rendering_device_driver_d3d12.cpp 276 KB

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  1. /**************************************************************************/
  2. /* rendering_device_driver_d3d12.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "rendering_device_driver_d3d12.h"
  31. #include "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) {
  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. if (p_new_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
  497. if (unlikely(!res_states->xfamily_fallback.subresources_dirty.is_empty())) {
  498. uint32_t subres_qword = p_subresource / 64;
  499. uint64_t subres_mask = (uint64_t(1) << (p_subresource % 64));
  500. res_states->xfamily_fallback.subresources_dirty[subres_qword] |= subres_mask;
  501. }
  502. }
  503. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
  504. // Transitions can be considered redundant if the current state has all the bits of the new state.
  505. // This check does not apply to the common state however, which must resort to checking if the state is the same (0).
  506. bool any_state_is_common = *curr_state == D3D12_RESOURCE_STATE_COMMON || p_new_state == D3D12_RESOURCE_STATE_COMMON;
  507. bool redundant_transition = any_state_is_common ? *curr_state == p_new_state : ((*curr_state) & p_new_state) == p_new_state;
  508. if (redundant_transition) {
  509. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  510. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  511. if (needs_uav_barrier) {
  512. if (res_barriers.size() < res_barriers_count + 1) {
  513. res_barriers.resize(res_barriers_count + 1);
  514. }
  515. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(p_resource->resource);
  516. res_barriers_count++;
  517. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  518. }
  519. } else {
  520. uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
  521. uint8_t subres_qword = p_subresource >> 6;
  522. if (res_barriers_requests.has(res_states)) {
  523. BarrierRequest &br = res_barriers_requests.get(res_states);
  524. DEV_ASSERT(br.dx_resource == p_resource->resource);
  525. DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
  526. DEV_ASSERT(br.planes == p_num_planes);
  527. // First, find if the subresource already has a barrier scheduled.
  528. uint8_t curr_group_idx = 0;
  529. bool same_transition_scheduled = false;
  530. for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
  531. if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) {
  532. continue;
  533. }
  534. if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
  535. uint32_t state_mask = br.groups[curr_group_idx].states;
  536. same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
  537. break;
  538. }
  539. }
  540. if (!same_transition_scheduled) {
  541. bool subres_already_there = curr_group_idx != br.groups_count;
  542. D3D12_RESOURCE_STATES final_states = {};
  543. if (subres_already_there) {
  544. final_states = br.groups[curr_group_idx].states;
  545. final_states |= p_new_state;
  546. bool subres_alone = true;
  547. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  548. if (i == subres_qword) {
  549. if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
  550. subres_alone = false;
  551. break;
  552. }
  553. } else {
  554. if (br.groups[curr_group_idx].subres_mask[i] != 0) {
  555. subres_alone = false;
  556. break;
  557. }
  558. }
  559. }
  560. bool relocated = false;
  561. if (subres_alone) {
  562. // Subresource is there by itself.
  563. for (uint8_t i = 0; i < br.groups_count; i++) {
  564. if (unlikely(i == curr_group_idx)) {
  565. continue;
  566. }
  567. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  568. continue;
  569. }
  570. // There's another group with the final states; relocate to it.
  571. if (br.groups[i].states == final_states) {
  572. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  573. relocated = true;
  574. break;
  575. }
  576. }
  577. if (relocated) {
  578. // Let's delete the group where it used to be by itself.
  579. if (curr_group_idx == br.groups_count - 1) {
  580. br.groups_count--;
  581. } else {
  582. br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP;
  583. }
  584. } else {
  585. // Its current group, where it's alone, can extend its states.
  586. br.groups[curr_group_idx].states = final_states;
  587. }
  588. } else {
  589. // Already there, but not by itself and the state mask is different, so it now belongs to a different group.
  590. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  591. subres_already_there = false;
  592. }
  593. } else {
  594. final_states = p_new_state;
  595. }
  596. if (!subres_already_there) {
  597. // See if it fits exactly the states of some of the groups to fit it there.
  598. for (uint8_t i = 0; i < br.groups_count; i++) {
  599. if (unlikely(i == curr_group_idx)) {
  600. continue;
  601. }
  602. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  603. continue;
  604. }
  605. if (br.groups[i].states == final_states) {
  606. br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
  607. subres_already_there = true;
  608. break;
  609. }
  610. }
  611. if (!subres_already_there) {
  612. // Add a new group to accommodate this subresource.
  613. uint8_t group_to_fill = 0;
  614. if (br.groups_count < BarrierRequest::MAX_GROUPS) {
  615. // There are still free groups.
  616. group_to_fill = br.groups_count;
  617. br.groups_count++;
  618. } else {
  619. // Let's try to take over a deleted one.
  620. for (; group_to_fill < br.groups_count; group_to_fill++) {
  621. if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) {
  622. break;
  623. }
  624. }
  625. CRASH_COND(group_to_fill == br.groups_count);
  626. }
  627. br.groups[group_to_fill].states = final_states;
  628. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  629. if (unlikely(i == subres_qword)) {
  630. br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
  631. } else {
  632. br.groups[group_to_fill].subres_mask[i] = 0;
  633. }
  634. }
  635. }
  636. }
  637. }
  638. } else {
  639. BarrierRequest &br = res_barriers_requests[res_states];
  640. br.dx_resource = p_resource->resource;
  641. br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
  642. CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
  643. br.planes = p_num_planes;
  644. br.groups[0].states = p_new_state;
  645. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  646. if (unlikely(i == subres_qword)) {
  647. br.groups[0].subres_mask[i] = subres_mask_piece;
  648. } else {
  649. br.groups[0].subres_mask[i] = 0;
  650. }
  651. }
  652. br.groups_count = 1;
  653. }
  654. }
  655. #ifdef DEBUG_COUNT_BARRIERS
  656. frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start;
  657. #endif
  658. }
  659. void RenderingDeviceDriverD3D12::_resource_transitions_flush(ID3D12GraphicsCommandList *p_cmd_list) {
  660. #ifdef DEBUG_COUNT_BARRIERS
  661. uint64_t start = OS::get_singleton()->get_ticks_usec();
  662. #endif
  663. for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : res_barriers_requests) {
  664. ResourceInfo::States *res_states = E.key;
  665. const BarrierRequest &br = E.value;
  666. uint32_t num_subresources = res_states->subresource_states.size();
  667. // When there's not a lot of subresources, the empirical finding is that it's better
  668. // to avoid attempting the single-barrier optimization.
  669. static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
  670. bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
  671. if (may_do_single_barrier) {
  672. // A single group means we may be able to do a single all-subresources barrier.
  673. {
  674. // First requisite is that all subresources are involved.
  675. uint8_t subres_mask_full_qwords = num_subresources / 64;
  676. for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
  677. if (br.groups[0].subres_mask[i] != UINT64_MAX) {
  678. may_do_single_barrier = false;
  679. break;
  680. }
  681. }
  682. if (may_do_single_barrier) {
  683. if (num_subresources % 64) {
  684. DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
  685. uint64_t mask_tail_qword = 0;
  686. for (uint8_t i = 0; i < num_subresources % 64; i++) {
  687. mask_tail_qword |= ((uint64_t)1 << i);
  688. }
  689. if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
  690. may_do_single_barrier = false;
  691. }
  692. }
  693. }
  694. }
  695. if (may_do_single_barrier) {
  696. // Second requisite is that the source state is the same for all.
  697. for (uint32_t i = 1; i < num_subresources; i++) {
  698. if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
  699. may_do_single_barrier = false;
  700. break;
  701. }
  702. }
  703. if (may_do_single_barrier) {
  704. // Hurray!, we can do a single barrier (plus maybe a UAV one, too).
  705. bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  706. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  707. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
  708. if (res_barriers.size() < res_barriers_count + needed_barriers) {
  709. res_barriers.resize(res_barriers_count + needed_barriers);
  710. }
  711. if (needs_uav_barrier) {
  712. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  713. res_barriers_count++;
  714. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  715. }
  716. if (res_states->subresource_states[0] != br.groups[0].states) {
  717. 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);
  718. res_barriers_count++;
  719. }
  720. for (uint32_t i = 0; i < num_subresources; i++) {
  721. res_states->subresource_states[i] = br.groups[0].states;
  722. }
  723. }
  724. }
  725. }
  726. if (!may_do_single_barrier) {
  727. for (uint8_t i = 0; i < br.groups_count; i++) {
  728. const BarrierRequest::Group &g = E.value.groups[i];
  729. if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) {
  730. continue;
  731. }
  732. uint32_t subresource = 0;
  733. do {
  734. uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
  735. uint8_t subres_qword = subresource / 64;
  736. if (likely(g.subres_mask[subres_qword] == 0)) {
  737. subresource += 64;
  738. continue;
  739. }
  740. if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
  741. subresource++;
  742. continue;
  743. }
  744. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
  745. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  746. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  747. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
  748. if (res_barriers.size() < res_barriers_count + needed_barriers) {
  749. res_barriers.resize(res_barriers_count + needed_barriers);
  750. }
  751. if (needs_uav_barrier) {
  752. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  753. res_barriers_count++;
  754. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  755. }
  756. if (*curr_state != g.states) {
  757. for (uint8_t k = 0; k < br.planes; k++) {
  758. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources);
  759. res_barriers_count++;
  760. }
  761. }
  762. *curr_state = g.states;
  763. subresource++;
  764. } while (subresource < num_subresources);
  765. }
  766. }
  767. }
  768. if (res_barriers_count) {
  769. p_cmd_list->ResourceBarrier(res_barriers_count, res_barriers.ptr());
  770. res_barriers_requests.clear();
  771. }
  772. #ifdef DEBUG_COUNT_BARRIERS
  773. frame_barriers_count += res_barriers_count;
  774. frame_barriers_batches_count++;
  775. frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start;
  776. #endif
  777. res_barriers_count = 0;
  778. res_barriers_batch++;
  779. }
  780. /*****************/
  781. /**** BUFFERS ****/
  782. /*****************/
  783. RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) {
  784. // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
  785. // but also if you give a rounded size at that point because it will extend beyond the
  786. // memory of the resource. Therefore, it seems the only way is to create it with a
  787. // rounded size.
  788. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
  789. if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) {
  790. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  791. } else {
  792. resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  793. }
  794. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  795. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  796. D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  797. switch (p_allocation_type) {
  798. case MEMORY_ALLOCATION_TYPE_CPU: {
  799. bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT);
  800. bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT);
  801. if (is_src && !is_dst) {
  802. // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM.
  803. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
  804. initial_state = D3D12_RESOURCE_STATE_GENERIC_READ;
  805. }
  806. if (is_dst && !is_src) {
  807. // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads.
  808. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  809. }
  810. } break;
  811. case MEMORY_ALLOCATION_TYPE_GPU: {
  812. #ifdef USE_SMALL_ALLOCS_POOL
  813. if (p_size <= SMALL_ALLOCATION_MAX_SIZE) {
  814. allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
  815. }
  816. #endif
  817. } break;
  818. }
  819. ComPtr<ID3D12Resource> buffer;
  820. ComPtr<D3D12MA::Allocation> allocation;
  821. HRESULT res = allocator->CreateResource(
  822. &allocation_desc,
  823. &resource_desc,
  824. initial_state,
  825. nullptr,
  826. allocation.GetAddressOf(),
  827. IID_PPV_ARGS(buffer.GetAddressOf()));
  828. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + ".");
  829. // Bookkeep.
  830. BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator);
  831. buf_info->resource = buffer.Get();
  832. buf_info->owner_info.resource = buffer;
  833. buf_info->owner_info.allocation = allocation;
  834. buf_info->owner_info.states.subresource_states.push_back(initial_state);
  835. buf_info->states_ptr = &buf_info->owner_info.states;
  836. buf_info->size = p_size;
  837. buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
  838. buf_info->flags.is_for_upload = allocation_desc.HeapType == D3D12_HEAP_TYPE_UPLOAD;
  839. return BufferID(buf_info);
  840. }
  841. bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) {
  842. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  843. buf_info->texel_format = p_format;
  844. return true;
  845. }
  846. void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) {
  847. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  848. VersatileResource::free(resources_allocator, buf_info);
  849. }
  850. uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) {
  851. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  852. return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0;
  853. }
  854. uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) {
  855. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  856. void *data_ptr = nullptr;
  857. HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr);
  858. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  859. return (uint8_t *)data_ptr;
  860. }
  861. void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) {
  862. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  863. buf_info->resource->Unmap(0, &VOID_RANGE);
  864. }
  865. /*****************/
  866. /**** TEXTURE ****/
  867. /*****************/
  868. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = {
  869. D3D12_SRV_DIMENSION_TEXTURE1D,
  870. D3D12_SRV_DIMENSION_TEXTURE2D,
  871. D3D12_SRV_DIMENSION_TEXTURE3D,
  872. D3D12_SRV_DIMENSION_TEXTURECUBE,
  873. D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
  874. D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
  875. D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
  876. };
  877. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = {
  878. D3D12_SRV_DIMENSION_UNKNOWN,
  879. D3D12_SRV_DIMENSION_TEXTURE2DMS,
  880. D3D12_SRV_DIMENSION_UNKNOWN,
  881. D3D12_SRV_DIMENSION_UNKNOWN,
  882. D3D12_SRV_DIMENSION_UNKNOWN,
  883. D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
  884. D3D12_SRV_DIMENSION_UNKNOWN,
  885. };
  886. static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = {
  887. D3D12_UAV_DIMENSION_TEXTURE1D,
  888. D3D12_UAV_DIMENSION_TEXTURE2D,
  889. D3D12_UAV_DIMENSION_TEXTURE3D,
  890. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  891. D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
  892. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  893. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  894. };
  895. uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) {
  896. uint32_t common = UINT32_MAX;
  897. for (uint32_t i = 0; i < p_formats.size(); i++) {
  898. if (format_sample_counts_mask_cache.has(p_formats[i])) {
  899. common &= format_sample_counts_mask_cache[p_formats[i]];
  900. } else {
  901. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
  902. msql.Format = p_formats[i];
  903. uint32_t mask = 0;
  904. for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
  905. msql.SampleCount = (UINT)samples;
  906. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
  907. if (SUCCEEDED(res) && msql.NumQualityLevels) {
  908. int bit = get_shift_from_power_of_2(samples);
  909. ERR_FAIL_COND_V(bit == -1, 1);
  910. mask |= (uint32_t)(1 << bit);
  911. }
  912. }
  913. format_sample_counts_mask_cache.insert(p_formats[i], mask);
  914. common &= mask;
  915. }
  916. }
  917. if (common == UINT32_MAX) {
  918. return 1;
  919. } else {
  920. return ((uint32_t)1 << nearest_shift(common));
  921. }
  922. }
  923. UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) {
  924. UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle;
  925. D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
  926. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
  927. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
  928. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
  929. // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
  930. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
  931. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
  932. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
  933. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
  934. };
  935. return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
  936. p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
  937. p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
  938. p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
  939. p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
  940. }
  941. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) {
  942. TextureAspect aspect = TEXTURE_ASPECT_MAX;
  943. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  944. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  945. aspect = TEXTURE_ASPECT_COLOR;
  946. }
  947. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  948. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  949. aspect = TEXTURE_ASPECT_DEPTH;
  950. }
  951. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  952. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  953. aspect = TEXTURE_ASPECT_STENCIL;
  954. }
  955. DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX);
  956. return _compute_plane_slice(p_format, aspect);
  957. }
  958. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) {
  959. switch (p_aspect) {
  960. case TEXTURE_ASPECT_COLOR:
  961. // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case).
  962. return 0;
  963. case TEXTURE_ASPECT_DEPTH:
  964. // The plane must be 0 for the color or depth aspect
  965. return 0;
  966. case TEXTURE_ASPECT_STENCIL:
  967. // 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).
  968. return format_get_plane_count(p_format) == 2 ? 1 : 0;
  969. default:
  970. DEV_ASSERT(false);
  971. return 0;
  972. }
  973. }
  974. void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) {
  975. uint32_t planes = 1;
  976. if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  977. planes = format_get_plane_count(p_tex_info->format);
  978. }
  979. D3D12_DISCARD_REGION dr = {};
  980. dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1;
  981. dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect;
  982. dr.FirstSubresource = UINT_MAX;
  983. dr.NumSubresources = 0;
  984. for (uint32_t u = 0; u < planes; u++) {
  985. for (uint32_t v = 0; v < p_tex_info->layers; v++) {
  986. for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) {
  987. UINT subresource = D3D12CalcSubresource(
  988. p_tex_info->base_mip + w,
  989. p_tex_info->base_layer + v,
  990. u,
  991. p_tex_info->desc.MipLevels,
  992. p_tex_info->desc.ArraySize());
  993. if (dr.NumSubresources == 0) {
  994. dr.FirstSubresource = subresource;
  995. dr.NumSubresources = 1;
  996. } else if (dr.FirstSubresource + dr.NumSubresources == subresource) {
  997. dr.NumSubresources++;
  998. } else {
  999. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  1000. dr.FirstSubresource = subresource;
  1001. dr.NumSubresources = 1;
  1002. }
  1003. }
  1004. }
  1005. }
  1006. if (dr.NumSubresources) {
  1007. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  1008. }
  1009. }
  1010. RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) {
  1011. // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
  1012. CD3DX12_RESOURCE_DESC1 resource_desc = {};
  1013. resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type];
  1014. resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
  1015. resource_desc.Width = p_format.width;
  1016. resource_desc.Height = p_format.height;
  1017. resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers;
  1018. resource_desc.MipLevels = p_format.mipmaps;
  1019. // Format.
  1020. bool cross_family_sharing = false;
  1021. bool relaxed_casting_available = false;
  1022. DXGI_FORMAT *relaxed_casting_formats = nullptr;
  1023. uint32_t relaxed_casting_format_count = 0;
  1024. {
  1025. resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family;
  1026. // If views of different families are wanted, special setup is needed for proper sharing among them.
  1027. // Two options here:
  1028. // 1. If the driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
  1029. // 2. Otherwise, fall back to an approach based on having multiple versions of the resource and copying as needed. [[CROSS_FAMILY_FALLBACK]]
  1030. if (p_format.shareable_formats.size() && format_capabilities.relaxed_casting_supported) {
  1031. relaxed_casting_available = true;
  1032. relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size());
  1033. relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1034. relaxed_casting_format_count++;
  1035. }
  1036. HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
  1037. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  1038. DataFormat curr_format = p_format.shareable_formats[i];
  1039. String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'";
  1040. ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported.");
  1041. if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) {
  1042. cross_family_sharing = true;
  1043. if (!relaxed_casting_available) {
  1044. break;
  1045. }
  1046. relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format;
  1047. relaxed_casting_format_count++;
  1048. }
  1049. }
  1050. if (cross_family_sharing && !relaxed_casting_available) {
  1051. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
  1052. if (p_format.texture_type == TEXTURE_TYPE_1D) {
  1053. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
  1054. }
  1055. if (p_format.samples != TEXTURE_SAMPLES_1) {
  1056. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
  1057. }
  1058. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1059. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
  1060. }
  1061. if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
  1062. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
  1063. }
  1064. }
  1065. }
  1066. // Usage.
  1067. if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
  1068. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1069. } else {
  1070. if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT)) {
  1071. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
  1072. }
  1073. }
  1074. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1075. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1076. }
  1077. if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
  1078. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  1079. }
  1080. if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT)) {
  1081. // For VRS images we can't use the typeless format.
  1082. resource_desc.Format = DXGI_FORMAT_R8_UINT;
  1083. }
  1084. resource_desc.SampleDesc = {};
  1085. 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;
  1086. if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1087. resource_desc.SampleDesc.Count = MIN(
  1088. _find_max_common_supported_sample_count(format_to_test),
  1089. TEXTURE_SAMPLES_COUNT[p_format.samples]);
  1090. } else {
  1091. // No MSAA in D3D12 if storage. May have become possible recently where supported, though.
  1092. resource_desc.SampleDesc.Count = 1;
  1093. }
  1094. resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  1095. // Create.
  1096. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1097. allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
  1098. if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
  1099. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
  1100. } else {
  1101. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
  1102. }
  1103. if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1104. allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
  1105. }
  1106. #ifdef USE_SMALL_ALLOCS_POOL
  1107. uint32_t width = 0, height = 0;
  1108. 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);
  1109. if (image_size <= SMALL_ALLOCATION_MAX_SIZE) {
  1110. allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, allocation_desc.ExtraHeapFlags);
  1111. }
  1112. #endif
  1113. D3D12_RESOURCE_STATES initial_state = {};
  1114. ID3D12Resource *texture = nullptr;
  1115. ComPtr<ID3D12Resource> main_texture;
  1116. ComPtr<D3D12MA::Allocation> allocation;
  1117. static const FLOAT black[4] = {};
  1118. D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black);
  1119. D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
  1120. {
  1121. HRESULT res = E_FAIL;
  1122. if (cross_family_sharing && relaxed_casting_available) {
  1123. res = allocator->CreateResource3(
  1124. &allocation_desc,
  1125. &resource_desc,
  1126. D3D12_BARRIER_LAYOUT_COMMON, // Needed for barrier interop.
  1127. clear_value_ptr,
  1128. relaxed_casting_format_count,
  1129. relaxed_casting_formats,
  1130. allocation.GetAddressOf(),
  1131. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1132. initial_state = D3D12_RESOURCE_STATE_COMMON; // Needed for barrier interop.
  1133. } else {
  1134. res = allocator->CreateResource(
  1135. &allocation_desc,
  1136. (D3D12_RESOURCE_DESC *)&resource_desc,
  1137. D3D12_RESOURCE_STATE_COPY_DEST,
  1138. clear_value_ptr,
  1139. allocation.GetAddressOf(),
  1140. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1141. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  1142. }
  1143. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1144. texture = main_texture.Get();
  1145. }
  1146. // Describe views.
  1147. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1148. {
  1149. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1150. 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];
  1151. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1152. switch (srv_desc.ViewDimension) {
  1153. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1154. srv_desc.Texture1D.MipLevels = p_format.mipmaps;
  1155. } break;
  1156. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1157. srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
  1158. srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1159. } break;
  1160. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1161. srv_desc.Texture2D.MipLevels = p_format.mipmaps;
  1162. } break;
  1163. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1164. } break;
  1165. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1166. srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
  1167. srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1168. } break;
  1169. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1170. srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
  1171. } break;
  1172. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1173. srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
  1174. srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
  1175. } break;
  1176. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1177. srv_desc.Texture3D.MipLevels = p_format.mipmaps;
  1178. } break;
  1179. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1180. srv_desc.TextureCube.MipLevels = p_format.mipmaps;
  1181. } break;
  1182. default: {
  1183. }
  1184. }
  1185. }
  1186. D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {};
  1187. {
  1188. main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1189. 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;
  1190. switch (main_uav_desc.ViewDimension) {
  1191. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1192. main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1193. } break;
  1194. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1195. // Either for an actual 2D texture array, cubemap or cubemap array.
  1196. main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1197. } break;
  1198. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1199. main_uav_desc.Texture3D.WSize = p_format.depth;
  1200. } break;
  1201. default: {
  1202. }
  1203. }
  1204. }
  1205. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
  1206. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1207. // Bookkeep.
  1208. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1209. tex_info->resource = texture;
  1210. tex_info->owner_info.resource = main_texture;
  1211. tex_info->owner_info.allocation = allocation;
  1212. tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers);
  1213. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1214. tex_info->owner_info.states.subresource_states[i] = initial_state;
  1215. }
  1216. tex_info->states_ptr = &tex_info->owner_info.states;
  1217. tex_info->format = p_format.format;
  1218. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1219. tex_info->base_layer = 0;
  1220. tex_info->layers = resource_desc.ArraySize();
  1221. tex_info->base_mip = 0;
  1222. tex_info->mipmaps = resource_desc.MipLevels;
  1223. tex_info->view_descs.srv = srv_desc;
  1224. tex_info->view_descs.uav = uav_desc;
  1225. if ((p_format.usage_bits & (TEXTURE_USAGE_STORAGE_BIT | TEXTURE_USAGE_COLOR_ATTACHMENT_BIT))) {
  1226. textures_pending_clear.add(&tex_info->pending_clear);
  1227. }
  1228. return TextureID(tex_info);
  1229. }
  1230. 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) {
  1231. ERR_FAIL_V_MSG(TextureID(), "Unimplemented!");
  1232. }
  1233. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
  1234. return _texture_create_shared_from_slice(p_original_texture, p_view, (TextureSliceType)-1, 0, 0, 0, 0);
  1235. }
  1236. 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) {
  1237. return _texture_create_shared_from_slice(p_original_texture, p_view, p_slice_type, p_layer, p_layers, p_mipmap, p_mipmaps);
  1238. }
  1239. 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) {
  1240. TextureInfo *owner_tex_info = (TextureInfo *)p_original_texture.id;
  1241. #ifdef DEBUG_ENABLED
  1242. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1243. #endif
  1244. ComPtr<ID3D12Resource> new_texture;
  1245. ComPtr<D3D12MA::Allocation> new_allocation;
  1246. ID3D12Resource *resource = nullptr;
  1247. CD3DX12_RESOURCE_DESC new_tex_resource_desc = owner_tex_info->desc;
  1248. bool cross_family = RD_TO_D3D12_FORMAT[p_view.format].family != RD_TO_D3D12_FORMAT[owner_tex_info->format].family;
  1249. if (cross_family && !format_capabilities.relaxed_casting_supported) {
  1250. // [[CROSS_FAMILY_FALLBACK]].
  1251. // We have to create a new texture of the alternative format.
  1252. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1253. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  1254. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
  1255. if (p_slice_type != -1) {
  1256. #ifdef DEV_ENABLED
  1257. // Actual slicing is not contemplated. If ever needed, let's at least realize.
  1258. if (p_slice_type != -1) {
  1259. uint32_t new_texture_subresorce_count = owner_tex_info->mipmaps * owner_tex_info->layers;
  1260. uint32_t slice_subresorce_count = p_mipmaps * p_layers;
  1261. DEV_ASSERT(new_texture_subresorce_count == slice_subresorce_count);
  1262. }
  1263. #endif
  1264. new_tex_resource_desc.DepthOrArraySize = p_layers;
  1265. new_tex_resource_desc.MipLevels = p_mipmaps;
  1266. }
  1267. new_tex_resource_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].family;
  1268. new_tex_resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE; // Alternative formats can only be used as SRVs.
  1269. HRESULT res = allocator->CreateResource(
  1270. &allocation_desc,
  1271. &new_tex_resource_desc,
  1272. D3D12_RESOURCE_STATE_COPY_DEST,
  1273. nullptr,
  1274. new_allocation.GetAddressOf(),
  1275. IID_PPV_ARGS(new_texture.GetAddressOf()));
  1276. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), vformat("D3D12MA::CreateResource failed with error 0x%08ux.", (uint64_t)res));
  1277. resource = new_texture.Get();
  1278. } else {
  1279. resource = owner_tex_info->resource;
  1280. }
  1281. // Describe views.
  1282. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1283. {
  1284. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1285. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1286. }
  1287. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1288. {
  1289. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1290. }
  1291. if (p_slice_type != -1) {
  1292. // Complete description with slicing.
  1293. switch (p_slice_type) {
  1294. case TEXTURE_SLICE_2D: {
  1295. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
  1296. srv_desc.Texture2D.MostDetailedMip = p_mipmap;
  1297. srv_desc.Texture2D.MipLevels = p_mipmaps;
  1298. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
  1299. uav_desc.Texture1D.MipSlice = p_mipmap;
  1300. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
  1301. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
  1302. } 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) {
  1303. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1304. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1305. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1306. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1307. srv_desc.Texture2DArray.ArraySize = 1;
  1308. srv_desc.Texture2DArray.PlaneSlice = 0;
  1309. srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
  1310. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1311. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1312. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1313. uav_desc.Texture2DArray.ArraySize = 1;
  1314. uav_desc.Texture2DArray.PlaneSlice = 0;
  1315. } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
  1316. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1317. srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
  1318. srv_desc.Texture2DMSArray.ArraySize = 1;
  1319. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
  1320. } else {
  1321. DEV_ASSERT(false);
  1322. }
  1323. } break;
  1324. case TEXTURE_SLICE_CUBEMAP: {
  1325. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
  1326. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  1327. srv_desc.TextureCube.MostDetailedMip = p_mipmap;
  1328. srv_desc.TextureCube.MipLevels = p_mipmaps;
  1329. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1330. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1331. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1332. uav_desc.Texture2DArray.ArraySize = 6;
  1333. uav_desc.Texture2DArray.PlaneSlice = 0;
  1334. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
  1335. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  1336. srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
  1337. srv_desc.TextureCubeArray.MipLevels = p_mipmaps;
  1338. srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
  1339. srv_desc.TextureCubeArray.NumCubes = 1;
  1340. srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  1341. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1342. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1343. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1344. uav_desc.Texture2DArray.ArraySize = 6;
  1345. uav_desc.Texture2DArray.PlaneSlice = 0;
  1346. } else {
  1347. DEV_ASSERT(false);
  1348. }
  1349. } break;
  1350. case TEXTURE_SLICE_3D: {
  1351. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
  1352. srv_desc.Texture3D.MostDetailedMip = p_mipmap;
  1353. srv_desc.Texture3D.MipLevels = p_mipmaps;
  1354. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
  1355. uav_desc.Texture3D.MipSlice = p_mipmap;
  1356. uav_desc.Texture3D.WSize = -1;
  1357. } break;
  1358. case TEXTURE_SLICE_2D_ARRAY: {
  1359. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
  1360. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1361. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1362. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1363. srv_desc.Texture2DArray.ArraySize = p_layers;
  1364. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1365. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1366. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1367. uav_desc.Texture2DArray.ArraySize = p_layers;
  1368. } break;
  1369. default:
  1370. break;
  1371. }
  1372. }
  1373. // Bookkeep.
  1374. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1375. tex_info->resource = resource;
  1376. if (new_texture.Get()) {
  1377. // [[CROSS_FAMILY_FALLBACK]].
  1378. DEV_ASSERT(cross_family && !format_capabilities.relaxed_casting_supported);
  1379. uint32_t new_texture_subresorce_count = owner_tex_info->mipmaps * owner_tex_info->layers;
  1380. #ifdef DEV_ENABLED
  1381. // Actual slicing is not contemplated. If ever needed, let's at least realize.
  1382. if (p_slice_type != -1) {
  1383. uint32_t slice_subresorce_count = p_mipmaps * p_layers;
  1384. DEV_ASSERT(new_texture_subresorce_count == slice_subresorce_count);
  1385. }
  1386. #endif
  1387. tex_info->owner_info.resource = new_texture;
  1388. tex_info->owner_info.allocation = new_allocation;
  1389. tex_info->owner_info.states.subresource_states.resize(new_texture_subresorce_count);
  1390. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1391. tex_info->owner_info.states.subresource_states[i] = D3D12_RESOURCE_STATE_COPY_DEST;
  1392. }
  1393. tex_info->states_ptr = &tex_info->owner_info.states;
  1394. ResourceInfo::States::CrossFamillyFallback &xfamily = owner_tex_info->owner_info.states.xfamily_fallback;
  1395. if (xfamily.subresources_dirty.is_empty()) {
  1396. uint32_t items_required = STEPIFY(new_texture_subresorce_count, sizeof(uint64_t)) / sizeof(uint64_t);
  1397. xfamily.subresources_dirty.resize(items_required);
  1398. memset(xfamily.subresources_dirty.ptr(), 255, sizeof(uint64_t) * xfamily.subresources_dirty.size());
  1399. // Create buffer for non-direct copy if it's a format not supporting reinterpret-copy.
  1400. DEV_ASSERT(!xfamily.interim_buffer.Get());
  1401. if (owner_tex_info->format == DATA_FORMAT_R16_UINT && p_view.format == DATA_FORMAT_R4G4B4A4_UNORM_PACK16) {
  1402. uint32_t row_pitch = STEPIFY(owner_tex_info->desc.Width * sizeof(uint16_t), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  1403. uint32_t buffer_size = sizeof(uint16_t) * row_pitch * owner_tex_info->desc.Height * owner_tex_info->desc.Depth();
  1404. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(STEPIFY(buffer_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
  1405. resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  1406. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1407. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  1408. HRESULT res = allocator->CreateResource(
  1409. &allocation_desc,
  1410. &resource_desc,
  1411. D3D12_RESOURCE_STATE_COPY_SOURCE, // Makes the code that makes the copy easier.
  1412. nullptr,
  1413. xfamily.interim_buffer_alloc.GetAddressOf(),
  1414. IID_PPV_ARGS(xfamily.interim_buffer.GetAddressOf()));
  1415. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1416. }
  1417. }
  1418. } else {
  1419. tex_info->states_ptr = owner_tex_info->states_ptr;
  1420. }
  1421. tex_info->format = p_view.format;
  1422. tex_info->desc = new_tex_resource_desc;
  1423. if (p_slice_type == -1) {
  1424. tex_info->base_layer = owner_tex_info->base_layer;
  1425. tex_info->layers = owner_tex_info->layers;
  1426. tex_info->base_mip = owner_tex_info->base_mip;
  1427. tex_info->mipmaps = owner_tex_info->mipmaps;
  1428. } else {
  1429. tex_info->base_layer = p_layer;
  1430. tex_info->layers = p_layers;
  1431. tex_info->base_mip = p_mipmap;
  1432. tex_info->mipmaps = p_mipmaps;
  1433. }
  1434. tex_info->view_descs.srv = srv_desc;
  1435. tex_info->view_descs.uav = uav_desc;
  1436. tex_info->main_texture = owner_tex_info;
  1437. return TextureID(tex_info);
  1438. }
  1439. void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) {
  1440. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1441. VersatileResource::free(resources_allocator, tex_info);
  1442. }
  1443. uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) {
  1444. const TextureInfo *tex_info = (const TextureInfo *)p_texture.id;
  1445. return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0;
  1446. }
  1447. void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) {
  1448. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1449. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0);
  1450. D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {};
  1451. UINT64 subresource_total_size = 0;
  1452. device->GetCopyableFootprints(
  1453. &tex_info->desc,
  1454. subresource,
  1455. 1,
  1456. 0,
  1457. &footprint,
  1458. nullptr,
  1459. nullptr,
  1460. &subresource_total_size);
  1461. *r_layout = {};
  1462. r_layout->offset = footprint.Offset;
  1463. r_layout->size = subresource_total_size;
  1464. r_layout->row_pitch = footprint.Footprint.RowPitch;
  1465. r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth();
  1466. r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize();
  1467. }
  1468. uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) {
  1469. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1470. #ifdef DEBUG_ENABLED
  1471. ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr);
  1472. #endif
  1473. UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect);
  1474. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane);
  1475. void *data_ptr = nullptr;
  1476. HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr);
  1477. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1478. tex_info->mapped_subresource = subresource;
  1479. return (uint8_t *)data_ptr;
  1480. }
  1481. void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) {
  1482. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1483. #ifdef DEBUG_ENABLED
  1484. ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX);
  1485. #endif
  1486. tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE);
  1487. tex_info->mapped_subresource = UINT_MAX;
  1488. }
  1489. BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) {
  1490. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1491. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1492. if (srv_rtv_support.Format != DXGI_FORMAT_UNKNOWN) { // Some implementations (i.e., vkd3d-proton) error out instead of returning empty.
  1493. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1494. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1495. }
  1496. D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
  1497. D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
  1498. dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format;
  1499. if (dsv_support.Format != DXGI_FORMAT_UNKNOWN) { // See above.
  1500. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
  1501. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1502. }
  1503. // Everything supported by default makes an all-or-nothing check easier for the caller.
  1504. BitField<RDD::TextureUsageBits> supported = INT64_MAX;
  1505. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
  1506. // as long as the resource can be used as a texture, Sample() will work with point filter at least.
  1507. // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
  1508. // That's almost good for integer formats. The problem is that theoretically there may be
  1509. // float formats that support LOAD but not SAMPLE fully, so this check will not detect
  1510. // such a flaw in the format. Linearly interpolated sampling would just not work on them.
  1511. if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) ||
  1512. RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
  1513. supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT);
  1514. }
  1515. if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
  1516. supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  1517. }
  1518. if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
  1519. supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
  1520. }
  1521. if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
  1522. supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT);
  1523. }
  1524. if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
  1525. supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT);
  1526. }
  1527. if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) {
  1528. supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT);
  1529. }
  1530. return supported;
  1531. }
  1532. /*****************/
  1533. /**** SAMPLER ****/
  1534. /*****************/
  1535. static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = {
  1536. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  1537. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  1538. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  1539. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  1540. D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
  1541. };
  1542. static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = {
  1543. { 0, 0, 0, 0 },
  1544. { 0, 0, 0, 0 },
  1545. { 0, 0, 0, 1 },
  1546. { 0, 0, 0, 1 },
  1547. { 1, 1, 1, 1 },
  1548. { 1, 1, 1, 1 },
  1549. };
  1550. RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) {
  1551. uint32_t slot = UINT32_MAX;
  1552. if (samplers.is_empty()) {
  1553. // Adding a seemigly busy slot 0 makes things easier elsewhere.
  1554. samplers.push_back({});
  1555. samplers.push_back({});
  1556. slot = 1;
  1557. } else {
  1558. for (uint32_t i = 1; i < samplers.size(); i++) {
  1559. if (samplers[i].Filter == INT_MAX) {
  1560. slot = i;
  1561. break;
  1562. }
  1563. }
  1564. if (slot == UINT32_MAX) {
  1565. slot = samplers.size();
  1566. samplers.push_back({});
  1567. }
  1568. }
  1569. D3D12_SAMPLER_DESC &sampler_desc = samplers[slot];
  1570. if (p_state.use_anisotropy) {
  1571. sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1572. sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
  1573. } else {
  1574. static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = {
  1575. D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
  1576. D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
  1577. };
  1578. sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
  1579. RD_FILTER_TYPE_TO_D3D12[p_state.min_filter],
  1580. RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter],
  1581. RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter],
  1582. p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1583. }
  1584. sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_u];
  1585. sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_v];
  1586. sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_w];
  1587. for (int i = 0; i < 4; i++) {
  1588. sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i];
  1589. }
  1590. sampler_desc.MinLOD = p_state.min_lod;
  1591. sampler_desc.MaxLOD = p_state.max_lod;
  1592. sampler_desc.MipLODBias = p_state.lod_bias;
  1593. sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
  1594. // TODO: Emulate somehow?
  1595. if (p_state.unnormalized_uvw) {
  1596. WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
  1597. }
  1598. return SamplerID(slot);
  1599. }
  1600. void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) {
  1601. samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX;
  1602. }
  1603. bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) {
  1604. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1605. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1606. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1607. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1608. return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
  1609. }
  1610. /**********************/
  1611. /**** VERTEX ARRAY ****/
  1612. /**********************/
  1613. RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) {
  1614. VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator);
  1615. vf_info->input_elem_descs.resize(p_vertex_attribs.size());
  1616. vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size());
  1617. for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) {
  1618. vf_info->input_elem_descs[i] = {};
  1619. vf_info->input_elem_descs[i].SemanticName = "TEXCOORD";
  1620. vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location;
  1621. vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format;
  1622. vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
  1623. vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset;
  1624. if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
  1625. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
  1626. vf_info->input_elem_descs[i].InstanceDataStepRate = 1;
  1627. } else {
  1628. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
  1629. vf_info->input_elem_descs[i].InstanceDataStepRate = 0;
  1630. }
  1631. vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride;
  1632. }
  1633. return VertexFormatID(vf_info);
  1634. }
  1635. void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) {
  1636. VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id;
  1637. VersatileResource::free(resources_allocator, vf_info);
  1638. }
  1639. /******************/
  1640. /**** BARRIERS ****/
  1641. /******************/
  1642. void RenderingDeviceDriverD3D12::command_pipeline_barrier(
  1643. CommandBufferID p_cmd_buffer,
  1644. BitField<RDD::PipelineStageBits> p_src_stages,
  1645. BitField<RDD::PipelineStageBits> p_dst_stages,
  1646. VectorView<RDD::MemoryBarrier> p_memory_barriers,
  1647. VectorView<RDD::BufferBarrier> p_buffer_barriers,
  1648. VectorView<RDD::TextureBarrier> p_texture_barriers) {
  1649. if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
  1650. // Looks like the intent is a full barrier.
  1651. // In the resource barriers world, we can force a full barrier by discarding some resource, as per
  1652. // https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve.
  1653. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1654. cmd_buf_info->cmd_list->DiscardResource(frames[frame_idx].aux_resource->GetResource(), nullptr);
  1655. }
  1656. }
  1657. /****************/
  1658. /**** FENCES ****/
  1659. /****************/
  1660. RDD::FenceID RenderingDeviceDriverD3D12::fence_create() {
  1661. ComPtr<ID3D12Fence> d3d_fence;
  1662. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  1663. ERR_FAIL_COND_V(!SUCCEEDED(res), FenceID());
  1664. HANDLE event_handle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
  1665. ERR_FAIL_NULL_V(event_handle, FenceID());
  1666. FenceInfo *fence = memnew(FenceInfo);
  1667. fence->d3d_fence = d3d_fence;
  1668. fence->event_handle = event_handle;
  1669. return FenceID(fence);
  1670. }
  1671. Error RenderingDeviceDriverD3D12::fence_wait(FenceID p_fence) {
  1672. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  1673. DWORD res = WaitForSingleObjectEx(fence->event_handle, INFINITE, FALSE);
  1674. #ifdef PIX_ENABLED
  1675. PIXNotifyWakeFromFenceSignal(fence->event_handle);
  1676. #endif
  1677. return (res == WAIT_FAILED) ? FAILED : OK;
  1678. }
  1679. void RenderingDeviceDriverD3D12::fence_free(FenceID p_fence) {
  1680. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  1681. CloseHandle(fence->event_handle);
  1682. memdelete(fence);
  1683. }
  1684. /********************/
  1685. /**** SEMAPHORES ****/
  1686. /********************/
  1687. RDD::SemaphoreID RenderingDeviceDriverD3D12::semaphore_create() {
  1688. ComPtr<ID3D12Fence> d3d_fence;
  1689. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  1690. ERR_FAIL_COND_V(!SUCCEEDED(res), SemaphoreID());
  1691. SemaphoreInfo *semaphore = memnew(SemaphoreInfo);
  1692. semaphore->d3d_fence = d3d_fence;
  1693. return SemaphoreID(semaphore);
  1694. }
  1695. void RenderingDeviceDriverD3D12::semaphore_free(SemaphoreID p_semaphore) {
  1696. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_semaphore.id);
  1697. memdelete(semaphore);
  1698. }
  1699. /******************/
  1700. /**** COMMANDS ****/
  1701. /******************/
  1702. // ----- QUEUE FAMILY -----
  1703. RDD::CommandQueueFamilyID RenderingDeviceDriverD3D12::command_queue_family_get(BitField<CommandQueueFamilyBits> p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface) {
  1704. // Return the command list type encoded plus one so zero is an invalid value.
  1705. // The only ones that support presenting to a surface are direct queues.
  1706. if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_GRAPHICS_BIT) || (p_surface != 0)) {
  1707. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_DIRECT + 1);
  1708. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_COMPUTE_BIT)) {
  1709. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COMPUTE + 1);
  1710. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_TRANSFER_BIT)) {
  1711. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COPY + 1);
  1712. } else {
  1713. return CommandQueueFamilyID();
  1714. }
  1715. }
  1716. // ----- QUEUE -----
  1717. RDD::CommandQueueID RenderingDeviceDriverD3D12::command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue) {
  1718. ComPtr<ID3D12CommandQueue> d3d_queue;
  1719. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  1720. queue_desc.Type = (D3D12_COMMAND_LIST_TYPE)(p_cmd_queue_family.id - 1);
  1721. HRESULT res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(d3d_queue.GetAddressOf()));
  1722. ERR_FAIL_COND_V(!SUCCEEDED(res), CommandQueueID());
  1723. CommandQueueInfo *command_queue = memnew(CommandQueueInfo);
  1724. command_queue->d3d_queue = d3d_queue;
  1725. return CommandQueueID(command_queue);
  1726. }
  1727. 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) {
  1728. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  1729. for (uint32_t i = 0; i < p_wait_semaphores.size(); i++) {
  1730. const SemaphoreInfo *semaphore = (const SemaphoreInfo *)(p_wait_semaphores[i].id);
  1731. command_queue->d3d_queue->Wait(semaphore->d3d_fence.Get(), semaphore->fence_value);
  1732. }
  1733. if (p_cmd_buffers.size() > 0) {
  1734. thread_local LocalVector<ID3D12CommandList *> command_lists;
  1735. command_lists.resize(p_cmd_buffers.size());
  1736. for (uint32_t i = 0; i < p_cmd_buffers.size(); i++) {
  1737. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffers[i].id);
  1738. command_lists[i] = cmd_buf_info->cmd_list.Get();
  1739. }
  1740. command_queue->d3d_queue->ExecuteCommandLists(command_lists.size(), command_lists.ptr());
  1741. for (uint32_t i = 0; i < p_cmd_semaphores.size(); i++) {
  1742. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_cmd_semaphores[i].id);
  1743. semaphore->fence_value++;
  1744. command_queue->d3d_queue->Signal(semaphore->d3d_fence.Get(), semaphore->fence_value);
  1745. }
  1746. if (p_cmd_fence) {
  1747. FenceInfo *fence = (FenceInfo *)(p_cmd_fence.id);
  1748. fence->fence_value++;
  1749. command_queue->d3d_queue->Signal(fence->d3d_fence.Get(), fence->fence_value);
  1750. fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
  1751. }
  1752. }
  1753. HRESULT res;
  1754. bool any_present_failed = false;
  1755. for (uint32_t i = 0; i < p_swap_chains.size(); i++) {
  1756. SwapChain *swap_chain = (SwapChain *)(p_swap_chains[i].id);
  1757. res = swap_chain->d3d_swap_chain->Present(swap_chain->sync_interval, swap_chain->present_flags);
  1758. if (!SUCCEEDED(res)) {
  1759. print_verbose(vformat("D3D12: Presenting swapchain failed with error 0x%08ux.", (uint64_t)res));
  1760. any_present_failed = true;
  1761. }
  1762. }
  1763. return any_present_failed ? FAILED : OK;
  1764. }
  1765. void RenderingDeviceDriverD3D12::command_queue_free(CommandQueueID p_cmd_queue) {
  1766. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  1767. memdelete(command_queue);
  1768. }
  1769. // ----- POOL -----
  1770. RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) {
  1771. CommandPoolInfo *command_pool = memnew(CommandPoolInfo);
  1772. command_pool->queue_family = p_cmd_queue_family;
  1773. command_pool->buffer_type = p_cmd_buffer_type;
  1774. return CommandPoolID(command_pool);
  1775. }
  1776. void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
  1777. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  1778. memdelete(command_pool);
  1779. }
  1780. // ----- BUFFER -----
  1781. RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPoolID p_cmd_pool) {
  1782. DEV_ASSERT(p_cmd_pool);
  1783. const CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  1784. D3D12_COMMAND_LIST_TYPE list_type;
  1785. if (command_pool->buffer_type == COMMAND_BUFFER_TYPE_SECONDARY) {
  1786. list_type = D3D12_COMMAND_LIST_TYPE_BUNDLE;
  1787. } else {
  1788. list_type = D3D12_COMMAND_LIST_TYPE(command_pool->queue_family.id - 1);
  1789. }
  1790. ID3D12CommandAllocator *cmd_allocator = nullptr;
  1791. {
  1792. HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator));
  1793. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1794. }
  1795. ID3D12GraphicsCommandList *cmd_list = nullptr;
  1796. {
  1797. ComPtr<ID3D12Device4> device_4;
  1798. device->QueryInterface(device_4.GetAddressOf());
  1799. HRESULT res = E_FAIL;
  1800. if (device_4) {
  1801. res = device_4->CreateCommandList1(0, list_type, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list));
  1802. } else {
  1803. res = device->CreateCommandList(0, list_type, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list));
  1804. }
  1805. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1806. if (!device_4) {
  1807. cmd_list->Close();
  1808. }
  1809. }
  1810. // Bookkeep
  1811. CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator);
  1812. cmd_buf_info->cmd_allocator = cmd_allocator;
  1813. cmd_buf_info->cmd_list = cmd_list;
  1814. return CommandBufferID(cmd_buf_info);
  1815. }
  1816. bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) {
  1817. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1818. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  1819. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1820. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  1821. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1822. return true;
  1823. }
  1824. bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) {
  1825. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1826. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  1827. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1828. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  1829. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1830. return true;
  1831. }
  1832. void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) {
  1833. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  1834. HRESULT res = cmd_buf_info->cmd_list->Close();
  1835. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1836. cmd_buf_info->graphics_pso = nullptr;
  1837. cmd_buf_info->graphics_root_signature_crc = 0;
  1838. cmd_buf_info->compute_pso = nullptr;
  1839. cmd_buf_info->compute_root_signature_crc = 0;
  1840. cmd_buf_info->descriptor_heaps_set = false;
  1841. }
  1842. void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) {
  1843. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1844. for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) {
  1845. const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id;
  1846. cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get());
  1847. }
  1848. }
  1849. /********************/
  1850. /**** SWAP CHAIN ****/
  1851. /********************/
  1852. void RenderingDeviceDriverD3D12::_swap_chain_release(SwapChain *p_swap_chain) {
  1853. _swap_chain_release_buffers(p_swap_chain);
  1854. p_swap_chain->d3d_swap_chain.Reset();
  1855. }
  1856. void RenderingDeviceDriverD3D12::_swap_chain_release_buffers(SwapChain *p_swap_chain) {
  1857. for (ID3D12Resource *render_target : p_swap_chain->render_targets) {
  1858. render_target->Release();
  1859. }
  1860. p_swap_chain->render_targets.clear();
  1861. p_swap_chain->render_targets_info.clear();
  1862. for (RDD::FramebufferID framebuffer : p_swap_chain->framebuffers) {
  1863. framebuffer_free(framebuffer);
  1864. }
  1865. p_swap_chain->framebuffers.clear();
  1866. }
  1867. RDD::SwapChainID RenderingDeviceDriverD3D12::swap_chain_create(RenderingContextDriver::SurfaceID p_surface) {
  1868. // Create the render pass that will be used to draw to the swap chain's framebuffers.
