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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