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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/drivers/d3d12/rendering_device_driver_d3d12.cpp
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/**************************************************************************/
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/* rendering_device_driver_d3d12.cpp */
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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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#include "rendering_device_driver_d3d12.h"
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#include "d3d12_hooks.h"
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#include "core/config/project_settings.h"
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#include "core/io/marshalls.h"
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#include "servers/rendering/rendering_device.h"
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#include "thirdparty/zlib/zlib.h"
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#include "d3d12_godot_nir_bridge.h"
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#include "rendering_context_driver_d3d12.h"
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GODOT_GCC_WARNING_PUSH
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GODOT_GCC_WARNING_IGNORE("-Wimplicit-fallthrough")
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GODOT_GCC_WARNING_IGNORE("-Wlogical-not-parentheses")
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GODOT_GCC_WARNING_IGNORE("-Wmissing-field-initializers")
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GODOT_GCC_WARNING_IGNORE("-Wnon-virtual-dtor")
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GODOT_GCC_WARNING_IGNORE("-Wshadow")
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GODOT_GCC_WARNING_IGNORE("-Wswitch")
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GODOT_CLANG_WARNING_PUSH
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GODOT_CLANG_WARNING_IGNORE("-Wimplicit-fallthrough")
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GODOT_CLANG_WARNING_IGNORE("-Wlogical-not-parentheses")
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GODOT_CLANG_WARNING_IGNORE("-Wmissing-field-initializers")
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GODOT_CLANG_WARNING_IGNORE("-Wnon-virtual-dtor")
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GODOT_CLANG_WARNING_IGNORE("-Wstring-plus-int")
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GODOT_CLANG_WARNING_IGNORE("-Wswitch")
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GODOT_MSVC_WARNING_PUSH
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GODOT_MSVC_WARNING_IGNORE(4200) // "nonstandard extension used: zero-sized array in struct/union".
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GODOT_MSVC_WARNING_IGNORE(4806) // "'&': unsafe operation: no value of type 'bool' promoted to type 'uint32_t' can equal the given constant".
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#include <nir_spirv.h>
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#include <nir_to_dxil.h>
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#include <spirv_to_dxil.h>
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extern "C" {
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#include <dxil_spirv_nir.h>
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}
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GODOT_GCC_WARNING_POP
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GODOT_CLANG_WARNING_POP
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GODOT_MSVC_WARNING_POP
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#if !defined(_MSC_VER)
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#include <guiddef.h>
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#include <dxguids.h>
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#endif
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// Mesa may define this.
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#ifdef UNUSED
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#undef UNUSED
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#endif
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#ifdef PIX_ENABLED
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#if defined(__GNUC__)
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#define _MSC_VER 1800
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#endif
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#define USE_PIX
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#include "WinPixEventRuntime/pix3.h"
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#if defined(__GNUC__)
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#undef _MSC_VER
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#endif
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#endif
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static const D3D12_RANGE VOID_RANGE = {};
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/*****************/
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/**** GENERIC ****/
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/*****************/
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// NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:.
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// - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA).
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// - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches).
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// TODO: Add YUV formats properly, which would require better support for planes in the RD API.
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const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = {
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/* DATA_FORMAT_R4G4_UNORM_PACK8 */ {},
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/* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
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/* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
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/* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM },
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/* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
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/* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
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/* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
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/* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM },
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/* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM },
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/* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM },
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/* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
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/* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
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/* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
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/* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
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/* DATA_FORMAT_R8_SRGB */ {},
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/* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM },
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/* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM },
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/* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
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/* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
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/* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
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/* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
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/* DATA_FORMAT_R8G8_SRGB */ {},
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/* DATA_FORMAT_R8G8B8_UNORM */ {},
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/* DATA_FORMAT_R8G8B8_SNORM */ {},
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/* DATA_FORMAT_R8G8B8_USCALED */ {},
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/* DATA_FORMAT_R8G8B8_SSCALED */ {},
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/* DATA_FORMAT_R8G8B8_UINT */ {},
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/* DATA_FORMAT_R8G8B8_SINT */ {},
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/* DATA_FORMAT_R8G8B8_SRGB */ {},
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/* DATA_FORMAT_B8G8R8_UNORM */ {},
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/* DATA_FORMAT_B8G8R8_SNORM */ {},
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/* DATA_FORMAT_B8G8R8_USCALED */ {},
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/* DATA_FORMAT_B8G8R8_SSCALED */ {},
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/* DATA_FORMAT_B8G8R8_UINT */ {},
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/* DATA_FORMAT_B8G8R8_SINT */ {},
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/* DATA_FORMAT_B8G8R8_SRGB */ {},
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/* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
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/* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
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/* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
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/* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
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/* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
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/* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
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/* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
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/* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM },
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/* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
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/* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
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/* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
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/* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
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/* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
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/* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
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/* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
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/* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
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/* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
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/* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
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/* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
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/* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
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/* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB },
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/* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
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/* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {},
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/* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
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/* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {},
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/* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
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/* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {},
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/* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM },
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/* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {},
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/* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
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/* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {},
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/* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
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/* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {},
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/* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM },
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/* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM },
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/* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
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/* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
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/* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
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/* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
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/* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT },
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/* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM },
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/* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM },
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/* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
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/* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
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/* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
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/* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
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/* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT },
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/* DATA_FORMAT_R16G16B16_UNORM */ {},
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/* DATA_FORMAT_R16G16B16_SNORM */ {},
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/* DATA_FORMAT_R16G16B16_USCALED */ {},
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/* DATA_FORMAT_R16G16B16_SSCALED */ {},
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/* DATA_FORMAT_R16G16B16_UINT */ {},
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/* DATA_FORMAT_R16G16B16_SINT */ {},
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/* DATA_FORMAT_R16G16B16_SFLOAT */ {},
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/* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM },
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/* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM },
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/* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
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/* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
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/* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
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/* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
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/* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT },
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/* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT },
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/* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT },
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/* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT },
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/* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT },
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/* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT },
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/* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT },
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/* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT },
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/* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT },
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/* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT },
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/* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT },
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/* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT },
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/* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT },
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/* DATA_FORMAT_R64_UINT */ {},
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/* DATA_FORMAT_R64_SINT */ {},
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/* DATA_FORMAT_R64_SFLOAT */ {},
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/* DATA_FORMAT_R64G64_UINT */ {},
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/* DATA_FORMAT_R64G64_SINT */ {},
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/* DATA_FORMAT_R64G64_SFLOAT */ {},
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/* DATA_FORMAT_R64G64B64_UINT */ {},
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/* DATA_FORMAT_R64G64B64_SINT */ {},
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/* DATA_FORMAT_R64G64B64_SFLOAT */ {},
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/* DATA_FORMAT_R64G64B64A64_UINT */ {},
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/* DATA_FORMAT_R64G64B64A64_SINT */ {},
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/* DATA_FORMAT_R64G64B64A64_SFLOAT */ {},
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/* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT },
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/* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
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/* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM },
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/* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
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/* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT },
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/* DATA_FORMAT_S8_UINT */ {},
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/* DATA_FORMAT_D16_UNORM_S8_UINT */ {},
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/* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
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/* 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 },
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/* 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) },
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/* 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) },
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/* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM },
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/* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB },
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/* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM },
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/* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB },
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/* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM },
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/* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB },
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/* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM },
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/* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM },
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/* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM },
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/* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM },
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/* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 },
249
/* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 },
250
/* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM },
251
/* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB },
252
/* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {},
253
/* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {},
254
/* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {},
255
/* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {},
256
/* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {},
257
/* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {},
258
/* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {},
259
/* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {},
260
/* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {},
261
/* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {},
262
/* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {},
263
/* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {},
264
/* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {},
265
/* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {},
266
/* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {},
267
/* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {},
268
/* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {},
269
/* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {},
270
/* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {},
271
/* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {},
272
/* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {},
273
/* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {},
274
/* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {},
275
/* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {},
276
/* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {},
277
/* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {},
278
/* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {},
279
/* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {},
280
/* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {},
281
/* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {},
282
/* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {},
283
/* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {},
284
/* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {},
285
/* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {},
286
/* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {},
287
/* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {},
288
/* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {},
289
/* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {},
290
/* DATA_FORMAT_G8B8G8R8_422_UNORM */ {},
291
/* DATA_FORMAT_B8G8R8G8_422_UNORM */ {},
292
/* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {},
293
/* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {},
294
/* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {},
295
/* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {},
296
/* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {},
297
/* DATA_FORMAT_R10X6_UNORM_PACK16 */ {},
298
/* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {},
299
/* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {},
300
/* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {},
301
/* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {},
302
/* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {},
303
/* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {},
304
/* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {},
305
/* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {},
306
/* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {},
307
/* DATA_FORMAT_R12X4_UNORM_PACK16 */ {},
308
/* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {},
309
/* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {},
310
/* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {},
311
/* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {},
312
/* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {},
313
/* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {},
314
/* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {},
315
/* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {},
316
/* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {},
317
/* DATA_FORMAT_G16B16G16R16_422_UNORM */ {},
318
/* DATA_FORMAT_B16G16R16G16_422_UNORM */ {},
319
/* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {},
320
/* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {},
321
/* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {},
322
/* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {},
323
/* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {},
324
/* DATA_FORMAT_ASTC_4x4_SFLOAT_BLOCK */ {},
325
/* DATA_FORMAT_ASTC_5x4_SFLOAT_BLOCK */ {},
326
/* DATA_FORMAT_ASTC_5x5_SFLOAT_BLOCK */ {},
327
/* DATA_FORMAT_ASTC_6x5_SFLOAT_BLOCK */ {},
328
/* DATA_FORMAT_ASTC_6x6_SFLOAT_BLOCK */ {},
329
/* DATA_FORMAT_ASTC_8x5_SFLOAT_BLOCK */ {},
330
/* DATA_FORMAT_ASTC_8x6_SFLOAT_BLOCK */ {},
331
/* DATA_FORMAT_ASTC_8x8_SFLOAT_BLOCK */ {},
332
/* DATA_FORMAT_ASTC_10x5_SFLOAT_BLOCK*/ {},
333
/* DATA_FORMAT_ASTC_10x6_SFLOAT_BLOCK */ {},
334
/* DATA_FORMAT_ASTC_10x8_SFLOAT_BLOCK */ {},
335
/* DATA_FORMAT_ASTC_10x10_SFLOAT_BLOCK */ {},
336
/* DATA_FORMAT_ASTC_12x10_SFLOAT_BLOCK */ {},
337
/* DATA_FORMAT_ASTC_12x12_SFLOAT_BLOCK */ {},
338
};
339
340
Error RenderingDeviceDriverD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) {
341
ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS);
342
ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
343
344
handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
345
346
desc.Type = p_type;
347
desc.NumDescriptors = p_descriptor_count;
348
desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
349
HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf()));
350
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
351
352
return OK;
353
}
354
355
RenderingDeviceDriverD3D12::DescriptorsHeap::Walker RenderingDeviceDriverD3D12::DescriptorsHeap::make_walker() const {
356
Walker walker;
357
walker.handle_size = handle_size;
358
walker.handle_count = desc.NumDescriptors;
359
if (heap) {
360
#if defined(_MSC_VER) || !defined(_WIN32)
361
walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart();
362
if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
363
walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart();
364
}
365
#else
366
heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle);
367
if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
368
heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle);
369
}
370
#endif
371
}
372
return walker;
373
}
374
375
void RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) {
376
ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF.");
377
handle_index += p_count;
378
}
379
380
D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() {
381
ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
382
return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size };
383
}
384
385
D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() {
386
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.");
387
ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
388
return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size };
389
}
390
391
static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = {
392
D3D12_COMPARISON_FUNC_NEVER,
393
D3D12_COMPARISON_FUNC_LESS,
394
D3D12_COMPARISON_FUNC_EQUAL,
395
D3D12_COMPARISON_FUNC_LESS_EQUAL,
396
D3D12_COMPARISON_FUNC_GREATER,
397
D3D12_COMPARISON_FUNC_NOT_EQUAL,
398
D3D12_COMPARISON_FUNC_GREATER_EQUAL,
399
D3D12_COMPARISON_FUNC_ALWAYS,
400
};
401
402
uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_stages_flags_rd() const {
403
// If there's a way to check exactly which are supported, I have yet to find it.
404
return (
405
RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT |
406
RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT);
407
}
408
409
uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_operations_flags_rd() const {
410
if (!wave_ops_supported) {
411
return 0;
412
} else {
413
return (
414
RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT |
415
RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT |
416
RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT |
417
RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT |
418
RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT |
419
RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT |
420
RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT |
421
RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT);
422
}
423
}
424
425
void RenderingDeviceDriverD3D12::_debug_message_func(D3D12_MESSAGE_CATEGORY p_category, D3D12_MESSAGE_SEVERITY p_severity, D3D12_MESSAGE_ID p_id, LPCSTR p_description, void *p_context) {
426
String type_string;
427
switch (p_category) {
428
case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
429
type_string = "APPLICATION_DEFINED";
430
break;
431
case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
432
type_string = "MISCELLANEOUS";
433
break;
434
case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
435
type_string = "INITIALIZATION";
436
break;
437
case D3D12_MESSAGE_CATEGORY_CLEANUP:
438
type_string = "CLEANUP";
439
break;
440
case D3D12_MESSAGE_CATEGORY_COMPILATION:
441
type_string = "COMPILATION";
442
break;
443
case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
444
type_string = "STATE_CREATION";
445
break;
446
case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
447
type_string = "STATE_SETTING";
448
break;
449
case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
450
type_string = "STATE_GETTING";
451
break;
452
case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
453
type_string = "RESOURCE_MANIPULATION";
454
break;
455
case D3D12_MESSAGE_CATEGORY_EXECUTION:
456
type_string = "EXECUTION";
457
break;
458
case D3D12_MESSAGE_CATEGORY_SHADER:
459
type_string = "SHADER";
460
break;
461
}
462
463
String error_message(type_string +
464
" - Message Id Number: " + String::num_int64(p_id) +
465
"\n\t" + p_description);
466
467
// Convert D3D12 severity to our own log macros.
468
switch (p_severity) {
469
case D3D12_MESSAGE_SEVERITY_MESSAGE:
470
print_verbose(error_message);
471
break;
472
case D3D12_MESSAGE_SEVERITY_INFO:
473
print_line(error_message);
474
break;
475
case D3D12_MESSAGE_SEVERITY_WARNING:
476
WARN_PRINT(error_message);
477
break;
478
case D3D12_MESSAGE_SEVERITY_ERROR:
479
case D3D12_MESSAGE_SEVERITY_CORRUPTION:
480
ERR_PRINT(error_message);
481
CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(),
482
"Crashing, because abort on GPU errors is enabled.");
483
break;
484
}
485
}
486
487
/******************/
488
/**** RESOURCE ****/
489
/******************/
490
491
static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = {
492
D3D12_RESOURCE_DIMENSION_TEXTURE1D,
493
D3D12_RESOURCE_DIMENSION_TEXTURE2D,
494
D3D12_RESOURCE_DIMENSION_TEXTURE3D,
495
D3D12_RESOURCE_DIMENSION_TEXTURE2D,
496
D3D12_RESOURCE_DIMENSION_TEXTURE1D,
497
D3D12_RESOURCE_DIMENSION_TEXTURE2D,
498
D3D12_RESOURCE_DIMENSION_TEXTURE2D,
499
};
500
501
void RenderingDeviceDriverD3D12::_resource_transition_batch(CommandBufferInfo *p_command_buffer, ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state) {
502
DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
503
504
ResourceInfo::States *res_states = p_resource->states_ptr;
505
D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
506
507
// Transitions can be considered redundant if the current state has all the bits of the new state.
508
// This check does not apply to the common state however, which must resort to checking if the state is the same (0).
509
bool any_state_is_common = *curr_state == D3D12_RESOURCE_STATE_COMMON || p_new_state == D3D12_RESOURCE_STATE_COMMON;
510
bool redundant_transition = any_state_is_common ? *curr_state == p_new_state : ((*curr_state) & p_new_state) == p_new_state;
511
if (redundant_transition) {
512
bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
513
bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
514
if (needs_uav_barrier) {
515
if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + 1) {
516
p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + 1);
517
}
518
p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(p_resource->resource);
519
p_command_buffer->res_barriers_count++;
520
res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
521
}
522
} else {
523
uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
524
uint8_t subres_qword = p_subresource >> 6;
525
526
if (p_command_buffer->res_barriers_requests.has(res_states)) {
527
BarrierRequest &br = p_command_buffer->res_barriers_requests.get(res_states);
528
DEV_ASSERT(br.dx_resource == p_resource->resource);
529
DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
530
DEV_ASSERT(br.planes == p_num_planes);
531
532
// First, find if the subresource already has a barrier scheduled.
533
uint8_t curr_group_idx = 0;
534
bool same_transition_scheduled = false;
535
for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
536
if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) {
537
continue;
538
}
539
if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
540
uint32_t state_mask = br.groups[curr_group_idx].states;
541
same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
542
break;
543
}
544
}
545
if (!same_transition_scheduled) {
546
bool subres_already_there = curr_group_idx != br.groups_count;
547
D3D12_RESOURCE_STATES final_states = {};
548
if (subres_already_there) {
549
final_states = br.groups[curr_group_idx].states;
550
final_states |= p_new_state;
551
bool subres_alone = true;
552
for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
553
if (i == subres_qword) {
554
if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
555
subres_alone = false;
556
break;
557
}
558
} else {
559
if (br.groups[curr_group_idx].subres_mask[i] != 0) {
560
subres_alone = false;
561
break;
562
}
563
}
564
}
565
bool relocated = false;
566
if (subres_alone) {
567
// Subresource is there by itself.
568
for (uint8_t i = 0; i < br.groups_count; i++) {
569
if (unlikely(i == curr_group_idx)) {
570
continue;
571
}
572
if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
573
continue;
574
}
575
// There's another group with the final states; relocate to it.
576
if (br.groups[i].states == final_states) {
577
br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
578
relocated = true;
579
break;
580
}
581
}
582
if (relocated) {
583
// Let's delete the group where it used to be by itself.
584
if (curr_group_idx == br.groups_count - 1) {
585
br.groups_count--;
586
} else {
587
br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP;
588
}
589
} else {
590
// Its current group, where it's alone, can extend its states.
591
br.groups[curr_group_idx].states = final_states;
592
}
593
} else {
594
// Already there, but not by itself and the state mask is different, so it now belongs to a different group.
595
br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
596
subres_already_there = false;
597
}
598
} else {
599
final_states = p_new_state;
600
}
601
if (!subres_already_there) {
602
// See if it fits exactly the states of some of the groups to fit it there.
603
for (uint8_t i = 0; i < br.groups_count; i++) {
604
if (unlikely(i == curr_group_idx)) {
605
continue;
606
}
607
if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
608
continue;
609
}
610
if (br.groups[i].states == final_states) {
611
br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
612
subres_already_there = true;
613
break;
614
}
615
}
616
if (!subres_already_there) {
617
// Add a new group to accommodate this subresource.
618
uint8_t group_to_fill = 0;
619
if (br.groups_count < BarrierRequest::MAX_GROUPS) {
620
// There are still free groups.
621
group_to_fill = br.groups_count;
622
br.groups_count++;
623
} else {
624
// Let's try to take over a deleted one.
625
for (; group_to_fill < br.groups_count; group_to_fill++) {
626
if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) {
627
break;
628
}
629
}
630
CRASH_COND(group_to_fill == br.groups_count);
631
}
632
633
br.groups[group_to_fill].states = final_states;
634
for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
635
if (unlikely(i == subres_qword)) {
636
br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
637
} else {
638
br.groups[group_to_fill].subres_mask[i] = 0;
639
}
640
}
641
}
642
}
643
}
644
} else {
645
BarrierRequest &br = p_command_buffer->res_barriers_requests[res_states];
646
br.dx_resource = p_resource->resource;
647
br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
648
CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
649
br.planes = p_num_planes;
650
br.groups[0].states = p_new_state;
651
for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
652
if (unlikely(i == subres_qword)) {
653
br.groups[0].subres_mask[i] = subres_mask_piece;
654
} else {
655
br.groups[0].subres_mask[i] = 0;
656
}
657
}
658
br.groups_count = 1;
659
}
660
}
661
}
662
663
void RenderingDeviceDriverD3D12::_resource_transitions_flush(CommandBufferInfo *p_command_buffer) {
664
for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : p_command_buffer->res_barriers_requests) {
665
ResourceInfo::States *res_states = E.key;
666
const BarrierRequest &br = E.value;
667
668
uint32_t num_subresources = res_states->subresource_states.size();
669
670
// When there's not a lot of subresources, the empirical finding is that it's better
671
// to avoid attempting the single-barrier optimization.
672
static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
673
674
bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
675
if (may_do_single_barrier) {
676
// A single group means we may be able to do a single all-subresources barrier.
677
678
{
679
// First requisite is that all subresources are involved.
680
681
uint8_t subres_mask_full_qwords = num_subresources / 64;
682
for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
683
if (br.groups[0].subres_mask[i] != UINT64_MAX) {
684
may_do_single_barrier = false;
685
break;
686
}
687
}
688
if (may_do_single_barrier) {
689
if (num_subresources % 64) {
690
DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
691
uint64_t mask_tail_qword = 0;
692
for (uint8_t i = 0; i < num_subresources % 64; i++) {
693
mask_tail_qword |= ((uint64_t)1 << i);
694
}
695
if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
696
may_do_single_barrier = false;
697
}
698
}
699
}
700
}
701
702
if (may_do_single_barrier) {
703
// Second requisite is that the source state is the same for all.
704
705
for (uint32_t i = 1; i < num_subresources; i++) {
706
if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
707
may_do_single_barrier = false;
708
break;
709
}
710
}
711
712
if (may_do_single_barrier) {
713
// Hurray!, we can do a single barrier (plus maybe a UAV one, too).
714
715
bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
716
bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
717
718
uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
719
if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
720
p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
721
}
722
723
if (needs_uav_barrier) {
724
p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
725
p_command_buffer->res_barriers_count++;
726
res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
727
}
728
729
if (res_states->subresource_states[0] != br.groups[0].states) {
730
p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].states, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
731
p_command_buffer->res_barriers_count++;
732
}
733
734
for (uint32_t i = 0; i < num_subresources; i++) {
735
res_states->subresource_states[i] = br.groups[0].states;
736
}
737
}
738
}
739
}
740
741
if (!may_do_single_barrier) {
742
for (uint8_t i = 0; i < br.groups_count; i++) {
743
const BarrierRequest::Group &g = E.value.groups[i];
744
745
if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) {
746
continue;
747
}
748
749
uint32_t subresource = 0;
750
do {
751
uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
752
uint8_t subres_qword = subresource / 64;
753
754
if (likely(g.subres_mask[subres_qword] == 0)) {
755
subresource += 64;
756
continue;
757
}
758
759
if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
760
subresource++;
761
continue;
762
}
763
764
D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
765
766
bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
767
bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
768
769
uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
770
if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
771
p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
772
}
773
774
if (needs_uav_barrier) {
775
p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
776
p_command_buffer->res_barriers_count++;
777
res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
778
}
779
780
if (*curr_state != g.states) {
781
for (uint8_t k = 0; k < br.planes; k++) {
782
p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources);
783
p_command_buffer->res_barriers_count++;
784
}
785
}
786
787
*curr_state = g.states;
788
789
subresource++;
790
} while (subresource < num_subresources);
791
}
792
}
793
}
794
795
if (p_command_buffer->res_barriers_count) {
796
p_command_buffer->cmd_list->ResourceBarrier(p_command_buffer->res_barriers_count, p_command_buffer->res_barriers.ptr());
797
p_command_buffer->res_barriers_requests.clear();
798
}
799
800
p_command_buffer->res_barriers_count = 0;
801
p_command_buffer->res_barriers_batch++;
802
}
803
804
/*****************/
805
/**** BUFFERS ****/
806
/*****************/
807
808
RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) {
809
// D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
810
// but also if you give a rounded size at that point because it will extend beyond the
811
// memory of the resource. Therefore, it seems the only way is to create it with a
812
// rounded size.
813
CD3DX12_RESOURCE_DESC1 resource_desc = CD3DX12_RESOURCE_DESC1::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
814
if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) {
815
resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
816
} else {
817
resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
818
}
819
820
D3D12MA::ALLOCATION_DESC allocation_desc = {};
821
allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
822
D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COMMON;
823
switch (p_allocation_type) {
824
case MEMORY_ALLOCATION_TYPE_CPU: {
825
bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT);
826
bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT);
827
if (is_src && !is_dst) {
828
// Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM.
829
allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
830
initial_state = D3D12_RESOURCE_STATE_GENERIC_READ;
831
}
832
if (is_dst && !is_src) {
833
// Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads.
834
allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
835
initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
836
}
837
} break;
838
case MEMORY_ALLOCATION_TYPE_GPU: {
839
// Use default parameters.
840
} break;
841
}
842
843
ComPtr<ID3D12Resource> buffer;
844
ComPtr<D3D12MA::Allocation> allocation;
845
HRESULT res;
846
if (barrier_capabilities.enhanced_barriers_supported) {
847
res = allocator->CreateResource3(
848
&allocation_desc,
849
&resource_desc,
850
D3D12_BARRIER_LAYOUT_UNDEFINED,
851
nullptr,
852
0,
853
nullptr,
854
allocation.GetAddressOf(),
855
IID_PPV_ARGS(buffer.GetAddressOf()));
856
} else {
857
res = allocator->CreateResource(
858
&allocation_desc,
859
reinterpret_cast<const D3D12_RESOURCE_DESC *>(&resource_desc),
860
initial_state,
861
nullptr,
862
allocation.GetAddressOf(),
863
IID_PPV_ARGS(buffer.GetAddressOf()));
864
}
865
866
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + ".");
867
868
// Bookkeep.
