mirror of
https://github.com/gnif/LookingGlass.git
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694 lines
18 KiB
C
694 lines
18 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2024 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "d12.h"
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#include "interface/capture.h"
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#include "common/array.h"
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#include "common/debug.h"
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#include "common/windebug.h"
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#include "com_ref.h"
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#include "backend.h"
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#include "effect.h"
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#include "command_group.h"
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#include <dxgi.h>
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#include <dxgi1_3.h>
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#include <d3dcommon.h>
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// definitions
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struct D12Interface
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{
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HMODULE d3d12;
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IDXGIFactory2 ** factory;
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ID3D12Device3 ** device;
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ID3D12CommandQueue ** copyQueue;
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ID3D12CommandQueue ** computeQueue;
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D12CommandGroup copyCommand;
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D12CommandGroup computeCommand;
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void * ivshmemBase;
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ID3D12Heap ** ivshmemHeap;
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CaptureGetPointerBuffer getPointerBufferFn;
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CapturePostPointerBuffer postPointerBufferFn;
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D12Backend * backend;
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D12Effect * rgb24;
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// capture format tracking
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D3D12_RESOURCE_DESC captureFormat;
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unsigned formatVer;
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// output format tracking
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D3D12_RESOURCE_DESC dstFormat;
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// options
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bool debug;
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unsigned frameBufferCount;
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// must be last
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struct
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{
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// the size of the frame buffer
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unsigned size;
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// the frame buffer it itself
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FrameBuffer * frameBuffer;
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// the resource backed by the framebuffer
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ID3D12Resource ** resource;
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}
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frameBuffers[0];
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};
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// gloabls
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struct DX12 DX12 = {0};
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ComScope * d12_comScope = NULL;
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// defines
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// locals
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static struct D12Interface * this = NULL;
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// forwards
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static bool d12_enumerateDevices(
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IDXGIFactory2 ** factory,
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IDXGIAdapter1 ** adapter,
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IDXGIOutput ** output);
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static ID3D12Resource * d12_frameBufferToResource(
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unsigned frameBufferIndex,
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FrameBuffer * frameBuffer,
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unsigned size);
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// implementation
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static const char * d12_getName(void)
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{
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return "D12";
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}
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static void d12_initOptions(void)
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{
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}
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static bool d12_create(
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CaptureGetPointerBuffer getPointerBufferFn,
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CapturePostPointerBuffer postPointerBufferFn,
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unsigned frameBuffers)
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{
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this = calloc(1, offsetof(struct D12Interface, frameBuffers) +
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sizeof(this->frameBuffers[0]) * frameBuffers);
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if (!this)
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{
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DEBUG_ERROR("failed to allocate D12Interface struct");
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return false;
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}
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this->debug = false;
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this->d3d12 = LoadLibrary("d3d12.dll");
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if (!this->d3d12)
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{
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DEBUG_ERROR("failed to load d3d12.dll");
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free(this);
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return false;
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}
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DX12.D3D12CreateDevice = (typeof(DX12.D3D12CreateDevice))
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GetProcAddress(this->d3d12, "D3D12CreateDevice");
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DX12.D3D12GetDebugInterface = (typeof(DX12.D3D12GetDebugInterface))
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GetProcAddress(this->d3d12, "D3D12GetDebugInterface");
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DX12.D3D12SerializeVersionedRootSignature =
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(typeof(DX12.D3D12SerializeVersionedRootSignature))
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GetProcAddress(this->d3d12, "D3D12SerializeVersionedRootSignature");
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this->getPointerBufferFn = getPointerBufferFn;
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this->postPointerBufferFn = postPointerBufferFn;
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if (!d12_backendCreate(&D12Backend_DD, &this->backend, frameBuffers))
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{
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DEBUG_ERROR("backend \"%s\" failed to create", this->backend->codeName);
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CloseHandle(this->d3d12);
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free(this);
