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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, 1277 insertions, 0 deletions
diff --git a/drivers/d3d12/rendering_device_d3d12.h b/drivers/d3d12/rendering_device_d3d12.h new file mode 100644 index 0000000000..92ae2f78fb --- /dev/null +++ b/drivers/d3d12/rendering_device_d3d12.h @@ -0,0 +1,1277 @@ +/**************************************************************************/ +/* 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 |
