mesa/src/gallium/drivers/d3d12/d3d12_screen.cpp

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/*
* Copyright © Microsoft Corporation
*
* 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 (including the next
* paragraph) 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 "d3d12_screen.h"
#include "d3d12_bufmgr.h"
#include "d3d12_compiler.h"
#include "d3d12_context.h"
#include "d3d12_debug.h"
#include "d3d12_fence.h"
#include "d3d12_format.h"
#include "d3d12_resource.h"
#include "d3d12_nir_passes.h"
#include "pipebuffer/pb_bufmgr.h"
#include "util/debug.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_screen.h"
#include "util/u_dl.h"
#include "nir.h"
#include "frontend/sw_winsys.h"
#include <directx/d3d12sdklayers.h>
#include <dxguids/dxguids.h>
static GUID OpenGLOn12CreatorID = { 0x6bb3cd34, 0x0d19, 0x45ab, 0x97, 0xed, 0xd7, 0x20, 0xba, 0x3d, 0xfc, 0x80 };
static const struct debug_named_value
d3d12_debug_options[] = {
{ "verbose", D3D12_DEBUG_VERBOSE, NULL },
{ "blit", D3D12_DEBUG_BLIT, "Trace blit and copy resource calls" },
{ "experimental", D3D12_DEBUG_EXPERIMENTAL, "Enable experimental shader models feature" },
{ "dxil", D3D12_DEBUG_DXIL, "Dump DXIL during program compile" },
{ "disass", D3D12_DEBUG_DISASS, "Dump disassambly of created DXIL shader" },
{ "res", D3D12_DEBUG_RESOURCE, "Debug resources" },
{ "debuglayer", D3D12_DEBUG_DEBUG_LAYER, "Enable debug layer" },
{ "gpuvalidator", D3D12_DEBUG_GPU_VALIDATOR, "Enable GPU validator" },
DEBUG_NAMED_VALUE_END
};
DEBUG_GET_ONCE_FLAGS_OPTION(d3d12_debug, "D3D12_DEBUG", d3d12_debug_options, 0)
uint32_t
d3d12_debug;
enum {
HW_VENDOR_AMD = 0x1002,
HW_VENDOR_INTEL = 0x8086,
HW_VENDOR_MICROSOFT = 0x1414,
HW_VENDOR_NVIDIA = 0x10de,
};
static const char *
d3d12_get_vendor(struct pipe_screen *pscreen)
{
return "Microsoft Corporation";
}
static const char *
d3d12_get_device_vendor(struct pipe_screen *pscreen)
{
struct d3d12_screen* screen = d3d12_screen(pscreen);
switch (screen->vendor_id) {
case HW_VENDOR_MICROSOFT:
return "Microsoft";
case HW_VENDOR_AMD:
return "AMD";
case HW_VENDOR_NVIDIA:
return "NVIDIA";
case HW_VENDOR_INTEL:
return "Intel";
default:
return "Unknown";
}
}
static int
d3d12_get_video_mem(struct pipe_screen *pscreen)
{
struct d3d12_screen* screen = d3d12_screen(pscreen);
return screen->memory_size_megabytes;
}
static int
d3d12_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
{
struct d3d12_screen *screen = d3d12_screen(pscreen);
switch (param) {
case PIPE_CAP_NPOT_TEXTURES:
return 1;
case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
/* D3D12 only supports dual-source blending for a single
* render-target. From the D3D11 functional spec (which also defines
* this for D3D12):
*
* "When Dual Source Color Blending is enabled, the Pixel Shader must
* have only a single RenderTarget bound, at slot 0, and must output
* both o0 and o1. Writing to other outputs (o2, o3 etc.) produces
* undefined results for the corresponding RenderTargets, if bound
* illegally."
*
* Source: https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#17.6%20Dual%20Source%20Color%20Blending
*/
return 1;
case PIPE_CAP_ANISOTROPIC_FILTER:
return 1;
case PIPE_CAP_MAX_RENDER_TARGETS:
return D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT;
case PIPE_CAP_TEXTURE_SWIZZLE:
return 1;
case PIPE_CAP_MAX_TEXTURE_2D_SIZE:
return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
return 11; // D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION == 2^10
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
return D3D12_REQ_MIP_LEVELS;
case PIPE_CAP_PRIMITIVE_RESTART:
case PIPE_CAP_INDEP_BLEND_ENABLE:
case PIPE_CAP_INDEP_BLEND_FUNC:
case PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD:
case PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES:
case PIPE_CAP_VERTEX_SHADER_SATURATE:
case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
case PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND:
case PIPE_CAP_MIXED_COLOR_DEPTH_BITS:
return 1;
/* We need to do some lowering that requires a link to the sampler */
case PIPE_CAP_NIR_SAMPLERS_AS_DEREF:
return 1;
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
return D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
case PIPE_CAP_DEPTH_CLIP_DISABLE:
return 1;
case PIPE_CAP_TGSI_TEXCOORD:
return 0;
case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
return 1;
case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
return 1;
case PIPE_CAP_GLSL_FEATURE_LEVEL:
return 330;
case PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY:
return 330;
#if 0 /* TODO: Enable me */
case PIPE_CAP_COMPUTE:
return 0;
#endif
case PIPE_CAP_TEXTURE_MULTISAMPLE:
return 1;
case PIPE_CAP_CUBE_MAP_ARRAY:
return 1;
case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
return 1;
case PIPE_CAP_TEXTURE_TRANSFER_MODES:
return 0; /* unsure */
case PIPE_CAP_ENDIANNESS:
return PIPE_ENDIAN_NATIVE; /* unsure */
case PIPE_CAP_MAX_VIEWPORTS:
return D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT;
case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
return 1;
case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
return 4;
case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
return 1;
case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
return 1;
case PIPE_CAP_ACCELERATED:
return 1;
case PIPE_CAP_VIDEO_MEMORY:
return d3d12_get_video_mem(pscreen);
case PIPE_CAP_UMA:
return screen->architecture.UMA;
case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
return 2048; /* FIXME: no clue how to query this */
case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 1;
case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
return D3D12_RAW_UAV_SRV_BYTE_ALIGNMENT;
case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
return D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT;
case PIPE_CAP_PCI_GROUP:
case PIPE_CAP_PCI_BUS:
case PIPE_CAP_PCI_DEVICE:
case PIPE_CAP_PCI_FUNCTION:
return 0; /* TODO: figure these out */
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
return 0; /* not sure */
case PIPE_CAP_FLATSHADE:
case PIPE_CAP_ALPHA_TEST:
case PIPE_CAP_TWO_SIDED_COLOR:
case PIPE_CAP_CLIP_PLANES:
return 0;
case PIPE_CAP_SHADER_STENCIL_EXPORT:
return screen->opts.PSSpecifiedStencilRefSupported;
case PIPE_CAP_SEAMLESS_CUBE_MAP:
case PIPE_CAP_TEXTURE_QUERY_LOD:
case PIPE_CAP_TGSI_INSTANCEID:
case PIPE_CAP_TGSI_TEX_TXF_LZ:
case PIPE_CAP_OCCLUSION_QUERY:
case PIPE_CAP_POINT_SPRITE:
case PIPE_CAP_VIEWPORT_TRANSFORM_LOWERED:
case PIPE_CAP_PSIZ_CLAMPED:
case PIPE_CAP_BLEND_EQUATION_SEPARATE:
case PIPE_CAP_CONDITIONAL_RENDER:
case PIPE_CAP_QUERY_TIMESTAMP:
case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
return 1;
case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
return D3D12_SO_BUFFER_SLOT_COUNT;
case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
return D3D12_SO_OUTPUT_COMPONENT_COUNT;
/* Geometry shader output. */
case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
return D3D12_GS_MAX_OUTPUT_VERTEX_COUNT_ACROSS_INSTANCES;
case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
return D3D12_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT;
case PIPE_CAP_MAX_VARYINGS:
return D3D12_PS_INPUT_REGISTER_COUNT;
case PIPE_CAP_NIR_COMPACT_ARRAYS:
return 1;
default:
return u_pipe_screen_get_param_defaults(pscreen, param);
}
}
static float
d3d12_get_paramf(struct pipe_screen *pscreen, enum pipe_capf param)
{
struct d3d12_screen *screen = d3d12_screen(pscreen);
switch (param) {
case PIPE_CAPF_MIN_LINE_WIDTH:
case PIPE_CAPF_MIN_LINE_WIDTH_AA:
case PIPE_CAPF_MIN_POINT_SIZE:
case PIPE_CAPF_MIN_POINT_SIZE_AA:
return 1;
case PIPE_CAPF_POINT_SIZE_GRANULARITY:
case PIPE_CAPF_LINE_WIDTH_GRANULARITY:
return 0.1;
case PIPE_CAPF_MAX_LINE_WIDTH:
case PIPE_CAPF_MAX_LINE_WIDTH_AA:
return 1.0f; /* no clue */
case PIPE_CAPF_MAX_POINT_SIZE:
case PIPE_CAPF_MAX_POINT_SIZE_AA:
return D3D12_MAX_POINT_SIZE;
case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY:
return screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0 ? 16.0f : 2.0f;
case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
return 15.99f;
case PIPE_CAPF_MIN_CONSERVATIVE_RASTER_DILATE:
case PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE:
case PIPE_CAPF_CONSERVATIVE_RASTER_DILATE_GRANULARITY:
return 0.0f; /* not implemented */
default:
unreachable("unknown pipe_capf");
}
return 0.0;
}
static int
d3d12_get_shader_param(struct pipe_screen *pscreen,
enum pipe_shader_type shader,
enum pipe_shader_cap param)
{
struct d3d12_screen *screen = d3d12_screen(pscreen);
switch (param) {
case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
if (shader == PIPE_SHADER_VERTEX ||
shader == PIPE_SHADER_FRAGMENT ||
shader == PIPE_SHADER_GEOMETRY)
return INT_MAX;
return 0;
case PIPE_SHADER_CAP_MAX_INPUTS:
return screen->max_feature_level >= D3D_FEATURE_LEVEL_10_1 ? 32 : 16;
case PIPE_SHADER_CAP_MAX_OUTPUTS:
if (shader == PIPE_SHADER_FRAGMENT) {
/* same as max MRTs (not sure if this is correct) */
if (screen->max_feature_level >= D3D_FEATURE_LEVEL_10_0)
return 8;
else if (screen->max_feature_level == D3D_FEATURE_LEVEL_9_3)
return 4;
return 1;
}
return screen->max_feature_level >= D3D_FEATURE_LEVEL_10_1 ? 32 : 16;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
if (screen->opts.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1)
return 16;
return PIPE_MAX_SAMPLERS;
case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
return 65536;
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
return 13; /* 15 - 2 for lowered uniforms and state vars*/
case PIPE_SHADER_CAP_MAX_TEMPS:
return INT_MAX;
case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
case PIPE_SHADER_CAP_SUBROUTINES:
return 0; /* not implemented */
case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
case PIPE_SHADER_CAP_INTEGERS:
return 1;
case PIPE_SHADER_CAP_INT64_ATOMICS:
case PIPE_SHADER_CAP_FP16:
return 0; /* not implemented */
case PIPE_SHADER_CAP_PREFERRED_IR:
return PIPE_SHADER_IR_NIR;
case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
return 0; /* not implemented */
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
if (screen->opts.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1)
return 128;
return PIPE_MAX_SHADER_SAMPLER_VIEWS;
case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
return 0; /* not implemented */
case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
return 0; /* no idea */
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
return 32; /* arbitrary */
case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
return
(screen->max_feature_level >= D3D_FEATURE_LEVEL_11_1 ||
screen->opts.ResourceBindingTier >= D3D12_RESOURCE_BINDING_TIER_3) ?
PIPE_MAX_SHADER_BUFFERS : D3D12_PS_CS_UAV_REGISTER_COUNT;
case PIPE_SHADER_CAP_SUPPORTED_IRS:
return 1 << PIPE_SHADER_IR_NIR;
case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
return 0; /* TODO: enable me */
case PIPE_SHADER_CAP_LOWER_IF_THRESHOLD:
case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
return 0; /* unsure */
case PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
return 0; /* not implemented */
/* should only get here on unhandled cases */
default: return 0;
}
}
static bool
d3d12_is_format_supported(struct pipe_screen *pscreen,
enum pipe_format format,
enum pipe_texture_target target,
unsigned sample_count,
unsigned storage_sample_count,
unsigned bind)
{
struct d3d12_screen *screen = d3d12_screen(pscreen);
if (MAX2(1, sample_count) != MAX2(1, storage_sample_count))
return false;
if (target == PIPE_BUFFER) {
/* Replace emulated vertex element formats for the tests */
format = d3d12_emulated_vtx_format(format);
} else {
/* Allow 3-comp 32 bit formats only for BOs (needed for ARB_tbo_rgb32) */
if ((format == PIPE_FORMAT_R32G32B32_FLOAT ||
format == PIPE_FORMAT_R32G32B32_SINT ||
format == PIPE_FORMAT_R32G32B32_UINT))
return false;
}
/* Don't advertise alpha/luminance_alpha formats because they can't be used
* for render targets (except A8_UNORM) and can't be emulated by R/RG formats.
* Let the state tracker choose an RGBA format instead. For YUV formats, we
* want the state tracker to lower these to individual planes. */
if (format != PIPE_FORMAT_A8_UNORM &&
(util_format_is_alpha(format) ||
util_format_is_luminance_alpha(format) ||
util_format_is_yuv(format)))
return false;
DXGI_FORMAT dxgi_format = d3d12_get_format(format);
if (dxgi_format == DXGI_FORMAT_UNKNOWN)
return false;
enum D3D12_FORMAT_SUPPORT1 dim_support = D3D12_FORMAT_SUPPORT1_NONE;
switch (target) {
case PIPE_TEXTURE_1D:
case PIPE_TEXTURE_1D_ARRAY:
dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE1D;
break;
case PIPE_TEXTURE_2D:
case PIPE_TEXTURE_RECT:
case PIPE_TEXTURE_2D_ARRAY:
dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE2D;
break;
case PIPE_TEXTURE_3D:
dim_support = D3D12_FORMAT_SUPPORT1_TEXTURE3D;
break;
case PIPE_TEXTURE_CUBE:
case PIPE_TEXTURE_CUBE_ARRAY:
dim_support = D3D12_FORMAT_SUPPORT1_TEXTURECUBE;
break;
case PIPE_BUFFER:
dim_support = D3D12_FORMAT_SUPPORT1_BUFFER;
break;
default:
unreachable("Unknown target");
}
D3D12_FEATURE_DATA_FORMAT_SUPPORT fmt_info;
fmt_info.Format = d3d12_get_resource_rt_format(format);
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT,
&fmt_info, sizeof(fmt_info))))
return false;
if (!(fmt_info.Support1 & dim_support))
return false;
if (target == PIPE_BUFFER) {
if (bind & PIPE_BIND_VERTEX_BUFFER &&
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER))
return false;
if (bind & PIPE_BIND_INDEX_BUFFER) {
if (format != PIPE_FORMAT_R8_UINT &&
format != PIPE_FORMAT_R16_UINT &&
format != PIPE_FORMAT_R32_UINT)
return false;
}
if (sample_count > 0)
return false;
} else {
/* all other targets are texture-targets */
if (bind & PIPE_BIND_RENDER_TARGET &&
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET))
return false;
if (bind & PIPE_BIND_BLENDABLE &&
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_BLENDABLE))
return false;
D3D12_FEATURE_DATA_FORMAT_SUPPORT fmt_info_sv;
if (util_format_is_depth_or_stencil(format)) {
fmt_info_sv.Format = d3d12_get_resource_srv_format(format, target);
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT,
&fmt_info_sv, sizeof(fmt_info_sv))))
return false;
} else
fmt_info_sv = fmt_info;
if (bind & PIPE_BIND_DISPLAY_TARGET &&
(!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_DISPLAY) ||
// Disable formats that don't support flip model
dxgi_format == DXGI_FORMAT_B8G8R8X8_UNORM ||
dxgi_format == DXGI_FORMAT_B5G5R5A1_UNORM ||
dxgi_format == DXGI_FORMAT_B5G6R5_UNORM ||
dxgi_format == DXGI_FORMAT_B4G4R4A4_UNORM))
return false;
if (bind & PIPE_BIND_DEPTH_STENCIL &&
!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL))
return false;
if (sample_count > 0) {
if (!(fmt_info_sv.Support1 & D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD))
return false;
if (!util_is_power_of_two_nonzero(sample_count))
return false;
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS ms_info = {};
ms_info.Format = dxgi_format;
ms_info.SampleCount = sample_count;
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
&ms_info,
sizeof(ms_info))) ||
!ms_info.NumQualityLevels)
return false;
}
}
return true;
}
static void
d3d12_destroy_screen(struct pipe_screen *pscreen)
{
struct d3d12_screen *screen = d3d12_screen(pscreen);
slab_destroy_parent(&screen->transfer_pool);
d3d12_descriptor_pool_free(screen->rtv_pool);
d3d12_descriptor_pool_free(screen->dsv_pool);
d3d12_descriptor_pool_free(screen->view_pool);
screen->readback_slab_bufmgr->destroy(screen->readback_slab_bufmgr);
screen->slab_bufmgr->destroy(screen->slab_bufmgr);
screen->cache_bufmgr->destroy(screen->cache_bufmgr);
screen->bufmgr->destroy(screen->bufmgr);
mtx_destroy(&screen->descriptor_pool_mutex);
FREE(screen);
}
static void
d3d12_flush_frontbuffer(struct pipe_screen * pscreen,
struct pipe_context *pctx,
struct pipe_resource *pres,
unsigned level, unsigned layer,
void *winsys_drawable_handle,
struct pipe_box *sub_box)
{
struct d3d12_screen *screen = d3d12_screen(pscreen);
struct sw_winsys *winsys = screen->winsys;
struct d3d12_resource *res = d3d12_resource(pres);
if (!winsys || !pctx)
return;
assert(res->dt);
void *map = winsys->displaytarget_map(winsys, res->dt, 0);
if (map) {
pctx = threaded_context_unwrap_sync(pctx);
pipe_transfer *transfer = nullptr;
void *res_map = pipe_texture_map(pctx, pres, level, layer, PIPE_MAP_READ, 0, 0,
u_minify(pres->width0, level),
u_minify(pres->height0, level),
&transfer);
if (res_map) {
util_copy_rect((ubyte*)map, pres->format, res->dt_stride, 0, 0,
transfer->box.width, transfer->box.height,
(const ubyte*)res_map, transfer->stride, 0, 0);
pipe_texture_unmap(pctx, transfer);
}
winsys->displaytarget_unmap(winsys, res->dt);
}
#ifdef _WIN32
// WindowFromDC is Windows-only, and this method requires an HWND, so only use it on Windows
ID3D12SharingContract *sharing_contract;
if (SUCCEEDED(screen->cmdqueue->QueryInterface(IID_PPV_ARGS(&sharing_contract)))) {
ID3D12Resource *d3d12_res = d3d12_resource_resource(res);
sharing_contract->Present(d3d12_res, 0, WindowFromDC((HDC)winsys_drawable_handle));
}
#endif
winsys->displaytarget_display(winsys, res->dt, winsys_drawable_handle, sub_box);
}
static ID3D12Debug *
get_debug_interface()
{
typedef HRESULT(WINAPI *PFN_D3D12_GET_DEBUG_INTERFACE)(REFIID riid, void **ppFactory);
PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
util_dl_library *d3d12_mod = util_dl_open(UTIL_DL_PREFIX "d3d12" UTIL_DL_EXT);
if (!d3d12_mod) {
debug_printf("D3D12: failed to load D3D12.DLL\n");
return NULL;
}
D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)util_dl_get_proc_address(d3d12_mod, "D3D12GetDebugInterface");
if (!D3D12GetDebugInterface) {
debug_printf("D3D12: failed to load D3D12GetDebugInterface from D3D12.DLL\n");
return NULL;
}
ID3D12Debug *debug;
if (FAILED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug)))) {
debug_printf("D3D12: D3D12GetDebugInterface failed\n");
return NULL;
}
return debug;
}
static void
enable_d3d12_debug_layer()
{
ID3D12Debug *debug = get_debug_interface();
if (debug)
debug->EnableDebugLayer();
}
static void
enable_gpu_validation()
{
ID3D12Debug *debug = get_debug_interface();
ID3D12Debug3 *debug3;
if (debug &&
SUCCEEDED(debug->QueryInterface(IID_PPV_ARGS(&debug3))))
debug3->SetEnableGPUBasedValidation(true);
}
static ID3D12Device *
create_device(IUnknown *adapter)
{
typedef HRESULT(WINAPI *PFN_D3D12CREATEDEVICE)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**);
typedef HRESULT(WINAPI *PFN_D3D12ENABLEEXPERIMENTALFEATURES)(UINT, const IID*, void*, UINT*);
PFN_D3D12CREATEDEVICE D3D12CreateDevice;
PFN_D3D12ENABLEEXPERIMENTALFEATURES D3D12EnableExperimentalFeatures;
util_dl_library *d3d12_mod = util_dl_open(UTIL_DL_PREFIX "d3d12" UTIL_DL_EXT);
if (!d3d12_mod) {
debug_printf("D3D12: failed to load D3D12.DLL\n");
return NULL;
}
#ifdef _WIN32
if (!(d3d12_debug & D3D12_DEBUG_EXPERIMENTAL)) {
struct d3d12_validation_tools *validation_tools = d3d12_validator_create();
if (!validation_tools) {
debug_printf("D3D12: failed to initialize validator with experimental shader models disabled\n");
return nullptr;
}
d3d12_validator_destroy(validation_tools);
} else
#endif
{
D3D12EnableExperimentalFeatures = (PFN_D3D12ENABLEEXPERIMENTALFEATURES)util_dl_get_proc_address(d3d12_mod, "D3D12EnableExperimentalFeatures");
if (FAILED(D3D12EnableExperimentalFeatures(1, &D3D12ExperimentalShaderModels, NULL, NULL))) {
debug_printf("D3D12: failed to enable experimental shader models\n");
return nullptr;
}
}
D3D12CreateDevice = (PFN_D3D12CREATEDEVICE)util_dl_get_proc_address(d3d12_mod, "D3D12CreateDevice");
if (!D3D12CreateDevice) {
debug_printf("D3D12: failed to load D3D12CreateDevice from D3D12.DLL\n");
return NULL;
}
ID3D12Device *dev;
if (SUCCEEDED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&dev))))
return dev;
debug_printf("D3D12: D3D12CreateDevice failed\n");
return NULL;
}
static bool
can_attribute_at_vertex(struct d3d12_screen *screen)
{
switch (screen->vendor_id) {
case HW_VENDOR_MICROSOFT:
return true;
default:
return screen->opts3.BarycentricsSupported;
}
}
static void
d3d12_init_null_srvs(struct d3d12_screen *screen)
{
for (unsigned i = 0; i < RESOURCE_DIMENSION_COUNT; ++i) {
D3D12_SHADER_RESOURCE_VIEW_DESC srv = {};
srv.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srv.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
switch (i) {
case RESOURCE_DIMENSION_BUFFER:
case RESOURCE_DIMENSION_UNKNOWN:
srv.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srv.Buffer.FirstElement = 0;
srv.Buffer.NumElements = 0;
srv.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
srv.Buffer.StructureByteStride = 0;
break;
case RESOURCE_DIMENSION_TEXTURE1D:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D;
srv.Texture1D.MipLevels = 1;
srv.Texture1D.MostDetailedMip = 0;
srv.Texture1D.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURE1DARRAY:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
srv.Texture1DArray.MipLevels = 1;
srv.Texture1DArray.ArraySize = 1;
srv.Texture1DArray.MostDetailedMip = 0;
srv.Texture1DArray.FirstArraySlice = 0;
srv.Texture1DArray.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURE2D:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv.Texture2D.MipLevels = 1;
srv.Texture2D.MostDetailedMip = 0;
srv.Texture2D.PlaneSlice = 0;
srv.Texture2D.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURE2DARRAY:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
srv.Texture2DArray.MipLevels = 1;
srv.Texture2DArray.ArraySize = 1;
srv.Texture2DArray.MostDetailedMip = 0;
srv.Texture2DArray.FirstArraySlice = 0;
srv.Texture2DArray.PlaneSlice = 0;
srv.Texture2DArray.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURE2DMS:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
break;
case RESOURCE_DIMENSION_TEXTURE2DMSARRAY:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
srv.Texture2DMSArray.ArraySize = 1;
srv.Texture2DMSArray.FirstArraySlice = 0;
break;
case RESOURCE_DIMENSION_TEXTURE3D:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
srv.Texture3D.MipLevels = 1;
srv.Texture3D.MostDetailedMip = 0;
srv.Texture3D.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURECUBE:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
srv.TextureCube.MipLevels = 1;
srv.TextureCube.MostDetailedMip = 0;
srv.TextureCube.ResourceMinLODClamp = 0.0f;
break;
case RESOURCE_DIMENSION_TEXTURECUBEARRAY:
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
srv.TextureCubeArray.MipLevels = 1;
srv.TextureCubeArray.NumCubes = 1;
srv.TextureCubeArray.MostDetailedMip = 0;
srv.TextureCubeArray.First2DArrayFace = 0;
srv.TextureCubeArray.ResourceMinLODClamp = 0.0f;
break;
}
if (srv.ViewDimension != D3D12_SRV_DIMENSION_UNKNOWN)
{
d3d12_descriptor_pool_alloc_handle(screen->view_pool, &screen->null_srvs[i]);
screen->dev->CreateShaderResourceView(NULL, &srv, screen->null_srvs[i].cpu_handle);
}
}
}
static void
d3d12_init_null_rtv(struct d3d12_screen *screen)
{
D3D12_RENDER_TARGET_VIEW_DESC rtv = {};
rtv.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rtv.Texture2D.MipSlice = 0;
rtv.Texture2D.PlaneSlice = 0;
d3d12_descriptor_pool_alloc_handle(screen->rtv_pool, &screen->null_rtv);
screen->dev->CreateRenderTargetView(NULL, &rtv, screen->null_rtv.cpu_handle);
}
bool
d3d12_init_screen(struct d3d12_screen *screen, struct sw_winsys *winsys, IUnknown *adapter)
{
d3d12_debug = debug_get_option_d3d12_debug();
screen->winsys = winsys;
mtx_init(&screen->descriptor_pool_mutex, mtx_plain);
screen->base.get_vendor = d3d12_get_vendor;
screen->base.get_device_vendor = d3d12_get_device_vendor;
screen->base.get_param = d3d12_get_param;
screen->base.get_paramf = d3d12_get_paramf;
screen->base.get_shader_param = d3d12_get_shader_param;
screen->base.is_format_supported = d3d12_is_format_supported;
screen->base.get_compiler_options = d3d12_get_compiler_options;
screen->base.context_create = d3d12_context_create;
screen->base.flush_frontbuffer = d3d12_flush_frontbuffer;
screen->base.destroy = d3d12_destroy_screen;
#ifndef DEBUG
if (d3d12_debug & D3D12_DEBUG_DEBUG_LAYER)
#endif
enable_d3d12_debug_layer();
if (d3d12_debug & D3D12_DEBUG_GPU_VALIDATOR)
enable_gpu_validation();
screen->dev = create_device(adapter);
if (!screen->dev) {
debug_printf("D3D12: failed to create device\n");
goto failed;
}
ID3D12InfoQueue *info_queue;
if (SUCCEEDED(screen->dev->QueryInterface(IID_PPV_ARGS(&info_queue)))) {
D3D12_MESSAGE_SEVERITY severities[] = {
D3D12_MESSAGE_SEVERITY_INFO,
D3D12_MESSAGE_SEVERITY_WARNING,
};
D3D12_MESSAGE_ID msg_ids[] = {
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
};
D3D12_INFO_QUEUE_FILTER NewFilter = {};
NewFilter.DenyList.NumSeverities = ARRAY_SIZE(severities);
NewFilter.DenyList.pSeverityList = severities;
NewFilter.DenyList.NumIDs = ARRAY_SIZE(msg_ids);
NewFilter.DenyList.pIDList = msg_ids;
info_queue->PushStorageFilter(&NewFilter);
}
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
&screen->opts,
sizeof(screen->opts)))) {
debug_printf("D3D12: failed to get device options\n");
goto failed;
}
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2,
&screen->opts2,
sizeof(screen->opts2)))) {
debug_printf("D3D12: failed to get device options\n");
goto failed;
}
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3,
&screen->opts3,
sizeof(screen->opts3)))) {
debug_printf("D3D12: failed to get device options\n");
goto failed;
}
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4,
&screen->opts4,
sizeof(screen->opts4)))) {
debug_printf("D3D12: failed to get device options\n");
goto failed;
}
screen->architecture.NodeIndex = 0;
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE,
&screen->architecture,
sizeof(screen->architecture)))) {
debug_printf("D3D12: failed to get device architecture\n");
goto failed;
}
D3D12_FEATURE_DATA_FEATURE_LEVELS feature_levels;
static const D3D_FEATURE_LEVEL levels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_12_1,
};
feature_levels.NumFeatureLevels = ARRAY_SIZE(levels);
feature_levels.pFeatureLevelsRequested = levels;
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS,
&feature_levels,
sizeof(feature_levels)))) {
debug_printf("D3D12: failed to get device feature levels\n");
goto failed;
}
screen->max_feature_level = feature_levels.MaxSupportedFeatureLevel;
D3D12_COMMAND_QUEUE_DESC queue_desc;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.NodeMask = 0;
ID3D12Device9 *device9;
if (SUCCEEDED(screen->dev->QueryInterface(&device9))) {
if (FAILED(device9->CreateCommandQueue1(&queue_desc, OpenGLOn12CreatorID,
IID_PPV_ARGS(&screen->cmdqueue))))
goto failed;
device9->Release();
} else {
if (FAILED(screen->dev->CreateCommandQueue(&queue_desc,
IID_PPV_ARGS(&screen->cmdqueue))))
goto failed;
}
UINT64 timestamp_freq;
if (FAILED(screen->cmdqueue->GetTimestampFrequency(&timestamp_freq)))
timestamp_freq = 10000000;
screen->timestamp_multiplier = 1000000000.0 / timestamp_freq;
d3d12_screen_fence_init(&screen->base);
d3d12_screen_resource_init(&screen->base);
slab_create_parent(&screen->transfer_pool, sizeof(struct d3d12_transfer), 16);
struct pb_desc desc;
desc.alignment = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
desc.usage = (pb_usage_flags)(PB_USAGE_CPU_WRITE | PB_USAGE_GPU_READ);
screen->bufmgr = d3d12_bufmgr_create(screen);
screen->cache_bufmgr = pb_cache_manager_create(screen->bufmgr, 0xfffff, 2, 0, 64 * 1024 * 1024);
screen->slab_bufmgr = pb_slab_range_manager_create(screen->cache_bufmgr, 16, 512,
D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
&desc);
desc.usage = (pb_usage_flags)(PB_USAGE_CPU_READ_WRITE | PB_USAGE_GPU_WRITE);
screen->readback_slab_bufmgr = pb_slab_range_manager_create(screen->cache_bufmgr, 16, 512,
D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
&desc);
screen->rtv_pool = d3d12_descriptor_pool_new(screen,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
64);
screen->dsv_pool = d3d12_descriptor_pool_new(screen,
D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
64);
screen->view_pool = d3d12_descriptor_pool_new(screen,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
1024);
d3d12_init_null_srvs(screen);
d3d12_init_null_rtv(screen);
screen->have_load_at_vertex = can_attribute_at_vertex(screen);
return true;
failed:
return false;
}