| 1 | /* |
| 2 | Simple DirectMedia Layer |
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
| 4 | |
| 5 | This software is provided 'as-is', without any express or implied |
| 6 | warranty. In no event will the authors be held liable for any damages |
| 7 | arising from the use of this software. |
| 8 | |
| 9 | Permission is granted to anyone to use this software for any purpose, |
| 10 | including commercial applications, and to alter it and redistribute it |
| 11 | freely, subject to the following restrictions: |
| 12 | |
| 13 | 1. The origin of this software must not be misrepresented; you must not |
| 14 | claim that you wrote the original software. If you use this software |
| 15 | in a product, an acknowledgment in the product documentation would be |
| 16 | appreciated but is not required. |
| 17 | 2. Altered source versions must be plainly marked as such, and must not be |
| 18 | misrepresented as being the original software. |
| 19 | 3. This notice may not be removed or altered from any source distribution. |
| 20 | */ |
| 21 | #include "SDL_internal.h" |
| 22 | |
| 23 | #ifdef SDL_VIDEO_RENDER_D3D12 |
| 24 | |
| 25 | #define SDL_D3D12_NUM_BUFFERS 2 |
| 26 | #define SDL_D3D12_NUM_VERTEX_BUFFERS 256 |
| 27 | #define SDL_D3D12_MAX_NUM_TEXTURES 16384 |
| 28 | #define SDL_D3D12_NUM_UPLOAD_BUFFERS 32 |
| 29 | |
| 30 | #include "../../core/windows/SDL_windows.h" |
| 31 | #include "../../video/windows/SDL_windowswindow.h" |
| 32 | #include "../SDL_sysrender.h" |
| 33 | #include "../SDL_d3dmath.h" |
| 34 | #include "../../video/directx/SDL_d3d12.h" |
| 35 | |
| 36 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 37 | #include "SDL_render_d3d12_xbox.h" |
| 38 | #endif |
| 39 | |
| 40 | #include "SDL_shaders_d3d12.h" |
| 41 | |
| 42 | #if defined(_MSC_VER) && !defined(__clang__) |
| 43 | #define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str |
| 44 | #else |
| 45 | #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str |
| 46 | #endif |
| 47 | |
| 48 | // Set up for C function definitions, even when using C++ |
| 49 | #ifdef __cplusplus |
| 50 | extern "C" { |
| 51 | #endif |
| 52 | |
| 53 | // This must be included here as the function definitions in SDL_pixels.c/_c.h are C, not C++ |
| 54 | #include "../../video/SDL_pixels_c.h" |
| 55 | |
| 56 | /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when |
| 57 | !!! FIXME: textures are needed. */ |
| 58 | |
| 59 | // Sampler types |
| 60 | typedef enum |
| 61 | { |
| 62 | D3D12_SAMPLER_NEAREST_CLAMP, |
| 63 | D3D12_SAMPLER_NEAREST_WRAP, |
| 64 | D3D12_SAMPLER_LINEAR_CLAMP, |
| 65 | D3D12_SAMPLER_LINEAR_WRAP, |
| 66 | D3D12_SAMPLER_COUNT |
| 67 | } D3D12_Sampler; |
| 68 | |
| 69 | // Vertex shader, common values |
| 70 | typedef struct |
| 71 | { |
| 72 | Float4X4 model; |
| 73 | Float4X4 projectionAndView; |
| 74 | } D3D12_VertexShaderConstants; |
| 75 | |
| 76 | // These should mirror the definitions in D3D12_PixelShader_Common.hlsli |
| 77 | //static const float TONEMAP_NONE = 0; |
| 78 | //static const float TONEMAP_LINEAR = 1; |
| 79 | static const float TONEMAP_CHROME = 2; |
| 80 | |
| 81 | //static const float TEXTURETYPE_NONE = 0; |
| 82 | static const float TEXTURETYPE_RGB = 1; |
| 83 | static const float TEXTURETYPE_RGB_PIXELART = 2; |
| 84 | static const float TEXTURETYPE_NV12 = 3; |
| 85 | static const float TEXTURETYPE_NV21 = 4; |
| 86 | static const float TEXTURETYPE_YUV = 5; |
| 87 | |
| 88 | static const float INPUTTYPE_UNSPECIFIED = 0; |
| 89 | static const float INPUTTYPE_SRGB = 1; |
| 90 | static const float INPUTTYPE_SCRGB = 2; |
| 91 | static const float INPUTTYPE_HDR10 = 3; |
| 92 | |
| 93 | typedef struct |
| 94 | { |
| 95 | float scRGB_output; |
| 96 | float texture_type; |
| 97 | float input_type; |
| 98 | float color_scale; |
| 99 | |
| 100 | float texel_width; |
| 101 | float texel_height; |
| 102 | float texture_width; |
| 103 | float texture_height; |
| 104 | |
| 105 | float tonemap_method; |
| 106 | float tonemap_factor1; |
| 107 | float tonemap_factor2; |
| 108 | float sdr_white_point; |
| 109 | |
| 110 | float YCbCr_matrix[16]; |
| 111 | } D3D12_PixelShaderConstants; |
| 112 | |
| 113 | // Per-vertex data |
| 114 | typedef struct |
| 115 | { |
| 116 | Float2 pos; |
| 117 | Float2 tex; |
| 118 | SDL_FColor color; |
| 119 | } D3D12_VertexPositionColor; |
| 120 | |
| 121 | // Per-texture data |
| 122 | typedef struct |
| 123 | { |
| 124 | int w, h; |
| 125 | ID3D12Resource *mainTexture; |
| 126 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceView; |
| 127 | D3D12_RESOURCE_STATES mainResourceState; |
| 128 | SIZE_T mainSRVIndex; |
| 129 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureRenderTargetView; |
| 130 | DXGI_FORMAT mainTextureFormat; |
| 131 | ID3D12Resource *stagingBuffer; |
| 132 | D3D12_RESOURCE_STATES stagingResourceState; |
| 133 | D3D12_Shader shader; |
| 134 | const float *YCbCr_matrix; |
| 135 | #ifdef SDL_HAVE_YUV |
| 136 | // YV12 texture support |
| 137 | bool yuv; |
| 138 | ID3D12Resource *mainTextureU; |
| 139 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewU; |
| 140 | D3D12_RESOURCE_STATES mainResourceStateU; |
| 141 | SIZE_T mainSRVIndexU; |
| 142 | ID3D12Resource *mainTextureV; |
| 143 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewV; |
| 144 | D3D12_RESOURCE_STATES mainResourceStateV; |
| 145 | SIZE_T mainSRVIndexV; |
| 146 | |
| 147 | // NV12 texture support |
| 148 | bool nv12; |
| 149 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV; |
| 150 | SIZE_T mainSRVIndexNV; |
| 151 | |
| 152 | Uint8 *pixels; |
| 153 | int pitch; |
| 154 | #endif |
| 155 | SDL_Rect lockedRect; |
| 156 | } D3D12_TextureData; |
| 157 | |
| 158 | // Pipeline State Object data |
| 159 | typedef struct |
| 160 | { |
| 161 | D3D12_Shader shader; |
| 162 | D3D12_PixelShaderConstants shader_constants; |
| 163 | SDL_BlendMode blendMode; |
| 164 | D3D12_PRIMITIVE_TOPOLOGY_TYPE topology; |
| 165 | DXGI_FORMAT rtvFormat; |
| 166 | ID3D12PipelineState *pipelineState; |
| 167 | } D3D12_PipelineState; |
| 168 | |
| 169 | // Vertex Buffer |
| 170 | typedef struct |
| 171 | { |
| 172 | ID3D12Resource *resource; |
| 173 | D3D12_VERTEX_BUFFER_VIEW view; |
| 174 | size_t size; |
| 175 | } D3D12_VertexBuffer; |
| 176 | |
| 177 | // For SRV pool allocator |
| 178 | typedef struct |
| 179 | { |
| 180 | SIZE_T index; |
| 181 | void *next; |
| 182 | } D3D12_SRVPoolNode; |
| 183 | |
| 184 | // Private renderer data |
| 185 | typedef struct |
| 186 | { |
| 187 | SDL_SharedObject *hDXGIMod; |
| 188 | SDL_SharedObject *hD3D12Mod; |
| 189 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 190 | UINT64 frameToken; |
| 191 | #else |
| 192 | IDXGIFactory6 *dxgiFactory; |
| 193 | IDXGIAdapter4 *dxgiAdapter; |
| 194 | IDXGIDebug *dxgiDebug; |
| 195 | IDXGISwapChain4 *swapChain; |
| 196 | #endif |
| 197 | ID3D12Device1 *d3dDevice; |
| 198 | ID3D12Debug *debugInterface; |
| 199 | ID3D12CommandQueue *commandQueue; |
| 200 | ID3D12GraphicsCommandList2 *commandList; |
| 201 | DXGI_SWAP_EFFECT swapEffect; |
| 202 | UINT swapFlags; |
| 203 | UINT syncInterval; |
| 204 | UINT presentFlags; |
| 205 | DXGI_FORMAT renderTargetFormat; |
| 206 | bool pixelSizeChanged; |
| 207 | |
| 208 | // Descriptor heaps |
| 209 | ID3D12DescriptorHeap *rtvDescriptorHeap; |
| 210 | UINT rtvDescriptorSize; |
| 211 | ID3D12DescriptorHeap *textureRTVDescriptorHeap; |
| 212 | ID3D12DescriptorHeap *srvDescriptorHeap; |
| 213 | UINT srvDescriptorSize; |
| 214 | ID3D12DescriptorHeap *samplerDescriptorHeap; |
| 215 | UINT samplerDescriptorSize; |
| 216 | |
| 217 | // Data needed per backbuffer |
| 218 | ID3D12CommandAllocator *commandAllocators[SDL_D3D12_NUM_BUFFERS]; |
| 219 | ID3D12Resource *renderTargets[SDL_D3D12_NUM_BUFFERS]; |
| 220 | UINT64 fenceValue; |
| 221 | int currentBackBufferIndex; |
| 222 | |
| 223 | // Fences |
| 224 | ID3D12Fence *fence; |
| 225 | HANDLE fenceEvent; |
| 226 | |
| 227 | // Root signature and pipeline state data |
| 228 | ID3D12RootSignature *rootSignatures[NUM_ROOTSIGS]; |
| 229 | int pipelineStateCount; |
| 230 | D3D12_PipelineState *pipelineStates; |
| 231 | D3D12_PipelineState *currentPipelineState; |
| 232 | |
| 233 | D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS]; |
| 234 | D3D12_CPU_DESCRIPTOR_HANDLE samplers[D3D12_SAMPLER_COUNT]; |
| 235 | |
| 236 | // Data for staging/allocating textures |
| 237 | ID3D12Resource *uploadBuffers[SDL_D3D12_NUM_UPLOAD_BUFFERS]; |
| 238 | int currentUploadBuffer; |
| 239 | |
| 240 | // Pool allocator to handle reusing SRV heap indices |
| 241 | D3D12_SRVPoolNode *srvPoolHead; |
| 242 | D3D12_SRVPoolNode srvPoolNodes[SDL_D3D12_MAX_NUM_TEXTURES]; |
| 243 | |
| 244 | // Vertex buffer constants |
| 245 | D3D12_VertexShaderConstants vertexShaderConstantsData; |
| 246 | |
| 247 | // Cached renderer properties |
| 248 | DXGI_MODE_ROTATION rotation; |
| 249 | D3D12_TextureData *textureRenderTarget; |
| 250 | D3D12_CPU_DESCRIPTOR_HANDLE currentRenderTargetView; |
| 251 | D3D12_CPU_DESCRIPTOR_HANDLE currentShaderResource; |
| 252 | D3D12_CPU_DESCRIPTOR_HANDLE currentSampler; |
| 253 | bool cliprectDirty; |
| 254 | bool currentCliprectEnabled; |
| 255 | SDL_Rect currentCliprect; |
| 256 | SDL_Rect currentViewport; |
| 257 | int currentViewportRotation; |
| 258 | bool viewportDirty; |
| 259 | Float4X4 identity; |
| 260 | int currentVertexBuffer; |
| 261 | bool issueBatch; |
| 262 | } D3D12_RenderData; |
| 263 | |
| 264 | // Define D3D GUIDs here so we don't have to include uuid.lib. |
| 265 | |
| 266 | #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA |
| 267 | #pragma GCC diagnostic push |
| 268 | #pragma GCC diagnostic ignored "-Wunused-const-variable" |
| 269 | #endif |
| 270 | |
| 271 | static const GUID SDL_IID_IDXGIFactory6 = { 0xc1b6694f, 0xff09, 0x44a9, { 0xb0, 0x3c, 0x77, 0x90, 0x0a, 0x0a, 0x1d, 0x17 } }; |
| 272 | static const GUID SDL_IID_IDXGIAdapter4 = { 0x3c8d99d1, 0x4fbf, 0x4181, { 0xa8, 0x2c, 0xaf, 0x66, 0xbf, 0x7b, 0xd2, 0x4e } }; |
| 273 | static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; |
| 274 | static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } }; |
| 275 | static const GUID SDL_IID_IDXGISwapChain4 = { 0x3D585D5A, 0xBD4A, 0x489E, { 0xB1, 0xF4, 0x3D, 0xBC, 0xB6, 0x45, 0x2F, 0xFB } }; |
| 276 | static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } }; |
| 277 | static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } }; |
| 278 | static const GUID SDL_IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } }; |
| 279 | static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } }; |
| 280 | static const GUID SDL_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } }; |
| 281 | static const GUID SDL_IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } }; |
| 282 | static const GUID SDL_IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } }; |
| 283 | static const GUID SDL_IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } }; |
| 284 | static const GUID SDL_IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } }; |
| 285 | static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } }; |
| 286 | static const GUID SDL_IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } }; |
| 287 | static const GUID SDL_IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } }; |
| 288 | static const GUID SDL_IID_ID3D12Heap = { 0x6b3b2502, 0x6e51, 0x45b3, { 0x90, 0xee, 0x98, 0x84, 0x26, 0x5e, 0x8d, 0xf3 } }; |
| 289 | static const GUID SDL_IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } }; |
| 290 | |
| 291 | #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA |
| 292 | #pragma GCC diagnostic pop |
| 293 | #endif |
| 294 | |
| 295 | static UINT D3D12_Align(UINT location, UINT alignment) |
| 296 | { |
| 297 | return (location + (alignment - 1)) & ~(alignment - 1); |
| 298 | } |
| 299 | |
| 300 | static SDL_PixelFormat D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) |
| 301 | { |
| 302 | switch (dxgiFormat) { |
| 303 | case DXGI_FORMAT_B8G8R8A8_UNORM: |
| 304 | case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: |
| 305 | return SDL_PIXELFORMAT_ARGB8888; |
| 306 | case DXGI_FORMAT_R8G8B8A8_UNORM: |
| 307 | case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: |
| 308 | return SDL_PIXELFORMAT_ABGR8888; |
| 309 | case DXGI_FORMAT_B8G8R8X8_UNORM: |
| 310 | case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: |
| 311 | return SDL_PIXELFORMAT_XRGB8888; |
| 312 | case DXGI_FORMAT_R10G10B10A2_UNORM: |
| 313 | return SDL_PIXELFORMAT_ABGR2101010; |
| 314 | case DXGI_FORMAT_R16G16B16A16_FLOAT: |
| 315 | return SDL_PIXELFORMAT_RGBA64_FLOAT; |
| 316 | default: |
| 317 | return SDL_PIXELFORMAT_UNKNOWN; |
| 318 | } |
| 319 | } |
| 320 | |
| 321 | static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 output_colorspace) |
| 322 | { |
| 323 | switch (format) { |
| 324 | case SDL_PIXELFORMAT_RGBA64_FLOAT: |
| 325 | return DXGI_FORMAT_R16G16B16A16_FLOAT; |
| 326 | case SDL_PIXELFORMAT_ABGR2101010: |
| 327 | return DXGI_FORMAT_R10G10B10A2_UNORM; |
| 328 | case SDL_PIXELFORMAT_ARGB8888: |
| 329 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 330 | return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; |
| 331 | } |
| 332 | return DXGI_FORMAT_B8G8R8A8_UNORM; |
| 333 | case SDL_PIXELFORMAT_ABGR8888: |
| 334 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 335 | return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; |
| 336 | } |
| 337 | return DXGI_FORMAT_R8G8B8A8_UNORM; |
| 338 | case SDL_PIXELFORMAT_XRGB8888: |
| 339 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 340 | return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; |
| 341 | } |
| 342 | return DXGI_FORMAT_B8G8R8X8_UNORM; |
| 343 | case SDL_PIXELFORMAT_YV12: |
| 344 | case SDL_PIXELFORMAT_IYUV: |
| 345 | return DXGI_FORMAT_R8_UNORM; |
| 346 | case SDL_PIXELFORMAT_NV12: |
| 347 | case SDL_PIXELFORMAT_NV21: |
| 348 | return DXGI_FORMAT_NV12; |
| 349 | case SDL_PIXELFORMAT_P010: |
| 350 | return DXGI_FORMAT_P010; |
| 351 | default: |
| 352 | return DXGI_FORMAT_UNKNOWN; |
| 353 | } |
| 354 | } |
| 355 | |
| 356 | static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) |
| 357 | { |
| 358 | switch (format) { |
| 359 | case SDL_PIXELFORMAT_RGBA64_FLOAT: |
| 360 | return DXGI_FORMAT_R16G16B16A16_FLOAT; |
| 361 | case SDL_PIXELFORMAT_ABGR2101010: |
| 362 | return DXGI_FORMAT_R10G10B10A2_UNORM; |
| 363 | case SDL_PIXELFORMAT_ARGB8888: |
| 364 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 365 | return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; |
| 366 | } |
| 367 | return DXGI_FORMAT_B8G8R8A8_UNORM; |
| 368 | case SDL_PIXELFORMAT_ABGR8888: |
| 369 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 370 | return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; |
| 371 | } |
| 372 | return DXGI_FORMAT_R8G8B8A8_UNORM; |
| 373 | case SDL_PIXELFORMAT_XRGB8888: |
| 374 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 375 | return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; |
| 376 | } |
| 377 | return DXGI_FORMAT_B8G8R8X8_UNORM; |
| 378 | case SDL_PIXELFORMAT_YV12: |
| 379 | case SDL_PIXELFORMAT_IYUV: |
| 380 | case SDL_PIXELFORMAT_NV12: // For the Y texture |
| 381 | case SDL_PIXELFORMAT_NV21: // For the Y texture |
| 382 | return DXGI_FORMAT_R8_UNORM; |
| 383 | case SDL_PIXELFORMAT_P010: // For the Y texture |
| 384 | return DXGI_FORMAT_R16_UNORM; |
| 385 | default: |
| 386 | return DXGI_FORMAT_UNKNOWN; |
| 387 | } |
| 388 | } |
| 389 | |
| 390 | static void D3D12_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| 391 | |
| 392 | static void D3D12_ReleaseAll(SDL_Renderer *renderer) |
| 393 | { |
| 394 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 395 | |
| 396 | SDL_PropertiesID props = SDL_GetRendererProperties(renderer); |
| 397 | SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, NULL); |
| 398 | SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, NULL); |
| 399 | |
| 400 | // Release all textures |
| 401 | for (SDL_Texture *texture = renderer->textures; texture; texture = texture->next) { |
| 402 | D3D12_DestroyTexture(renderer, texture); |
| 403 | } |
| 404 | |
| 405 | // Release/reset everything else |
| 406 | if (data) { |
| 407 | int i; |
| 408 | |
| 409 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 410 | D3D_SAFE_RELEASE(data->dxgiFactory); |
| 411 | D3D_SAFE_RELEASE(data->dxgiAdapter); |
| 412 | D3D_SAFE_RELEASE(data->swapChain); |
| 413 | #endif |
| 414 | D3D_SAFE_RELEASE(data->d3dDevice); |
| 415 | D3D_SAFE_RELEASE(data->debugInterface); |
| 416 | D3D_SAFE_RELEASE(data->commandQueue); |
| 417 | D3D_SAFE_RELEASE(data->commandList); |
| 418 | D3D_SAFE_RELEASE(data->rtvDescriptorHeap); |
| 419 | D3D_SAFE_RELEASE(data->textureRTVDescriptorHeap); |
| 420 | D3D_SAFE_RELEASE(data->srvDescriptorHeap); |
| 421 | D3D_SAFE_RELEASE(data->samplerDescriptorHeap); |
| 422 | D3D_SAFE_RELEASE(data->fence); |
| 423 | |
| 424 | for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { |
| 425 | D3D_SAFE_RELEASE(data->commandAllocators[i]); |
| 426 | D3D_SAFE_RELEASE(data->renderTargets[i]); |
| 427 | } |
| 428 | |
| 429 | if (data->pipelineStateCount > 0) { |
