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blender-archive/intern/ghost/intern/GHOST_ContextD3D.cpp

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C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup GHOST
*
* For testing purposes, it can be useful to do some DirectX only drawing. A patch for this can be
* found here: https://developer.blender.org/P1284
*/
#include <iostream>
#include <string>
#include <GL/glew.h>
#include <GL/wglew.h>
#include "GHOST_ContextD3D.h"
#include "GHOST_ContextWGL.h" /* For shared drawing */
HMODULE GHOST_ContextD3D::s_d3d_lib = NULL;
PFN_D3D11_CREATE_DEVICE GHOST_ContextD3D::s_D3D11CreateDeviceFn = NULL;
GHOST_ContextD3D::GHOST_ContextD3D(bool stereoVisual, HWND hWnd)
: GHOST_Context(stereoVisual), m_hWnd(hWnd)
{
}
GHOST_ContextD3D::~GHOST_ContextD3D()
{
m_device->Release();
m_device_ctx->ClearState();
m_device_ctx->Release();
}
GHOST_TSuccess GHOST_ContextD3D::swapBuffers()
{
return GHOST_kSuccess;
}
GHOST_TSuccess GHOST_ContextD3D::activateDrawingContext()
{
return GHOST_kFailure;
}
GHOST_TSuccess GHOST_ContextD3D::releaseDrawingContext()
{
return GHOST_kFailure;
}
GHOST_TSuccess GHOST_ContextD3D::setupD3DLib()
{
if (s_d3d_lib == NULL) {
s_d3d_lib = LoadLibraryA("d3d11.dll");
WIN32_CHK(s_d3d_lib != NULL);
if (s_d3d_lib == NULL) {
fprintf(stderr, "LoadLibrary(\"d3d11.dll\") failed!\n");
return GHOST_kFailure;
}
}
if (s_D3D11CreateDeviceFn == NULL) {
s_D3D11CreateDeviceFn = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(s_d3d_lib,
"D3D11CreateDevice");
WIN32_CHK(s_D3D11CreateDeviceFn != NULL);
if (s_D3D11CreateDeviceFn == NULL) {
fprintf(stderr, "GetProcAddress(s_d3d_lib, \"D3D11CreateDevice\") failed!\n");
return GHOST_kFailure;
}
}
return GHOST_kSuccess;
}
GHOST_TSuccess GHOST_ContextD3D::initializeDrawingContext()
{
if (setupD3DLib() == GHOST_kFailure) {
return GHOST_kFailure;
}
HRESULT hres = s_D3D11CreateDeviceFn(
NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
/* For debugging you may want to pass D3D11_CREATE_DEVICE_DEBUG here, but that requires
* additional setup, see
* https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-layers#debug-layer.
*/
0,
NULL,
0,
D3D11_SDK_VERSION,
&m_device,
NULL,
&m_device_ctx);
WIN32_CHK(hres == S_OK);
return GHOST_kSuccess;
}
GHOST_TSuccess GHOST_ContextD3D::releaseNativeHandles()
{
return GHOST_kFailure;
}
class GHOST_SharedOpenGLResource {
struct SharedData {
HANDLE device;
GLuint fbo;
HANDLE render_buf{nullptr};
} m_shared;
public:
GHOST_SharedOpenGLResource(ID3D11Device *device,
ID3D11DeviceContext *device_ctx,
unsigned int width,
unsigned int height,
ID3D11RenderTargetView *render_target = nullptr)
: m_device(device), m_device_ctx(device_ctx), m_cur_width(width), m_cur_height(height)
{
ID3D11Resource *backbuffer_res;
if (!render_target) {
D3D11_TEXTURE2D_DESC texDesc{};
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc{};
ID3D11Texture2D *tex;
texDesc.Width = width;
texDesc.Height = height;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.ArraySize = 1;
texDesc.MipLevels = 1;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
device->CreateTexture2D(&texDesc, NULL, &tex);
if (!tex) {
/* If texture creation fails, we just return and leave the render target unset. So it needs
* to be NULL-checked before use. */
fprintf(stderr, "Error creating texture for shared DirectX-OpenGL resource\n");
return;
}
renderTargetViewDesc.Format = texDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
device->CreateRenderTargetView(tex, &renderTargetViewDesc, &render_target);
tex->Release();
}
m_render_target = render_target;
if (m_render_target) {
m_render_target->GetResource(&backbuffer_res);
}
if (backbuffer_res) {
backbuffer_res->QueryInterface<ID3D11Texture2D>(&m_render_target_tex);
backbuffer_res->Release();
}
if (!m_render_target || !m_render_target_tex) {
fprintf(stderr, "Error creating render target for shared DirectX-OpenGL resource\n");
return;
}
}
~GHOST_SharedOpenGLResource()
{
if (m_render_target_tex) {
