Files
gio/gpu/internal/d3d11/d3d11_windows.go
T
Admin f73287be87 all: clean up code, upgrade to modern Go
Signed-off-by: ddkwork
2025-05-05 19:46:39 +02:00

872 lines
24 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package d3d11
import (
"errors"
"fmt"
"image"
"math"
"math/bits"
"unsafe"
"golang.org/x/sys/windows"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/d3d11"
"gioui.org/shader"
)
type Backend struct {
dev *d3d11.Device
ctx *d3d11.DeviceContext
// Temporary storage to avoid garbage.
clearColor [4]float32
viewport d3d11.VIEWPORT
pipeline *Pipeline
vert struct {
buffer *Buffer
offset int
}
program *Program
caps driver.Caps
floatFormat uint32
}
type Pipeline struct {
vert *d3d11.VertexShader
frag *d3d11.PixelShader
layout *d3d11.InputLayout
blend *d3d11.BlendState
stride int
topology driver.Topology
}
type Texture struct {
backend *Backend
format uint32
bindings driver.BufferBinding
tex *d3d11.Texture2D
sampler *d3d11.SamplerState
resView *d3d11.ShaderResourceView
uaView *d3d11.UnorderedAccessView
renderTarget *d3d11.RenderTargetView
width int
height int
mipmap bool
foreign bool
}
type VertexShader struct {
backend *Backend
shader *d3d11.VertexShader
src shader.Sources
}
type FragmentShader struct {
backend *Backend
shader *d3d11.PixelShader
}
type Program struct {
backend *Backend
shader *d3d11.ComputeShader
}
type Buffer struct {
backend *Backend
bind uint32
buf *d3d11.Buffer
resView *d3d11.ShaderResourceView
uaView *d3d11.UnorderedAccessView
size int
immutable bool
}
func init() {
driver.NewDirect3D11Device = newDirect3D11Device
}
func detectFloatFormat(dev *d3d11.Device) (uint32, bool) {
formats := []uint32{
d3d11.DXGI_FORMAT_R16_FLOAT,
d3d11.DXGI_FORMAT_R32_FLOAT,
d3d11.DXGI_FORMAT_R16G16_FLOAT,
d3d11.DXGI_FORMAT_R32G32_FLOAT,
// These last two are really wasteful, but c'est la vie.
d3d11.DXGI_FORMAT_R16G16B16A16_FLOAT,
d3d11.DXGI_FORMAT_R32G32B32A32_FLOAT,
}
for _, format := range formats {
need := uint32(d3d11.FORMAT_SUPPORT_TEXTURE2D | d3d11.FORMAT_SUPPORT_RENDER_TARGET)
if support, _ := dev.CheckFormatSupport(format); support&need == need {
return format, true
}
}
return 0, false
}
func newDirect3D11Device(api driver.Direct3D11) (driver.Device, error) {
dev := (*d3d11.Device)(api.Device)
b := &Backend{
dev: dev,
ctx: dev.GetImmediateContext(),
caps: driver.Caps{
MaxTextureSize: 2048, // 9.1 maximum
Features: driver.FeatureSRGB,
},
}
featLvl := dev.GetFeatureLevel()
switch {
case featLvl < d3d11.FEATURE_LEVEL_9_1:
d3d11.IUnknownRelease(unsafe.Pointer(dev), dev.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
return nil, fmt.Errorf("d3d11: feature level too low: %d", featLvl)
case featLvl >= d3d11.FEATURE_LEVEL_11_0:
b.caps.MaxTextureSize = 16384
b.caps.Features |= driver.FeatureCompute
case featLvl >= d3d11.FEATURE_LEVEL_9_3:
b.caps.MaxTextureSize = 4096
}
if fmt, ok := detectFloatFormat(dev); ok {
b.floatFormat = fmt
b.caps.Features |= driver.FeatureFloatRenderTargets
}
// Disable backface culling to match OpenGL.
