#include "../../SDL_internal.h"
#include "SDL_render.h"
#include "SDL_system.h"
#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED
#define SDL_D3D12_NUM_BUFFERS 2
#define SDL_D3D12_NUM_VERTEX_BUFFERS 256
#define SDL_D3D12_MAX_NUM_TEXTURES 16384
#define SDL_D3D12_NUM_UPLOAD_BUFFERS 32
#include "../../core/windows/SDL_windows.h"
#include "../../video/windows/SDL_windowswindow.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
#include "SDL_render_d3d12_xbox.h"
#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256
#endif
#else
#include <d3d12.h>
#include <dxgi1_6.h>
#include <dxgidebug.h>
#include <d3d12sdklayers.h>
#endif
#include "SDL_shaders_d3d12.h"
#if defined(_MSC_VER) && !defined(__clang__)
#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
#else
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
#endif
#ifdef __cplusplus
#define SAFE_RELEASE(X) if (X) { (X)->Release(); X = NULL; }
#define D3D_CALL(THIS, FUNC, ...) (THIS)->FUNC(__VA_ARGS__)
#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__)
#define D3D_GUID(X) (X)
#else
#define SAFE_RELEASE(X) if (X) { (X)->lpVtbl->Release(X); X = NULL; }
#define D3D_CALL(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
#define D3D_GUID(X) &(X)
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct
{
Float4X4 model;
Float4X4 projectionAndView;
} VertexShaderConstants;
typedef struct
{
Float2 pos;
Float2 tex;
SDL_Color color;
} VertexPositionColor;
typedef struct
{
ID3D12Resource *mainTexture;
D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceView;
D3D12_RESOURCE_STATES mainResourceState;
SIZE_T mainSRVIndex;
D3D12_CPU_DESCRIPTOR_HANDLE mainTextureRenderTargetView;
DXGI_FORMAT mainTextureFormat;
ID3D12Resource *stagingBuffer;
D3D12_RESOURCE_STATES stagingResourceState;
D3D12_FILTER scaleMode;
#if SDL_HAVE_YUV
SDL_bool yuv;
ID3D12Resource *mainTextureU;
D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewU;
D3D12_RESOURCE_STATES mainResourceStateU;
SIZE_T mainSRVIndexU;
ID3D12Resource *mainTextureV;
D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewV;
D3D12_RESOURCE_STATES mainResourceStateV;
SIZE_T mainSRVIndexV;
SDL_bool nv12;
ID3D12Resource *mainTextureNV;
D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV;
D3D12_RESOURCE_STATES mainResourceStateNV;
SIZE_T mainSRVIndexNV;
Uint8 *pixels;
int pitch;
#endif
SDL_Rect lockedRect;
} D3D12_TextureData;
typedef struct
{
D3D12_Shader shader;
SDL_BlendMode blendMode;
D3D12_PRIMITIVE_TOPOLOGY_TYPE topology;
DXGI_FORMAT rtvFormat;
ID3D12PipelineState *pipelineState;
} D3D12_PipelineState;
typedef struct
{
ID3D12Resource *resource;
D3D12_VERTEX_BUFFER_VIEW view;
size_t size;
} D3D12_VertexBuffer;
typedef struct
{
SIZE_T index;
void *next;
} D3D12_SRVPoolNode;
typedef struct
{
void *hDXGIMod;
void *hD3D12Mod;
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
UINT64 frameToken;
#else
IDXGIFactory6 *dxgiFactory;
IDXGIAdapter4 *dxgiAdapter;
IDXGIDebug *dxgiDebug;
IDXGISwapChain4 *swapChain;
#endif
ID3D12Device1 *d3dDevice;
ID3D12Debug *debugInterface;
ID3D12CommandQueue *commandQueue;
ID3D12GraphicsCommandList2 *commandList;
DXGI_SWAP_EFFECT swapEffect;
UINT swapFlags;
ID3D12DescriptorHeap* rtvDescriptorHeap;
UINT rtvDescriptorSize;
ID3D12DescriptorHeap* textureRTVDescriptorHeap;
ID3D12DescriptorHeap* srvDescriptorHeap;
UINT srvDescriptorSize;
ID3D12DescriptorHeap* samplerDescriptorHeap;
UINT samplerDescriptorSize;
ID3D12CommandAllocator *commandAllocators[SDL_D3D12_NUM_BUFFERS];
ID3D12Resource *renderTargets[SDL_D3D12_NUM_BUFFERS];
UINT64 fenceValue;
int currentBackBufferIndex;
ID3D12Fence *fence;
HANDLE fenceEvent;
ID3D12RootSignature *rootSignatures[NUM_ROOTSIGS];
int pipelineStateCount;
D3D12_PipelineState *pipelineStates;
D3D12_PipelineState *currentPipelineState;
D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS];
D3D12_CPU_DESCRIPTOR_HANDLE nearestPixelSampler;
D3D12_CPU_DESCRIPTOR_HANDLE linearSampler;
ID3D12Resource *uploadBuffers[SDL_D3D12_NUM_UPLOAD_BUFFERS];
int currentUploadBuffer;
D3D12_SRVPoolNode *srvPoolHead;
D3D12_SRVPoolNode srvPoolNodes[SDL_D3D12_MAX_NUM_TEXTURES];
VertexShaderConstants vertexShaderConstantsData;
DXGI_MODE_ROTATION rotation;
D3D12_TextureData* textureRenderTarget;
D3D12_CPU_DESCRIPTOR_HANDLE currentRenderTargetView;
D3D12_CPU_DESCRIPTOR_HANDLE currentShaderResource;
D3D12_CPU_DESCRIPTOR_HANDLE currentSampler;
SDL_bool cliprectDirty;
SDL_bool currentCliprectEnabled;
SDL_Rect currentCliprect;
SDL_Rect currentViewport;
int currentViewportRotation;
SDL_bool viewportDirty;
Float4X4 identity;
int currentVertexBuffer;
SDL_bool issueBatch;
} D3D12_RenderData;
#if defined(__GNUC__) || defined(__clang__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wunused-const-variable"
#endif
static const GUID SDL_IID_IDXGIFactory6 = { 0xc1b6694f, 0xff09, 0x44a9, { 0xb0, 0x3c, 0x77, 0x90, 0x0a, 0x0a, 0x1d, 0x17 } };
static const GUID SDL_IID_IDXGIAdapter4 = { 0x3c8d99d1, 0x4fbf, 0x4181, { 0xa8, 0x2c, 0xaf, 0x66, 0xbf, 0x7b, 0xd2, 0x4e } };
static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
static const GUID SDL_IID_IDXGISwapChain4 = { 0x3D585D5A, 0xBD4A, 0x489E, { 0xB1, 0xF4, 0x3D, 0xBC, 0xB6, 0x45, 0x2F, 0xFB } };
static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } };
static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7,0x672A,0x476f, { 0x9E,0x82,0xCD,0x55,0xB4,0x49,0x49,0xCE } };
static const GUID SDL_IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } };
static const GUID SDL_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
static const GUID SDL_IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
static const GUID SDL_IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
static const GUID SDL_IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
static const GUID SDL_IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
static const GUID SDL_IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
static const GUID SDL_IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
static const GUID SDL_IID_ID3D12Heap = { 0x6b3b2502, 0x6e51, 0x45b3, { 0x90, 0xee, 0x98, 0x84, 0x26, 0x5e, 0x8d, 0xf3 } };
static const GUID SDL_IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
#if defined(__GNUC__) || defined(__clang__)
#pragma GCC diagnostic pop
#endif
UINT
D3D12_Align(UINT location, UINT alignment)
{
return ((location + (alignment - 1)) & ~(alignment - 1));
}
Uint32
D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
{
switch (dxgiFormat) {
case DXGI_FORMAT_B8G8R8A8_UNORM:
return SDL_PIXELFORMAT_ARGB8888;
case DXGI_FORMAT_B8G8R8X8_UNORM:
return SDL_PIXELFORMAT_RGB888;
default:
return SDL_PIXELFORMAT_UNKNOWN;
}
}
static DXGI_FORMAT
SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_RGB888:
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
return DXGI_FORMAT_R8_UNORM;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
static void D3D12_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void
D3D12_ReleaseAll(SDL_Renderer * renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata;
SDL_Texture *texture = NULL;
for (texture = renderer->textures; texture; texture = texture->next) {
D3D12_DestroyTexture(renderer, texture);
}
if (data) {
int i;
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
SAFE_RELEASE(data->dxgiFactory);
SAFE_RELEASE(data->dxgiAdapter);
SAFE_RELEASE(data->swapChain);
#endif
SAFE_RELEASE(data->d3dDevice);
SAFE_RELEASE(data->debugInterface);
SAFE_RELEASE(data->commandQueue);
SAFE_RELEASE(data->commandList);
SAFE_RELEASE(data->rtvDescriptorHeap);
SAFE_RELEASE(data->textureRTVDescriptorHeap);
SAFE_RELEASE(data->srvDescriptorHeap);
SAFE_RELEASE(data->samplerDescriptorHeap);
SAFE_RELEASE(data->fence);
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
SAFE_RELEASE(data->commandAllocators[i]);
SAFE_RELEASE(data->renderTargets[i]);
}
if (data->pipelineStateCount > 0) {
for (i = 0; i < data->pipelineStateCount; ++i) {
SAFE_RELEASE(data->pipelineStates[i].pipelineState);
}
SDL_free(data->pipelineStates);
data->pipelineStateCount = 0;
}
for (i = 0; i < NUM_ROOTSIGS; ++i) {
SAFE_RELEASE(data->rootSignatures[i]);
}
for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
SAFE_RELEASE(data->vertexBuffers[i].resource);
data->vertexBuffers[i].size = 0;
}
data->swapEffect = (DXGI_SWAP_EFFECT) 0;
data->swapFlags = 0;
data->currentRenderTargetView.ptr = 0;
data->currentSampler.ptr = 0;
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
if (data->dxgiDebug) {
DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
D3D_CALL(data->dxgiDebug, ReportLiveObjects, SDL_DXGI_DEBUG_ALL, rloFlags);
SAFE_RELEASE(data->dxgiDebug);
}
#endif
if (data->hD3D12Mod) {
SDL_UnloadObject(data->hD3D12Mod);
data->hD3D12Mod = NULL;
}
if (data->hDXGIMod) {
SDL_UnloadObject(data->hDXGIMod);
data->hDXGIMod = NULL;
}
}
}
static D3D12_GPU_DESCRIPTOR_HANDLE
