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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <[email protected]>
- 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"
- #if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED)
- #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 <SDL3/SDL_syswm.h>
- #if defined(__XBOXONE__) || defined(__XBOXSERIES__)
- #include "SDL_render_d3d12_xbox.h"
- #ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
- #define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256
- #endif
- #else
- #include <d3d12.h>
- #include <dxgi1_6.h>
- #include <dxgidebug.h>
- #include <d3d12sdklayers.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
- #ifdef __cplusplus
- #define SAFE_RELEASE(X) \
- if (X) { \
- (X)->Release(); \
- X = NULL; \
- }
- #define D3D_CALL(THIS, FUNC, ...) (THIS)->FUNC(__VA_ARGS__)
- #define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__)
- #define D3D_GUID(X) (X)
- #else
- #define SAFE_RELEASE(X) \
- if (X) { \
- (X)->lpVtbl->Release(X); \
- X = NULL; \
- }
- #define D3D_CALL(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
- #define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
- #define D3D_GUID(X) &(X)
- #endif
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when
- !!! FIXME: textures are needed. */
- /* Vertex shader, common values */
- typedef struct
- {
- Float4X4 model;
- Float4X4 projectionAndView;
- } VertexShaderConstants;
- /* Per-vertex data */
- typedef struct
- {
- Float2 pos;
- Float2 tex;
- SDL_Color color;
- } VertexPositionColor;
- /* Per-texture data */
- typedef struct
- {
- 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;
- #if SDL_HAVE_YUV
- /* YV12 texture support */
- SDL_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 */
- SDL_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;
- 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
- {
- void *hDXGIMod;
- void *hD3D12Mod;
- #if defined(__XBOXONE__) || defined(__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;
- /* 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 nearestPixelSampler;
- D3D12_CPU_DESCRIPTOR_HANDLE linearSampler;
- /* 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 */
- 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;
- SDL_bool cliprectDirty;
- SDL_bool currentCliprectEnabled;
- SDL_Rect currentCliprect;
- SDL_Rect currentViewport;
- int currentViewportRotation;
- SDL_bool viewportDirty;
- Float4X4 identity;
- int currentVertexBuffer;
- SDL_bool issueBatch;
- } D3D12_RenderData;
- /* Define D3D GUIDs here so we don't have to include uuid.lib. */
- #if defined(__GNUC__) || defined(__clang__)
- #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_IDXGIResource = { 0x035f3ab4, 0x482e, 0x4e50, { 0xb4, 0x1f, 0x8a, 0x7f, 0x8b, 0xd8, 0x96, 0x0b } };
- 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 } };
- #if defined(__GNUC__) || defined(__clang__)
- #pragma GCC diagnostic pop
- #endif
- UINT D3D12_Align(UINT location, UINT alignment)
- {
- return (location + (alignment - 1)) & ~(alignment - 1);
- }
- Uint32 D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
- {
- switch (dxgiFormat) {
- case DXGI_FORMAT_B8G8R8A8_UNORM:
- return SDL_PIXELFORMAT_ARGB8888;
- case DXGI_FORMAT_B8G8R8X8_UNORM:
- return SDL_PIXELFORMAT_XRGB8888;
- default:
- return SDL_PIXELFORMAT_UNKNOWN;
- }
- }
- static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 sdlFormat)
- {
- switch (sdlFormat) {
- case SDL_PIXELFORMAT_ARGB8888:
- return DXGI_FORMAT_B8G8R8A8_UNORM;
- case SDL_PIXELFORMAT_XRGB8888:
- 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;
- default:
- return DXGI_FORMAT_UNKNOWN;
- }
- }
- static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 sdlFormat)
- {
- switch (sdlFormat) {
- case SDL_PIXELFORMAT_ARGB8888:
- return DXGI_FORMAT_B8G8R8A8_UNORM;
- case SDL_PIXELFORMAT_XRGB8888:
- 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;
- 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->driverdata;
- SDL_Texture *texture = NULL;
- /* Release all textures */
- for (texture = renderer->textures; texture; texture = texture->next) {
- D3D12_DestroyTexture(renderer, texture);
- }
- /* Release/reset everything else */
- if (data) {
- int i;
- #if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
- SAFE_RELEASE(data->dxgiFactory);
- SAFE_RELEASE(data->dxgiAdapter);
- SAFE_RELEASE(data->swapChain);
- #endif
- SAFE_RELEASE(data->d3dDevice);
- SAFE_RELEASE(data->debugInterface);
- SAFE_RELEASE(data->commandQueue);
- SAFE_RELEASE(data->commandList);
- SAFE_RELEASE(data->rtvDescriptorHeap);
- SAFE_RELEASE(data->textureRTVDescriptorHeap);
- SAFE_RELEASE(data->srvDescriptorHeap);
- SAFE_RELEASE(data->samplerDescriptorHeap);
- SAFE_RELEASE(data->fence);
- for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
- SAFE_RELEASE(data->commandAllocators[i]);
- SAFE_RELEASE(data->renderTargets[i]);
- }
- if (data->pipelineStateCount > 0) {
- for (i = 0; i < data->pipelineStateCount; ++i) {
- SAFE_RELEASE(data->pipelineStates[i].pipelineState);
- }
- SDL_free(data->pipelineStates);
- data->pipelineStateCount = 0;
- }
- for (i = 0; i < NUM_ROOTSIGS; ++i) {
- SAFE_RELEASE(data->rootSignatures[i]);
- }
- for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
- 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(__XBOXONE__) && !defined(__XBOXSERIES__)
- /* Check for any leaks if in debug mode */
- if (data->dxgiDebug) {
- DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
- D3D_CALL(data->dxgiDebug, ReportLiveObjects, SDL_DXGI_DEBUG_ALL, rloFlags);
