// Copyright 2022 The Ebiten 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 ( "fmt" "math" "unsafe" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" ) var inputElementDescs = []_D3D12_INPUT_ELEMENT_DESC{ { SemanticName: &([]byte("POSITION\000"))[0], SemanticIndex: 0, Format: _DXGI_FORMAT_R32G32_FLOAT, InputSlot: 0, AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT, InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, { SemanticName: &([]byte("TEXCOORD\000"))[0], SemanticIndex: 0, Format: _DXGI_FORMAT_R32G32_FLOAT, InputSlot: 0, AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT, InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, { SemanticName: &([]byte("COLOR\000"))[0], SemanticIndex: 0, Format: _DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot: 0, AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT, InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, } const numDescriptorsPerFrame = 32 func blendFactorToBlend(f graphicsdriver.BlendFactor, alpha bool) _D3D12_BLEND { // D3D12_RENDER_TARGET_BLEND_DESC's *BlendAlpha members don't allow *_COLOR values. // See https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_render_target_blend_desc. switch f { case graphicsdriver.BlendFactorZero: return _D3D12_BLEND_ZERO case graphicsdriver.BlendFactorOne: return _D3D12_BLEND_ONE case graphicsdriver.BlendFactorSourceColor: if alpha { return _D3D12_BLEND_SRC_ALPHA } return _D3D12_BLEND_SRC_COLOR case graphicsdriver.BlendFactorOneMinusSourceColor: if alpha { return _D3D12_BLEND_INV_SRC_ALPHA } return _D3D12_BLEND_INV_SRC_COLOR case graphicsdriver.BlendFactorSourceAlpha: return _D3D12_BLEND_SRC_ALPHA case graphicsdriver.BlendFactorOneMinusSourceAlpha: return _D3D12_BLEND_INV_SRC_ALPHA case graphicsdriver.BlendFactorDestinationColor: if alpha { return _D3D12_BLEND_DEST_ALPHA } return _D3D12_BLEND_DEST_COLOR case graphicsdriver.BlendFactorOneMinusDestinationColor: if alpha { return _D3D12_BLEND_INV_DEST_ALPHA } return _D3D12_BLEND_INV_DEST_COLOR case graphicsdriver.BlendFactorDestinationAlpha: return _D3D12_BLEND_DEST_ALPHA case graphicsdriver.BlendFactorOneMinusDestinationAlpha: return _D3D12_BLEND_INV_DEST_ALPHA case graphicsdriver.BlendFactorSourceAlphaSaturated: return _D3D12_BLEND_SRC_ALPHA_SAT default: panic(fmt.Sprintf("directx: invalid blend factor: %d", f)) } } func blendOperationToBlendOp(o graphicsdriver.BlendOperation) _D3D12_BLEND_OP { switch o { case graphicsdriver.BlendOperationAdd: return _D3D12_BLEND_OP_ADD case graphicsdriver.BlendOperationSubtract: return _D3D12_BLEND_OP_SUBTRACT case graphicsdriver.BlendOperationReverseSubtract: return _D3D12_BLEND_OP_REV_SUBTRACT default: panic(fmt.Sprintf("directx: invalid blend operation: %d", o)) } } type pipelineStates struct { rootSignature *_ID3D12RootSignature shaderDescriptorHeap *_ID3D12DescriptorHeap shaderDescriptorSize uint32 samplerDescriptorHeap *_ID3D12DescriptorHeap constantBuffers [frameCount][]*_ID3D12Resource constantBufferMaps [frameCount][]uintptr } const numConstantBufferAndSourceTextures = 1 + graphics.ShaderImageCount func (p *pipelineStates) initialize(device *_ID3D12Device) (ferr error) { // Create a CBV/SRV/UAV descriptor heap. // 5n+0: constants // 5n+m (1<=4): textures shaderH, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{ Type: _D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, NumDescriptors: frameCount * numDescriptorsPerFrame * numConstantBufferAndSourceTextures, Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, NodeMask: 0, }) if err != nil { return err } p.shaderDescriptorHeap = shaderH defer func() { if ferr != nil { p.shaderDescriptorHeap.Release() p.shaderDescriptorHeap = nil } }() p.shaderDescriptorSize = device.GetDescriptorHandleIncrementSize(_D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) samplerH, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{ Type: _D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, NumDescriptors: 1, Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, NodeMask: 0, }) if err != nil { return err } p.samplerDescriptorHeap = samplerH h, err := p.samplerDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } device.CreateSampler(&_D3D12_SAMPLER_DESC{ Filter: _D3D12_FILTER_MIN_MAG_MIP_POINT, AddressU: _D3D12_TEXTURE_ADDRESS_MODE_WRAP, AddressV: _D3D12_TEXTURE_ADDRESS_MODE_WRAP, AddressW: _D3D12_TEXTURE_ADDRESS_MODE_WRAP, ComparisonFunc: _D3D12_COMPARISON_FUNC_NEVER, MinLOD: -math.MaxFloat32, MaxLOD: math.MaxFloat32, }, h) return nil } func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderImageCount]*image12, shader *Shader, dstRegions []graphicsdriver.DstRegion, uniforms []uint32, blend graphicsdriver.Blend, indexOffset int, evenOdd bool) error { idx := len(p.constantBuffers[frameIndex]) if idx >= numDescriptorsPerFrame { return fmt.Errorf("directx: too many constant buffers") } if cap(p.constantBuffers[frameIndex]) > idx { p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:idx+1] p.constantBufferMaps[frameIndex] = p.constantBufferMaps[frameIndex][:idx+1] } else { p.constantBuffers[frameIndex] = append(p.constantBuffers[frameIndex], nil) p.constantBufferMaps[frameIndex] = append(p.constantBufferMaps[frameIndex], 0) } const bufferSizeAlignment = 256 bufferSize := uint32(unsafe.Sizeof(uint32(0))) * uint32(len(uniforms)) if bufferSize > 0 { bufferSize = ((bufferSize-1)/bufferSizeAlignment + 1) * bufferSizeAlignment } cb := p.constantBuffers[frameIndex][idx] m := p.constantBufferMaps[frameIndex][idx] if cb != nil { if uint32(cb.GetDesc().Width) < bufferSize { p.constantBuffers[frameIndex][idx].Unmap(0, nil) p.constantBuffers[frameIndex][idx].Release() p.constantBuffers[frameIndex][idx] = nil p.constantBufferMaps[frameIndex][idx] = 0 cb = nil } } if cb == nil { var err error cb, err = createBuffer(device, uint64(bufferSize), _D3D12_HEAP_TYPE_UPLOAD) if err != nil { return err } p.constantBuffers[frameIndex][idx] = cb h, err := p.shaderDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } offset := int32(numConstantBufferAndSourceTextures * (frameIndex*numDescriptorsPerFrame + idx)) h.Offset(offset, p.shaderDescriptorSize) device.CreateConstantBufferView(&_D3D12_CONSTANT_BUFFER_VIEW_DESC{ BufferLocation: cb.GetGPUVirtualAddress(), SizeInBytes: bufferSize, }, h) m, err = cb.Map(0, &_D3D12_RANGE{0, 0}) if err != nil { return err } p.constantBufferMaps[frameIndex][idx] = m } if m == 0 { return fmt.Errorf("directx: ID3D12Resource::Map failed") } h, err := p.shaderDescriptorHeap.GetCPUDescriptorHandleForHeapStart() if err != nil { return err } offset := int32(numConstantBufferAndSourceTextures * (frameIndex*numDescriptorsPerFrame + idx)) h.Offset(offset, p.shaderDescriptorSize) for _, src := range srcs { h.Offset(1, p.shaderDescriptorSize) if src == nil { continue } device.CreateShaderResourceView(src.resource(), &_D3D12_SHADER_RESOURCE_VIEW_DESC{ Format: _DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension: _D3D12_SRV_DIMENSION_TEXTURE2D, Shader4ComponentMapping: _D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, Texture2D: _D3D12_TEX2D_SRV{ MipLevels: 1, // TODO: Can this be 0? }, }, h) } // Update the constant buffer. copy(unsafe.Slice((*uint32)(unsafe.Pointer(m)), len(uniforms)), uniforms) rs, err := p.ensureRootSignature(device) if err != nil { return err } commandList.SetGraphicsRootSignature(rs) commandList.SetDescriptorHeaps([]*_ID3D12DescriptorHeap{ p.shaderDescriptorHeap, p.samplerDescriptorHeap, }) // Match the indices with rootParams in graphicsPipelineState. gh, err := p.shaderDescriptorHeap.GetGPUDescriptorHandleForHeapStart() if err != nil { return err } gh.Offset(offset, p.shaderDescriptorSize) commandList.SetGraphicsRootDescriptorTable(0, gh) commandList.SetGraphicsRootDescriptorTable(1, gh) sh, err := p.samplerDescriptorHeap.GetGPUDescriptorHandleForHeapStart() if err != nil { return err } commandList.SetGraphicsRootDescriptorTable(2, sh) for _, dstRegion := range dstRegions { commandList.RSSetScissorRects([]_D3D12_RECT{ { left: int32(dstRegion.Region.X), top: int32(dstRegion.Region.Y), right: int32(dstRegion.Region.X + dstRegion.Region.Width), bottom: int32(dstRegion.Region.Y + dstRegion.Region.Height), }, }) if evenOdd { s, err := shader.pipelineState(blend, prepareStencil, screen) if err != nil { return err } commandList.SetPipelineState(s) commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0) s, err = shader.pipelineState(blend, drawWithStencil, screen) if err != nil { return err } commandList.SetPipelineState(s) commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0) } else { s, err := shader.pipelineState(blend, noStencil, screen) if err != nil { return err } commandList.SetPipelineState(s) commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0) } indexOffset += dstRegion.IndexCount } return nil } func (p *pipelineStates) ensureRootSignature(device *_ID3D12Device) (rootSignature *_ID3D12RootSignature, ferr error) { if p.rootSignature != nil { return p.rootSignature, nil } cbv := _D3D12_DESCRIPTOR_RANGE{ RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_CBV, // b0 NumDescriptors: 1, BaseShaderRegister: 0, RegisterSpace: 0, OffsetInDescriptorsFromTableStart: 0, } srv := _D3D12_DESCRIPTOR_RANGE{ RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SRV, // t0 NumDescriptors: graphics.ShaderImageCount, BaseShaderRegister: 0, RegisterSpace: 0, OffsetInDescriptorsFromTableStart: 1, } sampler := _D3D12_DESCRIPTOR_RANGE{ RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, // s0 NumDescriptors: 1, BaseShaderRegister: 0, RegisterSpace: 0, OffsetInDescriptorsFromTableStart: 0, } rootParams := [...]_D3D12_ROOT_PARAMETER{ { ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{ NumDescriptorRanges: 1, pDescriptorRanges: &cbv, }, ShaderVisibility: _D3D12_SHADER_VISIBILITY_ALL, }, { ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{ NumDescriptorRanges: 1, pDescriptorRanges: &srv, }, ShaderVisibility: _D3D12_SHADER_VISIBILITY_PIXEL, }, { ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{ NumDescriptorRanges: 1, pDescriptorRanges: &sampler, }, ShaderVisibility: _D3D12_SHADER_VISIBILITY_PIXEL, }, } // Create a root signature. sig, err := _D3D12SerializeRootSignature(&_D3D12_ROOT_SIGNATURE_DESC{ NumParameters: uint32(len(rootParams)), pParameters: &rootParams[0], NumStaticSamplers: 0, pStaticSamplers: nil, Flags: _D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, }, _D3D_ROOT_SIGNATURE_VERSION_1_0) if err != nil { return nil, err } defer sig.Release() rs, err := device.CreateRootSignature(0, sig.GetBufferPointer(), sig.GetBufferSize()) if err != nil { return nil, err } defer func() { if ferr != nil { rootSignature.Release() } }() p.rootSignature = rs return p.rootSignature, nil } func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3DBlob, blend graphicsdriver.Blend, stencilMode stencilMode, screen bool) (state *_ID3D12PipelineState, ferr error) { rootSignature, err := p.ensureRootSignature(device) if err != nil { return nil, err } defer func() { if ferr != nil { rootSignature.Release() } }() depthStencilDesc := _D3D12_DEPTH_STENCIL_DESC{ DepthEnable: 0, DepthWriteMask: _D3D12_DEPTH_WRITE_MASK_ALL, DepthFunc: _D3D12_COMPARISON_FUNC_LESS, StencilEnable: 0, StencilReadMask: _D3D12_DEFAULT_STENCIL_READ_MASK, StencilWriteMask: _D3D12_DEFAULT_STENCIL_WRITE_MASK, FrontFace: _D3D12_DEPTH_STENCILOP_DESC{ StencilFailOp: _D3D12_STENCIL_OP_KEEP, StencilDepthFailOp: _D3D12_STENCIL_OP_KEEP, StencilPassOp: _D3D12_STENCIL_OP_KEEP, StencilFunc: _D3D12_COMPARISON_FUNC_ALWAYS, }, BackFace: _D3D12_DEPTH_STENCILOP_DESC{ StencilFailOp: _D3D12_STENCIL_OP_KEEP, StencilDepthFailOp: _D3D12_STENCIL_OP_KEEP, StencilPassOp: _D3D12_STENCIL_OP_KEEP, StencilFunc: _D3D12_COMPARISON_FUNC_ALWAYS, }, } writeMask := uint8(_D3D12_COLOR_WRITE_ENABLE_ALL) switch stencilMode { case prepareStencil: depthStencilDesc.StencilEnable = 1 depthStencilDesc.FrontFace.StencilPassOp = _D3D12_STENCIL_OP_INVERT depthStencilDesc.BackFace.StencilPassOp = _D3D12_STENCIL_OP_INVERT writeMask = 0 case drawWithStencil: depthStencilDesc.StencilEnable = 1 depthStencilDesc.FrontFace.StencilFunc = _D3D12_COMPARISON_FUNC_NOT_EQUAL depthStencilDesc.BackFace.StencilFunc = _D3D12_COMPARISON_FUNC_NOT_EQUAL } rtvFormat := _DXGI_FORMAT_R8G8B8A8_UNORM if screen { rtvFormat = _DXGI_FORMAT_B8G8R8A8_UNORM } dsvFormat := _DXGI_FORMAT_UNKNOWN if stencilMode != noStencil { dsvFormat = _DXGI_FORMAT_D24_UNORM_S8_UINT } // Create a pipeline state. psoDesc := _D3D12_GRAPHICS_PIPELINE_STATE_DESC{ pRootSignature: rootSignature, VS: _D3D12_SHADER_BYTECODE{ pShaderBytecode: vsh.GetBufferPointer(), BytecodeLength: vsh.GetBufferSize(), }, PS: _D3D12_SHADER_BYTECODE{ pShaderBytecode: psh.GetBufferPointer(), BytecodeLength: psh.GetBufferSize(), }, BlendState: _D3D12_BLEND_DESC{ AlphaToCoverageEnable: 0, IndependentBlendEnable: 0, RenderTarget: [8]_D3D12_RENDER_TARGET_BLEND_DESC{ { BlendEnable: 1, LogicOpEnable: 0, SrcBlend: blendFactorToBlend(blend.BlendFactorSourceRGB, false), DestBlend: blendFactorToBlend(blend.BlendFactorDestinationRGB, false), BlendOp: blendOperationToBlendOp(blend.BlendOperationRGB), SrcBlendAlpha: blendFactorToBlend(blend.BlendFactorSourceAlpha, true), DestBlendAlpha: blendFactorToBlend(blend.BlendFactorDestinationAlpha, true), BlendOpAlpha: blendOperationToBlendOp(blend.BlendOperationAlpha), LogicOp: _D3D12_LOGIC_OP_NOOP, RenderTargetWriteMask: writeMask, }, }, }, SampleMask: math.MaxUint32, RasterizerState: _D3D12_RASTERIZER_DESC{ FillMode: _D3D12_FILL_MODE_SOLID, CullMode: _D3D12_CULL_MODE_NONE, FrontCounterClockwise: 0, DepthBias: _D3D12_DEFAULT_DEPTH_BIAS, DepthBiasClamp: _D3D12_DEFAULT_DEPTH_BIAS_CLAMP, SlopeScaledDepthBias: _D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS, DepthClipEnable: 0, MultisampleEnable: 0, AntialiasedLineEnable: 0, ForcedSampleCount: 0, ConservativeRaster: _D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF, }, DepthStencilState: depthStencilDesc, InputLayout: _D3D12_INPUT_LAYOUT_DESC{ pInputElementDescs: &inputElementDescs[0], NumElements: uint32(len(inputElementDescs)), }, PrimitiveTopologyType: _D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, NumRenderTargets: 1, RTVFormats: [8]_DXGI_FORMAT{ rtvFormat, }, DSVFormat: dsvFormat, SampleDesc: _DXGI_SAMPLE_DESC{ Count: 1, Quality: 0, }, } s, err := device.CreateGraphicsPipelineState(&psoDesc) if err != nil { return nil, err } return s, nil } func (p *pipelineStates) releaseConstantBuffers(frameIndex int) { for i := range p.constantBuffers[frameIndex] { p.constantBuffers[frameIndex][i].Unmap(0, nil) p.constantBuffers[frameIndex][i].Release() p.constantBuffers[frameIndex][i] = nil p.constantBufferMaps[frameIndex][i] = 0 } p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0] p.constantBufferMaps[frameIndex] = p.constantBufferMaps[frameIndex][:0] } func (p *pipelineStates) resetConstantBuffers(frameIndex int) { p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0] p.constantBufferMaps[frameIndex] = p.constantBufferMaps[frameIndex][:0] }