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2 Commits
f01c8c3ccb
...
f4ba25bec1
| Author | SHA1 | Date | |
|---|---|---|---|
| f4ba25bec1 | |||
| c9cd01bb31 |
@@ -20,8 +20,8 @@ using size_t = std::size_t;
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struct ByteBuffer
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{
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Byte* Data;
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size_t Size;
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Byte* Data;
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size_t Size;
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};
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using FunctionPtr = auto (*)(void) -> void;
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@@ -37,7 +37,7 @@ constexpr uint16 uint16Max = MaxValueOf<uint16>();
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constexpr uint32 uint32Max = MaxValueOf<uint32>();
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constexpr uint64 uint64Max = MaxValueOf<uint64>();
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constexpr int8 int8Max = MaxValueOf<int8>();
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constexpr int16 int16Max = MaxValueOf<int16>();
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constexpr int32 int32Max = MaxValueOf<int32>();
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constexpr int64 int64Max = MaxValueOf<int64>();
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constexpr int8 int8Max = MaxValueOf<int8>();
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constexpr int16 int16Max = MaxValueOf<int16>();
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constexpr int32 int32Max = MaxValueOf<int32>();
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constexpr int64 int64Max = MaxValueOf<int64>();
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@@ -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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@@ -10,10 +10,13 @@
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#include <Graphics/Shader.h>
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#include <Juliet.h>
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#ifdef JULIET_DEBUG
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#define ALLOW_SHADER_HOT_RELOAD 1
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#endif
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// Graphics Interface
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namespace Juliet
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{
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// Opaque types
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struct CommandList;
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struct GraphicsDevice;
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@@ -118,6 +121,9 @@ 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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@@ -126,5 +132,10 @@ namespace Juliet
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extern JULIET_API GraphicsPipeline* CreateGraphicsPipeline(NonNullPtr<GraphicsDevice> device,
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const GraphicsPipelineCreateInfo& createInfo);
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extern JULIET_API void DestroyGraphicsPipeline(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsPipeline> graphicsPipeline);
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#if ALLOW_SHADER_HOT_RELOAD
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// Allows updating the graphics pipeline shaders. Can update either one or both shaders.
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extern JULIET_API bool UpdateGraphicsPipelineShaders(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader);
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#endif
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} // namespace Juliet
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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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@@ -748,13 +748,14 @@ 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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device->DestroyShader = DestroyShader;
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device->CreateGraphicsPipeline = CreateGraphicsPipeline;
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device->DestroyGraphicsPipeline = DestroyGraphicsPipeline;
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device->UpdateGraphicsPipelineShaders = UpdateGraphicsPipelineShaders;
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device->Driver = driver;
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device->DebugEnabled = enableDebug;
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@@ -596,6 +596,25 @@ namespace Juliet::D3D12
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}
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Free(rootSignature.Get());
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}
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void CopyShader(NonNullPtr<D3D12Shader> destination, NonNullPtr<D3D12Shader> source)
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{
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D3D12Shader* src = source.Get();
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D3D12Shader* dst = destination.Get();
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ByteBuffer dstBuffer = dst->ByteCode;
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if (src->ByteCode.Size != dstBuffer.Size)
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{
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dstBuffer.Data = static_cast<Byte*>(Realloc(dstBuffer.Data, src->ByteCode.Size));
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dstBuffer.Size = src->ByteCode.Size;
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}
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// Copy the shader data. Infortunately this will overwrite the bytecode if it exists so we patch it back just after
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MemCopy(dst, src, sizeof(D3D12Shader));
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dst->ByteCode = dstBuffer;
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MemCopy(dst->ByteCode.Data, src->ByteCode.Data, src->ByteCode.Size);
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}
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} // namespace
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GraphicsPipeline* CreateGraphicsPipeline(NonNullPtr<GPUDriver> driver, const GraphicsPipelineCreateInfo& createInfo)
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@@ -668,7 +687,7 @@ namespace Juliet::D3D12
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return nullptr;
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}
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pipeline->RootSignature = rootSignature;
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psoDesc.pRootSignature = rootSignature->Handle;
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psoDesc.pRootSignature = rootSignature->Handle;
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ID3D12PipelineState* pipelineState;
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HRESULT res = ID3D12Device_CreateGraphicsPipelineState(d3d12Driver->D3D12Device, &psoDesc, IID_ID3D12PipelineState,
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@@ -702,6 +721,16 @@ namespace Juliet::D3D12
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pipeline->ReferenceCount = 0;
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#if ALLOW_SHADER_HOT_RELOAD
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// Save the PSODesc and shaders to be able to recreate the graphics pipeline when needed
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pipeline->PSODescTemplate = psoDesc;