| 430 | for (i = 0; i < data->pipelineStateCount; ++i) { |
| 431 | D3D_SAFE_RELEASE(data->pipelineStates[i].pipelineState); |
| 432 | } |
| 433 | SDL_free(data->pipelineStates); |
| 434 | data->pipelineStates = NULL; |
| 435 | data->pipelineStateCount = 0; |
| 436 | } |
| 437 | |
| 438 | for (i = 0; i < NUM_ROOTSIGS; ++i) { |
| 439 | D3D_SAFE_RELEASE(data->rootSignatures[i]); |
| 440 | } |
| 441 | |
| 442 | for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { |
| 443 | D3D_SAFE_RELEASE(data->vertexBuffers[i].resource); |
| 444 | data->vertexBuffers[i].size = 0; |
| 445 | } |
| 446 | |
| 447 | data->swapEffect = (DXGI_SWAP_EFFECT)0; |
| 448 | data->swapFlags = 0; |
| 449 | data->currentRenderTargetView.ptr = 0; |
| 450 | data->currentSampler.ptr = 0; |
| 451 | |
| 452 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 453 | // Check for any leaks if in debug mode |
| 454 | if (data->dxgiDebug) { |
| 455 | DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); |
| 456 | IDXGIDebug_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, rloFlags); |
| 457 | D3D_SAFE_RELEASE(data->dxgiDebug); |
| 458 | } |
| 459 | #endif |
| 460 | |
| 461 | /* Unload the D3D libraries. This should be done last, in order |
| 462 | * to prevent IUnknown::Release() calls from crashing. |
| 463 | */ |
| 464 | if (data->hD3D12Mod) { |
| 465 | SDL_UnloadObject(data->hD3D12Mod); |
| 466 | data->hD3D12Mod = NULL; |
| 467 | } |
| 468 | if (data->hDXGIMod) { |
| 469 | SDL_UnloadObject(data->hDXGIMod); |
| 470 | data->hDXGIMod = NULL; |
| 471 | } |
| 472 | } |
| 473 | } |
| 474 | |
| 475 | static D3D12_GPU_DESCRIPTOR_HANDLE D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap *heap, D3D12_CPU_DESCRIPTOR_HANDLE CPUHandle) |
| 476 | { |
| 477 | D3D12_CPU_DESCRIPTOR_HANDLE CPUHeapStart; |
| 478 | D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle; |
| 479 | SIZE_T offset; |
| 480 | |
| 481 | // Calculate the correct offset into the heap |
| 482 | D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart); |
| 483 | offset = CPUHandle.ptr - CPUHeapStart.ptr; |
| 484 | |
| 485 | D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle); |
| 486 | GPUHandle.ptr += offset; |
| 487 | |
| 488 | return GPUHandle; |
| 489 | } |
| 490 | |
| 491 | static void D3D12_WaitForGPU(D3D12_RenderData *data) |
| 492 | { |
| 493 | if (data->commandQueue && data->fence && data->fenceEvent) { |
| 494 | ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); |
| 495 | if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { |
| 496 | ID3D12Fence_SetEventOnCompletion(data->fence, |
| 497 | data->fenceValue, |
| 498 | data->fenceEvent); |
| 499 | WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); |
| 500 | } |
| 501 | |
| 502 | data->fenceValue++; |
| 503 | } |
| 504 | } |
| 505 | |
| 506 | static D3D12_CPU_DESCRIPTOR_HANDLE D3D12_GetCurrentRenderTargetView(SDL_Renderer *renderer) |
| 507 | { |
| 508 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 509 | D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor; |
| 510 | |
| 511 | if (data->textureRenderTarget) { |
| 512 | return data->textureRenderTarget->mainTextureRenderTargetView; |
| 513 | } |
| 514 | |
| 515 | SDL_zero(rtvDescriptor); |
| 516 | D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor); |
| 517 | rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize; |
| 518 | return rtvDescriptor; |
| 519 | } |
| 520 | |
| 521 | static void D3D12_TransitionResource(D3D12_RenderData *data, |
| 522 | ID3D12Resource *resource, |
| 523 | D3D12_RESOURCE_STATES beforeState, |
| 524 | D3D12_RESOURCE_STATES afterState) |
| 525 | { |
| 526 | D3D12_RESOURCE_BARRIER barrier; |
| 527 | |
| 528 | if (beforeState != afterState) { |
| 529 | SDL_zero(barrier); |
| 530 | barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
| 531 | barrier.Transition.pResource = resource; |
| 532 | barrier.Transition.StateBefore = beforeState; |
| 533 | barrier.Transition.StateAfter = afterState; |
| 534 | barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
| 535 | |
| 536 | ID3D12GraphicsCommandList2_ResourceBarrier(data->commandList, 1, &barrier); |
| 537 | } |
| 538 | } |
| 539 | |
| 540 | static void D3D12_ResetCommandList(D3D12_RenderData *data) |
| 541 | { |
| 542 | int i; |
| 543 | ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap }; |
| 544 | ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex]; |
| 545 | |
| 546 | ID3D12CommandAllocator_Reset(commandAllocator); |
| 547 | ID3D12GraphicsCommandList2_Reset(data->commandList, commandAllocator, NULL); |
| 548 | data->currentPipelineState = NULL; |
| 549 | data->currentVertexBuffer = 0; |
| 550 | data->issueBatch = false; |
| 551 | data->cliprectDirty = true; |
| 552 | data->viewportDirty = true; |
| 553 | data->currentRenderTargetView.ptr = 0; |
| 554 | // FIXME should we also clear currentSampler.ptr and currentRenderTargetView.ptr ? (and use D3D12_InvalidateCachedState() instead) |
| 555 | |
| 556 | // Release any upload buffers that were inflight |
| 557 | for (i = 0; i < data->currentUploadBuffer; ++i) { |
| 558 | D3D_SAFE_RELEASE(data->uploadBuffers[i]); |
| 559 | } |
| 560 | data->currentUploadBuffer = 0; |
| 561 | |
| 562 | ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); |
| 563 | } |
| 564 | |
| 565 | static HRESULT D3D12_IssueBatch(D3D12_RenderData *data) |
| 566 | { |
| 567 | HRESULT result = S_OK; |
| 568 | |
| 569 | // Issue the command list |
| 570 | result = ID3D12GraphicsCommandList2_Close(data->commandList); |
| 571 | if (FAILED(result)) { |
| 572 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch" ), result); |
| 573 | return result; |
| 574 | } |
| 575 | ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList *const *)&data->commandList); |
| 576 | |
| 577 | D3D12_WaitForGPU(data); |
| 578 | |
| 579 | D3D12_ResetCommandList(data); |
| 580 | |
| 581 | return result; |
| 582 | } |
| 583 | |
| 584 | static void D3D12_DestroyRenderer(SDL_Renderer *renderer) |
| 585 | { |
| 586 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 587 | if (data) { |
| 588 | D3D12_WaitForGPU(data); |
| 589 | D3D12_ReleaseAll(renderer); |
| 590 | SDL_free(data); |
| 591 | } |
| 592 | } |
| 593 | |
| 594 | static D3D12_BLEND GetBlendFunc(SDL_BlendFactor factor) |
| 595 | { |
| 596 | switch (factor) { |
| 597 | case SDL_BLENDFACTOR_ZERO: |
| 598 | return D3D12_BLEND_ZERO; |
| 599 | case SDL_BLENDFACTOR_ONE: |
| 600 | return D3D12_BLEND_ONE; |
| 601 | case SDL_BLENDFACTOR_SRC_COLOR: |
| 602 | return D3D12_BLEND_SRC_COLOR; |
| 603 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: |
| 604 | return D3D12_BLEND_INV_SRC_COLOR; |
| 605 | case SDL_BLENDFACTOR_SRC_ALPHA: |
| 606 | return D3D12_BLEND_SRC_ALPHA; |
| 607 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: |
| 608 | return D3D12_BLEND_INV_SRC_ALPHA; |
| 609 | case SDL_BLENDFACTOR_DST_COLOR: |
| 610 | return D3D12_BLEND_DEST_COLOR; |
| 611 | case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: |
| 612 | return D3D12_BLEND_INV_DEST_COLOR; |
| 613 | case SDL_BLENDFACTOR_DST_ALPHA: |
| 614 | return D3D12_BLEND_DEST_ALPHA; |
| 615 | case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: |
| 616 | return D3D12_BLEND_INV_DEST_ALPHA; |
| 617 | default: |
| 618 | return (D3D12_BLEND)0; |
| 619 | } |
| 620 | } |
| 621 | |
| 622 | static D3D12_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) |
| 623 | { |
| 624 | switch (operation) { |
| 625 | case SDL_BLENDOPERATION_ADD: |
| 626 | return D3D12_BLEND_OP_ADD; |
| 627 | case SDL_BLENDOPERATION_SUBTRACT: |
| 628 | return D3D12_BLEND_OP_SUBTRACT; |
| 629 | case SDL_BLENDOPERATION_REV_SUBTRACT: |
| 630 | return D3D12_BLEND_OP_REV_SUBTRACT; |
| 631 | case SDL_BLENDOPERATION_MINIMUM: |
| 632 | return D3D12_BLEND_OP_MIN; |
| 633 | case SDL_BLENDOPERATION_MAXIMUM: |
| 634 | return D3D12_BLEND_OP_MAX; |
| 635 | default: |
| 636 | return (D3D12_BLEND_OP)0; |
| 637 | } |
| 638 | } |
| 639 | |
| 640 | static void D3D12_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode, D3D12_BLEND_DESC *outBlendDesc) |
| 641 | { |
| 642 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| 643 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| 644 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| 645 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| 646 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| 647 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| 648 | |
| 649 | SDL_zerop(outBlendDesc); |
| 650 | outBlendDesc->AlphaToCoverageEnable = FALSE; |
| 651 | outBlendDesc->IndependentBlendEnable = FALSE; |
| 652 | outBlendDesc->RenderTarget[0].BlendEnable = TRUE; |
| 653 | outBlendDesc->RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); |
| 654 | outBlendDesc->RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); |
| 655 | outBlendDesc->RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); |
| 656 | outBlendDesc->RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); |
| 657 | outBlendDesc->RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); |
| 658 | outBlendDesc->RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); |
| 659 | outBlendDesc->RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; |
| 660 | } |
| 661 | |
| 662 | static D3D12_PipelineState *D3D12_CreatePipelineState(SDL_Renderer *renderer, |
| 663 | D3D12_Shader shader, |
| 664 | SDL_BlendMode blendMode, |
| 665 | D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, |
| 666 | DXGI_FORMAT rtvFormat) |
| 667 | { |
| 668 | const D3D12_INPUT_ELEMENT_DESC vertexDesc[] = { |
| 669 | { "POSITION" , 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| 670 | { "TEXCOORD" , 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| 671 | { "COLOR" , 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| 672 | }; |
| 673 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 674 | D3D12_GRAPHICS_PIPELINE_STATE_DESC pipelineDesc; |
| 675 | ID3D12PipelineState *pipelineState = NULL; |
| 676 | D3D12_PipelineState *pipelineStates; |
| 677 | HRESULT result = S_OK; |
| 678 | |
| 679 | SDL_zero(pipelineDesc); |
| 680 | pipelineDesc.pRootSignature = data->rootSignatures[D3D12_GetRootSignatureType(shader)]; |
| 681 | D3D12_GetVertexShader(shader, &pipelineDesc.VS); |
| 682 | D3D12_GetPixelShader(shader, &pipelineDesc.PS); |
| 683 | D3D12_CreateBlendState(renderer, blendMode, &pipelineDesc.BlendState); |
| 684 | pipelineDesc.SampleMask = 0xffffffff; |
| 685 | |
| 686 | pipelineDesc.RasterizerState.AntialiasedLineEnable = FALSE; |
| 687 | pipelineDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; |
| 688 | pipelineDesc.RasterizerState.DepthBias = 0; |
| 689 | pipelineDesc.RasterizerState.DepthBiasClamp = 0.0f; |
| 690 | pipelineDesc.RasterizerState.DepthClipEnable = TRUE; |
| 691 | pipelineDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; |
| 692 | pipelineDesc.RasterizerState.FrontCounterClockwise = FALSE; |
| 693 | pipelineDesc.RasterizerState.MultisampleEnable = FALSE; |
| 694 | pipelineDesc.RasterizerState.SlopeScaledDepthBias = 0.0f; |
| 695 | |
| 696 | pipelineDesc.InputLayout.pInputElementDescs = vertexDesc; |
| 697 | pipelineDesc.InputLayout.NumElements = 3; |
| 698 | |
| 699 | pipelineDesc.PrimitiveTopologyType = topology; |
| 700 | |
| 701 | pipelineDesc.NumRenderTargets = 1; |
| 702 | pipelineDesc.RTVFormats[0] = rtvFormat; |
| 703 | pipelineDesc.SampleDesc.Count = 1; |
| 704 | pipelineDesc.SampleDesc.Quality = 0; |
| 705 | |
| 706 | result = ID3D12Device1_CreateGraphicsPipelineState(data->d3dDevice, |
| 707 | &pipelineDesc, |
| 708 | D3D_GUID(SDL_IID_ID3D12PipelineState), |
| 709 | (void **)&pipelineState); |
| 710 | if (FAILED(result)) { |
| 711 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateGraphicsPipelineState" ), result); |
| 712 | return NULL; |
| 713 | } |
| 714 | |
| 715 | pipelineStates = (D3D12_PipelineState *)SDL_realloc(data->pipelineStates, (data->pipelineStateCount + 1) * sizeof(*pipelineStates)); |
| 716 | if (!pipelineStates) { |
| 717 | D3D_SAFE_RELEASE(pipelineState); |
| 718 | return NULL; |
| 719 | } |
| 720 | |
| 721 | pipelineStates[data->pipelineStateCount].shader = shader; |
| 722 | pipelineStates[data->pipelineStateCount].blendMode = blendMode; |
| 723 | pipelineStates[data->pipelineStateCount].topology = topology; |
| 724 | pipelineStates[data->pipelineStateCount].rtvFormat = rtvFormat; |
| 725 | pipelineStates[data->pipelineStateCount].pipelineState = pipelineState; |
| 726 | data->pipelineStates = pipelineStates; |
| 727 | ++data->pipelineStateCount; |
| 728 | |
| 729 | return &pipelineStates[data->pipelineStateCount - 1]; |
| 730 | } |
| 731 | |
| 732 | static HRESULT D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, size_t size) |
| 733 | { |
| 734 | D3D12_HEAP_PROPERTIES vbufferHeapProps; |
| 735 | D3D12_RESOURCE_DESC vbufferDesc; |
| 736 | HRESULT result; |
| 737 | |
| 738 | D3D_SAFE_RELEASE(data->vertexBuffers[vbidx].resource); |
| 739 | |
| 740 | SDL_zero(vbufferHeapProps); |
| 741 | vbufferHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD; |
| 742 | vbufferHeapProps.CreationNodeMask = 1; |
| 743 | vbufferHeapProps.VisibleNodeMask = 1; |
| 744 | |
| 745 | SDL_zero(vbufferDesc); |
| 746 | vbufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| 747 | vbufferDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; |
| 748 | vbufferDesc.Width = size; |
| 749 | vbufferDesc.Height = 1; |
| 750 | vbufferDesc.DepthOrArraySize = 1; |
| 751 | vbufferDesc.MipLevels = 1; |
| 752 | vbufferDesc.Format = DXGI_FORMAT_UNKNOWN; |
| 753 | vbufferDesc.SampleDesc.Count = 1; |
| 754 | vbufferDesc.SampleDesc.Quality = 0; |
| 755 | vbufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| 756 | vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 757 | |
| 758 | result = ID3D12Device1_CreateCommittedResource(data->d3dDevice, |
| 759 | &vbufferHeapProps, |
| 760 | D3D12_HEAP_FLAG_NONE, |
| 761 | &vbufferDesc, |
| 762 | D3D12_RESOURCE_STATE_GENERIC_READ, |
| 763 | NULL, |
| 764 | D3D_GUID(SDL_IID_ID3D12Resource), |
| 765 | (void **)&data->vertexBuffers[vbidx].resource); |
| 766 | |
| 767 | if (FAILED(result)) { |
| 768 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreatePlacedResource [vertex buffer]" ), result); |
| 769 | return result; |
| 770 | } |
| 771 | |
| 772 | data->vertexBuffers[vbidx].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[vbidx].resource); |
| 773 | data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(D3D12_VertexPositionColor); |
| 774 | data->vertexBuffers[vbidx].size = size; |
| 775 | |
| 776 | return result; |
| 777 | } |
| 778 | |
| 779 | // Create resources that depend on the device. |
| 780 | static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) |
| 781 | { |
| 782 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 783 | typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(UINT flags, REFIID riid, void **ppFactory); |
| 784 | PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc; |
| 785 | PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc; |
| 786 | #endif |
| 787 | typedef HANDLE(WINAPI * PFN_CREATE_EVENT_EX)(LPSECURITY_ATTRIBUTES lpEventAttributes, LPCWSTR lpName, DWORD dwFlags, DWORD dwDesiredAccess); |
| 788 | PFN_CREATE_EVENT_EX CreateEventExFunc; |
| 789 | |
| 790 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 791 | ID3D12Device *d3dDevice = NULL; |
| 792 | HRESULT result = S_OK; |
| 793 | UINT creationFlags = 0; |
| 794 | int i; |
| 795 | bool createDebug; |
| 796 | |
| 797 | D3D12_COMMAND_QUEUE_DESC queueDesc; |
| 798 | D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc; |
| 799 | D3D12_SAMPLER_DESC samplerDesc; |
| 800 | ID3D12DescriptorHeap *rootDescriptorHeaps[2]; |
| 801 | |
| 802 | // See if we need debug interfaces |
| 803 | createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false); |
| 804 | |
| 805 | #ifdef SDL_PLATFORM_GDK |
| 806 | CreateEventExFunc = CreateEventExW; |
| 807 | #else |
| 808 | // CreateEventEx() arrived in Vista, so we need to load it with GetProcAddress for XP. |
| 809 | { |
| 810 | HMODULE kernel32 = GetModuleHandle(TEXT("kernel32.dll" )); |
| 811 | CreateEventExFunc = NULL; |
| 812 | if (kernel32) { |
| 813 | CreateEventExFunc = (PFN_CREATE_EVENT_EX)GetProcAddress(kernel32, "CreateEventExW" ); |
| 814 | } |
| 815 | } |
| 816 | #endif |
| 817 | if (!CreateEventExFunc) { |
| 818 | result = E_FAIL; |
| 819 | goto done; |
| 820 | } |
| 821 | |
| 822 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 823 | data->hDXGIMod = SDL_LoadObject("dxgi.dll" ); |
| 824 | if (!data->hDXGIMod) { |
| 825 | result = E_FAIL; |
| 826 | goto done; |
| 827 | } |
| 828 | |
| 829 | CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2" ); |
| 830 | if (!CreateDXGIFactoryFunc) { |
| 831 | result = E_FAIL; |
| 832 | goto done; |
| 833 | } |
| 834 | |
| 835 | data->hD3D12Mod = SDL_LoadObject("D3D12.dll" ); |
| 836 | if (!data->hD3D12Mod) { |
| 837 | result = E_FAIL; |
| 838 | goto done; |
| 839 | } |
| 840 | |
| 841 | D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction(data->hD3D12Mod, "D3D12CreateDevice" ); |
| 842 | if (!D3D12CreateDeviceFunc) { |
| 843 | result = E_FAIL; |
| 844 | goto done; |
| 845 | } |
