rendering_device_driver_d3d12.cpp 266 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 "core/config/project_settings.h"
  32. #include "core/io/marshalls.h"
  33. #include "servers/rendering/rendering_device.h"
  34. #include "thirdparty/zlib/zlib.h"
  35. #include "d3d12_godot_nir_bridge.h"
  36. #include "rendering_context_driver_d3d12.h"
  37. // No point in fighting warnings in Mesa.
  38. #if defined(_MSC_VER)
  39. #pragma warning(push)
  40. #pragma warning(disable : 4200) // "nonstandard extension used: zero-sized array in struct/union".
  41. #pragma warning(disable : 4806) // "'&': unsafe operation: no value of type 'bool' promoted to type 'uint32_t' can equal the given constant".
  42. #endif
  43. #if defined(__GNUC__) && !defined(__clang__)
  44. #pragma GCC diagnostic push
  45. #pragma GCC diagnostic ignored "-Wnon-virtual-dtor"
  46. #pragma GCC diagnostic ignored "-Wshadow"
  47. #pragma GCC diagnostic ignored "-Wswitch"
  48. #pragma GCC diagnostic ignored "-Wmissing-field-initializers"
  49. #endif
  50. #include "dxil_validator.h"
  51. #include "nir_spirv.h"
  52. #include "nir_to_dxil.h"
  53. #include "spirv_to_dxil.h"
  54. extern "C" {
  55. #include "dxil_spirv_nir.h"
  56. }
  57. #if defined(__GNUC__) && !defined(__clang__)
  58. #pragma GCC diagnostic pop
  59. #endif
  60. #if defined(_MSC_VER)
  61. #pragma warning(pop)
  62. #endif
  63. #if !defined(_MSC_VER)
  64. #include <guiddef.h>
  65. #include <dxguids.h>
  66. #endif
  67. // Mesa may define this.
  68. #ifdef UNUSED
  69. #undef UNUSED
  70. #endif
  71. #ifdef PIX_ENABLED
  72. #if defined(__GNUC__)
  73. #define _MSC_VER 1800
  74. #endif
  75. #define USE_PIX
  76. #include "WinPixEventRuntime/pix3.h"
  77. #if defined(__GNUC__)
  78. #undef _MSC_VER
  79. #endif
  80. #endif
  81. static const D3D12_RANGE VOID_RANGE = {};
  82. static const uint32_t ROOT_CONSTANT_REGISTER = GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER * (RDD::MAX_UNIFORM_SETS + 1);
  83. static const uint32_t RUNTIME_DATA_REGISTER = GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER * (RDD::MAX_UNIFORM_SETS + 2);
  84. #ifdef DEV_ENABLED
  85. //#define DEBUG_COUNT_BARRIERS
  86. #define CUSTOM_INFO_QUEUE_ENABLED 0
  87. #endif
  88. /*****************/
  89. /**** GENERIC ****/
  90. /*****************/
  91. // NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:.
  92. // - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA).
  93. // - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches).
  94. // TODO: Add YUV formats properly, which would require better support for planes in the RD API.
  95. const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = {
  96. /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {},
  97. /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  98. /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  99. /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM },
  100. /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  101. /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  102. /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  103. /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM },
  104. /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM },
  105. /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM },
  106. /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  107. /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  108. /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  109. /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  110. /* DATA_FORMAT_R8_SRGB */ {},
  111. /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM },
  112. /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM },
  113. /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  114. /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  115. /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  116. /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  117. /* DATA_FORMAT_R8G8_SRGB */ {},
  118. /* DATA_FORMAT_R8G8B8_UNORM */ {},
  119. /* DATA_FORMAT_R8G8B8_SNORM */ {},
  120. /* DATA_FORMAT_R8G8B8_USCALED */ {},
  121. /* DATA_FORMAT_R8G8B8_SSCALED */ {},
  122. /* DATA_FORMAT_R8G8B8_UINT */ {},
  123. /* DATA_FORMAT_R8G8B8_SINT */ {},
  124. /* DATA_FORMAT_R8G8B8_SRGB */ {},
  125. /* DATA_FORMAT_B8G8R8_UNORM */ {},
  126. /* DATA_FORMAT_B8G8R8_SNORM */ {},
  127. /* DATA_FORMAT_B8G8R8_USCALED */ {},
  128. /* DATA_FORMAT_B8G8R8_SSCALED */ {},
  129. /* DATA_FORMAT_B8G8R8_UINT */ {},
  130. /* DATA_FORMAT_B8G8R8_SINT */ {},
  131. /* DATA_FORMAT_B8G8R8_SRGB */ {},
  132. /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  133. /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  134. /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  135. /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  136. /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  137. /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  138. /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  139. /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM },
  140. /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  141. /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  142. /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  143. /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  144. /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  145. /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  146. /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  147. /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  148. /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  149. /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  150. /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  151. /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  152. /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB },
  153. /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  154. /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {},
  155. /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  156. /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {},
  157. /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  158. /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {},
  159. /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM },
  160. /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {},
  161. /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  162. /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {},
  163. /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  164. /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {},
  165. /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM },
  166. /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM },
  167. /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  168. /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  169. /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  170. /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  171. /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT },
  172. /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM },
  173. /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM },
  174. /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  175. /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  176. /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  177. /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  178. /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT },
  179. /* DATA_FORMAT_R16G16B16_UNORM */ {},
  180. /* DATA_FORMAT_R16G16B16_SNORM */ {},
  181. /* DATA_FORMAT_R16G16B16_USCALED */ {},
  182. /* DATA_FORMAT_R16G16B16_SSCALED */ {},
  183. /* DATA_FORMAT_R16G16B16_UINT */ {},
  184. /* DATA_FORMAT_R16G16B16_SINT */ {},
  185. /* DATA_FORMAT_R16G16B16_SFLOAT */ {},
  186. /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM },
  187. /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM },
  188. /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  189. /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  190. /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  191. /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  192. /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT },
  193. /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT },
  194. /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT },
  195. /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT },
  196. /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT },
  197. /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT },
  198. /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT },
  199. /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT },
  200. /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT },
  201. /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT },
  202. /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT },
  203. /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT },
  204. /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT },
  205. /* DATA_FORMAT_R64_UINT */ {},
  206. /* DATA_FORMAT_R64_SINT */ {},
  207. /* DATA_FORMAT_R64_SFLOAT */ {},
  208. /* DATA_FORMAT_R64G64_UINT */ {},
  209. /* DATA_FORMAT_R64G64_SINT */ {},
  210. /* DATA_FORMAT_R64G64_SFLOAT */ {},
  211. /* DATA_FORMAT_R64G64B64_UINT */ {},
  212. /* DATA_FORMAT_R64G64B64_SINT */ {},
  213. /* DATA_FORMAT_R64G64B64_SFLOAT */ {},
  214. /* DATA_FORMAT_R64G64B64A64_UINT */ {},
  215. /* DATA_FORMAT_R64G64B64A64_SINT */ {},
  216. /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {},
  217. /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT },
  218. /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
  219. /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM },
  220. /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  221. /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT },
  222. /* DATA_FORMAT_S8_UINT */ {},
  223. /* DATA_FORMAT_D16_UNORM_S8_UINT */ {},
  224. /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  225. /* 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 },
  226. /* 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) },
  227. /* 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) },
  228. /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM },
  229. /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB },
  230. /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM },
  231. /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB },
  232. /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM },
  233. /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB },
  234. /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM },
  235. /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM },
  236. /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM },
  237. /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM },
  238. /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 },
  239. /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 },
  240. /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM },
  241. /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB },
  242. /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {},
  243. /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {},
  244. /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {},
  245. /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {},
  246. /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {},
  247. /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {},
  248. /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {},
  249. /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {},
  250. /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {},
  251. /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {},
  252. /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {},
  253. /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {},
  254. /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {},
  255. /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {},
  256. /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {},
  257. /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {},
  258. /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {},
  259. /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {},
  260. /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {},
  261. /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {},
  262. /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {},
  263. /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {},
  264. /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {},
  265. /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {},
  266. /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {},
  267. /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {},
  268. /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {},
  269. /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {},
  270. /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {},
  271. /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {},
  272. /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {},
  273. /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {},
  274. /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {},
  275. /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {},
  276. /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {},
  277. /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {},
  278. /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {},
  279. /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {},
  280. /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {},
  281. /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {},
  282. /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {},
  283. /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {},
  284. /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {},
  285. /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {},
  286. /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {},
  287. /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {},
  288. /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {},
  289. /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {},
  290. /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {},
  291. /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {},
  292. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {},
  293. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {},
  294. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {},
  295. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {},
  296. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {},
  297. /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {},
  298. /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {},
  299. /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {},
  300. /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {},
  301. /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {},
  302. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {},
  303. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {},
  304. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {},
  305. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {},
  306. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {},
  307. /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {},
  308. /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {},
  309. /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {},
  310. /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {},
  311. /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {},
  312. /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {},
  313. /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {},
  314. };
  315. Error RenderingDeviceDriverD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) {
  316. ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS);
  317. ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
  318. handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
  319. desc.Type = p_type;
  320. desc.NumDescriptors = p_descriptor_count;
  321. desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  322. HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf()));
  323. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  324. return OK;
  325. }
  326. RenderingDeviceDriverD3D12::DescriptorsHeap::Walker RenderingDeviceDriverD3D12::DescriptorsHeap::make_walker() const {
  327. Walker walker;
  328. walker.handle_size = handle_size;
  329. walker.handle_count = desc.NumDescriptors;
  330. if (heap) {
  331. #if defined(_MSC_VER) || !defined(_WIN32)
  332. walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart();
  333. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  334. walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart();
  335. }
  336. #else
  337. heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle);
  338. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  339. heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle);
  340. }
  341. #endif
  342. }
  343. return walker;
  344. }
  345. void RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) {
  346. ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF.");
  347. handle_index += p_count;
  348. }
  349. D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() {
  350. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  351. return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size };
  352. }
  353. D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() {
  354. 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.");
  355. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  356. return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size };
  357. }
  358. static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = {
  359. D3D12_COMPARISON_FUNC_NEVER,
  360. D3D12_COMPARISON_FUNC_LESS,
  361. D3D12_COMPARISON_FUNC_EQUAL,
  362. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  363. D3D12_COMPARISON_FUNC_GREATER,
  364. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  365. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  366. D3D12_COMPARISON_FUNC_ALWAYS,
  367. };
  368. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_stages_flags_rd() const {
  369. // If there's a way to check exactly which are supported, I have yet to find it.
  370. return (
  371. RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT |
  372. RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT);
  373. }
  374. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_operations_flags_rd() const {
  375. if (!wave_ops_supported) {
  376. return 0;
  377. } else {
  378. return (
  379. RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT |
  380. RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT |
  381. RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT |
  382. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT |
  383. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT |
  384. RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT |
  385. RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT |
  386. RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT);
  387. }
  388. }
  389. 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) {
  390. String type_string;
  391. switch (p_category) {
  392. case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
  393. type_string = "APPLICATION_DEFINED";
  394. break;
  395. case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
  396. type_string = "MISCELLANEOUS";
  397. break;
  398. case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
  399. type_string = "INITIALIZATION";
  400. break;
  401. case D3D12_MESSAGE_CATEGORY_CLEANUP:
  402. type_string = "CLEANUP";
  403. break;
  404. case D3D12_MESSAGE_CATEGORY_COMPILATION:
  405. type_string = "COMPILATION";
  406. break;
  407. case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
  408. type_string = "STATE_CREATION";
  409. break;
  410. case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
  411. type_string = "STATE_SETTING";
  412. break;
  413. case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
  414. type_string = "STATE_GETTING";
  415. break;
  416. case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
  417. type_string = "RESOURCE_MANIPULATION";
  418. break;
  419. case D3D12_MESSAGE_CATEGORY_EXECUTION:
  420. type_string = "EXECUTION";
  421. break;
  422. case D3D12_MESSAGE_CATEGORY_SHADER:
  423. type_string = "SHADER";
  424. break;
  425. }
  426. String error_message(type_string +
  427. " - Message Id Number: " + String::num_int64(p_id) +
  428. "\n\t" + p_description);
  429. // Convert D3D12 severity to our own log macros.
  430. switch (p_severity) {
  431. case D3D12_MESSAGE_SEVERITY_MESSAGE:
  432. print_verbose(error_message);
  433. break;
  434. case D3D12_MESSAGE_SEVERITY_INFO:
  435. print_line(error_message);
  436. break;
  437. case D3D12_MESSAGE_SEVERITY_WARNING:
  438. WARN_PRINT(error_message);
  439. break;
  440. case D3D12_MESSAGE_SEVERITY_ERROR:
  441. case D3D12_MESSAGE_SEVERITY_CORRUPTION:
  442. ERR_PRINT(error_message);
  443. CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(),
  444. "Crashing, because abort on GPU errors is enabled.");
  445. break;
  446. }
  447. }
  448. /****************/
  449. /**** MEMORY ****/
  450. /****************/
  451. static const uint32_t SMALL_ALLOCATION_MAX_SIZE = 4096;
  452. #ifdef USE_SMALL_ALLOCS_POOL
  453. D3D12MA::Pool *RenderingDeviceDriverD3D12::_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags) {
  454. D3D12_HEAP_FLAGS effective_heap_flags = p_heap_flags;
  455. if (allocator->GetD3D12Options().ResourceHeapTier != D3D12_RESOURCE_HEAP_TIER_1) {
  456. // Heap tier 2 allows mixing resource types liberally.
  457. effective_heap_flags &= ~(D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES | D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES);
  458. }
  459. AllocPoolKey pool_key;
  460. pool_key.heap_type = p_heap_type;
  461. pool_key.heap_flags = effective_heap_flags;
  462. if (small_allocs_pools.has(pool_key.key)) {
  463. return small_allocs_pools[pool_key.key].Get();
  464. }
  465. #ifdef DEV_ENABLED
  466. print_verbose("Creating D3D12MA small objects pool for heap type " + itos(p_heap_type) + " and heap flags " + itos(p_heap_flags));
  467. #endif
  468. D3D12MA::POOL_DESC poolDesc = {};
  469. poolDesc.HeapProperties.Type = p_heap_type;
  470. poolDesc.HeapFlags = effective_heap_flags;
  471. ComPtr<D3D12MA::Pool> pool;
  472. HRESULT res = allocator->CreatePool(&poolDesc, pool.GetAddressOf());
  473. small_allocs_pools[pool_key.key] = pool; // Don't try to create it again if failed the first time.
  474. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "CreatePool failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  475. return pool.Get();
  476. }
  477. #endif
  478. /******************/
  479. /**** RESOURCE ****/
  480. /******************/
  481. static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = {
  482. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  483. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  484. D3D12_RESOURCE_DIMENSION_TEXTURE3D,
  485. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  486. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  487. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  488. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  489. };
  490. void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override) {
  491. DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
  492. #ifdef DEBUG_COUNT_BARRIERS
  493. uint64_t start = OS::get_singleton()->get_ticks_usec();
  494. #endif
  495. ResourceInfo::States *res_states = p_resource->states_ptr;
  496. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
  497. ID3D12Resource *res_to_transition = p_resource_override ? p_resource_override : p_resource->resource;
  498. // Transitions can be considered redundant if the current state has all the bits of the new state.
  499. // This check does not apply to the common state however, which must resort to checking if the state is the same (0).
  500. bool any_state_is_common = *curr_state == D3D12_RESOURCE_STATE_COMMON || p_new_state == D3D12_RESOURCE_STATE_COMMON;
  501. bool redundant_transition = any_state_is_common ? *curr_state == p_new_state : ((*curr_state) & p_new_state) == p_new_state;
  502. if (redundant_transition) {
  503. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  504. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  505. if (needs_uav_barrier) {
  506. if (res_barriers.size() < res_barriers_count + 1) {
  507. res_barriers.resize(res_barriers_count + 1);
  508. }
  509. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(res_to_transition);
  510. res_barriers_count++;
  511. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  512. }
  513. } else {
  514. uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
  515. uint8_t subres_qword = p_subresource >> 6;
  516. if (res_barriers_requests.has(res_states)) {
  517. BarrierRequest &br = res_barriers_requests.get(res_states);
  518. DEV_ASSERT(br.dx_resource == res_to_transition);
  519. DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
  520. DEV_ASSERT(br.planes == p_num_planes);
  521. // First, find if the subresource already has a barrier scheduled.
  522. uint8_t curr_group_idx = 0;
  523. bool same_transition_scheduled = false;
  524. for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
  525. if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) {
  526. continue;
  527. }
  528. if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
  529. uint32_t state_mask = br.groups[curr_group_idx].states;
  530. same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
  531. break;
  532. }
  533. }
  534. if (!same_transition_scheduled) {
  535. bool subres_already_there = curr_group_idx != br.groups_count;
  536. D3D12_RESOURCE_STATES final_states = {};
  537. if (subres_already_there) {
  538. final_states = br.groups[curr_group_idx].states;
  539. final_states |= p_new_state;
  540. bool subres_alone = true;
  541. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  542. if (i == subres_qword) {
  543. if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
  544. subres_alone = false;
  545. break;
  546. }
  547. } else {
  548. if (br.groups[curr_group_idx].subres_mask[i] != 0) {
  549. subres_alone = false;
  550. break;
  551. }
  552. }
  553. }
  554. bool relocated = false;
  555. if (subres_alone) {
  556. // Subresource is there by itself.
  557. for (uint8_t i = 0; i < br.groups_count; i++) {
  558. if (unlikely(i == curr_group_idx)) {
  559. continue;
  560. }
  561. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  562. continue;
  563. }
  564. // There's another group with the final states; relocate to it.
  565. if (br.groups[i].states == final_states) {
  566. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  567. relocated = true;
  568. break;
  569. }
  570. }
  571. if (relocated) {
  572. // Let's delete the group where it used to be by itself.
  573. if (curr_group_idx == br.groups_count - 1) {
  574. br.groups_count--;
  575. } else {
  576. br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP;
  577. }
  578. } else {
  579. // Its current group, where it's alone, can extend its states.
  580. br.groups[curr_group_idx].states = final_states;
  581. }
  582. } else {
  583. // Already there, but not by itself and the state mask is different, so it now belongs to a different group.
  584. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  585. subres_already_there = false;
  586. }
  587. } else {
  588. final_states = p_new_state;
  589. }
  590. if (!subres_already_there) {
  591. // See if it fits exactly the states of some of the groups to fit it there.
  592. for (uint8_t i = 0; i < br.groups_count; i++) {
  593. if (unlikely(i == curr_group_idx)) {
  594. continue;
  595. }
  596. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  597. continue;
  598. }
  599. if (br.groups[i].states == final_states) {
  600. br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
  601. subres_already_there = true;
  602. break;
  603. }
  604. }
  605. if (!subres_already_there) {
  606. // Add a new group to accommodate this subresource.
  607. uint8_t group_to_fill = 0;
  608. if (br.groups_count < BarrierRequest::MAX_GROUPS) {
  609. // There are still free groups.
  610. group_to_fill = br.groups_count;
  611. br.groups_count++;
  612. } else {
  613. // Let's try to take over a deleted one.
  614. for (; group_to_fill < br.groups_count; group_to_fill++) {
  615. if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) {
  616. break;
  617. }
  618. }
  619. CRASH_COND(group_to_fill == br.groups_count);
  620. }
  621. br.groups[group_to_fill].states = final_states;
  622. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  623. if (unlikely(i == subres_qword)) {
  624. br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
  625. } else {
  626. br.groups[group_to_fill].subres_mask[i] = 0;
  627. }
  628. }
  629. }
  630. }
  631. }
  632. } else {
  633. BarrierRequest &br = res_barriers_requests[res_states];
  634. br.dx_resource = res_to_transition;
  635. br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
  636. CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
  637. br.planes = p_num_planes;
  638. br.groups[0].states = p_new_state;
  639. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  640. if (unlikely(i == subres_qword)) {
  641. br.groups[0].subres_mask[i] = subres_mask_piece;
  642. } else {
  643. br.groups[0].subres_mask[i] = 0;
  644. }
  645. }
  646. br.groups_count = 1;
  647. }
  648. }
  649. if (p_new_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
  650. res_states->last_batch_transitioned_to_uav = res_barriers_batch;
  651. }
  652. #ifdef DEBUG_COUNT_BARRIERS
  653. frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start;
  654. #endif
  655. }
  656. void RenderingDeviceDriverD3D12::_resource_transitions_flush(ID3D12GraphicsCommandList *p_cmd_list) {
  657. #ifdef DEBUG_COUNT_BARRIERS
  658. uint64_t start = OS::get_singleton()->get_ticks_usec();
  659. #endif
  660. for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : res_barriers_requests) {
  661. ResourceInfo::States *res_states = E.key;
  662. const BarrierRequest &br = E.value;
  663. uint32_t num_subresources = res_states->subresource_states.size();
  664. // When there's not a lot of subresources, the empirical finding is that it's better
  665. // to avoid attempting the single-barrier optimization.
  666. static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
  667. bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
  668. if (may_do_single_barrier) {
  669. // A single group means we may be able to do a single all-subresources barrier.
  670. {
  671. // First requisite is that all subresources are involved.
  672. uint8_t subres_mask_full_qwords = num_subresources / 64;
  673. for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
  674. if (br.groups[0].subres_mask[i] != UINT64_MAX) {
  675. may_do_single_barrier = false;
  676. break;
  677. }
  678. }
  679. if (may_do_single_barrier) {
  680. if (num_subresources % 64) {
  681. DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
  682. uint64_t mask_tail_qword = 0;
  683. for (uint8_t i = 0; i < num_subresources % 64; i++) {
  684. mask_tail_qword |= ((uint64_t)1 << i);
  685. }
  686. if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
  687. may_do_single_barrier = false;
  688. }
  689. }
  690. }
  691. }
  692. if (may_do_single_barrier) {
  693. // Second requisite is that the source state is the same for all.
  694. for (uint32_t i = 1; i < num_subresources; i++) {
  695. if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
  696. may_do_single_barrier = false;
  697. break;
  698. }
  699. }
  700. if (may_do_single_barrier) {
  701. // Hurray!, we can do a single barrier (plus maybe a UAV one, too).
  702. bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  703. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  704. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
  705. if (res_barriers.size() < res_barriers_count + needed_barriers) {
  706. res_barriers.resize(res_barriers_count + needed_barriers);
  707. }
  708. if (needs_uav_barrier) {
  709. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  710. res_barriers_count++;
  711. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  712. }
  713. if (res_states->subresource_states[0] != br.groups[0].states) {
  714. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].states, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
  715. res_barriers_count++;
  716. }
  717. for (uint32_t i = 0; i < num_subresources; i++) {
  718. res_states->subresource_states[i] = br.groups[0].states;
  719. }
  720. }
  721. }
  722. }
  723. if (!may_do_single_barrier) {
  724. for (uint8_t i = 0; i < br.groups_count; i++) {
  725. const BarrierRequest::Group &g = E.value.groups[i];
  726. if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) {
  727. continue;
  728. }
  729. uint32_t subresource = 0;
  730. do {
  731. uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
  732. uint8_t subres_qword = subresource / 64;
  733. if (likely(g.subres_mask[subres_qword] == 0)) {
  734. subresource += 64;
  735. continue;
  736. }
  737. if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
  738. subresource++;
  739. continue;
  740. }
  741. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
  742. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  743. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  744. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
  745. if (res_barriers.size() < res_barriers_count + needed_barriers) {
  746. res_barriers.resize(res_barriers_count + needed_barriers);
  747. }
  748. if (needs_uav_barrier) {
  749. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  750. res_barriers_count++;
  751. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  752. }
  753. if (*curr_state != g.states) {
  754. for (uint8_t k = 0; k < br.planes; k++) {
  755. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources);
  756. res_barriers_count++;
  757. }
  758. }
  759. *curr_state = g.states;
  760. subresource++;
  761. } while (subresource < num_subresources);
  762. }
  763. }
  764. }
  765. if (res_barriers_count) {
  766. p_cmd_list->ResourceBarrier(res_barriers_count, res_barriers.ptr());
  767. res_barriers_requests.clear();
  768. }
  769. #ifdef DEBUG_COUNT_BARRIERS
  770. frame_barriers_count += res_barriers_count;
  771. frame_barriers_batches_count++;
  772. frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start;
  773. #endif
  774. res_barriers_count = 0;
  775. res_barriers_batch++;
  776. }
  777. /*****************/
  778. /**** BUFFERS ****/
  779. /*****************/
  780. RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) {
  781. // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
  782. // but also if you give a rounded size at that point because it will extend beyond the
  783. // memory of the resource. Therefore, it seems the only way is to create it with a
  784. // rounded size.
  785. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
  786. if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) {
  787. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  788. } else {
  789. resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  790. }
  791. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  792. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  793. D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  794. switch (p_allocation_type) {
  795. case MEMORY_ALLOCATION_TYPE_CPU: {
  796. bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT);
  797. bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT);
  798. if (is_src && !is_dst) {
  799. // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM.
  800. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
  801. initial_state = D3D12_RESOURCE_STATE_GENERIC_READ;
  802. }
  803. if (is_dst && !is_src) {
  804. // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads.
