ZIm/crates/gpui/src/platform/windows/directx_renderer.rs
2025-07-30 15:51:03 -07:00

1797 lines
61 KiB
Rust

use std::{mem::ManuallyDrop, sync::Arc};
use ::util::ResultExt;
use anyhow::{Context, Result};
use windows::{
Win32::{
Foundation::{HMODULE, HWND},
Graphics::{
Direct3D::*,
Direct3D11::*,
DirectComposition::*,
Dxgi::{Common::*, *},
},
},
core::Interface,
};
use crate::{
platform::windows::directx_renderer::shader_resources::{
RawShaderBytes, ShaderModule, ShaderTarget,
},
*,
};
pub(crate) const DISABLE_DIRECT_COMPOSITION: &str = "GPUI_DISABLE_DIRECT_COMPOSITION";
const RENDER_TARGET_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM;
// This configuration is used for MSAA rendering on paths only, and it's guaranteed to be supported by DirectX 11.
const PATH_MULTISAMPLE_COUNT: u32 = 4;
pub(crate) struct DirectXRenderer {
hwnd: HWND,
atlas: Arc<DirectXAtlas>,
devices: ManuallyDrop<DirectXDevices>,
resources: ManuallyDrop<DirectXResources>,
globals: DirectXGlobalElements,
pipelines: DirectXRenderPipelines,
direct_composition: Option<DirectComposition>,
}
/// Direct3D objects
#[derive(Clone)]
pub(crate) struct DirectXDevices {
adapter: IDXGIAdapter1,
dxgi_factory: IDXGIFactory6,
pub(crate) device: ID3D11Device,
pub(crate) device_context: ID3D11DeviceContext,
dxgi_device: Option<IDXGIDevice>,
}
struct DirectXResources {
// Direct3D rendering objects
swap_chain: IDXGISwapChain1,
render_target: ManuallyDrop<ID3D11Texture2D>,
render_target_view: [Option<ID3D11RenderTargetView>; 1],
// Path intermediate textures (with MSAA)
path_intermediate_texture: ID3D11Texture2D,
path_intermediate_srv: [Option<ID3D11ShaderResourceView>; 1],
path_intermediate_msaa_texture: ID3D11Texture2D,
path_intermediate_msaa_view: [Option<ID3D11RenderTargetView>; 1],
// Cached window size and viewport
width: u32,
height: u32,
viewport: [D3D11_VIEWPORT; 1],
}
struct DirectXRenderPipelines {
shadow_pipeline: PipelineState<Shadow>,
quad_pipeline: PipelineState<Quad>,
path_rasterization_pipeline: PipelineState<PathRasterizationSprite>,
path_sprite_pipeline: PipelineState<PathSprite>,
underline_pipeline: PipelineState<Underline>,
mono_sprites: PipelineState<MonochromeSprite>,
poly_sprites: PipelineState<PolychromeSprite>,
}
struct DirectXGlobalElements {
global_params_buffer: [Option<ID3D11Buffer>; 1],
sampler: [Option<ID3D11SamplerState>; 1],
}
struct DirectComposition {
comp_device: IDCompositionDevice,
comp_target: IDCompositionTarget,
comp_visual: IDCompositionVisual,
}
impl DirectXDevices {
pub(crate) fn new(disable_direct_composition: bool) -> Result<ManuallyDrop<Self>> {
let dxgi_factory = get_dxgi_factory().context("Creating DXGI factory")?;
let adapter = get_adapter(&dxgi_factory).context("Getting DXGI adapter")?;
let (device, device_context) = {
let mut device: Option<ID3D11Device> = None;
let mut context: Option<ID3D11DeviceContext> = None;
let mut feature_level = D3D_FEATURE_LEVEL::default();
get_device(
&adapter,
Some(&mut device),
Some(&mut context),
Some(&mut feature_level),
)
.context("Creating Direct3D device")?;
match feature_level {
D3D_FEATURE_LEVEL_11_1 => {
log::info!("Created device with Direct3D 11.1 feature level.")
}
D3D_FEATURE_LEVEL_11_0 => {
log::info!("Created device with Direct3D 11.0 feature level.")
}
D3D_FEATURE_LEVEL_10_1 => {
log::info!("Created device with Direct3D 10.1 feature level.")
}
_ => unreachable!(),
}
(device.unwrap(), context.unwrap())
};
let dxgi_device = if disable_direct_composition {
None
} else {
Some(device.cast().context("Creating DXGI device")?)
};
Ok(ManuallyDrop::new(Self {
adapter,
dxgi_factory,
dxgi_device,
device,
device_context,
}))
}
}
impl DirectXRenderer {
pub(crate) fn new(hwnd: HWND, disable_direct_composition: bool) -> Result<Self> {
if disable_direct_composition {
log::info!("Direct Composition is disabled.");
}
let devices =
DirectXDevices::new(disable_direct_composition).context("Creating DirectX devices")?;
let atlas = Arc::new(DirectXAtlas::new(&devices.device, &devices.device_context));
let resources = DirectXResources::new(&devices, 1, 1, hwnd, disable_direct_composition)
.context("Creating DirectX resources")?;
let globals = DirectXGlobalElements::new(&devices.device)
.context("Creating DirectX global elements")?;
let pipelines = DirectXRenderPipelines::new(&devices.device)
.context("Creating DirectX render pipelines")?;
let direct_composition = if disable_direct_composition {
None
} else {
let composition = DirectComposition::new(devices.dxgi_device.as_ref().unwrap(), hwnd)
.context("Creating DirectComposition")?;
composition
.set_swap_chain(&resources.swap_chain)
.context("Setting swap chain for DirectComposition")?;
Some(composition)
};
Ok(DirectXRenderer {
hwnd,
atlas,
devices,
resources,
globals,
pipelines,
direct_composition,
})
}
pub(crate) fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> {
self.atlas.clone()
}
fn pre_draw(&self) -> Result<()> {
#[cfg(not(feature = "enable-renderdoc"))]
let premultiplied_alpha = 1;
#[cfg(feature = "enable-renderdoc")]
let premultiplied_alpha = 0;
update_buffer(
&self.devices.device_context,
self.globals.global_params_buffer[0].as_ref().unwrap(),
&[GlobalParams {
viewport_size: [
self.resources.viewport[0].Width,
self.resources.viewport[0].Height,
],
premultiplied_alpha,
..Default::default()
}],
)?;
unsafe {
self.devices.device_context.ClearRenderTargetView(
self.resources.render_target_view[0].as_ref().unwrap(),
&[0.0; 4],
);
self.devices
.device_context
.OMSetRenderTargets(Some(&self.resources.render_target_view), None);
self.devices
.device_context
.RSSetViewports(Some(&self.resources.viewport));
}
Ok(())
}
fn present(&mut self) -> Result<()> {
unsafe {
let result = self.resources.swap_chain.Present(1, DXGI_PRESENT(0));
// Presenting the swap chain can fail if the DirectX device was removed or reset.
if result == DXGI_ERROR_DEVICE_REMOVED || result == DXGI_ERROR_DEVICE_RESET {
let reason = self.devices.device.GetDeviceRemovedReason();
log::error!(
"DirectX device removed or reset when drawing. Reason: {:?}",
reason
);
self.handle_device_lost()?;
} else {
result.ok()?;
}
}
Ok(())
}
fn handle_device_lost(&mut self) -> Result<()> {
// Here we wait a bit to ensure the the system has time to recover from the device lost state.
