mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-13 22:47:26 +01:00
a0e1d08123
Updates #2081
1724 lines
44 KiB
Go
1724 lines
44 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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"os"
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"reflect"
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"strings"
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"unsafe"
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"golang.org/x/sys/windows"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
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)
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const frameCount = 2
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const is64bit = uint64(^uintptr(0)) == ^uint64(0)
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// isDirectXAvailable indicates whether DirectX is available or not.
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// In 32bit machines, DirectX is not used because
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// 1) The functions syscall.Syscall cannot accept 64bit values as one argument
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// 2) The struct layouts can be different
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var isDirectXAvailable = is64bit && theGraphics.initializeDevice() == nil
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var theGraphics Graphics
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func Get() *Graphics {
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if !isDirectXAvailable {
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return nil
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}
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return &theGraphics
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}
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var inputElementDescs []_D3D12_INPUT_ELEMENT_DESC
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func init() {
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position := []byte("POSITION\000")
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texcoord := []byte("TEXCOORD\000")
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color := []byte("COLOR\000")
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inputElementDescs = []_D3D12_INPUT_ELEMENT_DESC{
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{
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SemanticName: &position[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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{
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SemanticName: &texcoord[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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{
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SemanticName: &color[0],
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SemanticIndex: 0,
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Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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}
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}
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type Graphics struct {
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debug *iD3D12Debug
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device *iD3D12Device
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commandQueue *iD3D12CommandQueue
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rtvDescriptorHeap *iD3D12DescriptorHeap
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rtvDescriptorSize uint32
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renderTargets [frameCount]*iD3D12Resource1
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fences [frameCount]*iD3D12Fence
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fenceValues [frameCount]uint64
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// fenceWaitEvent is an event.
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// As all the Graphics functions work in a single thread, only one event is enough for multiple fences.
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fenceWaitEvent windows.Handle
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// drawCommandAllocators are command allocators for a 3D engine (DrawIndexedInstanced).
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// For the word 'engine', see https://docs.microsoft.com/en-us/windows/win32/direct3d12/user-mode-heap-synchronization.
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// The term 'draw' is used instead of '3D' in this package.
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drawCommandAllocators [frameCount]*iD3D12CommandAllocator
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// copyCommandAllocators are command allocators for a copy engine (CopyTextureRegion).
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copyCommandAllocators [frameCount]*iD3D12CommandAllocator
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// drawCommandList is a command list for a 3D engine (DrawIndexedInstanced).
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drawCommandList *iD3D12GraphicsCommandList
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// copyCommandList is a command list for a copy engine (CopyTextureRegion).
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copyCommandList *iD3D12GraphicsCommandList
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// drawCommandList and copyCommandList are exclusive: if one is not empty, the other must be empty.
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vertices [frameCount][]*iD3D12Resource1
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indices [frameCount][]*iD3D12Resource1
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factory *iDXGIFactory4
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adapter *iDXGIAdapter1
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swapChain *iDXGISwapChain4
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window windows.HWND
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frameIndex int
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images map[graphicsdriver.ImageID]*Image
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screenImage *Image
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nextImageID graphicsdriver.ImageID
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disposedImages [frameCount][]*Image
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shaders map[graphicsdriver.ShaderID]*Shader
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nextShaderID graphicsdriver.ShaderID
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disposedShaders [frameCount][]*Shader
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vsyncEnabled bool
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transparent bool
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pipelineStates
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}
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func (g *Graphics) initializeDevice() (ferr error) {
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var (
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useWARP bool
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useDebugLayer bool
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)
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for _, t := range strings.Split(os.Getenv("EBITEN_DIRECTX"), ",") {
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switch strings.TrimSpace(t) {
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case "warp":
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useWARP = true
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case "debug":
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useDebugLayer = true
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}
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}
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if err := d3d12.Load(); err != nil {
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return err
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}
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// As g's lifetime is the same as the process's lifetime, debug and other objects are never released
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// if this initialization succeeds.
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// The debug interface is optional and might not exist.
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if useDebugLayer {
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d, err := d3D12GetDebugInterface()
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if err != nil {
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return err
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}
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g.debug = d
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defer func() {
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if ferr != nil {
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g.debug.Release()
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g.debug = nil
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}
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}()
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g.debug.EnableDebugLayer()
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}
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var flag uint32
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if g.debug != nil {
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flag = _DXGI_CREATE_FACTORY_DEBUG
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}
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f, err := createDXGIFactory2(flag)
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if err != nil {
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return err
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}
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g.factory = f
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defer func() {
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if ferr != nil {
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g.factory.Release()
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g.factory = nil
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}
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}()
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if useWARP {
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a, err := g.factory.EnumWarpAdapter()
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if err != nil {
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return err
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}
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g.adapter = a
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defer func() {
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if ferr != nil {
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g.adapter.Release()
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g.adapter = nil
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}
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}()
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} else {
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for i := 0; ; i++ {
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a, err := g.factory.EnumAdapters1(uint32(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 err
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}
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desc, err := a.GetDesc1()
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if err != nil {
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return err
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}
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if desc.Flags&_DXGI_ADAPTER_FLAG_SOFTWARE != 0 {
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a.Release()
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continue
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}
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if err := d3D12CreateDevice(unsafe.Pointer(a), _D3D_FEATURE_LEVEL_11_0, &_IID_ID3D12Device, nil); err != nil {
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a.Release()
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continue
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}
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g.adapter = a
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defer func() {
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if ferr != nil {
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g.adapter.Release()
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g.adapter = nil
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}
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}()
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break
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}
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}
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if g.adapter == nil {
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return errors.New("directx: DirectX 12 is not supported")
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}
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if err := d3D12CreateDevice(unsafe.Pointer(g.adapter), _D3D_FEATURE_LEVEL_11_0, &_IID_ID3D12Device, (*unsafe.Pointer)(unsafe.Pointer(&g.device))); 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 *Graphics) Initialize() (ferr error) {
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// Create an event for a fence.
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e, err := windows.CreateEvent(nil, 0, 0, nil)
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if err != nil {
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return fmt.Errorf("directx: CreateEvent failed: %w", err)
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}
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g.fenceWaitEvent = e
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// Create a command queue.
