use std::sync::atomic::{AtomicI32, Ordering}; use windows::{ core::Error, Win32::{ Foundation::LUID, Graphics::{ Direct3D::D3D_DRIVER_TYPE_UNKNOWN, Direct3D11::{ D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext, D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY, D3D11_CREATE_DEVICE_SINGLETHREADED, D3D11_SDK_VERSION, }, Dxgi::{CreateDXGIFactory2, IDXGIAdapter1, IDXGIFactory5, DXGI_CREATE_FACTORY_FLAGS}, }, }, }; #[derive(thiserror::Error, Debug)] pub enum Direct3DError { #[error("Direct3DError({0:?})")] Win32(#[from] Error), #[error("Direct3DError(\"{0}\")")] Other(&'static str), } impl From<&'static str> for Direct3DError { fn from(value: &'static str) -> Self { Direct3DError::Other(value) } } /// DIAGNOSTIC: live `Direct3DDevice` count. Each one holds an `ID3D11Device` whose NVIDIA UMD spawns /// ~dozens of worker threads; if this climbs without bound across reconnects, devices are leaking. pub static LIVE_DEVICES: AtomicI32 = AtomicI32::new(0); #[derive(Debug)] pub struct Direct3DDevice { // The following are already refcounted, so they're safe to use directly without additional drop impls _dxgi_factory: IDXGIFactory5, _adapter: IDXGIAdapter1, pub device: ID3D11Device, /// The single (SINGLETHREADED) immediate context — used by the frame-push publisher's /// `CopyResource` on the swap-chain processor thread (the one thread this device is touched from). pub device_context: ID3D11DeviceContext, } impl Direct3DDevice { pub fn init(adapter_luid: LUID) -> Result { let dxgi_factory = unsafe { CreateDXGIFactory2::(DXGI_CREATE_FACTORY_FLAGS(0))? }; let adapter = unsafe { dxgi_factory.EnumAdapterByLuid::(adapter_luid)? }; let mut device = None; let mut device_context = None; unsafe { D3D11CreateDevice( &adapter, D3D_DRIVER_TYPE_UNKNOWN, None, D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY, None, D3D11_SDK_VERSION, Some(&mut device), None, Some(&mut device_context), )?; } let device = device.ok_or("ID3D11Device not found")?; let device_context = device_context.ok_or("ID3D11DeviceContext not found")?; let live = LIVE_DEVICES.fetch_add(1, Ordering::Relaxed) + 1; log::error!("Direct3DDevice::init OK — live D3D devices = {live}"); Ok(Self { _dxgi_factory: dxgi_factory, _adapter: adapter, device, device_context, }) } } impl Drop for Direct3DDevice { fn drop(&mut self) { let live = LIVE_DEVICES.fetch_sub(1, Ordering::Relaxed) - 1; log::error!("Direct3DDevice::drop — live D3D devices = {live}"); } }