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Diffstat (limited to 'drivers/d3d12/rendering_device_d3d12.h')
-rw-r--r-- | drivers/d3d12/rendering_device_d3d12.h | 1277 |
1 files changed, 0 insertions, 1277 deletions
diff --git a/drivers/d3d12/rendering_device_d3d12.h b/drivers/d3d12/rendering_device_d3d12.h deleted file mode 100644 index 92ae2f78fb..0000000000 --- a/drivers/d3d12/rendering_device_d3d12.h +++ /dev/null @@ -1,1277 +0,0 @@ -/**************************************************************************/ -/* 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 |