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Topic starter 23/08/2025 11:11 pm
Let’s architect a modular 3D game engine that showcases the top 20 DirectX 12 and AMD ROCm API calls, with clean separation between rendering, compute, and engine logic. This will give you a high-performance, extensible foundation for integrating neural workflows, asset pipelines, and cognition routing later.
🗂 Folder Structure
NeuroEngine/
├── Assets/ # Placeholder for textures, models, shaders
├── Engine/
│ ├── Core/ # Initialization, windowing, input
│ ├── Graphics/ # DirectX 12 rendering pipeline
│ ├── Compute/ # ROCm HIP compute modules
│ └── Utils/ # Logging, profiling, memory
├── Shaders/
│ ├── HLSL/ # DX12 shaders
│ └── HIP/ # ROCm kernels
├── ThirdParty/ # DX12/ROCm headers, helper libs
├── App/
│ └── Main.cpp # Entry point
├── CMakeLists.txt # Build configuration
└── README.md
🔧 Top DirectX 12 API Calls Used
Category | API Calls |
---|---|
Device & Adapter | D3D12CreateDevice , IDXGIFactory4::EnumAdapters1 , IDXGIAdapter1::GetDesc1 |
Command Queue | CreateCommandQueue , ExecuteCommandLists |
Swap Chain | CreateSwapChain , Present |
Descriptor Heaps | CreateDescriptorHeap , CreateRenderTargetView , CreateDepthStencilView |
Resource Mgmt | CreateCommittedResource , Map , Unmap , CopyResource |
Pipeline State | CreateGraphicsPipelineState , CreateRootSignature , SetGraphicsRootSignature |
Command Lists | CreateCommandList , Close , Reset , DrawInstanced |
Synchronization | CreateFence , Signal , WaitForSingleObject |
⚙️ Top AMD ROCm HIP API Calls Used
Category | API Calls |
---|---|
Initialization | hipInit , hipGetDeviceProperties , hipSetDevice |
Memory Mgmt | hipMalloc , hipMemcpy , hipFree , hipMemset |
Kernel Launch | hipLaunchKernelGGL , hipConfigureCall , hipModuleLaunchKernel |
Streams & Events | hipStreamCreate , hipStreamSynchronize , hipEventRecord , hipEventSynchronize |
Error Handling | hipGetLastError , hipPeekAtLastError , hipGetErrorString |
🧠 Sample Code Snippets
📁 Engine/Core/Init.cpp
// DXGI Factory and Device
ComPtr<IDXGIFactory4> dxgiFactory;
CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory));
ComPtr<IDXGIAdapter1> adapter;
dxgiFactory->EnumAdapters1(0, &adapter);
ComPtr<ID3D12Device> device;
D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_12_1, IID_PPV_ARGS(&device));
📁 Engine/Graphics/Renderer.cpp
// Command Queue
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue));
// Swap Chain
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
dxgiFactory->CreateSwapChain(commandQueue.Get(), &swapChainDesc, &swapChain);
// Render Target View
device->CreateRenderTargetView(renderTarget.Get(), nullptr, rtvHeap->GetCPUDescriptorHandleForHeapStart());
📁 Engine/Compute/HIPInterop.cpp
#include <hip/hip_runtime.h>
__global__ void ComputeLighting(float3* positions, float3* normals, float3* output) {
int idx = threadIdx.x + blockIdx.x * blockDim.x;
output[idx] = positions[idx] + normals[idx]; // Simplified lighting
}
extern "C" void LaunchLightingKernel(float3* d_positions, float3* d_normals, float3* d_output, int count) {
int threads = 256;
int blocks = (count + threads - 1) / threads;
hipLaunchKernelGGL(ComputeLighting, dim3(blocks), dim3(threads), 0, 0, d_positions, d_normals, d_output);
hipDeviceSynchronize();
}
📁 App/Main.cpp
#include "Engine/Core/Init.h"
#include "Engine/Graphics/Renderer.h"
#include "Engine/Compute/HIPInterop.h"
int main() {
InitEngine(); // DX12 + Window
InitHIP(); // ROCm device setup
while (IsRunning()) {
UpdateScene(); // Game logic
RunCompute(); // HIP lighting
RenderFrame(); // DX12 draw call
}
Shutdown();
return 0;
}
🧱 Modular Extensibility
- Assets: Plug in FBX/GLTF models, DDS textures, and HLSL shaders.
- Compute: Expand HIP kernels for physics, AI, or cognition workflows.
- Graphics: Add shadow mapping, deferred rendering, or ray tracing.
- Engine: Integrate ECS, input systems, and audio pipelines.