mirror of https://github.com/AxioDL/boo.git
319 lines
10 KiB
C++
319 lines
10 KiB
C++
#include "UWPCommon.hpp"
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using namespace Windows::Foundation;
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using namespace Windows::UI::Core;
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using namespace Windows::ApplicationModel::Activation;
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using namespace Windows::ApplicationModel::Core;
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using namespace Platform;
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#if _DEBUG
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#define D3D11_CREATE_DEVICE_FLAGS D3D11_CREATE_DEVICE_DEBUG
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#else
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#define D3D11_CREATE_DEVICE_FLAGS 0
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#endif
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#include "boo/System.hpp"
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#include "boo/IApplication.hpp"
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#include "boo/inputdev/DeviceFinder.hpp"
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#include "boo/graphicsdev/D3D.hpp"
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#include "logvisor/logvisor.hpp"
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#include "boo/UWPViewProvider.hpp"
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#if _WIN32_WINNT_WIN10
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PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC = nullptr;
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#endif
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pD3DCompile D3DCompilePROC = nullptr;
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pD3DCreateBlob D3DCreateBlobPROC = nullptr;
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static bool FindBestD3DCompile()
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{
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D3DCompilePROC = D3DCompile;
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D3DCreateBlobPROC = D3DCreateBlob;
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return D3DCompilePROC != nullptr && D3DCreateBlobPROC != nullptr;
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}
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namespace boo
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{
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static logvisor::Module Log("boo::ApplicationUWP");
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std::shared_ptr<IWindow> _WindowUWPNew(SystemStringView title, Boo3DAppContextUWP& d3dCtx);
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class ApplicationUWP final : public IApplication
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{
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friend ref class AppView;
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IApplicationCallback& m_callback;
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const SystemString m_uniqueName;
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const SystemString m_friendlyName;
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const SystemString m_pname;
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const std::vector<SystemString> m_args;
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std::shared_ptr<IWindow> m_window;
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bool m_singleInstance;
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bool m_issuedWindow = false;
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Boo3DAppContextUWP m_3dCtx;
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void _deletedWindow(IWindow* window)
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{
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}
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public:
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ApplicationUWP(IApplicationCallback& callback,
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SystemStringView uniqueName,
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SystemStringView friendlyName,
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SystemStringView pname,
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const std::vector<SystemString>& args,
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bool singleInstance)
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: m_callback(callback),
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m_uniqueName(uniqueName),
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m_friendlyName(friendlyName),
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m_pname(pname),
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m_args(args),
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m_singleInstance(singleInstance)
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{
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typedef HRESULT(WINAPI*CreateDXGIFactory1PROC)(REFIID riid, _COM_Outptr_ void **ppFactory);
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CreateDXGIFactory1PROC MyCreateDXGIFactory1 = CreateDXGIFactory1;
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bool no12 = true;
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for (const SystemString& arg : args)
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if (!arg.compare(L"--d3d12"))
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no12 = false;
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#if _WIN32_WINNT_WIN10
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if (!no12)
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{
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if (!FindBestD3DCompile())
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Log.report(logvisor::Fatal, "unable to find D3DCompile_[43-47].dll");
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D3D12SerializeRootSignaturePROC = D3D12SerializeRootSignature;
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/* Create device */
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PFN_D3D12_CREATE_DEVICE MyD3D12CreateDevice = D3D12CreateDevice;
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/* Obtain DXGI Factory */
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HRESULT hr = MyCreateDXGIFactory1(__uuidof(IDXGIFactory2), &m_3dCtx.m_ctx12.m_dxFactory);
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if (FAILED(hr))
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Log.report(logvisor::Fatal, "unable to create DXGI factory");
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/* Adapter */
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ComPtr<IDXGIAdapter1> ppAdapter;
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for (UINT adapterIndex = 0; ; ++adapterIndex)
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{
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ComPtr<IDXGIAdapter1> pAdapter;
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if (DXGI_ERROR_NOT_FOUND == m_3dCtx.m_ctx12.m_dxFactory->EnumAdapters1(adapterIndex, &pAdapter))
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break;
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// Check to see if the adapter supports Direct3D 12, but don't create the
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// actual device yet.
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if (SUCCEEDED(MyD3D12CreateDevice(pAdapter.Get(), D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), nullptr)))
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{
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ppAdapter = std::move(pAdapter);
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break;
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}
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}
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/* Create device */
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hr = ppAdapter ? MyD3D12CreateDevice(ppAdapter.Get(), D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), &m_3dCtx.m_ctx12.m_dev) : E_FAIL;
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if (!FAILED(hr))
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{
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/* Establish loader objects */
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(ID3D12CommandAllocator), &m_3dCtx.m_ctx12.m_loadqalloc)))
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Log.report(logvisor::Fatal, "unable to create loader allocator");
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D3D12_COMMAND_QUEUE_DESC desc =
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{
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
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D3D12_COMMAND_QUEUE_FLAG_NONE
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};
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandQueue(&desc, __uuidof(ID3D12CommandQueue), &m_3dCtx.m_ctx12.m_loadq)))
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Log.report(logvisor::Fatal, "unable to create loader queue");
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_3dCtx.m_ctx12.m_loadfence)))
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Log.report(logvisor::Fatal, "unable to create loader fence");
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m_3dCtx.m_ctx12.m_loadfencehandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_3dCtx.m_ctx12.m_loadqalloc.Get(),
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nullptr, __uuidof(ID3D12GraphicsCommandList), &m_3dCtx.m_ctx12.m_loadlist)))
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Log.report(logvisor::Fatal, "unable to create loader list");
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Log.report(logvisor::Info, "initialized D3D12 renderer");
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return;
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}
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else
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{
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/* Some Win10 client HW doesn't support D3D12 (despite being supposedly HW-agnostic) */
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m_3dCtx.m_ctx12.m_dev.Reset();
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m_3dCtx.m_ctx12.m_dxFactory.Reset();
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}
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}
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#endif
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{
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if (!FindBestD3DCompile())
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Log.report(logvisor::Fatal, "unable to find D3DCompile_[43-47].dll");
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/* Create device proc */
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PFN_D3D11_CREATE_DEVICE MyD3D11CreateDevice = D3D11CreateDevice;
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/* Create device */
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D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_11_0;
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ComPtr<ID3D11Device> tempDev;
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ComPtr<ID3D11DeviceContext> tempCtx;
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if (FAILED(MyD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_FLAGS, &level,
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1, D3D11_SDK_VERSION, &tempDev, nullptr, &tempCtx)))
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Log.report(logvisor::Fatal, "unable to create D3D11 device");
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ComPtr<IDXGIDevice2> device;
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if (FAILED(tempDev.As<ID3D11Device1>(&m_3dCtx.m_ctx11.m_dev)) || !m_3dCtx.m_ctx11.m_dev ||
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FAILED(tempCtx.As<ID3D11DeviceContext1>(&m_3dCtx.m_ctx11.m_devCtx)) || !m_3dCtx.m_ctx11.m_devCtx ||
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FAILED(m_3dCtx.m_ctx11.m_dev.As<IDXGIDevice2>(&device)) || !device)
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{
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exit(1);
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}
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/* Obtain DXGI Factory */
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ComPtr<IDXGIAdapter> adapter;
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device->GetParent(__uuidof(IDXGIAdapter), &adapter);
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adapter->GetParent(__uuidof(IDXGIFactory2), &m_3dCtx.m_ctx11.m_dxFactory);
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/* Build default sampler here */
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CD3D11_SAMPLER_DESC sampDesc(D3D11_DEFAULT);
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[0]);
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
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m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[1]);
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Log.report(logvisor::Info, "initialized D3D11 renderer");
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return;
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}
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Log.report(logvisor::Fatal, "system doesn't support D3D11 or D3D12");
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}
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EPlatformType getPlatformType() const
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{
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return EPlatformType::UWP;
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}
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std::thread m_clientThread;
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int run()
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{
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/* Spawn client thread */
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int clientReturn = 0;
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m_clientThread = std::thread([&]()
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{
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std::string thrName = WCSTMBS(getFriendlyName().data()) + " Client Thread";
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logvisor::RegisterThreadName(thrName.c_str());
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clientReturn = m_callback.appMain(this);
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});
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CoreWindow::GetForCurrentThread()->Activate();
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit);
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return 0;
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}
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void quit()
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{
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m_callback.appQuitting(this);
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if (m_clientThread.joinable())
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m_clientThread.join();
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}
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SystemStringView getUniqueName() const
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{
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return m_uniqueName;
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}
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SystemStringView getFriendlyName() const
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{
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return m_friendlyName;
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}
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SystemStringView getProcessName() const
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{
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return m_pname;
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}
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const std::vector<SystemString>& getArgs() const
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{
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return m_args;
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}
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std::shared_ptr<IWindow> newWindow(SystemStringView title, uint32_t sampleCount)
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{
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if (!m_issuedWindow)
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{
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m_issuedWindow = true;
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return m_window;
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}
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return {};
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}
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void _setWindow(CoreWindow^ window)
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{
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m_window = _WindowUWPNew(m_friendlyName, m_3dCtx);
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}
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};
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IApplication* APP = NULL;
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ref class AppView sealed : public IFrameworkView
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{
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ApplicationUWP m_app;
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internal:
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AppView(IApplicationCallback& callback,
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SystemStringView uniqueName,
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SystemStringView friendlyName,
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SystemStringView pname,
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const std::vector<SystemString>& args,
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bool singleInstance)
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: m_app(callback, uniqueName, friendlyName, pname, args, singleInstance) { APP = &m_app; }
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public:
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virtual void Initialize(CoreApplicationView^ applicationView)
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{
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applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &AppView::OnActivated);
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}
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virtual void SetWindow(CoreWindow^ window)
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{
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m_app._setWindow(window);
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}
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virtual void Load(String^ entryPoint)
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{
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}
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virtual void Run()
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{
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m_app.run();
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}
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virtual void Uninitialize()
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{
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m_app.quit();
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}
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void OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
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{
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CoreWindow::GetForCurrentThread()->Activate();
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}
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};
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IFrameworkView^ ViewProvider::CreateView()
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{
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return ref new AppView(m_appCb, m_uniqueName, m_friendlyName, m_pname, m_args, m_singleInstance);
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}
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}
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