[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 "dxgi_capture.h"
#include "com_ref.h"
#include <assert.h> #include <assert.h>
#include <d3d12.h> #include <d3d12.h>
@ -34,26 +35,25 @@
struct D3D12Texture struct D3D12Texture
{ {
ID3D12Resource * tex; ID3D12Resource ** tex;
ID3D12CommandAllocator * commandAllocator; ID3D12CommandAllocator ** commandAllocator;
ID3D12CommandList * commandList; ID3D12CommandList ** commandList;
ID3D12GraphicsCommandList * graphicsCommandList; ID3D12GraphicsCommandList ** graphicsCommandList;
UINT64 fenceValue; UINT64 fenceValue;
ID3D12Fence * fence; ID3D12Fence ** fence;
HANDLE event; HANDLE event;
}; };
struct D3D12Backend struct D3D12Backend
{ {
float copySleep; float copySleep;
ID3D12Device * device; ID3D12Device ** device;
ID3D12InfoQueue1 * debugInfoQueue; ID3D12CommandQueue ** commandQueue;
ID3D12CommandQueue * commandQueue; ID3D12Resource ** src;
ID3D12Resource * src; struct D3D12Texture * texture;
struct D3D12Texture * texture; UINT64 fenceValue;
UINT64 fenceValue; ID3D12Fence ** fence;
ID3D12Fence * fence; HANDLE event;
HANDLE event;
// shared handle cache // shared handle cache
struct struct
@ -133,7 +133,7 @@ static bool d3d12_create(struct DXGIInterface * intf)
DEBUG_INFO("Sleep before copy : %f ms", this->copySleep); DEBUG_INFO("Sleep before copy : %f ms", this->copySleep);
status = D3D12CreateDevice(*(IUnknown **)dxgi->adapter, D3D_FEATURE_LEVEL_11_0, 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)) if (FAILED(status))
{ {
@ -148,15 +148,15 @@ static bool d3d12_create(struct DXGIInterface * intf)
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE, .Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
}; };
status = ID3D12Device_CreateCommandQueue(this->device, &queueDesc, status = ID3D12Device_CreateCommandQueue(*this->device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)&this->commandQueue); &IID_ID3D12CommandQueue, (void **)comRef_newGlobal(&this->commandQueue));
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WARN("Failed to create queue with real time priority"); DEBUG_WARN("Failed to create queue with real time priority");
queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH; queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
status = ID3D12Device_CreateCommandQueue(this->device, &queueDesc, status = ID3D12Device_CreateCommandQueue(*this->device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)&this->commandQueue); &IID_ID3D12CommandQueue, (void **)this->commandQueue);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to create D3D12 command allocator", status); DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
@ -183,8 +183,8 @@ static bool d3d12_create(struct DXGIInterface * intf)
} }
this->fenceValue = 0; this->fenceValue = 0;
status = ID3D12Device_CreateFence(this->device, 0, D3D12_FENCE_FLAG_NONE, status = ID3D12Device_CreateFence(*this->device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void **)&this->fence); &IID_ID3D12Fence, (void**)comRef_newGlobal(&this->fence));
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to create capture fence", 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) for (int i = 0; i < dxgi->maxTextures; ++i)
{ {
status = ID3D12Device_CreateCommittedResource(this->device, status = ID3D12Device_CreateCommittedResource(*this->device,
&readbackHeapProperties, &readbackHeapProperties,
D3D12_HEAP_FLAG_NONE, D3D12_HEAP_FLAG_NONE,
&texDesc, &texDesc,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_DEST,
NULL, NULL,
&IID_ID3D12Resource, &IID_ID3D12Resource,
(void **)&this->texture[i].tex); (void **)comRef_newGlobal(&this->texture[i].tex));
if (FAILED(status)) if (FAILED(status))
{ {
@ -236,18 +236,18 @@ static bool d3d12_create(struct DXGIInterface * intf)
} }
this->texture[i].fenceValue = 0; this->texture[i].fenceValue = 0;
status = ID3D12Device_CreateFence(this->device, 0, D3D12_FENCE_FLAG_NONE, status = ID3D12Device_CreateFence(*this->device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void **)&this->texture[i].fence); &IID_ID3D12Fence, (void **)comRef_newGlobal(&this->texture[i].fence));
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to create fence", status); DEBUG_WINERROR("Failed to create fence", status);
goto fail; goto fail;
} }
status = ID3D12Device_CreateCommandAllocator(this->device, status = ID3D12Device_CreateCommandAllocator(*this->device,
D3D12_COMMAND_LIST_TYPE_COPY, D3D12_COMMAND_LIST_TYPE_COPY,
&IID_ID3D12CommandAllocator, &IID_ID3D12CommandAllocator,
