From 4082821822edd2cdffdeb130718821c5503140ea Mon Sep 17 00:00:00 2001 From: chalonverse Date: Mon, 6 Jun 2022 17:42:30 -0700 Subject: [PATCH] DirectX 12 Renderer (#5761) * DirectX 12 Renderer (27 squashed commits) * Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters * Fixed OpenWatcom build failure * Dynapi fix Co-authored-by: Ryan C. Gordon --- CMakeLists.txt | 7 +- Makefile.w32 | 3 +- VisualC/SDL/SDL.vcxproj | 5 +- VisualC/SDL/SDL.vcxproj.filters | 14 +- configure.ac | 5 + include/SDL_config.h.cmake | 1 + include/SDL_config.h.in | 1 + include/SDL_config_windows.h | 18 + include/SDL_config_winrt.h | 3 + include/SDL_hints.h | 2 + include/SDL_system.h | 16 + src/core/windows/SDL_windows.h | 4 + src/dynapi/SDL2.exports | 1 + src/dynapi/SDL_dynapi_overrides.h | 1 + src/dynapi/SDL_dynapi_procs.h | 3 + src/render/SDL_d3dmath.c | 4 +- src/render/SDL_d3dmath.h | 4 +- src/render/SDL_render.c | 3 + src/render/SDL_sysrender.h | 1 + src/render/direct3d12/SDL_render_d3d12.c | 3042 +++++++++ src/render/direct3d12/SDL_shaders_d3d12.c | 6967 +++++++++++++++++++++ src/render/direct3d12/SDL_shaders_d3d12.h | 57 + 22 files changed, 10154 insertions(+), 8 deletions(-) create mode 100644 src/render/direct3d12/SDL_render_d3d12.c create mode 100644 src/render/direct3d12/SDL_shaders_d3d12.c create mode 100644 src/render/direct3d12/SDL_shaders_d3d12.h diff --git a/CMakeLists.txt b/CMakeLists.txt index 18cf7302b..f5e0e344e 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1596,6 +1596,7 @@ elseif(WINDOWS) check_include_file(d3d9.h HAVE_D3D_H) check_include_file(d3d11_1.h HAVE_D3D11_H) + check_include_file(d3d12.h HAVE_D3D12_H) check_include_file(ddraw.h HAVE_DDRAW_H) check_include_file(dsound.h HAVE_DSOUND_H) check_include_file(dinput.h HAVE_DINPUT_H) @@ -1603,7 +1604,7 @@ elseif(WINDOWS) set(HAVE_DINPUT_H 0) endif() check_include_file(dxgi.h HAVE_DXGI_H) - if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H) + if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_D3D12_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H) set(HAVE_DIRECTX TRUE) if(NOT MINGW AND NOT USE_WINSDK_DIRECTX) # TODO: change $ENV{DXSDL_DIR} to get the path from the include checks @@ -1697,6 +1698,10 @@ elseif(WINDOWS) set(SDL_VIDEO_RENDER_D3D11 1) set(HAVE_RENDER_D3D TRUE) endif() + if(SDL_RENDER_D3D AND HAVE_D3D12_H AND NOT WINDOWS_STORE) + set(SDL_VIDEO_RENDER_D3D12 1) + set(HAVE_RENDER_D3D TRUE) + endif() set(HAVE_SDL_VIDEO TRUE) endif() diff --git a/Makefile.w32 b/Makefile.w32 index 60775f13f..ee5c4b10f 100644 --- a/Makefile.w32 +++ b/Makefile.w32 @@ -80,6 +80,7 @@ SRCS+= SDL_syspower.c SRCS+= SDL_d3dmath.c SRCS+= SDL_render_d3d.c SDL_shaders_d3d.c SRCS+= SDL_render_d3d11.c SDL_shaders_d3d11.c +SRCS+= SDL_render_d3d12.c SDL_shaders_d3d12.c SRCS+= SDL_render_gl.c SDL_shaders_gl.c SRCS+= SDL_render_gles2.c SDL_shaders_gles2.c SRCS+= SDL_windowssensor.c @@ -99,7 +100,7 @@ RCOBJS= $(RCSRCS:.rc=.res) .c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk; .c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy; .c: ./src/core/windows;./src/audio/winmm;./src/audio/directsound;./src/audio/wasapi;./src/loadso/windows;./src/filesystem/windows;./src/haptic/windows;./src/joystick/windows;./src/sensor/windows;./src/thread/windows;./src/timer/windows;./src/video/windows; -.c: ./src/locale/;./src/locale/windows;./src/misc;./src/misc/windows;./src/power/windows;./src/joystick/hidapi;./src/hidapi;./src/render/direct3d;./src/render/direct3d11;./src/render/opengl;./src/render/opengles2 +.c: ./src/locale/;./src/locale/windows;./src/misc;./src/misc/windows;./src/power/windows;./src/joystick/hidapi;./src/hidapi;./src/render/direct3d;./src/render/direct3d11;./src/render/direct3d12;./src/render/opengl;./src/render/opengles2 .rc: ./src/main/windows all: $(DLLFILE) $(LIBFILE) $(TLIB) .symbolic diff --git a/VisualC/SDL/SDL.vcxproj b/VisualC/SDL/SDL.vcxproj index aaeda8717..04ed6b46f 100644 --- a/VisualC/SDL/SDL.vcxproj +++ b/VisualC/SDL/SDL.vcxproj @@ -348,6 +348,7 @@ + @@ -527,6 +528,8 @@ + + @@ -617,4 +620,4 @@ - + \ No newline at end of file diff --git a/VisualC/SDL/SDL.vcxproj.filters b/VisualC/SDL/SDL.vcxproj.filters index a3d9d5c80..a093f4dd6 100644 --- a/VisualC/SDL/SDL.vcxproj.filters +++ b/VisualC/SDL/SDL.vcxproj.filters @@ -169,6 +169,9 @@ {4755f3a6-49ac-46d6-86be-21f5c21f2197} + + {f48c2b17-1bee-4fec-a7c8-24cf619abe08} + @@ -829,6 +832,9 @@ + + render\direct3d12 + @@ -1326,8 +1332,14 @@ power\windows + + render\direct3d12 + + + render\direct3d12 + - + \ No newline at end of file diff --git a/configure.ac b/configure.ac index 421ea98ce..dc5c4c718 100644 --- a/configure.ac +++ b/configure.ac @@ -3264,6 +3264,7 @@ CheckDIRECTX() if test x$enable_directx = xyes; then AC_CHECK_HEADER(d3d9.h, have_d3d=yes) AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes) + AC_CHECK_HEADER(d3d12.h, have_d3d12=yes) AC_CHECK_HEADER(ddraw.h, have_ddraw=yes) AC_CHECK_HEADER(dsound.h, have_dsound=yes) AC_CHECK_HEADER(dinput.h, have_dinput=yes) @@ -3991,6 +3992,10 @@ case "$host" in AC_DEFINE(SDL_VIDEO_RENDER_D3D11, 1, [ ]) SUMMARY_video="${SUMMARY_video} d3d11" fi + if test x$enable_render_d3d = xyes -a x$have_d3d12 = xyes; then + AC_DEFINE(SDL_VIDEO_RENDER_D3D12, 1, [ ]) + SUMMARY_video="${SUMMARY_video} d3d12" + fi fi # Set up files for the audio library if test x$enable_audio = xyes; then diff --git a/include/SDL_config.h.cmake b/include/SDL_config.h.cmake index 9e058218d..b6b583992 100644 --- a/include/SDL_config.h.cmake +++ b/include/SDL_config.h.cmake @@ -243,6 +243,7 @@ #cmakedefine HAVE_D3D_H @HAVE_D3D_H@ #cmakedefine HAVE_D3D11_H @HAVE_D3D11_H@ +#cmakedefine HAVE_D3D12_H @HAVE_D3D12_H@ #cmakedefine HAVE_DDRAW_H @HAVE_DDRAW_H@ #cmakedefine HAVE_DSOUND_H @HAVE_DSOUND_H@ #cmakedefine HAVE_DINPUT_H @HAVE_DINPUT_H@ diff --git a/include/SDL_config.h.in b/include/SDL_config.h.in index 9a80d45b7..c18077fea 100644 --- a/include/SDL_config.h.in +++ b/include/SDL_config.h.in @@ -413,6 +413,7 @@ #undef SDL_VIDEO_RENDER_D3D #undef SDL_VIDEO_RENDER_D3D11 +#undef SDL_VIDEO_RENDER_D3D12 #undef SDL_VIDEO_RENDER_OGL #undef SDL_VIDEO_RENDER_OGL_ES #undef SDL_VIDEO_RENDER_OGL_ES2 diff --git a/include/SDL_config_windows.h b/include/SDL_config_windows.h index 81fde40c8..076bea410 100644 --- a/include/SDL_config_windows.h +++ b/include/SDL_config_windows.h @@ -38,6 +38,18 @@ #include #endif +/* sdkddkver.h defines more specific SDK version numbers. This is needed because older versions of the + * Windows 10 SDK have broken declarations for the C API for DirectX 12. */ +#if !defined(HAVE_SDKDDKVER_H) && defined(__has_include) +#if __has_include() +#define HAVE_SDKDDKVER_H 1 +#endif +#endif + +#ifdef HAVE_SDKDDKVER_H +#include +#endif + /* This is a set of defines to configure the SDL features */ #if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H) @@ -107,6 +119,9 @@ typedef unsigned int uintptr_t; #define HAVE_D3D11_H 1 #define HAVE_ROAPI_H 1 #endif +#if defined(WDK_NTDDI_VERSION) && WDK_NTDDI_VERSION > 0x0A000008 /* 10.0.19041.0 */ +#define HAVE_D3D12_H 1 +#endif #define HAVE_MMDEVICEAPI_H 1 #define HAVE_AUDIOCLIENT_H 1 #define HAVE_TPCSHRD_H 1 @@ -295,6 +310,9 @@ typedef unsigned int uintptr_t; #if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H) #define SDL_VIDEO_RENDER_D3D11 1 #endif +#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H) +#define SDL_VIDEO_RENDER_D3D12 1 +#endif /* Enable OpenGL support */ #ifndef SDL_VIDEO_OPENGL diff --git a/include/SDL_config_winrt.h b/include/SDL_config_winrt.h index 75aef4ebb..556940369 100644 --- a/include/SDL_config_winrt.h +++ b/include/SDL_config_winrt.h @@ -250,6 +250,9 @@ typedef unsigned int uintptr_t; /* Enable appropriate renderer(s) */ #define SDL_VIDEO_RENDER_D3D11 1 +/* Disable D3D12 as it's not implemented for WinRT */ +#define SDL_VIDEO_RENDER_D3D12 0 + #if SDL_VIDEO_OPENGL_ES2 #define SDL_VIDEO_RENDER_OGL_ES2 1 #endif diff --git a/include/SDL_hints.h b/include/SDL_hints.h index 83cfe89a6..2699b6ae9 100644 --- a/include/SDL_hints.h +++ b/include/SDL_hints.h @@ -1200,6 +1200,8 @@ extern "C" { * * This variable is case insensitive and can be set to the following values: * "direct3d" + * "direct3d11" + * "direct3d12" * "opengl" * "opengles2" * "opengles" diff --git a/include/SDL_system.h b/include/SDL_system.h index bbe8d4558..60871ff90 100644 --- a/include/SDL_system.h +++ b/include/SDL_system.h @@ -102,6 +102,22 @@ typedef struct ID3D11Device ID3D11Device; */ extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer); +typedef struct ID3D12Device ID3D12Device; + +/** + * Get the D3D12 device associated with a renderer. + * + * Once you are done using the device, you should release it to avoid a + * resource leak. + * + * \param renderer the renderer from which to get the associated D3D12 device + * \returns the D3D12 device associated with given renderer or NULL if it is + * not a D3D12 renderer; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.23. + */ +extern DECLSPEC ID3D12Device* SDLCALL SDL_RenderGetD3D12Device(SDL_Renderer* renderer); + /** * Get the DXGI Adapter and Output indices for the specified display index. * diff --git a/src/core/windows/SDL_windows.h b/src/core/windows/SDL_windows.h index 681f01b87..9b0149253 100644 --- a/src/core/windows/SDL_windows.h +++ b/src/core/windows/SDL_windows.h @@ -33,7 +33,11 @@ #undef WINVER #define WINVER 0x0501 #undef _WIN32_WINNT +#if !defined(SDL_VIDEO_RENDER_D3D12) #define _WIN32_WINNT 0x501 /* Need 0x410 for AlphaBlend() and 0x500 for EnumDisplayDevices(), 0x501 for raw input */ +#else +#define _WIN32_WINNT 0xA00 /* For D3D12, 0xA00 is required */ +#endif #endif #include diff --git a/src/dynapi/SDL2.exports b/src/dynapi/SDL2.exports index 481e1db0b..5bc965dfd 100644 --- a/src/dynapi/SDL2.exports +++ b/src/dynapi/SDL2.exports @@ -847,3 +847,4 @@ ++'_SDL_GUIDFromString'.'SDL2.dll'.'SDL_GUIDFromString' ++'_SDL_HasLSX'.'SDL2.dll'.'SDL_HasLSX' ++'_SDL_HasLASX'.'SDL2.dll'.'SDL_HasLASX' +++'_SDL_RenderGetD3D12Device'.'SDL2.dll'.'SDL_RenderGetD3D12Device' diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h index 97f3b8007..76c9e9199 100644 --- a/src/dynapi/SDL_dynapi_overrides.h +++ b/src/dynapi/SDL_dynapi_overrides.h @@ -873,3 +873,4 @@ #define SDL_GUIDFromString SDL_GUIDFromString_REAL #define SDL_HasLSX SDL_HasLSX_REAL #define SDL_HasLASX SDL_HasLASX_REAL +#define SDL_RenderGetD3D12Device SDL_RenderGetD3D12Device_REAL diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h index a61333a39..ddc655760 100644 --- a/src/dynapi/SDL_dynapi_procs.h +++ b/src/dynapi/SDL_dynapi_procs.h @@ -948,3 +948,6 @@ SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),) SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_HasLSX,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_HasLASX,(void),(),return) +#ifdef __WIN32__ +SDL_DYNAPI_PROC(ID3D12Device*,SDL_RenderGetD3D12Device,(SDL_Renderer *a),(a),return) +#endif diff --git a/src/render/SDL_d3dmath.c b/src/render/SDL_d3dmath.c index 63048bb88..fb7de371f 100644 --- a/src/render/SDL_d3dmath.c +++ b/src/render/SDL_d3dmath.c @@ -20,7 +20,7 @@ */ #include "../SDL_internal.h" -#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED +#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED #include "SDL_stdinc.h" #include "SDL_d3dmath.h" @@ -131,6 +131,6 @@ Float4X4 MatrixRotationZ(float r) } -#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */ +#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED */ /* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/render/SDL_d3dmath.h b/src/render/SDL_d3dmath.h index 7b74cfe75..211bfdd5a 100644 --- a/src/render/SDL_d3dmath.h +++ b/src/render/SDL_d3dmath.h @@ -20,7 +20,7 @@ */ #include "../SDL_internal.h" -#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED +#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED /* Direct3D matrix math functions */ @@ -67,6 +67,6 @@ Float4X4 MatrixRotationX(float r); Float4X4 MatrixRotationY(float r); Float4X4 MatrixRotationZ(float r); -#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */ +#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED */ /* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c index d94b0a988..4224a70f6 100644 --- a/src/render/SDL_render.c +++ b/src/render/SDL_render.c @@ -96,6 +96,9 @@ static const SDL_RenderDriver *render_drivers[] = { #if SDL_VIDEO_RENDER_D3D11 &D3D11_RenderDriver, #endif +#if SDL_VIDEO_RENDER_D3D12 + &D3D12_RenderDriver, +#endif #if SDL_VIDEO_RENDER_METAL &METAL_RenderDriver, #endif diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h index 7aeb46710..481ae91bf 100644 --- a/src/render/SDL_sysrender.h +++ b/src/render/SDL_sysrender.h @@ -283,6 +283,7 @@ struct SDL_RenderDriver /* Not all of these are available in a given build. Use #ifdefs, etc. */ extern SDL_RenderDriver D3D_RenderDriver; extern SDL_RenderDriver D3D11_RenderDriver; +extern SDL_RenderDriver D3D12_RenderDriver; extern SDL_RenderDriver GL_RenderDriver; extern SDL_RenderDriver GLES2_RenderDriver; extern SDL_RenderDriver GLES_RenderDriver; diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c new file mode 100644 index 000000000..447e6a07b --- /dev/null +++ b/src/render/direct3d12/SDL_render_d3d12.c @@ -0,0 +1,3042 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#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_VERTEX_BUFFER_MAX_TRIS 2048 +#define SDL_D3D12_MAX_NUM_TEXTURES 16384 +#define SDL_D3D12_NUM_UPLOAD_BUFFERS 32 + +#define COBJMACROS +#include "../../core/windows/SDL_windows.h" +#include "SDL_hints.h" +#include "SDL_loadso.h" +#include "SDL_syswm.h" +#include "../SDL_sysrender.h" +#include "../SDL_d3dmath.h" + +#include +#include +#include +#include + +#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 + +#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; } + + +/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when + !!! FIXME: textures are needed. */ + +/* Vertex shader, common values */ +typedef struct +{ + Float4X4 model; + Float4X4 projectionAndView; +} VertexShaderConstants; + +/* Per-vertex data */ +typedef struct +{ + Float2 pos; + Float2 tex; + SDL_Color color; +} VertexPositionColor; + +/* Per-texture data */ +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 + /* YV12 texture support */ + 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; + + /* NV12 texture support */ + 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; + +/* Pipeline State Object data */ +typedef struct +{ + D3D12_Shader shader; + SDL_BlendMode blendMode; + D3D12_PRIMITIVE_TOPOLOGY_TYPE topology; + DXGI_FORMAT rtvFormat; + ID3D12PipelineState *pipelineState; +} D3D12_PipelineState; + +/* Vertex Buffer */ +typedef struct +{ + ID3D12Resource *resource; + D3D12_VERTEX_BUFFER_VIEW view; +} D3D12_VertexBuffer; + +/* For SRV pool allocator */ +typedef struct +{ + SIZE_T index; + void *next; +} D3D12_SRVPoolNode; + +/* Private renderer data */ +typedef struct +{ + void *hDXGIMod; + void *hD3D12Mod; + IDXGIFactory6 *dxgiFactory; + IDXGIAdapter4 *dxgiAdapter; + ID3D12Device5 *d3dDevice; + ID3D12Debug *debugInterface; + IDXGIDebug1 *dxgiDebug; + ID3D12CommandQueue *commandQueue; + ID3D12GraphicsCommandList2 *commandList; + IDXGISwapChain4 *swapChain; + DXGI_SWAP_EFFECT swapEffect; + + /* Descriptor heaps */ + ID3D12DescriptorHeap* rtvDescriptorHeap; + UINT rtvDescriptorSize; + ID3D12DescriptorHeap* textureRTVDescriptorHeap; + ID3D12DescriptorHeap* srvDescriptorHeap; + UINT srvDescriptorSize; + ID3D12DescriptorHeap* samplerDescriptorHeap; + UINT samplerDescriptorSize; + + /* Data needed per backbuffer */ + ID3D12CommandAllocator *commandAllocators[SDL_D3D12_NUM_BUFFERS]; + ID3D12Resource *renderTargets[SDL_D3D12_NUM_BUFFERS]; + UINT64 fenceValue; + int currentBackBufferIndex; + + /* Fences */ + ID3D12Fence *fence; + HANDLE fenceEvent; + + /* Root signature and pipeline state data */ + ID3D12RootSignature *rootSignatures[NUM_ROOTSIGS]; + int pipelineStateCount; + D3D12_PipelineState *pipelineStates; + D3D12_PipelineState *currentPipelineState; + + D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS]; + ID3D12Heap *vertexBufferHeap; + D3D12_CPU_DESCRIPTOR_HANDLE nearestPixelSampler; + D3D12_CPU_DESCRIPTOR_HANDLE linearSampler; + + /* Data for staging/allocating textures */ + ID3D12Resource *uploadBuffers[SDL_D3D12_NUM_UPLOAD_BUFFERS]; + int currentUploadBuffer; + + /* Pool allocator to handle reusing SRV heap indices */ + D3D12_SRVPoolNode *srvPoolHead; + D3D12_SRVPoolNode srvPoolNodes[SDL_D3D12_MAX_NUM_TEXTURES]; + + /* Vertex buffer constants */ + VertexShaderConstants vertexShaderConstantsData; + + /* Cached renderer properties */ + 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; + + +/* Define D3D GUIDs here so we don't have to include uuid.lib. */ + +#ifdef __GNUC__ +#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_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } }; +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 } }; + +#ifdef __GNUC__ +#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: /* For the Y texture */ + case SDL_PIXELFORMAT_NV21: /* For the Y texture */ + 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; + + /* Release all textures */ + for (texture = renderer->textures; texture; texture = texture->next) { + D3D12_DestroyTexture(renderer, texture); + } + + /* Release/reset everything else */ + if (data) { + int i; + + SAFE_RELEASE(data->dxgiFactory); + SAFE_RELEASE(data->dxgiAdapter); + 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->swapChain); + SAFE_RELEASE(data->fence); + SAFE_RELEASE(data->vertexBufferHeap); + + 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->swapEffect = (DXGI_SWAP_EFFECT) 0; + data->currentRenderTargetView.ptr = 0; + data->currentSampler.ptr = 0; + + /* Check for any leaks if in debug mode */ + if (data->dxgiDebug) { + IDXGIDebug1_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL); + SAFE_RELEASE(data->dxgiDebug); + } + + /* Unload the D3D libraries. This should be done last, in order + * to prevent IUnknown::Release() calls from crashing. + */ + 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; + + /* Calculate the correct offset into the heap */ + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart); + offset = CPUHandle.ptr - CPUHeapStart.ptr; + + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle); + GPUHandle.ptr += offset; + + return GPUHandle; +} + +static void +D3D12_WaitForGPU(D3D12_RenderData * data) +{ + HRESULT result; + + if (data->commandQueue && data->fence && data->fenceEvent) + { + result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); + if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { + result = ID3D12Fence_SetEventOnCompletion( + data->fence, + 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); + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &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; + + ID3D12GraphicsCommandList2_ResourceBarrier(data->commandList, 1, &barrier); + } +} + +static void +D3D12_ResetCommandList(D3D12_RenderData * data) +{ + int i; + ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap }; + + ID3D12CommandAllocator_Reset(data->commandAllocators[data->currentBackBufferIndex]); + ID3D12GraphicsCommandList2_Reset(data->commandList, data->commandAllocators[data->currentBackBufferIndex], NULL); + data->currentPipelineState = NULL; + data->currentVertexBuffer = 0; + data->issueBatch = SDL_FALSE; + data->cliprectDirty = SDL_TRUE; + data->viewportDirty = SDL_TRUE; + data->currentRenderTargetView.ptr = 0; + + /* Release any upload buffers that were inflight */ + for (i = 0; i < data->currentUploadBuffer; ++i) { + SAFE_RELEASE(data->uploadBuffers[i]); + } + data->currentUploadBuffer = 0; + + ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); +} + +static int +D3D12_IssueBatch(D3D12_RenderData * data) +{ + HRESULT result = S_OK; + + /* Issue the command list */ + result = ID3D12GraphicsCommandList2_Close(data->commandList); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result); + return result; + } + ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 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 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) +{ + D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata; + 