LookingGlass/host/platform/Windows/capture/D12/d12.c

927 lines
25 KiB
C

/**
* 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 "d12.h"
#include "interface/capture.h"
#include "common/array.h"
#include "common/debug.h"
#include "common/windebug.h"
#include "common/option.h"
#include "common/rects.h"
#include "com_ref.h"
#include "backend.h"
#include "effect.h"
#include "command_group.h"
#include <dxgi.h>
#include <dxgi1_3.h>
#include <d3dcommon.h>
// definitions
struct D12Interface
{
HMODULE d3d12;
IDXGIFactory2 ** factory;
ID3D12Device3 ** device;
ID3D12CommandQueue ** copyQueue;
ID3D12CommandQueue ** computeQueue;
D12CommandGroup copyCommand;
D12CommandGroup computeCommand;
void * ivshmemBase;
ID3D12Heap ** ivshmemHeap;
CaptureGetPointerBuffer getPointerBufferFn;
CapturePostPointerBuffer postPointerBufferFn;
D12Backend * backend;
D12Effect * effectRGB24;
// capture format tracking
D3D12_RESOURCE_DESC captureFormat;
unsigned formatVer;
unsigned pitch;
// output format tracking
D3D12_RESOURCE_DESC dstFormat;
// prior frame dirty rects
RECT dirtyRects[D12_MAX_DIRTY_RECTS];
unsigned nbDirtyRects;
// options
bool debug;
bool trackDamage;
bool allowRGB24;
unsigned frameBufferCount;
// must be last
struct
{
// the size of the frame buffer
unsigned size;
// the frame buffer it itself
FrameBuffer * frameBuffer;
// the resource backed by the framebuffer
ID3D12Resource ** resource;
}
frameBuffers[0];
};
// gloabls
struct DX12 DX12 = {0};
ComScope * d12_comScope = NULL;
// defines
// locals
static struct D12Interface * this = NULL;
// forwards
static bool d12_enumerateDevices(
IDXGIFactory2 ** factory,
IDXGIAdapter1 ** adapter,
IDXGIOutput ** output);
static ID3D12Resource * d12_frameBufferToResource(
unsigned frameBufferIndex,
FrameBuffer * frameBuffer,
unsigned size);
// implementation
static const char * d12_getName(void)
{
return "D12";
}
static void d12_initOptions(void)
{
struct Option options[] =
{
{
.module = "d12",
.name = "adapter",
.description = "The name of the adapter to capture",
.type = OPTION_TYPE_STRING,
.value.x_string = NULL
},
{
.module = "d12",
.name = "output",
.description = "The name of the adapter's output to capture",
.type = OPTION_TYPE_STRING,
.value.x_string = NULL
},
{
.module = "d12",
.name = "trackDamage",
.description = "Perform damage-aware copies (saves bandwidth)",
.type = OPTION_TYPE_BOOL,
.value.x_bool = true
},
{
.module = "d12",
.name = "allowRGB24",
.description =
"Losslessly pack 32-bit RGBA8 into 24-bit RGB (saves bandwidth)",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{
.module = "d12",
.name = "debug",
.description = "Enable DirectX12 debugging and validation (SLOW!)",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{0}
};
option_register(options);
}
static bool d12_create(
CaptureGetPointerBuffer getPointerBufferFn,
CapturePostPointerBuffer postPointerBufferFn,
unsigned frameBuffers)
{
this = calloc(1, offsetof(struct D12Interface, frameBuffers) +
sizeof(this->frameBuffers[0]) * frameBuffers);
if (!this)
{
DEBUG_ERROR("failed to allocate D12Interface struct");
return false;
}
this->debug = option_get_bool("d12", "debug" );
this->trackDamage = option_get_bool("d12", "trackDamage");
this->allowRGB24 = option_get_bool("d12", "allowRGB24" );
DEBUG_INFO(
"debug:%d trackDamage:%d allowRGB24:%d",
this->debug,
this->trackDamage,
this->allowRGB24);
this->d3d12 = LoadLibrary("d3d12.dll");
if (!this->d3d12)
{
DEBUG_ERROR("failed to load d3d12.dll");
free(this);
return false;
}
DX12.D3D12CreateDevice = (typeof(DX12.D3D12CreateDevice))
GetProcAddress(this->d3d12, "D3D12CreateDevice");
DX12.D3D12GetDebugInterface = (typeof(DX12.D3D12GetDebugInterface))
GetProcAddress(this->d3d12, "D3D12GetDebugInterface");
DX12.D3D12SerializeVersionedRootSignature =