- 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) {
- D3D_CALL(data->commandQueue, Signal, data->fence, data->fenceValue);
- if (D3D_CALL(data->fence, GetCompletedValue) < data->fenceValue) {
- D3D_CALL(data->fence, SetEventOnCompletion,
- 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->driverdata;
- 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;
- D3D_CALL(data->commandList, ResourceBarrier, 1, &barrier);
- }
- }
- static void D3D12_ResetCommandList(D3D12_RenderData *data)
- {
- int i;
- ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap };
- ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex];
- D3D_CALL(commandAllocator, Reset);
- D3D_CALL(data->commandList, Reset, commandAllocator, NULL);
- data->currentPipelineState = NULL;
- data->currentVertexBuffer = 0;
- data->issueBatch = SDL_FALSE;
- data->cliprectDirty = SDL_TRUE;
- data->viewportDirty = SDL_TRUE;
- data->currentRenderTargetView.ptr = 0;
- /* Release any upload buffers that were inflight */
- for (i = 0; i < data->currentUploadBuffer; ++i) {
- SAFE_RELEASE(data->uploadBuffers[i]);
- }
- data->currentUploadBuffer = 0;
- D3D_CALL(data->commandList, SetDescriptorHeaps, 2, rootDescriptorHeaps);
- }
- static int D3D12_IssueBatch(D3D12_RenderData *data)
- {
- HRESULT result = S_OK;
- /* Issue the command list */
- result = D3D_CALL(data->commandList, Close);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result);
- return result;
- }
- D3D_CALL(data->commandQueue, ExecuteCommandLists, 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->driverdata;
- D3D12_WaitForGPU(data);
- D3D12_ReleaseAll(renderer);
- if (data) {
- SDL_free(data);
- }
- SDL_free(renderer);
- }
- 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_R8G8B8A8_UNORM, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- };
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- 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 = D3D_CALL(data->d3dDevice, CreateGraphicsPipelineState,
- &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 == NULL) {
- SAFE_RELEASE(pipelineState);
- SDL_OutOfMemory();
- 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;
- 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 = D3D_CALL(data->d3dDevice, CreateCommittedResource,
- &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 = D3D_CALL(data->vertexBuffers[vbidx].resource, GetGPUVirtualAddress);
- data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(VertexPositionColor);
- data->vertexBuffers[vbidx].size = size;
- return result;
- }
- /* Create resources that depend on the device. */
- static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
- {
- #if !defined(__XBOXONE__) && !defined(__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->driverdata;
- ID3D12Device *d3dDevice = NULL;
- HRESULT result = S_OK;
- UINT creationFlags = 0;
- int i, j, k, l;
- SDL_bool createDebug;
- D3D12_COMMAND_QUEUE_DESC queueDesc;
- D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc;
- D3D12_SAMPLER_DESC samplerDesc;
- ID3D12DescriptorHeap *rootDescriptorHeaps[2];
- const SDL_BlendMode defaultBlendModes[] = {
- SDL_BLENDMODE_NONE,
- SDL_BLENDMODE_BLEND,
- SDL_BLENDMODE_ADD,
- SDL_BLENDMODE_MOD,
- SDL_BLENDMODE_MUL
- };
- const DXGI_FORMAT defaultRTVFormats[] = {
- DXGI_FORMAT_B8G8R8A8_UNORM,
- DXGI_FORMAT_B8G8R8X8_UNORM,
- DXGI_FORMAT_R8_UNORM
- };
- /* See if we need debug interfaces */
- createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
- #ifdef __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 == NULL) {
- result = E_FAIL;
- goto done;
- }
- #if !defined(__XBOXONE__) && !defined(__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 == NULL) {
- 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;
- }
- D3D12GetDebugInterfaceFunc(D3D_GUID(SDL_IID_ID3D12Debug), (void **)&data->debugInterface);
- D3D_CALL(data->debugInterface, EnableDebugLayer);
- }
- #endif /*!defined(__XBOXONE__) && !defined(__XBOXSERIES__)*/
- #if defined(__XBOXONE__) || defined(__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 == NULL) {
- 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;
- }
- D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
- D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
- 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 = D3D_CALL(data->dxgiFactory, EnumAdapterByGpuPreference,
- 0,
- DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
- D3D_GUID(SDL_IID_IDXGIAdapter4),
- (void **)&data->dxgiAdapter);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), 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 = D3D_CALL(d3dDevice, QueryInterface, 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;
- D3D_CALL(infoQueue, PushStorageFilter, &filter);
- D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
- D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
- SAFE_RELEASE(infoQueue);
- }
- #endif /*!defined(__XBOXONE__) && !defined(__XBOXSERIES__)*/
- result = D3D_CALL(d3dDevice, QueryInterface, 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 = D3D_CALL(data->d3dDevice, CreateCommandQueue,
- &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 = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
- &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 = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES;
- result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
- &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 = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
- &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 = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
