mirror of
https://github.com/wolfpld/tracy.git
synced 2024-11-14 04:01:48 +00:00
558 lines
19 KiB
C++
558 lines
19 KiB
C++
#include <stdint.h>
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#define WIN32_LEAN_AND_MEAN
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#define NOMINMAX
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#include <windows.h>
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#include <d3d11_1.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <algorithm>
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#include "../Source/Config.h"
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#include "../Source/Maths.h"
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#include "../Source/Test.h"
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#include "CompiledVertexShader.h"
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#include "CompiledPixelShader.h"
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#include "../../../Tracy.hpp"
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static HINSTANCE g_HInstance;
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static HWND g_Wnd;
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ATOM MyRegisterClass(HINSTANCE hInstance);
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BOOL InitInstance(HINSTANCE, int);
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
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INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
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static HRESULT InitD3DDevice();
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static void ShutdownD3DDevice();
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static void RenderFrame();
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static float* g_Backbuffer;
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static D3D_FEATURE_LEVEL g_D3D11FeatureLevel = D3D_FEATURE_LEVEL_11_0;
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static ID3D11Device* g_D3D11Device = nullptr;
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static ID3D11DeviceContext* g_D3D11Ctx = nullptr;
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static IDXGISwapChain* g_D3D11SwapChain = nullptr;
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static ID3D11RenderTargetView* g_D3D11RenderTarget = nullptr;
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static ID3D11VertexShader* g_VertexShader;
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static ID3D11PixelShader* g_PixelShader;
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static ID3D11Texture2D *g_BackbufferTexture, *g_BackbufferTexture2;
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static ID3D11ShaderResourceView *g_BackbufferSRV, *g_BackbufferSRV2;
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static ID3D11UnorderedAccessView *g_BackbufferUAV, *g_BackbufferUAV2;
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static ID3D11SamplerState* g_SamplerLinear;
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static ID3D11RasterizerState* g_RasterState;
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static int g_BackbufferIndex;
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#if DO_COMPUTE_GPU
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#include "CompiledComputeShader.h"
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struct ComputeParams
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{
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Camera cam;
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int sphereCount;
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int screenWidth;
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int screenHeight;
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int frames;
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float invWidth;
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float invHeight;
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float lerpFac;
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int emissiveCount;
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};
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static ID3D11ComputeShader* g_ComputeShader;
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static ID3D11Buffer* g_DataSpheres; static ID3D11ShaderResourceView* g_SRVSpheres;
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static ID3D11Buffer* g_DataMaterials; static ID3D11ShaderResourceView* g_SRVMaterials;
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static ID3D11Buffer* g_DataParams; static ID3D11ShaderResourceView* g_SRVParams;
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static ID3D11Buffer* g_DataEmissives; static ID3D11ShaderResourceView* g_SRVEmissives;
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static ID3D11Buffer* g_DataCounter; static ID3D11UnorderedAccessView* g_UAVCounter;
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static int g_SphereCount, g_ObjSize, g_MatSize;
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static ID3D11Query *g_QueryBegin, *g_QueryEnd, *g_QueryDisjoint;
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#endif // #if DO_COMPUTE_GPU
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int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE, _In_ LPWSTR, _In_ int nCmdShow)
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{
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g_Backbuffer = new float[kBackbufferWidth * kBackbufferHeight * 4];
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memset(g_Backbuffer, 0, kBackbufferWidth * kBackbufferHeight * 4 * sizeof(g_Backbuffer[0]));