869
870
BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator);
871
buf_info->resource = buffer.Get();
872
buf_info->owner_info.resource = buffer;
873
buf_info->owner_info.allocation = allocation;
874
buf_info->owner_info.states.subresource_states.push_back(initial_state);
875
buf_info->states_ptr = &buf_info->owner_info.states;
876
buf_info->size = p_size;
877
buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
878
879
return BufferID(buf_info);
880
}
881
882
bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) {
883
BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
884
buf_info->texel_format = p_format;
885
return true;
886
}
887
888
void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) {
889
BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
890
VersatileResource::free(resources_allocator, buf_info);
891
}
892
893
uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) {
894
const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
895
return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0;
896
}
897
898
uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) {
899
const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
900
void *data_ptr = nullptr;
901
HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr);
902
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
903
return (uint8_t *)data_ptr;
904
}
905
906
void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) {
907
const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
908
buf_info->resource->Unmap(0, &VOID_RANGE);
909
}
910
911
uint64_t RenderingDeviceDriverD3D12::buffer_get_device_address(BufferID p_buffer) {
912
const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
913
return buf_info->resource->GetGPUVirtualAddress();
914
}
915
916
/*****************/
917
/**** TEXTURE ****/
918
/*****************/
919
920
static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = {
921
D3D12_SRV_DIMENSION_TEXTURE1D,
922
D3D12_SRV_DIMENSION_TEXTURE2D,
923
D3D12_SRV_DIMENSION_TEXTURE3D,
924
D3D12_SRV_DIMENSION_TEXTURECUBE,
925
D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
926
D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
927
D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
928
};
929
930
static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = {
931
D3D12_SRV_DIMENSION_UNKNOWN,
932
D3D12_SRV_DIMENSION_TEXTURE2DMS,
933
D3D12_SRV_DIMENSION_UNKNOWN,
934
D3D12_SRV_DIMENSION_UNKNOWN,
935
D3D12_SRV_DIMENSION_UNKNOWN,
936
D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
937
D3D12_SRV_DIMENSION_UNKNOWN,
938
};
939
940
static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = {
941
D3D12_UAV_DIMENSION_TEXTURE1D,
942
D3D12_UAV_DIMENSION_TEXTURE2D,
943
D3D12_UAV_DIMENSION_TEXTURE3D,
944
D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
945
D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
946
D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
947
D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
948
};
949
950
uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) {
951
uint32_t common = UINT32_MAX;
952
953
MutexLock lock(format_sample_counts_mask_cache_mutex);
954
for (uint32_t i = 0; i < p_formats.size(); i++) {
955
if (format_sample_counts_mask_cache.has(p_formats[i])) {
956
common &= format_sample_counts_mask_cache[p_formats[i]];
957
} else {
958
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
959
msql.Format = p_formats[i];
960
uint32_t mask = 0;
961
for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
962
msql.SampleCount = (UINT)samples;
963
HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
964
if (SUCCEEDED(res) && msql.NumQualityLevels) {
965
int bit = get_shift_from_power_of_2((uint32_t)samples);
966
ERR_FAIL_COND_V(bit == -1, 1);
967
mask |= (uint32_t)(1 << bit);
968
}
969
}
970
format_sample_counts_mask_cache.insert(p_formats[i], mask);
971
common &= mask;
972
}
973
}
974
if (common == UINT32_MAX) {
975
return 1;
976
} else {
977
return ((uint32_t)1 << nearest_shift(common));
978
}
979
}
980
981
UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) {
982
UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle;
983
984
D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
985
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
986
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
987
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
988
// These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
989
D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
990
D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
991
D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
992
D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
993
};
994
995
return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
996
p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
997
p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
998
p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
999
p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
1000
}
1001
1002
UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) {
1003
TextureAspect aspect = TEXTURE_ASPECT_MAX;
1004
1005
if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
1006
DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
1007
aspect = TEXTURE_ASPECT_COLOR;
1008
}
1009
if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
1010
DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
1011
aspect = TEXTURE_ASPECT_DEPTH;
1012
} else if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
1013
DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
1014
aspect = TEXTURE_ASPECT_STENCIL;
1015
}
1016
1017
DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX);
1018
1019
return _compute_plane_slice(p_format, aspect);
1020
}
1021
1022
UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) {
1023
switch (p_aspect) {
1024
case TEXTURE_ASPECT_COLOR:
1025
// The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case).
1026
return 0;
1027
case TEXTURE_ASPECT_DEPTH:
1028
// The plane must be 0 for the color or depth aspect
1029
return 0;
1030
case TEXTURE_ASPECT_STENCIL:
1031
// 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).
1032
return format_get_plane_count(p_format) == 2 ? 1 : 0;
1033
default:
1034
DEV_ASSERT(false);
1035
return 0;
1036
}
1037
}
1038
1039
UINT RenderingDeviceDriverD3D12::_compute_subresource_from_layers(TextureInfo *p_texture, const TextureSubresourceLayers &p_layers, uint32_t p_layer_offset) {
1040
return D3D12CalcSubresource(p_layers.mipmap, p_layers.base_layer + p_layer_offset, _compute_plane_slice(p_texture->format, p_layers.aspect), p_texture->desc.MipLevels, p_texture->desc.ArraySize());
1041
}
1042
1043
void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) {
1044
uint32_t planes = 1;
1045
if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
1046
planes = format_get_plane_count(p_tex_info->format);
1047
}
1048
D3D12_DISCARD_REGION dr = {};
1049
dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1;
1050
dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect;
1051
dr.FirstSubresource = UINT_MAX;
1052
dr.NumSubresources = 0;
1053
for (uint32_t u = 0; u < planes; u++) {
1054
for (uint32_t v = 0; v < p_tex_info->layers; v++) {
1055
for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) {
1056
UINT subresource = D3D12CalcSubresource(
1057
p_tex_info->base_mip + w,
1058
p_tex_info->base_layer + v,
1059
u,
1060
p_tex_info->desc.MipLevels,
1061
p_tex_info->desc.ArraySize());
1062
if (dr.NumSubresources == 0) {
1063
dr.FirstSubresource = subresource;
1064
dr.NumSubresources = 1;
1065
} else if (dr.FirstSubresource + dr.NumSubresources == subresource) {
1066
dr.NumSubresources++;
1067
} else {
1068
p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
1069
dr.FirstSubresource = subresource;
1070
dr.NumSubresources = 1;
1071
}
1072
}
1073
}
1074
}
1075
if (dr.NumSubresources) {
1076
p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
1077
}
1078
}
1079
1080
bool RenderingDeviceDriverD3D12::_unordered_access_supported_by_format(DataFormat p_format) {
1081
switch (p_format) {
1082
case DATA_FORMAT_R4G4_UNORM_PACK8:
1083
case DATA_FORMAT_R4G4B4A4_UNORM_PACK16:
1084
case DATA_FORMAT_B4G4R4A4_UNORM_PACK16:
1085
case DATA_FORMAT_R5G6B5_UNORM_PACK16:
1086
case DATA_FORMAT_B5G6R5_UNORM_PACK16:
1087
case DATA_FORMAT_R5G5B5A1_UNORM_PACK16:
1088
case DATA_FORMAT_B5G5R5A1_UNORM_PACK16:
1089
case DATA_FORMAT_A1R5G5B5_UNORM_PACK16:
1090
case DATA_FORMAT_A8B8G8R8_UNORM_PACK32:
1091
case DATA_FORMAT_A8B8G8R8_SNORM_PACK32:
1092
case DATA_FORMAT_A8B8G8R8_USCALED_PACK32:
1093
case DATA_FORMAT_A8B8G8R8_SSCALED_PACK32:
1094
case DATA_FORMAT_A8B8G8R8_UINT_PACK32:
1095
case DATA_FORMAT_A8B8G8R8_SINT_PACK32:
1096
case DATA_FORMAT_A8B8G8R8_SRGB_PACK32:
1097
case DATA_FORMAT_A2R10G10B10_UNORM_PACK32:
1098
case DATA_FORMAT_A2R10G10B10_SNORM_PACK32:
1099
case DATA_FORMAT_A2R10G10B10_USCALED_PACK32:
1100
case DATA_FORMAT_A2R10G10B10_SSCALED_PACK32:
1101
case DATA_FORMAT_A2R10G10B10_UINT_PACK32:
1102
case DATA_FORMAT_A2R10G10B10_SINT_PACK32:
1103
case DATA_FORMAT_A2B10G10R10_UNORM_PACK32:
1104
case DATA_FORMAT_A2B10G10R10_SNORM_PACK32:
1105
case DATA_FORMAT_A2B10G10R10_USCALED_PACK32:
1106
case DATA_FORMAT_A2B10G10R10_SSCALED_PACK32:
1107
case DATA_FORMAT_A2B10G10R10_UINT_PACK32:
1108
case DATA_FORMAT_A2B10G10R10_SINT_PACK32:
1109
case DATA_FORMAT_B10G11R11_UFLOAT_PACK32:
1110
case DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32:
1111
case DATA_FORMAT_X8_D24_UNORM_PACK32:
1112
case DATA_FORMAT_R10X6_UNORM_PACK16:
1113
case DATA_FORMAT_R10X6G10X6_UNORM_2PACK16:
1114
case DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16:
1115
case DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16:
1116
case DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16:
1117
case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16:
1118
case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16:
1119
case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16:
1120
case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16:
1121
case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16:
1122
case DATA_FORMAT_R12X4_UNORM_PACK16:
1123
case DATA_FORMAT_R12X4G12X4_UNORM_2PACK16:
1124
case DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16:
1125
case DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16:
1126
case DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16:
1127
case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16:
1128
case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16:
1129
case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16:
1130
case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16:
1131
case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16:
1132
return false;
1133
default:
1134
return true;
1135
}
1136
}
1137
1138
RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) {
1139
// Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
1140
CD3DX12_RESOURCE_DESC1 resource_desc = {};
1141
resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type];
1142
resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
1143
1144
resource_desc.Width = p_format.width;
1145
resource_desc.Height = p_format.height;
1146
resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers;
1147
resource_desc.MipLevels = p_format.mipmaps;
1148
1149
// Format.
1150
bool cross_family_sharing = false;
1151
bool relaxed_casting_available = false;
1152
DXGI_FORMAT *relaxed_casting_formats = nullptr;
1153
uint32_t relaxed_casting_format_count = 0;
1154
{
1155
resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family;
1156
1157
// If views of different families are wanted, special setup is needed for proper sharing among them.
1158
// If the driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
1159
if (p_format.shareable_formats.size() && format_capabilities.relaxed_casting_supported) {
1160
relaxed_casting_available = true;
1161
relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size() + 1);
1162
relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
1163
relaxed_casting_format_count++;
1164
}
1165
1166
HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
1167
for (int i = 0; i < p_format.shareable_formats.size(); i++) {
1168
DataFormat curr_format = p_format.shareable_formats[i];
1169
String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'";
1170
1171
ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported.");
1172
1173
if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) {
1174
cross_family_sharing = true;
1175
}
1176
1177
if (relaxed_casting_available) {
1178
relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format;
1179
relaxed_casting_format_count++;
1180
}
1181
}
1182
1183
if (cross_family_sharing && !relaxed_casting_available) {
1184
// Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
1185
if (p_format.texture_type == TEXTURE_TYPE_1D) {
1186
ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
1187
}
1188
if (p_format.samples != TEXTURE_SAMPLES_1) {
1189
ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
1190
}
1191
if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
1192
ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
1193
}
1194
if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
1195
ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
1196
}
1197
}
1198
}
1199
1200
// Usage.
1201
if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
1202
resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
1203
} else {
1204
if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT) && _unordered_access_supported_by_format(p_format.format)) {
1205
resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
1206
}
1207
}
1208
if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
1209
resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
1210
}
1211
if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
1212
resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
1213
}
1214
if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) && (p_format.usage_bits & TEXTURE_USAGE_VRS_FRAGMENT_SHADING_RATE_BIT)) {
1215
// For VRS images we can't use the typeless format.
1216
resource_desc.Format = DXGI_FORMAT_R8_UINT;
1217
}
1218
1219
resource_desc.SampleDesc = {};
1220
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;
1221
if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
1222
resource_desc.SampleDesc.Count = MIN(
1223
_find_max_common_supported_sample_count(format_to_test),
1224
TEXTURE_SAMPLES_COUNT[p_format.samples]);
1225
} else {
1226
// No MSAA in D3D12 if storage. May have become possible recently where supported, though.
1227
resource_desc.SampleDesc.Count = 1;
1228
}
1229
resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
1230
1231
// Create.
1232
1233
D3D12MA::ALLOCATION_DESC allocation_desc = {};
1234
allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
1235
if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
1236
allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
1237
} else {
1238
allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
1239
}
1240
if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
1241
allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
1242
}
1243
1244
D3D12_RESOURCE_STATES initial_state = {};
1245
ID3D12Resource *texture = nullptr;
1246
ComPtr<ID3D12Resource> main_texture;
1247
ComPtr<D3D12MA::Allocation> allocation;
1248
static const FLOAT black[4] = {};
1249
D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black);
1250
D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
1251
{
1252
HRESULT res = E_FAIL;
1253
if (barrier_capabilities.enhanced_barriers_supported || (cross_family_sharing && relaxed_casting_available)) {
1254
// Create with undefined layout if enhanced barriers are supported. Leave as common otherwise for interop with legacy barriers.
1255
D3D12_BARRIER_LAYOUT initial_layout = barrier_capabilities.enhanced_barriers_supported ? D3D12_BARRIER_LAYOUT_UNDEFINED : D3D12_BARRIER_LAYOUT_COMMON;
1256
res = allocator->CreateResource3(
1257
&allocation_desc,
1258
&resource_desc,
1259
initial_layout,
1260
clear_value_ptr,
1261
relaxed_casting_format_count,
1262
relaxed_casting_formats,
1263
allocation.GetAddressOf(),
1264
IID_PPV_ARGS(main_texture.GetAddressOf()));
1265
initial_state = D3D12_RESOURCE_STATE_COMMON;
1266
} else {
1267
res = allocator->CreateResource(
1268
&allocation_desc,
1269
(D3D12_RESOURCE_DESC *)&resource_desc,
1270
D3D12_RESOURCE_STATE_COPY_DEST,
1271
clear_value_ptr,
1272
allocation.GetAddressOf(),
1273
IID_PPV_ARGS(main_texture.GetAddressOf()));
1274
initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
1275
}
1276
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
1277
texture = main_texture.Get();
1278
}
1279
1280
// Describe views.
1281
1282
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
1283
{
1284
srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
1285
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];
1286
srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
1287
1288
switch (srv_desc.ViewDimension) {
1289
case D3D12_SRV_DIMENSION_TEXTURE1D: {
1290
srv_desc.Texture1D.MipLevels = p_format.mipmaps;
1291
} break;
1292
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
1293
srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
1294
srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
1295
} break;
1296
case D3D12_SRV_DIMENSION_TEXTURE2D: {
1297
srv_desc.Texture2D.MipLevels = p_format.mipmaps;
1298
} break;
1299
case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
1300
} break;
1301
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
1302
srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
1303
srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
1304
} break;
1305
case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
1306
srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
1307
} break;
1308
case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
1309
srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
1310
srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
1311
} break;
1312
case D3D12_SRV_DIMENSION_TEXTURE3D: {
1313
srv_desc.Texture3D.MipLevels = p_format.mipmaps;
1314
} break;
1315
case D3D12_SRV_DIMENSION_TEXTURECUBE: {
1316
srv_desc.TextureCube.MipLevels = p_format.mipmaps;
1317
} break;
1318
default: {
1319
}
1320
}
1321
}
1322
1323
D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {};
1324
{
1325
main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format;
1326
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;
1327
1328
switch (main_uav_desc.ViewDimension) {
1329
case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
1330
main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
1331
} break;
1332
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
1333
// Either for an actual 2D texture array, cubemap or cubemap array.
1334
main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
1335
} break;
1336
case D3D12_UAV_DIMENSION_TEXTURE3D: {
1337
main_uav_desc.Texture3D.WSize = p_format.depth;
1338
} break;
1339
default: {
1340
}
1341
}
1342
}
1343
1344
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
1345
uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
1346
1347
// Bookkeep.
1348
1349
TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
1350
tex_info->resource = texture;
1351
tex_info->owner_info.resource = main_texture;
1352
tex_info->owner_info.allocation = allocation;
1353
tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers);
1354
for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
1355
tex_info->owner_info.states.subresource_states[i] = initial_state;
1356
}
1357
tex_info->states_ptr = &tex_info->owner_info.states;
1358
tex_info->format = p_format.format;
1359
GODOT_GCC_WARNING_PUSH_AND_IGNORE("-Wstrict-aliasing")
1360
tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
1361
GODOT_GCC_WARNING_POP
1362
tex_info->base_layer = 0;
1363
tex_info->layers = resource_desc.ArraySize();
1364
tex_info->base_mip = 0;
1365
tex_info->mipmaps = resource_desc.MipLevels;
1366
tex_info->view_descs.srv = srv_desc;
1367
tex_info->view_descs.uav = uav_desc;
1368
1369
if (!barrier_capabilities.enhanced_barriers_supported && (p_format.usage_bits & (TEXTURE_USAGE_STORAGE_BIT | TEXTURE_USAGE_COLOR_ATTACHMENT_BIT))) {
1370
// Fallback to clear resources when they're first used in a uniform set. Not necessary if enhanced barriers
1371
// are supported, as the discard flag will be used instead when transitioning from an undefined layout.
1372
textures_pending_clear.add(&tex_info->pending_clear);
1373
}
1374
1375
return TextureID(tex_info);
1376
}
1377
1378
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, uint32_t p_mipmaps) {
1379
ID3D12Resource *texture = (ID3D12Resource *)p_native_texture;
1380
1381
#if defined(_MSC_VER) || !defined(_WIN32)
1382
const D3D12_RESOURCE_DESC base_resource_desc = texture->GetDesc();
1383
#else
1384
D3D12_RESOURCE_DESC base_resource_desc;
1385
texture->GetDesc(&base_resource_desc);
1386
#endif
1387
CD3DX12_RESOURCE_DESC resource_desc(base_resource_desc);
1388
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
1389
{
1390
srv_desc.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
1391
srv_desc.ViewDimension = resource_desc.SampleDesc.Count == 1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[p_type] : RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[p_type];
1392
srv_desc.Shader4ComponentMapping = _compute_component_mapping(TextureView{ p_format });
1393
1394
switch (srv_desc.ViewDimension) {
1395
case D3D12_SRV_DIMENSION_TEXTURE1D: {
1396
srv_desc.Texture1D.MipLevels = resource_desc.MipLevels;
1397
} break;
1398
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
1399
srv_desc.Texture1DArray.MipLevels = resource_desc.MipLevels;
1400
srv_desc.Texture1DArray.ArraySize = p_array_layers;
1401
} break;
1402
case D3D12_SRV_DIMENSION_TEXTURE2D: {
1403
srv_desc.Texture2D.MipLevels = resource_desc.MipLevels;
1404
} break;
1405
case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
1406
} break;
1407
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
1408
srv_desc.Texture2DArray.MipLevels = resource_desc.MipLevels;
1409
srv_desc.Texture2DArray.ArraySize = p_array_layers;
1410
} break;
1411
case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
1412
srv_desc.Texture2DMSArray.ArraySize = p_array_layers;
1413
} break;
1414
case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
1415
srv_desc.TextureCubeArray.MipLevels = resource_desc.MipLevels;
1416
srv_desc.TextureCubeArray.NumCubes = p_array_layers / 6;
1417
} break;
1418
case D3D12_SRV_DIMENSION_TEXTURE3D: {
1419
srv_desc.Texture3D.MipLevels = resource_desc.MipLevels;
1420
} break;
1421
case D3D12_SRV_DIMENSION_TEXTURECUBE: {
1422
srv_desc.TextureCube.MipLevels = resource_desc.MipLevels;
1423
} break;
1424
default: {
1425
}
1426
}
1427
}
1428
1429
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
1430
{
1431
uav_desc.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
1432
uav_desc.ViewDimension = resource_desc.SampleDesc.Count == 1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[p_type] : D3D12_UAV_DIMENSION_UNKNOWN;
1433
1434
switch (uav_desc.ViewDimension) {
1435
case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
1436
uav_desc.Texture1DArray.ArraySize = p_array_layers;
1437
} break;
1438
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
1439
// Either for an actual 2D texture array, cubemap or cubemap array.
1440
uav_desc.Texture2DArray.ArraySize = p_array_layers;
1441
} break;
1442
case D3D12_UAV_DIMENSION_TEXTURE3D: {
1443
uav_desc.Texture3D.WSize = resource_desc.Depth();
1444
} break;
1445
default: {
1446
}
1447
}
1448
}
1449
1450
TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
1451
tex_info->resource = texture;
1452
tex_info->owner_info.resource = nullptr; // Not allocated by us.
1453
tex_info->owner_info.allocation = nullptr; // Not allocated by us.
1454
tex_info->owner_info.states.subresource_states.resize(resource_desc.MipLevels * p_array_layers);
1455
for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
1456
tex_info->owner_info.states.subresource_states[i] = !p_depth_stencil ? D3D12_RESOURCE_STATE_RENDER_TARGET : D3D12_RESOURCE_STATE_DEPTH_WRITE;
1457
}
1458
tex_info->states_ptr = &tex_info->owner_info.states;
1459
tex_info->format = p_format;
1460
#if defined(__GNUC__) && !defined(__clang__)
1461
#pragma GCC diagnostic push
1462
#pragma GCC diagnostic ignored "-Wstrict-aliasing"
1463
#endif
1464
tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
1465
#if defined(__GNUC__) && !defined(__clang__)
1466
#pragma GCC diagnostic pop
1467
#endif
1468
tex_info->base_layer = 0;
1469
tex_info->layers = p_array_layers;
1470
tex_info->base_mip = 0;
1471
tex_info->mipmaps = resource_desc.MipLevels;
1472
tex_info->view_descs.srv = srv_desc;
1473
tex_info->view_descs.uav = uav_desc;
1474
#ifdef DEBUG_ENABLED
1475
tex_info->created_from_extension = true;
1476
#endif
1477
return TextureID(tex_info);
1478
}
1479
1480
RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
1481
return _texture_create_shared_from_slice(p_original_texture, p_view, (TextureSliceType)-1, 0, 0, 0, 0);
1482
}
1483
1484
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) {
1485
return _texture_create_shared_from_slice(p_original_texture, p_view, p_slice_type, p_layer, p_layers, p_mipmap, p_mipmaps);
1486
}
1487
1488
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) {
1489
TextureInfo *owner_tex_info = (TextureInfo *)p_original_texture.id;
1490
#ifdef DEBUG_ENABLED
1491
ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
1492
#endif
1493
1494
ComPtr<ID3D12Resource> new_texture;
1495
ComPtr<D3D12MA::Allocation> new_allocation;
1496
ID3D12Resource *resource = owner_tex_info->resource;
1497
CD3DX12_RESOURCE_DESC new_tex_resource_desc = owner_tex_info->desc;
1498
1499
// Describe views.
1500
1501
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
1502
{
1503
srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
1504
srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
1505
}
1506
1507
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
1508
{
1509
uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
1510
}
1511
1512
if (p_slice_type != (TextureSliceType)-1) {
1513
// Complete description with slicing.
1514
1515
switch (p_slice_type) {
1516
case TEXTURE_SLICE_2D: {
1517
if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
1518
srv_desc.Texture2D.MostDetailedMip = p_mipmap;
1519
srv_desc.Texture2D.MipLevels = p_mipmaps;
1520
1521
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
1522
uav_desc.Texture1D.MipSlice = p_mipmap;
1523
} else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
1524
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
1525
} 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) {
1526
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
1527
srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
1528
srv_desc.Texture2DArray.MipLevels = p_mipmaps;
1529
srv_desc.Texture2DArray.FirstArraySlice = p_layer;
1530
srv_desc.Texture2DArray.ArraySize = 1;
1531
srv_desc.Texture2DArray.PlaneSlice = 0;
1532
srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
1533
1534
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
1535
uav_desc.Texture2DArray.MipSlice = p_mipmap;
1536
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
1537
uav_desc.Texture2DArray.ArraySize = 1;
1538
uav_desc.Texture2DArray.PlaneSlice = 0;
1539
} else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
1540
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
1541
srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
1542
srv_desc.Texture2DMSArray.ArraySize = 1;
1543
1544
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
1545
} else {
1546
DEV_ASSERT(false);
1547
}
1548
} break;
1549
case TEXTURE_SLICE_CUBEMAP: {
1550
if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
1551
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
1552
srv_desc.TextureCube.MostDetailedMip = p_mipmap;
1553
srv_desc.TextureCube.MipLevels = p_mipmaps;
1554
1555
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
1556
uav_desc.Texture2DArray.MipSlice = p_mipmap;
1557
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
1558
uav_desc.Texture2DArray.ArraySize = 6;
1559
uav_desc.Texture2DArray.PlaneSlice = 0;
1560
} else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
1561
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
1562
srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
1563
srv_desc.TextureCubeArray.MipLevels = p_mipmaps;
1564
srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
1565
srv_desc.TextureCubeArray.NumCubes = 1;
1566
srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
1567
1568
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
1569
uav_desc.Texture2DArray.MipSlice = p_mipmap;
1570
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
1571
uav_desc.Texture2DArray.ArraySize = 6;
1572
uav_desc.Texture2DArray.PlaneSlice = 0;
1573
} else {
1574
DEV_ASSERT(false);
1575
}
1576
} break;
1577
case TEXTURE_SLICE_3D: {
1578
DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
1579
srv_desc.Texture3D.MostDetailedMip = p_mipmap;
1580
srv_desc.Texture3D.MipLevels = p_mipmaps;
1581
1582
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
1583
uav_desc.Texture3D.MipSlice = p_mipmap;
1584
uav_desc.Texture3D.WSize = -1;
1585
} break;
1586
case TEXTURE_SLICE_2D_ARRAY: {
1587
DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
1588
srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
1589
srv_desc.Texture2DArray.MipLevels = p_mipmaps;
1590
srv_desc.Texture2DArray.FirstArraySlice = p_layer;
1591
srv_desc.Texture2DArray.ArraySize = p_layers;
1592
1593
DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
1594
uav_desc.Texture2DArray.MipSlice = p_mipmap;
1595
uav_desc.Texture2DArray.FirstArraySlice = p_layer;
1596
uav_desc.Texture2DArray.ArraySize = p_layers;
1597
} break;
1598
default:
1599
break;
1600
}
1601
}
1602
1603
// Bookkeep.
