virtualx-engine/drivers/d3d12/d3d12_context.cpp
2023-12-12 19:10:04 +01:00

1067 lines
37 KiB
C++

/**************************************************************************/
/* d3d12_context.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "d3d12_context.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/string/ustring.h"
#include "core/templates/local_vector.h"
#include "core/version.h"
#include "servers/rendering/rendering_device.h"
#include "dxcapi.h"
extern "C" {
char godot_nir_arch_name[32];
#ifdef AGILITY_SDK_ENABLED
__declspec(dllexport) extern const UINT D3D12SDKVersion = 610;
#ifdef AGILITY_SDK_MULTIARCH_ENABLED
#if defined(__aarch64__) || defined(_M_ARM64) || defined(_M_ARM64EC)
__declspec(dllexport) extern const char *D3D12SDKPath = "\\.\\arm64";
#else
__declspec(dllexport) extern const char *D3D12SDKPath = "\\.\\x86_64";
#endif
#else
__declspec(dllexport) extern const char *D3D12SDKPath = "\\.";
#endif // AGILITY_SDK_MULTIARCH
#endif // AGILITY_SDK_ENABLED
}
#ifdef PIX_ENABLED
#define USE_PIX
#include "WinPixEventRuntime/pix3.h"
#endif
#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
void D3D12Context::_debug_message_func(
D3D12_MESSAGE_CATEGORY p_category,
D3D12_MESSAGE_SEVERITY p_severity,
D3D12_MESSAGE_ID p_id,
LPCSTR p_description,
void *p_context) {
String type_string;
switch (p_category) {
case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
type_string = "APPLICATION_DEFINED";
break;
case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
type_string = "MISCELLANEOUS";
break;
case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
type_string = "INITIALIZATION";
break;
case D3D12_MESSAGE_CATEGORY_CLEANUP:
type_string = "CLEANUP";
break;
case D3D12_MESSAGE_CATEGORY_COMPILATION:
type_string = "COMPILATION";
break;
case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
type_string = "STATE_CREATION";
break;
case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
type_string = "STATE_SETTING";
break;
case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
type_string = "STATE_GETTING";
break;
case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
type_string = "RESOURCE_MANIPULATION";
break;
case D3D12_MESSAGE_CATEGORY_EXECUTION:
type_string = "EXECUTION";
break;
case D3D12_MESSAGE_CATEGORY_SHADER:
type_string = "SHADER";
break;
}
String error_message(type_string +
" - Message Id Number: " + String::num_int64(p_id) +
"\n\t" + p_description);
// Convert D3D12 severity to our own log macros.
switch (p_severity) {
case D3D12_MESSAGE_SEVERITY_MESSAGE:
print_verbose(error_message);
break;
case D3D12_MESSAGE_SEVERITY_INFO:
print_line(error_message);
break;
case D3D12_MESSAGE_SEVERITY_WARNING:
WARN_PRINT(error_message);
break;
case D3D12_MESSAGE_SEVERITY_ERROR:
case D3D12_MESSAGE_SEVERITY_CORRUPTION:
ERR_PRINT(error_message);
CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(),
"Crashing, because abort on GPU errors is enabled.");
break;
}
}
uint32_t D3D12Context::SubgroupCapabilities::supported_stages_flags_rd() const {
// If there's a way to check exactly which are supported, I have yet to find it.
return (
RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT |
RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT);
}
uint32_t D3D12Context::SubgroupCapabilities::supported_operations_flags_rd() const {
if (!wave_ops_supported) {
return 0;
} else {
return (
RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT |
RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT |
RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT |
RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT |
RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT |
RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT |
RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT |
RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT);
}
}
Error D3D12Context::_check_capabilities() {
// Assume not supported until proven otherwise.
vrs_capabilities.draw_call_supported = false;
vrs_capabilities.primitive_supported = false;
vrs_capabilities.primitive_in_multiviewport = false;
vrs_capabilities.ss_image_supported = false;
vrs_capabilities.ss_image_tile_size = 1;
vrs_capabilities.additional_rates_supported = false;
multiview_capabilities.is_supported = false;
multiview_capabilities.geometry_shader_is_supported = false;
multiview_capabilities.tessellation_shader_is_supported = false;
multiview_capabilities.max_view_count = 0;
multiview_capabilities.max_instance_count = 0;
multiview_capabilities.is_supported = false;
subgroup_capabilities.size = 0;
subgroup_capabilities.wave_ops_supported = false;
shader_capabilities.shader_model = D3D_SHADER_MODEL_6_0;
shader_capabilities.native_16bit_ops = false;
storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
format_capabilities.relaxed_casting_supported = false;
{
D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
shader_model.HighestShaderModel = MIN(D3D_HIGHEST_SHADER_MODEL, D3D_SHADER_MODEL_6_6);
HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
shader_capabilities.shader_model = shader_model.HighestShaderModel;
}
print_verbose("- Shader:");
print_verbose(" model: " + itos(shader_capabilities.shader_model >> 4) + "." + itos(shader_capabilities.shader_model & 0xf));
D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
if (SUCCEEDED(res)) {
storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
}
D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
if (SUCCEEDED(res)) {
subgroup_capabilities.size = options1.WaveLaneCountMin;
subgroup_capabilities.wave_ops_supported = options1.WaveOps;
}
D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
if (SUCCEEDED(res)) {
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
// https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
multiview_capabilities.is_supported = true;
multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
multiview_capabilities.max_instance_count = UINT32_MAX;
}
}
D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
if (SUCCEEDED(res)) {
if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
vrs_capabilities.draw_call_supported = true;
if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
vrs_capabilities.primitive_supported = true;
vrs_capabilities.primitive_in_multiviewport = options6.PerPrimitiveShadingRateSupportedWithViewportIndexing;
vrs_capabilities.ss_image_supported = true;
vrs_capabilities.ss_image_tile_size = options6.ShadingRateImageTileSize;
vrs_capabilities.additional_rates_supported = options6.AdditionalShadingRatesSupported;
}
}
}
D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
if (SUCCEEDED(res)) {
format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
}
if (vrs_capabilities.draw_call_supported || vrs_capabilities.primitive_supported || vrs_capabilities.ss_image_supported) {
print_verbose("- D3D12 Variable Rate Shading supported:");
if (vrs_capabilities.draw_call_supported) {
print_verbose(" Draw call");
}
if (vrs_capabilities.primitive_supported) {
print_verbose(String(" Per-primitive (multi-viewport: ") + (vrs_capabilities.primitive_in_multiviewport ? "yes" : "no") + ")");
}
if (vrs_capabilities.ss_image_supported) {
print_verbose(String(" Screen-space image (tile size: ") + itos(vrs_capabilities.ss_image_tile_size) + ")");
}
if (vrs_capabilities.additional_rates_supported) {
print_verbose(String(" Additional rates: ") + (vrs_capabilities.additional_rates_supported ? "yes" : "no"));
}
} else {
print_verbose("- D3D12 Variable Rate Shading not supported");
}
if (multiview_capabilities.is_supported) {
print_verbose("- D3D12 multiview supported:");
print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
//print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
} else {
print_verbose("- D3D12 multiview not supported");
}
if (format_capabilities.relaxed_casting_supported) {
print_verbose("- Relaxed casting supported");
} else {
print_verbose("- Relaxed casting not supported");
}
return OK;
}
Error D3D12Context::_initialize_debug_layers() {
ComPtr<ID3D12Debug> debug_controller;
HRESULT res = D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller));
ERR_FAIL_COND_V(res, ERR_QUERY_FAILED);
debug_controller->EnableDebugLayer();
return OK;
}
Error D3D12Context::_select_adapter(int &r_index) {
{
UINT flags = _use_validation_layers() ? DXGI_CREATE_FACTORY_DEBUG : 0;
HRESULT res = CreateDXGIFactory2(flags, IID_PPV_ARGS(&dxgi_factory));
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
}
ComPtr<IDXGIFactory6> factory6;
dxgi_factory.As(&factory6);
// TODO: Use IDXCoreAdapterList, which gives more comprehensive information.