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InitializeTest();
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MyRegisterClass(hInstance);
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if (!InitInstance (hInstance, nCmdShow))
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{
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return FALSE;
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}
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if (FAILED(InitD3DDevice()))
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{
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ShutdownD3DDevice();
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return 0;
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}
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g_D3D11Device->CreateVertexShader(g_VSBytecode, ARRAYSIZE(g_VSBytecode), NULL, &g_VertexShader);
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g_D3D11Device->CreatePixelShader(g_PSBytecode, ARRAYSIZE(g_PSBytecode), NULL, &g_PixelShader);
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#if DO_COMPUTE_GPU
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g_D3D11Device->CreateComputeShader(g_CSBytecode, ARRAYSIZE(g_CSBytecode), NULL, &g_ComputeShader);
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#endif
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D3D11_TEXTURE2D_DESC texDesc = {};
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texDesc.Width = kBackbufferWidth;
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texDesc.Height = kBackbufferHeight;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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texDesc.SampleDesc.Count = 1;
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texDesc.SampleDesc.Quality = 0;
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#if DO_COMPUTE_GPU
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
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texDesc.CPUAccessFlags = 0;
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#else
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texDesc.Usage = D3D11_USAGE_DYNAMIC;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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#endif
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texDesc.MiscFlags = 0;
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g_D3D11Device->CreateTexture2D(&texDesc, NULL, &g_BackbufferTexture);
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g_D3D11Device->CreateTexture2D(&texDesc, NULL, &g_BackbufferTexture2);
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = texDesc.Format;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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srvDesc.Texture2D.MostDetailedMip = 0;
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g_D3D11Device->CreateShaderResourceView(g_BackbufferTexture, &srvDesc, &g_BackbufferSRV);
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g_D3D11Device->CreateShaderResourceView(g_BackbufferTexture2, &srvDesc, &g_BackbufferSRV2);
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D3D11_SAMPLER_DESC smpDesc = {};
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smpDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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smpDesc.AddressU = smpDesc.AddressV = smpDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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g_D3D11Device->CreateSamplerState(&smpDesc, &g_SamplerLinear);
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D3D11_RASTERIZER_DESC rasterDesc = {};
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rasterDesc.FillMode = D3D11_FILL_SOLID;
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rasterDesc.CullMode = D3D11_CULL_NONE;
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g_D3D11Device->CreateRasterizerState(&rasterDesc, &g_RasterState);
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#if DO_COMPUTE_GPU
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D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
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int camSize;
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GetObjectCount(g_SphereCount, g_ObjSize, g_MatSize, camSize);
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assert(g_ObjSize == 20);
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assert(g_MatSize == 36);
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assert(camSize == 88);
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D3D11_BUFFER_DESC bdesc = {};
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bdesc.ByteWidth = g_SphereCount * g_ObjSize;
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bdesc.Usage = D3D11_USAGE_DEFAULT;
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bdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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bdesc.CPUAccessFlags = 0;
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bdesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
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bdesc.StructureByteStride = g_ObjSize;
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g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataSpheres);
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srvDesc.Format = DXGI_FORMAT_UNKNOWN;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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srvDesc.Buffer.FirstElement = 0;