1604
1605
TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
1606
tex_info->resource = resource;
1607
tex_info->states_ptr = owner_tex_info->states_ptr;
1608
tex_info->format = p_view.format;
1609
tex_info->desc = new_tex_resource_desc;
1610
if (p_slice_type == (TextureSliceType)-1) {
1611
tex_info->base_layer = owner_tex_info->base_layer;
1612
tex_info->layers = owner_tex_info->layers;
1613
tex_info->base_mip = owner_tex_info->base_mip;
1614
tex_info->mipmaps = owner_tex_info->mipmaps;
1615
} else {
1616
tex_info->base_layer = p_layer;
1617
tex_info->layers = p_layers;
1618
tex_info->base_mip = p_mipmap;
1619
tex_info->mipmaps = p_mipmaps;
1620
}
1621
tex_info->view_descs.srv = srv_desc;
1622
tex_info->view_descs.uav = uav_desc;
1623
tex_info->main_texture = owner_tex_info;
1624
1625
return TextureID(tex_info);
1626
}
1627
1628
void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) {
1629
TextureInfo *tex_info = (TextureInfo *)p_texture.id;
1630
VersatileResource::free(resources_allocator, tex_info);
1631
}
1632
1633
uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) {
1634
const TextureInfo *tex_info = (const TextureInfo *)p_texture.id;
1635
return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0;
1636
}
1637
1638
void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) {
1639
TextureInfo *tex_info = (TextureInfo *)p_texture.id;
1640
1641
UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0);
1642
1643
D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {};
1644
UINT64 subresource_total_size = 0;
1645
device->GetCopyableFootprints(
1646
&tex_info->desc,
1647
subresource,
1648
1,
1649
0,
1650
&footprint,
1651
nullptr,
1652
nullptr,
1653
&subresource_total_size);
1654
1655
*r_layout = {};
1656
r_layout->offset = footprint.Offset;
1657
r_layout->size = subresource_total_size;
1658
r_layout->row_pitch = footprint.Footprint.RowPitch;
1659
r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth();
1660
r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize();
1661
}
1662
1663
uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) {
1664
TextureInfo *tex_info = (TextureInfo *)p_texture.id;
1665
#ifdef DEBUG_ENABLED
1666
ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr);
1667
#endif
1668
1669
UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect);
1670
UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane);
1671
1672
void *data_ptr = nullptr;
1673
HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr);
1674
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
1675
tex_info->mapped_subresource = subresource;
1676
return (uint8_t *)data_ptr;
1677
}
1678
1679
void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) {
1680
TextureInfo *tex_info = (TextureInfo *)p_texture.id;
1681
#ifdef DEBUG_ENABLED
1682
ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX);
1683
#endif
1684
tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE);
1685
tex_info->mapped_subresource = UINT_MAX;
1686
}
1687
1688
BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) {
1689
D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
1690
srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
1691
if (srv_rtv_support.Format != DXGI_FORMAT_UNKNOWN) { // Some implementations (i.e., vkd3d-proton) error out instead of returning empty.
1692
HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
1693
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
1694
}
1695
1696
D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
1697
1698
D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
1699
dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format;
1700
if (dsv_support.Format != DXGI_FORMAT_UNKNOWN) { // See above.
1701
HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
1702
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
1703
}
1704
1705
// Everything supported by default makes an all-or-nothing check easier for the caller.
1706
BitField<RDD::TextureUsageBits> supported = INT64_MAX;
1707
1708
// Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
1709
// as long as the resource can be used as a texture, Sample() will work with point filter at least.
1710
// However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
1711
// That's almost good for integer formats. The problem is that theoretically there may be
1712
// float formats that support LOAD but not SAMPLE fully, so this check will not detect
1713
// such a flaw in the format. Linearly interpolated sampling would just not work on them.
1714
if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) ||
1715
RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
1716
supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT);
1717
}
1718
1719
if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
1720
supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
1721
}
1722
if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
1723
supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
1724
}
1725
if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
1726
supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT);
1727
}
1728
if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
1729
supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT);
1730
}
1731
if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) {
1732
supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT);
1733
}
1734
1735
return supported;
1736
}
1737
1738
bool RenderingDeviceDriverD3D12::texture_can_make_shared_with_format(TextureID p_texture, DataFormat p_format, bool &r_raw_reinterpretation) {
1739
r_raw_reinterpretation = false;
1740
1741
if (format_capabilities.relaxed_casting_supported) {
1742
// Relaxed casting is supported, there should be no need to check for format family compatibility.
1743
return true;
1744
} else {
1745
TextureInfo *tex_info = (TextureInfo *)p_texture.id;
1746
if (tex_info->format == DATA_FORMAT_R16_UINT && p_format == DATA_FORMAT_R4G4B4A4_UNORM_PACK16) {
1747
// Specific cases that require buffer reinterpretation.
1748
r_raw_reinterpretation = true;
1749
return false;
1750
} else if (RD_TO_D3D12_FORMAT[tex_info->format].family != RD_TO_D3D12_FORMAT[p_format].family) {
1751
// Format family is different but copying resources directly is possible.
1752
return false;
1753
} else {
1754
// Format family is the same and the view can just cast the format.
1755
return true;
1756
}
1757
}
1758
}
1759
1760
/*****************/
1761
/**** SAMPLER ****/
1762
/*****************/
1763
1764
static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = {
1765
D3D12_TEXTURE_ADDRESS_MODE_WRAP,
1766
D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
1767
D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
1768
D3D12_TEXTURE_ADDRESS_MODE_BORDER,
1769
D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
1770
};
1771
1772
static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = {
1773
{ 0, 0, 0, 0 },
1774
{ 0, 0, 0, 0 },
1775
{ 0, 0, 0, 1 },
1776
{ 0, 0, 0, 1 },
1777
{ 1, 1, 1, 1 },
1778
{ 1, 1, 1, 1 },
1779
};
1780
1781
RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) {
1782
uint32_t slot = UINT32_MAX;
1783
1784
if (samplers.is_empty()) {
1785
// Adding a seemigly busy slot 0 makes things easier elsewhere.
1786
samplers.push_back({});
1787
samplers.push_back({});
1788
slot = 1;
1789
} else {
1790
for (uint32_t i = 1; i < samplers.size(); i++) {
1791
if ((int)samplers[i].Filter == INT_MAX) {
1792
slot = i;
1793
break;
1794
}
1795
}
1796
if (slot == UINT32_MAX) {
1797
slot = samplers.size();
1798
samplers.push_back({});
1799
}
1800
}
1801
1802
D3D12_SAMPLER_DESC &sampler_desc = samplers[slot];
1803
1804
if (p_state.use_anisotropy) {
1805
sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
1806
sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
1807
} else {
1808
static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = {
1809
D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
1810
D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
1811
};
1812
sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
1813
RD_FILTER_TYPE_TO_D3D12[p_state.min_filter],
1814
RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter],
1815
RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter],
1816
p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
1817
}
1818
1819
sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_u];
1820
sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_v];
1821
sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_w];
1822
1823
for (int i = 0; i < 4; i++) {
1824
sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i];
1825
}
1826
1827
sampler_desc.MinLOD = p_state.min_lod;
1828
sampler_desc.MaxLOD = p_state.max_lod;
1829
sampler_desc.MipLODBias = p_state.lod_bias;
1830
1831
sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
1832
1833
// TODO: Emulate somehow?
1834
if (p_state.unnormalized_uvw) {
1835
WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
1836
}
1837
1838
return SamplerID(slot);
1839
}
1840
1841
void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) {
1842
samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX;
1843
}
1844
1845
bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) {
1846
D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
1847
srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
1848
HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
1849
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
1850
return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
1851
}
1852
1853
/**********************/
1854
/**** VERTEX ARRAY ****/
1855
/**********************/
1856
1857
RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) {
1858
VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator);
1859
1860
vf_info->input_elem_descs.resize(p_vertex_attribs.size());
1861
vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size());
1862
for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) {
1863
vf_info->input_elem_descs[i] = {};
1864
vf_info->input_elem_descs[i].SemanticName = "TEXCOORD";
1865
vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location;
1866
vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format;
1867
vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
1868
vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset;
1869
if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
1870
vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
1871
vf_info->input_elem_descs[i].InstanceDataStepRate = 1;
1872
} else {
1873
vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
1874
vf_info->input_elem_descs[i].InstanceDataStepRate = 0;
1875
}
1876
1877
vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride;
1878
}
1879
1880
return VertexFormatID(vf_info);
1881
}
1882
1883
void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) {
1884
VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id;
1885
VersatileResource::free(resources_allocator, vf_info);
1886
}
1887
1888
/******************/
1889
/**** BARRIERS ****/
1890
/******************/
1891
1892
static D3D12_BARRIER_ACCESS _rd_texture_layout_access_mask(RDD::TextureLayout p_texture_layout) {
1893
switch (p_texture_layout) {
1894
case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
1895
return D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
1896
case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
1897
return D3D12_BARRIER_ACCESS_RENDER_TARGET;
1898
case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
1899
return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
1900
case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
1901
return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
1902
case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
1903
return D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
1904
case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
1905
return D3D12_BARRIER_ACCESS_COPY_SOURCE;
1906
case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
1907
return D3D12_BARRIER_ACCESS_COPY_DEST;
1908
case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
1909
return D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
1910
case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
1911
return D3D12_BARRIER_ACCESS_RESOLVE_DEST;
1912
case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
1913
return D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
1914
case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
1915
DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
1916
return D3D12_BARRIER_ACCESS_NO_ACCESS;
1917
default:
1918
return D3D12_BARRIER_ACCESS_NO_ACCESS;
1919
}
1920
}
1921
1922
static void _rd_access_to_d3d12_and_mask(BitField<RDD::BarrierAccessBits> p_access, RDD::TextureLayout p_texture_layout, D3D12_BARRIER_ACCESS &r_access, D3D12_BARRIER_SYNC &r_sync_mask) {
1923
r_access = D3D12_BARRIER_ACCESS_COMMON;
1924
r_sync_mask = D3D12_BARRIER_SYNC_NONE;
1925
1926
if (p_access.has_flag(RDD::BARRIER_ACCESS_INDIRECT_COMMAND_READ_BIT)) {
1927
r_access |= D3D12_BARRIER_ACCESS_INDIRECT_ARGUMENT;
1928
r_sync_mask |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
1929
}
1930
1931
if (p_access.has_flag(RDD::BARRIER_ACCESS_INDEX_READ_BIT)) {
1932
r_access |= D3D12_BARRIER_ACCESS_INDEX_BUFFER;
1933
r_sync_mask |= D3D12_BARRIER_SYNC_INDEX_INPUT | D3D12_BARRIER_SYNC_DRAW;
1934
}
1935
1936
if (p_access.has_flag(RDD::BARRIER_ACCESS_VERTEX_ATTRIBUTE_READ_BIT)) {
1937
r_access |= D3D12_BARRIER_ACCESS_VERTEX_BUFFER;
1938
r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
1939
}
1940
1941
if (p_access.has_flag(RDD::BARRIER_ACCESS_UNIFORM_READ_BIT)) {
1942
r_access |= D3D12_BARRIER_ACCESS_CONSTANT_BUFFER;
1943
r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
1944
D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
1945
}
1946
1947
if (p_access.has_flag(RDD::BARRIER_ACCESS_INPUT_ATTACHMENT_READ_BIT)) {
1948
r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
1949
r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
1950
}
1951
1952
if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_READ_BIT)) {
1953
r_access |= D3D12_BARRIER_ACCESS_COPY_SOURCE;
1954
r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
1955
}
1956
1957
if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_WRITE_BIT)) {
1958
r_access |= D3D12_BARRIER_ACCESS_COPY_DEST;
1959
r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
1960
}
1961
1962
if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_READ_BIT)) {
1963
r_access |= D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
1964
r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
1965
}
1966
1967
if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_WRITE_BIT)) {
1968
r_access |= D3D12_BARRIER_ACCESS_RESOLVE_DEST;
1969
r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
1970
}
1971
1972
if (p_access.has_flag(RDD::BARRIER_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT)) {
1973
r_access |= D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
1974
r_sync_mask |= D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_ALL_SHADING;
1975
}
1976
1977
const D3D12_BARRIER_SYNC unordered_access_mask = D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
1978
D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
1979
1980
if (p_access.has_flag(RDD::BARRIER_ACCESS_STORAGE_CLEAR_BIT)) {
1981
r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
1982
r_sync_mask |= unordered_access_mask;
1983
}
1984
1985
// These access bits only have compatibility with certain layouts unlike in Vulkan where they imply specific operations in the same layout.
1986
if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_WRITE_BIT)) {
1987
r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
1988
r_sync_mask |= unordered_access_mask;
1989
} else if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_READ_BIT)) {
1990
if (p_texture_layout == RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL) {
1991
// Unordered access must be enforced if the texture is using the storage layout.
1992
r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
1993
r_sync_mask |= unordered_access_mask;
1994
} else {
1995
r_access |= D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
1996
r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
1997
}
1998
}
1999
2000
if (p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_WRITE_BIT) || p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_READ_BIT)) {
2001
r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
2002
r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
2003
}
2004
2005
if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT)) {
2006
r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
2007
r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
2008
} else if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT)) {
2009
r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
2010
r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
2011
}
2012
}
2013
2014
static void _rd_stages_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, D3D12_BARRIER_SYNC &r_sync) {
2015
if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
2016
r_sync = D3D12_BARRIER_SYNC_ALL;
2017
} else {
2018
if (p_stages.has_flag(RDD::PIPELINE_STAGE_DRAW_INDIRECT_BIT)) {
2019
r_sync |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
2020
}
2021
2022
if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_INPUT_BIT)) {
2023
r_sync |= D3D12_BARRIER_SYNC_INDEX_INPUT;
2024
}
2025
2026
if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_SHADER_BIT)) {
2027
r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
2028
}
2029
2030
if (p_stages.has_flag(RDD::PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_GEOMETRY_SHADER_BIT)) {
2031
// There's no granularity for tessellation or geometry stages. The specification defines it as part of vertex shading.
2032
r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
2033
}
2034
2035
if (p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT)) {
2036
r_sync |= D3D12_BARRIER_SYNC_PIXEL_SHADING;
2037
}
2038
2039
if (p_stages.has_flag(RDD::PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT)) {
2040
// Covers both read and write operations for depth stencil.
2041
r_sync |= D3D12_BARRIER_SYNC_DEPTH_STENCIL;
2042
}
2043
2044
if (p_stages.has_flag(RDD::PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)) {
2045
r_sync |= D3D12_BARRIER_SYNC_RENDER_TARGET;
2046
}
2047
2048
if (p_stages.has_flag(RDD::PIPELINE_STAGE_COMPUTE_SHADER_BIT)) {
2049
r_sync |= D3D12_BARRIER_SYNC_COMPUTE_SHADING;
2050
}
2051
2052
if (p_stages.has_flag(RDD::PIPELINE_STAGE_COPY_BIT)) {
2053
r_sync |= D3D12_BARRIER_SYNC_COPY;
2054
}
2055
2056
if (p_stages.has_flag(RDD::PIPELINE_STAGE_RESOLVE_BIT)) {
2057
r_sync |= D3D12_BARRIER_SYNC_RESOLVE;
2058
}
2059
2060
if (p_stages.has_flag(RDD::PIPELINE_STAGE_CLEAR_STORAGE_BIT)) {
2061
r_sync |= D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
2062
}
2063
2064
if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_GRAPHICS_BIT)) {
2065
r_sync |= D3D12_BARRIER_SYNC_DRAW;
2066
}
2067
}
2068
}
2069
2070
static void _rd_stages_and_access_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, RDD::TextureLayout p_texture_layout, BitField<RDD::BarrierAccessBits> p_access, D3D12_BARRIER_SYNC &r_sync, D3D12_BARRIER_ACCESS &r_access) {
2071
D3D12_BARRIER_SYNC sync_mask;
2072
r_sync = D3D12_BARRIER_SYNC_NONE;
2073
2074
if (p_texture_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) {
2075
// Undefined texture layouts are a special case where no access bits or synchronization scopes are allowed.
2076
r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
2077
return;
2078
}
2079
2080
// Convert access bits to the D3D12 barrier access bits.
2081
_rd_access_to_d3d12_and_mask(p_access, p_texture_layout, r_access, sync_mask);
2082
2083
if (p_texture_layout != RDD::TEXTURE_LAYOUT_MAX) {
2084
// Only allow the access bits compatible with the texture layout.
2085
r_access &= _rd_texture_layout_access_mask(p_texture_layout);
2086
}
2087
2088
// Convert stage bits to the D3D12 synchronization scope bits.
2089
_rd_stages_to_d3d12(p_stages, r_sync);
2090
2091
// Only enable synchronization stages compatible with the access bits that were used.
2092
r_sync &= sync_mask;
2093
2094
if (r_sync == D3D12_BARRIER_SYNC_NONE) {
2095
if (p_access.is_empty()) {
2096
// No valid synchronization scope was defined and no access in particular is required.
2097
r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
2098
} else {
2099
// Access is required but the synchronization scope wasn't compatible. We fall back to the global synchronization scope and access.
2100
r_sync = D3D12_BARRIER_SYNC_ALL;
2101
r_access = D3D12_BARRIER_ACCESS_COMMON;
2102
}
2103
}
2104
}
2105
2106
static D3D12_BARRIER_LAYOUT _rd_texture_layout_to_d3d12_barrier_layout(RDD::TextureLayout p_texture_layout) {
2107
switch (p_texture_layout) {
2108
case RDD::TEXTURE_LAYOUT_UNDEFINED:
2109
return D3D12_BARRIER_LAYOUT_UNDEFINED;
2110
case RDD::TEXTURE_LAYOUT_GENERAL:
2111
return D3D12_BARRIER_LAYOUT_COMMON;
2112
case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
2113
return D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS;
2114
case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
2115
return D3D12_BARRIER_LAYOUT_RENDER_TARGET;
2116
case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
2117
return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
2118
case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
2119
return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_READ;
2120
case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
2121
return D3D12_BARRIER_LAYOUT_SHADER_RESOURCE;
2122
case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
2123
return D3D12_BARRIER_LAYOUT_COPY_SOURCE;
2124
case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
2125
return D3D12_BARRIER_LAYOUT_COPY_DEST;
2126
case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
2127
return D3D12_BARRIER_LAYOUT_RESOLVE_SOURCE;
2128
case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
2129
return D3D12_BARRIER_LAYOUT_RESOLVE_DEST;
2130
case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
2131
return D3D12_BARRIER_LAYOUT_SHADING_RATE_SOURCE;
2132
case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
2133
DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
2134
return D3D12_BARRIER_LAYOUT_UNDEFINED;
2135
default:
2136
DEV_ASSERT(false && "Unknown texture layout.");
2137
return D3D12_BARRIER_LAYOUT_UNDEFINED;
2138
}
2139
}
2140
2141
void RenderingDeviceDriverD3D12::command_pipeline_barrier(CommandBufferID p_cmd_buffer,
2142
BitField<PipelineStageBits> p_src_stages,
2143
BitField<PipelineStageBits> p_dst_stages,
2144
VectorView<RDD::MemoryBarrier> p_memory_barriers,
2145
VectorView<RDD::BufferBarrier> p_buffer_barriers,
2146
VectorView<RDD::TextureBarrier> p_texture_barriers) {
2147
if (!barrier_capabilities.enhanced_barriers_supported) {
2148
// Enhanced barriers are a requirement for this function.
2149
return;
2150
}
2151
2152
if (p_memory_barriers.size() == 0 && p_buffer_barriers.size() == 0 && p_texture_barriers.size() == 0) {
2153
// At least one barrier must be present in the arguments.
2154
return;
2155
}
2156
2157
// The command list must support the required interface.
2158
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffer.id);
2159
ID3D12GraphicsCommandList7 *cmd_list_7 = nullptr;
2160
HRESULT res = cmd_buf_info->cmd_list->QueryInterface(IID_PPV_ARGS(&cmd_list_7));
2161
ERR_FAIL_COND(FAILED(res));
2162
2163
// Convert the RDD barriers to D3D12 enhanced barriers.
2164
thread_local LocalVector<D3D12_GLOBAL_BARRIER> global_barriers;
2165
thread_local LocalVector<D3D12_BUFFER_BARRIER> buffer_barriers;
2166
thread_local LocalVector<D3D12_TEXTURE_BARRIER> texture_barriers;
2167
global_barriers.clear();
2168
buffer_barriers.clear();
2169
texture_barriers.clear();
2170
2171
D3D12_GLOBAL_BARRIER global_barrier = {};
2172
for (uint32_t i = 0; i < p_memory_barriers.size(); i++) {
2173
const MemoryBarrier &memory_barrier = p_memory_barriers[i];
2174
_rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.src_access, global_barrier.SyncBefore, global_barrier.AccessBefore);
2175
_rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.dst_access, global_barrier.SyncAfter, global_barrier.AccessAfter);
2176
global_barriers.push_back(global_barrier);
2177
}
2178
2179
D3D12_BUFFER_BARRIER buffer_barrier_d3d12 = {};
2180
buffer_barrier_d3d12.Offset = 0;
2181
buffer_barrier_d3d12.Size = UINT64_MAX; // The specification says this must be the size of the buffer barrier.
2182
for (uint32_t i = 0; i < p_buffer_barriers.size(); i++) {
2183
const BufferBarrier &buffer_barrier_rd = p_buffer_barriers[i];
2184
const BufferInfo *buffer_info = (const BufferInfo *)(buffer_barrier_rd.buffer.id);
2185
_rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, buffer_barrier_rd.src_access, buffer_barrier_d3d12.SyncBefore, buffer_barrier_d3d12.AccessBefore);
2186
_rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, buffer_barrier_rd.dst_access, buffer_barrier_d3d12.SyncAfter, buffer_barrier_d3d12.AccessAfter);
2187
buffer_barrier_d3d12.pResource = buffer_info->resource;
2188
buffer_barriers.push_back(buffer_barrier_d3d12);
2189
}
2190
2191
D3D12_TEXTURE_BARRIER texture_barrier_d3d12 = {};
2192
for (uint32_t i = 0; i < p_texture_barriers.size(); i++) {
2193
const TextureBarrier &texture_barrier_rd = p_texture_barriers[i];
2194
const TextureInfo *texture_info = (const TextureInfo *)(texture_barrier_rd.texture.id);
2195
if (texture_info->main_texture) {
2196
texture_info = texture_info->main_texture;
2197
}
2198
// Textures created for simultaneous access do not need explicit transitions.
2199
if (texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS) {
2200
continue;
2201
}
2202
_rd_stages_and_access_to_d3d12(p_src_stages, texture_barrier_rd.prev_layout, texture_barrier_rd.src_access, texture_barrier_d3d12.SyncBefore, texture_barrier_d3d12.AccessBefore);
2203
_rd_stages_and_access_to_d3d12(p_dst_stages, texture_barrier_rd.next_layout, texture_barrier_rd.dst_access, texture_barrier_d3d12.SyncAfter, texture_barrier_d3d12.AccessAfter);
2204
texture_barrier_d3d12.LayoutBefore = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.prev_layout);
2205
texture_barrier_d3d12.LayoutAfter = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.next_layout);
2206
texture_barrier_d3d12.pResource = texture_info->resource;
2207
if (texture_barrier_rd.subresources.mipmap_count == texture_info->mipmaps && texture_barrier_rd.subresources.layer_count == texture_info->layers) {
2208
// So, all resources. Then, let's be explicit about it so D3D12 doesn't think
2209
// we are dealing with a subset of subresources.
2210
texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = 0xffffffff;
2211
texture_barrier_d3d12.Subresources.NumMipLevels = 0;
2212
// Because NumMipLevels == 0, all the other fields are ignored by D3D12.
2213
} else {
2214
texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = texture_barrier_rd.subresources.base_mipmap;
2215
texture_barrier_d3d12.Subresources.NumMipLevels = texture_barrier_rd.subresources.mipmap_count;
2216
texture_barrier_d3d12.Subresources.FirstArraySlice = texture_barrier_rd.subresources.base_layer;
2217
texture_barrier_d3d12.Subresources.NumArraySlices = texture_barrier_rd.subresources.layer_count;
2218
texture_barrier_d3d12.Subresources.FirstPlane = _compute_plane_slice(texture_info->format, texture_barrier_rd.subresources.aspect);
2219
texture_barrier_d3d12.Subresources.NumPlanes = format_get_plane_count(texture_info->format);
2220
}
2221
texture_barrier_d3d12.Flags = (texture_barrier_rd.prev_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) ? D3D12_TEXTURE_BARRIER_FLAG_DISCARD : D3D12_TEXTURE_BARRIER_FLAG_NONE;
2222
texture_barriers.push_back(texture_barrier_d3d12);
2223
}
2224
2225
// Define the barrier groups and execute.
2226
2227
D3D12_BARRIER_GROUP barrier_groups[3] = {};
2228
uint32_t barrier_groups_count = 0;
2229
2230
if (!global_barriers.is_empty()) {
2231
D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
2232
barrier_group.Type = D3D12_BARRIER_TYPE_GLOBAL;
2233
barrier_group.NumBarriers = global_barriers.size();
2234
barrier_group.pGlobalBarriers = global_barriers.ptr();
2235
}
2236
2237
if (!buffer_barriers.is_empty()) {
2238
D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
2239
barrier_group.Type = D3D12_BARRIER_TYPE_BUFFER;
2240
barrier_group.NumBarriers = buffer_barriers.size();
2241
barrier_group.pBufferBarriers = buffer_barriers.ptr();
2242
}
2243
2244
if (!texture_barriers.is_empty()) {
2245
D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
2246
barrier_group.Type = D3D12_BARRIER_TYPE_TEXTURE;
2247
barrier_group.NumBarriers = texture_barriers.size();
2248
barrier_group.pTextureBarriers = texture_barriers.ptr();
2249
}
2250
2251
if (barrier_groups_count) {
2252
cmd_list_7->Barrier(barrier_groups_count, barrier_groups);
2253
}
2254
}
2255
2256
/****************/
2257
/**** FENCES ****/
2258
/****************/
2259
2260
RDD::FenceID RenderingDeviceDriverD3D12::fence_create() {
2261
ComPtr<ID3D12Fence> d3d_fence;
2262
HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
2263
ERR_FAIL_COND_V(!SUCCEEDED(res), FenceID());
2264
2265
HANDLE event_handle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
2266
ERR_FAIL_NULL_V(event_handle, FenceID());
2267
2268
FenceInfo *fence = memnew(FenceInfo);
2269
fence->d3d_fence = d3d_fence;
2270
fence->event_handle = event_handle;
2271
return FenceID(fence);
2272
}
2273
2274
Error RenderingDeviceDriverD3D12::fence_wait(FenceID p_fence) {
2275
FenceInfo *fence = (FenceInfo *)(p_fence.id);
2276
fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
2277
DWORD res = WaitForSingleObjectEx(fence->event_handle, INFINITE, FALSE);
2278
#ifdef PIX_ENABLED
2279
PIXNotifyWakeFromFenceSignal(fence->event_handle);
2280
#endif
2281
2282
return (res == WAIT_FAILED) ? FAILED : OK;
2283
}
2284
2285
void RenderingDeviceDriverD3D12::fence_free(FenceID p_fence) {
2286
FenceInfo *fence = (FenceInfo *)(p_fence.id);
2287
CloseHandle(fence->event_handle);
2288
memdelete(fence);
2289
}
2290
2291
/********************/
2292
/**** SEMAPHORES ****/
2293
/********************/
2294
2295
RDD::SemaphoreID RenderingDeviceDriverD3D12::semaphore_create() {
2296
ComPtr<ID3D12Fence> d3d_fence;
2297
HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
2298
ERR_FAIL_COND_V(!SUCCEEDED(res), SemaphoreID());
2299
2300
SemaphoreInfo *semaphore = memnew(SemaphoreInfo);
2301
semaphore->d3d_fence = d3d_fence;
2302
return SemaphoreID(semaphore);
2303
}
2304
2305
void RenderingDeviceDriverD3D12::semaphore_free(SemaphoreID p_semaphore) {
2306
SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_semaphore.id);
2307
memdelete(semaphore);
2308
}
2309
2310
/******************/
2311
/**** COMMANDS ****/
2312
/******************/
2313
2314
// ----- QUEUE FAMILY -----
2315
2316
RDD::CommandQueueFamilyID RenderingDeviceDriverD3D12::command_queue_family_get(BitField<CommandQueueFamilyBits> p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface) {
2317
// Return the command list type encoded plus one so zero is an invalid value.
2318
// The only ones that support presenting to a surface are direct queues.
2319
if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_GRAPHICS_BIT) || (p_surface != 0)) {
2320
return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_DIRECT + 1);
2321
} else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_COMPUTE_BIT)) {
2322
return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COMPUTE + 1);
2323
} else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_TRANSFER_BIT)) {
2324
return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COPY + 1);
2325
} else {
2326
return CommandQueueFamilyID();
2327
}
2328
}
2329
2330
// ----- QUEUE -----
2331
2332
RDD::CommandQueueID RenderingDeviceDriverD3D12::command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue) {
2333
ComPtr<ID3D12CommandQueue> d3d_queue;
2334
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
2335
queue_desc.Type = (D3D12_COMMAND_LIST_TYPE)(p_cmd_queue_family.id - 1);
2336
HRESULT res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(d3d_queue.GetAddressOf()));
2337
ERR_FAIL_COND_V(!SUCCEEDED(res), CommandQueueID());
2338
2339
if (p_identify_as_main_queue && D3D12Hooks::get_singleton() != nullptr) {
2340
D3D12Hooks::get_singleton()->set_command_queue(d3d_queue.Get());
2341
}
2342
2343
CommandQueueInfo *command_queue = memnew(CommandQueueInfo);
2344
command_queue->d3d_queue = d3d_queue;
2345
return CommandQueueID(command_queue);
2346
}
2347
2348
Error RenderingDeviceDriverD3D12::command_queue_execute_and_present(CommandQueueID p_cmd_queue, VectorView<SemaphoreID> p_wait_semaphores, VectorView<CommandBufferID> p_cmd_buffers, VectorView<SemaphoreID> p_cmd_semaphores, FenceID p_cmd_fence, VectorView<SwapChainID> p_swap_chains) {
2349
CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
2350
for (uint32_t i = 0; i < p_wait_semaphores.size(); i++) {
2351
const SemaphoreInfo *semaphore = (const SemaphoreInfo *)(p_wait_semaphores[i].id);
2352
command_queue->d3d_queue->Wait(semaphore->d3d_fence.Get(), semaphore->fence_value);
2353
}
2354
2355
if (p_cmd_buffers.size() > 0) {
2356
thread_local LocalVector<ID3D12CommandList *> command_lists;
2357
command_lists.resize(p_cmd_buffers.size());
2358
for (uint32_t i = 0; i < p_cmd_buffers.size(); i++) {
2359
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffers[i].id);
2360
command_lists[i] = cmd_buf_info->cmd_list.Get();
2361
}
2362
2363
command_queue->d3d_queue->ExecuteCommandLists(command_lists.size(), command_lists.ptr());
2364
2365
for (uint32_t i = 0; i < p_cmd_semaphores.size(); i++) {
2366
SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_cmd_semaphores[i].id);
2367
semaphore->fence_value++;
2368
command_queue->d3d_queue->Signal(semaphore->d3d_fence.Get(), semaphore->fence_value);
2369
}
2370
2371
if (p_cmd_fence) {
2372
FenceInfo *fence = (FenceInfo *)(p_cmd_fence.id);
2373
fence->fence_value++;
2374
command_queue->d3d_queue->Signal(fence->d3d_fence.Get(), fence->fence_value);
2375
}
2376
}
2377
2378
HRESULT res;
2379
bool any_present_failed = false;
2380
for (uint32_t i = 0; i < p_swap_chains.size(); i++) {
2381
SwapChain *swap_chain = (SwapChain *)(p_swap_chains[i].id);
2382
res = swap_chain->d3d_swap_chain->Present(swap_chain->sync_interval, swap_chain->present_flags);
2383
if (!SUCCEEDED(res)) {
2384
print_verbose(vformat("D3D12: Presenting swapchain failed with error 0x%08ux.", (uint64_t)res));
2385
any_present_failed = true;
2386
}
2387
}
2388
2389
return any_present_failed ? FAILED : OK;
2390
}
2391
2392
void RenderingDeviceDriverD3D12::command_queue_free(CommandQueueID p_cmd_queue) {
2393
CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
2394
memdelete(command_queue);
2395
}
2396
2397
// ----- POOL -----
2398
2399
RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) {
2400
CommandPoolInfo *command_pool = memnew(CommandPoolInfo);
2401
command_pool->queue_family = p_cmd_queue_family;
2402
command_pool->buffer_type = p_cmd_buffer_type;
2403
return CommandPoolID(command_pool);
2404
}
2405
2406
bool RenderingDeviceDriverD3D12::command_pool_reset(CommandPoolID p_cmd_pool) {
2407
return true;
2408
}
2409
2410
void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
2411
CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
2412
2413
// Destroy all command buffers associated with this command pool, mirroring Vulkan's behavior.
2414
SelfList<CommandBufferInfo> *cmd_buf_elem = command_pool->command_buffers.first();
2415
while (cmd_buf_elem != nullptr) {
2416
CommandBufferInfo *cmd_buf_info = cmd_buf_elem->self();
2417
cmd_buf_elem = cmd_buf_elem->next();
2418
2419
cmd_buf_info->cmd_list.Reset();
2420
cmd_buf_info->cmd_allocator.Reset();
2421
2422
VersatileResource::free(resources_allocator, cmd_buf_info);
2423
}
2424
2425
memdelete(command_pool);
2426
}
2427
2428
// ----- BUFFER -----
2429
2430
RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPoolID p_cmd_pool) {
2431
DEV_ASSERT(p_cmd_pool);
2432
2433
CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
2434
D3D12_COMMAND_LIST_TYPE list_type;
2435
if (command_pool->buffer_type == COMMAND_BUFFER_TYPE_SECONDARY) {
2436
list_type = D3D12_COMMAND_LIST_TYPE_BUNDLE;
2437
} else {
2438
list_type = D3D12_COMMAND_LIST_TYPE(command_pool->queue_family.id - 1);
2439
}
2440
2441
ID3D12CommandAllocator *cmd_allocator = nullptr;
2442
{
2443
HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator));
2444
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
2445
}
2446
2447
ID3D12GraphicsCommandList *cmd_list = nullptr;
2448
{
2449
ComPtr<ID3D12Device4> device_4;
2450
device->QueryInterface(device_4.GetAddressOf());
2451
HRESULT res = E_FAIL;
2452
if (device_4) {
2453
res = device_4->CreateCommandList1(0, list_type, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list));
2454
} else {
2455
res = device->CreateCommandList(0, list_type, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list));
2456
}
2457
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
2458
if (!device_4) {
2459
cmd_list->Close();
2460
}
2461
}
2462
2463
// Bookkeep
2464
2465
CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator);
2466
cmd_buf_info->cmd_allocator = cmd_allocator;
2467
cmd_buf_info->cmd_list = cmd_list;
2468
2469
// Add this command buffer to the command pool's list of command buffers.
2470
command_pool->command_buffers.add(&cmd_buf_info->command_buffer_info_elem);
2471
2472
return CommandBufferID(cmd_buf_info);
2473
}
2474
2475
bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) {
2476
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
2477
HRESULT res = cmd_buf_info->cmd_allocator->Reset();
2478
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
2479
res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
2480
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
2481
return true;
2482
}
2483
2484
bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) {
2485
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
2486
HRESULT res = cmd_buf_info->cmd_allocator->Reset();
2487
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
2488
res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
2489
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
2490
return true;
2491
}
2492
2493
void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) {
2494
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
2495
HRESULT res = cmd_buf_info->cmd_list->Close();
2496
2497
ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
2498
cmd_buf_info->graphics_pso = nullptr;
2499
cmd_buf_info->graphics_root_signature_crc = 0;
2500
cmd_buf_info->compute_pso = nullptr;
2501
cmd_buf_info->compute_root_signature_crc = 0;
2502
cmd_buf_info->descriptor_heaps_set = false;
2503
}
2504
2505
void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) {
2506
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
2507
for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) {
2508
const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id;
2509
cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get());
2510
}
2511
}
2512
2513
/********************/
2514
/**** SWAP CHAIN ****/
2515
/********************/
2516
2517
void RenderingDeviceDriverD3D12::_swap_chain_release(SwapChain *p_swap_chain) {
2518
_swap_chain_release_buffers(p_swap_chain);
2519
2520
p_swap_chain->d3d_swap_chain.Reset();
2521
}
2522
2523
void RenderingDeviceDriverD3D12::_swap_chain_release_buffers(SwapChain *p_swap_chain) {
2524
for (ID3D12Resource *render_target : p_swap_chain->render_targets) {
2525
render_target->Release();
2526
}
2527
2528
p_swap_chain->render_targets.clear();
2529
p_swap_chain->render_targets_info.clear();
2530
2531
for (RDD::FramebufferID framebuffer : p_swap_chain->framebuffers) {
2532
framebuffer_free(framebuffer);
2533
}
2534
2535
p_swap_chain->framebuffers.clear();
2536
}
2537
2538
RDD::SwapChainID RenderingDeviceDriverD3D12::swap_chain_create(RenderingContextDriver::SurfaceID p_surface) {
2539
// Create the render pass that will be used to draw to the swap chain's framebuffers.
2540
RDD::Attachment attachment;
2541
attachment.format = DATA_FORMAT_R8G8B8A8_UNORM;
2542
attachment.samples = RDD::TEXTURE_SAMPLES_1;
2543
attachment.load_op = RDD::ATTACHMENT_LOAD_OP_CLEAR;
2544
attachment.store_op = RDD::ATTACHMENT_STORE_OP_STORE;
2545
2546
RDD::Subpass subpass;
2547
RDD::AttachmentReference color_ref;
2548
color_ref.attachment = 0;
2549
color_ref.aspect.set_flag(RDD::TEXTURE_ASPECT_COLOR_BIT);
2550
subpass.color_references.push_back(color_ref);
2551
2552
RenderPassID render_pass = render_pass_create(attachment, subpass, {}, 1, AttachmentReference());
2553
ERR_FAIL_COND_V(!render_pass, SwapChainID());
2554
2555
// Create the empty swap chain until it is resized.
2556
SwapChain *swap_chain = memnew(SwapChain);
2557
swap_chain->surface = p_surface;
2558
swap_chain->data_format = attachment.format;
2559
swap_chain->render_pass = render_pass;
2560
return SwapChainID(swap_chain);
2561
}
2562
2563
Error RenderingDeviceDriverD3D12::swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) {
2564
DEV_ASSERT(p_cmd_queue.id != 0);
2565
DEV_ASSERT(p_swap_chain.id != 0);
2566
2567
CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
2568
SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
2569
RenderingContextDriverD3D12::Surface *surface = (RenderingContextDriverD3D12::Surface *)(swap_chain->surface);
2570
if (surface->width == 0 || surface->height == 0) {
2571
// Very likely the window is minimized, don't create a swap chain.
2572
return ERR_SKIP;
2573
}
2574
2575
HRESULT res;
2576
const bool is_tearing_supported = context_driver->get_tearing_supported();
2577
UINT sync_interval = 0;
2578
UINT present_flags = 0;
2579
UINT creation_flags = 0;
2580
switch (surface->vsync_mode) {
2581
case DisplayServer::VSYNC_MAILBOX: {
2582
sync_interval = 1;
2583
present_flags = DXGI_PRESENT_RESTART;
2584
} break;
2585
case DisplayServer::VSYNC_ENABLED: {
2586
sync_interval = 1;
2587
present_flags = 0;
2588
} break;
2589
case DisplayServer::VSYNC_DISABLED: {
2590
sync_interval = 0;
2591
present_flags = is_tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
2592
creation_flags = is_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
2593
} break;
2594
case DisplayServer::VSYNC_ADAPTIVE: // Unsupported.
2595
default:
2596
sync_interval = 1;
2597
present_flags = 0;
2598
break;
2599
}
2600
2601
if (swap_chain->d3d_swap_chain != nullptr && creation_flags != swap_chain->creation_flags) {
2602
// The swap chain must be recreated if the creation flags are different.
2603
_swap_chain_release(swap_chain);
2604
}
2605
2606
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
2607
if (swap_chain->d3d_swap_chain != nullptr) {
2608
_swap_chain_release_buffers(swap_chain);
2609
res = swap_chain->d3d_swap_chain->ResizeBuffers(p_desired_framebuffer_count, surface->width, surface->height, DXGI_FORMAT_UNKNOWN, creation_flags);
2610
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_UNAVAILABLE);
2611
} else {
2612
swap_chain_desc.BufferCount = p_desired_framebuffer_count;
2613
swap_chain_desc.Format = RD_TO_D3D12_FORMAT[swap_chain->data_format].general_format;
2614
swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
2615
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
2616
swap_chain_desc.SampleDesc.Count = 1;
2617
swap_chain_desc.Flags = creation_flags;
2618
swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
2619
if (OS::get_singleton()->is_layered_allowed()) {
2620
swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
2621
has_comp_alpha[(uint64_t)p_cmd_queue.id] = true;
2622
} else {
2623
swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
2624
has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
2625
}
2626
swap_chain_desc.Width = surface->width;
2627
swap_chain_desc.Height = surface->height;
2628
2629
ComPtr<IDXGISwapChain1> swap_chain_1;
2630
#ifdef DCOMP_ENABLED
2631
res = context_driver->dxgi_factory_get()->CreateSwapChainForComposition(command_queue->d3d_queue.Get(), &swap_chain_desc, nullptr, swap_chain_1.GetAddressOf());
2632
#else
2633
res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
2634
if (!SUCCEEDED(res) && swap_chain_desc.AlphaMode != DXGI_ALPHA_MODE_IGNORE) {
2635
swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
2636
has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
2637
res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
2638
}
2639
#endif
2640
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2641
2642
swap_chain_1.As(&swap_chain->d3d_swap_chain);
2643
ERR_FAIL_NULL_V(swap_chain->d3d_swap_chain, ERR_CANT_CREATE);
2644
2645
res = context_driver->dxgi_factory_get()->MakeWindowAssociation(surface->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
2646
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2647
}
2648
2649
#ifdef DCOMP_ENABLED
2650
if (surface->composition_device.Get() == nullptr) {
2651
using PFN_DCompositionCreateDevice = HRESULT(WINAPI *)(IDXGIDevice *, REFIID, void **);
2652
PFN_DCompositionCreateDevice pfn_DCompositionCreateDevice = (PFN_DCompositionCreateDevice)(void *)GetProcAddress(context_driver->lib_dcomp, "DCompositionCreateDevice");
2653
ERR_FAIL_NULL_V(pfn_DCompositionCreateDevice, ERR_CANT_CREATE);
2654
2655
res = pfn_DCompositionCreateDevice(nullptr, IID_PPV_ARGS(surface->composition_device.GetAddressOf()));
2656
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2657
2658
res = surface->composition_device->CreateTargetForHwnd(surface->hwnd, TRUE, surface->composition_target.GetAddressOf());
2659
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2660
2661
res = surface->composition_device->CreateVisual(surface->composition_visual.GetAddressOf());
2662
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2663
2664
res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
2665
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2666
2667
res = surface->composition_target->SetRoot(surface->composition_visual.Get());
2668
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2669
2670
res = surface->composition_device->Commit();
2671
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2672
} else {
2673
res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
2674
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2675
2676
res = surface->composition_device->Commit();
2677
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2678
}
2679
#endif
2680
2681
res = swap_chain->d3d_swap_chain->GetDesc1(&swap_chain_desc);
2682
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2683
ERR_FAIL_COND_V(swap_chain_desc.BufferCount == 0, ERR_CANT_CREATE);
2684
2685
surface->width = swap_chain_desc.Width;
2686
surface->height = swap_chain_desc.Height;
2687
2688
swap_chain->creation_flags = creation_flags;
2689
swap_chain->sync_interval = sync_interval;
2690
swap_chain->present_flags = present_flags;
2691
2692
// Retrieve the render targets associated to the swap chain and recreate the framebuffers. The following code
2693
// relies on the address of the elements remaining static when new elements are inserted, so the container must
2694
// follow this restriction when reserving the right amount of elements beforehand.
2695
swap_chain->render_targets.reserve(swap_chain_desc.BufferCount);
2696
swap_chain->render_targets_info.reserve(swap_chain_desc.BufferCount);
2697
swap_chain->framebuffers.reserve(swap_chain_desc.BufferCount);
2698
2699
for (uint32_t i = 0; i < swap_chain_desc.BufferCount; i++) {
2700
// Retrieve the resource corresponding to the swap chain's buffer.
2701
ID3D12Resource *render_target = nullptr;
2702
res = swap_chain->d3d_swap_chain->GetBuffer(i, IID_PPV_ARGS(&render_target));
2703
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
2704
swap_chain->render_targets.push_back(render_target);
2705
2706
// Create texture information for the framebuffer to reference the resource. Since the states pointer must
2707
// reference an address of the element itself, we must insert it first and then modify it.
2708
swap_chain->render_targets_info.push_back(TextureInfo());
2709
TextureInfo &texture_info = swap_chain->render_targets_info[i];
2710
texture_info.owner_info.states.subresource_states.push_back(D3D12_RESOURCE_STATE_PRESENT);
2711
texture_info.states_ptr = &texture_info.owner_info.states;
2712
texture_info.format = swap_chain->data_format;
2713
#if defined(_MSC_VER) || !defined(_WIN32)
2714
texture_info.desc = CD3DX12_RESOURCE_DESC(render_target->GetDesc());
2715
#else
2716
render_target->GetDesc(&texture_info.desc);
2717
#endif
2718
texture_info.layers = 1;
2719
texture_info.mipmaps = 1;
2720
texture_info.resource = render_target;
2721
texture_info.view_descs.srv.Format = texture_info.desc.Format;
2722
texture_info.view_descs.srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
2723
2724
// Create the framebuffer for this buffer.
2725
FramebufferID framebuffer = _framebuffer_create(swap_chain->render_pass, TextureID(&swap_chain->render_targets_info[i]), swap_chain_desc.Width, swap_chain_desc.Height, true);
2726
ERR_FAIL_COND_V(!framebuffer, ERR_CANT_CREATE);
2727
swap_chain->framebuffers.push_back(framebuffer);
2728
}
2729
2730
// Once everything's been created correctly, indicate the surface no longer needs to be resized.
2731
context_driver->surface_set_needs_resize(swap_chain->surface, false);
2732
2733
return OK;
2734
}
2735
2736
RDD::FramebufferID RenderingDeviceDriverD3D12::swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) {
2737
DEV_ASSERT(p_swap_chain.id != 0);
2738
2739
const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
2740
if (context_driver->surface_get_needs_resize(swap_chain->surface)) {
2741
r_resize_required = true;
2742
return FramebufferID();
2743
}
2744
2745
const uint32_t buffer_index = swap_chain->d3d_swap_chain->GetCurrentBackBufferIndex();
2746
DEV_ASSERT(buffer_index < swap_chain->framebuffers.size());
2747
return swap_chain->framebuffers[buffer_index];
2748
}
2749
2750
RDD::RenderPassID RenderingDeviceDriverD3D12::swap_chain_get_render_pass(SwapChainID p_swap_chain) {
2751
const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
2752
return swap_chain->render_pass;
2753
}
2754
2755
RDD::DataFormat RenderingDeviceDriverD3D12::swap_chain_get_format(SwapChainID p_swap_chain) {
2756
const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
2757
return swap_chain->data_format;
2758
}
2759
2760
void RenderingDeviceDriverD3D12::swap_chain_free(SwapChainID p_swap_chain) {
2761
SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
2762
_swap_chain_release(swap_chain);
2763
render_pass_free(swap_chain->render_pass);
2764
memdelete(swap_chain);
2765
}
2766
2767
/*********************/
2768
/**** FRAMEBUFFER ****/
2769
/*********************/
2770
2771
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) {
2772
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
2773
rtv_desc.Format = p_texture_info->view_descs.srv.Format;
2774
2775
switch (p_texture_info->view_descs.srv.ViewDimension) {
2776
case D3D12_SRV_DIMENSION_TEXTURE1D: {
2777
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
2778
rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset;
2779
} break;
2780
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
2781
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
2782
rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
2783
rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
2784
rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers;
2785
} break;
2786
case D3D12_SRV_DIMENSION_TEXTURE2D: {
2787
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
2788
rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
2789
rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice;
2790
} break;
2791
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
2792
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
2793
rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
2794
rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
2795
rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers;
2796
rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice;
2797
} break;
2798
case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
2799
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
2800
} break;
2801
case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
2802
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
2803
rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
2804
rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers;
2805
} break;
2806
case D3D12_SRV_DIMENSION_TEXTURE3D: {
2807
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
2808
rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset;
2809
rtv_desc.Texture3D.FirstWSlice = 0;
2810
rtv_desc.Texture3D.WSize = -1;
2811
} break;
2812
case D3D12_SRV_DIMENSION_TEXTURECUBE:
2813
case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
2814
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
2815
rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
2816
rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
2817
rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->layers : p_layers;
2818
rtv_desc.Texture2DArray.PlaneSlice = 0;
2819
} break;
2820
default: {
2821
DEV_ASSERT(false);
2822
}
2823
}
2824
2825
return rtv_desc;
2826
}
2827
2828
D3D12_UNORDERED_ACCESS_VIEW_DESC RenderingDeviceDriverD3D12::_make_ranged_uav_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) {
2829
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = p_texture_info->view_descs.uav;
2830
2831
uint32_t mip = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
2832
switch (p_texture_info->view_descs.uav.ViewDimension) {
2833
case D3D12_UAV_DIMENSION_TEXTURE1D: {
2834
uav_desc.Texture1DArray.MipSlice = mip;
2835
} break;
2836
case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
2837
uav_desc.Texture1DArray.MipSlice = mip;
2838
uav_desc.Texture1DArray.FirstArraySlice = mip;
2839
uav_desc.Texture1DArray.ArraySize = p_layers;
2840
} break;
2841
case D3D12_UAV_DIMENSION_TEXTURE2D: {
2842
uav_desc.Texture2D.MipSlice = mip;
2843
} break;
2844
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
2845
uav_desc.Texture2DArray.MipSlice = mip;
2846
uav_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
2847
uav_desc.Texture2DArray.ArraySize = p_layers;
2848
} break;
2849
case D3D12_UAV_DIMENSION_TEXTURE3D: {
2850
uav_desc.Texture3D.MipSlice = mip;
2851
uav_desc.Texture3D.WSize >>= p_mipmap_offset;
2852
} break;
2853
default:
2854
break;
2855
}
2856
2857
return uav_desc;
2858
}
2859
2860
D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) {
2861
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
2862
dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format;
2863
dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
2864
2865
switch (p_texture_info->view_descs.srv.ViewDimension) {
2866
case D3D12_SRV_DIMENSION_TEXTURE1D: {
2867
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
2868
dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip;
2869
} break;
2870
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
2871
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
2872
dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip;
2873
dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer;
2874
dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize;
2875
} break;
2876
case D3D12_SRV_DIMENSION_TEXTURE2D: {
2877
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
2878
dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip;
2879
} break;
2880
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
2881
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
2882
dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip;
2883
dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer;
2884
dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize;
2885
} break;
2886
case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
2887
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
2888
dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine;
2889
} break;
2890
case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
2891
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
2892
dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer;
2893
dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize;
2894
} break;
2895
default: {
2896
DEV_ASSERT(false);
2897
}
2898
}
2899
2900
return dsv_desc;
2901
}
2902
2903
RDD::FramebufferID RenderingDeviceDriverD3D12::_framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height, bool p_is_screen) {
2904
// Pre-bookkeep.
2905
FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator);
2906
fb_info->is_screen = p_is_screen;
2907
2908
const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
2909
2910
uint32_t num_color = 0;
2911
uint32_t num_depth_stencil = 0;
2912
for (uint32_t i = 0; i < p_attachments.size(); i++) {
2913
const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
2914
if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
2915
num_color++;
2916
} else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
2917
num_depth_stencil++;
2918
}
2919
}
2920
2921
uint32_t vrs_index = UINT32_MAX;
2922
for (const Subpass &E : pass_info->subpasses) {
2923
if (E.fragment_shading_rate_reference.attachment != AttachmentReference::UNUSED) {
2924
vrs_index = E.fragment_shading_rate_reference.attachment;
2925
}
2926
}
2927
2928
if (num_color) {
2929
Error err = fb_info->rtv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false);
2930
if (err) {
2931
VersatileResource::free(resources_allocator, fb_info);
2932
ERR_FAIL_V(FramebufferID());
2933
}
2934
}
2935
DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
2936
2937
if (num_depth_stencil) {
2938
Error err = fb_info->dsv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false);
2939
if (err) {
2940
VersatileResource::free(resources_allocator, fb_info);
2941
ERR_FAIL_V(FramebufferID());
2942
}
2943
}
2944
DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
2945
2946
fb_info->attachments_handle_inds.resize(p_attachments.size());
2947
fb_info->attachments.reserve(num_color + num_depth_stencil);
2948
2949
uint32_t color_idx = 0;
2950
uint32_t depth_stencil_idx = 0;
2951
for (uint32_t i = 0; i < p_attachments.size(); i++) {
2952
const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
2953
2954
if (fb_info->size.x == 0) {
2955
fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height);
2956
}
2957
2958
if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
2959
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX);
2960
device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
2961
rtv_heap_walker.advance();
2962
2963
fb_info->attachments_handle_inds[i] = color_idx;
2964
fb_info->attachments.push_back(p_attachments[i]);
2965
color_idx++;
2966
} else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
2967
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info);
2968
device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
2969
dsv_heap_walker.advance();
2970
2971
fb_info->attachments_handle_inds[i] = depth_stencil_idx;
2972
fb_info->attachments.push_back(p_attachments[i]);
2973
depth_stencil_idx++;
2974
} else if (i == vrs_index) {
2975
fb_info->vrs_attachment = p_attachments[i];
2976
} else {
2977
DEV_ASSERT(false);
2978
}
2979
}
2980
2981
DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx);
2982
DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX));
2983
2984
DEV_ASSERT(rtv_heap_walker.is_at_eof());
2985
DEV_ASSERT(dsv_heap_walker.is_at_eof());
2986
2987
return FramebufferID(fb_info);
2988
}
2989
2990
RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) {
2991
return _framebuffer_create(p_render_pass, p_attachments, p_width, p_height, false);
2992
}
2993
2994
void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) {
2995
FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id;
2996
VersatileResource::free(resources_allocator, fb_info);
2997
}
2998
2999
/****************/
3000
/**** SHADER ****/
3001
/****************/
3002
3003
bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants(
3004
const ShaderInfo *p_shader_info,
3005
VectorView<PipelineSpecializationConstant> p_specialization_constants,
3006
HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) {
3007
// If something needs to be patched, COW will do the trick.
3008
r_final_stages_bytecode = p_shader_info->stages_bytecode;
3009
uint32_t stages_re_sign_mask = 0;
3010
for (uint32_t i = 0; i < p_specialization_constants.size(); i++) {
3011
const PipelineSpecializationConstant &psc = p_specialization_constants[i];
3012
if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
3013
// This SC wasn't even in the original SPIR-V shader.
3014
continue;
3015
}
3016
for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) {
3017
if (psc.constant_id == sc.constant_id) {
3018
if (psc.int_value != sc.int_value) {
3019
stages_re_sign_mask |= RenderingDXIL::patch_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
3020
}
3021
break;
3022
}
3023
}
3024
}
3025
// Re-sign patched stages.
3026
for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) {
3027
ShaderStage stage = E.key;
3028
if ((stages_re_sign_mask & (1 << stage))) {
3029
Vector<uint8_t> &bytecode = E.value;
3030
RenderingDXIL::sign_bytecode(stage, bytecode);
3031
}
3032
}
3033
3034
return true;
3035
}
3036
3037
RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_container(const Ref<RenderingShaderContainer> &p_shader_container, const Vector<ImmutableSampler> &p_immutable_samplers) {
3038
ShaderReflection shader_refl = p_shader_container->get_shader_reflection();
3039
ShaderInfo shader_info_in;
3040
const RenderingShaderContainerD3D12 *shader_container_d3d12 = Object::cast_to<RenderingShaderContainerD3D12>(p_shader_container.ptr());
3041
ERR_FAIL_NULL_V_MSG(shader_container_d3d12, ShaderID(), "Shader container is not a recognized format.");
3042
3043
RenderingShaderContainerD3D12::ShaderReflectionD3D12 shader_refl_d3d12 = shader_container_d3d12->get_shader_reflection_d3d12();
3044
if (shader_refl_d3d12.dxil_push_constant_stages != 0) {
3045
shader_info_in.dxil_push_constant_size = shader_refl.push_constant_size;
3046
}
3047
3048
shader_info_in.spirv_specialization_constants_ids_mask = shader_refl_d3d12.spirv_specialization_constants_ids_mask;
3049
shader_info_in.nir_runtime_data_root_param_idx = shader_refl_d3d12.nir_runtime_data_root_param_idx;
3050
shader_info_in.is_compute = shader_refl.is_compute;
3051
3052
shader_info_in.sets.resize(shader_refl.uniform_sets.size());
3053
for (uint32_t i = 0; i < shader_info_in.sets.size(); i++) {
3054
shader_info_in.sets[i].bindings.resize(shader_refl.uniform_sets[i].size());
3055
for (uint32_t j = 0; j < shader_info_in.sets[i].bindings.size(); j++) {
3056
const ShaderUniform &uniform = shader_refl.uniform_sets[i][j];
3057
const RenderingShaderContainerD3D12::ReflectionBindingDataD3D12 &uniform_d3d12 = shader_refl_d3d12.reflection_binding_set_uniforms_d3d12[i][j];
3058
ShaderInfo::UniformBindingInfo &binding = shader_info_in.sets[i].bindings[j];
3059
binding.stages = uniform_d3d12.dxil_stages;
3060
binding.res_class = (ResourceClass)(uniform_d3d12.resource_class);
3061
binding.type = UniformType(uniform.type);
3062
binding.length = uniform.length;
3063
#ifdef DEV_ENABLED
3064
binding.writable = uniform.writable;
3065
#endif
3066
3067
static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(RenderingShaderContainerD3D12::ReflectionBindingDataD3D12::root_signature_locations));
3068
memcpy((void *)&binding.root_sig_locations, (void *)&uniform_d3d12.root_signature_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations));
3069
3070
if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
3071
shader_info_in.sets[i].num_root_params.resources++;
3072
}
3073
if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
3074
shader_info_in.sets[i].num_root_params.samplers++;
3075
}
3076
}
3077
}
3078
3079
shader_info_in.specialization_constants.resize(shader_refl.specialization_constants.size());
3080
for (uint32_t i = 0; i < shader_info_in.specialization_constants.size(); i++) {
3081
ShaderInfo::SpecializationConstant &sc = shader_info_in.specialization_constants[i];
3082
const ShaderSpecializationConstant &src_sc = shader_refl.specialization_constants[i];
3083
const RenderingShaderContainerD3D12::ReflectionSpecializationDataD3D12 &src_sc_d3d12 = shader_refl_d3d12.reflection_specialization_data_d3d12[i];
3084
sc.constant_id = src_sc.constant_id;
3085
sc.int_value = src_sc.int_value;
3086
memcpy(sc.stages_bit_offsets, src_sc_d3d12.stages_bit_offsets, sizeof(sc.stages_bit_offsets));
3087
}
3088
3089
Vector<uint8_t> decompressed_code;
3090
for (uint32_t i = 0; i < shader_refl.stages_vector.size(); i++) {
3091
const RenderingShaderContainer::Shader &shader = p_shader_container->shaders[i];
3092
bool requires_decompression = (shader.code_decompressed_size > 0);
3093
if (requires_decompression) {
3094
decompressed_code.resize(shader.code_decompressed_size);
3095
bool decompressed = p_shader_container->decompress_code(shader.code_compressed_bytes.ptr(), shader.code_compressed_bytes.size(), shader.code_compression_flags, decompressed_code.ptrw(), decompressed_code.size());
3096
ERR_FAIL_COND_V_MSG(!decompressed, ShaderID(), vformat("Failed to decompress code on shader stage %s.", String(SHADER_STAGE_NAMES[shader_refl.stages_vector[i]])));
3097
}
3098
3099
if (requires_decompression) {
3100
shader_info_in.stages_bytecode[shader.shader_stage] = decompressed_code;
3101
} else {
3102
shader_info_in.stages_bytecode[shader.shader_stage] = shader.code_compressed_bytes;
3103
}
3104
}
3105
3106
PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER d3d_D3D12CreateRootSignatureDeserializer = (PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateRootSignatureDeserializer");
3107
ERR_FAIL_NULL_V(d3d_D3D12CreateRootSignatureDeserializer, ShaderID());
3108
3109
HRESULT res = d3d_D3D12CreateRootSignatureDeserializer(shader_refl_d3d12.root_signature_bytes.ptr(), shader_refl_d3d12.root_signature_bytes.size(), IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf()));
3110
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
3111
3112
ComPtr<ID3D12RootSignature> root_signature;
3113
res = device->CreateRootSignature(0, shader_refl_d3d12.root_signature_bytes.ptr(), shader_refl_d3d12.root_signature_bytes.size(), IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf()));
3114
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
3115
3116
shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc();
3117
shader_info_in.root_signature_crc = shader_refl_d3d12.root_signature_crc;
3118
3119
// Bookkeep.
3120
ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator);
3121
*shader_info_ptr = shader_info_in;
3122
return ShaderID(shader_info_ptr);
3123
}
3124
3125
uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) {
3126
const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
3127
return shader_info_in->root_signature_crc;
3128
}
3129
3130
void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) {
3131
ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
3132
VersatileResource::free(resources_allocator, shader_info_in);
3133
}
3134
3135
void RenderingDeviceDriverD3D12::shader_destroy_modules(ShaderID p_shader) {
3136
ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
3137
shader_info_in->stages_bytecode.clear();
3138
}
3139
3140
/*********************/
3141
/**** UNIFORM SET ****/
3142
/*********************/
3143
3144
static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_double_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) {
3145
r_srv_uav_ambiguity = false;
3146
3147
// Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
3148
// The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
3149
// to the frame descriptor heap at binding time.
3150
// [[SRV_UAV_AMBIGUITY]]
3151
3152
switch (p_type) {
3153
case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
3154
r_num_samplers += p_binding_length;
3155
} break;
3156
case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
3157
case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
3158
r_num_resources += p_binding_length;
3159
r_num_samplers += p_binding_length;
3160
} break;
3161
case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
3162
r_num_resources += 1;
3163
} break;
3164
case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
3165
r_num_resources += p_double_srv_uav_ambiguous ? 2 : 1;
3166
r_srv_uav_ambiguity = true;
3167
} break;
3168
case RenderingDevice::UNIFORM_TYPE_IMAGE: {
3169
r_num_resources += p_binding_length * (p_double_srv_uav_ambiguous ? 2 : 1);
3170
r_srv_uav_ambiguity = true;
3171
} break;
3172
default: {
3173
r_num_resources += p_binding_length;
3174
}
3175
}
3176
}
3177
3178
RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index, int p_linear_pool_index) {
3179
//p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
3180
3181
// Pre-bookkeep.
3182
UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);
3183
3184
// Do a first pass to count resources and samplers.
3185
uint32_t num_resource_descs = 0;
3186
uint32_t num_sampler_descs = 0;
3187
for (uint32_t i = 0; i < p_uniforms.size(); i++) {
3188
const BoundUniform &uniform = p_uniforms[i];
3189
3190
// Since the uniform set may be created for a shader different than the one that will be actually bound,
3191
// which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
3192
// Therefore, we can't make any assumptions here about descriptors that we may not need to create,
3193
// pixel or vertex-only shader resource states, etc.
3194
3195
bool srv_uav_ambiguity = false;
3196
uint32_t binding_length = uniform.ids.size();
3197
if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) {
3198
binding_length /= 2;
3199
}
3200
_add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
3201
}
3202
#ifdef DEV_ENABLED
3203
uniform_set_info->resources_desc_info.reserve(num_resource_descs);
3204
#endif
3205
3206
if (num_resource_descs) {
3207
Error err = uniform_set_info->desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false);
3208
if (err) {
3209
VersatileResource::free(resources_allocator, uniform_set_info);
3210
ERR_FAIL_V(UniformSetID());
3211
}
3212
}
3213
if (num_sampler_descs) {
3214
Error err = uniform_set_info->desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false);
3215
if (err) {
3216
VersatileResource::free(resources_allocator, uniform_set_info);
3217
ERR_FAIL_V(UniformSetID());
3218
}
3219
}
3220
struct {
3221
DescriptorsHeap::Walker resources;
3222
DescriptorsHeap::Walker samplers;
3223
} desc_heap_walkers;
3224
desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
3225
desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
3226
3227
struct NeededState {
3228
bool is_buffer = false;
3229
uint64_t shader_uniform_idx_mask = 0;
3230
D3D12_RESOURCE_STATES states = {};
3231
};
3232
HashMap<ResourceInfo *, NeededState> resource_states;
3233
3234
for (uint32_t i = 0; i < p_uniforms.size(); i++) {
3235
const BoundUniform &uniform = p_uniforms[i];
3236
3237
#ifdef DEV_ENABLED
3238
const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
3239
const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i];
3240
bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE);
3241
DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
3242
DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT)));
3243
#endif
3244
3245
switch (uniform.type) {
3246
case UNIFORM_TYPE_SAMPLER: {
3247
for (uint32_t j = 0; j < uniform.ids.size(); j++) {
3248
const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
3249
device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
3250
desc_heap_walkers.samplers.advance();
3251
}
3252
} break;
3253
case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
3254
for (uint32_t j = 0; j < uniform.ids.size(); j += 2) {
3255
const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
3256
TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id;
3257
3258
device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
3259
desc_heap_walkers.samplers.advance();
3260
device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
3261
#ifdef DEV_ENABLED
3262
uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
3263
#endif
3264
desc_heap_walkers.resources.advance();
3265
3266
NeededState &ns = resource_states[texture_info];
3267
ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
3268
ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
3269
}
3270
} break;
3271
case UNIFORM_TYPE_TEXTURE: {
3272
for (uint32_t j = 0; j < uniform.ids.size(); j++) {
3273
TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
3274
device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
3275
#ifdef DEV_ENABLED
3276
uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
3277
#endif
3278
desc_heap_walkers.resources.advance();
3279
3280
NeededState &ns = resource_states[texture_info];
3281
ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
3282
ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
3283
}
3284
} break;
3285
case UNIFORM_TYPE_IMAGE: {
3286
for (uint32_t j = 0; j < uniform.ids.size(); j++) {
3287
TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
3288
3289
NeededState &ns = resource_states[texture_info];
3290
ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
3291
ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
3292
}
3293
3294
// SRVs first. [[SRV_UAV_AMBIGUITY]]
3295
for (uint32_t j = 0; j < uniform.ids.size(); j++) {
3296
TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
3297
3298
device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
3299
#ifdef DEV_ENABLED
3300
uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
3301
#endif
3302
desc_heap_walkers.resources.advance();
3303
}
3304
3305
// UAVs then. [[SRV_UAV_AMBIGUITY]]
3306
for (uint32_t j = 0; j < uniform.ids.size(); j++) {
3307
TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
3308
3309
device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle());
3310
#ifdef DEV_ENABLED
3311
uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
3312
#endif
3313
desc_heap_walkers.resources.advance();
3314
}
3315
} break;
3316
case UNIFORM_TYPE_TEXTURE_BUFFER:
3317
case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
3318
CRASH_NOW_MSG("Unimplemented!");
3319
} break;
3320
case UNIFORM_TYPE_IMAGE_BUFFER: {
3321
CRASH_NOW_MSG("Unimplemented!");
3322
} break;
3323
case UNIFORM_TYPE_UNIFORM_BUFFER: {
3324
BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
3325
3326
D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
3327
cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress();
3328
cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256);
3329
device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
3330
desc_heap_walkers.resources.advance();
3331
#ifdef DEV_ENABLED
3332
uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
3333
#endif
3334
3335
NeededState &ns = resource_states[buf_info];
3336
ns.is_buffer = true;
3337
ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
3338
ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
3339
} break;
3340
case UNIFORM_TYPE_STORAGE_BUFFER: {
3341
BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
3342
3343
// SRV first. [[SRV_UAV_AMBIGUITY]]
3344
{
3345
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
3346
srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
3347
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
3348
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
3349
srv_desc.Buffer.FirstElement = 0;
3350
srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
3351
srv_desc.Buffer.StructureByteStride = 0;
3352
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
3353
device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
3354
#ifdef DEV_ENABLED
3355
uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
3356
#endif
3357
desc_heap_walkers.resources.advance();
3358
}
3359
3360
// UAV then. [[SRV_UAV_AMBIGUITY]]
3361
{
3362
if (buf_info->flags.usable_as_uav) {
3363
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
3364
uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
3365
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
3366
uav_desc.Buffer.FirstElement = 0;
3367
uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
3368
uav_desc.Buffer.StructureByteStride = 0;
3369
uav_desc.Buffer.CounterOffsetInBytes = 0;
3370
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
3371
device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
3372
#ifdef DEV_ENABLED
3373
uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
3374
#endif
3375
} else {
3376
// If can't transition to UAV, leave this one empty since it won't be
3377
// used, and trying to create an UAV view would trigger a validation error.
3378
}
3379
3380
desc_heap_walkers.resources.advance();
3381
}
3382
3383
NeededState &ns = resource_states[buf_info];
3384
ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
3385
ns.is_buffer = true;
3386
ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
3387
} break;
3388
case UNIFORM_TYPE_INPUT_ATTACHMENT: {
3389
for (uint32_t j = 0; j < uniform.ids.size(); j++) {
3390
TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
3391
3392
device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
3393
#ifdef DEV_ENABLED
3394
uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
3395
#endif
3396
desc_heap_walkers.resources.advance();
3397
3398
NeededState &ns = resource_states[texture_info];
3399
ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
3400
ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
3401
}
3402
} break;
3403
default: {
3404
DEV_ASSERT(false);
3405
}
3406
}
3407
}
3408
3409
DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
3410
DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
3411
3412
{
3413
uniform_set_info->resource_states.reserve(resource_states.size());
3414
for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) {
3415
UniformSetInfo::StateRequirement sr;
3416
sr.resource = E.key;
3417
sr.is_buffer = E.value.is_buffer;
3418
sr.states = E.value.states;
3419
sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
3420
uniform_set_info->resource_states.push_back(sr);
3421
}
3422
}
3423
3424
return UniformSetID(uniform_set_info);
3425
}
3426
3427
void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) {
3428
UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
3429
VersatileResource::free(resources_allocator, uniform_set_info);
3430
}
3431
3432
// ----- COMMANDS -----
3433
3434
void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
3435
if (barrier_capabilities.enhanced_barriers_supported) {
3436
return;
3437
}
3438
3439
// Perform pending blackouts.
3440
{
3441
SelfList<TextureInfo> *E = textures_pending_clear.first();
3442
while (E) {
3443
TextureSubresourceRange subresources;
3444
subresources.layer_count = E->self()->layers;
3445
subresources.mipmap_count = E->self()->mipmaps;
3446
command_clear_color_texture(p_cmd_buffer, TextureID(E->self()), TEXTURE_LAYOUT_UNDEFINED, Color(), subresources);
3447
3448
SelfList<TextureInfo> *next = E->next();
3449
E->remove_from_list();
3450
E = next;
3451
}
3452
}
3453
3454
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
3455
const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id;
3456
const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
3457
const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
3458
3459
for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) {
3460
#ifdef DEV_ENABLED
3461
{
3462
uint32_t stages = 0;
3463
D3D12_RESOURCE_STATES wanted_state = {};
3464
bool writable = false;
3465
// Doing the full loop for debugging since the real one below may break early,
3466
// but we want an exhaustive check
3467
uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
3468
for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
3469
uint64_t bit_mask = ((uint64_t)1 << bit);
3470
if (likely((inv_uniforms_mask & bit_mask))) {
3471
continue;
3472
}
3473
inv_uniforms_mask |= bit_mask;
3474
3475
const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
3476
if (unlikely(!binding.stages)) {
3477
continue;
3478
}
3479
3480
D3D12_RESOURCE_STATES required_states = sr.states;
3481
3482
// Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
3483
if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
3484
if (binding.res_class == RES_CLASS_SRV) {
3485
required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
3486
} else {
3487
required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
3488
}
3489
}
3490
3491
if (stages) { // Second occurrence at least?
3492
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.");
3493
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.");
3494
} else {
3495
wanted_state = required_states;
3496
stages |= binding.stages;
3497
writable = binding.writable;
3498
}
3499
3500
DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
3501
}
3502
}
3503
#endif
3504
3505
// We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
3506
// because at uniform set creation time we couldn't know for sure which stages
3507
// it would be used in (due to the fact that a set can be created against a different,
3508
// albeit compatible, shader, which may make a different usage in the end).
3509
// However, now we know and can exclude up to one unneeded states.
3510
3511
// TODO: If subresources involved already in the needed states, or scheduled for it,
3512
// maybe it's more optimal not to do anything here
3513
3514
uint32_t stages = 0;
3515
D3D12_RESOURCE_STATES wanted_state = {};
3516
uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
3517
for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
3518
uint64_t bit_mask = ((uint64_t)1 << bit);
3519
if (likely((inv_uniforms_mask & bit_mask))) {
3520
continue;
3521
}
3522
inv_uniforms_mask |= bit_mask;
3523
3524
const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
3525
if (unlikely(!binding.stages)) {
3526
continue;
3527
}
3528
3529
if (!stages) {
3530
D3D12_RESOURCE_STATES required_states = sr.states;
3531
3532
// Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
3533
if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
3534
if (binding.res_class == RES_CLASS_SRV) {
3535
required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
3536
} else {
3537
required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
3538
}
3539
}
3540
3541
wanted_state = required_states;
3542
3543
if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
3544
// By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
3545
break;
3546
}
3547
}
3548
3549
stages |= binding.stages;
3550
3551
if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
3552
// By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
3553
break;
3554
}
3555
}
3556
3557
if (likely(wanted_state)) {
3558
if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
3559
if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
3560
D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
3561
wanted_state &= ~unneeded_states;
3562
} else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
3563
D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
3564
wanted_state &= ~unneeded_states;
3565
}
3566
}
3567
3568
if (likely(wanted_state)) {
3569
if (sr.is_buffer) {
3570
_resource_transition_batch(cmd_buf_info, sr.resource, 0, 1, wanted_state);
3571
} else {
3572
TextureInfo *tex_info = (TextureInfo *)sr.resource;
3573
uint32_t planes = 1;
3574
if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
3575
planes = format_get_plane_count(tex_info->format);
3576
}
3577
for (uint32_t i = 0; i < tex_info->layers; i++) {
3578
for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
3579
uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
3580
_resource_transition_batch(cmd_buf_info, tex_info, subresource, planes, wanted_state);
3581
}
3582
}
3583
}
3584
}
3585
}
3586
}
3587
3588
if (p_set_index == shader_info_in->sets.size() - 1) {
3589
_resource_transitions_flush(cmd_buf_info);
3590
}
3591
}
3592
3593
void RenderingDeviceDriverD3D12::_command_check_descriptor_sets(CommandBufferID p_cmd_buffer) {
3594
DEV_ASSERT(segment_begun && "Unable to use commands that rely on descriptors because a segment was never begun.");
3595
3596
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
3597
if (!cmd_buf_info->descriptor_heaps_set) {
3598
// Set descriptor heaps for the command buffer if they haven't been set yet.
3599
ID3D12DescriptorHeap *heaps[] = {
3600
frames[frame_idx].desc_heaps.resources.get_heap(),
3601
frames[frame_idx].desc_heaps.samplers.get_heap(),
3602
};
3603
3604
cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps);
3605
cmd_buf_info->descriptor_heaps_set = true;
3606
}
3607
}
3608
3609
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) {
3610
_command_check_descriptor_sets(p_cmd_buffer);
3611
3612
UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
3613
const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
3614
const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
3615
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
3616
3617
using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
3618
SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
3619
3620
// If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
3621
uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc;
3622
UniformSetInfo::RecentBind *last_bind = nullptr;
3623
for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) {
3624
if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) {
3625
if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) {
3626
for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) {
3627
(cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
3628
}
3629
for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) {
3630
(cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
3631
}
3632
#ifdef DEV_ENABLED
3633
uniform_set_info->recent_binds[i].uses++;
3634
frames[frame_idx].uniform_set_reused++;
3635
#endif
3636
return;
3637
} else {
3638
if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) {
3639
// Prefer this one since it's been used less or we still haven't a better option.
3640
last_bind = &uniform_set_info->recent_binds[i];
3641
}
3642
}
3643
} else {
3644
// Prefer this one since it's unused.
3645
last_bind = &uniform_set_info->recent_binds[i];
3646
last_bind->uses = 0;
3647
}
3648
}
3649
3650
struct {
3651
DescriptorsHeap::Walker *resources = nullptr;
3652
DescriptorsHeap::Walker *samplers = nullptr;
3653
} frame_heap_walkers;
3654
frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources;
3655
frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers;
3656
3657
struct {
3658
DescriptorsHeap::Walker resources;
3659
DescriptorsHeap::Walker samplers;
3660
} set_heap_walkers;
3661
set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
3662
set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
3663
3664
#ifdef DEV_ENABLED
3665
// Whether we have stages where the uniform is actually used should match
3666
// whether we have any root signature locations for it.
3667
for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
3668
bool has_rs_locations = false;
3669
if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
3670
shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
3671
has_rs_locations = true;
3672
break;
3673
}
3674
3675
bool has_stages = shader_set.bindings[i].stages;
3676
3677
DEV_ASSERT(has_rs_locations == has_stages);
3678
}
3679
#endif
3680
3681
last_bind->root_tables.resources.clear();
3682
last_bind->root_tables.samplers.clear();
3683
last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources);
3684
last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers);
3685
last_bind->uses++;
3686
3687
struct {
3688
RootDescriptorTable *resources = nullptr;
3689
RootDescriptorTable *samplers = nullptr;
3690
} tables;
3691
for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
3692
const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i];
3693
3694
uint32_t num_resource_descs = 0;
3695
uint32_t num_sampler_descs = 0;
3696
bool srv_uav_ambiguity = false;
3697
_add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
3698
3699
bool resource_used = false;
3700
if (shader_set.bindings[i].stages) {
3701
{
3702
const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource;
3703
if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
3704
DEV_ASSERT(num_resource_descs);
3705
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]]
3706
3707
bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
3708
if (must_flush_table) {
3709
// Check the root signature data has been filled ordered.
3710
DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
3711
3712
(cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
3713
tables.resources = nullptr;
3714
}
3715
3716
if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
3717
if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
3718
frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
3719
ERR_FAIL_MSG("Cannot bind uniform set because there's not enough room in the current frame's RESOURCES descriptor heap.\n"
3720
"Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
3721
} else {
3722
return;
3723
}
3724
}
3725
3726
if (!tables.resources) {
3727
DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
3728
last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
3729
tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
3730
tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
3731
tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
3732
}
3733
3734
// If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
3735
if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) {
3736
set_heap_walkers.resources.advance(num_resource_descs);
3737
}
3738
3739
// TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
3740
device->CopyDescriptorsSimple(
3741
num_resource_descs,
3742
frame_heap_walkers.resources->get_curr_cpu_handle(),
3743
set_heap_walkers.resources.get_curr_cpu_handle(),
3744
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
3745
frame_heap_walkers.resources->advance(num_resource_descs);
3746
3747
// If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
3748
if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) {
3749
set_heap_walkers.resources.advance(num_resource_descs);
3750
}
3751
3752
resource_used = true;
3753
}
3754
}
3755
3756
{
3757
const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler;
3758
if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
3759
DEV_ASSERT(num_sampler_descs);
3760
DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
3761
3762
bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
3763
if (must_flush_table) {
3764
// Check the root signature data has been filled ordered.
3765
DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
3766
3767
(cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
3768
tables.samplers = nullptr;
3769
}
3770
3771
if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
3772
if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) {
3773
frames[frame_idx].desc_heaps_exhausted_reported.samplers = true;
3774
ERR_FAIL_MSG("Cannot bind uniform set because there's not enough room in the current frame's SAMPLERS descriptors heap.\n"
3775
"Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
3776
} else {
3777
return;
3778
}
3779
}
3780
3781
if (!tables.samplers) {
3782
DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
3783
last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
3784
tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
3785
tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
3786
tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
3787
}
3788
3789
// TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
3790
device->CopyDescriptorsSimple(
3791
num_sampler_descs,
3792
frame_heap_walkers.samplers->get_curr_cpu_handle(),
3793
set_heap_walkers.samplers.get_curr_cpu_handle(),
3794
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
3795
frame_heap_walkers.samplers->advance(num_sampler_descs);
3796
}
3797
}
3798
}
3799
3800
// Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
3801
// the shader variant a given set is created upon may not need all of them due to DXC optimizations.
3802
// Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
3803
3804
set_heap_walkers.resources.advance(num_resource_descs);
3805
if (srv_uav_ambiguity) {
3806
DEV_ASSERT(num_resource_descs);
3807
if (!resource_used) {
3808
set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
3809
}
3810
}
3811
3812
set_heap_walkers.samplers.advance(num_sampler_descs);
3813
}
3814
3815
DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
3816
DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
3817
3818
{
3819
bool must_flush_table = tables.resources;
3820
if (must_flush_table) {
3821
(cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
3822
}
3823
}
3824
{
3825
bool must_flush_table = tables.samplers;
3826
if (must_flush_table) {
3827
(cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
3828
}
3829
}
3830
3831
last_bind->root_signature_crc = root_sig_crc;
3832
last_bind->segment_serial = frames[frame_idx].segment_serial;
3833
}
3834
3835
/******************/
3836
/**** TRANSFER ****/
3837
/******************/
3838
3839
void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) {
3840
_command_check_descriptor_sets(p_cmd_buffer);
3841
3842
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
3843
BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
3844
3845
if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
3846
if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
3847
frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
3848
ERR_FAIL_MSG(
3849
"Cannot clear buffer because there's not enough room in the current frame's RESOURCE descriptors heap.\n"
3850
"Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
3851
} else {
3852
return;
3853
}
3854
}
3855
if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
3856
if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
3857
frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
3858
ERR_FAIL_MSG(
3859
"Cannot clear buffer because there's not enough room in the current frame's AUX descriptors heap.\n"
3860
"Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
3861
} else {
3862
return;
3863
}
3864
}
3865
3866
if (!barrier_capabilities.enhanced_barriers_supported) {
3867
_resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
3868
_resource_transitions_flush(cmd_buf_info);
3869
}
3870
3871
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
3872
uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
3873
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
3874
uav_desc.Buffer.FirstElement = 0;
3875
uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
3876
uav_desc.Buffer.StructureByteStride = 0;
3877
uav_desc.Buffer.CounterOffsetInBytes = 0;
3878
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
3879
device->CreateUnorderedAccessView(
3880
buf_info->resource,
3881
nullptr,
3882
&uav_desc,
3883
frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
3884
3885
device->CopyDescriptorsSimple(
3886
1,
3887
frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
3888
frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
3889
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
3890
3891
static const UINT values[4] = {};
3892
cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
3893
frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
3894
frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
3895
buf_info->resource,
3896
values,
3897
0,
3898
nullptr);
3899
3900
frames[frame_idx].desc_heap_walkers.resources.advance();
3901
frames[frame_idx].desc_heap_walkers.aux.advance();
3902
}
3903
3904
void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_buf_locfer, VectorView<BufferCopyRegion> p_regions) {
3905
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
3906
BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
3907
BufferInfo *buf_loc_info = (BufferInfo *)p_buf_locfer.id;
3908
3909
if (!barrier_capabilities.enhanced_barriers_supported) {
3910
_resource_transition_batch(cmd_buf_info, src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
3911
_resource_transition_batch(cmd_buf_info, buf_loc_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
3912
_resource_transitions_flush(cmd_buf_info);
3913
}
3914
3915
for (uint32_t i = 0; i < p_regions.size(); i++) {
3916
cmd_buf_info->cmd_list->CopyBufferRegion(buf_loc_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size);
3917
}
3918
}
3919
3920
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<TextureCopyRegion> p_regions) {
3921
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
3922
TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
3923
TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
3924
3925
if (!barrier_capabilities.enhanced_barriers_supported) {
3926
// Batch all barrier transitions for the textures before performing the copies.
3927
for (uint32_t i = 0; i < p_regions.size(); i++) {
3928
uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
3929
for (uint32_t j = 0; j < layer_count; j++) {
3930
UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
3931
UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
3932
_resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
3933
_resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
3934
}
3935
}
3936
3937
_resource_transitions_flush(cmd_buf_info);
3938
}
3939
3940
CD3DX12_BOX src_box;
3941
for (uint32_t i = 0; i < p_regions.size(); i++) {
3942
uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
3943
for (uint32_t j = 0; j < layer_count; j++) {
3944
UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
3945
UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
3946
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource);
3947
CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource);
3948
src_box.left = p_regions[i].src_offset.x;
3949
src_box.top = p_regions[i].src_offset.y;
3950
src_box.front = p_regions[i].src_offset.z;
3951
src_box.right = p_regions[i].src_offset.x + p_regions[i].size.x;
3952
src_box.bottom = p_regions[i].src_offset.y + p_regions[i].size.y;
3953
src_box.back = p_regions[i].src_offset.z + p_regions[i].size.z;
3954
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);
3955
}
3956
}
3957
}
3958
3959
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) {
3960
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
3961
TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
3962
TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
3963
3964
UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
3965
UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
3966
if (!barrier_capabilities.enhanced_barriers_supported) {
3967
_resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
3968
_resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
3969
_resource_transitions_flush(cmd_buf_info);
3970
}
3971
3972
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);
3973
}
3974
3975
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) {
3976
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
3977
TextureInfo *tex_info = (TextureInfo *)p_texture.id;
3978
if (tex_info->main_texture) {
3979
tex_info = tex_info->main_texture;
3980
}
3981
3982
auto _transition_subresources = [&](D3D12_RESOURCE_STATES p_new_state) {
3983
for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
3984
for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
3985
UINT subresource = D3D12CalcSubresource(
3986
p_subresources.base_mipmap + j,
3987
p_subresources.base_layer + i,
3988
0,
3989
tex_info->desc.MipLevels,
3990
tex_info->desc.ArraySize());
3991
_resource_transition_batch(cmd_buf_info, tex_info, subresource, 1, p_new_state);
3992
}
3993
}
3994
_resource_transitions_flush(cmd_buf_info);
3995
};
3996
3997
if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
3998
// Clear via RTV.
3999
4000
if (frames[frame_idx].desc_heap_walkers.rtv.get_free_handles() < p_subresources.mipmap_count) {
4001
if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
4002
frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
4003
ERR_FAIL_MSG(
4004
"Cannot clear texture because there's not enough room in the current frame's RENDER TARGET descriptors heap.\n"
4005
"Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
4006
} else {
4007
return;
4008
}
4009
}
4010
4011
if (!barrier_capabilities.enhanced_barriers_supported) {
4012
_transition_subresources(D3D12_RESOURCE_STATE_RENDER_TARGET);
4013
}
4014
4015
for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
4016
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
4017
rtv_desc.Format = tex_info->view_descs.uav.Format;
4018
device->CreateRenderTargetView(
4019
tex_info->resource,
4020
&rtv_desc,
4021
frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
4022
4023
cmd_buf_info->cmd_list->ClearRenderTargetView(
4024
frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(),
4025
p_color.components,
4026
0,
4027
nullptr);
4028
4029
frames[frame_idx].desc_heap_walkers.rtv.advance();
4030
}
4031
} else if (tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) {
4032
// Clear via UAV.
4033
_command_check_descriptor_sets(p_cmd_buffer);
4034
4035
if (frames[frame_idx].desc_heap_walkers.resources.get_free_handles() < p_subresources.mipmap_count) {
4036
if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
4037
frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
4038
ERR_FAIL_MSG(
4039
"Cannot clear texture because there's not enough room in the current frame's RESOURCE descriptors heap.\n"
4040
"Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
4041
} else {
4042
return;
4043
}
4044
}
4045
if (frames[frame_idx].desc_heap_walkers.aux.get_free_handles() < p_subresources.mipmap_count) {
4046
if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
4047
frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
4048
ERR_FAIL_MSG(
4049
"Cannot clear texture because there's not enough room in the current frame's AUX descriptors heap.\n"
4050
"Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
4051
} else {
4052
return;
4053
}
4054
}
4055
4056
if (!barrier_capabilities.enhanced_barriers_supported) {
4057
_transition_subresources(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
4058
}
4059
4060
for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
4061
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = _make_ranged_uav_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
4062
device->CreateUnorderedAccessView(
4063
tex_info->resource,
4064
nullptr,
4065
&uav_desc,
4066
frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
4067
device->CopyDescriptorsSimple(
4068
1,
4069
frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
4070
frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
4071
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
4072
4073
UINT values[4] = {
4074
(UINT)p_color.get_r8(),
4075
(UINT)p_color.get_g8(),
4076
(UINT)p_color.get_b8(),
4077
(UINT)p_color.get_a8(),
4078
};
4079
4080
cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
4081
frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
4082
frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
4083
tex_info->resource,
4084
values,
4085
0,
4086
nullptr);
4087
4088
frames[frame_idx].desc_heap_walkers.resources.advance();
4089
frames[frame_idx].desc_heap_walkers.aux.advance();
4090
}
4091
} else {
4092
ERR_FAIL_MSG("Cannot clear texture because its format does not support UAV writes. You'll need to update its contents through another method.");
4093
}
4094
}
4095
4096
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<BufferTextureCopyRegion> p_regions) {
4097
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4098
BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id;
4099
TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
4100
if (!barrier_capabilities.enhanced_barriers_supported) {
4101
_resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
4102
}
4103
4104
uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
4105
uint32_t block_w = 0, block_h = 0;
4106
get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
4107
4108
for (uint32_t i = 0; i < p_regions.size(); i++) {
4109
uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format);
4110
region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
4111
4112
D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
4113
src_footprint.Offset = p_regions[i].buffer_offset;
4114
src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
4115
RD_TO_D3D12_FORMAT[tex_info->format].family,
4116
STEPIFY(p_regions[i].texture_region_size.x, block_w),
4117
STEPIFY(p_regions[i].texture_region_size.y, block_h),
4118
p_regions[i].texture_region_size.z,
4119
region_pitch);
4120
CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint);
4121
4122
CD3DX12_BOX src_box(
4123
0, 0, 0,
4124
STEPIFY(p_regions[i].texture_region_size.x, block_w),
4125
STEPIFY(p_regions[i].texture_region_size.y, block_h),
4126
p_regions[i].texture_region_size.z);
4127
4128
if (!barrier_capabilities.enhanced_barriers_supported) {
4129
for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
4130
UINT dst_subresource = D3D12CalcSubresource(
4131
p_regions[i].texture_subresources.mipmap,
4132
p_regions[i].texture_subresources.base_layer + j,
4133
_compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
4134
tex_info->desc.MipLevels,
4135
tex_info->desc.ArraySize());
4136
CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
4137
4138
_resource_transition_batch(cmd_buf_info, tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
4139
}
4140
4141
_resource_transitions_flush(cmd_buf_info);
4142
}
4143
4144
for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
4145
UINT dst_subresource = D3D12CalcSubresource(
4146
p_regions[i].texture_subresources.mipmap,
4147
p_regions[i].texture_subresources.base_layer + j,
4148
_compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
4149
tex_info->desc.MipLevels,
4150
tex_info->desc.ArraySize());
4151
CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
4152
4153
cmd_buf_info->cmd_list->CopyTextureRegion(
4154
&copy_dst,
4155
p_regions[i].texture_offset.x,
4156
p_regions[i].texture_offset.y,
4157
p_regions[i].texture_offset.z,
4158
&copy_src,
4159
&src_box);
4160
}
4161
}
4162
}
4163
4164
void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_buf_locfer, VectorView<BufferTextureCopyRegion> p_regions) {
4165
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4166
TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
4167
BufferInfo *buf_info = (BufferInfo *)p_buf_locfer.id;
4168
4169
if (!barrier_capabilities.enhanced_barriers_supported) {
4170
_resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
4171
}
4172
4173
uint32_t block_w = 0, block_h = 0;
4174
get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
4175
4176
for (uint32_t i = 0; i < p_regions.size(); i++) {
4177
if (!barrier_capabilities.enhanced_barriers_supported) {
4178
for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
4179
UINT src_subresource = D3D12CalcSubresource(
4180
p_regions[i].texture_subresources.mipmap,
4181
p_regions[i].texture_subresources.base_layer + j,
4182
_compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
4183
tex_info->desc.MipLevels,
4184
tex_info->desc.ArraySize());
4185
4186
_resource_transition_batch(cmd_buf_info, tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
4187
}
4188
4189
_resource_transitions_flush(cmd_buf_info);
4190
}
4191
4192
for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
4193
UINT src_subresource = D3D12CalcSubresource(
4194
p_regions[i].texture_subresources.mipmap,
4195
p_regions[i].texture_subresources.base_layer + j,
4196
_compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
4197
tex_info->desc.MipLevels,
4198
tex_info->desc.ArraySize());
4199
4200
CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource);
4201
4202
uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap);
4203
uint32_t image_size = get_image_format_required_size(
4204
tex_info->format,
4205
MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap),
4206
MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap),
4207
computed_d,
4208
1);
4209
uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h;
4210
row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
4211
4212
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
4213
dst_footprint.Offset = p_regions[i].buffer_offset;
4214
dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w);
4215
dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h);
4216
dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z;
4217
dst_footprint.Footprint.RowPitch = row_pitch;
4218
dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family;
4219
4220
CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint);
4221
4222
cmd_buf_info->cmd_list->CopyTextureRegion(&copy_dst, 0, 0, 0, &copy_src, nullptr);
4223
}
4224
}
4225
}
4226
4227
/******************/
4228
/**** PIPELINE ****/
4229
/******************/
4230
4231
void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) {
4232
PipelineInfo *pipeline_info = (PipelineInfo *)(p_pipeline.id);
4233
pipeline_info->pso->Release();
4234
memdelete(pipeline_info);
4235
}
4236
4237
// ----- BINDING -----
4238
4239
void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) {
4240
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
4241
const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
4242
if (!shader_info_in->dxil_push_constant_size) {
4243
return;
4244
}
4245
if (shader_info_in->is_compute) {
4246
cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
4247
} else {
4248
cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
4249
}
4250
}
4251
4252
// ----- CACHE -----
4253
4254
bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) {
4255
WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
4256
return false;
4257
}
4258
4259
void RenderingDeviceDriverD3D12::pipeline_cache_free() {
4260
ERR_FAIL_MSG("Not implemented.");
4261
}
4262
4263
size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() {
4264
ERR_FAIL_V_MSG(0, "Not implemented.");
4265
}
4266
4267
Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() {
4268
ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
4269
}
4270
4271
/*******************/
4272
/**** RENDERING ****/
4273
/*******************/
4274
4275
// ----- SUBPASS -----
4276
4277
RDD::RenderPassID RenderingDeviceDriverD3D12::render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count, AttachmentReference p_fragment_density_map_attachment) {
4278
ERR_FAIL_COND_V_MSG(p_fragment_density_map_attachment.attachment != AttachmentReference::UNUSED, RenderPassID(), "Fragment density maps are not supported in D3D12.");
4279
4280
// Pre-bookkeep.
4281
RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator);
4282
4283
pass_info->attachments.resize(p_attachments.size());
4284
for (uint32_t i = 0; i < p_attachments.size(); i++) {
4285
pass_info->attachments[i] = p_attachments[i];
4286
}
4287
4288
pass_info->subpasses.resize(p_subpasses.size());
4289
for (uint32_t i = 0; i < p_subpasses.size(); i++) {
4290
pass_info->subpasses[i] = p_subpasses[i];
4291
}
4292
4293
pass_info->view_count = p_view_count;
4294
4295
DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size());
4296
for (uint32_t i = 0; i < p_attachments.size(); i++) {
4297
const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format];
4298
if (format.dsv_format != DXGI_FORMAT_UNKNOWN) {
4299
formats[i] = format.dsv_format;
4300
} else {
4301
formats[i] = format.general_format;
4302
}
4303
}
4304
pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size()));
4305
4306
return RenderPassID(pass_info);
4307
}
4308
4309
void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) {
4310
RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id;
4311
VersatileResource::free(resources_allocator, pass_info);
4312
}
4313
4314
// ----- COMMANDS -----
4315
4316
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<RenderPassClearValue> p_attachment_clears) {
4317
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4318
const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
4319
const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id;
4320
4321
DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX);
4322
4323
auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) {
4324
uint32_t planes = 1;
4325
if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
4326
planes = format_get_plane_count(p_texture_info->format);
4327
}
4328
for (uint32_t i = 0; i < p_texture_info->layers; i++) {
4329
for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) {
4330
uint32_t subresource = D3D12CalcSubresource(
4331
p_texture_info->base_mip + j,
4332
p_texture_info->base_layer + i,
4333
0,
4334
p_texture_info->desc.MipLevels,
4335
p_texture_info->desc.ArraySize());
4336
4337
_resource_transition_batch(cmd_buf_info, p_texture_info, subresource, planes, p_states);
4338
}
4339
}
4340
};
4341
4342
if (fb_info->is_screen || !barrier_capabilities.enhanced_barriers_supported) {
4343
// Screen framebuffers must perform this transition even if enhanced barriers are supported.
4344
for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
4345
TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
4346
if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
4347
_transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET);
4348
} else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
4349
_transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE);
4350
} else {
4351
DEV_ASSERT(false);
4352
}
4353
}
4354
if (fb_info->vrs_attachment) {
4355
TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id;
4356
_transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
4357
}
4358
4359
_resource_transitions_flush(cmd_buf_info);
4360
}
4361
4362
cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT(
4363
p_rect.position.x,
4364
p_rect.position.y,
4365
p_rect.position.x + p_rect.size.x,
4366
p_rect.position.y + p_rect.size.y);
4367
cmd_buf_info->render_pass_state.region_is_all = !(
4368
cmd_buf_info->render_pass_state.region_rect.left == 0 &&
4369
cmd_buf_info->render_pass_state.region_rect.top == 0 &&
4370
cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x &&
4371
cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y);
4372
4373
for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
4374
if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) {
4375
const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
4376
_discard_texture_subresources(tex_info, cmd_buf_info);
4377
}
4378
}
4379
4380
if (fb_info->vrs_attachment && fsr_capabilities.attachment_supported) {
4381
ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
4382
cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
4383
if (cmd_list_5) {
4384
static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
4385
D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
4386
D3D12_SHADING_RATE_COMBINER_OVERRIDE,
4387
};
4388
cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS);
4389
}
4390
}
4391
4392
cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
4393
cmd_buf_info->render_pass_state.fb_info = fb_info;
4394
cmd_buf_info->render_pass_state.pass_info = pass_info;
4395
command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type);
4396
4397
AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, pass_info->attachments.size());
4398
Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, pass_info->attachments.size());
4399
uint32_t num_clears = 0;
4400
4401
for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
4402
TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
4403
if (!tex_info) {
4404
continue;
4405
}
4406
4407
AttachmentClear clear;
4408
if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
4409
if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
4410
clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
4411
clear.color_attachment = i;
4412
tex_info->pending_clear.remove_from_list();
4413
}
4414
} else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
4415
if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
4416
clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT);
4417
}
4418
}
4419
if (!clear.aspect.is_empty()) {
4420
clear.value = p_attachment_clears[i];
4421
clears[num_clears] = clear;
4422
clear_rects[num_clears] = p_rect;
4423
num_clears++;
4424
}
4425
}
4426
4427
if (num_clears) {
4428
command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears));
4429
}
4430
}
4431
4432
void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) {
4433
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4434
4435
DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
4436
4437
const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
4438
const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
4439
const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
4440
4441
if (fb_info->is_screen) {
4442
// Screen framebuffers must transition back to present state when the render pass is finished.
4443
for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
4444
TextureInfo *src_tex_info = (TextureInfo *)(fb_info->attachments[i].id);
4445
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());
4446
_resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_PRESENT);
4447
}
4448
}
4449
4450
struct Resolve {
4451
ID3D12Resource *src_res = nullptr;
4452
uint32_t src_subres = 0;
4453
ID3D12Resource *dst_res = nullptr;
4454
uint32_t dst_subres = 0;
4455
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
4456
};
4457
Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size());
4458
uint32_t num_resolves = 0;
4459
4460
for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) {
4461
uint32_t color_index = subpass.color_references[i].attachment;
4462
uint32_t resolve_index = subpass.resolve_references[i].attachment;
4463
DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED));
4464
if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) {
4465
continue;
4466
}
4467
4468
TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id;
4469
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());
4470
_resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
4471
4472
TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id;
4473
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());
4474
_resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
4475
4476
resolves[num_resolves].src_res = src_tex_info->resource;
4477
resolves[num_resolves].src_subres = src_subresource;
4478
resolves[num_resolves].dst_res = dst_tex_info->resource;
4479
resolves[num_resolves].dst_subres = dst_subresource;
4480
resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format;
4481
num_resolves++;
4482
}
4483
4484
_resource_transitions_flush(cmd_buf_info);
4485
4486
for (uint32_t i = 0; i < num_resolves; i++) {
4487
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);
4488
}
4489
}
4490
4491
void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) {
4492
_end_render_pass(p_cmd_buffer);
4493
4494
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4495
DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
4496
4497
const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
4498
const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
4499
4500
if (fsr_capabilities.attachment_supported) {
4501
ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
4502
cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
4503
if (cmd_list_5) {
4504
cmd_list_5->RSSetShadingRateImage(nullptr);
4505
}
4506
}
4507
4508
for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
4509
if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) {
4510
const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
4511
_discard_texture_subresources(tex_info, cmd_buf_info);
4512
}
4513
}
4514
4515
cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
4516
}
4517
4518
void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) {
4519
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4520
4521
if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) {
4522
cmd_buf_info->render_pass_state.current_subpass = 0;
4523
} else {
4524
_end_render_pass(p_cmd_buffer);
4525
cmd_buf_info->render_pass_state.current_subpass++;
4526
}
4527
4528
const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
4529
const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
4530
const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
4531
4532
D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size());
4533
DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
4534
for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
4535
uint32_t attachment = subpass.color_references[i].attachment;
4536
if (attachment == AttachmentReference::UNUSED) {
4537
if (!frames[frame_idx].null_rtv_handle.ptr) {
4538
// No null descriptor-handle created for this frame yet.
