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diff --git a/drivers/d3d12/rendering_device_driver_d3d12.h b/drivers/d3d12/rendering_device_driver_d3d12.h
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@@ -0,0 +1,858 @@
+/**************************************************************************/
+/* rendering_device_driver_d3d12.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef RENDERING_DEVICE_DRIVER_D3D12_H
+#define RENDERING_DEVICE_DRIVER_D3D12_H
+
+#include "core/templates/hash_map.h"
+#include "core/templates/paged_allocator.h"
+#include "servers/rendering/rendering_device_driver.h"
+
+#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"
+#pragma GCC diagnostic ignored "-Wimplicit-fallthrough"
+#endif
+
+#include "d3dx12.h"
+#include <dxgi1_6.h>
+#define D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
+#include "D3D12MemAlloc.h"
+
+#include <wrl/client.h>
+
+#if defined(_MSC_VER) && defined(MemoryBarrier)
+// Annoying define from winnt.h. Reintroduced by some of the headers above.
+#undef MemoryBarrier
+#endif
+
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
+using Microsoft::WRL::ComPtr;
+
+#define D3D12_BITCODE_OFFSETS_NUM_STAGES 3
+
+struct dxil_validator;
+
+class D3D12Context;
+
+// Design principles:
+// - D3D12 structs are zero-initialized and fields not requiring a non-zero value are omitted (except in cases where expresivity reasons apply).
+class RenderingDeviceDriverD3D12 : public RenderingDeviceDriver {
+ friend class D3D12Context; // For FramebufferInfo, RenderPassInfo and CommandBufferInfo.
+
+ /*****************/
+ /**** GENERIC ****/
+ /*****************/
+
+ struct D3D12Format {
+ DXGI_FORMAT family = DXGI_FORMAT_UNKNOWN;
+ DXGI_FORMAT general_format = DXGI_FORMAT_UNKNOWN;
+ UINT swizzle = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ DXGI_FORMAT dsv_format = DXGI_FORMAT_UNKNOWN;
+ };
+
+ static const D3D12Format RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX];
+
+ D3D12Context *context = nullptr;
+ ID3D12Device *device = nullptr; // Owned by the context.
+
+ class DescriptorsHeap {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ ComPtr<ID3D12DescriptorHeap> heap;
+ uint32_t handle_size = 0;
+
+ public:
+ class Walker { // Texas Ranger.
+ friend class DescriptorsHeap;
+
+ uint32_t handle_size = 0;
+ uint32_t handle_count = 0;
+ D3D12_CPU_DESCRIPTOR_HANDLE first_cpu_handle = {};
+ D3D12_GPU_DESCRIPTOR_HANDLE first_gpu_handle = {};
+ uint32_t handle_index = 0;
+
+ public:
+ D3D12_CPU_DESCRIPTOR_HANDLE get_curr_cpu_handle();
+ D3D12_GPU_DESCRIPTOR_HANDLE get_curr_gpu_handle();
+ _FORCE_INLINE_ void rewind() { handle_index = 0; }
+ void advance(uint32_t p_count = 1);
+ uint32_t get_current_handle_index() const { return handle_index; }
+ uint32_t get_free_handles() { return handle_count - handle_index; }
+ bool is_at_eof() { return handle_index == handle_count; }
+ };
+
+ Error allocate(ID3D12Device *m_device, D3D12_DESCRIPTOR_HEAP_TYPE m_type, uint32_t m_descriptor_count, bool p_for_gpu);
+ uint32_t get_descriptor_count() const { return desc.NumDescriptors; }
+ ID3D12DescriptorHeap *get_heap() const { return heap.Get(); }
+
+ Walker make_walker() const;
+ };
+
+ struct {
+ ComPtr<ID3D12CommandSignature> draw;
+ ComPtr<ID3D12CommandSignature> draw_indexed;
+ ComPtr<ID3D12CommandSignature> dispatch;
+ } indirect_cmd_signatures;
+
+ /****************/
+ /**** MEMORY ****/
+ /****************/
+
+ ComPtr<D3D12MA::Allocator> allocator;
+
+#define USE_SMALL_ALLOCS_POOL // Disabled by now; seems not to be beneficial as it is in Vulkan.
