rendering_context_driver_d3d12.cpp 12 KB

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  1. /**************************************************************************/
  2. /* rendering_context_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_context_driver_d3d12.h"
  31. #include "d3d12_hooks.h"
  32. #include "core/config/engine.h"
  33. #include "core/config/project_settings.h"
  34. #include "core/string/ustring.h"
  35. #include "core/templates/local_vector.h"
  36. #include "core/version.h"
  37. #include "servers/rendering/rendering_device.h"
  38. GODOT_GCC_WARNING_PUSH
  39. GODOT_GCC_WARNING_IGNORE("-Wmissing-field-initializers")
  40. GODOT_GCC_WARNING_IGNORE("-Wnon-virtual-dtor")
  41. GODOT_GCC_WARNING_IGNORE("-Wshadow")
  42. GODOT_GCC_WARNING_IGNORE("-Wswitch")
  43. GODOT_CLANG_WARNING_PUSH
  44. GODOT_CLANG_WARNING_IGNORE("-Wmissing-field-initializers")
  45. GODOT_CLANG_WARNING_IGNORE("-Wnon-virtual-dtor")
  46. GODOT_CLANG_WARNING_IGNORE("-Wstring-plus-int")
  47. GODOT_CLANG_WARNING_IGNORE("-Wswitch")
  48. #include <dxcapi.h>
  49. #include <dxgi1_6.h>
  50. GODOT_GCC_WARNING_POP
  51. GODOT_CLANG_WARNING_POP
  52. #if !defined(_MSC_VER)
  53. #include <guiddef.h>
  54. #include <thirdparty/directx_headers/include/dxguids/dxguids.h>
  55. #endif
  56. using Microsoft::WRL::ComPtr;
  57. // Note: symbols are not available in MinGW and old MSVC import libraries.
  58. // GUID values from https://github.com/microsoft/DirectX-Headers/blob/7a9f4d06911d30eecb56a4956dab29dcca2709ed/include/directx/d3d12.idl#L5877-L5881
  59. const GUID CLSID_D3D12DebugGodot = { 0xf2352aeb, 0xdd84, 0x49fe, { 0xb9, 0x7b, 0xa9, 0xdc, 0xfd, 0xcc, 0x1b, 0x4f } };
  60. const GUID CLSID_D3D12SDKConfigurationGodot = { 0x7cda6aca, 0xa03e, 0x49c8, { 0x94, 0x58, 0x03, 0x34, 0xd2, 0x0e, 0x07, 0xce } };
  61. #ifdef PIX_ENABLED
  62. #if defined(__GNUC__)
  63. #define _MSC_VER 1800
  64. #endif
  65. #define USE_PIX
  66. #include <WinPixEventRuntime/pix3.h>
  67. #if defined(__GNUC__)
  68. #undef _MSC_VER
  69. #endif
  70. #endif
  71. RenderingContextDriverD3D12::RenderingContextDriverD3D12() {}
  72. RenderingContextDriverD3D12::~RenderingContextDriverD3D12() {
  73. // Let's release manually everything that may still be holding
  74. // onto the DLLs before freeing them.
  75. device_factory.Reset();
  76. dxgi_factory.Reset();
  77. if (lib_d3d12) {
  78. FreeLibrary(lib_d3d12);
  79. }
  80. if (lib_dxgi) {
  81. FreeLibrary(lib_dxgi);
  82. }
  83. #ifdef DCOMP_ENABLED
  84. if (lib_dcomp) {
  85. FreeLibrary(lib_dcomp);
  86. }
  87. #endif
  88. }
  89. Error RenderingContextDriverD3D12::_init_device_factory() {
  90. uint32_t agility_sdk_version = GLOBAL_GET("rendering/rendering_device/d3d12/agility_sdk_version");
  91. String agility_sdk_path = String(".\\") + Engine::get_singleton()->get_architecture_name();
  92. lib_d3d12 = LoadLibraryW(L"D3D12.dll");
  93. ERR_FAIL_NULL_V(lib_d3d12, ERR_CANT_CREATE);
  94. lib_dxgi = LoadLibraryW(L"DXGI.dll");
  95. ERR_FAIL_NULL_V(lib_dxgi, ERR_CANT_CREATE);
  96. #ifdef DCOMP_ENABLED
  97. lib_dcomp = LoadLibraryW(L"Dcomp.dll");
  98. ERR_FAIL_NULL_V(lib_dcomp, ERR_CANT_CREATE);
  99. #endif
  100. // Note: symbol is not available in MinGW import library.
  101. PFN_D3D12_GET_INTERFACE d3d_D3D12GetInterface = (PFN_D3D12_GET_INTERFACE)(void *)GetProcAddress(lib_d3d12, "D3D12GetInterface");
  102. if (!d3d_D3D12GetInterface) {
  103. return OK; // Fallback to the system loader.