- SDL_zero(descriptorHeapDesc);
- descriptorHeapDesc.NumDescriptors = 2;
- descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
- descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
- result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
- &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 = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
- /* Create a command allocator for each back buffer */
- for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
- result = D3D_CALL(data->d3dDevice, CreateCommandAllocator,
- 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 = D3D_CALL(data->d3dDevice, CreateCommandList,
- 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 */
- D3D_CALL(data->commandList, SetDescriptorHeaps, 2, rootDescriptorHeaps);
- /* Create the fence and fence event */
- result = D3D_CALL(data->d3dDevice, CreateFence,
- 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 = D3D_CALL(data->d3dDevice, CreateRootSignature,
- 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;
- }
- }
- /* Create all the default pipeline state objects
- (will add everything except custom blend states) */
- 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 */
- 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: */
- SDL_zero(samplerDesc);
- samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
- samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
- samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
- 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->nearestPixelSampler);
- D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->nearestPixelSampler);
- samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- data->linearSampler.ptr = data->nearestPixelSampler.ptr + data->samplerDescriptorSize;
- D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->linearSampler);
- /* 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];
- done:
- SAFE_RELEASE(d3dDevice);
- return result;
- }
- static DXGI_MODE_ROTATION D3D12_GetCurrentRotation()
- {
- /* 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->driverdata;
- if (data->textureRenderTarget) {
- return DXGI_MODE_ROTATION_IDENTITY;
- } else {
- return data->rotation;
- }
- }
- static int D3D12_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D12_RECT *outRect, BOOL includeViewportOffset)
- {
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- 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 0;
- }
- #if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
- static HRESULT D3D12_CreateSwapChain(SDL_Renderer *renderer, int w, int h)
- {
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- IDXGISwapChain1 *swapChain = NULL;
- HRESULT result = S_OK;
- SDL_SysWMinfo windowinfo;
- /* 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;
- swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */
- 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 */
- if (SDL_GetWindowWMInfo(renderer->window, &windowinfo, SDL_SYSWM_CURRENT_VERSION) < 0 ||
- windowinfo.subsystem != SDL_SYSWM_WINDOWS) {
- SDL_SetError("Couldn't get window handle");
- result = E_FAIL;
- goto done;
- }
- result = D3D_CALL(data->dxgiFactory, CreateSwapChainForHwnd,
- (IUnknown *)data->commandQueue,
- windowinfo.info.win.window,
- &swapChainDesc,
- NULL,
- NULL, /* Allow on all displays. */
- &swapChain);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
- goto done;
- }
- D3D_CALL(data->dxgiFactory, MakeWindowAssociation, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
- result = D3D_CALL(swapChain, QueryInterface, 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 = D3D_CALL(data->swapChain, SetMaximumFrameLatency, 1);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result);
- goto done;
- }
- data->swapEffect = swapChainDesc.SwapEffect;
- data->swapFlags = swapChainDesc.Flags;
- done:
- SAFE_RELEASE(swapChain);
- return result;
- }
- #endif
- static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer *renderer);
- HRESULT
- D3D12_HandleDeviceLost(SDL_Renderer *renderer)
- {
- HRESULT result = S_OK;
- D3D12_ReleaseAll(renderer);
- result = D3D12_CreateDeviceResources(renderer);
- if (FAILED(result)) {
- /* D3D12_CreateDeviceResources will set the SDL error */
- return result;
- }
- result = D3D12_UpdateForWindowSizeChange(renderer);
- if (FAILED(result)) {
- /* D3D12_UpdateForWindowSizeChange will set the SDL error */
- return result;
- }
- /* Let the application know that the device has been reset */
- {
- SDL_Event event;
- event.type = SDL_EVENT_RENDER_DEVICE_RESET;
- event.common.timestamp = 0;
- SDL_PushEvent(&event);
- }
- return S_OK;
- }
- /* Initialize all resources that change when the window's size changes. */
- static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
- {
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- 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);
- D3D_CALL(data->commandList, OMSetRenderTargets, 0, NULL, FALSE, NULL);
- /* Release render targets */
- for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
- 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(__XBOXONE__) && !defined(__XBOXSERIES__)
- if (data->swapChain) {
- /* If the swap chain already exists, resize it. */
- result = D3D_CALL(data->swapChain, ResizeBuffers,
- 0,
- w, h,
- DXGI_FORMAT_UNKNOWN,
- data->swapFlags);
- if (result == DXGI_ERROR_DEVICE_REMOVED) {
- /* If the device was removed for any reason, a new device and swap chain will need to be created. */
- D3D12_HandleDeviceLost(renderer);
- /* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
- * and correctly set up the new device.