+#ifdef USE_SMALL_ALLOCS_POOL
+ union AllocPoolKey {
+ struct {
+ D3D12_HEAP_TYPE heap_type;
+ D3D12_HEAP_FLAGS heap_flags;
+ };
+ uint64_t key = 0;
+ };
+ HashMap<uint64_t, ComPtr<D3D12MA::Pool>> small_allocs_pools;
+
+ D3D12MA::Pool *_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags);
+#endif
+
+ /******************/
+ /**** RESOURCE ****/
+ /******************/
+
+ struct ResourceInfo {
+ struct States {
+ // As many subresources as mipmaps * layers; planes (for depth-stencil) are tracked together.
+ TightLocalVector<D3D12_RESOURCE_STATES> subresource_states; // Used only if not a view.
+ uint32_t last_batch_transitioned_to_uav = 0;
+ uint32_t last_batch_with_uav_barrier = 0;
+ };
+
+ ID3D12Resource *resource = nullptr; // Non-null even if a view.
+ struct {
+ ComPtr<ID3D12Resource> resource;
+ ComPtr<D3D12MA::Allocation> allocation;
+ States states;
+ } owner_info; // All empty if a view.
+ States *states_ptr = nullptr; // Own or from another if a view.
+ };
+
+ struct BarrierRequest {
+ static const uint32_t MAX_GROUPS = 4;
+ // Maybe this is too much data to have it locally. Benchmarking may reveal that
+ // cache would be used better by having a maximum of local subresource masks and beyond
+ // that have an allocated vector with the rest.
+ static const uint32_t MAX_SUBRESOURCES = 4096;
+ ID3D12Resource *dx_resource = nullptr;
+ uint8_t subres_mask_qwords = 0;
+ uint8_t planes = 0;
+ struct Group {
+ D3D12_RESOURCE_STATES states = {};
+ static_assert(MAX_SUBRESOURCES % 64 == 0);
+ uint64_t subres_mask[MAX_SUBRESOURCES / 64] = {};
+ } groups[MAX_GROUPS];
+ uint8_t groups_count = 0;
+ static const D3D12_RESOURCE_STATES DELETED_GROUP = D3D12_RESOURCE_STATE_COMMON;
+ };
+ PagedAllocator<HashMapElement<ResourceInfo::States *, BarrierRequest>> res_barriers_requests_allocator;
+ HashMap<ResourceInfo::States *, BarrierRequest, HashMapHasherDefault, HashMapComparatorDefault<ResourceInfo::States *>, decltype(res_barriers_requests_allocator)> res_barriers_requests;
+
+ LocalVector<D3D12_RESOURCE_BARRIER> res_barriers;
+ uint32_t res_barriers_count = 0;
+ uint32_t res_barriers_batch = 0;
+#ifdef DEV_ENABLED
+ int frame_barriers_count = 0;
+ int frame_barriers_batches_count = 0;
+ uint64_t frame_barriers_cpu_time = 0;
+#endif
+
+ void _resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override = nullptr);
+ void _resource_transitions_flush(ID3D12GraphicsCommandList *p_cmd_list);
+
+ /*****************/
+ /**** BUFFERS ****/
+ /*****************/
+
+ struct BufferInfo : public ResourceInfo {
+ DataFormat texel_format = DATA_FORMAT_MAX;
+ uint64_t size = 0;
+ struct {
+ bool usable_as_uav : 1;
+ bool is_for_upload : 1;
+ } flags = {};
+ };
+
+public:
+ virtual BufferID buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) override final;
+ virtual bool buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) override final;
+ virtual void buffer_free(BufferID p_buffer) override final;
+ virtual uint64_t buffer_get_allocation_size(BufferID p_buffer) override final;
+ virtual uint8_t *buffer_map(BufferID p_buffer) override final;
+ virtual void buffer_unmap(BufferID p_buffer) override final;
+
+ /*****************/
+ /**** TEXTURE ****/
+ /*****************/
+private:
+ struct TextureInfo : public ResourceInfo {
+ DataFormat format = DATA_FORMAT_MAX;
+ CD3DX12_RESOURCE_DESC desc = {};
+ uint32_t base_layer = 0;
+ uint32_t layers = 0;
+ uint32_t base_mip = 0;
+ uint32_t mipmaps = 0;
+
+ struct {
+ D3D12_SHADER_RESOURCE_VIEW_DESC srv;
+ D3D12_UNORDERED_ACCESS_VIEW_DESC uav;
+ } view_descs = {};
+
+ ID3D12Resource *main_texture = nullptr;
+ struct {
+ D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc;
+ struct {
+ HashMap<DXGI_FORMAT, ComPtr<ID3D12Resource>> aliases; // Key is the DXGI format family.
