rendering_device_driver_d3d12.cpp 276 KB

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  1. /**************************************************************************/
  2. /* rendering_device_driver_d3d12.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "rendering_device_driver_d3d12.h"
  31. #include "d3d12_hooks.h"
  32. #include "core/config/project_settings.h"
  33. #include "core/io/marshalls.h"
  34. #include "servers/rendering/rendering_device.h"
  35. #include "thirdparty/zlib/zlib.h"
  36. #include "d3d12_godot_nir_bridge.h"
  37. #include "rendering_context_driver_d3d12.h"
  38. GODOT_GCC_WARNING_PUSH
  39. GODOT_GCC_WARNING_IGNORE("-Wimplicit-fallthrough")
  40. GODOT_GCC_WARNING_IGNORE("-Wlogical-not-parentheses")
  41. GODOT_GCC_WARNING_IGNORE("-Wmissing-field-initializers")
  42. GODOT_GCC_WARNING_IGNORE("-Wnon-virtual-dtor")
  43. GODOT_GCC_WARNING_IGNORE("-Wshadow")
  44. GODOT_GCC_WARNING_IGNORE("-Wswitch")
  45. GODOT_CLANG_WARNING_PUSH
  46. GODOT_CLANG_WARNING_IGNORE("-Wimplicit-fallthrough")
  47. GODOT_CLANG_WARNING_IGNORE("-Wlogical-not-parentheses")
  48. GODOT_CLANG_WARNING_IGNORE("-Wmissing-field-initializers")
  49. GODOT_CLANG_WARNING_IGNORE("-Wnon-virtual-dtor")
  50. GODOT_CLANG_WARNING_IGNORE("-Wstring-plus-int")
  51. GODOT_CLANG_WARNING_IGNORE("-Wswitch")
  52. GODOT_MSVC_WARNING_PUSH
  53. GODOT_MSVC_WARNING_IGNORE(4200) // "nonstandard extension used: zero-sized array in struct/union".
  54. GODOT_MSVC_WARNING_IGNORE(4806) // "'&': unsafe operation: no value of type 'bool' promoted to type 'uint32_t' can equal the given constant".
  55. #include <nir_spirv.h>
  56. #include <nir_to_dxil.h>
  57. #include <spirv_to_dxil.h>
  58. extern "C" {
  59. #include <dxil_spirv_nir.h>
  60. }
  61. GODOT_GCC_WARNING_POP
  62. GODOT_CLANG_WARNING_POP
  63. GODOT_MSVC_WARNING_POP
  64. #if !defined(_MSC_VER)
  65. #include <guiddef.h>
  66. #include <dxguids.h>
  67. #endif
  68. // Mesa may define this.
  69. #ifdef UNUSED
  70. #undef UNUSED
  71. #endif
  72. #ifdef PIX_ENABLED
  73. #if defined(__GNUC__)
  74. #define _MSC_VER 1800
  75. #endif
  76. #define USE_PIX
  77. #include "WinPixEventRuntime/pix3.h"
  78. #if defined(__GNUC__)
  79. #undef _MSC_VER
  80. #endif
  81. #endif
  82. // Runs constant sanity checks on the structure of the descriptor heap pools to catch implementation errors.
  83. #define D3D12_DESCRIPTOR_HEAP_VERIFICATION 0
  84. // Tracks additional information and prints information about the allocation of descriptor heaps.
  85. #define D3D12_DESCRIPTOR_HEAP_VERBOSE 0
  86. static const D3D12_RANGE VOID_RANGE = {};
  87. /*****************/
  88. /**** GENERIC ****/
  89. /*****************/
  90. // NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:.
  91. // - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA).
  92. // - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches).
  93. // TODO: Add YUV formats properly, which would require better support for planes in the RD API.
  94. const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = {
  95. /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {},
  96. /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  97. /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  98. /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM },
  99. /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  100. /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  101. /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  102. /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM },
  103. /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM },
  104. /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM },
  105. /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  106. /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  107. /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  108. /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  109. /* DATA_FORMAT_R8_SRGB */ {},
  110. /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM },
  111. /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM },
  112. /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  113. /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  114. /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  115. /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  116. /* DATA_FORMAT_R8G8_SRGB */ {},
  117. /* DATA_FORMAT_R8G8B8_UNORM */ {},
  118. /* DATA_FORMAT_R8G8B8_SNORM */ {},
  119. /* DATA_FORMAT_R8G8B8_USCALED */ {},
  120. /* DATA_FORMAT_R8G8B8_SSCALED */ {},
  121. /* DATA_FORMAT_R8G8B8_UINT */ {},
  122. /* DATA_FORMAT_R8G8B8_SINT */ {},
  123. /* DATA_FORMAT_R8G8B8_SRGB */ {},
  124. /* DATA_FORMAT_B8G8R8_UNORM */ {},
  125. /* DATA_FORMAT_B8G8R8_SNORM */ {},
  126. /* DATA_FORMAT_B8G8R8_USCALED */ {},
  127. /* DATA_FORMAT_B8G8R8_SSCALED */ {},
  128. /* DATA_FORMAT_B8G8R8_UINT */ {},
  129. /* DATA_FORMAT_B8G8R8_SINT */ {},
  130. /* DATA_FORMAT_B8G8R8_SRGB */ {},
  131. /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  132. /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  133. /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  134. /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  135. /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  136. /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  137. /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  138. /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM },
  139. /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  140. /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  141. /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  142. /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  143. /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  144. /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  145. /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  146. /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  147. /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  148. /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  149. /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  150. /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  151. /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB },
  152. /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  153. /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {},
  154. /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  155. /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {},
  156. /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  157. /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {},
  158. /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM },
  159. /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {},
  160. /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  161. /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {},
  162. /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  163. /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {},
  164. /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM },
  165. /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM },
  166. /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  167. /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  168. /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  169. /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  170. /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT },
  171. /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM },
  172. /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM },
  173. /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  174. /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  175. /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  176. /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  177. /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT },
  178. /* DATA_FORMAT_R16G16B16_UNORM */ {},
  179. /* DATA_FORMAT_R16G16B16_SNORM */ {},
  180. /* DATA_FORMAT_R16G16B16_USCALED */ {},
  181. /* DATA_FORMAT_R16G16B16_SSCALED */ {},
  182. /* DATA_FORMAT_R16G16B16_UINT */ {},
  183. /* DATA_FORMAT_R16G16B16_SINT */ {},
  184. /* DATA_FORMAT_R16G16B16_SFLOAT */ {},
  185. /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM },
  186. /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM },
  187. /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  188. /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  189. /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  190. /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  191. /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT },
  192. /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT },
  193. /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT },
  194. /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT },
  195. /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT },
  196. /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT },
  197. /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT },
  198. /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT },
  199. /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT },
  200. /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT },
  201. /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT },
  202. /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT },
  203. /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT },
  204. /* DATA_FORMAT_R64_UINT */ {},
  205. /* DATA_FORMAT_R64_SINT */ {},
  206. /* DATA_FORMAT_R64_SFLOAT */ {},
  207. /* DATA_FORMAT_R64G64_UINT */ {},
  208. /* DATA_FORMAT_R64G64_SINT */ {},
  209. /* DATA_FORMAT_R64G64_SFLOAT */ {},
  210. /* DATA_FORMAT_R64G64B64_UINT */ {},
  211. /* DATA_FORMAT_R64G64B64_SINT */ {},
  212. /* DATA_FORMAT_R64G64B64_SFLOAT */ {},
  213. /* DATA_FORMAT_R64G64B64A64_UINT */ {},
  214. /* DATA_FORMAT_R64G64B64A64_SINT */ {},
  215. /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {},
  216. /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT },
  217. /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
  218. /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM },
  219. /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  220. /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT },
  221. /* DATA_FORMAT_S8_UINT */ {},
  222. /* DATA_FORMAT_D16_UNORM_S8_UINT */ {},
  223. /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  224. /* DATA_FORMAT_D32_SFLOAT_S8_UINT */ { DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT_S8X24_UINT },
  225. /* DATA_FORMAT_BC1_RGB_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1) },
  226. /* DATA_FORMAT_BC1_RGB_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1) },
  227. /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM },
  228. /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB },
  229. /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM },
  230. /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB },
  231. /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM },
  232. /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB },
  233. /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM },
  234. /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM },
  235. /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM },
  236. /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM },
  237. /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 },
  238. /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 },
  239. /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM },
  240. /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB },
  241. /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {},
  242. /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {},
  243. /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {},
  244. /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {},
  245. /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {},
  246. /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {},
  247. /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {},
  248. /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {},
  249. /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {},
  250. /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {},
  251. /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {},
  252. /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {},
  253. /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {},
  254. /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {},
  255. /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {},
  256. /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {},
  257. /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {},
  258. /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {},
  259. /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {},
  260. /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {},
  261. /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {},
  262. /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {},
  263. /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {},
  264. /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {},
  265. /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {},
  266. /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {},
  267. /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {},
  268. /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {},
  269. /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {},
  270. /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {},
  271. /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {},
  272. /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {},
  273. /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {},
  274. /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {},
  275. /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {},
  276. /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {},
  277. /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {},
  278. /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {},
  279. /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {},
  280. /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {},
  281. /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {},
  282. /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {},
  283. /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {},
  284. /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {},
  285. /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {},
  286. /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {},
  287. /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {},
  288. /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {},
  289. /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {},
  290. /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {},
  291. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {},
  292. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {},
  293. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {},
  294. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {},
  295. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {},
  296. /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {},
  297. /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {},
  298. /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {},
  299. /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {},
  300. /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {},
  301. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {},
  302. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {},
  303. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {},
  304. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {},
  305. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {},
  306. /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {},
  307. /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {},
  308. /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {},
  309. /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {},
  310. /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {},
  311. /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {},
  312. /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {},
  313. /* DATA_FORMAT_ASTC_4x4_SFLOAT_BLOCK */ {},
  314. /* DATA_FORMAT_ASTC_5x4_SFLOAT_BLOCK */ {},
  315. /* DATA_FORMAT_ASTC_5x5_SFLOAT_BLOCK */ {},
  316. /* DATA_FORMAT_ASTC_6x5_SFLOAT_BLOCK */ {},
  317. /* DATA_FORMAT_ASTC_6x6_SFLOAT_BLOCK */ {},
  318. /* DATA_FORMAT_ASTC_8x5_SFLOAT_BLOCK */ {},
  319. /* DATA_FORMAT_ASTC_8x6_SFLOAT_BLOCK */ {},
  320. /* DATA_FORMAT_ASTC_8x8_SFLOAT_BLOCK */ {},
  321. /* DATA_FORMAT_ASTC_10x5_SFLOAT_BLOCK*/ {},
  322. /* DATA_FORMAT_ASTC_10x6_SFLOAT_BLOCK */ {},
  323. /* DATA_FORMAT_ASTC_10x8_SFLOAT_BLOCK */ {},
  324. /* DATA_FORMAT_ASTC_10x10_SFLOAT_BLOCK */ {},
  325. /* DATA_FORMAT_ASTC_12x10_SFLOAT_BLOCK */ {},
  326. /* DATA_FORMAT_ASTC_12x12_SFLOAT_BLOCK */ {},
  327. };
  328. Error RenderingDeviceDriverD3D12::CPUDescriptorsHeapPools::allocate(ID3D12Device *p_device, const D3D12_DESCRIPTOR_HEAP_DESC &p_desc, CPUDescriptorsHeapHandle &r_result) {
  329. ERR_FAIL_COND_V(p_desc.NodeMask != 0 || p_desc.Flags != 0 || p_desc.Type >= D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES, ERR_INVALID_PARAMETER);
  330. CPUDescriptorsHeapPool &pool = pools[p_desc.Type];
  331. return pool.allocate(p_device, p_desc, r_result);
  332. }
  333. void RenderingDeviceDriverD3D12::CPUDescriptorsHeapPool::verify() {
  334. #if D3D12_DESCRIPTOR_HEAP_VERIFICATION
  335. uint32_t last_size = std::numeric_limits<uint32_t>::max();
  336. int block_count = 0;
  337. for (SizeTableType::ValueType &index : free_blocks_by_size) {
  338. DEV_ASSERT(!index.value.is_empty());
  339. DEV_ASSERT(index.key <= last_size);
  340. last_size = index.key;
  341. for (uint32_t block_index : index.value) {
  342. block_count++;
  343. OffsetTableType::Iterator block = free_blocks_by_offset.find(block_index);
  344. DEV_ASSERT(block != free_blocks_by_offset.end());
  345. DEV_ASSERT(block->value.size == index.key && block->value.global_offset == block_index);
  346. }
  347. }
  348. DEV_ASSERT(block_count == free_blocks_by_offset.size());
  349. #endif
  350. }
  351. Error RenderingDeviceDriverD3D12::CPUDescriptorsHeapPool::allocate(ID3D12Device *p_device, const D3D12_DESCRIPTOR_HEAP_DESC &p_desc, CPUDescriptorsHeapHandle &r_result) {
  352. MutexLock lock(mutex);
  353. verify();
  354. SizeTableType::Iterator smallest_free_block = free_blocks_by_size.find_closest(p_desc.NumDescriptors);
  355. OffsetTableType::Iterator block = free_blocks_by_offset.end();
  356. if (smallest_free_block == free_blocks_by_size.end()) {
  357. D3D12_DESCRIPTOR_HEAP_DESC descr_copy = p_desc;
  358. // Allow for more than 1024 descriptor.
  359. descr_copy.NumDescriptors = MAX(p_desc.NumDescriptors, 1024u);
  360. ID3D12DescriptorHeap *heap;
  361. HRESULT res = p_device->CreateDescriptorHeap(&descr_copy, IID_PPV_ARGS(&heap));
  362. if (!SUCCEEDED(res)) {
  363. ERR_FAIL_V_MSG(ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  364. }
  365. FreeBlockInfo new_block = { heap, current_offset, current_offset, descr_copy.NumDescriptors, current_nonce++ };
  366. block = free_blocks_by_offset.insert(new_block.global_offset, new_block);
  367. // Duplicate the size to prevent this block from being joined with the next one.
  368. current_offset += descr_copy.NumDescriptors << 1;
  369. } else {
  370. uint32_t offset = smallest_free_block->value.front()->get();
  371. block = free_blocks_by_offset.find(offset);
  372. ERR_FAIL_COND_V_MSG(block == free_blocks_by_offset.end(), ERR_CANT_CREATE, "CreateDescriptorHeap failed to find free block.");
  373. remove_from_size_map(block->value);
  374. }
  375. r_result = { block->value.heap, this, block->value.global_offset - block->value.base_offset, block->value.base_offset, p_desc.NumDescriptors, current_nonce++ };
  376. ERR_FAIL_COND_V_MSG(block->value.size < p_desc.NumDescriptors, ERR_CANT_CREATE, "CreateDescriptorHeap failed to find a block with enough descriptors.");
  377. if (block->value.size > p_desc.NumDescriptors) {
  378. // Block is too big, split into two chunks. Use the end of the block.
  379. r_result.offset += block->value.size - p_desc.NumDescriptors;
  380. // Cut the end of the block.
  381. block->value.size -= p_desc.NumDescriptors;
  382. add_to_size_map(block->value);
  383. } else {
  384. // Block fits, remove from block list.
  385. free_blocks_by_offset.erase(block->value.global_offset);
  386. }
  387. DEV_ASSERT(!free_blocks_by_offset.has(r_result.global_offset()));
  388. verify();
  389. #if D3D12_DESCRIPTOR_HEAP_VERBOSE
  390. print_line(vformat("PoolAlloc: 0x%08ux.0x%08ux.0x%08ux.0x%08ux.0x%08ux", (uint64_t)(r_result.pool), (uint64_t)(r_result.heap), r_result.global_offset(), r_result.count, r_result.nonce));
  391. #endif
  392. return OK;
  393. }
  394. void RenderingDeviceDriverD3D12::CPUDescriptorsHeapPool::remove_from_size_map(const FreeBlockInfo &p_block) {
  395. SizeTableType::Iterator smallest_free_block = free_blocks_by_size.find(p_block.size);
  396. if (smallest_free_block == free_blocks_by_size.end()) {
  397. return;
  398. }
  399. // Remove from free list if no block of this size is left.
  400. smallest_free_block->value.erase(p_block.global_offset);
  401. if (smallest_free_block->value.is_empty()) {
  402. free_blocks_by_size.erase(p_block.size);
  403. }
  404. }
  405. void RenderingDeviceDriverD3D12::CPUDescriptorsHeapPool::add_to_size_map(const FreeBlockInfo &p_block) {
  406. SizeTableType::Iterator free_block = free_blocks_by_size.find(p_block.size);
  407. if (free_block == free_blocks_by_size.end()) {
  408. free_blocks_by_size.insert(p_block.size, { p_block.global_offset });
  409. } else {
  410. free_block->value.push_back(p_block.global_offset);
  411. }
  412. }
  413. Error RenderingDeviceDriverD3D12::CPUDescriptorsHeapPool::release(const CPUDescriptorsHeapHandle &p_result) {
  414. MutexLock lock(mutex);
  415. #if D3D12_DESCRIPTOR_HEAP_VERBOSE
  416. print_line(vformat("PoolFree: 0x%08ux.0x%08ux.0x%08ux.0x%08ux.0x%08ux", (uint64_t)(result.pool), (uint64_t)(result.heap), result.global_offset(), result.count, result.nonce));
  417. #endif
  418. verify();
  419. uint32_t global_offset = p_result.global_offset();
  420. OffsetTableType::Iterator previous = free_blocks_by_offset.find_closest(global_offset);
  421. OffsetTableType::Iterator next = free_blocks_by_offset.find(global_offset + p_result.count);
  422. if (previous != free_blocks_by_offset.end() && (previous->value.size + previous->key) != global_offset) {
  423. // Make sure the previous block is contiguous to this one.
  424. previous = free_blocks_by_offset.end();
  425. }
  426. // Fail if the offset has already been released.
  427. ERR_FAIL_COND_V(free_blocks_by_offset.has(global_offset), ERR_INVALID_PARAMETER);
  428. OffsetTableType::Iterator new_block = free_blocks_by_offset.end();
  429. if (previous != free_blocks_by_offset.end() && next != free_blocks_by_offset.end()) {
  430. // The released block connects two existing blocks.
  431. remove_from_size_map(previous->value);
  432. remove_from_size_map(next->value);
  433. previous->value.size += next->value.size + p_result.count;
  434. free_blocks_by_offset.erase(next->value.global_offset);
  435. new_block = previous;
  436. } else if (previous != free_blocks_by_offset.end()) {
  437. // Connects to the previous block.
  438. remove_from_size_map(previous->value);
  439. previous->value.size += p_result.count;
  440. new_block = previous;
  441. } else if (next != free_blocks_by_offset.end()) {
  442. // Connects to the next block.
  443. remove_from_size_map(next->value);
  444. free_blocks_by_offset.erase(next->value.global_offset);
  445. next->value.global_offset -= p_result.count;
  446. next->value.size += p_result.count;
  447. DEV_ASSERT(!free_blocks_by_offset.has(next->value.global_offset));
  448. new_block = free_blocks_by_offset.insert(next->value.global_offset, next->value);
  449. } else {
  450. // Connects to no block.
  451. new_block = free_blocks_by_offset.insert(global_offset, FreeBlockInfo{ p_result.heap, global_offset, p_result.base_offset, p_result.count });
  452. }
  453. new_block->value.nonce = p_result.nonce;
  454. add_to_size_map(new_block->value);
  455. verify();
  456. return OK;
  457. }
  458. RenderingDeviceDriverD3D12::CPUDescriptorsHeap::~CPUDescriptorsHeap() {
  459. if (handle.pool) {
  460. handle.pool->release(handle);
  461. } else if (handle.heap && handle.offset == 0) {
  462. handle.heap->Release();
  463. }
  464. }
  465. RenderingDeviceDriverD3D12::CPUDescriptorsHeapWalker RenderingDeviceDriverD3D12::CPUDescriptorsHeap::make_walker() const {
  466. RenderingDeviceDriverD3D12::CPUDescriptorsHeapWalker walker;
  467. walker.handle_size = handle_size;
  468. walker.handle_count = desc.NumDescriptors;
  469. if (handle.heap) {
  470. #if defined(_MSC_VER) || !defined(_WIN32)
  471. walker.first_cpu_handle = handle.heap->GetCPUDescriptorHandleForHeapStart();
  472. #else
  473. handle.heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle);
  474. #endif
  475. }
  476. walker.first_cpu_handle.ptr += handle.offset * handle_size;
  477. return walker;
  478. }
  479. D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::CPUDescriptorsHeapWalker::get_curr_cpu_handle() {
  480. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  481. return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size };
  482. }
  483. void RenderingDeviceDriverD3D12::CPUDescriptorsHeapWalker::advance(uint32_t p_count) {
  484. ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF.");
  485. handle_index += p_count;
  486. }
  487. Error RenderingDeviceDriverD3D12::CPUDescriptorsHeap::allocate(RenderingDeviceDriverD3D12 *p_driver, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count) {
  488. ERR_FAIL_COND_V(handle.heap, ERR_ALREADY_EXISTS);
  489. ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
  490. ID3D12Device *p_device = p_driver->device.Get();
  491. handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
  492. desc.Type = p_type;
  493. desc.NumDescriptors = p_descriptor_count;
  494. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  495. return p_driver->cpu_descriptor_pool.allocate(p_device, desc, handle);
  496. }
  497. Error RenderingDeviceDriverD3D12::GPUDescriptorsHeap::allocate(RenderingDeviceDriverD3D12 *p_driver, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count) {
  498. ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS);
  499. ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
  500. ID3D12Device *p_device = p_driver->device.Get();
  501. handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
  502. desc.Type = p_type;
  503. desc.NumDescriptors = p_descriptor_count;
  504. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  505. HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf()));
  506. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  507. return OK;
  508. }
  509. RenderingDeviceDriverD3D12::GPUDescriptorsHeapWalker RenderingDeviceDriverD3D12::GPUDescriptorsHeap::make_walker() const {
  510. GPUDescriptorsHeapWalker walker;
  511. walker.handle_size = handle_size;
  512. walker.handle_count = desc.NumDescriptors;
  513. if (heap) {
  514. #if defined(_MSC_VER) || !defined(_WIN32)
  515. walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart();
  516. walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart();
  517. #else
  518. heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle);
  519. heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle);
  520. #endif
  521. }
  522. return walker;
  523. }
  524. D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::GPUDescriptorsHeapWalker::get_curr_gpu_handle() {
  525. ERR_FAIL_COND_V_MSG(!first_gpu_handle.ptr, D3D12_GPU_DESCRIPTOR_HANDLE(), "Can't provide a GPU handle from a non-GPU descriptors heap.");
  526. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  527. return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size };
  528. }
  529. static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = {
  530. D3D12_COMPARISON_FUNC_NEVER,
  531. D3D12_COMPARISON_FUNC_LESS,
  532. D3D12_COMPARISON_FUNC_EQUAL,
  533. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  534. D3D12_COMPARISON_FUNC_GREATER,
  535. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  536. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  537. D3D12_COMPARISON_FUNC_ALWAYS,
  538. };
  539. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_stages_flags_rd() const {
  540. // If there's a way to check exactly which are supported, I have yet to find it.
  541. return (
  542. RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT |
  543. RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT);
  544. }
  545. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_operations_flags_rd() const {
  546. if (!wave_ops_supported) {
  547. return 0;
  548. } else {
  549. return (
  550. RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT |
  551. RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT |
  552. RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT |
  553. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT |
  554. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT |
  555. RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT |
  556. RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT |
  557. RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT);
  558. }
  559. }
  560. void RenderingDeviceDriverD3D12::_debug_message_func(D3D12_MESSAGE_CATEGORY p_category, D3D12_MESSAGE_SEVERITY p_severity, D3D12_MESSAGE_ID p_id, LPCSTR p_description, void *p_context) {
  561. String type_string;
  562. switch (p_category) {
  563. case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
  564. type_string = "APPLICATION_DEFINED";
  565. break;
  566. case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
  567. type_string = "MISCELLANEOUS";
  568. break;
  569. case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
  570. type_string = "INITIALIZATION";
  571. break;
  572. case D3D12_MESSAGE_CATEGORY_CLEANUP:
  573. type_string = "CLEANUP";
  574. break;
  575. case D3D12_MESSAGE_CATEGORY_COMPILATION:
  576. type_string = "COMPILATION";
  577. break;
  578. case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
  579. type_string = "STATE_CREATION";
  580. break;
  581. case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
  582. type_string = "STATE_SETTING";
  583. break;
  584. case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
  585. type_string = "STATE_GETTING";
  586. break;
  587. case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
  588. type_string = "RESOURCE_MANIPULATION";
  589. break;
  590. case D3D12_MESSAGE_CATEGORY_EXECUTION:
  591. type_string = "EXECUTION";
  592. break;
  593. case D3D12_MESSAGE_CATEGORY_SHADER:
  594. type_string = "SHADER";
  595. break;
  596. }
  597. String error_message(type_string +
  598. " - Message Id Number: " + String::num_int64(p_id) +
  599. "\n\t" + p_description);
  600. // Convert D3D12 severity to our own log macros.
  601. switch (p_severity) {
  602. case D3D12_MESSAGE_SEVERITY_MESSAGE:
  603. print_verbose(error_message);
  604. break;
  605. case D3D12_MESSAGE_SEVERITY_INFO:
  606. print_line(error_message);
  607. break;
  608. case D3D12_MESSAGE_SEVERITY_WARNING:
  609. WARN_PRINT(error_message);
  610. break;
  611. case D3D12_MESSAGE_SEVERITY_ERROR:
  612. case D3D12_MESSAGE_SEVERITY_CORRUPTION:
  613. ERR_PRINT(error_message);
  614. CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(),
  615. "Crashing, because abort on GPU errors is enabled.");
  616. break;
  617. }
  618. }
  619. /******************/
  620. /**** RESOURCE ****/
  621. /******************/
  622. static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = {
  623. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  624. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  625. D3D12_RESOURCE_DIMENSION_TEXTURE3D,
  626. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  627. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  628. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  629. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  630. };
  631. void RenderingDeviceDriverD3D12::_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) {
  632. DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
  633. ResourceInfo::States *res_states = p_resource->states_ptr;
  634. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
  635. // Transitions can be considered redundant if the current state has all the bits of the new state.
  636. // This check does not apply to the common state however, which must resort to checking if the state is the same (0).
  637. bool any_state_is_common = *curr_state == D3D12_RESOURCE_STATE_COMMON || p_new_state == D3D12_RESOURCE_STATE_COMMON;
  638. bool redundant_transition = any_state_is_common ? *curr_state == p_new_state : ((*curr_state) & p_new_state) == p_new_state;
  639. if (redundant_transition) {
  640. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  641. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  642. if (needs_uav_barrier) {
  643. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + 1) {
  644. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + 1);
  645. }
  646. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(p_resource->resource);
  647. p_command_buffer->res_barriers_count++;
  648. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  649. }
  650. } else {
  651. uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
  652. uint8_t subres_qword = p_subresource >> 6;
  653. if (p_command_buffer->res_barriers_requests.has(res_states)) {
  654. BarrierRequest &br = p_command_buffer->res_barriers_requests.get(res_states);
  655. DEV_ASSERT(br.dx_resource == p_resource->resource);
  656. DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
  657. DEV_ASSERT(br.planes == p_num_planes);
  658. // First, find if the subresource already has a barrier scheduled.
