/**************************************************************************/ /* rendering_device_driver_d3d12.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 "rendering_device_driver_d3d12.h" #include "core/config/project_settings.h" #include "core/io/marshalls.h" #include "d3d12_context.h" #include "d3d12_godot_nir_bridge.h" #include "thirdparty/zlib/zlib.h" // No point in fighting warnings in Mesa. #if defined(_MSC_VER) #pragma warning(push) #pragma warning(disable : 4200) // "nonstandard extension used: zero-sized array in struct/union". #pragma warning(disable : 4806) // "'&': unsafe operation: no value of type 'bool' promoted to type 'uint32_t' can equal the given constant". #endif #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wnon-virtual-dtor" #pragma GCC diagnostic ignored "-Wshadow" #pragma GCC diagnostic ignored "-Wswitch" #pragma GCC diagnostic ignored "-Wmissing-field-initializers" #endif #include "dxil_validator.h" #include "nir_spirv.h" #include "nir_to_dxil.h" #include "spirv_to_dxil.h" extern "C" { #include "dxil_spirv_nir.h" } #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic pop #endif #if defined(_MSC_VER) #pragma warning(pop) #endif #if !defined(_MSC_VER) #include #include #endif // Mesa may define this. #ifdef UNUSED #undef UNUSED #endif static const D3D12_RANGE VOID_RANGE = {}; static const uint32_t ROOT_CONSTANT_SPACE = RDD::MAX_UNIFORM_SETS + 1; static const uint32_t ROOT_CONSTANT_REGISTER = 0; static const uint32_t RUNTIME_DATA_SPACE = RDD::MAX_UNIFORM_SETS + 2; static const uint32_t RUNTIME_DATA_REGISTER = 0; #ifdef DEV_ENABLED //#define DEBUG_COUNT_BARRIERS #endif /*****************/ /**** GENERIC ****/ /*****************/ // NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:. // - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA). // - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches). // TODO: Add YUV formats properly, which would require better support for planes in the RD API. const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = { /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {}, /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) }, /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) }, /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM }, /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) }, /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) }, /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) }, /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM }, /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM }, /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM }, /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT }, /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT }, /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT }, /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT }, /* DATA_FORMAT_R8_SRGB */ {}, /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM }, /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM }, /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT }, /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT }, /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT }, /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT }, /* DATA_FORMAT_R8G8_SRGB */ {}, /* DATA_FORMAT_R8G8B8_UNORM */ {}, /* DATA_FORMAT_R8G8B8_SNORM */ {}, /* DATA_FORMAT_R8G8B8_USCALED */ {}, /* DATA_FORMAT_R8G8B8_SSCALED */ {}, /* DATA_FORMAT_R8G8B8_UINT */ {}, /* DATA_FORMAT_R8G8B8_SINT */ {}, /* DATA_FORMAT_R8G8B8_SRGB */ {}, /* DATA_FORMAT_B8G8R8_UNORM */ {}, /* DATA_FORMAT_B8G8R8_SNORM */ {}, /* DATA_FORMAT_B8G8R8_USCALED */ {}, /* DATA_FORMAT_B8G8R8_SSCALED */ {}, /* DATA_FORMAT_B8G8R8_UINT */ {}, /* DATA_FORMAT_B8G8R8_SINT */ {}, /* DATA_FORMAT_B8G8R8_SRGB */ {}, /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM }, /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM }, /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM }, /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM }, /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM }, /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM }, /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) }, /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {}, /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) }, /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {}, /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) }, /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {}, /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM }, /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {}, /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT }, /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {}, /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT }, /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {}, /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM }, /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM }, /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT }, /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT }, /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT }, /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT }, /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT }, /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM }, /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM }, /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT }, /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT }, /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT }, /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT }, /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT }, /* DATA_FORMAT_R16G16B16_UNORM */ {}, /* DATA_FORMAT_R16G16B16_SNORM */ {}, /* DATA_FORMAT_R16G16B16_USCALED */ {}, /* DATA_FORMAT_R16G16B16_SSCALED */ {}, /* DATA_FORMAT_R16G16B16_UINT */ {}, /* DATA_FORMAT_R16G16B16_SINT */ {}, /* DATA_FORMAT_R16G16B16_SFLOAT */ {}, /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM }, /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM }, /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT }, /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT }, /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT }, /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT }, /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT }, /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT }, /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT }, /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT }, /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT }, /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT }, /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT }, /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT }, /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT }, /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT }, /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT }, /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT }, /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT }, /* DATA_FORMAT_R64_UINT */ {}, /* DATA_FORMAT_R64_SINT */ {}, /* DATA_FORMAT_R64_SFLOAT */ {}, /* DATA_FORMAT_R64G64_UINT */ {}, /* DATA_FORMAT_R64G64_SINT */ {}, /* DATA_FORMAT_R64G64_SFLOAT */ {}, /* DATA_FORMAT_R64G64B64_UINT */ {}, /* DATA_FORMAT_R64G64B64_SINT */ {}, /* DATA_FORMAT_R64G64B64_SFLOAT */ {}, /* DATA_FORMAT_R64G64B64A64_UINT */ {}, /* DATA_FORMAT_R64G64B64A64_SINT */ {}, /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {}, /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT }, /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP }, /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM }, /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT }, /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT }, /* DATA_FORMAT_S8_UINT */ {}, /* DATA_FORMAT_D16_UNORM_S8_UINT */ {}, /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT }, /* DATA_FORMAT_D32_SFLOAT_S8_UINT */ { DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT_S8X24_UINT }, /* DATA_FORMAT_BC1_RGB_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1) }, /* DATA_FORMAT_BC1_RGB_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1) }, /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM }, /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB }, /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM }, /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB }, /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM }, /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB }, /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM }, /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM }, /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM }, /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM }, /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 }, /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 }, /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM }, /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB }, /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {}, /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {}, /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {}, /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {}, /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {}, /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {}, /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {}, /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {}, /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {}, /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {}, /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {}, /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {}, /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {}, /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {}, /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {}, /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {}, /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {}, /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {}, /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {}, /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {}, /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {}, /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {}, /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {}, /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {}, /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {}, /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {}, /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {}, /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {}, /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {}, /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {}, /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {}, /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {}, /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {}, /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {}, /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {}, /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {}, /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {}, /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {}, }; Error RenderingDeviceDriverD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) { ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS); ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER); handle_size = p_device->GetDescriptorHandleIncrementSize(p_type); desc.Type = p_type; desc.NumDescriptors = p_descriptor_count; desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE; HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf())); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); return OK; } RenderingDeviceDriverD3D12::DescriptorsHeap::Walker RenderingDeviceDriverD3D12::DescriptorsHeap::make_walker() const { Walker walker; walker.handle_size = handle_size; walker.handle_count = desc.NumDescriptors; if (heap) { #if defined(_MSC_VER) || !defined(_WIN32) walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart(); if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) { walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart(); } #else heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle); if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) { heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle); } #endif } return walker; } void RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) { ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF."); handle_index += p_count; } D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() { ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF."); return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size }; } D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() { ERR_FAIL_COND_V_MSG(!first_gpu_handle.ptr, D3D12_GPU_DESCRIPTOR_HANDLE(), "Can't provide a GPU handle from a non-GPU descriptors heap."); ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF."); return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size }; } static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = { D3D12_COMPARISON_FUNC_NEVER, D3D12_COMPARISON_FUNC_LESS, D3D12_COMPARISON_FUNC_EQUAL, D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_COMPARISON_FUNC_GREATER, D3D12_COMPARISON_FUNC_NOT_EQUAL, D3D12_COMPARISON_FUNC_GREATER_EQUAL, D3D12_COMPARISON_FUNC_ALWAYS, }; /****************/ /**** MEMORY ****/ /****************/ static const uint32_t SMALL_ALLOCATION_MAX_SIZE = 4096; #ifdef USE_SMALL_ALLOCS_POOL D3D12MA::Pool *RenderingDeviceDriverD3D12::_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags) { D3D12_HEAP_FLAGS effective_heap_flags = p_heap_flags; if (allocator->GetD3D12Options().ResourceHeapTier != D3D12_RESOURCE_HEAP_TIER_1) { // Heap tier 2 allows mixing resource types liberally. effective_heap_flags &= ~(D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES | D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES); } AllocPoolKey pool_key; pool_key.heap_type = p_heap_type; pool_key.heap_flags = effective_heap_flags; if (small_allocs_pools.has(pool_key.key)) { return small_allocs_pools[pool_key.key].Get(); } #ifdef DEV_ENABLED print_verbose("Creating D3D12MA small objects pool for heap type " + itos(p_heap_type) + " and heap flags " + itos(p_heap_flags)); #endif D3D12MA::POOL_DESC poolDesc = {}; poolDesc.HeapProperties.Type = p_heap_type; poolDesc.HeapFlags = effective_heap_flags; ComPtr pool; HRESULT res = allocator->CreatePool(&poolDesc, pool.GetAddressOf()); small_allocs_pools[pool_key.key] = pool; // Don't try to create it again if failed the first time. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "CreatePool failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); return pool.Get(); } #endif /******************/ /**** RESOURCE ****/ /******************/ static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = { D3D12_RESOURCE_DIMENSION_TEXTURE1D, D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_DIMENSION_TEXTURE3D, D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_DIMENSION_TEXTURE1D, D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_DIMENSION_TEXTURE2D, }; void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override) { DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here. DEV_ASSERT(p_new_state != D3D12_RESOURCE_STATE_COMMON); // No need to support this for now. #ifdef DEBUG_COUNT_BARRIERS uint64_t start = OS::get_singleton()->get_ticks_usec(); #endif ResourceInfo::States *res_states = p_resource->states_ptr; D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource]; ID3D12Resource *res_to_transition = p_resource_override ? p_resource_override : p_resource->resource; bool redundant_transition = ((*curr_state) & p_new_state) == p_new_state; if (redundant_transition) { bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS; bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch; if (needs_uav_barrier) { if (res_barriers.size() < res_barriers_count + 1) { res_barriers.resize(res_barriers_count + 1); } res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(res_to_transition); res_barriers_count++; res_states->last_batch_with_uav_barrier = res_barriers_batch; } } else { uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111)); uint8_t subres_qword = p_subresource >> 6; if (res_barriers_requests.has(res_states)) { BarrierRequest &br = res_barriers_requests.get(res_states); DEV_ASSERT(br.dx_resource == res_to_transition); DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64); DEV_ASSERT(br.planes == p_num_planes); // First, find if the subresource already has a barrier scheduled. uint8_t curr_group_idx = 0; bool same_transition_scheduled = false; for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) { if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) { continue; } if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) { uint32_t state_mask = br.groups[curr_group_idx].states; same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state; break; } } if (!same_transition_scheduled) { bool subres_already_there = curr_group_idx != br.groups_count; D3D12_RESOURCE_STATES final_states = {}; if (subres_already_there) { final_states = br.groups[curr_group_idx].states; final_states |= p_new_state; bool subres_alone = true; for (uint8_t i = 0; i < br.subres_mask_qwords; i++) { if (i == subres_qword) { if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) { subres_alone = false; break; } } else { if (br.groups[curr_group_idx].subres_mask[i] != 0) { subres_alone = false; break; } } } bool relocated = false; if (subres_alone) { // Subresource is there by itself. for (uint8_t i = 0; i < br.groups_count; i++) { if (unlikely(i == curr_group_idx)) { continue; } if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) { continue; } // There's another group with the final states; relocate to it. if (br.groups[i].states == final_states) { br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece; relocated = true; break; } } if (relocated) { // Let's delete the group where it used to be by itself. if (curr_group_idx == br.groups_count - 1) { br.groups_count--; } else { br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP; } } else { // Its current group, where it's alone, can extend its states. br.groups[curr_group_idx].states = final_states; } } else { // Already there, but not by itself and the state mask is different, so it now belongs to a different group. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece; subres_already_there = false; } } else { final_states = p_new_state; } if (!subres_already_there) { // See if it fits exactly the states of some of the groups to fit it there. for (uint8_t i = 0; i < br.groups_count; i++) { if (unlikely(i == curr_group_idx)) { continue; } if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) { continue; } if (br.groups[i].states == final_states) { br.groups[i].subres_mask[subres_qword] |= subres_mask_piece; subres_already_there = true; break; } } if (!subres_already_there) { // Add a new group to accommodate this subresource. uint8_t group_to_fill = 0; if (br.groups_count < BarrierRequest::MAX_GROUPS) { // There are still free groups. group_to_fill = br.groups_count; br.groups_count++; } else { // Let's try to take over a deleted one. for (; group_to_fill < br.groups_count; group_to_fill++) { if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) { break; } } CRASH_COND(group_to_fill == br.groups_count); } br.groups[group_to_fill].states = final_states; for (uint8_t i = 0; i < br.subres_mask_qwords; i++) { if (unlikely(i == subres_qword)) { br.groups[group_to_fill].subres_mask[i] = subres_mask_piece; } else { br.groups[group_to_fill].subres_mask[i] = 0; } } } } } } else { BarrierRequest &br = res_barriers_requests[res_states]; br.dx_resource = res_to_transition; br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64; CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES); br.planes = p_num_planes; br.groups[0].states = p_new_state; for (uint8_t i = 0; i < br.subres_mask_qwords; i++) { if (unlikely(i == subres_qword)) { br.groups[0].subres_mask[i] = subres_mask_piece; } else { br.groups[0].subres_mask[i] = 0; } } br.groups_count = 1; } } if (p_new_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) { res_states->last_batch_transitioned_to_uav = res_barriers_batch; } #ifdef DEBUG_COUNT_BARRIERS frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start; #endif } void RenderingDeviceDriverD3D12::_resource_transitions_flush(ID3D12GraphicsCommandList *p_cmd_list) { #ifdef DEBUG_COUNT_BARRIERS uint64_t start = OS::get_singleton()->get_ticks_usec(); #endif for (const KeyValue &E : res_barriers_requests) { ResourceInfo::States *res_states = E.key; const BarrierRequest &br = E.value; uint32_t num_subresources = res_states->subresource_states.size(); // When there's not a lot of subresources, the empirical finding is that it's better // to avoid attempting the single-barrier optimization. static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48; bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES; if (may_do_single_barrier) { // A single group means we may be able to do a single all-subresources barrier. { // First requisite is that all subresources are involved. uint8_t subres_mask_full_qwords = num_subresources / 64; for (uint32_t i = 0; i < subres_mask_full_qwords; i++) { if (br.groups[0].subres_mask[i] != UINT64_MAX) { may_do_single_barrier = false; break; } } if (may_do_single_barrier) { if (num_subresources % 64) { DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1); uint64_t mask_tail_qword = 0; for (uint8_t i = 0; i < num_subresources % 64; i++) { mask_tail_qword |= ((uint64_t)1 << i); } if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) { may_do_single_barrier = false; } } } } if (may_do_single_barrier) { // Second requisite is that the source state is the same for all. for (uint32_t i = 1; i < num_subresources; i++) { if (res_states->subresource_states[i] != res_states->subresource_states[0]) { may_do_single_barrier = false; break; } } if (may_do_single_barrier) { // Hurray!, we can do a single barrier (plus maybe a UAV one, too). bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS; bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch; uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1; if (res_barriers.size() < res_barriers_count + needed_barriers) { res_barriers.resize(res_barriers_count + needed_barriers); } if (needs_uav_barrier) { res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource); res_barriers_count++; res_states->last_batch_with_uav_barrier = res_barriers_batch; } if (res_states->subresource_states[0] != br.groups[0].states) { res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].states, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES); res_barriers_count++; } for (uint32_t i = 0; i < num_subresources; i++) { res_states->subresource_states[i] = br.groups[0].states; } } } } if (!may_do_single_barrier) { for (uint8_t i = 0; i < br.groups_count; i++) { const BarrierRequest::Group &g = E.value.groups[i]; if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) { continue; } uint32_t subresource = 0; do { uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64)); uint8_t subres_qword = subresource / 64; if (likely(g.subres_mask[subres_qword] == 0)) { subresource += 64; continue; } if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) { subresource++; continue; } D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource]; bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS; bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch; uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes; if (res_barriers.size() < res_barriers_count + needed_barriers) { res_barriers.resize(res_barriers_count + needed_barriers); } if (needs_uav_barrier) { res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource); res_barriers_count++; res_states->last_batch_with_uav_barrier = res_barriers_batch; } if (*curr_state != g.states) { for (uint8_t k = 0; k < br.planes; k++) { res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources); res_barriers_count++; } } *curr_state = g.states; subresource++; } while (subresource < num_subresources); } } } if (res_barriers_count) { p_cmd_list->ResourceBarrier(res_barriers_count, res_barriers.ptr()); res_barriers_requests.clear(); } #ifdef DEBUG_COUNT_BARRIERS frame_barriers_count += res_barriers_count; frame_barriers_batches_count++; frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start; #endif res_barriers_count = 0; res_barriers_batch++; } /*****************/ /**** BUFFERS ****/ /*****************/ RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField p_usage, MemoryAllocationType p_allocation_type) { // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec // but also if you give a rounded size at that point because it will extend beyond the // memory of the resource. Therefore, it seems the only way is to create it with a // rounded size. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)); if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) { resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; } else { resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE; } D3D12MA::ALLOCATION_DESC allocation_desc = {}; allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT; D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COPY_DEST; switch (p_allocation_type) { case MEMORY_ALLOCATION_TYPE_CPU: { bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT); bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT); if (is_src && !is_dst) { // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD; initial_state = D3D12_RESOURCE_STATE_GENERIC_READ; } if (is_dst && !is_src) { // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK; } } break; case MEMORY_ALLOCATION_TYPE_GPU: { #ifdef USE_SMALL_ALLOCS_POOL if (p_size <= SMALL_ALLOCATION_MAX_SIZE) { allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS); } #endif } break; } ComPtr buffer; ComPtr allocation; HRESULT res = allocator->CreateResource( &allocation_desc, &resource_desc, initial_state, nullptr, allocation.GetAddressOf(), IID_PPV_ARGS(buffer.GetAddressOf())); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + "."); // Bookkeep. BufferInfo *buf_info = VersatileResource::allocate(resources_allocator); buf_info->resource = buffer.Get(); buf_info->owner_info.resource = buffer; buf_info->owner_info.allocation = allocation; buf_info->owner_info.states.subresource_states.push_back(initial_state); buf_info->states_ptr = &buf_info->owner_info.states; buf_info->size = p_size; buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS); buf_info->flags.is_for_upload = allocation_desc.HeapType == D3D12_HEAP_TYPE_UPLOAD; return BufferID(buf_info); } bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) { BufferInfo *buf_info = (BufferInfo *)p_buffer.id; buf_info->texel_format = p_format; return true; } void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) { BufferInfo *buf_info = (BufferInfo *)p_buffer.id; VersatileResource::free(resources_allocator, buf_info); } uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) { const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id; return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0; } uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) { const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id; void *data_ptr = nullptr; HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); return (uint8_t *)data_ptr; } void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) { const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id; buf_info->resource->Unmap(0, &VOID_RANGE); } /*****************/ /**** TEXTURE ****/ /*****************/ static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = { D3D12_SRV_DIMENSION_TEXTURE1D, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_SRV_DIMENSION_TEXTURE3D, D3D12_SRV_DIMENSION_TEXTURECUBE, D3D12_SRV_DIMENSION_TEXTURE1DARRAY, D3D12_SRV_DIMENSION_TEXTURE2DARRAY, D3D12_SRV_DIMENSION_TEXTURECUBEARRAY, }; static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = { D3D12_SRV_DIMENSION_UNKNOWN, D3D12_SRV_DIMENSION_TEXTURE2DMS, D3D12_SRV_DIMENSION_UNKNOWN, D3D12_SRV_DIMENSION_UNKNOWN, D3D12_SRV_DIMENSION_UNKNOWN, D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY, D3D12_SRV_DIMENSION_UNKNOWN, }; static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = { D3D12_UAV_DIMENSION_TEXTURE1D, D3D12_UAV_DIMENSION_TEXTURE2D, D3D12_UAV_DIMENSION_TEXTURE3D, D3D12_UAV_DIMENSION_TEXTURE2DARRAY, D3D12_UAV_DIMENSION_TEXTURE1DARRAY, D3D12_UAV_DIMENSION_TEXTURE2DARRAY, D3D12_UAV_DIMENSION_TEXTURE2DARRAY, }; uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView p_formats) { uint32_t common = UINT32_MAX; for (uint32_t i = 0; i < p_formats.size(); i++) { if (format_sample_counts_mask_cache.has(p_formats[i])) { common &= format_sample_counts_mask_cache[p_formats[i]]; } else { D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {}; msql.Format = p_formats[i]; uint32_t mask = 0; for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) { msql.SampleCount = (UINT)samples; HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql)); if (SUCCEEDED(res) && msql.NumQualityLevels) { int bit = get_shift_from_power_of_2(samples); ERR_FAIL_COND_V(bit == -1, 1); mask |= (uint32_t)(1 << bit); } } format_sample_counts_mask_cache.insert(p_formats[i], mask); common &= mask; } } if (common == UINT32_MAX) { return 1; } else { return ((uint32_t)1 << nearest_shift(common)); } } UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) { UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle; D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = { D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle), D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle), D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle), D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle), }; return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r], p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g], p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b], p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]); } UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField p_aspect_bits) { TextureAspect aspect = TEXTURE_ASPECT_MAX; if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) { DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX); aspect = TEXTURE_ASPECT_COLOR; } if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) { DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX); aspect = TEXTURE_ASPECT_DEPTH; } if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) { DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX); aspect = TEXTURE_ASPECT_STENCIL; } DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX); return _compute_plane_slice(p_format, aspect); } UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) { switch (p_aspect) { case TEXTURE_ASPECT_COLOR: // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case). return 0; case TEXTURE_ASPECT_DEPTH: // The plane must be 0 for the color or depth aspect return 0; case TEXTURE_ASPECT_STENCIL: // The plane may be 0 for the stencil aspect (if the format is stencil-only), or 1 (if the format is depth-stencil; other cases are ill). return format_get_plane_count(p_format) == 2 ? 1 : 0; default: DEV_ASSERT(false); return 0; } } void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) { uint32_t planes = 1; if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { planes = format_get_plane_count(p_tex_info->format); } D3D12_DISCARD_REGION dr = {}; dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1; dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect; dr.FirstSubresource = UINT_MAX; dr.NumSubresources = 0; for (uint32_t u = 0; u < planes; u++) { for (uint32_t v = 0; v < p_tex_info->layers; v++) { for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) { UINT subresource = D3D12CalcSubresource( p_tex_info->base_mip + w, p_tex_info->base_layer + v, u, p_tex_info->desc.MipLevels, p_tex_info->desc.ArraySize()); if (dr.NumSubresources == 0) { dr.FirstSubresource = subresource; dr.NumSubresources = 1; } else if (dr.FirstSubresource + dr.NumSubresources == subresource) { dr.NumSubresources++; } else { p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr); dr.FirstSubresource = subresource; dr.NumSubresources = 1; } } } } if (dr.NumSubresources) { p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr); } } RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) { // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed. CD3DX12_RESOURCE_DESC1 resource_desc = {}; resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type]; resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible. resource_desc.Width = p_format.width; resource_desc.Height = p_format.height; resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers; resource_desc.MipLevels = p_format.mipmaps; // Format. bool cross_family_sharing = false; bool relaxed_casting_available = false; DXGI_FORMAT *relaxed_casting_formats = nullptr; uint32_t relaxed_casting_format_count = 0; { resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family; // If views of different families are wanted, special setup is needed for proper sharing among them. // Two options here: // 1. If ID3DDevice10 is present and driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA). // 2. Otherwise, fall back to an approach based on abusing aliasing, hoping for the best. [[CROSS_FAMILY_ALIASING]] if (p_format.shareable_formats.size()) { if (context->get_format_capabilities().relaxed_casting_supported) { ComPtr device_10; device->QueryInterface(device_10.GetAddressOf()); if (device_10) { relaxed_casting_available = true; relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size()); relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format; relaxed_casting_format_count++; } } } HashMap aliases_forbidden_flags; for (int i = 0; i < p_format.shareable_formats.size(); i++) { DataFormat curr_format = p_format.shareable_formats[i]; String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'"; ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported."); if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) { cross_family_sharing = true; if (!relaxed_casting_available) { break; } relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format; relaxed_casting_format_count++; } } if (cross_family_sharing && !relaxed_casting_available) { // At least guarantee the same layout among aliases. resource_desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE; // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout. if (p_format.texture_type == TEXTURE_TYPE_1D) { ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture."); } if (p_format.samples != TEXTURE_SAMPLES_1) { ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture."); } if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) { ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture."); } if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) { ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture."); } } } // Usage. if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) { resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; } else { if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT)) { resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV. } } if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) { resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; } if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) { resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; } if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT)) { // For VRS images we can't use the typeless format. resource_desc.Format = DXGI_FORMAT_R8_UINT; } resource_desc.SampleDesc = {}; DXGI_FORMAT format_to_test = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) ? RD_TO_D3D12_FORMAT[p_format.format].dsv_format : RD_TO_D3D12_FORMAT[p_format.format].general_format; if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) { resource_desc.SampleDesc.Count = MIN( _find_max_common_supported_sample_count(format_to_test), TEXTURE_SAMPLES_COUNT[p_format.samples]); } else { // No MSAA in D3D12 if storage. May have become possible recently where supported, though. resource_desc.SampleDesc.Count = 1; } resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN; // Create. D3D12MA::ALLOCATION_DESC allocation_desc = {}; if (cross_family_sharing && !relaxed_casting_available) { allocation_desc.Flags = D3D12MA::ALLOCATION_FLAG_CAN_ALIAS; } allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT; if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) { allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES; } else { allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES; } if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) { allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS; } #ifdef USE_SMALL_ALLOCS_POOL uint32_t width = 0, height = 0; uint32_t image_size = get_image_format_required_size(p_format.format, p_format.width, p_format.height, p_format.depth, p_format.mipmaps, &width, &height); if (image_size <= SMALL_ALLOCATION_MAX_SIZE) { allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, allocation_desc.ExtraHeapFlags); } #endif D3D12_RESOURCE_STATES initial_state = {}; ID3D12Resource *texture = nullptr; ComPtr main_texture; ComPtr allocation; static const FLOAT black[4] = {}; D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black); D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr; { HRESULT res = E_FAIL; if (cross_family_sharing && relaxed_casting_available) { res = allocator->CreateResource3( &allocation_desc, &resource_desc, D3D12_BARRIER_LAYOUT_COMMON, // Needed for barrier interop. clear_value_ptr, relaxed_casting_format_count, relaxed_casting_formats, allocation.GetAddressOf(), IID_PPV_ARGS(main_texture.GetAddressOf())); initial_state = D3D12_RESOURCE_STATE_COMMON; // Needed for barrier interop. } else { res = allocator->CreateResource( &allocation_desc, (D3D12_RESOURCE_DESC *)&resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, clear_value_ptr, allocation.GetAddressOf(), IID_PPV_ARGS(main_texture.GetAddressOf())); initial_state = D3D12_RESOURCE_STATE_COPY_DEST; } ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); texture = main_texture.Get(); } // Describe views. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {}; { srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; srv_desc.ViewDimension = p_format.samples == TEXTURE_SAMPLES_1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[p_format.texture_type] : RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[p_format.texture_type]; srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view); switch (srv_desc.ViewDimension) { case D3D12_SRV_DIMENSION_TEXTURE1D: { srv_desc.Texture1D.MipLevels = p_format.mipmaps; } break; case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: { srv_desc.Texture1DArray.MipLevels = p_format.mipmaps; srv_desc.Texture1DArray.ArraySize = p_format.array_layers; } break; case D3D12_SRV_DIMENSION_TEXTURE2D: { srv_desc.Texture2D.MipLevels = p_format.mipmaps; } break; case D3D12_SRV_DIMENSION_TEXTURE2DMS: { } break; case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: { srv_desc.Texture2DArray.MipLevels = p_format.mipmaps; srv_desc.Texture2DArray.ArraySize = p_format.array_layers; } break; case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: { srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers; } break; case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: { srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps; srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6; } break; case D3D12_SRV_DIMENSION_TEXTURE3D: { srv_desc.Texture3D.MipLevels = p_format.mipmaps; } break; case D3D12_SRV_DIMENSION_TEXTURECUBE: { srv_desc.TextureCube.MipLevels = p_format.mipmaps; } break; default: { } } } D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {}; { main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format; main_uav_desc.ViewDimension = p_format.samples == TEXTURE_SAMPLES_1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[p_format.texture_type] : D3D12_UAV_DIMENSION_UNKNOWN; switch (main_uav_desc.ViewDimension) { case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: { main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers; } break; case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: { // Either for an actual 2D texture array, cubemap or cubemap array. main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers; } break; case D3D12_UAV_DIMENSION_TEXTURE3D: { main_uav_desc.Texture3D.WSize = p_format.depth; } break; default: { } } } D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc; uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; // Create aliases if needed. [[CROSS_FAMILY_ALIASING]] using AliasEntry = Pair; AliasEntry *aliases = nullptr; uint32_t alias_count = 0; if (cross_family_sharing && !relaxed_casting_available) { aliases = ALLOCA_ARRAY(AliasEntry, p_format.shareable_formats.size()); for (int i = 0; i < p_format.shareable_formats.size(); i++) { DataFormat curr_format = p_format.shareable_formats[i]; DXGI_FORMAT format_family = RD_TO_D3D12_FORMAT[curr_format].family; if (format_family == RD_TO_D3D12_FORMAT[p_format.format].family) { continue; } D3D12_RESOURCE_DESC alias_resource_desc = *(D3D12_RESOURCE_DESC *)&resource_desc; alias_resource_desc.Format = format_family; clear_value.Format = format_family; if ((alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) { if (!texture_get_usages_supported_by_format(curr_format, false).has_flag(TEXTURE_USAGE_STORAGE_BIT)) { alias_resource_desc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; } } ID3D12Resource *alias = nullptr; HRESULT res = allocator->CreateAliasingResource( allocation.Get(), 0, &alias_resource_desc, initial_state, (alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? clear_value_ptr : nullptr, IID_PPV_ARGS(&alias)); if (!SUCCEEDED(res)) { for (uint32_t j = 0; j < alias_count; j++) { aliases[j].second->Release(); } ERR_FAIL_V_MSG(TextureID(), "CreateAliasingResource failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); } aliases[alias_count] = AliasEntry(format_family, alias); alias_count++; if (curr_format == p_view.format) { texture = alias; } } } // Bookkeep. TextureInfo *tex_info = VersatileResource::allocate(resources_allocator); tex_info->resource = texture; tex_info->owner_info.resource = main_texture; tex_info->owner_info.allocation = allocation; tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers); for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) { tex_info->owner_info.states.subresource_states[i] = initial_state; } tex_info->states_ptr = &tex_info->owner_info.states; tex_info->format = p_format.format; tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc; tex_info->base_layer = 0; tex_info->layers = resource_desc.ArraySize(); tex_info->base_mip = 0; tex_info->mipmaps = resource_desc.MipLevels; tex_info->view_descs.srv = srv_desc; tex_info->view_descs.uav = uav_desc; tex_info->main_texture = main_texture.Get(); tex_info->aliasing_hack.main_uav_desc = main_uav_desc; if (alias_count) { for (uint32_t i = 0; i < alias_count; i++) { tex_info->aliasing_hack.owner_info.aliases.insert(aliases[i].first, aliases[i].second); } } return TextureID(tex_info); } RDD::TextureID RenderingDeviceDriverD3D12::texture_create_from_extension(uint64_t p_native_texture, TextureType p_type, DataFormat p_format, uint32_t p_array_layers, bool p_depth_stencil) { ERR_FAIL_V_MSG(TextureID(), "Unimplemented!"); } RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) { const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id; #ifdef DEBUG_ENABLED ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID()); #endif ID3D12Resource *texture = nullptr; if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) { texture = owner_tex_info->resource; } else { texture = owner_tex_info->main_texture; for (const KeyValue> &E : owner_tex_info->aliasing_hack.owner_info.aliases) { if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) { texture = E.value.Get(); break; } } } // Describe views. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv; { srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view); } D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav; { uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; } // Bookkeep. TextureInfo *tex_info = VersatileResource::allocate(resources_allocator); tex_info->resource = texture; tex_info->states_ptr = owner_tex_info->states_ptr; tex_info->format = p_view.format; tex_info->desc = owner_tex_info->desc; tex_info->base_layer = owner_tex_info->base_layer; tex_info->layers = owner_tex_info->layers; tex_info->base_mip = owner_tex_info->base_mip; tex_info->mipmaps = owner_tex_info->mipmaps; tex_info->view_descs.srv = srv_desc; tex_info->view_descs.uav = uav_desc; tex_info->main_texture = owner_tex_info->main_texture; tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc; return TextureID(tex_info); } RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) { const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id; #ifdef DEBUG_ENABLED ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID()); #endif // Find appropriate resource instance. ID3D12Resource *texture = nullptr; if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) { texture = owner_tex_info->resource; } else { texture = owner_tex_info->main_texture; for (const KeyValue> &E : owner_tex_info->aliasing_hack.owner_info.aliases) { if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) { texture = E.value.Get(); break; } } } // Describe views. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv; { srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view); } D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav; { uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; } // Complete description with slicing. // (Leveraging aliasing in members of the union as much as possible.) srv_desc.Texture1D.MostDetailedMip = p_mipmap; srv_desc.Texture1D.MipLevels = 1; uav_desc.Texture1D.MipSlice = p_mipmap; switch (p_slice_type) { case TEXTURE_SLICE_2D: { if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) { DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D); } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) { DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN); } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer)) || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) { srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; srv_desc.Texture2DArray.FirstArraySlice = p_layer; srv_desc.Texture2DArray.ArraySize = 1; srv_desc.Texture2DArray.PlaneSlice = 0; srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY; uav_desc.Texture2DArray.FirstArraySlice = p_layer; uav_desc.Texture2DArray.ArraySize = 1; uav_desc.Texture2DArray.PlaneSlice = 0; } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) { srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; srv_desc.Texture2DMSArray.FirstArraySlice = p_layer; srv_desc.Texture2DMSArray.ArraySize = 1; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN; } else { DEV_ASSERT(false); } } break; case TEXTURE_SLICE_CUBEMAP: { if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE) { DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY); } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) { srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE; DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY); uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY; uav_desc.Texture2DArray.FirstArraySlice = 0; uav_desc.Texture2DArray.ArraySize = 6; uav_desc.Texture2DArray.PlaneSlice = 0; } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) { srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY; srv_desc.TextureCubeArray.First2DArrayFace = p_layer; srv_desc.TextureCubeArray.NumCubes = 1; srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f; DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY); uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY; uav_desc.Texture2DArray.FirstArraySlice = p_layer; uav_desc.Texture2DArray.ArraySize = 6; uav_desc.Texture2DArray.PlaneSlice = 0; } else { DEV_ASSERT(false); } } break; case TEXTURE_SLICE_3D: { DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D); DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D); uav_desc.Texture3D.WSize = -1; } break; case TEXTURE_SLICE_2D_ARRAY: { DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY); srv_desc.Texture2DArray.FirstArraySlice = p_layer; srv_desc.Texture2DArray.ArraySize = p_layers; DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY); uav_desc.Texture2DArray.FirstArraySlice = p_layer; uav_desc.Texture2DArray.ArraySize = p_layers; } break; } // Bookkeep. TextureInfo *tex_info = VersatileResource::allocate(resources_allocator); tex_info->resource = texture; tex_info->states_ptr = owner_tex_info->states_ptr; tex_info->format = p_view.format; tex_info->desc = owner_tex_info->desc; tex_info->base_layer = p_layer; tex_info->layers = p_layers; tex_info->base_mip = p_mipmap; tex_info->mipmaps = p_mipmaps; tex_info->view_descs.srv = srv_desc; tex_info->view_descs.uav = uav_desc; tex_info->main_texture = owner_tex_info->main_texture; tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc; return TextureID(tex_info); } void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) { TextureInfo *tex_info = (TextureInfo *)p_texture.id; VersatileResource::free(resources_allocator, tex_info); } uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) { const TextureInfo *tex_info = (const TextureInfo *)p_texture.id; return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0; } void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) { TextureInfo *tex_info = (TextureInfo *)p_texture.id; UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0); D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {}; UINT64 subresource_total_size = 0; device->GetCopyableFootprints( &tex_info->desc, subresource, 1, 0, &footprint, nullptr, nullptr, &subresource_total_size); *r_layout = {}; r_layout->offset = footprint.Offset; r_layout->size = subresource_total_size; r_layout->row_pitch = footprint.Footprint.RowPitch; r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth(); r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize(); } uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) { TextureInfo *tex_info = (TextureInfo *)p_texture.id; #ifdef DEBUG_ENABLED ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr); #endif UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect); UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane); void *data_ptr = nullptr; HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); tex_info->mapped_subresource = subresource; return (uint8_t *)data_ptr; } void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) { TextureInfo *tex_info = (TextureInfo *)p_texture.id; #ifdef DEBUG_ENABLED ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX); #endif tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE); tex_info->mapped_subresource = UINT_MAX; } BitField RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) { D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {}; srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format; HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support)); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now. D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {}; dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format; res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support)); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); // Everything supported by default makes an all-or-nothing check easier for the caller. BitField supported = INT64_MAX; // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1, // as long as the resource can be used as a texture, Sample() will work with point filter at least. // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed. // That's almost good for integer formats. The problem is that theoretically there may be // float formats that support LOAD but not SAMPLE fully, so this check will not detect // such a flaw in the format. Linearly interpolated sampling would just not work on them. if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) || RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) { supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT); } if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) { supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT); } if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) { supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT); } if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too? supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT); } if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least. supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT); } if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) { supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT); } return supported; } /*****************/ /**** SAMPLER ****/ /*****************/ static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = { D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE_MIRROR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_BORDER, D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE, }; static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 1 }, { 0, 0, 0, 1 }, { 1, 1, 1, 1 }, { 1, 1, 1, 1 }, }; RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) { uint32_t slot = UINT32_MAX; if (samplers.is_empty()) { // Adding a seemigly busy slot 0 makes things easier elsewhere. samplers.push_back({}); samplers.push_back({}); slot = 1; } else { for (uint32_t i = 1; i < samplers.size(); i++) { if (samplers[i].Filter == INT_MAX) { slot = i; break; } } if (slot == UINT32_MAX) { slot = samplers.size(); samplers.push_back({}); } } D3D12_SAMPLER_DESC &sampler_desc = samplers[slot]; if (p_state.use_anisotropy) { sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD); sampler_desc.MaxAnisotropy = p_state.anisotropy_max; } else { static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = { D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST. D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR. }; sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER( RD_FILTER_TYPE_TO_D3D12[p_state.min_filter], RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter], RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter], p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD); } sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_u]; sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_v]; sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_w]; for (int i = 0; i < 4; i++) { sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i]; } sampler_desc.MinLOD = p_state.min_lod; sampler_desc.MaxLOD = p_state.max_lod; sampler_desc.MipLODBias = p_state.lod_bias; sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER; // TODO: Emulate somehow? if (p_state.unnormalized_uvw) { WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported."); } return SamplerID(slot); } void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) { samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX; } bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) { D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {}; srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format; HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support)); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE); } /**********************/ /**** VERTEX ARRAY ****/ /**********************/ RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView p_vertex_attribs) { VertexFormatInfo *vf_info = VersatileResource::allocate(resources_allocator); vf_info->input_elem_descs.resize(p_vertex_attribs.size()); vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size()); for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) { vf_info->input_elem_descs[i] = {}; vf_info->input_elem_descs[i].SemanticName = "TEXCOORD"; vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location; vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format; vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)? vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset; if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) { vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; vf_info->input_elem_descs[i].InstanceDataStepRate = 1; } else { vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; vf_info->input_elem_descs[i].InstanceDataStepRate = 0; } vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride; } return VertexFormatID(vf_info); } void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) { VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id; VersatileResource::free(resources_allocator, vf_info); } /******************/ /**** BARRIERS ****/ /******************/ void RenderingDeviceDriverD3D12::command_pipeline_barrier( CommandBufferID p_cmd_buffer, BitField p_src_stages, BitField p_dst_stages, VectorView p_memory_barriers, VectorView p_buffer_barriers, VectorView p_texture_barriers) { if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) { // Looks like the intent is a a full barrier. // In the resource barriers world, we can force a full barrier by discarding some resource, as per // https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; cmd_buf_info->cmd_list->DiscardResource(frames[frame_idx].aux_resource->GetResource(), nullptr); } } /*************************/ /**** COMMAND BUFFERS ****/ /*************************/ // ----- POOL ----- RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandBufferType p_cmd_buffer_type) { last_command_pool_id.id++; return last_command_pool_id; } void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) { pools_command_buffers.erase(p_cmd_pool); } // ----- BUFFER ----- RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandBufferType p_cmd_buffer_type, CommandPoolID p_cmd_pool) { D3D12_COMMAND_LIST_TYPE list_type = p_cmd_buffer_type == COMMAND_BUFFER_TYPE_PRIMARY ? D3D12_COMMAND_LIST_TYPE_DIRECT : D3D12_COMMAND_LIST_TYPE_BUNDLE; ID3D12CommandAllocator *cmd_allocator = nullptr; { HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator)); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); } ID3D12GraphicsCommandList *cmd_list = nullptr; { ComPtr device_4; device->QueryInterface(device_4.GetAddressOf()); HRESULT res = E_FAIL; if (device_4) { res = device_4->CreateCommandList1(0, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list)); } else { res = device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list)); } ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); if (!device_4) { cmd_list->Close(); } } // Bookkeep CommandBufferInfo *cmd_buf_info = VersatileResource::allocate(resources_allocator); cmd_buf_info->cmd_allocator = cmd_allocator; cmd_buf_info->cmd_list = cmd_list; return CommandBufferID(cmd_buf_info); } bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; #ifdef DEBUG_ENABLED ERR_FAIL_COND_V(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_DIRECT, false); #endif HRESULT res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); return true; } bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; #ifdef DEBUG_ENABLED ERR_FAIL_COND_V(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_BUNDLE, false); #endif HRESULT res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); return true; } void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; HRESULT res = cmd_buf_info->cmd_list->Close(); ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); cmd_buf_info->graphics_pso = nullptr; cmd_buf_info->graphics_root_signature_crc = 0; cmd_buf_info->compute_pso = nullptr; cmd_buf_info->compute_root_signature_crc = 0; } void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView p_secondary_cmd_buffers) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; #ifdef DEBUG_ENABLED ERR_FAIL_COND(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_DIRECT); #endif for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) { const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id; #ifdef DEBUG_ENABLED ERR_FAIL_COND(secondary_cb_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_BUNDLE); #endif cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get()); } } /*********************/ /**** FRAMEBUFFER ****/ /*********************/ D3D12_RENDER_TARGET_VIEW_DESC RenderingDeviceDriverD3D12::_make_rtv_for_texture(const TextureInfo *p_texture_info, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases) { D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {}; rtv_desc.Format = p_texture_info->view_descs.srv.Format; switch (p_texture_info->view_descs.srv.ViewDimension) { case D3D12_SRV_DIMENSION_TEXTURE1D: { rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D; rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset; } break; case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: { rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY; rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset; rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset; rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers; } break; case D3D12_SRV_DIMENSION_TEXTURE2D: { rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset; rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice; } break; case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: { rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY; rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset; rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset; rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers; rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice; } break; case D3D12_SRV_DIMENSION_TEXTURE2DMS: { rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS; } break; case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: { rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY; rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset; rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers; } break; case D3D12_SRV_DIMENSION_TEXTURE3D: { rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D; rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset; rtv_desc.Texture3D.FirstWSlice = 0; rtv_desc.Texture3D.WSize = -1; } break; default: { DEV_ASSERT(false); } } return rtv_desc; } D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) { D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {}; dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format; dsv_desc.Flags = D3D12_DSV_FLAG_NONE; switch (p_texture_info->view_descs.srv.ViewDimension) { case D3D12_SRV_DIMENSION_TEXTURE1D: { dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D; dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip; } break; case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: { dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY; dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip; dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer; dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize; } break; case D3D12_SRV_DIMENSION_TEXTURE2D: { dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip; } break; case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: { dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY; dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip; dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer; dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize; } break; case D3D12_SRV_DIMENSION_TEXTURE2DMS: { dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS; dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine; } break; case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: { dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY; dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer; dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize; } break; default: { DEV_ASSERT(false); } } return dsv_desc; } RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView p_attachments, uint32_t p_width, uint32_t p_height) { // Pre-bookkeep. FramebufferInfo *fb_info = VersatileResource::allocate(resources_allocator); const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id; uint32_t num_color = 0; uint32_t num_depth_stencil = 0; for (uint32_t i = 0; i < p_attachments.size(); i++) { const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id; if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { num_color++; } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { num_depth_stencil++; } } uint32_t vrs_index = UINT32_MAX; for (const Subpass &E : pass_info->subpasses) { if (E.vrs_reference.attachment != AttachmentReference::UNUSED) { vrs_index = E.vrs_reference.attachment; } } if (num_color) { Error err = fb_info->rtv_heap.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false); if (err) { VersatileResource::free(resources_allocator, fb_info); ERR_FAIL_V(FramebufferID()); } } DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker(); if (num_depth_stencil) { Error err = fb_info->dsv_heap.