rendering_device_driver_d3d12.cpp 291 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 "dxil_hash.h"
  37. #include "rendering_context_driver_d3d12.h"
  38. #include <nir_spirv.h>
  39. #include <nir_to_dxil.h>
  40. #include <spirv_to_dxil.h>
  41. extern "C" {
  42. #include <dxil_spirv_nir.h>
  43. }
  44. #if !defined(_MSC_VER)
  45. #include <guiddef.h>
  46. #include <dxguids.h>
  47. #endif
  48. // Mesa may define this.
  49. #ifdef UNUSED
  50. #undef UNUSED
  51. #endif
  52. #ifdef PIX_ENABLED
  53. #if defined(__GNUC__)
  54. #define _MSC_VER 1800
  55. #endif
  56. #define USE_PIX
  57. #include "WinPixEventRuntime/pix3.h"
  58. #if defined(__GNUC__)
  59. #undef _MSC_VER
  60. #endif
  61. #endif
  62. static const D3D12_RANGE VOID_RANGE = {};
  63. static const uint32_t ROOT_CONSTANT_REGISTER = GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER * (RDD::MAX_UNIFORM_SETS + 1);
  64. static const uint32_t RUNTIME_DATA_REGISTER = GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER * (RDD::MAX_UNIFORM_SETS + 2);
  65. /*****************/
  66. /**** GENERIC ****/
  67. /*****************/
  68. // NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:.
  69. // - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA).
  70. // - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches).
  71. // TODO: Add YUV formats properly, which would require better support for planes in the RD API.
  72. const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = {
  73. /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {},
  74. /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  75. /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  76. /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM },
  77. /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  78. /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  79. /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  80. /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM },
  81. /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM },
  82. /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM },
  83. /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  84. /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  85. /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  86. /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  87. /* DATA_FORMAT_R8_SRGB */ {},
  88. /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM },
  89. /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM },
  90. /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  91. /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  92. /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  93. /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  94. /* DATA_FORMAT_R8G8_SRGB */ {},
  95. /* DATA_FORMAT_R8G8B8_UNORM */ {},
  96. /* DATA_FORMAT_R8G8B8_SNORM */ {},
  97. /* DATA_FORMAT_R8G8B8_USCALED */ {},
  98. /* DATA_FORMAT_R8G8B8_SSCALED */ {},
  99. /* DATA_FORMAT_R8G8B8_UINT */ {},
  100. /* DATA_FORMAT_R8G8B8_SINT */ {},
  101. /* DATA_FORMAT_R8G8B8_SRGB */ {},
  102. /* DATA_FORMAT_B8G8R8_UNORM */ {},
  103. /* DATA_FORMAT_B8G8R8_SNORM */ {},
  104. /* DATA_FORMAT_B8G8R8_USCALED */ {},
  105. /* DATA_FORMAT_B8G8R8_SSCALED */ {},
  106. /* DATA_FORMAT_B8G8R8_UINT */ {},
  107. /* DATA_FORMAT_B8G8R8_SINT */ {},
  108. /* DATA_FORMAT_B8G8R8_SRGB */ {},
  109. /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  110. /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  111. /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  112. /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  113. /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  114. /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  115. /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  116. /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM },
  117. /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  118. /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  119. /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  120. /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  121. /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  122. /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  123. /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  124. /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  125. /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  126. /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  127. /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  128. /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  129. /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB },
  130. /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  131. /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {},
  132. /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  133. /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {},
  134. /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  135. /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {},
  136. /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM },
  137. /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {},
  138. /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  139. /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {},
  140. /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  141. /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {},
  142. /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM },
  143. /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM },
  144. /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  145. /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  146. /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  147. /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  148. /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT },
  149. /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM },
  150. /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM },
  151. /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  152. /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  153. /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  154. /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  155. /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT },
  156. /* DATA_FORMAT_R16G16B16_UNORM */ {},
  157. /* DATA_FORMAT_R16G16B16_SNORM */ {},
  158. /* DATA_FORMAT_R16G16B16_USCALED */ {},
  159. /* DATA_FORMAT_R16G16B16_SSCALED */ {},
  160. /* DATA_FORMAT_R16G16B16_UINT */ {},
  161. /* DATA_FORMAT_R16G16B16_SINT */ {},
  162. /* DATA_FORMAT_R16G16B16_SFLOAT */ {},
  163. /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM },
  164. /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM },
  165. /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  166. /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  167. /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  168. /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  169. /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT },
  170. /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT },
  171. /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT },
  172. /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT },
  173. /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT },
  174. /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT },
  175. /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT },
  176. /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT },
  177. /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT },
  178. /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT },
  179. /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT },
  180. /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT },
  181. /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT },
  182. /* DATA_FORMAT_R64_UINT */ {},
  183. /* DATA_FORMAT_R64_SINT */ {},
  184. /* DATA_FORMAT_R64_SFLOAT */ {},
  185. /* DATA_FORMAT_R64G64_UINT */ {},
  186. /* DATA_FORMAT_R64G64_SINT */ {},
  187. /* DATA_FORMAT_R64G64_SFLOAT */ {},
  188. /* DATA_FORMAT_R64G64B64_UINT */ {},
  189. /* DATA_FORMAT_R64G64B64_SINT */ {},
  190. /* DATA_FORMAT_R64G64B64_SFLOAT */ {},
  191. /* DATA_FORMAT_R64G64B64A64_UINT */ {},
  192. /* DATA_FORMAT_R64G64B64A64_SINT */ {},
  193. /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {},
  194. /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT },
  195. /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
  196. /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM },
  197. /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  198. /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT },
  199. /* DATA_FORMAT_S8_UINT */ {},
  200. /* DATA_FORMAT_D16_UNORM_S8_UINT */ {},
  201. /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  202. /* 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 },
  203. /* 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) },
  204. /* 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) },
  205. /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM },
  206. /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB },
  207. /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM },
  208. /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB },
  209. /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM },
  210. /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB },
  211. /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM },
  212. /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM },
  213. /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM },
  214. /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM },
  215. /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 },
  216. /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 },
  217. /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM },
  218. /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB },
  219. /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {},
  220. /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {},
  221. /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {},
  222. /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {},
  223. /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {},
  224. /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {},
  225. /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {},
  226. /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {},
  227. /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {},
  228. /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {},
  229. /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {},
  230. /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {},
  231. /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {},
  232. /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {},
  233. /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {},
  234. /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {},
  235. /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {},
  236. /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {},
  237. /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {},
  238. /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {},
  239. /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {},
  240. /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {},
  241. /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {},
  242. /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {},
  243. /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {},
  244. /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {},
  245. /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {},
  246. /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {},
  247. /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {},
  248. /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {},
  249. /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {},
  250. /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {},
  251. /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {},
  252. /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {},
  253. /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {},
  254. /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {},
  255. /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {},
  256. /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {},
  257. /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {},
  258. /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {},
  259. /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {},
  260. /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {},
  261. /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {},
  262. /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {},
  263. /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {},
  264. /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {},
  265. /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {},
  266. /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {},
  267. /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {},
  268. /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {},
  269. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {},
  270. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {},
  271. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {},
  272. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {},
  273. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {},
  274. /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {},
  275. /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {},
  276. /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {},
  277. /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {},
  278. /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {},
  279. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {},
  280. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {},
  281. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {},
  282. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {},
  283. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {},
  284. /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {},
  285. /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {},
  286. /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {},
  287. /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {},
  288. /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {},
  289. /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {},
  290. /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {},
  291. /* DATA_FORMAT_ASTC_4x4_SFLOAT_BLOCK */ {},
  292. /* DATA_FORMAT_ASTC_5x4_SFLOAT_BLOCK */ {},
  293. /* DATA_FORMAT_ASTC_5x5_SFLOAT_BLOCK */ {},
  294. /* DATA_FORMAT_ASTC_6x5_SFLOAT_BLOCK */ {},
  295. /* DATA_FORMAT_ASTC_6x6_SFLOAT_BLOCK */ {},
  296. /* DATA_FORMAT_ASTC_8x5_SFLOAT_BLOCK */ {},
  297. /* DATA_FORMAT_ASTC_8x6_SFLOAT_BLOCK */ {},
  298. /* DATA_FORMAT_ASTC_8x8_SFLOAT_BLOCK */ {},
  299. /* DATA_FORMAT_ASTC_10x5_SFLOAT_BLOCK*/ {},
  300. /* DATA_FORMAT_ASTC_10x6_SFLOAT_BLOCK */ {},
  301. /* DATA_FORMAT_ASTC_10x8_SFLOAT_BLOCK */ {},
  302. /* DATA_FORMAT_ASTC_10x10_SFLOAT_BLOCK */ {},
  303. /* DATA_FORMAT_ASTC_12x10_SFLOAT_BLOCK */ {},
  304. /* DATA_FORMAT_ASTC_12x12_SFLOAT_BLOCK */ {},
  305. };
  306. Error RenderingDeviceDriverD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) {
  307. ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS);
  308. ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
  309. handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
  310. desc.Type = p_type;
  311. desc.NumDescriptors = p_descriptor_count;
  312. desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  313. HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf()));
  314. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  315. return OK;
  316. }
  317. RenderingDeviceDriverD3D12::DescriptorsHeap::Walker RenderingDeviceDriverD3D12::DescriptorsHeap::make_walker() const {
  318. Walker walker;
  319. walker.handle_size = handle_size;
  320. walker.handle_count = desc.NumDescriptors;
  321. if (heap) {
  322. #if defined(_MSC_VER) || !defined(_WIN32)
  323. walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart();
  324. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  325. walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart();
  326. }
  327. #else
  328. heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle);
  329. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  330. heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle);
  331. }
  332. #endif
  333. }
  334. return walker;
  335. }
  336. void RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) {
  337. ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF.");
  338. handle_index += p_count;
  339. }
  340. D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() {
  341. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  342. return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size };
  343. }
  344. D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() {
  345. 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.");
  346. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  347. return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size };
  348. }
  349. static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = {
  350. D3D12_COMPARISON_FUNC_NEVER,
  351. D3D12_COMPARISON_FUNC_LESS,
  352. D3D12_COMPARISON_FUNC_EQUAL,
  353. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  354. D3D12_COMPARISON_FUNC_GREATER,
  355. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  356. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  357. D3D12_COMPARISON_FUNC_ALWAYS,
  358. };
  359. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_stages_flags_rd() const {
  360. // If there's a way to check exactly which are supported, I have yet to find it.
  361. return (
  362. RenderingDevice::ShaderStage::SHADER_STAGE_FRAGMENT_BIT |
  363. RenderingDevice::ShaderStage::SHADER_STAGE_COMPUTE_BIT);
  364. }
  365. uint32_t RenderingDeviceDriverD3D12::SubgroupCapabilities::supported_operations_flags_rd() const {
  366. if (!wave_ops_supported) {
  367. return 0;
  368. } else {
  369. return (
  370. RenderingDevice::SubgroupOperations::SUBGROUP_BASIC_BIT |
  371. RenderingDevice::SubgroupOperations::SUBGROUP_BALLOT_BIT |
  372. RenderingDevice::SubgroupOperations::SUBGROUP_VOTE_BIT |
  373. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_BIT |
  374. RenderingDevice::SubgroupOperations::SUBGROUP_SHUFFLE_RELATIVE_BIT |
  375. RenderingDevice::SubgroupOperations::SUBGROUP_QUAD_BIT |
  376. RenderingDevice::SubgroupOperations::SUBGROUP_ARITHMETIC_BIT |
  377. RenderingDevice::SubgroupOperations::SUBGROUP_CLUSTERED_BIT);
  378. }
  379. }
  380. 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) {
  381. String type_string;
  382. switch (p_category) {
  383. case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
  384. type_string = "APPLICATION_DEFINED";
  385. break;
  386. case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS:
  387. type_string = "MISCELLANEOUS";
  388. break;
  389. case D3D12_MESSAGE_CATEGORY_INITIALIZATION:
  390. type_string = "INITIALIZATION";
  391. break;
  392. case D3D12_MESSAGE_CATEGORY_CLEANUP:
  393. type_string = "CLEANUP";
  394. break;
  395. case D3D12_MESSAGE_CATEGORY_COMPILATION:
  396. type_string = "COMPILATION";
  397. break;
  398. case D3D12_MESSAGE_CATEGORY_STATE_CREATION:
  399. type_string = "STATE_CREATION";
  400. break;
  401. case D3D12_MESSAGE_CATEGORY_STATE_SETTING:
  402. type_string = "STATE_SETTING";
  403. break;
  404. case D3D12_MESSAGE_CATEGORY_STATE_GETTING:
  405. type_string = "STATE_GETTING";
  406. break;
  407. case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
  408. type_string = "RESOURCE_MANIPULATION";
  409. break;
  410. case D3D12_MESSAGE_CATEGORY_EXECUTION:
  411. type_string = "EXECUTION";
  412. break;
  413. case D3D12_MESSAGE_CATEGORY_SHADER:
  414. type_string = "SHADER";
  415. break;
  416. }
  417. String error_message(type_string +
  418. " - Message Id Number: " + String::num_int64(p_id) +
  419. "\n\t" + p_description);
  420. // Convert D3D12 severity to our own log macros.
  421. switch (p_severity) {
  422. case D3D12_MESSAGE_SEVERITY_MESSAGE:
  423. print_verbose(error_message);
  424. break;
  425. case D3D12_MESSAGE_SEVERITY_INFO:
  426. print_line(error_message);
  427. break;
  428. case D3D12_MESSAGE_SEVERITY_WARNING:
  429. WARN_PRINT(error_message);
  430. break;
  431. case D3D12_MESSAGE_SEVERITY_ERROR:
  432. case D3D12_MESSAGE_SEVERITY_CORRUPTION:
  433. ERR_PRINT(error_message);
  434. CRASH_COND_MSG(Engine::get_singleton()->is_abort_on_gpu_errors_enabled(),
  435. "Crashing, because abort on GPU errors is enabled.");
  436. break;
  437. }
  438. }
  439. /******************/
  440. /**** RESOURCE ****/
  441. /******************/
  442. static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = {
  443. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  444. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  445. D3D12_RESOURCE_DIMENSION_TEXTURE3D,
  446. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  447. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  448. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  449. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  450. };
  451. void RenderingDeviceDriverD3D12::_resource_transition_batch(CommandBufferInfo *p_command_buffer, ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state) {
  452. DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
  453. ResourceInfo::States *res_states = p_resource->states_ptr;
  454. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
  455. // Transitions can be considered redundant if the current state has all the bits of the new state.
  456. // This check does not apply to the common state however, which must resort to checking if the state is the same (0).
  457. bool any_state_is_common = *curr_state == D3D12_RESOURCE_STATE_COMMON || p_new_state == D3D12_RESOURCE_STATE_COMMON;
  458. bool redundant_transition = any_state_is_common ? *curr_state == p_new_state : ((*curr_state) & p_new_state) == p_new_state;
  459. if (redundant_transition) {
  460. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  461. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  462. if (needs_uav_barrier) {
  463. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + 1) {
  464. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + 1);
  465. }
  466. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(p_resource->resource);
  467. p_command_buffer->res_barriers_count++;
  468. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  469. }
  470. } else {
  471. uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
  472. uint8_t subres_qword = p_subresource >> 6;
  473. if (p_command_buffer->res_barriers_requests.has(res_states)) {
  474. BarrierRequest &br = p_command_buffer->res_barriers_requests.get(res_states);
  475. DEV_ASSERT(br.dx_resource == p_resource->resource);
  476. DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
  477. DEV_ASSERT(br.planes == p_num_planes);
  478. // First, find if the subresource already has a barrier scheduled.
  479. uint8_t curr_group_idx = 0;
  480. bool same_transition_scheduled = false;
  481. for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
  482. if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) {
  483. continue;
  484. }
  485. if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
  486. uint32_t state_mask = br.groups[curr_group_idx].states;
  487. same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
  488. break;
  489. }
  490. }
  491. if (!same_transition_scheduled) {
  492. bool subres_already_there = curr_group_idx != br.groups_count;
  493. D3D12_RESOURCE_STATES final_states = {};
  494. if (subres_already_there) {
  495. final_states = br.groups[curr_group_idx].states;
  496. final_states |= p_new_state;
  497. bool subres_alone = true;
  498. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  499. if (i == subres_qword) {
  500. if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
  501. subres_alone = false;
  502. break;
  503. }
  504. } else {
  505. if (br.groups[curr_group_idx].subres_mask[i] != 0) {
  506. subres_alone = false;
  507. break;
  508. }
  509. }
  510. }
  511. bool relocated = false;
  512. if (subres_alone) {
  513. // Subresource is there by itself.
  514. for (uint8_t i = 0; i < br.groups_count; i++) {
  515. if (unlikely(i == curr_group_idx)) {
  516. continue;
  517. }
  518. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  519. continue;
  520. }
  521. // There's another group with the final states; relocate to it.
  522. if (br.groups[i].states == final_states) {
  523. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  524. relocated = true;
  525. break;
  526. }
  527. }
  528. if (relocated) {
  529. // Let's delete the group where it used to be by itself.
  530. if (curr_group_idx == br.groups_count - 1) {
  531. br.groups_count--;
  532. } else {
  533. br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP;
  534. }
  535. } else {
  536. // Its current group, where it's alone, can extend its states.
  537. br.groups[curr_group_idx].states = final_states;
  538. }
  539. } else {
  540. // Already there, but not by itself and the state mask is different, so it now belongs to a different group.
  541. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  542. subres_already_there = false;
  543. }
  544. } else {
  545. final_states = p_new_state;
  546. }
  547. if (!subres_already_there) {
  548. // See if it fits exactly the states of some of the groups to fit it there.
  549. for (uint8_t i = 0; i < br.groups_count; i++) {
  550. if (unlikely(i == curr_group_idx)) {
  551. continue;
  552. }
  553. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  554. continue;
  555. }
  556. if (br.groups[i].states == final_states) {
  557. br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
  558. subres_already_there = true;
  559. break;
  560. }
  561. }
  562. if (!subres_already_there) {
  563. // Add a new group to accommodate this subresource.
  564. uint8_t group_to_fill = 0;
  565. if (br.groups_count < BarrierRequest::MAX_GROUPS) {
  566. // There are still free groups.
  567. group_to_fill = br.groups_count;
  568. br.groups_count++;
  569. } else {
  570. // Let's try to take over a deleted one.
  571. for (; group_to_fill < br.groups_count; group_to_fill++) {
  572. if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) {
  573. break;
  574. }
  575. }
  576. CRASH_COND(group_to_fill == br.groups_count);
  577. }
  578. br.groups[group_to_fill].states = final_states;
  579. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  580. if (unlikely(i == subres_qword)) {
  581. br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
  582. } else {
  583. br.groups[group_to_fill].subres_mask[i] = 0;
  584. }
  585. }
  586. }
  587. }
  588. }
  589. } else {
  590. BarrierRequest &br = p_command_buffer->res_barriers_requests[res_states];
  591. br.dx_resource = p_resource->resource;
  592. br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
  593. CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
  594. br.planes = p_num_planes;
  595. br.groups[0].states = p_new_state;
  596. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  597. if (unlikely(i == subres_qword)) {
  598. br.groups[0].subres_mask[i] = subres_mask_piece;
  599. } else {
  600. br.groups[0].subres_mask[i] = 0;
  601. }
  602. }
  603. br.groups_count = 1;
  604. }
  605. }
  606. }
  607. void RenderingDeviceDriverD3D12::_resource_transitions_flush(CommandBufferInfo *p_command_buffer) {
  608. for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : p_command_buffer->res_barriers_requests) {
  609. ResourceInfo::States *res_states = E.key;
  610. const BarrierRequest &br = E.value;
  611. uint32_t num_subresources = res_states->subresource_states.size();
  612. // When there's not a lot of subresources, the empirical finding is that it's better
  613. // to avoid attempting the single-barrier optimization.
  614. static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
  615. bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
  616. if (may_do_single_barrier) {
  617. // A single group means we may be able to do a single all-subresources barrier.
  618. {
  619. // First requisite is that all subresources are involved.
  620. uint8_t subres_mask_full_qwords = num_subresources / 64;
  621. for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
  622. if (br.groups[0].subres_mask[i] != UINT64_MAX) {
  623. may_do_single_barrier = false;
  624. break;
  625. }
  626. }
  627. if (may_do_single_barrier) {
  628. if (num_subresources % 64) {
  629. DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
  630. uint64_t mask_tail_qword = 0;
  631. for (uint8_t i = 0; i < num_subresources % 64; i++) {
  632. mask_tail_qword |= ((uint64_t)1 << i);
  633. }
  634. if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
  635. may_do_single_barrier = false;
  636. }
  637. }
  638. }
  639. }
  640. if (may_do_single_barrier) {
  641. // Second requisite is that the source state is the same for all.
  642. for (uint32_t i = 1; i < num_subresources; i++) {
  643. if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
  644. may_do_single_barrier = false;
  645. break;
  646. }
  647. }
  648. if (may_do_single_barrier) {
  649. // Hurray!, we can do a single barrier (plus maybe a UAV one, too).
  650. bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  651. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  652. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
  653. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
  654. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
  655. }
  656. if (needs_uav_barrier) {
  657. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  658. p_command_buffer->res_barriers_count++;
  659. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  660. }
  661. if (res_states->subresource_states[0] != br.groups[0].states) {
  662. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].states, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
  663. p_command_buffer->res_barriers_count++;
  664. }
  665. for (uint32_t i = 0; i < num_subresources; i++) {
  666. res_states->subresource_states[i] = br.groups[0].states;
  667. }
  668. }
  669. }
  670. }
  671. if (!may_do_single_barrier) {
  672. for (uint8_t i = 0; i < br.groups_count; i++) {
  673. const BarrierRequest::Group &g = E.value.groups[i];
  674. if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) {
  675. continue;
  676. }
  677. uint32_t subresource = 0;
  678. do {
  679. uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
  680. uint8_t subres_qword = subresource / 64;
  681. if (likely(g.subres_mask[subres_qword] == 0)) {
  682. subresource += 64;
  683. continue;
  684. }
  685. if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
  686. subresource++;
  687. continue;
  688. }
  689. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
  690. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  691. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != p_command_buffer->res_barriers_batch;
  692. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
  693. if (p_command_buffer->res_barriers.size() < p_command_buffer->res_barriers_count + needed_barriers) {
  694. p_command_buffer->res_barriers.resize(p_command_buffer->res_barriers_count + needed_barriers);
  695. }
  696. if (needs_uav_barrier) {
  697. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  698. p_command_buffer->res_barriers_count++;
  699. res_states->last_batch_with_uav_barrier = p_command_buffer->res_barriers_batch;
  700. }
  701. if (*curr_state != g.states) {
  702. for (uint8_t k = 0; k < br.planes; k++) {
  703. p_command_buffer->res_barriers[p_command_buffer->res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources);
  704. p_command_buffer->res_barriers_count++;
  705. }
  706. }
  707. *curr_state = g.states;
  708. subresource++;
  709. } while (subresource < num_subresources);
  710. }
  711. }
  712. }
  713. if (p_command_buffer->res_barriers_count) {
  714. p_command_buffer->cmd_list->ResourceBarrier(p_command_buffer->res_barriers_count, p_command_buffer->res_barriers.ptr());
  715. p_command_buffer->res_barriers_requests.clear();
  716. }
  717. p_command_buffer->res_barriers_count = 0;
  718. p_command_buffer->res_barriers_batch++;
  719. }
  720. /*****************/
  721. /**** BUFFERS ****/
  722. /*****************/
  723. RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) {
  724. // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
  725. // but also if you give a rounded size at that point because it will extend beyond the
  726. // memory of the resource. Therefore, it seems the only way is to create it with a
  727. // rounded size.
