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The basic game loop

Chuck Walbourn edited this page Dec 18, 2020 · 85 revisions

The first lesson in the Getting Started guide is to create a basic game loop.

Setup

Our starting point is to use the Direct3D12 Win32 Game or the Direct3D12 UWP Game project template. Install the VS 2017/2019 VSIX on your development system, and then start (or restart) Visual Studio.

Creating a new project

Visual Studio 2017

  • From the drop-down menu, select File and then New -> Project...
  • Select "Visual C++" on the left-hand tree-view.
  • Select "Direct3D12 Win32 Game" or "Direct3D12 UWP Game" .
  • Fill in the "Name" and "Location" fields as desired.
  • Optional: Uncheck "Create directory for solution" to keep the directory structure as bit flatter.
  • Select "OK".

Create New Project

Visual Studio 2019

  • From the drop-down menu, select File and then New -> Project... or on the startup dialog select Create a new project
  • Select "Games" on the project types filter. You can optionally type "Win32" or "UWP" in the search box as well.
  • Select "Direct3D12 Win32 Game" or "Direct3D12 UWP Game".
  • Select "Next"
  • Fill in the "Project name" and "Location" fields as desired.
  • Optional: Check "Place solution and project in the same directory" to keep the directory structure as bit flatter.
  • Select "Create".

Create New Project

Windows 10 SDK Selection

Using DirectX 12 APIs requires the Windows 10 SDK, so the project wizard will trigger this dialog to select the Windows 10 SDK version to use. Note that for Win32 Windows desktop apps, the "Minimum version" setting is ignored.

Windows 10 SDK Selection

Newly Created Project

The newly created project contains the following files:

Open Game Cpp

  • Precompiled header files
    • pch.h
    • pch.cpp
  • Main application entry-point and classic Windows procedure function or CoreWindow class
    • Main.cpp
  • Timer helper class
    • StepTimer.h
  • D3DX12 Utility Header
    • d3dx12.h
  • The Game class
    • Game.h
    • Game.cpp

The Win32 version will have the following files as well:

  • Resources
    • directx.ico
    • resource.rc
    • settings.manifest

While the UWP version will have:

  • Package.appxmanifest
  • Name_TemporaryKey.pfx
  • Assets
    • logo PNG files

CMake projects

If you prefer to make use of VS 2019's integrated CMake support or a standalone install of CMake, there are CMakeLists.txt and CMakeSettings.json files available for download on directx-vs-templates.

The simplest way to use these is to open up PowerShell, change to the directx-vs-templates/VSIX directory, and run the following which will create a fresh instance of the template set up for CMake development:

.\createcmake.ps1 ../d3d12game_win32 Direct3DGame $Env:USERPROFILE\source\Direct3D12Game

COM

The Win32 and UWP templates ensure that COM is initialized. This is required for DirectX Tool Kit when using Windows Imaging Component (WIC) functionality. The Win32 and UWP templates also initialize the Windows Runtime, which is required to use Windows.Gaming.Input.

Microsoft GDK: You'll need to add a call to CoInitializeEx(nullptr, COINIT_MULTITHREADED); to Main.cpp to support WIC.

Running the application

Visual Studio will default to the x64 platform / Debug configuration which builds an x64 (64-bit) application with debugging enabled. The template contains both Debug and Release configurations for both x86 (32-bit) and x64 (x64 native 64-bit) platforms, with UWP also including the ARM/ARM64 platforms.

Press F5 to build and run the application It displays the following window:

Running Project

Troubleshooting: If the base template fails to start, there are a few possibilities. First, if your system doesn't have any Direct3D 12 capable device of any feature level, it will fail. Second if it runs fine in Release but fails in Debug, then you likely do not have the Graphics Tools Windows feature enabled which is required for the Debug Device. Third, if it runs in Debug but not in Release, then you probably don't have a Direct3D 12 capable hardware device and are only able to run the software WARP12 device--remember WARP12 is only supported on development systems.

Xbox: the background color may be slightly oversaturated. This is because the basic Xbox template uses a backBufferFormat of DXGI_FORMAT_B8G8R8A8_UNORM_SRGB. The DirectXMath Colors values are defined using standard sRGB colorspace which is slightly different. All the colors defines need to be adjusted slightly for the linear RGB colorspace (aka gamma correct rendering) via XMColorSRGBToRGB.

ARM64: With the ARM64 compiler installed targeting a Windows 10 on ARM64 device such as a Microsoft Surface X, you can build using the ARM64 platform for desktop as well.

Tour of the code

For now, we'll focus on the content of Game.cpp (which is open by default).

Initialize

When the application first starts, execution is passed to the Initialize method. The TODO here by default leaves the applications StepTimer in the 'variable length' mode. You uncomment the code if you want StepTimer in the 'fixed-step' mode. We'll explain this more once we get to Update.

// Initialize the Direct3D resources required to run.
void Game::Initialize(HWND window, int width, int height)
{
    m_window = window;
    m_outputWidth = std::max( width, 1 );
    m_outputHeight = std::max( height, 1 );

    CreateDevice();

    CreateResources();

    // TODO: Change the timer settings if you want something other than the default
    // variable timestep mode.
    // e.g. for 60 FPS fixed timestep update logic, call:
    /*
    m_timer.SetFixedTimeStep(true);
    m_timer.SetTargetElapsedSeconds(1.0 / 60);
    */
}

One of the two functions called by Initialize is the CreateDevice function which sets up a Direct3D 12 device. For Debug builds, it enables the Direct3D "Debug device" which provides additional validation and diagnostic errors (seen in the "Output" window in Visual C++ when showing output from "Debug"). The TODO here is for adding the creation of objects that depend on the m_d3dDevice, but do not care about the size of the rendering window.

// These are the resources that depend on the device.
void Game::CreateDevice()
{
...

    // TODO: Initialize device dependent objects here (independent of window size)
}

The other function called by Initialize is the CreateResources function which sets up the swapchain (which defaults to a B8G8R8A8_UNORM format), and depth buffer (which defaults to DXGI_FORMAT_D32_FLOAT). The TODO here is for adding the creation of objects that depend on the size of the rendering window. Note that this function could be creating these objects for the first time, it could be re-creating already existing objects due to a window-size change, or could be creating 'fresh' objects after a Direct3D device-removed or device-reset case.

void Game::CreateResources()
{
...
    // TODO: Initialize windows-size dependent objects here
}

Direct3D 12 requires the use of 'flip' style swap effects, either DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL or DXGI_SWAP_EFFECT_FLIP_DISCARD. These DXGI swap chains cannot be created with an DXGI_FORMAT_x_UNORM_SRGB format or use MSAA (aka SampleDesc.Count > 1). Both sRGB gamma-correction and MSAA require special handling. Use of these newer 'flip' style modes are also recommended for Direct3D 11 Win32 desktop applications on Windows 10 (see this blog post). See this blog series and DeviceResources for more details.

Update

The Update method is intended to handle game-world state modification which is typically driven by time passing, simulation, and/or user-input. By default, Update is called once per 'frame' and can have an arbitrary delta-time. This is called a 'variable-step' mode.

If in the Initialize method above you uncomment the TODO code, then each Update will be for a fixed time-step (1/60th of a second), with Update called as many time in a single 'frame' as needed to keep it up-to-date. This is called a 'fixed-step' mode and potentially be more stable for many kinds of simulations.

void Game::Update(DX::StepTimer const& timer)
{
    float elapsedTime = float(timer.GetElapsedSeconds());

    // TODO: Add your game logic here
    elapsedTime;
}

Render

The Render function which should render a single 'frame' of the scene, which starts by a Clear of the render target, and setting the rendering viewport & scissors. It ends with a Present of the rendered frame.

void Game::Render()
{
    // Don't try to render anything before the first Update.
    if (m_timer.GetFrameCount() == 0)
    {
        return;
    }

    // Prepare the command list to render a new frame.
    Clear();

    // TODO: Add your rendering code here.

    // Show the new frame.
    Present();
}

Clear

The Clear function defaults to a background color of the classic "Cornflower blue". For simplicity, the Clear method also performs the initial command list and allocator reset, as well as transition the render target to the proper state which is required to begin rendering a new frame. We also set the viewport and scissor rectangle every frame as all state is reset between frames.

void Game::Clear()
{
    // Reset command list and allocator.
    DX::ThrowIfFailed(m_commandAllocators[m_backBufferIndex]->Reset());
    DX::ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_backBufferIndex].Get(), nullptr));

    // Transition the render target into the correct state to allow for drawing into it.
    D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_backBufferIndex].Get(),
        D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
    m_commandList->ResourceBarrier(1, &barrier);

    // Clear the views.
    CD3DX12_CPU_DESCRIPTOR_HANDLE rtvDescriptor(
        m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(),
        static_cast<INT>(m_backBufferIndex), m_rtvDescriptorSize);
    CD3DX12_CPU_DESCRIPTOR_HANDLE dsvDescriptor(m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
    m_commandList->OMSetRenderTargets(1, &rtvDescriptor, FALSE, &dsvDescriptor);
    m_commandList->ClearRenderTargetView(rtvDescriptor, Colors::CornflowerBlue, 0, nullptr);
    m_commandList->ClearDepthStencilView(dsvDescriptor, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

    // Set the viewport and scissor rect.
    D3D12_VIEWPORT viewport = { 0.0f, 0.0f,
        static_cast<float>(m_outputWidth), static_cast<float>(m_outputHeight),
        D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
    D3D12_RECT scissorRect = { 0, 0, static_cast<LONG>(m_outputWidth), static_cast<LONG>(m_outputHeight) };
    m_commandList->RSSetViewports(1, &viewport);
    m_commandList->RSSetScissorRects(1, &scissorRect);
}

Present

In DirectX 12, the application is responsible for implementing the swapping of the back buffer. The Present method inserts a barrier to transition the render target to the present state, closes and executes the command list, presents the current frame, and then advances to the next frame. If needed, any fencing or blocking of rendering due to too many queued frames takes place here as well.

void Game::Present()
{
    // Transition the render target to the state that allows it to be presented to the display.
    D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_backBufferIndex].Get(),
        D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
    m_commandList->ResourceBarrier(1, &barrier);

    // Send the command list off to the GPU for processing.
    DX::ThrowIfFailed(m_commandList->Close());
    m_commandQueue->ExecuteCommandLists(1, CommandListCast(m_commandList.GetAddressOf()));

    // The first argument instructs DXGI to block until VSync, putting the application
    // to sleep until the next VSync. This ensures we don't waste any cycles rendering
    // frames that will never be displayed to the screen.
    HRESULT hr = m_swapChain->Present(1, 0);

    // If the device was reset we must completely reinitialize the renderer.
    if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
    {
        OnDeviceLost();
    }
    else
    {
        DX::ThrowIfFailed(hr);

        MoveToNextFrame();
    }
}

Xbox: Xbox titles do not encounter lost device or device removed scenarios. UWP on Xbox apps still needs to handle these scenarios.

Events

The template includes a number of message handlers that are called for process state changes: OnActivated, OnDeactivated, OnSuspending, OnResuming, and OnWindowSizeChanged. The UWP version also includes ValidateDevice, and display orientation is provided long with the window size.

For Win32 desktop, the OnSuspending / OnResuming messages are triggered when (a) the window is minimized/unminimized or (b) in reaction to the WM_POWERBROADCAST message. On other platforms, this is driven by Process Lifecycle Management (PLM).

Since we are using ComPtr, most cleanup is automatic when the Game class is destroyed. If Present encounters a device-removed or device-reset, then the application needs to release all Direct3D objects and recreate the device, swapchain, and all Direct3D objects again. Therefore, the TODO in OnDeviceLost should be updated to release your application's Direct3D objects.

void Game::OnDeviceLost()
{
    // TODO: Add Direct3D resource cleanup here

...
}

You will not get "device lost" all that often. In legacy Direct3D 9, you would routinely get a 'device lost' if you just ALT+TAB away from the application because the GPU used to be an 'exclusive' rather than 'shared' resource. The situation where you'd get DXGI_ERROR_DEVICE_RESET is if the driver crashes or the video hardware hangs. You get DXGI_ERROR_DEVICE_REMOVED if a new driver is installed while your application is running, or if you are running on a 'GPU is in the dock' style laptop and the laptop is undocked. You can test this case by opening the Developer Command Prompt for Visual Studio as an administrator, and typing dxcap -forcetdr which will immediately cause all currently running Direct3D apps to get a DXGI_ERROR_DEVICE_REMOVED event.

Smart-pointer

We make use of the Microsoft::WRL::ComPtr smart-pointer for managing the lifetime of the Direct3D 12 COM objects, which is why we make use of .Get() in the code above. See ComPtr and Microsoft Docs for more information and usage.

Error handling

Many Direct3D functions return an HRESULT which is the standard for COM APIs. For robustness and easier debugging, it is important that you always check the result of every function that return an HRESULT. If you really can safely assume there is no error condition for a particular function, the function itself will return void instead of HRESULT.

The Win32 game template makes use of the helper function ThrowIfFailed in the DX C++ namespace declared in pch.h. This is the same helper that is used by the Windows Store and Windows phone VS templates. This helper throws a C++ exception if the standard FAILED macro returns true for a given HRESULT. This is used for fail fast error handling.

DX::ThrowIfFailed(m_d3dDevice->CreateCommandQueue(&queueDesc,
    IID_PPV_ARGS(m_commandQueue.ReleaseAndGetAddressOf())));

Do not use hr == S_OK to check for success. Use SUCCEEDED(hr) instead.

Gamma

For these tutorials, we make use of the DXGI_FORMAT_B8G8R8A8_UNORM backbuffer format. This does not give gamma-correct results, but is easier to set up. If you want to implement linear-space rendering which would use DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, see DeviceResources.

Linear-Space Lighting (i.e. Gamma)
Chapter 24. The Importance of Being Linear, GPU Gems 3
Gamma-correct rendering
The Care and Feeding of Modern Swap Chains

Fullscreen

The Win32 desktop and UWP templates implement immersive fullscreen. You can toggle this using the traditional hotkey ALT+Enter. If you want to default to full-screen at startup, see the TODO comments in Main.cpp.

Next lesson: Using DeviceResources

Further reading

Direct3D Win32 Game Visual Studio template
Direct3D Game Visual Studio templates (Redux)
Anatomy of Direct3D 12 Create Device
Manifest Madness
64-bit programming for Game Developers

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Xbox One
  • Xbox Series X|S

Architecture

  • x86
  • x64
  • ARM64

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v19
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 11

DirectXMesh

DirectXTex

DirectXMath

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

See also

DirectX Landing Page

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