| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "SDL_internal.h" |
| |
| #if SDL_VIDEO_RENDER_D3D12 |
| |
| #define SDL_D3D12_NUM_BUFFERS 2 |
| #define SDL_D3D12_NUM_VERTEX_BUFFERS 256 |
| #define SDL_D3D12_MAX_NUM_TEXTURES 16384 |
| #define SDL_D3D12_NUM_UPLOAD_BUFFERS 32 |
| |
| #include "../../core/windows/SDL_windows.h" |
| #include "../../video/windows/SDL_windowswindow.h" |
| #include "../SDL_sysrender.h" |
| #include "../SDL_d3dmath.h" |
| #include "../../video/directx/SDL_d3d12.h" |
| |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| #include "SDL_render_d3d12_xbox.h" |
| #endif |
| |
| #include "SDL_shaders_d3d12.h" |
| |
| #if defined(_MSC_VER) && !defined(__clang__) |
| #define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str |
| #else |
| #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str |
| #endif |
| |
| // Set up for C function definitions, even when using C++ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| // This must be included here as the function definitions in SDL_pixels.c/_c.h are C, not C++ |
| #include "../../video/SDL_pixels_c.h" |
| |
| /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when |
| !!! FIXME: textures are needed. */ |
| |
| // Sampler types |
| typedef enum |
| { |
| SDL_D3D12_SAMPLER_NEAREST_CLAMP, |
| SDL_D3D12_SAMPLER_NEAREST_WRAP, |
| SDL_D3D12_SAMPLER_LINEAR_CLAMP, |
| SDL_D3D12_SAMPLER_LINEAR_WRAP, |
| SDL_D3D12_NUM_SAMPLERS |
| } SDL_D3D12_sampler_type; |
| |
| // Vertex shader, common values |
| typedef struct |
| { |
| Float4X4 model; |
| Float4X4 projectionAndView; |
| } VertexShaderConstants; |
| |
| // These should mirror the definitions in D3D12_PixelShader_Common.hlsli |
| //static const float TONEMAP_NONE = 0; |
| //static const float TONEMAP_LINEAR = 1; |
| static const float TONEMAP_CHROME = 2; |
| |
| //static const float TEXTURETYPE_NONE = 0; |
| static const float TEXTURETYPE_RGB = 1; |
| static const float TEXTURETYPE_NV12 = 2; |
| static const float TEXTURETYPE_NV21 = 3; |
| static const float TEXTURETYPE_YUV = 4; |
| |
| static const float INPUTTYPE_UNSPECIFIED = 0; |
| static const float INPUTTYPE_SRGB = 1; |
| static const float INPUTTYPE_SCRGB = 2; |
| static const float INPUTTYPE_HDR10 = 3; |
| |
| typedef struct |
| { |
| float scRGB_output; |
| float texture_type; |
| float input_type; |
| float color_scale; |
| |
| float tonemap_method; |
| float tonemap_factor1; |
| float tonemap_factor2; |
| float sdr_white_point; |
| |
| float YCbCr_matrix[16]; |
| } PixelShaderConstants; |
| |
| // Per-vertex data |
| typedef struct |
| { |
| Float2 pos; |
| Float2 tex; |
| SDL_FColor color; |
| } VertexPositionColor; |
| |
| // Per-texture data |
| typedef struct |
| { |
| int w, h; |
| ID3D12Resource *mainTexture; |
| D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceView; |
| D3D12_RESOURCE_STATES mainResourceState; |
| SIZE_T mainSRVIndex; |
| D3D12_CPU_DESCRIPTOR_HANDLE mainTextureRenderTargetView; |
| DXGI_FORMAT mainTextureFormat; |
| ID3D12Resource *stagingBuffer; |
| D3D12_RESOURCE_STATES stagingResourceState; |
| D3D12_FILTER scaleMode; |
| D3D12_Shader shader; |
| const float *YCbCr_matrix; |
| #if SDL_HAVE_YUV |
| // YV12 texture support |
| bool yuv; |
| ID3D12Resource *mainTextureU; |
| D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewU; |
| D3D12_RESOURCE_STATES mainResourceStateU; |
| SIZE_T mainSRVIndexU; |
| ID3D12Resource *mainTextureV; |
| D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewV; |
| D3D12_RESOURCE_STATES mainResourceStateV; |
| SIZE_T mainSRVIndexV; |
| |
| // NV12 texture support |
| bool nv12; |
| D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV; |
| SIZE_T mainSRVIndexNV; |
| |
| Uint8 *pixels; |
| int pitch; |
| #endif |
| SDL_Rect lockedRect; |
| } D3D12_TextureData; |
| |
| // Pipeline State Object data |
| typedef struct |
| { |
| D3D12_Shader shader; |
| PixelShaderConstants shader_constants; |
| SDL_BlendMode blendMode; |
| D3D12_PRIMITIVE_TOPOLOGY_TYPE topology; |
| DXGI_FORMAT rtvFormat; |
| ID3D12PipelineState *pipelineState; |
| } D3D12_PipelineState; |
| |
| // Vertex Buffer |
| typedef struct |
| { |
| ID3D12Resource *resource; |
| D3D12_VERTEX_BUFFER_VIEW view; |
| size_t size; |
| } D3D12_VertexBuffer; |
| |
| // For SRV pool allocator |
| typedef struct |
| { |
| SIZE_T index; |
| void *next; |
| } D3D12_SRVPoolNode; |
| |
| // Private renderer data |
| typedef struct |
| { |
| void *hDXGIMod; |
| void *hD3D12Mod; |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| UINT64 frameToken; |
| #else |
| IDXGIFactory6 *dxgiFactory; |
| IDXGIAdapter4 *dxgiAdapter; |
| IDXGIDebug *dxgiDebug; |
| IDXGISwapChain4 *swapChain; |
| #endif |
| ID3D12Device1 *d3dDevice; |
| ID3D12Debug *debugInterface; |
| ID3D12CommandQueue *commandQueue; |
| ID3D12GraphicsCommandList2 *commandList; |
| DXGI_SWAP_EFFECT swapEffect; |
| UINT swapFlags; |
| UINT syncInterval; |
| UINT presentFlags; |
| DXGI_FORMAT renderTargetFormat; |
| bool pixelSizeChanged; |
| |
| // Descriptor heaps |
| ID3D12DescriptorHeap *rtvDescriptorHeap; |
| UINT rtvDescriptorSize; |
| ID3D12DescriptorHeap *textureRTVDescriptorHeap; |
| ID3D12DescriptorHeap *srvDescriptorHeap; |
| UINT srvDescriptorSize; |
| ID3D12DescriptorHeap *samplerDescriptorHeap; |
| UINT samplerDescriptorSize; |
| |
| // Data needed per backbuffer |
| ID3D12CommandAllocator *commandAllocators[SDL_D3D12_NUM_BUFFERS]; |
| ID3D12Resource *renderTargets[SDL_D3D12_NUM_BUFFERS]; |
| UINT64 fenceValue; |
| int currentBackBufferIndex; |
| |
| // Fences |
| ID3D12Fence *fence; |
| HANDLE fenceEvent; |
| |
| // Root signature and pipeline state data |
| ID3D12RootSignature *rootSignatures[NUM_ROOTSIGS]; |
| int pipelineStateCount; |
| D3D12_PipelineState *pipelineStates; |
| D3D12_PipelineState *currentPipelineState; |
| |
| D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS]; |
| D3D12_CPU_DESCRIPTOR_HANDLE samplers[SDL_D3D12_NUM_SAMPLERS]; |
| |
| // Data for staging/allocating textures |
| ID3D12Resource *uploadBuffers[SDL_D3D12_NUM_UPLOAD_BUFFERS]; |
| int currentUploadBuffer; |
| |
| // Pool allocator to handle reusing SRV heap indices |
| D3D12_SRVPoolNode *srvPoolHead; |
| D3D12_SRVPoolNode srvPoolNodes[SDL_D3D12_MAX_NUM_TEXTURES]; |
| |
| // Vertex buffer constants |
| VertexShaderConstants vertexShaderConstantsData; |
| |
| // Cached renderer properties |
| DXGI_MODE_ROTATION rotation; |
| D3D12_TextureData *textureRenderTarget; |
| D3D12_CPU_DESCRIPTOR_HANDLE currentRenderTargetView; |
| D3D12_CPU_DESCRIPTOR_HANDLE currentShaderResource; |
| D3D12_CPU_DESCRIPTOR_HANDLE currentSampler; |
| bool cliprectDirty; |
| bool currentCliprectEnabled; |
| SDL_Rect currentCliprect; |
| SDL_Rect currentViewport; |
| int currentViewportRotation; |
| bool viewportDirty; |
| Float4X4 identity; |
| int currentVertexBuffer; |
| bool issueBatch; |
| } D3D12_RenderData; |
| |
| // Define D3D GUIDs here so we don't have to include uuid.lib. |
| |
| #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA |
| #pragma GCC diagnostic push |
| #pragma GCC diagnostic ignored "-Wunused-const-variable" |
| #endif |
| |
| static const GUID SDL_IID_IDXGIFactory6 = { 0xc1b6694f, 0xff09, 0x44a9, { 0xb0, 0x3c, 0x77, 0x90, 0x0a, 0x0a, 0x1d, 0x17 } }; |
| static const GUID SDL_IID_IDXGIAdapter4 = { 0x3c8d99d1, 0x4fbf, 0x4181, { 0xa8, 0x2c, 0xaf, 0x66, 0xbf, 0x7b, 0xd2, 0x4e } }; |
| static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; |
| static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } }; |
| static const GUID SDL_IID_IDXGISwapChain4 = { 0x3D585D5A, 0xBD4A, 0x489E, { 0xB1, 0xF4, 0x3D, 0xBC, 0xB6, 0x45, 0x2F, 0xFB } }; |
| static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } }; |
| static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } }; |
| static const GUID SDL_IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } }; |
| static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } }; |
| static const GUID SDL_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } }; |
| static const GUID SDL_IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } }; |
| static const GUID SDL_IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } }; |
| static const GUID SDL_IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } }; |
| static const GUID SDL_IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } }; |
| static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } }; |
| static const GUID SDL_IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } }; |
| static const GUID SDL_IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } }; |
| static const GUID SDL_IID_ID3D12Heap = { 0x6b3b2502, 0x6e51, 0x45b3, { 0x90, 0xee, 0x98, 0x84, 0x26, 0x5e, 0x8d, 0xf3 } }; |
| static const GUID SDL_IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } }; |
| |
| #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA |
| #pragma GCC diagnostic pop |
| #endif |
| |
| static UINT D3D12_Align(UINT location, UINT alignment) |
| { |
| return (location + (alignment - 1)) & ~(alignment - 1); |
| } |
| |
| static SDL_PixelFormat D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) |
| { |
| switch (dxgiFormat) { |
| case DXGI_FORMAT_B8G8R8A8_UNORM: |
| case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: |
| return SDL_PIXELFORMAT_ARGB8888; |
| case DXGI_FORMAT_B8G8R8X8_UNORM: |
| case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: |
| return SDL_PIXELFORMAT_XRGB8888; |
| case DXGI_FORMAT_R10G10B10A2_UNORM: |
| return SDL_PIXELFORMAT_XBGR2101010; |
| case DXGI_FORMAT_R16G16B16A16_FLOAT: |
| return SDL_PIXELFORMAT_RGBA64_FLOAT; |
| default: |
| return SDL_PIXELFORMAT_UNKNOWN; |
| } |
| } |
| |
| static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 colorspace) |
| { |
| switch (format) { |
| case SDL_PIXELFORMAT_RGBA64_FLOAT: |
| return DXGI_FORMAT_R16G16B16A16_FLOAT; |
| case SDL_PIXELFORMAT_XBGR2101010: |
| return DXGI_FORMAT_R10G10B10A2_UNORM; |
| case SDL_PIXELFORMAT_ARGB8888: |
| if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; |
| } |
| return DXGI_FORMAT_B8G8R8A8_UNORM; |
| case SDL_PIXELFORMAT_XRGB8888: |
| if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; |
| } |
| return DXGI_FORMAT_B8G8R8X8_UNORM; |
| case SDL_PIXELFORMAT_YV12: |
| case SDL_PIXELFORMAT_IYUV: |
| return DXGI_FORMAT_R8_UNORM; |
| case SDL_PIXELFORMAT_NV12: |
| case SDL_PIXELFORMAT_NV21: |
| return DXGI_FORMAT_NV12; |
| case SDL_PIXELFORMAT_P010: |
| return DXGI_FORMAT_P010; |
| default: |
| return DXGI_FORMAT_UNKNOWN; |
| } |
| } |
| |
| static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) |
| { |
| switch (format) { |
| case SDL_PIXELFORMAT_RGBA64_FLOAT: |
| return DXGI_FORMAT_R16G16B16A16_FLOAT; |
| case SDL_PIXELFORMAT_XBGR2101010: |
| return DXGI_FORMAT_R10G10B10A2_UNORM; |
| case SDL_PIXELFORMAT_ARGB8888: |
| if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; |
| } |
| return DXGI_FORMAT_B8G8R8A8_UNORM; |
| case SDL_PIXELFORMAT_XRGB8888: |
| if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; |
| } |
| return DXGI_FORMAT_B8G8R8X8_UNORM; |
| case SDL_PIXELFORMAT_YV12: |
| case SDL_PIXELFORMAT_IYUV: |
| case SDL_PIXELFORMAT_NV12: // For the Y texture |
| case SDL_PIXELFORMAT_NV21: // For the Y texture |
| return DXGI_FORMAT_R8_UNORM; |
| case SDL_PIXELFORMAT_P010: // For the Y texture |
| return DXGI_FORMAT_R16_UNORM; |
| default: |
| return DXGI_FORMAT_UNKNOWN; |
| } |
| } |
| |
| static void D3D12_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| |
| static void D3D12_ReleaseAll(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| SDL_Texture *texture = NULL; |
| |
| SDL_PropertiesID props = SDL_GetRendererProperties(renderer); |
| SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, NULL); |
| SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, NULL); |
| |
| // Release all textures |
| for (texture = renderer->textures; texture; texture = texture->next) { |
| D3D12_DestroyTexture(renderer, texture); |
| } |
| |
| // Release/reset everything else |
| if (data) { |
| int i; |
| |
| #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| D3D_SAFE_RELEASE(data->dxgiFactory); |
| D3D_SAFE_RELEASE(data->dxgiAdapter); |
| D3D_SAFE_RELEASE(data->swapChain); |
| #endif |
| D3D_SAFE_RELEASE(data->d3dDevice); |
| D3D_SAFE_RELEASE(data->debugInterface); |
| D3D_SAFE_RELEASE(data->commandQueue); |
| D3D_SAFE_RELEASE(data->commandList); |
| D3D_SAFE_RELEASE(data->rtvDescriptorHeap); |
| D3D_SAFE_RELEASE(data->textureRTVDescriptorHeap); |
| D3D_SAFE_RELEASE(data->srvDescriptorHeap); |
| D3D_SAFE_RELEASE(data->samplerDescriptorHeap); |
| D3D_SAFE_RELEASE(data->fence); |
| |
| for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { |
| D3D_SAFE_RELEASE(data->commandAllocators[i]); |
| D3D_SAFE_RELEASE(data->renderTargets[i]); |
| } |
| |
| if (data->pipelineStateCount > 0) { |
| for (i = 0; i < data->pipelineStateCount; ++i) { |
| D3D_SAFE_RELEASE(data->pipelineStates[i].pipelineState); |
| } |
| SDL_free(data->pipelineStates); |
| data->pipelineStateCount = 0; |
| } |
| |
| for (i = 0; i < NUM_ROOTSIGS; ++i) { |
| D3D_SAFE_RELEASE(data->rootSignatures[i]); |
| } |
| |
| for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { |
| D3D_SAFE_RELEASE(data->vertexBuffers[i].resource); |
| data->vertexBuffers[i].size = 0; |
| } |
| |
| data->swapEffect = (DXGI_SWAP_EFFECT)0; |
| data->swapFlags = 0; |
| data->currentRenderTargetView.ptr = 0; |
| data->currentSampler.ptr = 0; |
| |
