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Resize.cpp
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Resize.cpp
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// © 2023 NVIDIA Corporation
#include "NRIFramework.h"
#include <array>
struct NRIInterface
: public nri::CoreInterface,
public nri::HelperInterface,
public nri::StreamerInterface,
public nri::SwapChainInterface {};
struct Frame {
nri::CommandAllocator* commandAllocator;
nri::CommandBuffer* commandBuffer;
};
class Sample : public SampleBase {
public:
Sample() {
}
~Sample();
bool Initialize(nri::GraphicsAPI graphicsAPI) override;
void PrepareFrame(uint32_t frameIndex) override;
void RenderFrame(uint32_t frameIndex) override;
void ResizeSwapChain();
private:
NRIInterface NRI = {};
nri::Device* m_Device = nullptr;
nri::Streamer* m_Streamer = nullptr;
nri::SwapChain* m_SwapChain = nullptr;
nri::CommandQueue* m_CommandQueue = nullptr;
nri::Fence* m_FrameFence = nullptr;
std::array<Frame, BUFFERED_FRAME_MAX_NUM> m_Frames = {};
std::vector<nri::Memory*> m_MemoryAllocations;
std::vector<BackBuffer> m_SwapChainBuffers;
nri::Format m_SwapChainFormat;
uint2 m_PrevWindowResolution;
bool m_IsFullscreen = false;
};
Sample::~Sample() {
NRI.WaitForIdle(*m_CommandQueue);
for (Frame& frame : m_Frames) {
NRI.DestroyCommandBuffer(*frame.commandBuffer);
NRI.DestroyCommandAllocator(*frame.commandAllocator);
}
for (BackBuffer& backBuffer : m_SwapChainBuffers)
NRI.DestroyDescriptor(*backBuffer.colorAttachment);
NRI.DestroyFence(*m_FrameFence);
NRI.DestroySwapChain(*m_SwapChain);
NRI.DestroyStreamer(*m_Streamer);
for (size_t i = 0; i < m_MemoryAllocations.size(); i++)
NRI.FreeMemory(*m_MemoryAllocations[i]);
DestroyUI(NRI);
nri::nriDestroyDevice(*m_Device);
}
bool Sample::Initialize(nri::GraphicsAPI graphicsAPI) {
m_PrevWindowResolution = m_WindowResolution;
nri::AdapterDesc bestAdapterDesc = {};
uint32_t adapterDescsNum = 1;
NRI_ABORT_ON_FAILURE(nri::nriEnumerateAdapters(&bestAdapterDesc, adapterDescsNum));
// Device
nri::DeviceCreationDesc deviceCreationDesc = {};
deviceCreationDesc.graphicsAPI = graphicsAPI;
deviceCreationDesc.enableGraphicsAPIValidation = m_DebugAPI;
deviceCreationDesc.enableNRIValidation = m_DebugNRI;
deviceCreationDesc.enableD3D11CommandBufferEmulation = D3D11_COMMANDBUFFER_EMULATION;
deviceCreationDesc.spirvBindingOffsets = SPIRV_BINDING_OFFSETS;
deviceCreationDesc.adapterDesc = &bestAdapterDesc;
deviceCreationDesc.allocationCallbacks = m_AllocationCallbacks;
NRI_ABORT_ON_FAILURE(nri::nriCreateDevice(deviceCreationDesc, m_Device));
// NRI
NRI_ABORT_ON_FAILURE(nri::nriGetInterface(*m_Device, NRI_INTERFACE(nri::CoreInterface), (nri::CoreInterface*)&NRI));
NRI_ABORT_ON_FAILURE(nri::nriGetInterface(*m_Device, NRI_INTERFACE(nri::HelperInterface), (nri::HelperInterface*)&NRI));
NRI_ABORT_ON_FAILURE(nri::nriGetInterface(*m_Device, NRI_INTERFACE(nri::StreamerInterface), (nri::StreamerInterface*)&NRI));
NRI_ABORT_ON_FAILURE(nri::nriGetInterface(*m_Device, NRI_INTERFACE(nri::SwapChainInterface), (nri::SwapChainInterface*)&NRI));
// Create streamer
nri::StreamerDesc streamerDesc = {};
streamerDesc.dynamicBufferMemoryLocation = nri::MemoryLocation::HOST_UPLOAD;
streamerDesc.dynamicBufferUsageBits = nri::BufferUsageBits::VERTEX_BUFFER | nri::BufferUsageBits::INDEX_BUFFER;
streamerDesc.constantBufferMemoryLocation = nri::MemoryLocation::HOST_UPLOAD;
streamerDesc.frameInFlightNum = BUFFERED_FRAME_MAX_NUM;
NRI_ABORT_ON_FAILURE(NRI.CreateStreamer(*m_Device, streamerDesc, m_Streamer));
// Command queue
