mltg 0.8.4

Direct2D wrapper library
Documentation
use std::cell::Cell;
use windows::core::{Interface, PCSTR, PCWSTR};
use windows::Win32::{
    Foundation::*,
    Graphics::{Direct3D::*, Direct3D12::*, Dxgi::Common::*, Dxgi::*},
    System::{Com::*, Threading::*, WindowsProgramming::*},
};

#[repr(C)]
struct Vertex {
    position: [f32; 3],
    uv: [f32; 2],
}

impl Vertex {
    const fn new(position: [f32; 3], uv: [f32; 2]) -> Self {
        Self { position, uv }
    }
}

fn resource_barrier(
    command_list: &ID3D12GraphicsCommandList,
    resource: &ID3D12Resource,
    before: D3D12_RESOURCE_STATES,
    after: D3D12_RESOURCE_STATES,
) {
    unsafe {
        let mut barrier = [D3D12_RESOURCE_BARRIER {
            Type: D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
            Flags: D3D12_RESOURCE_BARRIER_FLAG_NONE,
            Anonymous: D3D12_RESOURCE_BARRIER_0 {
                Transition: std::mem::ManuallyDrop::new(D3D12_RESOURCE_TRANSITION_BARRIER {
                    pResource: Some(resource.clone()),
                    Subresource: 0,
                    StateBefore: before,
                    StateAfter: after,
                }),
            },
        }];
        command_list.ResourceBarrier(&barrier);
        std::mem::ManuallyDrop::drop(&mut barrier[0].Anonymous.Transition);
    }
}

struct Application {
    device: ID3D12Device,
    command_queue: ID3D12CommandQueue,
    command_allocator: ID3D12CommandAllocator,
    command_list: ID3D12GraphicsCommandList,
    swap_chain: IDXGISwapChain4,
    rtv_heap: ID3D12DescriptorHeap,
    rtv_descriptor_size: usize,
    render_targets: Vec<ID3D12Resource>,
    _vertex_buffer: ID3D12Resource,
    vbv: D3D12_VERTEX_BUFFER_VIEW,
    _index_buffer: ID3D12Resource,
    ibv: D3D12_INDEX_BUFFER_VIEW,
    tex: ID3D12Resource,
    srv_heap: ID3D12DescriptorHeap,
    root_signature: ID3D12RootSignature,
    pipeline: ID3D12PipelineState,
    fence: ID3D12Fence,
    fence_value: Cell<u64>,
    context: mltg::Context<mltg::Direct3D12>,
    image: mltg::Image,
    target: Option<mltg::d3d12::RenderTarget>,
}