| #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| // Check for any leaks if in debug mode |
| if (data->dxgiDebug) { |
| DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); |
| IDXGIDebug_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, rloFlags); |
| D3D_SAFE_RELEASE(data->dxgiDebug); |
| } |
| #endif |
| |
| /* Unload the D3D libraries. This should be done last, in order |
| * to prevent IUnknown::Release() calls from crashing. |
| */ |
| if (data->hD3D12Mod) { |
| SDL_UnloadObject(data->hD3D12Mod); |
| data->hD3D12Mod = NULL; |
| } |
| if (data->hDXGIMod) { |
| SDL_UnloadObject(data->hDXGIMod); |
| data->hDXGIMod = NULL; |
| } |
| } |
| } |
| |
| static D3D12_GPU_DESCRIPTOR_HANDLE D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap *heap, D3D12_CPU_DESCRIPTOR_HANDLE CPUHandle) |
| { |
| D3D12_CPU_DESCRIPTOR_HANDLE CPUHeapStart; |
| D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle; |
| SIZE_T offset; |
| |
| // Calculate the correct offset into the heap |
| D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart); |
| offset = CPUHandle.ptr - CPUHeapStart.ptr; |
| |
| D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle); |
| GPUHandle.ptr += offset; |
| |
| return GPUHandle; |
| } |
| |
| static void D3D12_WaitForGPU(D3D12_RenderData *data) |
| { |
| if (data->commandQueue && data->fence && data->fenceEvent) { |
| ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); |
| if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { |
| ID3D12Fence_SetEventOnCompletion(data->fence, |
| data->fenceValue, |
| data->fenceEvent); |
| WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); |
| } |
| |
| data->fenceValue++; |
| } |
| } |
| |
| static D3D12_CPU_DESCRIPTOR_HANDLE D3D12_GetCurrentRenderTargetView(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor; |
| |
| if (data->textureRenderTarget) { |
| return data->textureRenderTarget->mainTextureRenderTargetView; |
| } |
| |
| SDL_zero(rtvDescriptor); |
| D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor); |
| rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize; |
| return rtvDescriptor; |
| } |
| |
| static void D3D12_TransitionResource(D3D12_RenderData *data, |
| ID3D12Resource *resource, |
| D3D12_RESOURCE_STATES beforeState, |
| D3D12_RESOURCE_STATES afterState) |
| { |
| D3D12_RESOURCE_BARRIER barrier; |
| |
| if (beforeState != afterState) { |
| SDL_zero(barrier); |
| barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
| barrier.Transition.pResource = resource; |
| barrier.Transition.StateBefore = beforeState; |
| barrier.Transition.StateAfter = afterState; |
| barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
| |
| ID3D12GraphicsCommandList2_ResourceBarrier(data->commandList, 1, &barrier); |
| } |
| } |
| |
| static void D3D12_ResetCommandList(D3D12_RenderData *data) |
| { |
| int i; |
| ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap }; |
| ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex]; |
| |
| ID3D12CommandAllocator_Reset(commandAllocator); |
| ID3D12GraphicsCommandList2_Reset(data->commandList, commandAllocator, NULL); |
| data->currentPipelineState = NULL; |
| data->currentVertexBuffer = 0; |
| data->issueBatch = false; |
| data->cliprectDirty = true; |
| data->viewportDirty = true; |
| data->currentRenderTargetView.ptr = 0; |
| // FIXME should we also clear currentSampler.ptr and currentRenderTargetView.ptr ? (and use D3D12_InvalidateCachedState() instead) |
| |
| // Release any upload buffers that were inflight |
| for (i = 0; i < data->currentUploadBuffer; ++i) { |
| D3D_SAFE_RELEASE(data->uploadBuffers[i]); |
| } |
| data->currentUploadBuffer = 0; |
| |
| ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); |
| } |
| |
| static bool D3D12_IssueBatch(D3D12_RenderData *data) |
| { |
| HRESULT result = S_OK; |
| |
| // Issue the command list |
| result = ID3D12GraphicsCommandList2_Close(data->commandList); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result); |
| return result; |
| } |
| ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList *const *)&data->commandList); |
| |
| D3D12_WaitForGPU(data); |
| |
| D3D12_ResetCommandList(data); |
| |
| return result; |
| } |
| |
| static void D3D12_DestroyRenderer(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| if (data) { |
| D3D12_WaitForGPU(data); |
| D3D12_ReleaseAll(renderer); |
| SDL_free(data); |
| } |
| } |
| |
| static D3D12_BLEND GetBlendFunc(SDL_BlendFactor factor) |
| { |
| switch (factor) { |
| case SDL_BLENDFACTOR_ZERO: |
| return D3D12_BLEND_ZERO; |
| case SDL_BLENDFACTOR_ONE: |
| return D3D12_BLEND_ONE; |
| case SDL_BLENDFACTOR_SRC_COLOR: |
| return D3D12_BLEND_SRC_COLOR; |
| case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: |
| return D3D12_BLEND_INV_SRC_COLOR; |
| case SDL_BLENDFACTOR_SRC_ALPHA: |
| return D3D12_BLEND_SRC_ALPHA; |
| case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: |
| return D3D12_BLEND_INV_SRC_ALPHA; |
| case SDL_BLENDFACTOR_DST_COLOR: |
| return D3D12_BLEND_DEST_COLOR; |
| case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: |
| return D3D12_BLEND_INV_DEST_COLOR; |
| case SDL_BLENDFACTOR_DST_ALPHA: |
| return D3D12_BLEND_DEST_ALPHA; |
| case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: |
| return D3D12_BLEND_INV_DEST_ALPHA; |
| default: |
| return (D3D12_BLEND)0; |
| } |
| } |
| |
| static D3D12_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) |
| { |
| switch (operation) { |
| case SDL_BLENDOPERATION_ADD: |
| return D3D12_BLEND_OP_ADD; |
| case SDL_BLENDOPERATION_SUBTRACT: |
| return D3D12_BLEND_OP_SUBTRACT; |
| case SDL_BLENDOPERATION_REV_SUBTRACT: |
| return D3D12_BLEND_OP_REV_SUBTRACT; |
| case SDL_BLENDOPERATION_MINIMUM: |
| return D3D12_BLEND_OP_MIN; |
| case SDL_BLENDOPERATION_MAXIMUM: |
| return D3D12_BLEND_OP_MAX; |
| default: |
| return (D3D12_BLEND_OP)0; |
| } |
| } |
| |
| static void D3D12_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode, D3D12_BLEND_DESC *outBlendDesc) |
| { |
| SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| |
| SDL_zerop(outBlendDesc); |
| outBlendDesc->AlphaToCoverageEnable = FALSE; |
| outBlendDesc->IndependentBlendEnable = FALSE; |
| outBlendDesc->RenderTarget[0].BlendEnable = TRUE; |
| outBlendDesc->RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); |
| outBlendDesc->RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); |
| outBlendDesc->RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); |
| outBlendDesc->RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); |
| outBlendDesc->RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); |
| outBlendDesc->RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); |
| outBlendDesc->RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; |
| } |
| |
| static D3D12_PipelineState *D3D12_CreatePipelineState(SDL_Renderer *renderer, |
| D3D12_Shader shader, |
| SDL_BlendMode blendMode, |
| D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, |
| DXGI_FORMAT rtvFormat) |
| { |
| const D3D12_INPUT_ELEMENT_DESC vertexDesc[] = { |
| { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| }; |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| D3D12_GRAPHICS_PIPELINE_STATE_DESC pipelineDesc; |
| ID3D12PipelineState *pipelineState = NULL; |
| D3D12_PipelineState *pipelineStates; |
| HRESULT result = S_OK; |
| |
| SDL_zero(pipelineDesc); |
| pipelineDesc.pRootSignature = data->rootSignatures[D3D12_GetRootSignatureType(shader)]; |
| D3D12_GetVertexShader(shader, &pipelineDesc.VS); |
| D3D12_GetPixelShader(shader, &pipelineDesc.PS); |
| D3D12_CreateBlendState(renderer, blendMode, &pipelineDesc.BlendState); |
| pipelineDesc.SampleMask = 0xffffffff; |
| |
| pipelineDesc.RasterizerState.AntialiasedLineEnable = FALSE; |
| pipelineDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; |
| pipelineDesc.RasterizerState.DepthBias = 0; |
| pipelineDesc.RasterizerState.DepthBiasClamp = 0.0f; |
| pipelineDesc.RasterizerState.DepthClipEnable = TRUE; |
| pipelineDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; |
| pipelineDesc.RasterizerState.FrontCounterClockwise = FALSE; |
| pipelineDesc.RasterizerState.MultisampleEnable = FALSE; |
| pipelineDesc.RasterizerState.SlopeScaledDepthBias = 0.0f; |
| |
| pipelineDesc.InputLayout.pInputElementDescs = vertexDesc; |
| pipelineDesc.InputLayout.NumElements = 3; |
| |
| pipelineDesc.PrimitiveTopologyType = topology; |
| |
| pipelineDesc.NumRenderTargets = 1; |
| pipelineDesc.RTVFormats[0] = rtvFormat; |
| pipelineDesc.SampleDesc.Count = 1; |
| pipelineDesc.SampleDesc.Quality = 0; |
| |
| result = ID3D12Device1_CreateGraphicsPipelineState(data->d3dDevice, |
| &pipelineDesc, |
| D3D_GUID(SDL_IID_ID3D12PipelineState), |
| (void **)&pipelineState); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateGraphicsPipelineState"), result); |
| return NULL; |
| } |
| |
| pipelineStates = (D3D12_PipelineState *)SDL_realloc(data->pipelineStates, (data->pipelineStateCount + 1) * sizeof(*pipelineStates)); |
| if (!pipelineStates) { |
| D3D_SAFE_RELEASE(pipelineState); |
| return NULL; |
| } |
| |
| pipelineStates[data->pipelineStateCount].shader = shader; |
| pipelineStates[data->pipelineStateCount].blendMode = blendMode; |
| pipelineStates[data->pipelineStateCount].topology = topology; |
| pipelineStates[data->pipelineStateCount].rtvFormat = rtvFormat; |
| pipelineStates[data->pipelineStateCount].pipelineState = pipelineState; |
| data->pipelineStates = pipelineStates; |
| ++data->pipelineStateCount; |
| |
| return &pipelineStates[data->pipelineStateCount - 1]; |
| } |
| |
| static HRESULT D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, size_t size) |
| { |
| D3D12_HEAP_PROPERTIES vbufferHeapProps; |
| D3D12_RESOURCE_DESC vbufferDesc; |
| HRESULT result; |
| |
| D3D_SAFE_RELEASE(data->vertexBuffers[vbidx].resource); |
| |
| SDL_zero(vbufferHeapProps); |
| vbufferHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD; |
| vbufferHeapProps.CreationNodeMask = 1; |
| vbufferHeapProps.VisibleNodeMask = 1; |
| |
| SDL_zero(vbufferDesc); |
| vbufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| vbufferDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; |
| vbufferDesc.Width = size; |
| vbufferDesc.Height = 1; |
| vbufferDesc.DepthOrArraySize = 1; |
| vbufferDesc.MipLevels = 1; |
| vbufferDesc.Format = DXGI_FORMAT_UNKNOWN; |
| vbufferDesc.SampleDesc.Count = 1; |
| vbufferDesc.SampleDesc.Quality = 0; |
| vbufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| |
| result = ID3D12Device1_CreateCommittedResource(data->d3dDevice, |
| &vbufferHeapProps, |
| D3D12_HEAP_FLAG_NONE, |
| &vbufferDesc, |
| D3D12_RESOURCE_STATE_GENERIC_READ, |
| NULL, |
| D3D_GUID(SDL_IID_ID3D12Resource), |
| (void **)&data->vertexBuffers[vbidx].resource); |
| |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreatePlacedResource [vertex buffer]"), result); |
| return result; |
| } |
| |
| data->vertexBuffers[vbidx].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[vbidx].resource); |
| data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(VertexPositionColor); |
| data->vertexBuffers[vbidx].size = size; |
| |
| return result; |
| } |
| |
| // Create resources that depend on the device. |
| static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) |
| { |
| #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(UINT flags, REFIID riid, void **ppFactory); |
| PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc; |
| PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc; |
| #endif |
| typedef HANDLE(WINAPI * PFN_CREATE_EVENT_EX)(LPSECURITY_ATTRIBUTES lpEventAttributes, LPCWSTR lpName, DWORD dwFlags, DWORD dwDesiredAccess); |
| PFN_CREATE_EVENT_EX CreateEventExFunc; |
| |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| ID3D12Device *d3dDevice = NULL; |
| HRESULT result = S_OK; |
| UINT creationFlags = 0; |
| int i; |
| bool createDebug; |
| |
| D3D12_COMMAND_QUEUE_DESC queueDesc; |
| D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc; |
| D3D12_SAMPLER_DESC samplerDesc; |
| ID3D12DescriptorHeap *rootDescriptorHeaps[2]; |
| |
| // See if we need debug interfaces |
| createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false); |
| |
| #ifdef SDL_PLATFORM_GDK |
| CreateEventExFunc = CreateEventExW; |
| #else |
| // CreateEventEx() arrived in Vista, so we need to load it with GetProcAddress for XP. |
| { |
| HMODULE kernel32 = GetModuleHandle(TEXT("kernel32.dll")); |
| CreateEventExFunc = NULL; |
| if (kernel32) { |
| CreateEventExFunc = (PFN_CREATE_EVENT_EX)GetProcAddress(kernel32, "CreateEventExW"); |
| } |
| } |
| #endif |
| if (!CreateEventExFunc) { |
| result = E_FAIL; |
| goto done; |
| } |
| |
| #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| data->hDXGIMod = SDL_LoadObject("dxgi.dll"); |
| if (!data->hDXGIMod) { |
| result = E_FAIL; |
| goto done; |
| } |
| |
| CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2"); |
| if (!CreateDXGIFactoryFunc) { |
| result = E_FAIL; |
| goto done; |
| } |
| |
| data->hD3D12Mod = SDL_LoadObject("D3D12.dll"); |
| if (!data->hD3D12Mod) { |
| result = E_FAIL; |
| goto done; |
| } |
| |
| D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction(data->hD3D12Mod, "D3D12CreateDevice"); |
| if (!D3D12CreateDeviceFunc) { |
| result = E_FAIL; |
| goto done; |
| } |
| |
| if (createDebug) { |
| PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc; |
| |
| D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface"); |
