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internal/graphicsdriver/directx: call C++ side for some functions for Xbox
Updates #2084
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93
internal/graphicsdriver/directx/api_microsoftgdk_windows.go
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93
internal/graphicsdriver/directx/api_microsoftgdk_windows.go
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// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build microsoftgdk
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// +build microsoftgdk
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package directx
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// Some functions of ID3D12GraphicsCommandList has additional logics besides the original COM function call.
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// Then, instead of calling them by LazyProc.Call, we have to defer this call to the C++ side.
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// These functions are chosen based on the DirectX header file's implementation.
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//
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// These functions should be defined on the C++ side like this:
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//
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// extern "C" {
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// void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->IASetIndexBuffer(static_cast<D3D12_INDEX_BUFFER_VIEW*>(pView));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->IASetPrimitiveTopology(static_cast<D3D12_PRIMITIVE_TOPOLOGY>(primitiveTopology));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->IASetVertexBuffers(startSlot, numViews, static_cast<D3D12_VERTEX_BUFFER_VIEW*>(pViews));
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->OMSetStencilRef(stencilRef);
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->SetGraphicsRootDescriptorTable(rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE{ baseDescriptorPtr });
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// }
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// void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState) {
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// static_cast<ID3D12GraphicsCommandList*>(i)->SetPipelineState(static_cast<ID3D12PipelineState*>(pPipelineState));
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// }
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// }
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// #include <stdint.h>
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//
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// void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation);
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// void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView);
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// void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology);
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// void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews);
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// void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef);
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// void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr);
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// void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState);
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import "C"
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import (
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"unsafe"
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)
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func _ID3D12GraphicsCommandList_DrawIndexedInstanced(i *_ID3D12GraphicsCommandList, indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) {
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C.Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(unsafe.Pointer(i),
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C.uint32_t(indexCountPerInstance), C.uint32_t(instanceCount), C.uint32_t(startIndexLocation),
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C.int32_t(baseVertexLocation), C.uint32_t(startInstanceLocation))
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}
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func _ID3D12GraphicsCommandList_IASetIndexBuffer(i *_ID3D12GraphicsCommandList, pView *_D3D12_INDEX_BUFFER_VIEW) {
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C.Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(unsafe.Pointer(i), unsafe.Pointer(pView))
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}
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func _ID3D12GraphicsCommandList_IASetPrimitiveTopology(i *_ID3D12GraphicsCommandList, primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) {
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C.Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(unsafe.Pointer(i), C.int32_t(primitiveTopology))
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}
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func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
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C.Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(unsafe.Pointer(i), C.uint32_t(startSlot), C.uint32_t(numViews), unsafe.Pointer(pViews))
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}
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func _ID3D12GraphicsCommandList_OMSetStencilRef(i *_ID3D12GraphicsCommandList, stencilRef uint32) {
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C.Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(unsafe.Pointer(i), C.uint32_t(stencilRef))
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}
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func _ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i *_ID3D12GraphicsCommandList, rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) {
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C.Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(unsafe.Pointer(i), C.uint32_t(rootParameterIndex), C.uint64_t(baseDescriptor.ptr))
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}
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func _ID3D12GraphicsCommandList_SetPipelineState(i *_ID3D12GraphicsCommandList, pPipelineState *_ID3D12PipelineState) {
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C.Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(unsafe.Pointer(i), unsafe.Pointer(pPipelineState))
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}
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@ -0,0 +1,46 @@
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// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build !microsoftgdk
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// +build !microsoftgdk
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package directx
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func _ID3D12GraphicsCommandList_DrawIndexedInstanced(i *_ID3D12GraphicsCommandList, indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) {
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panic("not implemented")
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}
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func _ID3D12GraphicsCommandList_IASetIndexBuffer(i *_ID3D12GraphicsCommandList, pView *_D3D12_INDEX_BUFFER_VIEW) {
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panic("not implemented")
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}
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func _ID3D12GraphicsCommandList_IASetPrimitiveTopology(i *_ID3D12GraphicsCommandList, primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) {
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panic("not implemented")
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}
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func _ID3D12GraphicsCommandList_IASetVertexBuffers(i *_ID3D12GraphicsCommandList, startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
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panic("not implemented")
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}
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func _ID3D12GraphicsCommandList_OMSetStencilRef(i *_ID3D12GraphicsCommandList, stencilRef uint32) {
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panic("not implemented")
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}
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func _ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i *_ID3D12GraphicsCommandList, rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) {
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panic("not implemented")
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}
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func _ID3D12GraphicsCommandList_SetPipelineState(i *_ID3D12GraphicsCommandList, pPipelineState *_ID3D12PipelineState) {
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panic("not implemented")
