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::{
8 Win32::{
9 Foundation::{HMODULE, HWND},
10 Graphics::{
11 Direct3D::*,
12 Direct3D11::*,
13 Dxgi::{Common::*, *},
14 },
15 },
16 core::*,
17};
18
19use crate::*;
20
21const RENDER_TARGET_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM;
22// This configuration is used for MSAA rendering, and it's guaranteed to be supported by DirectX 11.
23const MULTISAMPLE_COUNT: u32 = 4;
24
25pub(crate) struct DirectXRenderer {
26 atlas: Arc<DirectXAtlas>,
27 devices: DirectXDevices,
28 resources: DirectXResources,
29 globals: DirectXGlobalElements,
30 pipelines: DirectXRenderPipelines,
31 // #[cfg(not(feature = "enable-renderdoc"))]
32 _direct_composition: DirectComposition,
33}
34
35/// Direct3D objects
36#[derive(Clone)]
37pub(crate) struct DirectXDevices {
38 dxgi_factory: IDXGIFactory6,
39 dxgi_device: IDXGIDevice,
40 device: ID3D11Device,
41 device_context: ID3D11DeviceContext,
42}
43
44struct DirectXResources {
45 // Direct3D rendering objects
46 swap_chain: IDXGISwapChain1,
47 render_target: ManuallyDrop<ID3D11Texture2D>,
48 render_target_view: [Option<ID3D11RenderTargetView>; 1],
49 msaa_target: ID3D11Texture2D,
50 msaa_view: [Option<ID3D11RenderTargetView>; 1],
51
52 // Cached window size and viewport
53 width: u32,
54 height: u32,
55 viewport: [D3D11_VIEWPORT; 1],
56}
57
58struct DirectXRenderPipelines {
59 shadow_pipeline: PipelineState<Shadow>,
60 quad_pipeline: PipelineState<Quad>,
61 paths_pipeline: PathsPipelineState,
62 underline_pipeline: PipelineState<Underline>,
63 mono_sprites: PipelineState<MonochromeSprite>,
64 poly_sprites: PipelineState<PolychromeSprite>,
65}
66
67struct DirectXGlobalElements {
68 global_params_buffer: [Option<ID3D11Buffer>; 1],
69 sampler: [Option<ID3D11SamplerState>; 1],
70 blend_state: ID3D11BlendState,
71}
72
73#[repr(C)]
74struct DrawInstancedIndirectArgs {
75 vertex_count_per_instance: u32,
76 instance_count: u32,
77 start_vertex_location: u32,
78 start_instance_location: u32,
79}
80
81// #[cfg(not(feature = "enable-renderdoc"))]
82struct DirectComposition {
83 comp_device: IDCompositionDevice,
84 comp_target: IDCompositionTarget,
85 comp_visual: IDCompositionVisual,
86}
87
88impl DirectXDevices {
89 pub(crate) fn new() -> Result<Self> {
90 let dxgi_factory = get_dxgi_factory()?;
91 let adapter = get_adapter(&dxgi_factory)?;
92 let (device, device_context) = {
93 let mut device: Option<ID3D11Device> = None;
94 let mut context: Option<ID3D11DeviceContext> = None;
95 get_device(&adapter, Some(&mut device), Some(&mut context))?;
96 (device.unwrap(), context.unwrap())
97 };
98 let dxgi_device: IDXGIDevice = device.cast()?;
99
100 Ok(Self {
101 dxgi_factory,
102 dxgi_device,
103 device,
104 device_context,
105 })
106 }
107}
108
109impl DirectXRenderer {
110 pub(crate) fn new(devices: &DirectXDevices, hwnd: HWND) -> Result<Self> {
111 let atlas = Arc::new(DirectXAtlas::new(
112 devices.device.clone(),
113 devices.device_context.clone(),
114 ));
115 let resources = DirectXResources::new(devices)?;
116 let globals = DirectXGlobalElements::new(&devices.device)?;
117 let pipelines = DirectXRenderPipelines::new(&devices.device)?;
118 // #[cfg(not(feature = "enable-renderdoc"))]
119 let direct_composition = DirectComposition::new(&devices.dxgi_device, hwnd)?;
120 // #[cfg(not(feature = "enable-renderdoc"))]
121 direct_composition.set_swap_chain(&resources.swap_chain)?;
122 Ok(DirectXRenderer {
123 atlas,
124 devices: devices.clone(),
125 resources,
126 globals,
127 pipelines,
128 // #[cfg(not(feature = "enable-renderdoc"))]
129 _direct_composition: direct_composition,
130 })
131 }
132
133 pub(crate) fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> {
134 self.atlas.clone()
135 }
136
137 fn pre_draw(&self) -> Result<()> {
138 update_buffer(
139 &self.devices.device_context,
140 self.globals.global_params_buffer[0].as_ref().unwrap(),
141 &[GlobalParams {
142 viewport_size: [
143 self.resources.viewport[0].Width,
144 self.resources.viewport[0].Height,
145 ],
146 ..Default::default()
147 }],
148 )?;
149 unsafe {
150 self.devices
151 .device_context
152 .ClearRenderTargetView(self.resources.msaa_view[0].as_ref().unwrap(), &[0.0; 4]);
153 self.devices
154 .device_context
155 .OMSetRenderTargets(Some(&self.resources.msaa_view), None);
156 self.devices
157 .device_context
158 .RSSetViewports(Some(&self.resources.viewport));
159 self.devices.device_context.OMSetBlendState(
160 &self.globals.blend_state,
161 None,
162 0xFFFFFFFF,
163 );
164 }
165 Ok(())
166 }
167
168 fn present(&self) -> Result<()> {
169 unsafe {
170 self.devices.device_context.ResolveSubresource(
171 &*self.resources.render_target,
172 0,
173 &self.resources.msaa_target,
174 0,
175 RENDER_TARGET_FORMAT,
176 );
177 self.devices
178 .device_context
179 .OMSetRenderTargets(Some(&self.resources.render_target_view), None);
180 self.resources.swap_chain.Present(0, DXGI_PRESENT(0)).ok()?;
181 }
