diff options
Diffstat (limited to 'contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c')
| -rw-r--r-- | contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c | 3309 |
1 files changed, 3309 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c b/contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c new file mode 100644 index 0000000..06535f0 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c | |||
| @@ -0,0 +1,3309 @@ | |||
| 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_NV12 = 2; | ||
| 84 | static const float TEXTURETYPE_NV21 = 3; | ||
| 85 | static const float TEXTURETYPE_YUV = 4; | ||
| 86 | |||
| 87 | static const float INPUTTYPE_UNSPECIFIED = 0; | ||
| 88 | static const float INPUTTYPE_SRGB = 1; | ||
| 89 | static const float INPUTTYPE_SCRGB = 2; | ||
| 90 | static const float INPUTTYPE_HDR10 = 3; | ||
| 91 | |||
| 92 | typedef struct | ||
| 93 | { | ||
| 94 | float scRGB_output; | ||
| 95 | float texture_type; | ||
| 96 | float input_type; | ||
| 97 | float color_scale; | ||
| 98 | |||
| 99 | float tonemap_method; | ||
| 100 | float tonemap_factor1; | ||
| 101 | float tonemap_factor2; | ||
| 102 | float sdr_white_point; | ||
| 103 | |||
| 104 | float YCbCr_matrix[16]; | ||
| 105 | } D3D12_PixelShaderConstants; | ||
| 106 | |||
| 107 | // Per-vertex data | ||
| 108 | typedef struct | ||
| 109 | { | ||
| 110 | Float2 pos; | ||
| 111 | Float2 tex; | ||
| 112 | SDL_FColor color; | ||
| 113 | } D3D12_VertexPositionColor; | ||
| 114 | |||
| 115 | // Per-texture data | ||
| 116 | typedef struct | ||
| 117 | { | ||
| 118 | int w, h; | ||
| 119 | ID3D12Resource *mainTexture; | ||
| 120 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceView; | ||
| 121 | D3D12_RESOURCE_STATES mainResourceState; | ||
| 122 | SIZE_T mainSRVIndex; | ||
| 123 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureRenderTargetView; | ||
| 124 | DXGI_FORMAT mainTextureFormat; | ||
| 125 | ID3D12Resource *stagingBuffer; | ||
| 126 | D3D12_RESOURCE_STATES stagingResourceState; | ||
| 127 | D3D12_FILTER scaleMode; | ||
| 128 | D3D12_Shader shader; | ||
| 129 | const float *YCbCr_matrix; | ||
| 130 | #ifdef SDL_HAVE_YUV | ||
| 131 | // YV12 texture support | ||
| 132 | bool yuv; | ||
| 133 | ID3D12Resource *mainTextureU; | ||
| 134 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewU; | ||
| 135 | D3D12_RESOURCE_STATES mainResourceStateU; | ||
| 136 | SIZE_T mainSRVIndexU; | ||
| 137 | ID3D12Resource *mainTextureV; | ||
| 138 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewV; | ||
| 139 | D3D12_RESOURCE_STATES mainResourceStateV; | ||
| 140 | SIZE_T mainSRVIndexV; | ||
| 141 | |||
| 142 | // NV12 texture support | ||
| 143 | bool nv12; | ||
| 144 | D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV; | ||
| 145 | SIZE_T mainSRVIndexNV; | ||
| 146 | |||
| 147 | Uint8 *pixels; | ||
| 148 | int pitch; | ||
| 149 | #endif | ||
| 150 | SDL_Rect lockedRect; | ||
| 151 | } D3D12_TextureData; | ||
| 152 | |||
| 153 | // Pipeline State Object data | ||
| 154 | typedef struct | ||
| 155 | { | ||
| 156 | D3D12_Shader shader; | ||
| 157 | D3D12_PixelShaderConstants shader_constants; | ||
| 158 | SDL_BlendMode blendMode; | ||
| 159 | D3D12_PRIMITIVE_TOPOLOGY_TYPE topology; | ||
| 160 | DXGI_FORMAT rtvFormat; | ||
| 161 | ID3D12PipelineState *pipelineState; | ||
| 162 | } D3D12_PipelineState; | ||
| 163 | |||
| 164 | // Vertex Buffer | ||
| 165 | typedef struct | ||
| 166 | { | ||
| 167 | ID3D12Resource *resource; | ||
| 168 | D3D12_VERTEX_BUFFER_VIEW view; | ||
| 169 | size_t size; | ||
| 170 | } D3D12_VertexBuffer; | ||
| 171 | |||
| 172 | // For SRV pool allocator | ||
| 173 | typedef struct | ||
| 174 | { | ||
| 175 | SIZE_T index; | ||
| 176 | void *next; | ||
| 177 | } D3D12_SRVPoolNode; | ||
| 178 | |||
| 179 | // Private renderer data | ||
| 180 | typedef struct | ||
| 181 | { | ||
| 182 | SDL_SharedObject *hDXGIMod; | ||
| 183 | SDL_SharedObject *hD3D12Mod; | ||
| 184 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 185 | UINT64 frameToken; | ||
| 186 | #else | ||
| 187 | IDXGIFactory6 *dxgiFactory; | ||
| 188 | IDXGIAdapter4 *dxgiAdapter; | ||
| 189 | IDXGIDebug *dxgiDebug; | ||
| 190 | IDXGISwapChain4 *swapChain; | ||
| 191 | #endif | ||
| 192 | ID3D12Device1 *d3dDevice; | ||
| 193 | ID3D12Debug *debugInterface; | ||
| 194 | ID3D12CommandQueue *commandQueue; | ||
| 195 | ID3D12GraphicsCommandList2 *commandList; | ||
| 196 | DXGI_SWAP_EFFECT swapEffect; | ||
| 197 | UINT swapFlags; | ||
| 198 | UINT syncInterval; | ||
| 199 | UINT presentFlags; | ||
| 200 | DXGI_FORMAT renderTargetFormat; | ||
| 201 | bool pixelSizeChanged; | ||
| 202 | |||
| 203 | // Descriptor heaps | ||
| 204 | ID3D12DescriptorHeap *rtvDescriptorHeap; | ||
| 205 | UINT rtvDescriptorSize; | ||
| 206 | ID3D12DescriptorHeap *textureRTVDescriptorHeap; | ||
| 207 | ID3D12DescriptorHeap *srvDescriptorHeap; | ||
| 208 | UINT srvDescriptorSize; | ||
| 209 | ID3D12DescriptorHeap *samplerDescriptorHeap; | ||
| 210 | UINT samplerDescriptorSize; | ||
| 211 | |||
| 212 | // Data needed per backbuffer | ||
| 213 | ID3D12CommandAllocator *commandAllocators[SDL_D3D12_NUM_BUFFERS]; | ||
| 214 | ID3D12Resource *renderTargets[SDL_D3D12_NUM_BUFFERS]; | ||
| 215 | UINT64 fenceValue; | ||
| 216 | int currentBackBufferIndex; | ||
| 217 | |||
| 218 | // Fences | ||
| 219 | ID3D12Fence *fence; | ||
| 220 | HANDLE fenceEvent; | ||
| 221 | |||
| 222 | // Root signature and pipeline state data | ||
| 223 | ID3D12RootSignature *rootSignatures[NUM_ROOTSIGS]; | ||
| 224 | int pipelineStateCount; | ||
| 225 | D3D12_PipelineState *pipelineStates; | ||
| 226 | D3D12_PipelineState *currentPipelineState; | ||
| 227 | |||
| 228 | D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS]; | ||
| 229 | D3D12_CPU_DESCRIPTOR_HANDLE samplers[D3D12_SAMPLER_COUNT]; | ||
| 230 | |||
| 231 | // Data for staging/allocating textures | ||
| 232 | ID3D12Resource *uploadBuffers[SDL_D3D12_NUM_UPLOAD_BUFFERS]; | ||
| 233 | int currentUploadBuffer; | ||
| 234 | |||
| 235 | // Pool allocator to handle reusing SRV heap indices | ||
| 236 | D3D12_SRVPoolNode *srvPoolHead; | ||
| 237 | D3D12_SRVPoolNode srvPoolNodes[SDL_D3D12_MAX_NUM_TEXTURES]; | ||
| 238 | |||
| 239 | // Vertex buffer constants | ||
| 240 | D3D12_VertexShaderConstants vertexShaderConstantsData; | ||
| 241 | |||
| 242 | // Cached renderer properties | ||
| 243 | DXGI_MODE_ROTATION rotation; | ||
| 244 | D3D12_TextureData *textureRenderTarget; | ||
| 245 | D3D12_CPU_DESCRIPTOR_HANDLE currentRenderTargetView; | ||
| 246 | D3D12_CPU_DESCRIPTOR_HANDLE currentShaderResource; | ||
| 247 | D3D12_CPU_DESCRIPTOR_HANDLE currentSampler; | ||
| 248 | bool cliprectDirty; | ||
| 249 | bool currentCliprectEnabled; | ||
| 250 | SDL_Rect currentCliprect; | ||
| 251 | SDL_Rect currentViewport; | ||
| 252 | int currentViewportRotation; | ||
| 253 | bool viewportDirty; | ||
| 254 | Float4X4 identity; | ||
| 255 | int currentVertexBuffer; | ||
| 256 | bool issueBatch; | ||
| 257 | } D3D12_RenderData; | ||
| 258 | |||
| 259 | // Define D3D GUIDs here so we don't have to include uuid.lib. | ||
| 260 | |||
| 261 | #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA | ||
| 262 | #pragma GCC diagnostic push | ||
| 263 | #pragma GCC diagnostic ignored "-Wunused-const-variable" | ||
| 264 | #endif | ||
| 265 | |||
| 266 | static const GUID SDL_IID_IDXGIFactory6 = { 0xc1b6694f, 0xff09, 0x44a9, { 0xb0, 0x3c, 0x77, 0x90, 0x0a, 0x0a, 0x1d, 0x17 } }; | ||
| 267 | static const GUID SDL_IID_IDXGIAdapter4 = { 0x3c8d99d1, 0x4fbf, 0x4181, { 0xa8, 0x2c, 0xaf, 0x66, 0xbf, 0x7b, 0xd2, 0x4e } }; | ||
| 268 | static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; | ||
| 269 | static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } }; | ||
| 270 | static const GUID SDL_IID_IDXGISwapChain4 = { 0x3D585D5A, 0xBD4A, 0x489E, { 0xB1, 0xF4, 0x3D, 0xBC, 0xB6, 0x45, 0x2F, 0xFB } }; | ||
| 271 | static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } }; | ||
| 272 | static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } }; | ||
| 273 | static const GUID SDL_IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } }; | ||
| 274 | static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } }; | ||
| 275 | static const GUID SDL_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } }; | ||
| 276 | static const GUID SDL_IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } }; | ||
| 277 | static const GUID SDL_IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } }; | ||
| 278 | static const GUID SDL_IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } }; | ||
| 279 | static const GUID SDL_IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } }; | ||
| 280 | static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } }; | ||
| 281 | static const GUID SDL_IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } }; | ||
| 282 | static const GUID SDL_IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } }; | ||
| 283 | static const GUID SDL_IID_ID3D12Heap = { 0x6b3b2502, 0x6e51, 0x45b3, { 0x90, 0xee, 0x98, 0x84, 0x26, 0x5e, 0x8d, 0xf3 } }; | ||
| 284 | static const GUID SDL_IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } }; | ||
| 285 | |||
| 286 | #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA | ||
| 287 | #pragma GCC diagnostic pop | ||
| 288 | #endif | ||
| 289 | |||
| 290 | static UINT D3D12_Align(UINT location, UINT alignment) | ||
| 291 | { | ||
| 292 | return (location + (alignment - 1)) & ~(alignment - 1); | ||
| 293 | } | ||
| 294 | |||
| 295 | static SDL_PixelFormat D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) | ||
| 296 | { | ||
| 297 | switch (dxgiFormat) { | ||
| 298 | case DXGI_FORMAT_B8G8R8A8_UNORM: | ||
| 299 | case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: | ||
| 300 | return SDL_PIXELFORMAT_ARGB8888; | ||
| 301 | case DXGI_FORMAT_R8G8B8A8_UNORM: | ||
| 302 | case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: | ||
| 303 | return SDL_PIXELFORMAT_ABGR8888; | ||
| 304 | case DXGI_FORMAT_B8G8R8X8_UNORM: | ||
| 305 | case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: | ||
| 306 | return SDL_PIXELFORMAT_XRGB8888; | ||
| 307 | case DXGI_FORMAT_R10G10B10A2_UNORM: | ||
| 308 | return SDL_PIXELFORMAT_ABGR2101010; | ||
| 309 | case DXGI_FORMAT_R16G16B16A16_FLOAT: | ||
| 310 | return SDL_PIXELFORMAT_RGBA64_FLOAT; | ||
| 311 | default: | ||
| 312 | return SDL_PIXELFORMAT_UNKNOWN; | ||
| 313 | } | ||
| 314 | } | ||
| 315 | |||
| 316 | static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 output_colorspace) | ||
| 317 | { | ||
| 318 | switch (format) { | ||
| 319 | case SDL_PIXELFORMAT_RGBA64_FLOAT: | ||
| 320 | return DXGI_FORMAT_R16G16B16A16_FLOAT; | ||
| 321 | case SDL_PIXELFORMAT_ABGR2101010: | ||
| 322 | return DXGI_FORMAT_R10G10B10A2_UNORM; | ||
| 323 | case SDL_PIXELFORMAT_ARGB8888: | ||
| 324 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 325 | return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; | ||
| 326 | } | ||
| 327 | return DXGI_FORMAT_B8G8R8A8_UNORM; | ||
| 328 | case SDL_PIXELFORMAT_ABGR8888: | ||
| 329 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 330 | return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; | ||
| 331 | } | ||
| 332 | return DXGI_FORMAT_R8G8B8A8_UNORM; | ||
| 333 | case SDL_PIXELFORMAT_XRGB8888: | ||
| 334 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 335 | return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; | ||
| 336 | } | ||
| 337 | return DXGI_FORMAT_B8G8R8X8_UNORM; | ||
| 338 | case SDL_PIXELFORMAT_YV12: | ||
| 339 | case SDL_PIXELFORMAT_IYUV: | ||
| 340 | return DXGI_FORMAT_R8_UNORM; | ||
| 341 | case SDL_PIXELFORMAT_NV12: | ||
| 342 | case SDL_PIXELFORMAT_NV21: | ||
| 343 | return DXGI_FORMAT_NV12; | ||
| 344 | case SDL_PIXELFORMAT_P010: | ||
| 345 | return DXGI_FORMAT_P010; | ||
| 346 | default: | ||
| 347 | return DXGI_FORMAT_UNKNOWN; | ||
| 348 | } | ||
| 349 | } | ||
| 350 | |||
| 351 | static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) | ||
| 352 | { | ||
| 353 | switch (format) { | ||
| 354 | case SDL_PIXELFORMAT_RGBA64_FLOAT: | ||
| 355 | return DXGI_FORMAT_R16G16B16A16_FLOAT; | ||
| 356 | case SDL_PIXELFORMAT_ABGR2101010: | ||
| 357 | return DXGI_FORMAT_R10G10B10A2_UNORM; | ||
| 358 | case SDL_PIXELFORMAT_ARGB8888: | ||
| 359 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 360 | return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; | ||
| 361 | } | ||
| 362 | return DXGI_FORMAT_B8G8R8A8_UNORM; | ||
| 363 | case SDL_PIXELFORMAT_ABGR8888: | ||
| 364 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 365 | return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; | ||
| 366 | } | ||
| 367 | return DXGI_FORMAT_R8G8B8A8_UNORM; | ||
| 368 | case SDL_PIXELFORMAT_XRGB8888: | ||
| 369 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 370 | return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; | ||
| 371 | } | ||
| 372 | return DXGI_FORMAT_B8G8R8X8_UNORM; | ||
| 373 | case SDL_PIXELFORMAT_YV12: | ||
| 374 | case SDL_PIXELFORMAT_IYUV: | ||
| 375 | case SDL_PIXELFORMAT_NV12: // For the Y texture | ||
| 376 | case SDL_PIXELFORMAT_NV21: // For the Y texture | ||
| 377 | return DXGI_FORMAT_R8_UNORM; | ||
| 378 | case SDL_PIXELFORMAT_P010: // For the Y texture | ||
| 379 | return DXGI_FORMAT_R16_UNORM; | ||
| 380 | default: | ||
| 381 | return DXGI_FORMAT_UNKNOWN; | ||
| 382 | } | ||
| 383 | } | ||
| 384 | |||
| 385 | static void D3D12_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); | ||
| 386 | |||
| 387 | static void D3D12_ReleaseAll(SDL_Renderer *renderer) | ||
| 388 | { | ||
| 389 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 390 | |||
| 391 | SDL_PropertiesID props = SDL_GetRendererProperties(renderer); | ||
| 392 | SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, NULL); | ||
| 393 | SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, NULL); | ||
| 394 | |||
| 395 | // Release all textures | ||
| 396 | for (SDL_Texture *texture = renderer->textures; texture; texture = texture->next) { | ||
| 397 | D3D12_DestroyTexture(renderer, texture); | ||
| 398 | } | ||
| 399 | |||
| 400 | // Release/reset everything else | ||
| 401 | if (data) { | ||
| 402 | int i; | ||
| 403 | |||
| 404 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 405 | D3D_SAFE_RELEASE(data->dxgiFactory); | ||
| 406 | D3D_SAFE_RELEASE(data->dxgiAdapter); | ||
| 407 | D3D_SAFE_RELEASE(data->swapChain); | ||
| 408 | #endif | ||
| 409 | D3D_SAFE_RELEASE(data->d3dDevice); | ||
| 410 | D3D_SAFE_RELEASE(data->debugInterface); | ||
| 411 | D3D_SAFE_RELEASE(data->commandQueue); | ||
| 412 | D3D_SAFE_RELEASE(data->commandList); | ||
| 413 | D3D_SAFE_RELEASE(data->rtvDescriptorHeap); | ||
| 414 | D3D_SAFE_RELEASE(data->textureRTVDescriptorHeap); | ||
| 415 | D3D_SAFE_RELEASE(data->srvDescriptorHeap); | ||
| 416 | D3D_SAFE_RELEASE(data->samplerDescriptorHeap); | ||
| 417 | D3D_SAFE_RELEASE(data->fence); | ||
| 418 | |||
| 419 | for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { | ||
| 420 | D3D_SAFE_RELEASE(data->commandAllocators[i]); | ||
| 421 | D3D_SAFE_RELEASE(data->renderTargets[i]); | ||
| 422 | } | ||
| 423 | |||
| 424 | if (data->pipelineStateCount > 0) { | ||
| 425 | for (i = 0; i < data->pipelineStateCount; ++i) { | ||
| 426 | D3D_SAFE_RELEASE(data->pipelineStates[i].pipelineState); | ||
| 427 | } | ||
| 428 | SDL_free(data->pipelineStates); | ||
| 429 | data->pipelineStates = NULL; | ||
| 430 | data->pipelineStateCount = 0; | ||
| 431 | } | ||
| 432 | |||
| 433 | for (i = 0; i < NUM_ROOTSIGS; ++i) { | ||
| 434 | D3D_SAFE_RELEASE(data->rootSignatures[i]); | ||
| 435 | } | ||
| 436 | |||
| 437 | for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { | ||
| 438 | D3D_SAFE_RELEASE(data->vertexBuffers[i].resource); | ||
| 439 | data->vertexBuffers[i].size = 0; | ||
| 440 | } | ||
| 441 | |||
| 442 | data->swapEffect = (DXGI_SWAP_EFFECT)0; | ||
| 443 | data->swapFlags = 0; | ||
| 444 | data->currentRenderTargetView.ptr = 0; | ||
| 445 | data->currentSampler.ptr = 0; | ||
| 446 | |||
| 447 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 448 | // Check for any leaks if in debug mode | ||
| 449 | if (data->dxgiDebug) { | ||
| 450 | DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); | ||
| 451 | IDXGIDebug_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, rloFlags); | ||
| 452 | D3D_SAFE_RELEASE(data->dxgiDebug); | ||
| 453 | } | ||
| 454 | #endif | ||
| 455 | |||
| 456 | /* Unload the D3D libraries. This should be done last, in order | ||
| 457 | * to prevent IUnknown::Release() calls from crashing. | ||
| 458 | */ | ||
| 459 | if (data->hD3D12Mod) { | ||
| 460 | SDL_UnloadObject(data->hD3D12Mod); | ||
| 461 | data->hD3D12Mod = NULL; | ||
| 462 | } | ||
| 463 | if (data->hDXGIMod) { | ||
| 464 | SDL_UnloadObject(data->hDXGIMod); | ||
| 465 | data->hDXGIMod = NULL; | ||
| 466 | } | ||
| 467 | } | ||
| 468 | } | ||
| 469 | |||
| 470 | static D3D12_GPU_DESCRIPTOR_HANDLE D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap *heap, D3D12_CPU_DESCRIPTOR_HANDLE CPUHandle) | ||
| 471 | { | ||
| 472 | D3D12_CPU_DESCRIPTOR_HANDLE CPUHeapStart; | ||
| 473 | D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle; | ||
| 474 | SIZE_T offset; | ||
| 475 | |||
| 476 | // Calculate the correct offset into the heap | ||
| 477 | D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart); | ||
| 478 | offset = CPUHandle.ptr - CPUHeapStart.ptr; | ||
| 479 | |||
| 480 | D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle); | ||
| 481 | GPUHandle.ptr += offset; | ||
| 482 | |||
| 483 | return GPUHandle; | ||
| 484 | } | ||
| 485 | |||
| 486 | static void D3D12_WaitForGPU(D3D12_RenderData *data) | ||
| 487 | { | ||
| 488 | if (data->commandQueue && data->fence && data->fenceEvent) { | ||
| 489 | ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); | ||
| 490 | if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { | ||
| 491 | ID3D12Fence_SetEventOnCompletion(data->fence, | ||
| 492 | data->fenceValue, | ||
| 493 | data->fenceEvent); | ||
| 494 | WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); | ||
| 495 | } | ||
| 496 | |||
| 497 | data->fenceValue++; | ||
| 498 | } | ||
| 499 | } | ||
| 500 | |||
| 501 | static D3D12_CPU_DESCRIPTOR_HANDLE D3D12_GetCurrentRenderTargetView(SDL_Renderer *renderer) | ||
| 502 | { | ||
| 503 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 504 | D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor; | ||
| 505 | |||
| 506 | if (data->textureRenderTarget) { | ||
| 507 | return data->textureRenderTarget->mainTextureRenderTargetView; | ||
| 508 | } | ||
| 509 | |||
| 510 | SDL_zero(rtvDescriptor); | ||
| 511 | D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor); | ||
| 512 | rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize; | ||
| 513 | return rtvDescriptor; | ||
| 514 | } | ||
| 515 | |||
| 516 | static void D3D12_TransitionResource(D3D12_RenderData *data, | ||
| 517 | ID3D12Resource *resource, | ||
| 518 | D3D12_RESOURCE_STATES beforeState, | ||
| 519 | D3D12_RESOURCE_STATES afterState) | ||
| 520 | { | ||
| 521 | D3D12_RESOURCE_BARRIER barrier; | ||
| 522 | |||
| 523 | if (beforeState != afterState) { | ||
| 524 | SDL_zero(barrier); | ||
| 525 | barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; | ||
| 526 | barrier.Transition.pResource = resource; | ||
| 527 | barrier.Transition.StateBefore = beforeState; | ||
| 528 | barrier.Transition.StateAfter = afterState; | ||
| 529 | barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; | ||
| 530 | |||
| 531 | ID3D12GraphicsCommandList2_ResourceBarrier(data->commandList, 1, &barrier); | ||
| 532 | } | ||
| 533 | } | ||
| 534 | |||
| 535 | static void D3D12_ResetCommandList(D3D12_RenderData *data) | ||
| 536 | { | ||
| 537 | int i; | ||
| 538 | ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap }; | ||
| 539 | ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex]; | ||
| 540 | |||
| 541 | ID3D12CommandAllocator_Reset(commandAllocator); | ||
| 542 | ID3D12GraphicsCommandList2_Reset(data->commandList, commandAllocator, NULL); | ||
| 543 | data->currentPipelineState = NULL; | ||
| 544 | data->currentVertexBuffer = 0; | ||
| 545 | data->issueBatch = false; | ||
| 546 | data->cliprectDirty = true; | ||
| 547 | data->viewportDirty = true; | ||
| 548 | data->currentRenderTargetView.ptr = 0; | ||
| 549 | // FIXME should we also clear currentSampler.ptr and currentRenderTargetView.ptr ? (and use D3D12_InvalidateCachedState() instead) | ||
| 550 | |||
| 551 | // Release any upload buffers that were inflight | ||
| 552 | for (i = 0; i < data->currentUploadBuffer; ++i) { | ||
| 553 | D3D_SAFE_RELEASE(data->uploadBuffers[i]); | ||
| 554 | } | ||
| 555 | data->currentUploadBuffer = 0; | ||
| 556 | |||
| 557 | ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); | ||
| 558 | } | ||
| 559 | |||
| 560 | static HRESULT D3D12_IssueBatch(D3D12_RenderData *data) | ||
| 561 | { | ||
| 562 | HRESULT result = S_OK; | ||
| 563 | |||
| 564 | // Issue the command list | ||
| 565 | result = ID3D12GraphicsCommandList2_Close(data->commandList); | ||
| 566 | if (FAILED(result)) { | ||
| 567 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result); | ||
| 568 | return result; | ||
| 569 | } | ||
| 570 | ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList *const *)&data->commandList); | ||
| 571 | |||
| 572 | D3D12_WaitForGPU(data); | ||
| 573 | |||
| 574 | D3D12_ResetCommandList(data); | ||
| 575 | |||
| 576 | return result; | ||
| 577 | } | ||
| 578 | |||
| 579 | static void D3D12_DestroyRenderer(SDL_Renderer *renderer) | ||
| 580 | { | ||
| 581 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 582 | if (data) { | ||
| 583 | D3D12_WaitForGPU(data); | ||
| 584 | D3D12_ReleaseAll(renderer); | ||
| 585 | SDL_free(data); | ||
| 586 | } | ||
| 587 | } | ||
| 588 | |||
| 589 | static D3D12_BLEND GetBlendFunc(SDL_BlendFactor factor) | ||
| 590 | { | ||
| 591 | switch (factor) { | ||
| 592 | case SDL_BLENDFACTOR_ZERO: | ||
| 593 | return D3D12_BLEND_ZERO; | ||
| 594 | case SDL_BLENDFACTOR_ONE: | ||
| 595 | return D3D12_BLEND_ONE; | ||
| 596 | case SDL_BLENDFACTOR_SRC_COLOR: | ||
| 597 | return D3D12_BLEND_SRC_COLOR; | ||
| 598 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: | ||
| 599 | return D3D12_BLEND_INV_SRC_COLOR; | ||
| 600 | case SDL_BLENDFACTOR_SRC_ALPHA: | ||
| 601 | return D3D12_BLEND_SRC_ALPHA; | ||
| 602 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: | ||
| 603 | return D3D12_BLEND_INV_SRC_ALPHA; | ||
| 604 | case SDL_BLENDFACTOR_DST_COLOR: | ||
| 605 | return D3D12_BLEND_DEST_COLOR; | ||
| 606 | case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: | ||
| 607 | return D3D12_BLEND_INV_DEST_COLOR; | ||
| 608 | case SDL_BLENDFACTOR_DST_ALPHA: | ||
| 609 | return D3D12_BLEND_DEST_ALPHA; | ||
| 610 | case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: | ||
| 611 | return D3D12_BLEND_INV_DEST_ALPHA; | ||
| 612 | default: | ||
| 613 | return (D3D12_BLEND)0; | ||
| 614 | } | ||
| 615 | } | ||
| 616 | |||
| 617 | static D3D12_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) | ||
| 618 | { | ||
| 619 | switch (operation) { | ||
| 620 | case SDL_BLENDOPERATION_ADD: | ||
| 621 | return D3D12_BLEND_OP_ADD; | ||
| 622 | case SDL_BLENDOPERATION_SUBTRACT: | ||
| 623 | return D3D12_BLEND_OP_SUBTRACT; | ||
| 624 | case SDL_BLENDOPERATION_REV_SUBTRACT: | ||
| 625 | return D3D12_BLEND_OP_REV_SUBTRACT; | ||
| 626 | case SDL_BLENDOPERATION_MINIMUM: | ||
| 627 | return D3D12_BLEND_OP_MIN; | ||
| 628 | case SDL_BLENDOPERATION_MAXIMUM: | ||
| 629 | return D3D12_BLEND_OP_MAX; | ||
| 630 | default: | ||
| 631 | return (D3D12_BLEND_OP)0; | ||
| 632 | } | ||
| 633 | } | ||
| 634 | |||
| 635 | static void D3D12_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode, D3D12_BLEND_DESC *outBlendDesc) | ||
| 636 | { | ||
| 637 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); | ||
| 638 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); | ||
| 639 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); | ||
| 640 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); | ||
| 641 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); | ||
| 642 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); | ||
| 643 | |||
| 644 | SDL_zerop(outBlendDesc); | ||
| 645 | outBlendDesc->AlphaToCoverageEnable = FALSE; | ||
| 646 | outBlendDesc->IndependentBlendEnable = FALSE; | ||
| 647 | outBlendDesc->RenderTarget[0].BlendEnable = TRUE; | ||
| 648 | outBlendDesc->RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); | ||
| 649 | outBlendDesc->RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); | ||
| 650 | outBlendDesc->RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); | ||
| 651 | outBlendDesc->RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); | ||
| 652 | outBlendDesc->RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); | ||
| 653 | outBlendDesc->RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); | ||
| 654 | outBlendDesc->RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; | ||
| 655 | } | ||
| 656 | |||
| 657 | static D3D12_PipelineState *D3D12_CreatePipelineState(SDL_Renderer *renderer, | ||
| 658 | D3D12_Shader shader, | ||
| 659 | SDL_BlendMode blendMode, | ||
| 660 | D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, | ||
| 661 | DXGI_FORMAT rtvFormat) | ||
| 662 | { | ||
| 663 | const D3D12_INPUT_ELEMENT_DESC vertexDesc[] = { | ||
| 664 | { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||
| 665 | { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||
| 666 | { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||
| 667 | }; | ||
| 668 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 669 | D3D12_GRAPHICS_PIPELINE_STATE_DESC pipelineDesc; | ||
| 670 | ID3D12PipelineState *pipelineState = NULL; | ||
| 671 | D3D12_PipelineState *pipelineStates; | ||
| 672 | HRESULT result = S_OK; | ||
| 673 | |||
| 674 | SDL_zero(pipelineDesc); | ||
| 675 | pipelineDesc.pRootSignature = data->rootSignatures[D3D12_GetRootSignatureType(shader)]; | ||
| 676 | D3D12_GetVertexShader(shader, &pipelineDesc.VS); | ||
| 677 | D3D12_GetPixelShader(shader, &pipelineDesc.PS); | ||
| 678 | D3D12_CreateBlendState(renderer, blendMode, &pipelineDesc.BlendState); | ||
| 679 | pipelineDesc.SampleMask = 0xffffffff; | ||
| 680 | |||
| 681 | pipelineDesc.RasterizerState.AntialiasedLineEnable = FALSE; | ||
| 682 | pipelineDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; | ||
| 683 | pipelineDesc.RasterizerState.DepthBias = 0; | ||
| 684 | pipelineDesc.RasterizerState.DepthBiasClamp = 0.0f; | ||
| 685 | pipelineDesc.RasterizerState.DepthClipEnable = TRUE; | ||
| 686 | pipelineDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; | ||
| 687 | pipelineDesc.RasterizerState.FrontCounterClockwise = FALSE; | ||
| 688 | pipelineDesc.RasterizerState.MultisampleEnable = FALSE; | ||
| 689 | pipelineDesc.RasterizerState.SlopeScaledDepthBias = 0.0f; | ||
| 690 | |||
| 691 | pipelineDesc.InputLayout.pInputElementDescs = vertexDesc; | ||
| 692 | pipelineDesc.InputLayout.NumElements = 3; | ||
| 693 | |||
| 694 | pipelineDesc.PrimitiveTopologyType = topology; | ||
| 695 | |||
| 696 | pipelineDesc.NumRenderTargets = 1; | ||
| 697 | pipelineDesc.RTVFormats[0] = rtvFormat; | ||
| 698 | pipelineDesc.SampleDesc.Count = 1; | ||
| 699 | pipelineDesc.SampleDesc.Quality = 0; | ||
| 700 | |||
| 701 | result = ID3D12Device1_CreateGraphicsPipelineState(data->d3dDevice, | ||
| 702 | &pipelineDesc, | ||
| 703 | D3D_GUID(SDL_IID_ID3D12PipelineState), | ||
| 704 | (void **)&pipelineState); | ||
| 705 | if (FAILED(result)) { | ||
| 706 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateGraphicsPipelineState"), result); | ||
| 707 | return NULL; | ||
| 708 | } | ||
| 709 | |||
| 710 | pipelineStates = (D3D12_PipelineState *)SDL_realloc(data->pipelineStates, (data->pipelineStateCount + 1) * sizeof(*pipelineStates)); | ||
| 711 | if (!pipelineStates) { | ||
| 712 | D3D_SAFE_RELEASE(pipelineState); | ||
| 713 | return NULL; | ||
| 714 | } | ||
| 715 | |||
| 716 | pipelineStates[data->pipelineStateCount].shader = shader; | ||
| 717 | pipelineStates[data->pipelineStateCount].blendMode = blendMode; | ||
| 718 | pipelineStates[data->pipelineStateCount].topology = topology; | ||
| 719 | pipelineStates[data->pipelineStateCount].rtvFormat = rtvFormat; | ||
| 720 | pipelineStates[data->pipelineStateCount].pipelineState = pipelineState; | ||
| 721 | data->pipelineStates = pipelineStates; | ||
| 722 | ++data->pipelineStateCount; | ||
| 723 | |||
| 724 | return &pipelineStates[data->pipelineStateCount - 1]; | ||
| 725 | } | ||
| 726 | |||
| 727 | static HRESULT D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, size_t size) | ||
| 728 | { | ||
| 729 | D3D12_HEAP_PROPERTIES vbufferHeapProps; | ||
| 730 | D3D12_RESOURCE_DESC vbufferDesc; | ||
| 731 | HRESULT result; | ||
| 732 | |||
| 733 | D3D_SAFE_RELEASE(data->vertexBuffers[vbidx].resource); | ||
| 734 | |||
| 735 | SDL_zero(vbufferHeapProps); | ||
| 736 | vbufferHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD; | ||
| 737 | vbufferHeapProps.CreationNodeMask = 1; | ||
| 738 | vbufferHeapProps.VisibleNodeMask = 1; | ||
| 739 | |||
| 740 | SDL_zero(vbufferDesc); | ||
| 741 | vbufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | ||
| 742 | vbufferDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; | ||
| 743 | vbufferDesc.Width = size; | ||
| 744 | vbufferDesc.Height = 1; | ||
| 745 | vbufferDesc.DepthOrArraySize = 1; | ||
| 746 | vbufferDesc.MipLevels = 1; | ||
| 747 | vbufferDesc.Format = DXGI_FORMAT_UNKNOWN; | ||
| 748 | vbufferDesc.SampleDesc.Count = 1; | ||
| 749 | vbufferDesc.SampleDesc.Quality = 0; | ||
| 750 | vbufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | ||
| 751 | vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
| 752 | |||
| 753 | result = ID3D12Device1_CreateCommittedResource(data->d3dDevice, | ||
| 754 | &vbufferHeapProps, | ||
| 755 | D3D12_HEAP_FLAG_NONE, | ||
| 756 | &vbufferDesc, | ||
| 757 | D3D12_RESOURCE_STATE_GENERIC_READ, | ||
| 758 | NULL, | ||
| 759 | D3D_GUID(SDL_IID_ID3D12Resource), | ||
| 760 | (void **)&data->vertexBuffers[vbidx].resource); | ||
| 761 | |||
| 762 | if (FAILED(result)) { | ||
| 763 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreatePlacedResource [vertex buffer]"), result); | ||
| 764 | return result; | ||
| 765 | } | ||
| 766 | |||
| 767 | data->vertexBuffers[vbidx].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[vbidx].resource); | ||
| 768 | data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(D3D12_VertexPositionColor); | ||
| 769 | data->vertexBuffers[vbidx].size = size; | ||
| 770 | |||
| 771 | return result; | ||
| 772 | } | ||
| 773 | |||
| 774 | // Create resources that depend on the device. | ||
| 775 | static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) | ||
| 776 | { | ||
| 777 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 778 | typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(UINT flags, REFIID riid, void **ppFactory); | ||
| 779 | PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc; | ||
| 780 | PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc; | ||
| 781 | #endif | ||
| 782 | typedef HANDLE(WINAPI * PFN_CREATE_EVENT_EX)(LPSECURITY_ATTRIBUTES lpEventAttributes, LPCWSTR lpName, DWORD dwFlags, DWORD dwDesiredAccess); | ||
| 783 | PFN_CREATE_EVENT_EX CreateEventExFunc; | ||
| 784 | |||
| 785 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 786 | ID3D12Device *d3dDevice = NULL; | ||
| 787 | HRESULT result = S_OK; | ||
| 788 | UINT creationFlags = 0; | ||
| 789 | int i; | ||
| 790 | bool createDebug; | ||
| 791 | |||
| 792 | D3D12_COMMAND_QUEUE_DESC queueDesc; | ||
| 793 | D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc; | ||
| 794 | D3D12_SAMPLER_DESC samplerDesc; | ||
| 795 | ID3D12DescriptorHeap *rootDescriptorHeaps[2]; | ||
| 796 | |||
| 797 | // See if we need debug interfaces | ||
| 798 | createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false); | ||
| 799 | |||
| 800 | #ifdef SDL_PLATFORM_GDK | ||
| 801 | CreateEventExFunc = CreateEventExW; | ||
| 802 | #else | ||
| 803 | // CreateEventEx() arrived in Vista, so we need to load it with GetProcAddress for XP. | ||
| 804 | { | ||
| 805 | HMODULE kernel32 = GetModuleHandle(TEXT("kernel32.dll")); | ||
| 806 | CreateEventExFunc = NULL; | ||
| 807 | if (kernel32) { | ||
| 808 | CreateEventExFunc = (PFN_CREATE_EVENT_EX)GetProcAddress(kernel32, "CreateEventExW"); | ||
| 809 | } | ||
| 810 | } | ||
| 811 | #endif | ||
| 812 | if (!CreateEventExFunc) { | ||
| 813 | result = E_FAIL; | ||
| 814 | goto done; | ||
| 815 | } | ||
| 816 | |||
| 817 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 818 | data->hDXGIMod = SDL_LoadObject("dxgi.dll"); | ||
| 819 | if (!data->hDXGIMod) { | ||
| 820 | result = E_FAIL; | ||
| 821 | goto done; | ||
| 822 | } | ||
| 823 | |||
| 824 | CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2"); | ||
| 825 | if (!CreateDXGIFactoryFunc) { | ||
| 826 | result = E_FAIL; | ||
| 827 | goto done; | ||
| 828 | } | ||
| 829 | |||
| 830 | data->hD3D12Mod = SDL_LoadObject("D3D12.dll"); | ||
| 831 | if (!data->hD3D12Mod) { | ||
| 832 | result = E_FAIL; | ||
| 833 | goto done; | ||
| 834 | } | ||
| 835 | |||
| 836 | D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction(data->hD3D12Mod, "D3D12CreateDevice"); | ||
| 837 | if (!D3D12CreateDeviceFunc) { | ||
| 838 | result = E_FAIL; | ||
| 839 | goto done; | ||
| 840 | } | ||
| 841 | |||
| 842 | if (createDebug) { | ||
| 843 | PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc; | ||
| 844 | |||
| 845 | D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface"); | ||
| 846 | if (!D3D12GetDebugInterfaceFunc) { | ||
| 847 | result = E_FAIL; | ||
| 848 | goto done; | ||
| 849 | } | ||
| 850 | if (SUCCEEDED(D3D12GetDebugInterfaceFunc(D3D_GUID(SDL_IID_ID3D12Debug), (void **)&data->debugInterface))) { | ||
| 851 | ID3D12Debug_EnableDebugLayer(data->debugInterface); | ||
| 852 | } | ||
| 853 | } | ||
| 854 | #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 855 | |||
| 856 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 857 | result = D3D12_XBOX_CreateDevice(&d3dDevice, createDebug); | ||
| 858 | if (FAILED(result)) { | ||
| 859 | // SDL Error is set by D3D12_XBOX_CreateDevice | ||
| 860 | goto done; | ||
| 861 | } | ||
| 862 | #else | ||
| 863 | if (createDebug) { | ||
| 864 | #ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ | ||
| 865 | IDXGIInfoQueue *dxgiInfoQueue = NULL; | ||
| 866 | PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc; | ||
| 867 | |||
| 868 | // If the debug hint is set, also create the DXGI factory in debug mode | ||
| 869 | DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1"); | ||
| 870 | if (!DXGIGetDebugInterfaceFunc) { | ||
| 871 | result = E_FAIL; | ||
| 872 | goto done; | ||
| 873 | } | ||
| 874 | |||
| 875 | result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIDebug1), (void **)&data->dxgiDebug); | ||
| 876 | if (FAILED(result)) { | ||
| 877 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); | ||
| 878 | goto done; | ||
| 879 | } | ||
| 880 | |||
| 881 | result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIInfoQueue), (void **)&dxgiInfoQueue); | ||
| 882 | if (FAILED(result)) { | ||
| 883 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); | ||
| 884 | goto done; | ||
| 885 | } | ||
| 886 | |||
| 887 | IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); | ||
| 888 | IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); | ||
| 889 | D3D_SAFE_RELEASE(dxgiInfoQueue); | ||
| 890 | #endif // __IDXGIInfoQueue_INTERFACE_DEFINED__ | ||
| 891 | creationFlags = DXGI_CREATE_FACTORY_DEBUG; | ||
| 892 | } | ||
| 893 | |||
| 894 | result = CreateDXGIFactoryFunc(creationFlags, D3D_GUID(SDL_IID_IDXGIFactory6), (void **)&data->dxgiFactory); | ||
| 895 | if (FAILED(result)) { | ||
| 896 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result); | ||
| 897 | goto done; | ||
| 898 | } | ||
| 899 | |||
| 900 | // Prefer a high performance adapter if there are multiple choices | ||
| 901 | result = IDXGIFactory6_EnumAdapterByGpuPreference(data->dxgiFactory, | ||
| 902 | 0, | ||
| 903 | DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, | ||
| 904 | D3D_GUID(SDL_IID_IDXGIAdapter4), | ||
| 905 | (void **)&data->dxgiAdapter); | ||
| 906 | if (FAILED(result)) { | ||
| 907 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory6::EnumAdapterByGPUPreference"), result); | ||
| 908 | goto done; | ||
| 909 | } | ||
| 910 | |||
| 911 | result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter, | ||
| 912 | D3D_FEATURE_LEVEL_11_0, // Request minimum feature level 11.0 for maximum compatibility | ||
| 913 | D3D_GUID(SDL_IID_ID3D12Device1), | ||
| 914 | (void **)&d3dDevice); | ||
| 915 | if (FAILED(result)) { | ||
| 916 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result); | ||
| 917 | goto done; | ||
| 918 | } | ||
| 919 | |||
| 920 | // Setup the info queue if in debug mode | ||
| 921 | if (createDebug) { | ||
| 922 | ID3D12InfoQueue *infoQueue = NULL; | ||
| 923 | D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO }; | ||
| 924 | D3D12_INFO_QUEUE_FILTER filter; | ||
| 925 | |||
| 926 | result = ID3D12Device1_QueryInterface(d3dDevice, D3D_GUID(SDL_IID_ID3D12InfoQueue), (void **)&infoQueue); | ||
| 927 | if (FAILED(result)) { | ||
| 928 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue"), result); | ||
| 929 | goto done; | ||
| 930 | } | ||
| 931 | |||
| 932 | SDL_zero(filter); | ||
| 933 | filter.DenyList.NumSeverities = 1; | ||
| 934 | filter.DenyList.pSeverityList = severities; | ||
| 935 | ID3D12InfoQueue_PushStorageFilter(infoQueue, &filter); | ||
| 936 | |||
| 937 | ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE); | ||
| 938 | ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); | ||
| 939 | |||
| 940 | D3D_SAFE_RELEASE(infoQueue); | ||
| 941 | } | ||
| 942 | #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 943 | |||
| 944 | result = ID3D12Device_QueryInterface(d3dDevice, D3D_GUID(SDL_IID_ID3D12Device1), (void **)&data->d3dDevice); | ||
| 945 | if (FAILED(result)) { | ||
| 946 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device1"), result); | ||
| 947 | goto done; | ||
| 948 | } | ||
| 949 | |||
| 950 | // Create a command queue | ||
| 951 | SDL_zero(queueDesc); | ||
| 952 | queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; | ||
| 953 | queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; | ||
| 954 | |||
| 955 | result = ID3D12Device1_CreateCommandQueue(data->d3dDevice, | ||
| 956 | &queueDesc, | ||
| 957 | D3D_GUID(SDL_IID_ID3D12CommandQueue), | ||
| 958 | (void **)&data->commandQueue); | ||
| 959 | if (FAILED(result)) { | ||
| 960 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue"), result); | ||
| 961 | goto done; | ||
| 962 | } | ||
| 963 | |||
| 964 | // Create the descriptor heaps for the render target view, texture SRVs, and samplers | ||
| 965 | SDL_zero(descriptorHeapDesc); | ||
| 966 | descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS; | ||
| 967 | descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; | ||
| 968 | result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, | ||
| 969 | &descriptorHeapDesc, | ||
| 970 | D3D_GUID(SDL_IID_ID3D12DescriptorHeap), | ||
| 971 | (void **)&data->rtvDescriptorHeap); | ||
| 972 | if (FAILED(result)) { | ||
| 973 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result); | ||
| 974 | goto done; | ||
| 975 | } | ||
| 976 | data->rtvDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); | ||
| 977 | |||
| 978 | descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; | ||
| 979 | result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, | ||
| 980 | &descriptorHeapDesc, | ||
| 981 | D3D_GUID(SDL_IID_ID3D12DescriptorHeap), | ||
| 982 | (void **)&data->textureRTVDescriptorHeap); | ||
| 983 | if (FAILED(result)) { | ||
| 984 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [texture rtv]"), result); | ||
| 985 | goto done; | ||
| 986 | } | ||
| 987 | |||
| 988 | SDL_zero(descriptorHeapDesc); | ||
| 989 | descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; | ||
| 990 | descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; | ||
| 991 | descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; | ||
| 992 | result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, | ||
| 993 | &descriptorHeapDesc, | ||
| 994 | D3D_GUID(SDL_IID_ID3D12DescriptorHeap), | ||
| 995 | (void **)&data->srvDescriptorHeap); | ||
| 996 | if (FAILED(result)) { | ||
| 997 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]"), result); | ||
| 998 | goto done; | ||
| 999 | } | ||
| 1000 | rootDescriptorHeaps[0] = data->srvDescriptorHeap; | ||
| 1001 | data->srvDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); | ||
| 1002 | |||
| 1003 | SDL_zero(descriptorHeapDesc); | ||
| 1004 | descriptorHeapDesc.NumDescriptors = 4; | ||
| 1005 | descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; | ||
| 1006 | descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; | ||
| 1007 | result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, | ||
| 1008 | &descriptorHeapDesc, | ||
| 1009 | D3D_GUID(SDL_IID_ID3D12DescriptorHeap), | ||
| 1010 | (void **)&data->samplerDescriptorHeap); | ||
| 1011 | if (FAILED(result)) { | ||
| 1012 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]"), result); | ||
| 1013 | goto done; | ||
| 1014 | } | ||
| 1015 | rootDescriptorHeaps[1] = data->samplerDescriptorHeap; | ||
| 1016 | data->samplerDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); | ||
| 1017 | |||
| 1018 | // Create a command allocator for each back buffer | ||
| 1019 | for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { | ||
| 1020 | result = ID3D12Device1_CreateCommandAllocator(data->d3dDevice, | ||
| 1021 | D3D12_COMMAND_LIST_TYPE_DIRECT, | ||
| 1022 | D3D_GUID(SDL_IID_ID3D12CommandAllocator), | ||
| 1023 | (void **)&data->commandAllocators[i]); | ||
| 1024 | if (FAILED(result)) { | ||
| 1025 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator"), result); | ||
| 1026 | goto done; | ||
| 1027 | } | ||
| 1028 | } | ||
| 1029 | |||
| 1030 | // Create the command list | ||
| 1031 | result = ID3D12Device1_CreateCommandList(data->d3dDevice, | ||
| 1032 | 0, | ||
| 1033 | D3D12_COMMAND_LIST_TYPE_DIRECT, | ||
| 1034 | data->commandAllocators[0], | ||
| 1035 | NULL, | ||
| 1036 | D3D_GUID(SDL_IID_ID3D12GraphicsCommandList2), | ||
| 1037 | (void **)&data->commandList); | ||
| 1038 | if (FAILED(result)) { | ||
| 1039 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList"), result); | ||
| 1040 | goto done; | ||
| 1041 | } | ||
| 1042 | |||
| 1043 | // Set the descriptor heaps to the correct initial value | ||
| 1044 | ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); | ||
| 1045 | |||
| 1046 | // Create the fence and fence event | ||
| 1047 | result = ID3D12Device_CreateFence(data->d3dDevice, | ||
| 1048 | data->fenceValue, | ||
| 1049 | D3D12_FENCE_FLAG_NONE, | ||
| 1050 | D3D_GUID(SDL_IID_ID3D12Fence), | ||
| 1051 | (void **)&data->fence); | ||
| 1052 | if (FAILED(result)) { | ||
| 1053 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence"), result); | ||
| 1054 | goto done; | ||
| 1055 | } | ||
| 1056 | |||
| 1057 | data->fenceValue++; | ||
| 1058 | |||
| 1059 | data->fenceEvent = CreateEventExFunc(NULL, NULL, 0, EVENT_MODIFY_STATE | SYNCHRONIZE); | ||
| 1060 | if (!data->fenceEvent) { | ||
| 1061 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateEventEx"), result); | ||
| 1062 | goto done; | ||
| 1063 | } | ||
| 1064 | |||
| 1065 | // Create all the root signatures | ||
| 1066 | for (i = 0; i < NUM_ROOTSIGS; ++i) { | ||
| 1067 | D3D12_SHADER_BYTECODE rootSigData; | ||
| 1068 | D3D12_GetRootSignatureData((D3D12_RootSignature)i, &rootSigData); | ||
| 1069 | result = ID3D12Device1_CreateRootSignature(data->d3dDevice, | ||
| 1070 | 0, | ||
| 1071 | rootSigData.pShaderBytecode, | ||
| 1072 | rootSigData.BytecodeLength, | ||
| 1073 | D3D_GUID(SDL_IID_ID3D12RootSignature), | ||
| 1074 | (void **)&data->rootSignatures[i]); | ||
| 1075 | if (FAILED(result)) { | ||
| 1076 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature"), result); | ||
| 1077 | goto done; | ||
| 1078 | } | ||
| 1079 | } | ||
| 1080 | |||
| 1081 | { | ||
| 1082 | const SDL_BlendMode defaultBlendModes[] = { | ||
| 1083 | SDL_BLENDMODE_BLEND, | ||
| 1084 | }; | ||
| 1085 | const DXGI_FORMAT defaultRTVFormats[] = { | ||
| 1086 | DXGI_FORMAT_B8G8R8A8_UNORM, | ||
| 1087 | }; | ||
| 1088 | int j, k, l; | ||
| 1089 | |||
| 1090 | // Create a few default pipeline state objects, to verify that this renderer will work | ||
| 1091 | for (i = 0; i < NUM_SHADERS; ++i) { | ||
| 1092 | for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) { | ||
| 1093 | for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) { | ||
| 1094 | for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) { | ||
| 1095 | if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) { | ||
| 1096 | // D3D12_CreatePipelineState will set the SDL error, if it fails | ||
| 1097 | result = E_FAIL; | ||
| 1098 | goto done; | ||
| 1099 | } | ||
| 1100 | } | ||
| 1101 | } | ||
| 1102 | } | ||
| 1103 | } | ||
| 1104 | } | ||
| 1105 | |||
| 1106 | // Create default vertex buffers | ||
| 1107 | for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { | ||
| 1108 | D3D12_CreateVertexBuffer(data, i, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT); | ||
| 1109 | } | ||
| 1110 | |||
| 1111 | // Create samplers to use when drawing textures: | ||
| 1112 | static struct | ||
| 1113 | { | ||
| 1114 | D3D12_FILTER filter; | ||
| 1115 | D3D12_TEXTURE_ADDRESS_MODE address; | ||
| 1116 | } samplerParams[] = { | ||
| 1117 | { D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }, | ||
| 1118 | { D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_WRAP }, | ||
| 1119 | { D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }, | ||
| 1120 | { D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_WRAP }, | ||
| 1121 | }; | ||
| 1122 | SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == D3D12_SAMPLER_COUNT); | ||
| 1123 | SDL_zero(samplerDesc); | ||
| 1124 | samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; | ||
| 1125 | samplerDesc.MipLODBias = 0.0f; | ||
| 1126 | samplerDesc.MaxAnisotropy = 1; | ||
| 1127 | samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; | ||
| 1128 | samplerDesc.MinLOD = 0.0f; | ||
| 1129 | samplerDesc.MaxLOD = D3D12_FLOAT32_MAX; | ||
| 1130 | D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->samplers[0]); | ||
| 1131 | for (i = 0; i < SDL_arraysize(samplerParams); ++i) { | ||
| 1132 | samplerDesc.Filter = samplerParams[i].filter; | ||
| 1133 | samplerDesc.AddressU = samplerParams[i].address; | ||
| 1134 | samplerDesc.AddressV = samplerParams[i].address; | ||
| 1135 | data->samplers[i].ptr = data->samplers[0].ptr + i * data->samplerDescriptorSize; | ||
| 1136 | ID3D12Device1_CreateSampler(data->d3dDevice, &samplerDesc, data->samplers[i]); | ||
| 1137 | } | ||
| 1138 | |||
| 1139 | // Initialize the pool allocator for SRVs | ||
| 1140 | for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) { | ||
| 1141 | data->srvPoolNodes[i].index = (SIZE_T)i; | ||
| 1142 | if (i != SDL_D3D12_MAX_NUM_TEXTURES - 1) { | ||
| 1143 | data->srvPoolNodes[i].next = &data->srvPoolNodes[i + 1]; | ||
| 1144 | } | ||
| 1145 | } | ||
| 1146 | data->srvPoolHead = &data->srvPoolNodes[0]; | ||
| 1147 | |||
| 1148 | SDL_PropertiesID props = SDL_GetRendererProperties(renderer); | ||
| 1149 | SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, data->d3dDevice); | ||
| 1150 | SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue); | ||
| 1151 | |||
| 1152 | done: | ||
| 1153 | D3D_SAFE_RELEASE(d3dDevice); | ||
| 1154 | return result; | ||
| 1155 | } | ||
| 1156 | |||
| 1157 | static DXGI_MODE_ROTATION D3D12_GetCurrentRotation(void) | ||
| 1158 | { | ||
| 1159 | // FIXME | ||
| 1160 | return DXGI_MODE_ROTATION_IDENTITY; | ||
| 1161 | } | ||
| 1162 | |||
| 1163 | static BOOL D3D12_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) | ||
| 1164 | { | ||
| 1165 | switch (rotation) { | ||
| 1166 | case DXGI_MODE_ROTATION_ROTATE90: | ||
| 1167 | case DXGI_MODE_ROTATION_ROTATE270: | ||
| 1168 | return TRUE; | ||
| 1169 | default: | ||
| 1170 | return FALSE; | ||
| 1171 | } | ||
| 1172 | } | ||
| 1173 | |||
| 1174 | static int D3D12_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer) | ||
| 1175 | { | ||
| 1176 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 1177 | if (data->textureRenderTarget) { | ||
| 1178 | return DXGI_MODE_ROTATION_IDENTITY; | ||
| 1179 | } else { | ||
| 1180 | return data->rotation; | ||
| 1181 | } | ||
| 1182 | } | ||
| 1183 | |||
| 1184 | static bool D3D12_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D12_RECT *outRect, BOOL includeViewportOffset) | ||
| 1185 | { | ||
| 1186 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 1187 | const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer); | ||
| 1188 | const SDL_Rect *viewport = &data->currentViewport; | ||
| 1189 | |||
| 1190 | switch (rotation) { | ||
| 1191 | case DXGI_MODE_ROTATION_IDENTITY: | ||
| 1192 | outRect->left = sdlRect->x; | ||
| 1193 | outRect->right = (LONG)sdlRect->x + sdlRect->w; | ||
| 1194 | outRect->top = sdlRect->y; | ||
| 1195 | outRect->bottom = (LONG)sdlRect->y + sdlRect->h; | ||
| 1196 | if (includeViewportOffset) { | ||
| 1197 | outRect->left += viewport->x; | ||
| 1198 | outRect->right += viewport->x; | ||
| 1199 | outRect->top += viewport->y; | ||
| 1200 | outRect->bottom += viewport->y; | ||
| 1201 | } | ||
| 1202 | break; | ||
| 1203 | case DXGI_MODE_ROTATION_ROTATE270: | ||
| 1204 | outRect->left = sdlRect->y; | ||
| 1205 | outRect->right = (LONG)sdlRect->y + sdlRect->h; | ||
| 1206 | outRect->top = viewport->w - sdlRect->x - sdlRect->w; | ||
| 1207 | outRect->bottom = viewport->w - sdlRect->x; | ||
| 1208 | break; | ||
| 1209 | case DXGI_MODE_ROTATION_ROTATE180: | ||
| 1210 | outRect->left = viewport->w - sdlRect->x - sdlRect->w; | ||
| 1211 | outRect->right = viewport->w - sdlRect->x; | ||
| 1212 | outRect->top = viewport->h - sdlRect->y - sdlRect->h; | ||
| 1213 | outRect->bottom = viewport->h - sdlRect->y; | ||
| 1214 | break; | ||
| 1215 | case DXGI_MODE_ROTATION_ROTATE90: | ||
| 1216 | outRect->left = viewport->h - sdlRect->y - sdlRect->h; | ||
| 1217 | outRect->right = viewport->h - sdlRect->y; | ||
| 1218 | outRect->top = sdlRect->x; | ||
| 1219 | outRect->bottom = (LONG)sdlRect->x + sdlRect->h; | ||
| 1220 | break; | ||
| 1221 | default: | ||
| 1222 | return SDL_SetError("The physical display is in an unknown or unsupported rotation"); | ||
| 1223 | } | ||
| 1224 | return true; | ||
| 1225 | } | ||
| 1226 | |||
| 1227 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 1228 | static HRESULT D3D12_CreateSwapChain(SDL_Renderer *renderer, int w, int h) | ||
| 1229 | { | ||
| 1230 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 1231 | IDXGISwapChain1 *swapChain = NULL; | ||
| 1232 | HRESULT result = S_OK; | ||
| 1233 | |||
| 1234 | // Create a swap chain using the same adapter as the existing Direct3D device. | ||
| 1235 | DXGI_SWAP_CHAIN_DESC1 swapChainDesc; | ||
| 1236 | SDL_zero(swapChainDesc); | ||
| 1237 | swapChainDesc.Width = w; | ||
| 1238 | swapChainDesc.Height = h; | ||
| 1239 | switch (renderer->output_colorspace) { | ||
| 1240 | case SDL_COLORSPACE_SRGB_LINEAR: | ||
| 1241 | swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; | ||
| 1242 | data->renderTargetFormat = DXGI_FORMAT_R16G16B16A16_FLOAT; | ||
| 1243 | break; | ||
| 1244 | case SDL_COLORSPACE_HDR10: | ||
| 1245 | swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; | ||
| 1246 | data->renderTargetFormat = DXGI_FORMAT_R10G10B10A2_UNORM; | ||
| 1247 | break; | ||
| 1248 | default: | ||
| 1249 | swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format. | ||
| 1250 | data->renderTargetFormat = DXGI_FORMAT_B8G8R8A8_UNORM; | ||
| 1251 | break; | ||
| 1252 | } | ||
| 1253 | swapChainDesc.Stereo = FALSE; | ||
| 1254 | swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. | ||
| 1255 | swapChainDesc.SampleDesc.Quality = 0; | ||
| 1256 | swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | ||
| 1257 | swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency. | ||
| 1258 | if (WIN_IsWindows8OrGreater()) { | ||
| 1259 | swapChainDesc.Scaling = DXGI_SCALING_NONE; | ||
| 1260 | } else { | ||
| 1261 | swapChainDesc.Scaling = DXGI_SCALING_STRETCH; | ||
| 1262 | } | ||
| 1263 | swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. | ||
| 1264 | swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | // To support SetMaximumFrameLatency | ||
| 1265 | DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; // To support presenting with allow tearing on | ||
| 1266 | |||
| 1267 | HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); | ||
| 1268 | if (!hwnd) { | ||
| 1269 | SDL_SetError("Couldn't get window handle"); | ||
| 1270 | result = E_FAIL; | ||
| 1271 | goto done; | ||
| 1272 | } | ||
| 1273 | |||
| 1274 | result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory, | ||
| 1275 | (IUnknown *)data->commandQueue, | ||
| 1276 | hwnd, | ||
| 1277 | &swapChainDesc, | ||
| 1278 | NULL, | ||
| 1279 | NULL, // Allow on all displays. | ||
| 1280 | &swapChain); | ||
| 1281 | if (FAILED(result)) { | ||
| 1282 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result); | ||
| 1283 | goto done; | ||
| 1284 | } | ||
| 1285 | |||
| 1286 | IDXGIFactory6_MakeWindowAssociation(data->dxgiFactory, hwnd, DXGI_MWA_NO_WINDOW_CHANGES); | ||
| 1287 | |||
| 1288 | result = IDXGISwapChain1_QueryInterface(swapChain, D3D_GUID(SDL_IID_IDXGISwapChain4), (void **)&data->swapChain); | ||
| 1289 | if (FAILED(result)) { | ||
| 1290 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result); | ||
| 1291 | goto done; | ||
| 1292 | } | ||
| 1293 | |||
| 1294 | /* Ensure that the swapchain does not queue more than one frame at a time. This both reduces latency | ||
| 1295 | * and ensures that the application will only render after each VSync, minimizing power consumption. | ||
| 1296 | */ | ||
| 1297 | result = IDXGISwapChain4_SetMaximumFrameLatency(data->swapChain, 1); | ||
| 1298 | if (FAILED(result)) { | ||
| 1299 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result); | ||
| 1300 | goto done; | ||
| 1301 | } | ||
| 1302 | |||
| 1303 | data->swapEffect = swapChainDesc.SwapEffect; | ||
| 1304 | data->swapFlags = swapChainDesc.Flags; | ||
| 1305 | |||
| 1306 | UINT colorspace_support = 0; | ||
| 1307 | DXGI_COLOR_SPACE_TYPE colorspace; | ||
| 1308 | switch (renderer->output_colorspace) { | ||
| 1309 | case SDL_COLORSPACE_SRGB_LINEAR: | ||
| 1310 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709; | ||
| 1311 | break; | ||
| 1312 | case SDL_COLORSPACE_HDR10: | ||
| 1313 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020; | ||
| 1314 | break; | ||
| 1315 | default: | ||
| 1316 | // sRGB | ||
| 1317 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; | ||
| 1318 | break; | ||
| 1319 | } | ||
| 1320 | if (SUCCEEDED(IDXGISwapChain3_CheckColorSpaceSupport(data->swapChain, colorspace, &colorspace_support)) && | ||
| 1321 | (colorspace_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { | ||
| 1322 | result = IDXGISwapChain3_SetColorSpace1(data->swapChain, colorspace); | ||
| 1323 | if (FAILED(result)) { | ||
| 1324 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain3::SetColorSpace1"), result); | ||
| 1325 | goto done; | ||
| 1326 | } | ||
| 1327 | } else { | ||
| 1328 | // Not the default, we're not going to be able to present in this colorspace | ||
| 1329 | SDL_SetError("Unsupported output colorspace"); | ||
| 1330 | result = DXGI_ERROR_UNSUPPORTED; | ||
| 1331 | } | ||
| 1332 | |||
| 1333 | SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER, data->swapChain); | ||
| 1334 | |||
| 1335 | done: | ||
| 1336 | D3D_SAFE_RELEASE(swapChain); | ||
| 1337 | return result; | ||
| 1338 | } | ||
| 1339 | #endif | ||
| 1340 | |||
| 1341 | // Initialize all resources that change when the window's size changes. | ||
| 1342 | static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer) | ||
| 1343 | { | ||
| 1344 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 1345 | HRESULT result = S_OK; | ||
| 1346 | int i, w, h; | ||
| 1347 | |||
| 1348 | D3D12_RENDER_TARGET_VIEW_DESC rtvDesc; | ||
| 1349 | D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor; | ||
| 1350 | |||
| 1351 | // Release resources in the current command list | ||
| 1352 | D3D12_IssueBatch(data); | ||
| 1353 | ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 0, NULL, FALSE, NULL); | ||
| 1354 | |||
| 1355 | // Release render targets | ||
| 1356 | for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { | ||
| 1357 | D3D_SAFE_RELEASE(data->renderTargets[i]); | ||
| 1358 | } | ||
| 1359 | |||
| 1360 | /* The width and height of the swap chain must be based on the display's | ||
| 1361 | * non-rotated size. | ||
| 1362 | */ | ||
| 1363 | SDL_GetWindowSizeInPixels(renderer->window, &w, &h); | ||
| 1364 | data->rotation = D3D12_GetCurrentRotation(); | ||
| 1365 | if (D3D12_IsDisplayRotated90Degrees(data->rotation)) { | ||
| 1366 | int tmp = w; | ||
| 1367 | w = h; | ||
| 1368 | h = tmp; | ||
| 1369 | } | ||
| 1370 | |||
| 1371 | #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 1372 | if (data->swapChain) { | ||
| 1373 | // If the swap chain already exists, resize it. | ||
| 1374 | result = IDXGISwapChain_ResizeBuffers(data->swapChain, | ||
| 1375 | 0, | ||
| 1376 | w, h, | ||
| 1377 | DXGI_FORMAT_UNKNOWN, | ||
| 1378 | data->swapFlags); | ||
| 1379 | if (FAILED(result)) { | ||
| 1380 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result); | ||
| 1381 | goto done; | ||
| 1382 | } | ||
| 1383 | } else { | ||
| 1384 | result = D3D12_CreateSwapChain(renderer, w, h); | ||
| 1385 | if (FAILED(result) || !data->swapChain) { | ||
| 1386 | goto done; | ||
| 1387 | } | ||
| 1388 | } | ||
| 1389 | |||
| 1390 | // Set the proper rotation for the swap chain. | ||
| 1391 | if (WIN_IsWindows8OrGreater()) { | ||
| 1392 | if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { | ||
| 1393 | result = IDXGISwapChain4_SetRotation(data->swapChain, data->rotation); // NOLINT(clang-analyzer-core.NullDereference) | ||
| 1394 | if (FAILED(result)) { | ||
| 1395 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result); | ||
| 1396 | goto done; | ||
| 1397 | } | ||
| 1398 | } | ||
| 1399 | } | ||
| 1400 | #endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) | ||
| 1401 | |||
| 1402 | // Get each back buffer render target and create render target views | ||
| 1403 | for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { | ||
| 1404 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 1405 | result = D3D12_XBOX_CreateBackBufferTarget(data->d3dDevice, renderer->window->w, renderer->window->h, (void **)&data->renderTargets[i]); | ||
| 1406 | if (FAILED(result)) { | ||
| 1407 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_XBOX_CreateBackBufferTarget"), result); | ||
| 1408 | goto done; | ||
| 1409 | } | ||
| 1410 | #else | ||
| 1411 | result = IDXGISwapChain4_GetBuffer(data->swapChain, // NOLINT(clang-analyzer-core.NullDereference) | ||
| 1412 | i, | ||
| 1413 | D3D_GUID(SDL_IID_ID3D12Resource), | ||
| 1414 | (void **)&data->renderTargets[i]); | ||
| 1415 | if (FAILED(result)) { | ||
| 1416 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer"), result); | ||
| 1417 | goto done; | ||
| 1418 | } | ||
| 1419 | #endif | ||
| 1420 | |||
| 1421 | SDL_zero(rtvDesc); | ||
| 1422 | rtvDesc.Format = data->renderTargetFormat; | ||
| 1423 | rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; | ||
| 1424 | |||
| 1425 | SDL_zero(rtvDescriptor); | ||
| 1426 | D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor); | ||
| 1427 | rtvDescriptor.ptr += i * data->rtvDescriptorSize; | ||
| 1428 | ID3D12Device1_CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor); | ||
| 1429 | } | ||
| 1430 | |||
| 1431 | // Set back buffer index to current buffer | ||
| 1432 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 1433 | data->currentBackBufferIndex = 0; | ||
| 1434 | #else | ||
| 1435 | data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); | ||
| 1436 | #endif | ||
| 1437 | |||
| 1438 | /* Set the swap chain target immediately, so that a target is always set | ||
| 1439 | * even before we get to SetDrawState. Without this it's possible to hit | ||
| 1440 | * null references in places like ReadPixels! | ||
| 1441 | */ | ||
| 1442 | data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer); | ||
| 1443 | ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL); | ||
| 1444 | D3D12_TransitionResource(data, | ||
| 1445 | data->renderTargets[data->currentBackBufferIndex], | ||
| 1446 | D3D12_RESOURCE_STATE_PRESENT, | ||
| 1447 | D3D12_RESOURCE_STATE_RENDER_TARGET); | ||
| 1448 | |||
| 1449 | data->viewportDirty = true; | ||
| 1450 | |||
| 1451 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 1452 | D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken); | ||
| 1453 | #endif | ||
| 1454 | |||
| 1455 | done: | ||
| 1456 | return result; | ||
| 1457 | } | ||
| 1458 | |||
| 1459 | static bool D3D12_HandleDeviceLost(SDL_Renderer *renderer) | ||
| 1460 | { | ||
| 1461 | bool recovered = false; | ||
| 1462 | |||
| 1463 | D3D12_ReleaseAll(renderer); | ||
| 1464 | |||
| 1465 | if (SUCCEEDED(D3D12_CreateDeviceResources(renderer)) && | ||
| 1466 | SUCCEEDED(D3D12_CreateWindowSizeDependentResources(renderer))) { | ||
| 1467 | recovered = true; | ||
| 1468 | } else { | ||
| 1469 | SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Renderer couldn't recover from device lost: %s", SDL_GetError()); | ||
| 1470 | D3D12_ReleaseAll(renderer); | ||
| 1471 | } | ||
| 1472 | |||
| 1473 | // Let the application know that the device has been reset or lost | ||
| 1474 | SDL_Event event; | ||
| 1475 | SDL_zero(event); | ||
| 1476 | event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST; | ||
| 1477 | event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); | ||
| 1478 | SDL_PushEvent(&event); | ||
| 1479 | |||
| 1480 | return recovered; | ||
| 1481 | } | ||
| 1482 | |||
| 1483 | // This method is called when the window's size changes. | ||
| 1484 | static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer *renderer) | ||
| 1485 | { | ||
| 1486 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 1487 | // If the GPU has previous work, wait for it to be done first | ||
| 1488 | D3D12_WaitForGPU(data); | ||
| 1489 | return D3D12_CreateWindowSizeDependentResources(renderer); | ||
| 1490 | } | ||
| 1491 | |||
| 1492 | static void D3D12_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) | ||
| 1493 | { | ||
| 1494 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 1495 | |||
| 1496 | if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { | ||
| 1497 | data->pixelSizeChanged = true; | ||
| 1498 | } | ||
| 1499 | } | ||
| 1500 | |||
| 1501 | static bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) | ||
| 1502 | { | ||
| 1503 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); | ||
| 1504 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); | ||
| 1505 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); | ||
| 1506 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); | ||
| 1507 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); | ||
| 1508 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); | ||
| 1509 | |||
| 1510 | if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || | ||
| 1511 | !GetBlendEquation(colorOperation) || | ||
| 1512 | !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || | ||
| 1513 | !GetBlendEquation(alphaOperation)) { | ||
| 1514 | return false; | ||
| 1515 | } | ||
| 1516 | return true; | ||
| 1517 | } | ||
| 1518 | |||
| 1519 | static SIZE_T D3D12_GetAvailableSRVIndex(SDL_Renderer *renderer) | ||
| 1520 | { | ||
| 1521 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 1522 | if (rendererData->srvPoolHead) { | ||
| 1523 | SIZE_T index = rendererData->srvPoolHead->index; | ||
| 1524 | rendererData->srvPoolHead = (D3D12_SRVPoolNode *)(rendererData->srvPoolHead->next); | ||
| 1525 | return index; | ||
| 1526 | } else { | ||
| 1527 | SDL_SetError("[d3d12] Cannot allocate more than %d textures!", SDL_D3D12_MAX_NUM_TEXTURES); | ||
| 1528 | return SDL_D3D12_MAX_NUM_TEXTURES + 1; | ||
| 1529 | } | ||
| 1530 | } | ||
| 1531 | |||
| 1532 | static void D3D12_FreeSRVIndex(SDL_Renderer *renderer, SIZE_T index) | ||
| 1533 | { | ||
| 1534 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 1535 | rendererData->srvPoolNodes[index].next = rendererData->srvPoolHead; | ||
| 1536 | rendererData->srvPoolHead = &rendererData->srvPoolNodes[index]; | ||
| 1537 | } | ||
| 1538 | |||
| 1539 | static bool GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D12Resource **texture) | ||
| 1540 | { | ||
| 1541 | IUnknown *unknown = (IUnknown*)SDL_GetPointerProperty(props, name, NULL); | ||
| 1542 | if (unknown) { | ||
| 1543 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 1544 | HRESULT result = unknown->QueryInterface(D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture); | ||
| 1545 | #else | ||
| 1546 | HRESULT result = IUnknown_QueryInterface(unknown, D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture); | ||
| 1547 | #endif | ||
| 1548 | if (FAILED(result)) { | ||
| 1549 | return WIN_SetErrorFromHRESULT(name, result); | ||
| 1550 | } | ||
| 1551 | } | ||
| 1552 | return true; | ||
| 1553 | } | ||
| 1554 | |||
| 1555 | static bool D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) | ||
| 1556 | { | ||
| 1557 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 1558 | D3D12_TextureData *textureData; | ||
| 1559 | HRESULT result; | ||
| 1560 | DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format, renderer->output_colorspace); | ||
| 1561 | D3D12_RESOURCE_DESC textureDesc; | ||
| 1562 | D3D12_HEAP_PROPERTIES heapProps; | ||
| 1563 | D3D12_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; | ||
| 1564 | |||
| 1565 | if (!rendererData->d3dDevice) { | ||
| 1566 | return SDL_SetError("Device lost and couldn't be recovered"); | ||
| 1567 | } | ||
| 1568 | |||
| 1569 | if (textureFormat == DXGI_FORMAT_UNKNOWN) { | ||
| 1570 | return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified", __FUNCTION__, texture->format); | ||
| 1571 | } | ||
| 1572 | |||
| 1573 | textureData = (D3D12_TextureData *)SDL_calloc(1, sizeof(*textureData)); | ||
| 1574 | if (!textureData) { | ||
| 1575 | return false; | ||
| 1576 | } | ||
| 1577 | textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR; | ||
| 1578 | |||
| 1579 | texture->internal = textureData; | ||
| 1580 | textureData->mainTextureFormat = textureFormat; | ||
| 1581 | |||
| 1582 | SDL_zero(textureDesc); | ||
| 1583 | textureDesc.Width = texture->w; | ||
| 1584 | textureDesc.Height = texture->h; | ||
| 1585 | textureDesc.MipLevels = 1; | ||
| 1586 | textureDesc.DepthOrArraySize = 1; | ||
| 1587 | textureDesc.Format = textureFormat; | ||
| 1588 | textureDesc.SampleDesc.Count = 1; | ||
| 1589 | textureDesc.SampleDesc.Quality = 0; | ||
| 1590 | textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; | ||
| 1591 | textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
| 1592 | |||
| 1593 | // NV12 textures must have even width and height | ||
| 1594 | if (texture->format == SDL_PIXELFORMAT_NV12 || | ||
| 1595 | texture->format == SDL_PIXELFORMAT_NV21 || | ||
| 1596 | texture->format == SDL_PIXELFORMAT_P010) { | ||
| 1597 | textureDesc.Width = (textureDesc.Width + 1) & ~1; | ||
| 1598 | textureDesc.Height = (textureDesc.Height + 1) & ~1; | ||
| 1599 | } | ||
| 1600 | textureData->w = (int)textureDesc.Width; | ||
| 1601 | textureData->h = (int)textureDesc.Height; | ||
| 1602 | if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) { | ||
| 1603 | textureData->shader = SHADER_RGB; | ||
| 1604 | } else { | ||
| 1605 | textureData->shader = SHADER_ADVANCED; | ||
| 1606 | } | ||
| 1607 | |||
| 1608 | if (texture->access == SDL_TEXTUREACCESS_TARGET) { | ||
| 1609 | textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; | ||
| 1610 | } | ||
| 1611 | |||
| 1612 | SDL_zero(heapProps); | ||
| 1613 | heapProps.Type = D3D12_HEAP_TYPE_DEFAULT; | ||
| 1614 | heapProps.CreationNodeMask = 1; | ||
| 1615 | heapProps.VisibleNodeMask = 1; | ||
| 1616 | |||
| 1617 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER, &textureData->mainTexture)) { | ||
| 1618 | return false; | ||
| 1619 | } | ||
| 1620 | if (!textureData->mainTexture) { | ||
| 1621 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, | ||
| 1622 | &heapProps, | ||
| 1623 | D3D12_HEAP_FLAG_NONE, | ||
| 1624 | &textureDesc, | ||
| 1625 | D3D12_RESOURCE_STATE_COPY_DEST, | ||
| 1626 | NULL, | ||
| 1627 | D3D_GUID(SDL_IID_ID3D12Resource), | ||
| 1628 | (void **)&textureData->mainTexture); | ||
| 1629 | if (FAILED(result)) { | ||
| 1630 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); | ||
| 1631 | } | ||
| 1632 | } | ||
| 1633 | textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; | ||
| 1634 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER, textureData->mainTexture); | ||
| 1635 | #ifdef SDL_HAVE_YUV | ||
| 1636 | if (texture->format == SDL_PIXELFORMAT_YV12 || | ||
| 1637 | texture->format == SDL_PIXELFORMAT_IYUV) { | ||
| 1638 | textureData->yuv = true; | ||
| 1639 | |||
| 1640 | textureDesc.Width = (textureDesc.Width + 1) / 2; | ||
| 1641 | textureDesc.Height = (textureDesc.Height + 1) / 2; | ||
| 1642 | |||
| 1643 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER, &textureData->mainTextureU)) { | ||
| 1644 | return false; | ||
| 1645 | } | ||
| 1646 | if (!textureData->mainTextureU) { | ||
| 1647 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, | ||
| 1648 | &heapProps, | ||
| 1649 | D3D12_HEAP_FLAG_NONE, | ||
| 1650 | &textureDesc, | ||
| 1651 | D3D12_RESOURCE_STATE_COPY_DEST, | ||
| 1652 | NULL, | ||
| 1653 | D3D_GUID(SDL_IID_ID3D12Resource), | ||
| 1654 | (void **)&textureData->mainTextureU); | ||
| 1655 | if (FAILED(result)) { | ||
| 1656 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); | ||
| 1657 | } | ||
| 1658 | } | ||
| 1659 | textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST; | ||
| 1660 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER, textureData->mainTextureU); | ||
| 1661 | |||
| 1662 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER, &textureData->mainTextureV)) { | ||
| 1663 | return false; | ||
| 1664 | } | ||
| 1665 | if (!textureData->mainTextureV) { | ||
| 1666 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, | ||
| 1667 | &heapProps, | ||
| 1668 | D3D12_HEAP_FLAG_NONE, | ||
| 1669 | &textureDesc, | ||
| 1670 | D3D12_RESOURCE_STATE_COPY_DEST, | ||
| 1671 | NULL, | ||
| 1672 | D3D_GUID(SDL_IID_ID3D12Resource), | ||
| 1673 | (void **)&textureData->mainTextureV); | ||
| 1674 | if (FAILED(result)) { | ||
| 1675 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); | ||
| 1676 | } | ||
| 1677 | } | ||
| 1678 | textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST; | ||
| 1679 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER, textureData->mainTextureV); | ||
| 1680 | |||
| 1681 | textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); | ||
| 1682 | if (!textureData->YCbCr_matrix) { | ||
| 1683 | return SDL_SetError("Unsupported YUV colorspace"); | ||
| 1684 | } | ||
| 1685 | } | ||
| 1686 | |||
| 1687 | if (texture->format == SDL_PIXELFORMAT_NV12 || | ||
| 1688 | texture->format == SDL_PIXELFORMAT_NV21 || | ||
| 1689 | texture->format == SDL_PIXELFORMAT_P010) { | ||
| 1690 | int bits_per_pixel; | ||
| 1691 | |||
| 1692 | textureData->nv12 = true; | ||
| 1693 | |||
| 1694 | switch (texture->format) { | ||
| 1695 | case SDL_PIXELFORMAT_P010: | ||
| 1696 | bits_per_pixel = 10; | ||
| 1697 | break; | ||
| 1698 | default: | ||
| 1699 | bits_per_pixel = 8; | ||
| 1700 | break; | ||
| 1701 | } | ||
| 1702 | textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, bits_per_pixel); | ||
| 1703 | if (!textureData->YCbCr_matrix) { | ||
| 1704 | return SDL_SetError("Unsupported YUV colorspace"); | ||
| 1705 | } | ||
| 1706 | } | ||
| 1707 | #endif // SDL_HAVE_YUV | ||
| 1708 | SDL_zero(resourceViewDesc); | ||
| 1709 | resourceViewDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; | ||
| 1710 | resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format, renderer->output_colorspace); | ||
| 1711 | resourceViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; | ||
| 1712 | resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; | ||
| 1713 | |||
| 1714 | textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer); | ||
| 1715 | D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView); | ||
| 1716 | textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize; | ||
| 1717 | |||
| 1718 | ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, | ||
| 1719 | textureData->mainTexture, | ||
| 1720 | &resourceViewDesc, | ||
| 1721 | textureData->mainTextureResourceView); | ||
| 1722 | #ifdef SDL_HAVE_YUV | ||
| 1723 | if (textureData->yuv) { | ||
| 1724 | D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU); | ||
| 1725 | textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer); | ||
| 1726 | textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize; | ||
| 1727 | ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, | ||
| 1728 | textureData->mainTextureU, | ||
| 1729 | &resourceViewDesc, | ||
| 1730 | textureData->mainTextureResourceViewU); | ||
| 1731 | |||
| 1732 | D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV); | ||
| 1733 | textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer); | ||
| 1734 | textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize; | ||
| 1735 | ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, | ||
| 1736 | textureData->mainTextureV, | ||
| 1737 | &resourceViewDesc, | ||
| 1738 | textureData->mainTextureResourceViewV); | ||
| 1739 | } | ||
| 1740 | |||
| 1741 | if (textureData->nv12) { | ||
| 1742 | D3D12_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; | ||
| 1743 | |||
| 1744 | if (texture->format == SDL_PIXELFORMAT_NV12 || texture->format == SDL_PIXELFORMAT_NV21) { | ||
| 1745 | nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; | ||
| 1746 | } else if (texture->format == SDL_PIXELFORMAT_P010) { | ||
| 1747 | nvResourceViewDesc.Format = DXGI_FORMAT_R16G16_UNORM; | ||
| 1748 | } | ||
| 1749 | nvResourceViewDesc.Texture2D.PlaneSlice = 1; | ||
| 1750 | |||
| 1751 | D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV); | ||
| 1752 | textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer); | ||
| 1753 | textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize; | ||
| 1754 | ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, | ||
| 1755 | textureData->mainTexture, | ||
| 1756 | &nvResourceViewDesc, | ||
| 1757 | textureData->mainTextureResourceViewNV); | ||
| 1758 | } | ||
| 1759 | #endif // SDL_HAVE_YUV | ||
| 1760 | |||
| 1761 | if (texture->access & SDL_TEXTUREACCESS_TARGET) { | ||
| 1762 | D3D12_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; | ||
| 1763 | SDL_zero(renderTargetViewDesc); | ||
| 1764 | renderTargetViewDesc.Format = textureDesc.Format; | ||
| 1765 | renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; | ||
| 1766 | renderTargetViewDesc.Texture2D.MipSlice = 0; | ||
| 1767 | |||
| 1768 | D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView); | ||
| 1769 | textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize; | ||
| 1770 | |||
| 1771 | ID3D12Device1_CreateRenderTargetView(rendererData->d3dDevice, | ||
| 1772 | (ID3D12Resource *)textureData->mainTexture, | ||
| 1773 | &renderTargetViewDesc, | ||
| 1774 | textureData->mainTextureRenderTargetView); | ||
| 1775 | } | ||
| 1776 | |||
| 1777 | return true; | ||
| 1778 | } | ||
| 1779 | |||
| 1780 | static void D3D12_DestroyTexture(SDL_Renderer *renderer, | ||
| 1781 | SDL_Texture *texture) | ||
| 1782 | { | ||
| 1783 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 1784 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 1785 | |||
| 1786 | if (!textureData) { | ||
| 1787 | return; | ||
| 1788 | } | ||
| 1789 | |||
| 1790 | /* Because SDL_DestroyTexture might be called while the data is in-flight, we need to issue the batch first | ||
| 1791 | Unfortunately, this means that deleting a lot of textures mid-frame will have poor performance. */ | ||
| 1792 | D3D12_IssueBatch(rendererData); | ||
| 1793 | |||
| 1794 | D3D_SAFE_RELEASE(textureData->mainTexture); | ||
| 1795 | D3D_SAFE_RELEASE(textureData->stagingBuffer); | ||
| 1796 | D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndex); | ||
| 1797 | #ifdef SDL_HAVE_YUV | ||
| 1798 | D3D_SAFE_RELEASE(textureData->mainTextureU); | ||
| 1799 | D3D_SAFE_RELEASE(textureData->mainTextureV); | ||
| 1800 | if (textureData->yuv) { | ||
| 1801 | D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexU); | ||
| 1802 | D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexV); | ||
| 1803 | } | ||
| 1804 | if (textureData->nv12) { | ||
| 1805 | D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexNV); | ||
| 1806 | } | ||
| 1807 | SDL_free(textureData->pixels); | ||
| 1808 | #endif | ||
| 1809 | SDL_free(textureData); | ||
| 1810 | texture->internal = NULL; | ||
| 1811 | } | ||
| 1812 | |||
| 1813 | 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) | ||
| 1814 | { | ||
| 1815 | const Uint8 *src; | ||
| 1816 | Uint8 *dst; | ||
| 1817 | UINT length; | ||
| 1818 | HRESULT result; | ||
| 1819 | D3D12_RESOURCE_DESC textureDesc; | ||
| 1820 | D3D12_RESOURCE_DESC uploadDesc; | ||
| 1821 | D3D12_HEAP_PROPERTIES heapProps; | ||
| 1822 | D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; | ||
| 1823 | D3D12_TEXTURE_COPY_LOCATION srcLocation; | ||
| 1824 | D3D12_TEXTURE_COPY_LOCATION dstLocation; | ||
| 1825 | BYTE *textureMemory; | ||
| 1826 | ID3D12Resource *uploadBuffer; | ||
| 1827 | UINT row, NumRows, RowPitch; | ||
| 1828 | UINT64 RowLength; | ||
| 1829 | |||
| 1830 | // Create an upload buffer, which will be used to write to the main texture. | ||
| 1831 | SDL_zero(textureDesc); | ||
| 1832 | D3D_CALL_RET(texture, GetDesc, &textureDesc); | ||
| 1833 | textureDesc.Width = w; | ||
| 1834 | textureDesc.Height = h; | ||
| 1835 | if (textureDesc.Format == DXGI_FORMAT_NV12 || | ||
| 1836 | textureDesc.Format == DXGI_FORMAT_P010) { | ||
| 1837 | textureDesc.Width = (textureDesc.Width + 1) & ~1; | ||
| 1838 | textureDesc.Height = (textureDesc.Height + 1) & ~1; | ||
| 1839 | } | ||
| 1840 | |||
| 1841 | SDL_zero(uploadDesc); | ||
| 1842 | uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | ||
| 1843 | uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; | ||
| 1844 | uploadDesc.Height = 1; | ||
| 1845 | uploadDesc.DepthOrArraySize = 1; | ||
| 1846 | uploadDesc.MipLevels = 1; | ||
| 1847 | uploadDesc.Format = DXGI_FORMAT_UNKNOWN; | ||
| 1848 | uploadDesc.SampleDesc.Count = 1; | ||
| 1849 | uploadDesc.SampleDesc.Quality = 0; | ||
| 1850 | uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | ||
| 1851 | uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
| 1852 | |||
| 1853 | // Figure out how much we need to allocate for the upload buffer | ||
| 1854 | ID3D12Device1_GetCopyableFootprints(rendererData->d3dDevice, | ||
| 1855 | &textureDesc, | ||
| 1856 | plane, | ||
| 1857 | 1, | ||
| 1858 | 0, | ||
| 1859 | &placedTextureDesc, | ||
| 1860 | &NumRows, | ||
| 1861 | &RowLength, | ||
| 1862 | &uploadDesc.Width); | ||
| 1863 | RowPitch = placedTextureDesc.Footprint.RowPitch; | ||
| 1864 | |||
| 1865 | SDL_zero(heapProps); | ||
| 1866 | heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; | ||
| 1867 | heapProps.CreationNodeMask = 1; | ||
| 1868 | heapProps.VisibleNodeMask = 1; | ||
| 1869 | |||
| 1870 | // Create the upload buffer | ||
| 1871 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, | ||
| 1872 | &heapProps, | ||
| 1873 | D3D12_HEAP_FLAG_NONE, | ||
| 1874 | &uploadDesc, | ||
| 1875 | D3D12_RESOURCE_STATE_GENERIC_READ, | ||
| 1876 | NULL, | ||
| 1877 | D3D_GUID(SDL_IID_ID3D12Resource), | ||
| 1878 | (void **)&rendererData->uploadBuffers[rendererData->currentUploadBuffer]); | ||
| 1879 | if (FAILED(result)) { | ||
| 1880 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); | ||
| 1881 | } | ||
| 1882 | |||
| 1883 | // Get a write-only pointer to data in the upload buffer: | ||
| 1884 | uploadBuffer = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; | ||
| 1885 | result = ID3D12Resource_Map(uploadBuffer, | ||
| 1886 | 0, | ||
| 1887 | NULL, | ||
| 1888 | (void **)&textureMemory); | ||
| 1889 | if (FAILED(result)) { | ||
| 1890 | D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); | ||
| 1891 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); | ||
| 1892 | } | ||
| 1893 | |||
| 1894 | src = (const Uint8 *)pixels; | ||
| 1895 | dst = textureMemory; | ||
| 1896 | length = (UINT)RowLength; | ||
| 1897 | if (length == (UINT)pitch && length == RowPitch) { | ||
| 1898 | SDL_memcpy(dst, src, (size_t)length * NumRows); | ||
| 1899 | } else { | ||
| 1900 | if (length > (UINT)pitch) { | ||
| 1901 | length = pitch; | ||
| 1902 | } | ||
| 1903 | if (length > RowPitch) { | ||
| 1904 | length = RowPitch; | ||
| 1905 | } | ||
| 1906 | for (row = NumRows; row--; ) { | ||
| 1907 | SDL_memcpy(dst, src, length); | ||
| 1908 | src += pitch; | ||
| 1909 | dst += RowPitch; | ||
| 1910 | } | ||
| 1911 | } | ||
| 1912 | |||
| 1913 | // Commit the changes back to the upload buffer: | ||
| 1914 | ID3D12Resource_Unmap(uploadBuffer, 0, NULL); | ||
| 1915 | |||
| 1916 | // Make sure the destination is in the correct resource state | ||
| 1917 | D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_COPY_DEST); | ||
| 1918 | *resourceState = D3D12_RESOURCE_STATE_COPY_DEST; | ||
| 1919 | |||
| 1920 | SDL_zero(dstLocation); | ||
| 1921 | dstLocation.pResource = texture; | ||
| 1922 | dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; | ||
| 1923 | dstLocation.SubresourceIndex = plane; | ||
| 1924 | |||
| 1925 | SDL_zero(srcLocation); | ||
| 1926 | srcLocation.pResource = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; | ||
| 1927 | srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; | ||
| 1928 | srcLocation.PlacedFootprint = placedTextureDesc; | ||
| 1929 | |||
| 1930 | ID3D12GraphicsCommandList2_CopyTextureRegion(rendererData->commandList, | ||
| 1931 | &dstLocation, | ||
| 1932 | x, | ||
| 1933 | y, | ||
| 1934 | 0, | ||
| 1935 | &srcLocation, | ||
| 1936 | NULL); | ||
| 1937 | |||
| 1938 | // Transition the texture to be shader accessible | ||
| 1939 | D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | ||
| 1940 | *resourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
| 1941 | |||
| 1942 | rendererData->currentUploadBuffer++; | ||
| 1943 | // If we've used up all the upload buffers, we need to issue the batch | ||
| 1944 | if (rendererData->currentUploadBuffer == SDL_D3D12_NUM_UPLOAD_BUFFERS) { | ||
| 1945 | D3D12_IssueBatch(rendererData); | ||
| 1946 | } | ||
| 1947 | |||
| 1948 | return true; | ||
| 1949 | } | ||
| 1950 | |||
| 1951 | static bool D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1952 | const SDL_Rect *rect, const void *srcPixels, | ||
| 1953 | int srcPitch) | ||
| 1954 | { | ||
| 1955 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 1956 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 1957 | |||
| 1958 | if (!textureData) { | ||
| 1959 | return SDL_SetError("Texture is not currently available"); | ||
| 1960 | } | ||
| 1961 | |||
| 1962 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState)) { | ||
| 1963 | return false; | ||
| 1964 | } | ||
| 1965 | #ifdef SDL_HAVE_YUV | ||
| 1966 | if (textureData->yuv) { | ||
| 1967 | // Skip to the correct offset into the next texture | ||
| 1968 | srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); | ||
| 1969 | |||
| 1970 | 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)) { | ||
| 1971 | return false; | ||
| 1972 | } | ||
| 1973 | |||
| 1974 | // Skip to the correct offset into the next texture | ||
| 1975 | srcPixels = (const void *)((const Uint8 *)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2)); | ||
| 1976 | 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)) { | ||
| 1977 | return false; | ||
| 1978 | } | ||
| 1979 | } | ||
| 1980 | |||
| 1981 | if (textureData->nv12) { | ||
| 1982 | // Skip to the correct offset into the next texture | ||
| 1983 | srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); | ||
| 1984 | |||
| 1985 | if (texture->format == SDL_PIXELFORMAT_P010) { | ||
| 1986 | srcPitch = (srcPitch + 3) & ~3; | ||
| 1987 | } else { | ||
| 1988 | srcPitch = (srcPitch + 1) & ~1; | ||
| 1989 | } | ||
| 1990 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, (rect->w + 1) & ~1, (rect->h + 1) & ~1, srcPixels, srcPitch, &textureData->mainResourceState)) { | ||
| 1991 | return false; | ||
| 1992 | } | ||
| 1993 | } | ||
| 1994 | #endif // SDL_HAVE_YUV | ||
| 1995 | return true; | ||
| 1996 | } | ||
| 1997 | |||
| 1998 | #ifdef SDL_HAVE_YUV | ||
| 1999 | static bool D3D12_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 2000 | const SDL_Rect *rect, | ||
| 2001 | const Uint8 *Yplane, int Ypitch, | ||
| 2002 | const Uint8 *Uplane, int Upitch, | ||
| 2003 | const Uint8 *Vplane, int Vpitch) | ||
| 2004 | { | ||
| 2005 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2006 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 2007 | |||
| 2008 | if (!textureData) { | ||
| 2009 | return SDL_SetError("Texture is not currently available"); | ||
| 2010 | } | ||
| 2011 | |||
| 2012 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { | ||
| 2013 | return false; | ||
| 2014 | } | ||
| 2015 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch, &textureData->mainResourceStateU)) { | ||
| 2016 | return false; | ||
| 2017 | } | ||
| 2018 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV)) { | ||
| 2019 | return false; | ||
| 2020 | } | ||
| 2021 | return true; | ||
| 2022 | } | ||
| 2023 | |||
| 2024 | static bool D3D12_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 2025 | const SDL_Rect *rect, | ||
| 2026 | const Uint8 *Yplane, int Ypitch, | ||
| 2027 | const Uint8 *UVplane, int UVpitch) | ||
| 2028 | { | ||
| 2029 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2030 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 2031 | |||
| 2032 | if (!textureData) { | ||
| 2033 | return SDL_SetError("Texture is not currently available"); | ||
| 2034 | } | ||
| 2035 | |||
| 2036 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { | ||
| 2037 | return false; | ||
| 2038 | } | ||
| 2039 | |||
| 2040 | if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, UVplane, UVpitch, &textureData->mainResourceState)) { | ||
| 2041 | return false; | ||
| 2042 | } | ||
| 2043 | return true; | ||
| 2044 | } | ||
| 2045 | #endif | ||
| 2046 | |||
| 2047 | static bool D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 2048 | const SDL_Rect *rect, void **pixels, int *pitch) | ||
| 2049 | { | ||
| 2050 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2051 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 2052 | HRESULT result = S_OK; | ||
| 2053 | |||
| 2054 | D3D12_RESOURCE_DESC textureDesc; | ||
| 2055 | D3D12_RESOURCE_DESC uploadDesc; | ||
| 2056 | D3D12_HEAP_PROPERTIES heapProps; | ||
| 2057 | D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; | ||
| 2058 | BYTE *textureMemory; | ||
| 2059 | int bpp; | ||
| 2060 | |||
| 2061 | if (!textureData) { | ||
| 2062 | return SDL_SetError("Texture is not currently available"); | ||
| 2063 | } | ||
| 2064 | #ifdef SDL_HAVE_YUV | ||
| 2065 | if (textureData->yuv || textureData->nv12) { | ||
| 2066 | // It's more efficient to upload directly... | ||
| 2067 | if (!textureData->pixels) { | ||
| 2068 | textureData->pitch = texture->w; | ||
| 2069 | textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); | ||
| 2070 | if (!textureData->pixels) { | ||
| 2071 | return false; | ||
| 2072 | } | ||
| 2073 | } | ||
| 2074 | textureData->lockedRect = *rect; | ||
| 2075 | *pixels = | ||
| 2076 | (void *)(textureData->pixels + rect->y * textureData->pitch + | ||
| 2077 | rect->x * SDL_BYTESPERPIXEL(texture->format)); | ||
| 2078 | *pitch = textureData->pitch; | ||
| 2079 | return true; | ||
| 2080 | } | ||
| 2081 | #endif | ||
| 2082 | if (textureData->stagingBuffer) { | ||
| 2083 | return SDL_SetError("texture is already locked"); | ||
| 2084 | } | ||
| 2085 | |||
| 2086 | // Create an upload buffer, which will be used to write to the main texture. | ||
| 2087 | SDL_zero(textureDesc); | ||
| 2088 | D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc); | ||
| 2089 | textureDesc.Width = rect->w; | ||
| 2090 | textureDesc.Height = rect->h; | ||
| 2091 | |||
| 2092 | SDL_zero(uploadDesc); | ||
| 2093 | uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | ||
| 2094 | uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; | ||
| 2095 | uploadDesc.Height = 1; | ||
| 2096 | uploadDesc.DepthOrArraySize = 1; | ||
| 2097 | uploadDesc.MipLevels = 1; | ||
| 2098 | uploadDesc.Format = DXGI_FORMAT_UNKNOWN; | ||
| 2099 | uploadDesc.SampleDesc.Count = 1; | ||
| 2100 | uploadDesc.SampleDesc.Quality = 0; | ||
| 2101 | uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | ||
| 2102 | uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
| 2103 | |||
| 2104 | // Figure out how much we need to allocate for the upload buffer | ||
| 2105 | ID3D12Device1_GetCopyableFootprints(rendererData->d3dDevice, | ||
| 2106 | &textureDesc, | ||
| 2107 | 0, | ||
| 2108 | 1, | ||
| 2109 | 0, | ||
| 2110 | NULL, | ||
| 2111 | NULL, | ||
| 2112 | NULL, | ||
| 2113 | &uploadDesc.Width); | ||
| 2114 | |||
| 2115 | SDL_zero(heapProps); | ||
| 2116 | heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; | ||
| 2117 | heapProps.CreationNodeMask = 1; | ||
| 2118 | heapProps.VisibleNodeMask = 1; | ||
| 2119 | |||
| 2120 | // Create the upload buffer | ||
| 2121 | result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, | ||
| 2122 | &heapProps, | ||
| 2123 | D3D12_HEAP_FLAG_NONE, | ||
| 2124 | &uploadDesc, | ||
| 2125 | D3D12_RESOURCE_STATE_GENERIC_READ, | ||
| 2126 | NULL, | ||
| 2127 | D3D_GUID(SDL_IID_ID3D12Resource), | ||
| 2128 | (void **)&textureData->stagingBuffer); | ||
| 2129 | if (FAILED(result)) { | ||
| 2130 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); | ||
| 2131 | } | ||
| 2132 | |||
| 2133 | // Get a write-only pointer to data in the upload buffer: | ||
| 2134 | result = ID3D12Resource_Map(textureData->stagingBuffer, | ||
| 2135 | 0, | ||
| 2136 | NULL, | ||
| 2137 | (void **)&textureMemory); | ||
| 2138 | if (FAILED(result)) { | ||
| 2139 | D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); | ||
| 2140 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); | ||
| 2141 | } | ||
| 2142 | |||
| 2143 | SDL_zero(pitchedDesc); | ||
| 2144 | pitchedDesc.Format = textureDesc.Format; | ||
| 2145 | pitchedDesc.Width = rect->w; | ||
| 2146 | pitchedDesc.Height = rect->h; | ||
| 2147 | pitchedDesc.Depth = 1; | ||
| 2148 | if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { | ||
| 2149 | bpp = 1; | ||
| 2150 | } else { | ||
| 2151 | bpp = 4; | ||
| 2152 | } | ||
| 2153 | pitchedDesc.RowPitch = D3D12_Align(rect->w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); | ||
| 2154 | |||
| 2155 | /* Make note of where the staging texture will be written to | ||
| 2156 | * (on a call to SDL_UnlockTexture): | ||
| 2157 | */ | ||
| 2158 | textureData->lockedRect = *rect; | ||
| 2159 | |||
| 2160 | /* Make sure the caller has information on the texture's pixel buffer, | ||
| 2161 | * then return: | ||
| 2162 | */ | ||
| 2163 | *pixels = textureMemory; | ||
| 2164 | *pitch = pitchedDesc.RowPitch; | ||
| 2165 | return true; | ||
| 2166 | } | ||
| 2167 | |||
| 2168 | static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) | ||
| 2169 | { | ||
| 2170 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2171 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 2172 | |||
| 2173 | D3D12_RESOURCE_DESC textureDesc; | ||
| 2174 | D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; | ||
| 2175 | D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; | ||
| 2176 | D3D12_TEXTURE_COPY_LOCATION srcLocation; | ||
| 2177 | D3D12_TEXTURE_COPY_LOCATION dstLocation; | ||
| 2178 | int bpp; | ||
| 2179 | |||
| 2180 | if (!textureData) { | ||
| 2181 | return; | ||
| 2182 | } | ||
| 2183 | #ifdef SDL_HAVE_YUV | ||
| 2184 | if (textureData->yuv || textureData->nv12) { | ||
| 2185 | const SDL_Rect *rect = &textureData->lockedRect; | ||
| 2186 | void *pixels = | ||
| 2187 | (void *)(textureData->pixels + rect->y * textureData->pitch + | ||
| 2188 | rect->x * SDL_BYTESPERPIXEL(texture->format)); | ||
| 2189 | D3D12_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); | ||
| 2190 | return; | ||
| 2191 | } | ||
| 2192 | #endif | ||
| 2193 | // Commit the pixel buffer's changes back to the staging texture: | ||
| 2194 | ID3D12Resource_Unmap(textureData->stagingBuffer, 0, NULL); | ||
| 2195 | |||
| 2196 | SDL_zero(textureDesc); | ||
| 2197 | D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc); | ||
| 2198 | textureDesc.Width = textureData->lockedRect.w; | ||
| 2199 | textureDesc.Height = textureData->lockedRect.h; | ||
| 2200 | |||
| 2201 | SDL_zero(pitchedDesc); | ||
| 2202 | pitchedDesc.Format = textureDesc.Format; | ||
| 2203 | pitchedDesc.Width = (UINT)textureDesc.Width; | ||
| 2204 | pitchedDesc.Height = textureDesc.Height; | ||
| 2205 | pitchedDesc.Depth = 1; | ||
| 2206 | if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { | ||
| 2207 | bpp = 1; | ||
| 2208 | } else { | ||
| 2209 | bpp = 4; | ||
| 2210 | } | ||
| 2211 | pitchedDesc.RowPitch = D3D12_Align(textureData->lockedRect.w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); | ||
| 2212 | |||
| 2213 | SDL_zero(placedTextureDesc); | ||
| 2214 | placedTextureDesc.Offset = 0; | ||
| 2215 | placedTextureDesc.Footprint = pitchedDesc; | ||
| 2216 | |||
| 2217 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_COPY_DEST); | ||
| 2218 | textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; | ||
| 2219 | |||
| 2220 | SDL_zero(dstLocation); | ||
| 2221 | dstLocation.pResource = textureData->mainTexture; | ||
| 2222 | dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; | ||
| 2223 | dstLocation.SubresourceIndex = 0; | ||
| 2224 | |||
| 2225 | SDL_zero(srcLocation); | ||
| 2226 | srcLocation.pResource = textureData->stagingBuffer; | ||
| 2227 | srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; | ||
| 2228 | srcLocation.PlacedFootprint = placedTextureDesc; | ||
| 2229 | |||
| 2230 | ID3D12GraphicsCommandList2_CopyTextureRegion(rendererData->commandList, | ||
| 2231 | &dstLocation, | ||
| 2232 | textureData->lockedRect.x, | ||
| 2233 | textureData->lockedRect.y, | ||
| 2234 | 0, | ||
| 2235 | &srcLocation, | ||
| 2236 | NULL); | ||
| 2237 | |||
| 2238 | // Transition the texture to be shader accessible | ||
| 2239 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | ||
| 2240 | textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
| 2241 | |||
| 2242 | // Execute the command list before releasing the staging buffer | ||
| 2243 | D3D12_IssueBatch(rendererData); | ||
| 2244 | D3D_SAFE_RELEASE(textureData->stagingBuffer); | ||
| 2245 | } | ||
| 2246 | |||
| 2247 | static void D3D12_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) | ||
| 2248 | { | ||
| 2249 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 2250 | |||
| 2251 | if (!textureData) { | ||
| 2252 | return; | ||
| 2253 | } | ||
| 2254 | |||
| 2255 | textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR; | ||
| 2256 | } | ||
| 2257 | |||
| 2258 | static bool D3D12_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) | ||
| 2259 | { | ||
| 2260 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2261 | D3D12_TextureData *textureData = NULL; | ||
| 2262 | |||
| 2263 | if (!texture) { | ||
| 2264 | if (rendererData->textureRenderTarget) { | ||
| 2265 | D3D12_TransitionResource(rendererData, | ||
| 2266 | rendererData->textureRenderTarget->mainTexture, | ||
| 2267 | rendererData->textureRenderTarget->mainResourceState, | ||
| 2268 | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | ||
| 2269 | rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
| 2270 | } | ||
| 2271 | rendererData->textureRenderTarget = NULL; | ||
| 2272 | return true; | ||
| 2273 | } | ||
| 2274 | |||
| 2275 | textureData = (D3D12_TextureData *)texture->internal; | ||
| 2276 | |||
| 2277 | if (!textureData->mainTextureRenderTargetView.ptr) { | ||
| 2278 | return SDL_SetError("specified texture is not a render target"); | ||
| 2279 | } | ||
| 2280 | |||
| 2281 | rendererData->textureRenderTarget = textureData; | ||
| 2282 | D3D12_TransitionResource(rendererData, | ||
| 2283 | rendererData->textureRenderTarget->mainTexture, | ||
| 2284 | rendererData->textureRenderTarget->mainResourceState, | ||
| 2285 | D3D12_RESOURCE_STATE_RENDER_TARGET); | ||
| 2286 | rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_RENDER_TARGET; | ||
| 2287 | |||
| 2288 | return true; | ||
| 2289 | } | ||
| 2290 | |||
| 2291 | static bool D3D12_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) | ||
| 2292 | { | ||
| 2293 | return true; // nothing to do in this backend. | ||
| 2294 | } | ||
| 2295 | |||
| 2296 | static bool D3D12_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) | ||
| 2297 | { | ||
| 2298 | D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D12_VertexPositionColor), 0, &cmd->data.draw.first); | ||
| 2299 | int i; | ||
| 2300 | SDL_FColor color = cmd->data.draw.color; | ||
| 2301 | bool convert_color = SDL_RenderingLinearSpace(renderer); | ||
| 2302 | |||
| 2303 | if (!verts) { | ||
| 2304 | return false; | ||
| 2305 | } | ||
| 2306 | |||
| 2307 | cmd->data.draw.count = count; | ||
| 2308 | |||
| 2309 | if (convert_color) { | ||
| 2310 | SDL_ConvertToLinear(&color); | ||
| 2311 | } | ||
| 2312 | |||
| 2313 | for (i = 0; i < count; i++) { | ||
| 2314 | verts->pos.x = points[i].x + 0.5f; | ||
| 2315 | verts->pos.y = points[i].y + 0.5f; | ||
| 2316 | verts->tex.x = 0.0f; | ||
| 2317 | verts->tex.y = 0.0f; | ||
| 2318 | verts->color = color; | ||
| 2319 | verts++; | ||
| 2320 | } | ||
| 2321 | |||
| 2322 | return true; | ||
| 2323 | } | ||
| 2324 | |||
| 2325 | static bool D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, | ||
| 2326 | const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, | ||
| 2327 | int num_vertices, const void *indices, int num_indices, int size_indices, | ||
| 2328 | float scale_x, float scale_y) | ||
| 2329 | { | ||
| 2330 | int i; | ||
| 2331 | int count = indices ? num_indices : num_vertices; | ||
| 2332 | D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D12_VertexPositionColor), 0, &cmd->data.draw.first); | ||
| 2333 | bool convert_color = SDL_RenderingLinearSpace(renderer); | ||
| 2334 | D3D12_TextureData *textureData = texture ? (D3D12_TextureData *)texture->internal : NULL; | ||
| 2335 | float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f; | ||
| 2336 | float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f; | ||
| 2337 | |||
| 2338 | if (!verts) { | ||
| 2339 | return false; | ||
| 2340 | } | ||
| 2341 | |||
| 2342 | cmd->data.draw.count = count; | ||
| 2343 | size_indices = indices ? size_indices : 0; | ||
| 2344 | |||
| 2345 | for (i = 0; i < count; i++) { | ||
| 2346 | int j; | ||
| 2347 | float *xy_; | ||
| 2348 | if (size_indices == 4) { | ||
| 2349 | j = ((const Uint32 *)indices)[i]; | ||
| 2350 | } else if (size_indices == 2) { | ||
| 2351 | j = ((const Uint16 *)indices)[i]; | ||
| 2352 | } else if (size_indices == 1) { | ||
| 2353 | j = ((const Uint8 *)indices)[i]; | ||
| 2354 | } else { | ||
| 2355 | j = i; | ||
| 2356 | } | ||
| 2357 | |||
| 2358 | xy_ = (float *)((char *)xy + j * xy_stride); | ||
| 2359 | |||
| 2360 | verts->pos.x = xy_[0] * scale_x; | ||
| 2361 | verts->pos.y = xy_[1] * scale_y; | ||
| 2362 | verts->color = *(SDL_FColor *)((char *)color + j * color_stride); | ||
| 2363 | if (convert_color) { | ||
| 2364 | SDL_ConvertToLinear(&verts->color); | ||
| 2365 | } | ||
| 2366 | |||
| 2367 | if (texture) { | ||
| 2368 | float *uv_ = (float *)((char *)uv + j * uv_stride); | ||
| 2369 | verts->tex.x = uv_[0] * u_scale; | ||
| 2370 | verts->tex.y = uv_[1] * v_scale; | ||
| 2371 | } else { | ||
| 2372 | verts->tex.x = 0.0f; | ||
| 2373 | verts->tex.y = 0.0f; | ||
| 2374 | } | ||
| 2375 | |||
| 2376 | verts += 1; | ||
| 2377 | } | ||
| 2378 | return true; | ||
| 2379 | } | ||
| 2380 | |||
| 2381 | static bool D3D12_UpdateVertexBuffer(SDL_Renderer *renderer, | ||
| 2382 | const void *vertexData, size_t dataSizeInBytes) | ||
| 2383 | { | ||
| 2384 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2385 | HRESULT result = S_OK; | ||
| 2386 | const int vbidx = rendererData->currentVertexBuffer; | ||
| 2387 | UINT8 *vertexBufferData = NULL; | ||
| 2388 | D3D12_RANGE range; | ||
| 2389 | ID3D12Resource *vertexBuffer; | ||
| 2390 | |||
| 2391 | range.Begin = 0; | ||
| 2392 | range.End = 0; | ||
| 2393 | |||
| 2394 | if (dataSizeInBytes == 0) { | ||
| 2395 | return true; // nothing to do. | ||
| 2396 | } | ||
| 2397 | |||
| 2398 | if (rendererData->issueBatch) { | ||
| 2399 | if (FAILED(D3D12_IssueBatch(rendererData))) { | ||
| 2400 | return SDL_SetError("Failed to issue intermediate batch"); | ||
| 2401 | } | ||
| 2402 | } | ||
| 2403 | |||
| 2404 | // If the existing vertex buffer isn't big enough, we need to recreate a big enough one | ||
| 2405 | if (dataSizeInBytes > rendererData->vertexBuffers[vbidx].size) { | ||
| 2406 | D3D12_CreateVertexBuffer(rendererData, vbidx, dataSizeInBytes); | ||
| 2407 | } | ||
| 2408 | |||
| 2409 | vertexBuffer = rendererData->vertexBuffers[vbidx].resource; | ||
| 2410 | result = ID3D12Resource_Map(vertexBuffer, 0, &range, (void **)&vertexBufferData); | ||
| 2411 | if (FAILED(result)) { | ||
| 2412 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result); | ||
| 2413 | } | ||
| 2414 | SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes); | ||
| 2415 | ID3D12Resource_Unmap(vertexBuffer, 0, NULL); | ||
| 2416 | |||
| 2417 | rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes; | ||
| 2418 | |||
| 2419 | ID3D12GraphicsCommandList2_IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view); | ||
| 2420 | |||
| 2421 | rendererData->currentVertexBuffer++; | ||
| 2422 | if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) { | ||
| 2423 | rendererData->currentVertexBuffer = 0; | ||
| 2424 | rendererData->issueBatch = true; | ||
| 2425 | } | ||
| 2426 | |||
| 2427 | return true; | ||
| 2428 | } | ||
| 2429 | |||
| 2430 | static bool D3D12_UpdateViewport(SDL_Renderer *renderer) | ||
| 2431 | { | ||
| 2432 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 2433 | const SDL_Rect *viewport = &data->currentViewport; | ||
| 2434 | Float4X4 projection; | ||
| 2435 | Float4X4 view; | ||
| 2436 | SDL_FRect orientationAlignedViewport; | ||
| 2437 | BOOL swapDimensions; | ||
| 2438 | D3D12_VIEWPORT d3dviewport; | ||
| 2439 | const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer); | ||
| 2440 | |||
| 2441 | if (viewport->w == 0 || viewport->h == 0) { | ||
| 2442 | /* If the viewport is empty, assume that it is because | ||
| 2443 | * SDL_CreateRenderer is calling it, and will call it again later | ||
| 2444 | * with a non-empty viewport. | ||
| 2445 | */ | ||
| 2446 | // SDL_Log("%s, no viewport was set!", __FUNCTION__); | ||
| 2447 | return false; | ||
| 2448 | } | ||
| 2449 | |||
| 2450 | /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. | ||
| 2451 | * Keep in mind here that the Y-axis will be been inverted (from Direct3D's | ||
| 2452 | * default coordinate system) so rotations will be done in the opposite | ||
| 2453 | * direction of the DXGI_MODE_ROTATION enumeration. | ||
| 2454 | */ | ||
| 2455 | switch (rotation) { | ||
| 2456 | case DXGI_MODE_ROTATION_IDENTITY: | ||
| 2457 | projection = MatrixIdentity(); | ||
| 2458 | break; | ||
| 2459 | case DXGI_MODE_ROTATION_ROTATE270: | ||
| 2460 | projection = MatrixRotationZ(SDL_PI_F * 0.5f); | ||
| 2461 | break; | ||
| 2462 | case DXGI_MODE_ROTATION_ROTATE180: | ||
| 2463 | projection = MatrixRotationZ(SDL_PI_F); | ||
| 2464 | break; | ||
| 2465 | case DXGI_MODE_ROTATION_ROTATE90: | ||
| 2466 | projection = MatrixRotationZ(-SDL_PI_F * 0.5f); | ||
| 2467 | break; | ||
| 2468 | default: | ||
| 2469 | return SDL_SetError("An unknown DisplayOrientation is being used"); | ||
| 2470 | } | ||
| 2471 | |||
| 2472 | // Update the view matrix | ||
| 2473 | SDL_zero(view); | ||
| 2474 | view.m[0][0] = 2.0f / viewport->w; | ||
| 2475 | view.m[1][1] = -2.0f / viewport->h; | ||
| 2476 | view.m[2][2] = 1.0f; | ||
| 2477 | view.m[3][0] = -1.0f; | ||
| 2478 | view.m[3][1] = 1.0f; | ||
| 2479 | view.m[3][3] = 1.0f; | ||
| 2480 | |||
| 2481 | /* Combine the projection + view matrix together now, as both only get | ||
| 2482 | * set here (as of this writing, on Dec 26, 2013). When done, store it | ||
| 2483 | * for eventual transfer to the GPU. | ||
| 2484 | */ | ||
| 2485 | data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( | ||
| 2486 | view, | ||
| 2487 | projection); | ||
| 2488 | |||
| 2489 | /* Update the Direct3D viewport, which seems to be aligned to the | ||
| 2490 | * swap buffer's coordinate space, which is always in either | ||
| 2491 | * a landscape mode, for all Windows 8/RT devices, or a portrait mode, | ||
| 2492 | * for Windows Phone devices. | ||
| 2493 | */ | ||
| 2494 | swapDimensions = D3D12_IsDisplayRotated90Degrees((DXGI_MODE_ROTATION)rotation); | ||
| 2495 | if (swapDimensions) { | ||
| 2496 | orientationAlignedViewport.x = (float)viewport->y; | ||
| 2497 | orientationAlignedViewport.y = (float)viewport->x; | ||
| 2498 | orientationAlignedViewport.w = (float)viewport->h; | ||
| 2499 | orientationAlignedViewport.h = (float)viewport->w; | ||
| 2500 | } else { | ||
| 2501 | orientationAlignedViewport.x = (float)viewport->x; | ||
| 2502 | orientationAlignedViewport.y = (float)viewport->y; | ||
| 2503 | orientationAlignedViewport.w = (float)viewport->w; | ||
| 2504 | orientationAlignedViewport.h = (float)viewport->h; | ||
| 2505 | } | ||
| 2506 | |||
| 2507 | d3dviewport.TopLeftX = orientationAlignedViewport.x; | ||
| 2508 | d3dviewport.TopLeftY = orientationAlignedViewport.y; | ||
| 2509 | d3dviewport.Width = orientationAlignedViewport.w; | ||
| 2510 | d3dviewport.Height = orientationAlignedViewport.h; | ||
| 2511 | d3dviewport.MinDepth = 0.0f; | ||
| 2512 | d3dviewport.MaxDepth = 1.0f; | ||
| 2513 | // SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); | ||
| 2514 | ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 1, &d3dviewport); | ||
| 2515 | |||
| 2516 | data->viewportDirty = false; | ||
| 2517 | |||
| 2518 | return true; | ||
| 2519 | } | ||
| 2520 | |||
| 2521 | static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, D3D12_PixelShaderConstants *constants) | ||
| 2522 | { | ||
| 2523 | float output_headroom; | ||
| 2524 | |||
| 2525 | SDL_zerop(constants); | ||
| 2526 | |||
| 2527 | constants->scRGB_output = (float)SDL_RenderingLinearSpace(renderer); | ||
| 2528 | constants->color_scale = cmd->data.draw.color_scale; | ||
| 2529 | |||
| 2530 | if (texture) { | ||
| 2531 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 2532 | |||
| 2533 | switch (texture->format) { | ||
| 2534 | case SDL_PIXELFORMAT_YV12: | ||
| 2535 | case SDL_PIXELFORMAT_IYUV: | ||
| 2536 | constants->texture_type = TEXTURETYPE_YUV; | ||
| 2537 | constants->input_type = INPUTTYPE_SRGB; | ||
| 2538 | break; | ||
| 2539 | case SDL_PIXELFORMAT_NV12: | ||
| 2540 | constants->texture_type = TEXTURETYPE_NV12; | ||
| 2541 | constants->input_type = INPUTTYPE_SRGB; | ||
| 2542 | break; | ||
| 2543 | case SDL_PIXELFORMAT_NV21: | ||
| 2544 | constants->texture_type = TEXTURETYPE_NV21; | ||
| 2545 | constants->input_type = INPUTTYPE_SRGB; | ||
| 2546 | break; | ||
| 2547 | case SDL_PIXELFORMAT_P010: | ||
| 2548 | constants->texture_type = TEXTURETYPE_NV12; | ||
| 2549 | constants->input_type = INPUTTYPE_HDR10; | ||
| 2550 | break; | ||
| 2551 | default: | ||
| 2552 | constants->texture_type = TEXTURETYPE_RGB; | ||
| 2553 | if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 2554 | constants->input_type = INPUTTYPE_SCRGB; | ||
| 2555 | } else if (texture->colorspace == SDL_COLORSPACE_HDR10) { | ||
| 2556 | constants->input_type = INPUTTYPE_HDR10; | ||
| 2557 | } else { | ||
| 2558 | // The sampler will convert from sRGB to linear on load if working in linear colorspace | ||
| 2559 | constants->input_type = INPUTTYPE_UNSPECIFIED; | ||
| 2560 | } | ||
| 2561 | break; | ||
| 2562 | } | ||
| 2563 | |||
| 2564 | constants->sdr_white_point = texture->SDR_white_point; | ||
| 2565 | |||
| 2566 | if (renderer->target) { | ||
| 2567 | output_headroom = renderer->target->HDR_headroom; | ||
| 2568 | } else { | ||
| 2569 | output_headroom = renderer->HDR_headroom; | ||
| 2570 | } | ||
| 2571 | |||
| 2572 | if (texture->HDR_headroom > output_headroom) { | ||
| 2573 | constants->tonemap_method = TONEMAP_CHROME; | ||
| 2574 | constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom)); | ||
| 2575 | constants->tonemap_factor2 = (1.0f / output_headroom); | ||
| 2576 | } | ||
| 2577 | |||
| 2578 | if (textureData->YCbCr_matrix) { | ||
| 2579 | SDL_memcpy(constants->YCbCr_matrix, textureData->YCbCr_matrix, sizeof(constants->YCbCr_matrix)); | ||
| 2580 | } | ||
| 2581 | } | ||
| 2582 | } | ||
| 2583 | |||
| 2584 | static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const D3D12_PixelShaderConstants *shader_constants, | ||
| 2585 | D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, | ||
| 2586 | const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE *shaderResources, | ||
| 2587 | D3D12_CPU_DESCRIPTOR_HANDLE *sampler, const Float4X4 *matrix) | ||
| 2588 | |||
| 2589 | { | ||
| 2590 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2591 | const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; | ||
| 2592 | D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = D3D12_GetCurrentRenderTargetView(renderer); | ||
| 2593 | const SDL_BlendMode blendMode = cmd->data.draw.blend; | ||
| 2594 | bool updateSubresource = false; | ||
| 2595 | int i; | ||
| 2596 | D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource; | ||
| 2597 | DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat; | ||
| 2598 | D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;; | ||
| 2599 | D3D12_PixelShaderConstants solid_constants; | ||
| 2600 | |||
| 2601 | if (rendererData->textureRenderTarget) { | ||
| 2602 | rtvFormat = rendererData->textureRenderTarget->mainTextureFormat; | ||
| 2603 | } | ||
| 2604 | |||
| 2605 | // See if we need to change the pipeline state | ||
| 2606 | if (!currentPipelineState || | ||
| 2607 | currentPipelineState->shader != shader || | ||
| 2608 | currentPipelineState->blendMode != blendMode || | ||
| 2609 | currentPipelineState->topology != topology || | ||
| 2610 | currentPipelineState->rtvFormat != rtvFormat) { | ||
| 2611 | |||
| 2612 | /* Find the matching pipeline. | ||
| 2613 | NOTE: Although it may seem inefficient to linearly search through ~450 pipelines | ||
| 2614 | to find the correct one, in profiling this doesn't come up at all. | ||
| 2615 | It's unlikely that using a hash table would affect performance a measurable amount unless | ||
| 2616 | it's a degenerate case that's changing the pipeline state dozens of times per frame. | ||
| 2617 | */ | ||
| 2618 | currentPipelineState = NULL; | ||
| 2619 | for (i = 0; i < rendererData->pipelineStateCount; ++i) { | ||
| 2620 | D3D12_PipelineState *candidatePiplineState = &rendererData->pipelineStates[i]; | ||
| 2621 | if (candidatePiplineState->shader == shader && | ||
| 2622 | candidatePiplineState->blendMode == blendMode && | ||
| 2623 | candidatePiplineState->topology == topology && | ||
| 2624 | candidatePiplineState->rtvFormat == rtvFormat) { | ||
| 2625 | currentPipelineState = candidatePiplineState; | ||
| 2626 | break; | ||
| 2627 | } | ||
| 2628 | } | ||
| 2629 | |||
| 2630 | // If we didn't find a match, create a new one -- it must mean the blend mode is non-standard | ||
| 2631 | if (!currentPipelineState) { | ||
| 2632 | currentPipelineState = D3D12_CreatePipelineState(renderer, shader, blendMode, topology, rtvFormat); | ||
| 2633 | } | ||
| 2634 | |||
| 2635 | if (!currentPipelineState) { | ||
| 2636 | // The error has been set inside D3D12_CreatePipelineState() | ||
| 2637 | return false; | ||
| 2638 | } | ||
| 2639 | |||
| 2640 | ID3D12GraphicsCommandList2_SetPipelineState(rendererData->commandList, currentPipelineState->pipelineState); | ||
| 2641 | ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList, | ||
| 2642 | rendererData->rootSignatures[D3D12_GetRootSignatureType(currentPipelineState->shader)]); | ||
| 2643 | // When we change these we will need to re-upload the constant buffer and reset any descriptors | ||
| 2644 | updateSubresource = true; | ||
| 2645 | rendererData->currentSampler.ptr = 0; | ||
| 2646 | rendererData->currentShaderResource.ptr = 0; | ||
| 2647 | rendererData->currentPipelineState = currentPipelineState; | ||
| 2648 | } | ||
| 2649 | |||
| 2650 | if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) { | ||
| 2651 | ID3D12GraphicsCommandList2_OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL); | ||
| 2652 | rendererData->currentRenderTargetView = renderTargetView; | ||
| 2653 | } | ||
| 2654 | |||
| 2655 | if (rendererData->viewportDirty) { | ||
| 2656 | if (D3D12_UpdateViewport(renderer)) { | ||
| 2657 | // vertexShaderConstantsData.projectionAndView has changed | ||
| 2658 | updateSubresource = true; | ||
| 2659 | } | ||
| 2660 | } | ||
| 2661 | |||
| 2662 | if (rendererData->cliprectDirty) { | ||
| 2663 | D3D12_RECT scissorRect; | ||
| 2664 | if (!D3D12_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE)) { | ||
| 2665 | // D3D12_GetViewportAlignedD3DRect will have set the SDL error | ||
| 2666 | return false; | ||
| 2667 | } | ||
| 2668 | ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 1, &scissorRect); | ||
| 2669 | rendererData->cliprectDirty = false; | ||
| 2670 | } | ||
| 2671 | |||
| 2672 | if (numShaderResources > 0) { | ||
| 2673 | firstShaderResource = shaderResources[0]; | ||
| 2674 | } else { | ||
| 2675 | firstShaderResource.ptr = 0; | ||
| 2676 | } | ||
| 2677 | if (firstShaderResource.ptr != rendererData->currentShaderResource.ptr) { | ||
| 2678 | for (i = 0; i < numShaderResources; ++i) { | ||
| 2679 | D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->srvDescriptorHeap, shaderResources[i]); | ||
| 2680 | ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, i + 2, GPUHandle); | ||
| 2681 | } | ||
| 2682 | rendererData->currentShaderResource.ptr = firstShaderResource.ptr; | ||
| 2683 | } | ||
| 2684 | |||
| 2685 | if (sampler && sampler->ptr != rendererData->currentSampler.ptr) { | ||
| 2686 | D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->samplerDescriptorHeap, *sampler); | ||
| 2687 | UINT tableIndex = 0; | ||
| 2688 | |||
| 2689 | // Figure out the correct sampler descriptor table index based on the type of shader | ||
| 2690 | switch (shader) { | ||
| 2691 | case SHADER_RGB: | ||
| 2692 | tableIndex = 3; | ||
| 2693 | break; | ||
| 2694 | case SHADER_ADVANCED: | ||
| 2695 | tableIndex = 5; | ||
| 2696 | break; | ||
| 2697 | default: | ||
| 2698 | return SDL_SetError("[direct3d12] Trying to set a sampler for a shader which doesn't have one"); | ||
| 2699 | break; | ||
| 2700 | } | ||
| 2701 | |||
| 2702 | ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle); | ||
| 2703 | rendererData->currentSampler = *sampler; | ||
| 2704 | } | ||
| 2705 | |||
| 2706 | if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { | ||
| 2707 | SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)); | ||
| 2708 | ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, | ||
| 2709 | 0, | ||
| 2710 | 32, | ||
| 2711 | &rendererData->vertexShaderConstantsData, | ||
| 2712 | 0); | ||
| 2713 | } | ||
| 2714 | |||
| 2715 | if (!shader_constants) { | ||
| 2716 | D3D12_SetupShaderConstants(renderer, cmd, NULL, &solid_constants); | ||
| 2717 | shader_constants = &solid_constants; | ||
| 2718 | } | ||
| 2719 | |||
| 2720 | if (updateSubresource == true || | ||
| 2721 | SDL_memcmp(shader_constants, ¤tPipelineState->shader_constants, sizeof(*shader_constants)) != 0) { | ||
| 2722 | ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, | ||
| 2723 | 1, | ||
| 2724 | sizeof(*shader_constants) / sizeof(float), | ||
| 2725 | shader_constants, | ||
| 2726 | 0); | ||
| 2727 | |||
| 2728 | SDL_memcpy(¤tPipelineState->shader_constants, shader_constants, sizeof(*shader_constants)); | ||
| 2729 | } | ||
| 2730 | |||
| 2731 | return true; | ||
| 2732 | } | ||
| 2733 | |||
| 2734 | static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) | ||
| 2735 | { | ||
| 2736 | SDL_Texture *texture = cmd->data.draw.texture; | ||
| 2737 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2738 | D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; | ||
| 2739 | D3D12_CPU_DESCRIPTOR_HANDLE *textureSampler; | ||
| 2740 | D3D12_PixelShaderConstants constants; | ||
| 2741 | |||
| 2742 | if (!textureData) { | ||
| 2743 | return SDL_SetError("Texture is not currently available"); | ||
| 2744 | } | ||
| 2745 | |||
| 2746 | D3D12_SetupShaderConstants(renderer, cmd, texture, &constants); | ||
| 2747 | |||
| 2748 | switch (textureData->scaleMode) { | ||
| 2749 | case D3D12_FILTER_MIN_MAG_MIP_POINT: | ||
| 2750 | switch (cmd->data.draw.texture_address_mode) { | ||
| 2751 | case SDL_TEXTURE_ADDRESS_CLAMP: | ||
| 2752 | textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_CLAMP]; | ||
| 2753 | break; | ||
| 2754 | case SDL_TEXTURE_ADDRESS_WRAP: | ||
| 2755 | textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_WRAP]; | ||
| 2756 | break; | ||
| 2757 | default: | ||
| 2758 | return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); | ||
| 2759 | } | ||
| 2760 | break; | ||
| 2761 | case D3D12_FILTER_MIN_MAG_MIP_LINEAR: | ||
| 2762 | switch (cmd->data.draw.texture_address_mode) { | ||
| 2763 | case SDL_TEXTURE_ADDRESS_CLAMP: | ||
| 2764 | textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_CLAMP]; | ||
| 2765 | break; | ||
| 2766 | case SDL_TEXTURE_ADDRESS_WRAP: | ||
| 2767 | textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_WRAP]; | ||
| 2768 | break; | ||
| 2769 | default: | ||
| 2770 | return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); | ||
| 2771 | } | ||
| 2772 | break; | ||
| 2773 | default: | ||
| 2774 | return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode); | ||
| 2775 | } | ||
| 2776 | #ifdef SDL_HAVE_YUV | ||
| 2777 | if (textureData->yuv) { | ||
| 2778 | D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[3]; | ||
| 2779 | |||
| 2780 | shaderResources[0] = textureData->mainTextureResourceView; | ||
| 2781 | shaderResources[1] = textureData->mainTextureResourceViewU; | ||
| 2782 | shaderResources[2] = textureData->mainTextureResourceViewV; | ||
| 2783 | |||
| 2784 | // Make sure each texture is in the correct state to be accessed by the pixel shader. | ||
| 2785 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | ||
| 2786 | textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
| 2787 | D3D12_TransitionResource(rendererData, textureData->mainTextureU, textureData->mainResourceStateU, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | ||
| 2788 | textureData->mainResourceStateU = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
| 2789 | D3D12_TransitionResource(rendererData, textureData->mainTextureV, textureData->mainResourceStateV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | ||
| 2790 | textureData->mainResourceStateV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
| 2791 | |||
| 2792 | return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); | ||
| 2793 | } else if (textureData->nv12) { | ||
| 2794 | D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2]; | ||
| 2795 | |||
| 2796 | shaderResources[0] = textureData->mainTextureResourceView; | ||
| 2797 | shaderResources[1] = textureData->mainTextureResourceViewNV; | ||
| 2798 | |||
| 2799 | // Make sure each texture is in the correct state to be accessed by the pixel shader. | ||
| 2800 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | ||
| 2801 | textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
| 2802 | |||
| 2803 | return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); | ||
| 2804 | } | ||
| 2805 | #endif // SDL_HAVE_YUV | ||
| 2806 | D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | ||
| 2807 | textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
| 2808 | return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix); | ||
| 2809 | } | ||
| 2810 | |||
| 2811 | static void D3D12_DrawPrimitives(SDL_Renderer *renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) | ||
| 2812 | { | ||
| 2813 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2814 | ID3D12GraphicsCommandList2_IASetPrimitiveTopology(rendererData->commandList, primitiveTopology); | ||
| 2815 | ID3D12GraphicsCommandList2_DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, (UINT)vertexStart, 0); | ||
| 2816 | } | ||
| 2817 | |||
| 2818 | static void D3D12_InvalidateCachedState(SDL_Renderer *renderer) | ||
| 2819 | { | ||
| 2820 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 2821 | data->currentRenderTargetView.ptr = 0; | ||
| 2822 | data->currentShaderResource.ptr = 0; | ||
| 2823 | data->currentSampler.ptr = 0; | ||
| 2824 | data->cliprectDirty = true; | ||
| 2825 | data->viewportDirty = true; | ||
| 2826 | } | ||
| 2827 | |||
| 2828 | static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) | ||
| 2829 | { | ||
| 2830 | D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; | ||
| 2831 | const int viewportRotation = D3D12_GetRotationForCurrentRenderTarget(renderer); | ||
| 2832 | |||
| 2833 | if (!rendererData->d3dDevice) { | ||
| 2834 | return SDL_SetError("Device lost and couldn't be recovered"); | ||
| 2835 | } | ||
| 2836 | |||
| 2837 | if (rendererData->pixelSizeChanged) { | ||
| 2838 | D3D12_UpdateForWindowSizeChange(renderer); | ||
| 2839 | rendererData->pixelSizeChanged = false; | ||
| 2840 | } | ||
| 2841 | |||
| 2842 | if (rendererData->currentViewportRotation != viewportRotation) { | ||
| 2843 | rendererData->currentViewportRotation = viewportRotation; | ||
| 2844 | rendererData->viewportDirty = true; | ||
| 2845 | } | ||
| 2846 | |||
| 2847 | if (!D3D12_UpdateVertexBuffer(renderer, vertices, vertsize)) { | ||
| 2848 | return false; | ||
| 2849 | } | ||
| 2850 | |||
| 2851 | while (cmd) { | ||
| 2852 | switch (cmd->command) { | ||
| 2853 | case SDL_RENDERCMD_SETDRAWCOLOR: | ||
| 2854 | { | ||
| 2855 | break; // this isn't currently used in this render backend. | ||
| 2856 | } | ||
| 2857 | |||
| 2858 | case SDL_RENDERCMD_SETVIEWPORT: | ||
| 2859 | { | ||
| 2860 | SDL_Rect *viewport = &rendererData->currentViewport; | ||
| 2861 | if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { | ||
| 2862 | SDL_copyp(viewport, &cmd->data.viewport.rect); | ||
| 2863 | rendererData->viewportDirty = true; | ||
| 2864 | rendererData->cliprectDirty = true; | ||
| 2865 | } | ||
| 2866 | break; | ||
| 2867 | } | ||
| 2868 | |||
| 2869 | case SDL_RENDERCMD_SETCLIPRECT: | ||
| 2870 | { | ||
| 2871 | const SDL_Rect *rect = &cmd->data.cliprect.rect; | ||
| 2872 | SDL_Rect viewport_cliprect; | ||
| 2873 | if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { | ||
| 2874 | rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; | ||
| 2875 | rendererData->cliprectDirty = true; | ||
| 2876 | } | ||
| 2877 | if (!rendererData->currentCliprectEnabled) { | ||
| 2878 | /* If the clip rect is disabled, then the scissor rect should be the whole viewport, | ||
| 2879 | since direct3d12 doesn't allow disabling the scissor rectangle */ | ||
| 2880 | viewport_cliprect.x = 0; | ||
| 2881 | viewport_cliprect.y = 0; | ||
| 2882 | viewport_cliprect.w = rendererData->currentViewport.w; | ||
| 2883 | viewport_cliprect.h = rendererData->currentViewport.h; | ||
| 2884 | rect = &viewport_cliprect; | ||
| 2885 | } | ||
| 2886 | if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { | ||
| 2887 | SDL_copyp(&rendererData->currentCliprect, rect); | ||
| 2888 | rendererData->cliprectDirty = true; | ||
| 2889 | } | ||
| 2890 | break; | ||
| 2891 | } | ||
| 2892 | |||
| 2893 | case SDL_RENDERCMD_CLEAR: | ||
| 2894 | { | ||
| 2895 | D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer); | ||
| 2896 | bool convert_color = SDL_RenderingLinearSpace(renderer); | ||
| 2897 | SDL_FColor color = cmd->data.color.color; | ||
| 2898 | if (convert_color) { | ||
| 2899 | SDL_ConvertToLinear(&color); | ||
| 2900 | } | ||
| 2901 | color.r *= cmd->data.color.color_scale; | ||
| 2902 | color.g *= cmd->data.color.color_scale; | ||
| 2903 | color.b *= cmd->data.color.color_scale; | ||
| 2904 | ID3D12GraphicsCommandList2_ClearRenderTargetView(rendererData->commandList, rtvDescriptor, &color.r, 0, NULL); | ||
| 2905 | break; | ||
| 2906 | } | ||
| 2907 | |||
| 2908 | case SDL_RENDERCMD_DRAW_POINTS: | ||
| 2909 | { | ||
| 2910 | const size_t count = cmd->data.draw.count; | ||
| 2911 | const size_t first = cmd->data.draw.first; | ||
| 2912 | const size_t start = first / sizeof(D3D12_VertexPositionColor); | ||
| 2913 | D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL); | ||
| 2914 | D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); | ||
| 2915 | break; | ||
| 2916 | } | ||
| 2917 | |||
| 2918 | case SDL_RENDERCMD_DRAW_LINES: | ||
| 2919 | { | ||
| 2920 | const size_t count = cmd->data.draw.count; | ||
| 2921 | const size_t first = cmd->data.draw.first; | ||
| 2922 | const size_t start = first / sizeof(D3D12_VertexPositionColor); | ||
| 2923 | const D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)(((Uint8 *)vertices) + first); | ||
| 2924 | D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL); | ||
| 2925 | D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); | ||
| 2926 | if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { | ||
| 2927 | D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1); | ||
| 2928 | } | ||
| 2929 | break; | ||
| 2930 | } | ||
| 2931 | |||
| 2932 | case SDL_RENDERCMD_FILL_RECTS: // unused | ||
| 2933 | break; | ||
| 2934 | |||
| 2935 | case SDL_RENDERCMD_COPY: // unused | ||
| 2936 | break; | ||
| 2937 | |||
| 2938 | case SDL_RENDERCMD_COPY_EX: // unused | ||
| 2939 | break; | ||
| 2940 | |||
| 2941 | case SDL_RENDERCMD_GEOMETRY: | ||
| 2942 | { | ||
| 2943 | SDL_Texture *texture = cmd->data.draw.texture; | ||
| 2944 | const size_t count = cmd->data.draw.count; | ||
| 2945 | const size_t first = cmd->data.draw.first; | ||
| 2946 | const size_t start = first / sizeof(D3D12_VertexPositionColor); | ||
| 2947 | |||
| 2948 | if (texture) { | ||
| 2949 | D3D12_SetCopyState(renderer, cmd, NULL); | ||
| 2950 | } else { | ||
| 2951 | D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL); | ||
| 2952 | } | ||
| 2953 | |||
| 2954 | D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); | ||
| 2955 | break; | ||
| 2956 | } | ||
| 2957 | |||
| 2958 | case SDL_RENDERCMD_NO_OP: | ||
| 2959 | break; | ||
| 2960 | } | ||
| 2961 | |||
| 2962 | cmd = cmd->next; | ||
| 2963 | } | ||
| 2964 | |||
| 2965 | return true; | ||
| 2966 | } | ||
| 2967 | |||
| 2968 | static SDL_Surface *D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) | ||
| 2969 | { | ||
| 2970 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 2971 | ID3D12Resource *backBuffer = NULL; | ||
| 2972 | ID3D12Resource *readbackBuffer = NULL; | ||
| 2973 | HRESULT result; | ||
| 2974 | D3D12_RESOURCE_DESC textureDesc; | ||
| 2975 | D3D12_RESOURCE_DESC readbackDesc; | ||
| 2976 | D3D12_HEAP_PROPERTIES heapProps; | ||
| 2977 | D3D12_RECT srcRect = { 0, 0, 0, 0 }; | ||
| 2978 | D3D12_BOX srcBox; | ||
| 2979 | D3D12_TEXTURE_COPY_LOCATION dstLocation; | ||
| 2980 | D3D12_TEXTURE_COPY_LOCATION srcLocation; | ||
| 2981 | D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; | ||
| 2982 | D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; | ||
| 2983 | BYTE *textureMemory; | ||
| 2984 | int bpp; | ||
| 2985 | SDL_Surface *output = NULL; | ||
| 2986 | |||
| 2987 | if (data->textureRenderTarget) { | ||
| 2988 | backBuffer = data->textureRenderTarget->mainTexture; | ||
| 2989 | } else { | ||
| 2990 | backBuffer = data->renderTargets[data->currentBackBufferIndex]; | ||
| 2991 | } | ||
| 2992 | |||
| 2993 | // Create a staging texture to copy the screen's data to: | ||
| 2994 | SDL_zero(textureDesc); | ||
| 2995 | D3D_CALL_RET(backBuffer, GetDesc, &textureDesc); | ||
| 2996 | textureDesc.Width = rect->w; | ||
| 2997 | textureDesc.Height = rect->h; | ||
| 2998 | |||
| 2999 | SDL_zero(readbackDesc); | ||
| 3000 | readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | ||
| 3001 | readbackDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; | ||
| 3002 | readbackDesc.Height = 1; | ||
| 3003 | readbackDesc.DepthOrArraySize = 1; | ||
| 3004 | readbackDesc.MipLevels = 1; | ||
| 3005 | readbackDesc.Format = DXGI_FORMAT_UNKNOWN; | ||
| 3006 | readbackDesc.SampleDesc.Count = 1; | ||
| 3007 | readbackDesc.SampleDesc.Quality = 0; | ||
| 3008 | readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | ||
| 3009 | readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
| 3010 | |||
| 3011 | // Figure out how much we need to allocate for the upload buffer | ||
| 3012 | ID3D12Device1_GetCopyableFootprints(data->d3dDevice, | ||
| 3013 | &textureDesc, | ||
| 3014 | 0, | ||
| 3015 | 1, | ||
| 3016 | 0, | ||
| 3017 | NULL, | ||
| 3018 | NULL, | ||
| 3019 | NULL, | ||
| 3020 | &readbackDesc.Width); | ||
| 3021 | |||
| 3022 | SDL_zero(heapProps); | ||
| 3023 | heapProps.Type = D3D12_HEAP_TYPE_READBACK; | ||
| 3024 | heapProps.CreationNodeMask = 1; | ||
| 3025 | heapProps.VisibleNodeMask = 1; | ||
| 3026 | |||
| 3027 | result = ID3D12Device1_CreateCommittedResource(data->d3dDevice, | ||
| 3028 | &heapProps, | ||
| 3029 | D3D12_HEAP_FLAG_NONE, | ||
| 3030 | &readbackDesc, | ||
| 3031 | D3D12_RESOURCE_STATE_COPY_DEST, | ||
| 3032 | NULL, | ||
| 3033 | D3D_GUID(SDL_IID_ID3D12Resource), | ||
| 3034 | (void **)&readbackBuffer); | ||
| 3035 | if (FAILED(result)) { | ||
| 3036 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D [create staging texture]"), result); | ||
| 3037 | goto done; | ||
| 3038 | } | ||
| 3039 | |||
| 3040 | // Transition the render target to be copyable from | ||
| 3041 | D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); | ||
| 3042 | |||
| 3043 | // Copy the desired portion of the back buffer to the staging texture: | ||
| 3044 | if (!D3D12_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE)) { | ||
| 3045 | // D3D12_GetViewportAlignedD3DRect will have set the SDL error | ||
| 3046 | goto done; | ||
| 3047 | } | ||
| 3048 | srcBox.left = srcRect.left; | ||
| 3049 | srcBox.right = srcRect.right; | ||
| 3050 | srcBox.top = srcRect.top; | ||
| 3051 | srcBox.bottom = srcRect.bottom; | ||
| 3052 | srcBox.front = 0; | ||
| 3053 | srcBox.back = 1; | ||
| 3054 | |||
| 3055 | // Issue the copy texture region | ||
| 3056 | SDL_zero(pitchedDesc); | ||
| 3057 | pitchedDesc.Format = textureDesc.Format; | ||
| 3058 | pitchedDesc.Width = (UINT)textureDesc.Width; | ||
| 3059 | pitchedDesc.Height = textureDesc.Height; | ||
| 3060 | pitchedDesc.Depth = 1; | ||
| 3061 | bpp = SDL_BYTESPERPIXEL(D3D12_DXGIFormatToSDLPixelFormat(pitchedDesc.Format)); | ||
| 3062 | pitchedDesc.RowPitch = D3D12_Align(pitchedDesc.Width * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); | ||
| 3063 | |||
| 3064 | SDL_zero(placedTextureDesc); | ||
| 3065 | placedTextureDesc.Offset = 0; | ||
| 3066 | placedTextureDesc.Footprint = pitchedDesc; | ||
| 3067 | |||
| 3068 | SDL_zero(dstLocation); | ||
| 3069 | dstLocation.pResource = readbackBuffer; | ||
| 3070 | dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; | ||
| 3071 | dstLocation.PlacedFootprint = placedTextureDesc; | ||
| 3072 | |||
| 3073 | SDL_zero(srcLocation); | ||
| 3074 | srcLocation.pResource = backBuffer; | ||
| 3075 | srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; | ||
| 3076 | srcLocation.SubresourceIndex = 0; | ||
| 3077 | |||
| 3078 | ID3D12GraphicsCommandList2_CopyTextureRegion(data->commandList, | ||
| 3079 | &dstLocation, | ||
| 3080 | 0, 0, 0, | ||
| 3081 | &srcLocation, | ||
| 3082 | &srcBox); | ||
| 3083 | |||
| 3084 | // We need to issue the command list for the copy to finish | ||
| 3085 | D3D12_IssueBatch(data); | ||
| 3086 | |||
| 3087 | // Transition the render target back to a render target | ||
| 3088 | D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); | ||
| 3089 | |||
| 3090 | // Map the staging texture's data to CPU-accessible memory: | ||
| 3091 | result = ID3D12Resource_Map(readbackBuffer, | ||
| 3092 | 0, | ||
| 3093 | NULL, | ||
| 3094 | (void **)&textureMemory); | ||
| 3095 | if (FAILED(result)) { | ||
| 3096 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); | ||
| 3097 | goto done; | ||
| 3098 | } | ||
| 3099 | |||
| 3100 | output = SDL_DuplicatePixels( | ||
| 3101 | rect->w, rect->h, | ||
| 3102 | D3D12_DXGIFormatToSDLPixelFormat(textureDesc.Format), | ||
| 3103 | renderer->target ? renderer->target->colorspace : renderer->output_colorspace, | ||
| 3104 | textureMemory, | ||
| 3105 | pitchedDesc.RowPitch); | ||
| 3106 | |||
| 3107 | // Unmap the texture: | ||
| 3108 | ID3D12Resource_Unmap(readbackBuffer, 0, NULL); | ||
| 3109 | |||
| 3110 | done: | ||
| 3111 | D3D_SAFE_RELEASE(readbackBuffer); | ||
| 3112 | return output; | ||
| 3113 | } | ||
| 3114 | |||
| 3115 | static bool D3D12_RenderPresent(SDL_Renderer *renderer) | ||
| 3116 | { | ||
| 3117 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 3118 | HRESULT result; | ||
| 3119 | |||
| 3120 | if (!data->d3dDevice) { | ||
| 3121 | return SDL_SetError("Device lost and couldn't be recovered"); | ||
| 3122 | } | ||
| 3123 | |||
| 3124 | // Transition the render target to present state | ||
| 3125 | D3D12_TransitionResource(data, | ||
| 3126 | data->renderTargets[data->currentBackBufferIndex], | ||
| 3127 | D3D12_RESOURCE_STATE_RENDER_TARGET, | ||
| 3128 | D3D12_RESOURCE_STATE_PRESENT); | ||
| 3129 | |||
| 3130 | // Issue the command list | ||
| 3131 | result = ID3D12GraphicsCommandList2_Close(data->commandList); | ||
| 3132 | ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList *const *)&data->commandList); | ||
| 3133 | |||
| 3134 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 3135 | result = D3D12_XBOX_PresentFrame(data->commandQueue, data->frameToken, data->renderTargets[data->currentBackBufferIndex]); | ||
| 3136 | #else | ||
| 3137 | /* The application may optionally specify "dirty" or "scroll" | ||
| 3138 | * rects to improve efficiency in certain scenarios. | ||
| 3139 | */ | ||
| 3140 | result = IDXGISwapChain_Present(data->swapChain, data->syncInterval, data->presentFlags); | ||
| 3141 | #endif | ||
| 3142 | |||
| 3143 | if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { | ||
| 3144 | /* If the device was removed either by a disconnect or a driver upgrade, we | ||
| 3145 | * must recreate all device resources. | ||
| 3146 | */ | ||
| 3147 | if (result == DXGI_ERROR_DEVICE_REMOVED) { | ||
| 3148 | if (D3D12_HandleDeviceLost(renderer)) { | ||
| 3149 | SDL_SetError("Present failed, device lost"); | ||
| 3150 | } else { | ||
| 3151 | // Recovering from device lost failed, error is already set | ||
| 3152 | } | ||
| 3153 | } else if (result == DXGI_ERROR_INVALID_CALL) { | ||
| 3154 | // We probably went through a fullscreen <-> windowed transition | ||
| 3155 | D3D12_CreateWindowSizeDependentResources(renderer); | ||
| 3156 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); | ||
| 3157 | } else { | ||
| 3158 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); | ||
| 3159 | } | ||
| 3160 | return false; | ||
| 3161 | } else { | ||
| 3162 | // Wait for the GPU and move to the next frame | ||
| 3163 | result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); | ||
| 3164 | |||
| 3165 | if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { | ||
| 3166 | result = ID3D12Fence_SetEventOnCompletion(data->fence, | ||
| 3167 | data->fenceValue, | ||
| 3168 | data->fenceEvent); | ||
| 3169 | WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); | ||
| 3170 | } | ||
| 3171 | |||
| 3172 | data->fenceValue++; | ||
| 3173 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 3174 | data->currentBackBufferIndex++; | ||
| 3175 | data->currentBackBufferIndex %= SDL_D3D12_NUM_BUFFERS; | ||
| 3176 | #else | ||
| 3177 | data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); | ||
| 3178 | #endif | ||
| 3179 | |||
| 3180 | // Reset the command allocator and command list, and transition back to render target | ||
| 3181 | D3D12_ResetCommandList(data); | ||
| 3182 | D3D12_TransitionResource(data, | ||
| 3183 | data->renderTargets[data->currentBackBufferIndex], | ||
| 3184 | D3D12_RESOURCE_STATE_PRESENT, | ||
| 3185 | D3D12_RESOURCE_STATE_RENDER_TARGET); | ||
| 3186 | |||
| 3187 | #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) | ||
| 3188 | D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken); | ||
| 3189 | #endif | ||
| 3190 | return true; | ||
| 3191 | } | ||
| 3192 | } | ||
| 3193 | |||
| 3194 | static bool D3D12_SetVSync(SDL_Renderer *renderer, const int vsync) | ||
| 3195 | { | ||
| 3196 | D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; | ||
| 3197 | |||
| 3198 | if (vsync < 0) { | ||
| 3199 | return SDL_Unsupported(); | ||
| 3200 | } | ||
| 3201 | |||
| 3202 | if (vsync > 0) { | ||
| 3203 | data->syncInterval = vsync; | ||
| 3204 | data->presentFlags = 0; | ||
| 3205 | } else { | ||
| 3206 | data->syncInterval = 0; | ||
| 3207 | data->presentFlags = DXGI_PRESENT_ALLOW_TEARING; | ||
| 3208 | } | ||
| 3209 | return true; | ||
| 3210 | } | ||
| 3211 | |||
| 3212 | bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) | ||
| 3213 | { | ||
| 3214 | D3D12_RenderData *data; | ||
| 3215 | |||
| 3216 | HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); | ||
| 3217 | if (!hwnd) { | ||
| 3218 | return SDL_SetError("Couldn't get window handle"); | ||
| 3219 | } | ||
| 3220 | |||
| 3221 | if (SDL_GetWindowFlags(window) & SDL_WINDOW_TRANSPARENT) { | ||
| 3222 | // D3D12 removed the swap effect needed to support transparent windows, use D3D11 instead | ||
| 3223 | return SDL_SetError("The direct3d12 renderer doesn't work with transparent windows"); | ||
| 3224 | } | ||
| 3225 | |||
| 3226 | SDL_SetupRendererColorspace(renderer, create_props); | ||
| 3227 | |||
| 3228 | if (renderer->output_colorspace != SDL_COLORSPACE_SRGB && | ||
| 3229 | renderer->output_colorspace != SDL_COLORSPACE_SRGB_LINEAR | ||
| 3230 | /*&& renderer->output_colorspace != SDL_COLORSPACE_HDR10*/) { | ||
| 3231 | return SDL_SetError("Unsupported output colorspace"); | ||
| 3232 | } | ||
| 3233 | |||
| 3234 | data = (D3D12_RenderData *)SDL_calloc(1, sizeof(*data)); | ||
| 3235 | if (!data) { | ||
| 3236 | return false; | ||
| 3237 | } | ||
| 3238 | |||
| 3239 | data->identity = MatrixIdentity(); | ||
| 3240 | |||
| 3241 | renderer->WindowEvent = D3D12_WindowEvent; | ||
| 3242 | renderer->SupportsBlendMode = D3D12_SupportsBlendMode; | ||
| 3243 | renderer->CreateTexture = D3D12_CreateTexture; | ||
| 3244 | renderer->UpdateTexture = D3D12_UpdateTexture; | ||
| 3245 | #ifdef SDL_HAVE_YUV | ||
| 3246 | renderer->UpdateTextureYUV = D3D12_UpdateTextureYUV; | ||
| 3247 | renderer->UpdateTextureNV = D3D12_UpdateTextureNV; | ||
| 3248 | #endif | ||
| 3249 | renderer->LockTexture = D3D12_LockTexture; | ||
| 3250 | renderer->UnlockTexture = D3D12_UnlockTexture; | ||
| 3251 | renderer->SetTextureScaleMode = D3D12_SetTextureScaleMode; | ||
| 3252 | renderer->SetRenderTarget = D3D12_SetRenderTarget; | ||
| 3253 | renderer->QueueSetViewport = D3D12_QueueNoOp; | ||
| 3254 | renderer->QueueSetDrawColor = D3D12_QueueNoOp; | ||
| 3255 | renderer->QueueDrawPoints = D3D12_QueueDrawPoints; | ||
| 3256 | renderer->QueueDrawLines = D3D12_QueueDrawPoints; // lines and points queue vertices the same way. | ||
| 3257 | renderer->QueueGeometry = D3D12_QueueGeometry; | ||
| 3258 | renderer->InvalidateCachedState = D3D12_InvalidateCachedState; | ||
| 3259 | renderer->RunCommandQueue = D3D12_RunCommandQueue; | ||
| 3260 | renderer->RenderReadPixels = D3D12_RenderReadPixels; | ||
| 3261 | renderer->RenderPresent = D3D12_RenderPresent; | ||
| 3262 | renderer->DestroyTexture = D3D12_DestroyTexture; | ||
| 3263 | renderer->DestroyRenderer = D3D12_DestroyRenderer; | ||
| 3264 | renderer->SetVSync = D3D12_SetVSync; | ||
| 3265 | renderer->internal = data; | ||
| 3266 | D3D12_InvalidateCachedState(renderer); | ||
| 3267 | |||
| 3268 | renderer->name = D3D12_RenderDriver.name; | ||
| 3269 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); | ||
| 3270 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); | ||
| 3271 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); | ||
| 3272 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010); | ||
| 3273 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT); | ||
| 3274 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); | ||
| 3275 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); | ||
| 3276 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); | ||
| 3277 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); | ||
| 3278 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010); | ||
| 3279 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); | ||
| 3280 | |||
| 3281 | data->syncInterval = 0; | ||
| 3282 | data->presentFlags = DXGI_PRESENT_ALLOW_TEARING; | ||
| 3283 | |||
| 3284 | /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in | ||
| 3285 | * order to give init functions access to the underlying window handle: | ||
| 3286 | */ | ||
| 3287 | renderer->window = window; | ||
| 3288 | |||
| 3289 | // Initialize Direct3D resources | ||
| 3290 | if (FAILED(D3D12_CreateDeviceResources(renderer))) { | ||
| 3291 | return false; | ||
| 3292 | } | ||
| 3293 | if (FAILED(D3D12_CreateWindowSizeDependentResources(renderer))) { | ||
| 3294 | return false; | ||
| 3295 | } | ||
| 3296 | |||
| 3297 | return true; | ||
| 3298 | } | ||
| 3299 | |||
| 3300 | SDL_RenderDriver D3D12_RenderDriver = { | ||
| 3301 | D3D12_CreateRenderer, "direct3d12" | ||
| 3302 | }; | ||
| 3303 | |||
| 3304 | // Ends C function definitions when using C++ | ||
| 3305 | #ifdef __cplusplus | ||
| 3306 | } | ||
| 3307 | #endif | ||
| 3308 | |||
| 3309 | #endif // SDL_VIDEO_RENDER_D3D12 | ||