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return false;
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}
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this->frameBufferCount = frameBuffers;
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return true;
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}
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static bool d12_init(void * ivshmemBase, unsigned * alignSize)
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{
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bool result = false;
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comRef_initGlobalScope(100, d12_comScope);
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comRef_scopePush(10);
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// create a DXGI factory
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comRef_defineLocal(IDXGIFactory2, factory);
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HRESULT hr = CreateDXGIFactory2(
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this->debug ? DXGI_CREATE_FACTORY_DEBUG : 0,
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&IID_IDXGIFactory2,
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(void **)factory);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the DXGI factory", hr);
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goto exit;
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}
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// find the adapter and output we want to use
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comRef_defineLocal(IDXGIAdapter1, adapter);
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comRef_defineLocal(IDXGIOutput , output );
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if (!d12_enumerateDevices(factory, adapter, output))
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goto exit;
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if (this->debug)
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{
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comRef_defineLocal(ID3D12Debug1, debug);
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hr = DX12.D3D12GetDebugInterface(&IID_ID3D12Debug1, (void **)debug);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("D3D12GetDebugInterface", hr);
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goto exit;
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}
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ID3D12Debug1_EnableDebugLayer(*debug);
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ID3D12Debug1_SetEnableGPUBasedValidation(*debug, TRUE);
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ID3D12Debug1_SetEnableSynchronizedCommandQueueValidation(*debug, TRUE);
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}
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// create the D3D12 device
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comRef_defineLocal(ID3D12Device3, device);
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hr = DX12.D3D12CreateDevice(
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(IUnknown *)*adapter,
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D3D_FEATURE_LEVEL_12_0,
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&IID_ID3D12Device3,
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(void **)device);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the DirectX12 device", hr);
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goto exit;
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}
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/* make this static as we downgrade the priority on failure and we want to
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remember it */
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static 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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};
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comRef_defineLocal(ID3D12CommandQueue, copyQueue);
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retryCreateCommandQueue:
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hr = ID3D12Device3_CreateCommandQueue(
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*device, &queueDesc, &IID_ID3D12CommandQueue, (void **)copyQueue);
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if (FAILED(hr))
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{
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if (queueDesc.Priority == D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME)
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{
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DEBUG_WARN("Failed to create queue with real time priority");
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queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
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goto retryCreateCommandQueue;
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}
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DEBUG_WINERROR("Failed to create ID3D12CommandQueue (copy)", hr);
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goto exit;
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}
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ID3D12CommandQueue_SetName(*copyQueue, L"Copy");
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// create the compute queue
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D3D12_COMMAND_QUEUE_DESC computeQueueDesc =
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{
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.Type = D3D12_COMMAND_LIST_TYPE_COMPUTE,
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.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
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};
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queueDesc.Priority = queueDesc.Priority;
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comRef_defineLocal(ID3D12CommandQueue, computeQueue);
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hr = ID3D12Device3_CreateCommandQueue(
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*device, &computeQueueDesc, &IID_ID3D12CommandQueue, (void **)computeQueue);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the ID3D12CommandQueue (compute)", hr);
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goto exit;
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}
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ID3D12CommandQueue_SetName(*computeQueue, L"Compute");
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if (!d12_commandGroupCreate(
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*device, D3D12_COMMAND_LIST_TYPE_COPY, &this->copyCommand, L"Copy"))
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goto exit;
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if (!d12_commandGroupCreate(
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*device, D3D12_COMMAND_LIST_TYPE_COMPUTE, &this->computeCommand, L"Compute"))
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goto exit;
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// Create the IVSHMEM heap
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this->ivshmemBase = ivshmemBase;
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comRef_defineLocal(ID3D12Heap, ivshmemHeap);
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hr = ID3D12Device3_OpenExistingHeapFromAddress(
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*device, ivshmemBase, &IID_ID3D12Heap, (void **)ivshmemHeap);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to open the framebuffer as a D3D12Heap", hr);
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goto exit;
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}
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// Adjust the alignSize based on the required heap alignment
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D3D12_HEAP_DESC heapDesc = ID3D12Heap_GetDesc(*ivshmemHeap);
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*alignSize = heapDesc.Alignment;
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// initialize the backend
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if (!d12_backendInit(this->backend, this->debug, *device, *adapter, *output))
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goto exit;
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if (!d12_effectCreate(&D12Effect_RGB24, &this->rgb24, *device))