  728. CD3DX12_RESOURCE_DESC1 resource_desc = CD3DX12_RESOURCE_DESC1::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
  729. if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) {
  730. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  731. } else {
  732. resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  733. }
  734. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  735. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  736. D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COMMON;
  737. switch (p_allocation_type) {
  738. case MEMORY_ALLOCATION_TYPE_CPU: {
  739. bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT);
  740. bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT);
  741. if (is_src && !is_dst) {
  742. // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM.
  743. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
  744. initial_state = D3D12_RESOURCE_STATE_GENERIC_READ;
  745. }
  746. if (is_dst && !is_src) {
  747. // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads.
  748. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  749. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  750. }
  751. } break;
  752. case MEMORY_ALLOCATION_TYPE_GPU: {
  753. // Use default parameters.
  754. } break;
  755. }
  756. ComPtr<ID3D12Resource> buffer;
  757. ComPtr<D3D12MA::Allocation> allocation;
  758. HRESULT res;
  759. if (barrier_capabilities.enhanced_barriers_supported) {
  760. res = allocator->CreateResource3(
  761. &allocation_desc,
  762. &resource_desc,
  763. D3D12_BARRIER_LAYOUT_UNDEFINED,
  764. nullptr,
  765. 0,
  766. nullptr,
  767. allocation.GetAddressOf(),
  768. IID_PPV_ARGS(buffer.GetAddressOf()));
  769. } else {
  770. res = allocator->CreateResource(
  771. &allocation_desc,
  772. reinterpret_cast<const D3D12_RESOURCE_DESC *>(&resource_desc),
  773. initial_state,
  774. nullptr,
  775. allocation.GetAddressOf(),
  776. IID_PPV_ARGS(buffer.GetAddressOf()));
  777. }
  778. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + ".");
  779. // Bookkeep.
  780. BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator);
  781. buf_info->resource = buffer.Get();
  782. buf_info->owner_info.resource = buffer;
  783. buf_info->owner_info.allocation = allocation;
  784. buf_info->owner_info.states.subresource_states.push_back(initial_state);
  785. buf_info->states_ptr = &buf_info->owner_info.states;
  786. buf_info->size = p_size;
  787. buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
  788. return BufferID(buf_info);
  789. }
  790. bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) {
  791. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  792. buf_info->texel_format = p_format;
  793. return true;
  794. }
  795. void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) {
  796. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  797. VersatileResource::free(resources_allocator, buf_info);
  798. }
  799. uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) {
  800. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  801. return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0;
  802. }
  803. uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) {
  804. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  805. void *data_ptr = nullptr;
  806. HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr);
  807. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  808. return (uint8_t *)data_ptr;
  809. }
  810. void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) {
  811. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  812. buf_info->resource->Unmap(0, &VOID_RANGE);
  813. }
  814. uint64_t RenderingDeviceDriverD3D12::buffer_get_device_address(BufferID p_buffer) {
  815. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  816. return buf_info->resource->GetGPUVirtualAddress();
  817. }
  818. /*****************/
  819. /**** TEXTURE ****/
  820. /*****************/
  821. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = {
  822. D3D12_SRV_DIMENSION_TEXTURE1D,
  823. D3D12_SRV_DIMENSION_TEXTURE2D,
  824. D3D12_SRV_DIMENSION_TEXTURE3D,
  825. D3D12_SRV_DIMENSION_TEXTURECUBE,
  826. D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
  827. D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
  828. D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
  829. };
  830. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = {
  831. D3D12_SRV_DIMENSION_UNKNOWN,
  832. D3D12_SRV_DIMENSION_TEXTURE2DMS,
  833. D3D12_SRV_DIMENSION_UNKNOWN,
  834. D3D12_SRV_DIMENSION_UNKNOWN,
  835. D3D12_SRV_DIMENSION_UNKNOWN,
  836. D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
  837. D3D12_SRV_DIMENSION_UNKNOWN,
  838. };
  839. static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = {
  840. D3D12_UAV_DIMENSION_TEXTURE1D,
  841. D3D12_UAV_DIMENSION_TEXTURE2D,
  842. D3D12_UAV_DIMENSION_TEXTURE3D,
  843. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  844. D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
  845. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  846. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  847. };
  848. uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) {
  849. uint32_t common = UINT32_MAX;
  850. MutexLock lock(format_sample_counts_mask_cache_mutex);
  851. for (uint32_t i = 0; i < p_formats.size(); i++) {
  852. if (format_sample_counts_mask_cache.has(p_formats[i])) {
  853. common &= format_sample_counts_mask_cache[p_formats[i]];
  854. } else {
  855. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
  856. msql.Format = p_formats[i];
  857. uint32_t mask = 0;
  858. for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
  859. msql.SampleCount = (UINT)samples;
  860. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
  861. if (SUCCEEDED(res) && msql.NumQualityLevels) {
  862. int bit = get_shift_from_power_of_2(samples);
  863. ERR_FAIL_COND_V(bit == -1, 1);
  864. mask |= (uint32_t)(1 << bit);
  865. }
  866. }
  867. format_sample_counts_mask_cache.insert(p_formats[i], mask);
  868. common &= mask;
  869. }
  870. }
  871. if (common == UINT32_MAX) {
  872. return 1;
  873. } else {
  874. return ((uint32_t)1 << nearest_shift(common));
  875. }
  876. }
  877. UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) {
  878. UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle;
  879. D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
  880. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
  881. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
  882. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
  883. // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
  884. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
  885. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
  886. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
  887. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
  888. };
  889. return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
  890. p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
  891. p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
  892. p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
  893. p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
  894. }
  895. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) {
  896. TextureAspect aspect = TEXTURE_ASPECT_MAX;
  897. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  898. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  899. aspect = TEXTURE_ASPECT_COLOR;
  900. }
  901. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  902. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  903. aspect = TEXTURE_ASPECT_DEPTH;
  904. } else if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  905. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  906. aspect = TEXTURE_ASPECT_STENCIL;
  907. }
  908. DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX);
  909. return _compute_plane_slice(p_format, aspect);
  910. }
  911. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) {
  912. switch (p_aspect) {
  913. case TEXTURE_ASPECT_COLOR:
  914. // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case).
  915. return 0;
  916. case TEXTURE_ASPECT_DEPTH:
  917. // The plane must be 0 for the color or depth aspect
  918. return 0;
  919. case TEXTURE_ASPECT_STENCIL:
  920. // 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).
  921. return format_get_plane_count(p_format) == 2 ? 1 : 0;
  922. default:
  923. DEV_ASSERT(false);
  924. return 0;
  925. }
  926. }
  927. UINT RenderingDeviceDriverD3D12::_compute_subresource_from_layers(TextureInfo *p_texture, const TextureSubresourceLayers &p_layers, uint32_t p_layer_offset) {
  928. return D3D12CalcSubresource(p_layers.mipmap, p_layers.base_layer + p_layer_offset, _compute_plane_slice(p_texture->format, p_layers.aspect), p_texture->desc.MipLevels, p_texture->desc.ArraySize());
  929. }
  930. void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) {
  931. uint32_t planes = 1;
  932. if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  933. planes = format_get_plane_count(p_tex_info->format);
  934. }
  935. D3D12_DISCARD_REGION dr = {};
  936. dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1;
  937. dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect;
  938. dr.FirstSubresource = UINT_MAX;
  939. dr.NumSubresources = 0;
  940. for (uint32_t u = 0; u < planes; u++) {
  941. for (uint32_t v = 0; v < p_tex_info->layers; v++) {
  942. for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) {
  943. UINT subresource = D3D12CalcSubresource(
  944. p_tex_info->base_mip + w,
  945. p_tex_info->base_layer + v,
  946. u,
  947. p_tex_info->desc.MipLevels,
  948. p_tex_info->desc.ArraySize());
  949. if (dr.NumSubresources == 0) {
  950. dr.FirstSubresource = subresource;
  951. dr.NumSubresources = 1;
  952. } else if (dr.FirstSubresource + dr.NumSubresources == subresource) {
  953. dr.NumSubresources++;
  954. } else {
  955. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  956. dr.FirstSubresource = subresource;
  957. dr.NumSubresources = 1;
  958. }
  959. }
  960. }
  961. }
  962. if (dr.NumSubresources) {
  963. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  964. }
  965. }
  966. bool RenderingDeviceDriverD3D12::_unordered_access_supported_by_format(DataFormat p_format) {
  967. switch (p_format) {
  968. case DATA_FORMAT_R4G4_UNORM_PACK8:
  969. case DATA_FORMAT_R4G4B4A4_UNORM_PACK16:
  970. case DATA_FORMAT_B4G4R4A4_UNORM_PACK16:
  971. case DATA_FORMAT_R5G6B5_UNORM_PACK16:
  972. case DATA_FORMAT_B5G6R5_UNORM_PACK16:
  973. case DATA_FORMAT_R5G5B5A1_UNORM_PACK16:
  974. case DATA_FORMAT_B5G5R5A1_UNORM_PACK16:
  975. case DATA_FORMAT_A1R5G5B5_UNORM_PACK16:
  976. case DATA_FORMAT_A8B8G8R8_UNORM_PACK32:
  977. case DATA_FORMAT_A8B8G8R8_SNORM_PACK32:
  978. case DATA_FORMAT_A8B8G8R8_USCALED_PACK32:
  979. case DATA_FORMAT_A8B8G8R8_SSCALED_PACK32:
  980. case DATA_FORMAT_A8B8G8R8_UINT_PACK32:
  981. case DATA_FORMAT_A8B8G8R8_SINT_PACK32:
  982. case DATA_FORMAT_A8B8G8R8_SRGB_PACK32:
  983. case DATA_FORMAT_A2R10G10B10_UNORM_PACK32:
  984. case DATA_FORMAT_A2R10G10B10_SNORM_PACK32:
  985. case DATA_FORMAT_A2R10G10B10_USCALED_PACK32:
  986. case DATA_FORMAT_A2R10G10B10_SSCALED_PACK32:
  987. case DATA_FORMAT_A2R10G10B10_UINT_PACK32:
  988. case DATA_FORMAT_A2R10G10B10_SINT_PACK32:
  989. case DATA_FORMAT_A2B10G10R10_UNORM_PACK32:
  990. case DATA_FORMAT_A2B10G10R10_SNORM_PACK32:
  991. case DATA_FORMAT_A2B10G10R10_USCALED_PACK32:
  992. case DATA_FORMAT_A2B10G10R10_SSCALED_PACK32:
  993. case DATA_FORMAT_A2B10G10R10_UINT_PACK32:
  994. case DATA_FORMAT_A2B10G10R10_SINT_PACK32:
  995. case DATA_FORMAT_B10G11R11_UFLOAT_PACK32:
  996. case DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32:
  997. case DATA_FORMAT_X8_D24_UNORM_PACK32:
  998. case DATA_FORMAT_R10X6_UNORM_PACK16:
  999. case DATA_FORMAT_R10X6G10X6_UNORM_2PACK16:
  1000. case DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16:
  1001. case DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16:
  1002. case DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16:
  1003. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16:
  1004. case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16:
  1005. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16:
  1006. case DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16:
  1007. case DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16:
  1008. case DATA_FORMAT_R12X4_UNORM_PACK16:
  1009. case DATA_FORMAT_R12X4G12X4_UNORM_2PACK16:
  1010. case DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16:
  1011. case DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16:
  1012. case DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16:
  1013. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16:
  1014. case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16:
  1015. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16:
  1016. case DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16:
  1017. case DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16:
  1018. return false;
  1019. default:
  1020. return true;
  1021. }
  1022. }
  1023. RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) {
  1024. // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
  1025. CD3DX12_RESOURCE_DESC1 resource_desc = {};
  1026. resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type];
  1027. resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
  1028. resource_desc.Width = p_format.width;
  1029. resource_desc.Height = p_format.height;
  1030. resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers;
  1031. resource_desc.MipLevels = p_format.mipmaps;
  1032. // Format.
  1033. bool cross_family_sharing = false;
  1034. bool relaxed_casting_available = false;
  1035. DXGI_FORMAT *relaxed_casting_formats = nullptr;
  1036. uint32_t relaxed_casting_format_count = 0;
  1037. {
  1038. resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family;
  1039. // If views of different families are wanted, special setup is needed for proper sharing among them.
  1040. // If the driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
  1041. if (p_format.shareable_formats.size() && format_capabilities.relaxed_casting_supported) {
  1042. relaxed_casting_available = true;
  1043. relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size() + 1);
  1044. relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1045. relaxed_casting_format_count++;
  1046. }
  1047. HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
  1048. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  1049. DataFormat curr_format = p_format.shareable_formats[i];
  1050. String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'";
  1051. ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported.");
  1052. if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) {
  1053. cross_family_sharing = true;
  1054. }
  1055. if (relaxed_casting_available) {
  1056. relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format;
  1057. relaxed_casting_format_count++;
  1058. }
  1059. }
  1060. if (cross_family_sharing && !relaxed_casting_available) {
  1061. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
  1062. if (p_format.texture_type == TEXTURE_TYPE_1D) {
  1063. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
  1064. }
  1065. if (p_format.samples != TEXTURE_SAMPLES_1) {
  1066. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
  1067. }
  1068. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1069. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
  1070. }
  1071. if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
  1072. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
  1073. }
  1074. }
  1075. }
  1076. // Usage.
  1077. if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
  1078. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1079. } else {
  1080. if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT) && _unordered_access_supported_by_format(p_format.format)) {
  1081. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
  1082. }
  1083. }
  1084. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  1085. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1086. }
  1087. if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
  1088. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  1089. }
  1090. if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) && (p_format.usage_bits & TEXTURE_USAGE_VRS_FRAGMENT_SHADING_RATE_BIT)) {
  1091. // For VRS images we can't use the typeless format.
  1092. resource_desc.Format = DXGI_FORMAT_R8_UINT;
  1093. }
  1094. resource_desc.SampleDesc = {};
  1095. 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;
  1096. if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1097. resource_desc.SampleDesc.Count = MIN(
  1098. _find_max_common_supported_sample_count(format_to_test),
  1099. TEXTURE_SAMPLES_COUNT[p_format.samples]);
  1100. } else {
  1101. // No MSAA in D3D12 if storage. May have become possible recently where supported, though.
  1102. resource_desc.SampleDesc.Count = 1;
  1103. }
  1104. resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  1105. // Create.
  1106. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1107. allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
  1108. if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
  1109. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
  1110. } else {
  1111. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
  1112. }
  1113. if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1114. allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
  1115. }
  1116. D3D12_RESOURCE_STATES initial_state = {};
  1117. ID3D12Resource *texture = nullptr;
  1118. ComPtr<ID3D12Resource> main_texture;
  1119. ComPtr<D3D12MA::Allocation> allocation;
  1120. static const FLOAT black[4] = {};
  1121. D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black);
  1122. D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
  1123. {
  1124. HRESULT res = E_FAIL;
  1125. if (barrier_capabilities.enhanced_barriers_supported || (cross_family_sharing && relaxed_casting_available)) {
  1126. // Create with undefined layout if enhanced barriers are supported. Leave as common otherwise for interop with legacy barriers.
  1127. D3D12_BARRIER_LAYOUT initial_layout = barrier_capabilities.enhanced_barriers_supported ? D3D12_BARRIER_LAYOUT_UNDEFINED : D3D12_BARRIER_LAYOUT_COMMON;
  1128. res = allocator->CreateResource3(
  1129. &allocation_desc,
  1130. &resource_desc,
  1131. initial_layout,
  1132. clear_value_ptr,
  1133. relaxed_casting_format_count,
  1134. relaxed_casting_formats,
  1135. allocation.GetAddressOf(),
  1136. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1137. initial_state = D3D12_RESOURCE_STATE_COMMON;
  1138. } else {
  1139. res = allocator->CreateResource(
  1140. &allocation_desc,
  1141. (D3D12_RESOURCE_DESC *)&resource_desc,
  1142. D3D12_RESOURCE_STATE_COPY_DEST,
  1143. clear_value_ptr,
  1144. allocation.GetAddressOf(),
  1145. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1146. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  1147. }
  1148. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1149. texture = main_texture.Get();
  1150. }
  1151. // Describe views.
  1152. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1153. {
  1154. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1155. 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];
  1156. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1157. switch (srv_desc.ViewDimension) {
  1158. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1159. srv_desc.Texture1D.MipLevels = p_format.mipmaps;
  1160. } break;
  1161. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1162. srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
  1163. srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1164. } break;
  1165. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1166. srv_desc.Texture2D.MipLevels = p_format.mipmaps;
  1167. } break;
  1168. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1169. } break;
  1170. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1171. srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
  1172. srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1173. } break;
  1174. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1175. srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
  1176. } break;
  1177. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1178. srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
  1179. srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
  1180. } break;
  1181. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1182. srv_desc.Texture3D.MipLevels = p_format.mipmaps;
  1183. } break;
  1184. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1185. srv_desc.TextureCube.MipLevels = p_format.mipmaps;
  1186. } break;
  1187. default: {
  1188. }
  1189. }
  1190. }
  1191. D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {};
  1192. {
  1193. main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1194. 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;
  1195. switch (main_uav_desc.ViewDimension) {
  1196. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1197. main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1198. } break;
  1199. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1200. // Either for an actual 2D texture array, cubemap or cubemap array.
  1201. main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1202. } break;
  1203. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1204. main_uav_desc.Texture3D.WSize = p_format.depth;
  1205. } break;
  1206. default: {
  1207. }
  1208. }
  1209. }
  1210. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
  1211. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1212. // Bookkeep.
  1213. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1214. tex_info->resource = texture;
  1215. tex_info->owner_info.resource = main_texture;
  1216. tex_info->owner_info.allocation = allocation;
  1217. tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers);
  1218. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1219. tex_info->owner_info.states.subresource_states[i] = initial_state;
  1220. }
  1221. tex_info->states_ptr = &tex_info->owner_info.states;
  1222. tex_info->format = p_format.format;
  1223. GODOT_GCC_WARNING_PUSH_AND_IGNORE("-Wstrict-aliasing")
  1224. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1225. GODOT_GCC_WARNING_POP
  1226. tex_info->base_layer = 0;
  1227. tex_info->layers = resource_desc.ArraySize();
  1228. tex_info->base_mip = 0;
  1229. tex_info->mipmaps = resource_desc.MipLevels;
  1230. tex_info->view_descs.srv = srv_desc;
  1231. tex_info->view_descs.uav = uav_desc;
  1232. if (!barrier_capabilities.enhanced_barriers_supported && (p_format.usage_bits & (TEXTURE_USAGE_STORAGE_BIT | TEXTURE_USAGE_COLOR_ATTACHMENT_BIT))) {
  1233. // Fallback to clear resources when they're first used in a uniform set. Not necessary if enhanced barriers
  1234. // are supported, as the discard flag will be used instead when transitioning from an undefined layout.
  1235. textures_pending_clear.add(&tex_info->pending_clear);
  1236. }
  1237. return TextureID(tex_info);
  1238. }
  1239. 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) {
  1240. ERR_FAIL_V_MSG(TextureID(), "Unimplemented!");
  1241. }
  1242. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
  1243. return _texture_create_shared_from_slice(p_original_texture, p_view, (TextureSliceType)-1, 0, 0, 0, 0);
  1244. }
  1245. 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) {
  1246. return _texture_create_shared_from_slice(p_original_texture, p_view, p_slice_type, p_layer, p_layers, p_mipmap, p_mipmaps);
  1247. }
  1248. 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) {
  1249. TextureInfo *owner_tex_info = (TextureInfo *)p_original_texture.id;
  1250. #ifdef DEBUG_ENABLED
  1251. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1252. #endif
  1253. ComPtr<ID3D12Resource> new_texture;
  1254. ComPtr<D3D12MA::Allocation> new_allocation;
  1255. ID3D12Resource *resource = owner_tex_info->resource;
  1256. CD3DX12_RESOURCE_DESC new_tex_resource_desc = owner_tex_info->desc;
  1257. // Describe views.
  1258. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1259. {
  1260. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1261. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1262. }
  1263. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1264. {
  1265. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1266. }
  1267. if (p_slice_type != (TextureSliceType)-1) {
  1268. // Complete description with slicing.
  1269. switch (p_slice_type) {
  1270. case TEXTURE_SLICE_2D: {
  1271. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
  1272. srv_desc.Texture2D.MostDetailedMip = p_mipmap;
  1273. srv_desc.Texture2D.MipLevels = p_mipmaps;
  1274. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
  1275. uav_desc.Texture1D.MipSlice = p_mipmap;
  1276. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
  1277. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
  1278. } 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) {
  1279. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1280. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1281. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1282. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1283. srv_desc.Texture2DArray.ArraySize = 1;
  1284. srv_desc.Texture2DArray.PlaneSlice = 0;
  1285. srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
  1286. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1287. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1288. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1289. uav_desc.Texture2DArray.ArraySize = 1;
  1290. uav_desc.Texture2DArray.PlaneSlice = 0;
  1291. } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
  1292. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1293. srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
  1294. srv_desc.Texture2DMSArray.ArraySize = 1;
  1295. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
  1296. } else {
  1297. DEV_ASSERT(false);
  1298. }
  1299. } break;
  1300. case TEXTURE_SLICE_CUBEMAP: {
  1301. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
  1302. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  1303. srv_desc.TextureCube.MostDetailedMip = p_mipmap;
  1304. srv_desc.TextureCube.MipLevels = p_mipmaps;
  1305. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1306. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1307. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1308. uav_desc.Texture2DArray.ArraySize = 6;
  1309. uav_desc.Texture2DArray.PlaneSlice = 0;
  1310. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
  1311. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  1312. srv_desc.TextureCubeArray.MostDetailedMip = p_mipmap;
  1313. srv_desc.TextureCubeArray.MipLevels = p_mipmaps;
  1314. srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
  1315. srv_desc.TextureCubeArray.NumCubes = 1;
  1316. srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  1317. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1318. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1319. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1320. uav_desc.Texture2DArray.ArraySize = 6;
  1321. uav_desc.Texture2DArray.PlaneSlice = 0;
  1322. } else {
  1323. DEV_ASSERT(false);
  1324. }
  1325. } break;
  1326. case TEXTURE_SLICE_3D: {
  1327. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
  1328. srv_desc.Texture3D.MostDetailedMip = p_mipmap;
  1329. srv_desc.Texture3D.MipLevels = p_mipmaps;
  1330. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
  1331. uav_desc.Texture3D.MipSlice = p_mipmap;
  1332. uav_desc.Texture3D.WSize = -1;
  1333. } break;
  1334. case TEXTURE_SLICE_2D_ARRAY: {
  1335. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
  1336. srv_desc.Texture2DArray.MostDetailedMip = p_mipmap;
  1337. srv_desc.Texture2DArray.MipLevels = p_mipmaps;
  1338. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1339. srv_desc.Texture2DArray.ArraySize = p_layers;
  1340. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1341. uav_desc.Texture2DArray.MipSlice = p_mipmap;
  1342. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1343. uav_desc.Texture2DArray.ArraySize = p_layers;
  1344. } break;
  1345. default:
  1346. break;
  1347. }
  1348. }
  1349. // Bookkeep.
