mirror of
https://github.com/libsdl-org/SDL.git
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This is for consistency with CMake build configuration Also added SDL_VIDEO_RENDER_GPU to the non-CMake build configurations
3289 lines
128 KiB
C
3289 lines
128 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_VIDEO_RENDER_D3D12
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#define SDL_D3D12_NUM_BUFFERS 2
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#define SDL_D3D12_NUM_VERTEX_BUFFERS 256
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#define SDL_D3D12_MAX_NUM_TEXTURES 16384
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#define SDL_D3D12_NUM_UPLOAD_BUFFERS 32
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#include "../../core/windows/SDL_windows.h"
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#include "../../video/windows/SDL_windowswindow.h"
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#include "../SDL_sysrender.h"
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#include "../SDL_d3dmath.h"
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#include "../../video/directx/SDL_d3d12.h"
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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#include "SDL_render_d3d12_xbox.h"
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#endif
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#include "SDL_shaders_d3d12.h"
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#if defined(_MSC_VER) && !defined(__clang__)
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#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
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#else
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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#endif
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// Set up for C function definitions, even when using C++
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#ifdef __cplusplus
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extern "C" {
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#endif
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// This must be included here as the function definitions in SDL_pixels.c/_c.h are C, not C++
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#include "../../video/SDL_pixels_c.h"
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/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when
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!!! FIXME: textures are needed. */
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// Sampler types
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typedef enum
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{
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SDL_D3D12_SAMPLER_NEAREST_CLAMP,
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SDL_D3D12_SAMPLER_NEAREST_WRAP,
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SDL_D3D12_SAMPLER_LINEAR_CLAMP,
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SDL_D3D12_SAMPLER_LINEAR_WRAP,
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SDL_D3D12_NUM_SAMPLERS
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} SDL_D3D12_sampler_type;
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// Vertex shader, common values
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typedef struct
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{
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Float4X4 model;
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Float4X4 projectionAndView;
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} VertexShaderConstants;
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// These should mirror the definitions in D3D12_PixelShader_Common.hlsli
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//static const float TONEMAP_NONE = 0;
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//static const float TONEMAP_LINEAR = 1;
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static const float TONEMAP_CHROME = 2;
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//static const float TEXTURETYPE_NONE = 0;
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static const float TEXTURETYPE_RGB = 1;
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static const float TEXTURETYPE_NV12 = 2;
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static const float TEXTURETYPE_NV21 = 3;
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static const float TEXTURETYPE_YUV = 4;
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static const float INPUTTYPE_UNSPECIFIED = 0;
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static const float INPUTTYPE_SRGB = 1;
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static const float INPUTTYPE_SCRGB = 2;
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static const float INPUTTYPE_HDR10 = 3;
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typedef struct
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{
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float scRGB_output;
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float texture_type;
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float input_type;
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float color_scale;
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float tonemap_method;
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float tonemap_factor1;
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float tonemap_factor2;
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float sdr_white_point;
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float YCbCr_matrix[16];
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} PixelShaderConstants;
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// Per-vertex data
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typedef struct
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{
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Float2 pos;
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Float2 tex;
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SDL_FColor color;
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} VertexPositionColor;
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// Per-texture data
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typedef struct
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{
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int w, h;
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ID3D12Resource *mainTexture;
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D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceView;
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D3D12_RESOURCE_STATES mainResourceState;
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SIZE_T mainSRVIndex;
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D3D12_CPU_DESCRIPTOR_HANDLE mainTextureRenderTargetView;
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DXGI_FORMAT mainTextureFormat;
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ID3D12Resource *stagingBuffer;
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D3D12_RESOURCE_STATES stagingResourceState;
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D3D12_FILTER scaleMode;
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D3D12_Shader shader;
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const float *YCbCr_matrix;
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#if SDL_HAVE_YUV
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// YV12 texture support
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bool yuv;
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ID3D12Resource *mainTextureU;
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D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewU;
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D3D12_RESOURCE_STATES mainResourceStateU;
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SIZE_T mainSRVIndexU;
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ID3D12Resource *mainTextureV;
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D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewV;
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D3D12_RESOURCE_STATES mainResourceStateV;