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desc := _D3D12_COMMAND_QUEUE_DESC{
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Type: _D3D12_COMMAND_LIST_TYPE_DIRECT,
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Flags: _D3D12_COMMAND_QUEUE_FLAG_NONE,
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}
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c, err := g.device.CreateCommandQueue(&desc)
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if err != nil {
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return err
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}
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g.commandQueue = c
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defer func() {
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if ferr != nil {
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g.commandQueue.Release()
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g.commandQueue = nil
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}
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}()
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// Create command allocators.
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for i := 0; i < frameCount; i++ {
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dca, err := g.device.CreateCommandAllocator(_D3D12_COMMAND_LIST_TYPE_DIRECT)
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if err != nil {
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return err
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}
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g.drawCommandAllocators[i] = dca
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defer func(i int) {
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if ferr != nil {
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g.drawCommandAllocators[i].Release()
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g.drawCommandAllocators[i] = nil
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}
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}(i)
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cca, err := g.device.CreateCommandAllocator(_D3D12_COMMAND_LIST_TYPE_DIRECT)
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if err != nil {
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return err
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}
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g.copyCommandAllocators[i] = cca
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defer func(i int) {
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if ferr != nil {
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g.copyCommandAllocators[i].Release()
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g.copyCommandAllocators[i] = nil
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}
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}(i)
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}
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// Create frame fences.
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for i := 0; i < frameCount; i++ {
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f, err := g.device.CreateFence(0, _D3D12_FENCE_FLAG_NONE)
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if err != nil {
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return err
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}
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g.fences[i] = f
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defer func(i int) {
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if ferr != nil {
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g.fences[i].Release()
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g.fences[i] = nil
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}
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}(i)
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}
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// Create command lists.
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dcl, err := g.device.CreateCommandList(0, _D3D12_COMMAND_LIST_TYPE_DIRECT, g.drawCommandAllocators[0], nil)
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if err != nil {
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return err
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}
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g.drawCommandList = dcl
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defer func() {
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if ferr != nil {
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g.drawCommandList.Release()
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g.drawCommandList = nil
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}
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}()
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ccl, err := g.device.CreateCommandList(0, _D3D12_COMMAND_LIST_TYPE_DIRECT, g.copyCommandAllocators[0], nil)
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if err != nil {
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return err
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}
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g.copyCommandList = ccl
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defer func() {
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if ferr != nil {
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g.copyCommandList.Release()
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g.copyCommandList = nil
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}
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}()
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// Close the command list once as this is immediately Reset at Begin.
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if err := g.drawCommandList.Close(); err != nil {
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return err
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}
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if err := g.copyCommandList.Close(); err != nil {
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return err
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}
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// Create a descriptor heap for RTV.
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h, err := g.device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
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Type: _D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
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NumDescriptors: frameCount,
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Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
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NodeMask: 0,
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})
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if err != nil {
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return err
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}
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g.rtvDescriptorHeap = h
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defer func() {
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if ferr != nil {
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g.rtvDescriptorHeap.Release()
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g.rtvDescriptorHeap = nil
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}
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}()
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g.rtvDescriptorSize = g.device.GetDescriptorHandleIncrementSize(_D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
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if err := g.pipelineStates.initialize(g.device); 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 createBuffer(device *iD3D12Device, bufferSize uint64, heapType _D3D12_HEAP_TYPE) (*iD3D12Resource1, error) {
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state := _D3D12_RESOURCE_STATE_GENERIC_READ
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if heapType == _D3D12_HEAP_TYPE_READBACK {
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state = _D3D12_RESOURCE_STATE_COPY_DEST
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}
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r, err := device.CreateCommittedResource(&_D3D12_HEAP_PROPERTIES{
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Type: heapType,
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CPUPageProperty: _D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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MemoryPoolPreference: _D3D12_MEMORY_POOL_UNKNOWN,
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CreationNodeMask: 1,
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VisibleNodeMask: 1,
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}, _D3D12_HEAP_FLAG_NONE, &_D3D12_RESOURCE_DESC{
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Dimension: _D3D12_RESOURCE_DIMENSION_BUFFER,
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Alignment: 0,
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Width: bufferSize,
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Height: 1,
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DepthOrArraySize: 1,
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MipLevels: 1,
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Format: _DXGI_FORMAT_UNKNOWN,
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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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Layout: _D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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Flags: _D3D12_RESOURCE_FLAG_NONE,
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}, state, nil)
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if err != nil {
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return nil, err
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}
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return r, nil
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}
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func (g *Graphics) updateSwapChain(width, height int) error {
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if g.window == 0 {
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return errors.New("directx: the window handle is not initialized yet")
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}
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if g.swapChain == nil {
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if err := g.initSwapChain(width, height); err != nil {
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return err
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}
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} else {
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if err := g.resizeSwapChain(width, height); err != nil {
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return err
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}
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}
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return nil
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}
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func (g *Graphics) initSwapChain(width, height int) (ferr error) {
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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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s, err := g.factory.CreateSwapChainForHwnd(unsafe.Pointer(g.commandQueue), g.window, &_DXGI_SWAP_CHAIN_DESC1{
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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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BufferUsage: _DXGI_USAGE_RENDER_TARGET_OUTPUT,
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BufferCount: frameCount,
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SwapEffect: _DXGI_SWAP_EFFECT_FLIP_DISCARD,
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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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}, nil, nil)
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if err != nil {
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return err
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}
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s.As(&g.swapChain)
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defer func() {
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if ferr != nil {
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g.swapChain.Release()
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g.swapChain = nil
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}
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}()
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// TODO: Call factory.MakeWindowAssociation not to support fullscreen transitions?
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// TODO: Get the current buffer index?
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if err := g.createRenderTargetViews(); err != nil {
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return err
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}
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g.frameIndex = int(g.swapChain.GetCurrentBackBufferIndex())
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return nil
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}
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func (g *Graphics) resizeSwapChain(width, height int) error {
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if err := g.flushCommandList(g.copyCommandList); err != nil {
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return err
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}
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if err := g.copyCommandList.Close(); err != nil {
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return err
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}
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if err := g.flushCommandList(g.drawCommandList); err != nil {
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return err
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}
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if err := g.drawCommandList.Close(); err != nil {
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return err
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}
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for i := 0; i < frameCount; i++ {
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if err := g.waitForCommandQueueForFrame(i); err != nil {
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return err
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}
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g.releaseResources(i)
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if err := g.releaseCommandAllocators(i); err != nil {
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return err
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}
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}
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for _, r := range g.renderTargets {
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r.Release()
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}
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if err := g.swapChain.ResizeBuffers(frameCount, 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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if err := g.createRenderTargetViews(); err != nil {
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return err
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}
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g.frameIndex = int(g.swapChain.GetCurrentBackBufferIndex())
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if err := g.drawCommandList.Reset(g.drawCommandAllocators[g.frameIndex], nil); err != nil {
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return err
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}
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if err := g.copyCommandList.Reset(g.copyCommandAllocators[g.frameIndex], nil); 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 *Graphics) createRenderTargetViews() (ferr error) {
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// Create frame resources.
