[host] dxgi: remove the deprecated and broken d3d12 copyBackend

This backend has been deprecated and has been replaced by the new D12 capture
interface.
This commit is contained in:
Geoffrey McRae 2024-03-04 16:29:43 +11:00
parent e247f1fc7b
commit beb8de922d
3 changed files with 11 additions and 732 deletions

View File

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

View File

@ -1,690 +0,0 @@
/**
* Looking Glass
* Copyright © 2017-2024 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 "backend.h"
#include "com_ref.h"
#include <assert.h>
#include <dxgi1_2.h>
#include <d3d12.h>
#include <d3d12sdklayers.h>
#include "common/time.h"
#include "common/debug.h"
#include "common/option.h"
#include "common/windebug.h"
#include "common/array.h"
#include "ods_capture.h"
#define ALIGN_TO(value, align) (((value) + (align) - 1) & -(align))
struct D3D12Texture
{
ID3D12CommandAllocator ** commandAllocator;
ID3D12CommandList ** commandList;
ID3D12GraphicsCommandList ** graphicsCommandList;
UINT64 fenceValue;
ID3D12Fence ** fence;
HANDLE event;
};
struct SharedCache
{
ID3D11Texture2D * tex;
ID3D12Resource ** d12src;
};
struct D3D12Backend
{
ComScope * comScope;
HMODULE d3d12;
unsigned width, height, pitch;
DXGI_FORMAT format;
float copySleep;
ID3D12Device ** device;
ID3D12Device3 ** device3;
void * ivshmemBase;
ID3D12Heap ** heap;
ID3D12Resource *** frameBuffers;
ID3D12Resource ** dstResource;
ID3D12CommandQueue ** commandQueue;
UINT64 fenceValue;
ID3D12Fence ** fence;
HANDLE event;
// shared handle cache
struct SharedCache sharedCache[10];
int sharedCacheCount;
ID3D12Resource * d12src;
unsigned textures;
struct D3D12Texture texture[0];
};
static struct D3D12Backend * this = NULL;
#define comRef_toGlobal(dst, src) \
_comRef_toGlobal(this->comScope, dst, src)
typedef HRESULT (*D3D12CreateDevice_t)(
IUnknown *pAdapter,
D3D_FEATURE_LEVEL MinimumFeatureLevel,
REFIID riid,
void **ppDevice
);
typedef HRESULT (*D3D12GetDebugInterface_t)(
REFIID riid,
void **ppvDebug
);
static D3D12_HEAP_DESC _ID3D12Heap_GetDesc(ID3D12Heap* This)
{
D3D12_HEAP_DESC __ret;
return *This->lpVtbl->GetDesc(This, &__ret);
}
static void d3d12_free(void);
static bool d3d12_create(
void * ivshmemBase,
unsigned * alignSize,
unsigned frameBuffers,
unsigned textures)
{
DEBUG_ASSERT(!this);
bool result = false;
HRESULT status;
this = calloc(1,
sizeof(struct D3D12Backend) +
sizeof(*this->texture) * textures);
if (!this)
{
DEBUG_ERROR("failed to allocate D3D12Backend struct");
goto exit;
}
comRef_initGlobalScope(10, this->comScope);
comRef_scopePush(10);
this->d3d12 = LoadLibrary("d3d12.dll");
if (!this->d3d12)
goto exit;
this->frameBuffers = calloc(frameBuffers, sizeof(*this->frameBuffers));
if (!this->frameBuffers)
{
DEBUG_ERROR("Failed to allocate the ID3D12Resource frame buffer array");
goto exit;
}
if (dxgi_debug())
{
D3D12GetDebugInterface_t D3D12GetDebugInterface = (D3D12GetDebugInterface_t)
GetProcAddress(this->d3d12, "D3D12GetDebugInterface");
ID3D12Debug1 * debug;
if (FAILED(status = D3D12GetDebugInterface(&IID_ID3D12Debug1, (void **)&debug)))
DEBUG_WINERROR("D3D12GetDebugInterface", status);
else
{
captureOutputDebugString();
ID3D12Debug1_EnableDebugLayer(debug);
ID3D12Debug1_SetEnableGPUBasedValidation(debug, TRUE);
ID3D12Debug1_SetEnableSynchronizedCommandQueueValidation(debug, TRUE);
}
}
D3D12CreateDevice_t D3D12CreateDevice = (D3D12CreateDevice_t)
GetProcAddress(this->d3d12, "D3D12CreateDevice");
if (!D3D12CreateDevice)
goto exit;
this->textures = textures;
this->copySleep = option_get_float("dxgi", "d3d12CopySleep");
DEBUG_INFO("Sleep before copy : %f ms", this->copySleep);
comRef_defineLocal(ID3D12Device, device);
status = D3D12CreateDevice((IUnknown *)dxgi_getAdapter(),
D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, (void **)device);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 device", status);
goto exit;
}
comRef_defineLocal(ID3D12Device3, device3);
status = ID3D12Device_QueryInterface(
*device, &IID_ID3D12Device3, (void **)device3);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to obtain the ID3D12Device3 interface", status);
goto exit;
}
comRef_defineLocal(ID3D12Heap, heap);