  659. uint8_t curr_group_idx = 0;
  660. bool same_transition_scheduled = false;
  661. for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
  662. if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) {
  663. continue;
  664. }
  665. if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
  666. uint32_t state_mask = br.groups[curr_group_idx].states;
  667. same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
  668. break;
  669. }
  670. }
  671. if (!same_transition_scheduled) {
  672. bool subres_already_there = curr_group_idx != br.groups_count;
  673. D3D12_RESOURCE_STATES final_states = {};
  674. if (subres_already_there) {
  675. final_states = br.groups[curr_group_idx].states;
  676. final_states |= p_new_state;
  677. bool subres_alone = true;
  678. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  679. if (i == subres_qword) {
  680. if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
  681. subres_alone = false;
  682. break;
  683. }
  684. } else {
  685. if (br.groups[curr_group_idx].subres_mask[i] != 0) {
  686. subres_alone = false;
  687. break;
  688. }
  689. }
  690. }
  691. bool relocated = false;
  692. if (subres_alone) {
  693. // Subresource is there by itself.
  694. for (uint8_t i = 0; i < br.groups_count; i++) {
  695. if (unlikely(i == curr_group_idx)) {
  696. continue;
  697. }
  698. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  699. continue;
  700. }
  701. // There's another group with the final states; relocate to it.
  702. if (br.groups[i].states == final_states) {
  703. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  704. relocated = true;
  705. break;
  706. }
  707. }
  708. if (relocated) {
  709. // Let's delete the group where it used to be by itself.
  710. if (curr_group_idx == br.groups_count - 1) {
  711. br.groups_count--;
  712. } else {
  713. br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP;
  714. }
  715. } else {
  716. // Its current group, where it's alone, can extend its states.
  717. br.groups[curr_group_idx].states = final_states;
  718. }
  719. } else {
  720. // Already there, but not by itself and the state mask is different, so it now belongs to a different group.
  721. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  722. subres_already_there = false;
  723. }
  724. } else {
  725. final_states = p_new_state;
  726. }
  727. if (!subres_already_there) {
  728. // See if it fits exactly the states of some of the groups to fit it there.
  729. for (uint8_t i = 0; i < br.groups_count; i++) {
  730. if (unlikely(i == curr_group_idx)) {
  731. continue;
  732. }
  733. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  734. continue;
  735. }
  736. if (br.groups[i].states == final_states) {
  737. br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
  738. subres_already_there = true;
  739. break;
  740. }
  741. }
  742. if (!subres_already_there) {
  743. // Add a new group to accommodate this subresource.
  744. uint8_t group_to_fill = 0;
  745. if (br.groups_count < BarrierRequest::MAX_GROUPS) {
  746. // There are still free groups.
  747. group_to_fill = br.groups_count;
  748. br.groups_count++;
  749. } else {
  750. // Let's try to take over a deleted one.
  751. for (; group_to_fill < br.groups_count; group_to_fill++) {
  752. if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) {
  753. break;
  754. }
  755. }
  756. CRASH_COND(group_to_fill == br.groups_count);
  757. }
  758. br.groups[group_to_fill].states = final_states;
  759. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  760. if (unlikely(i == subres_qword)) {
  761. br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
  762. } else {
  763. br.groups[group_to_fill].subres_mask[i] = 0;
  764. }
  765. }
  766. }
  767. }
  768. }
  769. } else {
  770. BarrierRequest &br = p_command_buffer->res_barriers_requests[res_states];
  771. br.dx_resource = p_resource->resource;
  772. br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
  773. CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
  774. br.planes = p_num_planes;
  775. br.groups[0].states = p_new_state;
  776. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  777. if (unlikely(i == subres_qword)) {
  778. br.groups[0].subres_mask[i] = subres_mask_piece;
  779. } else {
  780. br.groups[0].subres_mask[i] = 0;
  781. }
  782. }
  783. br.groups_count = 1;
  784. }
  785. }
  786. }
  787. void RenderingDeviceDriverD3D12::_resource_transitions_flush(CommandBufferInfo *p_command_buffer) {
  788. for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : p_command_buffer->res_barriers_requests) {
  789. ResourceInfo::States *res_states = E.key;
  790. const BarrierRequest &br = E.value;
  791. uint32_t num_subresources = res_states->subresource_states.size();
  792. // When there's not a lot of subresources, the empirical finding is that it's better
  793. // to avoid attempting the single-barrier optimization.
  794. static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
  795. bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
  796. if (may_do_single_barrier) {
  797. // A single group means we may be able to do a single all-subresources barrier.
  798. {
  799. // First requisite is that all subresources are involved.
  800. uint8_t subres_mask_full_qwords = num_subresources / 64;
  801. for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
  802. if (br.groups[0].subres_mask[i] != UINT64_MAX) {
  803. may_do_single_barrier = false;
  804. break;
  805. }
  806. }
  807. if (may_do_single_barrier) {
  808. if (num_subresources % 64) {
  809. DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
  810. uint64_t mask_tail_qword = 0;
  811. for (uint8_t i = 0; i < num_subresources % 64; i++) {
  812. mask_tail_qword |= ((uint64_t)1 << i);
  813. }
  814. if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
  815. may_do_single_barrier = false;
  816. }
  817. }
  818. }
  819. }
  820. if (may_do_single_barrier) {
  821. // Second requisite is that the source state is the same for all.
  822. for (uint32_t i = 1; i < num_subresources; i++) {
  823. if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
  824. may_do_single_barrier = false;
  825. break;
  826. }
  827. }
  828. if (may_do_single_barrier) {
  829. // Hurray!, we can do a single barrier (plus maybe a UAV one, too).
  830. bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  831. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  832. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
  833. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
  834. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
  835. }
  836. if (needs_uav_barrier) {
  837. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  838. p_command_buffer->res_barriers_count++;
  839. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  840. }
  841. if (res_states->subresource_states[0] != br.groups[0].states) {
  842. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].states, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
  843. p_command_buffer->res_barriers_count++;
  844. }
  845. for (uint32_t i = 0; i < num_subresources; i++) {
  846. res_states->subresource_states[i] = br.groups[0].states;
  847. }
  848. }
  849. }
  850. }
  851. if (!may_do_single_barrier) {
  852. for (uint8_t i = 0; i < br.groups_count; i++) {
  853. const BarrierRequest::Group &g = E.value.groups[i];
  854. if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) {
  855. continue;
  856. }
  857. uint32_t subresource = 0;
  858. do {
  859. uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
  860. uint8_t subres_qword = subresource / 64;
  861. if (likely(g.subres_mask[subres_qword] == 0)) {
  862. subresource += 64;
  863. continue;
  864. }
  865. if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
  866. subresource++;
  867. continue;
  868. }
  869. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
  870. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  871. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  872. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
  873. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
  874. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
  875. }
  876. if (needs_uav_barrier) {
  877. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  878. p_command_buffer->res_barriers_count++;
  879. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  880. }
  881. if (*curr_state != g.states) {
  882. for (uint8_t k = 0; k < br.planes; k++) {
  883. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources);
  884. p_command_buffer->res_barriers_count++;
  885. }
  886. }
  887. *curr_state = g.states;
  888. subresource++;
  889. } while (subresource < num_subresources);
  890. }
  891. }
  892. }
  893. if (p_command_buffer->res_barriers_count) {
  894. p_command_buffer->cmd_list->ResourceBarrier(p_command_buffer->res_barriers_count, p_command_buffer->res_barriers.ptr());
  895. p_command_buffer->res_barriers_requests.clear();
  896. }
  897. p_command_buffer->res_barriers_count = 0;
  898. p_command_buffer->res_barriers_batch++;
  899. }
  900. /*****************/
  901. /**** BUFFERS ****/
  902. /*****************/
  903. RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) {
  904. // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
  905. // but also if you give a rounded size at that point because it will extend beyond the
  906. // memory of the resource. Therefore, it seems the only way is to create it with a
  907. // rounded size.
  908. CD3DX12_RESOURCE_DESC1 resource_desc = CD3DX12_RESOURCE_DESC1::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
  909. if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) {
  910. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  911. } else {
  912. resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  913. }
  914. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  915. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  916. D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COMMON;
  917. switch (p_allocation_type) {
  918. case MEMORY_ALLOCATION_TYPE_CPU: {
  919. bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT);
  920. bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT);
  921. if (is_src && !is_dst) {
  922. // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM.
  923. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
  924. initial_state = D3D12_RESOURCE_STATE_GENERIC_READ;
  925. }
  926. if (is_dst && !is_src) {
  927. // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads.
  928. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  929. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  930. }
  931. } break;
  932. case MEMORY_ALLOCATION_TYPE_GPU: {
  933. // Use default parameters.
  934. } break;
  935. }
  936. ComPtr<ID3D12Resource> buffer;
  937. ComPtr<D3D12MA::Allocation> allocation;
  938. HRESULT res;
  939. if (barrier_capabilities.enhanced_barriers_supported) {
  940. res = allocator->CreateResource3(
  941. &allocation_desc,
  942. &resource_desc,
  943. D3D12_BARRIER_LAYOUT_UNDEFINED,
  944. nullptr,
  945. 0,
  946. nullptr,
  947. allocation.GetAddressOf(),
  948. IID_PPV_ARGS(buffer.GetAddressOf()));
  949. } else {
  950. res = allocator->CreateResource(
  951. &allocation_desc,
  952. reinterpret_cast<const D3D12_RESOURCE_DESC *>(&resource_desc),
  953. initial_state,
  954. nullptr,
  955. allocation.GetAddressOf(),
  956. IID_PPV_ARGS(buffer.GetAddressOf()));
  957. }
  958. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + ".");
  959. // Bookkeep.
  960. BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator);
  961. buf_info->resource = buffer.Get();
  962. buf_info->owner_info.resource = buffer;
  963. buf_info->owner_info.allocation = allocation;
  964. buf_info->owner_info.states.subresource_states.push_back(initial_state);
  965. buf_info->states_ptr = &buf_info->owner_info.states;
  966. buf_info->size = p_size;
  967. buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
  968. return BufferID(buf_info);
  969. }
  970. bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) {
  971. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  972. buf_info->texel_format = p_format;
  973. return true;
  974. }
  975. void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) {
  976. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  977. VersatileResource::free(resources_allocator, buf_info);
  978. }
  979. uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) {
  980. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  981. return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0;
  982. }
  983. uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) {
  984. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  985. void *data_ptr = nullptr;
  986. HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr);
  987. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  988. return (uint8_t *)data_ptr;
  989. }
  990. void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) {
  991. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  992. buf_info->resource->Unmap(0, &VOID_RANGE);
  993. }
  994. uint64_t RenderingDeviceDriverD3D12::buffer_get_device_address(BufferID p_buffer) {
  995. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  996. return buf_info->resource->GetGPUVirtualAddress();
  997. }
  998. /*****************/
  999. /**** TEXTURE ****/
  1000. /*****************/
  1001. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = {
  1002. D3D12_SRV_DIMENSION_TEXTURE1D,
  1003. D3D12_SRV_DIMENSION_TEXTURE2D,
  1004. D3D12_SRV_DIMENSION_TEXTURE3D,
  1005. D3D12_SRV_DIMENSION_TEXTURECUBE,
  1006. D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
  1007. D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
  1008. D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
  1009. };
  1010. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = {
  1011. D3D12_SRV_DIMENSION_UNKNOWN,
  1012. D3D12_SRV_DIMENSION_TEXTURE2DMS,
  1013. D3D12_SRV_DIMENSION_UNKNOWN,
  1014. D3D12_SRV_DIMENSION_UNKNOWN,
  1015. D3D12_SRV_DIMENSION_UNKNOWN,
  1016. D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
  1017. D3D12_SRV_DIMENSION_UNKNOWN,
  1018. };
  1019. static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = {
  1020. D3D12_UAV_DIMENSION_TEXTURE1D,
  1021. D3D12_UAV_DIMENSION_TEXTURE2D,
  1022. D3D12_UAV_DIMENSION_TEXTURE3D,
  1023. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  1024. D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
  1025. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  1026. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  1027. };
  1028. uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) {
  1029. uint32_t common = UINT32_MAX;
  1030. MutexLock lock(format_sample_counts_mask_cache_mutex);
  1031. for (uint32_t i = 0; i < p_formats.size(); i++) {
  1032. if (format_sample_counts_mask_cache.has(p_formats[i])) {
  1033. common &= format_sample_counts_mask_cache[p_formats[i]];
  1034. } else {
  1035. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
  1036. msql.Format = p_formats[i];
  1037. uint32_t mask = 0;
  1038. for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
  1039. msql.SampleCount = (UINT)samples;
  1040. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
  1041. if (SUCCEEDED(res) && msql.NumQualityLevels) {
  1042. int bit = get_shift_from_power_of_2((uint32_t)samples);
  1043. ERR_FAIL_COND_V(bit == -1, 1);
  1044. mask |= (uint32_t)(1 << bit);
  1045. }
  1046. }
  1047. format_sample_counts_mask_cache.insert(p_formats[i], mask);
  1048. common &= mask;
  1049. }
  1050. }
  1051. if (common == UINT32_MAX) {
  1052. return 1;
  1053. } else {
  1054. return ((uint32_t)1 << nearest_shift(common));
  1055. }
  1056. }
  1057. UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) {
  1058. UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle;
  1059. D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
  1060. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
  1061. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
  1062. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
  1063. // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
  1064. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
  1065. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
  1066. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
  1067. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
  1068. };
  1069. return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
  1070. p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
  1071. p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
  1072. p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
  1073. p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
  1074. }
  1075. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) {
  1076. TextureAspect aspect = TEXTURE_ASPECT_MAX;
  1077. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  1078. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  1079. aspect = TEXTURE_ASPECT_COLOR;
  1080. }
  1081. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  1082. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  1083. aspect = TEXTURE_ASPECT_DEPTH;
  1084. } else if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  1085. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  1086. aspect = TEXTURE_ASPECT_STENCIL;
  1087. }
  1088. DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX);
  1089. return _compute_plane_slice(p_format, aspect);
  1090. }
  1091. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) {
  1092. switch (p_aspect) {
  1093. case TEXTURE_ASPECT_COLOR:
  1094. // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case).
  1095. return 0;
  1096. case TEXTURE_ASPECT_DEPTH:
  1097. // The plane must be 0 for the color or depth aspect
  1098. return 0;
  1099. case TEXTURE_ASPECT_STENCIL:
  1100. // The plane may be 0 for the stencil aspect (if the format is stencil-only), or 1 (if the format is depth-stencil; other cases are ill).
  1101. return format_get_plane_count(p_format) == 2 ? 1 : 0;
  1102. default:
  1103. DEV_ASSERT(false);
  1104. return 0;
  1105. }
  1106. }
  1107. UINT RenderingDeviceDriverD3D12::_compute_subresource_from_layers(TextureInfo *p_texture, const TextureSubresourceLayers &p_layers, uint32_t p_layer_offset) {
  1108. return D3D12CalcSubresource(p_layers.mipmap, p_layers.base_layer + p_layer_offset, _compute_plane_slice(p_texture->format, p_layers.aspect), p_texture->desc.MipLevels, p_texture->desc.ArraySize());
  1109. }
  1110. void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) {
  1111. uint32_t planes = 1;
  1112. if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  1113. planes = format_get_plane_count(p_tex_info->format);
  1114. }
  1115. D3D12_DISCARD_REGION dr = {};
  1116. dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1;
  1117. dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect;
  1118. dr.FirstSubresource = UINT_MAX;
  1119. dr.NumSubresources = 0;
  1120. for (uint32_t u = 0; u < planes; u++) {
  1121. for (uint32_t v = 0; v < p_tex_info->layers; v++) {
  1122. for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) {
  1123. UINT subresource = D3D12CalcSubresource(
  1124. p_tex_info->base_mip + w,
  1125. p_tex_info->base_layer + v,
  1126. u,
  1127. p_tex_info->desc.MipLevels,
  1128. p_tex_info->desc.ArraySize());
  1129. if (dr.NumSubresources == 0) {
  1130. dr.FirstSubresource = subresource;
  1131. dr.NumSubresources = 1;
  1132. } else if (dr.FirstSubresource + dr.NumSubresources == subresource) {
  1133. dr.NumSubresources++;
  1134. } else {
  1135. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  1136. dr.FirstSubresource = subresource;
  1137. dr.NumSubresources = 1;
  1138. }
  1139. }
  1140. }
  1141. }
  1142. if (dr.NumSubresources) {
  1143. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  1144. }
  1145. }
  1146. bool RenderingDeviceDriverD3D12::_unordered_access_supported_by_format(DataFormat p_format) {
  1147. switch (p_format) {
  1148. case DATA_FORMAT_R4G4_UNORM_PACK8:
  1149. case DATA_FORMAT_R4G4B4A4_UNORM_PACK16:
  1150. case DATA_FORMAT_B4G4R4A4_UNORM_PACK16:
  1151. case DATA_FORMAT_R5G6B5_UNORM_PACK16:
  1152. case DATA_FORMAT_B5G6R5_UNORM_PACK16:
  1153. case DATA_FORMAT_R5G5B5A1_UNORM_PACK16:
  1154. case DATA_FORMAT_B5G5R5A1_UNORM_PACK16:
  1155. case DATA_FORMAT_A1R5G5B5_UNORM_PACK16:
  1156. case DATA_FORMAT_A8B8G8R8_UNORM_PACK32:
  1157. case DATA_FORMAT_A8B8G8R8_SNORM_PACK32:
  1158. case DATA_FORMAT_A8B8G8R8_USCALED_PACK32:
  1159. case DATA_FORMAT_A8B8G8R8_SSCALED_PACK32:
  1160. case DATA_FORMAT_A8B8G8R8_UINT_PACK32:
  1161. case DATA_FORMAT_A8B8G8R8_SINT_PACK32:
  1162. case DATA_FORMAT_A8B8G8R8_SRGB_PACK32:
  1163. case DATA_FORMAT_A2R10G10B10_UNORM_PACK32:
  1164. case DATA_FORMAT_A2R10G10B10_SNORM_PACK32:
  1165. case DATA_FORMAT_A2R10G10B10_USCALED_PACK32:
  1166. case DATA_FORMAT_A2R10G10B10_SSCALED_PACK32:
  1167. case DATA_FORMAT_A2R10G10B10_UINT_PACK32:
  1168. case DATA_FORMAT_A2R10G10B10_SINT_PACK32:
  1169. case DATA_FORMAT_A2B10G10R10_UNORM_PACK32:
  1170. case DATA_FORMAT_A2B10G10R10_SNORM_PACK32:
  1171. case DATA_FORMAT_A2B10G10R10_USCALED_PACK32:
  1172. case DATA_FORMAT_A2B10G10R10_SSCALED_PACK32:
  1173. case DATA_FORMAT_A2B10G10R10_UINT_PACK32:
  1174. case DATA_FORMAT_A2B10G10R10_SINT_PACK32:
  1175. case DATA_FORMAT_B10G11R11_UFLOAT_PACK32:
  1176. case DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32:
  1177. case DATA_FORMAT_X8_D24_UNORM_PACK32:
  1178. case DATA_FORMAT_R10X6_UNORM_PACK16:
  1179. case DATA_FORMAT_R10X6G10X6_UNORM_2PACK16:
  1180. case DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16:
  1181. case DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16:
  1182. case DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16:
  1183. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16:
  1184. case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16:
  1185. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16:
  1186. case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16:
  1187. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16:
  1188. case DATA_FORMAT_R12X4_UNORM_PACK16:
  1189. case DATA_FORMAT_R12X4G12X4_UNORM_2PACK16:
  1190. case DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16:
  1191. case DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16:
  1192. case DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16:
  1193. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16:
  1194. case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16:
  1195. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16:
  1196. case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16:
  1197. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16:
  1198. return false;
  1199. default:
  1200. return true;
  1201. }
  1202. }
  1203. RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) {
  1204. // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
  1205. CD3DX12_RESOURCE_DESC1 resource_desc = {};
  1206. resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type];
  1207. resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
  1208. resource_desc.Width = p_format.width;
  1209. resource_desc.Height = p_format.height;
  1210. resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers;
  1211. resource_desc.MipLevels = p_format.mipmaps;
  1212. // Format.
  1213. bool cross_family_sharing = false;
  1214. bool relaxed_casting_available = false;
  1215. DXGI_FORMAT *relaxed_casting_formats = nullptr;
  1216. uint32_t relaxed_casting_format_count = 0;
  1217. {
  1218. resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family;
  1219. // If views of different families are wanted, special setup is needed for proper sharing among them.
  1220. // If the driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
  1221. if (p_format.shareable_formats.size() && format_capabilities.relaxed_casting_supported) {
  1222. relaxed_casting_available = true;
  1223. relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size() + 1);
  1224. relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1225. relaxed_casting_format_count++;
  1226. }
  1227. HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
  1228. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  1229. DataFormat curr_format = p_format.shareable_formats[i];
  1230. String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'";
  1231. ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported.");
  1232. if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) {
  1233. cross_family_sharing = true;
  1234. }
  1235. if (relaxed_casting_available) {
  1236. relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format;
  1237. relaxed_casting_format_count++;
  1238. }
  1239. }
  1240. if (cross_family_sharing && !relaxed_casting_available) {
  1241. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
  1242. if (p_format.texture_type == TEXTURE_TYPE_1D) {
  1243. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
  1244. }
  1245. if (p_format.samples != TEXTURE_SAMPLES_1) {
  1246. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
  1247. }
  1248. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1249. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
  1250. }
  1251. if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
  1252. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
  1253. }
  1254. }
  1255. }
  1256. // Usage.
  1257. if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
  1258. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1259. } else {
  1260. if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT) && _unordered_access_supported_by_format(p_format.format)) {
  1261. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
  1262. }
  1263. }
  1264. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1265. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1266. }
  1267. if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
  1268. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  1269. }
  1270. if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) && (p_format.usage_bits & TEXTURE_USAGE_VRS_FRAGMENT_SHADING_RATE_BIT)) {
  1271. // For VRS images we can't use the typeless format.
  1272. resource_desc.Format = DXGI_FORMAT_R8_UINT;
  1273. }
  1274. resource_desc.SampleDesc = {};
  1275. DXGI_FORMAT format_to_test = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) ? RD_TO_D3D12_FORMAT[p_format.format].dsv_format : RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1276. if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1277. resource_desc.SampleDesc.Count = MIN(
  1278. _find_max_common_supported_sample_count(format_to_test),
  1279. TEXTURE_SAMPLES_COUNT[p_format.samples]);
  1280. } else {
  1281. // No MSAA in D3D12 if storage. May have become possible recently where supported, though.
  1282. resource_desc.SampleDesc.Count = 1;
  1283. }
  1284. resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  1285. // Create.
  1286. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1287. allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
  1288. if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
  1289. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
  1290. } else {
  1291. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
  1292. }
  1293. if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1294. allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
  1295. }
  1296. D3D12_RESOURCE_STATES initial_state = {};
  1297. ID3D12Resource *texture = nullptr;
  1298. ComPtr<ID3D12Resource> main_texture;
  1299. ComPtr<D3D12MA::Allocation> allocation;
  1300. static const FLOAT black[4] = {};
  1301. D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black);
  1302. D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
  1303. {
  1304. HRESULT res = E_FAIL;
  1305. if (barrier_capabilities.enhanced_barriers_supported || (cross_family_sharing && relaxed_casting_available)) {
  1306. // Create with undefined layout if enhanced barriers are supported. Leave as common otherwise for interop with legacy barriers.
  1307. D3D12_BARRIER_LAYOUT initial_layout = barrier_capabilities.enhanced_barriers_supported ? D3D12_BARRIER_LAYOUT_UNDEFINED : D3D12_BARRIER_LAYOUT_COMMON;
  1308. res = allocator->CreateResource3(
  1309. &allocation_desc,
  1310. &resource_desc,
  1311. initial_layout,
  1312. clear_value_ptr,
  1313. relaxed_casting_format_count,
  1314. relaxed_casting_formats,
  1315. allocation.GetAddressOf(),
  1316. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1317. initial_state = D3D12_RESOURCE_STATE_COMMON;
  1318. } else {
  1319. res = allocator->CreateResource(
  1320. &allocation_desc,
  1321. (D3D12_RESOURCE_DESC *)&resource_desc,
  1322. D3D12_RESOURCE_STATE_COPY_DEST,
  1323. clear_value_ptr,
  1324. allocation.GetAddressOf(),
  1325. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1326. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  1327. }
  1328. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1329. texture = main_texture.Get();
  1330. }
  1331. // Describe views.
  1332. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1333. {
  1334. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1335. srv_desc.ViewDimension = p_format.samples == TEXTURE_SAMPLES_1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[p_format.texture_type] : RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[p_format.texture_type];
  1336. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1337. switch (srv_desc.ViewDimension) {
  1338. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1339. srv_desc.Texture1D.MipLevels = p_format.mipmaps;
  1340. } break;
  1341. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1342. srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
  1343. srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1344. } break;
  1345. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1346. srv_desc.Texture2D.MipLevels = p_format.mipmaps;
  1347. } break;
  1348. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1349. } break;
  1350. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1351. srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
  1352. srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1353. } break;
  1354. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1355. srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
  1356. } break;
  1357. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1358. srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
  1359. srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
  1360. } break;
  1361. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1362. srv_desc.Texture3D.MipLevels = p_format.mipmaps;
  1363. } break;
  1364. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1365. srv_desc.TextureCube.MipLevels = p_format.mipmaps;
  1366. } break;
  1367. default: {
  1368. }
  1369. }
  1370. }
  1371. D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {};
  1372. {
  1373. main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1374. main_uav_desc.ViewDimension = p_format.samples == TEXTURE_SAMPLES_1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[p_format.texture_type] : D3D12_UAV_DIMENSION_UNKNOWN;
  1375. switch (main_uav_desc.ViewDimension) {
  1376. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1377. main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1378. } break;
  1379. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1380. // Either for an actual 2D texture array, cubemap or cubemap array.
  1381. main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1382. } break;
  1383. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1384. main_uav_desc.Texture3D.WSize = p_format.depth;
  1385. } break;
  1386. default: {
  1387. }
  1388. }
  1389. }
  1390. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
  1391. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1392. // Bookkeep.
  1393. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1394. tex_info->resource = texture;
  1395. tex_info->owner_info.resource = main_texture;
  1396. tex_info->owner_info.allocation = allocation;
  1397. tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers);
  1398. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1399. tex_info->owner_info.states.subresource_states[i] = initial_state;
  1400. }
  1401. tex_info->states_ptr = &tex_info->owner_info.states;
  1402. tex_info->format = p_format.format;
  1403. GODOT_GCC_WARNING_PUSH_AND_IGNORE("-Wstrict-aliasing")
  1404. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1405. GODOT_GCC_WARNING_POP
  1406. tex_info->base_layer = 0;
  1407. tex_info->layers = resource_desc.ArraySize();
  1408. tex_info->base_mip = 0;
  1409. tex_info->mipmaps = resource_desc.MipLevels;
  1410. tex_info->view_descs.srv = srv_desc;
  1411. tex_info->view_descs.uav = uav_desc;
  1412. if (!barrier_capabilities.enhanced_barriers_supported && (p_format.usage_bits & (TEXTURE_USAGE_STORAGE_BIT | TEXTURE_USAGE_COLOR_ATTACHMENT_BIT))) {
  1413. // Fallback to clear resources when they're first used in a uniform set. Not necessary if enhanced barriers
  1414. // are supported, as the discard flag will be used instead when transitioning from an undefined layout.
  1415. textures_pending_clear.add(&tex_info->pending_clear);
  1416. }
  1417. return TextureID(tex_info);
  1418. }
  1419. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_from_extension(uint64_t p_native_texture, TextureType p_type, DataFormat p_format, uint32_t p_array_layers, bool p_depth_stencil, uint32_t p_mipmaps) {
  1420. ID3D12Resource *texture = (ID3D12Resource *)p_native_texture;
  1421. #if defined(_MSC_VER) || !defined(_WIN32)
  1422. const D3D12_RESOURCE_DESC base_resource_desc = texture->GetDesc();
  1423. #else
  1424. D3D12_RESOURCE_DESC base_resource_desc;
  1425. texture->GetDesc(&base_resource_desc);
  1426. #endif
  1427. CD3DX12_RESOURCE_DESC resource_desc(base_resource_desc);
  1428. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1429. {
  1430. srv_desc.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1431. srv_desc.ViewDimension = resource_desc.SampleDesc.Count == 1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[p_type] : RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[p_type];
  1432. srv_desc.Shader4ComponentMapping = _compute_component_mapping(TextureView{ p_format });
  1433. switch (srv_desc.ViewDimension) {
  1434. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1435. srv_desc.Texture1D.MipLevels = resource_desc.MipLevels;
  1436. } break;
  1437. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1438. srv_desc.Texture1DArray.MipLevels = resource_desc.MipLevels;
  1439. srv_desc.Texture1DArray.ArraySize = p_array_layers;
  1440. } break;
  1441. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1442. srv_desc.Texture2D.MipLevels = resource_desc.MipLevels;
  1443. } break;
  1444. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1445. } break;
  1446. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1447. srv_desc.Texture2DArray.MipLevels = resource_desc.MipLevels;
  1448. srv_desc.Texture2DArray.ArraySize = p_array_layers;
  1449. } break;
  1450. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1451. srv_desc.Texture2DMSArray.ArraySize = p_array_layers;
  1452. } break;
  1453. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1454. srv_desc.TextureCubeArray.MipLevels = resource_desc.MipLevels;
  1455. srv_desc.TextureCubeArray.NumCubes = p_array_layers / 6;
  1456. } break;
  1457. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1458. srv_desc.Texture3D.MipLevels = resource_desc.MipLevels;
  1459. } break;
  1460. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1461. srv_desc.TextureCube.MipLevels = resource_desc.MipLevels;
  1462. } break;
  1463. default: {
  1464. }
  1465. }
  1466. }
  1467. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  1468. {
  1469. uav_desc.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1470. uav_desc.ViewDimension = resource_desc.SampleDesc.Count == 1 ? RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[p_type] : D3D12_UAV_DIMENSION_UNKNOWN;
  1471. switch (uav_desc.ViewDimension) {
  1472. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1473. uav_desc.Texture1DArray.ArraySize = p_array_layers;
  1474. } break;
  1475. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1476. // Either for an actual 2D texture array, cubemap or cubemap array.
  1477. uav_desc.Texture2DArray.ArraySize = p_array_layers;
  1478. } break;
  1479. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1480. uav_desc.Texture3D.WSize = resource_desc.Depth();
  1481. } break;
  1482. default: {
  1483. }
  1484. }
  1485. }
  1486. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1487. tex_info->resource = texture;
  1488. tex_info->owner_info.resource = nullptr; // Not allocated by us.
  1489. tex_info->owner_info.allocation = nullptr; // Not allocated by us.
  1490. tex_info->owner_info.states.subresource_states.resize(resource_desc.MipLevels * p_array_layers);
  1491. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1492. tex_info->owner_info.states.subresource_states[i] = !p_depth_stencil ? D3D12_RESOURCE_STATE_RENDER_TARGET : D3D12_RESOURCE_STATE_DEPTH_WRITE;
  1493. }
  1494. tex_info->states_ptr = &tex_info->owner_info.states;
  1495. tex_info->format = p_format;
  1496. #if defined(__GNUC__) && !defined(__clang__)
  1497. #pragma GCC diagnostic push
  1498. #pragma GCC diagnostic ignored "-Wstrict-aliasing"
  1499. #endif
  1500. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1501. #if defined(__GNUC__) && !defined(__clang__)
  1502. #pragma GCC diagnostic pop
  1503. #endif
  1504. tex_info->base_layer = 0;
  1505. tex_info->layers = p_array_layers;
  1506. tex_info->base_mip = 0;
  1507. tex_info->mipmaps = resource_desc.MipLevels;
  1508. tex_info->view_descs.srv = srv_desc;
  1509. tex_info->view_descs.uav = uav_desc;
  1510. #ifdef DEBUG_ENABLED
  1511. tex_info->created_from_extension = true;
  1512. #endif
  1513. return TextureID(tex_info);
  1514. }
  1515. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
  1516. return _texture_create_shared_from_slice(p_original_texture, p_view, (TextureSliceType)-1, 0, 0, 0, 0);
  1517. }
  1518. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) {
  1519. return _texture_create_shared_from_slice(p_original_texture, p_view, p_slice_type, p_layer, p_layers, p_mipmap, p_mipmaps);
  1520. }
  1521. RDD::TextureID RenderingDeviceDriverD3D12::_texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) {
  1522. TextureInfo *owner_tex_info = (TextureInfo *)p_original_texture.id;
  1523. #ifdef DEBUG_ENABLED
  1524. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1525. #endif
  1526. ComPtr<ID3D12Resource> new_texture;
  1527. ComPtr<D3D12MA::Allocation> new_allocation;
  1528. ID3D12Resource *resource = owner_tex_info->resource;
  1529. CD3DX12_RESOURCE_DESC new_tex_resource_desc = owner_tex_info->desc;
  1530. // Describe views.
  1531. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1532. {
  1533. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1534. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1535. }
  1536. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1537. {
  1538. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1539. }
  1540. if (p_slice_type != (TextureSliceType)-1) {
  1541. // Complete description with slicing.
  1542. switch (p_slice_type) {
  1543. case TEXTURE_SLICE_2D: {
  1544. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
  1545. srv_desc.Texture2D.MostDetailedMip = p_mipmap;
  1546. srv_desc.Texture2D.MipLevels = p_mipmaps;
  1547. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
  1548. uav_desc.Texture1D.MipSlice = p_mipmap;
  1549. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
  1550. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
  1551. } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer)) || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) {
  1552. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1553. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1554. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1555. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1556. srv_desc.Texture2DArray.ArraySize = 1;
  1557. srv_desc.Texture2DArray.PlaneSlice = 0;
  1558. srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
  1559. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1560. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1561. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1562. uav_desc.Texture2DArray.ArraySize = 1;
  1563. uav_desc.Texture2DArray.PlaneSlice = 0;
  1564. } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
  1565. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1566. srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
  1567. srv_desc.Texture2DMSArray.ArraySize = 1;
  1568. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
  1569. } else {
  1570. DEV_ASSERT(false);
  1571. }
  1572. } break;
  1573. case TEXTURE_SLICE_CUBEMAP: {
  1574. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
  1575. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  1576. srv_desc.TextureCube.MostDetailedMip = p_mipmap;
  1577. srv_desc.TextureCube.MipLevels = p_mipmaps;
  1578. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1579. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1580. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1581. uav_desc.Texture2DArray.ArraySize = 6;
  1582. uav_desc.Texture2DArray.PlaneSlice = 0;
  1583. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
  1584. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  1585. srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
  1586. srv_desc.TextureCubeArray.MipLevels = p_mipmaps;
  1587. srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
  1588. srv_desc.TextureCubeArray.NumCubes = 1;
  1589. srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  1590. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1591. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1592. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1593. uav_desc.Texture2DArray.ArraySize = 6;
  1594. uav_desc.Texture2DArray.PlaneSlice = 0;
  1595. } else {
  1596. DEV_ASSERT(false);
  1597. }
  1598. } break;
  1599. case TEXTURE_SLICE_3D: {
  1600. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
  1601. srv_desc.Texture3D.MostDetailedMip = p_mipmap;
  1602. srv_desc.Texture3D.MipLevels = p_mipmaps;
  1603. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
  1604. uav_desc.Texture3D.MipSlice = p_mipmap;
  1605. uav_desc.Texture3D.WSize = -1;
  1606. } break;
  1607. case TEXTURE_SLICE_2D_ARRAY: {
  1608. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
  1609. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1610. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1611. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1612. srv_desc.Texture2DArray.ArraySize = p_layers;
  1613. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1614. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1615. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1616. uav_desc.Texture2DArray.ArraySize = p_layers;
  1617. } break;
  1618. default:
  1619. break;
  1620. }
  1621. }
  1622. // Bookkeep.
  1623. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1624. tex_info->resource = resource;
  1625. tex_info->states_ptr = owner_tex_info->states_ptr;
  1626. tex_info->format = p_view.format;
  1627. tex_info->desc = new_tex_resource_desc;
  1628. if (p_slice_type == (TextureSliceType)-1) {
  1629. tex_info->base_layer = owner_tex_info->base_layer;
  1630. tex_info->layers = owner_tex_info->layers;
  1631. tex_info->base_mip = owner_tex_info->base_mip;
  1632. tex_info->mipmaps = owner_tex_info->mipmaps;
  1633. } else {
  1634. tex_info->base_layer = p_layer;
  1635. tex_info->layers = p_layers;
  1636. tex_info->base_mip = p_mipmap;
  1637. tex_info->mipmaps = p_mipmaps;
  1638. }
  1639. tex_info->view_descs.srv = srv_desc;
  1640. tex_info->view_descs.uav = uav_desc;
  1641. tex_info->main_texture = owner_tex_info;
  1642. return TextureID(tex_info);
  1643. }
  1644. void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) {
  1645. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1646. VersatileResource::free(resources_allocator, tex_info);
  1647. }
  1648. uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) {
  1649. const TextureInfo *tex_info = (const TextureInfo *)p_texture.id;
  1650. return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0;
  1651. }
  1652. void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) {
  1653. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1654. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0);
  1655. D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {};
  1656. UINT64 subresource_total_size = 0;
  1657. device->GetCopyableFootprints(
  1658. &tex_info->desc,
  1659. subresource,
  1660. 1,
  1661. 0,
  1662. &footprint,
  1663. nullptr,
  1664. nullptr,
  1665. &subresource_total_size);
  1666. *r_layout = {};
  1667. r_layout->offset = footprint.Offset;
  1668. r_layout->size = subresource_total_size;
  1669. r_layout->row_pitch = footprint.Footprint.RowPitch;
  1670. r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth();
  1671. r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize();
  1672. }
  1673. uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) {
  1674. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1675. #ifdef DEBUG_ENABLED
  1676. ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr);
  1677. #endif
  1678. UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect);
  1679. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane);
  1680. void *data_ptr = nullptr;
  1681. HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr);
  1682. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1683. tex_info->mapped_subresource = subresource;
  1684. return (uint8_t *)data_ptr;
  1685. }
  1686. void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) {
  1687. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1688. #ifdef DEBUG_ENABLED
  1689. ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX);
  1690. #endif
  1691. tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE);
  1692. tex_info->mapped_subresource = UINT_MAX;
  1693. }
  1694. BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) {
  1695. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1696. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1697. if (srv_rtv_support.Format != DXGI_FORMAT_UNKNOWN) { // Some implementations (i.e., vkd3d-proton) error out instead of returning empty.
  1698. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1699. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1700. }
  1701. D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
  1702. D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
  1703. dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format;
  1704. if (dsv_support.Format != DXGI_FORMAT_UNKNOWN) { // See above.
  1705. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
  1706. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1707. }
  1708. // Everything supported by default makes an all-or-nothing check easier for the caller.
  1709. BitField<RDD::TextureUsageBits> supported = INT64_MAX;
  1710. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
  1711. // as long as the resource can be used as a texture, Sample() will work with point filter at least.
  1712. // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
  1713. // That's almost good for integer formats. The problem is that theoretically there may be
  1714. // float formats that support LOAD but not SAMPLE fully, so this check will not detect
  1715. // such a flaw in the format. Linearly interpolated sampling would just not work on them.
  1716. if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) ||
  1717. RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
  1718. supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT);
  1719. }
  1720. if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
  1721. supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  1722. }
  1723. if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
  1724. supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
  1725. }
  1726. if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
  1727. supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT);
  1728. }
  1729. if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
  1730. supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT);
  1731. }
  1732. if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) {
  1733. supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT);
  1734. }
  1735. return supported;
  1736. }
  1737. bool RenderingDeviceDriverD3D12::texture_can_make_shared_with_format(TextureID p_texture, DataFormat p_format, bool &r_raw_reinterpretation) {
  1738. r_raw_reinterpretation = false;
  1739. if (format_capabilities.relaxed_casting_supported) {
  1740. // Relaxed casting is supported, there should be no need to check for format family compatibility.
  1741. return true;
  1742. } else {
  1743. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1744. if (tex_info->format == DATA_FORMAT_R16_UINT && p_format == DATA_FORMAT_R4G4B4A4_UNORM_PACK16) {
  1745. // Specific cases that require buffer reinterpretation.
  1746. r_raw_reinterpretation = true;
  1747. return false;
  1748. } else if (RD_TO_D3D12_FORMAT[tex_info->format].family != RD_TO_D3D12_FORMAT[p_format].family) {
  1749. // Format family is different but copying resources directly is possible.
  1750. return false;
  1751. } else {
  1752. // Format family is the same and the view can just cast the format.
  1753. return true;
  1754. }
  1755. }
  1756. }
  1757. /*****************/
  1758. /**** SAMPLER ****/
  1759. /*****************/
  1760. static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = {
  1761. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  1762. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  1763. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  1764. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  1765. D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
  1766. };
  1767. static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = {
  1768. { 0, 0, 0, 0 },
  1769. { 0, 0, 0, 0 },
  1770. { 0, 0, 0, 1 },
  1771. { 0, 0, 0, 1 },
  1772. { 1, 1, 1, 1 },
  1773. { 1, 1, 1, 1 },
  1774. };
  1775. RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) {
  1776. uint32_t slot = UINT32_MAX;
  1777. if (samplers.is_empty()) {
  1778. // Adding a seemigly busy slot 0 makes things easier elsewhere.
  1779. samplers.push_back({});
  1780. samplers.push_back({});
  1781. slot = 1;
  1782. } else {
  1783. for (uint32_t i = 1; i < samplers.size(); i++) {
  1784. if ((int)samplers[i].Filter == INT_MAX) {
  1785. slot = i;
  1786. break;
  1787. }
  1788. }
  1789. if (slot == UINT32_MAX) {
  1790. slot = samplers.size();
  1791. samplers.push_back({});
  1792. }
  1793. }
  1794. D3D12_SAMPLER_DESC &sampler_desc = samplers[slot];
  1795. if (p_state.use_anisotropy) {
  1796. sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1797. sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
  1798. } else {
  1799. static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = {
  1800. D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
  1801. D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
  1802. };
  1803. sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
  1804. RD_FILTER_TYPE_TO_D3D12[p_state.min_filter],
  1805. RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter],
  1806. RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter],
  1807. p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1808. }
  1809. sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_u];
  1810. sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_v];
  1811. sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_w];
  1812. for (int i = 0; i < 4; i++) {
  1813. sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i];
  1814. }
  1815. sampler_desc.MinLOD = p_state.min_lod;
  1816. sampler_desc.MaxLOD = p_state.max_lod;
  1817. sampler_desc.MipLODBias = p_state.lod_bias;
  1818. sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
  1819. // TODO: Emulate somehow?
  1820. if (p_state.unnormalized_uvw) {
  1821. WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
  1822. }
  1823. return SamplerID(slot);
  1824. }
  1825. void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) {
  1826. samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX;
  1827. }
  1828. bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) {
  1829. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1830. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1831. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1832. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1833. return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
  1834. }
  1835. /**********************/
  1836. /**** VERTEX ARRAY ****/
  1837. /**********************/
  1838. RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) {
  1839. VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator);
  1840. vf_info->input_elem_descs.resize(p_vertex_attribs.size());
  1841. vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size());
  1842. for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) {
  1843. vf_info->input_elem_descs[i] = {};
  1844. vf_info->input_elem_descs[i].SemanticName = "TEXCOORD";
  1845. vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location;
  1846. vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format;
  1847. vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
  1848. vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset;
  1849. if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
  1850. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
  1851. vf_info->input_elem_descs[i].InstanceDataStepRate = 1;
  1852. } else {
  1853. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
  1854. vf_info->input_elem_descs[i].InstanceDataStepRate = 0;
  1855. }
  1856. vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride;
  1857. }
  1858. return VertexFormatID(vf_info);
  1859. }
  1860. void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) {
  1861. VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id;
  1862. VersatileResource::free(resources_allocator, vf_info);
  1863. }
  1864. /******************/
  1865. /**** BARRIERS ****/
  1866. /******************/
  1867. static D3D12_BARRIER_ACCESS _rd_texture_layout_access_mask(RDD::TextureLayout p_texture_layout) {
  1868. switch (p_texture_layout) {
  1869. case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
  1870. return D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1871. case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
  1872. return D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1873. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
  1874. return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
  1875. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
  1876. return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
  1877. case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
  1878. return D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
  1879. case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
  1880. return D3D12_BARRIER_ACCESS_COPY_SOURCE;
  1881. case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
  1882. return D3D12_BARRIER_ACCESS_COPY_DEST;
  1883. case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
  1884. return D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
  1885. case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
  1886. return D3D12_BARRIER_ACCESS_RESOLVE_DEST;
  1887. case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
  1888. return D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
  1889. case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
  1890. DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
  1891. return D3D12_BARRIER_ACCESS_NO_ACCESS;
  1892. default:
  1893. return D3D12_BARRIER_ACCESS_NO_ACCESS;
  1894. }
  1895. }
  1896. static void _rd_access_to_d3d12_and_mask(BitField<RDD::BarrierAccessBits> p_access, RDD::TextureLayout p_texture_layout, D3D12_BARRIER_ACCESS &r_access, D3D12_BARRIER_SYNC &r_sync_mask) {
  1897. r_access = D3D12_BARRIER_ACCESS_COMMON;
  1898. r_sync_mask = D3D12_BARRIER_SYNC_NONE;
  1899. if (p_access.has_flag(RDD::BARRIER_ACCESS_INDIRECT_COMMAND_READ_BIT)) {
  1900. r_access |= D3D12_BARRIER_ACCESS_INDIRECT_ARGUMENT;
  1901. r_sync_mask |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
  1902. }
  1903. if (p_access.has_flag(RDD::BARRIER_ACCESS_INDEX_READ_BIT)) {
  1904. r_access |= D3D12_BARRIER_ACCESS_INDEX_BUFFER;
  1905. r_sync_mask |= D3D12_BARRIER_SYNC_INDEX_INPUT | D3D12_BARRIER_SYNC_DRAW;
  1906. }
  1907. if (p_access.has_flag(RDD::BARRIER_ACCESS_VERTEX_ATTRIBUTE_READ_BIT)) {
  1908. r_access |= D3D12_BARRIER_ACCESS_VERTEX_BUFFER;
  1909. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1910. }
  1911. if (p_access.has_flag(RDD::BARRIER_ACCESS_UNIFORM_READ_BIT)) {
  1912. r_access |= D3D12_BARRIER_ACCESS_CONSTANT_BUFFER;
  1913. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
  1914. D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1915. }
  1916. if (p_access.has_flag(RDD::BARRIER_ACCESS_INPUT_ATTACHMENT_READ_BIT)) {
  1917. r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1918. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
  1919. }
  1920. if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_READ_BIT)) {
  1921. r_access |= D3D12_BARRIER_ACCESS_COPY_SOURCE;
  1922. r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
  1923. }
  1924. if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_WRITE_BIT)) {
  1925. r_access |= D3D12_BARRIER_ACCESS_COPY_DEST;
  1926. r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
  1927. }
  1928. if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_READ_BIT)) {
  1929. r_access |= D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
  1930. r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
  1931. }
  1932. if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_WRITE_BIT)) {
  1933. r_access |= D3D12_BARRIER_ACCESS_RESOLVE_DEST;
  1934. r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
  1935. }
  1936. if (p_access.has_flag(RDD::BARRIER_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT)) {
  1937. r_access |= D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
  1938. r_sync_mask |= D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_ALL_SHADING;
  1939. }
  1940. const D3D12_BARRIER_SYNC unordered_access_mask = D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
  1941. D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
  1942. if (p_access.has_flag(RDD::BARRIER_ACCESS_STORAGE_CLEAR_BIT)) {
  1943. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1944. r_sync_mask |= unordered_access_mask;
  1945. }
  1946. // These access bits only have compatibility with certain layouts unlike in Vulkan where they imply specific operations in the same layout.
  1947. if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_WRITE_BIT)) {
  1948. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1949. r_sync_mask |= unordered_access_mask;
  1950. } else if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_READ_BIT)) {
  1951. if (p_texture_layout == RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL) {
  1952. // Unordered access must be enforced if the texture is using the storage layout.
  1953. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1954. r_sync_mask |= unordered_access_mask;
  1955. } else {
  1956. r_access |= D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
  1957. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1958. }
  1959. }
  1960. if (p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_WRITE_BIT) || p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_READ_BIT)) {
  1961. r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1962. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
  1963. }
  1964. if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT)) {
  1965. r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
  1966. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1967. } else if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT)) {
  1968. r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
  1969. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1970. }
  1971. }
  1972. static void _rd_stages_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, D3D12_BARRIER_SYNC &r_sync) {
  1973. if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
  1974. r_sync = D3D12_BARRIER_SYNC_ALL;
  1975. } else {
  1976. if (p_stages.has_flag(RDD::PIPELINE_STAGE_DRAW_INDIRECT_BIT)) {
  1977. r_sync |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
  1978. }
  1979. if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_INPUT_BIT)) {
  1980. r_sync |= D3D12_BARRIER_SYNC_INDEX_INPUT;
  1981. }
  1982. if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_SHADER_BIT)) {
  1983. r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
  1984. }
  1985. if (p_stages.has_flag(RDD::PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_GEOMETRY_SHADER_BIT)) {
  1986. // There's no granularity for tessellation or geometry stages. The specification defines it as part of vertex shading.
  1987. r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
  1988. }
  1989. if (p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT)) {
  1990. r_sync |= D3D12_BARRIER_SYNC_PIXEL_SHADING;
  1991. }
  1992. if (p_stages.has_flag(RDD::PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT)) {
  1993. // Covers both read and write operations for depth stencil.
  1994. r_sync |= D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1995. }
  1996. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)) {
  1997. r_sync |= D3D12_BARRIER_SYNC_RENDER_TARGET;
  1998. }
  1999. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COMPUTE_SHADER_BIT)) {
  2000. r_sync |= D3D12_BARRIER_SYNC_COMPUTE_SHADING;
  2001. }
  2002. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COPY_BIT)) {
  2003. r_sync |= D3D12_BARRIER_SYNC_COPY;
  2004. }
  2005. if (p_stages.has_flag(RDD::PIPELINE_STAGE_RESOLVE_BIT)) {
  2006. r_sync |= D3D12_BARRIER_SYNC_RESOLVE;
  2007. }
  2008. if (p_stages.has_flag(RDD::PIPELINE_STAGE_CLEAR_STORAGE_BIT)) {
  2009. r_sync |= D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
  2010. }
  2011. if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_GRAPHICS_BIT)) {
  2012. r_sync |= D3D12_BARRIER_SYNC_DRAW;
  2013. }
  2014. }
  2015. }
  2016. static void _rd_stages_and_access_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, RDD::TextureLayout p_texture_layout, BitField<RDD::BarrierAccessBits> p_access, D3D12_BARRIER_SYNC &r_sync, D3D12_BARRIER_ACCESS &r_access) {
  2017. D3D12_BARRIER_SYNC sync_mask;
  2018. r_sync = D3D12_BARRIER_SYNC_NONE;
  2019. if (p_texture_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) {
  2020. // Undefined texture layouts are a special case where no access bits or synchronization scopes are allowed.
  2021. r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
  2022. return;
  2023. }
  2024. // Convert access bits to the D3D12 barrier access bits.
  2025. _rd_access_to_d3d12_and_mask(p_access, p_texture_layout, r_access, sync_mask);
  2026. if (p_texture_layout != RDD::TEXTURE_LAYOUT_MAX) {
  2027. // Only allow the access bits compatible with the texture layout.
  2028. r_access &= _rd_texture_layout_access_mask(p_texture_layout);
  2029. }
  2030. // Convert stage bits to the D3D12 synchronization scope bits.
  2031. _rd_stages_to_d3d12(p_stages, r_sync);
  2032. // Only enable synchronization stages compatible with the access bits that were used.
  2033. r_sync &= sync_mask;
  2034. if (r_sync == D3D12_BARRIER_SYNC_NONE) {
  2035. if (p_access.is_empty()) {
  2036. // No valid synchronization scope was defined and no access in particular is required.
  2037. r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
  2038. } else {
  2039. // Access is required but the synchronization scope wasn't compatible. We fall back to the global synchronization scope and access.
  2040. r_sync = D3D12_BARRIER_SYNC_ALL;
  2041. r_access = D3D12_BARRIER_ACCESS_COMMON;
  2042. }
  2043. }
  2044. }
  2045. static D3D12_BARRIER_LAYOUT _rd_texture_layout_to_d3d12_barrier_layout(RDD::TextureLayout p_texture_layout) {
  2046. switch (p_texture_layout) {
  2047. case RDD::TEXTURE_LAYOUT_UNDEFINED:
  2048. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  2049. case RDD::TEXTURE_LAYOUT_GENERAL:
  2050. return D3D12_BARRIER_LAYOUT_COMMON;
  2051. case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
  2052. return D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS;
  2053. case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
  2054. return D3D12_BARRIER_LAYOUT_RENDER_TARGET;
  2055. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
  2056. return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
  2057. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
  2058. return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_READ;
  2059. case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
  2060. return D3D12_BARRIER_LAYOUT_SHADER_RESOURCE;
  2061. case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
  2062. return D3D12_BARRIER_LAYOUT_COPY_SOURCE;
  2063. case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
  2064. return D3D12_BARRIER_LAYOUT_COPY_DEST;
  2065. case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
  2066. return D3D12_BARRIER_LAYOUT_RESOLVE_SOURCE;
  2067. case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
  2068. return D3D12_BARRIER_LAYOUT_RESOLVE_DEST;
  2069. case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
  2070. return D3D12_BARRIER_LAYOUT_SHADING_RATE_SOURCE;
  2071. case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
  2072. DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
  2073. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  2074. default:
  2075. DEV_ASSERT(false && "Unknown texture layout.");
  2076. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  2077. }
  2078. }
  2079. void RenderingDeviceDriverD3D12::command_pipeline_barrier(CommandBufferID p_cmd_buffer,
  2080. BitField<PipelineStageBits> p_src_stages,
  2081. BitField<PipelineStageBits> p_dst_stages,
  2082. VectorView<RDD::MemoryAccessBarrier> p_memory_barriers,
  2083. VectorView<RDD::BufferBarrier> p_buffer_barriers,
  2084. VectorView<RDD::TextureBarrier> p_texture_barriers) {
  2085. if (!barrier_capabilities.enhanced_barriers_supported) {
  2086. // Enhanced barriers are a requirement for this function.
  2087. return;
  2088. }
  2089. if (p_memory_barriers.size() == 0 && p_buffer_barriers.size() == 0 && p_texture_barriers.size() == 0) {
  2090. // At least one barrier must be present in the arguments.