(void **)&this->texture[i].commandAllocator); (void **)comRef_newGlobal(&this->texture[i].commandAllocator));
if (FAILED(status)) if (FAILED(status))
{ {
@ -255,13 +255,13 @@ static bool d3d12_create(struct DXGIInterface * intf)
goto fail; goto fail;
} }
status = ID3D12Device_CreateCommandList(this->device, status = ID3D12Device_CreateCommandList(*this->device,
0, 0,
D3D12_COMMAND_LIST_TYPE_COPY, D3D12_COMMAND_LIST_TYPE_COPY,
this->texture[i].commandAllocator, *this->texture[i].commandAllocator,
NULL, NULL,
&IID_ID3D12GraphicsCommandList, &IID_ID3D12GraphicsCommandList,
(void **)&this->texture[i].graphicsCommandList); (void **)comRef_newGlobal(&this->texture[i].graphicsCommandList));
if (FAILED(status)) if (FAILED(status))
{ {
@ -270,9 +270,9 @@ static bool d3d12_create(struct DXGIInterface * intf)
} }
status = ID3D12GraphicsCommandList_QueryInterface( status = ID3D12GraphicsCommandList_QueryInterface(
this->texture[i].graphicsCommandList, *this->texture[i].graphicsCommandList,
&IID_ID3D12CommandList, &IID_ID3D12CommandList,
(void **)&this->texture[i].commandList); (void **)comRef_newGlobal(&this->texture[i].commandList));
if (FAILED(status)) if (FAILED(status))
{ {
@ -283,6 +283,7 @@ static bool d3d12_create(struct DXGIInterface * intf)
dxgi->texture[i].impl = this->texture + i; dxgi->texture[i].impl = this->texture + i;
} }
comRef_newGlobal(&this->src);
dxgi->useAcquireLock = false; dxgi->useAcquireLock = false;
return true; return true;
@ -299,59 +300,30 @@ static void d3d12_free(void)
{ {
for (int i = 0; i < dxgi->maxTextures; ++i) 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) if (this->texture[i].event)
CloseHandle(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); free(this->texture);
} }
if (this->fence)
ID3D12Fence_Release(this->fence);
if (this->event) if (this->event)
CloseHandle(this->event); CloseHandle(this->event);
if (this->src)
ID3D12Resource_Release(this->src);
for(int i = 0; i < this->handleCacheCount; ++i) for(int i = 0; i < this->handleCacheCount; ++i)
CloseHandle(this->handleCache[i].handle); 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); free(this);
this = NULL; this = NULL;
} }
static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src) static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
{ {
comRef_scopePush();
struct D3D12Texture * tex = parent->impl; struct D3D12Texture * tex = parent->impl;
bool fail = false; bool fail = true;
IDXGIResource1 * res1 = NULL; comRef_defineLocal(IDXGIResource1, res1);
HRESULT status; HRESULT status;
if (this->copySleep > 0) if (this->copySleep > 0)
@ -373,15 +345,15 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
if (handle == INVALID_HANDLE_VALUE) if (handle == INVALID_HANDLE_VALUE)
{ {
status = ID3D11Texture2D_QueryInterface(src, status = ID3D11Texture2D_QueryInterface(src,
&IID_IDXGIResource1, (void **)&res1); &IID_IDXGIResource1, (void **)res1);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to get IDXGIResource1 from texture", 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); NULL, DXGI_SHARED_RESOURCE_READ, NULL, &handle);
if (FAILED(status)) if (FAILED(status))
@ -407,8 +379,8 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
} }
} }
status = ID3D12Device_OpenSharedHandle(this->device, status = ID3D12Device_OpenSharedHandle(*this->device,
handle, &IID_ID3D12Resource, (void **)&this->src); handle, &IID_ID3D12Resource, (void **)this->src);
if (this->handleCacheCount == -1) if (this->handleCacheCount == -1)
CloseHandle(handle); CloseHandle(handle);
@ -416,20 +388,19 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to get create shared handle for texture", status); DEBUG_WINERROR("Failed to get create shared handle for texture", status);
fail = true;
goto cleanup; goto cleanup;
} }
D3D12_TEXTURE_COPY_LOCATION srcLoc = D3D12_TEXTURE_COPY_LOCATION srcLoc =
{ {
.pResource = this->src, .pResource = *this->src,
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, .Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
.SubresourceIndex = 0 .SubresourceIndex = 0
}; };
D3D12_TEXTURE_COPY_LOCATION destLoc = D3D12_TEXTURE_COPY_LOCATION destLoc =
{ {
.pResource = tex->tex, .pResource = *tex->tex,
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, .Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
.PlacedFootprint = .PlacedFootprint =
{ {
@ -446,7 +417,7 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
}; };
if (parent->texDamageCount < 0) if (parent->texDamageCount < 0)
ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList, ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
&destLoc, 0, 0, 0, &srcLoc, NULL); &destLoc, 0, 0, 0, &srcLoc, NULL);
else else
{ {
@ -462,62 +433,57 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
.right = rect->x + rect->width, .right = rect->x + rect->width,
.bottom = rect->y + rect->height, .bottom = rect->y + rect->height,
}; };
ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList, ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
&destLoc, rect->x, rect->y, 0, &srcLoc, &box); &destLoc, rect->x, rect->y, 0, &srcLoc, &box);
} }
} }
status = ID3D12GraphicsCommandList_Close(tex->graphicsCommandList); status = ID3D12GraphicsCommandList_Close(*tex->graphicsCommandList);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to close command list", status); DEBUG_WINERROR("Failed to close command list", status);
fail = true;
goto cleanup; goto cleanup;
} }
ID3D12CommandQueue_ExecuteCommandLists(this->commandQueue, ID3D12CommandQueue_ExecuteCommandLists(*this->commandQueue,
1, &tex->commandList); 1, tex->commandList);
status = ID3D12CommandQueue_Signal(this->commandQueue, status = ID3D12CommandQueue_Signal(*this->commandQueue,
this->fence, ++this->fenceValue); *this->fence, ++this->fenceValue);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to signal capture fence", status); DEBUG_WINERROR("Failed to signal capture fence", status);
fail = true;
goto cleanup; goto cleanup;
} }
ResetEvent(this->event); ResetEvent(this->event);
status = ID3D12Fence_SetEventOnCompletion(this->fence, status = ID3D12Fence_SetEventOnCompletion(*this->fence,
this->fenceValue, this->event); this->fenceValue, this->event);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to signal capture fence event", status); DEBUG_WINERROR("Failed to signal capture fence event", status);
fail = true;
goto cleanup; goto cleanup;
} }
status = ID3D12CommandQueue_Signal(this->commandQueue, status = ID3D12CommandQueue_Signal(*this->commandQueue,
tex->fence, ++tex->fenceValue); *tex->fence, ++tex->fenceValue);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to signal texture fence", status); DEBUG_WINERROR("Failed to signal texture fence", status);
fail = true;
goto cleanup; goto cleanup;
} }
status = ID3D12Fence_SetEventOnCompletion(tex->fence, status = ID3D12Fence_SetEventOnCompletion(*tex->fence,
tex->fenceValue, tex->event); tex->fenceValue, tex->event);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to signal texture fence event", status); DEBUG_WINERROR("Failed to signal texture fence event", status);
fail = true;
goto cleanup; goto cleanup;
} }
fail = false;
cleanup: cleanup:
if (res1) comRef_scopePop();
IDXGIResource1_Release(res1);
return !fail; return !fail;
} }
@ -528,15 +494,15 @@ static CaptureResult d3d12_mapTexture(Texture * parent)
WaitForSingleObject(tex->event, INFINITE); WaitForSingleObject(tex->event, INFINITE);
status = ID3D12CommandAllocator_Reset(tex->commandAllocator); status = ID3D12CommandAllocator_Reset(*tex->commandAllocator);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to reset command allocator", status); DEBUG_WINERROR("Failed to reset command allocator", status);
return CAPTURE_RESULT_ERROR; return CAPTURE_RESULT_ERROR;
} }
status = ID3D12GraphicsCommandList_Reset(tex->graphicsCommandList, status = ID3D12GraphicsCommandList_Reset(*tex->graphicsCommandList,
tex->commandAllocator, NULL); *tex->commandAllocator, NULL);
if (FAILED(status)) if (FAILED(status))
{ {
DEBUG_WINERROR("Failed to reset command list", status); DEBUG_WINERROR("Failed to reset command list", status);
@ -548,7 +514,7 @@ static CaptureResult d3d12_mapTexture(Texture * parent)
.Begin = 0, .Begin = 0,
.End = dxgi->pitch * dxgi->height .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)) if (FAILED(status))
{ {
@ -568,19 +534,13 @@ static void d3d12_unmapTexture(Texture * parent)
.Begin = 0, .Begin = 0,
.End = 0 .End = 0
}; };
ID3D12Resource_Unmap(tex->tex, 0, &range); ID3D12Resource_Unmap(*tex->tex, 0, &range);
parent->map = NULL; parent->map = NULL;
} }
static void d3d12_preRelease(void) static void d3d12_preRelease(void)
{ {
WaitForSingleObject(this->event, INFINITE); WaitForSingleObject(this->event, INFINITE);
if (this->src)
{
ID3D12Resource_Release(this->src);
this->src = NULL;
}
} }
struct DXGICopyBackend copyBackendD3D12 = struct DXGICopyBackend copyBackendD3D12 =

View File

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