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h := g.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
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for i := 0; i < frameCount; i++ {
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r, err := g.swapChain.GetBuffer(uint32(i))
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if err != nil {
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return err
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}
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g.renderTargets[i] = r
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defer func(i int) {
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if ferr != nil {
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g.renderTargets[i].Release()
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g.renderTargets[i] = nil
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}
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}(i)
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|
|
g.device.CreateRenderTargetView(r, nil, h)
|
|
h.Offset(1, g.rtvDescriptorSize)
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) SetWindow(window uintptr) {
|
|
g.window = windows.HWND(window)
|
|
// TODO: need to update the swap chain?
|
|
}
|
|
|
|
func (g *Graphics) Begin() error {
|
|
g.frameIndex = 0
|
|
// The swap chain is initialized when NewScreenFramebufferImage is called.
|
|
// This must be called at the first frame.
|
|
if g.swapChain != nil {
|
|
g.frameIndex = int(g.swapChain.GetCurrentBackBufferIndex())
|
|
}
|
|
|
|
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 *Graphics) 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
|
|
}
|
|
|
|
// The screen image can be nil when resizing the window (#2081).
|
|
if present && g.screenImage != nil {
|
|
g.screenImage.transiteState(g.drawCommandList, _D3D12_RESOURCE_STATE_PRESENT)
|
|
}
|
|
|
|
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.
|
|
// 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.releaseVerticesAndIndices(g.frameIndex)
|
|
}
|
|
|
|
g.pipelineStates.resetConstantBuffers(g.frameIndex)
|
|
|
|
if present {
|
|
if g.swapChain == nil {
|
|
return fmt.Errorf("directx: the swap chain is not initialized yet at End")
|
|
}
|
|
|
|
var syncInterval uint32
|
|
if g.vsyncEnabled {
|
|
syncInterval = 1
|
|
}
|
|
if err := g.swapChain.Present(syncInterval, 0); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Wait for the previous frame.
|
|
fence := g.fences[g.frameIndex]
|
|
g.fenceValues[g.frameIndex]++
|
|
if err := g.commandQueue.Signal(fence, g.fenceValues[g.frameIndex]); err != nil {
|
|
return err
|
|
}
|
|
|
|
nextIndex := (g.frameIndex + 1) % frameCount
|
|
if err := g.waitForCommandQueueForFrame(nextIndex); err != nil {
|
|
return err
|
|
}
|
|
|
|
g.releaseResources(nextIndex)
|
|
g.releaseVerticesAndIndices(nextIndex)
|
|
if err := g.releaseCommandAllocators(nextIndex); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) waitForCommandQueueForFrame(frameIndex int) error {
|
|
expected := g.fenceValues[frameIndex]
|
|
actual := g.fences[frameIndex].GetCompletedValue()
|
|
if actual < expected {
|
|
if err := g.fences[frameIndex].SetEventOnCompletion(expected, g.fenceWaitEvent); err != nil {
|
|
return err
|
|
}
|
|
if _, err := windows.WaitForSingleObject(g.fenceWaitEvent, windows.INFINITE); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) 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 *Graphics) releaseVerticesAndIndices(frameIndex int) {
|
|
for i := range g.vertices[frameIndex] {
|
|
g.vertices[frameIndex][i].Release()
|
|
g.vertices[frameIndex][i] = nil
|
|
}
|
|
g.vertices[frameIndex] = g.vertices[frameIndex][:0]
|
|
|
|
for i := range g.indices[frameIndex] {
|
|
g.indices[frameIndex][i].Release()
|
|
g.indices[frameIndex][i] = nil
|
|
}
|
|
g.indices[frameIndex] = g.indices[frameIndex][:0]
|
|
}
|
|
|
|
func (g *Graphics) releaseCommandAllocators(frameIndex int) error {
|
|
if err := g.drawCommandAllocators[frameIndex].Reset(); err != nil {
|
|
return err
|
|
}
|
|
if err := g.copyCommandAllocators[frameIndex].Reset(); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// 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 *Graphics) flushCommandList(commandList *iD3D12GraphicsCommandList) error {
|
|
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 := commandList.Reset(g.drawCommandAllocators[g.frameIndex], nil); err != nil {
|
|
return err
|
|
}
|
|
case g.copyCommandList:
|
|
if err := commandList.Reset(g.copyCommandAllocators[g.frameIndex], nil); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) waitForCommandQueue() error {
|
|
f, err := g.device.CreateFence(0, _D3D12_FENCE_FLAG_NONE)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
defer f.Release()
|
|
|
|
const expected uint64 = 1
|
|
g.commandQueue.Signal(f, expected)
|
|
if f.GetCompletedValue() < expected {
|
|
if err := f.SetEventOnCompletion(expected, g.fenceWaitEvent); err != nil {
|
|
return err
|
|
}
|
|
if _, err := windows.WaitForSingleObject(g.fenceWaitEvent, windows.INFINITE); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) SetTransparent(transparent bool) {
|
|
g.transparent = transparent
|
|
}
|
|
|
|
func (g *Graphics) 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)
|
|
}
|
|
if g.vertices[g.frameIndex][vidx] == nil {
|
|
// TODO: Use the default heap for efficienty. See the official example HelloTriangle.
