d.textures.size() + 1);
return (uint32_t)(d3d.textures.size() - 1);
}
static void gfx_direct3d12_select_texture(int tile, uint32_t texture_id) {
d3d.current_tile = tile;
d3d.current_texture_ids[tile] = texture_id;
}
static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, int height) {
texture_uploads++;
ComPtr<ID3D12Resource> texture_resource;
// Describe and create a Texture2D.
D3D12_RESOURCE_DESC texture_desc = {};
texture_desc.MipLevels = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.Width = width;
texture_desc.Height = height;
texture_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
texture_desc.DepthOrArraySize = 1;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
texture_desc.Alignment = ((width + 31) / 32) * ((height + 31) / 32) > 16 ? 0 : D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT;
D3D12_RESOURCE_ALLOCATION_INFO alloc_info = get_resource_allocation_info(&texture_desc);
std::list<struct TextureHeap>& heaps = d3d.texture_heaps[std::pair<uint32_t, uint32_t>(alloc_info.SizeInBytes, alloc_info.Alignment)];
struct TextureHeap *found_heap = nullptr;
for (struct TextureHeap& heap : heaps) {
if (!heap.free_list.empty()) {
found_heap = &heap;
}
}
if (found_heap == nullptr) {
heaps.resize(heaps.size() + 1);
found_heap = &heaps.back();
// In case of HD textures, make sure too much memory isn't wasted
int textures_per_heap = 524288 / alloc_info.SizeInBytes;
if (textures_per_heap < 1) {
textures_per_heap = 1;
} else if (textures_per_heap > 64) {
textures_per_heap = 64;
}
D3D12_HEAP_DESC heap_desc = {};
heap_desc.SizeInBytes = alloc_info.SizeInBytes * textures_per_heap;
if (alloc_info.Alignment == D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT) {
heap_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
} else {
heap_desc.Alignment = alloc_info.Alignment;
}
heap_desc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_desc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
ThrowIfFailed(d3d.device->CreateHeap(&heap_desc, IID_PPV_ARGS(&found_heap->heap)));
for (int i = 0; i < textures_per_heap; i++) {
found_heap->free_list.push_back(i);
}
}
uint8_t heap_offset = found_heap->free_list.back();
found_heap->free_list.pop_back();
ThrowIfFailed(d3d.device->CreatePlacedResource(found_heap->heap.Get(), heap_offset * alloc_info.SizeInBytes, &texture_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&texture_resource)));
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
UINT num_rows;
UINT64 row_size_in_bytes;
UINT64 upload_buffer_size;
d3d.device->GetCopyableFootprints(&texture_desc, 0, 1, 0, &layout, &num_rows, &row_size_in_bytes, &upload_buffer_size);
std::vector<ComPtr<ID3D12Resource>>& upload_heaps = d3d.upload_heaps[upload_buffer_size];
ComPtr<ID3D12Resource> upload_heap;
if (upload_heaps.empty()) {
CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD);
CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(upload_buffer_size);
ThrowIfFailed(d3d.device->CreateCommittedResource(
&hp,
D3D12_HEAP_FLAG_NONE,
&rdb,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&upload_heap)));
} else {
upload_heap = upload_heaps.back();
upload_heaps.pop_back();
}
{
D3D12_SUBRESOURCE_DATA texture_data = {};
texture_data.pData = rgba32_buf;
texture_data.RowPitch = width * 4; // RGBA
texture_data.SlicePitch = texture_data.RowPitch * height;
void *data;
upload_heap->Map(0, nullptr, &data);
D3D12_MEMCPY_DEST dest_data = { (uint8_t *)data + layout.Offset, layout.Footprint.RowPitch, SIZE_T(layout.Footprint.RowPitch) * SIZE_T(num_rows) };
