1use std::{mem::ManuallyDrop, sync::Arc};
2
3use ::util::ResultExt;
4use anyhow::{Context, Result};
5// #[cfg(not(feature = "enable-renderdoc"))]
6use windows::Win32::Graphics::DirectComposition::*;
7use windows::Win32::UI::WindowsAndMessaging::GetWindowRect;
8use windows::{
9 Win32::{
10 Foundation::{HMODULE, HWND},
11 Graphics::{
12 Direct3D::*,
13 Direct3D11::*,
14 Dxgi::{Common::*, *},
15 },
16 },
17 core::*,
18};
19
20use crate::*;
21
22const RENDER_TARGET_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM;
23
24pub(crate) struct DirectXRenderer {
25 atlas: Arc<DirectXAtlas>,
26 devices: DirectXDevices,
27 context: DirectXContext,
28 globals: DirectXGlobalElements,
29 pipelines: DirectXRenderPipelines,
30}
31
32#[derive(Clone)]
33pub(crate) struct DirectXDevices {
34 dxgi_factory: IDXGIFactory6,
35 dxgi_device: IDXGIDevice,
36 device: ID3D11Device,
37 device_context: ID3D11DeviceContext,
38}
39
40struct DirectXContext {
41 swap_chain: ManuallyDrop<IDXGISwapChain1>,
42 render_target: ManuallyDrop<ID3D11Texture2D>,
43 render_target_view: [Option<ID3D11RenderTargetView>; 1],
44 msaa_target: ID3D11Texture2D,
45 msaa_view: ID3D11RenderTargetView,
46 viewport: [D3D11_VIEWPORT; 1],
47 // #[cfg(not(feature = "enable-renderdoc"))]
48 _direct_composition: DirectComposition,
49}
50
51struct DirectXRenderPipelines {
52 shadow_pipeline: PipelineState<Shadow>,
53 quad_pipeline: PipelineState<Quad>,
54 paths_pipeline: PathsPipelineState,
55 underline_pipeline: PipelineState<Underline>,
56 mono_sprites: PipelineState<MonochromeSprite>,
57 poly_sprites: PipelineState<PolychromeSprite>,
58}
59
60struct DirectXGlobalElements {
61 global_params_buffer: [Option<ID3D11Buffer>; 1],
62 sampler: [Option<ID3D11SamplerState>; 1],
63 blend_state: ID3D11BlendState,
64}
65
66#[repr(C)]
67struct DrawInstancedIndirectArgs {
68 vertex_count_per_instance: u32,
69 instance_count: u32,
70 start_vertex_location: u32,
71 start_instance_location: u32,
72}
73
74// #[cfg(not(feature = "enable-renderdoc"))]
75struct DirectComposition {
76 comp_device: IDCompositionDevice,
77 comp_target: IDCompositionTarget,
78 comp_visual: IDCompositionVisual,
79}
80
81impl DirectXDevices {
82 pub(crate) fn new() -> Result<Self> {
83 let dxgi_factory = get_dxgi_factory()?;
84 let adapter = get_adapter(&dxgi_factory)?;
85 let (device, device_context) = {
86 let mut device: Option<ID3D11Device> = None;
87 let mut context: Option<ID3D11DeviceContext> = None;
88 get_device(&adapter, Some(&mut device), Some(&mut context))?;
89 (device.unwrap(), context.unwrap())
90 };
91 let dxgi_device: IDXGIDevice = device.cast()?;
92
93 Ok(Self {
94 dxgi_factory,
95 dxgi_device,
96 device,
97 device_context,
98 })
99 }
100}
101
102impl DirectXRenderer {
103 pub(crate) fn new(devices: &DirectXDevices, hwnd: HWND) -> Result<Self> {
104 let atlas = Arc::new(DirectXAtlas::new(
105 devices.device.clone(),
106 devices.device_context.clone(),
107 ));
108 let context = DirectXContext::new(devices, hwnd)?;
109 let globals = DirectXGlobalElements::new(&devices.device)?;
110 let pipelines = DirectXRenderPipelines::new(&devices.device)?;
111 Ok(DirectXRenderer {
112 atlas,
113 devices: devices.clone(),
114 context,
115 globals,
116 pipelines,
117 })
118 }
119
120 pub(crate) fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> {
121 self.atlas.clone()
122 }
123
124 fn pre_draw(&self) -> Result<()> {
125 update_buffer(
126 &self.devices.device_context,
127 self.globals.global_params_buffer[0].as_ref().unwrap(),
128 &[GlobalParams {
129 viewport_size: [
130 self.context.viewport[0].Width,
131 self.context.viewport[0].Height,
132 ],
133 ..Default::default()
134 }],
135 )?;
136 unsafe {
137 self.devices
138 .device_context
139 .ClearRenderTargetView(&self.context.msaa_view, &[0.0; 4]);
140 self.devices
141 .device_context
142 .OMSetRenderTargets(Some(&[Some(self.context.msaa_view.clone())]), None);
143 self.devices
144 .device_context
145 .RSSetViewports(Some(&self.context.viewport));
146 self.devices.device_context.OMSetBlendState(
147 &self.globals.blend_state,
148 None,
149 0xFFFFFFFF,
150 );
151 }
152 Ok(())
153 }
154
155 pub(crate) fn draw(&mut self, scene: &Scene) -> Result<()> {
156 self.pre_draw()?;
157 for batch in scene.batches() {
158 match batch {
159 PrimitiveBatch::Shadows(shadows) => self.draw_shadows(shadows),
160 PrimitiveBatch::Quads(quads) => self.draw_quads(quads),
161 PrimitiveBatch::Paths(paths) => self.draw_paths(paths),
162 PrimitiveBatch::Underlines(underlines) => self.draw_underlines(underlines),
163 PrimitiveBatch::MonochromeSprites {
164 texture_id,
165 sprites,
166 } => self.draw_monochrome_sprites(texture_id, sprites),
167 PrimitiveBatch::PolychromeSprites {
168 texture_id,
169 sprites,
170 } => self.draw_polychrome_sprites(texture_id, sprites),
171 PrimitiveBatch::Surfaces(surfaces) => self.draw_surfaces(surfaces),
172 }.context(format!("scene too large: {} paths, {} shadows, {} quads, {} underlines, {} mono, {} poly, {} surfaces",
173 scene.paths.len(),
174 scene.shadows.len(),
175 scene.quads.len(),
176 scene.underlines.len(),
177 scene.monochrome_sprites.len(),
178 scene.polychrome_sprites.len(),
179 scene.surfaces.len(),))?;
180 }
181 unsafe {
182 self.devices.device_context.ResolveSubresource(
183 &*self.context.render_target,
184 0,
185 &self.context.msaa_target,
186 0,
187 RENDER_TARGET_FORMAT,
188 );
189 self.devices
190 .device_context
191 .OMSetRenderTargets(Some(&self.context.render_target_view), None);
192 self.context.swap_chain.Present(0, DXGI_PRESENT(0)).ok()?;
193 }
194 Ok(())
195 }
196
197 pub(crate) fn resize(&mut self, new_size: Size<DevicePixels>) -> Result<()> {
198 unsafe {
199 self.devices.device_context.OMSetRenderTargets(None, None);
200 ManuallyDrop::drop(&mut self.context.render_target);
201 }
202 drop(self.context.render_target_view[0].take().unwrap());
203 unsafe {
204 self.context
205 .swap_chain
206 .ResizeBuffers(
207 BUFFER_COUNT as u32,
208 new_size.width.0 as u32,
209 new_size.height.0 as u32,
210 RENDER_TARGET_FORMAT,
211 DXGI_SWAP_CHAIN_FLAG(0),
212 )
213 .unwrap();
214 }
215 let (render_target, render_target_view) =
216 create_render_target_and_its_view(&self.context.swap_chain, &self.devices.device)
217 .unwrap();
218 self.context.render_target = render_target;
219 self.context.render_target_view = render_target_view;
220 unsafe {
221 self.devices
222 .device_context
223 .OMSetRenderTargets(Some(&self.context.render_target_view), None);
224 }
225
226 let (msaa_target, msaa_view) = create_msaa_target_and_its_view(
227 &self.devices.device,
228 new_size.width.0 as u32,
229 new_size.height.0 as u32,
230 )?;
231 self.context.msaa_target = msaa_target;
232 self.context.msaa_view = msaa_view;
233
234 self.context.viewport = set_viewport(
235 &self.devices.device_context,
236 new_size.width.0 as f32,
237 new_size.height.0 as f32,
238 );
239 Ok(())
240 }
241
242 fn draw_shadows(&mut self, shadows: &[Shadow]) -> Result<()> {
243 if shadows.is_empty() {
244 return Ok(());
245 }
246 self.pipelines.shadow_pipeline.update_buffer(
247 &self.devices.device,
248 &self.devices.device_context,
249 shadows,
250 )?;
251 self.pipelines.shadow_pipeline.draw(
252 &self.devices.device_context,
253 &self.context.viewport,
254 &self.globals.global_params_buffer,
255 shadows.len() as u32,
256 )
257 }
258
259 fn draw_quads(&mut self, quads: &[Quad]) -> Result<()> {
260 if quads.is_empty() {
261 return Ok(());
262 }
263 self.pipelines.quad_pipeline.update_buffer(
264 &self.devices.device,
265 &self.devices.device_context,
266 quads,
267 )?;
268 self.pipelines.quad_pipeline.draw(
269 &self.devices.device_context,
270 &self.context.viewport,
271 &self.globals.global_params_buffer,
272 quads.len() as u32,
273 )
274 }
275
276 fn draw_paths(&mut self, paths: &[Path<ScaledPixels>]) -> Result<()> {
277 if paths.is_empty() {
278 return Ok(());
279 }
280 let mut vertices = Vec::new();
281 let mut sprites = Vec::with_capacity(paths.len());
282 let mut draw_indirect_commands = Vec::with_capacity(paths.len());
283 let mut start_vertex_location = 0;
284 for (i, path) in paths.iter().enumerate() {
285 draw_indirect_commands.push(DrawInstancedIndirectArgs {
286 vertex_count_per_instance: path.vertices.len() as u32,
287 instance_count: 1,
288 start_vertex_location,
289 start_instance_location: i as u32,
290 });
291 start_vertex_location += path.vertices.len() as u32;
292
293 vertices.extend(path.vertices.iter().map(|v| DirectXPathVertex {
294 xy_position: v.xy_position,
295 content_mask: path.content_mask.bounds,
296 sprite_index: i as u32,
297 }));
298
299 sprites.push(PathSprite {
300 bounds: path.bounds,
301 color: path.color,
302 });
303 }
304
305 self.pipelines.paths_pipeline.update_buffer(
306 &self.devices.device,
307 &self.devices.device_context,
308 &sprites,
309 &vertices,
310 &draw_indirect_commands,
311 )?;
312 self.pipelines.paths_pipeline.draw(
313 &self.devices.device_context,
314 paths.len(),
315 &self.context.viewport,
316 &self.globals.global_params_buffer,
317 )
318 }
319
320 fn draw_underlines(&mut self, underlines: &[Underline]) -> Result<()> {
321 if underlines.is_empty() {
322 return Ok(());
323 }
324 self.pipelines.underline_pipeline.update_buffer(
325 &self.devices.device,
326 &self.devices.device_context,
327 underlines,
328 )?;
329 self.pipelines.underline_pipeline.draw(
330 &self.devices.device_context,
331 &self.context.viewport,
332 &self.globals.global_params_buffer,
333 underlines.len() as u32,
334 )
335 }
336
337 fn draw_monochrome_sprites(
338 &mut self,
339 texture_id: AtlasTextureId,
340 sprites: &[MonochromeSprite],
341 ) -> Result<()> {
342 if sprites.is_empty() {
343 return Ok(());
344 }
345 self.pipelines.mono_sprites.update_buffer(
346 &self.devices.device,
347 &self.devices.device_context,
348 sprites,
349 )?;
350 let texture_view = self.atlas.get_texture_view(texture_id);
351 self.pipelines.mono_sprites.draw_with_texture(
352 &self.devices.device_context,
353 &texture_view,
354 &self.context.viewport,
355 &self.globals.global_params_buffer,
356 &self.globals.sampler,
357 sprites.len() as u32,
358 )
359 }
360
361 fn draw_polychrome_sprites(
362 &mut self,
363 texture_id: AtlasTextureId,
364 sprites: &[PolychromeSprite],
365 ) -> Result<()> {
366 if sprites.is_empty() {
367 return Ok(());
368 }
369 self.pipelines.poly_sprites.update_buffer(
370 &self.devices.device,
371 &self.devices.device_context,
372 sprites,
373 )?;
374 let texture_view = self.atlas.get_texture_view(texture_id);
375 self.pipelines.poly_sprites.draw_with_texture(
376 &self.devices.device_context,
377 &texture_view,
378 &self.context.viewport,
379 &self.globals.global_params_buffer,
380 &self.globals.sampler,
381 sprites.len() as u32,
382 )
383 }
384
385 fn draw_surfaces(&mut self, surfaces: &[PaintSurface]) -> Result<()> {
386 if surfaces.is_empty() {
387 return Ok(());
388 }
389 Ok(())
390 }
391}
392
393impl DirectXContext {
394 pub fn new(devices: &DirectXDevices, hwnd: HWND) -> Result<Self> {
395 let (width, height) = unsafe {
396 let mut rect = std::mem::zeroed();
397 GetWindowRect(hwnd, &mut rect)?;
398 (rect.right - rect.left, rect.bottom - rect.top)
399 };
400 assert!(
401 width > 0 && height > 0,
402 "Window size must be greater than zero"
403 );
404 // #[cfg(not(feature = "enable-renderdoc"))]
405 let swap_chain = create_swap_chain(
406 &devices.dxgi_factory,
407 &devices.device,
408 width as u32,
409 height as u32,
410 )?;
411 // #[cfg(feature = "enable-renderdoc")]
412 // let swap_chain =
413 // create_swap_chain_default(&devices.dxgi_factory, &devices.device, hwnd, transparent)?;
414 // #[cfg(not(feature = "enable-renderdoc"))]
415 let direct_composition = DirectComposition::new(&devices.dxgi_device, hwnd)?;
416 // #[cfg(not(feature = "enable-renderdoc"))]
417 direct_composition.set_swap_chain(&swap_chain)?;
418 let (render_target, render_target_view) =
419 create_render_target_and_its_view(&swap_chain, &devices.device)?;
420 let (msaa_target, msaa_view) =
421 create_msaa_target_and_its_view(&devices.device, width as u32, height as u32)?;
422 let viewport = set_viewport(&devices.device_context, width as f32, height as f32);
423 unsafe {
424 devices
425 .device_context
426 .OMSetRenderTargets(Some(&render_target_view), None);
427 }
428 set_rasterizer_state(&devices.device, &devices.device_context)?;
429
430 Ok(Self {
431 swap_chain,
432 render_target,
433 render_target_view,
434 msaa_target,
435 msaa_view,
436 viewport,
437 // #[cfg(not(feature = "enable-renderdoc"))]
438 _direct_composition: direct_composition,
439 })
440 }
441}
442
443impl DirectXRenderPipelines {
444 pub fn new(device: &ID3D11Device) -> Result<Self> {
445 let shadow_pipeline = PipelineState::new(
446 device,
447 "shadow_pipeline",
448 "shadow_vertex",
449 "shadow_fragment",
450 4,
451 )?;
452 let quad_pipeline =
453 PipelineState::new(device, "quad_pipeline", "quad_vertex", "quad_fragment", 64)?;
454 let paths_pipeline = PathsPipelineState::new(device)?;
455 let underline_pipeline = PipelineState::new(
456 device,
457 "underline_pipeline",
458 "underline_vertex",
459 "underline_fragment",
460 4,
461 )?;
462 let mono_sprites = PipelineState::new(
463 device,
464 "monochrome_sprite_pipeline",
465 "monochrome_sprite_vertex",
466 "monochrome_sprite_fragment",
467 512,
468 )?;
469 let poly_sprites = PipelineState::new(
470 device,
471 "polychrome_sprite_pipeline",
472 "polychrome_sprite_vertex",
473 "polychrome_sprite_fragment",
474 16,
475 )?;
476
477 Ok(Self {
478 shadow_pipeline,
479 quad_pipeline,
480 paths_pipeline,
481 underline_pipeline,
482 mono_sprites,
483 poly_sprites,
484 })
485 }
486}
487
488// #[cfg(not(feature = "enable-renderdoc"))]
489impl DirectComposition {
490 pub fn new(dxgi_device: &IDXGIDevice, hwnd: HWND) -> Result<Self> {
491 let comp_device = get_comp_device(&dxgi_device)?;
492 let comp_target = unsafe { comp_device.CreateTargetForHwnd(hwnd, true) }?;
493 let comp_visual = unsafe { comp_device.CreateVisual() }?;
494
495 Ok(Self {
496 comp_device,
497 comp_target,
498 comp_visual,
499 })
500 }
501
502 pub fn set_swap_chain(&self, swap_chain: &IDXGISwapChain1) -> Result<()> {
503 unsafe {
504 self.comp_visual.SetContent(swap_chain)?;
505 self.comp_target.SetRoot(&self.comp_visual)?;
506 self.comp_device.Commit()?;
507 }
508 Ok(())
509 }
510}
511
512impl DirectXGlobalElements {
513 pub fn new(device: &ID3D11Device) -> Result<Self> {
514 let global_params_buffer = unsafe {
515 let desc = D3D11_BUFFER_DESC {
516 ByteWidth: std::mem::size_of::<GlobalParams>() as u32,
517 Usage: D3D11_USAGE_DYNAMIC,
518 BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
519 CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
520 ..Default::default()
521 };
522 let mut buffer = None;
523 device.CreateBuffer(&desc, None, Some(&mut buffer))?;
524 [buffer]
525 };
526
527 let sampler = unsafe {
528 let desc = D3D11_SAMPLER_DESC {
529 Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
530 AddressU: D3D11_TEXTURE_ADDRESS_WRAP,
531 AddressV: D3D11_TEXTURE_ADDRESS_WRAP,
532 AddressW: D3D11_TEXTURE_ADDRESS_WRAP,
533 MipLODBias: 0.0,
534 MaxAnisotropy: 1,
535 ComparisonFunc: D3D11_COMPARISON_ALWAYS,
536 BorderColor: [0.0; 4],
537 MinLOD: 0.0,
538 MaxLOD: D3D11_FLOAT32_MAX,
539 };
540 let mut output = None;
541 device.CreateSamplerState(&desc, Some(&mut output))?;
542 [output]
543 };
544
545 let blend_state = create_blend_state(device)?;
546
547 Ok(Self {
548 global_params_buffer,
549 sampler,
550 blend_state,
551 })
552 }
553}
554
555#[derive(Debug, Default)]
556#[repr(C)]
557struct GlobalParams {
558 viewport_size: [f32; 2],
559 _pad: u64,
560}
561
562struct PipelineState<T> {
563 label: &'static str,
564 vertex: ID3D11VertexShader,
565 fragment: ID3D11PixelShader,
566 buffer: ID3D11Buffer,
567 buffer_size: usize,
568 view: [Option<ID3D11ShaderResourceView>; 1],
569 _marker: std::marker::PhantomData<T>,
570}
571
572struct PathsPipelineState {
573 vertex: ID3D11VertexShader,
574 fragment: ID3D11PixelShader,
575 buffer: ID3D11Buffer,
576 buffer_size: usize,
577 vertex_buffer: Option<ID3D11Buffer>,
578 vertex_buffer_size: usize,
579 indirect_draw_buffer: ID3D11Buffer,
580 indirect_buffer_size: usize,
581 input_layout: ID3D11InputLayout,
582 view: [Option<ID3D11ShaderResourceView>; 1],
583}
584
585impl<T> PipelineState<T> {
586 fn new(
587 device: &ID3D11Device,
588 label: &'static str,
589 vertex_entry: &str,
590 fragment_entry: &str,
591 buffer_size: usize,
592 ) -> Result<Self> {
593 let vertex = {
594 let shader_blob = shader_resources::build_shader_blob(vertex_entry, "vs_5_0")?;
595 let bytes = unsafe {
596 std::slice::from_raw_parts(
597 shader_blob.GetBufferPointer() as *mut u8,
598 shader_blob.GetBufferSize(),
599 )
600 };
601 create_vertex_shader(device, bytes)?
602 };
603 let fragment = {
604 let shader_blob = shader_resources::build_shader_blob(fragment_entry, "ps_5_0")?;
605 let bytes = unsafe {
606 std::slice::from_raw_parts(
607 shader_blob.GetBufferPointer() as *mut u8,
608 shader_blob.GetBufferSize(),
609 )
610 };
611 create_fragment_shader(device, bytes)?
612 };
613 let buffer = create_buffer(device, std::mem::size_of::<T>(), buffer_size)?;
614 let view = create_buffer_view(device, &buffer)?;
615
616 Ok(PipelineState {
617 label,
618 vertex,
619 fragment,
620 buffer,
621 buffer_size,
622 view,
623 _marker: std::marker::PhantomData,
624 })
625 }
626
627 fn update_buffer(
628 &mut self,
629 device: &ID3D11Device,
630 device_context: &ID3D11DeviceContext,
631 data: &[T],
632 ) -> Result<()> {
633 if self.buffer_size < data.len() {
634 let new_buffer_size = data.len().next_power_of_two();
635 log::info!(
636 "Updating {} buffer size from {} to {}",
637 self.label,
638 self.buffer_size,
639 new_buffer_size
640 );
641 let buffer = create_buffer(device, std::mem::size_of::<T>(), new_buffer_size)?;
642 let view = create_buffer_view(device, &buffer)?;
643 self.buffer = buffer;
644 self.view = view;
645 self.buffer_size = new_buffer_size;
646 }
647 update_buffer(device_context, &self.buffer, data)
648 }
649
650 fn draw(
651 &self,
652 device_context: &ID3D11DeviceContext,
653 viewport: &[D3D11_VIEWPORT],
654 global_params: &[Option<ID3D11Buffer>],
655 instance_count: u32,
656 ) -> Result<()> {
657 set_pipeline_state(
658 device_context,
659 &self.view,
660 D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
661 viewport,
662 &self.vertex,
663 &self.fragment,
664 global_params,
665 );
666 unsafe {
667 device_context.DrawInstanced(4, instance_count, 0, 0);
668 }
669 Ok(())
670 }
671
672 fn draw_with_texture(
673 &self,
674 device_context: &ID3D11DeviceContext,
675 texture: &[Option<ID3D11ShaderResourceView>],
676 viewport: &[D3D11_VIEWPORT],
677 global_params: &[Option<ID3D11Buffer>],
678 sampler: &[Option<ID3D11SamplerState>],
679 instance_count: u32,
680 ) -> Result<()> {
681 set_pipeline_state(
682 device_context,
683 &self.view,
684 D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
685 viewport,
686 &self.vertex,
687 &self.fragment,
688 global_params,
689 );
690 unsafe {
691 device_context.PSSetSamplers(0, Some(sampler));
692 device_context.VSSetShaderResources(0, Some(texture));
693 device_context.PSSetShaderResources(0, Some(texture));
694
695 device_context.DrawInstanced(4, instance_count, 0, 0);
696 }
697 Ok(())
698 }
699}
700
701impl PathsPipelineState {
702 fn new(device: &ID3D11Device) -> Result<Self> {
703 let (vertex, vertex_shader) = {
704 let shader_blob = shader_resources::build_shader_blob("paths_vertex", "vs_5_0")?;
705 let bytes = unsafe {
706 std::slice::from_raw_parts(
707 shader_blob.GetBufferPointer() as *mut u8,
708 shader_blob.GetBufferSize(),
709 )
710 };
711 (create_vertex_shader(device, bytes)?, shader_blob)
712 };
713 let fragment = {
714 let shader_blob = shader_resources::build_shader_blob("paths_fragment", "ps_5_0")?;
715 let bytes = unsafe {
716 std::slice::from_raw_parts(
717 shader_blob.GetBufferPointer() as *mut u8,
718 shader_blob.GetBufferSize(),
719 )
720 };
721 create_fragment_shader(device, bytes)?
722 };
723 let buffer = create_buffer(device, std::mem::size_of::<PathSprite>(), 32)?;
724 let view = create_buffer_view(device, &buffer)?;
725 let vertex_buffer = Some(create_buffer(
726 device,
727 std::mem::size_of::<DirectXPathVertex>(),
728 32,
729 )?);
730 let indirect_draw_buffer = create_indirect_draw_buffer(device, 32)?;
731 // Create input layout
732 let input_layout = unsafe {
733 let shader_bytes = std::slice::from_raw_parts(
734 vertex_shader.GetBufferPointer() as *const u8,
735 vertex_shader.GetBufferSize(),
736 );
737 let mut layout = None;
738 device.CreateInputLayout(
739 &[
740 D3D11_INPUT_ELEMENT_DESC {
741 SemanticName: windows::core::s!("POSITION"),
742 SemanticIndex: 0,
743 Format: DXGI_FORMAT_R32G32_FLOAT,
744 InputSlot: 0,
745 AlignedByteOffset: 0,
746 InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
747 InstanceDataStepRate: 0,
748 },
749 D3D11_INPUT_ELEMENT_DESC {
750 SemanticName: windows::core::s!("TEXCOORD"),
751 SemanticIndex: 0,
752 Format: DXGI_FORMAT_R32G32_FLOAT,
753 InputSlot: 0,
754 AlignedByteOffset: 8,
755 InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
756 InstanceDataStepRate: 0,
757 },
758 D3D11_INPUT_ELEMENT_DESC {
759 SemanticName: windows::core::s!("TEXCOORD"),
760 SemanticIndex: 1,
761 Format: DXGI_FORMAT_R32G32_FLOAT,
762 InputSlot: 0,
763 AlignedByteOffset: 16,
764 InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
765 InstanceDataStepRate: 0,
766 },
767 D3D11_INPUT_ELEMENT_DESC {
768 SemanticName: windows::core::s!("GLOBALIDX"),
769 SemanticIndex: 0,
770 Format: DXGI_FORMAT_R32_UINT,
771 InputSlot: 0,
772 AlignedByteOffset: 24,
773 InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
774 InstanceDataStepRate: 0,
775 },
776 ],
777 shader_bytes,
778 Some(&mut layout),
779 )?;
780 layout.unwrap()
781 };
782
783 Ok(Self {
784 vertex,
785 fragment,
786 buffer,
787 buffer_size: 32,
788 vertex_buffer,
789 vertex_buffer_size: 32,
790 indirect_draw_buffer,
791 indirect_buffer_size: 32,
792 input_layout,
793 view,
794 })
795 }
796
797 fn update_buffer(
798 &mut self,
799 device: &ID3D11Device,
800 device_context: &ID3D11DeviceContext,
801 buffer_data: &[PathSprite],
802 vertices_data: &[DirectXPathVertex],
803 draw_commands: &[DrawInstancedIndirectArgs],
804 ) -> Result<()> {
805 if self.buffer_size < buffer_data.len() {
806 let new_buffer_size = buffer_data.len().next_power_of_two();
807 log::info!(
808 "Updating Paths Pipeline buffer size from {} to {}",
809 self.buffer_size,
810 new_buffer_size
811 );
812 let buffer = create_buffer(device, std::mem::size_of::<PathSprite>(), new_buffer_size)?;
813 let view = create_buffer_view(device, &buffer)?;
814 self.buffer = buffer;
815 self.view = view;
816 self.buffer_size = new_buffer_size;
817 }
818 update_buffer(device_context, &self.buffer, buffer_data)?;
819 if self.vertex_buffer_size < vertices_data.len() {
820 let new_vertex_buffer_size = vertices_data.len().next_power_of_two();
821 log::info!(
822 "Updating Paths Pipeline vertex buffer size from {} to {}",
823 self.vertex_buffer_size,
824 new_vertex_buffer_size
825 );
826 let vertex_buffer = create_buffer(
827 device,
828 std::mem::size_of::<DirectXPathVertex>(),
829 new_vertex_buffer_size,
830 )?;
831 self.vertex_buffer = Some(vertex_buffer);
832 self.vertex_buffer_size = new_vertex_buffer_size;
833 }
834 update_buffer(
835 device_context,
836 self.vertex_buffer.as_ref().unwrap(),
837 vertices_data,
838 )?;
839 if self.indirect_buffer_size < draw_commands.len() {
840 let new_indirect_buffer_size = draw_commands.len().next_power_of_two();
841 log::info!(
842 "Updating Paths Pipeline indirect buffer size from {} to {}",
843 self.indirect_buffer_size,
844 new_indirect_buffer_size
845 );
846 let indirect_draw_buffer =
847 create_indirect_draw_buffer(device, new_indirect_buffer_size)?;
848 self.indirect_draw_buffer = indirect_draw_buffer;
849 self.indirect_buffer_size = new_indirect_buffer_size;
850 }
851 update_buffer(device_context, &self.indirect_draw_buffer, draw_commands)?;
852 Ok(())
853 }
854
855 fn draw(
856 &self,
857 device_context: &ID3D11DeviceContext,
858 count: usize,
859 viewport: &[D3D11_VIEWPORT],
860 global_params: &[Option<ID3D11Buffer>],
861 ) -> Result<()> {
862 set_pipeline_state(
863 device_context,
864 &self.view,
865 D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
866 viewport,
867 &self.vertex,
868 &self.fragment,
869 global_params,
870 );
871 unsafe {
872 const STRIDE: u32 = std::mem::size_of::<DirectXPathVertex>() as u32;
873 device_context.IASetVertexBuffers(
874 0,
875 1,
876 Some(&self.vertex_buffer),
877 Some(&STRIDE),
878 Some(&0),
879 );
880 device_context.IASetInputLayout(&self.input_layout);
881 }
882 for i in 0..count {
883 unsafe {
884 device_context.DrawInstancedIndirect(
885 &self.indirect_draw_buffer,
886 (i * std::mem::size_of::<DrawInstancedIndirectArgs>()) as u32,
887 );
888 }
889 }
890 Ok(())
891 }
892}
893
894#[repr(C)]
895struct DirectXPathVertex {
896 xy_position: Point<ScaledPixels>,
897 content_mask: Bounds<ScaledPixels>,
898 sprite_index: u32,
899}
900
901#[derive(Clone, Debug, Eq, PartialEq)]
902#[repr(C)]
903struct PathSprite {
904 bounds: Bounds<ScaledPixels>,
905 color: Background,
906}
907
908impl Drop for DirectXContext {
909 fn drop(&mut self) {
910 unsafe {
911 ManuallyDrop::drop(&mut self.render_target);
912 ManuallyDrop::drop(&mut self.swap_chain);
913 }
914 }
915}
916
917#[inline]
918fn get_dxgi_factory() -> Result<IDXGIFactory6> {
919 #[cfg(debug_assertions)]
920 let factory_flag = DXGI_CREATE_FACTORY_DEBUG;
921 #[cfg(not(debug_assertions))]
922 let factory_flag = DXGI_CREATE_FACTORY_FLAGS::default();
923 unsafe { Ok(CreateDXGIFactory2(factory_flag)?) }
924}
925
926fn get_adapter(dxgi_factory: &IDXGIFactory6) -> Result<IDXGIAdapter1> {
927 for adapter_index in 0.. {
928 let adapter: IDXGIAdapter1 = unsafe {
929 dxgi_factory
930 .EnumAdapterByGpuPreference(adapter_index, DXGI_GPU_PREFERENCE_MINIMUM_POWER)
931 }?;
932 {
933 let desc = unsafe { adapter.GetDesc1() }?;
934 println!(
935 "Select GPU: {}",
936 String::from_utf16_lossy(&desc.Description)
937 );
938 }
939 // Check to see whether the adapter supports Direct3D 11, but don't
940 // create the actual device yet.
941 if get_device(&adapter, None, None).log_err().is_some() {
942 return Ok(adapter);
943 }
944 }
945
946 unreachable!()
947}
948
949fn get_device(
950 adapter: &IDXGIAdapter1,
951 device: Option<*mut Option<ID3D11Device>>,
952 context: Option<*mut Option<ID3D11DeviceContext>>,
953) -> Result<()> {
954 #[cfg(debug_assertions)]
955 let device_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_DEBUG;
956 #[cfg(not(debug_assertions))]
957 let device_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
958 Ok(unsafe {
959 D3D11CreateDevice(
960 adapter,
961 D3D_DRIVER_TYPE_UNKNOWN,
962 HMODULE::default(),
963 device_flags,
964 Some(&[D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1]),
965 D3D11_SDK_VERSION,
966 device,
967 None,
968 context,
969 )?
970 })
971}
972
973// #[cfg(not(feature = "enable-renderdoc"))]
974fn get_comp_device(dxgi_device: &IDXGIDevice) -> Result<IDCompositionDevice> {
975 Ok(unsafe { DCompositionCreateDevice(dxgi_device)? })
976}
977
978fn create_swap_chain(
979 dxgi_factory: &IDXGIFactory6,
980 device: &ID3D11Device,
981 width: u32,
982 height: u32,
983) -> Result<ManuallyDrop<IDXGISwapChain1>> {
984 let desc = DXGI_SWAP_CHAIN_DESC1 {
985 Width: width,
986 Height: height,
987 Format: RENDER_TARGET_FORMAT,
988 Stereo: false.into(),
989 SampleDesc: DXGI_SAMPLE_DESC {
990 Count: 1,
991 Quality: 0,
992 },
993 BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
994 BufferCount: BUFFER_COUNT as u32,
995 // Composition SwapChains only support the DXGI_SCALING_STRETCH Scaling.
996 Scaling: DXGI_SCALING_STRETCH,
997 SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
998 AlphaMode: DXGI_ALPHA_MODE_PREMULTIPLIED,
999 Flags: 0,
1000 };
1001 Ok(ManuallyDrop::new(unsafe {
1002 dxgi_factory.CreateSwapChainForComposition(device, &desc, None)?
1003 }))
1004}
1005
1006// #[cfg(feature = "enable-renderdoc")]
1007fn create_swap_chain_default(
1008 dxgi_factory: &IDXGIFactory6,
1009 device: &ID3D11Device,
1010 hwnd: HWND,
1011 _transparent: bool,
1012) -> Result<ManuallyDrop<IDXGISwapChain1>> {
1013 use windows::Win32::Graphics::Dxgi::DXGI_MWA_NO_ALT_ENTER;
1014
1015 let desc = DXGI_SWAP_CHAIN_DESC1 {
1016 Width: 1,
1017 Height: 1,
1018 Format: RENDER_TARGET_FORMAT,
1019 Stereo: false.into(),
1020 SampleDesc: DXGI_SAMPLE_DESC {
1021 Count: 1,
1022 Quality: 0,
1023 },
1024 BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
1025 BufferCount: BUFFER_COUNT as u32,
1026 Scaling: DXGI_SCALING_STRETCH,
1027 SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
1028 AlphaMode: DXGI_ALPHA_MODE_IGNORE,
1029 Flags: 0,
1030 };
1031 let swap_chain =
1032 unsafe { dxgi_factory.CreateSwapChainForHwnd(device, hwnd, &desc, None, None) }?;
1033 unsafe { dxgi_factory.MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER) }?;
1034 Ok(ManuallyDrop::new(swap_chain))
1035}
1036
1037#[inline]
1038fn create_render_target_and_its_view(
1039 swap_chain: &IDXGISwapChain1,
1040 device: &ID3D11Device,
1041) -> Result<(
1042 ManuallyDrop<ID3D11Texture2D>,
1043 [Option<ID3D11RenderTargetView>; 1],
1044)> {
1045 let render_target: ID3D11Texture2D = unsafe { swap_chain.GetBuffer(0) }?;
1046 let mut render_target_view = None;
1047 unsafe { device.CreateRenderTargetView(&render_target, None, Some(&mut render_target_view))? };
1048 Ok((
1049 ManuallyDrop::new(render_target),
1050 [Some(render_target_view.unwrap())],
1051 ))
1052}
1053
1054#[inline]
1055fn create_msaa_target_and_its_view(
1056 device: &ID3D11Device,
1057 width: u32,
1058 height: u32,
1059) -> Result<(ID3D11Texture2D, ID3D11RenderTargetView)> {
1060 let msaa_target = unsafe {
1061 let mut output = None;
1062 let desc = D3D11_TEXTURE2D_DESC {
1063 Width: width,
1064 Height: height,
1065 MipLevels: 1,
1066 ArraySize: 1,
1067 Format: RENDER_TARGET_FORMAT,
1068 SampleDesc: DXGI_SAMPLE_DESC {
1069 Count: 4,
1070 Quality: D3D11_STANDARD_MULTISAMPLE_PATTERN.0 as u32,
1071 },
1072 Usage: D3D11_USAGE_DEFAULT,
1073 BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32,
1074 CPUAccessFlags: 0,
1075 MiscFlags: 0,
1076 };
1077 device.CreateTexture2D(&desc, None, Some(&mut output))?;
1078 output.unwrap()
1079 };
1080 let msaa_view = unsafe {
1081 let mut output = None;
1082 device.CreateRenderTargetView(&msaa_target, None, Some(&mut output))?;
1083 output.unwrap()
1084 };
1085 Ok((msaa_target, msaa_view))
1086}
1087
1088#[inline]
1089fn set_viewport(
1090 device_context: &ID3D11DeviceContext,
1091 width: f32,
1092 height: f32,
1093) -> [D3D11_VIEWPORT; 1] {
1094 let viewport = [D3D11_VIEWPORT {
1095 TopLeftX: 0.0,
1096 TopLeftY: 0.0,
1097 Width: width,
1098 Height: height,
1099 MinDepth: 0.0,
1100 MaxDepth: 1.0,
1101 }];
1102 unsafe { device_context.RSSetViewports(Some(&viewport)) };
1103 viewport
1104}
1105
1106#[inline]
1107fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceContext) -> Result<()> {
1108 let desc = D3D11_RASTERIZER_DESC {
1109 FillMode: D3D11_FILL_SOLID,
1110 CullMode: D3D11_CULL_NONE,
1111 FrontCounterClockwise: false.into(),
1112 DepthBias: 0,
1113 DepthBiasClamp: 0.0,
1114 SlopeScaledDepthBias: 0.0,
1115 DepthClipEnable: true.into(),
1116 ScissorEnable: false.into(),
1117 // MultisampleEnable: false.into(),
1118 MultisampleEnable: true.into(),
1119 AntialiasedLineEnable: false.into(),
1120 };
1121 let rasterizer_state = unsafe {
1122 let mut state = None;
1123 device.CreateRasterizerState(&desc, Some(&mut state))?;
1124 state.unwrap()
1125 };
1126 unsafe { device_context.RSSetState(&rasterizer_state) };
1127 Ok(())
1128}
1129
1130// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_blend_desc
1131#[inline]
1132fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
1133 // If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
1134 // device performs the blend in linear space, which is ideal.
1135 let mut desc = D3D11_BLEND_DESC::default();
1136 desc.RenderTarget[0].BlendEnable = true.into();
1137 desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
1138 desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
1139 desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
1140 desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
1141 desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
1142 desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
1143 desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
1144 unsafe {
1145 let mut state = None;
1146 device.CreateBlendState(&desc, Some(&mut state))?;
1147 Ok(state.unwrap())
1148 }
1149}
1150
1151#[inline]
1152fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11VertexShader> {
1153 unsafe {
1154 let mut shader = None;
1155 device.CreateVertexShader(bytes, None, Some(&mut shader))?;
1156 Ok(shader.unwrap())
1157 }
1158}
1159
1160#[inline]
1161fn create_fragment_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11PixelShader> {
1162 unsafe {
1163 let mut shader = None;
1164 device.CreatePixelShader(bytes, None, Some(&mut shader))?;
1165 Ok(shader.unwrap())
1166 }
1167}
1168
1169#[inline]
1170fn create_buffer(
1171 device: &ID3D11Device,
1172 element_size: usize,
1173 buffer_size: usize,
1174) -> Result<ID3D11Buffer> {
1175 let desc = D3D11_BUFFER_DESC {
1176 ByteWidth: (element_size * buffer_size) as u32,
1177 Usage: D3D11_USAGE_DYNAMIC,
1178 BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
1179 CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
1180 MiscFlags: D3D11_RESOURCE_MISC_BUFFER_STRUCTURED.0 as u32,
1181 StructureByteStride: element_size as u32,
1182 };
1183 let mut buffer = None;
1184 unsafe { device.CreateBuffer(&desc, None, Some(&mut buffer)) }?;
1185 Ok(buffer.unwrap())
1186}
1187
1188#[inline]
1189fn create_buffer_view(
1190 device: &ID3D11Device,
1191 buffer: &ID3D11Buffer,
1192) -> Result<[Option<ID3D11ShaderResourceView>; 1]> {
1193 let mut view = None;
1194 unsafe { device.CreateShaderResourceView(buffer, None, Some(&mut view)) }?;
1195 Ok([view])
1196}
1197
1198#[inline]
1199fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: usize) -> Result<ID3D11Buffer> {
1200 let desc = D3D11_BUFFER_DESC {
1201 ByteWidth: (std::mem::size_of::<DrawInstancedIndirectArgs>() * buffer_size) as u32,
1202 Usage: D3D11_USAGE_DYNAMIC,
1203 BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
1204 CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
1205 MiscFlags: D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS.0 as u32,
1206 StructureByteStride: std::mem::size_of::<DrawInstancedIndirectArgs>() as u32,
1207 };
1208 let mut buffer = None;
1209 unsafe { device.CreateBuffer(&desc, None, Some(&mut buffer)) }?;
1210 Ok(buffer.unwrap())
1211}
1212
1213#[inline]
1214fn update_buffer<T>(
1215 device_context: &ID3D11DeviceContext,
1216 buffer: &ID3D11Buffer,
1217 data: &[T],
1218) -> Result<()> {
1219 unsafe {
1220 let mut dest = std::mem::zeroed();
1221 device_context.Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut dest))?;
1222 std::ptr::copy_nonoverlapping(data.as_ptr(), dest.pData as _, data.len());
1223 device_context.Unmap(buffer, 0);
1224 }
1225 Ok(())
1226}
1227
1228#[inline]
1229fn set_pipeline_state(
1230 device_context: &ID3D11DeviceContext,
1231 buffer_view: &[Option<ID3D11ShaderResourceView>],
1232 topology: D3D_PRIMITIVE_TOPOLOGY,
1233 viewport: &[D3D11_VIEWPORT],
1234 vertex_shader: &ID3D11VertexShader,
1235 fragment_shader: &ID3D11PixelShader,
1236 global_params: &[Option<ID3D11Buffer>],
1237) {
1238 unsafe {
1239 device_context.VSSetShaderResources(1, Some(buffer_view));
1240 device_context.PSSetShaderResources(1, Some(buffer_view));
1241 device_context.IASetPrimitiveTopology(topology);
1242 device_context.RSSetViewports(Some(viewport));
1243 device_context.VSSetShader(vertex_shader, None);
1244 device_context.PSSetShader(fragment_shader, None);
1245 device_context.VSSetConstantBuffers(0, Some(global_params));
1246 device_context.PSSetConstantBuffers(0, Some(global_params));
1247 }
1248}
1249
1250const BUFFER_COUNT: usize = 3;
1251
1252mod shader_resources {
1253 use anyhow::Result;
1254 use windows::Win32::Graphics::Direct3D::{
1255 Fxc::{D3DCOMPILE_DEBUG, D3DCOMPILE_SKIP_OPTIMIZATION, D3DCompileFromFile},
1256 ID3DBlob,
1257 };
1258 use windows_core::{HSTRING, PCSTR};
1259
1260 pub(super) fn build_shader_blob(entry: &str, target: &str) -> Result<ID3DBlob> {
1261 unsafe {
1262 let mut entry = entry.to_owned();
1263 let mut target = target.to_owned();
1264 let mut compile_blob = None;
1265 let mut error_blob = None;
1266 let shader_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
1267 .join("src/platform/windows/shaders.hlsl")
1268 .canonicalize()
1269 .unwrap();
1270 entry.push_str("\0");
1271 target.push_str("\0");
1272 let entry_point = PCSTR::from_raw(entry.as_ptr());
1273 let target_cstr = PCSTR::from_raw(target.as_ptr());
1274 #[cfg(debug_assertions)]
1275 let compile_flag = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
1276 #[cfg(not(debug_assertions))]
1277 let compile_flag = 0;
1278 let ret = D3DCompileFromFile(
1279 &HSTRING::from(shader_path.to_str().unwrap()),
1280 None,
1281 None,
1282 entry_point,
1283 target_cstr,
1284 compile_flag,
1285 0,
1286 &mut compile_blob,
1287 Some(&mut error_blob),
1288 );
1289 if ret.is_err() {
1290 let Some(error_blob) = error_blob else {
1291 return Err(anyhow::anyhow!("{ret:?}"));
1292 };
1293 let string_len = error_blob.GetBufferSize();
1294 let error_string_encode = Vec::from_raw_parts(
1295 error_blob.GetBufferPointer() as *mut u8,
1296 string_len,
1297 string_len,
1298 );
1299 let error_string = String::from_utf8_lossy(&error_string_encode).to_string();
1300 log::error!("Shader compile error: {}", error_string);
1301 return Err(anyhow::anyhow!("Compile error: {}", error_string));
1302 }
1303 Ok(compile_blob.unwrap())
1304 }
1305 }
1306}