skia2/tools/sk_app/win/D3D12WindowContext_win.cpp
Robert Phillips f4f8011aef Add Context factories to GrDirectContext
In order to stage the transition from GrContext to GrDirectContext, both
of them will have to have the factories for a while.

This CL also removes all internal uses of the old (GrContext) factories.

Change-Id: Ibe1edd0818ea23a0d54257c55f35f12526047ef3
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/302263
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Adlai Holler <adlai@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2020-07-14 12:40:46 +00:00

253 lines
8.3 KiB
C++

/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "tools/sk_app/WindowContext.h"
#include "tools/sk_app/win/WindowContextFactory_win.h"
#include "tools/gpu/d3d/D3DTestUtils.h"
#include "include/core/SkSurface.h"
#include "include/gpu/GrDirectContext.h"
#include "include/gpu/d3d/GrD3DBackendContext.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <wrl/client.h>
#define GR_D3D_CALL_ERRCHECK(X) \
do { \
HRESULT result = X; \
SkASSERT(SUCCEEDED(result)); \
if (!SUCCEEDED(result)) { \
SkDebugf("Failed Direct3D call. Error: 0x%08x\n", result); \
} \
} while(false)
using namespace Microsoft::WRL;
namespace sk_app {
class D3D12WindowContext : public WindowContext {
public:
D3D12WindowContext(HWND hwnd, const DisplayParams& params);
~D3D12WindowContext() override;
void initializeContext();
void destroyContext();
void setupSurfaces(int width, int height);
bool isValid() override {
return fDevice.get() != nullptr;
}
sk_sp<SkSurface> getBackbufferSurface() override;
void swapBuffers() override;
void resize(int width, int height) override;
void setDisplayParams(const DisplayParams& params) override;
private:
static constexpr int kNumFrames = 2;
HWND fWindow;
gr_cp<ID3D12Device> fDevice;
gr_cp<ID3D12CommandQueue> fQueue;
gr_cp<IDXGISwapChain3> fSwapChain;
gr_cp<ID3D12Resource> fBuffers[kNumFrames];
sk_sp<SkSurface> fSurfaces[kNumFrames];
// Synchronization objects.
unsigned int fBufferIndex;
HANDLE fFenceEvent;
gr_cp<ID3D12Fence> fFence;
uint64_t fFenceValues[kNumFrames];
};
D3D12WindowContext::D3D12WindowContext(HWND hwnd, const DisplayParams& params)
: WindowContext(params)
, fWindow(hwnd) {
this->initializeContext();
}
D3D12WindowContext::~D3D12WindowContext() {
this->destroyContext();
}
void D3D12WindowContext::initializeContext() {
GrD3DBackendContext backendContext;
sk_gpu_test::CreateD3DBackendContext(&backendContext);
fDevice = backendContext.fDevice;
fQueue = backendContext.fQueue;
fContext = GrDirectContext::MakeDirect3D(backendContext, fDisplayParams.fGrContextOptions);
SkASSERT(fContext);
// Make the swapchain
RECT windowRect;
GetWindowRect(fWindow, &windowRect);
unsigned int width = windowRect.right - windowRect.left;
unsigned int height = windowRect.bottom - windowRect.top;
UINT dxgiFactoryFlags = 0;
SkDEBUGCODE(dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;)
gr_cp<IDXGIFactory4> factory;
GR_D3D_CALL_ERRCHECK(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = kNumFrames;
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
gr_cp<IDXGISwapChain1> swapChain;
GR_D3D_CALL_ERRCHECK(factory->CreateSwapChainForHwnd(
fQueue.get(), fWindow, &swapChainDesc, nullptr, nullptr, &swapChain));
// We don't support fullscreen transitions.
GR_D3D_CALL_ERRCHECK(factory->MakeWindowAssociation(fWindow, DXGI_MWA_NO_ALT_ENTER));
GR_D3D_CALL_ERRCHECK(swapChain->QueryInterface(IID_PPV_ARGS(&fSwapChain)));
fBufferIndex = fSwapChain->GetCurrentBackBufferIndex();
fSampleCount = fDisplayParams.fMSAASampleCount;
this->setupSurfaces(width, height);
for (int i = 0; i < kNumFrames; ++i) {
fFenceValues[i] = 10000; // use a high value to make it easier to track these in PIX