MemcpySubresource(&dest_data, &texture_data, static_cast<SIZE_T>(row_size_in_bytes), num_rows, layout.Footprint.Depth);
upload_heap->Unmap(0, nullptr);
CD3DX12_TEXTURE_COPY_LOCATION dst(texture_resource.Get(), 0);
CD3DX12_TEXTURE_COPY_LOCATION src(upload_heap.Get(), layout);
d3d.copy_command_list->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
}
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(texture_resource.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
d3d.command_list->ResourceBarrier(1, &barrier);
d3d.upload_heaps_in_flight.push_back(std::make_pair((size_t)upload_buffer_size, std::move(upload_heap)));
struct TextureData& td = d3d.textures[d3d.current_texture_ids[d3d.current_tile]];
if (td.resource.Get() != nullptr) {
d3d.resources_to_clean_at_end_of_frame.push_back(std::move(td.resource));
d3d.texture_heap_allocations_to_reclaim_at_end_of_frame.push_back(std::make_pair(td.heap, td.heap_offset));
td.last_frame_counter = 0;
}
td.resource = std::move(texture_resource);
td.heap = found_heap;
td.heap_offset = heap_offset;
}
static int gfx_cm_to_index(uint32_t val) {
// TODO: handle G_TX_MIRROR | G_TX_CLAMP
if (val & G_TX_CLAMP) {
return 2;
}
return (val & G_TX_MIRROR) ? 1 : 0;
}
static void gfx_direct3d12_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
d3d.textures[d3d.current_texture_ids[tile]].sampler_parameters = linear_filter * 9 + gfx_cm_to_index(cms) * 3 + gfx_cm_to_index(cmt);
}
static void gfx_direct3d12_set_depth_test(bool depth_test) {
d3d.depth_test = depth_test;
d3d.must_reload_pipeline = true;
}
static void gfx_direct3d12_set_depth_mask(bool z_upd) {
d3d.depth_mask = z_upd;
d3d.must_reload_pipeline = true;
}
static void gfx_direct3d12_set_zmode_decal(bool zmode_decal) {
d3d.zmode_decal = zmode_decal;
d3d.must_reload_pipeline = true;
}
static void gfx_direct3d12_set_viewport(int x, int y, int width, int height) {
d3d.viewport = CD3DX12_VIEWPORT(x, d3d.current_height - y - height, width, height);
}
static void gfx_direct3d12_set_scissor(int x, int y, int width, int height) {
d3d.scissor = CD3DX12_RECT(x, d3d.current_height - y - height, x + width, d3d.current_height - y);
}
static void gfx_direct3d12_set_use_alpha(bool use_alpha) {
// Already part of the pipeline state from shader info
}
static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
struct ShaderProgramD3D12 *prg = d3d.shader_program;
if (d3d.must_reload_pipeline) {
ComPtr<ID3D12PipelineState>& pipeline_state = d3d.pipeline_states[PipelineDesc{
prg->shader_id,
d3d.depth_test,
d3d.depth_mask,
d3d.zmode_decal,
0
}];
if (pipeline_state.Get() == nullptr) {
D3D12_INPUT_ELEMENT_DESC ied[7] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
};
uint32_t ied_pos = 1;
if (prg->used_textures[0] || prg->used_textures[1]) {
ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
}
if (prg->shader_id & SHADER_OPT_FOG) {
ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
}
for (int i = 0; i < prg->num_inputs; i++) {
DXGI_FORMAT format = (prg->shader_id & SHADER_OPT_ALPHA) ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT;
ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"INPUT", (UINT)i, format, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
}
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
desc.InputLayout = { ied, ied_pos };
desc.pRootSignature = prg->root_signature.Get();
desc.VS = CD3DX12_SHADER_BYTECODE(prg->vertex_shader.Get());