  104. }
  105. ComPtr<ID3D12SDKConfiguration1> sdk_config;
  106. HRESULT hr = d3d_D3D12GetInterface(CLSID_D3D12SDKConfigurationGodot, IID_PPV_ARGS(sdk_config.GetAddressOf()));
  107. if (SUCCEEDED(hr)) {
  108. hr = sdk_config->CreateDeviceFactory(agility_sdk_version, agility_sdk_path.ascii().get_data(), IID_PPV_ARGS(device_factory.GetAddressOf()));
  109. if (FAILED(hr)) {
  110. sdk_config->CreateDeviceFactory(agility_sdk_version, ".\\", IID_PPV_ARGS(device_factory.GetAddressOf()));
  111. }
  112. // If both calls failed, device factory is going to be nullptr, and D3D12CreateDevice is going to be used as fallback.
  113. }
  114. return OK;
  115. }
  116. Error RenderingContextDriverD3D12::_initialize_debug_layers() {
  117. ComPtr<ID3D12Debug> debug_controller;
  118. HRESULT res;
  119. if (device_factory) {
  120. res = device_factory->GetConfigurationInterface(CLSID_D3D12DebugGodot, IID_PPV_ARGS(&debug_controller));
  121. } else {
  122. PFN_D3D12_GET_DEBUG_INTERFACE d3d_D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)(void *)GetProcAddress(lib_d3d12, "D3D12GetDebugInterface");
  123. ERR_FAIL_NULL_V(d3d_D3D12GetDebugInterface, ERR_CANT_CREATE);
  124. res = d3d_D3D12GetDebugInterface(IID_PPV_ARGS(&debug_controller));
  125. }
  126. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_QUERY_FAILED);
  127. debug_controller->EnableDebugLayer();
  128. return OK;
  129. }
  130. Error RenderingContextDriverD3D12::_initialize_devices() {
  131. const UINT dxgi_factory_flags = use_validation_layers() ? DXGI_CREATE_FACTORY_DEBUG : 0;
  132. typedef HRESULT(WINAPI * PFN_DXGI_CREATE_DXGI_FACTORY2)(UINT, REFIID, void **);
  133. PFN_DXGI_CREATE_DXGI_FACTORY2 dxgi_CreateDXGIFactory2 = (PFN_DXGI_CREATE_DXGI_FACTORY2)(void *)GetProcAddress(lib_dxgi, "CreateDXGIFactory2");
  134. ERR_FAIL_NULL_V(dxgi_CreateDXGIFactory2, ERR_CANT_CREATE);
  135. HRESULT res = dxgi_CreateDXGIFactory2(dxgi_factory_flags, IID_PPV_ARGS(&dxgi_factory));
  136. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  137. // Enumerate all possible adapters.
  138. LocalVector<IDXGIAdapter1 *> adapters;
  139. IDXGIAdapter1 *adapter = nullptr;
  140. do {
  141. adapter = create_adapter(adapters.size());
  142. if (adapter != nullptr) {
  143. adapters.push_back(adapter);
  144. }
  145. } while (adapter != nullptr);
  146. ERR_FAIL_COND_V_MSG(adapters.is_empty(), ERR_CANT_CREATE, "Adapters enumeration reported zero accessible devices.");
  147. // Fill the device descriptions with the adapters.
  148. driver_devices.resize(adapters.size());
  149. for (uint32_t i = 0; i < adapters.size(); ++i) {
  150. DXGI_ADAPTER_DESC1 desc = {};
  151. adapters[i]->GetDesc1(&desc);
  152. Device &device = driver_devices[i];
  153. device.name = desc.Description;
  154. device.vendor = desc.VendorId;
  155. device.workarounds = Workarounds();
  156. if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
  157. device.type = DEVICE_TYPE_CPU;
  158. } else {
  159. const bool has_dedicated_vram = desc.DedicatedVideoMemory > 0;
  160. device.type = has_dedicated_vram ? DEVICE_TYPE_DISCRETE_GPU : DEVICE_TYPE_INTEGRATED_GPU;
  161. }
  162. }
  163. // Release all created adapters.
  164. for (uint32_t i = 0; i < adapters.size(); ++i) {
  165. adapters[i]->Release();
  166. }
  167. ComPtr<IDXGIFactory5> factory_5;
  168. dxgi_factory.As(&factory_5);
  169. if (factory_5 != nullptr) {
  170. // The type is important as in general, sizeof(bool) != sizeof(BOOL).
