1/*
2 * Copyright 2020 Google LLC
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "tools/gpu/d3d/D3DTestUtils.h"
9
10#ifdef SK_DIRECT3D
11#include <d3d12sdklayers.h>
12
13#include "include/gpu/d3d/GrD3DBackendContext.h"
14
15namespace sk_gpu_test {
16
17void get_hardware_adapter(IDXGIFactory4* pFactory, IDXGIAdapter1** ppAdapter) {
18    *ppAdapter = nullptr;
19    for (UINT adapterIndex = 0; ; ++adapterIndex) {
20        IDXGIAdapter1* pAdapter = nullptr;
21        if (DXGI_ERROR_NOT_FOUND == pFactory->EnumAdapters1(adapterIndex, &pAdapter)) {
22            // No more adapters to enumerate.
23            break;
24        }
25
26        // Check to see if the adapter supports Direct3D 12, but don't create the
27        // actual device yet.
28        if (SUCCEEDED(D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device),
29                                        nullptr))) {
30            *ppAdapter = pAdapter;
31            return;
32        }
33        pAdapter->Release();
34    }
35}
36
37bool CreateD3DBackendContext(GrD3DBackendContext* ctx,
38                             bool isProtected) {
39#if defined(SK_ENABLE_D3D_DEBUG_LAYER)
40    // Enable the D3D12 debug layer.
41    {
42        gr_cp<ID3D12Debug> debugController;
43        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
44        {
45            debugController->EnableDebugLayer();
46        }
47    }
48#endif
49    // Create the device
50    gr_cp<IDXGIFactory4> factory;
51    if (!SUCCEEDED(CreateDXGIFactory1(IID_PPV_ARGS(&factory)))) {
52        return false;
53    }
54
55    gr_cp<IDXGIAdapter1> hardwareAdapter;
56    get_hardware_adapter(factory.get(), &hardwareAdapter);
57
58    gr_cp<ID3D12Device> device;
59    if (!SUCCEEDED(D3D12CreateDevice(hardwareAdapter.get(),
60                                     D3D_FEATURE_LEVEL_11_0,
61                                     IID_PPV_ARGS(&device)))) {
62        return false;
63    }
64
65    // Create the command queue
66    gr_cp<ID3D12CommandQueue> queue;
67    D3D12_COMMAND_QUEUE_DESC queueDesc = {};
68    queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
69    queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
70
71    if (!SUCCEEDED(device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&queue)))) {
72        return false;
73    }
74
75    ctx->fAdapter = hardwareAdapter;
76    ctx->fDevice = device;
77    ctx->fQueue = queue;
78    // TODO: set up protected memory
79    ctx->fProtectedContext = /*isProtected ? GrProtected::kYes :*/ GrProtected::kNo;
80
81    return true;
82}
83
84}
85
86#endif
87