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+/**************************************************************************/
+/* d3d12_context.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef D3D12_CONTEXT_H
+#define D3D12_CONTEXT_H
+
+#include "core/error/error_list.h"
+#include "core/os/mutex.h"
+#include "core/string/ustring.h"
+#include "core/templates/rb_map.h"
+#include "core/templates/rid_owner.h"
+#include "servers/display_server.h"
+#include "servers/rendering/rendering_device.h"
+
+#include "d3dx12.h"
+#include <dxgi1_6.h>
+#define D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
+#include "D3D12MemAlloc.h"
+
+#include <wrl/client.h>
+using Microsoft::WRL::ComPtr;
+
+class D3D12Context {
+public:
+ struct DeviceLimits {
+ uint64_t max_srvs_per_shader_stage;
+ uint64_t max_cbvs_per_shader_stage;
+ uint64_t max_samplers_across_all_stages;
+ uint64_t max_uavs_across_all_stages;
+ uint64_t timestamp_frequency;
+ };
+
+ struct SubgroupCapabilities {
+ uint32_t size;
+ bool wave_ops_supported;
+ uint32_t supported_stages_flags_rd() const;
+ uint32_t supported_operations_flags_rd() const;
+ };
+
+ // Following VulkanContext definition.
+ struct MultiviewCapabilities {
+ bool is_supported;
+ bool geometry_shader_is_supported;
+ bool tessellation_shader_is_supported;
+ uint32_t max_view_count;
+ uint32_t max_instance_count;
+ };
+
+ struct VRSCapabilities {
+ bool draw_call_supported; // We can specify our fragment rate on a draw call level.
+ bool primitive_supported; // We can specify our fragment rate on each drawcall.
+ bool primitive_in_multiviewport;
+ bool ss_image_supported; // We can provide a density map attachment on our framebuffer.
+ uint32_t ss_image_tile_size;
+ bool additional_rates_supported;
+ };
+
+ struct ShaderCapabilities {
+ D3D_SHADER_MODEL shader_model;
+ bool native_16bit_ops;
+ };
+
+ struct StorageBufferCapabilities {
+ bool storage_buffer_16_bit_access_is_supported;
+ };
+
+ struct FormatCapabilities {
+ bool relaxed_casting_supported;
+ };
+
+private:
+ enum {
+ FRAME_LAG = 2,
+ IMAGE_COUNT = FRAME_LAG + 1,
+ };
+
+ ComPtr<IDXGIFactory2> dxgi_factory;
+ ComPtr<IDXGIAdapter> gpu;
+ DeviceLimits gpu_limits = {};
+ struct DeviceBasics {
+ ComPtr<ID3D12Device> device;
+ ComPtr<ID3D12CommandQueue> queue;
+ ComPtr<ID3D12Fence> fence;
+ HANDLE fence_event = nullptr;
+ UINT64 fence_value = 0;
+ } md; // 'Main device', as opposed to local device.
+
+ uint32_t feature_level = 0; // Major * 10 + minor.
+ bool tearing_supported = false;
+ SubgroupCapabilities subgroup_capabilities;
+ MultiviewCapabilities multiview_capabilities;
+ VRSCapabilities vrs_capabilities;
+ ShaderCapabilities shader_capabilities;
+ StorageBufferCapabilities storage_buffer_capabilities;
+ FormatCapabilities format_capabilities;
+
+ String adapter_vendor;
+ String adapter_name;
+ RenderingDevice::DeviceType adapter_type = {};
+ String pipeline_cache_id;
+
+ ComPtr<D3D12MA::Allocator> allocator;
+
+ bool buffers_prepared = false;
+
+ DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
+ uint32_t frame = 0;
+ ComPtr<ID3D12Fence> frame_fence;
+ HANDLE frame_fence_event = nullptr;
+
+ struct Window {
+ HWND hwnd = nullptr;
+ ComPtr<IDXGISwapChain3> swapchain;
+ UINT swapchain_flags = 0;
+ UINT sync_interval = 1;
+ UINT present_flags = 0;
+ ComPtr<ID3D12Resource> render_targets[IMAGE_COUNT];
+ uint32_t current_buffer = 0;
+ int width = 0;
+ int height = 0;
+ DisplayServer::VSyncMode vsync_mode = DisplayServer::VSYNC_ENABLED;
+ ComPtr<ID3D12DescriptorHeap> rtv_heap;
+ };
+
+ struct LocalDevice : public DeviceBasics {
+ bool waiting = false;
+ HANDLE fence_event = nullptr;
+ UINT64 fence_value = 0;
+ };
+
+ RID_Owner<LocalDevice, true> local_device_owner;
+
+ HashMap<DisplayServer::WindowID, Window> windows;
+
+ // Commands.