- */
- goto done;
- } else if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
- goto done;
- }
- } else {
- result = D3D12_CreateSwapChain(renderer, w, h);
- if (FAILED(result)) {
- goto done;
- }
- }
- /* Set the proper rotation for the swap chain. */
- if (WIN_IsWindows8OrGreater()) {
- if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
- result = D3D_CALL(data->swapChain, SetRotation, data->rotation); /* NOLINT(clang-analyzer-core.NullDereference) */
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result);
- goto done;
- }
- }
- }
- #endif /*!defined(__XBOXONE__) && !defined(__XBOXSERIES__)*/
- /* Get each back buffer render target and create render target views */
- for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
- #if defined(__XBOXONE__) || defined(__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 = D3D_CALL(data->swapChain, GetBuffer, /* 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 = DXGI_FORMAT_B8G8R8A8_UNORM;
- rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
- SDL_zero(rtvDescriptor);
- D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
- rtvDescriptor.ptr += i * data->rtvDescriptorSize;
- D3D_CALL(data->d3dDevice, CreateRenderTargetView, data->renderTargets[i], &rtvDesc, rtvDescriptor);
- }
- /* Set back buffer index to current buffer */
- #if defined(__XBOXONE__) || defined(__XBOXSERIES__)
- data->currentBackBufferIndex = 0;
- #else
- data->currentBackBufferIndex = D3D_CALL(data->swapChain, GetCurrentBackBufferIndex);
- #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);
- D3D_CALL(data->commandList, OMSetRenderTargets, 1, &data->currentRenderTargetView, FALSE, NULL);
- D3D12_TransitionResource(data,
- data->renderTargets[data->currentBackBufferIndex],
- D3D12_RESOURCE_STATE_PRESENT,
- D3D12_RESOURCE_STATE_RENDER_TARGET);
- data->viewportDirty = SDL_TRUE;
- #if defined(__XBOXONE__) || defined(__XBOXSERIES__)
- D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken);
- #endif
- done:
- return result;
- }
- /* This method is called when the window's size changes. */
- static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer *renderer)
- {
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- /* 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)
- {
- if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
- D3D12_UpdateForWindowSizeChange(renderer);
- }
- }
- static SDL_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 SDL_FALSE;
- }
- return SDL_TRUE;
- }
- static SIZE_T D3D12_GetAvailableSRVIndex(SDL_Renderer *renderer)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- 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->driverdata;
- rendererData->srvPoolNodes[index].next = rendererData->srvPoolHead;
- rendererData->srvPoolHead = &rendererData->srvPoolNodes[index];
- }
- static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- D3D12_TextureData *textureData;
- HRESULT result;
- DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format);
- D3D12_RESOURCE_DESC textureDesc;
- D3D12_HEAP_PROPERTIES heapProps;
- D3D12_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
- 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 == NULL) {
- SDL_OutOfMemory();
- return -1;
- }
- textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- texture->driverdata = 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;
- 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;
- result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
- &heapProps,
- D3D12_HEAP_FLAG_NONE,
- &textureDesc,
- D3D12_RESOURCE_STATE_COPY_DEST,
- NULL,
- D3D_GUID(SDL_IID_ID3D12Resource),
- (void **)&textureData->mainTexture);
- textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
- if (FAILED(result)) {
- D3D12_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
- }
- #if SDL_HAVE_YUV
- if (texture->format == SDL_PIXELFORMAT_YV12 ||
- texture->format == SDL_PIXELFORMAT_IYUV) {
- textureData->yuv = SDL_TRUE;
- textureDesc.Width = (textureDesc.Width + 1) / 2;
- textureDesc.Height = (textureDesc.Height + 1) / 2;
- result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
- &heapProps,
- D3D12_HEAP_FLAG_NONE,
- &textureDesc,
- D3D12_RESOURCE_STATE_COPY_DEST,
- NULL,
- D3D_GUID(SDL_IID_ID3D12Resource),
- (void **)&textureData->mainTextureU);
- textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
- if (FAILED(result)) {
- D3D12_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
- }
- result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
- &heapProps,
- D3D12_HEAP_FLAG_NONE,
- &textureDesc,
- D3D12_RESOURCE_STATE_COPY_DEST,
- NULL,
- D3D_GUID(SDL_IID_ID3D12Resource),
- (void **)&textureData->mainTextureV);
- textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
- if (FAILED(result)) {
- D3D12_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
- }
- }
- if (texture->format == SDL_PIXELFORMAT_NV12 ||
- texture->format == SDL_PIXELFORMAT_NV21) {
- textureData->nv12 = SDL_TRUE;
- }
- #endif /* SDL_HAVE_YUV */
- SDL_zero(resourceViewDesc);
- resourceViewDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format);
- 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;
- D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
- textureData->mainTexture,
- &resourceViewDesc,
- textureData->mainTextureResourceView);
- #if 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;
- D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
- 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;
- D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
- textureData->mainTextureV,
- &resourceViewDesc,
- textureData->mainTextureResourceViewV);
- }
- if (textureData->nv12) {
- D3D12_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc;
- nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_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;
- D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
- 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;
- D3D_CALL(rendererData->d3dDevice, CreateRenderTargetView,
- (ID3D12Resource *)textureData->mainTexture,
- &renderTargetViewDesc,
