Files
godot/drivers/d3d12/rendering_device_driver_d3d12.h
T
ArchercatNEO 3f29efc8a2 HDR: Implement surface supports HDR output.
Previously the Wayland display server would attempt to enable
HDR output and try to detect if it failed afterwards which had some issues.
Now we can query the rendering driver for support and avoid ever enabling
HDR output when this would fail.
2026-05-06 19:51:54 +01:00

966 lines
42 KiB
C++

/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#include "core/templates/a_hash_map.h"
#include "core/templates/hash_map.h"
#include "core/templates/paged_allocator.h"
#include "core/templates/rb_map.h"
#include "core/templates/self_list.h"
#include "drivers/d3d12/rendering_shader_container_d3d12.h"
#include "servers/rendering/rendering_device_driver.h"
#include <drivers/d3d12/godot_d3dx12.h>
#include <wrl/client.h>
#ifdef DEV_ENABLED
#define CUSTOM_INFO_QUEUE_ENABLED 0
#endif
class RenderingContextDriverD3D12;
namespace D3D12MA {
class Allocation;
class Allocator;
class VirtualBlock;
}; // namespace D3D12MA
struct IDXGIAdapter;
struct IDXGISwapChain3;
// 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 {
/*****************/
/**** 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];
static const DXGI_COLOR_SPACE_TYPE RD_TO_DXGI_COLOR_SPACE_TYPE[RDD::COLOR_SPACE_MAX];
struct DeviceLimits {
uint64_t max_srvs_per_shader_stage = 0;
uint64_t max_cbvs_per_shader_stage = 0;
uint64_t max_samplers_across_all_stages = 0;
uint64_t max_uavs_across_all_stages = 0;
uint64_t timestamp_frequency = 0;
};
struct SubgroupCapabilities {
uint32_t size = 0;
bool wave_ops_supported = false;
uint32_t supported_stages_flags_rd() const;
uint32_t supported_operations_flags_rd() const;
};
struct ShaderCapabilities {
D3D_SHADER_MODEL shader_model = (D3D_SHADER_MODEL)0;
bool native_16bit_ops = false;
};
struct FormatCapabilities {
bool relaxed_casting_supported = false;
};
struct BarrierCapabilities {
bool enhanced_barriers_supported = false;
};
struct MiscFeaturesSupport {
bool depth_bounds_supported = false;
};
struct SamplerCapabilities {
bool aniso_filter_with_point_mip_supported = false;
};
RenderingContextDriverD3D12 *context_driver = nullptr;
RenderingContextDriver::Device context_device;
Microsoft::WRL::ComPtr<IDXGIAdapter> adapter;
Microsoft::WRL::ComPtr<ID3D12Device> device;
DeviceLimits device_limits;
RDD::Capabilities device_capabilities;
uint32_t feature_level = 0; // Major * 10 + minor.
SubgroupCapabilities subgroup_capabilities;
RDD::MultiviewCapabilities multiview_capabilities;
FragmentShadingRateCapabilities fsr_capabilities;
FragmentDensityMapCapabilities fdm_capabilities;
ShaderCapabilities shader_capabilities;
FormatCapabilities format_capabilities;
BarrierCapabilities barrier_capabilities;
MiscFeaturesSupport misc_features_support;
SamplerCapabilities sampler_capabilities;
RenderingShaderContainerFormatD3D12 shader_container_format;
String pipeline_cache_id;
D3D12_HEAP_TYPE dynamic_persistent_upload_heap = D3D12_HEAP_TYPE_UPLOAD;
struct DescriptorHeap {
struct Allocation {
uint64_t virtual_alloc_handle = {}; // This is the handle value in "D3D12MA::VirtualAllocation".