182 Ok(())
183 }
184
185 pub(crate) fn draw(&mut self, scene: &Scene) -> Result<()> {
186 self.pre_draw()?;
187 for batch in scene.batches() {
188 match batch {
189 PrimitiveBatch::Shadows(shadows) => self.draw_shadows(shadows),
190 PrimitiveBatch::Quads(quads) => self.draw_quads(quads),
191 PrimitiveBatch::Paths(paths) => self.draw_paths(paths),
192 PrimitiveBatch::Underlines(underlines) => self.draw_underlines(underlines),
193 PrimitiveBatch::MonochromeSprites {
194 texture_id,
195 sprites,
196 } => self.draw_monochrome_sprites(texture_id, sprites),
197 PrimitiveBatch::PolychromeSprites {
198 texture_id,
199 sprites,
200 } => self.draw_polychrome_sprites(texture_id, sprites),
201 PrimitiveBatch::Surfaces(surfaces) => self.draw_surfaces(surfaces),
202 }.context(format!("scene too large: {} paths, {} shadows, {} quads, {} underlines, {} mono, {} poly, {} surfaces",
203 scene.paths.len(),
204 scene.shadows.len(),
205 scene.quads.len(),
206 scene.underlines.len(),
207 scene.monochrome_sprites.len(),
208 scene.polychrome_sprites.len(),
209 scene.surfaces.len(),))?;
210 }
211 self.present()
212 }
213
214 pub(crate) fn resize(&mut self, new_size: Size<DevicePixels>) -> Result<()> {
215 let width = new_size.width.0.max(1) as u32;
216 let height = new_size.height.0.max(1) as u32;
217 if self.resources.width == width && self.resources.height == height {
218 return Ok(());
219 }
220 unsafe {
221 // Clear the render target before resizing
222 self.devices.device_context.OMSetRenderTargets(None, None);
223 ManuallyDrop::drop(&mut self.resources.render_target);
224 drop(self.resources.render_target_view[0].take().unwrap());
225
226 self.resources.swap_chain.ResizeBuffers(
227 BUFFER_COUNT as u32,
228 width,
229 height,
230 RENDER_TARGET_FORMAT,
231 DXGI_SWAP_CHAIN_FLAG(0),
232 )?;
233
234 self.resources
235 .recreate_resources(&self.devices, width, height)?;
236 self.devices
237 .device_context
238 .OMSetRenderTargets(Some(&self.resources.render_target_view), None);
239 }
240 Ok(())
241 }
242
243 fn draw_shadows(&mut self, shadows: &[Shadow]) -> Result<()> {
244 if shadows.is_empty() {
245 return Ok(());
246 }
247 self.pipelines.shadow_pipeline.update_buffer(
248 &self.devices.device,
249 &self.devices.device_context,
250 shadows,
251 )?;
252 self.pipelines.shadow_pipeline.draw(
253 &self.devices.device_context,
254 &self.resources.viewport,
255 &self.globals.global_params_buffer,
256 shadows.len() as u32,
257 )
258 }
259
260 fn draw_quads(&mut self, quads: &[Quad]) -> Result<()> {
261 if quads.is_empty() {
262 return Ok(());
263 }
264 self.pipelines.quad_pipeline.update_buffer(
265 &self.devices.device,
266 &self.devices.device_context,
267 quads,
268 )?;
269 self.pipelines.quad_pipeline.draw(
270 &self.devices.device_context,
271 &self.resources.viewport,
272 &self.globals.global_params_buffer,
273 quads.len() as u32,
274 )
275 }
276
277 fn draw_paths(&mut self, paths: &[Path<ScaledPixels>]) -> Result<()> {
278 if paths.is_empty() {
279 return Ok(());
280 }
281 let mut vertices = Vec::new();
282 let mut sprites = Vec::with_capacity(paths.len());
283 let mut draw_indirect_commands = Vec::with_capacity(paths.len());
284 let mut start_vertex_location = 0;
285 for (i, path) in paths.iter().enumerate() {
286 draw_indirect_commands.push(DrawInstancedIndirectArgs {
287 vertex_count_per_instance: path.vertices.len() as u32,
288 instance_count: 1,
289 start_vertex_location,
290 start_instance_location: i as u32,
291 });
292 start_vertex_location += path.vertices.len() as u32;
293
294 vertices.extend(path.vertices.iter().map(|v| DirectXPathVertex {
295 xy_position: v.xy_position,
296 content_mask: path.content_mask.bounds,
297 sprite_index: i as u32,
298 }));
299
300 sprites.push(PathSprite {
301 bounds: path.bounds,
302 color: path.color,
303 });
304 }
305
306 self.pipelines.paths_pipeline.update_buffer(
307 &self.devices.device,
308 &self.devices.device_context,
309 &sprites,
310 &vertices,
311 &draw_indirect_commands,
312 )?;
313 self.pipelines.paths_pipeline.draw(
314 &self.devices.device_context,
315 paths.len(),
316 &self.resources.viewport,
317 &self.globals.global_params_buffer,
318 )
319 }
320
321 fn draw_underlines(&mut self, underlines: &[Underline]) -> Result<()> {
322 if underlines.is_empty() {
323 return Ok(());
324 }
325 self.pipelines.underline_pipeline.update_buffer(
326 &self.devices.device,
327 &self.devices.device_context,
328 underlines,
329 )?;
330 self.pipelines.underline_pipeline.draw(
331 &self.devices.device_context,
332 &self.resources.viewport,
333 &self.globals.global_params_buffer,
334 underlines.len() as u32,
335 )
336 }
337
338 fn draw_monochrome_sprites(
339 &mut self,
340 texture_id: AtlasTextureId,
341 sprites: &[MonochromeSprite],
342 ) -> Result<()> {
343 if sprites.is_empty() {
344 return Ok(());
345 }
346 self.pipelines.mono_sprites.update_buffer(
347 &self.devices.device,
348 &self.devices.device_context,
349 sprites,
350 )?;