(typeof(DX12.D3D12SerializeVersionedRootSignature))
GetProcAddress(this->d3d12, "D3D12SerializeVersionedRootSignature");
this->getPointerBufferFn = getPointerBufferFn;
this->postPointerBufferFn = postPointerBufferFn;
if (!d12_backendCreate(&D12Backend_DD, &this->backend, frameBuffers))
{
DEBUG_ERROR("backend \"%s\" failed to create", this->backend->codeName);
CloseHandle(this->d3d12);
free(this);
return false;
}
this->frameBufferCount = frameBuffers;
return true;
}
static bool d12_init(void * ivshmemBase, unsigned * alignSize)
{
bool result = false;
comRef_initGlobalScope(100, d12_comScope);
comRef_scopePush(10);
// create a DXGI factory
comRef_defineLocal(IDXGIFactory2, factory);
HRESULT hr = CreateDXGIFactory2(
this->debug ? DXGI_CREATE_FACTORY_DEBUG : 0,
&IID_IDXGIFactory2,
(void **)factory);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the DXGI factory", hr);
goto exit;
}
// find the adapter and output we want to use
comRef_defineLocal(IDXGIAdapter1, adapter);
comRef_defineLocal(IDXGIOutput , output );
if (!d12_enumerateDevices(factory, adapter, output))
goto exit;
if (this->debug)
{
comRef_defineLocal(ID3D12Debug1, debug);
hr = DX12.D3D12GetDebugInterface(&IID_ID3D12Debug1, (void **)debug);
if (FAILED(hr))
{
DEBUG_WINERROR("D3D12GetDebugInterface", hr);
goto exit;
}
ID3D12Debug1_EnableDebugLayer(*debug);
ID3D12Debug1_SetEnableGPUBasedValidation(*debug, TRUE);
ID3D12Debug1_SetEnableSynchronizedCommandQueueValidation(*debug, TRUE);
}
// create the D3D12 device
comRef_defineLocal(ID3D12Device3, device);
hr = DX12.D3D12CreateDevice(
(IUnknown *)*adapter,
D3D_FEATURE_LEVEL_12_0,
&IID_ID3D12Device3,
(void **)device);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the DirectX12 device", hr);
goto exit;
}
/* make this static as we downgrade the priority on failure and we want to
remember it */
static 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, copyQueue);
retryCreateCommandQueue:
hr = ID3D12Device3_CreateCommandQueue(
*device, &queueDesc, &IID_ID3D12CommandQueue, (void **)copyQueue);
if (FAILED(hr))
{
if (queueDesc.Priority == D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME)
{
DEBUG_WARN("Failed to create queue with real time priority");
queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
goto retryCreateCommandQueue;
}
DEBUG_WINERROR("Failed to create ID3D12CommandQueue (copy)", hr);
goto exit;
}
ID3D12CommandQueue_SetName(*copyQueue, L"Copy");
// create the compute queue
D3D12_COMMAND_QUEUE_DESC computeQueueDesc =
{
.Type = D3D12_COMMAND_LIST_TYPE_COMPUTE,
.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
};
queueDesc.Priority = queueDesc.Priority;
comRef_defineLocal(ID3D12CommandQueue, computeQueue);
hr = ID3D12Device3_CreateCommandQueue(
*device, &computeQueueDesc, &IID_ID3D12CommandQueue, (void **)computeQueue);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the ID3D12CommandQueue (compute)", hr);
goto exit;
}
ID3D12CommandQueue_SetName(*computeQueue, L"Compute");
if (!d12_commandGroupCreate(
*device, D3D12_COMMAND_LIST_TYPE_COPY, &this->copyCommand, L"Copy"))
goto exit;
if (!d12_commandGroupCreate(
*device, D3D12_COMMAND_LIST_TYPE_COMPUTE, &this->computeCommand, L"Compute"))
goto exit;
// Create the IVSHMEM heap
this->ivshmemBase = ivshmemBase;
comRef_defineLocal(ID3D12Heap, ivshmemHeap);
hr = ID3D12Device3_OpenExistingHeapFromAddress(
*device, ivshmemBase, &IID_ID3D12Heap, (void **)ivshmemHeap);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to open the framebuffer as a D3D12Heap", hr);
goto exit;
}
// Adjust the alignSize based on the required heap alignment
D3D12_HEAP_DESC heapDesc = ID3D12Heap_GetDesc(*ivshmemHeap);
*alignSize = heapDesc.Alignment;
// initialize the backend
if (!d12_backendInit(this->backend, this->debug, *device, *adapter, *output,
