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https://github.com/gnif/LookingGlass.git
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dxgi: cosmetics
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cff64ee7d3
commit
f8b4874799
@ -132,7 +132,8 @@ static bool d3d12_create(struct DXGIInterface * intf)
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goto fail;
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}
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D3D12_COMMAND_QUEUE_DESC queueDesc = {
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D3D12_COMMAND_QUEUE_DESC queueDesc =
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{
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.Type = D3D12_COMMAND_LIST_TYPE_COPY,
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.Priority = D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME,
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.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
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@ -154,7 +155,8 @@ static bool d3d12_create(struct DXGIInterface * intf)
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}
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}
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dxgi->pitch = ALIGN_TO(dxgi->width * dxgi->bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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dxgi->pitch = ALIGN_TO(dxgi->width * dxgi->bpp,
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D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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dxgi->stride = dxgi->pitch / dxgi->bpp;
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this->texture = calloc(dxgi->maxTextures, sizeof(struct D3D12Texture));
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@ -180,11 +182,13 @@ static bool d3d12_create(struct DXGIInterface * intf)
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goto fail;
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}
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D3D12_HEAP_PROPERTIES readbackHeapProperties = {
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D3D12_HEAP_PROPERTIES readbackHeapProperties =
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{
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.Type = D3D12_HEAP_TYPE_READBACK,
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};
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D3D12_RESOURCE_DESC texDesc = {
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D3D12_RESOURCE_DESC texDesc =
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{
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.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
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.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
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.Width = dxgi->pitch * dxgi->height,
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@ -200,8 +204,15 @@ static bool d3d12_create(struct DXGIInterface * intf)
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for (int i = 0; i < dxgi->maxTextures; ++i)
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{
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status = ID3D12Device_CreateCommittedResource(this->device, &readbackHeapProperties, D3D12_HEAP_FLAG_NONE,
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&texDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &IID_ID3D12Resource, (void **)&this->texture[i].tex);
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status = ID3D12Device_CreateCommittedResource(this->device,
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&readbackHeapProperties,
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D3D12_HEAP_FLAG_NONE,
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&texDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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NULL,
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&IID_ID3D12Resource,
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(void **)&this->texture[i].tex);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create texture", status);
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@ -224,25 +235,36 @@ static bool d3d12_create(struct DXGIInterface * intf)
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goto fail;
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}
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status = ID3D12Device_CreateCommandAllocator(this->device, D3D12_COMMAND_LIST_TYPE_COPY,
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&IID_ID3D12CommandAllocator, (void **)&this->texture[i].commandAllocator);
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status = ID3D12Device_CreateCommandAllocator(this->device,
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D3D12_COMMAND_LIST_TYPE_COPY,
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&IID_ID3D12CommandAllocator,
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(void **)&this->texture[i].commandAllocator);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
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goto fail;
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}
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status = ID3D12Device_CreateCommandList(this->device, 0, D3D12_COMMAND_LIST_TYPE_COPY,
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this->texture[i].commandAllocator, NULL, &IID_ID3D12GraphicsCommandList,
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(void **)&this->texture[i].graphicsCommandList);
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status = ID3D12Device_CreateCommandList(this->device,
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0,
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D3D12_COMMAND_LIST_TYPE_COPY,
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this->texture[i].commandAllocator,
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NULL,
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&IID_ID3D12GraphicsCommandList,
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(void **)&this->texture[i].graphicsCommandList);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create D3D12 command list", status);
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goto fail;
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}
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status = ID3D12GraphicsCommandList_QueryInterface(this->texture[i].graphicsCommandList,
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&IID_ID3D12CommandList, (void **)&this->texture[i].commandList);
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status = ID3D12GraphicsCommandList_QueryInterface(
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this->texture[i].graphicsCommandList,
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&IID_ID3D12CommandList,
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(void **)&this->texture[i].commandList);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to convert D3D12 command list", status);
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@ -337,14 +359,18 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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if (handle == INVALID_HANDLE_VALUE)
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{
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status = ID3D11Texture2D_QueryInterface(src, &IID_IDXGIResource1, (void **)&res1);
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status = ID3D11Texture2D_QueryInterface(src,
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&IID_IDXGIResource1, (void **)&res1);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get IDXGIResource1 from texture", status);
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return CAPTURE_RESULT_ERROR;
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}
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status = IDXGIResource1_CreateSharedHandle(res1, NULL, DXGI_SHARED_RESOURCE_READ, NULL, &handle);
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status = IDXGIResource1_CreateSharedHandle(res1,
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NULL, DXGI_SHARED_RESOURCE_READ, NULL, &handle);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get create shared handle for texture", status);
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@ -368,7 +394,9 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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}
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}
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status = ID3D12Device_OpenSharedHandle(this->device, handle, &IID_ID3D12Resource, (void **)&this->src);
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status = ID3D12Device_OpenSharedHandle(this->device,
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handle, &IID_ID3D12Resource, (void **)&this->src);
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if (this->handleCacheCount == -1)
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CloseHandle(handle);
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@ -379,18 +407,22 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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goto cleanup;
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}
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D3D12_TEXTURE_COPY_LOCATION srcLoc = {
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D3D12_TEXTURE_COPY_LOCATION srcLoc =
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{
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.pResource = this->src,
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.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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.SubresourceIndex = 0
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};
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D3D12_TEXTURE_COPY_LOCATION destLoc = {
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D3D12_TEXTURE_COPY_LOCATION destLoc =
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{
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.pResource = tex->tex,
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.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
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.PlacedFootprint = {
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.PlacedFootprint =
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{
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.Offset = 0,
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.Footprint = {
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.Footprint =
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{
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.Format = dxgi->dxgiFormat,
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.Width = dxgi->width,
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.Height = dxgi->height,
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@ -401,19 +433,24 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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};
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if (parent->texDamageCount < 0)
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ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList, &destLoc,
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0, 0, 0, &srcLoc, NULL);
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ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList,
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&destLoc, 0, 0, 0, &srcLoc, NULL);
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else
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{
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for (int i = 0; i < parent->texDamageCount; ++i)
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{
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FrameDamageRect * rect = parent->texDamageRects + i;
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D3D12_BOX box = {
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.left = rect->x, .top = rect->y, .front = 0, .back = 1,
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.right = rect->x + rect->width, .bottom = rect->y + rect->height,
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D3D12_BOX box =
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{
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.left = rect->x,
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.top = rect->y,
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.front = 0,
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.back = 1,
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.right = rect->x + rect->width,
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.bottom = rect->y + rect->height,
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};
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ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList, &destLoc,
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rect->x, rect->y, 0, &srcLoc, &box);
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ID3D12GraphicsCommandList_CopyTextureRegion(tex->graphicsCommandList,
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&destLoc, rect->x, rect->y, 0, &srcLoc, &box);
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}
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}
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@ -425,9 +462,11 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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goto cleanup;
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}
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ID3D12CommandQueue_ExecuteCommandLists(this->commandQueue, 1, &tex->commandList);
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ID3D12CommandQueue_ExecuteCommandLists(this->commandQueue,
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1, &tex->commandList);
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status = ID3D12CommandQueue_Signal(this->commandQueue, this->fence, ++this->fenceValue);
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status = ID3D12CommandQueue_Signal(this->commandQueue,
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this->fence, ++this->fenceValue);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal capture fence", status);
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@ -436,7 +475,8 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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}
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ResetEvent(this->event);
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status = ID3D12Fence_SetEventOnCompletion(this->fence, this->fenceValue, this->event);
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status = ID3D12Fence_SetEventOnCompletion(this->fence,
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this->fenceValue, this->event);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal capture fence event", status);
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@ -444,7 +484,8 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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goto cleanup;
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}
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status = ID3D12CommandQueue_Signal(this->commandQueue, tex->fence, ++tex->fenceValue);
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status = ID3D12CommandQueue_Signal(this->commandQueue,
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tex->fence, ++tex->fenceValue);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal texture fence", status);
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@ -452,7 +493,8 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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goto cleanup;
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}
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status = ID3D12Fence_SetEventOnCompletion(tex->fence, tex->fenceValue, tex->event);
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status = ID3D12Fence_SetEventOnCompletion(tex->fence,
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tex->fenceValue, tex->event);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal texture fence event", status);
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@ -480,14 +522,19 @@ static CaptureResult d3d12_mapTexture(Texture * parent)
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return CAPTURE_RESULT_ERROR;
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}
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status = ID3D12GraphicsCommandList_Reset(tex->graphicsCommandList, tex->commandAllocator, NULL);
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status = ID3D12GraphicsCommandList_Reset(tex->graphicsCommandList,
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tex->commandAllocator, NULL);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to reset command list", status);
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return CAPTURE_RESULT_ERROR;
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}
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D3D12_RANGE range = { .Begin = 0, .End = dxgi->pitch * dxgi->height };
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D3D12_RANGE range =
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{
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.Begin = 0,
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.End = dxgi->pitch * dxgi->height
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};
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status = ID3D12Resource_Map(tex->tex, 0, &range, &parent->map);
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if (FAILED(status))
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@ -503,7 +550,11 @@ static void d3d12_unmapTexture(Texture * parent)
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{
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struct D3D12Texture * tex = parent->impl;
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D3D12_RANGE range = { .Begin = 0, .End = 0 };
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D3D12_RANGE range =
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{
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.Begin = 0,
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.End = 0
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};
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ID3D12Resource_Unmap(tex->tex, 0, &range);
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parent->map = NULL;
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}
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@ -519,7 +570,8 @@ static void d3d12_preRelease(void)
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}
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}
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struct DXGICopyBackend copyBackendD3D12 = {
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struct DXGICopyBackend copyBackendD3D12 =
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{
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.name = "Direct3D 12",
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.code = "d3d12",
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.create = d3d12_create,
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