351 let texture_view = self.atlas.get_texture_view(texture_id);
352 self.pipelines.mono_sprites.draw_with_texture(
353 &self.devices.device_context,
354 &texture_view,
355 &self.resources.viewport,
356 &self.globals.global_params_buffer,
357 &self.globals.sampler,
358 sprites.len() as u32,
359 )
360 }
361
362 fn draw_polychrome_sprites(
363 &mut self,
364 texture_id: AtlasTextureId,
365 sprites: &[PolychromeSprite],
366 ) -> Result<()> {
367 if sprites.is_empty() {
368 return Ok(());
369 }
370 self.pipelines.poly_sprites.update_buffer(
371 &self.devices.device,
372 &self.devices.device_context,
373 sprites,
374 )?;
375 let texture_view = self.atlas.get_texture_view(texture_id);
376 self.pipelines.poly_sprites.draw_with_texture(
377 &self.devices.device_context,
378 &texture_view,
379 &self.resources.viewport,
380 &self.globals.global_params_buffer,
381 &self.globals.sampler,
382 sprites.len() as u32,
383 )
384 }
385
386 fn draw_surfaces(&mut self, surfaces: &[PaintSurface]) -> Result<()> {
387 if surfaces.is_empty() {
388 return Ok(());
389 }
390 Ok(())
391 }
392}
393
394impl DirectXResources {
395 pub fn new(devices: &DirectXDevices) -> Result<Self> {
396 let width = 1;
397 let height = 1;
398 // #[cfg(not(feature = "enable-renderdoc"))]
399 let swap_chain = create_swap_chain(&devices.dxgi_factory, &devices.device, width, height)?;
400 // #[cfg(feature = "enable-renderdoc")]
401 // let swap_chain =
402 // create_swap_chain_default(&devices.dxgi_factory, &devices.device, hwnd, transparent)?;
403 let (render_target, render_target_view, msaa_target, msaa_view, viewport) =
404 create_resources(devices, &swap_chain, width, height)?;
405 set_rasterizer_state(&devices.device, &devices.device_context)?;
406
407 Ok(Self {
408 swap_chain,
409 render_target,
410 render_target_view,
411 msaa_target,
412 msaa_view,
413 width,
414 height,
415 viewport,
416 })
417 }
418
419 #[inline]
420 fn recreate_resources(
421 &mut self,
422 devices: &DirectXDevices,
423 width: u32,
424 height: u32,
425 ) -> Result<()> {
426 let (render_target, render_target_view, msaa_target, msaa_view, viewport) =
427 create_resources(devices, &self.swap_chain, width, height)?;
428 self.render_target = render_target;
429 self.render_target_view = render_target_view;
430 self.msaa_target = msaa_target;
431 self.msaa_view = msaa_view;
432 self.viewport = viewport;
433 self.width = width;
434 self.height = height;
435 Ok(())
436 }
437}
438
439impl DirectXRenderPipelines {
440 pub fn new(device: &ID3D11Device) -> Result<Self> {
441 let shadow_pipeline = PipelineState::new(
442 device,
443 "shadow_pipeline",
444 "shadow_vertex",
445 "shadow_fragment",
446 4,
447 )?;
448 let quad_pipeline =
449 PipelineState::new(device, "quad_pipeline", "quad_vertex", "quad_fragment", 64)?;
450 let paths_pipeline = PathsPipelineState::new(device)?;
451 let underline_pipeline = PipelineState::new(
452 device,
453 "underline_pipeline",
454 "underline_vertex",
455 "underline_fragment",
456 4,
457 )?;
458 let mono_sprites = PipelineState::new(
459 device,
460 "monochrome_sprite_pipeline",
461 "monochrome_sprite_vertex",
462 "monochrome_sprite_fragment",
463 512,
464 )?;
465 let poly_sprites = PipelineState::new(
466 device,
467 "polychrome_sprite_pipeline",
468 "polychrome_sprite_vertex",
469 "polychrome_sprite_fragment",
470 16,
471 )?;
472
473 Ok(Self {
474 shadow_pipeline,
475 quad_pipeline,
476 paths_pipeline,
477 underline_pipeline,
478 mono_sprites,
479 poly_sprites,
480 })
481 }
482}
483
484// #[cfg(not(feature = "enable-renderdoc"))]
485impl DirectComposition {
486 pub fn new(dxgi_device: &IDXGIDevice, hwnd: HWND) -> Result<Self> {
487 let comp_device = get_comp_device(&dxgi_device)?;
488 let comp_target = unsafe { comp_device.CreateTargetForHwnd(hwnd, true) }?;
489 let comp_visual = unsafe { comp_device.CreateVisual() }?;
490
491 Ok(Self {
492 comp_device,
493 comp_target,
494 comp_visual,
495 })
496 }
497
498 pub fn set_swap_chain(&self, swap_chain: &IDXGISwapChain1) -> Result<()> {
499 unsafe {
500 self.comp_visual.SetContent(swap_chain)?;
501 self.comp_target.SetRoot(&self.comp_visual)?;
502 self.comp_device.Commit()?;
503 }
504 Ok(())
505 }
506}
507
508impl DirectXGlobalElements {
509 pub fn new(device: &ID3D11Device) -> Result<Self> {
510 let global_params_buffer = unsafe {
511 let desc = D3D11_BUFFER_DESC {
512 ByteWidth: std::mem::size_of::<GlobalParams>() as u32,
513 Usage: D3D11_USAGE_DYNAMIC,
514 BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
515 CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
516 ..Default::default()
517 };
518 let mut buffer = None;
519 device.CreateBuffer(&desc, None, Some(&mut buffer))?;
520 [buffer]
521 };
522
523 let sampler = unsafe {
524 let desc = D3D11_SAMPLER_DESC {
525 Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
526 AddressU: D3D11_TEXTURE_ADDRESS_WRAP,
527 AddressV: D3D11_TEXTURE_ADDRESS_WRAP,
528 AddressW: D3D11_TEXTURE_ADDRESS_WRAP,
529 MipLODBias: 0.0,
530 MaxAnisotropy: 1,
531 ComparisonFunc: D3D11_COMPARISON_ALWAYS,
532 BorderColor: [0.0; 4],
533 MinLOD: 0.0,
534 MaxLOD: D3D11_FLOAT32_MAX,
535 };
536 let mut output = None;
537 device.CreateSamplerState(&desc, Some(&mut output))?;
538 [output]
539 };
540
541 let blend_state = create_blend_state(device)?;
542
543 Ok(Self {
544 global_params_buffer,
545 sampler,
546 blend_state,
547 })
548 }
549}
550
551#[derive(Debug, Default)]
552#[repr(C)]
553struct GlobalParams {
554 viewport_size: [f32; 2],
555 _pad: u64,
556}
557
558struct PipelineState<T> {
559 label: &'static str,
560 vertex: ID3D11VertexShader,
561 fragment: ID3D11PixelShader,
562 buffer: ID3D11Buffer,
563 buffer_size: usize,
564 view: [Option<ID3D11ShaderResourceView>; 1],
565 _marker: std::marker::PhantomData<T>,
566}
567
568struct PathsPipelineState {
569 vertex: ID3D11VertexShader,
570 fragment: ID3D11PixelShader,
571 buffer: ID3D11Buffer,
572 buffer_size: usize,
573 vertex_buffer: Option<ID3D11Buffer>,
574 vertex_buffer_size: usize,
575 indirect_draw_buffer: ID3D11Buffer,
576 indirect_buffer_size: usize,
577 input_layout: ID3D11InputLayout,
578 view: [Option<ID3D11ShaderResourceView>; 1],
579}
580
581impl<T> PipelineState<T> {
582 fn new(
583 device: &ID3D11Device,
584 label: &'static str,
585 vertex_entry: &str,
586 fragment_entry: &str,
587 buffer_size: usize,
588 ) -> Result<Self> {
589 let vertex = {
590 let shader_blob = shader_resources::build_shader_blob(vertex_entry, "vs_5_0")?;
591 let bytes = unsafe {
592 std::slice::from_raw_parts(
593 shader_blob.GetBufferPointer() as *mut u8,
594 shader_blob.GetBufferSize(),
595 )
596 };
597 create_vertex_shader(device, bytes)?
598 };
599 let fragment = {
600 let shader_blob = shader_resources::build_shader_blob(fragment_entry, "ps_5_0")?;
601 let bytes = unsafe {
602 std::slice::from_raw_parts(
603 shader_blob.GetBufferPointer() as *mut u8,
604 shader_blob.GetBufferSize(),
605 )
606 };
607 create_fragment_shader(device, bytes)?
608 };
609 let buffer = create_buffer(device, std::mem::size_of::<T>(), buffer_size)?;
610 let view = create_buffer_view(device, &buffer)?;
611
612 Ok(PipelineState {
613 label,
614 vertex,
615 fragment,
616 buffer,
617 buffer_size,
618 view,
619 _marker: std::marker::PhantomData,
620 })
621 }
622
623 fn update_buffer(
624 &mut self,
625 device: &ID3D11Device,
626 device_context: &ID3D11DeviceContext,
627 data: &[T],
628 ) -> Result<()> {
629 if self.buffer_size < data.len() {
630 let new_buffer_size = data.len().next_power_of_two();
631 log::info!(
632 "Updating {} buffer size from {} to {}",
633 self.label,
634 self.buffer_size,
635 new_buffer_size
636 );
637 let buffer = create_buffer(device, std::mem::size_of::<T>(), new_buffer_size)?;
638 let view = create_buffer_view(device, &buffer)?;
639 self.buffer = buffer;
640 self.view = view;
641 self.buffer_size = new_buffer_size;
642 }
643 update_buffer(device_context, &self.buffer, data)
644 }
645
646 fn draw(
647 &self,
648 device_context: &ID3D11DeviceContext,
649 viewport: &[D3D11_VIEWPORT],
650 global_params: &[Option<ID3D11Buffer>],
651 instance_count: u32,
652 ) -> Result<()> {
653 set_pipeline_state(
654 device_context,
655 &self.view,
656 D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
657 viewport,
658 &self.vertex,
659 &self.fragment,
660 global_params,
661 );
662 unsafe {
663 device_context.DrawInstanced(4, instance_count, 0, 0);
664 }
665 Ok(())
666 }
667
668 fn draw_with_texture(
669 &self,
670 device_context: &ID3D11DeviceContext,
671 texture: &[Option<ID3D11ShaderResourceView>],
672 viewport: &[D3D11_VIEWPORT],
673 global_params: &[Option<ID3D11Buffer>],
674 sampler: &[Option<ID3D11SamplerState>],
675 instance_count: u32,
676 ) -> Result<()> {
677 set_pipeline_state(
678 device_context,
679 &self.view,
680 D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
681 viewport,
682 &self.vertex,
683 &self.fragment,
684 global_params,
685 );
686 unsafe {
687 device_context.PSSetSamplers(0, Some(sampler));
688 device_context.VSSetShaderResources(0, Some(texture));
689 device_context.PSSetShaderResources(0, Some(texture));
690
691 device_context.DrawInstanced(4, instance_count, 0, 0);
692 }
693 Ok(())
694 }
695}
696
697impl PathsPipelineState {
698 fn new(device: &ID3D11Device) -> Result<Self> {
699 let (vertex, vertex_shader) = {
700 let shader_blob = shader_resources::build_shader_blob("paths_vertex", "vs_5_0")?;
701 let bytes = unsafe {
702 std::slice::from_raw_parts(
703 shader_blob.GetBufferPointer() as *mut u8,
704 shader_blob.GetBufferSize(),
705 )
706 };
707 (create_vertex_shader(device, bytes)?, shader_blob)
708 };
709 let fragment = {
710 let shader_blob = shader_resources::build_shader_blob("paths_fragment", "ps_5_0")?;
711 let bytes = unsafe {
712 std::slice::from_raw_parts(
713 shader_blob.GetBufferPointer() as *mut u8,
714 shader_blob.GetBufferSize(),
715 )
716 };
717 create_fragment_shader(device, bytes)?
718 };
719 let buffer = create_buffer(device, std::mem::size_of::<PathSprite>(), 32)?;
720 let view = create_buffer_view(device, &buffer)?;
721 let vertex_buffer = Some(create_buffer(
722 device,
723 std::mem::size_of::<DirectXPathVertex>(),
724 32,
725 )?);
726 let indirect_draw_buffer = create_indirect_draw_buffer(device, 32)?;
727 // Create input layout
728 let input_layout = unsafe {
729 let shader_bytes = std::slice::from_raw_parts(
730 vertex_shader.GetBufferPointer() as *const u8,
731 vertex_shader.GetBufferSize(),
732 );
733 let mut layout = None;
734 device.CreateInputLayout(
735 &[
736 D3D11_INPUT_ELEMENT_DESC {
737 SemanticName: windows::core::s!("POSITION"),
738 SemanticIndex: 0,
739 Format: DXGI_FORMAT_R32G32_FLOAT,
740 InputSlot: 0,
741 AlignedByteOffset: 0,
742 InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
743 InstanceDataStepRate: 0,
744 },
745 D3D11_INPUT_ELEMENT_DESC {
746 SemanticName: windows::core::s!("TEXCOORD"),
747 SemanticIndex: 0,
748 Format: DXGI_FORMAT_R32G32_FLOAT,
749 InputSlot: 0,
750 AlignedByteOffset: 8,
751 InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
752 InstanceDataStepRate: 0,
753 },
754 D3D11_INPUT_ELEMENT_DESC {
755 SemanticName: windows::core::s!("TEXCOORD"),
756 SemanticIndex: 1,
757 Format: DXGI_FORMAT_R32G32_FLOAT,
758 InputSlot: 0,
759 AlignedByteOffset: 16,
760 InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
761 InstanceDataStepRate: 0,
762 },
763 D3D11_INPUT_ELEMENT_DESC {
764 SemanticName: windows::core::s!("GLOBALIDX"),
765 SemanticIndex: 0,
766 Format: DXGI_FORMAT_R32_UINT,
767 InputSlot: 0,
768 AlignedByteOffset: 24,
769 InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
770 InstanceDataStepRate: 0,
771 },
772 ],
773 shader_bytes,
774 Some(&mut layout),
775 )?;
776 layout.unwrap()
777 };
778
779 Ok(Self {
780 vertex,
781 fragment,
782 buffer,
783 buffer_size: 32,
784 vertex_buffer,
785 vertex_buffer_size: 32,
786 indirect_draw_buffer,
787 indirect_buffer_size: 32,
788 input_layout,
789 view,
790 })
791 }
792
793 fn update_buffer(
794 &mut self,
795 device: &ID3D11Device,
796 device_context: &ID3D11DeviceContext,
797 buffer_data: &[PathSprite],
798 vertices_data: &[DirectXPathVertex],
799 draw_commands: &[DrawInstancedIndirectArgs],
800 ) -> Result<()> {
801 if self.buffer_size < buffer_data.len() {
802 let new_buffer_size = buffer_data.len().next_power_of_two();
803 log::info!(
804 "Updating Paths Pipeline buffer size from {} to {}",
805 self.buffer_size,
806 new_buffer_size
807 );
808 let buffer = create_buffer(device, std::mem::size_of::<PathSprite>(), new_buffer_size)?;
809 let view = create_buffer_view(device, &buffer)?;
810 self.buffer = buffer;
811 self.view = view;
812 self.buffer_size = new_buffer_size;
813 }
814 update_buffer(device_context, &self.buffer, buffer_data)?;
815 if self.vertex_buffer_size < vertices_data.len() {
816 let new_vertex_buffer_size = vertices_data.len().next_power_of_two();
817 log::info!(
818 "Updating Paths Pipeline vertex buffer size from {} to {}",
819 self.vertex_buffer_size,
820 new_vertex_buffer_size
821 );
822 let vertex_buffer = create_buffer(
823 device,
824 std::mem::size_of::<DirectXPathVertex>(),
825 new_vertex_buffer_size,
826 )?;
827 self.vertex_buffer = Some(vertex_buffer);
828 self.vertex_buffer_size = new_vertex_buffer_size;
829 }
830 update_buffer(
831 device_context,
832 self.vertex_buffer.as_ref().unwrap(),
833 vertices_data,
834 )?;
835 if self.indirect_buffer_size < draw_commands.len() {
836 let new_indirect_buffer_size = draw_commands.len().next_power_of_two();
837 log::info!(
838 "Updating Paths Pipeline indirect buffer size from {} to {}",
839 self.indirect_buffer_size,
840 new_indirect_buffer_size
841 );
842 let indirect_draw_buffer =
843 create_indirect_draw_buffer(device, new_indirect_buffer_size)?;
844 self.indirect_draw_buffer = indirect_draw_buffer;
845 self.indirect_buffer_size = new_indirect_buffer_size;
846 }
847 update_buffer(device_context, &self.indirect_draw_buffer, draw_commands)?;
848 Ok(())
849 }
850
851 fn draw(
852 &self,
853 device_context: &ID3D11DeviceContext,
854 count: usize,
855 viewport: &[D3D11_VIEWPORT],
856 global_params: &[Option<ID3D11Buffer>],
857 ) -> Result<()> {
858 set_pipeline_state(
859 device_context,
860 &self.view,
861 D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
862 viewport,
863 &self.vertex,
864 &self.fragment,
865 global_params,
866 );
867 unsafe {
868 const STRIDE: u32 = std::mem::size_of::<DirectXPathVertex>() as u32;
869 device_context.IASetVertexBuffers(
870 0,
871 1,
872 Some(&self.vertex_buffer),
873 Some(&STRIDE),
874 Some(&0),
875 );
876 device_context.IASetInputLayout(&self.input_layout);
877 }
878 for i in 0..count {
879 unsafe {
880 device_context.DrawInstancedIndirect(
881 &self.indirect_draw_buffer,
882 (i * std::mem::size_of::<DrawInstancedIndirectArgs>()) as u32,
883 );
884 }
885 }
886 Ok(())
887 }
888}
889
890#[repr(C)]
891struct DirectXPathVertex {
892 xy_position: Point<ScaledPixels>,
893 content_mask: Bounds<ScaledPixels>,
894 sprite_index: u32,
895}
896
897#[derive(Clone, Debug, Eq, PartialEq)]
898#[repr(C)]
899struct PathSprite {
900 bounds: Bounds<ScaledPixels>,
901 color: Background,
902}
903
904impl Drop for DirectXResources {
905 fn drop(&mut self) {
906 unsafe {
907 ManuallyDrop::drop(&mut self.render_target);
908 }
909 }
910}
911
912#[inline]
913fn get_dxgi_factory() -> Result<IDXGIFactory6> {
914 #[cfg(debug_assertions)]
915 let factory_flag = DXGI_CREATE_FACTORY_DEBUG;
916 #[cfg(not(debug_assertions))]
917 let factory_flag = DXGI_CREATE_FACTORY_FLAGS::default();
918 unsafe { Ok(CreateDXGIFactory2(factory_flag)?) }
919}
920
921fn get_adapter(dxgi_factory: &IDXGIFactory6) -> Result<IDXGIAdapter1> {
922 for adapter_index in 0.. {
923 let adapter: IDXGIAdapter1 = unsafe {
924 dxgi_factory
925 .EnumAdapterByGpuPreference(adapter_index, DXGI_GPU_PREFERENCE_MINIMUM_POWER)
926 }?;
927 {
928 let desc = unsafe { adapter.GetDesc1() }?;
929 println!(
930 "Select GPU: {}",
931 String::from_utf16_lossy(&desc.Description)
932 );
933 }
934 // Check to see whether the adapter supports Direct3D 11, but don't
935 // create the actual device yet.
936 if get_device(&adapter, None, None).log_err().is_some() {
937 return Ok(adapter);
938 }
939 }
940
941 unreachable!()
942}
943
944fn get_device(
945 adapter: &IDXGIAdapter1,
946 device: Option<*mut Option<ID3D11Device>>,
947 context: Option<*mut Option<ID3D11DeviceContext>>,
948) -> Result<()> {
949 #[cfg(debug_assertions)]
950 let device_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_DEBUG;
951 #[cfg(not(debug_assertions))]
952 let device_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
953 Ok(unsafe {
954 D3D11CreateDevice(
955 adapter,
956 D3D_DRIVER_TYPE_UNKNOWN,
957 HMODULE::default(),
958 device_flags,
959 // 4x MSAA is required for Direct3D Feature Level 10.1 or better
960 // 8x MSAA is required for Direct3D Feature Level 11.0 or better
961 Some(&[D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1]),
962 D3D11_SDK_VERSION,
963 device,
964 None,
965 context,
966 )?
967 })
968}
969
970// #[cfg(not(feature = "enable-renderdoc"))]
971fn get_comp_device(dxgi_device: &IDXGIDevice) -> Result<IDCompositionDevice> {
972 Ok(unsafe { DCompositionCreateDevice(dxgi_device)? })
973}
974
975fn create_swap_chain(
976 dxgi_factory: &IDXGIFactory6,
977 device: &ID3D11Device,
978 width: u32,
979 height: u32,
980) -> Result<IDXGISwapChain1> {
981 let desc = DXGI_SWAP_CHAIN_DESC1 {
982 Width: width,
983 Height: height,
984 Format: RENDER_TARGET_FORMAT,
985 Stereo: false.into(),
986 SampleDesc: DXGI_SAMPLE_DESC {
987 Count: 1,
988 Quality: 0,
989 },
990 BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
991 BufferCount: BUFFER_COUNT as u32,
992 // Composition SwapChains only support the DXGI_SCALING_STRETCH Scaling.