|
|
vs, err := createBuffer(g.device, graphics.IndicesNum*graphics.VertexFloatNum*uint64(unsafe.Sizeof(float32(0))), _D3D12_HEAP_TYPE_UPLOAD)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.vertices[g.frameIndex][vidx] = vs
|
|
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)
|
|
}
|
|
if g.indices[g.frameIndex][iidx] == nil {
|
|
is, err := createBuffer(g.device, graphics.IndicesNum*uint64(unsafe.Sizeof(uint16(0))), _D3D12_HEAP_TYPE_UPLOAD)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.indices[g.frameIndex][iidx] = is
|
|
defer func() {
|
|
if ferr != nil {
|
|
g.indices[g.frameIndex][iidx].Release()
|
|
g.indices[g.frameIndex][iidx] = nil
|
|
}
|
|
}()
|
|
}
|
|
|
|
m, err := g.vertices[g.frameIndex][vidx].Map(0, &_D3D12_RANGE{0, 0})
|
|
if err != nil {
|
|
return err
|
|
}
|
|
copyFloat32s(m, vertices)
|
|
if err := g.vertices[g.frameIndex][vidx].Unmap(0, nil); err != nil {
|
|
return err
|
|
}
|
|
|
|
m, err = g.indices[g.frameIndex][iidx].Map(0, &_D3D12_RANGE{0, 0})
|
|
if err != nil {
|
|
return err
|
|
}
|
|
copyUint16s(m, indices)
|
|
if err := g.indices[g.frameIndex][iidx].Unmap(0, nil); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) 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
|
|
}
|
|
|
|
layouts, numRows, _, totalBytes := g.device.GetCopyableFootprints(&desc, 0, 1, 0)
|
|
|
|
i := &Image{
|
|
graphics: g,
|
|
id: g.genNextImageID(),
|
|
width: width,
|
|
height: height,
|
|
texture: t,
|
|
state: state,
|
|
layouts: layouts,
|
|
numRows: numRows,
|
|
totalBytes: totalBytes,
|
|
}
|
|
g.addImage(i)
|
|
return i, nil
|
|
}
|
|
|
|
func (g *Graphics) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) {
|
|
if err := g.updateSwapChain(width, height); err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
i := &Image{
|
|
graphics: g,
|
|
id: g.genNextImageID(),
|
|
width: width,
|
|
height: height,
|
|
screen: true,
|
|
state: _D3D12_RESOURCE_STATE_PRESENT,
|
|
}
|
|
g.addImage(i)
|
|
return i, nil
|
|
}
|
|
|
|
func (g *Graphics) addImage(img *Image) {
|
|
if g.images == nil {
|
|
g.images = map[graphicsdriver.ImageID]*Image{}
|
|
}
|
|
if _, ok := g.images[img.id]; ok {
|
|
panic(fmt.Sprintf("directx: image ID %d was already registered", img.id))
|
|
}
|
|
g.images[img.id] = img
|
|
if img.screen {
|
|
g.screenImage = img
|
|
}
|
|
}
|
|
|
|
func (g *Graphics) removeImage(img *Image) {
|
|
delete(g.images, img.id)
|
|
g.disposedImages[g.frameIndex] = append(g.disposedImages[g.frameIndex], img)
|
|
if img.screen {
|
|
g.screenImage = nil
|
|
}
|
|
}
|
|
|
|
func (g *Graphics) addShader(s *Shader) {
|
|
if g.shaders == nil {
|
|
g.shaders = map[graphicsdriver.ShaderID]*Shader{}
|
|
}
|
|
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 *Graphics) removeShader(s *Shader) {
|
|
delete(g.shaders, s.id)
|
|
g.disposedShaders[g.frameIndex] = append(g.disposedShaders[g.frameIndex], s)
|
|
}
|
|
|
|
func (g *Graphics) SetVsyncEnabled(enabled bool) {
|
|
g.vsyncEnabled = enabled
|
|
}
|
|
|
|
func (g *Graphics) SetFullscreen(fullscreen bool) {
|
|
}
|
|
|
|
func (g *Graphics) FramebufferYDirection() graphicsdriver.YDirection {
|
|
return graphicsdriver.Downward
|
|
}
|
|
|
|
func (g *Graphics) NeedsRestoring() bool {
|
|
return false
|
|
}
|
|
|
|
func (g *Graphics) NeedsClearingScreen() bool {
|
|
// TODO: Confirm this is really true.
|
|
return true
|
|
}
|
|
|
|
func (g *Graphics) IsGL() bool {
|
|
return false
|
|
}
|
|
|
|
func (g *Graphics) IsDirectX() bool {
|
|
return true
|
|
}
|
|
|
|
func (g *Graphics) MaxImageSize() int {
|
|
return _D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION
|
|
}
|
|
|
|
func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
|
|
src, offsets := hlsl.Compile(program)
|
|
vsh, psh, err := newShader([]byte(src), nil)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
s := &Shader{
|
|
graphics: g,
|
|
id: g.genNextShaderID(),
|
|
uniformTypes: program.Uniforms,
|
|
uniformOffsets: offsets,
|
|
vertexShader: vsh,
|
|
pixelShader: psh,
|
|
}
|
|
g.addShader(s)
|
|
return s, nil
|
|
}
|
|
|
|
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageNum]graphicsdriver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
|
|
if err := g.flushCommandList(g.copyCommandList); err != nil {
|
|
return err
|
|
}
|
|
|
|
dst := g.images[dstID]
|
|
|
|
var shader *Shader
|
|
if shaderID != graphicsdriver.InvalidShaderID {
|
|
shader = g.shaders[shaderID]
|
|
}
|
|
|
|
if err := dst.setAsRenderTarget(g.device, evenOdd); err != nil {
|
|
return err
|
|
}
|
|
|
|
var srcImages [graphics.ShaderImageNum]*Image
|
|
for i, srcID := range srcs {
|
|
src := g.images[srcID]
|
|
if src == nil {
|
|
continue
|
|
}
|
|
srcImages[i] = src
|
|
src.transiteState(g.drawCommandList, _D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
|
|
}
|
|
|
|
var flattenUniforms []float32
|
|
if shader == nil {
|
|
screenWidth, screenHeight := dst.internalSize()
|
|
var srcWidth, srcHeight float32
|
|
if filter != graphicsdriver.FilterNearest {
|
|
w, h := srcImages[0].internalSize()
|
|
srcWidth = float32(w)
|
|
srcHeight = float32(h)
|
|
}
|
|
var esBody [16]float32
|
|
var esTranslate [4]float32
|
|
colorM.Elements(&esBody, &esTranslate)
|
|
scale := float32(0)
|
|
if filter == graphicsdriver.FilterScreen {
|
|
scale = float32(dst.width) / float32(srcImages[0].width)
|
|
}
|
|
|
|
flattenUniforms = []float32{
|
|
float32(screenWidth),
|
|
float32(screenHeight),
|
|
srcWidth,
|
|
srcHeight,
|
|
esBody[0],
|
|
esBody[1],
|
|
esBody[2],
|
|
esBody[3],
|
|
esBody[4],
|
|
esBody[5],
|
|
esBody[6],
|
|
esBody[7],
|
|
esBody[8],
|
|
esBody[9],
|
|
esBody[10],
|
|
esBody[11],
|
|
esBody[12],
|
|
esBody[13],
|
|
esBody[14],
|
|
esBody[15],
|
|
esTranslate[0],
|
|
esTranslate[1],
|
|
esTranslate[2],
|
|
esTranslate[3],
|
|
srcRegion.X,
|
|
srcRegion.Y,
|
|
srcRegion.X + srcRegion.Width,
|
|
srcRegion.Y + srcRegion.Height,
|
|
scale,
|
|
}
|
|
} else {
|
|
// TODO: This logic is very similar to Metal's. Let's unify them.
