ebiten/internal/graphicsdriver/directx/graphics12_windows.go

1186 lines
31 KiB
Go

// 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
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()
}
gi, err := newGraphicsInfra()
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
}
}()
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 espciallly 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 []uint16) (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((*uint16)(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) {
var imageWidth, imageHeight int
if g.screenImage != nil {
imageWidth, imageHeight = g.screenImage.width, g.screenImage.height
g.screenImage.Dispose()
g.screenImage = nil
} else {
imageWidth = width
imageHeight = height
}
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) NeedsRestoring() bool {
return false
}
func (g *graphics12) NeedsClearingScreen() bool {
// TODO: Confirm this is really true.
return true
}
func (g *graphics12) IsGL() bool {
return false
}
func (g *graphics12) IsDirectX() bool {
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) {
vs, ps, offsets := hlsl.Compile(program)
vsh, psh, err := compileShader(vs, ps)
if err != nil {
return nil, err
}
s := &shader12{
graphics: g,
id: g.genNextShaderID(),
uniformTypes: program.Uniforms,
uniformOffsets: offsets,
vertexShader: vsh,
pixelShader: psh,
}
g.addShader(s)
return s, nil
}
func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, evenOdd bool) 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 evenOdd {
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)
}
dst := g.images[dstID]
var resourceBarriers []_D3D12_RESOURCE_BARRIER_Transition
if rb, ok := dst.transiteState(_D3D12_RESOURCE_STATE_RENDER_TARGET); ok {
resourceBarriers = append(resourceBarriers, rb)
}
var srcImages [graphics.ShaderImageCount]*image12
for i, srcID := range srcs {
src := g.images[srcID]
if src == nil {
continue
}
srcImages[i] = src
if rb, ok := src.transiteState(_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ok {
resourceBarriers = append(resourceBarriers, rb)
}
}
if len(resourceBarriers) > 0 {
g.drawCommandList.ResourceBarrier(resourceBarriers)
}
if err := dst.setAsRenderTarget(g.drawCommandList, g.device, evenOdd); err != nil {
return err
}
shader := g.shaders[shaderID]
adjustedUniforms := adjustUniforms(shader.uniformTypes, shader.uniformOffsets, uniforms)
w, h := dst.internalSize()
g.needFlushDrawCommandList = true
g.drawCommandList.RSSetViewports([]_D3D12_VIEWPORT{
{
TopLeftX: 0,
TopLeftY: 0,
Width: float32(w),
Height: float32(h),
MinDepth: _D3D12_MIN_DEPTH,
MaxDepth: _D3D12_MAX_DEPTH,
},
})
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_R16_UINT,
})
if err := g.pipelineStates.drawTriangles(g.device, g.drawCommandList, g.frameIndex, dst.screen, srcImages, shader, dstRegions, adjustedUniforms, blend, indexOffset, evenOdd); 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
}