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SIZE_T mainSRVIndexV;
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// NV12 texture support
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bool nv12;
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D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV;
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SIZE_T mainSRVIndexNV;
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Uint8 *pixels;
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int pitch;
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#endif
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SDL_Rect lockedRect;
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} D3D12_TextureData;
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// Pipeline State Object data
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typedef struct
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{
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D3D12_Shader shader;
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PixelShaderConstants shader_constants;
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SDL_BlendMode blendMode;
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D3D12_PRIMITIVE_TOPOLOGY_TYPE topology;
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DXGI_FORMAT rtvFormat;
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ID3D12PipelineState *pipelineState;
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} D3D12_PipelineState;
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// Vertex Buffer
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typedef struct
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{
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ID3D12Resource *resource;
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D3D12_VERTEX_BUFFER_VIEW view;
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size_t size;
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} D3D12_VertexBuffer;
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// For SRV pool allocator
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typedef struct
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{
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SIZE_T index;
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void *next;
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} D3D12_SRVPoolNode;
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// Private renderer data
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typedef struct
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{
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void *hDXGIMod;
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void *hD3D12Mod;
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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UINT64 frameToken;
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#else
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IDXGIFactory6 *dxgiFactory;
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IDXGIAdapter4 *dxgiAdapter;
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IDXGIDebug *dxgiDebug;
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IDXGISwapChain4 *swapChain;
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#endif
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ID3D12Device1 *d3dDevice;
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ID3D12Debug *debugInterface;
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ID3D12CommandQueue *commandQueue;
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ID3D12GraphicsCommandList2 *commandList;
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DXGI_SWAP_EFFECT swapEffect;
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UINT swapFlags;
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UINT syncInterval;
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UINT presentFlags;
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DXGI_FORMAT renderTargetFormat;
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bool pixelSizeChanged;
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// Descriptor heaps
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ID3D12DescriptorHeap *rtvDescriptorHeap;
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UINT rtvDescriptorSize;
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ID3D12DescriptorHeap *textureRTVDescriptorHeap;
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ID3D12DescriptorHeap *srvDescriptorHeap;
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UINT srvDescriptorSize;
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ID3D12DescriptorHeap *samplerDescriptorHeap;
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UINT samplerDescriptorSize;
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// Data needed per backbuffer
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ID3D12CommandAllocator *commandAllocators[SDL_D3D12_NUM_BUFFERS];
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ID3D12Resource *renderTargets[SDL_D3D12_NUM_BUFFERS];
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UINT64 fenceValue;
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int currentBackBufferIndex;
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// Fences
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ID3D12Fence *fence;
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HANDLE fenceEvent;
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// Root signature and pipeline state data
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ID3D12RootSignature *rootSignatures[NUM_ROOTSIGS];
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int pipelineStateCount;
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D3D12_PipelineState *pipelineStates;
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D3D12_PipelineState *currentPipelineState;
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D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS];
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D3D12_CPU_DESCRIPTOR_HANDLE samplers[SDL_D3D12_NUM_SAMPLERS];
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// Data for staging/allocating textures
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ID3D12Resource *uploadBuffers[SDL_D3D12_NUM_UPLOAD_BUFFERS];
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int currentUploadBuffer;
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// Pool allocator to handle reusing SRV heap indices
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D3D12_SRVPoolNode *srvPoolHead;
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D3D12_SRVPoolNode srvPoolNodes[SDL_D3D12_MAX_NUM_TEXTURES];
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// Vertex buffer constants
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VertexShaderConstants vertexShaderConstantsData;
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// Cached renderer properties
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DXGI_MODE_ROTATION rotation;
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D3D12_TextureData *textureRenderTarget;
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D3D12_CPU_DESCRIPTOR_HANDLE currentRenderTargetView;
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D3D12_CPU_DESCRIPTOR_HANDLE currentShaderResource;
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D3D12_CPU_DESCRIPTOR_HANDLE currentSampler;
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bool cliprectDirty;
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bool currentCliprectEnabled;
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SDL_Rect currentCliprect;
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SDL_Rect currentViewport;
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int currentViewportRotation;
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bool viewportDirty;
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Float4X4 identity;
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int currentVertexBuffer;
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bool issueBatch;
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} D3D12_RenderData;
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// Define D3D GUIDs here so we don't have to include uuid.lib.
