cleanup and refactoring

This commit is contained in:
CDaut 2024-05-25 11:53:25 +02:00
parent 2302158928
commit 76f6bf62a4
Signed by: clara
GPG key ID: 223391B52FAD4463
1285 changed files with 757994 additions and 8 deletions

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## Table of Contents
- [base_dx12.hpp](#base_dx12hpp)
- [context_dx12.hpp](#context_dx12hpp)
- [error_dx12.hpp](#error_dx12hpp)
## base_dx12.hpp
### class nvdx12::DeviceUtils
Utility class for simple creation of pipeline states, root signatures,
and buffers.
### function nvdx12::transitionBarrier
Short-hand function to create a transition barrier
## context_dx12.hpp
### class nvdx12::Context
Container class for a basic DX12 app, consisting of a DXGI factory, a DX12
device, and a command queue.
### struct nvdx12::ContextCreateInfo
Properties for context initialization.
## error_dx12.hpp
### function nvdx12::checkResult
> Returns true on critical error result, logs errors.
Use `HR_CHECK(result)` to automatically log filename/linenumber.

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/*
* Copyright (c) 2016-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#include "base_dx12.hpp"
#include "error_dx12.hpp"
#include <dxgi1_5.h>
#include <algorithm>
namespace nvdx12 {
//////////////////////////////////////////////////////////////////////////
D3D12_RESOURCE_BARRIER transitionBarrier(_In_ ID3D12Resource* pResource,
D3D12_RESOURCE_STATES stateBefore,
D3D12_RESOURCE_STATES stateAfter,
UINT subresource /*= D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES*/,
D3D12_RESOURCE_BARRIER_FLAGS flags /*= D3D12_RESOURCE_BARRIER_FLAG_NONE*/)
{
D3D12_RESOURCE_BARRIER result;
ZeroMemory(&result, sizeof(result));
result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
result.Flags = flags;
result.Transition.pResource = pResource;
result.Transition.StateBefore = stateBefore;
result.Transition.StateAfter = stateAfter;
result.Transition.Subresource = subresource;
return result;
}
//////////////////////////////////////////////////////////////////////////
ID3D12Device* DeviceUtils::createDevice(IDXGIFactory5* factory)
{
HRESULT hr = 0;
IDXGIAdapter1* hardwareAdapter = nullptr;
// Look for an actual GPU. This sample does not support WARP (software)
// devices.
for(UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters1(adapterIndex, &hardwareAdapter); ++adapterIndex)
{
DXGI_ADAPTER_DESC1 desc;
hardwareAdapter->GetDesc1(&desc);
if(desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
// Don't select the Basic Render Driver adapter.
continue;
}
// Check to see if the adapter supports Direct3D 12, but don't create the
// actual device yet.
if(SUCCEEDED(D3D12CreateDevice(hardwareAdapter, D3D_FEATURE_LEVEL_12_0, _uuidof(ID3D12Device), nullptr)))
{
break;
}
}
if(hardwareAdapter == nullptr)
{
return nullptr;
}
DXGI_ADAPTER_DESC1 adapterDesc;
hardwareAdapter->GetDesc1(&adapterDesc);
printf("Running on DXGI Adapter %S\n", adapterDesc.Description);
// Create the DX12 device on the selected GPU
hr = D3D12CreateDevice(hardwareAdapter, D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(&m_device));
if(FAILED(hr))
{
return nullptr;
}
hardwareAdapter->Release();
return m_device;
}
D3D12_GRAPHICS_PIPELINE_STATE_DESC DeviceUtils::createDefaultPipelineDesc(D3D12_INPUT_ELEMENT_DESC* inputDescs,
UINT inputCount,
ID3D12RootSignature* rootSignature,
void* vertexShaderPointer,
size_t vertexShaderSize,
void* pixelShaderPointer,
size_t pixelShaderSize)
{
// Describe and create the graphics pipeline state object (PSO).
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = {inputDescs, inputCount};
psoDesc.pRootSignature = rootSignature;
psoDesc.VS = {vertexShaderPointer, vertexShaderSize};
psoDesc.PS = {pixelShaderPointer, pixelShaderSize};
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
psoDesc.RasterizerState.FrontCounterClockwise = TRUE;
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
psoDesc.RasterizerState.DepthClipEnable = TRUE;
psoDesc.RasterizerState.MultisampleEnable = FALSE;
psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;
psoDesc.RasterizerState.ForcedSampleCount = 0;
psoDesc.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
psoDesc.BlendState.IndependentBlendEnable = FALSE;
const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {
FALSE,
FALSE,
D3D12_BLEND_ONE,
D3D12_BLEND_ZERO,
D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE,
D3D12_BLEND_ZERO,
D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
for(UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
psoDesc.BlendState.RenderTarget[i] = defaultRenderTargetBlendDesc;
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.SampleDesc.Count = 1;
return psoDesc;
}
void DeviceUtils::addDepthStencilTestToPipeline(D3D12_GRAPHICS_PIPELINE_STATE_DESC& psoDesc,
bool enableDepth /*= true*/,
bool enableStencil /*= false*/,
DXGI_FORMAT format /*= DXGI_FORMAT_D32_FLOAT*/)
{
D3D12_DEPTH_STENCIL_DESC depthStencilState;
depthStencilState.DepthEnable = enableDepth ? TRUE : FALSE;
depthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
depthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
depthStencilState.StencilEnable = enableStencil ? TRUE : FALSE;
depthStencilState.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
depthStencilState.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp = {D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP,
D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS};
depthStencilState.FrontFace = defaultStencilOp;
depthStencilState.BackFace = defaultStencilOp;
psoDesc.DepthStencilState = depthStencilState;
psoDesc.DSVFormat = format;
}
ID3D12Resource* DeviceUtils::createBuffer(uint64_t size, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initState, const D3D12_HEAP_PROPERTIES& heapProps)
{
D3D12_RESOURCE_DESC bufDesc = {};
bufDesc.Alignment = 0;
bufDesc.DepthOrArraySize = 1;
bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
bufDesc.Flags = flags;
bufDesc.Format = DXGI_FORMAT_UNKNOWN;
bufDesc.Height = 1;
bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
bufDesc.MipLevels = 1;
bufDesc.SampleDesc.Count = 1;
bufDesc.SampleDesc.Quality = 0;
bufDesc.Width = size;
ID3D12Resource* pBuffer;
HRESULT hr = 0;
hr = m_device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &bufDesc, initState, nullptr, IID_PPV_ARGS(&pBuffer));
if(FAILED(hr))
{
return nullptr;
}
return pBuffer;
}
ID3D12RootSignature* DeviceUtils::createRootSignature(D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc)
{
HRESULT hr = 0;
ID3DBlob* serializedRootSignature;
ID3DBlob* error;
ID3D12RootSignature* rootSignature;
hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &serializedRootSignature, &error);
if(FAILED(hr))
{
fprintf(stderr, "Could not serialize root signature: %s\n", (LPCSTR)(error->GetBufferPointer()));
error->Release();
return nullptr;
}
hr = m_device->CreateRootSignature(0, serializedRootSignature->GetBufferPointer(),
serializedRootSignature->GetBufferSize(), IID_PPV_ARGS(&rootSignature));
serializedRootSignature->Release();
if(FAILED(hr))
{
fprintf(stderr, "Could not create root signature\n");
return nullptr;
}
return rootSignature;
}
} // namespace nvdx12

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/*
* Copyright (c) 2016-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef NV_DX12_BASE_INCLUDED
#define NV_DX12_BASE_INCLUDED
#include <assert.h>
#include <d3d12.h>
#include <dxgi1_5.h>
#include <platform.h>
#include <vector>
/// \todo Detect swap chain size
#define D3D12_SWAP_CHAIN_SIZE 3
namespace nvdx12 {
//////////////////////////////////////////////////////////////////////////
/** @DOC_START
# class nvdx12::DeviceUtils
Utility class for simple creation of pipeline states, root signatures,
and buffers.
-- @DOC_END - */
/** @DOC_START
# function nvdx12::transitionBarrier
Short-hand function to create a transition barrier
-- @DOC_END - */
// Specifies a heap used for uploading. This heap type has CPU access optimized for uploading to the GPU.
static const D3D12_HEAP_PROPERTIES uploadHeapProps = {D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN, 0, 0};
// Specifies the default heap. This heap type experiences the most bandwidth for the GPU, but cannot provide CPU access.
static const D3D12_HEAP_PROPERTIES defaultHeapProps = {D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN, 0, 0};
//////////////////////////////////////////////////////////////////////////
D3D12_RESOURCE_BARRIER transitionBarrier(_In_ ID3D12Resource* pResource,
D3D12_RESOURCE_STATES stateBefore,
D3D12_RESOURCE_STATES stateAfter,
UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE);
struct DeviceUtils
{
DeviceUtils()
: m_device(nullptr)
{
}
DeviceUtils(ID3D12Device* device)
: m_device(device)
{
}
ID3D12Device* createDevice(IDXGIFactory5* factory);
D3D12_GRAPHICS_PIPELINE_STATE_DESC createDefaultPipelineDesc(D3D12_INPUT_ELEMENT_DESC* inputDescs,
UINT inputCount,
ID3D12RootSignature* rootSignature,
void* vertexShaderPointer,
size_t vertexShaderSize,
void* pixelShaderPointer,
size_t pixelShaderSize);
void addDepthStencilTestToPipeline(D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc,
bool enableDepth = true,
bool enableStencil = false,
DXGI_FORMAT format = DXGI_FORMAT_D32_FLOAT);
ID3D12Resource* createBuffer(uint64_t size, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initState, const D3D12_HEAP_PROPERTIES& heapProps);
ID3D12RootSignature* createRootSignature(D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc);
ID3D12Device* m_device;
};
} // namespace nvdx12
#endif

