mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 19:28:57 +01:00
d16b591a35
In DirectX 11, if a device and a factory are independently created, some functions like MakeWindowAssociation doe't work well. This change fixes the issue by getting a factory from a device and using it. Closes #2661
349 lines
8.6 KiB
Go
349 lines
8.6 KiB
Go
// Copyright 2022 The Ebiten 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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package directx
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import (
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"errors"
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"fmt"
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"math"
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"os"
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"runtime"
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"strconv"
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"strings"
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"time"
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"unsafe"
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"golang.org/x/sys/windows"
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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/winver"
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)
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type stencilMode int
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const (
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prepareStencil stencilMode = iota
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drawWithStencil
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noStencil
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)
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const frameCount = 2
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func pow2(x uint32) uint32 {
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if x > (math.MaxUint32+1)/2 {
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return math.MaxUint32
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}
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var p2 uint32 = 1
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for p2 < x {
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p2 *= 2
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}
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return p2
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}
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func parseFeatureLevel(str string) (_D3D_FEATURE_LEVEL, bool) {
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switch str {
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case "11_0":
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return _D3D_FEATURE_LEVEL_11_0, true
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case "11_1":
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return _D3D_FEATURE_LEVEL_11_1, true
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case "12_0":
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return _D3D_FEATURE_LEVEL_12_0, true
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case "12_1":
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return _D3D_FEATURE_LEVEL_12_1, true
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case "12_2":
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return _D3D_FEATURE_LEVEL_12_2, true
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default:
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return 0, false
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}
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}
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// NewGraphics creates an implementation of graphicsdriver.Graphics for DirectX.
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// The returned graphics value is nil iff the error is not nil.
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func NewGraphics() (graphicsdriver.Graphics, error) {
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if !isD3DCompilerDLLAvailable() {
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return nil, fmt.Errorf("directx: d3dcompiler_*.dll is missing in this environment")
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}
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var useWARP bool
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var useDebugLayer bool
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version := 11
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// Specify the feature level 11 by default.
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// Some old cards don't work well with the default feature level (#2447, #2486).
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featureLevel := _D3D_FEATURE_LEVEL_11_0
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// Parse a special environment variable for backward compatibility.
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if env := os.Getenv("EBITENGINE_DIRECTX_FEATURE_LEVEL"); env != "" {
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if fl, ok := parseFeatureLevel(env); ok {
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featureLevel = fl
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}
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}
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env := os.Getenv("EBITENGINE_DIRECTX")
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if env == "" {
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// For backward compatibility, read the EBITEN_ version.
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env = os.Getenv("EBITEN_DIRECTX")
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}
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for _, t := range strings.Split(env, ",") {
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t := strings.TrimSpace(t)
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switch {
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case t == "warp":
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// TODO: Is WARP available on Xbox?
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useWARP = true
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case t == "debug":
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useDebugLayer = true
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case strings.HasPrefix(t, "version="):
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v, err := strconv.Atoi(t[len("version="):])
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if err != nil {
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continue
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}
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version = v
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case strings.HasPrefix(t, "featurelevel="):
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fl, ok := parseFeatureLevel(t[len("featurelevel="):])
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if !ok {
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continue
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}
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featureLevel = fl
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}
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}
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// On Xbox, only DirectX 12 is available.
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if microsoftgdk.IsXbox() {
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version = 12
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}
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switch version {
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case 11:
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g, err := newGraphics11(useWARP, useDebugLayer)
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if err != nil {
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return nil, err
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}
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return g, nil
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case 12:
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g, err := newGraphics12(useWARP, useDebugLayer, featureLevel)
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if err != nil {
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return nil, err
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}
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return g, nil
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default:
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panic(fmt.Sprintf("directx: unexpected DirectX version: %d", version))
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}
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}
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type graphicsInfra struct {
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factory *_IDXGIFactory
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swapChain *_IDXGISwapChain
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swapChain4 *_IDXGISwapChain4
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// occluded reports whether the screen is invisible or not.
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occluded bool
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// lastTime is the last time for rendering.
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lastTime time.Time
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bufferCount int
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}
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// newGraphicsInfra takes the ownership of the given factory.
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func newGraphicsInfra(factory *_IDXGIFactory) (*graphicsInfra, error) {
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g := &graphicsInfra{
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factory: factory,
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}
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runtime.SetFinalizer(g, (*graphicsInfra).release)
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return g, nil
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}
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func (g *graphicsInfra) release() {
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if g.factory != nil {
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g.factory.Release()
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g.factory = nil
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}
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if g.swapChain != nil {
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g.swapChain.Release()
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g.swapChain = nil
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}
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if g.swapChain4 != nil {
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g.swapChain4.Release()
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g.swapChain4 = nil
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}
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}
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// appendAdapters appends found adapters to the given adapters.
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// Releasing them is the caller's responsibility.
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//
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// warpForDX12 is valid only for DirectX 12.
