internal/graphicsdriver/directx: call C++ side for some functions for Xbox

Updates #2084
This commit is contained in:
Hajime Hoshi 2022-06-11 14:46:34 +09:00
parent 4a19d645b7
commit 08b52698c6
5 changed files with 188 additions and 1 deletions

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@ -0,0 +1,93 @@
// Copyright 2022 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build microsoftgdk
// +build microsoftgdk
package directx
// Some functions of ID3D12GraphicsCommandList has additional logics besides the original COM function call.
// Then, instead of calling them by LazyProc.Call, we have to defer this call to the C++ side.
// These functions are chosen based on the DirectX header file's implementation.
//
// These functions should be defined on the C++ side like this:
//
// extern "C" {
// void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation) {
// static_cast<ID3D12GraphicsCommandList*>(i)->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
// }
// void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView) {
// static_cast<ID3D12GraphicsCommandList*>(i)->IASetIndexBuffer(static_cast<D3D12_INDEX_BUFFER_VIEW*>(pView));
// }
// void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology) {
// static_cast<ID3D12GraphicsCommandList*>(i)->IASetPrimitiveTopology(static_cast<D3D12_PRIMITIVE_TOPOLOGY>(primitiveTopology));
// }
// void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews) {
// static_cast<ID3D12GraphicsCommandList*>(i)->IASetVertexBuffers(startSlot, numViews, static_cast<D3D12_VERTEX_BUFFER_VIEW*>(pViews));
// }
// void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef) {
// static_cast<ID3D12GraphicsCommandList*>(i)->OMSetStencilRef(stencilRef);
// }
// void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr) {
// static_cast<ID3D12GraphicsCommandList*>(i)->SetGraphicsRootDescriptorTable(rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE{ baseDescriptorPtr });
// }
// void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState) {
// static_cast<ID3D12GraphicsCommandList*>(i)->SetPipelineState(static_cast<ID3D12PipelineState*>(pPipelineState));
// }
// }
// #include <stdint.h>
//
// void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation);
// void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView);
// void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology);
// void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews);
// void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef);
// void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr);
// void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState);
import "C"
import (
"unsafe"
)
func _ID3D12GraphicsCommandList_DrawIndexedInstanced(i *_ID3D12GraphicsCommandList, indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) {
C.Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(unsafe.Pointer(i),
C.uint32_t(indexCountPerInstance), C.uint32_t(instanceCount), C.uint32_t(startIndexLocation),
C.int32_t(baseVertexLocation), C.uint32_t(startInstanceLocation))
}
func _ID3D12GraphicsCommandList_IASetIndexBuffer(i *_ID3D12GraphicsCommandList, pView *_D3D12_INDEX_BUFFER_VIEW) {
C.Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(unsafe.Pointer(i), unsafe.Pointer(pView))
}
func _ID3D12GraphicsCommandList_IASetPrimitiveTopology(i *_ID3D12GraphicsCommandList, primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) {
C.Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(unsafe.Pointer(i), C.int32_t(primitiveTopology))
}
func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
C.Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(unsafe.Pointer(i), C.uint32_t(startSlot), C.uint32_t(numViews), unsafe.Pointer(pViews))
}
func _ID3D12GraphicsCommandList_OMSetStencilRef(i *_ID3D12GraphicsCommandList, stencilRef uint32) {
C.Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(unsafe.Pointer(i), C.uint32_t(stencilRef))
}
func _ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i *_ID3D12GraphicsCommandList, rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) {
C.Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(unsafe.Pointer(i), C.uint32_t(rootParameterIndex), C.uint64_t(baseDescriptor.ptr))
}
func _ID3D12GraphicsCommandList_SetPipelineState(i *_ID3D12GraphicsCommandList, pPipelineState *_ID3D12PipelineState) {
C.Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(unsafe.Pointer(i), unsafe.Pointer(pPipelineState))
}

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@ -0,0 +1,46 @@
// Copyright 2022 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !microsoftgdk
// +build !microsoftgdk
package directx
func _ID3D12GraphicsCommandList_DrawIndexedInstanced(i *_ID3D12GraphicsCommandList, indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) {
panic("not implemented")
}
func _ID3D12GraphicsCommandList_IASetIndexBuffer(i *_ID3D12GraphicsCommandList, pView *_D3D12_INDEX_BUFFER_VIEW) {
panic("not implemented")
}
func _ID3D12GraphicsCommandList_IASetPrimitiveTopology(i *_ID3D12GraphicsCommandList, primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) {
panic("not implemented")
}
func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
panic("not implemented")
}
func _ID3D12GraphicsCommandList_OMSetStencilRef(i *_ID3D12GraphicsCommandList, stencilRef uint32) {
panic("not implemented")
}
func _ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i *_ID3D12GraphicsCommandList, rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) {
panic("not implemented")
}
func _ID3D12GraphicsCommandList_SetPipelineState(i *_ID3D12GraphicsCommandList, pPipelineState *_ID3D12PipelineState) {
panic("not implemented")
}

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@ -1782,22 +1782,38 @@ func (i *_ID3D12GraphicsCommandList) CopyTextureRegion_SubresourceIndex_PlacedFo
}
func (i *_ID3D12GraphicsCommandList) DrawIndexedInstanced(indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_DrawIndexedInstanced(i, indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation)
return
}
syscall.Syscall6(i.vtbl.DrawIndexedInstanced, 6, uintptr(unsafe.Pointer(i)),
uintptr(indexCountPerInstance), uintptr(instanceCount), uintptr(startIndexLocation), uintptr(baseVertexLocation), uintptr(startInstanceLocation))
}
func (i *_ID3D12GraphicsCommandList) IASetIndexBuffer(pView *_D3D12_INDEX_BUFFER_VIEW) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_IASetIndexBuffer(i, pView)
return
}
syscall.Syscall(i.vtbl.IASetIndexBuffer, 2, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pView)), 0)
runtime.KeepAlive(pView)
}
func (i *_ID3D12GraphicsCommandList) IASetPrimitiveTopology(primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_IASetPrimitiveTopology(i, primitiveTopology)
return
}
syscall.Syscall(i.vtbl.IASetPrimitiveTopology, 2, uintptr(unsafe.Pointer(i)),
uintptr(primitiveTopology), 0)
}
func (i *_ID3D12GraphicsCommandList) IASetVertexBuffers(startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_IASetVertexBuffers(i, startSlot, numViews, pViews)
return
}
syscall.Syscall6(i.vtbl.IASetVertexBuffers, 4, uintptr(unsafe.Pointer(i)),
uintptr(startSlot), uintptr(numViews), uintptr(unsafe.Pointer(pViews)),
0, 0)
@ -1813,6 +1829,10 @@ func (i *_ID3D12GraphicsCommandList) OMSetRenderTargets(numRenderTargetDescripto
}
func (i *_ID3D12GraphicsCommandList) OMSetStencilRef(stencilRef uint32) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_OMSetStencilRef(i, stencilRef)
return
}
syscall.Syscall(i.vtbl.OMSetStencilRef, 2, uintptr(unsafe.Pointer(i)), uintptr(stencilRef), 0)
}
@ -1866,6 +1886,10 @@ func (i *_ID3D12GraphicsCommandList) SetDescriptorHeaps(ppDescriptorHeaps []*_ID
}
func (i *_ID3D12GraphicsCommandList) SetGraphicsRootDescriptorTable(rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i, rootParameterIndex, baseDescriptor)
return
}
syscall.Syscall(i.vtbl.SetGraphicsRootDescriptorTable, 3, uintptr(unsafe.Pointer(i)),
uintptr(rootParameterIndex), uintptr(baseDescriptor.ptr))
}
@ -1877,6 +1901,10 @@ func (i *_ID3D12GraphicsCommandList) SetGraphicsRootSignature(pRootSignature *_I
}
func (i *_ID3D12GraphicsCommandList) SetPipelineState(pPipelineState *_ID3D12PipelineState) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_SetPipelineState(i, pPipelineState)
return
}
syscall.Syscall(i.vtbl.SetPipelineState, 2, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pPipelineState)), 0)
runtime.KeepAlive(pPipelineState)

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@ -1136,7 +1136,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
SizeInBytes: graphics.IndicesNum * graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
StrideInBytes: graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
})
// TODO: Fix a flaky crash at this function IASetIndexBuffer on Xbox.
g.drawCommandList.IASetIndexBuffer(&_D3D12_INDEX_BUFFER_VIEW{
BufferLocation: g.indices[g.frameIndex][len(g.indices[g.frameIndex])-1].GetGPUVirtualAddress(),
SizeInBytes: graphics.IndicesNum * uint32(unsafe.Sizeof(uint16(0))),

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@ -20,3 +20,24 @@
__declspec(dllexport) __cdecl uint32_t XSystemGetDeviceType(void) {
return 0;
}
__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation) {
}
__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView) {
}
__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology) {
}
__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews) {
}
__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef) {
}
__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr) {
}
__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState) {
}