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internal/graphicsdriver/directx: initialize a device for Xbox
Updates #1162
This commit is contained in:
parent
59798d29f4
commit
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@ -19,12 +19,17 @@ import (
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"math"
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"reflect"
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"runtime"
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"sync"
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"syscall"
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"unsafe"
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"golang.org/x/sys/windows"
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)
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type (
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_BOOL int32
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)
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func boolToUintptr(v bool) uintptr {
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if v {
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return 1
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@ -49,6 +54,10 @@ const (
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_D3D12_MIN_DEPTH = 0.0
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_D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION = 16384
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_D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES = 0xffffffff
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_D3D12_SDK_VERSION = (_D3D12_SDK_VERSION_MAJOR << 16) | _D3D12_SDK_VERSION_MINOR
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_D3D12_SDK_VERSION_MAJOR = 2
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_D3D12_SDK_VERSION_MINOR = 4
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_D3D12XBOX_DEFAULT_SIZE_BYTES = 0xffffffff
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)
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type _D3D_FEATURE_LEVEL int32
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@ -471,6 +480,21 @@ const (
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_D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE _D3D12_TEXTURE_LAYOUT = 3
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)
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type _D3D12XBOX_CREATE_DEVICE_FLAGS int32
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type _D3D12XBOX_PROCESS_DEBUG_FLAGS int32
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const (
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_D3D12XBOX_PROCESS_DEBUG_FLAG_NONE _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x0
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_D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x00000001
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_D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED _D3D12XBOX_PROCESS_DEBUG_FLAGS = _D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG
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_D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x00100000
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_D3D12XBOX_PROCESS_DEBUG_FLAG_VALIDATED _D3D12XBOX_PROCESS_DEBUG_FLAGS = _D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG
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_D3D12XBOX_PROCESS_DEBUG_FLAG_NULL_GPU _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x00400000
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_D3D12XBOX_PROCESS_DEBUG_FLAG_ENABLE_COMMON_STATE_PROMOTION _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x01000000
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_D3D12XBOX_PROCESS_DEBUG_FLAG_ENHANCED_VALIDATION _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x02000000
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)
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type _DXGI_ALPHA_MODE uint32
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const (
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@ -537,8 +561,8 @@ var (
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)
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type _D3D12_BLEND_DESC struct {
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AlphaToCoverageEnable int32
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IndependentBlendEnable int32
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AlphaToCoverageEnable _BOOL
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IndependentBlendEnable _BOOL
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RenderTarget [8]_D3D12_RENDER_TARGET_BLEND_DESC
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}
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@ -584,10 +608,10 @@ type _D3D12_DEPTH_STENCIL_VIEW_DESC struct {
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}
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type _D3D12_DEPTH_STENCIL_DESC struct {
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DepthEnable int32
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DepthEnable _BOOL
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DepthWriteMask _D3D12_DEPTH_WRITE_MASK
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DepthFunc _D3D12_COMPARISON_FUNC
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StencilEnable int32
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StencilEnable _BOOL
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StencilReadMask uint8
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StencilWriteMask uint8
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FrontFace _D3D12_DEPTH_STENCILOP_DESC
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@ -680,13 +704,13 @@ type _D3D12_RANGE struct {
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type _D3D12_RASTERIZER_DESC struct {
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FillMode _D3D12_FILL_MODE
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CullMode _D3D12_CULL_MODE
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FrontCounterClockwise int32
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FrontCounterClockwise _BOOL
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DepthBias int32
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DepthBiasClamp float32
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SlopeScaledDepthBias float32
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DepthClipEnable int32
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MultisampleEnable int32
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AntialiasedLineEnable int32
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DepthClipEnable _BOOL
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MultisampleEnable _BOOL
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AntialiasedLineEnable _BOOL
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ForcedSampleCount uint32
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ConservativeRaster _D3D12_CONSERVATIVE_RASTERIZATION_MODE
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}
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@ -829,15 +853,52 @@ type _D3D12_VIEWPORT struct {
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MaxDepth float32
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}
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type _D3D12XBOX_CREATE_DEVICE_PARAMETERS struct {
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Version uint32
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ProcessDebugFlags _D3D12XBOX_PROCESS_DEBUG_FLAGS
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GraphicsCommandQueueRingSizeBytes uint32
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pOffchipTessellationBuffer _D3D12_GPU_VIRTUAL_ADDRESS
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GraphicsScratchMemorySizeBytes uint32
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ComputeScratchMemorySizeBytes uint32
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DisableGeometryShaderAllocations _BOOL
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DisableTessellationShaderAllocations _BOOL
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// These members are for Xbox Series.