  805. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  806. }
  807. } break;
  808. case MEMORY_ALLOCATION_TYPE_GPU: {
  809. #ifdef USE_SMALL_ALLOCS_POOL
  810. if (p_size <= SMALL_ALLOCATION_MAX_SIZE) {
  811. allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
  812. }
  813. #endif
  814. } break;
  815. }
  816. ComPtr<ID3D12Resource> buffer;
  817. ComPtr<D3D12MA::Allocation> allocation;
  818. HRESULT res = allocator->CreateResource(
  819. &allocation_desc,
  820. &resource_desc,
  821. initial_state,
  822. nullptr,
  823. allocation.GetAddressOf(),
  824. IID_PPV_ARGS(buffer.GetAddressOf()));
  825. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + ".");
  826. // Bookkeep.
  827. BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator);
  828. buf_info->resource = buffer.Get();
  829. buf_info->owner_info.resource = buffer;
  830. buf_info->owner_info.allocation = allocation;
  831. buf_info->owner_info.states.subresource_states.push_back(initial_state);
  832. buf_info->states_ptr = &buf_info->owner_info.states;
  833. buf_info->size = p_size;
  834. buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
  835. buf_info->flags.is_for_upload = allocation_desc.HeapType == D3D12_HEAP_TYPE_UPLOAD;
  836. return BufferID(buf_info);
  837. }
  838. bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) {
  839. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  840. buf_info->texel_format = p_format;
  841. return true;
  842. }
  843. void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) {
  844. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  845. VersatileResource::free(resources_allocator, buf_info);
  846. }
  847. uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) {
  848. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  849. return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0;
  850. }
  851. uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) {
  852. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  853. void *data_ptr = nullptr;
  854. HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr);
  855. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  856. return (uint8_t *)data_ptr;
  857. }
  858. void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) {
  859. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  860. buf_info->resource->Unmap(0, &VOID_RANGE);
  861. }
  862. /*****************/
  863. /**** TEXTURE ****/
  864. /*****************/
  865. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = {
  866. D3D12_SRV_DIMENSION_TEXTURE1D,
  867. D3D12_SRV_DIMENSION_TEXTURE2D,
  868. D3D12_SRV_DIMENSION_TEXTURE3D,
  869. D3D12_SRV_DIMENSION_TEXTURECUBE,
  870. D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
  871. D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
  872. D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
  873. };
  874. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = {
  875. D3D12_SRV_DIMENSION_UNKNOWN,
  876. D3D12_SRV_DIMENSION_TEXTURE2DMS,
  877. D3D12_SRV_DIMENSION_UNKNOWN,
  878. D3D12_SRV_DIMENSION_UNKNOWN,
  879. D3D12_SRV_DIMENSION_UNKNOWN,
  880. D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
  881. D3D12_SRV_DIMENSION_UNKNOWN,
  882. };
  883. static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = {
  884. D3D12_UAV_DIMENSION_TEXTURE1D,
  885. D3D12_UAV_DIMENSION_TEXTURE2D,
  886. D3D12_UAV_DIMENSION_TEXTURE3D,
  887. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  888. D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
  889. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  890. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  891. };
  892. uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) {
  893. uint32_t common = UINT32_MAX;
  894. for (uint32_t i = 0; i < p_formats.size(); i++) {
  895. if (format_sample_counts_mask_cache.has(p_formats[i])) {
  896. common &= format_sample_counts_mask_cache[p_formats[i]];
  897. } else {
  898. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
  899. msql.Format = p_formats[i];
  900. uint32_t mask = 0;
  901. for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
  902. msql.SampleCount = (UINT)samples;
  903. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
  904. if (SUCCEEDED(res) && msql.NumQualityLevels) {
  905. int bit = get_shift_from_power_of_2(samples);
  906. ERR_FAIL_COND_V(bit == -1, 1);
  907. mask |= (uint32_t)(1 << bit);
  908. }
  909. }
  910. format_sample_counts_mask_cache.insert(p_formats[i], mask);
  911. common &= mask;
  912. }
  913. }
  914. if (common == UINT32_MAX) {
  915. return 1;
  916. } else {
  917. return ((uint32_t)1 << nearest_shift(common));
  918. }
  919. }
  920. UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) {
  921. UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle;
  922. D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
  923. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
  924. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
  925. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
  926. // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
  927. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
  928. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
  929. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
  930. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
  931. };
  932. return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
  933. p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
  934. p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
  935. p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
  936. p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
  937. }
  938. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) {
  939. TextureAspect aspect = TEXTURE_ASPECT_MAX;
  940. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  941. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  942. aspect = TEXTURE_ASPECT_COLOR;
  943. }
  944. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  945. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  946. aspect = TEXTURE_ASPECT_DEPTH;
  947. }
  948. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  949. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  950. aspect = TEXTURE_ASPECT_STENCIL;
  951. }
  952. DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX);
  953. return _compute_plane_slice(p_format, aspect);
  954. }
  955. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) {
  956. switch (p_aspect) {
  957. case TEXTURE_ASPECT_COLOR:
  958. // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case).
  959. return 0;
  960. case TEXTURE_ASPECT_DEPTH:
  961. // The plane must be 0 for the color or depth aspect
  962. return 0;
  963. case TEXTURE_ASPECT_STENCIL:
  964. // 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).
  965. return format_get_plane_count(p_format) == 2 ? 1 : 0;
  966. default:
  967. DEV_ASSERT(false);
  968. return 0;
  969. }
  970. }
  971. void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) {
  972. uint32_t planes = 1;
  973. if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  974. planes = format_get_plane_count(p_tex_info->format);
  975. }
  976. D3D12_DISCARD_REGION dr = {};
  977. dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1;
  978. dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect;
  979. dr.FirstSubresource = UINT_MAX;
  980. dr.NumSubresources = 0;
  981. for (uint32_t u = 0; u < planes; u++) {
  982. for (uint32_t v = 0; v < p_tex_info->layers; v++) {
  983. for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) {
  984. UINT subresource = D3D12CalcSubresource(
  985. p_tex_info->base_mip + w,
  986. p_tex_info->base_layer + v,
  987. u,
  988. p_tex_info->desc.MipLevels,
  989. p_tex_info->desc.ArraySize());
  990. if (dr.NumSubresources == 0) {
  991. dr.FirstSubresource = subresource;
  992. dr.NumSubresources = 1;
  993. } else if (dr.FirstSubresource + dr.NumSubresources == subresource) {
  994. dr.NumSubresources++;
  995. } else {
  996. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  997. dr.FirstSubresource = subresource;
  998. dr.NumSubresources = 1;
  999. }
  1000. }
  1001. }
  1002. }
  1003. if (dr.NumSubresources) {
  1004. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  1005. }
  1006. }
  1007. RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) {
  1008. // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
  1009. CD3DX12_RESOURCE_DESC1 resource_desc = {};
  1010. resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type];
  1011. resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
  1012. resource_desc.Width = p_format.width;
  1013. resource_desc.Height = p_format.height;
  1014. resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers;
  1015. resource_desc.MipLevels = p_format.mipmaps;
  1016. // Format.
  1017. bool cross_family_sharing = false;
  1018. bool relaxed_casting_available = false;
  1019. DXGI_FORMAT *relaxed_casting_formats = nullptr;
  1020. uint32_t relaxed_casting_format_count = 0;
  1021. {
  1022. resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family;
  1023. // If views of different families are wanted, special setup is needed for proper sharing among them.
  1024. // Two options here:
  1025. // 1. If ID3DDevice10 is present and driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
  1026. // 2. Otherwise, fall back to an approach based on abusing aliasing, hoping for the best. [[CROSS_FAMILY_ALIASING]]
  1027. if (p_format.shareable_formats.size()) {
  1028. if (format_capabilities.relaxed_casting_supported) {
  1029. ComPtr<ID3D12Device10> device_10;
  1030. device->QueryInterface(device_10.GetAddressOf());
  1031. if (device_10) {
  1032. relaxed_casting_available = true;
  1033. relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size());
  1034. relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1035. relaxed_casting_format_count++;
  1036. }
  1037. }
  1038. }
  1039. HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
  1040. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  1041. DataFormat curr_format = p_format.shareable_formats[i];
  1042. String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'";
  1043. ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported.");
  1044. if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) {
  1045. cross_family_sharing = true;
  1046. if (!relaxed_casting_available) {
  1047. break;
  1048. }
  1049. relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format;
  1050. relaxed_casting_format_count++;
  1051. }
  1052. }
  1053. if (cross_family_sharing && !relaxed_casting_available) {
  1054. // At least guarantee the same layout among aliases.
  1055. resource_desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
  1056. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
  1057. if (p_format.texture_type == TEXTURE_TYPE_1D) {
  1058. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
  1059. }
  1060. if (p_format.samples != TEXTURE_SAMPLES_1) {
  1061. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
  1062. }
  1063. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1064. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
  1065. }
  1066. if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
  1067. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
  1068. }
  1069. }
  1070. }
  1071. // Usage.
  1072. if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
  1073. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1074. } else {
  1075. if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT)) {
  1076. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
  1077. }
  1078. }
  1079. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1080. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1081. }
  1082. if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
  1083. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  1084. }
  1085. if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT)) {
  1086. // For VRS images we can't use the typeless format.
  1087. resource_desc.Format = DXGI_FORMAT_R8_UINT;
  1088. }
  1089. resource_desc.SampleDesc = {};
  1090. 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;
  1091. if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1092. resource_desc.SampleDesc.Count = MIN(
  1093. _find_max_common_supported_sample_count(format_to_test),
  1094. TEXTURE_SAMPLES_COUNT[p_format.samples]);
  1095. } else {
  1096. // No MSAA in D3D12 if storage. May have become possible recently where supported, though.
  1097. resource_desc.SampleDesc.Count = 1;
  1098. }
  1099. resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  1100. // Create.
  1101. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1102. if (cross_family_sharing && !relaxed_casting_available) {
  1103. allocation_desc.Flags = D3D12MA::ALLOCATION_FLAG_CAN_ALIAS;
  1104. }
  1105. allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
  1106. if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
  1107. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
  1108. } else {
  1109. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
  1110. }
  1111. if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1112. allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
  1113. }
  1114. #ifdef USE_SMALL_ALLOCS_POOL
  1115. uint32_t width = 0, height = 0;
  1116. uint32_t image_size = get_image_format_required_size(p_format.format, p_format.width, p_format.height, p_format.depth, p_format.mipmaps, &width, &height);
  1117. if (image_size <= SMALL_ALLOCATION_MAX_SIZE) {
  1118. allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, allocation_desc.ExtraHeapFlags);
  1119. }
  1120. #endif
  1121. D3D12_RESOURCE_STATES initial_state = {};
  1122. ID3D12Resource *texture = nullptr;
  1123. ComPtr<ID3D12Resource> main_texture;
  1124. ComPtr<D3D12MA::Allocation> allocation;
  1125. static const FLOAT black[4] = {};
  1126. D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black);
  1127. D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
  1128. {
  1129. HRESULT res = E_FAIL;
  1130. if (cross_family_sharing && relaxed_casting_available) {
  1131. res = allocator->CreateResource3(
  1132. &allocation_desc,
  1133. &resource_desc,
  1134. D3D12_BARRIER_LAYOUT_COMMON, // Needed for barrier interop.
  1135. clear_value_ptr,
  1136. relaxed_casting_format_count,
  1137. relaxed_casting_formats,
  1138. allocation.GetAddressOf(),
  1139. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1140. initial_state = D3D12_RESOURCE_STATE_COMMON; // Needed for barrier interop.
  1141. } else {
  1142. res = allocator->CreateResource(
  1143. &allocation_desc,
  1144. (D3D12_RESOURCE_DESC *)&resource_desc,
  1145. D3D12_RESOURCE_STATE_COPY_DEST,
  1146. clear_value_ptr,
  1147. allocation.GetAddressOf(),
  1148. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1149. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  1150. }
  1151. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1152. texture = main_texture.Get();
  1153. }
  1154. // Describe views.
  1155. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1156. {
  1157. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1158. 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];
  1159. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1160. switch (srv_desc.ViewDimension) {
  1161. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1162. srv_desc.Texture1D.MipLevels = p_format.mipmaps;
  1163. } break;
  1164. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1165. srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
  1166. srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1167. } break;
  1168. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1169. srv_desc.Texture2D.MipLevels = p_format.mipmaps;
  1170. } break;
  1171. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1172. } break;
  1173. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1174. srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
  1175. srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1176. } break;
  1177. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1178. srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
  1179. } break;
  1180. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1181. srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
  1182. srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
  1183. } break;
  1184. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1185. srv_desc.Texture3D.MipLevels = p_format.mipmaps;
  1186. } break;
  1187. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1188. srv_desc.TextureCube.MipLevels = p_format.mipmaps;
  1189. } break;
  1190. default: {
  1191. }
  1192. }
  1193. }
  1194. D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {};
  1195. {
  1196. main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1197. 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;
  1198. switch (main_uav_desc.ViewDimension) {
  1199. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1200. main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1201. } break;
  1202. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1203. // Either for an actual 2D texture array, cubemap or cubemap array.
  1204. main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1205. } break;
  1206. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1207. main_uav_desc.Texture3D.WSize = p_format.depth;
  1208. } break;
  1209. default: {
  1210. }
  1211. }
  1212. }
  1213. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
  1214. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1215. // Create aliases if needed. [[CROSS_FAMILY_ALIASING]]
  1216. using AliasEntry = Pair<DXGI_FORMAT, ID3D12Resource *>;
  1217. AliasEntry *aliases = nullptr;
  1218. uint32_t alias_count = 0;
  1219. if (cross_family_sharing && !relaxed_casting_available) {
  1220. aliases = ALLOCA_ARRAY(AliasEntry, p_format.shareable_formats.size());
  1221. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  1222. DataFormat curr_format = p_format.shareable_formats[i];
  1223. DXGI_FORMAT format_family = RD_TO_D3D12_FORMAT[curr_format].family;
  1224. if (format_family == RD_TO_D3D12_FORMAT[p_format.format].family) {
  1225. continue;
  1226. }
  1227. D3D12_RESOURCE_DESC alias_resource_desc = *(D3D12_RESOURCE_DESC *)&resource_desc;
  1228. alias_resource_desc.Format = format_family;
  1229. clear_value.Format = format_family;
  1230. if ((alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1231. if (!texture_get_usages_supported_by_format(curr_format, false).has_flag(TEXTURE_USAGE_STORAGE_BIT)) {
  1232. alias_resource_desc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  1233. }
  1234. }
  1235. ID3D12Resource *alias = nullptr;
  1236. HRESULT res = allocator->CreateAliasingResource(
  1237. allocation.Get(),
  1238. 0,
  1239. &alias_resource_desc,
  1240. initial_state,
  1241. (alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? clear_value_ptr : nullptr,
  1242. IID_PPV_ARGS(&alias));
  1243. if (!SUCCEEDED(res)) {
  1244. for (uint32_t j = 0; j < alias_count; j++) {
  1245. aliases[j].second->Release();
  1246. }
  1247. ERR_FAIL_V_MSG(TextureID(), "CreateAliasingResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1248. }
  1249. aliases[alias_count] = AliasEntry(format_family, alias);
  1250. alias_count++;
  1251. if (curr_format == p_view.format) {
  1252. texture = alias;
  1253. }
  1254. }
  1255. }
  1256. // Bookkeep.
  1257. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1258. tex_info->resource = texture;
  1259. tex_info->owner_info.resource = main_texture;
  1260. tex_info->owner_info.allocation = allocation;
  1261. tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers);
  1262. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1263. tex_info->owner_info.states.subresource_states[i] = initial_state;
  1264. }
  1265. tex_info->states_ptr = &tex_info->owner_info.states;
  1266. tex_info->format = p_format.format;
  1267. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1268. tex_info->base_layer = 0;
  1269. tex_info->layers = resource_desc.ArraySize();
  1270. tex_info->base_mip = 0;
  1271. tex_info->mipmaps = resource_desc.MipLevels;
  1272. tex_info->view_descs.srv = srv_desc;
  1273. tex_info->view_descs.uav = uav_desc;
  1274. tex_info->main_texture = main_texture.Get();
  1275. tex_info->aliasing_hack.main_uav_desc = main_uav_desc;
  1276. if (alias_count) {
  1277. for (uint32_t i = 0; i < alias_count; i++) {
  1278. tex_info->aliasing_hack.owner_info.aliases.insert(aliases[i].first, aliases[i].second);
  1279. }
  1280. }
  1281. return TextureID(tex_info);
  1282. }
  1283. 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) {
  1284. ERR_FAIL_V_MSG(TextureID(), "Unimplemented!");
  1285. }
  1286. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
  1287. const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id;
  1288. #ifdef DEBUG_ENABLED
  1289. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1290. #endif
  1291. ID3D12Resource *texture = nullptr;
  1292. if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) {
  1293. texture = owner_tex_info->resource;
  1294. } else {
  1295. texture = owner_tex_info->main_texture;
  1296. for (const KeyValue<DXGI_FORMAT, ComPtr<ID3D12Resource>> &E : owner_tex_info->aliasing_hack.owner_info.aliases) {
  1297. if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) {
  1298. texture = E.value.Get();
  1299. break;
  1300. }
  1301. }
  1302. }
  1303. // Describe views.
  1304. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1305. {
  1306. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1307. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1308. }
  1309. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1310. {
  1311. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1312. }
  1313. // Bookkeep.
  1314. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1315. tex_info->resource = texture;
  1316. tex_info->states_ptr = owner_tex_info->states_ptr;
  1317. tex_info->format = p_view.format;
  1318. tex_info->desc = owner_tex_info->desc;
  1319. tex_info->base_layer = owner_tex_info->base_layer;
  1320. tex_info->layers = owner_tex_info->layers;
  1321. tex_info->base_mip = owner_tex_info->base_mip;
  1322. tex_info->mipmaps = owner_tex_info->mipmaps;
  1323. tex_info->view_descs.srv = srv_desc;
  1324. tex_info->view_descs.uav = uav_desc;
  1325. tex_info->main_texture = owner_tex_info->main_texture;
  1326. tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc;
  1327. return TextureID(tex_info);
  1328. }
  1329. 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) {
  1330. const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id;
  1331. #ifdef DEBUG_ENABLED
  1332. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1333. #endif
  1334. // Find appropriate resource instance.
  1335. ID3D12Resource *texture = nullptr;
  1336. if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) {
  1337. texture = owner_tex_info->resource;
  1338. } else {
  1339. texture = owner_tex_info->main_texture;
  1340. for (const KeyValue<DXGI_FORMAT, ComPtr<ID3D12Resource>> &E : owner_tex_info->aliasing_hack.owner_info.aliases) {
  1341. if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) {
  1342. texture = E.value.Get();
  1343. break;
  1344. }
  1345. }
  1346. }
  1347. // Describe views.
  1348. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1349. {
  1350. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1351. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1352. }
  1353. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1354. {
  1355. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1356. }
  1357. // Complete description with slicing.
  1358. // (Leveraging aliasing in members of the union as much as possible.)
  1359. srv_desc.Texture1D.MostDetailedMip = p_mipmap;
  1360. srv_desc.Texture1D.MipLevels = 1;
  1361. uav_desc.Texture1D.MipSlice = p_mipmap;
  1362. switch (p_slice_type) {
  1363. case TEXTURE_SLICE_2D: {
  1364. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
  1365. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
  1366. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
  1367. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
  1368. } 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) {
  1369. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1370. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1371. srv_desc.Texture2DArray.ArraySize = 1;
  1372. srv_desc.Texture2DArray.PlaneSlice = 0;
  1373. srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
  1374. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1375. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1376. uav_desc.Texture2DArray.ArraySize = 1;
  1377. uav_desc.Texture2DArray.PlaneSlice = 0;
  1378. } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
  1379. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1380. srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
  1381. srv_desc.Texture2DMSArray.ArraySize = 1;
  1382. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
  1383. } else {
  1384. DEV_ASSERT(false);
  1385. }
  1386. } break;
  1387. case TEXTURE_SLICE_CUBEMAP: {
  1388. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
  1389. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  1390. srv_desc.TextureCube.MostDetailedMip = p_mipmap;
  1391. srv_desc.TextureCube.MipLevels = 1;
  1392. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1393. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1394. uav_desc.Texture2DArray.FirstArraySlice = 0;
  1395. uav_desc.Texture2DArray.ArraySize = 6;
  1396. uav_desc.Texture2DArray.PlaneSlice = 0;
  1397. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
  1398. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  1399. srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
  1400. srv_desc.TextureCubeArray.MipLevels = 1;
  1401. srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
  1402. srv_desc.TextureCubeArray.NumCubes = 1;
  1403. srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  1404. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1405. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1406. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1407. uav_desc.Texture2DArray.ArraySize = 6;
  1408. uav_desc.Texture2DArray.PlaneSlice = 0;
  1409. } else {
  1410. DEV_ASSERT(false);
  1411. }
  1412. } break;
  1413. case TEXTURE_SLICE_3D: {
  1414. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
  1415. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
  1416. uav_desc.Texture3D.WSize = -1;
  1417. } break;
  1418. case TEXTURE_SLICE_2D_ARRAY: {
  1419. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
  1420. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1421. srv_desc.Texture2DArray.ArraySize = p_layers;
  1422. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1423. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1424. uav_desc.Texture2DArray.ArraySize = p_layers;
  1425. } break;
  1426. default:
  1427. break;
  1428. }
  1429. // Bookkeep.
  1430. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1431. tex_info->resource = texture;
  1432. tex_info->states_ptr = owner_tex_info->states_ptr;
  1433. tex_info->format = p_view.format;
  1434. tex_info->desc = owner_tex_info->desc;
  1435. tex_info->base_layer = p_layer;
  1436. tex_info->layers = p_layers;
  1437. tex_info->base_mip = p_mipmap;
  1438. tex_info->mipmaps = p_mipmaps;
  1439. tex_info->view_descs.srv = srv_desc;
  1440. tex_info->view_descs.uav = uav_desc;
  1441. tex_info->main_texture = owner_tex_info->main_texture;
  1442. tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc;
  1443. return TextureID(tex_info);
  1444. }
  1445. void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) {
  1446. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1447. VersatileResource::free(resources_allocator, tex_info);
  1448. }
  1449. uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) {
  1450. const TextureInfo *tex_info = (const TextureInfo *)p_texture.id;
  1451. return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0;
  1452. }
  1453. void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) {
  1454. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1455. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0);
  1456. D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {};
  1457. UINT64 subresource_total_size = 0;
  1458. device->GetCopyableFootprints(
  1459. &tex_info->desc,
  1460. subresource,
  1461. 1,
  1462. 0,
  1463. &footprint,
  1464. nullptr,
  1465. nullptr,
  1466. &subresource_total_size);
  1467. *r_layout = {};
  1468. r_layout->offset = footprint.Offset;
  1469. r_layout->size = subresource_total_size;
  1470. r_layout->row_pitch = footprint.Footprint.RowPitch;
  1471. r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth();
  1472. r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize();
  1473. }
  1474. uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) {
  1475. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1476. #ifdef DEBUG_ENABLED
  1477. ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr);
  1478. #endif
  1479. UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect);
  1480. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane);
  1481. void *data_ptr = nullptr;
  1482. HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr);
  1483. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1484. tex_info->mapped_subresource = subresource;
  1485. return (uint8_t *)data_ptr;
  1486. }
  1487. void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) {
  1488. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1489. #ifdef DEBUG_ENABLED
  1490. ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX);
  1491. #endif
  1492. tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE);
  1493. tex_info->mapped_subresource = UINT_MAX;
  1494. }
  1495. BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) {
  1496. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1497. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1498. if (srv_rtv_support.Format != DXGI_FORMAT_UNKNOWN) { // Some implementations (i.e., vkd3d-proton) error out instead of returning empty.
  1499. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1500. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1501. }
  1502. D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
  1503. D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
  1504. dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format;
  1505. if (dsv_support.Format != DXGI_FORMAT_UNKNOWN) { // See above.
  1506. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
  1507. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1508. }
  1509. // Everything supported by default makes an all-or-nothing check easier for the caller.
  1510. BitField<RDD::TextureUsageBits> supported = INT64_MAX;
  1511. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
  1512. // as long as the resource can be used as a texture, Sample() will work with point filter at least.
  1513. // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
  1514. // That's almost good for integer formats. The problem is that theoretically there may be
  1515. // float formats that support LOAD but not SAMPLE fully, so this check will not detect
  1516. // such a flaw in the format. Linearly interpolated sampling would just not work on them.
  1517. if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) ||
  1518. RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
  1519. supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT);
  1520. }
  1521. if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
  1522. supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  1523. }
  1524. if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
  1525. supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
  1526. }
  1527. if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
  1528. supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT);
  1529. }
  1530. if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
  1531. supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT);
  1532. }
  1533. if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) {
  1534. supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT);
  1535. }
  1536. return supported;
  1537. }
  1538. /*****************/
  1539. /**** SAMPLER ****/
  1540. /*****************/
  1541. static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = {
  1542. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  1543. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  1544. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  1545. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  1546. D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
  1547. };
  1548. static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = {
  1549. { 0, 0, 0, 0 },
  1550. { 0, 0, 0, 0 },
  1551. { 0, 0, 0, 1 },
  1552. { 0, 0, 0, 1 },
  1553. { 1, 1, 1, 1 },
  1554. { 1, 1, 1, 1 },
  1555. };
  1556. RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) {
  1557. uint32_t slot = UINT32_MAX;
  1558. if (samplers.is_empty()) {
  1559. // Adding a seemigly busy slot 0 makes things easier elsewhere.
