/
graphics_windows.go
374 lines (323 loc) · 9.49 KB
/
graphics_windows.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
// Copyright 2022 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package directx
import (
"errors"
"fmt"
"math"
"os"
"runtime"
"strconv"
"strings"
"time"
"unsafe"
"golang.org/x/sys/windows"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
"github.com/hajimehoshi/ebiten/v2/internal/winver"
)
type stencilMode int
const (
noStencil stencilMode = iota
incrementStencil
invertStencil
drawWithStencil
)
const frameCount = 2
func pow2(x uint32) uint32 {
if x > (math.MaxUint32+1)/2 {
return math.MaxUint32
}
var p2 uint32 = 1
for p2 < x {
p2 *= 2
}
return p2
}
func parseFeatureLevel(str string) (_D3D_FEATURE_LEVEL, bool) {
switch str {
case "11_0":
return _D3D_FEATURE_LEVEL_11_0, true
case "11_1":
return _D3D_FEATURE_LEVEL_11_1, true
case "12_0":
return _D3D_FEATURE_LEVEL_12_0, true
case "12_1":
return _D3D_FEATURE_LEVEL_12_1, true
case "12_2":
return _D3D_FEATURE_LEVEL_12_2, true
default:
return 0, false
}
}
// NewGraphics creates an implementation of graphicsdriver.Graphics for DirectX.
// The returned graphics value is nil iff the error is not nil.
func NewGraphics() (graphicsdriver.Graphics, error) {
if !isD3DCompilerDLLAvailable() {
return nil, fmt.Errorf("directx: d3dcompiler_*.dll is missing in this environment")
}
var useWARP bool
var useDebugLayer bool
version := 11
// Specify the feature level 11 by default.
// Some old cards don't work well with the default feature level (#2447, #2486).
featureLevel := _D3D_FEATURE_LEVEL_11_0
// Parse a special environment variable for backward compatibility.
if env := os.Getenv("EBITENGINE_DIRECTX_FEATURE_LEVEL"); env != "" {
if fl, ok := parseFeatureLevel(env); ok {
featureLevel = fl
}
}
env := os.Getenv("EBITENGINE_DIRECTX")
if env == "" {
// For backward compatibility, read the EBITEN_ version.
env = os.Getenv("EBITEN_DIRECTX")
}
for _, t := range strings.Split(env, ",") {
t := strings.TrimSpace(t)
switch {
case t == "warp":
// TODO: Is WARP available on Xbox?
useWARP = true
case t == "debug":
useDebugLayer = true
case strings.HasPrefix(t, "version="):
v, err := strconv.Atoi(t[len("version="):])
if err != nil {
continue
}
version = v
case strings.HasPrefix(t, "featurelevel="):
fl, ok := parseFeatureLevel(t[len("featurelevel="):])
if !ok {
continue
}
featureLevel = fl
}
}
// On Xbox, only DirectX 12 is available.
if microsoftgdk.IsXbox() {
version = 12
}
switch version {
case 11:
g, err := newGraphics11(useWARP, useDebugLayer)
if err != nil {
return nil, err
}
return g, nil
case 12:
g, err := newGraphics12(useWARP, useDebugLayer, featureLevel)
if err != nil {
return nil, err
}
return g, nil
default:
panic(fmt.Sprintf("directx: unexpected DirectX version: %d", version))
}
}
type graphicsInfra struct {
factory *_IDXGIFactory
swapChain *_IDXGISwapChain
swapChain4 *_IDXGISwapChain4
allowTearing bool
// occluded reports whether the screen is invisible or not.
occluded bool
// lastTime is the last time for rendering.
lastTime time.Time
bufferCount int
}
// newGraphicsInfra takes the ownership of the given factory.
func newGraphicsInfra(factory *_IDXGIFactory) (*graphicsInfra, error) {
g := &graphicsInfra{
factory: factory,
}
runtime.SetFinalizer(g, (*graphicsInfra).release)
if f, err := g.factory.QueryInterface(&_IID_IDXGIFactory5); err == nil && f != nil {
factory := (*_IDXGIFactory5)(f)
defer factory.Release()
var allowTearing int32
if err := factory.CheckFeatureSupport(_DXGI_FEATURE_PRESENT_ALLOW_TEARING, unsafe.Pointer(&allowTearing), uint32(unsafe.Sizeof(allowTearing))); err == nil && allowTearing != 0 {
g.allowTearing = true
}
}
return g, nil
}
func (g *graphicsInfra) release() {
if g.factory != nil {
g.factory.Release()
g.factory = nil
}
if g.swapChain != nil {
g.swapChain.Release()
g.swapChain = nil
}
if g.swapChain4 != nil {
g.swapChain4.Release()
g.swapChain4 = nil
}
}
// appendAdapters appends found adapters to the given adapters.
// Releasing them is the caller's responsibility.
//
// warpForDX12 is valid only for DirectX 12.
func (g *graphicsInfra) appendAdapters(adapters []*_IDXGIAdapter1, warpForDX12 bool) ([]*_IDXGIAdapter1, error) {
f, err := g.factory.QueryInterface(&_IID_IDXGIFactory4)
if err != nil {
return nil, err
}
if f == nil {
return nil, fmt.Errorf("directx: IID_IDXGIFactory4 was not available")
}
factory4 := (*_IDXGIFactory4)(f)
defer factory4.Release()
if warpForDX12 {
a, err := factory4.EnumWarpAdapter()
if err != nil {
return nil, err
}
adapters = append(adapters, a)
return adapters, nil
}
for i := uint32(0); ; i++ {
a, err := factory4.EnumAdapters1(i)
if errors.Is(err, _DXGI_ERROR_NOT_FOUND) {
break
}
if err != nil {
return nil, err
}
adapters = append(adapters, a)
}
return adapters, nil
}
func (g *graphicsInfra) isSwapChainInited() bool {
return g.swapChain != nil
}
func (g *graphicsInfra) initSwapChain(width, height int, device unsafe.Pointer, window windows.HWND) (ferr error) {
if g.swapChain != nil {
return fmt.Errorf("directx: swap chain must not be initialized at initSwapChain, but is already done")
}
// Create a swap chain.
//
// DXGI_ALPHA_MODE_PREMULTIPLIED doesn't work with a HWND well.
//
// IDXGIFactory::CreateSwapChain: Alpha blended swapchains must be created with CreateSwapChainForComposition,
// or CreateSwapChainForCoreWindow with the DXGI_SWAP_CHAIN_FLAG_FOREGROUND_LAYER flag
//
// Use *_SEQUENTIAL swap effects to follow the Mozilla way:
// https://github.com/mozilla/gecko-dev/blob/0907529ff72c456ddb47839f5f7ba16291f28dce/gfx/layers/d3d11/CompositorD3D11.cpp#L167-L254
desc := &_DXGI_SWAP_CHAIN_DESC{
BufferDesc: _DXGI_MODE_DESC{
Width: uint32(width),
Height: uint32(height),
Format: _DXGI_FORMAT_B8G8R8A8_UNORM,
},
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
BufferUsage: _DXGI_USAGE_RENDER_TARGET_OUTPUT,
BufferCount: frameCount,
OutputWindow: window,
Windowed: 1,
SwapEffect: _DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
}
// DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL/DISCARD are not supported for older Windows than 10 or DirectX 12.
// https://learn.microsoft.com/en-us/windows/win32/api/dxgi/ne-dxgi-dxgi_swap_effect
if !winver.IsWindows10OrGreater() {
desc.SwapEffect = _DXGI_SWAP_EFFECT_SEQUENTIAL
// With the non-flip (bitblt) mode, the buffer count should be 1. See also:
// * https://bugzilla.mozilla.org/show_bug.cgi?id=1419293#c18
// * https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/dxgi-flip-model
desc.BufferCount = 1
}
g.bufferCount = int(desc.BufferCount)
if g.allowTearing {
desc.Flags |= uint32(_DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING)
}
s, err := g.factory.CreateSwapChain(device, desc)
if err != nil {
return err
}
g.swapChain = s
defer func() {
if ferr != nil {
g.release()
}
}()
if s4, err := g.swapChain.QueryInterface(&_IID_IDXGISwapChain4); err == nil && s4 != nil {
g.swapChain4 = (*_IDXGISwapChain4)(s4)
}
// MakeWindowAssociation should be called after swap chain creation.
// https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgifactory-makewindowassociation
if err := g.factory.MakeWindowAssociation(window, _DXGI_MWA_NO_WINDOW_CHANGES|_DXGI_MWA_NO_ALT_ENTER); err != nil {
return err
}
return nil
}
func (g *graphicsInfra) resizeSwapChain(width, height int) error {
if g.swapChain == nil {
return fmt.Errorf("directx: swap chain must be initialized at resizeSwapChain, but is not")
}
var flag uint32
if g.allowTearing {
flag |= uint32(_DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING)
}
if err := g.swapChain.ResizeBuffers(uint32(g.bufferCount), uint32(width), uint32(height), _DXGI_FORMAT_B8G8R8A8_UNORM, flag); err != nil {
return err
}
return nil
}
func (g *graphicsInfra) currentBackBufferIndex() (int, error) {
if g.swapChain4 == nil {
return 0, fmt.Errorf("directx: IDXGISwapChain4 is not available")
}
return int(g.swapChain4.GetCurrentBackBufferIndex()), nil
}
func (g *graphicsInfra) present(vsyncEnabled bool) error {
if g.swapChain == nil {
return fmt.Errorf("directx: swap chain must be initialized at present, but is not")
}
var syncInterval uint32
var flags _DXGI_PRESENT
if g.occluded {
// The screen is not visible. Test whether we can resume.
flags |= _DXGI_PRESENT_TEST
} else {
// Do actual rendering only when the screen is visible.
if vsyncEnabled {
syncInterval = 1
} else if g.allowTearing {
flags |= _DXGI_PRESENT_ALLOW_TEARING
}
}
occluded, err := g.swapChain.Present(syncInterval, uint32(flags))
if err != nil {
return err
}
g.occluded = occluded
// Reduce FPS when the screen is invisible.
now := time.Now()
if g.occluded {
if delta := 100*time.Millisecond - now.Sub(g.lastTime); delta > 0 {
time.Sleep(delta)
}
}
g.lastTime = now
return nil
}
func (g *graphicsInfra) getBuffer(buffer uint32, riid *windows.GUID) (unsafe.Pointer, error) {
return g.swapChain.GetBuffer(buffer, riid)
}