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false); if (err) { VersatileResource::free(resources_allocator, fb_info); ERR_FAIL_V(FramebufferID()); } } DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker(); fb_info->attachments_handle_inds.resize(p_attachments.size()); fb_info->attachments.reserve(num_color + num_depth_stencil); uint32_t color_idx = 0; uint32_t depth_stencil_idx = 0; for (uint32_t i = 0; i < p_attachments.size(); i++) { const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id; if (fb_info->size.x == 0) { fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height); } if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX); device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle()); rtv_heap_walker.advance(); fb_info->attachments_handle_inds[i] = color_idx; fb_info->attachments.push_back(p_attachments[i]); color_idx++; } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info); device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle()); dsv_heap_walker.advance(); fb_info->attachments_handle_inds[i] = depth_stencil_idx; fb_info->attachments.push_back(p_attachments[i]); depth_stencil_idx++; } else if (i == vrs_index) { fb_info->vrs_attachment = p_attachments[i]; } else { DEV_ASSERT(false); } } DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx); DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX)); DEV_ASSERT(rtv_heap_walker.is_at_eof()); DEV_ASSERT(dsv_heap_walker.is_at_eof()); return FramebufferID(fb_info); } void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) { FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id; VersatileResource::free(resources_allocator, fb_info); } /****************/ /**** SHADER ****/ /****************/ static uint32_t SHADER_STAGES_BIT_OFFSET_INDICES[RenderingDevice::SHADER_STAGE_MAX] = { /* SHADER_STAGE_VERTEX */ 0, /* SHADER_STAGE_FRAGMENT */ 1, /* SHADER_STAGE_TESSELATION_CONTROL */ UINT32_MAX, /* SHADER_STAGE_TESSELATION_EVALUATION */ UINT32_MAX, /* SHADER_STAGE_COMPUTE */ 2, }; dxil_validator *RenderingDeviceDriverD3D12::_get_dxil_validator_for_current_thread() { MutexLock lock(dxil_mutex); int thread_idx = WorkerThreadPool::get_singleton()->get_thread_index(); if (dxil_validators.has(thread_idx)) { return dxil_validators[thread_idx]; } #ifdef DEV_ENABLED print_verbose("Creating DXIL validator for worker thread index " + itos(thread_idx)); #endif dxil_validator *dxil_validator = dxil_create_validator(nullptr); CRASH_COND(!dxil_validator); dxil_validators.insert(thread_idx, dxil_validator); return dxil_validator; } uint32_t RenderingDeviceDriverD3D12::_shader_patch_dxil_specialization_constant( PipelineSpecializationConstantType p_type, const void *p_value, const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES], HashMap> &r_stages_bytecodes, bool p_is_first_patch) { uint32_t patch_val = 0; switch (p_type) { case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT: { uint32_t int_value = *((const int *)p_value); ERR_FAIL_COND_V(int_value & (1 << 31), 0); patch_val = int_value; } break; case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL: { bool bool_value = *((const bool *)p_value); patch_val = (uint32_t)bool_value; } break; case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT: { uint32_t int_value = *((const int *)p_value); ERR_FAIL_COND_V(int_value & (1 << 31), 0); patch_val = (int_value >> 1); } break; } // For VBR encoding to encode the number of bits we expect (32), we need to set the MSB unconditionally. // However, signed VBR moves the MSB to the LSB, so setting the MSB to 1 wouldn't help. Therefore, // the bit we set to 1 is the one at index 30. patch_val |= (1 << 30); patch_val <<= 1; // What signed VBR does. auto tamper_bits = [](uint8_t *p_start, uint64_t p_bit_offset, uint64_t p_tb_value) -> uint64_t { uint64_t original = 0; uint32_t curr_input_byte = p_bit_offset / 8; uint8_t curr_input_bit = p_bit_offset % 8; auto get_curr_input_bit = [&]() -> bool { return ((p_start[curr_input_byte] >> curr_input_bit) & 1); }; auto move_to_next_input_bit = [&]() { if (curr_input_bit == 7) { curr_input_bit = 0; curr_input_byte++; } else { curr_input_bit++; } }; auto tamper_input_bit = [&](bool p_new_bit) { p_start[curr_input_byte] &= ~((uint8_t)1 << curr_input_bit); if (p_new_bit) { p_start[curr_input_byte] |= (uint8_t)1 << curr_input_bit; } }; uint8_t value_bit_idx = 0; for (uint32_t i = 0; i < 5; i++) { // 32 bits take 5 full bytes in VBR. for (uint32_t j = 0; j < 7; j++) { bool input_bit = get_curr_input_bit(); original |= (uint64_t)(input_bit ? 1 : 0) << value_bit_idx; tamper_input_bit((p_tb_value >> value_bit_idx) & 1); move_to_next_input_bit(); value_bit_idx++; } #ifdef DEV_ENABLED bool input_bit = get_curr_input_bit(); DEV_ASSERT((i < 4 && input_bit) || (i == 4 && !input_bit)); #endif move_to_next_input_bit(); } return original; }; uint32_t stages_patched_mask = 0; for (int stage = 0; stage < SHADER_STAGE_MAX; stage++) { if (!r_stages_bytecodes.has((ShaderStage)stage)) { continue; } uint64_t offset = p_stages_bit_offsets[SHADER_STAGES_BIT_OFFSET_INDICES[stage]]; if (offset == 0) { // This constant does not appear at this stage. continue; } Vector &bytecode = r_stages_bytecodes[(ShaderStage)stage]; #ifdef DEV_ENABLED uint64_t orig_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val); // Checking against the value the NIR patch should have set. DEV_ASSERT(!p_is_first_patch || ((orig_patch_val >> 1) & GODOT_NIR_SC_SENTINEL_MAGIC_MASK) == GODOT_NIR_SC_SENTINEL_MAGIC); uint64_t readback_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val); DEV_ASSERT(readback_patch_val == patch_val); #else tamper_bits(bytecode.ptrw(), offset, patch_val); #endif stages_patched_mask |= (1 << stage); } return stages_patched_mask; } bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants( const ShaderInfo *p_shader_info, VectorView p_specialization_constants, HashMap> &r_final_stages_bytecode) { // If something needs to be patched, COW will do the trick. r_final_stages_bytecode = p_shader_info->stages_bytecode; uint32_t stages_re_sign_mask = 0; for (uint32_t i = 0; i < p_specialization_constants.size(); i++) { const PipelineSpecializationConstant &psc = p_specialization_constants[i]; if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) { // This SC wasn't even in the original SPIR-V shader. continue; } for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) { if (psc.constant_id == sc.constant_id) { if (psc.int_value != sc.int_value) { stages_re_sign_mask |= _shader_patch_dxil_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false); } break; } } } // Re-sign patched stages. for (KeyValue> &E : r_final_stages_bytecode) { ShaderStage stage = E.key; if ((stages_re_sign_mask & (1 << stage))) { Vector &bytecode = E.value; bool sign_ok = _shader_sign_dxil_bytecode(stage, bytecode); ERR_FAIL_COND_V(!sign_ok, false); } } return true; } bool RenderingDeviceDriverD3D12::_shader_sign_dxil_bytecode(ShaderStage p_stage, Vector &r_dxil_blob) { dxil_validator *validator = _get_dxil_validator_for_current_thread(); char *err = nullptr; bool res = dxil_validate_module(validator, r_dxil_blob.ptrw(), r_dxil_blob.size(), &err); if (!res) { if (err) { ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed:\n" + String(err)); } else { ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed."); } } return true; } String RenderingDeviceDriverD3D12::shader_get_binary_cache_key() { return "D3D12-SV" + uitos(ShaderBinary::VERSION) + "-" + itos(context->get_shader_capabilities().shader_model); } Vector RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(VectorView p_spirv, const String &p_shader_name) { ShaderReflection shader_refl; if (_reflect_spirv(p_spirv, shader_refl) != OK) { return Vector(); } // Collect reflection data into binary data. ShaderBinary::Data binary_data; Vector> sets_bindings; Vector specialization_constants; { binary_data.vertex_input_mask = shader_refl.vertex_input_mask; binary_data.fragment_output_mask = shader_refl.fragment_output_mask; binary_data.specialization_constants_count = shader_refl.specialization_constants.size(); binary_data.is_compute = shader_refl.is_compute; binary_data.compute_local_size[0] = shader_refl.compute_local_size[0]; binary_data.compute_local_size[1] = shader_refl.compute_local_size[1]; binary_data.compute_local_size[2] = shader_refl.compute_local_size[2]; binary_data.set_count = shader_refl.uniform_sets.size(); binary_data.push_constant_size = shader_refl.push_constant_size; binary_data.nir_runtime_data_root_param_idx = UINT32_MAX; binary_data.stage_count = p_spirv.size(); for (const Vector &spirv_set : shader_refl.uniform_sets) { Vector bindings; for (const ShaderUniform &spirv_uniform : spirv_set) { ShaderBinary::DataBinding binding; binding.type = (uint32_t)spirv_uniform.type; binding.binding = spirv_uniform.binding; binding.stages = (uint32_t)spirv_uniform.stages; binding.length = spirv_uniform.length; binding.writable = (uint32_t)spirv_uniform.writable; bindings.push_back(binding); } sets_bindings.push_back(bindings); } for (const ShaderSpecializationConstant &spirv_sc : shader_refl.specialization_constants) { ShaderBinary::SpecializationConstant spec_constant; spec_constant.type = (uint32_t)spirv_sc.type; spec_constant.constant_id = spirv_sc.constant_id; spec_constant.int_value = spirv_sc.int_value; spec_constant.stage_flags = spirv_sc.stages; specialization_constants.push_back(spec_constant); binary_data.spirv_specialization_constants_ids_mask |= (1 << spirv_sc.constant_id); } } // Translate SPIR-V shaders to DXIL, and collect shader info from the new representation. HashMap> dxil_blobs; BitField stages_processed; { HashMap stages_nir_shaders; auto free_nir_shaders = [&]() { for (KeyValue &E : stages_nir_shaders) { ralloc_free(E.value); } stages_nir_shaders.clear(); }; // This is based on spirv2dxil.c. May need updates when it changes. // Also, this has to stay around until after linking. nir_shader_compiler_options nir_options = *dxil_get_nir_compiler_options(); nir_options.lower_base_vertex = false; dxil_spirv_runtime_conf dxil_runtime_conf = {}; dxil_runtime_conf.runtime_data_cbv.register_space = RUNTIME_DATA_SPACE; dxil_runtime_conf.runtime_data_cbv.base_shader_register = RUNTIME_DATA_REGISTER; dxil_runtime_conf.push_constant_cbv.register_space = ROOT_CONSTANT_SPACE; dxil_runtime_conf.push_constant_cbv.base_shader_register = ROOT_CONSTANT_REGISTER; dxil_runtime_conf.zero_based_vertex_instance_id = true; dxil_runtime_conf.zero_based_compute_workgroup_id = true; dxil_runtime_conf.declared_read_only_images_as_srvs = true; // Making this explicit to let maintainers know that in practice this didn't improve performance, // probably because data generated by one shader and consumed by another one forces the resource // to transition from UAV to SRV, and back, instead of being an UAV all the time. // In case someone wants to try, care must be taken so in case of incompatible bindings across stages // happen as a result, all the stages are re-translated. That can happen if, for instance, a stage only // uses an allegedly writable resource only for reading but the next stage doesn't. dxil_runtime_conf.inferred_read_only_images_as_srvs = false; // - Translate SPIR-V to NIR. for (uint32_t i = 0; i < p_spirv.size(); i++) { ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage; ShaderStage stage_flag = (ShaderStage)(1 << p_spirv[i].shader_stage); stages_processed.set_flag(stage_flag); { const char *entry_point = "main"; static const gl_shader_stage SPIRV_TO_MESA_STAGES[SHADER_STAGE_MAX] = { /* SHADER_STAGE_VERTEX */ MESA_SHADER_VERTEX, /* SHADER_STAGE_FRAGMENT */ MESA_SHADER_FRAGMENT, /* SHADER_STAGE_TESSELATION_CONTROL */ MESA_SHADER_TESS_CTRL, /* SHADER_STAGE_TESSELATION_EVALUATION */ MESA_SHADER_TESS_EVAL, /* SHADER_STAGE_COMPUTE */ MESA_SHADER_COMPUTE, }; nir_shader *shader = spirv_to_nir( (const uint32_t *)p_spirv[i].spirv.ptr(), p_spirv[i].spirv.size() / sizeof(uint32_t), nullptr, 0, SPIRV_TO_MESA_STAGES[stage], entry_point, dxil_spirv_nir_get_spirv_options(), &nir_options); if (!shader) { free_nir_shaders(); ERR_FAIL_V_MSG(Vector(), "Shader translation (step 1) at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed."); } #ifdef DEV_ENABLED nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler"); #endif if (stage == SHADER_STAGE_VERTEX) { dxil_runtime_conf.yz_flip.y_mask = 0xffff; dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL; } else { dxil_runtime_conf.yz_flip.y_mask = 0; dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_YZ_FLIP_NONE; } // This is based on spirv2dxil.c. May need updates when it changes. dxil_spirv_nir_prep(shader); bool requires_runtime_data = {}; dxil_spirv_nir_passes(shader, &dxil_runtime_conf, &requires_runtime_data); stages_nir_shaders[stage] = shader; } } // - Link NIR shaders. for (int i = SHADER_STAGE_MAX - 1; i >= 0; i--) { if (!stages_nir_shaders.has(i)) { continue; } nir_shader *shader = stages_nir_shaders[i]; nir_shader *prev_shader = nullptr; for (int j = i - 1; j >= 0; j--) { if (stages_nir_shaders.has(j)) { prev_shader = stages_nir_shaders[j]; break; } } if (prev_shader) { bool requires_runtime_data = {}; dxil_spirv_nir_link(shader, prev_shader, &dxil_runtime_conf, &requires_runtime_data); } } // - Translate NIR to DXIL. for (uint32_t i = 0; i < p_spirv.size(); i++) { ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage; struct ShaderData { ShaderStage stage; ShaderBinary::Data &binary_data; Vector> &sets_bindings; Vector &specialization_constants; } shader_data{ stage, binary_data, sets_bindings, specialization_constants }; GodotNirCallbacks godot_nir_callbacks = {}; godot_nir_callbacks.data = &shader_data; godot_nir_callbacks.report_resource = [](uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data) { ShaderData &shader_data_in = *(ShaderData *)p_data; // Types based on Mesa's dxil_container.h. static const uint32_t DXIL_RES_SAMPLER = 1; static const ResourceClass DXIL_TYPE_TO_CLASS[] = { /* DXIL_RES_INVALID */ RES_CLASS_INVALID, /* DXIL_RES_SAMPLER */ RES_CLASS_INVALID, // Handling sampler as a flag. /* DXIL_RES_CBV */ RES_CLASS_CBV, /* DXIL_RES_SRV_TYPED */ RES_CLASS_SRV, /* DXIL_RES_SRV_RAW */ RES_CLASS_SRV, /* DXIL_RES_SRV_STRUCTURED */ RES_CLASS_SRV, /* DXIL_RES_UAV_TYPED */ RES_CLASS_UAV, /* DXIL_RES_UAV_RAW */ RES_CLASS_UAV, /* DXIL_RES_UAV_STRUCTURED */ RES_CLASS_UAV, /* DXIL_RES_UAV_STRUCTURED_WITH_COUNTER */ RES_CLASS_INVALID, }; DEV_ASSERT(p_dxil_type < ARRAY_SIZE(DXIL_TYPE_TO_CLASS)); ResourceClass res_class = DXIL_TYPE_TO_CLASS[p_dxil_type]; if (p_register == ROOT_CONSTANT_REGISTER && p_space == ROOT_CONSTANT_SPACE) { DEV_ASSERT(res_class == RES_CLASS_CBV); shader_data_in.binary_data.dxil_push_constant_stages |= (1 << shader_data_in.stage); } else if (p_register == RUNTIME_DATA_REGISTER && p_space == RUNTIME_DATA_SPACE) { DEV_ASSERT(res_class == RES_CLASS_CBV); shader_data_in.binary_data.nir_runtime_data_root_param_idx = 1; // Temporary, to be determined later. } else { DEV_ASSERT(p_space == 0); uint32_t set = p_register / GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER; uint32_t binding = (p_register % GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER) / GODOT_NIR_BINDING_MULTIPLIER; DEV_ASSERT(set < (uint32_t)shader_data_in.sets_bindings.size()); bool found = false; for (int j = 0; j < shader_data_in.sets_bindings[set].size(); j++) { if (shader_data_in.sets_bindings[set][j].binding != binding) { continue; } ShaderBinary::DataBinding &binding_info = shader_data_in.sets_bindings.write[set].write[j]; binding_info.dxil_stages |= (1 << shader_data_in.stage); if (res_class != RES_CLASS_INVALID) { DEV_ASSERT(binding_info.res_class == (uint32_t)RES_CLASS_INVALID || binding_info.res_class == (uint32_t)res_class); binding_info.res_class = res_class; } else if (p_dxil_type == DXIL_RES_SAMPLER) { binding_info.has_sampler = (uint32_t) true; } else { CRASH_NOW(); } found = true; break; } DEV_ASSERT(found); } }; godot_nir_callbacks.report_sc_bit_offset_fn = [](uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data) { ShaderData &shader_data_in = *(ShaderData *)p_data; bool found = false; for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) { if (shader_data_in.specialization_constants[j].constant_id != p_sc_id) { continue; } uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage]; DEV_ASSERT(shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0); shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] = p_bit_offset; found = true; break; } DEV_ASSERT(found); }; godot_nir_callbacks.report_bitcode_bit_offset_fn = [](uint64_t p_bit_offset, void *p_data) { DEV_ASSERT(p_bit_offset % 8 == 0); ShaderData &shader_data_in = *(ShaderData *)p_data; uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage]; for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) { if (shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0) { // This SC has been optimized out from this stage. continue; } shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] += p_bit_offset; } }; auto shader_model_d3d_to_dxil = [](D3D_SHADER_MODEL p_d3d_shader_model) -> dxil_shader_model { static_assert(SHADER_MODEL_6_0 == 0x60000); static_assert(SHADER_MODEL_6_3 == 0x60003); static_assert(D3D_SHADER_MODEL_6_0 == 0x60); static_assert(D3D_SHADER_MODEL_6_3 == 0x63); return (dxil_shader_model)((p_d3d_shader_model >> 4) * 0x10000 + (p_d3d_shader_model & 0xf)); }; nir_to_dxil_options nir_to_dxil_options = {}; nir_to_dxil_options.environment = DXIL_ENVIRONMENT_VULKAN; nir_to_dxil_options.shader_model_max = shader_model_d3d_to_dxil(context->get_shader_capabilities().shader_model); nir_to_dxil_options.validator_version_max = dxil_get_validator_version(_get_dxil_validator_for_current_thread()); nir_to_dxil_options.godot_nir_callbacks = &godot_nir_callbacks; dxil_logger logger = {}; logger.log = [](void *p_priv, const char *p_msg) { #ifdef DEBUG_ENABLED print_verbose(p_msg); #endif }; blob dxil_blob = {}; bool ok = nir_to_dxil(stages_nir_shaders[stage], &nir_to_dxil_options, &logger, &dxil_blob); ralloc_free(stages_nir_shaders[stage]); stages_nir_shaders.erase(stage); if (!ok) { free_nir_shaders(); ERR_FAIL_V_MSG(Vector(), "Shader translation at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed."); } Vector blob_copy; blob_copy.resize(dxil_blob.size); memcpy(blob_copy.ptrw(), dxil_blob.data, dxil_blob.size); blob_finish(&dxil_blob); dxil_blobs.insert(stage, blob_copy); } } #if 0 if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) { Ref f = FileAccess::open("res://1.dxil", FileAccess::WRITE); f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size()); } #endif // Patch with default values of specialization constants. if (specialization_constants.size()) { for (const ShaderBinary::SpecializationConstant &sc : specialization_constants) { _shader_patch_dxil_specialization_constant((PipelineSpecializationConstantType)sc.type, &sc.int_value, sc.stages_bit_offsets, dxil_blobs, true); } #if 0 if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) { Ref f = FileAccess::open("res://2.dxil", FileAccess::WRITE); f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size()); } #endif } // Sign. for (KeyValue> &E : dxil_blobs) { ShaderStage stage = E.key; Vector &dxil_blob = E.value; bool sign_ok = _shader_sign_dxil_bytecode(stage, dxil_blob); ERR_FAIL_COND_V(!sign_ok, Vector()); } // Build the root signature. ComPtr root_sig_blob; { auto stages_to_d3d12_visibility = [](uint32_t p_stages_mask) -> D3D12_SHADER_VISIBILITY { switch (p_stages_mask) { case SHADER_STAGE_VERTEX_BIT: { return D3D12_SHADER_VISIBILITY_VERTEX; } case SHADER_STAGE_FRAGMENT_BIT: { return D3D12_SHADER_VISIBILITY_PIXEL; } default: { return D3D12_SHADER_VISIBILITY_ALL; } } }; LocalVector root_params; // Root (push) constants. if (binary_data.dxil_push_constant_stages) { CD3DX12_ROOT_PARAMETER1 push_constant; push_constant.InitAsConstants( binary_data.push_constant_size / sizeof(uint32_t), ROOT_CONSTANT_REGISTER, ROOT_CONSTANT_SPACE, stages_to_d3d12_visibility(binary_data.dxil_push_constant_stages)); root_params.push_back(push_constant); } // NIR-DXIL runtime data. if (binary_data.nir_runtime_data_root_param_idx == 1) { // Set above to 1 when discovering runtime data is needed. DEV_ASSERT(!binary_data.is_compute); // Could be supported if needed, but it's pointless as of now. binary_data.nir_runtime_data_root_param_idx = root_params.size(); CD3DX12_ROOT_PARAMETER1 nir_runtime_data; nir_runtime_data.InitAsConstants( sizeof(dxil_spirv_vertex_runtime_data) / sizeof(uint32_t), RUNTIME_DATA_REGISTER, RUNTIME_DATA_SPACE, D3D12_SHADER_VISIBILITY_VERTEX); root_params.push_back(nir_runtime_data); } // Descriptor tables (up to two per uniform set, for resources and/or samplers). // These have to stay around until serialization! struct TraceableDescriptorTable { uint32_t stages_mask = {}; Vector ranges; Vector root_sig_locations; }; Vector resource_tables_maps; Vector sampler_tables_maps; for (int set = 0; set < sets_bindings.size(); set++) { bool first_resource_in_set = true; bool first_sampler_in_set = true; sets_bindings.write[set].sort(); for (int i = 0; i < sets_bindings[set].size(); i++) { const ShaderBinary::DataBinding &binding = sets_bindings[set][i]; bool really_used = binding.dxil_stages != 0; #ifdef DEV_ENABLED bool anybody_home = (ResourceClass)binding.res_class != RES_CLASS_INVALID || binding.has_sampler; DEV_ASSERT(anybody_home == really_used); #endif if (!really_used) { continue; // Existed in SPIR-V; went away in DXIL. } auto insert_range = [](D3D12_DESCRIPTOR_RANGE_TYPE p_range_type, uint32_t p_num_descriptors, uint32_t p_dxil_register, uint32_t p_dxil_stages_mask, ShaderBinary::DataBinding::RootSignatureLocation(&p_root_sig_locations), Vector &r_tables, bool &r_first_in_set) { if (r_first_in_set) { r_tables.resize(r_tables.size() + 1); r_first_in_set = false; } TraceableDescriptorTable &table = r_tables.write[r_tables.size() - 1]; table.stages_mask |= p_dxil_stages_mask; CD3DX12_DESCRIPTOR_RANGE1 range; // Due to the aliasing hack for SRV-UAV of different families, // we can be causing an unintended change of data (sometimes the validation layers catch it). D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE; if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_SRV || p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV) { flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE; } else if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_CBV) { flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE; } range.Init(p_range_type, p_num_descriptors, p_dxil_register, 0, flags); table.ranges.push_back(range); table.root_sig_locations.push_back(&p_root_sig_locations); }; uint32_t num_descriptors = 1; D3D12_DESCRIPTOR_RANGE_TYPE resource_range_type = {}; switch ((ResourceClass)binding.res_class) { case RES_CLASS_INVALID: { num_descriptors = binding.length; DEV_ASSERT(binding.has_sampler); } break; case RES_CLASS_CBV: { resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; DEV_ASSERT(!binding.has_sampler); } break; case RES_CLASS_SRV: { resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; num_descriptors = MAX(1u, binding.length); // An unbound R/O buffer is reflected as zero-size. } break; case RES_CLASS_UAV: { resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; num_descriptors = MAX(1u, binding.length); // An unbound R/W buffer is reflected as zero-size. DEV_ASSERT(!binding.has_sampler); } break; } uint32_t dxil_register = set * GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER + binding.binding * GODOT_NIR_BINDING_MULTIPLIER; if (binding.res_class != RES_CLASS_INVALID) { insert_range( resource_range_type, num_descriptors, dxil_register, sets_bindings[set][i].dxil_stages, sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_RESOURCE], resource_tables_maps, first_resource_in_set); } if (binding.has_sampler) { insert_range( D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, num_descriptors, dxil_register, sets_bindings[set][i].dxil_stages, sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_SAMPLER], sampler_tables_maps, first_sampler_in_set); } } } auto make_descriptor_tables = [&root_params, &stages_to_d3d12_visibility](const Vector &p_tables) { for (const TraceableDescriptorTable &table : p_tables) { D3D12_SHADER_VISIBILITY visibility = stages_to_d3d12_visibility(table.stages_mask); DEV_ASSERT(table.ranges.size() == table.root_sig_locations.size()); for (int i = 0; i < table.ranges.size(); i++) { // By now we know very well which root signature location corresponds to the pointed uniform. table.root_sig_locations[i]->root_param_idx = root_params.size(); table.root_sig_locations[i]->range_idx = i; } CD3DX12_ROOT_PARAMETER1 root_table; root_table.InitAsDescriptorTable(table.ranges.size(), table.ranges.ptr(), visibility); root_params.push_back(root_table); } }; make_descriptor_tables(resource_tables_maps); make_descriptor_tables(sampler_tables_maps); CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc = {}; D3D12_ROOT_SIGNATURE_FLAGS root_sig_flags = D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS; if (!stages_processed.has_flag(SHADER_STAGE_VERTEX_BIT)) { root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS; } if (!stages_processed.has_flag(SHADER_STAGE_FRAGMENT_BIT)) { root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS; } if (binary_data.vertex_input_mask) { root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; } root_sig_desc.Init_1_1(root_params.size(), root_params.ptr(), 0, nullptr, root_sig_flags); ComPtr error_blob; HRESULT res = D3DX12SerializeVersionedRootSignature(&root_sig_desc, D3D_ROOT_SIGNATURE_VERSION_1_1, root_sig_blob.GetAddressOf(), error_blob.GetAddressOf()); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), Vector(), "Serialization of root signature failed with error " + vformat("0x%08ux", (uint64_t)res) + " and the following message:\n" + String((char *)error_blob->GetBufferPointer(), error_blob->GetBufferSize())); binary_data.root_signature_crc = crc32(0, nullptr, 0); binary_data.root_signature_crc = crc32(binary_data.root_signature_crc, (const Bytef *)root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize()); } Vector> compressed_stages; Vector zstd_size; uint32_t stages_binary_size = 0; for (uint32_t i = 0; i < p_spirv.size(); i++) { Vector zstd; Vector &dxil_blob = dxil_blobs[p_spirv[i].shader_stage]; zstd.resize(Compression::get_max_compressed_buffer_size(dxil_blob.size(), Compression::MODE_ZSTD)); int dst_size = Compression::compress(zstd.ptrw(), dxil_blob.ptr(), dxil_blob.size(), Compression::MODE_ZSTD); zstd_size.push_back(dst_size); zstd.resize(dst_size); compressed_stages.push_back(zstd); uint32_t s = compressed_stages[i].size(); if (s % 4 != 0) { s += 4 - (s % 4); } stages_binary_size += s; } CharString shader_name_utf = p_shader_name.utf8(); binary_data.shader_name_len = shader_name_utf.length(); uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;. total_size += sizeof(ShaderBinary::Data); total_size += binary_data.shader_name_len; if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange. total_size += 4 - (binary_data.shader_name_len % 4); } for (int i = 0; i < sets_bindings.size(); i++) { total_size += sizeof(uint32_t); total_size += sets_bindings[i].size() * sizeof(ShaderBinary::DataBinding); } total_size += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size(); total_size += compressed_stages.size() * sizeof(uint32_t) * 3; // Sizes. total_size += stages_binary_size; binary_data.root_signature_len = root_sig_blob->GetBufferSize(); total_size += binary_data.root_signature_len; Vector ret; ret.resize(total_size); { uint32_t offset = 0; uint8_t *binptr = ret.ptrw(); binptr[0] = 'G'; binptr[1] = 'S'; binptr[2] = 'B'; binptr[3] = 'D'; // Godot shader binary data. offset += 4; encode_uint32(ShaderBinary::VERSION, binptr + offset); offset += sizeof(uint32_t); encode_uint32(sizeof(ShaderBinary::Data), binptr + offset); offset += sizeof(uint32_t); memcpy(binptr + offset, &binary_data, sizeof(ShaderBinary::Data)); offset += sizeof(ShaderBinary::Data); if (binary_data.shader_name_len > 0) { memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len); offset += binary_data.shader_name_len; if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange. offset += 4 - (binary_data.shader_name_len % 4); } } for (int i = 0; i < sets_bindings.size(); i++) { int count = sets_bindings[i].size(); encode_uint32(count, binptr + offset); offset += sizeof(uint32_t); if (count > 0) { memcpy(binptr + offset, sets_bindings[i].ptr(), sizeof(ShaderBinary::DataBinding) * count); offset += sizeof(ShaderBinary::DataBinding) * count; } } if (specialization_constants.size()) { memcpy(binptr + offset, specialization_constants.ptr(), sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size()); offset += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size(); } for (int i = 0; i < compressed_stages.size(); i++) { encode_uint32(p_spirv[i].shader_stage, binptr + offset); offset += sizeof(uint32_t); encode_uint32(dxil_blobs[p_spirv[i].shader_stage].size(), binptr + offset); offset += sizeof(uint32_t); encode_uint32(zstd_size[i], binptr + offset); offset += sizeof(uint32_t); memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size()); uint32_t s = compressed_stages[i].size(); if (s % 4 != 0) { s += 4 - (s % 4); } offset += s; } memcpy(binptr + offset, root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize()); offset += root_sig_blob->GetBufferSize(); ERR_FAIL_COND_V(offset != (uint32_t)ret.size(), Vector()); } return ret; } RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vector &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) { r_shader_desc = {}; // Driver-agnostic. ShaderInfo shader_info_in; // Driver-specific. const uint8_t *binptr = p_shader_binary.ptr(); uint32_t binsize = p_shader_binary.size(); uint32_t read_offset = 0; // Consistency check. ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(ShaderBinary::Data), ShaderID()); ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', ShaderID()); uint32_t bin_version = decode_uint32(binptr + 4); ERR_FAIL_COND_V(bin_version != ShaderBinary::VERSION, ShaderID()); uint32_t bin_data_size = decode_uint32(binptr + 8); const ShaderBinary::Data &binary_data = *(reinterpret_cast(binptr + 12)); r_shader_desc.push_constant_size = binary_data.push_constant_size; shader_info_in.dxil_push_constant_size = binary_data.dxil_push_constant_stages ? binary_data.push_constant_size : 0; shader_info_in.nir_runtime_data_root_param_idx = binary_data.nir_runtime_data_root_param_idx; r_shader_desc.vertex_input_mask = binary_data.vertex_input_mask; r_shader_desc.fragment_output_mask = binary_data.fragment_output_mask; r_shader_desc.is_compute = binary_data.is_compute; shader_info_in.is_compute = binary_data.is_compute; r_shader_desc.compute_local_size[0] = binary_data.compute_local_size[0]; r_shader_desc.compute_local_size[1] = binary_data.compute_local_size[1]; r_shader_desc.compute_local_size[2] = binary_data.compute_local_size[2]; read_offset += sizeof(uint32_t) * 3 + bin_data_size; if (binary_data.shader_name_len) { r_name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len); read_offset += binary_data.shader_name_len; if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange. read_offset += 4 - (binary_data.shader_name_len % 4); } } r_shader_desc.uniform_sets.resize(binary_data.set_count); shader_info_in.sets.resize(binary_data.set_count); for (uint32_t i = 0; i < binary_data.set_count; i++) { ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, ShaderID()); uint32_t set_count = decode_uint32(binptr + read_offset); read_offset += sizeof(uint32_t); const ShaderBinary::DataBinding *set_ptr = reinterpret_cast(binptr + read_offset); uint32_t set_size = set_count * sizeof(ShaderBinary::DataBinding); ERR_FAIL_COND_V(read_offset + set_size >= binsize, ShaderID()); shader_info_in.sets[i].bindings.reserve(set_count); for (uint32_t j = 0; j < set_count; j++) { ShaderUniform info; info.type = UniformType(set_ptr[j].type); info.writable = set_ptr[j].writable; info.length = set_ptr[j].length; info.binding = set_ptr[j].binding; ShaderInfo::UniformBindingInfo binding; binding.stages = set_ptr[j].dxil_stages; binding.res_class = (ResourceClass)set_ptr[j].res_class; binding.type = info.type; binding.length = info.length; #ifdef DEV_ENABLED binding.writable = set_ptr[j].writable; #endif static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(ShaderBinary::DataBinding::root_sig_locations)); memcpy((void *)&binding.root_sig_locations, (void *)&set_ptr[j].root_sig_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations)); if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) { shader_info_in.sets[i].num_root_params.resources++; } if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) { shader_info_in.sets[i].num_root_params.samplers++; } r_shader_desc.uniform_sets.write[i].push_back(info); shader_info_in.sets[i].bindings.push_back(binding); } read_offset += set_size; } ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(ShaderBinary::SpecializationConstant) >= binsize, ShaderID()); r_shader_desc.specialization_constants.resize(binary_data.specialization_constants_count); shader_info_in.specialization_constants.resize(binary_data.specialization_constants_count); for (uint32_t i = 0; i < binary_data.specialization_constants_count; i++) { const ShaderBinary::SpecializationConstant &src_sc = *(reinterpret_cast(binptr + read_offset)); ShaderSpecializationConstant sc; sc.type = PipelineSpecializationConstantType(src_sc.type); sc.constant_id = src_sc.constant_id; sc.int_value = src_sc.int_value; sc.stages = src_sc.stage_flags; r_shader_desc.specialization_constants.write[i] = sc; ShaderInfo::SpecializationConstant ssc; ssc.constant_id = src_sc.constant_id; ssc.int_value = src_sc.int_value; memcpy(ssc.stages_bit_offsets, src_sc.stages_bit_offsets, sizeof(ssc.stages_bit_offsets)); shader_info_in.specialization_constants[i] = ssc; read_offset += sizeof(ShaderBinary::SpecializationConstant); } shader_info_in.spirv_specialization_constants_ids_mask = binary_data.spirv_specialization_constants_ids_mask; for (uint32_t i = 0; i < binary_data.stage_count; i++) { ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, ShaderID()); uint32_t stage = decode_uint32(binptr + read_offset); read_offset += sizeof(uint32_t); uint32_t dxil_size = decode_uint32(binptr + read_offset); read_offset += sizeof(uint32_t); uint32_t zstd_size = decode_uint32(binptr + read_offset); read_offset += sizeof(uint32_t); // Decompress. Vector dxil; dxil.resize(dxil_size); int dec_dxil_size = Compression::decompress(dxil.ptrw(), dxil.size(), binptr + read_offset, zstd_size, Compression::MODE_ZSTD); ERR_FAIL_COND_V(dec_dxil_size != (int32_t)dxil_size, ShaderID()); shader_info_in.stages_bytecode[ShaderStage(stage)] = dxil; if (zstd_size % 4 != 0) { zstd_size += 4 - (zstd_size % 4); } ERR_FAIL_COND_V(read_offset + zstd_size > binsize, ShaderID()); read_offset += zstd_size; } const uint8_t *root_sig_data_ptr = binptr + read_offset; HRESULT res = D3D12CreateRootSignatureDeserializer(root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf())); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); read_offset += binary_data.root_signature_len; ERR_FAIL_COND_V(read_offset != binsize, ShaderID()); ComPtr root_signature; res = device->CreateRootSignature(0, root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf())); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc(); shader_info_in.root_signature_crc = binary_data.root_signature_crc; // Bookkeep. ShaderInfo *shader_info_ptr = VersatileResource::allocate(resources_allocator); *shader_info_ptr = shader_info_in; return ShaderID(shader_info_ptr); } uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) { const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; return shader_info_in->root_signature_crc; } void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) { ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id; VersatileResource::free(resources_allocator, shader_info_in); } /*********************/ /**** UNIFORM SET ****/ /*********************/ static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_dobule_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) { r_srv_uav_ambiguity = false; // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant. // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one // to the frame descriptor heap at binding time. // [[SRV_UAV_AMBIGUITY]] switch (p_type) { case RenderingDevice::UNIFORM_TYPE_SAMPLER: { r_num_samplers += p_binding_length; } break; case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: { r_num_resources += p_binding_length; r_num_samplers += p_binding_length; } break; case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: { r_num_resources += 1; } break; case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: { r_num_resources += p_dobule_srv_uav_ambiguous ? 2 : 1; r_srv_uav_ambiguity = true; } break; case RenderingDevice::UNIFORM_TYPE_IMAGE: { r_num_resources += p_binding_length * (p_dobule_srv_uav_ambiguous ? 2 : 1); r_srv_uav_ambiguity = true; } break; default: { r_num_resources += p_binding_length; } } } RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView p_uniforms, ShaderID p_shader, uint32_t p_set_index) { // Pre-bookkeep. UniformSetInfo *uniform_set_info = VersatileResource::allocate(resources_allocator); // Do a first pass to count resources and samplers. uint32_t num_resource_descs = 0; uint32_t num_sampler_descs = 0; for (uint32_t i = 0; i < p_uniforms.size(); i++) { const BoundUniform &uniform = p_uniforms[i]; // Since the uniform set may be created for a shader different than the one that will be actually bound, // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable. // Therefore, we can't make any assumptions here about descriptors that we may not need to create, // pixel or vertex-only shader resource states, etc. bool srv_uav_ambiguity = false; uint32_t binding_length = uniform.ids.size(); if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) { binding_length /= 2; } _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity); } #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.reserve(num_resource_descs); #endif if (num_resource_descs) { Error err = uniform_set_info->desc_heaps.resources.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false); if (err) { VersatileResource::free(resources_allocator, uniform_set_info); ERR_FAIL_V(UniformSetID()); } } if (num_sampler_descs) { Error err = uniform_set_info->desc_heaps.samplers.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false); if (err) { VersatileResource::free(resources_allocator, uniform_set_info); ERR_FAIL_V(UniformSetID()); } } struct { DescriptorsHeap::Walker resources; DescriptorsHeap::Walker samplers; } desc_heap_walkers; desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker(); desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker(); struct NeededState { bool is_buffer = false; uint64_t shader_uniform_idx_mask = 0; D3D12_RESOURCE_STATES states = {}; }; HashMap resource_states; for (uint32_t i = 0; i < p_uniforms.size(); i++) { const BoundUniform &uniform = p_uniforms[i]; #ifdef DEV_ENABLED const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i]; bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE); DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT)))); DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT))); #endif switch (uniform.type) { case UNIFORM_TYPE_SAMPLER: { for (uint32_t j = 0; j < uniform.ids.size(); j++) { const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id]; device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle()); desc_heap_walkers.samplers.advance(); } } break; case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: { for (uint32_t j = 0; j < uniform.ids.size(); j += 2) { const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id]; TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id; device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle()); desc_heap_walkers.samplers.advance(); device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle()); #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension }); #endif desc_heap_walkers.resources.advance(); NeededState &ns = resource_states[texture_info]; ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE; } } break; case UNIFORM_TYPE_TEXTURE: { for (uint32_t j = 0; j < uniform.ids.size(); j++) { TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle()); #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension }); #endif desc_heap_walkers.resources.advance(); NeededState &ns = resource_states[texture_info]; ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE; } } break; case UNIFORM_TYPE_IMAGE: { for (uint32_t j = 0; j < uniform.ids.size(); j++) { TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; NeededState &ns = resource_states[texture_info]; ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS); } // SRVs first. [[SRV_UAV_AMBIGUITY]] for (uint32_t j = 0; j < uniform.ids.size(); j++) { TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle()); #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension }); #endif desc_heap_walkers.resources.advance(); } // UAVs then. [[SRV_UAV_AMBIGUITY]] for (uint32_t j = 0; j < uniform.ids.size(); j++) { TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle()); #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} }); #endif desc_heap_walkers.resources.advance(); } } break; case UNIFORM_TYPE_TEXTURE_BUFFER: case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: { CRASH_NOW_MSG("Unimplemented!"); } break; case UNIFORM_TYPE_IMAGE_BUFFER: { CRASH_NOW_MSG("Unimplemented!"); } break; case UNIFORM_TYPE_UNIFORM_BUFFER: { BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id; D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {}; cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress(); cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256); device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle()); desc_heap_walkers.resources.advance(); #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} }); #endif NeededState &ns = resource_states[buf_info]; ns.is_buffer = true; ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER; } break; case UNIFORM_TYPE_STORAGE_BUFFER: { BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id; // SRV first. [[SRV_UAV_AMBIGUITY]] { D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {}; srv_desc.Format = DXGI_FORMAT_R32_TYPELESS; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Buffer.FirstElement = 0; srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4; srv_desc.Buffer.StructureByteStride = 0; srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle()); #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension }); #endif desc_heap_walkers.resources.advance(); } // UAV then. [[SRV_UAV_AMBIGUITY]] { if (buf_info->flags.usable_as_uav) { D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {}; uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.FirstElement = 0; uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4; uav_desc.Buffer.StructureByteStride = 0; uav_desc.Buffer.CounterOffsetInBytes = 0; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle()); #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} }); #endif } else { // If can't transition to UAV, leave this one empty since it won't be // used, and trying to create an UAV view would trigger a validation error. } desc_heap_walkers.resources.advance(); } NeededState &ns = resource_states[buf_info]; ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); ns.is_buffer = true; ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS); } break; case UNIFORM_TYPE_INPUT_ATTACHMENT: { for (uint32_t j = 0; j < uniform.ids.size(); j++) { TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle()); #ifdef DEV_ENABLED uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension }); #endif desc_heap_walkers.resources.advance(); NeededState &ns = resource_states[texture_info]; ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; } } break; default: { DEV_ASSERT(false); } } } DEV_ASSERT(desc_heap_walkers.resources.is_at_eof()); DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof()); { uniform_set_info->resource_states.reserve(resource_states.size()); uint32_t i = 0; for (const KeyValue &E : resource_states) { UniformSetInfo::StateRequirement sr; sr.resource = E.key; sr.is_buffer = E.value.is_buffer; sr.states = E.value.states; sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask; uniform_set_info->resource_states.push_back(sr); i++; } } return UniformSetID(uniform_set_info); } void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) { UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id; VersatileResource::free(resources_allocator, uniform_set_info); } // ----- COMMANDS ----- void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) { const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id; const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index]; for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) { #ifdef DEV_ENABLED { uint32_t stages = 0; D3D12_RESOURCE_STATES wanted_state = {}; bool writable = false; // Doing the full loop for debugging since the real one below may break early, // but we want an exhaustive check uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) { uint64_t bit_mask = ((uint64_t)1 << bit); if (likely((inv_uniforms_mask & bit_mask))) { continue; } inv_uniforms_mask |= bit_mask; const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit]; if (unlikely(!binding.stages)) { continue; } D3D12_RESOURCE_STATES required_states = sr.states; // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]] if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) { if (binding.res_class == RES_CLASS_SRV) { required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS; } else { required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; } } if (stages) { // Second occurrence at least? CRASH_COND_MSG(binding.writable != writable, "A resource is used in the same uniform set both as R/O and R/W. That's not supported and shouldn't happen."); CRASH_COND_MSG(required_states != wanted_state, "A resource is used in the same uniform set with different resource states. The code needs to be enhanced to support that."); } else { wanted_state = required_states; stages |= binding.stages; writable = binding.writable; } DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)); if (wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS || wanted_state == D3D12_RESOURCE_STATE_RENDER_TARGET) { if (!sr.is_buffer) { TextureInfo *tex_info = (TextureInfo *)sr.resource; CRASH_COND_MSG(tex_info->resource != tex_info->main_texture, "The texture format used for UAV or RTV must be the main one."); } } } } #endif // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource, // because at uniform set creation time we couldn't know for sure which stages // it would be used in (due to the fact that a set