218 lines
7.0 KiB
C++
218 lines
7.0 KiB
C++
/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "d3d12_wgl_public.h"
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#include <Windows.h>
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#include <dxgi1_4.h>
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#include <directx/d3d12.h>
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#include <wrl.h>
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#include "util/u_memory.h"
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#include "util/u_inlines.h"
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#include "frontend/api.h"
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#include "frontend/winsys_handle.h"
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#include "stw_device.h"
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#include "stw_pixelformat.h"
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#include "stw_winsys.h"
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#include "d3d12/d3d12_format.h"
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#include "d3d12/d3d12_resource.h"
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#include "d3d12/d3d12_screen.h"
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using Microsoft::WRL::ComPtr;
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struct d3d12_wgl_framebuffer {
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struct stw_winsys_framebuffer base;
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struct d3d12_screen *screen;
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enum pipe_format pformat;
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HWND window;
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ComPtr<IDXGISwapChain3> swapchain;
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struct pipe_resource *buffers[2];
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};
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static struct d3d12_wgl_framebuffer *
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d3d12_wgl_framebuffer(struct stw_winsys_framebuffer *fb)
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{
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return (struct d3d12_wgl_framebuffer *)fb;
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}
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static void
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d3d12_wgl_framebuffer_destroy(struct stw_winsys_framebuffer *fb)
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{
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FREE(fb);
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}
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static void
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d3d12_wgl_framebuffer_resize(stw_winsys_framebuffer *fb,
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pipe_context *ctx,
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pipe_resource *templ)
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{
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struct d3d12_wgl_framebuffer *framebuffer = d3d12_wgl_framebuffer(fb);
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struct d3d12_screen *screen = framebuffer->screen;
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DXGI_SWAP_CHAIN_DESC1 desc = {};
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desc.BufferCount = 2;
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
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desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
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desc.Format = d3d12_get_format(templ->format);
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desc.Width = templ->width0;
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desc.Height = templ->height0;
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desc.SampleDesc.Count = 1;
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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framebuffer->pformat = templ->format;
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if (!framebuffer->swapchain) {
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ComPtr<IDXGISwapChain1> swapchain1;
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if (FAILED(screen->factory->CreateSwapChainForHwnd(
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screen->cmdqueue,
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framebuffer->window,
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&desc,
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nullptr,
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nullptr,
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&swapchain1))) {
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debug_printf("D3D12: failed to create swapchain");
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return;
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}
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swapchain1.As(&framebuffer->swapchain);
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screen->factory->MakeWindowAssociation(framebuffer->window,
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DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_PRINT_SCREEN);
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}
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else {
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struct pipe_fence_handle *fence = NULL;
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/* Ensure all resources are flushed */
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ctx->flush(ctx, &fence, PIPE_FLUSH_HINT_FINISH);
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if (fence) {
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ctx->screen->fence_finish(ctx->screen, ctx, fence, PIPE_TIMEOUT_INFINITE);
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ctx->screen->fence_reference(ctx->screen, &fence, NULL);
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}
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for (int i = 0; i < 2; ++i) {
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if (framebuffer->buffers[i]) {
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d3d12_resource_release(d3d12_resource(framebuffer->buffers[i]));
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pipe_resource_reference(&framebuffer->buffers[i], NULL);
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}
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}
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if (FAILED(framebuffer->swapchain->ResizeBuffers(2, desc.Width, desc.Height, desc.Format, desc.Flags))) {
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debug_printf("D3D12: failed to resize swapchain");
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}
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}
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}
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static boolean
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d3d12_wgl_framebuffer_present(stw_winsys_framebuffer *fb)
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{
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auto framebuffer = d3d12_wgl_framebuffer(fb);
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if (!framebuffer->swapchain) {
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debug_printf("D3D12: Cannot present; no swapchain");
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return false;
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}
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if (stw_dev->swap_interval < 1)
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return S_OK == framebuffer->swapchain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
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else
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return S_OK == framebuffer->swapchain->Present(stw_dev->swap_interval, 0);
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}
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static struct pipe_resource *
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d3d12_wgl_framebuffer_get_resource(struct stw_winsys_framebuffer *pframebuffer,
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st_attachment_type statt)
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{
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auto framebuffer = d3d12_wgl_framebuffer(pframebuffer);
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auto pscreen = &framebuffer->screen->base;
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if (!framebuffer->swapchain)
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return nullptr;
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UINT index = framebuffer->swapchain->GetCurrentBackBufferIndex();
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if (statt == ST_ATTACHMENT_FRONT_LEFT)
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index = !index;
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if (framebuffer->buffers[index]) {
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pipe_reference(NULL, &framebuffer->buffers[index]->reference);
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return framebuffer->buffers[index];
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}
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ID3D12Resource *res;
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framebuffer->swapchain->GetBuffer(index, IID_PPV_ARGS(&res));
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if (!res)
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return nullptr;
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struct winsys_handle handle;
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memset(&handle, 0, sizeof(handle));
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handle.type = WINSYS_HANDLE_TYPE_D3D12_RES;
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handle.com_obj = res;
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D3D12_RESOURCE_DESC res_desc = res->GetDesc();
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struct pipe_resource templ;
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memset(&templ, 0, sizeof(templ));
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templ.target = PIPE_TEXTURE_2D;
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templ.format = framebuffer->pformat;
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templ.width0 = res_desc.Width;
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templ.height0 = res_desc.Height;
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templ.depth0 = 1;
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templ.array_size = res_desc.DepthOrArraySize;
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templ.nr_samples = res_desc.SampleDesc.Count;
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templ.last_level = res_desc.MipLevels - 1;
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templ.bind = PIPE_BIND_DISPLAY_TARGET | PIPE_BIND_RENDER_TARGET;
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templ.usage = PIPE_USAGE_DEFAULT;
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templ.flags = 0;
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pipe_resource_reference(&framebuffer->buffers[index],
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pscreen->resource_from_handle(pscreen, &templ, &handle,
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PIPE_HANDLE_USAGE_FRAMEBUFFER_WRITE));
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return framebuffer->buffers[index];
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}
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struct stw_winsys_framebuffer *
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d3d12_wgl_create_framebuffer(struct pipe_screen *screen,
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HDC hDC,
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int iPixelFormat)
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{
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const struct stw_pixelformat_info *pfi =
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stw_pixelformat_get_info(iPixelFormat);
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if (!(pfi->pfd.dwFlags & PFD_DOUBLEBUFFER) ||
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(pfi->pfd.dwFlags & PFD_SUPPORT_GDI))
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return NULL;
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struct d3d12_wgl_framebuffer *fb = CALLOC_STRUCT(d3d12_wgl_framebuffer);
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if (!fb)
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return NULL;
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fb->window = WindowFromDC(hDC);
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fb->screen = d3d12_screen(screen);
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fb->base.destroy = d3d12_wgl_framebuffer_destroy;
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fb->base.resize = d3d12_wgl_framebuffer_resize;
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fb->base.present = d3d12_wgl_framebuffer_present;
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fb->base.get_resource = d3d12_wgl_framebuffer_get_resource;
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return &fb->base;
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}
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