  1560. samplers.push_back({});
  1561. samplers.push_back({});
  1562. slot = 1;
  1563. } else {
  1564. for (uint32_t i = 1; i < samplers.size(); i++) {
  1565. if (samplers[i].Filter == INT_MAX) {
  1566. slot = i;
  1567. break;
  1568. }
  1569. }
  1570. if (slot == UINT32_MAX) {
  1571. slot = samplers.size();
  1572. samplers.push_back({});
  1573. }
  1574. }
  1575. D3D12_SAMPLER_DESC &sampler_desc = samplers[slot];
  1576. if (p_state.use_anisotropy) {
  1577. sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1578. sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
  1579. } else {
  1580. static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = {
  1581. D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
  1582. D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
  1583. };
  1584. sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
  1585. RD_FILTER_TYPE_TO_D3D12[p_state.min_filter],
  1586. RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter],
  1587. RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter],
  1588. p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1589. }
  1590. sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_u];
  1591. sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_v];
  1592. sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_w];
  1593. for (int i = 0; i < 4; i++) {
  1594. sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i];
  1595. }
  1596. sampler_desc.MinLOD = p_state.min_lod;
  1597. sampler_desc.MaxLOD = p_state.max_lod;
  1598. sampler_desc.MipLODBias = p_state.lod_bias;
  1599. sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
  1600. // TODO: Emulate somehow?
  1601. if (p_state.unnormalized_uvw) {
  1602. WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
  1603. }
  1604. return SamplerID(slot);
  1605. }
  1606. void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) {
  1607. samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX;
  1608. }
  1609. bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) {
  1610. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1611. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1612. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1613. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1614. return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
  1615. }
  1616. /**********************/
  1617. /**** VERTEX ARRAY ****/
  1618. /**********************/
  1619. RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) {
  1620. VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator);
  1621. vf_info->input_elem_descs.resize(p_vertex_attribs.size());
  1622. vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size());
  1623. for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) {
  1624. vf_info->input_elem_descs[i] = {};
  1625. vf_info->input_elem_descs[i].SemanticName = "TEXCOORD";
  1626. vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location;
  1627. vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format;
  1628. vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
  1629. vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset;
  1630. if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
  1631. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
  1632. vf_info->input_elem_descs[i].InstanceDataStepRate = 1;
  1633. } else {
  1634. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
  1635. vf_info->input_elem_descs[i].InstanceDataStepRate = 0;
  1636. }
  1637. vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride;
  1638. }
  1639. return VertexFormatID(vf_info);
  1640. }
  1641. void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) {
  1642. VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id;
  1643. VersatileResource::free(resources_allocator, vf_info);
  1644. }
  1645. /******************/
  1646. /**** BARRIERS ****/
  1647. /******************/
  1648. void RenderingDeviceDriverD3D12::command_pipeline_barrier(
  1649. CommandBufferID p_cmd_buffer,
  1650. BitField<RDD::PipelineStageBits> p_src_stages,
  1651. BitField<RDD::PipelineStageBits> p_dst_stages,
  1652. VectorView<RDD::MemoryBarrier> p_memory_barriers,
  1653. VectorView<RDD::BufferBarrier> p_buffer_barriers,
  1654. VectorView<RDD::TextureBarrier> p_texture_barriers) {
  1655. if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
  1656. // Looks like the intent is a a full barrier.
  1657. // In the resource barriers world, we can force a full barrier by discarding some resource, as per
  1658. // https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve.
  1659. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1660. cmd_buf_info->cmd_list->DiscardResource(frames[frame_idx].aux_resource->GetResource(), nullptr);
  1661. }
  1662. }
  1663. /****************/
  1664. /**** FENCES ****/
  1665. /****************/
  1666. RDD::FenceID RenderingDeviceDriverD3D12::fence_create() {
  1667. ComPtr<ID3D12Fence> d3d_fence;
  1668. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  1669. ERR_FAIL_COND_V(!SUCCEEDED(res), FenceID());
  1670. HANDLE event_handle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
  1671. ERR_FAIL_NULL_V(event_handle, FenceID());
  1672. FenceInfo *fence = memnew(FenceInfo);
  1673. fence->d3d_fence = d3d_fence;
  1674. fence->event_handle = event_handle;
  1675. return FenceID(fence);
  1676. }
  1677. Error RenderingDeviceDriverD3D12::fence_wait(FenceID p_fence) {
  1678. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  1679. DWORD res = WaitForSingleObjectEx(fence->event_handle, INFINITE, FALSE);
  1680. #ifdef PIX_ENABLED
  1681. PIXNotifyWakeFromFenceSignal(fence->event_handle);
  1682. #endif
  1683. return (res == WAIT_FAILED) ? FAILED : OK;
  1684. }
  1685. void RenderingDeviceDriverD3D12::fence_free(FenceID p_fence) {
  1686. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  1687. CloseHandle(fence->event_handle);
  1688. memdelete(fence);
  1689. }
  1690. /********************/
  1691. /**** SEMAPHORES ****/
  1692. /********************/
  1693. RDD::SemaphoreID RenderingDeviceDriverD3D12::semaphore_create() {
  1694. ComPtr<ID3D12Fence> d3d_fence;
  1695. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  1696. ERR_FAIL_COND_V(!SUCCEEDED(res), SemaphoreID());
  1697. SemaphoreInfo *semaphore = memnew(SemaphoreInfo);
  1698. semaphore->d3d_fence = d3d_fence;
  1699. return SemaphoreID(semaphore);
  1700. }
  1701. void RenderingDeviceDriverD3D12::semaphore_free(SemaphoreID p_semaphore) {
  1702. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_semaphore.id);
  1703. memdelete(semaphore);
  1704. }
  1705. /******************/
  1706. /**** COMMANDS ****/
  1707. /******************/
  1708. // ----- QUEUE FAMILY -----
  1709. RDD::CommandQueueFamilyID RenderingDeviceDriverD3D12::command_queue_family_get(BitField<CommandQueueFamilyBits> p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface) {
  1710. // Return the command list type encoded plus one so zero is an invalid value.
  1711. // The only ones that support presenting to a surface are direct queues.
  1712. if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_GRAPHICS_BIT) || (p_surface != 0)) {
  1713. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_DIRECT + 1);
  1714. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_COMPUTE_BIT)) {
  1715. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COMPUTE + 1);
  1716. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_TRANSFER_BIT)) {
  1717. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COPY + 1);
  1718. } else {
  1719. return CommandQueueFamilyID();
  1720. }
  1721. }
  1722. // ----- QUEUE -----
  1723. RDD::CommandQueueID RenderingDeviceDriverD3D12::command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue) {
  1724. ComPtr<ID3D12CommandQueue> d3d_queue;
  1725. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  1726. queue_desc.Type = (D3D12_COMMAND_LIST_TYPE)(p_cmd_queue_family.id - 1);
  1727. HRESULT res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(d3d_queue.GetAddressOf()));
  1728. ERR_FAIL_COND_V(!SUCCEEDED(res), CommandQueueID());
  1729. CommandQueueInfo *command_queue = memnew(CommandQueueInfo);
  1730. command_queue->d3d_queue = d3d_queue;
  1731. return CommandQueueID(command_queue);
  1732. }
  1733. 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) {
  1734. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  1735. for (uint32_t i = 0; i < p_wait_semaphores.size(); i++) {
  1736. const SemaphoreInfo *semaphore = (const SemaphoreInfo *)(p_wait_semaphores[i].id);
  1737. command_queue->d3d_queue->Wait(semaphore->d3d_fence.Get(), semaphore->fence_value);
  1738. }
  1739. if (p_cmd_buffers.size() > 0) {
  1740. thread_local LocalVector<ID3D12CommandList *> command_lists;
  1741. command_lists.resize(p_cmd_buffers.size());
  1742. for (uint32_t i = 0; i < p_cmd_buffers.size(); i++) {
  1743. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffers[i].id);
  1744. command_lists[i] = cmd_buf_info->cmd_list.Get();
  1745. }
  1746. command_queue->d3d_queue->ExecuteCommandLists(command_lists.size(), command_lists.ptr());
  1747. for (uint32_t i = 0; i < p_cmd_semaphores.size(); i++) {
  1748. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_cmd_semaphores[i].id);
  1749. semaphore->fence_value++;
  1750. command_queue->d3d_queue->Signal(semaphore->d3d_fence.Get(), semaphore->fence_value);
  1751. }
  1752. if (p_cmd_fence) {
  1753. FenceInfo *fence = (FenceInfo *)(p_cmd_fence.id);
  1754. fence->fence_value++;
  1755. command_queue->d3d_queue->Signal(fence->d3d_fence.Get(), fence->fence_value);
  1756. fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
  1757. }
  1758. }
  1759. HRESULT res;
  1760. bool any_present_failed = false;
  1761. for (uint32_t i = 0; i < p_swap_chains.size(); i++) {
  1762. SwapChain *swap_chain = (SwapChain *)(p_swap_chains[i].id);
  1763. res = swap_chain->d3d_swap_chain->Present(swap_chain->sync_interval, swap_chain->present_flags);
  1764. if (!SUCCEEDED(res)) {
  1765. print_verbose(vformat("D3D12: Presenting swapchain failed with error 0x%08ux.", (uint64_t)res));
  1766. any_present_failed = true;
  1767. }
  1768. }
  1769. return any_present_failed ? FAILED : OK;
  1770. }
  1771. void RenderingDeviceDriverD3D12::command_queue_free(CommandQueueID p_cmd_queue) {
  1772. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  1773. memdelete(command_queue);
  1774. }
  1775. // ----- POOL -----
  1776. RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) {
  1777. CommandPoolInfo *command_pool = memnew(CommandPoolInfo);
  1778. command_pool->queue_family = p_cmd_queue_family;
  1779. command_pool->buffer_type = p_cmd_buffer_type;
  1780. return CommandPoolID(command_pool);
  1781. }
  1782. void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
  1783. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  1784. memdelete(command_pool);
  1785. }
  1786. // ----- BUFFER -----
  1787. RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPoolID p_cmd_pool) {
  1788. DEV_ASSERT(p_cmd_pool);
  1789. const CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  1790. D3D12_COMMAND_LIST_TYPE list_type;
  1791. if (command_pool->buffer_type == COMMAND_BUFFER_TYPE_SECONDARY) {
  1792. list_type = D3D12_COMMAND_LIST_TYPE_BUNDLE;
  1793. } else {
  1794. list_type = D3D12_COMMAND_LIST_TYPE(command_pool->queue_family.id - 1);
  1795. }
  1796. ID3D12CommandAllocator *cmd_allocator = nullptr;
  1797. {
  1798. HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator));
  1799. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1800. }
  1801. ID3D12GraphicsCommandList *cmd_list = nullptr;
  1802. {
  1803. ComPtr<ID3D12Device4> device_4;
  1804. device->QueryInterface(device_4.GetAddressOf());
  1805. HRESULT res = E_FAIL;
  1806. if (device_4) {
  1807. res = device_4->CreateCommandList1(0, list_type, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list));
  1808. } else {
  1809. res = device->CreateCommandList(0, list_type, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list));
  1810. }
  1811. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1812. if (!device_4) {
  1813. cmd_list->Close();
  1814. }
  1815. }
  1816. // Bookkeep
  1817. CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator);
  1818. cmd_buf_info->cmd_allocator = cmd_allocator;
  1819. cmd_buf_info->cmd_list = cmd_list;
  1820. return CommandBufferID(cmd_buf_info);
  1821. }
  1822. bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) {
  1823. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1824. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  1825. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1826. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  1827. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1828. return true;
  1829. }
  1830. bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) {
  1831. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1832. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  1833. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1834. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  1835. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1836. return true;
  1837. }
  1838. void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) {
  1839. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  1840. HRESULT res = cmd_buf_info->cmd_list->Close();
  1841. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1842. cmd_buf_info->graphics_pso = nullptr;
  1843. cmd_buf_info->graphics_root_signature_crc = 0;
  1844. cmd_buf_info->compute_pso = nullptr;
  1845. cmd_buf_info->compute_root_signature_crc = 0;
  1846. cmd_buf_info->descriptor_heaps_set = false;
  1847. }
  1848. void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) {
  1849. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1850. for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) {
  1851. const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id;
  1852. cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get());
  1853. }
  1854. }
  1855. /********************/
  1856. /**** SWAP CHAIN ****/
  1857. /********************/
  1858. void RenderingDeviceDriverD3D12::_swap_chain_release(SwapChain *p_swap_chain) {
  1859. _swap_chain_release_buffers(p_swap_chain);
  1860. p_swap_chain->d3d_swap_chain.Reset();
  1861. }
  1862. void RenderingDeviceDriverD3D12::_swap_chain_release_buffers(SwapChain *p_swap_chain) {
  1863. for (ID3D12Resource *render_target : p_swap_chain->render_targets) {
  1864. render_target->Release();
  1865. }
  1866. p_swap_chain->render_targets.clear();
  1867. p_swap_chain->render_targets_info.clear();
  1868. for (RDD::FramebufferID framebuffer : p_swap_chain->framebuffers) {
  1869. framebuffer_free(framebuffer);
  1870. }
  1871. p_swap_chain->framebuffers.clear();
  1872. }
  1873. RDD::SwapChainID RenderingDeviceDriverD3D12::swap_chain_create(RenderingContextDriver::SurfaceID p_surface) {
  1874. // Create the render pass that will be used to draw to the swap chain's framebuffers.
  1875. RDD::Attachment attachment;
  1876. attachment.format = DATA_FORMAT_R8G8B8A8_UNORM;
  1877. attachment.samples = RDD::TEXTURE_SAMPLES_1;
  1878. attachment.load_op = RDD::ATTACHMENT_LOAD_OP_CLEAR;
  1879. attachment.store_op = RDD::ATTACHMENT_STORE_OP_STORE;
  1880. RDD::Subpass subpass;
  1881. RDD::AttachmentReference color_ref;
  1882. color_ref.attachment = 0;
  1883. color_ref.aspect.set_flag(RDD::TEXTURE_ASPECT_COLOR_BIT);
  1884. subpass.color_references.push_back(color_ref);
  1885. RenderPassID render_pass = render_pass_create(attachment, subpass, {}, 1);
  1886. ERR_FAIL_COND_V(!render_pass, SwapChainID());
  1887. // Create the empty swap chain until it is resized.
  1888. SwapChain *swap_chain = memnew(SwapChain);
  1889. swap_chain->surface = p_surface;
  1890. swap_chain->data_format = attachment.format;
  1891. swap_chain->render_pass = render_pass;
  1892. return SwapChainID(swap_chain);
  1893. }
  1894. Error RenderingDeviceDriverD3D12::swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) {
  1895. DEV_ASSERT(p_cmd_queue.id != 0);
  1896. DEV_ASSERT(p_swap_chain.id != 0);
  1897. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  1898. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  1899. RenderingContextDriverD3D12::Surface *surface = (RenderingContextDriverD3D12::Surface *)(swap_chain->surface);
  1900. if (surface->width == 0 || surface->height == 0) {
  1901. // Very likely the window is minimized, don't create a swap chain.
  1902. return ERR_SKIP;
  1903. }
  1904. HRESULT res;
  1905. const bool is_tearing_supported = context_driver->get_tearing_supported();
  1906. UINT sync_interval = 0;
  1907. UINT present_flags = 0;
  1908. UINT creation_flags = 0;
  1909. switch (surface->vsync_mode) {
  1910. case DisplayServer::VSYNC_MAILBOX: {
  1911. sync_interval = 1;
  1912. present_flags = DXGI_PRESENT_RESTART;
  1913. } break;
  1914. case DisplayServer::VSYNC_ENABLED: {
  1915. sync_interval = 1;
  1916. present_flags = 0;
  1917. } break;
  1918. case DisplayServer::VSYNC_DISABLED: {
  1919. sync_interval = 0;
  1920. present_flags = is_tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
  1921. creation_flags = is_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  1922. } break;
  1923. case DisplayServer::VSYNC_ADAPTIVE: // Unsupported.
  1924. default:
  1925. sync_interval = 1;
  1926. present_flags = 0;
  1927. break;
  1928. }
  1929. print_verbose("Using swap chain flags: " + itos(creation_flags) + ", sync interval: " + itos(sync_interval) + ", present flags: " + itos(present_flags));
  1930. if (swap_chain->d3d_swap_chain != nullptr && creation_flags != swap_chain->creation_flags) {
  1931. // The swap chain must be recreated if the creation flags are different.
  1932. _swap_chain_release(swap_chain);
  1933. }
  1934. DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
  1935. if (swap_chain->d3d_swap_chain != nullptr) {
  1936. _swap_chain_release_buffers(swap_chain);
  1937. res = swap_chain->d3d_swap_chain->ResizeBuffers(p_desired_framebuffer_count, 0, 0, DXGI_FORMAT_UNKNOWN, creation_flags);
  1938. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_UNAVAILABLE);
  1939. } else {
  1940. swap_chain_desc.BufferCount = p_desired_framebuffer_count;
  1941. swap_chain_desc.Format = RD_TO_D3D12_FORMAT[swap_chain->data_format].general_format;
  1942. swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1943. swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  1944. swap_chain_desc.SampleDesc.Count = 1;
  1945. swap_chain_desc.Flags = creation_flags;
  1946. swap_chain_desc.Scaling = DXGI_SCALING_NONE;
  1947. ComPtr<IDXGISwapChain1> swap_chain_1;
  1948. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  1949. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  1950. swap_chain_1.As(&swap_chain->d3d_swap_chain);
  1951. ERR_FAIL_NULL_V(swap_chain->d3d_swap_chain, ERR_CANT_CREATE);
  1952. res = context_driver->dxgi_factory_get()->MakeWindowAssociation(surface->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
  1953. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  1954. }
  1955. res = swap_chain->d3d_swap_chain->GetDesc1(&swap_chain_desc);
  1956. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  1957. ERR_FAIL_COND_V(swap_chain_desc.BufferCount == 0, ERR_CANT_CREATE);
  1958. surface->width = swap_chain_desc.Width;
  1959. surface->height = swap_chain_desc.Height;
  1960. swap_chain->creation_flags = creation_flags;
  1961. swap_chain->sync_interval = sync_interval;
  1962. swap_chain->present_flags = present_flags;
  1963. // Retrieve the render targets associated to the swap chain and recreate the framebuffers. The following code
  1964. // relies on the address of the elements remaining static when new elements are inserted, so the container must
  1965. // follow this restriction when reserving the right amount of elements beforehand.
  1966. swap_chain->render_targets.reserve(swap_chain_desc.BufferCount);
  1967. swap_chain->render_targets_info.reserve(swap_chain_desc.BufferCount);
  1968. swap_chain->framebuffers.reserve(swap_chain_desc.BufferCount);
  1969. for (uint32_t i = 0; i < swap_chain_desc.BufferCount; i++) {
  1970. // Retrieve the resource corresponding to the swap chain's buffer.
  1971. ID3D12Resource *render_target = nullptr;
  1972. res = swap_chain->d3d_swap_chain->GetBuffer(i, IID_PPV_ARGS(&render_target));
  1973. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  1974. swap_chain->render_targets.push_back(render_target);
  1975. // Create texture information for the framebuffer to reference the resource. Since the states pointer must
  1976. // reference an address of the element itself, we must insert it first and then modify it.
  1977. swap_chain->render_targets_info.push_back(TextureInfo());
  1978. TextureInfo &texture_info = swap_chain->render_targets_info[i];
  1979. texture_info.owner_info.states.subresource_states.push_back(D3D12_RESOURCE_STATE_PRESENT);
  1980. texture_info.states_ptr = &texture_info.owner_info.states;
  1981. texture_info.format = swap_chain->data_format;
  1982. #if defined(_MSC_VER) || !defined(_WIN32)
  1983. texture_info.desc = CD3DX12_RESOURCE_DESC(render_target->GetDesc());
  1984. #else
  1985. render_target->GetDesc(&texture_info.desc);
  1986. #endif
  1987. texture_info.layers = 1;
  1988. texture_info.mipmaps = 1;
  1989. texture_info.resource = render_target;
  1990. texture_info.view_descs.srv.Format = texture_info.desc.Format;
  1991. texture_info.view_descs.srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  1992. // Create the framebuffer for this buffer.
  1993. FramebufferID framebuffer = _framebuffer_create(swap_chain->render_pass, TextureID(&swap_chain->render_targets_info[i]), swap_chain_desc.Width, swap_chain_desc.Height, true);
  1994. ERR_FAIL_COND_V(!framebuffer, ERR_CANT_CREATE);
  1995. swap_chain->framebuffers.push_back(framebuffer);
  1996. }
  1997. // Once everything's been created correctly, indicate the surface no longer needs to be resized.
  1998. context_driver->surface_set_needs_resize(swap_chain->surface, false);
  1999. return OK;
  2000. }
  2001. RDD::FramebufferID RenderingDeviceDriverD3D12::swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) {
  2002. DEV_ASSERT(p_swap_chain.id != 0);
  2003. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2004. if (context_driver->surface_get_needs_resize(swap_chain->surface)) {
  2005. r_resize_required = true;
  2006. return FramebufferID();
  2007. }
  2008. const uint32_t buffer_index = swap_chain->d3d_swap_chain->GetCurrentBackBufferIndex();
  2009. DEV_ASSERT(buffer_index < swap_chain->framebuffers.size());
  2010. return swap_chain->framebuffers[buffer_index];
  2011. }
  2012. RDD::RenderPassID RenderingDeviceDriverD3D12::swap_chain_get_render_pass(SwapChainID p_swap_chain) {
  2013. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2014. return swap_chain->render_pass;
  2015. }
  2016. RDD::DataFormat RenderingDeviceDriverD3D12::swap_chain_get_format(SwapChainID p_swap_chain) {
  2017. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2018. return swap_chain->data_format;
  2019. }
  2020. void RenderingDeviceDriverD3D12::swap_chain_free(SwapChainID p_swap_chain) {
  2021. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2022. _swap_chain_release(swap_chain);
  2023. render_pass_free(swap_chain->render_pass);
  2024. memdelete(swap_chain);
  2025. }
  2026. /*********************/
  2027. /**** FRAMEBUFFER ****/
  2028. /*********************/
  2029. 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) {
  2030. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
  2031. rtv_desc.Format = p_texture_info->view_descs.srv.Format;
  2032. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2033. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2034. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
  2035. rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset;
  2036. } break;
  2037. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2038. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
  2039. rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2040. rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2041. rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers;
  2042. } break;
  2043. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2044. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  2045. rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2046. rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice;
  2047. } break;
  2048. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2049. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2050. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2051. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2052. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers;
  2053. rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice;
  2054. } break;
  2055. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2056. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  2057. } break;
  2058. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2059. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  2060. rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2061. rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers;
  2062. } break;
  2063. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  2064. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  2065. rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset;
  2066. rtv_desc.Texture3D.FirstWSlice = 0;
  2067. rtv_desc.Texture3D.WSize = -1;
  2068. } break;
  2069. default: {
  2070. DEV_ASSERT(false);
  2071. }
  2072. }
  2073. return rtv_desc;
  2074. }
  2075. D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) {
  2076. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
  2077. dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format;
  2078. dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
  2079. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2080. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2081. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
  2082. dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip;
  2083. } break;
  2084. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2085. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
  2086. dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip;
  2087. dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer;
  2088. dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize;
  2089. } break;
  2090. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2091. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2092. dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip;
  2093. } break;
  2094. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2095. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  2096. dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip;
  2097. dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer;
  2098. dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize;
  2099. } break;
  2100. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2101. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  2102. dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine;
  2103. } break;
  2104. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2105. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  2106. dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer;
  2107. dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize;
  2108. } break;
  2109. default: {
  2110. DEV_ASSERT(false);
  2111. }
  2112. }
  2113. return dsv_desc;
  2114. }
  2115. 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) {
  2116. // Pre-bookkeep.
