Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.

Also switched the D3D11 and D3D12 renderers to use real NV12 textures for NV12 data.

The combination of these two changes allows us to implement 0-copy video decode and playback for D3D11 in testffmpeg without any access to the renderer internals.
This commit is contained in:
Sam Lantinga
2023-10-10 00:04:45 -07:00
parent a842446f62
commit 2bd478ae65
10 changed files with 336 additions and 265 deletions

View File

@@ -4186,6 +4186,19 @@ void *SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer)
return NULL;
}
IDXGIResource *SDL_GetTextureDXGIResource(SDL_Texture *texture)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, NULL);
renderer = texture->renderer;
if (renderer && renderer->GetTextureDXGIResource) {
return renderer->GetTextureDXGIResource(texture);
}
SDL_Unsupported();
return NULL;
}
static SDL_BlendMode SDL_GetShortBlendMode(SDL_BlendMode blendMode)
{
if (blendMode == SDL_BLENDMODE_NONE_FULL) {

View File

@@ -212,6 +212,8 @@ struct SDL_Renderer
void *(*GetMetalLayer)(SDL_Renderer *renderer);
void *(*GetMetalCommandEncoder)(SDL_Renderer *renderer);
IDXGIResource *(*GetTextureDXGIResource)(SDL_Texture *texture);
/* The current renderer info */
SDL_RendererInfo info;

