1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "d3d12_wgl_public.h"
25
26 #include <new>
27
28 #include <windows.h>
29 #include <dxgi1_4.h>
30 #include <directx/d3d12.h>
31 #include <wrl.h>
32 #include <dxguids/dxguids.h>
33
34 #include "util/u_memory.h"
35 #include "util/u_inlines.h"
36 #include "frontend/api.h"
37 #include "frontend/winsys_handle.h"
38
39 #include "stw_device.h"
40 #include "stw_pixelformat.h"
41 #include "stw_winsys.h"
42
43 #include "d3d12/d3d12_format.h"
44 #include "d3d12/d3d12_resource.h"
45 #include "d3d12/d3d12_screen.h"
46
47 using Microsoft::WRL::ComPtr;
48 constexpr uint32_t num_buffers = 2;
49
50 struct d3d12_wgl_framebuffer {
51 struct stw_winsys_framebuffer base;
52
53 struct d3d12_screen *screen;
54 enum pipe_format pformat;
55 HWND window;
56 ComPtr<IDXGISwapChain3> swapchain;
57 HANDLE waitable_object;
58 int latency = 2;
59 struct pipe_resource *buffers[num_buffers];
60 bool single_buffered;
61 struct pipe_resource *offscreen_buffer;
62 };
63
64 static struct d3d12_wgl_framebuffer *
d3d12_wgl_framebuffer(struct stw_winsys_framebuffer * fb)65 d3d12_wgl_framebuffer(struct stw_winsys_framebuffer *fb)
66 {
67 return (struct d3d12_wgl_framebuffer *)fb;
68 }
69
70 static void
d3d12_wgl_framebuffer_destroy(struct stw_winsys_framebuffer * fb,pipe_context * ctx)71 d3d12_wgl_framebuffer_destroy(struct stw_winsys_framebuffer *fb,
72 pipe_context *ctx)
73 {
74 struct d3d12_wgl_framebuffer *framebuffer = d3d12_wgl_framebuffer(fb);
75 struct pipe_fence_handle *fence = NULL;
76
77 if (ctx) {
78 /* Ensure all resources are flushed */
79 ctx->flush(ctx, &fence, PIPE_FLUSH_HINT_FINISH);
80 if (fence) {
81 ctx->screen->fence_finish(ctx->screen, ctx, fence, OS_TIMEOUT_INFINITE);
82 ctx->screen->fence_reference(ctx->screen, &fence, NULL);
83 }
84 }
85
86 for (int i = 0; i < num_buffers; ++i) {
87 if (framebuffer->buffers[i]) {
88 d3d12_resource_release(d3d12_resource(framebuffer->buffers[i]));
89 pipe_resource_reference(&framebuffer->buffers[i], NULL);
90 }
91 }
92
93 if (framebuffer->offscreen_buffer) {
94 pipe_resource_reference(&framebuffer->offscreen_buffer, NULL);
95 }
96
97 if (framebuffer->waitable_object)
98 CloseHandle(framebuffer->waitable_object);
99
100 delete framebuffer;
101 }
102
103 static void
d3d12_wgl_framebuffer_resize(stw_winsys_framebuffer * fb,pipe_context * ctx,pipe_resource * templ)104 d3d12_wgl_framebuffer_resize(stw_winsys_framebuffer *fb,
105 pipe_context *ctx,
106 pipe_resource *templ)
107 {
108 struct d3d12_wgl_framebuffer *framebuffer = d3d12_wgl_framebuffer(fb);
109 struct d3d12_dxgi_screen *screen = d3d12_dxgi_screen(framebuffer->screen);
110
111 DXGI_SWAP_CHAIN_DESC1 desc = {};
112 desc.BufferCount = num_buffers;
113 desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
114 desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING | DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
115 desc.Format = d3d12_get_format(templ->format);
116 desc.Width = templ->width0;
117 desc.Height = templ->height0;
118 desc.SampleDesc.Count = 1;
119 desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
120
121 framebuffer->pformat = templ->format;
122
123 if (!framebuffer->swapchain) {
124 ComPtr<IDXGISwapChain1> swapchain1;
125 if (FAILED(screen->factory->CreateSwapChainForHwnd(
126 screen->base.cmdqueue,
127 framebuffer->window,
128 &desc,
129 nullptr,
130 nullptr,
131 &swapchain1))) {
132 debug_printf("D3D12: failed to create swapchain");
133 return;
134 }
135
136 swapchain1.As(&framebuffer->swapchain);
137
138 screen->factory->MakeWindowAssociation(framebuffer->window,
