[host] dxgi: implement Direct3D 12 texture copy backend

This commit is contained in:
Quantum 2021-08-12 02:37:42 -04:00 committed by Geoffrey McRae
parent 891f00a011
commit 5a93f1e00c
3 changed files with 403 additions and 0 deletions

View file

@ -4,6 +4,7 @@ project(capture_DXGI LANGUAGES C)
add_library(capture_DXGI STATIC
src/dxgi.c
src/d3d11.c
src/d3d12.c
src/util.c
)

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@ -0,0 +1,400 @@
/**
* Looking Glass
* Copyright © 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "dxgi_capture.h"
#include <assert.h>
#include <d3d12.h>
#include "common/debug.h"
#include "common/windebug.h"
#define ALIGN_TO(value, align) (((value) + (align) - 1) & -(align))
struct D3D12Texture
{
ID3D12Resource * src;
ID3D12Resource * tex;
ID3D12CommandAllocator * commandAllocator;
ID3D12CommandList * commandList;
ID3D12GraphicsCommandList * graphicsCommandList;
UINT64 fenceValue;
ID3D12Fence * fence;
HANDLE event;
};
struct D3D12Backend
{
ID3D12Device * device;
ID3D12CommandQueue * commandQueue;
struct D3D12Texture * texture;
};
static struct DXGIInterface * dxgi = NULL;
static struct D3D12Backend * this = NULL;
typedef HRESULT (*D3D12CreateDevice_t)(
IUnknown *pAdapter,
D3D_FEATURE_LEVEL MinimumFeatureLevel,
REFIID riid,
void **ppDevice
);
static void d3d12_free();
static bool d3d12_create(struct DXGIInterface * intf)
{
HRESULT status;
dxgi = intf;
HMODULE d3d12 = LoadLibrary("d3d12.dll");
if (!d3d12)
return false;
D3D12CreateDevice_t D3D12CreateDevice = (D3D12CreateDevice_t)
GetProcAddress(d3d12, "D3D12CreateDevice");
if (!D3D12CreateDevice)
return false;
assert(!this);
this = calloc(1, sizeof(struct D3D12Backend));
if (!this)
{
DEBUG_ERROR("failed to allocate D3D12Backend struct");
return false;
}
status = D3D12CreateDevice((IUnknown *) dxgi->adapter, D3D_FEATURE_LEVEL_11_0,
&IID_ID3D12Device, (void **)&this->device);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 device", status);
goto fail;
}
D3D12_COMMAND_QUEUE_DESC queueDesc = {
.Type = D3D12_COMMAND_LIST_TYPE_COPY,
.Priority = D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME,
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
};
status = ID3D12Device_CreateCommandQueue(this->device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)&this->commandQueue);
if (FAILED(status))
{
DEBUG_WARN("Failed to create queue with real time priority");
queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
status = ID3D12Device_CreateCommandQueue(this->device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)&this->commandQueue);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
goto fail;
}
}
dxgi->pitch = ALIGN_TO(dxgi->width * dxgi->bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
dxgi->stride = dxgi->pitch / dxgi->bpp;
this->texture = calloc(dxgi->maxTextures, sizeof(struct D3D12Texture));
if (!this->texture)
{
DEBUG_ERROR("Failed to allocate memory");
goto fail;
}
D3D12_HEAP_PROPERTIES readbackHeapProperties = {
.Type = D3D12_HEAP_TYPE_READBACK,
};
D3D12_RESOURCE_DESC texDesc = {
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
.Width = dxgi->pitch * dxgi->height,
.Height = 1,
.DepthOrArraySize = 1,
.MipLevels = 1,
.Format = DXGI_FORMAT_UNKNOWN,
.SampleDesc.Count = 1,
.SampleDesc.Quality = 0,
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
.Flags = D3D12_RESOURCE_FLAG_NONE
};
for (int i = 0; i < dxgi->maxTextures; ++i)
{
status = ID3D12Device_CreateCommittedResource(this->device, &readbackHeapProperties, D3D12_HEAP_FLAG_NONE,
&texDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &IID_ID3D12Resource, (void **)&this->texture[i].tex);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create texture", status);
goto fail;
}
this->texture[i].event = CreateEvent(NULL, FALSE, FALSE, NULL);
if (!this->texture[i].event)
{
DEBUG_WINERROR("Failed to create texture event", status);
goto fail;
}
this->texture[i].fenceValue = 0;
status = ID3D12Device_CreateFence(this->device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void **)&this->texture[i].fence);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create fence", status);
goto fail;
}
status = ID3D12Device_CreateCommandAllocator(this->device, D3D12_COMMAND_LIST_TYPE_COPY,
&IID_ID3D12CommandAllocator, (void **)&this->texture[i].commandAllocator);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
goto fail;
}
status = ID3D12Device_CreateCommandList(this->device, 0, D3D12_COMMAND_LIST_TYPE_COPY,
this->texture[i].commandAllocator, NULL, &IID_ID3D12GraphicsCommandList,
(void **)&this->texture[i].graphicsCommandList);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 command list", status);
goto fail;
}
status = ID3D12GraphicsCommandList_QueryInterface(this->texture[i].graphicsCommandList,
&IID_ID3D12CommandList, (void **)&this->texture[i].commandList);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to convert D3D12 command list", status);
goto fail;
}
dxgi->texture[i].impl = this->texture + i;
}
dxgi->useAcquireLock = false;
return true;
fail:
d3d12_free();
return false;
}
static void d3d12_free(void)
{
assert(this);
if (this->texture)
{
for (int i = 0; i < dxgi->maxTextures; ++i)
{
if (this->texture[i].tex)
ID3D12Resource_Release(this->texture[i].tex);
if (this->texture[i].fence)
ID3D12Fence_Release(this->texture[i].fence);
if (this->texture[i].event)
CloseHandle(this->texture[i].event);
if (this->texture[i].commandAllocator)
ID3D12CommandAllocator_Release(this->texture[i].commandAllocator);
if (this->texture[i].commandList)
ID3D12CommandList_Release(this->texture[i].commandList);
if (this->texture[i].graphicsCommandList)
ID3D12GraphicsCommandList_Release(this->texture[i].graphicsCommandList);
}
free(this->texture);
}
if (this->commandQueue)
ID3D12CommandQueue_Release(this->commandQueue);
if (this->device)
ID3D12Device_Release(this->device);
free(this);
this = NULL;
}
static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
{
struct D3D12Texture * tex = parent->impl;
bool fail = false;
IDXGIResource1 * res1 = NULL;
HRESULT status;
status = ID3D11Texture2D_QueryInterface(src, &IID_IDXGIResource1, (void **)&res1);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to get IDXGIResource1 from texture", status);
return CAPTURE_RESULT_ERROR;
}
HANDLE handle;
status = IDXGIResource1_CreateSharedHandle(res1, NULL, DXGI_SHARED_RESOURCE_READ, NULL, &handle);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to get create shared handle for texture", status);
fail = true;
goto cleanup;
}
status = ID3D12Device_OpenSharedHandle(this->device, handle, &IID_ID3D12Resource, (void **)&tex->src);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to get create shared handle for texture", status);
CloseHandle(handle);
fail = true;
goto cleanup;
}
CloseHandle(handle);
D3D12_TEXTURE_COPY_LOCATION srcLoc = {
.pResource = tex->src,
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
.SubresourceIndex = 0
};
D3D12_TEXTURE_COPY_LOCATION destLoc = {
.pResource = tex->tex,
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
.PlacedFootprint = {
.Offset = 0,
.Footprint = {
.Format = dxgi->dxgiFormat,
.Width = dxgi->width,
.Height = dxgi->height,
.Depth = 1,
.RowPitch = dxgi->pitch,
}
}
};
if (parent->texDamageCount < 0)
ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList, &destLoc,
0, 0, 0, &srcLoc, NULL);
else
{
for (int i = 0; i < parent->texDamageCount; ++i)
{
FrameDamageRect * rect = parent->texDamageRects + i;
D3D12_BOX box = {
.left = rect->x, .top = rect->y, .front = 0, .back = 1,
.right = rect->x + rect->width, .bottom = rect->y + rect->height,
};
ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList, &destLoc,
rect->x, rect->y, 0, &srcLoc, &box);
}
}
status = ID3D12GraphicsCommandList_Close(tex->graphicsCommandList);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to close command list", status);
fail = true;
goto cleanup;
}
ID3D12CommandQueue_ExecuteCommandLists(this->commandQueue, 1, &tex->commandList);
status = ID3D12CommandQueue_Signal(this->commandQueue, tex->fence, ++tex->fenceValue);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal fence", status);
fail = true;
goto cleanup;
}
status = ID3D12Fence_SetEventOnCompletion(tex->fence, tex->fenceValue, tex->event);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal fence event", status);
fail = true;
goto cleanup;
}
cleanup:
if (res1)
IDXGIResource1_Release(res1);
return !fail;
}
static CaptureResult d3d12_mapTexture(Texture * parent)
{
struct D3D12Texture * tex = parent->impl;
HRESULT status;
WaitForSingleObject(tex->event, INFINITE);
status = ID3D12CommandAllocator_Reset(tex->commandAllocator);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to reset command allocator", status);
return CAPTURE_RESULT_ERROR;
}
status = ID3D12GraphicsCommandList_Reset(tex->graphicsCommandList, tex->commandAllocator, NULL);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to reset command list", status);
return CAPTURE_RESULT_ERROR;
}
ID3D12Resource_Release(tex->src);
D3D12_RANGE range = { .Begin = 0, .End = dxgi->pitch * dxgi->height };
status = ID3D12Resource_Map(tex->tex, 0, &range, &parent->map);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to map the texture", status);
return CAPTURE_RESULT_ERROR;
}
return CAPTURE_RESULT_OK;
}
static void d3d12_unmapTexture(Texture * parent)
{
struct D3D12Texture * tex = parent->impl;
D3D12_RANGE range = { .Begin = 0, .End = 0 };
ID3D12Resource_Unmap(tex->tex, 0, &range);
parent->map = NULL;
}
struct DXGICopyBackend copyBackendD3D12 = {
.name = "Direct3D 12",
.create = d3d12_create,
.free = d3d12_free,
.copyFrame = d3d12_copyFrame,
.mapTexture = d3d12_mapTexture,
.unmapTexture = d3d12_unmapTexture,
};

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@ -49,7 +49,9 @@
static struct DXGIInterface * this = NULL;
extern struct DXGICopyBackend copyBackendD3D11;
extern struct DXGICopyBackend copyBackendD3D12;
static struct DXGICopyBackend * backends[] = {
&copyBackendD3D12,
&copyBackendD3D11,
};