248 lines
9.3 KiB
C++
248 lines
9.3 KiB
C++
/**************************************************************************/
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/* d3d12_context.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef D3D12_CONTEXT_H
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#define D3D12_CONTEXT_H
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#include "core/error/error_list.h"
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#include "core/os/mutex.h"
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#include "core/string/ustring.h"
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#include "core/templates/rb_map.h"
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#include "core/templates/rid_owner.h"
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#include "servers/display_server.h"
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#include "servers/rendering/rendering_device.h"
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#include "d3dx12.h"
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#include <dxgi1_6.h>
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#define D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
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#include "D3D12MemAlloc.h"
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#include <wrl/client.h>
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using Microsoft::WRL::ComPtr;
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class D3D12Context {
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public:
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struct DeviceLimits {
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uint64_t max_srvs_per_shader_stage;
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uint64_t max_cbvs_per_shader_stage;
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uint64_t max_samplers_across_all_stages;
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uint64_t max_uavs_across_all_stages;
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uint64_t timestamp_frequency;
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};
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struct SubgroupCapabilities {
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uint32_t size;
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bool wave_ops_supported;
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uint32_t supported_stages_flags_rd() const;
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uint32_t supported_operations_flags_rd() const;
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};
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// Following VulkanContext definition.
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struct MultiviewCapabilities {
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bool is_supported;
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bool geometry_shader_is_supported;
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bool tessellation_shader_is_supported;
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uint32_t max_view_count;
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uint32_t max_instance_count;
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};
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struct VRSCapabilities {
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bool draw_call_supported; // We can specify our fragment rate on a draw call level.
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bool primitive_supported; // We can specify our fragment rate on each drawcall.
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bool primitive_in_multiviewport;
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bool ss_image_supported; // We can provide a density map attachment on our framebuffer.
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uint32_t ss_image_tile_size;
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bool additional_rates_supported;
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};
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struct ShaderCapabilities {
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D3D_SHADER_MODEL shader_model;
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bool native_16bit_ops;
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};
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struct StorageBufferCapabilities {
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bool storage_buffer_16_bit_access_is_supported;
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};
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struct FormatCapabilities {
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bool relaxed_casting_supported;
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};
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private:
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enum {
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FRAME_LAG = 2,
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IMAGE_COUNT = FRAME_LAG + 1,
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};
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ComPtr<IDXGIFactory2> dxgi_factory;
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ComPtr<IDXGIAdapter> gpu;
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DeviceLimits gpu_limits = {};
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struct DeviceBasics {
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ComPtr<ID3D12Device> device;
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ComPtr<ID3D12CommandQueue> queue;
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ComPtr<ID3D12Fence> fence;
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HANDLE fence_event = nullptr;
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UINT64 fence_value = 0;
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} md; // 'Main device', as opposed to local device.
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uint32_t feature_level = 0; // Major * 10 + minor.
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bool tearing_supported = false;
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SubgroupCapabilities subgroup_capabilities;
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MultiviewCapabilities multiview_capabilities;
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VRSCapabilities vrs_capabilities;
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ShaderCapabilities shader_capabilities;
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StorageBufferCapabilities storage_buffer_capabilities;
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FormatCapabilities format_capabilities;
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String adapter_vendor;
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String adapter_name;
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RenderingDevice::DeviceType adapter_type = {};
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String pipeline_cache_id;
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ComPtr<D3D12MA::Allocator> allocator;
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bool buffers_prepared = false;
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DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
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uint32_t frame = 0;
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ComPtr<ID3D12Fence> frame_fence;
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HANDLE frame_fence_event = nullptr;
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struct Window {
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HWND hwnd = nullptr;
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ComPtr<IDXGISwapChain3> swapchain;
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UINT swapchain_flags = 0;
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UINT sync_interval = 1;
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UINT present_flags = 0;
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ComPtr<ID3D12Resource> render_targets[IMAGE_COUNT];
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uint32_t current_buffer = 0;
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int width = 0;
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int height = 0;
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DisplayServer::VSyncMode vsync_mode = DisplayServer::VSYNC_ENABLED;
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ComPtr<ID3D12DescriptorHeap> rtv_heap;
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};
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struct LocalDevice : public DeviceBasics {
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bool waiting = false;
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HANDLE fence_event = nullptr;
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UINT64 fence_value = 0;
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};
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RID_Owner<LocalDevice, true> local_device_owner;
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HashMap<DisplayServer::WindowID, Window> windows;
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// Commands.
