[DirectX12学习笔记] 初始化

  • 注意!本文是在下几年前入门期间所写(young and naive),其中许多表述可能不正确,为防止误导,请各位读者仔细鉴别。

初始化过程


初始化DirectX 3D的过程可以分为9步。

1.创建ID3D12Device
2.创建ID3D12Fence并查找descriptor的大小
3.查询4X MSAA支持的的quality level
4.创建一个command queue、command list allocator和主要的command list
5.创建swap chain
6.创建描述符堆
7.指定back buffer的大小然后创建rtv指向back buffer
8.创建depth/stencil buffer和对应的dsv
9.设置viewport和裁剪区域


创建ID3D12Device


	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&mdxgiFactory)));

	// Try to create hardware device.
	HRESULT hardwareResult = D3D12CreateDevice(
		nullptr,             // default adapter
		D3D_FEATURE_LEVEL_11_0,
		IID_PPV_ARGS(&md3dDevice));

	// Fallback to WARP device.
	if(FAILED(hardwareResult))
	{
   
		ComPtr<IDXGIAdapter> pWarpAdapter;
		ThrowIfFailed(mdxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&pWarpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			pWarpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&md3dDevice)));
	}
	

创建Fence和查询描述符大小



ThrowIfFailed(md3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE,
		IID_PPV_ARGS(&mFence)));

	mRtvDescriptorSize = md3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	mDsvDescriptorSize = md3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
	mCbvSrvUavDescriptorSize = md3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	

查询4X MSAA支持的Quality Level


    // Check 4X MSAA quality support for our back buffer format.
    // All Direct3D 11 capable devices support 4X MSAA for all render 
    // target formats, so we only need to check quality support.

	D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msQualityLevels;
	msQualityLevels.Format = mBackBufferFormat;
	msQualityLevels.SampleCount = 4;
	msQualityLevels.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
	msQualityLevels.NumQualityLevels = 0;
	ThrowIfFailed(md3dDevice->CheckFeatureSupport(
		D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
		&msQualityLevels,
		sizeof(msQualityLevels)));

    m4xMsaaQuality = msQualityLevels.NumQualityLevels;
	assert(m4xMsaaQuality > 0 && "Unexpected MSAA quality level.");
	

创建Command Objects


	D3D12_COMMAND_QUEUE_DESC queueDesc = {
   };
	queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
	queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
	ThrowIfFailed(md3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue)))
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