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2026-03-04 00:50:15 -08:00
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#ifdef JPH_USE_DX12
#include <Jolt/Compute/DX12/ComputeBufferDX12.h>
#include <Jolt/Compute/DX12/ComputeSystemDX12.h>
JPH_NAMESPACE_BEGIN
ComputeBufferDX12::ComputeBufferDX12(ComputeSystemDX12 *inComputeSystem, EType inType, uint64 inSize, uint inStride) :
ComputeBuffer(inType, inSize, inStride),
mComputeSystem(inComputeSystem)
{
}
bool ComputeBufferDX12::Initialize(const void *inData)
{
uint64 buffer_size = mSize * mStride;
switch (mType)
{
case EType::UploadBuffer:
mBufferCPU = mComputeSystem->CreateD3DResource(D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_FLAG_NONE, buffer_size);
mBufferGPU = mComputeSystem->CreateD3DResource(D3D12_HEAP_TYPE_DEFAULT, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_FLAG_NONE, buffer_size);
if (mBufferCPU == nullptr || mBufferGPU == nullptr)
return false;
break;
case EType::ConstantBuffer:
mBufferCPU = mComputeSystem->CreateD3DResource(D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_FLAG_NONE, buffer_size);
if (mBufferCPU == nullptr)
return false;
break;
case EType::ReadbackBuffer:
JPH_ASSERT(inData == nullptr, "Can't upload data to a readback buffer");
mBufferCPU = mComputeSystem->CreateD3DResource(D3D12_HEAP_TYPE_READBACK, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_FLAG_NONE, buffer_size);
if (mBufferCPU == nullptr)
return false;
break;
case EType::Buffer:
JPH_ASSERT(inData != nullptr);
mBufferCPU = mComputeSystem->CreateD3DResource(D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_FLAG_NONE, buffer_size);
mBufferGPU = mComputeSystem->CreateD3DResource(D3D12_HEAP_TYPE_DEFAULT, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_FLAG_NONE, buffer_size);
if (mBufferCPU == nullptr || mBufferGPU == nullptr)
return false;
mNeedsSync = true;
break;
case EType::RWBuffer:
if (inData != nullptr)
{
mBufferCPU = mComputeSystem->CreateD3DResource(D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_FLAG_NONE, buffer_size);
if (mBufferCPU == nullptr)
return false;
mNeedsSync = true;
}
mBufferGPU = mComputeSystem->CreateD3DResource(D3D12_HEAP_TYPE_DEFAULT, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, buffer_size);
if (mBufferGPU == nullptr)
return false;
break;
}
// Copy data to upload buffer
if (inData != nullptr)
{
void *data = nullptr;
D3D12_RANGE range = { 0, 0 }; // We're not going to read
mBufferCPU->Map(0, &range, &data);
memcpy(data, inData, size_t(buffer_size));
mBufferCPU->Unmap(0, nullptr);
}
return true;
}
bool ComputeBufferDX12::Barrier(ID3D12GraphicsCommandList *inCommandList, D3D12_RESOURCE_STATES inTo) const
{
// Check if state changed
if (mCurrentState == inTo)
return false;
// Only buffers in GPU memory can change state
if (mType != ComputeBuffer::EType::Buffer && mType != ComputeBuffer::EType::RWBuffer)
return true;
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = GetResourceGPU();
barrier.Transition.StateBefore = mCurrentState;
barrier.Transition.StateAfter = inTo;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
inCommandList->ResourceBarrier(1, &barrier);
mCurrentState = inTo;
return true;
}
void ComputeBufferDX12::RWBarrier(ID3D12GraphicsCommandList *inCommandList)
{
JPH_ASSERT(mCurrentState == D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = GetResourceGPU();
inCommandList->ResourceBarrier(1, &barrier);
}
bool ComputeBufferDX12::SyncCPUToGPU(ID3D12GraphicsCommandList *inCommandList) const
{
if (!mNeedsSync)
return false;
Barrier(inCommandList, D3D12_RESOURCE_STATE_COPY_DEST);
inCommandList->CopyResource(GetResourceGPU(), GetResourceCPU());
mNeedsSync = false;
return true;
}
void *ComputeBufferDX12::MapInternal(EMode inMode)
{
void *mapped_resource = nullptr;
switch (inMode)
{
case EMode::Read:
JPH_ASSERT(mType == EType::ReadbackBuffer);
if (HRFailed(mBufferCPU->Map(0, nullptr, &mapped_resource)))
return nullptr;
break;
case EMode::Write:
{
JPH_ASSERT(mType == EType::UploadBuffer || mType == EType::ConstantBuffer);
D3D12_RANGE range = { 0, 0 }; // We're not going to read
if (HRFailed(mBufferCPU->Map(0, &range, &mapped_resource)))
return nullptr;
mNeedsSync = true;
}
break;
}
return mapped_resource;
}
void ComputeBufferDX12::UnmapInternal()
{
mBufferCPU->Unmap(0, nullptr);
}
ComputeBufferResult ComputeBufferDX12::CreateReadBackBuffer() const
{
return mComputeSystem->CreateComputeBuffer(EType::ReadbackBuffer, mSize, mStride);
}
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Compute/ComputeBuffer.h>
#ifdef JPH_USE_DX12
#include <Jolt/Compute/DX12/IncludeDX12.h>
JPH_NAMESPACE_BEGIN
class ComputeSystemDX12;
/// Buffer that can be read from / written to by a compute shader
class JPH_EXPORT ComputeBufferDX12 final : public ComputeBuffer
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor
ComputeBufferDX12(ComputeSystemDX12 *inComputeSystem, EType inType, uint64 inSize, uint inStride);
bool Initialize(const void *inData);
ID3D12Resource * GetResourceCPU() const { return mBufferCPU.Get(); }
ID3D12Resource * GetResourceGPU() const { return mBufferGPU.Get(); }
ComPtr<ID3D12Resource> ReleaseResourceCPU() const { return std::move(mBufferCPU); }
bool Barrier(ID3D12GraphicsCommandList *inCommandList, D3D12_RESOURCE_STATES inTo) const;
void RWBarrier(ID3D12GraphicsCommandList *inCommandList);
bool SyncCPUToGPU(ID3D12GraphicsCommandList *inCommandList) const;
ComputeBufferResult CreateReadBackBuffer() const override;
private:
virtual void * MapInternal(EMode inMode) override;
virtual void UnmapInternal() override;
ComputeSystemDX12 * mComputeSystem;
mutable ComPtr<ID3D12Resource> mBufferCPU;
ComPtr<ID3D12Resource> mBufferGPU;
mutable bool mNeedsSync = false; ///< If this buffer needs to be synced from CPU to GPU
mutable D3D12_RESOURCE_STATES mCurrentState = D3D12_RESOURCE_STATE_COPY_DEST; ///< State of the GPU buffer so we can do proper barriers
};
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#ifdef JPH_USE_DX12
#include <Jolt/Compute/DX12/ComputeQueueDX12.h>
#include <Jolt/Compute/DX12/ComputeShaderDX12.h>
#include <Jolt/Compute/DX12/ComputeBufferDX12.h>
JPH_NAMESPACE_BEGIN
ComputeQueueDX12::~ComputeQueueDX12()
{
Wait();
if (mFenceEvent != INVALID_HANDLE_VALUE)
CloseHandle(mFenceEvent);
}
bool ComputeQueueDX12::Initialize(ID3D12Device *inDevice, D3D12_COMMAND_LIST_TYPE inType, ComputeQueueResult &outResult)
{
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = inType;
queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
if (HRFailed(inDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&mCommandQueue)), outResult))
return false;
if (HRFailed(inDevice->CreateCommandAllocator(inType, IID_PPV_ARGS(&mCommandAllocator)), outResult))
return false;
// Create the command list
if (HRFailed(inDevice->CreateCommandList(0, inType, mCommandAllocator.Get(), nullptr, IID_PPV_ARGS(&mCommandList)), outResult))
return false;
// Command lists are created in the recording state, but there is nothing to record yet. The main loop expects it to be closed, so close it now
if (HRFailed(mCommandList->Close(), outResult))
return false;
// Create synchronization object
if (HRFailed(inDevice->CreateFence(mFenceValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&mFence)), outResult))
return false;
// Increment fence value so we don't skip waiting the first time a command list is executed
mFenceValue++;
// Create an event handle to use for frame synchronization
mFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (HRFailed(HRESULT_FROM_WIN32(GetLastError()), outResult))
return false;
return true;
}
ID3D12GraphicsCommandList *ComputeQueueDX12::Start()
{
JPH_ASSERT(!mIsExecuting);
if (!mIsStarted)
{
// Reset the allocator
if (HRFailed(mCommandAllocator->Reset()))
return nullptr;
// Reset the command list
if (HRFailed(mCommandList->Reset(mCommandAllocator.Get(), nullptr)))
return nullptr;
// Now we have started recording commands
mIsStarted = true;
}
return mCommandList.Get();
}
void ComputeQueueDX12::SetShader(const ComputeShader *inShader)
{
ID3D12GraphicsCommandList *command_list = Start();
mShader = static_cast<const ComputeShaderDX12 *>(inShader);
command_list->SetPipelineState(mShader->GetPipelineState());
command_list->SetComputeRootSignature(mShader->GetRootSignature());
}
void ComputeQueueDX12::SyncCPUToGPU(const ComputeBufferDX12 *inBuffer)
{
// Ensure that any CPU writes are visible to the GPU
if (inBuffer->SyncCPUToGPU(mCommandList.Get())
&& (inBuffer->GetType() == ComputeBuffer::EType::Buffer || inBuffer->GetType() == ComputeBuffer::EType::RWBuffer))
{
// After the first upload, the CPU buffer is no longer needed for Buffer and RWBuffer types
mDelayedFreedBuffers.emplace_back(inBuffer->ReleaseResourceCPU());
}
}
void ComputeQueueDX12::SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer)
{
if (inBuffer == nullptr)
return;
JPH_ASSERT(inBuffer->GetType() == ComputeBuffer::EType::ConstantBuffer);
ID3D12GraphicsCommandList *command_list = Start();
const ComputeBufferDX12 *buffer = static_cast<const ComputeBufferDX12 *>(inBuffer);
command_list->SetComputeRootConstantBufferView(mShader->NameToIndex(inName), buffer->GetResourceCPU()->GetGPUVirtualAddress());
mUsedBuffers.insert(buffer);
}
void ComputeQueueDX12::SetBuffer(const char *inName, const ComputeBuffer *inBuffer)
{
if (inBuffer == nullptr)
return;
JPH_ASSERT(inBuffer->GetType() == ComputeBuffer::EType::UploadBuffer || inBuffer->GetType() == ComputeBuffer::EType::Buffer || inBuffer->GetType() == ComputeBuffer::EType::RWBuffer);
ID3D12GraphicsCommandList *command_list = Start();
const ComputeBufferDX12 *buffer = static_cast<const ComputeBufferDX12 *>(inBuffer);
uint parameter_index = mShader->NameToIndex(inName);