status = ID3D12Device3_OpenExistingHeapFromAddress(
*device3,
ivshmemBase,
&IID_ID3D12Heap,
(void **)heap);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to open the framebuffer as a heap", status);
return false;
}
D3D12_HEAP_DESC heapDesc = _ID3D12Heap_GetDesc(*heap);
DEBUG_INFO("ID3D12Heap : Size:%I64u Alignment:%I64u",
heapDesc.SizeInBytes, heapDesc.Alignment);
*alignSize = heapDesc.Alignment;
D3D12_COMMAND_QUEUE_DESC queueDesc =
{
.Type = D3D12_COMMAND_LIST_TYPE_COPY,
.Priority = D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME,
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
};
comRef_defineLocal(ID3D12CommandQueue, commandQueue);
status = ID3D12Device_CreateCommandQueue(*device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)commandQueue);
if (FAILED(status))
{
DEBUG_WARN("Failed to create queue with real time priority");
queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
status = ID3D12Device_CreateCommandQueue(*device, &queueDesc,
&IID_ID3D12CommandQueue, (void **)commandQueue);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
goto exit;
}
}
this->event = CreateEvent(NULL, TRUE, TRUE, NULL);
if (!this->event)
{
DEBUG_WINERROR("Failed to create capture event", status);
goto exit;
}
comRef_defineLocal(ID3D12Fence, fence);
this->fenceValue = 0;
status = ID3D12Device_CreateFence(*device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void**)fence);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create capture fence", status);
goto exit;
}
this->ivshmemBase = ivshmemBase;
comRef_toGlobal(this->device , device );
comRef_toGlobal(this->device3 , device3 );
comRef_toGlobal(this->heap , heap );
comRef_toGlobal(this->commandQueue, commandQueue);
comRef_toGlobal(this->fence , fence );
result = true;
exit:
comRef_scopePop();
return result;
}
static bool d3d12_configure(
unsigned width,
unsigned height,
DXGI_FORMAT format,
unsigned bpp,
unsigned * pitch)
{
bool result = false;
HRESULT status;
comRef_scopePush(10);
this->width = width;
this->height = height;
this->format = format;
this->pitch = ALIGN_TO(width * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
comRef_defineLocal(ID3D12Fence , fence );
comRef_defineLocal(ID3D12CommandAllocator , commandAllocator );
comRef_defineLocal(ID3D12GraphicsCommandList, graphicsCommandList);
comRef_defineLocal(ID3D12CommandList , commandList );
for (int i = 0; i < this->textures; ++i)
{
this->texture[i].event = CreateEvent(NULL, FALSE, FALSE, NULL);
if (!this->texture[i].event)
{
DEBUG_WINERROR("Failed to create texture event", status);
goto exit;
}
this->texture[i].fenceValue = 0;
status = ID3D12Device_CreateFence(*this->device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void **)fence);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create fence", status);
goto exit;
}
status = ID3D12Device_CreateCommandAllocator(*this->device,
D3D12_COMMAND_LIST_TYPE_COPY,
&IID_ID3D12CommandAllocator,
(void **)commandAllocator);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
goto exit;
}
status = ID3D12Device_CreateCommandList(*this->device,
0,
D3D12_COMMAND_LIST_TYPE_COPY,
*commandAllocator,
NULL,
&IID_ID3D12GraphicsCommandList,
(void **)graphicsCommandList);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 command list", status);
goto exit;
}
status = ID3D12GraphicsCommandList_QueryInterface(
*graphicsCommandList,
&IID_ID3D12CommandList,
(void **)commandList);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to convert D3D12 command list", status);
goto exit;
}
comRef_toGlobal(this->texture[i].fence , fence );
comRef_toGlobal(this->texture[i].commandAllocator , commandAllocator );
comRef_toGlobal(this->texture[i].graphicsCommandList, graphicsCommandList);
comRef_toGlobal(this->texture[i].commandList , commandList );
}
*pitch = this->pitch;
result = true;
exit:
comRef_scopePop();
return result;
}
static void d3d12_free(void)
{
if (!this)
return;
for(int i = 0; i < this->textures; ++i)
if (this->texture[i].event)
CloseHandle(this->texture[i].event);
if (this->event)
CloseHandle(this->event);
free(this->frameBuffers);
if (this->d3d12)
FreeLibrary(this->d3d12);
comRef_freeScope(&this->comScope);
free(this);
this = NULL;
}