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func (g *graphicsInfra) appendAdapters(adapters []*_IDXGIAdapter1, warpForDX12 bool) ([]*_IDXGIAdapter1, error) {
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f, err := g.factory.QueryInterface(&_IID_IDXGIFactory4)
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if err != nil {
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return nil, err
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}
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if f == nil {
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return nil, fmt.Errorf("directx: IID_IDXGIFactory4 was not available")
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}
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factory4 := (*_IDXGIFactory4)(f)
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defer factory4.Release()
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if warpForDX12 {
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a, err := factory4.EnumWarpAdapter()
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if err != nil {
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return nil, err
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}
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adapters = append(adapters, a)
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return adapters, nil
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}
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for i := uint32(0); ; i++ {
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a, err := factory4.EnumAdapters1(i)
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if errors.Is(err, _DXGI_ERROR_NOT_FOUND) {
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break
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}
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if err != nil {
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return nil, err
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}
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adapters = append(adapters, a)
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}
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return adapters, nil
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}
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func (g *graphicsInfra) isSwapChainInited() bool {
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return g.swapChain != nil
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}
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func (g *graphicsInfra) initSwapChain(width, height int, device unsafe.Pointer, window windows.HWND) (ferr error) {
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if g.swapChain != nil {
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return fmt.Errorf("directx: swap chain must not be initialized at initSwapChain, but is already done")
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}
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// Create a swap chain.
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//
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// DXGI_ALPHA_MODE_PREMULTIPLIED doesn't work with a HWND well.
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//
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// IDXGIFactory::CreateSwapChain: Alpha blended swapchains must be created with CreateSwapChainForComposition,
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// or CreateSwapChainForCoreWindow with the DXGI_SWAP_CHAIN_FLAG_FOREGROUND_LAYER flag
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//
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// Use *_SEQUENTIAL swap effects to follow the Mozilla way:
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// https://github.com/mozilla/gecko-dev/blob/0907529ff72c456ddb47839f5f7ba16291f28dce/gfx/layers/d3d11/CompositorD3D11.cpp#L167-L254
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desc := &_DXGI_SWAP_CHAIN_DESC{
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BufferDesc: _DXGI_MODE_DESC{
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Width: uint32(width),
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Height: uint32(height),
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Format: _DXGI_FORMAT_B8G8R8A8_UNORM,
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},
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SampleDesc: _DXGI_SAMPLE_DESC{
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Count: 1,
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Quality: 0,
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},
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BufferUsage: _DXGI_USAGE_RENDER_TARGET_OUTPUT,
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BufferCount: frameCount,
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OutputWindow: window,
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Windowed: 1,
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SwapEffect: _DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
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}
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// DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL/DISCARD are not supported for older Windows than 10 or DirectX 12.
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// https://learn.microsoft.com/en-us/windows/win32/api/dxgi/ne-dxgi-dxgi_swap_effect
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if !winver.IsWindows10OrGreater() {
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desc.SwapEffect = _DXGI_SWAP_EFFECT_SEQUENTIAL
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desc.BufferCount = 1
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}
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g.bufferCount = int(desc.BufferCount)
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s, err := g.factory.CreateSwapChain(device, desc)
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if err != nil {
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return err
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}
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g.swapChain = s
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defer func() {
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if ferr != nil {
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g.release()
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}
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}()
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if s4, err := g.swapChain.QueryInterface(&_IID_IDXGISwapChain4); err == nil && s4 != nil {
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g.swapChain4 = (*_IDXGISwapChain4)(s4)
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}
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// MakeWindowAssociation should be called after swap chain creation.
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// https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgifactory-makewindowassociation
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if err := g.factory.MakeWindowAssociation(window, _DXGI_MWA_NO_WINDOW_CHANGES|_DXGI_MWA_NO_ALT_ENTER); 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 *graphicsInfra) resizeSwapChain(width, height int) error {
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if g.swapChain == nil {
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return fmt.Errorf("directx: swap chain must be initialized at resizeSwapChain, but is not")
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}
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if err := g.swapChain.ResizeBuffers(uint32(g.bufferCount), uint32(width), uint32(height), _DXGI_FORMAT_B8G8R8A8_UNORM, 0); 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 *graphicsInfra) currentBackBufferIndex() (int, error) {
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if g.swapChain4 == nil {
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return 0, fmt.Errorf("directx: IDXGISwapChain4 is not available")
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}
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return int(g.swapChain4.GetCurrentBackBufferIndex()), nil
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}
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func (g *graphicsInfra) present(vsyncEnabled bool) error {
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if g.swapChain == nil {
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return fmt.Errorf("directx: swap chain must be initialized at present, but is not")
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}
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var syncInterval uint32
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var flags _DXGI_PRESENT
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if g.occluded {
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// The screen is not visible. Test whether we can resume.
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flags |= _DXGI_PRESENT_TEST
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} else {
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// Do actual rendering only when the screen is visible.
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if vsyncEnabled {
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syncInterval = 1
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}
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}
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occluded, err := g.swapChain.Present(syncInterval, uint32(flags))
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if err != nil {
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return err
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}
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g.occluded = occluded
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// Reduce FPS when the screen is invisible.
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now := time.Now()
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if g.occluded {
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if delta := 100*time.Millisecond - now.Sub(g.lastTime); delta > 0 {
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time.Sleep(delta)
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}
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}
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g.lastTime = now
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return nil
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}
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func (g *graphicsInfra) getBuffer(buffer uint32, riid *windows.GUID) (unsafe.Pointer, error) {
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return g.swapChain.GetBuffer(buffer, riid)
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}
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