  1350. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1351. tex_info->resource = resource;
  1352. tex_info->states_ptr = owner_tex_info->states_ptr;
  1353. tex_info->format = p_view.format;
  1354. tex_info->desc = new_tex_resource_desc;
  1355. if (p_slice_type == (TextureSliceType)-1) {
  1356. tex_info->base_layer = owner_tex_info->base_layer;
  1357. tex_info->layers = owner_tex_info->layers;
  1358. tex_info->base_mip = owner_tex_info->base_mip;
  1359. tex_info->mipmaps = owner_tex_info->mipmaps;
  1360. } else {
  1361. tex_info->base_layer = p_layer;
  1362. tex_info->layers = p_layers;
  1363. tex_info->base_mip = p_mipmap;
  1364. tex_info->mipmaps = p_mipmaps;
  1365. }
  1366. tex_info->view_descs.srv = srv_desc;
  1367. tex_info->view_descs.uav = uav_desc;
  1368. tex_info->main_texture = owner_tex_info;
  1369. return TextureID(tex_info);
  1370. }
  1371. void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) {
  1372. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1373. VersatileResource::free(resources_allocator, tex_info);
  1374. }
  1375. uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) {
  1376. const TextureInfo *tex_info = (const TextureInfo *)p_texture.id;
  1377. return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0;
  1378. }
  1379. void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) {
  1380. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1381. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0);
  1382. D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {};
  1383. UINT64 subresource_total_size = 0;
  1384. device->GetCopyableFootprints(
  1385. &tex_info->desc,
  1386. subresource,
  1387. 1,
  1388. 0,
  1389. &footprint,
  1390. nullptr,
  1391. nullptr,
  1392. &subresource_total_size);
  1393. *r_layout = {};
  1394. r_layout->offset = footprint.Offset;
  1395. r_layout->size = subresource_total_size;
  1396. r_layout->row_pitch = footprint.Footprint.RowPitch;
  1397. r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth();
  1398. r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize();
  1399. }
  1400. uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) {
  1401. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1402. #ifdef DEBUG_ENABLED
  1403. ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr);
  1404. #endif
  1405. UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect);
  1406. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane);
  1407. void *data_ptr = nullptr;
  1408. HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr);
  1409. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1410. tex_info->mapped_subresource = subresource;
  1411. return (uint8_t *)data_ptr;
  1412. }
  1413. void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) {
  1414. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1415. #ifdef DEBUG_ENABLED
  1416. ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX);
  1417. #endif
  1418. tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE);
  1419. tex_info->mapped_subresource = UINT_MAX;
  1420. }
  1421. BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) {
  1422. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1423. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1424. if (srv_rtv_support.Format != DXGI_FORMAT_UNKNOWN) { // Some implementations (i.e., vkd3d-proton) error out instead of returning empty.
  1425. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1426. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1427. }
  1428. D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
  1429. D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
  1430. dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format;
  1431. if (dsv_support.Format != DXGI_FORMAT_UNKNOWN) { // See above.
  1432. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
  1433. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1434. }
  1435. // Everything supported by default makes an all-or-nothing check easier for the caller.
  1436. BitField<RDD::TextureUsageBits> supported = INT64_MAX;
  1437. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
  1438. // as long as the resource can be used as a texture, Sample() will work with point filter at least.
  1439. // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
  1440. // That's almost good for integer formats. The problem is that theoretically there may be
  1441. // float formats that support LOAD but not SAMPLE fully, so this check will not detect
  1442. // such a flaw in the format. Linearly interpolated sampling would just not work on them.
  1443. if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) ||
  1444. RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
  1445. supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT);
  1446. }
  1447. if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
  1448. supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  1449. }
  1450. if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
  1451. supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
  1452. }
  1453. if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
  1454. supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT);
  1455. }
  1456. if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
  1457. supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT);
  1458. }
  1459. if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) {
  1460. supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT);
  1461. }
  1462. return supported;
  1463. }
  1464. bool RenderingDeviceDriverD3D12::texture_can_make_shared_with_format(TextureID p_texture, DataFormat p_format, bool &r_raw_reinterpretation) {
  1465. r_raw_reinterpretation = false;
  1466. if (format_capabilities.relaxed_casting_supported) {
  1467. // Relaxed casting is supported, there should be no need to check for format family compatibility.
  1468. return true;
  1469. } else {
  1470. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1471. if (tex_info->format == DATA_FORMAT_R16_UINT && p_format == DATA_FORMAT_R4G4B4A4_UNORM_PACK16) {
  1472. // Specific cases that require buffer reinterpretation.
  1473. r_raw_reinterpretation = true;
  1474. return false;
  1475. } else if (RD_TO_D3D12_FORMAT[tex_info->format].family != RD_TO_D3D12_FORMAT[p_format].family) {
  1476. // Format family is different but copying resources directly is possible.
  1477. return false;
  1478. } else {
  1479. // Format family is the same and the view can just cast the format.
  1480. return true;
  1481. }
  1482. }
  1483. }
  1484. /*****************/
  1485. /**** SAMPLER ****/
  1486. /*****************/
  1487. static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = {
  1488. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  1489. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  1490. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  1491. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  1492. D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
  1493. };
  1494. static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = {
  1495. { 0, 0, 0, 0 },
  1496. { 0, 0, 0, 0 },
  1497. { 0, 0, 0, 1 },
  1498. { 0, 0, 0, 1 },
  1499. { 1, 1, 1, 1 },
  1500. { 1, 1, 1, 1 },
  1501. };
  1502. RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) {
  1503. uint32_t slot = UINT32_MAX;
  1504. if (samplers.is_empty()) {
  1505. // Adding a seemigly busy slot 0 makes things easier elsewhere.
  1506. samplers.push_back({});
  1507. samplers.push_back({});
  1508. slot = 1;
  1509. } else {
  1510. for (uint32_t i = 1; i < samplers.size(); i++) {
  1511. if ((int)samplers[i].Filter == INT_MAX) {
  1512. slot = i;
  1513. break;
  1514. }
  1515. }
  1516. if (slot == UINT32_MAX) {
  1517. slot = samplers.size();
  1518. samplers.push_back({});
  1519. }
  1520. }
  1521. D3D12_SAMPLER_DESC &sampler_desc = samplers[slot];
  1522. if (p_state.use_anisotropy) {
  1523. sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1524. sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
  1525. } else {
  1526. static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = {
  1527. D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
  1528. D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
  1529. };
  1530. sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
  1531. RD_FILTER_TYPE_TO_D3D12[p_state.min_filter],
  1532. RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter],
  1533. RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter],
  1534. p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1535. }
  1536. sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_u];
  1537. sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_v];
  1538. sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRESS_MODE[p_state.repeat_w];
  1539. for (int i = 0; i < 4; i++) {
  1540. sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i];
  1541. }
  1542. sampler_desc.MinLOD = p_state.min_lod;
  1543. sampler_desc.MaxLOD = p_state.max_lod;
  1544. sampler_desc.MipLODBias = p_state.lod_bias;
  1545. sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
  1546. // TODO: Emulate somehow?
  1547. if (p_state.unnormalized_uvw) {
  1548. WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
  1549. }
  1550. return SamplerID(slot);
  1551. }
  1552. void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) {
  1553. samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX;
  1554. }
  1555. bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) {
  1556. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1557. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1558. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1559. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1560. return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
  1561. }
  1562. /**********************/
  1563. /**** VERTEX ARRAY ****/
  1564. /**********************/
  1565. RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) {
  1566. VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator);
  1567. vf_info->input_elem_descs.resize(p_vertex_attribs.size());
  1568. vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size());
  1569. for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) {
  1570. vf_info->input_elem_descs[i] = {};
  1571. vf_info->input_elem_descs[i].SemanticName = "TEXCOORD";
  1572. vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location;
  1573. vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format;
  1574. vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
  1575. vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset;
  1576. if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
  1577. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
  1578. vf_info->input_elem_descs[i].InstanceDataStepRate = 1;
  1579. } else {
  1580. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
  1581. vf_info->input_elem_descs[i].InstanceDataStepRate = 0;
  1582. }
  1583. vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride;
  1584. }
  1585. return VertexFormatID(vf_info);
  1586. }
  1587. void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) {
  1588. VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id;
  1589. VersatileResource::free(resources_allocator, vf_info);
  1590. }
  1591. /******************/
  1592. /**** BARRIERS ****/
  1593. /******************/
  1594. static D3D12_BARRIER_ACCESS _rd_texture_layout_access_mask(RDD::TextureLayout p_texture_layout) {
  1595. switch (p_texture_layout) {
  1596. case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
  1597. return D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1598. case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
  1599. return D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1600. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
  1601. return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ | D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
  1602. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
  1603. return D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
  1604. case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
  1605. return D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
  1606. case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
  1607. return D3D12_BARRIER_ACCESS_COPY_SOURCE;
  1608. case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
  1609. return D3D12_BARRIER_ACCESS_COPY_DEST;
  1610. case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
  1611. return D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
  1612. case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
  1613. return D3D12_BARRIER_ACCESS_RESOLVE_DEST;
  1614. case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
  1615. return D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
  1616. case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
  1617. DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
  1618. return D3D12_BARRIER_ACCESS_NO_ACCESS;
  1619. default:
  1620. return D3D12_BARRIER_ACCESS_NO_ACCESS;
  1621. }
  1622. }
  1623. static void _rd_access_to_d3d12_and_mask(BitField<RDD::BarrierAccessBits> p_access, RDD::TextureLayout p_texture_layout, D3D12_BARRIER_ACCESS &r_access, D3D12_BARRIER_SYNC &r_sync_mask) {
  1624. r_access = D3D12_BARRIER_ACCESS_COMMON;
  1625. r_sync_mask = D3D12_BARRIER_SYNC_NONE;
  1626. if (p_access.has_flag(RDD::BARRIER_ACCESS_INDIRECT_COMMAND_READ_BIT)) {
  1627. r_access |= D3D12_BARRIER_ACCESS_INDIRECT_ARGUMENT;
  1628. r_sync_mask |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
  1629. }
  1630. if (p_access.has_flag(RDD::BARRIER_ACCESS_INDEX_READ_BIT)) {
  1631. r_access |= D3D12_BARRIER_ACCESS_INDEX_BUFFER;
  1632. r_sync_mask |= D3D12_BARRIER_SYNC_INDEX_INPUT | D3D12_BARRIER_SYNC_DRAW;
  1633. }
  1634. if (p_access.has_flag(RDD::BARRIER_ACCESS_VERTEX_ATTRIBUTE_READ_BIT)) {
  1635. r_access |= D3D12_BARRIER_ACCESS_VERTEX_BUFFER;
  1636. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1637. }
  1638. if (p_access.has_flag(RDD::BARRIER_ACCESS_UNIFORM_READ_BIT)) {
  1639. r_access |= D3D12_BARRIER_ACCESS_CONSTANT_BUFFER;
  1640. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
  1641. D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1642. }
  1643. if (p_access.has_flag(RDD::BARRIER_ACCESS_INPUT_ATTACHMENT_READ_BIT)) {
  1644. r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1645. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
  1646. }
  1647. if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_READ_BIT)) {
  1648. r_access |= D3D12_BARRIER_ACCESS_COPY_SOURCE;
  1649. r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
  1650. }
  1651. if (p_access.has_flag(RDD::BARRIER_ACCESS_COPY_WRITE_BIT)) {
  1652. r_access |= D3D12_BARRIER_ACCESS_COPY_DEST;
  1653. r_sync_mask |= D3D12_BARRIER_SYNC_COPY;
  1654. }
  1655. if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_READ_BIT)) {
  1656. r_access |= D3D12_BARRIER_ACCESS_RESOLVE_SOURCE;
  1657. r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
  1658. }
  1659. if (p_access.has_flag(RDD::BARRIER_ACCESS_RESOLVE_WRITE_BIT)) {
  1660. r_access |= D3D12_BARRIER_ACCESS_RESOLVE_DEST;
  1661. r_sync_mask |= D3D12_BARRIER_SYNC_RESOLVE;
  1662. }
  1663. if (p_access.has_flag(RDD::BARRIER_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT)) {
  1664. r_access |= D3D12_BARRIER_ACCESS_SHADING_RATE_SOURCE;
  1665. r_sync_mask |= D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_ALL_SHADING;
  1666. }
  1667. const D3D12_BARRIER_SYNC unordered_access_mask = D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING |
  1668. D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING | D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
  1669. if (p_access.has_flag(RDD::BARRIER_ACCESS_STORAGE_CLEAR_BIT)) {
  1670. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1671. r_sync_mask |= unordered_access_mask;
  1672. }
  1673. // These access bits only have compatibility with certain layouts unlike in Vulkan where they imply specific operations in the same layout.
  1674. if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_WRITE_BIT)) {
  1675. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1676. r_sync_mask |= unordered_access_mask;
  1677. } else if (p_access.has_flag(RDD::BARRIER_ACCESS_SHADER_READ_BIT)) {
  1678. if (p_texture_layout == RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL) {
  1679. // Unordered access must be enforced if the texture is using the storage layout.
  1680. r_access |= D3D12_BARRIER_ACCESS_UNORDERED_ACCESS;
  1681. r_sync_mask |= unordered_access_mask;
  1682. } else {
  1683. r_access |= D3D12_BARRIER_ACCESS_SHADER_RESOURCE;
  1684. r_sync_mask |= D3D12_BARRIER_SYNC_VERTEX_SHADING | D3D12_BARRIER_SYNC_PIXEL_SHADING | D3D12_BARRIER_SYNC_COMPUTE_SHADING | D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_ALL_SHADING;
  1685. }
  1686. }
  1687. if (p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_WRITE_BIT) || p_access.has_flag(RDD::BARRIER_ACCESS_COLOR_ATTACHMENT_READ_BIT)) {
  1688. r_access |= D3D12_BARRIER_ACCESS_RENDER_TARGET;
  1689. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_RENDER_TARGET;
  1690. }
  1691. if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT)) {
  1692. r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_WRITE;
  1693. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1694. } else if (p_access.has_flag(RDD::BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT)) {
  1695. r_access |= D3D12_BARRIER_ACCESS_DEPTH_STENCIL_READ;
  1696. r_sync_mask |= D3D12_BARRIER_SYNC_DRAW | D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1697. }
  1698. }
  1699. static void _rd_stages_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, D3D12_BARRIER_SYNC &r_sync) {
  1700. if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
  1701. r_sync = D3D12_BARRIER_SYNC_ALL;
  1702. } else {
  1703. if (p_stages.has_flag(RDD::PIPELINE_STAGE_DRAW_INDIRECT_BIT)) {
  1704. r_sync |= D3D12_BARRIER_SYNC_EXECUTE_INDIRECT;
  1705. }
  1706. if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_INPUT_BIT)) {
  1707. r_sync |= D3D12_BARRIER_SYNC_INDEX_INPUT;
  1708. }
  1709. if (p_stages.has_flag(RDD::PIPELINE_STAGE_VERTEX_SHADER_BIT)) {
  1710. r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
  1711. }
  1712. if (p_stages.has_flag(RDD::PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_GEOMETRY_SHADER_BIT)) {
  1713. // There's no granularity for tessellation or geometry stages. The specification defines it as part of vertex shading.
  1714. r_sync |= D3D12_BARRIER_SYNC_VERTEX_SHADING;
  1715. }
  1716. if (p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADER_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT)) {
  1717. r_sync |= D3D12_BARRIER_SYNC_PIXEL_SHADING;
  1718. }
  1719. if (p_stages.has_flag(RDD::PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT) || p_stages.has_flag(RDD::PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT)) {
  1720. // Covers both read and write operations for depth stencil.
  1721. r_sync |= D3D12_BARRIER_SYNC_DEPTH_STENCIL;
  1722. }
  1723. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)) {
  1724. r_sync |= D3D12_BARRIER_SYNC_RENDER_TARGET;
  1725. }
  1726. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COMPUTE_SHADER_BIT)) {
  1727. r_sync |= D3D12_BARRIER_SYNC_COMPUTE_SHADING;
  1728. }
  1729. if (p_stages.has_flag(RDD::PIPELINE_STAGE_COPY_BIT)) {
  1730. r_sync |= D3D12_BARRIER_SYNC_COPY;
  1731. }
  1732. if (p_stages.has_flag(RDD::PIPELINE_STAGE_RESOLVE_BIT)) {
  1733. r_sync |= D3D12_BARRIER_SYNC_RESOLVE;
  1734. }
  1735. if (p_stages.has_flag(RDD::PIPELINE_STAGE_CLEAR_STORAGE_BIT)) {
  1736. r_sync |= D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW;
  1737. }
  1738. if (p_stages.has_flag(RDD::PIPELINE_STAGE_ALL_GRAPHICS_BIT)) {
  1739. r_sync |= D3D12_BARRIER_SYNC_DRAW;
  1740. }
  1741. }
  1742. }
  1743. static void _rd_stages_and_access_to_d3d12(BitField<RDD::PipelineStageBits> p_stages, RDD::TextureLayout p_texture_layout, BitField<RDD::BarrierAccessBits> p_access, D3D12_BARRIER_SYNC &r_sync, D3D12_BARRIER_ACCESS &r_access) {
  1744. D3D12_BARRIER_SYNC sync_mask;
  1745. r_sync = D3D12_BARRIER_SYNC_NONE;
  1746. if (p_texture_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) {
  1747. // Undefined texture layouts are a special case where no access bits or synchronization scopes are allowed.
  1748. r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
  1749. return;
  1750. }
  1751. // Convert access bits to the D3D12 barrier access bits.
  1752. _rd_access_to_d3d12_and_mask(p_access, p_texture_layout, r_access, sync_mask);
  1753. if (p_texture_layout != RDD::TEXTURE_LAYOUT_MAX) {
  1754. // Only allow the access bits compatible with the texture layout.
  1755. r_access &= _rd_texture_layout_access_mask(p_texture_layout);
  1756. }
  1757. // Convert stage bits to the D3D12 synchronization scope bits.
  1758. _rd_stages_to_d3d12(p_stages, r_sync);
  1759. // Only enable synchronization stages compatible with the access bits that were used.
  1760. r_sync &= sync_mask;
  1761. if (r_sync == D3D12_BARRIER_SYNC_NONE) {
  1762. if (p_access.is_empty()) {
  1763. // No valid synchronization scope was defined and no access in particular is required.
  1764. r_access = D3D12_BARRIER_ACCESS_NO_ACCESS;
  1765. } else {
  1766. // Access is required but the synchronization scope wasn't compatible. We fall back to the global synchronization scope and access.
  1767. r_sync = D3D12_BARRIER_SYNC_ALL;
  1768. r_access = D3D12_BARRIER_ACCESS_COMMON;
  1769. }
  1770. }
  1771. }
  1772. static D3D12_BARRIER_LAYOUT _rd_texture_layout_to_d3d12_barrier_layout(RDD::TextureLayout p_texture_layout) {
  1773. switch (p_texture_layout) {
  1774. case RDD::TEXTURE_LAYOUT_UNDEFINED:
  1775. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1776. case RDD::TEXTURE_LAYOUT_GENERAL:
  1777. return D3D12_BARRIER_LAYOUT_COMMON;
  1778. case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
  1779. return D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS;
  1780. case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
  1781. return D3D12_BARRIER_LAYOUT_RENDER_TARGET;
  1782. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
  1783. return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_WRITE;
  1784. case RDD::TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL:
  1785. return D3D12_BARRIER_LAYOUT_DEPTH_STENCIL_READ;
  1786. case RDD::TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
  1787. return D3D12_BARRIER_LAYOUT_SHADER_RESOURCE;
  1788. case RDD::TEXTURE_LAYOUT_COPY_SRC_OPTIMAL:
  1789. return D3D12_BARRIER_LAYOUT_COPY_SOURCE;
  1790. case RDD::TEXTURE_LAYOUT_COPY_DST_OPTIMAL:
  1791. return D3D12_BARRIER_LAYOUT_COPY_DEST;
  1792. case RDD::TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL:
  1793. return D3D12_BARRIER_LAYOUT_RESOLVE_SOURCE;
  1794. case RDD::TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL:
  1795. return D3D12_BARRIER_LAYOUT_RESOLVE_DEST;
  1796. case RDD::TEXTURE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL:
  1797. return D3D12_BARRIER_LAYOUT_SHADING_RATE_SOURCE;
  1798. case RDD::TEXTURE_LAYOUT_FRAGMENT_DENSITY_MAP_ATTACHMENT_OPTIMAL:
  1799. DEV_ASSERT(false && "Fragment density maps are not supported in D3D12.");
  1800. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1801. default:
  1802. DEV_ASSERT(false && "Unknown texture layout.");
  1803. return D3D12_BARRIER_LAYOUT_UNDEFINED;
  1804. }
  1805. }
  1806. void RenderingDeviceDriverD3D12::command_pipeline_barrier(CommandBufferID p_cmd_buffer,
  1807. BitField<PipelineStageBits> p_src_stages,
  1808. BitField<PipelineStageBits> p_dst_stages,
  1809. VectorView<RDD::MemoryBarrier> p_memory_barriers,
  1810. VectorView<RDD::BufferBarrier> p_buffer_barriers,
  1811. VectorView<RDD::TextureBarrier> p_texture_barriers) {
  1812. if (!barrier_capabilities.enhanced_barriers_supported) {
  1813. // Enhanced barriers are a requirement for this function.
  1814. return;
  1815. }
  1816. if (p_memory_barriers.size() == 0 && p_buffer_barriers.size() == 0 && p_texture_barriers.size() == 0) {
  1817. // At least one barrier must be present in the arguments.