desc.PS = CD3DX12_SHADER_BYTECODE(prg->pixel_shader.Get());
desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
if (d3d.zmode_decal) {
desc.RasterizerState.SlopeScaledDepthBias = -2.0f;
}
desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
if (prg->shader_id & SHADER_OPT_ALPHA) {
D3D12_BLEND_DESC bd = {};
bd.AlphaToCoverageEnable = FALSE;
bd.IndependentBlendEnable = FALSE;
static const D3D12_RENDER_TARGET_BLEND_DESC default_rtbd = {
TRUE, FALSE,
D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL
};
for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) {
bd.RenderTarget[i] = default_rtbd;
}
desc.BlendState = bd;
} else {
desc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
}
desc.DepthStencilState.DepthEnable = d3d.depth_test;
desc.DepthStencilState.DepthWriteMask = d3d.depth_mask ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
desc.DSVFormat = d3d.depth_test ? DXGI_FORMAT_D32_FLOAT : DXGI_FORMAT_UNKNOWN;
desc.SampleMask = UINT_MAX;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
ThrowIfFailed(d3d.device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pipeline_state)));
}
d3d.pipeline_state = pipeline_state.Get();
d3d.must_reload_pipeline = false;
}
d3d.command_list->SetGraphicsRootSignature(prg->root_signature.Get());
d3d.command_list->SetPipelineState(d3d.pipeline_state);
ID3D12DescriptorHeap *heaps[] = { d3d.srv_heap.Get(), d3d.sampler_heap.Get() };
d3d.command_list->SetDescriptorHeaps(2, heaps);
int root_param_index = 0;
if ((prg->shader_id & (SHADER_OPT_ALPHA | SHADER_OPT_NOISE)) == (SHADER_OPT_ALPHA | SHADER_OPT_NOISE)) {
d3d.command_list->SetGraphicsRootConstantBufferView(root_param_index++, d3d.noise_cb->GetGPUVirtualAddress());
}
for (int i = 0; i < 2; i++) {
if (prg->used_textures[i]) {
struct TextureData& td = d3d.textures[d3d.current_texture_ids[i]];
if (td.last_frame_counter != d3d.frame_counter) {
td.descriptor_index = d3d.srv_pos;
td.last_frame_counter = d3d.frame_counter;
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = 1;
CD3DX12_CPU_DESCRIPTOR_HANDLE srv_handle(get_cpu_descriptor_handle(d3d.srv_heap), d3d.srv_pos++, d3d.srv_descriptor_size);
d3d.device->CreateShaderResourceView(td.resource.Get(), &srv_desc, srv_handle);
}
CD3DX12_GPU_DESCRIPTOR_HANDLE srv_gpu_handle(get_gpu_descriptor_handle(d3d.srv_heap), td.descriptor_index, d3d.srv_descriptor_size);
d3d.command_list->SetGraphicsRootDescriptorTable(root_param_index++, srv_gpu_handle);
CD3DX12_GPU_DESCRIPTOR_HANDLE sampler_gpu_handle(get_gpu_descriptor_handle(d3d.sampler_heap), td.sampler_parameters, d3d.sampler_descriptor_size);
d3d.command_list->SetGraphicsRootDescriptorTable(root_param_index++, sampler_gpu_handle);
}
}
CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(get_cpu_descriptor_handle(d3d.rtv_heap), d3d.frame_index, d3d.rtv_descriptor_size);
D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = get_cpu_descriptor_handle(d3d.dsv_heap);
d3d.command_list->OMSetRenderTargets(1, &rtv_handle, FALSE, &dsv_handle);
d3d.command_list->RSSetViewports(1, &d3d.viewport);
d3d.command_list->RSSetScissorRects(1, &d3d.scissor);
int current_pos = d3d.vbuf_pos;
memcpy((uint8_t *)d3d.mapped_vbuf_address + current_pos, buf_vbo, buf_vbo_len * sizeof(float));
d3d.vbuf_pos += buf_vbo_len * sizeof(float);
static int maxpos;
if (d3d.vbuf_pos > maxpos) {
maxpos = d3d.vbuf_pos;
//printf("NEW MAXPOS: %d\n", maxpos);
}
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
vertex_buffer_view.BufferLocation = d3d.vertex_buffer->GetGPUVirtualAddress() + current_pos;
