From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../src/render/direct3d12/SDL_render_d3d12.c | 3309 -------------------- 1 file changed, 3309 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c (limited to 'contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c') 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 deleted file mode 100644 index 06535f0..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c +++ /dev/null @@ -1,3309 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifdef SDL_VIDEO_RENDER_D3D12 - -#define SDL_D3D12_NUM_BUFFERS 2 -#define SDL_D3D12_NUM_VERTEX_BUFFERS 256 -#define SDL_D3D12_MAX_NUM_TEXTURES 16384 -#define SDL_D3D12_NUM_UPLOAD_BUFFERS 32 - -#include "../../core/windows/SDL_windows.h" -#include "../../video/windows/SDL_windowswindow.h" -#include "../SDL_sysrender.h" -#include "../SDL_d3dmath.h" -#include "../../video/directx/SDL_d3d12.h" - -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) -#include "SDL_render_d3d12_xbox.h" -#endif - -#include "SDL_shaders_d3d12.h" - -#if defined(_MSC_VER) && !defined(__clang__) -#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str -#else -#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str -#endif - -// Set up for C function definitions, even when using C++ -#ifdef __cplusplus -extern "C" { -#endif - -// This must be included here as the function definitions in SDL_pixels.c/_c.h are C, not C++ -#include "../../video/SDL_pixels_c.h" - -/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when - !!! FIXME: textures are needed. */ - -// Sampler types -typedef enum -{ - D3D12_SAMPLER_NEAREST_CLAMP, - D3D12_SAMPLER_NEAREST_WRAP, - D3D12_SAMPLER_LINEAR_CLAMP, - D3D12_SAMPLER_LINEAR_WRAP, - D3D12_SAMPLER_COUNT -} D3D12_Sampler; - -// Vertex shader, common values -typedef struct -{ - Float4X4 model; - Float4X4 projectionAndView; -} D3D12_VertexShaderConstants; - -// These should mirror the definitions in D3D12_PixelShader_Common.hlsli -//static const float TONEMAP_NONE = 0; -//static const float TONEMAP_LINEAR = 1; -static const float TONEMAP_CHROME = 2; - -//static const float TEXTURETYPE_NONE = 0; -static const float TEXTURETYPE_RGB = 1; -static const float TEXTURETYPE_NV12 = 2; -static const float TEXTURETYPE_NV21 = 3; -static const float TEXTURETYPE_YUV = 4; - -static const float INPUTTYPE_UNSPECIFIED = 0; -static const float INPUTTYPE_SRGB = 1; -static const float INPUTTYPE_SCRGB = 2; -static const float INPUTTYPE_HDR10 = 3; - -typedef struct -{ - float scRGB_output; - float texture_type; - float input_type; - float color_scale; - - float tonemap_method; - float tonemap_factor1; - float tonemap_factor2; - float sdr_white_point; - - float YCbCr_matrix[16]; -} D3D12_PixelShaderConstants; - -// Per-vertex data -typedef struct -{ - Float2 pos; - Float2 tex; - SDL_FColor color; -} D3D12_VertexPositionColor; - -// Per-texture data -typedef struct -{ - int w, h; - ID3D12Resource *mainTexture; - D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceView; - D3D12_RESOURCE_STATES mainResourceState; - SIZE_T mainSRVIndex; - D3D12_CPU_DESCRIPTOR_HANDLE mainTextureRenderTargetView; - DXGI_FORMAT mainTextureFormat; - ID3D12Resource *stagingBuffer; - D3D12_RESOURCE_STATES stagingResourceState; - D3D12_FILTER scaleMode; - D3D12_Shader shader; - const float *YCbCr_matrix; -#ifdef SDL_HAVE_YUV - // YV12 texture support - bool yuv; - ID3D12Resource *mainTextureU; - D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewU; - D3D12_RESOURCE_STATES mainResourceStateU; - SIZE_T mainSRVIndexU; - ID3D12Resource *mainTextureV; - D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewV; - D3D12_RESOURCE_STATES mainResourceStateV; - SIZE_T mainSRVIndexV; - - // NV12 texture support - bool nv12; - D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV; - SIZE_T mainSRVIndexNV; - - Uint8 *pixels; - int pitch; -#endif - SDL_Rect lockedRect; -} D3D12_TextureData; - -// Pipeline State Object data -typedef struct -{ - D3D12_Shader shader; - D3D12_PixelShaderConstants shader_constants; - SDL_BlendMode blendMode; - D3D12_PRIMITIVE_TOPOLOGY_TYPE topology; - DXGI_FORMAT rtvFormat; - ID3D12PipelineState *pipelineState; -} D3D12_PipelineState; - -// Vertex Buffer -typedef struct -{ - ID3D12Resource *resource; - D3D12_VERTEX_BUFFER_VIEW view; - size_t size; -} D3D12_VertexBuffer; - -// For SRV pool allocator -typedef struct -{ - SIZE_T index; - void *next; -} D3D12_SRVPoolNode; - -// Private renderer data -typedef struct -{ - SDL_SharedObject *hDXGIMod; - SDL_SharedObject *hD3D12Mod; -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - UINT64 frameToken; -#else - IDXGIFactory6 *dxgiFactory; - IDXGIAdapter4 *dxgiAdapter; - IDXGIDebug *dxgiDebug; - IDXGISwapChain4 *swapChain; -#endif - ID3D12Device1 *d3dDevice; - ID3D12Debug *debugInterface; - ID3D12CommandQueue *commandQueue; - ID3D12GraphicsCommandList2 *commandList; - DXGI_SWAP_EFFECT swapEffect; - UINT swapFlags; - UINT syncInterval; - UINT presentFlags; - DXGI_FORMAT renderTargetFormat; - bool pixelSizeChanged; - - // Descriptor heaps - ID3D12DescriptorHeap *rtvDescriptorHeap; - UINT rtvDescriptorSize; - ID3D12DescriptorHeap *textureRTVDescriptorHeap; - ID3D12DescriptorHeap *srvDescriptorHeap; - UINT srvDescriptorSize; - ID3D12DescriptorHeap *samplerDescriptorHeap; - UINT samplerDescriptorSize; - - // Data needed per backbuffer - ID3D12CommandAllocator *commandAllocators[SDL_D3D12_NUM_BUFFERS]; - ID3D12Resource *renderTargets[SDL_D3D12_NUM_BUFFERS]; - UINT64 fenceValue; - int currentBackBufferIndex; - - // Fences - ID3D12Fence *fence; - HANDLE fenceEvent; - - // Root signature and pipeline state data - ID3D12RootSignature *rootSignatures[NUM_ROOTSIGS]; - int pipelineStateCount; - D3D12_PipelineState *pipelineStates; - D3D12_PipelineState *currentPipelineState; - - D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS]; - D3D12_CPU_DESCRIPTOR_HANDLE samplers[D3D12_SAMPLER_COUNT]; - - // Data for staging/allocating textures - ID3D12Resource *uploadBuffers[SDL_D3D12_NUM_UPLOAD_BUFFERS]; - int currentUploadBuffer; - - // Pool allocator to handle reusing SRV heap indices - D3D12_SRVPoolNode *srvPoolHead; - D3D12_SRVPoolNode srvPoolNodes[SDL_D3D12_MAX_NUM_TEXTURES]; - - // Vertex buffer constants - D3D12_VertexShaderConstants vertexShaderConstantsData; - - // Cached renderer properties - DXGI_MODE_ROTATION rotation; - D3D12_TextureData *textureRenderTarget; - D3D12_CPU_DESCRIPTOR_HANDLE currentRenderTargetView; - D3D12_CPU_DESCRIPTOR_HANDLE currentShaderResource; - D3D12_CPU_DESCRIPTOR_HANDLE currentSampler; - bool cliprectDirty; - bool currentCliprectEnabled; - SDL_Rect currentCliprect; - SDL_Rect currentViewport; - int currentViewportRotation; - bool viewportDirty; - Float4X4 identity; - int currentVertexBuffer; - bool issueBatch; -} D3D12_RenderData; - -// Define D3D GUIDs here so we don't have to include uuid.lib. - -#ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA -#pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wunused-const-variable" -#endif - -static const GUID SDL_IID_IDXGIFactory6 = { 0xc1b6694f, 0xff09, 0x44a9, { 0xb0, 0x3c, 0x77, 0x90, 0x0a, 0x0a, 0x1d, 0x17 } }; -static const GUID SDL_IID_IDXGIAdapter4 = { 0x3c8d99d1, 0x4fbf, 0x4181, { 0xa8, 0x2c, 0xaf, 0x66, 0xbf, 0x7b, 0xd2, 0x4e } }; -static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; -static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } }; -static const GUID SDL_IID_IDXGISwapChain4 = { 0x3D585D5A, 0xBD4A, 0x489E, { 0xB1, 0xF4, 0x3D, 0xBC, 0xB6, 0x45, 0x2F, 0xFB } }; -static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } }; -static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } }; -static const GUID SDL_IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } }; -static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } }; -static const GUID SDL_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } }; -static const GUID SDL_IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } }; -static const GUID SDL_IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } }; -static const GUID SDL_IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } }; -static const GUID SDL_IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } }; -static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } }; -static const GUID SDL_IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } }; -static const GUID SDL_IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } }; -static const GUID SDL_IID_ID3D12Heap = { 0x6b3b2502, 0x6e51, 0x45b3, { 0x90, 0xee, 0x98, 0x84, 0x26, 0x5e, 0x8d, 0xf3 } }; -static const GUID SDL_IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } }; - -#ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA -#pragma GCC diagnostic pop -#endif - -static UINT D3D12_Align(UINT location, UINT alignment) -{ - return (location + (alignment - 1)) & ~(alignment - 1); -} - -static SDL_PixelFormat D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) -{ - switch (dxgiFormat) { - case DXGI_FORMAT_B8G8R8A8_UNORM: - case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: - return SDL_PIXELFORMAT_ARGB8888; - case DXGI_FORMAT_R8G8B8A8_UNORM: - case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: - return SDL_PIXELFORMAT_ABGR8888; - case DXGI_FORMAT_B8G8R8X8_UNORM: - case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: - return SDL_PIXELFORMAT_XRGB8888; - case DXGI_FORMAT_R10G10B10A2_UNORM: - return SDL_PIXELFORMAT_ABGR2101010; - case DXGI_FORMAT_R16G16B16A16_FLOAT: - return SDL_PIXELFORMAT_RGBA64_FLOAT; - default: - return SDL_PIXELFORMAT_UNKNOWN; - } -} - -static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 output_colorspace) -{ - switch (format) { - case SDL_PIXELFORMAT_RGBA64_FLOAT: - return DXGI_FORMAT_R16G16B16A16_FLOAT; - case SDL_PIXELFORMAT_ABGR2101010: - return DXGI_FORMAT_R10G10B10A2_UNORM; - case SDL_PIXELFORMAT_ARGB8888: - if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; - } - return DXGI_FORMAT_B8G8R8A8_UNORM; - case SDL_PIXELFORMAT_ABGR8888: - if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; - } - return DXGI_FORMAT_R8G8B8A8_UNORM; - case SDL_PIXELFORMAT_XRGB8888: - if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; - } - return DXGI_FORMAT_B8G8R8X8_UNORM; - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - return DXGI_FORMAT_R8_UNORM; - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - return DXGI_FORMAT_NV12; - case SDL_PIXELFORMAT_P010: - return DXGI_FORMAT_P010; - default: - return DXGI_FORMAT_UNKNOWN; - } -} - -static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) -{ - switch (format) { - case SDL_PIXELFORMAT_RGBA64_FLOAT: - return DXGI_FORMAT_R16G16B16A16_FLOAT; - case SDL_PIXELFORMAT_ABGR2101010: - return DXGI_FORMAT_R10G10B10A2_UNORM; - case SDL_PIXELFORMAT_ARGB8888: - if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; - } - return DXGI_FORMAT_B8G8R8A8_UNORM; - case SDL_PIXELFORMAT_ABGR8888: - if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; - } - return DXGI_FORMAT_R8G8B8A8_UNORM; - case SDL_PIXELFORMAT_XRGB8888: - if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; - } - return DXGI_FORMAT_B8G8R8X8_UNORM; - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_NV12: // For the Y texture - case SDL_PIXELFORMAT_NV21: // For the Y texture - return DXGI_FORMAT_R8_UNORM; - case SDL_PIXELFORMAT_P010: // For the Y texture - return DXGI_FORMAT_R16_UNORM; - default: - return DXGI_FORMAT_UNKNOWN; - } -} - -static void D3D12_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); - -static void D3D12_ReleaseAll(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - - SDL_PropertiesID props = SDL_GetRendererProperties(renderer); - SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, NULL); - SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, NULL); - - // Release all textures - for (SDL_Texture *texture = renderer->textures; texture; texture = texture->next) { - D3D12_DestroyTexture(renderer, texture); - } - - // Release/reset everything else - if (data) { - int i; - -#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - D3D_SAFE_RELEASE(data->dxgiFactory); - D3D_SAFE_RELEASE(data->dxgiAdapter); - D3D_SAFE_RELEASE(data->swapChain); -#endif - D3D_SAFE_RELEASE(data->d3dDevice); - D3D_SAFE_RELEASE(data->debugInterface); - D3D_SAFE_RELEASE(data->commandQueue); - D3D_SAFE_RELEASE(data->commandList); - D3D_SAFE_RELEASE(data->rtvDescriptorHeap); - D3D_SAFE_RELEASE(data->textureRTVDescriptorHeap); - D3D_SAFE_RELEASE(data->srvDescriptorHeap); - D3D_SAFE_RELEASE(data->samplerDescriptorHeap); - D3D_SAFE_RELEASE(data->fence); - - for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { - D3D_SAFE_RELEASE(data->commandAllocators[i]); - D3D_SAFE_RELEASE(data->renderTargets[i]); - } - - if (data->pipelineStateCount > 0) { - for (i = 0; i < data->pipelineStateCount; ++i) { - D3D_SAFE_RELEASE(data->pipelineStates[i].pipelineState); - } - SDL_free(data->pipelineStates); - data->pipelineStates = NULL; - data->pipelineStateCount = 0; - } - - for (i = 0; i < NUM_ROOTSIGS; ++i) { - D3D_SAFE_RELEASE(data->rootSignatures[i]); - } - - for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { - D3D_SAFE_RELEASE(data->vertexBuffers[i].resource); - data->vertexBuffers[i].size = 0; - } - - data->swapEffect = (DXGI_SWAP_EFFECT)0; - data->swapFlags = 0; - data->currentRenderTargetView.ptr = 0; - data->currentSampler.ptr = 0; - -#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - // Check for any leaks if in debug mode - if (data->dxgiDebug) { - DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); - IDXGIDebug_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, rloFlags); - D3D_SAFE_RELEASE(data->dxgiDebug); - } -#endif - - /* Unload the D3D libraries. This should be done last, in order - * to prevent IUnknown::Release() calls from crashing. - */ - if (data->hD3D12Mod) { - SDL_UnloadObject(data->hD3D12Mod); - data->hD3D12Mod = NULL; - } - if (data->hDXGIMod) { - SDL_UnloadObject(data->hDXGIMod); - data->hDXGIMod = NULL; - } - } -} - -static D3D12_GPU_DESCRIPTOR_HANDLE D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap *heap, D3D12_CPU_DESCRIPTOR_HANDLE CPUHandle) -{ - D3D12_CPU_DESCRIPTOR_HANDLE CPUHeapStart; - D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle; - SIZE_T offset; - - // Calculate the correct offset into the heap - D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart); - offset = CPUHandle.ptr - CPUHeapStart.ptr; - - D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle); - GPUHandle.ptr += offset; - - return GPUHandle; -} - -static void D3D12_WaitForGPU(D3D12_RenderData *data) -{ - if (data->commandQueue && data->fence && data->fenceEvent) { - ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); - if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { - ID3D12Fence_SetEventOnCompletion(data->fence, - data->fenceValue, - data->fenceEvent); - WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); - } - - data->fenceValue++; - } -} - -static D3D12_CPU_DESCRIPTOR_HANDLE D3D12_GetCurrentRenderTargetView(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor; - - if (data->textureRenderTarget) { - return data->textureRenderTarget->mainTextureRenderTargetView; - } - - SDL_zero(rtvDescriptor); - D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor); - rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize; - return rtvDescriptor; -} - -static void D3D12_TransitionResource(D3D12_RenderData *data, - ID3D12Resource *resource, - D3D12_RESOURCE_STATES beforeState, - D3D12_RESOURCE_STATES afterState) -{ - D3D12_RESOURCE_BARRIER barrier; - - if (beforeState != afterState) { - SDL_zero(barrier); - barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; - barrier.Transition.pResource = resource; - barrier.Transition.StateBefore = beforeState; - barrier.Transition.StateAfter = afterState; - barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; - - ID3D12GraphicsCommandList2_ResourceBarrier(data->commandList, 1, &barrier); - } -} - -static void D3D12_ResetCommandList(D3D12_RenderData *data) -{ - int i; - ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap }; - ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex]; - - ID3D12CommandAllocator_Reset(commandAllocator); - ID3D12GraphicsCommandList2_Reset(data->commandList, commandAllocator, NULL); - data->currentPipelineState = NULL; - data->currentVertexBuffer = 0; - data->issueBatch = false; - data->cliprectDirty = true; - data->viewportDirty = true; - data->currentRenderTargetView.ptr = 0; - // FIXME should we also clear currentSampler.ptr and currentRenderTargetView.ptr ? (and use D3D12_InvalidateCachedState() instead) - - // Release any upload buffers that were inflight - for (i = 0; i < data->currentUploadBuffer; ++i) { - D3D_SAFE_RELEASE(data->uploadBuffers[i]); - } - data->currentUploadBuffer = 0; - - ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); -} - -static HRESULT D3D12_IssueBatch(D3D12_RenderData *data) -{ - HRESULT result = S_OK; - - // Issue the command list - result = ID3D12GraphicsCommandList2_Close(data->commandList); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result); - return result; - } - ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList *const *)&data->commandList); - - D3D12_WaitForGPU(data); - - D3D12_ResetCommandList(data); - - return result; -} - -static void D3D12_DestroyRenderer(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - if (data) { - D3D12_WaitForGPU(data); - D3D12_ReleaseAll(renderer); - SDL_free(data); - } -} - -static D3D12_BLEND GetBlendFunc(SDL_BlendFactor factor) -{ - switch (factor) { - case SDL_BLENDFACTOR_ZERO: - return D3D12_BLEND_ZERO; - case SDL_BLENDFACTOR_ONE: - return D3D12_BLEND_ONE; - case SDL_BLENDFACTOR_SRC_COLOR: - return D3D12_BLEND_SRC_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: - return D3D12_BLEND_INV_SRC_COLOR; - case SDL_BLENDFACTOR_SRC_ALPHA: - return D3D12_BLEND_SRC_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: - return D3D12_BLEND_INV_SRC_ALPHA; - case SDL_BLENDFACTOR_DST_COLOR: - return D3D12_BLEND_DEST_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: - return D3D12_BLEND_INV_DEST_COLOR; - case SDL_BLENDFACTOR_DST_ALPHA: - return D3D12_BLEND_DEST_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: - return D3D12_BLEND_INV_DEST_ALPHA; - default: - return (D3D12_BLEND)0; - } -} - -static D3D12_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) -{ - switch (operation) { - case SDL_BLENDOPERATION_ADD: - return D3D12_BLEND_OP_ADD; - case SDL_BLENDOPERATION_SUBTRACT: - return D3D12_BLEND_OP_SUBTRACT; - case SDL_BLENDOPERATION_REV_SUBTRACT: - return D3D12_BLEND_OP_REV_SUBTRACT; - case SDL_BLENDOPERATION_MINIMUM: - return D3D12_BLEND_OP_MIN; - case SDL_BLENDOPERATION_MAXIMUM: - return D3D12_BLEND_OP_MAX; - default: - return (D3D12_BLEND_OP)0; - } -} - -static void D3D12_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode, D3D12_BLEND_DESC *outBlendDesc) -{ - SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); - SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); - SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); - SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); - SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); - SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - - SDL_zerop(outBlendDesc); - outBlendDesc->AlphaToCoverageEnable = FALSE; - outBlendDesc->IndependentBlendEnable = FALSE; - outBlendDesc->RenderTarget[0].BlendEnable = TRUE; - outBlendDesc->RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); - outBlendDesc->RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); - outBlendDesc->RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); - outBlendDesc->RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); - outBlendDesc->RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); - outBlendDesc->RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); - outBlendDesc->RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; -} - -static D3D12_PipelineState *D3D12_CreatePipelineState(SDL_Renderer *renderer, - D3D12_Shader shader, - SDL_BlendMode blendMode, - D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, - DXGI_FORMAT rtvFormat) -{ - const D3D12_INPUT_ELEMENT_DESC vertexDesc[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - }; - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - D3D12_GRAPHICS_PIPELINE_STATE_DESC pipelineDesc; - ID3D12PipelineState *pipelineState = NULL; - D3D12_PipelineState *pipelineStates; - HRESULT result = S_OK; - - SDL_zero(pipelineDesc); - pipelineDesc.pRootSignature = data->rootSignatures[D3D12_GetRootSignatureType(shader)]; - D3D12_GetVertexShader(shader, &pipelineDesc.VS); - D3D12_GetPixelShader(shader, &pipelineDesc.PS); - D3D12_CreateBlendState(renderer, blendMode, &pipelineDesc.BlendState); - pipelineDesc.SampleMask = 0xffffffff; - - pipelineDesc.RasterizerState.AntialiasedLineEnable = FALSE; - pipelineDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; - pipelineDesc.RasterizerState.DepthBias = 0; - pipelineDesc.RasterizerState.DepthBiasClamp = 0.0f; - pipelineDesc.RasterizerState.DepthClipEnable = TRUE; - pipelineDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; - pipelineDesc.RasterizerState.FrontCounterClockwise = FALSE; - pipelineDesc.RasterizerState.MultisampleEnable = FALSE; - pipelineDesc.RasterizerState.SlopeScaledDepthBias = 0.0f; - - pipelineDesc.InputLayout.pInputElementDescs = vertexDesc; - pipelineDesc.InputLayout.NumElements = 3; - - pipelineDesc.PrimitiveTopologyType = topology; - - pipelineDesc.NumRenderTargets = 1; - pipelineDesc.RTVFormats[0] = rtvFormat; - pipelineDesc.SampleDesc.Count = 1; - pipelineDesc.SampleDesc.Quality = 0; - - result = ID3D12Device1_CreateGraphicsPipelineState(data->d3dDevice, - &pipelineDesc, - D3D_GUID(SDL_IID_ID3D12PipelineState), - (void **)&pipelineState); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateGraphicsPipelineState"), result); - return NULL; - } - - pipelineStates = (D3D12_PipelineState *)SDL_realloc(data->pipelineStates, (data->pipelineStateCount + 1) * sizeof(*pipelineStates)); - if (!pipelineStates) { - D3D_SAFE_RELEASE(pipelineState); - return NULL; - } - - pipelineStates[data->pipelineStateCount].shader = shader; - pipelineStates[data->pipelineStateCount].blendMode = blendMode; - pipelineStates[data->pipelineStateCount].topology = topology; - pipelineStates[data->pipelineStateCount].rtvFormat = rtvFormat; - pipelineStates[data->pipelineStateCount].pipelineState = pipelineState; - data->pipelineStates = pipelineStates; - ++data->pipelineStateCount; - - return &pipelineStates[data->pipelineStateCount - 1]; -} - -static HRESULT D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, size_t size) -{ - D3D12_HEAP_PROPERTIES vbufferHeapProps; - D3D12_RESOURCE_DESC vbufferDesc; - HRESULT result; - - D3D_SAFE_RELEASE(data->vertexBuffers[vbidx].resource); - - SDL_zero(vbufferHeapProps); - vbufferHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD; - vbufferHeapProps.CreationNodeMask = 1; - vbufferHeapProps.VisibleNodeMask = 1; - - SDL_zero(vbufferDesc); - vbufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - vbufferDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; - vbufferDesc.Width = size; - vbufferDesc.Height = 1; - vbufferDesc.DepthOrArraySize = 1; - vbufferDesc.MipLevels = 1; - vbufferDesc.Format = DXGI_FORMAT_UNKNOWN; - vbufferDesc.SampleDesc.Count = 1; - vbufferDesc.SampleDesc.Quality = 0; - vbufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE; - - result = ID3D12Device1_CreateCommittedResource(data->d3dDevice, - &vbufferHeapProps, - D3D12_HEAP_FLAG_NONE, - &vbufferDesc, - D3D12_RESOURCE_STATE_GENERIC_READ, - NULL, - D3D_GUID(SDL_IID_ID3D12Resource), - (void **)&data->vertexBuffers[vbidx].resource); - - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreatePlacedResource [vertex buffer]"), result); - return result; - } - - data->vertexBuffers[vbidx].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[vbidx].resource); - data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(D3D12_VertexPositionColor); - data->vertexBuffers[vbidx].size = size; - - return result; -} - -// Create resources that depend on the device. -static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) -{ -#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(UINT flags, REFIID riid, void **ppFactory); - PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc; - PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc; -#endif - typedef HANDLE(WINAPI * PFN_CREATE_EVENT_EX)(LPSECURITY_ATTRIBUTES lpEventAttributes, LPCWSTR lpName, DWORD dwFlags, DWORD dwDesiredAccess); - PFN_CREATE_EVENT_EX CreateEventExFunc; - - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - ID3D12Device *d3dDevice = NULL; - HRESULT result = S_OK; - UINT creationFlags = 0; - int i; - bool createDebug; - - D3D12_COMMAND_QUEUE_DESC queueDesc; - D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc; - D3D12_SAMPLER_DESC samplerDesc; - ID3D12DescriptorHeap *rootDescriptorHeaps[2]; - - // See if we need debug interfaces - createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false); - -#ifdef SDL_PLATFORM_GDK - CreateEventExFunc = CreateEventExW; -#else - // CreateEventEx() arrived in Vista, so we need to load it with GetProcAddress for XP. - { - HMODULE kernel32 = GetModuleHandle(TEXT("kernel32.dll")); - CreateEventExFunc = NULL; - if (kernel32) { - CreateEventExFunc = (PFN_CREATE_EVENT_EX)GetProcAddress(kernel32, "CreateEventExW"); - } - } -#endif - if (!CreateEventExFunc) { - result = E_FAIL; - goto done; - } - -#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - data->hDXGIMod = SDL_LoadObject("dxgi.dll"); - if (!data->hDXGIMod) { - result = E_FAIL; - goto done; - } - - CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2"); - if (!CreateDXGIFactoryFunc) { - result = E_FAIL; - goto done; - } - - data->hD3D12Mod = SDL_LoadObject("D3D12.dll"); - if (!data->hD3D12Mod) { - result = E_FAIL; - goto done; - } - - D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction(data->hD3D12Mod, "D3D12CreateDevice"); - if (!D3D12CreateDeviceFunc) { - result = E_FAIL; - goto done; - } - - if (createDebug) { - PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc; - - D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface"); - if (!D3D12GetDebugInterfaceFunc) { - result = E_FAIL; - goto done; - } - if (SUCCEEDED(D3D12GetDebugInterfaceFunc(D3D_GUID(SDL_IID_ID3D12Debug), (void **)&data->debugInterface))) { - ID3D12Debug_EnableDebugLayer(data->debugInterface); - } - } -#endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - result = D3D12_XBOX_CreateDevice(&d3dDevice, createDebug); - if (FAILED(result)) { - // SDL Error is set by D3D12_XBOX_CreateDevice - goto done; - } -#else - if (createDebug) { -#ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ - IDXGIInfoQueue *dxgiInfoQueue = NULL; - PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc; - - // If the debug hint is set, also create the DXGI factory in debug mode - DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1"); - if (!DXGIGetDebugInterfaceFunc) { - result = E_FAIL; - goto done; - } - - result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIDebug1), (void **)&data->dxgiDebug); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); - goto done; - } - - result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIInfoQueue), (void **)&dxgiInfoQueue); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); - goto done; - } - - IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); - IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); - D3D_SAFE_RELEASE(dxgiInfoQueue); -#endif // __IDXGIInfoQueue_INTERFACE_DEFINED__ - creationFlags = DXGI_CREATE_FACTORY_DEBUG; - } - - result = CreateDXGIFactoryFunc(creationFlags, D3D_GUID(SDL_IID_IDXGIFactory6), (void **)&data->dxgiFactory); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result); - goto done; - } - - // Prefer a high performance adapter if there are multiple choices - result = IDXGIFactory6_EnumAdapterByGpuPreference(data->dxgiFactory, - 0, - DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, - D3D_GUID(SDL_IID_IDXGIAdapter4), - (void **)&data->dxgiAdapter); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory6::EnumAdapterByGPUPreference"), result); - goto done; - } - - result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter, - D3D_FEATURE_LEVEL_11_0, // Request minimum feature level 11.0 for maximum compatibility - D3D_GUID(SDL_IID_ID3D12Device1), - (void **)&d3dDevice); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result); - goto done; - } - - // Setup the info queue if in debug mode - if (createDebug) { - ID3D12InfoQueue *infoQueue = NULL; - D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO }; - D3D12_INFO_QUEUE_FILTER filter; - - result = ID3D12Device1_QueryInterface(d3dDevice, D3D_GUID(SDL_IID_ID3D12InfoQueue), (void **)&infoQueue); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue"), result); - goto done; - } - - SDL_zero(filter); - filter.DenyList.NumSeverities = 1; - filter.DenyList.pSeverityList = severities; - ID3D12InfoQueue_PushStorageFilter(infoQueue, &filter); - - ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE); - ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); - - D3D_SAFE_RELEASE(infoQueue); - } -#endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - - result = ID3D12Device_QueryInterface(d3dDevice, D3D_GUID(SDL_IID_ID3D12Device1), (void **)&data->d3dDevice); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device1"), result); - goto done; - } - - // Create a command queue - SDL_zero(queueDesc); - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - - result = ID3D12Device1_CreateCommandQueue(data->d3dDevice, - &queueDesc, - D3D_GUID(SDL_IID_ID3D12CommandQueue), - (void **)&data->commandQueue); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue"), result); - goto done; - } - - // Create the descriptor heaps for the render target view, texture SRVs, and samplers - SDL_zero(descriptorHeapDesc); - descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS; - descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, - &descriptorHeapDesc, - D3D_GUID(SDL_IID_ID3D12DescriptorHeap), - (void **)&data->rtvDescriptorHeap); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result); - goto done; - } - data->rtvDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); - - descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; - result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, - &descriptorHeapDesc, - D3D_GUID(SDL_IID_ID3D12DescriptorHeap), - (void **)&data->textureRTVDescriptorHeap); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [texture rtv]"), result); - goto done; - } - - SDL_zero(descriptorHeapDesc); - descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; - descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; - descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; - result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, - &descriptorHeapDesc, - D3D_GUID(SDL_IID_ID3D12DescriptorHeap), - (void **)&data->srvDescriptorHeap); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]"), result); - goto done; - } - rootDescriptorHeaps[0] = data->srvDescriptorHeap; - data->srvDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); - - SDL_zero(descriptorHeapDesc); - descriptorHeapDesc.NumDescriptors = 4; - descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; - descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; - result = ID3D12Device1_CreateDescriptorHeap(data->d3dDevice, - &descriptorHeapDesc, - D3D_GUID(SDL_IID_ID3D12DescriptorHeap), - (void **)&data->samplerDescriptorHeap); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]"), result); - goto done; - } - rootDescriptorHeaps[1] = data->samplerDescriptorHeap; - data->samplerDescriptorSize = ID3D12Device1_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); - - // Create a command allocator for each back buffer - for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { - result = ID3D12Device1_CreateCommandAllocator(data->d3dDevice, - D3D12_COMMAND_LIST_TYPE_DIRECT, - D3D_GUID(SDL_IID_ID3D12CommandAllocator), - (void **)&data->commandAllocators[i]); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator"), result); - goto done; - } - } - - // Create the command list - result = ID3D12Device1_CreateCommandList(data->d3dDevice, - 0, - D3D12_COMMAND_LIST_TYPE_DIRECT, - data->commandAllocators[0], - NULL, - D3D_GUID(SDL_IID_ID3D12GraphicsCommandList2), - (void **)&data->commandList); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList"), result); - goto done; - } - - // Set the descriptor heaps to the correct initial value - ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); - - // Create the fence and fence event - result = ID3D12Device_CreateFence(data->d3dDevice, - data->fenceValue, - D3D12_FENCE_FLAG_NONE, - D3D_GUID(SDL_IID_ID3D12Fence), - (void **)&data->fence); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence"), result); - goto done; - } - - data->fenceValue++; - - data->fenceEvent = CreateEventExFunc(NULL, NULL, 0, EVENT_MODIFY_STATE | SYNCHRONIZE); - if (!data->fenceEvent) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateEventEx"), result); - goto done; - } - - // Create all the root signatures - for (i = 0; i < NUM_ROOTSIGS; ++i) { - D3D12_SHADER_BYTECODE rootSigData; - D3D12_GetRootSignatureData((D3D12_RootSignature)i, &rootSigData); - result = ID3D12Device1_CreateRootSignature(data->d3dDevice, - 0, - rootSigData.pShaderBytecode, - rootSigData.BytecodeLength, - D3D_GUID(SDL_IID_ID3D12RootSignature), - (void **)&data->rootSignatures[i]); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature"), result); - goto done; - } - } - - { - const SDL_BlendMode defaultBlendModes[] = { - SDL_BLENDMODE_BLEND, - }; - const DXGI_FORMAT defaultRTVFormats[] = { - DXGI_FORMAT_B8G8R8A8_UNORM, - }; - int j, k, l; - - // Create a few default pipeline state objects, to verify that this renderer will work - for (i = 0; i < NUM_SHADERS; ++i) { - for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) { - for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) { - for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) { - if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) { - // D3D12_CreatePipelineState will set the SDL error, if it fails - result = E_FAIL; - goto done; - } - } - } - } - } - } - - // Create default vertex buffers - for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { - D3D12_CreateVertexBuffer(data, i, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT); - } - - // Create samplers to use when drawing textures: - static struct - { - D3D12_FILTER filter; - D3D12_TEXTURE_ADDRESS_MODE address; - } samplerParams[] = { - { D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }, - { D3D12_FILTER_MIN_MAG_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_WRAP }, - { D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP }, - { D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_WRAP }, - }; - SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == D3D12_SAMPLER_COUNT); - SDL_zero(samplerDesc); - samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; - samplerDesc.MipLODBias = 0.0f; - samplerDesc.MaxAnisotropy = 1; - samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; - samplerDesc.MinLOD = 0.0f; - samplerDesc.MaxLOD = D3D12_FLOAT32_MAX; - D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->samplers[0]); - for (i = 0; i < SDL_arraysize(samplerParams); ++i) { - samplerDesc.Filter = samplerParams[i].filter; - samplerDesc.AddressU = samplerParams[i].address; - samplerDesc.AddressV = samplerParams[i].address; - data->samplers[i].ptr = data->samplers[0].ptr + i * data->samplerDescriptorSize; - ID3D12Device1_CreateSampler(data->d3dDevice, &samplerDesc, data->samplers[i]); - } - - // Initialize the pool allocator for SRVs - for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) { - data->srvPoolNodes[i].index = (SIZE_T)i; - if (i != SDL_D3D12_MAX_NUM_TEXTURES - 1) { - data->srvPoolNodes[i].next = &data->srvPoolNodes[i + 1]; - } - } - data->srvPoolHead = &data->srvPoolNodes[0]; - - SDL_PropertiesID props = SDL_GetRendererProperties(renderer); - SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, data->d3dDevice); - SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue); - -done: - D3D_SAFE_RELEASE(d3dDevice); - return result; -} - -static DXGI_MODE_ROTATION D3D12_GetCurrentRotation(void) -{ - // FIXME - return DXGI_MODE_ROTATION_IDENTITY; -} - -static BOOL D3D12_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) -{ - switch (rotation) { - case DXGI_MODE_ROTATION_ROTATE90: - case DXGI_MODE_ROTATION_ROTATE270: - return TRUE; - default: - return FALSE; - } -} - -static int D3D12_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - if (data->textureRenderTarget) { - return DXGI_MODE_ROTATION_IDENTITY; - } else { - return data->rotation; - } -} - -static bool D3D12_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D12_RECT *outRect, BOOL includeViewportOffset) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer); - const SDL_Rect *viewport = &data->currentViewport; - - switch (rotation) { - case DXGI_MODE_ROTATION_IDENTITY: - outRect->left = sdlRect->x; - outRect->right = (LONG)sdlRect->x + sdlRect->w; - outRect->top = sdlRect->y; - outRect->bottom = (LONG)sdlRect->y + sdlRect->h; - if (includeViewportOffset) { - outRect->left += viewport->x; - outRect->right += viewport->x; - outRect->top += viewport->y; - outRect->bottom += viewport->y; - } - break; - case DXGI_MODE_ROTATION_ROTATE270: - outRect->left = sdlRect->y; - outRect->right = (LONG)sdlRect->y + sdlRect->h; - outRect->top = viewport->w - sdlRect->x - sdlRect->w; - outRect->bottom = viewport->w - sdlRect->x; - break; - case DXGI_MODE_ROTATION_ROTATE180: - outRect->left = viewport->w - sdlRect->x - sdlRect->w; - outRect->right = viewport->w - sdlRect->x; - outRect->top = viewport->h - sdlRect->y - sdlRect->h; - outRect->bottom = viewport->h - sdlRect->y; - break; - case DXGI_MODE_ROTATION_ROTATE90: - outRect->left = viewport->h - sdlRect->y - sdlRect->h; - outRect->right = viewport->h - sdlRect->y; - outRect->top = sdlRect->x; - outRect->bottom = (LONG)sdlRect->x + sdlRect->h; - break; - default: - return SDL_SetError("The physical display is in an unknown or unsupported rotation"); - } - return true; -} - -#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) -static HRESULT D3D12_CreateSwapChain(SDL_Renderer *renderer, int w, int h) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - IDXGISwapChain1 *swapChain = NULL; - HRESULT result = S_OK; - - // Create a swap chain using the same adapter as the existing Direct3D device. - DXGI_SWAP_CHAIN_DESC1 swapChainDesc; - SDL_zero(swapChainDesc); - swapChainDesc.Width = w; - swapChainDesc.Height = h; - switch (renderer->output_colorspace) { - case SDL_COLORSPACE_SRGB_LINEAR: - swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; - data->renderTargetFormat = DXGI_FORMAT_R16G16B16A16_FLOAT; - break; - case SDL_COLORSPACE_HDR10: - swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; - data->renderTargetFormat = DXGI_FORMAT_R10G10B10A2_UNORM; - break; - default: - swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format. - data->renderTargetFormat = DXGI_FORMAT_B8G8R8A8_UNORM; - break; - } - swapChainDesc.Stereo = FALSE; - swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. - swapChainDesc.SampleDesc.Quality = 0; - swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency. - if (WIN_IsWindows8OrGreater()) { - swapChainDesc.Scaling = DXGI_SCALING_NONE; - } else { - swapChainDesc.Scaling = DXGI_SCALING_STRETCH; - } - swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. - swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | // To support SetMaximumFrameLatency - DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; // To support presenting with allow tearing on - - HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); - if (!hwnd) { - SDL_SetError("Couldn't get window handle"); - result = E_FAIL; - goto done; - } - - result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory, - (IUnknown *)data->commandQueue, - hwnd, - &swapChainDesc, - NULL, - NULL, // Allow on all displays. - &swapChain); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result); - goto done; - } - - IDXGIFactory6_MakeWindowAssociation(data->dxgiFactory, hwnd, DXGI_MWA_NO_WINDOW_CHANGES); - - result = IDXGISwapChain1_QueryInterface(swapChain, D3D_GUID(SDL_IID_IDXGISwapChain4), (void **)&data->swapChain); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result); - goto done; - } - - /* Ensure that the swapchain does not queue more than one frame at a time. This both reduces latency - * and ensures that the application will only render after each VSync, minimizing power consumption. - */ - result = IDXGISwapChain4_SetMaximumFrameLatency(data->swapChain, 1); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result); - goto done; - } - - data->swapEffect = swapChainDesc.SwapEffect; - data->swapFlags = swapChainDesc.Flags; - - UINT colorspace_support = 0; - DXGI_COLOR_SPACE_TYPE colorspace; - switch (renderer->output_colorspace) { - case SDL_COLORSPACE_SRGB_LINEAR: - colorspace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709; - break; - case SDL_COLORSPACE_HDR10: - colorspace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020; - break; - default: - // sRGB - colorspace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; - break; - } - if (SUCCEEDED(IDXGISwapChain3_CheckColorSpaceSupport(data->swapChain, colorspace, &colorspace_support)) && - (colorspace_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { - result = IDXGISwapChain3_SetColorSpace1(data->swapChain, colorspace); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain3::SetColorSpace1"), result); - goto done; - } - } else { - // Not the default, we're not going to be able to present in this colorspace - SDL_SetError("Unsupported output colorspace"); - result = DXGI_ERROR_UNSUPPORTED; - } - - SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER, data->swapChain); - -done: - D3D_SAFE_RELEASE(swapChain); - return result; -} -#endif - -// Initialize all resources that change when the window's size changes. -static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - HRESULT result = S_OK; - int i, w, h; - - D3D12_RENDER_TARGET_VIEW_DESC rtvDesc; - D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor; - - // Release resources in the current command list - D3D12_IssueBatch(data); - ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 0, NULL, FALSE, NULL); - - // Release render targets - for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { - D3D_SAFE_RELEASE(data->renderTargets[i]); - } - - /* The width and height of the swap chain must be based on the display's - * non-rotated size. - */ - SDL_GetWindowSizeInPixels(renderer->window, &w, &h); - data->rotation = D3D12_GetCurrentRotation(); - if (D3D12_IsDisplayRotated90Degrees(data->rotation)) { - int tmp = w; - w = h; - h = tmp; - } - -#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - if (data->swapChain) { - // If the swap chain already exists, resize it. - result = IDXGISwapChain_ResizeBuffers(data->swapChain, - 0, - w, h, - DXGI_FORMAT_UNKNOWN, - data->swapFlags); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result); - goto done; - } - } else { - result = D3D12_CreateSwapChain(renderer, w, h); - if (FAILED(result) || !data->swapChain) { - goto done; - } - } - - // Set the proper rotation for the swap chain. - if (WIN_IsWindows8OrGreater()) { - if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { - result = IDXGISwapChain4_SetRotation(data->swapChain, data->rotation); // NOLINT(clang-analyzer-core.NullDereference) - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result); - goto done; - } - } - } -#endif // !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - - // Get each back buffer render target and create render target views - for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - result = D3D12_XBOX_CreateBackBufferTarget(data->d3dDevice, renderer->window->w, renderer->window->h, (void **)&data->renderTargets[i]); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_XBOX_CreateBackBufferTarget"), result); - goto done; - } -#else - result = IDXGISwapChain4_GetBuffer(data->swapChain, // NOLINT(clang-analyzer-core.NullDereference) - i, - D3D_GUID(SDL_IID_ID3D12Resource), - (void **)&data->renderTargets[i]); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer"), result); - goto done; - } -#endif - - SDL_zero(rtvDesc); - rtvDesc.Format = data->renderTargetFormat; - rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; - - SDL_zero(rtvDescriptor); - D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor); - rtvDescriptor.ptr += i * data->rtvDescriptorSize; - ID3D12Device1_CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor); - } - - // Set back buffer index to current buffer -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - data->currentBackBufferIndex = 0; -#else - data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); -#endif - - /* Set the swap chain target immediately, so that a target is always set - * even before we get to SetDrawState. Without this it's possible to hit - * null references in places like ReadPixels! - */ - data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer); - ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL); - D3D12_TransitionResource(data, - data->renderTargets[data->currentBackBufferIndex], - D3D12_RESOURCE_STATE_PRESENT, - D3D12_RESOURCE_STATE_RENDER_TARGET); - - data->viewportDirty = true; - -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken); -#endif - -done: - return result; -} - -static bool D3D12_HandleDeviceLost(SDL_Renderer *renderer) -{ - bool recovered = false; - - D3D12_ReleaseAll(renderer); - - if (SUCCEEDED(D3D12_CreateDeviceResources(renderer)) && - SUCCEEDED(D3D12_CreateWindowSizeDependentResources(renderer))) { - recovered = true; - } else { - SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Renderer couldn't recover from device lost: %s", SDL_GetError()); - D3D12_ReleaseAll(renderer); - } - - // Let the application know that the device has been reset or lost - SDL_Event event; - SDL_zero(event); - event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST; - event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); - SDL_PushEvent(&event); - - return recovered; -} - -// This method is called when the window's size changes. -static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - // If the GPU has previous work, wait for it to be done first - D3D12_WaitForGPU(data); - return D3D12_CreateWindowSizeDependentResources(renderer); -} - -static void D3D12_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - - if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { - data->pixelSizeChanged = true; - } -} - -static bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) -{ - SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); - SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); - SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); - SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); - SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); - SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - - if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || - !GetBlendEquation(colorOperation) || - !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || - !GetBlendEquation(alphaOperation)) { - return false; - } - return true; -} - -static SIZE_T D3D12_GetAvailableSRVIndex(SDL_Renderer *renderer) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - if (rendererData->srvPoolHead) { - SIZE_T index = rendererData->srvPoolHead->index; - rendererData->srvPoolHead = (D3D12_SRVPoolNode *)(rendererData->srvPoolHead->next); - return index; - } else { - SDL_SetError("[d3d12] Cannot allocate more than %d textures!", SDL_D3D12_MAX_NUM_TEXTURES); - return SDL_D3D12_MAX_NUM_TEXTURES + 1; - } -} - -static void D3D12_FreeSRVIndex(SDL_Renderer *renderer, SIZE_T index) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - rendererData->srvPoolNodes[index].next = rendererData->srvPoolHead; - rendererData->srvPoolHead = &rendererData->srvPoolNodes[index]; -} - -static bool GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D12Resource **texture) -{ - IUnknown *unknown = (IUnknown*)SDL_GetPointerProperty(props, name, NULL); - if (unknown) { -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - HRESULT result = unknown->QueryInterface(D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture); -#else - HRESULT result = IUnknown_QueryInterface(unknown, D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture); -#endif - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(name, result); - } - } - return true; -} - -static bool D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData; - HRESULT result; - DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format, renderer->output_colorspace); - D3D12_RESOURCE_DESC textureDesc; - D3D12_HEAP_PROPERTIES heapProps; - D3D12_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; - - if (!rendererData->d3dDevice) { - return SDL_SetError("Device lost and couldn't be recovered"); - } - - if (textureFormat == DXGI_FORMAT_UNKNOWN) { - return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified", __FUNCTION__, texture->format); - } - - textureData = (D3D12_TextureData *)SDL_calloc(1, sizeof(*textureData)); - if (!textureData) { - return false; - } - textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR; - - texture->internal = textureData; - textureData->mainTextureFormat = textureFormat; - - SDL_zero(textureDesc); - textureDesc.Width = texture->w; - textureDesc.Height = texture->h; - textureDesc.MipLevels = 1; - textureDesc.DepthOrArraySize = 1; - textureDesc.Format = textureFormat; - textureDesc.SampleDesc.Count = 1; - textureDesc.SampleDesc.Quality = 0; - textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; - textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE; - - // NV12 textures must have even width and height - if (texture->format == SDL_PIXELFORMAT_NV12 || - texture->format == SDL_PIXELFORMAT_NV21 || - texture->format == SDL_PIXELFORMAT_P010) { - textureDesc.Width = (textureDesc.Width + 1) & ~1; - textureDesc.Height = (textureDesc.Height + 1) & ~1; - } - textureData->w = (int)textureDesc.Width; - textureData->h = (int)textureDesc.Height; - if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) { - textureData->shader = SHADER_RGB; - } else { - textureData->shader = SHADER_ADVANCED; - } - - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; - } - - SDL_zero(heapProps); - heapProps.Type = D3D12_HEAP_TYPE_DEFAULT; - heapProps.CreationNodeMask = 1; - heapProps.VisibleNodeMask = 1; - - if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER, &textureData->mainTexture)) { - return false; - } - if (!textureData->mainTexture) { - result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, - &heapProps, - D3D12_HEAP_FLAG_NONE, - &textureDesc, - D3D12_RESOURCE_STATE_COPY_DEST, - NULL, - D3D_GUID(SDL_IID_ID3D12Resource), - (void **)&textureData->mainTexture); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); - } - } - textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; - SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER, textureData->mainTexture); -#ifdef SDL_HAVE_YUV - if (texture->format == SDL_PIXELFORMAT_YV12 || - texture->format == SDL_PIXELFORMAT_IYUV) { - textureData->yuv = true; - - textureDesc.Width = (textureDesc.Width + 1) / 2; - textureDesc.Height = (textureDesc.Height + 1) / 2; - - if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER, &textureData->mainTextureU)) { - return false; - } - if (!textureData->mainTextureU) { - result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, - &heapProps, - D3D12_HEAP_FLAG_NONE, - &textureDesc, - D3D12_RESOURCE_STATE_COPY_DEST, - NULL, - D3D_GUID(SDL_IID_ID3D12Resource), - (void **)&textureData->mainTextureU); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); - } - } - textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST; - SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER, textureData->mainTextureU); - - if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER, &textureData->mainTextureV)) { - return false; - } - if (!textureData->mainTextureV) { - result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, - &heapProps, - D3D12_HEAP_FLAG_NONE, - &textureDesc, - D3D12_RESOURCE_STATE_COPY_DEST, - NULL, - D3D_GUID(SDL_IID_ID3D12Resource), - (void **)&textureData->mainTextureV); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); - } - } - textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST; - SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER, textureData->mainTextureV); - - textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); - if (!textureData->YCbCr_matrix) { - return SDL_SetError("Unsupported YUV colorspace"); - } - } - - if (texture->format == SDL_PIXELFORMAT_NV12 || - texture->format == SDL_PIXELFORMAT_NV21 || - texture->format == SDL_PIXELFORMAT_P010) { - int bits_per_pixel; - - textureData->nv12 = true; - - switch (texture->format) { - case SDL_PIXELFORMAT_P010: - bits_per_pixel = 10; - break; - default: - bits_per_pixel = 8; - break; - } - textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, bits_per_pixel); - if (!textureData->YCbCr_matrix) { - return SDL_SetError("Unsupported YUV colorspace"); - } - } -#endif // SDL_HAVE_YUV - SDL_zero(resourceViewDesc); - resourceViewDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; - resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format, renderer->output_colorspace); - resourceViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; - resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; - - textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer); - D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView); - textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize; - - ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, - textureData->mainTexture, - &resourceViewDesc, - textureData->mainTextureResourceView); -#ifdef SDL_HAVE_YUV - if (textureData->yuv) { - D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU); - textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer); - textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize; - ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, - textureData->mainTextureU, - &resourceViewDesc, - textureData->mainTextureResourceViewU); - - D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV); - textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer); - textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize; - ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, - textureData->mainTextureV, - &resourceViewDesc, - textureData->mainTextureResourceViewV); - } - - if (textureData->nv12) { - D3D12_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; - - if (texture->format == SDL_PIXELFORMAT_NV12 || texture->format == SDL_PIXELFORMAT_NV21) { - nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; - } else if (texture->format == SDL_PIXELFORMAT_P010) { - nvResourceViewDesc.Format = DXGI_FORMAT_R16G16_UNORM; - } - nvResourceViewDesc.Texture2D.PlaneSlice = 1; - - D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV); - textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer); - textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize; - ID3D12Device1_CreateShaderResourceView(rendererData->d3dDevice, - textureData->mainTexture, - &nvResourceViewDesc, - textureData->mainTextureResourceViewNV); - } -#endif // SDL_HAVE_YUV - - if (texture->access & SDL_TEXTUREACCESS_TARGET) { - D3D12_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; - SDL_zero(renderTargetViewDesc); - renderTargetViewDesc.Format = textureDesc.Format; - renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; - renderTargetViewDesc.Texture2D.MipSlice = 0; - - D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView); - textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize; - - ID3D12Device1_CreateRenderTargetView(rendererData->d3dDevice, - (ID3D12Resource *)textureData->mainTexture, - &renderTargetViewDesc, - textureData->mainTextureRenderTargetView); - } - - return true; -} - -static void D3D12_DestroyTexture(SDL_Renderer *renderer, - SDL_Texture *texture) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - - if (!textureData) { - return; - } - - /* Because SDL_DestroyTexture might be called while the data is in-flight, we need to issue the batch first - Unfortunately, this means that deleting a lot of textures mid-frame will have poor performance. */ - D3D12_IssueBatch(rendererData); - - D3D_SAFE_RELEASE(textureData->mainTexture); - D3D_SAFE_RELEASE(textureData->stagingBuffer); - D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndex); -#ifdef SDL_HAVE_YUV - D3D_SAFE_RELEASE(textureData->mainTextureU); - D3D_SAFE_RELEASE(textureData->mainTextureV); - if (textureData->yuv) { - D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexU); - D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexV); - } - if (textureData->nv12) { - D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexNV); - } - SDL_free(textureData->pixels); -#endif - SDL_free(textureData); - texture->internal = NULL; -} - -static bool D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Resource *texture, int plane, int x, int y, int w, int h, const void *pixels, int pitch, D3D12_RESOURCE_STATES *resourceState) -{ - const Uint8 *src; - Uint8 *dst; - UINT length; - HRESULT result; - D3D12_RESOURCE_DESC textureDesc; - D3D12_RESOURCE_DESC uploadDesc; - D3D12_HEAP_PROPERTIES heapProps; - D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; - D3D12_TEXTURE_COPY_LOCATION srcLocation; - D3D12_TEXTURE_COPY_LOCATION dstLocation; - BYTE *textureMemory; - ID3D12Resource *uploadBuffer; - UINT row, NumRows, RowPitch; - UINT64 RowLength; - - // Create an upload buffer, which will be used to write to the main texture. - SDL_zero(textureDesc); - D3D_CALL_RET(texture, GetDesc, &textureDesc); - textureDesc.Width = w; - textureDesc.Height = h; - if (textureDesc.Format == DXGI_FORMAT_NV12 || - textureDesc.Format == DXGI_FORMAT_P010) { - textureDesc.Width = (textureDesc.Width + 1) & ~1; - textureDesc.Height = (textureDesc.Height + 1) & ~1; - } - - SDL_zero(uploadDesc); - uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; - uploadDesc.Height = 1; - uploadDesc.DepthOrArraySize = 1; - uploadDesc.MipLevels = 1; - uploadDesc.Format = DXGI_FORMAT_UNKNOWN; - uploadDesc.SampleDesc.Count = 1; - uploadDesc.SampleDesc.Quality = 0; - uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; - - // Figure out how much we need to allocate for the upload buffer - ID3D12Device1_GetCopyableFootprints(rendererData->d3dDevice, - &textureDesc, - plane, - 1, - 0, - &placedTextureDesc, - &NumRows, - &RowLength, - &uploadDesc.Width); - RowPitch = placedTextureDesc.Footprint.RowPitch; - - SDL_zero(heapProps); - heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; - heapProps.CreationNodeMask = 1; - heapProps.VisibleNodeMask = 1; - - // Create the upload buffer - result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, - &heapProps, - D3D12_HEAP_FLAG_NONE, - &uploadDesc, - D3D12_RESOURCE_STATE_GENERIC_READ, - NULL, - D3D_GUID(SDL_IID_ID3D12Resource), - (void **)&rendererData->uploadBuffers[rendererData->currentUploadBuffer]); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); - } - - // Get a write-only pointer to data in the upload buffer: - uploadBuffer = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; - result = ID3D12Resource_Map(uploadBuffer, - 0, - NULL, - (void **)&textureMemory); - if (FAILED(result)) { - D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); - } - - src = (const Uint8 *)pixels; - dst = textureMemory; - length = (UINT)RowLength; - if (length == (UINT)pitch && length == RowPitch) { - SDL_memcpy(dst, src, (size_t)length * NumRows); - } else { - if (length > (UINT)pitch) { - length = pitch; - } - if (length > RowPitch) { - length = RowPitch; - } - for (row = NumRows; row--; ) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += RowPitch; - } - } - - // Commit the changes back to the upload buffer: - ID3D12Resource_Unmap(uploadBuffer, 0, NULL); - - // Make sure the destination is in the correct resource state - D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_COPY_DEST); - *resourceState = D3D12_RESOURCE_STATE_COPY_DEST; - - SDL_zero(dstLocation); - dstLocation.pResource = texture; - dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; - dstLocation.SubresourceIndex = plane; - - SDL_zero(srcLocation); - srcLocation.pResource = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; - srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; - srcLocation.PlacedFootprint = placedTextureDesc; - - ID3D12GraphicsCommandList2_CopyTextureRegion(rendererData->commandList, - &dstLocation, - x, - y, - 0, - &srcLocation, - NULL); - - // Transition the texture to be shader accessible - D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - *resourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - - rendererData->currentUploadBuffer++; - // If we've used up all the upload buffers, we need to issue the batch - if (rendererData->currentUploadBuffer == SDL_D3D12_NUM_UPLOAD_BUFFERS) { - D3D12_IssueBatch(rendererData); - } - - return true; -} - -static bool D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, const void *srcPixels, - int srcPitch) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } - - if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState)) { - return false; - } -#ifdef SDL_HAVE_YUV - if (textureData->yuv) { - // Skip to the correct offset into the next texture - srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); - - if (!D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateV : &textureData->mainResourceStateU)) { - return false; - } - - // Skip to the correct offset into the next texture - srcPixels = (const void *)((const Uint8 *)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2)); - if (!D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateU : &textureData->mainResourceStateV)) { - return false; - } - } - - if (textureData->nv12) { - // Skip to the correct offset into the next texture - srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); - - if (texture->format == SDL_PIXELFORMAT_P010) { - srcPitch = (srcPitch + 3) & ~3; - } else { - srcPitch = (srcPitch + 1) & ~1; - } - if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, (rect->w + 1) & ~1, (rect->h + 1) & ~1, srcPixels, srcPitch, &textureData->mainResourceState)) { - return false; - } - } -#endif // SDL_HAVE_YUV - return true; -} - -#ifdef SDL_HAVE_YUV -static bool D3D12_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *Uplane, int Upitch, - const Uint8 *Vplane, int Vpitch) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } - - if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { - return false; - } - if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch, &textureData->mainResourceStateU)) { - return false; - } - if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV)) { - return false; - } - return true; -} - -static bool D3D12_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } - - if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { - return false; - } - - if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, UVplane, UVpitch, &textureData->mainResourceState)) { - return false; - } - return true; -} -#endif - -static bool D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, void **pixels, int *pitch) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - HRESULT result = S_OK; - - D3D12_RESOURCE_DESC textureDesc; - D3D12_RESOURCE_DESC uploadDesc; - D3D12_HEAP_PROPERTIES heapProps; - D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; - BYTE *textureMemory; - int bpp; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } -#ifdef SDL_HAVE_YUV - if (textureData->yuv || textureData->nv12) { - // It's more efficient to upload directly... - if (!textureData->pixels) { - textureData->pitch = texture->w; - textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); - if (!textureData->pixels) { - return false; - } - } - textureData->lockedRect = *rect; - *pixels = - (void *)(textureData->pixels + rect->y * textureData->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - *pitch = textureData->pitch; - return true; - } -#endif - if (textureData->stagingBuffer) { - return SDL_SetError("texture is already locked"); - } - - // Create an upload buffer, which will be used to write to the main texture. - SDL_zero(textureDesc); - D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc); - textureDesc.Width = rect->w; - textureDesc.Height = rect->h; - - SDL_zero(uploadDesc); - uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; - uploadDesc.Height = 1; - uploadDesc.DepthOrArraySize = 1; - uploadDesc.MipLevels = 1; - uploadDesc.Format = DXGI_FORMAT_UNKNOWN; - uploadDesc.SampleDesc.Count = 1; - uploadDesc.SampleDesc.Quality = 0; - uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; - - // Figure out how much we need to allocate for the upload buffer - ID3D12Device1_GetCopyableFootprints(rendererData->d3dDevice, - &textureDesc, - 0, - 1, - 0, - NULL, - NULL, - NULL, - &uploadDesc.Width); - - SDL_zero(heapProps); - heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; - heapProps.CreationNodeMask = 1; - heapProps.VisibleNodeMask = 1; - - // Create the upload buffer - result = ID3D12Device1_CreateCommittedResource(rendererData->d3dDevice, - &heapProps, - D3D12_HEAP_FLAG_NONE, - &uploadDesc, - D3D12_RESOURCE_STATE_GENERIC_READ, - NULL, - D3D_GUID(SDL_IID_ID3D12Resource), - (void **)&textureData->stagingBuffer); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); - } - - // Get a write-only pointer to data in the upload buffer: - result = ID3D12Resource_Map(textureData->stagingBuffer, - 0, - NULL, - (void **)&textureMemory); - if (FAILED(result)) { - D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); - } - - SDL_zero(pitchedDesc); - pitchedDesc.Format = textureDesc.Format; - pitchedDesc.Width = rect->w; - pitchedDesc.Height = rect->h; - pitchedDesc.Depth = 1; - if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { - bpp = 1; - } else { - bpp = 4; - } - pitchedDesc.RowPitch = D3D12_Align(rect->w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); - - /* Make note of where the staging texture will be written to - * (on a call to SDL_UnlockTexture): - */ - textureData->lockedRect = *rect; - - /* Make sure the caller has information on the texture's pixel buffer, - * then return: - */ - *pixels = textureMemory; - *pitch = pitchedDesc.RowPitch; - return true; -} - -static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - - D3D12_RESOURCE_DESC textureDesc; - D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; - D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; - D3D12_TEXTURE_COPY_LOCATION srcLocation; - D3D12_TEXTURE_COPY_LOCATION dstLocation; - int bpp; - - if (!textureData) { - return; - } -#ifdef SDL_HAVE_YUV - if (textureData->yuv || textureData->nv12) { - const SDL_Rect *rect = &textureData->lockedRect; - void *pixels = - (void *)(textureData->pixels + rect->y * textureData->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - D3D12_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); - return; - } -#endif - // Commit the pixel buffer's changes back to the staging texture: - ID3D12Resource_Unmap(textureData->stagingBuffer, 0, NULL); - - SDL_zero(textureDesc); - D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc); - textureDesc.Width = textureData->lockedRect.w; - textureDesc.Height = textureData->lockedRect.h; - - SDL_zero(pitchedDesc); - pitchedDesc.Format = textureDesc.Format; - pitchedDesc.Width = (UINT)textureDesc.Width; - pitchedDesc.Height = textureDesc.Height; - pitchedDesc.Depth = 1; - if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { - bpp = 1; - } else { - bpp = 4; - } - pitchedDesc.RowPitch = D3D12_Align(textureData->lockedRect.w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); - - SDL_zero(placedTextureDesc); - placedTextureDesc.Offset = 0; - placedTextureDesc.Footprint = pitchedDesc; - - D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_COPY_DEST); - textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; - - SDL_zero(dstLocation); - dstLocation.pResource = textureData->mainTexture; - dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; - dstLocation.SubresourceIndex = 0; - - SDL_zero(srcLocation); - srcLocation.pResource = textureData->stagingBuffer; - srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; - srcLocation.PlacedFootprint = placedTextureDesc; - - ID3D12GraphicsCommandList2_CopyTextureRegion(rendererData->commandList, - &dstLocation, - textureData->lockedRect.x, - textureData->lockedRect.y, - 0, - &srcLocation, - NULL); - - // Transition the texture to be shader accessible - D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - - // Execute the command list before releasing the staging buffer - D3D12_IssueBatch(rendererData); - D3D_SAFE_RELEASE(textureData->stagingBuffer); -} - -static void D3D12_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) -{ - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - - if (!textureData) { - return; - } - - textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR; -} - -static bool D3D12_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData = NULL; - - if (!texture) { - if (rendererData->textureRenderTarget) { - D3D12_TransitionResource(rendererData, - rendererData->textureRenderTarget->mainTexture, - rendererData->textureRenderTarget->mainResourceState, - D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - } - rendererData->textureRenderTarget = NULL; - return true; - } - - textureData = (D3D12_TextureData *)texture->internal; - - if (!textureData->mainTextureRenderTargetView.ptr) { - return SDL_SetError("specified texture is not a render target"); - } - - rendererData->textureRenderTarget = textureData; - D3D12_TransitionResource(rendererData, - rendererData->textureRenderTarget->mainTexture, - rendererData->textureRenderTarget->mainResourceState, - D3D12_RESOURCE_STATE_RENDER_TARGET); - rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_RENDER_TARGET; - - return true; -} - -static bool D3D12_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) -{ - return true; // nothing to do in this backend. -} - -static bool D3D12_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) -{ - D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D12_VertexPositionColor), 0, &cmd->data.draw.first); - int i; - SDL_FColor color = cmd->data.draw.color; - bool convert_color = SDL_RenderingLinearSpace(renderer); - - if (!verts) { - return false; - } - - cmd->data.draw.count = count; - - if (convert_color) { - SDL_ConvertToLinear(&color); - } - - for (i = 0; i < count; i++) { - verts->pos.x = points[i].x + 0.5f; - verts->pos.y = points[i].y + 0.5f; - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; - verts->color = color; - verts++; - } - - return true; -} - -static bool D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, - const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, - int num_vertices, const void *indices, int num_indices, int size_indices, - float scale_x, float scale_y) -{ - int i; - int count = indices ? num_indices : num_vertices; - D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D12_VertexPositionColor), 0, &cmd->data.draw.first); - bool convert_color = SDL_RenderingLinearSpace(renderer); - D3D12_TextureData *textureData = texture ? (D3D12_TextureData *)texture->internal : NULL; - float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f; - float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f; - - if (!verts) { - return false; - } - - cmd->data.draw.count = count; - size_indices = indices ? size_indices : 0; - - for (i = 0; i < count; i++) { - int j; - float *xy_; - if (size_indices == 4) { - j = ((const Uint32 *)indices)[i]; - } else if (size_indices == 2) { - j = ((const Uint16 *)indices)[i]; - } else if (size_indices == 1) { - j = ((const Uint8 *)indices)[i]; - } else { - j = i; - } - - xy_ = (float *)((char *)xy + j * xy_stride); - - verts->pos.x = xy_[0] * scale_x; - verts->pos.y = xy_[1] * scale_y; - verts->color = *(SDL_FColor *)((char *)color + j * color_stride); - if (convert_color) { - SDL_ConvertToLinear(&verts->color); - } - - if (texture) { - float *uv_ = (float *)((char *)uv + j * uv_stride); - verts->tex.x = uv_[0] * u_scale; - verts->tex.y = uv_[1] * v_scale; - } else { - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; - } - - verts += 1; - } - return true; -} - -static bool D3D12_UpdateVertexBuffer(SDL_Renderer *renderer, - const void *vertexData, size_t dataSizeInBytes) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - HRESULT result = S_OK; - const int vbidx = rendererData->currentVertexBuffer; - UINT8 *vertexBufferData = NULL; - D3D12_RANGE range; - ID3D12Resource *vertexBuffer; - - range.Begin = 0; - range.End = 0; - - if (dataSizeInBytes == 0) { - return true; // nothing to do. - } - - if (rendererData->issueBatch) { - if (FAILED(D3D12_IssueBatch(rendererData))) { - return SDL_SetError("Failed to issue intermediate batch"); - } - } - - // If the existing vertex buffer isn't big enough, we need to recreate a big enough one - if (dataSizeInBytes > rendererData->vertexBuffers[vbidx].size) { - D3D12_CreateVertexBuffer(rendererData, vbidx, dataSizeInBytes); - } - - vertexBuffer = rendererData->vertexBuffers[vbidx].resource; - result = ID3D12Resource_Map(vertexBuffer, 0, &range, (void **)&vertexBufferData); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result); - } - SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes); - ID3D12Resource_Unmap(vertexBuffer, 0, NULL); - - rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes; - - ID3D12GraphicsCommandList2_IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view); - - rendererData->currentVertexBuffer++; - if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) { - rendererData->currentVertexBuffer = 0; - rendererData->issueBatch = true; - } - - return true; -} - -static bool D3D12_UpdateViewport(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - const SDL_Rect *viewport = &data->currentViewport; - Float4X4 projection; - Float4X4 view; - SDL_FRect orientationAlignedViewport; - BOOL swapDimensions; - D3D12_VIEWPORT d3dviewport; - const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer); - - if (viewport->w == 0 || viewport->h == 0) { - /* If the viewport is empty, assume that it is because - * SDL_CreateRenderer is calling it, and will call it again later - * with a non-empty viewport. - */ - // SDL_Log("%s, no viewport was set!", __FUNCTION__); - return false; - } - - /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. - * Keep in mind here that the Y-axis will be been inverted (from Direct3D's - * default coordinate system) so rotations will be done in the opposite - * direction of the DXGI_MODE_ROTATION enumeration. - */ - switch (rotation) { - case DXGI_MODE_ROTATION_IDENTITY: - projection = MatrixIdentity(); - break; - case DXGI_MODE_ROTATION_ROTATE270: - projection = MatrixRotationZ(SDL_PI_F * 0.5f); - break; - case DXGI_MODE_ROTATION_ROTATE180: - projection = MatrixRotationZ(SDL_PI_F); - break; - case DXGI_MODE_ROTATION_ROTATE90: - projection = MatrixRotationZ(-SDL_PI_F * 0.5f); - break; - default: - return SDL_SetError("An unknown DisplayOrientation is being used"); - } - - // Update the view matrix - SDL_zero(view); - view.m[0][0] = 2.0f / viewport->w; - view.m[1][1] = -2.0f / viewport->h; - view.m[2][2] = 1.0f; - view.m[3][0] = -1.0f; - view.m[3][1] = 1.0f; - view.m[3][3] = 1.0f; - - /* Combine the projection + view matrix together now, as both only get - * set here (as of this writing, on Dec 26, 2013). When done, store it - * for eventual transfer to the GPU. - */ - data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( - view, - projection); - - /* Update the Direct3D viewport, which seems to be aligned to the - * swap buffer's coordinate space, which is always in either - * a landscape mode, for all Windows 8/RT devices, or a portrait mode, - * for Windows Phone devices. - */ - swapDimensions = D3D12_IsDisplayRotated90Degrees((DXGI_MODE_ROTATION)rotation); - if (swapDimensions) { - orientationAlignedViewport.x = (float)viewport->y; - orientationAlignedViewport.y = (float)viewport->x; - orientationAlignedViewport.w = (float)viewport->h; - orientationAlignedViewport.h = (float)viewport->w; - } else { - orientationAlignedViewport.x = (float)viewport->x; - orientationAlignedViewport.y = (float)viewport->y; - orientationAlignedViewport.w = (float)viewport->w; - orientationAlignedViewport.h = (float)viewport->h; - } - - d3dviewport.TopLeftX = orientationAlignedViewport.x; - d3dviewport.TopLeftY = orientationAlignedViewport.y; - d3dviewport.Width = orientationAlignedViewport.w; - d3dviewport.Height = orientationAlignedViewport.h; - d3dviewport.MinDepth = 0.0f; - d3dviewport.MaxDepth = 1.0f; - // SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); - ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 1, &d3dviewport); - - data->viewportDirty = false; - - return true; -} - -static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, D3D12_PixelShaderConstants *constants) -{ - float output_headroom; - - SDL_zerop(constants); - - constants->scRGB_output = (float)SDL_RenderingLinearSpace(renderer); - constants->color_scale = cmd->data.draw.color_scale; - - if (texture) { - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - - switch (texture->format) { - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - constants->texture_type = TEXTURETYPE_YUV; - constants->input_type = INPUTTYPE_SRGB; - break; - case SDL_PIXELFORMAT_NV12: - constants->texture_type = TEXTURETYPE_NV12; - constants->input_type = INPUTTYPE_SRGB; - break; - case SDL_PIXELFORMAT_NV21: - constants->texture_type = TEXTURETYPE_NV21; - constants->input_type = INPUTTYPE_SRGB; - break; - case SDL_PIXELFORMAT_P010: - constants->texture_type = TEXTURETYPE_NV12; - constants->input_type = INPUTTYPE_HDR10; - break; - default: - constants->texture_type = TEXTURETYPE_RGB; - if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - constants->input_type = INPUTTYPE_SCRGB; - } else if (texture->colorspace == SDL_COLORSPACE_HDR10) { - constants->input_type = INPUTTYPE_HDR10; - } else { - // The sampler will convert from sRGB to linear on load if working in linear colorspace - constants->input_type = INPUTTYPE_UNSPECIFIED; - } - break; - } - - constants->sdr_white_point = texture->SDR_white_point; - - if (renderer->target) { - output_headroom = renderer->target->HDR_headroom; - } else { - output_headroom = renderer->HDR_headroom; - } - - if (texture->HDR_headroom > output_headroom) { - constants->tonemap_method = TONEMAP_CHROME; - constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom)); - constants->tonemap_factor2 = (1.0f / output_headroom); - } - - if (textureData->YCbCr_matrix) { - SDL_memcpy(constants->YCbCr_matrix, textureData->YCbCr_matrix, sizeof(constants->YCbCr_matrix)); - } - } -} - -static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const D3D12_PixelShaderConstants *shader_constants, - D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, - const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE *shaderResources, - D3D12_CPU_DESCRIPTOR_HANDLE *sampler, const Float4X4 *matrix) - -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; - D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = D3D12_GetCurrentRenderTargetView(renderer); - const SDL_BlendMode blendMode = cmd->data.draw.blend; - bool updateSubresource = false; - int i; - D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource; - DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat; - D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;; - D3D12_PixelShaderConstants solid_constants; - - if (rendererData->textureRenderTarget) { - rtvFormat = rendererData->textureRenderTarget->mainTextureFormat; - } - - // See if we need to change the pipeline state - if (!currentPipelineState || - currentPipelineState->shader != shader || - currentPipelineState->blendMode != blendMode || - currentPipelineState->topology != topology || - currentPipelineState->rtvFormat != rtvFormat) { - - /* Find the matching pipeline. - NOTE: Although it may seem inefficient to linearly search through ~450 pipelines - to find the correct one, in profiling this doesn't come up at all. - It's unlikely that using a hash table would affect performance a measurable amount unless - it's a degenerate case that's changing the pipeline state dozens of times per frame. - */ - currentPipelineState = NULL; - for (i = 0; i < rendererData->pipelineStateCount; ++i) { - D3D12_PipelineState *candidatePiplineState = &rendererData->pipelineStates[i]; - if (candidatePiplineState->shader == shader && - candidatePiplineState->blendMode == blendMode && - candidatePiplineState->topology == topology && - candidatePiplineState->rtvFormat == rtvFormat) { - currentPipelineState = candidatePiplineState; - break; - } - } - - // If we didn't find a match, create a new one -- it must mean the blend mode is non-standard - if (!currentPipelineState) { - currentPipelineState = D3D12_CreatePipelineState(renderer, shader, blendMode, topology, rtvFormat); - } - - if (!currentPipelineState) { - // The error has been set inside D3D12_CreatePipelineState() - return false; - } - - ID3D12GraphicsCommandList2_SetPipelineState(rendererData->commandList, currentPipelineState->pipelineState); - ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList, - rendererData->rootSignatures[D3D12_GetRootSignatureType(currentPipelineState->shader)]); - // When we change these we will need to re-upload the constant buffer and reset any descriptors - updateSubresource = true; - rendererData->currentSampler.ptr = 0; - rendererData->currentShaderResource.ptr = 0; - rendererData->currentPipelineState = currentPipelineState; - } - - if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) { - ID3D12GraphicsCommandList2_OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL); - rendererData->currentRenderTargetView = renderTargetView; - } - - if (rendererData->viewportDirty) { - if (D3D12_UpdateViewport(renderer)) { - // vertexShaderConstantsData.projectionAndView has changed - updateSubresource = true; - } - } - - if (rendererData->cliprectDirty) { - D3D12_RECT scissorRect; - if (!D3D12_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE)) { - // D3D12_GetViewportAlignedD3DRect will have set the SDL error - return false; - } - ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 1, &scissorRect); - rendererData->cliprectDirty = false; - } - - if (numShaderResources > 0) { - firstShaderResource = shaderResources[0]; - } else { - firstShaderResource.ptr = 0; - } - if (firstShaderResource.ptr != rendererData->currentShaderResource.ptr) { - for (i = 0; i < numShaderResources; ++i) { - D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->srvDescriptorHeap, shaderResources[i]); - ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, i + 2, GPUHandle); - } - rendererData->currentShaderResource.ptr = firstShaderResource.ptr; - } - - if (sampler && sampler->ptr != rendererData->currentSampler.ptr) { - D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->samplerDescriptorHeap, *sampler); - UINT tableIndex = 0; - - // Figure out the correct sampler descriptor table index based on the type of shader - switch (shader) { - case SHADER_RGB: - tableIndex = 3; - break; - case SHADER_ADVANCED: - tableIndex = 5; - break; - default: - return SDL_SetError("[direct3d12] Trying to set a sampler for a shader which doesn't have one"); - break; - } - - ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle); - rendererData->currentSampler = *sampler; - } - - if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { - SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)); - ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, - 0, - 32, - &rendererData->vertexShaderConstantsData, - 0); - } - - if (!shader_constants) { - D3D12_SetupShaderConstants(renderer, cmd, NULL, &solid_constants); - shader_constants = &solid_constants; - } - - if (updateSubresource == true || - SDL_memcmp(shader_constants, ¤tPipelineState->shader_constants, sizeof(*shader_constants)) != 0) { - ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, - 1, - sizeof(*shader_constants) / sizeof(float), - shader_constants, - 0); - - SDL_memcpy(¤tPipelineState->shader_constants, shader_constants, sizeof(*shader_constants)); - } - - return true; -} - -static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) -{ - SDL_Texture *texture = cmd->data.draw.texture; - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal; - D3D12_CPU_DESCRIPTOR_HANDLE *textureSampler; - D3D12_PixelShaderConstants constants; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } - - D3D12_SetupShaderConstants(renderer, cmd, texture, &constants); - - switch (textureData->scaleMode) { - case D3D12_FILTER_MIN_MAG_MIP_POINT: - switch (cmd->data.draw.texture_address_mode) { - case SDL_TEXTURE_ADDRESS_CLAMP: - textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_CLAMP]; - break; - case SDL_TEXTURE_ADDRESS_WRAP: - textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_WRAP]; - break; - default: - return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); - } - break; - case D3D12_FILTER_MIN_MAG_MIP_LINEAR: - switch (cmd->data.draw.texture_address_mode) { - case SDL_TEXTURE_ADDRESS_CLAMP: - textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_CLAMP]; - break; - case SDL_TEXTURE_ADDRESS_WRAP: - textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_WRAP]; - break; - default: - return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); - } - break; - default: - return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode); - } -#ifdef SDL_HAVE_YUV - if (textureData->yuv) { - D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[3]; - - shaderResources[0] = textureData->mainTextureResourceView; - shaderResources[1] = textureData->mainTextureResourceViewU; - shaderResources[2] = textureData->mainTextureResourceViewV; - - // Make sure each texture is in the correct state to be accessed by the pixel shader. - D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - D3D12_TransitionResource(rendererData, textureData->mainTextureU, textureData->mainResourceStateU, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - textureData->mainResourceStateU = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - D3D12_TransitionResource(rendererData, textureData->mainTextureV, textureData->mainResourceStateV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - textureData->mainResourceStateV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - - return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); - } else if (textureData->nv12) { - D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2]; - - shaderResources[0] = textureData->mainTextureResourceView; - shaderResources[1] = textureData->mainTextureResourceViewNV; - - // Make sure each texture is in the correct state to be accessed by the pixel shader. - D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - - return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); - } -#endif // SDL_HAVE_YUV - D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix); -} - -static void D3D12_DrawPrimitives(SDL_Renderer *renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - ID3D12GraphicsCommandList2_IASetPrimitiveTopology(rendererData->commandList, primitiveTopology); - ID3D12GraphicsCommandList2_DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, (UINT)vertexStart, 0); -} - -static void D3D12_InvalidateCachedState(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - data->currentRenderTargetView.ptr = 0; - data->currentShaderResource.ptr = 0; - data->currentSampler.ptr = 0; - data->cliprectDirty = true; - data->viewportDirty = true; -} - -static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) -{ - D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal; - const int viewportRotation = D3D12_GetRotationForCurrentRenderTarget(renderer); - - if (!rendererData->d3dDevice) { - return SDL_SetError("Device lost and couldn't be recovered"); - } - - if (rendererData->pixelSizeChanged) { - D3D12_UpdateForWindowSizeChange(renderer); - rendererData->pixelSizeChanged = false; - } - - if (rendererData->currentViewportRotation != viewportRotation) { - rendererData->currentViewportRotation = viewportRotation; - rendererData->viewportDirty = true; - } - - if (!D3D12_UpdateVertexBuffer(renderer, vertices, vertsize)) { - return false; - } - - while (cmd) { - switch (cmd->command) { - case SDL_RENDERCMD_SETDRAWCOLOR: - { - break; // this isn't currently used in this render backend. - } - - case SDL_RENDERCMD_SETVIEWPORT: - { - SDL_Rect *viewport = &rendererData->currentViewport; - if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { - SDL_copyp(viewport, &cmd->data.viewport.rect); - rendererData->viewportDirty = true; - rendererData->cliprectDirty = true; - } - break; - } - - case SDL_RENDERCMD_SETCLIPRECT: - { - const SDL_Rect *rect = &cmd->data.cliprect.rect; - SDL_Rect viewport_cliprect; - if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { - rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; - rendererData->cliprectDirty = true; - } - if (!rendererData->currentCliprectEnabled) { - /* If the clip rect is disabled, then the scissor rect should be the whole viewport, - since direct3d12 doesn't allow disabling the scissor rectangle */ - viewport_cliprect.x = 0; - viewport_cliprect.y = 0; - viewport_cliprect.w = rendererData->currentViewport.w; - viewport_cliprect.h = rendererData->currentViewport.h; - rect = &viewport_cliprect; - } - if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { - SDL_copyp(&rendererData->currentCliprect, rect); - rendererData->cliprectDirty = true; - } - break; - } - - case SDL_RENDERCMD_CLEAR: - { - D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer); - bool convert_color = SDL_RenderingLinearSpace(renderer); - SDL_FColor color = cmd->data.color.color; - if (convert_color) { - SDL_ConvertToLinear(&color); - } - color.r *= cmd->data.color.color_scale; - color.g *= cmd->data.color.color_scale; - color.b *= cmd->data.color.color_scale; - ID3D12GraphicsCommandList2_ClearRenderTargetView(rendererData->commandList, rtvDescriptor, &color.r, 0, NULL); - break; - } - - case SDL_RENDERCMD_DRAW_POINTS: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const size_t start = first / sizeof(D3D12_VertexPositionColor); - D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL); - D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); - break; - } - - case SDL_RENDERCMD_DRAW_LINES: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const size_t start = first / sizeof(D3D12_VertexPositionColor); - const D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)(((Uint8 *)vertices) + first); - D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL); - D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); - if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { - D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1); - } - break; - } - - case SDL_RENDERCMD_FILL_RECTS: // unused - break; - - case SDL_RENDERCMD_COPY: // unused - break; - - case SDL_RENDERCMD_COPY_EX: // unused - break; - - case SDL_RENDERCMD_GEOMETRY: - { - SDL_Texture *texture = cmd->data.draw.texture; - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const size_t start = first / sizeof(D3D12_VertexPositionColor); - - if (texture) { - D3D12_SetCopyState(renderer, cmd, NULL); - } else { - D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL); - } - - D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); - break; - } - - case SDL_RENDERCMD_NO_OP: - break; - } - - cmd = cmd->next; - } - - return true; -} - -static SDL_Surface *D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - ID3D12Resource *backBuffer = NULL; - ID3D12Resource *readbackBuffer = NULL; - HRESULT result; - D3D12_RESOURCE_DESC textureDesc; - D3D12_RESOURCE_DESC readbackDesc; - D3D12_HEAP_PROPERTIES heapProps; - D3D12_RECT srcRect = { 0, 0, 0, 0 }; - D3D12_BOX srcBox; - D3D12_TEXTURE_COPY_LOCATION dstLocation; - D3D12_TEXTURE_COPY_LOCATION srcLocation; - D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc; - D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc; - BYTE *textureMemory; - int bpp; - SDL_Surface *output = NULL; - - if (data->textureRenderTarget) { - backBuffer = data->textureRenderTarget->mainTexture; - } else { - backBuffer = data->renderTargets[data->currentBackBufferIndex]; - } - - // Create a staging texture to copy the screen's data to: - SDL_zero(textureDesc); - D3D_CALL_RET(backBuffer, GetDesc, &textureDesc); - textureDesc.Width = rect->w; - textureDesc.Height = rect->h; - - SDL_zero(readbackDesc); - readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - readbackDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; - readbackDesc.Height = 1; - readbackDesc.DepthOrArraySize = 1; - readbackDesc.MipLevels = 1; - readbackDesc.Format = DXGI_FORMAT_UNKNOWN; - readbackDesc.SampleDesc.Count = 1; - readbackDesc.SampleDesc.Quality = 0; - readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE; - - // Figure out how much we need to allocate for the upload buffer - ID3D12Device1_GetCopyableFootprints(data->d3dDevice, - &textureDesc, - 0, - 1, - 0, - NULL, - NULL, - NULL, - &readbackDesc.Width); - - SDL_zero(heapProps); - heapProps.Type = D3D12_HEAP_TYPE_READBACK; - heapProps.CreationNodeMask = 1; - heapProps.VisibleNodeMask = 1; - - result = ID3D12Device1_CreateCommittedResource(data->d3dDevice, - &heapProps, - D3D12_HEAP_FLAG_NONE, - &readbackDesc, - D3D12_RESOURCE_STATE_COPY_DEST, - NULL, - D3D_GUID(SDL_IID_ID3D12Resource), - (void **)&readbackBuffer); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D [create staging texture]"), result); - goto done; - } - - // Transition the render target to be copyable from - D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - - // Copy the desired portion of the back buffer to the staging texture: - if (!D3D12_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE)) { - // D3D12_GetViewportAlignedD3DRect will have set the SDL error - goto done; - } - srcBox.left = srcRect.left; - srcBox.right = srcRect.right; - srcBox.top = srcRect.top; - srcBox.bottom = srcRect.bottom; - srcBox.front = 0; - srcBox.back = 1; - - // Issue the copy texture region - SDL_zero(pitchedDesc); - pitchedDesc.Format = textureDesc.Format; - pitchedDesc.Width = (UINT)textureDesc.Width; - pitchedDesc.Height = textureDesc.Height; - pitchedDesc.Depth = 1; - bpp = SDL_BYTESPERPIXEL(D3D12_DXGIFormatToSDLPixelFormat(pitchedDesc.Format)); - pitchedDesc.RowPitch = D3D12_Align(pitchedDesc.Width * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); - - SDL_zero(placedTextureDesc); - placedTextureDesc.Offset = 0; - placedTextureDesc.Footprint = pitchedDesc; - - SDL_zero(dstLocation); - dstLocation.pResource = readbackBuffer; - dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; - dstLocation.PlacedFootprint = placedTextureDesc; - - SDL_zero(srcLocation); - srcLocation.pResource = backBuffer; - srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; - srcLocation.SubresourceIndex = 0; - - ID3D12GraphicsCommandList2_CopyTextureRegion(data->commandList, - &dstLocation, - 0, 0, 0, - &srcLocation, - &srcBox); - - // We need to issue the command list for the copy to finish - D3D12_IssueBatch(data); - - // Transition the render target back to a render target - D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); - - // Map the staging texture's data to CPU-accessible memory: - result = ID3D12Resource_Map(readbackBuffer, - 0, - NULL, - (void **)&textureMemory); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); - goto done; - } - - output = SDL_DuplicatePixels( - rect->w, rect->h, - D3D12_DXGIFormatToSDLPixelFormat(textureDesc.Format), - renderer->target ? renderer->target->colorspace : renderer->output_colorspace, - textureMemory, - pitchedDesc.RowPitch); - - // Unmap the texture: - ID3D12Resource_Unmap(readbackBuffer, 0, NULL); - -done: - D3D_SAFE_RELEASE(readbackBuffer); - return output; -} - -static bool D3D12_RenderPresent(SDL_Renderer *renderer) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - HRESULT result; - - if (!data->d3dDevice) { - return SDL_SetError("Device lost and couldn't be recovered"); - } - - // Transition the render target to present state - D3D12_TransitionResource(data, - data->renderTargets[data->currentBackBufferIndex], - D3D12_RESOURCE_STATE_RENDER_TARGET, - D3D12_RESOURCE_STATE_PRESENT); - - // Issue the command list - result = ID3D12GraphicsCommandList2_Close(data->commandList); - ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList *const *)&data->commandList); - -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - result = D3D12_XBOX_PresentFrame(data->commandQueue, data->frameToken, data->renderTargets[data->currentBackBufferIndex]); -#else - /* The application may optionally specify "dirty" or "scroll" - * rects to improve efficiency in certain scenarios. - */ - result = IDXGISwapChain_Present(data->swapChain, data->syncInterval, data->presentFlags); -#endif - - if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { - /* If the device was removed either by a disconnect or a driver upgrade, we - * must recreate all device resources. - */ - if (result == DXGI_ERROR_DEVICE_REMOVED) { - if (D3D12_HandleDeviceLost(renderer)) { - SDL_SetError("Present failed, device lost"); - } else { - // Recovering from device lost failed, error is already set - } - } else if (result == DXGI_ERROR_INVALID_CALL) { - // We probably went through a fullscreen <-> windowed transition - D3D12_CreateWindowSizeDependentResources(renderer); - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); - } else { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); - } - return false; - } else { - // Wait for the GPU and move to the next frame - result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); - - if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { - result = ID3D12Fence_SetEventOnCompletion(data->fence, - data->fenceValue, - data->fenceEvent); - WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); - } - - data->fenceValue++; -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - data->currentBackBufferIndex++; - data->currentBackBufferIndex %= SDL_D3D12_NUM_BUFFERS; -#else - data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); -#endif - - // Reset the command allocator and command list, and transition back to render target - D3D12_ResetCommandList(data); - D3D12_TransitionResource(data, - data->renderTargets[data->currentBackBufferIndex], - D3D12_RESOURCE_STATE_PRESENT, - D3D12_RESOURCE_STATE_RENDER_TARGET); - -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) - D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken); -#endif - return true; - } -} - -static bool D3D12_SetVSync(SDL_Renderer *renderer, const int vsync) -{ - D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal; - - if (vsync < 0) { - return SDL_Unsupported(); - } - - if (vsync > 0) { - data->syncInterval = vsync; - data->presentFlags = 0; - } else { - data->syncInterval = 0; - data->presentFlags = DXGI_PRESENT_ALLOW_TEARING; - } - return true; -} - -bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) -{ - D3D12_RenderData *data; - - HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); - if (!hwnd) { - return SDL_SetError("Couldn't get window handle"); - } - - if (SDL_GetWindowFlags(window) & SDL_WINDOW_TRANSPARENT) { - // D3D12 removed the swap effect needed to support transparent windows, use D3D11 instead - return SDL_SetError("The direct3d12 renderer doesn't work with transparent windows"); - } - - SDL_SetupRendererColorspace(renderer, create_props); - - if (renderer->output_colorspace != SDL_COLORSPACE_SRGB && - renderer->output_colorspace != SDL_COLORSPACE_SRGB_LINEAR - /*&& renderer->output_colorspace != SDL_COLORSPACE_HDR10*/) { - return SDL_SetError("Unsupported output colorspace"); - } - - data = (D3D12_RenderData *)SDL_calloc(1, sizeof(*data)); - if (!data) { - return false; - } - - data->identity = MatrixIdentity(); - - renderer->WindowEvent = D3D12_WindowEvent; - renderer->SupportsBlendMode = D3D12_SupportsBlendMode; - renderer->CreateTexture = D3D12_CreateTexture; - renderer->UpdateTexture = D3D12_UpdateTexture; -#ifdef SDL_HAVE_YUV - renderer->UpdateTextureYUV = D3D12_UpdateTextureYUV; - renderer->UpdateTextureNV = D3D12_UpdateTextureNV; -#endif - renderer->LockTexture = D3D12_LockTexture; - renderer->UnlockTexture = D3D12_UnlockTexture; - renderer->SetTextureScaleMode = D3D12_SetTextureScaleMode; - renderer->SetRenderTarget = D3D12_SetRenderTarget; - renderer->QueueSetViewport = D3D12_QueueNoOp; - renderer->QueueSetDrawColor = D3D12_QueueNoOp; - renderer->QueueDrawPoints = D3D12_QueueDrawPoints; - renderer->QueueDrawLines = D3D12_QueueDrawPoints; // lines and points queue vertices the same way. - renderer->QueueGeometry = D3D12_QueueGeometry; - renderer->InvalidateCachedState = D3D12_InvalidateCachedState; - renderer->RunCommandQueue = D3D12_RunCommandQueue; - renderer->RenderReadPixels = D3D12_RenderReadPixels; - renderer->RenderPresent = D3D12_RenderPresent; - renderer->DestroyTexture = D3D12_DestroyTexture; - renderer->DestroyRenderer = D3D12_DestroyRenderer; - renderer->SetVSync = D3D12_SetVSync; - renderer->internal = data; - D3D12_InvalidateCachedState(renderer); - - renderer->name = D3D12_RenderDriver.name; - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010); - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); - - data->syncInterval = 0; - data->presentFlags = DXGI_PRESENT_ALLOW_TEARING; - - /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in - * order to give init functions access to the underlying window handle: - */ - renderer->window = window; - - // Initialize Direct3D resources - if (FAILED(D3D12_CreateDeviceResources(renderer))) { - return false; - } - if (FAILED(D3D12_CreateWindowSizeDependentResources(renderer))) { - return false; - } - - return true; -} - -SDL_RenderDriver D3D12_RenderDriver = { - D3D12_CreateRenderer, "direct3d12" -}; - -// Ends C function definitions when using C++ -#ifdef __cplusplus -} -#endif - -#endif // SDL_VIDEO_RENDER_D3D12 -- cgit v1.2.3