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pipeline->VertexShaderCache = static_cast<D3D12Shader*>(Calloc(1, sizeof(D3D12Shader)));
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pipeline->FragmentShaderCache = static_cast<D3D12Shader*>(Calloc(1, sizeof(D3D12Shader)));
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CopyShader(pipeline->VertexShaderCache, vertexShader);
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CopyShader(pipeline->FragmentShaderCache, fragmentShader);
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#endif
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return reinterpret_cast<GraphicsPipeline*>(pipeline);
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}
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@@ -721,6 +750,90 @@ namespace Juliet::D3D12
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d3d12Driver->GraphicsPipelinesToDisposeCount += 1;
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}
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#if ALLOW_SHADER_HOT_RELOAD
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bool UpdateGraphicsPipelineShaders(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader)
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{
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auto d3d12Driver = static_cast<D3D12Driver*>(driver.Get());
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auto d3d12GraphicsPipeline = reinterpret_cast<D3D12GraphicsPipeline*>(graphicsPipeline.Get());
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Assert(d3d12GraphicsPipeline->ReferenceCount == 0 &&
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"Trying to update a d3d12 graphics pipeline that is currently being used! Call WaitUntilGPUIsIdle "
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"before updating!");
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auto vertexShader = reinterpret_cast<D3D12Shader*>(optional_vertexShader);
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auto fragmentShader = reinterpret_cast<D3D12Shader*>(optional_fragmentShader);
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if (!vertexShader)
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{
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vertexShader = d3d12GraphicsPipeline->VertexShaderCache;
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}
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if (!fragmentShader)
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{
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fragmentShader = d3d12GraphicsPipeline->FragmentShaderCache;
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}
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// Recreate a new root signature and pipeline state
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D3D12GraphicsRootSignature* rootSignature = CreateGraphicsRootSignature(d3d12Driver, vertexShader, fragmentShader);
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if (rootSignature == nullptr)
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{
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return false;
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}
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auto psoDesc = d3d12GraphicsPipeline->PSODescTemplate;
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psoDesc.VS.pShaderBytecode = vertexShader->ByteCode.Data;
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psoDesc.VS.BytecodeLength = vertexShader->ByteCode.Size;
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psoDesc.PS.pShaderBytecode = fragmentShader->ByteCode.Data;
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psoDesc.PS.BytecodeLength = fragmentShader->ByteCode.Size;
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psoDesc.pRootSignature = rootSignature->Handle;
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ID3D12PipelineState* pipelineState;
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HRESULT res = ID3D12Device_CreateGraphicsPipelineState(d3d12Driver->D3D12Device, &psoDesc, IID_ID3D12PipelineState,
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reinterpret_cast<void**>(&pipelineState));
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if (FAILED(res))
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{
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LogError(d3d12Driver, "Could not create graphics pipeline state", res);
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return false;
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}
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d3d12GraphicsPipeline->VertexSamplerCount = vertexShader->NumSamplers;
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d3d12GraphicsPipeline->VertexStorageTextureCount = vertexShader->NumStorageTextures;
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d3d12GraphicsPipeline->VertexStorageBufferCount = vertexShader->NumStorageBuffers;
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d3d12GraphicsPipeline->VertexUniformBufferCount = vertexShader->NumUniformBuffers;
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d3d12GraphicsPipeline->FragmentSamplerCount = fragmentShader->NumSamplers;
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d3d12GraphicsPipeline->FragmentStorageTextureCount = fragmentShader->NumStorageTextures;
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d3d12GraphicsPipeline->FragmentStorageBufferCount = fragmentShader->NumStorageBuffers;
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d3d12GraphicsPipeline->FragmentUniformBufferCount = fragmentShader->NumUniformBuffers;
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// If everything worked, we patch the graphics pipeline and destroy everything irrelevant
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if (d3d12GraphicsPipeline->PipelineState)
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{
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ID3D12PipelineState_Release(d3d12GraphicsPipeline->PipelineState);
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}
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d3d12GraphicsPipeline->PipelineState = pipelineState;
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if (d3d12GraphicsPipeline->RootSignature)
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{
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DestroyGraphicsRootSignature(d3d12GraphicsPipeline->RootSignature);
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}
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d3d12GraphicsPipeline->RootSignature = rootSignature;
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if (vertexShader != d3d12GraphicsPipeline->VertexShaderCache)
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{
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CopyShader(d3d12GraphicsPipeline->VertexShaderCache, vertexShader);
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}
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if (fragmentShader != d3d12GraphicsPipeline->FragmentShaderCache)
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{
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CopyShader(d3d12GraphicsPipeline->FragmentShaderCache, fragmentShader);
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}
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return true;
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}
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#endif
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namespace Internal
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{
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void ReleaseGraphicsPipeline(NonNullPtr<D3D12GraphicsPipeline> d3d12GraphicsPipeline)
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@@ -730,6 +843,12 @@ namespace Juliet::D3D12
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ID3D12PipelineState_Release(d3d12GraphicsPipeline->PipelineState);
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}