|
|
dw, dh := dst.internalSize()
|
|
us := make([][]float32, graphics.PreservedUniformVariablesNum+len(uniforms))
|
|
us[graphics.TextureDestinationSizeUniformVariableIndex] = []float32{float32(dw), float32(dh)}
|
|
usizes := make([]float32, 2*len(srcs))
|
|
for i, src := range srcImages {
|
|
if src != nil {
|
|
w, h := src.internalSize()
|
|
usizes[2*i] = float32(w)
|
|
usizes[2*i+1] = float32(h)
|
|
}
|
|
}
|
|
us[graphics.TextureSourceSizesUniformVariableIndex] = usizes
|
|
udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
|
|
us[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
|
|
udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
|
|
us[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
|
|
uoffsets := make([]float32, 2*len(offsets))
|
|
for i, offset := range offsets {
|
|
uoffsets[2*i] = offset[0]
|
|
uoffsets[2*i+1] = offset[1]
|
|
}
|
|
us[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
|
|
usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
|
|
us[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
|
|
ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
|
|
us[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
|
|
us[graphics.ProjectionMatrixUniformVariableIndex] = []float32{
|
|
2 / float32(dw), 0, 0, 0,
|
|
0, -2 / float32(dh), 0, 0,
|
|
0, 0, 1, 0,
|
|
-1, 1, 0, 1,
|
|
}
|
|
|
|
for i, u := range uniforms {
|
|
us[graphics.PreservedUniformVariablesNum+i] = u
|
|
}
|
|
|
|
flattenUniforms = shader.uniformsToFloat32s(us)
|
|
}
|
|
|
|
w, h := dst.internalSize()
|
|
g.drawCommandList.RSSetViewports(1, &_D3D12_VIEWPORT{
|
|
TopLeftX: 0,
|
|
TopLeftY: 0,
|
|
Width: float32(w),
|
|
Height: float32(h),
|
|
MinDepth: _D3D12_MIN_DEPTH,
|
|
MaxDepth: _D3D12_MAX_DEPTH,
|
|
})
|
|
g.drawCommandList.RSSetScissorRects(1, &_D3D12_RECT{
|
|
left: int32(dstRegion.X),
|
|
top: int32(dstRegion.Y),
|
|
right: int32(dstRegion.X + dstRegion.Width),
|
|
bottom: int32(dstRegion.Y + dstRegion.Height),
|
|
})
|
|
|
|
g.drawCommandList.IASetPrimitiveTopology(_D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
|
|
g.drawCommandList.IASetVertexBuffers(0, 1, &_D3D12_VERTEX_BUFFER_VIEW{
|
|
BufferLocation: g.vertices[g.frameIndex][len(g.vertices[g.frameIndex])-1].GetGPUVirtualAddress(),
|
|
SizeInBytes: graphics.IndicesNum * graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
|
|
StrideInBytes: graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
|
|
})
|
|
g.drawCommandList.IASetIndexBuffer(&_D3D12_INDEX_BUFFER_VIEW{
|
|
BufferLocation: g.indices[g.frameIndex][len(g.indices[g.frameIndex])-1].GetGPUVirtualAddress(),
|
|
SizeInBytes: graphics.IndicesNum * uint32(unsafe.Sizeof(uint16(0))),
|
|
Format: _DXGI_FORMAT_R16_UINT,
|
|
})
|
|
|
|
if shader == nil {
|
|
key := builtinPipelineStatesKey{
|
|
useColorM: !colorM.IsIdentity(),
|
|
compositeMode: mode,
|
|
filter: filter,
|
|
address: address,
|
|
screen: dst.screen,
|
|
}
|
|
|
|
if evenOdd {
|
|
key.stencilMode = prepareStencil
|
|
s, err := g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
|
|
return err
|
|
}
|
|
|
|
key.stencilMode = drawWithStencil
|
|
s, err = g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
|
|
return err
|
|
}
|
|
} else {
|
|
key.stencilMode = noStencil
|
|
s, err := g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
} else {
|
|
if evenOdd {
|
|
s, err := shader.pipelineState(mode, prepareStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
|
|
return err
|
|
}
|
|
|
|
s, err = shader.pipelineState(mode, drawWithStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
|
|
return err
|
|
}
|
|
} else {
|
|
s, err := shader.pipelineState(mode, noStencil)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) drawTriangles(pipelineState *iD3D12PipelineState, srcs [graphics.ShaderImageNum]*Image, flattenUniforms []float32, indexLen int, indexOffset int) error {
|
|
if err := g.pipelineStates.useGraphicsPipelineState(g.device, g.drawCommandList, g.frameIndex, pipelineState, srcs, flattenUniforms); err != nil {
|
|
return err
|
|
}
|
|
|
|
g.drawCommandList.DrawIndexedInstanced(uint32(indexLen), 1, uint32(indexOffset), 0, 0)
|
|
|
|
// Release constant buffers when too many ones were created.
|
|
// This is needed espciallly for testings, where present is always false.