| if (!D3D12GetDebugInterfaceFunc) { |
| result = E_FAIL; |
| goto done; |
| } |
| if (SUCCEEDED(D3D12GetDebugInterfaceFunc(D3D_GUID(SDL_IID_ID3D12Debug), (void **)&data->debugInterface))) { |
| ID3D12Debug_EnableDebugLayer(data->debugInterface); |
| } |
| } |
| #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| result = D3D12_XBOX_CreateDevice(&d3dDevice, createDebug); |
| if (FAILED(result)) { |
| // SDL Error is set by D3D12_XBOX_CreateDevice |
| goto done; |
| } |
| #else |
| if (createDebug) { |
| #ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ |
| IDXGIInfoQueue *dxgiInfoQueue = NULL; |
| PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc; |
| |
| // If the debug hint is set, also create the DXGI factory in debug mode |
| DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1"); |
| if (!DXGIGetDebugInterfaceFunc) { |
| result = E_FAIL; |
| goto done; |
| } |
| |
| result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIDebug1), (void **)&data->dxgiDebug); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); |
| goto done; |
| } |
| |
| result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIInfoQueue), (void **)&dxgiInfoQueue); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); |
| goto done; |
| } |
| |
| IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); |
| IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); |
| D3D_SAFE_RELEASE(dxgiInfoQueue); |
| #endif // __IDXGIInfoQueue_INTERFACE_DEFINED__ |
| creationFlags = DXGI_CREATE_FACTORY_DEBUG; |
| } |
| |
| result = CreateDXGIFactoryFunc(creationFlags, D3D_GUID(SDL_IID_IDXGIFactory6), (void **)&data->dxgiFactory); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result); |
| goto done; |
| } |
| |
| // Prefer a high performance adapter if there are multiple choices |
| result = IDXGIFactory6_EnumAdapterByGpuPreference(data->dxgiFactory, |
| 0, |
| DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, |
| D3D_GUID(SDL_IID_IDXGIAdapter4), |
| (void **)&data->dxgiAdapter); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory6::EnumAdapterByGPUPreference"), result); |
| goto done; |
| } |
| |
| result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter, |
| D3D_FEATURE_LEVEL_11_0, // Request minimum feature level 11.0 for maximum compatibility |
| D3D_GUID(SDL_IID_ID3D12Device1), |
| (void **)&d3dDevice); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result); |
| goto done; |
| } |
| |
| // Setup the info queue if in debug mode |
| if (createDebug) { |
| ID3D12InfoQueue *infoQueue = NULL; |
| D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO }; |
| D3D12_INFO_QUEUE_FILTER filter; |
| |
| result = ID3D12Device1_QueryInterface(d3dDevice, D3D_GUID(SDL_IID_ID3D12InfoQueue), (void **)&infoQueue); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue"), result); |
| goto done; |
| } |
| |
| SDL_zero(filter); |
| filter.DenyList.NumSeverities = 1; |
| filter.DenyList.pSeverityList = severities; |
| ID3D12InfoQueue_PushStorageFilter(infoQueue, &filter); |
| |
| ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE); |
| ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); |
| |
| D3D_SAFE_RELEASE(infoQueue); |
| } |
| #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| |
| result = ID3D12Device_QueryInterface(d3dDevice, D3D_GUID(SDL_IID_ID3D12Device1), (void **)&data->d3dDevice); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device1"), result); |
| goto done; |
| } |
| |
| // Create a command queue |
| SDL_zero(queueDesc); |
| queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| |
| result = ID3D12Device1_CreateCommandQueue(data->d3dDevice, |
| &queueDesc, |
| D3D_GUID(SDL_IID_ID3D12CommandQueue), |
| (void **)&data->commandQueue); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue"), result); |
| goto done; |
| } |
| |
| // Create the descriptor heaps for the render target view, texture SRVs, and samplers |
| SDL_zero(descriptorHeapDesc); |
| descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS; |
| descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; |
| result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, |
| &descriptorHeapDesc, |
| D3D_GUID(SDL_IID_ID3D12DescriptorHeap), |
| (void **)&data->rtvDescriptorHeap); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result); |
| goto done; |
| } |
| data->rtvDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); |
| |
| descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; |
| result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, |
| &descriptorHeapDesc, |
| D3D_GUID(SDL_IID_ID3D12DescriptorHeap), |
| (void **)&data->textureRTVDescriptorHeap); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [texture rtv]"), result); |
| goto done; |
| } |
| |
| SDL_zero(descriptorHeapDesc); |
| descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; |
| descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; |
| descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; |
| result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, |
| &descriptorHeapDesc, |
| D3D_GUID(SDL_IID_ID3D12DescriptorHeap), |
| (void **)&data->srvDescriptorHeap); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]"), result); |
| goto done; |
| } |
| rootDescriptorHeaps[0] = data->srvDescriptorHeap; |
| data->srvDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); |
| |
| SDL_zero(descriptorHeapDesc); |
| descriptorHeapDesc.NumDescriptors = 4; |
| descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; |
| descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; |
| result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, |
| &descriptorHeapDesc, |
| D3D_GUID(SDL_IID_ID3D12DescriptorHeap), |
| (void **)&data->samplerDescriptorHeap); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]"), result); |
| goto done; |
| } |
| rootDescriptorHeaps[1] = data->samplerDescriptorHeap; |
| data->samplerDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); |
| |
| // Create a command allocator for each back buffer |
| for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { |
| result = ID3D12Device1_CreateCommandAllocator(data->d3dDevice, |
| D3D12_COMMAND_LIST_TYPE_DIRECT, |
| D3D_GUID(SDL_IID_ID3D12CommandAllocator), |
| (void **)&data->commandAllocators[i]); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator"), result); |
| goto done; |
| } |
| } |
| |
| // Create the command list |
| result = ID3D12Device1_CreateCommandList(data->d3dDevice, |
| 0, |
| D3D12_COMMAND_LIST_TYPE_DIRECT, |
| data->commandAllocators[0], |
| NULL, |
| D3D_GUID(SDL_IID_ID3D12GraphicsCommandList2), |
| (void **)&data->commandList); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList"), result); |
| goto done; |
| } |
| |
| // Set the descriptor heaps to the correct initial value |
| ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); |
| |
| // Create the fence and fence event |
| result = ID3D12Device_CreateFence(data->d3dDevice, |
| data->fenceValue, |
| D3D12_FENCE_FLAG_NONE, |
| D3D_GUID(SDL_IID_ID3D12Fence), |
| (void **)&data->fence); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence"), result); |
| goto done; |
| } |
| |
| data->fenceValue++; |
| |
| data->fenceEvent = CreateEventExFunc(NULL, NULL, 0, EVENT_MODIFY_STATE | SYNCHRONIZE); |
| if (!data->fenceEvent) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateEventEx"), result); |
| goto done; |
| } |
| |
| // Create all the root signatures |
| for (i = 0; i < NUM_ROOTSIGS; ++i) { |
| D3D12_SHADER_BYTECODE rootSigData; |
| D3D12_GetRootSignatureData((D3D12_RootSignature)i, &rootSigData); |
| result = ID3D12Device1_CreateRootSignature(data->d3dDevice, |
| 0, |
| rootSigData.pShaderBytecode, |
| rootSigData.BytecodeLength, |
| D3D_GUID(SDL_IID_ID3D12RootSignature), |
| (void **)&data->rootSignatures[i]); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature"), result); |
| goto done; |
| } |
| } |
| |
| { |
| const SDL_BlendMode defaultBlendModes[] = { |
| SDL_BLENDMODE_BLEND, |
| }; |
| const DXGI_FORMAT defaultRTVFormats[] = { |
| DXGI_FORMAT_B8G8R8A8_UNORM, |
| }; |
| int j, k, l; |
| |
| // Create a few default pipeline state objects, to verify that this renderer will work |
| for (i = 0; i < NUM_SHADERS; ++i) { |
| for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) { |
| for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) { |
| for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) { |
| if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) { |
| // D3D12_CreatePipelineState will set the SDL error, if it fails |
| result = E_FAIL; |
| goto done; |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| // Create default vertex buffers |
| for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { |
| D3D12_CreateVertexBuffer(data, i, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT); |
| } |
| |
| // Create samplers to use when drawing textures: |
| static struct |
| { |
| D3D12_FILTER filter; |
| D3D12_TEXTURE_ADDRESS_MODE address; |
| } samplerParams[] = { |
| { D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }, |
| { D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_WRAP }, |
| { D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }, |
| { D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_WRAP }, |
| }; |
| SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == SDL_D3D12_NUM_SAMPLERS); |
| SDL_zero(samplerDesc); |
| samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; |
| samplerDesc.MipLODBias = 0.0f; |
| samplerDesc.MaxAnisotropy = 1; |
| samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
| samplerDesc.MinLOD = 0.0f; |
| samplerDesc.MaxLOD = D3D12_FLOAT32_MAX; |
| D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->samplers[0]); |
| for (i = 0; i < SDL_arraysize(samplerParams); ++i) { |
| samplerDesc.Filter = samplerParams[i].filter; |
| samplerDesc.AddressU = samplerParams[i].address; |
| samplerDesc.AddressV = samplerParams[i].address; |
| data->samplers[i].ptr = data->samplers[0].ptr + i * data->samplerDescriptorSize; |
| ID3D12Device1_CreateSampler(data->d3dDevice, &samplerDesc, data->samplers[i]); |
| } |
| |
| // Initialize the pool allocator for SRVs |
| for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) { |
| data->srvPoolNodes[i].index = (SIZE_T)i; |
| if (i != SDL_D3D12_MAX_NUM_TEXTURES - 1) { |
| data->srvPoolNodes[i].next = &data->srvPoolNodes[i + 1]; |
| } |
| } |
| data->srvPoolHead = &data->srvPoolNodes[0]; |
| |
| SDL_PropertiesID props = SDL_GetRendererProperties(renderer); |
| SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, data->d3dDevice); |
| SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue); |
| |
| done: |
| D3D_SAFE_RELEASE(d3dDevice); |
| return result; |
| } |
| |
| static DXGI_MODE_ROTATION D3D12_GetCurrentRotation(void) |
| { |
| // FIXME |
| return DXGI_MODE_ROTATION_IDENTITY; |
| } |
| |
| static BOOL D3D12_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) |
| { |
| switch (rotation) { |
| case DXGI_MODE_ROTATION_ROTATE90: |
| case DXGI_MODE_ROTATION_ROTATE270: |
| return TRUE; |
| default: |
| return FALSE; |
| } |
| } |
| |
| static bool D3D12_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| if (data->textureRenderTarget) { |
| return DXGI_MODE_ROTATION_IDENTITY; |
| } else { |
| return data->rotation; |
| } |
| } |
| |
| static bool D3D12_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D12_RECT *outRect, BOOL includeViewportOffset) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer); |
| const SDL_Rect *viewport = &data->currentViewport; |
| |
| switch (rotation) { |
| case DXGI_MODE_ROTATION_IDENTITY: |
| outRect->left = sdlRect->x; |
| outRect->right = (LONG)sdlRect->x + sdlRect->w; |
| outRect->top = sdlRect->y; |
| outRect->bottom = (LONG)sdlRect->y + sdlRect->h; |
| if (includeViewportOffset) { |
| outRect->left += viewport->x; |
| outRect->right += viewport->x; |
| outRect->top += viewport->y; |
| outRect->bottom += viewport->y; |
| } |
| break; |
| case DXGI_MODE_ROTATION_ROTATE270: |
| outRect->left = sdlRect->y; |
| outRect->right = (LONG)sdlRect->y + sdlRect->h; |
| outRect->top = viewport->w - sdlRect->x - sdlRect->w; |
| outRect->bottom = viewport->w - sdlRect->x; |
| break; |
| case DXGI_MODE_ROTATION_ROTATE180: |
| outRect->left = viewport->w - sdlRect->x - sdlRect->w; |
| outRect->right = viewport->w - sdlRect->x; |
| outRect->top = viewport->h - sdlRect->y - sdlRect->h; |
| outRect->bottom = viewport->h - sdlRect->y; |
| break; |
| case DXGI_MODE_ROTATION_ROTATE90: |
| outRect->left = viewport->h - sdlRect->y - sdlRect->h; |
| outRect->right = viewport->h - sdlRect->y; |
| outRect->top = sdlRect->x; |
| outRect->bottom = (LONG)sdlRect->x + sdlRect->h; |
| break; |
| default: |
| return SDL_SetError("The physical display is in an unknown or unsupported rotation"); |
| } |
| return true; |
| } |
| |
| #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| static HRESULT D3D12_CreateSwapChain(SDL_Renderer *renderer, int w, int h) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| IDXGISwapChain1 *swapChain = NULL; |
| HRESULT result = S_OK; |
| |
| // Create a swap chain using the same adapter as the existing Direct3D device. |
| DXGI_SWAP_CHAIN_DESC1 swapChainDesc; |
| SDL_zero(swapChainDesc); |
| swapChainDesc.Width = w; |
| swapChainDesc.Height = h; |
| switch (renderer->output_colorspace) { |
| case SDL_COLORSPACE_SRGB_LINEAR: |
| swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; |
| data->renderTargetFormat = DXGI_FORMAT_R16G16B16A16_FLOAT; |
| break; |
| case SDL_COLORSPACE_HDR10: |
| swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; |
| data->renderTargetFormat = DXGI_FORMAT_R10G10B10A2_UNORM; |
| break; |
| default: |
| swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format. |
| data->renderTargetFormat = DXGI_FORMAT_B8G8R8A8_UNORM; |
| break; |
| } |
| swapChainDesc.Stereo = FALSE; |
| swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. |
| swapChainDesc.SampleDesc.Quality = 0; |
| swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
| swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency. |
| if (WIN_IsWindows8OrGreater()) { |
| swapChainDesc.Scaling = DXGI_SCALING_NONE; |
| } else { |
| swapChainDesc.Scaling = DXGI_SCALING_STRETCH; |
| } |
| swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. |
| swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | // To support SetMaximumFrameLatency |
| DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; // To support presenting with allow tearing on |
| |
| HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); |
| if (!hwnd) { |
| SDL_SetError("Couldn't get window handle"); |
| result = E_FAIL; |
| goto done; |
| } |
| |
| result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory, |
| (IUnknown *)data->commandQueue, |
| hwnd, |
| &swapChainDesc, |
| NULL, |
| NULL, // Allow on all displays. |
| &swapChain); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result); |
| goto done; |
| } |
| |
| IDXGIFactory6_MakeWindowAssociation(data->dxgiFactory, hwnd, DXGI_MWA_NO_WINDOW_CHANGES); |
| |
| result = IDXGISwapChain1_QueryInterface(swapChain, D3D_GUID(SDL_IID_IDXGISwapChain4), (void **)&data->swapChain); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result); |
| goto done; |
| } |
| |
| /* Ensure that the swapchain does not queue more than one frame at a time. This both reduces latency |
| * and ensures that the application will only render after each VSync, minimizing power consumption. |
| */ |
| result = IDXGISwapChain4_SetMaximumFrameLatency(data->swapChain, 1); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result); |
| goto done; |
| } |
| |
| data->swapEffect = swapChainDesc.SwapEffect; |
| data->swapFlags = swapChainDesc.Flags; |
| |
| UINT colorspace_support = 0; |
| DXGI_COLOR_SPACE_TYPE colorspace; |
| switch (renderer->output_colorspace) { |
| case SDL_COLORSPACE_SRGB_LINEAR: |
| colorspace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709; |
| break; |
| case SDL_COLORSPACE_HDR10: |
| colorspace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020; |
| break; |
| default: |
| // sRGB |
| colorspace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; |
| break; |
| } |
| if (SUCCEEDED(IDXGISwapChain3_CheckColorSpaceSupport(data->swapChain, colorspace, &colorspace_support)) && |
| (colorspace_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { |
| result = IDXGISwapChain3_SetColorSpace1(data->swapChain, colorspace); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain3::SetColorSpace1"), result); |
| goto done; |
| } |
| } else { |
| // Not the default, we're not going to be able to present in this colorspace |
| SDL_SetError("Unsupported output colorspace"); |
| result = DXGI_ERROR_UNSUPPORTED; |
| } |
| |
| SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER, data->swapChain); |
| |
| done: |
| D3D_SAFE_RELEASE(swapChain); |
| return result; |
| } |
| #endif |
| |
| static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer *renderer); |
| |
| HRESULT |
| D3D12_HandleDeviceLost(SDL_Renderer *renderer) |
| { |
| HRESULT result = S_OK; |
| |
| D3D12_ReleaseAll(renderer); |
| |
| result = D3D12_CreateDeviceResources(renderer); |
| if (FAILED(result)) { |
| // D3D12_CreateDeviceResources will set the SDL error |
| return result; |
| } |
| |
| result = D3D12_UpdateForWindowSizeChange(renderer); |
| if (FAILED(result)) { |
| // D3D12_UpdateForWindowSizeChange will set the SDL error |
| return result; |
| } |
| |
| // Let the application know that the device has been reset |
| { |
| SDL_Event event; |
| event.type = SDL_EVENT_RENDER_DEVICE_RESET; |
| event.common.timestamp = 0; |
| SDL_PushEvent(&event); |
| } |
| |
| return S_OK; |
| } |
| |
| // Initialize all resources that change when the window's size changes. |
| static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| HRESULT result = S_OK; |
| int i, w, h; |
| |
| D3D12_RENDER_TARGET_VIEW_DESC rtvDesc; |
| D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor; |
| |
| // Release resources in the current command list |
| D3D12_IssueBatch(data); |
| ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 0, NULL, FALSE, NULL); |
| |
| // Release render targets |
| for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { |
| D3D_SAFE_RELEASE(data->renderTargets[i]); |
| } |
| |
| /* The width and height of the swap chain must be based on the display's |
| * non-rotated size. |
| */ |
| SDL_GetWindowSizeInPixels(renderer->window, &w, &h); |
| data->rotation = D3D12_GetCurrentRotation(); |
| if (D3D12_IsDisplayRotated90Degrees(data->rotation)) { |
| int tmp = w; |
| w = h; |
| h = tmp; |
| } |
| |
| #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| if (data->swapChain) { |
| // If the swap chain already exists, resize it. |
| result = IDXGISwapChain_ResizeBuffers(data->swapChain, |
| 0, |
| w, h, |
| DXGI_FORMAT_UNKNOWN, |
| data->swapFlags); |
| if (result == DXGI_ERROR_DEVICE_REMOVED) { |
| // If the device was removed for any reason, a new device and swap chain will need to be created. |
| D3D12_HandleDeviceLost(renderer); |
| |
| /* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method |
| * and correctly set up the new device. |
| */ |
| goto done; |
| } else if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result); |
| goto done; |
| } |
| } else { |
| result = D3D12_CreateSwapChain(renderer, w, h); |
| if (FAILED(result) || !data->swapChain) { |
| goto done; |
| } |
| } |
| |
| // Set the proper rotation for the swap chain. |
| if (WIN_IsWindows8OrGreater()) { |
| if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { |
| result = IDXGISwapChain4_SetRotation(data->swapChain, data->rotation); // NOLINT(clang-analyzer-core.NullDereference) |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result); |
| goto done; |
| } |
| } |
| } |
| #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| |
| // Get each back buffer render target and create render target views |
| for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| result = D3D12_XBOX_CreateBackBufferTarget(data->d3dDevice, renderer->window->w, renderer->window->h, (void **)&data->renderTargets[i]); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_XBOX_CreateBackBufferTarget"), result); |
| goto done; |
| } |
| #else |
| result = IDXGISwapChain4_GetBuffer(data->swapChain, // NOLINT(clang-analyzer-core.NullDereference) |
| i, |
| D3D_GUID(SDL_IID_ID3D12Resource), |
| (void **)&data->renderTargets[i]); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer"), result); |
| goto done; |
| } |
| #endif |
| |
| SDL_zero(rtvDesc); |
| rtvDesc.Format = data->renderTargetFormat; |
| rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; |
| |
| SDL_zero(rtvDescriptor); |
| D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor); |
| rtvDescriptor.ptr += i * data->rtvDescriptorSize; |
| ID3D12Device1_CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor); |
| } |
| |
| // Set back buffer index to current buffer |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| data->currentBackBufferIndex = 0; |
| #else |
| data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); |
| #endif |
| |
| /* Set the swap chain target immediately, so that a target is always set |
| * even before we get to SetDrawState. Without this it's possible to hit |
| * null references in places like ReadPixels! |
| */ |
| data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer); |
| ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL); |
| D3D12_TransitionResource(data, |
| data->renderTargets[data->currentBackBufferIndex], |
| D3D12_RESOURCE_STATE_PRESENT, |
| D3D12_RESOURCE_STATE_RENDER_TARGET); |
| |
| data->viewportDirty = true; |
| |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken); |
| #endif |
| |
| done: |
| return result; |
| } |
| |
| // This method is called when the window's size changes. |
| static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| // If the GPU has previous work, wait for it to be done first |
| D3D12_WaitForGPU(data); |
| return D3D12_CreateWindowSizeDependentResources(renderer); |
| } |
| |
| static void D3D12_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| |
| if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { |
| data->pixelSizeChanged = true; |
| } |
| } |
| |
| static bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) |
| { |
| SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| |
| if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || |
| !GetBlendEquation(colorOperation) || |
| !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || |
| !GetBlendEquation(alphaOperation)) { |
| return false; |
| } |
| return true; |
| } |
| |
| static SIZE_T D3D12_GetAvailableSRVIndex(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| if (rendererData->srvPoolHead) { |
| SIZE_T index = rendererData->srvPoolHead->index; |
| rendererData->srvPoolHead = (D3D12_SRVPoolNode *)(rendererData->srvPoolHead->next); |
| return index; |
| } else { |
| SDL_SetError("[d3d12] Cannot allocate more than %d textures!", SDL_D3D12_MAX_NUM_TEXTURES); |
| return SDL_D3D12_MAX_NUM_TEXTURES + 1; |
| } |
| } |
| |
| static void D3D12_FreeSRVIndex(SDL_Renderer *renderer, SIZE_T index) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| rendererData->srvPoolNodes[index].next = rendererData->srvPoolHead; |
| rendererData->srvPoolHead = &rendererData->srvPoolNodes[index]; |
| } |
| |
| static bool GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D12Resource **texture) |
| { |
| IUnknown *unknown = (IUnknown*)SDL_GetPointerProperty(props, name, NULL); |
| if (unknown) { |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| HRESULT result = unknown->QueryInterface(D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture); |
| #else |
| HRESULT result = IUnknown_QueryInterface(unknown, D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture); |
| #endif |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(name, result); |
| } |
| } |
| return true; |
| } |
| |
| static bool D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData; |
| HRESULT result; |
| DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format, renderer->output_colorspace); |
| D3D12_RESOURCE_DESC textureDesc; |
| D3D12_HEAP_PROPERTIES heapProps; |
| D3D12_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; |
| |
| if (textureFormat == DXGI_FORMAT_UNKNOWN) { |
| return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified", __FUNCTION__, texture->format); |
| } |
| |
| textureData = (D3D12_TextureData *)SDL_calloc(1, sizeof(*textureData)); |
| if (!textureData) { |
| return false; |
| } |
| textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR; |
| |
| texture->internal = textureData; |
| textureData->mainTextureFormat = textureFormat; |
| |
| SDL_zero(textureDesc); |
| textureDesc.Width = texture->w; |
| textureDesc.Height = texture->h; |
| textureDesc.MipLevels = 1; |
| textureDesc.DepthOrArraySize = 1; |
| textureDesc.Format = textureFormat; |
| textureDesc.SampleDesc.Count = 1; |
| textureDesc.SampleDesc.Quality = 0; |
| textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; |
| textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| |
| // NV12 textures must have even width and height |
| if (texture->format == SDL_PIXELFORMAT_NV12 || |
| texture->format == SDL_PIXELFORMAT_NV21 || |
| texture->format == SDL_PIXELFORMAT_P010) { |
| textureDesc.Width = (textureDesc.Width + 1) & ~1; |
| textureDesc.Height = (textureDesc.Height + 1) & ~1; |
| } |
| textureData->w = (int)textureDesc.Width; |
| textureData->h = (int)textureDesc.Height; |
| if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) { |
| textureData->shader = SHADER_RGB; |
| } else { |
| textureData->shader = SHADER_ADVANCED; |
| } |
| |
| if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; |
| } |
| |
| SDL_zero(heapProps); |
| heapProps.Type = D3D12_HEAP_TYPE_DEFAULT; |
| heapProps.CreationNodeMask = 1; |
| heapProps.VisibleNodeMask = 1; |
| |
| if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER, &textureData->mainTexture)) { |
| return false; |
| } |
| if (!textureData->mainTexture) { |
| result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| &heapProps, |
| D3D12_HEAP_FLAG_NONE, |
| &textureDesc, |
| D3D12_RESOURCE_STATE_COPY_DEST, |
| NULL, |
| D3D_GUID(SDL_IID_ID3D12Resource), |
| (void **)&textureData->mainTexture); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); |
| } |
| } |
| textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; |
| SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER, textureData->mainTexture); |
| #if SDL_HAVE_YUV |
| if (texture->format == SDL_PIXELFORMAT_YV12 || |
| texture->format == SDL_PIXELFORMAT_IYUV) { |
| textureData->yuv = true; |
| |
| textureDesc.Width = (textureDesc.Width + 1) / 2; |
| textureDesc.Height = (textureDesc.Height + 1) / 2; |
| |
| if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER, &textureData->mainTextureU)) { |
| return false; |
| } |
| if (!textureData->mainTextureU) { |
| result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| &heapProps, |
| D3D12_HEAP_FLAG_NONE, |
| &textureDesc, |
| D3D12_RESOURCE_STATE_COPY_DEST, |
| NULL, |
| D3D_GUID(SDL_IID_ID3D12Resource), |
| (void **)&textureData->mainTextureU); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); |
| } |
| } |
| textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST; |
| SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER, textureData->mainTextureU); |
| |
| if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER, &textureData->mainTextureV)) { |
| return false; |
| } |
| if (!textureData->mainTextureV) { |
| result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| &heapProps, |
| D3D12_HEAP_FLAG_NONE, |
| &textureDesc, |
| D3D12_RESOURCE_STATE_COPY_DEST, |
| NULL, |
| D3D_GUID(SDL_IID_ID3D12Resource), |
| (void **)&textureData->mainTextureV); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); |
| } |
| } |
| textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST; |
| SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER, textureData->mainTextureV); |
| |
| textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); |
| if (!textureData->YCbCr_matrix) { |
| return SDL_SetError("Unsupported YUV colorspace"); |
| } |
| } |
| |
| if (texture->format == SDL_PIXELFORMAT_NV12 || |
| texture->format == SDL_PIXELFORMAT_NV21 || |
| texture->format == SDL_PIXELFORMAT_P010) { |
| int bits_per_pixel; |
| |
| textureData->nv12 = true; |
| |
| switch (texture->format) { |
| case SDL_PIXELFORMAT_P010: |
| bits_per_pixel = 10; |
| break; |
| default: |
| bits_per_pixel = 8; |
| break; |
| } |
| textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, bits_per_pixel); |
| if (!textureData->YCbCr_matrix) { |
| return SDL_SetError("Unsupported YUV colorspace"); |
| } |
| } |
| #endif // SDL_HAVE_YUV |
| SDL_zero(resourceViewDesc); |
| resourceViewDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; |
| resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format, renderer->output_colorspace); |
| resourceViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; |
| resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; |
| |
| textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer); |
| D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView); |
| textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize; |
| |
| ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, |
| textureData->mainTexture, |
| &resourceViewDesc, |
| textureData->mainTextureResourceView); |
| #if SDL_HAVE_YUV |
| if (textureData->yuv) { |
| D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU); |
| textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer); |
| textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize; |
| ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, |
| textureData->mainTextureU, |
| &resourceViewDesc, |
| textureData->mainTextureResourceViewU); |
| |
| D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV); |
| textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer); |
| textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize; |
| ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, |
| textureData->mainTextureV, |
| &resourceViewDesc, |
| textureData->mainTextureResourceViewV); |
| } |
| |
| if (textureData->nv12) { |
| D3D12_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; |
| |
| if (texture->format == SDL_PIXELFORMAT_NV12 || texture->format == SDL_PIXELFORMAT_NV21) { |
| nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; |
| } else if (texture->format == SDL_PIXELFORMAT_P010) { |
| nvResourceViewDesc.Format = DXGI_FORMAT_R16G16_UNORM; |
| } |
| nvResourceViewDesc.Texture2D.PlaneSlice = 1; |
| |
| D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV); |
| textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer); |
| textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize; |
| ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, |
| textureData->mainTexture, |
| &nvResourceViewDesc, |
| textureData->mainTextureResourceViewNV); |
| } |
| #endif // SDL_HAVE_YUV |
| |
| if (texture->access & SDL_TEXTUREACCESS_TARGET) { |
| D3D12_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; |
| SDL_zero(renderTargetViewDesc); |
| renderTargetViewDesc.Format = textureDesc.Format; |
| renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; |
| renderTargetViewDesc.Texture2D.MipSlice = 0; |
| |
| D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView); |
| textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize; |
| |
| ID3D12Device1_CreateRenderTargetView(rendererData->d3dDevice, |
| (ID3D12Resource *)textureData->mainTexture, |
| &renderTargetViewDesc, |
| textureData->mainTextureRenderTargetView); |
| } |
| |
| return true; |
| } |
| |
| static void D3D12_DestroyTexture(SDL_Renderer *renderer, |
| SDL_Texture *texture) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| |
| if (!textureData) { |
| return; |
| } |
| |
| /* Because SDL_DestroyTexture might be called while the data is in-flight, we need to issue the batch first |
| Unfortunately, this means that deleting a lot of textures mid-frame will have poor performance. */ |
| D3D12_IssueBatch(rendererData); |
| |
| D3D_SAFE_RELEASE(textureData->mainTexture); |
| D3D_SAFE_RELEASE(textureData->stagingBuffer); |
| D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndex); |
| #if SDL_HAVE_YUV |
| D3D_SAFE_RELEASE(textureData->mainTextureU); |
| D3D_SAFE_RELEASE(textureData->mainTextureV); |
| if (textureData->yuv) { |
| D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexU); |
| D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexV); |
| } |
| if (textureData->nv12) { |
| D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexNV); |
| } |
| SDL_free(textureData->pixels); |
| #endif |
| SDL_free(textureData); |
| texture->internal = NULL; |
| } |
| |
| static bool D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Resource *texture, int plane, int x, int y, int w, int h, const void *pixels, int pitch, D3D12_RESOURCE_STATES *resourceState) |
| { |
| const Uint8 *src; |
| Uint8 *dst; |
| UINT length; |
| HRESULT result; |
| D3D12_RESOURCE_DESC textureDesc; |
| D3D12_RESOURCE_DESC uploadDesc; |
| D3D12_HEAP_PROPERTIES heapProps; |
| D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; |
| D3D12_TEXTURE_COPY_LOCATION srcLocation; |
| D3D12_TEXTURE_COPY_LOCATION dstLocation; |
| BYTE *textureMemory; |
| ID3D12Resource *uploadBuffer; |
| UINT row, NumRows, RowPitch; |
| UINT64 RowLength; |
| |
| // Create an upload buffer, which will be used to write to the main texture. |
| SDL_zero(textureDesc); |
| D3D_CALL_RET(texture, GetDesc, &textureDesc); |
| textureDesc.Width = w; |
| textureDesc.Height = h; |
| if (textureDesc.Format == DXGI_FORMAT_NV12 || |
| textureDesc.Format == DXGI_FORMAT_P010) { |
| textureDesc.Width = (textureDesc.Width + 1) & ~1; |
| textureDesc.Height = (textureDesc.Height + 1) & ~1; |
| } |
| |
| SDL_zero(uploadDesc); |
| uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; |
| uploadDesc.Height = 1; |
| uploadDesc.DepthOrArraySize = 1; |
| uploadDesc.MipLevels = 1; |
| uploadDesc.Format = DXGI_FORMAT_UNKNOWN; |
| uploadDesc.SampleDesc.Count = 1; |
| uploadDesc.SampleDesc.Quality = 0; |
| uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| |
| // Figure out how much we need to allocate for the upload buffer |
| ID3D12Device1_GetCopyableFootprints(rendererData->d3dDevice, |
| &textureDesc, |
| plane, |
| 1, |
| 0, |
| &placedTextureDesc, |
| &NumRows, |
| &RowLength, |
| &uploadDesc.Width); |
| RowPitch = placedTextureDesc.Footprint.RowPitch; |
| |
| SDL_zero(heapProps); |
| heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; |
| heapProps.CreationNodeMask = 1; |
| heapProps.VisibleNodeMask = 1; |
| |
| // Create the upload buffer |
| result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| &heapProps, |
| D3D12_HEAP_FLAG_NONE, |
| &uploadDesc, |
| D3D12_RESOURCE_STATE_GENERIC_READ, |
| NULL, |
| D3D_GUID(SDL_IID_ID3D12Resource), |
| (void **)&rendererData->uploadBuffers[rendererData->currentUploadBuffer]); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); |
| } |
| |
| // Get a write-only pointer to data in the upload buffer: |
| uploadBuffer = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; |
| result = ID3D12Resource_Map(uploadBuffer, |
| 0, |
| NULL, |
| (void **)&textureMemory); |
| if (FAILED(result)) { |
| D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); |
| } |
| |
| src = (const Uint8 *)pixels; |
| dst = textureMemory; |
| length = (UINT)RowLength; |
| if (length == (UINT)pitch && length == RowPitch) { |
| SDL_memcpy(dst, src, (size_t)length * NumRows); |
| } else { |
| if (length > (UINT)pitch) { |
| length = pitch; |
| } |
| if (length > RowPitch) { |
| length = RowPitch; |
| } |
| for (row = NumRows; row--; ) { |
| SDL_memcpy(dst, src, length); |
| src += pitch; |
| dst += RowPitch; |
| } |
| } |
| |
| // Commit the changes back to the upload buffer: |
| ID3D12Resource_Unmap(uploadBuffer, 0, NULL); |
| |
| // Make sure the destination is in the correct resource state |
| D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_COPY_DEST); |
| *resourceState = D3D12_RESOURCE_STATE_COPY_DEST; |
| |
| SDL_zero(dstLocation); |
| dstLocation.pResource = texture; |
| dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
| dstLocation.SubresourceIndex = plane; |
| |
| SDL_zero(srcLocation); |
| srcLocation.pResource = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; |
| srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
| srcLocation.PlacedFootprint = placedTextureDesc; |
| |
| ID3D12GraphicsCommandList2_CopyTextureRegion(rendererData->commandList, |
| &dstLocation, |
| x, |
| y, |
| 0, |
| &srcLocation, |
| NULL); |
| |
| // Transition the texture to be shader accessible |
| D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| *resourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| |
| rendererData->currentUploadBuffer++; |
| // If we've used up all the upload buffers, we need to issue the batch |
| if (rendererData->currentUploadBuffer == SDL_D3D12_NUM_UPLOAD_BUFFERS) { |
| D3D12_IssueBatch(rendererData); |
| } |
| |
| return true; |
| } |
| |
| static bool D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, const void *srcPixels, |
| int srcPitch) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| |
| if (!textureData) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState)) { |
| return false; |
| } |
| #if SDL_HAVE_YUV |
| if (textureData->yuv) { |
| // Skip to the correct offset into the next texture |
| srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); |
| |
| if (!D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateV : &textureData->mainResourceStateU)) { |
| return false; |
| } |
| |
| // Skip to the correct offset into the next texture |
| srcPixels = (const void *)((const Uint8 *)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2)); |
| if (!D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateU : &textureData->mainResourceStateV)) { |
| return false; |
| } |
| } |
| |
| if (textureData->nv12) { |
| // Skip to the correct offset into the next texture |
| srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); |
| |
| if (texture->format == SDL_PIXELFORMAT_P010) { |
| srcPitch = (srcPitch + 3) & ~3; |
| } else { |
| srcPitch = (srcPitch + 1) & ~1; |
| } |
| if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, (rect->w + 1) & ~1, (rect->h + 1) & ~1, srcPixels, srcPitch, &textureData->mainResourceState)) { |
| return false; |
| } |
| } |
| #endif // SDL_HAVE_YUV |
| return true; |
| } |
| |
| #if SDL_HAVE_YUV |
| static bool D3D12_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *Uplane, int Upitch, |
| const Uint8 *Vplane, int Vpitch) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| |
| if (!textureData) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { |
| return false; |
| } |
| if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch, &textureData->mainResourceStateU)) { |
| return false; |
| } |
| if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV)) { |
| return false; |
| } |
| return true; |
| } |
| |
| static bool D3D12_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *UVplane, int UVpitch) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| |
| if (!textureData) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { |
| return false; |
| } |
| |
| if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, UVplane, UVpitch, &textureData->mainResourceState)) { |
| return false; |
| } |
| return true; |
| } |
| #endif |
| |
| static bool D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, void **pixels, int *pitch) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| HRESULT result = S_OK; |
| |
| D3D12_RESOURCE_DESC textureDesc; |
| D3D12_RESOURCE_DESC uploadDesc; |
| D3D12_HEAP_PROPERTIES heapProps; |
| D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; |
| BYTE *textureMemory; |
| int bpp; |
| |
| if (!textureData) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| #if SDL_HAVE_YUV |
| if (textureData->yuv || textureData->nv12) { |
| // It's more efficient to upload directly... |
| if (!textureData->pixels) { |
| textureData->pitch = texture->w; |
| textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); |
| if (!textureData->pixels) { |
| return false; |
| } |
| } |
| textureData->lockedRect = *rect; |
| *pixels = |
| (void *)(textureData->pixels + rect->y * textureData->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| *pitch = textureData->pitch; |
| return true; |
| } |
| #endif |
| if (textureData->stagingBuffer) { |
| return SDL_SetError("texture is already locked"); |
| } |
| |
| // Create an upload buffer, which will be used to write to the main texture. |
| SDL_zero(textureDesc); |
| D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc); |
| textureDesc.Width = rect->w; |
| textureDesc.Height = rect->h; |
| |
| SDL_zero(uploadDesc); |
| uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; |
| uploadDesc.Height = 1; |
| uploadDesc.DepthOrArraySize = 1; |
| uploadDesc.MipLevels = 1; |
| uploadDesc.Format = DXGI_FORMAT_UNKNOWN; |
| uploadDesc.SampleDesc.Count = 1; |
| uploadDesc.SampleDesc.Quality = 0; |
| uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| |
| // Figure out how much we need to allocate for the upload buffer |
| ID3D12Device1_GetCopyableFootprints(rendererData->d3dDevice, |
| &textureDesc, |
| 0, |
| 1, |
| 0, |
| NULL, |
| NULL, |
| NULL, |
| &uploadDesc.Width); |
| |
| SDL_zero(heapProps); |
| heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; |
| heapProps.CreationNodeMask = 1; |
| heapProps.VisibleNodeMask = 1; |
| |
| // Create the upload buffer |
| result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| &heapProps, |
| D3D12_HEAP_FLAG_NONE, |
| &uploadDesc, |
| D3D12_RESOURCE_STATE_GENERIC_READ, |
| NULL, |
| D3D_GUID(SDL_IID_ID3D12Resource), |
| (void **)&textureData->stagingBuffer); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); |
| } |
| |
| // Get a write-only pointer to data in the upload buffer: |
| result = ID3D12Resource_Map(textureData->stagingBuffer, |
| 0, |
| NULL, |
| (void **)&textureMemory); |
| if (FAILED(result)) { |
| D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); |
| } |
| |
| SDL_zero(pitchedDesc); |
| pitchedDesc.Format = textureDesc.Format; |
| pitchedDesc.Width = rect->w; |
| pitchedDesc.Height = rect->h; |
| pitchedDesc.Depth = 1; |
| if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { |
| bpp = 1; |
| } else { |
| bpp = 4; |
| } |
| pitchedDesc.RowPitch = D3D12_Align(rect->w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); |
| |
| /* Make note of where the staging texture will be written to |
| * (on a call to SDL_UnlockTexture): |
| */ |
| textureData->lockedRect = *rect; |
| |
| /* Make sure the caller has information on the texture's pixel buffer, |
| * then return: |
| */ |
| *pixels = textureMemory; |
| *pitch = pitchedDesc.RowPitch; |
| return true; |
| } |
| |
| static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| |
| D3D12_RESOURCE_DESC textureDesc; |
| D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; |
| D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; |
| D3D12_TEXTURE_COPY_LOCATION srcLocation; |
| D3D12_TEXTURE_COPY_LOCATION dstLocation; |
| int bpp; |
| |
| if (!textureData) { |
| return; |
| } |
| #if SDL_HAVE_YUV |
| if (textureData->yuv || textureData->nv12) { |
| const SDL_Rect *rect = &textureData->lockedRect; |
| void *pixels = |
| (void *)(textureData->pixels + rect->y * textureData->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| D3D12_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); |
| return; |
| } |
| #endif |
| // Commit the pixel buffer's changes back to the staging texture: |
| ID3D12Resource_Unmap(textureData->stagingBuffer, 0, NULL); |
| |
| SDL_zero(textureDesc); |
| D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc); |
| textureDesc.Width = textureData->lockedRect.w; |
| textureDesc.Height = textureData->lockedRect.h; |
| |
| SDL_zero(pitchedDesc); |
| pitchedDesc.Format = textureDesc.Format; |
| pitchedDesc.Width = (UINT)textureDesc.Width; |
| pitchedDesc.Height = textureDesc.Height; |
| pitchedDesc.Depth = 1; |
| if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { |
| bpp = 1; |
| } else { |
| bpp = 4; |
| } |
| pitchedDesc.RowPitch = D3D12_Align(textureData->lockedRect.w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); |
| |
| SDL_zero(placedTextureDesc); |
| placedTextureDesc.Offset = 0; |
| placedTextureDesc.Footprint = pitchedDesc; |
| |
| D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_COPY_DEST); |
| textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; |
| |
| SDL_zero(dstLocation); |
| dstLocation.pResource = textureData->mainTexture; |
| dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
| dstLocation.SubresourceIndex = 0; |
| |
| SDL_zero(srcLocation); |
| srcLocation.pResource = textureData->stagingBuffer; |
| srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
| srcLocation.PlacedFootprint = placedTextureDesc; |
| |
| ID3D12GraphicsCommandList2_CopyTextureRegion(rendererData->commandList, |
| &dstLocation, |
| textureData->lockedRect.x, |
| textureData->lockedRect.y, |
| 0, |
| &srcLocation, |
| NULL); |
| |
| // Transition the texture to be shader accessible |
| D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| |
| // Execute the command list before releasing the staging buffer |
| D3D12_IssueBatch(rendererData); |
| D3D_SAFE_RELEASE(textureData->stagingBuffer); |
| } |
| |
| static void D3D12_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) |
| { |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| |
| if (!textureData) { |
| return; |
| } |
| |
| textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR; |
| } |
| |
| static bool D3D12_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData = NULL; |
| |
| if (!texture) { |
| if (rendererData->textureRenderTarget) { |
| D3D12_TransitionResource(rendererData, |
| rendererData->textureRenderTarget->mainTexture, |
| rendererData->textureRenderTarget->mainResourceState, |
| D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| } |
| rendererData->textureRenderTarget = NULL; |
| return true; |
| } |
| |
| textureData = (D3D12_TextureData *)texture->internal; |
| |
| if (!textureData->mainTextureRenderTargetView.ptr) { |
| return SDL_SetError("specified texture is not a render target"); |
| } |
| |
| rendererData->textureRenderTarget = textureData; |
| D3D12_TransitionResource(rendererData, |
| rendererData->textureRenderTarget->mainTexture, |
| rendererData->textureRenderTarget->mainResourceState, |
| D3D12_RESOURCE_STATE_RENDER_TARGET); |
| rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_RENDER_TARGET; |
| |
| return true; |
| } |
| |
| static bool D3D12_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) |
| { |
| return true; // nothing to do in this backend. |
| } |
| |
| static bool D3D12_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) |
| { |
| VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first); |
| int i; |
| SDL_FColor color = cmd->data.draw.color; |
| bool convert_color = SDL_RenderingLinearSpace(renderer); |
| |
| if (!verts) { |
| return false; |
| } |
| |
| cmd->data.draw.count = count; |
| |
| if (convert_color) { |
| SDL_ConvertToLinear(&color); |
| } |
| |
| for (i = 0; i < count; i++) { |
| verts->pos.x = points[i].x + 0.5f; |
| verts->pos.y = points[i].y + 0.5f; |
| verts->tex.x = 0.0f; |
| verts->tex.y = 0.0f; |
| verts->color = color; |
| verts++; |
| } |
| |
| return true; |
| } |
| |
| static bool D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, |
| const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, |
| int num_vertices, const void *indices, int num_indices, int size_indices, |
| float scale_x, float scale_y) |
| { |
| int i; |
| int count = indices ? num_indices : num_vertices; |
| VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first); |
| bool convert_color = SDL_RenderingLinearSpace(renderer); |
| D3D12_TextureData *textureData = texture ? (D3D12_TextureData *)texture->internal : NULL; |
| float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f; |
| float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f; |
| |
| if (!verts) { |
| return false; |
| } |
| |
| cmd->data.draw.count = count; |
| size_indices = indices ? size_indices : 0; |
| |
| for (i = 0; i < count; i++) { |
| int j; |
| float *xy_; |
| if (size_indices == 4) { |
| j = ((const Uint32 *)indices)[i]; |
| } else if (size_indices == 2) { |
| j = ((const Uint16 *)indices)[i]; |
| } else if (size_indices == 1) { |
| j = ((const Uint8 *)indices)[i]; |
| } else { |
| j = i; |
| } |
| |
| xy_ = (float *)((char *)xy + j * xy_stride); |
| |
| verts->pos.x = xy_[0] * scale_x; |
| verts->pos.y = xy_[1] * scale_y; |
| verts->color = *(SDL_FColor *)((char *)color + j * color_stride); |
| if (convert_color) { |
| SDL_ConvertToLinear(&verts->color); |
| } |
| |
| if (texture) { |
| float *uv_ = (float *)((char *)uv + j * uv_stride); |
| verts->tex.x = uv_[0] * u_scale; |
| verts->tex.y = uv_[1] * v_scale; |
| } else { |
| verts->tex.x = 0.0f; |
| verts->tex.y = 0.0f; |
| } |
| |
| verts += 1; |
| } |
| return true; |
| } |
| |
| static bool D3D12_UpdateVertexBuffer(SDL_Renderer *renderer, |
| const void *vertexData, size_t dataSizeInBytes) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| HRESULT result = S_OK; |
| const int vbidx = rendererData->currentVertexBuffer; |
| UINT8 *vertexBufferData = NULL; |
| D3D12_RANGE range; |
| ID3D12Resource *vertexBuffer; |
| |
| range.Begin = 0; |
| range.End = 0; |
| |
| if (dataSizeInBytes == 0) { |
| return true; // nothing to do. |
| } |
| |
| if (rendererData->issueBatch) { |
| if (FAILED(D3D12_IssueBatch(rendererData))) { |
| SDL_SetError("Failed to issue intermediate batch"); |
| return E_FAIL; |
| } |
| } |
| |
| // If the existing vertex buffer isn't big enough, we need to recreate a big enough one |
| if (dataSizeInBytes > rendererData->vertexBuffers[vbidx].size) { |
| D3D12_CreateVertexBuffer(rendererData, vbidx, dataSizeInBytes); |
| } |
| |
| vertexBuffer = rendererData->vertexBuffers[vbidx].resource; |
| result = ID3D12Resource_Map(vertexBuffer, 0, &range, (void **)&vertexBufferData); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result); |
| } |
| SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes); |
| ID3D12Resource_Unmap(vertexBuffer, 0, NULL); |
| |
| rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes; |
| |
| ID3D12GraphicsCommandList2_IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view); |
| |
| rendererData->currentVertexBuffer++; |
| if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) { |
| rendererData->currentVertexBuffer = 0; |
| rendererData->issueBatch = true; |
| } |
| |
| return S_OK; |
| } |
| |
| static bool D3D12_UpdateViewport(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| const SDL_Rect *viewport = &data->currentViewport; |
| Float4X4 projection; |
| Float4X4 view; |
| SDL_FRect orientationAlignedViewport; |
| BOOL swapDimensions; |
| D3D12_VIEWPORT d3dviewport; |
| const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer); |
| |
| if (viewport->w == 0 || viewport->h == 0) { |
| /* If the viewport is empty, assume that it is because |
| * SDL_CreateRenderer is calling it, and will call it again later |
| * with a non-empty viewport. |
| */ |
| // SDL_Log("%s, no viewport was set!\n", __FUNCTION__); |
| return false; |
| } |
| |
| /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. |
| * Keep in mind here that the Y-axis will be been inverted (from Direct3D's |
| * default coordinate system) so rotations will be done in the opposite |
| * direction of the DXGI_MODE_ROTATION enumeration. |
| */ |
| switch (rotation) { |
| case DXGI_MODE_ROTATION_IDENTITY: |
| projection = MatrixIdentity(); |
| break; |
| case DXGI_MODE_ROTATION_ROTATE270: |
| projection = MatrixRotationZ(SDL_PI_F * 0.5f); |
| break; |
| case DXGI_MODE_ROTATION_ROTATE180: |
| projection = MatrixRotationZ(SDL_PI_F); |
| break; |
| case DXGI_MODE_ROTATION_ROTATE90: |
| projection = MatrixRotationZ(-SDL_PI_F * 0.5f); |
| break; |
| default: |
| return SDL_SetError("An unknown DisplayOrientation is being used"); |
| } |
| |
| // Update the view matrix |
| SDL_zero(view); |
| view.m[0][0] = 2.0f / viewport->w; |
| view.m[1][1] = -2.0f / viewport->h; |
| view.m[2][2] = 1.0f; |
| view.m[3][0] = -1.0f; |
| view.m[3][1] = 1.0f; |
| view.m[3][3] = 1.0f; |
| |
| /* Combine the projection + view matrix together now, as both only get |
| * set here (as of this writing, on Dec 26, 2013). When done, store it |
| * for eventual transfer to the GPU. |
| */ |
| data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( |
| view, |
| projection); |
| |
| /* Update the Direct3D viewport, which seems to be aligned to the |
| * swap buffer's coordinate space, which is always in either |
| * a landscape mode, for all Windows 8/RT devices, or a portrait mode, |
| * for Windows Phone devices. |
| */ |
| swapDimensions = D3D12_IsDisplayRotated90Degrees((DXGI_MODE_ROTATION)rotation); |
| if (swapDimensions) { |
| orientationAlignedViewport.x = (float)viewport->y; |
| orientationAlignedViewport.y = (float)viewport->x; |
| orientationAlignedViewport.w = (float)viewport->h; |
| orientationAlignedViewport.h = (float)viewport->w; |
| } else { |
| orientationAlignedViewport.x = (float)viewport->x; |
| orientationAlignedViewport.y = (float)viewport->y; |
| orientationAlignedViewport.w = (float)viewport->w; |
| orientationAlignedViewport.h = (float)viewport->h; |
| } |
| |
| d3dviewport.TopLeftX = orientationAlignedViewport.x; |
| d3dviewport.TopLeftY = orientationAlignedViewport.y; |
| d3dviewport.Width = orientationAlignedViewport.w; |
| d3dviewport.Height = orientationAlignedViewport.h; |
| d3dviewport.MinDepth = 0.0f; |
| d3dviewport.MaxDepth = 1.0f; |
| // SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); |
| ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 1, &d3dviewport); |
| |
| data->viewportDirty = false; |
| |
| return true; |
| } |
| |
| static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, PixelShaderConstants *constants) |
| { |
| float output_headroom; |
| |
| SDL_zerop(constants); |
| |
| constants->scRGB_output = (float)SDL_RenderingLinearSpace(renderer); |
| constants->color_scale = cmd->data.draw.color_scale; |
| |
| if (texture) { |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| |
| switch (texture->format) { |
| case SDL_PIXELFORMAT_YV12: |
| case SDL_PIXELFORMAT_IYUV: |
| constants->texture_type = TEXTURETYPE_YUV; |
| constants->input_type = INPUTTYPE_SRGB; |
| break; |
| case SDL_PIXELFORMAT_NV12: |
| constants->texture_type = TEXTURETYPE_NV12; |
| constants->input_type = INPUTTYPE_SRGB; |
| break; |
| case SDL_PIXELFORMAT_NV21: |
| constants->texture_type = TEXTURETYPE_NV21; |
| constants->input_type = INPUTTYPE_SRGB; |
| break; |
| case SDL_PIXELFORMAT_P010: |
| constants->texture_type = TEXTURETYPE_NV12; |
| constants->input_type = INPUTTYPE_HDR10; |
| break; |
| default: |
| constants->texture_type = TEXTURETYPE_RGB; |
| if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| constants->input_type = INPUTTYPE_SCRGB; |
| } else if (texture->colorspace == SDL_COLORSPACE_HDR10) { |
| constants->input_type = INPUTTYPE_HDR10; |
| } else { |
| constants->input_type = INPUTTYPE_UNSPECIFIED; |
| } |
| break; |
| } |
| |
| constants->sdr_white_point = texture->SDR_white_point; |
| |
| if (renderer->target) { |
| output_headroom = renderer->target->HDR_headroom; |
| } else { |
| output_headroom = renderer->HDR_headroom; |
| } |
| |
| if (texture->HDR_headroom > output_headroom) { |
| constants->tonemap_method = TONEMAP_CHROME; |
| constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom)); |
| constants->tonemap_factor2 = (1.0f / output_headroom); |
| } |
| |
| if (textureData->YCbCr_matrix) { |
| SDL_memcpy(constants->YCbCr_matrix, textureData->YCbCr_matrix, sizeof(constants->YCbCr_matrix)); |
| } |
| } |
| } |
| |
| static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const PixelShaderConstants *shader_constants, |
| D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, |
| const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE *shaderResources, |
| D3D12_CPU_DESCRIPTOR_HANDLE *sampler, const Float4X4 *matrix) |
| |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; |
| D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = D3D12_GetCurrentRenderTargetView(renderer); |
| const SDL_BlendMode blendMode = cmd->data.draw.blend; |
| bool updateSubresource = false; |
| int i; |
| D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource; |
| DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat; |
| D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;; |
| PixelShaderConstants solid_constants; |
| |
| if (rendererData->textureRenderTarget) { |
| rtvFormat = rendererData->textureRenderTarget->mainTextureFormat; |
| } |
| |
| // See if we need to change the pipeline state |
| if (!currentPipelineState || |
| currentPipelineState->shader != shader || |
| currentPipelineState->blendMode != blendMode || |
| currentPipelineState->topology != topology || |
| currentPipelineState->rtvFormat != rtvFormat) { |
| |
| /* Find the matching pipeline. |
| NOTE: Although it may seem inefficient to linearly search through ~450 pipelines |
| to find the correct one, in profiling this doesn't come up at all. |
| It's unlikely that using a hash table would affect performance a measurable amount unless |
| it's a degenerate case that's changing the pipeline state dozens of times per frame. |
| */ |
| currentPipelineState = NULL; |
| for (i = 0; i < rendererData->pipelineStateCount; ++i) { |
| D3D12_PipelineState *candidatePiplineState = &rendererData->pipelineStates[i]; |
| if (candidatePiplineState->shader == shader && |
| candidatePiplineState->blendMode == blendMode && |
| candidatePiplineState->topology == topology && |
| candidatePiplineState->rtvFormat == rtvFormat) { |
| currentPipelineState = candidatePiplineState; |
| break; |
| } |
| } |
| |
| // If we didn't find a match, create a new one -- it must mean the blend mode is non-standard |
| if (!currentPipelineState) { |
| currentPipelineState = D3D12_CreatePipelineState(renderer, shader, blendMode, topology, rtvFormat); |
| } |
| |
| if (!currentPipelineState) { |
| // The error has been set inside D3D12_CreatePipelineState() |
| return false; |
| } |
| |
| ID3D12GraphicsCommandList2_SetPipelineState(rendererData->commandList, currentPipelineState->pipelineState); |
| ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList, |
| rendererData->rootSignatures[D3D12_GetRootSignatureType(currentPipelineState->shader)]); |
| // When we change these we will need to re-upload the constant buffer and reset any descriptors |
| updateSubresource = true; |
| rendererData->currentSampler.ptr = 0; |
| rendererData->currentShaderResource.ptr = 0; |
| rendererData->currentPipelineState = currentPipelineState; |
| } |
| |
| if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) { |
| ID3D12GraphicsCommandList2_OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL); |
| rendererData->currentRenderTargetView = renderTargetView; |
| } |
| |
| if (rendererData->viewportDirty) { |
| if (D3D12_UpdateViewport(renderer)) { |
| // vertexShaderConstantsData.projectionAndView has changed |
| updateSubresource = true; |
| } |
| } |
| |
| if (rendererData->cliprectDirty) { |
| D3D12_RECT scissorRect; |
| if (!D3D12_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE)) { |
| // D3D12_GetViewportAlignedD3DRect will have set the SDL error |
| return false; |
| } |
| ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 1, &scissorRect); |
| rendererData->cliprectDirty = false; |
| } |
| |
| if (numShaderResources > 0) { |
| firstShaderResource = shaderResources[0]; |
| } else { |
| firstShaderResource.ptr = 0; |
| } |
| if (firstShaderResource.ptr != rendererData->currentShaderResource.ptr) { |
| for (i = 0; i < numShaderResources; ++i) { |
| D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->srvDescriptorHeap, shaderResources[i]); |
| ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, i + 2, GPUHandle); |
| } |
| rendererData->currentShaderResource.ptr = firstShaderResource.ptr; |
| } |
| |
| if (sampler && sampler->ptr != rendererData->currentSampler.ptr) { |
| D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->samplerDescriptorHeap, *sampler); |
| UINT tableIndex = 0; |
| |
| // Figure out the correct sampler descriptor table index based on the type of shader |
| switch (shader) { |
| case SHADER_RGB: |
| tableIndex = 3; |
| break; |
| case SHADER_ADVANCED: |
| tableIndex = 5; |
| break; |
| default: |
| return SDL_SetError("[direct3d12] Trying to set a sampler for a shader which doesn't have one"); |
| break; |
| } |
| |
| ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle); |
| rendererData->currentSampler = *sampler; |
| } |
| |
| if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { |
| SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)); |
| ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, |
| 0, |
| 32, |
| &rendererData->vertexShaderConstantsData, |
| 0); |
| } |
| |
| if (!shader_constants) { |
| D3D12_SetupShaderConstants(renderer, cmd, NULL, &solid_constants); |
| shader_constants = &solid_constants; |
| } |
| |
| if (updateSubresource == true || |
| SDL_memcmp(shader_constants, ¤tPipelineState->shader_constants, sizeof(*shader_constants)) != 0) { |
| ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, |
| 1, |
| sizeof(*shader_constants) / sizeof(float), |
| shader_constants, |
| 0); |
| |
| SDL_memcpy(¤tPipelineState->shader_constants, shader_constants, sizeof(*shader_constants)); |
| } |
| |
| return true; |
| } |
| |
| static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) |
| { |
| SDL_Texture *texture = cmd->data.draw.texture; |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| D3D12_CPU_DESCRIPTOR_HANDLE *textureSampler; |
| PixelShaderConstants constants; |
| |
| D3D12_SetupShaderConstants(renderer, cmd, texture, &constants); |
| |
| switch (textureData->scaleMode) { |
| case D3D12_FILTER_MIN_MAG_MIP_POINT: |
| switch (cmd->data.draw.texture_address_mode) { |
| case SDL_TEXTURE_ADDRESS_CLAMP: |
| textureSampler = &rendererData->samplers[SDL_D3D12_SAMPLER_NEAREST_CLAMP]; |
| break; |
| case SDL_TEXTURE_ADDRESS_WRAP: |
| textureSampler = &rendererData->samplers[SDL_D3D12_SAMPLER_NEAREST_WRAP]; |
| break; |
| default: |
| return SDL_SetError("Unknown texture address mode: %d\n", cmd->data.draw.texture_address_mode); |
| } |
| break; |
| case D3D12_FILTER_MIN_MAG_MIP_LINEAR: |
| switch (cmd->data.draw.texture_address_mode) { |
| case SDL_TEXTURE_ADDRESS_CLAMP: |
| textureSampler = &rendererData->samplers[SDL_D3D12_SAMPLER_LINEAR_CLAMP]; |
| break; |
| case SDL_TEXTURE_ADDRESS_WRAP: |
| textureSampler = &rendererData->samplers[SDL_D3D12_SAMPLER_LINEAR_WRAP]; |
| break; |
| default: |
| return SDL_SetError("Unknown texture address mode: %d\n", cmd->data.draw.texture_address_mode); |
| } |
| break; |
| default: |
| return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode); |
| } |
| #if SDL_HAVE_YUV |
| if (textureData->yuv) { |
| D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[3]; |
| |
| shaderResources[0] = textureData->mainTextureResourceView; |
| shaderResources[1] = textureData->mainTextureResourceViewU; |
| shaderResources[2] = textureData->mainTextureResourceViewV; |
| |
| // Make sure each texture is in the correct state to be accessed by the pixel shader. |
| D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| D3D12_TransitionResource(rendererData, textureData->mainTextureU, textureData->mainResourceStateU, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| textureData->mainResourceStateU = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| D3D12_TransitionResource(rendererData, textureData->mainTextureV, textureData->mainResourceStateV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| textureData->mainResourceStateV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| |
| return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); |
| } else if (textureData->nv12) { |
| D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2]; |
| |
| shaderResources[0] = textureData->mainTextureResourceView; |
| shaderResources[1] = textureData->mainTextureResourceViewNV; |
| |
| // Make sure each texture is in the correct state to be accessed by the pixel shader. |
| D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| |
| return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); |
| } |
| #endif // SDL_HAVE_YUV |
| D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix); |
| } |
| |
| static void D3D12_DrawPrimitives(SDL_Renderer *renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| ID3D12GraphicsCommandList2_IASetPrimitiveTopology(rendererData->commandList, primitiveTopology); |
| ID3D12GraphicsCommandList2_DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, (UINT)vertexStart, 0); |
| } |
| |
| static void D3D12_InvalidateCachedState(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| data->currentRenderTargetView.ptr = 0; |
| data->currentShaderResource.ptr = 0; |
| data->currentSampler.ptr = 0; |
| data->cliprectDirty = true; |
| data->viewportDirty = true; |
| } |
| |
| static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) |
| { |
| D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| const int viewportRotation = D3D12_GetRotationForCurrentRenderTarget(renderer); |
| |
| if (rendererData->pixelSizeChanged) { |
| D3D12_UpdateForWindowSizeChange(renderer); |
| rendererData->pixelSizeChanged = false; |
| } |
| |
| if (rendererData->currentViewportRotation != viewportRotation) { |
| rendererData->currentViewportRotation = viewportRotation; |
| rendererData->viewportDirty = true; |
| } |
| |
| if (!D3D12_UpdateVertexBuffer(renderer, vertices, vertsize)) { |
| return false; |
| } |
| |
| while (cmd) { |
| switch (cmd->command) { |
| case SDL_RENDERCMD_SETDRAWCOLOR: |
| { |
| break; // this isn't currently used in this render backend. |
| } |
| |
| case SDL_RENDERCMD_SETVIEWPORT: |
| { |
| SDL_Rect *viewport = &rendererData->currentViewport; |
| if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { |
| SDL_copyp(viewport, &cmd->data.viewport.rect); |
| rendererData->viewportDirty = true; |
| rendererData->cliprectDirty = true; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_SETCLIPRECT: |
| { |
| const SDL_Rect *rect = &cmd->data.cliprect.rect; |
| SDL_Rect viewport_cliprect; |
| if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { |
| rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; |
| rendererData->cliprectDirty = true; |
| } |
| if (!rendererData->currentCliprectEnabled) { |
| /* If the clip rect is disabled, then the scissor rect should be the whole viewport, |