SyncCPUToGPU(buffer);
buffer->Barrier(command_list, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
command_list->SetComputeRootShaderResourceView(parameter_index, buffer->GetResourceGPU()->GetGPUVirtualAddress());
mUsedBuffers.insert(buffer);
}
void ComputeQueueDX12::SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier)
{
if (inBuffer == nullptr)
return;
JPH_ASSERT(inBuffer->GetType() == ComputeBuffer::EType::RWBuffer);
ID3D12GraphicsCommandList *command_list = Start();
ComputeBufferDX12 *buffer = static_cast<ComputeBufferDX12 *>(inBuffer);
uint parameter_index = mShader->NameToIndex(inName);
SyncCPUToGPU(buffer);
if (!buffer->Barrier(command_list, D3D12_RESOURCE_STATE_UNORDERED_ACCESS) && inBarrier == EBarrier::Yes)
buffer->RWBarrier(command_list);
command_list->SetComputeRootUnorderedAccessView(parameter_index, buffer->GetResourceGPU()->GetGPUVirtualAddress());
mUsedBuffers.insert(buffer);
}
void ComputeQueueDX12::ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc)
{
if (inDst == nullptr || inSrc == nullptr)
return;
JPH_ASSERT(inDst->GetType() == ComputeBuffer::EType::ReadbackBuffer);
ID3D12GraphicsCommandList *command_list = Start();
ComputeBufferDX12 *dst = static_cast<ComputeBufferDX12 *>(inDst);
const ComputeBufferDX12 *src = static_cast<const ComputeBufferDX12 *>(inSrc);
dst->Barrier(command_list, D3D12_RESOURCE_STATE_COPY_DEST);
src->Barrier(command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
command_list->CopyResource(dst->GetResourceCPU(), src->GetResourceGPU());
mUsedBuffers.insert(src);
mUsedBuffers.insert(dst);
}
void ComputeQueueDX12::Dispatch(uint inThreadGroupsX, uint inThreadGroupsY, uint inThreadGroupsZ)
{
ID3D12GraphicsCommandList *command_list = Start();
command_list->Dispatch(inThreadGroupsX, inThreadGroupsY, inThreadGroupsZ);
}
void ComputeQueueDX12::Execute()
{
JPH_ASSERT(mIsStarted);
JPH_ASSERT(!mIsExecuting);
// Close the command list
if (HRFailed(mCommandList->Close()))
return;
// Execute the command list
ID3D12CommandList *command_lists[] = { mCommandList.Get() };
mCommandQueue->ExecuteCommandLists((UINT)std::size(command_lists), command_lists);
// Schedule a Signal command in the queue
if (HRFailed(mCommandQueue->Signal(mFence.Get(), mFenceValue)))
return;
// Clear the current shader
mShader = nullptr;
// Mark that we're executing
mIsExecuting = true;
}
void ComputeQueueDX12::Wait()
{
// Check if we've been started
if (mIsExecuting)
{
if (mFence->GetCompletedValue() < mFenceValue)
{
// Wait until the fence has been processed
if (HRFailed(mFence->SetEventOnCompletion(mFenceValue, mFenceEvent)))
return;
WaitForSingleObjectEx(mFenceEvent, INFINITE, FALSE);
}
// Increment the fence value
mFenceValue++;
// Buffers can be freed now
mUsedBuffers.clear();
// Free buffers
mDelayedFreedBuffers.clear();
// Done executing
mIsExecuting = false;
mIsStarted = false;
}
}
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#ifdef JPH_USE_DX12
#include <Jolt/Compute/ComputeQueue.h>
#include <Jolt/Compute/DX12/ComputeShaderDX12.h>
#include <Jolt/Core/UnorderedSet.h>
JPH_NAMESPACE_BEGIN
class ComputeBufferDX12;
/// A command queue for DirectX for executing compute workloads on the GPU.
class JPH_EXPORT ComputeQueueDX12 final : public ComputeQueue
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Destructor
virtual ~ComputeQueueDX12() override;
/// Initialize the queue
bool Initialize(ID3D12Device *inDevice, D3D12_COMMAND_LIST_TYPE inType, ComputeQueueResult &outResult);
/// Start the command list (requires waiting until the previous one is finished)
ID3D12GraphicsCommandList * Start();
// See: ComputeQueue
virtual void SetShader(const ComputeShader *inShader) override;
virtual void SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
virtual void SetBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
virtual void SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier = EBarrier::Yes) override;
virtual void ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc) override;
virtual void Dispatch(uint inThreadGroupsX, uint inThreadGroupsY, uint inThreadGroupsZ) override;
virtual void Execute() override;
virtual void Wait() override;
private:
/// Copy the CPU buffer to the GPU buffer if needed
void SyncCPUToGPU(const ComputeBufferDX12 *inBuffer);
ComPtr<ID3D12CommandQueue> mCommandQueue; ///< The command queue that will hold command lists
ComPtr<ID3D12CommandAllocator> mCommandAllocator; ///< Allocator that holds the memory for the commands
ComPtr<ID3D12GraphicsCommandList> mCommandList; ///< The command list that will hold the render commands / state changes
HANDLE mFenceEvent = INVALID_HANDLE_VALUE; ///< Fence event, used to wait for rendering to complete
ComPtr<ID3D12Fence> mFence; ///< Fence object, used to signal the fence event
UINT64 mFenceValue = 0; ///< Current fence value, each time we need to wait we will signal the fence with this value, wait for it and then increase the value
