Diligent Engine API Reference
GraphicsEngineD3D12

Implementation of Diligent Engine API using Direct3D12

Initialization

The following code snippet shows how to initialize diligent engine in D3D12 mode.

#include "RenderDeviceFactoryD3D12.h"
using namespace Diligent;
// ...
#ifdef ENGINE_DLL
GetEngineFactoryD3D12Type GetEngineFactoryD3D12 = nullptr;
// Load the dll and import GetEngineFactoryD3D12() function
LoadGraphicsEngineD3D12(GetEngineFactoryD3D12);
#endif
auto *pFactoryD3D11 = GetEngineFactoryD3D12();
EngineD3D12Attribs EngD3D12Attribs;
EngD3D12Attribs.CPUDescriptorHeapAllocationSize[0] = 1024;
EngD3D12Attribs.CPUDescriptorHeapAllocationSize[1] = 32;
EngD3D12Attribs.CPUDescriptorHeapAllocationSize[2] = 16;
EngD3D12Attribs.CPUDescriptorHeapAllocationSize[3] = 16;
EngD3D12Attribs.NumCommandsToFlushCmdList = 64;
pFactoryD3D11->CreateDeviceAndContextsD3D12( EngD3D12Attribs, &pRenderDevice, &pImmediateContext, 0 );
pFactoryD3D11->CreateSwapChainD3D12( pRenderDevice, pImmediateContext, SwapChainDesc, hWnd, &pSwapChain );

Alternatively, the engine can be initialized by attaching to existing D3D12 device (see below).

Interoperability with Direct3D12

Diligent Engine exposes methods to access internal D3D12 objects, is able to create diligent engine buffers and textures from existing Direct3D12 resources, and can be initialized by attaching to existing D3D12 device and provide synchronization tools.

Accessing Native D3D12 Resources

Below are some of the methods that provide access to internal D3D12 objects:

Function Description
ID3D12Resource* IBufferD3D12::GetD3D12Buffer(size_t &DataStartByteOffset, Uint32 ContextId) returns a pointer to the ID3D12Resource interface of the internal Direct3D12 buffer object. Note that dynamic buffers are suballocated from dynamic heap, and every context has its own dynamic heap. Offset from the beginning of the dynamic heap for a context identified by ContextId is returned in DataStartByteOffset parameter
void IBufferD3D12::SetD3D12ResourceState(D3D12_RESOURCE_STATES state) sets the buffer usage state. This method should be used when an application transitions the buffer to inform diligent engine about the current usage state
D3D12_CPU_DESCRIPTOR_HANDLE IBufferViewD3D12::GetCPUDescriptorHandle() returns CPU descriptor handle of the buffer view
ID3D12Resource* ITextureD3D12::GetD3D12Texture() returns a pointer to the ID3D12Resource interface of the internal Direct3D12 texture object
void ITextureD3D12::SetD3D12ResourceState(D3D12_RESOURCE_STATES state) sets the texture usage state. This method should be used when an application transitions the texture to inform diligent engine about the current usage state
D3D12_CPU_DESCRIPTOR_HANDLE ITextureViewD3D12::GetCPUDescriptorHandle() returns CPU descriptor handle of the texture view
void IDeviceContextD3D12::TransitionTextureState(ITexture *pTexture, D3D12_RESOURCE_STATES State) transitions internal D3D12 texture object to a specified state
void IDeviceContextD3D12::TransitionBufferState(IBuffer *pBuffer, D3D12_RESOURCE_STATES State) transitions internal D3D12 buffer object to a specified state
ID3D12PipelineState* IPipelineStateD3D12::GetD3D12PipelineState() returns ID3D12PipelineState interface of the internal D3D12 pipeline state object object
ID3D12RootSignature* IPipelineStateD3D12::GetD3D12RootSignature() returns a pointer to the root signature object associated with this pipeline state
D3D12_CPU_DESCRIPTOR_HANDLE ISamplerD3D12::GetCPUDescriptorHandle() returns a CPU descriptor handle of the D3D12 sampler object
ID3D12Device* IRenderDeviceD3D12::GetD3D12Device() returns ID3D12Device interface of the internal Direct3D12 device object

Synchronization Tools

Function Description
Uint64 IRenderDeviceD3D12::GetNextFenceValue() returns the fence value that will be signaled by the GPU command queue when the next command list is submitted for execution
Bool IRenderDeviceD3D12::IsFenceSignaled(Uint64 FenceValue) checks if the fence value has been signaled by the GPU. True means that all associated work has been finished
void IRenderDeviceD3D12::FinishFrame() this method should be called at the end of the frame when attached to existing D3D12 device. Otherwise the method is automatically called before present

Creating Diligent Engine Objects from D3D12 Resources

Initializing the Engine by Attaching to Existing D3D12 Device

To attach diligent engine to existing D3D12 device, use the following factory function:

void IEngineFactoryD3D12::AttachToD3D12Device(void *pd3d12NativeDevice,
class ICommandQueueD3D12 *pCommandQueue,
const EngineD3D12Attribs& EngineAttribs,
IRenderDevice **ppDevice,
IDeviceContext **ppContexts,
Uint32 NumDeferredContexts);

The method takes a pointer to the native D3D12 device pd3d12NativeDevice, initialization parameters EngineAttribs, and returns diligent engine device interface in ppDevice, and diligent engine contexts in ppContexts. Pointer to the immediate goes at position 0. If NumDeferredContexts > 0, pointers to deferred contexts go afterwards. The function also takes a pointer to the command queue object pCommandQueue, which needs to implement ICommandQueueD3D12 interface.

For more information about interoperability with D3D12, please visit Diligent Engine web site

References

Diligent Engine on the Web

Interoperability with Direct3D12

Architecture of D3D12-based implementation

Release Notes

2.1

New fatures

API Changes

Bug fixes

2.0

Reworked the API to follow D3D12 style

1.0

Initial release

Copyright 2015-2018 Egor Yusov

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