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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>
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9657ef95b4
commit
e7204d0224
3 changed files with 53 additions and 13 deletions
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@ -247,3 +247,33 @@ d3d12_create_dxcore_screen(struct sw_winsys *winsys, LUID *adapter_luid)
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return &screen->base.base;
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}
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struct pipe_screen *
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d3d12_create_dxcore_screen_from_d3d12_device(struct sw_winsys *winsys, IUnknown* pDevUnk, LUID **out_adapter_luid)
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{
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struct d3d12_dxcore_screen *screen = CALLOC_STRUCT(d3d12_dxcore_screen);
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if (!screen)
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return nullptr;
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if (FAILED(pDevUnk->QueryInterface(IID_PPV_ARGS(&screen->base.dev)))) {
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d3d12_destroy_screen(&screen->base);
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return nullptr;
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}
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LUID adapter_luid = screen->base.dev->GetAdapterLuid();
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if (!d3d12_init_screen_base(&screen->base, winsys, &adapter_luid)) {
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d3d12_destroy_screen(&screen->base);
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return nullptr;
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}
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screen->base.base.destroy = d3d12_destroy_dxcore_screen;
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screen->base.init = d3d12_init_dxcore_screen;
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screen->base.deinit = d3d12_deinit_dxcore_screen;
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if (!d3d12_init_dxcore_screen(&screen->base)) {
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d3d12_destroy_dxcore_screen(&screen->base.base);
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return nullptr;
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}
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*out_adapter_luid = &screen->base.adapter_luid;
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return &screen->base.base;
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}
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@ -28,6 +28,10 @@ struct pipe_screen;
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struct sw_winsys;
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typedef struct _LUID LUID;
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#ifdef _WIN32
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#include <unknwn.h>
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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@ -35,6 +39,10 @@ extern "C" {
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#ifdef _WIN32
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struct pipe_screen *
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d3d12_create_dxgi_screen(struct sw_winsys *winsys, LUID *adapter_luid);
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struct pipe_screen *
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d3d12_create_dxcore_screen_from_d3d12_device(struct sw_winsys *winsys, IUnknown* pDevUnknown, LUID **out_adapter_luid);
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#endif
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struct pipe_screen *
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@ -1422,30 +1422,32 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter)
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{
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assert(screen->base.destroy != nullptr);
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// Device can be imported with d3d12_create_dxcore_screen_from_d3d12_device
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if (!screen->dev) {
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#ifndef _GAMING_XBOX
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ID3D12DeviceFactory *factory = try_create_device_factory(screen->d3d12_mod);
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ID3D12DeviceFactory *factory = try_create_device_factory(screen->d3d12_mod);
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#ifndef DEBUG
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if (d3d12_debug & D3D12_DEBUG_DEBUG_LAYER)
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if (d3d12_debug & D3D12_DEBUG_DEBUG_LAYER)
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#endif
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enable_d3d12_debug_layer(screen->d3d12_mod, factory);
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enable_d3d12_debug_layer(screen->d3d12_mod, factory);
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if (d3d12_debug & D3D12_DEBUG_GPU_VALIDATOR)
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enable_gpu_validation(screen->d3d12_mod, factory);
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if (d3d12_debug & D3D12_DEBUG_GPU_VALIDATOR)
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enable_gpu_validation(screen->d3d12_mod, factory);
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screen->dev = create_device(screen->d3d12_mod, adapter, factory);
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screen->dev = create_device(screen->d3d12_mod, adapter, factory);
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if (factory)
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factory->Release();
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if (factory)
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factory->Release();
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#else
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screen->dev = create_device(screen->d3d12_mod, adapter);
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screen->dev = create_device(screen->d3d12_mod, adapter);
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#endif
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if (!screen->dev) {
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debug_printf("D3D12: failed to create device\n");
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return false;
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if (!screen->dev) {
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debug_printf("D3D12: failed to create device\n");
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return false;
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}
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}
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screen->adapter_luid = GetAdapterLuid(screen->dev);
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#ifndef _GAMING_XBOX
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