/**************************************************************************/ /* d3d12_context.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "d3d12_context.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "core/string/ustring.h" #include "core/templates/local_vector.h" #include "core/version.h" #include "servers/rendering/rendering_device.h" #include "dxcapi.h" extern "C" { char godot_nir_arch_name[32]; #ifdef AGILITY_SDK_ENABLED __declspec(dllexport) extern const UINT D3D12SDKVersion = 610; #ifdef AGILITY_SDK_MULTIARCH_ENABLED #if defined(__aarch64__) || defined(_M_ARM64) || defined(_M_ARM64EC) __declspec(dllexport) extern const char *D3D12SDKPath = "\\.\\arm64"; #else __declspec(dllexport) extern const char *D3D12SDKPath = "\\.\\x86_64"; #endif #else __declspec(dllexport) extern const char *D3D12SDKPath = "\\."; #endif // AGILITY_SDK_MULTIARCH #endif // AGILITY_SDK_ENABLED } #ifdef PIX_ENABLED #define USE_PIX #include "WinPixEventRuntime/pix3.h" #endif #define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0])) void D3D12Context::_debug_message_func( D3D12_MESSAGE_CATEGORY p_category, D3D12_MESSAGE_SEVERITY p_severity, D3D12_MESSAGE_ID p_id, LPCSTR p_description, void *p_context) { String type_string; switch (p_category) { case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED: type_string = "APPLICATION_DEFINED"; break; case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS: type_string = "MISCELLANEOUS"; break; case D3D12_MESSAGE_CATEGORY_INITIALIZATION: type_string = "INITIALIZATION"; break; case D3D12_MESSAGE_CATEGORY_CLEANUP: type_string = "CLEANUP"; break; case D3D12_MESSAGE_CATEGORY_COMPILATION: type_string = "COMPILATION"; break; case D3D12_MESSAGE_CATEGORY_STATE_CREATION: type_string = "STATE_CREATION"; break; case D3D12_MESSAGE_CATEGORY_STATE_SETTING: type_string = "STATE_SETTING"; break; case D3D12_MESSAGE_CATEGORY_STATE_GETTING: type_string = "STATE_GETTING"; break; case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION: type_string = "RESOURCE_MANIPULATION"; break; case D3D12_MESSAGE_CATEGORY_EXECUTION: type_string = "EXECUTION"; break; case D3D12_MESSAGE_CATEGORY_SHADER: type_string = "SHADER"; break; } String error_message(type_string + " - Message Id Number: " + String::num_int64(p_id) + "\n\t" + p_description); // Convert D3D12 severity to our own log macros. switch (p_severity) { case D3D12_MESSAGE_SEVERITY_MESSAGE: print_verbose(error_message); break; case D3D12_MESSAGE_SEVERITY_INFO: print_line(error_message); break; case D3D12_MESSAGE_SEVERITY_WARNING: WARN_PRINT(error_message); break; case D3D12_MESSAGE_SEVERITY_ERROR: case D3D12_MESSAGE_SEVERITY_CORRUPTION: ERR_PRINT(error_message); CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(), "Crashing, because abort on GPU errors is enabled."); break; } } uint32_t D3D12Context::SubgroupCapabilities::supported_stages_flags_rd() const { // If there's a way to check exactly which are supported, I have yet to find it. return ( RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT | RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT); } uint32_t D3D12Context::SubgroupCapabilities::supported_operations_flags_rd() const { if (!wave_ops_supported) { return 0; } else { return ( RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT | RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT | RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT | RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT | RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT | RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT | RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT | RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT); } } Error D3D12Context::_check_capabilities() { // Assume not supported until proven otherwise. vrs_capabilities.draw_call_supported = false; vrs_capabilities.primitive_supported = false; vrs_capabilities.primitive_in_multiviewport = false; vrs_capabilities.ss_image_supported = false; vrs_capabilities.ss_image_tile_size = 1; vrs_capabilities.additional_rates_supported = false; multiview_capabilities.is_supported = false; multiview_capabilities.geometry_shader_is_supported = false; multiview_capabilities.tessellation_shader_is_supported = false; multiview_capabilities.max_view_count = 0; multiview_capabilities.max_instance_count = 0; multiview_capabilities.is_supported = false; subgroup_capabilities.size = 0; subgroup_capabilities.wave_ops_supported = false; shader_capabilities.shader_model = D3D_SHADER_MODEL_6_0; shader_capabilities.native_16bit_ops = false; storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false; format_capabilities.relaxed_casting_supported = false; { D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {}; shader_model.HighestShaderModel = MIN(D3D_HIGHEST_SHADER_MODEL, D3D_SHADER_MODEL_6_6); HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model)); ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + "."); shader_capabilities.shader_model = shader_model.HighestShaderModel; } print_verbose("- Shader:"); print_verbose(" model: " + itos(shader_capabilities.shader_model >> 4) + "." + itos(shader_capabilities.shader_model & 0xf)); D3D12_FEATURE_DATA_D3D12_OPTIONS options = {}; HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)); if (SUCCEEDED(res)) { storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats; } D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {}; res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1)); if (SUCCEEDED(res)) { subgroup_capabilities.size = options1.WaveLaneCountMin; subgroup_capabilities.wave_ops_supported = options1.WaveOps; } D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {}; res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3)); if (SUCCEEDED(res)) { // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) { multiview_capabilities.is_supported = true; multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3; multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3; multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT; multiview_capabilities.max_instance_count = UINT32_MAX; } } D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {}; res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6)); if (SUCCEEDED(res)) { if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) { vrs_capabilities.draw_call_supported = true; if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) { vrs_capabilities.primitive_supported = true; vrs_capabilities.primitive_in_multiviewport = options6.PerPrimitiveShadingRateSupportedWithViewportIndexing; vrs_capabilities.ss_image_supported = true; vrs_capabilities.ss_image_tile_size = options6.ShadingRateImageTileSize; vrs_capabilities.additional_rates_supported = options6.AdditionalShadingRatesSupported; } } } D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {}; res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12)); if (SUCCEEDED(res)) { format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported; } if (vrs_capabilities.draw_call_supported || vrs_capabilities.primitive_supported || vrs_capabilities.ss_image_supported) { print_verbose("- D3D12 Variable Rate Shading supported:"); if (vrs_capabilities.draw_call_supported) { print_verbose(" Draw call"); } if (vrs_capabilities.primitive_supported) { print_verbose(String(" Per-primitive (multi-viewport: ") + (vrs_capabilities.primitive_in_multiviewport ? "yes" : "no") + ")"); } if (vrs_capabilities.ss_image_supported) { print_verbose(String(" Screen-space image (tile size: ") + itos(vrs_capabilities.ss_image_tile_size) + ")"); } if (vrs_capabilities.additional_rates_supported) { print_verbose(String(" Additional rates: ") + (vrs_capabilities.additional_rates_supported ? "yes" : "no")); } } else { print_verbose("- D3D12 Variable Rate Shading not supported"); } if (multiview_capabilities.is_supported) { print_verbose("- D3D12 multiview supported:"); print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count)); //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment. } else { print_verbose("- D3D12 multiview not supported"); } if (format_capabilities.relaxed_casting_supported) { print_verbose("- Relaxed