can be created against a different, // albeit compatible, shader, which may make a different usage in the end). // However, now we know and can exclude up to one unneeded states. // TODO: If subresources involved already in the needed states, or scheduled for it, // maybe it's more optimal not to do anything here uint32_t stages = 0; D3D12_RESOURCE_STATES wanted_state = {}; uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) { uint64_t bit_mask = ((uint64_t)1 << bit); if (likely((inv_uniforms_mask & bit_mask))) { continue; } inv_uniforms_mask |= bit_mask; const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit]; if (unlikely(!binding.stages)) { continue; } if (!stages) { D3D12_RESOURCE_STATES required_states = sr.states; // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]] if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) { if (binding.res_class == RES_CLASS_SRV) { required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS; } else { required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; } } wanted_state = required_states; if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) { // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further. break; } } stages |= binding.stages; if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) { // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further. break; } } if (likely(wanted_state)) { if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) { if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) { D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; wanted_state &= ~unneeded_states; } else if (stages == SHADER_STAGE_FRAGMENT_BIT) { D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; wanted_state &= ~unneeded_states; } } if (likely(wanted_state)) { if (sr.is_buffer) { _resource_transition_batch(sr.resource, 0, 1, wanted_state); } else { TextureInfo *tex_info = (TextureInfo *)sr.resource; uint32_t planes = 1; if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { planes = format_get_plane_count(tex_info->format); } for (uint32_t i = 0; i < tex_info->layers; i++) { for (uint32_t j = 0; j < tex_info->mipmaps; j++) { uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize()); _resource_transition_batch(tex_info, subresource, planes, wanted_state, tex_info->main_texture); } } } } } } if (p_set_index == shader_info_in->sets.size() - 1) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); } } void RenderingDeviceDriverD3D12::_command_bind_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index, bool p_for_compute) { if (!unlikely(segment_begun)) { // Support out-of-frame rendering, like the boot splash screen. begin_segment(p_cmd_buffer, frame_idx, frames_drawn); } UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id; const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index]; const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE); SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable; // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse! uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc; UniformSetInfo::RecentBind *last_bind = nullptr; for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) { if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) { if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) { for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) { (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle); } for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) { (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle); } #ifdef DEV_ENABLED uniform_set_info->recent_binds[i].uses++; frames[frame_idx].uniform_set_reused++; #endif return; } else { if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) { // Prefer this one since it's been used less or we still haven't a better option. last_bind = &uniform_set_info->recent_binds[i]; } } } else { // Prefer this one since it's unused. last_bind = &uniform_set_info->recent_binds[i]; last_bind->uses = 0; } } struct { DescriptorsHeap::Walker *resources = nullptr; DescriptorsHeap::Walker *samplers = nullptr; } frame_heap_walkers; frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources; frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers; struct { DescriptorsHeap::Walker resources; DescriptorsHeap::Walker samplers; } set_heap_walkers; set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker(); set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker(); #ifdef DEV_ENABLED // Whether we have stages where the uniform is actually used should match // whether we have any root signature locations for it. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) { bool has_rs_locations = false; if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX || shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) { has_rs_locations = true; break; } bool has_stages = shader_set.bindings[i].stages; DEV_ASSERT(has_rs_locations == has_stages); } #endif last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources); last_bind->root_tables.resources.clear(); last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers); last_bind->root_tables.samplers.clear(); last_bind->uses++; struct { RootDescriptorTable *resources = nullptr; RootDescriptorTable *samplers = nullptr; } tables; for (uint32_t i = 0; i < shader_set.bindings.size(); i++) { const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i]; uint32_t num_resource_descs = 0; uint32_t num_sampler_descs = 0; bool srv_uav_ambiguity = false; _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity); bool resource_used = false; if (shader_set.bindings[i].stages) { { const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource; if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used? DEV_ASSERT(num_resource_descs); DEV_ASSERT(!(srv_uav_ambiguity && (shader_set.bindings[i].res_class != RES_CLASS_SRV && shader_set.bindings[i].res_class != RES_CLASS_UAV))); // [[SRV_UAV_AMBIGUITY]] bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx; if (must_flush_table) { // Check the root signature data has been filled ordered. DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx); (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle); tables.resources = nullptr; } if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) { if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) { frames[frame_idx].desc_heaps_exhausted_reported.resources = true; ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's RESOURCES descriptor heap.\n" "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting."); } else { return; } } if (!tables.resources) { DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity()); last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1); tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1]; tables.resources->root_param_idx = rs_loc_resource.root_param_idx; tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle(); } // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]] if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) { set_heap_walkers.resources.advance(num_resource_descs); } // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well). device->CopyDescriptorsSimple( num_resource_descs, frame_heap_walkers.resources->get_curr_cpu_handle(), set_heap_walkers.resources.get_curr_cpu_handle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); frame_heap_walkers.resources->advance(num_resource_descs); // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]] if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) { set_heap_walkers.resources.advance(num_resource_descs); } resource_used = true; } } { const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler; if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used? DEV_ASSERT(num_sampler_descs); DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]] bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx; if (must_flush_table) { // Check the root signature data has been filled ordered. DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx); (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle); tables.samplers = nullptr; } if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) { if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) { frames[frame_idx].desc_heaps_exhausted_reported.samplers = true; ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's SAMPLERS descriptors heap.\n" "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting."); } else { return; } } if (!tables.samplers) { DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity()); last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1); tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1]; tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx; tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle(); } // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well). device->CopyDescriptorsSimple( num_sampler_descs, frame_heap_walkers.samplers->get_curr_cpu_handle(), set_heap_walkers.samplers.get_curr_cpu_handle(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); frame_heap_walkers.samplers->advance(num_sampler_descs); } } } // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite // the shader variant a given set is created upon may not need all of them due to DXC optimizations. // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally. set_heap_walkers.resources.advance(num_resource_descs); if (srv_uav_ambiguity) { DEV_ASSERT(num_resource_descs); if (!resource_used) { set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed. } } set_heap_walkers.samplers.advance(num_sampler_descs); } DEV_ASSERT(set_heap_walkers.resources.is_at_eof()); DEV_ASSERT(set_heap_walkers.samplers.is_at_eof()); { bool must_flush_table = tables.resources; if (must_flush_table) { (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle); } } { bool must_flush_table = tables.samplers; if (must_flush_table) { (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle); } } last_bind->root_signature_crc = root_sig_crc; last_bind->segment_serial = frames[frame_idx].segment_serial; } /******************/ /**** TRANSFER ****/ /******************/ void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; BufferInfo *buf_info = (BufferInfo *)p_buffer.id; if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) { if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) { frames[frame_idx].desc_heaps_exhausted_reported.resources = true; ERR_FAIL_MSG( "Cannot clear buffer because there's no enough room in current frame's RESOURCE descriptors heap.\n" "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting."); } else { return; } } if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) { if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) { frames[frame_idx].desc_heaps_exhausted_reported.aux = true; ERR_FAIL_MSG( "Cannot clear buffer because there's no enough room in current frame's AUX descriptors heap.\n" "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting."); } else { return; } } _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {}; uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.FirstElement = 0; uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4; uav_desc.Buffer.StructureByteStride = 0; uav_desc.Buffer.CounterOffsetInBytes = 0; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; device->CreateUnorderedAccessView( buf_info->resource, nullptr, &uav_desc, frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle()); device->CopyDescriptorsSimple( 1, frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(), frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); static const UINT values[4] = {}; cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint( frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(), frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(), buf_info->resource, values, 0, nullptr); frames[frame_idx].desc_heap_walkers.resources.advance(); frames[frame_idx].desc_heap_walkers.aux.advance(); } void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView p_regions) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id; BufferInfo *dst_buf_info = (BufferInfo *)p_dst_buffer.id; _resource_transition_batch(src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE); _resource_transition_batch(dst_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); for (uint32_t i = 0; i < p_regions.size(); i++) { cmd_buf_info->cmd_list->CopyBufferRegion(dst_buf_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size); } } void RenderingDeviceDriverD3D12::command_copy_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView p_regions) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id; TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id; for (uint32_t i = 0; i < p_regions.size(); i++) { UINT src_subresource = D3D12CalcSubresource( p_regions[i].src_subresources.mipmap, p_regions[i].src_subresources.base_layer, _compute_plane_slice(src_tex_info->format, p_regions[i].src_subresources.aspect), src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize()); _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE); UINT dst_subresource = D3D12CalcSubresource( p_regions[i].dst_subresources.mipmap, p_regions[i].dst_subresources.base_layer, _compute_plane_slice(dst_tex_info->format, p_regions[i].dst_subresources.aspect), dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize()); _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource); CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource); CD3DX12_BOX src_box( p_regions[i].src_offset.x, p_regions[i].src_offset.y, p_regions[i].src_offset.z, p_regions[i].src_offset.x + p_regions[i].size.x, p_regions[i].src_offset.y + p_regions[i].size.y, p_regions[i].src_offset.z + p_regions[i].size.z); cmd_buf_info->cmd_list->CopyTextureRegion( &dst_location, p_regions[i].dst_offset.x, p_regions[i].dst_offset.y, p_regions[i].dst_offset.z, &src_location, &src_box); } } void RenderingDeviceDriverD3D12::command_resolve_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, uint32_t p_src_layer, uint32_t p_src_mipmap, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, uint32_t p_dst_layer, uint32_t p_dst_mipmap) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id; TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id; UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize()); _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize()); _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->cmd_list->ResolveSubresource(dst_tex_info->resource, dst_subresource, src_tex_info->resource, src_subresource, RD_TO_D3D12_FORMAT[src_tex_info->format].general_format); } void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, const Color &p_color, const TextureSubresourceRange &p_subresources) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; TextureInfo *tex_info = (TextureInfo *)p_texture.id; ID3D12Resource *res_to_clear = tex_info->main_texture ? tex_info->main_texture : tex_info->resource; if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { // Clear via RTV. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) { if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) { frames[frame_idx].desc_heaps_exhausted_reported.rtv = true; ERR_FAIL_MSG( "Cannot clear texture because there's no enough room in current frame's RENDER TARGET descriptors heap.\n" "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting."); } else { return; } } D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap, p_subresources.base_layer, p_subresources.layer_count, false); rtv_desc.Format = tex_info->aliasing_hack.main_uav_desc.Format; for (uint32_t i = 0; i < p_subresources.layer_count; i++) { for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) { UINT subresource = D3D12CalcSubresource( p_subresources.base_mipmap + j, p_subresources.base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize()); _resource_transition_batch(tex_info, subresource, 1, D3D12_RESOURCE_STATE_RENDER_TARGET, tex_info->main_texture); } } _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); device->CreateRenderTargetView( res_to_clear, &rtv_desc, frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle()); cmd_buf_info->cmd_list->ClearRenderTargetView( frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(), p_color.components, 0, nullptr); frames[frame_idx].desc_heap_walkers.rtv.advance(); } else { // Clear via UAV. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) { if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) { frames[frame_idx].desc_heaps_exhausted_reported.resources = true; ERR_FAIL_MSG( "Cannot clear texture because there's no enough room in current frame's RESOURCE descriptors heap.\n" "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting."); } else { return; } } if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) { if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) { frames[frame_idx].desc_heaps_exhausted_reported.aux = true; ERR_FAIL_MSG( "Cannot clear texture because there's no enough room in current frame's AUX descriptors heap.\n" "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting."); } else { return; } } for (uint32_t i = 0; i < p_subresources.layer_count; i++) { for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) { UINT subresource = D3D12CalcSubresource( p_subresources.base_mipmap + j, p_subresources.base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize()); _resource_transition_batch(tex_info, subresource, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, tex_info->main_texture); } } _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); device->CreateUnorderedAccessView( res_to_clear, nullptr, &tex_info->aliasing_hack.main_uav_desc, frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle()); device->CopyDescriptorsSimple( 1, frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(), frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); UINT values[4] = { (UINT)p_color.get_r8(), (UINT)p_color.get_g8(), (UINT)p_color.get_b8(), (UINT)p_color.get_a8(), }; cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint( frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(), frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(), res_to_clear, values, 0, nullptr); frames[frame_idx].desc_heap_walkers.resources.advance(); frames[frame_idx].desc_heap_walkers.aux.advance(); } } void RenderingDeviceDriverD3D12::command_copy_buffer_to_texture(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView p_regions) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id; TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id; if (buf_info->flags.is_for_upload) { _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, nullptr); } uint32_t pixel_size = get_image_format_pixel_size(tex_info->format); uint32_t block_w = 0, block_h = 0; get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h); for (uint32_t i = 0; i < p_regions.size(); i++) { uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format); region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {}; src_footprint.Offset = p_regions[i].buffer_offset; src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT( RD_TO_D3D12_FORMAT[tex_info->format].family, STEPIFY(p_regions[i].texture_region_size.x, block_w), STEPIFY(p_regions[i].texture_region_size.y, block_h), p_regions[i].texture_region_size.z, region_pitch); CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint); CD3DX12_BOX src_box( 0, 0, 0, STEPIFY(p_regions[i].texture_region_size.x, block_w), STEPIFY(p_regions[i].texture_region_size.y, block_h), p_regions[i].texture_region_size.z); for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) { UINT dst_subresource = D3D12CalcSubresource( p_regions[i].texture_subresources.mipmap, p_regions[i].texture_subresources.base_layer + j, _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect), tex_info->desc.MipLevels, tex_info->desc.ArraySize()); CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource); _resource_transition_batch(tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST, tex_info->main_texture); } _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) { UINT dst_subresource = D3D12CalcSubresource( p_regions[i].texture_subresources.mipmap, p_regions[i].texture_subresources.base_layer + j, _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect), tex_info->desc.MipLevels, tex_info->desc.ArraySize()); CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource); cmd_buf_info->cmd_list->CopyTextureRegion( ©_dst, p_regions[i].texture_offset.x, p_regions[i].texture_offset.y, p_regions[i].texture_offset.z, ©_src, &src_box); } } } void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_dst_buffer, VectorView p_regions) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; TextureInfo *tex_info = (TextureInfo *)p_src_texture.id; BufferInfo *buf_info = (BufferInfo *)p_dst_buffer.id; _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST, nullptr); uint32_t block_w = 0, block_h = 0; get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h); for (uint32_t i = 0; i < p_regions.size(); i++) { for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) { UINT src_subresource = D3D12CalcSubresource( p_regions[i].texture_subresources.mipmap, p_regions[i].texture_subresources.base_layer + j, _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect), tex_info->desc.MipLevels, tex_info->desc.ArraySize()); _resource_transition_batch(tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, tex_info->main_texture); } _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) { UINT src_subresource = D3D12CalcSubresource( p_regions[i].texture_subresources.mipmap, p_regions[i].texture_subresources.base_layer + j, _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect), tex_info->desc.MipLevels, tex_info->desc.ArraySize()); CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource); uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap); uint32_t image_size = get_image_format_required_size( tex_info->format, MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap), MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap), computed_d, 1); uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h; row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {}; dst_footprint.Offset = p_regions[i].buffer_offset; dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w); dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h); dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z; dst_footprint.Footprint.RowPitch = row_pitch; dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family; CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint); cmd_buf_info->cmd_list->CopyTextureRegion(©_dst, 0, 0, 0, ©_src, nullptr); } } } /******************/ /**** PIPELINE ****/ /******************/ void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) { ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id; pso->Release(); pipelines_shaders.erase(pso); render_psos_extra_info.erase(pso); } // ----- BINDING ----- void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView p_data) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; if (!shader_info_in->dxil_push_constant_size) { return; } if (shader_info_in->is_compute) { cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index); } else { cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index); } } // ----- CACHE ----- bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector &p_data) { WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver."); return false; } void RenderingDeviceDriverD3D12::pipeline_cache_free() { ERR_FAIL_MSG("Not implemented."); } size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() { ERR_FAIL_V_MSG(0, "Not implemented."); } Vector RenderingDeviceDriverD3D12::pipeline_cache_serialize() { ERR_FAIL_V_MSG(Vector(), "Not implemented."); } /*******************/ /**** RENDERING ****/ /*******************/ // ----- SUBPASS ----- RDD::RenderPassID RenderingDeviceDriverD3D12::render_pass_create(VectorView p_attachments, VectorView p_subpasses, VectorView p_subpass_dependencies, uint32_t p_view_count) { // Pre-bookkeep. RenderPassInfo *pass_info = VersatileResource::allocate(resources_allocator); pass_info->attachments.resize(p_attachments.size()); for (uint32_t i = 0; i < p_attachments.size(); i++) { pass_info->attachments[i] = p_attachments[i]; } pass_info->subpasses.resize(p_subpasses.size()); for (uint32_t i = 0; i < p_subpasses.size(); i++) { pass_info->subpasses[i] = p_subpasses[i]; } pass_info->view_count = p_view_count; DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size()); for (uint32_t i = 0; i < p_attachments.size(); i++) { const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format]; if (format.dsv_format != DXGI_FORMAT_UNKNOWN) { formats[i] = format.dsv_format; } else { formats[i] = format.general_format; } } pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size())); return RenderPassID(pass_info); } void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) { RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id; VersatileResource::free(resources_allocator, pass_info); } // ----- COMMANDS ----- void RenderingDeviceDriverD3D12::command_begin_render_pass(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, FramebufferID p_framebuffer, CommandBufferType p_cmd_buffer_type, const Rect2i &p_rect, VectorView p_attachment_clears) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id; const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id; DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX); auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) { uint32_t planes = 1; if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { planes = format_get_plane_count(p_texture_info->format); } for (uint32_t i = 0; i < p_texture_info->layers; i++) { for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) { uint32_t subresource = D3D12CalcSubresource( p_texture_info->base_mip + j, p_texture_info->base_layer + i, 0, p_texture_info->desc.MipLevels, p_texture_info->desc.ArraySize()); _resource_transition_batch(p_texture_info, subresource, planes, p_states, nullptr); } } }; // This is empty if a screen framebuffer. Transition in that case happens in D3D12Context::prepare_buffers(). for (uint32_t i = 0; i < fb_info->attachments.size(); i++) { TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id; if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET); } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE); } else { DEV_ASSERT(false); } } if (fb_info->vrs_attachment) { TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id; _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE); } _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT( p_rect.position.x, p_rect.position.y, p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y); cmd_buf_info->render_pass_state.region_is_all = !( cmd_buf_info->render_pass_state.region_rect.left == 0 && cmd_buf_info->render_pass_state.region_rect.top == 0 && cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x && cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y); if (fb_info->is_screen) { for (uint32_t i = 0; i < pass_info->attachments.size(); i++) { if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) { const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id; _discard_texture_subresources(tex_info, cmd_buf_info); } } } if (fb_info->vrs_attachment && context->get_vrs_capabilities().ss_image_supported) { ComPtr cmd_list_5; cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf()); if (cmd_list_5) { static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = { D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE, }; cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS); } } cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX; cmd_buf_info->render_pass_state.fb_info = fb_info; cmd_buf_info->render_pass_state.pass_info = pass_info; command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type); AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, fb_info->is_screen ? 1 : pass_info->attachments.size()); Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, fb_info->is_screen ? 1 : pass_info->attachments.size()); uint32_t num_clears = 0; if (fb_info->is_screen) { clears[0].aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT); clears[0].color_attachment = 0; clears[0].value = p_attachment_clears[0]; clear_rects[0] = p_rect; num_clears++; } else { for (uint32_t i = 0; i < pass_info->attachments.size(); i++) { TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id; if (!tex_info) { continue; } AttachmentClear clear; if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) { clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT); clear.color_attachment = i; } } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) { clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT); } } if (!clear.aspect.is_empty()) { clear.value = p_attachment_clears[i]; clears[num_clears] = clear; clear_rects[num_clears] = p_rect; num_clears++; } } } if (num_clears) { command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears)); } } void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX); const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info; const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info; const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass]; struct Resolve { ID3D12Resource *src_res = nullptr; uint32_t src_subres = 0; ID3D12Resource *dst_res = nullptr; uint32_t dst_subres = 0; DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN; }; Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size()); uint32_t num_resolves = 0; for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) { uint32_t color_index = subpass.color_references[i].attachment; uint32_t resolve_index = subpass.resolve_references[i].attachment; DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED)); if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) { continue; } TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id; uint32_t src_subresource = D3D12CalcSubresource(src_tex_info->base_mip, src_tex_info->base_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize()); _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id; uint32_t dst_subresource = D3D12CalcSubresource(dst_tex_info->base_mip, dst_tex_info->base_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize()); _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST); resolves[num_resolves].src_res = src_tex_info->resource; resolves[num_resolves].src_subres = src_subresource; resolves[num_resolves].dst_res = dst_tex_info->resource; resolves[num_resolves].dst_subres = dst_subresource; resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format; num_resolves++; } _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); for (uint32_t i = 0; i < num_resolves; i++) { cmd_buf_info->cmd_list->ResolveSubresource(resolves[i].dst_res, resolves[i].dst_subres, resolves[i].src_res, resolves[i].src_subres, resolves[i].format); } } void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) { _end_render_pass(p_cmd_buffer); CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX); const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info; const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info; if (context->get_vrs_capabilities().ss_image_supported) { ComPtr cmd_list_5; cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf()); if (cmd_list_5) { cmd_list_5->RSSetShadingRateImage(nullptr); } } if (fb_info->attachments.size()) { // Otherwise, it's screen. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) { if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) { const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id; _discard_texture_subresources(tex_info, cmd_buf_info); } } } cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX; } void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) { cmd_buf_info->render_pass_state.current_subpass = 0; } else { _end_render_pass(p_cmd_buffer); cmd_buf_info->render_pass_state.current_subpass++; } const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info; const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info; const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass]; D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size()); DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker(); for (uint32_t i = 0; i < subpass.color_references.size(); i++) { uint32_t attachment = subpass.color_references[i].attachment; if (attachment == AttachmentReference::UNUSED) { if (!frames[frame_idx].null_rtv_handle.ptr) { // No null descriptor-handle created for this frame yet. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) { if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) { frames[frame_idx].desc_heaps_exhausted_reported.rtv = true; ERR_FAIL_MSG("Cannot begin subpass because there's no enough room in current frame's RENDER TARGET descriptors heap.\n" "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting."); } else { return; } } D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {}; rtv_desc_null.Format = DXGI_FORMAT_R8_UINT; rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(); device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle); frames[frame_idx].desc_heap_walkers.rtv.advance(); } rtv_handles[i] = frames[frame_idx].null_rtv_handle; } else { uint32_t rt_index = fb_info->attachments_handle_inds[attachment]; rtv_heap_walker.rewind(); rtv_heap_walker.advance(rt_index); rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle(); } } D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {}; { DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker(); if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) { uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment]; dsv_heap_walker.rewind(); dsv_heap_walker.advance(ds_index); dsv_handle = dsv_heap_walker.get_curr_cpu_handle(); } } cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr); } void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView p_viewports) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size()); for (uint32_t i = 0; i < p_viewports.size(); i++) { d3d12_viewports[i] = CD3DX12_VIEWPORT( p_viewports[i].position.x, p_viewports[i].position.y, p_viewports[i].size.x, p_viewports[i].size.y); } cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports); } void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView p_scissors) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size()); for (uint32_t i = 0; i < p_scissors.size(); i++) { d3d12_scissors[i] = CD3DX12_RECT( p_scissors[i].position.x, p_scissors[i].position.y, p_scissors[i].position.x + p_scissors[i].size.x, p_scissors[i].position.y + p_scissors[i].size.y); } cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors); } void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView p_attachment_clears, VectorView p_rects) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX); const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info; const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info; DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker(); DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker(); for (uint32_t i = 0; i < p_attachment_clears.size(); i++) { uint32_t attachment = UINT32_MAX; bool is_render_target = false; if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) { attachment = p_attachment_clears[i].color_attachment; is_render_target = true; } else { attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment; } for (uint32_t j = 0; j < p_rects.size(); j++) { D3D12_RECT rect = CD3DX12_RECT( p_rects[j].position.x, p_rects[j].position.y, p_rects[j].position.x + p_rects[j].size.x, p_rects[j].position.y + p_rects[j].size.y); const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : ▭ if (is_render_target) { uint32_t color_idx = fb_info->attachments_handle_inds[attachment]; rtv_heap_walker.rewind(); rtv_heap_walker.advance(color_idx); cmd_buf_info->cmd_list->ClearRenderTargetView( rtv_heap_walker.get_curr_cpu_handle(), p_attachment_clears[i].value.color.components, rect_ptr ? 1 : 0, rect_ptr); } else { uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment]; dsv_heap_walker.rewind(); dsv_heap_walker.advance(depth_stencil_idx); D3D12_CLEAR_FLAGS flags = {}; if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) { flags |= D3D12_CLEAR_FLAG_DEPTH; } if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) { flags |= D3D12_CLEAR_FLAG_STENCIL; } cmd_buf_info->cmd_list->ClearDepthStencilView( dsv_heap_walker.get_curr_cpu_handle(), flags, p_attachment_clears[i].value.depth, p_attachment_clears[i].value.stencil, rect_ptr ? 1 : 0, rect_ptr); } } } } void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id; if (cmd_buf_info->graphics_pso == pso) { return; } const ShaderInfo *shader_info_in = pipelines_shaders[pso]; const RenderPipelineExtraInfo &pso_extra_info = render_psos_extra_info[pso]; cmd_buf_info->cmd_list->SetPipelineState(pso); if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) { cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get()); cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc; } cmd_buf_info->cmd_list->IASetPrimitiveTopology(pso_extra_info.dyn_params.primitive_topology); cmd_buf_info->cmd_list->OMSetBlendFactor(pso_extra_info.dyn_params.blend_constant.components); cmd_buf_info->cmd_list->OMSetStencilRef(pso_extra_info.dyn_params.stencil_reference); ComPtr command_list_1; cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf()); if (command_list_1) { command_list_1->OMSetDepthBounds(pso_extra_info.dyn_params.depth_bounds_min, pso_extra_info.dyn_params.depth_bounds_max); } cmd_buf_info->render_pass_state.vf_info = pso_extra_info.vf_info; cmd_buf_info->graphics_pso = pso; cmd_buf_info->compute_pso = nullptr; } void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) { _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false); } void RenderingDeviceDriverD3D12::command_render_draw(CommandBufferID p_cmd_buffer, uint32_t p_vertex_count, uint32_t p_instance_count, uint32_t p_base_vertex, uint32_t p_first_instance) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; _bind_vertex_buffers(cmd_buf_info); cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance); } void RenderingDeviceDriverD3D12::command_render_draw_indexed(CommandBufferID p_cmd_buffer, uint32_t p_index_count, uint32_t p_instance_count, uint32_t p_first_index, int32_t p_vertex_offset, uint32_t p_first_instance) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; _bind_vertex_buffers(cmd_buf_info); cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance); } void RenderingDeviceDriverD3D12::command_render_draw_indexed_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; _bind_vertex_buffers(cmd_buf_info); BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0); } void RenderingDeviceDriverD3D12::command_render_draw_indexed_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; _bind_vertex_buffers(cmd_buf_info); BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id; _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_max_draw_count, indirect_buf_info->resource, p_offset, count_buf_info->resource, p_count_buffer_offset); } void RenderingDeviceDriverD3D12::command_render_draw_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; _bind_vertex_buffers(cmd_buf_info); BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0); } void RenderingDeviceDriverD3D12::command_render_draw_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; _bind_vertex_buffers(cmd_buf_info); BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id; _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_max_draw_count, indirect_buf_info->resource, p_offset, count_buf_info->resource, p_count_buffer_offset); } void RenderingDeviceDriverD3D12::command_render_bind_vertex_buffers(CommandBufferID p_cmd_buffer, uint32_t p_binding_count, const BufferID *p_buffers, const uint64_t *p_offsets) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX); // Vertex buffer views are set deferredly, to be sure we already know the strides by then, // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]] DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views)); for (uint32_t i = 0; i < p_binding_count; i++) { BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id; cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {}; cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i]; cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i]; _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); } _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count; } void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; BufferInfo *buffer_info = (BufferInfo *)p_buffer.id; D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {}; d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset; d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset; d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view); } // [[DEFERRED_VERTEX_BUFFERS]] void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) { RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state; if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) { for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) { render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i]; } p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views); render_pass_state.vertex_buffer_count = 0; } } void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components); } void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) { if (!Math::is_equal_approx(p_width, 1.0f)) { ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver."); } } // ----- PIPELINE ----- static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = { D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH, }; static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST, }; static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = { D3D12_CULL_MODE_NONE, D3D12_CULL_MODE_FRONT, D3D12_CULL_MODE_BACK, }; static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = { D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_ZERO, D3D12_STENCIL_OP_REPLACE, D3D12_STENCIL_OP_INCR_SAT, D3D12_STENCIL_OP_DECR_SAT, D3D12_STENCIL_OP_INVERT, D3D12_STENCIL_OP_INCR, D3D12_STENCIL_OP_DECR, }; static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = { D3D12_LOGIC_OP_CLEAR, D3D12_LOGIC_OP_AND, D3D12_LOGIC_OP_AND_REVERSE, D3D12_LOGIC_OP_COPY, D3D12_LOGIC_OP_AND_INVERTED, D3D12_LOGIC_OP_NOOP, D3D12_LOGIC_OP_XOR, D3D12_LOGIC_OP_OR, D3D12_LOGIC_OP_NOR, D3D12_LOGIC_OP_EQUIV, D3D12_LOGIC_OP_INVERT, D3D12_LOGIC_OP_OR_REVERSE, D3D12_LOGIC_OP_COPY_INVERTED, D3D12_LOGIC_OP_OR_INVERTED, D3D12_LOGIC_OP_NAND, D3D12_LOGIC_OP_SET, }; static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = { D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_DEST_COLOR, D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_SRC1_COLOR, D3D12_BLEND_INV_SRC1_COLOR, D3D12_BLEND_SRC1_ALPHA, D3D12_BLEND_INV_SRC1_ALPHA, }; static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = { D3D12_BLEND_OP_ADD, D3D12_BLEND_OP_SUBTRACT, D3D12_BLEND_OP_REV_SUBTRACT, D3D12_BLEND_OP_MIN, D3D12_BLEND_OP_MAX, }; RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create( ShaderID p_shader, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, PipelineRasterizationState p_rasterization_state, PipelineMultisampleState p_multisample_state, PipelineDepthStencilState p_depth_stencil_state, PipelineColorBlendState p_blend_state, VectorView p_color_attachments, BitField p_dynamic_state, RenderPassID p_render_pass, uint32_t p_render_subpass, VectorView p_specialization_constants) { const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {}; RenderPipelineExtraInfo pso_extra_info; const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id; // Attachments. LocalVector color_attachments; { const Subpass &subpass = pass_info->subpasses[p_render_subpass]; for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) { (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN; } for (uint32_t i = 0; i < subpass.color_references.size(); i++) { const AttachmentReference &ref = subpass.color_references[i]; if (ref.attachment != AttachmentReference::UNUSED) { const Attachment &attachment = pass_info->attachments[ref.attachment]; DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN); (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format; } } (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size(); if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) { const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment]; pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format; } else { pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN; } } // Vertex. if (p_vertex_format) { const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id; (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr(); (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size(); pso_extra_info.vf_info = vf_info; } // Input assembly & tessellation. pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive]; if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) { // Is there any way to get the true point count limit? ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID()); pso_extra_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points); } else { pso_extra_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive]; } if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) { // TODO: This is right for 16-bit indices; for 32-bit there's a different enum value to set, but we don't know at this point. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF; } else { pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; } // Rasterization. (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp; // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now. ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID()); (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID; (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode]; (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE; // In D3D12, there's still a point in setting up depth bias with no depth buffer, but just zeroing (disabling) it all in such case is closer to Vulkan. if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) { (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor; (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp; (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor; (&pipeline_desc.RasterizerState)->DepthBias = 0; (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f; (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f; } (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0; (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1; (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true; // In D3D12, there's no line width. ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID()); // Multisample. ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12? if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) { uint32_t sample_count = MIN( pass_info->max_supported_sample_count, TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]); (&pipeline_desc.SampleDesc)->Count = sample_count; } else { (&pipeline_desc.SampleDesc)->Count = 1; } if ((&pipeline_desc.SampleDesc)->Count > 1) { (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN; } else { (&pipeline_desc.SampleDesc)->Quality = 0; } if (p_multisample_state.sample_mask.size()) { for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) { // In D3D12 there's a single sample mask for every pixel. ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID()); } pipeline_desc.SampleMask = p_multisample_state.sample_mask[0]; } else { pipeline_desc.SampleMask = 0xffffffff; } // Depth stencil. if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) { (&pipeline_desc.DepthStencilState)->DepthEnable = false; (&pipeline_desc.DepthStencilState)->StencilEnable = false; } else { (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test; (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO; (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator]; (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range; (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil; // In D3D12 some elements can't be different across front and back. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID()); ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID()); ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID()); (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask; (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask; (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail]; (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass]; (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail]; (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare]; (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail]; (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass]; (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail]; (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare]; pso_extra_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f; pso_extra_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f; pso_extra_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference; } // Blend states. (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage; { bool all_attachments_same_blend = true; for (int i = 0; i < p_blend_state.attachments.size(); i++) { const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i]; D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i]; bd.BlendEnable = bs.enable_blend; bd.LogicOpEnable = p_blend_state.enable_logic_op; bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op]; bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor]; bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor]; bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op]; bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor]; bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor]; bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op]; if (bs.write_r) { bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED; } if (bs.write_g) { bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN; } if (bs.write_b) { bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE; } if (bs.write_a) { bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA; } if (i > 0 && all_attachments_same_blend) { all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0]; } } // Per D3D12 docs, if logic op used, independent blending is not supported. ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID()); (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend; } pso_extra_info.dyn_params.blend_constant = p_blend_state.blend_constant; // Stages bytecodes + specialization constants. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get(); HashMap> final_stages_bytecode; bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode); ERR_FAIL_COND_V(!ok, PipelineID()); pipeline_desc.VS = D3D12_SHADER_BYTECODE{ final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(), (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size() }; pipeline_desc.PS = D3D12_SHADER_BYTECODE{ final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(), (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size() }; ComPtr device_2; device->QueryInterface(device_2.GetAddressOf()); ID3D12PipelineState *pso = nullptr; HRESULT res = E_FAIL; if (device_2) { D3D12_PIPELINE_STATE_STREAM_DESC pssd = {}; pssd.pPipelineStateSubobjectStream = &pipeline_desc; pssd.SizeInBytes = sizeof(pipeline_desc); res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso)); } else { D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0(); res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso)); } ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); // Bookkeep ancillary info. pipelines_shaders[pso] = shader_info_in; render_psos_extra_info[pso] = pso_extra_info; return PipelineID(pso); } /*****************/ /**** COMPUTE ****/ /*****************/ // ----- COMMANDS ----- void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) { CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id; const ShaderInfo *shader_info_in = pipelines_shaders[pso]; if (cmd_buf_info->compute_pso == pso) { return; } cmd_buf_info->cmd_list->SetPipelineState(pso); if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) { cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get()); cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc; } cmd_buf_info->compute_pso = pso; cmd_buf_info->graphics_pso = nullptr; } void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) { _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true); } void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups); } void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0); } // ----- PIPELINE ----- RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView p_specialization_constants) { const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {}; // Stages bytecodes + specialization constants. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get(); HashMap> final_stages_bytecode; bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode); ERR_FAIL_COND_V(!ok, PipelineID()); pipeline_desc.CS = D3D12_SHADER_BYTECODE{ final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(), (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size() }; ComPtr device_2; device->QueryInterface(device_2.GetAddressOf()); ID3D12PipelineState *pso = nullptr; HRESULT res = E_FAIL; if (device_2) { D3D12_PIPELINE_STATE_STREAM_DESC pssd = {}; pssd.pPipelineStateSubobjectStream = &pipeline_desc; pssd.SizeInBytes = sizeof(pipeline_desc); res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso)); } else { D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0(); res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso)); } ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); // Bookkeep ancillary info. pipelines_shaders[pso] = shader_info_in; return PipelineID(pso); } /*****************/ /**** QUERIES ****/ /*****************/ // ----- TIMESTAMP ----- RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) { ComPtr query_heap; { D3D12_QUERY_HEAP_DESC qh_desc = {}; qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP; qh_desc.Count = p_query_count; qh_desc.NodeMask = 0; HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf())); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); } ComPtr results_buffer_allocation; { D3D12MA::ALLOCATION_DESC allocation_desc = {}; allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK; CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count); ComPtr results_buffer; HRESULT res = allocator->CreateResource( &allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, results_buffer_allocation.GetAddressOf(), IID_PPV_ARGS(results_buffer.GetAddressOf())); ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); } // Bookkeep. TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate(resources_allocator); tqp_info->query_heap = query_heap; tqp_info->query_count = p_query_count; tqp_info->results_buffer_allocation = results_buffer_allocation; return RDD::QueryPoolID(tqp_info); } void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) { TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id; VersatileResource::free(resources_allocator, tqp_info); } void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) { TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id; ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource(); void *results_buffer_data = nullptr; results_buffer->Map(0, &VOID_RANGE, &results_buffer_data); memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count); results_buffer->Unmap(0, &VOID_RANGE); } uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) { return p_result / (double)context->get_device_limits().timestamp_frequency * 1000000000.0; } void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) { } void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) { const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id; ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource(); cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index); cmd_buf_info->cmd_list->ResolveQueryData(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index, tqp_info->query_count, results_buffer, p_index * sizeof(uint64_t)); } /****************/ /**** SCREEN ****/ /****************/ RDD::DataFormat RenderingDeviceDriverD3D12::screen_get_format() { // Very hacky, but not used often per frame, so I guess ok. DXGI_FORMAT d3d12_format = context->get_screen_format(); DataFormat format = DATA_FORMAT_MAX; for (int i = 0; i < DATA_FORMAT_MAX; i++) { if (d3d12_format == RD_TO_D3D12_FORMAT[i].general_format) { format = DataFormat(i); break; } } ERR_FAIL_COND_V(format == DATA_FORMAT_MAX, DATA_FORMAT_MAX); return format; } /********************/ /**** SUBMISSION ****/ /********************/ void RenderingDeviceDriverD3D12::begin_segment(CommandBufferID p_cmd_buffer, uint32_t p_frame_index, uint32_t p_frames_drawn) { frame_idx = p_frame_index; frames_drawn = p_frames_drawn; allocator->SetCurrentFrameIndex(p_frames_drawn); frames[frame_idx].desc_heap_walkers.resources.rewind(); frames[frame_idx].desc_heap_walkers.samplers.rewind(); frames[frame_idx].desc_heap_walkers.aux.rewind(); frames[frame_idx].desc_heap_walkers.rtv.rewind(); frames[frame_idx].desc_heaps_exhausted_reported = {}; frames[frame_idx].null_rtv_handle = { 0 }; frames[frame_idx].segment_serial = segment_serial; ID3D12DescriptorHeap *heaps[] = { frames[frame_idx].desc_heaps.resources.get_heap(), frames[frame_idx].desc_heaps.samplers.get_heap(), }; const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps); segment_begun = true; } void RenderingDeviceDriverD3D12::end_segment() { segment_serial++; segment_begun = false; } /**************/ /**** MISC ****/ /**************/ void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) { switch (p_type) { case OBJECT_TYPE_TEXTURE: { const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; if (tex_info->owner_info.allocation) { context->set_object_name(tex_info->resource, p_name); } } break; case OBJECT_TYPE_SAMPLER: { } break; case OBJECT_TYPE_BUFFER: { const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id; context->set_object_name(buf_info->resource, p_name); } break; case OBJECT_TYPE_SHADER: { const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id; context->set_object_name(shader_info_in->root_signature.Get(), p_name); } break; case OBJECT_TYPE_UNIFORM_SET: { const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id; if (uniform_set_info->desc_heaps.resources.get_heap()) { context->set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap"); } if (uniform_set_info->desc_heaps.samplers.get_heap()) { context->set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap"); } } break; case OBJECT_TYPE_PIPELINE: { ID3D12PipelineState *pso = (ID3D12PipelineState *)p_driver_id.id; context->set_object_name(pso, p_name); } break; default: { DEV_ASSERT(false); } } } uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) { switch (p_type) { case DRIVER_RESOURCE_LOGICAL_DEVICE: { return (uint64_t)device; } case DRIVER_RESOURCE_PHYSICAL_DEVICE: { return (uint64_t)context->get_adapter(); } case DRIVER_RESOURCE_TOPMOST_OBJECT: { return 0; } case DRIVER_RESOURCE_COMMAND_QUEUE: { return (uint64_t)p_driver_id.id; } case DRIVER_RESOURCE_QUEUE_FAMILY: { return 0; } case DRIVER_RESOURCE_TEXTURE: { const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; return (uint64_t)tex_info->main_texture; } break; case DRIVER_RESOURCE_TEXTURE_VIEW: { const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; return (uint64_t)tex_info->resource; } case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: { const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; return (uint64_t)tex_info->desc.Format; } case DRIVER_RESOURCE_SAMPLER: case DRIVER_RESOURCE_UNIFORM_SET: return 0; case DRIVER_RESOURCE_BUFFER: { const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; return (uint64_t)tex_info->resource; } break; case DRIVER_RESOURCE_COMPUTE_PIPELINE: case DRIVER_RESOURCE_RENDER_PIPELINE: { return p_driver_id.id; } default: { return 0; } } } uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() { D3D12MA::TotalStatistics stats; allocator->CalculateStatistics(&stats); return stats.Total.Stats.BlockBytes; } uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) { uint64_t safe_unbounded = ((uint64_t)1 << 30); switch (p_limit) { case LIMIT_MAX_BOUND_UNIFORM_SETS: return safe_unbounded; case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE: return context->get_device_limits().max_srvs_per_shader_stage; case LIMIT_MAX_UNIFORM_BUFFER_SIZE: return 65536; case LIMIT_MAX_VIEWPORT_DIMENSIONS_X: case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y: return 16384; // Based on max. texture size. Maybe not correct. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X: return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION; case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y: return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION; case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z: return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION; case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X: return D3D12_CS_THREAD_GROUP_MAX_X; case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y: return D3D12_CS_THREAD_GROUP_MAX_Y; case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z: return D3D12_CS_THREAD_GROUP_MAX_Z; case LIMIT_SUBGROUP_SIZE: // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html), // but at this time I don't know the implications on the transpilation to DXIL, etc. case LIMIT_SUBGROUP_MIN_SIZE: case LIMIT_SUBGROUP_MAX_SIZE: { const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities(); return subgroup_capabilities.size; } case LIMIT_SUBGROUP_IN_SHADERS: { const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities(); return subgroup_capabilities.supported_stages_flags_rd(); } case LIMIT_SUBGROUP_OPERATIONS: { const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities(); return subgroup_capabilities.supported_operations_flags_rd(); } case LIMIT_VRS_TEXEL_WIDTH: case LIMIT_VRS_TEXEL_HEIGHT: { return context->get_vrs_capabilities().ss_image_tile_size; } default: { #ifdef DEV_ENABLED WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + "."); #endif return safe_unbounded; } } } uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) { switch (p_trait) { case API_TRAIT_HONORS_PIPELINE_BARRIERS: // TODO: // 1. Map fine/Vulkan/enhanced barriers to legacy barriers as closely as possible // so there's still some advantage even without enhanced barriers available. // 2. Implement enhanced barriers and return true where available. return 0; case API_TRAIT_SHADER_CHANGE_INVALIDATION: return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH; case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT: return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT; case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP: return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT; case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR: return false; default: return RenderingDeviceDriver::api_trait_get(p_trait); } } bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) { switch (p_feature) { case SUPPORTS_MULTIVIEW: { const RDD::MultiviewCapabilities &multiview_capabilies = context->get_multiview_capabilities(); return multiview_capabilies.is_supported && multiview_capabilies.max_view_count > 1; } break; case SUPPORTS_FSR_HALF_FLOAT: { return context->get_shader_capabilities().native_16bit_ops && context->get_storage_buffer_capabilities().storage_buffer_16_bit_access_is_supported; } break; case SUPPORTS_ATTACHMENT_VRS: { const D3D12Context::VRSCapabilities &vrs_capabilities = context->get_vrs_capabilities(); return vrs_capabilities.ss_image_supported; } break; case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS: { return true; } break; default: { return false; } } } const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() { return context->get_multiview_capabilities(); } /******************/ RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(D3D12Context *p_context, ID3D12Device *p_device, uint32_t p_frame_count) : context(p_context), device(p_device) { D3D12MA::ALLOCATOR_DESC allocator_desc = {}; allocator_desc.pDevice = device; allocator_desc.pAdapter = context->get_adapter(); HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator); ERR_FAIL_COND_MSG(!SUCCEEDED(res), "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); { uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame"); uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame"); uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame"); frames.resize(p_frame_count); for (uint32_t i = 0; i < frames.size(); i++) { Error err = frames[i].desc_heaps.resources.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true); ERR_FAIL_COND_MSG(err, "Creating the frame's RESOURCE descriptors heap failed."); err = frames[i].desc_heaps.samplers.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true); ERR_FAIL_COND_MSG(err, "Creating the frame's SAMPLER descriptors heap failed."); err = frames[i].desc_heaps.aux.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false); ERR_FAIL_COND_MSG(err, "Creating the frame's AUX descriptors heap failed."); err = frames[i].desc_heaps.rtv.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false); ERR_FAIL_COND_MSG(err, "Creating the frame's RENDER TARGET descriptors heap failed."); frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker(); frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker(); frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker(); frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker(); { D3D12MA::ALLOCATION_DESC allocation_desc = {}; allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT; CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); ID3D12Resource *resource = nullptr; res = allocator->CreateResource( &allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COMMON, nullptr, &frames[frame_idx].aux_resource, IID_PPV_ARGS(&resource)); ERR_FAIL_COND_MSG(!SUCCEEDED(res), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); } } } { // Create command signatures for indirect commands. auto _create_command_signature = [&](D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr *r_cmd_sig) { D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {}; iarg_desc.Type = p_type; D3D12_COMMAND_SIGNATURE_DESC cs_desc = {}; cs_desc.ByteStride = p_stride; cs_desc.NumArgumentDescs = 1; cs_desc.pArgumentDescs = &iarg_desc; cs_desc.NodeMask = 0; res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf())); ERR_FAIL_COND_MSG(!SUCCEEDED(res), "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); }; _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw); _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed); _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch); } glsl_type_singleton_init_or_ref(); } RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() { { MutexLock lock(dxil_mutex); for (const KeyValue &E : dxil_validators) { dxil_destroy_validator(E.value); } } glsl_type_singleton_decref(); }