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qsgd3d11engine_p_p.h
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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSGD3D11ENGINE_P_P_H
#define QSGD3D11ENGINE_P_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include "qsgd3d11engine_p.h"
#include <QCache>
#include <d3d11.h>
#include <d3d11_1.h>
#include <dxgi1_4.h>
#include <dcomp.h>
#include <wrl/client.h>
using namespace Microsoft::WRL;
// No moc-related features (Q_OBJECT, signals, etc.) can be used here to due
// moc-generated code failing to compile when combined with COM stuff.
// Recommended reading before moving further: https://github.com/Microsoft/DirectXTK/wiki/ComPtr
// Note esp. operator= vs. Attach and operator& vs. GetAddressOf
// ID3D12* is never passed to Qt containers directly. Always use ComPtr and put it into a struct.
QT_BEGIN_NAMESPACE
class QSGD3D11DeviceManager
{
public:
ID3D11Device *ref();
ID3D11DeviceContext1 *context();
void unref();
void deviceLossDetected();
IDXGIFactory2 *dxgi();
struct DeviceLossObserver {
virtual void deviceLost() = 0;
};
void registerDeviceLossObserver(DeviceLossObserver *observer);
private:
void ensureCreated();
ComPtr<ID3D11Device> m_device;
ComPtr<IDXGIFactory2> m_factory;
ComPtr<ID3D11DeviceContext1> m_context;
QAtomicInt m_ref;
QVector<DeviceLossObserver *> m_observers;
};
class QSGD3D11EnginePrivate : public QSGD3D11DeviceManager::DeviceLossObserver
{
public:
void initialize(WId w, const QSize &size, float dpr, int surfaceFormatSamples, bool alpha);
bool isInitialized() const { return initialized; }
void releaseResources();
void setWindowSize(const QSize &size, float dpr);
WId currentWindow() const { return window; }
QSize currentWindowSize() const { return windowSize; }
float currentWindowDpr() const { return windowDpr; }
uint currentWindowSamples() const { return windowSamples; }
void beginFrame();
void endFrame();
void beginLayer();
void endLayer();
void invalidateCachedFrameState();
void restoreFrameState(bool minimal = false);
uint genBuffer(UINT bindFlags);
void releaseBuffer(uint id);
void resetBuffer(uint id, const quint8 *data, int size);
void markBufferDirty(uint id, int offset, int size);
void queueViewport(const QRect &rect);
void queueScissor(const QRect &rect);
void queueSetRenderTarget(uint id);
void queueClearRenderTarget(const QColor &color);
void queueClearDepthStencil(float depthValue, quint8 stencilValue, QSGD3D11Engine::ClearFlags which);
void queueSetBlendFactor(const QVector4D &factor);
void queueSetStencilRef(quint32 ref);
void finalizePipeline(const QSGD3D11PipelineState &pipelineState);
void queueDraw(const QSGD3D11Engine::DrawParams ¶ms);
void present();
uint genTexture();
void createTexture(uint id, const QSize &size, QImage::Format format, QSGD3D11Engine::TextureCreateFlags flags);
void queueTextureResize(uint id, const QSize &size);
void queueTextureUpload(uint id, const QVector<QImage> &images, const QVector<QPoint> &dstPos,
QSGD3D11Engine::TextureUploadFlags flags);
void releaseTexture(uint id);
void useTexture(uint id);
uint genRenderTarget();
void createRenderTarget(uint id, const QSize &size, uint samples);
void releaseRenderTarget(uint id);
void useRenderTargetAsTexture(uint id);
uint activeRenderTarget() const { return currentRenderTarget; }
QImage executeAndWaitReadbackRenderTarget(uint id);
void simulateDeviceLoss();
void *getResource(QSGRendererInterface::Resource resource) const;
// the device is intentionally hidden here. all resources have to go
// through the engine and, unlike with GL, cannot just be created in random
// places due to the need for proper tracking, managing and releasing.