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/*
* Copyright (c) 2016-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#include "context_dx12.hpp"
#include "error_dx12.hpp"
#include <nvh/nvprint.hpp>
namespace nvdx12 {
bool Context::init(const ContextCreateInfo& info)
{
UINT dxgiFactoryFlags = 0;
#ifndef NDEBUG
// Enable the debug layer (requires the Graphics Tools "optional feature").
// This will allow the driver to output errors and track object leaks
// NOTE: Enabling the debug layer after device creation will invalidate the
// active device.
{
ID3D12Debug* debugController;
if(SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
// Enable additional debug layers.
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
}
#endif
if(HR_CHECK(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&m_factory))))
{
return false;
}
auto compatibleAdapters = getCompatibleAdapters(info);
if(compatibleAdapters.empty())
{
assert(!"No compatible adapter found");
return false;
}
// Create the DX12 device on the selected GPU
const HRESULT hr =
D3D12CreateDevice(compatibleAdapters[info.compatibleAdapterIndex], D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(&m_device));
// Release all the adapters gathered by getCompatibleAdapters above
for(IDXGIAdapter1* adapter : compatibleAdapters)
{
adapter->Release();
}
if(HR_CHECK(hr))
{
return false;
}
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
if(HR_CHECK(m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_commandQueue))))
{
return false;
}
return true;
}
void Context::deinit()
{
// Release all DX12 objects of the context
m_commandQueue->Release();
m_factory->Release();
#ifndef NDEBUG
// If the debug layer is enabled, write on stdout whether there are any
// leaked DX12 objects. Since the device is still alive, the report should
// indicate a nonzero ID3D12Device reference count, but all other references
// should have a Refcount: 0. The nonzero IntRef indicates the DX12-internal
// references to the object, which the driver will release upon release of
// the device.
HRESULT hr;
ID3D12DebugDevice* debugDevice = nullptr;
hr = m_device->QueryInterface(__uuidof(ID3D12DebugDevice), (void**)(&debugDevice));
if(SUCCEEDED(hr))
{
debugDevice->ReportLiveDeviceObjects(D3D12_RLDO_DETAIL | D3D12_RLDO_IGNORE_INTERNAL);
debugDevice->Release();
}
#endif
// Release the device itself
unsigned long deviceRefs = 0;
deviceRefs = m_device->Release();
assert(deviceRefs == 0 && "Some references to the device have not been released properly");
}
std::vector<IDXGIAdapter1*> Context::getCompatibleAdapters(const ContextCreateInfo& info)
{
if(info.verboseCompatibleAdapters)
{
LOGI("____________________\n");
LOGI("Compatible Adapters :\n");
}
IDXGIAdapter1* adapter = nullptr;
std::vector<IDXGIAdapter1*> compatibleAdapters;
// Find the adapters that represents a GPU device and support Direct3D 12.
for(UINT adapterIndex = 0; SUCCEEDED(m_factory->EnumAdapters1(adapterIndex, &adapter)); ++adapterIndex)
{
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
// Ignore the sotware "Basic Render Driver" adapter.
if(desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
adapter->Release();
continue;
}
char description[128 * 4] = "";
WideCharToMultiByte(CP_UTF8, 0, desc.Description, 128, description, sizeof(description), nullptr, nullptr);
// Check to see if the adapter supports Direct3D 12, but don't create the actual device yet.
if(SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_12_0, _uuidof(ID3D12Device), nullptr)))
{
if(info.verboseCompatibleAdapters)
{
LOGI("%zu: %s\n", compatibleAdapters.size(), description);
}
compatibleAdapters.push_back(adapter);
}
else
{
if(info.verboseCompatibleAdapters)
{
LOGW("Skipping adapter %s\n", description);
}
adapter->Release();
}
}
if(adapter)
{
adapter->Release();
}
if(info.verboseCompatibleAdapters)
{
LOGI("Compatible adapters devices found : ");
if(!compatibleAdapters.empty())
{
LOGI("%zu\n", compatibleAdapters.size());
}
else
{
LOGI("OMG... NONE !!\n");
}
}
return compatibleAdapters;
}
} // namespace nvdx12

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/*
* Copyright (c) 2016-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef NV_DX12_CONTEXT_INCLUDED
#define NV_DX12_CONTEXT_INCLUDED
#include <d3d12.h>
#include <dxgi1_5.h>
#include <vector>
namespace nvdx12 {
////////////////////////////////////////////////////////////////////////////////
/** @DOC_START
# class nvdx12::Context
Container class for a basic DX12 app, consisting of a DXGI factory, a DX12
device, and a command queue.
-- @DOC_END */
/** @DOC_START
# struct nvdx12::ContextCreateInfo
Properties for context initialization.
-- @DOC_END */
struct ContextCreateInfo
{
UINT compatibleAdapterIndex = 0;
// Information printed at Context::init time
bool verboseCompatibleAdapters = false;
};
class Context
{
public:
Context(Context const&) = delete;
Context& operator=(Context const&) = delete;
Context() = default;
IDXGIFactory5* m_factory;
ID3D12Device* m_device;
ID3D12CommandQueue* m_commandQueue;
bool init(const ContextCreateInfo& info);
void deinit();
std::vector<IDXGIAdapter1*> getCompatibleAdapters(const ContextCreateInfo& info);
};
} // namespace nvdx12
#endif

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/*
* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#include "error_dx12.hpp"
#include <nvh/nvprint.hpp>
namespace nvdx12 {
const char* getResultString(HRESULT hr)
{
const char* resultString = "unknown";
#define STR(a) \
case a: \
resultString = #a; \
break;
switch(hr)
{
STR(S_OK);
STR(E_FAIL);
STR(E_INVALIDARG);
STR(E_OUTOFMEMORY);
STR(DXGI_ERROR_INVALID_CALL);
STR(DXGI_ERROR_WAS_STILL_DRAWING);
STR(D3D12_ERROR_ADAPTER_NOT_FOUND);
STR(D3D12_ERROR_DRIVER_VERSION_MISMATCH);
}
#undef STR
return resultString;
}
bool checkResult(HRESULT hr, const char* message)
{
if(SUCCEEDED(hr))
{
return false;
}
if(message)
{
LOGE("HRESULT %li - %s - %s\n", hr, getResultString(hr), message);
}
else
{
LOGE("HRESULT %li - %s\n", hr, getResultString(hr));
}
assert(!"Critical DX12 Error");
return true;
}
bool checkResult(HRESULT hr, const char* file, int line)
{
if(SUCCEEDED(hr))
{
return false;
}
LOGE("%s(%i): DX12 Error : %s\n", file, line, getResultString(hr));
assert(!"Critical DX12 Error");
return true;
}
} // namespace nvdx12

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/*
* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
//////////////////////////////////////////////////////////////////////////
/** @DOC_START
# function nvdx12::checkResult
> Returns true on critical error result, logs errors.
Use `HR_CHECK(result)` to automatically log filename/linenumber.
@DOC_END */
#pragma once
#include <cassert>
#include <d3d12.h>
namespace nvdx12 {
bool checkResult(HRESULT hr, const char* message = nullptr);
bool checkResult(HRESULT hr, const char* file, int line);
#ifndef HR_CHECK
#define HR_CHECK(result) nvdx12::checkResult(result, __FILE__, __LINE__)
#endif
} // namespace nvdx12