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 | |