LocalVector<IDXGIAdapter1 *> adapters;
while (true) {
IDXGIAdapter1 *curr_adapter = nullptr;
if (factory6) {
if (factory6->EnumAdapterByGpuPreference(adapters.size(), DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&curr_adapter)) == DXGI_ERROR_NOT_FOUND) {
break;
}
} else {
if (dxgi_factory->EnumAdapters1(adapters.size(), &curr_adapter) == DXGI_ERROR_NOT_FOUND) {
break;
}
}
adapters.push_back(curr_adapter);
}
ERR_FAIL_COND_V_MSG(adapters.size() == 0, ERR_CANT_CREATE, "Adapters enumeration reported zero accessible devices.");
// The device should really be a preference, but for now choosing a discrete GPU over the
// integrated one is better than the default.
int32_t adapter_index = -1;
int type_selected = -1;
LocalVector<RenderingDevice::DeviceType> adapter_types;
print_verbose("D3D12 devices:");
for (uint32_t i = 0; i < adapters.size(); ++i) {
DXGI_ADAPTER_DESC1 desc = {};
adapters[i]->GetDesc1(&desc);
String name = desc.Description;
String dev_type;
RenderingDevice::DeviceType type = {};
if (((desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE))) {
type = RenderingDevice::DEVICE_TYPE_CPU;
} else {
type = desc.DedicatedVideoMemory ? RenderingDevice::DEVICE_TYPE_DISCRETE_GPU : RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU;
}
adapter_types.push_back(type);
switch (type) {
case RenderingDevice::DEVICE_TYPE_DISCRETE_GPU: {
dev_type = "Discrete";
} break;
case RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU: {
dev_type = "Integrated";
} break;
case RenderingDevice::DEVICE_TYPE_VIRTUAL_GPU: {
dev_type = "Virtual";
} break;
case RenderingDevice::DEVICE_TYPE_CPU: {
dev_type = "CPU";
} break;
default: {
dev_type = "Other";
} break;
}
print_verbose(" #" + itos(i) + ": " + name + ", " + dev_type);
switch (type) {
case RenderingDevice::DEVICE_TYPE_DISCRETE_GPU: {
if (type_selected < 4) {
type_selected = 4;
adapter_index = i;
}
} break;
case RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU: {
if (type_selected < 3) {
type_selected = 3;
adapter_index = i;
}
} break;
case RenderingDevice::DEVICE_TYPE_VIRTUAL_GPU: {
if (type_selected < 2) {
type_selected = 2;
adapter_index = i;
}
} break;
case RenderingDevice::DEVICE_TYPE_CPU: {
if (type_selected < 1) {
type_selected = 1;
adapter_index = i;
}
} break;
default: {
if (type_selected < 0) {
type_selected = 0;
adapter_index = i;
}
} break;
}
}
int32_t user_adapter_index = Engine::get_singleton()->get_gpu_index(); // Force user selected GPU.
if (user_adapter_index >= 0 && user_adapter_index < (int32_t)adapters.size()) {
adapter_index = user_adapter_index;
}
ERR_FAIL_COND_V_MSG(adapter_index == -1, ERR_CANT_CREATE, "None of D3D12 devices supports hardware rendering.");
gpu = adapters[adapter_index];
for (uint32_t i = 0; i < adapters.size(); ++i) {
adapters[i]->Release();
}
adapter_type = adapter_types[adapter_index];
ComPtr<IDXGIFactory5> factory5;
dxgi_factory.As(&factory5);
if (factory5) {
BOOL result = FALSE; // sizeof(bool) != sizeof(BOOL), in general.