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goto exit;
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comRef_toGlobal(this->factory , factory );
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comRef_toGlobal(this->device , device );
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comRef_toGlobal(this->copyQueue , copyQueue );
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comRef_toGlobal(this->computeQueue, computeQueue );
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comRef_toGlobal(this->ivshmemHeap , ivshmemHeap );
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result = true;
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exit:
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comRef_scopePop();
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if (!result)
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comRef_freeScope(&d12_comScope);
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return result;
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}
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static void d12_stop(void)
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{
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}
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static bool d12_deinit(void)
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{
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bool result = true;
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d12_effectFree(&this->rgb24);
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if (!d12_backendDeinit(this->backend))
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result = false;
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d12_commandGroupFree(&this->copyCommand );
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d12_commandGroupFree(&this->computeCommand);
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IDXGIFactory2 * factory = *this->factory;
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IDXGIFactory2_AddRef(factory);
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comRef_freeScope(&d12_comScope);
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if (IDXGIFactory2_Release(factory) != 0)
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DEBUG_WARN("MEMORY LEAK");
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// zero the framebuffers
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memset(this->frameBuffers, 0,
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sizeof(*this->frameBuffers) * this->frameBufferCount);
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/* zero the formats so we properly reinit otherwise we wont detect the format
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change and setup the effect chain */
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memset(&this->captureFormat, 0, sizeof(this->captureFormat));
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memset(&this->dstFormat , 0, sizeof(this->dstFormat ));
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return result;
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}
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static void d12_free(void)
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{
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d12_backendFree(&this->backend);
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FreeLibrary(this->d3d12);
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free(this);
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this = NULL;
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}
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static CaptureResult d12_capture(
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unsigned frameBufferIndex, FrameBuffer * frameBuffer)
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{
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return d12_backendCapture(this->backend, frameBufferIndex);
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}
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static CaptureResult d12_waitFrame(unsigned frameBufferIndex,
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CaptureFrame * frame, const size_t maxFrameSize)
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{
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CaptureResult result = CAPTURE_RESULT_ERROR;
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comRef_scopePush(1);
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comRef_defineLocal(ID3D12Resource, src);
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*src = d12_backendFetch(this->backend, frameBufferIndex);
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if (!*src)
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{
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DEBUG_ERROR("D12 backend failed to produce an expected frame: %u",
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frameBufferIndex);
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result = CAPTURE_RESULT_ERROR;
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goto exit;
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}
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D3D12_RESOURCE_DESC srcFormat = ID3D12Resource_GetDesc(*src);
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D3D12_RESOURCE_DESC dstFormat = this->dstFormat;
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// if the input format changed, reconfigure the effects
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if (dstFormat.Width == 0 ||
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dstFormat.Width != this->captureFormat.Width ||
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dstFormat.Height != this->captureFormat.Height ||
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dstFormat.Format != this->captureFormat.Format)
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{
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dstFormat = srcFormat;
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this->captureFormat = dstFormat;
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//TODO: loop through an effect array
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if (!d12_effectSetFormat(this->rgb24, *this->device, &srcFormat, &dstFormat))
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{
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DEBUG_ERROR("Failed to set the effect input format");
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goto exit;
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}
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// if the output format changed
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if (dstFormat.Width != this->dstFormat.Width ||
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dstFormat.Height != this->dstFormat.Height ||
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dstFormat.Format != this->dstFormat.Format)
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{
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++this->formatVer;
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this->dstFormat = dstFormat;
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}
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}
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const unsigned int maxRows = maxFrameSize / (dstFormat.Width * 4);
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frame->formatVer = this->formatVer;
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frame->screenWidth = srcFormat.Width;
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frame->screenHeight = srcFormat.Height;
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frame->dataWidth = dstFormat.Width;
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frame->dataHeight = min(maxRows, dstFormat.Height);
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frame->frameWidth = srcFormat.Width;
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frame->frameHeight = srcFormat.Height;
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frame->truncated = maxRows < dstFormat.Height;
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frame->pitch = dstFormat.Width * 4;
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frame->stride = dstFormat.Width;
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frame->format = CAPTURE_FMT_BGR_32;
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frame->hdr = false;
