diff options
Diffstat (limited to 'drivers/d3d12/rendering_device_driver_d3d12.cpp')
-rw-r--r-- | drivers/d3d12/rendering_device_driver_d3d12.cpp | 5491 |
1 files changed, 5491 insertions, 0 deletions
diff --git a/drivers/d3d12/rendering_device_driver_d3d12.cpp b/drivers/d3d12/rendering_device_driver_d3d12.cpp new file mode 100644 index 0000000000..6a2a3c32b0 --- /dev/null +++ b/drivers/d3d12/rendering_device_driver_d3d12.cpp @@ -0,0 +1,5491 @@ +/**************************************************************************/ +/* rendering_device_driver_d3d12.cpp */ +/**************************************************************************/ +/* 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. */ +/**************************************************************************/ + +#include "rendering_device_driver_d3d12.h" + +#include "core/config/project_settings.h" +#include "core/io/marshalls.h" +#include "d3d12_context.h" +#include "d3d12_godot_nir_bridge.h" +#include "thirdparty/zlib/zlib.h" + +// No point in fighting warnings in Mesa. +#if defined(_MSC_VER) +#pragma warning(push) +#pragma warning(disable : 4200) // "nonstandard extension used: zero-sized array in struct/union". +#pragma warning(disable : 4806) // "'&': unsafe operation: no value of type 'bool' promoted to type 'uint32_t' can equal the given constant". +#endif + +#if defined(__GNUC__) && !defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wnon-virtual-dtor" +#pragma GCC diagnostic ignored "-Wshadow" +#pragma GCC diagnostic ignored "-Wswitch" +#pragma GCC diagnostic ignored "-Wmissing-field-initializers" +#endif + +#include "dxil_validator.h" +#include "nir_spirv.h" +#include "nir_to_dxil.h" +#include "spirv_to_dxil.h" +extern "C" { +#include "dxil_spirv_nir.h" +} + +#if defined(__GNUC__) && !defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning(pop) +#endif + +#if !defined(_MSC_VER) +#include <guiddef.h> + +#include <dxguids.h> +#endif + +// Mesa may define this. +#ifdef UNUSED +#undef UNUSED +#endif + +static const D3D12_RANGE VOID_RANGE = {}; + +static const uint32_t ROOT_CONSTANT_SPACE = RDD::MAX_UNIFORM_SETS + 1; +static const uint32_t ROOT_CONSTANT_REGISTER = 0; +static const uint32_t RUNTIME_DATA_SPACE = RDD::MAX_UNIFORM_SETS + 2; +static const uint32_t RUNTIME_DATA_REGISTER = 0; + +#ifdef DEV_ENABLED +//#define DEBUG_COUNT_BARRIERS +#endif + +/*****************/ +/**** GENERIC ****/ +/*****************/ + +// NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:. +// - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA). +// - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches). +// TODO: Add YUV formats properly, which would require better support for planes in the RD API. + +const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = { + /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {}, + /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) }, + /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) }, + /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM }, + /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) }, + /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) }, + /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) }, + /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM }, + /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM }, + /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM }, + /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT }, + /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT }, + /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT }, + /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT }, + /* DATA_FORMAT_R8_SRGB */ {}, + /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM }, + /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM }, + /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT }, + /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT }, + /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT }, + /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT }, + /* DATA_FORMAT_R8G8_SRGB */ {}, + /* DATA_FORMAT_R8G8B8_UNORM */ {}, + /* DATA_FORMAT_R8G8B8_SNORM */ {}, + /* DATA_FORMAT_R8G8B8_USCALED */ {}, + /* DATA_FORMAT_R8G8B8_SSCALED */ {}, + /* DATA_FORMAT_R8G8B8_UINT */ {}, + /* DATA_FORMAT_R8G8B8_SINT */ {}, + /* DATA_FORMAT_R8G8B8_SRGB */ {}, + /* DATA_FORMAT_B8G8R8_UNORM */ {}, + /* DATA_FORMAT_B8G8R8_SNORM */ {}, + /* DATA_FORMAT_B8G8R8_USCALED */ {}, + /* DATA_FORMAT_B8G8R8_SSCALED */ {}, + /* DATA_FORMAT_B8G8R8_UINT */ {}, + /* DATA_FORMAT_B8G8R8_SINT */ {}, + /* DATA_FORMAT_B8G8R8_SRGB */ {}, + /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM }, + /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM }, + /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, + /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, + /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, + /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, + /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, + /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM }, + /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM }, + /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, + /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, + /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, + /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, + /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, + /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM }, + /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM }, + /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, + /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, + /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT }, + /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT }, + /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, + /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) }, + /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {}, + /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) }, + /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {}, + /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) }, + /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {}, + /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM }, + /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {}, + /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT }, + /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {}, + /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT }, + /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {}, + /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM }, + /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM }, + /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT }, + /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT }, + /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT }, + /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT }, + /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT }, + /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM }, + /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM }, + /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT }, + /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT }, + /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT }, + /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT }, + /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT }, + /* DATA_FORMAT_R16G16B16_UNORM */ {}, + /* DATA_FORMAT_R16G16B16_SNORM */ {}, + /* DATA_FORMAT_R16G16B16_USCALED */ {}, + /* DATA_FORMAT_R16G16B16_SSCALED */ {}, + /* DATA_FORMAT_R16G16B16_UINT */ {}, + /* DATA_FORMAT_R16G16B16_SINT */ {}, + /* DATA_FORMAT_R16G16B16_SFLOAT */ {}, + /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM }, + /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM }, + /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT }, + /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT }, + /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT }, + /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT }, + /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT }, + /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT }, + /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT }, + /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT }, + /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT }, + /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT }, + /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT }, + /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT }, + /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT }, + /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT }, + /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT }, + /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT }, + /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT }, + /* DATA_FORMAT_R64_UINT */ {}, + /* DATA_FORMAT_R64_SINT */ {}, + /* DATA_FORMAT_R64_SFLOAT */ {}, + /* DATA_FORMAT_R64G64_UINT */ {}, + /* DATA_FORMAT_R64G64_SINT */ {}, + /* DATA_FORMAT_R64G64_SFLOAT */ {}, + /* DATA_FORMAT_R64G64B64_UINT */ {}, + /* DATA_FORMAT_R64G64B64_SINT */ {}, + /* DATA_FORMAT_R64G64B64_SFLOAT */ {}, + /* DATA_FORMAT_R64G64B64A64_UINT */ {}, + /* DATA_FORMAT_R64G64B64A64_SINT */ {}, + /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {}, + /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT }, + /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP }, + /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM }, + /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT }, + /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT }, + /* DATA_FORMAT_S8_UINT */ {}, + /* DATA_FORMAT_D16_UNORM_S8_UINT */ {}, + /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT }, + /* DATA_FORMAT_D32_SFLOAT_S8_UINT */ { DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT_S8X24_UINT }, + /* DATA_FORMAT_BC1_RGB_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1) }, + /* DATA_FORMAT_BC1_RGB_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1) }, + /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM }, + /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB }, + /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM }, + /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB }, + /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM }, + /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB }, + /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM }, + /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM }, + /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM }, + /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM }, + /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 }, + /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 }, + /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM }, + /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB }, + /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {}, + /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {}, + /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {}, + /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {}, + /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {}, + /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {}, + /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {}, + /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {}, + /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {}, + /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {}, + /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {}, + /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {}, + /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {}, + /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {}, + /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {}, + /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {}, + /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {}, + /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {}, + /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {}, + /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {}, + /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {}, + /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {}, + /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {}, + /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {}, + /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {}, + /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {}, + /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {}, + /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {}, + /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {}, + /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {}, + /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {}, + /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {}, +}; + +Error RenderingDeviceDriverD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) { + ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS); + ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER); + + handle_size = p_device->GetDescriptorHandleIncrementSize(p_type); + + desc.Type = p_type; + desc.NumDescriptors = p_descriptor_count; + desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf())); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + + return OK; +} + +RenderingDeviceDriverD3D12::DescriptorsHeap::Walker RenderingDeviceDriverD3D12::DescriptorsHeap::make_walker() const { + Walker walker; + walker.handle_size = handle_size; + walker.handle_count = desc.NumDescriptors; + if (heap) { +#if defined(_MSC_VER) || !defined(_WIN32) + walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart(); + if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) { + walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart(); + } +#else + heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle); + if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) { + heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle); + } +#endif + } + return walker; +} + +void RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) { + ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF."); + handle_index += p_count; +} + +D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() { + ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF."); + return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size }; +} + +D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() { + ERR_FAIL_COND_V_MSG(!first_gpu_handle.ptr, D3D12_GPU_DESCRIPTOR_HANDLE(), "Can't provide a GPU handle from a non-GPU descriptors heap."); + ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF."); + return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size }; +} + +static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = { + D3D12_COMPARISON_FUNC_NEVER, + D3D12_COMPARISON_FUNC_LESS, + D3D12_COMPARISON_FUNC_EQUAL, + D3D12_COMPARISON_FUNC_LESS_EQUAL, + D3D12_COMPARISON_FUNC_GREATER, + D3D12_COMPARISON_FUNC_NOT_EQUAL, + D3D12_COMPARISON_FUNC_GREATER_EQUAL, + D3D12_COMPARISON_FUNC_ALWAYS, +}; + +/****************/ +/**** MEMORY ****/ +/****************/ + +static const uint32_t SMALL_ALLOCATION_MAX_SIZE = 4096; + +#ifdef USE_SMALL_ALLOCS_POOL +D3D12MA::Pool *RenderingDeviceDriverD3D12::_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags) { + D3D12_HEAP_FLAGS effective_heap_flags = p_heap_flags; + if (allocator->GetD3D12Options().ResourceHeapTier != D3D12_RESOURCE_HEAP_TIER_1) { + // Heap tier 2 allows mixing resource types liberally. + effective_heap_flags &= ~(D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES | D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES); + } + + AllocPoolKey pool_key; + pool_key.heap_type = p_heap_type; + pool_key.heap_flags = effective_heap_flags; + if (small_allocs_pools.has(pool_key.key)) { + return small_allocs_pools[pool_key.key].Get(); + } + +#ifdef DEV_ENABLED + print_verbose("Creating D3D12MA small objects pool for heap type " + itos(p_heap_type) + " and heap flags " + itos(p_heap_flags)); +#endif + + D3D12MA::POOL_DESC poolDesc = {}; + poolDesc.HeapProperties.Type = p_heap_type; + poolDesc.HeapFlags = effective_heap_flags; + + ComPtr<D3D12MA::Pool> pool; + HRESULT res = allocator->CreatePool(&poolDesc, pool.GetAddressOf()); + small_allocs_pools[pool_key.key] = pool; // Don't try to create it again if failed the first time. + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "CreatePool failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + + return pool.Get(); +} +#endif + +/******************/ +/**** RESOURCE ****/ +/******************/ + +static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = { + D3D12_RESOURCE_DIMENSION_TEXTURE1D, + D3D12_RESOURCE_DIMENSION_TEXTURE2D, + D3D12_RESOURCE_DIMENSION_TEXTURE3D, + D3D12_RESOURCE_DIMENSION_TEXTURE2D, + D3D12_RESOURCE_DIMENSION_TEXTURE1D, + D3D12_RESOURCE_DIMENSION_TEXTURE2D, + D3D12_RESOURCE_DIMENSION_TEXTURE2D, +}; + +void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override) { + DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here. + DEV_ASSERT(p_new_state != D3D12_RESOURCE_STATE_COMMON); // No need to support this for now. + +#ifdef DEBUG_COUNT_BARRIERS + uint64_t start = OS::get_singleton()->get_ticks_usec(); +#endif + + ResourceInfo::States *res_states = p_resource->states_ptr; + D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource]; + + ID3D12Resource *res_to_transition = p_resource_override ? p_resource_override : p_resource->resource; + + bool redundant_transition = ((*curr_state) & p_new_state) == p_new_state; + if (redundant_transition) { + bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch; + if (needs_uav_barrier) { + if (res_barriers.size() < res_barriers_count + 1) { + res_barriers.resize(res_barriers_count + 1); + } + res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(res_to_transition); + res_barriers_count++; + res_states->last_batch_with_uav_barrier = res_barriers_batch; + } + } else { + uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111)); + uint8_t subres_qword = p_subresource >> 6; + + if (res_barriers_requests.has(res_states)) { + BarrierRequest &br = res_barriers_requests.get(res_states); + DEV_ASSERT(br.dx_resource == res_to_transition); + DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64); + DEV_ASSERT(br.planes == p_num_planes); + + // First, find if the subresource already has a barrier scheduled. + uint8_t curr_group_idx = 0; + bool same_transition_scheduled = false; + for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) { + if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) { + continue; + } + if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) { + uint32_t state_mask = br.groups[curr_group_idx].states; + same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state; + break; + } + } + if (!same_transition_scheduled) { + bool subres_already_there = curr_group_idx != br.groups_count; + D3D12_RESOURCE_STATES final_states = {}; + if (subres_already_there) { + final_states = br.groups[curr_group_idx].states; + final_states |= p_new_state; + bool subres_alone = true; + for (uint8_t i = 0; i < br.subres_mask_qwords; i++) { + if (i == subres_qword) { + if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) { + subres_alone = false; + break; + } + } else { + if (br.groups[curr_group_idx].subres_mask[i] != 0) { + subres_alone = false; + break; + } + } + } + bool relocated = false; + if (subres_alone) { + // Subresource is there by itself. + for (uint8_t i = 0; i < br.groups_count; i++) { + if (unlikely(i == curr_group_idx)) { + continue; + } + if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) { + continue; + } + // There's another group with the final states; relocate to it. + if (br.groups[i].states == final_states) { + br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece; + relocated = true; + break; + } + } + if (relocated) { + // Let's delete the group where it used to be by itself. + if (curr_group_idx == br.groups_count - 1) { + br.groups_count--; + } else { + br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP; + } + } else { + // Its current group, where it's alone, can extend its states. + br.groups[curr_group_idx].states = final_states; + } + } else { + // Already there, but not by itself and the state mask is different, so it now belongs to a different group. + br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece; + subres_already_there = false; + } + } else { + final_states = p_new_state; + } + if (!subres_already_there) { + // See if it fits exactly the states of some of the groups to fit it there. + for (uint8_t i = 0; i < br.groups_count; i++) { + if (unlikely(i == curr_group_idx)) { + continue; + } + if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) { + continue; + } + if (br.groups[i].states == final_states) { + br.groups[i].subres_mask[subres_qword] |= subres_mask_piece; + subres_already_there = true; + break; + } + } + if (!subres_already_there) { + // Add a new group to accommodate this subresource. + uint8_t group_to_fill = 0; + if (br.groups_count < BarrierRequest::MAX_GROUPS) { + // There are still free groups. + group_to_fill = br.groups_count; + br.groups_count++; + } else { + // Let's try to take over a deleted one. + for (; group_to_fill < br.groups_count; group_to_fill++) { + if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) { + break; + } + } + CRASH_COND(group_to_fill == br.groups_count); + } + + br.groups[group_to_fill].states = final_states; + for (uint8_t i = 0; i < br.subres_mask_qwords; i++) { + if (unlikely(i == subres_qword)) { + br.groups[group_to_fill].subres_mask[i] = subres_mask_piece; + } else { + br.groups[group_to_fill].subres_mask[i] = 0; + } + } + } + } + } + } else { + BarrierRequest &br = res_barriers_requests[res_states]; + br.dx_resource = res_to_transition; + br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64; + CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES); + br.planes = p_num_planes; + br.groups[0].states = p_new_state; + for (uint8_t i = 0; i < br.subres_mask_qwords; i++) { + if (unlikely(i == subres_qword)) { + br.groups[0].subres_mask[i] = subres_mask_piece; + } else { + br.groups[0].subres_mask[i] = 0; + } + } + br.groups_count = 1; + } + } + + if (p_new_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) { + res_states->last_batch_transitioned_to_uav = res_barriers_batch; + } + +#ifdef DEBUG_COUNT_BARRIERS + frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start; +#endif +} + +void RenderingDeviceDriverD3D12::_resource_transitions_flush(ID3D12GraphicsCommandList *p_cmd_list) { +#ifdef DEBUG_COUNT_BARRIERS + uint64_t start = OS::get_singleton()->get_ticks_usec(); +#endif + + for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : res_barriers_requests) { + ResourceInfo::States *res_states = E.key; + const BarrierRequest &br = E.value; + + uint32_t num_subresources = res_states->subresource_states.size(); + + // When there's not a lot of subresources, the empirical finding is that it's better + // to avoid attempting the single-barrier optimization. + static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48; + + bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES; + if (may_do_single_barrier) { + // A single group means we may be able to do a single all-subresources barrier. + + { + // First requisite is that all subresources are involved. + + uint8_t subres_mask_full_qwords = num_subresources / 64; + for (uint32_t i = 0; i < subres_mask_full_qwords; i++) { + if (br.groups[0].subres_mask[i] != UINT64_MAX) { + may_do_single_barrier = false; + break; + } + } + if (may_do_single_barrier) { + if (num_subresources % 64) { + DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1); + uint64_t mask_tail_qword = 0; + for (uint8_t i = 0; i < num_subresources % 64; i++) { + mask_tail_qword |= ((uint64_t)1 << i); + } + if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) { + may_do_single_barrier = false; + } + } + } + } + + if (may_do_single_barrier) { + // Second requisite is that the source state is the same for all. + + for (uint32_t i = 1; i < num_subresources; i++) { + if (res_states->subresource_states[i] != res_states->subresource_states[0]) { + may_do_single_barrier = false; + break; + } + } + + if (may_do_single_barrier) { + // Hurray!, we can do a single barrier (plus maybe a UAV one, too). + + bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch; + + uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1; + if (res_barriers.size() < res_barriers_count + needed_barriers) { + res_barriers.resize(res_barriers_count + needed_barriers); + } + + if (needs_uav_barrier) { + res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource); + res_barriers_count++; + res_states->last_batch_with_uav_barrier = res_barriers_batch; + } + + if (res_states->subresource_states[0] != br.groups[0].states) { + res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].states, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES); + res_barriers_count++; + } + + for (uint32_t i = 0; i < num_subresources; i++) { + res_states->subresource_states[i] = br.groups[0].states; + } + } + } + } + + if (!may_do_single_barrier) { + for (uint8_t i = 0; i < br.groups_count; i++) { + const BarrierRequest::Group &g = E.value.groups[i]; + + if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) { + continue; + } + + uint32_t subresource = 0; + do { + uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64)); + uint8_t subres_qword = subresource / 64; + + if (likely(g.subres_mask[subres_qword] == 0)) { + subresource += 64; + continue; + } + + if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) { + subresource++; + continue; + } + + D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource]; + + bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch; + + uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes; + if (res_barriers.size() < res_barriers_count + needed_barriers) { + res_barriers.resize(res_barriers_count + needed_barriers); + } + + if (needs_uav_barrier) { + res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource); + res_barriers_count++; + res_states->last_batch_with_uav_barrier = res_barriers_batch; + } + + if (*curr_state != g.states) { + for (uint8_t k = 0; k < br.planes; k++) { + res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources); + res_barriers_count++; + } + } + + *curr_state = g.states; + + subresource++; + } while (subresource < num_subresources); + } + } + } + + if (res_barriers_count) { + p_cmd_list->ResourceBarrier(res_barriers_count, res_barriers.ptr()); + res_barriers_requests.clear(); + } + +#ifdef DEBUG_COUNT_BARRIERS + frame_barriers_count += res_barriers_count; + frame_barriers_batches_count++; + frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start; +#endif + + res_barriers_count = 0; + res_barriers_batch++; +} + +/*****************/ +/**** BUFFERS ****/ +/*****************/ + +RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) { + // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec + // but also if you give a rounded size at that point because it will extend beyond the + // memory of the resource. Therefore, it seems the only way is to create it with a + // rounded size. + CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)); + if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) { + resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; + } else { + resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE; + } + + D3D12MA::ALLOCATION_DESC allocation_desc = {}; + allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT; + D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COPY_DEST; + switch (p_allocation_type) { + case MEMORY_ALLOCATION_TYPE_CPU: { + bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT); + bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT); + if (is_src && !is_dst) { + // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM. + allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD; + initial_state = D3D12_RESOURCE_STATE_GENERIC_READ; + } + if (is_dst && !is_src) { + // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads. + allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK; + } + } break; + case MEMORY_ALLOCATION_TYPE_GPU: { +#ifdef USE_SMALL_ALLOCS_POOL + if (p_size <= SMALL_ALLOCATION_MAX_SIZE) { + allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS); + } +#endif + } break; + } + + ComPtr<ID3D12Resource> buffer; + ComPtr<D3D12MA::Allocation> allocation; + HRESULT res = allocator->CreateResource( + &allocation_desc, + &resource_desc, + initial_state, + nullptr, + allocation.GetAddressOf(), + IID_PPV_ARGS(buffer.GetAddressOf())); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + "."); + + // Bookkeep. + + BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator); + buf_info->resource = buffer.Get(); + buf_info->owner_info.resource = buffer; + buf_info->owner_info.allocation = allocation; + buf_info->owner_info.states.subresource_states.push_back(initial_state); + buf_info->states_ptr = &buf_info->owner_info.states; + buf_info->size = p_size; + buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS); + buf_info->flags.is_for_upload = allocation_desc.HeapType == D3D12_HEAP_TYPE_UPLOAD; + + return BufferID(buf_info); +} + +bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) { + BufferInfo *buf_info = (BufferInfo *)p_buffer.id; + buf_info->texel_format = p_format; + return true; +} + +void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) { + BufferInfo *buf_info = (BufferInfo *)p_buffer.id; + VersatileResource::free(resources_allocator, buf_info); +} + +uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) { + const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id; + return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0; +} + +uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) { + const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id; + void *data_ptr = nullptr; + HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + return (uint8_t *)data_ptr; +} + +void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) { + const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id; + buf_info->resource->Unmap(0, &VOID_RANGE); +} + +/*****************/ +/**** TEXTURE ****/ +/*****************/ + +static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = { + D3D12_SRV_DIMENSION_TEXTURE1D, + D3D12_SRV_DIMENSION_TEXTURE2D, + D3D12_SRV_DIMENSION_TEXTURE3D, + D3D12_SRV_DIMENSION_TEXTURECUBE, + D3D12_SRV_DIMENSION_TEXTURE1DARRAY, + D3D12_SRV_DIMENSION_TEXTURE2DARRAY, + D3D12_SRV_DIMENSION_TEXTURECUBEARRAY, +}; + +static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = { + D3D12_SRV_DIMENSION_UNKNOWN, + D3D12_SRV_DIMENSION_TEXTURE2DMS, + D3D12_SRV_DIMENSION_UNKNOWN, + D3D12_SRV_DIMENSION_UNKNOWN, + D3D12_SRV_DIMENSION_UNKNOWN, + D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY, + D3D12_SRV_DIMENSION_UNKNOWN, +}; + +static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = { + D3D12_UAV_DIMENSION_TEXTURE1D, + D3D12_UAV_DIMENSION_TEXTURE2D, + D3D12_UAV_DIMENSION_TEXTURE3D, + D3D12_UAV_DIMENSION_TEXTURE2DARRAY, + D3D12_UAV_DIMENSION_TEXTURE1DARRAY, + D3D12_UAV_DIMENSION_TEXTURE2DARRAY, + D3D12_UAV_DIMENSION_TEXTURE2DARRAY, +}; + +uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) { + uint32_t common = UINT32_MAX; + + for (uint32_t i = 0; i < p_formats.size(); i++) { + if (format_sample_counts_mask_cache.has(p_formats[i])) { + common &= format_sample_counts_mask_cache[p_formats[i]]; + } else { + D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {}; + msql.Format = p_formats[i]; + uint32_t mask = 0; + for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) { + msql.SampleCount = (UINT)samples; + HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql)); + if (SUCCEEDED(res) && msql.NumQualityLevels) { + int bit = get_shift_from_power_of_2(samples); + ERR_FAIL_COND_V(bit == -1, 1); + mask |= (uint32_t)(1 << bit); + } + } + format_sample_counts_mask_cache.insert(p_formats[i], mask); + common &= mask; + } + } + if (common == UINT32_MAX) { + return 1; + } else { + return ((uint32_t)1 << nearest_shift(common)); + } +} + +UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) { + UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle; + + D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = { + D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused. + D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, + D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, + // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*. + D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle), + D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle), + D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle), + D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle), + }; + + return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( + p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r], + p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g], + p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b], + p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]); +} + +UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) { + TextureAspect aspect = TEXTURE_ASPECT_MAX; + + if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) { + DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX); + aspect = TEXTURE_ASPECT_COLOR; + } + if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) { + DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX); + aspect = TEXTURE_ASPECT_DEPTH; + } + if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) { + DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX); + aspect = TEXTURE_ASPECT_STENCIL; + } + + DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX); + + return _compute_plane_slice(p_format, aspect); +} + +UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) { + switch (p_aspect) { + case TEXTURE_ASPECT_COLOR: + // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case). + return 0; + case TEXTURE_ASPECT_DEPTH: + // The plane must be 0 for the color or depth aspect + return 0; + case TEXTURE_ASPECT_STENCIL: + // The plane may be 0 for the stencil aspect (if the format is stencil-only), or 1 (if the format is depth-stencil; other cases are ill). + return format_get_plane_count(p_format) == 2 ? 1 : 0; + default: + DEV_ASSERT(false); + return 0; + } +} + +void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) { + uint32_t planes = 1; + if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { + planes = format_get_plane_count(p_tex_info->format); + } + D3D12_DISCARD_REGION dr = {}; + dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1; + dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect; + dr.FirstSubresource = UINT_MAX; + dr.NumSubresources = 0; + for (uint32_t u = 0; u < planes; u++) { + for (uint32_t v = 0; v < p_tex_info->layers; v++) { + for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) { + UINT subresource = D3D12CalcSubresource( + p_tex_info->base_mip + w, + p_tex_info->base_layer + v, + u, + p_tex_info->desc.MipLevels, + p_tex_info->desc.ArraySize()); + if (dr.NumSubresources == 0) { + dr.FirstSubresource = subresource; + dr.NumSubresources = 1; + } else if (dr.FirstSubresource + dr.NumSubresources == subresource) { + dr.NumSubresources++; + } else { + p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr); + dr.FirstSubresource = subresource; + dr.NumSubresources = 1; + } + } + } + } + if (dr.NumSubresources) { + p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr); + } +} + +RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) { + // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed. + CD3DX12_RESOURCE_DESC1 resource_desc = {}; + resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type]; + resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible. + + resource_desc.Width = p_format.width; + resource_desc.Height = p_format.height; + resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers; + resource_desc.MipLevels = p_format.mipmaps; + + // Format. + bool cross_family_sharing = false; + bool relaxed_casting_available = false; + DXGI_FORMAT *relaxed_casting_formats = nullptr; + uint32_t relaxed_casting_format_count = 0; + { + resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family; + + // If views of different families are wanted, special setup is needed for proper sharing among them. + // Two options here: + // 1. If ID3DDevice10 is present and driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA). + // 2. Otherwise, fall back to an approach based on abusing aliasing, hoping for the best. [[CROSS_FAMILY_ALIASING]] + if (p_format.shareable_formats.size()) { + if (context->get_format_capabilities().relaxed_casting_supported) { + ComPtr<ID3D12Device10> device_10; + device->QueryInterface(device_10.GetAddressOf()); + if (device_10) { + relaxed_casting_available = true; + relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size()); + relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format; + relaxed_casting_format_count++; + } + } + } + + HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags; + for (int i = 0; i < p_format.shareable_formats.size(); i++) { + DataFormat curr_format = p_format.shareable_formats[i]; + String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'"; + + ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported."); + + if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) { + cross_family_sharing = true; + if (!relaxed_casting_available) { + break; + } + relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format; + relaxed_casting_format_count++; + } + } + + if (cross_family_sharing && !relaxed_casting_available) { + // At least guarantee the same layout among aliases. + resource_desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE; + + // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout. + if (p_format.texture_type == TEXTURE_TYPE_1D) { + ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture."); + } + if (p_format.samples != TEXTURE_SAMPLES_1) { + ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture."); + } + if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) { + ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture."); + } + if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) { + ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture."); + } + } + } + + // Usage. + if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) { + resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; + } else { + if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT)) { + resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV. + } + } + if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) { + resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; + } + if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) { + resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; + } + if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT)) { + // For VRS images we can't use the typeless format. + resource_desc.Format = DXGI_FORMAT_R8_UINT; + } + + resource_desc.SampleDesc = {}; + DXGI_FORMAT format_to_test = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) ? RD_TO_D3D12_FORMAT[p_format.format].dsv_format : RD_TO_D3D12_FORMAT[p_format.format].general_format; + if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) { + resource_desc.SampleDesc.Count = MIN( + _find_max_common_supported_sample_count(format_to_test), + TEXTURE_SAMPLES_COUNT[p_format.samples]); + } else { + // No MSAA in D3D12 if storage. May have become possible recently where supported, though. + resource_desc.SampleDesc.Count = 1; + } + resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN; + + // Create. + + D3D12MA::ALLOCATION_DESC allocation_desc = {}; + if (cross_family_sharing && !relaxed_casting_available) { + allocation_desc.Flags = D3D12MA::ALLOCATION_FLAG_CAN_ALIAS; + } + allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT; + if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) { + allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES; + } else { + allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES; + } + if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) { + allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS; + } + +#ifdef USE_SMALL_ALLOCS_POOL + uint32_t width = 0, height = 0; + uint32_t image_size = get_image_format_required_size(p_format.format, p_format.width, p_format.height, p_format.depth, p_format.mipmaps, &width, &height); + if (image_size <= SMALL_ALLOCATION_MAX_SIZE) { + allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, allocation_desc.ExtraHeapFlags); + } +#endif + + D3D12_RESOURCE_STATES initial_state = {}; + ID3D12Resource *texture = nullptr; + ComPtr<ID3D12Resource> main_texture; + ComPtr<D3D12MA::Allocation> allocation; + static const FLOAT black[4] = {}; + D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black); + D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr; + { + HRESULT res = E_FAIL; + if (cross_family_sharing && relaxed_casting_available) { + res = allocator->CreateResource3( + &allocation_desc, + &resource_desc, + D3D12_BARRIER_LAYOUT_COMMON, // Needed for barrier interop. + clear_value_ptr, + relaxed_casting_format_count, + relaxed_casting_formats, + allocation.GetAddressOf(), + IID_PPV_ARGS(main_texture.GetAddressOf())); + initial_state = D3D12_RESOURCE_STATE_COMMON; // Needed for barrier interop. + } else { + res = allocator->CreateResource( + &allocation_desc, + (D3D12_RESOURCE_DESC *)&resource_desc, + D3D12_RESOURCE_STATE_COPY_DEST, + clear_value_ptr, + allocation.GetAddressOf(), + IID_PPV_ARGS(main_texture.GetAddressOf())); + initial_state = D3D12_RESOURCE_STATE_COPY_DEST; + } + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + texture = main_texture.Get(); + } + + // Describe views. + + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {}; + { + srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; + srv_desc.ViewDimension = p_format.samples == TEXTURE_SAMPLES_1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[p_format.texture_type] : RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[p_format.texture_type]; + srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view); + + switch (srv_desc.ViewDimension) { + case D3D12_SRV_DIMENSION_TEXTURE1D: { + srv_desc.Texture1D.MipLevels = p_format.mipmaps; + } break; + case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: { + srv_desc.Texture1DArray.MipLevels = p_format.mipmaps; + srv_desc.Texture1DArray.ArraySize = p_format.array_layers; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2D: { + srv_desc.Texture2D.MipLevels = p_format.mipmaps; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DMS: { + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: { + srv_desc.Texture2DArray.MipLevels = p_format.mipmaps; + srv_desc.Texture2DArray.ArraySize = p_format.array_layers; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: { + srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers; + } break; + case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: { + srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps; + srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6; + } break; + case D3D12_SRV_DIMENSION_TEXTURE3D: { + srv_desc.Texture3D.MipLevels = p_format.mipmaps; + } break; + case D3D12_SRV_DIMENSION_TEXTURECUBE: { + srv_desc.TextureCube.MipLevels = p_format.mipmaps; + } break; + default: { + } + } + } + + D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {}; + { + main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format; + main_uav_desc.ViewDimension = p_format.samples == TEXTURE_SAMPLES_1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[p_format.texture_type] : D3D12_UAV_DIMENSION_UNKNOWN; + + switch (main_uav_desc.ViewDimension) { + case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: { + main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers; + } break; + case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: { + // Either for an actual 2D texture array, cubemap or cubemap array. + main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers; + } break; + case D3D12_UAV_DIMENSION_TEXTURE3D: { + main_uav_desc.Texture3D.WSize = p_format.depth; + } break; + default: { + } + } + } + + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc; + uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; + + // Create aliases if needed. [[CROSS_FAMILY_ALIASING]] + + using AliasEntry = Pair<DXGI_FORMAT, ID3D12Resource *>; + AliasEntry *aliases = nullptr; + uint32_t alias_count = 0; + if (cross_family_sharing && !relaxed_casting_available) { + aliases = ALLOCA_ARRAY(AliasEntry, p_format.shareable_formats.size()); + + for (int i = 0; i < p_format.shareable_formats.size(); i++) { + DataFormat curr_format = p_format.shareable_formats[i]; + + DXGI_FORMAT format_family = RD_TO_D3D12_FORMAT[curr_format].family; + if (format_family == RD_TO_D3D12_FORMAT[p_format.format].family) { + continue; + } + + D3D12_RESOURCE_DESC alias_resource_desc = *(D3D12_RESOURCE_DESC *)&resource_desc; + alias_resource_desc.Format = format_family; + clear_value.Format = format_family; + if ((alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) { + if (!texture_get_usages_supported_by_format(curr_format, false).has_flag(TEXTURE_USAGE_STORAGE_BIT)) { + alias_resource_desc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; + } + } + ID3D12Resource *alias = nullptr; + HRESULT res = allocator->CreateAliasingResource( + allocation.Get(), + 0, + &alias_resource_desc, + initial_state, + (alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? clear_value_ptr : nullptr, + IID_PPV_ARGS(&alias)); + if (!SUCCEEDED(res)) { + for (uint32_t j = 0; j < alias_count; j++) { + aliases[j].second->Release(); + } + ERR_FAIL_V_MSG(TextureID(), "CreateAliasingResource failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + } + aliases[alias_count] = AliasEntry(format_family, alias); + alias_count++; + + if (curr_format == p_view.format) { + texture = alias; + } + } + } + + // Bookkeep. + + TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator); + tex_info->resource = texture; + tex_info->owner_info.resource = main_texture; + tex_info->owner_info.allocation = allocation; + tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers); + for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) { + tex_info->owner_info.states.subresource_states[i] = initial_state; + } + tex_info->states_ptr = &tex_info->owner_info.states; + tex_info->format = p_format.format; + tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc; + tex_info->base_layer = 0; + tex_info->layers = resource_desc.ArraySize(); + tex_info->base_mip = 0; + tex_info->mipmaps = resource_desc.MipLevels; + tex_info->view_descs.srv = srv_desc; + tex_info->view_descs.uav = uav_desc; + tex_info->main_texture = main_texture.Get(); + tex_info->aliasing_hack.main_uav_desc = main_uav_desc; + if (alias_count) { + for (uint32_t i = 0; i < alias_count; i++) { + tex_info->aliasing_hack.owner_info.aliases.insert(aliases[i].first, aliases[i].second); + } + } + + return TextureID(tex_info); +} + +RDD::TextureID RenderingDeviceDriverD3D12::texture_create_from_extension(uint64_t p_native_texture, TextureType p_type, DataFormat p_format, uint32_t p_array_layers, bool p_depth_stencil) { + ERR_FAIL_V_MSG(TextureID(), "Unimplemented!"); +} + +RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) { + const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID()); +#endif + + ID3D12Resource *texture = nullptr; + if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) { + texture = owner_tex_info->resource; + } else { + texture = owner_tex_info->main_texture; + for (const KeyValue<DXGI_FORMAT, ComPtr<ID3D12Resource>> &E : owner_tex_info->aliasing_hack.owner_info.aliases) { + if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) { + texture = E.value.Get(); + break; + } + } + } + + // Describe views. + + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv; + { + srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; + srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view); + } + + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav; + { + uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; + } + + // Bookkeep. + + TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator); + tex_info->resource = texture; + tex_info->states_ptr = owner_tex_info->states_ptr; + tex_info->format = p_view.format; + tex_info->desc = owner_tex_info->desc; + tex_info->base_layer = owner_tex_info->base_layer; + tex_info->layers = owner_tex_info->layers; + tex_info->base_mip = owner_tex_info->base_mip; + tex_info->mipmaps = owner_tex_info->mipmaps; + tex_info->view_descs.srv = srv_desc; + tex_info->view_descs.uav = uav_desc; + tex_info->main_texture = owner_tex_info->main_texture; + tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc; + + return