  2117. FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator);
  2118. fb_info->is_screen = p_is_screen;
  2119. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  2120. uint32_t num_color = 0;
  2121. uint32_t num_depth_stencil = 0;
  2122. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2123. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2124. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2125. num_color++;
  2126. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2127. num_depth_stencil++;
  2128. }
  2129. }
  2130. uint32_t vrs_index = UINT32_MAX;
  2131. for (const Subpass &E : pass_info->subpasses) {
  2132. if (E.vrs_reference.attachment != AttachmentReference::UNUSED) {
  2133. vrs_index = E.vrs_reference.attachment;
  2134. }
  2135. }
  2136. if (num_color) {
  2137. Error err = fb_info->rtv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false);
  2138. if (err) {
  2139. VersatileResource::free(resources_allocator, fb_info);
  2140. ERR_FAIL_V(FramebufferID());
  2141. }
  2142. }
  2143. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  2144. if (num_depth_stencil) {
  2145. Error err = fb_info->dsv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false);
  2146. if (err) {
  2147. VersatileResource::free(resources_allocator, fb_info);
  2148. ERR_FAIL_V(FramebufferID());
  2149. }
  2150. }
  2151. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  2152. fb_info->attachments_handle_inds.resize(p_attachments.size());
  2153. fb_info->attachments.reserve(num_color + num_depth_stencil);
  2154. uint32_t color_idx = 0;
  2155. uint32_t depth_stencil_idx = 0;
  2156. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2157. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2158. if (fb_info->size.x == 0) {
  2159. fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height);
  2160. }
  2161. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2162. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX);
  2163. device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
  2164. rtv_heap_walker.advance();
  2165. fb_info->attachments_handle_inds[i] = color_idx;
  2166. fb_info->attachments.push_back(p_attachments[i]);
  2167. color_idx++;
  2168. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2169. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info);
  2170. device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
  2171. dsv_heap_walker.advance();
  2172. fb_info->attachments_handle_inds[i] = depth_stencil_idx;
  2173. fb_info->attachments.push_back(p_attachments[i]);
  2174. depth_stencil_idx++;
  2175. } else if (i == vrs_index) {
  2176. fb_info->vrs_attachment = p_attachments[i];
  2177. } else {
  2178. DEV_ASSERT(false);
  2179. }
  2180. }
  2181. DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx);
  2182. DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX));
  2183. DEV_ASSERT(rtv_heap_walker.is_at_eof());
  2184. DEV_ASSERT(dsv_heap_walker.is_at_eof());
  2185. return FramebufferID(fb_info);
  2186. }
  2187. RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) {
  2188. return _framebuffer_create(p_render_pass, p_attachments, p_width, p_height, false);
  2189. }
  2190. void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) {
  2191. FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id;
  2192. VersatileResource::free(resources_allocator, fb_info);
  2193. }
  2194. /****************/
  2195. /**** SHADER ****/
  2196. /****************/
  2197. static uint32_t SHADER_STAGES_BIT_OFFSET_INDICES[RenderingDevice::SHADER_STAGE_MAX] = {
  2198. /* SHADER_STAGE_VERTEX */ 0,
  2199. /* SHADER_STAGE_FRAGMENT */ 1,
  2200. /* SHADER_STAGE_TESSELATION_CONTROL */ UINT32_MAX,
  2201. /* SHADER_STAGE_TESSELATION_EVALUATION */ UINT32_MAX,
  2202. /* SHADER_STAGE_COMPUTE */ 2,
  2203. };
  2204. dxil_validator *RenderingDeviceDriverD3D12::_get_dxil_validator_for_current_thread() {
  2205. MutexLock lock(dxil_mutex);
  2206. int thread_idx = WorkerThreadPool::get_singleton()->get_thread_index();
  2207. if (dxil_validators.has(thread_idx)) {
  2208. return dxil_validators[thread_idx];
  2209. }
  2210. #ifdef DEV_ENABLED
  2211. print_verbose("Creating DXIL validator for worker thread index " + itos(thread_idx));
  2212. #endif
  2213. dxil_validator *dxil_validator = dxil_create_validator(nullptr);
  2214. dxil_validators.insert(thread_idx, dxil_validator);
  2215. return dxil_validator;
  2216. }
  2217. uint32_t RenderingDeviceDriverD3D12::_shader_patch_dxil_specialization_constant(
  2218. PipelineSpecializationConstantType p_type,
  2219. const void *p_value,
  2220. const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES],
  2221. HashMap<ShaderStage, Vector<uint8_t>> &r_stages_bytecodes,
  2222. bool p_is_first_patch) {
  2223. uint32_t patch_val = 0;
  2224. switch (p_type) {
  2225. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT: {
  2226. uint32_t int_value = *((const int *)p_value);
  2227. ERR_FAIL_COND_V(int_value & (1 << 31), 0);
  2228. patch_val = int_value;
  2229. } break;
  2230. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL: {
  2231. bool bool_value = *((const bool *)p_value);
  2232. patch_val = (uint32_t)bool_value;
  2233. } break;
  2234. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT: {
  2235. uint32_t int_value = *((const int *)p_value);
  2236. ERR_FAIL_COND_V(int_value & (1 << 31), 0);
  2237. patch_val = (int_value >> 1);
  2238. } break;
  2239. }
  2240. // For VBR encoding to encode the number of bits we expect (32), we need to set the MSB unconditionally.
  2241. // However, signed VBR moves the MSB to the LSB, so setting the MSB to 1 wouldn't help. Therefore,
  2242. // the bit we set to 1 is the one at index 30.
  2243. patch_val |= (1 << 30);
  2244. patch_val <<= 1; // What signed VBR does.
  2245. auto tamper_bits = [](uint8_t *p_start, uint64_t p_bit_offset, uint64_t p_tb_value) -> uint64_t {
  2246. uint64_t original = 0;
  2247. uint32_t curr_input_byte = p_bit_offset / 8;
  2248. uint8_t curr_input_bit = p_bit_offset % 8;
  2249. auto get_curr_input_bit = [&]() -> bool {
  2250. return ((p_start[curr_input_byte] >> curr_input_bit) & 1);
  2251. };
  2252. auto move_to_next_input_bit = [&]() {
  2253. if (curr_input_bit == 7) {
  2254. curr_input_bit = 0;
  2255. curr_input_byte++;
  2256. } else {
  2257. curr_input_bit++;
  2258. }
  2259. };
  2260. auto tamper_input_bit = [&](bool p_new_bit) {
  2261. p_start[curr_input_byte] &= ~((uint8_t)1 << curr_input_bit);
  2262. if (p_new_bit) {
  2263. p_start[curr_input_byte] |= (uint8_t)1 << curr_input_bit;
  2264. }
  2265. };
  2266. uint8_t value_bit_idx = 0;
  2267. for (uint32_t i = 0; i < 5; i++) { // 32 bits take 5 full bytes in VBR.
  2268. for (uint32_t j = 0; j < 7; j++) {
  2269. bool input_bit = get_curr_input_bit();
  2270. original |= (uint64_t)(input_bit ? 1 : 0) << value_bit_idx;
  2271. tamper_input_bit((p_tb_value >> value_bit_idx) & 1);
  2272. move_to_next_input_bit();
  2273. value_bit_idx++;
  2274. }
  2275. #ifdef DEV_ENABLED
  2276. bool input_bit = get_curr_input_bit();
  2277. DEV_ASSERT((i < 4 && input_bit) || (i == 4 && !input_bit));
  2278. #endif
  2279. move_to_next_input_bit();
  2280. }
  2281. return original;
  2282. };
  2283. uint32_t stages_patched_mask = 0;
  2284. for (int stage = 0; stage < SHADER_STAGE_MAX; stage++) {
  2285. if (!r_stages_bytecodes.has((ShaderStage)stage)) {
  2286. continue;
  2287. }
  2288. uint64_t offset = p_stages_bit_offsets[SHADER_STAGES_BIT_OFFSET_INDICES[stage]];
  2289. if (offset == 0) {
  2290. // This constant does not appear at this stage.
  2291. continue;
  2292. }
  2293. Vector<uint8_t> &bytecode = r_stages_bytecodes[(ShaderStage)stage];
  2294. #ifdef DEV_ENABLED
  2295. uint64_t orig_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
  2296. // Checking against the value the NIR patch should have set.
  2297. DEV_ASSERT(!p_is_first_patch || ((orig_patch_val >> 1) & GODOT_NIR_SC_SENTINEL_MAGIC_MASK) == GODOT_NIR_SC_SENTINEL_MAGIC);
  2298. uint64_t readback_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
  2299. DEV_ASSERT(readback_patch_val == patch_val);
  2300. #else
  2301. tamper_bits(bytecode.ptrw(), offset, patch_val);
  2302. #endif
  2303. stages_patched_mask |= (1 << stage);
  2304. }
  2305. return stages_patched_mask;
  2306. }
  2307. bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants(
  2308. const ShaderInfo *p_shader_info,
  2309. VectorView<PipelineSpecializationConstant> p_specialization_constants,
  2310. HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) {
  2311. // If something needs to be patched, COW will do the trick.
  2312. r_final_stages_bytecode = p_shader_info->stages_bytecode;
  2313. uint32_t stages_re_sign_mask = 0;
  2314. for (uint32_t i = 0; i < p_specialization_constants.size(); i++) {
  2315. const PipelineSpecializationConstant &psc = p_specialization_constants[i];
  2316. if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
  2317. // This SC wasn't even in the original SPIR-V shader.
  2318. continue;
  2319. }
  2320. for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) {
  2321. if (psc.constant_id == sc.constant_id) {
  2322. if (psc.int_value != sc.int_value) {
  2323. stages_re_sign_mask |= _shader_patch_dxil_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
  2324. }
  2325. break;
  2326. }
  2327. }
  2328. }
  2329. // Re-sign patched stages.
  2330. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) {
  2331. ShaderStage stage = E.key;
  2332. if ((stages_re_sign_mask & (1 << stage))) {
  2333. Vector<uint8_t> &bytecode = E.value;
  2334. bool sign_ok = _shader_sign_dxil_bytecode(stage, bytecode);
  2335. ERR_FAIL_COND_V(!sign_ok, false);
  2336. }
  2337. }
  2338. return true;
  2339. }
  2340. bool RenderingDeviceDriverD3D12::_shader_sign_dxil_bytecode(ShaderStage p_stage, Vector<uint8_t> &r_dxil_blob) {
  2341. dxil_validator *validator = _get_dxil_validator_for_current_thread();
  2342. if (!validator) {
  2343. if (is_in_developer_mode()) {
  2344. return true;
  2345. } else {
  2346. OS::get_singleton()->alert("Shader validation failed: DXIL.dll was not found, and developer mode is disabled.\n\nClick OK to exit.");
  2347. CRASH_NOW();
  2348. }
  2349. }
  2350. char *err = nullptr;
  2351. bool res = dxil_validate_module(validator, r_dxil_blob.ptrw(), r_dxil_blob.size(), &err);
  2352. if (!res) {
  2353. if (err) {
  2354. ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed:\n" + String(err));
  2355. } else {
  2356. ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed.");
  2357. }
  2358. }
  2359. return true;
  2360. }
  2361. String RenderingDeviceDriverD3D12::shader_get_binary_cache_key() {
  2362. return "D3D12-SV" + uitos(ShaderBinary::VERSION) + "-" + itos(shader_capabilities.shader_model) + (is_in_developer_mode() ? "dev" : "");
  2363. }
  2364. Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(VectorView<ShaderStageSPIRVData> p_spirv, const String &p_shader_name) {
  2365. ShaderReflection shader_refl;
  2366. if (_reflect_spirv(p_spirv, shader_refl) != OK) {
  2367. return Vector<uint8_t>();
  2368. }
  2369. // Collect reflection data into binary data.
  2370. ShaderBinary::Data binary_data;
  2371. Vector<Vector<ShaderBinary::DataBinding>> sets_bindings;
  2372. Vector<ShaderBinary::SpecializationConstant> specialization_constants;
  2373. {
  2374. binary_data.vertex_input_mask = shader_refl.vertex_input_mask;
  2375. binary_data.fragment_output_mask = shader_refl.fragment_output_mask;
  2376. binary_data.specialization_constants_count = shader_refl.specialization_constants.size();
  2377. binary_data.is_compute = shader_refl.is_compute;
  2378. binary_data.compute_local_size[0] = shader_refl.compute_local_size[0];
  2379. binary_data.compute_local_size[1] = shader_refl.compute_local_size[1];
  2380. binary_data.compute_local_size[2] = shader_refl.compute_local_size[2];
  2381. binary_data.set_count = shader_refl.uniform_sets.size();
  2382. binary_data.push_constant_size = shader_refl.push_constant_size;
  2383. binary_data.nir_runtime_data_root_param_idx = UINT32_MAX;
  2384. binary_data.stage_count = p_spirv.size();
  2385. for (const Vector<ShaderUniform> &spirv_set : shader_refl.uniform_sets) {
  2386. Vector<ShaderBinary::DataBinding> bindings;
  2387. for (const ShaderUniform &spirv_uniform : spirv_set) {
  2388. ShaderBinary::DataBinding binding;
  2389. binding.type = (uint32_t)spirv_uniform.type;
  2390. binding.binding = spirv_uniform.binding;
  2391. binding.stages = (uint32_t)spirv_uniform.stages;
  2392. binding.length = spirv_uniform.length;
  2393. binding.writable = (uint32_t)spirv_uniform.writable;
  2394. bindings.push_back(binding);
  2395. }
  2396. sets_bindings.push_back(bindings);
  2397. }
  2398. for (const ShaderSpecializationConstant &spirv_sc : shader_refl.specialization_constants) {
  2399. ShaderBinary::SpecializationConstant spec_constant;
  2400. spec_constant.type = (uint32_t)spirv_sc.type;
  2401. spec_constant.constant_id = spirv_sc.constant_id;
  2402. spec_constant.int_value = spirv_sc.int_value;
  2403. spec_constant.stage_flags = spirv_sc.stages;
  2404. specialization_constants.push_back(spec_constant);
  2405. binary_data.spirv_specialization_constants_ids_mask |= (1 << spirv_sc.constant_id);
  2406. }
  2407. }
  2408. // Translate SPIR-V shaders to DXIL, and collect shader info from the new representation.
  2409. HashMap<ShaderStage, Vector<uint8_t>> dxil_blobs;
  2410. BitField<ShaderStage> stages_processed;
  2411. {
  2412. HashMap<int, nir_shader *> stages_nir_shaders;
  2413. auto free_nir_shaders = [&]() {
  2414. for (KeyValue<int, nir_shader *> &E : stages_nir_shaders) {
  2415. ralloc_free(E.value);
  2416. }
  2417. stages_nir_shaders.clear();
  2418. };
  2419. // This is based on spirv2dxil.c. May need updates when it changes.
  2420. // Also, this has to stay around until after linking.
  2421. nir_shader_compiler_options nir_options = *dxil_get_nir_compiler_options();
  2422. nir_options.lower_base_vertex = false;
  2423. dxil_spirv_runtime_conf dxil_runtime_conf = {};
  2424. dxil_runtime_conf.runtime_data_cbv.base_shader_register = RUNTIME_DATA_REGISTER;
  2425. dxil_runtime_conf.push_constant_cbv.base_shader_register = ROOT_CONSTANT_REGISTER;
  2426. dxil_runtime_conf.zero_based_vertex_instance_id = true;
  2427. dxil_runtime_conf.zero_based_compute_workgroup_id = true;
  2428. dxil_runtime_conf.declared_read_only_images_as_srvs = true;
  2429. // Making this explicit to let maintainers know that in practice this didn't improve performance,
  2430. // probably because data generated by one shader and consumed by another one forces the resource
  2431. // to transition from UAV to SRV, and back, instead of being an UAV all the time.
  2432. // In case someone wants to try, care must be taken so in case of incompatible bindings across stages
  2433. // happen as a result, all the stages are re-translated. That can happen if, for instance, a stage only
  2434. // uses an allegedly writable resource only for reading but the next stage doesn't.
  2435. dxil_runtime_conf.inferred_read_only_images_as_srvs = false;
  2436. // - Translate SPIR-V to NIR.
  2437. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2438. ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
  2439. ShaderStage stage_flag = (ShaderStage)(1 << p_spirv[i].shader_stage);
  2440. stages_processed.set_flag(stage_flag);
  2441. {
  2442. const char *entry_point = "main";
  2443. static const gl_shader_stage SPIRV_TO_MESA_STAGES[SHADER_STAGE_MAX] = {
  2444. /* SHADER_STAGE_VERTEX */ MESA_SHADER_VERTEX,
  2445. /* SHADER_STAGE_FRAGMENT */ MESA_SHADER_FRAGMENT,
  2446. /* SHADER_STAGE_TESSELATION_CONTROL */ MESA_SHADER_TESS_CTRL,
  2447. /* SHADER_STAGE_TESSELATION_EVALUATION */ MESA_SHADER_TESS_EVAL,
  2448. /* SHADER_STAGE_COMPUTE */ MESA_SHADER_COMPUTE,
  2449. };
  2450. nir_shader *shader = spirv_to_nir(
  2451. (const uint32_t *)p_spirv[i].spirv.ptr(),
  2452. p_spirv[i].spirv.size() / sizeof(uint32_t),
  2453. nullptr,
  2454. 0,
  2455. SPIRV_TO_MESA_STAGES[stage],
  2456. entry_point,
  2457. dxil_spirv_nir_get_spirv_options(), &nir_options);
  2458. if (!shader) {
  2459. free_nir_shaders();
  2460. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation (step 1) at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed.");
  2461. }
  2462. #ifdef DEV_ENABLED
  2463. nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler");
  2464. #endif
  2465. if (stage == SHADER_STAGE_VERTEX) {
  2466. dxil_runtime_conf.yz_flip.y_mask = 0xffff;
  2467. dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;
  2468. } else {
  2469. dxil_runtime_conf.yz_flip.y_mask = 0;
  2470. dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_YZ_FLIP_NONE;
  2471. }
  2472. // This is based on spirv2dxil.c. May need updates when it changes.
  2473. dxil_spirv_nir_prep(shader);
  2474. bool requires_runtime_data = {};
  2475. dxil_spirv_nir_passes(shader, &dxil_runtime_conf, &requires_runtime_data);
  2476. stages_nir_shaders[stage] = shader;
  2477. }
  2478. }
  2479. // - Link NIR shaders.
  2480. for (int i = SHADER_STAGE_MAX - 1; i >= 0; i--) {
  2481. if (!stages_nir_shaders.has(i)) {
  2482. continue;
  2483. }
  2484. nir_shader *shader = stages_nir_shaders[i];
  2485. nir_shader *prev_shader = nullptr;
  2486. for (int j = i - 1; j >= 0; j--) {
  2487. if (stages_nir_shaders.has(j)) {
  2488. prev_shader = stages_nir_shaders[j];
  2489. break;
  2490. }
  2491. }
  2492. if (prev_shader) {
  2493. bool requires_runtime_data = {};
  2494. dxil_spirv_nir_link(shader, prev_shader, &dxil_runtime_conf, &requires_runtime_data);
  2495. }
  2496. }
  2497. // - Translate NIR to DXIL.
  2498. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2499. ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
  2500. struct ShaderData {
  2501. ShaderStage stage;
  2502. ShaderBinary::Data &binary_data;
  2503. Vector<Vector<ShaderBinary::DataBinding>> &sets_bindings;
  2504. Vector<ShaderBinary::SpecializationConstant> &specialization_constants;
  2505. } shader_data{ stage, binary_data, sets_bindings, specialization_constants };
  2506. GodotNirCallbacks godot_nir_callbacks = {};
  2507. godot_nir_callbacks.data = &shader_data;
  2508. godot_nir_callbacks.report_resource = [](uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data) {
  2509. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2510. // Types based on Mesa's dxil_container.h.
  2511. static const uint32_t DXIL_RES_SAMPLER = 1;
  2512. static const ResourceClass DXIL_TYPE_TO_CLASS[] = {
  2513. /* DXIL_RES_INVALID */ RES_CLASS_INVALID,
  2514. /* DXIL_RES_SAMPLER */ RES_CLASS_INVALID, // Handling sampler as a flag.
  2515. /* DXIL_RES_CBV */ RES_CLASS_CBV,
  2516. /* DXIL_RES_SRV_TYPED */ RES_CLASS_SRV,
  2517. /* DXIL_RES_SRV_RAW */ RES_CLASS_SRV,
  2518. /* DXIL_RES_SRV_STRUCTURED */ RES_CLASS_SRV,
  2519. /* DXIL_RES_UAV_TYPED */ RES_CLASS_UAV,
  2520. /* DXIL_RES_UAV_RAW */ RES_CLASS_UAV,
  2521. /* DXIL_RES_UAV_STRUCTURED */ RES_CLASS_UAV,
  2522. /* DXIL_RES_UAV_STRUCTURED_WITH_COUNTER */ RES_CLASS_INVALID,
  2523. };
  2524. DEV_ASSERT(p_dxil_type < ARRAY_SIZE(DXIL_TYPE_TO_CLASS));
  2525. ResourceClass res_class = DXIL_TYPE_TO_CLASS[p_dxil_type];
  2526. if (p_register == ROOT_CONSTANT_REGISTER && p_space == 0) {
  2527. DEV_ASSERT(res_class == RES_CLASS_CBV);
  2528. shader_data_in.binary_data.dxil_push_constant_stages |= (1 << shader_data_in.stage);
  2529. } else if (p_register == RUNTIME_DATA_REGISTER && p_space == 0) {
  2530. DEV_ASSERT(res_class == RES_CLASS_CBV);
  2531. shader_data_in.binary_data.nir_runtime_data_root_param_idx = 1; // Temporary, to be determined later.
  2532. } else {
  2533. DEV_ASSERT(p_space == 0);
  2534. uint32_t set = p_register / GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER;
  2535. uint32_t binding = (p_register % GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER) / GODOT_NIR_BINDING_MULTIPLIER;
  2536. DEV_ASSERT(set < (uint32_t)shader_data_in.sets_bindings.size());
  2537. [[maybe_unused]] bool found = false;
  2538. for (int j = 0; j < shader_data_in.sets_bindings[set].size(); j++) {
  2539. if (shader_data_in.sets_bindings[set][j].binding != binding) {
  2540. continue;
  2541. }
  2542. ShaderBinary::DataBinding &binding_info = shader_data_in.sets_bindings.write[set].write[j];
  2543. binding_info.dxil_stages |= (1 << shader_data_in.stage);
  2544. if (res_class != RES_CLASS_INVALID) {
  2545. DEV_ASSERT(binding_info.res_class == (uint32_t)RES_CLASS_INVALID || binding_info.res_class == (uint32_t)res_class);
  2546. binding_info.res_class = res_class;
  2547. } else if (p_dxil_type == DXIL_RES_SAMPLER) {
  2548. binding_info.has_sampler = (uint32_t) true;
  2549. } else {
  2550. CRASH_NOW();
  2551. }
  2552. found = true;
  2553. break;
  2554. }
  2555. DEV_ASSERT(found);
  2556. }
  2557. };
  2558. godot_nir_callbacks.report_sc_bit_offset_fn = [](uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data) {
  2559. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2560. [[maybe_unused]] bool found = false;
  2561. for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
  2562. if (shader_data_in.specialization_constants[j].constant_id != p_sc_id) {
  2563. continue;
  2564. }
  2565. uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
  2566. DEV_ASSERT(shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0);
  2567. shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] = p_bit_offset;
  2568. found = true;
  2569. break;
  2570. }
  2571. DEV_ASSERT(found);
  2572. };
  2573. godot_nir_callbacks.report_bitcode_bit_offset_fn = [](uint64_t p_bit_offset, void *p_data) {
  2574. DEV_ASSERT(p_bit_offset % 8 == 0);
  2575. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2576. uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
  2577. for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
  2578. if (shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0) {
  2579. // This SC has been optimized out from this stage.
  2580. continue;
  2581. }
  2582. shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] += p_bit_offset;
  2583. }
  2584. };
  2585. auto shader_model_d3d_to_dxil = [](D3D_SHADER_MODEL p_d3d_shader_model) -> dxil_shader_model {
  2586. static_assert(SHADER_MODEL_6_0 == 0x60000);
  2587. static_assert(SHADER_MODEL_6_3 == 0x60003);
  2588. static_assert(D3D_SHADER_MODEL_6_0 == 0x60);
  2589. static_assert(D3D_SHADER_MODEL_6_3 == 0x63);
  2590. return (dxil_shader_model)((p_d3d_shader_model >> 4) * 0x10000 + (p_d3d_shader_model & 0xf));
  2591. };
  2592. nir_to_dxil_options nir_to_dxil_options = {};
  2593. nir_to_dxil_options.environment = DXIL_ENVIRONMENT_VULKAN;
  2594. nir_to_dxil_options.shader_model_max = shader_model_d3d_to_dxil(shader_capabilities.shader_model);
  2595. dxil_validator *validator = _get_dxil_validator_for_current_thread();
  2596. if (validator) {
  2597. nir_to_dxil_options.validator_version_max = dxil_get_validator_version(validator);
  2598. }
  2599. nir_to_dxil_options.godot_nir_callbacks = &godot_nir_callbacks;
  2600. dxil_logger logger = {};
  2601. logger.log = [](void *p_priv, const char *p_msg) {
  2602. #ifdef DEBUG_ENABLED
  2603. print_verbose(p_msg);
  2604. #endif
  2605. };
  2606. blob dxil_blob = {};
  2607. bool ok = nir_to_dxil(stages_nir_shaders[stage], &nir_to_dxil_options, &logger, &dxil_blob);
  2608. ralloc_free(stages_nir_shaders[stage]);
  2609. stages_nir_shaders.erase(stage);
  2610. if (!ok) {
  2611. free_nir_shaders();
  2612. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed.");
  2613. }
  2614. Vector<uint8_t> blob_copy;
  2615. blob_copy.resize(dxil_blob.size);
  2616. memcpy(blob_copy.ptrw(), dxil_blob.data, dxil_blob.size);
  2617. blob_finish(&dxil_blob);
  2618. dxil_blobs.insert(stage, blob_copy);
  2619. }
  2620. }
  2621. #if 0
  2622. if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
  2623. Ref<FileAccess> f = FileAccess::open("res://1.dxil", FileAccess::WRITE);
  2624. f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
  2625. }
  2626. #endif
  2627. // Patch with default values of specialization constants.
  2628. if (specialization_constants.size()) {
  2629. for (const ShaderBinary::SpecializationConstant &sc : specialization_constants) {
  2630. _shader_patch_dxil_specialization_constant((PipelineSpecializationConstantType)sc.type, &sc.int_value, sc.stages_bit_offsets, dxil_blobs, true);
  2631. }
  2632. #if 0
  2633. if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
  2634. Ref<FileAccess> f = FileAccess::open("res://2.dxil", FileAccess::WRITE);
  2635. f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
  2636. }
  2637. #endif
  2638. }
  2639. // Sign.
  2640. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : dxil_blobs) {
  2641. ShaderStage stage = E.key;
  2642. Vector<uint8_t> &dxil_blob = E.value;
  2643. bool sign_ok = _shader_sign_dxil_bytecode(stage, dxil_blob);
  2644. ERR_FAIL_COND_V(!sign_ok, Vector<uint8_t>());
  2645. }
  2646. // Build the root signature.
