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diff --git a/drivers/d3d12/rendering_device_d3d12.h b/drivers/d3d12/rendering_device_d3d12.h
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-/**************************************************************************/
-/* rendering_device_d3d12.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 RENDERING_DEVICE_D3D12_H
-#define RENDERING_DEVICE_D3D12_H
-
-#include "core/os/thread_safe.h"
-#include "core/templates/local_vector.h"
-#include "core/templates/oa_hash_map.h"
-#include "core/templates/rid_owner.h"
-#include "drivers/d3d12/d3d12_context.h"
-#include "servers/rendering/rendering_device.h"
-
-#include <wrl/client.h>
-
-using Microsoft::WRL::ComPtr;
-
-#define D3D12_BITCODE_OFFSETS_NUM_STAGES 3
-
-struct dxil_validator;
-
-class RenderingDeviceD3D12 : public RenderingDevice {
- _THREAD_SAFE_CLASS_
- // Miscellaneous tables that map
- // our enums to enums used
- // by DXGI/D3D12.
-
- D3D12Context::DeviceLimits limits = {};
- struct D3D12Format {
- DXGI_FORMAT family = DXGI_FORMAT_UNKNOWN;
- DXGI_FORMAT general_format = DXGI_FORMAT_UNKNOWN;
- UINT swizzle = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN;
- };
- static const D3D12Format d3d12_formats[DATA_FORMAT_MAX];
- static const char *named_formats[DATA_FORMAT_MAX];
- static const D3D12_COMPARISON_FUNC compare_operators[COMPARE_OP_MAX];
- static const D3D12_STENCIL_OP stencil_operations[STENCIL_OP_MAX];
- static const UINT rasterization_sample_count[TEXTURE_SAMPLES_MAX];
- static const D3D12_LOGIC_OP logic_operations[RenderingDevice::LOGIC_OP_MAX];
- static const D3D12_BLEND blend_factors[RenderingDevice::BLEND_FACTOR_MAX];
- static const D3D12_BLEND_OP blend_operations[RenderingDevice::BLEND_OP_MAX];
- static const D3D12_TEXTURE_ADDRESS_MODE address_modes[SAMPLER_REPEAT_MODE_MAX];
- static const FLOAT sampler_border_colors[SAMPLER_BORDER_COLOR_MAX][4];
- static const D3D12_RESOURCE_DIMENSION d3d12_texture_dimension[TEXTURE_TYPE_MAX];
-
- // Functions used for format
- // validation, and ensures the
- // user passes valid data.
-
- static int get_format_vertex_size(DataFormat p_format);
- static uint32_t get_image_format_pixel_size(DataFormat p_format);
- static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
- uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format);
- static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
- static uint32_t get_image_format_plane_count(DataFormat p_format);
- static uint32_t get_image_format_required_size(DataFormat p_format, uint32_t p_width, uint32_t p_height, uint32_t p_depth, uint32_t p_mipmaps, uint32_t *r_blockw = nullptr, uint32_t *r_blockh = nullptr, uint32_t *r_depth = nullptr);
- static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
- static bool format_has_stencil(DataFormat p_format);
-
- Mutex dxil_mutex;
- HashMap<int, dxil_validator *> dxil_validators; // One per WorkerThreadPool thread used for shader compilation, plus one (-1) for all the other.
-
- dxil_validator *get_dxil_validator_for_current_thread();
-
- class DescriptorsHeap {
- D3D12_DESCRIPTOR_HEAP_DESC desc = {};
- ComPtr<ID3D12DescriptorHeap> heap;
- uint32_t handle_size = 0;
-
- public:
- class Walker { // Texas Ranger.
- friend class DescriptorsHeap;
-
- uint32_t handle_size = 0;
- uint32_t handle_count = 0;
- D3D12_CPU_DESCRIPTOR_HANDLE first_cpu_handle = {};
- D3D12_GPU_DESCRIPTOR_HANDLE first_gpu_handle = {};
- uint32_t handle_index = 0;
-
- public:
- D3D12_CPU_DESCRIPTOR_HANDLE get_curr_cpu_handle();
- D3D12_GPU_DESCRIPTOR_HANDLE get_curr_gpu_handle();
- _FORCE_INLINE_ void rewind() { handle_index = 0; }
- void advance(uint32_t p_count = 1);
- uint32_t get_current_handle_index() const { return handle_index; }
- uint32_t get_free_handles() { return handle_count - handle_index; }
- bool is_at_eof() { return handle_index == handle_count; }
- };
-
- Error allocate(ID3D12Device *m_device, D3D12_DESCRIPTOR_HEAP_TYPE m_type, uint32_t m_descriptor_count, bool p_for_gpu);
- uint32_t get_descriptor_count() const { return desc.NumDescriptors; }
- ID3D12DescriptorHeap *get_heap() const { return heap.Get(); }
-
- Walker make_walker() const;
- };
-
- /***************************/
- /**** ID INFRASTRUCTURE ****/
- /***************************/
-
- enum IDType {
- ID_TYPE_FRAMEBUFFER_FORMAT,
- ID_TYPE_VERTEX_FORMAT,
- ID_TYPE_DRAW_LIST,
- ID_TYPE_SPLIT_DRAW_LIST,
- ID_TYPE_COMPUTE_LIST,
- ID_TYPE_MAX,
- ID_BASE_SHIFT = 58 // 5 bits for ID types.
- };
-
- ComPtr<ID3D12Device> device;
-
- HashMap<RID, HashSet<RID>> dependency_map; // IDs to IDs that depend on it.
- HashMap<RID, HashSet<RID>> reverse_dependency_map; // Same as above, but in reverse.
-
- void _add_dependency(RID p_id, RID p_depends_on);
- void _free_dependencies(RID p_id);
-
- /******************/
- /**** RESOURCE ****/
- /******************/
-
- class ResourceState {
- D3D12_RESOURCE_STATES states = D3D12_RESOURCE_STATE_COMMON;
-
- public:
- void extend(D3D12_RESOURCE_STATES p_states_to_add);
- D3D12_RESOURCE_STATES get_state_mask() const { return states; }
-
- ResourceState() {}
- ResourceState(D3D12_RESOURCE_STATES p_states) :
- states(p_states) {}
- };
-
- struct Resource {
- struct States {
- // As many subresources as mipmaps * layers; planes (for depth-stencil) are tracked together.