  2091. return;
  2092. }
  2093. // The command list must support the required interface.
  2094. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffer.id);
  2095. ID3D12GraphicsCommandList7 *cmd_list_7 = nullptr;
  2096. HRESULT res = cmd_buf_info->cmd_list->QueryInterface(IID_PPV_ARGS(&cmd_list_7));
  2097. ERR_FAIL_COND(FAILED(res));
  2098. // Convert the RDD barriers to D3D12 enhanced barriers.
  2099. thread_local LocalVector<D3D12_GLOBAL_BARRIER> global_barriers;
  2100. thread_local LocalVector<D3D12_BUFFER_BARRIER> buffer_barriers;
  2101. thread_local LocalVector<D3D12_TEXTURE_BARRIER> texture_barriers;
  2102. global_barriers.clear();
  2103. buffer_barriers.clear();
  2104. texture_barriers.clear();
  2105. D3D12_GLOBAL_BARRIER global_barrier = {};
  2106. for (uint32_t i = 0; i < p_memory_barriers.size(); i++) {
  2107. const MemoryAccessBarrier &memory_barrier = p_memory_barriers[i];
  2108. _rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.src_access, global_barrier.SyncBefore, global_barrier.AccessBefore);
  2109. _rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.dst_access, global_barrier.SyncAfter, global_barrier.AccessAfter);
  2110. global_barriers.push_back(global_barrier);
  2111. }
  2112. D3D12_BUFFER_BARRIER buffer_barrier_d3d12 = {};
  2113. buffer_barrier_d3d12.Offset = 0;
  2114. buffer_barrier_d3d12.Size = UINT64_MAX; // The specification says this must be the size of the buffer barrier.
  2115. for (uint32_t i = 0; i < p_buffer_barriers.size(); i++) {
  2116. const BufferBarrier &buffer_barrier_rd = p_buffer_barriers[i];
  2117. const BufferInfo *buffer_info = (const BufferInfo *)(buffer_barrier_rd.buffer.id);
  2118. _rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, buffer_barrier_rd.src_access, buffer_barrier_d3d12.SyncBefore, buffer_barrier_d3d12.AccessBefore);
  2119. _rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, buffer_barrier_rd.dst_access, buffer_barrier_d3d12.SyncAfter, buffer_barrier_d3d12.AccessAfter);
  2120. buffer_barrier_d3d12.pResource = buffer_info->resource;
  2121. buffer_barriers.push_back(buffer_barrier_d3d12);
  2122. }
  2123. D3D12_TEXTURE_BARRIER texture_barrier_d3d12 = {};
  2124. for (uint32_t i = 0; i < p_texture_barriers.size(); i++) {
  2125. const TextureBarrier &texture_barrier_rd = p_texture_barriers[i];
  2126. const TextureInfo *texture_info = (const TextureInfo *)(texture_barrier_rd.texture.id);
  2127. if (texture_info->main_texture) {
  2128. texture_info = texture_info->main_texture;
  2129. }
  2130. // Textures created for simultaneous access do not need explicit transitions.
  2131. if (texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS) {
  2132. continue;
  2133. }
  2134. _rd_stages_and_access_to_d3d12(p_src_stages, texture_barrier_rd.prev_layout, texture_barrier_rd.src_access, texture_barrier_d3d12.SyncBefore, texture_barrier_d3d12.AccessBefore);
  2135. _rd_stages_and_access_to_d3d12(p_dst_stages, texture_barrier_rd.next_layout, texture_barrier_rd.dst_access, texture_barrier_d3d12.SyncAfter, texture_barrier_d3d12.AccessAfter);
  2136. texture_barrier_d3d12.LayoutBefore = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.prev_layout);
  2137. texture_barrier_d3d12.LayoutAfter = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.next_layout);
  2138. texture_barrier_d3d12.pResource = texture_info->resource;
  2139. if (texture_barrier_rd.subresources.mipmap_count == texture_info->mipmaps && texture_barrier_rd.subresources.layer_count == texture_info->layers) {
  2140. // So, all resources. Then, let's be explicit about it so D3D12 doesn't think
  2141. // we are dealing with a subset of subresources.
  2142. texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = 0xffffffff;
  2143. texture_barrier_d3d12.Subresources.NumMipLevels = 0;
  2144. // Because NumMipLevels == 0, all the other fields are ignored by D3D12.
  2145. } else {
  2146. texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = texture_barrier_rd.subresources.base_mipmap;
  2147. texture_barrier_d3d12.Subresources.NumMipLevels = texture_barrier_rd.subresources.mipmap_count;
  2148. texture_barrier_d3d12.Subresources.FirstArraySlice = texture_barrier_rd.subresources.base_layer;
  2149. texture_barrier_d3d12.Subresources.NumArraySlices = texture_barrier_rd.subresources.layer_count;
  2150. texture_barrier_d3d12.Subresources.FirstPlane = _compute_plane_slice(texture_info->format, texture_barrier_rd.subresources.aspect);
  2151. texture_barrier_d3d12.Subresources.NumPlanes = format_get_plane_count(texture_info->format);
  2152. }
  2153. texture_barrier_d3d12.Flags = (texture_barrier_rd.prev_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) ? D3D12_TEXTURE_BARRIER_FLAG_DISCARD : D3D12_TEXTURE_BARRIER_FLAG_NONE;
  2154. texture_barriers.push_back(texture_barrier_d3d12);
  2155. }
  2156. // Define the barrier groups and execute.
  2157. D3D12_BARRIER_GROUP barrier_groups[3] = {};
  2158. uint32_t barrier_groups_count = 0;
  2159. if (!global_barriers.is_empty()) {
  2160. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  2161. barrier_group.Type = D3D12_BARRIER_TYPE_GLOBAL;
  2162. barrier_group.NumBarriers = global_barriers.size();
  2163. barrier_group.pGlobalBarriers = global_barriers.ptr();
  2164. }
  2165. if (!buffer_barriers.is_empty()) {
  2166. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  2167. barrier_group.Type = D3D12_BARRIER_TYPE_BUFFER;
  2168. barrier_group.NumBarriers = buffer_barriers.size();
  2169. barrier_group.pBufferBarriers = buffer_barriers.ptr();
  2170. }
  2171. if (!texture_barriers.is_empty()) {
  2172. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  2173. barrier_group.Type = D3D12_BARRIER_TYPE_TEXTURE;
  2174. barrier_group.NumBarriers = texture_barriers.size();
  2175. barrier_group.pTextureBarriers = texture_barriers.ptr();
  2176. }
  2177. if (barrier_groups_count) {
  2178. cmd_list_7->Barrier(barrier_groups_count, barrier_groups);
  2179. }
  2180. }
  2181. /****************/
  2182. /**** FENCES ****/
  2183. /****************/
  2184. RDD::FenceID RenderingDeviceDriverD3D12::fence_create() {
  2185. ComPtr<ID3D12Fence> d3d_fence;
  2186. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  2187. ERR_FAIL_COND_V(!SUCCEEDED(res), FenceID());
  2188. HANDLE event_handle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
  2189. ERR_FAIL_NULL_V(event_handle, FenceID());
  2190. FenceInfo *fence = memnew(FenceInfo);
  2191. fence->d3d_fence = d3d_fence;
  2192. fence->event_handle = event_handle;
  2193. return FenceID(fence);
  2194. }
  2195. Error RenderingDeviceDriverD3D12::fence_wait(FenceID p_fence) {
  2196. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  2197. fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
  2198. DWORD res = WaitForSingleObjectEx(fence->event_handle, INFINITE, FALSE);
  2199. #ifdef PIX_ENABLED
  2200. PIXNotifyWakeFromFenceSignal(fence->event_handle);
  2201. #endif
  2202. return (res == WAIT_FAILED) ? FAILED : OK;
  2203. }
  2204. void RenderingDeviceDriverD3D12::fence_free(FenceID p_fence) {
  2205. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  2206. CloseHandle(fence->event_handle);
  2207. memdelete(fence);
  2208. }
  2209. /********************/
  2210. /**** SEMAPHORES ****/
  2211. /********************/
  2212. RDD::SemaphoreID RenderingDeviceDriverD3D12::semaphore_create() {
  2213. ComPtr<ID3D12Fence> d3d_fence;
  2214. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  2215. ERR_FAIL_COND_V(!SUCCEEDED(res), SemaphoreID());
  2216. SemaphoreInfo *semaphore = memnew(SemaphoreInfo);
  2217. semaphore->d3d_fence = d3d_fence;
  2218. return SemaphoreID(semaphore);
  2219. }
  2220. void RenderingDeviceDriverD3D12::semaphore_free(SemaphoreID p_semaphore) {
  2221. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_semaphore.id);
  2222. memdelete(semaphore);
  2223. }
  2224. /******************/
  2225. /**** COMMANDS ****/
  2226. /******************/
  2227. // ----- QUEUE FAMILY -----
  2228. RDD::CommandQueueFamilyID RenderingDeviceDriverD3D12::command_queue_family_get(BitField<CommandQueueFamilyBits> p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface) {
  2229. // Return the command list type encoded plus one so zero is an invalid value.
  2230. // The only ones that support presenting to a surface are direct queues.
  2231. if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_GRAPHICS_BIT) || (p_surface != 0)) {
  2232. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_DIRECT + 1);
  2233. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_COMPUTE_BIT)) {
  2234. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COMPUTE + 1);
  2235. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_TRANSFER_BIT)) {
  2236. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COPY + 1);
  2237. } else {
  2238. return CommandQueueFamilyID();
  2239. }
  2240. }
  2241. // ----- QUEUE -----
  2242. RDD::CommandQueueID RenderingDeviceDriverD3D12::command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue) {
  2243. ComPtr<ID3D12CommandQueue> d3d_queue;
  2244. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  2245. queue_desc.Type = (D3D12_COMMAND_LIST_TYPE)(p_cmd_queue_family.id - 1);
  2246. HRESULT res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(d3d_queue.GetAddressOf()));
  2247. ERR_FAIL_COND_V(!SUCCEEDED(res), CommandQueueID());
  2248. if (p_identify_as_main_queue && D3D12Hooks::get_singleton() != nullptr) {
  2249. D3D12Hooks::get_singleton()->set_command_queue(d3d_queue.Get());
  2250. }
  2251. CommandQueueInfo *command_queue = memnew(CommandQueueInfo);
  2252. command_queue->d3d_queue = d3d_queue;
  2253. return CommandQueueID(command_queue);
  2254. }
  2255. Error RenderingDeviceDriverD3D12::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) {
  2256. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2257. for (uint32_t i = 0; i < p_wait_semaphores.size(); i++) {
  2258. const SemaphoreInfo *semaphore = (const SemaphoreInfo *)(p_wait_semaphores[i].id);
  2259. command_queue->d3d_queue->Wait(semaphore->d3d_fence.Get(), semaphore->fence_value);
  2260. }
  2261. if (p_cmd_buffers.size() > 0) {
  2262. thread_local LocalVector<ID3D12CommandList *> command_lists;
  2263. command_lists.resize(p_cmd_buffers.size());
  2264. for (uint32_t i = 0; i < p_cmd_buffers.size(); i++) {
  2265. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffers[i].id);
  2266. command_lists[i] = cmd_buf_info->cmd_list.Get();
  2267. }
  2268. command_queue->d3d_queue->ExecuteCommandLists(command_lists.size(), command_lists.ptr());
  2269. for (uint32_t i = 0; i < p_cmd_semaphores.size(); i++) {
  2270. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_cmd_semaphores[i].id);
  2271. semaphore->fence_value++;
  2272. command_queue->d3d_queue->Signal(semaphore->d3d_fence.Get(), semaphore->fence_value);
  2273. }
  2274. if (p_cmd_fence) {
  2275. FenceInfo *fence = (FenceInfo *)(p_cmd_fence.id);
  2276. fence->fence_value++;
  2277. command_queue->d3d_queue->Signal(fence->d3d_fence.Get(), fence->fence_value);
  2278. }
  2279. }
  2280. HRESULT res;
  2281. bool any_present_failed = false;
  2282. for (uint32_t i = 0; i < p_swap_chains.size(); i++) {
  2283. SwapChain *swap_chain = (SwapChain *)(p_swap_chains[i].id);
  2284. res = swap_chain->d3d_swap_chain->Present(swap_chain->sync_interval, swap_chain->present_flags);
  2285. if (!SUCCEEDED(res)) {
  2286. print_verbose(vformat("D3D12: Presenting swapchain failed with error 0x%08ux.", (uint64_t)res));
  2287. any_present_failed = true;
  2288. }
  2289. }
  2290. return any_present_failed ? FAILED : OK;
  2291. }
  2292. void RenderingDeviceDriverD3D12::command_queue_free(CommandQueueID p_cmd_queue) {
  2293. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2294. memdelete(command_queue);
  2295. }
  2296. // ----- POOL -----
  2297. RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) {
  2298. CommandPoolInfo *command_pool = memnew(CommandPoolInfo);
  2299. command_pool->queue_family = p_cmd_queue_family;
  2300. command_pool->buffer_type = p_cmd_buffer_type;
  2301. return CommandPoolID(command_pool);
  2302. }
  2303. bool RenderingDeviceDriverD3D12::command_pool_reset(CommandPoolID p_cmd_pool) {
  2304. return true;
  2305. }
  2306. void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
  2307. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  2308. // Destroy all command buffers associated with this command pool, mirroring Vulkan's behavior.
  2309. SelfList<CommandBufferInfo> *cmd_buf_elem = command_pool->command_buffers.first();
  2310. while (cmd_buf_elem != nullptr) {
  2311. CommandBufferInfo *cmd_buf_info = cmd_buf_elem->self();
  2312. cmd_buf_elem = cmd_buf_elem->next();
  2313. cmd_buf_info->cmd_list.Reset();
  2314. cmd_buf_info->cmd_allocator.Reset();
  2315. VersatileResource::free(resources_allocator, cmd_buf_info);
  2316. }
  2317. memdelete(command_pool);
  2318. }
  2319. // ----- BUFFER -----
  2320. RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPoolID p_cmd_pool) {
  2321. DEV_ASSERT(p_cmd_pool);
  2322. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  2323. D3D12_COMMAND_LIST_TYPE list_type;
  2324. if (command_pool->buffer_type == COMMAND_BUFFER_TYPE_SECONDARY) {
  2325. list_type = D3D12_COMMAND_LIST_TYPE_BUNDLE;
  2326. } else {
  2327. list_type = D3D12_COMMAND_LIST_TYPE(command_pool->queue_family.id - 1);
  2328. }
  2329. ID3D12CommandAllocator *cmd_allocator = nullptr;
  2330. {
  2331. HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator));
  2332. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2333. }
  2334. ID3D12GraphicsCommandList *cmd_list = nullptr;
  2335. {
  2336. ComPtr<ID3D12Device4> device_4;
  2337. device->QueryInterface(device_4.GetAddressOf());
  2338. HRESULT res = E_FAIL;
  2339. if (device_4) {
  2340. res = device_4->CreateCommandList1(0, list_type, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list));
  2341. } else {
  2342. res = device->CreateCommandList(0, list_type, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list));
  2343. }
  2344. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2345. if (!device_4) {
  2346. cmd_list->Close();
  2347. }
  2348. }
  2349. // Bookkeep
  2350. CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator);
  2351. cmd_buf_info->cmd_allocator = cmd_allocator;
  2352. cmd_buf_info->cmd_list = cmd_list;
  2353. // Add this command buffer to the command pool's list of command buffers.
  2354. command_pool->command_buffers.add(&cmd_buf_info->command_buffer_info_elem);
  2355. return CommandBufferID(cmd_buf_info);
  2356. }
  2357. bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) {
  2358. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2359. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  2360. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2361. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  2362. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2363. return true;
  2364. }
  2365. bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) {
  2366. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2367. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  2368. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2369. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  2370. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2371. return true;
  2372. }
  2373. void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) {
  2374. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  2375. HRESULT res = cmd_buf_info->cmd_list->Close();
  2376. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2377. cmd_buf_info->graphics_pso = nullptr;
  2378. cmd_buf_info->graphics_root_signature_crc = 0;
  2379. cmd_buf_info->compute_pso = nullptr;
  2380. cmd_buf_info->compute_root_signature_crc = 0;
  2381. cmd_buf_info->descriptor_heaps_set = false;
  2382. }
  2383. void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) {
  2384. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2385. for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) {
  2386. const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id;
  2387. cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get());
  2388. }
  2389. }
  2390. /********************/
  2391. /**** SWAP CHAIN ****/
  2392. /********************/
  2393. void RenderingDeviceDriverD3D12::_swap_chain_release(SwapChain *p_swap_chain) {
  2394. _swap_chain_release_buffers(p_swap_chain);
  2395. p_swap_chain->d3d_swap_chain.Reset();
  2396. }
  2397. void RenderingDeviceDriverD3D12::_swap_chain_release_buffers(SwapChain *p_swap_chain) {
  2398. for (ID3D12Resource *render_target : p_swap_chain->render_targets) {
  2399. render_target->Release();
  2400. }
  2401. p_swap_chain->render_targets.clear();
  2402. p_swap_chain->render_targets_info.clear();
  2403. for (RDD::FramebufferID framebuffer : p_swap_chain->framebuffers) {
  2404. framebuffer_free(framebuffer);
  2405. }
  2406. p_swap_chain->framebuffers.clear();
  2407. }
  2408. RDD::SwapChainID RenderingDeviceDriverD3D12::swap_chain_create(RenderingContextDriver::SurfaceID p_surface) {
  2409. // Create the render pass that will be used to draw to the swap chain's framebuffers.
  2410. RDD::Attachment attachment;
  2411. attachment.format = DATA_FORMAT_R8G8B8A8_UNORM;
  2412. attachment.samples = RDD::TEXTURE_SAMPLES_1;
  2413. attachment.load_op = RDD::ATTACHMENT_LOAD_OP_CLEAR;
  2414. attachment.store_op = RDD::ATTACHMENT_STORE_OP_STORE;
  2415. RDD::Subpass subpass;
  2416. RDD::AttachmentReference color_ref;
  2417. color_ref.attachment = 0;
  2418. color_ref.aspect.set_flag(RDD::TEXTURE_ASPECT_COLOR_BIT);
  2419. subpass.color_references.push_back(color_ref);
  2420. RenderPassID render_pass = render_pass_create(attachment, subpass, {}, 1, AttachmentReference());
  2421. ERR_FAIL_COND_V(!render_pass, SwapChainID());
  2422. // Create the empty swap chain until it is resized.
  2423. SwapChain *swap_chain = memnew(SwapChain);
  2424. swap_chain->surface = p_surface;
  2425. swap_chain->data_format = attachment.format;
  2426. swap_chain->render_pass = render_pass;
  2427. return SwapChainID(swap_chain);
  2428. }
  2429. Error RenderingDeviceDriverD3D12::swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) {
  2430. DEV_ASSERT(p_cmd_queue.id != 0);
  2431. DEV_ASSERT(p_swap_chain.id != 0);
  2432. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2433. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2434. RenderingContextDriverD3D12::Surface *surface = (RenderingContextDriverD3D12::Surface *)(swap_chain->surface);
  2435. if (surface->width == 0 || surface->height == 0) {
  2436. // Very likely the window is minimized, don't create a swap chain.
  2437. return ERR_SKIP;
  2438. }
  2439. HRESULT res;
  2440. const bool is_tearing_supported = context_driver->get_tearing_supported();
  2441. UINT sync_interval = 0;
  2442. UINT present_flags = 0;
  2443. UINT creation_flags = 0;
  2444. switch (surface->vsync_mode) {
  2445. case DisplayServer::VSYNC_MAILBOX: {
  2446. sync_interval = 1;
  2447. present_flags = DXGI_PRESENT_RESTART;
  2448. } break;
  2449. case DisplayServer::VSYNC_ENABLED: {
  2450. sync_interval = 1;
  2451. present_flags = 0;
  2452. } break;
  2453. case DisplayServer::VSYNC_DISABLED: {
  2454. sync_interval = 0;
  2455. present_flags = is_tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
  2456. creation_flags = is_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  2457. } break;
  2458. case DisplayServer::VSYNC_ADAPTIVE: // Unsupported.
  2459. default:
  2460. sync_interval = 1;
  2461. present_flags = 0;
  2462. break;
  2463. }
  2464. if (swap_chain->d3d_swap_chain != nullptr && creation_flags != swap_chain->creation_flags) {
  2465. // The swap chain must be recreated if the creation flags are different.
  2466. _swap_chain_release(swap_chain);
  2467. }
  2468. DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
  2469. if (swap_chain->d3d_swap_chain != nullptr) {
  2470. _swap_chain_release_buffers(swap_chain);
  2471. res = swap_chain->d3d_swap_chain->ResizeBuffers(p_desired_framebuffer_count, surface->width, surface->height, DXGI_FORMAT_UNKNOWN, creation_flags);
  2472. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_UNAVAILABLE);
  2473. } else {
  2474. swap_chain_desc.BufferCount = p_desired_framebuffer_count;
  2475. swap_chain_desc.Format = RD_TO_D3D12_FORMAT[swap_chain->data_format].general_format;
  2476. swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  2477. swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  2478. swap_chain_desc.SampleDesc.Count = 1;
  2479. swap_chain_desc.Flags = creation_flags;
  2480. swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
  2481. if (OS::get_singleton()->is_layered_allowed()) {
  2482. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
  2483. has_comp_alpha[(uint64_t)p_cmd_queue.id] = true;
  2484. } else {
  2485. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  2486. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  2487. }
  2488. swap_chain_desc.Width = surface->width;
  2489. swap_chain_desc.Height = surface->height;
  2490. ComPtr<IDXGISwapChain1> swap_chain_1;
  2491. #ifdef DCOMP_ENABLED
  2492. res = context_driver->dxgi_factory_get()->CreateSwapChainForComposition(command_queue->d3d_queue.Get(), &swap_chain_desc, nullptr, swap_chain_1.GetAddressOf());
  2493. #else
  2494. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  2495. if (!SUCCEEDED(res) && swap_chain_desc.AlphaMode != DXGI_ALPHA_MODE_IGNORE) {
  2496. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  2497. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  2498. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  2499. }
  2500. #endif
  2501. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2502. swap_chain_1.As(&swap_chain->d3d_swap_chain);
  2503. ERR_FAIL_NULL_V(swap_chain->d3d_swap_chain, ERR_CANT_CREATE);
  2504. res = context_driver->dxgi_factory_get()->MakeWindowAssociation(surface->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
  2505. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2506. }
  2507. #ifdef DCOMP_ENABLED
  2508. if (surface->composition_device.Get() == nullptr) {
  2509. using PFN_DCompositionCreateDevice = HRESULT(WINAPI *)(IDXGIDevice *, REFIID, void **);
  2510. PFN_DCompositionCreateDevice pfn_DCompositionCreateDevice = (PFN_DCompositionCreateDevice)(void *)GetProcAddress(context_driver->lib_dcomp, "DCompositionCreateDevice");
  2511. ERR_FAIL_NULL_V(pfn_DCompositionCreateDevice, ERR_CANT_CREATE);
  2512. res = pfn_DCompositionCreateDevice(nullptr, IID_PPV_ARGS(surface->composition_device.GetAddressOf()));
  2513. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2514. res = surface->composition_device->CreateTargetForHwnd(surface->hwnd, TRUE, surface->composition_target.GetAddressOf());
  2515. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2516. res = surface->composition_device->CreateVisual(surface->composition_visual.GetAddressOf());
  2517. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2518. res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
  2519. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2520. res = surface->composition_target->SetRoot(surface->composition_visual.Get());
  2521. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2522. res = surface->composition_device->Commit();
  2523. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2524. } else {
  2525. res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
  2526. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2527. res = surface->composition_device->Commit();
  2528. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2529. }
  2530. #endif
  2531. res = swap_chain->d3d_swap_chain->GetDesc1(&swap_chain_desc);
  2532. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2533. ERR_FAIL_COND_V(swap_chain_desc.BufferCount == 0, ERR_CANT_CREATE);
  2534. surface->width = swap_chain_desc.Width;
  2535. surface->height = swap_chain_desc.Height;
  2536. swap_chain->creation_flags = creation_flags;
  2537. swap_chain->sync_interval = sync_interval;
  2538. swap_chain->present_flags = present_flags;
  2539. // Retrieve the render targets associated to the swap chain and recreate the framebuffers. The following code
  2540. // relies on the address of the elements remaining static when new elements are inserted, so the container must
  2541. // follow this restriction when reserving the right amount of elements beforehand.
  2542. swap_chain->render_targets.reserve(swap_chain_desc.BufferCount);
  2543. swap_chain->render_targets_info.reserve(swap_chain_desc.BufferCount);
  2544. swap_chain->framebuffers.reserve(swap_chain_desc.BufferCount);
  2545. for (uint32_t i = 0; i < swap_chain_desc.BufferCount; i++) {
  2546. // Retrieve the resource corresponding to the swap chain's buffer.
  2547. ID3D12Resource *render_target = nullptr;
  2548. res = swap_chain->d3d_swap_chain->GetBuffer(i, IID_PPV_ARGS(&render_target));
  2549. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2550. swap_chain->render_targets.push_back(render_target);
  2551. // Create texture information for the framebuffer to reference the resource. Since the states pointer must
  2552. // reference an address of the element itself, we must insert it first and then modify it.
  2553. swap_chain->render_targets_info.push_back(TextureInfo());
  2554. TextureInfo &texture_info = swap_chain->render_targets_info[i];
  2555. texture_info.owner_info.states.subresource_states.push_back(D3D12_RESOURCE_STATE_PRESENT);
  2556. texture_info.states_ptr = &texture_info.owner_info.states;
  2557. texture_info.format = swap_chain->data_format;
  2558. #if defined(_MSC_VER) || !defined(_WIN32)
  2559. texture_info.desc = CD3DX12_RESOURCE_DESC(render_target->GetDesc());
  2560. #else
  2561. render_target->GetDesc(&texture_info.desc);
  2562. #endif
  2563. texture_info.layers = 1;
  2564. texture_info.mipmaps = 1;
  2565. texture_info.resource = render_target;
  2566. texture_info.view_descs.srv.Format = texture_info.desc.Format;
  2567. texture_info.view_descs.srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  2568. // Create the framebuffer for this buffer.
  2569. FramebufferID framebuffer = _framebuffer_create(swap_chain->render_pass, TextureID(&swap_chain->render_targets_info[i]), swap_chain_desc.Width, swap_chain_desc.Height, true);
  2570. ERR_FAIL_COND_V(!framebuffer, ERR_CANT_CREATE);
  2571. swap_chain->framebuffers.push_back(framebuffer);
  2572. }
  2573. // Once everything's been created correctly, indicate the surface no longer needs to be resized.