+ } owner_info = {};
+ } aliasing_hack = {}; // [[CROSS_FAMILY_ALIASING]]
+
+ UINT mapped_subresource = UINT_MAX;
+ };
+
+ HashMap<DXGI_FORMAT, uint32_t> format_sample_counts_mask_cache;
+
+ uint32_t _find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats);
+ UINT _compute_component_mapping(const TextureView &p_view);
+ UINT _compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits);
+ UINT _compute_plane_slice(DataFormat p_format, TextureAspect p_aspect);
+
+ struct CommandBufferInfo;
+ void _discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info);
+
+public:
+ virtual TextureID texture_create(const TextureFormat &p_format, const TextureView &p_view) override final;
+ virtual TextureID texture_create_from_extension(uint64_t p_native_texture, TextureType p_type, DataFormat p_format, uint32_t p_array_layers, bool p_depth_stencil) override final;
+ virtual TextureID texture_create_shared(TextureID p_original_texture, const TextureView &p_view) override final;
+ virtual TextureID 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) override final;
+ virtual void texture_free(TextureID p_texture) override final;
+ virtual uint64_t texture_get_allocation_size(TextureID p_texture) override final;
+ virtual void texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) override final;
+ virtual uint8_t *texture_map(TextureID p_texture, const TextureSubresource &p_subresource) override final;
+ virtual void texture_unmap(TextureID p_texture) override final;
+ virtual BitField<TextureUsageBits> texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) override final;
+
+ /*****************/
+ /**** SAMPLER ****/
+ /*****************/
+private:
+ LocalVector<D3D12_SAMPLER_DESC> samplers;
+
+public:
+ virtual SamplerID sampler_create(const SamplerState &p_state) final override;
+ virtual void sampler_free(SamplerID p_sampler) final override;
+ virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) override final;
+
+ /**********************/
+ /**** VERTEX ARRAY ****/
+ /**********************/
+private:
+ struct VertexFormatInfo {
+ TightLocalVector<D3D12_INPUT_ELEMENT_DESC> input_elem_descs;
+ TightLocalVector<UINT> vertex_buffer_strides;
+ };
+
+public:
+ virtual VertexFormatID vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) override final;
+ virtual void vertex_format_free(VertexFormatID p_vertex_format) override final;
+
+ /******************/
+ /**** BARRIERS ****/
+ /******************/
+
+ virtual void 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) override final;
+
+ /*************************/
+ /**** COMMAND BUFFERS ****/
+ /*************************/
+
+ // ----- POOL -----
+
+ virtual CommandPoolID command_pool_create(CommandBufferType p_cmd_buffer_type) override final;
+ virtual void command_pool_free(CommandPoolID p_cmd_pool) override final;
+
+ // ----- BUFFER -----
+
+private:
+ // Belongs to RENDERING-SUBPASS, but needed here.
+ struct FramebufferInfo;
+ struct RenderPassInfo;
+ struct RenderPassState {
+ uint32_t current_subpass = UINT32_MAX;
+ const FramebufferInfo *fb_info = nullptr;
+ const RenderPassInfo *pass_info = nullptr;
+ CD3DX12_RECT region_rect = {};
+ bool region_is_all = false;
+
+ const VertexFormatInfo *vf_info = nullptr;
+ D3D12_VERTEX_BUFFER_VIEW vertex_buffer_views[8] = {};
+ uint32_t vertex_buffer_count = 0;
+ };
+
+ // Leveraging knowledge of actual usage and D3D12 specifics (namely, command lists from the same allocator
+ // can't be freely begun and ended), an allocator per list works better.
+ struct CommandBufferInfo {
+ ComPtr<ID3D12CommandAllocator> cmd_allocator;
+ ComPtr<ID3D12GraphicsCommandList> cmd_list;
+
+ ID3D12PipelineState *graphics_pso = nullptr;
+ ID3D12PipelineState *compute_pso = nullptr;
+
+ uint32_t graphics_root_signature_crc = 0;
+ uint32_t compute_root_signature_crc = 0;
+
+ RenderPassState render_pass_state;
+ };
+ RBMap<CommandPoolID, LocalVector<CommandBufferInfo *>> pools_command_buffers;
+ CommandPoolID last_command_pool_id;
+
+public:
+ virtual CommandBufferID command_buffer_create(CommandBufferType p_cmd_buffer_type, CommandPoolID p_cmd_pool) override final;
+ virtual bool command_buffer_begin(CommandBufferID p_cmd_buffer) override final;
+ virtual bool command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) override final;
+ virtual void command_buffer_end(CommandBufferID p_cmd_buffer) override final;
+ virtual void command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) override final;
+
+ /*********************/
+ /**** FRAMEBUFFER ****/
+ /*********************/
+private:
+ struct FramebufferInfo {
+ bool is_screen = false;
+ Size2i size;
+ TightLocalVector<uint32_t> attachments_handle_inds; // RTV heap index for color; DSV heap index for DSV.
+ DescriptorsHeap rtv_heap;
+ DescriptorsHeap dsv_heap; // Used only if not for screen and some depth-stencil attachments.
+
+ TightLocalVector<TextureID> attachments; // Color and depth-stencil. Used if not screen.
+ TextureID vrs_attachment;
+ };
+
+ D3D12_RENDER_TARGET_VIEW_DESC _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 = true);
+ D3D12_DEPTH_STENCIL_VIEW_DESC _make_dsv_for_texture(const TextureInfo *p_texture_info);
+
+public:
+ virtual FramebufferID framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) override final;
+ virtual void framebuffer_free(FramebufferID p_framebuffer) override final;
+
+ /****************/
+ /**** SHADER ****/
+ /****************/
+private:
+ static const uint32_t ROOT_SIGNATURE_SIZE = 256;
+ static const uint32_t PUSH_CONSTANT_SIZE = 128; // Mimicking Vulkan.
+
+ enum {
+ // We can only aim to set a maximum here, since depending on the shader
+ // there may be more or less root signature free for descriptor tables.
+ // Therefore, we'll have to rely on the final check at runtime, when building
+ // the root signature structure for a given shader.
+ // To be precise, these may be present or not, and their size vary statically:
+ // - Push constant (we'll assume this is always present to avoid reserving much
+ // more space for descriptor sets than needed for almost any imaginable case,
+ // given that most shader templates feature push constants).
+ // - NIR-DXIL runtime data.
+ MAX_UNIFORM_SETS = (ROOT_SIGNATURE_SIZE - PUSH_CONSTANT_SIZE) / sizeof(uint32_t),
+ };
+
+ enum RootSignatureLocationType {
+ RS_LOC_TYPE_RESOURCE,
+ RS_LOC_TYPE_SAMPLER,
+ };
+
+ enum ResourceClass {
+ RES_CLASS_INVALID,
+ RES_CLASS_CBV,
+ RES_CLASS_SRV,
+ RES_CLASS_UAV,
+ };
+
+ struct ShaderBinary {
+ // Version 1: Initial.
+ // Version 2: 64-bit vertex input mask.
+ // Version 3: Added SC stage mask.
+ static const uint32_t VERSION = 3;
+
+ // Phase 1: SPIR-V reflection, where the Vulkan/RD interface of the shader is discovered.
+ // Phase 2: SPIR-V to DXIL translation, where the DXIL interface is discovered, which may have gaps due to optimizations.
+
+ struct DataBinding {
+ // - Phase 1.
+ uint32_t type = 0;
+ uint32_t binding = 0;
+ uint32_t stages = 0;
+ uint32_t length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements).
+ uint32_t writable = 0;
+ // - Phase 2.
+ uint32_t res_class = 0;
+ uint32_t has_sampler = 0;
+ uint32_t dxil_stages = 0;
+ struct RootSignatureLocation {
+ uint32_t root_param_idx = UINT32_MAX; // UINT32_MAX if unused.
+ uint32_t range_idx = UINT32_MAX; // UINT32_MAX if unused.
+ };
+ RootSignatureLocation root_sig_locations[2]; // Index is RootSignatureLocationType.
+
+ // We need to sort these to fill the root signature locations properly.
+ bool operator<(const DataBinding &p_other) const {
+ return binding < p_other.binding;
+ }
+ };
+
+ struct SpecializationConstant {
+ // - Phase 1.
+ uint32_t type = 0;
+ uint32_t constant_id = 0;
+ union {
+ uint32_t int_value = 0;
+ float float_value;
+ bool bool_value;
+ };
+ uint32_t stage_flags = 0;
+ // - Phase 2.
+ uint64_t stages_bit_offsets[D3D12_BITCODE_OFFSETS_NUM_STAGES] = {};
+ };
+
+ struct Data {
+ uint64_t vertex_input_mask = 0;
+ uint32_t fragment_output_mask = 0;
+ uint32_t specialization_constants_count = 0;
+ uint32_t spirv_specialization_constants_ids_mask = 0;
+ uint32_t is_compute = 0;
+ uint32_t compute_local_size[3] = {};
+ uint32_t set_count = 0;
+ uint32_t push_constant_size = 0;
+ uint32_t dxil_push_constant_stages = 0; // Phase 2.
+ uint32_t nir_runtime_data_root_param_idx = 0; // Phase 2.
+ uint32_t stage_count = 0;
+ uint32_t shader_name_len = 0;
+ uint32_t root_signature_len = 0;
+ uint32_t root_signature_crc = 0;
+ };
+ };
+
+ struct ShaderInfo {
+ uint32_t dxil_push_constant_size = 0;
+ uint32_t nir_runtime_data_root_param_idx = UINT32_MAX;
+ bool is_compute = false;
+
+ struct UniformBindingInfo {
+ uint32_t stages = 0; // Actual shader stages using the uniform (0 if totally optimized out).
+ ResourceClass res_class = RES_CLASS_INVALID;
+ UniformType type = UNIFORM_TYPE_MAX;
+ uint32_t length = UINT32_MAX;
+#ifdef DEV_ENABLED
+ bool writable = false;
+#endif
+ struct RootSignatureLocation {
+ uint32_t root_param_idx = UINT32_MAX;
+ uint32_t range_idx = UINT32_MAX;
+ };
+ struct {
+ RootSignatureLocation resource;
+ RootSignatureLocation sampler;
+ } root_sig_locations;
+ };
+
+ struct UniformSet {
+ TightLocalVector<UniformBindingInfo> bindings;
+ struct {
+ uint32_t resources = 0;
+ uint32_t samplers = 0;
+ } num_root_params;
+ };
+
+ TightLocalVector<UniformSet> sets;
+
+ struct SpecializationConstant {
+ uint32_t constant_id = UINT32_MAX;
+ uint32_t int_value = UINT32_MAX;
+ uint64_t stages_bit_offsets[D3D12_BITCODE_OFFSETS_NUM_STAGES] = {};
+ };
+
+ TightLocalVector<SpecializationConstant> specialization_constants;
+ uint32_t spirv_specialization_constants_ids_mask = 0;
+
+ HashMap<ShaderStage, Vector<uint8_t>> stages_bytecode;
+
+ ComPtr<ID3D12RootSignature> root_signature;
+ ComPtr<ID3D12RootSignatureDeserializer> root_signature_deserializer;
+ const D3D12_ROOT_SIGNATURE_DESC *root_signature_desc = nullptr; // Owned by the deserializer.
+ uint32_t root_signature_crc = 0;
+ };
+
+ Mutex dxil_mutex;
+ HashMap<int, dxil_validator *> dxil_validators; // One per WorkerThreadPool thread used for shader compilation, plus one (-1) for all the other.
+
+ dxil_validator *_get_dxil_validator_for_current_thread();
+ uint32_t _shader_patch_dxil_specialization_constant(
+ PipelineSpecializationConstantType p_type,
+ const void *p_value,
+ const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES],
+ HashMap<ShaderStage, Vector<uint8_t>> &r_stages_bytecodes,
+ bool p_is_first_patch);
+ bool _shader_apply_specialization_constants(
+ const ShaderInfo *p_shader_info,
+ VectorView<PipelineSpecializationConstant> p_specialization_constants,
+ HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode);
+ bool _shader_sign_dxil_bytecode(ShaderStage p_stage, Vector<uint8_t> &r_dxil_blob);
+
+public:
+ virtual String shader_get_binary_cache_key() override final;
+ virtual Vector<uint8_t> shader_compile_binary_from_spirv(VectorView<ShaderStageSPIRVData> p_spirv, const String &p_shader_name) override final;
+ virtual ShaderID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) override final;
+ virtual uint32_t shader_get_layout_hash(ShaderID p_shader) override final;
+ virtual void shader_free(ShaderID p_shader) override final;
+
+ /*********************/
+ /**** UNIFORM SET ****/
+ /*********************/
+
+private:
+ struct RootDescriptorTable {
+ uint32_t root_param_idx = UINT32_MAX;
+ D3D12_GPU_DESCRIPTOR_HANDLE start_gpu_handle = {};
+ };
+
+ struct UniformSetInfo {
+ struct {
+ DescriptorsHeap resources;
+ DescriptorsHeap samplers;
+ } desc_heaps;
+
+ struct StateRequirement {
+ ResourceInfo *resource = nullptr;
+ bool is_buffer = false;
+ D3D12_RESOURCE_STATES states = {};
+ uint64_t shader_uniform_idx_mask = 0;
+ };
+ TightLocalVector<StateRequirement> resource_states;
+
+ struct RecentBind {
+ uint64_t segment_serial = 0;
+ uint32_t root_signature_crc = 0;
+ struct {
+ TightLocalVector<RootDescriptorTable> resources;
+ TightLocalVector<RootDescriptorTable> samplers;
+ } root_tables;
+ int uses = 0;
+ } recent_binds[4]; // A better amount may be empirically found.
+
+#ifdef DEV_ENABLED
+ // Filthy, but useful for dev.