139 DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_PRINT_SCREEN);
140
141 framebuffer->waitable_object = framebuffer->swapchain->GetFrameLatencyWaitableObject();
142 WaitForSingleObject(framebuffer->waitable_object, INFINITE);
143
144 framebuffer->swapchain->SetMaximumFrameLatency(framebuffer->latency);
145 }
146 else {
147 struct pipe_fence_handle *fence = NULL;
148
149 /* Ensure all resources are flushed */
150 ctx->flush(ctx, &fence, PIPE_FLUSH_HINT_FINISH);
151 if (fence) {
152 ctx->screen->fence_finish(ctx->screen, ctx, fence, OS_TIMEOUT_INFINITE);
153 ctx->screen->fence_reference(ctx->screen, &fence, NULL);
154 }
155
156 for (int i = 0; i < num_buffers; ++i) {
157 if (framebuffer->buffers[i]) {
158 d3d12_resource_release(d3d12_resource(framebuffer->buffers[i]));
159 pipe_resource_reference(&framebuffer->buffers[i], NULL);
160 }
161 }
162 if (FAILED(framebuffer->swapchain->ResizeBuffers(num_buffers, desc.Width, desc.Height, desc.Format, desc.Flags))) {
163 debug_printf("D3D12: failed to resize swapchain");
164 }
165 }
166
167 for (uint32_t i = 0; i < num_buffers; ++i) {
168 ID3D12Resource *res;
169 framebuffer->swapchain->GetBuffer(i, IID_PPV_ARGS(&res));
170 if (!res)
171 continue;
172
173 struct winsys_handle handle;
174 memset(&handle, 0, sizeof(handle));
175 handle.type = WINSYS_HANDLE_TYPE_D3D12_RES;
176 handle.format = framebuffer->pformat;
177 handle.com_obj = res;
178
179 D3D12_RESOURCE_DESC res_desc = GetDesc(res);
180
181 struct pipe_resource templ;
182 memset(&templ, 0, sizeof(templ));
183 templ.target = PIPE_TEXTURE_2D;
184 templ.format = framebuffer->pformat;
185 templ.width0 = res_desc.Width;
186 templ.height0 = res_desc.Height;
187 templ.depth0 = 1;
188 templ.array_size = res_desc.DepthOrArraySize;
189 templ.nr_samples = res_desc.SampleDesc.Count;
190 templ.last_level = res_desc.MipLevels - 1;
191 templ.bind = PIPE_BIND_DISPLAY_TARGET | PIPE_BIND_RENDER_TARGET;
192 templ.usage = PIPE_USAGE_DEFAULT;
193 templ.flags = 0;
194
195 pipe_resource_reference(&framebuffer->buffers[i],
196 screen->base.base.resource_from_handle(&screen->base.base, &templ, &handle,
197 PIPE_HANDLE_USAGE_FRAMEBUFFER_WRITE));
198 }
199
200 if (framebuffer->single_buffered) {
201 if (framebuffer->offscreen_buffer) {
202 pipe_resource_reference(&framebuffer->offscreen_buffer, NULL);
203 }
204 struct pipe_resource local_templ = *templ;
205 local_templ.bind = PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW;
206 framebuffer->offscreen_buffer = screen->base.base.resource_create(&screen->base.base, &local_templ);
207 }
208 }
209
210 static bool
d3d12_wgl_framebuffer_present(stw_winsys_framebuffer * fb,int interval)211 d3d12_wgl_framebuffer_present(stw_winsys_framebuffer *fb, int interval)
212 {
213 auto framebuffer = d3d12_wgl_framebuffer(fb);
214 if (!framebuffer->swapchain) {
215 debug_printf("D3D12: Cannot present; no swapchain");
216 return false;
217 }
218
219 HRESULT hr;
220 if (interval < 1)
221 hr = framebuffer->swapchain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
222 else
223 hr = framebuffer->swapchain->Present(interval, 0);
224
225 if (hr == S_OK)
226 return WaitForSingleObject(framebuffer->waitable_object, 2000) == WAIT_OBJECT_0;
227 return false;
228 }
229
230 static struct pipe_resource *
d3d12_wgl_framebuffer_get_resource(struct stw_winsys_framebuffer * pframebuffer,st_attachment_type statt)231 d3d12_wgl_framebuffer_get_resource(struct stw_winsys_framebuffer *pframebuffer,
232 st_attachment_type statt)
233 {
234 auto framebuffer = d3d12_wgl_framebuffer(pframebuffer);
235
236 if (!framebuffer->swapchain)
237 return nullptr;
238
239 if (framebuffer->single_buffered) {
