// Copyright 2023 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. package directx import ( "errors" "fmt" "unsafe" "golang.org/x/sys/windows" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl" ) type resourceWithSize struct { value *_ID3D12Resource sizeInBytes uint32 } func (r *resourceWithSize) release() { r.value.Release() r.value = nil r.sizeInBytes = 0 } type graphics12 struct { debug *_ID3D12Debug device *_ID3D12Device commandQueue *_ID3D12CommandQueue rtvDescriptorHeap *_ID3D12DescriptorHeap rtvEmptyDescriptorHeap *_ID3D12DescriptorHeap rtvDescriptorSize uint32 renderTargets [frameCount]*_ID3D12Resource framePipelineToken _D3D12XBOX_FRAME_PIPELINE_TOKEN fence *_ID3D12Fence fenceValues [frameCount]uint64 fenceWaitEvent windows.Handle // drawCommandAllocators are command allocators for a 3D engine (DrawIndexedInstanced). // For the word 'engine', see https://docs.microsoft.com/en-us/windows/win32/direct3d12/user-mode-heap-synchronization. // The term 'draw' is used instead of '3D' in this package. drawCommandAllocators [frameCount]*_ID3D12CommandAllocator // copyCommandAllocators are command allocators for a copy engine (CopyTextureRegion). copyCommandAllocators [frameCount]*_ID3D12CommandAllocator // drawCommandList is a command list for a 3D engine (DrawIndexedInstanced). drawCommandList *_ID3D12GraphicsCommandList needFlushDrawCommandList bool // copyCommandList is a command list for a copy engine (CopyTextureRegion). copyCommandList *_ID3D12GraphicsCommandList needFlushCopyCommandList bool // drawCommandList and copyCommandList are exclusive: if one is not empty, the other must be empty. vertices [frameCount][]*resourceWithSize indices [frameCount][]*resourceWithSize graphicsInfra *graphicsInfra window windows.HWND frameIndex int prevBeginFrameIndex int // frameStarted is true since Begin until End with present frameStarted bool images map[graphicsdriver.ImageID]*image12 screenImage *image12 nextImageID graphicsdriver.ImageID disposedImages [frameCount][]*image12 shaders map[graphicsdriver.ShaderID]*shader12 nextShaderID graphicsdriver.ShaderID disposedShaders [frameCount][]*shader12 vsyncEnabled bool newScreenWidth int newScreenHeight int suspendingCh chan struct{} suspendedCh chan struct{} resumeCh chan struct{} pipelineStates } func newGraphics12(useWARP bool, useDebugLayer bool, featureLevel _D3D_FEATURE_LEVEL) (*graphics12, error) { g := &graphics12{} // Initialize not only a device but also other members like a fence. // Even if initializing a device succeeds, initializing a fence might fail (#2142). if microsoftgdk.IsXbox() { if err := g.initializeXbox(useWARP, useDebugLayer); err != nil { return nil, err } } else { if err := g.initializeDesktop(useWARP, useDebugLayer, featureLevel); err != nil { return nil, err } } return g, nil } func (g *graphics12) initializeDesktop(useWARP bool, useDebugLayer bool, featureLevel _D3D_FEATURE_LEVEL) (ferr error) { if err := d3d12.Load(); err != nil { return err } // As g's lifetime is the same as the process's lifetime, debug and other objects are never released // if this initialization succeeds. // The debug interface is optional and might not exist. if useDebugLayer { d, err := _D3D12GetDebugInterface() if err != nil { return err } g.debug = d defer func() { if ferr != nil { g.debug.Release() g.debug = nil } }() g.debug.EnableDebugLayer() } f, err := _CreateDXGIFactory() if err != nil { return err } gi, err := newGraphicsInfra(f) if err != nil { return err } g.graphicsInfra = gi defer func() { if ferr != nil { g.graphicsInfra.release() g.graphicsInfra = nil } }() adapters, err := g.graphicsInfra.appendAdapters(nil, useWARP) if err != nil { return err } defer func() { for _, a := range adapters { a.Release() } }() var adapter *_IDXGIAdapter1 if useWARP { if len(adapters) > 0 { adapter = adapters[0] } } else { for _, a := range adapters { desc, err := a.GetDesc1() if