state, err := dev.CreateRasterizerState(&d3d11.RASTERIZER_DESC{
CullMode: d3d11.CULL_NONE,
FillMode: d3d11.FILL_SOLID,
})
if err != nil {
return nil, err
}
defer d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
b.ctx.RSSetState(state)
return b, nil
}
func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport image.Point) driver.Texture {
var renderTarget *d3d11.RenderTargetView
if target != nil {
switch t := target.(type) {
case driver.Direct3D11RenderTarget:
renderTarget = (*d3d11.RenderTargetView)(t.RenderTarget)
case *Texture:
renderTarget = t.renderTarget
default:
panic(fmt.Errorf("d3d11: invalid render target type: %T", target))
}
}
b.ctx.OMSetRenderTargets(renderTarget, nil)
return &Texture{backend: b, renderTarget: renderTarget, foreign: true}
}
func (b *Backend) CopyTexture(dstTex driver.Texture, dstOrigin image.Point, srcTex driver.Texture, srcRect image.Rectangle) {
dst := (*d3d11.Resource)(unsafe.Pointer(dstTex.(*Texture).tex))
src := (*d3d11.Resource)(srcTex.(*Texture).tex)
b.ctx.CopySubresourceRegion(
dst,
0, // Destination subresource.
uint32(dstOrigin.X), uint32(dstOrigin.Y), 0, // Destination coordinates (x, y, z).
src,
0, // Source subresource.
&d3d11.BOX{
Left: uint32(srcRect.Min.X),
Top: uint32(srcRect.Min.Y),
Right: uint32(srcRect.Max.X),
Bottom: uint32(srcRect.Max.Y),
Front: 0,
Back: 1,
},
)
}
func (b *Backend) EndFrame() {
}
func (b *Backend) Caps() driver.Caps {
return b.caps
}
func (b *Backend) NewTimer() driver.Timer {
panic("timers not supported")
}
func (b *Backend) IsTimeContinuous() bool {
panic("timers not supported")
}
func (b *Backend) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
*b = Backend{}
}
func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, minFilter, magFilter driver.TextureFilter, bindings driver.BufferBinding) (driver.Texture, error) {
var d3dfmt uint32
switch format {
case driver.TextureFormatFloat:
d3dfmt = b.floatFormat
case driver.TextureFormatSRGBA:
d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
case driver.TextureFormatRGBA8:
d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM
default:
return nil, fmt.Errorf("unsupported texture format %d", format)
}
bindFlags := convBufferBinding(bindings)
miscFlags := uint32(0)
mipmap := minFilter == driver.FilterLinearMipmapLinear
nmipmaps := 1
if mipmap {
// Flags required by ID3D11DeviceContext::GenerateMips.
bindFlags |= d3d11.BIND_SHADER_RESOURCE | d3d11.BIND_RENDER_TARGET
miscFlags |= d3d11.RESOURCE_MISC_GENERATE_MIPS
dim := max(height, width)
log2 := 32 - bits.LeadingZeros32(uint32(dim)) - 1
nmipmaps = log2 + 1
}
tex, err := b.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
Width: uint32(width),
Height: uint32(height),
MipLevels: uint32(nmipmaps),
ArraySize: 1,
Format: d3dfmt,
SampleDesc: d3d11.DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
BindFlags: bindFlags,
MiscFlags: miscFlags,
})
if err != nil {
return nil, err
}
var (
sampler *d3d11.SamplerState
resView *d3d11.ShaderResourceView
uaView *d3d11.UnorderedAccessView
fbo *d3d11.RenderTargetView
)
if bindings&driver.BufferBindingTexture != 0 {
var filter uint32
switch {
case minFilter == driver.FilterNearest && magFilter == driver.FilterNearest:
filter = d3d11.FILTER_MIN_MAG_MIP_POINT
case minFilter == driver.FilterLinear && magFilter == driver.FilterLinear:
filter = d3d11.FILTER_MIN_MAG_LINEAR_MIP_POINT