impl Application {
    fn new() -> anyhow::Result<Self> {
        unsafe {
            CoInitialize(std::ptr::null_mut())?;
            let window = wita::WindowBuilder::new()
                .title("mltg offscreen d3d12")
                .build()?;
            let window_size = window.inner_size();
            if cfg!(debug_assertions) {
                let debug = {
                    let mut debug: Option<ID3D12Debug> = None;
                    D3D12GetDebugInterface(&mut debug).map(|_| debug.unwrap())?
                };
                debug.EnableDebugLayer();
            }
            let device = {
                let mut device: Option<ID3D12Device> = None;
                D3D12CreateDevice(None, D3D_FEATURE_LEVEL_12_0, &mut device)
                    .map(|_| device.unwrap())?
            };
            let command_queue: ID3D12CommandQueue =
                device.CreateCommandQueue(&D3D12_COMMAND_QUEUE_DESC {
                    Type: D3D12_COMMAND_LIST_TYPE_DIRECT,
                    ..Default::default()
                })?;
            let command_allocator: ID3D12CommandAllocator =
                device.CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT)?;
            let command_list: ID3D12GraphicsCommandList = device.CreateCommandList(
                0,
                D3D12_COMMAND_LIST_TYPE_DIRECT,
                &command_allocator,
                None,
            )?;
            command_list.SetName("Application::command_list").unwrap();
            command_list.Close().unwrap();
            let dxgi_factory: IDXGIFactory4 = CreateDXGIFactory1()?;
            let swap_chain: IDXGISwapChain4 = {
                dxgi_factory
                    .CreateSwapChainForHwnd(
                        &command_queue,
                        HWND(window.raw_handle() as _),
                        &DXGI_SWAP_CHAIN_DESC1 {
                            Width: window_size.width as _,
                            Height: window_size.height as _,
                            Format: DXGI_FORMAT_R8G8B8A8_UNORM,
                            BufferCount: 2,
                            SwapEffect: DXGI_SWAP_EFFECT_FLIP_DISCARD,
                            Scaling: DXGI_SCALING_NONE,
                            SampleDesc: DXGI_SAMPLE_DESC {
                                Count: 1,
                                Quality: 0,
                            },
                            ..Default::default()
                        },
                        std::ptr::null(),
                        None,
                    )?
                    .cast()?
            };
            let rtv_heap: ID3D12DescriptorHeap =
                device.CreateDescriptorHeap(&D3D12_DESCRIPTOR_HEAP_DESC {
                    Type: D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
                    NumDescriptors: 2,
                    ..Default::default()
                })?;
            let rtv_descriptor_size =
                device.GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV) as usize;
            let render_targets = {
                let mut handle = rtv_heap.GetCPUDescriptorHandleForHeapStart();
                let mut buffers = Vec::with_capacity(2);
                for i in 0..2 {
                    let buffer: ID3D12Resource = swap_chain.GetBuffer(i as _)?;
                    device.CreateRenderTargetView(&buffer, std::ptr::null(), handle);
                    buffers.push(buffer);
                    handle.ptr += rtv_descriptor_size;
                }
                buffers
            };
            const VERTICES: [Vertex; 4] = [
                Vertex::new([-0.5, 0.5, 0.0], [0.0, 0.0]),
                Vertex::new([0.5, 0.5, 0.0], [1.0, 0.0]),
                Vertex::new([-0.5, -0.5, 0.0], [0.0, 1.0]),
                Vertex::new([0.5, -0.5, 0.0], [1.0, 1.0]),
            ];
            const INDICES: [u32; 6] = [0, 1, 2, 1, 3, 2];
            let vertex_buffer = {
                let mut vb: Option<ID3D12Resource> = None;
                let vb = device
                    .CreateCommittedResource(
                        &D3D12_HEAP_PROPERTIES {
                            Type: D3D12_HEAP_TYPE_UPLOAD,
                            CreationNodeMask: 1,
                            VisibleNodeMask: 1,
                            ..Default::default()
                        },
                        D3D12_HEAP_FLAG_NONE,
                        &D3D12_RESOURCE_DESC {
                            Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
                            Width: std::mem::size_of_val(&VERTICES) as _,
                            Height: 1,
                            DepthOrArraySize: 1,
                            MipLevels: 1,
                            Format: DXGI_FORMAT_UNKNOWN,
                            Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
                            SampleDesc: DXGI_SAMPLE_DESC {
                                Count: 1,
                                Quality: 0,
                            },
                            ..Default::default()
                        },
                        D3D12_RESOURCE_STATE_GENERIC_READ,
                        std::ptr::null(),
                        &mut vb,
                    )
                    .map(|_| vb.unwrap())?;
                let mut p = std::ptr::null_mut();
                vb.Map(0, std::ptr::null(), &mut p).unwrap();
                std::ptr::copy_nonoverlapping(&VERTICES, p as _, VERTICES.len());
                vb.Unmap(0, std::ptr::null());
                vb
            };
            let vbv = D3D12_VERTEX_BUFFER_VIEW {
                BufferLocation: vertex_buffer.GetGPUVirtualAddress(),
                StrideInBytes: std::mem::size_of::<Vertex>() as _,
                SizeInBytes: std::mem::size_of_val(&VERTICES) as _,
            };
            let index_buffer = {
                let mut ib: Option<ID3D12Resource> = None;
                let ib = device