993 Scaling: DXGI_SCALING_STRETCH,
994 SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
995 AlphaMode: DXGI_ALPHA_MODE_PREMULTIPLIED,
996 Flags: 0,
997 };
998 Ok(unsafe { dxgi_factory.CreateSwapChainForComposition(device, &desc, None)? })
999}
1000
1001// #[cfg(feature = "enable-renderdoc")]
1002fn create_swap_chain_default(
1003 dxgi_factory: &IDXGIFactory6,
1004 device: &ID3D11Device,
1005 hwnd: HWND,
1006 width: u32,
1007 height: u32,
1008) -> Result<IDXGISwapChain1> {
1009 use windows::Win32::Graphics::Dxgi::DXGI_MWA_NO_ALT_ENTER;
1010
1011 let desc = DXGI_SWAP_CHAIN_DESC1 {
1012 Width: width,
1013 Height: height,
1014 Format: RENDER_TARGET_FORMAT,
1015 Stereo: false.into(),
1016 SampleDesc: DXGI_SAMPLE_DESC {
1017 Count: 1,
1018 Quality: 0,
1019 },
1020 BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
1021 BufferCount: BUFFER_COUNT as u32,
1022 Scaling: DXGI_SCALING_STRETCH,
1023 SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
1024 AlphaMode: DXGI_ALPHA_MODE_IGNORE,
1025 Flags: 0,
1026 };
1027 let swap_chain =
1028 unsafe { dxgi_factory.CreateSwapChainForHwnd(device, hwnd, &desc, None, None) }?;
1029 unsafe { dxgi_factory.MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER) }?;
1030 Ok(swap_chain)
1031}
1032
1033#[inline]
1034fn create_resources(
1035 devices: &DirectXDevices,
1036 swap_chain: &IDXGISwapChain1,
1037 width: u32,
1038 height: u32,
1039) -> Result<(
1040 ManuallyDrop<ID3D11Texture2D>,
1041 [Option<ID3D11RenderTargetView>; 1],
1042 ID3D11Texture2D,
1043 [Option<ID3D11RenderTargetView>; 1],
1044 [D3D11_VIEWPORT; 1],
1045)> {
1046 let (render_target, render_target_view) =
1047 create_render_target_and_its_view(&swap_chain, &devices.device)?;
1048 let (msaa_target, msaa_view) = create_msaa_target_and_its_view(&devices.device, width, height)?;
1049 let viewport = set_viewport(&devices.device_context, width as f32, height as f32);
1050 Ok((
1051 render_target,
1052 render_target_view,
1053 msaa_target,
1054 msaa_view,
1055 viewport,
1056 ))
1057}
1058
1059#[inline]
1060fn create_render_target_and_its_view(
1061 swap_chain: &IDXGISwapChain1,
1062 device: &ID3D11Device,
1063) -> Result<(
1064 ManuallyDrop<ID3D11Texture2D>,
1065 [Option<ID3D11RenderTargetView>; 1],
1066)> {
1067 let render_target: ID3D11Texture2D = unsafe { swap_chain.GetBuffer(0) }?;
1068 let mut render_target_view = None;
1069 unsafe { device.CreateRenderTargetView(&render_target, None, Some(&mut render_target_view))? };
1070 Ok((
1071 ManuallyDrop::new(render_target),
1072 [Some(render_target_view.unwrap())],
1073 ))
1074}
1075
1076#[inline]
1077fn create_msaa_target_and_its_view(
1078 device: &ID3D11Device,
1079 width: u32,
1080 height: u32,
1081) -> Result<(ID3D11Texture2D, [Option<ID3D11RenderTargetView>; 1])> {
1082 let msaa_target = unsafe {
1083 let mut output = None;
1084 let desc = D3D11_TEXTURE2D_DESC {
1085 Width: width,
1086 Height: height,
1087 MipLevels: 1,
1088 ArraySize: 1,
1089 Format: RENDER_TARGET_FORMAT,
1090 SampleDesc: DXGI_SAMPLE_DESC {
1091 Count: MULTISAMPLE_COUNT,
1092 Quality: D3D11_STANDARD_MULTISAMPLE_PATTERN.0 as u32,
1093 },
1094 Usage: D3D11_USAGE_DEFAULT,
1095 BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32,
1096 CPUAccessFlags: 0,
1097 MiscFlags: 0,
1098 };
1099 device.CreateTexture2D(&desc, None, Some(&mut output))?;
1100 output.unwrap()
1101 };
1102 let msaa_view = unsafe {
1103 let mut output = None;
1104 device.CreateRenderTargetView(&msaa_target, None, Some(&mut output))?;
1105 output.unwrap()
1106 };
1107 Ok((msaa_target, [Some(msaa_view)]))
1108}
1109
1110#[inline]
1111fn set_viewport(
1112 device_context: &ID3D11DeviceContext,
1113 width: f32,
1114 height: f32,
1115) -> [D3D11_VIEWPORT; 1] {
1116 let viewport = [D3D11_VIEWPORT {
1117 TopLeftX: 0.0,
1118 TopLeftY: 0.0,
1119 Width: width,
1120 Height: height,
1121 MinDepth: 0.0,
1122 MaxDepth: 1.0,
1123 }];
1124 unsafe { device_context.RSSetViewports(Some(&viewport)) };
1125 viewport
1126}
1127
1128#[inline]
1129fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceContext) -> Result<()> {
1130 let desc = D3D11_RASTERIZER_DESC {
1131 FillMode: D3D11_FILL_SOLID,
1132 CullMode: D3D11_CULL_NONE,
1133 FrontCounterClockwise: false.into(),
1134 DepthBias: 0,
1135 DepthBiasClamp: 0.0,
1136 SlopeScaledDepthBias: 0.0,
1137 DepthClipEnable: true.into(),
1138 ScissorEnable: false.into(),
1139 // MultisampleEnable: false.into(),
1140 MultisampleEnable: true.into(),
1141 AntialiasedLineEnable: false.into(),
1142 };
1143 let rasterizer_state = unsafe {
1144 let mut state = None;
1145 device.CreateRasterizerState(&desc, Some(&mut state))?;
1146 state.unwrap()
1147 };
1148 unsafe { device_context.RSSetState(&rasterizer_state) };
1149 Ok(())
1150}
1151
1152// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_blend_desc
1153#[inline]
1154fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
1155 // If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
1156 // device performs the blend in linear space, which is ideal.