RefConst<ComputeShaderDX12> mShader = nullptr; ///< Current active shader
bool mIsStarted = false; ///< If the command list has been started (reset) and is ready to record commands
bool mIsExecuting = false; ///< If a command list is currently executing on the queue
UnorderedSet<RefConst<ComputeBuffer>> mUsedBuffers; ///< Buffers that are in use by the current execution, these will be retained until execution is finished so that we don't free buffers that are in use
Array<ComPtr<ID3D12Resource>> mDelayedFreedBuffers; ///< Buffers freed during the execution
};
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#ifdef JPH_USE_DX12
#include <Jolt/Compute/ComputeShader.h>
#include <Jolt/Compute/DX12/IncludeDX12.h>
#include <Jolt/Core/UnorderedMap.h>
JPH_NAMESPACE_BEGIN
/// Compute shader handle for DirectX
class JPH_EXPORT ComputeShaderDX12 : public ComputeShader
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor
ComputeShaderDX12(ComPtr<ID3DBlob> inShader, ComPtr<ID3D12RootSignature> inRootSignature, ComPtr<ID3D12PipelineState> inPipelineState, Array<String> &&inBindingNames, UnorderedMap<string_view, uint> &&inNameToIndex, uint32 inGroupSizeX, uint32 inGroupSizeY, uint32 inGroupSizeZ) :
ComputeShader(inGroupSizeX, inGroupSizeY, inGroupSizeZ),
mShader(inShader),
mRootSignature(inRootSignature),
mPipelineState(inPipelineState),
mBindingNames(std::move(inBindingNames)),
mNameToIndex(std::move(inNameToIndex))
{
}
/// Get index of shader parameter
uint NameToIndex(const char *inName) const
{
UnorderedMap<string_view, uint>::const_iterator it = mNameToIndex.find(inName);
JPH_ASSERT(it != mNameToIndex.end());
return it->second;
}
/// Getters
ID3D12PipelineState * GetPipelineState() const { return mPipelineState.Get(); }
ID3D12RootSignature * GetRootSignature() const { return mRootSignature.Get(); }
private:
ComPtr<ID3DBlob> mShader; ///< The compiled shader
ComPtr<ID3D12RootSignature> mRootSignature; ///< The root signature for this shader
ComPtr<ID3D12PipelineState> mPipelineState; ///< The pipeline state object for this shader
Array<String> mBindingNames; ///< A list of binding names, mNameToIndex points to these strings
UnorderedMap<string_view, uint> mNameToIndex; ///< Maps names to indices for the shader parameters, using a string_view so we can do find() without an allocation
};
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#ifdef JPH_USE_DX12
#include <Jolt/Compute/DX12/ComputeSystemDX12.h>
#include <Jolt/Compute/DX12/ComputeQueueDX12.h>
#include <Jolt/Compute/DX12/ComputeShaderDX12.h>
#include <Jolt/Compute/DX12/ComputeBufferDX12.h>
#include <Jolt/Core/StringTools.h>
#include <Jolt/Core/UnorderedMap.h>
JPH_SUPPRESS_WARNINGS_STD_BEGIN
JPH_MSVC_SUPPRESS_WARNING(5204) // 'X': class has virtual functions, but its trivial destructor is not virtual; instances of objects derived from this class may not be destructed correctly
JPH_MSVC2026_PLUS_SUPPRESS_WARNING(4865) // wingdi.h(2806,1): '<unnamed-enum-DISPLAYCONFIG_OUTPUT_TECHNOLOGY_OTHER>': the underlying type will change from 'int' to '__int64' when '/Zc:enumTypes' is specified on the command line
#include <fstream>
#include <d3dcompiler.h>
#include <dxcapi.h>
#ifdef JPH_DEBUG
#include <d3d12sdklayers.h>
#endif
JPH_SUPPRESS_WARNINGS_STD_END
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_RTTI_VIRTUAL(ComputeSystemDX12)
{
JPH_ADD_BASE_CLASS(ComputeSystemDX12, ComputeSystem)
}
void ComputeSystemDX12::Initialize(ID3D12Device *inDevice, EDebug inDebug)
{
mDevice = inDevice;
mDebug = inDebug;
}
void ComputeSystemDX12::Shutdown()
{
mDevice.Reset();
}
ComPtr<ID3D12Resource> ComputeSystemDX12::CreateD3DResource(D3D12_HEAP_TYPE inHeapType, D3D12_RESOURCE_STATES inResourceState, D3D12_RESOURCE_FLAGS inFlags, uint64 inSize)
{
// Create a new resource
D3D12_RESOURCE_DESC desc;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = inSize;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = inFlags;
D3D12_HEAP_PROPERTIES heap_properties = {};
heap_properties.Type = inHeapType;
heap_properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heap_properties.CreationNodeMask = 1;
heap_properties.VisibleNodeMask = 1;
ComPtr<ID3D12Resource> resource;
if (HRFailed(mDevice->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &desc, inResourceState, nullptr, IID_PPV_ARGS(&resource))))
return nullptr;
return resource;
}
ComputeShaderResult ComputeSystemDX12::CreateComputeShader(const char *inName, uint32 inGroupSizeX, uint32 inGroupSizeY, uint32 inGroupSizeZ)
{
ComputeShaderResult result;
// Read shader source file
Array<uint8> data;
String error;
String file_name = String(inName) + ".hlsl";
if (!mShaderLoader(file_name.c_str(), data, error))
{
result.SetError(error);
return result;
}
#ifndef JPH_USE_DXC // Use FXC, the old shader compiler?