240 assert(statt == ST_ATTACHMENT_FRONT_LEFT);
241 assert(framebuffer->offscreen_buffer);
242 pipe_reference(NULL, &framebuffer->offscreen_buffer->reference);
243 return framebuffer->offscreen_buffer;
244 }
245
246 UINT index = framebuffer->swapchain->GetCurrentBackBufferIndex();
247 if (statt == ST_ATTACHMENT_FRONT_LEFT)
248 index = !index;
249
250 assert(framebuffer->buffers[index]);
251 pipe_reference(NULL, &framebuffer->buffers[index]->reference);
252 return framebuffer->buffers[index];
253 }
254
255 static void
d3d12_wgl_framebuffer_flush_frontbuffer(struct stw_winsys_framebuffer * pframebuffer,struct pipe_context * pipe)256 d3d12_wgl_framebuffer_flush_frontbuffer(struct stw_winsys_framebuffer *pframebuffer,
257 struct pipe_context *pipe)
258 {
259 auto framebuffer = d3d12_wgl_framebuffer(pframebuffer);
260 struct pipe_blit_info blit;
261
262 memset(&blit, 0, sizeof(blit));
263 uint32_t index = framebuffer->swapchain->GetCurrentBackBufferIndex();
264 blit.dst.resource = framebuffer->buffers[index];
265 blit.dst.box.width = blit.dst.resource->width0;
266 blit.dst.box.height = blit.dst.resource->height0;
267 blit.dst.box.depth = 1;
268 blit.dst.format = blit.dst.resource->format;
269 blit.src.resource = framebuffer->offscreen_buffer;
270 blit.src.box.width = blit.src.resource->width0;
271 blit.src.box.height = blit.src.resource->height0;
272 blit.src.box.depth = 1;
273 blit.src.format = blit.src.resource->format;
274 blit.mask = PIPE_MASK_RGBA;
275 blit.filter = PIPE_TEX_FILTER_NEAREST;
276
277 pipe->blit(pipe, &blit);
278 pipe->flush_resource(pipe, blit.dst.resource);
279 pipe->flush(pipe, NULL, 0);
280 }
281
282 static void
d3d12_wgl_framebuffer_set_latency(struct stw_winsys_framebuffer * pframebuffer,int latency)283 d3d12_wgl_framebuffer_set_latency(struct stw_winsys_framebuffer *pframebuffer,
284 int latency)
285 {
286 if (latency < 1)
287 return;
288
289 auto framebuffer = d3d12_wgl_framebuffer(pframebuffer);
290 int delta = latency - framebuffer->latency;
291 while (delta < 0 && framebuffer->waitable_object) {
292 WaitForSingleObject(framebuffer->waitable_object, INFINITE);
293 ++delta;
294 }
295 framebuffer->latency = latency;
296 if (framebuffer->swapchain)
297 framebuffer->swapchain->SetMaximumFrameLatency(latency);
298 }
299
300 struct stw_winsys_framebuffer *
d3d12_wgl_create_framebuffer(struct pipe_screen * screen,HWND hWnd,int iPixelFormat)301 d3d12_wgl_create_framebuffer(struct pipe_screen *screen,
302 HWND hWnd,
303 int iPixelFormat)
304 {
305 const struct stw_pixelformat_info *pfi =
306 stw_pixelformat_get_info(iPixelFormat);
307 if ((pfi->pfd.dwFlags & PFD_SUPPORT_GDI))
308 return NULL;
309
310 if (pfi->stvis.color_format != PIPE_FORMAT_B8G8R8A8_UNORM &&
311 pfi->stvis.color_format != PIPE_FORMAT_R8G8B8A8_UNORM &&
312 pfi->stvis.color_format != PIPE_FORMAT_R10G10B10A2_UNORM &&
313 pfi->stvis.color_format != PIPE_FORMAT_R16G16B16A16_FLOAT)
314 return NULL;
315
316 struct d3d12_wgl_framebuffer *fb = CALLOC_STRUCT(d3d12_wgl_framebuffer);
317 if (!fb)
318 return NULL;
319
320 new (fb) struct d3d12_wgl_framebuffer();
321
322 fb->window = hWnd;
323 fb->screen = d3d12_screen(screen);
324 fb->single_buffered = (pfi->pfd.dwFlags & PFD_DOUBLEBUFFER) == 0;
325 fb->base.destroy = d3d12_wgl_framebuffer_destroy;
326 fb->base.resize = d3d12_wgl_framebuffer_resize;
327 fb->base.present = d3d12_wgl_framebuffer_present;
328 fb->base.get_resource = d3d12_wgl_framebuffer_get_resource;
329 fb->base.flush_frontbuffer = d3d12_wgl_framebuffer_flush_frontbuffer;
330 fb->base.set_latency = d3d12_wgl_framebuffer_set_latency;
331
332 return &fb->base;
333 }
334