this->trackDamage))
goto exit;
if (this->allowRGB24)
{
if (!d12_effectCreate(&D12Effect_RGB24, &this->effectRGB24, *device))
goto exit;
}
comRef_toGlobal(this->factory , factory );
comRef_toGlobal(this->device , device );
comRef_toGlobal(this->copyQueue , copyQueue );
comRef_toGlobal(this->computeQueue, computeQueue );
comRef_toGlobal(this->ivshmemHeap , ivshmemHeap );
result = true;
exit:
comRef_scopePop();
if (!result)
comRef_freeScope(&d12_comScope);
return result;
}
static void d12_stop(void)
{
}
static bool d12_deinit(void)
{
bool result = true;
d12_effectFree(&this->effectRGB24);
if (!d12_backendDeinit(this->backend))
result = false;
d12_commandGroupFree(&this->copyCommand );
d12_commandGroupFree(&this->computeCommand);
IDXGIFactory2 * factory = *this->factory;
IDXGIFactory2_AddRef(factory);
comRef_freeScope(&d12_comScope);
if (IDXGIFactory2_Release(factory) != 0)
DEBUG_WARN("MEMORY LEAK");
// zero the framebuffers
memset(this->frameBuffers, 0,
sizeof(*this->frameBuffers) * this->frameBufferCount);
/* zero the formats so we properly reinit otherwise we wont detect the format
change and setup the effect chain */
memset(&this->captureFormat, 0, sizeof(this->captureFormat));
memset(&this->dstFormat , 0, sizeof(this->dstFormat ));
/* dirty rect history is no longer valid */
this->nbDirtyRects = 0;
return result;
}
static void d12_free(void)
{
d12_backendFree(&this->backend);
FreeLibrary(this->d3d12);
free(this);
this = NULL;
}
static CaptureResult d12_capture(
unsigned frameBufferIndex, FrameBuffer * frameBuffer)
{
return d12_backendCapture(this->backend, frameBufferIndex);
}
static CaptureResult d12_waitFrame(unsigned frameBufferIndex,
CaptureFrame * frame, const size_t maxFrameSize)
{
CaptureResult result = CAPTURE_RESULT_ERROR;
comRef_scopePush(1);
const RECT * dirtyRects;
unsigned nbDirtyRects;
comRef_defineLocal(ID3D12Resource, src);
*src = d12_backendFetch(this->backend, frameBufferIndex,
&dirtyRects, &nbDirtyRects);
if (!*src)
{
DEBUG_ERROR("D12 backend failed to produce an expected frame: %u",
frameBufferIndex);
result = CAPTURE_RESULT_ERROR;
goto exit;
}
D3D12_RESOURCE_DESC srcFormat = ID3D12Resource_GetDesc(*src);
D3D12_RESOURCE_DESC dstFormat = this->dstFormat;
// if the input format changed, reconfigure the effects
if (dstFormat.Width == 0 ||
dstFormat.Width != this->captureFormat.Width ||
dstFormat.Height != this->captureFormat.Height ||
dstFormat.Format != this->captureFormat.Format)
{
dstFormat = srcFormat;
this->captureFormat = srcFormat;
//TODO: loop through an effect array
if (this->allowRGB24)
{
if (!d12_effectSetFormat(
this->effectRGB24, *this->device, &srcFormat, &dstFormat))
{
DEBUG_ERROR("Failed to set the effect input format");
goto exit;
}
}
// if the output format changed
if (dstFormat.Width != this->dstFormat.Width ||
dstFormat.Height != this->dstFormat.Height ||
dstFormat.Format != this->dstFormat.Format)
{
++this->formatVer;
this->dstFormat = dstFormat;
}
}
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
ID3D12Device3_GetCopyableFootprints(*this->device,
&srcFormat,
0 , // FirstSubresource
1 , // NumSubresources
0 , // BaseOffset,
&layout , // pLayouts
NULL , // pNumRows,
NULL , // pRowSizeInBytes,
NULL); // pTotalBytes
this->pitch = layout.Footprint.RowPitch;
const unsigned int maxRows = maxFrameSize / layout.Footprint.RowPitch;
frame->formatVer = this->formatVer;
frame->screenWidth = srcFormat.Width;
frame->screenHeight = srcFormat.Height;
frame->dataWidth = dstFormat.Width;
frame->dataHeight = min(maxRows, dstFormat.Height);
frame->frameWidth = srcFormat.Width;
frame->frameHeight = srcFormat.Height;
frame->truncated = maxRows < dstFormat.Height;
frame->pitch = layout.Footprint.RowPitch;
frame->stride = layout.Footprint.RowPitch / 4;
frame->format = this->allowRGB24 ?