NRI_ABORT_ON_FAILURE(NRI.GetCommandQueue(*m_Device, nri::CommandQueueType::GRAPHICS, m_CommandQueue));
// Fences
NRI_ABORT_ON_FAILURE(NRI.CreateFence(*m_Device, 0, m_FrameFence));
{ // Swap chain
nri::SwapChainDesc swapChainDesc = {};
swapChainDesc.window = GetWindow();
swapChainDesc.commandQueue = m_CommandQueue;
swapChainDesc.format = nri::SwapChainFormat::BT709_G22_8BIT;
swapChainDesc.verticalSyncInterval = m_VsyncInterval;
swapChainDesc.width = (uint16_t)m_WindowResolution.x;
swapChainDesc.height = (uint16_t)m_WindowResolution.y;
swapChainDesc.textureNum = SWAP_CHAIN_TEXTURE_NUM;
NRI_ABORT_ON_FAILURE(NRI.CreateSwapChain(*m_Device, swapChainDesc, m_SwapChain));
uint32_t swapChainTextureNum;
nri::Texture* const* swapChainTextures = NRI.GetSwapChainTextures(*m_SwapChain, swapChainTextureNum);
m_SwapChainFormat = NRI.GetTextureDesc(*swapChainTextures[0]).format;
for (uint32_t i = 0; i < swapChainTextureNum; i++) {
nri::Texture2DViewDesc textureViewDesc = {swapChainTextures[i], nri::Texture2DViewType::COLOR_ATTACHMENT, m_SwapChainFormat};
nri::Descriptor* colorAttachment;
NRI_ABORT_ON_FAILURE(NRI.CreateTexture2DView(textureViewDesc, colorAttachment));
const BackBuffer backBuffer = {colorAttachment, swapChainTextures[i]};
m_SwapChainBuffers.push_back(backBuffer);
}
}
// Buffered resources
for (Frame& frame : m_Frames) {
NRI_ABORT_ON_FAILURE(NRI.CreateCommandAllocator(*m_CommandQueue, frame.commandAllocator));
NRI_ABORT_ON_FAILURE(NRI.CreateCommandBuffer(*frame.commandAllocator, frame.commandBuffer));
}
return InitUI(NRI, NRI, *m_Device, m_SwapChainFormat);
}
void Sample::PrepareFrame(uint32_t frameIndex) {
const uint32_t N = 10000;
uint32_t n = N - 1 - (frameIndex % N);
// Info text
char s[64];
if (m_IsFullscreen)
snprintf(s, sizeof(s), "Going windowed in %u...", n / 1000);
else
snprintf(s, sizeof(s), "Going fullscreen in %u...", n / 1000);
// Resize
if (n == 0) {
m_IsFullscreen = !m_IsFullscreen;
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* vidmode = glfwGetVideoMode(monitor);
uint32_t w = (uint32_t)vidmode->width;
uint32_t h = (uint32_t)vidmode->height;
if (m_IsFullscreen)
m_WindowResolution = uint2(w, h);
else
m_WindowResolution = m_PrevWindowResolution;
uint32_t x = (w - m_WindowResolution.x) >> 1;
uint32_t y = (h - m_WindowResolution.y) >> 1;
glfwSetWindowAttrib(m_Window, GLFW_DECORATED, m_IsFullscreen ? 0 : 1);
glfwSetWindowPos(m_Window, x, y);
glfwSetWindowSize(m_Window, m_WindowResolution.x, m_WindowResolution.y);
ResizeSwapChain();
}
// UI
BeginUI();
ImVec2 dims = ImGui::CalcTextSize(s);
ImVec2 p;
p.x = ((float)m_WindowResolution.x - dims.x) * 0.5f;
p.y = ((float)m_WindowResolution.y - dims.y) * 0.5f;
ImGui::SetNextWindowPos(p);
ImGui::Begin("Color", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize);
{
ImGui::Text(s);
}
ImGui::End();
EndUI(NRI, *m_Streamer);
NRI.CopyStreamerUpdateRequests(*m_Streamer);
}
void Sample::ResizeSwapChain() {
// Wait for idle
NRI.WaitForIdle(*m_CommandQueue);
// Destroy old swapchain
for (BackBuffer& backBuffer : m_SwapChainBuffers)
NRI.DestroyDescriptor(*backBuffer.colorAttachment);
NRI.DestroySwapChain(*m_SwapChain);
// Create new swapchain
nri::SwapChainDesc swapChainDesc = {};
swapChainDesc.window = GetWindow();
swapChainDesc.commandQueue = m_CommandQueue;
swapChainDesc.format = nri::SwapChainFormat::BT709_G22_8BIT;
swapChainDesc.verticalSyncInterval = m_VsyncInterval;
swapChainDesc.width = (uint16_t)m_WindowResolution.x;
swapChainDesc.height = (uint16_t)m_WindowResolution.y;
swapChainDesc.textureNum = SWAP_CHAIN_TEXTURE_NUM;
