mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-22 13:52:57 +00:00
[host] dxgi: implement Direct3D 12 texture copy backend
This commit is contained in:
parent
891f00a011
commit
5a93f1e00c
3 changed files with 403 additions and 0 deletions
|
@ -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
|
||||
)
|
||||
|
||||
|
|
400
host/platform/Windows/capture/DXGI/src/d3d12.c
Normal file
400
host/platform/Windows/capture/DXGI/src/d3d12.c
Normal file
|
@ -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,
|
||||
};
|
|
@ -49,7 +49,9 @@
|
|||
static struct DXGIInterface * this = NULL;
|
||||
|
||||
extern struct DXGICopyBackend copyBackendD3D11;
|
||||
extern struct DXGICopyBackend copyBackendD3D12;
|
||||
static struct DXGICopyBackend * backends[] = {
|
||||
©BackendD3D12,
|
||||
©BackendD3D11,
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue