directx_renderer.rs

   1use std::{
   2    mem::ManuallyDrop,
   3    sync::{Arc, OnceLock},
   4};
   5
   6use ::util::ResultExt;
   7use anyhow::{Context, Result};
   8use windows::{
   9    Win32::{
  10        Foundation::HWND,
  11        Graphics::{
  12            Direct3D::*,
  13            Direct3D11::*,
  14            DirectComposition::*,
  15            DirectWrite::*,
  16            Dxgi::{Common::*, *},
  17        },
  18    },
  19    core::Interface,
  20};
  21
  22use crate::{
  23    platform::windows::directx_renderer::shader_resources::{
  24        RawShaderBytes, ShaderModule, ShaderTarget,
  25    },
  26    *,
  27};
  28
  29pub(crate) const DISABLE_DIRECT_COMPOSITION: &str = "GPUI_DISABLE_DIRECT_COMPOSITION";
  30const RENDER_TARGET_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM;
  31// This configuration is used for MSAA rendering on paths only, and it's guaranteed to be supported by DirectX 11.
  32const PATH_MULTISAMPLE_COUNT: u32 = 4;
  33
  34pub(crate) struct FontInfo {
  35    pub gamma_ratios: [f32; 4],
  36    pub grayscale_enhanced_contrast: f32,
  37}
  38
  39pub(crate) struct DirectXRenderer {
  40    hwnd: HWND,
  41    atlas: Arc<DirectXAtlas>,
  42    devices: ManuallyDrop<DirectXRendererDevices>,
  43    resources: ManuallyDrop<DirectXResources>,
  44    globals: DirectXGlobalElements,
  45    pipelines: DirectXRenderPipelines,
  46    direct_composition: Option<DirectComposition>,
  47    font_info: &'static FontInfo,
  48}
  49
  50/// Direct3D objects
  51#[derive(Clone)]
  52pub(crate) struct DirectXRendererDevices {
  53    pub(crate) adapter: IDXGIAdapter1,
  54    pub(crate) dxgi_factory: IDXGIFactory6,
  55    pub(crate) device: ID3D11Device,
  56    pub(crate) device_context: ID3D11DeviceContext,
  57    dxgi_device: Option<IDXGIDevice>,
  58}
  59
  60struct DirectXResources {
  61    // Direct3D rendering objects
  62    swap_chain: IDXGISwapChain1,
  63    render_target: ManuallyDrop<ID3D11Texture2D>,
  64    render_target_view: [Option<ID3D11RenderTargetView>; 1],
  65
  66    // Path intermediate textures (with MSAA)
  67    path_intermediate_texture: ID3D11Texture2D,
  68    path_intermediate_srv: [Option<ID3D11ShaderResourceView>; 1],
  69    path_intermediate_msaa_texture: ID3D11Texture2D,
  70    path_intermediate_msaa_view: [Option<ID3D11RenderTargetView>; 1],
  71
  72    // Cached window size and viewport
  73    width: u32,
  74    height: u32,
  75    viewport: [D3D11_VIEWPORT; 1],
  76}
  77
  78struct DirectXRenderPipelines {
  79    shadow_pipeline: PipelineState<Shadow>,
  80    quad_pipeline: PipelineState<Quad>,
  81    path_rasterization_pipeline: PipelineState<PathRasterizationSprite>,
  82    path_sprite_pipeline: PipelineState<PathSprite>,
  83    underline_pipeline: PipelineState<Underline>,
  84    mono_sprites: PipelineState<MonochromeSprite>,
  85    poly_sprites: PipelineState<PolychromeSprite>,
  86}
  87
  88struct DirectXGlobalElements {
  89    global_params_buffer: [Option<ID3D11Buffer>; 1],
  90    sampler: [Option<ID3D11SamplerState>; 1],
  91}
  92
  93struct DirectComposition {
  94    comp_device: IDCompositionDevice,
  95    comp_target: IDCompositionTarget,
  96    comp_visual: IDCompositionVisual,
  97}
  98
  99impl DirectXRendererDevices {
 100    pub(crate) fn new(
 101        directx_devices: &DirectXDevices,
 102        disable_direct_composition: bool,
 103    ) -> Result<ManuallyDrop<Self>> {
 104        let DirectXDevices {
 105            adapter,
 106            dxgi_factory,
 107            device,
 108            device_context,
 109        } = directx_devices;
 110        let dxgi_device = if disable_direct_composition {
 111            None
 112        } else {
 113            Some(device.cast().context("Creating DXGI device")?)
 114        };
 115
 116        Ok(ManuallyDrop::new(Self {
 117            adapter: adapter.clone(),
 118            dxgi_factory: dxgi_factory.clone(),
 119            device: device.clone(),
 120            device_context: device_context.clone(),
 121            dxgi_device,
 122        }))
 123    }
 124}
 125
 126impl DirectXRenderer {
 127    pub(crate) fn new(
 128        hwnd: HWND,
 129        directx_devices: &DirectXDevices,
 130        disable_direct_composition: bool,
 131    ) -> Result<Self> {
 132        if disable_direct_composition {
 133            log::info!("Direct Composition is disabled.");
 134        }
 135
 136        let devices = DirectXRendererDevices::new(directx_devices, disable_direct_composition)
 137            .context("Creating DirectX devices")?;
 138        let atlas = Arc::new(DirectXAtlas::new(&devices.device, &devices.device_context));
 139
 140        let resources = DirectXResources::new(&devices, 1, 1, hwnd, disable_direct_composition)
 141            .context("Creating DirectX resources")?;
 142        let globals = DirectXGlobalElements::new(&devices.device)
 143            .context("Creating DirectX global elements")?;
 144        let pipelines = DirectXRenderPipelines::new(&devices.device)
 145            .context("Creating DirectX render pipelines")?;
 146
 147        let direct_composition = if disable_direct_composition {
 148            None
 149        } else {
 150            let composition = DirectComposition::new(devices.dxgi_device.as_ref().unwrap(), hwnd)
 151                .context("Creating DirectComposition")?;
 152            composition
 153                .set_swap_chain(&resources.swap_chain)
 154                .context("Setting swap chain for DirectComposition")?;
 155            Some(composition)
 156        };
 157
 158        Ok(DirectXRenderer {
 159            hwnd,
 160            atlas,
 161            devices,
 162            resources,
 163            globals,
 164            pipelines,
 165            direct_composition,
 166            font_info: Self::get_font_info(),
 167        })
 168    }
 169
 170    pub(crate) fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> {
 171        self.atlas.clone()
 172    }
 173
 174    fn pre_draw(&self) -> Result<()> {
 175        update_buffer(
 176            &self.devices.device_context,
 177            self.globals.global_params_buffer[0].as_ref().unwrap(),
 178            &[GlobalParams {
 179                gamma_ratios: self.font_info.gamma_ratios,
 180                viewport_size: [
 181                    self.resources.viewport[0].Width,
 182                    self.resources.viewport[0].Height,
 183                ],
 184                grayscale_enhanced_contrast: self.font_info.grayscale_enhanced_contrast,
 185                _pad: 0,
 186            }],
 187        )?;
 188        unsafe {
 189            self.devices.device_context.ClearRenderTargetView(
 190                self.resources.render_target_view[0].as_ref().unwrap(),
 191                &[0.0; 4],
 192            );
 193            self.devices
 194                .device_context
 195                .OMSetRenderTargets(Some(&self.resources.render_target_view), None);
 196            self.devices
 197                .device_context
 198                .RSSetViewports(Some(&self.resources.viewport));
 199        }
 200        Ok(())
 201    }
 202
 203    #[inline]
 204    fn present(&mut self) -> Result<()> {
 205        let result = unsafe { self.resources.swap_chain.Present(0, DXGI_PRESENT(0)) };
 206        result.ok().context("Presenting swap chain failed")
 207    }
 208
 209    pub(crate) fn handle_device_lost(&mut self, directx_devices: &DirectXDevices) {
 210        try_to_recover_from_device_lost(
 211            || {
 212                self.handle_device_lost_impl(directx_devices)
 213                    .context("DirectXRenderer handling device lost")
 214            },
 215            |_| {},
 216            || {
 217                log::error!(
 218                    "DirectXRenderer failed to recover from device lost after multiple attempts"
 219                );
 220                // Do something here?
