Files
gio/app/internal/wm/d3d11_windows.go
T
Elias Naur 7d84e419c9 gpu,gpu/headless,app/internal/wm: add explicit RenderTarget API
Both the OpenGL and the Direct3D API are stateful and gpu.GPU renders to
the render target current when Frame is called.

Modern GPU API such as Metal don't have a concept of a current render
target, and the target even changes each frame.

Add RenderTarget and add an explicit target argument to GPU.Frame as
well as the underlying driver.Device.BeginFrame.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-08 13:45:23 +01:00

152 lines
3.5 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package wm
import (
"fmt"
"unsafe"
"gioui.org/gpu"
"gioui.org/internal/d3d11"
)
type d3d11Context struct {
win *window
dev *d3d11.Device
ctx *d3d11.DeviceContext
swchain *d3d11.IDXGISwapChain
renderTarget *d3d11.RenderTargetView
depthView *d3d11.DepthStencilView
width, height int
}
const debug = false
func init() {
drivers = append(drivers, gpuAPI{
priority: 1,
initializer: func(w *window) (Context, error) {
hwnd, _, _ := w.HWND()
var flags uint32
if debug {
flags |= d3d11.CREATE_DEVICE_DEBUG
}
dev, ctx, _, err := d3d11.CreateDevice(
d3d11.DRIVER_TYPE_HARDWARE,
flags,
)
if err != nil {
return nil, fmt.Errorf("NewContext: %v", err)
}
swchain, err := d3d11.CreateSwapChain(dev, hwnd)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(ctx), ctx.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(dev), dev.Vtbl.Release)
return nil, err
}
return &d3d11Context{win: w, dev: dev, ctx: ctx, swchain: swchain}, nil
},
})
}
func (c *d3d11Context) API() gpu.API {
return gpu.Direct3D11{Device: unsafe.Pointer(c.dev)}
}
func (c *d3d11Context) RenderTarget() gpu.RenderTarget {
return gpu.Direct3D11RenderTarget{
RenderTarget: unsafe.Pointer(c.renderTarget),
DepthStencilView: unsafe.Pointer(c.depthView),
}
}
func (c *d3d11Context) Present() error {
err := c.swchain.Present(1, 0)
if err == nil {
return nil
}
if err, ok := err.(d3d11.ErrorCode); ok {
switch err.Code {
case d3d11.DXGI_STATUS_OCCLUDED:
// Ignore
return nil
case d3d11.DXGI_ERROR_DEVICE_RESET, d3d11.DXGI_ERROR_DEVICE_REMOVED, d3d11.D3DDDIERR_DEVICEREMOVED:
return ErrDeviceLost
}
}
return err
}
func (c *d3d11Context) Refresh() error {
var width, height int
_, width, height = c.win.HWND()
if c.renderTarget != nil && width == c.width && height == c.height {
return nil
}
c.releaseFBO()
if err := c.swchain.ResizeBuffers(0, 0, 0, d3d11.DXGI_FORMAT_UNKNOWN, 0); err != nil {
return err
}
c.width = width
c.height = height
desc, err := c.swchain.GetDesc()
if err != nil {
return err
}
backBuffer, err := c.swchain.GetBuffer(0, &d3d11.IID_Texture2D)
if err != nil {
return err
}
texture := (*d3d11.Resource)(unsafe.Pointer(backBuffer))
renderTarget, err := c.dev.CreateRenderTargetView(texture)
d3d11.IUnknownRelease(unsafe.Pointer(backBuffer), backBuffer.Vtbl.Release)
if err != nil {
return err
}
depthView, err := d3d11.CreateDepthView(c.dev, int(desc.BufferDesc.Width), int(desc.BufferDesc.Height), 24)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
return err
}
c.renderTarget = renderTarget
c.depthView = depthView
return nil
}
func (c *d3d11Context) Lock() error {
c.ctx.OMSetRenderTargets(c.renderTarget, c.depthView)
return nil
}
func (c *d3d11Context) Unlock() {}
func (c *d3d11Context) Release() {
c.releaseFBO()
if c.swchain != nil {
d3d11.IUnknownRelease(unsafe.Pointer(c.swchain), c.swchain.Vtbl.Release)
}
if c.ctx != nil {
d3d11.IUnknownRelease(unsafe.Pointer(c.ctx), c.ctx.Vtbl.Release)
}
if c.dev != nil {
d3d11.IUnknownRelease(unsafe.Pointer(c.dev), c.dev.Vtbl.Release)
}
*c = d3d11Context{}
if debug {
d3d11.ReportLiveObjects()
}
}
func (c *d3d11Context) releaseFBO() {
if c.depthView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(c.depthView), c.depthView.Vtbl.Release)
c.depthView = nil
}
if c.renderTarget != nil {
d3d11.IUnknownRelease(unsafe.Pointer(c.renderTarget), c.renderTarget.Vtbl.Release)
c.renderTarget = nil
}
}