  1818. return;
  1819. }
  1820. // The command list must support the required interface.
  1821. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffer.id);
  1822. ID3D12GraphicsCommandList7 *cmd_list_7 = nullptr;
  1823. HRESULT res = cmd_buf_info->cmd_list->QueryInterface(IID_PPV_ARGS(&cmd_list_7));
  1824. ERR_FAIL_COND(FAILED(res));
  1825. // Convert the RDD barriers to D3D12 enhanced barriers.
  1826. thread_local LocalVector<D3D12_GLOBAL_BARRIER> global_barriers;
  1827. thread_local LocalVector<D3D12_BUFFER_BARRIER> buffer_barriers;
  1828. thread_local LocalVector<D3D12_TEXTURE_BARRIER> texture_barriers;
  1829. global_barriers.clear();
  1830. buffer_barriers.clear();
  1831. texture_barriers.clear();
  1832. D3D12_GLOBAL_BARRIER global_barrier = {};
  1833. for (uint32_t i = 0; i < p_memory_barriers.size(); i++) {
  1834. const MemoryBarrier &memory_barrier = p_memory_barriers[i];
  1835. _rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.src_access, global_barrier.SyncBefore, global_barrier.AccessBefore);
  1836. _rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.dst_access, global_barrier.SyncAfter, global_barrier.AccessAfter);
  1837. global_barriers.push_back(global_barrier);
  1838. }
  1839. D3D12_BUFFER_BARRIER buffer_barrier_d3d12 = {};
  1840. buffer_barrier_d3d12.Offset = 0;
  1841. buffer_barrier_d3d12.Size = UINT64_MAX; // The specification says this must be the size of the buffer barrier.
  1842. for (uint32_t i = 0; i < p_buffer_barriers.size(); i++) {
  1843. const BufferBarrier &buffer_barrier_rd = p_buffer_barriers[i];
  1844. const BufferInfo *buffer_info = (const BufferInfo *)(buffer_barrier_rd.buffer.id);
  1845. _rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, buffer_barrier_rd.src_access, buffer_barrier_d3d12.SyncBefore, buffer_barrier_d3d12.AccessBefore);
  1846. _rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, buffer_barrier_rd.dst_access, buffer_barrier_d3d12.SyncAfter, buffer_barrier_d3d12.AccessAfter);
  1847. buffer_barrier_d3d12.pResource = buffer_info->resource;
  1848. buffer_barriers.push_back(buffer_barrier_d3d12);
  1849. }
  1850. D3D12_TEXTURE_BARRIER texture_barrier_d3d12 = {};
  1851. for (uint32_t i = 0; i < p_texture_barriers.size(); i++) {
  1852. const TextureBarrier &texture_barrier_rd = p_texture_barriers[i];
  1853. const TextureInfo *texture_info = (const TextureInfo *)(texture_barrier_rd.texture.id);
  1854. if (texture_info->main_texture) {
  1855. texture_info = texture_info->main_texture;
  1856. }
  1857. _rd_stages_and_access_to_d3d12(p_src_stages, texture_barrier_rd.prev_layout, texture_barrier_rd.src_access, texture_barrier_d3d12.SyncBefore, texture_barrier_d3d12.AccessBefore);
  1858. _rd_stages_and_access_to_d3d12(p_dst_stages, texture_barrier_rd.next_layout, texture_barrier_rd.dst_access, texture_barrier_d3d12.SyncAfter, texture_barrier_d3d12.AccessAfter);
  1859. texture_barrier_d3d12.LayoutBefore = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.prev_layout);
  1860. texture_barrier_d3d12.LayoutAfter = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.next_layout);
  1861. texture_barrier_d3d12.pResource = texture_info->resource;
  1862. if (texture_barrier_rd.subresources.mipmap_count == texture_info->mipmaps && texture_barrier_rd.subresources.layer_count == texture_info->layers) {
  1863. // So, all resources. Then, let's be explicit about it so D3D12 doesn't think
  1864. // we are dealing with a subset of subresources.
  1865. texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = 0xffffffff;
  1866. texture_barrier_d3d12.Subresources.NumMipLevels = 0;
  1867. // Because NumMipLevels == 0, all the other fields are ignored by D3D12.
  1868. } else {
  1869. texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = texture_barrier_rd.subresources.base_mipmap;
  1870. texture_barrier_d3d12.Subresources.NumMipLevels = texture_barrier_rd.subresources.mipmap_count;
  1871. texture_barrier_d3d12.Subresources.FirstArraySlice = texture_barrier_rd.subresources.base_layer;
  1872. texture_barrier_d3d12.Subresources.NumArraySlices = texture_barrier_rd.subresources.layer_count;
  1873. texture_barrier_d3d12.Subresources.FirstPlane = _compute_plane_slice(texture_info->format, texture_barrier_rd.subresources.aspect);
  1874. texture_barrier_d3d12.Subresources.NumPlanes = format_get_plane_count(texture_info->format);
  1875. }
  1876. texture_barrier_d3d12.Flags = (texture_barrier_rd.prev_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) ? D3D12_TEXTURE_BARRIER_FLAG_DISCARD : D3D12_TEXTURE_BARRIER_FLAG_NONE;
  1877. texture_barriers.push_back(texture_barrier_d3d12);
  1878. }
  1879. // Define the barrier groups and execute.
  1880. D3D12_BARRIER_GROUP barrier_groups[3] = {};
  1881. uint32_t barrier_groups_count = 0;
  1882. if (!global_barriers.is_empty()) {
  1883. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  1884. barrier_group.Type = D3D12_BARRIER_TYPE_GLOBAL;
  1885. barrier_group.NumBarriers = global_barriers.size();
  1886. barrier_group.pGlobalBarriers = global_barriers.ptr();
  1887. }
  1888. if (!buffer_barriers.is_empty()) {
  1889. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  1890. barrier_group.Type = D3D12_BARRIER_TYPE_BUFFER;
  1891. barrier_group.NumBarriers = buffer_barriers.size();
  1892. barrier_group.pBufferBarriers = buffer_barriers.ptr();
  1893. }
  1894. if (!texture_barriers.is_empty()) {
  1895. D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
  1896. barrier_group.Type = D3D12_BARRIER_TYPE_TEXTURE;
  1897. barrier_group.NumBarriers = texture_barriers.size();
  1898. barrier_group.pTextureBarriers = texture_barriers.ptr();
  1899. }
  1900. cmd_list_7->Barrier(barrier_groups_count, barrier_groups);
  1901. }
  1902. /****************/
  1903. /**** FENCES ****/
  1904. /****************/
  1905. RDD::FenceID RenderingDeviceDriverD3D12::fence_create() {
  1906. ComPtr<ID3D12Fence> d3d_fence;
  1907. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  1908. ERR_FAIL_COND_V(!SUCCEEDED(res), FenceID());
  1909. HANDLE event_handle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
  1910. ERR_FAIL_NULL_V(event_handle, FenceID());
  1911. FenceInfo *fence = memnew(FenceInfo);
  1912. fence->d3d_fence = d3d_fence;
  1913. fence->event_handle = event_handle;
  1914. return FenceID(fence);
  1915. }
  1916. Error RenderingDeviceDriverD3D12::fence_wait(FenceID p_fence) {
  1917. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  1918. fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
  1919. DWORD res = WaitForSingleObjectEx(fence->event_handle, INFINITE, FALSE);
  1920. #ifdef PIX_ENABLED
  1921. PIXNotifyWakeFromFenceSignal(fence->event_handle);
  1922. #endif
  1923. return (res == WAIT_FAILED) ? FAILED : OK;
  1924. }
  1925. void RenderingDeviceDriverD3D12::fence_free(FenceID p_fence) {
  1926. FenceInfo *fence = (FenceInfo *)(p_fence.id);
  1927. CloseHandle(fence->event_handle);
  1928. memdelete(fence);
  1929. }
  1930. /********************/
  1931. /**** SEMAPHORES ****/
  1932. /********************/
  1933. RDD::SemaphoreID RenderingDeviceDriverD3D12::semaphore_create() {
  1934. ComPtr<ID3D12Fence> d3d_fence;
  1935. HRESULT res = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(d3d_fence.GetAddressOf()));
  1936. ERR_FAIL_COND_V(!SUCCEEDED(res), SemaphoreID());
  1937. SemaphoreInfo *semaphore = memnew(SemaphoreInfo);
  1938. semaphore->d3d_fence = d3d_fence;
  1939. return SemaphoreID(semaphore);
  1940. }
  1941. void RenderingDeviceDriverD3D12::semaphore_free(SemaphoreID p_semaphore) {
  1942. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_semaphore.id);
  1943. memdelete(semaphore);
  1944. }
  1945. /******************/
  1946. /**** COMMANDS ****/
  1947. /******************/
  1948. // ----- QUEUE FAMILY -----
  1949. RDD::CommandQueueFamilyID RenderingDeviceDriverD3D12::command_queue_family_get(BitField<CommandQueueFamilyBits> p_cmd_queue_family_bits, RenderingContextDriver::SurfaceID p_surface) {
  1950. // Return the command list type encoded plus one so zero is an invalid value.
  1951. // The only ones that support presenting to a surface are direct queues.
  1952. if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_GRAPHICS_BIT) || (p_surface != 0)) {
  1953. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_DIRECT + 1);
  1954. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_COMPUTE_BIT)) {
  1955. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COMPUTE + 1);
  1956. } else if (p_cmd_queue_family_bits.has_flag(COMMAND_QUEUE_FAMILY_TRANSFER_BIT)) {
  1957. return CommandQueueFamilyID(D3D12_COMMAND_LIST_TYPE_COPY + 1);
  1958. } else {
  1959. return CommandQueueFamilyID();
  1960. }
  1961. }
  1962. // ----- QUEUE -----
  1963. RDD::CommandQueueID RenderingDeviceDriverD3D12::command_queue_create(CommandQueueFamilyID p_cmd_queue_family, bool p_identify_as_main_queue) {
  1964. ComPtr<ID3D12CommandQueue> d3d_queue;
  1965. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  1966. queue_desc.Type = (D3D12_COMMAND_LIST_TYPE)(p_cmd_queue_family.id - 1);
  1967. HRESULT res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(d3d_queue.GetAddressOf()));
  1968. ERR_FAIL_COND_V(!SUCCEEDED(res), CommandQueueID());
  1969. CommandQueueInfo *command_queue = memnew(CommandQueueInfo);
  1970. command_queue->d3d_queue = d3d_queue;
  1971. return CommandQueueID(command_queue);
  1972. }
  1973. 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) {
  1974. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  1975. for (uint32_t i = 0; i < p_wait_semaphores.size(); i++) {
  1976. const SemaphoreInfo *semaphore = (const SemaphoreInfo *)(p_wait_semaphores[i].id);
  1977. command_queue->d3d_queue->Wait(semaphore->d3d_fence.Get(), semaphore->fence_value);
  1978. }
  1979. if (p_cmd_buffers.size() > 0) {
  1980. thread_local LocalVector<ID3D12CommandList *> command_lists;
  1981. command_lists.resize(p_cmd_buffers.size());
  1982. for (uint32_t i = 0; i < p_cmd_buffers.size(); i++) {
  1983. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)(p_cmd_buffers[i].id);
  1984. command_lists[i] = cmd_buf_info->cmd_list.Get();
  1985. }
  1986. command_queue->d3d_queue->ExecuteCommandLists(command_lists.size(), command_lists.ptr());
  1987. for (uint32_t i = 0; i < p_cmd_semaphores.size(); i++) {
  1988. SemaphoreInfo *semaphore = (SemaphoreInfo *)(p_cmd_semaphores[i].id);
  1989. semaphore->fence_value++;
  1990. command_queue->d3d_queue->Signal(semaphore->d3d_fence.Get(), semaphore->fence_value);
  1991. }
  1992. if (p_cmd_fence) {
  1993. FenceInfo *fence = (FenceInfo *)(p_cmd_fence.id);
  1994. fence->fence_value++;
  1995. command_queue->d3d_queue->Signal(fence->d3d_fence.Get(), fence->fence_value);
  1996. }
  1997. }
  1998. HRESULT res;
  1999. bool any_present_failed = false;
  2000. for (uint32_t i = 0; i < p_swap_chains.size(); i++) {
  2001. SwapChain *swap_chain = (SwapChain *)(p_swap_chains[i].id);
  2002. res = swap_chain->d3d_swap_chain->Present(swap_chain->sync_interval, swap_chain->present_flags);
  2003. if (!SUCCEEDED(res)) {
  2004. print_verbose(vformat("D3D12: Presenting swapchain failed with error 0x%08ux.", (uint64_t)res));
  2005. any_present_failed = true;
  2006. }
  2007. }
  2008. return any_present_failed ? FAILED : OK;
  2009. }
  2010. void RenderingDeviceDriverD3D12::command_queue_free(CommandQueueID p_cmd_queue) {
  2011. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2012. memdelete(command_queue);
  2013. }
  2014. // ----- POOL -----
  2015. RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) {
  2016. CommandPoolInfo *command_pool = memnew(CommandPoolInfo);
  2017. command_pool->queue_family = p_cmd_queue_family;
  2018. command_pool->buffer_type = p_cmd_buffer_type;
  2019. return CommandPoolID(command_pool);
  2020. }
  2021. bool RenderingDeviceDriverD3D12::command_pool_reset(CommandPoolID p_cmd_pool) {
  2022. return true;
  2023. }
  2024. void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
  2025. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  2026. // Destroy all command buffers associated with this command pool, mirroring Vulkan's behavior.
  2027. SelfList<CommandBufferInfo> *cmd_buf_elem = command_pool->command_buffers.first();
  2028. while (cmd_buf_elem != nullptr) {
  2029. CommandBufferInfo *cmd_buf_info = cmd_buf_elem->self();
  2030. cmd_buf_elem = cmd_buf_elem->next();
  2031. cmd_buf_info->cmd_list.Reset();
  2032. cmd_buf_info->cmd_allocator.Reset();
  2033. VersatileResource::free(resources_allocator, cmd_buf_info);
  2034. }
  2035. memdelete(command_pool);
  2036. }
  2037. // ----- BUFFER -----
  2038. RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPoolID p_cmd_pool) {
  2039. DEV_ASSERT(p_cmd_pool);
  2040. CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
  2041. D3D12_COMMAND_LIST_TYPE list_type;
  2042. if (command_pool->buffer_type == COMMAND_BUFFER_TYPE_SECONDARY) {
  2043. list_type = D3D12_COMMAND_LIST_TYPE_BUNDLE;
  2044. } else {
  2045. list_type = D3D12_COMMAND_LIST_TYPE(command_pool->queue_family.id - 1);
  2046. }
  2047. ID3D12CommandAllocator *cmd_allocator = nullptr;
  2048. {
  2049. HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator));
  2050. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2051. }
  2052. ID3D12GraphicsCommandList *cmd_list = nullptr;
  2053. {
  2054. ComPtr<ID3D12Device4> device_4;
  2055. device->QueryInterface(device_4.GetAddressOf());
  2056. HRESULT res = E_FAIL;
  2057. if (device_4) {
  2058. res = device_4->CreateCommandList1(0, list_type, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list));
  2059. } else {
  2060. res = device->CreateCommandList(0, list_type, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list));
  2061. }
  2062. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2063. if (!device_4) {
  2064. cmd_list->Close();
  2065. }
  2066. }
  2067. // Bookkeep
  2068. CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator);
  2069. cmd_buf_info->cmd_allocator = cmd_allocator;
  2070. cmd_buf_info->cmd_list = cmd_list;
  2071. // Add this command buffer to the command pool's list of command buffers.
  2072. command_pool->command_buffers.add(&cmd_buf_info->command_buffer_info_elem);
  2073. return CommandBufferID(cmd_buf_info);
  2074. }
  2075. bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) {
  2076. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2077. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  2078. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2079. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  2080. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2081. return true;
  2082. }
  2083. bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) {
  2084. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2085. HRESULT res = cmd_buf_info->cmd_allocator->Reset();
  2086. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2087. res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  2088. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2089. return true;
  2090. }
  2091. void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) {
  2092. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  2093. HRESULT res = cmd_buf_info->cmd_list->Close();
  2094. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2095. cmd_buf_info->graphics_pso = nullptr;
  2096. cmd_buf_info->graphics_root_signature_crc = 0;
  2097. cmd_buf_info->compute_pso = nullptr;
  2098. cmd_buf_info->compute_root_signature_crc = 0;
  2099. cmd_buf_info->descriptor_heaps_set = false;
  2100. }
  2101. void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) {
  2102. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  2103. for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) {
  2104. const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id;
  2105. cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get());
  2106. }
  2107. }
  2108. /********************/
  2109. /**** SWAP CHAIN ****/
  2110. /********************/
  2111. void RenderingDeviceDriverD3D12::_swap_chain_release(SwapChain *p_swap_chain) {
  2112. _swap_chain_release_buffers(p_swap_chain);
  2113. p_swap_chain->d3d_swap_chain.Reset();
  2114. }
  2115. void RenderingDeviceDriverD3D12::_swap_chain_release_buffers(SwapChain *p_swap_chain) {
  2116. for (ID3D12Resource *render_target : p_swap_chain->render_targets) {
  2117. render_target->Release();
  2118. }
  2119. p_swap_chain->render_targets.clear();
  2120. p_swap_chain->render_targets_info.clear();
  2121. for (RDD::FramebufferID framebuffer : p_swap_chain->framebuffers) {
  2122. framebuffer_free(framebuffer);
  2123. }
  2124. p_swap_chain->framebuffers.clear();
  2125. }
  2126. RDD::SwapChainID RenderingDeviceDriverD3D12::swap_chain_create(RenderingContextDriver::SurfaceID p_surface) {
  2127. // Create the render pass that will be used to draw to the swap chain's framebuffers.
  2128. RDD::Attachment attachment;
  2129. attachment.format = DATA_FORMAT_R8G8B8A8_UNORM;
  2130. attachment.samples = RDD::TEXTURE_SAMPLES_1;
  2131. attachment.load_op = RDD::ATTACHMENT_LOAD_OP_CLEAR;
  2132. attachment.store_op = RDD::ATTACHMENT_STORE_OP_STORE;
  2133. RDD::Subpass subpass;
  2134. RDD::AttachmentReference color_ref;
  2135. color_ref.attachment = 0;
  2136. color_ref.aspect.set_flag(RDD::TEXTURE_ASPECT_COLOR_BIT);
  2137. subpass.color_references.push_back(color_ref);
  2138. RenderPassID render_pass = render_pass_create(attachment, subpass, {}, 1, AttachmentReference());
  2139. ERR_FAIL_COND_V(!render_pass, SwapChainID());
  2140. // Create the empty swap chain until it is resized.
  2141. SwapChain *swap_chain = memnew(SwapChain);
  2142. swap_chain->surface = p_surface;
  2143. swap_chain->data_format = attachment.format;
  2144. swap_chain->render_pass = render_pass;
  2145. return SwapChainID(swap_chain);
  2146. }
  2147. Error RenderingDeviceDriverD3D12::swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) {
  2148. DEV_ASSERT(p_cmd_queue.id != 0);
  2149. DEV_ASSERT(p_swap_chain.id != 0);
  2150. CommandQueueInfo *command_queue = (CommandQueueInfo *)(p_cmd_queue.id);
  2151. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2152. RenderingContextDriverD3D12::Surface *surface = (RenderingContextDriverD3D12::Surface *)(swap_chain->surface);
  2153. if (surface->width == 0 || surface->height == 0) {
  2154. // Very likely the window is minimized, don't create a swap chain.
  2155. return ERR_SKIP;
  2156. }
  2157. HRESULT res;
  2158. const bool is_tearing_supported = context_driver->get_tearing_supported();
  2159. UINT sync_interval = 0;
  2160. UINT present_flags = 0;
  2161. UINT creation_flags = 0;
  2162. switch (surface->vsync_mode) {
  2163. case DisplayServer::VSYNC_MAILBOX: {
  2164. sync_interval = 1;
  2165. present_flags = DXGI_PRESENT_RESTART;
  2166. } break;
  2167. case DisplayServer::VSYNC_ENABLED: {
  2168. sync_interval = 1;
  2169. present_flags = 0;
  2170. } break;
  2171. case DisplayServer::VSYNC_DISABLED: {
  2172. sync_interval = 0;
  2173. present_flags = is_tearing_supported ? DXGI_PRESENT_ALLOW_TEARING : 0;
  2174. creation_flags = is_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
  2175. } break;
  2176. case DisplayServer::VSYNC_ADAPTIVE: // Unsupported.
  2177. default:
  2178. sync_interval = 1;
  2179. present_flags = 0;
  2180. break;
  2181. }
  2182. if (swap_chain->d3d_swap_chain != nullptr && creation_flags != swap_chain->creation_flags) {
  2183. // The swap chain must be recreated if the creation flags are different.
  2184. _swap_chain_release(swap_chain);
  2185. }
  2186. DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
  2187. if (swap_chain->d3d_swap_chain != nullptr) {
  2188. _swap_chain_release_buffers(swap_chain);
  2189. res = swap_chain->d3d_swap_chain->ResizeBuffers(p_desired_framebuffer_count, surface->width, surface->height, DXGI_FORMAT_UNKNOWN, creation_flags);
  2190. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_UNAVAILABLE);
  2191. } else {
  2192. swap_chain_desc.BufferCount = p_desired_framebuffer_count;
  2193. swap_chain_desc.Format = RD_TO_D3D12_FORMAT[swap_chain->data_format].general_format;
  2194. swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  2195. swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  2196. swap_chain_desc.SampleDesc.Count = 1;
  2197. swap_chain_desc.Flags = creation_flags;
  2198. swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
  2199. if (OS::get_singleton()->is_layered_allowed()) {
  2200. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
  2201. has_comp_alpha[(uint64_t)p_cmd_queue.id] = true;
  2202. } else {
  2203. swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  2204. has_comp_alpha[(uint64_t)p_cmd_queue.id] = false;
  2205. }
  2206. swap_chain_desc.Width = surface->width;
  2207. swap_chain_desc.Height = surface->height;
  2208. ComPtr<IDXGISwapChain1> swap_chain_1;
  2209. res = context_driver->dxgi_factory_get()->CreateSwapChainForComposition(command_queue->d3d_queue.Get(), &swap_chain_desc, nullptr, swap_chain_1.GetAddressOf());
  2210. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2211. swap_chain_1.As(&swap_chain->d3d_swap_chain);
  2212. ERR_FAIL_NULL_V(swap_chain->d3d_swap_chain, ERR_CANT_CREATE);
  2213. res = context_driver->dxgi_factory_get()->MakeWindowAssociation(surface->hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
  2214. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2215. }
  2216. if (surface->composition_device.Get() == nullptr) {
  2217. using PFN_DCompositionCreateDevice = HRESULT(WINAPI *)(IDXGIDevice *, REFIID, void **);
  2218. PFN_DCompositionCreateDevice pfn_DCompositionCreateDevice = (PFN_DCompositionCreateDevice)(void *)GetProcAddress(context_driver->lib_dcomp, "DCompositionCreateDevice");
  2219. ERR_FAIL_NULL_V(pfn_DCompositionCreateDevice, ERR_CANT_CREATE);
  2220. res = pfn_DCompositionCreateDevice(nullptr, IID_PPV_ARGS(surface->composition_device.GetAddressOf()));
  2221. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2222. res = surface->composition_device->CreateTargetForHwnd(surface->hwnd, TRUE, surface->composition_target.GetAddressOf());
  2223. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2224. res = surface->composition_device->CreateVisual(surface->composition_visual.GetAddressOf());
  2225. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2226. res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
  2227. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2228. res = surface->composition_target->SetRoot(surface->composition_visual.Get());
  2229. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2230. res = surface->composition_device->Commit();
  2231. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2232. } else {
  2233. res = surface->composition_visual->SetContent(swap_chain->d3d_swap_chain.Get());
  2234. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2235. res = surface->composition_device->Commit();
  2236. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2237. }
  2238. res = swap_chain->d3d_swap_chain->GetDesc1(&swap_chain_desc);
  2239. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2240. ERR_FAIL_COND_V(swap_chain_desc.BufferCount == 0, ERR_CANT_CREATE);
  2241. surface->width = swap_chain_desc.Width;
  2242. surface->height = swap_chain_desc.Height;
  2243. swap_chain->creation_flags = creation_flags;
  2244. swap_chain->sync_interval = sync_interval;
  2245. swap_chain->present_flags = present_flags;
  2246. // Retrieve the render targets associated to the swap chain and recreate the framebuffers. The following code
  2247. // relies on the address of the elements remaining static when new elements are inserted, so the container must
  2248. // follow this restriction when reserving the right amount of elements beforehand.
