This addresses reduced visibility of scenes (as displayed in the VR headset) that can result from the 8-bit color depth format currently used for XR swapchain images. By switching to a swapchain format with higher color depth (RGB10_A2, RGBA16, RGBA16F) for supported runtimes, visibility in VR should be noticeably improved. However, current limitations are lack of support for these higher color depth formats by some XR runtimes, especially for OpenGL. Also important to note that GPU_offscreen_create() now explicitly takes in the texture format (eGPUTextureFormat) instead of a "high_bitdepth" boolean. Reviewed By: Julian Eisel, Clément Foucault Differential Revision: http://developer.blender.org/D9842
364 lines
10 KiB
C++
364 lines
10 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup GHOST
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*
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* For testing purposes, it can be useful to do some DirectX only drawing. A patch for this can be
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* found here: https://developer.blender.org/P1284
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*/
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#include <iostream>
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#include <string>
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#include <GL/glew.h>
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#include <GL/wglew.h>
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#include "GHOST_ContextD3D.h"
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#include "GHOST_ContextWGL.h" /* For shared drawing */
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HMODULE GHOST_ContextD3D::s_d3d_lib = NULL;
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PFN_D3D11_CREATE_DEVICE GHOST_ContextD3D::s_D3D11CreateDeviceFn = NULL;
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GHOST_ContextD3D::GHOST_ContextD3D(bool stereoVisual, HWND hWnd)
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: GHOST_Context(stereoVisual), m_hWnd(hWnd)
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{
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}
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GHOST_ContextD3D::~GHOST_ContextD3D()
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{
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m_device->Release();
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m_device_ctx->ClearState();
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m_device_ctx->Release();
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}
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GHOST_TSuccess GHOST_ContextD3D::swapBuffers()
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{
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return GHOST_kSuccess;
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}
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GHOST_TSuccess GHOST_ContextD3D::activateDrawingContext()
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{
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return GHOST_kFailure;
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}
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GHOST_TSuccess GHOST_ContextD3D::releaseDrawingContext()
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{
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return GHOST_kFailure;
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}
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GHOST_TSuccess GHOST_ContextD3D::setupD3DLib()
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{
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if (s_d3d_lib == NULL) {
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s_d3d_lib = LoadLibraryA("d3d11.dll");
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WIN32_CHK(s_d3d_lib != NULL);
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if (s_d3d_lib == NULL) {
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fprintf(stderr, "LoadLibrary(\"d3d11.dll\") failed!\n");
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return GHOST_kFailure;
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}
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}
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if (s_D3D11CreateDeviceFn == NULL) {
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s_D3D11CreateDeviceFn = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(s_d3d_lib,
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"D3D11CreateDevice");
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WIN32_CHK(s_D3D11CreateDeviceFn != NULL);
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if (s_D3D11CreateDeviceFn == NULL) {
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fprintf(stderr, "GetProcAddress(s_d3d_lib, \"D3D11CreateDevice\") failed!\n");
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return GHOST_kFailure;
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}
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}
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return GHOST_kSuccess;
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}
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GHOST_TSuccess GHOST_ContextD3D::initializeDrawingContext()
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{
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if (setupD3DLib() == GHOST_kFailure) {
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return GHOST_kFailure;
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}
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HRESULT hres = s_D3D11CreateDeviceFn(
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NULL,
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D3D_DRIVER_TYPE_HARDWARE,
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NULL,
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/* For debugging you may want to pass D3D11_CREATE_DEVICE_DEBUG here, but that requires
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* additional setup, see
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* https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-layers#debug-layer.
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*/
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0,
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NULL,
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0,
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D3D11_SDK_VERSION,
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&m_device,
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NULL,
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&m_device_ctx);
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WIN32_CHK(hres == S_OK);
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return GHOST_kSuccess;
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}
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GHOST_TSuccess GHOST_ContextD3D::releaseNativeHandles()
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{
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return GHOST_kFailure;
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}
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class GHOST_SharedOpenGLResource {
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struct SharedData {
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HANDLE device;
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GLuint fbo;
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HANDLE render_buf{nullptr};
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} m_shared;
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public:
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GHOST_SharedOpenGLResource(ID3D11Device *device,
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ID3D11DeviceContext *device_ctx,
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unsigned int width,
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unsigned int height,
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DXGI_FORMAT format,
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ID3D11RenderTargetView *render_target = nullptr)
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: m_device(device), m_device_ctx(device_ctx), m_cur_width(width), m_cur_height(height)
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{
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ID3D11Resource *backbuffer_res;
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if (!render_target) {
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D3D11_TEXTURE2D_DESC texDesc{};
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D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc{};
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ID3D11Texture2D *tex;
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texDesc.Width = width;
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texDesc.Height = height;
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texDesc.Format = format;
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texDesc.SampleDesc.Count = 1;
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texDesc.ArraySize = 1;
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texDesc.MipLevels = 1;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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device->CreateTexture2D(&texDesc, NULL, &tex);
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if (!tex) {
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/* If texture creation fails, we just return and leave the render target unset. So it needs
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* to be NULL-checked before use. */
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fprintf(stderr, "Error creating texture for shared DirectX-OpenGL resource\n");
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return;
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}
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renderTargetViewDesc.Format = texDesc.Format;
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renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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renderTargetViewDesc.Texture2D.MipSlice = 0;
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device->CreateRenderTargetView(tex, &renderTargetViewDesc, &render_target);
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tex->Release();
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}
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m_render_target = render_target;
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if (m_render_target) {
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m_render_target->GetResource(&backbuffer_res);
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}
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if (backbuffer_res) {
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backbuffer_res->QueryInterface<ID3D11Texture2D>(&m_render_target_tex);
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backbuffer_res->Release();
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}
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if (!m_render_target || !m_render_target_tex) {
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fprintf(stderr, "Error creating render target for shared DirectX-OpenGL resource\n");
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return;
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}
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}
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~GHOST_SharedOpenGLResource()
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{
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if (m_render_target_tex) {
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m_render_target_tex->Release();
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}
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if (m_render_target) {
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m_render_target->Release();
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}
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if (m_is_initialized) {
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if (m_shared.render_buf) {
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wglDXUnregisterObjectNV(m_shared.device, m_shared.render_buf);
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}
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if (m_shared.device) {
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wglDXCloseDeviceNV(m_shared.device);
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}
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glDeleteFramebuffers(1, &m_shared.fbo);
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glDeleteRenderbuffers(1, &m_gl_render_buf);
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}
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}
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void reregisterSharedObject()
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{
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if (m_shared.render_buf) {
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wglDXUnregisterObjectNV(m_shared.device, m_shared.render_buf);
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}
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if (!m_render_target_tex) {
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return;
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}
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m_shared.render_buf = wglDXRegisterObjectNV(m_shared.device,
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m_render_target_tex,
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m_gl_render_buf,
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GL_RENDERBUFFER,
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WGL_ACCESS_READ_WRITE_NV);
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if (!m_shared.render_buf) {
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fprintf(stderr, "Error registering shared object using wglDXRegisterObjectNV()\n");
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return;
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}
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}
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GHOST_TSuccess initialize()
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{
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m_shared.device = wglDXOpenDeviceNV(m_device);
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if (m_shared.device == NULL) {
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fprintf(stderr, "Error opening shared device using wglDXOpenDeviceNV()\n");
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return GHOST_kFailure;
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}
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/* Build the renderbuffer. */
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glGenRenderbuffers(1, &m_gl_render_buf);
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glBindRenderbuffer(GL_RENDERBUFFER, m_gl_render_buf);
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reregisterSharedObject();
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/* Build the framebuffer */
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glGenFramebuffers(1, &m_shared.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_shared.fbo);
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glFramebufferRenderbuffer(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_gl_render_buf);
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m_is_initialized = true;
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return GHOST_kSuccess;
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}
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void ensureUpdated(unsigned int width, unsigned int height)
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{
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if (m_is_initialized == false) {
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initialize();
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}
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if ((m_cur_width != width) || (m_cur_height != height)) {
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m_cur_width = width;
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m_cur_height = height;
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reregisterSharedObject();
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}
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}
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GHOST_TSuccess blit(unsigned int width, unsigned int height)
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{
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GLint fbo;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fbo);
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if (!m_render_target || !m_render_target_tex) {
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return GHOST_kFailure;
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}
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ensureUpdated(width, height);
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#ifdef NDEBUG
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const float clear_col[] = {0.8f, 0.5f, 1.0f, 1.0f};
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m_device_ctx->ClearRenderTargetView(m_render_target, clear_col);
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#endif
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m_device_ctx->OMSetRenderTargets(1, &m_render_target, nullptr);
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beginGLOnly();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_shared.fbo);
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GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (err != GL_FRAMEBUFFER_COMPLETE) {
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fprintf(
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stderr, "Error: Framebuffer for shared DirectX-OpenGL resource incomplete %u\n", err);
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return GHOST_kFailure;
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}
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/* No glBlitNamedFramebuffer, gotta be 3.3 compatible. */
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
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glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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endGLOnly();
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return GHOST_kSuccess;
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}
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ID3D11RenderTargetView *m_render_target{nullptr};
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ID3D11Texture2D *m_render_target_tex{nullptr};
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private:
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void beginGLOnly()
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{
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wglDXLockObjectsNV(m_shared.device, 1, &m_shared.render_buf);
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}
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void endGLOnly()
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{
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wglDXUnlockObjectsNV(m_shared.device, 1, &m_shared.render_buf);
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}
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ID3D11Device *m_device;
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ID3D11DeviceContext *m_device_ctx;
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GLuint m_gl_render_buf;
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unsigned int m_cur_width, m_cur_height;
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bool m_is_initialized{false};
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};
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GHOST_SharedOpenGLResource *GHOST_ContextD3D::createSharedOpenGLResource(
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unsigned int width,
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unsigned int height,
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DXGI_FORMAT format,
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ID3D11RenderTargetView *render_target)
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{
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if (!(WGL_NV_DX_interop && WGL_NV_DX_interop2)) {
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fprintf(stderr,
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"Error: Can't render OpenGL framebuffer using Direct3D. NV_DX_interop extension not "
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"available.");
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return nullptr;
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}
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GHOST_SharedOpenGLResource *shared_res = new GHOST_SharedOpenGLResource(
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m_device, m_device_ctx, width, height, format, render_target);
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return shared_res;
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}
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GHOST_SharedOpenGLResource *GHOST_ContextD3D::createSharedOpenGLResource(unsigned int width,
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unsigned int height,
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DXGI_FORMAT format)
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{
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return createSharedOpenGLResource(width, height, format, nullptr);
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}
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void GHOST_ContextD3D::disposeSharedOpenGLResource(GHOST_SharedOpenGLResource *shared_res)
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{
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delete shared_res;
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}
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GHOST_TSuccess GHOST_ContextD3D::blitFromOpenGLContext(GHOST_SharedOpenGLResource *shared_res,
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unsigned int width,
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unsigned int height)
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{
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return shared_res->blit(width, height);
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}
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ID3D11Texture2D *GHOST_ContextD3D::getSharedTexture2D(GHOST_SharedOpenGLResource *shared_res)
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{
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return shared_res->m_render_target_tex;
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}
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