 221                // At this point, the device loss is considered unrecoverable.
 222            },
 223        );
 224    }
 225
 226    fn handle_device_lost_impl(&mut self, directx_devices: &DirectXDevices) -> Result<()> {
 227        let disable_direct_composition = self.direct_composition.is_none();
 228
 229        unsafe {
 230            #[cfg(debug_assertions)]
 231            report_live_objects(&self.devices.device)
 232                .context("Failed to report live objects after device lost")
 233                .log_err();
 234
 235            ManuallyDrop::drop(&mut self.resources);
 236            self.devices.device_context.OMSetRenderTargets(None, None);
 237            self.devices.device_context.ClearState();
 238            self.devices.device_context.Flush();
 239
 240            #[cfg(debug_assertions)]
 241            report_live_objects(&self.devices.device)
 242                .context("Failed to report live objects after device lost")
 243                .log_err();
 244
 245            drop(self.direct_composition.take());
 246            ManuallyDrop::drop(&mut self.devices);
 247        }
 248
 249        let devices = DirectXRendererDevices::new(directx_devices, disable_direct_composition)
 250            .context("Recreating DirectX devices")?;
 251        let resources = DirectXResources::new(
 252            &devices,
 253            self.resources.width,
 254            self.resources.height,
 255            self.hwnd,
 256            disable_direct_composition,
 257        )?;
 258        let globals = DirectXGlobalElements::new(&devices.device)?;
 259        let pipelines = DirectXRenderPipelines::new(&devices.device)?;
 260
 261        let direct_composition = if disable_direct_composition {
 262            None
 263        } else {
 264            let composition =
 265                DirectComposition::new(devices.dxgi_device.as_ref().unwrap(), self.hwnd)?;
 266            composition.set_swap_chain(&resources.swap_chain)?;
 267            Some(composition)
 268        };
 269
 270        self.atlas
 271            .handle_device_lost(&devices.device, &devices.device_context);
 272        self.devices = devices;
 273        self.resources = resources;
 274        self.globals = globals;
 275        self.pipelines = pipelines;
 276        self.direct_composition = direct_composition;
 277
 278        unsafe {
 279            self.devices
 280                .device_context
 281                .OMSetRenderTargets(Some(&self.resources.render_target_view), None);
 282        }
 283        Ok(())
 284    }
 285
 286    pub(crate) fn draw(&mut self, scene: &Scene) -> Result<()> {
 287        self.pre_draw()?;
 288        for batch in scene.batches() {
 289            match batch {
 290                PrimitiveBatch::Shadows(shadows) => self.draw_shadows(shadows),
 291                PrimitiveBatch::Quads(quads) => self.draw_quads(quads),
 292                PrimitiveBatch::Paths(paths) => {
 293                    self.draw_paths_to_intermediate(paths)?;
 294                    self.draw_paths_from_intermediate(paths)
 295                }
 296                PrimitiveBatch::Underlines(underlines) => self.draw_underlines(underlines),
 297                PrimitiveBatch::MonochromeSprites {
 298                    texture_id,
 299                    sprites,
 300                } => self.draw_monochrome_sprites(texture_id, sprites),
 301                PrimitiveBatch::PolychromeSprites {
 302                    texture_id,
 303                    sprites,
 304                } => self.draw_polychrome_sprites(texture_id, sprites),
 305                PrimitiveBatch::Surfaces(surfaces) => self.draw_surfaces(surfaces),
 306            }.context(format!("scene too large: {} paths, {} shadows, {} quads, {} underlines, {} mono, {} poly, {} surfaces",
 307                    scene.paths.len(),
 308                    scene.shadows.len(),
 309                    scene.quads.len(),
 310                    scene.underlines.len(),
 311                    scene.monochrome_sprites.len(),
 312                    scene.polychrome_sprites.len(),
 313                    scene.surfaces.len(),))?;
 314        }
 315        self.present()
 316    }
 317
 318    pub(crate) fn resize(&mut self, new_size: Size<DevicePixels>) -> Result<()> {
 319        let width = new_size.width.0.max(1) as u32;
 320        let height = new_size.height.0.max(1) as u32;
 321        if self.resources.width == width && self.resources.height == height {
 322            return Ok(());
 323        }
 324        self.resources.width = width;
 325        self.resources.height = height;
 326
 327        // Clear the render target before resizing
 328        unsafe { self.devices.device_context.OMSetRenderTargets(None, None) };
 329        unsafe { ManuallyDrop::drop(&mut self.resources.render_target) };
 330        drop(self.resources.render_target_view[0].take());
 331
 332        // Resizing the swap chain requires a call to the underlying DXGI adapter, which can return the device removed error.
 333        // The app might have moved to a monitor that's attached to a different graphics device.
 334        // When a graphics device is removed or reset, the desktop resolution often changes, resulting in a window size change.
 335        // But here we just return the error, because we are handling device lost scenarios elsewhere.
 336        unsafe {
 337            self.resources
 338                .swap_chain
 339                .ResizeBuffers(
 340                    BUFFER_COUNT as u32,
 341                    width,
 342                    height,
 343                    RENDER_TARGET_FORMAT,
 344                    DXGI_SWAP_CHAIN_FLAG(0),
 345                )
 346                .context("Failed to resize swap chain")?;
 347        }
 348
 349        self.resources
 350            .recreate_resources(&self.devices, width, height)?;
 351        unsafe {
 352            self.devices
 353                .device_context
 354                .OMSetRenderTargets(Some(&self.resources.render_target_view), None);
 355        }
 356
 357        Ok(())
 358    }
 359
 360    fn draw_shadows(&mut self, shadows: &[Shadow]) -> Result<()> {
 361        if shadows.is_empty() {
 362            return Ok(());
 363        }
 364        self.pipelines.shadow_pipeline.update_buffer(
 365            &self.devices.device,
 366            &self.devices.device_context,
 367            shadows,
 368        )?;
 369        self.pipelines.shadow_pipeline.draw(
 370            &self.devices.device_context,
 371            &self.resources.viewport,
 372            &self.globals.global_params_buffer,
 373            D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
 374            4,
 375            shadows.len() as u32,
 376        )
 377    }
 378
 379    fn draw_quads(&mut self, quads: &[Quad]) -> Result<()> {
 380        if quads.is_empty() {
 381            return Ok(());
 382        }
 383        self.pipelines.quad_pipeline.update_buffer(
 384            &self.devices.device,
 385            &self.devices.device_context,
 386            quads,
 387        )?;
 388        self.pipelines.quad_pipeline.draw(
 389            &self.devices.device_context,
 390            &self.resources.viewport,
 391            &self.globals.global_params_buffer,
 392            D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
 393            4,
 394            quads.len() as u32,
 395        )
 396    }
 397
 398    fn draw_paths_to_intermediate(&mut self, paths: &[Path<ScaledPixels>]) -> Result<()> {
 399        if paths.is_empty() {
 400            return Ok(());
 401        }
 402
 403        // Clear intermediate MSAA texture
 404        unsafe {
 405            self.devices.device_context.ClearRenderTargetView(
 406                self.resources.path_intermediate_msaa_view[0]
 407                    .as_ref()
 408                    .unwrap(),
 409                &[0.0; 4],
 410            );
 411            // Set intermediate MSAA texture as render target
 412            self.devices
 413                .device_context
 414                .OMSetRenderTargets(Some(&self.resources.path_intermediate_msaa_view), None);
 415        }
 416
 417        // Collect all vertices and sprites for a single draw call
 418        let mut vertices = Vec::new();
 419
 420        for path in paths {
 421            vertices.extend(path.vertices.iter().map(|v| PathRasterizationSprite {
 422                xy_position: v.xy_position,
 423                st_position: v.st_position,
 424                color: path.color,
 425                bounds: path.clipped_bounds(),
 426            }));
 427        }
 428
 429        self.pipelines.path_rasterization_pipeline.update_buffer(
 430            &self.devices.device,
 431            &self.devices.device_context,
 432            &vertices,
 433        )?;
 434        self.pipelines.path_rasterization_pipeline.draw(
 435            &self.devices.device_context,
 436            &self.resources.viewport,
 437            &self.globals.global_params_buffer,
 438            D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
 439            vertices.len() as u32,
 440            1,
 441        )?;
 442
 443        // Resolve MSAA to non-MSAA intermediate texture
 444        unsafe {
 445            self.devices.device_context.ResolveSubresource(
 446                &self.resources.path_intermediate_texture,
 447                0,
 448                &self.resources.path_intermediate_msaa_texture,
 449                0,
 450                RENDER_TARGET_FORMAT,
 451            );
 452            // Restore main render target
 453            self.devices
 454                .device_context
 455                .OMSetRenderTargets(Some(&self.resources.render_target_view), None);
 456        }
 457
 458        Ok(())
 459    }
 460
 461    fn draw_paths_from_intermediate(&mut self, paths: &[Path<ScaledPixels>]) -> Result<()> {
 462        let Some(first_path) = paths.first() else {
 463            return Ok(());
 464        };
 465
 466        // When copying paths from the intermediate texture to the drawable,
 467        // each pixel must only be copied once, in case of transparent paths.
 468        //
 469        // If all paths have the same draw order, then their bounds are all
 470        // disjoint, so we can copy each path's bounds individually. If this
 471        // batch combines different draw orders, we perform a single copy
 472        // for a minimal spanning rect.
 473        let sprites = if paths.last().unwrap().order == first_path.order {
 474            paths
 475                .iter()
 476                .map(|path| PathSprite {
 477                    bounds: path.clipped_bounds(),
 478                })
 479                .collect::<Vec<_>>()
 480        } else {
 481            let mut bounds = first_path.clipped_bounds();
 482            for path in paths.iter().skip(1) {
 483                bounds = bounds.union(&path.clipped_bounds());
 484            }
 485            vec![PathSprite { bounds }]
 486        };
 487
 488        self.pipelines.path_sprite_pipeline.update_buffer(
 489            &self.devices.device,
 490            &self.devices.device_context,
 491            &sprites,
 492        )?;
 493
 494        // Draw the sprites with the path texture
 495        self.pipelines.path_sprite_pipeline.draw_with_texture(
 496            &self.devices.device_context,
 497            &self.resources.path_intermediate_srv,
 498            &self.resources.viewport,
 499            &self.globals.global_params_buffer,
 500            &self.globals.sampler,
 501            sprites.len() as u32,
 502        )
 503    }
 504
 505    fn draw_underlines(&mut self, underlines: &[Underline]) -> Result<()> {
 506        if underlines.is_empty() {
 507            return Ok(());
 508        }
 509        self.pipelines.underline_pipeline.update_buffer(
 510            &self.devices.device,
 511            &self.devices.device_context,
 512            underlines,
 513        )?;
 514        self.pipelines.underline_pipeline.draw(
 515            &self.devices.device_context,
 516            &self.resources.viewport,
 517            &self.globals.global_params_buffer,
 518            D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
 519            4,
 520            underlines.len() as u32,
 521        )
 522    }
 523
 524    fn draw_monochrome_sprites(
 525        &mut self,
 526        texture_id: AtlasTextureId,
 527        sprites: &[MonochromeSprite],
 528    ) -> Result<()> {
 529        if sprites.is_empty() {
 530            return Ok(());
 531        }
 532        self.pipelines.mono_sprites.update_buffer(
 533            &self.devices.device,
 534            &self.devices.device_context,
 535            sprites,
 536        )?;
 537        let texture_view = self.atlas.get_texture_view(texture_id);
 538        self.pipelines.mono_sprites.draw_with_texture(
 539            &self.devices.device_context,
 540            &texture_view,
 541            &self.resources.viewport,
 542            &self.globals.global_params_buffer,
 543            &self.globals.sampler,
 544            sprites.len() as u32,
 545        )
 546    }
 547
 548    fn draw_polychrome_sprites(
 549        &mut self,
 550        texture_id: AtlasTextureId,
 551        sprites: &[PolychromeSprite],
 552    ) -> Result<()> {
 553        if sprites.is_empty() {
 554            return Ok(());
 555        }
 556        self.pipelines.poly_sprites.update_buffer(
 557            &self.devices.device,
 558            &self.devices.device_context,
 559            sprites,
 560        )?;
 561        let texture_view = self.atlas.get_texture_view(texture_id);
 562        self.pipelines.poly_sprites.draw_with_texture(
 563            &self.devices.device_context,
 564            &texture_view,
 565            &self.resources.viewport,
 566            &self.globals.global_params_buffer,
 567            &self.globals.sampler,
 568            sprites.len() as u32,
 569        )
 570    }
 571
 572    fn draw_surfaces(&mut self, surfaces: &[PaintSurface]) -> Result<()> {
 573        if surfaces.is_empty() {
 574            return Ok(());
 575        }
 576        Ok(())
 577    }
 578
 579    pub(crate) fn gpu_specs(&self) -> Result<GpuSpecs> {
 580        let desc = unsafe { self.devices.adapter.GetDesc1() }?;
 581        let is_software_emulated = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE.0 as u32) != 0;
 582        let device_name = String::from_utf16_lossy(&desc.Description)
 583            .trim_matches(char::from(0))
 584            .to_string();
 585        let driver_name = match desc.VendorId {
 586            0x10DE => "NVIDIA Corporation".to_string(),
 587            0x1002 => "AMD Corporation".to_string(),
 588            0x8086 => "Intel Corporation".to_string(),
 589            id => format!("Unknown Vendor (ID: {:#X})", id),
 590        };
 591        let driver_version = match desc.VendorId {
 592            0x10DE => nvidia::get_driver_version(),
 593            0x1002 => amd::get_driver_version(),
 594            // For Intel and other vendors, we use the DXGI API to get the driver version.
 595            _ => dxgi::get_driver_version(&self.devices.adapter),
 596        }
 597        .context("Failed to get gpu driver info")
 598        .log_err()
 599        .unwrap_or("Unknown Driver".to_string());
 600        Ok(GpuSpecs {
 601            is_software_emulated,
 602            device_name,
 603            driver_name,
 604            driver_info: driver_version,
 605        })
 606    }
 607
 608    pub(crate) fn get_font_info() -> &'static FontInfo {
 609        static CACHED_FONT_INFO: OnceLock<FontInfo> = OnceLock::new();
 610        CACHED_FONT_INFO.get_or_init(|| unsafe {
 611            let factory: IDWriteFactory5 = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED).unwrap();
 612            let render_params: IDWriteRenderingParams1 =
 613                factory.CreateRenderingParams().unwrap().cast().unwrap();
 614            FontInfo {
 615                gamma_ratios: get_gamma_correction_ratios(render_params.GetGamma()),
 616                grayscale_enhanced_contrast: render_params.GetGrayscaleEnhancedContrast(),
 617            }
 618        })
 619    }
 620}
 621
 622impl DirectXResources {
 623    pub fn new(
 624        devices: &DirectXRendererDevices,
 625        width: u32,
 626        height: u32,
 627        hwnd: HWND,
 628        disable_direct_composition: bool,
 629    ) -> Result<ManuallyDrop<Self>> {
 630        let swap_chain = if disable_direct_composition {
 631            create_swap_chain(&devices.dxgi_factory, &devices.device, hwnd, width, height)?
 632        } else {
 633            create_swap_chain_for_composition(
 634                &devices.dxgi_factory,
 635                &devices.device,
 636                width,
 637                height,
 638            )?
 639        };
 640
 641        let (
 642            render_target,
 643            render_target_view,
 644            path_intermediate_texture,
 645            path_intermediate_srv,
 646            path_intermediate_msaa_texture,
 647            path_intermediate_msaa_view,
 648            viewport,
 649        ) = create_resources(devices, &swap_chain, width, height)?;
 650        set_rasterizer_state(&devices.device, &devices.device_context)?;
 651
 652        Ok(ManuallyDrop::new(Self {
 653            swap_chain,
 654            render_target,
 655            render_target_view,
 656            path_intermediate_texture,
 657            path_intermediate_msaa_texture,
 658            path_intermediate_msaa_view,
 659            path_intermediate_srv,
 660            viewport,
 661            width,
 662            height,
 663        }))
 664    }
 665
 666    #[inline]
 667    fn recreate_resources(
 668        &mut self,
 669        devices: &DirectXRendererDevices,
 670        width: u32,
 671        height: u32,
 672    ) -> Result<()> {
 673        let (
 674            render_target,
 675            render_target_view,
 676            path_intermediate_texture,
 677            path_intermediate_srv,
 678            path_intermediate_msaa_texture,
 679            path_intermediate_msaa_view,
 680            viewport,
 681        ) = create_resources(devices, &self.swap_chain, width, height)?;
 682        self.render_target = render_target;
 683        self.render_target_view = render_target_view;
 684        self.path_intermediate_texture = path_intermediate_texture;
 685        self.path_intermediate_msaa_texture = path_intermediate_msaa_texture;
 686        self.path_intermediate_msaa_view = path_intermediate_msaa_view;
 687        self.path_intermediate_srv = path_intermediate_srv;
 688        self.viewport = viewport;
 689        Ok(())
 690    }
 691}
 692
 693impl DirectXRenderPipelines {
 694    pub fn new(device: &ID3D11Device) -> Result<Self> {
 695        let shadow_pipeline = PipelineState::new(
 696            device,
 697            "shadow_pipeline",
 698            ShaderModule::Shadow,
 699            4,
 700            create_blend_state(device)?,
 701        )?;
 702        let quad_pipeline = PipelineState::new(
 703            device,
 704            "quad_pipeline",
 705            ShaderModule::Quad,
 706            64,
 707            create_blend_state(device)?,
 708        )?;
 709        let path_rasterization_pipeline = PipelineState::new(
 710            device,
 711            "path_rasterization_pipeline",
 712            ShaderModule::PathRasterization,
 713            32,
 714            create_blend_state_for_path_rasterization(device)?,
 715        )?;
 716        let path_sprite_pipeline = PipelineState::new(
 717            device,
 718            "path_sprite_pipeline",
 719            ShaderModule::PathSprite,
 720            4,
 721            create_blend_state_for_path_sprite(device)?,
 722        )?;
 723        let underline_pipeline = PipelineState::new(
 724            device,
 725            "underline_pipeline",
 726            ShaderModule::Underline,
 727            4,
 728            create_blend_state(device)?,
 729        )?;
 730        let mono_sprites = PipelineState::new(
 731            device,
 732            "monochrome_sprite_pipeline",
 733            ShaderModule::MonochromeSprite,
 734            512,
 735            create_blend_state(device)?,
 736        )?;
 737        let poly_sprites = PipelineState::new(
 738            device,
 739            "polychrome_sprite_pipeline",
 740            ShaderModule::PolychromeSprite,
 741            16,
 742            create_blend_state(device)?,
 743        )?;
 744
 745        Ok(Self {
 746            shadow_pipeline,
 747            quad_pipeline,
 748            path_rasterization_pipeline,
 749            path_sprite_pipeline,
 750            underline_pipeline,
 751            mono_sprites,
 752            poly_sprites,
 753        })
 754    }
 755}
 756
 757impl DirectComposition {
 758    pub fn new(dxgi_device: &IDXGIDevice, hwnd: HWND) -> Result<Self> {
 759        let comp_device = get_comp_device(dxgi_device)?;
 760        let comp_target = unsafe { comp_device.CreateTargetForHwnd(hwnd, true) }?;
 761        let comp_visual = unsafe { comp_device.CreateVisual() }?;
 762
 763        Ok(Self {
 764            comp_device,
 765            comp_target,
 766            comp_visual,
 767        })
 768    }
 769
 770    pub fn set_swap_chain(&self, swap_chain: &IDXGISwapChain1) -> Result<()> {
 771        unsafe {
 772            self.comp_visual.SetContent(swap_chain)?;
 773            self.comp_target.SetRoot(&self.comp_visual)?;
 774            self.comp_device.Commit()?;
 775        }
 776        Ok(())
 777    }
 778}
 779
 780impl DirectXGlobalElements {
 781    pub fn new(device: &ID3D11Device) -> Result<Self> {
 782        let global_params_buffer = unsafe {
 783            let desc = D3D11_BUFFER_DESC {
 784                ByteWidth: std::mem::size_of::<GlobalParams>() as u32,
 785                Usage: D3D11_USAGE_DYNAMIC,
 786                BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
 787                CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
 788                ..Default::default()
 789            };
 790            let mut buffer = None;
 791            device.CreateBuffer(&desc, None, Some(&mut buffer))?;
 792            [buffer]
 793        };
 794
 795        let sampler = unsafe {
 796            let desc = D3D11_SAMPLER_DESC {
 797                Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
 798                AddressU: D3D11_TEXTURE_ADDRESS_WRAP,
 799                AddressV: D3D11_TEXTURE_ADDRESS_WRAP,
 800                AddressW: D3D11_TEXTURE_ADDRESS_WRAP,
 801                MipLODBias: 0.0,
 802                MaxAnisotropy: 1,
 803                ComparisonFunc: D3D11_COMPARISON_ALWAYS,
 804                BorderColor: [0.0; 4],
 805                MinLOD: 0.0,
 806                MaxLOD: D3D11_FLOAT32_MAX,
 807            };
 808            let mut output = None;
 809            device.CreateSamplerState(&desc, Some(&mut output))?;
 810            [output]
 811        };
 812
 813        Ok(Self {
 814            global_params_buffer,
 815            sampler,
 816        })
 817    }
 818}
 819
 820#[derive(Debug, Default)]
 821#[repr(C)]
 822struct GlobalParams {
 823    gamma_ratios: [f32; 4],
 824    viewport_size: [f32; 2],
 825    grayscale_enhanced_contrast: f32,
 826    _pad: u32,
 827}
 828
 829struct PipelineState<T> {
 830    label: &'static str,
 831    vertex: ID3D11VertexShader,
 832    fragment: ID3D11PixelShader,
 833    buffer: ID3D11Buffer,
 834    buffer_size: usize,
 835    view: [Option<ID3D11ShaderResourceView>; 1],
 836    blend_state: ID3D11BlendState,
 837    _marker: std::marker::PhantomData<T>,
 838}
 839
 840impl<T> PipelineState<T> {
 841    fn new(
 842        device: &ID3D11Device,
 843        label: &'static str,
 844        shader_module: ShaderModule,
 845        buffer_size: usize,
 846        blend_state: ID3D11BlendState,
 847    ) -> Result<Self> {
 848        let vertex = {
 849            let raw_shader = RawShaderBytes::new(shader_module, ShaderTarget::Vertex)?;
 850            create_vertex_shader(device, raw_shader.as_bytes())?
 851        };
 852        let fragment = {
 853            let raw_shader = RawShaderBytes::new(shader_module, ShaderTarget::Fragment)?;
 854            create_fragment_shader(device, raw_shader.as_bytes())?
 855        };
 856        let buffer = create_buffer(device, std::mem::size_of::<T>(), buffer_size)?;
 857        let view = create_buffer_view(device, &buffer)?;
 858
 859        Ok(PipelineState {
 860            label,
 861            vertex,
 862            fragment,
 863            buffer,
 864            buffer_size,
 865            view,
 866            blend_state,
 867            _marker: std::marker::PhantomData,
 868        })
 869    }
 870
 871    fn update_buffer(
 872        &mut self,
 873        device: &ID3D11Device,
 874        device_context: &ID3D11DeviceContext,
 875        data: &[T],
 876    ) -> Result<()> {
 877        if self.buffer_size < data.len() {
 878            let new_buffer_size = data.len().next_power_of_two();
 879            log::info!(
 880                "Updating {} buffer size from {} to {}",
 881                self.label,
 882                self.buffer_size,
 883                new_buffer_size
 884            );
 885            let buffer = create_buffer(device, std::mem::size_of::<T>(), new_buffer_size)?;
 886            let view = create_buffer_view(device, &buffer)?;
 887            self.buffer = buffer;
 888            self.view = view;
 889            self.buffer_size = new_buffer_size;
 890        }
 891        update_buffer(device_context, &self.buffer, data)
 892    }
 893
 894    fn draw(
 895        &self,
 896        device_context: &ID3D11DeviceContext,
 897        viewport: &[D3D11_VIEWPORT],
 898        global_params: &[Option<ID3D11Buffer>],
 899        topology: D3D_PRIMITIVE_TOPOLOGY,
 900        vertex_count: u32,
 901        instance_count: u32,
 902    ) -> Result<()> {
 903        set_pipeline_state(
 904            device_context,
 905            &self.view,
 906            topology,
 907            viewport,
 908            &self.vertex,
 909            &self.fragment,
 910            global_params,
 911            &self.blend_state,
 912        );
 913        unsafe {
 914            device_context.DrawInstanced(vertex_count, instance_count, 0, 0);
 915        }
 916        Ok(())
 917    }
 918
 919    fn draw_with_texture(
 920        &self,
 921        device_context: &ID3D11DeviceContext,
 922        texture: &[Option<ID3D11ShaderResourceView>],
 923        viewport: &[D3D11_VIEWPORT],
 924        global_params: &[Option<ID3D11Buffer>],
 925        sampler: &[Option<ID3D11SamplerState>],
 926        instance_count: u32,
 927    ) -> Result<()> {
 928        set_pipeline_state(
 929            device_context,
 930            &self.view,
 931            D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
 932            viewport,
 933            &self.vertex,
 934            &self.fragment,
 935            global_params,
 936            &self.blend_state,
 937        );
 938        unsafe {
 939            device_context.PSSetSamplers(0, Some(sampler));
 940            device_context.VSSetShaderResources(0, Some(texture));
 941            device_context.PSSetShaderResources(0, Some(texture));
 942
 943            device_context.DrawInstanced(4, instance_count, 0, 0);
 944        }
 945        Ok(())
 946    }
 947}
 948
 949#[derive(Clone, Copy)]
 950#[repr(C)]
 951struct PathRasterizationSprite {
 952    xy_position: Point<ScaledPixels>,
 953    st_position: Point<f32>,
 954    color: Background,
 955    bounds: Bounds<ScaledPixels>,
 956}
 957
 958#[derive(Clone, Copy)]
 959#[repr(C)]
 960struct PathSprite {
 961    bounds: Bounds<ScaledPixels>,
 962}
 963
 964impl Drop for DirectXRenderer {
 965    fn drop(&mut self) {
 966        #[cfg(debug_assertions)]
 967        report_live_objects(&self.devices.device).ok();
 968        unsafe {
 969            ManuallyDrop::drop(&mut self.devices);
 970            ManuallyDrop::drop(&mut self.resources);
 971        }
 972    }
 973}
 974
 975impl Drop for DirectXResources {
 976    fn drop(&mut self) {
 977        unsafe {
 978            ManuallyDrop::drop(&mut self.render_target);
 979        }
 980    }
 981}
 982
 983#[inline]
 984fn get_comp_device(dxgi_device: &IDXGIDevice) -> Result<IDCompositionDevice> {
 985    Ok(unsafe { DCompositionCreateDevice(dxgi_device)? })
 986}
 987
 988fn create_swap_chain_for_composition(
 989    dxgi_factory: &IDXGIFactory6,
 990    device: &ID3D11Device,
 991    width: u32,
 992    height: u32,
 993) -> Result<IDXGISwapChain1> {
 994    let desc = DXGI_SWAP_CHAIN_DESC1 {
 995        Width: width,
 996        Height: height,
 997        Format: RENDER_TARGET_FORMAT,
 998        Stereo: false.into(),
 999        SampleDesc: DXGI_SAMPLE_DESC {
1000            Count: 1,
1001            Quality: 0,
1002        },
1003        BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
1004        BufferCount: BUFFER_COUNT as u32,
1005        // Composition SwapChains only support the DXGI_SCALING_STRETCH Scaling.
1006        Scaling: DXGI_SCALING_STRETCH,
1007        SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
1008        AlphaMode: DXGI_ALPHA_MODE_PREMULTIPLIED,
1009        Flags: 0,
1010    };
1011    Ok(unsafe { dxgi_factory.CreateSwapChainForComposition(device, &desc, None)? })
1012}
1013
1014fn create_swap_chain(
1015    dxgi_factory: &IDXGIFactory6,
1016    device: &ID3D11Device,
1017    hwnd: HWND,
1018    width: u32,
1019    height: u32,
1020) -> Result<IDXGISwapChain1> {
1021    use windows::Win32::Graphics::Dxgi::DXGI_MWA_NO_ALT_ENTER;
1022
1023    let desc = DXGI_SWAP_CHAIN_DESC1 {
1024        Width: width,
1025        Height: height,
1026        Format: RENDER_TARGET_FORMAT,
1027        Stereo: false.into(),
1028        SampleDesc: DXGI_SAMPLE_DESC {
1029            Count: 1,
1030            Quality: 0,
1031        },
1032        BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
1033        BufferCount: BUFFER_COUNT as u32,
1034        Scaling: DXGI_SCALING_NONE,
1035        SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
1036        AlphaMode: DXGI_ALPHA_MODE_IGNORE,
1037        Flags: 0,
1038    };
1039    let swap_chain =
1040        unsafe { dxgi_factory.CreateSwapChainForHwnd(device, hwnd, &desc, None, None) }?;
1041    unsafe { dxgi_factory.MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER) }?;
1042    Ok(swap_chain)
1043}
1044
1045#[inline]
1046fn create_resources(
1047    devices: &DirectXRendererDevices,
1048    swap_chain: &IDXGISwapChain1,
1049    width: u32,
1050    height: u32,
1051) -> Result<(
1052    ManuallyDrop<ID3D11Texture2D>,
1053    [Option<ID3D11RenderTargetView>; 1],
1054    ID3D11Texture2D,
1055    [Option<ID3D11ShaderResourceView>; 1],
1056    ID3D11Texture2D,
1057    [Option<ID3D11RenderTargetView>; 1],
1058    [D3D11_VIEWPORT; 1],
1059)> {
1060    let (render_target, render_target_view) =
1061        create_render_target_and_its_view(swap_chain, &devices.device)?;
1062    let (path_intermediate_texture, path_intermediate_srv) =
1063        create_path_intermediate_texture(&devices.device, width, height)?;
1064    let (path_intermediate_msaa_texture, path_intermediate_msaa_view) =
1065        create_path_intermediate_msaa_texture_and_view(&devices.device, width, height)?;
1066    let viewport = set_viewport(&devices.device_context, width as f32, height as f32);
1067    Ok((
1068        render_target,
1069        render_target_view,
1070        path_intermediate_texture,
1071        path_intermediate_srv,
1072        path_intermediate_msaa_texture,
1073        path_intermediate_msaa_view,
1074        viewport,
1075    ))
1076}
1077
1078#[inline]
1079fn create_render_target_and_its_view(
1080    swap_chain: &IDXGISwapChain1,
1081    device: &ID3D11Device,
1082) -> Result<(
1083    ManuallyDrop<ID3D11Texture2D>,
1084    [Option<ID3D11RenderTargetView>; 1],
1085)> {
1086    let render_target: ID3D11Texture2D = unsafe { swap_chain.GetBuffer(0) }?;
1087    let mut render_target_view = None;
1088    unsafe { device.CreateRenderTargetView(&render_target, None, Some(&mut render_target_view))? };
1089    Ok((
1090        ManuallyDrop::new(render_target),
1091        [Some(render_target_view.unwrap())],
1092    ))
1093}
1094
1095#[inline]
1096fn create_path_intermediate_texture(
1097    device: &ID3D11Device,
1098    width: u32,
1099    height: u32,
1100) -> Result<(ID3D11Texture2D, [Option<ID3D11ShaderResourceView>; 1])> {
1101    let texture = unsafe {
1102        let mut output = None;
1103        let desc = D3D11_TEXTURE2D_DESC {
1104            Width: width,
1105            Height: height,
1106            MipLevels: 1,
1107            ArraySize: 1,
1108            Format: RENDER_TARGET_FORMAT,
1109            SampleDesc: DXGI_SAMPLE_DESC {
1110                Count: 1,
1111                Quality: 0,
1112            },
1113            Usage: D3D11_USAGE_DEFAULT,
1114            BindFlags: (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
1115            CPUAccessFlags: 0,
1116            MiscFlags: 0,
1117        };
1118        device.CreateTexture2D(&desc, None, Some(&mut output))?;
1119        output.unwrap()
1120    };
1121
1122    let mut shader_resource_view = None;
1123    unsafe { device.CreateShaderResourceView(&texture, None, Some(&mut shader_resource_view))? };
1124
1125    Ok((texture, [Some(shader_resource_view.unwrap())]))
1126}
1127
1128#[inline]
1129fn create_path_intermediate_msaa_texture_and_view(
1130    device: &ID3D11Device,
1131    width: u32,
1132    height: u32,
1133) -> Result<(ID3D11Texture2D, [Option<ID3D11RenderTargetView>; 1])> {
1134    let msaa_texture = unsafe {
1135        let mut output = None;
1136        let desc = D3D11_TEXTURE2D_DESC {
1137            Width: width,
1138            Height: height,
1139            MipLevels: 1,
1140            ArraySize: 1,
1141            Format: RENDER_TARGET_FORMAT,
1142            SampleDesc: DXGI_SAMPLE_DESC {
1143                Count: PATH_MULTISAMPLE_COUNT,
1144                Quality: D3D11_STANDARD_MULTISAMPLE_PATTERN.0 as u32,
1145            },
1146            Usage: D3D11_USAGE_DEFAULT,
1147            BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32,
1148            CPUAccessFlags: 0,
1149            MiscFlags: 0,
1150        };
1151        device.CreateTexture2D(&desc, None, Some(&mut output))?;
1152        output.unwrap()
1153    };
1154    let mut msaa_view = None;
1155    unsafe { device.CreateRenderTargetView(&msaa_texture, None, Some(&mut msaa_view))? };
1156    Ok((msaa_texture, [Some(msaa_view.unwrap())]))
1157}
1158
1159#[inline]
1160fn set_viewport(
1161    device_context: &ID3D11DeviceContext,
1162    width: f32,
1163    height: f32,
1164) -> [D3D11_VIEWPORT; 1] {
1165    let viewport = [D3D11_VIEWPORT {
1166        TopLeftX: 0.0,
1167        TopLeftY: 0.0,
1168        Width: width,
1169        Height: height,
1170        MinDepth: 0.0,
1171        MaxDepth: 1.0,
1172    }];
1173    unsafe { device_context.RSSetViewports(Some(&viewport)) };
1174    viewport
1175}
1176
1177#[inline]
1178fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceContext) -> Result<()> {
1179    let desc = D3D11_RASTERIZER_DESC {
1180        FillMode: D3D11_FILL_SOLID,
1181        CullMode: D3D11_CULL_NONE,
1182        FrontCounterClockwise: false.into(),
1183        DepthBias: 0,
1184        DepthBiasClamp: 0.0,
1185        SlopeScaledDepthBias: 0.0,
1186        DepthClipEnable: true.into(),
1187        ScissorEnable: false.into(),
1188        MultisampleEnable: true.into(),
1189        AntialiasedLineEnable: false.into(),
1190    };
1191    let rasterizer_state = unsafe {
1192        let mut state = None;
1193        device.CreateRasterizerState(&desc, Some(&mut state))?;
1194        state.unwrap()
1195    };
1196    unsafe { device_context.RSSetState(&rasterizer_state) };
1197    Ok(())
1198}
1199
1200// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_blend_desc
1201#[inline]
1202fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
1203    // If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
1204    // device performs the blend in linear space, which is ideal.
1205    let mut desc = D3D11_BLEND_DESC::default();
1206    desc.RenderTarget[0].BlendEnable = true.into();
1207    desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
1208    desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
1209    desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
1210    desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
1211    desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
1212    desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
1213    desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
1214    unsafe {
1215        let mut state = None;
1216        device.CreateBlendState(&desc, Some(&mut state))?;
1217        Ok(state.unwrap())
1218    }
1219}
1220
1221#[inline]
1222fn create_blend_state_for_path_rasterization(device: &ID3D11Device) -> Result<ID3D11BlendState> {
1223    // If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
1224    // device performs the blend in linear space, which is ideal.
1225    let mut desc = D3D11_BLEND_DESC::default();
1226    desc.RenderTarget[0].BlendEnable = true.into();
1227    desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
1228    desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
1229    desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
1230    desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
1231    desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
1232    desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
1233    desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
1234    unsafe {
1235        let mut state = None;
1236        device.CreateBlendState(&desc, Some(&mut state))?;
1237        Ok(state.unwrap())
1238    }
1239}
1240
1241#[inline]
1242fn create_blend_state_for_path_sprite(device: &ID3D11Device) -> Result<ID3D11BlendState> {
1243    // If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
1244    // device performs the blend in linear space, which is ideal.
1245    let mut desc = D3D11_BLEND_DESC::default();
1246    desc.RenderTarget[0].BlendEnable = true.into();
1247    desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
1248    desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
1249    desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
1250    desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
1251    desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
1252    desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
1253    desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
1254    unsafe {
1255        let mut state = None;
1256        device.CreateBlendState(&desc, Some(&mut state))?;
1257        Ok(state.unwrap())
1258    }
1259}
1260
1261#[inline]
1262fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11VertexShader> {
1263    unsafe {
1264        let mut shader = None;
1265        device.CreateVertexShader(bytes, None, Some(&mut shader))?;
1266        Ok(shader.unwrap())
1267    }
1268}
1269
1270#[inline]
1271fn create_fragment_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11PixelShader> {
1272    unsafe {
1273        let mut shader = None;
1274        device.CreatePixelShader(bytes, None, Some(&mut shader))?;
1275        Ok(shader.unwrap())
1276    }
1277}
1278
1279#[inline]
1280fn create_buffer(
1281    device: &ID3D11Device,
1282    element_size: usize,
1283    buffer_size: usize,
1284) -> Result<ID3D11Buffer> {
1285    let desc = D3D11_BUFFER_DESC {
1286        ByteWidth: (element_size * buffer_size) as u32,
1287        Usage: D3D11_USAGE_DYNAMIC,
1288        BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
1289        CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
1290        MiscFlags: D3D11_RESOURCE_MISC_BUFFER_STRUCTURED.0 as u32,
1291        StructureByteStride: element_size as u32,
1292    };
1293    let mut buffer = None;
1294    unsafe { device.CreateBuffer(&desc, None, Some(&mut buffer)) }?;
1295    Ok(buffer.unwrap())
1296}
1297
1298#[inline]
1299fn create_buffer_view(
1300    device: &ID3D11Device,
1301    buffer: &ID3D11Buffer,
1302) -> Result<[Option<ID3D11ShaderResourceView>; 1]> {
1303    let mut view = None;
1304    unsafe { device.CreateShaderResourceView(buffer, None, Some(&mut view)) }?;
1305    Ok([view])
1306}
1307
1308#[inline]
1309fn update_buffer<T>(
1310    device_context: &ID3D11DeviceContext,
1311    buffer: &ID3D11Buffer,
1312    data: &[T],
1313) -> Result<()> {
1314    unsafe {
1315        let mut dest = std::mem::zeroed();
1316        device_context.Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut dest))?;
1317        std::ptr::copy_nonoverlapping(data.as_ptr(), dest.pData as _, data.len());
1318        device_context.Unmap(buffer, 0);
1319    }
1320    Ok(())
1321}
1322
1323#[inline]
1324fn set_pipeline_state(
1325    device_context: &ID3D11DeviceContext,