- LocalVector<D3D12_RESOURCE_STATES> subresource_states; // Used only if not a view.
- uint32_t last_batch_transitioned_to_uav = 0;
- uint32_t last_batch_with_uav_barrier = 0;
- };
-
- ID3D12Resource *resource = nullptr;
- D3D12MA::Allocation *allocation = nullptr;
-
- States own_states; // Used only if not a view.
- States *states = nullptr; // Non-null only if a view.
-
- States *get_states_ptr() { return states ? states : &own_states; }
- };
-
- struct BarrierRequest {
- static const uint32_t MAX_GROUPS = 4;
- // Maybe this is too much data to have it locally. Benchmarking may reveal that
- // cache would be used better by having a maximum of local subresource masks and beyond
- // that have an allocated vector with the rest.
- static const uint32_t MAX_SUBRESOURCES = 4096; // Must be multiple of 64.
- ID3D12Resource *dx_resource;
- uint8_t subres_mask_qwords;
- uint8_t planes;
- struct Group {
- ResourceState state;
- uint64_t subres_mask[MAX_SUBRESOURCES / 64];
- } groups[MAX_GROUPS];
- uint8_t groups_count;
- static const D3D12_RESOURCE_STATES DELETED_GROUP = D3D12_RESOURCE_STATE_COMMON;
- };
- HashMap<Resource::States *, BarrierRequest> res_barriers_requests;
-
- LocalVector<D3D12_RESOURCE_BARRIER> res_barriers;
- uint32_t res_barriers_count = 0;
- uint32_t res_barriers_batch = 0;
-#ifdef DEV_ENABLED
- int frame_barriers_count = 0;
- int frame_barriers_batches_count = 0;
- uint64_t frame_barriers_cpu_time = 0;
-#endif
-
- void _resource_transition_batch(Resource *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override = nullptr);
- void _resource_transitions_flush(ID3D12GraphicsCommandList *p_command_list);
-
- /*****************/
- /**** TEXTURE ****/
- /*****************/
-
- struct Texture : Resource {
- D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
- D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
- D3D12_UNORDERED_ACCESS_VIEW_DESC owner_uav_desc = {}; // [[CROSS_FAMILY_ALIASING]].
-
- TextureType type;
- DataFormat format;
- uint32_t planes = 1;
- TextureSamples samples;
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
- uint32_t layers = 0;
- uint32_t mipmaps = 0;
- uint32_t owner_layers = 0;
- uint32_t owner_mipmaps = 0;
- uint32_t usage_flags = 0;
- uint32_t base_mipmap = 0;
- uint32_t base_layer = 0;
-
- Vector<DataFormat> allowed_shared_formats;
- TightLocalVector<ID3D12Resource *> aliases; // [[CROSS_FAMILY_ALIASING]].
- ID3D12Resource *owner_resource = nullptr; // Always the one of the main format passed to creation. [[CROSS_FAMILY_ALIASING]].
-
- bool is_resolve_buffer = false;
-
- bool bound = false; // Bound to framebffer.
- RID owner;
- };
-
- RID_Owner<Texture, true> texture_owner;
- uint32_t texture_upload_region_size_px = 0;
-
- Vector<uint8_t> _texture_get_data_from_image(Texture *tex, uint32_t p_layer, bool p_2d = false);
- Error _texture_update(Texture *p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier, ID3D12GraphicsCommandList *p_command_list);
-
- /*****************/
- /**** SAMPLER ****/
- /*****************/
-
- RID_Owner<D3D12_SAMPLER_DESC> sampler_owner;
-
- /***************************/
- /**** BUFFER MANAGEMENT ****/
- /***************************/
-
- // These are temporary buffers on CPU memory that hold
- // the information until the CPU fetches it and places it
- // either on GPU buffers, or images (textures). It ensures
- // updates are properly synchronized with whatever the
- // GPU is doing.
- //
- // The logic here is as follows, only 3 of these
- // blocks are created at the beginning (one per frame)
- // they can each belong to a frame (assigned to current when
- // used) and they can only be reused after the same frame is
- // recycled.
- //
- // When CPU requires to allocate more than what is available,
- // more of these buffers are created. If a limit is reached,
- // then a fence will ensure will wait for blocks allocated
- // in previous frames are processed. If that fails, then
- // another fence will ensure everything pending for the current
- // frame is processed (effectively stalling).
- //
- // See the comments in the code to understand better how it works.
-
- struct StagingBufferBlock {
- ID3D12Resource *resource = nullptr; // Owned, but ComPtr would have too much overhead in a Vector.
- D3D12MA::Allocation *allocation = nullptr;
- uint64_t frame_used = 0;
- uint32_t fill_amount = 0;
- };
-
- Vector<StagingBufferBlock> staging_buffer_blocks;
- int staging_buffer_current = 0;
- uint32_t staging_buffer_block_size = 0;
- uint64_t staging_buffer_max_size = 0;
- bool staging_buffer_used = false;
-
- Error _staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, bool p_can_segment = true);
- Error _insert_staging_block();
-
- struct Buffer : Resource {
- uint32_t size = 0;
- D3D12_RESOURCE_STATES usage = {};
- uint32_t last_execution = 0;
- };
-
- Error _buffer_allocate(Buffer *p_buffer, uint32_t p_size, D3D12_RESOURCE_STATES p_usage, D3D12_HEAP_TYPE p_heap_type);
- Error _buffer_free(Buffer *p_buffer);
- Error _buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_list = false, uint32_t p_required_align = 32);
-
- /*********************/
- /**** FRAMEBUFFER ****/
- /*********************/
-
- static D3D12_RENDER_TARGET_VIEW_DESC _make_rtv_for_texture(const RenderingDeviceD3D12::Texture *p_texture, uint32_t p_mipmap_offset = 0, uint32_t p_layer_offset = 0, uint32_t p_layers = UINT32_MAX);
- static D3D12_DEPTH_STENCIL_VIEW_DESC _make_dsv_for_texture(const RenderingDeviceD3D12::Texture *p_texture);
-
- // In Vulkan we'd create some structures the driver uses for render pass based rendering.