casting supported"); } else { print_verbose("- Relaxed casting not supported"); } return OK; } Error D3D12Context::_initialize_debug_layers() { ComPtr debug_controller; HRESULT res = D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller)); ERR_FAIL_COND_V(res, ERR_QUERY_FAILED); debug_controller->EnableDebugLayer(); return OK; } Error D3D12Context::_select_adapter(int &r_index) { { UINT flags = _use_validation_layers() ? DXGI_CREATE_FACTORY_DEBUG : 0; HRESULT res = CreateDXGIFactory2(flags, IID_PPV_ARGS(&dxgi_factory)); ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE); } ComPtr factory6; dxgi_factory.As(&factory6); // TODO: Use IDXCoreAdapterList, which gives more comprehensive information. LocalVector adapters; while (true) { IDXGIAdapter1 *curr_adapter = nullptr; if (factory6) { if (factory6->EnumAdapterByGpuPreference(adapters.size(), DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&curr_adapter)) == DXGI_ERROR_NOT_FOUND) { break; } } else { if (dxgi_factory->EnumAdapters1(adapters.size(), &curr_adapter) == DXGI_ERROR_NOT_FOUND) { break; } } adapters.push_back(curr_adapter); } ERR_FAIL_COND_V_MSG(adapters.size() == 0, ERR_CANT_CREATE, "Adapters enumeration reported zero accessible devices."); // The device should really be a preference, but for now choosing a discrete GPU over the // integrated one is better than the default. int32_t adapter_index = -1; int type_selected = -1; LocalVector adapter_types; print_verbose("D3D12 devices:"); for (uint32_t i = 0; i < adapters.size(); ++i) { DXGI_ADAPTER_DESC1 desc = {}; adapters[i]->GetDesc1(&desc); String name = desc.Description; String dev_type; RenderingDevice::DeviceType type = {}; if (((desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE))) { type = RenderingDevice::DEVICE_TYPE_CPU; } else { type = desc.DedicatedVideoMemory ? RenderingDevice::DEVICE_TYPE_DISCRETE_GPU : RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU; } adapter_types.push_back(type); switch (type) { case RenderingDevice::DEVICE_TYPE_DISCRETE_GPU: { dev_type = "Discrete"; } break; case RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU: { dev_type = "Integrated"; } break; case RenderingDevice::DEVICE_TYPE_VIRTUAL_GPU: { dev_type = "Virtual"; } break; case RenderingDevice::DEVICE_TYPE_CPU: { dev_type = "CPU"; } break; default: { dev_type = "Other"; } break; } print_verbose(" #" + itos(i) + ": " + name + ", " + dev_type); switch (type) { case RenderingDevice::DEVICE_TYPE_DISCRETE_GPU: { if (type_selected < 4) { type_selected = 4; adapter_index = i; } } break; case RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU: { if (type_selected < 3) { type_selected = 3; adapter_index = i; } } break; case RenderingDevice::DEVICE_TYPE_VIRTUAL_GPU: { if (type_selected < 2) { type_selected = 2; adapter_index = i; } } break; case RenderingDevice::DEVICE_TYPE_CPU: { if (type_selected < 1) { type_selected = 1; adapter_index = i; } } break; default: { if (type_selected < 0) { type_selected = 0; adapter_index = i; } } break; } } int32_t user_adapter_index = Engine::get_singleton()->get_gpu_index(); // Force user selected GPU. if (user_adapter_index >= 0 && user_adapter_index < (int32_t)adapters.size()) { adapter_index = user_adapter_index; } ERR_FAIL_COND_V_MSG(adapter_index == -1, ERR_CANT_CREATE, "None of D3D12 devices supports hardware rendering."); gpu = adapters[adapter_index]; for (uint32_t i = 0; i < adapters.size(); ++i) { adapters[i]->Release(); } adapter_type = adapter_types[adapter_index]; ComPtr factory5; dxgi_factory.As(&factory5); if (factory5) { BOOL result = FALSE; // sizeof(bool) != sizeof(BOOL), in general. HRESULT res = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &result, sizeof(result)); if (SUCCEEDED(res)) { tearing_supported = result; } else { ERR_PRINT("CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + "."); } } r_index = adapter_index; return OK; } void D3D12Context::_dump_adapter_info(int