  2647. ComPtr<ID3DBlob> root_sig_blob;
  2648. {
  2649. auto stages_to_d3d12_visibility = [](uint32_t p_stages_mask) -> D3D12_SHADER_VISIBILITY {
  2650. switch (p_stages_mask) {
  2651. case SHADER_STAGE_VERTEX_BIT: {
  2652. return D3D12_SHADER_VISIBILITY_VERTEX;
  2653. }
  2654. case SHADER_STAGE_FRAGMENT_BIT: {
  2655. return D3D12_SHADER_VISIBILITY_PIXEL;
  2656. }
  2657. default: {
  2658. return D3D12_SHADER_VISIBILITY_ALL;
  2659. }
  2660. }
  2661. };
  2662. LocalVector<D3D12_ROOT_PARAMETER1> root_params;
  2663. // Root (push) constants.
  2664. if (binary_data.dxil_push_constant_stages) {
  2665. CD3DX12_ROOT_PARAMETER1 push_constant;
  2666. push_constant.InitAsConstants(
  2667. binary_data.push_constant_size / sizeof(uint32_t),
  2668. ROOT_CONSTANT_REGISTER,
  2669. 0,
  2670. stages_to_d3d12_visibility(binary_data.dxil_push_constant_stages));
  2671. root_params.push_back(push_constant);
  2672. }
  2673. // NIR-DXIL runtime data.
  2674. if (binary_data.nir_runtime_data_root_param_idx == 1) { // Set above to 1 when discovering runtime data is needed.
  2675. DEV_ASSERT(!binary_data.is_compute); // Could be supported if needed, but it's pointless as of now.
  2676. binary_data.nir_runtime_data_root_param_idx = root_params.size();
  2677. CD3DX12_ROOT_PARAMETER1 nir_runtime_data;
  2678. nir_runtime_data.InitAsConstants(
  2679. sizeof(dxil_spirv_vertex_runtime_data) / sizeof(uint32_t),
  2680. RUNTIME_DATA_REGISTER,
  2681. 0,
  2682. D3D12_SHADER_VISIBILITY_VERTEX);
  2683. root_params.push_back(nir_runtime_data);
  2684. }
  2685. // Descriptor tables (up to two per uniform set, for resources and/or samplers).
  2686. // These have to stay around until serialization!
  2687. struct TraceableDescriptorTable {
  2688. uint32_t stages_mask = {};
  2689. Vector<D3D12_DESCRIPTOR_RANGE1> ranges;
  2690. Vector<ShaderBinary::DataBinding::RootSignatureLocation *> root_sig_locations;
  2691. };
  2692. Vector<TraceableDescriptorTable> resource_tables_maps;
  2693. Vector<TraceableDescriptorTable> sampler_tables_maps;
  2694. for (int set = 0; set < sets_bindings.size(); set++) {
  2695. bool first_resource_in_set = true;
  2696. bool first_sampler_in_set = true;
  2697. sets_bindings.write[set].sort();
  2698. for (int i = 0; i < sets_bindings[set].size(); i++) {
  2699. const ShaderBinary::DataBinding &binding = sets_bindings[set][i];
  2700. bool really_used = binding.dxil_stages != 0;
  2701. #ifdef DEV_ENABLED
  2702. bool anybody_home = (ResourceClass)binding.res_class != RES_CLASS_INVALID || binding.has_sampler;
  2703. DEV_ASSERT(anybody_home == really_used);
  2704. #endif
  2705. if (!really_used) {
  2706. continue; // Existed in SPIR-V; went away in DXIL.
  2707. }
  2708. auto insert_range = [](D3D12_DESCRIPTOR_RANGE_TYPE p_range_type,
  2709. uint32_t p_num_descriptors,
  2710. uint32_t p_dxil_register,
  2711. uint32_t p_dxil_stages_mask,
  2712. ShaderBinary::DataBinding::RootSignatureLocation(&p_root_sig_locations),
  2713. Vector<TraceableDescriptorTable> &r_tables,
  2714. bool &r_first_in_set) {
  2715. if (r_first_in_set) {
  2716. r_tables.resize(r_tables.size() + 1);
  2717. r_first_in_set = false;
  2718. }
  2719. TraceableDescriptorTable &table = r_tables.write[r_tables.size() - 1];
  2720. table.stages_mask |= p_dxil_stages_mask;
  2721. CD3DX12_DESCRIPTOR_RANGE1 range;
  2722. // Due to the aliasing hack for SRV-UAV of different families,
  2723. // we can be causing an unintended change of data (sometimes the validation layers catch it).
  2724. D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  2725. if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_SRV || p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV) {
  2726. flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
  2727. } else if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_CBV) {
  2728. flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE;
  2729. }
  2730. range.Init(p_range_type, p_num_descriptors, p_dxil_register, 0, flags);
  2731. table.ranges.push_back(range);
  2732. table.root_sig_locations.push_back(&p_root_sig_locations);
  2733. };
  2734. uint32_t num_descriptors = 1;
  2735. D3D12_DESCRIPTOR_RANGE_TYPE resource_range_type = {};
  2736. switch ((ResourceClass)binding.res_class) {
  2737. case RES_CLASS_INVALID: {
  2738. num_descriptors = binding.length;
  2739. DEV_ASSERT(binding.has_sampler);
  2740. } break;
  2741. case RES_CLASS_CBV: {
  2742. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  2743. DEV_ASSERT(!binding.has_sampler);
  2744. } break;
  2745. case RES_CLASS_SRV: {
  2746. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  2747. num_descriptors = MAX(1u, binding.length); // An unbound R/O buffer is reflected as zero-size.
  2748. } break;
  2749. case RES_CLASS_UAV: {
  2750. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
  2751. num_descriptors = MAX(1u, binding.length); // An unbound R/W buffer is reflected as zero-size.
  2752. DEV_ASSERT(!binding.has_sampler);
  2753. } break;
  2754. }
  2755. uint32_t dxil_register = set * GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER + binding.binding * GODOT_NIR_BINDING_MULTIPLIER;
  2756. if (binding.res_class != RES_CLASS_INVALID) {
  2757. insert_range(
  2758. resource_range_type,
  2759. num_descriptors,
  2760. dxil_register,
  2761. sets_bindings[set][i].dxil_stages,
  2762. sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_RESOURCE],
  2763. resource_tables_maps,
  2764. first_resource_in_set);
  2765. }
  2766. if (binding.has_sampler) {
  2767. insert_range(
  2768. D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
  2769. num_descriptors,
  2770. dxil_register,
  2771. sets_bindings[set][i].dxil_stages,
  2772. sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_SAMPLER],
  2773. sampler_tables_maps,
  2774. first_sampler_in_set);
  2775. }
  2776. }
  2777. }
  2778. auto make_descriptor_tables = [&root_params, &stages_to_d3d12_visibility](const Vector<TraceableDescriptorTable> &p_tables) {
  2779. for (const TraceableDescriptorTable &table : p_tables) {
  2780. D3D12_SHADER_VISIBILITY visibility = stages_to_d3d12_visibility(table.stages_mask);
  2781. DEV_ASSERT(table.ranges.size() == table.root_sig_locations.size());
  2782. for (int i = 0; i < table.ranges.size(); i++) {
  2783. // By now we know very well which root signature location corresponds to the pointed uniform.
  2784. table.root_sig_locations[i]->root_param_idx = root_params.size();
  2785. table.root_sig_locations[i]->range_idx = i;
  2786. }
  2787. CD3DX12_ROOT_PARAMETER1 root_table;
  2788. root_table.InitAsDescriptorTable(table.ranges.size(), table.ranges.ptr(), visibility);
  2789. root_params.push_back(root_table);
  2790. }
  2791. };
  2792. make_descriptor_tables(resource_tables_maps);
  2793. make_descriptor_tables(sampler_tables_maps);
  2794. CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc = {};
  2795. D3D12_ROOT_SIGNATURE_FLAGS root_sig_flags =
  2796. D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
  2797. D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
  2798. D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
  2799. D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS |
  2800. D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS;
  2801. if (!stages_processed.has_flag(SHADER_STAGE_VERTEX_BIT)) {
  2802. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS;
  2803. }
  2804. if (!stages_processed.has_flag(SHADER_STAGE_FRAGMENT_BIT)) {
  2805. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
  2806. }
  2807. if (binary_data.vertex_input_mask) {
  2808. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  2809. }
  2810. root_sig_desc.Init_1_1(root_params.size(), root_params.ptr(), 0, nullptr, root_sig_flags);
  2811. ComPtr<ID3DBlob> error_blob;
  2812. HRESULT res = D3DX12SerializeVersionedRootSignature(&root_sig_desc, D3D_ROOT_SIGNATURE_VERSION_1_1, root_sig_blob.GetAddressOf(), error_blob.GetAddressOf());
  2813. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), Vector<uint8_t>(),
  2814. "Serialization of root signature failed with error " + vformat("0x%08ux", (uint64_t)res) + " and the following message:\n" + String((char *)error_blob->GetBufferPointer(), error_blob->GetBufferSize()));
  2815. binary_data.root_signature_crc = crc32(0, nullptr, 0);
  2816. binary_data.root_signature_crc = crc32(binary_data.root_signature_crc, (const Bytef *)root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
  2817. }
  2818. Vector<Vector<uint8_t>> compressed_stages;
  2819. Vector<uint32_t> zstd_size;
  2820. uint32_t stages_binary_size = 0;
  2821. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2822. Vector<uint8_t> zstd;
  2823. Vector<uint8_t> &dxil_blob = dxil_blobs[p_spirv[i].shader_stage];
  2824. zstd.resize(Compression::get_max_compressed_buffer_size(dxil_blob.size(), Compression::MODE_ZSTD));
  2825. int dst_size = Compression::compress(zstd.ptrw(), dxil_blob.ptr(), dxil_blob.size(), Compression::MODE_ZSTD);
  2826. zstd_size.push_back(dst_size);
  2827. zstd.resize(dst_size);
  2828. compressed_stages.push_back(zstd);
  2829. uint32_t s = compressed_stages[i].size();
  2830. if (s % 4 != 0) {
  2831. s += 4 - (s % 4);
  2832. }
  2833. stages_binary_size += s;
  2834. }
  2835. CharString shader_name_utf = p_shader_name.utf8();
  2836. binary_data.shader_name_len = shader_name_utf.length();
  2837. uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;.
  2838. total_size += sizeof(ShaderBinary::Data);
  2839. total_size += binary_data.shader_name_len;
  2840. if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
  2841. total_size += 4 - (binary_data.shader_name_len % 4);
  2842. }
  2843. for (int i = 0; i < sets_bindings.size(); i++) {
  2844. total_size += sizeof(uint32_t);
  2845. total_size += sets_bindings[i].size() * sizeof(ShaderBinary::DataBinding);
  2846. }
  2847. total_size += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size();
  2848. total_size += compressed_stages.size() * sizeof(uint32_t) * 3; // Sizes.
  2849. total_size += stages_binary_size;
  2850. binary_data.root_signature_len = root_sig_blob->GetBufferSize();
  2851. total_size += binary_data.root_signature_len;
  2852. Vector<uint8_t> ret;
  2853. ret.resize(total_size);
  2854. {
  2855. uint32_t offset = 0;
  2856. uint8_t *binptr = ret.ptrw();
  2857. binptr[0] = 'G';
  2858. binptr[1] = 'S';
  2859. binptr[2] = 'B';
  2860. binptr[3] = 'D'; // Godot shader binary data.
  2861. offset += 4;
  2862. encode_uint32(ShaderBinary::VERSION, binptr + offset);
  2863. offset += sizeof(uint32_t);
  2864. encode_uint32(sizeof(ShaderBinary::Data), binptr + offset);
  2865. offset += sizeof(uint32_t);
  2866. memcpy(binptr + offset, &binary_data, sizeof(ShaderBinary::Data));
  2867. offset += sizeof(ShaderBinary::Data);
  2868. if (binary_data.shader_name_len > 0) {
  2869. memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
  2870. offset += binary_data.shader_name_len;
  2871. if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
  2872. offset += 4 - (binary_data.shader_name_len % 4);
  2873. }
  2874. }
  2875. for (int i = 0; i < sets_bindings.size(); i++) {
  2876. int count = sets_bindings[i].size();
  2877. encode_uint32(count, binptr + offset);
  2878. offset += sizeof(uint32_t);
  2879. if (count > 0) {
  2880. memcpy(binptr + offset, sets_bindings[i].ptr(), sizeof(ShaderBinary::DataBinding) * count);
  2881. offset += sizeof(ShaderBinary::DataBinding) * count;
  2882. }
  2883. }
  2884. if (specialization_constants.size()) {
  2885. memcpy(binptr + offset, specialization_constants.ptr(), sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size());
  2886. offset += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size();
  2887. }
  2888. for (int i = 0; i < compressed_stages.size(); i++) {
  2889. encode_uint32(p_spirv[i].shader_stage, binptr + offset);
  2890. offset += sizeof(uint32_t);
  2891. encode_uint32(dxil_blobs[p_spirv[i].shader_stage].size(), binptr + offset);
  2892. offset += sizeof(uint32_t);
  2893. encode_uint32(zstd_size[i], binptr + offset);
  2894. offset += sizeof(uint32_t);
  2895. memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size());
  2896. uint32_t s = compressed_stages[i].size();
  2897. if (s % 4 != 0) {
  2898. s += 4 - (s % 4);
  2899. }
  2900. offset += s;
  2901. }
  2902. memcpy(binptr + offset, root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
  2903. offset += root_sig_blob->GetBufferSize();
  2904. ERR_FAIL_COND_V(offset != (uint32_t)ret.size(), Vector<uint8_t>());
  2905. }
  2906. return ret;
  2907. }
  2908. RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) {
  2909. r_shader_desc = {}; // Driver-agnostic.
  2910. ShaderInfo shader_info_in; // Driver-specific.
  2911. const uint8_t *binptr = p_shader_binary.ptr();
  2912. uint32_t binsize = p_shader_binary.size();
  2913. uint32_t read_offset = 0;
  2914. // Consistency check.
  2915. ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(ShaderBinary::Data), ShaderID());
  2916. ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', ShaderID());
  2917. uint32_t bin_version = decode_uint32(binptr + 4);
  2918. ERR_FAIL_COND_V(bin_version != ShaderBinary::VERSION, ShaderID());
  2919. uint32_t bin_data_size = decode_uint32(binptr + 8);
  2920. const ShaderBinary::Data &binary_data = *(reinterpret_cast<const ShaderBinary::Data *>(binptr + 12));
  2921. r_shader_desc.push_constant_size = binary_data.push_constant_size;
  2922. shader_info_in.dxil_push_constant_size = binary_data.dxil_push_constant_stages ? binary_data.push_constant_size : 0;
  2923. shader_info_in.nir_runtime_data_root_param_idx = binary_data.nir_runtime_data_root_param_idx;
  2924. r_shader_desc.vertex_input_mask = binary_data.vertex_input_mask;
  2925. r_shader_desc.fragment_output_mask = binary_data.fragment_output_mask;
  2926. r_shader_desc.is_compute = binary_data.is_compute;
  2927. shader_info_in.is_compute = binary_data.is_compute;
  2928. r_shader_desc.compute_local_size[0] = binary_data.compute_local_size[0];
  2929. r_shader_desc.compute_local_size[1] = binary_data.compute_local_size[1];
  2930. r_shader_desc.compute_local_size[2] = binary_data.compute_local_size[2];
  2931. read_offset += sizeof(uint32_t) * 3 + bin_data_size;
  2932. if (binary_data.shader_name_len) {
  2933. r_name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len);
  2934. read_offset += binary_data.shader_name_len;
  2935. if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
  2936. read_offset += 4 - (binary_data.shader_name_len % 4);
  2937. }
  2938. }
  2939. r_shader_desc.uniform_sets.resize(binary_data.set_count);
  2940. shader_info_in.sets.resize(binary_data.set_count);
  2941. for (uint32_t i = 0; i < binary_data.set_count; i++) {
  2942. ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, ShaderID());
  2943. uint32_t set_count = decode_uint32(binptr + read_offset);
  2944. read_offset += sizeof(uint32_t);
  2945. const ShaderBinary::DataBinding *set_ptr = reinterpret_cast<const ShaderBinary::DataBinding *>(binptr + read_offset);
  2946. uint32_t set_size = set_count * sizeof(ShaderBinary::DataBinding);
  2947. ERR_FAIL_COND_V(read_offset + set_size >= binsize, ShaderID());
  2948. shader_info_in.sets[i].bindings.reserve(set_count);
  2949. for (uint32_t j = 0; j < set_count; j++) {
  2950. ShaderUniform info;
  2951. info.type = UniformType(set_ptr[j].type);
  2952. info.writable = set_ptr[j].writable;
  2953. info.length = set_ptr[j].length;
  2954. info.binding = set_ptr[j].binding;
  2955. ShaderInfo::UniformBindingInfo binding;
  2956. binding.stages = set_ptr[j].dxil_stages;
  2957. binding.res_class = (ResourceClass)set_ptr[j].res_class;
  2958. binding.type = info.type;
  2959. binding.length = info.length;
  2960. #ifdef DEV_ENABLED
  2961. binding.writable = set_ptr[j].writable;
  2962. #endif
  2963. static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(ShaderBinary::DataBinding::root_sig_locations));
  2964. memcpy((void *)&binding.root_sig_locations, (void *)&set_ptr[j].root_sig_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations));
  2965. if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
  2966. shader_info_in.sets[i].num_root_params.resources++;
  2967. }
  2968. if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  2969. shader_info_in.sets[i].num_root_params.samplers++;
  2970. }
  2971. r_shader_desc.uniform_sets.write[i].push_back(info);
  2972. shader_info_in.sets[i].bindings.push_back(binding);
  2973. }
  2974. read_offset += set_size;
  2975. }
  2976. ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(ShaderBinary::SpecializationConstant) >= binsize, ShaderID());
  2977. r_shader_desc.specialization_constants.resize(binary_data.specialization_constants_count);
  2978. shader_info_in.specialization_constants.resize(binary_data.specialization_constants_count);
  2979. for (uint32_t i = 0; i < binary_data.specialization_constants_count; i++) {
  2980. const ShaderBinary::SpecializationConstant &src_sc = *(reinterpret_cast<const ShaderBinary::SpecializationConstant *>(binptr + read_offset));
  2981. ShaderSpecializationConstant sc;
  2982. sc.type = PipelineSpecializationConstantType(src_sc.type);
  2983. sc.constant_id = src_sc.constant_id;
  2984. sc.int_value = src_sc.int_value;
  2985. sc.stages = src_sc.stage_flags;
  2986. r_shader_desc.specialization_constants.write[i] = sc;
  2987. ShaderInfo::SpecializationConstant ssc;
  2988. ssc.constant_id = src_sc.constant_id;
  2989. ssc.int_value = src_sc.int_value;
  2990. memcpy(ssc.stages_bit_offsets, src_sc.stages_bit_offsets, sizeof(ssc.stages_bit_offsets));
  2991. shader_info_in.specialization_constants[i] = ssc;
  2992. read_offset += sizeof(ShaderBinary::SpecializationConstant);
  2993. }
  2994. shader_info_in.spirv_specialization_constants_ids_mask = binary_data.spirv_specialization_constants_ids_mask;
  2995. for (uint32_t i = 0; i < binary_data.stage_count; i++) {
  2996. ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, ShaderID());
  2997. uint32_t stage = decode_uint32(binptr + read_offset);
  2998. read_offset += sizeof(uint32_t);
  2999. uint32_t dxil_size = decode_uint32(binptr + read_offset);
  3000. read_offset += sizeof(uint32_t);
  3001. uint32_t zstd_size = decode_uint32(binptr + read_offset);
  3002. read_offset += sizeof(uint32_t);
  3003. // Decompress.
  3004. Vector<uint8_t> dxil;
  3005. dxil.resize(dxil_size);
  3006. int dec_dxil_size = Compression::decompress(dxil.ptrw(), dxil.size(), binptr + read_offset, zstd_size, Compression::MODE_ZSTD);
  3007. ERR_FAIL_COND_V(dec_dxil_size != (int32_t)dxil_size, ShaderID());
  3008. shader_info_in.stages_bytecode[ShaderStage(stage)] = dxil;
  3009. if (zstd_size % 4 != 0) {
  3010. zstd_size += 4 - (zstd_size % 4);
  3011. }
  3012. ERR_FAIL_COND_V(read_offset + zstd_size > binsize, ShaderID());
  3013. read_offset += zstd_size;
  3014. }
  3015. const uint8_t *root_sig_data_ptr = binptr + read_offset;
  3016. HRESULT res = D3D12CreateRootSignatureDeserializer(root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf()));
  3017. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  3018. read_offset += binary_data.root_signature_len;
  3019. ERR_FAIL_COND_V(read_offset != binsize, ShaderID());
  3020. ComPtr<ID3D12RootSignature> root_signature;
  3021. res = device->CreateRootSignature(0, root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf()));
  3022. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  3023. shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc();
  3024. shader_info_in.root_signature_crc = binary_data.root_signature_crc;
  3025. // Bookkeep.
  3026. ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator);
  3027. *shader_info_ptr = shader_info_in;
  3028. return ShaderID(shader_info_ptr);
  3029. }
  3030. uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) {
  3031. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3032. return shader_info_in->root_signature_crc;
  3033. }
  3034. void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) {
  3035. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  3036. VersatileResource::free(resources_allocator, shader_info_in);
  3037. }
  3038. /*********************/
  3039. /**** UNIFORM SET ****/
  3040. /*********************/
  3041. static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_dobule_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) {
  3042. r_srv_uav_ambiguity = false;
  3043. // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
  3044. // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
  3045. // to the frame descriptor heap at binding time.
  3046. // [[SRV_UAV_AMBIGUITY]]
  3047. switch (p_type) {
  3048. case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
  3049. r_num_samplers += p_binding_length;
  3050. } break;
  3051. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
  3052. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  3053. r_num_resources += p_binding_length;
  3054. r_num_samplers += p_binding_length;
  3055. } break;
  3056. case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
  3057. r_num_resources += 1;
  3058. } break;
  3059. case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
  3060. r_num_resources += p_dobule_srv_uav_ambiguous ? 2 : 1;
  3061. r_srv_uav_ambiguity = true;
  3062. } break;
  3063. case RenderingDevice::UNIFORM_TYPE_IMAGE: {
  3064. r_num_resources += p_binding_length * (p_dobule_srv_uav_ambiguous ? 2 : 1);
  3065. r_srv_uav_ambiguity = true;
  3066. } break;
  3067. default: {
  3068. r_num_resources += p_binding_length;
  3069. }
  3070. }
  3071. }
  3072. RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index) {
  3073. // Pre-bookkeep.
  3074. UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);
  3075. // Do a first pass to count resources and samplers.
  3076. uint32_t num_resource_descs = 0;
  3077. uint32_t num_sampler_descs = 0;
  3078. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  3079. const BoundUniform &uniform = p_uniforms[i];
  3080. // Since the uniform set may be created for a shader different than the one that will be actually bound,
  3081. // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
  3082. // Therefore, we can't make any assumptions here about descriptors that we may not need to create,
  3083. // pixel or vertex-only shader resource states, etc.