  2249. swap_chain->render_targets.reserve(swap_chain_desc.BufferCount);
  2250. swap_chain->render_targets_info.reserve(swap_chain_desc.BufferCount);
  2251. swap_chain->framebuffers.reserve(swap_chain_desc.BufferCount);
  2252. for (uint32_t i = 0; i < swap_chain_desc.BufferCount; i++) {
  2253. // Retrieve the resource corresponding to the swap chain's buffer.
  2254. ID3D12Resource *render_target = nullptr;
  2255. res = swap_chain->d3d_swap_chain->GetBuffer(i, IID_PPV_ARGS(&render_target));
  2256. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  2257. swap_chain->render_targets.push_back(render_target);
  2258. // Create texture information for the framebuffer to reference the resource. Since the states pointer must
  2259. // reference an address of the element itself, we must insert it first and then modify it.
  2260. swap_chain->render_targets_info.push_back(TextureInfo());
  2261. TextureInfo &texture_info = swap_chain->render_targets_info[i];
  2262. texture_info.owner_info.states.subresource_states.push_back(D3D12_RESOURCE_STATE_PRESENT);
  2263. texture_info.states_ptr = &texture_info.owner_info.states;
  2264. texture_info.format = swap_chain->data_format;
  2265. #if defined(_MSC_VER) || !defined(_WIN32)
  2266. texture_info.desc = CD3DX12_RESOURCE_DESC(render_target->GetDesc());
  2267. #else
  2268. render_target->GetDesc(&texture_info.desc);
  2269. #endif
  2270. texture_info.layers = 1;
  2271. texture_info.mipmaps = 1;
  2272. texture_info.resource = render_target;
  2273. texture_info.view_descs.srv.Format = texture_info.desc.Format;
  2274. texture_info.view_descs.srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  2275. // Create the framebuffer for this buffer.
  2276. FramebufferID framebuffer = _framebuffer_create(swap_chain->render_pass, TextureID(&swap_chain->render_targets_info[i]), swap_chain_desc.Width, swap_chain_desc.Height, true);
  2277. ERR_FAIL_COND_V(!framebuffer, ERR_CANT_CREATE);
  2278. swap_chain->framebuffers.push_back(framebuffer);
  2279. }
  2280. // Once everything's been created correctly, indicate the surface no longer needs to be resized.
  2281. context_driver->surface_set_needs_resize(swap_chain->surface, false);
  2282. return OK;
  2283. }
  2284. RDD::FramebufferID RenderingDeviceDriverD3D12::swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) {
  2285. DEV_ASSERT(p_swap_chain.id != 0);
  2286. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2287. if (context_driver->surface_get_needs_resize(swap_chain->surface)) {
  2288. r_resize_required = true;
  2289. return FramebufferID();
  2290. }
  2291. const uint32_t buffer_index = swap_chain->d3d_swap_chain->GetCurrentBackBufferIndex();
  2292. DEV_ASSERT(buffer_index < swap_chain->framebuffers.size());
  2293. return swap_chain->framebuffers[buffer_index];
  2294. }
  2295. RDD::RenderPassID RenderingDeviceDriverD3D12::swap_chain_get_render_pass(SwapChainID p_swap_chain) {
  2296. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2297. return swap_chain->render_pass;
  2298. }
  2299. RDD::DataFormat RenderingDeviceDriverD3D12::swap_chain_get_format(SwapChainID p_swap_chain) {
  2300. const SwapChain *swap_chain = (const SwapChain *)(p_swap_chain.id);
  2301. return swap_chain->data_format;
  2302. }
  2303. void RenderingDeviceDriverD3D12::swap_chain_free(SwapChainID p_swap_chain) {
  2304. SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
  2305. _swap_chain_release(swap_chain);
  2306. render_pass_free(swap_chain->render_pass);
  2307. memdelete(swap_chain);
  2308. }
  2309. /*********************/
  2310. /**** FRAMEBUFFER ****/
  2311. /*********************/
  2312. 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) {
  2313. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
  2314. rtv_desc.Format = p_texture_info->view_descs.srv.Format;
  2315. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2316. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2317. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
  2318. rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset;
  2319. } break;
  2320. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2321. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
  2322. rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2323. rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2324. rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers;
  2325. } break;
  2326. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2327. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  2328. rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2329. rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice;
  2330. } break;
  2331. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2332. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2333. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2334. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2335. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers;
  2336. rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice;
  2337. } break;
  2338. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2339. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  2340. } break;
  2341. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2342. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  2343. rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2344. rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers;
  2345. } break;
  2346. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  2347. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  2348. rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset;
  2349. rtv_desc.Texture3D.FirstWSlice = 0;
  2350. rtv_desc.Texture3D.WSize = -1;
  2351. } break;
  2352. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2353. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  2354. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  2355. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2356. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2357. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->layers : p_layers;
  2358. rtv_desc.Texture2DArray.PlaneSlice = 0;
  2359. } break;
  2360. default: {
  2361. DEV_ASSERT(false);
  2362. }
  2363. }
  2364. return rtv_desc;
  2365. }
  2366. 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) {
  2367. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = p_texture_info->view_descs.uav;
  2368. uint32_t mip = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  2369. switch (p_texture_info->view_descs.uav.ViewDimension) {
  2370. case D3D12_UAV_DIMENSION_TEXTURE1D: {
  2371. uav_desc.Texture1DArray.MipSlice = mip;
  2372. } break;
  2373. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  2374. uav_desc.Texture1DArray.MipSlice = mip;
  2375. uav_desc.Texture1DArray.FirstArraySlice = mip;
  2376. uav_desc.Texture1DArray.ArraySize = p_layers;
  2377. } break;
  2378. case D3D12_UAV_DIMENSION_TEXTURE2D: {
  2379. uav_desc.Texture2D.MipSlice = mip;
  2380. } break;
  2381. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  2382. uav_desc.Texture2DArray.MipSlice = mip;
  2383. uav_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  2384. uav_desc.Texture2DArray.ArraySize = p_layers;
  2385. } break;
  2386. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  2387. uav_desc.Texture3D.MipSlice = mip;
  2388. uav_desc.Texture3D.WSize >>= p_mipmap_offset;
  2389. } break;
  2390. default:
  2391. break;
  2392. }
  2393. return uav_desc;
  2394. }
  2395. D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) {
  2396. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
  2397. dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format;
  2398. dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
  2399. switch (p_texture_info->view_descs.srv.ViewDimension) {
  2400. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  2401. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
  2402. dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip;
  2403. } break;
  2404. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  2405. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
  2406. dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip;
  2407. dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer;
  2408. dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize;
  2409. } break;
  2410. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  2411. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2412. dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip;
  2413. } break;
  2414. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  2415. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  2416. dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip;
  2417. dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer;
  2418. dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize;
  2419. } break;
  2420. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  2421. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  2422. dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine;
  2423. } break;
  2424. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  2425. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  2426. dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer;
  2427. dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize;
  2428. } break;
  2429. default: {
  2430. DEV_ASSERT(false);
  2431. }
  2432. }
  2433. return dsv_desc;
  2434. }
  2435. 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) {
  2436. // Pre-bookkeep.
  2437. FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator);
  2438. fb_info->is_screen = p_is_screen;
  2439. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  2440. uint32_t num_color = 0;
  2441. uint32_t num_depth_stencil = 0;
  2442. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2443. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2444. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2445. num_color++;
  2446. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2447. num_depth_stencil++;
  2448. }
  2449. }
  2450. uint32_t vrs_index = UINT32_MAX;
  2451. for (const Subpass &E : pass_info->subpasses) {
  2452. if (E.fragment_shading_rate_reference.attachment != AttachmentReference::UNUSED) {
  2453. vrs_index = E.fragment_shading_rate_reference.attachment;
  2454. }
  2455. }
  2456. if (num_color) {
  2457. Error err = fb_info->rtv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false);
  2458. if (err) {
  2459. VersatileResource::free(resources_allocator, fb_info);
  2460. ERR_FAIL_V(FramebufferID());
  2461. }
  2462. }
  2463. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  2464. if (num_depth_stencil) {
  2465. Error err = fb_info->dsv_heap.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false);
  2466. if (err) {
  2467. VersatileResource::free(resources_allocator, fb_info);
  2468. ERR_FAIL_V(FramebufferID());
  2469. }
  2470. }
  2471. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  2472. fb_info->attachments_handle_inds.resize(p_attachments.size());
  2473. fb_info->attachments.reserve(num_color + num_depth_stencil);
  2474. uint32_t color_idx = 0;
  2475. uint32_t depth_stencil_idx = 0;
  2476. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  2477. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  2478. if (fb_info->size.x == 0) {
  2479. fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height);
  2480. }
  2481. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  2482. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX);
  2483. device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
  2484. rtv_heap_walker.advance();
  2485. fb_info->attachments_handle_inds[i] = color_idx;
  2486. fb_info->attachments.push_back(p_attachments[i]);
  2487. color_idx++;
  2488. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  2489. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info);
  2490. device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
  2491. dsv_heap_walker.advance();
  2492. fb_info->attachments_handle_inds[i] = depth_stencil_idx;
  2493. fb_info->attachments.push_back(p_attachments[i]);
  2494. depth_stencil_idx++;
  2495. } else if (i == vrs_index) {
  2496. fb_info->vrs_attachment = p_attachments[i];
  2497. } else {
  2498. DEV_ASSERT(false);
  2499. }
  2500. }
  2501. DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx);
  2502. DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX));
  2503. DEV_ASSERT(rtv_heap_walker.is_at_eof());
  2504. DEV_ASSERT(dsv_heap_walker.is_at_eof());
  2505. return FramebufferID(fb_info);
  2506. }
  2507. RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) {
  2508. return _framebuffer_create(p_render_pass, p_attachments, p_width, p_height, false);
  2509. }
  2510. void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) {
  2511. FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id;
  2512. VersatileResource::free(resources_allocator, fb_info);
  2513. }
  2514. /****************/
  2515. /**** SHADER ****/
  2516. /****************/
  2517. static uint32_t SHADER_STAGES_BIT_OFFSET_INDICES[RenderingDevice::SHADER_STAGE_MAX] = {
  2518. /* SHADER_STAGE_VERTEX */ 0,
  2519. /* SHADER_STAGE_FRAGMENT */ 1,
  2520. /* SHADER_STAGE_TESSELATION_CONTROL */ UINT32_MAX,
  2521. /* SHADER_STAGE_TESSELATION_EVALUATION */ UINT32_MAX,
  2522. /* SHADER_STAGE_COMPUTE */ 2,
  2523. };
  2524. uint32_t RenderingDeviceDriverD3D12::_shader_patch_dxil_specialization_constant(
  2525. PipelineSpecializationConstantType p_type,
  2526. const void *p_value,
  2527. const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES],
  2528. HashMap<ShaderStage, Vector<uint8_t>> &r_stages_bytecodes,
  2529. bool p_is_first_patch) {
  2530. uint32_t patch_val = 0;
  2531. switch (p_type) {
  2532. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT: {
  2533. uint32_t int_value = *((const int *)p_value);
  2534. ERR_FAIL_COND_V(int_value & (1 << 31), 0);
  2535. patch_val = int_value;
  2536. } break;
  2537. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL: {
  2538. bool bool_value = *((const bool *)p_value);
  2539. patch_val = (uint32_t)bool_value;
  2540. } break;
  2541. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT: {
  2542. uint32_t int_value = *((const int *)p_value);
  2543. ERR_FAIL_COND_V(int_value & (1 << 31), 0);
  2544. patch_val = (int_value >> 1);
  2545. } break;
  2546. }
  2547. // For VBR encoding to encode the number of bits we expect (32), we need to set the MSB unconditionally.
  2548. // However, signed VBR moves the MSB to the LSB, so setting the MSB to 1 wouldn't help. Therefore,
  2549. // the bit we set to 1 is the one at index 30.
  2550. patch_val |= (1 << 30);
  2551. patch_val <<= 1; // What signed VBR does.
  2552. auto tamper_bits = [](uint8_t *p_start, uint64_t p_bit_offset, uint64_t p_tb_value) -> uint64_t {
  2553. uint64_t original = 0;
  2554. uint32_t curr_input_byte = p_bit_offset / 8;
  2555. uint8_t curr_input_bit = p_bit_offset % 8;
  2556. auto get_curr_input_bit = [&]() -> bool {
  2557. return ((p_start[curr_input_byte] >> curr_input_bit) & 1);
  2558. };
  2559. auto move_to_next_input_bit = [&]() {
  2560. if (curr_input_bit == 7) {
  2561. curr_input_bit = 0;
  2562. curr_input_byte++;
  2563. } else {
  2564. curr_input_bit++;
  2565. }
  2566. };
  2567. auto tamper_input_bit = [&](bool p_new_bit) {
  2568. p_start[curr_input_byte] &= ~((uint8_t)1 << curr_input_bit);
  2569. if (p_new_bit) {
  2570. p_start[curr_input_byte] |= (uint8_t)1 << curr_input_bit;
  2571. }
  2572. };
  2573. uint8_t value_bit_idx = 0;
  2574. for (uint32_t i = 0; i < 5; i++) { // 32 bits take 5 full bytes in VBR.
  2575. for (uint32_t j = 0; j < 7; j++) {
  2576. bool input_bit = get_curr_input_bit();
  2577. original |= (uint64_t)(input_bit ? 1 : 0) << value_bit_idx;
  2578. tamper_input_bit((p_tb_value >> value_bit_idx) & 1);
  2579. move_to_next_input_bit();
  2580. value_bit_idx++;
  2581. }
  2582. #ifdef DEV_ENABLED
  2583. bool input_bit = get_curr_input_bit();
  2584. DEV_ASSERT((i < 4 && input_bit) || (i == 4 && !input_bit));
  2585. #endif
  2586. move_to_next_input_bit();
  2587. }
  2588. return original;
  2589. };
  2590. uint32_t stages_patched_mask = 0;
  2591. for (int stage = 0; stage < SHADER_STAGE_MAX; stage++) {
  2592. if (!r_stages_bytecodes.has((ShaderStage)stage)) {
  2593. continue;
  2594. }
  2595. uint64_t offset = p_stages_bit_offsets[SHADER_STAGES_BIT_OFFSET_INDICES[stage]];
  2596. if (offset == 0) {
  2597. // This constant does not appear at this stage.
  2598. continue;
  2599. }
  2600. Vector<uint8_t> &bytecode = r_stages_bytecodes[(ShaderStage)stage];
  2601. #ifdef DEV_ENABLED
  2602. uint64_t orig_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
  2603. // Checking against the value the NIR patch should have set.
  2604. DEV_ASSERT(!p_is_first_patch || ((orig_patch_val >> 1) & GODOT_NIR_SC_SENTINEL_MAGIC_MASK) == GODOT_NIR_SC_SENTINEL_MAGIC);
  2605. uint64_t readback_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
  2606. DEV_ASSERT(readback_patch_val == patch_val);
  2607. #else
  2608. tamper_bits(bytecode.ptrw(), offset, patch_val);
  2609. #endif
  2610. stages_patched_mask |= (1 << stage);
  2611. }
  2612. return stages_patched_mask;
  2613. }
  2614. bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants(
  2615. const ShaderInfo *p_shader_info,
  2616. VectorView<PipelineSpecializationConstant> p_specialization_constants,
  2617. HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) {
  2618. // If something needs to be patched, COW will do the trick.
  2619. r_final_stages_bytecode = p_shader_info->stages_bytecode;
  2620. uint32_t stages_re_sign_mask = 0;
  2621. for (uint32_t i = 0; i < p_specialization_constants.size(); i++) {
  2622. const PipelineSpecializationConstant &psc = p_specialization_constants[i];
  2623. if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
  2624. // This SC wasn't even in the original SPIR-V shader.
  2625. continue;
  2626. }
  2627. for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) {
  2628. if (psc.constant_id == sc.constant_id) {
  2629. if (psc.int_value != sc.int_value) {
  2630. stages_re_sign_mask |= _shader_patch_dxil_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
  2631. }
  2632. break;
  2633. }
  2634. }
  2635. }
  2636. // Re-sign patched stages.
  2637. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) {
  2638. ShaderStage stage = E.key;
  2639. if ((stages_re_sign_mask & (1 << stage))) {
  2640. Vector<uint8_t> &bytecode = E.value;
  2641. _shader_sign_dxil_bytecode(stage, bytecode);
  2642. }
  2643. }
  2644. return true;
  2645. }
  2646. void RenderingDeviceDriverD3D12::_shader_sign_dxil_bytecode(ShaderStage p_stage, Vector<uint8_t> &r_dxil_blob) {
  2647. uint8_t *w = r_dxil_blob.ptrw();
  2648. compute_dxil_hash(w + 20, r_dxil_blob.size() - 20, w + 4);
  2649. }
  2650. String RenderingDeviceDriverD3D12::shader_get_binary_cache_key() {
  2651. return "D3D12-SV" + uitos(ShaderBinary::VERSION) + "-" + itos(shader_capabilities.shader_model);
  2652. }
  2653. Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(VectorView<ShaderStageSPIRVData> p_spirv, const String &p_shader_name) {
  2654. ShaderReflection shader_refl;
  2655. if (_reflect_spirv(p_spirv, shader_refl) != OK) {
  2656. return Vector<uint8_t>();
  2657. }
  2658. // Collect reflection data into binary data.
  2659. ShaderBinary::Data binary_data;
  2660. Vector<Vector<ShaderBinary::DataBinding>> sets_bindings;
  2661. Vector<ShaderBinary::SpecializationConstant> specialization_constants;
  2662. {
  2663. binary_data.vertex_input_mask = shader_refl.vertex_input_mask;
  2664. binary_data.fragment_output_mask = shader_refl.fragment_output_mask;
  2665. binary_data.specialization_constants_count = shader_refl.specialization_constants.size();
  2666. binary_data.is_compute = shader_refl.is_compute;
  2667. binary_data.compute_local_size[0] = shader_refl.compute_local_size[0];
  2668. binary_data.compute_local_size[1] = shader_refl.compute_local_size[1];
  2669. binary_data.compute_local_size[2] = shader_refl.compute_local_size[2];
  2670. binary_data.set_count = shader_refl.uniform_sets.size();
  2671. binary_data.push_constant_size = shader_refl.push_constant_size;
  2672. binary_data.nir_runtime_data_root_param_idx = UINT32_MAX;
  2673. binary_data.stage_count = p_spirv.size();
  2674. for (const Vector<ShaderUniform> &spirv_set : shader_refl.uniform_sets) {
  2675. Vector<ShaderBinary::DataBinding> bindings;
  2676. for (const ShaderUniform &spirv_uniform : spirv_set) {
  2677. ShaderBinary::DataBinding binding;
  2678. binding.type = (uint32_t)spirv_uniform.type;
  2679. binding.binding = spirv_uniform.binding;
  2680. binding.stages = (uint32_t)spirv_uniform.stages;
  2681. binding.length = spirv_uniform.length;
  2682. binding.writable = (uint32_t)spirv_uniform.writable;
  2683. bindings.push_back(binding);
  2684. }
  2685. sets_bindings.push_back(bindings);
  2686. }
  2687. for (const ShaderSpecializationConstant &spirv_sc : shader_refl.specialization_constants) {
  2688. ShaderBinary::SpecializationConstant spec_constant;
  2689. spec_constant.type = (uint32_t)spirv_sc.type;
  2690. spec_constant.constant_id = spirv_sc.constant_id;
  2691. spec_constant.int_value = spirv_sc.int_value;
  2692. spec_constant.stage_flags = spirv_sc.stages;
  2693. specialization_constants.push_back(spec_constant);
  2694. binary_data.spirv_specialization_constants_ids_mask |= (1 << spirv_sc.constant_id);
  2695. }
  2696. }
  2697. // Translate SPIR-V shaders to DXIL, and collect shader info from the new representation.
  2698. HashMap<ShaderStage, Vector<uint8_t>> dxil_blobs;
  2699. BitField<ShaderStage> stages_processed = {};
  2700. {
  2701. HashMap<int, nir_shader *> stages_nir_shaders;
  2702. auto free_nir_shaders = [&]() {
  2703. for (KeyValue<int, nir_shader *> &E : stages_nir_shaders) {
  2704. ralloc_free(E.value);
  2705. }
  2706. stages_nir_shaders.clear();
  2707. };
  2708. // This is based on spirv2dxil.c. May need updates when it changes.
  2709. // Also, this has to stay around until after linking.
  2710. nir_shader_compiler_options nir_options = *dxil_get_nir_compiler_options();
  2711. nir_options.lower_base_vertex = false;
  2712. dxil_spirv_runtime_conf dxil_runtime_conf = {};
  2713. dxil_runtime_conf.runtime_data_cbv.base_shader_register = RUNTIME_DATA_REGISTER;
  2714. dxil_runtime_conf.push_constant_cbv.base_shader_register = ROOT_CONSTANT_REGISTER;
  2715. dxil_runtime_conf.zero_based_vertex_instance_id = true;
  2716. dxil_runtime_conf.zero_based_compute_workgroup_id = true;
  2717. dxil_runtime_conf.declared_read_only_images_as_srvs = true;
  2718. // Making this explicit to let maintainers know that in practice this didn't improve performance,
  2719. // probably because data generated by one shader and consumed by another one forces the resource
  2720. // to transition from UAV to SRV, and back, instead of being an UAV all the time.
