diff options
Diffstat (limited to 'drivers/d3d12/d3d12_context.cpp')
-rw-r--r-- | drivers/d3d12/d3d12_context.cpp | 1067 |
1 files changed, 1067 insertions, 0 deletions
diff --git a/drivers/d3d12/d3d12_context.cpp b/drivers/d3d12/d3d12_context.cpp new file mode 100644 index 0000000000..6933089208 --- /dev/null +++ b/drivers/d3d12/d3d12_context.cpp @@ -0,0 +1,1067 @@ +/**************************************************************************/ +/* d3d12_context.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "d3d12_context.h" + +#include "core/config/engine.h" +#include "core/config/project_settings.h" +#include "core/string/ustring.h" +#include "core/templates/local_vector.h" +#include "core/version.h" +#include "servers/rendering/rendering_device.h" + +#include "dxcapi.h" + +extern "C" { +char godot_nir_arch_name[32]; + +#ifdef AGILITY_SDK_ENABLED +__declspec(dllexport) extern const UINT D3D12SDKVersion = 610; +#ifdef AGILITY_SDK_MULTIARCH_ENABLED +#if defined(__aarch64__) || defined(_M_ARM64) || defined(_M_ARM64EC) +__declspec(dllexport) extern const char *D3D12SDKPath = "\\.\\arm64"; +#else +__declspec(dllexport) extern const char *D3D12SDKPath = "\\.\\x86_64"; +#endif +#else +__declspec(dllexport) extern const char *D3D12SDKPath = "\\."; +#endif // AGILITY_SDK_MULTIARCH +#endif // AGILITY_SDK_ENABLED +} + +#ifdef PIX_ENABLED +#define USE_PIX +#include "WinPixEventRuntime/pix3.h" +#endif + +#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0])) + +void D3D12Context::_debug_message_func( + D3D12_MESSAGE_CATEGORY p_category, + D3D12_MESSAGE_SEVERITY p_severity, + D3D12_MESSAGE_ID p_id, + LPCSTR p_description, + void *p_context) { + String type_string; + switch (p_category) { + case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED: + type_string = "APPLICATION_DEFINED"; + break; + case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS: + type_string = "MISCELLANEOUS"; + break; + case D3D12_MESSAGE_CATEGORY_INITIALIZATION: + type_string = "INITIALIZATION"; + break; + case D3D12_MESSAGE_CATEGORY_CLEANUP: + type_string = "CLEANUP"; + break; + case D3D12_MESSAGE_CATEGORY_COMPILATION: + type_string = "COMPILATION"; + break; + case D3D12_MESSAGE_CATEGORY_STATE_CREATION: + type_string = "STATE_CREATION"; + break; + case D3D12_MESSAGE_CATEGORY_STATE_SETTING: + type_string = "STATE_SETTING"; + break; + case D3D12_MESSAGE_CATEGORY_STATE_GETTING: + type_string = "STATE_GETTING"; + break; + case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION: + type_string = "RESOURCE_MANIPULATION"; + break; + case D3D12_MESSAGE_CATEGORY_EXECUTION: + type_string = "EXECUTION"; + break; + case D3D12_MESSAGE_CATEGORY_SHADER: + type_string = "SHADER"; + break; + } + + String error_message(type_string + + " - Message Id Number: " + String::num_int64(p_id) + + "\n\t" + p_description); + + // Convert D3D12 severity to our own log macros. + switch (p_severity) { + case D3D12_MESSAGE_SEVERITY_MESSAGE: + print_verbose(error_message); + break; + case D3D12_MESSAGE_SEVERITY_INFO: + print_line(error_message); + break; + case D3D12_MESSAGE_SEVERITY_WARNING: + WARN_PRINT(error_message); + break; + case D3D12_MESSAGE_SEVERITY_ERROR: + case D3D12_MESSAGE_SEVERITY_CORRUPTION: + ERR_PRINT(error_message); + CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(), + "Crashing, because abort on GPU errors is enabled."); + break; + } +} + +uint32_t D3D12Context::SubgroupCapabilities::supported_stages_flags_rd() const { + // If there's a way to check exactly which are supported, I have yet to find it. + return ( + RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT | + RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT); +} + +uint32_t D3D12Context::SubgroupCapabilities::supported_operations_flags_rd() const { + if (!wave_ops_supported) { + return 0; + } else { + return ( + RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT | + RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT | + RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT | + RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT | + RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT | + RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT | + RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT | + RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT); + } +} + +Error D3D12Context::_check_capabilities() { + // Assume not supported until proven