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DisableDXR _BOOL
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DisableAutomaticDPBBBreakBatchEvents _BOOL
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pDXRStackBuffer _D3D12_GPU_VIRTUAL_ADDRESS
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DXRStackBufferOverrideSizeBytes uint32
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CreateDeviceFlags _D3D12XBOX_CREATE_DEVICE_FLAGS
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AutoHDRPaperWhiteLevelNits uint32
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DisableAutomaticCommandSegmentChaining _BOOL
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}
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var (
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d3d12 = windows.NewLazySystemDLL("d3d12.dll")
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d3dcompiler = windows.NewLazySystemDLL("d3dcompiler_47.dll")
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dxgi = windows.NewLazySystemDLL("dxgi.dll")
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d3d12xDLL *windows.LazyDLL
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d3d12xOnce sync.Once
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)
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func d3d12x() *windows.LazyDLL {
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d3d12xOnce.Do(func() {
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d3d12xDLL = windows.NewLazySystemDLL("d3d12_xs.dll")
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if d3d12xDLL.Load() != nil {
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d3d12xDLL = windows.NewLazySystemDLL("d3d12_x.dll")
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}
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})
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return d3d12xDLL
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}
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var (
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procD3D12CreateDevice = d3d12.NewProc("D3D12CreateDevice")
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procD3D12GetDebugInterface = d3d12.NewProc("D3D12GetDebugInterface")
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procD3D12SerializeRootSignature = d3d12.NewProc("D3D12SerializeRootSignature")
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procD3D12XboxCreateDevice = d3d12x().NewProc("D3D12XboxCreateDevice")
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procD3DCompile = d3dcompiler.NewProc("D3DCompile")
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procCreateDXGIFactory2 = dxgi.NewProc("CreateDXGIFactory2")
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@ -877,6 +938,14 @@ func _D3D12SerializeRootSignature(pRootSignature *_D3D12_ROOT_SIGNATURE_DESC, ve
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return blob, nil
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}
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func _D3D12XboxCreateDevice(pAdapter unsafe.Pointer, pParameters *_D3D12XBOX_CREATE_DEVICE_PARAMETERS, riid *windows.GUID, ppDevice *unsafe.Pointer) error {
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r, _, _ := procD3D12XboxCreateDevice.Call(uintptr(pAdapter), uintptr(unsafe.Pointer(pParameters)), uintptr(unsafe.Pointer(riid)), uintptr(unsafe.Pointer(ppDevice)))
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if windows.Handle(r) != windows.S_OK {
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return fmt.Errorf("directx: D3D12XboxCreateDevice failed: %w", windows.Errno(r))
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}
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return nil
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}
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func _D3DCompile(srcData []byte, sourceName string, pDefines []_D3D_SHADER_MACRO, pInclude unsafe.Pointer, entryPoint string, target string, flags1 uint32, flags2 uint32) (*_ID3DBlob, error) {
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// TODO: Define _ID3DInclude for pInclude, but is it possible in Go?
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@ -943,8 +1012,8 @@ type _D3D12_PLACED_SUBRESOURCE_FOOTPRINT struct {
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}
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type _D3D12_RENDER_TARGET_BLEND_DESC struct {
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BlendEnable int32
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LogicOpEnable int32
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BlendEnable _BOOL
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LogicOpEnable _BOOL
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SrcBlend _D3D12_BLEND
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DestBlend _D3D12_BLEND
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BlendOp _D3D12_BLEND_OP
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@ -999,7 +1068,7 @@ type _DXGI_SWAP_CHAIN_FULLSCREEN_DESC struct {
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RefreshRate _DXGI_RATIONAL
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ScanlineOrdering _DXGI_MODE_SCANLINE_ORDER
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Scaling _DXGI_MODE_SCALING
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Windowed int32
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Windowed _BOOL
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}
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type _DXGI_RATIONAL struct {
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@ -1016,7 +1085,7 @@ type _DXGI_SWAP_CHAIN_DESC1 struct {
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Width uint32
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Height uint32
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Format _DXGI_FORMAT
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Stereo int32
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Stereo _BOOL
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SampleDesc _DXGI_SAMPLE_DESC
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BufferUsage _DXGI_USAGE
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BufferCount uint32
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@ -27,14 +27,15 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
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)
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const frameCount = 2
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// isDirectXAvailable indicates whether DirectX is available or not.
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var (
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// isDirectXAvailable indicates whether DirectX is available or not.
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isDirectXAvailable bool
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isDirectXAvailableOnce sync.Once
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)
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@ -159,12 +160,26 @@ func (g *Graphics) initializeDevice() (ferr error) {
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for _, t := range strings.Split(os.Getenv("EBITEN_DIRECTX"), ",") {
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switch strings.TrimSpace(t) {
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case "warp":
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// TODO: Is WARP available on Xbox?
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useWARP = true
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case "debug":
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useDebugLayer = true
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}
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}
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if microsoftgdk.IsXbox() {
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if err := g.initializeDeviceXbox(useWARP, useDebugLayer); err != nil {
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return err
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}
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} else {
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if err := g.initializeDeviceDesktop(useWARP, useDebugLayer); err != nil {
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return err
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}
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}
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return nil
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}
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func (g *Graphics) initializeDeviceDesktop(useWARP bool, useDebugLayer bool) (ferr error) {
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if err := d3d12.Load(); err != nil {
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return err
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}
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@ -261,6 +276,27 @@ func (g *Graphics) initializeDevice() (ferr error) {
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return nil
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}
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func (g *Graphics) initializeDeviceXbox(useWARP bool, useDebugLayer bool) (ferr error) {
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if err := d3d12x().Load(); err != nil {
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return err
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}
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params := &_D3D12XBOX_CREATE_DEVICE_PARAMETERS{
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Version: _D3D12_SDK_VERSION, // TODO: Can we always use the same value?
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GraphicsCommandQueueRingSizeBytes: _D3D12XBOX_DEFAULT_SIZE_BYTES,
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GraphicsScratchMemorySizeBytes: _D3D12XBOX_DEFAULT_SIZE_BYTES,
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ComputeScratchMemorySizeBytes: _D3D12XBOX_DEFAULT_SIZE_BYTES,
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}
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if useDebugLayer {
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params.ProcessDebugFlags = _D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED
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}
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if err := _D3D12XboxCreateDevice(nil, params, &_IID_ID3D12Device, (*unsafe.Pointer)(unsafe.Pointer(&g.device))); err != nil {
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return err
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}
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return nil
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}
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func (g *Graphics) Initialize() (ferr error) {
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// Create an event for a fence.
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e, err := windows.CreateEvent(nil, 0, 0, nil)
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