- textureData->mainTextureRenderTargetView);
- }
- return 0;
- }
- static void D3D12_DestroyTexture(SDL_Renderer *renderer,
- SDL_Texture *texture)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- 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);
- SAFE_RELEASE(textureData->mainTexture);
- SAFE_RELEASE(textureData->stagingBuffer);
- D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndex);
- #if SDL_HAVE_YUV
- SAFE_RELEASE(textureData->mainTextureU);
- 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->driverdata = NULL;
- }
- static int 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;
- 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 */
- D3D_CALL(rendererData->d3dDevice, GetCopyableFootprints,
- &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 = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
- &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 = D3D_CALL(uploadBuffer, Map,
- 0,
- NULL,
- (void **)&textureMemory);
- if (FAILED(result)) {
- 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: */
- D3D_CALL(uploadBuffer, Unmap, 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;
- D3D_CALL(rendererData->commandList, CopyTextureRegion,
- &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 0;
- }
- static int D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect, const void *srcPixels,
- int srcPitch)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- 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) < 0) {
- return -1;
- }
- #if 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) < 0) {
- return -1;
- }
- /* 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) < 0) {
- return -1;
- }
- }
- if (textureData->nv12) {
- /* Skip to the correct offset into the next texture */
- srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch);
- if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState) < 0) {
- return -1;
- }
- }
- #endif /* SDL_HAVE_YUV */
- return 0;
- }
- #if SDL_HAVE_YUV
- static int 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->driverdata;
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- 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) < 0) {
- return -1;
- }
- if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch, &textureData->mainResourceStateU) < 0) {
- return -1;
- }
- if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV) < 0) {
- return -1;
- }
- return 0;
- }
- static int 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->driverdata;
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- 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) < 0) {
- return -1;
- }
- if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, UVplane, UVpitch, &textureData->mainResourceState) < 0) {
- return -1;
- }
- return 0;
- }
- #endif
- static int D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect, void **pixels, int *pitch)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- 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 == NULL) {
- return SDL_SetError("Texture is not currently available");
- }
- #if 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 SDL_OutOfMemory();
- }
- }
- textureData->lockedRect = *rect;
- *pixels =
- (void *)(textureData->pixels + rect->y * textureData->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = textureData->pitch;
- return 0;
- }
- #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 */
- D3D_CALL(rendererData->d3dDevice, GetCopyableFootprints,
- &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 = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
- &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 = D3D_CALL(textureData->stagingBuffer, Map,
- 0,
- NULL,
- (void **)&textureMemory);
- if (FAILED(result)) {
- 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 0;
- }
- static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- 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 == NULL) {
- return;
- }
- #if 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: */
- D3D_CALL(textureData->stagingBuffer, Unmap, 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;
- D3D_CALL(rendererData->commandList, CopyTextureRegion,
- &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);
- SAFE_RELEASE(textureData->stagingBuffer);
- }
- static void D3D12_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
- {
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- return;
- }
- textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- }
- static IDXGIResource *D3D12_GetTextureDXGIResource(SDL_Texture *texture)
- {
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- IDXGIResource *resource = NULL;
- HRESULT result;
- if (textureData == NULL || textureData->mainTexture == NULL) {
- SDL_SetError("Texture is not currently available");
- return NULL;
- }
- result = D3D_CALL(textureData->mainTexture, QueryInterface, D3D_GUID(SDL_IID_IDXGIResource), (void **)&resource);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("GetTextureDXGIResource"), result);
- return NULL;
- }
- return resource;
- }
- static int D3D12_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- D3D12_TextureData *textureData = NULL;
- if (texture == NULL) {
- 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 0;
- }
- textureData = (D3D12_TextureData *)texture->driverdata;
- 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 0;
- }
- static int D3D12_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
- {
- return 0; /* nothing to do in this backend. */
- }
- static int D3D12_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
- {
- VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
- int i;
- SDL_Color color;
- color.r = cmd->data.draw.r;
- color.g = cmd->data.draw.g;
- color.b = cmd->data.draw.b;
- color.a = cmd->data.draw.a;
- if (verts == NULL) {
- return -1;
- }
- cmd->data.draw.count = count;
- 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 0;
- }
- static int D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
- const float *xy, int xy_stride, const SDL_Color *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;
- VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
- if (verts == NULL) {
- return -1;
- }
- 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_Color *)((char *)color + j * color_stride);
- if (texture) {
- float *uv_ = (float *)((char *)uv + j * uv_stride);
- verts->tex.x = uv_[0];
- verts->tex.y = uv_[1];
- } else {
- verts->tex.x = 0.0f;
- verts->tex.y = 0.0f;
- }
- verts += 1;
- }
- return 0;
- }
- static int D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
- const void *vertexData, size_t dataSizeInBytes)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- 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 0; /* nothing to do. */
- }
- if (rendererData->issueBatch) {
- if (FAILED(D3D12_IssueBatch(rendererData))) {
- SDL_SetError("Failed to issue intermediate batch");
- return E_FAIL;
- }
- }
- /* 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 = D3D_CALL(vertexBuffer, Map, 0, &range, (void **)&vertexBufferData);
- if (FAILED(result)) {
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result);
- }
- SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes);
- D3D_CALL(vertexBuffer, Unmap, 0, NULL);
- rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes;
- D3D_CALL(rendererData->commandList, IASetVertexBuffers, 0, 1, &rendererData->vertexBuffers[vbidx].view);
- rendererData->currentVertexBuffer++;
- if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) {
- rendererData->currentVertexBuffer = 0;
- rendererData->issueBatch = SDL_TRUE;
- }
- return S_OK;
- }
- static int D3D12_UpdateViewport(SDL_Renderer *renderer)
- {
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- 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!\n", __FUNCTION__); */
- return -1;
- }
- /* 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}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); */
- D3D_CALL(data->commandList, RSSetViewports, 1, &d3dviewport);
- data->viewportDirty = SDL_FALSE;
- return 0;
- }
- static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader,
- 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->driverdata;
- const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
- D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = D3D12_GetCurrentRenderTargetView(renderer);
- const SDL_BlendMode blendMode = cmd->data.draw.blend;
- SDL_bool updateSubresource = SDL_FALSE;
- int i;
- D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource;
- DXGI_FORMAT rtvFormat = DXGI_FORMAT_B8G8R8A8_UNORM;
- if (rendererData->textureRenderTarget) {
- rtvFormat = rendererData->textureRenderTarget->mainTextureFormat;
- }
- /* See if we need to change the pipeline state */
- if (!rendererData->currentPipelineState ||
- rendererData->currentPipelineState->shader != shader ||
- rendererData->currentPipelineState->blendMode != blendMode ||
- rendererData->currentPipelineState->topology != topology ||
- rendererData->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.
- */
- rendererData->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) {
- rendererData->currentPipelineState = candidatePiplineState;
- break;
- }
- }
- /* If we didn't find a match, create a new one -- it must mean the blend mode is non-standard */
- if (!rendererData->currentPipelineState) {
- rendererData->currentPipelineState = D3D12_CreatePipelineState(renderer, shader, blendMode, topology, rtvFormat);
- }
- if (!rendererData->currentPipelineState) {
- return SDL_SetError("[direct3d12] Unable to create required pipeline state");
- }
- D3D_CALL(rendererData->commandList, SetPipelineState, rendererData->currentPipelineState->pipelineState);
- D3D_CALL(rendererData->commandList, SetGraphicsRootSignature,
- rendererData->rootSignatures[D3D12_GetRootSignatureType(rendererData->currentPipelineState->shader)]);
- /* When we change these we will need to re-upload the constant buffer and reset any descriptors */
- updateSubresource = SDL_TRUE;
- rendererData->currentSampler.ptr = 0;
- rendererData->currentShaderResource.ptr = 0;
- }
- if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) {
- D3D_CALL(rendererData->commandList, OMSetRenderTargets, 1, &renderTargetView, FALSE, NULL);
- rendererData->currentRenderTargetView = renderTargetView;
- }
- if (rendererData->viewportDirty) {
- if (D3D12_UpdateViewport(renderer) == 0) {
- /* vertexShaderConstantsData.projectionAndView has changed */
- updateSubresource = SDL_TRUE;
- }
- }
- if (rendererData->cliprectDirty) {
- D3D12_RECT scissorRect;
- if (D3D12_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE) != 0) {
- /* D3D12_GetViewportAlignedD3DRect will have set the SDL error */
- return -1;
- }
- D3D_CALL(rendererData->commandList, RSSetScissorRects, 1, &scissorRect);
- rendererData->cliprectDirty = SDL_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]);
- D3D_CALL(rendererData->commandList, SetGraphicsRootDescriptorTable, i + 1, 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 = 2;
- break;
- #if SDL_HAVE_YUV
- case SHADER_YUV_JPEG:
- case SHADER_YUV_BT601:
- case SHADER_YUV_BT709:
- tableIndex = 4;
- break;
- case SHADER_NV12_JPEG:
- case SHADER_NV12_BT601:
- case SHADER_NV12_BT709:
- case SHADER_NV21_JPEG:
- case SHADER_NV21_BT601:
- case SHADER_NV21_BT709:
- tableIndex = 3;
- break;
- #endif
- default:
- return SDL_SetError("[direct3d12] Trying to set a sampler for a shader which doesn't have one");
- break;
- }
- D3D_CALL(rendererData->commandList, SetGraphicsRootDescriptorTable, tableIndex, GPUHandle);
- rendererData->currentSampler = *sampler;
- }
- if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) {
- SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix));
- D3D_CALL(rendererData->commandList, SetGraphicsRoot32BitConstants,
- 0,
- 32,
- &rendererData->vertexShaderConstantsData,
- 0);
- }
- return 0;
- }
- static int 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->driverdata;
- D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
- D3D12_CPU_DESCRIPTOR_HANDLE *textureSampler;
- switch (textureData->scaleMode) {
- case D3D12_FILTER_MIN_MAG_MIP_POINT:
- textureSampler = &rendererData->nearestPixelSampler;
- break;
- case D3D12_FILTER_MIN_MAG_MIP_LINEAR:
- textureSampler = &rendererData->linearSampler;
- break;
- default:
- return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode);
- }
- #if SDL_HAVE_YUV
- if (textureData->yuv) {
- D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
- textureData->mainTextureResourceView,
- textureData->mainTextureResourceViewU,
- textureData->mainTextureResourceViewV
- };
- D3D12_Shader shader;
- switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
- case SDL_YUV_CONVERSION_JPEG:
- shader = SHADER_YUV_JPEG;
- break;
- case SDL_YUV_CONVERSION_BT601:
- shader = SHADER_YUV_BT601;
- break;
- case SDL_YUV_CONVERSION_BT709:
- shader = SHADER_YUV_BT709;
- break;
- default:
- return SDL_SetError("Unsupported YUV conversion mode");
- }
- /* 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, shader, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources,
- textureSampler, matrix);
- } else if (textureData->nv12) {
- D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
- textureData->mainTextureResourceView,
- textureData->mainTextureResourceViewNV,
- };
- D3D12_Shader shader;
- switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
- case SDL_YUV_CONVERSION_JPEG:
- shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG;
- break;
- case SDL_YUV_CONVERSION_BT601:
- shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601;
- break;
- case SDL_YUV_CONVERSION_BT709:
- shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709;
- break;
- default:
- return SDL_SetError("Unsupported YUV conversion mode");
- }
- /* 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, shader, 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, SHADER_RGB, 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->driverdata;
- D3D_CALL(rendererData->commandList, IASetPrimitiveTopology, primitiveTopology);
- D3D_CALL(rendererData->commandList, DrawInstanced, (UINT)vertexCount, 1, (UINT)vertexStart, 0);
- }
- static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
- {
- D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
- const int viewportRotation = D3D12_GetRotationForCurrentRenderTarget(renderer);
- if (rendererData->currentViewportRotation != viewportRotation) {
- rendererData->currentViewportRotation = viewportRotation;
- rendererData->viewportDirty = SDL_TRUE;
- }
- if (D3D12_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) {
- return -1;
- }
- 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 = SDL_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 = SDL_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 = SDL_TRUE;
- }
- break;
- }
- case SDL_RENDERCMD_CLEAR:
- {
- const float colorRGBA[] = {
- (cmd->data.color.r / 255.0f),
- (cmd->data.color.g / 255.0f),
- (cmd->data.color.b / 255.0f),
- (cmd->data.color.a / 255.0f)
- };
- D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer);
- D3D_CALL(rendererData->commandList, ClearRenderTargetView, rtvDescriptor, colorRGBA, 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(VertexPositionColor);
- D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, 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(VertexPositionColor);
- const VertexPositionColor *verts = (VertexPositionColor *)(((Uint8 *)vertices) + first);
- D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, 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(VertexPositionColor);
- if (texture) {
- D3D12_SetCopyState(renderer, cmd, NULL);
- } else {
- D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, 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 0;
- }
- static int D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
- Uint32 format, void *pixels, int pitch)
- {
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- ID3D12Resource *backBuffer = NULL;
- ID3D12Resource *readbackBuffer = NULL;
- HRESULT result;
- int status = -1;
- 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;
- 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 */
- D3D_CALL(data->d3dDevice, GetCopyableFootprints,
- &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 = D3D_CALL(data->d3dDevice, CreateCommittedResource,
- &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) != 0) {
- /* 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;
- if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) {
- bpp = 1;
- } else {
- bpp = 4;
- }
- 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;
- D3D_CALL(data->commandList, CopyTextureRegion,
- &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 = D3D_CALL(readbackBuffer, Map,
- 0,
- NULL,
- (void **)&textureMemory);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result);
- goto done;
- }
- /* Copy the data into the desired buffer, converting pixels to the
- * desired format at the same time:
- */
- status = SDL_ConvertPixels(
- rect->w, rect->h,
- D3D12_DXGIFormatToSDLPixelFormat(textureDesc.Format),
- textureMemory,
- pitchedDesc.RowPitch,
- format,
- pixels,
- pitch);
- /* Unmap the texture: */
- D3D_CALL(readbackBuffer, Unmap, 0, NULL);
- done:
- SAFE_RELEASE(readbackBuffer);
- return status;
- }
- static int D3D12_RenderPresent(SDL_Renderer *renderer)
- {
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- #if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
- UINT syncInterval;
- UINT presentFlags;
- #endif
- HRESULT result;
- /* 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 = D3D_CALL(data->commandList, Close);
- D3D_CALL(data->commandQueue, ExecuteCommandLists, 1, (ID3D12CommandList *const *)&data->commandList);
- #if defined(__XBOXONE__) || defined(__XBOXSERIES__)
- result = D3D12_XBOX_PresentFrame(data->commandQueue, data->frameToken, data->renderTargets[data->currentBackBufferIndex]);
- #else
- if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
- syncInterval = 1;
- presentFlags = 0;
- } else {
- syncInterval = 0;
- presentFlags = DXGI_PRESENT_ALLOW_TEARING;
- }
- /* The application may optionally specify "dirty" or "scroll"
- * rects to improve efficiency in certain scenarios.