  3084. bool srv_uav_ambiguity = false;
  3085. uint32_t binding_length = uniform.ids.size();
  3086. if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) {
  3087. binding_length /= 2;
  3088. }
  3089. _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3090. }
  3091. #ifdef DEV_ENABLED
  3092. uniform_set_info->resources_desc_info.reserve(num_resource_descs);
  3093. #endif
  3094. if (num_resource_descs) {
  3095. Error err = uniform_set_info->desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false);
  3096. if (err) {
  3097. VersatileResource::free(resources_allocator, uniform_set_info);
  3098. ERR_FAIL_V(UniformSetID());
  3099. }
  3100. }
  3101. if (num_sampler_descs) {
  3102. Error err = uniform_set_info->desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false);
  3103. if (err) {
  3104. VersatileResource::free(resources_allocator, uniform_set_info);
  3105. ERR_FAIL_V(UniformSetID());
  3106. }
  3107. }
  3108. struct {
  3109. DescriptorsHeap::Walker resources;
  3110. DescriptorsHeap::Walker samplers;
  3111. } desc_heap_walkers;
  3112. desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3113. desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3114. struct NeededState {
  3115. bool is_buffer = false;
  3116. uint64_t shader_uniform_idx_mask = 0;
  3117. D3D12_RESOURCE_STATES states = {};
  3118. };
  3119. HashMap<ResourceInfo *, NeededState> resource_states;
  3120. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  3121. const BoundUniform &uniform = p_uniforms[i];
  3122. #ifdef DEV_ENABLED
  3123. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3124. const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i];
  3125. bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE);
  3126. DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
  3127. DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT)));
  3128. #endif
  3129. switch (uniform.type) {
  3130. case UNIFORM_TYPE_SAMPLER: {
  3131. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3132. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  3133. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  3134. desc_heap_walkers.samplers.advance();
  3135. }
  3136. } break;
  3137. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
  3138. for (uint32_t j = 0; j < uniform.ids.size(); j += 2) {
  3139. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  3140. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id;
  3141. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  3142. desc_heap_walkers.samplers.advance();
  3143. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3144. #ifdef DEV_ENABLED
  3145. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3146. #endif
  3147. desc_heap_walkers.resources.advance();
  3148. NeededState &ns = resource_states[texture_info];
  3149. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3150. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  3151. }
  3152. } break;
  3153. case UNIFORM_TYPE_TEXTURE: {
  3154. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3155. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3156. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3157. #ifdef DEV_ENABLED
  3158. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3159. #endif
  3160. desc_heap_walkers.resources.advance();
  3161. NeededState &ns = resource_states[texture_info];
  3162. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3163. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  3164. }
  3165. } break;
  3166. case UNIFORM_TYPE_IMAGE: {
  3167. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3168. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3169. NeededState &ns = resource_states[texture_info];
  3170. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3171. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3172. }
  3173. // SRVs first. [[SRV_UAV_AMBIGUITY]]
  3174. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3175. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3176. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3177. #ifdef DEV_ENABLED
  3178. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3179. #endif
  3180. desc_heap_walkers.resources.advance();
  3181. }
  3182. // UAVs then. [[SRV_UAV_AMBIGUITY]]
  3183. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3184. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3185. device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle());
  3186. #ifdef DEV_ENABLED
  3187. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  3188. #endif
  3189. desc_heap_walkers.resources.advance();
  3190. }
  3191. } break;
  3192. case UNIFORM_TYPE_TEXTURE_BUFFER:
  3193. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  3194. CRASH_NOW_MSG("Unimplemented!");
  3195. } break;
  3196. case UNIFORM_TYPE_IMAGE_BUFFER: {
  3197. CRASH_NOW_MSG("Unimplemented!");
  3198. } break;
  3199. case UNIFORM_TYPE_UNIFORM_BUFFER: {
  3200. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  3201. D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
  3202. cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress();
  3203. cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256);
  3204. device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3205. desc_heap_walkers.resources.advance();
  3206. #ifdef DEV_ENABLED
  3207. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
  3208. #endif
  3209. NeededState &ns = resource_states[buf_info];
  3210. ns.is_buffer = true;
  3211. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3212. ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
  3213. } break;
  3214. case UNIFORM_TYPE_STORAGE_BUFFER: {
  3215. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  3216. // SRV first. [[SRV_UAV_AMBIGUITY]]
  3217. {
  3218. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  3219. srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3220. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3221. srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3222. srv_desc.Buffer.FirstElement = 0;
  3223. srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3224. srv_desc.Buffer.StructureByteStride = 0;
  3225. srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
  3226. device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3227. #ifdef DEV_ENABLED
  3228. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
  3229. #endif
  3230. desc_heap_walkers.resources.advance();
  3231. }
  3232. // UAV then. [[SRV_UAV_AMBIGUITY]]
  3233. {
  3234. if (buf_info->flags.usable_as_uav) {
  3235. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3236. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3237. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3238. uav_desc.Buffer.FirstElement = 0;
  3239. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3240. uav_desc.Buffer.StructureByteStride = 0;
  3241. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3242. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3243. device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3244. #ifdef DEV_ENABLED
  3245. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  3246. #endif
  3247. } else {
  3248. // If can't transition to UAV, leave this one empty since it won't be
  3249. // used, and trying to create an UAV view would trigger a validation error.
  3250. }
  3251. desc_heap_walkers.resources.advance();
  3252. }
  3253. NeededState &ns = resource_states[buf_info];
  3254. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3255. ns.is_buffer = true;
  3256. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3257. } break;
  3258. case UNIFORM_TYPE_INPUT_ATTACHMENT: {
  3259. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3260. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3261. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3262. #ifdef DEV_ENABLED
  3263. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3264. #endif
  3265. desc_heap_walkers.resources.advance();
  3266. NeededState &ns = resource_states[texture_info];
  3267. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3268. ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3269. }
  3270. } break;
  3271. default: {
  3272. DEV_ASSERT(false);
  3273. }
  3274. }
  3275. }
  3276. DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
  3277. DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
  3278. {
  3279. uniform_set_info->resource_states.reserve(resource_states.size());
  3280. uint32_t i = 0;
  3281. for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) {
  3282. UniformSetInfo::StateRequirement sr;
  3283. sr.resource = E.key;
  3284. sr.is_buffer = E.value.is_buffer;
  3285. sr.states = E.value.states;
  3286. sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
  3287. uniform_set_info->resource_states.push_back(sr);
  3288. i++;
  3289. }
  3290. }
  3291. return UniformSetID(uniform_set_info);
  3292. }
  3293. void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) {
  3294. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3295. VersatileResource::free(resources_allocator, uniform_set_info);
  3296. }
  3297. // ----- COMMANDS -----
  3298. void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  3299. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id;
  3300. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3301. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3302. for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) {
  3303. #ifdef DEV_ENABLED
  3304. {
  3305. uint32_t stages = 0;
  3306. D3D12_RESOURCE_STATES wanted_state = {};
  3307. bool writable = false;
  3308. // Doing the full loop for debugging since the real one below may break early,
  3309. // but we want an exhaustive check
  3310. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3311. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3312. uint64_t bit_mask = ((uint64_t)1 << bit);
  3313. if (likely((inv_uniforms_mask & bit_mask))) {
  3314. continue;
  3315. }
  3316. inv_uniforms_mask |= bit_mask;
  3317. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3318. if (unlikely(!binding.stages)) {
  3319. continue;
  3320. }
  3321. D3D12_RESOURCE_STATES required_states = sr.states;
  3322. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3323. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3324. if (binding.res_class == RES_CLASS_SRV) {
  3325. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3326. } else {
  3327. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3328. }
  3329. }
  3330. if (stages) { // Second occurrence at least?
  3331. 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.");
  3332. 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.");
  3333. } else {
  3334. wanted_state = required_states;
  3335. stages |= binding.stages;
  3336. writable = binding.writable;
  3337. }
  3338. DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
  3339. if (wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS || wanted_state == D3D12_RESOURCE_STATE_RENDER_TARGET) {
  3340. if (!sr.is_buffer) {
  3341. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  3342. CRASH_COND_MSG(tex_info->resource != tex_info->main_texture, "The texture format used for UAV or RTV must be the main one.");
  3343. }
  3344. }
  3345. }
  3346. }
  3347. #endif
  3348. // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
  3349. // because at uniform set creation time we couldn't know for sure which stages
  3350. // it would be used in (due to the fact that a set can be created against a different,
  3351. // albeit compatible, shader, which may make a different usage in the end).
  3352. // However, now we know and can exclude up to one unneeded states.
  3353. // TODO: If subresources involved already in the needed states, or scheduled for it,
  3354. // maybe it's more optimal not to do anything here
  3355. uint32_t stages = 0;
  3356. D3D12_RESOURCE_STATES wanted_state = {};
  3357. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3358. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3359. uint64_t bit_mask = ((uint64_t)1 << bit);
  3360. if (likely((inv_uniforms_mask & bit_mask))) {
  3361. continue;
  3362. }
  3363. inv_uniforms_mask |= bit_mask;
  3364. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3365. if (unlikely(!binding.stages)) {
  3366. continue;
  3367. }
  3368. if (!stages) {
  3369. D3D12_RESOURCE_STATES required_states = sr.states;
  3370. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3371. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3372. if (binding.res_class == RES_CLASS_SRV) {
  3373. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3374. } else {
  3375. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3376. }
  3377. }
  3378. wanted_state = required_states;
  3379. if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3380. // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
  3381. break;
  3382. }
  3383. }
  3384. stages |= binding.stages;
  3385. if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
  3386. // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
  3387. break;
  3388. }
  3389. }
  3390. if (likely(wanted_state)) {
  3391. if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3392. if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
  3393. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3394. wanted_state &= ~unneeded_states;
  3395. } else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
  3396. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
  3397. wanted_state &= ~unneeded_states;
  3398. }
  3399. }
  3400. if (likely(wanted_state)) {
  3401. if (sr.is_buffer) {
  3402. _resource_transition_batch(sr.resource, 0, 1, wanted_state);
  3403. } else {
  3404. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  3405. uint32_t planes = 1;
  3406. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3407. planes = format_get_plane_count(tex_info->format);
  3408. }
  3409. for (uint32_t i = 0; i < tex_info->layers; i++) {
  3410. for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
  3411. uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
  3412. _resource_transition_batch(tex_info, subresource, planes, wanted_state, tex_info->main_texture);
  3413. }
  3414. }
  3415. }
  3416. }
  3417. }
  3418. }
  3419. if (p_set_index == shader_info_in->sets.size() - 1) {
  3420. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3421. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3422. }
  3423. }
  3424. void RenderingDeviceDriverD3D12::_command_check_descriptor_sets(CommandBufferID p_cmd_buffer) {
  3425. DEV_ASSERT(segment_begun && "Unable to use commands that rely on descriptors because a segment was never begun.");
  3426. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3427. if (!cmd_buf_info->descriptor_heaps_set) {
  3428. // Set descriptor heaps for the command buffer if they haven't been set yet.
  3429. ID3D12DescriptorHeap *heaps[] = {
  3430. frames[frame_idx].desc_heaps.resources.get_heap(),
  3431. frames[frame_idx].desc_heaps.samplers.get_heap(),
  3432. };
  3433. cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps);
  3434. cmd_buf_info->descriptor_heaps_set = true;
  3435. }
  3436. }
  3437. 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) {
  3438. _command_check_descriptor_sets(p_cmd_buffer);
  3439. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3440. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3441. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3442. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3443. using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
  3444. SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
  3445. // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
  3446. uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc;
  3447. UniformSetInfo::RecentBind *last_bind = nullptr;
  3448. for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) {
  3449. if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) {
  3450. if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) {
  3451. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) {
  3452. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3453. }
  3454. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) {
  3455. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3456. }
  3457. #ifdef DEV_ENABLED
  3458. uniform_set_info->recent_binds[i].uses++;
  3459. frames[frame_idx].uniform_set_reused++;
  3460. #endif
  3461. return;
  3462. } else {
  3463. if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) {
  3464. // Prefer this one since it's been used less or we still haven't a better option.
  3465. last_bind = &uniform_set_info->recent_binds[i];
  3466. }
  3467. }
  3468. } else {
  3469. // Prefer this one since it's unused.
  3470. last_bind = &uniform_set_info->recent_binds[i];
  3471. last_bind->uses = 0;
  3472. }
  3473. }
  3474. struct {
  3475. DescriptorsHeap::Walker *resources = nullptr;
  3476. DescriptorsHeap::Walker *samplers = nullptr;
  3477. } frame_heap_walkers;
  3478. frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources;
  3479. frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers;
  3480. struct {
  3481. DescriptorsHeap::Walker resources;
  3482. DescriptorsHeap::Walker samplers;
  3483. } set_heap_walkers;
  3484. set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3485. set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3486. #ifdef DEV_ENABLED
  3487. // Whether we have stages where the uniform is actually used should match
  3488. // whether we have any root signature locations for it.
  3489. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3490. bool has_rs_locations = false;
  3491. if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
  3492. shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3493. has_rs_locations = true;
  3494. break;
  3495. }
  3496. bool has_stages = shader_set.bindings[i].stages;
  3497. DEV_ASSERT(has_rs_locations == has_stages);
  3498. }
  3499. #endif
  3500. last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources);
  3501. last_bind->root_tables.resources.clear();
  3502. last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers);
  3503. last_bind->root_tables.samplers.clear();
  3504. last_bind->uses++;
  3505. struct {
  3506. RootDescriptorTable *resources = nullptr;
  3507. RootDescriptorTable *samplers = nullptr;
  3508. } tables;
  3509. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3510. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i];
  3511. uint32_t num_resource_descs = 0;
  3512. uint32_t num_sampler_descs = 0;
  3513. bool srv_uav_ambiguity = false;
  3514. _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3515. bool resource_used = false;
  3516. if (shader_set.bindings[i].stages) {
  3517. {
  3518. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource;
  3519. if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
  3520. DEV_ASSERT(num_resource_descs);
  3521. 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]]
  3522. bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
  3523. if (must_flush_table) {
  3524. // Check the root signature data has been filled ordered.
  3525. DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
  3526. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3527. tables.resources = nullptr;
  3528. }
  3529. if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
  3530. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3531. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3532. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's RESOURCES descriptor heap.\n"
  3533. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3534. } else {
  3535. return;
  3536. }
  3537. }
  3538. if (!tables.resources) {
  3539. DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
  3540. last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
  3541. tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
  3542. tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
  3543. tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
  3544. }
  3545. // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
  3546. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) {
  3547. set_heap_walkers.resources.advance(num_resource_descs);
  3548. }
  3549. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3550. device->CopyDescriptorsSimple(
  3551. num_resource_descs,
  3552. frame_heap_walkers.resources->get_curr_cpu_handle(),
  3553. set_heap_walkers.resources.get_curr_cpu_handle(),
  3554. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3555. frame_heap_walkers.resources->advance(num_resource_descs);
  3556. // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
  3557. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) {
  3558. set_heap_walkers.resources.advance(num_resource_descs);
  3559. }
  3560. resource_used = true;
  3561. }
  3562. }
  3563. {
  3564. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler;
  3565. if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
  3566. DEV_ASSERT(num_sampler_descs);
  3567. DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
  3568. bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
  3569. if (must_flush_table) {
  3570. // Check the root signature data has been filled ordered.
  3571. DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
  3572. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3573. tables.samplers = nullptr;
  3574. }
  3575. if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
  3576. if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) {
  3577. frames[frame_idx].desc_heaps_exhausted_reported.samplers = true;
  3578. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's SAMPLERS descriptors heap.\n"
  3579. "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
  3580. } else {
  3581. return;
  3582. }
  3583. }
  3584. if (!tables.samplers) {
  3585. DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
  3586. last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
  3587. tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
  3588. tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
  3589. tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
  3590. }
  3591. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3592. device->CopyDescriptorsSimple(
  3593. num_sampler_descs,
  3594. frame_heap_walkers.samplers->get_curr_cpu_handle(),
  3595. set_heap_walkers.samplers.get_curr_cpu_handle(),
  3596. D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
  3597. frame_heap_walkers.samplers->advance(num_sampler_descs);
  3598. }
  3599. }
  3600. }
  3601. // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
  3602. // the shader variant a given set is created upon may not need all of them due to DXC optimizations.
  3603. // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
  3604. set_heap_walkers.resources.advance(num_resource_descs);
  3605. if (srv_uav_ambiguity) {
  3606. DEV_ASSERT(num_resource_descs);
  3607. if (!resource_used) {
  3608. set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
  3609. }
  3610. }
  3611. set_heap_walkers.samplers.advance(num_sampler_descs);
  3612. }
  3613. DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
  3614. DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
  3615. {
  3616. bool must_flush_table = tables.resources;
  3617. if (must_flush_table) {
  3618. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3619. }
  3620. }
  3621. {
  3622. bool must_flush_table = tables.samplers;
  3623. if (must_flush_table) {
  3624. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3625. }
  3626. }
  3627. last_bind->root_signature_crc = root_sig_crc;
  3628. last_bind->segment_serial = frames[frame_idx].segment_serial;
  3629. }
  3630. /******************/
  3631. /**** TRANSFER ****/
  3632. /******************/
  3633. void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) {
  3634. _command_check_descriptor_sets(p_cmd_buffer);
  3635. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3636. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  3637. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3638. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3639. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3640. ERR_FAIL_MSG(
  3641. "Cannot clear buffer because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3642. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3643. } else {
  3644. return;
  3645. }
  3646. }
  3647. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3648. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3649. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3650. ERR_FAIL_MSG(
  3651. "Cannot clear buffer because there's no enough room in current frame's AUX descriptors heap.\n"
  3652. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3653. } else {
  3654. return;
  3655. }
  3656. }
  3657. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3658. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3659. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3660. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3661. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3662. uav_desc.Buffer.FirstElement = 0;
  3663. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3664. uav_desc.Buffer.StructureByteStride = 0;
  3665. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3666. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3667. device->CreateUnorderedAccessView(
  3668. buf_info->resource,
  3669. nullptr,
  3670. &uav_desc,
  3671. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3672. device->CopyDescriptorsSimple(
  3673. 1,
  3674. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3675. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3676. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3677. static const UINT values[4] = {};
  3678. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3679. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3680. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3681. buf_info->resource,
  3682. values,
  3683. 0,
  3684. nullptr);
  3685. frames[frame_idx].desc_heap_walkers.resources.advance();
  3686. frames[frame_idx].desc_heap_walkers.aux.advance();
  3687. }
  3688. void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView<BufferCopyRegion> p_regions) {
  3689. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3690. BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
  3691. BufferInfo *dst_buf_info = (BufferInfo *)p_dst_buffer.id;
  3692. _resource_transition_batch(src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3693. _resource_transition_batch(dst_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3694. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3695. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3696. cmd_buf_info->cmd_list->CopyBufferRegion(dst_buf_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size);
  3697. }
  3698. }
  3699. 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) {
  3700. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3701. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3702. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3703. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3704. UINT src_subresource = D3D12CalcSubresource(
  3705. p_regions[i].src_subresources.mipmap,
  3706. p_regions[i].src_subresources.base_layer,
  3707. _compute_plane_slice(src_tex_info->format, p_regions[i].src_subresources.aspect),
  3708. src_tex_info->desc.MipLevels,
  3709. src_tex_info->desc.ArraySize());
  3710. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3711. UINT dst_subresource = D3D12CalcSubresource(
  3712. p_regions[i].dst_subresources.mipmap,
  3713. p_regions[i].dst_subresources.base_layer,
  3714. _compute_plane_slice(dst_tex_info->format, p_regions[i].dst_subresources.aspect),
  3715. dst_tex_info->desc.MipLevels,
  3716. dst_tex_info->desc.ArraySize());
  3717. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3718. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3719. CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource);
  3720. CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource);
  3721. CD3DX12_BOX src_box(
  3722. p_regions[i].src_offset.x,
  3723. p_regions[i].src_offset.y,
  3724. p_regions[i].src_offset.z,
  3725. p_regions[i].src_offset.x + p_regions[i].size.x,
  3726. p_regions[i].src_offset.y + p_regions[i].size.y,
  3727. p_regions[i].src_offset.z + p_regions[i].size.z);
  3728. cmd_buf_info->cmd_list->CopyTextureRegion(
  3729. &dst_location,
  3730. p_regions[i].dst_offset.x,
  3731. p_regions[i].dst_offset.y,
  3732. p_regions[i].dst_offset.z,
  3733. &src_location,
  3734. &src_box);
  3735. }
  3736. }
  3737. 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) {
  3738. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3739. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3740. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3741. UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  3742. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3743. UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
  3744. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3745. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3746. 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);
  3747. }
  3748. 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) {
  3749. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3750. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  3751. ID3D12Resource *res_to_clear = tex_info->main_texture ? tex_info->main_texture : tex_info->resource;
  3752. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3753. // Clear via RTV.
  3754. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  3755. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3756. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3757. ERR_FAIL_MSG(
  3758. "Cannot clear texture because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  3759. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3760. } else {
  3761. return;
  3762. }
  3763. }
  3764. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap, p_subresources.base_layer, p_subresources.layer_count, false);
  3765. rtv_desc.Format = tex_info->aliasing_hack.main_uav_desc.Format;
  3766. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  3767. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  3768. UINT subresource = D3D12CalcSubresource(
  3769. p_subresources.base_mipmap + j,
  3770. p_subresources.base_layer + i,
  3771. 0,
  3772. tex_info->desc.MipLevels,
  3773. tex_info->desc.ArraySize());
  3774. _resource_transition_batch(tex_info, subresource, 1, D3D12_RESOURCE_STATE_RENDER_TARGET, tex_info->main_texture);
  3775. }
  3776. }
  3777. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3778. device->CreateRenderTargetView(
  3779. res_to_clear,
  3780. &rtv_desc,
  3781. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
  3782. cmd_buf_info->cmd_list->ClearRenderTargetView(
  3783. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(),
  3784. p_color.components,
  3785. 0,
  3786. nullptr);
  3787. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3788. } else {
  3789. // Clear via UAV.
  3790. _command_check_descriptor_sets(p_cmd_buffer);
  3791. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3792. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3793. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3794. ERR_FAIL_MSG(
  3795. "Cannot clear texture because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3796. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3797. } else {
  3798. return;
  3799. }
  3800. }
  3801. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3802. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3803. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3804. ERR_FAIL_MSG(
  3805. "Cannot clear texture because there's no enough room in current frame's AUX descriptors heap.\n"
  3806. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3807. } else {
  3808. return;
  3809. }
  3810. }
  3811. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  3812. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  3813. UINT subresource = D3D12CalcSubresource(
  3814. p_subresources.base_mipmap + j,
  3815. p_subresources.base_layer + i,
  3816. 0,
  3817. tex_info->desc.MipLevels,
  3818. tex_info->desc.ArraySize());
  3819. _resource_transition_batch(tex_info, subresource, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, tex_info->main_texture);
  3820. }
  3821. }
  3822. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3823. device->CreateUnorderedAccessView(
  3824. res_to_clear,
  3825. nullptr,
  3826. &tex_info->aliasing_hack.main_uav_desc,
  3827. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3828. device->CopyDescriptorsSimple(
  3829. 1,
  3830. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3831. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3832. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3833. UINT values[4] = {
  3834. (UINT)p_color.get_r8(),
  3835. (UINT)p_color.get_g8(),
  3836. (UINT)p_color.get_b8(),
  3837. (UINT)p_color.get_a8(),
  3838. };
  3839. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3840. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3841. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3842. res_to_clear,
  3843. values,
  3844. 0,
  3845. nullptr);
  3846. frames[frame_idx].desc_heap_walkers.resources.advance();
  3847. frames[frame_idx].desc_heap_walkers.aux.advance();
  3848. }
  3849. }
  3850. 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) {
  3851. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3852. BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id;
  3853. TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
  3854. if (buf_info->flags.is_for_upload) {
  3855. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, nullptr);
  3856. }
  3857. uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
  3858. uint32_t block_w = 0, block_h = 0;
  3859. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3860. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3861. uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format);
  3862. region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3863. D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
  3864. src_footprint.Offset = p_regions[i].buffer_offset;
  3865. src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
  3866. RD_TO_D3D12_FORMAT[tex_info->format].family,
  3867. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3868. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3869. p_regions[i].texture_region_size.z,
  3870. region_pitch);
  3871. CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint);
  3872. CD3DX12_BOX src_box(
  3873. 0, 0, 0,
  3874. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3875. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3876. p_regions[i].texture_region_size.z);
  3877. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3878. UINT dst_subresource = D3D12CalcSubresource(
  3879. p_regions[i].texture_subresources.mipmap,
  3880. p_regions[i].texture_subresources.base_layer + j,
  3881. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3882. tex_info->desc.MipLevels,
  3883. tex_info->desc.ArraySize());
  3884. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3885. _resource_transition_batch(tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST, tex_info->main_texture);
  3886. }
  3887. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3888. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3889. UINT dst_subresource = D3D12CalcSubresource(
  3890. p_regions[i].texture_subresources.mipmap,
  3891. p_regions[i].texture_subresources.base_layer + j,
  3892. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3893. tex_info->desc.MipLevels,
  3894. tex_info->desc.ArraySize());
  3895. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3896. cmd_buf_info->cmd_list->CopyTextureRegion(
  3897. &copy_dst,
  3898. p_regions[i].texture_offset.x,
  3899. p_regions[i].texture_offset.y,
  3900. p_regions[i].texture_offset.z,
  3901. &copy_src,
  3902. &src_box);
  3903. }
  3904. }
  3905. }
  3906. void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_dst_buffer, VectorView<BufferTextureCopyRegion> p_regions) {
  3907. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3908. TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
  3909. BufferInfo *buf_info = (BufferInfo *)p_dst_buffer.id;
  3910. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST, nullptr);
  3911. uint32_t block_w = 0, block_h = 0;
  3912. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3913. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3914. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3915. UINT src_subresource = D3D12CalcSubresource(
  3916. p_regions[i].texture_subresources.mipmap,
  3917. p_regions[i].texture_subresources.base_layer + j,
  3918. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3919. tex_info->desc.MipLevels,
  3920. tex_info->desc.ArraySize());
  3921. _resource_transition_batch(tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, tex_info->main_texture);
  3922. }
  3923. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3924. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3925. UINT src_subresource = D3D12CalcSubresource(
  3926. p_regions[i].texture_subresources.mipmap,
  3927. p_regions[i].texture_subresources.base_layer + j,
  3928. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3929. tex_info->desc.MipLevels,
  3930. tex_info->desc.ArraySize());
  3931. CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource);
  3932. uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap);
  3933. uint32_t image_size = get_image_format_required_size(
  3934. tex_info->format,
  3935. MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap),
  3936. MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap),
  3937. computed_d,
  3938. 1);
  3939. uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h;
  3940. row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3941. D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
  3942. dst_footprint.Offset = p_regions[i].buffer_offset;
  3943. dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w);
  3944. dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h);
  3945. dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z;
  3946. dst_footprint.Footprint.RowPitch = row_pitch;
  3947. dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family;
  3948. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint);
  3949. cmd_buf_info->cmd_list->CopyTextureRegion(&copy_dst, 0, 0, 0, &copy_src, nullptr);
  3950. }
  3951. }
  3952. }
  3953. /******************/
  3954. /**** PIPELINE ****/
  3955. /******************/
  3956. void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) {
  3957. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  3958. pso->Release();
  3959. pipelines_shaders.erase(pso);
  3960. render_psos_extra_info.erase(pso);
  3961. }
  3962. // ----- BINDING -----
  3963. void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) {
  3964. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3965. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3966. if (!shader_info_in->dxil_push_constant_size) {
  3967. return;
  3968. }
  3969. if (shader_info_in->is_compute) {
  3970. cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3971. } else {
  3972. cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3973. }
  3974. }
  3975. // ----- CACHE -----
  3976. bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) {
  3977. WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
  3978. return false;
  3979. }
  3980. void RenderingDeviceDriverD3D12::pipeline_cache_free() {
  3981. ERR_FAIL_MSG("Not implemented.");
  3982. }
  3983. size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() {
  3984. ERR_FAIL_V_MSG(0, "Not implemented.");
  3985. }
  3986. Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() {
  3987. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
  3988. }
  3989. /*******************/
  3990. /**** RENDERING ****/
  3991. /*******************/
  3992. // ----- SUBPASS -----
  3993. RDD::RenderPassID RenderingDeviceDriverD3D12::render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count) {
  3994. // Pre-bookkeep.
  3995. RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator);
  3996. pass_info->attachments.resize(p_attachments.size());
  3997. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3998. pass_info->attachments[i] = p_attachments[i];
  3999. }
  4000. pass_info->subpasses.resize(p_subpasses.size());
  4001. for (uint32_t i = 0; i < p_subpasses.size(); i++) {
  4002. pass_info->subpasses[i] = p_subpasses[i];
  4003. }
  4004. pass_info->view_count = p_view_count;
  4005. DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size());
  4006. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  4007. const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format];
  4008. if (format.dsv_format != DXGI_FORMAT_UNKNOWN) {
  4009. formats[i] = format.dsv_format;
  4010. } else {
  4011. formats[i] = format.general_format;
  4012. }
  4013. }
  4014. pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size()));
  4015. return RenderPassID(pass_info);
  4016. }
  4017. void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) {
  4018. RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id;
  4019. VersatileResource::free(resources_allocator, pass_info);
  4020. }
  4021. // ----- COMMANDS -----
  4022. 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) {
  4023. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4024. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4025. const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id;
  4026. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX);
  4027. auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) {
  4028. uint32_t planes = 1;
  4029. if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4030. planes = format_get_plane_count(p_texture_info->format);
  4031. }
  4032. for (uint32_t i = 0; i < p_texture_info->layers; i++) {
  4033. for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) {
  4034. uint32_t subresource = D3D12CalcSubresource(
  4035. p_texture_info->base_mip + j,
  4036. p_texture_info->base_layer + i,
  4037. 0,
  4038. p_texture_info->desc.MipLevels,
  4039. p_texture_info->desc.ArraySize());
  4040. _resource_transition_batch(p_texture_info, subresource, planes, p_states, nullptr);
  4041. }
  4042. }
  4043. };
  4044. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  4045. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  4046. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  4047. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET);
  4048. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4049. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  4050. } else {
  4051. DEV_ASSERT(false);
  4052. }
  4053. }
  4054. if (fb_info->vrs_attachment) {
  4055. TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id;
  4056. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
  4057. }
  4058. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4059. cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT(
  4060. p_rect.position.x,
  4061. p_rect.position.y,
  4062. p_rect.position.x + p_rect.size.x,
  4063. p_rect.position.y + p_rect.size.y);
  4064. cmd_buf_info->render_pass_state.region_is_all = !(
  4065. cmd_buf_info->render_pass_state.region_rect.left == 0 &&
  4066. cmd_buf_info->render_pass_state.region_rect.top == 0 &&
  4067. cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x &&
  4068. cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y);
  4069. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4070. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) {
  4071. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  4072. _discard_texture_subresources(tex_info, cmd_buf_info);
  4073. }
  4074. }
  4075. if (fb_info->vrs_attachment && vrs_capabilities.ss_image_supported) {
  4076. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  4077. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  4078. if (cmd_list_5) {
  4079. static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
  4080. D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
  4081. D3D12_SHADING_RATE_COMBINER_OVERRIDE,
  4082. };
  4083. cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS);
  4084. }
  4085. }
  4086. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  4087. cmd_buf_info->render_pass_state.fb_info = fb_info;
  4088. cmd_buf_info->render_pass_state.pass_info = pass_info;
  4089. command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type);
  4090. AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, pass_info->attachments.size());
  4091. Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, pass_info->attachments.size());
  4092. uint32_t num_clears = 0;
  4093. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4094. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  4095. if (!tex_info) {
  4096. continue;
  4097. }
  4098. AttachmentClear clear;
  4099. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  4100. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4101. clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
  4102. clear.color_attachment = i;
  4103. }
  4104. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4105. if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4106. clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT);
  4107. }
  4108. }
  4109. if (!clear.aspect.is_empty()) {
  4110. clear.value = p_attachment_clears[i];
  4111. clears[num_clears] = clear;
  4112. clear_rects[num_clears] = p_rect;
  4113. num_clears++;
  4114. }
  4115. }
  4116. if (num_clears) {
  4117. command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears));
  4118. }
  4119. }
  4120. void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) {
  4121. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4122. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4123. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4124. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4125. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  4126. if (fb_info->is_screen) {
  4127. // Screen framebuffers must transition back to present state when the render pass is finished.
  4128. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  4129. TextureInfo *src_tex_info = (TextureInfo *)(fb_info->attachments[i].id);
  4130. 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());
  4131. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_PRESENT);
  4132. }
  4133. }
  4134. struct Resolve {
  4135. ID3D12Resource *src_res = nullptr;
  4136. uint32_t src_subres = 0;
  4137. ID3D12Resource *dst_res = nullptr;
  4138. uint32_t dst_subres = 0;
  4139. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  4140. };
  4141. Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size());
  4142. uint32_t num_resolves = 0;
  4143. for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) {
  4144. uint32_t color_index = subpass.color_references[i].attachment;
  4145. uint32_t resolve_index = subpass.resolve_references[i].attachment;
  4146. DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED));
  4147. if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) {
  4148. continue;
  4149. }
  4150. TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id;
  4151. 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());
  4152. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4153. TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id;
  4154. 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());
  4155. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  4156. resolves[num_resolves].src_res = src_tex_info->resource;
  4157. resolves[num_resolves].src_subres = src_subresource;
  4158. resolves[num_resolves].dst_res = dst_tex_info->resource;
  4159. resolves[num_resolves].dst_subres = dst_subresource;
  4160. resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format;
  4161. num_resolves++;
  4162. }
  4163. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4164. for (uint32_t i = 0; i < num_resolves; i++) {
  4165. 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);
  4166. }
  4167. }
  4168. void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) {
  4169. _end_render_pass(p_cmd_buffer);
  4170. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4171. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4172. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4173. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4174. if (vrs_capabilities.ss_image_supported) {
  4175. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  4176. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  4177. if (cmd_list_5) {
  4178. cmd_list_5->RSSetShadingRateImage(nullptr);
  4179. }
  4180. }
  4181. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4182. if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) {
  4183. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  4184. _discard_texture_subresources(tex_info, cmd_buf_info);
  4185. }
  4186. }
  4187. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  4188. }
  4189. void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) {
  4190. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4191. if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) {
  4192. cmd_buf_info->render_pass_state.current_subpass = 0;
  4193. } else {
  4194. _end_render_pass(p_cmd_buffer);
  4195. cmd_buf_info->render_pass_state.current_subpass++;
  4196. }
  4197. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4198. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4199. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  4200. D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size());
  4201. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4202. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4203. uint32_t attachment = subpass.color_references[i].attachment;
  4204. if (attachment == AttachmentReference::UNUSED) {
  4205. if (!frames[frame_idx].null_rtv_handle.ptr) {
  4206. // No null descriptor-handle created for this frame yet.
  4207. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  4208. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  4209. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  4210. ERR_FAIL_MSG("Cannot begin subpass because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  4211. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  4212. } else {
  4213. return;
  4214. }
  4215. }
  4216. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
  4217. rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
  4218. rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4219. frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle();
  4220. device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle);
  4221. frames[frame_idx].desc_heap_walkers.rtv.advance();
  4222. }
  4223. rtv_handles[i] = frames[frame_idx].null_rtv_handle;
  4224. } else {
  4225. uint32_t rt_index = fb_info->attachments_handle_inds[attachment];
  4226. rtv_heap_walker.rewind();
  4227. rtv_heap_walker.advance(rt_index);
  4228. rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
  4229. }
  4230. }
  4231. D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
  4232. {
  4233. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4234. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4235. uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment];
  4236. dsv_heap_walker.rewind();
  4237. dsv_heap_walker.advance(ds_index);
  4238. dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
  4239. }
  4240. }
  4241. cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
  4242. }
  4243. void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) {
  4244. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4245. D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size());
  4246. for (uint32_t i = 0; i < p_viewports.size(); i++) {
  4247. d3d12_viewports[i] = CD3DX12_VIEWPORT(
  4248. p_viewports[i].position.x,
  4249. p_viewports[i].position.y,
  4250. p_viewports[i].size.x,
  4251. p_viewports[i].size.y);
  4252. }
  4253. cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports);
  4254. }
  4255. void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) {
  4256. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4257. D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size());
  4258. for (uint32_t i = 0; i < p_scissors.size(); i++) {
  4259. d3d12_scissors[i] = CD3DX12_RECT(
  4260. p_scissors[i].position.x,
  4261. p_scissors[i].position.y,
  4262. p_scissors[i].position.x + p_scissors[i].size.x,
  4263. p_scissors[i].position.y + p_scissors[i].size.y);
  4264. }
  4265. cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors);
  4266. }
  4267. void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) {
  4268. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4269. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4270. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4271. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4272. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4273. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4274. for (uint32_t i = 0; i < p_attachment_clears.size(); i++) {
  4275. uint32_t attachment = UINT32_MAX;
  4276. bool is_render_target = false;
  4277. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  4278. attachment = p_attachment_clears[i].color_attachment;
  4279. is_render_target = true;
  4280. } else {
  4281. attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment;
  4282. }
  4283. for (uint32_t j = 0; j < p_rects.size(); j++) {
  4284. D3D12_RECT rect = CD3DX12_RECT(
  4285. p_rects[j].position.x,
  4286. p_rects[j].position.y,
  4287. p_rects[j].position.x + p_rects[j].size.x,
  4288. p_rects[j].position.y + p_rects[j].size.y);
  4289. const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : &rect;
  4290. if (is_render_target) {
  4291. uint32_t color_idx = fb_info->attachments_handle_inds[attachment];
  4292. rtv_heap_walker.rewind();
  4293. rtv_heap_walker.advance(color_idx);
  4294. cmd_buf_info->cmd_list->ClearRenderTargetView(
  4295. rtv_heap_walker.get_curr_cpu_handle(),
  4296. p_attachment_clears[i].value.color.components,
  4297. rect_ptr ? 1 : 0,
  4298. rect_ptr);
  4299. } else {
  4300. uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment];
  4301. dsv_heap_walker.rewind();
  4302. dsv_heap_walker.advance(depth_stencil_idx);
  4303. D3D12_CLEAR_FLAGS flags = {};
  4304. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  4305. flags |= D3D12_CLEAR_FLAG_DEPTH;
  4306. }
  4307. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  4308. flags |= D3D12_CLEAR_FLAG_STENCIL;
  4309. }
  4310. cmd_buf_info->cmd_list->ClearDepthStencilView(
  4311. dsv_heap_walker.get_curr_cpu_handle(),
  4312. flags,
  4313. p_attachment_clears[i].value.depth,
  4314. p_attachment_clears[i].value.stencil,
  4315. rect_ptr ? 1 : 0,
  4316. rect_ptr);
  4317. }
  4318. }
  4319. }
  4320. }
  4321. void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4322. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4323. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  4324. if (cmd_buf_info->graphics_pso == pso) {
  4325. return;
  4326. }
  4327. const ShaderInfo *shader_info_in = pipelines_shaders[pso];
  4328. const RenderPipelineExtraInfo &pso_extra_info = render_psos_extra_info[pso];
  4329. cmd_buf_info->cmd_list->SetPipelineState(pso);
  4330. if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) {
  4331. cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get());
  4332. cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc;
  4333. }
  4334. cmd_buf_info->cmd_list->IASetPrimitiveTopology(pso_extra_info.dyn_params.primitive_topology);
  4335. cmd_buf_info->cmd_list->OMSetBlendFactor(pso_extra_info.dyn_params.blend_constant.components);
  4336. cmd_buf_info->cmd_list->OMSetStencilRef(pso_extra_info.dyn_params.stencil_reference);
  4337. ComPtr<ID3D12GraphicsCommandList1> command_list_1;
  4338. cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf());
  4339. if (command_list_1) {
  4340. command_list_1->OMSetDepthBounds(pso_extra_info.dyn_params.depth_bounds_min, pso_extra_info.dyn_params.depth_bounds_max);
  4341. }
  4342. cmd_buf_info->render_pass_state.vf_info = pso_extra_info.vf_info;
  4343. cmd_buf_info->graphics_pso = pso;
  4344. cmd_buf_info->compute_pso = nullptr;
  4345. }
  4346. void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4347. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false);
  4348. }
  4349. 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) {
  4350. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4351. _bind_vertex_buffers(cmd_buf_info);
  4352. cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance);
  4353. }
  4354. 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) {
  4355. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4356. _bind_vertex_buffers(cmd_buf_info);
  4357. cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance);
  4358. }
  4359. 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) {
  4360. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4361. _bind_vertex_buffers(cmd_buf_info);
  4362. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4363. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4364. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4365. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4366. }
  4367. 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) {
  4368. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4369. _bind_vertex_buffers(cmd_buf_info);
  4370. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4371. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4372. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4373. _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4374. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4375. 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);
  4376. }
  4377. 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) {
  4378. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4379. _bind_vertex_buffers(cmd_buf_info);
  4380. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4381. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4382. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4383. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4384. }
  4385. 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) {
  4386. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4387. _bind_vertex_buffers(cmd_buf_info);
  4388. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4389. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4390. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4391. _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4392. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4393. 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);
  4394. }
  4395. 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) {
  4396. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4397. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4398. // Vertex buffer views are set deferredly, to be sure we already know the strides by then,
  4399. // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline
  4400. // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]]
  4401. DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views));
  4402. for (uint32_t i = 0; i < p_binding_count; i++) {
  4403. BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id;
  4404. cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {};
  4405. cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i];
  4406. cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i];
  4407. _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
  4408. }
  4409. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4410. cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count;
  4411. }
  4412. void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) {
  4413. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4414. BufferInfo *buffer_info = (BufferInfo *)p_buffer.id;
  4415. D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {};
  4416. d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset;
  4417. d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset;
  4418. d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  4419. _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
  4420. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4421. cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view);
  4422. }
  4423. // [[DEFERRED_VERTEX_BUFFERS]]
  4424. void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) {
  4425. RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state;
  4426. if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) {
  4427. for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) {
  4428. render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i];
  4429. }
  4430. p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views);
  4431. render_pass_state.vertex_buffer_count = 0;
  4432. }
  4433. }
  4434. void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) {
  4435. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4436. cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components);
  4437. }
  4438. void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) {
  4439. if (!Math::is_equal_approx(p_width, 1.0f)) {
  4440. ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
  4441. }
  4442. }
  4443. // ----- PIPELINE -----
  4444. static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = {
  4445. D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
  4446. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4447. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4448. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4449. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4450. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4451. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4452. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4453. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4454. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4455. D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
  4456. };
  4457. static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = {
  4458. D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
  4459. D3D_PRIMITIVE_TOPOLOGY_LINELIST,
  4460. D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
  4461. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
  4462. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
  4463. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  4464. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
  4465. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4466. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
  4467. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4468. D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
  4469. };
  4470. static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = {
  4471. D3D12_CULL_MODE_NONE,
  4472. D3D12_CULL_MODE_FRONT,
  4473. D3D12_CULL_MODE_BACK,
  4474. };
  4475. static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = {
  4476. D3D12_STENCIL_OP_KEEP,
  4477. D3D12_STENCIL_OP_ZERO,
  4478. D3D12_STENCIL_OP_REPLACE,
  4479. D3D12_STENCIL_OP_INCR_SAT,
  4480. D3D12_STENCIL_OP_DECR_SAT,
  4481. D3D12_STENCIL_OP_INVERT,
  4482. D3D12_STENCIL_OP_INCR,
  4483. D3D12_STENCIL_OP_DECR,
  4484. };
  4485. static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = {
  4486. D3D12_LOGIC_OP_CLEAR,
  4487. D3D12_LOGIC_OP_AND,
  4488. D3D12_LOGIC_OP_AND_REVERSE,
  4489. D3D12_LOGIC_OP_COPY,
  4490. D3D12_LOGIC_OP_AND_INVERTED,
  4491. D3D12_LOGIC_OP_NOOP,
  4492. D3D12_LOGIC_OP_XOR,
  4493. D3D12_LOGIC_OP_OR,
  4494. D3D12_LOGIC_OP_NOR,
  4495. D3D12_LOGIC_OP_EQUIV,
  4496. D3D12_LOGIC_OP_INVERT,
  4497. D3D12_LOGIC_OP_OR_REVERSE,
  4498. D3D12_LOGIC_OP_COPY_INVERTED,
  4499. D3D12_LOGIC_OP_OR_INVERTED,
  4500. D3D12_LOGIC_OP_NAND,
  4501. D3D12_LOGIC_OP_SET,
  4502. };
  4503. static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = {
  4504. D3D12_BLEND_ZERO,
  4505. D3D12_BLEND_ONE,
  4506. D3D12_BLEND_SRC_COLOR,
  4507. D3D12_BLEND_INV_SRC_COLOR,
  4508. D3D12_BLEND_DEST_COLOR,
  4509. D3D12_BLEND_INV_DEST_COLOR,
  4510. D3D12_BLEND_SRC_ALPHA,
  4511. D3D12_BLEND_INV_SRC_ALPHA,
  4512. D3D12_BLEND_DEST_ALPHA,
  4513. D3D12_BLEND_INV_DEST_ALPHA,
  4514. D3D12_BLEND_BLEND_FACTOR,
  4515. D3D12_BLEND_INV_BLEND_FACTOR,
  4516. D3D12_BLEND_BLEND_FACTOR,
  4517. D3D12_BLEND_INV_BLEND_FACTOR,
  4518. D3D12_BLEND_SRC_ALPHA_SAT,
  4519. D3D12_BLEND_SRC1_COLOR,
  4520. D3D12_BLEND_INV_SRC1_COLOR,
  4521. D3D12_BLEND_SRC1_ALPHA,
  4522. D3D12_BLEND_INV_SRC1_ALPHA,
  4523. };
  4524. static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = {
  4525. D3D12_BLEND_OP_ADD,
  4526. D3D12_BLEND_OP_SUBTRACT,
  4527. D3D12_BLEND_OP_REV_SUBTRACT,
  4528. D3D12_BLEND_OP_MIN,
  4529. D3D12_BLEND_OP_MAX,
  4530. };
  4531. RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create(
  4532. ShaderID p_shader,
  4533. VertexFormatID p_vertex_format,
  4534. RenderPrimitive p_render_primitive,
  4535. PipelineRasterizationState p_rasterization_state,
  4536. PipelineMultisampleState p_multisample_state,
  4537. PipelineDepthStencilState p_depth_stencil_state,
  4538. PipelineColorBlendState p_blend_state,
  4539. VectorView<int32_t> p_color_attachments,
  4540. BitField<PipelineDynamicStateFlags> p_dynamic_state,
  4541. RenderPassID p_render_pass,
  4542. uint32_t p_render_subpass,
  4543. VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4544. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4545. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4546. RenderPipelineExtraInfo pso_extra_info;
  4547. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4548. // Attachments.
  4549. LocalVector<uint32_t> color_attachments;
  4550. {
  4551. const Subpass &subpass = pass_info->subpasses[p_render_subpass];
  4552. for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) {
  4553. (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
  4554. }
  4555. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4556. const AttachmentReference &ref = subpass.color_references[i];
  4557. if (ref.attachment != AttachmentReference::UNUSED) {
  4558. const Attachment &attachment = pass_info->attachments[ref.attachment];
  4559. DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN);
  4560. (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format;
  4561. }
  4562. }
  4563. (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size();
  4564. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4565. const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment];
  4566. pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format;
  4567. } else {
  4568. pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  4569. }
  4570. }
  4571. // Vertex.
  4572. if (p_vertex_format) {
  4573. const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id;
  4574. (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr();
  4575. (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size();
  4576. pso_extra_info.vf_info = vf_info;
  4577. }
  4578. // Input assembly & tessellation.
  4579. pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive];
  4580. if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
  4581. // Is there any way to get the true point count limit?
  4582. ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID());
  4583. pso_extra_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
  4584. } else {
  4585. pso_extra_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive];
  4586. }
  4587. if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
  4588. // 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.
  4589. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
  4590. } else {
  4591. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
  4592. }
  4593. // Rasterization.
  4594. (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
  4595. // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
  4596. ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID());
  4597. (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
  4598. (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode];
  4599. (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
  4600. // 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.
  4601. if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4602. (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
  4603. (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
  4604. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
  4605. (&pipeline_desc.RasterizerState)->DepthBias = 0;
  4606. (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
  4607. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
  4608. }
  4609. (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
  4610. (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  4611. (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1;
  4612. (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
  4613. // In D3D12, there's no line width.
  4614. ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID());
  4615. // Multisample.
  4616. ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12?
  4617. if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4618. uint32_t sample_count = MIN(
  4619. pass_info->max_supported_sample_count,
  4620. TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]);
  4621. (&pipeline_desc.SampleDesc)->Count = sample_count;
  4622. } else {
  4623. (&pipeline_desc.SampleDesc)->Count = 1;
  4624. }
  4625. if ((&pipeline_desc.SampleDesc)->Count > 1) {
  4626. (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  4627. } else {
  4628. (&pipeline_desc.SampleDesc)->Quality = 0;
  4629. }
  4630. if (p_multisample_state.sample_mask.size()) {
  4631. for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
  4632. // In D3D12 there's a single sample mask for every pixel.
  4633. ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID());
  4634. }
  4635. pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
  4636. } else {
  4637. pipeline_desc.SampleMask = 0xffffffff;
  4638. }
  4639. // Depth stencil.
  4640. if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) {
  4641. (&pipeline_desc.DepthStencilState)->DepthEnable = false;
  4642. (&pipeline_desc.DepthStencilState)->StencilEnable = false;
  4643. } else {
  4644. (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
  4645. (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
  4646. (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator];
  4647. (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
  4648. (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
  4649. // In D3D12 some elements can't be different across front and back.
  4650. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID());
  4651. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID());
  4652. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID());
  4653. (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
  4654. (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
  4655. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail];
  4656. (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass];
  4657. (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail];
  4658. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare];
  4659. (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail];
  4660. (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass];
  4661. (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail];
  4662. (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare];
  4663. pso_extra_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
  4664. pso_extra_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
  4665. pso_extra_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
  4666. }
  4667. // Blend states.
  4668. (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
  4669. {
  4670. bool all_attachments_same_blend = true;
  4671. for (int i = 0; i < p_blend_state.attachments.size(); i++) {
  4672. const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
  4673. D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
  4674. bd.BlendEnable = bs.enable_blend;
  4675. bd.LogicOpEnable = p_blend_state.enable_logic_op;
  4676. bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op];
  4677. bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor];
  4678. bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor];
  4679. bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op];
  4680. bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor];
  4681. bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor];
  4682. bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op];
  4683. if (bs.write_r) {
  4684. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
  4685. }
  4686. if (bs.write_g) {
  4687. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
  4688. }
  4689. if (bs.write_b) {
  4690. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
  4691. }
  4692. if (bs.write_a) {
  4693. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
  4694. }
  4695. if (i > 0 && all_attachments_same_blend) {
  4696. all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
  4697. }
  4698. }
  4699. // Per D3D12 docs, if logic op used, independent blending is not supported.
  4700. ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID());
  4701. (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
  4702. }
  4703. pso_extra_info.dyn_params.blend_constant = p_blend_state.blend_constant;
  4704. // Stages bytecodes + specialization constants.
  4705. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4706. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4707. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4708. ERR_FAIL_COND_V(!ok, PipelineID());
  4709. pipeline_desc.VS = D3D12_SHADER_BYTECODE{
  4710. final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
  4711. (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
  4712. };
  4713. pipeline_desc.PS = D3D12_SHADER_BYTECODE{
  4714. final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
  4715. (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
  4716. };
  4717. ComPtr<ID3D12Device2> device_2;
  4718. device->QueryInterface(device_2.GetAddressOf());
  4719. ID3D12PipelineState *pso = nullptr;
  4720. HRESULT res = E_FAIL;
  4721. if (device_2) {
  4722. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4723. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4724. pssd.SizeInBytes = sizeof(pipeline_desc);
  4725. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4726. } else {
  4727. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
  4728. res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
  4729. }
  4730. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4731. // Bookkeep ancillary info.
  4732. pipelines_shaders[pso] = shader_info_in;
  4733. render_psos_extra_info[pso] = pso_extra_info;
  4734. return PipelineID(pso);
  4735. }
  4736. /*****************/
  4737. /**** COMPUTE ****/
  4738. /*****************/
  4739. // ----- COMMANDS -----
  4740. void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4741. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4742. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  4743. const ShaderInfo *shader_info_in = pipelines_shaders[pso];
  4744. if (cmd_buf_info->compute_pso == pso) {
  4745. return;
  4746. }
  4747. cmd_buf_info->cmd_list->SetPipelineState(pso);
  4748. if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) {
  4749. cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get());
  4750. cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc;
  4751. }
  4752. cmd_buf_info->compute_pso = pso;
  4753. cmd_buf_info->graphics_pso = nullptr;
  4754. }
  4755. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4756. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true);
  4757. }
  4758. void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
  4759. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4760. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4761. cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
  4762. }
  4763. void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) {
  4764. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4765. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4766. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4767. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4768. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0);
  4769. }
  4770. // ----- PIPELINE -----
  4771. RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4772. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4773. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4774. // Stages bytecodes + specialization constants.
  4775. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4776. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4777. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4778. ERR_FAIL_COND_V(!ok, PipelineID());
  4779. pipeline_desc.CS = D3D12_SHADER_BYTECODE{
  4780. final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
  4781. (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
  4782. };
  4783. ComPtr<ID3D12Device2> device_2;
  4784. device->QueryInterface(device_2.GetAddressOf());
  4785. ID3D12PipelineState *pso = nullptr;
  4786. HRESULT res = E_FAIL;
  4787. if (device_2) {
  4788. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4789. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4790. pssd.SizeInBytes = sizeof(pipeline_desc);
  4791. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4792. } else {
  4793. D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
  4794. res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso));
  4795. }
  4796. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4797. // Bookkeep ancillary info.
  4798. pipelines_shaders[pso] = shader_info_in;
  4799. return PipelineID(pso);
  4800. }
  4801. /*****************/
  4802. /**** QUERIES ****/
  4803. /*****************/
  4804. // ----- TIMESTAMP -----
  4805. RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) {
  4806. ComPtr<ID3D12QueryHeap> query_heap;
  4807. {
  4808. D3D12_QUERY_HEAP_DESC qh_desc = {};
  4809. qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4810. qh_desc.Count = p_query_count;
  4811. qh_desc.NodeMask = 0;
  4812. HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf()));
  4813. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4814. }
  4815. ComPtr<D3D12MA::Allocation> results_buffer_allocation;
  4816. {
  4817. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  4818. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  4819. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count);
  4820. ComPtr<ID3D12Resource> results_buffer;
  4821. HRESULT res = allocator->CreateResource(
  4822. &allocation_desc,
  4823. &resource_desc,
  4824. D3D12_RESOURCE_STATE_COPY_DEST,
  4825. nullptr,
  4826. results_buffer_allocation.GetAddressOf(),
  4827. IID_PPV_ARGS(results_buffer.GetAddressOf()));
  4828. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4829. }
  4830. // Bookkeep.
  4831. TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator);
  4832. tqp_info->query_heap = query_heap;
  4833. tqp_info->query_count = p_query_count;
  4834. tqp_info->results_buffer_allocation = results_buffer_allocation;
  4835. return RDD::QueryPoolID(tqp_info);
  4836. }
  4837. void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) {
  4838. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4839. VersatileResource::free(resources_allocator, tqp_info);
  4840. }
  4841. void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) {
  4842. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4843. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4844. void *results_buffer_data = nullptr;
  4845. results_buffer->Map(0, &VOID_RANGE, &results_buffer_data);
  4846. memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count);
  4847. results_buffer->Unmap(0, &VOID_RANGE);
  4848. }
  4849. uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) {
  4850. return p_result / (double)device_limits.timestamp_frequency * 1000000000.0;
  4851. }
  4852. void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) {
  4853. }
  4854. void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) {
  4855. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4856. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4857. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4858. cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index);
  4859. 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));
  4860. }
  4861. void RenderingDeviceDriverD3D12::command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) {
  4862. #ifdef PIX_ENABLED
  4863. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4864. PIXBeginEvent(cmd_buf_info->cmd_list.Get(), p_color.to_argb32(), p_label_name);
  4865. #endif
  4866. }
  4867. void RenderingDeviceDriverD3D12::command_end_label(CommandBufferID p_cmd_buffer) {
  4868. #ifdef PIX_ENABLED
  4869. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4870. PIXEndEvent(cmd_buf_info->cmd_list.Get());
  4871. #endif
  4872. }
  4873. /********************/
  4874. /**** SUBMISSION ****/
  4875. /********************/
  4876. void RenderingDeviceDriverD3D12::begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) {
  4877. frame_idx = p_frame_index;
  4878. frames_drawn = p_frames_drawn;
  4879. allocator->SetCurrentFrameIndex(p_frames_drawn);
  4880. frames[frame_idx].desc_heap_walkers.resources.rewind();
  4881. frames[frame_idx].desc_heap_walkers.samplers.rewind();
  4882. frames[frame_idx].desc_heap_walkers.aux.rewind();
  4883. frames[frame_idx].desc_heap_walkers.rtv.rewind();
  4884. frames[frame_idx].desc_heaps_exhausted_reported = {};
  4885. frames[frame_idx].null_rtv_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE{};
  4886. frames[frame_idx].segment_serial = segment_serial;
  4887. segment_begun = true;
  4888. }
  4889. void RenderingDeviceDriverD3D12::end_segment() {
  4890. segment_serial++;
  4891. segment_begun = false;
  4892. }
  4893. /**************/
  4894. /**** MISC ****/
  4895. /**************/
  4896. void RenderingDeviceDriverD3D12::_set_object_name(ID3D12Object *p_object, String p_object_name) {
  4897. ERR_FAIL_NULL(p_object);
  4898. int name_len = p_object_name.size();
  4899. WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
  4900. MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
  4901. p_object->SetName(name_w);
  4902. }
  4903. void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) {
  4904. switch (p_type) {
  4905. case OBJECT_TYPE_TEXTURE: {
  4906. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4907. if (tex_info->owner_info.allocation) {
  4908. _set_object_name(tex_info->resource, p_name);
  4909. }
  4910. } break;
  4911. case OBJECT_TYPE_SAMPLER: {
  4912. } break;
  4913. case OBJECT_TYPE_BUFFER: {
  4914. const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id;
  4915. _set_object_name(buf_info->resource, p_name);
  4916. } break;
  4917. case OBJECT_TYPE_SHADER: {
  4918. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id;
  4919. _set_object_name(shader_info_in->root_signature.Get(), p_name);
  4920. } break;
  4921. case OBJECT_TYPE_UNIFORM_SET: {
  4922. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id;
  4923. if (uniform_set_info->desc_heaps.resources.get_heap()) {
  4924. _set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap");
  4925. }
  4926. if (uniform_set_info->desc_heaps.samplers.get_heap()) {
  4927. _set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap");
  4928. }
  4929. } break;
  4930. case OBJECT_TYPE_PIPELINE: {
  4931. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_driver_id.id;
  4932. _set_object_name(pso, p_name);
  4933. } break;
  4934. default: {
  4935. DEV_ASSERT(false);
  4936. }
  4937. }
  4938. }
  4939. uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) {
  4940. switch (p_type) {
  4941. case DRIVER_RESOURCE_LOGICAL_DEVICE: {
  4942. return (uint64_t)device.Get();
  4943. }
  4944. case DRIVER_RESOURCE_PHYSICAL_DEVICE: {
  4945. return (uint64_t)adapter.Get();
  4946. }
  4947. case DRIVER_RESOURCE_TOPMOST_OBJECT: {
  4948. return 0;
  4949. }
  4950. case DRIVER_RESOURCE_COMMAND_QUEUE: {
  4951. return (uint64_t)p_driver_id.id;
  4952. }
  4953. case DRIVER_RESOURCE_QUEUE_FAMILY: {
  4954. return 0;
  4955. }
  4956. case DRIVER_RESOURCE_TEXTURE: {
  4957. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4958. return (uint64_t)tex_info->main_texture;
  4959. } break;
  4960. case DRIVER_RESOURCE_TEXTURE_VIEW: {
  4961. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4962. return (uint64_t)tex_info->resource;
  4963. }
  4964. case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: {
  4965. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4966. return (uint64_t)tex_info->desc.Format;
  4967. }
  4968. case DRIVER_RESOURCE_SAMPLER:
  4969. case DRIVER_RESOURCE_UNIFORM_SET:
  4970. return 0;
  4971. case DRIVER_RESOURCE_BUFFER: {
  4972. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4973. return (uint64_t)tex_info->resource;
  4974. } break;
  4975. case DRIVER_RESOURCE_COMPUTE_PIPELINE:
  4976. case DRIVER_RESOURCE_RENDER_PIPELINE: {
  4977. return p_driver_id.id;
  4978. }
  4979. default: {
  4980. return 0;
  4981. }
  4982. }
  4983. }
  4984. uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() {
  4985. D3D12MA::TotalStatistics stats;
  4986. allocator->CalculateStatistics(&stats);
  4987. return stats.Total.Stats.BlockBytes;
  4988. }
  4989. uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
  4990. uint64_t safe_unbounded = ((uint64_t)1 << 30);
  4991. switch (p_limit) {
  4992. case LIMIT_MAX_BOUND_UNIFORM_SETS:
  4993. return safe_unbounded;
  4994. case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
  4995. return device_limits.max_srvs_per_shader_stage;
  4996. case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
  4997. return 65536;
  4998. case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
  4999. case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
  5000. return 16384; // Based on max. texture size. Maybe not correct.
  5001. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
  5002. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5003. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
  5004. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5005. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
  5006. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5007. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
  5008. return D3D12_CS_THREAD_GROUP_MAX_X;
  5009. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
  5010. return D3D12_CS_THREAD_GROUP_MAX_Y;
  5011. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
  5012. return D3D12_CS_THREAD_GROUP_MAX_Z;
  5013. case LIMIT_SUBGROUP_SIZE:
  5014. // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
  5015. // but at this time I don't know the implications on the transpilation to DXIL, etc.
  5016. case LIMIT_SUBGROUP_MIN_SIZE:
  5017. case LIMIT_SUBGROUP_MAX_SIZE:
  5018. return subgroup_capabilities.size;
  5019. case LIMIT_SUBGROUP_IN_SHADERS:
  5020. return subgroup_capabilities.supported_stages_flags_rd();
  5021. case LIMIT_SUBGROUP_OPERATIONS:
  5022. return subgroup_capabilities.supported_operations_flags_rd();
  5023. case LIMIT_VRS_TEXEL_WIDTH:
  5024. case LIMIT_VRS_TEXEL_HEIGHT:
  5025. return vrs_capabilities.ss_image_tile_size;
  5026. default: {
  5027. #ifdef DEV_ENABLED
  5028. WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
  5029. #endif
  5030. return safe_unbounded;
  5031. }
  5032. }
  5033. }
  5034. uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
  5035. switch (p_trait) {
  5036. case API_TRAIT_HONORS_PIPELINE_BARRIERS:
  5037. // TODO:
  5038. // 1. Map fine/Vulkan/enhanced barriers to legacy barriers as closely as possible
  5039. // so there's still some advantage even without enhanced barriers available.
  5040. // 2. Implement enhanced barriers and return true where available.
  5041. return 0;
  5042. case API_TRAIT_SHADER_CHANGE_INVALIDATION:
  5043. return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH;
  5044. case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT:
  5045. return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
  5046. case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP:
  5047. return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
  5048. case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR:
  5049. return false;
  5050. default:
  5051. return RenderingDeviceDriver::api_trait_get(p_trait);
  5052. }
  5053. }
  5054. bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) {
  5055. switch (p_feature) {
  5056. case SUPPORTS_MULTIVIEW:
  5057. return multiview_capabilities.is_supported && multiview_capabilities.max_view_count > 1;
  5058. case SUPPORTS_FSR_HALF_FLOAT:
  5059. return shader_capabilities.native_16bit_ops && storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
  5060. case SUPPORTS_ATTACHMENT_VRS:
  5061. return vrs_capabilities.ss_image_supported;
  5062. case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
  5063. return true;
  5064. default:
  5065. return false;
  5066. }
  5067. }
  5068. const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() {
  5069. return multiview_capabilities;
  5070. }
  5071. String RenderingDeviceDriverD3D12::get_api_name() const {
  5072. return "D3D12";
  5073. }
  5074. String RenderingDeviceDriverD3D12::get_api_version() const {
  5075. return vformat("%d_%d", feature_level / 10, feature_level % 10);
  5076. }
  5077. String RenderingDeviceDriverD3D12::get_pipeline_cache_uuid() const {
  5078. return pipeline_cache_id;
  5079. }
  5080. const RDD::Capabilities &RenderingDeviceDriverD3D12::get_capabilities() const {
  5081. return device_capabilities;
  5082. }
  5083. /******************/
  5084. RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver) {
  5085. DEV_ASSERT(p_context_driver != nullptr);
  5086. this->context_driver = p_context_driver;
  5087. }
  5088. RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() {
  5089. {
  5090. MutexLock lock(dxil_mutex);
  5091. for (const KeyValue<int, dxil_validator *> &E : dxil_validators) {
  5092. if (E.value) {
  5093. dxil_destroy_validator(E.value);
  5094. }
  5095. }
  5096. }
  5097. glsl_type_singleton_decref();
  5098. }
  5099. bool RenderingDeviceDriverD3D12::is_in_developer_mode() {
  5100. HKEY hkey = NULL;
  5101. LSTATUS result = RegOpenKeyExW(HKEY_LOCAL_MACHINE, L"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\AppModelUnlock", 0, KEY_READ, &hkey);
  5102. if (result != ERROR_SUCCESS) {
  5103. return false;
  5104. }
  5105. DWORD value = 0;
  5106. DWORD dword_size = sizeof(DWORD);
  5107. result = RegQueryValueExW(hkey, L"AllowDevelopmentWithoutDevLicense", nullptr, nullptr, (PBYTE)&value, &dword_size);
  5108. RegCloseKey(hkey);
  5109. if (result != ERROR_SUCCESS) {
  5110. return false;
  5111. }
  5112. return (value != 0);
  5113. }
  5114. Error RenderingDeviceDriverD3D12::_initialize_device() {
  5115. HRESULT res;
  5116. if (is_in_developer_mode()) {
  5117. UUID experimental_features[] = { D3D12ExperimentalShaderModels };
  5118. D3D12EnableExperimentalFeatures(1, experimental_features, nullptr, nullptr);
  5119. }
  5120. ID3D12DeviceFactory *device_factory = context_driver->device_factory_get();
  5121. if (device_factory != nullptr) {
  5122. res = device_factory->CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(device.GetAddressOf()));
  5123. } else {
  5124. res = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(device.GetAddressOf()));
  5125. }
  5126. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5127. if (context_driver->use_validation_layers()) {
  5128. ComPtr<ID3D12InfoQueue> info_queue;
  5129. res = device.As(&info_queue);
  5130. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5131. #if CUSTOM_INFO_QUEUE_ENABLED
  5132. ComPtr<ID3D12InfoQueue1> info_queue_1;
  5133. device.As(&info_queue_1);
  5134. if (info_queue_1) {
  5135. // Custom printing supported (added in Windows 10 Release Preview build 20236). Even if the callback cookie is unused, it seems the
  5136. // argument is not optional and the function will fail if it's not specified.
  5137. DWORD callback_cookie;
  5138. info_queue_1->SetMuteDebugOutput(TRUE);
  5139. res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, &callback_cookie);
  5140. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5141. } else
  5142. #endif
  5143. {
  5144. // Rely on D3D12's own debug printing.
  5145. if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
  5146. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  5147. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5148. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  5149. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5150. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  5151. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5152. }
  5153. }
  5154. D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
  5155. D3D12_MESSAGE_SEVERITY_INFO,
  5156. };
  5157. D3D12_MESSAGE_ID messages_to_mute[] = {
  5158. D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
  5159. D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
  5160. // These happen due to how D3D12MA manages buffers; seems benign.
  5161. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
  5162. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
  5163. };
  5164. D3D12_INFO_QUEUE_FILTER filter = {};
  5165. filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
  5166. filter.DenyList.pSeverityList = severities_to_mute;
  5167. filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
  5168. filter.DenyList.pIDList = messages_to_mute;
  5169. res = info_queue->PushStorageFilter(&filter);
  5170. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5171. }
  5172. return OK;
  5173. }
  5174. Error RenderingDeviceDriverD3D12::_check_capabilities() {
  5175. // Check feature levels.
  5176. const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
  5177. D3D_FEATURE_LEVEL_11_0,
  5178. D3D_FEATURE_LEVEL_11_1,
  5179. D3D_FEATURE_LEVEL_12_0,
  5180. D3D_FEATURE_LEVEL_12_1,
  5181. D3D_FEATURE_LEVEL_12_2,
  5182. };
  5183. D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
  5184. feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
  5185. feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
  5186. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
  5187. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5188. // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
  5189. uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
  5190. uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
  5191. feature_level = feat_level_major * 10 + feat_level_minor;
  5192. // Fill device capabilities.
  5193. device_capabilities.device_family = DEVICE_DIRECTX;
  5194. device_capabilities.version_major = feature_level / 10;
  5195. device_capabilities.version_minor = feature_level % 10;
  5196. // Assume not supported until proven otherwise.
  5197. vrs_capabilities.draw_call_supported = false;
  5198. vrs_capabilities.primitive_supported = false;
  5199. vrs_capabilities.primitive_in_multiviewport = false;
  5200. vrs_capabilities.ss_image_supported = false;
  5201. vrs_capabilities.ss_image_tile_size = 1;
  5202. vrs_capabilities.additional_rates_supported = false;
  5203. multiview_capabilities.is_supported = false;
  5204. multiview_capabilities.geometry_shader_is_supported = false;
  5205. multiview_capabilities.tessellation_shader_is_supported = false;
  5206. multiview_capabilities.max_view_count = 0;
  5207. multiview_capabilities.max_instance_count = 0;
  5208. multiview_capabilities.is_supported = false;
  5209. subgroup_capabilities.size = 0;
  5210. subgroup_capabilities.wave_ops_supported = false;
  5211. shader_capabilities.shader_model = D3D_SHADER_MODEL_6_0;
  5212. shader_capabilities.native_16bit_ops = false;
  5213. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
  5214. format_capabilities.relaxed_casting_supported = false;
  5215. // Check shader model.
  5216. D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
  5217. shader_model.HighestShaderModel = MIN(D3D_HIGHEST_SHADER_MODEL, D3D_SHADER_MODEL_6_6);
  5218. res = device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
  5219. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5220. shader_capabilities.shader_model = shader_model.HighestShaderModel;
  5221. print_verbose("- Shader:");
  5222. print_verbose(" model: " + itos(shader_capabilities.shader_model >> 4) + "." + itos(shader_capabilities.shader_model & 0xf));
  5223. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5224. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5225. if (SUCCEEDED(res)) {
  5226. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
  5227. }
  5228. D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
  5229. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
  5230. if (SUCCEEDED(res)) {
  5231. subgroup_capabilities.size = options1.WaveLaneCountMin;
  5232. subgroup_capabilities.wave_ops_supported = options1.WaveOps;
  5233. }
  5234. D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
  5235. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
  5236. if (SUCCEEDED(res)) {
  5237. // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
  5238. // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
  5239. if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
  5240. multiview_capabilities.is_supported = true;
  5241. multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5242. multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5243. multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
  5244. multiview_capabilities.max_instance_count = UINT32_MAX;
  5245. }
  5246. }
  5247. D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
  5248. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4));
  5249. if (SUCCEEDED(res)) {
  5250. shader_capabilities.native_16bit_ops = options4.Native16BitShaderOpsSupported;
  5251. }
  5252. D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
  5253. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
  5254. if (SUCCEEDED(res)) {
  5255. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
  5256. vrs_capabilities.draw_call_supported = true;
  5257. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
  5258. vrs_capabilities.primitive_supported = true;
  5259. vrs_capabilities.primitive_in_multiviewport = options6.PerPrimitiveShadingRateSupportedWithViewportIndexing;
  5260. vrs_capabilities.ss_image_supported = true;
  5261. vrs_capabilities.ss_image_tile_size = options6.ShadingRateImageTileSize;
  5262. vrs_capabilities.additional_rates_supported = options6.AdditionalShadingRatesSupported;
  5263. }
  5264. }
  5265. }
  5266. D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
  5267. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
  5268. if (SUCCEEDED(res)) {
  5269. format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
  5270. }
  5271. if (vrs_capabilities.draw_call_supported || vrs_capabilities.primitive_supported || vrs_capabilities.ss_image_supported) {
  5272. print_verbose("- D3D12 Variable Rate Shading supported:");
  5273. if (vrs_capabilities.draw_call_supported) {
  5274. print_verbose(" Draw call");
  5275. }
  5276. if (vrs_capabilities.primitive_supported) {
  5277. print_verbose(String(" Per-primitive (multi-viewport: ") + (vrs_capabilities.primitive_in_multiviewport ? "yes" : "no") + ")");
  5278. }
  5279. if (vrs_capabilities.ss_image_supported) {
  5280. print_verbose(String(" Screen-space image (tile size: ") + itos(vrs_capabilities.ss_image_tile_size) + ")");
  5281. }
  5282. if (vrs_capabilities.additional_rates_supported) {
  5283. print_verbose(String(" Additional rates: ") + (vrs_capabilities.additional_rates_supported ? "yes" : "no"));
  5284. }
  5285. } else {
  5286. print_verbose("- D3D12 Variable Rate Shading not supported");
  5287. }
  5288. if (multiview_capabilities.is_supported) {
  5289. print_verbose("- D3D12 multiview supported:");
  5290. print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
  5291. //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
  5292. } else {
  5293. print_verbose("- D3D12 multiview not supported");
  5294. }
  5295. if (format_capabilities.relaxed_casting_supported) {
  5296. print_verbose("- Relaxed casting supported");
  5297. } else {
  5298. print_verbose("- Relaxed casting not supported");
  5299. }
  5300. print_verbose(String("- D3D12 16-bit ops supported: ") + (shader_capabilities.native_16bit_ops ? "yes" : "no"));
  5301. return OK;
  5302. }
  5303. Error RenderingDeviceDriverD3D12::_get_device_limits() {
  5304. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5305. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5306. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5307. // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
  5308. device_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
  5309. device_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
  5310. device_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
  5311. if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
  5312. device_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
  5313. } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
  5314. device_limits.max_uavs_across_all_stages = 64;
  5315. } else {
  5316. device_limits.max_uavs_across_all_stages = UINT64_MAX;
  5317. }
  5318. // Retrieving the timestamp frequency requires creating a command queue that will be discarded immediately.
  5319. ComPtr<ID3D12CommandQueue> unused_command_queue;
  5320. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  5321. queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  5322. res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(unused_command_queue.GetAddressOf()));
  5323. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5324. res = unused_command_queue->GetTimestampFrequency(&device_limits.timestamp_frequency);
  5325. if (!SUCCEEDED(res)) {
  5326. print_verbose("D3D12: GetTimestampFrequency failed with error " + vformat("0x%08ux", (uint64_t)res) + ". Timestamps will be inaccurate.");
  5327. }
  5328. return OK;
  5329. }
  5330. Error RenderingDeviceDriverD3D12::_initialize_allocator() {
  5331. D3D12MA::ALLOCATOR_DESC allocator_desc = {};
  5332. allocator_desc.pDevice = device.Get();
  5333. allocator_desc.pAdapter = adapter.Get();
  5334. HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
  5335. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5336. return OK;
  5337. }
  5338. static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) {
  5339. D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
  5340. iarg_desc.Type = p_type;
  5341. D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
  5342. cs_desc.ByteStride = p_stride;
  5343. cs_desc.NumArgumentDescs = 1;
  5344. cs_desc.pArgumentDescs = &iarg_desc;
  5345. cs_desc.NodeMask = 0;
  5346. HRESULT res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf()));
  5347. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5348. return OK;
  5349. };
  5350. Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
  5351. Error err;
  5352. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  5353. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  5354. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
  5355. uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
  5356. uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame");
  5357. uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame");
  5358. frames.resize(p_frame_count);
  5359. for (uint32_t i = 0; i < frames.size(); i++) {
  5360. err = frames[i].desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true);
  5361. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RESOURCE descriptors heap failed.");
  5362. err = frames[i].desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true);
  5363. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's SAMPLER descriptors heap failed.");
  5364. err = frames[i].desc_heaps.aux.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false);
  5365. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's AUX descriptors heap failed.");
  5366. err = frames[i].desc_heaps.rtv.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false);
  5367. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RENDER TARGET descriptors heap failed.");
  5368. frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
  5369. frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
  5370. frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
  5371. frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
  5372. ID3D12Resource *resource = nullptr;
  5373. HRESULT res = allocator->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COMMON, nullptr, &frames[frame_idx].aux_resource, IID_PPV_ARGS(&resource));
  5374. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5375. }
  5376. return OK;
  5377. }
  5378. Error RenderingDeviceDriverD3D12::_initialize_command_signatures() {
  5379. Error err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw);
  5380. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5381. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed);
  5382. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5383. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch);
  5384. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5385. return OK;
  5386. }
  5387. Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p_frame_count) {
  5388. context_device = context_driver->device_get(p_device_index);
  5389. adapter = context_driver->create_adapter(p_device_index);
  5390. ERR_FAIL_NULL_V(adapter, ERR_CANT_CREATE);
  5391. HRESULT res = adapter->GetDesc(&adapter_desc);
  5392. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5393. // Set the pipeline cache ID based on the adapter information.
  5394. pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&adapter_desc.AdapterLuid, sizeof(LUID));
  5395. pipeline_cache_id += "-driver-" + itos(adapter_desc.Revision);
  5396. Error err = _initialize_device();
  5397. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5398. err = _check_capabilities();
  5399. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5400. err = _get_device_limits();
  5401. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5402. err = _initialize_allocator();
  5403. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5404. err = _initialize_frames(p_frame_count);
  5405. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5406. err = _initialize_command_signatures();
  5407. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5408. glsl_type_singleton_init_or_ref();
  5409. return OK;
  5410. }