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS | D3DCOMPILE_ALL_RESOURCES_BOUND;
#ifdef JPH_DEBUG
flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#else
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif
if (mDebug == EDebug::DebugSymbols)
flags |= D3DCOMPILE_DEBUG;
const D3D_SHADER_MACRO defines[] =
{
{ nullptr, nullptr }
};
// Handles loading include files through the shader loader
struct IncludeHandler : public ID3DInclude
{
IncludeHandler(const ShaderLoader &inShaderLoader) : mShaderLoader(inShaderLoader) { }
virtual ~IncludeHandler() = default;
STDMETHOD (Open)(D3D_INCLUDE_TYPE, LPCSTR inFileName, LPCVOID, LPCVOID *outData, UINT *outNumBytes) override
{
// Read the header file
Array<uint8> file_data;
String error;
if (!mShaderLoader(inFileName, file_data, error))
return E_FAIL;
if (file_data.empty())
{
*outData = nullptr;
*outNumBytes = 0;
return S_OK;
}
// Copy to a new memory block
void *mem = CoTaskMemAlloc(file_data.size());
if (mem == nullptr)
return E_OUTOFMEMORY;
memcpy(mem, file_data.data(), file_data.size());
*outData = mem;
*outNumBytes = (UINT)file_data.size();
return S_OK;
}
STDMETHOD (Close)(LPCVOID inData) override
{
if (inData != nullptr)
CoTaskMemFree(const_cast<void *>(inData));
return S_OK;
}
private:
const ShaderLoader & mShaderLoader;
};
IncludeHandler include_handler(mShaderLoader);
// Compile source
ComPtr<ID3DBlob> shader_blob, error_blob;
if (FAILED(D3DCompile(&data[0],
(uint)data.size(),
file_name.c_str(),
defines,
&include_handler,
"main",
"cs_5_0",
flags,
0,
shader_blob.GetAddressOf(),
error_blob.GetAddressOf())))
{
if (error_blob)
result.SetError((const char *)error_blob->GetBufferPointer());
else
result.SetError("Shader compile error");
return result;
}
// Get shader description
ComPtr<ID3D12ShaderReflection> reflector;
if (FAILED(D3DReflect(shader_blob->GetBufferPointer(), shader_blob->GetBufferSize(), IID_PPV_ARGS(&reflector))))
{
result.SetError("Failed to reflect shader");
return result;
}
#else
ComPtr<IDxcUtils> utils;
DxcCreateInstance(CLSID_DxcUtils, IID_PPV_ARGS(utils.GetAddressOf()));
// Custom include handler that forwards include loads to mShaderLoader
struct DxcIncludeHandler : public IDxcIncludeHandler
{
DxcIncludeHandler(IDxcUtils *inUtils, const ShaderLoader &inLoader) : mUtils(inUtils), mShaderLoader(inLoader) { }
virtual ~DxcIncludeHandler() = default;
STDMETHODIMP QueryInterface(REFIID riid, void **ppvObject) override
{
JPH_ASSERT(false);
return E_NOINTERFACE;
}
STDMETHODIMP_(ULONG) AddRef(void) override
{
// Allocated on the stack, we don't do ref counting
return 1;
}
STDMETHODIMP_(ULONG) Release(void) override
{
// Allocated on the stack, we don't do ref counting
return 1;
}
// IDxcIncludeHandler::LoadSource uses IDxcBlob**
STDMETHODIMP LoadSource(LPCWSTR inFilename, IDxcBlob **outIncludeSource) override
{
*outIncludeSource = nullptr;
// Convert to UTF-8
char file_name[MAX_PATH];
WideCharToMultiByte(CP_UTF8, 0, inFilename, -1, file_name, sizeof(file_name), nullptr, nullptr);
// Load the header
Array<uint8> file_data;
String error;
if (!mShaderLoader(file_name, file_data, error))
return E_FAIL;
// Create a blob from the loaded data
ComPtr<IDxcBlobEncoding> blob_encoder;
HRESULT hr = mUtils->CreateBlob(file_data.empty()? nullptr : file_data.data(), (uint)file_data.size(), CP_UTF8, blob_encoder.GetAddressOf());
if (FAILED(hr))
return hr;
// Return as IDxcBlob
*outIncludeSource = blob_encoder.Detach();
return S_OK;
}
IDxcUtils * mUtils;
const ShaderLoader & mShaderLoader;
};
DxcIncludeHandler include_handler(utils.Get(), mShaderLoader);
ComPtr<IDxcBlobEncoding> source;
if (HRFailed(utils->CreateBlob(data.data(), (uint)data.size(), CP_UTF8, source.GetAddressOf()), result))
return result;
ComPtr<IDxcCompiler3> compiler;
DxcCreateInstance(CLSID_DxcCompiler, IID_PPV_ARGS(compiler.GetAddressOf()));
Array<LPCWSTR> arguments;
arguments.push_back(L"-E");
arguments.push_back(L"main");
arguments.push_back(L"-T");
arguments.push_back(L"cs_6_0");
arguments.push_back(DXC_ARG_WARNINGS_ARE_ERRORS);
arguments.push_back(DXC_ARG_OPTIMIZATION_LEVEL3);
arguments.push_back(DXC_ARG_ALL_RESOURCES_BOUND);
if (mDebug == EDebug::DebugSymbols)
{
arguments.push_back(DXC_ARG_DEBUG);
arguments.push_back(L"-Qembed_debug");
}
// Provide file name so tools know what the original shader was called (the actual source comes from the blob)
wchar_t w_file_name[MAX_PATH];
MultiByteToWideChar(CP_UTF8, 0, file_name.c_str(), -1, w_file_name, MAX_PATH);
arguments.push_back(w_file_name);
// Compile the shader
DxcBuffer source_buffer;
source_buffer.Ptr = source->GetBufferPointer();
source_buffer.Size = source->GetBufferSize();
source_buffer.Encoding = 0;