NRI_ABORT_ON_FAILURE(NRI.CreateSwapChain(*m_Device, swapChainDesc, m_SwapChain));
uint32_t swapChainTextureNum;
nri::Texture* const* swapChainTextures = NRI.GetSwapChainTextures(*m_SwapChain, swapChainTextureNum);
m_SwapChainFormat = NRI.GetTextureDesc(*swapChainTextures[0]).format;
m_SwapChainBuffers.clear();
for (uint32_t i = 0; i < swapChainTextureNum; i++) {
nri::Texture2DViewDesc textureViewDesc = {swapChainTextures[i], nri::Texture2DViewType::COLOR_ATTACHMENT, m_SwapChainFormat};
nri::Descriptor* colorAttachment;
NRI_ABORT_ON_FAILURE(NRI.CreateTexture2DView(textureViewDesc, colorAttachment));
const BackBuffer backBuffer = {colorAttachment, swapChainTextures[i]};
m_SwapChainBuffers.push_back(backBuffer);
}
}
void Sample::RenderFrame(uint32_t frameIndex) {
const uint32_t bufferedFrameIndex = frameIndex % BUFFERED_FRAME_MAX_NUM;
const Frame& frame = m_Frames[bufferedFrameIndex];
if (frameIndex >= BUFFERED_FRAME_MAX_NUM) {
NRI.Wait(*m_FrameFence, 1 + frameIndex - BUFFERED_FRAME_MAX_NUM);
NRI.ResetCommandAllocator(*frame.commandAllocator);
}
const uint32_t backBufferIndex = NRI.AcquireNextSwapChainTexture(*m_SwapChain);
BackBuffer& backBuffer = m_SwapChainBuffers[backBufferIndex];
// Record
nri::CommandBuffer& commandBuffer = *frame.commandBuffer;
NRI.BeginCommandBuffer(commandBuffer, nullptr);
{
nri::TextureBarrierDesc textureBarrierDescs = {};
textureBarrierDescs.texture = backBuffer.texture;
textureBarrierDescs.after = {nri::AccessBits::COPY_SOURCE, nri::Layout::COPY_SOURCE};
textureBarrierDescs.layerNum = 1;
textureBarrierDescs.mipNum = 1;
nri::BarrierGroupDesc barrierGroupDesc = {};
barrierGroupDesc.textureNum = 1;
barrierGroupDesc.textures = &textureBarrierDescs;
NRI.CmdBarrier(commandBuffer, barrierGroupDesc);
nri::TextureDataLayoutDesc dstDataLayoutDesc = {};
dstDataLayoutDesc.rowPitch = NRI.GetDeviceDesc(*m_Device).uploadBufferTextureRowAlignment;
textureBarrierDescs.before = textureBarrierDescs.after;
textureBarrierDescs.after = {nri::AccessBits::COLOR_ATTACHMENT, nri::Layout::COLOR_ATTACHMENT};
NRI.CmdBarrier(commandBuffer, barrierGroupDesc);
nri::AttachmentsDesc attachmentsDesc = {};
attachmentsDesc.colorNum = 1;
attachmentsDesc.colors = &backBuffer.colorAttachment;
NRI.CmdBeginRendering(commandBuffer, attachmentsDesc);
{
helper::Annotation annotation(NRI, commandBuffer, "Clear");
nri::ClearDesc clearDesc = {};
clearDesc.planes = nri::PlaneBits::COLOR;
if (m_IsFullscreen)
clearDesc.value.color.f = {0.0f, 1.0f, 0.0f, 1.0f};
else
clearDesc.value.color.f = {1.0f, 0.0f, 0.0f, 1.0f};
NRI.CmdClearAttachments(commandBuffer, &clearDesc, 1, nullptr, 0);
RenderUI(NRI, NRI, *m_Streamer, commandBuffer, 1.0f, true);
}
NRI.CmdEndRendering(commandBuffer);
textureBarrierDescs.before = textureBarrierDescs.after;
textureBarrierDescs.after = {nri::AccessBits::UNKNOWN, nri::Layout::PRESENT};
NRI.CmdBarrier(commandBuffer, barrierGroupDesc);
}
NRI.EndCommandBuffer(commandBuffer);
{ // Submit
nri::QueueSubmitDesc queueSubmitDesc = {};
queueSubmitDesc.commandBuffers = &frame.commandBuffer;
queueSubmitDesc.commandBufferNum = 1;
NRI.QueueSubmit(*m_CommandQueue, queueSubmitDesc);
}
// Present
NRI.QueuePresent(*m_SwapChain);
{ // Signaling after "Present" improves D3D11 performance a bit
nri::FenceSubmitDesc signalFence = {};
signalFence.fence = m_FrameFence;
signalFence.value = 1 + frameIndex;
nri::QueueSubmitDesc queueSubmitDesc = {};
queueSubmitDesc.signalFences = &signalFence;
queueSubmitDesc.signalFenceNum = 1;
NRI.QueueSubmit(*m_CommandQueue, queueSubmitDesc);
}
}
SAMPLE_MAIN(Sample, 0);