1157 let mut desc = D3D11_BLEND_DESC::default();
1158 desc.RenderTarget[0].BlendEnable = true.into();
1159 desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
1160 desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
1161 desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
1162 desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
1163 desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
1164 desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
1165 desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
1166 unsafe {
1167 let mut state = None;
1168 device.CreateBlendState(&desc, Some(&mut state))?;
1169 Ok(state.unwrap())
1170 }
1171}
1172
1173#[inline]
1174fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11VertexShader> {
1175 unsafe {
1176 let mut shader = None;
1177 device.CreateVertexShader(bytes, None, Some(&mut shader))?;
1178 Ok(shader.unwrap())
1179 }
1180}
1181
1182#[inline]
1183fn create_fragment_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11PixelShader> {
1184 unsafe {
1185 let mut shader = None;
1186 device.CreatePixelShader(bytes, None, Some(&mut shader))?;
1187 Ok(shader.unwrap())
1188 }
1189}
1190
1191#[inline]
1192fn create_buffer(
1193 device: &ID3D11Device,
1194 element_size: usize,
1195 buffer_size: usize,
1196) -> Result<ID3D11Buffer> {
1197 let desc = D3D11_BUFFER_DESC {
1198 ByteWidth: (element_size * buffer_size) as u32,
1199 Usage: D3D11_USAGE_DYNAMIC,
1200 BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
1201 CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
1202 MiscFlags: D3D11_RESOURCE_MISC_BUFFER_STRUCTURED.0 as u32,
1203 StructureByteStride: element_size as u32,
1204 };
1205 let mut buffer = None;
1206 unsafe { device.CreateBuffer(&desc, None, Some(&mut buffer)) }?;
1207 Ok(buffer.unwrap())
1208}
1209
1210#[inline]
1211fn create_buffer_view(
1212 device: &ID3D11Device,
1213 buffer: &ID3D11Buffer,
1214) -> Result<[Option<ID3D11ShaderResourceView>; 1]> {
1215 let mut view = None;
1216 unsafe { device.CreateShaderResourceView(buffer, None, Some(&mut view)) }?;
1217 Ok([view])
1218}
1219
1220#[inline]
1221fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: usize) -> Result<ID3D11Buffer> {
1222 let desc = D3D11_BUFFER_DESC {
1223 ByteWidth: (std::mem::size_of::<DrawInstancedIndirectArgs>() * buffer_size) as u32,
1224 Usage: D3D11_USAGE_DYNAMIC,
1225 BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
1226 CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
1227 MiscFlags: D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS.0 as u32,
1228 StructureByteStride: std::mem::size_of::<DrawInstancedIndirectArgs>() as u32,
1229 };
1230 let mut buffer = None;
1231 unsafe { device.CreateBuffer(&desc, None, Some(&mut buffer)) }?;
1232 Ok(buffer.unwrap())
1233}
1234
1235#[inline]
1236fn update_buffer<T>(
1237 device_context: &ID3D11DeviceContext,
1238 buffer: &ID3D11Buffer,
1239 data: &[T],
1240) -> Result<()> {
1241 unsafe {
1242 let mut dest = std::mem::zeroed();
1243 device_context.Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut dest))?;
1244 std::ptr::copy_nonoverlapping(data.as_ptr(), dest.pData as _, data.len());
1245 device_context.Unmap(buffer, 0);
1246 }
1247 Ok(())
1248}
1249
1250#[inline]
1251fn set_pipeline_state(
1252 device_context: &ID3D11DeviceContext,
1253 buffer_view: &[Option<ID3D11ShaderResourceView>],
1254 topology: D3D_PRIMITIVE_TOPOLOGY,
1255 viewport: &[D3D11_VIEWPORT],
1256 vertex_shader: &ID3D11VertexShader,
1257 fragment_shader: &ID3D11PixelShader,
1258 global_params: &[Option<ID3D11Buffer>],
1259) {
1260 unsafe {
1261 device_context.VSSetShaderResources(1, Some(buffer_view));
1262 device_context.PSSetShaderResources(1, Some(buffer_view));
1263 device_context.IASetPrimitiveTopology(topology);
1264 device_context.RSSetViewports(Some(viewport));
1265 device_context.VSSetShader(vertex_shader, None);
1266 device_context.PSSetShader(fragment_shader, None);
1267 device_context.VSSetConstantBuffers(0, Some(global_params));
1268 device_context.PSSetConstantBuffers(0, Some(global_params));
1269 }
1270}
1271
1272const BUFFER_COUNT: usize = 3;
1273
1274mod shader_resources {
1275 use anyhow::Result;
1276 use windows::Win32::Graphics::Direct3D::{
1277 Fxc::{D3DCOMPILE_DEBUG, D3DCOMPILE_SKIP_OPTIMIZATION, D3DCompileFromFile},
1278 ID3DBlob,
1279 };
1280 use windows_core::{HSTRING, PCSTR};
1281
1282 pub(super) fn build_shader_blob(entry: &str, target: &str) -> Result<ID3DBlob> {
1283 unsafe {
1284 let mut entry = entry.to_owned();
1285 let mut target = target.to_owned();
1286 let mut compile_blob = None;
1287 let mut error_blob = None;
1288 let shader_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
1289 .join("src/platform/windows/shaders.hlsl")
1290 .canonicalize()
1291 .unwrap();
1292 entry.push_str("\0");
1293 target.push_str("\0");
1294 let entry_point = PCSTR::from_raw(entry.as_ptr());
1295 let target_cstr = PCSTR::from_raw(target.as_ptr());
1296 #[cfg(debug_assertions)]
1297 let compile_flag = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
1298 #[cfg(not(debug_assertions))]
1299 let compile_flag = 0;
1300 let ret = D3DCompileFromFile(
1301 &HSTRING::from(shader_path.to_str().unwrap()),
1302 None,
1303 None,
1304 entry_point,
1305 target_cstr,
1306 compile_flag,
1307 0,
1308 &mut compile_blob,
1309 Some(&mut error_blob),
1310 );
1311 if ret.is_err() {
1312 let Some(error_blob) = error_blob else {
1313 return Err(anyhow::anyhow!("{ret:?}"));
1314 };
1315 let string_len = error_blob.GetBufferSize();
1316 let error_string_encode = Vec::from_raw_parts(
1317 error_blob.GetBufferPointer() as *mut u8,
1318 string_len,
1319 string_len,
1320 );
1321 let error_string = String::from_utf8_lossy(&error_string_encode).to_string();
1322 log::error!("Shader compile error: {}", error_string);
1323 return Err(anyhow::anyhow!("Compile error: {}", error_string));
1324 }
1325 Ok(compile_blob.unwrap())
1326 }
1327 }
1328}