|
|
if len(g.pipelineStates.constantBuffers[g.frameIndex]) >= 16 {
|
|
if err := g.flushCommandList(g.drawCommandList); err != nil {
|
|
return err
|
|
}
|
|
g.pipelineStates.releaseConstantBuffers(g.frameIndex)
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) genNextImageID() graphicsdriver.ImageID {
|
|
g.nextImageID++
|
|
return g.nextImageID
|
|
}
|
|
|
|
func (g *Graphics) genNextShaderID() graphicsdriver.ShaderID {
|
|
g.nextShaderID++
|
|
return g.nextShaderID
|
|
}
|
|
|
|
type Image struct {
|
|
graphics *Graphics
|
|
id graphicsdriver.ImageID
|
|
width int
|
|
height int
|
|
screen bool
|
|
|
|
state _D3D12_RESOURCE_STATES
|
|
texture *iD3D12Resource1
|
|
stencil *iD3D12Resource1
|
|
layouts _D3D12_PLACED_SUBRESOURCE_FOOTPRINT
|
|
numRows uint
|
|
totalBytes uint64
|
|
uploadingStagingBuffer *iD3D12Resource1
|
|
readingStagingBuffer *iD3D12Resource1
|
|
rtvDescriptorHeap *iD3D12DescriptorHeap
|
|
dsvDescriptorHeap *iD3D12DescriptorHeap
|
|
}
|
|
|
|
func (i *Image) ID() graphicsdriver.ImageID {
|
|
return i.id
|
|
}
|
|
|
|
func (i *Image) Dispose() {
|
|
// Dipose the images later as this image might still be used.
|
|
i.graphics.removeImage(i)
|
|
}
|
|
|
|
func (i *Image) disposeImpl() {
|
|
if i.dsvDescriptorHeap != nil {
|
|
i.dsvDescriptorHeap.Release()
|
|
i.dsvDescriptorHeap = nil
|
|
}
|
|
if i.rtvDescriptorHeap != nil {
|
|
i.rtvDescriptorHeap.Release()
|
|
i.rtvDescriptorHeap = nil
|
|
}
|
|
if i.uploadingStagingBuffer != nil {
|
|
i.uploadingStagingBuffer.Release()
|
|
i.uploadingStagingBuffer = nil
|
|
}
|
|
if i.readingStagingBuffer != nil {
|
|
i.readingStagingBuffer.Release()
|
|
i.readingStagingBuffer = nil
|
|
}
|
|
if i.stencil != nil {
|
|
i.stencil.Release()
|
|
i.stencil = nil
|
|
}
|
|
if i.texture != nil {
|
|
i.texture.Release()
|
|
i.texture = nil
|
|
}
|
|
}
|
|
|
|
func (*Image) IsInvalidated() bool {
|
|
return false
|
|
}
|
|
|
|
func (i *Image) ensureUploadingStagingBuffer() error {
|
|
if i.uploadingStagingBuffer != nil {
|
|
return nil
|
|
}
|
|
var err error
|
|
i.uploadingStagingBuffer, err = createBuffer(i.graphics.device, i.totalBytes, _D3D12_HEAP_TYPE_UPLOAD)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) ensureReadingStagingBuffer() error {
|
|
if i.readingStagingBuffer != nil {
|
|
return nil
|
|
}
|
|
var err error
|
|
i.readingStagingBuffer, err = createBuffer(i.graphics.device, i.totalBytes, _D3D12_HEAP_TYPE_READBACK)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) ReadPixels(buf []byte) error {
|
|
if i.screen {
|
|
return errors.New("directx: Pixels cannot be called on the screen")
|
|
}
|
|
|
|
if err := i.graphics.flushCommandList(i.graphics.drawCommandList); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := i.ensureReadingStagingBuffer(); err != nil {
|
|
return err
|
|
}
|
|
|
|
i.transiteState(i.graphics.copyCommandList, _D3D12_RESOURCE_STATE_COPY_SOURCE)
|
|
|
|
m, err := i.readingStagingBuffer.Map(0, &_D3D12_RANGE{0, 0})
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
dst := _D3D12_TEXTURE_COPY_LOCATION_PlacedFootPrint{
|
|
pResource: i.readingStagingBuffer,
|
|
Type: _D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
|
|
PlacedFootprint: i.layouts,
|
|
}
|
|
src := _D3D12_TEXTURE_COPY_LOCATION_SubresourceIndex{
|
|
pResource: i.texture,
|
|
Type: _D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
|
SubresourceIndex: 0,
|
|
}
|
|
i.graphics.copyCommandList.CopyTextureRegion_PlacedFootPrint_SubresourceIndex(
|
|
&dst, 0, 0, 0, &src, &_D3D12_BOX{
|
|
left: 0,
|
|
top: 0,
|
|
front: 0,
|
|
right: uint32(i.width),
|
|
bottom: uint32(i.height),
|
|
back: 1,
|
|
})
|
|
|
|
if err := i.graphics.flushCommandList(i.graphics.copyCommandList); err != nil {
|
|
return err
|
|
}
|
|
|
|
var dstBytes []byte
|
|
h := (*reflect.SliceHeader)(unsafe.Pointer(&dstBytes))
|
|
h.Data = uintptr(m)
|
|
h.Len = int(i.totalBytes)
|
|
h.Cap = int(i.totalBytes)
|
|
|
|
for j := 0; j < i.height; j++ {
|
|
copy(buf[j*i.width*4:(j+1)*i.width*4], dstBytes[j*int(i.layouts.Footprint.RowPitch):])
|
|
}
|
|
|
|
if err := i.readingStagingBuffer.Unmap(0, nil); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) ReplacePixels(args []*graphicsdriver.ReplacePixelsArgs) error {
|
|
if i.screen {
|
|
return errors.New("directx: ReplacePixels cannot be called on the screen")
|
|
}
|
|
|
|
if err := i.graphics.flushCommandList(i.graphics.drawCommandList); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := i.ensureUploadingStagingBuffer(); err != nil {
|
|
return err
|
|
}
|
|
|
|
i.transiteState(i.graphics.copyCommandList, _D3D12_RESOURCE_STATE_COPY_DEST)
|
|
|
|
m, err := i.uploadingStagingBuffer.Map(0, &_D3D12_RANGE{0, 0})
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
var srcBytes []byte
|
|
h := (*reflect.SliceHeader)(unsafe.Pointer(&srcBytes))