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = {};
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle = {};
};
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> heap;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = {};
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle = {};
uint32_t increment_size = 0;
Microsoft::WRL::ComPtr<D3D12MA::VirtualBlock> virtual_block;
Error initialize(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_num_descriptors, bool p_shader_visible);
Error allocate(uint32_t p_descriptor_count, Allocation &r_allocation);
void free(const Allocation &p_allocation);
};
// Some IHVs do not allow creating descriptor heaps beyond a certain limit, so they must be pooled.
struct CPUDescriptorHeapPool {
struct Allocation : DescriptorHeap::Allocation {
uint32_t heap_index = UINT_MAX;
};
BinaryMutex mutex;
LocalVector<DescriptorHeap> heaps;
D3D12_DESCRIPTOR_HEAP_TYPE type = {};
uint32_t increment_size = 0;
void initialize(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type);
Error allocate(uint32_t p_descriptor_count, ID3D12Device *p_device, Allocation &r_allocation);
void free(const Allocation &p_allocation);
};
DescriptorHeap resource_descriptor_heap;
DescriptorHeap sampler_descriptor_heap;
CPUDescriptorHeapPool resource_descriptor_heap_pool;
CPUDescriptorHeapPool rtv_descriptor_heap_pool;
CPUDescriptorHeapPool dsv_descriptor_heap_pool;
CPUDescriptorHeapPool::Allocation null_rtv_alloc;
struct {
Microsoft::WRL::ComPtr<ID3D12CommandSignature> draw;
Microsoft::WRL::ComPtr<ID3D12CommandSignature> draw_indexed;
Microsoft::WRL::ComPtr<ID3D12CommandSignature> dispatch;
} indirect_cmd_signatures;
static void STDMETHODCALLTYPE _debug_message_func(D3D12_MESSAGE_CATEGORY p_category, D3D12_MESSAGE_SEVERITY p_severity, D3D12_MESSAGE_ID p_id, LPCSTR p_description, void *p_context);
void _set_object_name(ID3D12Object *p_object, String p_object_name);
Error _initialize_device();
Error _check_capabilities();
Error _get_device_limits();
Error _initialize_allocator();
Error _initialize_frames(uint32_t p_frame_count);
Error _initialize_command_signatures();
public:
Error initialize(uint32_t p_device_index, uint32_t p_frame_count) override final;
private:
/****************/
/**** MEMORY ****/
/****************/
Microsoft::WRL::ComPtr<D3D12MA::Allocator> allocator;
/******************/
/**** 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_with_uav_barrier = 0;
};
ID3D12Resource *resource = nullptr; // Non-null even if not owned.
struct {
Microsoft::WRL::ComPtr<ID3D12Resource> resource;
Microsoft::WRL::ComPtr<D3D12MA::Allocation> allocation;
States states;
} owner_info; // All empty if the resource is not owned.
States *states_ptr = nullptr; // Own or from another if it doesn't own the D3D12 resource.
};
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_STATES(0xFFFFFFFFU);
};
struct CommandBufferInfo;
void _resource_transition_batch(CommandBufferInfo *p_command_buffer, ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state);
void _resource_transitions_flush(CommandBufferInfo *p_command_buffer);
/*****************/
/**** BUFFERS ****/
/*****************/
struct BufferInfo : public ResourceInfo {
D3D12_GPU_VIRTUAL_ADDRESS gpu_virtual_address = {};
DataFormat texel_format = DATA_FORMAT_MAX;
uint64_t size = 0;
struct {
bool is_dynamic : 1; // Only used for tracking (e.g. Vulkan needs these checks).
} flags = {};
bool is_dynamic() const { return flags.is_dynamic; }
};
struct BufferDynamicInfo : BufferInfo {
uint32_t frame_idx = UINT32_MAX;
uint8_t *persistent_ptr = nullptr;
#ifdef DEBUG_ENABLED
// For tracking that a persistent buffer isn't mapped twice in the same frame.
