[host] dxgi: upate d3d12 backend to use comRef

This commit is contained in:
Geoffrey McRae 2023-10-27 21:01:44 +11:00
parent fffac35300
commit 699d95818d
2 changed files with 65 additions and 105 deletions

View File

@ -19,6 +19,7 @@
*/
#include "dxgi_capture.h"
#include "com_ref.h"
#include <assert.h>
#include <d3d12.h>
@ -34,26 +35,25 @@
struct D3D12Texture
{
ID3D12Resource * tex;
ID3D12CommandAllocator * commandAllocator;
ID3D12CommandList * commandList;
ID3D12GraphicsCommandList * graphicsCommandList;
UINT64 fenceValue;
ID3D12Fence * fence;
HANDLE event;
ID3D12Resource ** tex;
ID3D12CommandAllocator ** commandAllocator;
ID3D12CommandList ** commandList;
ID3D12GraphicsCommandList ** graphicsCommandList;
UINT64 fenceValue;
ID3D12Fence ** fence;
HANDLE event;
};
struct D3D12Backend
{
float copySleep;
ID3D12Device * device;
ID3D12InfoQueue1 * debugInfoQueue;
ID3D12CommandQueue * commandQueue;
ID3D12Resource * src;
struct D3D12Texture * texture;
UINT64 fenceValue;
ID3D12Fence * fence;
HANDLE event;
float copySleep;
ID3D12Device ** device;
ID3D12CommandQueue ** commandQueue;
ID3D12Resource ** src;
struct D3D12Texture * texture;
UINT64 fenceValue;
ID3D12Fence ** fence;
HANDLE event;
// shared handle cache
struct
@ -133,7 +133,7 @@ static bool d3d12_create(struct DXGIInterface * intf)
DEBUG_INFO("Sleep before copy : %f ms", this->copySleep);
status = D3D12CreateDevice(*(IUnknown **)dxgi->adapter, D3D_FEATURE_LEVEL_11_0,
&IID_ID3D12Device, (void **)&this->device);
&IID_ID3D12Device, (void **)comRef_newGlobal(&this->device));
if (FAILED(status))
{
@ -148,15 +148,15 @@ static bool d3d12_create(struct DXGIInterface * intf)
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
};
status = ID3D12Device_CreateCommandQueue(this->device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)&this->commandQueue);
status = ID3D12Device_CreateCommandQueue(*this->device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)comRef_newGlobal(&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);
status = ID3D12Device_CreateCommandQueue(*this->device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)this->commandQueue);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
@ -183,8 +183,8 @@ static bool d3d12_create(struct DXGIInterface * intf)
}
this->fenceValue = 0;
status = ID3D12Device_CreateFence(this->device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void **)&this->fence);
status = ID3D12Device_CreateFence(*this->device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void**)comRef_newGlobal(&this->fence));
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create capture fence", status);
@ -213,14 +213,14 @@ static bool d3d12_create(struct DXGIInterface * intf)
for (int i = 0; i < dxgi->maxTextures; ++i)
{
status = ID3D12Device_CreateCommittedResource(this->device,
status = ID3D12Device_CreateCommittedResource(*this->device,
&readbackHeapProperties,
D3D12_HEAP_FLAG_NONE,
&texDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&IID_ID3D12Resource,
(void **)&this->texture[i].tex);
(void **)comRef_newGlobal(&this->texture[i].tex));
if (FAILED(status))
{
@ -236,18 +236,18 @@ static bool d3d12_create(struct DXGIInterface * intf)
}
this->texture[i].fenceValue = 0;
status = ID3D12Device_CreateFence(this->device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void **)&this->texture[i].fence);
status = ID3D12Device_CreateFence(*this->device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void **)comRef_newGlobal(&this->texture[i].fence));
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create fence", status);
goto fail;
}
status = ID3D12Device_CreateCommandAllocator(this->device,
status = ID3D12Device_CreateCommandAllocator(*this->device,
D3D12_COMMAND_LIST_TYPE_COPY,
&IID_ID3D12CommandAllocator,
(void **)&this->texture[i].commandAllocator);
(void **)comRef_newGlobal(&this->texture[i].commandAllocator));
if (FAILED(status))
{
@ -255,13 +255,13 @@ static bool d3d12_create(struct DXGIInterface * intf)
goto fail;
}
status = ID3D12Device_CreateCommandList(this->device,
status = ID3D12Device_CreateCommandList(*this->device,
0,
D3D12_COMMAND_LIST_TYPE_COPY,
this->texture[i].commandAllocator,
*this->texture[i].commandAllocator,
NULL,
&IID_ID3D12GraphicsCommandList,
(void **)&this->texture[i].graphicsCommandList);
(void **)comRef_newGlobal(&this->texture[i].graphicsCommandList));
if (FAILED(status))
{
@ -270,9 +270,9 @@ static bool d3d12_create(struct DXGIInterface * intf)
}
status = ID3D12GraphicsCommandList_QueryInterface(
this->texture[i].graphicsCommandList,
*this->texture[i].graphicsCommandList,
&IID_ID3D12CommandList,
(void **)&this->texture[i].commandList);
(void **)comRef_newGlobal(&this->texture[i].commandList));
if (FAILED(status))
{
@ -283,6 +283,7 @@ static bool d3d12_create(struct DXGIInterface * intf)
dxgi->texture[i].impl = this->texture + i;
}
comRef_newGlobal(&this->src);
dxgi->useAcquireLock = false;
return true;
@ -299,59 +300,30 @@ static void d3d12_free(void)
{
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->fence)
ID3D12Fence_Release(this->fence);
if (this->event)
CloseHandle(this->event);
if (this->src)
ID3D12Resource_Release(this->src);
for(int i = 0; i < this->handleCacheCount; ++i)
CloseHandle(this->handleCache[i].handle);