CAPTURE_FMT_BGR_32 : CAPTURE_FMT_BGRA;
frame->hdr = false;
frame->hdrPQ = false;
frame->rotation = CAPTURE_ROT_0;
{
// create a clean list of rects
FrameDamageRect allRects[nbDirtyRects];
unsigned count = 0;
for(const RECT * rect = dirtyRects; rect < dirtyRects + nbDirtyRects; ++rect)
allRects[count++] = (FrameDamageRect){
.x = rect->left,
.y = rect->top,
.width = rect->right - rect->left,
.height = rect->bottom - rect->top
};
count = rectsMergeOverlapping(allRects, count);
// if there are too many rects
if (unlikely(count > ARRAY_LENGTH(frame->damageRects)))
frame->damageRectsCount = 0;
else
{
// send the list of dirty rects for this frame
frame->damageRectsCount = count;
memcpy(frame->damageRects, allRects, sizeof(*allRects) * count);
}
}
result = CAPTURE_RESULT_OK;
exit:
comRef_scopePop();
return result;
}
static CaptureResult d12_getFrame(unsigned frameBufferIndex,
FrameBuffer * frameBuffer, const size_t maxFrameSize)
{
CaptureResult result = CAPTURE_RESULT_ERROR;
comRef_scopePush(3);
const RECT * dirtyRects;
unsigned nbDirtyRects;
comRef_defineLocal(ID3D12Resource, src);
*src = d12_backendFetch(this->backend, frameBufferIndex,
&dirtyRects, &nbDirtyRects);
if (!*src)
{
DEBUG_ERROR("D12 backend failed to produce an expected frame: %u",
frameBufferIndex);
goto exit;
}
comRef_defineLocal(ID3D12Resource, dst)
*dst = d12_frameBufferToResource(frameBufferIndex, frameBuffer, maxFrameSize);
if (!*dst)
goto exit;
// place a fence into the queue
result = d12_backendSync(this->backend,
this->allowRGB24 ? *this->computeQueue : *this->copyQueue);
if (result != CAPTURE_RESULT_OK)
goto exit;
ID3D12Resource * next = *src;
if (this->allowRGB24)
{
next = d12_effectRun(
this->effectRGB24, *this->device, *this->computeCommand.gfxList, next);
}
// copy into the framebuffer resource
D3D12_TEXTURE_COPY_LOCATION srcLoc =
{
.pResource = next,
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
.SubresourceIndex = 0
};
D3D12_TEXTURE_COPY_LOCATION dstLoc =
{
.pResource = *dst,
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
.PlacedFootprint =
{
.Offset = 0,
.Footprint =
{
.Format = this->dstFormat.Format,
.Width = this->dstFormat.Width,
.Height = this->dstFormat.Height,
.Depth = 1,
.RowPitch = this->pitch
}
}
};
// if full frame damage
if (nbDirtyRects == 0)
{
this->nbDirtyRects = 0;
ID3D12GraphicsCommandList_CopyTextureRegion(
*this->copyCommand.gfxList, &dstLoc, 0, 0, 0, &srcLoc, NULL);
}
else
{
/* if the prior frame was a full update */
if (this->nbDirtyRects == 0)
{
/* the prior frame was fully damaged, we must update everything */
ID3D12GraphicsCommandList_CopyTextureRegion(
*this->copyCommand.gfxList, &dstLoc, 0, 0, 0, &srcLoc, NULL);
}
else
{
FrameDamageRect allRects[this->nbDirtyRects + nbDirtyRects];
unsigned count = 0;
/* we must update the rects that were dirty in the prior frame also,
* otherwise the frame in memory will not be consistent when areas need to
* be redrawn by the client, such as under the cursor */
for(const RECT * rect = this->dirtyRects;
rect < this->dirtyRects + this->nbDirtyRects; ++rect)
allRects[count++] = (FrameDamageRect){
.x = rect->left,
.y = rect->top,
.width = rect->right - rect->left,
.height = rect->bottom - rect->top
};
/* add the new dirtyRects to the array */
for(const RECT * rect = dirtyRects;
rect < dirtyRects + nbDirtyRects; ++rect)
allRects[count++] = (FrameDamageRect){
.x = rect->left,
.y = rect->top,
.width = rect->right - rect->left,
.height = rect->bottom - rect->top
};
/* resolve the rects */
count = rectsMergeOverlapping(allRects, count);
/* copy all the rects */
for(FrameDamageRect * rect = allRects; rect < allRects + count; ++rect)
{
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(
*this->copyCommand.gfxList, &dstLoc,
box.left, box.top, 0, &srcLoc, &box);
}
}
/* store the dirty rects for the next frame */
memcpy(this->dirtyRects, dirtyRects,
nbDirtyRects * sizeof(*this->dirtyRects));
this->nbDirtyRects = nbDirtyRects;
}
// execute the compute commands
if (this->allowRGB24)
{
d12_commandGroupExecute(*this->computeQueue, &this->computeCommand);
// insert a fence to wait for the compute commands to finish
ID3D12CommandQueue_Wait(*this->copyQueue,
*this->computeCommand.fence, this->computeCommand.fenceValue);
}
// execute the copy commands
d12_commandGroupExecute(*this->copyQueue, &this->copyCommand);
// wait for the copy to complete
d12_commandGroupWait(&this->copyCommand);
// signal the frame is complete
framebuffer_set_write_ptr(frameBuffer,
this->dstFormat.Height * this->pitch);
// reset the command queues
if (this->allowRGB24)
if (!d12_commandGroupReset(&this->computeCommand))
goto exit;
if (!d12_commandGroupReset(&this->copyCommand))
goto exit;
result = CAPTURE_RESULT_OK;
exit:
comRef_scopePop();
return result;
}
static bool d12_enumerateDevices(
IDXGIFactory2 ** factory,
IDXGIAdapter1 ** adapter,
IDXGIOutput ** output)
{
DXGI_ADAPTER_DESC1 adapterDesc;
DXGI_OUTPUT_DESC outputDesc;
const char * _optAdapter = option_get_string("d12", "adapter");
const char * _optOutput = option_get_string("d12", "output" );
wchar_t * optAdapter = NULL;
wchar_t * optOutput = NULL;
if (_optAdapter)
{
optAdapter = malloc((strlen(_optAdapter) + 1) * 2);
mbstowcs(optAdapter, _optAdapter, strlen(_optAdapter));
}
if (_optOutput)
{
optOutput = malloc((strlen(_optOutput) + 1) * 2);
mbstowcs(optOutput, _optOutput, strlen(_optOutput));
}
for(
int i = 0;
IDXGIFactory2_EnumAdapters1(*factory, i, adapter)
!= DXGI_ERROR_NOT_FOUND;
++i, comRef_release(adapter))
{
HRESULT hr = IDXGIAdapter1_GetDesc1(*adapter, &adapterDesc);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to get the device description", hr);
comRef_release(adapter);
return false;
}
// check for devices without D3D support
static const UINT blacklist[][2] =
{
//VID , PID
{0x1414, 0x008c}, // Microsoft Basic Render Driver
{0x1b36, 0x000d}, // QXL
{0x1234, 0x1111} // QEMU Standard VGA
};
bool skip = false;
for(int n = 0; n < ARRAY_LENGTH(blacklist); ++n)
{
if (adapterDesc.VendorId == blacklist[n][0] &&
adapterDesc.DeviceId == blacklist[n][1])
{
DEBUG_INFO("Not using unsupported adapter: %ls",
adapterDesc.Description);
skip = true;
break;
}
}
if (skip)
continue;
if (optAdapter)
{
if (wcsstr(adapterDesc.Description, optAdapter) == NULL)
{
DEBUG_INFO("Not using adapter: %ls", adapterDesc.Description);