View File

@@ -102,7 +102,6 @@ typedef struct
/* NV12 texture support */
SDL_bool nv12;
ID3D11Texture2D *mainTextureNV;
ID3D11ShaderResourceView *mainTextureResourceViewNV;
Uint8 *pixels;
@@ -187,6 +186,7 @@ static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0
#if defined(__WINRT__) && NTDDI_VERSION > NTDDI_WIN8
static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
#endif
static const GUID SDL_IID_IDXGIResource = { 0x035f3ab4, 0x482e, 0x4e50, { 0xb4, 0x1f, 0x8a, 0x7f, 0x8b, 0xd8, 0x96, 0x0b } };
static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
@@ -208,7 +208,7 @@ Uint32 D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
}
}
static DXGI_FORMAT SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
@@ -217,8 +217,26 @@ static DXGI_FORMAT SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12: /* For the Y texture */
case SDL_PIXELFORMAT_NV21: /* For the Y texture */
return DXGI_FORMAT_R8_UNORM;
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
return DXGI_FORMAT_NV12;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_XRGB8888:
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12: /* For the Y texture */
case SDL_PIXELFORMAT_NV21: /* For the Y texture */
return DXGI_FORMAT_R8_UNORM;
default:
return DXGI_FORMAT_UNKNOWN;
@@ -850,8 +868,7 @@ static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer *renderer)
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer);
HRESULT
D3D11_HandleDeviceLost(SDL_Renderer *renderer)
static HRESULT D3D11_HandleDeviceLost(SDL_Renderer *renderer)
{
HRESULT result = S_OK;
@@ -1055,7 +1072,7 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData;
HRESULT result;
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format);
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
@@ -1131,29 +1148,13 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
D3D11_TEXTURE2D_DESC nvTextureDesc = textureDesc;
textureData->nv12 = SDL_TRUE;
nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM;
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&nvTextureDesc,
NULL,
&textureData->mainTextureNV);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
#endif /* SDL_HAVE_YUV */
SDL_zero(resourceViewDesc);
resourceViewDesc.Format = textureDesc.Format;
resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format);
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resourceViewDesc.Texture2D.MostDetailedMip = 0;
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
@@ -1191,7 +1192,7 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTextureNV,
(ID3D11Resource *)textureData->mainTexture,
&nvResourceViewDesc,
&textureData->mainTextureResourceViewNV);
if (FAILED(result)) {
@@ -1239,7 +1240,6 @@ static void D3D11_DestroyTexture(SDL_Renderer *renderer,
SAFE_RELEASE(data->mainTextureResourceViewU);
SAFE_RELEASE(data->mainTextureV);
SAFE_RELEASE(data->mainTextureResourceViewV);
SAFE_RELEASE(data->mainTextureNV);
SAFE_RELEASE(data->mainTextureResourceViewNV);
SDL_free(data->pixels);
#endif
@@ -1286,6 +1286,11 @@ static int D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Tex
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
}
if (stagingTextureDesc.Format == DXGI_FORMAT_NV12) {
/* Copy the UV plane as well */
h += (h + 1) / 2;
}
src = (const Uint8 *)pixels;
dst = textureMemory.pData;
length = w * bpp;
@@ -1355,15 +1360,6 @@ static int D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
return -1;
}
}
if (textureData->nv12) {
/* Skip to the correct offset into the next texture */
srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch);
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2 * ((srcPitch + 1) / 2)) < 0) {
return -1;
}
}
#endif /* SDL_HAVE_YUV */
return 0;
}
@@ -1401,18 +1397,110 @@ static int D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
ID3D11Texture2D *stagingTexture;
const Uint8 *src;
Uint8 *dst;
int w, h, row;
UINT length;
HRESULT result;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_MAPPED_SUBRESOURCE textureMemory;
if (textureData == NULL) {
return SDL_SetError("Texture is not currently available");
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
return -1;
w = rect->w;
h = rect->h;
/* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
stagingTextureDesc.Width = w;
stagingTextureDesc.Height = h;
stagingTextureDesc.BindFlags = 0;
stagingTextureDesc.MiscFlags = 0;
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&stagingTextureDesc,
NULL,
&stagingTexture);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, UVplane, UVpitch) < 0) {
return -1;
/* Get a write-only pointer to data in the staging texture: */
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
D3D11_MAP_WRITE,
0,
&textureMemory);
if (FAILED(result)) {
SAFE_RELEASE(stagingTexture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
}
src = Yplane;
dst = textureMemory.pData;
length = w;
if (length == (UINT)Ypitch && length == textureMemory.RowPitch) {
SDL_memcpy(dst, src, (size_t)length * rect->h);
dst += length * rect->h;
} else {
if (length > (UINT)Ypitch) {
length = Ypitch;
}
if (length > textureMemory.RowPitch) {
length = textureMemory.RowPitch;
}
for (row = 0; row < h; ++row) {
SDL_memcpy(dst, src, length);
src += Ypitch;
dst += textureMemory.RowPitch;
}
}
/* Adjust dimensions for the UV plane */
w = ((w + 1) / 2) * 2;
h = ((h + 1) / 2);
src = UVplane;
length = w;
if (length == (UINT)UVpitch && length == textureMemory.RowPitch) {
SDL_memcpy(dst, src, (size_t)length * h);
} else {
if (length > (UINT)UVpitch) {
length = UVpitch;
}
if (length > textureMemory.RowPitch) {
length = textureMemory.RowPitch;
}
for (row = 0; row < h; ++row) {
SDL_memcpy(dst, src, length);
src += UVpitch;
dst += textureMemory.RowPitch;
}
}
/* Commit the pixel buffer's changes back to the staging texture: */
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0);
/* Copy the staging texture's contents back to the texture: */
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
(ID3D11Resource *)textureData->mainTexture,
0,
rect->x,
rect->y,
0,
(ID3D11Resource *)stagingTexture,
0,
NULL);
SAFE_RELEASE(stagingTexture);
return 0;
}
#endif
@@ -1548,6 +1636,26 @@ static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *textu
textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
static IDXGIResource *D3D11_GetTextureDXGIResource(SDL_Texture *texture)
{
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
IDXGIResource *resource = NULL;
HRESULT result;
if (textureData == NULL || textureData->mainTexture == NULL) {
SDL_SetError("Texture is not currently available");
return NULL;
}
result = ID3D11Texture2D_QueryInterface(textureData->mainTexture, &SDL_IID_IDXGIResource, (void **)&resource);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("GetTextureDXGIResource"), result);
return NULL;
}
return resource;
}
static int D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
@@ -2324,6 +2432,7 @@ SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->LockTexture = D3D11_LockTexture;
renderer->UnlockTexture = D3D11_UnlockTexture;
renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
renderer->GetTextureDXGIResource = D3D11_GetTextureDXGIResource;
renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->QueueSetViewport = D3D11_QueueSetViewport;
renderer->QueueSetDrawColor = D3D11_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */

View File

@@ -123,9 +123,7 @@ typedef struct
/* NV12 texture support */
SDL_bool nv12;
ID3D12Resource *mainTextureNV;
D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV;
D3D12_RESOURCE_STATES mainResourceStateNV;
SIZE_T mainSRVIndexNV;
Uint8 *pixels;
@@ -257,6 +255,7 @@ static const GUID SDL_IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, {
static const GUID SDL_IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
static const GUID SDL_IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
static const GUID SDL_IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
static const GUID SDL_IID_IDXGIResource = { 0x035f3ab4, 0x482e, 0x4e50, { 0xb4, 0x1f, 0x8a, 0x7f, 0x8b, 0xd8, 0x96, 0x0b } };
static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
static const GUID SDL_IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
static const GUID SDL_IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
@@ -284,7 +283,25 @@ Uint32 D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
}
}
static DXGI_FORMAT SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_XRGB8888:
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
return DXGI_FORMAT_R8_UNORM;
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
return DXGI_FORMAT_NV12;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
@@ -703,7 +720,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
HRESULT result = S_OK;
UINT creationFlags = 0;
int i, j, k, l;
SDL_bool createDebug = SDL_FALSE;
SDL_bool createDebug;
D3D12_COMMAND_QUEUE_DESC queueDesc;
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc;
@@ -1417,7 +1434,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
D3D12_TextureData *textureData;
HRESULT result;
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format);
D3D12_RESOURCE_DESC textureDesc;
D3D12_HEAP_PROPERTIES heapProps;
D3D12_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
@@ -1508,34 +1525,13 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
D3D12_RESOURCE_DESC nvTextureDesc = textureDesc;
textureData->nv12 = SDL_TRUE;
nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM;
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&nvTextureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureNV);
textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D"), result);
}
}
#endif /* SDL_HAVE_YUV */
SDL_zero(resourceViewDesc);
resourceViewDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
resourceViewDesc.Format = textureDesc.Format;
resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format);
resourceViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
resourceViewDesc.Texture2D.MostDetailedMip = 0;
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer);
@@ -1569,12 +1565,13 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
D3D12_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc;
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
nvResourceViewDesc.Texture2D.PlaneSlice = 1;
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV);
textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTextureNV,
textureData->mainTexture,
&nvResourceViewDesc,
textureData->mainTextureResourceViewNV);
}
@@ -1623,8 +1620,7 @@ static void D3D12_DestroyTexture(SDL_Renderer *renderer,
D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexU);
D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexV);
}
SAFE_RELEASE(textureData->mainTextureNV);
if (textureData->yuv) {
if (textureData->nv12) {
D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexNV);
}
SDL_free(textureData->pixels);
@@ -1633,22 +1629,22 @@ static void D3D12_DestroyTexture(SDL_Renderer *renderer,
texture->driverdata = NULL;
}
static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Resource *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch, D3D12_RESOURCE_STATES *resourceState)
static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Resource *texture, int plane, int x, int y, int w, int h, const void *pixels, int pitch, D3D12_RESOURCE_STATES *resourceState)
{
const Uint8 *src;
Uint8 *dst;
int row;
UINT length;
HRESULT result;
D3D12_RESOURCE_DESC textureDesc;
D3D12_RESOURCE_DESC uploadDesc;
D3D12_HEAP_PROPERTIES heapProps;
D3D12_SUBRESOURCE_FOOTPRINT pitchedDesc;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedTextureDesc;
D3D12_TEXTURE_COPY_LOCATION srcLocation;
D3D12_TEXTURE_COPY_LOCATION dstLocation;
BYTE *textureMemory;
ID3D12Resource *uploadBuffer;
UINT row, NumRows, RowPitch;
UINT64 RowLength;
/* Create an upload buffer, which will be used to write to the main texture. */
SDL_zero(textureDesc);
@@ -1671,13 +1667,14 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res
/* Figure out how much we need to allocate for the upload buffer */
D3D_CALL(rendererData->d3dDevice, GetCopyableFootprints,
&textureDesc,
0,
plane,
1,
0,
NULL,
NULL,
NULL,
&placedTextureDesc,
&NumRows,
&RowLength,
&uploadDesc.Width);
RowPitch = placedTextureDesc.Footprint.RowPitch;
SDL_zero(heapProps);
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
@@ -1708,33 +1705,22 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result);
}
SDL_zero(pitchedDesc);
pitchedDesc.Format = textureDesc.Format;
pitchedDesc.Width = w;
pitchedDesc.Height = h;
pitchedDesc.Depth = 1;
pitchedDesc.RowPitch = D3D12_Align(w * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
SDL_zero(placedTextureDesc);
placedTextureDesc.Offset = 0;