D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap * heap, D3D12_CPU_DESCRIPTOR_HANDLE CPUHandle)
{
D3D12_CPU_DESCRIPTOR_HANDLE CPUHeapStart;
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle;
SIZE_T offset;
D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart);
offset = CPUHandle.ptr - CPUHeapStart.ptr;
D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle);
GPUHandle.ptr += offset;
return GPUHandle;
}
static void
D3D12_WaitForGPU(D3D12_RenderData * data)
{
if (data->commandQueue && data->fence && data->fenceEvent)
{
D3D_CALL(data->commandQueue, Signal, data->fence, data->fenceValue);
if (D3D_CALL(data->fence, GetCompletedValue) < data->fenceValue) {
D3D_CALL(data->fence, SetEventOnCompletion,
data->fenceValue,
data->fenceEvent
);
WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE);
}
data->fenceValue++;
}
}
static D3D12_CPU_DESCRIPTOR_HANDLE
D3D12_GetCurrentRenderTargetView(SDL_Renderer * renderer)
{
D3D12_RenderData* data = (D3D12_RenderData*)renderer->driverdata;
D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor;
if (data->textureRenderTarget) {
return data->textureRenderTarget->mainTextureRenderTargetView;
}
SDL_zero(rtvDescriptor);
D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize;
return rtvDescriptor;
}
static void
D3D12_TransitionResource(D3D12_RenderData * data,
ID3D12Resource * resource,
D3D12_RESOURCE_STATES beforeState,
D3D12_RESOURCE_STATES afterState
)
{
D3D12_RESOURCE_BARRIER barrier;
if (beforeState != afterState) {
SDL_zero(barrier);
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = resource;
barrier.Transition.StateBefore = beforeState;
barrier.Transition.StateAfter = afterState;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
D3D_CALL(data->commandList, ResourceBarrier, 1, &barrier);
}
}
static void
D3D12_ResetCommandList(D3D12_RenderData * data)
{
int i;
ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap };
ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex];
D3D_CALL(commandAllocator, Reset);
D3D_CALL(data->commandList, Reset, commandAllocator, NULL);
data->currentPipelineState = NULL;
data->currentVertexBuffer = 0;
data->issueBatch = SDL_FALSE;
data->cliprectDirty = SDL_TRUE;
data->viewportDirty = SDL_TRUE;
data->currentRenderTargetView.ptr = 0;
for (i = 0; i < data->currentUploadBuffer; ++i) {
SAFE_RELEASE(data->uploadBuffers[i]);
}
data->currentUploadBuffer = 0;
D3D_CALL(data->commandList, SetDescriptorHeaps, 2, rootDescriptorHeaps);
}
static int
D3D12_IssueBatch(D3D12_RenderData * data)
{
HRESULT result = S_OK;
result = D3D_CALL(data->commandList, Close);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result);
return result;
}
D3D_CALL(data->commandQueue, ExecuteCommandLists, 1, (ID3D12CommandList* const*)&data->commandList);
D3D12_WaitForGPU(data);
D3D12_ResetCommandList(data);
return result;
}
static void
D3D12_DestroyRenderer(SDL_Renderer * renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata;
D3D12_WaitForGPU(data);
D3D12_ReleaseAll(renderer);
if (data) {
SDL_free(data);
}
SDL_free(renderer);
}
static int
D3D12_GetOutputSize(SDL_Renderer *renderer, int *w, int *h)
{
SDL_GetWindowSizeInPixels(renderer->window, w, h);
return 0;
}
static D3D12_BLEND
GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return D3D12_BLEND_ZERO;
case SDL_BLENDFACTOR_ONE:
return D3D12_BLEND_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return D3D12_BLEND_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return D3D12_BLEND_INV_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return D3D12_BLEND_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return D3D12_BLEND_INV_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return D3D12_BLEND_DEST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return D3D12_BLEND_INV_DEST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return D3D12_BLEND_DEST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return D3D12_BLEND_INV_DEST_ALPHA;
default:
return (D3D12_BLEND)0;
}
}
static D3D12_BLEND_OP
GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return D3D12_BLEND_OP_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return D3D12_BLEND_OP_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return D3D12_BLEND_OP_REV_SUBTRACT;
case SDL_BLENDOPERATION_MINIMUM:
return D3D12_BLEND_OP_MIN;
case SDL_BLENDOPERATION_MAXIMUM:
return D3D12_BLEND_OP_MAX;
default:
return (D3D12_BLEND_OP)0;
}
}
static void
D3D12_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode, D3D12_BLEND_DESC * outBlendDesc)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
SDL_zerop(outBlendDesc);
outBlendDesc->AlphaToCoverageEnable = FALSE;
outBlendDesc->IndependentBlendEnable = FALSE;
outBlendDesc->RenderTarget[0].BlendEnable = TRUE;
outBlendDesc->RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor);
outBlendDesc->RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor);
outBlendDesc->RenderTarget[0].BlendOp = GetBlendEquation(colorOperation);
outBlendDesc->RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor);
outBlendDesc->RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor);
outBlendDesc->RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation);
outBlendDesc->RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}
static D3D12_PipelineState *
D3D12_CreatePipelineState(SDL_Renderer * renderer,
D3D12_Shader shader,
SDL_BlendMode blendMode,
D3D12_PRIMITIVE_TOPOLOGY_TYPE topology,
DXGI_FORMAT rtvFormat
)
{
const D3D12_INPUT_ELEMENT_DESC vertexDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
D3D12_RenderData* data = (D3D12_RenderData*)renderer->driverdata;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipelineDesc;
ID3D12PipelineState* pipelineState = NULL;
D3D12_PipelineState* pipelineStates;
HRESULT result = S_OK;
SDL_zero(pipelineDesc);
pipelineDesc.pRootSignature = data->rootSignatures[D3D12_GetRootSignatureType(shader)];
D3D12_GetVertexShader(shader, &pipelineDesc.VS);
D3D12_GetPixelShader(shader, &pipelineDesc.PS);
D3D12_CreateBlendState(renderer, blendMode, &pipelineDesc.BlendState);
pipelineDesc.SampleMask = 0xffffffff;
pipelineDesc.RasterizerState.AntialiasedLineEnable = FALSE;
pipelineDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipelineDesc.RasterizerState.DepthBias = 0;
pipelineDesc.RasterizerState.DepthBiasClamp = 0.0f;
pipelineDesc.RasterizerState.DepthClipEnable = TRUE;
pipelineDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipelineDesc.RasterizerState.FrontCounterClockwise = FALSE;
pipelineDesc.RasterizerState.MultisampleEnable = FALSE;
pipelineDesc.RasterizerState.SlopeScaledDepthBias = 0.0f;
pipelineDesc.InputLayout.pInputElementDescs = vertexDesc;
pipelineDesc.InputLayout.NumElements = 3;
pipelineDesc.PrimitiveTopologyType = topology;
pipelineDesc.NumRenderTargets = 1;
pipelineDesc.RTVFormats[0] = rtvFormat;
pipelineDesc.SampleDesc.Count = 1;
pipelineDesc.SampleDesc.Quality = 0;
result = D3D_CALL(data->d3dDevice, CreateGraphicsPipelineState,
&pipelineDesc,
D3D_GUID(SDL_IID_ID3D12PipelineState),
(void **)&pipelineState
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateGraphicsPipelineState"), result);
return NULL;
}
pipelineStates = (D3D12_PipelineState*)SDL_realloc(data->pipelineStates, (data->pipelineStateCount + 1) * sizeof(*pipelineStates));
if (!pipelineStates) {
SAFE_RELEASE(pipelineState);
SDL_OutOfMemory();
return NULL;
}
pipelineStates[data->pipelineStateCount].shader = shader;
pipelineStates[data->pipelineStateCount].blendMode = blendMode;
pipelineStates[data->pipelineStateCount].topology = topology;
pipelineStates[data->pipelineStateCount].rtvFormat = rtvFormat;
pipelineStates[data->pipelineStateCount].pipelineState = pipelineState;
data->pipelineStates = pipelineStates;
++data->pipelineStateCount;
return &pipelineStates[data->pipelineStateCount - 1];
}
static HRESULT
D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, size_t size)
{
D3D12_HEAP_PROPERTIES vbufferHeapProps;
D3D12_RESOURCE_DESC vbufferDesc;
HRESULT result;
SAFE_RELEASE(data->vertexBuffers[vbidx].resource);
SDL_zero(vbufferHeapProps);
vbufferHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
vbufferHeapProps.CreationNodeMask = 1;
vbufferHeapProps.VisibleNodeMask = 1;
SDL_zero(vbufferDesc);
vbufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
vbufferDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
vbufferDesc.Width = size;
vbufferDesc.Height = 1;
vbufferDesc.DepthOrArraySize = 1;
vbufferDesc.MipLevels = 1;
vbufferDesc.Format = DXGI_FORMAT_UNKNOWN;
vbufferDesc.SampleDesc.Count = 1;
vbufferDesc.SampleDesc.Quality = 0;
vbufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
result = D3D_CALL(data->d3dDevice, CreateCommittedResource,
&vbufferHeapProps,
D3D12_HEAP_FLAG_NONE,
&vbufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **) &data->vertexBuffers[vbidx].resource
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreatePlacedResource [vertex buffer]"), result);