case minFilter == driver.FilterLinearMipmapLinear && magFilter == driver.FilterLinear:
filter = d3d11.FILTER_MIN_MAG_MIP_LINEAR
default:
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
return nil, fmt.Errorf("unsupported texture filter combination %d, %d", minFilter, magFilter)
}
var err error
sampler, err = b.dev.CreateSamplerState(&d3d11.SAMPLER_DESC{
Filter: filter,
AddressU: d3d11.TEXTURE_ADDRESS_CLAMP,
AddressV: d3d11.TEXTURE_ADDRESS_CLAMP,
AddressW: d3d11.TEXTURE_ADDRESS_CLAMP,
MaxAnisotropy: 1,
MinLOD: -math.MaxFloat32,
MaxLOD: math.MaxFloat32,
})
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
return nil, err
}
resView, err = b.dev.CreateShaderResourceView(
(*d3d11.Resource)(unsafe.Pointer(tex)),
unsafe.Pointer(&d3d11.SHADER_RESOURCE_VIEW_DESC_TEX2D{
SHADER_RESOURCE_VIEW_DESC: d3d11.SHADER_RESOURCE_VIEW_DESC{
Format: d3dfmt,
ViewDimension: d3d11.SRV_DIMENSION_TEXTURE2D,
},
Texture2D: d3d11.TEX2D_SRV{
MostDetailedMip: 0,
MipLevels: ^uint32(0),
},
}),
)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
return nil, err
}
}
if bindings&driver.BufferBindingShaderStorageWrite != 0 {
uaView, err = b.dev.CreateUnorderedAccessView(
(*d3d11.Resource)(unsafe.Pointer(tex)),
unsafe.Pointer(&d3d11.UNORDERED_ACCESS_VIEW_DESC_TEX2D{
UNORDERED_ACCESS_VIEW_DESC: d3d11.UNORDERED_ACCESS_VIEW_DESC{
Format: d3dfmt,
ViewDimension: d3d11.UAV_DIMENSION_TEXTURE2D,
},
Texture2D: d3d11.TEX2D_UAV{
MipSlice: 0,
},
}),
)
if err != nil {
if sampler != nil {
d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
}
if resView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(resView), resView.Vtbl.Release)
}
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
return nil, err
}
}
if bindings&driver.BufferBindingFramebuffer != 0 {
resource := (*d3d11.Resource)(unsafe.Pointer(tex))
fbo, err = b.dev.CreateRenderTargetView(resource)
if err != nil {
if uaView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(uaView), uaView.Vtbl.Release)
}
if sampler != nil {
d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
}
if resView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(resView), resView.Vtbl.Release)
}
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
return nil, err
}
}
return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, uaView: uaView, renderTarget: fbo, bindings: bindings, width: width, height: height, mipmap: mipmap}, nil
}
func (b *Backend) newInputLayout(vertexShader shader.Sources, layout []driver.InputDesc) (*d3d11.InputLayout, error) {
if len(vertexShader.Inputs) != len(layout) {
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
}
descs := make([]d3d11.INPUT_ELEMENT_DESC, len(layout))
for i, l := range layout {
inp := vertexShader.Inputs[i]
cname, err := windows.BytePtrFromString(inp.Semantic)
if err != nil {
return nil, err
}
var format uint32
switch l.Type {
case shader.DataTypeFloat:
switch l.Size {
case 1:
format = d3d11.DXGI_FORMAT_R32_FLOAT
case 2:
format = d3d11.DXGI_FORMAT_R32G32_FLOAT
case 3:
format = d3d11.DXGI_FORMAT_R32G32B32_FLOAT
case 4:
format = d3d11.DXGI_FORMAT_R32G32B32A32_FLOAT
default:
panic("unsupported data size")
}
case shader.DataTypeShort:
switch l.Size {
case 1:
format = d3d11.DXGI_FORMAT_R16_SINT
case 2:
format = d3d11.DXGI_FORMAT_R16G16_SINT
default:
panic("unsupported data size")
}
default:
panic("unsupported data type")
}
descs[i] = d3d11.INPUT_ELEMENT_DESC{
SemanticName: cname,