4539
4540
if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
4541
if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
4542
frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
4543
ERR_FAIL_MSG("Cannot begin subpass because there's not enough room in the current frame's RENDER TARGET descriptors heap.\n"
4544
"Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
4545
} else {
4546
return;
4547
}
4548
}
4549
4550
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
4551
rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
4552
rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
4553
frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle();
4554
device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle);
4555
frames[frame_idx].desc_heap_walkers.rtv.advance();
4556
}
4557
rtv_handles[i] = frames[frame_idx].null_rtv_handle;
4558
} else {
4559
uint32_t rt_index = fb_info->attachments_handle_inds[attachment];
4560
rtv_heap_walker.rewind();
4561
rtv_heap_walker.advance(rt_index);
4562
rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
4563
}
4564
}
4565
4566
D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
4567
{
4568
DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
4569
if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
4570
uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment];
4571
dsv_heap_walker.rewind();
4572
dsv_heap_walker.advance(ds_index);
4573
dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
4574
}
4575
}
4576
4577
cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
4578
}
4579
4580
void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) {
4581
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
4582
4583
D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size());
4584
for (uint32_t i = 0; i < p_viewports.size(); i++) {
4585
d3d12_viewports[i] = CD3DX12_VIEWPORT(
4586
p_viewports[i].position.x,
4587
p_viewports[i].position.y,
4588
p_viewports[i].size.x,
4589
p_viewports[i].size.y);
4590
}
4591
4592
cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports);
4593
}
4594
4595
void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) {
4596
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
4597
4598
D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size());
4599
for (uint32_t i = 0; i < p_scissors.size(); i++) {
4600
d3d12_scissors[i] = CD3DX12_RECT(
4601
p_scissors[i].position.x,
4602
p_scissors[i].position.y,
4603
p_scissors[i].position.x + p_scissors[i].size.x,
4604
p_scissors[i].position.y + p_scissors[i].size.y);
4605
}
4606
4607
cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors);
4608
}
4609
4610
void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) {
4611
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
4612
4613
DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
4614
const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
4615
const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
4616
4617
DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
4618
DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
4619
4620
for (uint32_t i = 0; i < p_attachment_clears.size(); i++) {
4621
uint32_t attachment = UINT32_MAX;
4622
bool is_render_target = false;
4623
if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
4624
attachment = p_attachment_clears[i].color_attachment;
4625
is_render_target = true;
4626
} else {
4627
attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment;
4628
}
4629
4630
for (uint32_t j = 0; j < p_rects.size(); j++) {
4631
D3D12_RECT rect = CD3DX12_RECT(
4632
p_rects[j].position.x,
4633
p_rects[j].position.y,
4634
p_rects[j].position.x + p_rects[j].size.x,
4635
p_rects[j].position.y + p_rects[j].size.y);
4636
const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : &rect;
4637
4638
if (is_render_target) {
4639
uint32_t color_idx = fb_info->attachments_handle_inds[attachment];
4640
rtv_heap_walker.rewind();
4641
rtv_heap_walker.advance(color_idx);
4642
cmd_buf_info->cmd_list->ClearRenderTargetView(
4643
rtv_heap_walker.get_curr_cpu_handle(),
4644
p_attachment_clears[i].value.color.components,
4645
rect_ptr ? 1 : 0,
4646
rect_ptr);
4647
} else {
4648
uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment];
4649
dsv_heap_walker.rewind();
4650
dsv_heap_walker.advance(depth_stencil_idx);
4651
D3D12_CLEAR_FLAGS flags = {};
4652
if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
4653
flags |= D3D12_CLEAR_FLAG_DEPTH;
4654
}
4655
if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
4656
flags |= D3D12_CLEAR_FLAG_STENCIL;
4657
}
4658
cmd_buf_info->cmd_list->ClearDepthStencilView(
4659
dsv_heap_walker.get_curr_cpu_handle(),
4660
flags,
4661
p_attachment_clears[i].value.depth,
4662
p_attachment_clears[i].value.stencil,
4663
rect_ptr ? 1 : 0,
4664
rect_ptr);
4665
}
4666
}
4667
}
4668
}
4669
4670
void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
4671
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4672
const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
4673
4674
if (cmd_buf_info->graphics_pso == pipeline_info->pso) {
4675
return;
4676
}
4677
4678
const ShaderInfo *shader_info_in = pipeline_info->shader_info;
4679
const RenderPipelineInfo &render_info = pipeline_info->render_info;
4680
4681
cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
4682
if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) {
4683
cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get());
4684
cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc;
4685
}
4686
4687
cmd_buf_info->cmd_list->IASetPrimitiveTopology(render_info.dyn_params.primitive_topology);
4688
cmd_buf_info->cmd_list->OMSetBlendFactor(render_info.dyn_params.blend_constant.components);
4689
cmd_buf_info->cmd_list->OMSetStencilRef(render_info.dyn_params.stencil_reference);
4690
4691
if (misc_features_support.depth_bounds_supported) {
4692
ComPtr<ID3D12GraphicsCommandList1> command_list_1;
4693
cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf());
4694
if (command_list_1) {
4695
command_list_1->OMSetDepthBounds(render_info.dyn_params.depth_bounds_min, render_info.dyn_params.depth_bounds_max);
4696
}
4697
}
4698
4699
cmd_buf_info->render_pass_state.vf_info = render_info.vf_info;
4700
4701
cmd_buf_info->graphics_pso = pipeline_info->pso;
4702
cmd_buf_info->compute_pso = nullptr;
4703
}
4704
4705
void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
4706
_command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false);
4707
}
4708
4709
void RenderingDeviceDriverD3D12::command_bind_render_uniform_sets(CommandBufferID p_cmd_buffer, VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count) {
4710
for (uint32_t i = 0u; i < p_set_count; ++i) {
4711
// TODO: _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
4712
_command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, false);
4713
}
4714
}
4715
4716
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) {
4717
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4718
_bind_vertex_buffers(cmd_buf_info);
4719
cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance);
4720
}
4721
4722
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) {
4723
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4724
_bind_vertex_buffers(cmd_buf_info);
4725
cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance);
4726
}
4727
4728
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) {
4729
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4730
_bind_vertex_buffers(cmd_buf_info);
4731
BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
4732
if (!barrier_capabilities.enhanced_barriers_supported) {
4733
_resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
4734
_resource_transitions_flush(cmd_buf_info);
4735
}
4736
4737
cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
4738
}
4739
4740
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) {
4741
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4742
_bind_vertex_buffers(cmd_buf_info);
4743
BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
4744
BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
4745
if (!barrier_capabilities.enhanced_barriers_supported) {
4746
_resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
4747
_resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
4748
_resource_transitions_flush(cmd_buf_info);
4749
}
4750
4751
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);
4752
}
4753
4754
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) {
4755
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4756
_bind_vertex_buffers(cmd_buf_info);
4757
BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
4758
if (!barrier_capabilities.enhanced_barriers_supported) {
4759
_resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
4760
_resource_transitions_flush(cmd_buf_info);
4761
}
4762
4763
cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
4764
}
4765
4766
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) {
4767
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4768
_bind_vertex_buffers(cmd_buf_info);
4769
BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
4770
BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
4771
if (!barrier_capabilities.enhanced_barriers_supported) {
4772
_resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
4773
_resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
4774
_resource_transitions_flush(cmd_buf_info);
4775
}
4776
4777
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);
4778
}
4779
4780
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) {
4781
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4782
4783
DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
4784
4785
// Vertex buffer views are set deferredly, to be sure we already know the strides by then,
4786
// which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline
4787
// is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]]
4788
DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views));
4789
for (uint32_t i = 0; i < p_binding_count; i++) {
4790
BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id;
4791
4792
cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {};
4793
cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i];
4794
cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i];
4795
if (!barrier_capabilities.enhanced_barriers_supported) {
4796
_resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
4797
}
4798
}
4799
4800
if (!barrier_capabilities.enhanced_barriers_supported) {
4801
_resource_transitions_flush(cmd_buf_info);
4802
}
4803
4804
cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count;
4805
}
4806
4807
void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) {
4808
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
4809
BufferInfo *buffer_info = (BufferInfo *)p_buffer.id;
4810
4811
D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {};
4812
d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset;
4813
d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset;
4814
d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
4815
4816
if (!barrier_capabilities.enhanced_barriers_supported) {
4817
_resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
4818
_resource_transitions_flush(cmd_buf_info);
4819
}
4820
4821
cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view);
4822
}
4823
4824
// [[DEFERRED_VERTEX_BUFFERS]]
4825
void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) {
4826
RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state;
4827
if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) {
4828
for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) {
4829
render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i];
4830
}
4831
p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views);
4832
render_pass_state.vertex_buffer_count = 0;
4833
}
4834
}
4835
4836
void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) {
4837
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
4838
cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components);
4839
}
4840
4841
void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) {
4842
if (!Math::is_equal_approx(p_width, 1.0f)) {
4843
ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
4844
}
4845
}
4846
4847
// ----- PIPELINE -----
4848
4849
static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = {
4850
D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
4851
D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
4852
D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
4853
D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
4854
D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
4855
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
4856
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
4857
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
4858
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
4859
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
4860
D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
4861
};
4862
4863
static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = {
4864
D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
4865
D3D_PRIMITIVE_TOPOLOGY_LINELIST,
4866
D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
4867
D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
4868
D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
4869
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
4870
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
4871
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
4872
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
4873
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
4874
D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
4875
};
4876
4877
static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = {
4878
D3D12_CULL_MODE_NONE,
4879
D3D12_CULL_MODE_FRONT,
4880
D3D12_CULL_MODE_BACK,
4881
};
4882
4883
static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = {
4884
D3D12_STENCIL_OP_KEEP,
4885
D3D12_STENCIL_OP_ZERO,
4886
D3D12_STENCIL_OP_REPLACE,
4887
D3D12_STENCIL_OP_INCR_SAT,
4888
D3D12_STENCIL_OP_DECR_SAT,
4889
D3D12_STENCIL_OP_INVERT,
4890
D3D12_STENCIL_OP_INCR,
4891
D3D12_STENCIL_OP_DECR,
4892
};
4893
4894
static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = {
4895
D3D12_LOGIC_OP_CLEAR,
4896
D3D12_LOGIC_OP_AND,
4897
D3D12_LOGIC_OP_AND_REVERSE,
4898
D3D12_LOGIC_OP_COPY,
4899
D3D12_LOGIC_OP_AND_INVERTED,
4900
D3D12_LOGIC_OP_NOOP,
4901
D3D12_LOGIC_OP_XOR,
4902
D3D12_LOGIC_OP_OR,
4903
D3D12_LOGIC_OP_NOR,
4904
D3D12_LOGIC_OP_EQUIV,
4905
D3D12_LOGIC_OP_INVERT,
4906
D3D12_LOGIC_OP_OR_REVERSE,
4907
D3D12_LOGIC_OP_COPY_INVERTED,
4908
D3D12_LOGIC_OP_OR_INVERTED,
4909
D3D12_LOGIC_OP_NAND,
4910
D3D12_LOGIC_OP_SET,
4911
};
4912
4913
static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = {
4914
D3D12_BLEND_ZERO,
4915
D3D12_BLEND_ONE,
4916
D3D12_BLEND_SRC_COLOR,
4917
D3D12_BLEND_INV_SRC_COLOR,
4918
D3D12_BLEND_DEST_COLOR,
4919
D3D12_BLEND_INV_DEST_COLOR,
4920
D3D12_BLEND_SRC_ALPHA,
4921
D3D12_BLEND_INV_SRC_ALPHA,
4922
D3D12_BLEND_DEST_ALPHA,
4923
D3D12_BLEND_INV_DEST_ALPHA,
4924
D3D12_BLEND_BLEND_FACTOR,
4925
D3D12_BLEND_INV_BLEND_FACTOR,
4926
D3D12_BLEND_BLEND_FACTOR,
4927
D3D12_BLEND_INV_BLEND_FACTOR,
4928
D3D12_BLEND_SRC_ALPHA_SAT,
4929
D3D12_BLEND_SRC1_COLOR,
4930
D3D12_BLEND_INV_SRC1_COLOR,
4931
D3D12_BLEND_SRC1_ALPHA,
4932
D3D12_BLEND_INV_SRC1_ALPHA,
4933
};
4934
4935
static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = {
4936
D3D12_BLEND_OP_ADD,
4937
D3D12_BLEND_OP_SUBTRACT,
4938
D3D12_BLEND_OP_REV_SUBTRACT,
4939
D3D12_BLEND_OP_MIN,
4940
D3D12_BLEND_OP_MAX,
4941
};
4942
4943
RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create(
4944
ShaderID p_shader,
4945
VertexFormatID p_vertex_format,
4946
RenderPrimitive p_render_primitive,
4947
PipelineRasterizationState p_rasterization_state,
4948
PipelineMultisampleState p_multisample_state,
4949
PipelineDepthStencilState p_depth_stencil_state,
4950
PipelineColorBlendState p_blend_state,
4951
VectorView<int32_t> p_color_attachments,
4952
BitField<PipelineDynamicStateFlags> p_dynamic_state,
4953
RenderPassID p_render_pass,
4954
uint32_t p_render_subpass,
4955
VectorView<PipelineSpecializationConstant> p_specialization_constants) {
4956
const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
4957
4958
CD3DX12_PIPELINE_STATE_STREAM1 pipeline_desc = {};
4959
4960
const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
4961
RenderPipelineInfo render_info;
4962
4963
// Attachments.
4964
LocalVector<uint32_t> color_attachments;
4965
{
4966
const Subpass &subpass = pass_info->subpasses[p_render_subpass];
4967
4968
for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) {
4969
(&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
4970
}
4971
4972
for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
4973
const AttachmentReference &ref = subpass.color_references[i];
4974
if (ref.attachment != AttachmentReference::UNUSED) {
4975
const Attachment &attachment = pass_info->attachments[ref.attachment];
4976
DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN);
4977
(&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format;
4978
}
4979
}
4980
(&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size();
4981
4982
if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
4983
const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment];
4984
pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format;
4985
} else {
4986
pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
4987
}
4988
}
4989
4990
// Vertex.
4991
if (p_vertex_format) {
4992
const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id;
4993
(&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr();
4994
(&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size();
4995
render_info.vf_info = vf_info;
4996
}
4997
4998
// Input assembly & tessellation.
4999
5000
pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive];
5001
if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
5002
// Is there any way to get the true point count limit?
5003
ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID());
5004
render_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
5005
} else {
5006
render_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive];
5007
}
5008
if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
5009
// 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.
5010
pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
5011
} else {
5012
pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
5013
}
5014
5015
// Rasterization.
5016
(&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
5017
// In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
5018
ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID());
5019
(&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
5020
(&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode];
5021
(&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
5022
// 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.
5023
if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
5024
(&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
5025
(&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
5026
(&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
5027
(&pipeline_desc.RasterizerState)->DepthBias = 0;
5028
(&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
5029
(&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
5030
}
5031
(&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
5032
(&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
5033
(&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1;
5034
(&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
5035
5036
// In D3D12, there's no line width.
5037
ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID());
5038
5039
// Multisample.
5040
ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12?
5041
if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
5042
uint32_t sample_count = MIN(
5043
pass_info->max_supported_sample_count,
5044
TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]);
5045
(&pipeline_desc.SampleDesc)->Count = sample_count;
5046
} else {
5047
(&pipeline_desc.SampleDesc)->Count = 1;
5048
}
5049
if ((&pipeline_desc.SampleDesc)->Count > 1) {
5050
(&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
5051
} else {
5052
(&pipeline_desc.SampleDesc)->Quality = 0;
5053
}
5054
if (p_multisample_state.sample_mask.size()) {
5055
for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
5056
// In D3D12 there's a single sample mask for every pixel.
5057
ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID());
5058
}
5059
pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
5060
} else {
5061
pipeline_desc.SampleMask = 0xffffffff;
5062
}
5063
5064
// Depth stencil.
5065
5066
if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) {
5067
(&pipeline_desc.DepthStencilState)->DepthEnable = false;
5068
(&pipeline_desc.DepthStencilState)->StencilEnable = false;
5069
} else {
5070
(&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
5071
(&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
5072
(&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator];
5073
(&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
5074
(&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
5075
5076
// In D3D12 some elements can't be different across front and back.
5077
ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID());
5078
ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID());
5079
ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID());
5080
(&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
5081
(&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
5082
5083
(&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail];
5084
(&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass];
5085
(&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail];
5086
(&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare];
5087
5088
(&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail];
5089
(&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass];
5090
(&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail];
5091
(&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare];
5092
5093
if (misc_features_support.depth_bounds_supported) {
5094
render_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
5095
render_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
5096
} else {
5097
if (p_depth_stencil_state.enable_depth_range) {
5098
WARN_PRINT_ONCE("Depth bounds test is not supported by the GPU driver.");
5099
}
5100
}
5101
5102
render_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
5103
}
5104
5105
// Blend states.
5106
(&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
5107
{
5108
bool all_attachments_same_blend = true;
5109
for (int i = 0; i < p_blend_state.attachments.size(); i++) {
5110
const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
5111
D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
5112
5113
bd.BlendEnable = bs.enable_blend;
5114
bd.LogicOpEnable = p_blend_state.enable_logic_op;
5115
bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op];
5116
5117
bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor];
5118
bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor];
5119
bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op];
5120
5121
bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor];
5122
bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor];
5123
bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op];
5124
5125
if (bs.write_r) {
5126
bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
5127
}
5128
if (bs.write_g) {
5129
bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
5130
}
5131
if (bs.write_b) {
5132
bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
5133
}
5134
if (bs.write_a) {
5135
bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
5136
}
5137
5138
if (i > 0 && all_attachments_same_blend) {
5139
all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
5140
}
5141
}
5142
5143
// Per D3D12 docs, if logic op used, independent blending is not supported.
5144
ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID());
5145
5146
(&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
5147
}
5148
5149
render_info.dyn_params.blend_constant = p_blend_state.blend_constant;
5150
5151
// Multiview
5152
// We are using render target slices for each view.
5153
const D3D12_VIEW_INSTANCE_LOCATION viewInstanceLocations[D3D12_MAX_VIEW_INSTANCE_COUNT] = { { 0, 0 }, { 0, 1 }, { 0, 2 }, { 0, 3 } };
5154
if (pass_info->view_count > 1) {
5155
(&pipeline_desc.ViewInstancingDesc)->ViewInstanceCount = pass_info->view_count;
5156
(&pipeline_desc.ViewInstancingDesc)->Flags = D3D12_VIEW_INSTANCING_FLAG_NONE;
5157
(&pipeline_desc.ViewInstancingDesc)->pViewInstanceLocations = viewInstanceLocations;
5158
}
5159
5160
// Stages bytecodes + specialization constants.
5161
5162
pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
5163
5164
HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
5165
bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
5166
ERR_FAIL_COND_V(!ok, PipelineID());
5167
5168
pipeline_desc.VS = D3D12_SHADER_BYTECODE{
5169
final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
5170
(SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
5171
};
5172
pipeline_desc.PS = D3D12_SHADER_BYTECODE{
5173
final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
5174
(SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
5175
};
5176
5177
ComPtr<ID3D12Device2> device_2;
5178
device->QueryInterface(device_2.GetAddressOf());
5179
ID3D12PipelineState *pso = nullptr;
5180
HRESULT res = E_FAIL;
5181
if (device_2) {
5182
D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
5183
pssd.pPipelineStateSubobjectStream = &pipeline_desc;
5184
pssd.SizeInBytes = sizeof(pipeline_desc);
5185
res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
5186
} else {
5187
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
5188
res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
5189
}
5190
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
5191
5192
PipelineInfo *pipeline_info = memnew(PipelineInfo);
5193
pipeline_info->pso = pso;
5194
pipeline_info->shader_info = shader_info_in;
5195
pipeline_info->render_info = render_info;
5196
5197
return PipelineID(pipeline_info);
5198
}
5199
5200
/*****************/
5201
/**** COMPUTE ****/
5202
/*****************/
5203
5204
// ----- COMMANDS -----
5205
5206
void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
5207
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
5208
const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
5209
5210
if (cmd_buf_info->compute_pso == pipeline_info->pso) {
5211
return;
5212
}
5213
5214
const ShaderInfo *shader_info_in = pipeline_info->shader_info;
5215
cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
5216
if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) {
5217
cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get());
5218
cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc;
5219
}
5220
5221
cmd_buf_info->compute_pso = pipeline_info->pso;
5222
cmd_buf_info->graphics_pso = nullptr;
5223
}
5224
5225
void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
5226
_command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true);
5227
}
5228
5229
void RenderingDeviceDriverD3D12::command_bind_compute_uniform_sets(CommandBufferID p_cmd_buffer, VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count) {
5230
for (uint32_t i = 0u; i < p_set_count; ++i) {
5231
// TODO: _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
5232
_command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, true);
5233
}
5234
}
5235
5236
void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
5237
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
5238
if (!barrier_capabilities.enhanced_barriers_supported) {
5239
_resource_transitions_flush(cmd_buf_info);
5240
}
5241
5242
cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
5243
}
5244
5245
void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) {
5246
CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
5247
BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
5248
if (!barrier_capabilities.enhanced_barriers_supported) {
5249
_resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
5250
_resource_transitions_flush(cmd_buf_info);
5251
}
5252
5253
cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0);
5254
}
5255
5256
// ----- PIPELINE -----
5257
5258
RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) {
5259
const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
5260
5261
CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
5262
5263
// Stages bytecodes + specialization constants.
5264
5265
pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
5266
5267
HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
5268
bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
5269
ERR_FAIL_COND_V(!ok, PipelineID());
5270
5271
pipeline_desc.CS = D3D12_SHADER_BYTECODE{
5272
final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
5273
(SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
5274
};
5275
5276
ComPtr<ID3D12Device2> device_2;
5277
device->QueryInterface(device_2.GetAddressOf());
5278
ID3D12PipelineState *pso = nullptr;
5279
HRESULT res = E_FAIL;
5280
if (device_2) {
5281
D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
5282
pssd.pPipelineStateSubobjectStream = &pipeline_desc;
5283
pssd.SizeInBytes = sizeof(pipeline_desc);
5284
res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
5285
} else {
5286
D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
5287
res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso));
5288
}
5289
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
5290
5291
PipelineInfo *pipeline_info = memnew(PipelineInfo);
5292
pipeline_info->pso = pso;
5293
pipeline_info->shader_info = shader_info_in;
5294
5295
return PipelineID(pipeline_info);
5296
}
5297
5298
/*****************/
5299
/**** QUERIES ****/
5300
/*****************/
5301
5302
// ----- TIMESTAMP -----
5303
5304
RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) {
5305
ComPtr<ID3D12QueryHeap> query_heap;
5306
{
5307
D3D12_QUERY_HEAP_DESC qh_desc = {};
5308
qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
5309
qh_desc.Count = p_query_count;
5310
qh_desc.NodeMask = 0;
5311
HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf()));
5312
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
5313
}
5314
5315
ComPtr<D3D12MA::Allocation> results_buffer_allocation;
5316
{
5317
D3D12MA::ALLOCATION_DESC allocation_desc = {};
5318
allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
5319
5320
CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count);
5321
5322
ComPtr<ID3D12Resource> results_buffer;
5323
HRESULT res = allocator->CreateResource(
5324
&allocation_desc,
5325
&resource_desc,
5326
D3D12_RESOURCE_STATE_COPY_DEST,
5327
nullptr,
5328
results_buffer_allocation.GetAddressOf(),
5329
IID_PPV_ARGS(results_buffer.GetAddressOf()));
5330
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
5331
}
5332
5333
// Bookkeep.
5334
5335
TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator);
5336
tqp_info->query_heap = query_heap;
5337
tqp_info->query_count = p_query_count;
5338
tqp_info->results_buffer_allocation = results_buffer_allocation;
5339
5340
return RDD::QueryPoolID(tqp_info);
5341
}
5342
5343
void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) {
5344
TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
5345
VersatileResource::free(resources_allocator, tqp_info);
5346
}
5347
5348
void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) {
5349
TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
5350
5351
ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
5352
5353
void *results_buffer_data = nullptr;
5354
results_buffer->Map(0, &VOID_RANGE, &results_buffer_data);
5355
memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count);
5356
results_buffer->Unmap(0, &VOID_RANGE);
5357
}
5358
5359
uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) {
5360
return p_result / (double)device_limits.timestamp_frequency * 1000000000.0;
5361
}
5362
5363
void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) {
5364
}
5365
5366
void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) {
5367
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
5368
TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
5369
ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
5370
cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index);
5371
cmd_buf_info->cmd_list->ResolveQueryData(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index, 1, results_buffer, p_index * sizeof(uint64_t));
5372
}
5373
5374
void RenderingDeviceDriverD3D12::command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) {
5375
#ifdef PIX_ENABLED
5376
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
5377
PIXBeginEvent(cmd_buf_info->cmd_list.Get(), p_color.to_argb32(), p_label_name);
5378
#endif
5379
}
5380
5381
void RenderingDeviceDriverD3D12::command_end_label(CommandBufferID p_cmd_buffer) {
5382
#ifdef PIX_ENABLED
5383
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
5384
PIXEndEvent(cmd_buf_info->cmd_list.Get());
5385
#endif
5386
}
5387
5388
void RenderingDeviceDriverD3D12::command_insert_breadcrumb(CommandBufferID p_cmd_buffer, uint32_t p_data) {
5389
// TODO: Implement via DRED.