- */
- result = D3D_CALL(data->swapChain, Present, syncInterval, 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) {
- D3D12_HandleDeviceLost(renderer);
- } else if (result == DXGI_ERROR_INVALID_CALL) {
- /* We probably went through a fullscreen <-> windowed transition */
- D3D12_CreateWindowSizeDependentResources(renderer);
- } else {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
- }
- return -1;
- } else {
- /* Wait for the GPU and move to the next frame */
- result = D3D_CALL(data->commandQueue, Signal, data->fence, data->fenceValue);
- if (D3D_CALL(data->fence, GetCompletedValue) < data->fenceValue) {
- result = D3D_CALL(data->fence, SetEventOnCompletion,
- data->fenceValue,
- data->fenceEvent);
- WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE);
- }
- data->fenceValue++;
- #if defined(__XBOXONE__) || defined(__XBOXSERIES__)
- data->currentBackBufferIndex++;
- data->currentBackBufferIndex %= SDL_D3D12_NUM_BUFFERS;
- #else
- data->currentBackBufferIndex = D3D_CALL(data->swapChain, GetCurrentBackBufferIndex);
- #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(__XBOXONE__) || defined(__XBOXSERIES__)
- D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken);
- #endif
- return 0;
- }
- }
- static int D3D12_SetVSync(SDL_Renderer *renderer, const int vsync)
- {
- if (vsync) {
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- } else {
- renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
- }
- return 0;
- }
- SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, Uint32 flags)
- {
- SDL_Renderer *renderer;
- D3D12_RenderData *data;
- renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer));
- if (renderer == NULL) {
- SDL_OutOfMemory();
- return NULL;
- }
- data = (D3D12_RenderData *)SDL_calloc(1, sizeof(*data));
- if (data == NULL) {
- SDL_free(renderer);
- SDL_OutOfMemory();
- return NULL;
- }
- data->identity = MatrixIdentity();
- renderer->WindowEvent = D3D12_WindowEvent;
- renderer->SupportsBlendMode = D3D12_SupportsBlendMode;
- renderer->CreateTexture = D3D12_CreateTexture;
- renderer->UpdateTexture = D3D12_UpdateTexture;
- #if 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->GetTextureDXGIResource = D3D12_GetTextureDXGIResource;
- renderer->SetRenderTarget = D3D12_SetRenderTarget;
- renderer->QueueSetViewport = D3D12_QueueSetViewport;
- renderer->QueueSetDrawColor = D3D12_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
- renderer->QueueDrawPoints = D3D12_QueueDrawPoints;
- renderer->QueueDrawLines = D3D12_QueueDrawPoints; /* lines and points queue vertices the same way. */
- renderer->QueueGeometry = D3D12_QueueGeometry;
- renderer->RunCommandQueue = D3D12_RunCommandQueue;
- renderer->RenderReadPixels = D3D12_RenderReadPixels;
- renderer->RenderPresent = D3D12_RenderPresent;
- renderer->DestroyTexture = D3D12_DestroyTexture;
- renderer->DestroyRenderer = D3D12_DestroyRenderer;
- renderer->info = D3D12_RenderDriver.info;
- renderer->info.flags = SDL_RENDERER_ACCELERATED;
- renderer->driverdata = data;
- if (flags & SDL_RENDERER_PRESENTVSYNC) {
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- }
- renderer->SetVSync = D3D12_SetVSync;
- /* 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))) {
- D3D12_DestroyRenderer(renderer);
- return NULL;
- }
- if (FAILED(D3D12_CreateWindowSizeDependentResources(renderer))) {
- D3D12_DestroyRenderer(renderer);
- return NULL;
- }
- return renderer;
- }
- SDL_RenderDriver D3D12_RenderDriver = {
- D3D12_CreateRenderer,
- {
- "direct3d12",
- (SDL_RENDERER_ACCELERATED |
- SDL_RENDERER_PRESENTVSYNC), /* flags. see SDL_RendererFlags */
- 6, /* num_texture_formats */
- { /* texture_formats */
- SDL_PIXELFORMAT_ARGB8888,
- SDL_PIXELFORMAT_XRGB8888,
- SDL_PIXELFORMAT_YV12,
- SDL_PIXELFORMAT_IYUV,
- SDL_PIXELFORMAT_NV12,
- SDL_PIXELFORMAT_NV21 },
- 16384, /* max_texture_width */
- 16384 /* max_texture_height */
- }
- };
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */
- #if defined(__WIN32__) || defined(__GDK__)
- #ifdef __cplusplus
- extern "C"
- #endif
- /* This function needs to always exist on Windows, for the Dynamic API. */
- ID3D12Device *
- SDL_RenderGetD3D12Device(SDL_Renderer *renderer)
- {
- ID3D12Device *device = NULL;
- #if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED)
- D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
- /* Make sure that this is a D3D renderer */
- if (renderer->DestroyRenderer != D3D12_DestroyRenderer) {
- SDL_SetError("Renderer is not a D3D12 renderer");
- return NULL;
- }
- device = (ID3D12Device *)data->d3dDevice;
- if (device) {
- D3D_CALL(device, AddRef);
- }
- #endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */
- return device;
- }
- #endif /* defined(__WIN32__) || defined(__GDK__) */
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