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#ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wunused-const-variable"
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#endif
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static const GUID SDL_IID_IDXGIFactory6 = { 0xc1b6694f, 0xff09, 0x44a9, { 0xb0, 0x3c, 0x77, 0x90, 0x0a, 0x0a, 0x1d, 0x17 } };
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static const GUID SDL_IID_IDXGIAdapter4 = { 0x3c8d99d1, 0x4fbf, 0x4181, { 0xa8, 0x2c, 0xaf, 0x66, 0xbf, 0x7b, 0xd2, 0x4e } };
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static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
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static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
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static const GUID SDL_IID_IDXGISwapChain4 = { 0x3D585D5A, 0xBD4A, 0x489E, { 0xB1, 0xF4, 0x3D, 0xBC, 0xB6, 0x45, 0x2F, 0xFB } };
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static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } };
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static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } };
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static const GUID SDL_IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
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static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } };
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static const GUID SDL_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
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static const GUID SDL_IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
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static const GUID SDL_IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
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static const GUID SDL_IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
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static const GUID SDL_IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
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static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
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static const GUID SDL_IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
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static const GUID SDL_IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
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static const GUID SDL_IID_ID3D12Heap = { 0x6b3b2502, 0x6e51, 0x45b3, { 0x90, 0xee, 0x98, 0x84, 0x26, 0x5e, 0x8d, 0xf3 } };
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static const GUID SDL_IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
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#ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA
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#pragma GCC diagnostic pop
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#endif
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static UINT D3D12_Align(UINT location, UINT alignment)
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{
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return (location + (alignment - 1)) & ~(alignment - 1);
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}
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static SDL_PixelFormat D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
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{
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switch (dxgiFormat) {
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
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return SDL_PIXELFORMAT_ARGB8888;
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case DXGI_FORMAT_B8G8R8X8_UNORM:
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case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB:
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return SDL_PIXELFORMAT_XRGB8888;
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case DXGI_FORMAT_R10G10B10A2_UNORM:
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return SDL_PIXELFORMAT_XBGR2101010;
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case DXGI_FORMAT_R16G16B16A16_FLOAT:
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return SDL_PIXELFORMAT_RGBA64_FLOAT;
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default:
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return SDL_PIXELFORMAT_UNKNOWN;
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}
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}
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static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 colorspace)
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{
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switch (format) {
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case SDL_PIXELFORMAT_RGBA64_FLOAT:
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return DXGI_FORMAT_R16G16B16A16_FLOAT;
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case SDL_PIXELFORMAT_XBGR2101010:
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return DXGI_FORMAT_R10G10B10A2_UNORM;
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case SDL_PIXELFORMAT_ARGB8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SDL_PIXELFORMAT_XRGB8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
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}
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return DXGI_FORMAT_B8G8R8X8_UNORM;
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_IYUV:
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return DXGI_FORMAT_R8_UNORM;
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case SDL_PIXELFORMAT_NV12:
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case SDL_PIXELFORMAT_NV21:
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return DXGI_FORMAT_NV12;
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case SDL_PIXELFORMAT_P010:
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return DXGI_FORMAT_P010;
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default:
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return DXGI_FORMAT_UNKNOWN;
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}
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}
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static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace)
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{
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switch (format) {
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case SDL_PIXELFORMAT_RGBA64_FLOAT:
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return DXGI_FORMAT_R16G16B16A16_FLOAT;
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case SDL_PIXELFORMAT_XBGR2101010:
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return DXGI_FORMAT_R10G10B10A2_UNORM;
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case SDL_PIXELFORMAT_ARGB8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SDL_PIXELFORMAT_XRGB8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
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}
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return DXGI_FORMAT_B8G8R8X8_UNORM;
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_NV12: // For the Y texture
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case SDL_PIXELFORMAT_NV21: // For the Y texture
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return DXGI_FORMAT_R8_UNORM;
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case SDL_PIXELFORMAT_P010: // For the Y texture
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return DXGI_FORMAT_R16_UNORM;
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default:
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return DXGI_FORMAT_UNKNOWN;
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}
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}
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static void D3D12_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static void D3D12_ReleaseAll(SDL_Renderer *renderer)
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{
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D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
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SDL_Texture *texture = NULL;
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SDL_PropertiesID props = SDL_GetRendererProperties(renderer);
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SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, NULL);
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SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, NULL);
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// Release all textures
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for (texture = renderer->textures; texture; texture = texture->next) {
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D3D12_DestroyTexture(renderer, texture);
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}
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// Release/reset everything else
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if (data) {
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int i;
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#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
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D3D_SAFE_RELEASE(data->dxgiFactory);
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D3D_SAFE_RELEASE(data->dxgiAdapter);
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D3D_SAFE_RELEASE(data->swapChain);
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#endif
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D3D_SAFE_RELEASE(data->d3dDevice);
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D3D_SAFE_RELEASE(data->debugInterface);
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D3D_SAFE_RELEASE(data->commandQueue);
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D3D_SAFE_RELEASE(data->commandList);
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D3D_SAFE_RELEASE(data->rtvDescriptorHeap);
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D3D_SAFE_RELEASE(data->textureRTVDescriptorHeap);
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D3D_SAFE_RELEASE(data->srvDescriptorHeap);
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D3D_SAFE_RELEASE(data->samplerDescriptorHeap);
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D3D_SAFE_RELEASE(data->fence);
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|
|
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 HRESULT 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 int 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))) {
|
|
return SDL_SetError("Failed to issue intermediate batch");
|
|
}
|
|
}
|
|
|
|
// 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 true;
|
|
}
|
|
|
|
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
|