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srvDesc.Buffer.NumElements = g_SphereCount;
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g_D3D11Device->CreateShaderResourceView(g_DataSpheres, &srvDesc, &g_SRVSpheres);
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bdesc.ByteWidth = g_SphereCount * g_MatSize;
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bdesc.StructureByteStride = g_MatSize;
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g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataMaterials);
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srvDesc.Buffer.NumElements = g_SphereCount;
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g_D3D11Device->CreateShaderResourceView(g_DataMaterials, &srvDesc, &g_SRVMaterials);
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bdesc.ByteWidth = sizeof(ComputeParams);
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bdesc.StructureByteStride = sizeof(ComputeParams);
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g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataParams);
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srvDesc.Buffer.NumElements = 1;
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g_D3D11Device->CreateShaderResourceView(g_DataParams, &srvDesc, &g_SRVParams);
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bdesc.ByteWidth = g_SphereCount * 4;
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bdesc.StructureByteStride = 4;
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g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataEmissives);
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srvDesc.Buffer.NumElements = g_SphereCount;
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g_D3D11Device->CreateShaderResourceView(g_DataEmissives, &srvDesc, &g_SRVEmissives);
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bdesc.ByteWidth = 4;
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bdesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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bdesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
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bdesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataCounter);
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uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
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uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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uavDesc.Buffer.FirstElement = 0;
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uavDesc.Buffer.NumElements = 1;
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uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
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g_D3D11Device->CreateUnorderedAccessView(g_DataCounter, &uavDesc, &g_UAVCounter);
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uavDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
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uavDesc.Texture2D.MipSlice = 0;
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g_D3D11Device->CreateUnorderedAccessView(g_BackbufferTexture, &uavDesc, &g_BackbufferUAV);
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g_D3D11Device->CreateUnorderedAccessView(g_BackbufferTexture2, &uavDesc, &g_BackbufferUAV2);
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D3D11_QUERY_DESC qDesc = {};
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qDesc.Query = D3D11_QUERY_TIMESTAMP;
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g_D3D11Device->CreateQuery(&qDesc, &g_QueryBegin);
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g_D3D11Device->CreateQuery(&qDesc, &g_QueryEnd);
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qDesc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
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g_D3D11Device->CreateQuery(&qDesc, &g_QueryDisjoint);
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#endif // #if DO_COMPUTE_GPU
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static int framesLeft = 10;
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// Main message loop
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MSG msg = { 0 };
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while (msg.message != WM_QUIT)
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{
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if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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else
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{
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RenderFrame();
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if( --framesLeft == 0 ) break;
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}
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}
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ShutdownTest();
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ShutdownD3DDevice();
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return (int) msg.wParam;
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}
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ATOM MyRegisterClass(HINSTANCE hInstance)
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{
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ZoneScoped;
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WNDCLASSEXW wcex;
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memset(&wcex, 0, sizeof(wcex));
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = WndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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wcex.hInstance = hInstance;