// If we don't wait, the final drawing result will be blank.
std::thread::sleep(std::time::Duration::from_millis(300));
let disable_direct_composition = self.direct_composition.is_none();
unsafe {
#[cfg(debug_assertions)]
report_live_objects(&self.devices.device)
.context("Failed to report live objects after device lost")
.log_err();
ManuallyDrop::drop(&mut self.resources);
self.devices.device_context.OMSetRenderTargets(None, None);
self.devices.device_context.ClearState();
self.devices.device_context.Flush();
#[cfg(debug_assertions)]
report_live_objects(&self.devices.device)
.context("Failed to report live objects after device lost")
.log_err();
drop(self.direct_composition.take());
ManuallyDrop::drop(&mut self.devices);
}
let devices = DirectXDevices::new(disable_direct_composition)
.context("Recreating DirectX devices")?;
let resources = DirectXResources::new(
&devices,
self.resources.width,
self.resources.height,
self.hwnd,
disable_direct_composition,
)?;
let globals = DirectXGlobalElements::new(&devices.device)?;
let pipelines = DirectXRenderPipelines::new(&devices.device)?;
let direct_composition = if disable_direct_composition {
None
} else {
let composition =
DirectComposition::new(devices.dxgi_device.as_ref().unwrap(), self.hwnd)?;
composition.set_swap_chain(&resources.swap_chain)?;
Some(composition)
};
self.atlas
.handle_device_lost(&devices.device, &devices.device_context);
self.devices = devices;
self.resources = resources;
self.globals = globals;
self.pipelines = pipelines;
self.direct_composition = direct_composition;
unsafe {
self.devices
.device_context
.OMSetRenderTargets(Some(&self.resources.render_target_view), None);
}
Ok(())
}
pub(crate) fn draw(&mut self, scene: &Scene) -> Result<()> {
self.pre_draw()?;
for batch in scene.batches() {
match batch {
PrimitiveBatch::Shadows(shadows) => self.draw_shadows(shadows),
PrimitiveBatch::Quads(quads) => self.draw_quads(quads),
PrimitiveBatch::Paths(paths) => {
self.draw_paths_to_intermediate(paths)?;
self.draw_paths_from_intermediate(paths)
}
PrimitiveBatch::Underlines(underlines) => self.draw_underlines(underlines),
PrimitiveBatch::MonochromeSprites {
texture_id,
sprites,
} => self.draw_monochrome_sprites(texture_id, sprites),
PrimitiveBatch::PolychromeSprites {
texture_id,
sprites,
} => self.draw_polychrome_sprites(texture_id, sprites),
PrimitiveBatch::Surfaces(surfaces) => self.draw_surfaces(surfaces),
}.context(format!("scene too large: {} paths, {} shadows, {} quads, {} underlines, {} mono, {} poly, {} surfaces",
scene.paths.len(),
scene.shadows.len(),
scene.quads.len(),
scene.underlines.len(),
scene.monochrome_sprites.len(),
scene.polychrome_sprites.len(),
scene.surfaces.len(),))?;
}
self.present()
}
pub(crate) fn resize(&mut self, new_size: Size<DevicePixels>) -> Result<()> {
let width = new_size.width.0.max(1) as u32;
let height = new_size.height.0.max(1) as u32;
if self.resources.width == width && self.resources.height == height {
return Ok(());
}
unsafe {
// Clear the render target before resizing
self.devices.device_context.OMSetRenderTargets(None, None);
ManuallyDrop::drop(&mut self.resources.render_target);
drop(self.resources.render_target_view[0].take().unwrap());
let result = self.resources.swap_chain.ResizeBuffers(
BUFFER_COUNT as u32,
width,
height,
RENDER_TARGET_FORMAT,
DXGI_SWAP_CHAIN_FLAG(0),
);
// Resizing the swap chain requires a call to the underlying DXGI adapter, which can return the device removed error.
// The app might have moved to a monitor that's attached to a different graphics device.
// When a graphics device is removed or reset, the desktop resolution often changes, resulting in a window size change.
match result {
Ok(_) => {}
Err(e) => {
if e.code() == DXGI_ERROR_DEVICE_REMOVED || e.code() == DXGI_ERROR_DEVICE_RESET
{
let reason = self.devices.device.GetDeviceRemovedReason();
log::error!(
"DirectX device removed or reset when resizing. Reason: {:?}",
reason
);
self.resources.width = width;
self.resources.height = height;
self.handle_device_lost()?;
return Ok(());
} else {
log::error!("Failed to resize swap chain: {:?}", e);
return Err(e.into());
}
}
}
self.resources
.recreate_resources(&self.devices, width, height)?;
self.devices
.device_context
.OMSetRenderTargets(Some(&self.resources.render_target_view), None);
}
Ok(())
}
fn draw_shadows(&mut self, shadows: &[Shadow]) -> Result<()> {
if shadows.is_empty() {
return Ok(());
}
self.pipelines.shadow_pipeline.update_buffer(
&self.devices.device,
&self.devices.device_context,
shadows,
)?;
self.pipelines.shadow_pipeline.draw(
&self.devices.device_context,
&self.resources.viewport,
&self.globals.global_params_buffer,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
4,
shadows.len() as u32,
)
}
fn draw_quads(&mut self, quads: &[Quad]) -> Result<()> {
if quads.is_empty() {
return Ok(());
}
self.pipelines.quad_pipeline.update_buffer(
&self.devices.device,
&self.devices.device_context,
quads,
)?;
self.pipelines.quad_pipeline.draw(
&self.devices.device_context,
&self.resources.viewport,
&self.globals.global_params_buffer,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
4,
quads.len() as u32,
)
}
fn draw_paths_to_intermediate(&mut self, paths: &[Path<ScaledPixels>]) -> Result<()> {
if paths.is_empty() {
return Ok(());
}
// Clear intermediate MSAA texture
unsafe {
self.devices.device_context.ClearRenderTargetView(
self.resources.path_intermediate_msaa_view[0]
.as_ref()
.unwrap(),
&[0.0; 4],
);
// Set intermediate MSAA texture as render target
self.devices
.device_context
.OMSetRenderTargets(Some(&self.resources.path_intermediate_msaa_view), None);
}
// Collect all vertices and sprites for a single draw call
let mut vertices = Vec::new();
for path in paths {
vertices.extend(path.vertices.iter().map(|v| PathRasterizationSprite {
xy_position: v.xy_position,
st_position: v.st_position,
color: path.color,
bounds: path.bounds.intersect(&path.content_mask.bounds),
}));
}
self.pipelines.path_rasterization_pipeline.update_buffer(
&self.devices.device,
&self.devices.device_context,
&vertices,
)?;
self.pipelines.path_rasterization_pipeline.draw(
&self.devices.device_context,
&self.resources.viewport,
&self.globals.global_params_buffer,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
vertices.len() as u32,
1,
)?;
// Resolve MSAA to non-MSAA intermediate texture
unsafe {
self.devices.device_context.ResolveSubresource(
&self.resources.path_intermediate_texture,
0,
&self.resources.path_intermediate_msaa_texture,
0,
RENDER_TARGET_FORMAT,
);
// Restore main render target
self.devices
.device_context
.OMSetRenderTargets(Some(&self.resources.render_target_view), None);
}
Ok(())
}
fn draw_paths_from_intermediate(&mut self, paths: &[Path<ScaledPixels>]) -> Result<()> {
let Some(first_path) = paths.first() else {
return Ok(());
};
// When copying paths from the intermediate texture to the drawable,
// each pixel must only be copied once, in case of transparent paths.
//
// If all paths have the same draw order, then their bounds are all
// disjoint, so we can copy each path's bounds individually. If this
// batch combines different draw orders, we perform a single copy
// for a minimal spanning rect.
let sprites = if paths.last().unwrap().order == first_path.order {
paths
.iter()
.map(|path| PathSprite {
bounds: path.bounds,
})
.collect::<Vec<_>>()
} else {
let mut bounds = first_path.bounds;
for path in paths.iter().skip(1) {
bounds = bounds.union(&path.bounds);
}
vec![PathSprite { bounds }]
};
self.pipelines.path_sprite_pipeline.update_buffer(
&self.devices.device,
&self.devices.device_context,
&sprites,
)?;
// Draw the sprites with the path texture
self.pipelines.path_sprite_pipeline.draw_with_texture(
&self.devices.device_context,
&self.resources.path_intermediate_srv,
&self.resources.viewport,
&self.globals.global_params_buffer,
&self.globals.sampler,
sprites.len() as u32,
)
}
fn draw_underlines(&mut self, underlines: &[Underline]) -> Result<()> {
if underlines.is_empty() {
return Ok(());
}
self.pipelines.underline_pipeline.update_buffer(
&self.devices.device,
&self.devices.device_context,
underlines,
)?;
self.pipelines.underline_pipeline.draw(
&self.devices.device_context,
&self.resources.viewport,
&self.globals.global_params_buffer,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
4,
underlines.len() as u32,
)
}
fn draw_monochrome_sprites(
&mut self,
texture_id: AtlasTextureId,
sprites: &[MonochromeSprite],
) -> Result<()> {
if sprites.is_empty() {
return Ok(());
}
self.pipelines.mono_sprites.update_buffer(
&self.devices.device,
&self.devices.device_context,
sprites,
)?;
let texture_view = self.atlas.get_texture_view(texture_id);
self.pipelines.mono_sprites.draw_with_texture(
&self.devices.device_context,
&texture_view,
&self.resources.viewport,
&self.globals.global_params_buffer,
&self.globals.sampler,
sprites.len() as u32,
)
}
fn draw_polychrome_sprites(
&mut self,
texture_id: AtlasTextureId,
sprites: &[PolychromeSprite],
) -> Result<()> {
if sprites.is_empty() {
return Ok(());
}
self.pipelines.poly_sprites.update_buffer(
&self.devices.device,
&self.devices.device_context,
sprites,
)?;
let texture_view = self.atlas.get_texture_view(texture_id);
self.pipelines.poly_sprites.draw_with_texture(
&self.devices.device_context,
&texture_view,
&self.resources.viewport,
&self.globals.global_params_buffer,
&self.globals.sampler,
sprites.len() as u32,
)
}
fn draw_surfaces(&mut self, surfaces: &[PaintSurface]) -> Result<()> {
if surfaces.is_empty() {
return Ok(());
}
Ok(())
}
pub(crate) fn gpu_specs(&self) -> Result<GpuSpecs> {
let desc = unsafe { self.devices.adapter.GetDesc1() }?;
let is_software_emulated = (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE.0 as u32) != 0;
let device_name = String::from_utf16_lossy(&desc.Description)
.trim_matches(char::from(0))
.to_string();
let driver_name = match desc.VendorId {
0x10DE => "NVIDIA Corporation".to_string(),
0x1002 => "AMD Corporation".to_string(),
0x8086 => "Intel Corporation".to_string(),
id => format!("Unknown Vendor (ID: {:#X})", id),
};
let driver_version = match desc.VendorId {
0x10DE => nvidia::get_driver_version(),
0x1002 => amd::get_driver_version(),
// For Intel and other vendors, we use the DXGI API to get the driver version.
_ => dxgi::get_driver_version(&self.devices.adapter),
}
.context("Failed to get gpu driver info")
.log_err()
.unwrap_or("Unknown Driver".to_string());
Ok(GpuSpecs {
is_software_emulated,
device_name,
driver_name,
driver_info: driver_version,
})
}
}
impl DirectXResources {
pub fn new(
devices: &DirectXDevices,
width: u32,
height: u32,
hwnd: HWND,
disable_direct_composition: bool,
) -> Result<ManuallyDrop<Self>> {
let swap_chain = if disable_direct_composition {
create_swap_chain(&devices.dxgi_factory, &devices.device, hwnd, width, height)?
} else {
create_swap_chain_for_composition(
&devices.dxgi_factory,
&devices.device,
width,
height,
)?
};
let (
render_target,
render_target_view,
path_intermediate_texture,
path_intermediate_srv,
path_intermediate_msaa_texture,
path_intermediate_msaa_view,
viewport,
) = create_resources(devices, &swap_chain, width, height)?;
set_rasterizer_state(&devices.device, &devices.device_context)?;
Ok(ManuallyDrop::new(Self {
swap_chain,
render_target,
render_target_view,
path_intermediate_texture,
path_intermediate_msaa_texture,
path_intermediate_msaa_view,
path_intermediate_srv,
viewport,
width,
height,
}))
}
#[inline]
fn recreate_resources(
&mut self,
devices: &DirectXDevices,
width: u32,
height: u32,
) -> Result<()> {
let (
render_target,
render_target_view,
path_intermediate_texture,
path_intermediate_srv,
path_intermediate_msaa_texture,
path_intermediate_msaa_view,
viewport,
) = create_resources(devices, &self.swap_chain, width, height)?;
self.render_target = render_target;
self.render_target_view = render_target_view;
self.path_intermediate_texture = path_intermediate_texture;
self.path_intermediate_msaa_texture = path_intermediate_msaa_texture;
self.path_intermediate_msaa_view = path_intermediate_msaa_view;
self.path_intermediate_srv = path_intermediate_srv;
self.viewport = viewport;
self.width = width;
self.height = height;
Ok(())
}
}
impl DirectXRenderPipelines {
pub fn new(device: &ID3D11Device) -> Result<Self> {
let shadow_pipeline = PipelineState::new(
device,
"shadow_pipeline",
ShaderModule::Shadow,
4,
create_blend_state(device)?,
)?;
let quad_pipeline = PipelineState::new(
device,
"quad_pipeline",
ShaderModule::Quad,
64,
create_blend_state(device)?,
)?;
let path_rasterization_pipeline = PipelineState::new(
device,
"path_rasterization_pipeline",
ShaderModule::PathRasterization,
32,
create_blend_state_for_path_rasterization(device)?,
)?;
let path_sprite_pipeline = PipelineState::new(
device,
"path_sprite_pipeline",
ShaderModule::PathSprite,
4,
create_blend_state_for_path_sprite(device)?,
)?;
let underline_pipeline = PipelineState::new(
device,
"underline_pipeline",
ShaderModule::Underline,
4,
create_blend_state(device)?,
)?;
let mono_sprites = PipelineState::new(
device,
"monochrome_sprite_pipeline",
ShaderModule::MonochromeSprite,
512,
create_blend_state(device)?,
)?;
let poly_sprites = PipelineState::new(
device,
"polychrome_sprite_pipeline",
ShaderModule::PolychromeSprite,
16,
create_blend_state(device)?,
)?;
Ok(Self {
shadow_pipeline,
quad_pipeline,
path_rasterization_pipeline,
path_sprite_pipeline,
underline_pipeline,
mono_sprites,
poly_sprites,
})
}
}
impl DirectComposition {
pub fn new(dxgi_device: &IDXGIDevice, hwnd: HWND) -> Result<Self> {
let comp_device = get_comp_device(&dxgi_device)?;
let comp_target = unsafe { comp_device.CreateTargetForHwnd(hwnd, true) }?;
let comp_visual = unsafe { comp_device.CreateVisual() }?;
Ok(Self {
comp_device,
comp_target,
comp_visual,
})
}
pub fn set_swap_chain(&self, swap_chain: &IDXGISwapChain1) -> Result<()> {
unsafe {
self.comp_visual.SetContent(swap_chain)?;
self.comp_target.SetRoot(&self.comp_visual)?;
self.comp_device.Commit()?;
}
Ok(())
}
}
impl DirectXGlobalElements {
pub fn new(device: &ID3D11Device) -> Result<Self> {
let global_params_buffer = unsafe {
let desc = D3D11_BUFFER_DESC {
ByteWidth: std::mem::size_of::<GlobalParams>() as u32,
Usage: D3D11_USAGE_DYNAMIC,
BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
..Default::default()
};
let mut buffer = None;
device.CreateBuffer(&desc, None, Some(&mut buffer))?;
[buffer]
};
let sampler = unsafe {
let desc = D3D11_SAMPLER_DESC {
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
AddressU: D3D11_TEXTURE_ADDRESS_WRAP,
AddressV: D3D11_TEXTURE_ADDRESS_WRAP,
AddressW: D3D11_TEXTURE_ADDRESS_WRAP,
MipLODBias: 0.0,
MaxAnisotropy: 1,
ComparisonFunc: D3D11_COMPARISON_ALWAYS,
BorderColor: [0.0; 4],
MinLOD: 0.0,
MaxLOD: D3D11_FLOAT32_MAX,
};
let mut output = None;
device.CreateSamplerState(&desc, Some(&mut output))?;
[output]
};
Ok(Self {
global_params_buffer,
sampler,
})
}
}
#[derive(Debug, Default)]
#[repr(C)]
struct GlobalParams {
viewport_size: [f32; 2],
premultiplied_alpha: u32,
_pad: u32,
}
struct PipelineState<T> {
label: &'static str,
vertex: ID3D11VertexShader,
fragment: ID3D11PixelShader,
buffer: ID3D11Buffer,
buffer_size: usize,
view: [Option<ID3D11ShaderResourceView>; 1],
blend_state: ID3D11BlendState,
_marker: std::marker::PhantomData<T>,
}
impl<T> PipelineState<T> {
fn new(
device: &ID3D11Device,
label: &'static str,
shader_module: ShaderModule,
buffer_size: usize,
blend_state: ID3D11BlendState,
) -> Result<Self> {
let vertex = {
let raw_shader = RawShaderBytes::new(shader_module, ShaderTarget::Vertex)?;
create_vertex_shader(device, raw_shader.as_bytes())?
};
let fragment = {
let raw_shader = RawShaderBytes::new(shader_module, ShaderTarget::Fragment)?;
create_fragment_shader(device, raw_shader.as_bytes())?
};
let buffer = create_buffer(device, std::mem::size_of::<T>(), buffer_size)?;
let view = create_buffer_view(device, &buffer)?;
Ok(PipelineState {
label,
vertex,
fragment,
buffer,
buffer_size,
view,
blend_state,
_marker: std::marker::PhantomData,
})
}
fn update_buffer(
&mut self,
device: &ID3D11Device,
device_context: &ID3D11DeviceContext,
data: &[T],
) -> Result<()> {
if self.buffer_size < data.len() {
let new_buffer_size = data.len().next_power_of_two();
log::info!(
"Updating {} buffer size from {} to {}",
self.label,
self.buffer_size,
new_buffer_size
);
let buffer = create_buffer(device, std::mem::size_of::<T>(), new_buffer_size)?;
let view = create_buffer_view(device, &buffer)?;
self.buffer = buffer;
self.view = view;
self.buffer_size = new_buffer_size;
}
update_buffer(device_context, &self.buffer, data)
}
fn draw(
&self,
device_context: &ID3D11DeviceContext,
viewport: &[D3D11_VIEWPORT],
global_params: &[Option<ID3D11Buffer>],
topology: D3D_PRIMITIVE_TOPOLOGY,
vertex_count: u32,
instance_count: u32,
) -> Result<()> {
set_pipeline_state(
device_context,
&self.view,
topology,
viewport,
&self.vertex,
&self.fragment,
global_params,
&self.blend_state,
);
unsafe {
device_context.DrawInstanced(vertex_count, instance_count, 0, 0);
}
Ok(())
}
fn draw_with_texture(
&self,
device_context: &ID3D11DeviceContext,
texture: &[Option<ID3D11ShaderResourceView>],
viewport: &[D3D11_VIEWPORT],
global_params: &[Option<ID3D11Buffer>],
sampler: &[Option<ID3D11SamplerState>],
instance_count: u32,
) -> Result<()> {
set_pipeline_state(
device_context,
&self.view,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
viewport,
&self.vertex,
&self.fragment,
global_params,
&self.blend_state,
);
unsafe {
device_context.PSSetSamplers(0, Some(sampler));
device_context.VSSetShaderResources(0, Some(texture));
device_context.PSSetShaderResources(0, Some(texture));
device_context.DrawInstanced(4, instance_count, 0, 0);
}
Ok(())
}
}
#[derive(Clone, Copy)]
#[repr(C)]
struct PathRasterizationSprite {
xy_position: Point<ScaledPixels>,
st_position: Point<f32>,
color: Background,
bounds: Bounds<ScaledPixels>,
}
#[derive(Clone, Copy)]
#[repr(C)]
struct PathSprite {
bounds: Bounds<ScaledPixels>,
}
impl Drop for DirectXRenderer {
fn drop(&mut self) {
#[cfg(debug_assertions)]
report_live_objects(&self.devices.device).ok();
unsafe {
ManuallyDrop::drop(&mut self.devices);
ManuallyDrop::drop(&mut self.resources);
}
}
}
impl Drop for DirectXResources {
fn drop(&mut self) {
unsafe {
ManuallyDrop::drop(&mut self.render_target);
}
}
}
#[inline]
fn get_dxgi_factory() -> Result<IDXGIFactory6> {
#[cfg(debug_assertions)]
let factory_flag = if unsafe { DXGIGetDebugInterface1::<IDXGIInfoQueue>(0) }
.log_err()
.is_some()
{
DXGI_CREATE_FACTORY_DEBUG
} else {
log::warn!(
"Failed to get DXGI debug interface. DirectX debugging features will be disabled."
);
DXGI_CREATE_FACTORY_FLAGS::default()
};
#[cfg(not(debug_assertions))]
let factory_flag = DXGI_CREATE_FACTORY_FLAGS::default();
unsafe { Ok(CreateDXGIFactory2(factory_flag)?) }
}
fn get_adapter(dxgi_factory: &IDXGIFactory6) -> Result<IDXGIAdapter1> {
for adapter_index in 0.. {
let adapter: IDXGIAdapter1 = unsafe {
dxgi_factory
.EnumAdapterByGpuPreference(adapter_index, DXGI_GPU_PREFERENCE_MINIMUM_POWER)
}?;
if let Ok(desc) = unsafe { adapter.GetDesc1() } {
let gpu_name = String::from_utf16_lossy(&desc.Description)
.trim_matches(char::from(0))
.to_string();
log::info!("Using GPU: {}", gpu_name);
}
// Check to see whether the adapter supports Direct3D 11, but don't
// create the actual device yet.
if get_device(&adapter, None, None, None).log_err().is_some() {
return Ok(adapter);
}
}
unreachable!()
}
fn get_device(
adapter: &IDXGIAdapter1,
device: Option<*mut Option<ID3D11Device>>,
context: Option<*mut Option<ID3D11DeviceContext>>,
feature_level: Option<*mut D3D_FEATURE_LEVEL>,
) -> Result<()> {
#[cfg(debug_assertions)]
let device_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_DEBUG;
#[cfg(not(debug_assertions))]
let device_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
unsafe {
D3D11CreateDevice(
adapter,
D3D_DRIVER_TYPE_UNKNOWN,
HMODULE::default(),
device_flags,
// 4x MSAA is required for Direct3D Feature Level 10.1 or better
Some(&[
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
]),
D3D11_SDK_VERSION,
device,
feature_level,
context,
)?;
}
Ok(())
}
#[inline]
fn get_comp_device(dxgi_device: &IDXGIDevice) -> Result<IDCompositionDevice> {
Ok(unsafe { DCompositionCreateDevice(dxgi_device)? })
}
fn create_swap_chain_for_composition(
dxgi_factory: &IDXGIFactory6,
device: &ID3D11Device,
width: u32,
height: u32,
) -> Result<IDXGISwapChain1> {
let desc = DXGI_SWAP_CHAIN_DESC1 {
Width: width,
Height: height,
Format: RENDER_TARGET_FORMAT,
Stereo: false.into(),
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
BufferCount: BUFFER_COUNT as u32,
// Composition SwapChains only support the DXGI_SCALING_STRETCH Scaling.
Scaling: DXGI_SCALING_STRETCH,
SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
AlphaMode: DXGI_ALPHA_MODE_IGNORE,
Flags: 0,
};
Ok(unsafe { dxgi_factory.CreateSwapChainForComposition(device, &desc, None)? })
}
fn create_swap_chain(
dxgi_factory: &IDXGIFactory6,
device: &ID3D11Device,
hwnd: HWND,
width: u32,
height: u32,
) -> Result<IDXGISwapChain1> {
use windows::Win32::Graphics::Dxgi::DXGI_MWA_NO_ALT_ENTER;
let desc = DXGI_SWAP_CHAIN_DESC1 {
Width: width,
Height: height,
Format: RENDER_TARGET_FORMAT,
Stereo: false.into(),
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
BufferCount: BUFFER_COUNT as u32,
Scaling: DXGI_SCALING_NONE,
SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
AlphaMode: DXGI_ALPHA_MODE_IGNORE,
Flags: 0,
};
let swap_chain =
unsafe { dxgi_factory.CreateSwapChainForHwnd(device, hwnd, &desc, None, None) }?;
unsafe { dxgi_factory.MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER) }?;
Ok(swap_chain)
}
#[inline]
fn create_resources(
devices: &DirectXDevices,
swap_chain: &IDXGISwapChain1,
width: u32,
height: u32,
) -> Result<(
ManuallyDrop<ID3D11Texture2D>,
[Option<ID3D11RenderTargetView>; 1],
ID3D11Texture2D,
[Option<ID3D11ShaderResourceView>; 1],
ID3D11Texture2D,
[Option<ID3D11RenderTargetView>; 1],
[D3D11_VIEWPORT; 1],
)> {
let (render_target, render_target_view) =
create_render_target_and_its_view(&swap_chain, &devices.device)?;
let (path_intermediate_texture, path_intermediate_srv) =
create_path_intermediate_texture(&devices.device, width, height)?;
let (path_intermediate_msaa_texture, path_intermediate_msaa_view) =
create_path_intermediate_msaa_texture_and_view(&devices.device, width, height)?;
let viewport = set_viewport(&devices.device_context, width as f32, height as f32);
Ok((
render_target,
render_target_view,
path_intermediate_texture,
path_intermediate_srv,
path_intermediate_msaa_texture,
path_intermediate_msaa_view,
viewport,
))
}
#[inline]
fn create_render_target_and_its_view(
swap_chain: &IDXGISwapChain1,
device: &ID3D11Device,
) -> Result<(
ManuallyDrop<ID3D11Texture2D>,
[Option<ID3D11RenderTargetView>; 1],
)> {
let render_target: ID3D11Texture2D = unsafe { swap_chain.GetBuffer(0) }?;
let mut render_target_view = None;
unsafe { device.CreateRenderTargetView(&render_target, None, Some(&mut render_target_view))? };
Ok((
ManuallyDrop::new(render_target),
[Some(render_target_view.unwrap())],
))
}
#[inline]
fn create_path_intermediate_texture(
device: &ID3D11Device,
width: u32,
height: u32,
) -> Result<(ID3D11Texture2D, [Option<ID3D11ShaderResourceView>; 1])> {
let texture = unsafe {
let mut output = None;
let desc = D3D11_TEXTURE2D_DESC {
Width: width,
Height: height,
MipLevels: 1,
ArraySize: 1,
Format: RENDER_TARGET_FORMAT,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Usage: D3D11_USAGE_DEFAULT,
BindFlags: (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
CPUAccessFlags: 0,
MiscFlags: 0,
};
device.CreateTexture2D(&desc, None, Some(&mut output))?;
output.unwrap()
};
let mut shader_resource_view = None;
unsafe { device.CreateShaderResourceView(&texture, None, Some(&mut shader_resource_view))? };
Ok((texture, [Some(shader_resource_view.unwrap())]))
}
#[inline]
fn create_path_intermediate_msaa_texture_and_view(
device: &ID3D11Device,
width: u32,
height: u32,
) -> Result<(ID3D11Texture2D, [Option<ID3D11RenderTargetView>; 1])> {
let msaa_texture = unsafe {
let mut output = None;
let desc = D3D11_TEXTURE2D_DESC {
Width: width,
Height: height,
MipLevels: 1,
ArraySize: 1,
Format: RENDER_TARGET_FORMAT,
SampleDesc: DXGI_SAMPLE_DESC {
Count: PATH_MULTISAMPLE_COUNT,
Quality: D3D11_STANDARD_MULTISAMPLE_PATTERN.0 as u32,
},
Usage: D3D11_USAGE_DEFAULT,
BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32,
CPUAccessFlags: 0,
MiscFlags: 0,
};
device.CreateTexture2D(&desc, None, Some(&mut output))?;
output.unwrap()
};
let mut msaa_view = None;
unsafe { device.CreateRenderTargetView(&msaa_texture, None, Some(&mut msaa_view))? };
Ok((msaa_texture, [Some(msaa_view.unwrap())]))
}
#[inline]
fn set_viewport(
device_context: &ID3D11DeviceContext,
width: f32,
height: f32,
) -> [D3D11_VIEWPORT; 1] {
let viewport = [D3D11_VIEWPORT {
TopLeftX: 0.0,
TopLeftY: 0.0,
Width: width,
Height: height,
MinDepth: 0.0,
MaxDepth: 1.0,
}];
unsafe { device_context.RSSetViewports(Some(&viewport)) };
viewport
}
#[inline]
fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceContext) -> Result<()> {
let desc = D3D11_RASTERIZER_DESC {
FillMode: D3D11_FILL_SOLID,
CullMode: D3D11_CULL_NONE,
FrontCounterClockwise: false.into(),
DepthBias: 0,
DepthBiasClamp: 0.0,
SlopeScaledDepthBias: 0.0,
DepthClipEnable: true.into(),
ScissorEnable: false.into(),
MultisampleEnable: true.into(),
AntialiasedLineEnable: false.into(),
};
let rasterizer_state = unsafe {
let mut state = None;
device.CreateRasterizerState(&desc, Some(&mut state))?;
state.unwrap()
};
unsafe { device_context.RSSetState(&rasterizer_state) };
Ok(())
}
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_blend_desc
#[inline]
fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
// If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
// device performs the blend in linear space, which is ideal.
let mut desc = D3D11_BLEND_DESC::default();
desc.RenderTarget[0].BlendEnable = true.into();
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
unsafe {
let mut state = None;
device.CreateBlendState(&desc, Some(&mut state))?;
Ok(state.unwrap())
}
}
#[inline]
fn create_blend_state_for_path_rasterization(device: &ID3D11Device) -> Result<ID3D11BlendState> {
// If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
// device performs the blend in linear space, which is ideal.
let mut desc = D3D11_BLEND_DESC::default();
desc.RenderTarget[0].BlendEnable = true.into();
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
unsafe {
let mut state = None;
device.CreateBlendState(&desc, Some(&mut state))?;
Ok(state.unwrap())
}
}
#[inline]
fn create_blend_state_for_path_sprite(device: &ID3D11Device) -> Result<ID3D11BlendState> {
// If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
// device performs the blend in linear space, which is ideal.
let mut desc = D3D11_BLEND_DESC::default();
desc.RenderTarget[0].BlendEnable = true.into();
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
unsafe {
let mut state = None;
device.CreateBlendState(&desc, Some(&mut state))?;
Ok(state.unwrap())
}
}
#[inline]
fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11VertexShader> {
unsafe {
let mut shader = None;
device.CreateVertexShader(bytes, None, Some(&mut shader))?;
Ok(shader.unwrap())
}
}
#[inline]
fn create_fragment_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11PixelShader> {
unsafe {
let mut shader = None;
device.CreatePixelShader(bytes, None, Some(&mut shader))?;
Ok(shader.unwrap())
}
}
#[inline]
fn create_buffer(
device: &ID3D11Device,
element_size: usize,
buffer_size: usize,
) -> Result<ID3D11Buffer> {
let desc = D3D11_BUFFER_DESC {
ByteWidth: (element_size * buffer_size) as u32,
Usage: D3D11_USAGE_DYNAMIC,
BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
MiscFlags: D3D11_RESOURCE_MISC_BUFFER_STRUCTURED.0 as u32,
StructureByteStride: element_size as u32,
};
let mut buffer = None;
unsafe { device.CreateBuffer(&desc, None, Some(&mut buffer)) }?;
Ok(buffer.unwrap())
}
#[inline]
fn create_buffer_view(
device: &ID3D11Device,
buffer: &ID3D11Buffer,
) -> Result<[Option<ID3D11ShaderResourceView>; 1]> {
let mut view = None;
unsafe { device.CreateShaderResourceView(buffer, None, Some(&mut view)) }?;
Ok([view])
}
#[inline]
fn update_buffer<T>(
device_context: &ID3D11DeviceContext,
buffer: &ID3D11Buffer,
data: &[T],
) -> Result<()> {
unsafe {
let mut dest = std::mem::zeroed();
device_context.Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut dest))?;
std::ptr::copy_nonoverlapping(data.as_ptr(), dest.pData as _, data.len());
device_context.Unmap(buffer, 0);
}
Ok(())
}
#[inline]
fn set_pipeline_state(
device_context: &ID3D11DeviceContext,
buffer_view: &[Option<ID3D11ShaderResourceView>],
topology: D3D_PRIMITIVE_TOPOLOGY,
viewport: &[D3D11_VIEWPORT],
vertex_shader: &ID3D11VertexShader,
fragment_shader: &ID3D11PixelShader,
global_params: &[Option<ID3D11Buffer>],
blend_state: &ID3D11BlendState,
) {
unsafe {
device_context.VSSetShaderResources(1, Some(buffer_view));
device_context.PSSetShaderResources(1, Some(buffer_view));
device_context.IASetPrimitiveTopology(topology);
device_context.RSSetViewports(Some(viewport));
device_context.VSSetShader(vertex_shader, None);
device_context.PSSetShader(fragment_shader, None);
device_context.VSSetConstantBuffers(0, Some(global_params));
device_context.PSSetConstantBuffers(0, Some(global_params));
device_context.OMSetBlendState(blend_state, None, 0xFFFFFFFF);
}
}
#[cfg(debug_assertions)]
fn report_live_objects(device: &ID3D11Device) -> Result<()> {
let debug_device: ID3D11Debug = device.cast()?;
unsafe {
debug_device.ReportLiveDeviceObjects(D3D11_RLDO_DETAIL)?;
}
Ok(())
}
const BUFFER_COUNT: usize = 3;
pub(crate) mod shader_resources {
use anyhow::Result;
#[cfg(debug_assertions)]
use windows::{
Win32::Graphics::Direct3D::{
Fxc::{D3DCOMPILE_DEBUG, D3DCOMPILE_SKIP_OPTIMIZATION, D3DCompileFromFile},
ID3DBlob,
},
core::{HSTRING, PCSTR},
};
#[derive(Copy, Clone, Debug, Eq, PartialEq)]
pub(crate) enum ShaderModule {
Quad,
Shadow,
Underline,
PathRasterization,
PathSprite,
MonochromeSprite,
PolychromeSprite,
EmojiRasterization,
}
#[derive(Copy, Clone, Debug, Eq, PartialEq)]
pub(crate) enum ShaderTarget {
Vertex,
Fragment,
}
pub(crate) struct RawShaderBytes<'t> {
inner: &'t [u8],
#[cfg(debug_assertions)]
_blob: ID3DBlob,
}
impl<'t> RawShaderBytes<'t> {
pub(crate) fn new(module: ShaderModule, target: ShaderTarget) -> Result<Self> {
#[cfg(not(debug_assertions))]
{
Ok(Self::from_bytes(module, target))
}
#[cfg(debug_assertions)]
{
let blob = build_shader_blob(module, target)?;
let inner = unsafe {
std::slice::from_raw_parts(
blob.GetBufferPointer() as *const u8,
blob.GetBufferSize(),
)
};
Ok(Self { inner, _blob: blob })
}
}
pub(crate) fn as_bytes(&'t self) -> &'t [u8] {
self.inner
}
#[cfg(not(debug_assertions))]
fn from_bytes(module: ShaderModule, target: ShaderTarget) -> Self {
let bytes = match module {
ShaderModule::Quad => match target {
ShaderTarget::Vertex => QUAD_VERTEX_BYTES,
ShaderTarget::Fragment => QUAD_FRAGMENT_BYTES,
},
ShaderModule::Shadow => match target {
ShaderTarget::Vertex => SHADOW_VERTEX_BYTES,
ShaderTarget::Fragment => SHADOW_FRAGMENT_BYTES,
},
ShaderModule::Underline => match target {
ShaderTarget::Vertex => UNDERLINE_VERTEX_BYTES,
ShaderTarget::Fragment => UNDERLINE_FRAGMENT_BYTES,
},
ShaderModule::PathRasterization => match target {
ShaderTarget::Vertex => PATH_RASTERIZATION_VERTEX_BYTES,
ShaderTarget::Fragment => PATH_RASTERIZATION_FRAGMENT_BYTES,
},
ShaderModule::PathSprite => match target {
ShaderTarget::Vertex => PATH_SPRITE_VERTEX_BYTES,
ShaderTarget::Fragment => PATH_SPRITE_FRAGMENT_BYTES,
},
ShaderModule::MonochromeSprite => match target {
ShaderTarget::Vertex => MONOCHROME_SPRITE_VERTEX_BYTES,
ShaderTarget::Fragment => MONOCHROME_SPRITE_FRAGMENT_BYTES,
},
ShaderModule::PolychromeSprite => match target {
ShaderTarget::Vertex => POLYCHROME_SPRITE_VERTEX_BYTES,
ShaderTarget::Fragment => POLYCHROME_SPRITE_FRAGMENT_BYTES,
},
ShaderModule::EmojiRasterization => match target {
ShaderTarget::Vertex => EMOJI_RASTERIZATION_VERTEX_BYTES,
ShaderTarget::Fragment => EMOJI_RASTERIZATION_FRAGMENT_BYTES,
},
};
Self { inner: bytes }
}
}
#[cfg(debug_assertions)]
pub(super) fn build_shader_blob(entry: ShaderModule, target: ShaderTarget) -> Result<ID3DBlob> {
unsafe {
let shader_name = if matches!(entry, ShaderModule::EmojiRasterization) {
"color_text_raster.hlsl"
} else {
"shaders.hlsl"
};
let entry = format!(
"{}_{}\0",
entry.as_str(),
match target {
ShaderTarget::Vertex => "vertex",
ShaderTarget::Fragment => "fragment",
}
);
let target = match target {
ShaderTarget::Vertex => "vs_4_1\0",
ShaderTarget::Fragment => "ps_4_1\0",
};
let mut compile_blob = None;
let mut error_blob = None;
let shader_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
.join(&format!("src/platform/windows/{}", shader_name))
.canonicalize()?;
let entry_point = PCSTR::from_raw(entry.as_ptr());
let target_cstr = PCSTR::from_raw(target.as_ptr());
let ret = D3DCompileFromFile(
&HSTRING::from(shader_path.to_str().unwrap()),
None,
None,
entry_point,
target_cstr,
D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,
0,
&mut compile_blob,
Some(&mut error_blob),
);
if ret.is_err() {
let Some(error_blob) = error_blob else {
return Err(anyhow::anyhow!("{ret:?}"));
};
let error_string =
std::ffi::CStr::from_ptr(error_blob.GetBufferPointer() as *const i8)
.to_string_lossy();
log::error!("Shader compile error: {}", error_string);
return Err(anyhow::anyhow!("Compile error: {}", error_string));
}
Ok(compile_blob.unwrap())
}
}
#[cfg(not(debug_assertions))]
include!(concat!(env!("OUT_DIR"), "/shaders_bytes.rs"));
#[cfg(debug_assertions)]
impl ShaderModule {
pub fn as_str(&self) -> &str {
match self {
ShaderModule::Quad => "quad",
ShaderModule::Shadow => "shadow",
ShaderModule::Underline => "underline",
ShaderModule::PathRasterization => "path_rasterization",
ShaderModule::PathSprite => "path_sprite",
ShaderModule::MonochromeSprite => "monochrome_sprite",
ShaderModule::PolychromeSprite => "polychrome_sprite",
ShaderModule::EmojiRasterization => "emoji_rasterization",
}
}
}
}
mod nvidia {
use std::{
ffi::CStr,
os::raw::{c_char, c_int, c_uint},
};
use anyhow::{Context, Result};
use windows::{
Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA},
core::s,
};
// https://github.com/NVIDIA/nvapi/blob/7cb76fce2f52de818b3da497af646af1ec16ce27/nvapi_lite_common.h#L180
const NVAPI_SHORT_STRING_MAX: usize = 64;
// https://github.com/NVIDIA/nvapi/blob/7cb76fce2f52de818b3da497af646af1ec16ce27/nvapi_lite_common.h#L235
#[allow(non_camel_case_types)]
type NvAPI_ShortString = [c_char; NVAPI_SHORT_STRING_MAX];
