ebiten/internal/graphicsdriver/directx/graphics_windows.go
Hajime Hoshi 78d3e4273b internal/graphicsdriver/directx: remove tearing
This is basically a revert of 0035ba0bd1.
I couldn't confirm that allowing tearing improved FPS. Rather, this
has a potential risk to cause an error at Present of the swap chain due
to an inconsistent argument, though I have not confirmed an actual issue.

Now the DirectX 11 driver was introduced, the situation has changed.

Updates #2034
Updates #2188
2023-04-09 14:47:51 +09:00

353 lines
8.6 KiB
Go

// 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 (
"errors"
"fmt"
"math"
"os"
"runtime"
"strconv"
"strings"
"time"
"unsafe"
"golang.org/x/sys/windows"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
"github.com/hajimehoshi/ebiten/v2/internal/winver"
)
type stencilMode int
const (
prepareStencil stencilMode = iota
drawWithStencil
noStencil
)
const frameCount = 2
func pow2(x uint32) uint32 {
if x > (math.MaxUint32+1)/2 {
return math.MaxUint32
}
var p2 uint32 = 1
for p2 < x {
p2 *= 2
}
return p2
}
func parseFeatureLevel(str string) (_D3D_FEATURE_LEVEL, bool) {
switch str {
case "11_0":
return _D3D_FEATURE_LEVEL_11_0, true
case "11_1":
return _D3D_FEATURE_LEVEL_11_1, true
case "12_0":
return _D3D_FEATURE_LEVEL_12_0, true
case "12_1":
return _D3D_FEATURE_LEVEL_12_1, true
case "12_2":
return _D3D_FEATURE_LEVEL_12_2, true
default:
return 0, false
}
}
// NewGraphics creates an implementation of graphicsdriver.Graphics for DirectX.
// The returned graphics value is nil iff the error is not nil.
func NewGraphics() (graphicsdriver.Graphics, error) {
if !isD3DCompilerDLLAvailable() {
return nil, fmt.Errorf("directx: d3dcompiler_*.dll is missing in this environment")
}
var useWARP bool
var useDebugLayer bool
version := 11
// Specify the feature level 11 by default.
// Some old cards don't work well with the default feature level (#2447, #2486).
featureLevel := _D3D_FEATURE_LEVEL_11_0
// Parse a special environment variable for backward compatibility.
if env := os.Getenv("EBITENGINE_DIRECTX_FEATURE_LEVEL"); env != "" {
if fl, ok := parseFeatureLevel(env); ok {
featureLevel = fl
}
}
env := os.Getenv("EBITENGINE_DIRECTX")
if env == "" {
// For backward compatibility, read the EBITEN_ version.
env = os.Getenv("EBITEN_DIRECTX")
}
for _, t := range strings.Split(env, ",") {
t := strings.TrimSpace(t)
switch {
case t == "warp":
// TODO: Is WARP available on Xbox?
useWARP = true
case t == "debug":
useDebugLayer = true
case strings.HasPrefix(t, "version="):
v, err := strconv.Atoi(t[len("version="):])
if err != nil {
continue
}
version = v
case strings.HasPrefix(t, "featurelevel="):
fl, ok := parseFeatureLevel(t[len("featurelevel="):])
if !ok {
continue
}
featureLevel = fl
}
}
// On Xbox, only DirectX 12 is available.
if microsoftgdk.IsXbox() {
version = 12
}
switch version {
case 11:
g, err := newGraphics11(useWARP, useDebugLayer)
if err != nil {
return nil, err
}
return g, nil
case 12:
g, err := newGraphics12(useWARP, useDebugLayer, featureLevel)
if err != nil {
return nil, err
}
return g, nil
default:
panic(fmt.Sprintf("directx: unexpected DirectX version: %d", version))
}
}
type graphicsInfra struct {
factory *_IDXGIFactory
swapChain *_IDXGISwapChain
swapChain4 *_IDXGISwapChain4
// occluded reports whether the screen is invisible or not.
occluded bool
// lastTime is the last time for rendering.
lastTime time.Time
bufferCount int
}
func newGraphicsInfra() (*graphicsInfra, error) {
f, err := _CreateDXGIFactory()
if err != nil {
return nil, err
}
g := &graphicsInfra{
factory: f,
}
runtime.SetFinalizer(g, (*graphicsInfra).release)
return g, nil
}
func (g *graphicsInfra) release() {
if g.factory != nil {
g.factory.Release()
g.factory = nil
}
if g.swapChain != nil {
g.swapChain.Release()
g.swapChain = nil
}
if g.swapChain4 != nil {
g.swapChain4.Release()
g.swapChain4 = nil
}
}
// appendAdapters appends found adapters to the given adapters.
// Releasing them is the caller's responsibility.
//
// warpForDX12 is valid only for DirectX 12.
func (g *graphicsInfra) appendAdapters(adapters []*_IDXGIAdapter1, warpForDX12 bool) ([]*_IDXGIAdapter1, error) {
