Add UWP support

Add necessary cflags and cflags_cc for winrt compilation.
Add 'dawn_is_winuwp'.
Set 'dawn_enable_vulkan' and 'dawn_supports_glfw_for_windowing' when compiling for UWP.
Link d3d12, d3d11 and dxgi stub libs when compiling for UWP.
Use LoadPackagedLibrary instead of LoadLibraryA in DynamicLib when compiling for UWP.

Swapchain related changes will be in another commit.

Bug: dawn:766
Change-Id: I1210798a21cc175bab77281403d262d4bfb02d99
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/48480
Commit-Queue: 陈俊嘉 <cjj19970505@live.cn>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
This commit is contained in:
陈俊嘉 2021-04-23 02:16:12 +00:00 committed by Commit Bot service account
parent e6a12d5efa
commit 02336e6f99
9 changed files with 89 additions and 8 deletions

View File

@ -26,6 +26,9 @@ if (build_with_chromium) {
}
}
# Enable the compilation for UWP
dawn_is_winuwp = is_win && target_os == "winuwp"
declare_args() {
dawn_use_angle = true
@ -62,8 +65,9 @@ declare_args() {
dawn_enable_opengl = is_linux && !is_chromeos
# Enables the compilation of Dawn's Vulkan backend
dawn_enable_vulkan = is_linux || is_chromeos || is_win || is_fuchsia ||
is_android || dawn_use_swiftshader
# Disables vulkan when compiling for UWP, since UWP only supports d3d
dawn_enable_vulkan = is_linux || is_chromeos || (is_win && !dawn_is_winuwp) ||
is_fuchsia || is_android || dawn_use_swiftshader
# Enable use of reflection compiler in spirv-cross. This is needed
# if performing reflection on systems that the platform language
@ -90,5 +94,6 @@ declare_args() {
dawn_enable_vulkan_loader = dawn_enable_vulkan && is_mac
}
# UWP only supports CoreWindow for windowing
dawn_supports_glfw_for_windowing =
is_win || (is_linux && !is_chromeos) || is_mac
(is_win && !dawn_is_winuwp) || (is_linux && !is_chromeos) || is_mac

View File

@ -129,6 +129,16 @@ config("dawn_internal") {
# Dawn extends wgpu enums with internal enums.
# MSVC considers these invalid switch values. crbug.com/dawn/397.
cflags += [ "/wd4063" ]
if (dawn_is_winuwp) {
# /ZW makes sure we don't add calls that are forbidden in UWP.
# and /EHsc is required to be used in combination with it,
# even if it is already added by the windows GN defaults,
# we still add it to make every /ZW paired with a /EHsc
cflags_cc = [
"/ZW:nostdlib",
"/EHsc",
]
}
}
}

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@ -18,6 +18,9 @@
#if DAWN_PLATFORM_WINDOWS
# include "common/windows_with_undefs.h"
# if DAWN_PLATFORM_WINUWP
# include "common/WindowsUtils.h"
# endif
#elif DAWN_PLATFORM_POSIX
# include <dlfcn.h>
#else
@ -43,8 +46,11 @@ bool DynamicLib::Valid() const {
bool DynamicLib::Open(const std::string& filename, std::string* error) {
#if DAWN_PLATFORM_WINDOWS
# if DAWN_PLATFORM_WINUWP
mHandle = LoadPackagedLibrary(UTF8ToWStr(filename.c_str()).c_str(), 0);
# else
mHandle = LoadLibraryA(filename.c_str());
# endif
if (mHandle == nullptr && error != nullptr) {
*error = "Windows Error: " + std::to_string(GetLastError());
}

View File

@ -32,6 +32,11 @@ class PlacementAllocated {
void operator delete(void* ptr) {
// Object is placement-allocated. Don't free the memory.
}
void operator delete(void*, void*) {
// This is added to match new(size_t size, void* ptr)
// Otherwise it triggers C4291 warning in MSVC
}
};
#endif // COMMON_PLACEMENTALLOCATED_H_

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@ -16,7 +16,15 @@
#define COMMON_PLATFORM_H_
#if defined(_WIN32) || defined(_WIN64)
# include <winapifamily.h>
# define DAWN_PLATFORM_WINDOWS 1
# if WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP
# define DAWN_PLATFORM_WIN32 1
# elif WINAPI_FAMILY == WINAPI_FAMILY_PC_APP
# define DAWN_PLATFORM_WINUWP 1
# else
# error "Unsupported Windows platform."
# endif
#elif defined(__linux__)
# define DAWN_PLATFORM_LINUX 1

View File

@ -311,6 +311,20 @@ source_set("dawn_native_sources") {
if (is_win) {
libs += [ "user32.lib" ]
if (dawn_is_winuwp) {
# UWP has a limited DLL search space.
# So we have to link with stub libs provided by Windows SDK
# to load DLLs correctly.
libs += [
"dxgi.lib",
"d3d12.lib",
"d3d11.lib",
# TODO(dawn:766):
# Somehow use dxcompiler.lib makes CoreApp unable to activate
# WinPIX should be added as third party tools and linked statically
]
}
}
if (dawn_enable_d3d12) {

View File

@ -56,7 +56,7 @@ namespace dawn_native {
}
#endif // defined(DAWN_ENABLE_BACKEND_METAL)
#if defined(DAWN_PLATFORM_WINDOWS)
#if defined(DAWN_PLATFORM_WIN32)
const SurfaceDescriptorFromWindowsHWND* hwndDesc = nullptr;
FindInChain(descriptor->nextInChain, &hwndDesc);
if (!hwndDesc) {
@ -66,7 +66,7 @@ namespace dawn_native {
if (IsWindow(static_cast<HWND>(hwndDesc->hwnd)) == 0) {
return DAWN_VALIDATION_ERROR("Invalid HWND");
}
#endif // defined(DAWN_PLATFORM_WINDOWS)
#endif // defined(DAWN_PLATFORM_WIN32)
#if defined(DAWN_USE_X11)
const SurfaceDescriptorFromXlib* xDesc = nullptr;

View File

@ -114,6 +114,15 @@ namespace dawn_native { namespace d3d12 {
}
MaybeError PlatformFunctions::LoadD3D12() {
#if DAWN_PLATFORM_WINUWP
d3d12CreateDevice = &D3D12CreateDevice;
d3d12GetDebugInterface = &D3D12GetDebugInterface;
d3d12SerializeRootSignature = &D3D12SerializeRootSignature;
d3d12CreateRootSignatureDeserializer = &D3D12CreateRootSignatureDeserializer;
d3d12SerializeVersionedRootSignature = &D3D12SerializeVersionedRootSignature;
d3d12CreateVersionedRootSignatureDeserializer =
&D3D12CreateVersionedRootSignatureDeserializer;
#else
std::string error;
if (!mD3D12Lib.Open("d3d12.dll", &error) ||
!mD3D12Lib.GetProc(&d3d12CreateDevice, "D3D12CreateDevice", &error) ||
@ -128,32 +137,48 @@ namespace dawn_native { namespace d3d12 {
"D3D12CreateVersionedRootSignatureDeserializer", &error)) {
return DAWN_INTERNAL_ERROR(error.c_str());
}
#endif
return {};
}
MaybeError PlatformFunctions::LoadD3D11() {
#if DAWN_PLATFORM_WINUWP
d3d11on12CreateDevice = &D3D11On12CreateDevice;
#else
std::string error;
if (!mD3D11Lib.Open("d3d11.dll", &error) ||
!mD3D11Lib.GetProc(&d3d11on12CreateDevice, "D3D11On12CreateDevice", &error)) {
return DAWN_INTERNAL_ERROR(error.c_str());
}
#endif
return {};
}
MaybeError PlatformFunctions::LoadDXGI() {
#if DAWN_PLATFORM_WINUWP
dxgiGetDebugInterface1 = &DXGIGetDebugInterface1;
createDxgiFactory2 = &CreateDXGIFactory2;
#else
std::string error;
if (!mDXGILib.Open("dxgi.dll", &error) ||
!mDXGILib.GetProc(&dxgiGetDebugInterface1, "DXGIGetDebugInterface1", &error) ||
!mDXGILib.GetProc(&createDxgiFactory2, "CreateDXGIFactory2", &error)) {
return DAWN_INTERNAL_ERROR(error.c_str());
}
#endif
return {};
}
void PlatformFunctions::LoadDXCLibraries() {
// TODO(dawn:766)
// Statically linked with dxcompiler.lib in UWP
// currently linked with dxcompiler.lib making CoreApp unable to activate
// LoadDXIL and LoadDXCompiler will fail in UWP, but LoadFunctions() can still be
// successfully executed.
const std::string& windowsSDKBasePath = GetWindowsSDKBasePath();
LoadDXIL(windowsSDKBasePath);
@ -199,12 +224,15 @@ namespace dawn_native { namespace d3d12 {
}
MaybeError PlatformFunctions::LoadFXCompiler() {
#if DAWN_PLATFORM_WINUWP
d3dCompile = &D3DCompile;
#else
std::string error;
if (!mFXCompilerLib.Open("d3dcompiler_47.dll", &error) ||
!mFXCompilerLib.GetProc(&d3dCompile, "D3DCompile", &error)) {
return DAWN_INTERNAL_ERROR(error.c_str());
}
#endif
return {};
}
@ -217,6 +245,11 @@ namespace dawn_native { namespace d3d12 {
}
void PlatformFunctions::LoadPIXRuntime() {
// TODO(dawn:766):
// In UWP PIX should be statically linked WinPixEventRuntime_UAP.lib
// So maybe we should put WinPixEventRuntime as a third party package
// Currently PIX is not going to be loaded in UWP since the following
// mPIXEventRuntimeLib.Open will fail.
if (!mPIXEventRuntimeLib.Open("WinPixEventRuntime.dll") ||
!mPIXEventRuntimeLib.GetProc(&pixBeginEventOnCommandList,
"PIXBeginEventOnCommandList") ||

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@ -95,7 +95,7 @@ static_library("dawn_utils") {
libs = []
frameworks = []
if (is_win) {
if (is_win && !dawn_is_winuwp) {
sources += [ "WindowsDebugLogger.cpp" ]
} else {
sources += [ "EmptyDebugLogger.cpp" ]