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wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
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wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
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wcex.lpszClassName = L"TestClass";
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return RegisterClassExW(&wcex);
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}
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BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
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{
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ZoneScoped;
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g_HInstance = hInstance;
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RECT rc = { 0, 0, kBackbufferWidth, kBackbufferHeight };
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DWORD style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
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AdjustWindowRect(&rc, style, FALSE);
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HWND hWnd = CreateWindowW(L"TestClass", L"Test", style, CW_USEDEFAULT, CW_USEDEFAULT, rc.right-rc.left, rc.bottom-rc.top, nullptr, nullptr, hInstance, nullptr);
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if (!hWnd)
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return FALSE;
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g_Wnd = hWnd;
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ShowWindow(hWnd, nCmdShow);
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UpdateWindow(hWnd);
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return TRUE;
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}
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static uint64_t s_Time;
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static int s_Count;
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static char s_Buffer[200];
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static unsigned s_Flags = kFlagProgressive;
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static int s_FrameCount = 0;
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static void RenderFrame()
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{
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ZoneScoped;
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LARGE_INTEGER time1;
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#if DO_COMPUTE_GPU
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QueryPerformanceCounter(&time1);
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float t = float(clock()) / CLOCKS_PER_SEC;
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UpdateTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, s_Flags);
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g_BackbufferIndex = 1 - g_BackbufferIndex;
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void* dataSpheres = alloca(g_SphereCount * g_ObjSize);
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void* dataMaterials = alloca(g_SphereCount * g_MatSize);
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void* dataEmissives = alloca(g_SphereCount * 4);
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ComputeParams dataParams;
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GetSceneDesc(dataSpheres, dataMaterials, &dataParams.cam, dataEmissives, &dataParams.emissiveCount);
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dataParams.sphereCount = g_SphereCount;
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dataParams.screenWidth = kBackbufferWidth;
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dataParams.screenHeight = kBackbufferHeight;
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dataParams.frames = s_FrameCount;
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dataParams.invWidth = 1.0f / kBackbufferWidth;
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dataParams.invHeight = 1.0f / kBackbufferHeight;
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float lerpFac = float(s_FrameCount) / float(s_FrameCount + 1);
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if (s_Flags & kFlagAnimate)
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lerpFac *= DO_ANIMATE_SMOOTHING;
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if (!(s_Flags & kFlagProgressive))
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lerpFac = 0;
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dataParams.lerpFac = lerpFac;
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g_D3D11Ctx->UpdateSubresource(g_DataSpheres, 0, NULL, dataSpheres, 0, 0);
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g_D3D11Ctx->UpdateSubresource(g_DataMaterials, 0, NULL, dataMaterials, 0, 0);
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g_D3D11Ctx->UpdateSubresource(g_DataParams, 0, NULL, &dataParams, 0, 0);
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g_D3D11Ctx->UpdateSubresource(g_DataEmissives, 0, NULL, dataEmissives, 0, 0);
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ID3D11ShaderResourceView* srvs[] = {
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g_BackbufferIndex == 0 ? g_BackbufferSRV2 : g_BackbufferSRV,
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g_SRVSpheres,
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g_SRVMaterials,
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g_SRVParams,
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g_SRVEmissives
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};
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g_D3D11Ctx->CSSetShaderResources(0, ARRAYSIZE(srvs), srvs);
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ID3D11UnorderedAccessView* uavs[] = {
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g_BackbufferIndex == 0 ? g_BackbufferUAV : g_BackbufferUAV2,
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g_UAVCounter
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};
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g_D3D11Ctx->CSSetUnorderedAccessViews(0, ARRAYSIZE(uavs), uavs, NULL);
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g_D3D11Ctx->CSSetShader(g_ComputeShader, NULL, 0);
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g_D3D11Ctx->Begin(g_QueryDisjoint);
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g_D3D11Ctx->End(g_QueryBegin);
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g_D3D11Ctx->Dispatch(kBackbufferWidth/kCSGroupSizeX, kBackbufferHeight/kCSGroupSizeY, 1);
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g_D3D11Ctx->End(g_QueryEnd);
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uavs[0] = NULL;
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g_D3D11Ctx->CSSetUnorderedAccessViews(0, ARRAYSIZE(uavs), uavs, NULL);
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++s_FrameCount;
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#else
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QueryPerformanceCounter(&time1);
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float t = float(clock()) / CLOCKS_PER_SEC;
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static size_t s_RayCounter = 0;
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int rayCount;
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UpdateTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, s_Flags);
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DrawTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, g_Backbuffer, rayCount, s_Flags);
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s_FrameCount++;
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s_RayCounter += rayCount;
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LARGE_INTEGER time2;
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QueryPerformanceCounter(&time2);
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uint64_t dt = time2.QuadPart - time1.QuadPart;
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++s_Count;
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s_Time += dt;
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if (s_Count > 10)
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{
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LARGE_INTEGER frequency;
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QueryPerformanceFrequency(&frequency);
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double s = double(s_Time) / double(frequency.QuadPart) / s_Count;
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sprintf_s(s_Buffer, sizeof(s_Buffer), "%.2fms (%.1f FPS) %.1fMrays/s %.2fMrays/frame frames %i\n", s * 1000.0f, 1.f / s, s_RayCounter / s_Count / s * 1.0e-6f, s_RayCounter / s_Count * 1.0e-6f, s_FrameCount);
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SetWindowTextA(g_Wnd, s_Buffer);
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OutputDebugStringA(s_Buffer);
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s_Count = 0;
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s_Time = 0;
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s_RayCounter = 0;
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}
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D3D11_MAPPED_SUBRESOURCE mapped;
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g_D3D11Ctx->Map(g_BackbufferTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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const uint8_t* src = (const uint8_t*)g_Backbuffer;
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uint8_t* dst = (uint8_t*)mapped.pData;
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for (int y = 0; y < kBackbufferHeight; ++y)
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{
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memcpy(dst, src, kBackbufferWidth * 16);
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src += kBackbufferWidth * 16;
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dst += mapped.RowPitch;
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}
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g_D3D11Ctx->Unmap(g_BackbufferTexture, 0);
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#endif
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g_D3D11Ctx->VSSetShader(g_VertexShader, NULL, 0);
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g_D3D11Ctx->PSSetShader(g_PixelShader, NULL, 0);
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g_D3D11Ctx->PSSetShaderResources(0, 1, g_BackbufferIndex == 0 ? &g_BackbufferSRV : &g_BackbufferSRV2);
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g_D3D11Ctx->PSSetSamplers(0, 1, &g_SamplerLinear);
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g_D3D11Ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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g_D3D11Ctx->RSSetState(g_RasterState);
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g_D3D11Ctx->Draw(3, 0);
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g_D3D11SwapChain->Present(0, 0);
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FrameMark;
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#if DO_COMPUTE_GPU
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g_D3D11Ctx->End(g_QueryDisjoint);