err != nil { continue } if desc.Flags&_DXGI_ADAPTER_FLAG_SOFTWARE != 0 { continue } // Test D3D12CreateDevice without creating an actual device. if _, err := _D3D12CreateDevice(unsafe.Pointer(a), featureLevel, &_IID_ID3D12Device, false); err != nil { continue } adapter = a break } } if adapter == nil { return errors.New("directx: DirectX 12 is not supported") } d, err := _D3D12CreateDevice(unsafe.Pointer(adapter), featureLevel, &_IID_ID3D12Device, true) if err != nil { return err } g.device = (*_ID3D12Device)(d) if err := g.initializeMembers(g.frameIndex); err != nil { return err } // GetCopyableFootprints might return an invalid value with Wine (#2114). // To check this early, call NewImage here. i, err := g.NewImage(1, 1) if err != nil { return err } i.Dispose() return nil } func (g *graphics12) initializeXbox(useWARP bool, useDebugLayer bool) (ferr error) { g = &graphics12{} if err := d3d12x.Load(); err != nil { return err } params := &_D3D12XBOX_CREATE_DEVICE_PARAMETERS{ Version: microsoftgdk.D3D12SDKVersion(), GraphicsCommandQueueRingSizeBytes: _D3D12XBOX_DEFAULT_SIZE_BYTES, GraphicsScratchMemorySizeBytes: _D3D12XBOX_DEFAULT_SIZE_BYTES, ComputeScratchMemorySizeBytes: _D3D12XBOX_DEFAULT_SIZE_BYTES, } if useDebugLayer { params.ProcessDebugFlags = _D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED } d, err := _D3D12XboxCreateDevice(nil, params, &_IID_ID3D12Device) if err != nil { return err } g.device = (*_ID3D12Device)(d) if err := g.initializeMembers(g.frameIndex); err != nil { return err } if err := g.registerFrameEventForXbox(); err != nil { return err } g.suspendingCh = make(chan struct{}) g.suspendedCh = make(chan struct{}) g.resumeCh = make(chan struct{}) if _, err := _RegisterAppStateChangeNotification(func(quiesced bool, context unsafe.Pointer) uintptr { if quiesced { g.suspendingCh <- struct{}{} // Confirm the suspension completed before the callback ends. <-g.suspendedCh } else { g.resumeCh <- struct{}{} } return 0 }, nil); err != nil { return err } return nil } func (g *graphics12) registerFrameEventForXbox() error { d, err := g.device.QueryInterface(&_IID_IDXGIDevice) if err != nil { return err } dxgiDevice := (*_IDXGIDevice)(d) defer dxgiDevice.Release() dxgiAdapter, err := dxgiDevice.GetAdapter() if err != nil { return err } defer dxgiAdapter.Release() dxgiOutput, err := dxgiAdapter.EnumOutputs(0) if err != nil { return err } defer dxgiOutput.Release() if err := g.device.SetFrameIntervalX(dxgiOutput, _D3D12XBOX_FRAME_INTERVAL_60_HZ, frameCount-1, _D3D12XBOX_FRAME_INTERVAL_FLAG_NONE); err != nil { return err } if err := g.device.ScheduleFrameEventX(_D3D12XBOX_FRAME_EVENT_ORIGIN, 0, nil, _D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE); err != nil { return err } return nil } func (g *graphics12) initializeMembers(frameIndex int) (ferr error) { // Create an event for a fence. e, err := windows.CreateEventEx(nil, nil, 0, windows.EVENT_MODIFY_STATE|windows.SYNCHRONIZE) if err != nil { return fmt.Errorf("directx: CreateEvent failed: %w", err) } g.fenceWaitEvent = e // Create a command queue. desc := _D3D12_COMMAND_QUEUE_DESC{ Type: _D3D12_COMMAND_LIST_TYPE_DIRECT, Flags: _D3D12_COMMAND_QUEUE_FLAG_NONE, } c, err := g.device.CreateCommandQueue(&desc) if err != nil { return err } g.commandQueue = c defer func() { if ferr != nil { g.commandQueue.Release() g.commandQueue = nil } }() // Create command allocators. for i := 0; i < frameCount; i++ { dca, err := g.device.CreateCommandAllocator(_D3D12_COMMAND_LIST_TYPE_DIRECT) if err != nil { return err } g.drawCommandAllocators[i] = dca defer func(i int) { if ferr != nil { g.drawCommandAllocators[i].Release() g.drawCommandAllocators[i] = nil } }(i) cca, err := g.device.CreateCommandAllocator(_D3D12_COMMAND_LIST_TYPE_DIRECT) if err != nil { return err } g.copyCommandAllocators[i] = cca defer func(i int) { if ferr != nil { g.copyCommandAllocators[i].Release() g.copyCommandAllocators[i] = nil } }(i) } // Create a frame fence. f, err := g.device.CreateFence(0, _D3D12_FENCE_FLAG_NONE) if err != nil { return err } g.fence = f defer func() { if ferr != nil { g.fence.Release() g.fence = nil } }() g.fenceValues[frameIndex]++ // Create command lists. dcl, err := g.device.CreateCommandList(0, _D3D12_COMMAND_LIST_TYPE_DIRECT, g.drawCommandAllocators[0], nil) if err != nil { return err } g.drawCommandList = dcl defer func() { if ferr != nil { g.drawCommandList.Release() g.drawCommandList = nil } }() ccl, err := g.device.CreateCommandList(0, _D3D12_COMMAND_LIST_TYPE_DIRECT, g.copyCommandAllocators[0], nil) if err != nil { return err } g.copyCommandList = ccl defer func() { if ferr != nil { g.copyCommandList.Release() g.copyCommandList = nil } }() // Close the command list once as this is immediately Reset at Begin. if err := g.drawCommandList.Close(); err != nil { return err } if err := g.copyCommandList.Close(); err != nil { return err } // Create a descriptor heap for RTV. h, err := g.device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{ Type: _D3D12_DESCRIPTOR_HEAP_TYPE_RTV, NumDescriptors: frameCount, Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE, NodeMask: 0, }) if err != nil { return err } g.rtvDescriptorHeap = h defer func() { if ferr != nil { g.rtvDescriptorHeap.Release() g.rtvDescriptorHeap = nil } }() // Create a descriptor heap for empty RTV in case of MRT with empty locations. h, err = g.device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{ Type: _D3D12_DESCRIPTOR_HEAP_TYPE_RTV, NumDescriptors: frameCount, Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE, NodeMask: 0, }) if err != nil { return err } g.rtvEmptyDescriptorHeap = h defer func() { if ferr != nil { g.rtvEmptyDescriptorHeap.Release() g.rtvEmptyDescriptorHeap = nil } }() hnd, err := g.rtvEmptyDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } // Create an empty render target for empty destinations at DrawTriangles g.device.CreateRenderTargetView(nil, &_D3D12_RENDER_TARGET_VIEW_DESC{ Format: _DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension: _D3D12_RTV_DIMENSION_TEXTURE2D, }, hnd) g.rtvDescriptorSize = g.device.GetDescriptorHandleIncrementSize(_D3D12_DESCRIPTOR_HEAP_TYPE_RTV) if err := g.pipelineStates.initialize(g.device); err != nil { return err } return nil } func (g *graphics12) Initialize() (err error) { // Initialization should already be done. return nil } func createBuffer(device *_ID3D12Device, bufferSize uint64, heapType _D3D12_HEAP_TYPE) (*_ID3D12Resource, error) { state := _D3D12_RESOURCE_STATE_GENERIC_READ() if heapType == _D3D12_HEAP_TYPE_READBACK { state = _D3D12_RESOURCE_STATE_COPY_DEST } r, err := device.CreateCommittedResource(&_D3D12_HEAP_PROPERTIES{ Type: heapType, CPUPageProperty: _D3D12_CPU_PAGE_PROPERTY_UNKNOWN, MemoryPoolPreference: _D3D12_MEMORY_POOL_UNKNOWN, CreationNodeMask: 1, VisibleNodeMask: 1, }, _D3D12_HEAP_FLAG_NONE, &_D3D12_RESOURCE_DESC{ Dimension: _D3D12_RESOURCE_DIMENSION_BUFFER, Alignment: 0, Width: bufferSize, Height: 1, DepthOrArraySize: 1, MipLevels: 1, Format: _DXGI_FORMAT_UNKNOWN, SampleDesc: _DXGI_SAMPLE_DESC{ Count: 1, Quality: 0, }, Layout: _D3D12_TEXTURE_LAYOUT_ROW_MAJOR, Flags: _D3D12_RESOURCE_FLAG_NONE, }, state, nil) if err != nil { return nil, err } return r, nil } func (g *graphics12) updateSwapChain(width, height int) error { if g.window == 0 { return errors.New("directx: the window handle is not initialized yet") } if microsoftgdk.IsXbox() { if err := g.initSwapChainXbox(width, height); err != nil { return err } return nil } if !g.graphicsInfra.isSwapChainInited() { if err := g.initSwapChainDesktop(width, height); err != nil { return err } return nil } g.newScreenWidth = width g.newScreenHeight = height return nil } func (g *graphics12) initSwapChainDesktop(width, height int) error { if err := g.graphicsInfra.initSwapChain(width, height, unsafe.Pointer(g.commandQueue), g.window); err != nil { return err } // TODO: Get the current buffer index? if err := g.createRenderTargetViewsDesktop(); err != nil { return err } idx, err := g.graphicsInfra.currentBackBufferIndex() if err != nil { return err } g.frameIndex = idx return nil } func (g *graphics12) initSwapChainXbox(width, height int) (ferr error) { h, err := g.