static bool d3d12_preCopy(
ID3D11Texture2D * src,
unsigned textureIndex,
unsigned frameBufferIndex,
FrameBuffer * frameBuffer)
{
comRef_scopePush(10);
bool result = false;
// we need to flush the DX11 context explicity or we get tons of lag
dxgi_contextLock();
ID3D11DeviceContext_Flush(dxgi_getContext());
dxgi_contextUnlock();
this->d12src = NULL;
if (this->sharedCacheCount > -1)
{
// see if there is a cached handle already available for this texture
for(int i = 0; i < this->sharedCacheCount; ++i)
if (this->sharedCache[i].tex == src)
{
this->d12src = *this->sharedCache[i].d12src;
goto framebuffer;
}
}
comRef_defineLocal(IDXGIResource1, res1);
HRESULT status = ID3D11Texture2D_QueryInterface(src,
&IID_IDXGIResource1, (void **)res1);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to get IDXGIResource1 from texture", status);
goto exit;
}
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);
goto exit;
}
comRef_defineLocal(ID3D12Resource, d12src);
status = ID3D12Device_OpenSharedHandle(*this->device,
handle, &IID_ID3D12Resource, (void **)d12src);
CloseHandle(handle);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to open the shared handle for texture", status);
goto exit;
}
// store the texture for later use
if (this->sharedCacheCount < ARRAY_LENGTH(this->sharedCache))
{
struct SharedCache *cache = &this->sharedCache[this->sharedCacheCount++];
cache->tex = src;
comRef_toGlobal(cache->d12src, d12src);
this->d12src = *cache->d12src;
}
else
{
// too many handles to cache, disable the cache entirely
for(int i = 0; i < this->sharedCacheCount; ++i)
{
struct SharedCache *cache = &this->sharedCache[i];
comRef_release(cache->d12src);
}
this->sharedCacheCount = -1;
}
framebuffer:
if (this->frameBuffers[frameBufferIndex])
goto done;
// prepare a IVSHMEM backed texture for the provided framebuffer
D3D12_RESOURCE_DESC desc =
{
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
.Width = this->height * this->pitch,
.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_ALLOW_CROSS_ADAPTER
};
comRef_defineLocal(ID3D12Resource, resource);
status = ID3D12Device3_CreatePlacedResource(
*this->device3,
*this->heap,
(uintptr_t)framebuffer_get_data(frameBuffer) - (uintptr_t)this->ivshmemBase,
&desc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&IID_ID3D12Resource,
(void**)resource);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to create D3D12 resource from heap", status);
goto exit;
}
comRef_toGlobal(this->frameBuffers[frameBufferIndex], resource);
done:
this->dstResource = this->frameBuffers[frameBufferIndex];
result = true;
if (this->copySleep > 0)
nsleep((uint64_t)(this->copySleep * 1000000));
exit:
comRef_scopePop();
return result;
}
static bool d3d12_copyFull(ID3D11Texture2D * src, unsigned textureIndex)
{
struct D3D12Texture * tex = &this->texture[textureIndex];
D3D12_TEXTURE_COPY_LOCATION srcLoc =
{
.pResource = this->d12src,
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
.SubresourceIndex = 0
};
D3D12_TEXTURE_COPY_LOCATION destLoc =
{
.pResource = *this->dstResource,
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
.PlacedFootprint =
{
.Offset = 0,
.Footprint =
{
.Format = this->format,
.Width = this->width,
.Height = this->height,
.Depth = 1,
.RowPitch = this->pitch,
}
}
};
ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
&destLoc, 0, 0, 0, &srcLoc, NULL);
return true;
}
static bool d3d12_copyRect(ID3D11Texture2D * src, unsigned textureIndex,
FrameDamageRect * rect)
{
struct D3D12Texture * tex = &this->texture[textureIndex];
D3D12_TEXTURE_COPY_LOCATION srcLoc =
{
.pResource = this->d12src,
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
.SubresourceIndex = 0
};
D3D12_TEXTURE_COPY_LOCATION destLoc =
{
.pResource = *this->dstResource,
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
.PlacedFootprint =
{
.Offset = 0,
.Footprint =
{
.Format = this->format,
.Width = this->width,
.Height = this->height,
.Depth = 1,
.RowPitch = this->pitch,
}
}
};
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, box.left, box.top, 0, &srcLoc, &box);
return true;
}
static bool d3d12_postCopy(ID3D11Texture2D * src, unsigned textureIndex)
{
bool result = false;