  1869. RDD::Attachment attachment;
  1870. attachment.format = DATA_FORMAT_R8G8B8A8_UNORM;
  1871. attachment.samples = RDD::TEXTURE_SAMPLES_1;
  1872. attachment.load_op = RDD::ATTACHMENT_LOAD_OP_CLEAR;
  1873. attachment.store_op = RDD::ATTACHMENT_STORE_OP_STORE;
  1874. RDD::Subpass subpass;
  1875. RDD::AttachmentReference color_ref;
  1876. color_ref.attachment = 0;
  1877. color_ref.aspect.set_flag(RDD::TEXTURE_ASPECT_COLOR_BIT);
  1878. subpass.color_references.push_back(color_ref);
  1879. RenderPassID render_pass = render_pass_create(attachment, subpass, {}, 1);
  1880. ERR_FAIL_COND_V(!render_pass, SwapChainID());
  1881. // Create the empty swap chain until it is resized.
  1882. SwapChain *swap_chain = memnew(SwapChain);
  1883. swap_chain->surface = p_surface;
  1884. swap_chain->data_format = attachment.format;
  1885. swap_chain->render_pass = render_pass;
  1886. return SwapChainID(swap_chain);
  1887. }
  1888. Error RenderingDeviceDriverD3D12::swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) {
  1889. DEV_ASSERT(p_cmd_queue.id != 0);
  1890. DEV_ASSERT(p_swap_chain.id != 0);
  1891. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  1892. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  1893. RenderingContextDriverD3D12::Surface *surface = (RenderingContextDriverD3D12::Surface *)(swap_chain->surface);
  1894. if (surface->width == 0 || surface->height == 0) {
  1895. // Very likely the window is minimized, don't create a swap chain.
  1896. return ERR_SKIP;
  1897. }
  1898. HRESULT res;
  1899. const bool is_tearing_supported = context_driver->get_tearing_supported();
  1900. UINT sync_interval = 0;
  1901. UINT present_flags = 0;
  1902. UINT creation_flags = 0;
  1903. switch (surface->vsync_mode) {
  1904. case DisplayServer::VSYNC_MAILBOX: {
  1905. sync_interval = 1;
  1906. present_flags = DXGI_PRESENT_RESTART;
  1907. } break;
  1908. case DisplayServer::VSYNC_ENABLED: {
  1909. sync_interval = 1;
  1910. present_flags = 0;
  1911. } break;
  1912. case DisplayServer::VSYNC_DISABLED: {
  1913. sync_interval = 0;
  1914. present_flags = is_tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
  1915. creation_flags = is_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  1916. } break;
  1917. case DisplayServer::VSYNC_ADAPTIVE: // Unsupported.
  1918. default:
  1919. sync_interval = 1;
  1920. present_flags = 0;
  1921. break;
  1922. }
  1923. print_verbose("Using swap chain flags: " + itos(creation_flags) + ", sync interval: " + itos(sync_interval) + ", present flags: " + itos(present_flags));
  1924. if (swap_chain->d3d_swap_chain != nullptr && creation_flags != swap_chain->creation_flags) {
  1925. // The swap chain must be recreated if the creation flags are different.
  1926. _swap_chain_release(swap_chain);
  1927. }
  1928. DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
  1929. if (swap_chain->d3d_swap_chain != nullptr) {
  1930. _swap_chain_release_buffers(swap_chain);
  1931. res = swap_chain->d3d_swap_chain->ResizeBuffers(p_desired_framebuffer_count, 0, 0, DXGI_FORMAT_UNKNOWN, creation_flags);
  1932. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_UNAVAILABLE);
  1933. } else {
  1934. swap_chain_desc.BufferCount = p_desired_framebuffer_count;
  1935. swap_chain_desc.Format = RD_TO_D3D12_FORMAT[swap_chain->data_format].general_format;
  1936. swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1937. swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  1938. swap_chain_desc.SampleDesc.Count = 1;
  1939. swap_chain_desc.Flags = creation_flags;
  1940. swap_chain_desc.Scaling = DXGI_SCALING_NONE;
  1941. if (OS::get_singleton()->is_layered_allowed()) {
  1942. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
  1943. has_comp_alpha[(uint64_t)p_cmd_queue.id] = true;
  1944. } else {
  1945. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1946. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  1947. }
  1948. ComPtr<IDXGISwapChain1> swap_chain_1;
  1949. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  1950. if (!SUCCEEDED(res) && swap_chain_desc.AlphaMode != DXGI_ALPHA_MODE_IGNORE) {
  1951. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1952. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  1953. res = context_driver->dxgi_factory_get()->CreateSwapChainForHwnd(command_queue->d3d_queue.Get(), surface->hwnd, &swap_chain_desc, nullptr, nullptr, swap_chain_1.GetAddressOf());
  1954. }
  1955. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  1956. swap_chain_1.As(&swap_chain->d3d_swap_chain);
  1957. ERR_FAIL_NULL_V(swap_chain->d3d_swap_chain, ERR_CANT_CREATE);
  1958. res = context_driver->dxgi_factory_get()->MakeWindowAssociation(surface->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
  1959. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  1960. }
  1961. res = swap_chain->d3d_swap_chain->GetDesc1(&swap_chain_desc);
  1962. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  1963. ERR_FAIL_COND_V(swap_chain_desc.BufferCount == 0, ERR_CANT_CREATE);
  1964. surface->width = swap_chain_desc.Width;
  1965. surface->height = swap_chain_desc.Height;
  1966. swap_chain->creation_flags = creation_flags;
  1967. swap_chain->sync_interval = sync_interval;
  1968. swap_chain->present_flags = present_flags;
  1969. // Retrieve the render targets associated to the swap chain and recreate the framebuffers. The following code
  1970. // relies on the address of the elements remaining static when new elements are inserted, so the container must
  1971. // follow this restriction when reserving the right amount of elements beforehand.
  1972. swap_chain->render_targets.reserve(swap_chain_desc.BufferCount);
  1973. swap_chain->render_targets_info.reserve(swap_chain_desc.BufferCount);
  1974. swap_chain->framebuffers.reserve(swap_chain_desc.BufferCount);
  1975. for (uint32_t i = 0; i < swap_chain_desc.BufferCount; i++) {
  1976. // Retrieve the resource corresponding to the swap chain's buffer.
  1977. ID3D12Resource *render_target = nullptr;
  1978. res = swap_chain->d3d_swap_chain->GetBuffer(i, IID_PPV_ARGS(&render_target));
  1979. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  1980. swap_chain->render_targets.push_back(render_target);
  1981. // Create texture information for the framebuffer to reference the resource. Since the states pointer must
  1982. // reference an address of the element itself, we must insert it first and then modify it.
  1983. swap_chain->render_targets_info.push_back(TextureInfo());
  1984. TextureInfo &texture_info = swap_chain->render_targets_info[i];
  1985. texture_info.owner_info.states.subresource_states.push_back(D3D12_RESOURCE_STATE_PRESENT);
  1986. texture_info.states_ptr = &texture_info.owner_info.states;
  1987. texture_info.format = swap_chain->data_format;
  1988. #if defined(_MSC_VER) || !defined(_WIN32)
  1989. texture_info.desc = CD3DX12_RESOURCE_DESC(render_target->GetDesc());
  1990. #else
  1991. render_target->GetDesc(&texture_info.desc);
  1992. #endif
  1993. texture_info.layers = 1;
  1994. texture_info.mipmaps = 1;
  1995. texture_info.resource = render_target;
  1996. texture_info.view_descs.srv.Format = texture_info.desc.Format;
  1997. texture_info.view_descs.srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  1998. // Create the framebuffer for this buffer.
  1999. FramebufferID framebuffer = _framebuffer_create(swap_chain->render_pass, TextureID(&swap_chain->render_targets_info[i]), swap_chain_desc.Width, swap_chain_desc.Height, true);
  2000. ERR_FAIL_COND_V(!framebuffer, ERR_CANT_CREATE);
  2001. swap_chain->framebuffers.push_back(framebuffer);
  2002. }
  2003. // Once everything's been created correctly, indicate the surface no longer needs to be resized.
  2004. context_driver->surface_set_needs_resize(swap_chain->surface, false);
  2005. return OK;
  2006. }
  2007. RDD::FramebufferID RenderingDeviceDriverD3D12::swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) {
  2008. DEV_ASSERT(p_swap_chain.id != 0);
  2009. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2010. if (context_driver->surface_get_needs_resize(swap_chain->surface)) {
  2011. r_resize_required = true;
  2012. return FramebufferID();
  2013. }
  2014. const uint32_t buffer_index = swap_chain->d3d_swap_chain->GetCurrentBackBufferIndex();
  2015. DEV_ASSERT(buffer_index < swap_chain->framebuffers.size());
  2016. return swap_chain->framebuffers[buffer_index];
  2017. }
  2018. RDD::RenderPassID RenderingDeviceDriverD3D12::swap_chain_get_render_pass(SwapChainID p_swap_chain) {
  2019. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2020. return swap_chain->render_pass;
  2021. }
  2022. RDD::DataFormat RenderingDeviceDriverD3D12::swap_chain_get_format(SwapChainID p_swap_chain) {
  2023. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2024. return swap_chain->data_format;
  2025. }
  2026. void RenderingDeviceDriverD3D12::swap_chain_free(SwapChainID p_swap_chain) {
  2027. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2028. _swap_chain_release(swap_chain);
  2029. render_pass_free(swap_chain->render_pass);
  2030. memdelete(swap_chain);
  2031. }
  2032. /*********************/
  2033. /**** FRAMEBUFFER ****/
  2034. /*********************/
  2035. 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) {
  2036. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
  2037. rtv_desc.Format = p_texture_info->view_descs.srv.Format;
  2038. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2039. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2040. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
  2041. rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset;
  2042. } break;
  2043. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2044. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
  2045. rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2046. rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2047. rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers;
  2048. } break;
  2049. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2050. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  2051. rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2052. rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice;
  2053. } break;
  2054. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2055. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2056. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2057. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2058. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers;
  2059. rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice;
  2060. } break;
  2061. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2062. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  2063. } break;
  2064. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2065. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  2066. rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2067. rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers;
  2068. } break;
  2069. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  2070. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  2071. rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset;
  2072. rtv_desc.Texture3D.FirstWSlice = 0;
  2073. rtv_desc.Texture3D.WSize = -1;
  2074. } break;
  2075. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2076. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  2077. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2078. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2079. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2080. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->layers : p_layers;
  2081. rtv_desc.Texture2DArray.PlaneSlice = 0;
  2082. } break;
  2083. default: {
  2084. DEV_ASSERT(false);
  2085. }
  2086. }
  2087. return rtv_desc;
  2088. }
  2089. D3D12_UNORDERED_ACCESS_VIEW_DESC RenderingDeviceDriverD3D12::_make_ranged_uav_for_texture(const TextureInfo *p_texture_info, uint32_t p_mipmap_offset, uint32_t p_layer_offset, uint32_t p_layers, bool p_add_bases) {
  2090. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = p_texture_info->view_descs.uav;
  2091. uint32_t mip = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2092. switch (p_texture_info->view_descs.uav.ViewDimension) {
  2093. case D3D12_UAV_DIMENSION_TEXTURE1D: {
  2094. uav_desc.Texture1DArray.MipSlice = mip;
  2095. } break;
  2096. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  2097. uav_desc.Texture1DArray.MipSlice = mip;
  2098. uav_desc.Texture1DArray.FirstArraySlice = mip;
  2099. uav_desc.Texture1DArray.ArraySize = p_layers;
  2100. } break;
  2101. case D3D12_UAV_DIMENSION_TEXTURE2D: {
  2102. uav_desc.Texture2D.MipSlice = mip;
  2103. } break;
  2104. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  2105. uav_desc.Texture2DArray.MipSlice = mip;
  2106. uav_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2107. uav_desc.Texture2DArray.ArraySize = p_layers;
  2108. } break;
  2109. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  2110. uav_desc.Texture3D.MipSlice = mip;
  2111. uav_desc.Texture3D.WSize >>= p_mipmap_offset;
  2112. } break;
  2113. }
  2114. return uav_desc;
  2115. }
  2116. D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) {
  2117. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
  2118. dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format;
  2119. dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
  2120. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2121. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2122. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
  2123. dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip;
  2124. } break;
  2125. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2126. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
  2127. dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip;
  2128. dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer;
  2129. dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize;
  2130. } break;
  2131. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2132. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2133. dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip;
  2134. } break;
  2135. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2136. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  2137. dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip;
  2138. dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer;
  2139. dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize;
  2140. } break;
  2141. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2142. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  2143. dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine;
  2144. } break;
  2145. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2146. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  2147. dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer;
  2148. dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize;
  2149. } break;
  2150. default: {
  2151. DEV_ASSERT(false);
  2152. }
  2153. }
  2154. return dsv_desc;
  2155. }
  2156. 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) {
  2157. // Pre-bookkeep.
  2158. FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator);
  2159. fb_info->is_screen = p_is_screen;
  2160. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  2161. uint32_t num_color = 0;
  2162. uint32_t num_depth_stencil = 0;
  2163. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2164. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2165. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2166. num_color++;
  2167. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2168. num_depth_stencil++;
  2169. }
  2170. }
  2171. uint32_t vrs_index = UINT32_MAX;
  2172. for (const Subpass &E : pass_info->subpasses) {
  2173. if (E.vrs_reference.attachment != AttachmentReference::UNUSED) {
  2174. vrs_index = E.vrs_reference.attachment;
  2175. }
  2176. }
  2177. if (num_color) {
  2178. Error err = fb_info->rtv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false);
  2179. if (err) {
  2180. VersatileResource::free(resources_allocator, fb_info);
  2181. ERR_FAIL_V(FramebufferID());
  2182. }
  2183. }
  2184. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  2185. if (num_depth_stencil) {
  2186. Error err = fb_info->dsv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false);
  2187. if (err) {
  2188. VersatileResource::free(resources_allocator, fb_info);
  2189. ERR_FAIL_V(FramebufferID());
  2190. }
  2191. }
  2192. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  2193. fb_info->attachments_handle_inds.resize(p_attachments.size());
  2194. fb_info->attachments.reserve(num_color + num_depth_stencil);
  2195. uint32_t color_idx = 0;
  2196. uint32_t depth_stencil_idx = 0;
  2197. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2198. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2199. if (fb_info->size.x == 0) {
  2200. fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height);
  2201. }
  2202. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2203. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX);
  2204. device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
  2205. rtv_heap_walker.advance();
  2206. fb_info->attachments_handle_inds[i] = color_idx;
  2207. fb_info->attachments.push_back(p_attachments[i]);
  2208. color_idx++;
  2209. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2210. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info);
  2211. device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
  2212. dsv_heap_walker.advance();
  2213. fb_info->attachments_handle_inds[i] = depth_stencil_idx;
  2214. fb_info->attachments.push_back(p_attachments[i]);
  2215. depth_stencil_idx++;
  2216. } else if (i == vrs_index) {
  2217. fb_info->vrs_attachment = p_attachments[i];
  2218. } else {
  2219. DEV_ASSERT(false);
  2220. }
  2221. }
  2222. DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx);
  2223. DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX));
  2224. DEV_ASSERT(rtv_heap_walker.is_at_eof());
  2225. DEV_ASSERT(dsv_heap_walker.is_at_eof());
  2226. return FramebufferID(fb_info);
  2227. }
  2228. RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) {
  2229. return _framebuffer_create(p_render_pass, p_attachments, p_width, p_height, false);
  2230. }
  2231. void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) {
  2232. FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id;
  2233. VersatileResource::free(resources_allocator, fb_info);
  2234. }
  2235. /****************/
  2236. /**** SHADER ****/
  2237. /****************/
  2238. static uint32_t SHADER_STAGES_BIT_OFFSET_INDICES[RenderingDevice::SHADER_STAGE_MAX] = {
  2239. /* SHADER_STAGE_VERTEX */ 0,
  2240. /* SHADER_STAGE_FRAGMENT */ 1,
  2241. /* SHADER_STAGE_TESSELATION_CONTROL */ UINT32_MAX,
  2242. /* SHADER_STAGE_TESSELATION_EVALUATION */ UINT32_MAX,
  2243. /* SHADER_STAGE_COMPUTE */ 2,
  2244. };
  2245. dxil_validator *RenderingDeviceDriverD3D12::_get_dxil_validator_for_current_thread() {
  2246. MutexLock lock(dxil_mutex);
  2247. int thread_idx = WorkerThreadPool::get_singleton()->get_thread_index();
  2248. if (dxil_validators.has(thread_idx)) {
  2249. return dxil_validators[thread_idx];
  2250. }
  2251. #ifdef DEV_ENABLED
  2252. print_verbose("Creating DXIL validator for worker thread index " + itos(thread_idx));
  2253. #endif
  2254. dxil_validator *dxil_validator = dxil_create_validator(nullptr);
  2255. dxil_validators.insert(thread_idx, dxil_validator);
  2256. return dxil_validator;
  2257. }
  2258. uint32_t RenderingDeviceDriverD3D12::_shader_patch_dxil_specialization_constant(
  2259. PipelineSpecializationConstantType p_type,
  2260. const void *p_value,
  2261. const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES],
  2262. HashMap<ShaderStage, Vector<uint8_t>> &r_stages_bytecodes,
  2263. bool p_is_first_patch) {
  2264. uint32_t patch_val = 0;
  2265. switch (p_type) {
  2266. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT: {
  2267. uint32_t int_value = *((const int *)p_value);
  2268. ERR_FAIL_COND_V(int_value & (1 << 31), 0);
  2269. patch_val = int_value;
  2270. } break;
  2271. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL: {
  2272. bool bool_value = *((const bool *)p_value);
  2273. patch_val = (uint32_t)bool_value;
  2274. } break;
  2275. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT: {
  2276. uint32_t int_value = *((const int *)p_value);
  2277. ERR_FAIL_COND_V(int_value & (1 << 31), 0);
  2278. patch_val = (int_value >> 1);
  2279. } break;
  2280. }
  2281. // For VBR encoding to encode the number of bits we expect (32), we need to set the MSB unconditionally.
  2282. // However, signed VBR moves the MSB to the LSB, so setting the MSB to 1 wouldn't help. Therefore,
  2283. // the bit we set to 1 is the one at index 30.
  2284. patch_val |= (1 << 30);
  2285. patch_val <<= 1; // What signed VBR does.
  2286. auto tamper_bits = [](uint8_t *p_start, uint64_t p_bit_offset, uint64_t p_tb_value) -> uint64_t {
  2287. uint64_t original = 0;
  2288. uint32_t curr_input_byte = p_bit_offset / 8;
  2289. uint8_t curr_input_bit = p_bit_offset % 8;
  2290. auto get_curr_input_bit = [&]() -> bool {
  2291. return ((p_start[curr_input_byte] >> curr_input_bit) & 1);
  2292. };
  2293. auto move_to_next_input_bit = [&]() {
  2294. if (curr_input_bit == 7) {
  2295. curr_input_bit = 0;
  2296. curr_input_byte++;
  2297. } else {
  2298. curr_input_bit++;
  2299. }
  2300. };
  2301. auto tamper_input_bit = [&](bool p_new_bit) {
  2302. p_start[curr_input_byte] &= ~((uint8_t)1 << curr_input_bit);
  2303. if (p_new_bit) {
  2304. p_start[curr_input_byte] |= (uint8_t)1 << curr_input_bit;
  2305. }
  2306. };
  2307. uint8_t value_bit_idx = 0;
  2308. for (uint32_t i = 0; i < 5; i++) { // 32 bits take 5 full bytes in VBR.
  2309. for (uint32_t j = 0; j < 7; j++) {
  2310. bool input_bit = get_curr_input_bit();
  2311. original |= (uint64_t)(input_bit ? 1 : 0) << value_bit_idx;
  2312. tamper_input_bit((p_tb_value >> value_bit_idx) & 1);
  2313. move_to_next_input_bit();
  2314. value_bit_idx++;
  2315. }
  2316. #ifdef DEV_ENABLED
  2317. bool input_bit = get_curr_input_bit();
  2318. DEV_ASSERT((i < 4 && input_bit) || (i == 4 && !input_bit));
  2319. #endif
  2320. move_to_next_input_bit();
  2321. }
  2322. return original;
  2323. };
  2324. uint32_t stages_patched_mask = 0;
  2325. for (int stage = 0; stage < SHADER_STAGE_MAX; stage++) {
  2326. if (!r_stages_bytecodes.has((ShaderStage)stage)) {
  2327. continue;
  2328. }
  2329. uint64_t offset = p_stages_bit_offsets[SHADER_STAGES_BIT_OFFSET_INDICES[stage]];
  2330. if (offset == 0) {
  2331. // This constant does not appear at this stage.
  2332. continue;
  2333. }
  2334. Vector<uint8_t> &bytecode = r_stages_bytecodes[(ShaderStage)stage];
  2335. #ifdef DEV_ENABLED
  2336. uint64_t orig_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
  2337. // Checking against the value the NIR patch should have set.
  2338. DEV_ASSERT(!p_is_first_patch || ((orig_patch_val >> 1) & GODOT_NIR_SC_SENTINEL_MAGIC_MASK) == GODOT_NIR_SC_SENTINEL_MAGIC);
  2339. uint64_t readback_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
  2340. DEV_ASSERT(readback_patch_val == patch_val);
  2341. #else
  2342. tamper_bits(bytecode.ptrw(), offset, patch_val);
  2343. #endif
  2344. stages_patched_mask |= (1 << stage);
  2345. }
  2346. return stages_patched_mask;
  2347. }
  2348. bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants(
  2349. const ShaderInfo *p_shader_info,
  2350. VectorView<PipelineSpecializationConstant> p_specialization_constants,
  2351. HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) {
  2352. // If something needs to be patched, COW will do the trick.
  2353. r_final_stages_bytecode = p_shader_info->stages_bytecode;
  2354. uint32_t stages_re_sign_mask = 0;
  2355. for (uint32_t i = 0; i < p_specialization_constants.size(); i++) {
  2356. const PipelineSpecializationConstant &psc = p_specialization_constants[i];
  2357. if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
  2358. // This SC wasn't even in the original SPIR-V shader.
  2359. continue;
  2360. }
  2361. for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) {
  2362. if (psc.constant_id == sc.constant_id) {
  2363. if (psc.int_value != sc.int_value) {
  2364. stages_re_sign_mask |= _shader_patch_dxil_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
  2365. }
  2366. break;
  2367. }
  2368. }
  2369. }
  2370. // Re-sign patched stages.
  2371. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) {
  2372. ShaderStage stage = E.key;
  2373. if ((stages_re_sign_mask & (1 << stage))) {
  2374. Vector<uint8_t> &bytecode = E.value;
  2375. bool sign_ok = _shader_sign_dxil_bytecode(stage, bytecode);
  2376. ERR_FAIL_COND_V(!sign_ok, false);
  2377. }
  2378. }
  2379. return true;
  2380. }
  2381. bool RenderingDeviceDriverD3D12::_shader_sign_dxil_bytecode(ShaderStage p_stage, Vector<uint8_t> &r_dxil_blob) {
  2382. dxil_validator *validator = _get_dxil_validator_for_current_thread();
  2383. if (!validator) {
  2384. if (is_in_developer_mode()) {
  2385. return true;
  2386. } else {
  2387. OS::get_singleton()->alert("Shader validation failed: DXIL.dll was not found, and developer mode is disabled.\n\nClick OK to exit.");
  2388. CRASH_NOW();
  2389. }
  2390. }
  2391. char *err = nullptr;
  2392. bool res = dxil_validate_module(validator, r_dxil_blob.ptrw(), r_dxil_blob.size(), &err);
  2393. if (!res) {
  2394. if (err) {
  2395. ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed:\n" + String(err));
  2396. } else {
  2397. ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed.");
  2398. }
  2399. }
  2400. return true;
  2401. }
  2402. String RenderingDeviceDriverD3D12::shader_get_binary_cache_key() {
  2403. return "D3D12-SV" + uitos(ShaderBinary::VERSION) + "-" + itos(shader_capabilities.shader_model) + (is_in_developer_mode() ? "dev" : "");
  2404. }
  2405. Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(VectorView<ShaderStageSPIRVData> p_spirv, const String &p_shader_name) {
  2406. ShaderReflection shader_refl;
  2407. if (_reflect_spirv(p_spirv, shader_refl) != OK) {
  2408. return Vector<uint8_t>();
  2409. }
  2410. // Collect reflection data into binary data.