return result;
}
data->vertexBuffers[vbidx].view.BufferLocation = D3D_CALL(data->vertexBuffers[vbidx].resource, GetGPUVirtualAddress);
data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(VertexPositionColor);
data->vertexBuffers[vbidx].size = size;
return result;
}
static HRESULT
D3D12_CreateDeviceResources(SDL_Renderer* renderer)
{
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
typedef HRESULT(WINAPI* PFN_CREATE_DXGI_FACTORY)(UINT flags, REFIID riid, void** ppFactory);
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc;
#endif
typedef HANDLE(WINAPI* PFN_CREATE_EVENT_EX)(LPSECURITY_ATTRIBUTES lpEventAttributes, LPCWSTR lpName, DWORD dwFlags, DWORD dwDesiredAccess);
PFN_CREATE_EVENT_EX CreateEventExFunc;
D3D12_RenderData* data = (D3D12_RenderData*)renderer->driverdata;
ID3D12Device* d3dDevice = NULL;
HRESULT result = S_OK;
UINT creationFlags = 0;
int i, j, k, l;
SDL_bool createDebug = SDL_FALSE;
D3D12_COMMAND_QUEUE_DESC queueDesc;
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc;
D3D12_SAMPLER_DESC samplerDesc;
ID3D12DescriptorHeap *rootDescriptorHeaps[2];
const SDL_BlendMode defaultBlendModes[] = {
SDL_BLENDMODE_NONE,
SDL_BLENDMODE_BLEND,
SDL_BLENDMODE_ADD,
SDL_BLENDMODE_MOD,
SDL_BLENDMODE_MUL
};
const DXGI_FORMAT defaultRTVFormats[] = {
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B8G8R8X8_UNORM,
DXGI_FORMAT_R8_UNORM
};
createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
#ifdef __GDK__
CreateEventExFunc = CreateEventExW;
#else
{
HMODULE kernel32 = GetModuleHandle(TEXT("kernel32.dll"));
CreateEventExFunc = NULL;
if (kernel32) {
CreateEventExFunc = (PFN_CREATE_EVENT_EX) GetProcAddress(kernel32, "CreateEventExW");
}
}
#endif
if (!CreateEventExFunc) {
result = E_FAIL;
goto done;
}
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
if (!data->hDXGIMod) {
result = E_FAIL;
goto done;
}
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2");
if (!CreateDXGIFactoryFunc) {
result = E_FAIL;
goto done;
}
data->hD3D12Mod = SDL_LoadObject("D3D12.dll");
if (!data->hD3D12Mod) {
result = E_FAIL;
goto done;
}
D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction(data->hD3D12Mod, "D3D12CreateDevice");
if (!D3D12CreateDeviceFunc) {
result = E_FAIL;
goto done;
}
if (createDebug) {
PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc;
D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface");
if (!D3D12GetDebugInterfaceFunc) {
result = E_FAIL;
goto done;
}
D3D12GetDebugInterfaceFunc(D3D_GUID(SDL_IID_ID3D12Debug), (void**)&data->debugInterface);
D3D_CALL(data->debugInterface, EnableDebugLayer);
}
#endif
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
result = D3D12_XBOX_CreateDevice(&d3dDevice, createDebug);
if (FAILED(result)) {
goto done;
}
#else
if (createDebug) {
#ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__
IDXGIInfoQueue *dxgiInfoQueue = NULL;
PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc;
DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1");
if (!DXGIGetDebugInterfaceFunc) {
result = E_FAIL;
goto done;
}
result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIDebug1), (void **)&data->dxgiDebug);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
goto done;
}
result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIInfoQueue), (void **)&dxgiInfoQueue);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
goto done;
}
D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
SAFE_RELEASE(dxgiInfoQueue);
#endif
creationFlags = DXGI_CREATE_FACTORY_DEBUG;
}
result = CreateDXGIFactoryFunc(creationFlags, D3D_GUID(SDL_IID_IDXGIFactory6), (void**)&data->dxgiFactory);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
goto done;
}
result = D3D_CALL(data->dxgiFactory, EnumAdapterByGpuPreference,
0,
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
D3D_GUID(SDL_IID_IDXGIAdapter4),
(void **)&data->dxgiAdapter
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result);
goto done;
}
result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter,
D3D_FEATURE_LEVEL_11_0,
D3D_GUID(SDL_IID_ID3D12Device1),
(void **)&d3dDevice
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result);
goto done;
}
if (createDebug) {
ID3D12InfoQueue *infoQueue = NULL;
D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO };
D3D12_INFO_QUEUE_FILTER filter;
result = D3D_CALL(d3dDevice, QueryInterface, D3D_GUID(SDL_IID_ID3D12InfoQueue), (void **)&infoQueue);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue"), result);
goto done;
}
SDL_zero(filter);
filter.DenyList.NumSeverities = 1;
filter.DenyList.pSeverityList = severities;
D3D_CALL(infoQueue, PushStorageFilter, &filter);
D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
SAFE_RELEASE(infoQueue);
}
#endif
result = D3D_CALL(d3dDevice, QueryInterface, D3D_GUID(SDL_IID_ID3D12Device1), (void **)&data->d3dDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device1"), result);
goto done;
}
SDL_zero(queueDesc);
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
result = D3D_CALL(data->d3dDevice, CreateCommandQueue,
&queueDesc,
D3D_GUID(SDL_IID_ID3D12CommandQueue),
(void **)&data->commandQueue
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue"), result);
goto done;
}
SDL_zero(descriptorHeapDesc);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
&descriptorHeapDesc,
D3D_GUID(SDL_IID_ID3D12DescriptorHeap),
(void **)&data->rtvDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result);
goto done;
}
data->rtvDescriptorSize = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES;
result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
&descriptorHeapDesc,
D3D_GUID(SDL_IID_ID3D12DescriptorHeap),
(void **)&data->textureRTVDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [texture rtv]"), result);
goto done;
}
SDL_zero(descriptorHeapDesc);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
&descriptorHeapDesc,
D3D_GUID(SDL_IID_ID3D12DescriptorHeap),
(void **)&data->srvDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]"), result);
goto done;
}
rootDescriptorHeaps[0] = data->srvDescriptorHeap;
data->srvDescriptorSize = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
SDL_zero(descriptorHeapDesc);
descriptorHeapDesc.NumDescriptors = 2;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
&descriptorHeapDesc,
D3D_GUID(SDL_IID_ID3D12DescriptorHeap),
(void **)&data->samplerDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]"), result);
goto done;
}
rootDescriptorHeaps[1] = data->samplerDescriptorHeap;
data->samplerDescriptorSize = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
result = D3D_CALL(data->d3dDevice, CreateCommandAllocator,
D3D12_COMMAND_LIST_TYPE_DIRECT,
D3D_GUID(SDL_IID_ID3D12CommandAllocator),
(void **)&data->commandAllocators[i]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator"), result);
goto done;
}
}
result = D3D_CALL(data->d3dDevice, CreateCommandList,
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
data->commandAllocators[0],
NULL,
D3D_GUID(SDL_IID_ID3D12GraphicsCommandList2),
(void **)&data->commandList
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList"), result);
goto done;
}
D3D_CALL(data->commandList, SetDescriptorHeaps, 2, rootDescriptorHeaps);
result = D3D_CALL(data->d3dDevice, CreateFence,
data->fenceValue,
D3D12_FENCE_FLAG_NONE,
D3D_GUID(SDL_IID_ID3D12Fence),
(void **)&data->fence
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence"), result);
goto done;
}
data->fenceValue++;
data->fenceEvent = CreateEventExFunc(NULL, NULL, 0, EVENT_MODIFY_STATE | SYNCHRONIZE);
if (!data->fenceEvent) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateEventEx"), result);
goto done;
}
for (i = 0; i < NUM_ROOTSIGS; ++i) {
D3D12_SHADER_BYTECODE rootSigData;
D3D12_GetRootSignatureData((D3D12_RootSignature) i, &rootSigData);
result = D3D_CALL(data->d3dDevice, CreateRootSignature,
0,
rootSigData.pShaderBytecode,
rootSigData.BytecodeLength,
D3D_GUID(SDL_IID_ID3D12RootSignature),
(void **)&data->rootSignatures[i]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature"), result);
goto done;
}
}
for (i = 0; i < NUM_SHADERS; ++i) {
for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) {
for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) {
for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) {
if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader) i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE) k, defaultRTVFormats[l])) {
goto done;
}
}
}
}
}
for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
D3D12_CreateVertexBuffer(data, i, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT);
}
SDL_zero(samplerDesc);
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->nearestPixelSampler);
D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->nearestPixelSampler);
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
data->linearSampler.ptr = data->nearestPixelSampler.ptr + data->samplerDescriptorSize;