ComPtr<IDxcResult> compile_result;
if (FAILED(compiler->Compile(&source_buffer, arguments.data(), (uint32)arguments.size(), &include_handler, IID_PPV_ARGS(compile_result.GetAddressOf()))))
{
result.SetError("Failed to compile shader");
return result;
}
// Check for compilation errors
ComPtr<IDxcBlobUtf8> errors;
compile_result->GetOutput(DXC_OUT_ERRORS, IID_PPV_ARGS(errors.GetAddressOf()), nullptr);
if (errors != nullptr && errors->GetStringLength() > 0)
{
result.SetError((const char *)errors->GetBufferPointer());
return result;
}
// Get the compiled shader code
ComPtr<ID3DBlob> shader_blob;
if (HRFailed(compile_result->GetOutput(DXC_OUT_OBJECT, IID_PPV_ARGS(shader_blob.GetAddressOf()), nullptr), result))
return result;
// Get reflection data
ComPtr<IDxcBlob> reflection_data;
if (HRFailed(compile_result->GetOutput(DXC_OUT_REFLECTION, IID_PPV_ARGS(reflection_data.GetAddressOf()), nullptr), result))
return result;
DxcBuffer reflection_buffer;
reflection_buffer.Ptr = reflection_data->GetBufferPointer();
reflection_buffer.Size = reflection_data->GetBufferSize();
reflection_buffer.Encoding = 0;
ComPtr<ID3D12ShaderReflection> reflector;
if (HRFailed(utils->CreateReflection(&reflection_buffer, IID_PPV_ARGS(reflector.GetAddressOf())), result))
return result;
#endif // JPH_USE_DXC
// Get the shader description
D3D12_SHADER_DESC shader_desc;
if (HRFailed(reflector->GetDesc(&shader_desc), result))
return result;
// Verify that the group sizes match the shader's thread group size
UINT thread_group_size_x, thread_group_size_y, thread_group_size_z;
if (HRFailed(reflector->GetThreadGroupSize(&thread_group_size_x, &thread_group_size_y, &thread_group_size_z), result))
return result;
JPH_ASSERT(inGroupSizeX == thread_group_size_x, "Group size X mismatch");
JPH_ASSERT(inGroupSizeY == thread_group_size_y, "Group size Y mismatch");
JPH_ASSERT(inGroupSizeZ == thread_group_size_z, "Group size Z mismatch");
// Convert parameters to root signature description
Array<String> binding_names;
binding_names.reserve(shader_desc.BoundResources);
UnorderedMap<string_view, uint> name_to_index;
Array<D3D12_ROOT_PARAMETER1> root_params;
for (UINT i = 0; i < shader_desc.BoundResources; ++i)
{
D3D12_SHADER_INPUT_BIND_DESC bind_desc;
reflector->GetResourceBindingDesc(i, &bind_desc);
D3D12_ROOT_PARAMETER1 param = {};
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
switch (bind_desc.Type)
{
case D3D_SIT_CBUFFER:
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
break;
case D3D_SIT_STRUCTURED:
case D3D_SIT_BYTEADDRESS:
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
break;
case D3D_SIT_UAV_RWTYPED:
case D3D_SIT_UAV_RWSTRUCTURED:
case D3D_SIT_UAV_RWBYTEADDRESS:
case D3D_SIT_UAV_APPEND_STRUCTURED:
case D3D_SIT_UAV_CONSUME_STRUCTURED:
case D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER:
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
break;
case D3D_SIT_TBUFFER:
case D3D_SIT_TEXTURE:
case D3D_SIT_SAMPLER:
case D3D_SIT_RTACCELERATIONSTRUCTURE:
case D3D_SIT_UAV_FEEDBACKTEXTURE:
JPH_ASSERT(false, "Unsupported shader input type");
continue;
}
param.Descriptor.RegisterSpace = bind_desc.Space;
param.Descriptor.ShaderRegister = bind_desc.BindPoint;
param.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_DATA_VOLATILE;
binding_names.push_back(bind_desc.Name); // Add all strings to a pool to keep them alive
name_to_index[string_view(binding_names.back())] = (uint)root_params.size();
root_params.push_back(param);
}
// Create the root signature
D3D12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc = {};
root_sig_desc.Version = D3D_ROOT_SIGNATURE_VERSION_1_1;
root_sig_desc.Desc_1_1.NumParameters = (UINT)root_params.size();
root_sig_desc.Desc_1_1.pParameters = root_params.data();
root_sig_desc.Desc_1_1.NumStaticSamplers = 0;
root_sig_desc.Desc_1_1.pStaticSamplers = nullptr;
root_sig_desc.Desc_1_1.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
ComPtr<ID3DBlob> serialized_sig;
ComPtr<ID3DBlob> root_sig_error_blob;
if (FAILED(D3D12SerializeVersionedRootSignature(&root_sig_desc, &serialized_sig, &root_sig_error_blob)))
{
if (root_sig_error_blob)
{
error = StringFormat("Failed to create root signature: %s", (const char *)root_sig_error_blob->GetBufferPointer());
result.SetError(error);
}
else
result.SetError("Failed to create root signature");
return result;
}
ComPtr<ID3D12RootSignature> root_sig;
if (FAILED(mDevice->CreateRootSignature(0, serialized_sig->GetBufferPointer(), serialized_sig->GetBufferSize(), IID_PPV_ARGS(&root_sig))))
{
result.SetError("Failed to create root signature");
return result;
}
// Create a pipeline state object from the root signature and the shader
ComPtr<ID3D12PipelineState> pipeline_state;