  171. BOOL feature_supported = FALSE;
  172. res = factory_5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &feature_supported, sizeof(feature_supported));
  173. if (SUCCEEDED(res)) {
  174. tearing_supported = feature_supported;
  175. } else {
  176. ERR_PRINT("CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  177. }
  178. }
  179. return OK;
  180. }
  181. bool RenderingContextDriverD3D12::use_validation_layers() const {
  182. return Engine::get_singleton()->is_validation_layers_enabled();
  183. }
  184. Error RenderingContextDriverD3D12::initialize() {
  185. Error err = _init_device_factory();
  186. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  187. if (use_validation_layers()) {
  188. err = _initialize_debug_layers();
  189. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  190. }
  191. err = _initialize_devices();
  192. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  193. return OK;
  194. }
  195. const RenderingContextDriver::Device &RenderingContextDriverD3D12::device_get(uint32_t p_device_index) const {
  196. DEV_ASSERT(p_device_index < driver_devices.size());
  197. return driver_devices[p_device_index];
  198. }
  199. uint32_t RenderingContextDriverD3D12::device_get_count() const {
  200. return driver_devices.size();
  201. }
  202. bool RenderingContextDriverD3D12::device_supports_present(uint32_t p_device_index, SurfaceID p_surface) const {
  203. // All devices should support presenting to any surface.
  204. return true;
  205. }
  206. RenderingDeviceDriver *RenderingContextDriverD3D12::driver_create() {
  207. return memnew(RenderingDeviceDriverD3D12(this));
  208. }
  209. void RenderingContextDriverD3D12::driver_free(RenderingDeviceDriver *p_driver) {
  210. memdelete(p_driver);
  211. }
  212. RenderingContextDriver::SurfaceID RenderingContextDriverD3D12::surface_create(const void *p_platform_data) {
  213. const WindowPlatformData *wpd = (const WindowPlatformData *)(p_platform_data);
  214. Surface *surface = memnew(Surface);
  215. surface->hwnd = wpd->window;
  216. return SurfaceID(surface);
  217. }
  218. void RenderingContextDriverD3D12::surface_set_size(SurfaceID p_surface, uint32_t p_width, uint32_t p_height) {
  219. Surface *surface = (Surface *)(p_surface);
  220. surface->width = p_width;
  221. surface->height = p_height;
  222. surface->needs_resize = true;
  223. }
  224. void RenderingContextDriverD3D12::surface_set_vsync_mode(SurfaceID p_surface, DisplayServer::VSyncMode p_vsync_mode) {
  225. Surface *surface = (Surface *)(p_surface);
  226. surface->vsync_mode = p_vsync_mode;
  227. surface->needs_resize = true;
  228. }
  229. DisplayServer::VSyncMode RenderingContextDriverD3D12::surface_get_vsync_mode(SurfaceID p_surface) const {
  230. Surface *surface = (Surface *)(p_surface);
  231. return surface->vsync_mode;
  232. }
  233. uint32_t RenderingContextDriverD3D12::surface_get_width(SurfaceID p_surface) const {
  234. Surface *surface = (Surface *)(p_surface);
  235. return surface->width;
  236. }
  237. uint32_t RenderingContextDriverD3D12::surface_get_height(SurfaceID p_surface) const {
  238. Surface *surface = (Surface *)(p_surface);
  239. return surface->height;
  240. }
  241. void RenderingContextDriverD3D12::surface_set_needs_resize(SurfaceID p_surface, bool p_needs_resize) {
  242. Surface *surface = (Surface *)(p_surface);
  243. surface->needs_resize = p_needs_resize;
  244. }
  245. bool RenderingContextDriverD3D12::surface_get_needs_resize(SurfaceID p_surface) const {
  246. Surface *surface = (Surface *)(p_surface);
  247. return surface->needs_resize;
  248. }
  249. void RenderingContextDriverD3D12::surface_destroy(SurfaceID p_surface) {
  250. Surface *surface = (Surface *)(p_surface);
  251. memdelete(surface);
  252. }
  253. bool RenderingContextDriverD3D12::is_debug_utils_enabled() const {
  254. #ifdef PIX_ENABLED
  255. return true;
  256. #else
  257. return false;
  258. #endif
  259. }
  260. IDXGIAdapter1 *RenderingContextDriverD3D12::create_adapter(uint32_t p_adapter_index) const {
  261. ComPtr<IDXGIFactory6> factory_6;
  262. dxgi_factory.As(&factory_6);
  263. // TODO: Use IDXCoreAdapterList, which gives more comprehensive information.
  264. IDXGIAdapter1 *adapter = nullptr;
  265. if (factory_6) {
  266. if (factory_6->EnumAdapterByGpuPreference(p_adapter_index, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, IID_PPV_ARGS(&adapter)) == DXGI_ERROR_NOT_FOUND) {
  267. return nullptr;
  268. }
  269. } else {
  270. if (dxgi_factory->EnumAdapters1(p_adapter_index, &adapter) == DXGI_ERROR_NOT_FOUND) {
  271. return nullptr;
  272. }
  273. }
  274. return adapter;
  275. }
  276. ID3D12DeviceFactory *RenderingContextDriverD3D12::device_factory_get() const {
  277. return device_factory.Get();
  278. }
  279. IDXGIFactory2 *RenderingContextDriverD3D12::dxgi_factory_get() const {
  280. return dxgi_factory.Get();
  281. }
  282. bool RenderingContextDriverD3D12::get_tearing_supported() const {
  283. return tearing_supported;
  284. }