D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->linearSampler);
for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) {
data->srvPoolNodes[i].index = (SIZE_T)i;
if (i != SDL_D3D12_MAX_NUM_TEXTURES - 1) {
data->srvPoolNodes[i].next = &data->srvPoolNodes[i + 1];
}
}
data->srvPoolHead = &data->srvPoolNodes[0];
done:
SAFE_RELEASE(d3dDevice);
return result;
}
static DXGI_MODE_ROTATION
D3D12_GetCurrentRotation()
{
return DXGI_MODE_ROTATION_IDENTITY;
}
static BOOL
D3D12_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
{
switch (rotation) {
case DXGI_MODE_ROTATION_ROTATE90:
case DXGI_MODE_ROTATION_ROTATE270:
return TRUE;
default:
return FALSE;
}
}
static int
D3D12_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
if (data->textureRenderTarget) {
return DXGI_MODE_ROTATION_IDENTITY;
} else {
return data->rotation;
}
}
static int
D3D12_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D12_RECT * outRect, BOOL includeViewportOffset)
{
D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata;
const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer);
const SDL_Rect *viewport = &data->currentViewport;
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
outRect->left = sdlRect->x;
outRect->right = sdlRect->x + sdlRect->w;
outRect->top = sdlRect->y;
outRect->bottom = sdlRect->y + sdlRect->h;
if (includeViewportOffset) {
outRect->left += viewport->x;
outRect->right += viewport->x;
outRect->top += viewport->y;
outRect->bottom += viewport->y;
}
break;
case DXGI_MODE_ROTATION_ROTATE270:
outRect->left = sdlRect->y;
outRect->right = sdlRect->y + sdlRect->h;
outRect->top = viewport->w - sdlRect->x - sdlRect->w;
outRect->bottom = viewport->w - sdlRect->x;
break;
case DXGI_MODE_ROTATION_ROTATE180:
outRect->left = viewport->w - sdlRect->x - sdlRect->w;
outRect->right = viewport->w - sdlRect->x;
outRect->top = viewport->h - sdlRect->y - sdlRect->h;
outRect->bottom = viewport->h - sdlRect->y;
break;
case DXGI_MODE_ROTATION_ROTATE90:
outRect->left = viewport->h - sdlRect->y - sdlRect->h;
outRect->right = viewport->h - sdlRect->y;
outRect->top = sdlRect->x;
outRect->bottom = sdlRect->x + sdlRect->h;
break;
default:
return SDL_SetError("The physical display is in an unknown or unsupported rotation");
}
return 0;
}
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
static HRESULT
D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
{
D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
IDXGISwapChain1* swapChain;
HRESULT result = S_OK;
SDL_SysWMinfo windowinfo;
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
SDL_zero(swapChainDesc);
swapChainDesc.Width = w;
swapChainDesc.Height = h;
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2;
if (WIN_IsWindows8OrGreater()) {
swapChainDesc.Scaling = DXGI_SCALING_NONE;
} else {
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
}
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT |
DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
result = D3D_CALL(data->dxgiFactory, CreateSwapChainForHwnd,
(IUnknown *)data->commandQueue,
windowinfo.info.win.window,
&swapChainDesc,
NULL,
NULL,
&swapChain
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
goto done;
}
D3D_CALL(data->dxgiFactory, MakeWindowAssociation, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
result = D3D_CALL(swapChain, QueryInterface, D3D_GUID(SDL_IID_IDXGISwapChain4), (void **)&data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result);
goto done;
}
result = D3D_CALL(data->swapChain, SetMaximumFrameLatency, 1);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result);
goto done;
}
data->swapEffect = swapChainDesc.SwapEffect;
data->swapFlags = swapChainDesc.Flags;
done:
SAFE_RELEASE(swapChain);
return result;
}
#endif
static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer * renderer);
HRESULT
D3D12_HandleDeviceLost(SDL_Renderer * renderer)
{
HRESULT result = S_OK;
D3D12_ReleaseAll(renderer);
result = D3D12_CreateDeviceResources(renderer);
if (FAILED(result)) {
return result;
}
result = D3D12_UpdateForWindowSizeChange(renderer);
if (FAILED(result)) {
return result;
}
{
SDL_Event event;
event.type = SDL_RENDER_DEVICE_RESET;
SDL_PushEvent(&event);
}
return S_OK;
}
static HRESULT
D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
HRESULT result = S_OK;
int i, w, h;
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor;
D3D12_IssueBatch(data);
D3D_CALL(data->commandList, OMSetRenderTargets, 0, NULL, FALSE, NULL);
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
SAFE_RELEASE(data->renderTargets[i]);
}
SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
data->rotation = D3D12_GetCurrentRotation();
if (D3D12_IsDisplayRotated90Degrees(data->rotation)) {
int tmp = w;
w = h;
h = tmp;
}
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
if (data->swapChain) {
result = D3D_CALL(data->swapChain, ResizeBuffers,
0,
w, h,
DXGI_FORMAT_UNKNOWN,
data->swapFlags
);
if (result == DXGI_ERROR_DEVICE_REMOVED) {
D3D12_HandleDeviceLost(renderer);
goto done;
} else if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
goto done;
}
} else {
result = D3D12_CreateSwapChain(renderer, w, h);
if (FAILED(result)) {
goto done;
}
}
if (WIN_IsWindows8OrGreater()) {
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
result = D3D_CALL(data->swapChain, SetRotation, data->rotation);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result);
goto done;
}
}
}
#endif
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
result = D3D12_XBOX_CreateBackBufferTarget(data->d3dDevice, renderer->window->w, renderer->window->h, (void **) &data->renderTargets[i]);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_XBOX_CreateBackBufferTarget"), result);
goto done;
}
#else
result = D3D_CALL(data->swapChain, GetBuffer,
i,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **) &data->renderTargets[i]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer"), result);
goto done;
}
#endif
SDL_zero(rtvDesc);
rtvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
SDL_zero(rtvDescriptor);
D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
rtvDescriptor.ptr += i * data->rtvDescriptorSize;
D3D_CALL(data->d3dDevice, CreateRenderTargetView, data->renderTargets[i], &rtvDesc, rtvDescriptor);
}
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
data->currentBackBufferIndex = 0;
#else
data->currentBackBufferIndex = D3D_CALL(data->swapChain, GetCurrentBackBufferIndex);
#endif
data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer);
D3D_CALL(data->commandList, OMSetRenderTargets, 1, &data->currentRenderTargetView, FALSE, NULL);
D3D12_TransitionResource(data,
data->renderTargets[data->currentBackBufferIndex],
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET
);
data->viewportDirty = SDL_TRUE;
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken);
#endif
done:
return result;
}
static HRESULT
D3D12_UpdateForWindowSizeChange(SDL_Renderer * renderer)
{
D3D12_RenderData* data = (D3D12_RenderData*)renderer->driverdata;
D3D12_WaitForGPU(data);
return D3D12_CreateWindowSizeDependentResources(renderer);
}
static void
D3D12_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
D3D12_UpdateForWindowSizeChange(renderer);
}
}
static SDL_bool
D3D12_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
!GetBlendEquation(colorOperation) ||
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) ||
!GetBlendEquation(alphaOperation)) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static SIZE_T
D3D12_GetAvailableSRVIndex(SDL_Renderer * renderer)
{
D3D12_RenderData* rendererData = (D3D12_RenderData*)renderer->driverdata;
if (rendererData->srvPoolHead) {
SIZE_T index = rendererData->srvPoolHead->index;
rendererData->srvPoolHead = (D3D12_SRVPoolNode*)(rendererData->srvPoolHead->next);
return index;
} else {
SDL_SetError("[d3d12] Cannot allocate more than %d textures!", SDL_D3D12_MAX_NUM_TEXTURES);
return SDL_D3D12_MAX_NUM_TEXTURES + 1;
}
}
static void
D3D12_FreeSRVIndex(SDL_Renderer * renderer, SIZE_T index)
{
D3D12_RenderData* rendererData = (D3D12_RenderData*)renderer->driverdata;
rendererData->srvPoolNodes[index].next = rendererData->srvPoolHead;
rendererData->srvPoolHead = &rendererData->srvPoolNodes[index];
}
static int
D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
D3D12_TextureData *textureData;
HRESULT result;
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
D3D12_RESOURCE_DESC textureDesc;
D3D12_HEAP_PROPERTIES heapProps;
D3D12_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
if (textureFormat == DXGI_FORMAT_UNKNOWN) {
return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
__FUNCTION__, texture->format);
}
textureData = (D3D12_TextureData*) SDL_calloc(1, sizeof(*textureData));
if (!textureData) {
SDL_OutOfMemory();
return -1;
}
textureData->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR;
texture->driverdata = textureData;