HRESULT res = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &result, sizeof(result));
if (SUCCEEDED(res)) {
tearing_supported = result;
} else {
ERR_PRINT("CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
}
}
r_index = adapter_index;
return OK;
}
void D3D12Context::_dump_adapter_info(int p_index) {
{
const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_2,
};
D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
ERR_FAIL_COND_MSG(res, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
// Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
feature_level = feat_level_major * 10 + feat_level_minor;
}
String rendering_method;
if (OS::get_singleton()->get_current_rendering_method() == "mobile") {
rendering_method = "Forward Mobile";
} else {
rendering_method = "Forward+";
}
static const struct {
uint32_t id;
const char *name;
} vendor_names[] = {
{ 0x1002, "AMD" },
{ 0x1010, "ImgTec" },
{ 0x106B, "Apple" },
{ 0x10DE, "NVIDIA" },
{ 0x13B5, "ARM" },
{ 0x1414, "Microsoft" },
{ 0x5143, "Qualcomm" },
{ 0x8086, "Intel" },
{ 0, nullptr },
};
DXGI_ADAPTER_DESC gpu_desc = {};
gpu->GetDesc(&gpu_desc);
adapter_name = gpu_desc.Description;
pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&gpu_desc.AdapterLuid, sizeof(LUID));
pipeline_cache_id += "-driver-" + itos(gpu_desc.Revision);
{
adapter_vendor = "Unknown";
uint32_t vendor_idx = 0;
while (vendor_names[vendor_idx].name != nullptr) {
if (gpu_desc.VendorId == vendor_names[vendor_idx].id) {
adapter_vendor = vendor_names[vendor_idx].name;
break;
}
vendor_idx++;
}
}
print_line(vformat("D3D12 feature level %s - %s - Using D3D12 Adapter #%d: %s", get_device_api_version(), rendering_method, p_index, adapter_name));
}
Error D3D12Context::_create_device(DeviceBasics &r_basics) {
HRESULT res = D3D12CreateDevice(gpu.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(r_basics.device.GetAddressOf()));
ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", res) + ".");
// Create direct command queue.
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
res = r_basics.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(r_basics.queue.GetAddressOf()));
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
// Create sync objects.
res = r_basics.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(r_basics.fence.GetAddressOf()));
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
r_basics.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ERR_FAIL_NULL_V(r_basics.fence_event, ERR_CANT_CREATE);
if (_use_validation_layers()) {
ComPtr<ID3D12InfoQueue> info_queue;
res = r_basics.device.As(&info_queue);
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
#if 0 // This causes crashes. Needs investigation.
ComPtr<ID3D12InfoQueue1> info_queue_1;
device.As(&info_queue_1);
if (info_queue_1) {
// Custom printing supported (added in Windows 10 Release Preview build 20236).
info_queue_1->SetMuteDebugOutput(TRUE);
res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, 0);
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
} else
#endif
{
// Rely on D3D12's own debug printing.
if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
}
}
D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
D3D12_MESSAGE_SEVERITY_INFO,
};
D3D12_MESSAGE_ID messages_to_mute[] = {
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
// These happen due to how D3D12MA manages buffers; seem bening.
D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
};
D3D12_INFO_QUEUE_FILTER filter = {};
filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
filter.DenyList.pSeverityList = severities_to_mute;
filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
filter.DenyList.pIDList = messages_to_mute;
res = info_queue->PushStorageFilter(&filter);
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
}
return OK;
}
Error D3D12Context::_get_device_limits() {
D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
ERR_FAIL_COND_V_MSG(res, ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + ".");
// https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
gpu_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
gpu_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
gpu_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
gpu_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
} else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
gpu_limits.max_uavs_across_all_stages = 64;
} else {