+ struct ResourceDescInfo {
+ D3D12_DESCRIPTOR_RANGE_TYPE type;
+ D3D12_SRV_DIMENSION srv_dimension;
+ };
+ TightLocalVector<ResourceDescInfo> resources_desc_info;
+#endif
+ };
+
+public:
+ virtual UniformSetID uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index) override final;
+ virtual void uniform_set_free(UniformSetID p_uniform_set) override final;
+
+ // ----- COMMANDS -----
+
+ virtual void command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) override final;
+
+private:
+ void _command_bind_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index, bool p_for_compute);
+
+public:
+ /******************/
+ /**** TRANSFER ****/
+ /******************/
+
+ virtual void command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) override final;
+ virtual void command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView<BufferCopyRegion> p_regions) override final;
+
+ virtual void 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) override final;
+ virtual void 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) override final;
+ virtual void command_clear_color_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, const Color &p_color, const TextureSubresourceRange &p_subresources) override final;
+
+ virtual void 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) override final;
+ virtual void 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) override final;
+
+ /******************/
+ /**** PIPELINE ****/
+ /******************/
+
+ virtual void pipeline_free(PipelineID p_pipeline) override final;
+
+private:
+ HashMap<ID3D12PipelineState *, const ShaderInfo *> pipelines_shaders;
+
+public:
+ // ----- BINDING -----
+
+ virtual void command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) override final;
+
+ // ----- CACHE -----
+
+ virtual bool pipeline_cache_create(const Vector<uint8_t> &p_data) override final;
+ virtual void pipeline_cache_free() override final;
+ virtual size_t pipeline_cache_query_size() override final;
+ virtual Vector<uint8_t> pipeline_cache_serialize() override final;
+
+ /*******************/
+ /**** RENDERING ****/
+ /*******************/
+
+ // ----- SUBPASS -----
+
+private:
+ struct RenderPassInfo {
+ TightLocalVector<Attachment> attachments;
+ TightLocalVector<Subpass> subpasses;
+ uint32_t view_count = 0;
+ uint32_t max_supported_sample_count = 0;
+ };
+
+public:
+ virtual RenderPassID render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count) override final;
+ virtual void render_pass_free(RenderPassID p_render_pass) override final;
+
+ // ----- COMMANDS -----
+
+ virtual void 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_clear_values) override final;
+
+private:
+ void _end_render_pass(CommandBufferID p_cmd_buffer);
+
+public:
+ virtual void command_end_render_pass(CommandBufferID p_cmd_buffer) override final;
+ virtual void command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) override final;
+ virtual void command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) override final;
+ virtual void command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) override final;
+
+ virtual void command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) override final;
+
+ // Binding.
+ virtual void command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) override final;
+ virtual void command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) override final;
+
+ // Drawing.
+ virtual void 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) override final;
+ virtual void 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) override final;
+ virtual void 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) override final;
+ virtual void 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) override final;
+ virtual void 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) override final;
+ virtual void 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) override final;
+
+ // Buffer binding.
+ virtual void command_render_bind_vertex_buffers(CommandBufferID p_cmd_buffer, uint32_t p_binding_count, const BufferID *p_buffers, const uint64_t *p_offsets) override final;
+ virtual void command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) override final;
+
+private:
+ void _bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info);
+
+public:
+ // Dynamic state.
+ virtual void command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) override final;
+ virtual void command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) override final;
+
+ // ----- PIPELINE -----
+
+private:
+ struct RenderPipelineExtraInfo {
+ struct {
+ D3D12_PRIMITIVE_TOPOLOGY primitive_topology = {};
+ Color blend_constant;
+ float depth_bounds_min = 0.0f;
+ float depth_bounds_max = 0.0f;
+ uint32_t stencil_reference = 0;
+ } dyn_params;
+
+ const VertexFormatInfo *vf_info = nullptr;
+ };
+ HashMap<ID3D12PipelineState *, RenderPipelineExtraInfo> render_psos_extra_info;
+
+public:
+ virtual PipelineID 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) override final;
+
+ /*****************/
+ /**** COMPUTE ****/
+ /*****************/
+
+ // ----- COMMANDS -----
+
+ // Binding.
+ virtual void command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) override final;
+ virtual void command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) override final;
+
+ // Dispatching.