textureData->mainTextureFormat = textureFormat;
SDL_zero(textureDesc);
textureDesc.Width = texture->w;
textureDesc.Height = texture->h;
textureDesc.MipLevels = 1;
textureDesc.DepthOrArraySize = 1;
textureDesc.Format = textureFormat;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
SDL_zero(heapProps);
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTexture
);
textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
#if SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
textureData->yuv = SDL_TRUE;
textureDesc.Width = (textureDesc.Width + 1) / 2;
textureDesc.Height = (textureDesc.Height + 1) / 2;
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureU
);
textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureV
);
textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
D3D12_RESOURCE_DESC nvTextureDesc = textureDesc;
textureData->nv12 = SDL_TRUE;
nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM;
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&nvTextureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureNV
);
textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D"), result);
}
}
#endif
SDL_zero(resourceViewDesc);
resourceViewDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
resourceViewDesc.Format = textureDesc.Format;
resourceViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
resourceViewDesc.Texture2D.MostDetailedMip = 0;
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView);
textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTexture,
&resourceViewDesc,
textureData->mainTextureResourceView
);
#if SDL_HAVE_YUV
if (textureData->yuv) {
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU);
textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTextureU,
&resourceViewDesc,
textureData->mainTextureResourceViewU
);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV);
textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTextureV,
&resourceViewDesc,
textureData->mainTextureResourceViewV
);
}
if (textureData->nv12) {
D3D12_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc;
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV);
textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTextureNV,
&nvResourceViewDesc,
textureData->mainTextureResourceViewNV
);
}
#endif
if (texture->access & SDL_TEXTUREACCESS_TARGET) {
D3D12_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
SDL_zero(renderTargetViewDesc);
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView);
textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateRenderTargetView,
(ID3D12Resource*)textureData->mainTexture,
&renderTargetViewDesc,
textureData->mainTextureRenderTargetView);
}
return 0;
}
static void
D3D12_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture)
{
D3D12_RenderData *rendererData = (D3D12_RenderData*)renderer->driverdata;
D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
if (!textureData) {
return;
}
D3D12_IssueBatch(rendererData);
SAFE_RELEASE(textureData->mainTexture);
SAFE_RELEASE(textureData->stagingBuffer);
D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndex);
#if SDL_HAVE_YUV
SAFE_RELEASE(textureData->mainTextureU);
SAFE_RELEASE(textureData->mainTextureV);
if (textureData->yuv) {
D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexU);
D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexV);
}
SAFE_RELEASE(textureData->mainTextureNV);
if (textureData->yuv) {
D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexNV);
}
SDL_free(textureData->pixels);
#endif
SDL_free(textureData);
texture->driverdata = NULL;
}
static int
D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch, D3D12_RESOURCE_STATES *resourceState)
{
const Uint8 *src;
Uint8 *dst;
int row;
UINT length;
HRESULT result;
D3D12_RESOURCE_DESC textureDesc;
D3D12_RESOURCE_DESC uploadDesc;
D3D12_HEAP_PROPERTIES heapProps;
D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc;
D3D12_TEXTURE_COPY_LOCATION srcLocation;
D3D12_TEXTURE_COPY_LOCATION dstLocation;
BYTE *textureMemory;
ID3D12Resource *uploadBuffer;
SDL_zero(textureDesc);
D3D_CALL_RET(texture, GetDesc, &textureDesc);
textureDesc.Width = w;
textureDesc.Height = h;
SDL_zero(uploadDesc);
uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
uploadDesc.Height = 1;
uploadDesc.DepthOrArraySize = 1;
uploadDesc.MipLevels = 1;
uploadDesc.Format = DXGI_FORMAT_UNKNOWN;
uploadDesc.SampleDesc.Count = 1;
uploadDesc.SampleDesc.Quality = 0;
uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D_CALL(rendererData->d3dDevice, GetCopyableFootprints,
&textureDesc,
0,
1,
0,
NULL,
NULL,
NULL,
&uploadDesc.Width
);
SDL_zero(heapProps);
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&uploadDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&rendererData->uploadBuffers[rendererData->currentUploadBuffer]
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result);
}
uploadBuffer = rendererData->uploadBuffers[rendererData->currentUploadBuffer];
result = D3D_CALL(uploadBuffer, Map,
0,
NULL,
(void **)&textureMemory
);
if (FAILED(result)) {
SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result);
}
SDL_zero(pitchedDesc);
pitchedDesc.Format = textureDesc.Format;
pitchedDesc.Width = w;
pitchedDesc.Height = h;
pitchedDesc.Depth = 1;
pitchedDesc.RowPitch = D3D12_Align(w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
SDL_zero(placedTextureDesc);
placedTextureDesc.Offset = 0;
placedTextureDesc.Footprint = pitchedDesc;
src = (const Uint8 *)pixels;
dst = textureMemory;
length = w * bpp;
if (length == pitch && length == pitchedDesc.RowPitch) {
SDL_memcpy(dst, src, length*h);
} else {
if (length > (UINT)pitch) {
length = pitch;
}
if (length > pitchedDesc.RowPitch) {
length = pitchedDesc.RowPitch;
}
for (row = 0; row < h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += pitchedDesc.RowPitch;
}
}
D3D_CALL(uploadBuffer, Unmap, 0, NULL);
D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_COPY_DEST);
*resourceState = D3D12_RESOURCE_STATE_COPY_DEST;
SDL_zero(dstLocation);
dstLocation.pResource = texture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
SDL_zero(srcLocation);
srcLocation.pResource = rendererData->uploadBuffers[rendererData->currentUploadBuffer];
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint = placedTextureDesc;
D3D_CALL(rendererData->commandList, CopyTextureRegion,
&dstLocation,
x,
y,
0,
&srcLocation,
NULL
);
D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
*resourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
rendererData->currentUploadBuffer++;
if (rendererData->currentUploadBuffer == SDL_D3D12_NUM_UPLOAD_BUFFERS) {
D3D12_IssueBatch(rendererData);
}
return 0;
}
static int
D3D12_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void * srcPixels,
int srcPitch)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
if (!textureData) {
return SDL_SetError("Texture is not currently available");
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState) < 0) {
return -1;
}
#if SDL_HAVE_YUV
if (textureData->yuv) {
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
if (D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateV : &textureData->mainResourceStateU) < 0) {
return -1;
}
srcPixels = (const void*)((const Uint8*)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2));
if (D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateU : &textureData->mainResourceStateV) < 0) {
return -1;
}
}
if (textureData->nv12) {
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2*((srcPitch + 1) / 2), &textureData->mainResourceStateNV) < 0) {
return -1;
}
}
#endif
return 0;
}
#if SDL_HAVE_YUV
static int
D3D12_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
if (!textureData) {
return SDL_SetError("Texture is not currently available");
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState) < 0) {
return -1;
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch, &textureData->mainResourceStateU) < 0) {
return -1;
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV) < 0) {
return -1;
}
return 0;
}
static int
D3D12_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
if (!textureData) {
return SDL_SetError("Texture is not currently available");
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState) < 0) {
return -1;
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, UVplane, UVpitch, &textureData->mainResourceStateNV) < 0) {
return -1;
}
return 0;
}
#endif
static int
D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
D3D12_TextureData *textureData = (D3D12_TextureData *) texture->driverdata;
HRESULT result = S_OK;
D3D12_RESOURCE_DESC textureDesc;
D3D12_RESOURCE_DESC uploadDesc;
D3D12_HEAP_PROPERTIES heapProps;
D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc;
BYTE *textureMemory;
int bpp;
if (!textureData) {
return SDL_SetError("Texture is not currently available");
}
#if SDL_HAVE_YUV
if (textureData->yuv || textureData->nv12) {