  2574. context_driver->surface_set_needs_resize(swap_chain->surface, false);
  2575. return OK;
  2576. }
  2577. RDD::FramebufferID RenderingDeviceDriverD3D12::swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) {
  2578. DEV_ASSERT(p_swap_chain.id != 0);
  2579. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2580. if (context_driver->surface_get_needs_resize(swap_chain->surface)) {
  2581. r_resize_required = true;
  2582. return FramebufferID();
  2583. }
  2584. const uint32_t buffer_index = swap_chain->d3d_swap_chain->GetCurrentBackBufferIndex();
  2585. DEV_ASSERT(buffer_index < swap_chain->framebuffers.size());
  2586. return swap_chain->framebuffers[buffer_index];
  2587. }
  2588. RDD::RenderPassID RenderingDeviceDriverD3D12::swap_chain_get_render_pass(SwapChainID p_swap_chain) {
  2589. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2590. return swap_chain->render_pass;
  2591. }
  2592. RDD::DataFormat RenderingDeviceDriverD3D12::swap_chain_get_format(SwapChainID p_swap_chain) {
  2593. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2594. return swap_chain->data_format;
  2595. }
  2596. void RenderingDeviceDriverD3D12::swap_chain_free(SwapChainID p_swap_chain) {
  2597. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2598. _swap_chain_release(swap_chain);
  2599. render_pass_free(swap_chain->render_pass);
  2600. memdelete(swap_chain);
  2601. }
  2602. /*********************/
  2603. /**** FRAMEBUFFER ****/
  2604. /*********************/
  2605. D3D12_RENDER_TARGET_VIEW_DESC RenderingDeviceDriverD3D12::_make_rtv_for_texture(const TextureInfo *p_texture_info, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases) {
  2606. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
  2607. rtv_desc.Format = p_texture_info->view_descs.srv.Format;
  2608. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2609. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2610. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
  2611. rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset;
  2612. } break;
  2613. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2614. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
  2615. rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2616. rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2617. rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers;
  2618. } break;
  2619. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2620. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  2621. rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2622. rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice;
  2623. } break;
  2624. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2625. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2626. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2627. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2628. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers;
  2629. rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice;
  2630. } break;
  2631. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2632. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  2633. } break;
  2634. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2635. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  2636. rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2637. rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers;
  2638. } break;
  2639. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  2640. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  2641. rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset;
  2642. rtv_desc.Texture3D.FirstWSlice = 0;
  2643. rtv_desc.Texture3D.WSize = -1;
  2644. } break;
  2645. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2646. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  2647. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2648. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2649. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2650. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->layers : p_layers;
  2651. rtv_desc.Texture2DArray.PlaneSlice = 0;
  2652. } break;
  2653. default: {
  2654. DEV_ASSERT(false);
  2655. }
  2656. }
  2657. return rtv_desc;
  2658. }
  2659. D3D12_UNORDERED_ACCESS_VIEW_DESC RenderingDeviceDriverD3D12::_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) {
  2660. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = p_texture_info->view_descs.uav;
  2661. uint32_t mip = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2662. switch (p_texture_info->view_descs.uav.ViewDimension) {
  2663. case D3D12_UAV_DIMENSION_TEXTURE1D: {
  2664. uav_desc.Texture1DArray.MipSlice = mip;
  2665. } break;
  2666. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  2667. uav_desc.Texture1DArray.MipSlice = mip;
  2668. uav_desc.Texture1DArray.FirstArraySlice = mip;
  2669. uav_desc.Texture1DArray.ArraySize = p_layers;
  2670. } break;
  2671. case D3D12_UAV_DIMENSION_TEXTURE2D: {
  2672. uav_desc.Texture2D.MipSlice = mip;
  2673. } break;
  2674. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  2675. uav_desc.Texture2DArray.MipSlice = mip;
  2676. uav_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2677. uav_desc.Texture2DArray.ArraySize = p_layers;
  2678. } break;
  2679. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  2680. uav_desc.Texture3D.MipSlice = mip;
  2681. uav_desc.Texture3D.WSize = MAX(uav_desc.Texture3D.WSize >> p_mipmap_offset, 1U);
  2682. } break;
  2683. default:
  2684. break;
  2685. }
  2686. return uav_desc;
  2687. }
  2688. D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) {
  2689. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
  2690. dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format;
  2691. dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
  2692. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2693. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2694. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
  2695. dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip;
  2696. } break;
  2697. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2698. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
  2699. dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip;
  2700. dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer;
  2701. dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize;
  2702. } break;
  2703. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2704. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2705. dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip;
  2706. } break;
  2707. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2708. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  2709. dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip;
  2710. dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer;
  2711. dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize;
  2712. } break;
  2713. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2714. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  2715. dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine;
  2716. } break;
  2717. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2718. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  2719. dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer;
  2720. dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize;
  2721. } break;
  2722. default: {
  2723. DEV_ASSERT(false);
  2724. }
  2725. }
  2726. return dsv_desc;
  2727. }
  2728. RDD::FramebufferID RenderingDeviceDriverD3D12::_framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height, bool p_is_screen) {
  2729. // Pre-bookkeep.
  2730. FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator);
  2731. fb_info->is_screen = p_is_screen;
  2732. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  2733. uint32_t num_color = 0;
  2734. uint32_t num_depth_stencil = 0;
  2735. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2736. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2737. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2738. num_color++;
  2739. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2740. num_depth_stencil++;
  2741. }
  2742. }
  2743. uint32_t vrs_index = UINT32_MAX;
  2744. for (const Subpass &E : pass_info->subpasses) {
  2745. if (E.fragment_shading_rate_reference.attachment != AttachmentReference::UNUSED) {
  2746. vrs_index = E.fragment_shading_rate_reference.attachment;
  2747. }
  2748. }
  2749. if (num_color) {
  2750. Error err = fb_info->rtv_heap.allocate(this, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color);
  2751. if (err) {
  2752. VersatileResource::free(resources_allocator, fb_info);
  2753. ERR_FAIL_V(FramebufferID());
  2754. }
  2755. }
  2756. CPUDescriptorsHeapWalker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  2757. if (num_depth_stencil) {
  2758. Error err = fb_info->dsv_heap.allocate(this, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil);
  2759. if (err) {
  2760. VersatileResource::free(resources_allocator, fb_info);
  2761. ERR_FAIL_V(FramebufferID());
  2762. }
  2763. }
  2764. CPUDescriptorsHeapWalker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  2765. fb_info->attachments_handle_inds.resize(p_attachments.size());
  2766. fb_info->attachments.reserve(num_color + num_depth_stencil);
  2767. uint32_t color_idx = 0;
  2768. uint32_t depth_stencil_idx = 0;
  2769. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2770. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2771. if (fb_info->size.x == 0) {
  2772. fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height);
  2773. }
  2774. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2775. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX);
  2776. device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
  2777. rtv_heap_walker.advance();
  2778. fb_info->attachments_handle_inds[i] = color_idx;
  2779. fb_info->attachments.push_back(p_attachments[i]);
  2780. color_idx++;
  2781. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2782. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info);
  2783. device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
  2784. dsv_heap_walker.advance();
  2785. fb_info->attachments_handle_inds[i] = depth_stencil_idx;
  2786. fb_info->attachments.push_back(p_attachments[i]);
  2787. depth_stencil_idx++;
  2788. } else if (i == vrs_index) {
  2789. fb_info->vrs_attachment = p_attachments[i];
  2790. } else {
  2791. DEV_ASSERT(false);
  2792. }
  2793. }
  2794. DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx);
  2795. DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX));
  2796. DEV_ASSERT(rtv_heap_walker.is_at_eof());
  2797. DEV_ASSERT(dsv_heap_walker.is_at_eof());
  2798. return FramebufferID(fb_info);
  2799. }
  2800. RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) {
  2801. return _framebuffer_create(p_render_pass, p_attachments, p_width, p_height, false);
  2802. }
  2803. void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) {
  2804. FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id;
  2805. VersatileResource::free(resources_allocator, fb_info);
  2806. }
  2807. /****************/
  2808. /**** SHADER ****/
  2809. /****************/
  2810. bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants(
  2811. const ShaderInfo *p_shader_info,
  2812. VectorView<PipelineSpecializationConstant> p_specialization_constants,
  2813. HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) {
  2814. // If something needs to be patched, COW will do the trick.
  2815. r_final_stages_bytecode = p_shader_info->stages_bytecode;
  2816. uint32_t stages_re_sign_mask = 0;
  2817. for (uint32_t i = 0; i < p_specialization_constants.size(); i++) {
  2818. const PipelineSpecializationConstant &psc = p_specialization_constants[i];
  2819. if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
  2820. // This SC wasn't even in the original SPIR-V shader.
  2821. continue;
  2822. }
  2823. for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) {
  2824. if (psc.constant_id == sc.constant_id) {
  2825. if (psc.int_value != sc.int_value) {
  2826. stages_re_sign_mask |= RenderingDXIL::patch_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
  2827. }
  2828. break;
  2829. }
  2830. }
  2831. }
  2832. // Re-sign patched stages.
  2833. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) {
  2834. ShaderStage stage = E.key;
  2835. if ((stages_re_sign_mask & (1 << stage))) {
  2836. Vector<uint8_t> &bytecode = E.value;
  2837. RenderingDXIL::sign_bytecode(stage, bytecode);
  2838. }
  2839. }
  2840. return true;
  2841. }
  2842. RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_container(const Ref<RenderingShaderContainer> &p_shader_container, const Vector<ImmutableSampler> &p_immutable_samplers) {
  2843. ShaderReflection shader_refl = p_shader_container->get_shader_reflection();
  2844. ShaderInfo shader_info_in;
  2845. const RenderingShaderContainerD3D12 *shader_container_d3d12 = Object::cast_to<RenderingShaderContainerD3D12>(p_shader_container.ptr());
  2846. ERR_FAIL_NULL_V_MSG(shader_container_d3d12, ShaderID(), "Shader container is not a recognized format.");
  2847. RenderingShaderContainerD3D12::ShaderReflectionD3D12 shader_refl_d3d12 = shader_container_d3d12->get_shader_reflection_d3d12();
  2848. if (shader_refl_d3d12.dxil_push_constant_stages != 0) {
  2849. shader_info_in.dxil_push_constant_size = shader_refl.push_constant_size;
  2850. }
  2851. shader_info_in.spirv_specialization_constants_ids_mask = shader_refl_d3d12.spirv_specialization_constants_ids_mask;
  2852. shader_info_in.nir_runtime_data_root_param_idx = shader_refl_d3d12.nir_runtime_data_root_param_idx;
  2853. shader_info_in.is_compute = shader_refl.is_compute;
  2854. shader_info_in.sets.resize(shader_refl.uniform_sets.size());
  2855. for (uint32_t i = 0; i < shader_info_in.sets.size(); i++) {
  2856. shader_info_in.sets[i].bindings.resize(shader_refl.uniform_sets[i].size());
  2857. for (uint32_t j = 0; j < shader_info_in.sets[i].bindings.size(); j++) {
  2858. const ShaderUniform &uniform = shader_refl.uniform_sets[i][j];
  2859. const RenderingShaderContainerD3D12::ReflectionBindingDataD3D12 &uniform_d3d12 = shader_refl_d3d12.reflection_binding_set_uniforms_d3d12[i][j];
  2860. ShaderInfo::UniformBindingInfo &binding = shader_info_in.sets[i].bindings[j];
  2861. binding.stages = uniform_d3d12.dxil_stages;
  2862. binding.res_class = (ResourceClass)(uniform_d3d12.resource_class);
  2863. binding.type = UniformType(uniform.type);
  2864. binding.length = uniform.length;
  2865. #ifdef DEV_ENABLED
  2866. binding.writable = uniform.writable;
  2867. #endif
  2868. static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(RenderingShaderContainerD3D12::ReflectionBindingDataD3D12::root_signature_locations));
  2869. memcpy((void *)&binding.root_sig_locations, (void *)&uniform_d3d12.root_signature_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations));
  2870. if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
  2871. shader_info_in.sets[i].num_root_params.resources++;
  2872. }
  2873. if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  2874. shader_info_in.sets[i].num_root_params.samplers++;
  2875. }
  2876. }
  2877. }
  2878. shader_info_in.specialization_constants.resize(shader_refl.specialization_constants.size());
  2879. for (uint32_t i = 0; i < shader_info_in.specialization_constants.size(); i++) {
  2880. ShaderInfo::SpecializationConstant &sc = shader_info_in.specialization_constants[i];
  2881. const ShaderSpecializationConstant &src_sc = shader_refl.specialization_constants[i];
  2882. const RenderingShaderContainerD3D12::ReflectionSpecializationDataD3D12 &src_sc_d3d12 = shader_refl_d3d12.reflection_specialization_data_d3d12[i];
  2883. sc.constant_id = src_sc.constant_id;
  2884. sc.int_value = src_sc.int_value;
  2885. memcpy(sc.stages_bit_offsets, src_sc_d3d12.stages_bit_offsets, sizeof(sc.stages_bit_offsets));
  2886. }
  2887. Vector<uint8_t> decompressed_code;
  2888. for (uint32_t i = 0; i < shader_refl.stages_vector.size(); i++) {
  2889. const RenderingShaderContainer::Shader &shader = p_shader_container->shaders[i];
  2890. bool requires_decompression = (shader.code_decompressed_size > 0);
  2891. if (requires_decompression) {
  2892. decompressed_code.resize(shader.code_decompressed_size);
  2893. bool decompressed = p_shader_container->decompress_code(shader.code_compressed_bytes.ptr(), shader.code_compressed_bytes.size(), shader.code_compression_flags, decompressed_code.ptrw(), decompressed_code.size());
  2894. ERR_FAIL_COND_V_MSG(!decompressed, ShaderID(), vformat("Failed to decompress code on shader stage %s.", String(SHADER_STAGE_NAMES[shader_refl.stages_vector[i]])));
  2895. }
  2896. if (requires_decompression) {
  2897. shader_info_in.stages_bytecode[shader.shader_stage] = decompressed_code;
  2898. } else {
  2899. shader_info_in.stages_bytecode[shader.shader_stage] = shader.code_compressed_bytes;
  2900. }
  2901. }
  2902. PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER d3d_D3D12CreateRootSignatureDeserializer = (PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateRootSignatureDeserializer");
  2903. ERR_FAIL_NULL_V(d3d_D3D12CreateRootSignatureDeserializer, ShaderID());
  2904. HRESULT res = d3d_D3D12CreateRootSignatureDeserializer(shader_refl_d3d12.root_signature_bytes.ptr(), shader_refl_d3d12.root_signature_bytes.size(), IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf()));
  2905. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2906. ComPtr<ID3D12RootSignature> root_signature;
  2907. res = device->CreateRootSignature(0, shader_refl_d3d12.root_signature_bytes.ptr(), shader_refl_d3d12.root_signature_bytes.size(), IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf()));
  2908. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2909. shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc();
  2910. shader_info_in.root_signature_crc = shader_refl_d3d12.root_signature_crc;
  2911. // Bookkeep.
  2912. ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator);
  2913. *shader_info_ptr = shader_info_in;
  2914. return ShaderID(shader_info_ptr);
  2915. }
  2916. uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) {
  2917. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  2918. return shader_info_in->root_signature_crc;
  2919. }
  2920. void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) {
  2921. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  2922. VersatileResource::free(resources_allocator, shader_info_in);
  2923. }
  2924. void RenderingDeviceDriverD3D12::shader_destroy_modules(ShaderID p_shader) {
  2925. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  2926. shader_info_in->stages_bytecode.clear();
  2927. }
  2928. /*********************/
  2929. /**** UNIFORM SET ****/
  2930. /*********************/
  2931. static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_double_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) {
  2932. r_srv_uav_ambiguity = false;
  2933. // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
  2934. // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
  2935. // to the frame descriptor heap at binding time.
  2936. // [[SRV_UAV_AMBIGUITY]]
  2937. switch (p_type) {
  2938. case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
  2939. r_num_samplers += p_binding_length;
  2940. } break;
  2941. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
  2942. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  2943. r_num_resources += p_binding_length;
  2944. r_num_samplers += p_binding_length;
  2945. } break;
  2946. case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
  2947. r_num_resources += 1;
  2948. } break;
  2949. case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
  2950. r_num_resources += p_double_srv_uav_ambiguous ? 2 : 1;
  2951. r_srv_uav_ambiguity = true;
  2952. } break;
  2953. case RenderingDevice::UNIFORM_TYPE_IMAGE: {
  2954. r_num_resources += p_binding_length * (p_double_srv_uav_ambiguous ? 2 : 1);
  2955. r_srv_uav_ambiguity = true;
  2956. } break;
  2957. default: {
  2958. r_num_resources += p_binding_length;
  2959. }
  2960. }
  2961. }
  2962. RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index, int p_linear_pool_index) {
  2963. //p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
  2964. // Pre-bookkeep.
  2965. UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);
  2966. // Do a first pass to count resources and samplers.
  2967. uint32_t num_resource_descs = 0;
  2968. uint32_t num_sampler_descs = 0;
  2969. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  2970. const BoundUniform &uniform = p_uniforms[i];
  2971. // Since the uniform set may be created for a shader different than the one that will be actually bound,
  2972. // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
  2973. // Therefore, we can't make any assumptions here about descriptors that we may not need to create,
  2974. // pixel or vertex-only shader resource states, etc.
  2975. bool srv_uav_ambiguity = false;
  2976. uint32_t binding_length = uniform.ids.size();
  2977. if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) {
  2978. binding_length /= 2;
  2979. }
  2980. _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  2981. }
  2982. #ifdef DEV_ENABLED
  2983. uniform_set_info->resources_desc_info.reserve(num_resource_descs);
  2984. #endif
  2985. if (num_resource_descs) {
  2986. Error err = uniform_set_info->desc_heaps.resources.allocate(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs);
  2987. if (err) {
  2988. VersatileResource::free(resources_allocator, uniform_set_info);
  2989. ERR_FAIL_V(UniformSetID());
  2990. }
  2991. }
  2992. if (num_sampler_descs) {
  2993. Error err = uniform_set_info->desc_heaps.samplers.allocate(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs);
  2994. if (err) {
  2995. VersatileResource::free(resources_allocator, uniform_set_info);
  2996. ERR_FAIL_V(UniformSetID());
  2997. }
  2998. }
  2999. struct {
  3000. CPUDescriptorsHeapWalker resources;
  3001. CPUDescriptorsHeapWalker samplers;
  3002. } desc_heap_walkers;
  3003. desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3004. desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3005. struct NeededState {
  3006. bool is_buffer = false;
  3007. uint64_t shader_uniform_idx_mask = 0;
  3008. D3D12_RESOURCE_STATES states = {};
  3009. };
  3010. HashMap<ResourceInfo *, NeededState> resource_states;
  3011. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  3012. const BoundUniform &uniform = p_uniforms[i];
  3013. #ifdef DEV_ENABLED
  3014. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3015. const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i];
  3016. bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE);
  3017. DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
  3018. DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT)));
  3019. #endif
  3020. switch (uniform.type) {
  3021. case UNIFORM_TYPE_SAMPLER: {
  3022. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3023. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  3024. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  3025. desc_heap_walkers.samplers.advance();
  3026. }
  3027. } break;
  3028. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
  3029. for (uint32_t j = 0; j < uniform.ids.size(); j += 2) {
  3030. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  3031. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id;
  3032. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  3033. desc_heap_walkers.samplers.advance();
  3034. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3035. #ifdef DEV_ENABLED
  3036. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3037. #endif
  3038. desc_heap_walkers.resources.advance();
  3039. NeededState &ns = resource_states[texture_info];
  3040. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3041. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  3042. }
  3043. } break;
  3044. case UNIFORM_TYPE_TEXTURE: {
  3045. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3046. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3047. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3048. #ifdef DEV_ENABLED
  3049. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3050. #endif
  3051. desc_heap_walkers.resources.advance();
  3052. NeededState &ns = resource_states[texture_info];
  3053. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3054. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  3055. }
  3056. } break;
  3057. case UNIFORM_TYPE_IMAGE: {
  3058. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3059. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3060. NeededState &ns = resource_states[texture_info];
  3061. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3062. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3063. }
  3064. // SRVs first. [[SRV_UAV_AMBIGUITY]]
  3065. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3066. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3067. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3068. #ifdef DEV_ENABLED
  3069. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3070. #endif
  3071. desc_heap_walkers.resources.advance();
  3072. }
  3073. // UAVs then. [[SRV_UAV_AMBIGUITY]]
  3074. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3075. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3076. device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle());
  3077. #ifdef DEV_ENABLED
  3078. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  3079. #endif
  3080. desc_heap_walkers.resources.advance();
  3081. }
  3082. } break;
  3083. case UNIFORM_TYPE_TEXTURE_BUFFER:
  3084. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  3085. CRASH_NOW_MSG("Unimplemented!");
  3086. } break;
  3087. case UNIFORM_TYPE_IMAGE_BUFFER: {
  3088. CRASH_NOW_MSG("Unimplemented!");
  3089. } break;
  3090. case UNIFORM_TYPE_UNIFORM_BUFFER: {
  3091. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  3092. D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
  3093. cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress();
  3094. cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256);
  3095. device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3096. desc_heap_walkers.resources.advance();
  3097. #ifdef DEV_ENABLED
  3098. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
  3099. #endif
  3100. NeededState &ns = resource_states[buf_info];
  3101. ns.is_buffer = true;
  3102. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3103. ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
  3104. } break;
  3105. case UNIFORM_TYPE_STORAGE_BUFFER: {
  3106. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  3107. // SRV first. [[SRV_UAV_AMBIGUITY]]
  3108. {
  3109. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  3110. srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3111. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3112. srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3113. srv_desc.Buffer.FirstElement = 0;
  3114. srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3115. srv_desc.Buffer.StructureByteStride = 0;
  3116. srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
  3117. device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3118. #ifdef DEV_ENABLED
  3119. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
  3120. #endif
  3121. desc_heap_walkers.resources.advance();
  3122. }
  3123. // UAV then. [[SRV_UAV_AMBIGUITY]]
  3124. {
  3125. if (buf_info->flags.usable_as_uav) {
  3126. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3127. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3128. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3129. uav_desc.Buffer.FirstElement = 0;
  3130. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3131. uav_desc.Buffer.StructureByteStride = 0;
  3132. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3133. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3134. device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3135. #ifdef DEV_ENABLED
  3136. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  3137. #endif
  3138. } else {
  3139. // If can't transition to UAV, leave this one empty since it won't be
  3140. // used, and trying to create an UAV view would trigger a validation error.
  3141. }
  3142. desc_heap_walkers.resources.advance();
  3143. }
  3144. NeededState &ns = resource_states[buf_info];
  3145. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3146. ns.is_buffer = true;
  3147. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3148. } break;
  3149. case UNIFORM_TYPE_INPUT_ATTACHMENT: {
  3150. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3151. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3152. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3153. #ifdef DEV_ENABLED
  3154. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3155. #endif
  3156. desc_heap_walkers.resources.advance();
  3157. NeededState &ns = resource_states[texture_info];
  3158. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3159. ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3160. }
  3161. } break;
  3162. default: {
  3163. DEV_ASSERT(false);
  3164. }
  3165. }
  3166. }
  3167. DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
  3168. DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
  3169. {
  3170. uniform_set_info->resource_states.reserve(resource_states.size());
  3171. for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) {
  3172. UniformSetInfo::StateRequirement sr;
  3173. sr.resource = E.key;
  3174. sr.is_buffer = E.value.is_buffer;
  3175. sr.states = E.value.states;
  3176. sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
  3177. uniform_set_info->resource_states.push_back(sr);
  3178. }
  3179. }
  3180. return UniformSetID(uniform_set_info);
  3181. }
  3182. void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) {
  3183. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3184. VersatileResource::free(resources_allocator, uniform_set_info);
  3185. }
  3186. // ----- COMMANDS -----
  3187. void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  3188. if (barrier_capabilities.enhanced_barriers_supported) {
  3189. return;
  3190. }
  3191. // Perform pending blackouts.
  3192. {
  3193. SelfList<TextureInfo> *E = textures_pending_clear.first();
  3194. while (E) {
  3195. TextureSubresourceRange subresources;
  3196. subresources.layer_count = E->self()->layers;
  3197. subresources.mipmap_count = E->self()->mipmaps;
  3198. command_clear_color_texture(p_cmd_buffer, TextureID(E->self()), TEXTURE_LAYOUT_UNDEFINED, Color(), subresources);
  3199. SelfList<TextureInfo> *next = E->next();
  3200. E->remove_from_list();
  3201. E = next;
  3202. }
  3203. }
  3204. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3205. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id;
  3206. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3207. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3208. for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) {
  3209. #ifdef DEV_ENABLED
  3210. {
  3211. uint32_t stages = 0;
  3212. D3D12_RESOURCE_STATES wanted_state = {};
  3213. bool writable = false;
  3214. // Doing the full loop for debugging since the real one below may break early,
  3215. // but we want an exhaustive check
  3216. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3217. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3218. uint64_t bit_mask = ((uint64_t)1 << bit);
  3219. if (likely((inv_uniforms_mask & bit_mask))) {
  3220. continue;
  3221. }
  3222. inv_uniforms_mask |= bit_mask;
  3223. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3224. if (unlikely(!binding.stages)) {
  3225. continue;
  3226. }
  3227. D3D12_RESOURCE_STATES required_states = sr.states;
  3228. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3229. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3230. if (binding.res_class == RES_CLASS_SRV) {
  3231. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3232. } else {
  3233. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3234. }
  3235. }
  3236. if (stages) { // Second occurrence at least?
  3237. CRASH_COND_MSG(binding.writable != writable, "A resource is used in the same uniform set both as R/O and R/W. That's not supported and shouldn't happen.");
  3238. CRASH_COND_MSG(required_states != wanted_state, "A resource is used in the same uniform set with different resource states. The code needs to be enhanced to support that.");
  3239. } else {
  3240. wanted_state = required_states;
  3241. stages |= binding.stages;
  3242. writable = binding.writable;
  3243. }
  3244. DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
  3245. }
  3246. }
  3247. #endif
  3248. // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
  3249. // because at uniform set creation time we couldn't know for sure which stages
  3250. // it would be used in (due to the fact that a set can be created against a different,
  3251. // albeit compatible, shader, which may make a different usage in the end).
  3252. // However, now we know and can exclude up to one unneeded states.
  3253. // TODO: If subresources involved already in the needed states, or scheduled for it,
  3254. // maybe it's more optimal not to do anything here
  3255. uint32_t stages = 0;
  3256. D3D12_RESOURCE_STATES wanted_state = {};
  3257. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3258. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3259. uint64_t bit_mask = ((uint64_t)1 << bit);
  3260. if (likely((inv_uniforms_mask & bit_mask))) {
  3261. continue;
  3262. }
  3263. inv_uniforms_mask |= bit_mask;
  3264. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3265. if (unlikely(!binding.stages)) {
  3266. continue;
  3267. }
  3268. if (!stages) {
  3269. D3D12_RESOURCE_STATES required_states = sr.states;
  3270. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3271. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3272. if (binding.res_class == RES_CLASS_SRV) {
  3273. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3274. } else {
  3275. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3276. }
  3277. }
  3278. wanted_state = required_states;
  3279. if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3280. // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
  3281. break;
  3282. }
  3283. }
  3284. stages |= binding.stages;
  3285. if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
  3286. // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
  3287. break;
  3288. }
  3289. }
  3290. if (likely(wanted_state)) {
  3291. if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3292. if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
  3293. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3294. wanted_state &= ~unneeded_states;
  3295. } else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
  3296. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
  3297. wanted_state &= ~unneeded_states;
  3298. }
  3299. }
  3300. if (likely(wanted_state)) {
  3301. if (sr.is_buffer) {
  3302. _resource_transition_batch(cmd_buf_info, sr.resource, 0, 1, wanted_state);
  3303. } else {
  3304. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  3305. uint32_t planes = 1;
  3306. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3307. planes = format_get_plane_count(tex_info->format);
  3308. }
  3309. for (uint32_t i = 0; i < tex_info->layers; i++) {
  3310. for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
  3311. uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
  3312. _resource_transition_batch(cmd_buf_info, tex_info, subresource, planes, wanted_state);
  3313. }
  3314. }
  3315. }
  3316. }
  3317. }
  3318. }
  3319. if (p_set_index == shader_info_in->sets.size() - 1) {
  3320. _resource_transitions_flush(cmd_buf_info);
  3321. }
  3322. }
  3323. void RenderingDeviceDriverD3D12::_command_check_descriptor_sets(CommandBufferID p_cmd_buffer) {
  3324. DEV_ASSERT(segment_begun && "Unable to use commands that rely on descriptors because a segment was never begun.");
  3325. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3326. if (!cmd_buf_info->descriptor_heaps_set) {
  3327. // Set descriptor heaps for the command buffer if they haven't been set yet.