  2411. ShaderBinary::Data binary_data;
  2412. Vector<Vector<ShaderBinary::DataBinding>> sets_bindings;
  2413. Vector<ShaderBinary::SpecializationConstant> specialization_constants;
  2414. {
  2415. binary_data.vertex_input_mask = shader_refl.vertex_input_mask;
  2416. binary_data.fragment_output_mask = shader_refl.fragment_output_mask;
  2417. binary_data.specialization_constants_count = shader_refl.specialization_constants.size();
  2418. binary_data.is_compute = shader_refl.is_compute;
  2419. binary_data.compute_local_size[0] = shader_refl.compute_local_size[0];
  2420. binary_data.compute_local_size[1] = shader_refl.compute_local_size[1];
  2421. binary_data.compute_local_size[2] = shader_refl.compute_local_size[2];
  2422. binary_data.set_count = shader_refl.uniform_sets.size();
  2423. binary_data.push_constant_size = shader_refl.push_constant_size;
  2424. binary_data.nir_runtime_data_root_param_idx = UINT32_MAX;
  2425. binary_data.stage_count = p_spirv.size();
  2426. for (const Vector<ShaderUniform> &spirv_set : shader_refl.uniform_sets) {
  2427. Vector<ShaderBinary::DataBinding> bindings;
  2428. for (const ShaderUniform &spirv_uniform : spirv_set) {
  2429. ShaderBinary::DataBinding binding;
  2430. binding.type = (uint32_t)spirv_uniform.type;
  2431. binding.binding = spirv_uniform.binding;
  2432. binding.stages = (uint32_t)spirv_uniform.stages;
  2433. binding.length = spirv_uniform.length;
  2434. binding.writable = (uint32_t)spirv_uniform.writable;
  2435. bindings.push_back(binding);
  2436. }
  2437. sets_bindings.push_back(bindings);
  2438. }
  2439. for (const ShaderSpecializationConstant &spirv_sc : shader_refl.specialization_constants) {
  2440. ShaderBinary::SpecializationConstant spec_constant;
  2441. spec_constant.type = (uint32_t)spirv_sc.type;
  2442. spec_constant.constant_id = spirv_sc.constant_id;
  2443. spec_constant.int_value = spirv_sc.int_value;
  2444. spec_constant.stage_flags = spirv_sc.stages;
  2445. specialization_constants.push_back(spec_constant);
  2446. binary_data.spirv_specialization_constants_ids_mask |= (1 << spirv_sc.constant_id);
  2447. }
  2448. }
  2449. // Translate SPIR-V shaders to DXIL, and collect shader info from the new representation.
  2450. HashMap<ShaderStage, Vector<uint8_t>> dxil_blobs;
  2451. BitField<ShaderStage> stages_processed;
  2452. {
  2453. HashMap<int, nir_shader *> stages_nir_shaders;
  2454. auto free_nir_shaders = [&]() {
  2455. for (KeyValue<int, nir_shader *> &E : stages_nir_shaders) {
  2456. ralloc_free(E.value);
  2457. }
  2458. stages_nir_shaders.clear();
  2459. };
  2460. // This is based on spirv2dxil.c. May need updates when it changes.
  2461. // Also, this has to stay around until after linking.
  2462. nir_shader_compiler_options nir_options = *dxil_get_nir_compiler_options();
  2463. nir_options.lower_base_vertex = false;
  2464. dxil_spirv_runtime_conf dxil_runtime_conf = {};
  2465. dxil_runtime_conf.runtime_data_cbv.base_shader_register = RUNTIME_DATA_REGISTER;
  2466. dxil_runtime_conf.push_constant_cbv.base_shader_register = ROOT_CONSTANT_REGISTER;
  2467. dxil_runtime_conf.zero_based_vertex_instance_id = true;
  2468. dxil_runtime_conf.zero_based_compute_workgroup_id = true;
  2469. dxil_runtime_conf.declared_read_only_images_as_srvs = true;
  2470. // Making this explicit to let maintainers know that in practice this didn't improve performance,
  2471. // probably because data generated by one shader and consumed by another one forces the resource
  2472. // to transition from UAV to SRV, and back, instead of being an UAV all the time.
  2473. // In case someone wants to try, care must be taken so in case of incompatible bindings across stages
  2474. // happen as a result, all the stages are re-translated. That can happen if, for instance, a stage only
  2475. // uses an allegedly writable resource only for reading but the next stage doesn't.
  2476. dxil_runtime_conf.inferred_read_only_images_as_srvs = false;
  2477. // - Translate SPIR-V to NIR.
  2478. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2479. ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
  2480. ShaderStage stage_flag = (ShaderStage)(1 << p_spirv[i].shader_stage);
  2481. stages_processed.set_flag(stage_flag);
  2482. {
  2483. const char *entry_point = "main";
  2484. static const gl_shader_stage SPIRV_TO_MESA_STAGES[SHADER_STAGE_MAX] = {
  2485. /* SHADER_STAGE_VERTEX */ MESA_SHADER_VERTEX,
  2486. /* SHADER_STAGE_FRAGMENT */ MESA_SHADER_FRAGMENT,
  2487. /* SHADER_STAGE_TESSELATION_CONTROL */ MESA_SHADER_TESS_CTRL,
  2488. /* SHADER_STAGE_TESSELATION_EVALUATION */ MESA_SHADER_TESS_EVAL,
  2489. /* SHADER_STAGE_COMPUTE */ MESA_SHADER_COMPUTE,
  2490. };
  2491. nir_shader *shader = spirv_to_nir(
  2492. (const uint32_t *)p_spirv[i].spirv.ptr(),
  2493. p_spirv[i].spirv.size() / sizeof(uint32_t),
  2494. nullptr,
  2495. 0,
  2496. SPIRV_TO_MESA_STAGES[stage],
  2497. entry_point,
  2498. dxil_spirv_nir_get_spirv_options(), &nir_options);
  2499. if (!shader) {
  2500. free_nir_shaders();
  2501. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation (step 1) at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed.");
  2502. }
  2503. #ifdef DEV_ENABLED
  2504. nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler");
  2505. #endif
  2506. if (stage == SHADER_STAGE_VERTEX) {
  2507. dxil_runtime_conf.yz_flip.y_mask = 0xffff;
  2508. dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;
  2509. } else {
  2510. dxil_runtime_conf.yz_flip.y_mask = 0;
  2511. dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_YZ_FLIP_NONE;
  2512. }
  2513. // This is based on spirv2dxil.c. May need updates when it changes.
  2514. dxil_spirv_nir_prep(shader);
  2515. bool requires_runtime_data = {};
  2516. dxil_spirv_nir_passes(shader, &dxil_runtime_conf, &requires_runtime_data);
  2517. stages_nir_shaders[stage] = shader;
  2518. }
  2519. }
  2520. // - Link NIR shaders.
  2521. for (int i = SHADER_STAGE_MAX - 1; i >= 0; i--) {
  2522. if (!stages_nir_shaders.has(i)) {
  2523. continue;
  2524. }
  2525. nir_shader *shader = stages_nir_shaders[i];
  2526. nir_shader *prev_shader = nullptr;
  2527. for (int j = i - 1; j >= 0; j--) {
  2528. if (stages_nir_shaders.has(j)) {
  2529. prev_shader = stages_nir_shaders[j];
  2530. break;
  2531. }
  2532. }
  2533. if (prev_shader) {
  2534. bool requires_runtime_data = {};
  2535. dxil_spirv_nir_link(shader, prev_shader, &dxil_runtime_conf, &requires_runtime_data);
  2536. }
  2537. }
  2538. // - Translate NIR to DXIL.
  2539. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2540. ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
  2541. struct ShaderData {
  2542. ShaderStage stage;
  2543. ShaderBinary::Data &binary_data;
  2544. Vector<Vector<ShaderBinary::DataBinding>> &sets_bindings;
  2545. Vector<ShaderBinary::SpecializationConstant> &specialization_constants;
  2546. } shader_data{ stage, binary_data, sets_bindings, specialization_constants };
  2547. GodotNirCallbacks godot_nir_callbacks = {};
  2548. godot_nir_callbacks.data = &shader_data;
  2549. godot_nir_callbacks.report_resource = [](uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data) {
  2550. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2551. // Types based on Mesa's dxil_container.h.
  2552. static const uint32_t DXIL_RES_SAMPLER = 1;
  2553. static const ResourceClass DXIL_TYPE_TO_CLASS[] = {
  2554. /* DXIL_RES_INVALID */ RES_CLASS_INVALID,
  2555. /* DXIL_RES_SAMPLER */ RES_CLASS_INVALID, // Handling sampler as a flag.
  2556. /* DXIL_RES_CBV */ RES_CLASS_CBV,
  2557. /* DXIL_RES_SRV_TYPED */ RES_CLASS_SRV,
  2558. /* DXIL_RES_SRV_RAW */ RES_CLASS_SRV,
  2559. /* DXIL_RES_SRV_STRUCTURED */ RES_CLASS_SRV,
  2560. /* DXIL_RES_UAV_TYPED */ RES_CLASS_UAV,
  2561. /* DXIL_RES_UAV_RAW */ RES_CLASS_UAV,
  2562. /* DXIL_RES_UAV_STRUCTURED */ RES_CLASS_UAV,
  2563. /* DXIL_RES_UAV_STRUCTURED_WITH_COUNTER */ RES_CLASS_INVALID,
  2564. };
  2565. DEV_ASSERT(p_dxil_type < ARRAY_SIZE(DXIL_TYPE_TO_CLASS));
  2566. ResourceClass res_class = DXIL_TYPE_TO_CLASS[p_dxil_type];
  2567. if (p_register == ROOT_CONSTANT_REGISTER && p_space == 0) {
  2568. DEV_ASSERT(res_class == RES_CLASS_CBV);
  2569. shader_data_in.binary_data.dxil_push_constant_stages |= (1 << shader_data_in.stage);
  2570. } else if (p_register == RUNTIME_DATA_REGISTER && p_space == 0) {
  2571. DEV_ASSERT(res_class == RES_CLASS_CBV);
  2572. shader_data_in.binary_data.nir_runtime_data_root_param_idx = 1; // Temporary, to be determined later.
  2573. } else {
  2574. DEV_ASSERT(p_space == 0);
  2575. uint32_t set = p_register / GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER;
  2576. uint32_t binding = (p_register % GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER) / GODOT_NIR_BINDING_MULTIPLIER;
  2577. DEV_ASSERT(set < (uint32_t)shader_data_in.sets_bindings.size());
  2578. [[maybe_unused]] bool found = false;
  2579. for (int j = 0; j < shader_data_in.sets_bindings[set].size(); j++) {
  2580. if (shader_data_in.sets_bindings[set][j].binding != binding) {
  2581. continue;
  2582. }
  2583. ShaderBinary::DataBinding &binding_info = shader_data_in.sets_bindings.write[set].write[j];
  2584. binding_info.dxil_stages |= (1 << shader_data_in.stage);
  2585. if (res_class != RES_CLASS_INVALID) {
  2586. DEV_ASSERT(binding_info.res_class == (uint32_t)RES_CLASS_INVALID || binding_info.res_class == (uint32_t)res_class);
  2587. binding_info.res_class = res_class;
  2588. } else if (p_dxil_type == DXIL_RES_SAMPLER) {
  2589. binding_info.has_sampler = (uint32_t) true;
  2590. } else {
  2591. CRASH_NOW();
  2592. }
  2593. found = true;
  2594. break;
  2595. }
  2596. DEV_ASSERT(found);
  2597. }
  2598. };
  2599. godot_nir_callbacks.report_sc_bit_offset_fn = [](uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data) {
  2600. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2601. [[maybe_unused]] bool found = false;
  2602. for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
  2603. if (shader_data_in.specialization_constants[j].constant_id != p_sc_id) {
  2604. continue;
  2605. }
  2606. uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
  2607. DEV_ASSERT(shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0);
  2608. shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] = p_bit_offset;
  2609. found = true;
  2610. break;
  2611. }
  2612. DEV_ASSERT(found);
  2613. };
  2614. godot_nir_callbacks.report_bitcode_bit_offset_fn = [](uint64_t p_bit_offset, void *p_data) {
  2615. DEV_ASSERT(p_bit_offset % 8 == 0);
  2616. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2617. uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
  2618. for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
  2619. if (shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0) {
  2620. // This SC has been optimized out from this stage.
  2621. continue;
  2622. }
  2623. shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] += p_bit_offset;
  2624. }
  2625. };
  2626. auto shader_model_d3d_to_dxil = [](D3D_SHADER_MODEL p_d3d_shader_model) -> dxil_shader_model {
  2627. static_assert(SHADER_MODEL_6_0 == 0x60000);
  2628. static_assert(SHADER_MODEL_6_3 == 0x60003);
  2629. static_assert(D3D_SHADER_MODEL_6_0 == 0x60);
  2630. static_assert(D3D_SHADER_MODEL_6_3 == 0x63);
  2631. return (dxil_shader_model)((p_d3d_shader_model >> 4) * 0x10000 + (p_d3d_shader_model & 0xf));
  2632. };
  2633. nir_to_dxil_options nir_to_dxil_options = {};
  2634. nir_to_dxil_options.environment = DXIL_ENVIRONMENT_VULKAN;
  2635. nir_to_dxil_options.shader_model_max = shader_model_d3d_to_dxil(shader_capabilities.shader_model);
  2636. dxil_validator *validator = _get_dxil_validator_for_current_thread();
  2637. if (validator) {
  2638. nir_to_dxil_options.validator_version_max = dxil_get_validator_version(validator);
  2639. }
  2640. nir_to_dxil_options.godot_nir_callbacks = &godot_nir_callbacks;
  2641. dxil_logger logger = {};
  2642. logger.log = [](void *p_priv, const char *p_msg) {
  2643. #ifdef DEBUG_ENABLED
  2644. print_verbose(p_msg);
  2645. #endif
  2646. };
  2647. blob dxil_blob = {};
  2648. bool ok = nir_to_dxil(stages_nir_shaders[stage], &nir_to_dxil_options, &logger, &dxil_blob);
  2649. ralloc_free(stages_nir_shaders[stage]);
  2650. stages_nir_shaders.erase(stage);
  2651. if (!ok) {
  2652. free_nir_shaders();
  2653. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed.");
  2654. }
  2655. Vector<uint8_t> blob_copy;
  2656. blob_copy.resize(dxil_blob.size);
  2657. memcpy(blob_copy.ptrw(), dxil_blob.data, dxil_blob.size);
  2658. blob_finish(&dxil_blob);
  2659. dxil_blobs.insert(stage, blob_copy);
  2660. }
  2661. }
  2662. #if 0
  2663. if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
  2664. Ref<FileAccess> f = FileAccess::open("res://1.dxil", FileAccess::WRITE);
  2665. f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
  2666. }
  2667. #endif
  2668. // Patch with default values of specialization constants.
  2669. if (specialization_constants.size()) {
  2670. for (const ShaderBinary::SpecializationConstant &sc : specialization_constants) {
  2671. _shader_patch_dxil_specialization_constant((PipelineSpecializationConstantType)sc.type, &sc.int_value, sc.stages_bit_offsets, dxil_blobs, true);
  2672. }
  2673. #if 0
  2674. if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
  2675. Ref<FileAccess> f = FileAccess::open("res://2.dxil", FileAccess::WRITE);
  2676. f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
  2677. }
  2678. #endif
  2679. }
  2680. // Sign.
  2681. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : dxil_blobs) {
  2682. ShaderStage stage = E.key;
  2683. Vector<uint8_t> &dxil_blob = E.value;
  2684. bool sign_ok = _shader_sign_dxil_bytecode(stage, dxil_blob);
  2685. ERR_FAIL_COND_V(!sign_ok, Vector<uint8_t>());
  2686. }
  2687. // Build the root signature.
  2688. ComPtr<ID3DBlob> root_sig_blob;
  2689. {
  2690. auto stages_to_d3d12_visibility = [](uint32_t p_stages_mask) -> D3D12_SHADER_VISIBILITY {
  2691. switch (p_stages_mask) {
  2692. case SHADER_STAGE_VERTEX_BIT: {
  2693. return D3D12_SHADER_VISIBILITY_VERTEX;
  2694. }
  2695. case SHADER_STAGE_FRAGMENT_BIT: {
  2696. return D3D12_SHADER_VISIBILITY_PIXEL;
  2697. }
  2698. default: {
  2699. return D3D12_SHADER_VISIBILITY_ALL;
  2700. }
  2701. }
  2702. };
  2703. LocalVector<D3D12_ROOT_PARAMETER1> root_params;
  2704. // Root (push) constants.
  2705. if (binary_data.dxil_push_constant_stages) {
  2706. CD3DX12_ROOT_PARAMETER1 push_constant;
  2707. push_constant.InitAsConstants(
  2708. binary_data.push_constant_size / sizeof(uint32_t),
  2709. ROOT_CONSTANT_REGISTER,
  2710. 0,
  2711. stages_to_d3d12_visibility(binary_data.dxil_push_constant_stages));
  2712. root_params.push_back(push_constant);
  2713. }
  2714. // NIR-DXIL runtime data.
  2715. if (binary_data.nir_runtime_data_root_param_idx == 1) { // Set above to 1 when discovering runtime data is needed.
  2716. DEV_ASSERT(!binary_data.is_compute); // Could be supported if needed, but it's pointless as of now.
  2717. binary_data.nir_runtime_data_root_param_idx = root_params.size();
  2718. CD3DX12_ROOT_PARAMETER1 nir_runtime_data;
  2719. nir_runtime_data.InitAsConstants(
  2720. sizeof(dxil_spirv_vertex_runtime_data) / sizeof(uint32_t),
  2721. RUNTIME_DATA_REGISTER,
  2722. 0,
  2723. D3D12_SHADER_VISIBILITY_VERTEX);
  2724. root_params.push_back(nir_runtime_data);
  2725. }
  2726. // Descriptor tables (up to two per uniform set, for resources and/or samplers).
  2727. // These have to stay around until serialization!
  2728. struct TraceableDescriptorTable {
  2729. uint32_t stages_mask = {};
  2730. Vector<D3D12_DESCRIPTOR_RANGE1> ranges;
  2731. Vector<ShaderBinary::DataBinding::RootSignatureLocation *> root_sig_locations;
  2732. };
  2733. Vector<TraceableDescriptorTable> resource_tables_maps;
  2734. Vector<TraceableDescriptorTable> sampler_tables_maps;
  2735. for (int set = 0; set < sets_bindings.size(); set++) {
  2736. bool first_resource_in_set = true;
  2737. bool first_sampler_in_set = true;
  2738. sets_bindings.write[set].sort();
  2739. for (int i = 0; i < sets_bindings[set].size(); i++) {
  2740. const ShaderBinary::DataBinding &binding = sets_bindings[set][i];
  2741. bool really_used = binding.dxil_stages != 0;
  2742. #ifdef DEV_ENABLED
  2743. bool anybody_home = (ResourceClass)binding.res_class != RES_CLASS_INVALID || binding.has_sampler;
  2744. DEV_ASSERT(anybody_home == really_used);
  2745. #endif
  2746. if (!really_used) {
  2747. continue; // Existed in SPIR-V; went away in DXIL.
  2748. }
  2749. auto insert_range = [](D3D12_DESCRIPTOR_RANGE_TYPE p_range_type,
  2750. uint32_t p_num_descriptors,
  2751. uint32_t p_dxil_register,
  2752. uint32_t p_dxil_stages_mask,
  2753. ShaderBinary::DataBinding::RootSignatureLocation(&p_root_sig_locations),
  2754. Vector<TraceableDescriptorTable> &r_tables,
  2755. bool &r_first_in_set) {
  2756. if (r_first_in_set) {
  2757. r_tables.resize(r_tables.size() + 1);
  2758. r_first_in_set = false;
  2759. }
  2760. TraceableDescriptorTable &table = r_tables.write[r_tables.size() - 1];
  2761. table.stages_mask |= p_dxil_stages_mask;
  2762. CD3DX12_DESCRIPTOR_RANGE1 range;
  2763. // Due to the aliasing hack for SRV-UAV of different families,
  2764. // we can be causing an unintended change of data (sometimes the validation layers catch it).
  2765. D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  2766. if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_SRV || p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV) {
  2767. flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
  2768. } else if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_CBV) {
  2769. flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE;
  2770. }
  2771. range.Init(p_range_type, p_num_descriptors, p_dxil_register, 0, flags);
  2772. table.ranges.push_back(range);
  2773. table.root_sig_locations.push_back(&p_root_sig_locations);
  2774. };
  2775. uint32_t num_descriptors = 1;
  2776. D3D12_DESCRIPTOR_RANGE_TYPE resource_range_type = {};
  2777. switch ((ResourceClass)binding.res_class) {
  2778. case RES_CLASS_INVALID: {
  2779. num_descriptors = binding.length;
  2780. DEV_ASSERT(binding.has_sampler);
  2781. } break;
  2782. case RES_CLASS_CBV: {
  2783. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  2784. DEV_ASSERT(!binding.has_sampler);
  2785. } break;
  2786. case RES_CLASS_SRV: {
  2787. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  2788. num_descriptors = MAX(1u, binding.length); // An unbound R/O buffer is reflected as zero-size.
  2789. } break;
  2790. case RES_CLASS_UAV: {
  2791. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
  2792. num_descriptors = MAX(1u, binding.length); // An unbound R/W buffer is reflected as zero-size.
  2793. DEV_ASSERT(!binding.has_sampler);
  2794. } break;
  2795. }
  2796. uint32_t dxil_register = set * GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER + binding.binding * GODOT_NIR_BINDING_MULTIPLIER;
  2797. if (binding.res_class != RES_CLASS_INVALID) {
  2798. insert_range(
  2799. resource_range_type,
  2800. num_descriptors,
  2801. dxil_register,
  2802. sets_bindings[set][i].dxil_stages,
  2803. sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_RESOURCE],
  2804. resource_tables_maps,
  2805. first_resource_in_set);
  2806. }
  2807. if (binding.has_sampler) {
  2808. insert_range(
  2809. D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
  2810. num_descriptors,
  2811. dxil_register,
  2812. sets_bindings[set][i].dxil_stages,
  2813. sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_SAMPLER],
  2814. sampler_tables_maps,
  2815. first_sampler_in_set);
  2816. }
  2817. }
  2818. }
  2819. auto make_descriptor_tables = [&root_params, &stages_to_d3d12_visibility](const Vector<TraceableDescriptorTable> &p_tables) {
  2820. for (const TraceableDescriptorTable &table : p_tables) {
  2821. D3D12_SHADER_VISIBILITY visibility = stages_to_d3d12_visibility(table.stages_mask);
  2822. DEV_ASSERT(table.ranges.size() == table.root_sig_locations.size());
  2823. for (int i = 0; i < table.ranges.size(); i++) {
  2824. // By now we know very well which root signature location corresponds to the pointed uniform.
  2825. table.root_sig_locations[i]->root_param_idx = root_params.size();
  2826. table.root_sig_locations[i]->range_idx = i;
  2827. }
  2828. CD3DX12_ROOT_PARAMETER1 root_table;
  2829. root_table.InitAsDescriptorTable(table.ranges.size(), table.ranges.ptr(), visibility);
  2830. root_params.push_back(root_table);
  2831. }
  2832. };
  2833. make_descriptor_tables(resource_tables_maps);
  2834. make_descriptor_tables(sampler_tables_maps);
  2835. CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc = {};
  2836. D3D12_ROOT_SIGNATURE_FLAGS root_sig_flags =
  2837. D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
  2838. D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
  2839. D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
  2840. D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS |
  2841. D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS;
  2842. if (!stages_processed.has_flag(SHADER_STAGE_VERTEX_BIT)) {
  2843. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS;
  2844. }
  2845. if (!stages_processed.has_flag(SHADER_STAGE_FRAGMENT_BIT)) {
  2846. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
  2847. }
  2848. if (binary_data.vertex_input_mask) {
  2849. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  2850. }
  2851. root_sig_desc.Init_1_1(root_params.size(), root_params.ptr(), 0, nullptr, root_sig_flags);
  2852. ComPtr<ID3DBlob> error_blob;
  2853. HRESULT res = D3DX12SerializeVersionedRootSignature(context_driver->lib_d3d12, &root_sig_desc, D3D_ROOT_SIGNATURE_VERSION_1_1, root_sig_blob.GetAddressOf(), error_blob.GetAddressOf());
  2854. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), Vector<uint8_t>(),
  2855. "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()));
  2856. binary_data.root_signature_crc = crc32(0, nullptr, 0);
  2857. binary_data.root_signature_crc = crc32(binary_data.root_signature_crc, (const Bytef *)root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
  2858. }
  2859. Vector<Vector<uint8_t>> compressed_stages;
  2860. Vector<uint32_t> zstd_size;
  2861. uint32_t stages_binary_size = 0;
  2862. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2863. Vector<uint8_t> zstd;
  2864. Vector<uint8_t> &dxil_blob = dxil_blobs[p_spirv[i].shader_stage];
  2865. zstd.resize(Compression::get_max_compressed_buffer_size(dxil_blob.size(), Compression::MODE_ZSTD));
  2866. int dst_size = Compression::compress(zstd.ptrw(), dxil_blob.ptr(), dxil_blob.size(), Compression::MODE_ZSTD);
  2867. zstd_size.push_back(dst_size);
  2868. zstd.resize(dst_size);
  2869. compressed_stages.push_back(zstd);
  2870. uint32_t s = compressed_stages[i].size();
  2871. stages_binary_size += STEPIFY(s, 4);
  2872. }
  2873. CharString shader_name_utf = p_shader_name.utf8();
  2874. binary_data.shader_name_len = shader_name_utf.length();
  2875. uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;.
  2876. total_size += sizeof(ShaderBinary::Data);
  2877. total_size += STEPIFY(binary_data.shader_name_len, 4);
  2878. for (int i = 0; i < sets_bindings.size(); i++) {
  2879. total_size += sizeof(uint32_t);
  2880. total_size += sets_bindings[i].size() * sizeof(ShaderBinary::DataBinding);
  2881. }
  2882. total_size += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size();
  2883. total_size += compressed_stages.size() * sizeof(uint32_t) * 3; // Sizes.
  2884. total_size += stages_binary_size;
  2885. binary_data.root_signature_len = root_sig_blob->GetBufferSize();
  2886. total_size += binary_data.root_signature_len;
  2887. Vector<uint8_t> ret;
  2888. ret.resize(total_size);
  2889. {
  2890. uint32_t offset = 0;
  2891. uint8_t *binptr = ret.ptrw();
  2892. binptr[0] = 'G';
  2893. binptr[1] = 'S';
  2894. binptr[2] = 'B';
  2895. binptr[3] = 'D'; // Godot shader binary data.
  2896. offset += 4;
  2897. encode_uint32(ShaderBinary::VERSION, binptr + offset);
  2898. offset += sizeof(uint32_t);
  2899. encode_uint32(sizeof(ShaderBinary::Data), binptr + offset);
  2900. offset += sizeof(uint32_t);
  2901. memcpy(binptr + offset, &binary_data, sizeof(ShaderBinary::Data));
  2902. offset += sizeof(ShaderBinary::Data);
  2903. #define ADVANCE_OFFSET_WITH_ALIGNMENT(m_bytes) \
  2904. { \
  2905. offset += m_bytes; \
  2906. uint32_t padding = STEPIFY(m_bytes, 4) - m_bytes; \
  2907. memset(binptr + offset, 0, padding); /* Avoid garbage data. */ \
  2908. offset += padding; \
  2909. }
  2910. if (binary_data.shader_name_len > 0) {
  2911. memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
  2912. ADVANCE_OFFSET_WITH_ALIGNMENT(binary_data.shader_name_len);
  2913. }
  2914. for (int i = 0; i < sets_bindings.size(); i++) {
  2915. int count = sets_bindings[i].size();
  2916. encode_uint32(count, binptr + offset);
  2917. offset += sizeof(uint32_t);
  2918. if (count > 0) {
  2919. memcpy(binptr + offset, sets_bindings[i].ptr(), sizeof(ShaderBinary::DataBinding) * count);
  2920. offset += sizeof(ShaderBinary::DataBinding) * count;
  2921. }
  2922. }
  2923. if (specialization_constants.size()) {
  2924. memcpy(binptr + offset, specialization_constants.ptr(), sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size());
  2925. offset += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size();
  2926. }
  2927. for (int i = 0; i < compressed_stages.size(); i++) {
  2928. encode_uint32(p_spirv[i].shader_stage, binptr + offset);
  2929. offset += sizeof(uint32_t);
  2930. encode_uint32(dxil_blobs[p_spirv[i].shader_stage].size(), binptr + offset);
  2931. offset += sizeof(uint32_t);
  2932. encode_uint32(zstd_size[i], binptr + offset);
  2933. offset += sizeof(uint32_t);
  2934. memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size());
  2935. ADVANCE_OFFSET_WITH_ALIGNMENT(compressed_stages[i].size());
  2936. }
  2937. memcpy(binptr + offset, root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
  2938. offset += root_sig_blob->GetBufferSize();
  2939. ERR_FAIL_COND_V(offset != (uint32_t)ret.size(), Vector<uint8_t>());
  2940. }
  2941. return ret;
  2942. }
  2943. RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) {
  2944. r_shader_desc = {}; // Driver-agnostic.
  2945. ShaderInfo shader_info_in; // Driver-specific.
  2946. const uint8_t *binptr = p_shader_binary.ptr();
  2947. uint32_t binsize = p_shader_binary.size();
  2948. uint32_t read_offset = 0;
  2949. // Consistency check.
  2950. ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(ShaderBinary::Data), ShaderID());
  2951. ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', ShaderID());
  2952. uint32_t bin_version = decode_uint32(binptr + 4);
  2953. ERR_FAIL_COND_V(bin_version != ShaderBinary::VERSION, ShaderID());
  2954. uint32_t bin_data_size = decode_uint32(binptr + 8);
  2955. const ShaderBinary::Data &binary_data = *(reinterpret_cast<const ShaderBinary::Data *>(binptr + 12));
  2956. r_shader_desc.push_constant_size = binary_data.push_constant_size;
  2957. shader_info_in.dxil_push_constant_size = binary_data.dxil_push_constant_stages ? binary_data.push_constant_size : 0;
  2958. shader_info_in.nir_runtime_data_root_param_idx = binary_data.nir_runtime_data_root_param_idx;
  2959. r_shader_desc.vertex_input_mask = binary_data.vertex_input_mask;
  2960. r_shader_desc.fragment_output_mask = binary_data.fragment_output_mask;
  2961. r_shader_desc.is_compute = binary_data.is_compute;
  2962. shader_info_in.is_compute = binary_data.is_compute;
  2963. r_shader_desc.compute_local_size[0] = binary_data.compute_local_size[0];
  2964. r_shader_desc.compute_local_size[1] = binary_data.compute_local_size[1];
  2965. r_shader_desc.compute_local_size[2] = binary_data.compute_local_size[2];
  2966. read_offset += sizeof(uint32_t) * 3 + bin_data_size;
  2967. if (binary_data.shader_name_len) {
  2968. r_name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len);
  2969. read_offset += STEPIFY(binary_data.shader_name_len, 4);
  2970. }
  2971. r_shader_desc.uniform_sets.resize(binary_data.set_count);
  2972. shader_info_in.sets.resize(binary_data.set_count);
  2973. for (uint32_t i = 0; i < binary_data.set_count; i++) {
  2974. ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, ShaderID());
  2975. uint32_t set_count = decode_uint32(binptr + read_offset);
  2976. read_offset += sizeof(uint32_t);
  2977. const ShaderBinary::DataBinding *set_ptr = reinterpret_cast<const ShaderBinary::DataBinding *>(binptr + read_offset);
  2978. uint32_t set_size = set_count * sizeof(ShaderBinary::DataBinding);
  2979. ERR_FAIL_COND_V(read_offset + set_size >= binsize, ShaderID());
  2980. shader_info_in.sets[i].bindings.reserve(set_count);
  2981. for (uint32_t j = 0; j < set_count; j++) {
  2982. ShaderUniform info;
  2983. info.type = UniformType(set_ptr[j].type);
  2984. info.writable = set_ptr[j].writable;
  2985. info.length = set_ptr[j].length;
  2986. info.binding = set_ptr[j].binding;
  2987. ShaderInfo::UniformBindingInfo binding;
  2988. binding.stages = set_ptr[j].dxil_stages;
  2989. binding.res_class = (ResourceClass)set_ptr[j].res_class;
  2990. binding.type = info.type;
  2991. binding.length = info.length;
  2992. #ifdef DEV_ENABLED
  2993. binding.writable = set_ptr[j].writable;
  2994. #endif
  2995. static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(ShaderBinary::DataBinding::root_sig_locations));
  2996. memcpy((void *)&binding.root_sig_locations, (void *)&set_ptr[j].root_sig_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations));
  2997. if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
  2998. shader_info_in.sets[i].num_root_params.resources++;
  2999. }
  3000. if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3001. shader_info_in.sets[i].num_root_params.samplers++;
  3002. }
  3003. r_shader_desc.uniform_sets.write[i].push_back(info);
  3004. shader_info_in.sets[i].bindings.push_back(binding);
  3005. }
  3006. read_offset += set_size;
  3007. }
  3008. ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(ShaderBinary::SpecializationConstant) >= binsize, ShaderID());
  3009. r_shader_desc.specialization_constants.resize(binary_data.specialization_constants_count);
  3010. shader_info_in.specialization_constants.resize(binary_data.specialization_constants_count);
  3011. for (uint32_t i = 0; i < binary_data.specialization_constants_count; i++) {
  3012. const ShaderBinary::SpecializationConstant &src_sc = *(reinterpret_cast<const ShaderBinary::SpecializationConstant *>(binptr + read_offset));
  3013. ShaderSpecializationConstant sc;
  3014. sc.type = PipelineSpecializationConstantType(src_sc.type);
  3015. sc.constant_id = src_sc.constant_id;
  3016. sc.int_value = src_sc.int_value;
  3017. sc.stages = src_sc.stage_flags;
  3018. r_shader_desc.specialization_constants.write[i] = sc;
  3019. ShaderInfo::SpecializationConstant ssc;
  3020. ssc.constant_id = src_sc.constant_id;
  3021. ssc.int_value = src_sc.int_value;
  3022. memcpy(ssc.stages_bit_offsets, src_sc.stages_bit_offsets, sizeof(ssc.stages_bit_offsets));
  3023. shader_info_in.specialization_constants[i] = ssc;
  3024. read_offset += sizeof(ShaderBinary::SpecializationConstant);
  3025. }
  3026. shader_info_in.spirv_specialization_constants_ids_mask = binary_data.spirv_specialization_constants_ids_mask;
  3027. for (uint32_t i = 0; i < binary_data.stage_count; i++) {
  3028. ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, ShaderID());
  3029. uint32_t stage = decode_uint32(binptr + read_offset);
  3030. read_offset += sizeof(uint32_t);
  3031. uint32_t dxil_size = decode_uint32(binptr + read_offset);
  3032. read_offset += sizeof(uint32_t);
  3033. uint32_t zstd_size = decode_uint32(binptr + read_offset);
  3034. read_offset += sizeof(uint32_t);
  3035. // Decompress.
  3036. Vector<uint8_t> dxil;
  3037. dxil.resize(dxil_size);
  3038. int dec_dxil_size = Compression::decompress(dxil.ptrw(), dxil.size(), binptr + read_offset, zstd_size, Compression::MODE_ZSTD);
  3039. ERR_FAIL_COND_V(dec_dxil_size != (int32_t)dxil_size, ShaderID());
  3040. shader_info_in.stages_bytecode[ShaderStage(stage)] = dxil;
  3041. zstd_size = STEPIFY(zstd_size, 4);
  3042. read_offset += zstd_size;
  3043. ERR_FAIL_COND_V(read_offset > binsize, ShaderID());
  3044. }
  3045. const uint8_t *root_sig_data_ptr = binptr + read_offset;
  3046. PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER d3d_D3D12CreateRootSignatureDeserializer = (PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateRootSignatureDeserializer");
  3047. ERR_FAIL_NULL_V(d3d_D3D12CreateRootSignatureDeserializer, ShaderID());
  3048. HRESULT res = d3d_D3D12CreateRootSignatureDeserializer(root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf()));
  3049. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  3050. read_offset += binary_data.root_signature_len;
  3051. ERR_FAIL_COND_V(read_offset != binsize, ShaderID());
  3052. ComPtr<ID3D12RootSignature> root_signature;
  3053. res = device->CreateRootSignature(0, root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf()));
  3054. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  3055. shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc();
  3056. shader_info_in.root_signature_crc = binary_data.root_signature_crc;
  3057. // Bookkeep.
  3058. ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator);
  3059. *shader_info_ptr = shader_info_in;
  3060. return ShaderID(shader_info_ptr);
  3061. }
  3062. uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) {
  3063. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3064. return shader_info_in->root_signature_crc;
  3065. }
  3066. void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) {
  3067. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  3068. VersatileResource::free(resources_allocator, shader_info_in);
  3069. }
  3070. /*********************/
  3071. /**** UNIFORM SET ****/
  3072. /*********************/
  3073. 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) {
  3074. r_srv_uav_ambiguity = false;
  3075. // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
  3076. // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
  3077. // to the frame descriptor heap at binding time.
  3078. // [[SRV_UAV_AMBIGUITY]]
  3079. switch (p_type) {
  3080. case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
  3081. r_num_samplers += p_binding_length;
  3082. } break;
  3083. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
  3084. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  3085. r_num_resources += p_binding_length;
  3086. r_num_samplers += p_binding_length;
  3087. } break;
  3088. case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
  3089. r_num_resources += 1;
  3090. } break;
  3091. case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
  3092. r_num_resources += p_dobule_srv_uav_ambiguous ? 2 : 1;
  3093. r_srv_uav_ambiguity = true;
  3094. } break;
  3095. case RenderingDevice::UNIFORM_TYPE_IMAGE: {
  3096. r_num_resources += p_binding_length * (p_dobule_srv_uav_ambiguous ? 2 : 1);
  3097. r_srv_uav_ambiguity = true;
  3098. } break;
  3099. default: {
  3100. r_num_resources += p_binding_length;
  3101. }
  3102. }
  3103. }
  3104. RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index) {
  3105. // Pre-bookkeep.
  3106. UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);
  3107. // Do a first pass to count resources and samplers.
  3108. uint32_t num_resource_descs = 0;
  3109. uint32_t num_sampler_descs = 0;
  3110. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  3111. const BoundUniform &uniform = p_uniforms[i];
  3112. // Since the uniform set may be created for a shader different than the one that will be actually bound,
  3113. // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
  3114. // Therefore, we can't make any assumptions here about descriptors that we may not need to create,
  3115. // pixel or vertex-only shader resource states, etc.
  3116. bool srv_uav_ambiguity = false;
  3117. uint32_t binding_length = uniform.ids.size();
  3118. if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) {
  3119. binding_length /= 2;
  3120. }
  3121. _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3122. }
  3123. #ifdef DEV_ENABLED
  3124. uniform_set_info->resources_desc_info.reserve(num_resource_descs);
  3125. #endif
  3126. if (num_resource_descs) {
  3127. Error err = uniform_set_info->desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false);
  3128. if (err) {
  3129. VersatileResource::free(resources_allocator, uniform_set_info);
  3130. ERR_FAIL_V(UniformSetID());
  3131. }
  3132. }
  3133. if (num_sampler_descs) {
  3134. Error err = uniform_set_info->desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false);
  3135. if (err) {
  3136. VersatileResource::free(resources_allocator, uniform_set_info);
  3137. ERR_FAIL_V(UniformSetID());
  3138. }
  3139. }
  3140. struct {
  3141. DescriptorsHeap::Walker resources;
  3142. DescriptorsHeap::Walker samplers;
  3143. } desc_heap_walkers;
  3144. desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3145. desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3146. struct NeededState {
  3147. bool is_buffer = false;
  3148. uint64_t shader_uniform_idx_mask = 0;
  3149. D3D12_RESOURCE_STATES states = {};
  3150. };
  3151. HashMap<ResourceInfo *, NeededState> resource_states;
  3152. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  3153. const BoundUniform &uniform = p_uniforms[i];
  3154. #ifdef DEV_ENABLED
  3155. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3156. const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i];
  3157. bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE);
  3158. DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
  3159. DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT)));
  3160. #endif
  3161. switch (uniform.type) {
  3162. case UNIFORM_TYPE_SAMPLER: {
  3163. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3164. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  3165. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  3166. desc_heap_walkers.samplers.advance();
  3167. }
  3168. } break;
  3169. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
  3170. for (uint32_t j = 0; j < uniform.ids.size(); j += 2) {
  3171. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  3172. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id;
  3173. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  3174. desc_heap_walkers.samplers.advance();
  3175. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3176. #ifdef DEV_ENABLED
  3177. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3178. #endif
  3179. desc_heap_walkers.resources.advance();
  3180. NeededState &ns = resource_states[texture_info];
  3181. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3182. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  3183. }
  3184. } break;
  3185. case UNIFORM_TYPE_TEXTURE: {
  3186. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3187. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3188. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3189. #ifdef DEV_ENABLED
  3190. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3191. #endif
  3192. desc_heap_walkers.resources.advance();
  3193. NeededState &ns = resource_states[texture_info];
  3194. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3195. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  3196. }
  3197. } break;
  3198. case UNIFORM_TYPE_IMAGE: {
  3199. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3200. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3201. NeededState &ns = resource_states[texture_info];
  3202. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3203. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3204. }
  3205. // SRVs first. [[SRV_UAV_AMBIGUITY]]
  3206. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3207. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3208. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3209. #ifdef DEV_ENABLED
  3210. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3211. #endif
  3212. desc_heap_walkers.resources.advance();
  3213. }
  3214. // UAVs then. [[SRV_UAV_AMBIGUITY]]
  3215. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3216. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3217. device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle());
  3218. #ifdef DEV_ENABLED
  3219. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  3220. #endif
  3221. desc_heap_walkers.resources.advance();
  3222. }
  3223. } break;
  3224. case UNIFORM_TYPE_TEXTURE_BUFFER:
  3225. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  3226. CRASH_NOW_MSG("Unimplemented!");
  3227. } break;
  3228. case UNIFORM_TYPE_IMAGE_BUFFER: {
  3229. CRASH_NOW_MSG("Unimplemented!");
  3230. } break;
  3231. case UNIFORM_TYPE_UNIFORM_BUFFER: {
  3232. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  3233. D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
  3234. cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress();
  3235. cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256);
  3236. device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3237. desc_heap_walkers.resources.advance();
  3238. #ifdef DEV_ENABLED
  3239. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
  3240. #endif
  3241. NeededState &ns = resource_states[buf_info];
  3242. ns.is_buffer = true;
  3243. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3244. ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
  3245. } break;
  3246. case UNIFORM_TYPE_STORAGE_BUFFER: {
  3247. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  3248. // SRV first. [[SRV_UAV_AMBIGUITY]]
  3249. {
  3250. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  3251. srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3252. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3253. srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3254. srv_desc.Buffer.FirstElement = 0;
  3255. srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3256. srv_desc.Buffer.StructureByteStride = 0;
  3257. srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
  3258. device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3259. #ifdef DEV_ENABLED
  3260. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
  3261. #endif
  3262. desc_heap_walkers.resources.advance();
  3263. }
  3264. // UAV then. [[SRV_UAV_AMBIGUITY]]
  3265. {
  3266. if (buf_info->flags.usable_as_uav) {
  3267. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3268. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3269. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3270. uav_desc.Buffer.FirstElement = 0;
  3271. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3272. uav_desc.Buffer.StructureByteStride = 0;
  3273. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3274. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3275. device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3276. #ifdef DEV_ENABLED
  3277. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  3278. #endif
  3279. } else {
  3280. // If can't transition to UAV, leave this one empty since it won't be
  3281. // used, and trying to create an UAV view would trigger a validation error.
  3282. }
  3283. desc_heap_walkers.resources.advance();
  3284. }
  3285. NeededState &ns = resource_states[buf_info];
  3286. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3287. ns.is_buffer = true;
  3288. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3289. } break;
  3290. case UNIFORM_TYPE_INPUT_ATTACHMENT: {
  3291. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3292. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3293. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3294. #ifdef DEV_ENABLED
  3295. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3296. #endif
  3297. desc_heap_walkers.resources.advance();
  3298. NeededState &ns = resource_states[texture_info];
  3299. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3300. ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3301. }
  3302. } break;
  3303. default: {
  3304. DEV_ASSERT(false);
  3305. }
  3306. }
  3307. }
  3308. DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
  3309. DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
  3310. {
  3311. uniform_set_info->resource_states.reserve(resource_states.size());
  3312. uint32_t i = 0;
  3313. for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) {
  3314. UniformSetInfo::StateRequirement sr;
  3315. sr.resource = E.key;
  3316. sr.is_buffer = E.value.is_buffer;
  3317. sr.states = E.value.states;
  3318. sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
  3319. uniform_set_info->resource_states.push_back(sr);
  3320. i++;
  3321. }
  3322. }
  3323. return UniformSetID(uniform_set_info);
  3324. }
  3325. void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) {
  3326. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3327. VersatileResource::free(resources_allocator, uniform_set_info);
  3328. }
  3329. // ----- COMMANDS -----
  3330. void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  3331. // Perform pending blackouts.
  3332. {
  3333. SelfList<TextureInfo> *E = textures_pending_clear.first();
  3334. while (E) {
  3335. TextureSubresourceRange subresources;
  3336. subresources.layer_count = E->self()->layers;
  3337. subresources.mipmap_count = E->self()->mipmaps;
  3338. command_clear_color_texture(p_cmd_buffer, TextureID(E->self()), TEXTURE_LAYOUT_GENERAL, Color(), subresources);
  3339. SelfList<TextureInfo> *next = E->next();
  3340. E->remove_from_list();
  3341. E = next;
  3342. }
  3343. }
  3344. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id;
  3345. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3346. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3347. for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) {
  3348. #ifdef DEV_ENABLED
  3349. {
  3350. uint32_t stages = 0;
  3351. D3D12_RESOURCE_STATES wanted_state = {};
  3352. bool writable = false;
  3353. // Doing the full loop for debugging since the real one below may break early,
  3354. // but we want an exhaustive check
  3355. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3356. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3357. uint64_t bit_mask = ((uint64_t)1 << bit);
  3358. if (likely((inv_uniforms_mask & bit_mask))) {
  3359. continue;
  3360. }
  3361. inv_uniforms_mask |= bit_mask;
  3362. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3363. if (unlikely(!binding.stages)) {
  3364. continue;
  3365. }
  3366. D3D12_RESOURCE_STATES required_states = sr.states;
  3367. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3368. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3369. if (binding.res_class == RES_CLASS_SRV) {
  3370. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3371. } else {
  3372. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3373. }
  3374. }
  3375. if (stages) { // Second occurrence at least?
  3376. 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.");
  3377. 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.");
  3378. } else {
  3379. wanted_state = required_states;
  3380. stages |= binding.stages;
  3381. writable = binding.writable;
  3382. }
  3383. DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
  3384. }
  3385. }
  3386. #endif
  3387. // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
  3388. // because at uniform set creation time we couldn't know for sure which stages
  3389. // it would be used in (due to the fact that a set can be created against a different,
  3390. // albeit compatible, shader, which may make a different usage in the end).
  3391. // However, now we know and can exclude up to one unneeded states.
  3392. // TODO: If subresources involved already in the needed states, or scheduled for it,
  3393. // maybe it's more optimal not to do anything here
  3394. uint32_t stages = 0;
  3395. D3D12_RESOURCE_STATES wanted_state = {};
  3396. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3397. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3398. uint64_t bit_mask = ((uint64_t)1 << bit);
  3399. if (likely((inv_uniforms_mask & bit_mask))) {
  3400. continue;
  3401. }
  3402. inv_uniforms_mask |= bit_mask;
  3403. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3404. if (unlikely(!binding.stages)) {
  3405. continue;
  3406. }
  3407. if (!stages) {
  3408. D3D12_RESOURCE_STATES required_states = sr.states;
  3409. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3410. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3411. if (binding.res_class == RES_CLASS_SRV) {
  3412. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3413. } else {
  3414. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3415. }
  3416. }
  3417. wanted_state = required_states;
  3418. if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3419. // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
  3420. break;
  3421. }
  3422. }
  3423. stages |= binding.stages;
  3424. if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
  3425. // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
  3426. break;
  3427. }
  3428. }
  3429. if (likely(wanted_state)) {
  3430. if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3431. if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
  3432. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3433. wanted_state &= ~unneeded_states;
  3434. } else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
  3435. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
  3436. wanted_state &= ~unneeded_states;
  3437. }
  3438. }
  3439. if (likely(wanted_state)) {
  3440. if (sr.is_buffer) {
  3441. _resource_transition_batch(sr.resource, 0, 1, wanted_state);
  3442. } else {
  3443. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  3444. uint32_t planes = 1;
  3445. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3446. planes = format_get_plane_count(tex_info->format);
  3447. }
  3448. for (uint32_t i = 0; i < tex_info->layers; i++) {
  3449. for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
  3450. uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
  3451. if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3452. // [[CROSS_FAMILY_FALLBACK]].
  3453. if (tex_info->owner_info.resource && tex_info->main_texture && tex_info->main_texture != tex_info) {
  3454. uint32_t subres_qword = subresource / 64;
  3455. uint64_t subres_mask = (uint64_t(1) << (subresource % 64));
  3456. if ((tex_info->main_texture->states_ptr->xfamily_fallback.subresources_dirty[subres_qword] & subres_mask)) {
  3457. // Prepare for copying the write-to texture to this one, if out-of-date.
  3458. _resource_transition_batch(tex_info->main_texture, subresource, planes, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3459. _resource_transition_batch(tex_info, subresource, planes, D3D12_RESOURCE_STATE_COPY_DEST);
  3460. CommandBufferInfo::FamilyFallbackCopy ffc;
  3461. ffc.texture = tex_info;
  3462. ffc.subresource = subresource;
  3463. ffc.mipmap = j;
  3464. ffc.dst_wanted_state = wanted_state;
  3465. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3466. cmd_buf_info->family_fallback_copies.resize(cmd_buf_info->family_fallback_copies.size() + 1);
  3467. cmd_buf_info->family_fallback_copies[cmd_buf_info->family_fallback_copy_count] = ffc;
  3468. cmd_buf_info->family_fallback_copy_count++;
  3469. tex_info->main_texture->states_ptr->xfamily_fallback.subresources_dirty[subres_qword] &= ~subres_mask;
  3470. }
  3471. continue;
  3472. }
  3473. }
  3474. _resource_transition_batch(tex_info, subresource, planes, wanted_state);
  3475. }
  3476. }
  3477. }
  3478. }
  3479. }
  3480. }
  3481. if (p_set_index == shader_info_in->sets.size() - 1) {
  3482. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3483. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3484. // [[CROSS_FAMILY_FALLBACK]].
  3485. for (uint32_t i = 0; i < cmd_buf_info->family_fallback_copy_count; i++) {
  3486. const CommandBufferInfo::FamilyFallbackCopy &ffc = cmd_buf_info->family_fallback_copies[i];
  3487. D3D12_TEXTURE_COPY_LOCATION dst_tex = {};
  3488. dst_tex.pResource = ffc.texture->resource;
  3489. dst_tex.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  3490. dst_tex.SubresourceIndex = ffc.subresource;
  3491. D3D12_TEXTURE_COPY_LOCATION src_tex = {};
  3492. src_tex.pResource = ffc.texture->main_texture->resource;
  3493. src_tex.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  3494. src_tex.SubresourceIndex = ffc.subresource;
  3495. const ResourceInfo::States::CrossFamillyFallback &xfamily = ffc.texture->main_texture->owner_info.states.xfamily_fallback;
  3496. if (xfamily.interim_buffer.Get()) {
  3497. // Must copy via a buffer due to reinterpret-copy known not to be available for these data types.
  3498. D3D12_TEXTURE_COPY_LOCATION buf_loc = {};
  3499. buf_loc.pResource = xfamily.interim_buffer.Get();
  3500. buf_loc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
  3501. buf_loc.PlacedFootprint.Offset = 0;
  3502. buf_loc.PlacedFootprint.Footprint.Format = ffc.texture->main_texture->desc.Format;
  3503. buf_loc.PlacedFootprint.Footprint.Width = MAX(1u, ffc.texture->main_texture->desc.Width >> ffc.mipmap);
  3504. buf_loc.PlacedFootprint.Footprint.Height = MAX(1u, ffc.texture->main_texture->desc.Height >> ffc.mipmap);
  3505. buf_loc.PlacedFootprint.Footprint.Depth = MAX(1u, (uint32_t)ffc.texture->main_texture->desc.Depth() >> ffc.mipmap);
  3506. buf_loc.PlacedFootprint.Footprint.RowPitch = STEPIFY(buf_loc.PlacedFootprint.Footprint.Width * sizeof(uint16_t), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3507. D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(xfamily.interim_buffer.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
  3508. cmd_buf_info->cmd_list->ResourceBarrier(1, &barrier);
  3509. cmd_buf_info->cmd_list->CopyTextureRegion(&buf_loc, 0, 0, 0, &src_tex, nullptr);
  3510. barrier = CD3DX12_RESOURCE_BARRIER::Transition(xfamily.interim_buffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3511. cmd_buf_info->cmd_list->ResourceBarrier(1, &barrier);
  3512. buf_loc.PlacedFootprint.Footprint.Format = ffc.texture->desc.Format;
  3513. cmd_buf_info->cmd_list->CopyTextureRegion(&dst_tex, 0, 0, 0, &buf_loc, nullptr);
  3514. } else {
  3515. // Direct copy is possible.
  3516. cmd_buf_info->cmd_list->CopyTextureRegion(&dst_tex, 0, 0, 0, &src_tex, nullptr);
  3517. }
  3518. // Set the specific SRV state we wanted from the beginning to the alternative version of the texture.
  3519. _resource_transition_batch(ffc.texture, ffc.subresource, 1, ffc.dst_wanted_state);
  3520. }
  3521. cmd_buf_info->family_fallback_copy_count = 0;
  3522. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3523. }
  3524. }
  3525. void RenderingDeviceDriverD3D12::_command_check_descriptor_sets(CommandBufferID p_cmd_buffer) {
  3526. DEV_ASSERT(segment_begun && "Unable to use commands that rely on descriptors because a segment was never begun.");
  3527. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3528. if (!cmd_buf_info->descriptor_heaps_set) {
  3529. // Set descriptor heaps for the command buffer if they haven't been set yet.
  3530. ID3D12DescriptorHeap *heaps[] = {
  3531. frames[frame_idx].desc_heaps.resources.get_heap(),
  3532. frames[frame_idx].desc_heaps.samplers.get_heap(),
  3533. };
  3534. cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps);
  3535. cmd_buf_info->descriptor_heaps_set = true;
  3536. }
  3537. }
  3538. 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) {
  3539. _command_check_descriptor_sets(p_cmd_buffer);
  3540. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3541. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3542. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3543. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3544. using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
  3545. SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
  3546. // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
  3547. uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc;
  3548. UniformSetInfo::RecentBind *last_bind = nullptr;
  3549. for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) {
  3550. if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) {
  3551. if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) {
  3552. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) {
  3553. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3554. }
  3555. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) {
  3556. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3557. }
  3558. #ifdef DEV_ENABLED
  3559. uniform_set_info->recent_binds[i].uses++;
  3560. frames[frame_idx].uniform_set_reused++;
  3561. #endif
  3562. return;
  3563. } else {
  3564. if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) {
  3565. // Prefer this one since it's been used less or we still haven't a better option.
  3566. last_bind = &uniform_set_info->recent_binds[i];
  3567. }
  3568. }
  3569. } else {
  3570. // Prefer this one since it's unused.
  3571. last_bind = &uniform_set_info->recent_binds[i];
  3572. last_bind->uses = 0;
  3573. }
  3574. }
  3575. struct {
  3576. DescriptorsHeap::Walker *resources = nullptr;
  3577. DescriptorsHeap::Walker *samplers = nullptr;
  3578. } frame_heap_walkers;
  3579. frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources;
  3580. frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers;
  3581. struct {
  3582. DescriptorsHeap::Walker resources;
  3583. DescriptorsHeap::Walker samplers;
  3584. } set_heap_walkers;
  3585. set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3586. set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3587. #ifdef DEV_ENABLED
  3588. // Whether we have stages where the uniform is actually used should match
  3589. // whether we have any root signature locations for it.
  3590. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3591. bool has_rs_locations = false;
  3592. if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
  3593. shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3594. has_rs_locations = true;
  3595. break;
  3596. }
  3597. bool has_stages = shader_set.bindings[i].stages;
  3598. DEV_ASSERT(has_rs_locations == has_stages);
  3599. }
  3600. #endif
  3601. last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources);
  3602. last_bind->root_tables.resources.clear();
  3603. last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers);
  3604. last_bind->root_tables.samplers.clear();
  3605. last_bind->uses++;
  3606. struct {
  3607. RootDescriptorTable *resources = nullptr;
  3608. RootDescriptorTable *samplers = nullptr;
  3609. } tables;
  3610. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3611. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i];
  3612. uint32_t num_resource_descs = 0;
  3613. uint32_t num_sampler_descs = 0;
  3614. bool srv_uav_ambiguity = false;
  3615. _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3616. bool resource_used = false;
  3617. if (shader_set.bindings[i].stages) {
  3618. {
  3619. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource;
  3620. if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
  3621. DEV_ASSERT(num_resource_descs);
  3622. 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]]
  3623. bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
  3624. if (must_flush_table) {
  3625. // Check the root signature data has been filled ordered.
  3626. DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
  3627. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3628. tables.resources = nullptr;
  3629. }
  3630. if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
  3631. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3632. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3633. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's RESOURCES descriptor heap.\n"
  3634. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3635. } else {
  3636. return;
  3637. }
  3638. }
  3639. if (!tables.resources) {
  3640. DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
  3641. last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
  3642. tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
  3643. tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
  3644. tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
  3645. }
  3646. // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
  3647. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) {
  3648. set_heap_walkers.resources.advance(num_resource_descs);
  3649. }
  3650. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3651. device->CopyDescriptorsSimple(
  3652. num_resource_descs,
  3653. frame_heap_walkers.resources->get_curr_cpu_handle(),
  3654. set_heap_walkers.resources.get_curr_cpu_handle(),
  3655. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3656. frame_heap_walkers.resources->advance(num_resource_descs);
  3657. // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
  3658. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) {
  3659. set_heap_walkers.resources.advance(num_resource_descs);
  3660. }
  3661. resource_used = true;
  3662. }
  3663. }
  3664. {
  3665. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler;
  3666. if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
  3667. DEV_ASSERT(num_sampler_descs);
  3668. DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
  3669. bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
  3670. if (must_flush_table) {
  3671. // Check the root signature data has been filled ordered.
  3672. DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
  3673. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3674. tables.samplers = nullptr;
  3675. }
  3676. if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
  3677. if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) {
  3678. frames[frame_idx].desc_heaps_exhausted_reported.samplers = true;
  3679. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's SAMPLERS descriptors heap.\n"
  3680. "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
  3681. } else {
  3682. return;
  3683. }
  3684. }
  3685. if (!tables.samplers) {
  3686. DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
  3687. last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
  3688. tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
  3689. tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
  3690. tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
  3691. }
  3692. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3693. device->CopyDescriptorsSimple(
  3694. num_sampler_descs,
  3695. frame_heap_walkers.samplers->get_curr_cpu_handle(),
  3696. set_heap_walkers.samplers.get_curr_cpu_handle(),
  3697. D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
  3698. frame_heap_walkers.samplers->advance(num_sampler_descs);
  3699. }
  3700. }
  3701. }
  3702. // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
  3703. // the shader variant a given set is created upon may not need all of them due to DXC optimizations.
  3704. // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
  3705. set_heap_walkers.resources.advance(num_resource_descs);
  3706. if (srv_uav_ambiguity) {
  3707. DEV_ASSERT(num_resource_descs);
  3708. if (!resource_used) {
  3709. set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
  3710. }
  3711. }
  3712. set_heap_walkers.samplers.advance(num_sampler_descs);
  3713. }
  3714. DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
  3715. DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
  3716. {
  3717. bool must_flush_table = tables.resources;
  3718. if (must_flush_table) {
  3719. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3720. }
  3721. }
  3722. {
  3723. bool must_flush_table = tables.samplers;
  3724. if (must_flush_table) {
  3725. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3726. }
  3727. }
  3728. last_bind->root_signature_crc = root_sig_crc;
  3729. last_bind->segment_serial = frames[frame_idx].segment_serial;
  3730. }
  3731. /******************/
  3732. /**** TRANSFER ****/
  3733. /******************/
  3734. void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) {
  3735. _command_check_descriptor_sets(p_cmd_buffer);
  3736. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3737. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  3738. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3739. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3740. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3741. ERR_FAIL_MSG(
  3742. "Cannot clear buffer because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3743. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3744. } else {
  3745. return;
  3746. }
  3747. }
  3748. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3749. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3750. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3751. ERR_FAIL_MSG(
  3752. "Cannot clear buffer because there's no enough room in current frame's AUX descriptors heap.\n"
  3753. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3754. } else {
  3755. return;
  3756. }
  3757. }
  3758. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3759. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3760. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3761. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3762. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3763. uav_desc.Buffer.FirstElement = 0;
  3764. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3765. uav_desc.Buffer.StructureByteStride = 0;
  3766. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3767. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3768. device->CreateUnorderedAccessView(
  3769. buf_info->resource,
  3770. nullptr,
  3771. &uav_desc,
  3772. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3773. device->CopyDescriptorsSimple(
  3774. 1,
  3775. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3776. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3777. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3778. static const UINT values[4] = {};
  3779. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3780. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3781. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3782. buf_info->resource,
  3783. values,
  3784. 0,
  3785. nullptr);
  3786. frames[frame_idx].desc_heap_walkers.resources.advance();
  3787. frames[frame_idx].desc_heap_walkers.aux.advance();
  3788. }
  3789. void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_buf_locfer, VectorView<BufferCopyRegion> p_regions) {
  3790. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3791. BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
  3792. BufferInfo *buf_loc_info = (BufferInfo *)p_buf_locfer.id;
  3793. _resource_transition_batch(src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3794. _resource_transition_batch(buf_loc_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3795. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3796. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3797. cmd_buf_info->cmd_list->CopyBufferRegion(buf_loc_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size);
  3798. }
  3799. }
  3800. 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) {
  3801. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3802. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3803. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3804. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3805. UINT src_subresource = D3D12CalcSubresource(
  3806. p_regions[i].src_subresources.mipmap,
  3807. p_regions[i].src_subresources.base_layer,
  3808. _compute_plane_slice(src_tex_info->format, p_regions[i].src_subresources.aspect),
  3809. src_tex_info->desc.MipLevels,
  3810. src_tex_info->desc.ArraySize());
  3811. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3812. UINT dst_subresource = D3D12CalcSubresource(
  3813. p_regions[i].dst_subresources.mipmap,
  3814. p_regions[i].dst_subresources.base_layer,
  3815. _compute_plane_slice(dst_tex_info->format, p_regions[i].dst_subresources.aspect),
  3816. dst_tex_info->desc.MipLevels,
  3817. dst_tex_info->desc.ArraySize());
  3818. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3819. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3820. CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource);
  3821. CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource);
  3822. CD3DX12_BOX src_box(
  3823. p_regions[i].src_offset.x,
  3824. p_regions[i].src_offset.y,
  3825. p_regions[i].src_offset.z,
  3826. p_regions[i].src_offset.x + p_regions[i].size.x,
  3827. p_regions[i].src_offset.y + p_regions[i].size.y,
  3828. p_regions[i].src_offset.z + p_regions[i].size.z);
  3829. cmd_buf_info->cmd_list->CopyTextureRegion(
  3830. &dst_location,
  3831. p_regions[i].dst_offset.x,
  3832. p_regions[i].dst_offset.y,
  3833. p_regions[i].dst_offset.z,
  3834. &src_location,
  3835. &src_box);
  3836. }
  3837. }
  3838. 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) {
  3839. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3840. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3841. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3842. UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  3843. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3844. UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
  3845. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3846. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3847. 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);
  3848. }
  3849. 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) {
  3850. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3851. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  3852. if (tex_info->main_texture) {
  3853. tex_info = tex_info->main_texture;
  3854. }
  3855. auto _transition_subresources = [&](D3D12_RESOURCE_STATES p_new_state) {
  3856. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  3857. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  3858. UINT subresource = D3D12CalcSubresource(
  3859. p_subresources.base_mipmap + j,
  3860. p_subresources.base_layer + i,
  3861. 0,
  3862. tex_info->desc.MipLevels,
  3863. tex_info->desc.ArraySize());
  3864. _resource_transition_batch(tex_info, subresource, 1, p_new_state);
  3865. }
  3866. }
  3867. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3868. };
  3869. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3870. // Clear via RTV.
  3871. if (frames[frame_idx].desc_heap_walkers.rtv.get_free_handles() < p_subresources.mipmap_count) {
  3872. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3873. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3874. ERR_FAIL_MSG(
  3875. "Cannot clear texture because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  3876. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3877. } else {
  3878. return;
  3879. }
  3880. }
  3881. _transition_subresources(D3D12_RESOURCE_STATE_RENDER_TARGET);
  3882. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  3883. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
  3884. rtv_desc.Format = tex_info->view_descs.uav.Format;
  3885. device->CreateRenderTargetView(
  3886. tex_info->resource,
  3887. &rtv_desc,
  3888. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
  3889. cmd_buf_info->cmd_list->ClearRenderTargetView(
  3890. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(),
  3891. p_color.components,
  3892. 0,
  3893. nullptr);
  3894. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3895. }
  3896. } else {
  3897. // Clear via UAV.
  3898. _command_check_descriptor_sets(p_cmd_buffer);
  3899. if (frames[frame_idx].desc_heap_walkers.resources.get_free_handles() < p_subresources.mipmap_count) {
  3900. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3901. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3902. ERR_FAIL_MSG(
  3903. "Cannot clear texture because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3904. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3905. } else {
  3906. return;
  3907. }
  3908. }
  3909. if (frames[frame_idx].desc_heap_walkers.aux.get_free_handles() < p_subresources.mipmap_count) {
  3910. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3911. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3912. ERR_FAIL_MSG(
  3913. "Cannot clear texture because there's no enough room in current frame's AUX descriptors heap.\n"
  3914. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3915. } else {
  3916. return;
  3917. }
  3918. }
  3919. _transition_subresources(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3920. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  3921. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = _make_ranged_uav_for_texture(tex_info, p_subresources.base_mipmap + i, p_subresources.base_layer, p_subresources.layer_count, false);
  3922. device->CreateUnorderedAccessView(
  3923. tex_info->resource,
  3924. nullptr,
  3925. &uav_desc,
  3926. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3927. device->CopyDescriptorsSimple(
  3928. 1,
  3929. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3930. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3931. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3932. UINT values[4] = {
  3933. (UINT)p_color.get_r8(),
  3934. (UINT)p_color.get_g8(),
  3935. (UINT)p_color.get_b8(),
  3936. (UINT)p_color.get_a8(),
  3937. };
  3938. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3939. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3940. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3941. tex_info->resource,
  3942. values,
  3943. 0,
  3944. nullptr);
  3945. frames[frame_idx].desc_heap_walkers.resources.advance();
  3946. frames[frame_idx].desc_heap_walkers.aux.advance();
  3947. }
  3948. }
  3949. }
  3950. 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) {
  3951. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3952. BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id;
  3953. TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
  3954. if (buf_info->flags.is_for_upload) {
  3955. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3956. }
  3957. uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
  3958. uint32_t block_w = 0, block_h = 0;
  3959. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3960. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3961. uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format);
  3962. region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3963. D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
  3964. src_footprint.Offset = p_regions[i].buffer_offset;
  3965. src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
  3966. RD_TO_D3D12_FORMAT[tex_info->format].family,
  3967. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3968. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3969. p_regions[i].texture_region_size.z,
  3970. region_pitch);
  3971. CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint);
  3972. CD3DX12_BOX src_box(
  3973. 0, 0, 0,
  3974. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3975. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3976. p_regions[i].texture_region_size.z);
  3977. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3978. UINT dst_subresource = D3D12CalcSubresource(
  3979. p_regions[i].texture_subresources.mipmap,
  3980. p_regions[i].texture_subresources.base_layer + j,
  3981. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3982. tex_info->desc.MipLevels,
  3983. tex_info->desc.ArraySize());
  3984. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3985. _resource_transition_batch(tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3986. }
  3987. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3988. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3989. UINT dst_subresource = D3D12CalcSubresource(
  3990. p_regions[i].texture_subresources.mipmap,
  3991. p_regions[i].texture_subresources.base_layer + j,
  3992. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3993. tex_info->desc.MipLevels,
  3994. tex_info->desc.ArraySize());
  3995. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3996. cmd_buf_info->cmd_list->CopyTextureRegion(
  3997. &copy_dst,
  3998. p_regions[i].texture_offset.x,
  3999. p_regions[i].texture_offset.y,
  4000. p_regions[i].texture_offset.z,
  4001. &copy_src,
  4002. &src_box);
  4003. }
  4004. }
  4005. }
  4006. void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_buf_locfer, VectorView<BufferTextureCopyRegion> p_regions) {
  4007. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4008. TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
  4009. BufferInfo *buf_info = (BufferInfo *)p_buf_locfer.id;
  4010. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  4011. uint32_t block_w = 0, block_h = 0;
  4012. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  4013. for (uint32_t i = 0; i < p_regions.size(); i++) {
  4014. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  4015. UINT src_subresource = D3D12CalcSubresource(
  4016. p_regions[i].texture_subresources.mipmap,
  4017. p_regions[i].texture_subresources.base_layer + j,
  4018. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  4019. tex_info->desc.MipLevels,
  4020. tex_info->desc.ArraySize());
  4021. _resource_transition_batch(tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4022. }
  4023. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4024. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  4025. UINT src_subresource = D3D12CalcSubresource(
  4026. p_regions[i].texture_subresources.mipmap,
  4027. p_regions[i].texture_subresources.base_layer + j,
  4028. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  4029. tex_info->desc.MipLevels,
  4030. tex_info->desc.ArraySize());
  4031. CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource);
  4032. uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap);
  4033. uint32_t image_size = get_image_format_required_size(
  4034. tex_info->format,
  4035. MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap),
  4036. MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap),
  4037. computed_d,
  4038. 1);
  4039. uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h;
  4040. row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4041. D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
  4042. dst_footprint.Offset = p_regions[i].buffer_offset;
  4043. dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w);
  4044. dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h);
  4045. dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z;
  4046. dst_footprint.Footprint.RowPitch = row_pitch;
  4047. dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family;
  4048. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint);
  4049. cmd_buf_info->cmd_list->CopyTextureRegion(&copy_dst, 0, 0, 0, &copy_src, nullptr);
  4050. }
  4051. }
  4052. }
  4053. /******************/
  4054. /**** PIPELINE ****/
  4055. /******************/
  4056. void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) {
  4057. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  4058. pso->Release();
  4059. pipelines_shaders.erase(pso);
  4060. render_psos_extra_info.erase(pso);
  4061. }
  4062. // ----- BINDING -----
  4063. void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) {
  4064. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4065. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4066. if (!shader_info_in->dxil_push_constant_size) {
  4067. return;
  4068. }
  4069. if (shader_info_in->is_compute) {
  4070. cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  4071. } else {
  4072. cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  4073. }
  4074. }
  4075. // ----- CACHE -----
  4076. bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) {
  4077. WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
  4078. return false;
  4079. }
  4080. void RenderingDeviceDriverD3D12::pipeline_cache_free() {
  4081. ERR_FAIL_MSG("Not implemented.");
  4082. }
  4083. size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() {
  4084. ERR_FAIL_V_MSG(0, "Not implemented.");
  4085. }
  4086. Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() {
  4087. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
  4088. }
  4089. /*******************/
  4090. /**** RENDERING ****/
  4091. /*******************/
  4092. // ----- SUBPASS -----
  4093. RDD::RenderPassID RenderingDeviceDriverD3D12::render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count) {
  4094. // Pre-bookkeep.
  4095. RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator);
  4096. pass_info->attachments.resize(p_attachments.size());
  4097. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  4098. pass_info->attachments[i] = p_attachments[i];
  4099. }
  4100. pass_info->subpasses.resize(p_subpasses.size());
  4101. for (uint32_t i = 0; i < p_subpasses.size(); i++) {
  4102. pass_info->subpasses[i] = p_subpasses[i];
  4103. }
  4104. pass_info->view_count = p_view_count;
  4105. DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size());
  4106. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  4107. const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format];
  4108. if (format.dsv_format != DXGI_FORMAT_UNKNOWN) {
  4109. formats[i] = format.dsv_format;
  4110. } else {
  4111. formats[i] = format.general_format;
  4112. }
  4113. }
  4114. pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size()));
  4115. return RenderPassID(pass_info);
  4116. }
  4117. void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) {
  4118. RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id;
  4119. VersatileResource::free(resources_allocator, pass_info);
  4120. }
  4121. // ----- COMMANDS -----
  4122. 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) {
  4123. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4124. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4125. const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id;
  4126. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX);
  4127. auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) {
  4128. uint32_t planes = 1;
  4129. if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4130. planes = format_get_plane_count(p_texture_info->format);
  4131. }
  4132. for (uint32_t i = 0; i < p_texture_info->layers; i++) {
  4133. for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) {
  4134. uint32_t subresource = D3D12CalcSubresource(
  4135. p_texture_info->base_mip + j,
  4136. p_texture_info->base_layer + i,
  4137. 0,
  4138. p_texture_info->desc.MipLevels,
  4139. p_texture_info->desc.ArraySize());
  4140. _resource_transition_batch(p_texture_info, subresource, planes, p_states);
  4141. }
  4142. }
  4143. };
  4144. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  4145. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  4146. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  4147. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET);
  4148. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4149. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  4150. } else {
  4151. DEV_ASSERT(false);
  4152. }
  4153. }
  4154. if (fb_info->vrs_attachment) {
  4155. TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id;
  4156. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
  4157. }
  4158. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4159. cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT(
  4160. p_rect.position.x,
  4161. p_rect.position.y,
  4162. p_rect.position.x + p_rect.size.x,
  4163. p_rect.position.y + p_rect.size.y);
  4164. cmd_buf_info->render_pass_state.region_is_all = !(
  4165. cmd_buf_info->render_pass_state.region_rect.left == 0 &&
  4166. cmd_buf_info->render_pass_state.region_rect.top == 0 &&
  4167. cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x &&
  4168. cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y);
  4169. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4170. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) {
  4171. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  4172. _discard_texture_subresources(tex_info, cmd_buf_info);
  4173. }
  4174. }
  4175. if (fb_info->vrs_attachment && vrs_capabilities.ss_image_supported) {
  4176. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  4177. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  4178. if (cmd_list_5) {
  4179. static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
  4180. D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
  4181. D3D12_SHADING_RATE_COMBINER_OVERRIDE,
  4182. };
  4183. cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS);
  4184. }
  4185. }
  4186. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  4187. cmd_buf_info->render_pass_state.fb_info = fb_info;
  4188. cmd_buf_info->render_pass_state.pass_info = pass_info;
  4189. command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type);
  4190. AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, pass_info->attachments.size());
  4191. Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, pass_info->attachments.size());
  4192. uint32_t num_clears = 0;
  4193. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4194. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  4195. if (!tex_info) {
  4196. continue;
  4197. }
  4198. AttachmentClear clear;
  4199. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  4200. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4201. clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
  4202. clear.color_attachment = i;
  4203. }
  4204. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4205. if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4206. clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT);
  4207. }
  4208. }
  4209. if (!clear.aspect.is_empty()) {
  4210. clear.value = p_attachment_clears[i];
  4211. clears[num_clears] = clear;
  4212. clear_rects[num_clears] = p_rect;
  4213. num_clears++;
  4214. }
  4215. }
  4216. if (num_clears) {
  4217. command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears));
  4218. }
  4219. }
  4220. void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) {
  4221. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4222. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4223. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4224. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4225. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  4226. if (fb_info->is_screen) {
  4227. // Screen framebuffers must transition back to present state when the render pass is finished.
  4228. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  4229. TextureInfo *src_tex_info = (TextureInfo *)(fb_info->attachments[i].id);
  4230. 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());
  4231. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_PRESENT);
  4232. }
  4233. }
  4234. struct Resolve {
  4235. ID3D12Resource *src_res = nullptr;
  4236. uint32_t src_subres = 0;
  4237. ID3D12Resource *dst_res = nullptr;
  4238. uint32_t dst_subres = 0;
  4239. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  4240. };
  4241. Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size());
  4242. uint32_t num_resolves = 0;
  4243. for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) {
  4244. uint32_t color_index = subpass.color_references[i].attachment;
  4245. uint32_t resolve_index = subpass.resolve_references[i].attachment;
  4246. DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED));
  4247. if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) {
  4248. continue;
  4249. }
  4250. TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id;
  4251. 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());
  4252. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4253. TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id;
  4254. 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());
  4255. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  4256. resolves[num_resolves].src_res = src_tex_info->resource;
  4257. resolves[num_resolves].src_subres = src_subresource;
  4258. resolves[num_resolves].dst_res = dst_tex_info->resource;
  4259. resolves[num_resolves].dst_subres = dst_subresource;
  4260. resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format;
  4261. num_resolves++;
  4262. }
  4263. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4264. for (uint32_t i = 0; i < num_resolves; i++) {
  4265. 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);
  4266. }
  4267. }
  4268. void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) {
  4269. _end_render_pass(p_cmd_buffer);
  4270. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4271. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4272. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4273. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4274. if (vrs_capabilities.ss_image_supported) {
  4275. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  4276. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  4277. if (cmd_list_5) {
  4278. cmd_list_5->RSSetShadingRateImage(nullptr);
  4279. }
  4280. }
  4281. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4282. if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) {
  4283. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  4284. _discard_texture_subresources(tex_info, cmd_buf_info);
  4285. }
  4286. }
  4287. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  4288. }
  4289. void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) {
  4290. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4291. if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) {
  4292. cmd_buf_info->render_pass_state.current_subpass = 0;
  4293. } else {
  4294. _end_render_pass(p_cmd_buffer);
  4295. cmd_buf_info->render_pass_state.current_subpass++;
  4296. }
  4297. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4298. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4299. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  4300. D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size());
  4301. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4302. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4303. uint32_t attachment = subpass.color_references[i].attachment;
  4304. if (attachment == AttachmentReference::UNUSED) {
  4305. if (!frames[frame_idx].null_rtv_handle.ptr) {
  4306. // No null descriptor-handle created for this frame yet.
  4307. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  4308. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  4309. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  4310. ERR_FAIL_MSG("Cannot begin subpass because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  4311. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  4312. } else {
  4313. return;
  4314. }
  4315. }
  4316. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
  4317. rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
  4318. rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4319. frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle();
  4320. device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle);
  4321. frames[frame_idx].desc_heap_walkers.rtv.advance();
  4322. }
  4323. rtv_handles[i] = frames[frame_idx].null_rtv_handle;
  4324. } else {
  4325. uint32_t rt_index = fb_info->attachments_handle_inds[attachment];
  4326. rtv_heap_walker.rewind();
  4327. rtv_heap_walker.advance(rt_index);
  4328. rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
  4329. }
  4330. }
  4331. D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
  4332. {
  4333. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4334. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4335. uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment];
  4336. dsv_heap_walker.rewind();
  4337. dsv_heap_walker.advance(ds_index);
  4338. dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
  4339. }
  4340. }
  4341. cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
  4342. }
  4343. void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) {
  4344. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4345. D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size());
  4346. for (uint32_t i = 0; i < p_viewports.size(); i++) {
  4347. d3d12_viewports[i] = CD3DX12_VIEWPORT(
  4348. p_viewports[i].position.x,
  4349. p_viewports[i].position.y,
  4350. p_viewports[i].size.x,
  4351. p_viewports[i].size.y);
  4352. }
  4353. cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports);
  4354. }
  4355. void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) {
  4356. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4357. D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size());
  4358. for (uint32_t i = 0; i < p_scissors.size(); i++) {
  4359. d3d12_scissors[i] = CD3DX12_RECT(
  4360. p_scissors[i].position.x,
  4361. p_scissors[i].position.y,
  4362. p_scissors[i].position.x + p_scissors[i].size.x,
  4363. p_scissors[i].position.y + p_scissors[i].size.y);
  4364. }
  4365. cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors);
  4366. }
  4367. void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) {
  4368. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4369. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4370. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4371. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4372. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4373. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4374. for (uint32_t i = 0; i < p_attachment_clears.size(); i++) {
  4375. uint32_t attachment = UINT32_MAX;
  4376. bool is_render_target = false;
  4377. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  4378. attachment = p_attachment_clears[i].color_attachment;
  4379. is_render_target = true;
  4380. } else {
  4381. attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment;
  4382. }
  4383. for (uint32_t j = 0; j < p_rects.size(); j++) {
  4384. D3D12_RECT rect = CD3DX12_RECT(
  4385. p_rects[j].position.x,
  4386. p_rects[j].position.y,
  4387. p_rects[j].position.x + p_rects[j].size.x,
  4388. p_rects[j].position.y + p_rects[j].size.y);
  4389. const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : &rect;
  4390. if (is_render_target) {
  4391. uint32_t color_idx = fb_info->attachments_handle_inds[attachment];
  4392. rtv_heap_walker.rewind();
  4393. rtv_heap_walker.advance(color_idx);
  4394. cmd_buf_info->cmd_list->ClearRenderTargetView(
  4395. rtv_heap_walker.get_curr_cpu_handle(),
  4396. p_attachment_clears[i].value.color.components,
  4397. rect_ptr ? 1 : 0,
  4398. rect_ptr);
  4399. } else {
  4400. uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment];
  4401. dsv_heap_walker.rewind();
  4402. dsv_heap_walker.advance(depth_stencil_idx);
  4403. D3D12_CLEAR_FLAGS flags = {};
  4404. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  4405. flags |= D3D12_CLEAR_FLAG_DEPTH;
  4406. }
  4407. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  4408. flags |= D3D12_CLEAR_FLAG_STENCIL;
  4409. }
  4410. cmd_buf_info->cmd_list->ClearDepthStencilView(
  4411. dsv_heap_walker.get_curr_cpu_handle(),
  4412. flags,
  4413. p_attachment_clears[i].value.depth,
  4414. p_attachment_clears[i].value.stencil,
  4415. rect_ptr ? 1 : 0,
  4416. rect_ptr);
  4417. }
  4418. }
  4419. }
  4420. }
  4421. void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4422. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4423. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  4424. if (cmd_buf_info->graphics_pso == pso) {
  4425. return;
  4426. }
  4427. const ShaderInfo *shader_info_in = pipelines_shaders[pso];
  4428. const RenderPipelineExtraInfo &pso_extra_info = render_psos_extra_info[pso];
  4429. cmd_buf_info->cmd_list->SetPipelineState(pso);
  4430. if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) {
  4431. cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get());
  4432. cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc;
  4433. }
  4434. cmd_buf_info->cmd_list->IASetPrimitiveTopology(pso_extra_info.dyn_params.primitive_topology);
  4435. cmd_buf_info->cmd_list->OMSetBlendFactor(pso_extra_info.dyn_params.blend_constant.components);
  4436. cmd_buf_info->cmd_list->OMSetStencilRef(pso_extra_info.dyn_params.stencil_reference);
  4437. ComPtr<ID3D12GraphicsCommandList1> command_list_1;
  4438. cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf());
  4439. if (command_list_1) {
  4440. command_list_1->OMSetDepthBounds(pso_extra_info.dyn_params.depth_bounds_min, pso_extra_info.dyn_params.depth_bounds_max);
  4441. }
  4442. cmd_buf_info->render_pass_state.vf_info = pso_extra_info.vf_info;
  4443. cmd_buf_info->graphics_pso = pso;
  4444. cmd_buf_info->compute_pso = nullptr;
  4445. }
  4446. void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4447. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false);
  4448. }
  4449. 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) {
  4450. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4451. _bind_vertex_buffers(cmd_buf_info);
  4452. cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance);
  4453. }
  4454. 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) {
  4455. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4456. _bind_vertex_buffers(cmd_buf_info);
  4457. cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance);
  4458. }
  4459. 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) {
  4460. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4461. _bind_vertex_buffers(cmd_buf_info);
  4462. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4463. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4464. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4465. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4466. }
  4467. 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) {
  4468. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4469. _bind_vertex_buffers(cmd_buf_info);
  4470. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4471. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4472. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4473. _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4474. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4475. 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);
  4476. }
  4477. 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) {
  4478. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4479. _bind_vertex_buffers(cmd_buf_info);
  4480. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4481. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4482. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4483. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4484. }
  4485. 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) {
  4486. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4487. _bind_vertex_buffers(cmd_buf_info);
  4488. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4489. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4490. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4491. _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4492. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4493. 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);
  4494. }
  4495. 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) {
  4496. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4497. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4498. // Vertex buffer views are set deferredly, to be sure we already know the strides by then,
  4499. // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline
  4500. // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]]
  4501. DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views));
  4502. for (uint32_t i = 0; i < p_binding_count; i++) {
  4503. BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id;
  4504. cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {};
  4505. cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i];
  4506. cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i];
  4507. _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
  4508. }
  4509. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4510. cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count;
  4511. }
  4512. void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) {
  4513. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4514. BufferInfo *buffer_info = (BufferInfo *)p_buffer.id;
  4515. D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {};
  4516. d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset;
  4517. d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset;
  4518. d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  4519. _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
  4520. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4521. cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view);
  4522. }
  4523. // [[DEFERRED_VERTEX_BUFFERS]]
  4524. void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) {
  4525. RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state;
  4526. if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) {
  4527. for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) {
  4528. render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i];
  4529. }
  4530. p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views);
  4531. render_pass_state.vertex_buffer_count = 0;
  4532. }
  4533. }
  4534. void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) {
  4535. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4536. cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components);
  4537. }
  4538. void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) {
  4539. if (!Math::is_equal_approx(p_width, 1.0f)) {
  4540. ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
  4541. }
  4542. }
  4543. // ----- PIPELINE -----
  4544. static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = {
  4545. D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
  4546. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4547. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4548. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4549. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4550. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4551. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4552. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4553. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4554. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4555. D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
  4556. };
  4557. static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = {
  4558. D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
  4559. D3D_PRIMITIVE_TOPOLOGY_LINELIST,
  4560. D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
  4561. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
  4562. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
  4563. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  4564. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
  4565. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4566. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
  4567. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4568. D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
  4569. };
  4570. static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = {
  4571. D3D12_CULL_MODE_NONE,
  4572. D3D12_CULL_MODE_FRONT,
  4573. D3D12_CULL_MODE_BACK,
  4574. };
  4575. static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = {
  4576. D3D12_STENCIL_OP_KEEP,
  4577. D3D12_STENCIL_OP_ZERO,
  4578. D3D12_STENCIL_OP_REPLACE,
  4579. D3D12_STENCIL_OP_INCR_SAT,
  4580. D3D12_STENCIL_OP_DECR_SAT,
  4581. D3D12_STENCIL_OP_INVERT,
  4582. D3D12_STENCIL_OP_INCR,
  4583. D3D12_STENCIL_OP_DECR,
  4584. };
  4585. static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = {
  4586. D3D12_LOGIC_OP_CLEAR,
  4587. D3D12_LOGIC_OP_AND,
  4588. D3D12_LOGIC_OP_AND_REVERSE,
  4589. D3D12_LOGIC_OP_COPY,
  4590. D3D12_LOGIC_OP_AND_INVERTED,
  4591. D3D12_LOGIC_OP_NOOP,
  4592. D3D12_LOGIC_OP_XOR,
  4593. D3D12_LOGIC_OP_OR,
  4594. D3D12_LOGIC_OP_NOR,
  4595. D3D12_LOGIC_OP_EQUIV,
  4596. D3D12_LOGIC_OP_INVERT,
  4597. D3D12_LOGIC_OP_OR_REVERSE,
  4598. D3D12_LOGIC_OP_COPY_INVERTED,
  4599. D3D12_LOGIC_OP_OR_INVERTED,
  4600. D3D12_LOGIC_OP_NAND,
  4601. D3D12_LOGIC_OP_SET,
  4602. };
  4603. static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = {
  4604. D3D12_BLEND_ZERO,
  4605. D3D12_BLEND_ONE,
  4606. D3D12_BLEND_SRC_COLOR,
  4607. D3D12_BLEND_INV_SRC_COLOR,
  4608. D3D12_BLEND_DEST_COLOR,
  4609. D3D12_BLEND_INV_DEST_COLOR,
  4610. D3D12_BLEND_SRC_ALPHA,
  4611. D3D12_BLEND_INV_SRC_ALPHA,
  4612. D3D12_BLEND_DEST_ALPHA,
  4613. D3D12_BLEND_INV_DEST_ALPHA,
  4614. D3D12_BLEND_BLEND_FACTOR,
  4615. D3D12_BLEND_INV_BLEND_FACTOR,
  4616. D3D12_BLEND_BLEND_FACTOR,
  4617. D3D12_BLEND_INV_BLEND_FACTOR,
  4618. D3D12_BLEND_SRC_ALPHA_SAT,
  4619. D3D12_BLEND_SRC1_COLOR,
  4620. D3D12_BLEND_INV_SRC1_COLOR,
  4621. D3D12_BLEND_SRC1_ALPHA,
  4622. D3D12_BLEND_INV_SRC1_ALPHA,
  4623. };
  4624. static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = {
  4625. D3D12_BLEND_OP_ADD,
  4626. D3D12_BLEND_OP_SUBTRACT,
  4627. D3D12_BLEND_OP_REV_SUBTRACT,
  4628. D3D12_BLEND_OP_MIN,
  4629. D3D12_BLEND_OP_MAX,
  4630. };
  4631. RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create(
  4632. ShaderID p_shader,
  4633. VertexFormatID p_vertex_format,
  4634. RenderPrimitive p_render_primitive,
  4635. PipelineRasterizationState p_rasterization_state,
  4636. PipelineMultisampleState p_multisample_state,
  4637. PipelineDepthStencilState p_depth_stencil_state,
  4638. PipelineColorBlendState p_blend_state,
  4639. VectorView<int32_t> p_color_attachments,
  4640. BitField<PipelineDynamicStateFlags> p_dynamic_state,
  4641. RenderPassID p_render_pass,
  4642. uint32_t p_render_subpass,
  4643. VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4644. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4645. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4646. RenderPipelineExtraInfo pso_extra_info;
  4647. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4648. // Attachments.
  4649. LocalVector<uint32_t> color_attachments;
  4650. {
  4651. const Subpass &subpass = pass_info->subpasses[p_render_subpass];
  4652. for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) {
  4653. (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
  4654. }
  4655. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4656. const AttachmentReference &ref = subpass.color_references[i];
  4657. if (ref.attachment != AttachmentReference::UNUSED) {
  4658. const Attachment &attachment = pass_info->attachments[ref.attachment];
  4659. DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN);
  4660. (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format;
  4661. }
  4662. }
  4663. (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size();
  4664. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4665. const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment];
  4666. pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format;
  4667. } else {
  4668. pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  4669. }
  4670. }
  4671. // Vertex.
  4672. if (p_vertex_format) {
  4673. const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id;
  4674. (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr();
  4675. (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size();
  4676. pso_extra_info.vf_info = vf_info;
  4677. }
  4678. // Input assembly & tessellation.
  4679. pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive];
  4680. if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
  4681. // Is there any way to get the true point count limit?
  4682. ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID());
  4683. pso_extra_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
  4684. } else {
  4685. pso_extra_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive];
  4686. }
  4687. if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
  4688. // 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.
  4689. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
  4690. } else {
  4691. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
  4692. }
  4693. // Rasterization.
  4694. (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
  4695. // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
  4696. ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID());
  4697. (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
  4698. (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode];
  4699. (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
  4700. // 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.
  4701. if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4702. (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
  4703. (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
  4704. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
  4705. (&pipeline_desc.RasterizerState)->DepthBias = 0;
  4706. (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
  4707. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
  4708. }
  4709. (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
  4710. (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  4711. (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1;
  4712. (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
  4713. // In D3D12, there's no line width.
  4714. ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID());
  4715. // Multisample.
  4716. ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12?
  4717. if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4718. uint32_t sample_count = MIN(
  4719. pass_info->max_supported_sample_count,
  4720. TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]);
  4721. (&pipeline_desc.SampleDesc)->Count = sample_count;
  4722. } else {
  4723. (&pipeline_desc.SampleDesc)->Count = 1;
  4724. }
  4725. if ((&pipeline_desc.SampleDesc)->Count > 1) {
  4726. (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  4727. } else {
  4728. (&pipeline_desc.SampleDesc)->Quality = 0;
  4729. }
  4730. if (p_multisample_state.sample_mask.size()) {
  4731. for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
  4732. // In D3D12 there's a single sample mask for every pixel.
  4733. ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID());
  4734. }
  4735. pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
  4736. } else {
  4737. pipeline_desc.SampleMask = 0xffffffff;
  4738. }
  4739. // Depth stencil.
  4740. if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) {
  4741. (&pipeline_desc.DepthStencilState)->DepthEnable = false;
  4742. (&pipeline_desc.DepthStencilState)->StencilEnable = false;
  4743. } else {
  4744. (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
  4745. (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
  4746. (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator];
  4747. (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
  4748. (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
  4749. // In D3D12 some elements can't be different across front and back.
  4750. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID());
  4751. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID());
  4752. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID());
  4753. (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
  4754. (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
  4755. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail];
  4756. (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass];
  4757. (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail];
  4758. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare];
  4759. (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail];
  4760. (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass];
  4761. (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail];
  4762. (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare];
  4763. pso_extra_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
  4764. pso_extra_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
  4765. pso_extra_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
  4766. }
  4767. // Blend states.
  4768. (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
  4769. {
  4770. bool all_attachments_same_blend = true;
  4771. for (int i = 0; i < p_blend_state.attachments.size(); i++) {
  4772. const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
  4773. D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
  4774. bd.BlendEnable = bs.enable_blend;
  4775. bd.LogicOpEnable = p_blend_state.enable_logic_op;
  4776. bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op];
  4777. bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor];
  4778. bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor];
  4779. bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op];
  4780. bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor];
  4781. bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor];
  4782. bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op];
  4783. if (bs.write_r) {
  4784. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
  4785. }
  4786. if (bs.write_g) {
  4787. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
  4788. }
  4789. if (bs.write_b) {
  4790. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
  4791. }
  4792. if (bs.write_a) {
  4793. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
  4794. }
  4795. if (i > 0 && all_attachments_same_blend) {
  4796. all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
  4797. }
  4798. }
  4799. // Per D3D12 docs, if logic op used, independent blending is not supported.
  4800. ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID());
  4801. (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
  4802. }
  4803. pso_extra_info.dyn_params.blend_constant = p_blend_state.blend_constant;
  4804. // Stages bytecodes + specialization constants.
  4805. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4806. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4807. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4808. ERR_FAIL_COND_V(!ok, PipelineID());
  4809. pipeline_desc.VS = D3D12_SHADER_BYTECODE{
  4810. final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
  4811. (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
  4812. };
  4813. pipeline_desc.PS = D3D12_SHADER_BYTECODE{
  4814. final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
  4815. (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
  4816. };
  4817. ComPtr<ID3D12Device2> device_2;
  4818. device->QueryInterface(device_2.GetAddressOf());
  4819. ID3D12PipelineState *pso = nullptr;
  4820. HRESULT res = E_FAIL;
  4821. if (device_2) {
  4822. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4823. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4824. pssd.SizeInBytes = sizeof(pipeline_desc);
  4825. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4826. } else {
  4827. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
  4828. res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
  4829. }
  4830. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4831. // Bookkeep ancillary info.
  4832. pipelines_shaders[pso] = shader_info_in;
  4833. render_psos_extra_info[pso] = pso_extra_info;
  4834. return PipelineID(pso);
  4835. }
  4836. /*****************/
  4837. /**** COMPUTE ****/
  4838. /*****************/
  4839. // ----- COMMANDS -----
  4840. void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4841. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4842. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  4843. const ShaderInfo *shader_info_in = pipelines_shaders[pso];
  4844. if (cmd_buf_info->compute_pso == pso) {
  4845. return;
  4846. }
  4847. cmd_buf_info->cmd_list->SetPipelineState(pso);
  4848. if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) {
  4849. cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get());
  4850. cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc;
  4851. }
  4852. cmd_buf_info->compute_pso = pso;
  4853. cmd_buf_info->graphics_pso = nullptr;
  4854. }
  4855. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4856. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true);
  4857. }
  4858. void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
  4859. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4860. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4861. cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
  4862. }
  4863. void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) {
  4864. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4865. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4866. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4867. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4868. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0);
  4869. }
  4870. // ----- PIPELINE -----
  4871. RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4872. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4873. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4874. // Stages bytecodes + specialization constants.
  4875. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4876. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4877. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4878. ERR_FAIL_COND_V(!ok, PipelineID());
  4879. pipeline_desc.CS = D3D12_SHADER_BYTECODE{
  4880. final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
  4881. (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
  4882. };
  4883. ComPtr<ID3D12Device2> device_2;
  4884. device->QueryInterface(device_2.GetAddressOf());
  4885. ID3D12PipelineState *pso = nullptr;
  4886. HRESULT res = E_FAIL;
  4887. if (device_2) {
  4888. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4889. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4890. pssd.SizeInBytes = sizeof(pipeline_desc);
  4891. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4892. } else {
  4893. D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
  4894. res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso));
  4895. }
  4896. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4897. // Bookkeep ancillary info.
  4898. pipelines_shaders[pso] = shader_info_in;
  4899. return PipelineID(pso);
  4900. }
  4901. /*****************/
  4902. /**** QUERIES ****/
  4903. /*****************/
  4904. // ----- TIMESTAMP -----
  4905. RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) {
  4906. ComPtr<ID3D12QueryHeap> query_heap;
  4907. {
  4908. D3D12_QUERY_HEAP_DESC qh_desc = {};
  4909. qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4910. qh_desc.Count = p_query_count;
  4911. qh_desc.NodeMask = 0;
  4912. HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf()));
  4913. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4914. }
  4915. ComPtr<D3D12MA::Allocation> results_buffer_allocation;
  4916. {
  4917. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  4918. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  4919. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count);
  4920. ComPtr<ID3D12Resource> results_buffer;
  4921. HRESULT res = allocator->CreateResource(
  4922. &allocation_desc,
  4923. &resource_desc,
  4924. D3D12_RESOURCE_STATE_COPY_DEST,
  4925. nullptr,
  4926. results_buffer_allocation.GetAddressOf(),
  4927. IID_PPV_ARGS(results_buffer.GetAddressOf()));
  4928. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4929. }
  4930. // Bookkeep.
  4931. TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator);
  4932. tqp_info->query_heap = query_heap;
  4933. tqp_info->query_count = p_query_count;
  4934. tqp_info->results_buffer_allocation = results_buffer_allocation;
  4935. return RDD::QueryPoolID(tqp_info);
  4936. }
  4937. void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) {
  4938. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4939. VersatileResource::free(resources_allocator, tqp_info);
  4940. }
  4941. void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) {
  4942. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4943. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4944. void *results_buffer_data = nullptr;
  4945. results_buffer->Map(0, &VOID_RANGE, &results_buffer_data);
  4946. memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count);
  4947. results_buffer->Unmap(0, &VOID_RANGE);
  4948. }
  4949. uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) {
  4950. return p_result / (double)device_limits.timestamp_frequency * 1000000000.0;
  4951. }
  4952. void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) {
  4953. }
  4954. void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) {
  4955. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4956. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4957. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4958. cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index);
  4959. 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));
  4960. }
  4961. void RenderingDeviceDriverD3D12::command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) {
  4962. #ifdef PIX_ENABLED
  4963. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4964. PIXBeginEvent(cmd_buf_info->cmd_list.Get(), p_color.to_argb32(), p_label_name);
  4965. #endif
  4966. }
  4967. void RenderingDeviceDriverD3D12::command_end_label(CommandBufferID p_cmd_buffer) {
  4968. #ifdef PIX_ENABLED
  4969. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4970. PIXEndEvent(cmd_buf_info->cmd_list.Get());
  4971. #endif
  4972. }
  4973. /********************/
  4974. /**** SUBMISSION ****/
  4975. /********************/
  4976. void RenderingDeviceDriverD3D12::begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) {
  4977. frame_idx = p_frame_index;
  4978. frames_drawn = p_frames_drawn;
  4979. allocator->SetCurrentFrameIndex(p_frames_drawn);
  4980. frames[frame_idx].desc_heap_walkers.resources.rewind();
  4981. frames[frame_idx].desc_heap_walkers.samplers.rewind();
  4982. frames[frame_idx].desc_heap_walkers.aux.rewind();
  4983. frames[frame_idx].desc_heap_walkers.rtv.rewind();
  4984. frames[frame_idx].desc_heaps_exhausted_reported = {};
  4985. frames[frame_idx].null_rtv_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE{};
  4986. frames[frame_idx].segment_serial = segment_serial;
  4987. segment_begun = true;
  4988. }
  4989. void RenderingDeviceDriverD3D12::end_segment() {
  4990. segment_serial++;
  4991. segment_begun = false;
  4992. }
  4993. /**************/
  4994. /**** MISC ****/
  4995. /**************/
  4996. void RenderingDeviceDriverD3D12::_set_object_name(ID3D12Object *p_object, String p_object_name) {
  4997. ERR_FAIL_NULL(p_object);
  4998. int name_len = p_object_name.size();
  4999. WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
  5000. MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
  5001. p_object->SetName(name_w);
  5002. }
  5003. void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) {
  5004. switch (p_type) {
  5005. case OBJECT_TYPE_TEXTURE: {
  5006. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5007. if (tex_info->owner_info.allocation) {
  5008. _set_object_name(tex_info->resource, p_name);
  5009. }
  5010. } break;
  5011. case OBJECT_TYPE_SAMPLER: {
  5012. } break;
  5013. case OBJECT_TYPE_BUFFER: {
  5014. const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id;
  5015. _set_object_name(buf_info->resource, p_name);
  5016. } break;
  5017. case OBJECT_TYPE_SHADER: {
  5018. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id;
  5019. _set_object_name(shader_info_in->root_signature.Get(), p_name);
  5020. } break;
  5021. case OBJECT_TYPE_UNIFORM_SET: {
  5022. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id;
  5023. if (uniform_set_info->desc_heaps.resources.get_heap()) {
  5024. _set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap");
  5025. }
  5026. if (uniform_set_info->desc_heaps.samplers.get_heap()) {
  5027. _set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap");
  5028. }
  5029. } break;
  5030. case OBJECT_TYPE_PIPELINE: {
  5031. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_driver_id.id;
  5032. _set_object_name(pso, p_name);
  5033. } break;
  5034. default: {
  5035. DEV_ASSERT(false);
  5036. }
  5037. }
  5038. }
  5039. uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) {
  5040. switch (p_type) {
  5041. case DRIVER_RESOURCE_LOGICAL_DEVICE: {
  5042. return (uint64_t)device.Get();
  5043. }
  5044. case DRIVER_RESOURCE_PHYSICAL_DEVICE: {
  5045. return (uint64_t)adapter.Get();
  5046. }
  5047. case DRIVER_RESOURCE_TOPMOST_OBJECT: {
  5048. return 0;
  5049. }
  5050. case DRIVER_RESOURCE_COMMAND_QUEUE: {
  5051. return (uint64_t)p_driver_id.id;
  5052. }
  5053. case DRIVER_RESOURCE_QUEUE_FAMILY: {
  5054. return 0;
  5055. }
  5056. case DRIVER_RESOURCE_TEXTURE: {
  5057. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5058. return (uint64_t)tex_info->main_texture;
  5059. } break;
  5060. case DRIVER_RESOURCE_TEXTURE_VIEW: {
  5061. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5062. return (uint64_t)tex_info->resource;
  5063. }
  5064. case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: {
  5065. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5066. return (uint64_t)tex_info->desc.Format;
  5067. }
  5068. case DRIVER_RESOURCE_SAMPLER:
  5069. case DRIVER_RESOURCE_UNIFORM_SET:
  5070. return 0;
  5071. case DRIVER_RESOURCE_BUFFER: {
  5072. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5073. return (uint64_t)tex_info->resource;
  5074. } break;
  5075. case DRIVER_RESOURCE_COMPUTE_PIPELINE:
  5076. case DRIVER_RESOURCE_RENDER_PIPELINE: {
  5077. return p_driver_id.id;
  5078. }
  5079. default: {
  5080. return 0;
  5081. }
  5082. }
  5083. }
  5084. uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() {
  5085. D3D12MA::TotalStatistics stats;
  5086. allocator->CalculateStatistics(&stats);
  5087. return stats.Total.Stats.BlockBytes;
  5088. }
  5089. uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
  5090. uint64_t safe_unbounded = ((uint64_t)1 << 30);
  5091. switch (p_limit) {
  5092. case LIMIT_MAX_BOUND_UNIFORM_SETS:
  5093. return safe_unbounded;
  5094. case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
  5095. return device_limits.max_srvs_per_shader_stage;
  5096. case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
  5097. return 65536;
  5098. case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
  5099. case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
  5100. return 16384; // Based on max. texture size. Maybe not correct.
  5101. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
  5102. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5103. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
  5104. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5105. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
  5106. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5107. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
  5108. return D3D12_CS_THREAD_GROUP_MAX_X;
  5109. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
  5110. return D3D12_CS_THREAD_GROUP_MAX_Y;
  5111. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
  5112. return D3D12_CS_THREAD_GROUP_MAX_Z;
  5113. case LIMIT_SUBGROUP_SIZE:
  5114. // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
  5115. // but at this time I don't know the implications on the transpilation to DXIL, etc.
  5116. case LIMIT_SUBGROUP_MIN_SIZE:
  5117. case LIMIT_SUBGROUP_MAX_SIZE:
  5118. return subgroup_capabilities.size;
  5119. case LIMIT_SUBGROUP_IN_SHADERS:
  5120. return subgroup_capabilities.supported_stages_flags_rd();
  5121. case LIMIT_SUBGROUP_OPERATIONS:
  5122. return subgroup_capabilities.supported_operations_flags_rd();
  5123. case LIMIT_VRS_TEXEL_WIDTH:
  5124. case LIMIT_VRS_TEXEL_HEIGHT:
  5125. return vrs_capabilities.ss_image_tile_size;
  5126. case LIMIT_VRS_MAX_FRAGMENT_WIDTH:
  5127. case LIMIT_VRS_MAX_FRAGMENT_HEIGHT:
  5128. return vrs_capabilities.ss_max_fragment_size;
  5129. default: {
  5130. #ifdef DEV_ENABLED
  5131. WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
  5132. #endif
  5133. return safe_unbounded;
  5134. }
  5135. }
  5136. }
  5137. uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
  5138. switch (p_trait) {
  5139. case API_TRAIT_HONORS_PIPELINE_BARRIERS:
  5140. // TODO:
  5141. // 1. Map fine/Vulkan/enhanced barriers to legacy barriers as closely as possible
  5142. // so there's still some advantage even without enhanced barriers available.
  5143. // 2. Implement enhanced barriers and return true where available.
  5144. return 0;
  5145. case API_TRAIT_SHADER_CHANGE_INVALIDATION:
  5146. return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH;
  5147. case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT:
  5148. return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
  5149. case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP:
  5150. return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
  5151. case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR:
  5152. return false;
  5153. default:
  5154. return RenderingDeviceDriver::api_trait_get(p_trait);
  5155. }
  5156. }
  5157. bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) {
  5158. switch (p_feature) {
  5159. case SUPPORTS_MULTIVIEW:
  5160. return multiview_capabilities.is_supported && multiview_capabilities.max_view_count > 1;
  5161. case SUPPORTS_FSR_HALF_FLOAT:
  5162. return shader_capabilities.native_16bit_ops && storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
  5163. case SUPPORTS_ATTACHMENT_VRS:
  5164. return vrs_capabilities.ss_image_supported;
  5165. case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
  5166. return true;
  5167. default:
  5168. return false;
  5169. }
  5170. }
  5171. const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() {
  5172. return multiview_capabilities;
  5173. }
  5174. String RenderingDeviceDriverD3D12::get_api_name() const {
  5175. return "D3D12";
  5176. }
  5177. String RenderingDeviceDriverD3D12::get_api_version() const {
  5178. return vformat("%d_%d", feature_level / 10, feature_level % 10);
  5179. }
  5180. String RenderingDeviceDriverD3D12::get_pipeline_cache_uuid() const {
  5181. return pipeline_cache_id;
  5182. }
  5183. const RDD::Capabilities &RenderingDeviceDriverD3D12::get_capabilities() const {
  5184. return device_capabilities;
  5185. }
  5186. bool RenderingDeviceDriverD3D12::is_composite_alpha_supported(CommandQueueID p_queue) const {
  5187. if (has_comp_alpha.has((uint64_t)p_queue.id)) {
  5188. return has_comp_alpha[(uint64_t)p_queue.id];
  5189. }
  5190. return false;
  5191. }
  5192. /******************/
  5193. RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver) {
  5194. DEV_ASSERT(p_context_driver != nullptr);
  5195. this->context_driver = p_context_driver;
  5196. }
  5197. RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() {
  5198. {
  5199. MutexLock lock(dxil_mutex);
  5200. for (const KeyValue<int, dxil_validator *> &E : dxil_validators) {
  5201. if (E.value) {
  5202. dxil_destroy_validator(E.value);
  5203. }
  5204. }
  5205. }
  5206. glsl_type_singleton_decref();
  5207. }
  5208. bool RenderingDeviceDriverD3D12::is_in_developer_mode() {
  5209. HKEY hkey = nullptr;
  5210. LSTATUS result = RegOpenKeyExW(HKEY_LOCAL_MACHINE, L"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\AppModelUnlock", 0, KEY_READ, &hkey);
  5211. if (result != ERROR_SUCCESS) {
  5212. return false;
  5213. }
  5214. DWORD value = 0;
  5215. DWORD dword_size = sizeof(DWORD);
  5216. result = RegQueryValueExW(hkey, L"AllowDevelopmentWithoutDevLicense", nullptr, nullptr, (PBYTE)&value, &dword_size);
  5217. RegCloseKey(hkey);
  5218. if (result != ERROR_SUCCESS) {
  5219. return false;
  5220. }
  5221. return (value != 0);
  5222. }
  5223. Error RenderingDeviceDriverD3D12::_initialize_device() {
  5224. HRESULT res;
  5225. if (is_in_developer_mode()) {
  5226. typedef HRESULT(WINAPI * PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(_In_ UINT, _In_count_(NumFeatures) const IID *, _In_opt_count_(NumFeatures) void *, _In_opt_count_(NumFeatures) UINT *);
  5227. PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES d3d_D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12EnableExperimentalFeatures");
  5228. ERR_FAIL_NULL_V(d3d_D3D12EnableExperimentalFeatures, ERR_CANT_CREATE);
  5229. UUID experimental_features[] = { D3D12ExperimentalShaderModels };
  5230. d3d_D3D12EnableExperimentalFeatures(1, experimental_features, nullptr, nullptr);
  5231. }
  5232. ID3D12DeviceFactory *device_factory = context_driver->device_factory_get();
  5233. if (device_factory != nullptr) {
  5234. res = device_factory->CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(device.GetAddressOf()));
  5235. } else {
  5236. PFN_D3D12_CREATE_DEVICE d3d_D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateDevice");
  5237. ERR_FAIL_NULL_V(d3d_D3D12CreateDevice, ERR_CANT_CREATE);
  5238. res = d3d_D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(device.GetAddressOf()));
  5239. }
  5240. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5241. if (context_driver->use_validation_layers()) {
  5242. ComPtr<ID3D12InfoQueue> info_queue;
  5243. res = device.As(&info_queue);
  5244. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5245. #if CUSTOM_INFO_QUEUE_ENABLED
  5246. ComPtr<ID3D12InfoQueue1> info_queue_1;
  5247. device.As(&info_queue_1);
  5248. if (info_queue_1) {
  5249. // Custom printing supported (added in Windows 10 Release Preview build 20236). Even if the callback cookie is unused, it seems the
  5250. // argument is not optional and the function will fail if it's not specified.
  5251. DWORD callback_cookie;
  5252. info_queue_1->SetMuteDebugOutput(TRUE);
  5253. res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, &callback_cookie);
  5254. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5255. } else
  5256. #endif
  5257. {
  5258. // Rely on D3D12's own debug printing.
  5259. if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
  5260. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  5261. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5262. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  5263. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5264. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  5265. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5266. }
  5267. }
  5268. D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
  5269. D3D12_MESSAGE_SEVERITY_INFO,
  5270. };
  5271. D3D12_MESSAGE_ID messages_to_mute[] = {
  5272. D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
  5273. D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
  5274. // These happen due to how D3D12MA manages buffers; seems benign.
  5275. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
  5276. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
  5277. };
  5278. D3D12_INFO_QUEUE_FILTER filter = {};
  5279. filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
  5280. filter.DenyList.pSeverityList = severities_to_mute;
  5281. filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
  5282. filter.DenyList.pIDList = messages_to_mute;
  5283. res = info_queue->PushStorageFilter(&filter);
  5284. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5285. }
  5286. return OK;
  5287. }
  5288. Error RenderingDeviceDriverD3D12::_check_capabilities() {
  5289. // Check feature levels.
  5290. const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
  5291. D3D_FEATURE_LEVEL_11_0,
  5292. D3D_FEATURE_LEVEL_11_1,
  5293. D3D_FEATURE_LEVEL_12_0,
  5294. D3D_FEATURE_LEVEL_12_1,
  5295. D3D_FEATURE_LEVEL_12_2,
  5296. };
  5297. D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
  5298. feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
  5299. feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
  5300. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
  5301. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5302. // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
  5303. uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
  5304. uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
  5305. feature_level = feat_level_major * 10 + feat_level_minor;
  5306. // Fill device capabilities.
  5307. device_capabilities.device_family = DEVICE_DIRECTX;
  5308. device_capabilities.version_major = feature_level / 10;
  5309. device_capabilities.version_minor = feature_level % 10;
  5310. // Assume not supported until proven otherwise.
  5311. vrs_capabilities.draw_call_supported = false;
  5312. vrs_capabilities.primitive_supported = false;
  5313. vrs_capabilities.primitive_in_multiviewport = false;
  5314. vrs_capabilities.ss_image_supported = false;
  5315. vrs_capabilities.ss_image_tile_size = 1;
  5316. vrs_capabilities.additional_rates_supported = false;
  5317. multiview_capabilities.is_supported = false;
  5318. multiview_capabilities.geometry_shader_is_supported = false;
  5319. multiview_capabilities.tessellation_shader_is_supported = false;
  5320. multiview_capabilities.max_view_count = 0;
  5321. multiview_capabilities.max_instance_count = 0;
  5322. multiview_capabilities.is_supported = false;
  5323. subgroup_capabilities.size = 0;
  5324. subgroup_capabilities.wave_ops_supported = false;
  5325. shader_capabilities.shader_model = (D3D_SHADER_MODEL)0;
  5326. shader_capabilities.native_16bit_ops = false;
  5327. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
  5328. format_capabilities.relaxed_casting_supported = false;
  5329. {
  5330. static const D3D_SHADER_MODEL SMS_TO_CHECK[] = {
  5331. D3D_SHADER_MODEL_6_6,
  5332. D3D_SHADER_MODEL_6_5,
  5333. D3D_SHADER_MODEL_6_4,
  5334. D3D_SHADER_MODEL_6_3,
  5335. D3D_SHADER_MODEL_6_2,
  5336. D3D_SHADER_MODEL_6_1,
  5337. D3D_SHADER_MODEL_6_0, // Determined by NIR (dxil_min_shader_model).
  5338. };
  5339. D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
  5340. for (uint32_t i = 0; i < ARRAY_SIZE(SMS_TO_CHECK); i++) {
  5341. shader_model.HighestShaderModel = SMS_TO_CHECK[i];
  5342. res = device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
  5343. if (SUCCEEDED(res)) {
  5344. shader_capabilities.shader_model = shader_model.HighestShaderModel;
  5345. break;
  5346. }
  5347. if (res == E_INVALIDARG) {
  5348. continue; // Must assume the device doesn't know about the SM just checked.
  5349. }
  5350. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5351. }
  5352. #define D3D_SHADER_MODEL_TO_STRING(m_sm) vformat("%d.%d", (m_sm >> 4), (m_sm & 0xf))
  5353. ERR_FAIL_COND_V_MSG(!shader_capabilities.shader_model, ERR_UNAVAILABLE,
  5354. vformat("No support for any of the suitable shader models (%s-%s) has been found.", D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1]), D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[0])));
  5355. print_verbose("- Shader:");
  5356. print_verbose(" model: " + D3D_SHADER_MODEL_TO_STRING(shader_capabilities.shader_model));
  5357. }
  5358. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5359. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5360. if (SUCCEEDED(res)) {
  5361. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
  5362. }
  5363. D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
  5364. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
  5365. if (SUCCEEDED(res)) {
  5366. subgroup_capabilities.size = options1.WaveLaneCountMin;
  5367. subgroup_capabilities.wave_ops_supported = options1.WaveOps;
  5368. }
  5369. D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
  5370. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
  5371. if (SUCCEEDED(res)) {
  5372. // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
  5373. // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
  5374. if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
  5375. multiview_capabilities.is_supported = true;
  5376. multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5377. multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5378. multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
  5379. multiview_capabilities.max_instance_count = UINT32_MAX;
  5380. }
  5381. }
  5382. D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
  5383. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4));
  5384. if (SUCCEEDED(res)) {
  5385. shader_capabilities.native_16bit_ops = options4.Native16BitShaderOpsSupported;
  5386. }
  5387. D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
  5388. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
  5389. if (SUCCEEDED(res)) {
  5390. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
  5391. vrs_capabilities.draw_call_supported = true;
  5392. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
  5393. vrs_capabilities.primitive_supported = true;
  5394. vrs_capabilities.primitive_in_multiviewport = options6.PerPrimitiveShadingRateSupportedWithViewportIndexing;
  5395. vrs_capabilities.ss_image_supported = true;
  5396. vrs_capabilities.ss_image_tile_size = options6.ShadingRateImageTileSize;
  5397. vrs_capabilities.ss_max_fragment_size = 8; // TODO figure out if this is supplied and/or needed
  5398. vrs_capabilities.additional_rates_supported = options6.AdditionalShadingRatesSupported;
  5399. }
  5400. }
  5401. }
  5402. D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
  5403. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
  5404. if (SUCCEEDED(res)) {
  5405. format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
  5406. }
  5407. if (vrs_capabilities.draw_call_supported || vrs_capabilities.primitive_supported || vrs_capabilities.ss_image_supported) {
  5408. print_verbose("- D3D12 Variable Rate Shading supported:");
  5409. if (vrs_capabilities.draw_call_supported) {
  5410. print_verbose(" Draw call");
  5411. }
  5412. if (vrs_capabilities.primitive_supported) {
  5413. print_verbose(String(" Per-primitive (multi-viewport: ") + (vrs_capabilities.primitive_in_multiviewport ? "yes" : "no") + ")");
  5414. }
  5415. if (vrs_capabilities.ss_image_supported) {
  5416. print_verbose(String(" Screen-space image (tile size: ") + itos(vrs_capabilities.ss_image_tile_size) + ")");
  5417. }
  5418. if (vrs_capabilities.additional_rates_supported) {
  5419. print_verbose(String(" Additional rates: ") + (vrs_capabilities.additional_rates_supported ? "yes" : "no"));
  5420. }
  5421. } else {
  5422. print_verbose("- D3D12 Variable Rate Shading not supported");
  5423. }
  5424. if (multiview_capabilities.is_supported) {
  5425. print_verbose("- D3D12 multiview supported:");
  5426. print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
  5427. //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
  5428. } else {
  5429. print_verbose("- D3D12 multiview not supported");
  5430. }
  5431. if (format_capabilities.relaxed_casting_supported) {
  5432. #if 0
  5433. print_verbose("- Relaxed casting supported");
  5434. #else
  5435. // Certain configurations (Windows 11 with an updated Nvida driver) crash when using relaxed casting.
  5436. // Therefore, we disable it temporarily until we can assure that it's reliable.
  5437. // There are fallbacks in place that work in every case, if less efficient.
  5438. format_capabilities.relaxed_casting_supported = false;
  5439. print_verbose("- Relaxed casting supported (but disabled for now)");
  5440. #endif
  5441. } else {
  5442. print_verbose("- Relaxed casting not supported");
  5443. }
  5444. print_verbose(String("- D3D12 16-bit ops supported: ") + (shader_capabilities.native_16bit_ops ? "yes" : "no"));
  5445. return OK;
  5446. }
  5447. Error RenderingDeviceDriverD3D12::_get_device_limits() {
  5448. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5449. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5450. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5451. // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
  5452. device_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
  5453. device_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
  5454. device_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
  5455. if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
  5456. device_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
  5457. } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
  5458. device_limits.max_uavs_across_all_stages = 64;
  5459. } else {
  5460. device_limits.max_uavs_across_all_stages = UINT64_MAX;
  5461. }
  5462. // Retrieving the timestamp frequency requires creating a command queue that will be discarded immediately.
  5463. ComPtr<ID3D12CommandQueue> unused_command_queue;
  5464. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  5465. queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  5466. res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(unused_command_queue.GetAddressOf()));
  5467. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5468. res = unused_command_queue->GetTimestampFrequency(&device_limits.timestamp_frequency);
  5469. if (!SUCCEEDED(res)) {
  5470. print_verbose("D3D12: GetTimestampFrequency failed with error " + vformat("0x%08ux", (uint64_t)res) + ". Timestamps will be inaccurate.");
  5471. }
  5472. return OK;
  5473. }
  5474. Error RenderingDeviceDriverD3D12::_initialize_allocator() {
  5475. D3D12MA::ALLOCATOR_DESC allocator_desc = {};
  5476. allocator_desc.pDevice = device.Get();
  5477. allocator_desc.pAdapter = adapter.Get();
  5478. allocator_desc.Flags = D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED;
  5479. HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
  5480. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5481. return OK;
  5482. }
  5483. static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) {
  5484. D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
  5485. iarg_desc.Type = p_type;
  5486. D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
  5487. cs_desc.ByteStride = p_stride;
  5488. cs_desc.NumArgumentDescs = 1;
  5489. cs_desc.pArgumentDescs = &iarg_desc;
  5490. cs_desc.NodeMask = 0;
  5491. HRESULT res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf()));
  5492. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5493. return OK;
  5494. };
  5495. Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
  5496. Error err;
  5497. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  5498. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  5499. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
  5500. uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
  5501. uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame");
  5502. uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame");
  5503. frames.resize(p_frame_count);
  5504. for (uint32_t i = 0; i < frames.size(); i++) {
  5505. err = frames[i].desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true);
  5506. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RESOURCE descriptors heap failed.");
  5507. err = frames[i].desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true);
  5508. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's SAMPLER descriptors heap failed.");
  5509. err = frames[i].desc_heaps.aux.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false);
  5510. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's AUX descriptors heap failed.");
  5511. err = frames[i].desc_heaps.rtv.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false);
  5512. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RENDER TARGET descriptors heap failed.");
  5513. frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
  5514. frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
  5515. frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
  5516. frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
  5517. ID3D12Resource *resource = nullptr;
  5518. HRESULT res = allocator->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COMMON, nullptr, &frames[frame_idx].aux_resource, IID_PPV_ARGS(&resource));
  5519. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5520. }
  5521. return OK;
  5522. }
  5523. Error RenderingDeviceDriverD3D12::_initialize_command_signatures() {
  5524. Error err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw);
  5525. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5526. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed);
  5527. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5528. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch);
  5529. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5530. return OK;
  5531. }
  5532. Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p_frame_count) {
  5533. context_device = context_driver->device_get(p_device_index);
  5534. adapter = context_driver->create_adapter(p_device_index);
  5535. ERR_FAIL_NULL_V(adapter, ERR_CANT_CREATE);
  5536. HRESULT res = adapter->GetDesc(&adapter_desc);
  5537. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5538. // Set the pipeline cache ID based on the adapter information.
  5539. pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&adapter_desc.AdapterLuid, sizeof(LUID));
  5540. pipeline_cache_id += "-driver-" + itos(adapter_desc.Revision);
  5541. Error err = _initialize_device();
  5542. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5543. err = _check_capabilities();
  5544. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5545. err = _get_device_limits();
  5546. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5547. err = _initialize_allocator();
  5548. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5549. err = _initialize_frames(p_frame_count);
  5550. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5551. err = _initialize_command_signatures();
  5552. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5553. glsl_type_singleton_init_or_ref();
  5554. return OK;
  5555. }