| since direct3d12 doesn't allow disabling the scissor rectangle */ |
| viewport_cliprect.x = 0; |
| viewport_cliprect.y = 0; |
| viewport_cliprect.w = rendererData->currentViewport.w; |
| viewport_cliprect.h = rendererData->currentViewport.h; |
| rect = &viewport_cliprect; |
| } |
| if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { |
| SDL_copyp(&rendererData->currentCliprect, rect); |
| rendererData->cliprectDirty = true; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_CLEAR: |
| { |
| D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer); |
| bool convert_color = SDL_RenderingLinearSpace(renderer); |
| SDL_FColor color = cmd->data.color.color; |
| if (convert_color) { |
| SDL_ConvertToLinear(&color); |
| } |
| color.r *= cmd->data.color.color_scale; |
| color.g *= cmd->data.color.color_scale; |
| color.b *= cmd->data.color.color_scale; |
| ID3D12GraphicsCommandList2_ClearRenderTargetView(rendererData->commandList, rtvDescriptor, &color.r, 0, NULL); |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_POINTS: |
| { |
| const size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| const size_t start = first / sizeof(VertexPositionColor); |
| D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL); |
| D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_LINES: |
| { |
| const size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| const size_t start = first / sizeof(VertexPositionColor); |
| const VertexPositionColor *verts = (VertexPositionColor *)(((Uint8 *)vertices) + first); |
| D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL); |
| D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); |
| if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { |
| D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1); |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_FILL_RECTS: // unused |
| break; |
| |
| case SDL_RENDERCMD_COPY: // unused |
| break; |
| |
| case SDL_RENDERCMD_COPY_EX: // unused |
| break; |
| |
| case SDL_RENDERCMD_GEOMETRY: |
| { |
| SDL_Texture *texture = cmd->data.draw.texture; |
| const size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| const size_t start = first / sizeof(VertexPositionColor); |
| |
| if (texture) { |
| D3D12_SetCopyState(renderer, cmd, NULL); |
| } else { |
| D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL); |
| } |
| |
| D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); |
| break; |
| } |
| |
| case SDL_RENDERCMD_NO_OP: |
| break; |
| } |
| |
| cmd = cmd->next; |
| } |
| |
| return true; |
| } |
| |
| static SDL_Surface *D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| ID3D12Resource *backBuffer = NULL; |
| ID3D12Resource *readbackBuffer = NULL; |
| HRESULT result; |
| D3D12_RESOURCE_DESC textureDesc; |
| D3D12_RESOURCE_DESC readbackDesc; |
| D3D12_HEAP_PROPERTIES heapProps; |
| D3D12_RECT srcRect = { 0, 0, 0, 0 }; |
| D3D12_BOX srcBox; |
| D3D12_TEXTURE_COPY_LOCATION dstLocation; |
| D3D12_TEXTURE_COPY_LOCATION srcLocation; |
| D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; |
| D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; |
| BYTE *textureMemory; |
| int bpp; |
| SDL_Surface *output = NULL; |
| |
| if (data->textureRenderTarget) { |
| backBuffer = data->textureRenderTarget->mainTexture; |
| } else { |
| backBuffer = data->renderTargets[data->currentBackBufferIndex]; |
| } |
| |
| // Create a staging texture to copy the screen's data to: |
| SDL_zero(textureDesc); |
| D3D_CALL_RET(backBuffer, GetDesc, &textureDesc); |
| textureDesc.Width = rect->w; |
| textureDesc.Height = rect->h; |
| |
| SDL_zero(readbackDesc); |
| readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| readbackDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; |
| readbackDesc.Height = 1; |
| readbackDesc.DepthOrArraySize = 1; |
| readbackDesc.MipLevels = 1; |
| readbackDesc.Format = DXGI_FORMAT_UNKNOWN; |
| readbackDesc.SampleDesc.Count = 1; |
| readbackDesc.SampleDesc.Quality = 0; |
| readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| |
| // Figure out how much we need to allocate for the upload buffer |
| ID3D12Device1_GetCopyableFootprints(data->d3dDevice, |
| &textureDesc, |
| 0, |
| 1, |
| 0, |
| NULL, |
| NULL, |
| NULL, |
| &readbackDesc.Width); |
| |
| SDL_zero(heapProps); |
| heapProps.Type = D3D12_HEAP_TYPE_READBACK; |
| heapProps.CreationNodeMask = 1; |
| heapProps.VisibleNodeMask = 1; |
| |
| result = ID3D12Device1_CreateCommittedResource(data->d3dDevice, |
| &heapProps, |
| D3D12_HEAP_FLAG_NONE, |
| &readbackDesc, |
| D3D12_RESOURCE_STATE_COPY_DEST, |
| NULL, |
| D3D_GUID(SDL_IID_ID3D12Resource), |
| (void **)&readbackBuffer); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D [create staging texture]"), result); |
| goto done; |
| } |
| |
| // Transition the render target to be copyable from |
| D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); |
| |
| // Copy the desired portion of the back buffer to the staging texture: |
| if (!D3D12_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE)) { |
| // D3D12_GetViewportAlignedD3DRect will have set the SDL error |
| goto done; |
| } |
| srcBox.left = srcRect.left; |
| srcBox.right = srcRect.right; |
| srcBox.top = srcRect.top; |
| srcBox.bottom = srcRect.bottom; |
| srcBox.front = 0; |
| srcBox.back = 1; |
| |
| // Issue the copy texture region |
| SDL_zero(pitchedDesc); |
| pitchedDesc.Format = textureDesc.Format; |
| pitchedDesc.Width = (UINT)textureDesc.Width; |
| pitchedDesc.Height = textureDesc.Height; |
| pitchedDesc.Depth = 1; |
| bpp = SDL_BYTESPERPIXEL(D3D12_DXGIFormatToSDLPixelFormat(pitchedDesc.Format)); |
| pitchedDesc.RowPitch = D3D12_Align(pitchedDesc.Width * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); |
| |
| SDL_zero(placedTextureDesc); |
| placedTextureDesc.Offset = 0; |
| placedTextureDesc.Footprint = pitchedDesc; |
| |
| SDL_zero(dstLocation); |
| dstLocation.pResource = readbackBuffer; |
| dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
| dstLocation.PlacedFootprint = placedTextureDesc; |
| |
| SDL_zero(srcLocation); |
| srcLocation.pResource = backBuffer; |
| srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
| srcLocation.SubresourceIndex = 0; |
| |
| ID3D12GraphicsCommandList2_CopyTextureRegion(data->commandList, |
| &dstLocation, |
| 0, 0, 0, |
| &srcLocation, |
| &srcBox); |
| |
| // We need to issue the command list for the copy to finish |
| D3D12_IssueBatch(data); |
| |
| // Transition the render target back to a render target |
| D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); |
| |
| // Map the staging texture's data to CPU-accessible memory: |
| result = ID3D12Resource_Map(readbackBuffer, |
| 0, |
| NULL, |
| (void **)&textureMemory); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); |
| goto done; |
| } |
| |
| output = SDL_DuplicatePixels( |
| rect->w, rect->h, |
| D3D12_DXGIFormatToSDLPixelFormat(textureDesc.Format), |
| renderer->target ? renderer->target->colorspace : renderer->output_colorspace, |
| textureMemory, |
| pitchedDesc.RowPitch); |
| |
| // Unmap the texture: |
| ID3D12Resource_Unmap(readbackBuffer, 0, NULL); |
| |
| done: |
| D3D_SAFE_RELEASE(readbackBuffer); |
| return output; |
| } |
| |
| static bool D3D12_RenderPresent(SDL_Renderer *renderer) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| HRESULT result; |
| |
| // Transition the render target to present state |
| D3D12_TransitionResource(data, |
| data->renderTargets[data->currentBackBufferIndex], |
| D3D12_RESOURCE_STATE_RENDER_TARGET, |
| D3D12_RESOURCE_STATE_PRESENT); |
| |
| // Issue the command list |
| result = ID3D12GraphicsCommandList2_Close(data->commandList); |
| ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList *const *)&data->commandList); |
| |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| result = D3D12_XBOX_PresentFrame(data->commandQueue, data->frameToken, data->renderTargets[data->currentBackBufferIndex]); |
| #else |
| /* The application may optionally specify "dirty" or "scroll" |
| * rects to improve efficiency in certain scenarios. |
| */ |
| result = IDXGISwapChain_Present(data->swapChain, data->syncInterval, data->presentFlags); |
| #endif |
| |
| if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { |
| /* If the device was removed either by a disconnect or a driver upgrade, we |
| * must recreate all device resources. |
| */ |
| if (result == DXGI_ERROR_DEVICE_REMOVED) { |
| D3D12_HandleDeviceLost(renderer); |
| } else if (result == DXGI_ERROR_INVALID_CALL) { |
| // We probably went through a fullscreen <-> windowed transition |
| D3D12_CreateWindowSizeDependentResources(renderer); |
| } else { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); |
| } |
| return false; |
| } else { |
| // Wait for the GPU and move to the next frame |
| result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); |
| |
| if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { |
| result = ID3D12Fence_SetEventOnCompletion(data->fence, |
| data->fenceValue, |
| data->fenceEvent); |
| WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); |
| } |
| |
| data->fenceValue++; |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| data->currentBackBufferIndex++; |
| data->currentBackBufferIndex %= SDL_D3D12_NUM_BUFFERS; |
| #else |
| data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); |
| #endif |
| |
| // Reset the command allocator and command list, and transition back to render target |
| D3D12_ResetCommandList(data); |
| D3D12_TransitionResource(data, |
| data->renderTargets[data->currentBackBufferIndex], |
| D3D12_RESOURCE_STATE_PRESENT, |
| D3D12_RESOURCE_STATE_RENDER_TARGET); |
| |
| #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken); |
| #endif |
| return true; |
| } |
| } |
| |
| static bool D3D12_SetVSync(SDL_Renderer *renderer, const int vsync) |
| { |
| D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| |
| if (vsync < 0) { |
| return SDL_Unsupported(); |
| } |
| |
| if (vsync > 0) { |
| data->syncInterval = vsync; |
| data->presentFlags = 0; |
| } else { |
| data->syncInterval = 0; |
| data->presentFlags = DXGI_PRESENT_ALLOW_TEARING; |
| } |
| return true; |
| } |
| |
| bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) |
| { |
| D3D12_RenderData *data; |
| |
| HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); |
| if (!hwnd) { |
| return SDL_SetError("Couldn't get window handle"); |
| } |
| |
| if (SDL_GetWindowFlags(window) & SDL_WINDOW_TRANSPARENT) { |
| // D3D12 removed the swap effect needed to support transparent windows, use D3D11 instead |
| return SDL_SetError("The direct3d12 renderer doesn't work with transparent windows"); |
| } |
| |
| SDL_SetupRendererColorspace(renderer, create_props); |
| |
| if (renderer->output_colorspace != SDL_COLORSPACE_SRGB && |
| renderer->output_colorspace != SDL_COLORSPACE_SRGB_LINEAR |
| /*&& renderer->output_colorspace != SDL_COLORSPACE_HDR10*/) { |
| return SDL_SetError("Unsupported output colorspace"); |
| } |
| |
| data = (D3D12_RenderData *)SDL_calloc(1, sizeof(*data)); |
| if (!data) { |
| return false; |
| } |
| |
| data->identity = MatrixIdentity(); |
| |
| renderer->WindowEvent = D3D12_WindowEvent; |
| renderer->SupportsBlendMode = D3D12_SupportsBlendMode; |
| renderer->CreateTexture = D3D12_CreateTexture; |
| renderer->UpdateTexture = D3D12_UpdateTexture; |
| #if SDL_HAVE_YUV |
| renderer->UpdateTextureYUV = D3D12_UpdateTextureYUV; |
| renderer->UpdateTextureNV = D3D12_UpdateTextureNV; |
| #endif |
| renderer->LockTexture = D3D12_LockTexture; |
| renderer->UnlockTexture = D3D12_UnlockTexture; |
| renderer->SetTextureScaleMode = D3D12_SetTextureScaleMode; |
| renderer->SetRenderTarget = D3D12_SetRenderTarget; |
| renderer->QueueSetViewport = D3D12_QueueNoOp; |
| renderer->QueueSetDrawColor = D3D12_QueueNoOp; |
| renderer->QueueDrawPoints = D3D12_QueueDrawPoints; |
| renderer->QueueDrawLines = D3D12_QueueDrawPoints; // lines and points queue vertices the same way. |
| renderer->QueueGeometry = D3D12_QueueGeometry; |
| renderer->InvalidateCachedState = D3D12_InvalidateCachedState; |
| renderer->RunCommandQueue = D3D12_RunCommandQueue; |
| renderer->RenderReadPixels = D3D12_RenderReadPixels; |
| renderer->RenderPresent = D3D12_RenderPresent; |
| renderer->DestroyTexture = D3D12_DestroyTexture; |
| renderer->DestroyRenderer = D3D12_DestroyRenderer; |
| renderer->SetVSync = D3D12_SetVSync; |
| renderer->internal = data; |
| D3D12_InvalidateCachedState(renderer); |
| |
| renderer->name = D3D12_RenderDriver.name; |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR2101010); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010); |
| SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); |
| |
| data->syncInterval = 0; |
| data->presentFlags = DXGI_PRESENT_ALLOW_TEARING; |
| |
| /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in |
| * order to give init functions access to the underlying window handle: |
| */ |
| renderer->window = window; |
| |
| // Initialize Direct3D resources |
| if (FAILED(D3D12_CreateDeviceResources(renderer))) { |
| return false; |
| } |
| if (FAILED(D3D12_CreateWindowSizeDependentResources(renderer))) { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| SDL_RenderDriver D3D12_RenderDriver = { |
| D3D12_CreateRenderer, "direct3d12" |
| }; |
| |
| // Ends C function definitions when using C++ |
| #ifdef __cplusplus |
| } |
| #endif |
| |
| #endif // SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED |