dx12.cpp 40 KB

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  1. #define HL_NAME(n) dx12_##n
  2. #include <hl.h>
  3. #ifdef HL_WIN_DESKTOP
  4. #include <dxgi.h>
  5. #include <dxgi1_5.h>
  6. #include <d3d12.h>
  7. #include <dxcapi.h>
  8. #endif
  9. #ifdef HL_XBS
  10. #ifdef _GAMING_XBOX_SCARLETT
  11. #include <d3d12_xs.h>
  12. #include <d3dx12_xs.h>
  13. #include <dxcapi_xs.h>
  14. #else
  15. #include <d3d12_x.h>
  16. #include <d3dx12_x.h>
  17. #include <dxcapi_x.h>
  18. #include <vector>
  19. #endif
  20. #define IID_PPV_ARGS_OLD(ppType) __uuidof(**(ppType)), IID_PPV_ARGS_Helper(ppType)
  21. #undef IID_PPV_ARGS
  22. #define IID_PPV_ARGS IID_GRAPHICS_PPV_ARGS
  23. #endif
  24. #define DXERR(cmd) { HRESULT __ret = cmd; if( __ret == E_OUTOFMEMORY ) return NULL; if( __ret != S_OK ) ReportDxError(__ret,__LINE__); }
  25. #define CHKERR(cmd) { HRESULT __ret = cmd; if( FAILED(__ret) ) ReportDxError(__ret,__LINE__); }
  26. static int gs_constants[] = {
  27. #ifdef _GAMING_XBOX_XBOXONE
  28. D3D12XBOX_TEXTURE_DATA_PITCH_ALIGNMENT,
  29. #else
  30. D3D12_TEXTURE_DATA_PITCH_ALIGNMENT,
  31. #endif
  32. D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT,
  33. D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
  34. D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
  35. };
  36. typedef struct {
  37. HWND wnd;
  38. ID3D12CommandQueue *commandQueue;
  39. #ifndef HL_XBS
  40. IDXGIFactory4 *factory;
  41. IDXGIAdapter1 *adapter;
  42. IDXGISwapChain4 *swapchain;
  43. ID3D12Device *device;
  44. ID3D12Debug1 *debug;
  45. ID3D12DebugDevice *debugDevice;
  46. ID3D12InfoQueue *infoQueue;
  47. #else
  48. ID3D12Device2 *device;
  49. ID3D12Debug *debug;
  50. ID3D12DebugDevice *debugDevice;
  51. // SwapChain
  52. UINT swapBufferCount;
  53. UINT backBufferIndex;
  54. ID3D12Resource **swapBuffers;
  55. D3D12XBOX_FRAME_PIPELINE_TOKEN pipelineToken;
  56. // Cached values
  57. IDXGIAdapter *adapter;
  58. #endif
  59. } dx_driver;
  60. static dx_driver *static_driver = NULL;
  61. static int CURRENT_NODEMASK = 0;
  62. HL_PRIM void dx12_flush_messages();
  63. static void ReportDxError( HRESULT err, int line ) {
  64. dx12_flush_messages();
  65. hl_error("DXERROR %X line %d",(DWORD)err,line);
  66. }
  67. static void OnDebugMessage(
  68. D3D12_MESSAGE_CATEGORY Category,
  69. D3D12_MESSAGE_SEVERITY Severity,
  70. D3D12_MESSAGE_ID ID,
  71. LPCSTR pDescription,
  72. void *pContext ) {
  73. printf("%s\n", pDescription);
  74. fflush(stdout);
  75. }
  76. HL_PRIM varray *HL_NAME(list_devices)() {
  77. #ifndef HL_XBS
  78. static int MAX_DEVICES = 64;
  79. int index = 0, write = 0;
  80. IDXGIAdapter1 *adapter = NULL;
  81. IDXGIFactory4 *factory = NULL;
  82. varray *arr = hl_alloc_array(&hlt_bytes, MAX_DEVICES);
  83. if( static_driver )
  84. factory = static_driver->factory;
  85. else {
  86. CHKERR(CreateDXGIFactory2(0, IID_PPV_ARGS(&factory)));
  87. }
  88. while( write < MAX_DEVICES && factory->EnumAdapters1(index++,&adapter) != DXGI_ERROR_NOT_FOUND ) {
  89. DXGI_ADAPTER_DESC1 desc;
  90. adapter->GetDesc1(&desc);
  91. if( (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) == 0 )
  92. hl_aptr(arr,uchar*)[write++] = ustrdup(desc.Description);
  93. adapter->Release();
  94. }
  95. if( !static_driver )
  96. factory->Release();
  97. return arr;
  98. #else
  99. varray *arr = hl_alloc_array(&hlt_bytes, 1);
  100. DXGI_ADAPTER_DESC desc;
  101. static_driver->adapter->GetDesc(&desc);
  102. hl_aptr(arr, uchar*)[0] = ustrdup(desc.Description);
  103. return arr;
  104. #endif
  105. }
  106. HL_PRIM dx_driver *HL_NAME(create)( HWND window, int flags, uchar *dev_desc ) {
  107. UINT dxgiFlags = 0;
  108. dx_driver *drv = (dx_driver*)hl_gc_alloc_raw(sizeof(dx_driver));
  109. memset(drv, 0, sizeof(dx_driver));
  110. drv->wnd = window;
  111. if( flags & 1 ) {
  112. ID3D12Debug *debugController;
  113. D3D12GetDebugInterface(IID_PPV_ARGS(&debugController));
  114. debugController->EnableDebugLayer();
  115. #ifndef HL_XBS
  116. debugController->QueryInterface(&drv->debug);
  117. drv->debug->EnableDebugLayer();
  118. drv->debug->SetEnableGPUBasedValidation(true);
  119. dxgiFlags |= DXGI_CREATE_FACTORY_DEBUG;
  120. #else
  121. debugController->QueryInterface(IID_PPV_ARGS(&drv->debug));
  122. #endif
  123. debugController->Release();
  124. }
  125. #ifndef HL_XBS
  126. CHKERR(CreateDXGIFactory2(dxgiFlags, IID_PPV_ARGS(&drv->factory)));
  127. UINT index = 0;
  128. IDXGIAdapter1 *adapter = NULL;
  129. while( drv->factory->EnumAdapters1(index++,&adapter) != DXGI_ERROR_NOT_FOUND ) {
  130. DXGI_ADAPTER_DESC1 desc;
  131. adapter->GetDesc1(&desc);
  132. if( (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) || (dev_desc && !wcsstr(desc.Description,dev_desc)) ) {
  133. adapter->Release();
  134. continue;
  135. }
  136. if( SUCCEEDED(D3D12CreateDevice(adapter,D3D_FEATURE_LEVEL_12_0,IID_PPV_ARGS(&drv->device))) ) {
  137. drv->adapter = adapter;
  138. break;
  139. }
  140. adapter->Release();
  141. }
  142. if( !drv->device )
  143. return NULL;
  144. drv->device->SetName(L"HL_DX12");
  145. if( drv->debug ) {
  146. CHKERR(drv->device->QueryInterface(IID_PPV_ARGS(&drv->debugDevice)));
  147. CHKERR(drv->device->QueryInterface(IID_PPV_ARGS(&drv->infoQueue)));
  148. drv->infoQueue->ClearStoredMessages();
  149. }
  150. #else
  151. D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
  152. params.Version = D3D12_SDK_VERSION;
  153. #if defined(_DEBUG)
  154. params.ProcessDebugFlags = D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED;
  155. #endif
  156. params.ProcessDebugFlags |= D3D12XBOX_PROCESS_DEBUG_FLAG_ENABLE_COMMON_STATE_PROMOTION;
  157. params.GraphicsCommandQueueRingSizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
  158. params.GraphicsScratchMemorySizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
  159. params.ComputeScratchMemorySizeBytes = static_cast<UINT>(D3D12XBOX_DEFAULT_SIZE_BYTES);
  160. params.DisableGeometryShaderAllocations = TRUE;
  161. params.DisableTessellationShaderAllocations = TRUE;
  162. #ifdef _GAMING_XBOX_SCARLETT
  163. params.DisableDXR = TRUE;
  164. params.CreateDeviceFlags = D3D12XBOX_CREATE_DEVICE_FLAG_NONE;
  165. #endif
  166. CHKERR(D3D12XboxCreateDevice(nullptr,&params, IID_PPV_ARGS(&drv->device)))
  167. drv->device->SetName(L"HL_DX12_XBS");
  168. // Prepare for PresentX
  169. {
  170. IDXGIDevice1 *dxgiDevice;
  171. CHKERR(drv->device->QueryInterface(IID_PPV_ARGS(&dxgiDevice)));
  172. IDXGIAdapter *dxgiAdapter;
  173. CHKERR(dxgiDevice->GetAdapter(&dxgiAdapter));
  174. DXGI_ADAPTER_DESC desc;
  175. dxgiAdapter->GetDesc(&desc);
  176. if (dev_desc) {
  177. wcsstr(desc.Description, dev_desc);
  178. }
  179. drv->adapter = dxgiAdapter;
  180. }
  181. #endif
  182. {
  183. D3D12_COMMAND_QUEUE_DESC desc = {};
  184. desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  185. desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
  186. desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  187. desc.NodeMask = CURRENT_NODEMASK;
  188. CHKERR(drv->device->CreateCommandQueue(&desc, IID_PPV_ARGS(&drv->commandQueue)));
  189. }
  190. static_driver = drv;
  191. return drv;
  192. }
  193. #ifdef HL_XBS
  194. void register_frame_events() {
  195. dx_driver *drv = static_driver;
  196. // Prepare PresentX
  197. IDXGIOutput *dxgiOutput;
  198. CHKERR(drv->adapter->EnumOutputs(0, &dxgiOutput));
  199. // May return S_OK, S_FALSE
  200. CHKERR(drv->device->SetFrameIntervalX(dxgiOutput, D3D12XBOX_FRAME_INTERVAL_60_HZ, drv->swapBufferCount - 1u /* Allow n-1 frames of latency */, D3D12XBOX_FRAME_INTERVAL_FLAG_NONE));
  201. // May return 0x10000000 on XBOXONE
  202. CHKERR(drv->device->ScheduleFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, 0U, nullptr, D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE));
  203. // Prepare first pipeline token
  204. drv->pipelineToken = D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL;
  205. CHKERR(drv->device->WaitFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, INFINITE, nullptr, D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE, &drv->pipelineToken));
  206. }
  207. #endif
  208. HL_PRIM void HL_NAME(suspend)() {
  209. #ifdef HL_XBS
  210. // Must be called from the render thread
  211. CHKERR(static_driver->commandQueue->SuspendX(0));
  212. #endif
  213. }
  214. HL_PRIM void HL_NAME(resume)() {
  215. #ifdef HL_XBS
  216. CHKERR(static_driver->commandQueue->ResumeX());
  217. register_frame_events();
  218. #endif
  219. }
  220. HL_PRIM void HL_NAME(resize)( int width, int height, int buffer_count, DXGI_FORMAT format ) {
  221. dx_driver *drv = static_driver;
  222. #ifndef HL_XBS
  223. if( drv->swapchain ) {
  224. CHKERR(drv->swapchain->ResizeBuffers(buffer_count, width, height, format, 0));
  225. } else {
  226. DXGI_SWAP_CHAIN_DESC1 desc = {};
  227. desc.Width = width;
  228. desc.Height = height;
  229. desc.Format = format;
  230. desc.BufferCount = buffer_count;
  231. desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  232. desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  233. desc.SampleDesc.Count = 1;
  234. IDXGISwapChain1 *swapchain = NULL;
  235. drv->factory->CreateSwapChainForHwnd(drv->commandQueue,drv->wnd,&desc,NULL,NULL,&swapchain);
  236. if( !swapchain ) CHKERR(E_INVALIDARG);
  237. swapchain->QueryInterface(IID_PPV_ARGS(&drv->swapchain));
  238. drv->factory->MakeWindowAssociation(drv->wnd, DXGI_MWA_NO_ALT_ENTER);
  239. }
  240. #else
  241. if (drv->swapBuffers) {
  242. free(drv->swapBuffers);
  243. }
  244. // Create swap buffers
  245. CD3DX12_HEAP_PROPERTIES swapChainHeapProperties(D3D12_HEAP_TYPE_DEFAULT);
  246. D3D12_RESOURCE_DESC swapChainBufferDesc = CD3DX12_RESOURCE_DESC::Tex2D(format, width, height,
  247. 1, // This resource has only one texture.
  248. 1 // Use a single mipmap level.
  249. );
  250. swapChainBufferDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  251. D3D12_CLEAR_VALUE swapChainOptimizedClearValue = {};
  252. swapChainOptimizedClearValue.Format = format;
  253. drv->swapBuffers = (ID3D12Resource**) malloc(sizeof(ID3D12Resource*) * buffer_count);
  254. if (drv->swapBuffers == nullptr)
  255. hl_error("malloc drv->swapBuffers failed");
  256. drv->swapBufferCount = buffer_count;
  257. drv->backBufferIndex = 0;
  258. for (int n = 0; n < buffer_count; n++)
  259. {
  260. drv->device->CreateCommittedResource(&swapChainHeapProperties, D3D12_HEAP_FLAG_ALLOW_DISPLAY, &swapChainBufferDesc, D3D12_RESOURCE_STATE_PRESENT, &swapChainOptimizedClearValue, IID_PPV_ARGS(&drv->swapBuffers[n]));
  261. }
  262. register_frame_events();
  263. #endif
  264. }
  265. HL_PRIM void HL_NAME(present)( bool vsync ) {
  266. dx_driver *drv = static_driver;
  267. #ifndef HL_XBS
  268. UINT syncInterval = vsync ? 1 : 0;
  269. UINT presentFlags = 0;
  270. CHKERR(drv->swapchain->Present(syncInterval, presentFlags));
  271. #else
  272. D3D12XBOX_PRESENT_PLANE_PARAMETERS planeParameters = {};
  273. planeParameters.Token = drv->pipelineToken;
  274. planeParameters.ResourceCount = 1;
  275. planeParameters.ppResources = &drv->swapBuffers[drv->backBufferIndex];
  276. CHKERR(drv->commandQueue->PresentX(1, &planeParameters, nullptr));
  277. drv->backBufferIndex = (drv->backBufferIndex + 1) % drv->swapBufferCount;
  278. // Prepare next pipeline token
  279. drv->pipelineToken = D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL;
  280. CHKERR(drv->device->WaitFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, INFINITE, nullptr, D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE, &drv->pipelineToken));
  281. #endif
  282. }
  283. HL_PRIM int HL_NAME(get_current_back_buffer_index)() {
  284. #ifndef HL_XBS
  285. return static_driver->swapchain->GetCurrentBackBufferIndex();
  286. #else
  287. return static_driver->backBufferIndex;
  288. #endif
  289. }
  290. HL_PRIM void HL_NAME(signal)( ID3D12Fence *fence, int64 value ) {
  291. static_driver->commandQueue->Signal(fence,value);
  292. }
  293. HL_PRIM void HL_NAME(flush_messages)() {
  294. #ifndef HL_XBS
  295. dx_driver *drv = static_driver;
  296. if( !drv->infoQueue ) return;
  297. int count = (int)drv->infoQueue->GetNumStoredMessages();
  298. if( !count ) return;
  299. int i;
  300. for(i=0;i<count;i++) {
  301. SIZE_T len = 0;
  302. drv->infoQueue->GetMessage(i, NULL, &len);
  303. D3D12_MESSAGE *msg = (D3D12_MESSAGE*)malloc(len);
  304. if( msg == NULL ) break;
  305. drv->infoQueue->GetMessage(i, msg, &len);
  306. printf("%s\n",msg->pDescription);
  307. free(msg);
  308. fflush(stdout);
  309. }
  310. drv->infoQueue->ClearStoredMessages();
  311. #endif
  312. }
  313. HL_PRIM uchar *HL_NAME(get_device_name)() {
  314. DXGI_ADAPTER_DESC desc;
  315. #ifndef HL_XBS
  316. IDXGIAdapter *adapter = NULL;
  317. if( !static_driver ) {
  318. IDXGIFactory4 *factory = NULL;
  319. CreateDXGIFactory2(0, IID_PPV_ARGS(&factory));
  320. if( factory ) factory->EnumAdapters(0,&adapter);
  321. if( !adapter )
  322. return USTR("Unknown");
  323. } else
  324. adapter = static_driver->adapter;
  325. adapter->GetDesc(&desc);
  326. #else
  327. static_driver->adapter->GetDesc(&desc);
  328. #endif
  329. return (uchar*)hl_copy_bytes((vbyte*)desc.Description, (int)(ustrlen((uchar*)desc.Description) + 1) * 2);
  330. }
  331. HL_PRIM int64 HL_NAME(get_timestamp_frequency)() {
  332. UINT64 f = 0;
  333. CHKERR(static_driver->commandQueue->GetTimestampFrequency(&f))
  334. return (int64)f;
  335. }
  336. #define _DRIVER _ABSTRACT(dx_driver)
  337. #define _RES _ABSTRACT(dx_resource)
  338. DEFINE_PRIM(_ARR, list_devices, _NO_ARG);
  339. DEFINE_PRIM(_DRIVER, create, _ABSTRACT(dx_window) _I32 _BYTES);
  340. DEFINE_PRIM(_VOID, resize, _I32 _I32 _I32 _I32);
  341. DEFINE_PRIM(_VOID, present, _BOOL);
  342. DEFINE_PRIM(_VOID, suspend, _NO_ARG);
  343. DEFINE_PRIM(_VOID, resume, _NO_ARG);
  344. DEFINE_PRIM(_I32, get_current_back_buffer_index, _NO_ARG);
  345. DEFINE_PRIM(_VOID, signal, _RES _I64);
  346. DEFINE_PRIM(_VOID, flush_messages, _NO_ARG);
  347. DEFINE_PRIM(_BYTES, get_device_name, _NO_ARG);
  348. DEFINE_PRIM(_I64, get_timestamp_frequency, _NO_ARG);
  349. /// --- utilities (from d3dx12.h)
  350. #ifndef HL_XBS
  351. struct CD3DX12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION
  352. {
  353. CD3DX12_TEXTURE_COPY_LOCATION() = default;
  354. explicit CD3DX12_TEXTURE_COPY_LOCATION(const D3D12_TEXTURE_COPY_LOCATION &o) noexcept :
  355. D3D12_TEXTURE_COPY_LOCATION(o)
  356. {}
  357. CD3DX12_TEXTURE_COPY_LOCATION(_In_ ID3D12Resource* pRes) noexcept
  358. {
  359. pResource = pRes;
  360. Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  361. PlacedFootprint = {};
  362. }
  363. CD3DX12_TEXTURE_COPY_LOCATION(_In_ ID3D12Resource* pRes, D3D12_PLACED_SUBRESOURCE_FOOTPRINT const& Footprint) noexcept
  364. {
  365. pResource = pRes;
  366. Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
  367. PlacedFootprint = Footprint;
  368. }
  369. CD3DX12_TEXTURE_COPY_LOCATION(_In_ ID3D12Resource* pRes, UINT Sub) noexcept
  370. {
  371. pResource = pRes;
  372. Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  373. PlacedFootprint = {};
  374. SubresourceIndex = Sub;
  375. }
  376. };
  377. inline void MemcpySubresource(
  378. _In_ const D3D12_MEMCPY_DEST* pDest,
  379. _In_ const D3D12_SUBRESOURCE_DATA* pSrc,
  380. SIZE_T RowSizeInBytes,
  381. UINT NumRows,
  382. UINT NumSlices) noexcept
  383. {
  384. for (UINT z = 0; z < NumSlices; ++z)
  385. {
  386. auto pDestSlice = static_cast<BYTE*>(pDest->pData) + pDest->SlicePitch * z;
  387. auto pSrcSlice = static_cast<const BYTE*>(pSrc->pData) + pSrc->SlicePitch * LONG_PTR(z);
  388. for (UINT y = 0; y < NumRows; ++y)
  389. {
  390. memcpy(pDestSlice + pDest->RowPitch * y,
  391. pSrcSlice + pSrc->RowPitch * LONG_PTR(y),
  392. RowSizeInBytes);
  393. }
  394. }
  395. }
  396. inline UINT64 UpdateSubresources(
  397. _In_ ID3D12GraphicsCommandList* pCmdList,
  398. _In_ ID3D12Resource* pDestinationResource,
  399. _In_ ID3D12Resource* pIntermediate,
  400. _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
  401. _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
  402. UINT64 RequiredSize,
  403. _In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,
  404. _In_reads_(NumSubresources) const UINT* pNumRows,
  405. _In_reads_(NumSubresources) const UINT64* pRowSizesInBytes,
  406. _In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData) noexcept
  407. {
  408. // Minor validation
  409. auto IntermediateDesc = pIntermediate->GetDesc();
  410. auto DestinationDesc = pDestinationResource->GetDesc();
  411. if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER ||
  412. IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset ||
  413. RequiredSize > SIZE_T(-1) ||
  414. (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
  415. (FirstSubresource != 0 || NumSubresources != 1)))
  416. {
  417. return 0;
  418. }
  419. BYTE* pData;
  420. HRESULT hr = pIntermediate->Map(0, nullptr, reinterpret_cast<void**>(&pData));
  421. if (FAILED(hr))
  422. {
  423. return 0;
  424. }
  425. for (UINT i = 0; i < NumSubresources; ++i)
  426. {
  427. if (pRowSizesInBytes[i] > SIZE_T(-1)) return 0;
  428. D3D12_MEMCPY_DEST DestData = { pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, SIZE_T(pLayouts[i].Footprint.RowPitch) * SIZE_T(pNumRows[i]) };
  429. MemcpySubresource(&DestData, &pSrcData[i], static_cast<SIZE_T>(pRowSizesInBytes[i]), pNumRows[i], pLayouts[i].Footprint.Depth);
  430. }
  431. pIntermediate->Unmap(0, nullptr);
  432. if (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
  433. {
  434. pCmdList->CopyBufferRegion(
  435. pDestinationResource, 0, pIntermediate, pLayouts[0].Offset, pLayouts[0].Footprint.Width);
  436. }
  437. else
  438. {
  439. for (UINT i = 0; i < NumSubresources; ++i)
  440. {
  441. CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource);
  442. CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, pLayouts[i]);
  443. pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr);
  444. }
  445. }
  446. return RequiredSize;
  447. }
  448. inline UINT64 UpdateSubresources(
  449. _In_ ID3D12GraphicsCommandList* pCmdList,
  450. _In_ ID3D12Resource* pDestinationResource,
  451. _In_ ID3D12Resource* pIntermediate,
  452. UINT64 IntermediateOffset,
  453. _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
  454. _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
  455. _In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData) noexcept
  456. {
  457. UINT64 RequiredSize = 0;
  458. auto MemToAlloc = static_cast<UINT64>(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(UINT) + sizeof(UINT64)) * NumSubresources;
  459. if (MemToAlloc > SIZE_MAX)
  460. {
  461. return 0;
  462. }
  463. void* pMem = HeapAlloc(GetProcessHeap(), 0, static_cast<SIZE_T>(MemToAlloc));
  464. if (pMem == nullptr)
  465. {
  466. return 0;
  467. }
  468. auto pLayouts = static_cast<D3D12_PLACED_SUBRESOURCE_FOOTPRINT*>(pMem);
  469. auto pRowSizesInBytes = reinterpret_cast<UINT64*>(pLayouts + NumSubresources);
  470. auto pNumRows = reinterpret_cast<UINT*>(pRowSizesInBytes + NumSubresources);
  471. auto Desc = pDestinationResource->GetDesc();
  472. static_driver->device->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, pLayouts, pNumRows, pRowSizesInBytes, &RequiredSize);
  473. UINT64 Result = UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, pLayouts, pNumRows, pRowSizesInBytes, pSrcData);
  474. HeapFree(GetProcessHeap(), 0, pMem);
  475. return Result;
  476. }
  477. #endif
  478. // ---- RESOURCES
  479. HL_PRIM ID3D12Resource *HL_NAME(get_back_buffer)( int index ) {
  480. ID3D12Resource *buf = NULL;
  481. #ifndef HL_XBS
  482. static_driver->swapchain->GetBuffer(index, IID_PPV_ARGS(&buf));
  483. #else
  484. buf = static_driver->swapBuffers[index];
  485. #endif
  486. return buf;
  487. }
  488. HL_PRIM ID3D12Resource *HL_NAME(create_committed_resource)( D3D12_HEAP_PROPERTIES *heapProperties, D3D12_HEAP_FLAGS heapFlags, D3D12_RESOURCE_DESC *desc, D3D12_RESOURCE_STATES initialState, D3D12_CLEAR_VALUE *clearValue ) {
  489. ID3D12Resource *res = NULL;
  490. #ifdef HL_XBS
  491. // In normal dx, INDIRECT_ARGUMENT is included in GENERIC_READ (but we never use it alone) , so we remove it to obtain GENERIC_READ in xbox
  492. initialState = (D3D12_RESOURCE_STATES)(initialState & ~D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  493. #endif
  494. DXERR(static_driver->device->CreateCommittedResource(heapProperties, heapFlags, desc, initialState, clearValue, IID_PPV_ARGS(&res)));
  495. return res;
  496. }
  497. HL_PRIM void HL_NAME(create_render_target_view)( ID3D12Resource *res, D3D12_RENDER_TARGET_VIEW_DESC *desc, D3D12_CPU_DESCRIPTOR_HANDLE descriptor ) {
  498. static_driver->device->CreateRenderTargetView(res,desc,descriptor);
  499. }
  500. HL_PRIM void HL_NAME(create_depth_stencil_view)( ID3D12Resource *res, D3D12_DEPTH_STENCIL_VIEW_DESC *desc, D3D12_CPU_DESCRIPTOR_HANDLE descriptor ) {
  501. static_driver->device->CreateDepthStencilView(res,desc,descriptor);
  502. }
  503. HL_PRIM void HL_NAME(create_constant_buffer_view)( D3D12_CONSTANT_BUFFER_VIEW_DESC *desc, D3D12_CPU_DESCRIPTOR_HANDLE descriptor ) {
  504. static_driver->device->CreateConstantBufferView(desc,descriptor);
  505. }
  506. HL_PRIM void HL_NAME(create_unordered_access_view)( ID3D12Resource *res, ID3D12Resource *counter, D3D12_UNORDERED_ACCESS_VIEW_DESC *desc, D3D12_CPU_DESCRIPTOR_HANDLE descriptor ) {
  507. static_driver->device->CreateUnorderedAccessView(res,counter,desc,descriptor);
  508. }
  509. HL_PRIM void HL_NAME(create_sampler)( D3D12_SAMPLER_DESC *desc, D3D12_CPU_DESCRIPTOR_HANDLE descriptor ) {
  510. static_driver->device->CreateSampler(desc,descriptor);
  511. }
  512. HL_PRIM void HL_NAME(create_shader_resource_view)( ID3D12Resource *res, D3D12_SHADER_RESOURCE_VIEW_DESC *desc, D3D12_CPU_DESCRIPTOR_HANDLE descriptor ) {
  513. static_driver->device->CreateShaderResourceView(res,desc,descriptor);
  514. }
  515. HL_PRIM int64 HL_NAME(resource_get_gpu_virtual_address)( ID3D12Resource *res ) {
  516. return res->GetGPUVirtualAddress();
  517. }
  518. HL_PRIM void HL_NAME(resource_release)( IUnknown *res ) {
  519. res->Release();
  520. }
  521. HL_PRIM void HL_NAME(resource_set_name)( ID3D12Resource *res, vbyte *name ) {
  522. res->SetName((LPCWSTR)name);
  523. }
  524. HL_PRIM void *HL_NAME(resource_map)( ID3D12Resource *res, int subres, D3D12_RANGE *range ) {
  525. void *data = NULL;
  526. DXERR(res->Map(subres, range, &data));
  527. return data;
  528. }
  529. HL_PRIM void HL_NAME(resource_unmap)( ID3D12Resource *res, int subres, D3D12_RANGE *range ) {
  530. res->Unmap(subres, range);
  531. }
  532. HL_PRIM int64 HL_NAME(get_required_intermediate_size)( ID3D12Resource *res, int first, int count ) {
  533. auto desc = res->GetDesc();
  534. UINT64 size = 0;
  535. static_driver->device->GetCopyableFootprints(&desc, first, count, 0, NULL, NULL, NULL, &size);
  536. return size;
  537. }
  538. HL_PRIM bool HL_NAME(update_sub_resource)( ID3D12GraphicsCommandList *cmd, ID3D12Resource *res, ID3D12Resource *tmp, int64 tmpOffs, int first, int count, D3D12_SUBRESOURCE_DATA *data ) {
  539. return UpdateSubresources(cmd,res,tmp,(UINT64)tmpOffs,(UINT)first,(UINT)count,data) != 0;
  540. }
  541. HL_PRIM void HL_NAME(get_copyable_footprints)( D3D12_RESOURCE_DESC *desc, int first, int count, int64 offset, D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts, int *numRows, int64 *rowSizes, int64 *totalBytes ) {
  542. static_driver->device->GetCopyableFootprints(desc, first, count, offset, layouts, (UINT*)numRows, (UINT64*)rowSizes, (UINT64*)totalBytes);
  543. }
  544. DEFINE_PRIM(_VOID, create_render_target_view, _RES _STRUCT _I64);
  545. DEFINE_PRIM(_VOID, create_depth_stencil_view, _RES _STRUCT _I64);
  546. DEFINE_PRIM(_VOID, create_shader_resource_view, _RES _STRUCT _I64);
  547. DEFINE_PRIM(_VOID, create_constant_buffer_view, _STRUCT _I64);
  548. DEFINE_PRIM(_VOID, create_unordered_access_view, _RES _RES _STRUCT _I64);
  549. DEFINE_PRIM(_VOID, create_sampler, _STRUCT _I64);
  550. DEFINE_PRIM(_RES, create_committed_resource, _STRUCT _I32 _STRUCT _I32 _STRUCT);
  551. DEFINE_PRIM(_RES, get_back_buffer, _I32);
  552. DEFINE_PRIM(_VOID, resource_release, _RES);
  553. DEFINE_PRIM(_VOID, resource_set_name, _RES _BYTES);
  554. DEFINE_PRIM(_I64, resource_get_gpu_virtual_address, _RES);
  555. DEFINE_PRIM(_BYTES, resource_map, _RES _I32 _STRUCT);
  556. DEFINE_PRIM(_VOID, resource_unmap, _RES _I32 _STRUCT);
  557. DEFINE_PRIM(_I64, get_required_intermediate_size, _RES _I32 _I32);
  558. DEFINE_PRIM(_BOOL, update_sub_resource, _RES _RES _RES _I64 _I32 _I32 _STRUCT);
  559. DEFINE_PRIM(_VOID, get_copyable_footprints, _STRUCT _I32 _I32 _I64 _STRUCT _BYTES _BYTES _BYTES);
  560. // ---- SHADERS
  561. typedef struct {
  562. #ifndef HL_XBS
  563. IDxcLibrary *library;
  564. IDxcCompiler *compiler;
  565. #else
  566. IDxcUtils *utils;
  567. IDxcCompiler3 *compiler;
  568. #endif
  569. } dx_compiler;
  570. HL_PRIM dx_compiler *HL_NAME(compiler_create)() {
  571. dx_compiler *comp = (dx_compiler*)hl_gc_alloc_raw(sizeof(dx_compiler));
  572. memset(comp,0,sizeof(dx_compiler));
  573. #ifndef HL_XBS
  574. CHKERR(DxcCreateInstance(CLSID_DxcLibrary, IID_PPV_ARGS(&comp->library)));
  575. CHKERR(DxcCreateInstance(CLSID_DxcCompiler, IID_PPV_ARGS(&comp->compiler)));
  576. #else
  577. CHKERR(DxcCreateInstance(CLSID_DxcUtils, IID_PPV_ARGS_OLD(&comp->utils)));
  578. CHKERR(DxcCreateInstance(CLSID_DxcCompiler, IID_PPV_ARGS_OLD(&comp->compiler)));
  579. #endif
  580. return comp;
  581. }
  582. HL_PRIM vbyte *HL_NAME(compiler_compile)( dx_compiler *comp, uchar *source, uchar *profile, varray *args, int *dataLen ) {
  583. IDxcBlobEncoding *blob = NULL;
  584. IDxcOperationResult *result = NULL;
  585. #ifndef HL_XBS
  586. comp->library->CreateBlobWithEncodingFromPinned(source,(int)ustrlen(source)*2,1200/*DXC_CP_UTF16*/,&blob);
  587. #else
  588. comp->utils->CreateBlobFromPinned(source, (int)ustrlen(source) * 2, 1200/*DXC_CP_UTF16*/, &blob);
  589. #endif
  590. if( blob == NULL )
  591. hl_error("Could not create blob");
  592. #ifndef HL_XBS
  593. comp->compiler->Compile(blob,L"",L"main",profile,hl_aptr(args,LPCWSTR),args->size,NULL,0,NULL,&result);
  594. #else
  595. BOOL knownEncoding = FALSE;
  596. UINT32 encoding = 0U;
  597. blob->GetEncoding(&knownEncoding, &encoding);
  598. DxcBuffer dxcBuffer = { blob->GetBufferPointer(), blob->GetBufferSize(), encoding };
  599. std::vector<LPCWSTR> arguments(hl_aptr(args, LPCWSTR), hl_aptr(args, LPCWSTR) + args->size);
  600. arguments.insert(arguments.end(), { L"-E", L"main", L"-T", profile, L"-D", L"__XBOX_DISABLE_PRECOMPILE" });
  601. CHKERR(comp->compiler->Compile(&dxcBuffer, arguments.data(), arguments.size(), NULL, IID_PPV_ARGS_OLD(&result)));
  602. #endif
  603. HRESULT hr;
  604. result->GetStatus(&hr);
  605. if( !SUCCEEDED(hr) ) {
  606. IDxcBlobEncoding *error = NULL;
  607. result->GetErrorBuffer(&error);
  608. uchar *c = hl_to_utf16((char*)error->GetBufferPointer());
  609. blob->Release();
  610. result->Release();
  611. error->Release();
  612. hl_error("%s",c);
  613. }
  614. IDxcBlob *out = NULL;
  615. result->GetResult(&out);
  616. *dataLen = (int)out->GetBufferSize();
  617. vbyte *bytes = hl_copy_bytes((vbyte*)out->GetBufferPointer(), *dataLen);
  618. out->Release();
  619. blob->Release();
  620. result->Release();
  621. return bytes;
  622. }
  623. HL_PRIM vbyte *HL_NAME(serialize_root_signature)( D3D12_ROOT_SIGNATURE_DESC *signature, D3D_ROOT_SIGNATURE_VERSION version, int *dataLen ) {
  624. ID3DBlob *data = NULL;
  625. ID3DBlob *error = NULL;
  626. HRESULT r = D3D12SerializeRootSignature(signature,version, &data, &error);
  627. if( !SUCCEEDED(r) ) {
  628. uchar *c = error ? hl_to_utf16((char*)error->GetBufferPointer()) : USTR("Invalid argument");
  629. if( error ) error->Release();
  630. hl_error("%s",c);
  631. }
  632. *dataLen = (int)data->GetBufferSize();
  633. vbyte *bytes = hl_copy_bytes((vbyte*)data->GetBufferPointer(), *dataLen);
  634. data->Release();
  635. return bytes;
  636. }
  637. HL_PRIM ID3D12RootSignature *HL_NAME(rootsignature_create)( vbyte *bytes, int len ) {
  638. ID3D12RootSignature *sign = NULL;
  639. DXERR(static_driver->device->CreateRootSignature(CURRENT_NODEMASK, bytes, len, IID_PPV_ARGS(&sign)));
  640. return sign;
  641. }
  642. HL_PRIM ID3D12PipelineState *HL_NAME(create_graphics_pipeline_state)( D3D12_GRAPHICS_PIPELINE_STATE_DESC *desc ) {
  643. ID3D12PipelineState *state = NULL;
  644. // if shader is considered invalid, maybe you're missing dxil.dll
  645. DXERR(static_driver->device->CreateGraphicsPipelineState(desc,IID_PPV_ARGS(&state)));
  646. return state;
  647. }
  648. HL_PRIM ID3D12PipelineState *HL_NAME(create_compute_pipeline_state)( D3D12_COMPUTE_PIPELINE_STATE_DESC *desc ) {
  649. ID3D12PipelineState *state = NULL;
  650. // if shader is considered invalid, maybe you're missing dxil.dll
  651. DXERR(static_driver->device->CreateComputePipelineState(desc,IID_PPV_ARGS(&state)));
  652. return state;
  653. }
  654. HL_PRIM ID3D12CommandSignature *HL_NAME(create_command_signature)( D3D12_COMMAND_SIGNATURE_DESC *desc, ID3D12RootSignature *rootSign ) {
  655. ID3D12CommandSignature *sign = NULL;
  656. DXERR(static_driver->device->CreateCommandSignature(desc,rootSign,IID_PPV_ARGS(&sign)));
  657. return sign;
  658. }
  659. #define _COMPILER _ABSTRACT(dx_compiler)
  660. DEFINE_PRIM(_COMPILER, compiler_create, _NO_ARG);
  661. DEFINE_PRIM(_BYTES, compiler_compile, _COMPILER _BYTES _BYTES _ARR _REF(_I32));
  662. DEFINE_PRIM(_BYTES, serialize_root_signature, _STRUCT _I32 _REF(_I32));
  663. DEFINE_PRIM(_RES, rootsignature_create, _BYTES _I32);
  664. DEFINE_PRIM(_RES, create_graphics_pipeline_state, _STRUCT);
  665. DEFINE_PRIM(_RES, create_compute_pipeline_state, _STRUCT);
  666. DEFINE_PRIM(_RES, create_command_signature, _STRUCT _RES);
  667. // ---- HEAPS
  668. HL_PRIM ID3D12DescriptorHeap *HL_NAME(descriptor_heap_create)( D3D12_DESCRIPTOR_HEAP_DESC *desc ) {
  669. ID3D12DescriptorHeap *heap = NULL;
  670. DXERR(static_driver->device->CreateDescriptorHeap(desc,IID_PPV_ARGS(&heap)));
  671. return heap;
  672. }
  673. HL_PRIM int HL_NAME(get_descriptor_handle_increment_size)( D3D12_DESCRIPTOR_HEAP_TYPE type ) {
  674. return static_driver->device->GetDescriptorHandleIncrementSize(type);
  675. }
  676. HL_PRIM int64 HL_NAME(descriptor_heap_get_handle)( ID3D12DescriptorHeap *heap, bool gpu ) {
  677. UINT64 handle = gpu ? heap->GetGPUDescriptorHandleForHeapStart().ptr : heap->GetCPUDescriptorHandleForHeapStart().ptr;
  678. return handle;
  679. }
  680. HL_PRIM ID3D12QueryHeap *HL_NAME(create_query_heap)( D3D12_QUERY_HEAP_DESC *desc ) {
  681. ID3D12QueryHeap *heap = NULL;
  682. DXERR(static_driver->device->CreateQueryHeap(desc,IID_PPV_ARGS(&heap)));
  683. return heap;
  684. }
  685. DEFINE_PRIM(_RES, descriptor_heap_create, _STRUCT);
  686. DEFINE_PRIM(_I32, get_descriptor_handle_increment_size, _I32);
  687. DEFINE_PRIM(_I64, descriptor_heap_get_handle, _RES _BOOL);
  688. DEFINE_PRIM(_RES, create_query_heap, _STRUCT);
  689. // ---- SYNCHRO
  690. HL_PRIM ID3D12Fence *HL_NAME(fence_create)( int64 value, D3D12_FENCE_FLAGS flags ) {
  691. ID3D12Fence *f = NULL;
  692. DXERR(static_driver->device->CreateFence(value,flags, IID_PPV_ARGS(&f)));
  693. return f;
  694. }
  695. HL_PRIM int64 HL_NAME(fence_get_completed_value)( ID3D12Fence *fence ) {
  696. return (int64)fence->GetCompletedValue();
  697. }
  698. HL_PRIM void HL_NAME(fence_set_event)( ID3D12Fence *fence, int64 value, HANDLE event ) {
  699. fence->SetEventOnCompletion(value, event);
  700. }
  701. HL_PRIM HANDLE HL_NAME(waitevent_create)( bool initState ) {
  702. return CreateEvent(NULL,FALSE,initState,NULL);
  703. }
  704. HL_PRIM bool HL_NAME(waitevent_wait)( HANDLE event, int time ) {
  705. return WaitForSingleObject(event,time) == 0;
  706. }
  707. #define _EVENT _ABSTRACT(dx_event)
  708. DEFINE_PRIM(_RES, fence_create, _I64 _I32);
  709. DEFINE_PRIM(_I64, fence_get_completed_value, _RES);
  710. DEFINE_PRIM(_VOID, fence_set_event, _RES _I64 _EVENT);
  711. DEFINE_PRIM(_EVENT, waitevent_create, _BOOL);
  712. DEFINE_PRIM(_BOOL, waitevent_wait, _EVENT _I32);
  713. // ---- COMMANDS
  714. HL_PRIM ID3D12CommandAllocator *HL_NAME(command_allocator_create)( D3D12_COMMAND_LIST_TYPE type ) {
  715. ID3D12CommandAllocator *a = NULL;
  716. DXERR(static_driver->device->CreateCommandAllocator(type,IID_PPV_ARGS(&a)));
  717. return a;
  718. }
  719. HL_PRIM void HL_NAME(command_allocator_reset)( ID3D12CommandAllocator *a ) {
  720. CHKERR(a->Reset());
  721. }
  722. HL_PRIM ID3D12GraphicsCommandList *HL_NAME(command_list_create)( D3D12_COMMAND_LIST_TYPE type, ID3D12CommandAllocator *alloc, ID3D12PipelineState *initState ) {
  723. ID3D12GraphicsCommandList *l = NULL;
  724. DXERR(static_driver->device->CreateCommandList(CURRENT_NODEMASK,type,alloc,initState,IID_PPV_ARGS(&l)));
  725. return l;
  726. }
  727. HL_PRIM void HL_NAME(command_list_close)( ID3D12GraphicsCommandList *l ) {
  728. CHKERR(l->Close());
  729. }
  730. HL_PRIM void HL_NAME(command_list_reset)( ID3D12GraphicsCommandList *l, ID3D12CommandAllocator *alloc, ID3D12PipelineState *state ) {
  731. CHKERR(l->Reset(alloc,state));
  732. }
  733. HL_PRIM void HL_NAME(command_list_execute)( ID3D12GraphicsCommandList *l ) {
  734. ID3D12CommandList* const commandLists[] = { l };
  735. static_driver->commandQueue->ExecuteCommandLists(1, commandLists);
  736. }
  737. HL_PRIM void HL_NAME(command_list_resource_barrier)( ID3D12GraphicsCommandList *l, D3D12_RESOURCE_BARRIER *barrier ) {
  738. l->ResourceBarrier(1,barrier);
  739. }
  740. HL_PRIM void HL_NAME(command_list_resource_barriers)(ID3D12GraphicsCommandList* l, D3D12_RESOURCE_BARRIER* barrier, int barrierCount) {
  741. l->ResourceBarrier(barrierCount, barrier);
  742. }
  743. HL_PRIM void HL_NAME(command_list_clear_render_target_view)( ID3D12GraphicsCommandList *l, D3D12_CPU_DESCRIPTOR_HANDLE view, FLOAT *colors ) {
  744. l->ClearRenderTargetView(view,colors,0,NULL);
  745. }
  746. HL_PRIM void HL_NAME(command_list_clear_depth_stencil_view)( ID3D12GraphicsCommandList *l, D3D12_CPU_DESCRIPTOR_HANDLE view, D3D12_CLEAR_FLAGS flags, FLOAT depth, int stencil ) {
  747. l->ClearDepthStencilView(view,flags,depth,(UINT8)stencil,0,NULL);
  748. }
  749. HL_PRIM void HL_NAME(command_list_draw_instanced)( ID3D12GraphicsCommandList *l, int vertexCountPerInstance, int instanceCount, int startVertexLocation, int startInstanceLocation ) {
  750. l->DrawInstanced(vertexCountPerInstance, instanceCount, startVertexLocation, startInstanceLocation);
  751. }
  752. HL_PRIM void HL_NAME(command_list_draw_indexed_instanced)( ID3D12GraphicsCommandList *l, int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) {
  753. l->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
  754. }
  755. HL_PRIM void HL_NAME(command_list_set_graphics_root_signature)( ID3D12GraphicsCommandList *l, ID3D12RootSignature *sign ) {
  756. l->SetGraphicsRootSignature(sign);
  757. }
  758. HL_PRIM void HL_NAME(command_list_set_graphics_root32_bit_constants)( ID3D12GraphicsCommandList *l, int index, int numValues, void *data, int destOffset ) {
  759. l->SetGraphicsRoot32BitConstants(index, numValues, data, destOffset);
  760. }
  761. HL_PRIM void HL_NAME(command_list_set_pipeline_state)( ID3D12GraphicsCommandList *l, ID3D12PipelineState *pipe ) {
  762. l->SetPipelineState(pipe);
  763. }
  764. HL_PRIM void HL_NAME(command_list_ia_set_vertex_buffers)( ID3D12GraphicsCommandList *l, int startSlot, int numViews, D3D12_VERTEX_BUFFER_VIEW *views ) {
  765. l->IASetVertexBuffers(startSlot, numViews, views);
  766. }
  767. HL_PRIM void HL_NAME(command_list_ia_set_index_buffer)( ID3D12GraphicsCommandList *l, D3D12_INDEX_BUFFER_VIEW *view ) {
  768. l->IASetIndexBuffer(view);
  769. }
  770. HL_PRIM void HL_NAME(command_list_ia_set_primitive_topology)( ID3D12GraphicsCommandList *l, D3D12_PRIMITIVE_TOPOLOGY topo ) {
  771. l->IASetPrimitiveTopology(topo);
  772. }
  773. HL_PRIM void HL_NAME(command_list_copy_buffer_region)( ID3D12GraphicsCommandList *l, ID3D12Resource *dst, int64 dstOffset, ID3D12Resource *src, int64 srcOffset, int64 numBytes ) {
  774. l->CopyBufferRegion(dst, dstOffset, src, srcOffset, numBytes);
  775. }
  776. HL_PRIM void HL_NAME(command_list_copy_texture_region)( ID3D12GraphicsCommandList *l, D3D12_TEXTURE_COPY_LOCATION *dst, int dstX, int dstY, int dstZ, D3D12_TEXTURE_COPY_LOCATION *src, D3D12_BOX *srcBox ) {
  777. l->CopyTextureRegion(dst, dstX, dstY, dstZ, src, srcBox);
  778. }
  779. HL_PRIM void HL_NAME(command_list_om_set_render_targets)( ID3D12GraphicsCommandList *l, int count, D3D12_CPU_DESCRIPTOR_HANDLE *handles, BOOL flag, D3D12_CPU_DESCRIPTOR_HANDLE *depthStencils ) {
  780. l->OMSetRenderTargets(count,handles,flag,depthStencils);
  781. }
  782. HL_PRIM void HL_NAME(command_list_om_set_stencil_ref)( ID3D12GraphicsCommandList *l, int value ) {
  783. l->OMSetStencilRef(value);
  784. }
  785. HL_PRIM void HL_NAME(command_list_rs_set_viewports)( ID3D12GraphicsCommandList *l, int count, D3D12_VIEWPORT *viewports ) {
  786. l->RSSetViewports(count, viewports);
  787. }
  788. HL_PRIM void HL_NAME(command_list_rs_set_scissor_rects)( ID3D12GraphicsCommandList *l, int count, D3D12_RECT *rects ) {
  789. l->RSSetScissorRects(count, rects);
  790. }
  791. HL_PRIM void HL_NAME(command_list_set_descriptor_heaps)( ID3D12GraphicsCommandList *l, varray *heaps ) {
  792. l->SetDescriptorHeaps(heaps->size,hl_aptr(heaps,ID3D12DescriptorHeap*));
  793. }
  794. HL_PRIM void HL_NAME(command_list_set_graphics_root_constant_buffer_view)( ID3D12GraphicsCommandList *l, int index, D3D12_GPU_VIRTUAL_ADDRESS address ) {
  795. l->SetGraphicsRootConstantBufferView(index,address);
  796. }
  797. HL_PRIM void HL_NAME(command_list_set_graphics_root_descriptor_table)( ID3D12GraphicsCommandList *l, int index, D3D12_GPU_DESCRIPTOR_HANDLE handle ) {
  798. l->SetGraphicsRootDescriptorTable(index,handle);
  799. }
  800. HL_PRIM void HL_NAME(command_list_set_graphics_root_shader_resource_view)( ID3D12GraphicsCommandList *l, int index, D3D12_GPU_VIRTUAL_ADDRESS handle ) {
  801. l->SetGraphicsRootShaderResourceView(index,handle);
  802. }
  803. HL_PRIM void HL_NAME(command_list_set_graphics_root_unordered_access_view)( ID3D12GraphicsCommandList *l, int index, D3D12_GPU_VIRTUAL_ADDRESS handle ) {
  804. l->SetGraphicsRootUnorderedAccessView(index,handle);
  805. }
  806. HL_PRIM void HL_NAME(command_list_execute_indirect)( ID3D12GraphicsCommandList *l, ID3D12CommandSignature *sign, int maxCommandCount, ID3D12Resource *args, int64 argsOffset, ID3D12Resource *count, int64 countOffset ) {
  807. l->ExecuteIndirect(sign, maxCommandCount, args, argsOffset, count, countOffset);
  808. }
  809. HL_PRIM void HL_NAME(command_list_begin_query)( ID3D12GraphicsCommandList *l, ID3D12QueryHeap *heap, D3D12_QUERY_TYPE type, int index ) {
  810. l->BeginQuery(heap, type, index);
  811. }
  812. HL_PRIM void HL_NAME(command_list_end_query)( ID3D12GraphicsCommandList *l, ID3D12QueryHeap *heap, D3D12_QUERY_TYPE type, int index ) {
  813. l->EndQuery(heap, type, index);
  814. }
  815. HL_PRIM void HL_NAME(command_list_resolve_query_data)( ID3D12GraphicsCommandList *l, ID3D12QueryHeap *heap, D3D12_QUERY_TYPE type, int index, int count, ID3D12Resource *dest, int64 offset ) {
  816. l->ResolveQueryData(heap,type,index,count,dest,offset);
  817. }
  818. HL_PRIM void HL_NAME(command_list_set_predication)( ID3D12GraphicsCommandList *l, ID3D12Resource *res, int64 offset, D3D12_PREDICATION_OP op ) {
  819. l->SetPredication(res,offset,op);
  820. }
  821. HL_PRIM void HL_NAME(command_list_set_compute_root_signature)( ID3D12GraphicsCommandList *l, ID3D12RootSignature *sign ) {
  822. l->SetComputeRootSignature(sign);
  823. }
  824. HL_PRIM void HL_NAME(command_list_set_compute_root32_bit_constants)( ID3D12GraphicsCommandList *l, int index, int numValues, void *data, int destOffset ) {
  825. l->SetComputeRoot32BitConstants(index, numValues, data, destOffset);
  826. }
  827. HL_PRIM void HL_NAME(command_list_set_compute_root_constant_buffer_view)( ID3D12GraphicsCommandList *l, int index, D3D12_GPU_VIRTUAL_ADDRESS address ) {
  828. l->SetComputeRootConstantBufferView(index,address);
  829. }
  830. HL_PRIM void HL_NAME(command_list_set_compute_root_descriptor_table)( ID3D12GraphicsCommandList *l, int index, D3D12_GPU_DESCRIPTOR_HANDLE handle ) {
  831. l->SetComputeRootDescriptorTable(index,handle);
  832. }
  833. HL_PRIM void HL_NAME(command_list_set_compute_root_shader_resource_view)( ID3D12GraphicsCommandList *l, int index, D3D12_GPU_VIRTUAL_ADDRESS handle ) {
  834. l->SetComputeRootShaderResourceView(index,handle);
  835. }
  836. HL_PRIM void HL_NAME(command_list_set_compute_root_unordered_access_view)( ID3D12GraphicsCommandList *l, int index, D3D12_GPU_VIRTUAL_ADDRESS handle ) {
  837. l->SetComputeRootUnorderedAccessView(index,handle);
  838. }
  839. HL_PRIM void HL_NAME(command_list_dispatch)( ID3D12GraphicsCommandList *l, int x, int y, int z ) {
  840. l->Dispatch(x,y,z);
  841. }
  842. DEFINE_PRIM(_RES, command_allocator_create, _I32);
  843. DEFINE_PRIM(_VOID, command_allocator_reset, _RES);
  844. DEFINE_PRIM(_RES, command_list_create, _I32 _RES _RES);
  845. DEFINE_PRIM(_VOID, command_list_close, _RES);
  846. DEFINE_PRIM(_VOID, command_list_reset, _RES _RES _RES);
  847. DEFINE_PRIM(_VOID, command_list_resource_barrier, _RES _STRUCT);
  848. DEFINE_PRIM(_VOID, command_list_resource_barriers, _RES _ABSTRACT(hl_carray) _I32);
  849. DEFINE_PRIM(_VOID, command_list_execute, _RES);
  850. DEFINE_PRIM(_VOID, command_list_clear_render_target_view, _RES _I64 _STRUCT);
  851. DEFINE_PRIM(_VOID, command_list_clear_depth_stencil_view, _RES _I64 _I32 _F32 _I32);
  852. DEFINE_PRIM(_VOID, command_list_draw_instanced, _RES _I32 _I32 _I32 _I32);
  853. DEFINE_PRIM(_VOID, command_list_draw_indexed_instanced, _RES _I32 _I32 _I32 _I32 _I32);
  854. DEFINE_PRIM(_VOID, command_list_set_graphics_root_signature, _RES _RES);
  855. DEFINE_PRIM(_VOID, command_list_set_graphics_root32_bit_constants, _RES _I32 _I32 _BYTES _I32);
  856. DEFINE_PRIM(_VOID, command_list_set_graphics_root_constant_buffer_view, _RES _I32 _I64);
  857. DEFINE_PRIM(_VOID, command_list_set_graphics_root_descriptor_table, _RES _I32 _I64);
  858. DEFINE_PRIM(_VOID, command_list_set_graphics_root_shader_resource_view, _RES _I32 _I64);
  859. DEFINE_PRIM(_VOID, command_list_set_graphics_root_unordered_access_view, _RES _I32 _I64);
  860. DEFINE_PRIM(_VOID, command_list_set_descriptor_heaps, _RES _ARR);
  861. DEFINE_PRIM(_VOID, command_list_set_pipeline_state, _RES _RES);
  862. DEFINE_PRIM(_VOID, command_list_ia_set_vertex_buffers, _RES _I32 _I32 _STRUCT);
  863. DEFINE_PRIM(_VOID, command_list_ia_set_index_buffer, _RES _STRUCT);
  864. DEFINE_PRIM(_VOID, command_list_ia_set_primitive_topology, _RES _I32);
  865. DEFINE_PRIM(_VOID, command_list_copy_buffer_region, _RES _RES _I64 _RES _I64 _I64);
  866. DEFINE_PRIM(_VOID, command_list_copy_texture_region, _RES _STRUCT _I32 _I32 _I32 _STRUCT _STRUCT);
  867. DEFINE_PRIM(_VOID, command_list_om_set_render_targets, _RES _I32 _BYTES _I32 _BYTES);
  868. DEFINE_PRIM(_VOID, command_list_om_set_stencil_ref, _RES _I32);
  869. DEFINE_PRIM(_VOID, command_list_rs_set_viewports, _RES _I32 _STRUCT);
  870. DEFINE_PRIM(_VOID, command_list_rs_set_scissor_rects, _RES _I32 _STRUCT);
  871. DEFINE_PRIM(_VOID, command_list_execute_indirect, _RES _RES _I32 _RES _I64 _RES _I64);
  872. DEFINE_PRIM(_VOID, command_list_begin_query, _RES _RES _I32 _I32);
  873. DEFINE_PRIM(_VOID, command_list_end_query, _RES _RES _I32 _I32);
  874. DEFINE_PRIM(_VOID, command_list_resolve_query_data, _RES _RES _I32 _I32 _I32 _RES _I64);
  875. DEFINE_PRIM(_VOID, command_list_set_predication, _RES _RES _I64 _I32);
  876. DEFINE_PRIM(_VOID, command_list_set_compute_root_signature, _RES _RES);
  877. DEFINE_PRIM(_VOID, command_list_set_compute_root32_bit_constants, _RES _I32 _I32 _BYTES _I32);
  878. DEFINE_PRIM(_VOID, command_list_set_compute_root_constant_buffer_view, _RES _I32 _I64);
  879. DEFINE_PRIM(_VOID, command_list_set_compute_root_descriptor_table, _RES _I32 _I64);
  880. DEFINE_PRIM(_VOID, command_list_set_compute_root_shader_resource_view, _RES _I32 _I64);
  881. DEFINE_PRIM(_VOID, command_list_set_compute_root_unordered_access_view, _RES _I32 _I64);
  882. DEFINE_PRIM(_VOID, command_list_dispatch, _RES _I32 _I32 _I32);
  883. //command_list_clear_unordered_access_view_float,
  884. //command_list_clear_unordered_access_view_uint,
  885. HL_PRIM int HL_NAME(get_constant)(int index) {
  886. return gs_constants[index];
  887. }
  888. DEFINE_PRIM(_I32, get_constant, _I32);