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } for i := 0; i < frameCount; i++ { r, err := g.device.CreateCommittedResource(&_D3D12_HEAP_PROPERTIES{ Type: _D3D12_HEAP_TYPE_DEFAULT, CPUPageProperty: _D3D12_CPU_PAGE_PROPERTY_UNKNOWN, MemoryPoolPreference: _D3D12_MEMORY_POOL_UNKNOWN, CreationNodeMask: 1, VisibleNodeMask: 1, }, _D3D12_HEAP_FLAG_ALLOW_DISPLAY, &_D3D12_RESOURCE_DESC{ Dimension: _D3D12_RESOURCE_DIMENSION_TEXTURE2D, Alignment: 0, Width: uint64(width), Height: uint32(height), DepthOrArraySize: 1, MipLevels: 1, // Use a single mipmap level Format: _DXGI_FORMAT_B8G8R8A8_UNORM, SampleDesc: _DXGI_SAMPLE_DESC{ Count: 1, Quality: 0, }, Layout: _D3D12_TEXTURE_LAYOUT_UNKNOWN, Flags: _D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, }, _D3D12_RESOURCE_STATE_PRESENT, &_D3D12_CLEAR_VALUE{ Format: _DXGI_FORMAT_B8G8R8A8_UNORM, }) if err != nil { return err } g.renderTargets[i] = r defer func(i int) { if ferr != nil { g.renderTargets[i].Release() g.renderTargets[i] = nil } }(i) g.device.CreateRenderTargetView(r, &_D3D12_RENDER_TARGET_VIEW_DESC{ Format: _DXGI_FORMAT_B8G8R8A8_UNORM, ViewDimension: _D3D12_RTV_DIMENSION_TEXTURE2D, }, h) h.Offset(1, g.rtvDescriptorSize) } return nil } func (g *graphics12) resizeSwapChainDesktop(width, height int) error { // All resources must be released before ResizeBuffers. if err := g.waitForCommandQueue(); err != nil { return err } g.releaseResources(g.frameIndex) for i := 0; i < frameCount; i++ { g.fenceValues[i] = g.fenceValues[g.frameIndex] } for _, r := range g.renderTargets { r.Release() } if err := g.graphicsInfra.resizeSwapChain(width, height); err != nil { return err } if err := g.createRenderTargetViewsDesktop(); err != nil { return err } return nil } func (g *graphics12) createRenderTargetViewsDesktop() (ferr error) { // Create frame resources. h, err := g.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } for i := 0; i < frameCount; i++ { r, err := g.graphicsInfra.getBuffer(uint32(i), &_IID_ID3D12Resource) if err != nil { return err } g.renderTargets[i] = (*_ID3D12Resource)(r) defer func(i int) { if ferr != nil { g.renderTargets[i].Release() g.renderTargets[i] = nil } }(i) g.device.CreateRenderTargetView((*_ID3D12Resource)(r), nil, h) h.Offset(1, g.rtvDescriptorSize) } return nil } func (g *graphics12) SetWindow(window uintptr) { g.window = windows.HWND(window) // TODO: need to update the swap chain? } func (g *graphics12) Begin() error { if microsoftgdk.IsXbox() && !g.frameStarted { select { case <-g.suspendingCh: if err := g.commandQueue.SuspendX(0); err != nil { return err } g.suspendedCh <- struct{}{} <-g.resumeCh if err := g.commandQueue.ResumeX(); err != nil { return err } if err := g.registerFrameEventForXbox(); err != nil { return err } default: } g.framePipelineToken = _D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL if err := g.device.WaitFrameEventX(_D3D12XBOX_FRAME_EVENT_ORIGIN, windows.INFINITE, nil, _D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE, &g.framePipelineToken); err != nil { return err } } g.frameStarted = true if g.prevBeginFrameIndex != g.frameIndex { if err := g.drawCommandAllocators[g.frameIndex].Reset(); err != nil { return err } if err := g.copyCommandAllocators[g.frameIndex].Reset(); err != nil { return err } } g.prevBeginFrameIndex = g.frameIndex if err := g.drawCommandList.Reset(g.drawCommandAllocators[g.frameIndex], nil); err != nil { return err } if err := g.copyCommandList.Reset(g.copyCommandAllocators[g.frameIndex], nil); err != nil { return err } return nil } func (g *graphics12) End(present bool) error { // The swap chain might still be nil when Begin-End is invoked not by a frame (e.g., Image.At). // As copyCommandList and drawCommandList are exclusive, the order should not matter here. if err := g.flushCommandList(g.copyCommandList); err != nil { return err } if err := g.copyCommandList.Close(); err != nil { return err } // screenImage can be nil in tests. if present && g.screenImage != nil { if rb, ok := g.screenImage.transiteState(_D3D12_RESOURCE_STATE_PRESENT); ok { g.drawCommandList.ResourceBarrier([]_D3D12_RESOURCE_BARRIER_Transition{rb}) } } if err := g.drawCommandList.Close(); err != nil { return err } g.commandQueue.ExecuteCommandLists([]*_ID3D12GraphicsCommandList{g.drawCommandList}) // Release vertices and indices buffers when too many ones were created. // The threshold is an arbitrary number. // This is needed especially for testings, where present is always false. if len(g.vertices[g.frameIndex]) >= 16 { if err := g.waitForCommandQueue(); err != nil { return err } g.releaseResources(g.frameIndex) g.resetVerticesAndIndices(g.frameIndex, true) } g.pipelineStates.resetConstantBuffers(g.frameIndex) if present { if microsoftgdk.IsXbox() { if err := g.presentXbox(); err != nil { return err } } else { if err := g.presentDesktop(); err != nil { return err } } if g.newScreenWidth != 0 && g.newScreenHeight != 0 { if err := g.resizeSwapChainDesktop(g.newScreenWidth, g.newScreenHeight); err != nil { return err } g.screenImage.width = g.newScreenWidth g.screenImage.height = g.newScreenHeight g.newScreenWidth = 0 g.newScreenHeight = 0 } if err := g.moveToNextFrame(); err != nil { return err } g.releaseResources(g.frameIndex) g.resetVerticesAndIndices(g.frameIndex, false) g.frameStarted = false } return nil } func (g *graphics12) presentDesktop() error { return g.graphicsInfra.present(g.vsyncEnabled) } func (g *graphics12) presentXbox() error { return g.commandQueue.PresentX(1, &_D3D12XBOX_PRESENT_PLANE_PARAMETERS{ Token: g.framePipelineToken, ResourceCount: 1, ppResources: &g.renderTargets[g.frameIndex], }, nil) } func (g *graphics12) moveToNextFrame() error { fv := g.fenceValues[g.frameIndex] if err := g.commandQueue.Signal(g.fence, fv); err != nil { return err } // Update the frame index. if microsoftgdk.IsXbox() { g.frameIndex = (g.frameIndex + 1) % frameCount } else { idx, err := g.graphicsInfra.currentBackBufferIndex() if err != nil { return err } g.frameIndex = idx } if g.fence.GetCompletedValue() < g.fenceValues[g.frameIndex] { if err := g.fence.SetEventOnCompletion(g.fenceValues[g.frameIndex], g.fenceWaitEvent); err != nil { return err } if _, err := windows.WaitForSingleObject(g.fenceWaitEvent, windows.INFINITE); err != nil { return err } } g.fenceValues[g.frameIndex] = fv + 1 return nil } func (g *graphics12) releaseResources(frameIndex int) { for i, img := range g.disposedImages[frameIndex] { img.disposeImpl() g.disposedImages[frameIndex][i] = nil } g.disposedImages[frameIndex] = g.disposedImages[frameIndex][:0] for i, s := range g.disposedShaders[frameIndex] { s.disposeImpl() g.disposedShaders[frameIndex][i] = nil } g.disposedShaders[frameIndex] = g.disposedShaders[frameIndex][:0] } func (g *graphics12) resetVerticesAndIndices(frameIndex int, release bool) { if release { for i := range g.vertices[frameIndex] { g.vertices[frameIndex][i].release() g.vertices[frameIndex][i] = nil } } g.vertices[frameIndex] = g.vertices[frameIndex][:0] if release { for i := range g.indices[frameIndex] { g.indices[frameIndex][i].release() g.indices[frameIndex][i] = nil } } g.indices[frameIndex] = g.indices[frameIndex][:0] } // flushCommandList executes commands in the command list and waits for its completion. // // TODO: This is not efficient. Is it possible to make two command lists work in parallel? func (g *graphics12) flushCommandList(commandList *_ID3D12GraphicsCommandList) error { switch commandList { case g.drawCommandList: if !g.needFlushDrawCommandList { return nil } g.needFlushDrawCommandList = false case g.copyCommandList: if !g.needFlushCopyCommandList { return nil } g.needFlushCopyCommandList = false } if err := commandList.Close(); err != nil { return err } g.commandQueue.ExecuteCommandLists([]*_ID3D12GraphicsCommandList{commandList}) if err := g.waitForCommandQueue(); err != nil { return err } switch commandList { case g.drawCommandList: if err := g.drawCommandAllocators[g.frameIndex].Reset(); err != nil { return err } if err := commandList.Reset(g.drawCommandAllocators[g.frameIndex], nil); err != nil { return err } case g.copyCommandList: if err := g.copyCommandAllocators[g.frameIndex].Reset(); err != nil { return err } if err := commandList.Reset(g.copyCommandAllocators[g.frameIndex], nil); err != nil { return err } for _, img := range g.images { img.releaseUploadingStagingBuffers() } } return nil } func (g *graphics12) waitForCommandQueue() error { fv := g.fenceValues[g.frameIndex] if err := g.commandQueue.Signal(g.fence, fv); err != nil { return err } if err := g.fence.SetEventOnCompletion(fv, g.fenceWaitEvent); err != nil { return err } if _, err := windows.WaitForSingleObject(g.fenceWaitEvent, windows.INFINITE); err != nil { return err } g.fenceValues[g.frameIndex]++ return nil } func (g *graphics12) SetTransparent(transparent bool) { // TODO: Implement this? } func (g *graphics12) SetVertices(vertices []float32, indices []uint32) (ferr error) { // Create buffers if necessary. vidx := len(g.vertices[g.frameIndex]) if cap(g.vertices[g.frameIndex]) > vidx { g.vertices[g.frameIndex] = g.vertices[g.frameIndex][:vidx+1] } else { g.vertices[g.frameIndex] = append(g.vertices[g.frameIndex], nil) } vsize := pow2(uint32(len(vertices)) * uint32(unsafe.Sizeof(vertices[0]))) if g.vertices[g.frameIndex][vidx] != nil && g.vertices[g.frameIndex][vidx].sizeInBytes < vsize { g.vertices[g.frameIndex][vidx].release() g.vertices[g.frameIndex][vidx] = nil } if g.vertices[g.frameIndex][vidx] == nil { // TODO: Use the default heap for efficiently. See the official example HelloTriangle. vs, err := createBuffer(g.device, uint64(vsize), _D3D12_HEAP_TYPE_UPLOAD) if err != nil { return err } g.vertices[g.frameIndex][vidx] = &resourceWithSize{ value: vs, sizeInBytes: vsize, } defer func() { if ferr != nil { g.vertices[g.frameIndex][vidx].release() g.vertices[g.frameIndex][vidx] = nil } }() } iidx := len(g.indices[g.frameIndex]) if cap(g.indices[g.frameIndex]) > iidx { g.indices[g.frameIndex] = g.indices[g.frameIndex][:iidx+1] } else { g.indices[g.frameIndex] = append(g.indices[g.frameIndex], nil) } isize := pow2(uint32(len(indices)) * uint32(unsafe.Sizeof(indices[0]))) if g.indices[g.frameIndex][iidx] != nil && g.indices[g.frameIndex][iidx].sizeInBytes < isize { g.indices[g.frameIndex][iidx].release() g.indices[g.frameIndex][iidx] = nil } if g.indices[g.frameIndex][iidx] == nil { is, err := createBuffer(g.device, uint64(isize), _D3D12_HEAP_TYPE_UPLOAD) if err != nil { return err } g.indices[g.frameIndex][iidx] = &resourceWithSize{ value: is, sizeInBytes: isize, } defer func() { if ferr != nil { g.indices[g.frameIndex][iidx].release() g.indices[g.frameIndex][iidx] = nil } }() } m, err := g.vertices[g.frameIndex][vidx].value.Map(0, &_D3D12_RANGE{0, 0}) if err != nil { return err } copy(unsafe.Slice((*float32)(unsafe.Pointer(m)), len(vertices)), vertices) g.vertices[g.frameIndex][vidx].value.Unmap(0, nil) m, err = g.indices[g.frameIndex][iidx].value.Map(0, &_D3D12_RANGE{0, 0}) if err != nil { return err } copy(unsafe.Slice((*uint32)(unsafe.Pointer(m)), len(indices)), indices) g.indices[g.frameIndex][iidx].value.Unmap(0, nil) return nil } func (g *graphics12) NewImage(width, height int) (graphicsdriver.Image, error) { desc := _D3D12_RESOURCE_DESC{ Dimension: _D3D12_RESOURCE_DIMENSION_TEXTURE2D, Alignment: 0, Width: uint64(graphics.InternalImageSize(width)), Height: uint32(graphics.InternalImageSize(height)), DepthOrArraySize: 1, MipLevels: 0, Format: _DXGI_FORMAT_R8G8B8A8_UNORM, SampleDesc: _DXGI_SAMPLE_DESC{ Count: 1, Quality: 0, }, Layout: _D3D12_TEXTURE_LAYOUT_UNKNOWN, Flags: _D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, } state := _D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE t, err := g.device.CreateCommittedResource(&_D3D12_HEAP_PROPERTIES{ Type: _D3D12_HEAP_TYPE_DEFAULT, // Upload? CPUPageProperty: _D3D12_CPU_PAGE_PROPERTY_UNKNOWN, MemoryPoolPreference: _D3D12_MEMORY_POOL_UNKNOWN, CreationNodeMask: 1, VisibleNodeMask: 1, }, _D3D12_HEAP_FLAG_NONE, &desc, state, nil) if err != nil { return nil, err } i := &image12{ graphics: g, id: g.genNextImageID(), width: width, height: height, texture: t, states: [frameCount]_D3D12_RESOURCE_STATES{state}, } g.addImage(i) return i, nil } func (g *graphics12) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) { imageWidth := width imageHeight := height if g.screenImage != nil { imageWidth = g.screenImage.width imageHeight = g.screenImage.height g.screenImage.Dispose() g.screenImage = nil } if err := g.updateSwapChain(width, height); err != nil { return nil, err } i := &image12{ graphics: g, id: g.genNextImageID(), width: imageWidth, height: imageHeight, screen: true, states: [frameCount]_D3D12_RESOURCE_STATES{0, 0}, } g.addImage(i) g.screenImage = i return i, nil } func (g *graphics12) addImage(img *image12) { if g.images == nil { g.images = map[graphicsdriver.ImageID]*image12{} } if _, ok := g.images[img.id]; ok { panic(fmt.Sprintf("directx: image ID %d was already registered", img.id)) } g.images[img.id] = img } func (g *graphics12) removeImage(img *image12) { delete(g.images, img.id) g.disposedImages[g.frameIndex] = append(g.disposedImages[g.frameIndex], img) } func (g *graphics12) addShader(s *shader12) { if g.shaders == nil { g.shaders = map[graphicsdriver.ShaderID]*shader12{} } if _, ok := g.shaders[s.id]; ok { panic(fmt.Sprintf("directx: shader ID %d was already registered", s.id)) } g.shaders[s.id] = s } func (g *graphics12) removeShader(s *shader12) { delete(g.shaders, s.id) g.disposedShaders[g.frameIndex] = append(g.disposedShaders[g.frameIndex], s) } func (g *graphics12) SetVsyncEnabled(enabled bool) { g.vsyncEnabled = enabled } func (g *graphics12) NeedsClearingScreen() bool { // TODO: Confirm this is really true. return true } func (g *graphics12) MaxImageSize() int { return _D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION } func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) { vsh, psh, err := compileShader(program) if err != nil { return nil, err } s := &shader12{ graphics: g, id: g.genNextShaderID(), uniformTypes: program.Uniforms, uniformOffsets: hlsl.CalcUniformMemoryOffsets(program), vertexShader: vsh, pixelShader: psh, } g.addShader(s) return s, nil } func (g *graphics12) setAsRenderTargets(dsts []*image12, useStencil bool) error { var rtvs []_D3D12_CPU_DESCRIPTOR_HANDLE var dsv *_D3D12_CPU_DESCRIPTOR_HANDLE for i, img := range dsts { // Ignore a nil image in case of MRT if img == nil { _ = i rtv, err := g.rtvEmptyDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } rtv.Offset(int32(g.frameIndex), g.rtvDescriptorSize) rtvs = append(rtvs, rtv) continue } if img.screen { if useStencil { return fmt.Errorf("directx: stencils are not available on the screen framebuffer") } rtvBase, err := g.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } rtv := rtvBase rtv.Offset(int32(g.frameIndex), g.rtvDescriptorSize) rtvs = append(rtvs, rtv) continue } if err := img.ensureRenderTargetView(g.device); err != nil { return err } rtvBase, err := img.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } rtv := rtvBase rtvs = append(rtvs, rtv) if !useStencil { continue } if err := img.ensureDepthStencilView(g.device); err != nil { return err } if dsv != nil { continue } sv, err := img.dsvDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } dsv = &sv } if !useStencil { g.drawCommandList.OMSetRenderTargets(rtvs, false, nil) return nil } g.drawCommandList.OMSetStencilRef(0) g.drawCommandList.OMSetRenderTargets(rtvs, false, dsv) g.drawCommandList.ClearDepthStencilView(*dsv, _D3D12_CLEAR_FLAG_STENCIL, 0, 0, nil) return nil } func (g *graphics12) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error { if shaderID == graphicsdriver.InvalidShaderID { return fmt.Errorf("directx: shader ID is invalid") } if err := g.flushCommandList(g.copyCommandList); err != nil { return err } // Release constant buffers when too many ones will be created. numPipelines := 1 if fillRule != graphicsdriver.FillRuleFillAll { numPipelines = 2 } if len(g.pipelineStates.constantBuffers[g.frameIndex])+numPipelines > numDescriptorsPerFrame { if err := g.flushCommandList(g.drawCommandList); err != nil { return err } g.pipelineStates.releaseConstantBuffers(g.frameIndex) } var resourceBarriers []_D3D12_RESOURCE_BARRIER_Transition var dsts [graphics.ShaderDstImageCount]*image12 var vp _D3D12_VIEWPORT var targetCount int firstTarget := -1 for i, id := range dstIDs { img := g.images[id] if img == nil { continue } if firstTarget == -1 { firstTarget = i } dsts[i] = img w, h := img.internalSize() vp = _D3D12_VIEWPORT{ TopLeftX: 0, TopLeftY: 0, Width: float32(w), Height: float32(h), MinDepth: _D3D12_MIN_DEPTH, MaxDepth: _D3D12_MAX_DEPTH, } if rb, ok := img.transiteState(_D3D12_RESOURCE_STATE_RENDER_TARGET); ok { resourceBarriers = append(resourceBarriers, rb) } targetCount++ } var srcs [graphics.ShaderSrcImageCount]*image12 for i, srcID := range srcIDs { img := g.images[srcID] if img == nil { continue } srcs[i] = img if rb, ok := img.transiteState(_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ok { resourceBarriers = append(resourceBarriers, rb) } } if len(resourceBarriers) > 0 { g.drawCommandList.ResourceBarrier(resourceBarriers) } // If the number of targets is more than one, or if the only target is the first one, then // it is safe to assume that MRT is used. // Also, it only matters in order to specify empty targets/viewports when not all slots are // being filled, even though it's not a MRT scenario. usesMRT := targetCount > 1 || firstTarget > 0 if usesMRT { targetCount = graphics.ShaderDstImageCount } if err := g.setAsRenderTargets(dsts[:targetCount], fillRule != graphicsdriver.FillRuleFillAll); err != nil { return err } shader := g.shaders[shaderID] adjustedUniforms := adjustUniforms(shader.uniformTypes, shader.uniformOffsets, uniforms) g.needFlushDrawCommandList = true g.drawCommandList.RSSetViewports([]_D3D12_VIEWPORT{vp}) g.drawCommandList.IASetPrimitiveTopology(_D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST) g.drawCommandList.IASetVertexBuffers(0, []_D3D12_VERTEX_BUFFER_VIEW{ { BufferLocation: g.vertices[g.frameIndex][len(g.vertices[g.frameIndex])-1].value.GetGPUVirtualAddress(), SizeInBytes: g.vertices[g.frameIndex][len(g.vertices[g.frameIndex])-1].sizeInBytes, StrideInBytes: graphics.VertexFloatCount * uint32(unsafe.Sizeof(float32(0))), }, }) g.drawCommandList.IASetIndexBuffer(&_D3D12_INDEX_BUFFER_VIEW{ BufferLocation: g.indices[g.frameIndex][len(g.indices[g.frameIndex])-1].value.GetGPUVirtualAddress(), SizeInBytes: g.indices[g.frameIndex][len(g.indices[g.frameIndex])-1].sizeInBytes, Format: _DXGI_FORMAT_R32_UINT, }) if err := g.pipelineStates.drawTriangles(g.device, g.drawCommandList, g.frameIndex, !usesMRT && dsts[firstTarget].screen, srcs, shader, dstRegions, adjustedUniforms, blend, indexOffset, fillRule); err != nil { return err } return nil } func (g *graphics12) genNextImageID() graphicsdriver.ImageID { g.nextImageID++ return g.nextImageID } func (g *graphics12) genNextShaderID() graphicsdriver.ShaderID { g.nextShaderID++ return g.nextShaderID }