uint64_t last_frame_mapped = 0;
#endif
};
public:
virtual BufferID buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type, uint64_t p_frames_drawn) 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;
virtual uint8_t *buffer_persistent_map_advance(BufferID p_buffer, uint64_t p_frames_drawn) override final;
virtual uint64_t buffer_get_dynamic_offsets(Span<BufferID> p_buffers) override final;
virtual uint64_t buffer_get_device_address(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 = {};
TextureInfo *main_texture = nullptr;
#ifdef DEBUG_ENABLED
bool created_from_extension = false;
#endif
};
HashMap<DXGI_FORMAT, uint32_t> format_sample_counts_mask_cache;
Mutex format_sample_counts_mask_cache_mutex;
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);
UINT _compute_subresource_from_layers(TextureInfo *p_texture, const TextureSubresourceLayers &p_layers, uint32_t p_layer_offset);
void _discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info);
protected:
virtual bool _unordered_access_supported_by_format(DataFormat p_format);
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, uint32_t p_mipmaps) 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 Vector<uint8_t> texture_get_data(TextureID p_texture, uint32_t p_layer) override final;
virtual BitField<TextureUsageBits> texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) override final;
virtual bool texture_can_make_shared_with_format(TextureID p_texture, DataFormat p_format, bool &r_raw_reinterpretation) override final;
private:
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);
public:
/*****************/
/**** SAMPLER ****/
/*****************/
private:
LocalVector<D3D12_SAMPLER_DESC> samplers;
struct SamplerDescriptorHeapAllocation : DescriptorHeap::Allocation {
uint32_t key = 0;
uint32_t use_count = 1;
};
RBMap<uint32_t, SamplerDescriptorHeapAllocation> sampler_descriptor_heap_allocations;
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(Span<VertexAttribute> p_vertex_attribs, const VertexAttributeBindingsMap &p_vertex_bindings) override final;
virtual void vertex_format_free(VertexFormatID p_vertex_format) override final;
/******************/
/**** BARRIERS ****/
/******************/
virtual void command_pipeline_barrier(
CommandBufferID p_cmd_buffer,
BitField<PipelineStageBits> p_src_stages,
BitField<PipelineStageBits> p_dst_stages,
VectorView<RDD::MemoryAccessBarrier> p_memory_barriers,
VectorView<RDD::BufferBarrier> p_buffer_barriers,
VectorView<RDD::TextureBarrier> p_texture_barriers,
VectorView<AccelerationStructureBarrier> p_acceleration_structure_barriers) override final;
private:
/****************/
/**** FENCES ****/
/****************/
struct FenceInfo {
Microsoft::WRL::ComPtr<ID3D12Fence> d3d_fence = nullptr;
HANDLE event_handle = nullptr;
UINT64 fence_value = 0;
};
public:
virtual FenceID fence_create() override;
virtual Error fence_wait(FenceID p_fence) override;
virtual void fence_free(FenceID p_fence) override;
private:
/********************/
/**** SEMAPHORES ****/
/********************/
struct SemaphoreInfo {
Microsoft::WRL::ComPtr<ID3D12Fence> d3d_fence = nullptr;
UINT64 fence_value = 0;
};
virtual SemaphoreID semaphore_create() override;
virtual void semaphore_free(SemaphoreID p_semaphore) override;
/******************/
/**** COMMANDS ****/
/******************/
// ----- QUEUE FAMILY -----
virtual CommandQueueFamilyID command_queue_family_get(BitField<CommandQueueFamilyBits> p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface = 0) override;
private:
// ----- QUEUE -----
struct CommandQueueInfo {
Microsoft::WRL::ComPtr<ID3D12CommandQueue> d3d_queue;
};
public:
virtual CommandQueueID command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue = false) override;
virtual Error command_queue_execute_and_present(CommandQueueID p_cmd_queue, VectorView<SemaphoreID> p_wait_semaphores, VectorView<CommandBufferID> p_cmd_buffers, VectorView<SemaphoreID> p_cmd_semaphores, FenceID p_cmd_fence, VectorView<SwapChainID> p_swap_chains) override;
virtual void command_queue_free(CommandQueueID p_cmd_queue) override;
private:
// ----- POOL -----
struct CommandPoolInfo {
CommandQueueFamilyID queue_family;
CommandBufferType buffer_type = COMMAND_BUFFER_TYPE_PRIMARY;
// Since there are no command pools in D3D12, we need to track the command buffers created by this pool
// so that we can free them when the pool is freed.
SelfList<CommandBufferInfo>::List command_buffers;
};
public:
virtual CommandPoolID command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) override final;
virtual bool command_pool_reset(CommandPoolID p_cmd_pool) 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 {
struct AttachmentLayout {
struct AspectLayout {
TextureLayout cur_layout = TEXTURE_LAYOUT_UNDEFINED;
TextureLayout expected_layout = TEXTURE_LAYOUT_UNDEFINED;
};
AspectLayout aspect_layouts[TEXTURE_ASPECT_MAX];
};
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;
LocalVector<AttachmentLayout> attachment_layouts;
const VertexFormatInfo *vf_info = nullptr;
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_views[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {};
uint32_t vertex_buffer_count = 0;
};
struct DynParams {
D3D12_PRIMITIVE_TOPOLOGY primitive_topology = {};
Color blend_constant;
float depth_bounds_min = 0.0f;
float depth_bounds_max = 1.0f;
uint32_t stencil_reference = 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 {
// Store a self list reference to be used by the command pool.
SelfList<CommandBufferInfo> command_buffer_info_elem{ this };
Microsoft::WRL::ComPtr<ID3D12CommandAllocator> cmd_allocator;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> cmd_list;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList1> cmd_list_1;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList7> cmd_list_7;
ID3D12PipelineState *graphics_pso = nullptr;
ID3D12PipelineState *compute_pso = nullptr;
uint32_t nir_graphics_runtime_data_root_param_idx = UINT32_MAX;
uint32_t nir_compute_runtime_data_root_param_idx = UINT32_MAX;
DynParams dyn_params;
bool pending_dyn_params = true;
uint32_t graphics_root_signature_crc = 0;
uint32_t compute_root_signature_crc = 0;
RenderPassState render_pass_state;
bool descriptor_heaps_set = false;
HashMap<ResourceInfo::States *, BarrierRequest> res_barriers_requests;
LocalVector<D3D12_RESOURCE_BARRIER> res_barriers;
uint32_t res_barriers_count = 0;
uint32_t res_barriers_batch = 0;
CPUDescriptorHeapPool::Allocation uav_alloc;
CPUDescriptorHeapPool::Allocation rtv_alloc;
CPUDescriptorHeapPool::Allocation dsv_alloc;
};
public:
virtual CommandBufferID command_buffer_create(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;
private:
/********************/
/**** SWAP CHAIN ****/
/********************/
struct SwapChain {
Microsoft::WRL::ComPtr<IDXGISwapChain3> d3d_swap_chain;
RenderingContextDriver::SurfaceID surface = RenderingContextDriver::SurfaceID();
UINT present_flags = 0;
UINT sync_interval = 1;
UINT creation_flags = 0;
RenderPassID render_pass;
TightLocalVector<ID3D12Resource *> render_targets;
TightLocalVector<TextureInfo> render_targets_info;
TightLocalVector<FramebufferID> framebuffers;
RDD::DataFormat data_format = DATA_FORMAT_MAX;
RDD::ColorSpace color_space = COLOR_SPACE_MAX;
};
void _swap_chain_release(SwapChain *p_swap_chain);
void _swap_chain_release_buffers(SwapChain *p_swap_chain);
RenderPassID _swap_chain_create_render_pass(RDD::DataFormat p_format);
void _determine_swap_chain_format(SwapChain *p_swap_chain, DataFormat &r_format, ColorSpace &r_color_space);
public:
virtual SwapChainID swap_chain_create(RenderingContextDriver::SurfaceID p_surface) override;
virtual Error swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) override;
virtual FramebufferID swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) override;
virtual RenderPassID swap_chain_get_render_pass(SwapChainID p_swap_chain) override;
virtual DataFormat swap_chain_get_format(SwapChainID p_swap_chain) override;
virtual ColorSpace swap_chain_get_color_space(SwapChainID p_swap_chain) override;
virtual bool swap_chain_get_hdr_output_supported(SwapChainID p_swap_chain) override;
virtual void swap_chain_free(SwapChainID p_swap_chain) override;
/*********************/
/**** 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.