| 846 | |
| 847 | if (createDebug) { |
| 848 | PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc; |
| 849 | |
| 850 | D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface" ); |
| 851 | if (!D3D12GetDebugInterfaceFunc) { |
| 852 | result = E_FAIL; |
| 853 | goto done; |
| 854 | } |
| 855 | if (SUCCEEDED(D3D12GetDebugInterfaceFunc(D3D_GUID(SDL_IID_ID3D12Debug), (void **)&data->debugInterface))) { |
| 856 | ID3D12Debug_EnableDebugLayer(data->debugInterface); |
| 857 | } |
| 858 | } |
| 859 | #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 860 | |
| 861 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 862 | result = D3D12_XBOX_CreateDevice(&d3dDevice, createDebug); |
| 863 | if (FAILED(result)) { |
| 864 | // SDL Error is set by D3D12_XBOX_CreateDevice |
| 865 | goto done; |
| 866 | } |
| 867 | #else |
| 868 | if (createDebug) { |
| 869 | #ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ |
| 870 | IDXGIInfoQueue *dxgiInfoQueue = NULL; |
| 871 | PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc; |
| 872 | |
| 873 | // If the debug hint is set, also create the DXGI factory in debug mode |
| 874 | DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1" ); |
| 875 | if (!DXGIGetDebugInterfaceFunc) { |
| 876 | result = E_FAIL; |
| 877 | goto done; |
| 878 | } |
| 879 | |
| 880 | result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIDebug1), (void **)&data->dxgiDebug); |
| 881 | if (FAILED(result)) { |
| 882 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1" ), result); |
| 883 | goto done; |
| 884 | } |
| 885 | |
| 886 | result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIInfoQueue), (void **)&dxgiInfoQueue); |
| 887 | if (FAILED(result)) { |
| 888 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1" ), result); |
| 889 | goto done; |
| 890 | } |
| 891 | |
| 892 | IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); |
| 893 | IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); |
| 894 | D3D_SAFE_RELEASE(dxgiInfoQueue); |
| 895 | #endif // __IDXGIInfoQueue_INTERFACE_DEFINED__ |
| 896 | creationFlags = DXGI_CREATE_FACTORY_DEBUG; |
| 897 | } |
| 898 | |
| 899 | result = CreateDXGIFactoryFunc(creationFlags, D3D_GUID(SDL_IID_IDXGIFactory6), (void **)&data->dxgiFactory); |
| 900 | if (FAILED(result)) { |
| 901 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory" ), result); |
| 902 | goto done; |
| 903 | } |
| 904 | |
| 905 | // Prefer a high performance adapter if there are multiple choices |
| 906 | result = IDXGIFactory6_EnumAdapterByGpuPreference(data->dxgiFactory, |
| 907 | 0, |
| 908 | DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, |
| 909 | D3D_GUID(SDL_IID_IDXGIAdapter4), |
| 910 | (void **)&data->dxgiAdapter); |
| 911 | if (FAILED(result)) { |
| 912 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory6::EnumAdapterByGPUPreference" ), result); |
| 913 | goto done; |
| 914 | } |
| 915 | |
| 916 | result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter, |
| 917 | D3D_FEATURE_LEVEL_11_0, // Request minimum feature level 11.0 for maximum compatibility |
| 918 | D3D_GUID(SDL_IID_ID3D12Device1), |
| 919 | (void **)&d3dDevice); |
| 920 | if (FAILED(result)) { |
| 921 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice" ), result); |
| 922 | goto done; |
| 923 | } |
| 924 | |
| 925 | // Setup the info queue if in debug mode |
| 926 | if (createDebug) { |
| 927 | ID3D12InfoQueue *infoQueue = NULL; |
| 928 | D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO }; |
| 929 | D3D12_INFO_QUEUE_FILTER filter; |
| 930 | |
| 931 | result = ID3D12Device1_QueryInterface(d3dDevice, D3D_GUID(SDL_IID_ID3D12InfoQueue), (void **)&infoQueue); |
| 932 | if (FAILED(result)) { |
| 933 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue" ), result); |
| 934 | goto done; |
| 935 | } |
| 936 | |
| 937 | SDL_zero(filter); |
| 938 | filter.DenyList.NumSeverities = 1; |
| 939 | filter.DenyList.pSeverityList = severities; |
| 940 | ID3D12InfoQueue_PushStorageFilter(infoQueue, &filter); |
| 941 | |
| 942 | ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE); |
| 943 | ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); |
| 944 | |
| 945 | D3D_SAFE_RELEASE(infoQueue); |
| 946 | } |
| 947 | #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 948 | |
| 949 | result = ID3D12Device_QueryInterface(d3dDevice, D3D_GUID(SDL_IID_ID3D12Device1), (void **)&data->d3dDevice); |
| 950 | if (FAILED(result)) { |
| 951 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device1" ), result); |
| 952 | goto done; |
| 953 | } |
| 954 | |
| 955 | // Create a command queue |
| 956 | SDL_zero(queueDesc); |
| 957 | queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| 958 | queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| 959 | |
| 960 | result = ID3D12Device1_CreateCommandQueue(data->d3dDevice, |
| 961 | &queueDesc, |
| 962 | D3D_GUID(SDL_IID_ID3D12CommandQueue), |
| 963 | (void **)&data->commandQueue); |
| 964 | if (FAILED(result)) { |
| 965 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue" ), result); |
| 966 | goto done; |
| 967 | } |
| 968 | |
| 969 | // Create the descriptor heaps for the render target view, texture SRVs, and samplers |
| 970 | SDL_zero(descriptorHeapDesc); |
| 971 | descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS; |
| 972 | descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; |
| 973 | result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, |
| 974 | &descriptorHeapDesc, |
| 975 | D3D_GUID(SDL_IID_ID3D12DescriptorHeap), |
| 976 | (void **)&data->rtvDescriptorHeap); |
| 977 | if (FAILED(result)) { |
| 978 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]" ), result); |
| 979 | goto done; |
| 980 | } |
| 981 | data->rtvDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); |
| 982 | |
| 983 | descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; |
| 984 | result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, |
| 985 | &descriptorHeapDesc, |
| 986 | D3D_GUID(SDL_IID_ID3D12DescriptorHeap), |
| 987 | (void **)&data->textureRTVDescriptorHeap); |
| 988 | if (FAILED(result)) { |
| 989 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [texture rtv]" ), result); |
| 990 | goto done; |
| 991 | } |
| 992 | |
| 993 | SDL_zero(descriptorHeapDesc); |
| 994 | descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; |
| 995 | descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; |
| 996 | descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; |
| 997 | result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, |
| 998 | &descriptorHeapDesc, |
| 999 | D3D_GUID(SDL_IID_ID3D12DescriptorHeap), |
| 1000 | (void **)&data->srvDescriptorHeap); |
| 1001 | if (FAILED(result)) { |
| 1002 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]" ), result); |
| 1003 | goto done; |
| 1004 | } |
| 1005 | rootDescriptorHeaps[0] = data->srvDescriptorHeap; |
| 1006 | data->srvDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); |
| 1007 | |
| 1008 | SDL_zero(descriptorHeapDesc); |
| 1009 | descriptorHeapDesc.NumDescriptors = 4; |
| 1010 | descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; |
| 1011 | descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; |
| 1012 | result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, |
| 1013 | &descriptorHeapDesc, |
| 1014 | D3D_GUID(SDL_IID_ID3D12DescriptorHeap), |
| 1015 | (void **)&data->samplerDescriptorHeap); |
| 1016 | if (FAILED(result)) { |
| 1017 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]" ), result); |
| 1018 | goto done; |
| 1019 | } |
| 1020 | rootDescriptorHeaps[1] = data->samplerDescriptorHeap; |
| 1021 | data->samplerDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); |
| 1022 | |
| 1023 | // Create a command allocator for each back buffer |
| 1024 | for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { |
| 1025 | result = ID3D12Device1_CreateCommandAllocator(data->d3dDevice, |
| 1026 | D3D12_COMMAND_LIST_TYPE_DIRECT, |
| 1027 | D3D_GUID(SDL_IID_ID3D12CommandAllocator), |
| 1028 | (void **)&data->commandAllocators[i]); |
| 1029 | if (FAILED(result)) { |
| 1030 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator" ), result); |
| 1031 | goto done; |
| 1032 | } |
| 1033 | } |
| 1034 | |
| 1035 | // Create the command list |
| 1036 | result = ID3D12Device1_CreateCommandList(data->d3dDevice, |
| 1037 | 0, |
| 1038 | D3D12_COMMAND_LIST_TYPE_DIRECT, |
| 1039 | data->commandAllocators[0], |
| 1040 | NULL, |
| 1041 | D3D_GUID(SDL_IID_ID3D12GraphicsCommandList2), |
| 1042 | (void **)&data->commandList); |
| 1043 | if (FAILED(result)) { |
| 1044 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList" ), result); |
| 1045 | goto done; |
| 1046 | } |
| 1047 | |
| 1048 | // Set the descriptor heaps to the correct initial value |
| 1049 | ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); |
| 1050 | |
| 1051 | // Create the fence and fence event |
| 1052 | result = ID3D12Device_CreateFence(data->d3dDevice, |
| 1053 | data->fenceValue, |
| 1054 | D3D12_FENCE_FLAG_NONE, |
| 1055 | D3D_GUID(SDL_IID_ID3D12Fence), |
| 1056 | (void **)&data->fence); |
| 1057 | if (FAILED(result)) { |
| 1058 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence" ), result); |
| 1059 | goto done; |
| 1060 | } |
| 1061 | |
| 1062 | data->fenceValue++; |
| 1063 | |
| 1064 | data->fenceEvent = CreateEventExFunc(NULL, NULL, 0, EVENT_MODIFY_STATE | SYNCHRONIZE); |
| 1065 | if (!data->fenceEvent) { |
| 1066 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateEventEx" ), result); |
| 1067 | goto done; |
| 1068 | } |
| 1069 | |
| 1070 | // Create all the root signatures |
| 1071 | for (i = 0; i < NUM_ROOTSIGS; ++i) { |
| 1072 | D3D12_SHADER_BYTECODE rootSigData; |
| 1073 | D3D12_GetRootSignatureData((D3D12_RootSignature)i, &rootSigData); |
| 1074 | result = ID3D12Device1_CreateRootSignature(data->d3dDevice, |
| 1075 | 0, |
| 1076 | rootSigData.pShaderBytecode, |
| 1077 | rootSigData.BytecodeLength, |
| 1078 | D3D_GUID(SDL_IID_ID3D12RootSignature), |
| 1079 | (void **)&data->rootSignatures[i]); |
| 1080 | if (FAILED(result)) { |
| 1081 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature" ), result); |
| 1082 | goto done; |
| 1083 | } |
| 1084 | } |
| 1085 | |
| 1086 | { |
| 1087 | const SDL_BlendMode defaultBlendModes[] = { |
| 1088 | SDL_BLENDMODE_BLEND, |
| 1089 | }; |
| 1090 | const DXGI_FORMAT defaultRTVFormats[] = { |
| 1091 | DXGI_FORMAT_B8G8R8A8_UNORM, |
| 1092 | }; |
| 1093 | int j, k, l; |
| 1094 | |
| 1095 | // Create a few default pipeline state objects, to verify that this renderer will work |
| 1096 | for (i = 0; i < NUM_SHADERS; ++i) { |
| 1097 | for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) { |
| 1098 | for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) { |
| 1099 | for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) { |
| 1100 | if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) { |
| 1101 | // D3D12_CreatePipelineState will set the SDL error, if it fails |
| 1102 | result = E_FAIL; |
| 1103 | goto done; |
| 1104 | } |
| 1105 | } |
| 1106 | } |
| 1107 | } |
| 1108 | } |
| 1109 | } |
| 1110 | |
| 1111 | // Create default vertex buffers |
| 1112 | for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { |
| 1113 | D3D12_CreateVertexBuffer(data, i, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT); |
| 1114 | } |
| 1115 | |
| 1116 | // Create samplers to use when drawing textures: |
| 1117 | static struct |
| 1118 | { |
| 1119 | D3D12_FILTER filter; |
| 1120 | D3D12_TEXTURE_ADDRESS_MODE address; |
| 1121 | } samplerParams[] = { |
| 1122 | { D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }, |
| 1123 | { D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_WRAP }, |
| 1124 | { D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }, |
| 1125 | { D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_WRAP }, |
| 1126 | }; |
| 1127 | SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == D3D12_SAMPLER_COUNT); |
| 1128 | SDL_zero(samplerDesc); |
| 1129 | samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; |
| 1130 | samplerDesc.MipLODBias = 0.0f; |
| 1131 | samplerDesc.MaxAnisotropy = 1; |
| 1132 | samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
| 1133 | samplerDesc.MinLOD = 0.0f; |
| 1134 | samplerDesc.MaxLOD = D3D12_FLOAT32_MAX; |
| 1135 | D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->samplers[0]); |
| 1136 | for (i = 0; i < SDL_arraysize(samplerParams); ++i) { |
| 1137 | samplerDesc.Filter = samplerParams[i].filter; |
| 1138 | samplerDesc.AddressU = samplerParams[i].address; |
| 1139 | samplerDesc.AddressV = samplerParams[i].address; |
| 1140 | data->samplers[i].ptr = data->samplers[0].ptr + i * data->samplerDescriptorSize; |
| 1141 | ID3D12Device1_CreateSampler(data->d3dDevice, &samplerDesc, data->samplers[i]); |
| 1142 | } |
| 1143 | |
| 1144 | // Initialize the pool allocator for SRVs |
| 1145 | for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) { |
| 1146 | data->srvPoolNodes[i].index = (SIZE_T)i; |
| 1147 | if (i != SDL_D3D12_MAX_NUM_TEXTURES - 1) { |
| 1148 | data->srvPoolNodes[i].next = &data->srvPoolNodes[i + 1]; |
| 1149 | } |
| 1150 | } |
| 1151 | data->srvPoolHead = &data->srvPoolNodes[0]; |
| 1152 | |
| 1153 | SDL_PropertiesID props = SDL_GetRendererProperties(renderer); |
| 1154 | SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, data->d3dDevice); |
| 1155 | SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue); |
| 1156 | |
| 1157 | done: |
| 1158 | D3D_SAFE_RELEASE(d3dDevice); |
| 1159 | return result; |
| 1160 | } |
| 1161 | |
| 1162 | static DXGI_MODE_ROTATION D3D12_GetCurrentRotation(void) |
| 1163 | { |
| 1164 | // FIXME |
| 1165 | return DXGI_MODE_ROTATION_IDENTITY; |
| 1166 | } |
| 1167 | |
| 1168 | static BOOL D3D12_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) |
| 1169 | { |
| 1170 | switch (rotation) { |
| 1171 | case DXGI_MODE_ROTATION_ROTATE90: |
| 1172 | case DXGI_MODE_ROTATION_ROTATE270: |
| 1173 | return TRUE; |
| 1174 | default: |
| 1175 | return FALSE; |
| 1176 | } |
| 1177 | } |
| 1178 | |
| 1179 | static int D3D12_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer) |
| 1180 | { |
| 1181 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 1182 | if (data->textureRenderTarget) { |
| 1183 | return DXGI_MODE_ROTATION_IDENTITY; |
| 1184 | } else { |
| 1185 | return data->rotation; |
| 1186 | } |
| 1187 | } |
| 1188 | |
| 1189 | static bool D3D12_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D12_RECT *outRect, BOOL includeViewportOffset) |
| 1190 | { |
| 1191 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 1192 | const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer); |
| 1193 | const SDL_Rect *viewport = &data->currentViewport; |
| 1194 | |
| 1195 | switch (rotation) { |
| 1196 | case DXGI_MODE_ROTATION_IDENTITY: |
| 1197 | outRect->left = sdlRect->x; |
| 1198 | outRect->right = (LONG)sdlRect->x + sdlRect->w; |
| 1199 | outRect->top = sdlRect->y; |
| 1200 | outRect->bottom = (LONG)sdlRect->y + sdlRect->h; |
| 1201 | if (includeViewportOffset) { |
| 1202 | outRect->left += viewport->x; |
| 1203 | outRect->right += viewport->x; |
| 1204 | outRect->top += viewport->y; |
| 1205 | outRect->bottom += viewport->y; |
| 1206 | } |
| 1207 | break; |
| 1208 | case DXGI_MODE_ROTATION_ROTATE270: |
| 1209 | outRect->left = sdlRect->y; |
| 1210 | outRect->right = (LONG)sdlRect->y + sdlRect->h; |
| 1211 | outRect->top = viewport->w - sdlRect->x - sdlRect->w; |
| 1212 | outRect->bottom = viewport->w - sdlRect->x; |
| 1213 | break; |
| 1214 | case DXGI_MODE_ROTATION_ROTATE180: |
| 1215 | outRect->left = viewport->w - sdlRect->x - sdlRect->w; |
| 1216 | outRect->right = viewport->w - sdlRect->x; |
| 1217 | outRect->top = viewport->h - sdlRect->y - sdlRect->h; |
| 1218 | outRect->bottom = viewport->h - sdlRect->y; |
| 1219 | break; |
| 1220 | case DXGI_MODE_ROTATION_ROTATE90: |
| 1221 | outRect->left = viewport->h - sdlRect->y - sdlRect->h; |
| 1222 | outRect->right = viewport->h - sdlRect->y; |
| 1223 | outRect->top = sdlRect->x; |
| 1224 | outRect->bottom = (LONG)sdlRect->x + sdlRect->h; |
| 1225 | break; |
| 1226 | default: |
| 1227 | return SDL_SetError("The physical display is in an unknown or unsupported rotation" ); |
| 1228 | } |
| 1229 | return true; |
| 1230 | } |
| 1231 | |
| 1232 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 1233 | static HRESULT D3D12_CreateSwapChain(SDL_Renderer *renderer, int w, int h) |
| 1234 | { |
| 1235 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 1236 | IDXGISwapChain1 *swapChain = NULL; |
| 1237 | HRESULT result = S_OK; |
| 1238 | |
| 1239 | // Create a swap chain using the same adapter as the existing Direct3D device. |
| 1240 | DXGI_SWAP_CHAIN_DESC1 swapChainDesc; |
| 1241 | SDL_zero(swapChainDesc); |
| 1242 | swapChainDesc.Width = w; |
| 1243 | swapChainDesc.Height = h; |
| 1244 | switch (renderer->output_colorspace) { |
| 1245 | case SDL_COLORSPACE_SRGB_LINEAR: |
| 1246 | swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; |
| 1247 | data->renderTargetFormat = DXGI_FORMAT_R16G16B16A16_FLOAT; |
| 1248 | break; |
| 1249 | case SDL_COLORSPACE_HDR10: |
| 1250 | swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; |
| 1251 | data->renderTargetFormat = DXGI_FORMAT_R10G10B10A2_UNORM; |
| 1252 | break; |
| 1253 | default: |
| 1254 | swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format. |
| 1255 | data->renderTargetFormat = DXGI_FORMAT_B8G8R8A8_UNORM; |
| 1256 | break; |
| 1257 | } |
| 1258 | swapChainDesc.Stereo = FALSE; |
| 1259 | swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. |
| 1260 | swapChainDesc.SampleDesc.Quality = 0; |
| 1261 | swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
| 1262 | swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency. |
| 1263 | if (WIN_IsWindows8OrGreater()) { |
| 1264 | swapChainDesc.Scaling = DXGI_SCALING_NONE; |
| 1265 | } else { |
| 1266 | swapChainDesc.Scaling = DXGI_SCALING_STRETCH; |
| 1267 | } |
| 1268 | swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. |
| 1269 | swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | // To support SetMaximumFrameLatency |
| 1270 | DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; // To support presenting with allow tearing on |
| 1271 | |
| 1272 | HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); |
| 1273 | if (!hwnd) { |
| 1274 | SDL_SetError("Couldn't get window handle" ); |
| 1275 | result = E_FAIL; |
| 1276 | goto done; |
| 1277 | } |
| 1278 | |
| 1279 | result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory, |
| 1280 | (IUnknown *)data->commandQueue, |
| 1281 | hwnd, |
| 1282 | &swapChainDesc, |
| 1283 | NULL, |
| 1284 | NULL, // Allow on all displays. |
| 1285 | &swapChain); |
| 1286 | if (FAILED(result)) { |
| 1287 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd" ), result); |
| 1288 | goto done; |
| 1289 | } |
| 1290 | |
| 1291 | IDXGIFactory6_MakeWindowAssociation(data->dxgiFactory, hwnd, DXGI_MWA_NO_WINDOW_CHANGES); |
| 1292 | |
| 1293 | result = IDXGISwapChain1_QueryInterface(swapChain, D3D_GUID(SDL_IID_IDXGISwapChain4), (void **)&data->swapChain); |
| 1294 | if (FAILED(result)) { |
| 1295 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface" ), result); |
| 1296 | goto done; |
| 1297 | } |
| 1298 | |
| 1299 | /* Ensure that the swapchain does not queue more than one frame at a time. This both reduces latency |
| 1300 | * and ensures that the application will only render after each VSync, minimizing power consumption. |
| 1301 | */ |
| 1302 | result = IDXGISwapChain4_SetMaximumFrameLatency(data->swapChain, 1); |
| 1303 | if (FAILED(result)) { |
| 1304 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency" ), result); |
| 1305 | goto done; |
| 1306 | } |
| 1307 | |
| 1308 | data->swapEffect = swapChainDesc.SwapEffect; |
| 1309 | data->swapFlags = swapChainDesc.Flags; |
| 1310 | |
| 1311 | UINT colorspace_support = 0; |
| 1312 | DXGI_COLOR_SPACE_TYPE colorspace; |
| 1313 | switch (renderer->output_colorspace) { |
| 1314 | case SDL_COLORSPACE_SRGB_LINEAR: |
| 1315 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709; |
| 1316 | break; |
| 1317 | case SDL_COLORSPACE_HDR10: |
| 1318 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020; |
| 1319 | break; |
| 1320 | default: |
| 1321 | // sRGB |
| 1322 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; |
| 1323 | break; |
| 1324 | } |
| 1325 | if (SUCCEEDED(IDXGISwapChain3_CheckColorSpaceSupport(data->swapChain, colorspace, &colorspace_support)) && |
| 1326 | (colorspace_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { |
| 1327 | result = IDXGISwapChain3_SetColorSpace1(data->swapChain, colorspace); |
| 1328 | if (FAILED(result)) { |
| 1329 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain3::SetColorSpace1" ), result); |
| 1330 | goto done; |
| 1331 | } |
| 1332 | } else { |
| 1333 | // Not the default, we're not going to be able to present in this colorspace |
| 1334 | SDL_SetError("Unsupported output colorspace" ); |
| 1335 | result = DXGI_ERROR_UNSUPPORTED; |
| 1336 | } |
| 1337 | |
| 1338 | SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER, data->swapChain); |
| 1339 | |
| 1340 | done: |
| 1341 | D3D_SAFE_RELEASE(swapChain); |
| 1342 | return result; |
| 1343 | } |
| 1344 | #endif |
| 1345 | |
| 1346 | // Initialize all resources that change when the window's size changes. |
| 1347 | static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer) |
| 1348 | { |
| 1349 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 1350 | HRESULT result = S_OK; |
| 1351 | int i, w, h; |
| 1352 | |
| 1353 | D3D12_RENDER_TARGET_VIEW_DESC rtvDesc; |
| 1354 | D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor; |
| 1355 | |
| 1356 | // Release resources in the current command list |
| 1357 | D3D12_IssueBatch(data); |
| 1358 | ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 0, NULL, FALSE, NULL); |
| 1359 | |
| 1360 | // Release render targets |
| 1361 | for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { |
| 1362 | D3D_SAFE_RELEASE(data->renderTargets[i]); |
| 1363 | } |
| 1364 | |
| 1365 | /* The width and height of the swap chain must be based on the display's |
| 1366 | * non-rotated size. |
| 1367 | */ |
| 1368 | SDL_GetWindowSizeInPixels(renderer->window, &w, &h); |
| 1369 | data->rotation = D3D12_GetCurrentRotation(); |
| 1370 | if (D3D12_IsDisplayRotated90Degrees(data->rotation)) { |
| 1371 | int tmp = w; |
| 1372 | w = h; |
| 1373 | h = tmp; |
| 1374 | } |
| 1375 | |
| 1376 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 1377 | if (data->swapChain) { |
| 1378 | // If the swap chain already exists, resize it. |
| 1379 | result = IDXGISwapChain_ResizeBuffers(data->swapChain, |
| 1380 | 0, |
| 1381 | w, h, |
| 1382 | DXGI_FORMAT_UNKNOWN, |
| 1383 | data->swapFlags); |
| 1384 | if (FAILED(result)) { |
| 1385 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers" ), result); |
| 1386 | goto done; |
| 1387 | } |
| 1388 | } else { |
| 1389 | result = D3D12_CreateSwapChain(renderer, w, h); |
| 1390 | if (FAILED(result) || !data->swapChain) { |
| 1391 | goto done; |
| 1392 | } |
| 1393 | } |
| 1394 | |
| 1395 | // Set the proper rotation for the swap chain. |
| 1396 | if (WIN_IsWindows8OrGreater()) { |
| 1397 | if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { |
| 1398 | result = IDXGISwapChain4_SetRotation(data->swapChain, data->rotation); // NOLINT(clang-analyzer-core.NullDereference) |
| 1399 | if (FAILED(result)) { |
| 1400 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation" ), result); |
| 1401 | goto done; |
| 1402 | } |
| 1403 | } |
| 1404 | } |
| 1405 | #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| 1406 | |
| 1407 | // Get each back buffer render target and create render target views |
| 1408 | for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { |
| 1409 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 1410 | result = D3D12_XBOX_CreateBackBufferTarget(data->d3dDevice, renderer->window->w, renderer->window->h, (void **)&data->renderTargets[i]); |
| 1411 | if (FAILED(result)) { |
| 1412 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_XBOX_CreateBackBufferTarget" ), result); |
| 1413 | goto done; |
| 1414 | } |
| 1415 | #else |
| 1416 | result = IDXGISwapChain4_GetBuffer(data->swapChain, // NOLINT(clang-analyzer-core.NullDereference) |
| 1417 | i, |
| 1418 | D3D_GUID(SDL_IID_ID3D12Resource), |
| 1419 | (void **)&data->renderTargets[i]); |
| 1420 | if (FAILED(result)) { |
| 1421 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer" ), result); |
| 1422 | goto done; |
| 1423 | } |
| 1424 | #endif |
| 1425 | |
| 1426 | SDL_zero(rtvDesc); |
| 1427 | rtvDesc.Format = data->renderTargetFormat; |
| 1428 | rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; |
| 1429 | |
| 1430 | SDL_zero(rtvDescriptor); |
| 1431 | D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor); |
| 1432 | rtvDescriptor.ptr += i * data->rtvDescriptorSize; |
| 1433 | ID3D12Device1_CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor); |
| 1434 | } |
| 1435 | |
| 1436 | // Set back buffer index to current buffer |
| 1437 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 1438 | data->currentBackBufferIndex = 0; |
| 1439 | #else |
| 1440 | data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); |
| 1441 | #endif |
| 1442 | |
| 1443 | /* Set the swap chain target immediately, so that a target is always set |
| 1444 | * even before we get to SetDrawState. Without this it's possible to hit |
| 1445 | * null references in places like ReadPixels! |
| 1446 | */ |
| 1447 | data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer); |
| 1448 | ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL); |
| 1449 | D3D12_TransitionResource(data, |
| 1450 | data->renderTargets[data->currentBackBufferIndex], |
| 1451 | D3D12_RESOURCE_STATE_PRESENT, |
| 1452 | D3D12_RESOURCE_STATE_RENDER_TARGET); |
| 1453 | |
| 1454 | data->viewportDirty = true; |
| 1455 | |
| 1456 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 1457 | D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken); |
| 1458 | #endif |
| 1459 | |
| 1460 | done: |
| 1461 | return result; |
| 1462 | } |
| 1463 | |
| 1464 | static bool D3D12_HandleDeviceLost(SDL_Renderer *renderer) |
| 1465 | { |
| 1466 | bool recovered = false; |
| 1467 | |
| 1468 | D3D12_ReleaseAll(renderer); |
| 1469 | |
| 1470 | if (SUCCEEDED(D3D12_CreateDeviceResources(renderer)) && |
| 1471 | SUCCEEDED(D3D12_CreateWindowSizeDependentResources(renderer))) { |
| 1472 | recovered = true; |
| 1473 | } else { |
| 1474 | SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Renderer couldn't recover from device lost: %s" , SDL_GetError()); |
| 1475 | D3D12_ReleaseAll(renderer); |
| 1476 | } |
| 1477 | |
| 1478 | // Let the application know that the device has been reset or lost |
| 1479 | SDL_Event event; |
| 1480 | SDL_zero(event); |
| 1481 | event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST; |
| 1482 | event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); |
| 1483 | SDL_PushEvent(&event); |
| 1484 | |
| 1485 | return recovered; |
| 1486 | } |
| 1487 | |
| 1488 | // This method is called when the window's size changes. |
| 1489 | static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer *renderer) |
| 1490 | { |
| 1491 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 1492 | // If the GPU has previous work, wait for it to be done first |
| 1493 | D3D12_WaitForGPU(data); |
| 1494 | return D3D12_CreateWindowSizeDependentResources(renderer); |
| 1495 | } |
| 1496 | |
| 1497 | static void D3D12_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) |
| 1498 | { |
| 1499 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 1500 | |
| 1501 | if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { |
| 1502 | data->pixelSizeChanged = true; |
| 1503 | } |
| 1504 | } |
| 1505 | |
| 1506 | static bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) |
| 1507 | { |
| 1508 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| 1509 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| 1510 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| 1511 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| 1512 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| 1513 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| 1514 | |
| 1515 | if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || |
| 1516 | !GetBlendEquation(colorOperation) || |
| 1517 | !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || |
| 1518 | !GetBlendEquation(alphaOperation)) { |
| 1519 | return false; |
| 1520 | } |
| 1521 | return true; |
| 1522 | } |
| 1523 | |
| 1524 | static SIZE_T D3D12_GetAvailableSRVIndex(SDL_Renderer *renderer) |
| 1525 | { |
| 1526 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 1527 | if (rendererData->srvPoolHead) { |
| 1528 | SIZE_T index = rendererData->srvPoolHead->index; |
| 1529 | rendererData->srvPoolHead = (D3D12_SRVPoolNode *)(rendererData->srvPoolHead->next); |
| 1530 | return index; |
| 1531 | } else { |
| 1532 | SDL_SetError("[d3d12] Cannot allocate more than %d textures!" , SDL_D3D12_MAX_NUM_TEXTURES); |
| 1533 | return SDL_D3D12_MAX_NUM_TEXTURES + 1; |
| 1534 | } |
| 1535 | } |
| 1536 | |
| 1537 | static void D3D12_FreeSRVIndex(SDL_Renderer *renderer, SIZE_T index) |
| 1538 | { |
| 1539 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 1540 | rendererData->srvPoolNodes[index].next = rendererData->srvPoolHead; |
| 1541 | rendererData->srvPoolHead = &rendererData->srvPoolNodes[index]; |
| 1542 | } |
| 1543 | |
| 1544 | static bool GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D12Resource **texture) |
| 1545 | { |
| 1546 | IUnknown *unknown = (IUnknown*)SDL_GetPointerProperty(props, name, NULL); |
| 1547 | if (unknown) { |
| 1548 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 1549 | HRESULT result = unknown->QueryInterface(D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture); |
| 1550 | #else |
| 1551 | HRESULT result = IUnknown_QueryInterface(unknown, D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture); |
| 1552 | #endif |
| 1553 | if (FAILED(result)) { |
| 1554 | return WIN_SetErrorFromHRESULT(name, result); |
| 1555 | } |
| 1556 | } |
| 1557 | return true; |
| 1558 | } |
| 1559 | |
| 1560 | static bool D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) |
| 1561 | { |
| 1562 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 1563 | D3D12_TextureData *textureData; |
| 1564 | HRESULT result; |
| 1565 | DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format, renderer->output_colorspace); |
| 1566 | D3D12_RESOURCE_DESC textureDesc; |
| 1567 | D3D12_HEAP_PROPERTIES heapProps; |
| 1568 | D3D12_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; |
| 1569 | |
| 1570 | if (!rendererData->d3dDevice) { |
| 1571 | return SDL_SetError("Device lost and couldn't be recovered" ); |
| 1572 | } |
| 1573 | |
| 1574 | if (textureFormat == DXGI_FORMAT_UNKNOWN) { |
| 1575 | return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified" , __FUNCTION__, texture->format); |
| 1576 | } |
| 1577 | |
| 1578 | textureData = (D3D12_TextureData *)SDL_calloc(1, sizeof(*textureData)); |
| 1579 | if (!textureData) { |
| 1580 | return false; |
| 1581 | } |
| 1582 | |
| 1583 | texture->internal = textureData; |
| 1584 | textureData->mainTextureFormat = textureFormat; |
| 1585 | |
| 1586 | SDL_zero(textureDesc); |
| 1587 | textureDesc.Width = texture->w; |
| 1588 | textureDesc.Height = texture->h; |
| 1589 | textureDesc.MipLevels = 1; |
| 1590 | textureDesc.DepthOrArraySize = 1; |
| 1591 | textureDesc.Format = textureFormat; |
| 1592 | textureDesc.SampleDesc.Count = 1; |
| 1593 | textureDesc.SampleDesc.Quality = 0; |
| 1594 | textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; |
| 1595 | textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 1596 | |
| 1597 | // NV12 textures must have even width and height |
| 1598 | if (texture->format == SDL_PIXELFORMAT_NV12 || |
| 1599 | texture->format == SDL_PIXELFORMAT_NV21 || |
| 1600 | texture->format == SDL_PIXELFORMAT_P010) { |
| 1601 | textureDesc.Width = (textureDesc.Width + 1) & ~1; |
| 1602 | textureDesc.Height = (textureDesc.Height + 1) & ~1; |
| 1603 | } |
| 1604 | textureData->w = (int)textureDesc.Width; |
| 1605 | textureData->h = (int)textureDesc.Height; |
| 1606 | if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) { |
| 1607 | textureData->shader = SHADER_RGB; |
| 1608 | } else { |
| 1609 | textureData->shader = SHADER_ADVANCED; |
| 1610 | } |
| 1611 | |
| 1612 | if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| 1613 | textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; |
| 1614 | } |
| 1615 | |
| 1616 | SDL_zero(heapProps); |
| 1617 | heapProps.Type = D3D12_HEAP_TYPE_DEFAULT; |
| 1618 | heapProps.CreationNodeMask = 1; |
| 1619 | heapProps.VisibleNodeMask = 1; |
| 1620 | |
| 1621 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER, &textureData->mainTexture)) { |
| 1622 | return false; |
| 1623 | } |
| 1624 | if (!textureData->mainTexture) { |
| 1625 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| 1626 | &heapProps, |
| 1627 | D3D12_HEAP_FLAG_NONE, |
| 1628 | &textureDesc, |
| 1629 | D3D12_RESOURCE_STATE_COPY_DEST, |
| 1630 | NULL, |
| 1631 | D3D_GUID(SDL_IID_ID3D12Resource), |
| 1632 | (void **)&textureData->mainTexture); |
| 1633 | if (FAILED(result)) { |
| 1634 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]" ), result); |
| 1635 | } |
| 1636 | } |
| 1637 | textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; |
| 1638 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER, textureData->mainTexture); |
| 1639 | #ifdef SDL_HAVE_YUV |
| 1640 | if (texture->format == SDL_PIXELFORMAT_YV12 || |
| 1641 | texture->format == SDL_PIXELFORMAT_IYUV) { |
| 1642 | textureData->yuv = true; |
| 1643 | |
| 1644 | textureDesc.Width = (textureDesc.Width + 1) / 2; |
| 1645 | textureDesc.Height = (textureDesc.Height + 1) / 2; |
| 1646 | |
| 1647 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER, &textureData->mainTextureU)) { |
| 1648 | return false; |
| 1649 | } |
| 1650 | if (!textureData->mainTextureU) { |
| 1651 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| 1652 | &heapProps, |
| 1653 | D3D12_HEAP_FLAG_NONE, |
| 1654 | &textureDesc, |
| 1655 | D3D12_RESOURCE_STATE_COPY_DEST, |
| 1656 | NULL, |
| 1657 | D3D_GUID(SDL_IID_ID3D12Resource), |
| 1658 | (void **)&textureData->mainTextureU); |
| 1659 | if (FAILED(result)) { |
| 1660 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]" ), result); |
| 1661 | } |
| 1662 | } |
| 1663 | textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST; |
| 1664 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER, textureData->mainTextureU); |
| 1665 | |
| 1666 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER, &textureData->mainTextureV)) { |
| 1667 | return false; |
| 1668 | } |
| 1669 | if (!textureData->mainTextureV) { |
| 1670 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| 1671 | &heapProps, |
| 1672 | D3D12_HEAP_FLAG_NONE, |
| 1673 | &textureDesc, |
| 1674 | D3D12_RESOURCE_STATE_COPY_DEST, |
| 1675 | NULL, |
| 1676 | D3D_GUID(SDL_IID_ID3D12Resource), |
| 1677 | (void **)&textureData->mainTextureV); |
| 1678 | if (FAILED(result)) { |
| 1679 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]" ), result); |
| 1680 | } |
| 1681 | } |
| 1682 | textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST; |
| 1683 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER, textureData->mainTextureV); |
| 1684 | |
| 1685 | textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); |
| 1686 | if (!textureData->YCbCr_matrix) { |
| 1687 | return SDL_SetError("Unsupported YUV colorspace" ); |
| 1688 | } |
| 1689 | } |
| 1690 | |
| 1691 | if (texture->format == SDL_PIXELFORMAT_NV12 || |
| 1692 | texture->format == SDL_PIXELFORMAT_NV21 || |
| 1693 | texture->format == SDL_PIXELFORMAT_P010) { |
| 1694 | int bits_per_pixel; |
| 1695 | |
| 1696 | textureData->nv12 = true; |
| 1697 | |
| 1698 | switch (texture->format) { |
| 1699 | case SDL_PIXELFORMAT_P010: |
| 1700 | bits_per_pixel = 10; |
| 1701 | break; |
| 1702 | default: |
| 1703 | bits_per_pixel = 8; |
| 1704 | break; |
| 1705 | } |
| 1706 | textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, bits_per_pixel); |
| 1707 | if (!textureData->YCbCr_matrix) { |
| 1708 | return SDL_SetError("Unsupported YUV colorspace" ); |
| 1709 | } |
| 1710 | } |
| 1711 | #endif // SDL_HAVE_YUV |
| 1712 | SDL_zero(resourceViewDesc); |
| 1713 | resourceViewDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; |
| 1714 | resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format, renderer->output_colorspace); |
| 1715 | resourceViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; |
| 1716 | resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; |
| 1717 | |
| 1718 | textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer); |
| 1719 | D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView); |
| 1720 | textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize; |
| 1721 | |
| 1722 | ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, |
| 1723 | textureData->mainTexture, |
| 1724 | &resourceViewDesc, |
| 1725 | textureData->mainTextureResourceView); |
| 1726 | #ifdef SDL_HAVE_YUV |
| 1727 | if (textureData->yuv) { |
| 1728 | D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU); |
| 1729 | textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer); |
| 1730 | textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize; |
| 1731 | ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, |
| 1732 | textureData->mainTextureU, |
| 1733 | &resourceViewDesc, |
| 1734 | textureData->mainTextureResourceViewU); |
| 1735 | |
| 1736 | D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV); |
| 1737 | textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer); |
| 1738 | textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize; |
| 1739 | ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, |
| 1740 | textureData->mainTextureV, |
| 1741 | &resourceViewDesc, |
| 1742 | textureData->mainTextureResourceViewV); |
| 1743 | } |
| 1744 | |
| 1745 | if (textureData->nv12) { |
| 1746 | D3D12_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; |
| 1747 | |
| 1748 | if (texture->format == SDL_PIXELFORMAT_NV12 || texture->format == SDL_PIXELFORMAT_NV21) { |
| 1749 | nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; |
| 1750 | } else if (texture->format == SDL_PIXELFORMAT_P010) { |
| 1751 | nvResourceViewDesc.Format = DXGI_FORMAT_R16G16_UNORM; |
| 1752 | } |
| 1753 | nvResourceViewDesc.Texture2D.PlaneSlice = 1; |
| 1754 | |
| 1755 | D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV); |
| 1756 | textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer); |
| 1757 | textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize; |
| 1758 | ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, |
| 1759 | textureData->mainTexture, |
| 1760 | &nvResourceViewDesc, |
| 1761 | textureData->mainTextureResourceViewNV); |
| 1762 | } |
| 1763 | #endif // SDL_HAVE_YUV |
| 1764 | |
| 1765 | if (texture->access & SDL_TEXTUREACCESS_TARGET) { |
| 1766 | D3D12_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; |
| 1767 | SDL_zero(renderTargetViewDesc); |
| 1768 | renderTargetViewDesc.Format = textureDesc.Format; |
| 1769 | renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; |
| 1770 | renderTargetViewDesc.Texture2D.MipSlice = 0; |
| 1771 | |
| 1772 | D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView); |
| 1773 | textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize; |
| 1774 | |
| 1775 | ID3D12Device1_CreateRenderTargetView(rendererData->d3dDevice, |
| 1776 | (ID3D12Resource *)textureData->mainTexture, |
| 1777 | &renderTargetViewDesc, |
| 1778 | textureData->mainTextureRenderTargetView); |
| 1779 | } |
| 1780 | |
| 1781 | return true; |
| 1782 | } |
| 1783 | |
| 1784 | static void D3D12_DestroyTexture(SDL_Renderer *renderer, |
| 1785 | SDL_Texture *texture) |
| 1786 | { |
| 1787 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 1788 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| 1789 | |
| 1790 | if (!textureData) { |
| 1791 | return; |
| 1792 | } |
| 1793 | |
| 1794 | /* Because SDL_DestroyTexture might be called while the data is in-flight, we need to issue the batch first |
| 1795 | Unfortunately, this means that deleting a lot of textures mid-frame will have poor performance. */ |
| 1796 | D3D12_IssueBatch(rendererData); |
| 1797 | |
| 1798 | D3D_SAFE_RELEASE(textureData->mainTexture); |
| 1799 | D3D_SAFE_RELEASE(textureData->stagingBuffer); |
| 1800 | D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndex); |
| 1801 | #ifdef SDL_HAVE_YUV |
| 1802 | D3D_SAFE_RELEASE(textureData->mainTextureU); |
| 1803 | D3D_SAFE_RELEASE(textureData->mainTextureV); |
| 1804 | if (textureData->yuv) { |
| 1805 | D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexU); |
| 1806 | D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexV); |
| 1807 | } |
| 1808 | if (textureData->nv12) { |
| 1809 | D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexNV); |
| 1810 | } |
| 1811 | SDL_free(textureData->pixels); |
| 1812 | #endif |
| 1813 | SDL_free(textureData); |
| 1814 | texture->internal = NULL; |
| 1815 | } |
| 1816 | |
| 1817 | 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) |
| 1818 | { |
| 1819 | const Uint8 *src; |
| 1820 | Uint8 *dst; |
| 1821 | UINT length; |
| 1822 | HRESULT result; |
| 1823 | D3D12_RESOURCE_DESC textureDesc; |
| 1824 | D3D12_RESOURCE_DESC uploadDesc; |
| 1825 | D3D12_HEAP_PROPERTIES heapProps; |
| 1826 | D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; |
| 1827 | D3D12_TEXTURE_COPY_LOCATION srcLocation; |
| 1828 | D3D12_TEXTURE_COPY_LOCATION dstLocation; |
| 1829 | BYTE *textureMemory; |
| 1830 | ID3D12Resource *uploadBuffer; |
| 1831 | UINT row, NumRows, RowPitch; |
| 1832 | UINT64 RowLength; |
| 1833 | |
| 1834 | // Create an upload buffer, which will be used to write to the main texture. |
| 1835 | SDL_zero(textureDesc); |
| 1836 | D3D_CALL_RET(texture, GetDesc, &textureDesc); |
| 1837 | textureDesc.Width = w; |
| 1838 | textureDesc.Height = h; |
| 1839 | if (textureDesc.Format == DXGI_FORMAT_NV12 || |
| 1840 | textureDesc.Format == DXGI_FORMAT_P010) { |
| 1841 | textureDesc.Width = (textureDesc.Width + 1) & ~1; |
| 1842 | textureDesc.Height = (textureDesc.Height + 1) & ~1; |
| 1843 | } |
| 1844 | |
| 1845 | SDL_zero(uploadDesc); |
| 1846 | uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| 1847 | uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; |
| 1848 | uploadDesc.Height = 1; |
| 1849 | uploadDesc.DepthOrArraySize = 1; |
| 1850 | uploadDesc.MipLevels = 1; |
| 1851 | uploadDesc.Format = DXGI_FORMAT_UNKNOWN; |
| 1852 | uploadDesc.SampleDesc.Count = 1; |
| 1853 | uploadDesc.SampleDesc.Quality = 0; |
| 1854 | uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| 1855 | uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 1856 | |
| 1857 | // Figure out how much we need to allocate for the upload buffer |
| 1858 | ID3D12Device1_GetCopyableFootprints(rendererData->d3dDevice, |
| 1859 | &textureDesc, |
| 1860 | plane, |
| 1861 | 1, |
| 1862 | 0, |
| 1863 | &placedTextureDesc, |
| 1864 | &NumRows, |
| 1865 | &RowLength, |
| 1866 | &uploadDesc.Width); |
| 1867 | RowPitch = placedTextureDesc.Footprint.RowPitch; |
| 1868 | |
| 1869 | SDL_zero(heapProps); |
| 1870 | heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; |
| 1871 | heapProps.CreationNodeMask = 1; |
| 1872 | heapProps.VisibleNodeMask = 1; |
| 1873 | |
| 1874 | // Create the upload buffer |
| 1875 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| 1876 | &heapProps, |
| 1877 | D3D12_HEAP_FLAG_NONE, |
| 1878 | &uploadDesc, |
| 1879 | D3D12_RESOURCE_STATE_GENERIC_READ, |
| 1880 | NULL, |
| 1881 | D3D_GUID(SDL_IID_ID3D12Resource), |
| 1882 | (void **)&rendererData->uploadBuffers[rendererData->currentUploadBuffer]); |
| 1883 | if (FAILED(result)) { |
| 1884 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]" ), result); |
| 1885 | } |
| 1886 | |
| 1887 | // Get a write-only pointer to data in the upload buffer: |
| 1888 | uploadBuffer = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; |
| 1889 | result = ID3D12Resource_Map(uploadBuffer, |
| 1890 | 0, |
| 1891 | NULL, |
| 1892 | (void **)&textureMemory); |
| 1893 | if (FAILED(result)) { |
| 1894 | D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); |
| 1895 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]" ), result); |
| 1896 | } |
| 1897 | |
| 1898 | src = (const Uint8 *)pixels; |
| 1899 | dst = textureMemory; |
| 1900 | length = (UINT)RowLength; |
| 1901 | if (length == (UINT)pitch && length == RowPitch) { |
| 1902 | SDL_memcpy(dst, src, (size_t)length * NumRows); |
| 1903 | } else { |
| 1904 | if (length > (UINT)pitch) { |
| 1905 | length = pitch; |
| 1906 | } |
| 1907 | if (length > RowPitch) { |
| 1908 | length = RowPitch; |
| 1909 | } |
| 1910 | for (row = NumRows; row--; ) { |
| 1911 | SDL_memcpy(dst, src, length); |
| 1912 | src += pitch; |
| 1913 | dst += RowPitch; |
| 1914 | } |
| 1915 | } |
| 1916 | |
| 1917 | // Commit the changes back to the upload buffer: |
| 1918 | ID3D12Resource_Unmap(uploadBuffer, 0, NULL); |
| 1919 | |
| 1920 | // Make sure the destination is in the correct resource state |
| 1921 | D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_COPY_DEST); |
| 1922 | *resourceState = D3D12_RESOURCE_STATE_COPY_DEST; |
| 1923 | |
| 1924 | SDL_zero(dstLocation); |
| 1925 | dstLocation.pResource = texture; |
| 1926 | dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
| 1927 | dstLocation.SubresourceIndex = plane; |
| 1928 | |
| 1929 | SDL_zero(srcLocation); |
| 1930 | srcLocation.pResource = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; |
| 1931 | srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
| 1932 | srcLocation.PlacedFootprint = placedTextureDesc; |
| 1933 | |
| 1934 | ID3D12GraphicsCommandList2_CopyTextureRegion(rendererData->commandList, |
| 1935 | &dstLocation, |
| 1936 | x, |
| 1937 | y, |
| 1938 | 0, |
| 1939 | &srcLocation, |
| 1940 | NULL); |
| 1941 | |
| 1942 | // Transition the texture to be shader accessible |
| 1943 | D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| 1944 | *resourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 1945 | |
| 1946 | rendererData->currentUploadBuffer++; |
| 1947 | // If we've used up all the upload buffers, we need to issue the batch |
| 1948 | if (rendererData->currentUploadBuffer == SDL_D3D12_NUM_UPLOAD_BUFFERS) { |
| 1949 | D3D12_IssueBatch(rendererData); |
| 1950 | } |
| 1951 | |
| 1952 | return true; |
| 1953 | } |
| 1954 | |
| 1955 | static bool D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| 1956 | const SDL_Rect *rect, const void *srcPixels, |
| 1957 | int srcPitch) |
| 1958 | { |
| 1959 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 1960 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| 1961 | |
| 1962 | if (!textureData) { |
| 1963 | return SDL_SetError("Texture is not currently available" ); |
| 1964 | } |
| 1965 | |
| 1966 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState)) { |
| 1967 | return false; |
| 1968 | } |
| 1969 | #ifdef SDL_HAVE_YUV |
| 1970 | if (textureData->yuv) { |
| 1971 | // Skip to the correct offset into the next texture |
| 1972 | srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); |
| 1973 | |
| 1974 | 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)) { |
| 1975 | return false; |
| 1976 | } |
| 1977 | |
| 1978 | // Skip to the correct offset into the next texture |
| 1979 | srcPixels = (const void *)((const Uint8 *)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2)); |
| 1980 | 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)) { |
| 1981 | return false; |
| 1982 | } |
| 1983 | } |
| 1984 | |
| 1985 | if (textureData->nv12) { |
| 1986 | // Skip to the correct offset into the next texture |
| 1987 | srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); |
| 1988 | |
| 1989 | if (texture->format == SDL_PIXELFORMAT_P010) { |
| 1990 | srcPitch = (srcPitch + 3) & ~3; |
| 1991 | } else { |
| 1992 | srcPitch = (srcPitch + 1) & ~1; |
| 1993 | } |
| 1994 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, (rect->w + 1) & ~1, (rect->h + 1) & ~1, srcPixels, srcPitch, &textureData->mainResourceState)) { |
| 1995 | return false; |
| 1996 | } |
| 1997 | } |
| 1998 | #endif // SDL_HAVE_YUV |
| 1999 | return true; |
| 2000 | } |
| 2001 | |
| 2002 | #ifdef SDL_HAVE_YUV |
| 2003 | static bool D3D12_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, |
| 2004 | const SDL_Rect *rect, |
| 2005 | const Uint8 *Yplane, int Ypitch, |
| 2006 | const Uint8 *Uplane, int Upitch, |
| 2007 | const Uint8 *Vplane, int Vpitch) |
| 2008 | { |
| 2009 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2010 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| 2011 | |
| 2012 | if (!textureData) { |
| 2013 | return SDL_SetError("Texture is not currently available" ); |
| 2014 | } |
| 2015 | |
| 2016 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { |
| 2017 | return false; |
| 2018 | } |
| 2019 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch, &textureData->mainResourceStateU)) { |
| 2020 | return false; |
| 2021 | } |
| 2022 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV)) { |
| 2023 | return false; |
| 2024 | } |
| 2025 | return true; |
| 2026 | } |
| 2027 | |
| 2028 | static bool D3D12_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, |
| 2029 | const SDL_Rect *rect, |
| 2030 | const Uint8 *Yplane, int Ypitch, |
| 2031 | const Uint8 *UVplane, int UVpitch) |
| 2032 | { |
| 2033 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2034 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| 2035 | |
| 2036 | if (!textureData) { |
| 2037 | return SDL_SetError("Texture is not currently available" ); |
| 2038 | } |
| 2039 | |
| 2040 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { |
| 2041 | return false; |
| 2042 | } |
| 2043 | |
| 2044 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, UVplane, UVpitch, &textureData->mainResourceState)) { |
| 2045 | return false; |
| 2046 | } |
| 2047 | return true; |
| 2048 | } |
| 2049 | #endif |
| 2050 | |
| 2051 | static bool D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| 2052 | const SDL_Rect *rect, void **pixels, int *pitch) |
| 2053 | { |
| 2054 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2055 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| 2056 | HRESULT result = S_OK; |
| 2057 | |
| 2058 | D3D12_RESOURCE_DESC textureDesc; |
| 2059 | D3D12_RESOURCE_DESC uploadDesc; |
| 2060 | D3D12_HEAP_PROPERTIES heapProps; |
| 2061 | D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; |
| 2062 | BYTE *textureMemory; |
| 2063 | int bpp; |
| 2064 | |
| 2065 | if (!textureData) { |
| 2066 | return SDL_SetError("Texture is not currently available" ); |
| 2067 | } |
| 2068 | #ifdef SDL_HAVE_YUV |
| 2069 | if (textureData->yuv || textureData->nv12) { |
| 2070 | // It's more efficient to upload directly... |
| 2071 | if (!textureData->pixels) { |
| 2072 | textureData->pitch = texture->w; |
| 2073 | textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); |
| 2074 | if (!textureData->pixels) { |
| 2075 | return false; |
| 2076 | } |
| 2077 | } |
| 2078 | textureData->lockedRect = *rect; |
