#include "lib/win/UWPCommon.hpp" using namespace Windows::Foundation; using namespace Windows::UI::Core; using namespace Windows::ApplicationModel::Activation; using namespace Windows::ApplicationModel::Core; using namespace Platform; #if _DEBUG #define D3D11_CREATE_DEVICE_FLAGS D3D11_CREATE_DEVICE_DEBUG #else #define D3D11_CREATE_DEVICE_FLAGS 0 #endif #include #include "boo/IApplication.hpp" #include "boo/System.hpp" #include "boo/UWPViewProvider.hpp" #include "boo/graphicsdev/D3D.hpp" #include "boo/inputdev/DeviceFinder.hpp" #include #if _WIN32_WINNT_WIN10 PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC = nullptr; #endif pD3DCompile D3DCompilePROC = nullptr; pD3DCreateBlob D3DCreateBlobPROC = nullptr; static bool FindBestD3DCompile() { D3DCompilePROC = D3DCompile; D3DCreateBlobPROC = D3DCreateBlob; return D3DCompilePROC != nullptr && D3DCreateBlobPROC != nullptr; } namespace boo { static logvisor::Module Log("boo::ApplicationUWP"); std::shared_ptr _WindowUWPNew(std::string_view title, Boo3DAppContextUWP& d3dCtx); class ApplicationUWP final : public IApplication { friend ref class AppView; IApplicationCallback& m_callback; const std::string m_uniqueName; const std::string m_friendlyName; const std::string m_pname; const std::vector m_args; std::shared_ptr m_window; bool m_singleInstance; bool m_issuedWindow = false; Boo3DAppContextUWP m_3dCtx; void _deletedWindow(IWindow* window) override {} public: ApplicationUWP(IApplicationCallback& callback, std::string_view uniqueName, std::string_view friendlyName, std::string_view pname, const std::vector& args, bool singleInstance) : m_callback(callback) , m_uniqueName(uniqueName) , m_friendlyName(friendlyName) , m_pname(pname) , m_args(args) , m_singleInstance(singleInstance) { using CreateDXGIFactory1PROC = HRESULT (WINAPI *)(REFIID riid, _COM_Outptr_ void** ppFactory); CreateDXGIFactory1PROC MyCreateDXGIFactory1 = CreateDXGIFactory1; bool no12 = true; for (const std::string& arg : args) if (!arg.compare(L"--d3d12")) no12 = false; #if _WIN32_WINNT_WIN10 if (!no12) { if (!FindBestD3DCompile()) Log.report(logvisor::Fatal, FMT_STRING("unable to find D3DCompile_[43-47].dll")); D3D12SerializeRootSignaturePROC = D3D12SerializeRootSignature; /* Create device */ PFN_D3D12_CREATE_DEVICE MyD3D12CreateDevice = D3D12CreateDevice; /* Obtain DXGI Factory */ HRESULT hr = MyCreateDXGIFactory1(__uuidof(IDXGIFactory2), &m_3dCtx.m_ctx12.m_dxFactory); if (FAILED(hr)) Log.report(logvisor::Fatal, FMT_STRING("unable to create DXGI factory")); /* Adapter */ ComPtr ppAdapter; for (UINT adapterIndex = 0;; ++adapterIndex) { ComPtr pAdapter; if (DXGI_ERROR_NOT_FOUND == m_3dCtx.m_ctx12.m_dxFactory->EnumAdapters1(adapterIndex, &pAdapter)) break; // Check to see if the adapter supports Direct3D 12, but don't create the // actual device yet. if (SUCCEEDED(MyD3D12CreateDevice(pAdapter.Get(), D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr))) { ppAdapter = std::move(pAdapter); break; } } /* Create device */ hr = ppAdapter ? MyD3D12CreateDevice(ppAdapter.Get(), D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), &m_3dCtx.m_ctx12.m_dev) : E_FAIL; if (!FAILED(hr)) { /* Establish loader objects */ if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandAllocator( D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), &m_3dCtx.m_ctx12.m_loadqalloc))) Log.report(logvisor::Fatal, FMT_STRING("unable to create loader allocator")); D3D12_COMMAND_QUEUE_DESC desc = {D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL, D3D12_COMMAND_QUEUE_FLAG_NONE}; if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandQueue(&desc, __uuidof(ID3D12CommandQueue), &m_3dCtx.m_ctx12.m_loadq))) Log.report(logvisor::Fatal, FMT_STRING("unable to create loader queue")); if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_3dCtx.m_ctx12.m_loadfence))) Log.report(logvisor::Fatal, FMT_STRING("unable to create loader fence")); m_3dCtx.m_ctx12.m_loadfencehandle = CreateEvent(nullptr, FALSE, FALSE, nullptr); if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_3dCtx.m_ctx12.m_loadqalloc.Get(), nullptr, __uuidof(ID3D12GraphicsCommandList), &m_3dCtx.m_ctx12.m_loadlist))) Log.report(logvisor::Fatal, FMT_STRING("unable to create loader list")); Log.report(logvisor::Info, FMT_STRING("initialized D3D12 renderer")); return; } else { /* Some Win10 client HW doesn't support D3D12 (despite being supposedly HW-agnostic) */ m_3dCtx.m_ctx12.m_dev.Reset(); m_3dCtx.m_ctx12.m_dxFactory.Reset(); } } #endif { if (!FindBestD3DCompile()) Log.report(logvisor::Fatal, FMT_STRING("unable to find D3DCompile_[43-47].dll")); /* Create device proc */ PFN_D3D11_CREATE_DEVICE MyD3D11CreateDevice = D3D11CreateDevice; /* Create device */ D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_11_0; ComPtr tempDev; ComPtr tempCtx; if (FAILED(MyD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_FLAGS, &level, 1, D3D11_SDK_VERSION, &tempDev, nullptr, &tempCtx))) Log.report(logvisor::Fatal, FMT_STRING("unable to create D3D11 device")); ComPtr device; if (FAILED(tempDev.As(&m_3dCtx.m_ctx11.m_dev)) || !m_3dCtx.m_ctx11.m_dev || FAILED(tempCtx.As(&m_3dCtx.m_ctx11.m_devCtx)) || !m_3dCtx.m_ctx11.m_devCtx || FAILED(m_3dCtx.m_ctx11.m_dev.As(&device)) || !device) { exit(1); } /* Obtain DXGI Factory */ ComPtr adapter; device->GetParent(__uuidof(IDXGIAdapter), &adapter); adapter->GetParent(__uuidof(IDXGIFactory2), &m_3dCtx.m_ctx11.m_dxFactory); /* Build default sampler here */ CD3D11_SAMPLER_DESC sampDesc(D3D11_DEFAULT); sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[0]); sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER; m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[1]); Log.report(logvisor::Info, FMT_STRING("initialized D3D11 renderer")); return; } Log.report(logvisor::Fatal, FMT_STRING("system doesn't support D3D11 or D3D12")); } EPlatformType getPlatformType() const override { return EPlatformType::UWP; } std::thread m_clientThread; int run() override { /* Spawn client thread */ int clientReturn = 0; m_clientThread = std::thread([&]() { std::string thrName = std::string(getFriendlyName()) + " Client Thread"; logvisor::RegisterThreadName(thrName.c_str()); clientReturn = m_callback.appMain(this); }); CoreWindow::GetForCurrentThread()->Activate(); CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit); return 0; } void quit() { m_callback.appQuitting(this); if (m_clientThread.joinable()) m_clientThread.join(); } std::string_view getUniqueName() const override { return m_uniqueName; } std::string_view getFriendlyName() const override { return m_friendlyName; } std::string_view getProcessName() const override { return m_pname; } const std::vector& getArgs() const override { return m_args; } std::shared_ptr newWindow(std::string_view title, uint32_t sampleCount) override { if (!m_issuedWindow) { m_issuedWindow = true; return m_window; } return {}; } void _setWindow(CoreWindow ^ window) { m_window = _WindowUWPNew(m_friendlyName, m_3dCtx); } }; IApplication* APP = nullptr; ref class AppView sealed : public IFrameworkView { ApplicationUWP m_app; internal : AppView(IApplicationCallback& callback, std::string_view uniqueName, std::string_view friendlyName, std::string_view pname, const std::vector& args, bool singleInstance) : m_app(callback, uniqueName, friendlyName, pname, args, singleInstance) { APP = &m_app; } public: virtual void Initialize(CoreApplicationView ^ applicationView) { applicationView->Activated += ref new TypedEventHandler(this, &AppView::OnActivated); } virtual void SetWindow(CoreWindow ^ window) { m_app._setWindow(window); } virtual void Load(String ^ entryPoint) {} virtual void Run() { m_app.run(); } virtual void Uninitialize() { m_app.quit(); } void OnActivated(CoreApplicationView ^ applicationView, IActivatedEventArgs ^ args) { CoreWindow::GetForCurrentThread()->Activate(); } }; IFrameworkView ^ ViewProvider::CreateView() { return ref new AppView(m_appCb, m_uniqueName, m_friendlyName, m_pname, m_args, m_singleInstance); } } // namespace boo