struct D3D12Texture * tex = &this->texture[textureIndex];
HRESULT status = ID3D12GraphicsCommandList_Close(*tex->graphicsCommandList);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to close command list", status);
goto exit;
}
ID3D12CommandQueue_ExecuteCommandLists(*this->commandQueue,
1, tex->commandList);
status = ID3D12CommandQueue_Signal(*this->commandQueue,
*this->fence, ++this->fenceValue);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal capture fence", status);
goto exit;
}
ResetEvent(this->event);
status = ID3D12Fence_SetEventOnCompletion(*this->fence,
this->fenceValue, this->event);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal capture fence event", status);
goto exit;
}
status = ID3D12CommandQueue_Signal(*this->commandQueue,
*tex->fence, ++tex->fenceValue);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal texture fence", status);
goto exit;
}
status = ID3D12Fence_SetEventOnCompletion(*tex->fence,
tex->fenceValue, tex->event);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to signal texture fence event", status);
goto exit;
}
result = true;
exit:
return result;
}
static CaptureResult d3d12_mapTexture(unsigned textureIndex, void ** map)
{
struct D3D12Texture * tex = &this->texture[textureIndex];
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;
}
return CAPTURE_RESULT_OK;
}
static CaptureResult d3d12_writeFrame(int textureIndex, FrameBuffer * frame)
{
framebuffer_set_write_ptr(frame, this->height * this->pitch);
return CAPTURE_RESULT_OK;
}
static void d3d12_unmapTexture(unsigned textureIndex)
{
}
static void d3d12_preRelease(void)
{
WaitForSingleObject(this->event, INFINITE);
}
struct DXGICopyBackend copyBackendD3D12 =
{
.name = "Direct3D 12",
.code = "d3d12",
.create = d3d12_create,
.configure = d3d12_configure,
.free = d3d12_free,
.preCopy = d3d12_preCopy,
.copyFull = d3d12_copyFull,
.copyRect = d3d12_copyRect,
.postCopy = d3d12_postCopy,
.mapTexture = d3d12_mapTexture,
.writeFrame = d3d12_writeFrame,
.unmapTexture = d3d12_unmapTexture,
.preRelease = d3d12_preRelease,
};

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@ -166,9 +166,7 @@ struct DXGIInterface
static struct DXGIInterface * this = NULL;
extern struct DXGICopyBackend copyBackendD3D11;
extern struct DXGICopyBackend copyBackendD3D12;
static struct DXGICopyBackend * backends[] = {
&copyBackendD3D12,
&copyBackendD3D11,
};
@ -242,13 +240,6 @@ static void dxgi_initOptions(void)
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{
.module = "dxgi",
.name = "copyBackend",
.description = "The copy backend to use, i.e. d3d11 or d3d12",
.type = OPTION_TYPE_STRING,
.value.x_string = "d3d11",
},
{
.module = "dxgi",
.name = "disableDamage",
@ -256,13 +247,6 @@ static void dxgi_initOptions(void)
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{
.module = "dxgi",
.name = "d3d12CopySleep",
.description = "Milliseconds to sleep before copying frame with d3d12",
.type = OPTION_TYPE_FLOAT,
.value.x_int = 5
},
{
.module = "dxgi",
.name = "debug",
@ -812,35 +796,21 @@ static bool dxgi_init(void * ivshmemBase, unsigned * alignSize)
this->outputWidth = this->width;
this->outputHeight = this->height;
const char * copyBackend = option_get_string("dxgi", "copyBackend");
for (int i = 0; i < ARRAY_LENGTH(backends); ++i)
if (!backends[0]->create(
ivshmemBase,
alignSize,
this->frameBuffers,
this->maxTextures))
{
if (!strcasecmp(copyBackend, backends[i]->code))
{
if (!backends[i]->create(
ivshmemBase,
alignSize,
this->frameBuffers,
this->maxTextures))
{
DEBUG_ERROR("Failed to initialize selected capture backend: %s", backends[i]->name);
backends[i]->free();
goto fail;
}
this->backend = backends[i];
break;
}
}
DEBUG_INFO("Output Size : %u x %u", this->outputWidth, this->outputHeight);
if (!this->backend)
{
DEBUG_ERROR("Could not find copy backend: %s", copyBackend);
DEBUG_ERROR("Failed to initialize selected capture backend: %s",
backends[0]->name);
backends[0]->free();
goto fail;
}
this->backend = backends[0];
DEBUG_INFO("Output Size : %u x %u", this->outputWidth, this->outputHeight);
DEBUG_INFO("Copy backend : %s", this->backend->name);
DEBUG_INFO("Damage-aware copy : %s", this->disableDamage ? "disabled" : "enabled" );