isle-portable/miniwin/miniwin/src/miniwin_d3drmviewport.cpp
2025-05-25 01:54:01 +02:00

374 lines
10 KiB
C++

#include "miniwin_d3drm_p.h"
#include "miniwin_d3drmframe_p.h"
#include "miniwin_d3drmviewport_p.h"
#include "miniwin_p.h"
#include <SDL3/SDL.h>
#include <functional>
Direct3DRMViewportImpl::Direct3DRMViewportImpl(
DWORD width,
DWORD height,
SDL_GPUDevice* device,
SDL_GPUTexture* transferTexture,
SDL_GPUTransferBuffer* downloadTransferBuffer,
SDL_GPUGraphicsPipeline* pipeline
)
: m_width(width), m_height(height), m_device(device), m_transferTexture(transferTexture),
m_downloadTransferBuffer(downloadTransferBuffer), m_pipeline(pipeline)
{
}
void Direct3DRMViewportImpl::FreeDeviceResources()
{
SDL_ReleaseGPUBuffer(m_device, m_vertexBuffer);
SDL_ReleaseGPUGraphicsPipeline(m_device, m_pipeline);
}
Direct3DRMViewportImpl::~Direct3DRMViewportImpl()
{
FreeDeviceResources();
}
HRESULT Direct3DRMViewportImpl::CollectSceneData(IDirect3DRMFrame* group)
{
MINIWIN_NOT_IMPLEMENTED(); // Lights, textures, materials
std::vector<PositionColorVertex> verts;
std::function<void(IDirect3DRMFrame*)> recurseFrame;
recurseFrame = [&](IDirect3DRMFrame* frame) {
IDirect3DRMVisualArray* va = nullptr;
if (SUCCEEDED(frame->GetVisuals(&va)) && va) {
DWORD n = va->GetSize();
for (DWORD i = 0; i < n; ++i) {
IDirect3DRMVisual* vis = nullptr;
va->GetElement(i, &vis);
if (!vis) {
continue;
}
// Pull geometry from meshes
IDirect3DRMMesh* mesh = nullptr;
if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh)) && mesh) {
DWORD groupCount = mesh->GetGroupCount();
for (DWORD gi = 0; gi < groupCount; ++gi) {
DWORD vtxCount, faceCount, vpf, dataSize;
mesh->GetGroup(gi, &vtxCount, &faceCount, &vpf, &dataSize, nullptr);
std::vector<D3DRMVERTEX> d3dVerts(vtxCount);
std::vector<DWORD> faces(faceCount * vpf);
mesh->GetVertices(gi, 0, vtxCount, d3dVerts.data());
mesh->GetGroup(gi, &vtxCount, &faceCount, &vpf, nullptr, faces.data());
D3DCOLOR color = mesh->GetGroupColor(gi);
for (DWORD fi = 0; fi < faceCount; ++fi) {
for (int idx = 0; idx < vpf; ++idx) {
auto& dv = d3dVerts[faces[fi * vpf + idx]];
PositionColorVertex vtx;
vtx.x = dv.position.x;
vtx.y = dv.position.y;
vtx.z = dv.position.z;
vtx.a = (color >> 24) & 0xFF;
vtx.r = (color >> 16) & 0xFF;
vtx.g = (color >> 8) & 0xFF;
vtx.b = (color >> 0) & 0xFF;
verts.push_back(vtx);
}
}
}
mesh->Release();
}
// Recurse over sub-frames
IDirect3DRMFrame* childFrame = nullptr;
if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMFrame, (void**) &childFrame)) && childFrame) {
recurseFrame(childFrame);
childFrame->Release();
}
vis->Release();
}
va->Release();
}
};
recurseFrame(group);
PushVertices(verts.data(), verts.size());
return D3DRM_OK;
}
void Direct3DRMViewportImpl::PushVertices(const PositionColorVertex* vertices, size_t count)
{
if (count > m_vertexBufferCount) {
if (m_vertexBuffer) {
SDL_ReleaseGPUBuffer(m_device, m_vertexBuffer);
}
SDL_GPUBufferCreateInfo bufferCreateInfo = {};
bufferCreateInfo.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
bufferCreateInfo.size = static_cast<Uint32>(sizeof(PositionColorVertex) * count);
m_vertexBuffer = SDL_CreateGPUBuffer(m_device, &bufferCreateInfo);
m_vertexBufferCount = count;
}
m_vertexCount = count;
if (!count) {
return;
}
SDL_GPUTransferBufferCreateInfo transferCreateInfo = {};
transferCreateInfo.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transferCreateInfo.size = static_cast<Uint32>(sizeof(PositionColorVertex) * m_vertexCount);
SDL_GPUTransferBuffer* transferBuffer = SDL_CreateGPUTransferBuffer(m_device, &transferCreateInfo);
PositionColorVertex* transferData =
(PositionColorVertex*) SDL_MapGPUTransferBuffer(m_device, transferBuffer, false);
memcpy(transferData, vertices, m_vertexCount * sizeof(PositionColorVertex));
SDL_UnmapGPUTransferBuffer(m_device, transferBuffer);
// Upload the transfer data to the vertex buffer
SDL_GPUCommandBuffer* uploadCmdBuf = SDL_AcquireGPUCommandBuffer(m_device);
SDL_GPUCopyPass* copyPass = SDL_BeginGPUCopyPass(uploadCmdBuf);
SDL_GPUTransferBufferLocation transferLocation = {};
transferLocation.transfer_buffer = transferBuffer;
transferLocation.offset = 0;
SDL_GPUBufferRegion bufferRegion = {};
bufferRegion.buffer = m_vertexBuffer;
bufferRegion.offset = 0;
bufferRegion.size = static_cast<Uint32>(sizeof(PositionColorVertex) * m_vertexCount);
SDL_UploadToGPUBuffer(copyPass, &transferLocation, &bufferRegion, false);
SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(uploadCmdBuf);
SDL_ReleaseGPUTransferBuffer(m_device, transferBuffer);
}
HRESULT Direct3DRMViewportImpl::Render(IDirect3DRMFrame* group)
{
if (!m_device) {
return DDERR_GENERIC;
}
HRESULT success = CollectSceneData(group);
if (success != DD_OK) {
return success;
}
SDL_GPUCommandBuffer* cmdbuf = SDL_AcquireGPUCommandBuffer(m_device);
if (cmdbuf == NULL) {
return DDERR_GENERIC;
}
// Render the graphics
SDL_GPUColorTargetInfo colorTargetInfo = {};
colorTargetInfo.texture = m_transferTexture;
// Make the render target transparent so we can combine it with the back buffer
colorTargetInfo.clear_color = {0, 0, 0, 0};
colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
SDL_GPURenderPass* renderPass = SDL_BeginGPURenderPass(cmdbuf, &colorTargetInfo, 1, NULL);
SDL_BindGPUGraphicsPipeline(renderPass, m_pipeline);
if (m_vertexCount) {
SDL_GPUBufferBinding vertexBufferBinding = {};
vertexBufferBinding.buffer = m_vertexBuffer;
vertexBufferBinding.offset = 0;
SDL_BindGPUVertexBuffers(renderPass, 0, &vertexBufferBinding, 1);
SDL_DrawGPUPrimitives(renderPass, m_vertexCount, 1, 0, 0);
}
SDL_EndGPURenderPass(renderPass);
// Download rendered image
SDL_GPUCopyPass* copyPass = SDL_BeginGPUCopyPass(cmdbuf);
SDL_GPUTextureRegion region = {};
region.texture = m_transferTexture;
region.w = DDBackBuffer->w;
region.h = DDBackBuffer->h;
region.d = 1;
SDL_GPUTextureTransferInfo transferInfo = {};
transferInfo.transfer_buffer = m_downloadTransferBuffer;
transferInfo.offset = 0;
SDL_DownloadFromGPUTexture(copyPass, &region, &transferInfo);
SDL_EndGPUCopyPass(copyPass);
SDL_GPUFence* fence = SDL_SubmitGPUCommandBufferAndAcquireFence(cmdbuf);
if (!SDL_WaitForGPUFences(m_device, true, &fence, 1)) {
return DDERR_GENERIC;
}
SDL_ReleaseGPUFence(m_device, fence);
void* downloadedData = SDL_MapGPUTransferBuffer(m_device, m_downloadTransferBuffer, false);
if (!downloadedData) {
return DDERR_GENERIC;
}
SDL_DestroySurface(m_renderedImage);
m_renderedImage = SDL_CreateSurfaceFrom(
DDBackBuffer->w,
DDBackBuffer->h,
SDL_PIXELFORMAT_ABGR8888,
downloadedData,
DDBackBuffer->w * 4
);
SDL_Surface* convertedRender = SDL_ConvertSurface(m_renderedImage, SDL_PIXELFORMAT_RGBA8888);
SDL_DestroySurface(m_renderedImage);
SDL_UnmapGPUTransferBuffer(m_device, m_downloadTransferBuffer);
m_renderedImage = convertedRender;
return ForceUpdate(0, 0, DDBackBuffer->w, DDBackBuffer->h);
}
HRESULT Direct3DRMViewportImpl::ForceUpdate(int x, int y, int w, int h)
{
if (!m_renderedImage) {
return DDERR_GENERIC;
}
// Blit the render back to our backbuffer
SDL_Rect srcRect{0, 0, DDBackBuffer->w, DDBackBuffer->h};
const SDL_PixelFormatDetails* details = SDL_GetPixelFormatDetails(DDBackBuffer->format);
if (details->Amask != 0) {
// Backbuffer supports transparnacy
SDL_Surface* convertedRender = SDL_ConvertSurface(m_renderedImage, DDBackBuffer->format);
SDL_DestroySurface(m_renderedImage);
m_renderedImage = convertedRender;
return DD_OK;
}
if (m_renderedImage->format == DDBackBuffer->format) {
// No conversion needed
SDL_BlitSurface(m_renderedImage, &srcRect, DDBackBuffer, &srcRect);
return DD_OK;
}
// Convert backbuffer to a format that supports transparancy
SDL_Surface* tempBackbuffer = SDL_ConvertSurface(DDBackBuffer, m_renderedImage->format);
SDL_BlitSurface(m_renderedImage, &srcRect, tempBackbuffer, &srcRect);
// Then convert the result back to the backbuffer format and write it back
SDL_Surface* newBackBuffer = SDL_ConvertSurface(tempBackbuffer, DDBackBuffer->format);
SDL_DestroySurface(tempBackbuffer);
SDL_BlitSurface(newBackBuffer, &srcRect, DDBackBuffer, &srcRect);
SDL_DestroySurface(newBackBuffer);
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::Clear()
{
if (!DDBackBuffer) {
return DDERR_GENERIC;
}
uint8_t r = (m_backgroundColor >> 16) & 0xFF;
uint8_t g = (m_backgroundColor >> 8) & 0xFF;
uint8_t b = m_backgroundColor & 0xFF;
Uint32 color = SDL_MapRGB(SDL_GetPixelFormatDetails(DDBackBuffer->format), nullptr, r, g, b);
SDL_FillSurfaceRect(DDBackBuffer, NULL, color);
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::SetCamera(IDirect3DRMFrame* camera)
{
if (m_camera) {
m_camera->Release();
}
if (camera) {
camera->AddRef();
}
m_camera = camera;
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::GetCamera(IDirect3DRMFrame** camera)
{
if (m_camera) {
m_camera->AddRef();
}
*camera = m_camera;
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::SetProjection(D3DRMPROJECTIONTYPE type)
{
return DD_OK;
}
D3DRMPROJECTIONTYPE Direct3DRMViewportImpl::GetProjection()
{
return D3DRMPROJECTIONTYPE::PERSPECTIVE;
}
HRESULT Direct3DRMViewportImpl::SetFront(D3DVALUE z)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
}
D3DVALUE Direct3DRMViewportImpl::GetFront()
{
MINIWIN_NOT_IMPLEMENTED();
return 0;
}
HRESULT Direct3DRMViewportImpl::SetBack(D3DVALUE z)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
}
D3DVALUE Direct3DRMViewportImpl::GetBack()
{
MINIWIN_NOT_IMPLEMENTED();
return 0;
}
HRESULT Direct3DRMViewportImpl::SetField(D3DVALUE field)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
}
D3DVALUE Direct3DRMViewportImpl::GetField()
{
MINIWIN_NOT_IMPLEMENTED();
return 0;
}
DWORD Direct3DRMViewportImpl::GetWidth()
{
return m_width;
}
DWORD Direct3DRMViewportImpl::GetHeight()
{
return m_height;
}
HRESULT Direct3DRMViewportImpl::Transform(D3DRMVECTOR4D* screen, D3DVECTOR* world)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::InverseTransform(D3DVECTOR* world, D3DRMVECTOR4D* screen)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY* pickedArray)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
}
void Direct3DRMViewportImpl::CloseDevice()
{
FreeDeviceResources();
m_device = nullptr;
}