- // (Dynamic rendering is supported on Vulkan 1.3+, though, but Godot is not using it.)
- // In contrast, in D3D12 we'll go the dynamic rendering way, since it's more convenient
- // and render pass based render setup is not available on every version.
- // Therefore, we just need to keep the data at hand and use it where appropriate.
-
- struct FramebufferFormat {
- Vector<AttachmentFormat> attachments;
- Vector<FramebufferPass> passes;
- Vector<TextureSamples> pass_samples;
- uint32_t view_count = 1;
- uint32_t max_supported_sample_count = 1;
- };
-
- bool _framebuffer_format_preprocess(FramebufferFormat *p_fb_format, uint32_t p_view_count);
-
- HashMap<FramebufferFormatID, FramebufferFormat> framebuffer_formats;
-
- struct Framebuffer {
- DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
- FramebufferFormatID format_id = 0;
- Vector<RID> texture_ids; // Empty if for screen.
- InvalidationCallback invalidated_callback = nullptr;
- void *invalidated_callback_userdata = nullptr;
- Vector<uint32_t> attachments_handle_inds; // RTV heap index for color; DSV heap index for DSV.
- Size2 size;
- uint32_t view_count = 1;
- DescriptorsHeap rtv_heap; // Used only if not for screen and some color attachments.
- D3D12_CPU_DESCRIPTOR_HANDLE screen_rtv_handle = {}; // Used only if for screen.
- DescriptorsHeap dsv_heap; // Used only if not for screen and some depth-stencil attachments.
- };
-
- RID_Owner<Framebuffer, true> framebuffer_owner;
-
- /***********************/
- /**** VERTEX BUFFER ****/
- /***********************/
-
- RID_Owner<Buffer, true> vertex_buffer_owner;
-
- struct VertexDescriptionKey {
- Vector<VertexAttribute> vertex_formats;
- bool operator==(const VertexDescriptionKey &p_key) const {
- int vdc = vertex_formats.size();
- int vdck = p_key.vertex_formats.size();
-
- if (vdc != vdck) {
- return false;
- } else {
- const VertexAttribute *a_ptr = vertex_formats.ptr();
- const VertexAttribute *b_ptr = p_key.vertex_formats.ptr();
- for (int i = 0; i < vdc; i++) {
- const VertexAttribute &a = a_ptr[i];
- const VertexAttribute &b = b_ptr[i];
-
- if (a.location != b.location) {
- return false;
- }
- if (a.offset != b.offset) {
- return false;
- }
- if (a.format != b.format) {
- return false;
- }
- if (a.stride != b.stride) {
- return false;
- }
- if (a.frequency != b.frequency) {
- return false;
- }
- }
- return true; // They are equal.
- }
- }
-
- uint32_t hash() const {
- int vdc = vertex_formats.size();
- uint32_t h = hash_murmur3_one_32(vdc);
- const VertexAttribute *ptr = vertex_formats.ptr();
- for (int i = 0; i < vdc; i++) {
- const VertexAttribute &vd = ptr[i];
- h = hash_murmur3_one_32(vd.location, h);
- h = hash_murmur3_one_32(vd.offset, h);
- h = hash_murmur3_one_32(vd.format, h);
- h = hash_murmur3_one_32(vd.stride, h);
- h = hash_murmur3_one_32(vd.frequency, h);
- }
- return hash_fmix32(h);
- }
- };
-
- struct VertexDescriptionHash {
- static _FORCE_INLINE_ uint32_t hash(const VertexDescriptionKey &p_key) {
- return p_key.hash();
- }
- };
-
- // This is a cache and it's never freed, it ensures that
- // ID used for a specific format always remain the same.
- HashMap<VertexDescriptionKey, VertexFormatID, VertexDescriptionHash> vertex_format_cache;
-
- struct VertexDescriptionCache {
- Vector<VertexAttribute> vertex_formats;
- Vector<D3D12_INPUT_ELEMENT_DESC> elements_desc;
- };
-
- HashMap<VertexFormatID, VertexDescriptionCache> vertex_formats;
-
- struct VertexArray {
- Vector<Buffer *> unique_buffers;
- VertexFormatID description = 0;
- int vertex_count = 0;
- uint32_t max_instances_allowed = 0;
- Vector<D3D12_VERTEX_BUFFER_VIEW> views;
- };
-
- RID_Owner<VertexArray, true> vertex_array_owner;
-
- struct IndexBuffer : public Buffer {
- uint32_t max_index = 0; // Used for validation.
- uint32_t index_count = 0;
- DXGI_FORMAT index_format = {};
- bool supports_restart_indices = false;
- };
-
- RID_Owner<IndexBuffer, true> index_buffer_owner;
-
- struct IndexArray {
- IndexBuffer *buffer = nullptr;
- uint32_t max_index = 0; // Remember the maximum index here too, for validation.
- uint32_t offset = 0;
- uint32_t indices = 0;
- bool supports_restart_indices = false;
- D3D12_INDEX_BUFFER_VIEW view = {};
- };
-
- RID_Owner<IndexArray, true> index_array_owner;
-
- /****************/
- /**** SHADER ****/
- /****************/
-
- static const uint32_t ROOT_SIGNATURE_SIZE = 256;
- static const uint32_t PUSH_CONSTANT_SIZE = 128; // Mimicking Vulkan.
-
- enum {
- // We can only aim to set a maximum here, since depending on the shader
- // there may be more or less root signature free for descriptor tables.
- // Therefore, we'll have to rely on the final check at runtime, when building
- // the root signature structure for a given shader.
- // To be precise, these may be present or not, and their size vary statically:
- // - Push constant (we'll assume this is always present to avoid reserving much
- // more space for descriptor sets than needed for almost any imaginable case,
- // given that most shader templates feature push constants).
- // - NIR-DXIL runtime data.
- MAX_UNIFORM_SETS = (ROOT_SIGNATURE_SIZE - PUSH_CONSTANT_SIZE) / sizeof(uint32_t),
- };
-
- enum ResourceClass {
- RES_CLASS_INVALID,
- RES_CLASS_CBV,
- RES_CLASS_SRV,
- RES_CLASS_UAV,
- };
-
- struct UniformBindingInfo {
- uint32_t stages = 0; // Actual shader stages using the uniform (0 if totally optimized out).
- ResourceClass res_class = RES_CLASS_INVALID;
- struct RootSignatureLocation {
- uint32_t root_param_idx = UINT32_MAX;
- uint32_t range_idx = UINT32_MAX;
- };
- struct {
- RootSignatureLocation resource;
- RootSignatureLocation sampler;
- } root_sig_locations;
- };
-
- struct UniformInfo {
- UniformType type = UniformType::UNIFORM_TYPE_MAX;
- bool writable = false;
- int binding = 0;
- int length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements).
-
- bool operator!=(const UniformInfo &p_info) const {
- return (binding != p_info.binding || type != p_info.type || writable != p_info.writable || length != p_info.length);
- }
-
- bool operator<(const UniformInfo &p_info) const {
- if (binding != p_info.binding) {
- return binding < p_info.binding;
- }
- if (type != p_info.type) {
- return type < p_info.type;
- }
- if (writable != p_info.writable) {
- return writable < p_info.writable;
- }
- return length < p_info.length;
- }
- };
-
- struct UniformSetFormat {
- Vector<UniformInfo> uniform_info;
- bool operator<(const UniformSetFormat &p_format) const {
- uint32_t size = uniform_info.size();
- uint32_t psize = p_format.uniform_info.size();
-
- if (size != psize) {
- return size < psize;
- }
-
- const UniformInfo *infoptr = uniform_info.ptr();
- const UniformInfo *pinfoptr = p_format.uniform_info.ptr();
-
- for (uint32_t i = 0; i < size; i++) {
- if (infoptr[i] != pinfoptr[i]) {
- return infoptr[i] < pinfoptr[i];
- }
- }
-
- return false;
- }
- };
-
- // Always grows, never shrinks, ensuring unique IDs, but we assume
- // the amount of formats will never be a problem, as the amount of shaders
- // in a game is limited.
- RBMap<UniformSetFormat, uint32_t> uniform_set_format_cache;
- Vector<RBMap<UniformSetFormat, uint32_t>::Element *> uniform_set_format_cache_reverse;
-
- struct Shader {
- struct ShaderUniformInfo {
- UniformInfo info;
- UniformBindingInfo binding;
-
- bool operator<(const ShaderUniformInfo &p_info) const {
- return *((UniformInfo *)this) < (const UniformInfo &)p_info;
- }
- };
- struct Set {
- Vector<ShaderUniformInfo> uniforms;
- struct {
- uint32_t resources = 0;
- uint32_t samplers = 0;
- } num_root_params;
- };
-
- uint64_t vertex_input_mask = 0; // Inputs used, this is mostly for validation.
- uint32_t fragment_output_mask = 0;
-
- uint32_t spirv_push_constant_size = 0;
- uint32_t dxil_push_constant_size = 0;
- uint32_t nir_runtime_data_root_param_idx = UINT32_MAX;
-
- uint32_t compute_local_size[3] = { 0, 0, 0 };
-
- struct SpecializationConstant {
- PipelineSpecializationConstant constant;
- uint64_t stages_bit_offsets[D3D12_BITCODE_OFFSETS_NUM_STAGES];
- };
-
- bool is_compute = false;
- Vector<Set> sets;
- Vector<uint32_t> set_formats;
- Vector<SpecializationConstant> specialization_constants;
- uint32_t spirv_specialization_constants_ids_mask = 0;
- HashMap<ShaderStage, Vector<uint8_t>> stages_bytecode;
- String name; // Used for debug.
-
- ComPtr<ID3D12RootSignature> root_signature;
- ComPtr<ID3D12RootSignatureDeserializer> root_signature_deserializer;
- const D3D12_ROOT_SIGNATURE_DESC *root_signature_desc = nullptr; // Owned by the deserializer.
- uint32_t root_signature_crc = 0;
- };
-
- String _shader_uniform_debug(RID p_shader, int p_set = -1);
-
- RID_Owner<Shader, true> shader_owner;
-
- uint32_t _shader_patch_dxil_specialization_constant(
- PipelineSpecializationConstantType p_type,
- const void *p_value,
- const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES],
- HashMap<ShaderStage, Vector<uint8_t>> &r_stages_bytecodes,
- bool p_is_first_patch);
- bool _shader_sign_dxil_bytecode(ShaderStage p_stage, Vector<uint8_t> &r_dxil_blob);
-
- /******************/
- /**** UNIFORMS ****/
- /******************/
-
- RID_Owner<Buffer, true> uniform_buffer_owner;
- RID_Owner<Buffer, true> storage_buffer_owner;
-
- // Texture buffer needs a view.
- struct TextureBuffer {
- Buffer buffer;
- };
-
- RID_Owner<TextureBuffer, true> texture_buffer_owner;
-
- struct RootDescriptorTable {
- uint32_t root_param_idx = UINT32_MAX;
- D3D12_GPU_DESCRIPTOR_HANDLE start_gpu_handle = {};
- };
-
- // This structure contains the descriptor set. They _need_ to be allocated
- // for a shader (and will be erased when this shader is erased), but should
- // work for other shaders as long as the hash matches. This covers using
- // them in shader variants.
- //
- // Keep also in mind that you can share buffers between descriptor sets, so
- // the above restriction is not too serious.