| 2079 | *pixels = |
| 2080 | (void *)(textureData->pixels + rect->y * textureData->pitch + |
| 2081 | rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| 2082 | *pitch = textureData->pitch; |
| 2083 | return true; |
| 2084 | } |
| 2085 | #endif |
| 2086 | if (textureData->stagingBuffer) { |
| 2087 | return SDL_SetError("texture is already locked" ); |
| 2088 | } |
| 2089 | |
| 2090 | // Create an upload buffer, which will be used to write to the main texture. |
| 2091 | SDL_zero(textureDesc); |
| 2092 | D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc); |
| 2093 | textureDesc.Width = rect->w; |
| 2094 | textureDesc.Height = rect->h; |
| 2095 | |
| 2096 | SDL_zero(uploadDesc); |
| 2097 | uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| 2098 | uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; |
| 2099 | uploadDesc.Height = 1; |
| 2100 | uploadDesc.DepthOrArraySize = 1; |
| 2101 | uploadDesc.MipLevels = 1; |
| 2102 | uploadDesc.Format = DXGI_FORMAT_UNKNOWN; |
| 2103 | uploadDesc.SampleDesc.Count = 1; |
| 2104 | uploadDesc.SampleDesc.Quality = 0; |
| 2105 | uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| 2106 | uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 2107 | |
| 2108 | // Figure out how much we need to allocate for the upload buffer |
| 2109 | ID3D12Device1_GetCopyableFootprints(rendererData->d3dDevice, |
| 2110 | &textureDesc, |
| 2111 | 0, |
| 2112 | 1, |
| 2113 | 0, |
| 2114 | NULL, |
| 2115 | NULL, |
| 2116 | NULL, |
| 2117 | &uploadDesc.Width); |
| 2118 | |
| 2119 | SDL_zero(heapProps); |
| 2120 | heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; |
| 2121 | heapProps.CreationNodeMask = 1; |
| 2122 | heapProps.VisibleNodeMask = 1; |
| 2123 | |
| 2124 | // Create the upload buffer |
| 2125 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, |
| 2126 | &heapProps, |
| 2127 | D3D12_HEAP_FLAG_NONE, |
| 2128 | &uploadDesc, |
| 2129 | D3D12_RESOURCE_STATE_GENERIC_READ, |
| 2130 | NULL, |
| 2131 | D3D_GUID(SDL_IID_ID3D12Resource), |
| 2132 | (void **)&textureData->stagingBuffer); |
| 2133 | if (FAILED(result)) { |
| 2134 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]" ), result); |
| 2135 | } |
| 2136 | |
| 2137 | // Get a write-only pointer to data in the upload buffer: |
| 2138 | result = ID3D12Resource_Map(textureData->stagingBuffer, |
| 2139 | 0, |
| 2140 | NULL, |
| 2141 | (void **)&textureMemory); |
| 2142 | if (FAILED(result)) { |
| 2143 | D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); |
| 2144 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]" ), result); |
| 2145 | } |
| 2146 | |
| 2147 | SDL_zero(pitchedDesc); |
| 2148 | pitchedDesc.Format = textureDesc.Format; |
| 2149 | pitchedDesc.Width = rect->w; |
| 2150 | pitchedDesc.Height = rect->h; |
| 2151 | pitchedDesc.Depth = 1; |
| 2152 | if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { |
| 2153 | bpp = 1; |
| 2154 | } else { |
| 2155 | bpp = 4; |
| 2156 | } |
| 2157 | pitchedDesc.RowPitch = D3D12_Align(rect->w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); |
| 2158 | |
| 2159 | /* Make note of where the staging texture will be written to |
| 2160 | * (on a call to SDL_UnlockTexture): |
| 2161 | */ |
| 2162 | textureData->lockedRect = *rect; |
| 2163 | |
| 2164 | /* Make sure the caller has information on the texture's pixel buffer, |
| 2165 | * then return: |
| 2166 | */ |
| 2167 | *pixels = textureMemory; |
| 2168 | *pitch = pitchedDesc.RowPitch; |
| 2169 | return true; |
| 2170 | } |
| 2171 | |
| 2172 | static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| 2173 | { |
| 2174 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2175 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| 2176 | |
| 2177 | D3D12_RESOURCE_DESC textureDesc; |
| 2178 | D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; |
| 2179 | D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; |
| 2180 | D3D12_TEXTURE_COPY_LOCATION srcLocation; |
| 2181 | D3D12_TEXTURE_COPY_LOCATION dstLocation; |
| 2182 | int bpp; |
| 2183 | |
| 2184 | if (!textureData) { |
| 2185 | return; |
| 2186 | } |
| 2187 | #ifdef SDL_HAVE_YUV |
| 2188 | if (textureData->yuv || textureData->nv12) { |
| 2189 | const SDL_Rect *rect = &textureData->lockedRect; |
| 2190 | void *pixels = |
| 2191 | (void *)(textureData->pixels + rect->y * textureData->pitch + |
| 2192 | rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| 2193 | D3D12_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); |
| 2194 | return; |
| 2195 | } |
| 2196 | #endif |
| 2197 | // Commit the pixel buffer's changes back to the staging texture: |
| 2198 | ID3D12Resource_Unmap(textureData->stagingBuffer, 0, NULL); |
| 2199 | |
| 2200 | SDL_zero(textureDesc); |
| 2201 | D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc); |
| 2202 | textureDesc.Width = textureData->lockedRect.w; |
| 2203 | textureDesc.Height = textureData->lockedRect.h; |
| 2204 | |
| 2205 | SDL_zero(pitchedDesc); |
| 2206 | pitchedDesc.Format = textureDesc.Format; |
| 2207 | pitchedDesc.Width = (UINT)textureDesc.Width; |
| 2208 | pitchedDesc.Height = textureDesc.Height; |
| 2209 | pitchedDesc.Depth = 1; |
| 2210 | if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { |
| 2211 | bpp = 1; |
| 2212 | } else { |
| 2213 | bpp = 4; |
| 2214 | } |
| 2215 | pitchedDesc.RowPitch = D3D12_Align(textureData->lockedRect.w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); |
| 2216 | |
| 2217 | SDL_zero(placedTextureDesc); |
| 2218 | placedTextureDesc.Offset = 0; |
| 2219 | placedTextureDesc.Footprint = pitchedDesc; |
| 2220 | |
| 2221 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_COPY_DEST); |
| 2222 | textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; |
| 2223 | |
| 2224 | SDL_zero(dstLocation); |
| 2225 | dstLocation.pResource = textureData->mainTexture; |
| 2226 | dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
| 2227 | dstLocation.SubresourceIndex = 0; |
| 2228 | |
| 2229 | SDL_zero(srcLocation); |
| 2230 | srcLocation.pResource = textureData->stagingBuffer; |
| 2231 | srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
| 2232 | srcLocation.PlacedFootprint = placedTextureDesc; |
| 2233 | |
| 2234 | ID3D12GraphicsCommandList2_CopyTextureRegion(rendererData->commandList, |
| 2235 | &dstLocation, |
| 2236 | textureData->lockedRect.x, |
| 2237 | textureData->lockedRect.y, |
| 2238 | 0, |
| 2239 | &srcLocation, |
| 2240 | NULL); |
| 2241 | |
| 2242 | // Transition the texture to be shader accessible |
| 2243 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| 2244 | textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 2245 | |
| 2246 | // Execute the command list before releasing the staging buffer |
| 2247 | D3D12_IssueBatch(rendererData); |
| 2248 | D3D_SAFE_RELEASE(textureData->stagingBuffer); |
| 2249 | } |
| 2250 | |
| 2251 | static bool D3D12_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) |
| 2252 | { |
| 2253 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2254 | D3D12_TextureData *textureData = NULL; |
| 2255 | |
| 2256 | if (!texture) { |
| 2257 | if (rendererData->textureRenderTarget) { |
| 2258 | D3D12_TransitionResource(rendererData, |
| 2259 | rendererData->textureRenderTarget->mainTexture, |
| 2260 | rendererData->textureRenderTarget->mainResourceState, |
| 2261 | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| 2262 | rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 2263 | } |
| 2264 | rendererData->textureRenderTarget = NULL; |
| 2265 | return true; |
| 2266 | } |
| 2267 | |
| 2268 | textureData = (D3D12_TextureData *)texture->internal; |
| 2269 | |
| 2270 | if (!textureData->mainTextureRenderTargetView.ptr) { |
| 2271 | return SDL_SetError("specified texture is not a render target" ); |
| 2272 | } |
| 2273 | |
| 2274 | rendererData->textureRenderTarget = textureData; |
| 2275 | D3D12_TransitionResource(rendererData, |
| 2276 | rendererData->textureRenderTarget->mainTexture, |
| 2277 | rendererData->textureRenderTarget->mainResourceState, |
| 2278 | D3D12_RESOURCE_STATE_RENDER_TARGET); |
| 2279 | rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_RENDER_TARGET; |
| 2280 | |
| 2281 | return true; |
| 2282 | } |
| 2283 | |
| 2284 | static bool D3D12_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) |
| 2285 | { |
| 2286 | return true; // nothing to do in this backend. |
| 2287 | } |
| 2288 | |
| 2289 | static bool D3D12_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) |
| 2290 | { |
| 2291 | D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D12_VertexPositionColor), 0, &cmd->data.draw.first); |
| 2292 | int i; |
| 2293 | SDL_FColor color = cmd->data.draw.color; |
| 2294 | bool convert_color = SDL_RenderingLinearSpace(renderer); |
| 2295 | |
| 2296 | if (!verts) { |
| 2297 | return false; |
| 2298 | } |
| 2299 | |
| 2300 | cmd->data.draw.count = count; |
| 2301 | |
| 2302 | if (convert_color) { |
| 2303 | SDL_ConvertToLinear(&color); |
| 2304 | } |
| 2305 | |
| 2306 | for (i = 0; i < count; i++) { |
| 2307 | verts->pos.x = points[i].x + 0.5f; |
| 2308 | verts->pos.y = points[i].y + 0.5f; |
| 2309 | verts->tex.x = 0.0f; |
| 2310 | verts->tex.y = 0.0f; |
| 2311 | verts->color = color; |
| 2312 | verts++; |
| 2313 | } |
| 2314 | |
| 2315 | return true; |
| 2316 | } |
| 2317 | |
| 2318 | static bool D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, |
| 2319 | const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, |
| 2320 | int num_vertices, const void *indices, int num_indices, int size_indices, |
| 2321 | float scale_x, float scale_y) |
| 2322 | { |
| 2323 | int i; |
| 2324 | int count = indices ? num_indices : num_vertices; |
| 2325 | D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D12_VertexPositionColor), 0, &cmd->data.draw.first); |
| 2326 | bool convert_color = SDL_RenderingLinearSpace(renderer); |
| 2327 | D3D12_TextureData *textureData = texture ? (D3D12_TextureData *)texture->internal : NULL; |
| 2328 | float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f; |
| 2329 | float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f; |
| 2330 | |
| 2331 | if (!verts) { |
| 2332 | return false; |
| 2333 | } |
| 2334 | |
| 2335 | cmd->data.draw.count = count; |
| 2336 | size_indices = indices ? size_indices : 0; |
| 2337 | |
| 2338 | for (i = 0; i < count; i++) { |
| 2339 | int j; |
| 2340 | float *xy_; |
| 2341 | if (size_indices == 4) { |
| 2342 | j = ((const Uint32 *)indices)[i]; |
| 2343 | } else if (size_indices == 2) { |
| 2344 | j = ((const Uint16 *)indices)[i]; |
| 2345 | } else if (size_indices == 1) { |
| 2346 | j = ((const Uint8 *)indices)[i]; |
| 2347 | } else { |
| 2348 | j = i; |
| 2349 | } |
| 2350 | |
| 2351 | xy_ = (float *)((char *)xy + j * xy_stride); |
| 2352 | |
| 2353 | verts->pos.x = xy_[0] * scale_x; |
| 2354 | verts->pos.y = xy_[1] * scale_y; |
| 2355 | verts->color = *(SDL_FColor *)((char *)color + j * color_stride); |
| 2356 | if (convert_color) { |
| 2357 | SDL_ConvertToLinear(&verts->color); |
| 2358 | } |
| 2359 | |
| 2360 | if (texture) { |
| 2361 | float *uv_ = (float *)((char *)uv + j * uv_stride); |
| 2362 | verts->tex.x = uv_[0] * u_scale; |
| 2363 | verts->tex.y = uv_[1] * v_scale; |
| 2364 | } else { |
| 2365 | verts->tex.x = 0.0f; |
| 2366 | verts->tex.y = 0.0f; |
| 2367 | } |
| 2368 | |
| 2369 | verts += 1; |
| 2370 | } |
| 2371 | return true; |
| 2372 | } |
| 2373 | |
| 2374 | static bool D3D12_UpdateVertexBuffer(SDL_Renderer *renderer, |
| 2375 | const void *vertexData, size_t dataSizeInBytes) |
| 2376 | { |
| 2377 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2378 | HRESULT result = S_OK; |
| 2379 | const int vbidx = rendererData->currentVertexBuffer; |
| 2380 | UINT8 *vertexBufferData = NULL; |
| 2381 | D3D12_RANGE range; |
| 2382 | ID3D12Resource *vertexBuffer; |
| 2383 | |
| 2384 | range.Begin = 0; |
| 2385 | range.End = 0; |
| 2386 | |
| 2387 | if (dataSizeInBytes == 0) { |
| 2388 | return true; // nothing to do. |
| 2389 | } |
| 2390 | |
| 2391 | if (rendererData->issueBatch) { |
| 2392 | if (FAILED(D3D12_IssueBatch(rendererData))) { |
| 2393 | return SDL_SetError("Failed to issue intermediate batch" ); |
| 2394 | } |
| 2395 | } |
| 2396 | |
| 2397 | // If the existing vertex buffer isn't big enough, we need to recreate a big enough one |
| 2398 | if (dataSizeInBytes > rendererData->vertexBuffers[vbidx].size) { |
| 2399 | D3D12_CreateVertexBuffer(rendererData, vbidx, dataSizeInBytes); |
| 2400 | } |
| 2401 | |
| 2402 | vertexBuffer = rendererData->vertexBuffers[vbidx].resource; |
| 2403 | result = ID3D12Resource_Map(vertexBuffer, 0, &range, (void **)&vertexBufferData); |
| 2404 | if (FAILED(result)) { |
| 2405 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]" ), result); |
| 2406 | } |
| 2407 | SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes); |
| 2408 | ID3D12Resource_Unmap(vertexBuffer, 0, NULL); |
| 2409 | |
| 2410 | rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes; |
| 2411 | |
| 2412 | ID3D12GraphicsCommandList2_IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view); |
| 2413 | |
| 2414 | rendererData->currentVertexBuffer++; |
| 2415 | if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) { |
| 2416 | rendererData->currentVertexBuffer = 0; |
| 2417 | rendererData->issueBatch = true; |
| 2418 | } |
| 2419 | |
| 2420 | return true; |
| 2421 | } |
| 2422 | |
| 2423 | static bool D3D12_UpdateViewport(SDL_Renderer *renderer) |
| 2424 | { |
| 2425 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 2426 | const SDL_Rect *viewport = &data->currentViewport; |
| 2427 | Float4X4 projection; |
| 2428 | Float4X4 view; |
| 2429 | SDL_FRect orientationAlignedViewport; |
| 2430 | BOOL swapDimensions; |
| 2431 | D3D12_VIEWPORT d3dviewport; |
| 2432 | const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer); |
| 2433 | |
| 2434 | if (viewport->w == 0 || viewport->h == 0) { |
| 2435 | /* If the viewport is empty, assume that it is because |
| 2436 | * SDL_CreateRenderer is calling it, and will call it again later |
| 2437 | * with a non-empty viewport. |
| 2438 | */ |
| 2439 | // SDL_Log("%s, no viewport was set!", __FUNCTION__); |
| 2440 | return false; |
| 2441 | } |
| 2442 | |
| 2443 | /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. |
| 2444 | * Keep in mind here that the Y-axis will be been inverted (from Direct3D's |
| 2445 | * default coordinate system) so rotations will be done in the opposite |
| 2446 | * direction of the DXGI_MODE_ROTATION enumeration. |
| 2447 | */ |
| 2448 | switch (rotation) { |
| 2449 | case DXGI_MODE_ROTATION_IDENTITY: |
| 2450 | projection = MatrixIdentity(); |
| 2451 | break; |
| 2452 | case DXGI_MODE_ROTATION_ROTATE270: |
| 2453 | projection = MatrixRotationZ(SDL_PI_F * 0.5f); |
| 2454 | break; |
| 2455 | case DXGI_MODE_ROTATION_ROTATE180: |
| 2456 | projection = MatrixRotationZ(SDL_PI_F); |
| 2457 | break; |
| 2458 | case DXGI_MODE_ROTATION_ROTATE90: |
| 2459 | projection = MatrixRotationZ(-SDL_PI_F * 0.5f); |
| 2460 | break; |
| 2461 | default: |
| 2462 | return SDL_SetError("An unknown DisplayOrientation is being used" ); |
| 2463 | } |
| 2464 | |
| 2465 | // Update the view matrix |
| 2466 | SDL_zero(view); |
| 2467 | view.m[0][0] = 2.0f / viewport->w; |
| 2468 | view.m[1][1] = -2.0f / viewport->h; |
| 2469 | view.m[2][2] = 1.0f; |
| 2470 | view.m[3][0] = -1.0f; |
| 2471 | view.m[3][1] = 1.0f; |
| 2472 | view.m[3][3] = 1.0f; |
| 2473 | |
| 2474 | /* Combine the projection + view matrix together now, as both only get |
| 2475 | * set here (as of this writing, on Dec 26, 2013). When done, store it |
| 2476 | * for eventual transfer to the GPU. |
| 2477 | */ |
| 2478 | data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( |
| 2479 | view, |
| 2480 | projection); |
| 2481 | |
| 2482 | /* Update the Direct3D viewport, which seems to be aligned to the |
| 2483 | * swap buffer's coordinate space, which is always in either |
| 2484 | * a landscape mode, for all Windows 8/RT devices, or a portrait mode, |
| 2485 | * for Windows Phone devices. |
| 2486 | */ |
| 2487 | swapDimensions = D3D12_IsDisplayRotated90Degrees((DXGI_MODE_ROTATION)rotation); |
| 2488 | if (swapDimensions) { |
| 2489 | orientationAlignedViewport.x = (float)viewport->y; |
| 2490 | orientationAlignedViewport.y = (float)viewport->x; |
| 2491 | orientationAlignedViewport.w = (float)viewport->h; |
| 2492 | orientationAlignedViewport.h = (float)viewport->w; |
| 2493 | } else { |
| 2494 | orientationAlignedViewport.x = (float)viewport->x; |
| 2495 | orientationAlignedViewport.y = (float)viewport->y; |
| 2496 | orientationAlignedViewport.w = (float)viewport->w; |
| 2497 | orientationAlignedViewport.h = (float)viewport->h; |
| 2498 | } |
| 2499 | |
| 2500 | d3dviewport.TopLeftX = orientationAlignedViewport.x; |
| 2501 | d3dviewport.TopLeftY = orientationAlignedViewport.y; |
| 2502 | d3dviewport.Width = orientationAlignedViewport.w; |
| 2503 | d3dviewport.Height = orientationAlignedViewport.h; |
| 2504 | d3dviewport.MinDepth = 0.0f; |
| 2505 | d3dviewport.MaxDepth = 1.0f; |
| 2506 | // SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); |
| 2507 | ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 1, &d3dviewport); |
| 2508 | |
| 2509 | data->viewportDirty = false; |
| 2510 | |
| 2511 | return true; |
| 2512 | } |
| 2513 | |
| 2514 | static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, D3D12_PixelShaderConstants *constants) |
| 2515 | { |
| 2516 | float output_headroom; |
| 2517 | |
| 2518 | SDL_zerop(constants); |
| 2519 | |
| 2520 | constants->scRGB_output = (float)SDL_RenderingLinearSpace(renderer); |
| 2521 | constants->color_scale = cmd->data.draw.color_scale; |
| 2522 | |
| 2523 | if (texture) { |
| 2524 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| 2525 | |
| 2526 | switch (texture->format) { |
| 2527 | case SDL_PIXELFORMAT_YV12: |
| 2528 | case SDL_PIXELFORMAT_IYUV: |
| 2529 | constants->texture_type = TEXTURETYPE_YUV; |
| 2530 | constants->input_type = INPUTTYPE_SRGB; |
| 2531 | break; |
| 2532 | case SDL_PIXELFORMAT_NV12: |
| 2533 | constants->texture_type = TEXTURETYPE_NV12; |
| 2534 | constants->input_type = INPUTTYPE_SRGB; |
| 2535 | break; |
| 2536 | case SDL_PIXELFORMAT_NV21: |
| 2537 | constants->texture_type = TEXTURETYPE_NV21; |
| 2538 | constants->input_type = INPUTTYPE_SRGB; |
| 2539 | break; |
| 2540 | case SDL_PIXELFORMAT_P010: |
| 2541 | constants->texture_type = TEXTURETYPE_NV12; |
| 2542 | constants->input_type = INPUTTYPE_HDR10; |
| 2543 | break; |
| 2544 | default: |
| 2545 | if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) { |
| 2546 | constants->texture_type = TEXTURETYPE_RGB_PIXELART; |
| 2547 | constants->texture_width = texture->w; |
| 2548 | constants->texture_height = texture->h; |
| 2549 | constants->texel_width = 1.0f / constants->texture_width; |
| 2550 | constants->texel_height = 1.0f / constants->texture_height; |
| 2551 | } else { |
| 2552 | constants->texture_type = TEXTURETYPE_RGB; |
| 2553 | } |
| 2554 | if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 2555 | constants->input_type = INPUTTYPE_SCRGB; |
| 2556 | } else if (texture->colorspace == SDL_COLORSPACE_HDR10) { |
| 2557 | constants->input_type = INPUTTYPE_HDR10; |
| 2558 | } else { |
| 2559 | // The sampler will convert from sRGB to linear on load if working in linear colorspace |
| 2560 | constants->input_type = INPUTTYPE_UNSPECIFIED; |
| 2561 | } |
| 2562 | break; |
| 2563 | } |
| 2564 | |
| 2565 | constants->sdr_white_point = texture->SDR_white_point; |
| 2566 | |
| 2567 | if (renderer->target) { |
| 2568 | output_headroom = renderer->target->HDR_headroom; |
| 2569 | } else { |
| 2570 | output_headroom = renderer->HDR_headroom; |
| 2571 | } |
| 2572 | |
| 2573 | if (texture->HDR_headroom > output_headroom) { |
| 2574 | constants->tonemap_method = TONEMAP_CHROME; |
| 2575 | constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom)); |
| 2576 | constants->tonemap_factor2 = (1.0f / output_headroom); |
| 2577 | } |
| 2578 | |
| 2579 | if (textureData->YCbCr_matrix) { |
| 2580 | SDL_memcpy(constants->YCbCr_matrix, textureData->YCbCr_matrix, sizeof(constants->YCbCr_matrix)); |
| 2581 | } |
| 2582 | } |
| 2583 | } |
| 2584 | |
| 2585 | static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const D3D12_PixelShaderConstants *shader_constants, |
| 2586 | D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, |
| 2587 | const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE *shaderResources, |
| 2588 | D3D12_CPU_DESCRIPTOR_HANDLE *sampler, const Float4X4 *matrix) |
| 2589 | |
| 2590 | { |
| 2591 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2592 | const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; |
| 2593 | D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = D3D12_GetCurrentRenderTargetView(renderer); |
| 2594 | const SDL_BlendMode blendMode = cmd->data.draw.blend; |
| 2595 | bool updateSubresource = false; |
| 2596 | int i; |
| 2597 | D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource; |
| 2598 | DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat; |
| 2599 | D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;; |
| 2600 | D3D12_PixelShaderConstants solid_constants; |
| 2601 | |
| 2602 | if (rendererData->textureRenderTarget) { |
| 2603 | rtvFormat = rendererData->textureRenderTarget->mainTextureFormat; |
| 2604 | } |
| 2605 | |
| 2606 | // See if we need to change the pipeline state |
| 2607 | if (!currentPipelineState || |
| 2608 | currentPipelineState->shader != shader || |
| 2609 | currentPipelineState->blendMode != blendMode || |
| 2610 | currentPipelineState->topology != topology || |
| 2611 | currentPipelineState->rtvFormat != rtvFormat) { |
| 2612 | |
| 2613 | /* Find the matching pipeline. |
| 2614 | NOTE: Although it may seem inefficient to linearly search through ~450 pipelines |
| 2615 | to find the correct one, in profiling this doesn't come up at all. |
| 2616 | It's unlikely that using a hash table would affect performance a measurable amount unless |
| 2617 | it's a degenerate case that's changing the pipeline state dozens of times per frame. |
| 2618 | */ |
| 2619 | currentPipelineState = NULL; |
| 2620 | for (i = 0; i < rendererData->pipelineStateCount; ++i) { |
| 2621 | D3D12_PipelineState *candidatePiplineState = &rendererData->pipelineStates[i]; |
| 2622 | if (candidatePiplineState->shader == shader && |
| 2623 | candidatePiplineState->blendMode == blendMode && |
| 2624 | candidatePiplineState->topology == topology && |
| 2625 | candidatePiplineState->rtvFormat == rtvFormat) { |
| 2626 | currentPipelineState = candidatePiplineState; |
| 2627 | break; |
| 2628 | } |
| 2629 | } |
| 2630 | |
| 2631 | // If we didn't find a match, create a new one -- it must mean the blend mode is non-standard |
| 2632 | if (!currentPipelineState) { |
| 2633 | currentPipelineState = D3D12_CreatePipelineState(renderer, shader, blendMode, topology, rtvFormat); |
| 2634 | } |
| 2635 | |
| 2636 | if (!currentPipelineState) { |
| 2637 | // The error has been set inside D3D12_CreatePipelineState() |
| 2638 | return false; |
| 2639 | } |
| 2640 | |
| 2641 | ID3D12GraphicsCommandList2_SetPipelineState(rendererData->commandList, currentPipelineState->pipelineState); |
| 2642 | ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList, |
| 2643 | rendererData->rootSignatures[D3D12_GetRootSignatureType(currentPipelineState->shader)]); |
| 2644 | // When we change these we will need to re-upload the constant buffer and reset any descriptors |
| 2645 | updateSubresource = true; |
| 2646 | rendererData->currentSampler.ptr = 0; |
| 2647 | rendererData->currentShaderResource.ptr = 0; |
| 2648 | rendererData->currentPipelineState = currentPipelineState; |
| 2649 | } |
| 2650 | |
| 2651 | if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) { |
| 2652 | ID3D12GraphicsCommandList2_OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL); |
| 2653 | rendererData->currentRenderTargetView = renderTargetView; |
| 2654 | } |
| 2655 | |
| 2656 | if (rendererData->viewportDirty) { |
| 2657 | if (D3D12_UpdateViewport(renderer)) { |
| 2658 | // vertexShaderConstantsData.projectionAndView has changed |
| 2659 | updateSubresource = true; |
| 2660 | } |
| 2661 | } |
| 2662 | |
| 2663 | if (rendererData->cliprectDirty) { |
| 2664 | D3D12_RECT scissorRect; |
| 2665 | if (!D3D12_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE)) { |
| 2666 | // D3D12_GetViewportAlignedD3DRect will have set the SDL error |
| 2667 | return false; |
| 2668 | } |
| 2669 | ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 1, &scissorRect); |
| 2670 | rendererData->cliprectDirty = false; |
| 2671 | } |
| 2672 | |
| 2673 | if (numShaderResources > 0) { |
| 2674 | firstShaderResource = shaderResources[0]; |
| 2675 | } else { |
| 2676 | firstShaderResource.ptr = 0; |
| 2677 | } |
| 2678 | if (firstShaderResource.ptr != rendererData->currentShaderResource.ptr) { |
| 2679 | for (i = 0; i < numShaderResources; ++i) { |
| 2680 | D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->srvDescriptorHeap, shaderResources[i]); |
| 2681 | ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, i + 2, GPUHandle); |
| 2682 | } |
| 2683 | rendererData->currentShaderResource.ptr = firstShaderResource.ptr; |
| 2684 | } |
| 2685 | |
| 2686 | if (sampler && sampler->ptr != rendererData->currentSampler.ptr) { |
| 2687 | D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->samplerDescriptorHeap, *sampler); |
| 2688 | UINT tableIndex = 0; |
| 2689 | |
| 2690 | // Figure out the correct sampler descriptor table index based on the type of shader |
| 2691 | switch (shader) { |
| 2692 | case SHADER_RGB: |
| 2693 | tableIndex = 3; |
| 2694 | break; |
| 2695 | case SHADER_ADVANCED: |
| 2696 | tableIndex = 5; |
| 2697 | break; |
| 2698 | default: |
| 2699 | return SDL_SetError("[direct3d12] Trying to set a sampler for a shader which doesn't have one" ); |
| 2700 | break; |
| 2701 | } |
| 2702 | |
| 2703 | ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle); |
| 2704 | rendererData->currentSampler = *sampler; |
| 2705 | } |
| 2706 | |
| 2707 | if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { |
| 2708 | SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)); |
| 2709 | ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, |
| 2710 | 0, |
| 2711 | 32, |
| 2712 | &rendererData->vertexShaderConstantsData, |
| 2713 | 0); |
| 2714 | } |
| 2715 | |
| 2716 | if (!shader_constants) { |
| 2717 | D3D12_SetupShaderConstants(renderer, cmd, NULL, &solid_constants); |
| 2718 | shader_constants = &solid_constants; |
| 2719 | } |
| 2720 | |
| 2721 | if (updateSubresource == true || |
| 2722 | SDL_memcmp(shader_constants, ¤tPipelineState->shader_constants, sizeof(*shader_constants)) != 0) { |
| 2723 | ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, |
| 2724 | 1, |
| 2725 | sizeof(*shader_constants) / sizeof(float), |
| 2726 | shader_constants, |
| 2727 | 0); |
| 2728 | |
| 2729 | SDL_memcpy(¤tPipelineState->shader_constants, shader_constants, sizeof(*shader_constants)); |
| 2730 | } |
| 2731 | |
| 2732 | return true; |
| 2733 | } |
| 2734 | |
| 2735 | static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) |
| 2736 | { |
| 2737 | SDL_Texture *texture = cmd->data.draw.texture; |
| 2738 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2739 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; |
| 2740 | D3D12_CPU_DESCRIPTOR_HANDLE *textureSampler; |
| 2741 | D3D12_PixelShaderConstants constants; |
| 2742 | |
| 2743 | if (!textureData) { |
| 2744 | return SDL_SetError("Texture is not currently available" ); |
| 2745 | } |
| 2746 | |
| 2747 | D3D12_SetupShaderConstants(renderer, cmd, texture, &constants); |
| 2748 | |
| 2749 | switch (cmd->data.draw.texture_scale_mode) { |
| 2750 | case SDL_SCALEMODE_NEAREST: |
| 2751 | switch (cmd->data.draw.texture_address_mode) { |
| 2752 | case SDL_TEXTURE_ADDRESS_CLAMP: |
| 2753 | textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_CLAMP]; |
| 2754 | break; |
| 2755 | case SDL_TEXTURE_ADDRESS_WRAP: |
| 2756 | textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_WRAP]; |
| 2757 | break; |
| 2758 | default: |
| 2759 | return SDL_SetError("Unknown texture address mode: %d" , cmd->data.draw.texture_address_mode); |
| 2760 | } |
| 2761 | break; |
| 2762 | case SDL_SCALEMODE_PIXELART: // Uses linear sampling |
| 2763 | case SDL_SCALEMODE_LINEAR: |
| 2764 | switch (cmd->data.draw.texture_address_mode) { |
| 2765 | case SDL_TEXTURE_ADDRESS_CLAMP: |
| 2766 | textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_CLAMP]; |
| 2767 | break; |
| 2768 | case SDL_TEXTURE_ADDRESS_WRAP: |
| 2769 | textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_WRAP]; |
| 2770 | break; |
| 2771 | default: |
| 2772 | return SDL_SetError("Unknown texture address mode: %d" , cmd->data.draw.texture_address_mode); |
| 2773 | } |
| 2774 | break; |
| 2775 | default: |
| 2776 | return SDL_SetError("Unknown scale mode: %d" , cmd->data.draw.texture_scale_mode); |
| 2777 | } |
| 2778 | #ifdef SDL_HAVE_YUV |
| 2779 | if (textureData->yuv) { |
| 2780 | D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[3]; |
| 2781 | |
| 2782 | shaderResources[0] = textureData->mainTextureResourceView; |
| 2783 | shaderResources[1] = textureData->mainTextureResourceViewU; |
| 2784 | shaderResources[2] = textureData->mainTextureResourceViewV; |
| 2785 | |
| 2786 | // Make sure each texture is in the correct state to be accessed by the pixel shader. |
| 2787 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| 2788 | textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 2789 | D3D12_TransitionResource(rendererData, textureData->mainTextureU, textureData->mainResourceStateU, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| 2790 | textureData->mainResourceStateU = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 2791 | D3D12_TransitionResource(rendererData, textureData->mainTextureV, textureData->mainResourceStateV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| 2792 | textureData->mainResourceStateV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 2793 | |
| 2794 | return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); |
| 2795 | } else if (textureData->nv12) { |
| 2796 | D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2]; |
| 2797 | |
| 2798 | shaderResources[0] = textureData->mainTextureResourceView; |
| 2799 | shaderResources[1] = textureData->mainTextureResourceViewNV; |
| 2800 | |
| 2801 | // Make sure each texture is in the correct state to be accessed by the pixel shader. |
| 2802 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| 2803 | textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 2804 | |
| 2805 | return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); |
| 2806 | } |
| 2807 | #endif // SDL_HAVE_YUV |
| 2808 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); |
| 2809 | textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 2810 | return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix); |
| 2811 | } |
| 2812 | |
| 2813 | static void D3D12_DrawPrimitives(SDL_Renderer *renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) |
| 2814 | { |
| 2815 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2816 | ID3D12GraphicsCommandList2_IASetPrimitiveTopology(rendererData->commandList, primitiveTopology); |
| 2817 | ID3D12GraphicsCommandList2_DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, (UINT)vertexStart, 0); |
| 2818 | } |
| 2819 | |
| 2820 | static void D3D12_InvalidateCachedState(SDL_Renderer *renderer) |
| 2821 | { |
| 2822 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 2823 | data->currentRenderTargetView.ptr = 0; |
| 2824 | data->currentShaderResource.ptr = 0; |
| 2825 | data->currentSampler.ptr = 0; |
| 2826 | data->cliprectDirty = true; |
| 2827 | data->viewportDirty = true; |
| 2828 | } |
| 2829 | |
| 2830 | static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) |
| 2831 | { |
| 2832 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; |
| 2833 | const int viewportRotation = D3D12_GetRotationForCurrentRenderTarget(renderer); |
| 2834 | |
| 2835 | if (!rendererData->d3dDevice) { |
| 2836 | return SDL_SetError("Device lost and couldn't be recovered" ); |
| 2837 | } |
| 2838 | |
| 2839 | if (rendererData->pixelSizeChanged) { |
| 2840 | D3D12_UpdateForWindowSizeChange(renderer); |
| 2841 | rendererData->pixelSizeChanged = false; |
| 2842 | } |
| 2843 | |
| 2844 | if (rendererData->currentViewportRotation != viewportRotation) { |
| 2845 | rendererData->currentViewportRotation = viewportRotation; |
| 2846 | rendererData->viewportDirty = true; |
| 2847 | } |
| 2848 | |
| 2849 | if (!D3D12_UpdateVertexBuffer(renderer, vertices, vertsize)) { |
| 2850 | return false; |
| 2851 | } |
| 2852 | |
| 2853 | while (cmd) { |
| 2854 | switch (cmd->command) { |
| 2855 | case SDL_RENDERCMD_SETDRAWCOLOR: |
| 2856 | { |
| 2857 | break; // this isn't currently used in this render backend. |
| 2858 | } |
| 2859 | |
| 2860 | case SDL_RENDERCMD_SETVIEWPORT: |
| 2861 | { |
| 2862 | SDL_Rect *viewport = &rendererData->currentViewport; |
| 2863 | if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { |
| 2864 | SDL_copyp(viewport, &cmd->data.viewport.rect); |
| 2865 | rendererData->viewportDirty = true; |
| 2866 | rendererData->cliprectDirty = true; |
| 2867 | } |
| 2868 | break; |
| 2869 | } |
| 2870 | |
| 2871 | case SDL_RENDERCMD_SETCLIPRECT: |
| 2872 | { |
| 2873 | const SDL_Rect *rect = &cmd->data.cliprect.rect; |
| 2874 | SDL_Rect viewport_cliprect; |
| 2875 | if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { |
| 2876 | rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; |
| 2877 | rendererData->cliprectDirty = true; |
| 2878 | } |
| 2879 | if (!rendererData->currentCliprectEnabled) { |
| 2880 | /* If the clip rect is disabled, then the scissor rect should be the whole viewport, |
| 2881 | since direct3d12 doesn't allow disabling the scissor rectangle */ |
| 2882 | viewport_cliprect.x = 0; |
| 2883 | viewport_cliprect.y = 0; |
| 2884 | viewport_cliprect.w = rendererData->currentViewport.w; |
| 2885 | viewport_cliprect.h = rendererData->currentViewport.h; |
| 2886 | rect = &viewport_cliprect; |
| 2887 | } |
| 2888 | if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { |
| 2889 | SDL_copyp(&rendererData->currentCliprect, rect); |
| 2890 | rendererData->cliprectDirty = true; |
| 2891 | } |
| 2892 | break; |
| 2893 | } |
| 2894 | |
| 2895 | case SDL_RENDERCMD_CLEAR: |
| 2896 | { |
| 2897 | D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer); |
| 2898 | bool convert_color = SDL_RenderingLinearSpace(renderer); |
| 2899 | SDL_FColor color = cmd->data.color.color; |
| 2900 | if (convert_color) { |
| 2901 | SDL_ConvertToLinear(&color); |
| 2902 | } |
| 2903 | color.r *= cmd->data.color.color_scale; |
| 2904 | color.g *= cmd->data.color.color_scale; |
| 2905 | color.b *= cmd->data.color.color_scale; |
| 2906 | ID3D12GraphicsCommandList2_ClearRenderTargetView(rendererData->commandList, rtvDescriptor, &color.r, 0, NULL); |
| 2907 | break; |
| 2908 | } |
| 2909 | |
| 2910 | case SDL_RENDERCMD_DRAW_POINTS: |
| 2911 | { |
| 2912 | const size_t count = cmd->data.draw.count; |
| 2913 | const size_t first = cmd->data.draw.first; |
| 2914 | const size_t start = first / sizeof(D3D12_VertexPositionColor); |
| 2915 | D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL); |
| 2916 | D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); |
| 2917 | break; |
| 2918 | } |
| 2919 | |
| 2920 | case SDL_RENDERCMD_DRAW_LINES: |
| 2921 | { |
| 2922 | const size_t count = cmd->data.draw.count; |
| 2923 | const size_t first = cmd->data.draw.first; |
| 2924 | const size_t start = first / sizeof(D3D12_VertexPositionColor); |
| 2925 | const D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)(((Uint8 *)vertices) + first); |
| 2926 | D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL); |
| 2927 | D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); |
| 2928 | if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { |
| 2929 | D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1); |
| 2930 | } |
| 2931 | break; |
| 2932 | } |
| 2933 | |
| 2934 | case SDL_RENDERCMD_FILL_RECTS: // unused |
| 2935 | break; |
| 2936 | |
| 2937 | case SDL_RENDERCMD_COPY: // unused |
| 2938 | break; |
| 2939 | |
| 2940 | case SDL_RENDERCMD_COPY_EX: // unused |
| 2941 | break; |
| 2942 | |
| 2943 | case SDL_RENDERCMD_GEOMETRY: |
| 2944 | { |
| 2945 | SDL_Texture *texture = cmd->data.draw.texture; |
| 2946 | const size_t count = cmd->data.draw.count; |
| 2947 | const size_t first = cmd->data.draw.first; |
| 2948 | const size_t start = first / sizeof(D3D12_VertexPositionColor); |
| 2949 | |
| 2950 | if (texture) { |
| 2951 | D3D12_SetCopyState(renderer, cmd, NULL); |
| 2952 | } else { |
| 2953 | D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL); |
| 2954 | } |
| 2955 | |
| 2956 | D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); |
| 2957 | break; |
| 2958 | } |
| 2959 | |
| 2960 | case SDL_RENDERCMD_NO_OP: |
| 2961 | break; |
| 2962 | } |
| 2963 | |
| 2964 | cmd = cmd->next; |
| 2965 | } |
| 2966 | |
| 2967 | return true; |
| 2968 | } |
| 2969 | |
| 2970 | static SDL_Surface *D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) |
| 2971 | { |
| 2972 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 2973 | ID3D12Resource *backBuffer = NULL; |
| 2974 | ID3D12Resource *readbackBuffer = NULL; |
| 2975 | HRESULT result; |
| 2976 | D3D12_RESOURCE_DESC textureDesc; |
| 2977 | D3D12_RESOURCE_DESC readbackDesc; |
| 2978 | D3D12_HEAP_PROPERTIES heapProps; |
| 2979 | D3D12_RECT srcRect = { 0, 0, 0, 0 }; |
| 2980 | D3D12_BOX srcBox; |
| 2981 | D3D12_TEXTURE_COPY_LOCATION dstLocation; |
| 2982 | D3D12_TEXTURE_COPY_LOCATION srcLocation; |
| 2983 | D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; |
| 2984 | D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; |
| 2985 | BYTE *textureMemory; |
| 2986 | int bpp; |
| 2987 | SDL_Surface *output = NULL; |
| 2988 | |
| 2989 | if (data->textureRenderTarget) { |
| 2990 | backBuffer = data->textureRenderTarget->mainTexture; |
| 2991 | } else { |
| 2992 | backBuffer = data->renderTargets[data->currentBackBufferIndex]; |
| 2993 | } |
| 2994 | |
| 2995 | // Create a staging texture to copy the screen's data to: |
| 2996 | SDL_zero(textureDesc); |
| 2997 | D3D_CALL_RET(backBuffer, GetDesc, &textureDesc); |
| 2998 | textureDesc.Width = rect->w; |
| 2999 | textureDesc.Height = rect->h; |
| 3000 | |
| 3001 | SDL_zero(readbackDesc); |
| 3002 | readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| 3003 | readbackDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; |
| 3004 | readbackDesc.Height = 1; |
| 3005 | readbackDesc.DepthOrArraySize = 1; |
| 3006 | readbackDesc.MipLevels = 1; |
| 3007 | readbackDesc.Format = DXGI_FORMAT_UNKNOWN; |
| 3008 | readbackDesc.SampleDesc.Count = 1; |
| 3009 | readbackDesc.SampleDesc.Quality = 0; |
| 3010 | readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| 3011 | readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 3012 | |
| 3013 | // Figure out how much we need to allocate for the upload buffer |
| 3014 | ID3D12Device1_GetCopyableFootprints(data->d3dDevice, |
| 3015 | &textureDesc, |
| 3016 | 0, |
| 3017 | 1, |
| 3018 | 0, |
| 3019 | NULL, |
| 3020 | NULL, |
| 3021 | NULL, |
| 3022 | &readbackDesc.Width); |
| 3023 | |
| 3024 | SDL_zero(heapProps); |
| 3025 | heapProps.Type = D3D12_HEAP_TYPE_READBACK; |
| 3026 | heapProps.CreationNodeMask = 1; |
| 3027 | heapProps.VisibleNodeMask = 1; |
| 3028 | |
| 3029 | result = ID3D12Device1_CreateCommittedResource(data->d3dDevice, |
| 3030 | &heapProps, |
| 3031 | D3D12_HEAP_FLAG_NONE, |
| 3032 | &readbackDesc, |
| 3033 | D3D12_RESOURCE_STATE_COPY_DEST, |
| 3034 | NULL, |
| 3035 | D3D_GUID(SDL_IID_ID3D12Resource), |
| 3036 | (void **)&readbackBuffer); |
| 3037 | if (FAILED(result)) { |
| 3038 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D [create staging texture]" ), result); |
| 3039 | goto done; |
| 3040 | } |
| 3041 | |
| 3042 | // Transition the render target to be copyable from |
| 3043 | D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); |
| 3044 | |
| 3045 | // Copy the desired portion of the back buffer to the staging texture: |
| 3046 | if (!D3D12_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE)) { |
| 3047 | // D3D12_GetViewportAlignedD3DRect will have set the SDL error |
| 3048 | goto done; |
| 3049 | } |
| 3050 | srcBox.left = srcRect.left; |
| 3051 | srcBox.right = srcRect.right; |
| 3052 | srcBox.top = srcRect.top; |
| 3053 | srcBox.bottom = srcRect.bottom; |
| 3054 | srcBox.front = 0; |
| 3055 | srcBox.back = 1; |
| 3056 | |
| 3057 | // Issue the copy texture region |
| 3058 | SDL_zero(pitchedDesc); |
| 3059 | pitchedDesc.Format = textureDesc.Format; |
| 3060 | pitchedDesc.Width = (UINT)textureDesc.Width; |
| 3061 | pitchedDesc.Height = textureDesc.Height; |
| 3062 | pitchedDesc.Depth = 1; |
| 3063 | bpp = SDL_BYTESPERPIXEL(D3D12_DXGIFormatToSDLPixelFormat(pitchedDesc.Format)); |
| 3064 | pitchedDesc.RowPitch = D3D12_Align(pitchedDesc.Width * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); |
| 3065 | |
| 3066 | SDL_zero(placedTextureDesc); |
| 3067 | placedTextureDesc.Offset = 0; |
| 3068 | placedTextureDesc.Footprint = pitchedDesc; |
| 3069 | |
| 3070 | SDL_zero(dstLocation); |
| 3071 | dstLocation.pResource = readbackBuffer; |
| 3072 | dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
| 3073 | dstLocation.PlacedFootprint = placedTextureDesc; |
| 3074 | |
| 3075 | SDL_zero(srcLocation); |
| 3076 | srcLocation.pResource = backBuffer; |
| 3077 | srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
| 3078 | srcLocation.SubresourceIndex = 0; |
| 3079 | |
| 3080 | ID3D12GraphicsCommandList2_CopyTextureRegion(data->commandList, |
| 3081 | &dstLocation, |
| 3082 | 0, 0, 0, |
| 3083 | &srcLocation, |
| 3084 | &srcBox); |
| 3085 | |
| 3086 | // We need to issue the command list for the copy to finish |
| 3087 | D3D12_IssueBatch(data); |
| 3088 | |
| 3089 | // Transition the render target back to a render target |
| 3090 | D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); |
| 3091 | |
| 3092 | // Map the staging texture's data to CPU-accessible memory: |
| 3093 | result = ID3D12Resource_Map(readbackBuffer, |
| 3094 | 0, |
| 3095 | NULL, |
| 3096 | (void **)&textureMemory); |
| 3097 | if (FAILED(result)) { |
| 3098 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]" ), result); |
| 3099 | goto done; |
| 3100 | } |
| 3101 | |
| 3102 | output = SDL_DuplicatePixels( |
| 3103 | rect->w, rect->h, |
| 3104 | D3D12_DXGIFormatToSDLPixelFormat(textureDesc.Format), |
| 3105 | renderer->target ? renderer->target->colorspace : renderer->output_colorspace, |
| 3106 | textureMemory, |
| 3107 | pitchedDesc.RowPitch); |
| 3108 | |
| 3109 | // Unmap the texture: |
| 3110 | ID3D12Resource_Unmap(readbackBuffer, 0, NULL); |
| 3111 | |
| 3112 | done: |
| 3113 | D3D_SAFE_RELEASE(readbackBuffer); |
| 3114 | return output; |
| 3115 | } |
| 3116 | |
| 3117 | static bool D3D12_RenderPresent(SDL_Renderer *renderer) |
| 3118 | { |
| 3119 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 3120 | HRESULT result; |
| 3121 | |
| 3122 | if (!data->d3dDevice) { |
| 3123 | return SDL_SetError("Device lost and couldn't be recovered" ); |
| 3124 | } |
| 3125 | |
| 3126 | // Transition the render target to present state |
| 3127 | D3D12_TransitionResource(data, |
| 3128 | data->renderTargets[data->currentBackBufferIndex], |
| 3129 | D3D12_RESOURCE_STATE_RENDER_TARGET, |
| 3130 | D3D12_RESOURCE_STATE_PRESENT); |
| 3131 | |
| 3132 | // Issue the command list |
| 3133 | result = ID3D12GraphicsCommandList2_Close(data->commandList); |
| 3134 | ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList *const *)&data->commandList); |
| 3135 | |
| 3136 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 3137 | result = D3D12_XBOX_PresentFrame(data->commandQueue, data->frameToken, data->renderTargets[data->currentBackBufferIndex]); |
| 3138 | #else |
| 3139 | /* The application may optionally specify "dirty" or "scroll" |
| 3140 | * rects to improve efficiency in certain scenarios. |
| 3141 | */ |
| 3142 | result = IDXGISwapChain_Present(data->swapChain, data->syncInterval, data->presentFlags); |
| 3143 | #endif |
| 3144 | |
| 3145 | if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { |
| 3146 | /* If the device was removed either by a disconnect or a driver upgrade, we |
| 3147 | * must recreate all device resources. |
| 3148 | */ |
| 3149 | if (result == DXGI_ERROR_DEVICE_REMOVED) { |
| 3150 | if (D3D12_HandleDeviceLost(renderer)) { |
| 3151 | SDL_SetError("Present failed, device lost" ); |
| 3152 | } else { |
| 3153 | // Recovering from device lost failed, error is already set |
| 3154 | } |
| 3155 | } else if (result == DXGI_ERROR_INVALID_CALL) { |
| 3156 | // We probably went through a fullscreen <-> windowed transition |
| 3157 | D3D12_CreateWindowSizeDependentResources(renderer); |
| 3158 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present" ), result); |
| 3159 | } else { |
| 3160 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present" ), result); |
| 3161 | } |
| 3162 | return false; |
| 3163 | } else { |
| 3164 | // Wait for the GPU and move to the next frame |
| 3165 | result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); |
| 3166 | |
| 3167 | if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { |
| 3168 | result = ID3D12Fence_SetEventOnCompletion(data->fence, |
| 3169 | data->fenceValue, |
| 3170 | data->fenceEvent); |
| 3171 | WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); |
| 3172 | } |
| 3173 | |
| 3174 | data->fenceValue++; |
| 3175 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 3176 | data->currentBackBufferIndex++; |
| 3177 | data->currentBackBufferIndex %= SDL_D3D12_NUM_BUFFERS; |
| 3178 | #else |
| 3179 | data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); |
| 3180 | #endif |
| 3181 | |
| 3182 | // Reset the command allocator and command list, and transition back to render target |
| 3183 | D3D12_ResetCommandList(data); |
| 3184 | D3D12_TransitionResource(data, |
| 3185 | data->renderTargets[data->currentBackBufferIndex], |
| 3186 | D3D12_RESOURCE_STATE_PRESENT, |
| 3187 | D3D12_RESOURCE_STATE_RENDER_TARGET); |
| 3188 | |
| 3189 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) |
| 3190 | D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken); |
| 3191 | #endif |
| 3192 | return true; |
| 3193 | } |
| 3194 | } |
| 3195 | |
| 3196 | static bool D3D12_SetVSync(SDL_Renderer *renderer, const int vsync) |
| 3197 | { |
| 3198 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; |
| 3199 | |
| 3200 | if (vsync < 0) { |
| 3201 | return SDL_Unsupported(); |
| 3202 | } |
| 3203 | |
| 3204 | if (vsync > 0) { |
| 3205 | data->syncInterval = vsync; |
| 3206 | data->presentFlags = 0; |
| 3207 | } else { |
| 3208 | data->syncInterval = 0; |
| 3209 | data->presentFlags = DXGI_PRESENT_ALLOW_TEARING; |
| 3210 | } |
| 3211 | return true; |
| 3212 | } |
| 3213 | |
| 3214 | bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) |
| 3215 | { |
| 3216 | D3D12_RenderData *data; |
| 3217 | |
| 3218 | HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); |
| 3219 | if (!hwnd) { |
| 3220 | return SDL_SetError("Couldn't get window handle" ); |
| 3221 | } |
| 3222 | |
| 3223 | if (SDL_GetWindowFlags(window) & SDL_WINDOW_TRANSPARENT) { |
| 3224 | // D3D12 removed the swap effect needed to support transparent windows, use D3D11 instead |
| 3225 | return SDL_SetError("The direct3d12 renderer doesn't work with transparent windows" ); |
| 3226 | } |
| 3227 | |
| 3228 | SDL_SetupRendererColorspace(renderer, create_props); |
| 3229 | |
| 3230 | if (renderer->output_colorspace != SDL_COLORSPACE_SRGB && |
| 3231 | renderer->output_colorspace != SDL_COLORSPACE_SRGB_LINEAR |
| 3232 | /*&& renderer->output_colorspace != SDL_COLORSPACE_HDR10*/) { |
| 3233 | return SDL_SetError("Unsupported output colorspace" ); |
| 3234 | } |
| 3235 | |
| 3236 | data = (D3D12_RenderData *)SDL_calloc(1, sizeof(*data)); |
| 3237 | if (!data) { |
| 3238 | return false; |
| 3239 | } |
| 3240 | |
| 3241 | data->identity = MatrixIdentity(); |
| 3242 | |
| 3243 | renderer->WindowEvent = D3D12_WindowEvent; |
| 3244 | renderer->SupportsBlendMode = D3D12_SupportsBlendMode; |
| 3245 | renderer->CreateTexture = D3D12_CreateTexture; |
| 3246 | renderer->UpdateTexture = D3D12_UpdateTexture; |
| 3247 | #ifdef SDL_HAVE_YUV |
| 3248 | renderer->UpdateTextureYUV = D3D12_UpdateTextureYUV; |
| 3249 | renderer->UpdateTextureNV = D3D12_UpdateTextureNV; |
| 3250 | #endif |
| 3251 | renderer->LockTexture = D3D12_LockTexture; |
| 3252 | renderer->UnlockTexture = D3D12_UnlockTexture; |
| 3253 | renderer->SetRenderTarget = D3D12_SetRenderTarget; |
| 3254 | renderer->QueueSetViewport = D3D12_QueueNoOp; |
| 3255 | renderer->QueueSetDrawColor = D3D12_QueueNoOp; |
| 3256 | renderer->QueueDrawPoints = D3D12_QueueDrawPoints; |
| 3257 | renderer->QueueDrawLines = D3D12_QueueDrawPoints; // lines and points queue vertices the same way. |
| 3258 | renderer->QueueGeometry = D3D12_QueueGeometry; |
| 3259 | renderer->InvalidateCachedState = D3D12_InvalidateCachedState; |
| 3260 | renderer->RunCommandQueue = D3D12_RunCommandQueue; |
| 3261 | renderer->RenderReadPixels = D3D12_RenderReadPixels; |
| 3262 | renderer->RenderPresent = D3D12_RenderPresent; |
| 3263 | renderer->DestroyTexture = D3D12_DestroyTexture; |
| 3264 | renderer->DestroyRenderer = D3D12_DestroyRenderer; |
| 3265 | renderer->SetVSync = D3D12_SetVSync; |
| 3266 | renderer->internal = data; |
| 3267 | D3D12_InvalidateCachedState(renderer); |
| 3268 | |
| 3269 | renderer->name = D3D12_RenderDriver.name; |
| 3270 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); |
| 3271 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); |
| 3272 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); |
| 3273 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010); |
| 3274 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT); |
| 3275 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); |
| 3276 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); |
| 3277 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); |
| 3278 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); |
| 3279 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010); |
| 3280 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); |
| 3281 | |
| 3282 | data->syncInterval = 0; |
| 3283 | data->presentFlags = DXGI_PRESENT_ALLOW_TEARING; |
| 3284 | |
| 3285 | /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in |
| 3286 | * order to give init functions access to the underlying window handle: |
| 3287 | */ |
| 3288 | renderer->window = window; |
| 3289 | |
| 3290 | // Initialize Direct3D resources |
| 3291 | if (FAILED(D3D12_CreateDeviceResources(renderer))) { |
| 3292 | return false; |
| 3293 | } |
| 3294 | if (FAILED(D3D12_CreateWindowSizeDependentResources(renderer))) { |
| 3295 | return false; |
| 3296 | } |
| 3297 | |
| 3298 | return true; |
| 3299 | } |
| 3300 | |
| 3301 | SDL_RenderDriver D3D12_RenderDriver = { |
| 3302 | D3D12_CreateRenderer, "direct3d12" |
| 3303 | }; |
| 3304 | |
| 3305 | // Ends C function definitions when using C++ |
| 3306 | #ifdef __cplusplus |
| 3307 | } |
| 3308 | #endif |
| 3309 | |
| 3310 | #endif // SDL_VIDEO_RENDER_D3D12 |
| 3311 | |