vertex_buffer_view.StrideInBytes = buf_vbo_len / (3 * buf_vbo_num_tris) * sizeof(float);
vertex_buffer_view.SizeInBytes = buf_vbo_len * sizeof(float);
d3d.command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
d3d.command_list->IASetVertexBuffers(0, 1, &vertex_buffer_view);
d3d.command_list->DrawInstanced(3 * buf_vbo_num_tris, 1, 0, 0);
}
static void gfx_direct3d12_start_frame(void) {
++d3d.frame_counter;
d3d.srv_pos = 0;
texture_uploads = 0;
ThrowIfFailed(d3d.command_allocator->Reset());
ThrowIfFailed(d3d.command_list->Reset(d3d.command_allocator.Get(), nullptr));
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(
d3d.render_targets[d3d.frame_index].Get(),
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
d3d.command_list->ResourceBarrier(1, &barrier);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(get_cpu_descriptor_handle(d3d.rtv_heap), d3d.frame_index, d3d.rtv_descriptor_size);
D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = get_cpu_descriptor_handle(d3d.dsv_heap);
d3d.command_list->OMSetRenderTargets(1, &rtv_handle, FALSE, &dsv_handle);
static unsigned char c;
const float clear_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
d3d.command_list->ClearRenderTargetView(rtv_handle, clear_color, 0, nullptr);
d3d.command_list->ClearDepthStencilView(dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
d3d.noise_cb_data.noise_frame++;
if (d3d.noise_cb_data.noise_frame > 150) {
// No high values, as noise starts to look ugly
d3d.noise_cb_data.noise_frame = 0;
}
float aspect_ratio = (float) d3d.current_width / (float) d3d.current_height;
d3d.noise_cb_data.noise_scale_x = 120 * aspect_ratio; // 120 = N64 height resolution (240) / 2
d3d.noise_cb_data.noise_scale_y = 120;
memcpy(d3d.mapped_noise_cb_address, &d3d.noise_cb_data, sizeof(struct NoiseCB));
d3d.vbuf_pos = 0;
}
static void create_render_target_views(void) {
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = get_cpu_descriptor_handle(d3d.rtv_heap);
for (UINT i = 0; i < 2; i++) {
ThrowIfFailed(d3d.swap_chain->GetBuffer(i, IID_ID3D12Resource, (void **)&d3d.render_targets[i]));
d3d.device->CreateRenderTargetView(d3d.render_targets[i].Get(), nullptr, rtv_handle);
rtv_handle.ptr += d3d.rtv_descriptor_size;
}
}
static void create_depth_buffer(void) {
DXGI_SWAP_CHAIN_DESC1 desc1;
ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
UINT width = desc1.Width;
UINT height = desc1.Height;
d3d.current_width = width;
d3d.current_height = height;
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
dsv_desc.Format = DXGI_FORMAT_D32_FLOAT;
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
D3D12_CLEAR_VALUE depth_optimized_cv = {};
depth_optimized_cv.Format = DXGI_FORMAT_D32_FLOAT;
depth_optimized_cv.DepthStencil.Depth = 1.0f;
D3D12_HEAP_PROPERTIES hp = {};
hp.Type = D3D12_HEAP_TYPE_DEFAULT;
hp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
hp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
hp.CreationNodeMask = 1;
hp.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC rd = {};
rd.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
rd.Alignment = 0;
rd.Width = width;
rd.Height = height;
rd.DepthOrArraySize = 1;
rd.MipLevels = 0;
rd.Format = DXGI_FORMAT_D32_FLOAT;
rd.SampleDesc.Count = 1;
rd.SampleDesc.Quality = 0;
rd.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
rd.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