1326    buffer_view: &[Option<ID3D11ShaderResourceView>],
1327    topology: D3D_PRIMITIVE_TOPOLOGY,
1328    viewport: &[D3D11_VIEWPORT],
1329    vertex_shader: &ID3D11VertexShader,
1330    fragment_shader: &ID3D11PixelShader,
1331    global_params: &[Option<ID3D11Buffer>],
1332    blend_state: &ID3D11BlendState,
1333) {
1334    unsafe {
1335        device_context.VSSetShaderResources(1, Some(buffer_view));
1336        device_context.PSSetShaderResources(1, Some(buffer_view));
1337        device_context.IASetPrimitiveTopology(topology);
1338        device_context.RSSetViewports(Some(viewport));
1339        device_context.VSSetShader(vertex_shader, None);
1340        device_context.PSSetShader(fragment_shader, None);
1341        device_context.VSSetConstantBuffers(0, Some(global_params));
1342        device_context.PSSetConstantBuffers(0, Some(global_params));
1343        device_context.OMSetBlendState(blend_state, None, 0xFFFFFFFF);
1344    }
1345}
1346
1347#[cfg(debug_assertions)]
1348fn report_live_objects(device: &ID3D11Device) -> Result<()> {
1349    let debug_device: ID3D11Debug = device.cast()?;
1350    unsafe {
1351        debug_device.ReportLiveDeviceObjects(D3D11_RLDO_DETAIL)?;
1352    }
1353    Ok(())
1354}
1355
1356const BUFFER_COUNT: usize = 3;
1357
1358pub(crate) mod shader_resources {
1359    use anyhow::Result;
1360
1361    #[cfg(debug_assertions)]
1362    use windows::{
1363        Win32::Graphics::Direct3D::{
1364            Fxc::{D3DCOMPILE_DEBUG, D3DCOMPILE_SKIP_OPTIMIZATION, D3DCompileFromFile},
1365            ID3DBlob,
1366        },
1367        core::{HSTRING, PCSTR},
1368    };
1369
1370    #[derive(Copy, Clone, Debug, Eq, PartialEq)]
1371    pub(crate) enum ShaderModule {
1372        Quad,
1373        Shadow,
1374        Underline,
1375        PathRasterization,
1376        PathSprite,
1377        MonochromeSprite,
1378        PolychromeSprite,
1379        EmojiRasterization,
1380    }
1381
1382    #[derive(Copy, Clone, Debug, Eq, PartialEq)]
1383    pub(crate) enum ShaderTarget {
1384        Vertex,
1385        Fragment,
1386    }
1387
1388    pub(crate) struct RawShaderBytes<'t> {
1389        inner: &'t [u8],
1390
1391        #[cfg(debug_assertions)]
1392        _blob: ID3DBlob,
1393    }
1394
1395    impl<'t> RawShaderBytes<'t> {
1396        pub(crate) fn new(module: ShaderModule, target: ShaderTarget) -> Result<Self> {
1397            #[cfg(not(debug_assertions))]
1398            {
1399                Ok(Self::from_bytes(module, target))
1400            }
1401            #[cfg(debug_assertions)]
1402            {
1403                let blob = build_shader_blob(module, target)?;
1404                let inner = unsafe {
1405                    std::slice::from_raw_parts(
1406                        blob.GetBufferPointer() as *const u8,
1407                        blob.GetBufferSize(),
1408                    )
1409                };
1410                Ok(Self { inner, _blob: blob })
1411            }
1412        }
1413
1414        pub(crate) fn as_bytes(&'t self) -> &'t [u8] {
1415            self.inner
1416        }
1417
1418        #[cfg(not(debug_assertions))]
1419        fn from_bytes(module: ShaderModule, target: ShaderTarget) -> Self {
1420            let bytes = match module {
1421                ShaderModule::Quad => match target {
1422                    ShaderTarget::Vertex => QUAD_VERTEX_BYTES,
1423                    ShaderTarget::Fragment => QUAD_FRAGMENT_BYTES,
1424                },
1425                ShaderModule::Shadow => match target {
1426                    ShaderTarget::Vertex => SHADOW_VERTEX_BYTES,
1427                    ShaderTarget::Fragment => SHADOW_FRAGMENT_BYTES,
1428                },
1429                ShaderModule::Underline => match target {
1430                    ShaderTarget::Vertex => UNDERLINE_VERTEX_BYTES,
1431                    ShaderTarget::Fragment => UNDERLINE_FRAGMENT_BYTES,
1432                },
1433                ShaderModule::PathRasterization => match target {
1434                    ShaderTarget::Vertex => PATH_RASTERIZATION_VERTEX_BYTES,
1435                    ShaderTarget::Fragment => PATH_RASTERIZATION_FRAGMENT_BYTES,
1436                },
1437                ShaderModule::PathSprite => match target {
1438                    ShaderTarget::Vertex => PATH_SPRITE_VERTEX_BYTES,
1439                    ShaderTarget::Fragment => PATH_SPRITE_FRAGMENT_BYTES,
1440                },
1441                ShaderModule::MonochromeSprite => match target {
1442                    ShaderTarget::Vertex => MONOCHROME_SPRITE_VERTEX_BYTES,
1443                    ShaderTarget::Fragment => MONOCHROME_SPRITE_FRAGMENT_BYTES,
1444                },
1445                ShaderModule::PolychromeSprite => match target {
1446                    ShaderTarget::Vertex => POLYCHROME_SPRITE_VERTEX_BYTES,
1447                    ShaderTarget::Fragment => POLYCHROME_SPRITE_FRAGMENT_BYTES,
1448                },
1449                ShaderModule::EmojiRasterization => match target {
1450                    ShaderTarget::Vertex => EMOJI_RASTERIZATION_VERTEX_BYTES,
1451                    ShaderTarget::Fragment => EMOJI_RASTERIZATION_FRAGMENT_BYTES,
1452                },
1453            };
1454            Self { inner: bytes }
1455        }
1456    }
1457
1458    #[cfg(debug_assertions)]
1459    pub(super) fn build_shader_blob(entry: ShaderModule, target: ShaderTarget) -> Result<ID3DBlob> {
1460        unsafe {
1461            use windows::Win32::Graphics::{
1462                Direct3D::ID3DInclude, Hlsl::D3D_COMPILE_STANDARD_FILE_INCLUDE,
1463            };
1464
1465            let shader_name = if matches!(entry, ShaderModule::EmojiRasterization) {
1466                "color_text_raster.hlsl"
1467            } else {
1468                "shaders.hlsl"
1469            };
1470
1471            let entry = format!(
1472                "{}_{}\0",
1473                entry.as_str(),
1474                match target {
1475                    ShaderTarget::Vertex => "vertex",
1476                    ShaderTarget::Fragment => "fragment",
1477                }
1478            );
1479            let target = match target {
1480                ShaderTarget::Vertex => "vs_4_1\0",
1481                ShaderTarget::Fragment => "ps_4_1\0",
1482            };
1483
1484            let mut compile_blob = None;
1485            let mut error_blob = None;
1486            let shader_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
1487                .join(&format!("src/platform/windows/{}", shader_name))
1488                .canonicalize()?;
1489
1490            let entry_point = PCSTR::from_raw(entry.as_ptr());
1491            let target_cstr = PCSTR::from_raw(target.as_ptr());
1492
1493            // really dirty trick because winapi bindings are unhappy otherwise
1494            let include_handler = &std::mem::transmute::<usize, ID3DInclude>(
1495                D3D_COMPILE_STANDARD_FILE_INCLUDE as usize,
1496            );
1497
1498            let ret = D3DCompileFromFile(
1499                &HSTRING::from(shader_path.to_str().unwrap()),
1500                None,
1501                include_handler,
1502                entry_point,
1503                target_cstr,
1504                D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,
1505                0,
1506                &mut compile_blob,
1507                Some(&mut error_blob),
1508            );
1509            if ret.is_err() {
1510                let Some(error_blob) = error_blob else {
1511                    return Err(anyhow::anyhow!("{ret:?}"));
1512                };
1513
1514                let error_string =
1515                    std::ffi::CStr::from_ptr(error_blob.GetBufferPointer() as *const i8)
1516                        .to_string_lossy();
1517                log::error!("Shader compile error: {}", error_string);
1518                return Err(anyhow::anyhow!("Compile error: {}", error_string));
1519            }
1520            Ok(compile_blob.unwrap())
1521        }
1522    }
1523
1524    #[cfg(not(debug_assertions))]
1525    include!(concat!(env!("OUT_DIR"), "/shaders_bytes.rs"));
1526
1527    #[cfg(debug_assertions)]
1528    impl ShaderModule {
1529        pub fn as_str(&self) -> &str {
1530            match self {
1531                ShaderModule::Quad => "quad",
1532                ShaderModule::Shadow => "shadow",
1533                ShaderModule::Underline => "underline",
1534                ShaderModule::PathRasterization => "path_rasterization",
1535                ShaderModule::PathSprite => "path_sprite",
1536                ShaderModule::MonochromeSprite => "monochrome_sprite",
1537                ShaderModule::PolychromeSprite => "polychrome_sprite",
1538                ShaderModule::EmojiRasterization => "emoji_rasterization",
1539            }
1540        }
1541    }
1542}
1543
1544mod nvidia {
1545    use std::{
1546        ffi::CStr,
1547        os::raw::{c_char, c_int, c_uint},
1548    };
1549
1550    use anyhow::Result;
1551    use windows::{Win32::System::LibraryLoader::GetProcAddress, core::s};
1552
1553    use crate::with_dll_library;
1554
1555    // https://github.com/NVIDIA/nvapi/blob/7cb76fce2f52de818b3da497af646af1ec16ce27/nvapi_lite_common.h#L180
1556    const NVAPI_SHORT_STRING_MAX: usize = 64;
1557
1558    // https://github.com/NVIDIA/nvapi/blob/7cb76fce2f52de818b3da497af646af1ec16ce27/nvapi_lite_common.h#L235
1559    #[allow(non_camel_case_types)]
1560    type NvAPI_ShortString = [c_char; NVAPI_SHORT_STRING_MAX];
1561
1562    // https://github.com/NVIDIA/nvapi/blob/7cb76fce2f52de818b3da497af646af1ec16ce27/nvapi_lite_common.h#L447
1563    #[allow(non_camel_case_types)]
1564    type NvAPI_SYS_GetDriverAndBranchVersion_t = unsafe extern "C" fn(
1565        driver_version: *mut c_uint,
1566        build_branch_string: *mut NvAPI_ShortString,
1567    ) -> c_int;
1568
1569    pub(super) fn get_driver_version() -> Result<String> {
1570        #[cfg(target_pointer_width = "64")]
1571        let nvidia_dll_name = s!("nvapi64.dll");
1572        #[cfg(target_pointer_width = "32")]
1573        let nvidia_dll_name = s!("nvapi.dll");
1574
1575        with_dll_library(nvidia_dll_name, |nvidia_dll| unsafe {
1576            let nvapi_query_addr = GetProcAddress(nvidia_dll, s!("nvapi_QueryInterface"))
1577                .ok_or_else(|| anyhow::anyhow!("Failed to get nvapi_QueryInterface address"))?;
1578            let nvapi_query: extern "C" fn(u32) -> *mut () = std::mem::transmute(nvapi_query_addr);
1579
1580            // https://github.com/NVIDIA/nvapi/blob/7cb76fce2f52de818b3da497af646af1ec16ce27/nvapi_interface.h#L41
1581            let nvapi_get_driver_version_ptr = nvapi_query(0x2926aaad);
1582            if nvapi_get_driver_version_ptr.is_null() {
1583                anyhow::bail!("Failed to get NVIDIA driver version function pointer");
1584            }
1585            let nvapi_get_driver_version: NvAPI_SYS_GetDriverAndBranchVersion_t =
1586                std::mem::transmute(nvapi_get_driver_version_ptr);
1587
1588            let mut driver_version: c_uint = 0;
1589            let mut build_branch_string: NvAPI_ShortString = [0; NVAPI_SHORT_STRING_MAX];
1590            let result = nvapi_get_driver_version(
1591                &mut driver_version as *mut c_uint,
1592                &mut build_branch_string as *mut NvAPI_ShortString,
1593            );
1594
1595            if result != 0 {
1596                anyhow::bail!(
1597                    "Failed to get NVIDIA driver version, error code: {}",
1598                    result
1599                );
1600            }
1601            let major = driver_version / 100;
1602            let minor = driver_version % 100;
1603            let branch_string = CStr::from_ptr(build_branch_string.as_ptr());
1604            Ok(format!(
1605                "{}.{} {}",
1606                major,
1607                minor,
1608                branch_string.to_string_lossy()
1609            ))
1610        })
1611    }
1612}
1613
1614mod amd {
1615    use std::os::raw::{c_char, c_int, c_void};
1616
1617    use anyhow::Result;
1618    use windows::{Win32::System::LibraryLoader::GetProcAddress, core::s};
1619
1620    use crate::with_dll_library;
1621
1622    // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/blob/5d8812d703d0335741b6f7ffc37838eeb8b967f7/ags_lib/inc/amd_ags.h#L145
1623    const AGS_CURRENT_VERSION: i32 = (6 << 22) | (3 << 12);
1624
1625    // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/blob/5d8812d703d0335741b6f7ffc37838eeb8b967f7/ags_lib/inc/amd_ags.h#L204
1626    // This is an opaque type, using struct to represent it properly for FFI
1627    #[repr(C)]
1628    struct AGSContext {
1629        _private: [u8; 0],
1630    }
1631
1632    #[repr(C)]
1633    pub struct AGSGPUInfo {
1634        pub driver_version: *const c_char,
1635        pub radeon_software_version: *const c_char,
1636        pub num_devices: c_int,
1637        pub devices: *mut c_void,
1638    }
1639
1640    // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/blob/5d8812d703d0335741b6f7ffc37838eeb8b967f7/ags_lib/inc/amd_ags.h#L429
1641    #[allow(non_camel_case_types)]
1642    type agsInitialize_t = unsafe extern "C" fn(
1643        version: c_int,
1644        config: *const c_void,
1645        context: *mut *mut AGSContext,
1646        gpu_info: *mut AGSGPUInfo,
1647    ) -> c_int;
1648
1649    // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/blob/5d8812d703d0335741b6f7ffc37838eeb8b967f7/ags_lib/inc/amd_ags.h#L436
1650    #[allow(non_camel_case_types)]
1651    type agsDeInitialize_t = unsafe extern "C" fn(context: *mut AGSContext) -> c_int;
1652
1653    pub(super) fn get_driver_version() -> Result<String> {
1654        #[cfg(target_pointer_width = "64")]
1655        let amd_dll_name = s!("amd_ags_x64.dll");
1656        #[cfg(target_pointer_width = "32")]
1657        let amd_dll_name = s!("amd_ags_x86.dll");
1658
1659        with_dll_library(amd_dll_name, |amd_dll| unsafe {
1660            let ags_initialize_addr = GetProcAddress(amd_dll, s!("agsInitialize"))
1661                .ok_or_else(|| anyhow::anyhow!("Failed to get agsInitialize address"))?;
1662            let ags_deinitialize_addr = GetProcAddress(amd_dll, s!("agsDeInitialize"))
1663                .ok_or_else(|| anyhow::anyhow!("Failed to get agsDeInitialize address"))?;
1664
1665            let ags_initialize: agsInitialize_t = std::mem::transmute(ags_initialize_addr);
1666            let ags_deinitialize: agsDeInitialize_t = std::mem::transmute(ags_deinitialize_addr);
1667
1668            let mut context: *mut AGSContext = std::ptr::null_mut();
1669            let mut gpu_info: AGSGPUInfo = AGSGPUInfo {
1670                driver_version: std::ptr::null(),
1671                radeon_software_version: std::ptr::null(),
1672                num_devices: 0,
1673                devices: std::ptr::null_mut(),
1674            };
1675
1676            let result = ags_initialize(
1677                AGS_CURRENT_VERSION,
1678                std::ptr::null(),
1679                &mut context,
1680                &mut gpu_info,
1681            );
1682            if result != 0 {
1683                anyhow::bail!("Failed to initialize AMD AGS, error code: {}", result);
1684            }
1685
1686            // Vulkan actually returns this as the driver version
1687            let software_version = if !gpu_info.radeon_software_version.is_null() {
1688                std::ffi::CStr::from_ptr(gpu_info.radeon_software_version)
1689                    .to_string_lossy()
1690                    .into_owned()
1691            } else {
1692                "Unknown Radeon Software Version".to_string()
1693            };
1694
1695            let driver_version = if !gpu_info.driver_version.is_null() {
1696                std::ffi::CStr::from_ptr(gpu_info.driver_version)
1697                    .to_string_lossy()
1698                    .into_owned()
1699            } else {
1700                "Unknown Radeon Driver Version".to_string()
1701            };
1702
1703            ags_deinitialize(context);
1704            Ok(format!("{} ({})", software_version, driver_version))
1705        })
1706    }
1707}
1708
1709mod dxgi {
1710    use windows::{
1711        Win32::Graphics::Dxgi::{IDXGIAdapter1, IDXGIDevice},
1712        core::Interface,
1713    };
1714
1715    pub(super) fn get_driver_version(adapter: &IDXGIAdapter1) -> anyhow::Result<String> {
1716        let number = unsafe { adapter.CheckInterfaceSupport(&IDXGIDevice::IID as _) }?;
1717        Ok(format!(
1718            "{}.{}.{}.{}",
1719            number >> 48,
1720            (number >> 32) & 0xFFFF,
1721            (number >> 16) & 0xFFFF,
1722            number & 0xFFFF
1723        ))
1724    }
1725}