-
- struct UniformSet {
- uint32_t format = 0;
- RID shader_id;
- uint32_t shader_set = 0;
- struct {
- DescriptorsHeap resources;
- DescriptorsHeap samplers;
- } desc_heaps;
- struct StateRequirement {
- Resource *resource;
- bool is_buffer;
- D3D12_RESOURCE_STATES states;
- uint64_t shader_uniform_idx_mask;
- };
- struct AttachableTexture {
- uint32_t bind;
- RID texture;
- };
-
- struct RecentBind {
- uint64_t execution_index = 0;
- uint32_t root_signature_crc = 0;
- struct {
- LocalVector<RootDescriptorTable> resources;
- LocalVector<RootDescriptorTable> samplers;
- } root_tables;
- int uses = 0;
- } recent_binds[4]; // A better amount may be empirically found.
-
- LocalVector<AttachableTexture> attachable_textures; // Used for validation.
- Vector<StateRequirement> resource_states;
- InvalidationCallback invalidated_callback = nullptr;
- void *invalidated_callback_userdata = nullptr;
-
-#ifdef DEV_ENABLED
- // Filthy, but useful for dev.
- struct ResourceDescInfo {
- D3D12_DESCRIPTOR_RANGE_TYPE type;
- D3D12_SRV_DIMENSION srv_dimension;
- };
- LocalVector<ResourceDescInfo> _resources_desc_info;
- const Shader *_shader = nullptr;
-#endif
- };
-
- RID_Owner<UniformSet, true> uniform_set_owner;
-
- void _bind_uniform_set(UniformSet *p_uniform_set, const Shader::Set &p_shader_set, const Vector<UniformBindingInfo> &p_bindings, ID3D12GraphicsCommandList *p_command_list, bool p_for_compute);
- void _apply_uniform_set_resource_states(const UniformSet *p_uniform_set, const Shader::Set &p_shader_set);
-
- /*******************/
- /**** PIPELINES ****/
- /*******************/
-
- Error _apply_specialization_constants(
- const Shader *p_shader,
- const Vector<PipelineSpecializationConstant> &p_specialization_constants,
- HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode);
-#ifdef DEV_ENABLED
- String _build_pipeline_blob_filename(
- const Vector<uint8_t> &p_blob,
- const Shader *p_shader,
- const Vector<PipelineSpecializationConstant> &p_specialization_constants,
- const String &p_extra_name_suffix = "",
- const String &p_forced_id = "");
- void _save_pso_blob(
- ID3D12PipelineState *p_pso,
- const Shader *p_shader,
- const Vector<PipelineSpecializationConstant> &p_specialization_constants);
- void _save_stages_bytecode(
- const HashMap<ShaderStage, Vector<uint8_t>> &p_stages_bytecode,
- const Shader *p_shader,
- const RID p_shader_rid,
- const Vector<PipelineSpecializationConstant> &p_specialization_constants);
-#endif
-
- // Render pipeline contains ALL the
- // information required for drawing.
- // This includes all the rasterizer state
- // as well as shader used, framebuffer format,
- // etc.
- // Some parameters aren't fixed in D3D12,
- // so they are stored in an ancillary
- // dynamic parameters structure to be set
- // on pipeline activation via several calls.
-
- struct RenderPipeline {
- // Cached values for validation.
-#ifdef DEBUG_ENABLED
- struct Validation {
- FramebufferFormatID framebuffer_format = 0;
- uint32_t render_pass = 0;
- uint32_t dynamic_state = 0;
- VertexFormatID vertex_format = 0;
- bool uses_restart_indices = false;
- uint32_t primitive_minimum = 0;
- uint32_t primitive_divisor = 0;
- } validation;
-#endif
- RID shader;
- Vector<uint32_t> set_formats;
- uint32_t bindings_id = 0;
- ComPtr<ID3D12PipelineState> pso;
- uint32_t root_signature_crc = 0;
- uint32_t spirv_push_constant_size = 0;
- uint32_t dxil_push_constant_size = 0;
- uint32_t nir_runtime_data_root_param_idx = UINT32_MAX;
- struct DynamicParams {
- D3D12_PRIMITIVE_TOPOLOGY primitive_topology = {};
- Color blend_constant;
- float depth_bounds_min = 0.0f;
- float depth_bounds_max = 0.0f;
- uint32_t stencil_reference = 0;
- } dyn_params;
- };
-
- HashMap<uint32_t, Vector<Vector<UniformBindingInfo>>> pipeline_bindings;
- uint32_t next_pipeline_binding_id = 1;
-
- RID_Owner<RenderPipeline, true> render_pipeline_owner;
-
- struct ComputePipeline {
- RID shader;
- Vector<uint32_t> set_formats;
- uint32_t bindings_id = 0;
- ComPtr<ID3D12PipelineState> pso;
- uint32_t root_signature_crc = 0;
- uint32_t spirv_push_constant_size = 0;
- uint32_t dxil_push_constant_size = 0;
- uint32_t local_group_size[3] = { 0, 0, 0 };
- };
-
- RID_Owner<ComputePipeline, true> compute_pipeline_owner;
-
- /*******************/
- /**** DRAW LIST ****/
- /*******************/
-
- // Draw list contains both the command buffer
- // used for drawing as well as a LOT of
- // information used for validation. This
- // validation is cheap so most of it can
- // also run in release builds.
-
- // When using split command lists, this is
- // implemented internally using bundles.
- // As they can be created in threads,
- // each needs its own command allocator.
-
- struct SplitDrawListAllocator {
- // All pointers are owned, but not using ComPtr to avoid overhead in the vector.
- ID3D12CommandAllocator *command_allocator = nullptr;
- Vector<ID3D12GraphicsCommandList *> command_lists; // One for each frame.
- };
-
- Vector<SplitDrawListAllocator> split_draw_list_allocators;
-
- struct DrawList {
- ID3D12GraphicsCommandList *command_list = nullptr; // If persistent, this is owned, otherwise it's shared with the ringbuffer.
- Rect2i viewport;
- bool viewport_set = false;
-
- struct SetState {
- uint32_t pipeline_expected_format = 0;
- uint32_t uniform_set_format = 0;
- RID uniform_set;
- bool bound = false;
-#ifdef DEV_ENABLED
- // Filthy, but useful for dev.
- const Vector<UniformInfo> *_pipeline_expected_format = nullptr;
- const UniformSet *_uniform_set = nullptr;
-#endif
- };
-
- struct State {
- SetState sets[MAX_UNIFORM_SETS];
- uint32_t set_count = 0;
- RID pipeline;
- ID3D12PipelineState *pso = nullptr;
- ID3D12PipelineState *bound_pso = nullptr;
- RID pipeline_shader;
- uint32_t pipeline_dxil_push_constant_size = 0;
- uint32_t pipeline_bindings_id = 0;
- uint32_t root_signature_crc = 0;
- RID vertex_array;
- RID index_array;
-#ifdef DEV_ENABLED
- // Filthy, but useful for dev.
- Shader *_shader = nullptr;
-#endif
- } state;
-
-#ifdef DEBUG_ENABLED
- struct Validation {
- bool active = true; // Means command buffer was not closed, so you can keep adding things.
- // Actual render pass values.
- uint32_t dynamic_state = 0;
- VertexFormatID vertex_format = INVALID_ID;
- uint32_t vertex_array_size = 0;
- uint32_t vertex_max_instances_allowed = 0xFFFFFFFF;
- bool index_buffer_uses_restart_indices = false;
- uint32_t index_array_size = 0;
- uint32_t index_array_max_index = 0;
- uint32_t index_array_offset = 0;
- Vector<uint32_t> set_formats;
- Vector<bool> set_bound;
- Vector<RID> set_rids;
- // Last pipeline set values.
- bool pipeline_active = false;
- uint32_t pipeline_dynamic_state = 0;
- VertexFormatID pipeline_vertex_format = INVALID_ID;
- RID pipeline_shader;
- bool pipeline_uses_restart_indices = false;
- uint32_t pipeline_primitive_divisor = 0;
- uint32_t pipeline_primitive_minimum = 0;
- uint32_t pipeline_spirv_push_constant_size = 0;
- bool pipeline_push_constant_supplied = false;
- } validation;
-#else
- struct Validation {
- uint32_t vertex_array_size = 0;
- uint32_t index_array_size = 0;
- uint32_t index_array_offset;
- } validation;
-#endif
- };
-
- DrawList *draw_list = nullptr; // One for regular draw lists, multiple for split.
- uint32_t draw_list_subpass_count = 0;
- uint32_t draw_list_count = 0;
- Framebuffer curr_screen_framebuffer; // Only valid while a screen draw list is open.
- Framebuffer *draw_list_framebuffer = nullptr;
- FinalAction draw_list_final_color_action = FINAL_ACTION_DISCARD;
- FinalAction draw_list_final_depth_action = FINAL_ACTION_DISCARD;
- Vector2 draw_list_viewport_size = {};
- uint32_t draw_list_current_subpass = 0;
-
- bool draw_list_split = false;
- Vector<RID> draw_list_bound_textures;
- bool draw_list_unbind_color_textures = false;
- bool draw_list_unbind_depth_textures = false;
-
- struct {
- RID texture_bound;
- bool configured = false;
- } vrs_state;
- uint32_t vrs_state_execution_index = 0;
-
- Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, Point2i viewport_offset, Point2i viewport_size, ID3D12GraphicsCommandList *command_list, const Vector<RID> &p_storage_textures);
- _FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
- Buffer *_get_buffer_from_owner(RID p_buffer);
- Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass);
- void _draw_list_free(Rect2i *r_last_viewport = nullptr);
- void _draw_list_subpass_begin();
- void _draw_list_subpass_end();
-
- /**********************/
- /**** COMPUTE LIST ****/
- /**********************/
-
- struct ComputeList {
- ID3D12GraphicsCommandList *command_list = nullptr; // If persistent, this is owned, otherwise it's shared with the ringbuffer.
-
- struct SetState {
- uint32_t pipeline_expected_format = 0;
- uint32_t uniform_set_format = 0;
- RID uniform_set;
- bool bound = false;
-#ifdef DEV_ENABLED
- // Filthy, but useful for dev.
- const Vector<UniformInfo> *_pipeline_expected_format = nullptr;
- const UniformSet *_uniform_set = nullptr;
-#endif
- };
-
- struct State {
- HashSet<Texture *> textures_to_sampled_layout;
- SetState sets[MAX_UNIFORM_SETS];
- uint32_t set_count = 0;
- RID pipeline;
- ID3D12PipelineState *pso = nullptr;
- ID3D12PipelineState *bound_pso = nullptr;
- RID pipeline_shader;
- uint32_t pipeline_dxil_push_constant_size = 0;
- uint32_t pipeline_bindings_id = 0;
- uint32_t root_signature_crc = 0;
- uint32_t local_group_size[3] = { 0, 0, 0 };
- bool allow_draw_overlap;
-#ifdef DEV_ENABLED
- // Filthy, but useful for dev.
- Shader *_shader = nullptr;
-#endif
- } state;
-
-#ifdef DEBUG_ENABLED
- struct Validation {
- bool active = true; // Means command buffer was not closed, so you can keep adding things.
- Vector<uint32_t> set_formats;
- Vector<bool> set_bound;
- Vector<RID> set_rids;
- // Last pipeline set values.
- bool pipeline_active = false;
- RID pipeline_shader;
- uint32_t pipeline_spirv_push_constant_size = 0;
- bool pipeline_push_constant_supplied = false;
- } validation;
-#endif
- };
-
- ComputeList *compute_list = nullptr;
-
- /**************************/
- /**** FRAME MANAGEMENT ****/
- /**************************/
-
- // This is the frame structure. There are normally
- // 3 of these (used for triple buffering), or 2
- // (double buffering). They are cycled constantly.
- //
- // It contains two command buffers, one that is
- // used internally for setting up (creating stuff)
- // and another used mostly for drawing.
- //
- // They also contains a list of things that need
- // to be disposed of when deleted, which can't
- // happen immediately due to the asynchronous
- // nature of the GPU. They will get deleted
- // when the frame is cycled.
-
- struct Frame {
- // List in usage order, from last to free to first to free.
- List<Buffer> buffers_to_dispose_of;
- List<Texture> textures_to_dispose_of;
- List<Framebuffer> framebuffers_to_dispose_of;
- List<Shader> shaders_to_dispose_of;
- List<RenderPipeline> render_pipelines_to_dispose_of;
- List<ComputePipeline> compute_pipelines_to_dispose_of;
- struct {
- DescriptorsHeap resources;
- DescriptorsHeap samplers;
- DescriptorsHeap aux;
- DescriptorsHeap rtv;
- } desc_heaps;
- struct {
- DescriptorsHeap::Walker resources;
- DescriptorsHeap::Walker samplers;
- DescriptorsHeap::Walker aux;
- DescriptorsHeap::Walker rtv;
- } desc_heap_walkers;
- struct {
- bool resources;
- bool samplers;
- bool aux;
- bool rtv;
- } desc_heaps_exhausted_reported;
- CD3DX12_CPU_DESCRIPTOR_HANDLE null_rtv_handle = {}; // For [[MANUAL_SUBPASSES]].
-
- ComPtr<ID3D12CommandAllocator> setup_command_allocator;
- ComPtr<ID3D12CommandAllocator> draw_command_allocator;
- ComPtr<ID3D12GraphicsCommandList> setup_command_list; // Used at the beginning of every frame for set-up.
- ComPtr<ID3D12GraphicsCommandList> draw_command_list;
-
- struct Timestamp {
- String description;
- uint64_t value = 0;
- };
-
- ComPtr<ID3D12QueryHeap> timestamp_heap;
-
- TightLocalVector<String> timestamp_names;
- TightLocalVector<uint64_t> timestamp_cpu_values;
- uint32_t timestamp_count = 0;
- TightLocalVector<String> timestamp_result_names;
- TightLocalVector<uint64_t> timestamp_cpu_result_values;
- Buffer timestamp_result_values_buffer;
- TightLocalVector<uint64_t> timestamp_result_values;
- uint32_t timestamp_result_count = 0;
- uint64_t index = 0;
- uint64_t execution_index = 0;
-#ifdef DEV_ENABLED
- uint32_t uniform_set_reused = 0;
-#endif
- };
-
- uint32_t max_timestamp_query_elements = 0;
-
- TightLocalVector<Frame> frames; // Frames available, for main device they are cycled (usually 3), for local devices only 1.
- int frame = 0; // Current frame.
- int frame_count = 0; // Total amount of frames.
- uint64_t frames_drawn = 0;
- uint32_t execution_index = 0; // Gets incremented on every call to ExecuteCommandLists (each frame and each flush).
- RID local_device;
- bool local_device_processing = false;
-
- void _free_pending_resources(int p_frame);
-
-//#define USE_SMALL_ALLOCS_POOL // Disabled by now; seems not to be beneficial as it is in Vulkan.
-#ifdef USE_SMALL_ALLOCS_POOL
- union AllocPoolKey {
- struct {
- D3D12_HEAP_TYPE heap_type;
- D3D12_HEAP_FLAGS heap_flags;
- };
- uint64_t key;
- };
- HashMap<uint64_t, ComPtr<D3D12MA::Pool>> small_allocs_pools;
- D3D12MA::Pool *_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags);
-#endif
-
- ComPtr<ID3D12CommandSignature> indirect_dispatch_cmd_sig;
- RID aux_resource; // Used for causing full barriers.
-
- D3D12Context *context = nullptr;
-
- uint64_t image_memory = 0;
- uint64_t buffer_memory = 0;
-
- void _free_internal(RID p_id);
- void _flush(bool p_flush_current_frame);
-
- bool screen_prepared = false;
-
- template <class T>
- void _free_rids(T &p_owner, const char *p_type);
-
- void _finalize_command_bufers();
- void _begin_frame();
-
-#ifdef DEV_ENABLED
- HashMap<RID, String> resource_names;
-#endif
-
- HashMap<DXGI_FORMAT, uint32_t> format_sample_counts_mask_cache;
- uint32_t _find_max_common_supported_sample_count(const DXGI_FORMAT *p_formats, uint32_t p_num_formats);
-
-public:
- virtual RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>());
- virtual RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
- virtual RID texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, BitField<RenderingDevice::TextureUsageBits> p_flags, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers);
-
- virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D, uint32_t p_layers = 0);
- virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer);
-
- virtual bool texture_is_format_supported_for_usage(DataFormat p_format, BitField<RenderingDevice::TextureUsageBits> p_usage) const;
- virtual bool texture_is_shared(RID p_texture);
- virtual bool texture_is_valid(RID p_texture);
- virtual TextureFormat texture_get_format(RID p_texture);
- virtual Size2i texture_size(RID p_texture);
- virtual uint64_t texture_get_native_handle(RID p_texture);
-
- virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
-
- /*********************/
- /**** FRAMEBUFFER ****/
- /*********************/
-
- virtual FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count = 1);
- virtual FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1);
- virtual FramebufferFormatID framebuffer_format_create_empty(TextureSamples p_samples = TEXTURE_SAMPLES_1);
- virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass = 0);
-
- virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
- virtual RID framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, const Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
- virtual RID framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples = TEXTURE_SAMPLES_1, FramebufferFormatID p_format_check = INVALID_ID);
- virtual bool framebuffer_is_valid(RID p_framebuffer) const;
- virtual void framebuffer_set_invalidation_callback(RID p_framebuffer, InvalidationCallback p_callback, void *p_userdata);
-
- virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer);
-
- /*****************/
- /**** SAMPLER ****/
- /*****************/
-
- virtual RID sampler_create(const SamplerState &p_state);
- virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_sampler_filter) const;
-
- /**********************/
- /**** VERTEX ARRAY ****/
- /**********************/
-
- virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_as_storage = false);
-
- // Internally reference counted, this ID is warranted to be unique for the same description, but needs to be freed as many times as it was allocated.