gpu_limits.max_uavs_across_all_stages = UINT64_MAX;
}
md.queue->GetTimestampFrequency(&gpu_limits.timestamp_frequency);
return OK;
}
bool D3D12Context::_use_validation_layers() {
return Engine::get_singleton()->is_validation_layers_enabled();
}
Error D3D12Context::window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height) {
ERR_FAIL_COND_V(windows.has(p_window_id), ERR_INVALID_PARAMETER);
Window window;
window.hwnd = p_window;
window.width = p_width;
window.height = p_height;
window.vsync_mode = p_vsync_mode;
Error err = _update_swap_chain(&window);
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
windows[p_window_id] = window;
return OK;
}
void D3D12Context::window_resize(DisplayServer::WindowID p_window, int p_width, int p_height) {
ERR_FAIL_COND(!windows.has(p_window));
windows[p_window].width = p_width;
windows[p_window].height = p_height;
_update_swap_chain(&windows[p_window]);
}
int D3D12Context::window_get_width(DisplayServer::WindowID p_window) {
ERR_FAIL_COND_V(!windows.has(p_window), -1);
return windows[p_window].width;
}
int D3D12Context::window_get_height(DisplayServer::WindowID p_window) {
ERR_FAIL_COND_V(!windows.has(p_window), -1);
return windows[p_window].height;
}
bool D3D12Context::window_is_valid_swapchain(DisplayServer::WindowID p_window) {
ERR_FAIL_COND_V(!windows.has(p_window), false);
Window *w = &windows[p_window];
return (bool)w->swapchain;
}
CD3DX12_CPU_DESCRIPTOR_HANDLE D3D12Context::window_get_framebuffer_rtv_handle(DisplayServer::WindowID p_window) {
ERR_FAIL_COND_V(!windows.has(p_window), CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT()));
ERR_FAIL_COND_V(!buffers_prepared, CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT()));
Window *w = &windows[p_window];
CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(
w->rtv_heap->GetCPUDescriptorHandleForHeapStart(),
w->current_buffer,
md.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV));
return rtv_handle;
}
ID3D12Resource *D3D12Context::window_get_framebuffer_texture(DisplayServer::WindowID p_window) {
ERR_FAIL_COND_V(!windows.has(p_window), nullptr);
ERR_FAIL_COND_V(!buffers_prepared, nullptr);
Window *w = &windows[p_window];
if (w->swapchain) {
return w->render_targets[w->current_buffer].Get();
} else {
return nullptr;
}
}
void D3D12Context::window_destroy(DisplayServer::WindowID p_window_id) {
ERR_FAIL_COND(!windows.has(p_window_id));
_wait_for_idle_queue(md.queue.Get());
windows.erase(p_window_id);
}
Error D3D12Context::_update_swap_chain(Window *window) {
if (window->width == 0 || window->height == 0) {
// Likely window minimized, no swapchain created.
return ERR_SKIP;
}
DisplayServer::VSyncMode curr_vsync_mode = window->vsync_mode;
bool vsync_mode_available = false;
UINT swapchain_flags = 0;
do {
switch (window->vsync_mode) {
case DisplayServer::VSYNC_MAILBOX: {
window->sync_interval = 1;
window->present_flags = DXGI_PRESENT_RESTART;
swapchain_flags = 0;
vsync_mode_available = true;
} break;
case DisplayServer::VSYNC_ADAPTIVE: {
vsync_mode_available = false; // I don't know how to set this up.
} break;
case DisplayServer::VSYNC_ENABLED: {
window->sync_interval = 1;
window->present_flags = 0;
swapchain_flags = 0;
vsync_mode_available = true;
} break;
case DisplayServer::VSYNC_DISABLED: {
window->sync_interval = 0;
window->present_flags = tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
swapchain_flags = tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
vsync_mode_available = true;
} break;
}
// Set the windows swap effect if it is available, otherwise FLIP_DISCARD is used.
if (vsync_mode_available) {
if (window->vsync_mode != curr_vsync_mode || !window->swapchain) {
window->vsync_mode = curr_vsync_mode;
print_verbose("Using swapchain flags: " + itos(swapchain_flags) + ", sync interval: " + itos(window->sync_interval) + ", present flags: " + itos(window->present_flags));
}
} else {
String present_mode_string;
switch (window->vsync_mode) {
case DisplayServer::VSYNC_MAILBOX:
present_mode_string = "Mailbox";
break;
case DisplayServer::VSYNC_ADAPTIVE:
present_mode_string = "Adaptive";
break;
case DisplayServer::VSYNC_ENABLED:
present_mode_string = "Enabled";
break;
case DisplayServer::VSYNC_DISABLED:
present_mode_string = "Disabled";
break;
}
WARN_PRINT(vformat("The requested V-Sync mode %s is not available. Falling back to V-Sync mode Enabled.", present_mode_string));
window->vsync_mode = DisplayServer::VSYNC_ENABLED; // Set to default.