private:
void ensureDevice();
void setupDefaultRenderTargets();
void deviceLost() override;
DXGI_SAMPLE_DESC makeSampleDesc(DXGI_FORMAT format, uint samples);
using TextureAndRTV = QPair<ComPtr<ID3D11Texture2D>, ComPtr<ID3D11RenderTargetView>>;
using TextureAndDSV = QPair<ComPtr<ID3D11Texture2D>, ComPtr<ID3D11DepthStencilView>>;
TextureAndRTV createColorBuffer(const QSize &size, uint samples);
TextureAndDSV createDepthStencil(const QSize &size, uint samples);
void resolveMultisampledTarget(ID3D11Resource *msaa, ID3D11Resource *resolve) const;
ID3D11Buffer *createBuffer(int size, UINT usage);
typedef QVector<QPair<int, int> > DirtyList;
void addDirtyRange(DirtyList *dirty, int offset, int size, int bufferSize);
struct PersistentFrameData {
QSet<uint> pendingTextureUploads;
QSet<uint> pendingTextureMipMap;
QSet<uint> buffersUsedInDrawCallSet;
QSet<uint> buffersUsedInFrame;
struct PendingRelease {
enum Type {
TypeTexture,
TypeBuffer
};
Type type = TypeTexture;
uint id = 0;
PendingRelease(Type type, uint id) : type(type), id(id) { }
PendingRelease() { }
bool operator==(const PendingRelease &other) const { return type == other.type && id == other.id; }
};
QSet<PendingRelease> pendingReleases;
QSet<PendingRelease> outOfFramePendingReleases;
};
friend uint qHash(const PersistentFrameData::PendingRelease &pr, uint seed);
struct Buffer;
void ensureBuffer(Buffer *buf);
void updateBuffer(Buffer *buf);
void beginDrawCalls();
void beginFrameDraw();
void endDrawCalls(bool lastInFrame = false);
static const int MAX_SWAP_CHAIN_BUFFER_COUNT = 4;
static const int MAX_FRAME_IN_FLIGHT_COUNT = 4;
bool initialized = false;
bool inFrame = false;
WId window = 0;
QSize windowSize;
float windowDpr;
uint windowSamples;
bool windowAlpha;
int swapChainBufferCount;
int frameInFlightCount;
int waitableSwapChainMaxLatency;
ID3D11Device *device;
ID3D11DeviceContext1 *context;
ComPtr<IDXGISwapChain1> swapChain;
HANDLE swapEvent;
ComPtr<ID3D11Texture2D> backBufferRT;
ComPtr<ID3D11Texture2D> defaultRT;
ComPtr<ID3D11RenderTargetView> defaultRTV;
ComPtr<ID3D11Texture2D> defaultDS;
ComPtr<ID3D11DepthStencilView> defaultDSV;
/*
* We use a deferred context like this to queue up all
* actual draw commands and then do a batched resource upload
* at the end immediately before executing all queued up commands.
