12a519bae2
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
261 lines
10 KiB
C++
261 lines
10 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/rid_owner.h"
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#include "rendering_device_driver_d3d12.h"
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#include "servers/display_server.h"
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#include "servers/rendering/renderer_rd/api_context_rd.h"
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#if defined(__GNUC__) && !defined(__clang__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wnon-virtual-dtor"
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#pragma GCC diagnostic ignored "-Wshadow"
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#pragma GCC diagnostic ignored "-Wswitch"
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#pragma GCC diagnostic ignored "-Wmissing-field-initializers"
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#pragma GCC diagnostic ignored "-Wimplicit-fallthrough"
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#endif
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#if defined(AS)
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#undef AS
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#endif
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#include "d3dx12.h"
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#include <dxgi1_6.h>
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#include <wrl/client.h>
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#if defined(__GNUC__) && !defined(__clang__)
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#pragma GCC diagnostic pop
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#endif
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using Microsoft::WRL::ComPtr;
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#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
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class D3D12Context : public ApiContextRD {
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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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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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RenderingDeviceDriverD3D12 *driver = nullptr;
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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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RDD::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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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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RenderingDeviceDriverD3D12::RenderPassInfo render_pass;
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RenderingDeviceDriverD3D12::FramebufferInfo framebuffers[IMAGE_COUNT];
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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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LocalVector<ID3D12CommandList *> command_list_queue;
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uint32_t 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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virtual const char *get_api_name() const override final { return "D3D12"; };
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virtual RenderingDevice::Capabilities get_device_capabilities() const override final;
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const SubgroupCapabilities &get_subgroup_capabilities() const { return subgroup_capabilities; };
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virtual const RDD::MultiviewCapabilities &get_multiview_capabilities() const override final { 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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ID3D12Device *get_device();
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IDXGIAdapter *get_adapter();
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virtual int get_swapchain_image_count() const override final;
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struct WindowPlatformData {
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HWND window;
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};
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virtual Error window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, int p_width, int p_height, const void *p_platform_data) override final;
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virtual void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) override final;
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virtual int window_get_width(DisplayServer::WindowID p_window = 0) override final;
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virtual int window_get_height(DisplayServer::WindowID p_window = 0) override final;
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virtual bool window_is_valid_swapchain(DisplayServer::WindowID p_window = 0) override final;
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virtual void window_destroy(DisplayServer::WindowID p_window_id) override final;
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virtual RDD::RenderPassID window_get_render_pass(DisplayServer::WindowID p_window = 0) override final;
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virtual RDD::FramebufferID window_get_framebuffer(DisplayServer::WindowID p_window = 0) override final;
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virtual RID local_device_create() override final;
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virtual void local_device_push_command_buffers(RID p_local_device, const RDD::CommandBufferID *p_buffers, int p_count) override final;
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virtual void local_device_sync(RID p_local_device) override final;
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virtual void local_device_free(RID p_local_device) override final;
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DXGI_FORMAT get_screen_format() const;
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const DeviceLimits &get_device_limits() const;
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virtual void set_setup_buffer(RDD::CommandBufferID p_command_buffer) override final;
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virtual void append_command_buffer(RDD::CommandBufferID p_command_buffer) override final;
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void resize_notify();
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virtual void flush(bool p_flush_setup = false, bool p_flush_pending = false) override final;
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virtual Error prepare_buffers(RDD::CommandBufferID p_command_buffer) override final;
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virtual void postpare_buffers(RDD::CommandBufferID p_command_buffer) override final;
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virtual Error swap_buffers() override final;
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virtual Error initialize() override final;
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virtual void command_begin_label(RDD::CommandBufferID p_command_buffer, String p_label_name, const Color &p_color) override final;
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virtual void command_insert_label(RDD::CommandBufferID p_command_buffer, String p_label_name, const Color &p_color) override final;
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virtual void command_end_label(RDD::CommandBufferID p_command_buffer) override final;
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void set_object_name(ID3D12Object *p_object, String p_object_name);
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virtual String get_device_vendor_name() const override final;
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virtual String get_device_name() const override final;
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virtual RDD::DeviceType get_device_type() const override final;
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virtual String get_device_api_version() const override final;
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virtual String get_device_pipeline_cache_uuid() const override final;
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virtual void set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode) override final;
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virtual DisplayServer::VSyncMode get_vsync_mode(DisplayServer::WindowID p_window = 0) const override final;
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virtual RenderingDeviceDriver *get_driver(RID p_local_device = RID()) override final;
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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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