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DeviceResources
The DeviceResources class is an abstraction for the device & swapchain, and optionally a depth buffer. It's used in a number of DirectX Visual Studio Templates and samples as it simplifies the code by moving 'boilerplate' to a distinct set of files.
For the DirectX 11 version, see DeviceResources
Related tutorial: Using DeviceResources
#include "DeviceResources.h"
The Win32 and UWP versions both implement an abstract interface to simplify handling of "lost device" scenarios.
interface IDeviceNotify
{
virtual void OnDeviceLost() = 0;
virtual void OnDeviceRestored() = 0;
};
The Game
class derives from this interface, and you should call RegisterDeviceNotify to provide the instance to the DR abstraction.
Xbox titles do not encounter "device removed" or "lost device" scenarios, so that version of DeviceResources does not have this interface. UWP on Xbox still requires supporting this scenario.
Typically the DR is used as follows:
Game::Game() noexcept(false)
{
m_deviceResources = std::make_unique<DX::DeviceResources>();
m_deviceResources->RegisterDeviceNotify(this);
}
Game::~Game()
{
if (m_deviceResources)
{
m_deviceResources->WaitForGpu();
}
}
void Game::Initialize(HWND window, int width, int height)
{
m_deviceResources->SetWindow(window, width, height);
m_deviceResources->CreateDeviceResources();
// Create device-dependent resources
m_deviceResources->CreateWindowSizeDependentResources();
// Create windows-size dependent resourcdes
}
The DeviceResources constructor takes a number of defaulted parameters to control backBufferFormat
, depthBufferFormat
, backBufferCount
, minFeatureLevel
, and option flags
. You can provide specific values to change them as needed.
If depthBufferFormat
is set to DXGI_FORMAT_UNKNOWN
, then no depth/stencil buffer is created. This defaults to DXGI_FORMAT_D32_FORMAT
.
The backBufferCount
defaults to 2, but in some cases you may want to override it to use 3. Larger numbers would be quite unusual and are not recommended or supported by this implementation.
The minFeatureLevel
defaults to 11.0. This will work with all DirectX 12 capable hardware. You can specify a higher hardware level if you want to take a hard dependency on additional capabilities.
The flags
parameter is covered below in Device Options.
-
CreateDeviceResources: Creates the device.
-
CreateWindowSizeDependentResources: Creates the resources that depend on the windows size. This function can be called more than once.
-
SetWindow: Sets the native window handle and initial width/height. Must be called before creating the windows dependent resources.
-
WindowSizeChanged: Sets a new width/height for the window which calls
CreateWindowSizeDependentResources
again if the size is different. -
HandleDeviceLost, RegisterDeviceNotify: Device removed (a.k.a. "Lost device") handling.
-
Prepare: Resets the command-list and transitions the backbuffer for rendering. The
beforeState
andafterState
default toD3D12_RESOURCE_STATE_PRESENT
andD3D12_RESOURCE_STATE_RENDER_TARGET
. If these values are the same, no transition barrier is inserted. -
Present: Transitions the backbuffer to
D3D12_RESOURCE_STATE_PRESENT
, Presents the current backbuffer, and swaps buffers. ThebeforeState
defaults toD3D12_RESOURCE_STATE_RENDER_TARGET
. If you passD3D12_RESOURCE_STATE_PRESENT
, then no transition barrier is inserted. -
WaitForGpu: Suspends the CPU thread execution until the GPU reaches a fence to indicate it has processed the command-queue.
See Resource Barriers for more on the parameters for Prepare and Present.
-
GetOutputSize: Returns the output size of the presentation window associated with the device.
-
GetD3DDevice: Returns the Direct3D device.
-
GetSwapChain: Returns the DXGI swap chain interface.
-
GetDXGIFactory: Returns the DXGI factory interface.
-
GetDeviceFeatureLevel: Returns the Direct3D hardware feature level in use.
-
GetRenderTarget, GetDepthStencil: Returns the resource objects for the swap chain & depth/stencil buffer.
-
GetRenderTargetView: Returns the render target view for the swap chain back-buffer.
-
GetDepthStencilView: Returns the depth/stencil buffer created for the back-buffer.
-
GetBackBufferFormat: Returns the format of the render target returned by
GetRenderTargetView
. -
GetDepthBufferFormat: Returns the format of the depth/stencil buffer returned by
GetDepthStencilView
. -
GetCommandQueue: Returns the Direct3D command queue.
-
GetCommandAllocator: Returns the Direct3D command allocator.
-
GetCommandList: Returns the Direct3D graphics command list.
-
GetScreenViewport: Returns a viewport for the swap chain back-buffer.
-
GetScissorRect: Returns a default scissor rectangle for the swap chain back-buffer.
-
GetCurrentFrameIndex: Returns the current present frame index (0-based).
-
GetBackBufferCount: Returns the number of back-buffers in the swap chain.
-
GetColorSpace: Returns the current color space of the window (used with
c_EnableHDR
). -
GetDeviceOptions: Returns the device options based on the ctor flags. If the system does not support the option, the flag will be cleared.
-
c_AllowTearing
: Enable variable refresh rate (a.k.a. NVIDIA’s G-SYNC, AMD’s FreeSync, and VESA DisplayPort Adaptive-Sync) if supported. -
c_EnableHDR
: Enable HDR10 output if supported. See below. -
c_ReverseDepth
: Clear the depth-buffer to 1 instead of 0.
-
c_EnableQHD
: Enable 1440p swapchain if supported, otherwise use 1080p. -
c_Enable4K_UHD
: Enable 4k swapchain if supported, otherwise use 1440p (if enabled) or 1080p. -
c_GeometryShaders
,c_TessellationShaders
,c_AmplificationShaders
,c_EnableDXR
: Enables various Direct3D features or disables them if not requested to save memory. -
c_ColorDcc
,c_DepthTcc
: Enables some Xbox-specific extension flags for the color/depth-buffer.
The DeviceResources class methods are intended to be called from the main presenting thread, and not from other threads. The command-queue and command-list associated with DeviceResources is intended for use by this 'main' thread. Per the DirectX Graphics Infrastructure (DXGI): Best Practices, this presenting thread should also be the same thread as the main window message processing.
The UWP version includes GetRotation and GetOrientationTransform3D to simplify handling of display orientation.
m_spritesBatch->SetRotation( m_deviceResources->GetRotation() );
Matrix perspectiveMatrix = Matrix::CreatePerspectiveFieldOfView(
fovAngleY, aspectRatio, nearDist, farDist );
m_projection = perspectiveMatrix * m_deviceResources->GetOrientationTransform3D();
-or-
XMMATRIX projection = XMMatrixPerspectiveFovLH(
fovAngleY, aspectRatio, nearDist, farDist );
XMMATRIX orient = XMLoadFloat4x4( &m_deviceResources->GetOrientationTransform3D() );
projection *= orient;
This platform also uses an additional methods:
-
ValidateDevice is called from the
DisplayInformation::DisplayContentsInvalidated
handler, which can trigger a 'device removed' event.
The version of DeviceResources in the Visual Studio Universal Windows platform "Direct3D 12 App" template is a little different than the one linked above, although the basic design is the same. The primary difference is that the "Direct3D 12 App" template has a 'polling' model for device removed instead of using the
IDeviceNotify
callback.
The Xbox One XDK version of DeviceResources does not include the 'device lost' handling, and always uses a fixed back-buffer size. The DR version for Xbox One also uses DXGIX_SWAP_CHAIN_FLAG_QUANTIZATION_RGB_FULL
rather than DXGIX_SWAP_CHAIN_MATCH_XBOX360_AND_PC
.
The Microsoft GDKX version of DeviceResources is included in the standard project templates. As with the Xbox One XDK version, there's no 'device lost' handling required for Xbox. The GDKX platform uses PresentX, so the method WaitForOrigin has to be called each frame loop typically just before processing input. SetClearColor is used to optimize the swapchain color buffer.
The Xbox variant also has Suspend and Resume helper methods for proper GPU behavior under Process Lifetime Management (PLM).
Since the DeviceResources
class is now in it's own file and no longer directly impacts the readability of the rest of the template, it has a few enhancements compared to the handling in non-DR templates.
- If the SDK Debug Layer is not present on the target system when running
Debug
configurations, it will automatically fallback to creating the device without debugging. - If no hardware device is available, the DR version will fall back to using WARP in non-production builds as this is useful for debugging and validation.
- In
Debug
configurations, additional diagnostic messages are output to the debug window. - Rather than always using the default Direct3D device, the DR version will filter out the Microsoft Basic Render Driver adapter as this fallback software device is seldom acceptable performance for games.
- Since the Visual Graphics Diagnostics event-markup has been standardized for the Windows 10 SDK, the DirectX 12 DR templates are pre-populated with some basic mark-up to improve debugging.
- Direct3D 12 Win32 version: DeviceResources.h / DeviceResources.cpp
- Direct3D 12 UWP version: DeviceResources.h / DeviceResources.cpp
- Direct3D 12 Xbox One XDK version: DeviceResources.h / DeviceResources.cpp
If the ctor is created with the c_EnableHDR
option flag, then the GetColorSpace property (on PC/UWP) needs to be used to determine if the swapchain is currently using sRGB (DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
), Linear (DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709
), or HDR10 (DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020
) values. This can change whenever the window is moved or the HDR mode of the TV is modified, so should be checked each frame.
The HDR display support requires the Windows 10 Creators Update (15063) and must be built with the Windows 10 Creators Update SDK (15063).
The backBufferFormat
for PC/UWP should be DXGI_FORMAT_R10G10B10A2_UNORM
for rendering in HDR10 or DXGI_FORMAT_R16G16B16A16_FLOAT
for rendering linear float values. The ToneMapPostProcess class supports the required color transformations for preparing an HDR10 signal, or tone-mapping for non-HDR displays.
For Xbox One, the
backBufferFormat
is actually the GameDVR SDR swapchain format which can be any 8:8:8:8 or 10:10:10:2 UNORM format. The HDR swapchain in this case is alwaysDXGI_FORMAT_R10G10B10A2_UNORM
using HDR10. You would typically use ToneMapPostProcess with the MRT mode enabled to generate both HDR10 and SDR signals at the same time.
For Xbox Series X|S, you can render to a single HDR10 render target, and the hardware will generate the tone-mapped GameDVR image automatically.
See the tutorial Using HDR rendering for example usage.
The Care and Feeding of Modern Swap Chains
Anatomy of Direct3D 12 Create Device
Direct3D Win32 Game Visual Studio template (Redux)
Linear-Space Lighting (i.e. Gamma)
Chapter 24. The Importance of Being Linear, GPU Gems 3
Gamma-correct rendering
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Xbox One
- Xbox Series X|S
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20