placedTextureDesc.Footprint = pitchedDesc;
src = (const Uint8 *)pixels;
dst = textureMemory;
length = w * bpp;
if (length == (UINT)pitch && length == pitchedDesc.RowPitch) {
SDL_memcpy(dst, src, (size_t)length * h);
length = RowLength;
if (length == (UINT)pitch && length == RowPitch) {
SDL_memcpy(dst, src, (size_t)length * NumRows);
} else {
if (length > (UINT)pitch) {
length = pitch;
}
if (length > pitchedDesc.RowPitch) {
length = pitchedDesc.RowPitch;
if (length > RowPitch) {
length = RowPitch;
}
for (row = 0; row < h; ++row) {
for (row = NumRows; row--; ) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += pitchedDesc.RowPitch;
dst += RowPitch;
}
}
@@ -1748,7 +1734,7 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res
SDL_zero(dstLocation);
dstLocation.pResource = texture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
dstLocation.SubresourceIndex = plane;
SDL_zero(srcLocation);
srcLocation.pResource = rendererData->uploadBuffers[rendererData->currentUploadBuffer];
@@ -1787,7 +1773,7 @@ static int D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
return SDL_SetError("Texture is not currently available");
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState) < 0) {
return -1;
}
#if SDL_HAVE_YUV
@@ -1795,13 +1781,13 @@ static int D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
/* Skip to the correct offset into the next texture */
srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch);
if (D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateV : &textureData->mainResourceStateU) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateV : &textureData->mainResourceStateU) < 0) {
return -1;
}
/* Skip to the correct offset into the next texture */
srcPixels = (const void *)((const Uint8 *)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2));
if (D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateU : &textureData->mainResourceStateV) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2, texture->format == SDL_PIXELFORMAT_YV12 ? &textureData->mainResourceStateU : &textureData->mainResourceStateV) < 0) {
return -1;
}
}
@@ -1810,7 +1796,7 @@ static int D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
/* Skip to the correct offset into the next texture */
srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch);
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2 * ((srcPitch + 1) / 2), &textureData->mainResourceStateNV) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch, &textureData->mainResourceState) < 0) {
return -1;
}
}
@@ -1832,13 +1818,13 @@ static int D3D12_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
return SDL_SetError("Texture is not currently available");
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState) < 0) {
return -1;
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch, &textureData->mainResourceStateU) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureU, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch, &textureData->mainResourceStateU) < 0) {
return -1;
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV) < 0) {
return -1;
}
return 0;
@@ -1856,11 +1842,11 @@ static int D3D12_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
return SDL_SetError("Texture is not currently available");
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState) < 0) {
return -1;
}
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, UVplane, UVpitch, &textureData->mainResourceStateNV) < 0) {
if (D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, UVplane, UVpitch, &textureData->mainResourceState) < 0) {
return -1;
}
return 0;
@@ -2078,6 +2064,25 @@ static void D3D12_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *textu
textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR;
}
static IDXGIResource *D3D12_GetTextureDXGIResource(SDL_Texture *texture)
{
D3D12_TextureData *textureData = (D3D12_TextureData *)texture->driverdata;
IDXGIResource *resource = NULL;
HRESULT result;
if (textureData == NULL || textureData->mainTexture == NULL) {
SDL_SetError("Texture is not currently available");
return NULL;
}
result = D3D_CALL(textureData->mainTexture, QueryInterface, D3D_GUID(SDL_IID_IDXGIResource), (void **)&resource);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("GetTextureDXGIResource"), result);
return NULL;
}
return resource;
}
static int D3D12_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
@@ -2550,8 +2555,6 @@ static int D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
/* Make sure each texture is in the correct state to be accessed by the pixel shader. */
D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
D3D12_TransitionResource(rendererData, textureData->mainTextureNV, textureData->mainResourceStateNV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
return D3D12_SetDrawState(renderer, cmd, shader, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources,
textureSampler, matrix);
@@ -2979,6 +2982,7 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->LockTexture = D3D12_LockTexture;
renderer->UnlockTexture = D3D12_UnlockTexture;
renderer->SetTextureScaleMode = D3D12_SetTextureScaleMode;
renderer->GetTextureDXGIResource = D3D12_GetTextureDXGIResource;
renderer->SetRenderTarget = D3D12_SetRenderTarget;
renderer->QueueSetViewport = D3D12_QueueSetViewport;
renderer->QueueSetDrawColor = D3D12_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */