
In d3d10umd it is required to pass D3DKMT_PRESENT in context_private of flush_frontbuffer, but wgl passes HDC in it. To accomidate this when gdi_sw_winsys is created functions that acquire and release hdc from context_private are passed. Reviewed-by: Jesse Natalie <jenatali@microsoft.com> Reviewed-by: Feng Jiang <jiangfeng@kylinos.cn> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27333>
116 lines
3.4 KiB
C
116 lines
3.4 KiB
C
/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "pipe-loader/pipe_loader.h"
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#include "pipe/p_screen.h"
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#include "util/u_memory.h"
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#include "vl/vl_winsys.h"
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#include "gallium/winsys/sw/gdi/gdi_sw_winsys.h"
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#include "gallium/drivers/d3d12/d3d12_public.h"
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#include <unknwn.h>
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struct vl_win32_screen
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{
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struct vl_screen base;
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LUID *adapter_luid;
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};
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static void
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vl_win32_screen_destroy(struct vl_screen *vscreen)
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{
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if (vscreen == NULL)
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return;
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if (vscreen->pscreen)
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vscreen->pscreen->destroy(vscreen->pscreen);
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if (vscreen->dev)
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pipe_loader_release(&vscreen->dev, 1);
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FREE(vscreen);
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}
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struct vl_screen *
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vl_win32_screen_create(LUID *adapter)
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{
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struct vl_win32_screen *vscreen = CALLOC_STRUCT(vl_win32_screen);
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if (!vscreen)
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return NULL;
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struct sw_winsys* winsys = gdi_create_sw_winsys(gdi_sw_acquire_hdc_by_value, gdi_sw_release_hdc_by_value);
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if (!winsys)
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goto release_pipe;
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/* If adapter is null, d3d12_create_dxcore_screen will choose one */
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vscreen->base.pscreen = d3d12_create_dxcore_screen(winsys, adapter);
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if (!vscreen->base.pscreen)
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goto release_pipe;
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vscreen->adapter_luid = adapter;
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vscreen->base.destroy = vl_win32_screen_destroy;
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vscreen->base.get_private = NULL;
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vscreen->base.texture_from_drawable = NULL;
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vscreen->base.get_dirty_area = NULL;
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return &vscreen->base;
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release_pipe:
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if(winsys)
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winsys->destroy(winsys);
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vl_win32_screen_destroy(&vscreen->base);
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return NULL;
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}
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struct vl_screen *
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vl_win32_screen_create_from_d3d12_device(IUnknown* d3d12_device)
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{
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struct vl_win32_screen *vscreen = CALLOC_STRUCT(vl_win32_screen);
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if (!vscreen)
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return NULL;
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struct sw_winsys* winsys = gdi_create_sw_winsys(gdi_sw_acquire_hdc_by_value, gdi_sw_release_hdc_by_value);
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if (!winsys)
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goto release_pipe;
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vscreen->base.pscreen = d3d12_create_dxcore_screen_from_d3d12_device(winsys, d3d12_device, &vscreen->adapter_luid);
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if (!vscreen->base.pscreen)
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goto release_pipe;
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vscreen->base.destroy = vl_win32_screen_destroy;
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vscreen->base.get_private = NULL;
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vscreen->base.texture_from_drawable = NULL;
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vscreen->base.get_dirty_area = NULL;
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return &vscreen->base;
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release_pipe:
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if(winsys)
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winsys->destroy(winsys);
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vl_win32_screen_destroy(&vscreen->base);
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return NULL;
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}
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