}
} while (!vsync_mode_available);
if (window->swapchain) {
_wait_for_idle_queue(md.queue.Get());
for (uint32_t i = 0; i < IMAGE_COUNT; i++) {
window->render_targets[i].Reset();
}
window->rtv_heap.Reset();
// D3D12 docs: "IDXGISwapChain::ResizeBuffers can't be used to add or remove this flag."
bool allow_tearing_flag_changed = (swapchain_flags & DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING) != (window->swapchain_flags & DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING);
if (allow_tearing_flag_changed) {
window->swapchain.Reset();
}
}
if (!window->swapchain) {
DXGI_SWAP_CHAIN_DESC1 swapchain_desc = {};
swapchain_desc.BufferCount = IMAGE_COUNT;
swapchain_desc.Width = 0;
swapchain_desc.Height = 0;
swapchain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapchain_desc.SampleDesc.Count = 1;
swapchain_desc.Flags = swapchain_flags;
swapchain_desc.Scaling = DXGI_SCALING_NONE;
ComPtr<IDXGISwapChain1> swapchain;
HRESULT res = dxgi_factory->CreateSwapChainForHwnd(md.queue.Get(), window->hwnd, &swapchain_desc, nullptr, nullptr, swapchain.GetAddressOf());
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
swapchain.As(&window->swapchain);
ERR_FAIL_NULL_V(window->swapchain, ERR_CANT_CREATE);
format = swapchain_desc.Format;
res = dxgi_factory->MakeWindowAssociation(window->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
res = window->swapchain->GetDesc1(&swapchain_desc);
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
ERR_FAIL_COND_V(swapchain_desc.BufferCount != IMAGE_COUNT, ERR_BUG);
window->width = swapchain_desc.Width;
window->height = swapchain_desc.Height;
} else {
HRESULT res = window->swapchain->ResizeBuffers(IMAGE_COUNT, window->width, window->height, DXGI_FORMAT_UNKNOWN, swapchain_flags);
ERR_FAIL_COND_V(res, ERR_UNAVAILABLE);
}
window->swapchain_flags = swapchain_flags;
window->current_buffer = window->swapchain->GetCurrentBackBufferIndex();
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = {};
rtv_heap_desc.NumDescriptors = IMAGE_COUNT;
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
HRESULT res = md.device->CreateDescriptorHeap(&rtv_heap_desc, IID_PPV_ARGS(window->rtv_heap.GetAddressOf()));
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(window->rtv_heap->GetCPUDescriptorHandleForHeapStart());
for (uint32_t i = 0; i < IMAGE_COUNT; i++) {
res = window->swapchain->GetBuffer(i, IID_PPV_ARGS(&window->render_targets[i]));
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
md.device->CreateRenderTargetView(window->render_targets[i].Get(), nullptr, rtv_handle);
rtv_handle.Offset(1, md.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV));
}
return OK;
}
Error D3D12Context::initialize() {
if (_use_validation_layers()) {
Error err = _initialize_debug_layers();
ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
}
int adapter_index = 0;
Error err = _select_adapter(adapter_index);
ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
err = _create_device(md);
ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
_dump_adapter_info(adapter_index);
err = _check_capabilities();
ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
err = _get_device_limits();
ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
{
HRESULT res = md.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(frame_fence.GetAddressOf()));
ERR_FAIL_COND_V(res, ERR_CANT_CREATE);
frame_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ERR_FAIL_NULL_V(frame_fence_event, ERR_CANT_CREATE);
}
{ // Initialize allocator.