                    .CreateCommittedResource(
                        &D3D12_HEAP_PROPERTIES {
                            Type: D3D12_HEAP_TYPE_UPLOAD,
                            CreationNodeMask: 1,
                            VisibleNodeMask: 1,
                            ..Default::default()
                        },
                        D3D12_HEAP_FLAG_NONE,
                        &D3D12_RESOURCE_DESC {
                            Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
                            Width: std::mem::size_of_val(&INDICES) as _,
                            Height: 1,
                            DepthOrArraySize: 1,
                            MipLevels: 1,
                            Format: DXGI_FORMAT_UNKNOWN,
                            Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
                            SampleDesc: DXGI_SAMPLE_DESC {
                                Count: 1,
                                Quality: 0,
                            },
                            ..Default::default()
                        },
                        D3D12_RESOURCE_STATE_GENERIC_READ,
                        std::ptr::null(),
                        &mut ib,
                    )
                    .map(|_| ib.unwrap())?;
                let mut p = std::ptr::null_mut();
                ib.Map(0, std::ptr::null(), &mut p).unwrap();
                std::ptr::copy_nonoverlapping(&INDICES, p as _, INDICES.len());
                ib.Unmap(0, std::ptr::null());
                ib
            };
            let ibv = D3D12_INDEX_BUFFER_VIEW {
                BufferLocation: index_buffer.GetGPUVirtualAddress(),
                SizeInBytes: std::mem::size_of_val(&INDICES) as _,
                Format: DXGI_FORMAT_R32_UINT,
            };
            let tex = {
                let mut tex: Option<ID3D12Resource> = None;
                device
                    .CreateCommittedResource(
                        &D3D12_HEAP_PROPERTIES {
                            Type: D3D12_HEAP_TYPE_DEFAULT,
                            CreationNodeMask: 1,
                            VisibleNodeMask: 1,
                            ..Default::default()
                        },
                        D3D12_HEAP_FLAG_NONE,
                        &D3D12_RESOURCE_DESC {
                            Dimension: D3D12_RESOURCE_DIMENSION_TEXTURE2D,
                            Width: window_size.width as _,
                            Height: window_size.height,
                            DepthOrArraySize: 1,
                            MipLevels: 1,
                            Format: DXGI_FORMAT_R8G8B8A8_UNORM,
                            Flags: D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET
                                | D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS,
                            SampleDesc: DXGI_SAMPLE_DESC {
                                Count: 1,
                                Quality: 0,
                            },
                            ..Default::default()
                        },
                        D3D12_RESOURCE_STATE_COMMON,
                        &D3D12_CLEAR_VALUE {
                            Format: DXGI_FORMAT_R8G8B8A8_UNORM,
                            Anonymous: D3D12_CLEAR_VALUE_0 {
                                Color: [0.0, 0.5, 0.0, 0.5],
                            },
                        },
                        &mut tex,
                    )
                    .map(|_| tex.unwrap())?
            };
            tex.SetName("Application::tex").unwrap();
            let srv_heap: ID3D12DescriptorHeap =
                device.CreateDescriptorHeap(&D3D12_DESCRIPTOR_HEAP_DESC {
                    Type: D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
                    Flags: D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
                    NumDescriptors: 1,
                    ..Default::default()
                })?;
            device.CreateShaderResourceView(
                &tex,
                &D3D12_SHADER_RESOURCE_VIEW_DESC {
                    ViewDimension: D3D12_SRV_DIMENSION_TEXTURE2D,
                    Format: DXGI_FORMAT_R8G8B8A8_UNORM,
                    Shader4ComponentMapping: D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
                    Anonymous: D3D12_SHADER_RESOURCE_VIEW_DESC_0 {
                        Texture2D: D3D12_TEX2D_SRV {
                            MipLevels: 1,
                            ..Default::default()
                        },
                    },
                },
                srv_heap.GetCPUDescriptorHandleForHeapStart(),
            );
            let root_signature: ID3D12RootSignature = {
                let ranges = [D3D12_DESCRIPTOR_RANGE {
                    RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
                    NumDescriptors: 1,
                    OffsetInDescriptorsFromTableStart: D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
                    ..Default::default()
                }];
                let params = [D3D12_ROOT_PARAMETER {
                    ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
                    ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
                    Anonymous: D3D12_ROOT_PARAMETER_0 {
                        DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
                            NumDescriptorRanges: ranges.len() as _,
                            pDescriptorRanges: ranges.as_ptr() as _,
                        },
                    },
                }];
                let sampler = [D3D12_STATIC_SAMPLER_DESC {
                    Filter: D3D12_FILTER_MIN_MAG_MIP_LINEAR,
                    AddressU: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
                    AddressV: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
                    AddressW: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