  3328. ID3D12DescriptorHeap *heaps[] = {
  3329. frames[frame_idx].desc_heaps.resources.get_heap(),
  3330. frames[frame_idx].desc_heaps.samplers.get_heap(),
  3331. };
  3332. cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps);
  3333. cmd_buf_info->descriptor_heaps_set = true;
  3334. }
  3335. }
  3336. void RenderingDeviceDriverD3D12::_command_bind_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index, bool p_for_compute) {
  3337. _command_check_descriptor_sets(p_cmd_buffer);
  3338. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3339. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3340. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3341. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3342. using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
  3343. SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
  3344. // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
  3345. uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc;
  3346. UniformSetInfo::RecentBind *last_bind = nullptr;
  3347. for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) {
  3348. if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) {
  3349. if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) {
  3350. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) {
  3351. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3352. }
  3353. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) {
  3354. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3355. }
  3356. #ifdef DEV_ENABLED
  3357. uniform_set_info->recent_binds[i].uses++;
  3358. frames[frame_idx].uniform_set_reused++;
  3359. #endif
  3360. return;
  3361. } else {
  3362. if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) {
  3363. // Prefer this one since it's been used less or we still haven't a better option.
  3364. last_bind = &uniform_set_info->recent_binds[i];
  3365. }
  3366. }
  3367. } else {
  3368. // Prefer this one since it's unused.
  3369. last_bind = &uniform_set_info->recent_binds[i];
  3370. last_bind->uses = 0;
  3371. }
  3372. }
  3373. struct {
  3374. GPUDescriptorsHeapWalker *resources = nullptr;
  3375. GPUDescriptorsHeapWalker *samplers = nullptr;
  3376. } frame_heap_walkers;
  3377. frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources;
  3378. frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers;
  3379. struct {
  3380. CPUDescriptorsHeapWalker resources;
  3381. CPUDescriptorsHeapWalker samplers;
  3382. } set_heap_walkers;
  3383. set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3384. set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3385. #ifdef DEV_ENABLED
  3386. // Whether we have stages where the uniform is actually used should match
  3387. // whether we have any root signature locations for it.
  3388. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3389. bool has_rs_locations = false;
  3390. if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
  3391. shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3392. has_rs_locations = true;
  3393. break;
  3394. }
  3395. bool has_stages = shader_set.bindings[i].stages;
  3396. DEV_ASSERT(has_rs_locations == has_stages);
  3397. }
  3398. #endif
  3399. last_bind->root_tables.resources.clear();
  3400. last_bind->root_tables.samplers.clear();
  3401. last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources);
  3402. last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers);
  3403. last_bind->uses++;
  3404. struct {
  3405. RootDescriptorTable *resources = nullptr;
  3406. RootDescriptorTable *samplers = nullptr;
  3407. } tables;
  3408. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3409. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i];
  3410. uint32_t num_resource_descs = 0;
  3411. uint32_t num_sampler_descs = 0;
  3412. bool srv_uav_ambiguity = false;
  3413. _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3414. bool resource_used = false;
  3415. if (shader_set.bindings[i].stages) {
  3416. {
  3417. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource;
  3418. if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
  3419. DEV_ASSERT(num_resource_descs);
  3420. DEV_ASSERT(!(srv_uav_ambiguity && (shader_set.bindings[i].res_class != RES_CLASS_SRV && shader_set.bindings[i].res_class != RES_CLASS_UAV))); // [[SRV_UAV_AMBIGUITY]]
  3421. bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
  3422. if (must_flush_table) {
  3423. // Check the root signature data has been filled ordered.
  3424. DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
  3425. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3426. tables.resources = nullptr;
  3427. }
  3428. if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
  3429. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3430. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3431. ERR_FAIL_MSG("Cannot bind uniform set because there's not enough room in the current frame's RESOURCES descriptor heap.\n"
  3432. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3433. } else {
  3434. return;
  3435. }
  3436. }
  3437. if (!tables.resources) {
  3438. DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
  3439. last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
  3440. tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
  3441. tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
  3442. tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
  3443. }
  3444. // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
  3445. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) {
  3446. set_heap_walkers.resources.advance(num_resource_descs);
  3447. }
  3448. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3449. device->CopyDescriptorsSimple(
  3450. num_resource_descs,
  3451. frame_heap_walkers.resources->get_curr_cpu_handle(),
  3452. set_heap_walkers.resources.get_curr_cpu_handle(),
  3453. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3454. frame_heap_walkers.resources->advance(num_resource_descs);
  3455. // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
  3456. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) {
  3457. set_heap_walkers.resources.advance(num_resource_descs);
  3458. }
  3459. resource_used = true;
  3460. }
  3461. }
  3462. {
  3463. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler;
  3464. if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
  3465. DEV_ASSERT(num_sampler_descs);
  3466. DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
  3467. bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
  3468. if (must_flush_table) {
  3469. // Check the root signature data has been filled ordered.
  3470. DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
  3471. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3472. tables.samplers = nullptr;
  3473. }
  3474. if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
  3475. if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) {
  3476. frames[frame_idx].desc_heaps_exhausted_reported.samplers = true;
  3477. ERR_FAIL_MSG("Cannot bind uniform set because there's not enough room in the current frame's SAMPLERS descriptors heap.\n"
  3478. "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
  3479. } else {
  3480. return;
  3481. }
  3482. }
  3483. if (!tables.samplers) {
  3484. DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
  3485. last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
  3486. tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
  3487. tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
  3488. tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
  3489. }
  3490. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3491. device->CopyDescriptorsSimple(
  3492. num_sampler_descs,
  3493. frame_heap_walkers.samplers->get_curr_cpu_handle(),
  3494. set_heap_walkers.samplers.get_curr_cpu_handle(),
  3495. D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
  3496. frame_heap_walkers.samplers->advance(num_sampler_descs);
  3497. }
  3498. }
  3499. }
  3500. // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
  3501. // the shader variant a given set is created upon may not need all of them due to DXC optimizations.
  3502. // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
  3503. set_heap_walkers.resources.advance(num_resource_descs);
  3504. if (srv_uav_ambiguity) {
  3505. DEV_ASSERT(num_resource_descs);
  3506. if (!resource_used) {
  3507. set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
  3508. }
  3509. }
  3510. set_heap_walkers.samplers.advance(num_sampler_descs);
  3511. }
  3512. DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
  3513. DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
  3514. {
  3515. bool must_flush_table = tables.resources;
  3516. if (must_flush_table) {
  3517. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3518. }
  3519. }
  3520. {
  3521. bool must_flush_table = tables.samplers;
  3522. if (must_flush_table) {
  3523. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3524. }
  3525. }
  3526. last_bind->root_signature_crc = root_sig_crc;
  3527. last_bind->segment_serial = frames[frame_idx].segment_serial;
  3528. }
  3529. /******************/
  3530. /**** TRANSFER ****/
  3531. /******************/
  3532. void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) {
  3533. _command_check_descriptor_sets(p_cmd_buffer);
  3534. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3535. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  3536. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3537. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3538. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3539. ERR_FAIL_MSG(
  3540. "Cannot clear buffer because there's not enough room in the current frame's RESOURCE descriptors heap.\n"
  3541. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3542. } else {
  3543. return;
  3544. }
  3545. }
  3546. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3547. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3548. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3549. ERR_FAIL_MSG(
  3550. "Cannot clear buffer because there's not enough room in the current frame's AUX descriptors heap.\n"
  3551. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3552. } else {
  3553. return;
  3554. }
  3555. }
  3556. if (!barrier_capabilities.enhanced_barriers_supported) {
  3557. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3558. _resource_transitions_flush(cmd_buf_info);
  3559. }
  3560. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3561. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3562. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3563. uav_desc.Buffer.FirstElement = 0;
  3564. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3565. uav_desc.Buffer.StructureByteStride = 0;
  3566. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3567. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3568. device->CreateUnorderedAccessView(
  3569. buf_info->resource,
  3570. nullptr,
  3571. &uav_desc,
  3572. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3573. device->CopyDescriptorsSimple(
  3574. 1,
  3575. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3576. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3577. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3578. static const UINT values[4] = {};
  3579. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3580. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3581. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3582. buf_info->resource,
  3583. values,
  3584. 0,
  3585. nullptr);
  3586. frames[frame_idx].desc_heap_walkers.resources.advance();
  3587. frames[frame_idx].desc_heap_walkers.aux.advance();
  3588. }
  3589. void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_buf_locfer, VectorView<BufferCopyRegion> p_regions) {
  3590. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3591. BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
  3592. BufferInfo *buf_loc_info = (BufferInfo *)p_buf_locfer.id;
  3593. if (!barrier_capabilities.enhanced_barriers_supported) {
  3594. _resource_transition_batch(cmd_buf_info, src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3595. _resource_transition_batch(cmd_buf_info, buf_loc_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3596. _resource_transitions_flush(cmd_buf_info);
  3597. }
  3598. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3599. cmd_buf_info->cmd_list->CopyBufferRegion(buf_loc_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size);
  3600. }
  3601. }
  3602. void RenderingDeviceDriverD3D12::command_copy_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView<TextureCopyRegion> p_regions) {
  3603. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3604. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3605. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3606. if (!barrier_capabilities.enhanced_barriers_supported) {
  3607. // Batch all barrier transitions for the textures before performing the copies.
  3608. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3609. uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
  3610. for (uint32_t j = 0; j < layer_count; j++) {
  3611. UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
  3612. UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
  3613. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3614. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3615. }
  3616. }
  3617. _resource_transitions_flush(cmd_buf_info);
  3618. }
  3619. CD3DX12_BOX src_box;
  3620. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3621. uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
  3622. for (uint32_t j = 0; j < layer_count; j++) {
  3623. UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
  3624. UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
  3625. CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource);
  3626. CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource);
  3627. src_box.left = p_regions[i].src_offset.x;
  3628. src_box.top = p_regions[i].src_offset.y;
  3629. src_box.front = p_regions[i].src_offset.z;
  3630. src_box.right = p_regions[i].src_offset.x + p_regions[i].size.x;
  3631. src_box.bottom = p_regions[i].src_offset.y + p_regions[i].size.y;
  3632. src_box.back = p_regions[i].src_offset.z + p_regions[i].size.z;
  3633. cmd_buf_info->cmd_list->CopyTextureRegion(&dst_location, p_regions[i].dst_offset.x, p_regions[i].dst_offset.y, p_regions[i].dst_offset.z, &src_location, &src_box);
  3634. }
  3635. }
  3636. }
  3637. void RenderingDeviceDriverD3D12::command_resolve_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, uint32_t p_src_layer, uint32_t p_src_mipmap, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, uint32_t p_dst_layer, uint32_t p_dst_mipmap) {
  3638. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3639. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3640. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3641. UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  3642. UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
  3643. if (!barrier_capabilities.enhanced_barriers_supported) {
  3644. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3645. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3646. _resource_transitions_flush(cmd_buf_info);
  3647. }
  3648. cmd_buf_info->cmd_list->ResolveSubresource(dst_tex_info->resource, dst_subresource, src_tex_info->resource, src_subresource, RD_TO_D3D12_FORMAT[src_tex_info->format].general_format);
  3649. }
  3650. void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, const Color &p_color, const TextureSubresourceRange &p_subresources) {
  3651. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3652. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  3653. if (tex_info->main_texture) {
  3654. tex_info = tex_info->main_texture;
  3655. }
  3656. auto _transition_subresources = [&](D3D12_RESOURCE_STATES p_new_state) {
  3657. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  3658. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  3659. UINT subresource = D3D12CalcSubresource(
  3660. p_subresources.base_mipmap + j,
  3661. p_subresources.base_layer + i,
  3662. 0,
  3663. tex_info->desc.MipLevels,
  3664. tex_info->desc.ArraySize());
  3665. _resource_transition_batch(cmd_buf_info, tex_info, subresource, 1, p_new_state);
  3666. }
  3667. }
  3668. _resource_transitions_flush(cmd_buf_info);
  3669. };
  3670. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3671. // Clear via RTV.
  3672. if (frames[frame_idx].desc_heap_walkers.rtv.get_free_handles() < p_subresources.mipmap_count) {
  3673. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3674. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3675. ERR_FAIL_MSG(
  3676. "Cannot clear texture because there's not enough room in the current frame's RENDER TARGET descriptors heap.\n"
  3677. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3678. } else {
  3679. return;
  3680. }
  3681. }
  3682. if (!barrier_capabilities.enhanced_barriers_supported) {
  3683. _transition_subresources(D3D12_RESOURCE_STATE_RENDER_TARGET);
  3684. }
  3685. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  3686. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
  3687. rtv_desc.Format = tex_info->view_descs.uav.Format;
  3688. device->CreateRenderTargetView(
  3689. tex_info->resource,
  3690. &rtv_desc,
  3691. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
  3692. cmd_buf_info->cmd_list->ClearRenderTargetView(
  3693. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(),
  3694. p_color.components,
  3695. 0,
  3696. nullptr);
  3697. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3698. }
  3699. } else if (tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) {
  3700. // Clear via UAV.
  3701. _command_check_descriptor_sets(p_cmd_buffer);
  3702. if (frames[frame_idx].desc_heap_walkers.resources.get_free_handles() < p_subresources.mipmap_count) {
  3703. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3704. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3705. ERR_FAIL_MSG(
  3706. "Cannot clear texture because there's not enough room in the current frame's RESOURCE descriptors heap.\n"
  3707. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3708. } else {
  3709. return;
  3710. }
  3711. }
  3712. if (frames[frame_idx].desc_heap_walkers.aux.get_free_handles() < p_subresources.mipmap_count) {
  3713. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3714. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3715. ERR_FAIL_MSG(
  3716. "Cannot clear texture because there's not enough room in the current frame's AUX descriptors heap.\n"
  3717. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3718. } else {
  3719. return;
  3720. }
  3721. }
  3722. if (!barrier_capabilities.enhanced_barriers_supported) {
  3723. _transition_subresources(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3724. }
  3725. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  3726. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = _make_ranged_uav_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
  3727. device->CreateUnorderedAccessView(
  3728. tex_info->resource,
  3729. nullptr,
  3730. &uav_desc,
  3731. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3732. device->CopyDescriptorsSimple(
  3733. 1,
  3734. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3735. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3736. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3737. UINT values[4] = {
  3738. (UINT)p_color.get_r8(),
  3739. (UINT)p_color.get_g8(),
  3740. (UINT)p_color.get_b8(),
  3741. (UINT)p_color.get_a8(),
  3742. };
  3743. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3744. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3745. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3746. tex_info->resource,
  3747. values,
  3748. 0,
  3749. nullptr);
  3750. frames[frame_idx].desc_heap_walkers.resources.advance();
  3751. frames[frame_idx].desc_heap_walkers.aux.advance();
  3752. }
  3753. } else {
  3754. ERR_FAIL_MSG("Cannot clear texture because its format does not support UAV writes. You'll need to update its contents through another method.");
  3755. }
  3756. }
  3757. void RenderingDeviceDriverD3D12::command_copy_buffer_to_texture(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView<BufferTextureCopyRegion> p_regions) {
  3758. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3759. BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id;
  3760. TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
  3761. if (!barrier_capabilities.enhanced_barriers_supported) {
  3762. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3763. }
  3764. uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
  3765. uint32_t block_w = 0, block_h = 0;
  3766. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3767. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3768. uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format);
  3769. region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3770. D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
  3771. src_footprint.Offset = p_regions[i].buffer_offset;
  3772. src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
  3773. RD_TO_D3D12_FORMAT[tex_info->format].family,
  3774. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3775. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3776. p_regions[i].texture_region_size.z,
  3777. region_pitch);
  3778. CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint);
  3779. CD3DX12_BOX src_box(
  3780. 0, 0, 0,
  3781. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3782. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3783. p_regions[i].texture_region_size.z);
  3784. if (!barrier_capabilities.enhanced_barriers_supported) {
  3785. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3786. UINT dst_subresource = D3D12CalcSubresource(
  3787. p_regions[i].texture_subresources.mipmap,
  3788. p_regions[i].texture_subresources.base_layer + j,
  3789. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3790. tex_info->desc.MipLevels,
  3791. tex_info->desc.ArraySize());
  3792. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3793. _resource_transition_batch(cmd_buf_info, tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3794. }
  3795. _resource_transitions_flush(cmd_buf_info);
  3796. }
  3797. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3798. UINT dst_subresource = D3D12CalcSubresource(
  3799. p_regions[i].texture_subresources.mipmap,
  3800. p_regions[i].texture_subresources.base_layer + j,
  3801. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3802. tex_info->desc.MipLevels,
  3803. tex_info->desc.ArraySize());
  3804. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3805. cmd_buf_info->cmd_list->CopyTextureRegion(
  3806. &copy_dst,
  3807. p_regions[i].texture_offset.x,
  3808. p_regions[i].texture_offset.y,
  3809. p_regions[i].texture_offset.z,
  3810. &copy_src,
  3811. &src_box);
  3812. }
  3813. }
  3814. }
  3815. void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_buf_locfer, VectorView<BufferTextureCopyRegion> p_regions) {
  3816. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3817. TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
  3818. BufferInfo *buf_info = (BufferInfo *)p_buf_locfer.id;
  3819. if (!barrier_capabilities.enhanced_barriers_supported) {
  3820. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3821. }
  3822. uint32_t block_w = 0, block_h = 0;
  3823. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3824. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3825. if (!barrier_capabilities.enhanced_barriers_supported) {
  3826. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3827. UINT src_subresource = D3D12CalcSubresource(
  3828. p_regions[i].texture_subresources.mipmap,
  3829. p_regions[i].texture_subresources.base_layer + j,
  3830. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3831. tex_info->desc.MipLevels,
  3832. tex_info->desc.ArraySize());
  3833. _resource_transition_batch(cmd_buf_info, tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3834. }
  3835. _resource_transitions_flush(cmd_buf_info);
  3836. }
  3837. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3838. UINT src_subresource = D3D12CalcSubresource(
  3839. p_regions[i].texture_subresources.mipmap,
  3840. p_regions[i].texture_subresources.base_layer + j,
  3841. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3842. tex_info->desc.MipLevels,
  3843. tex_info->desc.ArraySize());
  3844. CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource);
  3845. uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap);
  3846. uint32_t image_size = get_image_format_required_size(
  3847. tex_info->format,
  3848. MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap),
  3849. MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap),
  3850. computed_d,
  3851. 1);
  3852. uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h;
  3853. row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3854. D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
  3855. dst_footprint.Offset = p_regions[i].buffer_offset;
  3856. dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w);
  3857. dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h);
  3858. dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z;
  3859. dst_footprint.Footprint.RowPitch = row_pitch;
  3860. dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family;
  3861. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint);
  3862. cmd_buf_info->cmd_list->CopyTextureRegion(&copy_dst, 0, 0, 0, &copy_src, nullptr);
  3863. }
  3864. }
  3865. }
  3866. /******************/
  3867. /**** PIPELINE ****/
  3868. /******************/
  3869. void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) {
  3870. PipelineInfo *pipeline_info = (PipelineInfo *)(p_pipeline.id);
  3871. pipeline_info->pso->Release();
  3872. memdelete(pipeline_info);
  3873. }
  3874. // ----- BINDING -----
  3875. void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) {
  3876. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3877. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3878. if (!shader_info_in->dxil_push_constant_size) {
  3879. return;
  3880. }
  3881. if (shader_info_in->is_compute) {
  3882. cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3883. } else {
  3884. cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3885. }
  3886. }
  3887. // ----- CACHE -----
  3888. bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) {
  3889. WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
  3890. return false;
  3891. }
  3892. void RenderingDeviceDriverD3D12::pipeline_cache_free() {
  3893. ERR_FAIL_MSG("Not implemented.");
  3894. }
  3895. size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() {
  3896. ERR_FAIL_V_MSG(0, "Not implemented.");
  3897. }
  3898. Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() {
  3899. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
  3900. }
  3901. /*******************/
  3902. /**** RENDERING ****/
  3903. /*******************/
  3904. // ----- SUBPASS -----
  3905. RDD::RenderPassID RenderingDeviceDriverD3D12::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) {
  3906. ERR_FAIL_COND_V_MSG(p_fragment_density_map_attachment.attachment != AttachmentReference::UNUSED, RenderPassID(), "Fragment density maps are not supported in D3D12.");
  3907. // Pre-bookkeep.
  3908. RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator);
  3909. pass_info->attachments.resize(p_attachments.size());
  3910. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3911. pass_info->attachments[i] = p_attachments[i];
  3912. }
  3913. pass_info->subpasses.resize(p_subpasses.size());
  3914. for (uint32_t i = 0; i < p_subpasses.size(); i++) {
  3915. pass_info->subpasses[i] = p_subpasses[i];
  3916. }
  3917. pass_info->view_count = p_view_count;
  3918. DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size());
  3919. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3920. const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format];
  3921. if (format.dsv_format != DXGI_FORMAT_UNKNOWN) {
  3922. formats[i] = format.dsv_format;
  3923. } else {
  3924. formats[i] = format.general_format;
  3925. }
  3926. }
  3927. pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size()));
  3928. return RenderPassID(pass_info);
  3929. }
  3930. void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) {
  3931. RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id;
  3932. VersatileResource::free(resources_allocator, pass_info);
  3933. }
  3934. // ----- COMMANDS -----
  3935. void RenderingDeviceDriverD3D12::command_begin_render_pass(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, FramebufferID p_framebuffer, CommandBufferType p_cmd_buffer_type, const Rect2i &p_rect, VectorView<RenderPassClearValue> p_attachment_clears) {
  3936. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3937. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  3938. const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id;
  3939. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX);
  3940. auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) {
  3941. uint32_t planes = 1;
  3942. if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3943. planes = format_get_plane_count(p_texture_info->format);
  3944. }
  3945. for (uint32_t i = 0; i < p_texture_info->layers; i++) {
  3946. for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) {
  3947. uint32_t subresource = D3D12CalcSubresource(
  3948. p_texture_info->base_mip + j,
  3949. p_texture_info->base_layer + i,
  3950. 0,
  3951. p_texture_info->desc.MipLevels,
  3952. p_texture_info->desc.ArraySize());
  3953. _resource_transition_batch(cmd_buf_info, p_texture_info, subresource, planes, p_states);
  3954. }
  3955. }
  3956. };
  3957. if (fb_info->is_screen || !barrier_capabilities.enhanced_barriers_supported) {
  3958. // Screen framebuffers must perform this transition even if enhanced barriers are supported.
  3959. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  3960. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  3961. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3962. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET);
  3963. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3964. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  3965. } else {
  3966. DEV_ASSERT(false);
  3967. }
  3968. }
  3969. if (fb_info->vrs_attachment) {
  3970. TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id;
  3971. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
  3972. }
  3973. _resource_transitions_flush(cmd_buf_info);
  3974. }
  3975. cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT(
  3976. p_rect.position.x,
  3977. p_rect.position.y,
  3978. p_rect.position.x + p_rect.size.x,
  3979. p_rect.position.y + p_rect.size.y);
  3980. cmd_buf_info->render_pass_state.region_is_all = (cmd_buf_info->render_pass_state.region_rect.left == 0 &&
  3981. cmd_buf_info->render_pass_state.region_rect.top == 0 &&
  3982. cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x &&
  3983. cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y);
  3984. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3985. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) {
  3986. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  3987. _discard_texture_subresources(tex_info, cmd_buf_info);
  3988. }
  3989. }
  3990. if (fb_info->vrs_attachment && fsr_capabilities.attachment_supported) {
  3991. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  3992. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  3993. if (cmd_list_5) {
  3994. static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
  3995. D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
  3996. D3D12_SHADING_RATE_COMBINER_OVERRIDE,
  3997. };
  3998. cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS);
  3999. }
  4000. }
  4001. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  4002. cmd_buf_info->render_pass_state.fb_info = fb_info;
  4003. cmd_buf_info->render_pass_state.pass_info = pass_info;
  4004. command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type);
  4005. AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, pass_info->attachments.size());
  4006. Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, pass_info->attachments.size());
  4007. uint32_t num_clears = 0;
  4008. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4009. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  4010. if (!tex_info) {
  4011. continue;
  4012. }
  4013. AttachmentClear clear;
  4014. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  4015. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4016. clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
  4017. clear.color_attachment = i;
  4018. tex_info->pending_clear.remove_from_list();
  4019. }
  4020. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4021. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4022. clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT);
  4023. }
  4024. if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4025. clear.aspect.set_flag(TEXTURE_ASPECT_STENCIL_BIT);
  4026. }
  4027. }
  4028. if (!clear.aspect.is_empty()) {
  4029. clear.value = p_attachment_clears[i];
  4030. clears[num_clears] = clear;
  4031. clear_rects[num_clears] = p_rect;
  4032. num_clears++;
  4033. }
  4034. }
  4035. if (num_clears) {
  4036. command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears));
  4037. }
  4038. }
  4039. void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) {
  4040. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4041. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4042. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4043. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4044. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  4045. if (fb_info->is_screen) {
  4046. // Screen framebuffers must transition back to present state when the render pass is finished.
  4047. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  4048. TextureInfo *src_tex_info = (TextureInfo *)(fb_info->attachments[i].id);
  4049. uint32_t src_subresource = D3D12CalcSubresource(src_tex_info->base_mip, src_tex_info->base_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  4050. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_PRESENT);
  4051. }
  4052. }
  4053. struct Resolve {
  4054. ID3D12Resource *src_res = nullptr;
  4055. uint32_t src_subres = 0;
  4056. ID3D12Resource *dst_res = nullptr;
  4057. uint32_t dst_subres = 0;
  4058. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  4059. };
  4060. Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size());
  4061. uint32_t num_resolves = 0;
  4062. for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) {
  4063. uint32_t color_index = subpass.color_references[i].attachment;
  4064. uint32_t resolve_index = subpass.resolve_references[i].attachment;
  4065. DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED));
  4066. if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) {
  4067. continue;
  4068. }
  4069. TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id;
  4070. uint32_t src_subresource = D3D12CalcSubresource(src_tex_info->base_mip, src_tex_info->base_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  4071. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4072. TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id;
  4073. uint32_t dst_subresource = D3D12CalcSubresource(dst_tex_info->base_mip, dst_tex_info->base_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
  4074. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  4075. resolves[num_resolves].src_res = src_tex_info->resource;
  4076. resolves[num_resolves].src_subres = src_subresource;
  4077. resolves[num_resolves].dst_res = dst_tex_info->resource;
  4078. resolves[num_resolves].dst_subres = dst_subresource;
  4079. resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format;
  4080. num_resolves++;
  4081. }
  4082. _resource_transitions_flush(cmd_buf_info);
  4083. for (uint32_t i = 0; i < num_resolves; i++) {
  4084. cmd_buf_info->cmd_list->ResolveSubresource(resolves[i].dst_res, resolves[i].dst_subres, resolves[i].src_res, resolves[i].src_subres, resolves[i].format);
  4085. }
  4086. }
  4087. void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) {
  4088. _end_render_pass(p_cmd_buffer);
  4089. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4090. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4091. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4092. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4093. if (fsr_capabilities.attachment_supported) {
  4094. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  4095. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  4096. if (cmd_list_5) {
  4097. cmd_list_5->RSSetShadingRateImage(nullptr);
  4098. }
  4099. }
  4100. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4101. if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) {
  4102. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  4103. _discard_texture_subresources(tex_info, cmd_buf_info);
  4104. }
  4105. }
  4106. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  4107. }
  4108. void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) {
  4109. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4110. if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) {
  4111. cmd_buf_info->render_pass_state.current_subpass = 0;
  4112. } else {
  4113. _end_render_pass(p_cmd_buffer);
  4114. cmd_buf_info->render_pass_state.current_subpass++;
  4115. }
  4116. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4117. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4118. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  4119. D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size());
  4120. CPUDescriptorsHeapWalker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4121. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4122. uint32_t attachment = subpass.color_references[i].attachment;
  4123. if (attachment == AttachmentReference::UNUSED) {
  4124. if (!frames[frame_idx].null_rtv_handle.ptr) {
  4125. // No null descriptor-handle created for this frame yet.