ThrowIfFailed(d3d.device->CreateCommittedResource(&hp, D3D12_HEAP_FLAG_NONE, &rd, D3D12_RESOURCE_STATE_DEPTH_WRITE, &depth_optimized_cv, IID_PPV_ARGS(&d3d.depth_stencil_buffer)));
d3d.device->CreateDepthStencilView(d3d.depth_stencil_buffer.Get(), &dsv_desc, get_cpu_descriptor_handle(d3d.dsv_heap));
}
static void gfx_direct3d12_on_resize(void) {
if (d3d.render_targets[0].Get() != nullptr) {
d3d.render_targets[0].Reset();
d3d.render_targets[1].Reset();
ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT));
d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex();
create_render_target_views();
create_depth_buffer();
}
}
static void gfx_direct3d12_init(void ) {
// Load d3d12.dll
d3d.d3d12_module = LoadLibraryW(L"d3d12.dll");
if (d3d.d3d12_module == nullptr) {
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "d3d12.dll not found");
}
d3d.D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)GetProcAddress(d3d.d3d12_module, "D3D12CreateDevice");
#if DEBUG_D3D
d3d.D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)GetProcAddress(d3d.d3d12_module, "D3D12GetDebugInterface");
#endif
// Load D3DCompiler_47.dll
d3d.d3dcompiler_module = LoadLibraryW(L"D3DCompiler_47.dll");
if (d3d.d3dcompiler_module == nullptr) {
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()), gfx_dxgi_get_h_wnd(), "D3DCompiler_47.dll not found");
}
d3d.D3DCompile = (pD3DCompile)GetProcAddress(d3d.d3dcompiler_module, "D3DCompile");
// Create device
{
UINT debug_flags = 0;
#if DEBUG_D3D
ComPtr<ID3D12Debug> debug_controller;
if (SUCCEEDED(d3d.D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller)))) {
debug_controller->EnableDebugLayer();
debug_flags |= DXGI_CREATE_FACTORY_DEBUG;
}
#endif
gfx_dxgi_create_factory_and_device(DEBUG_D3D, 12, [](IDXGIAdapter1 *adapter, bool test_only) {
HRESULT res = d3d.D3D12CreateDevice(
adapter,
D3D_FEATURE_LEVEL_11_0,
IID_ID3D12Device,
test_only ? nullptr : IID_PPV_ARGS_Helper(&d3d.device));
if (test_only) {
return SUCCEEDED(res);
} else {
ThrowIfFailed(res, gfx_dxgi_get_h_wnd(), "Failed to create D3D12 device.");
return true;
}
});
}
// Create command queues
{
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(d3d.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&d3d.command_queue)));
}
{
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
ThrowIfFailed(d3d.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&d3d.copy_command_queue)));
}
// Create swap chain
{
ComPtr<IDXGISwapChain1> swap_chain1 = gfx_dxgi_create_swap_chain(d3d.command_queue.Get());
ThrowIfFailed(swap_chain1->QueryInterface(__uuidof(IDXGISwapChain3), &d3d.swap_chain));
d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex();
}
// Create render target views
{
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = {};
rtv_heap_desc.NumDescriptors = 2;
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&rtv_heap_desc, IID_PPV_ARGS(&d3d.rtv_heap)));
d3d.rtv_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
create_render_target_views();
}
// Create Z-buffer
{
D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc = {};
dsv_heap_desc.NumDescriptors = 1;
dsv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&dsv_heap_desc, IID_PPV_ARGS(&d3d.dsv_heap)));
create_depth_buffer();
}
// Create SRV heap for texture descriptors
{
D3D12_DESCRIPTOR_HEAP_DESC srv_heap_desc = {};
srv_heap_desc.NumDescriptors = 1024; // Max unique textures per frame
srv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
srv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&srv_heap_desc, IID_PPV_ARGS(&d3d.srv_heap)));