p_index) { { const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_12_0, D3D_FEATURE_LEVEL_12_1, D3D_FEATURE_LEVEL_12_2, }; D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {}; feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS); feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS; HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels)); ERR_FAIL_COND_MSG(res, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + "."); // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100. uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12; uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff; feature_level = feat_level_major * 10 + feat_level_minor; } String rendering_method; if (OS::get_singleton()->get_current_rendering_method() == "mobile") { rendering_method = "Forward Mobile"; } else { rendering_method = "Forward+"; } static const struct { uint32_t id; const char *name; } vendor_names[] = { { 0x1002, "AMD" }, { 0x1010, "ImgTec" }, { 0x106B, "Apple" }, { 0x10DE, "NVIDIA" }, { 0x13B5, "ARM" }, { 0x1414, "Microsoft" }, { 0x5143, "Qualcomm" }, { 0x8086, "Intel" }, { 0, nullptr }, }; DXGI_ADAPTER_DESC gpu_desc = {}; gpu->GetDesc(&gpu_desc); adapter_name = gpu_desc.Description; pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&gpu_desc.AdapterLuid, sizeof(LUID)); pipeline_cache_id += "-driver-" + itos(gpu_desc.Revision); { adapter_vendor = "Unknown"; uint32_t vendor_idx = 0; while (vendor_names[vendor_idx].name != nullptr) { if (gpu_desc.VendorId == vendor_names[vendor_idx].id) { adapter_vendor = vendor_names[vendor_idx].name; break; } vendor_idx++; } } print_line(vformat("D3D12 feature level %s - %s - Using D3D12 Adapter #%d: %s", get_device_api_version(), rendering_method, p_index, adapter_name)); } Error D3D12Context::_create_device(DeviceBasics &r_basics) { HRESULT res = D3D12CreateDevice(gpu.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(r_basics.device.GetAddressOf())); ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", res) + "."); // Create direct command queue. D3D12_COMMAND_QUEUE_DESC queue_desc = {}; queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; res = r_basics.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(r_basics.queue.GetAddressOf())); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); // Create sync objects. res = r_basics.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(r_basics.fence.GetAddressOf())); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); r_basics.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr); ERR_FAIL_NULL_V(r_basics.fence_event, ERR_CANT_CREATE); if (_use_validation_layers()) { ComPtr info_queue; res = r_basics.device.As(&info_queue); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); #if 0 // This causes crashes. Needs investigation. ComPtr info_queue_1; device.As(&info_queue_1); if (info_queue_1) { // Custom printing supported (added in Windows 10 Release Preview build 20236). info_queue_1->SetMuteDebugOutput(TRUE); res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, 0); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); } else #endif { // Rely on D3D12's own debug printing. if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) { res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); } } D3D12_MESSAGE_SEVERITY severities_to_mute[] = { D3D12_MESSAGE_SEVERITY_INFO, }; D3D12_MESSAGE_ID messages_to_mute[] = { D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE, // These happen due to how D3D12MA manages buffers; seem bening. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE, D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS, }; D3D12_INFO_QUEUE_FILTER filter = {}; filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute); filter.DenyList.pSeverityList = severities_to_mute; filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute); filter.DenyList.pIDList = messages_to_mute; res = info_queue->PushStorageFilter(&filter); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); } return OK; } Error D3D12Context::_get_device_limits() { D3D12_FEATURE_DATA_D3D12_OPTIONS options = {}; HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)); ERR_FAIL_COND_V_MSG(res, ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + "."); // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support gpu_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX; gpu_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX; gpu_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048; if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) { gpu_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64; } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) { gpu_limits.max_uavs_across_all_stages = 64; } else { gpu_limits.max_uavs_across_all_stages = UINT64_MAX; } md.queue->GetTimestampFrequency(&gpu_limits.timestamp_frequency); return OK; } bool D3D12Context::_use_validation_layers() { return Engine::get_singleton()->is_validation_layers_enabled(); } Error D3D12Context::window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height) { ERR_FAIL_COND_V(windows.has(p_window_id), ERR_INVALID_PARAMETER); Window window; window.hwnd = p_window; window.width = p_width; window.height = p_height; window.vsync_mode = p_vsync_mode; Error err = _update_swap_chain(&window); ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE); windows[p_window_id] = window; return OK; } void D3D12Context::window_resize(DisplayServer::WindowID p_window, int p_width, int p_height) { ERR_FAIL_COND(!windows.has(p_window)); windows[p_window].width = p_width; windows[p_window].height = p_height; _update_swap_chain(&windows[p_window]); } int D3D12Context::window_get_width(DisplayServer::WindowID p_window) { ERR_FAIL_COND_V(!windows.has(p_window), -1); return windows[p_window].width; } int D3D12Context::window_get_height(DisplayServer::WindowID p_window) { ERR_FAIL_COND_V(!windows.has(p_window), -1); return windows[p_window].height; } bool D3D12Context::window_is_valid_swapchain(DisplayServer::WindowID p_window) { ERR_FAIL_COND_V(!windows.has(p_window), false); Window *w = &windows[p_window]; return (bool)w->swapchain; } CD3DX12_CPU_DESCRIPTOR_HANDLE D3D12Context::window_get_framebuffer_rtv_handle(DisplayServer::WindowID p_window) { ERR_FAIL_COND_V(!windows.has(p_window), CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT())); ERR_FAIL_COND_V(!buffers_prepared, CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT())); Window *w = &windows[p_window]; CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle( w->rtv_heap->GetCPUDescriptorHandleForHeapStart(), w->current_buffer, md.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV)); return rtv_handle; } ID3D12Resource *D3D12Context::window_get_framebuffer_texture(DisplayServer::WindowID p_window) { ERR_FAIL_COND_V(!windows.has(p_window), nullptr); ERR_FAIL_COND_V(!buffers_prepared, nullptr); Window *w = &windows[p_window]; if (w->swapchain) { return w->render_targets[w->current_buffer].Get(); } else { return nullptr; } } void D3D12Context::window_destroy(DisplayServer::WindowID p_window_id) { ERR_FAIL_COND(!windows.has(p_window_id)); _wait_for_idle_queue(md.queue.Get()); windows.erase(p_window_id); } Error D3D12Context::_update_swap_chain(Window *window) { if (window->width == 0 || window->height == 0) { // Likely window minimized, no swapchain created. return ERR_SKIP; } DisplayServer::VSyncMode curr_vsync_mode = window->vsync_mode; bool vsync_mode_available = false; UINT swapchain_flags = 0; do { switch (window->vsync_mode) { case DisplayServer::VSYNC_MAILBOX: { window->sync_interval = 1; window->present_flags = DXGI_PRESENT_RESTART; swapchain_flags = 0; vsync_mode_available = true; } break; case DisplayServer::VSYNC_ADAPTIVE: { vsync_mode_available = false; // I don't know how to set this up. } break; case DisplayServer::VSYNC_ENABLED: { window->sync_interval = 1; window->present_flags = 0; swapchain_flags = 0; vsync_mode_available = true; } break; case DisplayServer::VSYNC_DISABLED: { window->sync_interval = 0; window->present_flags = tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0; swapchain_flags = tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0; vsync_mode_available = true; } break; } // Set the windows swap effect if