  4126. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  4127. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  4128. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  4129. ERR_FAIL_MSG("Cannot begin subpass because there's not enough room in the current frame's RENDER TARGET descriptors heap.\n"
  4130. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  4131. } else {
  4132. return;
  4133. }
  4134. }
  4135. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
  4136. rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
  4137. rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4138. frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle();
  4139. device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle);
  4140. frames[frame_idx].desc_heap_walkers.rtv.advance();
  4141. }
  4142. rtv_handles[i] = frames[frame_idx].null_rtv_handle;
  4143. } else {
  4144. uint32_t rt_index = fb_info->attachments_handle_inds[attachment];
  4145. rtv_heap_walker.rewind();
  4146. rtv_heap_walker.advance(rt_index);
  4147. rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
  4148. }
  4149. }
  4150. D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
  4151. {
  4152. CPUDescriptorsHeapWalker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4153. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4154. uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment];
  4155. dsv_heap_walker.rewind();
  4156. dsv_heap_walker.advance(ds_index);
  4157. dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
  4158. }
  4159. }
  4160. cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
  4161. }
  4162. void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) {
  4163. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4164. D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size());
  4165. for (uint32_t i = 0; i < p_viewports.size(); i++) {
  4166. d3d12_viewports[i] = CD3DX12_VIEWPORT(
  4167. p_viewports[i].position.x,
  4168. p_viewports[i].position.y,
  4169. p_viewports[i].size.x,
  4170. p_viewports[i].size.y);
  4171. }
  4172. cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports);
  4173. }
  4174. void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) {
  4175. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4176. D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size());
  4177. for (uint32_t i = 0; i < p_scissors.size(); i++) {
  4178. d3d12_scissors[i] = CD3DX12_RECT(
  4179. p_scissors[i].position.x,
  4180. p_scissors[i].position.y,
  4181. p_scissors[i].position.x + p_scissors[i].size.x,
  4182. p_scissors[i].position.y + p_scissors[i].size.y);
  4183. }
  4184. cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors);
  4185. }
  4186. void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) {
  4187. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4188. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4189. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4190. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4191. CPUDescriptorsHeapWalker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4192. CPUDescriptorsHeapWalker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4193. for (uint32_t i = 0; i < p_attachment_clears.size(); i++) {
  4194. uint32_t attachment = UINT32_MAX;
  4195. bool is_render_target = false;
  4196. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  4197. attachment = p_attachment_clears[i].color_attachment;
  4198. is_render_target = true;
  4199. } else {
  4200. attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment;
  4201. }
  4202. for (uint32_t j = 0; j < p_rects.size(); j++) {
  4203. D3D12_RECT rect = CD3DX12_RECT(
  4204. p_rects[j].position.x,
  4205. p_rects[j].position.y,
  4206. p_rects[j].position.x + p_rects[j].size.x,
  4207. p_rects[j].position.y + p_rects[j].size.y);
  4208. const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : &rect;
  4209. if (is_render_target) {
  4210. uint32_t color_idx = fb_info->attachments_handle_inds[attachment];
  4211. rtv_heap_walker.rewind();
  4212. rtv_heap_walker.advance(color_idx);
  4213. cmd_buf_info->cmd_list->ClearRenderTargetView(
  4214. rtv_heap_walker.get_curr_cpu_handle(),
  4215. p_attachment_clears[i].value.color.components,
  4216. rect_ptr ? 1 : 0,
  4217. rect_ptr);
  4218. } else {
  4219. uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment];
  4220. dsv_heap_walker.rewind();
  4221. dsv_heap_walker.advance(depth_stencil_idx);
  4222. D3D12_CLEAR_FLAGS flags = {};
  4223. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  4224. flags |= D3D12_CLEAR_FLAG_DEPTH;
  4225. }
  4226. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  4227. flags |= D3D12_CLEAR_FLAG_STENCIL;
  4228. }
  4229. cmd_buf_info->cmd_list->ClearDepthStencilView(
  4230. dsv_heap_walker.get_curr_cpu_handle(),
  4231. flags,
  4232. p_attachment_clears[i].value.depth,
  4233. p_attachment_clears[i].value.stencil,
  4234. rect_ptr ? 1 : 0,
  4235. rect_ptr);
  4236. }
  4237. }
  4238. }
  4239. }
  4240. void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4241. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4242. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
  4243. if (cmd_buf_info->graphics_pso == pipeline_info->pso) {
  4244. return;
  4245. }
  4246. const ShaderInfo *shader_info_in = pipeline_info->shader_info;
  4247. const RenderPipelineInfo &render_info = pipeline_info->render_info;
  4248. cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
  4249. if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) {
  4250. cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get());
  4251. cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc;
  4252. }
  4253. cmd_buf_info->cmd_list->IASetPrimitiveTopology(render_info.dyn_params.primitive_topology);
  4254. cmd_buf_info->cmd_list->OMSetBlendFactor(render_info.dyn_params.blend_constant.components);
  4255. cmd_buf_info->cmd_list->OMSetStencilRef(render_info.dyn_params.stencil_reference);
  4256. if (misc_features_support.depth_bounds_supported) {
  4257. ComPtr<ID3D12GraphicsCommandList1> command_list_1;
  4258. cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf());
  4259. if (command_list_1) {
  4260. command_list_1->OMSetDepthBounds(render_info.dyn_params.depth_bounds_min, render_info.dyn_params.depth_bounds_max);
  4261. }
  4262. }
  4263. cmd_buf_info->render_pass_state.vf_info = render_info.vf_info;
  4264. cmd_buf_info->graphics_pso = pipeline_info->pso;
  4265. cmd_buf_info->compute_pso = nullptr;
  4266. }
  4267. void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4268. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false);
  4269. }
  4270. void RenderingDeviceDriverD3D12::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) {
  4271. for (uint32_t i = 0u; i < p_set_count; ++i) {
  4272. // TODO: _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
  4273. _command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, false);
  4274. }
  4275. }
  4276. void RenderingDeviceDriverD3D12::command_render_draw(CommandBufferID p_cmd_buffer, uint32_t p_vertex_count, uint32_t p_instance_count, uint32_t p_base_vertex, uint32_t p_first_instance) {
  4277. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4278. _bind_vertex_buffers(cmd_buf_info);
  4279. cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance);
  4280. }
  4281. void RenderingDeviceDriverD3D12::command_render_draw_indexed(CommandBufferID p_cmd_buffer, uint32_t p_index_count, uint32_t p_instance_count, uint32_t p_first_index, int32_t p_vertex_offset, uint32_t p_first_instance) {
  4282. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4283. _bind_vertex_buffers(cmd_buf_info);
  4284. cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance);
  4285. }
  4286. void RenderingDeviceDriverD3D12::command_render_draw_indexed_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) {
  4287. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4288. _bind_vertex_buffers(cmd_buf_info);
  4289. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4290. if (!barrier_capabilities.enhanced_barriers_supported) {
  4291. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4292. _resource_transitions_flush(cmd_buf_info);
  4293. }
  4294. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4295. }
  4296. void RenderingDeviceDriverD3D12::command_render_draw_indexed_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) {
  4297. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4298. _bind_vertex_buffers(cmd_buf_info);
  4299. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4300. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4301. if (!barrier_capabilities.enhanced_barriers_supported) {
  4302. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4303. _resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4304. _resource_transitions_flush(cmd_buf_info);
  4305. }
  4306. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_max_draw_count, indirect_buf_info->resource, p_offset, count_buf_info->resource, p_count_buffer_offset);
  4307. }
  4308. void RenderingDeviceDriverD3D12::command_render_draw_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) {
  4309. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4310. _bind_vertex_buffers(cmd_buf_info);
  4311. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4312. if (!barrier_capabilities.enhanced_barriers_supported) {
  4313. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4314. _resource_transitions_flush(cmd_buf_info);
  4315. }
  4316. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4317. }
  4318. void RenderingDeviceDriverD3D12::command_render_draw_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) {
  4319. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4320. _bind_vertex_buffers(cmd_buf_info);
  4321. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4322. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4323. if (!barrier_capabilities.enhanced_barriers_supported) {
  4324. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4325. _resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4326. _resource_transitions_flush(cmd_buf_info);
  4327. }
  4328. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_max_draw_count, indirect_buf_info->resource, p_offset, count_buf_info->resource, p_count_buffer_offset);
  4329. }
  4330. void RenderingDeviceDriverD3D12::command_render_bind_vertex_buffers(CommandBufferID p_cmd_buffer, uint32_t p_binding_count, const BufferID *p_buffers, const uint64_t *p_offsets) {
  4331. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4332. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4333. // Vertex buffer views are set deferredly, to be sure we already know the strides by then,
  4334. // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline
  4335. // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]]
  4336. DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views));
  4337. for (uint32_t i = 0; i < p_binding_count; i++) {
  4338. BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id;
  4339. cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {};
  4340. cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i];
  4341. cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i];
  4342. if (!barrier_capabilities.enhanced_barriers_supported) {
  4343. _resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
  4344. }
  4345. }
  4346. if (!barrier_capabilities.enhanced_barriers_supported) {
  4347. _resource_transitions_flush(cmd_buf_info);
  4348. }
  4349. cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count;
  4350. }
  4351. void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) {
  4352. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4353. BufferInfo *buffer_info = (BufferInfo *)p_buffer.id;
  4354. D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {};
  4355. d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset;
  4356. d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset;
  4357. d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  4358. if (!barrier_capabilities.enhanced_barriers_supported) {
  4359. _resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
  4360. _resource_transitions_flush(cmd_buf_info);
  4361. }
  4362. cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view);
  4363. }
  4364. // [[DEFERRED_VERTEX_BUFFERS]]
  4365. void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) {
  4366. RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state;
  4367. if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) {
  4368. for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) {
  4369. render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i];
  4370. }
  4371. p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views);
  4372. render_pass_state.vertex_buffer_count = 0;
  4373. }
  4374. }
  4375. void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) {
  4376. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4377. cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components);
  4378. }
  4379. void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) {
  4380. if (!Math::is_equal_approx(p_width, 1.0f)) {
  4381. ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
  4382. }
  4383. }
  4384. // ----- PIPELINE -----
  4385. static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = {
  4386. D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
  4387. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4388. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4389. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4390. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4391. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4392. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4393. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4394. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4395. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4396. D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
  4397. };
  4398. static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = {
  4399. D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
  4400. D3D_PRIMITIVE_TOPOLOGY_LINELIST,
  4401. D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
  4402. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
  4403. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
  4404. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  4405. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
  4406. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4407. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
  4408. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4409. D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
  4410. };
  4411. static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = {
  4412. D3D12_CULL_MODE_NONE,
  4413. D3D12_CULL_MODE_FRONT,
  4414. D3D12_CULL_MODE_BACK,
  4415. };
  4416. static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = {
  4417. D3D12_STENCIL_OP_KEEP,
  4418. D3D12_STENCIL_OP_ZERO,
  4419. D3D12_STENCIL_OP_REPLACE,
  4420. D3D12_STENCIL_OP_INCR_SAT,
  4421. D3D12_STENCIL_OP_DECR_SAT,
  4422. D3D12_STENCIL_OP_INVERT,
  4423. D3D12_STENCIL_OP_INCR,
  4424. D3D12_STENCIL_OP_DECR,
  4425. };
  4426. static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = {
  4427. D3D12_LOGIC_OP_CLEAR,
  4428. D3D12_LOGIC_OP_AND,
  4429. D3D12_LOGIC_OP_AND_REVERSE,
  4430. D3D12_LOGIC_OP_COPY,
  4431. D3D12_LOGIC_OP_AND_INVERTED,
  4432. D3D12_LOGIC_OP_NOOP,
  4433. D3D12_LOGIC_OP_XOR,
  4434. D3D12_LOGIC_OP_OR,
  4435. D3D12_LOGIC_OP_NOR,
  4436. D3D12_LOGIC_OP_EQUIV,
  4437. D3D12_LOGIC_OP_INVERT,
  4438. D3D12_LOGIC_OP_OR_REVERSE,
  4439. D3D12_LOGIC_OP_COPY_INVERTED,
  4440. D3D12_LOGIC_OP_OR_INVERTED,
  4441. D3D12_LOGIC_OP_NAND,
  4442. D3D12_LOGIC_OP_SET,
  4443. };
  4444. static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = {
  4445. D3D12_BLEND_ZERO,
  4446. D3D12_BLEND_ONE,
  4447. D3D12_BLEND_SRC_COLOR,
  4448. D3D12_BLEND_INV_SRC_COLOR,
  4449. D3D12_BLEND_DEST_COLOR,
  4450. D3D12_BLEND_INV_DEST_COLOR,
  4451. D3D12_BLEND_SRC_ALPHA,
  4452. D3D12_BLEND_INV_SRC_ALPHA,
  4453. D3D12_BLEND_DEST_ALPHA,
  4454. D3D12_BLEND_INV_DEST_ALPHA,
  4455. D3D12_BLEND_BLEND_FACTOR,
  4456. D3D12_BLEND_INV_BLEND_FACTOR,
  4457. D3D12_BLEND_BLEND_FACTOR,
  4458. D3D12_BLEND_INV_BLEND_FACTOR,
  4459. D3D12_BLEND_SRC_ALPHA_SAT,
  4460. D3D12_BLEND_SRC1_COLOR,
  4461. D3D12_BLEND_INV_SRC1_COLOR,
  4462. D3D12_BLEND_SRC1_ALPHA,
  4463. D3D12_BLEND_INV_SRC1_ALPHA,
  4464. };
  4465. static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = {
  4466. D3D12_BLEND_OP_ADD,
  4467. D3D12_BLEND_OP_SUBTRACT,
  4468. D3D12_BLEND_OP_REV_SUBTRACT,
  4469. D3D12_BLEND_OP_MIN,
  4470. D3D12_BLEND_OP_MAX,
  4471. };
  4472. RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create(
  4473. ShaderID p_shader,
  4474. VertexFormatID p_vertex_format,
  4475. RenderPrimitive p_render_primitive,
  4476. PipelineRasterizationState p_rasterization_state,
  4477. PipelineMultisampleState p_multisample_state,
  4478. PipelineDepthStencilState p_depth_stencil_state,
  4479. PipelineColorBlendState p_blend_state,
  4480. VectorView<int32_t> p_color_attachments,
  4481. BitField<PipelineDynamicStateFlags> p_dynamic_state,
  4482. RenderPassID p_render_pass,
  4483. uint32_t p_render_subpass,
  4484. VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4485. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4486. CD3DX12_PIPELINE_STATE_STREAM1 pipeline_desc = {};
  4487. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4488. RenderPipelineInfo render_info;
  4489. // Attachments.
  4490. LocalVector<uint32_t> color_attachments;
  4491. {
  4492. const Subpass &subpass = pass_info->subpasses[p_render_subpass];
  4493. for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) {
  4494. (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
  4495. }
  4496. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4497. const AttachmentReference &ref = subpass.color_references[i];
  4498. if (ref.attachment != AttachmentReference::UNUSED) {
  4499. const Attachment &attachment = pass_info->attachments[ref.attachment];
  4500. DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN);
  4501. (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format;
  4502. }
  4503. }
  4504. (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size();
  4505. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4506. const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment];
  4507. pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format;
  4508. } else {
  4509. pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  4510. }
  4511. }
  4512. // Vertex.
  4513. if (p_vertex_format) {
  4514. const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id;
  4515. (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr();
  4516. (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size();
  4517. render_info.vf_info = vf_info;
  4518. }
  4519. // Input assembly & tessellation.
  4520. pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive];
  4521. if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
  4522. // Is there any way to get the true point count limit?
  4523. ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID());
  4524. render_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
  4525. } else {
  4526. render_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive];
  4527. }
  4528. if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
  4529. // TODO: This is right for 16-bit indices; for 32-bit there's a different enum value to set, but we don't know at this point.
  4530. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
  4531. } else {
  4532. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
  4533. }
  4534. // Rasterization.
  4535. (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
  4536. // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
  4537. ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID());
  4538. (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
  4539. (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode];
  4540. (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
  4541. // In D3D12, there's still a point in setting up depth bias with no depth buffer, but just zeroing (disabling) it all in such case is closer to Vulkan.
  4542. if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4543. (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
  4544. (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
  4545. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
  4546. (&pipeline_desc.RasterizerState)->DepthBias = 0;
  4547. (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
  4548. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
  4549. }
  4550. (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
  4551. (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  4552. (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1;
  4553. (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
  4554. // In D3D12, there's no line width.
  4555. ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID());
  4556. // Multisample.
  4557. ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12?
  4558. if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4559. uint32_t sample_count = MIN(
  4560. pass_info->max_supported_sample_count,
  4561. TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]);
  4562. (&pipeline_desc.SampleDesc)->Count = sample_count;
  4563. } else {
  4564. (&pipeline_desc.SampleDesc)->Count = 1;
  4565. }
  4566. if ((&pipeline_desc.SampleDesc)->Count > 1) {
  4567. (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  4568. } else {
  4569. (&pipeline_desc.SampleDesc)->Quality = 0;
  4570. }
  4571. if (p_multisample_state.sample_mask.size()) {
  4572. for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
  4573. // In D3D12 there's a single sample mask for every pixel.
  4574. ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID());
  4575. }
  4576. pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
  4577. } else {
  4578. pipeline_desc.SampleMask = 0xffffffff;
  4579. }
  4580. // Depth stencil.
  4581. if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) {
  4582. (&pipeline_desc.DepthStencilState)->DepthEnable = false;
  4583. (&pipeline_desc.DepthStencilState)->StencilEnable = false;
  4584. } else {
  4585. (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
  4586. (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
  4587. (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator];
  4588. (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
  4589. (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
  4590. // In D3D12 some elements can't be different across front and back.
  4591. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID());
  4592. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID());
  4593. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID());
  4594. (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
  4595. (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
  4596. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail];
  4597. (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass];
  4598. (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail];
  4599. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare];
  4600. (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail];
  4601. (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass];
  4602. (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail];
  4603. (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare];
  4604. if (misc_features_support.depth_bounds_supported) {
  4605. render_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
  4606. render_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
  4607. } else {
  4608. if (p_depth_stencil_state.enable_depth_range) {
  4609. WARN_PRINT_ONCE("Depth bounds test is not supported by the GPU driver.");
  4610. }
  4611. }
  4612. render_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
  4613. }
  4614. // Blend states.
  4615. (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
  4616. {
  4617. bool all_attachments_same_blend = true;
  4618. for (int i = 0; i < p_blend_state.attachments.size(); i++) {
  4619. const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
  4620. D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
  4621. bd.BlendEnable = bs.enable_blend;
  4622. bd.LogicOpEnable = p_blend_state.enable_logic_op;
  4623. bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op];
  4624. bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor];
  4625. bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor];
  4626. bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op];
  4627. bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor];
  4628. bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor];
  4629. bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op];
  4630. if (bs.write_r) {
  4631. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
  4632. }
  4633. if (bs.write_g) {
  4634. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
  4635. }
  4636. if (bs.write_b) {
  4637. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
  4638. }
  4639. if (bs.write_a) {
  4640. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
  4641. }
  4642. if (i > 0 && all_attachments_same_blend) {
  4643. all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
  4644. }
  4645. }
  4646. // Per D3D12 docs, if logic op used, independent blending is not supported.
  4647. ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID());
  4648. (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
  4649. }
  4650. render_info.dyn_params.blend_constant = p_blend_state.blend_constant;
  4651. // Multiview
  4652. // We are using render target slices for each view.
  4653. const D3D12_VIEW_INSTANCE_LOCATION viewInstanceLocations[D3D12_MAX_VIEW_INSTANCE_COUNT] = { { 0, 0 }, { 0, 1 }, { 0, 2 }, { 0, 3 } };
  4654. if (pass_info->view_count > 1) {
  4655. (&pipeline_desc.ViewInstancingDesc)->ViewInstanceCount = pass_info->view_count;
  4656. (&pipeline_desc.ViewInstancingDesc)->Flags = D3D12_VIEW_INSTANCING_FLAG_NONE;
  4657. (&pipeline_desc.ViewInstancingDesc)->pViewInstanceLocations = viewInstanceLocations;
  4658. }
  4659. // Stages bytecodes + specialization constants.
  4660. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4661. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4662. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4663. ERR_FAIL_COND_V(!ok, PipelineID());
  4664. pipeline_desc.VS = D3D12_SHADER_BYTECODE{
  4665. final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
  4666. (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
  4667. };
  4668. pipeline_desc.PS = D3D12_SHADER_BYTECODE{
  4669. final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
  4670. (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
  4671. };
  4672. ComPtr<ID3D12Device2> device_2;
  4673. device->QueryInterface(device_2.GetAddressOf());
  4674. ID3D12PipelineState *pso = nullptr;
  4675. HRESULT res = E_FAIL;
  4676. if (device_2) {
  4677. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4678. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4679. pssd.SizeInBytes = sizeof(pipeline_desc);
  4680. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4681. } else {
  4682. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
  4683. res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
  4684. }
  4685. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4686. PipelineInfo *pipeline_info = memnew(PipelineInfo);
  4687. pipeline_info->pso = pso;
  4688. pipeline_info->shader_info = shader_info_in;
  4689. pipeline_info->render_info = render_info;
  4690. return PipelineID(pipeline_info);
  4691. }
  4692. /*****************/
  4693. /**** COMPUTE ****/
  4694. /*****************/
  4695. // ----- COMMANDS -----
  4696. void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4697. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4698. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
  4699. if (cmd_buf_info->compute_pso == pipeline_info->pso) {
  4700. return;
  4701. }
  4702. const ShaderInfo *shader_info_in = pipeline_info->shader_info;
  4703. cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
  4704. if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) {
  4705. cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get());
  4706. cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc;
  4707. }
  4708. cmd_buf_info->compute_pso = pipeline_info->pso;
  4709. cmd_buf_info->graphics_pso = nullptr;
  4710. }
  4711. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4712. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true);
  4713. }
  4714. void RenderingDeviceDriverD3D12::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) {
  4715. for (uint32_t i = 0u; i < p_set_count; ++i) {
  4716. // TODO: _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
  4717. _command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, true);
  4718. }
  4719. }
  4720. void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
  4721. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4722. if (!barrier_capabilities.enhanced_barriers_supported) {
  4723. _resource_transitions_flush(cmd_buf_info);
  4724. }
  4725. cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
  4726. }
  4727. void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) {
  4728. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4729. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4730. if (!barrier_capabilities.enhanced_barriers_supported) {
  4731. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4732. _resource_transitions_flush(cmd_buf_info);
  4733. }
  4734. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0);
  4735. }
  4736. // ----- PIPELINE -----
  4737. RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4738. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4739. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4740. // Stages bytecodes + specialization constants.
  4741. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4742. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4743. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4744. ERR_FAIL_COND_V(!ok, PipelineID());
  4745. pipeline_desc.CS = D3D12_SHADER_BYTECODE{
  4746. final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
  4747. (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
  4748. };
  4749. ComPtr<ID3D12Device2> device_2;
  4750. device->QueryInterface(device_2.GetAddressOf());
  4751. ID3D12PipelineState *pso = nullptr;
  4752. HRESULT res = E_FAIL;
  4753. if (device_2) {
  4754. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4755. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4756. pssd.SizeInBytes = sizeof(pipeline_desc);
  4757. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4758. } else {
  4759. D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
  4760. res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso));
  4761. }
  4762. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4763. PipelineInfo *pipeline_info = memnew(PipelineInfo);
  4764. pipeline_info->pso = pso;
  4765. pipeline_info->shader_info = shader_info_in;
  4766. return PipelineID(pipeline_info);
  4767. }
  4768. /*****************/
  4769. /**** QUERIES ****/
  4770. /*****************/
  4771. // ----- TIMESTAMP -----
  4772. RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) {
  4773. ComPtr<ID3D12QueryHeap> query_heap;
  4774. {
  4775. D3D12_QUERY_HEAP_DESC qh_desc = {};
  4776. qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4777. qh_desc.Count = p_query_count;
  4778. qh_desc.NodeMask = 0;
  4779. HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf()));
  4780. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4781. }
  4782. ComPtr<D3D12MA::Allocation> results_buffer_allocation;
  4783. {
  4784. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  4785. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  4786. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count);
  4787. ComPtr<ID3D12Resource> results_buffer;
  4788. HRESULT res = allocator->CreateResource(
  4789. &allocation_desc,
  4790. &resource_desc,
  4791. D3D12_RESOURCE_STATE_COPY_DEST,
  4792. nullptr,
  4793. results_buffer_allocation.GetAddressOf(),
  4794. IID_PPV_ARGS(results_buffer.GetAddressOf()));
  4795. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4796. }
  4797. // Bookkeep.
  4798. TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator);
  4799. tqp_info->query_heap = query_heap;
  4800. tqp_info->query_count = p_query_count;
  4801. tqp_info->results_buffer_allocation = results_buffer_allocation;
  4802. return RDD::QueryPoolID(tqp_info);
  4803. }
  4804. void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) {
  4805. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4806. VersatileResource::free(resources_allocator, tqp_info);
  4807. }
  4808. void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) {
  4809. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4810. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4811. void *results_buffer_data = nullptr;
  4812. results_buffer->Map(0, &VOID_RANGE, &results_buffer_data);
  4813. memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count);
  4814. results_buffer->Unmap(0, &VOID_RANGE);
  4815. }
  4816. uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) {
  4817. return p_result / (double)device_limits.timestamp_frequency * 1000000000.0;
  4818. }
  4819. void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) {
  4820. }
  4821. void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) {
  4822. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4823. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4824. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4825. cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index);
  4826. cmd_buf_info->cmd_list->ResolveQueryData(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index, 1, results_buffer, p_index * sizeof(uint64_t));
  4827. }
  4828. void RenderingDeviceDriverD3D12::command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) {
  4829. #ifdef PIX_ENABLED
  4830. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4831. PIXBeginEvent(cmd_buf_info->cmd_list.Get(), p_color.to_argb32(), p_label_name);
  4832. #endif
  4833. }
  4834. void RenderingDeviceDriverD3D12::command_end_label(CommandBufferID p_cmd_buffer) {
  4835. #ifdef PIX_ENABLED
  4836. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4837. PIXEndEvent(cmd_buf_info->cmd_list.Get());
  4838. #endif
  4839. }
  4840. void RenderingDeviceDriverD3D12::command_insert_breadcrumb(CommandBufferID p_cmd_buffer, uint32_t p_data) {
  4841. // TODO: Implement via DRED.