D3D12_COMPUTE_PIPELINE_STATE_DESC compute_state_desc = {};
compute_state_desc.pRootSignature = root_sig.Get();
compute_state_desc.CS = { shader_blob->GetBufferPointer(), shader_blob->GetBufferSize() };
if (FAILED(mDevice->CreateComputePipelineState(&compute_state_desc, IID_PPV_ARGS(&pipeline_state))))
{
result.SetError("Failed to create compute pipeline state");
return result;
}
// Set name on DX12 objects for easier debugging
wchar_t w_name[1024];
size_t converted_chars = 0;
mbstowcs_s(&converted_chars, w_name, 1024, inName, _TRUNCATE);
pipeline_state->SetName(w_name);
result.Set(new ComputeShaderDX12(shader_blob, root_sig, pipeline_state, std::move(binding_names), std::move(name_to_index), inGroupSizeX, inGroupSizeY, inGroupSizeZ));
return result;
}
ComputeBufferResult ComputeSystemDX12::CreateComputeBuffer(ComputeBuffer::EType inType, uint64 inSize, uint inStride, const void *inData)
{
ComputeBufferResult result;
Ref<ComputeBufferDX12> buffer = new ComputeBufferDX12(this, inType, inSize, inStride);
if (!buffer->Initialize(inData))
{
result.SetError("Failed to create compute buffer");
return result;
}
result.Set(buffer.GetPtr());
return result;
}
ComputeQueueResult ComputeSystemDX12::CreateComputeQueue()
{
ComputeQueueResult result;
Ref<ComputeQueueDX12> queue = new ComputeQueueDX12();
if (!queue->Initialize(mDevice.Get(), D3D12_COMMAND_LIST_TYPE_COMPUTE, result))
return result;
result.Set(queue.GetPtr());
return result;
}
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/UnorderedMap.h>
#include <Jolt/Compute/ComputeSystem.h>
#ifdef JPH_USE_DX12
#include <Jolt/Compute/DX12/IncludeDX12.h>
JPH_NAMESPACE_BEGIN
/// Interface to run a workload on the GPU using DirectX 12.
/// Minimal implementation that can integrate with your own DirectX 12 setup.
class JPH_EXPORT ComputeSystemDX12 : public ComputeSystem
{
public:
JPH_DECLARE_RTTI_VIRTUAL(JPH_EXPORT, ComputeSystemDX12)
/// How we want to compile our shaders
enum class EDebug
{
NoDebugSymbols,
DebugSymbols
};
/// Initialize / shutdown
void Initialize(ID3D12Device *inDevice, EDebug inDebug);
void Shutdown();
// See: ComputeSystem
virtual ComputeShaderResult CreateComputeShader(const char *inName, uint32 inGroupSizeX, uint32 inGroupSizeY, uint32 inGroupSizeZ) override;
virtual ComputeBufferResult CreateComputeBuffer(ComputeBuffer::EType inType, uint64 inSize, uint inStride, const void *inData = nullptr) override;
virtual ComputeQueueResult CreateComputeQueue() override;
/// Access to the DX12 device
ID3D12Device * GetDevice() const { return mDevice.Get(); }
// Function to create a ID3D12Resource on specified heap with specified state
ComPtr<ID3D12Resource> CreateD3DResource(D3D12_HEAP_TYPE inHeapType, D3D12_RESOURCE_STATES inResourceState, D3D12_RESOURCE_FLAGS inFlags, uint64 inSize);
private:
ComPtr<ID3D12Device> mDevice;
EDebug mDebug = EDebug::NoDebugSymbols;
};
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#ifdef JPH_USE_DX12
#include <Jolt/Compute/DX12/ComputeSystemDX12Impl.h>
#ifdef JPH_DEBUG
#include <d3d12sdklayers.h>
#endif
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_RTTI_VIRTUAL(ComputeSystemDX12Impl)
{
JPH_ADD_BASE_CLASS(ComputeSystemDX12Impl, ComputeSystemDX12)
}
ComputeSystemDX12Impl::~ComputeSystemDX12Impl()
{
Shutdown();
mDXGIFactory.Reset();
#ifdef JPH_DEBUG
// Test for leaks
ComPtr<IDXGIDebug1> dxgi_debug;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgi_debug))))
dxgi_debug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL);
#endif
}
bool ComputeSystemDX12Impl::Initialize(ComputeSystemResult &outResult)
{
#if defined(JPH_DEBUG)
// Enable the D3D12 debug layer
ComPtr<ID3D12Debug> debug_controller;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller))))
debug_controller->EnableDebugLayer();
#endif
// Create DXGI factory
if (HRFailed(CreateDXGIFactory1(IID_PPV_ARGS(&mDXGIFactory)), outResult))
return false;
// Find adapter
ComPtr<IDXGIAdapter1> adapter;
ComPtr<ID3D12Device> device;
HRESULT result = E_FAIL;
// First check if we have the Windows 1803 IDXGIFactory6 interface
ComPtr<IDXGIFactory6> factory6;
if (SUCCEEDED(mDXGIFactory->QueryInterface(IID_PPV_ARGS(&factory6))))
{
for (int search_software = 0; search_software < 2 && device == nullptr; ++search_software)
for (UINT index = 0; factory6->EnumAdapterByGpuPreference(index, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&adapter)) != DXGI_ERROR_NOT_FOUND; ++index)
{
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
// We don't want software renderers in the first pass
int is_software = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) != 0? 1 : 0;
if (search_software != is_software)
continue;
// Check to see whether the adapter supports Direct3D 12