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// get GPU times
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while (g_D3D11Ctx->GetData(g_QueryDisjoint, NULL, 0, 0) == S_FALSE) { Sleep(0); }
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D3D10_QUERY_DATA_TIMESTAMP_DISJOINT tsDisjoint;
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g_D3D11Ctx->GetData(g_QueryDisjoint, &tsDisjoint, sizeof(tsDisjoint), 0);
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if (!tsDisjoint.Disjoint)
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{
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UINT64 tsBegin, tsEnd;
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// Note: on some GPUs/drivers, even when the disjoint query above already said "yeah I have data",
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// might still not return "I have data" for timestamp queries before it.
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while (g_D3D11Ctx->GetData(g_QueryBegin, &tsBegin, sizeof(tsBegin), 0) == S_FALSE) { Sleep(0); }
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while (g_D3D11Ctx->GetData(g_QueryEnd, &tsEnd, sizeof(tsEnd), 0) == S_FALSE) { Sleep(0); }
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float s = float(tsEnd - tsBegin) / float(tsDisjoint.Frequency);
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static uint64_t s_RayCounter;
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D3D11_MAPPED_SUBRESOURCE mapped;
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g_D3D11Ctx->Map(g_DataCounter, 0, D3D11_MAP_READ, 0, &mapped);
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s_RayCounter += *(const int*)mapped.pData;
|
|
g_D3D11Ctx->Unmap(g_DataCounter, 0);
|
|
int zeroCount = 0;
|
|
g_D3D11Ctx->UpdateSubresource(g_DataCounter, 0, NULL, &zeroCount, 0, 0);
|
|
|
|
static float s_Time;
|
|
++s_Count;
|
|
s_Time += s;
|
|
if (s_Count > 150)
|
|
{
|
|
s = s_Time / s_Count;
|
|
sprintf_s(s_Buffer, sizeof(s_Buffer), "%.2fms (%.1f FPS) %.1fMrays/s %.2fMrays/frame frames %i\n", s * 1000.0f, 1.f / s, s_RayCounter / s_Count / s * 1.0e-6f, s_RayCounter / s_Count * 1.0e-6f, s_FrameCount);
|
|
SetWindowTextA(g_Wnd, s_Buffer);
|
|
s_Count = 0;
|
|
s_Time = 0;
|
|
s_RayCounter = 0;
|
|
}
|
|
|
|
}
|
|
#endif // #if DO_COMPUTE_GPU
|
|
}
|
|
|
|
|
|
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
switch (message)
|
|
{
|
|
case WM_PAINT:
|
|
{
|
|
PAINTSTRUCT ps;
|
|
HDC hdc = BeginPaint(hWnd, &ps);
|
|
EndPaint(hWnd, &ps);
|
|
}
|
|
break;
|
|
case WM_DESTROY:
|
|
PostQuitMessage(0);
|
|
break;
|
|
case WM_CHAR:
|
|
if (wParam == 'a')
|
|
s_Flags = s_Flags ^ kFlagAnimate;
|
|
if (wParam == 'p')
|
|
{
|
|
s_Flags = s_Flags ^ kFlagProgressive;
|
|
s_FrameCount = 0;
|
|
}
|
|
break;
|
|
default:
|
|
return DefWindowProc(hWnd, message, wParam, lParam);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
static HRESULT InitD3DDevice()
|
|
{
|
|
ZoneScoped;
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
RECT rc;
|
|
GetClientRect(g_Wnd, &rc);
|
|
UINT width = rc.right - rc.left;
|
|
UINT height = rc.bottom - rc.top;
|
|
|
|
UINT createDeviceFlags = 0;
|
|
#ifdef _DEBUG
|
|
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
|
#endif
|
|
|
|
D3D_FEATURE_LEVEL featureLevels[] =
|
|
{
|
|
D3D_FEATURE_LEVEL_11_0,
|
|
};
|
|
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
|
|
hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &g_D3D11Device, &g_D3D11FeatureLevel, &g_D3D11Ctx);
|
|
if (FAILED(hr))
|
|
return hr;
|
|
|
|
// Get DXGI factory
|
|
IDXGIFactory1* dxgiFactory = nullptr;
|
|
{
|
|
IDXGIDevice* dxgiDevice = nullptr;
|
|
hr = g_D3D11Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
IDXGIAdapter* adapter = nullptr;
|
|
hr = dxgiDevice->GetAdapter(&adapter);
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
|
|
adapter->Release();
|
|
}
|
|
dxgiDevice->Release();
|
|
}
|
|
}
|
|
if (FAILED(hr))
|
|
return hr;
|
|
|
|
// Create swap chain
|
|
DXGI_SWAP_CHAIN_DESC sd;
|
|
ZeroMemory(&sd, sizeof(sd));
|
|
sd.BufferCount = 1;
|
|
sd.BufferDesc.Width = width;
|
|
sd.BufferDesc.Height = height;
|
|
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
sd.BufferDesc.RefreshRate.Numerator = 60;
|
|
sd.BufferDesc.RefreshRate.Denominator = 1;
|
|
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
sd.OutputWindow = g_Wnd;
|
|
sd.SampleDesc.Count = 1;
|
|
sd.SampleDesc.Quality = 0;
|
|
sd.Windowed = TRUE;
|
|
hr = dxgiFactory->CreateSwapChain(g_D3D11Device, &sd, &g_D3D11SwapChain);
|
|
|
|
// Prevent Alt-Enter
|
|
dxgiFactory->MakeWindowAssociation(g_Wnd, DXGI_MWA_NO_ALT_ENTER);
|
|
dxgiFactory->Release();
|
|
|
|
if (FAILED(hr))
|
|
return hr;
|
|
|
|
// RTV
|
|
ID3D11Texture2D* pBackBuffer = nullptr;
|
|
hr = g_D3D11SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
|
|
if (FAILED(hr))
|
|
return hr;
|
|
hr = g_D3D11Device->CreateRenderTargetView(pBackBuffer, nullptr, &g_D3D11RenderTarget);
|
|
pBackBuffer->Release();
|
|
if (FAILED(hr))
|
|
return hr;
|
|
|
|
g_D3D11Ctx->OMSetRenderTargets(1, &g_D3D11RenderTarget, nullptr);
|
|
|
|
// Viewport
|
|
D3D11_VIEWPORT vp;
|
|
vp.Width = (float)width;
|
|
vp.Height = (float)height;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
g_D3D11Ctx->RSSetViewports(1, &vp);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
static void ShutdownD3DDevice()
|
|
{
|
|
ZoneScoped;
|
|
|
|
if (g_D3D11Ctx) g_D3D11Ctx->ClearState();
|
|
|
|
if (g_D3D11RenderTarget) g_D3D11RenderTarget->Release();
|
|
if (g_D3D11SwapChain) g_D3D11SwapChain->Release();
|
|
if (g_D3D11Ctx) g_D3D11Ctx->Release();
|
|
if (g_D3D11Device) g_D3D11Device->Release();
|
|
}
|