D3D12MA::ALLOCATOR_DESC allocator_desc = {};
allocator_desc.pDevice = md.device.Get();
allocator_desc.pAdapter = gpu.Get();
HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", res) + ".");
}
return OK;
}
void D3D12Context::set_setup_list(ID3D12CommandList *p_command_list) {
command_list_queue.write[0] = p_command_list;
}
void D3D12Context::append_command_list(ID3D12CommandList *p_command_list) {
if (command_list_queue.size() <= command_list_count) {
command_list_queue.resize(command_list_count + 1);
}
command_list_queue.write[command_list_count] = p_command_list;
command_list_count++;
}
void D3D12Context::_wait_for_idle_queue(ID3D12CommandQueue *p_queue) {
md.fence_value++;
p_queue->Signal(md.fence.Get(), md.fence_value);
md.fence->SetEventOnCompletion(md.fence_value, md.fence_event);
WaitForSingleObjectEx(md.fence_event, INFINITE, FALSE);
#ifdef PIX_ENABLED
PIXNotifyWakeFromFenceSignal(md.fence_event);
#endif
}
void D3D12Context::flush(bool p_flush_setup, bool p_flush_pending) {
if (p_flush_setup && command_list_queue[0]) {
md.queue->ExecuteCommandLists(1, command_list_queue.ptr());
command_list_queue.write[0] = nullptr;
}
if (p_flush_pending && command_list_count > 1) {
md.queue->ExecuteCommandLists(command_list_count - 1, command_list_queue.ptr() + 1);
command_list_count = 1;
}
if (p_flush_setup || p_flush_pending) {
_wait_for_idle_queue(md.queue.Get());
}
}
void D3D12Context::prepare_buffers(ID3D12GraphicsCommandList *p_command_list) {
// Ensure no more than FRAME_LAG renderings are outstanding.
if (frame >= IMAGE_COUNT) {
UINT64 min_value = frame - IMAGE_COUNT;
if (frame_fence->GetCompletedValue() < min_value) {
frame_fence->SetEventOnCompletion(min_value, frame_fence_event);
WaitForSingleObjectEx(frame_fence_event, INFINITE, FALSE);
#ifdef PIX_ENABLED
PIXNotifyWakeFromFenceSignal(frame_fence_event);
#endif
}
}
D3D12_RESOURCE_BARRIER *barriers = (D3D12_RESOURCE_BARRIER *)alloca(windows.size() * sizeof(D3D12_RESOURCE_BARRIER));
uint32_t n = 0;
for (KeyValue<int, Window> &E : windows) {
Window *w = &E.value;
w->current_buffer = w->swapchain->GetCurrentBackBufferIndex();
barriers[n++] = CD3DX12_RESOURCE_BARRIER::Transition(w->render_targets[w->current_buffer].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
}
p_command_list->ResourceBarrier(n, barriers);
buffers_prepared = true;
}
void D3D12Context::postpare_buffers(ID3D12GraphicsCommandList *p_command_list) {
D3D12_RESOURCE_BARRIER *barriers = (D3D12_RESOURCE_BARRIER *)alloca(windows.size() * sizeof(D3D12_RESOURCE_BARRIER));
uint32_t n = 0;
for (KeyValue<int, Window> &E : windows) {
Window *w = &E.value;
barriers[n++] = CD3DX12_RESOURCE_BARRIER::Transition(w->render_targets[w->current_buffer].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
}
p_command_list->ResourceBarrier(n, barriers);
}
Error D3D12Context::swap_buffers() {
ID3D12CommandList *const *commands_ptr = nullptr;
UINT commands_to_submit = 0;
if (command_list_queue[0] == nullptr) {
// No setup command, but commands to submit, submit from the first and skip command.
if (command_list_count > 1) {
commands_ptr = command_list_queue.ptr() + 1;
commands_to_submit = command_list_count - 1;
}
} else {
commands_ptr = command_list_queue.ptr();
commands_to_submit = command_list_count;
}
md.queue->ExecuteCommandLists(commands_to_submit, commands_ptr);
command_list_queue.write[0] = nullptr;
command_list_count = 1;
for (KeyValue<int, Window> &E : windows) {
Window *w = &E.value;
if (!w->swapchain) {
continue;
}
HRESULT res = w->swapchain->Present(w->sync_interval, w->present_flags);
if (res) {
print_verbose("D3D12: Presenting swapchain of window " + itos(E.key) + " failed with error " + vformat("0x%08ux", res) + ".");
}
}
md.queue->Signal(frame_fence.Get(), frame);
frame++;
buffers_prepared = false;
return OK;
}
void D3D12Context::resize_notify() {
}
ComPtr<ID3D12Device> D3D12Context::get_device() {