#if defined(JPH_PLATFORM_WINDOWS) && defined(_DEBUG)
int prev_state = _CrtSetDbgFlag(0); // Temporarily disable leak detection as this call reports false positives
#endif
result = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device));
#if defined(JPH_PLATFORM_WINDOWS) && defined(_DEBUG)
_CrtSetDbgFlag(prev_state);
#endif
if (SUCCEEDED(result))
break;
}
}
else
{
// Fall back to the older method that may not get the fastest GPU
for (int search_software = 0; search_software < 2 && device == nullptr; ++search_software)
for (UINT index = 0; mDXGIFactory->EnumAdapters1(index, &adapter) != DXGI_ERROR_NOT_FOUND; ++index)
{
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
// We don't want software renderers in the first pass
int is_software = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) != 0? 1 : 0;
if (search_software != is_software)
continue;
// Check to see whether the adapter supports Direct3D 12
#if defined(JPH_PLATFORM_WINDOWS) && defined(_DEBUG)
int prev_state = _CrtSetDbgFlag(0); // Temporarily disable leak detection as this call reports false positives
#endif
result = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device));
#if defined(JPH_PLATFORM_WINDOWS) && defined(_DEBUG)
_CrtSetDbgFlag(prev_state);
#endif
if (SUCCEEDED(result))
break;
}
}
// Check if we managed to obtain a device
if (HRFailed(result, outResult))
return false;
// Initialize the compute interface
ComputeSystemDX12::Initialize(device.Get(), EDebug::DebugSymbols);
#ifdef JPH_DEBUG
// Enable breaking on errors
ComPtr<ID3D12InfoQueue> info_queue;
if (SUCCEEDED(device.As(&info_queue)))
{
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
// Disable an error that triggers on Windows 11 with a hybrid graphic system
// See: https://stackoverflow.com/questions/69805245/directx-12-application-is-crashing-in-windows-11
D3D12_MESSAGE_ID hide[] =
{
D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISMATCHING_COMMAND_LIST_TYPE,
};
D3D12_INFO_QUEUE_FILTER filter = { };
filter.DenyList.NumIDs = static_cast<UINT>(std::size(hide));
filter.DenyList.pIDList = hide;
info_queue->AddStorageFilterEntries(&filter);
}
#endif // JPH_DEBUG
return true;
}
ComputeSystemResult CreateComputeSystemDX12()
{
ComputeSystemResult result;
Ref<ComputeSystemDX12Impl> compute = new ComputeSystemDX12Impl();
if (!compute->Initialize(result))
return result;
result.Set(compute.GetPtr());
return result;
}
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#ifdef JPH_USE_DX12
#include <Jolt/Compute/DX12/ComputeSystemDX12.h>
JPH_NAMESPACE_BEGIN
/// Implementation of ComputeSystemDX12 that fully initializes DirectX 12
class JPH_EXPORT ComputeSystemDX12Impl : public ComputeSystemDX12
{
public:
JPH_DECLARE_RTTI_VIRTUAL(JPH_EXPORT, ComputeSystemDX12Impl)
/// Destructor
virtual ~ComputeSystemDX12Impl() override;
/// Initialize the compute system
bool Initialize(ComputeSystemResult &outResult);
IDXGIFactory4 * GetDXGIFactory() const { return mDXGIFactory.Get(); }
private:
ComPtr<IDXGIFactory4> mDXGIFactory;
};
JPH_NAMESPACE_END
#endif // JPH_USE_DX12

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/IncludeWindows.h>
#include <Jolt/Core/StringTools.h>
JPH_SUPPRESS_WARNINGS_STD_BEGIN
JPH_MSVC_SUPPRESS_WARNING(4265) // 'X': class has virtual functions, but its non-trivial destructor is not virtual; instances of this class may not be destructed correctly
JPH_MSVC_SUPPRESS_WARNING(4625) // 'X': copy constructor was implicitly defined as deleted
JPH_MSVC_SUPPRESS_WARNING(4626) // 'X': assignment operator was implicitly defined as deleted
JPH_MSVC_SUPPRESS_WARNING(5204) // 'X': class has virtual functions, but its trivial destructor is not virtual; instances of objects derived from this class may not be destructed correctly
JPH_MSVC_SUPPRESS_WARNING(5220) // 'X': a non-static data member with a volatile qualified type no longer implies
JPH_MSVC2026_PLUS_SUPPRESS_WARNING(4865) // wingdi.h(2806,1): '<unnamed-enum-DISPLAYCONFIG_OUTPUT_TECHNOLOGY_OTHER>': the underlying type will change from 'int' to '__int64' when '/Zc:enumTypes' is specified on the command line
#include <d3d12.h>
#include <dxgi1_6.h>
#include <dxgidebug.h>
#include <wrl.h>
JPH_SUPPRESS_WARNINGS_STD_END
JPH_NAMESPACE_BEGIN
using Microsoft::WRL::ComPtr;
template <class Result>
inline bool HRFailed(HRESULT inHR, Result &outResult)
{
if (SUCCEEDED(inHR))
return false;
String error = StringFormat("Call failed with error code: %08X", inHR);
outResult.SetError(error);
JPH_ASSERT(false);
return true;
}
inline bool HRFailed(HRESULT inHR)
{
if (SUCCEEDED(inHR))
return false;
Trace("Call failed with error code: %08X", inHR);
JPH_ASSERT(false);
return true;
}
JPH_NAMESPACE_END