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DestroyGraphicsRootSignature(d3d12GraphicsPipeline->RootSignature);
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#if ALLOW_SHADER_HOT_RELOAD
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SafeFree(d3d12GraphicsPipeline->VertexShaderCache);
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SafeFree(d3d12GraphicsPipeline->FragmentShaderCache);
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#endif
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Free(d3d12GraphicsPipeline.Get());
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}
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} // namespace Internal
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@@ -1,6 +1,7 @@
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#pragma once
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#include <Core/Common/NonNullPtr.h>
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#include <D3D12Shader.h>
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#include <Graphics/D3D12/D3D12Includes.h>
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#include <Graphics/GraphicsDevice.h>
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#include <Graphics/GraphicsPipeline.h>
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@@ -35,6 +36,17 @@ namespace Juliet::D3D12
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struct D3D12GraphicsPipeline
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{
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#if ALLOW_SHADER_HOT_RELOAD
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// Template to recreate an ID3D12PipelineState when shader are hot reloaded
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// Stripped out in shipping build as the struct is huge
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D3D12_GRAPHICS_PIPELINE_STATE_DESC PSODescTemplate;
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// Keeping shaders byte code to make it easier to recreate the ID3D12PipelineState
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// Those will be freed when the pipeline is destroyed or updated
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D3D12Shader * VertexShaderCache;
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D3D12Shader * FragmentShaderCache;
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#endif
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ID3D12PipelineState* PipelineState;
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D3D12GraphicsRootSignature* RootSignature;
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PrimitiveType PrimitiveType;
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@@ -56,7 +68,8 @@ namespace Juliet::D3D12
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extern GraphicsPipeline* CreateGraphicsPipeline(NonNullPtr<GPUDriver> driver, const GraphicsPipelineCreateInfo& createInfo);
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extern void DestroyGraphicsPipeline(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> graphicsPipeline);
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extern bool UpdateGraphicsPipelineShaders(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader);
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namespace Internal
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{
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extern void ReleaseGraphicsPipeline(NonNullPtr<D3D12GraphicsPipeline> d3d12GraphicsPipeline);
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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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@@ -305,4 +311,11 @@ namespace Juliet
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device->DestroyGraphicsPipeline(device->Driver, graphicsPipeline);
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}
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#if ALLOW_SHADER_HOT_RELOAD
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bool UpdateGraphicsPipelineShaders(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader)
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{
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return device->UpdateGraphicsPipelineShaders(device->Driver, graphicsPipeline, optional_vertexShader, optional_fragmentShader);
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}
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#endif
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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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@@ -80,6 +80,8 @@ namespace Juliet
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// Pipeline
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GraphicsPipeline* (*CreateGraphicsPipeline)(NonNullPtr<GPUDriver> driver, const GraphicsPipelineCreateInfo& createInfo);
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void (*DestroyGraphicsPipeline)(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> pipeline);
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bool (*UpdateGraphicsPipelineShaders)(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader);
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const char* Name = "Unknown";
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GPUDriver* Driver = nullptr;
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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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|
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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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|
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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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|
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if (evt.Type == EventType::Key_Down)
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{
|
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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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|
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Game.Update(0.0f);
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@@ -177,6 +198,36 @@ 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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#if ALLOW_SHADER_HOT_RELOAD
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String entryPoint = WrapString("main");
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ShaderCreateInfo shaderCI = {};
|
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shaderCI.EntryPoint = entryPoint;
|
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String shaderPath = WrapString("../../../Assets/compiled/Triangle.vert.dxil");
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shaderCI.Stage = ShaderStage::Vertex;
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Shader* vertexShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
|
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|
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shaderPath = WrapString("../../../Assets/compiled/SolidColor.frag.dxil");
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shaderCI.Stage = ShaderStage::Fragment;
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Shader* fragmentShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
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UpdateGraphicsPipelineShaders(GraphicsDevice, GraphicsPipeline, vertexShader, fragmentShader);
|
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|
||||
if (vertexShader)
|
||||
{
|
||||
DestroyShader(GraphicsDevice, vertexShader);
|
||||
}
|
||||
if (fragmentShader)
|
||||
{
|
||||
DestroyShader(GraphicsDevice, fragmentShader);
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||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Draw here for now
|
||||
// 1) Acquire a Command Buffer
|
||||
CommandList* cmdList = AcquireCommandList(GraphicsDevice, QueueType::Graphics);
|
||||
|
||||
Reference in New Issue
Block a user