Prepare shader reload.
- Expose wait until gpus is idle to api - Alt+R to reload
This commit is contained in:
@@ -20,8 +20,8 @@ namespace Juliet
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uint16 Raw;
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};
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extern bool IsKeyDown(ScanCode scanCode);
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extern JULIET_API bool IsKeyDown(ScanCode scanCode);
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extern KeyMod GetKeyModState();
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extern KeyCode GetKeyCodeFromScanCode(ScanCode scanCode, KeyMod keyModState);
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extern JULIET_API KeyMod GetKeyModState();
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extern JULIET_API KeyCode GetKeyCodeFromScanCode(ScanCode scanCode, KeyMod keyModState);
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} // namespace Juliet
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@@ -118,6 +118,9 @@ namespace Juliet
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extern JULIET_API void DrawPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numVertices, uint32 numInstances,
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uint32 firstVertex, uint32 firstInstance);
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// Fences
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extern JULIET_API bool WaitUntilGPUIsIdle(NonNullPtr<GraphicsDevice> device);
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// Shaders
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extern JULIET_API Shader* CreateShader(NonNullPtr<GraphicsDevice> device, String filename, ShaderCreateInfo& shaderCreateInfo);
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extern JULIET_API void DestroyShader(NonNullPtr<GraphicsDevice> device, NonNullPtr<Shader> shader);
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@@ -406,7 +406,7 @@ namespace Juliet::D3D12
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auto* windowData = d3d12Driver->WindowData;
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Assert(windowData && "Trying to destroy a swapchain but no Window Data exists");
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Wait(driver);
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WaitUntilGPUIsIdle(driver);
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for (uint32 idx = 0; idx < GPUDriver::kMaxFramesInFlight; idx += 1)
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{
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@@ -748,7 +748,7 @@ namespace Juliet::D3D12
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device->SetStencilReference = SetStencilReference;
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device->BindGraphicsPipeline = BindGraphicsPipeline;
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device->DrawPrimitives = DrawPrimitives;
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device->Wait = Wait;
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device->WaitUntilGPUIsIdle = WaitUntilGPUIsIdle;
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device->QueryFence = QueryFence;
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device->ReleaseFence = ReleaseFence;
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device->CreateShader = CreateShader;
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@@ -23,7 +23,7 @@ namespace Juliet::D3D12
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}
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} // namespace
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bool Wait(NonNullPtr<GPUDriver> driver)
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bool WaitUntilGPUIsIdle(NonNullPtr<GPUDriver> driver)
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{
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auto d3d12driver = static_cast<D3D12Driver*>(driver.Get());
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D3D12Fence* fence = Internal::AcquireFence(d3d12driver);
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@@ -25,7 +25,7 @@ namespace Juliet::D3D12
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int32 ReferenceCount; // TODO : Atomic
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};
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extern bool Wait(NonNullPtr<GPUDriver> driver);
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extern bool WaitUntilGPUIsIdle(NonNullPtr<GPUDriver> driver);
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extern bool Wait(NonNullPtr<GPUDriver> driver, bool waitForAll, Fence* const* fences, uint32 numFences);
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extern bool QueryFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence);
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extern void ReleaseFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence);
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@@ -258,6 +258,12 @@ namespace Juliet
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commandListHeader->Device->DrawPrimitives(commandList, numVertices, numInstances, firstVertex, firstInstance);
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}
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// Fences
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bool WaitUntilGPUIsIdle(NonNullPtr<GraphicsDevice> device)
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{
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return device->WaitUntilGPUIsIdle(device->Driver);
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}
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// Shaders
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Shader* CreateShader(NonNullPtr<GraphicsDevice> device, String filename, ShaderCreateInfo& shaderCreateInfo)
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{
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@@ -304,5 +310,4 @@ namespace Juliet
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{
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device->DestroyGraphicsPipeline(device->Driver, graphicsPipeline);
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}
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} // namespace Juliet
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@@ -69,7 +69,7 @@ namespace Juliet
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uint32 firstVertex, uint32 firstInstance);
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// Fences
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bool (*Wait)(NonNullPtr<GPUDriver> driver);
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bool (*WaitUntilGPUIsIdle)(NonNullPtr<GPUDriver> driver);
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bool (*QueryFence)(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence);
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void (*ReleaseFence)(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence);
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@@ -1,6 +1,7 @@
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#include <main.h>
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#include <Core/Application/ApplicationManager.h>
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#include <Core/Common/EnumUtils.h>
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#include <Core/HAL/Display/Display.h>
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#include <Core/HAL/Event/SystemEvent.h>
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#include <Core/HAL/Filesystem/Filesystem.h>
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@@ -158,6 +159,9 @@ void JulietApplication::Shutdown()
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void JulietApplication::Update()
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{
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bool reloadShaders = false;
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static bool reloadShadersDebounce = false;
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SystemEvent evt;
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while (GetEvent(evt))
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{
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@@ -168,6 +172,23 @@ void JulietApplication::Update()
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Running = false;
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}
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}
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if (evt.Type == EventType::Key_Down)
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{
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}
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// Shader hot reload using keyboard.
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// TODO: Add Input debounce in the library. (Just pressed vs pressed)
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if (!reloadShadersDebounce && ((GetKeyModState() & KeyMod::Alt) != KeyMod::None) && IsKeyDown(ScanCode::R))
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{
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reloadShaders = true;
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reloadShadersDebounce = true;
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}
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if (reloadShadersDebounce && !IsKeyDown(ScanCode::R))
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{
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reloadShadersDebounce = false;
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}
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}
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Game.Update(0.0f);
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@@ -177,6 +198,12 @@ void JulietApplication::Update()
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ReloadCode(GameCode);
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}
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if (reloadShaders)
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{
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// We need to wait for the gpu to be idle to recreate our graphics pipelines
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WaitUntilGPUIsIdle(GraphicsDevice);
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}
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// Draw here for now
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// 1) Acquire a Command Buffer
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CommandList* cmdList = AcquireCommandList(GraphicsDevice, QueueType::Graphics);
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