it is available, otherwise FLIP_DISCARD is used. if (vsync_mode_available) { if (window->vsync_mode != curr_vsync_mode || !window->swapchain) { window->vsync_mode = curr_vsync_mode; print_verbose("Using swapchain flags: " + itos(swapchain_flags) + ", sync interval: " + itos(window->sync_interval) + ", present flags: " + itos(window->present_flags)); } } else { String present_mode_string; switch (window->vsync_mode) { case DisplayServer::VSYNC_MAILBOX: present_mode_string = "Mailbox"; break; case DisplayServer::VSYNC_ADAPTIVE: present_mode_string = "Adaptive"; break; case DisplayServer::VSYNC_ENABLED: present_mode_string = "Enabled"; break; case DisplayServer::VSYNC_DISABLED: present_mode_string = "Disabled"; break; } WARN_PRINT(vformat("The requested V-Sync mode %s is not available. Falling back to V-Sync mode Enabled.", present_mode_string)); window->vsync_mode = DisplayServer::VSYNC_ENABLED; // Set to default. } } while (!vsync_mode_available); if (window->swapchain) { _wait_for_idle_queue(md.queue.Get()); for (uint32_t i = 0; i < IMAGE_COUNT; i++) { window->render_targets[i].Reset(); } window->rtv_heap.Reset(); // D3D12 docs: "IDXGISwapChain::ResizeBuffers can't be used to add or remove this flag." bool allow_tearing_flag_changed = (swapchain_flags & DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING) != (window->swapchain_flags & DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING); if (allow_tearing_flag_changed) { window->swapchain.Reset(); } } if (!window->swapchain) { DXGI_SWAP_CHAIN_DESC1 swapchain_desc = {}; swapchain_desc.BufferCount = IMAGE_COUNT; swapchain_desc.Width = 0; swapchain_desc.Height = 0; swapchain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; swapchain_desc.SampleDesc.Count = 1; swapchain_desc.Flags = swapchain_flags; swapchain_desc.Scaling = DXGI_SCALING_NONE; ComPtr swapchain; HRESULT res = dxgi_factory->CreateSwapChainForHwnd(md.queue.Get(), window->hwnd, &swapchain_desc, nullptr, nullptr, swapchain.GetAddressOf()); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); swapchain.As(&window->swapchain); ERR_FAIL_NULL_V(window->swapchain, ERR_CANT_CREATE); format = swapchain_desc.Format; res = dxgi_factory->MakeWindowAssociation(window->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); res = window->swapchain->GetDesc1(&swapchain_desc); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); ERR_FAIL_COND_V(swapchain_desc.BufferCount != IMAGE_COUNT, ERR_BUG); window->width = swapchain_desc.Width; window->height = swapchain_desc.Height; } else { HRESULT res = window->swapchain->ResizeBuffers(IMAGE_COUNT, window->width, window->height, DXGI_FORMAT_UNKNOWN, swapchain_flags); ERR_FAIL_COND_V(res, ERR_UNAVAILABLE); } window->swapchain_flags = swapchain_flags; window->current_buffer = window->swapchain->GetCurrentBackBufferIndex(); // Describe and create a render target view (RTV) descriptor heap. D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = {}; rtv_heap_desc.NumDescriptors = IMAGE_COUNT; rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; HRESULT res = md.device->CreateDescriptorHeap(&rtv_heap_desc, IID_PPV_ARGS(window->rtv_heap.GetAddressOf())); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(window->rtv_heap->GetCPUDescriptorHandleForHeapStart()); for (uint32_t i = 0; i < IMAGE_COUNT; i++) { res = window->swapchain->GetBuffer(i, IID_PPV_ARGS(&window->render_targets[i])); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); md.device->CreateRenderTargetView(window->render_targets[i].Get(), nullptr, rtv_handle); rtv_handle.Offset(1, md.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV)); } return OK; } Error D3D12Context::initialize() { if (_use_validation_layers()) { Error err = _initialize_debug_layers(); ERR_FAIL_COND_V(err, ERR_CANT_CREATE); } int adapter_index = 0; Error err = _select_adapter(adapter_index); ERR_FAIL_COND_V(err, ERR_CANT_CREATE); err = _create_device(md); ERR_FAIL_COND_V(err, ERR_CANT_CREATE); _dump_adapter_info(adapter_index); err = _check_capabilities(); ERR_FAIL_COND_V(err, ERR_CANT_CREATE); err = _get_device_limits(); ERR_FAIL_COND_V(err, ERR_CANT_CREATE); { HRESULT res = md.