+ virtual void command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) override final;
+ virtual void command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) override final;
+
+ // ----- PIPELINE -----
+
+ virtual PipelineID compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) override final;
+
+ /*****************/
+ /**** QUERIES ****/
+ /*****************/
+
+ // ----- TIMESTAMP -----
+
+private:
+ struct TimestampQueryPoolInfo {
+ ComPtr<ID3D12QueryHeap> query_heap;
+ uint32_t query_count = 0;
+ ComPtr<D3D12MA::Allocation> results_buffer_allocation;
+ };
+
+public:
+ // Basic.
+ virtual QueryPoolID timestamp_query_pool_create(uint32_t p_query_count) override final;
+ virtual void timestamp_query_pool_free(QueryPoolID p_pool_id) override final;
+ virtual void timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) override final;
+ virtual uint64_t timestamp_query_result_to_time(uint64_t p_result) override final;
+
+ // Commands.
+ virtual void command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) override final;
+ virtual void command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) override final;
+
+ /****************/
+ /**** SCREEN ****/
+ /****************/
+
+ virtual DataFormat screen_get_format() override final;
+
+ /********************/
+ /**** SUBMISSION ****/
+ /********************/
+private:
+ struct FrameInfo {
+ struct {
+ DescriptorsHeap resources;
+ DescriptorsHeap samplers;
+ DescriptorsHeap aux;
+ DescriptorsHeap rtv;
+ } desc_heaps;
+ struct {
+ DescriptorsHeap::Walker resources;
+ DescriptorsHeap::Walker samplers;
+ DescriptorsHeap::Walker aux;
+ DescriptorsHeap::Walker rtv;
+ } desc_heap_walkers;
+ struct {
+ bool resources = false;
+ bool samplers = false;
+ bool aux = false;
+ bool rtv = false;
+ } desc_heaps_exhausted_reported;
+ CD3DX12_CPU_DESCRIPTOR_HANDLE null_rtv_handle = {}; // For [[MANUAL_SUBPASSES]].
+ ComPtr<D3D12MA::Allocation> aux_resource;
+ uint32_t segment_serial = 0;
+
+#ifdef DEV_ENABLED
+ uint32_t uniform_set_reused = 0;
+#endif
+ };
+ TightLocalVector<FrameInfo> frames;
+ uint32_t frame_idx = 0;
+ uint32_t frames_drawn = 0;
+ uint32_t segment_serial = 0;
+ bool segment_begun = false;
+
+public:
+ virtual void begin_segment(CommandBufferID p_cmd_buffer, uint32_t p_frame_index, uint32_t p_frames_drawn) override final;
+ virtual void end_segment() override final;
+
+ /**************/
+ /**** MISC ****/
+ /**************/
+
+ virtual void set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) override final;
+ virtual uint64_t get_resource_native_handle(DriverResource p_type, ID p_driver_id) override final;
+ virtual uint64_t get_total_memory_used() override final;
+ virtual uint64_t limit_get(Limit p_limit) override final;
+ virtual uint64_t api_trait_get(ApiTrait p_trait) override final;
+ virtual bool has_feature(Features p_feature) override final;
+ virtual const MultiviewCapabilities &get_multiview_capabilities() override final;
+
+private:
+ /*********************/
+ /**** BOOKKEEPING ****/
+ /*********************/
+
+ using VersatileResource = VersatileResourceTemplate<
+ BufferInfo,
+ TextureInfo,
+ TextureInfo,
+ TextureInfo,
+ VertexFormatInfo,
+ CommandBufferInfo,
+ FramebufferInfo,
+ ShaderInfo,
+ UniformSetInfo,
+ RenderPassInfo,
+ TimestampQueryPoolInfo>;
+ PagedAllocator<VersatileResource> resources_allocator;
+
+ /******************/
+
+public:
+ RenderingDeviceDriverD3D12(D3D12Context *p_context, ID3D12Device *p_device, uint32_t p_frame_count);
+ virtual ~RenderingDeviceDriverD3D12();
+};
+
+#endif // RENDERING_DEVICE_DRIVER_D3D12_H