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frame->hdrPQ = false;
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frame->rotation = CAPTURE_ROT_0;
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frame->damageRectsCount = 0;
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result = CAPTURE_RESULT_OK;
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exit:
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comRef_scopePop();
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return result;
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}
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static CaptureResult d12_getFrame(unsigned frameBufferIndex,
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FrameBuffer * frameBuffer, const size_t maxFrameSize)
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{
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CaptureResult result = CAPTURE_RESULT_ERROR;
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comRef_scopePush(3);
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comRef_defineLocal(ID3D12Resource, src);
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*src = d12_backendFetch(this->backend, frameBufferIndex);
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if (!*src)
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{
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DEBUG_ERROR("D12 backend failed to produce an expected frame: %u",
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frameBufferIndex);
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goto exit;
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}
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comRef_defineLocal(ID3D12Resource, dst)
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*dst = d12_frameBufferToResource(frameBufferIndex, frameBuffer, maxFrameSize);
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if (!*dst)
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goto exit;
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// place a fence into the compute queue
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result = d12_backendSync(this->backend, *this->computeQueue);
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if (result != CAPTURE_RESULT_OK)
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goto exit;
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ID3D12Resource * next = *src;
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next = d12_effectRun(
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this->rgb24, *this->device, *this->computeCommand.gfxList, next);
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// copy into the framebuffer resource
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D3D12_TEXTURE_COPY_LOCATION srcLoc =
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{
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.pResource = next,
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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 dstLoc =
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{
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.pResource = *dst,
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.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
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.PlacedFootprint =
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{
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.Offset = 0,
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.Footprint =
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{
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.Format = this->dstFormat.Format,
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.Width = this->dstFormat.Width,
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.Height = this->dstFormat.Height,
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.Depth = 1,
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.RowPitch = this->dstFormat.Width * 4
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}
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}
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};
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ID3D12GraphicsCommandList_CopyTextureRegion(
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*this->copyCommand.gfxList, &dstLoc, 0, 0, 0, &srcLoc, NULL);
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// execute the compute commands
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d12_commandGroupExecute(*this->computeQueue, &this->computeCommand);
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// insert a fence to wait for the compute commands to finish
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ID3D12CommandQueue_Wait(*this->copyQueue,
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*this->computeCommand.fence, this->computeCommand.fenceValue);
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// execute the copy commands
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d12_commandGroupExecute(*this->copyQueue, &this->copyCommand);
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// wait for the copy to complete
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d12_commandGroupWait(&this->copyCommand);
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// signal the frame is complete
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framebuffer_set_write_ptr(frameBuffer,
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this->dstFormat.Height * this->dstFormat.Width * 4);
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// reset the command queues
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if (!d12_commandGroupReset(&this->computeCommand) ||
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!d12_commandGroupReset(&this->copyCommand))
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goto exit;
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result = CAPTURE_RESULT_OK;
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exit:
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comRef_scopePop();
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return result;
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}
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static bool d12_enumerateDevices(
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IDXGIFactory2 ** factory,
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IDXGIAdapter1 ** adapter,
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IDXGIOutput ** output)
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{
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DXGI_ADAPTER_DESC1 adapterDesc;
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DXGI_OUTPUT_DESC outputDesc;
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for(
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int i = 0;
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IDXGIFactory2_EnumAdapters1(*factory, i, adapter)
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!= DXGI_ERROR_NOT_FOUND;
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++i, comRef_release(adapter))
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{
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HRESULT hr = IDXGIAdapter1_GetDesc1(*adapter, &adapterDesc);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to get the device description", hr);
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comRef_release(adapter);
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return false;
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}
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// check for devices without D3D support
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static const UINT blacklist[][2] =
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{
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//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;
|
|
|
|
// FIXME: Allow specifying the specific adapter
|
|
|
|
for(
|
|
int n = 0;
|
|
IDXGIAdapter1_EnumOutputs(*adapter, n, output) != DXGI_ERROR_NOT_FOUND;
|
|
++n, comRef_release(output))
|
|
{
|
|
IDXGIOutput_GetDesc(*output, &outputDesc);
|
|
// FIXME: Allow specifying the specific output
|
|
|
|
if (outputDesc.AttachedToDesktop)
|
|
break;
|
|
}
|
|
|
|
if (*output)
|
|
break;
|
|
}
|
|
|
|
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
|
|
};
|