+
+ Vector<ID3D12CommandList *> command_list_queue;
+ int command_list_count = 1;
+
+ static void _debug_message_func(
+ D3D12_MESSAGE_CATEGORY p_category,
+ D3D12_MESSAGE_SEVERITY p_severity,
+ D3D12_MESSAGE_ID p_id,
+ LPCSTR p_description,
+ void *p_context);
+
+ Error _initialize_debug_layers();
+
+ Error _select_adapter(int &r_index);
+ void _dump_adapter_info(int p_index);
+ Error _create_device(DeviceBasics &r_basics);
+ Error _get_device_limits();
+ Error _check_capabilities();
+
+ Error _update_swap_chain(Window *window);
+
+ void _wait_for_idle_queue(ID3D12CommandQueue *p_queue);
+
+protected:
+ virtual bool _use_validation_layers();
+
+public:
+ uint32_t get_feat_level_major() const { return feature_level / 10; };
+ uint32_t get_feat_level_minor() const { return feature_level % 10; };
+ const SubgroupCapabilities &get_subgroup_capabilities() const { return subgroup_capabilities; };
+ const MultiviewCapabilities &get_multiview_capabilities() const { return multiview_capabilities; };
+ const VRSCapabilities &get_vrs_capabilities() const { return vrs_capabilities; };
+ const ShaderCapabilities &get_shader_capabilities() const { return shader_capabilities; };
+ const StorageBufferCapabilities &get_storage_buffer_capabilities() const { return storage_buffer_capabilities; };
+ const FormatCapabilities &get_format_capabilities() const { return format_capabilities; };
+
+ ComPtr<ID3D12Device> get_device();
+ ComPtr<IDXGIAdapter> get_adapter();
+ D3D12MA::Allocator *get_allocator();
+ int get_swapchain_image_count() const;
+ Error window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height);
+ void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
+ int window_get_width(DisplayServer::WindowID p_window = 0);
+ int window_get_height(DisplayServer::WindowID p_window = 0);
+ bool window_is_valid_swapchain(DisplayServer::WindowID p_window = 0);
+ void window_destroy(DisplayServer::WindowID p_window_id);
+ CD3DX12_CPU_DESCRIPTOR_HANDLE window_get_framebuffer_rtv_handle(DisplayServer::WindowID p_window = 0);
+ ID3D12Resource *window_get_framebuffer_texture(DisplayServer::WindowID p_window = 0);
+
+ RID local_device_create();
+ ComPtr<ID3D12Device> local_device_get_d3d12_device(RID p_local_device);
+ void local_device_push_command_lists(RID p_local_device, ID3D12CommandList *const *p_lists, int p_count);
+ void local_device_sync(RID p_local_device);
+ void local_device_free(RID p_local_device);
+
+ DXGI_FORMAT get_screen_format() const;
+ DeviceLimits get_device_limits() const;
+
+ void set_setup_list(ID3D12CommandList *p_command_list);
+ void append_command_list(ID3D12CommandList *p_command_list);
+ void resize_notify();
+ void flush(bool p_flush_setup = false, bool p_flush_pending = false);
+ void prepare_buffers(ID3D12GraphicsCommandList *p_command_list);
+ void postpare_buffers(ID3D12GraphicsCommandList *p_command_list);
+ Error swap_buffers();
+ Error initialize();
+
+ void command_begin_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color);
+ void command_insert_label(ID3D12GraphicsCommandList *p_command_list, String p_label_name, const Color p_color);
+ void command_end_label(ID3D12GraphicsCommandList *p_command_list);
+ void set_object_name(ID3D12Object *p_object, String p_object_name);
+
+ String get_device_vendor_name() const;
+ String get_device_name() const;
+ RenderingDevice::DeviceType get_device_type() const;
+ String get_device_api_version() const;
+ String get_device_pipeline_cache_uuid() const;
+
+ void set_vsync_mode(DisplayServer::WindowID p_window, DisplayServer::VSyncMode p_mode);
+ DisplayServer::VSyncMode get_vsync_mode(DisplayServer::WindowID p_window = 0) const;
+
+ D3D12Context();
+ virtual ~D3D12Context();
+};
+
+#endif // D3D12_CONTEXT_H