TextureID(tex_info); +} + +RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) { + const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID()); +#endif + + // Find appropriate resource instance. + + ID3D12Resource *texture = nullptr; + if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) { + texture = owner_tex_info->resource; + } else { + texture = owner_tex_info->main_texture; + for (const KeyValue<DXGI_FORMAT, ComPtr<ID3D12Resource>> &E : owner_tex_info->aliasing_hack.owner_info.aliases) { + if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) { + texture = E.value.Get(); + break; + } + } + } + + // Describe views. + + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv; + { + srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; + srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view); + } + + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav; + { + uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format; + } + + // Complete description with slicing. + // (Leveraging aliasing in members of the union as much as possible.) + + srv_desc.Texture1D.MostDetailedMip = p_mipmap; + srv_desc.Texture1D.MipLevels = 1; + + uav_desc.Texture1D.MipSlice = p_mipmap; + + switch (p_slice_type) { + case TEXTURE_SLICE_2D: { + if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) { + DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D); + } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) { + DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN); + } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer)) || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) { + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; + srv_desc.Texture2DArray.FirstArraySlice = p_layer; + srv_desc.Texture2DArray.ArraySize = 1; + srv_desc.Texture2DArray.PlaneSlice = 0; + srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f; + + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY; + uav_desc.Texture2DArray.FirstArraySlice = p_layer; + uav_desc.Texture2DArray.ArraySize = 1; + uav_desc.Texture2DArray.PlaneSlice = 0; + } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) { + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; + srv_desc.Texture2DMSArray.FirstArraySlice = p_layer; + srv_desc.Texture2DMSArray.ArraySize = 1; + + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN; + } else { + DEV_ASSERT(false); + } + } break; + case TEXTURE_SLICE_CUBEMAP: { + if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE) { + DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY); + } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) { + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE; + + DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY); + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY; + uav_desc.Texture2DArray.FirstArraySlice = 0; + uav_desc.Texture2DArray.ArraySize = 6; + uav_desc.Texture2DArray.PlaneSlice = 0; + } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) { + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY; + srv_desc.TextureCubeArray.First2DArrayFace = p_layer; + srv_desc.TextureCubeArray.NumCubes = 1; + srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f; + + DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY); + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY; + uav_desc.Texture2DArray.FirstArraySlice = p_layer; + uav_desc.Texture2DArray.ArraySize = 6; + uav_desc.Texture2DArray.PlaneSlice = 0; + } else { + DEV_ASSERT(false); + } + } break; + case TEXTURE_SLICE_3D: { + DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D); + + DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D); + uav_desc.Texture3D.WSize = -1; + } break; + case TEXTURE_SLICE_2D_ARRAY: { + DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY); + srv_desc.Texture2DArray.FirstArraySlice = p_layer; + srv_desc.Texture2DArray.ArraySize = p_layers; + + DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY); + uav_desc.Texture2DArray.FirstArraySlice = p_layer; + uav_desc.Texture2DArray.ArraySize = p_layers; + } break; + } + + // Bookkeep. + + TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator); + tex_info->resource = texture; + tex_info->states_ptr = owner_tex_info->states_ptr; + tex_info->format = p_view.format; + tex_info->desc = owner_tex_info->desc; + tex_info->base_layer = p_layer; + tex_info->layers = p_layers; + tex_info->base_mip = p_mipmap; + tex_info->mipmaps = p_mipmaps; + tex_info->view_descs.srv = srv_desc; + tex_info->view_descs.uav = uav_desc; + tex_info->main_texture = owner_tex_info->main_texture; + tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc; + + return TextureID(tex_info); +} + +void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) { + TextureInfo *tex_info = (TextureInfo *)p_texture.id; + VersatileResource::free(resources_allocator, tex_info); +} + +uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) { + const TextureInfo *tex_info = (const TextureInfo *)p_texture.id; + return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0; +} + +void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) { + TextureInfo *tex_info = (TextureInfo *)p_texture.id; + + UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0); + + D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {}; + UINT64 subresource_total_size = 0; + device->GetCopyableFootprints( + &tex_info->desc, + subresource, + 1, + 0, + &footprint, + nullptr, + nullptr, + &subresource_total_size); + + *r_layout = {}; + r_layout->offset = footprint.Offset; + r_layout->size = subresource_total_size; + r_layout->row_pitch = footprint.Footprint.RowPitch; + r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth(); + r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize(); +} + +uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) { + TextureInfo *tex_info = (TextureInfo *)p_texture.id; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr); +#endif + + UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect); + UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane); + + void *data_ptr = nullptr; + HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + tex_info->mapped_subresource = subresource; + return (uint8_t *)data_ptr; +} + +void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) { + TextureInfo *tex_info = (TextureInfo *)p_texture.id; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX); +#endif + tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE); + tex_info->mapped_subresource = UINT_MAX; +} + +BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) { + D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {}; + srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format; + HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support)); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + + D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now. + + D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {}; + dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format; + res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support)); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + + // Everything supported by default makes an all-or-nothing check easier for the caller. + BitField<RDD::TextureUsageBits> supported = INT64_MAX; + + // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1, + // as long as the resource can be used as a texture, Sample() will work with point filter at least. + // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed. + // That's almost good for integer formats. The problem is that theoretically there may be + // float formats that support LOAD but not SAMPLE fully, so this check will not detect + // such a flaw in the format. Linearly interpolated sampling would just not work on them. + if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) || + RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) { + supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT); + } + + if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) { + supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT); + } + if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) { + supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT); + } + if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too? + supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT); + } + if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least. + supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT); + } + if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) { + supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT); + } + + return supported; +} + +/*****************/ +/**** SAMPLER ****/ +/*****************/ + +static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = { + D3D12_TEXTURE_ADDRESS_MODE_WRAP, + D3D12_TEXTURE_ADDRESS_MODE_MIRROR, + D3D12_TEXTURE_ADDRESS_MODE_CLAMP, + D3D12_TEXTURE_ADDRESS_MODE_BORDER, + D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE, +}; + +static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = { + { 0, 0, 0, 0 }, + { 0, 0, 0, 0 }, + { 0, 0, 0, 1 }, + { 0, 0, 0, 1 }, + { 1, 1, 1, 1 }, + { 1, 1, 1, 1 }, +}; + +RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) { + uint32_t slot = UINT32_MAX; + + if (samplers.is_empty()) { + // Adding a seemigly busy slot 0 makes things easier elsewhere. + samplers.push_back({}); + samplers.push_back({}); + slot = 1; + } else { + for (uint32_t i = 1; i < samplers.size(); i++) { + if (samplers[i].Filter == INT_MAX) { + slot = i; + break; + } + } + if (slot == UINT32_MAX) { + slot = samplers.size(); + samplers.push_back({}); + } + } + + D3D12_SAMPLER_DESC &sampler_desc = samplers[slot]; + + if (p_state.use_anisotropy) { + sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD); + sampler_desc.MaxAnisotropy = p_state.anisotropy_max; + } else { + static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = { + D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST. + D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR. + }; + sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER( + RD_FILTER_TYPE_TO_D3D12[p_state.min_filter], + RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter], + RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter], + p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD); + } + + sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_u]; + sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_v]; + sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_w]; + + for (int i = 0; i < 4; i++) { + sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i]; + } + + sampler_desc.MinLOD = p_state.min_lod; + sampler_desc.MaxLOD = p_state.max_lod; + sampler_desc.MipLODBias = p_state.lod_bias; + + sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER; + + // TODO: Emulate somehow? + if (p_state.unnormalized_uvw) { + WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported."); + } + + return SamplerID(slot); +} + +void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) { + samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX; +} + +bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) { + D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {}; + srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format; + HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support)); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE); +} + +/**********************/ +/**** VERTEX ARRAY ****/ +/**********************/ + +RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) { + VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator); + + vf_info->input_elem_descs.resize(p_vertex_attribs.size()); + vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size()); + for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) { + vf_info->input_elem_descs[i] = {}; + vf_info->input_elem_descs[i].SemanticName = "TEXCOORD"; + vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location; + vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format; + vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)? + vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset; + if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) { + vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; + vf_info->input_elem_descs[i].InstanceDataStepRate = 1; + } else { + vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; + vf_info->input_elem_descs[i].InstanceDataStepRate = 0; + } + + vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride; + } + + return VertexFormatID(vf_info); +} + +void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) { + VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id; + VersatileResource::free(resources_allocator, vf_info); +} + +/******************/ +/**** BARRIERS ****/ +/******************/ + +void RenderingDeviceDriverD3D12::command_pipeline_barrier( + CommandBufferID p_cmd_buffer, + BitField<RDD::PipelineStageBits> p_src_stages, + BitField<RDD::PipelineStageBits> p_dst_stages, + VectorView<RDD::MemoryBarrier> p_memory_barriers, + VectorView<RDD::BufferBarrier> p_buffer_barriers, + VectorView<RDD::TextureBarrier> p_texture_barriers) { + if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) { + // Looks like the intent is a a full barrier. + // In the resource barriers world, we can force a full barrier by discarding some resource, as per + // https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve. + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + cmd_buf_info->cmd_list->DiscardResource(frames[frame_idx].aux_resource->GetResource(), nullptr); + } +} + +/*************************/ +/**** COMMAND BUFFERS ****/ +/*************************/ + +// ----- POOL ----- + +RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandBufferType p_cmd_buffer_type) { + last_command_pool_id.id++; + return last_command_pool_id; +} + +void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) { + pools_command_buffers.erase(p_cmd_pool); +} + +// ----- BUFFER ----- + +RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandBufferType p_cmd_buffer_type, CommandPoolID p_cmd_pool) { + D3D12_COMMAND_LIST_TYPE list_type = p_cmd_buffer_type == COMMAND_BUFFER_TYPE_PRIMARY ? D3D12_COMMAND_LIST_TYPE_DIRECT : D3D12_COMMAND_LIST_TYPE_BUNDLE; + + ID3D12CommandAllocator *cmd_allocator = nullptr; + { + HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator)); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + } + + ID3D12GraphicsCommandList *cmd_list = nullptr; + { + ComPtr<ID3D12Device4> device_4; + device->QueryInterface(device_4.GetAddressOf()); + HRESULT res = E_FAIL; + if (device_4) { + res = device_4->CreateCommandList1(0, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list)); + } else { + res = device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list)); + } + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + if (!device_4) { + cmd_list->Close(); + } + } + + // Bookkeep + + CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator); + cmd_buf_info->cmd_allocator = cmd_allocator; + cmd_buf_info->cmd_list = cmd_list; + + return CommandBufferID(cmd_buf_info); +} + +bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND_V(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_DIRECT, false); +#endif + HRESULT res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + return true; +} + +bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND_V(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_BUNDLE, false); +#endif + HRESULT res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + return true; +} + +void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + HRESULT res = cmd_buf_info->cmd_list->Close(); + + ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + cmd_buf_info->graphics_pso = nullptr; + cmd_buf_info->graphics_root_signature_crc = 0; + cmd_buf_info->compute_pso = nullptr; + cmd_buf_info->compute_root_signature_crc = 0; +} + +void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_DIRECT); +#endif + for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) { + const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id; +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(secondary_cb_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_BUNDLE); +#endif + cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get()); + } +} + +/*********************/ +/**** FRAMEBUFFER ****/ +/*********************/ + +D3D12_RENDER_TARGET_VIEW_DESC RenderingDeviceDriverD3D12::_make_rtv_for_texture(const TextureInfo *p_texture_info, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases) { + D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {}; + rtv_desc.Format = p_texture_info->view_descs.srv.Format; + + switch (p_texture_info->view_descs.srv.ViewDimension) { + case D3D12_SRV_DIMENSION_TEXTURE1D: { + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D; + rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset; + } break; + case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: { + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY; + rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset; + rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset; + rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2D: { + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; + rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset; + rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: { + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY; + rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset; + rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset; + rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers; + rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DMS: { + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: { + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY; + rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset; + rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers; + } break; + case D3D12_SRV_DIMENSION_TEXTURE3D: { + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D; + rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset; + rtv_desc.Texture3D.FirstWSlice = 0; + rtv_desc.Texture3D.WSize = -1; + } break; + default: { + DEV_ASSERT(false); + } + } + + return rtv_desc; +} + +D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) { + D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {}; + dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format; + dsv_desc.Flags = D3D12_DSV_FLAG_NONE; + + switch (p_texture_info->view_descs.srv.ViewDimension) { + case D3D12_SRV_DIMENSION_TEXTURE1D: { + dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D; + dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip; + } break; + case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: { + dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY; + dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip; + dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer; + dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2D: { + dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; + dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: { + dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY; + dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip; + dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer; + dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DMS: { + dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS; + dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine; + } break; + case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: { + dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY; + dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer; + dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize; + } break; + default: { + DEV_ASSERT(false); + } + } + + return dsv_desc; +} + +RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) { + // Pre-bookkeep. + FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator); + + const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id; + + uint32_t num_color = 0; + uint32_t num_depth_stencil = 0; + for (uint32_t i = 0; i < p_attachments.size(); i++) { + const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id; + if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { + num_color++; + } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { + num_depth_stencil++; + } + } + + uint32_t vrs_index = UINT32_MAX; + for (const Subpass &E : pass_info->subpasses) { + if (E.vrs_reference.attachment != AttachmentReference::UNUSED) { + vrs_index = E.vrs_reference.attachment; + } + } + + if (num_color) { + Error err = fb_info->rtv_heap.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false); + if (err) { + VersatileResource::free(resources_allocator, fb_info); + ERR_FAIL_V(FramebufferID()); + } + } + DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker(); + + if (num_depth_stencil) { + Error err = fb_info->dsv_heap.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false); + if (err) { + VersatileResource::free(resources_allocator, fb_info); + ERR_FAIL_V(FramebufferID()); + } + } + DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker(); + + fb_info->attachments_handle_inds.resize(p_attachments.size()); + fb_info->attachments.reserve(num_color + num_depth_stencil); + + uint32_t color_idx = 0; + uint32_t depth_stencil_idx = 0; + for (uint32_t i = 0; i < p_attachments.size(); i++) { + const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id; + + if (fb_info->size.x == 0) { + fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height); + } + + if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { + D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX); + device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle()); + rtv_heap_walker.advance(); + + fb_info->attachments_handle_inds[i] = color_idx; + fb_info->attachments.push_back(p_attachments[i]); + color_idx++; + } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { + D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info); + device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle()); + dsv_heap_walker.advance(); + + fb_info->attachments_handle_inds[i] = depth_stencil_idx; + fb_info->attachments.push_back(p_attachments[i]); + depth_stencil_idx++; + } else if (i == vrs_index) { + fb_info->vrs_attachment = p_attachments[i]; + } else { + DEV_ASSERT(false); + } + } + + DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx); + DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX)); + + DEV_ASSERT(rtv_heap_walker.is_at_eof()); + DEV_ASSERT(dsv_heap_walker.is_at_eof()); + + return FramebufferID(fb_info); +} + +void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) { + FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id; + VersatileResource::free(resources_allocator, fb_info); +} + +/****************/ +/**** SHADER ****/ +/****************/ + +static uint32_t SHADER_STAGES_BIT_OFFSET_INDICES[RenderingDevice::SHADER_STAGE_MAX] = { + /* SHADER_STAGE_VERTEX */ 0, + /* SHADER_STAGE_FRAGMENT */ 1, + /* SHADER_STAGE_TESSELATION_CONTROL */ UINT32_MAX, + /* SHADER_STAGE_TESSELATION_EVALUATION */ UINT32_MAX, + /* SHADER_STAGE_COMPUTE */ 2, +}; + +dxil_validator *RenderingDeviceDriverD3D12::_get_dxil_validator_for_current_thread() { + MutexLock lock(dxil_mutex); + + int thread_idx = WorkerThreadPool::get_singleton()->get_thread_index(); + if (dxil_validators.has(thread_idx)) { + return dxil_validators[thread_idx]; + } + +#ifdef DEV_ENABLED + print_verbose("Creating DXIL validator for worker thread index " + itos(thread_idx)); +#endif + + dxil_validator *dxil_validator = dxil_create_validator(nullptr); + CRASH_COND(!dxil_validator); + + dxil_validators.insert(thread_idx, dxil_validator); + return dxil_validator; +} + +uint32_t RenderingDeviceDriverD3D12::_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) { + uint32_t patch_val = 0; + switch (p_type) { + case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT: { + uint32_t int_value = *((const int *)p_value); + ERR_FAIL_COND_V(int_value & (1 << 31), 0); + patch_val = int_value; + } break; + case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL: { + bool bool_value = *((const bool *)p_value); + patch_val = (uint32_t)bool_value; + } break; + case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT: { + uint32_t int_value = *((const int *)p_value); + ERR_FAIL_COND_V(int_value & (1 << 31), 0); + patch_val = (int_value >> 1); + } break; + } + // For VBR encoding to encode the number of bits we expect (32), we need to set the MSB unconditionally. + // However, signed VBR moves the MSB to the LSB, so setting the MSB to 1 wouldn't help. Therefore, + // the bit we set to 1 is the one at index 30. + patch_val |= (1 << 30); + patch_val <<= 1; // What signed VBR does. + + auto tamper_bits = [](uint8_t *p_start, uint64_t p_bit_offset, uint64_t p_tb_value) -> uint64_t { + uint64_t original = 0; + uint32_t curr_input_byte = p_bit_offset / 8; + uint8_t curr_input_bit = p_bit_offset % 8; + auto get_curr_input_bit = [&]() -> bool { + return ((p_start[curr_input_byte] >> curr_input_bit) & 1); + }; + auto move_to_next_input_bit = [&]() { + if (curr_input_bit == 7) { + curr_input_bit = 0; + curr_input_byte++; + } else { + curr_input_bit++; + } + }; + auto tamper_input_bit = [&](bool p_new_bit) { + p_start[curr_input_byte] &= ~((uint8_t)1 << curr_input_bit); + if (p_new_bit) { + p_start[curr_input_byte] |= (uint8_t)1 << curr_input_bit; + } + }; + uint8_t value_bit_idx = 0; + for (uint32_t i = 0; i < 5; i++) { // 32 bits take 5 full bytes in VBR. + for (uint32_t j = 0; j < 7; j++) { + bool input_bit = get_curr_input_bit(); + original |= (uint64_t)(input_bit ? 1 : 0) << value_bit_idx; + tamper_input_bit((p_tb_value >> value_bit_idx) & 1); + move_to_next_input_bit(); + value_bit_idx++; + } +#ifdef DEV_ENABLED + bool input_bit = get_curr_input_bit(); + DEV_ASSERT((i < 4 && input_bit) || (i == 4 && !input_bit)); +#endif + move_to_next_input_bit(); + } + return original; + }; + uint32_t stages_patched_mask = 0; + for (int stage = 0; stage < SHADER_STAGE_MAX; stage++) { + if (!r_stages_bytecodes.has((ShaderStage)stage)) { + continue; + } + + uint64_t offset = p_stages_bit_offsets[SHADER_STAGES_BIT_OFFSET_INDICES[stage]]; + if (offset == 0) { + // This constant does not appear at this stage. + continue; + } + + Vector<uint8_t> &bytecode = r_stages_bytecodes[(ShaderStage)stage]; +#ifdef DEV_ENABLED + uint64_t orig_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val); + // Checking against the value the NIR patch should have set. + DEV_ASSERT(!p_is_first_patch || ((orig_patch_val >> 1) & GODOT_NIR_SC_SENTINEL_MAGIC_MASK) == GODOT_NIR_SC_SENTINEL_MAGIC); + uint64_t readback_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val); + DEV_ASSERT(readback_patch_val == patch_val); +#else + tamper_bits(bytecode.ptrw(), offset, patch_val); +#endif + + stages_patched_mask |= (1 << stage); + } + return stages_patched_mask; +} + +bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants( + const ShaderInfo *p_shader_info, + VectorView<PipelineSpecializationConstant> p_specialization_constants, + HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) { + // If something needs to be patched, COW will do the trick. + r_final_stages_bytecode = p_shader_info->stages_bytecode; + uint32_t stages_re_sign_mask = 0; + for (uint32_t i = 0; i < p_specialization_constants.size(); i++) { + const PipelineSpecializationConstant &psc = p_specialization_constants[i]; + if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) { + // This SC wasn't even in the original SPIR-V shader. + continue; + } + for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) { + if (psc.constant_id == sc.constant_id) { + if (psc.int_value != sc.int_value) { + stages_re_sign_mask |= _shader_patch_dxil_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false); + } + break; + } + } + } + // Re-sign patched stages. + for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) { + ShaderStage stage = E.key; + if ((stages_re_sign_mask & (1 << stage))) { + Vector<uint8_t> &bytecode = E.value; + bool sign_ok = _shader_sign_dxil_bytecode(stage, bytecode); + ERR_FAIL_COND_V(!sign_ok, false); + } + } + + return true; +} + +bool RenderingDeviceDriverD3D12::_shader_sign_dxil_bytecode(ShaderStage p_stage, Vector<uint8_t> &r_dxil_blob) { + dxil_validator *validator = _get_dxil_validator_for_current_thread(); + + char *err = nullptr; + bool res = dxil_validate_module(validator, r_dxil_blob.ptrw(), r_dxil_blob.size(), &err); + if (!res) { + if (err) { + ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed:\n" + String(err)); + } else { + ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed."); + } + } + + return true; +} + +String RenderingDeviceDriverD3D12::shader_get_binary_cache_key() { + return "D3D12-SV" + uitos(ShaderBinary::VERSION) + "-" + itos(context->get_shader_capabilities().shader_model); +} + +Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(VectorView<ShaderStageSPIRVData> p_spirv, const String &p_shader_name) { + ShaderReflection shader_refl; + if (_reflect_spirv(p_spirv, shader_refl) != OK) { + return Vector<uint8_t>(); + } + + // Collect reflection data into binary data. + ShaderBinary::Data binary_data; + Vector<Vector<ShaderBinary::DataBinding>> sets_bindings; + Vector<ShaderBinary::SpecializationConstant> specialization_constants; + { + binary_data.vertex_input_mask = shader_refl.vertex_input_mask; + binary_data.fragment_output_mask = shader_refl.fragment_output_mask; + binary_data.specialization_constants_count = shader_refl.specialization_constants.size(); + binary_data.is_compute = shader_refl.is_compute; + binary_data.compute_local_size[0] = shader_refl.compute_local_size[0]; + binary_data.compute_local_size[1] = shader_refl.compute_local_size[1]; + binary_data.compute_local_size[2] = shader_refl.compute_local_size[2]; + binary_data.set_count = shader_refl.uniform_sets.size(); + binary_data.push_constant_size = shader_refl.push_constant_size; + binary_data.nir_runtime_data_root_param_idx = UINT32_MAX; + binary_data.stage_count = p_spirv.size(); + + for (const Vector<ShaderUniform> &spirv_set : shader_refl.uniform_sets) { + Vector<ShaderBinary::DataBinding> bindings; + for (const ShaderUniform &spirv_uniform : spirv_set) { + ShaderBinary::DataBinding binding; + binding.type = (uint32_t)spirv_uniform.type; + binding.binding = spirv_uniform.binding; + binding.stages = (uint32_t)spirv_uniform.stages; + binding.length = spirv_uniform.length; + binding.writable = (uint32_t)spirv_uniform.writable; + bindings.push_back(binding); + } + sets_bindings.push_back(bindings); + } + + for (const ShaderSpecializationConstant &spirv_sc : shader_refl.specialization_constants) { + ShaderBinary::SpecializationConstant spec_constant; + spec_constant.type = (uint32_t)spirv_sc.type; + spec_constant.constant_id = spirv_sc.constant_id; + spec_constant.int_value = spirv_sc.int_value; + spec_constant.stage_flags = spirv_sc.stages; + specialization_constants.push_back(spec_constant); + + binary_data.spirv_specialization_constants_ids_mask |= (1 << spirv_sc.constant_id); + } + } + + // Translate SPIR-V shaders to DXIL, and collect shader info from the new representation. + HashMap<ShaderStage, Vector<uint8_t>> dxil_blobs; + BitField<ShaderStage> stages_processed; + { + HashMap<int, nir_shader *> stages_nir_shaders; + + auto free_nir_shaders = [&]() { + for (KeyValue<int, nir_shader *> &E : stages_nir_shaders) { + ralloc_free(E.value); + } + stages_nir_shaders.clear(); + }; + + // This is based on spirv2dxil.c. May need updates when it changes. + // Also, this has to stay around until after linking. + nir_shader_compiler_options nir_options = *dxil_get_nir_compiler_options(); + nir_options.lower_base_vertex = false; + + dxil_spirv_runtime_conf dxil_runtime_conf = {}; + dxil_runtime_conf.runtime_data_cbv.register_space = RUNTIME_DATA_SPACE; + dxil_runtime_conf.runtime_data_cbv.base_shader_register = RUNTIME_DATA_REGISTER; + dxil_runtime_conf.push_constant_cbv.register_space = ROOT_CONSTANT_SPACE; + dxil_runtime_conf.push_constant_cbv.base_shader_register = ROOT_CONSTANT_REGISTER; + dxil_runtime_conf.zero_based_vertex_instance_id = true; + dxil_runtime_conf.zero_based_compute_workgroup_id = true; + dxil_runtime_conf.declared_read_only_images_as_srvs = true; + // Making this explicit to let maintainers know that in practice this didn't improve performance, + // probably because data generated by one shader and consumed by another one forces the resource + // to transition from UAV to SRV, and back, instead of being an UAV all the time. + // In case someone wants to try, care must be taken so in case of incompatible bindings across stages + // happen as a result, all the stages are re-translated. That can happen if, for instance, a stage only + // uses an allegedly writable resource only for reading but the next stage doesn't. + dxil_runtime_conf.inferred_read_only_images_as_srvs = false; + + // - Translate SPIR-V to NIR. + for (uint32_t i = 0; i < p_spirv.size(); i++) { + ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage; + ShaderStage stage_flag = (ShaderStage)(1 << p_spirv[i].shader_stage); + + stages_processed.set_flag(stage_flag); + + { + const char *entry_point = "main"; + + static const gl_shader_stage SPIRV_TO_MESA_STAGES[SHADER_STAGE_MAX] = { + /* SHADER_STAGE_VERTEX */ MESA_SHADER_VERTEX, + /* SHADER_STAGE_FRAGMENT */ MESA_SHADER_FRAGMENT, + /* SHADER_STAGE_TESSELATION_CONTROL */ MESA_SHADER_TESS_CTRL, + /* SHADER_STAGE_TESSELATION_EVALUATION */ MESA_SHADER_TESS_EVAL, + /* SHADER_STAGE_COMPUTE */ MESA_SHADER_COMPUTE, + }; + + nir_shader *shader = spirv_to_nir( + (const uint32_t *)p_spirv[i].spirv.ptr(), + p_spirv[i].spirv.size() / sizeof(uint32_t), + nullptr, + 0, + SPIRV_TO_MESA_STAGES[stage], + entry_point, + dxil_spirv_nir_get_spirv_options(), &nir_options); + if (!shader) { + free_nir_shaders(); + ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation (step 1) at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed."); + } + +#ifdef DEV_ENABLED + nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler"); +#endif + + if (stage == SHADER_STAGE_VERTEX) { + dxil_runtime_conf.yz_flip.y_mask = 0xffff; + dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL; + } else { + dxil_runtime_conf.yz_flip.y_mask = 0; + dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_YZ_FLIP_NONE; + } + + // This is based on spirv2dxil.c. May need updates when it changes. + dxil_spirv_nir_prep(shader); + bool requires_runtime_data = {}; + dxil_spirv_nir_passes(shader, &dxil_runtime_conf, &requires_runtime_data); + + stages_nir_shaders[stage] = shader; + } + } + + // - Link NIR shaders. + for (int i = SHADER_STAGE_MAX - 1; i >= 0; i--) { + if (!stages_nir_shaders.has(i)) { + continue; + } + nir_shader *shader = stages_nir_shaders[i]; + nir_shader *prev_shader = nullptr; + for (int j = i - 1; j >= 0; j--) { + if (stages_nir_shaders.has(j)) { + prev_shader = stages_nir_shaders[j]; + break; + } + } + if (prev_shader) { + bool requires_runtime_data = {}; + dxil_spirv_nir_link(shader, prev_shader, &dxil_runtime_conf, &requires_runtime_data); + } + } + + // - Translate NIR to DXIL. + for (uint32_t i = 0; i < p_spirv.size(); i++) { + ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage; + + struct ShaderData { + ShaderStage stage; + ShaderBinary::Data &binary_data; + Vector<Vector<ShaderBinary::DataBinding>> &sets_bindings; + Vector<ShaderBinary::SpecializationConstant> &specialization_constants; + } shader_data{ stage, binary_data, sets_bindings, specialization_constants }; + + GodotNirCallbacks godot_nir_callbacks = {}; + godot_nir_callbacks.data = &shader_data; + + godot_nir_callbacks.report_resource = [](uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data) { + ShaderData &shader_data_in = *(ShaderData *)p_data; + + // Types based on Mesa's dxil_container.h. + static const uint32_t DXIL_RES_SAMPLER = 1; + static const ResourceClass DXIL_TYPE_TO_CLASS[] = { + /* DXIL_RES_INVALID */ RES_CLASS_INVALID, + /* DXIL_RES_SAMPLER */ RES_CLASS_INVALID, // Handling sampler as a flag. + /* DXIL_RES_CBV */ RES_CLASS_CBV, + /* DXIL_RES_SRV_TYPED */ RES_CLASS_SRV, + /* DXIL_RES_SRV_RAW */ RES_CLASS_SRV, + /* DXIL_RES_SRV_STRUCTURED */ RES_CLASS_SRV, + /* DXIL_RES_UAV_TYPED */ RES_CLASS_UAV, + /* DXIL_RES_UAV_RAW */ RES_CLASS_UAV, + /* DXIL_RES_UAV_STRUCTURED */ RES_CLASS_UAV, + /* DXIL_RES_UAV_STRUCTURED_WITH_COUNTER */ RES_CLASS_INVALID, + }; + DEV_ASSERT(p_dxil_type < ARRAY_SIZE(DXIL_TYPE_TO_CLASS)); + ResourceClass res_class = DXIL_TYPE_TO_CLASS[p_dxil_type]; + + if (p_register == ROOT_CONSTANT_REGISTER && p_space == ROOT_CONSTANT_SPACE) { + DEV_ASSERT(res_class == RES_CLASS_CBV); + shader_data_in.binary_data.dxil_push_constant_stages |= (1 << shader_data_in.stage); + } else if (p_register == RUNTIME_DATA_REGISTER && p_space == RUNTIME_DATA_SPACE) { + DEV_ASSERT(res_class == RES_CLASS_CBV); + shader_data_in.binary_data.nir_runtime_data_root_param_idx = 1; // Temporary, to be determined later. + } else { + DEV_ASSERT(p_space == 0); + + uint32_t set = p_register / GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER; + uint32_t binding = (p_register % GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER) / GODOT_NIR_BINDING_MULTIPLIER; + + DEV_ASSERT(set < (uint32_t)shader_data_in.sets_bindings.size()); + bool found = false; + for (int j = 0; j < shader_data_in.sets_bindings[set].size(); j++) { + if (shader_data_in.sets_bindings[set][j].binding != binding) { + continue; + } + + ShaderBinary::DataBinding &binding_info = shader_data_in.sets_bindings.write[set].write[j]; + + binding_info.dxil_stages |= (1 << shader_data_in.stage); + + if (res_class != RES_CLASS_INVALID) { + DEV_ASSERT(binding_info.res_class == (uint32_t)RES_CLASS_INVALID || binding_info.res_class == (uint32_t)res_class); + binding_info.res_class = res_class; + } else if (p_dxil_type == DXIL_RES_SAMPLER) { + binding_info.has_sampler = (uint32_t) true; + } else { + CRASH_NOW(); + } + + found = true; + break; + } + DEV_ASSERT(found); + } + }; + + godot_nir_callbacks.report_sc_bit_offset_fn = [](uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data) { + ShaderData &shader_data_in = *(ShaderData *)p_data; + + bool found = false; + for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) { + if (shader_data_in.specialization_constants[j].constant_id != p_sc_id) { + continue; + } + + uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage]; + DEV_ASSERT(shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0); + shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] = p_bit_offset; + + found = true; + break; + } + DEV_ASSERT(found); + }; + + godot_nir_callbacks.report_bitcode_bit_offset_fn = [](uint64_t p_bit_offset, void *p_data) { + DEV_ASSERT(p_bit_offset % 8 == 0); + ShaderData &shader_data_in = *(ShaderData *)p_data; + uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage]; + for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) { + if (shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0) { + // This SC has been optimized out from this stage. + continue; + } + shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] += p_bit_offset; + } + }; + + auto shader_model_d3d_to_dxil = [](D3D_SHADER_MODEL p_d3d_shader_model) -> dxil_shader_model { + static_assert(SHADER_MODEL_6_0 == 0x60000); + static_assert(SHADER_MODEL_6_3 == 0x60003); + static_assert(D3D_SHADER_MODEL_6_0 == 0x60); + static_assert(D3D_SHADER_MODEL_6_3 == 0x63); + return (dxil_shader_model)((p_d3d_shader_model >> 4) * 0x10000 + (p_d3d_shader_model & 0xf)); + }; + + nir_to_dxil_options nir_to_dxil_options = {}; + nir_to_dxil_options.environment = DXIL_ENVIRONMENT_VULKAN; + nir_to_dxil_options.shader_model_max = shader_model_d3d_to_dxil(context->get_shader_capabilities().shader_model); + nir_to_dxil_options.validator_version_max = dxil_get_validator_version(_get_dxil_validator_for_current_thread()); + nir_to_dxil_options.godot_nir_callbacks = &godot_nir_callbacks; + + dxil_logger logger = {}; + logger.log = [](void *p_priv, const char *p_msg) { +#ifdef DEBUG_ENABLED + print_verbose(p_msg); +#endif + }; + + blob dxil_blob = {}; + bool ok = nir_to_dxil(stages_nir_shaders[stage], &nir_to_dxil_options, &logger, &dxil_blob); + ralloc_free(stages_nir_shaders[stage]); + stages_nir_shaders.erase(stage); + if (!ok) { + free_nir_shaders(); + ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed."); + } + + Vector<uint8_t> blob_copy; + blob_copy.resize(dxil_blob.size); + memcpy(blob_copy.ptrw(), dxil_blob.data, dxil_blob.size); + blob_finish(&dxil_blob); + dxil_blobs.insert(stage, blob_copy); + } + } + +#if 0 + if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) { + Ref<FileAccess> f = FileAccess::open("res://1.dxil", FileAccess::WRITE); + f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size()); + } +#endif + + // Patch with default values of specialization constants. + if (specialization_constants.size()) { + for (const ShaderBinary::SpecializationConstant &sc : specialization_constants) { + _shader_patch_dxil_specialization_constant((PipelineSpecializationConstantType)sc.type, &sc.int_value, sc.stages_bit_offsets, dxil_blobs, true); + } +#if 0 + if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) { + Ref<FileAccess> f = FileAccess::open("res://2.dxil", FileAccess::WRITE); + f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size()); + } +#endif + } + + // Sign. + for (KeyValue<ShaderStage, Vector<uint8_t>> &E : dxil_blobs) { + ShaderStage stage = E.key; + Vector<uint8_t> &dxil_blob = E.value; + bool sign_ok = _shader_sign_dxil_bytecode(stage, dxil_blob); + ERR_FAIL_COND_V(!sign_ok, Vector<uint8_t>()); + } + + // Build the root signature. + ComPtr<ID3DBlob> root_sig_blob; + { + auto stages_to_d3d12_visibility = [](uint32_t p_stages_mask) -> D3D12_SHADER_VISIBILITY { + switch (p_stages_mask) { + case SHADER_STAGE_VERTEX_BIT: { + return D3D12_SHADER_VISIBILITY_VERTEX; + } + case SHADER_STAGE_FRAGMENT_BIT: { + return D3D12_SHADER_VISIBILITY_PIXEL; + } + default: { + return D3D12_SHADER_VISIBILITY_ALL; + } + } + }; + + LocalVector<D3D12_ROOT_PARAMETER1> root_params; + + // Root (push) constants. + if (binary_data.dxil_push_constant_stages) { + CD3DX12_ROOT_PARAMETER1 push_constant; + push_constant.InitAsConstants( + binary_data.push_constant_size / sizeof(uint32_t), + ROOT_CONSTANT_REGISTER, + ROOT_CONSTANT_SPACE, + stages_to_d3d12_visibility(binary_data.dxil_push_constant_stages)); + root_params.push_back(push_constant); + } + + // NIR-DXIL runtime data. + if (binary_data.nir_runtime_data_root_param_idx == 1) { // Set above to 1 when discovering runtime data is needed. + DEV_ASSERT(!binary_data.is_compute); // Could be supported if needed, but it's pointless as of now. + binary_data.nir_runtime_data_root_param_idx = root_params.size(); + CD3DX12_ROOT_PARAMETER1 nir_runtime_data; + nir_runtime_data.InitAsConstants( + sizeof(dxil_spirv_vertex_runtime_data) / sizeof(uint32_t), + RUNTIME_DATA_REGISTER, + RUNTIME_DATA_SPACE, + D3D12_SHADER_VISIBILITY_VERTEX); + root_params.push_back(nir_runtime_data); + } + + // Descriptor tables (up to two per uniform set, for resources and/or samplers). + + // These have to stay around until serialization! + struct TraceableDescriptorTable { + uint32_t stages_mask = {}; + Vector<D3D12_DESCRIPTOR_RANGE1> ranges; + Vector<ShaderBinary::DataBinding::RootSignatureLocation *> root_sig_locations; + }; + Vector<TraceableDescriptorTable> resource_tables_maps; + Vector<TraceableDescriptorTable> sampler_tables_maps; + + for (int set = 0; set < sets_bindings.size(); set++) { + bool first_resource_in_set = true; + bool first_sampler_in_set = true; + sets_bindings.write[set].sort(); + for (int i = 0; i < sets_bindings[set].size(); i++) { + const ShaderBinary::DataBinding &binding = sets_bindings[set][i]; + + bool really_used = binding.dxil_stages != 0; +#ifdef DEV_ENABLED + bool anybody_home = (ResourceClass)binding.res_class != RES_CLASS_INVALID || binding.has_sampler; + DEV_ASSERT(anybody_home == really_used); +#endif + if (!really_used) { + continue; // Existed in SPIR-V; went away in DXIL. + } + + auto insert_range = [](D3D12_DESCRIPTOR_RANGE_TYPE p_range_type, + uint32_t p_num_descriptors, + uint32_t p_dxil_register, + uint32_t p_dxil_stages_mask, + ShaderBinary::DataBinding::RootSignatureLocation(&p_root_sig_locations), + Vector<TraceableDescriptorTable> &r_tables, + bool &r_first_in_set) { + if (r_first_in_set) { + r_tables.resize(r_tables.size() + 1); + r_first_in_set = false; + } + TraceableDescriptorTable &table = r_tables.write[r_tables.size() - 1]; + table.stages_mask |= p_dxil_stages_mask; + + CD3DX12_DESCRIPTOR_RANGE1 range; + // Due to the aliasing hack for SRV-UAV of different families, + // we can be causing an unintended change of data (sometimes the validation layers catch it). + D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE; + if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_SRV || p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV) { + flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE; + } else if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_CBV) { + flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE; + } + range.Init(p_range_type, p_num_descriptors, p_dxil_register, 0, flags); + + table.ranges.push_back(range); + table.root_sig_locations.push_back(&p_root_sig_locations); + }; + + uint32_t num_descriptors = 1; + + D3D12_DESCRIPTOR_RANGE_TYPE resource_range_type = {}; + switch ((ResourceClass)binding.res_class) { + case RES_CLASS_INVALID: { + num_descriptors = binding.length; + DEV_ASSERT(binding.has_sampler); + } break; + case RES_CLASS_CBV: { + resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + DEV_ASSERT(!binding.has_sampler); + } break; + case RES_CLASS_SRV: { + resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + num_descriptors = MAX(1u, binding.length); // An unbound R/O buffer is reflected as zero-size. + } break; + case RES_CLASS_UAV: { + resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + num_descriptors = MAX(1u, binding.length); // An unbound R/W buffer is reflected as zero-size. + DEV_ASSERT(!binding.has_sampler); + } break; + } + + uint32_t dxil_register = set * GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER + binding.binding * GODOT_NIR_BINDING_MULTIPLIER; + + if (binding.res_class != RES_CLASS_INVALID) { + insert_range( + resource_range_type, + num_descriptors, + dxil_register, + sets_bindings[set][i].dxil_stages, + sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_RESOURCE], + resource_tables_maps, + first_resource_in_set); + } + if (binding.has_sampler) { + insert_range( + D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, + num_descriptors, + dxil_register, + sets_bindings[set][i].dxil_stages, + sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_SAMPLER], + sampler_tables_maps, + first_sampler_in_set); + } + } + } + + auto make_descriptor_tables = [&root_params, &stages_to_d3d12_visibility](const Vector<TraceableDescriptorTable> &p_tables) { + for (const TraceableDescriptorTable &table : p_tables) { + D3D12_SHADER_VISIBILITY visibility = stages_to_d3d12_visibility(table.stages_mask); + DEV_ASSERT(table.ranges.size() == table.root_sig_locations.size()); + for (int i = 0; i < table.ranges.size(); i++) { + // By now we know very well which root signature location corresponds to the pointed uniform. + table.root_sig_locations[i]->root_param_idx = root_params.size(); + table.root_sig_locations[i]->range_idx = i; + } + + CD3DX12_ROOT_PARAMETER1 root_table; + root_table.InitAsDescriptorTable(table.ranges.size(), table.ranges.ptr(), visibility); + root_params.push_back(root_table); + } + }; + + make_descriptor_tables(resource_tables_maps); + make_descriptor_tables(sampler_tables_maps); + + CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc = {}; + D3D12_ROOT_SIGNATURE_FLAGS root_sig_flags = + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS; + if (!stages_processed.has_flag(SHADER_STAGE_VERTEX_BIT)) { + root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS; + } + if (!stages_processed.has_flag(SHADER_STAGE_FRAGMENT_BIT)) { + root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS; + } + if (binary_data.vertex_input_mask) { + root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + } + root_sig_desc.Init_1_1(root_params.size(), root_params.ptr(), 0, nullptr, root_sig_flags); + + ComPtr<ID3DBlob> error_blob; + HRESULT res = D3DX12SerializeVersionedRootSignature(&root_sig_desc, D3D_ROOT_SIGNATURE_VERSION_1_1, root_sig_blob.GetAddressOf(), error_blob.GetAddressOf()); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), Vector<uint8_t>(), + "Serialization of root signature failed with error " + vformat("0x%08ux", (uint64_t)res) + " and the following message:\n" + String((char *)error_blob->GetBufferPointer(), error_blob->GetBufferSize())); + + binary_data.root_signature_crc = crc32(0, nullptr, 0); + binary_data.root_signature_crc = crc32(binary_data.root_signature_crc, (const Bytef *)root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize()); + } + + Vector<Vector<uint8_t>> compressed_stages; + Vector<uint32_t> zstd_size; + + uint32_t stages_binary_size = 0; + + for (uint32_t i = 0; i < p_spirv.size(); i++) { + Vector<uint8_t> zstd; + Vector<uint8_t> &dxil_blob = dxil_blobs[p_spirv[i].shader_stage]; + zstd.resize(Compression::get_max_compressed_buffer_size(dxil_blob.size(), Compression::MODE_ZSTD)); + int dst_size = Compression::compress(zstd.ptrw(), dxil_blob.ptr(), dxil_blob.size(), Compression::MODE_ZSTD); + + zstd_size.push_back(dst_size); + zstd.resize(dst_size); + compressed_stages.push_back(zstd); + + uint32_t s = compressed_stages[i].size(); + if (s % 4 != 0) { + s += 4 - (s % 4); + } + stages_binary_size += s; + } + + CharString shader_name_utf = p_shader_name.utf8(); + + binary_data.shader_name_len = shader_name_utf.length(); + + uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;. + total_size += sizeof(ShaderBinary::Data); + + total_size += binary_data.shader_name_len; + if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange. + total_size += 4 - (binary_data.shader_name_len % 4); + } + + for (int i = 0; i < sets_bindings.size(); i++) { + total_size += sizeof(uint32_t); + total_size += sets_bindings[i].size() * sizeof(ShaderBinary::DataBinding); + } + + total_size += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size(); + + total_size += compressed_stages.size() * sizeof(uint32_t) * 3; // Sizes. + total_size += stages_binary_size; + + binary_data.root_signature_len = root_sig_blob->GetBufferSize(); + total_size += binary_data.root_signature_len; + + Vector<uint8_t> ret; + ret.resize(total_size); + { + uint32_t offset = 0; + uint8_t *binptr = ret.ptrw(); + binptr[0] = 'G'; + binptr[1] = 'S'; + binptr[2] = 'B'; + binptr[3] = 'D'; // Godot shader binary data. + offset += 4; + encode_uint32(ShaderBinary::VERSION, binptr + offset); + offset += sizeof(uint32_t); + encode_uint32(sizeof(ShaderBinary::Data), binptr + offset); + offset += sizeof(uint32_t); + memcpy(binptr + offset, &binary_data, sizeof(ShaderBinary::Data)); + offset += sizeof(ShaderBinary::Data); + + if (binary_data.shader_name_len > 0) { + memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len); + offset += binary_data.shader_name_len; + + if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange. + offset += 4 - (binary_data.shader_name_len % 4); + } + } + + for (int i = 0; i < sets_bindings.size(); i++) { + int count = sets_bindings[i].size(); + encode_uint32(count, binptr + offset); + offset += sizeof(uint32_t); + if (count > 0) { + memcpy(binptr + offset, sets_bindings[i].ptr(), sizeof(ShaderBinary::DataBinding) * count); + offset += sizeof(ShaderBinary::DataBinding) * count; + } + } + + if (specialization_constants.size()) { + memcpy(binptr + offset, specialization_constants.ptr(), sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size()); + offset += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size(); + } + + for (int i = 0; i < compressed_stages.size(); i++) { + encode_uint32(p_spirv[i].shader_stage, binptr + offset); + offset += sizeof(uint32_t); + encode_uint32(dxil_blobs[p_spirv[i].shader_stage].size(), binptr + offset); + offset += sizeof(uint32_t); + encode_uint32(zstd_size[i], binptr + offset); + offset += sizeof(uint32_t); + memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size()); + + uint32_t s = compressed_stages[i].size(); + + if (s % 4 != 0) { + s += 4 - (s % 4); + } + + offset += s; + } + + memcpy(binptr + offset, root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize()); + offset += root_sig_blob->GetBufferSize(); + + ERR_FAIL_COND_V(offset != (uint32_t)ret.size(), Vector<uint8_t>()); + } + + return ret; +} + +RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) { + r_shader_desc = {}; // Driver-agnostic. + ShaderInfo shader_info_in; // Driver-specific. + + const uint8_t *binptr = p_shader_binary.ptr(); + uint32_t binsize = p_shader_binary.size(); + + uint32_t read_offset = 0; + + // Consistency check. + ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(ShaderBinary::Data), ShaderID()); + ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', ShaderID()); + + uint32_t bin_version = decode_uint32(binptr + 4); + ERR_FAIL_COND_V(bin_version != ShaderBinary::VERSION, ShaderID()); + + uint32_t bin_data_size = decode_uint32(binptr + 8); + + const ShaderBinary::Data &binary_data = *(reinterpret_cast<const ShaderBinary::Data *>(binptr + 12)); + + r_shader_desc.push_constant_size = binary_data.push_constant_size; + shader_info_in.dxil_push_constant_size = binary_data.dxil_push_constant_stages ? binary_data.push_constant_size : 0; + shader_info_in.nir_runtime_data_root_param_idx = binary_data.nir_runtime_data_root_param_idx; + + r_shader_desc.vertex_input_mask = binary_data.vertex_input_mask; + r_shader_desc.fragment_output_mask = binary_data.fragment_output_mask; + + r_shader_desc.is_compute = binary_data.is_compute; + shader_info_in.is_compute = binary_data.is_compute; + r_shader_desc.compute_local_size[0] = binary_data.compute_local_size[0]; + r_shader_desc.compute_local_size[1] = binary_data.compute_local_size[1]; + r_shader_desc.compute_local_size[2] = binary_data.compute_local_size[2]; + + read_offset += sizeof(uint32_t) * 3 + bin_data_size; + + if (binary_data.shader_name_len) { + r_name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len); + read_offset += binary_data.shader_name_len; + if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange. + read_offset += 4 - (binary_data.shader_name_len % 4); + } + } + + r_shader_desc.uniform_sets.resize(binary_data.set_count); + shader_info_in.sets.resize(binary_data.set_count); + + for (uint32_t i = 0; i < binary_data.set_count; i++) { + ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, ShaderID()); + uint32_t set_count = decode_uint32(binptr + read_offset); + read_offset += sizeof(uint32_t); + const ShaderBinary::DataBinding *set_ptr = reinterpret_cast<const ShaderBinary::DataBinding *>(binptr + read_offset); + uint32_t set_size = set_count * sizeof(ShaderBinary::DataBinding); + ERR_FAIL_COND_V(read_offset + set_size >= binsize, ShaderID()); + + shader_info_in.sets[i].bindings.reserve(set_count); + + for (uint32_t j = 0; j < set_count; j++) { + ShaderUniform info; + info.type = UniformType(set_ptr[j].type); + info.writable = set_ptr[j].writable; + info.length = set_ptr[j].length; + info.binding = set_ptr[j].binding; + + ShaderInfo::UniformBindingInfo binding; + binding.stages = set_ptr[j].dxil_stages; + binding.res_class = (ResourceClass)set_ptr[j].res_class; + binding.type = info.type; + binding.length = info.length; +#ifdef DEV_ENABLED + binding.writable = set_ptr[j].writable; +#endif + static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(ShaderBinary::DataBinding::root_sig_locations)); + memcpy((void *)&binding.root_sig_locations, (void *)&set_ptr[j].root_sig_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations)); + + if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) { + shader_info_in.sets[i].num_root_params.resources++; + } + if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) { + shader_info_in.sets[i].num_root_params.samplers++; + } + + r_shader_desc.uniform_sets.write[i].push_back(info); + shader_info_in.sets[i].bindings.push_back(binding); + } + + read_offset += set_size; + } + + ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(ShaderBinary::SpecializationConstant) >= binsize, ShaderID()); + + r_shader_desc.specialization_constants.resize(binary_data.specialization_constants_count); + shader_info_in.specialization_constants.resize(binary_data.specialization_constants_count); + for (uint32_t i = 0; i < binary_data.specialization_constants_count; i++) { + const ShaderBinary::SpecializationConstant &src_sc = *(reinterpret_cast<const ShaderBinary::SpecializationConstant *>(binptr + read_offset)); + ShaderSpecializationConstant sc; + sc.type = PipelineSpecializationConstantType(src_sc.type); + sc.constant_id = src_sc.constant_id; + sc.int_value = src_sc.int_value; + sc.stages = src_sc.stage_flags; + r_shader_desc.specialization_constants.write[i] = sc; + + ShaderInfo::SpecializationConstant ssc; + ssc.constant_id = src_sc.constant_id; + ssc.int_value = src_sc.int_value; + memcpy(ssc.stages_bit_offsets, src_sc.stages_bit_offsets, sizeof(ssc.stages_bit_offsets)); + shader_info_in.specialization_constants[i] = ssc; + + read_offset += sizeof(ShaderBinary::SpecializationConstant); + } + shader_info_in.spirv_specialization_constants_ids_mask = binary_data.spirv_specialization_constants_ids_mask; + + for (uint32_t i = 0; i < binary_data.stage_count; i++) { + ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, ShaderID()); + uint32_t stage = decode_uint32(binptr + read_offset); + read_offset += sizeof(uint32_t); + uint32_t dxil_size = decode_uint32(binptr + read_offset); + read_offset += sizeof(uint32_t); + uint32_t zstd_size = decode_uint32(binptr + read_offset); + read_offset += sizeof(uint32_t); + + // Decompress. + Vector<uint8_t> dxil; + dxil.resize(dxil_size); + int dec_dxil_size = Compression::decompress(dxil.ptrw(), dxil.size(), binptr + read_offset, zstd_size, Compression::MODE_ZSTD); + ERR_FAIL_COND_V(dec_dxil_size != (int32_t)dxil_size, ShaderID()); + shader_info_in.stages_bytecode[ShaderStage(stage)] = dxil; + + if (zstd_size % 4 != 0) { + zstd_size += 4 - (zstd_size % 4); + } + + ERR_FAIL_COND_V(read_offset + zstd_size > binsize, ShaderID()); + + read_offset += zstd_size; + } + + const uint8_t *root_sig_data_ptr = binptr + read_offset; + + HRESULT res = D3D12CreateRootSignatureDeserializer(root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf())); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + read_offset += binary_data.root_signature_len; + + ERR_FAIL_COND_V(read_offset != binsize, ShaderID()); + + ComPtr<ID3D12RootSignature> root_signature; + res = device->CreateRootSignature(0, root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf())); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc(); + shader_info_in.root_signature_crc = binary_data.root_signature_crc; + + // Bookkeep. + + ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator); + *shader_info_ptr = shader_info_in; + return ShaderID(shader_info_ptr); +} + +uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) { + const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; + return shader_info_in->root_signature_crc; +} + +void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) { + ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id; + VersatileResource::free(resources_allocator, shader_info_in); +} + +/*********************/ +/**** UNIFORM SET ****/ +/*********************/ + +static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_dobule_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) { + r_srv_uav_ambiguity = false; + + // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant. + // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one + // to the frame descriptor heap at binding time. + // [[SRV_UAV_AMBIGUITY]] + + switch (p_type) { + case RenderingDevice::UNIFORM_TYPE_SAMPLER: { + r_num_samplers += p_binding_length; + } break; + case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: + case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: { + r_num_resources += p_binding_length; + r_num_samplers += p_binding_length; + } break; + case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: { + r_num_resources += 1; + } break; + case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: { + r_num_resources += p_dobule_srv_uav_ambiguous ? 2 : 1; + r_srv_uav_ambiguity = true; + } break; + case RenderingDevice::UNIFORM_TYPE_IMAGE: { + r_num_resources += p_binding_length * (p_dobule_srv_uav_ambiguous ? 2 : 1); + r_srv_uav_ambiguity = true; + } break; + default: { + r_num_resources += p_binding_length; + } + } +} + +RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index) { + // Pre-bookkeep. + UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator); + + // Do a first pass to count resources and samplers. + uint32_t num_resource_descs = 0; + uint32_t num_sampler_descs = 0; + for (uint32_t i = 0; i < p_uniforms.size(); i++) { + const BoundUniform &uniform = p_uniforms[i]; + + // Since the uniform set may be created for a shader different than the one that will be actually bound, + // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable. + // Therefore, we can't make any assumptions here about descriptors that we may not need to create, + // pixel or vertex-only shader resource states, etc. + + bool srv_uav_ambiguity = false; + uint32_t binding_length = uniform.ids.size(); + if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) { + binding_length /= 2; + } + _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity); + } +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.reserve(num_resource_descs); +#endif + + if (num_resource_descs) { + Error err = uniform_set_info->desc_heaps.resources.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false); + if (err) { + VersatileResource::free(resources_allocator, uniform_set_info); + ERR_FAIL_V(UniformSetID()); + } + } + if (num_sampler_descs) { + Error err = uniform_set_info->desc_heaps.samplers.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false); + if (err) { + VersatileResource::free(resources_allocator, uniform_set_info); + ERR_FAIL_V(UniformSetID()); + } + } + struct { + DescriptorsHeap::Walker resources; + DescriptorsHeap::Walker samplers; + } desc_heap_walkers; + desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker(); + desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker(); + + struct NeededState { + bool is_buffer = false; + uint64_t shader_uniform_idx_mask = 0; + D3D12_RESOURCE_STATES states = {}; + }; + HashMap<ResourceInfo *, NeededState> resource_states; + + for (uint32_t i = 0; i < p_uniforms.size(); i++) { + const BoundUniform &uniform = p_uniforms[i]; + +#ifdef DEV_ENABLED + const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; + const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i]; + bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE); + DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT)))); + DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT))); +#endif + + switch (uniform.type) { + case UNIFORM_TYPE_SAMPLER: { + for (uint32_t j = 0; j < uniform.ids.size(); j++) { + const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id]; + device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle()); + desc_heap_walkers.samplers.advance(); + } + } break; + case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: { + for (uint32_t j = 0; j < uniform.ids.size(); j += 2) { + const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id]; + TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id; + + device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle()); + desc_heap_walkers.samplers.advance(); + device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle()); +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension }); +#endif + desc_heap_walkers.resources.advance(); + + NeededState &ns = resource_states[texture_info]; + ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); + ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE; + } + } break; + case UNIFORM_TYPE_TEXTURE: { + for (uint32_t j = 0; j < uniform.ids.size(); j++) { + TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; + device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle()); +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension }); +#endif + desc_heap_walkers.resources.advance(); + + NeededState &ns = resource_states[texture_info]; + ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); + ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE; + } + } break; + case UNIFORM_TYPE_IMAGE: { + for (uint32_t j = 0; j < uniform.ids.size(); j++) { + TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; + + NeededState &ns = resource_states[texture_info]; + ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); + ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + } + + // SRVs first. [[SRV_UAV_AMBIGUITY]] + for (uint32_t j = 0; j < uniform.ids.size(); j++) { + TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; + + device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle()); +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension }); +#endif + desc_heap_walkers.resources.advance(); + } + + // UAVs then. [[SRV_UAV_AMBIGUITY]] + for (uint32_t j = 0; j < uniform.ids.size(); j++) { + TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; + + device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle()); +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} }); +#endif + desc_heap_walkers.resources.advance(); + } + } break; + case UNIFORM_TYPE_TEXTURE_BUFFER: + case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: { + CRASH_NOW_MSG("Unimplemented!"); + } break; + case UNIFORM_TYPE_IMAGE_BUFFER: { + CRASH_NOW_MSG("Unimplemented!"); + } break; + case UNIFORM_TYPE_UNIFORM_BUFFER: { + BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id; + + D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {}; + cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress(); + cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256); + device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle()); + desc_heap_walkers.resources.advance(); +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} }); +#endif + + NeededState &ns = resource_states[buf_info]; + ns.is_buffer = true; + ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); + ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER; + } break; + case UNIFORM_TYPE_STORAGE_BUFFER: { + BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id; + + // SRV first. [[SRV_UAV_AMBIGUITY]] + { + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {}; + srv_desc.Format = DXGI_FORMAT_R32_TYPELESS; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srv_desc.Buffer.FirstElement = 0; + srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4; + srv_desc.Buffer.StructureByteStride = 0; + srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; + device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle()); +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension }); +#endif + desc_heap_walkers.resources.advance(); + } + + // UAV then. [[SRV_UAV_AMBIGUITY]] + { + if (buf_info->flags.usable_as_uav) { + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {}; + uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; + uav_desc.Buffer.FirstElement = 0; + uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4; + uav_desc.Buffer.StructureByteStride = 0; + uav_desc.Buffer.CounterOffsetInBytes = 0; + uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; + device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle()); +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} }); +#endif + } else { + // If can't transition to UAV, leave this one empty since it won't be + // used, and trying to create an UAV view would trigger a validation error. + } + + desc_heap_walkers.resources.advance(); + } + + NeededState &ns = resource_states[buf_info]; + ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); + ns.is_buffer = true; + ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + } break; + case UNIFORM_TYPE_INPUT_ATTACHMENT: { + for (uint32_t j = 0; j < uniform.ids.size(); j++) { + TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id; + + device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle()); +#ifdef DEV_ENABLED + uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension }); +#endif + desc_heap_walkers.resources.advance(); + + NeededState &ns = resource_states[texture_info]; + ns.shader_uniform_idx_mask |= ((uint64_t)1 << i); + ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + } + } break; + default: { + DEV_ASSERT(false); + } + } + } + + DEV_ASSERT(desc_heap_walkers.resources.is_at_eof()); + DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof()); + + { + uniform_set_info->resource_states.reserve(resource_states.size()); + uint32_t i = 0; + for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) { + UniformSetInfo::StateRequirement sr; + sr.resource = E.key; + sr.is_buffer = E.value.is_buffer; + sr.states = E.value.states; + sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask; + uniform_set_info->resource_states.push_back(sr); + i++; + } + } + + return UniformSetID(uniform_set_info); +} + +void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) { + UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id; + VersatileResource::free(resources_allocator, uniform_set_info); +} + +// ----- COMMANDS ----- + +void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) { + const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id; + const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; + const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index]; + + for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) { +#ifdef DEV_ENABLED + { + uint32_t stages = 0; + D3D12_RESOURCE_STATES wanted_state = {}; + bool writable = false; + // Doing the full loop for debugging since the real one below may break early, + // but we want an exhaustive check + uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations. + for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) { + uint64_t bit_mask = ((uint64_t)1 << bit); + if (likely((inv_uniforms_mask & bit_mask))) { + continue; + } + inv_uniforms_mask |= bit_mask; + + const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit]; + if (unlikely(!binding.stages)) { + continue; + } + + D3D12_RESOURCE_STATES required_states = sr.states; + + // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]] + if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) { + if (binding.res_class == RES_CLASS_SRV) { + required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + } else { + required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + } + } + + if (stages) { // Second occurrence at least? + CRASH_COND_MSG(binding.writable != writable, "A resource is used in the same uniform set both as R/O and R/W. That's not supported and shouldn't happen."); + CRASH_COND_MSG(required_states != wanted_state, "A resource is used in the same uniform set with different resource states. The code needs to be enhanced to support that."); + } else { + wanted_state = required_states; + stages |= binding.stages; + writable = binding.writable; + } + + DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)); + + if (wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS || wanted_state == D3D12_RESOURCE_STATE_RENDER_TARGET) { + if (!sr.is_buffer) { + TextureInfo *tex_info = (TextureInfo *)sr.resource; + CRASH_COND_MSG(tex_info->resource != tex_info->main_texture, "The texture format used for UAV or RTV must be the main one."); + } + } + } + } +#endif + + // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource, + // because at uniform set creation time we couldn't know for sure which stages + // it would be used in (due to the fact that a set can be created against a different, + // albeit compatible, shader, which may make a different usage in the end). + // However, now we know and can exclude up to one unneeded states. + + // TODO: If subresources involved already in the needed states, or scheduled for it, + // maybe it's more optimal not to do anything here + + uint32_t stages = 0; + D3D12_RESOURCE_STATES wanted_state = {}; + uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations. + for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) { + uint64_t bit_mask = ((uint64_t)1 << bit); + if (likely((inv_uniforms_mask & bit_mask))) { + continue; + } + inv_uniforms_mask |= bit_mask; + + const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit]; + if (unlikely(!binding.stages)) { + continue; + } + + if (!stages) { + D3D12_RESOURCE_STATES required_states = sr.states; + + // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]] + if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) { + if (binding.res_class == RES_CLASS_SRV) { + required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + } else { + required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + } + } + + wanted_state = required_states; + + if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) { + // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further. + break; + } + } + + stages |= binding.stages; + + if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) { + // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further. + break; + } + } + + if (likely(wanted_state)) { + if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) { + if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) { + D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + wanted_state &= ~unneeded_states; + } else if (stages == SHADER_STAGE_FRAGMENT_BIT) { + D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; + wanted_state &= ~unneeded_states; + } + } + + if (likely(wanted_state)) { + if (sr.is_buffer) { + _resource_transition_batch(sr.resource, 0, 1, wanted_state); + } else { + TextureInfo *tex_info = (TextureInfo *)sr.resource; + uint32_t planes = 1; + if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { + planes = format_get_plane_count(tex_info->format); + } + for (uint32_t i = 0; i < tex_info->layers; i++) { + for (uint32_t j = 0; j < tex_info->mipmaps; j++) { + uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize()); + _resource_transition_batch(tex_info, subresource, planes, wanted_state, tex_info->main_texture); + } + } + } + } + } + } + + if (p_set_index == shader_info_in->sets.size() - 1) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + } +} + +void RenderingDeviceDriverD3D12::_command_bind_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index, bool p_for_compute) { + if (!unlikely(segment_begun)) { + // Support out-of-frame rendering, like the boot splash screen. + begin_segment(p_cmd_buffer, frame_idx, frames_drawn); + } + + UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id; + const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; + const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index]; + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + + using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE); + SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable; + + // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse! + uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc; + UniformSetInfo::RecentBind *last_bind = nullptr; + for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) { + if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) { + if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) { + for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) { + (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle); + } + for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) { + (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle); + } +#ifdef DEV_ENABLED + uniform_set_info->recent_binds[i].uses++; + frames[frame_idx].uniform_set_reused++; +#endif + return; + } else { + if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) { + // Prefer this one since it's been used less or we still haven't a better option. + last_bind = &uniform_set_info->recent_binds[i]; + } + } + } else { + // Prefer this one since it's unused. + last_bind = &uniform_set_info->recent_binds[i]; + last_bind->uses = 0; + } + } + + struct { + DescriptorsHeap::Walker *resources = nullptr; + DescriptorsHeap::Walker *samplers = nullptr; + } frame_heap_walkers; + frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources; + frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers; + + struct { + DescriptorsHeap::Walker resources; + DescriptorsHeap::Walker samplers; + } set_heap_walkers; + set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker(); + set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker(); + +#ifdef DEV_ENABLED + // Whether we have stages where the uniform is actually used should match + // whether we have any root signature locations for it. + for (uint32_t i = 0; i < shader_set.bindings.size(); i++) { + bool has_rs_locations = false; + if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX || + shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) { + has_rs_locations = true; + break; + } + + bool has_stages = shader_set.bindings[i].stages; + + DEV_ASSERT(has_rs_locations == has_stages); + } +#endif + + last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources); + last_bind->root_tables.resources.clear(); + last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers); + last_bind->root_tables.samplers.clear(); + last_bind->uses++; + + struct { + RootDescriptorTable *resources = nullptr; + RootDescriptorTable *samplers = nullptr; + } tables; + for (uint32_t i = 0; i < shader_set.bindings.size(); i++) { + const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i]; + + uint32_t num_resource_descs = 0; + uint32_t num_sampler_descs = 0; + bool srv_uav_ambiguity = false; + _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity); + + bool resource_used = false; + if (shader_set.bindings[i].stages) { + { + const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource; + if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used? + DEV_ASSERT(num_resource_descs); + DEV_ASSERT(!(srv_uav_ambiguity && (shader_set.bindings[i].res_class != RES_CLASS_SRV && shader_set.bindings[i].res_class != RES_CLASS_UAV))); // [[SRV_UAV_AMBIGUITY]] + + bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx; + if (must_flush_table) { + // Check the root signature data has been filled ordered. + DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx); + + (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle); + tables.resources = nullptr; + } + + if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) { + if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) { + frames[frame_idx].desc_heaps_exhausted_reported.resources = true; + ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's RESOURCES descriptor heap.\n" + "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting."); + } else { + return; + } + } + + if (!tables.resources) { + DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity()); + last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1); + tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1]; + tables.resources->root_param_idx = rs_loc_resource.root_param_idx; + tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle(); + } + + // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]] + if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) { + set_heap_walkers.resources.advance(num_resource_descs); + } + + // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well). + device->CopyDescriptorsSimple( + num_resource_descs, + frame_heap_walkers.resources->get_curr_cpu_handle(), + set_heap_walkers.resources.get_curr_cpu_handle(), + D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + frame_heap_walkers.resources->advance(num_resource_descs); + + // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]] + if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) { + set_heap_walkers.resources.advance(num_resource_descs); + } + + resource_used = true; + } + } + + { + const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler; + if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used? + DEV_ASSERT(num_sampler_descs); + DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]] + + bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx; + if (must_flush_table) { + // Check the root signature data has been filled ordered. + DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx); + + (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle); + tables.samplers = nullptr; + } + + if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) { + if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) { + frames[frame_idx].desc_heaps_exhausted_reported.samplers = true; + ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's SAMPLERS descriptors heap.\n" + "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting."); + } else { + return; + } + } + + if (!tables.samplers) { + DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity()); + last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1); + tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1]; + tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx; + tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle(); + } + + // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well). + device->CopyDescriptorsSimple( + num_sampler_descs, + frame_heap_walkers.samplers->get_curr_cpu_handle(), + set_heap_walkers.samplers.get_curr_cpu_handle(), + D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); + frame_heap_walkers.samplers->advance(num_sampler_descs); + } + } + } + + // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite + // the shader variant a given set is created upon may not need all of them due to DXC optimizations. + // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally. + + set_heap_walkers.resources.advance(num_resource_descs); + if (srv_uav_ambiguity) { + DEV_ASSERT(num_resource_descs); + if (!resource_used) { + set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed. + } + } + + set_heap_walkers.samplers.advance(num_sampler_descs); + } + + DEV_ASSERT(set_heap_walkers.resources.is_at_eof()); + DEV_ASSERT(set_heap_walkers.samplers.is_at_eof()); + + { + bool must_flush_table = tables.resources; + if (must_flush_table) { + (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle); + } + } + { + bool must_flush_table = tables.samplers; + if (must_flush_table) { + (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle); + } + } + + last_bind->root_signature_crc = root_sig_crc; + last_bind->segment_serial = frames[frame_idx].segment_serial; +} + +/******************/ +/**** TRANSFER ****/ +/******************/ + +void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + BufferInfo *buf_info = (BufferInfo *)p_buffer.id; + + if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) { + if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) { + frames[frame_idx].desc_heaps_exhausted_reported.resources = true; + ERR_FAIL_MSG( + "Cannot clear buffer because there's no enough room in current frame's RESOURCE descriptors heap.\n" + "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting."); + } else { + return; + } + } + if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) { + if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) { + frames[frame_idx].desc_heaps_exhausted_reported.aux = true; + ERR_FAIL_MSG( + "Cannot clear buffer because there's no enough room in current frame's AUX descriptors heap.\n" + "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting."); + } else { + return; + } + } + + _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {}; + uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; + uav_desc.Buffer.FirstElement = 0; + uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4; + uav_desc.Buffer.StructureByteStride = 0; + uav_desc.Buffer.CounterOffsetInBytes = 0; + uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; + device->CreateUnorderedAccessView( + buf_info->resource, + nullptr, + &uav_desc, + frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle()); + + device->CopyDescriptorsSimple( + 1, + frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(), + frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(), + D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + + static const UINT values[4] = {}; + cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint( + frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(), + frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(), + buf_info->resource, + values, + 0, + nullptr); + + frames[frame_idx].desc_heap_walkers.resources.advance(); + frames[frame_idx].desc_heap_walkers.aux.advance(); +} + +void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView<BufferCopyRegion> p_regions) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id; + BufferInfo *dst_buf_info = (BufferInfo *)p_dst_buffer.id; + + _resource_transition_batch(src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE); + _resource_transition_batch(dst_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST); + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + for (uint32_t i = 0; i < p_regions.size(); i++) { + cmd_buf_info->cmd_list->CopyBufferRegion(dst_buf_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size); + } +} + +void RenderingDeviceDriverD3D12::command_copy_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView<TextureCopyRegion> p_regions) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id; + TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id; + + for (uint32_t i = 0; i < p_regions.size(); i++) { + UINT src_subresource = D3D12CalcSubresource( + p_regions[i].src_subresources.mipmap, + p_regions[i].src_subresources.base_layer, + _compute_plane_slice(src_tex_info->format, p_regions[i].src_subresources.aspect), + src_tex_info->desc.MipLevels, + src_tex_info->desc.ArraySize()); + _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE); + + UINT dst_subresource = D3D12CalcSubresource( + p_regions[i].dst_subresources.mipmap, + p_regions[i].dst_subresources.base_layer, + _compute_plane_slice(dst_tex_info->format, p_regions[i].dst_subresources.aspect), + dst_tex_info->desc.MipLevels, + dst_tex_info->desc.ArraySize()); + _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST); + + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource); + CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource); + + CD3DX12_BOX src_box( + p_regions[i].src_offset.x, + p_regions[i].src_offset.y, + p_regions[i].src_offset.z, + p_regions[i].src_offset.x + p_regions[i].size.x, + p_regions[i].src_offset.y + p_regions[i].size.y, + p_regions[i].src_offset.z + p_regions[i].size.z); + + cmd_buf_info->cmd_list->CopyTextureRegion( + &dst_location, + p_regions[i].dst_offset.x, + p_regions[i].dst_offset.y, + p_regions[i].dst_offset.z, + &src_location, + &src_box); + } +} + +void RenderingDeviceDriverD3D12::command_resolve_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, uint32_t p_src_layer, uint32_t p_src_mipmap, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, uint32_t p_dst_layer, uint32_t p_dst_mipmap) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id; + TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id; + + UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize()); + _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + + UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize()); + _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST); + + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + cmd_buf_info->cmd_list->ResolveSubresource(dst_tex_info->resource, dst_subresource, src_tex_info->resource, src_subresource, RD_TO_D3D12_FORMAT[src_tex_info->format].general_format); +} + +void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, const Color &p_color, const TextureSubresourceRange &p_subresources) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + TextureInfo *tex_info = (TextureInfo *)p_texture.id; + + ID3D12Resource *res_to_clear = tex_info->main_texture ? tex_info->main_texture : tex_info->resource; + if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { + // Clear via RTV. + + if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) { + if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) { + frames[frame_idx].desc_heaps_exhausted_reported.rtv = true; + ERR_FAIL_MSG( + "Cannot clear texture because there's no enough room in current frame's RENDER TARGET descriptors heap.\n" + "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting."); + } else { + return; + } + } + + D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap, p_subresources.base_layer, p_subresources.layer_count, false); + rtv_desc.Format = tex_info->aliasing_hack.main_uav_desc.Format; + + for (uint32_t i = 0; i < p_subresources.layer_count; i++) { + for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) { + UINT subresource = D3D12CalcSubresource( + p_subresources.base_mipmap + j, + p_subresources.base_layer + i, + 0, + tex_info->desc.MipLevels, + tex_info->desc.ArraySize()); + _resource_transition_batch(tex_info, subresource, 1, D3D12_RESOURCE_STATE_RENDER_TARGET, tex_info->main_texture); + } + } + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + device->CreateRenderTargetView( + res_to_clear, + &rtv_desc, + frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle()); + cmd_buf_info->cmd_list->ClearRenderTargetView( + frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(), + p_color.components, + 0, + nullptr); + frames[frame_idx].desc_heap_walkers.rtv.advance(); + } else { + // Clear via UAV. + + if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) { + if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) { + frames[frame_idx].desc_heaps_exhausted_reported.resources = true; + ERR_FAIL_MSG( + "Cannot clear texture because there's no enough room in current frame's RESOURCE descriptors heap.\n" + "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting."); + } else { + return; + } + } + if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) { + if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) { + frames[frame_idx].desc_heaps_exhausted_reported.aux = true; + ERR_FAIL_MSG( + "Cannot clear texture because there's no enough room in current frame's AUX descriptors heap.\n" + "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting."); + } else { + return; + } + } + + for (uint32_t i = 0; i < p_subresources.layer_count; i++) { + for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) { + UINT subresource = D3D12CalcSubresource( + p_subresources.base_mipmap + j, + p_subresources.base_layer + i, + 0, + tex_info->desc.MipLevels, + tex_info->desc.ArraySize()); + _resource_transition_batch(tex_info, subresource, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, tex_info->main_texture); + } + } + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + device->CreateUnorderedAccessView( + res_to_clear, + nullptr, + &tex_info->aliasing_hack.main_uav_desc, + frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle()); + + device->CopyDescriptorsSimple( + 1, + frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(), + frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(), + D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + + UINT values[4] = { + (UINT)p_color.get_r8(), + (UINT)p_color.get_g8(), + (UINT)p_color.get_b8(), + (UINT)p_color.get_a8(), + }; + cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint( + frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(), + frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(), + res_to_clear, + values, + 0, + nullptr); + + frames[frame_idx].desc_heap_walkers.resources.advance(); + frames[frame_idx].desc_heap_walkers.aux.advance(); + } +} + +void RenderingDeviceDriverD3D12::command_copy_buffer_to_texture(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView<BufferTextureCopyRegion> p_regions) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id; + TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id; + + if (buf_info->flags.is_for_upload) { + _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, nullptr); + } + + uint32_t pixel_size = get_image_format_pixel_size(tex_info->format); + uint32_t block_w = 0, block_h = 0; + get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h); + + for (uint32_t i = 0; i < p_regions.size(); i++) { + uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format); + region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); + + D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {}; + src_footprint.Offset = p_regions[i].buffer_offset; + src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT( + RD_TO_D3D12_FORMAT[tex_info->format].family, + STEPIFY(p_regions[i].texture_region_size.x, block_w), + STEPIFY(p_regions[i].texture_region_size.y, block_h), + p_regions[i].texture_region_size.z, + region_pitch); + CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint); + + CD3DX12_BOX src_box( + 0, 0, 0, + STEPIFY(p_regions[i].texture_region_size.x, block_w), + STEPIFY(p_regions[i].texture_region_size.y, block_h), + p_regions[i].texture_region_size.z); + + for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) { + UINT dst_subresource = D3D12CalcSubresource( + p_regions[i].texture_subresources.mipmap, + p_regions[i].texture_subresources.base_layer + j, + _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect), + tex_info->desc.MipLevels, + tex_info->desc.ArraySize()); + CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource); + + _resource_transition_batch(tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST, tex_info->main_texture); + } + + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) { + UINT dst_subresource = D3D12CalcSubresource( + p_regions[i].texture_subresources.mipmap, + p_regions[i].texture_subresources.base_layer + j, + _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect), + tex_info->desc.MipLevels, + tex_info->desc.ArraySize()); + CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource); + + cmd_buf_info->cmd_list->CopyTextureRegion( + ©_dst, + p_regions[i].texture_offset.x, + p_regions[i].texture_offset.y, + p_regions[i].texture_offset.z, + ©_src, + &src_box); + } + } +} + +void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_dst_buffer, VectorView<BufferTextureCopyRegion> p_regions) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + TextureInfo *tex_info = (TextureInfo *)p_src_texture.id; + BufferInfo *buf_info = (BufferInfo *)p_dst_buffer.id; + + _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST, nullptr); + + uint32_t block_w = 0, block_h = 0; + get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h); + + for (uint32_t i = 0; i < p_regions.size(); i++) { + for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) { + UINT src_subresource = D3D12CalcSubresource( + p_regions[i].texture_subresources.mipmap, + p_regions[i].texture_subresources.base_layer + j, + _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect), + tex_info->desc.MipLevels, + tex_info->desc.ArraySize()); + + _resource_transition_batch(tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, tex_info->main_texture); + } + + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) { + UINT src_subresource = D3D12CalcSubresource( + p_regions[i].texture_subresources.mipmap, + p_regions[i].texture_subresources.base_layer + j, + _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect), + tex_info->desc.MipLevels, + tex_info->desc.ArraySize()); + + CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource); + + uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap); + uint32_t image_size = get_image_format_required_size( + tex_info->format, + MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap), + MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap), + computed_d, + 1); + uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h; + row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); + + D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {}; + dst_footprint.Offset = p_regions[i].buffer_offset; + dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w); + dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h); + dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z; + dst_footprint.Footprint.RowPitch = row_pitch; + dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family; + + CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint); + + cmd_buf_info->cmd_list->CopyTextureRegion(©_dst, 0, 0, 0, ©_src, nullptr); + } + } +} + +/******************/ +/**** PIPELINE ****/ +/******************/ + +void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) { + ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id; + pso->Release(); + pipelines_shaders.erase(pso); + render_psos_extra_info.erase(pso); +} + +// ----- BINDING ----- + +void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; + if (!shader_info_in->dxil_push_constant_size) { + return; + } + if (shader_info_in->is_compute) { + cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index); + } else { + cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index); + } +} + +// ----- CACHE ----- + +bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) { + WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver."); + return false; +} + +void RenderingDeviceDriverD3D12::pipeline_cache_free() { + ERR_FAIL_MSG("Not implemented."); +} + +size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() { + ERR_FAIL_V_MSG(0, "Not implemented."); +} + +Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() { + ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented."); +} + +/*******************/ +/**** RENDERING ****/ +/*******************/ + +// ----- SUBPASS ----- + +RDD::RenderPassID RenderingDeviceDriverD3D12::render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count) { + // Pre-bookkeep. + RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator); + + pass_info->attachments.resize(p_attachments.size()); + for (uint32_t i = 0; i < p_attachments.size(); i++) { + pass_info->attachments[i] = p_attachments[i]; + } + + pass_info->subpasses.resize(p_subpasses.size()); + for (uint32_t i = 0; i < p_subpasses.size(); i++) { + pass_info->subpasses[i] = p_subpasses[i]; + } + + pass_info->view_count = p_view_count; + + DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size()); + for (uint32_t i = 0; i < p_attachments.size(); i++) { + const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format]; + if (format.dsv_format != DXGI_FORMAT_UNKNOWN) { + formats[i] = format.dsv_format; + } else { + formats[i] = format.general_format; + } + } + pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size())); + + return RenderPassID(pass_info); +} + +void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) { + RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id; + VersatileResource::free(resources_allocator, pass_info); +} + +// ----- COMMANDS ----- + +void RenderingDeviceDriverD3D12::command_begin_render_pass(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, FramebufferID p_framebuffer, CommandBufferType p_cmd_buffer_type, const Rect2i &p_rect, VectorView<RenderPassClearValue> p_attachment_clears) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id; + const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id; + + DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX); + + auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) { + uint32_t planes = 1; + if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { + planes = format_get_plane_count(p_texture_info->format); + } + for (uint32_t i = 0; i < p_texture_info->layers; i++) { + for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) { + uint32_t subresource = D3D12CalcSubresource( + p_texture_info->base_mip + j, + p_texture_info->base_layer + i, + 0, + p_texture_info->desc.MipLevels, + p_texture_info->desc.ArraySize()); + _resource_transition_batch(p_texture_info, subresource, planes, p_states, nullptr); + } + } + }; + + // This is empty if a screen framebuffer. Transition in that case happens in D3D12Context::prepare_buffers(). + for (uint32_t i = 0; i < fb_info->attachments.size(); i++) { + TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id; + if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { + _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET); + } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { + _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE); + } else { + DEV_ASSERT(false); + } + } + if (fb_info->vrs_attachment) { + TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id; + _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE); + } + + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT( + p_rect.position.x, + p_rect.position.y, + p_rect.position.x + p_rect.size.x, + p_rect.position.y + p_rect.size.y); + cmd_buf_info->render_pass_state.region_is_all = !( + cmd_buf_info->render_pass_state.region_rect.left == 0 && + cmd_buf_info->render_pass_state.region_rect.top == 0 && + cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x && + cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y); + + if (fb_info->is_screen) { + for (uint32_t i = 0; i < pass_info->attachments.size(); i++) { + if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) { + const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id; + _discard_texture_subresources(tex_info, cmd_buf_info); + } + } + } + + if (fb_info->vrs_attachment && context->get_vrs_capabilities().ss_image_supported) { + ComPtr<ID3D12GraphicsCommandList5> cmd_list_5; + cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf()); + if (cmd_list_5) { + static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = { + D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, + D3D12_SHADING_RATE_COMBINER_OVERRIDE, + }; + cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS); + } + } + + cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX; + cmd_buf_info->render_pass_state.fb_info = fb_info; + cmd_buf_info->render_pass_state.pass_info = pass_info; + command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type); + + AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, fb_info->is_screen ? 1 : pass_info->attachments.size()); + Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, fb_info->is_screen ? 1 : pass_info->attachments.size()); + uint32_t num_clears = 0; + + if (fb_info->is_screen) { + clears[0].aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT); + clears[0].color_attachment = 0; + clears[0].value = p_attachment_clears[0]; + clear_rects[0] = p_rect; + num_clears++; + } else { + for (uint32_t i = 0; i < pass_info->attachments.size(); i++) { + TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id; + if (!tex_info) { + continue; + } + + AttachmentClear clear; + if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) { + if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) { + clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT); + clear.color_attachment = i; + } + } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { + if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) { + clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT); + } + } + if (!clear.aspect.is_empty()) { + clear.value = p_attachment_clears[i]; + clears[num_clears] = clear; + clear_rects[num_clears] = p_rect; + num_clears++; + } + } + } + + if (num_clears) { + command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears)); + } +} + +void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + + DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX); + + const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info; + const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info; + const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass]; + + struct Resolve { + ID3D12Resource *src_res = nullptr; + uint32_t src_subres = 0; + ID3D12Resource *dst_res = nullptr; + uint32_t dst_subres = 0; + DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN; + }; + Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size()); + uint32_t num_resolves = 0; + + for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) { + uint32_t color_index = subpass.color_references[i].attachment; + uint32_t resolve_index = subpass.resolve_references[i].attachment; + DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED)); + if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) { + continue; + } + + TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id; + uint32_t src_subresource = D3D12CalcSubresource(src_tex_info->base_mip, src_tex_info->base_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize()); + _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + + TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id; + uint32_t dst_subresource = D3D12CalcSubresource(dst_tex_info->base_mip, dst_tex_info->base_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize()); + _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST); + + resolves[num_resolves].src_res = src_tex_info->resource; + resolves[num_resolves].src_subres = src_subresource; + resolves[num_resolves].dst_res = dst_tex_info->resource; + resolves[num_resolves].dst_subres = dst_subresource; + resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format; + num_resolves++; + } + + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + for (uint32_t i = 0; i < num_resolves; i++) { + cmd_buf_info->cmd_list->ResolveSubresource(resolves[i].dst_res, resolves[i].dst_subres, resolves[i].src_res, resolves[i].src_subres, resolves[i].format); + } +} + +void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) { + _end_render_pass(p_cmd_buffer); + + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX); + + const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info; + const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info; + + if (context->get_vrs_capabilities().ss_image_supported) { + ComPtr<ID3D12GraphicsCommandList5> cmd_list_5; + cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf()); + if (cmd_list_5) { + cmd_list_5->RSSetShadingRateImage(nullptr); + } + } + + if (fb_info->attachments.size()) { // Otherwise, it's screen. + for (uint32_t i = 0; i < pass_info->attachments.size(); i++) { + if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) { + const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id; + _discard_texture_subresources(tex_info, cmd_buf_info); + } + } + } + + cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX; +} + +void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + + if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) { + cmd_buf_info->render_pass_state.current_subpass = 0; + } else { + _end_render_pass(p_cmd_buffer); + cmd_buf_info->render_pass_state.current_subpass++; + } + + const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info; + const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info; + const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass]; + + D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size()); + DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker(); + for (uint32_t i = 0; i < subpass.color_references.size(); i++) { + uint32_t attachment = subpass.color_references[i].attachment; + if (attachment == AttachmentReference::UNUSED) { + if (!frames[frame_idx].null_rtv_handle.ptr) { + // No null descriptor-handle created for this frame yet. + + if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) { + if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) { + frames[frame_idx].desc_heaps_exhausted_reported.rtv = true; + ERR_FAIL_MSG("Cannot begin subpass because there's no enough room in current frame's RENDER TARGET descriptors heap.\n" + "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting."); + } else { + return; + } + } + + D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {}; + rtv_desc_null.Format = DXGI_FORMAT_R8_UINT; + rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; + frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(); + device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle); + frames[frame_idx].desc_heap_walkers.rtv.advance(); + } + rtv_handles[i] = frames[frame_idx].null_rtv_handle; + } else { + uint32_t rt_index = fb_info->attachments_handle_inds[attachment]; + rtv_heap_walker.rewind(); + rtv_heap_walker.advance(rt_index); + rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle(); + } + } + + D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {}; + { + DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker(); + if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) { + uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment]; + dsv_heap_walker.rewind(); + dsv_heap_walker.advance(ds_index); + dsv_handle = dsv_heap_walker.get_curr_cpu_handle(); + } + } + + cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr); +} + +void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + + D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size()); + for (uint32_t i = 0; i < p_viewports.size(); i++) { + d3d12_viewports[i] = CD3DX12_VIEWPORT( + p_viewports[i].position.x, + p_viewports[i].position.y, + p_viewports[i].size.x, + p_viewports[i].size.y); + } + + cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports); +} + +void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + + D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size()); + for (uint32_t i = 0; i < p_scissors.size(); i++) { + d3d12_scissors[i] = CD3DX12_RECT( + p_scissors[i].position.x, + p_scissors[i].position.y, + p_scissors[i].position.x + p_scissors[i].size.x, + p_scissors[i].position.y + p_scissors[i].size.y); + } + + cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors); +} + +void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + + DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX); + const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info; + const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info; + + DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker(); + DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker(); + + for (uint32_t i = 0; i < p_attachment_clears.size(); i++) { + uint32_t attachment = UINT32_MAX; + bool is_render_target = false; + if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) { + attachment = p_attachment_clears[i].color_attachment; + is_render_target = true; + } else { + attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment; + } + + for (uint32_t j = 0; j < p_rects.size(); j++) { + D3D12_RECT rect = CD3DX12_RECT( + p_rects[j].position.x, + p_rects[j].position.y, + p_rects[j].position.x + p_rects[j].size.x, + p_rects[j].position.y + p_rects[j].size.y); + const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : ▭ + + if (is_render_target) { + uint32_t color_idx = fb_info->attachments_handle_inds[attachment]; + rtv_heap_walker.rewind(); + rtv_heap_walker.advance(color_idx); + cmd_buf_info->cmd_list->ClearRenderTargetView( + rtv_heap_walker.get_curr_cpu_handle(), + p_attachment_clears[i].value.color.components, + rect_ptr ? 1 : 0, + rect_ptr); + } else { + uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment]; + dsv_heap_walker.rewind(); + dsv_heap_walker.advance(depth_stencil_idx); + D3D12_CLEAR_FLAGS flags = {}; + if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) { + flags |= D3D12_CLEAR_FLAG_DEPTH; + } + if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) { + flags |= D3D12_CLEAR_FLAG_STENCIL; + } + cmd_buf_info->cmd_list->ClearDepthStencilView( + dsv_heap_walker.get_curr_cpu_handle(), + flags, + p_attachment_clears[i].value.depth, + p_attachment_clears[i].value.stencil, + rect_ptr ? 1 : 0, + rect_ptr); + } + } + } +} + +void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id; + + if (cmd_buf_info->graphics_pso == pso) { + return; + } + + const ShaderInfo *shader_info_in = pipelines_shaders[pso]; + const RenderPipelineExtraInfo &pso_extra_info = render_psos_extra_info[pso]; + + cmd_buf_info->cmd_list->SetPipelineState(pso); + if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) { + cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get()); + cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc; + } + + cmd_buf_info->cmd_list->IASetPrimitiveTopology(pso_extra_info.dyn_params.primitive_topology); + cmd_buf_info->cmd_list->OMSetBlendFactor(pso_extra_info.dyn_params.blend_constant.components); + cmd_buf_info->cmd_list->OMSetStencilRef(pso_extra_info.dyn_params.stencil_reference); + + ComPtr<ID3D12GraphicsCommandList1> command_list_1; + cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf()); + if (command_list_1) { + command_list_1->OMSetDepthBounds(pso_extra_info.dyn_params.depth_bounds_min, pso_extra_info.dyn_params.depth_bounds_max); + } + + cmd_buf_info->render_pass_state.vf_info = pso_extra_info.vf_info; + + cmd_buf_info->graphics_pso = pso; + cmd_buf_info->compute_pso = nullptr; +} + +void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) { + _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false); +} + +void RenderingDeviceDriverD3D12::command_render_draw(CommandBufferID p_cmd_buffer, uint32_t p_vertex_count, uint32_t p_instance_count, uint32_t p_base_vertex, uint32_t p_first_instance) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + _bind_vertex_buffers(cmd_buf_info); + cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance); +} + +void RenderingDeviceDriverD3D12::command_render_draw_indexed(CommandBufferID p_cmd_buffer, uint32_t p_index_count, uint32_t p_instance_count, uint32_t p_first_index, int32_t p_vertex_offset, uint32_t p_first_instance) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + _bind_vertex_buffers(cmd_buf_info); + cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance); +} + +void RenderingDeviceDriverD3D12::command_render_draw_indexed_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + _bind_vertex_buffers(cmd_buf_info); + BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; + _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0); +} + +void RenderingDeviceDriverD3D12::command_render_draw_indexed_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + _bind_vertex_buffers(cmd_buf_info); + BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; + BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id; + _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); + _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_max_draw_count, indirect_buf_info->resource, p_offset, count_buf_info->resource, p_count_buffer_offset); +} + +void RenderingDeviceDriverD3D12::command_render_draw_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + _bind_vertex_buffers(cmd_buf_info); + BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; + _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0); +} + +void RenderingDeviceDriverD3D12::command_render_draw_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + _bind_vertex_buffers(cmd_buf_info); + BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; + BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id; + _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); + _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_max_draw_count, indirect_buf_info->resource, p_offset, count_buf_info->resource, p_count_buffer_offset); +} + +void RenderingDeviceDriverD3D12::command_render_bind_vertex_buffers(CommandBufferID p_cmd_buffer, uint32_t p_binding_count, const BufferID *p_buffers, const uint64_t *p_offsets) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + + DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX); + + // Vertex buffer views are set deferredly, to be sure we already know the strides by then, + // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline + // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]] + DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views)); + for (uint32_t i = 0; i < p_binding_count; i++) { + BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id; + + cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {}; + cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i]; + cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i]; + + _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); + } + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count; +} + +void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + BufferInfo *buffer_info = (BufferInfo *)p_buffer.id; + + D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {}; + d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset; + d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset; + d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + + _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER); + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + + cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view); +} + +// [[DEFERRED_VERTEX_BUFFERS]] +void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) { + RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state; + if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) { + for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) { + render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i]; + } + p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views); + render_pass_state.vertex_buffer_count = 0; + } +} + +void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components); +} + +void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) { + if (!Math::is_equal_approx(p_width, 1.0f)) { + ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver."); + } +} + +// ----- PIPELINE ----- + +static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = { + D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, + D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH, +}; + +static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = { + D3D_PRIMITIVE_TOPOLOGY_POINTLIST, + D3D_PRIMITIVE_TOPOLOGY_LINELIST, + D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ, + D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, + D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ, + D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, + D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ, + D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, + D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ, + D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, + D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST, +}; + +static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = { + D3D12_CULL_MODE_NONE, + D3D12_CULL_MODE_FRONT, + D3D12_CULL_MODE_BACK, +}; + +static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = { + D3D12_STENCIL_OP_KEEP, + D3D12_STENCIL_OP_ZERO, + D3D12_STENCIL_OP_REPLACE, + D3D12_STENCIL_OP_INCR_SAT, + D3D12_STENCIL_OP_DECR_SAT, + D3D12_STENCIL_OP_INVERT, + D3D12_STENCIL_OP_INCR, + D3D12_STENCIL_OP_DECR, +}; + +static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = { + D3D12_LOGIC_OP_CLEAR, + D3D12_LOGIC_OP_AND, + D3D12_LOGIC_OP_AND_REVERSE, + D3D12_LOGIC_OP_COPY, + D3D12_LOGIC_OP_AND_INVERTED, + D3D12_LOGIC_OP_NOOP, + D3D12_LOGIC_OP_XOR, + D3D12_LOGIC_OP_OR, + D3D12_LOGIC_OP_NOR, + D3D12_LOGIC_OP_EQUIV, + D3D12_LOGIC_OP_INVERT, + D3D12_LOGIC_OP_OR_REVERSE, + D3D12_LOGIC_OP_COPY_INVERTED, + D3D12_LOGIC_OP_OR_INVERTED, + D3D12_LOGIC_OP_NAND, + D3D12_LOGIC_OP_SET, +}; + +static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = { + D3D12_BLEND_ZERO, + D3D12_BLEND_ONE, + D3D12_BLEND_SRC_COLOR, + D3D12_BLEND_INV_SRC_COLOR, + D3D12_BLEND_DEST_COLOR, + D3D12_BLEND_INV_DEST_COLOR, + D3D12_BLEND_SRC_ALPHA, + D3D12_BLEND_INV_SRC_ALPHA, + D3D12_BLEND_DEST_ALPHA, + D3D12_BLEND_INV_DEST_ALPHA, + D3D12_BLEND_BLEND_FACTOR, + D3D12_BLEND_INV_BLEND_FACTOR, + D3D12_BLEND_BLEND_FACTOR, + D3D12_BLEND_INV_BLEND_FACTOR, + D3D12_BLEND_SRC_ALPHA_SAT, + D3D12_BLEND_SRC1_COLOR, + D3D12_BLEND_INV_SRC1_COLOR, + D3D12_BLEND_SRC1_ALPHA, + D3D12_BLEND_INV_SRC1_ALPHA, +}; + +static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = { + D3D12_BLEND_OP_ADD, + D3D12_BLEND_OP_SUBTRACT, + D3D12_BLEND_OP_REV_SUBTRACT, + D3D12_BLEND_OP_MIN, + D3D12_BLEND_OP_MAX, +}; + +RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create( + ShaderID p_shader, + VertexFormatID p_vertex_format, + RenderPrimitive p_render_primitive, + PipelineRasterizationState p_rasterization_state, + PipelineMultisampleState p_multisample_state, + PipelineDepthStencilState p_depth_stencil_state, + PipelineColorBlendState p_blend_state, + VectorView<int32_t> p_color_attachments, + BitField<PipelineDynamicStateFlags> p_dynamic_state, + RenderPassID p_render_pass, + uint32_t p_render_subpass, + VectorView<PipelineSpecializationConstant> p_specialization_constants) { + const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; + + CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {}; + RenderPipelineExtraInfo pso_extra_info; + + const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id; + + // Attachments. + LocalVector<uint32_t> color_attachments; + { + const Subpass &subpass = pass_info->subpasses[p_render_subpass]; + + for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) { + (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN; + } + + for (uint32_t i = 0; i < subpass.color_references.size(); i++) { + const AttachmentReference &ref = subpass.color_references[i]; + if (ref.attachment != AttachmentReference::UNUSED) { + const Attachment &attachment = pass_info->attachments[ref.attachment]; + DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN); + (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format; + } + } + (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size(); + + if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) { + const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment]; + pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format; + } else { + pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN; + } + } + + // Vertex. + if (p_vertex_format) { + const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id; + (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr(); + (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size(); + pso_extra_info.vf_info = vf_info; + } + + // Input assembly & tessellation. + + pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive]; + if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) { + // Is there any way to get the true point count limit? + ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID()); + pso_extra_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points); + } else { + pso_extra_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive]; + } + if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) { + // TODO: This is right for 16-bit indices; for 32-bit there's a different enum value to set, but we don't know at this point. + pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF; + } else { + pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; + } + + // Rasterization. + (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp; + // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now. + ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID()); + (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID; + (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode]; + (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE; + // In D3D12, there's still a point in setting up depth bias with no depth buffer, but just zeroing (disabling) it all in such case is closer to Vulkan. + if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) { + (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor; + (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp; + (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor; + (&pipeline_desc.RasterizerState)->DepthBias = 0; + (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f; + (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f; + } + (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0; + (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1; + (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true; + + // In D3D12, there's no line width. + ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID()); + + // Multisample. + ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12? + if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) { + uint32_t sample_count = MIN( + pass_info->max_supported_sample_count, + TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]); + (&pipeline_desc.SampleDesc)->Count = sample_count; + } else { + (&pipeline_desc.SampleDesc)->Count = 1; + } + if ((&pipeline_desc.SampleDesc)->Count > 1) { + (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN; + } else { + (&pipeline_desc.SampleDesc)->Quality = 0; + } + if (p_multisample_state.sample_mask.size()) { + for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) { + // In D3D12 there's a single sample mask for every pixel. + ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID()); + } + pipeline_desc.SampleMask = p_multisample_state.sample_mask[0]; + } else { + pipeline_desc.SampleMask = 0xffffffff; + } + + // Depth stencil. + + if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) { + (&pipeline_desc.DepthStencilState)->DepthEnable = false; + (&pipeline_desc.DepthStencilState)->StencilEnable = false; + } else { + (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test; + (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO; + (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator]; + (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range; + (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil; + + // In D3D12 some elements can't be different across front and back. + ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID()); + ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID()); + ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID()); + (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask; + (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask; + + (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail]; + (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass]; + (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail]; + (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare]; + + (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail]; + (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass]; + (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail]; + (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare]; + + pso_extra_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f; + pso_extra_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f; + pso_extra_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference; + } + + // Blend states. + (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage; + { + bool all_attachments_same_blend = true; + for (int i = 0; i < p_blend_state.attachments.size(); i++) { + const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i]; + D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i]; + + bd.BlendEnable = bs.enable_blend; + bd.LogicOpEnable = p_blend_state.enable_logic_op; + bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op]; + + bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor]; + bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor]; + bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op]; + + bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor]; + bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor]; + bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op]; + + if (bs.write_r) { + bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED; + } + if (bs.write_g) { + bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN; + } + if (bs.write_b) { + bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE; + } + if (bs.write_a) { + bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA; + } + + if (i > 0 && all_attachments_same_blend) { + all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0]; + } + } + + // Per D3D12 docs, if logic op used, independent blending is not supported. + ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID()); + + (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend; + } + + pso_extra_info.dyn_params.blend_constant = p_blend_state.blend_constant; + + // Stages bytecodes + specialization constants. + + pipeline_desc.pRootSignature = shader_info_in->root_signature.Get(); + + HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode; + bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode); + ERR_FAIL_COND_V(!ok, PipelineID()); + + pipeline_desc.VS = D3D12_SHADER_BYTECODE{ + final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(), + (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size() + }; + pipeline_desc.PS = D3D12_SHADER_BYTECODE{ + final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(), + (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size() + }; + + ComPtr<ID3D12Device2> device_2; + device->QueryInterface(device_2.GetAddressOf()); + ID3D12PipelineState *pso = nullptr; + HRESULT res = E_FAIL; + if (device_2) { + D3D12_PIPELINE_STATE_STREAM_DESC pssd = {}; + pssd.pPipelineStateSubobjectStream = &pipeline_desc; + pssd.SizeInBytes = sizeof(pipeline_desc); + res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso)); + } else { + D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0(); + res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso)); + } + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + + // Bookkeep ancillary info. + + pipelines_shaders[pso] = shader_info_in; + render_psos_extra_info[pso] = pso_extra_info; + + return PipelineID(pso); +} + +/*****************/ +/**** COMPUTE ****/ +/*****************/ + +// ----- COMMANDS ----- + +void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) { + CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id; + ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id; + const ShaderInfo *shader_info_in = pipelines_shaders[pso]; + + if (cmd_buf_info->compute_pso == pso) { + return; + } + + cmd_buf_info->cmd_list->SetPipelineState(pso); + if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) { + cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get()); + cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc; + } + + cmd_buf_info->compute_pso = pso; + cmd_buf_info->graphics_pso = nullptr; +} + +void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) { + _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true); +} + +void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups); +} + +void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id; + _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); + _resource_transitions_flush(cmd_buf_info->cmd_list.Get()); + cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0); +} + +// ----- PIPELINE ----- + +RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) { + const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id; + + CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {}; + + // Stages bytecodes + specialization constants. + + pipeline_desc.pRootSignature = shader_info_in->root_signature.Get(); + + HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode; + bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode); + ERR_FAIL_COND_V(!ok, PipelineID()); + + pipeline_desc.CS = D3D12_SHADER_BYTECODE{ + final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(), + (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size() + }; + + ComPtr<ID3D12Device2> device_2; + device->QueryInterface(device_2.GetAddressOf()); + ID3D12PipelineState *pso = nullptr; + HRESULT res = E_FAIL; + if (device_2) { + D3D12_PIPELINE_STATE_STREAM_DESC pssd = {}; + pssd.pPipelineStateSubobjectStream = &pipeline_desc; + pssd.SizeInBytes = sizeof(pipeline_desc); + res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso)); + } else { + D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0(); + res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso)); + } + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + + // Bookkeep ancillary info. + + pipelines_shaders[pso] = shader_info_in; + + return PipelineID(pso); +} + +/*****************/ +/**** QUERIES ****/ +/*****************/ + +// ----- TIMESTAMP ----- + +RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) { + ComPtr<ID3D12QueryHeap> query_heap; + { + D3D12_QUERY_HEAP_DESC qh_desc = {}; + qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP; + qh_desc.Count = p_query_count; + qh_desc.NodeMask = 0; + HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf())); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + } + + ComPtr<D3D12MA::Allocation> results_buffer_allocation; + { + D3D12MA::ALLOCATION_DESC allocation_desc = {}; + allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK; + + CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count); + + ComPtr<ID3D12Resource> results_buffer; + HRESULT res = allocator->CreateResource( + &allocation_desc, + &resource_desc, + D3D12_RESOURCE_STATE_COPY_DEST, + nullptr, + results_buffer_allocation.GetAddressOf(), + IID_PPV_ARGS(results_buffer.GetAddressOf())); + ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + } + + // Bookkeep. + + TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator); + tqp_info->query_heap = query_heap; + tqp_info->query_count = p_query_count; + tqp_info->results_buffer_allocation = results_buffer_allocation; + + return RDD::QueryPoolID(tqp_info); +} + +void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) { + TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id; + VersatileResource::free(resources_allocator, tqp_info); +} + +void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) { + TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id; + + ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource(); + + void *results_buffer_data = nullptr; + results_buffer->Map(0, &VOID_RANGE, &results_buffer_data); + memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count); + results_buffer->Unmap(0, &VOID_RANGE); +} + +uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) { + return p_result / (double)context->get_device_limits().timestamp_frequency * 1000000000.0; +} + +void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) { +} + +void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) { + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id; + ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource(); + cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index); + cmd_buf_info->cmd_list->ResolveQueryData(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index, tqp_info->query_count, results_buffer, p_index * sizeof(uint64_t)); +} + +/****************/ +/**** SCREEN ****/ +/****************/ + +RDD::DataFormat RenderingDeviceDriverD3D12::screen_get_format() { + // Very hacky, but not used often per frame, so I guess ok. + DXGI_FORMAT d3d12_format = context->get_screen_format(); + DataFormat format = DATA_FORMAT_MAX; + for (int i = 0; i < DATA_FORMAT_MAX; i++) { + if (d3d12_format == RD_TO_D3D12_FORMAT[i].general_format) { + format = DataFormat(i); + break; + } + } + ERR_FAIL_COND_V(format == DATA_FORMAT_MAX, DATA_FORMAT_MAX); + return format; +} + +/********************/ +/**** SUBMISSION ****/ +/********************/ + +void RenderingDeviceDriverD3D12::begin_segment(CommandBufferID p_cmd_buffer, uint32_t p_frame_index, uint32_t p_frames_drawn) { + frame_idx = p_frame_index; + + frames_drawn = p_frames_drawn; + allocator->SetCurrentFrameIndex(p_frames_drawn); + + frames[frame_idx].desc_heap_walkers.resources.rewind(); + frames[frame_idx].desc_heap_walkers.samplers.rewind(); + frames[frame_idx].desc_heap_walkers.aux.rewind(); + frames[frame_idx].desc_heap_walkers.rtv.rewind(); + frames[frame_idx].desc_heaps_exhausted_reported = {}; + frames[frame_idx].null_rtv_handle = { 0 }; + frames[frame_idx].segment_serial = segment_serial; + + ID3D12DescriptorHeap *heaps[] = { + frames[frame_idx].desc_heaps.resources.get_heap(), + frames[frame_idx].desc_heaps.samplers.get_heap(), + }; + + const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; + cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps); + + segment_begun = true; +} + +void RenderingDeviceDriverD3D12::end_segment() { + segment_serial++; + segment_begun = false; +} + +/**************/ +/**** MISC ****/ +/**************/ + +void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) { + switch (p_type) { + case OBJECT_TYPE_TEXTURE: { + const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; + if (tex_info->owner_info.allocation) { + context->set_object_name(tex_info->resource, p_name); + } + } break; + case OBJECT_TYPE_SAMPLER: { + } break; + case OBJECT_TYPE_BUFFER: { + const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id; + context->set_object_name(buf_info->resource, p_name); + } break; + case OBJECT_TYPE_SHADER: { + const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id; + context->set_object_name(shader_info_in->root_signature.Get(), p_name); + } break; + case OBJECT_TYPE_UNIFORM_SET: { + const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id; + if (uniform_set_info->desc_heaps.resources.get_heap()) { + context->set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap"); + } + if (uniform_set_info->desc_heaps.samplers.get_heap()) { + context->set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap"); + } + } break; + case OBJECT_TYPE_PIPELINE: { + ID3D12PipelineState *pso = (ID3D12PipelineState *)p_driver_id.id; + context->set_object_name(pso, p_name); + } break; + default: { + DEV_ASSERT(false); + } + } +} + +uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) { + switch (p_type) { + case DRIVER_RESOURCE_LOGICAL_DEVICE: { + return (uint64_t)device; + } + case DRIVER_RESOURCE_PHYSICAL_DEVICE: { + return (uint64_t)context->get_adapter(); + } + case DRIVER_RESOURCE_TOPMOST_OBJECT: { + return 0; + } + case DRIVER_RESOURCE_COMMAND_QUEUE: { + return (uint64_t)p_driver_id.id; + } + case DRIVER_RESOURCE_QUEUE_FAMILY: { + return 0; + } + case DRIVER_RESOURCE_TEXTURE: { + const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; + return (uint64_t)tex_info->main_texture; + } break; + case DRIVER_RESOURCE_TEXTURE_VIEW: { + const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; + return (uint64_t)tex_info->resource; + } + case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: { + const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; + return (uint64_t)tex_info->desc.Format; + } + case DRIVER_RESOURCE_SAMPLER: + case DRIVER_RESOURCE_UNIFORM_SET: + return 0; + case DRIVER_RESOURCE_BUFFER: { + const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id; + return (uint64_t)tex_info->resource; + } break; + case DRIVER_RESOURCE_COMPUTE_PIPELINE: + case DRIVER_RESOURCE_RENDER_PIPELINE: { + return p_driver_id.id; + } + default: { + return 0; + } + } +} + +uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() { + D3D12MA::TotalStatistics stats; + allocator->CalculateStatistics(&stats); + return stats.Total.Stats.BlockBytes; +} + +uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) { + uint64_t safe_unbounded = ((uint64_t)1 << 30); + switch (p_limit) { + case LIMIT_MAX_BOUND_UNIFORM_SETS: + return safe_unbounded; + case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE: + return context->get_device_limits().max_srvs_per_shader_stage; + case LIMIT_MAX_UNIFORM_BUFFER_SIZE: + return 65536; + case LIMIT_MAX_VIEWPORT_DIMENSIONS_X: + case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y: + return 16384; // Based on max. texture size. Maybe not correct. + case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X: + return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION; + case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y: + return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION; + case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z: + return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION; + case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X: + return D3D12_CS_THREAD_GROUP_MAX_X; + case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y: + return D3D12_CS_THREAD_GROUP_MAX_Y; + case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z: + return D3D12_CS_THREAD_GROUP_MAX_Z; + case LIMIT_SUBGROUP_SIZE: + // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html), + // but at this time I don't know the implications on the transpilation to DXIL, etc. + case LIMIT_SUBGROUP_MIN_SIZE: + case LIMIT_SUBGROUP_MAX_SIZE: { + const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities(); + return subgroup_capabilities.size; + } + case LIMIT_SUBGROUP_IN_SHADERS: { + const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities(); + return subgroup_capabilities.supported_stages_flags_rd(); + } + case LIMIT_SUBGROUP_OPERATIONS: { + const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities(); + return subgroup_capabilities.supported_operations_flags_rd(); + } + case LIMIT_VRS_TEXEL_WIDTH: + case LIMIT_VRS_TEXEL_HEIGHT: { + return context->get_vrs_capabilities().ss_image_tile_size; + } + default: { +#ifdef DEV_ENABLED + WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + "."); +#endif + return safe_unbounded; + } + } +} + +uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) { + switch (p_trait) { + case API_TRAIT_HONORS_PIPELINE_BARRIERS: + // TODO: + // 1. Map fine/Vulkan/enhanced barriers to legacy barriers as closely as possible + // so there's still some advantage even without enhanced barriers available. + // 2. Implement enhanced barriers and return true where available. + return 0; + case API_TRAIT_SHADER_CHANGE_INVALIDATION: + return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH; + case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT: + return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT; + case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP: + return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT; + case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR: + return false; + default: + return RenderingDeviceDriver::api_trait_get(p_trait); + } +} + +bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) { + switch (p_feature) { + case SUPPORTS_MULTIVIEW: { + const RDD::MultiviewCapabilities &multiview_capabilies = context->get_multiview_capabilities(); + return multiview_capabilies.is_supported && multiview_capabilies.max_view_count > 1; + } break; + case SUPPORTS_FSR_HALF_FLOAT: { + return context->get_shader_capabilities().native_16bit_ops && context->get_storage_buffer_capabilities().storage_buffer_16_bit_access_is_supported; + } break; + case SUPPORTS_ATTACHMENT_VRS: { + const D3D12Context::VRSCapabilities &vrs_capabilities = context->get_vrs_capabilities(); + return vrs_capabilities.ss_image_supported; + } break; + case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS: { + return true; + } break; + default: { + return false; + } + } +} + +const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() { + return context->get_multiview_capabilities(); +} + +/******************/ + +RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(D3D12Context *p_context, ID3D12Device *p_device, uint32_t p_frame_count) : + context(p_context), + device(p_device) { + D3D12MA::ALLOCATOR_DESC allocator_desc = {}; + allocator_desc.pDevice = device; + allocator_desc.pAdapter = context->get_adapter(); + + HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator); + ERR_FAIL_COND_MSG(!SUCCEEDED(res), "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + + { + uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame"); + uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame"); + uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame"); + + frames.resize(p_frame_count); + for (uint32_t i = 0; i < frames.size(); i++) { + Error err = frames[i].desc_heaps.resources.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true); + ERR_FAIL_COND_MSG(err, "Creating the frame's RESOURCE descriptors heap failed."); + err = frames[i].desc_heaps.samplers.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true); + ERR_FAIL_COND_MSG(err, "Creating the frame's SAMPLER descriptors heap failed."); + err = frames[i].desc_heaps.aux.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false); + ERR_FAIL_COND_MSG(err, "Creating the frame's AUX descriptors heap failed."); + err = frames[i].desc_heaps.rtv.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false); + ERR_FAIL_COND_MSG(err, "Creating the frame's RENDER TARGET descriptors heap failed."); + + frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker(); + frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker(); + frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker(); + frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker(); + + { + D3D12MA::ALLOCATION_DESC allocation_desc = {}; + allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT; + + CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); + + ID3D12Resource *resource = nullptr; + res = allocator->CreateResource( + &allocation_desc, + &resource_desc, + D3D12_RESOURCE_STATE_COMMON, + nullptr, + &frames[frame_idx].aux_resource, + IID_PPV_ARGS(&resource)); + ERR_FAIL_COND_MSG(!SUCCEEDED(res), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + } + } + } + + { // Create command signatures for indirect commands. + auto _create_command_signature = [&](D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) { + D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {}; + iarg_desc.Type = p_type; + D3D12_COMMAND_SIGNATURE_DESC cs_desc = {}; + cs_desc.ByteStride = p_stride; + cs_desc.NumArgumentDescs = 1; + cs_desc.pArgumentDescs = &iarg_desc; + cs_desc.NodeMask = 0; + res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf())); + ERR_FAIL_COND_MSG(!SUCCEEDED(res), "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + "."); + }; + _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw); + _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed); + _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch); + } + + glsl_type_singleton_init_or_ref(); +} + +RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() { + { + MutexLock lock(dxil_mutex); + for (const KeyValue<int, dxil_validator *> &E : dxil_validators) { + dxil_destroy_validator(E.value); + } + } + + glsl_type_singleton_decref(); +} |