d3d.srv_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
// Create sampler heap and descriptors
{
D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc = {};
sampler_heap_desc.NumDescriptors = 18;
sampler_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
sampler_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap(&sampler_heap_desc, IID_PPV_ARGS(&d3d.sampler_heap)));
d3d.sampler_descriptor_size = d3d.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
static const D3D12_TEXTURE_ADDRESS_MODE address_modes[] = {
D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
D3D12_TEXTURE_ADDRESS_MODE_CLAMP
};
D3D12_CPU_DESCRIPTOR_HANDLE sampler_handle = get_cpu_descriptor_handle(d3d.sampler_heap);
int pos = 0;
for (int linear_filter = 0; linear_filter < 2; linear_filter++) {
for (int cms = 0; cms < 3; cms++) {
for (int cmt = 0; cmt < 3; cmt++) {
D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = linear_filter ? D3D12_FILTER_MIN_MAG_MIP_LINEAR : D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = address_modes[cms];
sampler_desc.AddressV = address_modes[cmt];
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 1;
sampler_desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
d3d.device->CreateSampler(&sampler_desc, CD3DX12_CPU_DESCRIPTOR_HANDLE(sampler_handle, pos++, d3d.sampler_descriptor_size));
}
}
}
}
// Create constant buffer view for noise
{
/*D3D12_DESCRIPTOR_HEAP_DESC cbv_heap_desc = {};
cbv_heap_desc.NumDescriptors = 1;
cbv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
srv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(d3d.device->CreateDescriptorHeap*/
CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD);
CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(256);
ThrowIfFailed(d3d.device->CreateCommittedResource(
&hp,
D3D12_HEAP_FLAG_NONE,
&rdb,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&d3d.noise_cb)));
CD3DX12_RANGE read_range(0, 0); // Read not possible from CPU
ThrowIfFailed(d3d.noise_cb->Map(0, &read_range, &d3d.mapped_noise_cb_address));
}
ThrowIfFailed(d3d.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&d3d.command_allocator)));
ThrowIfFailed(d3d.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&d3d.copy_command_allocator)));
ThrowIfFailed(d3d.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, d3d.command_allocator.Get(), nullptr, IID_PPV_ARGS(&d3d.command_list)));
ThrowIfFailed(d3d.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, d3d.copy_command_allocator.Get(), nullptr, IID_PPV_ARGS(&d3d.copy_command_list)));
ThrowIfFailed(d3d.command_list->Close());
ThrowIfFailed(d3d.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&d3d.fence)));
d3d.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (d3d.fence_event == nullptr) {
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
}
ThrowIfFailed(d3d.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&d3d.copy_fence)));
{
// Create a buffer of 1 MB in size. With a 120 star speed run 192 kB seems to be max usage.
CD3DX12_HEAP_PROPERTIES hp(D3D12_HEAP_TYPE_UPLOAD);
CD3DX12_RESOURCE_DESC rdb = CD3DX12_RESOURCE_DESC::Buffer(256 * 1024 * sizeof(float));
ThrowIfFailed(d3d.device->CreateCommittedResource(
&hp,
D3D12_HEAP_FLAG_NONE,
&rdb,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&d3d.vertex_buffer)));
CD3DX12_RANGE read_range(0, 0); // Read not possible from CPU
ThrowIfFailed(d3d.vertex_buffer->Map(0, &read_range, &d3d.mapped_vbuf_address));
}
}
static void gfx_direct3d12_end_frame(void) {