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_zero(*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 = ID3D12Device_CreateGraphicsPipelineState( + data->d3dDevice, + &pipelineDesc, + &SDL_IID_ID3D12PipelineState, + &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]; +} + +/* Create resources that depend on the device. */ +static HRESULT +D3D12_CreateDeviceResources(SDL_Renderer* renderer) +{ + typedef HRESULT(WINAPI* PFN_CREATE_DXGI_FACTORY)(UINT flags, REFIID riid, void** ppFactory); + PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc; + D3D12_RenderData* data = (D3D12_RenderData*)renderer->driverdata; + PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc; + 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_HEAP_DESC vbufferHeapDesc; + D3D12_RESOURCE_DESC vbufferDesc; + 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 + }; + + 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; + } + + /* See if we need debug interfaces */ + createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE); + + if (createDebug) { + IDXGIInfoQueue* dxgiInfoQueue = NULL; + PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc; + PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc; + + D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface"); + if (!D3D12GetDebugInterfaceFunc) { + result = E_FAIL; + goto done; + } + D3D12GetDebugInterfaceFunc(&SDL_IID_ID3D12Debug, (void**)&data->debugInterface); + ID3D12Debug_EnableDebugLayer(data->debugInterface); + + /* If the debug hint is set, also create the DXGI factory in debug mode */ + DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1"); + if (!DXGIGetDebugInterfaceFunc) { + result = E_FAIL; + goto done; + } + + result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, &data->dxgiDebug); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); + goto done; + } + + result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, &dxgiInfoQueue); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); + goto done; + } + + IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); + IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); + creationFlags = DXGI_CREATE_FACTORY_DEBUG; + SAFE_RELEASE(dxgiInfoQueue); + } + + result = CreateDXGIFactoryFunc(creationFlags, &SDL_IID_IDXGIFactory6, (void**)&data->dxgiFactory); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result); + goto done; + } + + /* Prefer a high performance adapter if there are multiple choices */ + result = IDXGIFactory6_EnumAdapterByGpuPreference(data->dxgiFactory, + 0, + DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, + &SDL_IID_IDXGIAdapter4, + &data->dxgiAdapter + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result); + goto done; + } + + result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter, + D3D_FEATURE_LEVEL_11_0, /* Request minimum feature level 11.0 for maximum compatibility */ + &SDL_IID_ID3D12Device5, + &d3dDevice + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result); + goto done; + } + + /* Setup the info queue if in debug mode */ + if (createDebug) { + ID3D12InfoQueue *infoQueue = NULL; + D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO }; + D3D12_INFO_QUEUE_FILTER filter; + + result = ID3D12Device_QueryInterface(d3dDevice, &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; + ID3D12InfoQueue_PushStorageFilter(infoQueue, &filter); + + ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE); + ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); + + SAFE_RELEASE(infoQueue); + } + + result = ID3D12Device_QueryInterface(d3dDevice, &SDL_IID_ID3D12Device5, (void **)&data->d3dDevice); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device5"), result); + goto done; + } + + /* Create a command queue */ + SDL_zero(queueDesc); + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + + result = ID3D12Device_CreateCommandQueue(data->d3dDevice, + &queueDesc, + &SDL_IID_ID3D12CommandQueue, + &data->commandQueue + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue"), result); + goto done; + } + + /* Create the descriptor heaps for the render target view, texture SRVs, and samplers */ + SDL_zero(descriptorHeapDesc); + descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS; + descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice, + &descriptorHeapDesc, + &SDL_IID_ID3D12DescriptorHeap, + &data->rtvDescriptorHeap + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result); + goto done; + } + data->rtvDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + + descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; + result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice, + &descriptorHeapDesc, + &SDL_IID_ID3D12DescriptorHeap, + &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 = ID3D12Device_CreateDescriptorHeap(data->d3dDevice, + &descriptorHeapDesc, + &SDL_IID_ID3D12DescriptorHeap, + &data->srvDescriptorHeap + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]"), result); + goto done; + } + rootDescriptorHeaps[0] = data->srvDescriptorHeap; + data->srvDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, 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 = ID3D12Device_CreateDescriptorHeap(data->d3dDevice, + &descriptorHeapDesc, + &SDL_IID_ID3D12DescriptorHeap, + &data->samplerDescriptorHeap + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]"), result); + goto done; + } + rootDescriptorHeaps[1] = data->samplerDescriptorHeap; + data->samplerDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); + + /* Create a command allocator for each back buffer */ + for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { + result = ID3D12Device_CreateCommandAllocator(data->d3dDevice, + D3D12_COMMAND_LIST_TYPE_DIRECT, + &SDL_IID_ID3D12CommandAllocator, + &data->commandAllocators[i] + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator"), result); + goto done; + } + } + + /* Create the command list */ + result = ID3D12Device_CreateCommandList(data->d3dDevice, + 0, + D3D12_COMMAND_LIST_TYPE_DIRECT, + data->commandAllocators[0], + NULL, + &SDL_IID_ID3D12GraphicsCommandList2, + &data->commandList + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList"), result); + goto done; + } + + /* Set the descriptor heaps to the correct initial value */ + ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); + + /* Create the fence and fence event */ + result = ID3D12Device_CreateFence(data->d3dDevice, + data->fenceValue, + D3D12_FENCE_FLAG_NONE, + &SDL_IID_ID3D12Fence, + &data->fence + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence"), result); + goto done; + } + + data->fenceValue++; + + data->fenceEvent = CreateEventEx(NULL, NULL, 0, EVENT_MODIFY_STATE | SYNCHRONIZE); + if (!data->fenceEvent) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateEventEx"), result); + goto done; + } + + /* Create all the root signatures */ + for (i = 0; i < NUM_ROOTSIGS; ++i) { + D3D12_SHADER_BYTECODE rootSigData; + D3D12_GetRootSignatureData(i, &rootSigData); + result = ID3D12Device_CreateRootSignature(data->d3dDevice, + 0, + rootSigData.pShaderBytecode, + rootSigData.BytecodeLength, + &SDL_IID_ID3D12RootSignature, + &data->rootSignatures[i] + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature"), result); + goto done; + } + } + + /* Create all the default pipeline state objects + (will add everything except custom blend states) */ + 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, i, defaultBlendModes[j], k, defaultRTVFormats[l])) { + /* D3D12_CreatePipelineState will set the SDL error, if it fails */ + goto done; + } + } + } + } + } + + /* Create a vertex buffer heap and populate it with resources */ + SDL_zero(vbufferHeapDesc); + vbufferHeapDesc.SizeInBytes = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * SDL_D3D12_NUM_VERTEX_BUFFERS; + ID3D12Device_GetCustomHeapProperties(data->d3dDevice, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD); + vbufferHeapDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; + vbufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS; + result = ID3D12Device_CreateHeap(data->d3dDevice, &vbufferHeapDesc, &SDL_IID_ID3D12Heap, &data->vertexBufferHeap); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateHeap"), result); + goto done; + } + + SDL_zero(vbufferDesc); + vbufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + vbufferDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; + vbufferDesc.Width = sizeof(VertexPositionColor) * SDL_D3D12_VERTEX_BUFFER_MAX_TRIS; + 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; + + for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { + result = ID3D12Device_CreatePlacedResource(data->d3dDevice, + data->vertexBufferHeap, + i * D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT, + &vbufferDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, + NULL, + &SDL_IID_ID3D12Resource, + &data->vertexBuffers[i].resource + ); + + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreatePlacedResource [vertex buffer]"), result); + goto done; + } + + data->vertexBuffers[i].