  4842. }
  4843. /********************/
  4844. /**** SUBMISSION ****/
  4845. /********************/
  4846. void RenderingDeviceDriverD3D12::begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) {
  4847. frame_idx = p_frame_index;
  4848. frames_drawn = p_frames_drawn;
  4849. allocator->SetCurrentFrameIndex(p_frames_drawn);
  4850. frames[frame_idx].desc_heap_walkers.resources.rewind();
  4851. frames[frame_idx].desc_heap_walkers.samplers.rewind();
  4852. frames[frame_idx].desc_heap_walkers.aux.rewind();
  4853. frames[frame_idx].desc_heap_walkers.rtv.rewind();
  4854. frames[frame_idx].desc_heaps_exhausted_reported = {};
  4855. frames[frame_idx].null_rtv_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE{};
  4856. frames[frame_idx].segment_serial = segment_serial;
  4857. segment_begun = true;
  4858. }
  4859. void RenderingDeviceDriverD3D12::end_segment() {
  4860. segment_serial++;
  4861. segment_begun = false;
  4862. }
  4863. /**************/
  4864. /**** MISC ****/
  4865. /**************/
  4866. void RenderingDeviceDriverD3D12::_set_object_name(ID3D12Object *p_object, String p_object_name) {
  4867. ERR_FAIL_NULL(p_object);
  4868. int name_len = p_object_name.size();
  4869. WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
  4870. MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
  4871. p_object->SetName(name_w);
  4872. }
  4873. void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) {
  4874. switch (p_type) {
  4875. case OBJECT_TYPE_TEXTURE: {
  4876. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4877. if (tex_info->owner_info.allocation) {
  4878. _set_object_name(tex_info->resource, p_name);
  4879. }
  4880. } break;
  4881. case OBJECT_TYPE_SAMPLER: {
  4882. } break;
  4883. case OBJECT_TYPE_BUFFER: {
  4884. const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id;
  4885. _set_object_name(buf_info->resource, p_name);
  4886. } break;
  4887. case OBJECT_TYPE_SHADER: {
  4888. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id;
  4889. _set_object_name(shader_info_in->root_signature.Get(), p_name);
  4890. } break;
  4891. case OBJECT_TYPE_UNIFORM_SET: {
  4892. // Descriptor heaps are suballocated from bigger heaps and can therefore not be given unique names.
  4893. } break;
  4894. case OBJECT_TYPE_PIPELINE: {
  4895. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_driver_id.id;
  4896. _set_object_name(pipeline_info->pso, p_name);
  4897. } break;
  4898. default: {
  4899. DEV_ASSERT(false);
  4900. }
  4901. }
  4902. }
  4903. uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) {
  4904. switch (p_type) {
  4905. case DRIVER_RESOURCE_LOGICAL_DEVICE: {
  4906. return (uint64_t)device.Get();
  4907. }
  4908. case DRIVER_RESOURCE_PHYSICAL_DEVICE: {
  4909. return (uint64_t)adapter.Get();
  4910. }
  4911. case DRIVER_RESOURCE_TOPMOST_OBJECT: {
  4912. return 0;
  4913. }
  4914. case DRIVER_RESOURCE_COMMAND_QUEUE: {
  4915. return (uint64_t)p_driver_id.id;
  4916. }
  4917. case DRIVER_RESOURCE_QUEUE_FAMILY: {
  4918. return 0;
  4919. }
  4920. case DRIVER_RESOURCE_TEXTURE: {
  4921. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4922. return (uint64_t)tex_info->main_texture;
  4923. } break;
  4924. case DRIVER_RESOURCE_TEXTURE_VIEW: {
  4925. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4926. return (uint64_t)tex_info->resource;
  4927. }
  4928. case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: {
  4929. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4930. return (uint64_t)tex_info->desc.Format;
  4931. }
  4932. case DRIVER_RESOURCE_SAMPLER:
  4933. case DRIVER_RESOURCE_UNIFORM_SET:
  4934. return 0;
  4935. case DRIVER_RESOURCE_BUFFER: {
  4936. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4937. return (uint64_t)tex_info->resource;
  4938. } break;
  4939. case DRIVER_RESOURCE_COMPUTE_PIPELINE:
  4940. case DRIVER_RESOURCE_RENDER_PIPELINE: {
  4941. return p_driver_id.id;
  4942. }
  4943. default: {
  4944. return 0;
  4945. }
  4946. }
  4947. }
  4948. uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() {
  4949. D3D12MA::TotalStatistics stats;
  4950. allocator->CalculateStatistics(&stats);
  4951. return stats.Total.Stats.BlockBytes;
  4952. }
  4953. uint64_t RenderingDeviceDriverD3D12::get_lazily_memory_used() {
  4954. return 0;
  4955. }
  4956. uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
  4957. uint64_t safe_unbounded = ((uint64_t)1 << 30);
  4958. switch (p_limit) {
  4959. case LIMIT_MAX_BOUND_UNIFORM_SETS:
  4960. return safe_unbounded;
  4961. case LIMIT_MAX_TEXTURE_ARRAY_LAYERS:
  4962. return D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  4963. case LIMIT_MAX_TEXTURE_SIZE_1D:
  4964. return D3D12_REQ_TEXTURE1D_U_DIMENSION;
  4965. case LIMIT_MAX_TEXTURE_SIZE_2D:
  4966. return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  4967. case LIMIT_MAX_TEXTURE_SIZE_3D:
  4968. return D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
  4969. case LIMIT_MAX_TEXTURE_SIZE_CUBE:
  4970. return D3D12_REQ_TEXTURECUBE_DIMENSION;
  4971. case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
  4972. return device_limits.max_srvs_per_shader_stage;
  4973. case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
  4974. return 65536;
  4975. case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
  4976. case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
  4977. return 16384; // Based on max. texture size. Maybe not correct.
  4978. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
  4979. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4980. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
  4981. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4982. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
  4983. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4984. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
  4985. return D3D12_CS_THREAD_GROUP_MAX_X;
  4986. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
  4987. return D3D12_CS_THREAD_GROUP_MAX_Y;
  4988. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
  4989. return D3D12_CS_THREAD_GROUP_MAX_Z;
  4990. case LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE:
  4991. return D3D12_CS_TGSM_REGISTER_COUNT * sizeof(float);
  4992. case LIMIT_SUBGROUP_SIZE:
  4993. // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
  4994. // but at this time I don't know the implications on the transpilation to DXIL, etc.
  4995. case LIMIT_SUBGROUP_MIN_SIZE:
  4996. case LIMIT_SUBGROUP_MAX_SIZE:
  4997. return subgroup_capabilities.size;
  4998. case LIMIT_SUBGROUP_IN_SHADERS:
  4999. return subgroup_capabilities.supported_stages_flags_rd();
  5000. case LIMIT_SUBGROUP_OPERATIONS:
  5001. return subgroup_capabilities.supported_operations_flags_rd();
  5002. case LIMIT_MAX_SHADER_VARYINGS:
  5003. return MIN(D3D12_VS_OUTPUT_REGISTER_COUNT, D3D12_PS_INPUT_REGISTER_COUNT);
  5004. default: {
  5005. #ifdef DEV_ENABLED
  5006. WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
  5007. #endif
  5008. return safe_unbounded;
  5009. }
  5010. }
  5011. }
  5012. uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
  5013. switch (p_trait) {
  5014. case API_TRAIT_HONORS_PIPELINE_BARRIERS:
  5015. return barrier_capabilities.enhanced_barriers_supported;
  5016. case API_TRAIT_SHADER_CHANGE_INVALIDATION:
  5017. return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH;
  5018. case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT:
  5019. return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
  5020. case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP:
  5021. return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
  5022. case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR:
  5023. return false;
  5024. case API_TRAIT_CLEARS_WITH_COPY_ENGINE:
  5025. return false;
  5026. case API_TRAIT_USE_GENERAL_IN_COPY_QUEUES:
  5027. return true;
  5028. case API_TRAIT_BUFFERS_REQUIRE_TRANSITIONS:
  5029. return !barrier_capabilities.enhanced_barriers_supported;
  5030. default:
  5031. return RenderingDeviceDriver::api_trait_get(p_trait);
  5032. }
  5033. }
  5034. bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) {
  5035. switch (p_feature) {
  5036. case SUPPORTS_HALF_FLOAT:
  5037. return shader_capabilities.native_16bit_ops && storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
  5038. case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
  5039. return true;
  5040. case SUPPORTS_BUFFER_DEVICE_ADDRESS:
  5041. return true;
  5042. case SUPPORTS_IMAGE_ATOMIC_32_BIT:
  5043. return true;
  5044. case SUPPORTS_VULKAN_MEMORY_MODEL:
  5045. return false;
  5046. default:
  5047. return false;
  5048. }
  5049. }
  5050. const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() {
  5051. return multiview_capabilities;
  5052. }
  5053. const RDD::FragmentShadingRateCapabilities &RenderingDeviceDriverD3D12::get_fragment_shading_rate_capabilities() {
  5054. return fsr_capabilities;
  5055. }
  5056. const RDD::FragmentDensityMapCapabilities &RenderingDeviceDriverD3D12::get_fragment_density_map_capabilities() {
  5057. return fdm_capabilities;
  5058. }
  5059. String RenderingDeviceDriverD3D12::get_api_name() const {
  5060. return "D3D12";
  5061. }
  5062. String RenderingDeviceDriverD3D12::get_api_version() const {
  5063. return vformat("%d_%d", feature_level / 10, feature_level % 10);
  5064. }
  5065. String RenderingDeviceDriverD3D12::get_pipeline_cache_uuid() const {
  5066. return pipeline_cache_id;
  5067. }
  5068. const RDD::Capabilities &RenderingDeviceDriverD3D12::get_capabilities() const {
  5069. return device_capabilities;
  5070. }
  5071. const RenderingShaderContainerFormat &RenderingDeviceDriverD3D12::get_shader_container_format() const {
  5072. return shader_container_format;
  5073. }
  5074. bool RenderingDeviceDriverD3D12::is_composite_alpha_supported(CommandQueueID p_queue) const {
  5075. if (has_comp_alpha.has((uint64_t)p_queue.id)) {
  5076. return has_comp_alpha[(uint64_t)p_queue.id];
  5077. }
  5078. return false;
  5079. }
  5080. /******************/
  5081. RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver) {
  5082. DEV_ASSERT(p_context_driver != nullptr);
  5083. this->context_driver = p_context_driver;
  5084. }
  5085. RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() {
  5086. if (D3D12Hooks::get_singleton() != nullptr) {
  5087. D3D12Hooks::get_singleton()->cleanup_device();
  5088. }
  5089. glsl_type_singleton_decref();
  5090. }
  5091. bool RenderingDeviceDriverD3D12::is_in_developer_mode() {
  5092. HKEY hkey = nullptr;
  5093. LSTATUS result = RegOpenKeyExW(HKEY_LOCAL_MACHINE, L"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\AppModelUnlock", 0, KEY_READ, &hkey);
  5094. if (result != ERROR_SUCCESS) {
  5095. return false;
  5096. }
  5097. DWORD value = 0;
  5098. DWORD dword_size = sizeof(DWORD);
  5099. result = RegQueryValueExW(hkey, L"AllowDevelopmentWithoutDevLicense", nullptr, nullptr, (PBYTE)&value, &dword_size);
  5100. RegCloseKey(hkey);
  5101. if (result != ERROR_SUCCESS) {
  5102. return false;
  5103. }
  5104. return (value != 0);
  5105. }
  5106. Error RenderingDeviceDriverD3D12::_initialize_device() {
  5107. HRESULT res;
  5108. if (is_in_developer_mode()) {
  5109. typedef HRESULT(WINAPI * PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(_In_ UINT, _In_count_(NumFeatures) const IID *, _In_opt_count_(NumFeatures) void *, _In_opt_count_(NumFeatures) UINT *);
  5110. PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES d3d_D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12EnableExperimentalFeatures");
  5111. ERR_FAIL_NULL_V(d3d_D3D12EnableExperimentalFeatures, ERR_CANT_CREATE);
  5112. UUID experimental_features[] = { D3D12ExperimentalShaderModels };
  5113. d3d_D3D12EnableExperimentalFeatures(1, experimental_features, nullptr, nullptr);
  5114. }
  5115. D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0;
  5116. // Override the adapter and feature level if needed by the XR backend.
  5117. if (D3D12Hooks::get_singleton() != nullptr) {
  5118. const LUID adapter_luid = D3D12Hooks::get_singleton()->get_adapter_luid();
  5119. requested_feature_level = D3D12Hooks::get_singleton()->get_feature_level();
  5120. ComPtr<IDXGIAdapter1> desired_adapter;
  5121. for (UINT adapter_index = 0;; adapter_index++) {
  5122. // EnumAdapters1 will fail with DXGI_ERROR_NOT_FOUND when there are no more adapters to
  5123. // enumerate.
  5124. if (context_driver->dxgi_factory_get()->EnumAdapters1(adapter_index, desired_adapter.ReleaseAndGetAddressOf()) == DXGI_ERROR_NOT_FOUND) {
  5125. break;
  5126. }
  5127. DXGI_ADAPTER_DESC1 desc;
  5128. desired_adapter->GetDesc1(&desc);
  5129. if (!memcmp(&desc.AdapterLuid, &adapter_luid, sizeof(LUID))) {
  5130. break;
  5131. }
  5132. }
  5133. ERR_FAIL_NULL_V(desired_adapter, ERR_CANT_CREATE);
  5134. adapter = desired_adapter;
  5135. }
  5136. ID3D12DeviceFactory *device_factory = context_driver->device_factory_get();
  5137. if (device_factory != nullptr) {
  5138. res = device_factory->CreateDevice(adapter.Get(), requested_feature_level, IID_PPV_ARGS(device.GetAddressOf()));
  5139. } else {
  5140. PFN_D3D12_CREATE_DEVICE d3d_D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateDevice");
  5141. ERR_FAIL_NULL_V(d3d_D3D12CreateDevice, ERR_CANT_CREATE);
  5142. res = d3d_D3D12CreateDevice(adapter.Get(), requested_feature_level, IID_PPV_ARGS(device.GetAddressOf()));
  5143. }
  5144. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5145. if (D3D12Hooks::get_singleton() != nullptr) {
  5146. D3D12Hooks::get_singleton()->set_device(device.Get());
  5147. }
  5148. if (context_driver->use_validation_layers()) {
  5149. ComPtr<ID3D12InfoQueue> info_queue;
  5150. res = device.As(&info_queue);
  5151. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5152. #if CUSTOM_INFO_QUEUE_ENABLED
  5153. ComPtr<ID3D12InfoQueue1> info_queue_1;
  5154. device.As(&info_queue_1);
  5155. if (info_queue_1) {
  5156. // Custom printing supported (added in Windows 10 Release Preview build 20236). Even if the callback cookie is unused, it seems the
  5157. // argument is not optional and the function will fail if it's not specified.
  5158. DWORD callback_cookie;
  5159. info_queue_1->SetMuteDebugOutput(TRUE);
  5160. res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, &callback_cookie);
  5161. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5162. } else
  5163. #endif
  5164. {
  5165. // Rely on D3D12's own debug printing.
  5166. if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
  5167. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  5168. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5169. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  5170. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5171. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  5172. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5173. }
  5174. }
  5175. D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
  5176. D3D12_MESSAGE_SEVERITY_INFO,
  5177. };
  5178. D3D12_MESSAGE_ID messages_to_mute[] = {
  5179. D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
  5180. D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
  5181. // These happen due to how D3D12MA manages buffers; seems benign.
  5182. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
  5183. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
  5184. // Seemingly a false positive.
  5185. D3D12_MESSAGE_ID_DATA_STATIC_WHILE_SET_AT_EXECUTE_DESCRIPTOR_INVALID_DATA_CHANGE,
  5186. };
  5187. D3D12_INFO_QUEUE_FILTER filter = {};
  5188. filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
  5189. filter.DenyList.pSeverityList = severities_to_mute;
  5190. filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
  5191. filter.DenyList.pIDList = messages_to_mute;
  5192. res = info_queue->PushStorageFilter(&filter);
  5193. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5194. }
  5195. return OK;
  5196. }
  5197. Error RenderingDeviceDriverD3D12::_check_capabilities() {
  5198. // Check feature levels.
  5199. const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
  5200. D3D_FEATURE_LEVEL_11_0,
  5201. D3D_FEATURE_LEVEL_11_1,
  5202. D3D_FEATURE_LEVEL_12_0,
  5203. D3D_FEATURE_LEVEL_12_1,
  5204. D3D_FEATURE_LEVEL_12_2,
  5205. };
  5206. D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
  5207. feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
  5208. feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
  5209. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
  5210. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5211. // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
  5212. uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
  5213. uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
  5214. feature_level = feat_level_major * 10 + feat_level_minor;
  5215. // Fill device capabilities.
  5216. device_capabilities.device_family = DEVICE_DIRECTX;
  5217. device_capabilities.version_major = feature_level / 10;
  5218. device_capabilities.version_minor = feature_level % 10;
  5219. // Assume not supported until proven otherwise.
  5220. multiview_capabilities.is_supported = false;
  5221. multiview_capabilities.geometry_shader_is_supported = false;
  5222. multiview_capabilities.tessellation_shader_is_supported = false;
  5223. multiview_capabilities.max_view_count = 0;
  5224. multiview_capabilities.max_instance_count = 0;
  5225. multiview_capabilities.is_supported = false;
  5226. subgroup_capabilities.size = 0;
  5227. subgroup_capabilities.wave_ops_supported = false;
  5228. shader_capabilities.shader_model = (D3D_SHADER_MODEL)0;
  5229. shader_capabilities.native_16bit_ops = false;
  5230. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
  5231. format_capabilities.relaxed_casting_supported = false;
  5232. {
  5233. static const D3D_SHADER_MODEL SMS_TO_CHECK[] = {
  5234. D3D_SHADER_MODEL_6_6,
  5235. D3D_SHADER_MODEL_6_5,
  5236. D3D_SHADER_MODEL_6_4,
  5237. D3D_SHADER_MODEL_6_3,
  5238. D3D_SHADER_MODEL_6_2,
  5239. D3D_SHADER_MODEL_6_1,
  5240. D3D_SHADER_MODEL_6_0, // Determined by NIR (dxil_min_shader_model).
  5241. };
  5242. D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
  5243. for (uint32_t i = 0; i < ARRAY_SIZE(SMS_TO_CHECK); i++) {
  5244. shader_model.HighestShaderModel = SMS_TO_CHECK[i];
  5245. res = device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
  5246. if (SUCCEEDED(res)) {
  5247. shader_capabilities.shader_model = shader_model.HighestShaderModel;
  5248. break;
  5249. }
  5250. if (res == E_INVALIDARG) {
  5251. continue; // Must assume the device doesn't know about the SM just checked.
  5252. }
  5253. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5254. }
  5255. #define D3D_SHADER_MODEL_TO_STRING(m_sm) vformat("%d.%d", (m_sm >> 4), (m_sm & 0xf))
  5256. ERR_FAIL_COND_V_MSG(shader_capabilities.shader_model < SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1], ERR_UNAVAILABLE,
  5257. vformat("No support for any of the suitable shader models (%s-%s) has been found.", D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1]), D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[0])));
  5258. print_verbose("- Shader:");
  5259. print_verbose(" model: " + D3D_SHADER_MODEL_TO_STRING(shader_capabilities.shader_model));
  5260. }
  5261. shader_container_format.set_lib_d3d12(context_driver->lib_d3d12);
  5262. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5263. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5264. if (SUCCEEDED(res)) {
  5265. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
  5266. }
  5267. D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
  5268. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
  5269. if (SUCCEEDED(res)) {
  5270. subgroup_capabilities.size = options1.WaveLaneCountMin;
  5271. subgroup_capabilities.wave_ops_supported = options1.WaveOps;
  5272. }
  5273. D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2 = {};
  5274. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2, &options2, sizeof(options2));
  5275. if (SUCCEEDED(res)) {
  5276. misc_features_support.depth_bounds_supported = options2.DepthBoundsTestSupported;
  5277. }
  5278. D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
  5279. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
  5280. if (SUCCEEDED(res)) {
  5281. // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
  5282. // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
  5283. if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
  5284. multiview_capabilities.is_supported = true;
  5285. multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5286. multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5287. multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
  5288. multiview_capabilities.max_instance_count = UINT32_MAX;
  5289. }
  5290. }
  5291. D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
  5292. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4));
  5293. if (SUCCEEDED(res)) {
  5294. shader_capabilities.native_16bit_ops = options4.Native16BitShaderOpsSupported;
  5295. }
  5296. D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
  5297. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
  5298. if (SUCCEEDED(res)) {
  5299. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
  5300. fsr_capabilities.pipeline_supported = true;
  5301. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
  5302. fsr_capabilities.primitive_supported = true;
  5303. fsr_capabilities.attachment_supported = true;
  5304. fsr_capabilities.min_texel_size = Size2i(options6.ShadingRateImageTileSize, options6.ShadingRateImageTileSize);
  5305. fsr_capabilities.max_texel_size = Size2i(8, 8);
  5306. }
  5307. }
  5308. }
  5309. D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
  5310. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
  5311. if (SUCCEEDED(res)) {
  5312. format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
  5313. barrier_capabilities.enhanced_barriers_supported = options12.EnhancedBarriersSupported;
  5314. }
  5315. if (fsr_capabilities.pipeline_supported || fsr_capabilities.primitive_supported || fsr_capabilities.attachment_supported) {
  5316. print_verbose("- D3D12 Variable Rate Shading supported:");
  5317. if (fsr_capabilities.pipeline_supported) {
  5318. print_verbose(" Draw call");
  5319. }
  5320. if (fsr_capabilities.primitive_supported) {
  5321. print_verbose(" Primitive");
  5322. }
  5323. if (fsr_capabilities.attachment_supported) {
  5324. print_verbose(String(" Screen-space image (tile size: ") + itos(fsr_capabilities.min_texel_size.x) + ")");
  5325. }
  5326. } else {
  5327. print_verbose("- D3D12 Variable Rate Shading not supported");
  5328. }
  5329. if (multiview_capabilities.is_supported) {
  5330. print_verbose("- D3D12 multiview supported:");
  5331. print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
  5332. //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
  5333. } else {
  5334. print_verbose("- D3D12 multiview not supported");
  5335. }
  5336. if (format_capabilities.relaxed_casting_supported) {
  5337. #if 0
  5338. print_verbose("- Relaxed casting supported");
  5339. #else
  5340. // Certain configurations (Windows 11 with an updated NVIDIA driver) crash when using relaxed casting.
  5341. // Therefore, we disable it temporarily until we can assure that it's reliable.
  5342. // There are fallbacks in place that work in every case, if less efficient.
  5343. format_capabilities.relaxed_casting_supported = false;
  5344. print_verbose("- Relaxed casting supported (but disabled for now)");
  5345. #endif
  5346. } else {
  5347. print_verbose("- Relaxed casting not supported");
  5348. }
  5349. print_verbose(String("- D3D12 16-bit ops supported: ") + (shader_capabilities.native_16bit_ops ? "yes" : "no"));
  5350. if (misc_features_support.depth_bounds_supported) {
  5351. print_verbose("- Depth bounds test supported");
  5352. } else {
  5353. print_verbose("- Depth bounds test not supported");
  5354. }
  5355. return OK;
  5356. }
  5357. Error RenderingDeviceDriverD3D12::_get_device_limits() {
  5358. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5359. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5360. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5361. // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
  5362. device_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
  5363. device_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
  5364. device_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
  5365. if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
  5366. device_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
  5367. } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
  5368. device_limits.max_uavs_across_all_stages = 64;
  5369. } else {
  5370. device_limits.max_uavs_across_all_stages = UINT64_MAX;
  5371. }
  5372. // Retrieving the timestamp frequency requires creating a command queue that will be discarded immediately.
  5373. ComPtr<ID3D12CommandQueue> unused_command_queue;
  5374. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  5375. queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  5376. res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(unused_command_queue.GetAddressOf()));
  5377. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5378. res = unused_command_queue->GetTimestampFrequency(&device_limits.timestamp_frequency);
  5379. if (!SUCCEEDED(res)) {
  5380. print_verbose("D3D12: GetTimestampFrequency failed with error " + vformat("0x%08ux", (uint64_t)res) + ". Timestamps will be inaccurate.");
  5381. }
  5382. return OK;
  5383. }
  5384. Error RenderingDeviceDriverD3D12::_initialize_allocator() {
  5385. D3D12MA::ALLOCATOR_DESC allocator_desc = {};
  5386. allocator_desc.pDevice = device.Get();
  5387. allocator_desc.pAdapter = adapter.Get();
  5388. allocator_desc.Flags = D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED;
  5389. HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
  5390. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5391. return OK;
  5392. }
  5393. static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) {
  5394. D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
  5395. iarg_desc.Type = p_type;
  5396. D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
  5397. cs_desc.ByteStride = p_stride;
  5398. cs_desc.NumArgumentDescs = 1;
  5399. cs_desc.pArgumentDescs = &iarg_desc;
  5400. cs_desc.NodeMask = 0;
  5401. HRESULT res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf()));
  5402. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5403. return OK;
  5404. }
  5405. Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
  5406. Error err;
  5407. //CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
  5408. uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
  5409. uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame");
  5410. uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame");
  5411. frames.resize(p_frame_count);
  5412. for (uint32_t i = 0; i < frames.size(); i++) {
  5413. err = frames[i].desc_heaps.resources.allocate(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame);
  5414. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RESOURCE descriptors heap failed.");
  5415. err = frames[i].desc_heaps.samplers.allocate(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame);
  5416. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's SAMPLER descriptors heap failed.");
  5417. err = frames[i].desc_heaps.aux.allocate(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame);
  5418. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's AUX descriptors heap failed.");
  5419. err = frames[i].desc_heaps.rtv.allocate(this, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame);
  5420. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RENDER TARGET descriptors heap failed.");
  5421. frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
  5422. frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
  5423. frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
  5424. frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
  5425. }
  5426. return OK;
  5427. }
  5428. Error RenderingDeviceDriverD3D12::_initialize_command_signatures() {
  5429. Error err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw);
  5430. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5431. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed);
  5432. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5433. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch);
  5434. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5435. return OK;
  5436. }
  5437. Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p_frame_count) {
  5438. glsl_type_singleton_init_or_ref();
  5439. context_device = context_driver->device_get(p_device_index);
  5440. adapter = context_driver->create_adapter(p_device_index);
  5441. ERR_FAIL_NULL_V(adapter, ERR_CANT_CREATE);
  5442. HRESULT res = adapter->GetDesc(&adapter_desc);
  5443. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5444. // Set the pipeline cache ID based on the adapter information.
  5445. pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&adapter_desc.AdapterLuid, sizeof(LUID));
  5446. pipeline_cache_id += "-driver-" + itos(adapter_desc.Revision);
  5447. Error err = _initialize_device();
  5448. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5449. err = _check_capabilities();
  5450. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5451. err = _get_device_limits();
  5452. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5453. err = _initialize_allocator();
  5454. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5455. err = _initialize_frames(p_frame_count);
  5456. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5457. err = _initialize_command_signatures();
  5458. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5459. return OK;
  5460. }