if (!textureData->pixels) {
textureData->pitch = texture->w;
textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
if (!textureData->pixels) {
return SDL_OutOfMemory();
}
}
textureData->lockedRect = *rect;
*pixels =
(void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = textureData->pitch;
return 0;
}
#endif
if (textureData->stagingBuffer) {
return SDL_SetError("texture is already locked");
}
SDL_zero(textureDesc);
D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;
SDL_zero(uploadDesc);
uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
uploadDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
uploadDesc.Height = 1;
uploadDesc.DepthOrArraySize = 1;
uploadDesc.MipLevels = 1;
uploadDesc.Format = DXGI_FORMAT_UNKNOWN;
uploadDesc.SampleDesc.Count = 1;
uploadDesc.SampleDesc.Quality = 0;
uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D_CALL(rendererData->d3dDevice, GetCopyableFootprints,
&textureDesc,
0,
1,
0,
NULL,
NULL,
NULL,
&uploadDesc.Width
);
SDL_zero(heapProps);
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&uploadDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->stagingBuffer
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result);
}
result = D3D_CALL(textureData->stagingBuffer, Map,
0,
NULL,
(void **)&textureMemory
);
if (FAILED(result)) {
SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result);
}
SDL_zero(pitchedDesc);
pitchedDesc.Format = textureDesc.Format;
pitchedDesc.Width = rect->w;
pitchedDesc.Height = rect->h;
pitchedDesc.Depth = 1;
if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) {
bpp = 1;
}
else {
bpp = 4;
}
pitchedDesc.RowPitch = D3D12_Align(rect->w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
textureData->lockedRect = *rect;
*pixels = textureMemory;
*pitch = pitchedDesc.RowPitch;
return 0;
}
static void
D3D12_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
D3D12_TextureData *textureData = (D3D12_TextureData *) texture->driverdata;
D3D12_RESOURCE_DESC textureDesc;
D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc;
D3D12_TEXTURE_COPY_LOCATION srcLocation;
D3D12_TEXTURE_COPY_LOCATION dstLocation;
int bpp;
if (!textureData) {
return;
}
#if SDL_HAVE_YUV
if (textureData->yuv || textureData->nv12) {
const SDL_Rect *rect = &textureData->lockedRect;
void *pixels =
(void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
D3D12_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
return;
}
#endif
D3D_CALL(textureData->stagingBuffer, Unmap, 0, NULL);
SDL_zero(textureDesc);
D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
textureDesc.Width = textureData->lockedRect.w;
textureDesc.Height = textureData->lockedRect.h;
SDL_zero(pitchedDesc);
pitchedDesc.Format = textureDesc.Format;
pitchedDesc.Width = (UINT)textureDesc.Width;
pitchedDesc.Height = textureDesc.Height;
pitchedDesc.Depth = 1;
if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) {
bpp = 1;
}
else {
bpp = 4;
}
pitchedDesc.RowPitch = D3D12_Align(textureData->lockedRect.w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
SDL_zero(placedTextureDesc);
placedTextureDesc.Offset = 0;
placedTextureDesc.Footprint = pitchedDesc;
D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_COPY_DEST);
textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
SDL_zero(dstLocation);
dstLocation.pResource = textureData->mainTexture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
SDL_zero(srcLocation);
srcLocation.pResource = textureData->stagingBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint = placedTextureDesc;
D3D_CALL(rendererData->commandList, CopyTextureRegion,
&dstLocation,
textureData->lockedRect.x,
textureData->lockedRect.y,
0,
&srcLocation,
NULL
);
D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
D3D12_IssueBatch(rendererData);
SAFE_RELEASE(textureData->stagingBuffer);
}
static void
D3D12_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
D3D12_TextureData *textureData = (D3D12_TextureData *) texture->driverdata;
if (!textureData) {
return;
}
textureData->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR;
}
static int
D3D12_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
D3D12_TextureData *textureData = NULL;
if (texture == NULL) {
if (rendererData->textureRenderTarget) {
D3D12_TransitionResource(rendererData,
rendererData->textureRenderTarget->mainTexture,
rendererData->textureRenderTarget->mainResourceState,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
);
rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
}
rendererData->textureRenderTarget = NULL;
return 0;
}
textureData = (D3D12_TextureData *) texture->driverdata;
if (!textureData->mainTextureRenderTargetView.ptr) {
return SDL_SetError("specified texture is not a render target");
}
rendererData->textureRenderTarget = textureData;
D3D12_TransitionResource(rendererData,
rendererData->textureRenderTarget->mainTexture,
rendererData->textureRenderTarget->mainResourceState,
D3D12_RESOURCE_STATE_RENDER_TARGET
);
rendererData->textureRenderTarget->mainResourceState = D3D12_RESOURCE_STATE_RENDER_TARGET;
return 0;
}
static int
D3D12_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0;
}
static int
D3D12_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
int i;
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
verts->pos.x = points[i].x + 0.5f;
verts->pos.y = points[i].y + 0.5f;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts->color = color;
verts++;
}
return 0;
}
static int
D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
int i;
int count = indices ? num_indices : num_vertices;
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
for (i = 0; i < count; i++) {
int j;
float *xy_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
verts->pos.x = xy_[0] * scale_x;
verts->pos.y = xy_[1] * scale_y;
verts->color = *(SDL_Color*)((char*)color + j * color_stride);
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
verts->tex.x = uv_[0];
verts->tex.y = uv_[1];
} else {
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
}
verts += 1;
}
return 0;
}
static int
D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
const void * vertexData, size_t dataSizeInBytes)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
HRESULT result = S_OK;
const int vbidx = rendererData->currentVertexBuffer;
UINT8* vertexBufferData = NULL;
D3D12_RANGE range;
ID3D12Resource *vertexBuffer;
range.Begin = 0;
range.End = 0;
if (dataSizeInBytes == 0) {
return 0;
}
if (rendererData->issueBatch) {
if (FAILED(D3D12_IssueBatch(rendererData))) {
SDL_SetError("Failed to issue intermediate batch");
return E_FAIL;
}
}
if (dataSizeInBytes > rendererData->vertexBuffers[vbidx].size) {
D3D12_CreateVertexBuffer(rendererData, vbidx, dataSizeInBytes);
}
vertexBuffer = rendererData->vertexBuffers[vbidx].resource;
result = D3D_CALL(vertexBuffer, Map, 0, &range, (void **)&vertexBufferData);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result);
}
SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes);
D3D_CALL(vertexBuffer, Unmap, 0, NULL);
rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes;
D3D_CALL(rendererData->commandList, IASetVertexBuffers, 0, 1, &rendererData->vertexBuffers[vbidx].view);
rendererData->currentVertexBuffer++;
if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) {
rendererData->currentVertexBuffer = 0;
rendererData->issueBatch = SDL_TRUE;
}
return S_OK;
}
static int
D3D12_UpdateViewport(SDL_Renderer * renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata;
const SDL_Rect *viewport = &data->currentViewport;
Float4X4 projection;
Float4X4 view;
SDL_FRect orientationAlignedViewport;
BOOL swapDimensions;
D3D12_VIEWPORT d3dviewport;
const int rotation = D3D12_GetRotationForCurrentRenderTarget(renderer);
if (viewport->w == 0 || viewport->h == 0) {
return -1;
}
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
projection = MatrixIdentity();
break;
case DXGI_MODE_ROTATION_ROTATE270:
projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
break;
case DXGI_MODE_ROTATION_ROTATE180:
projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
break;
case DXGI_MODE_ROTATION_ROTATE90:
projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
break;
default:
return SDL_SetError("An unknown DisplayOrientation is being used");
}
SDL_zero(view);
view.m[0][0] = 2.0f / viewport->w;
view.m[1][1] = -2.0f / viewport->h;
view.m[2][2] = 1.0f;
view.m[3][0] = -1.0f;
view.m[3][1] = 1.0f;
view.m[3][3] = 1.0f;
data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
view,
projection);
swapDimensions = D3D12_IsDisplayRotated90Degrees((DXGI_MODE_ROTATION) rotation);
if (swapDimensions) {
orientationAlignedViewport.x = (float) viewport->y;
orientationAlignedViewport.y = (float) viewport->x;
orientationAlignedViewport.w = (float) viewport->h;
orientationAlignedViewport.h = (float) viewport->w;
} else {
orientationAlignedViewport.x = (float) viewport->x;
orientationAlignedViewport.y = (float) viewport->y;
orientationAlignedViewport.w = (float) viewport->w;
orientationAlignedViewport.h = (float) viewport->h;
}
d3dviewport.TopLeftX = orientationAlignedViewport.x;
d3dviewport.TopLeftY = orientationAlignedViewport.y;
d3dviewport.Width = orientationAlignedViewport.w;
d3dviewport.Height = orientationAlignedViewport.h;
d3dviewport.MinDepth = 0.0f;
d3dviewport.MaxDepth = 1.0f;
D3D_CALL(data->commandList, RSSetViewports, 1, &d3dviewport);
data->viewportDirty = SDL_FALSE;
return 0;
}
static int
D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader,
D3D12_PRIMITIVE_TOPOLOGY_TYPE topology,
const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE * shaderResources,
D3D12_CPU_DESCRIPTOR_HANDLE * sampler, const Float4X4 *matrix)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = D3D12_GetCurrentRenderTargetView(renderer);
const SDL_BlendMode blendMode = cmd->data.draw.blend;
SDL_bool updateSubresource = SDL_FALSE;
int i;
D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource;
DXGI_FORMAT rtvFormat = DXGI_FORMAT_B8G8R8A8_UNORM;
if (rendererData->textureRenderTarget) {
rtvFormat = rendererData->textureRenderTarget->mainTextureFormat;
}
if (!rendererData->currentPipelineState ||
rendererData->currentPipelineState->shader != shader ||
rendererData->currentPipelineState->blendMode != blendMode ||
rendererData->currentPipelineState->topology != topology ||
rendererData->currentPipelineState->rtvFormat != rtvFormat) {
rendererData->currentPipelineState = NULL;
for (i = 0; i < rendererData->pipelineStateCount; ++i) {
D3D12_PipelineState* candidatePiplineState = &rendererData->pipelineStates[i];
if (candidatePiplineState->shader == shader &&
candidatePiplineState->blendMode == blendMode &&
candidatePiplineState->topology == topology &&
candidatePiplineState->rtvFormat == rtvFormat) {
rendererData->currentPipelineState = candidatePiplineState;
break;
}
}
if (!rendererData->currentPipelineState) {
rendererData->currentPipelineState = D3D12_CreatePipelineState(renderer, shader, blendMode, topology, rtvFormat);
}
if (!rendererData->currentPipelineState) {
return SDL_SetError("[direct3d12] Unable to create required pipeline state");
}
D3D_CALL(rendererData->commandList, SetPipelineState, rendererData->currentPipelineState->pipelineState);
D3D_CALL(rendererData->commandList, SetGraphicsRootSignature,
rendererData->rootSignatures[D3D12_GetRootSignatureType(rendererData->currentPipelineState->shader)]);
updateSubresource = SDL_TRUE;
rendererData->currentSampler.ptr = 0;
rendererData->currentShaderResource.ptr = 0;
}
if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) {
D3D_CALL(rendererData->commandList, OMSetRenderTargets, 1, &renderTargetView, FALSE, NULL);
rendererData->currentRenderTargetView = renderTargetView;
}
if (rendererData->viewportDirty) {
if (D3D12_UpdateViewport(renderer) == 0) {
updateSubresource = SDL_TRUE;
}
}
if (rendererData->cliprectDirty) {
D3D12_RECT scissorRect;
if (D3D12_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE) != 0) {
return -1;
}
D3D_CALL(rendererData->commandList, RSSetScissorRects, 1, &scissorRect);
rendererData->cliprectDirty = SDL_FALSE;
}
if (numShaderResources > 0) {
firstShaderResource = shaderResources[0];
} else {
firstShaderResource.ptr = 0;
}
if (firstShaderResource.ptr != rendererData->currentShaderResource.ptr) {
for (i = 0; i < numShaderResources; ++i) {
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->srvDescriptorHeap, shaderResources[i]);
D3D_CALL(rendererData->commandList, SetGraphicsRootDescriptorTable, i + 1, GPUHandle);
}
rendererData->currentShaderResource.ptr = firstShaderResource.ptr;
}
if (sampler && sampler->ptr != rendererData->currentSampler.ptr) {
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->samplerDescriptorHeap, *sampler);
UINT tableIndex = 0;
switch (shader) {
case SHADER_RGB:
tableIndex = 2;
break;
#if SDL_HAVE_YUV
case SHADER_YUV_JPEG:
case SHADER_YUV_BT601:
case SHADER_YUV_BT709:
tableIndex = 4;
break;
case SHADER_NV12_JPEG:
case SHADER_NV12_BT601:
case SHADER_NV12_BT709:
case SHADER_NV21_JPEG:
case SHADER_NV21_BT601:
case SHADER_NV21_BT709:
tableIndex = 3;
break;
#endif
default:
return SDL_SetError("[direct3d12] Trying to set a sampler for a shader which doesn't have one");
break;
}
D3D_CALL(rendererData->commandList, SetGraphicsRootDescriptorTable, tableIndex, GPUHandle);
rendererData->currentSampler = *sampler;
}
if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix));
D3D_CALL(rendererData->commandList, SetGraphicsRoot32BitConstants,
0,
32,
&rendererData->vertexShaderConstantsData,
0
);
}
return 0;
}
static int
D3D12_SetCopyState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix)
{
SDL_Texture *texture = cmd->data.draw.texture;
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
D3D12_TextureData *textureData = (D3D12_TextureData *) texture->driverdata;
D3D12_CPU_DESCRIPTOR_HANDLE *textureSampler;
switch (textureData->scaleMode) {
case D3D12_FILTER_MIN_MAG_MIP_POINT:
textureSampler = &rendererData->nearestPixelSampler;
break;
case D3D12_FILTER_MIN_MAG_MIP_LINEAR:
textureSampler = &rendererData->linearSampler;
break;
default:
return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode);
}
#if SDL_HAVE_YUV
if (textureData->yuv) {
D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
textureData->mainTextureResourceView,
textureData->mainTextureResourceViewU,
textureData->mainTextureResourceViewV
};
D3D12_Shader shader;
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
shader = SHADER_YUV_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
shader = SHADER_YUV_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
shader = SHADER_YUV_BT709;
break;
default:
return SDL_SetError("Unsupported YUV conversion mode");
}
D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
D3D12_TransitionResource(rendererData, textureData->mainTextureU, textureData->mainResourceStateU, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceStateU = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
D3D12_TransitionResource(rendererData, textureData->mainTextureV, textureData->mainResourceStateV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceStateV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
return D3D12_SetDrawState(renderer, cmd, shader, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
} else if (textureData->nv12) {
D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
textureData->mainTextureResourceView,
textureData->mainTextureResourceViewNV,
};
D3D12_Shader shader;
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709;
break;
default:
return SDL_SetError("Unsupported YUV conversion mode");
}
D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
D3D12_TransitionResource(rendererData, textureData->mainTextureNV, textureData->mainResourceStateNV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
return D3D12_SetDrawState(renderer, cmd, shader, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
}
#endif
D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
return D3D12_SetDrawState(renderer, cmd, SHADER_RGB, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
1, &textureData->mainTextureResourceView, textureSampler, matrix);
}
static void
D3D12_DrawPrimitives(SDL_Renderer * renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
D3D_CALL(rendererData->commandList, IASetPrimitiveTopology, primitiveTopology);
D3D_CALL(rendererData->commandList, DrawInstanced, (UINT)vertexCount, 1, (UINT)vertexStart, 0);
}
static int
D3D12_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
const int viewportRotation = D3D12_GetRotationForCurrentRenderTarget(renderer);
if (rendererData->currentViewportRotation != viewportRotation) {
rendererData->currentViewportRotation = viewportRotation;
rendererData->viewportDirty = SDL_TRUE;
}
if (D3D12_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) {
return -1;
}
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &rendererData->currentViewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
SDL_copyp(viewport, &cmd->data.viewport.rect);
rendererData->viewportDirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) {
rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled;
rendererData->cliprectDirty = SDL_TRUE;
}
if (!rendererData->currentCliprectEnabled) {
rect = &rendererData->currentViewport;
}
if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) {
SDL_copyp(&rendererData->currentCliprect, rect);
rendererData->cliprectDirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const float colorRGBA[] = {
(cmd->data.color.r / 255.0f),
(cmd->data.color.g / 255.0f),
(cmd->data.color.b / 255.0f),
(cmd->data.color.a / 255.0f)
};
D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer);
D3D_CALL(rendererData->commandList, ClearRenderTargetView, rtvDescriptor, colorRGBA, 0, NULL);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL);