CPUDescriptorHeapPool::Allocation rtv_alloc;
CPUDescriptorHeapPool::Allocation dsv_alloc; // Used only for 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_UNORDERED_ACCESS_VIEW_DESC _make_ranged_uav_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, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases = true);
FramebufferID _framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height, bool p_is_screen);
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),
};
struct ShaderInfo {
uint32_t dxil_push_constant_size = 0;
uint32_t nir_runtime_data_root_param_idx = UINT32_MAX;
PipelineType pipeline_type = PIPELINE_TYPE_RASTERIZATION;
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;
bool writable = false;
uint32_t resource_descriptor_offset = UINT32_MAX;
uint32_t sampler_descriptor_offset = UINT32_MAX;
uint32_t root_param_idx = UINT32_MAX;
};
struct UniformSet {
TightLocalVector<UniformBindingInfo> bindings;
uint32_t resource_root_param_idx = UINT32_MAX;
uint32_t resource_descriptor_count = 0;
uint32_t sampler_root_param_idx = UINT32_MAX;
uint32_t sampler_descriptor_count = 0;
};
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;
Microsoft::WRL::ComPtr<ID3D12RootSignature> root_signature;
Microsoft::WRL::ComPtr<ID3D12RootSignatureDeserializer> root_signature_deserializer;
const D3D12_ROOT_SIGNATURE_DESC *root_signature_desc = nullptr; // Owned by the deserializer.
uint32_t root_signature_crc = 0;
};
bool _shader_apply_specialization_constants(
const ShaderInfo *p_shader_info,
VectorView<PipelineSpecializationConstant> p_specialization_constants,
HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode);
public:
virtual ShaderID shader_create_from_container(const Ref<RenderingShaderContainer> &p_shader_container, const Vector<ImmutableSampler> &p_immutable_samplers) override final;
virtual uint32_t shader_get_layout_hash(ShaderID p_shader) override final;
virtual void shader_free(ShaderID p_shader) override final;
virtual void shader_destroy_modules(ShaderID p_shader) override final;
/*********************/
/**** UNIFORM SET ****/
/*********************/
private:
struct UniformSetInfo {
DescriptorHeap::Allocation resource_descriptor_heap_alloc;
SamplerDescriptorHeapAllocation *sampler_descriptor_heap_alloc = nullptr;
struct DynamicBuffer {
BufferDynamicInfo const *info = nullptr;
uint32_t binding = UINT_MAX;
};
TightLocalVector<DynamicBuffer> dynamic_buffers;
struct StateRequirement {
ResourceInfo *resource = nullptr;
bool is_buffer = false;
D3D12_RESOURCE_STATES states = {};
uint64_t shader_uniform_idx_mask = 0;
};
TightLocalVector<StateRequirement> resource_states;
};
public:
virtual UniformSetID uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index, int p_linear_pool_index) override final;
virtual void uniform_set_free(UniformSetID p_uniform_set) override final;
virtual uint32_t uniform_sets_get_dynamic_offsets(VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count) const 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_check_descriptor_sets(CommandBufferID p_cmd_buffer);
DescriptorHeap::Allocation _command_allocate_per_frame_descriptor();
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_clear_depth_stencil_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, float p_depth, uint8_t p_stencil, const TextureSubresourceRange &p_subresources) override final;
public:
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 ****/
/******************/
struct RenderPipelineInfo {
const VertexFormatInfo *vf_info = nullptr;
DynParams dyn_params;
};
struct PipelineInfo {
Microsoft::WRL::ComPtr<ID3D12PipelineState> pso;
const ShaderInfo *shader_info = nullptr;
RenderPipelineInfo render_info;
};
virtual void pipeline_free(PipelineID p_pipeline) override final;
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, AttachmentReference p_fragment_density_map_attachment) 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 _render_pass_enhanced_barriers_flush(CommandBufferID p_cmd_buffer);
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_sets(CommandBufferID p_cmd_buffer, VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count, uint32_t p_dynamic_offsets) 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, uint64_t p_dynamic_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 -----
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_sets(CommandBufferID p_cmd_buffer, VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count, uint32_t p_dynamic_offsets) 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;
/********************/
/**** RAYTRACING ****/
/********************/