                    MinLOD: 0.0,
                    MaxLOD: f32::MAX,
                    ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
                    ..Default::default()
                }];
                let root = D3D12_ROOT_SIGNATURE_DESC {
                    NumParameters: params.len() as _,
                    pParameters: params.as_ptr() as _,
                    NumStaticSamplers: sampler.len() as _,
                    pStaticSamplers: sampler.as_ptr() as _,
                    Flags: D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
                };
                let blob = {
                    let mut p = None;
                    D3D12SerializeRootSignature(
                        &root,
                        D3D_ROOT_SIGNATURE_VERSION_1,
                        &mut p,
                        std::ptr::null_mut(),
                    )
                    .map(|_| p.unwrap())?
                };
                device.CreateRootSignature(
                    0,
                    std::slice::from_raw_parts(
                        blob.GetBufferPointer() as *const u8,
                        blob.GetBufferSize(),
                    ),
                )?
            };
            let pipeline: ID3D12PipelineState = {
                let vs_blob = include_bytes!("d3d12_hlsl/tex.vs");
                let ps_blob = include_bytes!("d3d12_hlsl/tex.ps");
                let input_layout = [
                    D3D12_INPUT_ELEMENT_DESC {
                        SemanticName: PCSTR(b"POSITION\0".as_ptr() as _),
                        SemanticIndex: 0,
                        Format: DXGI_FORMAT_R32G32B32_FLOAT,
                        AlignedByteOffset: 0,
                        InputSlot: 0,
                        InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
                        InstanceDataStepRate: 0,
                    },
                    D3D12_INPUT_ELEMENT_DESC {
                        SemanticName: PCSTR(b"TEXCOORD\0".as_ptr() as _),
                        SemanticIndex: 0,
                        Format: DXGI_FORMAT_R32G32_FLOAT,
                        AlignedByteOffset: D3D12_APPEND_ALIGNED_ELEMENT,
                        InputSlot: 0,
                        InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
                        InstanceDataStepRate: 0,
                    },
                ];
                let render_target_blend = D3D12_RENDER_TARGET_BLEND_DESC {
                    BlendEnable: true.into(),
                    LogicOpEnable: false.into(),
                    SrcBlend: D3D12_BLEND_SRC_ALPHA,
                    DestBlend: D3D12_BLEND_INV_SRC_ALPHA,
                    BlendOp: D3D12_BLEND_OP_ADD,
                    SrcBlendAlpha: D3D12_BLEND_ONE,
                    DestBlendAlpha: D3D12_BLEND_ZERO,
                    BlendOpAlpha: D3D12_BLEND_OP_ADD,
                    LogicOp: D3D12_LOGIC_OP_NOOP,
                    RenderTargetWriteMask: D3D12_COLOR_WRITE_ENABLE_ALL.0 as _,
                };
                let mut rtv_formats = [DXGI_FORMAT_UNKNOWN; 8];
                rtv_formats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
                let desc = D3D12_GRAPHICS_PIPELINE_STATE_DESC {
                    pRootSignature: Some(root_signature.clone()),
                    VS: D3D12_SHADER_BYTECODE {
                        pShaderBytecode: vs_blob.as_ptr() as _,
                        BytecodeLength: vs_blob.len() as _,
                    },
                    PS: D3D12_SHADER_BYTECODE {
                        pShaderBytecode: ps_blob.as_ptr() as _,
                        BytecodeLength: ps_blob.len() as _,
                    },
                    InputLayout: D3D12_INPUT_LAYOUT_DESC {
                        pInputElementDescs: input_layout.as_ptr() as _,
                        NumElements: input_layout.len() as _,
                    },
                    BlendState: D3D12_BLEND_DESC {
                        AlphaToCoverageEnable: false.into(),
                        IndependentBlendEnable: false.into(),
                        RenderTarget: [render_target_blend; 8],
                    },
                    RasterizerState: D3D12_RASTERIZER_DESC {
                        FillMode: D3D12_FILL_MODE_SOLID,
                        CullMode: D3D12_CULL_MODE_NONE,
                        ..Default::default()
                    },
                    SampleMask: u32::MAX,
                    PrimitiveTopologyType: D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
                    NumRenderTargets: 1,
                    RTVFormats: rtv_formats,
                    SampleDesc: DXGI_SAMPLE_DESC {
                        Count: 1,
                        Quality: 0,
                    },
                    ..Default::default()
                };
                device.CreateGraphicsPipelineState(&desc)?
            };
            let fence = device.CreateFence(0, D3D12_FENCE_FLAG_NONE)?;
            let context = mltg::Context::new(mltg::Direct3D12::new(&device, &command_queue)?)?;
            let factory = context.create_factory();
            let target = context.create_render_target(&tex)?;
            let image = factory.create_image("examples/ferris.png")?;
            Ok(Self {
                device,
                command_queue,
                command_allocator,
                command_list,
                swap_chain,
                rtv_heap,
                rtv_descriptor_size,
                render_targets,
                _vertex_buffer: vertex_buffer,
                vbv,
                _index_buffer: index_buffer,
                ibv,
                tex,
                srv_heap,
                root_signature,
                pipeline,
                fence,
                fence_value: Cell::new(1),
                context,
                image,
                target: Some(target),
            })
        }
    }

    fn wait_gpu(&self) {
        unsafe {
            let fv = self.fence_value.get();
            self.command_queue.Signal(&self.fence, fv).unwrap();
            if self.fence.GetCompletedValue() < fv {
                let event =
                    CreateEventW(std::ptr::null_mut(), false, false, PCWSTR::default()).unwrap();
                self.fence.SetEventOnCompletion(fv, event).unwrap();
                WaitForSingleObject(event, INFINITE);
                CloseHandle(event);
            }
            self.fence_value.set(fv + 1);
        }
    }
}

impl wita::EventHandler for Application {
    fn draw(&mut self, ev: wita::event::Draw) {
        let window_size = ev.window.inner_size();
        unsafe {
            let ret = self.context.draw(self.target.as_ref().unwrap(), |cmd| {
                let desc = self.tex.GetDesc();
                cmd.clear([0.0, 0.0, 0.0, 0.0]);
                cmd.draw_image(
                    &self.image,
                    mltg::Rect::new((0.0, 0.0), (desc.Width as f32, desc.Height as f32)),
                    None,
                    mltg::Interpolation::HighQualityCubic,
                );
            });
            match ret {
                Ok(_) => {
                    self.swap_chain.Present(1, 0).unwrap();
                }
                Err(e) if e == mltg::ErrorKind::RecreateTarget => {
                    self.target = None;
                    self.context.flush();
                    self.target = Some(self.context.create_render_target(&self.tex).unwrap());
                    ev.window.redraw();
                }
                Err(e) => panic!("{:?}", e),
            }
            let index = self.swap_chain.GetCurrentBackBufferIndex() as usize;
            let rtv_handle = {
                let mut handle = self.rtv_heap.GetCPUDescriptorHandleForHeapStart();
                handle.ptr += self.rtv_descriptor_size * index;
                handle
            };
            self.command_allocator.Reset().unwrap();
            self.command_list
                .Reset(&self.command_allocator, &self.pipeline)
                .unwrap();
            self.command_list
                .SetDescriptorHeaps(&[Some(self.srv_heap.clone())]);
            self.command_list
                .SetGraphicsRootSignature(&self.root_signature);
            self.command_list.SetGraphicsRootDescriptorTable(
                0,
                self.srv_heap.GetGPUDescriptorHandleForHeapStart(),
            );
            self.command_list.RSSetViewports(&[D3D12_VIEWPORT {
                Width: window_size.width as _,
                Height: window_size.height as _,
                MaxDepth: 1.0,
                ..Default::default()
            }]);
            self.command_list.RSSetScissorRects(&[RECT {
                right: window_size.width as _,
                bottom: window_size.height as _,
                ..Default::default()
            }]);
            resource_barrier(
                &self.command_list,
                &self.render_targets[index],
                D3D12_RESOURCE_STATE_PRESENT,
                D3D12_RESOURCE_STATE_RENDER_TARGET,
            );
            resource_barrier(
                &self.command_list,
                &self.tex,
                D3D12_RESOURCE_STATE_COMMON,
                D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
            );
            self.command_list
                .ClearRenderTargetView(rtv_handle, [0.0, 0.0, 0.3, 0.0].as_ptr(), &[]);
            self.command_list.OMSetRenderTargets(
                1,
                [rtv_handle.clone()].as_ptr(),
                false,
                std::ptr::null(),
            );
            self.command_list.IASetVertexBuffers(0, &[self.vbv.clone()]);
            self.command_list.IASetIndexBuffer(&self.ibv);
            self.command_list
                .IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
            self.command_list.DrawIndexedInstanced(6, 1, 0, 0, 0);
            resource_barrier(
                &self.command_list,
                &self.tex,
                D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
                D3D12_RESOURCE_STATE_COMMON,
            );
            resource_barrier(
                &self.command_list,
                &self.render_targets[index],
                D3D12_RESOURCE_STATE_RENDER_TARGET,
                D3D12_RESOURCE_STATE_PRESENT,
            );
            self.command_list.Close().unwrap();
            let command_lists = [Some(self.command_list.clone().cast().unwrap())];
            self.command_queue.ExecuteCommandLists(&command_lists);
            self.swap_chain.Present(1, 0).unwrap();
        }
        self.wait_gpu();
    }

    fn resizing(&mut self, ev: wita::event::Resizing) {
        unsafe {
            self.render_targets.clear();
            self.swap_chain
                .ResizeBuffers(0, ev.size.width, ev.size.height, DXGI_FORMAT_UNKNOWN, 0)
                .unwrap();
            self.render_targets = {
                let mut handle = self.rtv_heap.GetCPUDescriptorHandleForHeapStart();
                let mut buffers = vec![];
                for i in 0..2 {
                    let buffer: ID3D12Resource = self.swap_chain.GetBuffer(i as _).unwrap();
                    self.device
                        .CreateRenderTargetView(&buffer, std::ptr::null(), handle);
                    buffers.push(buffer);
                    handle.ptr += self.rtv_descriptor_size;
                }
                buffers
            };
        }
        ev.window.redraw();
    }
}

fn main() {
    wita::run(wita::RunType::Wait, Application::new).unwrap();
}