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(frame_fence.GetAddressOf())); ERR_FAIL_COND_V(res, ERR_CANT_CREATE); frame_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr); ERR_FAIL_NULL_V(frame_fence_event, ERR_CANT_CREATE); } { // Initialize allocator. D3D12MA::ALLOCATOR_DESC allocator_desc = {}; allocator_desc.pDevice = md.device.Get(); allocator_desc.pAdapter = gpu.Get(); HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator); ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", res) + "."); } return OK; } void D3D12Context::set_setup_list(ID3D12CommandList *p_command_list) { command_list_queue.write[0] = p_command_list; } void D3D12Context::append_command_list(ID3D12CommandList *p_command_list) { if (command_list_queue.size() <= command_list_count) { command_list_queue.resize(command_list_count + 1); } command_list_queue.write[command_list_count] = p_command_list; command_list_count++; } void D3D12Context::_wait_for_idle_queue(ID3D12CommandQueue *p_queue) { md.fence_value++; p_queue->Signal(md.fence.Get(), md.fence_value); md.fence->SetEventOnCompletion(md.fence_value, md.fence_event); WaitForSingleObjectEx(md.fence_event, INFINITE, FALSE); #ifdef PIX_ENABLED PIXNotifyWakeFromFenceSignal(md.fence_event); #endif } void D3D12Context::flush(bool p_flush_setup, bool p_flush_pending) { if (p_flush_setup && command_list_queue[0]) { md.queue->ExecuteCommandLists(1, command_list_queue.ptr()); command_list_queue.write[0] = nullptr; } if (p_flush_pending && command_list_count > 1) { md.queue->ExecuteCommandLists(command_list_count - 1, command_list_queue.ptr() + 1); command_list_count = 1; } if (p_flush_setup || p_flush_pending) { _wait_for_idle_queue(md.queue.Get()); } } void D3D12Context::prepare_buffers(ID3D12GraphicsCommandList *p_command_list) { // Ensure no more than FRAME_LAG renderings are outstanding. if (frame >= IMAGE_COUNT) { UINT64 min_value = frame - IMAGE_COUNT; if (frame_fence->GetCompletedValue() < min_value) { frame_fence->SetEventOnCompletion(min_value, frame_fence_event); WaitForSingleObjectEx(frame_fence_event, INFINITE, FALSE); #ifdef PIX_ENABLED PIXNotifyWakeFromFenceSignal(frame_fence_event); #endif } } D3D12_RESOURCE_BARRIER *barriers = (D3D12_RESOURCE_BARRIER *)alloca(windows.size() * sizeof(D3D12_RESOURCE_BARRIER)); uint32_t n = 0; for (KeyValue &E : windows) { Window *w = &E.value; w->current_buffer = w->swapchain->GetCurrentBackBufferIndex(); barriers[n++] = CD3DX12_RESOURCE_BARRIER::Transition(w->render_targets[w->current_buffer].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); } p_command_list->ResourceBarrier(n, barriers); buffers_prepared = true; } void D3D12Context::postpare_buffers(ID3D12GraphicsCommandList *p_command_list) { D3D12_RESOURCE_BARRIER *barriers = (D3D12_RESOURCE_BARRIER *)alloca(windows.size() * sizeof(D3D12_RESOURCE_BARRIER)); uint32_t n = 0; for (KeyValue &E : windows) { Window *w = &E.value; barriers[n++] = CD3DX12_RESOURCE_BARRIER::Transition(w->render_targets[w->current_buffer].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); } p_command_list->ResourceBarrier(n, barriers); } Error D3D12Context::swap_buffers() { ID3D12CommandList *const *commands_ptr = nullptr; UINT commands_to_submit = 0; if (command_list_queue[0] == nullptr) { // No setup command, but commands to submit, submit from the first and skip command. if (command_list_count > 1) { commands_ptr = command_list_queue.ptr() + 1; commands_to_submit = command_list_count - 1; } } else { commands_ptr = command_list_queue.ptr(); commands_to_submit = command_list_count; } md.queue->ExecuteCommandLists(commands_to_submit, commands_ptr); command_list_queue.write[0] = nullptr; command_list_count = 1; for (KeyValue &E : windows) { Window *w = &E.value; if (!w->swapchain) { continue; } HRESULT res = w->swapchain->Present(w->sync_interval, w->present_flags); if (res) { print_verbose("D3D12: Presenting swapchain of window " + itos(E.key) + " failed with error " + vformat("0x%08ux", res) + "."); } } md.queue->Signal(frame_fence.Get(), frame); frame++; buffers_prepared = false; return OK; } void D3D12Context::resize_notify() { } ComPtr D3D12Context::get_device() { return md.device; } ComPtr D3D12Context::get_adapter() { return gpu; } D3D12MA::Allocator *D3D12Context::get_allocator() { return allocator.Get(); } int D3D12Context::get_swapchain_image_count() const { return IMAGE_COUNT; } DXGI_FORMAT D3D12Context::get_screen_format() const { return format; } D3D12Context::DeviceLimits D3D12Context::get_device_limits() const { return gpu_limits; } RID D3D12Context::local_device_create() { LocalDevice ld; _create_device(ld); return local_device_owner.make_rid(ld); } ComPtr D3D12Context::local_device_get_d3d12_device(RID p_local_device) { LocalDevice *ld = local_device_owner.get_or_null(p_local_device); return ld->device; } void D3D12Context::local_device_push_command_lists(RID p_local_device, ID3D12CommandList *const *p_lists, int p_count) { LocalDevice *ld = local_device_owner.get_or_null(p_local_device); ERR_FAIL_COND(ld->waiting); ld->queue->ExecuteCommandLists(p_count, p_lists); ld->waiting = true; } void D3D12Context::local_device_sync(RID p_local_device) { LocalDevice *ld = local_device_owner.get_or_null(p_local_device); ERR_FAIL_COND(!ld->waiting); ld->fence_value++; ld->queue->Signal(ld->fence.Get(), ld->fence_value); ld->fence->SetEventOnCompletion(ld->fence_value, ld->fence_event); WaitForSingleObjectEx(ld->fence_event, INFINITE, FALSE); #ifdef PIX_ENABLED PIXNotifyWakeFromFenceSignal(ld->fence_event); #endif ld->waiting = false; } void D3D12Context::local_device_free(RID p_local_device) { LocalDevice *ld = local_device_owner.get_or_null(p_local_device); CloseHandle(ld->fence_event); local_device_owner.free(p_local_device); } void D3D12Context::command_begin_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color) { #ifdef PIX_ENABLED PIXBeginEvent(p_command_list, p_color.to_argb32(), p_label_name.utf8().get_data()); #endif } void D3D12Context::command_insert_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color) { #ifdef PIX_ENABLED PIXSetMarker(p_command_list, p_color.to_argb32(), p_label_name.utf8().get_data()); #endif } void D3D12Context::command_end_label(ID3D12GraphicsCommandList *p_command_list) { #ifdef PIX_ENABLED PIXEndEvent(p_command_list); #endif } void D3D12Context::set_object_name(ID3D12Object *p_object, String p_object_name) { ERR_FAIL_NULL(p_object); int name_len = p_object_name.size(); WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1)); MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len); p_object->SetName(name_w); } String D3D12Context::get_device_vendor_name() const { return adapter_vendor; } String D3D12Context::get_device_name() const { return adapter_name; } RenderingDevice::DeviceType D3D12Context::get_device_type() const { return adapter_type; } String D3D12Context::get_device_api_version() const { return vformat("%d_%d", feature_level / 10, feature_level % 10); } String D3D12Context::get_device_pipeline_cache_uuid() const { return pipeline_cache_id; } DisplayServer::VSyncMode D3D12Context::get_vsync_mode(DisplayServer::WindowID p_window) const { ERR_FAIL_COND_V_MSG(!windows.has(p_window), DisplayServer::VSYNC_ENABLED, "Could not get V-Sync mode for window with WindowID " + itos(p_window) + " because it does not exist."); return windows[p_window].vsync_mode; } void D3D12Context::set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode) { ERR_FAIL_COND_MSG(!windows.has(p_window), "Could not set V-Sync mode for window with WindowID " + itos(p_window) + " because it does not exist."); windows[p_window].vsync_mode = p_mode; _update_swap_chain(&windows[p_window]); } D3D12Context::D3D12Context() { command_list_queue.resize(1); // First one is always the setup command. command_list_queue.write[0] = nullptr; strcpy(godot_nir_arch_name, Engine::get_singleton()->get_architecture_name().ascii().get_data()); } D3D12Context::~D3D12Context() { if (md.fence_event) { CloseHandle(md.fence_event); } if (frame_fence_event) { CloseHandle(frame_fence_event); } }