m_render_target_tex->Release();
}
if (m_render_target) {
m_render_target->Release();
}
if (m_is_initialized) {
if (m_shared.render_buf) {
wglDXUnregisterObjectNV(m_shared.device, m_shared.render_buf);
}
if (m_shared.device) {
wglDXCloseDeviceNV(m_shared.device);
}
glDeleteFramebuffers(1, &m_shared.fbo);
glDeleteRenderbuffers(1, &m_gl_render_buf);
}
}
void reregisterSharedObject()
{
if (m_shared.render_buf) {
wglDXUnregisterObjectNV(m_shared.device, m_shared.render_buf);
}
if (!m_render_target_tex) {
return;
}
m_shared.render_buf = wglDXRegisterObjectNV(m_shared.device,
m_render_target_tex,
m_gl_render_buf,
GL_RENDERBUFFER,
WGL_ACCESS_READ_WRITE_NV);
if (!m_shared.render_buf) {
fprintf(stderr, "Error registering shared object using wglDXRegisterObjectNV()\n");
return;
}
}
GHOST_TSuccess initialize()
{
m_shared.device = wglDXOpenDeviceNV(m_device);
if (m_shared.device == NULL) {
fprintf(stderr, "Error opening shared device using wglDXOpenDeviceNV()\n");
return GHOST_kFailure;
}
/* Build the renderbuffer. */
glGenRenderbuffers(1, &m_gl_render_buf);
glBindRenderbuffer(GL_RENDERBUFFER, m_gl_render_buf);
reregisterSharedObject();
/* Build the framebuffer */
glGenFramebuffers(1, &m_shared.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_shared.fbo);
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_gl_render_buf);
m_is_initialized = true;
return GHOST_kSuccess;
}
void ensureUpdated(unsigned int width, unsigned int height)
{
if (m_is_initialized == false) {
initialize();
}
if ((m_cur_width != width) || (m_cur_height != height)) {
m_cur_width = width;
m_cur_height = height;
reregisterSharedObject();
}
}
GHOST_TSuccess blit(unsigned int width, unsigned int height)
{
GLint fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fbo);
if (!m_render_target || !m_render_target_tex) {
return GHOST_kFailure;
}
ensureUpdated(width, height);
#ifdef NDEBUG
const float clear_col[] = {0.8f, 0.5f, 1.0f, 1.0f};
m_device_ctx->ClearRenderTargetView(m_render_target, clear_col);
#endif
m_device_ctx->OMSetRenderTargets(1, &m_render_target, nullptr);
beginGLOnly();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_shared.fbo);
GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
fprintf(
stderr, "Error: Framebuffer for shared DirectX-OpenGL resource incomplete %u\n", err);
return GHOST_kFailure;
}
/* No glBlitNamedFramebuffer, gotta be 3.3 compatible. */
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
endGLOnly();
return GHOST_kSuccess;
}
ID3D11RenderTargetView *m_render_target{nullptr};
ID3D11Texture2D *m_render_target_tex{nullptr};
private:
void beginGLOnly()
{
wglDXLockObjectsNV(m_shared.device, 1, &m_shared.render_buf);
}
void endGLOnly()
{
wglDXUnlockObjectsNV(m_shared.device, 1, &m_shared.render_buf);
}
ID3D11Device *m_device;
ID3D11DeviceContext *m_device_ctx;
GLuint m_gl_render_buf;
unsigned int m_cur_width, m_cur_height;
bool m_is_initialized{false};
};
GHOST_SharedOpenGLResource *GHOST_ContextD3D::createSharedOpenGLResource(
unsigned int width, unsigned int height, ID3D11RenderTargetView *render_target)
{
if (!(WGL_NV_DX_interop && WGL_NV_DX_interop2)) {
fprintf(stderr,
"Error: Can't render OpenGL framebuffer using Direct3D. NV_DX_interop extension not "
"available.");
return nullptr;
}
GHOST_SharedOpenGLResource *shared_res = new GHOST_SharedOpenGLResource(
m_device, m_device_ctx, width, height, render_target);
return shared_res;
}
GHOST_SharedOpenGLResource *GHOST_ContextD3D::createSharedOpenGLResource(unsigned int width,
unsigned int height)
{
return createSharedOpenGLResource(width, height, nullptr);
}
void GHOST_ContextD3D::disposeSharedOpenGLResource(GHOST_SharedOpenGLResource *shared_res)
{
delete shared_res;
}
GHOST_TSuccess GHOST_ContextD3D::blitFromOpenGLContext(GHOST_SharedOpenGLResource *shared_res,
unsigned int width,
unsigned int height)
{
return shared_res->blit(width, height);
}
ID3D11Texture2D *GHOST_ContextD3D::getSharedTexture2D(GHOST_SharedOpenGLResource *shared_res)
{
return shared_res->m_render_target_tex;
}