otherwise. + vrs_capabilities.draw_call_supported = false; + vrs_capabilities.primitive_supported = false; + vrs_capabilities.primitive_in_multiviewport = false; + vrs_capabilities.ss_image_supported = false; + vrs_capabilities.ss_image_tile_size = 1; + vrs_capabilities.additional_rates_supported = false; + multiview_capabilities.is_supported = false; + multiview_capabilities.geometry_shader_is_supported = false; + multiview_capabilities.tessellation_shader_is_supported = false; + multiview_capabilities.max_view_count = 0; + multiview_capabilities.max_instance_count = 0; + multiview_capabilities.is_supported = false; + subgroup_capabilities.size = 0; + subgroup_capabilities.wave_ops_supported = false; + shader_capabilities.shader_model = D3D_SHADER_MODEL_6_0; + shader_capabilities.native_16bit_ops = false; + storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false; + format_capabilities.relaxed_casting_supported = false; + + { + D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {}; + shader_model.HighestShaderModel = MIN(D3D_HIGHEST_SHADER_MODEL, D3D_SHADER_MODEL_6_6); + HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model)); + ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + "."); + shader_capabilities.shader_model = shader_model.HighestShaderModel; + } + print_verbose("- Shader:"); + print_verbose(" model: " + itos(shader_capabilities.shader_model >> 4) + "." + itos(shader_capabilities.shader_model & 0xf)); + + D3D12_FEATURE_DATA_D3D12_OPTIONS options = {}; + HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)); + if (SUCCEEDED(res)) { + storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats; + } + + D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {}; + res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1)); + if (SUCCEEDED(res)) { + subgroup_capabilities.size = options1.WaveLaneCountMin; + subgroup_capabilities.wave_ops_supported = options1.WaveOps; + } + + D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {}; + res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3)); + if (SUCCEEDED(res)) { + // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier + // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid + if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) { + multiview_capabilities.is_supported = true; + multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3; + multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3; + multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT; + multiview_capabilities.max_instance_count = UINT32_MAX; + } + } + + D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {}; + res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6)); + if (SUCCEEDED(res)) { + if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) { + vrs_capabilities.draw_call_supported = true; + if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) { + vrs_capabilities.primitive_supported = true; + vrs_capabilities.primitive_in_multiviewport = options6.PerPrimitiveShadingRateSupportedWithViewportIndexing; + vrs_capabilities.ss_image_supported = true; + vrs_capabilities.ss_image_tile_size = options6.ShadingRateImageTileSize; + vrs_capabilities.additional_rates_supported = options6.AdditionalShadingRatesSupported; + } + } + } + + D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {}; + res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12)); + if (SUCCEEDED(res)) { + format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported; + } + + if (vrs_capabilities.draw_call_supported || vrs_capabilities.primitive_supported || vrs_capabilities.ss_image_supported) { + print_verbose("- D3D12 Variable Rate Shading supported:"); + if (vrs_capabilities.draw_call_supported) { + print_verbose(" Draw call"); + } + if (vrs_capabilities.primitive_supported) { + print_verbose(String(" Per-primitive (multi-viewport: ") + (vrs_capabilities.primitive_in_multiviewport ? "yes" : "no") + ")"); + } + if (vrs_capabilities.ss_image_supported) { + print_verbose(String(" Screen-space image (tile size: ") + itos(vrs_capabilities.ss_image_tile_size) + ")"); + } + if (vrs_capabilities.additional_rates_supported) { + print_verbose(String(" Additional rates: ") + (vrs_capabilities.additional_rates_supported ? "yes" : "no")); + } + } else { + print_verbose("- D3D12 Variable Rate Shading not supported"); + } + + if (multiview_capabilities.is_supported) { + print_verbose("- D3D12 multiview supported:"); + print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count)); + //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment. + } else { + print_verbose("- D3D12 multiview not supported"); + } + + if (format_capabilities.relaxed_casting_supported) { + print_verbose("- Relaxed casting supported"); + } else { + print_verbose("- Relaxed casting not supported"); + } + + return OK; +} + +Error D3D12Context::_initialize_debug_layers() { + ComPtr<ID3D12Debug> debug_controller; + HRESULT res = D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller)); + ERR_FAIL_COND_V(res, ERR_QUERY_FAILED); + debug_controller->EnableDebugLayer(); + return OK; +} + +Error D3D12Context::_select_adapter(int &r_index) { + { + UINT flags = _use_validation_layers() ? DXGI_CREATE_FACTORY_DEBUG : 0; + HRESULT res = CreateDXGIFactory2(flags, IID_PPV_ARGS(&dxgi_factory)); + ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE); + } + + ComPtr<IDXGIFactory6> factory6; + dxgi_factory.As(&factory6); + + // TODO: Use IDXCoreAdapterList, which gives more comprehensive information. + LocalVector<IDXGIAdapter1 *> adapters; + while (true) { + IDXGIAdapter1 *curr_adapter = nullptr; + if (factory6) { + if (factory6->EnumAdapterByGpuPreference(adapters.size(), DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&curr_adapter)) == DXGI_ERROR_NOT_FOUND) { + break; + } + } else { + if (dxgi_factory->EnumAdapters1(adapters.size(), &curr_adapter) == DXGI_ERROR_NOT_FOUND) { + break; + } + } + adapters.push_back(curr_adapter); + } + + ERR_FAIL_COND_V_MSG(adapters.size() == 0, ERR_CANT_CREATE, "Adapters enumeration reported zero accessible devices."); + + // The device should really be a preference, but for now choosing a discrete GPU over the + // integrated one is better than the default. + + int32_t adapter_index = -1; + int type_selected = -1; + LocalVector<RenderingDevice::DeviceType> adapter_types; + print_verbose("D3D12 devices:"); + for (uint32_t i = 0; i < adapters.size(); ++i) { + DXGI_ADAPTER_DESC1 desc = {}; + adapters[i]->GetDesc1(&desc); + + String name = desc.Description; + String dev_type; + RenderingDevice::DeviceType type = {}; + if (((desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE))) { + type = RenderingDevice::DEVICE_TYPE_CPU; + } else { + type = desc.DedicatedVideoMemory ? RenderingDevice::DEVICE_TYPE_DISCRETE_GPU : RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU; + } + adapter_types.push_back(type); + + switch (type) { + case RenderingDevice::DEVICE_TYPE_DISCRETE_GPU: { + dev_type = "Discrete"; + } break; + case RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU: { + dev_type = "Integrated"; + } break; + case RenderingDevice::DEVICE_TYPE_VIRTUAL_GPU: { + dev_type = "Virtual"; + } break; + case RenderingDevice::DEVICE_TYPE_CPU: { + dev_type = "CPU"; + } break; + default: { + dev_type = "Other"; + } break; + } + print_verbose(" #" + itos(i) + ": " + name + ", " + dev_type); + + switch (type) { + case RenderingDevice::DEVICE_TYPE_DISCRETE_GPU: { + if (type_selected < 4) { + type_selected = 4; + adapter_index = i; + } + } break; + case RenderingDevice::DEVICE_TYPE_INTEGRATED_GPU: { + if (type_selected < 3) { + type_selected = 3; + adapter_index = i; + } + } break; + case RenderingDevice::DEVICE_TYPE_VIRTUAL_GPU: { + if (type_selected < 2) { + type_selected = 2; + adapter_index = i; + } + } break; + case RenderingDevice::DEVICE_TYPE_CPU: { + if (type_selected < 1) { + type_selected = 1; + adapter_index = i; + } + } break; + default: { + if (type_selected < 0) { + type_selected = 0; + adapter_index = i; + } + } break; + } + } + + int32_t user_adapter_index = Engine::get_singleton()->get_gpu_index(); // Force user selected GPU. + if (user_adapter_index >= 0 && user_adapter_index < (int32_t)adapters.size()) { + adapter_index = user_adapter_index; + } + + ERR_FAIL_COND_V_MSG(adapter_index == -1, ERR_CANT_CREATE, "None of D3D12 devices supports hardware rendering."); + + gpu = adapters[adapter_index]; + for (uint32_t i = 0; i < adapters.size(); ++i) { + adapters[i]->Release(); + } + + adapter_type = adapter_types[adapter_index]; + + ComPtr<IDXGIFactory5> factory5; + dxgi_factory.As(&factory5); + if (factory5) { + BOOL result = FALSE; // sizeof(bool) != sizeof(BOOL), in general. + HRESULT res = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &result, sizeof(result)); + if (SUCCEEDED(res)) { + tearing_supported = result; + } else { + ERR_PRINT("CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + "."); + } + } + + r_index = adapter_index; + + return OK; +} + +void D3D12Context::_dump_adapter_info(int p_index) { + { + const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = { + D3D_FEATURE_LEVEL_11_0, + D3D_FEATURE_LEVEL_11_1, + D3D_FEATURE_LEVEL_12_0, + D3D_FEATURE_LEVEL_12_1, + D3D_FEATURE_LEVEL_12_2, + }; + + D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {}; + feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS); + feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS; + + HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels)); + ERR_FAIL_COND_MSG(res, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + "."); + + // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100. + uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12; + uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff; + feature_level = feat_level_major * 10 + feat_level_minor; + } + + String rendering_method; + if (OS::get_singleton()->get_current_rendering_method() == "mobile") { + rendering_method = "Forward Mobile"; + } else { + rendering_method = "Forward+"; + } + + static const struct { + uint32_t id; + const char *name; + } vendor_names[] = { + { 0x1002, "AMD" }, + { 0x1010, "ImgTec" }, + { 0x106B, "Apple" }, + { 0x10DE, "NVIDIA" }, + { 0x13B5, "ARM" }, + { 0x1414, "Microsoft" }, + { 0x5143, "Qualcomm" }, + { 0x8086, "Intel" }, + { 0, nullptr }, + }; + + DXGI_ADAPTER_DESC gpu_desc = {}; + gpu->GetDesc(&gpu_desc); + + adapter_name = gpu_desc.Description; + pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&gpu_desc.AdapterLuid, sizeof(LUID)); + pipeline_cache_id += "-driver-" + itos(gpu_desc.Revision); + { + adapter_vendor = "Unknown"; + uint32_t vendor_idx = 0; + while (vendor_names[vendor_idx].name != nullptr) { + if (gpu_desc.VendorId == vendor_names[vendor_idx].id) { + adapter_vendor = vendor_names[vendor_idx].name; + break; + } + vendor_idx++; + } + } + + print_line(vformat("D3D12 feature level %s - %s - Using D3D12 Adapter #%d: %s", get_device_api_version(), rendering_method, p_index, adapter_name)); +} + +Error D3D12Context::_create_device(DeviceBasics &r_basics) { + HRESULT res = D3D12CreateDevice(gpu.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(r_basics.device.GetAddressOf())); + ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", res) + "."); + + // Create direct command queue. + D3D12_COMMAND_QUEUE_DESC queue_desc = {}; + queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + res = r_basics.device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(r_basics.queue.GetAddressOf())); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + + // Create sync objects. + res = r_basics.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(r_basics.fence.GetAddressOf())); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + r_basics.fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr); + ERR_FAIL_NULL_V(r_basics.fence_event, ERR_CANT_CREATE); + + if (_use_validation_layers()) { + ComPtr<ID3D12InfoQueue> info_queue; + res = r_basics.device.As(&info_queue); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + +#if 0 // This causes crashes. Needs investigation. + ComPtr<ID3D12InfoQueue1> info_queue_1; + device.As(&info_queue_1); + if (info_queue_1) { + // Custom printing supported (added in Windows 10 Release Preview build 20236). + + info_queue_1->SetMuteDebugOutput(TRUE); + + res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, 0); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + } else +#endif + { + // Rely on D3D12's own debug printing. + + if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) { + res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + } + } + D3D12_MESSAGE_SEVERITY severities_to_mute[] = { + D3D12_MESSAGE_SEVERITY_INFO, + }; + + D3D12_MESSAGE_ID messages_to_mute[] = { + D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE, + D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE, + // These happen due to how D3D12MA manages buffers; seem bening. + D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE, + D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS, + }; + + D3D12_INFO_QUEUE_FILTER filter = {}; + filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute); + filter.DenyList.pSeverityList = severities_to_mute; + filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute); + filter.DenyList.pIDList = messages_to_mute; + + res = info_queue->PushStorageFilter(&filter); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + } + + return OK; +} + +Error D3D12Context::_get_device_limits() { + D3D12_FEATURE_DATA_D3D12_OPTIONS options = {}; + HRESULT res = md.device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)); + ERR_FAIL_COND_V_MSG(res, ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", res) + "."); + + // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support + gpu_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX; + gpu_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX; + gpu_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048; + if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) { + gpu_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64; + } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) { + gpu_limits.max_uavs_across_all_stages = 64; + } else { + gpu_limits.max_uavs_across_all_stages = UINT64_MAX; + } + + md.queue->GetTimestampFrequency(&gpu_limits.timestamp_frequency); + + return OK; +} + +bool D3D12Context::_use_validation_layers() { + return Engine::get_singleton()->is_validation_layers_enabled(); +} + +Error D3D12Context::window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height) { + ERR_FAIL_COND_V(windows.has(p_window_id), ERR_INVALID_PARAMETER); + + Window window; + window.hwnd = p_window; + window.width = p_width; + window.height = p_height; + window.vsync_mode = p_vsync_mode; + Error err = _update_swap_chain(&window); + ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE); + + windows[p_window_id] = window; + return OK; +} + +void D3D12Context::window_resize(DisplayServer::WindowID p_window, int p_width, int p_height) { + ERR_FAIL_COND(!windows.has(p_window)); + windows[p_window].width = p_width; + windows[p_window].height = p_height; + _update_swap_chain(&windows[p_window]); +} + +int D3D12Context::window_get_width(DisplayServer::WindowID p_window) { + ERR_FAIL_COND_V(!windows.has(p_window), -1); + return windows[p_window].width; +} + +int D3D12Context::window_get_height(DisplayServer::WindowID p_window) { + ERR_FAIL_COND_V(!windows.has(p_window), -1); + return windows[p_window].height; +} + +bool D3D12Context::window_is_valid_swapchain(DisplayServer::WindowID p_window) { + ERR_FAIL_COND_V(!windows.has(p_window), false); + Window *w = &windows[p_window]; + return (bool)w->swapchain; +} + +CD3DX12_CPU_DESCRIPTOR_HANDLE D3D12Context::window_get_framebuffer_rtv_handle(DisplayServer::WindowID p_window) { + ERR_FAIL_COND_V(!windows.has(p_window), CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT())); + ERR_FAIL_COND_V(!buffers_prepared, CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT())); + Window *w = &windows[p_window]; + CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle( + w->rtv_heap->GetCPUDescriptorHandleForHeapStart(), + w->current_buffer, + md.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV)); + return rtv_handle; +} + +ID3D12Resource *D3D12Context::window_get_framebuffer_texture(DisplayServer::WindowID p_window) { + ERR_FAIL_COND_V(!windows.has(p_window), nullptr); + ERR_FAIL_COND_V(!buffers_prepared, nullptr); + Window *w = &windows[p_window]; + if (w->swapchain) { + return w->render_targets[w->current_buffer].Get(); + } else { + return nullptr; + } +} + +void D3D12Context::window_destroy(DisplayServer::WindowID p_window_id) { + ERR_FAIL_COND(!windows.has(p_window_id)); + _wait_for_idle_queue(md.queue.Get()); + windows.erase(p_window_id); +} + +Error D3D12Context::_update_swap_chain(Window *window) { + if (window->width == 0 || window->height == 0) { + // Likely window minimized, no swapchain created. + return ERR_SKIP; + } + + DisplayServer::VSyncMode curr_vsync_mode = window->vsync_mode; + bool vsync_mode_available = false; + UINT swapchain_flags = 0; + do { + switch (window->vsync_mode) { + case DisplayServer::VSYNC_MAILBOX: { + window->sync_interval = 1; + window->present_flags = DXGI_PRESENT_RESTART; + swapchain_flags = 0; + vsync_mode_available = true; + } break; + case DisplayServer::VSYNC_ADAPTIVE: { + vsync_mode_available = false; // I don't know how to set this up. + } break; + case DisplayServer::VSYNC_ENABLED: { + window->sync_interval = 1; + window->present_flags = 0; + swapchain_flags = 0; + vsync_mode_available = true; + } break; + case DisplayServer::VSYNC_DISABLED: { + window->sync_interval = 0; + window->present_flags = tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0; + swapchain_flags = tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0; + vsync_mode_available = true; + } break; + } + + // Set the windows swap effect if it is available, otherwise FLIP_DISCARD is used. + if (vsync_mode_available) { + if (window->vsync_mode != curr_vsync_mode || !window->swapchain) { + window->vsync_mode = curr_vsync_mode; + print_verbose("Using swapchain flags: " + itos(swapchain_flags) + ", sync interval: " + itos(window->sync_interval) + ", present flags: " + itos(window->present_flags)); + } + } else { + String present_mode_string; + switch (window->vsync_mode) { + case DisplayServer::VSYNC_MAILBOX: + present_mode_string = "Mailbox"; + break; + case DisplayServer::VSYNC_ADAPTIVE: + present_mode_string = "Adaptive"; + break; + case DisplayServer::VSYNC_ENABLED: + present_mode_string = "Enabled"; + break; + case DisplayServer::VSYNC_DISABLED: + present_mode_string = "Disabled"; + break; + } + WARN_PRINT(vformat("The requested V-Sync mode %s is not available. Falling back to V-Sync mode Enabled.", present_mode_string)); + window->vsync_mode = DisplayServer::VSYNC_ENABLED; // Set to default. + } + } while (!vsync_mode_available); + + if (window->swapchain) { + _wait_for_idle_queue(md.queue.Get()); + for (uint32_t i = 0; i < IMAGE_COUNT; i++) { + window->render_targets[i].Reset(); + } + window->rtv_heap.Reset(); + + // D3D12 docs: "IDXGISwapChain::ResizeBuffers can't be used to add or remove this flag." + bool allow_tearing_flag_changed = (swapchain_flags & DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING) != (window->swapchain_flags & DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING); + if (allow_tearing_flag_changed) { + window->swapchain.Reset(); + } + } + + if (!window->swapchain) { + DXGI_SWAP_CHAIN_DESC1 swapchain_desc = {}; + swapchain_desc.BufferCount = IMAGE_COUNT; + swapchain_desc.Width = 0; + swapchain_desc.Height = 0; + swapchain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + swapchain_desc.SampleDesc.Count = 1; + swapchain_desc.Flags = swapchain_flags; + swapchain_desc.Scaling = DXGI_SCALING_NONE; + + ComPtr<IDXGISwapChain1> swapchain; + HRESULT res = dxgi_factory->CreateSwapChainForHwnd(md.queue.Get(), window->hwnd, &swapchain_desc, nullptr, nullptr, swapchain.GetAddressOf()); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + swapchain.As(&window->swapchain); + ERR_FAIL_NULL_V(window->swapchain, ERR_CANT_CREATE); + + format = swapchain_desc.Format; + + res = dxgi_factory->MakeWindowAssociation(window->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + + res = window->swapchain->GetDesc1(&swapchain_desc); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + ERR_FAIL_COND_V(swapchain_desc.BufferCount != IMAGE_COUNT, ERR_BUG); + window->width = swapchain_desc.Width; + window->height = swapchain_desc.Height; + + } else { + HRESULT res = window->swapchain->ResizeBuffers(IMAGE_COUNT, window->width, window->height, DXGI_FORMAT_UNKNOWN, swapchain_flags); + ERR_FAIL_COND_V(res, ERR_UNAVAILABLE); + } + + window->swapchain_flags = swapchain_flags; + window->current_buffer = window->swapchain->GetCurrentBackBufferIndex(); + + // Describe and create a render target view (RTV) descriptor heap. + D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = {}; + rtv_heap_desc.NumDescriptors = IMAGE_COUNT; + rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + HRESULT res = md.device->CreateDescriptorHeap(&rtv_heap_desc, IID_PPV_ARGS(window->rtv_heap.GetAddressOf())); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + + CD3DX12_CPU_DESCRIPTOR_HANDLE rtv_handle(window->rtv_heap->GetCPUDescriptorHandleForHeapStart()); + + for (uint32_t i = 0; i < IMAGE_COUNT; i++) { + res = window->swapchain->GetBuffer(i, IID_PPV_ARGS(&window->render_targets[i])); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + + md.device->CreateRenderTargetView(window->render_targets[i].Get(), nullptr, rtv_handle); + rtv_handle.Offset(1, md.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV)); + } + + return OK; +} + +Error D3D12Context::initialize() { + if (_use_validation_layers()) { + Error err = _initialize_debug_layers(); + ERR_FAIL_COND_V(err, ERR_CANT_CREATE); + } + + int adapter_index = 0; + + Error err = _select_adapter(adapter_index); + ERR_FAIL_COND_V(err, ERR_CANT_CREATE); + + err = _create_device(md); + ERR_FAIL_COND_V(err, ERR_CANT_CREATE); + + _dump_adapter_info(adapter_index); + + err = _check_capabilities(); + ERR_FAIL_COND_V(err, ERR_CANT_CREATE); + + err = _get_device_limits(); + ERR_FAIL_COND_V(err, ERR_CANT_CREATE); + + { + HRESULT res = md.