if (this->commandQueue)
ID3D12CommandQueue_Release(this->commandQueue);
if (this->device)
{
DWORD count = ID3D12Device_Release(this->device);
if (count != 0)
DEBUG_ERROR("ID3D12Device release is %lu, there is a memory leak!", count);
}
free(this);
this = NULL;
}
static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
{
comRef_scopePush();
struct D3D12Texture * tex = parent->impl;
bool fail = false;
IDXGIResource1 * res1 = NULL;
bool fail = true;
comRef_defineLocal(IDXGIResource1, res1);
HRESULT status;
if (this->copySleep > 0)
@ -373,15 +345,15 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
if (handle == INVALID_HANDLE_VALUE)
{
status = ID3D11Texture2D_QueryInterface(src,
&IID_IDXGIResource1, (void **)&res1);
&IID_IDXGIResource1, (void **)res1);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to get IDXGIResource1 from texture", status);
return CAPTURE_RESULT_ERROR;
goto cleanup;
}
status = IDXGIResource1_CreateSharedHandle(res1,
status = IDXGIResource1_CreateSharedHandle(*res1,
NULL, DXGI_SHARED_RESOURCE_READ, NULL, &handle);
if (FAILED(status))
@ -407,8 +379,8 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
}
}
status = ID3D12Device_OpenSharedHandle(this->device,
handle, &IID_ID3D12Resource, (void **)&this->src);
status = ID3D12Device_OpenSharedHandle(*this->device,
handle, &IID_ID3D12Resource, (void **)this->src);
if (this->handleCacheCount == -1)
CloseHandle(handle);
@ -416,20 +388,19 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
if (FAILED(status))
{
DEBUG_WINERROR("Failed to get create shared handle for texture", status);
fail = true;
goto cleanup;
}
D3D12_TEXTURE_COPY_LOCATION srcLoc =
{
.pResource = this->src,
.pResource = *this->src,
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
.SubresourceIndex = 0
};
D3D12_TEXTURE_COPY_LOCATION destLoc =
{
.pResource = tex->tex,
.pResource = *tex->tex,
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
.PlacedFootprint =
{
@ -446,7 +417,7 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
};
if (parent->texDamageCount < 0)
ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList,
ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
&destLoc, 0, 0, 0, &srcLoc, NULL);
else
{
@ -462,62 +433,57 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
.right = rect->x + rect->width,
.bottom = rect->y + rect->height,
};
ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList,
ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
&destLoc, rect->x, rect->y, 0, &srcLoc, &box);
}
}
status = ID3D12GraphicsCommandList_Close(tex->graphicsCommandList);
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);
ID3D12CommandQueue_ExecuteCommandLists(*this->commandQueue,
1, tex->commandList);
status = ID3D12CommandQueue_Signal(this->commandQueue,
this->fence, ++this->fenceValue);
status = ID3D12CommandQueue_Signal(*this->commandQueue,
*this->fence, ++this->fenceValue);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal capture fence", status);
fail = true;
goto cleanup;
}
ResetEvent(this->event);
status = ID3D12Fence_SetEventOnCompletion(this->fence,
status = ID3D12Fence_SetEventOnCompletion(*this->fence,
this->fenceValue, this->event);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal capture fence event", status);
fail = true;
goto cleanup;
}
status = ID3D12CommandQueue_Signal(this->commandQueue,
tex->fence, ++tex->fenceValue);
status = ID3D12CommandQueue_Signal(*this->commandQueue,
*tex->fence, ++tex->fenceValue);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal texture fence", status);
fail = true;
goto cleanup;
}
status = ID3D12Fence_SetEventOnCompletion(tex->fence,
status = ID3D12Fence_SetEventOnCompletion(*tex->fence,
tex->fenceValue, tex->event);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal texture fence event", status);
fail = true;
goto cleanup;
}
fail = false;
cleanup:
if (res1)
IDXGIResource1_Release(res1);
comRef_scopePop();
return !fail;
}
@ -528,15 +494,15 @@ static CaptureResult d3d12_mapTexture(Texture * parent)
WaitForSingleObject(tex->event, INFINITE);
status = ID3D12CommandAllocator_Reset(tex->commandAllocator);
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);
status = ID3D12GraphicsCommandList_Reset(*tex->graphicsCommandList,
*tex->commandAllocator, NULL);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to reset command list", status);
@ -548,7 +514,7 @@ static CaptureResult d3d12_mapTexture(Texture * parent)
.Begin = 0,
.End = dxgi->pitch * dxgi->height
};
status = ID3D12Resource_Map(tex->tex, 0, &range, &parent->map);
status = ID3D12Resource_Map(*tex->tex, 0, &range, &parent->map);
if (FAILED(status))
{
@ -568,19 +534,13 @@ static void d3d12_unmapTexture(Texture * parent)
.Begin = 0,
.End = 0
};
ID3D12Resource_Unmap(tex->tex, 0, &range);
ID3D12Resource_Unmap(*tex->tex, 0, &range);
parent->map = NULL;
}
static void d3d12_preRelease(void)
{
WaitForSingleObject(this->event, INFINITE);
if (this->src)
{
ID3D12Resource_Release(this->src);
this->src = NULL;
}
}
struct DXGICopyBackend copyBackendD3D12 =

View File

@ -266,7 +266,7 @@ static bool dxgi_init(void)
DEBUG_ASSERT(this);
if (!comRef_init(
20 + this->maxTextures * 2, //max total globals
20 + this->maxTextures * 8, //max total globals
20 //max total locals
))
{