return md.device;
}
ComPtr<IDXGIAdapter> D3D12Context::get_adapter() {
return gpu;
}
D3D12MA::Allocator *D3D12Context::get_allocator() {
return allocator.Get();
}
int D3D12Context::get_swapchain_image_count() const {
return IMAGE_COUNT;
}
DXGI_FORMAT D3D12Context::get_screen_format() const {
return format;
}
D3D12Context::DeviceLimits D3D12Context::get_device_limits() const {
return gpu_limits;
}
RID D3D12Context::local_device_create() {
LocalDevice ld;
_create_device(ld);
return local_device_owner.make_rid(ld);
}
ComPtr<ID3D12Device> D3D12Context::local_device_get_d3d12_device(RID p_local_device) {
LocalDevice *ld = local_device_owner.get_or_null(p_local_device);
return ld->device;
}
void D3D12Context::local_device_push_command_lists(RID p_local_device, ID3D12CommandList *const *p_lists, int p_count) {
LocalDevice *ld = local_device_owner.get_or_null(p_local_device);
ERR_FAIL_COND(ld->waiting);
ld->queue->ExecuteCommandLists(p_count, p_lists);
ld->waiting = true;
}
void D3D12Context::local_device_sync(RID p_local_device) {
LocalDevice *ld = local_device_owner.get_or_null(p_local_device);
ERR_FAIL_COND(!ld->waiting);
ld->fence_value++;
ld->queue->Signal(ld->fence.Get(), ld->fence_value);
ld->fence->SetEventOnCompletion(ld->fence_value, ld->fence_event);
WaitForSingleObjectEx(ld->fence_event, INFINITE, FALSE);
#ifdef PIX_ENABLED
PIXNotifyWakeFromFenceSignal(ld->fence_event);
#endif
ld->waiting = false;
}
void D3D12Context::local_device_free(RID p_local_device) {
LocalDevice *ld = local_device_owner.get_or_null(p_local_device);
CloseHandle(ld->fence_event);
local_device_owner.free(p_local_device);
}
void D3D12Context::command_begin_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color) {
#ifdef PIX_ENABLED
PIXBeginEvent(p_command_list, p_color.to_argb32(), p_label_name.utf8().get_data());
#endif
}
void D3D12Context::command_insert_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color) {
#ifdef PIX_ENABLED
PIXSetMarker(p_command_list, p_color.to_argb32(), p_label_name.utf8().get_data());
#endif
}
void D3D12Context::command_end_label(ID3D12GraphicsCommandList *p_command_list) {
#ifdef PIX_ENABLED
PIXEndEvent(p_command_list);
#endif
}
void D3D12Context::set_object_name(ID3D12Object *p_object, String p_object_name) {
ERR_FAIL_NULL(p_object);
int name_len = p_object_name.size();
WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
p_object->SetName(name_w);
}
String D3D12Context::get_device_vendor_name() const {
return adapter_vendor;
}
String D3D12Context::get_device_name() const {
return adapter_name;
}
RenderingDevice::DeviceType D3D12Context::get_device_type() const {
return adapter_type;
}
String D3D12Context::get_device_api_version() const {
return vformat("%d_%d", feature_level / 10, feature_level % 10);
}
String D3D12Context::get_device_pipeline_cache_uuid() const {
return pipeline_cache_id;
}
DisplayServer::VSyncMode D3D12Context::get_vsync_mode(DisplayServer::WindowID p_window) const {
ERR_FAIL_COND_V_MSG(!windows.has(p_window), DisplayServer::VSYNC_ENABLED, "Could not get V-Sync mode for window with WindowID " + itos(p_window) + " because it does not exist.");
return windows[p_window].vsync_mode;
}
void D3D12Context::set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode) {
ERR_FAIL_COND_MSG(!windows.has(p_window), "Could not set V-Sync mode for window with WindowID " + itos(p_window) + " because it does not exist.");
windows[p_window].vsync_mode = p_mode;
_update_swap_chain(&windows[p_window]);
}
D3D12Context::D3D12Context() {
command_list_queue.resize(1); // First one is always the setup command.
command_list_queue.write[0] = nullptr;
strcpy(godot_nir_arch_name, Engine::get_singleton()->get_architecture_name().ascii().get_data());
}
D3D12Context::~D3D12Context() {
if (md.fence_event) {
CloseHandle(md.fence_event);
}
if (frame_fence_event) {
CloseHandle(frame_fence_event);
}
}