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(frame_fence.GetAddressOf())); + ERR_FAIL_COND_V(res, ERR_CANT_CREATE); + frame_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr); + ERR_FAIL_NULL_V(frame_fence_event, ERR_CANT_CREATE); + } + + { // Initialize allocator. + D3D12MA::ALLOCATOR_DESC allocator_desc = {}; + allocator_desc.pDevice = md.device.Get(); + allocator_desc.pAdapter = gpu.Get(); + + HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator); + ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", res) + "."); + } + + return OK; +} + +void D3D12Context::set_setup_list(ID3D12CommandList *p_command_list) { + command_list_queue.write[0] = p_command_list; +} + +void D3D12Context::append_command_list(ID3D12CommandList *p_command_list) { + if (command_list_queue.size() <= command_list_count) { + command_list_queue.resize(command_list_count + 1); + } + + command_list_queue.write[command_list_count] = p_command_list; + command_list_count++; +} + +void D3D12Context::_wait_for_idle_queue(ID3D12CommandQueue *p_queue) { + md.fence_value++; + p_queue->Signal(md.fence.Get(), md.fence_value); + md.fence->SetEventOnCompletion(md.fence_value, md.fence_event); + WaitForSingleObjectEx(md.fence_event, INFINITE, FALSE); +#ifdef PIX_ENABLED + PIXNotifyWakeFromFenceSignal(md.fence_event); +#endif +} + +void D3D12Context::flush(bool p_flush_setup, bool p_flush_pending) { + if (p_flush_setup && command_list_queue[0]) { + md.queue->ExecuteCommandLists(1, command_list_queue.ptr()); + command_list_queue.write[0] = nullptr; + } + + if (p_flush_pending && command_list_count > 1) { + md.queue->ExecuteCommandLists(command_list_count - 1, command_list_queue.ptr() + 1); + command_list_count = 1; + } + + if (p_flush_setup || p_flush_pending) { + _wait_for_idle_queue(md.queue.Get()); + } +} + +void D3D12Context::prepare_buffers(ID3D12GraphicsCommandList *p_command_list) { + // Ensure no more than FRAME_LAG renderings are outstanding. + if (frame >= IMAGE_COUNT) { + UINT64 min_value = frame - IMAGE_COUNT; + if (frame_fence->GetCompletedValue() < min_value) { + frame_fence->SetEventOnCompletion(min_value, frame_fence_event); + WaitForSingleObjectEx(frame_fence_event, INFINITE, FALSE); +#ifdef PIX_ENABLED + PIXNotifyWakeFromFenceSignal(frame_fence_event); +#endif + } + } + + D3D12_RESOURCE_BARRIER *barriers = (D3D12_RESOURCE_BARRIER *)alloca(windows.size() * sizeof(D3D12_RESOURCE_BARRIER)); + + uint32_t n = 0; + for (KeyValue<int, Window> &E : windows) { + Window *w = &E.value; + w->current_buffer = w->swapchain->GetCurrentBackBufferIndex(); + barriers[n++] = CD3DX12_RESOURCE_BARRIER::Transition(w->render_targets[w->current_buffer].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + } + + p_command_list->ResourceBarrier(n, barriers); + + buffers_prepared = true; +} + +void D3D12Context::postpare_buffers(ID3D12GraphicsCommandList *p_command_list) { + D3D12_RESOURCE_BARRIER *barriers = (D3D12_RESOURCE_BARRIER *)alloca(windows.size() * sizeof(D3D12_RESOURCE_BARRIER)); + + uint32_t n = 0; + for (KeyValue<int, Window> &E : windows) { + Window *w = &E.value; + barriers[n++] = CD3DX12_RESOURCE_BARRIER::Transition(w->render_targets[w->current_buffer].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + } + + p_command_list->ResourceBarrier(n, barriers); +} + +Error D3D12Context::swap_buffers() { + ID3D12CommandList *const *commands_ptr = nullptr; + UINT commands_to_submit = 0; + + if (command_list_queue[0] == nullptr) { + // No setup command, but commands to submit, submit from the first and skip command. + if (command_list_count > 1) { + commands_ptr = command_list_queue.ptr() + 1; + commands_to_submit = command_list_count - 1; + } + } else { + commands_ptr = command_list_queue.ptr(); + commands_to_submit = command_list_count; + } + + md.queue->ExecuteCommandLists(commands_to_submit, commands_ptr); + + command_list_queue.write[0] = nullptr; + command_list_count = 1; + + for (KeyValue<int, Window> &E : windows) { + Window *w = &E.value; + + if (!w->swapchain) { + continue; + } + HRESULT res = w->swapchain->Present(w->sync_interval, w->present_flags); + if (res) { + print_verbose("D3D12: Presenting swapchain of window " + itos(E.key) + " failed with error " + vformat("0x%08ux", res) + "."); + } + } + + md.queue->Signal(frame_fence.Get(), frame); + frame++; + + buffers_prepared = false; + return OK; +} + +void D3D12Context::resize_notify() { +} + +ComPtr<ID3D12Device> D3D12Context::get_device() { + return md.device; +} + +ComPtr<IDXGIAdapter> D3D12Context::get_adapter() { + return gpu; +} + +D3D12MA::Allocator *D3D12Context::get_allocator() { + return allocator.Get(); +} + +int D3D12Context::get_swapchain_image_count() const { + return IMAGE_COUNT; +} + +DXGI_FORMAT D3D12Context::get_screen_format() const { + return format; +} + +D3D12Context::DeviceLimits D3D12Context::get_device_limits() const { + return gpu_limits; +} + +RID D3D12Context::local_device_create() { + LocalDevice ld; + _create_device(ld); + return local_device_owner.make_rid(ld); +} + +ComPtr<ID3D12Device> D3D12Context::local_device_get_d3d12_device(RID p_local_device) { + LocalDevice *ld = local_device_owner.get_or_null(p_local_device); + return ld->device; +} + +void D3D12Context::local_device_push_command_lists(RID p_local_device, ID3D12CommandList *const *p_lists, int p_count) { + LocalDevice *ld = local_device_owner.get_or_null(p_local_device); + ERR_FAIL_COND(ld->waiting); + + ld->queue->ExecuteCommandLists(p_count, p_lists); + + ld->waiting = true; +} + +void D3D12Context::local_device_sync(RID p_local_device) { + LocalDevice *ld = local_device_owner.get_or_null(p_local_device); + ERR_FAIL_COND(!ld->waiting); + + ld->fence_value++; + ld->queue->Signal(ld->fence.Get(), ld->fence_value); + ld->fence->SetEventOnCompletion(ld->fence_value, ld->fence_event); + WaitForSingleObjectEx(ld->fence_event, INFINITE, FALSE); +#ifdef PIX_ENABLED + PIXNotifyWakeFromFenceSignal(ld->fence_event); +#endif + + ld->waiting = false; +} + +void D3D12Context::local_device_free(RID p_local_device) { + LocalDevice *ld = local_device_owner.get_or_null(p_local_device); + + CloseHandle(ld->fence_event); + + local_device_owner.free(p_local_device); +} + +void D3D12Context::command_begin_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color) { +#ifdef PIX_ENABLED + PIXBeginEvent(p_command_list, p_color.to_argb32(), p_label_name.utf8().get_data()); +#endif +} + +void D3D12Context::command_insert_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color) { +#ifdef PIX_ENABLED + PIXSetMarker(p_command_list, p_color.to_argb32(), p_label_name.utf8().get_data()); +#endif +} + +void D3D12Context::command_end_label(ID3D12GraphicsCommandList *p_command_list) { +#ifdef PIX_ENABLED + PIXEndEvent(p_command_list); +#endif +} + +void D3D12Context::set_object_name(ID3D12Object *p_object, String p_object_name) { + ERR_FAIL_NULL(p_object); + int name_len = p_object_name.size(); + WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1)); + MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len); + p_object->SetName(name_w); +} + +String D3D12Context::get_device_vendor_name() const { + return adapter_vendor; +} +String D3D12Context::get_device_name() const { + return adapter_name; +} + +RenderingDevice::DeviceType D3D12Context::get_device_type() const { + return adapter_type; +} + +String D3D12Context::get_device_api_version() const { + return vformat("%d_%d", feature_level / 10, feature_level % 10); +} + +String D3D12Context::get_device_pipeline_cache_uuid() const { + return pipeline_cache_id; +} + +DisplayServer::VSyncMode D3D12Context::get_vsync_mode(DisplayServer::WindowID p_window) const { + ERR_FAIL_COND_V_MSG(!windows.has(p_window), DisplayServer::VSYNC_ENABLED, "Could not get V-Sync mode for window with WindowID " + itos(p_window) + " because it does not exist."); + return windows[p_window].vsync_mode; +} + +void D3D12Context::set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode) { + ERR_FAIL_COND_MSG(!windows.has(p_window), "Could not set V-Sync mode for window with WindowID " + itos(p_window) + " because it does not exist."); + windows[p_window].vsync_mode = p_mode; + _update_swap_chain(&windows[p_window]); +} + +D3D12Context::D3D12Context() { + command_list_queue.resize(1); // First one is always the setup command. + command_list_queue.write[0] = nullptr; + + strcpy(godot_nir_arch_name, Engine::get_singleton()->get_architecture_name().ascii().get_data()); +} + +D3D12Context::~D3D12Context() { + if (md.fence_event) { + CloseHandle(md.fence_event); + } + if (frame_fence_event) { + CloseHandle(frame_fence_event); + } +} |