// https://github.com/NVIDIA/nvapi/blob/7cb76fce2f52de818b3da497af646af1ec16ce27/nvapi_lite_common.h#L447
#[allow(non_camel_case_types)]
type NvAPI_SYS_GetDriverAndBranchVersion_t = unsafe extern "C" fn(
driver_version: *mut c_uint,
build_branch_string: *mut NvAPI_ShortString,
) -> c_int;
pub(super) fn get_driver_version() -> Result<String> {
unsafe {
// Try to load the NVIDIA driver DLL
#[cfg(target_pointer_width = "64")]
let nvidia_dll = LoadLibraryA(s!("nvapi64.dll")).context("Can't load nvapi64.dll")?;
#[cfg(target_pointer_width = "32")]
let nvidia_dll = LoadLibraryA(s!("nvapi.dll")).context("Can't load nvapi.dll")?;
let nvapi_query_addr = GetProcAddress(nvidia_dll, s!("nvapi_QueryInterface"))
.ok_or_else(|| anyhow::anyhow!("Failed to get nvapi_QueryInterface address"))?;
let nvapi_query: extern "C" fn(u32) -> *mut () = std::mem::transmute(nvapi_query_addr);
// https://github.com/NVIDIA/nvapi/blob/7cb76fce2f52de818b3da497af646af1ec16ce27/nvapi_interface.h#L41
let nvapi_get_driver_version_ptr = nvapi_query(0x2926aaad);
if nvapi_get_driver_version_ptr.is_null() {
anyhow::bail!("Failed to get NVIDIA driver version function pointer");
}
let nvapi_get_driver_version: NvAPI_SYS_GetDriverAndBranchVersion_t =
std::mem::transmute(nvapi_get_driver_version_ptr);
let mut driver_version: c_uint = 0;
let mut build_branch_string: NvAPI_ShortString = [0; NVAPI_SHORT_STRING_MAX];
let result = nvapi_get_driver_version(
&mut driver_version as *mut c_uint,
&mut build_branch_string as *mut NvAPI_ShortString,
);
if result != 0 {
anyhow::bail!(
"Failed to get NVIDIA driver version, error code: {}",
result
);
}
let major = driver_version / 100;
let minor = driver_version % 100;
let branch_string = CStr::from_ptr(build_branch_string.as_ptr());
Ok(format!(
"{}.{} {}",
major,
minor,
branch_string.to_string_lossy()
))
}
}
}
mod amd {
use std::os::raw::{c_char, c_int, c_void};
use anyhow::{Context, Result};
use windows::{
Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA},
core::s,
};
// https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/blob/5d8812d703d0335741b6f7ffc37838eeb8b967f7/ags_lib/inc/amd_ags.h#L145
const AGS_CURRENT_VERSION: i32 = (6 << 22) | (3 << 12);
// https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/blob/5d8812d703d0335741b6f7ffc37838eeb8b967f7/ags_lib/inc/amd_ags.h#L204
// This is an opaque type, using struct to represent it properly for FFI
#[repr(C)]
struct AGSContext {
_private: [u8; 0],
}
#[repr(C)]
pub struct AGSGPUInfo {
pub driver_version: *const c_char,
pub radeon_software_version: *const c_char,
pub num_devices: c_int,
pub devices: *mut c_void,
}
// https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/blob/5d8812d703d0335741b6f7ffc37838eeb8b967f7/ags_lib/inc/amd_ags.h#L429
#[allow(non_camel_case_types)]
type agsInitialize_t = unsafe extern "C" fn(
version: c_int,
config: *const c_void,
context: *mut *mut AGSContext,
gpu_info: *mut AGSGPUInfo,
) -> c_int;
// https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/blob/5d8812d703d0335741b6f7ffc37838eeb8b967f7/ags_lib/inc/amd_ags.h#L436
#[allow(non_camel_case_types)]
type agsDeInitialize_t = unsafe extern "C" fn(context: *mut AGSContext) -> c_int;
pub(super) fn get_driver_version() -> Result<String> {
unsafe {
#[cfg(target_pointer_width = "64")]
let amd_dll =
LoadLibraryA(s!("amd_ags_x64.dll")).context("Failed to load AMD AGS library")?;
#[cfg(target_pointer_width = "32")]
let amd_dll =
LoadLibraryA(s!("amd_ags_x86.dll")).context("Failed to load AMD AGS library")?;
let ags_initialize_addr = GetProcAddress(amd_dll, s!("agsInitialize"))
.ok_or_else(|| anyhow::anyhow!("Failed to get agsInitialize address"))?;
let ags_deinitialize_addr = GetProcAddress(amd_dll, s!("agsDeInitialize"))
.ok_or_else(|| anyhow::anyhow!("Failed to get agsDeInitialize address"))?;
let ags_initialize: agsInitialize_t = std::mem::transmute(ags_initialize_addr);
let ags_deinitialize: agsDeInitialize_t = std::mem::transmute(ags_deinitialize_addr);
let mut context: *mut AGSContext = std::ptr::null_mut();
let mut gpu_info: AGSGPUInfo = AGSGPUInfo {
driver_version: std::ptr::null(),
radeon_software_version: std::ptr::null(),
num_devices: 0,
devices: std::ptr::null_mut(),
};
let result = ags_initialize(
AGS_CURRENT_VERSION,
std::ptr::null(),
&mut context,
&mut gpu_info,
);
if result != 0 {
anyhow::bail!("Failed to initialize AMD AGS, error code: {}", result);
}
// Vulkan acctually returns this as the driver version
let software_version = if !gpu_info.radeon_software_version.is_null() {
std::ffi::CStr::from_ptr(gpu_info.radeon_software_version)
.to_string_lossy()
.into_owned()
} else {
"Unknown Radeon Software Version".to_string()
};
let driver_version = if !gpu_info.driver_version.is_null() {
std::ffi::CStr::from_ptr(gpu_info.driver_version)
.to_string_lossy()
.into_owned()
} else {
"Unknown Radeon Driver Version".to_string()
};
ags_deinitialize(context);
Ok(format!("{} ({})", software_version, driver_version))
}
}
}
mod dxgi {
use windows::{
Win32::Graphics::Dxgi::{IDXGIAdapter1, IDXGIDevice},
core::Interface,
};
pub(super) fn get_driver_version(adapter: &IDXGIAdapter1) -> anyhow::Result<String> {
let number = unsafe { adapter.CheckInterfaceSupport(&IDXGIDevice::IID as _) }?;
Ok(format!(
"{}.{}.{}.{}",
number >> 48,
(number >> 32) & 0xFFFF,
(number >> 16) & 0xFFFF,
number & 0xFFFF
))
}
}