*/
ComPtr<ID3D11DeviceContext1> drawContext;
quint64 presentFrameIndex;
quint64 frameIndex;
PersistentFrameData pframeData[MAX_FRAME_IN_FLIGHT_COUNT];
int currentPFrameIndex;
int activeLayers = 0;
int currentLayerDepth = 0;
float blendFactor[4];
struct PSOCacheEntry {
ComPtr<ID3D11VertexShader> vs;
ComPtr<ID3D11PixelShader> ps;
ComPtr<ID3D11InputLayout> inputLayout;
ComPtr<ID3D11BlendState> blendState;
ComPtr<ID3D11RasterizerState> rasterizerState;
ComPtr<ID3D11DepthStencilState> depthStencilState;
UINT sampleMask;
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology;
};
QCache<QSGD3D11PipelineState, PSOCacheEntry> psoCache;
struct SamplerStateCacheEntry {
ComPtr<ID3D11SamplerState> samplerStates[QSGD3D11_MAX_TEXTURE_VIEWS];
};
QCache<QSGD3D11RootSignature, SamplerStateCacheEntry> samplerStateCache;
struct Texture {
enum Flag {
EntryInUse = 0x01,
Alpha = 0x02,
MipMap = 0x04
};
int flags = 0;
bool entryInUse() const { return flags & EntryInUse; }
bool alpha() const { return flags & Alpha; }
bool mipmap() const { return flags & MipMap; }
ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11ShaderResourceView> srv;
quint64 fenceValue = 0;
quint64 lastWaitFenceValue = 0;
struct StagingBuffer {
ComPtr<ID3D11Resource> buffer;
};
QVector<StagingBuffer> stagingBuffers;
QVector<ComPtr<ID3D11UnorderedAccessView>> mipUAVs;
};
QVector<Texture> textures;
struct TransientFrameData {
QSGGeometry::DrawingMode drawingMode;
uint currentIndexBuffer;
struct ActiveTexture {
enum Type {
TypeTexture,
TypeRenderTarget
};
Type type = TypeTexture;
uint id = 0;
ActiveTexture(Type type, uint id) : type(type), id(id) { }
ActiveTexture() { }
};
int activeTextureCount;
ActiveTexture activeTextures[QSGD3D11_MAX_TEXTURE_VIEWS];
int drawCount;
bool descHeapSet;
QRect viewport;
QRect scissor;
QVector4D blendFactor = QVector4D(1, 1, 1, 1);
quint32 stencilRef = 1;
QSGD3D11PipelineState pipelineState;
};
TransientFrameData tframeData;
struct MipMapGen {
bool initialize(QSGD3D11EnginePrivate *enginePriv);
void releaseResources();
void generate(const Texture &t);
QSGD3D11EnginePrivate *engine;
};
MipMapGen mipmapper;
struct RenderTarget {
enum Flag {
EntryInUse = 0x01,
NeedsReadBarrier = 0x02,
Multisample = 0x04
};
int flags = 0;
bool entryInUse() const { return flags & EntryInUse; }
ComPtr<ID3D11Texture2D> color;
ComPtr<ID3D11Texture2D> colorResolve;
ComPtr<ID3D11RenderTargetView> rtv;
ComPtr<ID3D11Texture2D> ds;
ComPtr<ID3D11DepthStencilView> dsv;
ComPtr<ID3D11ShaderResourceView> srv;
};
QVector<RenderTarget> renderTargets;
uint currentRenderTarget;
struct CPUBufferRef {
const quint8 *p = nullptr;
quint32 size = 0;
DirtyList dirty;
CPUBufferRef() { dirty.reserve(16); }
};
struct Buffer {
enum Flag {
EntryInUse = 0x01
};
int flags = 0;
bool entryInUse() const { return flags & EntryInUse; }
struct InFlightData {
ComPtr<ID3D11Buffer> buffer;
DirtyList dirty;
quint32 dataSize = 0;
quint32 resourceSize = 0;
InFlightData() { dirty.reserve(16); }
};
InFlightData d[MAX_FRAME_IN_FLIGHT_COUNT];
CPUBufferRef cpuDataRef;
UINT bindFlags;
};
QVector<Buffer> buffers;
struct DeviceLossTester {
bool initialize(QSGD3D11EnginePrivate *enginePriv);
void releaseResources();
void killDevice();
QSGD3D11EnginePrivate *engine;
ComPtr<ID3D11ComputeShader> computeShader;
};
DeviceLossTester devLossTest;
#ifndef Q_OS_WINRT
ComPtr<IDCompositionDevice> dcompDevice;
ComPtr<IDCompositionTarget> dcompTarget;
ComPtr<IDCompositionVisual> dcompVisual;
#endif
};
inline uint qHash(const QSGD3D11EnginePrivate::PersistentFrameData::PendingRelease &pr, uint seed = 0)
{
Q_UNUSED(seed);
return pr.id + pr.type;
}
QT_END_NAMESPACE
#endif