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[i].resource); + data->vertexBuffers[i].view.StrideInBytes = sizeof(VertexPositionColor); + } + + /* Create samplers to use when drawing textures: */ + 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; + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler); + ID3D12Device_CreateSampler(data->d3dDevice, &samplerDesc, data->nearestPixelSampler); + + samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + data->linearSampler.ptr = data->nearestPixelSampler.ptr + data->samplerDescriptorSize; + ID3D12Device_CreateSampler(data->d3dDevice, &samplerDesc, data->linearSampler); + + /* Initialize the pool allocator for SRVs */ + 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; +} + +#ifdef __WIN32__ + +static DXGI_MODE_ROTATION +D3D12_GetCurrentRotation() +{ + /* FIXME */ + return DXGI_MODE_ROTATION_IDENTITY; +} + +#endif /* __WIN32__ */ + +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; +} + +static HRESULT +D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h) +{ + D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata; + IDXGISwapChain1* swapChain; + HRESULT result = S_OK; + + /* Create a swap chain using the same adapter as the existing Direct3D device. */ + DXGI_SWAP_CHAIN_DESC1 swapChainDesc; + SDL_zero(swapChainDesc); + swapChainDesc.Width = w; + swapChainDesc.Height = h; + swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */ + swapChainDesc.Stereo = FALSE; + swapChainDesc.SampleDesc.Count = 1; /* Don't use multi-sampling. */ + swapChainDesc.SampleDesc.Quality = 0; + swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + swapChainDesc.BufferCount = 2; /* Use double-buffering to minimize latency. */ + if (WIN_IsWindows8OrGreater()) { + swapChainDesc.Scaling = DXGI_SCALING_NONE; + } else { + swapChainDesc.Scaling = DXGI_SCALING_STRETCH; + } + swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */ + swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | /* To support SetMaximumFrameLatency */ + DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; /* To support presenting with allow tearing on */ + + SDL_SysWMinfo windowinfo; + SDL_VERSION(&windowinfo.version); + SDL_GetWindowWMInfo(renderer->window, &windowinfo); + + result = IDXGIFactory6_CreateSwapChainForHwnd(data->dxgiFactory, + (IUnknown *)data->commandQueue, + windowinfo.info.win.window, + &swapChainDesc, + NULL, + NULL, /* Allow on all displays. */ + &swapChain + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result); + goto done; + } + + IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES); + + result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, &data->swapChain); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result); + goto done; + } + + /* Ensure that the swapchain does not queue more than one frame at a time. This both reduces latency + * and ensures that the application will only render after each VSync, minimizing power consumption. + */ + result = IDXGISwapChain4_SetMaximumFrameLatency(data->swapChain, 1); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result); + goto done; + } + + data->swapEffect = swapChainDesc.SwapEffect; + +done: + SAFE_RELEASE(swapChain); + return result; +} + +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)) { + /* D3D12_CreateDeviceResources will set the SDL error */ + return result; + } + + result = D3D12_UpdateForWindowSizeChange(renderer); + if (FAILED(result)) { + /* D3D12_UpdateForWindowSizeChange will set the SDL error */ + return result; + } + + /* Let the application know that the device has been reset */ + { + SDL_Event event; + event.type = SDL_RENDER_DEVICE_RESET; + SDL_PushEvent(&event); + } + + return S_OK; +} + +/* Initialize all resources that change when the window's size changes. */ +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; + + /* Release render targets */ + for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { + SAFE_RELEASE(data->renderTargets[i]); + } + /* The width and height of the swap chain must be based on the display's + * non-rotated size. + */ + SDL_GetWindowSize(renderer->window, &w, &h); + data->rotation = D3D12_GetCurrentRotation(); + if (D3D12_IsDisplayRotated90Degrees(data->rotation)) { + int tmp = w; + w = h; + h = tmp; + } + + if (data->swapChain) { + /* If the swap chain already exists, resize it. */ + result = IDXGISwapChain_ResizeBuffers(data->swapChain, + 0, + w, h, + DXGI_FORMAT_UNKNOWN, + 0 + ); + if (result == DXGI_ERROR_DEVICE_REMOVED) { + /* If the device was removed for any reason, a new device and swap chain will need to be created. */ + D3D12_HandleDeviceLost(renderer); + + /* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method + * and correctly set up the new device. + */ + 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; + } + } + + /* Set the proper rotation for the swap chain. */ + if (WIN_IsWindows8OrGreater()) { + if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { + result = IDXGISwapChain4_SetRotation(data->swapChain, data->rotation); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result); + goto done; + } + } + } + + /* Get each back buffer render target and create render target views */ + for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { + result = IDXGISwapChain4_GetBuffer( + data->swapChain, + i, + &SDL_IID_ID3D12Resource, + &data->renderTargets[i] + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer"), result); + goto done; + } + + SDL_zero(rtvDesc); + rtvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; + rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; + + SDL_zero(rtvDescriptor); + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor); + rtvDescriptor.ptr += i * data->rtvDescriptorSize; + ID3D12Device5_CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor); + } + + /* Set back buffer index to current buffer */ + data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); + + /* Set the swap chain target immediately, so that a target is always set + * even before we get to SetDrawState. Without this it's possible to hit + * null references in places like ReadPixels! + */ + data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer); + ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 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; + +done: + return result; +} + +/* This method is called when the window's size changes. */ +static HRESULT +D3D12_UpdateForWindowSizeChange(SDL_Renderer * renderer) +{ + D3D12_RenderData* data = (D3D12_RenderData*)renderer->driverdata; + /* If the GPU has previous work, wait for it to be done first */ + 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 = 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 = 0; + + 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 = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + &heapProps, + D3D12_HEAP_FLAG_NONE, + &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, + NULL, + &SDL_IID_ID3D12Resource, + &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 = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + &heapProps, + D3D12_HEAP_FLAG_NONE, + &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, + NULL, + &SDL_IID_ID3D12Resource, + &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 = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + &heapProps, + D3D12_HEAP_FLAG_NONE, + &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, + NULL, + &SDL_IID_ID3D12Resource, + &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 = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + &heapProps, + D3D12_HEAP_FLAG_NONE, + &nvTextureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, + NULL, + &SDL_IID_ID3D12Resource, + &textureData->mainTextureNV + ); + textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_COPY_DEST; + if (FAILED(result)) { + D3D12_DestroyTexture(renderer, texture); + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device1::CreateTexture2D"), result); + } + } +#endif /* SDL_HAVE_YUV */ + 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); + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView); + textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize; + + ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice, + textureData->mainTexture, + &resourceViewDesc, + textureData->mainTextureResourceView + ); +#if SDL_HAVE_YUV + if (textureData->yuv) { + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU); + textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer); + textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize; + ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice, + textureData->mainTextureU, + &resourceViewDesc, + textureData->mainTextureResourceViewU + ); + + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV); + textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer); + textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize; + ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice, + textureData->mainTextureV, + &resourceViewDesc, + textureData->mainTextureResourceViewV + ); + } + + if (textureData->nv12) { + D3D12_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; + + nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; + + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV); + textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer); + textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize; + ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice, + textureData->mainTextureNV, + &nvResourceViewDesc, + textureData->mainTextureResourceViewNV + ); + } +#endif /* SDL_HAVE_YUV */ + + if (texture->access & SDL_TEXTUREACCESS_TARGET) { + D3D12_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; + renderTargetViewDesc.Format = textureDesc.Format; + renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; + renderTargetViewDesc.Texture2D.MipSlice = 0; + + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView); + textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize; + + ID3D12Device_CreateRenderTargetView(rendererData->d3dDevice, + (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; + } + + /* Because SDL_DestroyTexture might be called while the data is in-flight, we need to issue the batch first + Unfortunately, this means that deleting a lot of textures mid-frame will have poor performance. */ + 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; + + /* Create an upload buffer, which will be used to write to the main texture. */ + ID3D12Resource_GetDesc(texture, &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; + + /* Figure out how much we need to allocate for the upload buffer */ + ID3D12Device_GetCopyableFootprints(rendererData->d3dDevice, + &textureDesc, + 0, + 1, + 0, + NULL, + NULL, + NULL, + &uploadDesc.Width + ); + + SDL_zero(heapProps); + heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; + heapProps.CreationNodeMask = 1; + heapProps.VisibleNodeMask = 1; + + /* Create the upload buffer */ + result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + &heapProps, + D3D12_HEAP_FLAG_NONE, + &uploadDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, + NULL, + &SDL_IID_ID3D12Resource, + &rendererData->uploadBuffers[rendererData->currentUploadBuffer] + ); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); + } + + /* Get a write-only pointer to data in the upload buffer: */ + result = ID3D12Resource_Map(rendererData->uploadBuffers[rendererData->currentUploadBuffer], + 0, + NULL, + &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; + } + } + + /* Commit the changes back to the upload buffer: */ + ID3D12Resource_Unmap(rendererData->uploadBuffers[rendererData->currentUploadBuffer], 0, NULL); + + /* Make sure the destination is in the correct resource state */ + 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; + + ID3D12GraphicsCommandList_CopyTextureRegion(rendererData->commandList, + &dstLocation, + x, + y, + 0, + &srcLocation, + NULL + ); + + /* Transition the texture to be shader accessible */ + D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + *resourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + rendererData->currentUploadBuffer++; + /* If we've used up all the upload buffers, we need to issue the batch */ + 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) { + /* Skip to the correct offset into the next texture */ + 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; + } + + /* Skip to the correct offset into the next texture */ + 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) { + /* Skip to the correct offset into the next texture */ + 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 /* SDL_HAVE_YUV */ + 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) { + /* It's more efficient to upload directly... */ + 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"); + } + + /* Create an upload buffer, which will be used to write to the main texture. */ + ID3D12Resource_GetDesc(textureData->mainTexture, &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; + + /* Figure out how much we need to allocate for the upload buffer */ + ID3D12Device_GetCopyableFootprints(rendererData->d3dDevice, + &textureDesc, + 0, + 1, + 0, + NULL, + NULL, + NULL, + &uploadDesc.Width + ); + + SDL_zero(heapProps); + heapProps.Type = D3D12_HEAP_TYPE_UPLOAD; + heapProps.CreationNodeMask = 1; + heapProps.VisibleNodeMask = 1; + + /* Create the upload buffer */ + result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + &heapProps, + D3D12_HEAP_FLAG_NONE, + &uploadDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, + NULL, + &SDL_IID_ID3D12Resource, + &textureData->stagingBuffer + ); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); + } + + /* Get a write-only pointer to data in the upload buffer: */ + result = ID3D12Resource_Map(textureData->stagingBuffer, + 0, + NULL, + &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); + + /* Make note of where the staging texture will be written to + * (on a call to SDL_UnlockTexture): + */ + textureData->lockedRect = *rect; + + /* Make sure the caller has information on the texture's pixel buffer, + * then return: + */ + *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 + /* Commit the pixel buffer's changes back to the staging texture: */ + ID3D12Resource_Unmap(textureData->stagingBuffer, 0, NULL); + + ID3D12Resource_GetDesc(textureData->mainTexture, &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; + + ID3D12GraphicsCommandList_CopyTextureRegion(rendererData->commandList, + &dstLocation, + textureData->lockedRect.x, + textureData->lockedRect.y, + 0, + &srcLocation, + NULL + ); + + /* Transition the texture to be shader accessible */ + D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + /* Execute the command list before releasing the staging buffer */ + 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; /* nothing to do in this backend. */ +} + +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; + const UINT stride = sizeof(VertexPositionColor); + const UINT offset = 0; + UINT8* vertexBufferData = NULL; + D3D12_RANGE range; + + range.Begin = 0; + range.End = 0; + + if (dataSizeInBytes == 0) { + return 0; /* nothing to do. */ + } + + if (rendererData->issueBatch) { + if (FAILED(D3D12_IssueBatch(rendererData))) { + SDL_SetError("Failed to issue intermediate batch"); + return E_FAIL; + } + } + + if (dataSizeInBytes > SDL_D3D12_VERTEX_BUFFER_MAX_TRIS * stride) { + SDL_SetError("d3d12 renderer does not support more than %d verts in a vertex buffer", SDL_D3D12_VERTEX_BUFFER_MAX_TRIS); + return E_FAIL; + } + + result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, &vertexBufferData); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result); + } + SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes); + ID3D12Resource_Unmap(rendererData->vertexBuffers[vbidx].resource, 0, NULL); + + rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes; + + ID3D12GraphicsCommandList_IASetVertexBuffers(rendererData->commandList, 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) { + /* If the viewport is empty, assume that it is because + * SDL_CreateRenderer is calling it, and will call it again later + * with a non-empty viewport. + */ + /* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */ + return -1; + } + + /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. + * Keep in mind here that the Y-axis will be been inverted (from Direct3D's + * default coordinate system) so rotations will be done in the opposite + * direction of the DXGI_MODE_ROTATION enumeration. + */ + 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"); + } + + /* Update the view matrix */ + 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; + + /* Combine the projection + view matrix together now, as both only get + * set here (as of this writing, on Dec 26, 2013). When done, store it + * for eventual transfer to the GPU. + */ + data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( + view, + projection); + + /* Update the Direct3D viewport, which seems to be aligned to the + * swap buffer's coordinate space, which is always in either + * a landscape mode, for all Windows 8/RT devices, or a portrait mode, + * for Windows Phone devices. + */ + swapDimensions = D3D12_IsDisplayRotated90Degrees(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; + /* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); */ + ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 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; + } + + /* See if we need to change the pipeline state */ + if (!rendererData->currentPipelineState || + rendererData->currentPipelineState->shader != shader || + rendererData->currentPipelineState->blendMode != blendMode || + rendererData->currentPipelineState->topology != topology || + rendererData->currentPipelineState->rtvFormat != rtvFormat) { + + /* Find the matching pipeline. + NOTE: Although it may seem inefficient to linearly search through ~450 pipelines + to find the correct one, in profiling this doesn't come up at all. + It's unlikely that using a hash table would affect performance a measurable amount unless + it's a degenerate case that's chaning the pipline state dozens of times per frame. + */ + 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 we didn't find a match, create a new one -- it must mean the blend mode is non-standard */ + 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"); + } + + ID3D12GraphicsCommandList2_SetPipelineState(rendererData->commandList, rendererData->currentPipelineState->pipelineState); + ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList, + rendererData->rootSignatures[D3D12_GetRootSignatureType(rendererData->currentPipelineState->shader)]); + /* When we change these we will need to re-upload the constant buffer and reset any descriptors */ + updateSubresource = SDL_TRUE; + rendererData->currentSampler.ptr = 0; + rendererData->currentShaderResource.ptr = 0; + } + + if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) { + ID3D12GraphicsCommandList2_OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL); + rendererData->currentRenderTargetView = renderTargetView; + } + + if (rendererData->viewportDirty) { + if (D3D12_UpdateViewport(renderer) == 0) { + /* vertexShaderConstantsData.projectionAndView has changed */ + updateSubresource = SDL_TRUE; + } + } + + if (rendererData->cliprectDirty) { + D3D12_RECT scissorRect; + if (D3D12_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE) != 0) { + /* D3D12_GetViewportAlignedD3DRect will have set the SDL error */ + return -1; + } + ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 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]); + ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, 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; + + /* Figure out the correct sampler descriptor table index based on the type of shader */ + 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; + } + + ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, 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)); + ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, + 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"); + } + + /* Make sure each texture is in the correct state to be accessed by the pixel shader. */ + 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"); + } + + /* Make sure each texture is in the correct state to be accessed by the pixel shader. */ + 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 /* SDL_HAVE_YUV */ + 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; + ID3D12GraphicsCommandList_IASetPrimitiveTopology(rendererData->commandList, primitiveTopology); + ID3D12GraphicsCommandList_DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, 0, 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; /* this isn't currently used in this render backend. */ + } + + case SDL_RENDERCMD_SETVIEWPORT: { + SDL_Rect *viewport = &rendererData->currentViewport; + if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) { + SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_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) { + /* If the clip rect is disabled, then the scissor rect should be the whole viewport, + since direct3d12 doesn't allow disabling the scissor rectangle */ + rect = &rendererData->currentViewport; + } + if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof (SDL_Rect)) != 0) { + SDL_memcpy(&rendererData->currentCliprect, rect, sizeof (SDL_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); + ID3D12GraphicsCommandList2_ClearRenderTargetView(rendererData->commandList, 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: /* unused */ + break; + + case SDL_RENDERCMD_COPY: /* unused */ + break; + + case SDL_RENDERCMD_COPY_EX: /* unused */ + 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]; + } + + /* Create a staging texture to copy the screen's data to: */ + ID3D12Resource_GetDesc(backBuffer, &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; + + /* Figure out how much we need to allocate for the upload buffer */ + ID3D12Device_GetCopyableFootprints(data->d3dDevice, + &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 = ID3D12Device_CreateCommittedResource(data->d3dDevice, + &heapProps, + D3D12_HEAP_FLAG_NONE, + &readbackDesc, + D3D12_RESOURCE_STATE_COPY_DEST, + NULL, + &SDL_IID_ID3D12Resource, + &readbackBuffer + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device1::CreateTexture2D [create staging texture]"), result); + goto done; + } + + /* Transition the render target to be copyable from */ + D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + /* Copy the desired portion of the back buffer to the staging texture: */ + if (D3D12_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) { + /* D3D12_GetViewportAlignedD3DRect will have set the SDL error */ + goto done; + } + srcBox.left = srcRect.left; + srcBox.right = srcRect.right; + srcBox.top = srcRect.top; + srcBox.bottom = srcRect.bottom; + srcBox.front = 0; + srcBox.back = 1; + + /* Issue the copy texture region */ + 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; + + ID3D12GraphicsCommandList_CopyTextureRegion(data->commandList, + &dstLocation, + 0, 0, 0, + &srcLocation, + &srcBox + ); + + /* We need to issue the command list for the copy to finish */ + D3D12_IssueBatch(data); + + /* Transition the render target back to a render target */ + D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET ); + + /* Map the staging texture's data to CPU-accessible memory: */ + result = ID3D12Resource_Map(readbackBuffer, + 0, + NULL, + &textureMemory + ); + if (FAILED(result)) { + SAFE_RELEASE(readbackBuffer); + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); + } + + /* Copy the data into the desired buffer, converting pixels to the + * desired format at the same time: + */ + status = SDL_ConvertPixels( + rect->w, rect->h, + D3D12_DXGIFormatToSDLPixelFormat(textureDesc.Format), + textureMemory, + pitchedDesc.RowPitch, + format, + pixels, + pitch); + + /* Unmap the texture: */ + ID3D12Resource_Unmap(readbackBuffer, 0, NULL); + +done: + SAFE_RELEASE(readbackBuffer); + return status; +} + +static void +D3D12_RenderPresent(SDL_Renderer * renderer) +{ + D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata; + UINT syncInterval; + UINT presentFlags; + HRESULT result; + + /* Transition the render target to present state */ + D3D12_TransitionResource(data, + data->renderTargets[data->currentBackBufferIndex], + D3D12_RESOURCE_STATE_RENDER_TARGET, + D3D12_RESOURCE_STATE_PRESENT + ); + + /* Issue the command list */ + result = ID3D12GraphicsCommandList2_Close(data->commandList); + ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList * const *)&data->commandList); + + if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { + syncInterval = 1; + presentFlags = 0; + } else { + syncInterval = 0; + presentFlags = DXGI_PRESENT_ALLOW_TEARING; + } + + /* The application may optionally specify "dirty" or "scroll" + * rects to improve efficiency in certain scenarios. + */ + result = IDXGISwapChain4_Present(data->swapChain, syncInterval, presentFlags); + + if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { + /* If the device was removed either by a disconnect or a driver upgrade, we + * must recreate all device resources. + */ + if ( result == DXGI_ERROR_DEVICE_REMOVED ) { + D3D12_HandleDeviceLost(renderer); + } else if (result == DXGI_ERROR_INVALID_CALL) { + /* We probably went through a fullscreen <-> windowed transition */ + D3D12_CreateWindowSizeDependentResources(renderer); + } else { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); + } + } else { + /* Wait for the GPU and move to the next frame */ + result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); + + if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { + result = ID3D12Fence_SetEventOnCompletion( + data->fence, + data->fenceValue, + data->fenceEvent + ); + WaitForSingleObjectEx(data->fenceEvent, INFINITE, FALSE); + } + + data->fenceValue++; + data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); + + /* Reset the command allocator and command list, and transition back to render target */ + D3D12_ResetCommandList(data); + D3D12_TransitionResource(data, + data->renderTargets[data->currentBackBufferIndex], + D3D12_RESOURCE_STATE_PRESENT, + D3D12_RESOURCE_STATE_RENDER_TARGET + ); + } +} + +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->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; /* SetViewport and SetDrawColor are (currently) no-ops. */ + renderer->QueueDrawPoints = D3D12_QueueDrawPoints; + renderer->QueueDrawLines = D3D12_QueueDrawPoints; /* lines and points queue vertices the same way. */ + 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; + + /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in + * order to give init functions access to the underlying window handle: + */ + renderer->window = window; + + /* Initialize Direct3D resources */ + 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 + ), /* flags. see SDL_RendererFlags */ + 6, /* num_texture_formats */ + { /* texture_formats */ + SDL_PIXELFORMAT_ARGB8888, + SDL_PIXELFORMAT_RGB888, + SDL_PIXELFORMAT_YV12, + SDL_PIXELFORMAT_IYUV, + SDL_PIXELFORMAT_NV12, + SDL_PIXELFORMAT_NV21 + }, + 16384, /* max_texture_width */ + 16384 /* max_texture_height */ + } +}; + +#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */ + +#ifdef __WIN32__ +/* This function needs to always exist on Windows, for the Dynamic API. */ +ID3D12Device * +SDL_RenderGetD3D12Device(SDL_Renderer * renderer) +{ + ID3D12Device *device = NULL; + +#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED + D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata; + + /* Make sure that this is a D3D renderer */ + if (renderer->DestroyRenderer != D3D12_DestroyRenderer) { + SDL_SetError("Renderer is not a D3D12 renderer"); + return NULL; + } + + device = (ID3D12Device *)data->d3dDevice; + if (device) { + ID3D12Device_AddRef(device); + } +#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */ + + return device; +} +#endif /* __WIN32__ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/render/direct3d12/SDL_shaders_d3d12.c b/src/render/direct3d12/SDL_shaders_d3d12.c new file mode 100644 index 000000000..85e4c55d3 --- /dev/null +++ b/src/render/direct3d12/SDL_shaders_d3d12.c @@ -0,0 +1,6967 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../../SDL_internal.h" + +#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED + +#include "SDL_stdinc.h" + +#define COBJMACROS +#include "../../core/windows/SDL_windows.h" +#include + +#include "SDL_shaders_d3d12.h" + +#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str + + +/* Direct3D 12 shaders + + SDL's shaders are compiled into SDL itself, to simplify distribution. + + All Direct3D 12 shaders were compiled with the following: + + dxc -E -T -Fo + + Variables: + - : the function. This is main for the pixel shader, and one of + four options for the vertex shader + - : the type of shader. A table of utilized shader types is + listed below. + - : where to store compiled output + - : where to read shader source code from + + Shader types: + - ps_6_0: Pixel shader + - vs_6_0: Vertex shader + + + Shader object code was converted to unsigned chars via the following + *nix style command (available separately from Windows + MSVC): + + xxd --include + */ +#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP +#define D3D12_USE_SHADER_MODEL_4_0_level_9_3 +#else +#define D3D12_USE_SHADER_MODEL_4_0_level_9_1 +#endif + +/* The color-only-rendering pixel shader: + + --- D3D12_PixelShader_Colors.hlsl --- + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define ColorRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + "DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + "DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + "DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0)" + + [RootSignature(ColorRS)] + float4 main(PixelShaderInput input) : SV_TARGET0 + { + return input.color; + } +*/ + +static unsigned char D3D12_PixelShader_Colors[] = { + 0x44, 0x58, 0x42, 0x43, 0x38, 0xfe, 0xa0, 0xc7, 0x8e, 0xb3, 0x78, 0x02, + 0x7e, 0x71, 0xa9, 0x1c, 0x23, 0x3e, 0x23, 0xa2, 0x01, 0x00, 0x00, 0x00, + 0xe5, 0x0c, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0xdb, 0x00, 0x00, 0x00, 0x15, 0x01, 0x00, 0x00, + 0xd9, 0x01, 0x00, 0x00, 0x11, 0x02, 0x00, 0x00, 0xa9, 0x07, 0x00, 0x00, + 0xc5, 0x07, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, + 0x83, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7d, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x53, 0x56, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x00, + 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x43, 0x4f, 0x4c, + 0x4f, 0x52, 0x00, 0x4f, 0x53, 0x47, 0x31, 0x32, 0x00, 0x00, 0x00, 0x01, + 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, + 0x00, 0x50, 0x53, 0x56, 0x30, 0xbc, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 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"RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(TextureRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + return theTexture.Sample(theSampler, input.tex) * input.color; + } +*/ + +static unsigned char D3D12_PixelShader_Textures[] = { + 0x44, 0x58, 0x42, 0x43, 0x7e, 0x22, 0x8c, 0xc3, 0x6b, 0xf9, 0xa8, 0x10, + 0xf1, 0x5f, 0x55, 0xde, 0x62, 0x56, 0x81, 0x2d, 0x01, 0x00, 0x00, 0x00, + 0x7d, 0x11, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0xdb, 0x00, 0x00, 0x00, 0x15, 0x01, 0x00, 0x00, + 0xfd, 0x01, 0x00, 0x00, 0x8d, 0x02, 0x00, 0x00, 0x6d, 0x0a, 0x00, 0x00, + 0x89, 0x0a, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, + 0x83, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 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0x10, 0x20, 0x00, 0x00, 0x00, 0x00, + 0x00 +}; + +/* The yuv-rendering pixel shader: + + --- D3D12_PixelShader_YUV_JPEG.hlsl --- + Texture2D theTextureY : register(t0); + Texture2D theTextureU : register(t1); + Texture2D theTextureV : register(t2); + SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define YUVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(YUVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {0.0, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.0000, 0.0000, 1.4020}; + const float3 Gcoeff = {1.0000, -0.3441, -0.7141}; + const float3 Bcoeff = {1.0000, 1.7720, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.y = theTextureU.Sample(theSampler, input.tex).r; + yuv.z = theTextureV.Sample(theSampler, input.tex).r; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } + +*/ + +static unsigned char D3D12_PixelShader_YUV_JPEG[] = { + 0x44, 0x58, 0x42, 0x43, 0xb1, 0xef, 0x39, 0xc1, 0xc8, 0x72, 0xbb, 0xb0, + 0x20, 0x73, 0xd6, 0x2a, 0xc9, 0xba, 0xcb, 0x70, 0x01, 0x00, 0x00, 0x00, + 0x95, 0x13, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0xdb, 0x00, 0x00, 0x00, 0x15, 0x01, 0x00, 0x00, + 0x1d, 0x02, 0x00, 0x00, 0x05, 0x03, 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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(YUVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.5960}; + const float3 Gcoeff = {1.1644, -0.3918, -0.8130}; + const float3 Bcoeff = {1.1644, 2.0172, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.y = theTextureU.Sample(theSampler, input.tex).r; + yuv.z = theTextureV.Sample(theSampler, 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0x20, 0x18, 0x20, 0x7e, 0x60, 0x06, 0x79, 0x90, 0x07, 0x6f, + 0x10, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x01, 0xe2, 0x07, 0x66, 0x90, + 0x07, 0x79, 0x20, 0x07, 0x12, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00 +}; + +/* The yuv-rendering pixel shader: + + --- D3D12_PixelShader_YUV_BT709.hlsl --- + Texture2D theTextureY : register(t0); + Texture2D theTextureU : register(t1); + Texture2D theTextureV : register(t2); + SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define YUVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(YUVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.7927}; + const float3 Gcoeff = {1.1644, -0.2132, -0.5329}; + const float3 Bcoeff = {1.1644, 2.1124, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.y = theTextureU.Sample(theSampler, input.tex).r; + yuv.z = theTextureV.Sample(theSampler, input.tex).r; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } + +*/ + +static unsigned char D3D12_PixelShader_YUV_BT709[] = { + 0x44, 0x58, 0x42, 0x43, 0xe6, 0x97, 0xfb, 0x70, 0x81, 0x58, 0x82, 0x84, + 0xfd, 0xe7, 0xb6, 0x4d, 0x56, 0x90, 0xf8, 0x87, 0x01, 0x00, 0x00, 0x00, + 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SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(NVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {0.0, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.0000, 0.0000, 1.4020}; + const float3 Gcoeff = {1.0000, -0.3441, -0.7141}; + const float3 Bcoeff = {1.0000, 1.7720, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } + +*/ + +static unsigned char D3D12_PixelShader_NV12_JPEG[] = { + 0x44, 0x58, 0x42, 0x43, 0x4d, 0x84, 0xab, 0xd3, 0xf9, 0x2a, 0x29, 0x46, + 0xc8, 0x39, 0x22, 0xd6, 0x7a, 0xdf, 0x22, 0x16, 0x01, 0x00, 0x00, 0x00, + 0xe1, 0x12, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0xdb, 0x00, 0x00, 0x00, 0x15, 0x01, 0x00, 0x00, + 0x0d, 0x02, 0x00, 0x00, 0xc9, 0x02, 0x00, 0x00, 0x1d, 0x0b, 0x00, 0x00, + 0x39, 0x0b, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, + 0x83, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 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0x83, 0x04, 0x00, 0x41, 0x30, 0x40, 0xf4, 0x20, 0x0c, 0xea, 0xa0, + 0x0e, 0xdc, 0x00, 0x42, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +/* The yuv-rendering pixel shader: + + --- D3D12_PixelShader_NV12_BT601.hlsl --- + Texture2D theTextureY : register(t0); + Texture2D theTextureUV : register(t1); + SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(NVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.5960}; + const float3 Gcoeff = {1.1644, -0.3918, -0.8130}; + const float3 Bcoeff = {1.1644, 2.0172, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } + +*/ + +static unsigned char D3D12_PixelShader_NV12_BT601[] = { + 0x44, 0x58, 0x42, 0x43, 0xd0, 0xda, 0x37, 0x96, 0x52, 0x6b, 0x77, 0x3b, + 0x82, 0x71, 0x03, 0xf9, 0x0a, 0x76, 0x4b, 0xd7, 0x01, 0x00, 0x00, 0x00, + 0xe9, 0x12, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0xdb, 0x00, 0x00, 0x00, 0x15, 0x01, 0x00, 0x00, + 0x0d, 0x02, 0x00, 0x00, 0xc9, 0x02, 0x00, 0x00, 0x15, 0x0b, 0x00, 0x00, + 0x31, 0x0b, 0x00, 0x00, 0x53, 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0x63, + 0x43, 0x24, 0x1f, 0x1b, 0x22, 0xf9, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, + 0x01, 0xc2, 0x07, 0x63, 0x70, 0x07, 0x77, 0xe0, 0x06, 0xc3, 0x88, 0x41, + 0x02, 0x80, 0x20, 0x18, 0x20, 0x7c, 0x30, 0x06, 0x77, 0x70, 0x07, 0x67, + 0x20, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x01, 0xc2, 0x07, 0x63, 0x70, + 0x07, 0x77, 0xd0, 0x06, 0xc1, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x20, + 0x7c, 0x30, 0x06, 0x77, 0x70, 0x07, 0x70, 0x10, 0x21, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +/* The yuv-rendering pixel shader: + + --- D3D12_PixelShader_NV12_BT709.hlsl --- + Texture2D theTextureY : register(t0); + Texture2D theTextureUV : register(t1); + SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(NVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.7927}; + const float3 Gcoeff = {1.1644, -0.2132, -0.5329}; + const float3 Bcoeff = {1.1644, 2.1124, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } + +*/ + +static unsigned char D3D12_PixelShader_NV12_BT709[] = { + 0x44, 0x58, 0x42, 0x43, 0x45, 0xb4, 0xa5, 0xa8, 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SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(NVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {0.0, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.0000, 0.0000, 1.4020}; + const float3 Gcoeff = {1.0000, -0.3441, -0.7141}; + const float3 Bcoeff = {1.0000, 1.7720, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } + +*/ + +static unsigned char D3D12_PixelShader_NV21_JPEG[] = { + 0x44, 0x58, 0x42, 0x43, 0xcf, 0xc7, 0x5e, 0x20, 0x3e, 0x0d, 0xdf, 0x60, + 0x41, 0xdf, 0xe0, 0xb4, 0x61, 0xb5, 0x7b, 0x53, 0x01, 0x00, 0x00, 0x00, + 0xe1, 0x12, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0xdb, 0x00, 0x00, 0x00, 0x15, 0x01, 0x00, 0x00, + 0x0d, 0x02, 0x00, 0x00, 0xc9, 0x02, 0x00, 0x00, 0x1d, 0x0b, 0x00, 0x00, + 0x39, 0x0b, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, + 0x83, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 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0x83, 0x04, 0x00, 0x41, 0x30, 0x40, 0xf4, 0x20, 0x0c, 0xea, 0xa0, + 0x0e, 0xdc, 0x00, 0x42, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +/* The yuv-rendering pixel shader: + + --- D3D12_PixelShader_NV21_BT601.hlsl --- + Texture2D theTextureY : register(t0); + Texture2D theTextureUV : register(t1); + SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(NVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.5960}; + const float3 Gcoeff = {1.1644, -0.3918, -0.8130}; + const float3 Bcoeff = {1.1644, 2.0172, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } + +*/ + +static unsigned char D3D12_PixelShader_NV21_BT601[] = { + 0x44, 0x58, 0x42, 0x43, 0x06, 0x29, 0xca, 0x47, 0x9e, 0x47, 0xed, 0x99, + 0xcf, 0xa5, 0xa6, 0xdb, 0x0b, 0x0d, 0xa5, 0x31, 0x01, 0x00, 0x00, 0x00, + 0xe9, 0x12, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0xdb, 0x00, 0x00, 0x00, 0x15, 0x01, 0x00, 0x00, + 0x0d, 0x02, 0x00, 0x00, 0xc9, 0x02, 0x00, 0x00, 0x15, 0x0b, 0x00, 0x00, + 0x31, 0x0b, 0x00, 0x00, 0x53, 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0x63, + 0x43, 0x24, 0x1f, 0x1b, 0x22, 0xf9, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, + 0x01, 0xc2, 0x07, 0x63, 0x70, 0x07, 0x77, 0xe0, 0x06, 0xc3, 0x88, 0x41, + 0x02, 0x80, 0x20, 0x18, 0x20, 0x7c, 0x30, 0x06, 0x77, 0x70, 0x07, 0x67, + 0x20, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x01, 0xc2, 0x07, 0x63, 0x70, + 0x07, 0x77, 0xd0, 0x06, 0xc1, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x20, + 0x7c, 0x30, 0x06, 0x77, 0x70, 0x07, 0x70, 0x10, 0x21, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +/* The yuv-rendering pixel shader: + + --- D3D12_PixelShader_NV21_BT709.hlsl --- + Texture2D theTextureY : register(t0); + Texture2D theTextureUV : register(t1); + SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(NVRS)] + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; + const float3 Rcoeff = {1.1644, 0.0000, 1.7927}; + const float3 Gcoeff = {1.1644, -0.2132, -0.5329}; + const float3 Bcoeff = {1.1644, 2.1124, 0.0000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } + +*/ + +static unsigned char D3D12_PixelShader_NV21_BT709[] = { + 0x44, 0x58, 0x42, 0x43, 0x5c, 0x52, 0x50, 0xb3, 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VertexShaderConstants : register(b0) + { + matrix model; + matrix projectionAndView; + }; + + struct VertexShaderInput + { + float3 pos : POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + struct VertexShaderOutput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + #define ColorRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + "DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + "DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + "DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0)" + + #define TextureRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + #define YUVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + #define NVRS \ + "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ + " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ + " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ + " DENY_HULL_SHADER_ROOT_ACCESS )," \ + "RootConstants(num32BitConstants=32, b0),"\ + "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" + + [RootSignature(ColorRS)] + VertexShaderOutput mainColor(VertexShaderInput input) + { + VertexShaderOutput output; + float4 pos = float4(input.pos, 1.0f); + + // Transform the vertex position into projected space. + pos = mul(pos, model); + pos = mul(pos, projectionAndView); + output.pos = pos; + + // Pass through texture coordinates and color values without transformation + output.tex = input.tex; + output.color = input.color; + + return output; + } + + [RootSignature(TextureRS)] + VertexShaderOutput mainTexture(VertexShaderInput input) + { + return mainColor(input); + } + + [RootSignature(YUVRS)] + VertexShaderOutput mainYUV(VertexShaderInput input) + { + return mainColor(input); + } + + [RootSignature(NVRS)] + VertexShaderOutput mainNV(VertexShaderInput input) + { + return mainColor(input); + } +*/ + +static unsigned char D3D12_VertexShader_Colors[] = { + 0x44, 0x58, 0x42, 0x43, 0xbd, 0x28, 0xdc, 0xb4, 0x40, 0x82, 0x5f, 0xf6, + 0x92, 0x33, 0x60, 0xe7, 0x83, 0x5b, 0x8f, 0x2d, 0x01, 0x00, 0x00, 0x00, + 0xeb, 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0x30, 0x9a, 0x20, 0x04, + 0xa3, 0x09, 0x83, 0x30, 0x9a, 0x40, 0x0c, 0x23, 0x06, 0x07, 0x00, 0x82, + 0x60, 0xd0, 0xdc, 0x42, 0x28, 0xf4, 0xc1, 0x2b, 0x8c, 0x26, 0x04, 0xc0, + 0x68, 0x82, 0x10, 0x8c, 0x26, 0x0c, 0xc2, 0x68, 0x02, 0x31, 0xd8, 0x14, + 0x06, 0xf2, 0x19, 0x31, 0x40, 0x00, 0x10, 0x04, 0x83, 0x87, 0x17, 0x56, + 0xc1, 0x7b, 0x82, 0x11, 0x03, 0x04, 0x00, 0x41, 0x30, 0x78, 0x7a, 0x81, + 0x15, 0xb6, 0x25, 0x18, 0x31, 0x40, 0x00, 0x10, 0x04, 0x83, 0xc7, 0x17, + 0x5a, 0x01, 0x3b, 0x02, 0xb3, 0xca, 0x40, 0x3e, 0x23, 0x06, 0x08, 0x00, + 0x82, 0x60, 0xf0, 0x80, 0xc3, 0x2b, 0x88, 0x81, 0x14, 0x8c, 0x18, 0x20, + 0x00, 0x08, 0x82, 0xc1, 0x13, 0x0e, 0xb0, 0xf0, 0x39, 0xc1, 0x88, 0x01, + 0x02, 0x80, 0x20, 0x18, 0x3c, 0xe2, 0x10, 0x0b, 0x9c, 0x12, 0x58, 0x96, + 0x06, 0xf2, 0x19, 0x31, 0x40, 0x00, 0x10, 0x04, 0x83, 0x87, 0x1c, 0x66, + 0xc1, 0x0c, 0xaa, 0x60, 0xc4, 0x00, 0x01, 0x40, 0x10, 0x0c, 0x9e, 0x72, + 0xa0, 0x85, 0x31, 0x88, 0x82, 0x11, 0x03, 0x04, 0x00, 0x41, 0x30, 0x78, + 0xcc, 0xa1, 0x16, 0xc0, 0xa0, 0x09, 0x8c, 0x6b, 0x03, 0xf9, 0x8c, 0x18, + 0x20, 0x00, 0x08, 0x82, 0xc1, 0x83, 0x0e, 0xb7, 0xa0, 0x06, 0x58, 0x30, + 0x62, 0x80, 0x00, 0x20, 0x08, 0x06, 0x4f, 0x3a, 0xe0, 0xc2, 0x19, 0x50, + 0xc1, 0x88, 0x01, 0x02, 0x80, 0x20, 0x18, 0x3c, 0xea, 0x90, 0x0b, 0x64, + 0x00, 0x05, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x80, 0xb4, 0x43, 0x2e, + 0xa0, 0x03, 0x3a, 0x80, 0x43, 0x33, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, + 0x48, 0x3b, 0xe4, 0x02, 0x3a, 0xa0, 0x03, 0x2d, 0x24, 0x23, 0x06, 0x09, + 0x00, 0x82, 0x60, 0x80, 0xb4, 0x43, 0x2e, 0xa0, 0x03, 0x3a, 0xf8, 0x42, + 0x31, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x48, 0x3b, 0xe4, 0x02, 0x3a, + 0xa0, 0xc3, 0x2f, 0x04, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x80, 0xb4, + 0x43, 0x2e, 0xa4, 0x03, 0x3a, 0x80, 0x43, 0x2b, 0x8c, 0x18, 0x24, 0x00, + 0x08, 0x82, 0x01, 0xd2, 0x0e, 0xb9, 0x90, 0x0e, 0xe8, 0x40, 0x0b, 0xac, + 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x48, 0x3b, 0xe4, 0xc2, 0x38, + 0xa0, 0x03, 0x38, 0xc4, 0xc2, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x20, + 0xed, 0x90, 0x0b, 0xe3, 0x80, 0x0e, 0xb4, 0x00, 0x0b, 0x23, 0x06, 0x09, + 0x00, 0x82, 0x60, 0x80, 0xb4, 0x43, 0x2e, 0x8c, 0x03, 0x3a, 0xf8, 0xc2, + 0x2b, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x01, 0xd2, 0x0e, 0xb9, 0x30, + 0x0e, 0xe8, 0xf0, 0x0b, 0xae, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +/* Root signature blobs extracted from Vertex Shader + dxc command line is: + dxc -E -T rootsig_1_1 -rootsig-define -Fo D3D12_VertexShader.hlsl + + Variables: + - : the root signature define + - : the output file name. + +*/ + +static unsigned char D3D12_RootSig_Color[] = { + 0x44, 0x58, 0x42, 0x43, 0x16, 0xb1, 0xe2, 0x29, 0x64, 0xb1, 0xb2, 0xe8, + 0x3c, 0xf7, 0xf6, 0x21, 0xad, 0x40, 0xa9, 0x50, 0x01, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, + 0x52, 0x54, 0x53, 0x30, 0x30, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x30, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00 +}; + +static unsigned char D3D12_RootSig_Texture[] = { + 0x44, 0x58, 0x42, 0x43, 0x7a, 0x3c, 0xe5, 0xd1, 0x3c, 0x38, 0x44, 0x34, + 0xda, 0xbc, 0x9b, 0xfc, 0xb3, 0xe7, 0x95, 0xaa, 0x01, 0x00, 0x00, 0x00, + 0xb4, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, + 0x52, 0x54, 0x53, 0x30, 0x88, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x88, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff +}; + +static unsigned char D3D12_RootSig_YUV[] = { + 0x44, 0x58, 0x42, 0x43, 0x65, 0xa2, 0x64, 0x32, 0x6e, 0x35, 0x8d, 0x76, + 0xf7, 0x54, 0x3c, 0x62, 0x2e, 0x8e, 0xa4, 0xbc, 0x01, 0x00, 0x00, 0x00, + 0x0c, 0x01, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, + 0x52, 0x54, 0x53, 0x30, 0xe0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xe0, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0xc0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, 0x88, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, + 0x01, 0x00, 0x00, 0x00, 0xa8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, + 0xc8, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff +}; + +static unsigned char D3D12_RootSig_NV[] = { + 0x44, 0x58, 0x42, 0x43, 0x22, 0xd8, 0x7c, 0x4d, 0xb5, 0x44, 0x4a, 0xcd, + 0x25, 0xc2, 0x80, 0xac, 0x89, 0xb0, 0xa6, 0xfe, 0x01, 0x00, 0x00, 0x00, + 0xe0, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, + 0x52, 0x54, 0x53, 0x30, 0xb4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xb4, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, + 0x01, 0x00, 0x00, 0x00, 0x9c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff +}; + +static struct +{ + const void *ps_shader_data; + SIZE_T ps_shader_size; + const void* vs_shader_data; + SIZE_T vs_shader_size; + D3D12_RootSignature root_sig; +} D3D12_shaders[NUM_SHADERS] = { + { + D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors), + D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors), + ROOTSIG_COLOR + }, + { + D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures), + D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures), + ROOTSIG_TEXTURE + }, +#if SDL_HAVE_YUV + { + D3D12_PixelShader_YUV_JPEG, sizeof(D3D12_PixelShader_YUV_JPEG), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV + }, + { + D3D12_PixelShader_YUV_BT601, sizeof(D3D12_PixelShader_YUV_BT601), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV + }, + { + D3D12_PixelShader_YUV_BT709, sizeof(D3D12_PixelShader_YUV_BT709), + D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV), + ROOTSIG_YUV + }, + { + D3D12_PixelShader_NV12_JPEG, sizeof(D3D12_PixelShader_NV12_JPEG), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV + }, + { + D3D12_PixelShader_NV12_BT601, sizeof(D3D12_PixelShader_NV12_BT601), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV + }, + { + D3D12_PixelShader_NV12_BT709, sizeof(D3D12_PixelShader_NV12_BT709), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV + }, + { + D3D12_PixelShader_NV21_JPEG, sizeof(D3D12_PixelShader_NV21_JPEG), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV + }, + { + D3D12_PixelShader_NV21_BT601, sizeof(D3D12_PixelShader_NV21_BT601), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV + }, + { + D3D12_PixelShader_NV21_BT709, sizeof(D3D12_PixelShader_NV21_BT709), + D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV), + ROOTSIG_NV + }, +#endif +}; + +static struct { + const void* rs_shader_data; + SIZE_T rs_shader_size; +} D3D12_rootsigs[NUM_ROOTSIGS] = { + {D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color)}, + {D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture)}, +#if SDL_HAVE_YUV + {D3D12_RootSig_YUV, sizeof(D3D12_RootSig_YUV)}, + {D3D12_RootSig_NV, sizeof(D3D12_RootSig_NV)}, +#endif +}; + +void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data; + outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size; +} + +void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data; + outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size; +} + +D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader) +{ + return D3D12_shaders[shader].root_sig; +} + +void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode) +{ + outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data; + outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size; +} + +#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/render/direct3d12/SDL_shaders_d3d12.h b/src/render/direct3d12/SDL_shaders_d3d12.h new file mode 100644 index 000000000..d5157ef12 --- /dev/null +++ b/src/render/direct3d12/SDL_shaders_d3d12.h @@ -0,0 +1,57 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../../SDL_internal.h" + +/* D3D12 shader implementation */ + +typedef enum { + SHADER_SOLID, + SHADER_RGB, +#if SDL_HAVE_YUV + SHADER_YUV_JPEG, + SHADER_YUV_BT601, + SHADER_YUV_BT709, + SHADER_NV12_JPEG, + SHADER_NV12_BT601, + SHADER_NV12_BT709, + SHADER_NV21_JPEG, + SHADER_NV21_BT601, + SHADER_NV21_BT709, +#endif + NUM_SHADERS +} D3D12_Shader; + +typedef enum { + ROOTSIG_COLOR, + ROOTSIG_TEXTURE, +#if SDL_HAVE_YUV + ROOTSIG_YUV, + ROOTSIG_NV, +#endif + NUM_ROOTSIGS +} D3D12_RootSignature; + +extern void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode); +extern void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode); +extern D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader); +extern void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE* outBytecode); + +/* vi: set ts=4 sw=4 expandtab: */