}
GR_D3D_CALL_ERRCHECK(fDevice->CreateFence(fFenceValues[fBufferIndex], D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(&fFence)));
fFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
SkASSERT(fFenceEvent);
fWidth = width;
fHeight = height;
}
void D3D12WindowContext::setupSurfaces(int width, int height) {
// set up base resource info
GrD3DTextureResourceInfo info(nullptr,
D3D12_RESOURCE_STATE_PRESENT,
DXGI_FORMAT_R8G8B8A8_UNORM,
1,
0);
for (int i = 0; i < kNumFrames; ++i) {
GR_D3D_CALL_ERRCHECK(fSwapChain->GetBuffer(i, IID_PPV_ARGS(&fBuffers[i])));
SkASSERT(fBuffers[i]->GetDesc().Width == (UINT64)width &&
fBuffers[i]->GetDesc().Height == (UINT64)height);
info.fResource = fBuffers[i];
if (fSampleCount > 1) {
GrBackendTexture backendTexture(width, height, info);
fSurfaces[i] = SkSurface::MakeFromBackendTexture(
fContext.get(), backendTexture, kTopLeft_GrSurfaceOrigin, fSampleCount,
kRGBA_8888_SkColorType, fDisplayParams.fColorSpace, &fDisplayParams.fSurfaceProps);
} else {
GrBackendRenderTarget backendRT(width, height, 1, info);
fSurfaces[i] = SkSurface::MakeFromBackendRenderTarget(
fContext.get(), backendRT, kTopLeft_GrSurfaceOrigin, kRGBA_8888_SkColorType,
fDisplayParams.fColorSpace, &fDisplayParams.fSurfaceProps);
}
}
}
void D3D12WindowContext::destroyContext() {
CloseHandle(fFenceEvent);
fFence.reset(nullptr);
for (int i = 0; i < kNumFrames; ++i) {
fSurfaces[i].reset(nullptr);
fBuffers[i].reset(nullptr);
}
fSwapChain.reset(nullptr);
fQueue.reset(nullptr);
fDevice.reset(nullptr);
}
sk_sp<SkSurface> D3D12WindowContext::getBackbufferSurface() {
// Update the frame index.
const UINT64 currentFenceValue = fFenceValues[fBufferIndex];
fBufferIndex = fSwapChain->GetCurrentBackBufferIndex();
// If the last frame for this buffer index is not done, wait until it is ready.
if (fFence->GetCompletedValue() < fFenceValues[fBufferIndex]) {
GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fFenceValues[fBufferIndex], fFenceEvent));
WaitForSingleObjectEx(fFenceEvent, INFINITE, FALSE);
}
// Set the fence value for the next frame.
fFenceValues[fBufferIndex] = currentFenceValue + 1;
return fSurfaces[fBufferIndex];
}
void D3D12WindowContext::swapBuffers() {
SkSurface* surface = fSurfaces[fBufferIndex].get();
GrFlushInfo info;
surface->flush(SkSurface::BackendSurfaceAccess::kPresent, info);
fContext->submit();
GR_D3D_CALL_ERRCHECK(fSwapChain->Present(1, 0));
// Schedule a Signal command in the queue.
GR_D3D_CALL_ERRCHECK(fQueue->Signal(fFence.get(), fFenceValues[fBufferIndex]));
}
void D3D12WindowContext::resize(int width, int height) {
// Clean up any outstanding resources in command lists
fContext->flush({});
fContext->submit(true);
// release the previous surface and backbuffer resources
for (int i = 0; i < kNumFrames; ++i) {
// Let present complete
if (fFence->GetCompletedValue() < fFenceValues[i]) {
GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fFenceValues[i], fFenceEvent));
WaitForSingleObjectEx(fFenceEvent, INFINITE, FALSE);
}
fSurfaces[i].reset(nullptr);
fBuffers[i].reset(nullptr);
}
GR_D3D_CALL_ERRCHECK(fSwapChain->ResizeBuffers(0, width, height,
DXGI_FORMAT_R8G8B8A8_UNORM, 0));
this->setupSurfaces(width, height);
fWidth = width;
fHeight = height;
}
void D3D12WindowContext::setDisplayParams(const DisplayParams& params) {
this->destroyContext();
fDisplayParams = params;
this->initializeContext();
}
namespace window_context_factory {
std::unique_ptr<WindowContext> MakeD3D12ForWin(HWND hwnd, const DisplayParams& params) {
std::unique_ptr<WindowContext> ctx(new D3D12WindowContext(hwnd, params));
if (!ctx->isValid()) {
return nullptr;
}
return ctx;
}
}
} //namespace sk_app