  2721. // In case someone wants to try, care must be taken so in case of incompatible bindings across stages
  2722. // happen as a result, all the stages are re-translated. That can happen if, for instance, a stage only
  2723. // uses an allegedly writable resource only for reading but the next stage doesn't.
  2724. dxil_runtime_conf.inferred_read_only_images_as_srvs = false;
  2725. // - Translate SPIR-V to NIR.
  2726. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2727. ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
  2728. ShaderStage stage_flag = (ShaderStage)(1 << p_spirv[i].shader_stage);
  2729. stages_processed.set_flag(stage_flag);
  2730. {
  2731. const char *entry_point = "main";
  2732. static const gl_shader_stage SPIRV_TO_MESA_STAGES[SHADER_STAGE_MAX] = {
  2733. /* SHADER_STAGE_VERTEX */ MESA_SHADER_VERTEX,
  2734. /* SHADER_STAGE_FRAGMENT */ MESA_SHADER_FRAGMENT,
  2735. /* SHADER_STAGE_TESSELATION_CONTROL */ MESA_SHADER_TESS_CTRL,
  2736. /* SHADER_STAGE_TESSELATION_EVALUATION */ MESA_SHADER_TESS_EVAL,
  2737. /* SHADER_STAGE_COMPUTE */ MESA_SHADER_COMPUTE,
  2738. };
  2739. nir_shader *shader = spirv_to_nir(
  2740. (const uint32_t *)p_spirv[i].spirv.ptr(),
  2741. p_spirv[i].spirv.size() / sizeof(uint32_t),
  2742. nullptr,
  2743. 0,
  2744. SPIRV_TO_MESA_STAGES[stage],
  2745. entry_point,
  2746. dxil_spirv_nir_get_spirv_options(), &nir_options);
  2747. if (!shader) {
  2748. free_nir_shaders();
  2749. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation (step 1) at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed.");
  2750. }
  2751. #ifdef DEV_ENABLED
  2752. nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler");
  2753. #endif
  2754. if (stage == SHADER_STAGE_VERTEX) {
  2755. dxil_runtime_conf.yz_flip.y_mask = 0xffff;
  2756. dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;
  2757. } else {
  2758. dxil_runtime_conf.yz_flip.y_mask = 0;
  2759. dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_YZ_FLIP_NONE;
  2760. }
  2761. // This is based on spirv2dxil.c. May need updates when it changes.
  2762. dxil_spirv_nir_prep(shader);
  2763. bool requires_runtime_data = {};
  2764. dxil_spirv_nir_passes(shader, &dxil_runtime_conf, &requires_runtime_data);
  2765. stages_nir_shaders[stage] = shader;
  2766. }
  2767. }
  2768. // - Link NIR shaders.
  2769. for (int i = SHADER_STAGE_MAX - 1; i >= 0; i--) {
  2770. if (!stages_nir_shaders.has(i)) {
  2771. continue;
  2772. }
  2773. nir_shader *shader = stages_nir_shaders[i];
  2774. nir_shader *prev_shader = nullptr;
  2775. for (int j = i - 1; j >= 0; j--) {
  2776. if (stages_nir_shaders.has(j)) {
  2777. prev_shader = stages_nir_shaders[j];
  2778. break;
  2779. }
  2780. }
  2781. if (prev_shader) {
  2782. bool requires_runtime_data = {};
  2783. dxil_spirv_nir_link(shader, prev_shader, &dxil_runtime_conf, &requires_runtime_data);
  2784. }
  2785. }
  2786. // - Translate NIR to DXIL.
  2787. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2788. ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
  2789. struct ShaderData {
  2790. ShaderStage stage;
  2791. ShaderBinary::Data &binary_data;
  2792. Vector<Vector<ShaderBinary::DataBinding>> &sets_bindings;
  2793. Vector<ShaderBinary::SpecializationConstant> &specialization_constants;
  2794. } shader_data{ stage, binary_data, sets_bindings, specialization_constants };
  2795. GodotNirCallbacks godot_nir_callbacks = {};
  2796. godot_nir_callbacks.data = &shader_data;
  2797. godot_nir_callbacks.report_resource = [](uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data) {
  2798. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2799. // Types based on Mesa's dxil_container.h.
  2800. static const uint32_t DXIL_RES_SAMPLER = 1;
  2801. static const ResourceClass DXIL_TYPE_TO_CLASS[] = {
  2802. /* DXIL_RES_INVALID */ RES_CLASS_INVALID,
  2803. /* DXIL_RES_SAMPLER */ RES_CLASS_INVALID, // Handling sampler as a flag.
  2804. /* DXIL_RES_CBV */ RES_CLASS_CBV,
  2805. /* DXIL_RES_SRV_TYPED */ RES_CLASS_SRV,
  2806. /* DXIL_RES_SRV_RAW */ RES_CLASS_SRV,
  2807. /* DXIL_RES_SRV_STRUCTURED */ RES_CLASS_SRV,
  2808. /* DXIL_RES_UAV_TYPED */ RES_CLASS_UAV,
  2809. /* DXIL_RES_UAV_RAW */ RES_CLASS_UAV,
  2810. /* DXIL_RES_UAV_STRUCTURED */ RES_CLASS_UAV,
  2811. /* DXIL_RES_UAV_STRUCTURED_WITH_COUNTER */ RES_CLASS_INVALID,
  2812. };
  2813. DEV_ASSERT(p_dxil_type < ARRAY_SIZE(DXIL_TYPE_TO_CLASS));
  2814. ResourceClass res_class = DXIL_TYPE_TO_CLASS[p_dxil_type];
  2815. if (p_register == ROOT_CONSTANT_REGISTER && p_space == 0) {
  2816. DEV_ASSERT(res_class == RES_CLASS_CBV);
  2817. shader_data_in.binary_data.dxil_push_constant_stages |= (1 << shader_data_in.stage);
  2818. } else if (p_register == RUNTIME_DATA_REGISTER && p_space == 0) {
  2819. DEV_ASSERT(res_class == RES_CLASS_CBV);
  2820. shader_data_in.binary_data.nir_runtime_data_root_param_idx = 1; // Temporary, to be determined later.
  2821. } else {
  2822. DEV_ASSERT(p_space == 0);
  2823. uint32_t set = p_register / GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER;
  2824. uint32_t binding = (p_register % GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER) / GODOT_NIR_BINDING_MULTIPLIER;
  2825. DEV_ASSERT(set < (uint32_t)shader_data_in.sets_bindings.size());
  2826. [[maybe_unused]] bool found = false;
  2827. for (int j = 0; j < shader_data_in.sets_bindings[set].size(); j++) {
  2828. if (shader_data_in.sets_bindings[set][j].binding != binding) {
  2829. continue;
  2830. }
  2831. ShaderBinary::DataBinding &binding_info = shader_data_in.sets_bindings.write[set].write[j];
  2832. binding_info.dxil_stages |= (1 << shader_data_in.stage);
  2833. if (res_class != RES_CLASS_INVALID) {
  2834. DEV_ASSERT(binding_info.res_class == (uint32_t)RES_CLASS_INVALID || binding_info.res_class == (uint32_t)res_class);
  2835. binding_info.res_class = res_class;
  2836. } else if (p_dxil_type == DXIL_RES_SAMPLER) {
  2837. binding_info.has_sampler = (uint32_t)true;
  2838. } else {
  2839. CRASH_NOW();
  2840. }
  2841. found = true;
  2842. break;
  2843. }
  2844. DEV_ASSERT(found);
  2845. }
  2846. };
  2847. godot_nir_callbacks.report_sc_bit_offset_fn = [](uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data) {
  2848. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2849. [[maybe_unused]] bool found = false;
  2850. for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
  2851. if (shader_data_in.specialization_constants[j].constant_id != p_sc_id) {
  2852. continue;
  2853. }
  2854. uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
  2855. DEV_ASSERT(shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0);
  2856. shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] = p_bit_offset;
  2857. found = true;
  2858. break;
  2859. }
  2860. DEV_ASSERT(found);
  2861. };
  2862. godot_nir_callbacks.report_bitcode_bit_offset_fn = [](uint64_t p_bit_offset, void *p_data) {
  2863. DEV_ASSERT(p_bit_offset % 8 == 0);
  2864. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2865. uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
  2866. for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
  2867. if (shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0) {
  2868. // This SC has been optimized out from this stage.
  2869. continue;
  2870. }
  2871. shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] += p_bit_offset;
  2872. }
  2873. };
  2874. auto shader_model_d3d_to_dxil = [](D3D_SHADER_MODEL p_d3d_shader_model) -> dxil_shader_model {
  2875. static_assert(SHADER_MODEL_6_0 == 0x60000);
  2876. static_assert(SHADER_MODEL_6_3 == 0x60003);
  2877. static_assert(D3D_SHADER_MODEL_6_0 == 0x60);
  2878. static_assert(D3D_SHADER_MODEL_6_3 == 0x63);
  2879. return (dxil_shader_model)((p_d3d_shader_model >> 4) * 0x10000 + (p_d3d_shader_model & 0xf));
  2880. };
  2881. nir_to_dxil_options nir_to_dxil_options = {};
  2882. nir_to_dxil_options.environment = DXIL_ENVIRONMENT_VULKAN;
  2883. nir_to_dxil_options.shader_model_max = shader_model_d3d_to_dxil(shader_capabilities.shader_model);
  2884. nir_to_dxil_options.validator_version_max = NO_DXIL_VALIDATION;
  2885. nir_to_dxil_options.godot_nir_callbacks = &godot_nir_callbacks;
  2886. dxil_logger logger = {};
  2887. logger.log = [](void *p_priv, const char *p_msg) {
  2888. #ifdef DEBUG_ENABLED
  2889. print_verbose(p_msg);
  2890. #endif
  2891. };
  2892. blob dxil_blob = {};
  2893. bool ok = nir_to_dxil(stages_nir_shaders[stage], &nir_to_dxil_options, &logger, &dxil_blob);
  2894. ralloc_free(stages_nir_shaders[stage]);
  2895. stages_nir_shaders.erase(stage);
  2896. if (!ok) {
  2897. free_nir_shaders();
  2898. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed.");
  2899. }
  2900. Vector<uint8_t> blob_copy;
  2901. blob_copy.resize(dxil_blob.size);
  2902. memcpy(blob_copy.ptrw(), dxil_blob.data, dxil_blob.size);
  2903. blob_finish(&dxil_blob);
  2904. dxil_blobs.insert(stage, blob_copy);
  2905. }
  2906. }
  2907. #if 0
  2908. if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
  2909. Ref<FileAccess> f = FileAccess::open("res://1.dxil", FileAccess::WRITE);
  2910. f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
  2911. }
  2912. #endif
  2913. // Patch with default values of specialization constants.
  2914. if (specialization_constants.size()) {
  2915. for (const ShaderBinary::SpecializationConstant &sc : specialization_constants) {
  2916. _shader_patch_dxil_specialization_constant((PipelineSpecializationConstantType)sc.type, &sc.int_value, sc.stages_bit_offsets, dxil_blobs, true);
  2917. }
  2918. #if 0
  2919. if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
  2920. Ref<FileAccess> f = FileAccess::open("res://2.dxil", FileAccess::WRITE);
  2921. f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
  2922. }
  2923. #endif
  2924. }
  2925. // Sign.
  2926. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : dxil_blobs) {
  2927. ShaderStage stage = E.key;
  2928. Vector<uint8_t> &dxil_blob = E.value;
  2929. _shader_sign_dxil_bytecode(stage, dxil_blob);
  2930. }
  2931. // Build the root signature.
  2932. ComPtr<ID3DBlob> root_sig_blob;
  2933. {
  2934. auto stages_to_d3d12_visibility = [](uint32_t p_stages_mask) -> D3D12_SHADER_VISIBILITY {
  2935. switch (p_stages_mask) {
  2936. case SHADER_STAGE_VERTEX_BIT: {
  2937. return D3D12_SHADER_VISIBILITY_VERTEX;
  2938. }
  2939. case SHADER_STAGE_FRAGMENT_BIT: {
  2940. return D3D12_SHADER_VISIBILITY_PIXEL;
  2941. }
  2942. default: {
  2943. return D3D12_SHADER_VISIBILITY_ALL;
  2944. }
  2945. }
  2946. };
  2947. LocalVector<D3D12_ROOT_PARAMETER1> root_params;
  2948. // Root (push) constants.
  2949. if (binary_data.dxil_push_constant_stages) {
  2950. CD3DX12_ROOT_PARAMETER1 push_constant;
  2951. push_constant.InitAsConstants(
  2952. binary_data.push_constant_size / sizeof(uint32_t),
  2953. ROOT_CONSTANT_REGISTER,
  2954. 0,
  2955. stages_to_d3d12_visibility(binary_data.dxil_push_constant_stages));
  2956. root_params.push_back(push_constant);
  2957. }
  2958. // NIR-DXIL runtime data.
  2959. if (binary_data.nir_runtime_data_root_param_idx == 1) { // Set above to 1 when discovering runtime data is needed.
  2960. DEV_ASSERT(!binary_data.is_compute); // Could be supported if needed, but it's pointless as of now.
  2961. binary_data.nir_runtime_data_root_param_idx = root_params.size();
  2962. CD3DX12_ROOT_PARAMETER1 nir_runtime_data;
  2963. nir_runtime_data.InitAsConstants(
  2964. sizeof(dxil_spirv_vertex_runtime_data) / sizeof(uint32_t),
  2965. RUNTIME_DATA_REGISTER,
  2966. 0,
  2967. D3D12_SHADER_VISIBILITY_VERTEX);
  2968. root_params.push_back(nir_runtime_data);
  2969. }
  2970. // Descriptor tables (up to two per uniform set, for resources and/or samplers).
  2971. // These have to stay around until serialization!
  2972. struct TraceableDescriptorTable {
  2973. uint32_t stages_mask = {};
  2974. Vector<D3D12_DESCRIPTOR_RANGE1> ranges;
  2975. Vector<ShaderBinary::DataBinding::RootSignatureLocation *> root_sig_locations;
  2976. };
  2977. Vector<TraceableDescriptorTable> resource_tables_maps;
  2978. Vector<TraceableDescriptorTable> sampler_tables_maps;
  2979. for (int set = 0; set < sets_bindings.size(); set++) {
  2980. bool first_resource_in_set = true;
  2981. bool first_sampler_in_set = true;
  2982. sets_bindings.write[set].sort();
  2983. for (int i = 0; i < sets_bindings[set].size(); i++) {
  2984. const ShaderBinary::DataBinding &binding = sets_bindings[set][i];
  2985. bool really_used = binding.dxil_stages != 0;
  2986. #ifdef DEV_ENABLED
  2987. bool anybody_home = (ResourceClass)binding.res_class != RES_CLASS_INVALID || binding.has_sampler;
  2988. DEV_ASSERT(anybody_home == really_used);
  2989. #endif
  2990. if (!really_used) {
  2991. continue; // Existed in SPIR-V; went away in DXIL.
  2992. }
  2993. auto insert_range = [](D3D12_DESCRIPTOR_RANGE_TYPE p_range_type,
  2994. uint32_t p_num_descriptors,
  2995. uint32_t p_dxil_register,
  2996. uint32_t p_dxil_stages_mask,
  2997. ShaderBinary::DataBinding::RootSignatureLocation(&p_root_sig_locations),
  2998. Vector<TraceableDescriptorTable> &r_tables,
  2999. bool &r_first_in_set) {
  3000. if (r_first_in_set) {
  3001. r_tables.resize(r_tables.size() + 1);
  3002. r_first_in_set = false;
  3003. }
  3004. TraceableDescriptorTable &table = r_tables.write[r_tables.size() - 1];
  3005. table.stages_mask |= p_dxil_stages_mask;
  3006. CD3DX12_DESCRIPTOR_RANGE1 range;
  3007. // Due to the aliasing hack for SRV-UAV of different families,
  3008. // we can be causing an unintended change of data (sometimes the validation layers catch it).
  3009. D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  3010. if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_SRV || p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV) {
  3011. flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
  3012. } else if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_CBV) {
  3013. flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE;
  3014. }
  3015. range.Init(p_range_type, p_num_descriptors, p_dxil_register, 0, flags);
  3016. table.ranges.push_back(range);
  3017. table.root_sig_locations.push_back(&p_root_sig_locations);
  3018. };
  3019. uint32_t num_descriptors = 1;
  3020. D3D12_DESCRIPTOR_RANGE_TYPE resource_range_type = {};
  3021. switch ((ResourceClass)binding.res_class) {
  3022. case RES_CLASS_INVALID: {
  3023. num_descriptors = binding.length;
  3024. DEV_ASSERT(binding.has_sampler);
  3025. } break;
  3026. case RES_CLASS_CBV: {
  3027. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  3028. DEV_ASSERT(!binding.has_sampler);
  3029. } break;
  3030. case RES_CLASS_SRV: {
  3031. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  3032. num_descriptors = MAX(1u, binding.length); // An unbound R/O buffer is reflected as zero-size.
  3033. } break;
  3034. case RES_CLASS_UAV: {
  3035. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
  3036. num_descriptors = MAX(1u, binding.length); // An unbound R/W buffer is reflected as zero-size.
  3037. DEV_ASSERT(!binding.has_sampler);
  3038. } break;
  3039. }
  3040. uint32_t dxil_register = set * GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER + binding.binding * GODOT_NIR_BINDING_MULTIPLIER;
  3041. if (binding.res_class != RES_CLASS_INVALID) {
  3042. insert_range(
  3043. resource_range_type,
  3044. num_descriptors,
  3045. dxil_register,
  3046. sets_bindings[set][i].dxil_stages,
  3047. sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_RESOURCE],
  3048. resource_tables_maps,
  3049. first_resource_in_set);
  3050. }
  3051. if (binding.has_sampler) {
  3052. insert_range(
  3053. D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
  3054. num_descriptors,
  3055. dxil_register,
  3056. sets_bindings[set][i].dxil_stages,
  3057. sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_SAMPLER],
  3058. sampler_tables_maps,
  3059. first_sampler_in_set);
  3060. }
  3061. }
  3062. }
  3063. auto make_descriptor_tables = [&root_params, &stages_to_d3d12_visibility](const Vector<TraceableDescriptorTable> &p_tables) {
  3064. for (const TraceableDescriptorTable &table : p_tables) {
  3065. D3D12_SHADER_VISIBILITY visibility = stages_to_d3d12_visibility(table.stages_mask);
  3066. DEV_ASSERT(table.ranges.size() == table.root_sig_locations.size());
  3067. for (int i = 0; i < table.ranges.size(); i++) {
  3068. // By now we know very well which root signature location corresponds to the pointed uniform.
  3069. table.root_sig_locations[i]->root_param_idx = root_params.size();
  3070. table.root_sig_locations[i]->range_idx = i;
  3071. }
  3072. CD3DX12_ROOT_PARAMETER1 root_table;
  3073. root_table.InitAsDescriptorTable(table.ranges.size(), table.ranges.ptr(), visibility);
  3074. root_params.push_back(root_table);
  3075. }
  3076. };
  3077. make_descriptor_tables(resource_tables_maps);
  3078. make_descriptor_tables(sampler_tables_maps);
  3079. CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc = {};
  3080. D3D12_ROOT_SIGNATURE_FLAGS root_sig_flags =
  3081. D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
  3082. D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
  3083. D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
  3084. D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS |
  3085. D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS;
  3086. if (!stages_processed.has_flag(SHADER_STAGE_VERTEX_BIT)) {
  3087. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS;
  3088. }
  3089. if (!stages_processed.has_flag(SHADER_STAGE_FRAGMENT_BIT)) {
  3090. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
  3091. }
  3092. if (binary_data.vertex_input_mask) {
  3093. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  3094. }
  3095. root_sig_desc.Init_1_1(root_params.size(), root_params.ptr(), 0, nullptr, root_sig_flags);
  3096. ComPtr<ID3DBlob> error_blob;
  3097. HRESULT res = D3DX12SerializeVersionedRootSignature(context_driver->lib_d3d12, &root_sig_desc, D3D_ROOT_SIGNATURE_VERSION_1_1, root_sig_blob.GetAddressOf(), error_blob.GetAddressOf());
  3098. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), Vector<uint8_t>(),
  3099. "Serialization of root signature failed with error " + vformat("0x%08ux", (uint64_t)res) + " and the following message:\n" + String::ascii(Span((char *)error_blob->GetBufferPointer(), error_blob->GetBufferSize())));
  3100. binary_data.root_signature_crc = crc32(0, nullptr, 0);
  3101. binary_data.root_signature_crc = crc32(binary_data.root_signature_crc, (const Bytef *)root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
  3102. }
  3103. Vector<Vector<uint8_t>> compressed_stages;
  3104. Vector<uint32_t> zstd_size;
  3105. uint32_t stages_binary_size = 0;
  3106. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  3107. Vector<uint8_t> zstd;
  3108. Vector<uint8_t> &dxil_blob = dxil_blobs[p_spirv[i].shader_stage];
  3109. zstd.resize(Compression::get_max_compressed_buffer_size(dxil_blob.size(), Compression::MODE_ZSTD));
  3110. int dst_size = Compression::compress(zstd.ptrw(), dxil_blob.ptr(), dxil_blob.size(), Compression::MODE_ZSTD);
  3111. zstd_size.push_back(dst_size);
  3112. zstd.resize(dst_size);
  3113. compressed_stages.push_back(zstd);
  3114. uint32_t s = compressed_stages[i].size();
  3115. stages_binary_size += STEPIFY(s, 4);
  3116. }
  3117. CharString shader_name_utf = p_shader_name.utf8();
  3118. binary_data.shader_name_len = shader_name_utf.length();
  3119. uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;.
  3120. total_size += sizeof(ShaderBinary::Data);
  3121. total_size += STEPIFY(binary_data.shader_name_len, 4);
  3122. for (int i = 0; i < sets_bindings.size(); i++) {
  3123. total_size += sizeof(uint32_t);
  3124. total_size += sets_bindings[i].size() * sizeof(ShaderBinary::DataBinding);
  3125. }
  3126. total_size += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size();
  3127. total_size += compressed_stages.size() * sizeof(uint32_t) * 3; // Sizes.
  3128. total_size += stages_binary_size;
  3129. binary_data.root_signature_len = root_sig_blob->GetBufferSize();
  3130. total_size += binary_data.root_signature_len;
  3131. Vector<uint8_t> ret;
  3132. ret.resize(total_size);
  3133. {
  3134. uint32_t offset = 0;
  3135. uint8_t *binptr = ret.ptrw();
  3136. binptr[0] = 'G';
  3137. binptr[1] = 'S';
  3138. binptr[2] = 'B';
  3139. binptr[3] = 'D'; // Godot shader binary data.