|
|
h.Data = uintptr(m)
|
|
h.Len = int(i.totalBytes)
|
|
h.Cap = int(i.totalBytes)
|
|
for _, a := range args {
|
|
for j := 0; j < a.Height; j++ {
|
|
copy(srcBytes[(a.Y+j)*int(i.layouts.Footprint.RowPitch)+a.X*4:], a.Pixels[j*a.Width*4:(j+1)*a.Width*4])
|
|
}
|
|
|
|
dst := _D3D12_TEXTURE_COPY_LOCATION_SubresourceIndex{
|
|
pResource: i.texture,
|
|
Type: _D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
|
SubresourceIndex: 0,
|
|
}
|
|
src := _D3D12_TEXTURE_COPY_LOCATION_PlacedFootPrint{
|
|
pResource: i.uploadingStagingBuffer,
|
|
Type: _D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
|
|
PlacedFootprint: i.layouts,
|
|
}
|
|
i.graphics.copyCommandList.CopyTextureRegion_SubresourceIndex_PlacedFootPrint(
|
|
&dst, uint32(a.X), uint32(a.Y), 0, &src, &_D3D12_BOX{
|
|
left: uint32(a.X),
|
|
top: uint32(a.Y),
|
|
front: 0,
|
|
right: uint32(a.X + a.Width),
|
|
bottom: uint32(a.Y + a.Height),
|
|
back: 1,
|
|
})
|
|
}
|
|
|
|
if err := i.uploadingStagingBuffer.Unmap(0, nil); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) resource() *iD3D12Resource1 {
|
|
if i.screen {
|
|
return i.graphics.renderTargets[i.graphics.frameIndex]
|
|
}
|
|
return i.texture
|
|
}
|
|
|
|
func (i *Image) transiteState(commandList *iD3D12GraphicsCommandList, newState _D3D12_RESOURCE_STATES) {
|
|
if i.state == newState {
|
|
return
|
|
}
|
|
|
|
commandList.ResourceBarrier(1, &_D3D12_RESOURCE_BARRIER_Transition{
|
|
Type: _D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
|
|
Flags: _D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
|
Transition: _D3D12_RESOURCE_TRANSITION_BARRIER{
|
|
pResource: i.resource(),
|
|
Subresource: _D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
|
|
StateBefore: i.state,
|
|
StateAfter: newState,
|
|
},
|
|
})
|
|
i.state = newState
|
|
}
|
|
|
|
func (i *Image) internalSize() (int, int) {
|
|
if i.screen {
|
|
return i.width, i.height
|
|
}
|
|
return graphics.InternalImageSize(i.width), graphics.InternalImageSize(i.height)
|
|
}
|
|
|
|
func (i *Image) setAsRenderTarget(device *iD3D12Device, useStencil bool) error {
|
|
i.transiteState(i.graphics.drawCommandList, _D3D12_RESOURCE_STATE_RENDER_TARGET)
|
|
|
|
if err := i.ensureRenderTargetView(device); err != nil {
|
|
return err
|
|
}
|
|
|
|
if i.screen {
|
|
rtv := i.graphics.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
|
rtv.Offset(int32(i.graphics.frameIndex), i.graphics.rtvDescriptorSize)
|
|
i.graphics.drawCommandList.OMSetRenderTargets(1, &rtv, false, nil)
|
|
return nil
|
|
}
|
|
|
|
rtv := i.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
|
var dsv *_D3D12_CPU_DESCRIPTOR_HANDLE
|
|
if useStencil {
|
|
if err := i.ensureDepthStencilView(device); err != nil {
|
|
return err
|
|
}
|
|
v := i.dsvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
|
dsv = &v
|
|
|
|
i.graphics.drawCommandList.ClearDepthStencilView(v, _D3D12_CLEAR_FLAG_STENCIL, 0, 0, 0, nil)
|
|
i.graphics.drawCommandList.OMSetStencilRef(0)
|
|
}
|
|
i.graphics.drawCommandList.OMSetRenderTargets(1, &rtv, false, dsv) // TODO: Pass depth-stencil here!
|
|
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) ensureRenderTargetView(device *iD3D12Device) error {
|
|
if i.screen {
|
|
return nil
|
|
}
|
|
|
|
if i.rtvDescriptorHeap != nil {
|
|
return nil
|
|
}
|
|
|
|
h, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
|
|
Type: _D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
|
|
NumDescriptors: 1,
|
|
Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
|
NodeMask: 0,
|
|
})
|
|
if err != nil {
|
|
return err
|
|
}
|
|
i.rtvDescriptorHeap = h
|
|
|
|
rtv := i.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
|
device.CreateRenderTargetView(i.texture, nil, rtv)
|
|
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) ensureDepthStencilView(device *iD3D12Device) error {
|
|
if i.screen {
|
|
return nil
|
|
}
|
|
|
|
if i.dsvDescriptorHeap != nil {
|
|
return nil
|
|
}
|
|
|
|
h, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
|
|
Type: _D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
|
|
NumDescriptors: 1,
|
|
Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
|
NodeMask: 0,
|
|
})
|
|
if err != nil {
|
|
return err
|
|
}
|
|
i.dsvDescriptorHeap = h
|
|
|
|
dsv := i.dsvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
|
if i.stencil == nil {
|
|
s, err := 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_NONE, &_D3D12_RESOURCE_DESC{
|
|
Dimension: _D3D12_RESOURCE_DIMENSION_TEXTURE2D,
|
|
Alignment: 0,
|
|
Width: uint64(graphics.InternalImageSize(i.width)),
|
|
Height: uint32(graphics.InternalImageSize(i.height)),
|
|
DepthOrArraySize: 1,
|
|
MipLevels: 0,
|
|
Format: _DXGI_FORMAT_D24_UNORM_S8_UINT,
|
|
SampleDesc: _DXGI_SAMPLE_DESC{
|
|
Count: 1,
|
|
Quality: 0,
|
|
},
|
|