- virtual VertexFormatID vertex_format_create(const Vector<VertexAttribute> &p_vertex_formats);
- virtual RID vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const Vector<RID> &p_src_buffers, const Vector<uint64_t> &p_offsets = Vector<uint64_t>());
-
- virtual RID index_buffer_create(uint32_t p_size_indices, IndexBufferFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_restart_indices = false);
-
- virtual RID index_array_create(RID p_index_buffer, uint32_t p_index_offset, uint32_t p_index_count);
-
- /****************/
- /**** SHADER ****/
- /****************/
-
- virtual String shader_get_binary_cache_key() const;
- virtual Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "");
-
- virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, RID p_placeholder = RID());
- virtual RID shader_create_placeholder();
-
- virtual uint64_t shader_get_vertex_input_attribute_mask(RID p_shader);
-
- /*****************/
- /**** UNIFORM ****/
- /*****************/
-
- virtual RID uniform_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>());
- virtual RID storage_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), BitField<StorageBufferUsage> p_usage = 0);
- virtual RID texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>());
-
- virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set);
- virtual bool uniform_set_is_valid(RID p_uniform_set);
- virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata);
-
- virtual Error buffer_copy(RID p_src_buffer, RID p_dst_buffer, uint32_t p_src_offset, uint32_t p_dst_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS); // Works for any buffer.
- virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Vector<uint8_t> buffer_get_data(RID p_buffer, uint32_t p_offset = 0, uint32_t p_size = 0);
-
- /*************************/
- /**** RENDER PIPELINE ****/
- /*************************/
-
- virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, BitField<PipelineDynamicStateFlags> p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>());
- virtual bool render_pipeline_is_valid(RID p_pipeline);
-
- /**************************/
- /**** COMPUTE PIPELINE ****/
- /**************************/
-
- virtual RID compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>());
- virtual bool compute_pipeline_is_valid(RID p_pipeline);
-
- /****************/
- /**** SCREEN ****/
- /****************/
-
- virtual int screen_get_width(DisplayServer::WindowID p_screen = 0) const;
- virtual int screen_get_height(DisplayServer::WindowID p_screen = 0) const;
- virtual FramebufferFormatID screen_get_framebuffer_format() const;
-
- /********************/
- /**** DRAW LISTS ****/
- /********************/
-
- virtual DrawListID draw_list_begin_for_screen(DisplayServer::WindowID p_screen = 0, const Color &p_clear_color = Color());
- virtual DrawListID draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
- virtual Error draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
-
- virtual void draw_list_set_blend_constants(DrawListID p_list, const Color &p_color);
- virtual void draw_list_bind_render_pipeline(DrawListID p_list, RID p_render_pipeline);
- virtual void draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index);
- virtual void draw_list_bind_vertex_array(DrawListID p_list, RID p_vertex_array);
- virtual void draw_list_bind_index_array(DrawListID p_list, RID p_index_array);
- virtual void draw_list_set_line_width(DrawListID p_list, float p_width);
- virtual void draw_list_set_push_constant(DrawListID p_list, const void *p_data, uint32_t p_data_size);
-
- virtual void draw_list_draw(DrawListID p_list, bool p_use_indices, uint32_t p_instances = 1, uint32_t p_procedural_vertices = 0);
-
- virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect);
- virtual void draw_list_disable_scissor(DrawListID p_list);
-
- virtual uint32_t draw_list_get_current_pass();
- virtual DrawListID draw_list_switch_to_next_pass();
- virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids);
-
- virtual void draw_list_end(BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
-
- /***********************/
- /**** COMPUTE LISTS ****/
- /***********************/
-
- virtual ComputeListID compute_list_begin(bool p_allow_draw_overlap = false);
- virtual void compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline);
- virtual void compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index);
- virtual void compute_list_set_push_constant(ComputeListID p_list, const void *p_data, uint32_t p_data_size);
- virtual void compute_list_add_barrier(ComputeListID p_list);
-
- virtual void compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups);
- virtual void compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads);
- virtual void compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset);
- virtual void compute_list_end(BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
-
- virtual void barrier(BitField<BarrierMask> p_from = BARRIER_MASK_ALL_BARRIERS, BitField<BarrierMask> p_to = BARRIER_MASK_ALL_BARRIERS);
- virtual void full_barrier();
-
- /**************/
- /**** FREE ****/
- /**************/
-
- virtual void free(RID p_id);
-
- /****************/
- /**** Timing ****/
- /****************/
-
- virtual void capture_timestamp(const String &p_name);
- virtual uint32_t get_captured_timestamps_count() const;
- virtual uint64_t get_captured_timestamps_frame() const;
- virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
- virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
- virtual String get_captured_timestamp_name(uint32_t p_index) const;
-
- /****************/
- /**** Limits ****/
- /****************/
-
- virtual uint64_t limit_get(Limit p_limit) const;
-
- virtual void prepare_screen_for_drawing();
-
- void initialize(D3D12Context *p_context, bool p_local_device = false);
- void finalize();
-
- virtual void swap_buffers(); // For main device.
-
- virtual void submit(); // For local device.
- virtual void sync(); // For local device.
-
- virtual uint32_t get_frame_delay() const;
-
- virtual RenderingDevice *create_local_device();
-
- virtual uint64_t get_memory_usage(MemoryType p_type) const;
-
- virtual void set_resource_name(RID p_id, const String p_name);
-
- virtual void draw_command_begin_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1));
- virtual void draw_command_insert_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1));
- virtual void draw_command_end_label();
-
- virtual String get_device_vendor_name() const;
- virtual String get_device_name() const;
- virtual RenderingDevice::DeviceType get_device_type() const;
- virtual String get_device_api_version() const;
- virtual String get_device_pipeline_cache_uuid() const;
-
- virtual uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0);
-
- virtual bool has_feature(const Features p_feature) const;
-
- RenderingDeviceD3D12();
- ~RenderingDeviceD3D12();
-};
-
-#endif // RENDERING_DEVICE_D3D12_H