  3140. offset += 4;
  3141. encode_uint32(ShaderBinary::VERSION, binptr + offset);
  3142. offset += sizeof(uint32_t);
  3143. encode_uint32(sizeof(ShaderBinary::Data), binptr + offset);
  3144. offset += sizeof(uint32_t);
  3145. memcpy(binptr + offset, &binary_data, sizeof(ShaderBinary::Data));
  3146. offset += sizeof(ShaderBinary::Data);
  3147. #define ADVANCE_OFFSET_WITH_ALIGNMENT(m_bytes) \
  3148. { \
  3149. offset += m_bytes; \
  3150. uint32_t padding = STEPIFY(m_bytes, 4) - m_bytes; \
  3151. memset(binptr + offset, 0, padding); /* Avoid garbage data. */ \
  3152. offset += padding; \
  3153. }
  3154. if (binary_data.shader_name_len > 0) {
  3155. memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
  3156. ADVANCE_OFFSET_WITH_ALIGNMENT(binary_data.shader_name_len);
  3157. }
  3158. for (int i = 0; i < sets_bindings.size(); i++) {
  3159. int count = sets_bindings[i].size();
  3160. encode_uint32(count, binptr + offset);
  3161. offset += sizeof(uint32_t);
  3162. if (count > 0) {
  3163. memcpy(binptr + offset, sets_bindings[i].ptr(), sizeof(ShaderBinary::DataBinding) * count);
  3164. offset += sizeof(ShaderBinary::DataBinding) * count;
  3165. }
  3166. }
  3167. if (specialization_constants.size()) {
  3168. memcpy(binptr + offset, specialization_constants.ptr(), sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size());
  3169. offset += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size();
  3170. }
  3171. for (int i = 0; i < compressed_stages.size(); i++) {
  3172. encode_uint32(p_spirv[i].shader_stage, binptr + offset);
  3173. offset += sizeof(uint32_t);
  3174. encode_uint32(dxil_blobs[p_spirv[i].shader_stage].size(), binptr + offset);
  3175. offset += sizeof(uint32_t);
  3176. encode_uint32(zstd_size[i], binptr + offset);
  3177. offset += sizeof(uint32_t);
  3178. memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size());
  3179. ADVANCE_OFFSET_WITH_ALIGNMENT(compressed_stages[i].size());
  3180. }
  3181. memcpy(binptr + offset, root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
  3182. offset += root_sig_blob->GetBufferSize();
  3183. ERR_FAIL_COND_V(offset != (uint32_t)ret.size(), Vector<uint8_t>());
  3184. }
  3185. return ret;
  3186. }
  3187. RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name, const Vector<ImmutableSampler> &p_immutable_samplers) {
  3188. r_shader_desc = {}; // Driver-agnostic.
  3189. ShaderInfo shader_info_in; // Driver-specific.
  3190. const uint8_t *binptr = p_shader_binary.ptr();
  3191. uint32_t binsize = p_shader_binary.size();
  3192. uint32_t read_offset = 0;
  3193. // Consistency check.
  3194. ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(ShaderBinary::Data), ShaderID());
  3195. ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', ShaderID());
  3196. uint32_t bin_version = decode_uint32(binptr + 4);
  3197. ERR_FAIL_COND_V(bin_version != ShaderBinary::VERSION, ShaderID());
  3198. uint32_t bin_data_size = decode_uint32(binptr + 8);
  3199. const ShaderBinary::Data &binary_data = *(reinterpret_cast<const ShaderBinary::Data *>(binptr + 12));
  3200. r_shader_desc.push_constant_size = binary_data.push_constant_size;
  3201. shader_info_in.dxil_push_constant_size = binary_data.dxil_push_constant_stages ? binary_data.push_constant_size : 0;
  3202. shader_info_in.nir_runtime_data_root_param_idx = binary_data.nir_runtime_data_root_param_idx;
  3203. r_shader_desc.vertex_input_mask = binary_data.vertex_input_mask;
  3204. r_shader_desc.fragment_output_mask = binary_data.fragment_output_mask;
  3205. r_shader_desc.is_compute = binary_data.is_compute;
  3206. shader_info_in.is_compute = binary_data.is_compute;
  3207. r_shader_desc.compute_local_size[0] = binary_data.compute_local_size[0];
  3208. r_shader_desc.compute_local_size[1] = binary_data.compute_local_size[1];
  3209. r_shader_desc.compute_local_size[2] = binary_data.compute_local_size[2];
  3210. read_offset += sizeof(uint32_t) * 3 + bin_data_size;
  3211. if (binary_data.shader_name_len) {
  3212. r_name.clear();
  3213. r_name.append_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len);
  3214. read_offset += STEPIFY(binary_data.shader_name_len, 4);
  3215. }
  3216. r_shader_desc.uniform_sets.resize(binary_data.set_count);
  3217. shader_info_in.sets.resize(binary_data.set_count);
  3218. for (uint32_t i = 0; i < binary_data.set_count; i++) {
  3219. ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, ShaderID());
  3220. uint32_t set_count = decode_uint32(binptr + read_offset);
  3221. read_offset += sizeof(uint32_t);
  3222. const ShaderBinary::DataBinding *set_ptr = reinterpret_cast<const ShaderBinary::DataBinding *>(binptr + read_offset);
  3223. uint32_t set_size = set_count * sizeof(ShaderBinary::DataBinding);
  3224. ERR_FAIL_COND_V(read_offset + set_size >= binsize, ShaderID());
  3225. shader_info_in.sets[i].bindings.reserve(set_count);
  3226. for (uint32_t j = 0; j < set_count; j++) {
  3227. ShaderUniform info;
  3228. info.type = UniformType(set_ptr[j].type);
  3229. info.writable = set_ptr[j].writable;
  3230. info.length = set_ptr[j].length;
  3231. info.binding = set_ptr[j].binding;
  3232. ShaderInfo::UniformBindingInfo binding;
  3233. binding.stages = set_ptr[j].dxil_stages;
  3234. binding.res_class = (ResourceClass)set_ptr[j].res_class;
  3235. binding.type = info.type;
  3236. binding.length = info.length;
  3237. #ifdef DEV_ENABLED
  3238. binding.writable = set_ptr[j].writable;
  3239. #endif
  3240. static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(ShaderBinary::DataBinding::root_sig_locations));
  3241. memcpy((void *)&binding.root_sig_locations, (void *)&set_ptr[j].root_sig_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations));
  3242. if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
  3243. shader_info_in.sets[i].num_root_params.resources++;
  3244. }
  3245. if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3246. shader_info_in.sets[i].num_root_params.samplers++;
  3247. }
  3248. r_shader_desc.uniform_sets.write[i].push_back(info);
  3249. shader_info_in.sets[i].bindings.push_back(binding);
  3250. }
  3251. read_offset += set_size;
  3252. }
  3253. ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(ShaderBinary::SpecializationConstant) >= binsize, ShaderID());
  3254. r_shader_desc.specialization_constants.resize(binary_data.specialization_constants_count);
  3255. shader_info_in.specialization_constants.resize(binary_data.specialization_constants_count);
  3256. for (uint32_t i = 0; i < binary_data.specialization_constants_count; i++) {
  3257. const ShaderBinary::SpecializationConstant &src_sc = *(reinterpret_cast<const ShaderBinary::SpecializationConstant *>(binptr + read_offset));
  3258. ShaderSpecializationConstant sc;
  3259. sc.type = PipelineSpecializationConstantType(src_sc.type);
  3260. sc.constant_id = src_sc.constant_id;
  3261. sc.int_value = src_sc.int_value;
  3262. sc.stages = src_sc.stage_flags;
  3263. r_shader_desc.specialization_constants.write[i] = sc;
  3264. ShaderInfo::SpecializationConstant ssc;
  3265. ssc.constant_id = src_sc.constant_id;
  3266. ssc.int_value = src_sc.int_value;
  3267. memcpy(ssc.stages_bit_offsets, src_sc.stages_bit_offsets, sizeof(ssc.stages_bit_offsets));
  3268. shader_info_in.specialization_constants[i] = ssc;
  3269. read_offset += sizeof(ShaderBinary::SpecializationConstant);
  3270. }
  3271. shader_info_in.spirv_specialization_constants_ids_mask = binary_data.spirv_specialization_constants_ids_mask;
  3272. for (uint32_t i = 0; i < binary_data.stage_count; i++) {
  3273. ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, ShaderID());
  3274. uint32_t stage = decode_uint32(binptr + read_offset);
  3275. read_offset += sizeof(uint32_t);
  3276. uint32_t dxil_size = decode_uint32(binptr + read_offset);
  3277. read_offset += sizeof(uint32_t);
  3278. uint32_t zstd_size = decode_uint32(binptr + read_offset);
  3279. read_offset += sizeof(uint32_t);
  3280. // Decompress.
  3281. Vector<uint8_t> dxil;
  3282. dxil.resize(dxil_size);
  3283. int dec_dxil_size = Compression::decompress(dxil.ptrw(), dxil.size(), binptr + read_offset, zstd_size, Compression::MODE_ZSTD);
  3284. ERR_FAIL_COND_V(dec_dxil_size != (int32_t)dxil_size, ShaderID());
  3285. shader_info_in.stages_bytecode[ShaderStage(stage)] = dxil;
  3286. zstd_size = STEPIFY(zstd_size, 4);
  3287. read_offset += zstd_size;
  3288. ERR_FAIL_COND_V(read_offset > binsize, ShaderID());
  3289. r_shader_desc.stages.push_back(ShaderStage(stage));
  3290. }
  3291. const uint8_t *root_sig_data_ptr = binptr + read_offset;
  3292. PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER d3d_D3D12CreateRootSignatureDeserializer = (PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateRootSignatureDeserializer");
  3293. ERR_FAIL_NULL_V(d3d_D3D12CreateRootSignatureDeserializer, ShaderID());
  3294. HRESULT res = d3d_D3D12CreateRootSignatureDeserializer(root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf()));
  3295. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  3296. read_offset += binary_data.root_signature_len;
  3297. ERR_FAIL_COND_V(read_offset != binsize, ShaderID());
  3298. ComPtr<ID3D12RootSignature> root_signature;
  3299. res = device->CreateRootSignature(0, root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf()));
  3300. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  3301. shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc();
  3302. shader_info_in.root_signature_crc = binary_data.root_signature_crc;
  3303. // Bookkeep.
  3304. ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator);
  3305. *shader_info_ptr = shader_info_in;
  3306. return ShaderID(shader_info_ptr);
  3307. }
  3308. uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) {
  3309. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3310. return shader_info_in->root_signature_crc;
  3311. }
  3312. void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) {
  3313. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  3314. VersatileResource::free(resources_allocator, shader_info_in);
  3315. }
  3316. void RenderingDeviceDriverD3D12::shader_destroy_modules(ShaderID p_shader) {
  3317. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  3318. shader_info_in->stages_bytecode.clear();
  3319. }
  3320. /*********************/
  3321. /**** UNIFORM SET ****/
  3322. /*********************/
  3323. static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_double_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) {
  3324. r_srv_uav_ambiguity = false;
  3325. // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
  3326. // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
  3327. // to the frame descriptor heap at binding time.
  3328. // [[SRV_UAV_AMBIGUITY]]
  3329. switch (p_type) {
  3330. case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
  3331. r_num_samplers += p_binding_length;
  3332. } break;
  3333. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
  3334. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  3335. r_num_resources += p_binding_length;
  3336. r_num_samplers += p_binding_length;
  3337. } break;
  3338. case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
  3339. r_num_resources += 1;
  3340. } break;
  3341. case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
  3342. r_num_resources += p_double_srv_uav_ambiguous ? 2 : 1;
  3343. r_srv_uav_ambiguity = true;
  3344. } break;
  3345. case RenderingDevice::UNIFORM_TYPE_IMAGE: {
  3346. r_num_resources += p_binding_length * (p_double_srv_uav_ambiguous ? 2 : 1);
  3347. r_srv_uav_ambiguity = true;
  3348. } break;
  3349. default: {
  3350. r_num_resources += p_binding_length;
  3351. }
  3352. }
  3353. }
  3354. RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index, int p_linear_pool_index) {
  3355. //p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
  3356. // Pre-bookkeep.
  3357. UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);
  3358. // Do a first pass to count resources and samplers.
  3359. uint32_t num_resource_descs = 0;
  3360. uint32_t num_sampler_descs = 0;
  3361. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  3362. const BoundUniform &uniform = p_uniforms[i];
  3363. // Since the uniform set may be created for a shader different than the one that will be actually bound,
  3364. // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
  3365. // Therefore, we can't make any assumptions here about descriptors that we may not need to create,
  3366. // pixel or vertex-only shader resource states, etc.
  3367. bool srv_uav_ambiguity = false;
  3368. uint32_t binding_length = uniform.ids.size();
  3369. if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) {
  3370. binding_length /= 2;
  3371. }
  3372. _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3373. }
  3374. #ifdef DEV_ENABLED
  3375. uniform_set_info->resources_desc_info.reserve(num_resource_descs);
  3376. #endif
  3377. if (num_resource_descs) {
  3378. Error err = uniform_set_info->desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false);
  3379. if (err) {
  3380. VersatileResource::free(resources_allocator, uniform_set_info);
  3381. ERR_FAIL_V(UniformSetID());
  3382. }
  3383. }
  3384. if (num_sampler_descs) {
  3385. Error err = uniform_set_info->desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false);
  3386. if (err) {
  3387. VersatileResource::free(resources_allocator, uniform_set_info);
  3388. ERR_FAIL_V(UniformSetID());
  3389. }
  3390. }
  3391. struct {
  3392. DescriptorsHeap::Walker resources;
  3393. DescriptorsHeap::Walker samplers;
  3394. } desc_heap_walkers;
  3395. desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3396. desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3397. struct NeededState {
  3398. bool is_buffer = false;
  3399. uint64_t shader_uniform_idx_mask = 0;
  3400. D3D12_RESOURCE_STATES states = {};
  3401. };
  3402. HashMap<ResourceInfo *, NeededState> resource_states;
  3403. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  3404. const BoundUniform &uniform = p_uniforms[i];
  3405. #ifdef DEV_ENABLED
  3406. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3407. const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i];
  3408. bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE);
  3409. DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
  3410. DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT)));
  3411. #endif
  3412. switch (uniform.type) {
  3413. case UNIFORM_TYPE_SAMPLER: {
  3414. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3415. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  3416. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  3417. desc_heap_walkers.samplers.advance();
  3418. }
  3419. } break;
  3420. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
  3421. for (uint32_t j = 0; j < uniform.ids.size(); j += 2) {
  3422. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  3423. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id;
  3424. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  3425. desc_heap_walkers.samplers.advance();
  3426. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3427. #ifdef DEV_ENABLED
  3428. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3429. #endif
  3430. desc_heap_walkers.resources.advance();
  3431. NeededState &ns = resource_states[texture_info];
  3432. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3433. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  3434. }
  3435. } break;
  3436. case UNIFORM_TYPE_TEXTURE: {
  3437. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3438. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3439. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3440. #ifdef DEV_ENABLED
  3441. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3442. #endif
  3443. desc_heap_walkers.resources.advance();
  3444. NeededState &ns = resource_states[texture_info];
  3445. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3446. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  3447. }
  3448. } break;
  3449. case UNIFORM_TYPE_IMAGE: {
  3450. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3451. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3452. NeededState &ns = resource_states[texture_info];
  3453. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3454. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3455. }
  3456. // SRVs first. [[SRV_UAV_AMBIGUITY]]
  3457. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3458. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3459. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3460. #ifdef DEV_ENABLED
  3461. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3462. #endif
  3463. desc_heap_walkers.resources.advance();
  3464. }
  3465. // UAVs then. [[SRV_UAV_AMBIGUITY]]
  3466. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3467. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3468. device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle());
  3469. #ifdef DEV_ENABLED
  3470. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  3471. #endif
  3472. desc_heap_walkers.resources.advance();
  3473. }
  3474. } break;
  3475. case UNIFORM_TYPE_TEXTURE_BUFFER:
  3476. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  3477. CRASH_NOW_MSG("Unimplemented!");
  3478. } break;
  3479. case UNIFORM_TYPE_IMAGE_BUFFER: {
  3480. CRASH_NOW_MSG("Unimplemented!");
  3481. } break;
  3482. case UNIFORM_TYPE_UNIFORM_BUFFER: {
  3483. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  3484. D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
  3485. cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress();
  3486. cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256);
  3487. device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3488. desc_heap_walkers.resources.advance();
  3489. #ifdef DEV_ENABLED
  3490. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
  3491. #endif
  3492. NeededState &ns = resource_states[buf_info];
  3493. ns.is_buffer = true;
  3494. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3495. ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
  3496. } break;
  3497. case UNIFORM_TYPE_STORAGE_BUFFER: {
  3498. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  3499. // SRV first. [[SRV_UAV_AMBIGUITY]]
  3500. {
  3501. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  3502. srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3503. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3504. srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3505. srv_desc.Buffer.FirstElement = 0;
  3506. srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3507. srv_desc.Buffer.StructureByteStride = 0;
  3508. srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
  3509. device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3510. #ifdef DEV_ENABLED
  3511. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
  3512. #endif
  3513. desc_heap_walkers.resources.advance();
  3514. }
  3515. // UAV then. [[SRV_UAV_AMBIGUITY]]
  3516. {
  3517. if (buf_info->flags.usable_as_uav) {
  3518. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3519. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3520. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3521. uav_desc.Buffer.FirstElement = 0;
  3522. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3523. uav_desc.Buffer.StructureByteStride = 0;
  3524. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3525. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3526. device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  3527. #ifdef DEV_ENABLED
  3528. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  3529. #endif
  3530. } else {
  3531. // If can't transition to UAV, leave this one empty since it won't be
  3532. // used, and trying to create an UAV view would trigger a validation error.
  3533. }
  3534. desc_heap_walkers.resources.advance();
  3535. }
  3536. NeededState &ns = resource_states[buf_info];
  3537. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3538. ns.is_buffer = true;
  3539. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3540. } break;
  3541. case UNIFORM_TYPE_INPUT_ATTACHMENT: {
  3542. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  3543. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  3544. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  3545. #ifdef DEV_ENABLED
  3546. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  3547. #endif
  3548. desc_heap_walkers.resources.advance();
  3549. NeededState &ns = resource_states[texture_info];
  3550. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  3551. ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3552. }
  3553. } break;
  3554. default: {
  3555. DEV_ASSERT(false);
  3556. }
  3557. }
  3558. }
  3559. DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
  3560. DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
  3561. {
  3562. uniform_set_info->resource_states.reserve(resource_states.size());
  3563. for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) {
  3564. UniformSetInfo::StateRequirement sr;
  3565. sr.resource = E.key;
  3566. sr.is_buffer = E.value.is_buffer;
  3567. sr.states = E.value.states;
  3568. sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
  3569. uniform_set_info->resource_states.push_back(sr);
  3570. }
  3571. }
  3572. return UniformSetID(uniform_set_info);
  3573. }
  3574. void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) {
  3575. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3576. VersatileResource::free(resources_allocator, uniform_set_info);
  3577. }
  3578. // ----- COMMANDS -----
  3579. void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  3580. if (barrier_capabilities.enhanced_barriers_supported) {
  3581. return;
  3582. }
  3583. // Perform pending blackouts.
  3584. {
  3585. SelfList<TextureInfo> *E = textures_pending_clear.first();
  3586. while (E) {
  3587. TextureSubresourceRange subresources;
  3588. subresources.layer_count = E->self()->layers;
  3589. subresources.mipmap_count = E->self()->mipmaps;
  3590. command_clear_color_texture(p_cmd_buffer, TextureID(E->self()), TEXTURE_LAYOUT_UNDEFINED, Color(), subresources);
  3591. SelfList<TextureInfo> *next = E->next();
  3592. E->remove_from_list();
  3593. E = next;
  3594. }
  3595. }
  3596. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3597. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id;
  3598. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3599. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3600. for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) {
  3601. #ifdef DEV_ENABLED
  3602. {
  3603. uint32_t stages = 0;
  3604. D3D12_RESOURCE_STATES wanted_state = {};
  3605. bool writable = false;
  3606. // Doing the full loop for debugging since the real one below may break early,
  3607. // but we want an exhaustive check
  3608. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3609. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3610. uint64_t bit_mask = ((uint64_t)1 << bit);
  3611. if (likely((inv_uniforms_mask & bit_mask))) {
  3612. continue;
  3613. }
  3614. inv_uniforms_mask |= bit_mask;
  3615. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3616. if (unlikely(!binding.stages)) {
  3617. continue;
  3618. }
  3619. D3D12_RESOURCE_STATES required_states = sr.states;
  3620. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3621. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3622. if (binding.res_class == RES_CLASS_SRV) {
  3623. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3624. } else {
  3625. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3626. }
  3627. }
  3628. if (stages) { // Second occurrence at least?
  3629. 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.");
  3630. 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.");
  3631. } else {
  3632. wanted_state = required_states;
  3633. stages |= binding.stages;
  3634. writable = binding.writable;
  3635. }
  3636. DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
  3637. }
  3638. }
  3639. #endif
  3640. // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
  3641. // because at uniform set creation time we couldn't know for sure which stages
  3642. // it would be used in (due to the fact that a set can be created against a different,
  3643. // albeit compatible, shader, which may make a different usage in the end).
  3644. // However, now we know and can exclude up to one unneeded states.