f, err := g.factory.QueryInterface(&_IID_IDXGIFactory4)
if err != nil {
return nil, err
}
if f == nil {
return nil, fmt.Errorf("directx: IID_IDXGIFactory4 was not available")
}
factory4 := (*_IDXGIFactory4)(f)
defer factory4.Release()
if warpForDX12 {
a, err := factory4.EnumWarpAdapter()
if err != nil {
return nil, err
}
adapters = append(adapters, a)
return adapters, nil
}
for i := uint32(0); ; i++ {
a, err := factory4.EnumAdapters1(i)
if errors.Is(err, _DXGI_ERROR_NOT_FOUND) {
break
}
if err != nil {
return nil, err
}
adapters = append(adapters, a)
}
return adapters, nil
}
func (g *graphicsInfra) isSwapChainInited() bool {
return g.swapChain != nil
}
func (g *graphicsInfra) initSwapChain(width, height int, device unsafe.Pointer, window windows.HWND) (ferr error) {
if g.swapChain != nil {
return fmt.Errorf("directx: swap chain must not be initialized at initSwapChain, but is already done")
}
// Create a swap chain.
//
// DXGI_ALPHA_MODE_PREMULTIPLIED doesn't work with a HWND well.
//
// IDXGIFactory::CreateSwapChain: Alpha blended swapchains must be created with CreateSwapChainForComposition,
// or CreateSwapChainForCoreWindow with the DXGI_SWAP_CHAIN_FLAG_FOREGROUND_LAYER flag
//
// Use *_SEQUENTIAL swap effects to follow the Mozilla way:
// https://github.com/mozilla/gecko-dev/blob/0907529ff72c456ddb47839f5f7ba16291f28dce/gfx/layers/d3d11/CompositorD3D11.cpp#L167-L254
desc := &_DXGI_SWAP_CHAIN_DESC{
BufferDesc: _DXGI_MODE_DESC{
Width: uint32(width),
Height: uint32(height),
Format: _DXGI_FORMAT_B8G8R8A8_UNORM,
},
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
BufferUsage: _DXGI_USAGE_RENDER_TARGET_OUTPUT,
BufferCount: frameCount,
OutputWindow: window,
Windowed: 1,
SwapEffect: _DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
}
// DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL/DISCARD are not supported for older Windows than 10 or DirectX 12.
// https://learn.microsoft.com/en-us/windows/win32/api/dxgi/ne-dxgi-dxgi_swap_effect
if !winver.IsWindows10OrGreater() {
desc.SwapEffect = _DXGI_SWAP_EFFECT_SEQUENTIAL
desc.BufferCount = 1
}
g.bufferCount = int(desc.BufferCount)
s, err := g.factory.CreateSwapChain(device, desc)
if err != nil {
return err
}
g.swapChain = s
defer func() {
if ferr != nil {
g.release()
}
}()
if s4, err := g.swapChain.QueryInterface(&_IID_IDXGISwapChain4); err == nil && s4 != nil {
g.swapChain4 = (*_IDXGISwapChain4)(s4)
}
// MakeWindowAssociation should be called after swap chain creation.
// https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgifactory-makewindowassociation
if err := g.factory.MakeWindowAssociation(window, _DXGI_MWA_NO_WINDOW_CHANGES|_DXGI_MWA_NO_ALT_ENTER); err != nil {
return err
}
return nil
}
func (g *graphicsInfra) resizeSwapChain(width, height int) error {
if g.swapChain == nil {
return fmt.Errorf("directx: swap chain must be initialized at resizeSwapChain, but is not")
}
if err := g.swapChain.ResizeBuffers(uint32(g.bufferCount), uint32(width), uint32(height), _DXGI_FORMAT_B8G8R8A8_UNORM, 0); err != nil {
return err
}
return nil
}
func (g *graphicsInfra) currentBackBufferIndex() (int, error) {
if g.swapChain4 == nil {
return 0, fmt.Errorf("directx: IDXGISwapChain4 is not available")
}
return int(g.swapChain4.GetCurrentBackBufferIndex()), nil
}
func (g *graphicsInfra) present(vsyncEnabled bool) error {
if g.swapChain == nil {
return fmt.Errorf("directx: swap chain must be initialized at present, but is not")
}
var syncInterval uint32
var flags _DXGI_PRESENT
if g.occluded {
// The screen is not visible. Test whether we can resume.
flags |= _DXGI_PRESENT_TEST
} else {
// Do actual rendering only when the screen is visible.
if vsyncEnabled {
syncInterval = 1
}
}
occluded, err := g.swapChain.Present(syncInterval, uint32(flags))
if err != nil {
return err
}
g.occluded = occluded
// Reduce FPS when the screen is invisible.
now := time.Now()
if g.occluded {
if delta := 100*time.Millisecond - now.Sub(g.lastTime); delta > 0 {
time.Sleep(delta)
}
}
g.lastTime = now
return nil
}
func (g *graphicsInfra) getBuffer(buffer uint32, riid *windows.GUID) (unsafe.Pointer, error) {
return g.swapChain.GetBuffer(buffer, riid)
}