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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QSGD3D12ENGINE_P_P_H
+#define QSGD3D12ENGINE_P_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include "qsgd3d12engine_p.h"
+#include <QCache>
+
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <dcomp.h>
+#include <wrl/client.h>
+
+using namespace Microsoft::WRL;
+
+// No moc-related features (Q_OBJECT, signals, etc.) can be used here to due
+// moc-generated code failing to compile when combined with COM stuff.
+
+// Recommended reading before moving further: https://github.com/Microsoft/DirectXTK/wiki/ComPtr
+// Note esp. operator= vs. Attach and operator& vs. GetAddressOf
+
+// ID3D12* is never passed to Qt containers directly. Always use ComPtr and put it into a struct.
+
+QT_BEGIN_NAMESPACE
+
+class QSGD3D12CPUDescriptorHeapManager
+{
+public:
+ void initialize(ID3D12Device *device);
+
+ void releaseResources();
+
+ D3D12_CPU_DESCRIPTOR_HANDLE allocate(D3D12_DESCRIPTOR_HEAP_TYPE type);
+ void release(D3D12_CPU_DESCRIPTOR_HANDLE handle, D3D12_DESCRIPTOR_HEAP_TYPE type);
+ quint32 handleSize(D3D12_DESCRIPTOR_HEAP_TYPE type) const { return m_handleSizes[type]; }
+
+private:
+ ID3D12Device *m_device = nullptr;
+ struct Heap {
+ D3D12_DESCRIPTOR_HEAP_TYPE type;
+ ComPtr<ID3D12DescriptorHeap> heap;
+ D3D12_CPU_DESCRIPTOR_HANDLE start;
+ quint32 handleSize;
+ quint32 freeMap[8];
+ };
+ QVector<Heap> m_heaps;
+ quint32 m_handleSizes[D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES];
+};
+
+class QSGD3D12DeviceManager
+{
+public:
+ ID3D12Device *ref();
+ void unref();
+ void deviceLossDetected();
+ IDXGIFactory4 *dxgi();
+
+ struct DeviceLossObserver {
+ virtual void deviceLost() = 0;
+ };
+ void registerDeviceLossObserver(DeviceLossObserver *observer);
+
+private:
+ void ensureCreated();
+
+ ComPtr<ID3D12Device> m_device;
+ ComPtr<IDXGIFactory4> m_factory;
+ QAtomicInt m_ref;
+ QVector<DeviceLossObserver *> m_observers;
+};
+
+struct QSGD3D12CPUWaitableFence
+{
+ ~QSGD3D12CPUWaitableFence() {
+ if (event)
+ CloseHandle(event);
+ }
+ ComPtr<ID3D12Fence> fence;
+ HANDLE event = nullptr;
+ QAtomicInt value;
+};
+
+class QSGD3D12EnginePrivate : public QSGD3D12DeviceManager::DeviceLossObserver
+{
+public:
+ void initialize(WId w, const QSize &size, float dpr, int surfaceFormatSamples, bool alpha);
+ bool isInitialized() const { return initialized; }
+ void releaseResources();
+ void setWindowSize(const QSize &size, float dpr);
+ WId currentWindow() const { return window; }
+ QSize currentWindowSize() const { return windowSize; }
+ float currentWindowDpr() const { return windowDpr; }
+ uint currentWindowSamples() const { return windowSamples; }
+
+ void beginFrame();
+ void endFrame();
+ void beginLayer();
+ void endLayer();
+ void invalidateCachedFrameState();
+ void restoreFrameState(bool minimal = false);
+
+ uint genBuffer();
+ void releaseBuffer(uint id);
+ void resetBuffer(uint id, const quint8 *data, int size);
+ void markBufferDirty(uint id, int offset, int size);
+
+ void queueViewport(const QRect &rect);
+ void queueScissor(const QRect &rect);
+ void queueSetRenderTarget(uint id);
+ void queueClearRenderTarget(const QColor &color);
+ void queueClearDepthStencil(float depthValue, quint8 stencilValue, QSGD3D12Engine::ClearFlags which);
+ void queueSetBlendFactor(const QVector4D &factor);
+ void queueSetStencilRef(quint32 ref);
+
+ void finalizePipeline(const QSGD3D12PipelineState &pipelineState);
+
+ void queueDraw(const QSGD3D12Engine::DrawParams &params);
+
+ void present();
+ void waitGPU();
+
+ uint genTexture();
+ void createTexture(uint id, const QSize &size, QImage::Format format, QSGD3D12Engine::TextureCreateFlags flags);
+ void queueTextureResize(uint id, const QSize &size);
+ void queueTextureUpload(uint id, const QVector<QImage> &images, const QVector<QPoint> &dstPos,
+ QSGD3D12Engine::TextureUploadFlags flags);
+ void releaseTexture(uint id);
+ void useTexture(uint id);
+
+ uint genRenderTarget();
+ void createRenderTarget(uint id, const QSize &size, const QVector4D &clearColor, uint samples);
+ void releaseRenderTarget(uint id);
+ void useRenderTargetAsTexture(uint id);
+ uint activeRenderTarget() const { return currentRenderTarget; }
+
+ QImage executeAndWaitReadbackRenderTarget(uint id);
+
+ void simulateDeviceLoss();
+
+ void *getResource(QSGRendererInterface::Resource resource) const;
+
+ // the device is intentionally hidden here. all resources have to go
+ // through the engine and, unlike with GL, cannot just be created in random
+ // places due to the need for proper tracking, managing and releasing.
+private:
+ void ensureDevice();
+ void setupDefaultRenderTargets();
+ void deviceLost() override;
+
+ bool createCbvSrvUavHeap(int pframeIndex, int descriptorCount);
+ void setDescriptorHeaps(bool force = false);
+ void ensureGPUDescriptorHeap(int cbvSrvUavDescriptorCount);
+
+ DXGI_SAMPLE_DESC makeSampleDesc(DXGI_FORMAT format, uint samples);
+ ID3D12Resource *createColorBuffer(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, const QSize &size,
+ const QVector4D &clearColor, uint samples);
+ ID3D12Resource *createDepthStencil(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, const QSize &size, uint samples);
+
+ QSGD3D12CPUWaitableFence *createCPUWaitableFence() const;
+ void waitForGPU(QSGD3D12CPUWaitableFence *f) const;
+
+ void transitionResource(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList,
+ D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after) const;
+ void resolveMultisampledTarget(ID3D12Resource *msaa, ID3D12Resource *resolve, D3D12_RESOURCE_STATES resolveUsage,
+ ID3D12GraphicsCommandList *commandList) const;
+ void uavBarrier(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList) const;
+
+ ID3D12Resource *createBuffer(int size);
+
+ typedef QVector<QPair<int, int> > DirtyList;
+ void addDirtyRange(DirtyList *dirty, int offset, int size, int bufferSize);
+
+ struct PersistentFrameData {
+ ComPtr<ID3D12DescriptorHeap> gpuCbvSrvUavHeap;
+ int gpuCbvSrvUavHeapSize;
+ int cbvSrvUavNextFreeDescriptorIndex;
+ QSet<uint> pendingTextureUploads;
+ QSet<uint> pendingTextureMipMap;
+ struct DeleteQueueEntry {
+ ComPtr<ID3D12Resource> res;
+ ComPtr<ID3D12DescriptorHeap> descHeap;
