godot-module-template/engine/drivers/d3d12/rendering_context_driver_d3d12.h
2025-04-12 18:40:44 +02:00

125 lines
5.3 KiB
C++

/**************************************************************************/
/* rendering_context_driver_d3d12.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/os/mutex.h"
#include "core/string/ustring.h"
#include "core/templates/rid_owner.h"
#include "rendering_device_driver_d3d12.h"
#include "servers/display_server.h"
#include "servers/rendering/rendering_context_driver.h"
#if defined(AS)
#undef AS
#endif
#if (WINVER < _WIN32_WINNT_WIN8) && defined(_MSC_VER)
#pragma push_macro("NTDDI_VERSION")
#pragma push_macro("WINVER")
#undef NTDDI_VERSION
#undef WINVER
#define NTDDI_VERSION NTDDI_WIN8
#define WINVER _WIN32_WINNT_WIN8
#include <dcomp.h>
#pragma pop_macro("WINVER")
#pragma pop_macro("NTDDI_VERSION")
#else
#include <dcomp.h>
#endif
#include <d3dx12.h>
#include <dxgi1_6.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
#define ARRAY_SIZE(a) std::size(a)
class RenderingContextDriverD3D12 : public RenderingContextDriver {
ComPtr<ID3D12DeviceFactory> device_factory;
ComPtr<IDXGIFactory2> dxgi_factory;
TightLocalVector<Device> driver_devices;
bool tearing_supported = false;
Error _init_device_factory();
Error _initialize_debug_layers();
Error _initialize_devices();
public:
virtual Error initialize() override;
virtual const Device &device_get(uint32_t p_device_index) const override;
virtual uint32_t device_get_count() const override;
virtual bool device_supports_present(uint32_t p_device_index, SurfaceID p_surface) const override;
virtual RenderingDeviceDriver *driver_create() override;
virtual void driver_free(RenderingDeviceDriver *p_driver) override;
virtual SurfaceID surface_create(const void *p_platform_data) override;
virtual void surface_set_size(SurfaceID p_surface, uint32_t p_width, uint32_t p_height) override;
virtual void surface_set_vsync_mode(SurfaceID p_surface, DisplayServer::VSyncMode p_vsync_mode) override;
virtual DisplayServer::VSyncMode surface_get_vsync_mode(SurfaceID p_surface) const override;
virtual uint32_t surface_get_width(SurfaceID p_surface) const override;
virtual uint32_t surface_get_height(SurfaceID p_surface) const override;
virtual void surface_set_needs_resize(SurfaceID p_surface, bool p_needs_resize) override;
virtual bool surface_get_needs_resize(SurfaceID p_surface) const override;
virtual void surface_destroy(SurfaceID p_surface) override;
virtual bool is_debug_utils_enabled() const override;
// Platform-specific data for the Windows embedded in this driver.
struct WindowPlatformData {
HWND window;
};
// D3D12-only methods.
struct Surface {
HWND hwnd = nullptr;
uint32_t width = 0;
uint32_t height = 0;
DisplayServer::VSyncMode vsync_mode = DisplayServer::VSYNC_ENABLED;
bool needs_resize = false;
ComPtr<IDCompositionDevice> composition_device;
ComPtr<IDCompositionTarget> composition_target;
ComPtr<IDCompositionVisual> composition_visual;
};
HMODULE lib_d3d12 = nullptr;
HMODULE lib_dxgi = nullptr;
HMODULE lib_dcomp = nullptr;
IDXGIAdapter1 *create_adapter(uint32_t p_adapter_index) const;
ID3D12DeviceFactory *device_factory_get() const;
IDXGIFactory2 *dxgi_factory_get() const;
bool get_tearing_supported() const;
bool use_validation_layers() const;
RenderingContextDriverD3D12();
virtual ~RenderingContextDriverD3D12() override;
};