if (max_texture_uploads < texture_uploads && texture_uploads != 38 && texture_uploads != 34 && texture_uploads != 29) {
max_texture_uploads = texture_uploads;
}
//printf("Texture uploads: %d %d\n", max_texture_uploads, texture_uploads);
texture_uploads = 0;
ThrowIfFailed(d3d.copy_command_list->Close());
{
ID3D12CommandList *lists[] = { d3d.copy_command_list.Get() };
d3d.copy_command_queue->ExecuteCommandLists(1, lists);
d3d.copy_command_queue->Signal(d3d.copy_fence.Get(), ++d3d.copy_fence_value);
}
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(
d3d.render_targets[d3d.frame_index].Get(),
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT);
d3d.command_list->ResourceBarrier(1, &barrier);
d3d.command_queue->Wait(d3d.copy_fence.Get(), d3d.copy_fence_value);
ThrowIfFailed(d3d.command_list->Close());
{
ID3D12CommandList *lists[] = { d3d.command_list.Get() };
d3d.command_queue->ExecuteCommandLists(1, lists);
}
{
LARGE_INTEGER t0;
QueryPerformanceCounter(&t0);
//printf("Present: %llu %u\n", (unsigned long long)(t0.QuadPart - d3d.qpc_init), d3d.length_in_vsync_frames);
}
}
static void gfx_direct3d12_finish_render(void) {
LARGE_INTEGER t0, t1, t2;
QueryPerformanceCounter(&t0);
static UINT64 fence_value;
ThrowIfFailed(d3d.command_queue->Signal(d3d.fence.Get(), ++fence_value));
if (d3d.fence->GetCompletedValue() < fence_value) {
ThrowIfFailed(d3d.fence->SetEventOnCompletion(fence_value, d3d.fence_event));
WaitForSingleObject(d3d.fence_event, INFINITE);
}
QueryPerformanceCounter(&t1);
d3d.resources_to_clean_at_end_of_frame.clear();
for (std::pair<size_t, ComPtr<ID3D12Resource>>& heap : d3d.upload_heaps_in_flight) {
d3d.upload_heaps[heap.first].push_back(std::move(heap.second));
}
d3d.upload_heaps_in_flight.clear();
for (std::pair<struct TextureHeap *, uint8_t>& item : d3d.texture_heap_allocations_to_reclaim_at_end_of_frame) {
item.first->free_list.push_back(item.second);
}
d3d.texture_heap_allocations_to_reclaim_at_end_of_frame.clear();
QueryPerformanceCounter(&t2);
d3d.frame_index = d3d.swap_chain->GetCurrentBackBufferIndex();
ThrowIfFailed(d3d.copy_command_allocator->Reset());
ThrowIfFailed(d3d.copy_command_list->Reset(d3d.copy_command_allocator.Get(), nullptr));
//printf("done %llu gpu:%d wait:%d freed:%llu frame:%u %u monitor:%u t:%llu\n", (unsigned long long)(t0.QuadPart - d3d.qpc_init), (int)(t1.QuadPart - t0.QuadPart), (int)(t2.QuadPart - t0.QuadPart), (unsigned long long)(t2.QuadPart - d3d.qpc_init), d3d.pending_frame_stats.rbegin()->first, stats.PresentCount, stats.SyncRefreshCount, (unsigned long long)(stats.SyncQPCTime.QuadPart - d3d.qpc_init));
}
static uint16_t gfx_direct3d12_get_pixel_depth(float x, float y) {
return 0; // OTRTODO
}
} // namespace
struct GfxRenderingAPI gfx_direct3d12_api = {
gfx_direct3d12_z_is_from_0_to_1,
gfx_direct3d12_unload_shader,
gfx_direct3d12_load_shader,
gfx_direct3d12_create_and_load_new_shader,
gfx_direct3d12_lookup_shader,
gfx_direct3d12_shader_get_info,
gfx_direct3d12_new_texture,
gfx_direct3d12_select_texture,
gfx_direct3d12_upload_texture,
gfx_direct3d12_set_sampler_parameters,
gfx_direct3d12_set_depth_test,
gfx_direct3d12_set_depth_mask,
gfx_direct3d12_get_pixel_depth,
gfx_direct3d12_set_zmode_decal,
gfx_direct3d12_set_viewport,
gfx_direct3d12_set_scissor,
gfx_direct3d12_set_use_alpha,
gfx_direct3d12_draw_triangles,
gfx_direct3d12_init,
gfx_direct3d12_on_resize,
gfx_direct3d12_start_frame,
gfx_direct3d12_end_frame,
gfx_direct3d12_finish_render
};
#endif