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Vector<ID3D12CommandList *> command_list_queue;
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int command_list_count = 1;
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static void _debug_message_func(
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D3D12_MESSAGE_CATEGORY p_category,
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D3D12_MESSAGE_SEVERITY p_severity,
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D3D12_MESSAGE_ID p_id,
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LPCSTR p_description,
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void *p_context);
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Error _initialize_debug_layers();
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Error _select_adapter(int &r_index);
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void _dump_adapter_info(int p_index);
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Error _create_device(DeviceBasics &r_basics);
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Error _get_device_limits();
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Error _check_capabilities();
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Error _update_swap_chain(Window *window);
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void _wait_for_idle_queue(ID3D12CommandQueue *p_queue);
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protected:
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virtual bool _use_validation_layers();
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public:
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uint32_t get_feat_level_major() const { return feature_level / 10; };
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uint32_t get_feat_level_minor() const { return feature_level % 10; };
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const SubgroupCapabilities &get_subgroup_capabilities() const { return subgroup_capabilities; };
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const MultiviewCapabilities &get_multiview_capabilities() const { return multiview_capabilities; };
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const VRSCapabilities &get_vrs_capabilities() const { return vrs_capabilities; };
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const ShaderCapabilities &get_shader_capabilities() const { return shader_capabilities; };
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const StorageBufferCapabilities &get_storage_buffer_capabilities() const { return storage_buffer_capabilities; };
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const FormatCapabilities &get_format_capabilities() const { return format_capabilities; };
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ComPtr<ID3D12Device> get_device();
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ComPtr<IDXGIAdapter> get_adapter();
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D3D12MA::Allocator *get_allocator();
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int get_swapchain_image_count() const;
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Error window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height);
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void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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int window_get_width(DisplayServer::WindowID p_window = 0);
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int window_get_height(DisplayServer::WindowID p_window = 0);
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bool window_is_valid_swapchain(DisplayServer::WindowID p_window = 0);
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void window_destroy(DisplayServer::WindowID p_window_id);
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CD3DX12_CPU_DESCRIPTOR_HANDLE window_get_framebuffer_rtv_handle(DisplayServer::WindowID p_window = 0);
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ID3D12Resource *window_get_framebuffer_texture(DisplayServer::WindowID p_window = 0);
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RID local_device_create();
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ComPtr<ID3D12Device> local_device_get_d3d12_device(RID p_local_device);
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void local_device_push_command_lists(RID p_local_device, ID3D12CommandList *const *p_lists, int p_count);
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void local_device_sync(RID p_local_device);
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void local_device_free(RID p_local_device);
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DXGI_FORMAT get_screen_format() const;
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DeviceLimits get_device_limits() const;
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void set_setup_list(ID3D12CommandList *p_command_list);
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void append_command_list(ID3D12CommandList *p_command_list);
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void resize_notify();
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void flush(bool p_flush_setup = false, bool p_flush_pending = false);
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void prepare_buffers(ID3D12GraphicsCommandList *p_command_list);
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void postpare_buffers(ID3D12GraphicsCommandList *p_command_list);
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Error swap_buffers();
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Error initialize();
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void command_begin_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color);
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void command_insert_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color);
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void command_end_label(ID3D12GraphicsCommandList *p_command_list);
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void set_object_name(ID3D12Object *p_object, String p_object_name);
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String get_device_vendor_name() const;
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String get_device_name() const;
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RenderingDevice::DeviceType get_device_type() const;
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String get_device_api_version() const;
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String get_device_pipeline_cache_uuid() const;
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void set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode);
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DisplayServer::VSyncMode get_vsync_mode(DisplayServer::WindowID p_window = 0) const;
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D3D12Context();
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virtual ~D3D12Context();
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};
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#endif // D3D12_CONTEXT_H
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