+ SIZE_T cpuDescriptorPtr = 0;
+ D3D12_DESCRIPTOR_HEAP_TYPE descHeapType = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ };
+ QVector<DeleteQueueEntry> deleteQueue;
+ QVector<DeleteQueueEntry> outOfFrameDeleteQueue;
+ QSet<uint> buffersUsedInDrawCallSet;
+ QSet<uint> buffersUsedInFrame;
+ struct PendingRelease {
+ enum Type {
+ TypeTexture,
+ TypeBuffer
+ };
+ Type type = TypeTexture;
+ uint id = 0;
+ PendingRelease(Type type, uint id) : type(type), id(id) { }
+ PendingRelease() { }
+ bool operator==(const PendingRelease &other) const { return type == other.type && id == other.id; }
+ };
+ QSet<PendingRelease> pendingReleases;
+ QSet<PendingRelease> outOfFramePendingReleases;
+ };
+ friend uint qHash(const PersistentFrameData::PendingRelease &pr, uint seed);
+
+ void deferredDelete(ComPtr<ID3D12Resource> res);
+ void deferredDelete(ComPtr<ID3D12DescriptorHeap> dh);
+ void deferredDelete(D3D12_CPU_DESCRIPTOR_HANDLE h, D3D12_DESCRIPTOR_HEAP_TYPE type);
+
+ struct Buffer;
+ void ensureBuffer(Buffer *buf);
+ void updateBuffer(Buffer *buf);
+
+ void beginDrawCalls();
+ void beginFrameDraw();
+ void endDrawCalls(bool lastInFrame = false);
+
+ static const int MAX_SWAP_CHAIN_BUFFER_COUNT = 4;
+ static const int MAX_FRAME_IN_FLIGHT_COUNT = 4;
+
+ bool initialized = false;
+ bool inFrame = false;
+ WId window = 0;
+ QSize windowSize;
+ float windowDpr;
+ uint windowSamples;
+ bool windowAlpha;
+ int swapChainBufferCount;
+ int frameInFlightCount;
+ int waitableSwapChainMaxLatency;
+ ID3D12Device *device;
+ ComPtr<ID3D12CommandQueue> commandQueue;
+ ComPtr<ID3D12CommandQueue> copyCommandQueue;
+ ComPtr<IDXGISwapChain3> swapChain;
+ HANDLE swapEvent;
+ ComPtr<ID3D12Resource> backBufferRT[MAX_SWAP_CHAIN_BUFFER_COUNT];
+ ComPtr<ID3D12Resource> defaultRT[MAX_SWAP_CHAIN_BUFFER_COUNT];
+ D3D12_CPU_DESCRIPTOR_HANDLE defaultRTV[MAX_SWAP_CHAIN_BUFFER_COUNT];
+ ComPtr<ID3D12Resource> defaultDS;
+ D3D12_CPU_DESCRIPTOR_HANDLE defaultDSV;
+ ComPtr<ID3D12CommandAllocator> frameCommandAllocator[MAX_FRAME_IN_FLIGHT_COUNT];
+ ComPtr<ID3D12CommandAllocator> copyCommandAllocator;
+ ComPtr<ID3D12GraphicsCommandList> frameCommandList;
+ ComPtr<ID3D12GraphicsCommandList> copyCommandList;
+ QSGD3D12CPUDescriptorHeapManager cpuDescHeapManager;
+ quint64 presentFrameIndex;
+ quint64 frameIndex;
+ QSGD3D12CPUWaitableFence *presentFence = nullptr;
+ QSGD3D12CPUWaitableFence *frameFence[MAX_FRAME_IN_FLIGHT_COUNT];
+
+ PersistentFrameData pframeData[MAX_FRAME_IN_FLIGHT_COUNT];
+ int currentPFrameIndex;
+ ID3D12GraphicsCommandList *commandList = nullptr;
+ int activeLayers = 0;
+ int currentLayerDepth = 0;
+
+ struct PSOCacheEntry {
+ ComPtr<ID3D12PipelineState> pso;
+ };
+ QCache<QSGD3D12PipelineState, PSOCacheEntry> psoCache;
+ struct RootSigCacheEntry {
+ ComPtr<ID3D12RootSignature> rootSig;
+ };
+ QCache<QSGD3D12RootSignature, RootSigCacheEntry> rootSigCache;
+
+ struct Texture {
+ enum Flag {
+ EntryInUse = 0x01,
+ Alpha = 0x02,
+ MipMap = 0x04
+ };
+ int flags = 0;
+ bool entryInUse() const { return flags & EntryInUse; }
+ bool alpha() const { return flags & Alpha; }
+ bool mipmap() const { return flags & MipMap; }
+ ComPtr<ID3D12Resource> texture;
+ D3D12_CPU_DESCRIPTOR_HANDLE srv;
+ quint64 fenceValue = 0;
+ quint64 lastWaitFenceValue = 0;
+ struct StagingHeap {
+ ComPtr<ID3D12Heap> heap;
+ };
+ QVector<StagingHeap> stagingHeaps;
+ struct StagingBuffer {
+ ComPtr<ID3D12Resource> buffer;
+ };
+ QVector<StagingBuffer> stagingBuffers;
+ QVector<D3D12_CPU_DESCRIPTOR_HANDLE> mipUAVs;
+ };
+
+ QVector<Texture> textures;
+ ComPtr<ID3D12Fence> textureUploadFence;
+ QAtomicInt nextTextureUploadFenceValue;
+
+ struct TransientFrameData {
+ QSGGeometry::DrawingMode drawingMode;
+ uint currentIndexBuffer;
+ struct ActiveTexture {
+ enum Type {
+ TypeTexture,
+ TypeRenderTarget
+ };
+ Type type = TypeTexture;
+ uint id = 0;
+ ActiveTexture(Type type, uint id) : type(type), id(id) { }
+ ActiveTexture() { }
+ };
+ int activeTextureCount;
+ ActiveTexture activeTextures[QSGD3D12_MAX_TEXTURE_VIEWS];
+ int drawCount;
+ ID3D12PipelineState *lastPso;
+ ID3D12RootSignature *lastRootSig;
+ bool descHeapSet;
+
+ QRect viewport;
+ QRect scissor;
+ QVector4D blendFactor = QVector4D(1, 1, 1, 1);
+ quint32 stencilRef = 1;
+ QSGD3D12PipelineState pipelineState;
+ };
+ TransientFrameData tframeData;
+
+ struct MipMapGen {
+ bool initialize(QSGD3D12EnginePrivate *enginePriv);
+ void releaseResources();
+ void queueGenerate(const Texture &t);
+
+ QSGD3D12EnginePrivate *engine;
+ ComPtr<ID3D12RootSignature> rootSig;
+ ComPtr<ID3D12PipelineState> pipelineState;
+ };
+
+ MipMapGen mipmapper;
+
+ struct RenderTarget {
+ enum Flag {
+ EntryInUse = 0x01,
+ NeedsReadBarrier = 0x02,
+ Multisample = 0x04
+ };
+ int flags = 0;
+ bool entryInUse() const { return flags & EntryInUse; }
+ ComPtr<ID3D12Resource> color;
+ ComPtr<ID3D12Resource> colorResolve;
+ D3D12_CPU_DESCRIPTOR_HANDLE rtv;
+ ComPtr<ID3D12Resource> ds;
+ D3D12_CPU_DESCRIPTOR_HANDLE dsv;
+ D3D12_CPU_DESCRIPTOR_HANDLE srv;
+ };
+
+ QVector<RenderTarget> renderTargets;
+ uint currentRenderTarget;
+
+ struct CPUBufferRef {
+ const quint8 *p = nullptr;
+ quint32 size = 0;
+ DirtyList dirty;
+ CPUBufferRef() { dirty.reserve(16); }
+ };
+
+ struct Buffer {
+ enum Flag {
+ EntryInUse = 0x01
+ };
+ int flags = 0;
+ bool entryInUse() const { return flags & EntryInUse; }
+ struct InFlightData {
+ ComPtr<ID3D12Resource> buffer;
+ DirtyList dirty;
+ quint32 dataSize = 0;
+ quint32 resourceSize = 0;
+ InFlightData() { dirty.reserve(16); }
+ };
+ InFlightData d[MAX_FRAME_IN_FLIGHT_COUNT];
+ CPUBufferRef cpuDataRef;
+ };
+
+ QVector<Buffer> buffers;
+
+ struct DeviceLossTester {
+ bool initialize(QSGD3D12EnginePrivate *enginePriv);
+ void releaseResources();
+ void killDevice();
+
+ QSGD3D12EnginePrivate *engine;
+ ComPtr<ID3D12PipelineState> computeState;
+ ComPtr<ID3D12RootSignature> computeRootSignature;
+ };
+
+ DeviceLossTester devLossTest;
+
+#ifndef Q_OS_WINRT
+ ComPtr<IDCompositionDevice> dcompDevice;
+ ComPtr<IDCompositionTarget> dcompTarget;
+ ComPtr<IDCompositionVisual> dcompVisual;
+#endif
+};
+
+inline uint qHash(const QSGD3D12EnginePrivate::PersistentFrameData::PendingRelease &pr, uint seed = 0)
+{
+ Q_UNUSED(seed);
+ return pr.id + pr.type;
+}
+
+QT_END_NAMESPACE
+
+#endif