// ---- ACCELERATION STRUCTURES ----
virtual AccelerationStructureID blas_create(VectorView<AccelerationStructureGeometry> p_geometries, BitField<AccelerationStructureFlagBits> p_flags) override final;
virtual AccelerationStructureID tlas_create(uint32_t p_max_instance_count, BitField<AccelerationStructureFlagBits> p_flags) override final;
virtual void acceleration_structure_instance_write(uint8_t *r_driver_instance, const AccelerationStructureInstance &p_instance) override final;
virtual void acceleration_structure_free(AccelerationStructureID p_acceleration_structure) override final;
virtual uint32_t acceleration_structure_get_scratch_size_bytes(AccelerationStructureID p_acceleration_structure) override final;
// ----- PIPELINE -----
virtual RaytracingPipelineID raytracing_pipeline_create(VectorView<PipelineShader> p_shaders, VectorView<uint32_t> p_raygen_shader_indices, VectorView<uint32_t> p_miss_shader_indices, VectorView<HitGroup> p_hit_groups, uint32_t p_max_trace_recursion_depth, ShaderID p_layout_defining_shader) override final;
virtual void raytracing_pipeline_free(RaytracingPipelineID p_pipeline) override final;
virtual bool raytracing_pipeline_get_shader_group_handles(RaytracingPipelineID p_pipeline, uint32_t p_group_index_offset, VectorView<uint32_t> p_group_indices, uint8_t *r_data, uint32_t p_data_stride_bytes) override final;
// ----- COMMANDS -----
virtual void command_build_blas(CommandBufferID p_cmd_buffer, AccelerationStructureID p_acceleration_structure, BufferID p_scratch_buffer) override final;
virtual void command_build_tlas(CommandBufferID p_cmd_buffer, AccelerationStructureID p_acceleration_structure, BufferID p_scratch_buffer, BufferID p_instance_buffer, uint32_t p_instance_offset, uint32_t p_instance_count) override final;
virtual void command_bind_raytracing_pipeline(CommandBufferID p_cmd_buffer, RaytracingPipelineID p_pipeline) override final;
virtual void command_bind_raytracing_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) override final;
virtual void command_trace_rays(CommandBufferID p_cmd_buffer, const ShaderBindingTable &p_raygen_sbt, const ShaderBindingTable &p_miss_sbt, const ShaderBindingTable &p_hit_sbt, uint32_t p_width, uint32_t p_height, uint32_t p_depth) override final;
/*****************/
/**** QUERIES ****/
/*****************/
// ----- TIMESTAMP -----
private:
struct TimestampQueryPoolInfo {
Microsoft::WRL::ComPtr<ID3D12QueryHeap> query_heap;
uint32_t query_count = 0;
Microsoft::WRL::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;
/****************/
/**** LABELS ****/
/****************/
virtual void command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) override final;
virtual void command_end_label(CommandBufferID p_cmd_buffer) override final;
/****************/
/**** DEBUG *****/
/****************/
virtual void command_insert_breadcrumb(CommandBufferID p_cmd_buffer, uint32_t p_data) override final;
/********************/
/**** SUBMISSION ****/
/********************/
private:
struct FrameInfo {
LocalVector<DescriptorHeap::Allocation> descriptor_allocations;
uint32_t descriptor_allocation_count = 0;
};
TightLocalVector<FrameInfo> frames;
uint32_t frame_idx = 0;
uint32_t frames_drawn = 0;
bool segment_begun = false;
HashMap<uint64_t, bool> has_comp_alpha;
public:
virtual void begin_segment(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 get_lazily_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;
virtual const FragmentShadingRateCapabilities &get_fragment_shading_rate_capabilities() override final;
virtual const FragmentDensityMapCapabilities &get_fragment_density_map_capabilities() override final;
virtual String get_api_name() const override final;
virtual String get_api_version() const override final;
virtual String get_pipeline_cache_uuid() const override final;
virtual const Capabilities &get_capabilities() const override final;
virtual const RenderingShaderContainerFormat &get_shader_container_format() const override final;
virtual bool is_composite_alpha_supported(CommandQueueID p_queue) const override final;
static bool is_in_developer_mode();
private:
/*********************/
/**** BOOKKEEPING ****/
/*********************/
using VersatileResource = VersatileResourceTemplate<
BufferInfo,
TextureInfo,
TextureInfo,
TextureInfo,
VertexFormatInfo,
CommandBufferInfo,
FramebufferInfo,
ShaderInfo,
UniformSetInfo,
RenderPassInfo,
TimestampQueryPoolInfo>;
PagedAllocator<VersatileResource, true> resources_allocator;
/******************/
public:
RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver);
virtual ~RenderingDeviceDriverD3D12();
};