SemanticIndex: uint32(inp.SemanticIndex),
Format: format,
AlignedByteOffset: uint32(l.Offset),
}
}
return b.dev.CreateInputLayout(descs, []byte(vertexShader.DXBC))
}
func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error) {
return b.newBuffer(typ, size, nil, false)
}
func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (driver.Buffer, error) {
return b.newBuffer(typ, len(data), data, true)
}
func (b *Backend) newBuffer(typ driver.BufferBinding, size int, data []byte, immutable bool) (*Buffer, error) {
if typ&driver.BufferBindingUniforms != 0 {
if typ != driver.BufferBindingUniforms {
return nil, errors.New("uniform buffers cannot have other bindings")
}
if size%16 != 0 {
return nil, fmt.Errorf("constant buffer size is %d, expected a multiple of 16", size)
}
}
bind := convBufferBinding(typ)
var usage, miscFlags, cpuFlags uint32
if immutable {
usage = d3d11.USAGE_IMMUTABLE
}
if typ&driver.BufferBindingShaderStorageWrite != 0 {
cpuFlags = d3d11.CPU_ACCESS_READ
}
if typ&(driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite) != 0 {
miscFlags |= d3d11.RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS
}
buf, err := b.dev.CreateBuffer(&d3d11.BUFFER_DESC{
ByteWidth: uint32(size),
Usage: usage,
BindFlags: bind,
CPUAccessFlags: cpuFlags,
MiscFlags: miscFlags,
}, data)
if err != nil {
return nil, err
}
var (
resView *d3d11.ShaderResourceView
uaView *d3d11.UnorderedAccessView
)
if typ&driver.BufferBindingShaderStorageWrite != 0 {
uaView, err = b.dev.CreateUnorderedAccessView(
(*d3d11.Resource)(unsafe.Pointer(buf)),
unsafe.Pointer(&d3d11.UNORDERED_ACCESS_VIEW_DESC_BUFFER{
UNORDERED_ACCESS_VIEW_DESC: d3d11.UNORDERED_ACCESS_VIEW_DESC{
Format: d3d11.DXGI_FORMAT_R32_TYPELESS,
ViewDimension: d3d11.UAV_DIMENSION_BUFFER,
},
Buffer: d3d11.BUFFER_UAV{
FirstElement: 0,
NumElements: uint32(size / 4),
Flags: d3d11.BUFFER_UAV_FLAG_RAW,
},
}),
)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(buf), buf.Vtbl.Release)
return nil, err
}
} else if typ&driver.BufferBindingShaderStorageRead != 0 {
resView, err = b.dev.CreateShaderResourceView(
(*d3d11.Resource)(unsafe.Pointer(buf)),
unsafe.Pointer(&d3d11.SHADER_RESOURCE_VIEW_DESC_BUFFEREX{
SHADER_RESOURCE_VIEW_DESC: d3d11.SHADER_RESOURCE_VIEW_DESC{
Format: d3d11.DXGI_FORMAT_R32_TYPELESS,
ViewDimension: d3d11.SRV_DIMENSION_BUFFEREX,
},
Buffer: d3d11.BUFFEREX_SRV{
FirstElement: 0,
NumElements: uint32(size / 4),
Flags: d3d11.BUFFEREX_SRV_FLAG_RAW,
},
}),
)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(buf), buf.Vtbl.Release)
return nil, err
}
}
return &Buffer{backend: b, buf: buf, bind: bind, size: size, resView: resView, uaView: uaView, immutable: immutable}, nil
}
func (b *Backend) NewComputeProgram(shader shader.Sources) (driver.Program, error) {
cs, err := b.dev.CreateComputeShader([]byte(shader.DXBC))
if err != nil {
return nil, err
}
return &Program{backend: b, shader: cs}, nil
}
func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error) {
vsh := desc.VertexShader.(*VertexShader)
fsh := desc.FragmentShader.(*FragmentShader)
blend, err := b.newBlendState(desc.BlendDesc)
if err != nil {
return nil, err
}
var layout *d3d11.InputLayout
if l := desc.VertexLayout; l.Stride > 0 {
var err error
layout, err = b.newInputLayout(vsh.src, l.Inputs)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(blend), blend.Vtbl.AddRef)
return nil, err
}
}
// Retain shaders.
vshRef := vsh.shader
fshRef := fsh.shader
d3d11.IUnknownAddRef(unsafe.Pointer(vshRef), vshRef.Vtbl.AddRef)
d3d11.IUnknownAddRef(unsafe.Pointer(fshRef), fshRef.Vtbl.AddRef)
return &Pipeline{
vert: vshRef,
frag: fshRef,
layout: layout,
stride: desc.VertexLayout.Stride,
blend: blend,
topology: desc.Topology,
}, nil
}
func (b *Backend) newBlendState(desc driver.BlendDesc) (*d3d11.BlendState, error) {
var d3ddesc d3d11.BLEND_DESC
t0 := &d3ddesc.RenderTarget[0]
t0.RenderTargetWriteMask = d3d11.COLOR_WRITE_ENABLE_ALL
t0.BlendOp = d3d11.BLEND_OP_ADD
t0.BlendOpAlpha = d3d11.BLEND_OP_ADD
if desc.Enable {
t0.BlendEnable = 1
}
scol, salpha := toBlendFactor(desc.SrcFactor)
dcol, dalpha := toBlendFactor(desc.DstFactor)
t0.SrcBlend = scol
t0.SrcBlendAlpha = salpha
t0.DestBlend = dcol
t0.DestBlendAlpha = dalpha
return b.dev.CreateBlendState(&d3ddesc)
}
func (b *Backend) NewVertexShader(src shader.Sources) (driver.VertexShader, error) {
vs, err := b.dev.CreateVertexShader([]byte(src.DXBC))
if err != nil {
return nil, err
}
return &VertexShader{b, vs, src}, nil
}
func (b *Backend) NewFragmentShader(src shader.Sources) (driver.FragmentShader, error) {
fs, err := b.dev.CreatePixelShader([]byte(src.DXBC))
if err != nil {
return nil, err
}
return &FragmentShader{b, fs}, nil
}
func (b *Backend) Viewport(x, y, width, height int) {
b.viewport = d3d11.VIEWPORT{
TopLeftX: float32(x),
TopLeftY: float32(y),
Width: float32(width),
Height: float32(height),
MinDepth: 0.0,
MaxDepth: 1.0,
}
b.ctx.RSSetViewports(&b.viewport)
}
func (b *Backend) DrawArrays(off, count int) {
b.prepareDraw()
b.ctx.Draw(uint32(count), uint32(off))
}
func (b *Backend) DrawElements(off, count int) {
b.prepareDraw()
b.ctx.DrawIndexed(uint32(count), uint32(off), 0)
}
func (b *Backend) prepareDraw() {
p := b.pipeline
if p == nil {
return
}
b.ctx.VSSetShader(p.vert)
b.ctx.PSSetShader(p.frag)
b.ctx.IASetInputLayout(p.layout)
b.ctx.OMSetBlendState(p.blend, nil, 0xffffffff)
if b.vert.buffer != nil {
b.ctx.IASetVertexBuffers(b.vert.buffer.buf, uint32(p.stride), uint32(b.vert.offset))
}
var topology uint32
switch p.topology {
case driver.TopologyTriangles:
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLELIST
case driver.TopologyTriangleStrip:
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
default:
panic("unsupported draw mode")
}
b.ctx.IASetPrimitiveTopology(topology)
}
func (b *Backend) BindImageTexture(unit int, tex driver.Texture) {
t := tex.(*Texture)
if t.uaView != nil {
b.ctx.CSSetUnorderedAccessViews(uint32(unit), t.uaView)
} else {
b.ctx.CSSetShaderResources(uint32(unit), t.resView)
}
}
func (b *Backend) DispatchCompute(x, y, z int) {
b.ctx.CSSetShader(b.program.shader)
b.ctx.Dispatch(uint32(x), uint32(y), uint32(z))
}
func (t *Texture) Upload(offset, size image.Point, pixels []byte, stride int) {
if stride == 0 {
stride = size.X * 4
}
dst := &d3d11.BOX{
Left: uint32(offset.X),
Top: uint32(offset.Y),
Right: uint32(offset.X + size.X),
Bottom: uint32(offset.Y + size.Y),
Front: 0,
Back: 1,
}
res := (*d3d11.Resource)(unsafe.Pointer(t.tex))
t.backend.ctx.UpdateSubresource(res, dst, uint32(stride), uint32(len(pixels)), pixels)
if t.mipmap {
t.backend.ctx.GenerateMips(t.resView)
}
}
func (t *Texture) Release() {
if t.foreign {
panic("texture not created by NewTexture")
}
if t.renderTarget != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.renderTarget), t.renderTarget.Vtbl.Release)
}
if t.sampler != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.sampler), t.sampler.Vtbl.Release)
}
if t.resView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.resView), t.resView.Vtbl.Release)
}
if t.uaView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.uaView), t.uaView.Vtbl.Release)
}
d3d11.IUnknownRelease(unsafe.Pointer(t.tex), t.tex.Vtbl.Release)
*t = Texture{}
}
func (b *Backend) PrepareTexture(tex driver.Texture) {}
func (b *Backend) BindTexture(unit int, tex driver.Texture) {
t := tex.(*Texture)
b.ctx.PSSetSamplers(uint32(unit), t.sampler)
b.ctx.PSSetShaderResources(uint32(unit), t.resView)
}
func (b *Backend) BindPipeline(pipe driver.Pipeline) {
b.pipeline = pipe.(*Pipeline)
}
func (b *Backend) BindProgram(prog driver.Program) {
b.program = prog.(*Program)
}
func (s *VertexShader) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
*s = VertexShader{}
}
func (s *FragmentShader) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
*s = FragmentShader{}
}
func (s *Program) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
*s = Program{}
}
func (p *Pipeline) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(p.vert), p.vert.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(p.frag), p.frag.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(p.blend), p.blend.Vtbl.Release)
if l := p.layout; l != nil {
d3d11.IUnknownRelease(unsafe.Pointer(l), l.Vtbl.Release)
}
*p = Pipeline{}
}
func (b *Backend) BindStorageBuffer(binding int, buffer driver.Buffer) {
buf := buffer.(*Buffer)
if buf.resView != nil {
b.ctx.CSSetShaderResources(uint32(binding), buf.resView)
} else {
b.ctx.CSSetUnorderedAccessViews(uint32(binding), buf.uaView)
}
}
func (b *Backend) BindUniforms(buffer driver.Buffer) {
buf := buffer.(*Buffer)
b.ctx.VSSetConstantBuffers(buf.buf)
b.ctx.PSSetConstantBuffers(buf.buf)
}
func (b *Backend) BindVertexBuffer(buf driver.Buffer, offset int) {
b.vert.buffer = buf.(*Buffer)
b.vert.offset = offset
}
func (b *Backend) BindIndexBuffer(buf driver.Buffer) {
b.ctx.IASetIndexBuffer(buf.(*Buffer).buf, d3d11.DXGI_FORMAT_R16_UINT, 0)
}
func (b *Buffer) Download(dst []byte) error {
res := (*d3d11.Resource)(unsafe.Pointer(b.buf))
resMap, err := b.backend.ctx.Map(res, 0, d3d11.MAP_READ, 0)
if err != nil {
return fmt.Errorf("d3d11: %v", err)
}
defer b.backend.ctx.Unmap(res, 0)
data := sliceOf(resMap.PData, len(dst))
copy(dst, data)
return nil
}
func (b *Buffer) Upload(data []byte) {
var dst *d3d11.BOX
if len(data) < b.size {
dst = &d3d11.BOX{
Left: 0,
Right: uint32(len(data)),
Top: 0,
Bottom: 1,
Front: 0,
Back: 1,
}
}
b.backend.ctx.UpdateSubresource((*d3d11.Resource)(unsafe.Pointer(b.buf)), dst, 0, 0, data)
}
func (b *Buffer) Release() {
if b.resView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(b.resView), b.resView.Vtbl.Release)
}
if b.uaView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(b.uaView), b.uaView.Vtbl.Release)
}
d3d11.IUnknownRelease(unsafe.Pointer(b.buf), b.buf.Vtbl.Release)
*b = Buffer{}
}
func (t *Texture) ReadPixels(src image.Rectangle, pixels []byte, stride int) error {
w, h := src.Dx(), src.Dy()
tex, err := t.backend.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
Width: uint32(w),
Height: uint32(h),
MipLevels: 1,
ArraySize: 1,
Format: t.format,
SampleDesc: d3d11.DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
Usage: d3d11.USAGE_STAGING,
CPUAccessFlags: d3d11.CPU_ACCESS_READ,
})
if err != nil {
return fmt.Errorf("ReadPixels: %v", err)
}
defer d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
res := (*d3d11.Resource)(unsafe.Pointer(tex))
t.backend.ctx.CopySubresourceRegion(
res,
0, // Destination subresource.
0, 0, 0, // Destination coordinates (x, y, z).
(*d3d11.Resource)(t.tex),
0, // Source subresource.
&d3d11.BOX{
Left: uint32(src.Min.X),
Top: uint32(src.Min.Y),
Right: uint32(src.Max.X),
Bottom: uint32(src.Max.Y),
Front: 0,
Back: 1,
},
)
resMap, err := t.backend.ctx.Map(res, 0, d3d11.MAP_READ, 0)
if err != nil {
return fmt.Errorf("ReadPixels: %v", err)
}
defer t.backend.ctx.Unmap(res, 0)
srcPitch := stride
dstPitch := int(resMap.RowPitch)
mapSize := dstPitch * h
data := sliceOf(resMap.PData, mapSize)
width := w * 4
for r := range h {
pixels := pixels[r*srcPitch:]
copy(pixels[:width], data[r*dstPitch:])
}
return nil
}
func (b *Backend) BeginCompute() {
}
func (b *Backend) EndCompute() {
}
func (b *Backend) BeginRenderPass(tex driver.Texture, d driver.LoadDesc) {
t := tex.(*Texture)
b.ctx.OMSetRenderTargets(t.renderTarget, nil)
if d.Action == driver.LoadActionClear {
c := d.ClearColor
b.clearColor = [4]float32{c.R, c.G, c.B, c.A}
b.ctx.ClearRenderTargetView(t.renderTarget, &b.clearColor)
}
}
func (b *Backend) EndRenderPass() {
}
func (f *Texture) ImplementsRenderTarget() {}
func convBufferBinding(typ driver.BufferBinding) uint32 {
var bindings uint32
if typ&driver.BufferBindingVertices != 0 {
bindings |= d3d11.BIND_VERTEX_BUFFER
}
if typ&driver.BufferBindingIndices != 0 {
bindings |= d3d11.BIND_INDEX_BUFFER
}
if typ&driver.BufferBindingUniforms != 0 {
bindings |= d3d11.BIND_CONSTANT_BUFFER
}
if typ&driver.BufferBindingTexture != 0 {
bindings |= d3d11.BIND_SHADER_RESOURCE
}
if typ&driver.BufferBindingFramebuffer != 0 {
bindings |= d3d11.BIND_RENDER_TARGET
}
if typ&driver.BufferBindingShaderStorageWrite != 0 {
bindings |= d3d11.BIND_UNORDERED_ACCESS
} else if typ&driver.BufferBindingShaderStorageRead != 0 {
bindings |= d3d11.BIND_SHADER_RESOURCE
}
return bindings
}
func toBlendFactor(f driver.BlendFactor) (uint32, uint32) {
switch f {
case driver.BlendFactorOne:
return d3d11.BLEND_ONE, d3d11.BLEND_ONE
case driver.BlendFactorOneMinusSrcAlpha:
return d3d11.BLEND_INV_SRC_ALPHA, d3d11.BLEND_INV_SRC_ALPHA
case driver.BlendFactorZero:
return d3d11.BLEND_ZERO, d3d11.BLEND_ZERO
case driver.BlendFactorDstColor:
return d3d11.BLEND_DEST_COLOR, d3d11.BLEND_DEST_ALPHA
default:
panic("unsupported blend source factor")
}
}
// sliceOf returns a slice from a (native) pointer.
func sliceOf(ptr uintptr, cap int) []byte {
return unsafe.Slice((*byte)(unsafe.Pointer(ptr)), cap)
}