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}
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@ -1782,22 +1782,38 @@ func (i *_ID3D12GraphicsCommandList) CopyTextureRegion_SubresourceIndex_PlacedFo
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}
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func (i *_ID3D12GraphicsCommandList) DrawIndexedInstanced(indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) {
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if microsoftgdk.IsXbox() {
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_ID3D12GraphicsCommandList_DrawIndexedInstanced(i, indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation)
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return
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}
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syscall.Syscall6(i.vtbl.DrawIndexedInstanced, 6, uintptr(unsafe.Pointer(i)),
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uintptr(indexCountPerInstance), uintptr(instanceCount), uintptr(startIndexLocation), uintptr(baseVertexLocation), uintptr(startInstanceLocation))
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}
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func (i *_ID3D12GraphicsCommandList) IASetIndexBuffer(pView *_D3D12_INDEX_BUFFER_VIEW) {
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if microsoftgdk.IsXbox() {
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_ID3D12GraphicsCommandList_IASetIndexBuffer(i, pView)
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return
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}
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syscall.Syscall(i.vtbl.IASetIndexBuffer, 2, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pView)), 0)
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runtime.KeepAlive(pView)
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}
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func (i *_ID3D12GraphicsCommandList) IASetPrimitiveTopology(primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) {
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if microsoftgdk.IsXbox() {
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_ID3D12GraphicsCommandList_IASetPrimitiveTopology(i, primitiveTopology)
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return
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}
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syscall.Syscall(i.vtbl.IASetPrimitiveTopology, 2, uintptr(unsafe.Pointer(i)),
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uintptr(primitiveTopology), 0)
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}
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func (i *_ID3D12GraphicsCommandList) IASetVertexBuffers(startSlot uint32, numViews uint32, pViews *_D3D12_VERTEX_BUFFER_VIEW) {
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if microsoftgdk.IsXbox() {
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_ID3D12GraphicsCommandList_IASetVertexBuffers(i, startSlot, numViews, pViews)
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return
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}
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syscall.Syscall6(i.vtbl.IASetVertexBuffers, 4, uintptr(unsafe.Pointer(i)),
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uintptr(startSlot), uintptr(numViews), uintptr(unsafe.Pointer(pViews)),
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0, 0)
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@ -1813,6 +1829,10 @@ func (i *_ID3D12GraphicsCommandList) OMSetRenderTargets(numRenderTargetDescripto
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}
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func (i *_ID3D12GraphicsCommandList) OMSetStencilRef(stencilRef uint32) {
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if microsoftgdk.IsXbox() {
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_ID3D12GraphicsCommandList_OMSetStencilRef(i, stencilRef)
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return
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}
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syscall.Syscall(i.vtbl.OMSetStencilRef, 2, uintptr(unsafe.Pointer(i)), uintptr(stencilRef), 0)
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}
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@ -1866,6 +1886,10 @@ func (i *_ID3D12GraphicsCommandList) SetDescriptorHeaps(ppDescriptorHeaps []*_ID
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}
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func (i *_ID3D12GraphicsCommandList) SetGraphicsRootDescriptorTable(rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) {
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if microsoftgdk.IsXbox() {
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_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i, rootParameterIndex, baseDescriptor)
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return
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}
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syscall.Syscall(i.vtbl.SetGraphicsRootDescriptorTable, 3, uintptr(unsafe.Pointer(i)),
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uintptr(rootParameterIndex), uintptr(baseDescriptor.ptr))
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}
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@ -1877,6 +1901,10 @@ func (i *_ID3D12GraphicsCommandList) SetGraphicsRootSignature(pRootSignature *_I
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}
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func (i *_ID3D12GraphicsCommandList) SetPipelineState(pPipelineState *_ID3D12PipelineState) {
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if microsoftgdk.IsXbox() {
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_ID3D12GraphicsCommandList_SetPipelineState(i, pPipelineState)
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return
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}
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syscall.Syscall(i.vtbl.SetPipelineState, 2, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pPipelineState)), 0)
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runtime.KeepAlive(pPipelineState)
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@ -1136,7 +1136,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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SizeInBytes: graphics.IndicesNum * graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
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StrideInBytes: graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
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})
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// TODO: Fix a flaky crash at this function IASetIndexBuffer on Xbox.
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g.drawCommandList.IASetIndexBuffer(&_D3D12_INDEX_BUFFER_VIEW{
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BufferLocation: g.indices[g.frameIndex][len(g.indices[g.frameIndex])-1].GetGPUVirtualAddress(),
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SizeInBytes: graphics.IndicesNum * uint32(unsafe.Sizeof(uint16(0))),
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@ -20,3 +20,24 @@
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__declspec(dllexport) __cdecl uint32_t XSystemGetDeviceType(void) {
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return 0;
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}
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__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_DrawIndexedInstanced(void* i, uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndexLocation, int32_t baseVertexLocation, uint32_t startInstanceLocation) {
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}
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__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_IASetIndexBuffer(void* i, void* pView) {
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}
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__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_IASetPrimitiveTopology(void* i, int32_t primitiveTopology) {
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}
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__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_IASetVertexBuffers(void* i, uint32_t startSlot, uint32_t numViews, void* pViews) {
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}
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__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_OMSetStencilRef(void* i, uint32_t stencilRef) {
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}
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__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(void* i, uint32_t rootParameterIndex, uint64_t baseDescriptorPtr) {
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}
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__declspec(dllexport) __cdecl void Ebitengine_ID3D12GraphicsCommandList_SetPipelineState(void* i, void* pPipelineState) {
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}
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