Layout: _D3D12_TEXTURE_LAYOUT_UNKNOWN,
|
|
Flags: _D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL,
|
|
}, _D3D12_RESOURCE_STATE_DEPTH_WRITE, &_D3D12_CLEAR_VALUE{
|
|
Format: _DXGI_FORMAT_D24_UNORM_S8_UINT,
|
|
})
|
|
if err != nil {
|
|
return err
|
|
}
|
|
i.stencil = s
|
|
}
|
|
device.CreateDepthStencilView(i.stencil, nil, dsv)
|
|
|
|
return nil
|
|
}
|
|
|
|
func copyFloat32s(dst unsafe.Pointer, src []float32) {
|
|
var dsts []float32
|
|
h := (*reflect.SliceHeader)(unsafe.Pointer(&dsts))
|
|
h.Data = uintptr(dst)
|
|
h.Len = len(src)
|
|
h.Cap = len(src)
|
|
copy(dsts, src)
|
|
}
|
|
|
|
func copyUint16s(dst unsafe.Pointer, src []uint16) {
|
|
var dsts []uint16
|
|
h := (*reflect.SliceHeader)(unsafe.Pointer(&dsts))
|
|
h.Data = uintptr(dst)
|
|
h.Len = len(src)
|
|
h.Cap = len(src)
|
|
copy(dsts, src)
|
|
}
|
|
|
|
type stencilMode int
|
|
|
|
const (
|
|
prepareStencil stencilMode = iota
|
|
drawWithStencil
|
|
noStencil
|
|
)
|
|
|
|
type pipelineStateKey struct {
|
|
compositeMode graphicsdriver.CompositeMode
|
|
stencilMode stencilMode
|
|
}
|
|
|
|
type Shader struct {
|
|
graphics *Graphics
|
|
id graphicsdriver.ShaderID
|
|
uniformTypes []shaderir.Type
|
|
uniformOffsets []int
|
|
vertexShader *iD3DBlob
|
|
pixelShader *iD3DBlob
|
|
pipelineStates map[pipelineStateKey]*iD3D12PipelineState
|
|
}
|
|
|
|
func (s *Shader) ID() graphicsdriver.ShaderID {
|
|
return s.id
|
|
}
|
|
|
|
func (s *Shader) Dispose() {
|
|
s.graphics.removeShader(s)
|
|
}
|
|
|
|
func (s *Shader) disposeImpl() {
|
|
for c, p := range s.pipelineStates {
|
|
p.Release()
|
|
delete(s.pipelineStates, c)
|
|
}
|
|
|
|
if s.pixelShader != nil {
|
|
s.pixelShader.Release()
|
|
s.pixelShader = nil
|
|
}
|
|
if s.vertexShader != nil {
|
|
s.vertexShader.Release()
|
|
s.vertexShader = nil
|
|
}
|
|
}
|
|
|
|
func (s *Shader) pipelineState(compositeMode graphicsdriver.CompositeMode, stencilMode stencilMode) (*iD3D12PipelineState, error) {
|
|
key := pipelineStateKey{
|
|
compositeMode: compositeMode,
|
|
stencilMode: stencilMode,
|
|
}
|
|
if state, ok := s.pipelineStates[key]; ok {
|
|
return state, nil
|
|
}
|
|
|
|
state, err := s.graphics.pipelineStates.newPipelineState(s.graphics.device, s.vertexShader, s.pixelShader, compositeMode, stencilMode, false)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
if s.pipelineStates == nil {
|
|
s.pipelineStates = map[pipelineStateKey]*iD3D12PipelineState{}
|
|
}
|
|
s.pipelineStates[key] = state
|
|
return state, nil
|
|
}
|
|
|
|
func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
|
|
var fs []float32
|
|
for i, u := range uniforms {
|
|
if len(fs) < s.uniformOffsets[i]/4 {
|
|
fs = append(fs, make([]float32, s.uniformOffsets[i]/4-len(fs))...)
|
|
}
|
|
|
|
t := s.uniformTypes[i]
|
|
switch t.Main {
|
|
case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
|
|
fs = append(fs, u...)
|
|
case shaderir.Mat2:
|
|
fs = append(fs,
|
|
u[0], u[2], 0, 0,
|
|
u[1], u[3],
|
|
)
|
|
case shaderir.Mat3:
|
|
fs = append(fs,
|
|
u[0], u[3], u[6], 0,
|
|
u[1], u[4], u[7], 0,
|
|
u[2], u[5], u[8],
|
|
)
|
|
case shaderir.Mat4:
|
|
fs = append(fs,
|
|
u[0], u[4], u[8], u[12],
|
|
u[1], u[5], u[9], u[13],
|
|
u[2], u[6], u[10], u[14],
|
|
u[3], u[7], u[11], u[15],
|
|
)
|
|
case shaderir.Array:
|
|
// Each element is aligned to the boundary.
|
|
switch t.Sub[0].Main {
|
|
case shaderir.Float:
|
|
for j := 0; j < t.Length; j++ {
|
|
fs = append(fs, u[j])
|
|
if j < t.Length-1 {
|
|
fs = append(fs, 0, 0, 0)
|
|
}
|
|
}
|
|
case shaderir.Vec2:
|
|
for j := 0; j < t.Length; j++ {
|
|
fs = append(fs, u[2*j:2*(j+1)]...)
|
|
if j < t.Length-1 {
|
|
fs = append(fs, 0, 0)
|
|
}
|
|
}
|
|
case shaderir.Vec3:
|
|
for j := 0; j < t.Length; j++ {
|
|
fs = append(fs, u[3*j:3*(j+1)]...)
|
|
if j < t.Length-1 {
|
|
fs = append(fs, 0)
|
|
}
|
|
}
|
|
case shaderir.Vec4:
|
|
fs = append(fs, u...)
|
|
case shaderir.Mat2:
|
|
for j := 0; j < t.Length; j++ {
|
|
u1 := u[4*j : 4*(j+1)]
|
|
fs = append(fs,
|
|
u1[0], u1[2], 0, 0,
|
|
u1[1], u1[3], 0, 0,
|
|
)
|
|
}
|
|
if t.Length > 0 {
|
|
fs = fs[:len(fs)-2]
|
|
}
|
|
case shaderir.Mat3:
|
|
for j := 0; j < t.Length; j++ {
|
|
u1 := u[9*j : 9*(j+1)]
|
|
fs = append(fs,
|
|
u1[0], u1[3], u1[6], 0,
|
|
u1[1], u1[4], u1[7], 0,
|
|
u1[2], u1[5], u1[8], 0,
|
|
)
|
|
}
|
|
if t.Length > 0 {
|
|
fs = fs[:len(fs)-1]
|
|
}
|
|
case shaderir.Mat4:
|
|
for j := 0; j < t.Length; j++ {
|
|
u1 := u[16*j : 16*(j+1)]
|
|
fs = append(fs,
|
|
u1[0], u1[4], u1[8], u1[12],
|
|
u1[1], u1[5], u1[9], u1[13],
|
|
u1[2], u1[6], u1[10], u1[14],
|
|
u1[3], u1[7], u1[11], u1[15],
|
|
)
|
|
}
|
|
default:
|
|
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", t.String()))
|
|
}
|
|
default:
|
|
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", t.String()))
|
|
}
|
|
}
|
|
return fs
|
|
}
|