D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL);
D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count-1), 1);
}
break;
}
case SDL_RENDERCMD_FILL_RECTS:
break;
case SDL_RENDERCMD_COPY:
break;
case SDL_RENDERCMD_COPY_EX:
break;
case SDL_RENDERCMD_GEOMETRY: {
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
if (texture) {
D3D12_SetCopyState(renderer, cmd, NULL);
} else {
D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL);
}
D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return 0;
}
static int
D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)
{
D3D12_RenderData * data = (D3D12_RenderData *) renderer->driverdata;
ID3D12Resource *backBuffer = NULL;
ID3D12Resource *readbackBuffer = NULL;
HRESULT result;
int status = -1;
D3D12_RESOURCE_DESC textureDesc;
D3D12_RESOURCE_DESC readbackDesc;
D3D12_HEAP_PROPERTIES heapProps;
D3D12_RECT srcRect = {0, 0, 0, 0};
D3D12_BOX srcBox;
D3D12_TEXTURE_COPY_LOCATION dstLocation;
D3D12_TEXTURE_COPY_LOCATION srcLocation;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc;
D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc;
BYTE *textureMemory;
int bpp;
if (data->textureRenderTarget) {
backBuffer = data->textureRenderTarget->mainTexture;
} else {
backBuffer = data->renderTargets[data->currentBackBufferIndex];
}
SDL_zero(textureDesc);
D3D_CALL_RET(backBuffer, GetDesc, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;
SDL_zero(readbackDesc);
readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
readbackDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
readbackDesc.Height = 1;
readbackDesc.DepthOrArraySize = 1;
readbackDesc.MipLevels = 1;
readbackDesc.Format = DXGI_FORMAT_UNKNOWN;
readbackDesc.SampleDesc.Count = 1;
readbackDesc.SampleDesc.Quality = 0;
readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D_CALL(data->d3dDevice, GetCopyableFootprints,
&textureDesc,
0,
1,
0,
NULL,
NULL,
NULL,
&readbackDesc.Width
);
SDL_zero(heapProps);
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = D3D_CALL(data->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&readbackDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&readbackBuffer
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D [create staging texture]"), result);
goto done;
}
D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
if (D3D12_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) {
goto done;
}
srcBox.left = srcRect.left;
srcBox.right = srcRect.right;
srcBox.top = srcRect.top;
srcBox.bottom = srcRect.bottom;
srcBox.front = 0;
srcBox.back = 1;
SDL_zero(pitchedDesc);
pitchedDesc.Format = textureDesc.Format;
pitchedDesc.Width = (UINT)textureDesc.Width;
pitchedDesc.Height = textureDesc.Height;
pitchedDesc.Depth = 1;
if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) {
bpp = 1;
} else {
bpp = 4;
}
pitchedDesc.RowPitch = D3D12_Align(pitchedDesc.Width * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
SDL_zero(placedTextureDesc);
placedTextureDesc.Offset = 0;
placedTextureDesc.Footprint = pitchedDesc;
SDL_zero(dstLocation);
dstLocation.pResource = readbackBuffer;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dstLocation.PlacedFootprint = placedTextureDesc;
SDL_zero(srcLocation);
srcLocation.pResource = backBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLocation.SubresourceIndex = 0;
D3D_CALL(data->commandList, CopyTextureRegion,
&dstLocation,
0, 0, 0,
&srcLocation,
&srcBox
);
D3D12_IssueBatch(data);
D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET );
result = D3D_CALL(readbackBuffer, Map,
0,
NULL,
(void **)&textureMemory
);
if (FAILED(result)) {
SAFE_RELEASE(readbackBuffer);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result);
}
status = SDL_ConvertPixels(
rect->w, rect->h,
D3D12_DXGIFormatToSDLPixelFormat(textureDesc.Format),
textureMemory,
pitchedDesc.RowPitch,
format,
pixels,
pitch);
D3D_CALL(readbackBuffer, Unmap, 0, NULL);
done:
SAFE_RELEASE(readbackBuffer);
return status;
}
static int
D3D12_RenderPresent(SDL_Renderer * renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata;
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
UINT syncInterval;
UINT presentFlags;
#endif
HRESULT result;
D3D12_TransitionResource(data,
data->renderTargets[data->currentBackBufferIndex],
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT
);
result = D3D_CALL(data->commandList, Close);
D3D_CALL(data->commandQueue, ExecuteCommandLists, 1, (ID3D12CommandList * const *)&data->commandList);
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
result = D3D12_XBOX_PresentFrame(data->commandQueue, data->frameToken, data->renderTargets[data->currentBackBufferIndex]);
#else
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
syncInterval = 1;
presentFlags = 0;
} else {
syncInterval = 0;
presentFlags = DXGI_PRESENT_ALLOW_TEARING;
}
result = D3D_CALL(data->swapChain, Present, syncInterval, presentFlags);
#endif
if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
if ( result == DXGI_ERROR_DEVICE_REMOVED ) {
D3D12_HandleDeviceLost(renderer);
} else if (result == DXGI_ERROR_INVALID_CALL) {
D3D12_CreateWindowSizeDependentResources(renderer);
} else {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
}
return -1;
} else {
result = D3D_CALL(data->commandQueue, Signal, data->fence, data->fenceValue);
if (D3D_CALL(data->fence, GetCompletedValue) < data->fenceValue) {
result = D3D_CALL(data->fence, SetEventOnCompletion,
data->fenceValue,
data->fenceEvent
);
WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE);
}
data->fenceValue++;
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
data->currentBackBufferIndex++;
data->currentBackBufferIndex %= SDL_D3D12_NUM_BUFFERS;
#else
data->currentBackBufferIndex = D3D_CALL(data->swapChain, GetCurrentBackBufferIndex);
#endif
D3D12_ResetCommandList(data);
D3D12_TransitionResource(data,
data->renderTargets[data->currentBackBufferIndex],
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET
);
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken);
#endif
return 0;
}
}
static int
D3D12_SetVSync(SDL_Renderer * renderer, const int vsync)
{
if (vsync) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
} else {
renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
}
return 0;
}
SDL_Renderer *
D3D12_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
D3D12_RenderData *data;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (D3D12_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_free(renderer);
SDL_OutOfMemory();
return NULL;
}
data->identity = MatrixIdentity();
renderer->WindowEvent = D3D12_WindowEvent;
renderer->GetOutputSize = D3D12_GetOutputSize;
renderer->SupportsBlendMode = D3D12_SupportsBlendMode;
renderer->CreateTexture = D3D12_CreateTexture;
renderer->UpdateTexture = D3D12_UpdateTexture;
#if SDL_HAVE_YUV
renderer->UpdateTextureYUV = D3D12_UpdateTextureYUV;
renderer->UpdateTextureNV = D3D12_UpdateTextureNV;
#endif
renderer->LockTexture = D3D12_LockTexture;
renderer->UnlockTexture = D3D12_UnlockTexture;
renderer->SetTextureScaleMode = D3D12_SetTextureScaleMode;
renderer->SetRenderTarget = D3D12_SetRenderTarget;
renderer->QueueSetViewport = D3D12_QueueSetViewport;
renderer->QueueSetDrawColor = D3D12_QueueSetViewport;
renderer->QueueDrawPoints = D3D12_QueueDrawPoints;
renderer->QueueDrawLines = D3D12_QueueDrawPoints;
renderer->QueueGeometry = D3D12_QueueGeometry;
renderer->RunCommandQueue = D3D12_RunCommandQueue;
renderer->RenderReadPixels = D3D12_RenderReadPixels;
renderer->RenderPresent = D3D12_RenderPresent;
renderer->DestroyTexture = D3D12_DestroyTexture;
renderer->DestroyRenderer = D3D12_DestroyRenderer;
renderer->info = D3D12_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
renderer->SetVSync = D3D12_SetVSync;
renderer->window = window;
if (FAILED(D3D12_CreateDeviceResources(renderer))) {
D3D12_DestroyRenderer(renderer);
return NULL;
}
if (FAILED(D3D12_CreateWindowSizeDependentResources(renderer))) {
D3D12_DestroyRenderer(renderer);
return NULL;
}
return renderer;
}
SDL_RenderDriver D3D12_RenderDriver = {
D3D12_CreateRenderer,
{
"direct3d12",
(
SDL_RENDERER_ACCELERATED |
SDL_RENDERER_PRESENTVSYNC |
SDL_RENDERER_TARGETTEXTURE
),
6,
{
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_YV12,
SDL_PIXELFORMAT_IYUV,
SDL_PIXELFORMAT_NV12,
SDL_PIXELFORMAT_NV21
},
16384,
16384
}
};
#ifdef __cplusplus
}
#endif
#endif
#if defined(__WIN32__) || defined(__GDK__)
#ifdef __cplusplus
extern "C"
#endif
ID3D12Device *
SDL_RenderGetD3D12Device(SDL_Renderer * renderer)
{
ID3D12Device *device = NULL;
#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED
D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata;
if (renderer->DestroyRenderer != D3D12_DestroyRenderer) {
SDL_SetError("Renderer is not a D3D12 renderer");
return NULL;
}
device = (ID3D12Device *)data->d3dDevice;
if (device) {
D3D_CALL(device, AddRef);
}
#endif
return device;
}
#endif