d3d12: Allow creating d3d12_dxcore_screen from existing ID3D12Device

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26223>
This commit is contained in:
Sil Vilerino 2023-10-20 10:27:38 -04:00 committed by Marge Bot
parent 9657ef95b4
commit e7204d0224
3 changed files with 53 additions and 13 deletions

View file

@ -247,3 +247,33 @@ d3d12_create_dxcore_screen(struct sw_winsys *winsys, LUID *adapter_luid)
return &screen->base.base;
}
struct pipe_screen *
d3d12_create_dxcore_screen_from_d3d12_device(struct sw_winsys *winsys, IUnknown* pDevUnk, LUID **out_adapter_luid)
{
struct d3d12_dxcore_screen *screen = CALLOC_STRUCT(d3d12_dxcore_screen);
if (!screen)
return nullptr;
if (FAILED(pDevUnk->QueryInterface(IID_PPV_ARGS(&screen->base.dev)))) {
d3d12_destroy_screen(&screen->base);
return nullptr;
}
LUID adapter_luid = screen->base.dev->GetAdapterLuid();
if (!d3d12_init_screen_base(&screen->base, winsys, &adapter_luid)) {
d3d12_destroy_screen(&screen->base);
return nullptr;
}
screen->base.base.destroy = d3d12_destroy_dxcore_screen;
screen->base.init = d3d12_init_dxcore_screen;
screen->base.deinit = d3d12_deinit_dxcore_screen;
if (!d3d12_init_dxcore_screen(&screen->base)) {
d3d12_destroy_dxcore_screen(&screen->base.base);
return nullptr;
}
*out_adapter_luid = &screen->base.adapter_luid;
return &screen->base.base;
}

View file

@ -28,6 +28,10 @@ struct pipe_screen;
struct sw_winsys;
typedef struct _LUID LUID;
#ifdef _WIN32
#include <unknwn.h>
#endif
#ifdef __cplusplus
extern "C" {
#endif
@ -35,6 +39,10 @@ extern "C" {
#ifdef _WIN32
struct pipe_screen *
d3d12_create_dxgi_screen(struct sw_winsys *winsys, LUID *adapter_luid);
struct pipe_screen *
d3d12_create_dxcore_screen_from_d3d12_device(struct sw_winsys *winsys, IUnknown* pDevUnknown, LUID **out_adapter_luid);
#endif
struct pipe_screen *

View file

@ -1422,30 +1422,32 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter)
{
assert(screen->base.destroy != nullptr);
// Device can be imported with d3d12_create_dxcore_screen_from_d3d12_device
if (!screen->dev) {
#ifndef _GAMING_XBOX
ID3D12DeviceFactory *factory = try_create_device_factory(screen->d3d12_mod);
ID3D12DeviceFactory *factory = try_create_device_factory(screen->d3d12_mod);
#ifndef DEBUG
if (d3d12_debug & D3D12_DEBUG_DEBUG_LAYER)
if (d3d12_debug & D3D12_DEBUG_DEBUG_LAYER)
#endif
enable_d3d12_debug_layer(screen->d3d12_mod, factory);
enable_d3d12_debug_layer(screen->d3d12_mod, factory);
if (d3d12_debug & D3D12_DEBUG_GPU_VALIDATOR)
enable_gpu_validation(screen->d3d12_mod, factory);
if (d3d12_debug & D3D12_DEBUG_GPU_VALIDATOR)
enable_gpu_validation(screen->d3d12_mod, factory);
screen->dev = create_device(screen->d3d12_mod, adapter, factory);
screen->dev = create_device(screen->d3d12_mod, adapter, factory);
if (factory)
factory->Release();
if (factory)
factory->Release();
#else
screen->dev = create_device(screen->d3d12_mod, adapter);
screen->dev = create_device(screen->d3d12_mod, adapter);
#endif
if (!screen->dev) {
debug_printf("D3D12: failed to create device\n");
return false;
if (!screen->dev) {
debug_printf("D3D12: failed to create device\n");
return false;
}
}
screen->adapter_luid = GetAdapterLuid(screen->dev);
#ifndef _GAMING_XBOX