5390
}
5391
5392
/********************/
5393
/**** SUBMISSION ****/
5394
/********************/
5395
5396
void RenderingDeviceDriverD3D12::begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) {
5397
frame_idx = p_frame_index;
5398
5399
frames_drawn = p_frames_drawn;
5400
allocator->SetCurrentFrameIndex(p_frames_drawn);
5401
5402
frames[frame_idx].desc_heap_walkers.resources.rewind();
5403
frames[frame_idx].desc_heap_walkers.samplers.rewind();
5404
frames[frame_idx].desc_heap_walkers.aux.rewind();
5405
frames[frame_idx].desc_heap_walkers.rtv.rewind();
5406
frames[frame_idx].desc_heaps_exhausted_reported = {};
5407
frames[frame_idx].null_rtv_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE{};
5408
frames[frame_idx].segment_serial = segment_serial;
5409
5410
segment_begun = true;
5411
}
5412
5413
void RenderingDeviceDriverD3D12::end_segment() {
5414
segment_serial++;
5415
segment_begun = false;
5416
}
5417
5418
/**************/
5419
/**** MISC ****/
5420
/**************/
5421
5422
void RenderingDeviceDriverD3D12::_set_object_name(ID3D12Object *p_object, String p_object_name) {
5423
ERR_FAIL_NULL(p_object);
5424
int name_len = p_object_name.size();
5425
WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
5426
MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
5427
p_object->SetName(name_w);
5428
}
5429
5430
void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) {
5431
switch (p_type) {
5432
case OBJECT_TYPE_TEXTURE: {
5433
const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
5434
if (tex_info->owner_info.allocation) {
5435
_set_object_name(tex_info->resource, p_name);
5436
}
5437
} break;
5438
case OBJECT_TYPE_SAMPLER: {
5439
} break;
5440
case OBJECT_TYPE_BUFFER: {
5441
const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id;
5442
_set_object_name(buf_info->resource, p_name);
5443
} break;
5444
case OBJECT_TYPE_SHADER: {
5445
const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id;
5446
_set_object_name(shader_info_in->root_signature.Get(), p_name);
5447
} break;
5448
case OBJECT_TYPE_UNIFORM_SET: {
5449
const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id;
5450
if (uniform_set_info->desc_heaps.resources.get_heap()) {
5451
_set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap");
5452
}
5453
if (uniform_set_info->desc_heaps.samplers.get_heap()) {
5454
_set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap");
5455
}
5456
} break;
5457
case OBJECT_TYPE_PIPELINE: {
5458
const PipelineInfo *pipeline_info = (const PipelineInfo *)p_driver_id.id;
5459
_set_object_name(pipeline_info->pso, p_name);
5460
} break;
5461
default: {
5462
DEV_ASSERT(false);
5463
}
5464
}
5465
}
5466
5467
uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) {
5468
switch (p_type) {
5469
case DRIVER_RESOURCE_LOGICAL_DEVICE: {
5470
return (uint64_t)device.Get();
5471
}
5472
case DRIVER_RESOURCE_PHYSICAL_DEVICE: {
5473
return (uint64_t)adapter.Get();
5474
}
5475
case DRIVER_RESOURCE_TOPMOST_OBJECT: {
5476
return 0;
5477
}
5478
case DRIVER_RESOURCE_COMMAND_QUEUE: {
5479
return (uint64_t)p_driver_id.id;
5480
}
5481
case DRIVER_RESOURCE_QUEUE_FAMILY: {
5482
return 0;
5483
}
5484
case DRIVER_RESOURCE_TEXTURE: {
5485
const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
5486
return (uint64_t)tex_info->main_texture;
5487
} break;
5488
case DRIVER_RESOURCE_TEXTURE_VIEW: {
5489
const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
5490
return (uint64_t)tex_info->resource;
5491
}
5492
case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: {
5493
const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
5494
return (uint64_t)tex_info->desc.Format;
5495
}
5496
case DRIVER_RESOURCE_SAMPLER:
5497
case DRIVER_RESOURCE_UNIFORM_SET:
5498
return 0;
5499
case DRIVER_RESOURCE_BUFFER: {
5500
const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
5501
return (uint64_t)tex_info->resource;
5502
} break;
5503
case DRIVER_RESOURCE_COMPUTE_PIPELINE:
5504
case DRIVER_RESOURCE_RENDER_PIPELINE: {
5505
return p_driver_id.id;
5506
}
5507
default: {
5508
return 0;
5509
}
5510
}
5511
}
5512
5513
uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() {
5514
D3D12MA::TotalStatistics stats;
5515
allocator->CalculateStatistics(&stats);
5516
return stats.Total.Stats.BlockBytes;
5517
}
5518
5519
uint64_t RenderingDeviceDriverD3D12::get_lazily_memory_used() {
5520
return 0;
5521
}
5522
5523
uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
5524
uint64_t safe_unbounded = ((uint64_t)1 << 30);
5525
switch (p_limit) {
5526
case LIMIT_MAX_BOUND_UNIFORM_SETS:
5527
return safe_unbounded;
5528
case LIMIT_MAX_TEXTURE_ARRAY_LAYERS:
5529
return D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
5530
case LIMIT_MAX_TEXTURE_SIZE_1D:
5531
return D3D12_REQ_TEXTURE1D_U_DIMENSION;
5532
case LIMIT_MAX_TEXTURE_SIZE_2D:
5533
return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
5534
case LIMIT_MAX_TEXTURE_SIZE_3D:
5535
return D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
5536
case LIMIT_MAX_TEXTURE_SIZE_CUBE:
5537
return D3D12_REQ_TEXTURECUBE_DIMENSION;
5538
case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
5539
return device_limits.max_srvs_per_shader_stage;
5540
case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
5541
return 65536;
5542
case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
5543
case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
5544
return 16384; // Based on max. texture size. Maybe not correct.
5545
case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
5546
return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
5547
case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
5548
return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
5549
case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
5550
return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
5551
case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
5552
return D3D12_CS_THREAD_GROUP_MAX_X;
5553
case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
5554
return D3D12_CS_THREAD_GROUP_MAX_Y;
5555
case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
5556
return D3D12_CS_THREAD_GROUP_MAX_Z;
5557
case LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE:
5558
return D3D12_CS_TGSM_REGISTER_COUNT * sizeof(float);
5559
case LIMIT_SUBGROUP_SIZE:
5560
// Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
5561
// but at this time I don't know the implications on the transpilation to DXIL, etc.
5562
case LIMIT_SUBGROUP_MIN_SIZE:
5563
case LIMIT_SUBGROUP_MAX_SIZE:
5564
return subgroup_capabilities.size;
5565
case LIMIT_SUBGROUP_IN_SHADERS:
5566
return subgroup_capabilities.supported_stages_flags_rd();
5567
case LIMIT_SUBGROUP_OPERATIONS:
5568
return subgroup_capabilities.supported_operations_flags_rd();
5569
case LIMIT_MAX_SHADER_VARYINGS:
5570
return MIN(D3D12_VS_OUTPUT_REGISTER_COUNT, D3D12_PS_INPUT_REGISTER_COUNT);
5571
default: {
5572
#ifdef DEV_ENABLED
5573
WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
5574
#endif
5575
return safe_unbounded;
5576
}
5577
}
5578
}
5579
5580
uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
5581
switch (p_trait) {
5582
case API_TRAIT_HONORS_PIPELINE_BARRIERS:
5583
return barrier_capabilities.enhanced_barriers_supported;
5584
case API_TRAIT_SHADER_CHANGE_INVALIDATION:
5585
return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH;
5586
case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT:
5587
return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
5588
case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP:
5589
return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
5590
case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR:
5591
return false;
5592
case API_TRAIT_CLEARS_WITH_COPY_ENGINE:
5593
return false;
5594
case API_TRAIT_USE_GENERAL_IN_COPY_QUEUES:
5595
return true;
5596
case API_TRAIT_BUFFERS_REQUIRE_TRANSITIONS:
5597
return !barrier_capabilities.enhanced_barriers_supported;
5598
default:
5599
return RenderingDeviceDriver::api_trait_get(p_trait);
5600
}
5601
}
5602
5603
bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) {
5604
switch (p_feature) {
5605
case SUPPORTS_HALF_FLOAT:
5606
return shader_capabilities.native_16bit_ops && storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
5607
case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
5608
return true;
5609
case SUPPORTS_BUFFER_DEVICE_ADDRESS:
5610
return true;
5611
case SUPPORTS_IMAGE_ATOMIC_32_BIT:
5612
return true;
5613
case SUPPORTS_VULKAN_MEMORY_MODEL:
5614
return false;
5615
default:
5616
return false;
5617
}
5618
}
5619
5620
const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() {
5621
return multiview_capabilities;
5622
}
5623
5624
const RDD::FragmentShadingRateCapabilities &RenderingDeviceDriverD3D12::get_fragment_shading_rate_capabilities() {
5625
return fsr_capabilities;
5626
}
5627
5628
const RDD::FragmentDensityMapCapabilities &RenderingDeviceDriverD3D12::get_fragment_density_map_capabilities() {
5629
return fdm_capabilities;
5630
}
5631
5632
String RenderingDeviceDriverD3D12::get_api_name() const {
5633
return "D3D12";
5634
}
5635
5636
String RenderingDeviceDriverD3D12::get_api_version() const {
5637
return vformat("%d_%d", feature_level / 10, feature_level % 10);
5638
}
5639
5640
String RenderingDeviceDriverD3D12::get_pipeline_cache_uuid() const {
5641
return pipeline_cache_id;
5642
}
5643
5644
const RDD::Capabilities &RenderingDeviceDriverD3D12::get_capabilities() const {
5645
return device_capabilities;
5646
}
5647
5648
const RenderingShaderContainerFormat &RenderingDeviceDriverD3D12::get_shader_container_format() const {
5649
return shader_container_format;
5650
}
5651
5652
bool RenderingDeviceDriverD3D12::is_composite_alpha_supported(CommandQueueID p_queue) const {
5653
if (has_comp_alpha.has((uint64_t)p_queue.id)) {
5654
return has_comp_alpha[(uint64_t)p_queue.id];
5655
}
5656
return false;
5657
}
5658
5659
/******************/
5660
5661
RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver) {
5662
DEV_ASSERT(p_context_driver != nullptr);
5663
5664
this->context_driver = p_context_driver;
5665
}
5666
5667
RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() {
5668
if (D3D12Hooks::get_singleton() != nullptr) {
5669
D3D12Hooks::get_singleton()->cleanup_device();
5670
}
5671
glsl_type_singleton_decref();
5672
}
5673
5674
bool RenderingDeviceDriverD3D12::is_in_developer_mode() {
5675
HKEY hkey = nullptr;
5676
LSTATUS result = RegOpenKeyExW(HKEY_LOCAL_MACHINE, L"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\AppModelUnlock", 0, KEY_READ, &hkey);
5677
if (result != ERROR_SUCCESS) {
5678
return false;
5679
}
5680
5681
DWORD value = 0;
5682
DWORD dword_size = sizeof(DWORD);
5683
result = RegQueryValueExW(hkey, L"AllowDevelopmentWithoutDevLicense", nullptr, nullptr, (PBYTE)&value, &dword_size);
5684
RegCloseKey(hkey);
5685
5686
if (result != ERROR_SUCCESS) {
5687
return false;
5688
}
5689
5690
return (value != 0);
5691
}
5692
5693
Error RenderingDeviceDriverD3D12::_initialize_device() {
5694
HRESULT res;
5695
5696
if (is_in_developer_mode()) {
5697
typedef HRESULT(WINAPI * PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(_In_ UINT, _In_count_(NumFeatures) const IID *, _In_opt_count_(NumFeatures) void *, _In_opt_count_(NumFeatures) UINT *);
5698
PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES d3d_D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12EnableExperimentalFeatures");
5699
ERR_FAIL_NULL_V(d3d_D3D12EnableExperimentalFeatures, ERR_CANT_CREATE);
5700
5701
UUID experimental_features[] = { D3D12ExperimentalShaderModels };
5702
d3d_D3D12EnableExperimentalFeatures(1, experimental_features, nullptr, nullptr);
5703
}
5704
5705
D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0;
5706
// Override the adapter and feature level if needed by the XR backend.
5707
if (D3D12Hooks::get_singleton() != nullptr) {
5708
const LUID adapter_luid = D3D12Hooks::get_singleton()->get_adapter_luid();
5709
requested_feature_level = D3D12Hooks::get_singleton()->get_feature_level();
5710
ComPtr<IDXGIAdapter1> desired_adapter;
5711
for (UINT adapter_index = 0;; adapter_index++) {
5712
// EnumAdapters1 will fail with DXGI_ERROR_NOT_FOUND when there are no more adapters to
5713
// enumerate.
5714
if (context_driver->dxgi_factory_get()->EnumAdapters1(adapter_index, desired_adapter.ReleaseAndGetAddressOf()) == DXGI_ERROR_NOT_FOUND) {
5715
break;
5716
}
5717
DXGI_ADAPTER_DESC1 desc;
5718
desired_adapter->GetDesc1(&desc);
5719
if (!memcmp(&desc.AdapterLuid, &adapter_luid, sizeof(LUID))) {
5720
break;
5721
}
5722
}
5723
ERR_FAIL_NULL_V(desired_adapter, ERR_CANT_CREATE);
5724
adapter = desired_adapter;
5725
}
5726
5727
ID3D12DeviceFactory *device_factory = context_driver->device_factory_get();
5728
if (device_factory != nullptr) {
5729
res = device_factory->CreateDevice(adapter.Get(), requested_feature_level, IID_PPV_ARGS(device.GetAddressOf()));
5730
} else {
5731
PFN_D3D12_CREATE_DEVICE d3d_D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateDevice");
5732
ERR_FAIL_NULL_V(d3d_D3D12CreateDevice, ERR_CANT_CREATE);
5733
5734
res = d3d_D3D12CreateDevice(adapter.Get(), requested_feature_level, IID_PPV_ARGS(device.GetAddressOf()));
5735
}
5736
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
5737
5738
if (D3D12Hooks::get_singleton() != nullptr) {
5739
D3D12Hooks::get_singleton()->set_device(device.Get());
5740
}
5741
5742
if (context_driver->use_validation_layers()) {
5743
ComPtr<ID3D12InfoQueue> info_queue;
5744
res = device.As(&info_queue);
5745
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
5746
5747
#if CUSTOM_INFO_QUEUE_ENABLED
5748
ComPtr<ID3D12InfoQueue1> info_queue_1;
5749
device.As(&info_queue_1);
5750
if (info_queue_1) {
5751
// Custom printing supported (added in Windows 10 Release Preview build 20236). Even if the callback cookie is unused, it seems the
5752
// argument is not optional and the function will fail if it's not specified.
5753
DWORD callback_cookie;
5754
info_queue_1->SetMuteDebugOutput(TRUE);
5755
res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, &callback_cookie);
5756
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
5757
} else
5758
#endif
5759
{
5760
// Rely on D3D12's own debug printing.
5761
if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
5762
res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
5763
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
5764
res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
5765
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
5766
res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
5767
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
5768
}
5769
}
5770
5771
D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
5772
D3D12_MESSAGE_SEVERITY_INFO,
5773
};
5774
5775
D3D12_MESSAGE_ID messages_to_mute[] = {
5776
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
5777
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
5778
// These happen due to how D3D12MA manages buffers; seems benign.
5779
D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
5780
D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
5781
// Seemingly a false positive.
5782
D3D12_MESSAGE_ID_DATA_STATIC_WHILE_SET_AT_EXECUTE_DESCRIPTOR_INVALID_DATA_CHANGE,
5783
};
5784
5785
D3D12_INFO_QUEUE_FILTER filter = {};
5786
filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
5787
filter.DenyList.pSeverityList = severities_to_mute;
5788
filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
5789
filter.DenyList.pIDList = messages_to_mute;
5790
5791
res = info_queue->PushStorageFilter(&filter);
5792
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
5793
}
5794
5795
return OK;
5796
}
5797
5798
Error RenderingDeviceDriverD3D12::_check_capabilities() {
5799
// Check feature levels.
5800
const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
5801
D3D_FEATURE_LEVEL_11_0,
5802
D3D_FEATURE_LEVEL_11_1,
5803
D3D_FEATURE_LEVEL_12_0,
5804
D3D_FEATURE_LEVEL_12_1,
5805
D3D_FEATURE_LEVEL_12_2,
5806
};
5807
5808
D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
5809
feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
5810
feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
5811
5812
HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
5813
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
5814
5815
// Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
5816
uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
5817
uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
5818
feature_level = feat_level_major * 10 + feat_level_minor;
5819
5820
// Fill device capabilities.
5821
device_capabilities.device_family = DEVICE_DIRECTX;
5822
device_capabilities.version_major = feature_level / 10;
5823
device_capabilities.version_minor = feature_level % 10;
5824
5825
// Assume not supported until proven otherwise.
5826
multiview_capabilities.is_supported = false;
5827
multiview_capabilities.geometry_shader_is_supported = false;
5828
multiview_capabilities.tessellation_shader_is_supported = false;
5829
multiview_capabilities.max_view_count = 0;
5830
multiview_capabilities.max_instance_count = 0;
5831
multiview_capabilities.is_supported = false;
5832
subgroup_capabilities.size = 0;
5833
subgroup_capabilities.wave_ops_supported = false;
5834
shader_capabilities.shader_model = (D3D_SHADER_MODEL)0;
5835
shader_capabilities.native_16bit_ops = false;
5836
storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
5837
format_capabilities.relaxed_casting_supported = false;
5838
5839
{
5840
static const D3D_SHADER_MODEL SMS_TO_CHECK[] = {
5841
D3D_SHADER_MODEL_6_6,
5842
D3D_SHADER_MODEL_6_5,
5843
D3D_SHADER_MODEL_6_4,
5844
D3D_SHADER_MODEL_6_3,
5845
D3D_SHADER_MODEL_6_2,
5846
D3D_SHADER_MODEL_6_1,
5847
D3D_SHADER_MODEL_6_0, // Determined by NIR (dxil_min_shader_model).
5848
};
5849
5850
D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
5851
for (uint32_t i = 0; i < ARRAY_SIZE(SMS_TO_CHECK); i++) {
5852
shader_model.HighestShaderModel = SMS_TO_CHECK[i];
5853
res = device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
5854
if (SUCCEEDED(res)) {
5855
shader_capabilities.shader_model = shader_model.HighestShaderModel;
5856
break;
5857
}
5858
if (res == E_INVALIDARG) {
5859
continue; // Must assume the device doesn't know about the SM just checked.
5860
}
5861
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
5862
}
5863
5864
#define D3D_SHADER_MODEL_TO_STRING(m_sm) vformat("%d.%d", (m_sm >> 4), (m_sm & 0xf))
5865
5866
ERR_FAIL_COND_V_MSG(shader_capabilities.shader_model < SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1], ERR_UNAVAILABLE,
5867
vformat("No support for any of the suitable shader models (%s-%s) has been found.", D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1]), D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[0])));
5868
5869
print_verbose("- Shader:");
5870
print_verbose(" model: " + D3D_SHADER_MODEL_TO_STRING(shader_capabilities.shader_model));
5871
}
5872
5873
shader_container_format.set_lib_d3d12(context_driver->lib_d3d12);
5874
5875
D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
5876
res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
5877
if (SUCCEEDED(res)) {
5878
storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
5879
}
5880
5881
D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
5882
res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
5883
if (SUCCEEDED(res)) {
5884
subgroup_capabilities.size = options1.WaveLaneCountMin;
5885
subgroup_capabilities.wave_ops_supported = options1.WaveOps;
5886
}
5887
5888
D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2 = {};
5889
res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2, &options2, sizeof(options2));
5890
if (SUCCEEDED(res)) {
5891
misc_features_support.depth_bounds_supported = options2.DepthBoundsTestSupported;
5892
}
5893
5894
D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
5895
res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
5896
if (SUCCEEDED(res)) {
5897
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
5898
// https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
5899
if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
5900
multiview_capabilities.is_supported = true;
5901
multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
5902
multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
5903
multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
5904
multiview_capabilities.max_instance_count = UINT32_MAX;
5905
}
5906
}
5907
5908
D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
5909
res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4));
5910
if (SUCCEEDED(res)) {
5911
shader_capabilities.native_16bit_ops = options4.Native16BitShaderOpsSupported;
5912
}
5913
5914
D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
5915
res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
5916
if (SUCCEEDED(res)) {
5917
if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
5918
fsr_capabilities.pipeline_supported = true;
5919
if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
5920
fsr_capabilities.primitive_supported = true;
5921
fsr_capabilities.attachment_supported = true;
5922
fsr_capabilities.min_texel_size = Size2i(options6.ShadingRateImageTileSize, options6.ShadingRateImageTileSize);
5923
fsr_capabilities.max_texel_size = Size2i(8, 8);
5924
}
5925
}
5926
}
5927
5928
D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
5929
res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
5930
if (SUCCEEDED(res)) {
5931
format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
5932
barrier_capabilities.enhanced_barriers_supported = options12.EnhancedBarriersSupported;
5933
}
5934
5935
if (fsr_capabilities.pipeline_supported || fsr_capabilities.primitive_supported || fsr_capabilities.attachment_supported) {
5936
print_verbose("- D3D12 Variable Rate Shading supported:");
5937
if (fsr_capabilities.pipeline_supported) {
5938
print_verbose(" Draw call");
5939
}
5940
if (fsr_capabilities.primitive_supported) {
5941
print_verbose(" Primitive");
5942
}
5943
if (fsr_capabilities.attachment_supported) {
5944
print_verbose(String(" Screen-space image (tile size: ") + itos(fsr_capabilities.min_texel_size.x) + ")");
5945
}
5946
} else {
5947
print_verbose("- D3D12 Variable Rate Shading not supported");
5948
}
5949
5950
if (multiview_capabilities.is_supported) {
5951
print_verbose("- D3D12 multiview supported:");
5952
print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
5953
//print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
5954
} else {
5955
print_verbose("- D3D12 multiview not supported");
5956
}
5957
5958
if (format_capabilities.relaxed_casting_supported) {
5959
#if 0
5960
print_verbose("- Relaxed casting supported");
5961
#else
5962
// Certain configurations (Windows 11 with an updated NVIDIA driver) crash when using relaxed casting.
5963
// Therefore, we disable it temporarily until we can assure that it's reliable.
5964
// There are fallbacks in place that work in every case, if less efficient.
5965
format_capabilities.relaxed_casting_supported = false;
5966
print_verbose("- Relaxed casting supported (but disabled for now)");
5967
#endif
5968
} else {
5969
print_verbose("- Relaxed casting not supported");
5970
}
5971
5972
print_verbose(String("- D3D12 16-bit ops supported: ") + (shader_capabilities.native_16bit_ops ? "yes" : "no"));
5973
5974
if (misc_features_support.depth_bounds_supported) {
5975
print_verbose("- Depth bounds test supported");
5976
} else {
5977
print_verbose("- Depth bounds test not supported");
5978
}
5979
5980
return OK;
5981
}
5982
5983
Error RenderingDeviceDriverD3D12::_get_device_limits() {
5984
D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
5985
HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
5986
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
5987
5988
// https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
5989
device_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
5990
device_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
5991
device_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
5992
if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
5993
device_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
5994
} else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
5995
device_limits.max_uavs_across_all_stages = 64;
5996
} else {
5997
device_limits.max_uavs_across_all_stages = UINT64_MAX;
5998
}
5999
6000
// Retrieving the timestamp frequency requires creating a command queue that will be discarded immediately.
6001
ComPtr<ID3D12CommandQueue> unused_command_queue;
6002
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
6003
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
6004
res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(unused_command_queue.GetAddressOf()));
6005
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
6006
6007
res = unused_command_queue->GetTimestampFrequency(&device_limits.timestamp_frequency);
6008
if (!SUCCEEDED(res)) {
6009
print_verbose("D3D12: GetTimestampFrequency failed with error " + vformat("0x%08ux", (uint64_t)res) + ". Timestamps will be inaccurate.");
6010
}
6011
6012
return OK;
6013
}
6014
6015
Error RenderingDeviceDriverD3D12::_initialize_allocator() {
6016
D3D12MA::ALLOCATOR_DESC allocator_desc = {};
6017
allocator_desc.pDevice = device.Get();
6018
allocator_desc.pAdapter = adapter.Get();
6019
allocator_desc.Flags = D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED;
6020
6021
HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
6022
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
6023
6024
return OK;
6025
}
6026
6027
static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) {
6028
D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
6029
iarg_desc.Type = p_type;
6030
D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
6031
cs_desc.ByteStride = p_stride;
6032
cs_desc.NumArgumentDescs = 1;
6033
cs_desc.pArgumentDescs = &iarg_desc;
6034
cs_desc.NodeMask = 0;
6035
HRESULT res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf()));
6036
ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
6037
return OK;
6038
}
6039
6040
Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
6041
Error err;
6042
6043
//CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
6044
uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
6045
uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame");
6046
uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame");
6047
6048
frames.resize(p_frame_count);
6049
for (uint32_t i = 0; i < frames.size(); i++) {
6050
err = frames[i].desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true);
6051
ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RESOURCE descriptors heap failed.");
6052
6053
err = frames[i].desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true);
6054
ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's SAMPLER descriptors heap failed.");
6055
6056
err = frames[i].desc_heaps.aux.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false);
6057
ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's AUX descriptors heap failed.");
6058
6059
err = frames[i].desc_heaps.rtv.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false);
6060
ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RENDER TARGET descriptors heap failed.");
6061
6062
frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
6063
frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
6064
frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
6065
frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
6066
}
6067
6068
return OK;
6069
}
6070
6071
Error RenderingDeviceDriverD3D12::_initialize_command_signatures() {
6072
Error err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw);
6073
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6074
6075
err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed);
6076
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6077
6078
err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch);
6079
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6080
6081
return OK;
6082
}
6083
6084
Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p_frame_count) {
6085
glsl_type_singleton_init_or_ref();
6086
6087
context_device = context_driver->device_get(p_device_index);
6088
adapter = context_driver->create_adapter(p_device_index);
6089
ERR_FAIL_NULL_V(adapter, ERR_CANT_CREATE);
6090
6091
HRESULT res = adapter->GetDesc(&adapter_desc);
6092
ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
6093
6094
// Set the pipeline cache ID based on the adapter information.
6095
pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&adapter_desc.AdapterLuid, sizeof(LUID));
6096
pipeline_cache_id += "-driver-" + itos(adapter_desc.Revision);
6097
6098
Error err = _initialize_device();
6099
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6100
6101
err = _check_capabilities();
6102
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6103
6104
err = _get_device_limits();
6105
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6106
6107
err = _initialize_allocator();
6108
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6109
6110
err = _initialize_frames(p_frame_count);
6111
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6112
6113
err = _initialize_command_signatures();
6114
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
6115
6116
return OK;
6117
}
6118
6119