149 строки
4.6 KiB
C++
149 строки
4.6 KiB
C++
//--------------------------------------------------------------------------------------
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// SimpleCompute.h
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//
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// Advanced Technology Group (ATG)
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//--------------------------------------------------------------------------------------
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#pragma once
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#include "DeviceResources.h"
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#include "StepTimer.h"
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#include "ControllerHelp.h"
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class SmoothedFPS
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{
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public:
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SmoothedFPS(uint32_t frameInterval = 100)
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{
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Initialize(frameInterval);
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}
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void Initialize(uint32_t frameInterval = 100)
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{
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m_frameInterval = frameInterval;
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m_timeAccumulator = 0.0f;
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m_frameAccumulator = 0;
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m_smoothedFPS = 0.0f;
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}
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void Tick(float DeltaTime)
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{
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m_timeAccumulator += DeltaTime;
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++m_frameAccumulator;
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if (m_frameAccumulator >= m_frameInterval)
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{
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m_smoothedFPS = (float)m_frameInterval / m_timeAccumulator;
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m_timeAccumulator = 0.0f;
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m_frameAccumulator = 0;
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}
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}
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float GetFPS() const { return m_smoothedFPS; }
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private:
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float m_smoothedFPS;
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float m_timeAccumulator;
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uint32_t m_frameAccumulator;
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uint32_t m_frameInterval;
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};
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// A basic sample implementation that creates a D3D11 device and
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// provides a render loop.
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class Sample
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{
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public:
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Sample() noexcept(false);
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~Sample() = default;
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Sample(Sample&&) = delete;
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Sample& operator= (Sample&&) = delete;
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Sample(Sample const&) = delete;
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Sample& operator= (Sample const&) = delete;
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// Initialization and management
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void Initialize(IUnknown* window);
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// Basic game loop
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void Tick();
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// Messages
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void OnSuspending();
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void OnResuming();
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private:
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struct CB_FractalCS
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{
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DirectX::XMFLOAT4 MaxThreadIter;
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DirectX::XMFLOAT4 Window;
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};
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void Update(DX::StepTimer const& timer);
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void Render();
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void Clear();
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void CreateDeviceDependentResources();
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void CreateWindowSizeDependentResources();
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void ResetWindow();
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void AsyncComputeThreadProc();
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// Device resources.
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std::unique_ptr<DX::DeviceResources> m_deviceResources;
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// Rendering loop timer.
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uint64_t m_frame;
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DX::StepTimer m_timer;
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std::unique_ptr<ATG::Help> m_help;
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bool m_showHelp;
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// Input devices.
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std::unique_ptr<DirectX::GamePad> m_gamePad;
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DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
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// Compute data
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SmoothedFPS m_renderFPS;
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SmoothedFPS m_computeFPS;
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std::atomic<bool> m_terminateThread;
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std::atomic<bool> m_suspendThread;
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std::thread * m_computeThread;
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CB_FractalCS* m_cbFractalData;
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UINT m_renderIndex;
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uint64_t* m_fractalTimestamps;
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DirectX::XMFLOAT4 m_window;
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std::atomic<bool> m_windowUpdated;
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uint32_t m_asyncExecuteCount;
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float m_lastAsyncExecuteTimeMsec;
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uint32_t m_fractalMaxIterations;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_cbFractal;
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Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_csFractal;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> m_fractalTexture[2];
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Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> m_fractalUAV[2];
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_fractalSRV[2];
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Microsoft::WRL::ComPtr<ID3D11ComputeContextX> m_computeContext;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> m_fractalColorMap[2];
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_fractalColorMapSRV[2];
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Microsoft::WRL::ComPtr<ID3D11SamplerState> m_fractalBilinearSampler;
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std::atomic<bool> m_usingAsyncCompute;
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bool m_requestUsingAsyncCompute;
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std::atomic<bool> m_asyncComputeActive;
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Microsoft::WRL::Wrappers::Event m_computeResumeSignal;
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// DirectXTK objects.
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std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
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std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
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std::unique_ptr<DirectX::SpriteFont> m_font;
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std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
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};
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