continue;
}
DEBUG_INFO("Adapter matched, trying: %ls", adapterDesc.Description);
}
for(
int n = 0;
IDXGIAdapter1_EnumOutputs(*adapter, n, output) != DXGI_ERROR_NOT_FOUND;
++n, comRef_release(output))
{
IDXGIOutput_GetDesc(*output, &outputDesc);
if (optOutput)
{
if (wcsstr(outputDesc.DeviceName, optOutput) == NULL)
{
DEBUG_INFO("Not using adapter output: %ls", outputDesc.DeviceName);
continue;
}
DEBUG_INFO("Adapter output matched, trying: %ls", outputDesc.DeviceName);
}
if (outputDesc.AttachedToDesktop)
break;
}
if (*output)
break;
}
free(optAdapter);
free(optOutput );
if (!*output)
{
DEBUG_ERROR("Failed to locate a valid output device");
return false;
}
DEBUG_INFO("Device Name : %ls" , outputDesc.DeviceName);
DEBUG_INFO("Device Description: %ls" , adapterDesc.Description);
DEBUG_INFO("Device Vendor ID : 0x%x" , adapterDesc.VendorId);
DEBUG_INFO("Device Device ID : 0x%x" , adapterDesc.DeviceId);
DEBUG_INFO("Device Video Mem : %u MiB" ,
(unsigned)(adapterDesc.DedicatedVideoMemory / 1048576));
DEBUG_INFO("Device Sys Mem : %u MiB" ,
(unsigned)(adapterDesc.DedicatedSystemMemory / 1048576));
DEBUG_INFO("Shared Sys Mem : %u MiB" ,
(unsigned)(adapterDesc.SharedSystemMemory / 1048576));
return true;
}
static ID3D12Resource * d12_frameBufferToResource(unsigned frameBufferIndex,
FrameBuffer * frameBuffer, unsigned size)
{
ID3D12Resource * result = NULL;
comRef_scopePush(10);
typeof(this->frameBuffers[0]) * fb = &this->frameBuffers[frameBufferIndex];
// nothing to do if the resource is already setup and is big enough
if (fb->resource && fb->frameBuffer == frameBuffer && fb->size >= size)
{
result = *fb->resource;
ID3D12Resource_AddRef(result);
goto exit;
}
fb->size = size;
fb->frameBuffer = frameBuffer;
D3D12_RESOURCE_DESC desc =
{
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
.Width = size,
.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);
HRESULT hr = ID3D12Device3_CreatePlacedResource(
*this->device,
*this->ivshmemHeap,
(uintptr_t)framebuffer_get_data(frameBuffer) - (uintptr_t)this->ivshmemBase,
&desc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&IID_ID3D12Resource,
(void **)resource);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the FrameBuffer ID3D12Resource", hr);
goto exit;
}
// cache the resource
comRef_toGlobal(fb->resource, resource);
result = *fb->resource;
ID3D12Resource_AddRef(result);
exit:
comRef_scopePop();
return result;
}
void d12_updatePointer(CapturePointer * pointer, void * shape, size_t shapeSize)
{
if (pointer->shapeUpdate)
{
void * dst;
UINT dstSize;
if (!this->getPointerBufferFn(&dst, &dstSize))
{
DEBUG_ERROR("Failed to obtain a buffer for the pointer shape");
pointer->shapeUpdate = false;
}
size_t copySize = min(dstSize, shapeSize);
memcpy(dst, shape, copySize);
}
this->postPointerBufferFn(pointer);
}
struct CaptureInterface Capture_D12 =
{
.shortName = "D12",
.asyncCapture = false,
.getName = d12_getName,
.initOptions = d12_initOptions,
.create = d12_create,
.init = d12_init,
.stop = d12_stop,
.deinit = d12_deinit,
.free = d12_free,
.capture = d12_capture,
.waitFrame = d12_waitFrame,
.getFrame = d12_getFrame
};