  3645. // TODO: If subresources involved already in the needed states, or scheduled for it,
  3646. // maybe it's more optimal not to do anything here
  3647. uint32_t stages = 0;
  3648. D3D12_RESOURCE_STATES wanted_state = {};
  3649. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  3650. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  3651. uint64_t bit_mask = ((uint64_t)1 << bit);
  3652. if (likely((inv_uniforms_mask & bit_mask))) {
  3653. continue;
  3654. }
  3655. inv_uniforms_mask |= bit_mask;
  3656. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  3657. if (unlikely(!binding.stages)) {
  3658. continue;
  3659. }
  3660. if (!stages) {
  3661. D3D12_RESOURCE_STATES required_states = sr.states;
  3662. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  3663. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  3664. if (binding.res_class == RES_CLASS_SRV) {
  3665. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3666. } else {
  3667. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  3668. }
  3669. }
  3670. wanted_state = required_states;
  3671. if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3672. // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
  3673. break;
  3674. }
  3675. }
  3676. stages |= binding.stages;
  3677. if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
  3678. // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
  3679. break;
  3680. }
  3681. }
  3682. if (likely(wanted_state)) {
  3683. if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  3684. if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
  3685. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3686. wanted_state &= ~unneeded_states;
  3687. } else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
  3688. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
  3689. wanted_state &= ~unneeded_states;
  3690. }
  3691. }
  3692. if (likely(wanted_state)) {
  3693. if (sr.is_buffer) {
  3694. _resource_transition_batch(cmd_buf_info, sr.resource, 0, 1, wanted_state);
  3695. } else {
  3696. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  3697. uint32_t planes = 1;
  3698. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3699. planes = format_get_plane_count(tex_info->format);
  3700. }
  3701. for (uint32_t i = 0; i < tex_info->layers; i++) {
  3702. for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
  3703. uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
  3704. _resource_transition_batch(cmd_buf_info, tex_info, subresource, planes, wanted_state);
  3705. }
  3706. }
  3707. }
  3708. }
  3709. }
  3710. }
  3711. if (p_set_index == shader_info_in->sets.size() - 1) {
  3712. _resource_transitions_flush(cmd_buf_info);
  3713. }
  3714. }
  3715. void RenderingDeviceDriverD3D12::_command_check_descriptor_sets(CommandBufferID p_cmd_buffer) {
  3716. DEV_ASSERT(segment_begun && "Unable to use commands that rely on descriptors because a segment was never begun.");
  3717. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3718. if (!cmd_buf_info->descriptor_heaps_set) {
  3719. // Set descriptor heaps for the command buffer if they haven't been set yet.
  3720. ID3D12DescriptorHeap *heaps[] = {
  3721. frames[frame_idx].desc_heaps.resources.get_heap(),
  3722. frames[frame_idx].desc_heaps.samplers.get_heap(),
  3723. };
  3724. cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps);
  3725. cmd_buf_info->descriptor_heaps_set = true;
  3726. }
  3727. }
  3728. 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) {
  3729. _command_check_descriptor_sets(p_cmd_buffer);
  3730. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3731. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3732. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3733. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3734. using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
  3735. SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
  3736. // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
  3737. uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc;
  3738. UniformSetInfo::RecentBind *last_bind = nullptr;
  3739. for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) {
  3740. if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) {
  3741. if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) {
  3742. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) {
  3743. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3744. }
  3745. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) {
  3746. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3747. }
  3748. #ifdef DEV_ENABLED
  3749. uniform_set_info->recent_binds[i].uses++;
  3750. frames[frame_idx].uniform_set_reused++;
  3751. #endif
  3752. return;
  3753. } else {
  3754. if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) {
  3755. // Prefer this one since it's been used less or we still haven't a better option.
  3756. last_bind = &uniform_set_info->recent_binds[i];
  3757. }
  3758. }
  3759. } else {
  3760. // Prefer this one since it's unused.
  3761. last_bind = &uniform_set_info->recent_binds[i];
  3762. last_bind->uses = 0;
  3763. }
  3764. }
  3765. struct {
  3766. DescriptorsHeap::Walker *resources = nullptr;
  3767. DescriptorsHeap::Walker *samplers = nullptr;
  3768. } frame_heap_walkers;
  3769. frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources;
  3770. frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers;
  3771. struct {
  3772. DescriptorsHeap::Walker resources;
  3773. DescriptorsHeap::Walker samplers;
  3774. } set_heap_walkers;
  3775. set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3776. set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3777. #ifdef DEV_ENABLED
  3778. // Whether we have stages where the uniform is actually used should match
  3779. // whether we have any root signature locations for it.
  3780. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3781. bool has_rs_locations = false;
  3782. if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
  3783. shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3784. has_rs_locations = true;
  3785. break;
  3786. }
  3787. bool has_stages = shader_set.bindings[i].stages;
  3788. DEV_ASSERT(has_rs_locations == has_stages);
  3789. }
  3790. #endif
  3791. last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources);
  3792. last_bind->root_tables.resources.clear();
  3793. last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers);
  3794. last_bind->root_tables.samplers.clear();
  3795. last_bind->uses++;
  3796. struct {
  3797. RootDescriptorTable *resources = nullptr;
  3798. RootDescriptorTable *samplers = nullptr;
  3799. } tables;
  3800. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3801. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i];
  3802. uint32_t num_resource_descs = 0;
  3803. uint32_t num_sampler_descs = 0;
  3804. bool srv_uav_ambiguity = false;
  3805. _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3806. bool resource_used = false;
  3807. if (shader_set.bindings[i].stages) {
  3808. {
  3809. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource;
  3810. if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
  3811. DEV_ASSERT(num_resource_descs);
  3812. 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]]
  3813. bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
  3814. if (must_flush_table) {
  3815. // Check the root signature data has been filled ordered.
  3816. DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
  3817. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3818. tables.resources = nullptr;
  3819. }
  3820. if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
  3821. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3822. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3823. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's RESOURCES descriptor heap.\n"
  3824. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3825. } else {
  3826. return;
  3827. }
  3828. }
  3829. if (!tables.resources) {
  3830. DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
  3831. last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
  3832. tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
  3833. tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
  3834. tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
  3835. }
  3836. // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
  3837. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) {
  3838. set_heap_walkers.resources.advance(num_resource_descs);
  3839. }
  3840. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3841. device->CopyDescriptorsSimple(
  3842. num_resource_descs,
  3843. frame_heap_walkers.resources->get_curr_cpu_handle(),
  3844. set_heap_walkers.resources.get_curr_cpu_handle(),
  3845. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3846. frame_heap_walkers.resources->advance(num_resource_descs);
  3847. // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
  3848. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) {
  3849. set_heap_walkers.resources.advance(num_resource_descs);
  3850. }
  3851. resource_used = true;
  3852. }
  3853. }
  3854. {
  3855. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler;
  3856. if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
  3857. DEV_ASSERT(num_sampler_descs);
  3858. DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
  3859. bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
  3860. if (must_flush_table) {
  3861. // Check the root signature data has been filled ordered.
  3862. DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
  3863. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3864. tables.samplers = nullptr;
  3865. }
  3866. if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
  3867. if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) {
  3868. frames[frame_idx].desc_heaps_exhausted_reported.samplers = true;
  3869. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's SAMPLERS descriptors heap.\n"
  3870. "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
  3871. } else {
  3872. return;
  3873. }
  3874. }
  3875. if (!tables.samplers) {
  3876. DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
  3877. last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
  3878. tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
  3879. tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
  3880. tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
  3881. }
  3882. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3883. device->CopyDescriptorsSimple(
  3884. num_sampler_descs,
  3885. frame_heap_walkers.samplers->get_curr_cpu_handle(),
  3886. set_heap_walkers.samplers.get_curr_cpu_handle(),
  3887. D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
  3888. frame_heap_walkers.samplers->advance(num_sampler_descs);
  3889. }
  3890. }
  3891. }
  3892. // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
  3893. // the shader variant a given set is created upon may not need all of them due to DXC optimizations.
  3894. // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
  3895. set_heap_walkers.resources.advance(num_resource_descs);
  3896. if (srv_uav_ambiguity) {
  3897. DEV_ASSERT(num_resource_descs);
  3898. if (!resource_used) {
  3899. set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
  3900. }
  3901. }
  3902. set_heap_walkers.samplers.advance(num_sampler_descs);
  3903. }
  3904. DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
  3905. DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
  3906. {
  3907. bool must_flush_table = tables.resources;
  3908. if (must_flush_table) {
  3909. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3910. }
  3911. }
  3912. {
  3913. bool must_flush_table = tables.samplers;
  3914. if (must_flush_table) {
  3915. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3916. }
  3917. }
  3918. last_bind->root_signature_crc = root_sig_crc;
  3919. last_bind->segment_serial = frames[frame_idx].segment_serial;
  3920. }
  3921. /******************/
  3922. /**** TRANSFER ****/
  3923. /******************/
  3924. void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) {
  3925. _command_check_descriptor_sets(p_cmd_buffer);
  3926. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3927. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  3928. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3929. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3930. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3931. ERR_FAIL_MSG(
  3932. "Cannot clear buffer because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3933. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3934. } else {
  3935. return;
  3936. }
  3937. }
  3938. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3939. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3940. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3941. ERR_FAIL_MSG(
  3942. "Cannot clear buffer because there's no enough room in current frame's AUX descriptors heap.\n"
  3943. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3944. } else {
  3945. return;
  3946. }
  3947. }
  3948. if (!barrier_capabilities.enhanced_barriers_supported) {
  3949. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3950. _resource_transitions_flush(cmd_buf_info);
  3951. }
  3952. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3953. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3954. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3955. uav_desc.Buffer.FirstElement = 0;
  3956. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3957. uav_desc.Buffer.StructureByteStride = 0;
  3958. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3959. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3960. device->CreateUnorderedAccessView(
  3961. buf_info->resource,
  3962. nullptr,
  3963. &uav_desc,
  3964. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3965. device->CopyDescriptorsSimple(
  3966. 1,
  3967. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3968. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3969. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3970. static const UINT values[4] = {};
  3971. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3972. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3973. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3974. buf_info->resource,
  3975. values,
  3976. 0,
  3977. nullptr);
  3978. frames[frame_idx].desc_heap_walkers.resources.advance();
  3979. frames[frame_idx].desc_heap_walkers.aux.advance();
  3980. }
  3981. void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_buf_locfer, VectorView<BufferCopyRegion> p_regions) {
  3982. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3983. BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
  3984. BufferInfo *buf_loc_info = (BufferInfo *)p_buf_locfer.id;
  3985. if (!barrier_capabilities.enhanced_barriers_supported) {
  3986. _resource_transition_batch(cmd_buf_info, src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3987. _resource_transition_batch(cmd_buf_info, buf_loc_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3988. _resource_transitions_flush(cmd_buf_info);
  3989. }
  3990. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3991. 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);
  3992. }
  3993. }
  3994. 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) {
  3995. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3996. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3997. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3998. if (!barrier_capabilities.enhanced_barriers_supported) {
  3999. // Batch all barrier transitions for the textures before performing the copies.
  4000. for (uint32_t i = 0; i < p_regions.size(); i++) {
  4001. uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
  4002. for (uint32_t j = 0; j < layer_count; j++) {
  4003. UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
  4004. UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
  4005. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4006. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  4007. }
  4008. }
  4009. _resource_transitions_flush(cmd_buf_info);
  4010. }
  4011. CD3DX12_BOX src_box;
  4012. for (uint32_t i = 0; i < p_regions.size(); i++) {
  4013. uint32_t layer_count = MIN(p_regions[i].src_subresources.layer_count, p_regions[i].dst_subresources.layer_count);
  4014. for (uint32_t j = 0; j < layer_count; j++) {
  4015. UINT src_subresource = _compute_subresource_from_layers(src_tex_info, p_regions[i].src_subresources, j);
  4016. UINT dst_subresource = _compute_subresource_from_layers(dst_tex_info, p_regions[i].dst_subresources, j);
  4017. CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource);
  4018. CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource);
  4019. src_box.left = p_regions[i].src_offset.x;
  4020. src_box.top = p_regions[i].src_offset.y;
  4021. src_box.front = p_regions[i].src_offset.z;
  4022. src_box.right = p_regions[i].src_offset.x + p_regions[i].size.x;
  4023. src_box.bottom = p_regions[i].src_offset.y + p_regions[i].size.y;
  4024. src_box.back = p_regions[i].src_offset.z + p_regions[i].size.z;
  4025. cmd_buf_info->cmd_list->CopyTextureRegion(&dst_location, p_regions[i].dst_offset.x, p_regions[i].dst_offset.y, p_regions[i].dst_offset.z, &src_location, &src_box);
  4026. }
  4027. }
  4028. }
  4029. 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) {
  4030. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4031. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  4032. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  4033. UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  4034. UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
  4035. if (!barrier_capabilities.enhanced_barriers_supported) {
  4036. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4037. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  4038. _resource_transitions_flush(cmd_buf_info);
  4039. }
  4040. 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);
  4041. }
  4042. 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) {
  4043. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4044. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  4045. if (tex_info->main_texture) {
  4046. tex_info = tex_info->main_texture;
  4047. }
  4048. auto _transition_subresources = [&](D3D12_RESOURCE_STATES p_new_state) {
  4049. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  4050. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  4051. UINT subresource = D3D12CalcSubresource(
  4052. p_subresources.base_mipmap + j,
  4053. p_subresources.base_layer + i,
  4054. 0,
  4055. tex_info->desc.MipLevels,
  4056. tex_info->desc.ArraySize());
  4057. _resource_transition_batch(cmd_buf_info, tex_info, subresource, 1, p_new_state);
  4058. }
  4059. }
  4060. _resource_transitions_flush(cmd_buf_info);
  4061. };
  4062. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  4063. // Clear via RTV.
  4064. if (frames[frame_idx].desc_heap_walkers.rtv.get_free_handles() < p_subresources.mipmap_count) {
  4065. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  4066. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  4067. ERR_FAIL_MSG(
  4068. "Cannot clear texture because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  4069. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  4070. } else {
  4071. return;
  4072. }
  4073. }
  4074. if (!barrier_capabilities.enhanced_barriers_supported) {
  4075. _transition_subresources(D3D12_RESOURCE_STATE_RENDER_TARGET);
  4076. }
  4077. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  4078. 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);
  4079. rtv_desc.Format = tex_info->view_descs.uav.Format;
  4080. device->CreateRenderTargetView(
  4081. tex_info->resource,
  4082. &rtv_desc,
  4083. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
  4084. cmd_buf_info->cmd_list->ClearRenderTargetView(
  4085. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(),
  4086. p_color.components,
  4087. 0,
  4088. nullptr);
  4089. frames[frame_idx].desc_heap_walkers.rtv.advance();
  4090. }
  4091. } else if (tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) {
  4092. // Clear via UAV.
  4093. _command_check_descriptor_sets(p_cmd_buffer);
  4094. if (frames[frame_idx].desc_heap_walkers.resources.get_free_handles() < p_subresources.mipmap_count) {
  4095. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  4096. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  4097. ERR_FAIL_MSG(
  4098. "Cannot clear texture because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  4099. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  4100. } else {
  4101. return;
  4102. }
  4103. }
  4104. if (frames[frame_idx].desc_heap_walkers.aux.get_free_handles() < p_subresources.mipmap_count) {
  4105. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  4106. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  4107. ERR_FAIL_MSG(
  4108. "Cannot clear texture because there's no enough room in current frame's AUX descriptors heap.\n"
  4109. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  4110. } else {
  4111. return;
  4112. }
  4113. }
  4114. if (!barrier_capabilities.enhanced_barriers_supported) {
  4115. _transition_subresources(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4116. }
  4117. for (uint32_t i = 0; i < p_subresources.mipmap_count; i++) {
  4118. 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);
  4119. device->CreateUnorderedAccessView(
  4120. tex_info->resource,
  4121. nullptr,
  4122. &uav_desc,
  4123. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  4124. device->CopyDescriptorsSimple(
  4125. 1,
  4126. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  4127. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  4128. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  4129. UINT values[4] = {
  4130. (UINT)p_color.get_r8(),
  4131. (UINT)p_color.get_g8(),
  4132. (UINT)p_color.get_b8(),
  4133. (UINT)p_color.get_a8(),
  4134. };
  4135. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  4136. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  4137. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  4138. tex_info->resource,
  4139. values,
  4140. 0,
  4141. nullptr);
  4142. frames[frame_idx].desc_heap_walkers.resources.advance();
  4143. frames[frame_idx].desc_heap_walkers.aux.advance();
  4144. }
  4145. } else {
  4146. ERR_FAIL_MSG("Cannot clear texture because its format does not support UAV writes. You'll need to update its contents through another method.");
  4147. }
  4148. }
  4149. 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) {
  4150. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4151. BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id;
  4152. TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
  4153. if (!barrier_capabilities.enhanced_barriers_supported) {
  4154. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4155. }
  4156. uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
  4157. uint32_t block_w = 0, block_h = 0;
  4158. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  4159. for (uint32_t i = 0; i < p_regions.size(); i++) {
  4160. uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format);
  4161. region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4162. D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
  4163. src_footprint.Offset = p_regions[i].buffer_offset;
  4164. src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
  4165. RD_TO_D3D12_FORMAT[tex_info->format].family,
  4166. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  4167. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  4168. p_regions[i].texture_region_size.z,
  4169. region_pitch);
  4170. CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint);
  4171. CD3DX12_BOX src_box(
  4172. 0, 0, 0,
  4173. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  4174. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  4175. p_regions[i].texture_region_size.z);
  4176. if (!barrier_capabilities.enhanced_barriers_supported) {
  4177. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  4178. UINT dst_subresource = D3D12CalcSubresource(
  4179. p_regions[i].texture_subresources.mipmap,
  4180. p_regions[i].texture_subresources.base_layer + j,
  4181. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  4182. tex_info->desc.MipLevels,
  4183. tex_info->desc.ArraySize());
  4184. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  4185. _resource_transition_batch(cmd_buf_info, tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  4186. }
  4187. _resource_transitions_flush(cmd_buf_info);
  4188. }
  4189. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  4190. UINT dst_subresource = D3D12CalcSubresource(
  4191. p_regions[i].texture_subresources.mipmap,
  4192. p_regions[i].texture_subresources.base_layer + j,
  4193. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  4194. tex_info->desc.MipLevels,
  4195. tex_info->desc.ArraySize());
  4196. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  4197. cmd_buf_info->cmd_list->CopyTextureRegion(
  4198. &copy_dst,
  4199. p_regions[i].texture_offset.x,
  4200. p_regions[i].texture_offset.y,
  4201. p_regions[i].texture_offset.z,
  4202. &copy_src,
  4203. &src_box);
  4204. }
  4205. }
  4206. }
  4207. 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) {
  4208. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4209. TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
  4210. BufferInfo *buf_info = (BufferInfo *)p_buf_locfer.id;
  4211. if (!barrier_capabilities.enhanced_barriers_supported) {
  4212. _resource_transition_batch(cmd_buf_info, buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  4213. }
  4214. uint32_t block_w = 0, block_h = 0;
  4215. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  4216. for (uint32_t i = 0; i < p_regions.size(); i++) {
  4217. if (!barrier_capabilities.enhanced_barriers_supported) {
  4218. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  4219. UINT src_subresource = D3D12CalcSubresource(
  4220. p_regions[i].texture_subresources.mipmap,
  4221. p_regions[i].texture_subresources.base_layer + j,
  4222. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  4223. tex_info->desc.MipLevels,
  4224. tex_info->desc.ArraySize());
  4225. _resource_transition_batch(cmd_buf_info, tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4226. }
  4227. _resource_transitions_flush(cmd_buf_info);
  4228. }
  4229. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  4230. UINT src_subresource = D3D12CalcSubresource(
  4231. p_regions[i].texture_subresources.mipmap,
  4232. p_regions[i].texture_subresources.base_layer + j,
  4233. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  4234. tex_info->desc.MipLevels,
  4235. tex_info->desc.ArraySize());
  4236. CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource);
  4237. uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap);
  4238. uint32_t image_size = get_image_format_required_size(
  4239. tex_info->format,
  4240. MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap),
  4241. MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap),
  4242. computed_d,
  4243. 1);
  4244. uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h;
  4245. row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4246. D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
  4247. dst_footprint.Offset = p_regions[i].buffer_offset;
  4248. dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w);
  4249. dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h);
  4250. dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z;
  4251. dst_footprint.Footprint.RowPitch = row_pitch;
  4252. dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family;
  4253. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint);
  4254. cmd_buf_info->cmd_list->CopyTextureRegion(&copy_dst, 0, 0, 0, &copy_src, nullptr);
  4255. }
  4256. }
  4257. }
  4258. /******************/
  4259. /**** PIPELINE ****/
  4260. /******************/
  4261. void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) {
  4262. PipelineInfo *pipeline_info = (PipelineInfo *)(p_pipeline.id);
  4263. pipeline_info->pso->Release();
  4264. memdelete(pipeline_info);
  4265. }
  4266. // ----- BINDING -----
  4267. void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) {
  4268. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4269. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4270. if (!shader_info_in->dxil_push_constant_size) {
  4271. return;
  4272. }
  4273. if (shader_info_in->is_compute) {
  4274. cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  4275. } else {
  4276. cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  4277. }
  4278. }
  4279. // ----- CACHE -----
  4280. bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) {
  4281. WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
  4282. return false;
  4283. }
  4284. void RenderingDeviceDriverD3D12::pipeline_cache_free() {
  4285. ERR_FAIL_MSG("Not implemented.");
  4286. }
  4287. size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() {
  4288. ERR_FAIL_V_MSG(0, "Not implemented.");
  4289. }
  4290. Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() {
  4291. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
  4292. }
  4293. /*******************/
  4294. /**** RENDERING ****/
  4295. /*******************/
  4296. // ----- SUBPASS -----
  4297. RDD::RenderPassID RenderingDeviceDriverD3D12::render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count, AttachmentReference p_fragment_density_map_attachment) {
  4298. ERR_FAIL_COND_V_MSG(p_fragment_density_map_attachment.attachment != AttachmentReference::UNUSED, RenderPassID(), "Fragment density maps are not supported in D3D12.");
  4299. // Pre-bookkeep.
  4300. RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator);
  4301. pass_info->attachments.resize(p_attachments.size());
  4302. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  4303. pass_info->attachments[i] = p_attachments[i];
  4304. }
  4305. pass_info->subpasses.resize(p_subpasses.size());
  4306. for (uint32_t i = 0; i < p_subpasses.size(); i++) {
  4307. pass_info->subpasses[i] = p_subpasses[i];
  4308. }
  4309. pass_info->view_count = p_view_count;
  4310. DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size());
  4311. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  4312. const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format];
  4313. if (format.dsv_format != DXGI_FORMAT_UNKNOWN) {
  4314. formats[i] = format.dsv_format;
  4315. } else {
  4316. formats[i] = format.general_format;
  4317. }
  4318. }
  4319. pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size()));
  4320. return RenderPassID(pass_info);
  4321. }
  4322. void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) {
  4323. RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id;
  4324. VersatileResource::free(resources_allocator, pass_info);
  4325. }
  4326. // ----- COMMANDS -----
  4327. 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) {
  4328. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4329. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4330. const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id;
  4331. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX);
  4332. auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) {
  4333. uint32_t planes = 1;
  4334. if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4335. planes = format_get_plane_count(p_texture_info->format);
  4336. }
  4337. for (uint32_t i = 0; i < p_texture_info->layers; i++) {
  4338. for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) {
  4339. uint32_t subresource = D3D12CalcSubresource(
  4340. p_texture_info->base_mip + j,
  4341. p_texture_info->base_layer + i,
  4342. 0,
  4343. p_texture_info->desc.MipLevels,
  4344. p_texture_info->desc.ArraySize());
  4345. _resource_transition_batch(cmd_buf_info, p_texture_info, subresource, planes, p_states);
  4346. }
  4347. }
  4348. };
  4349. if (fb_info->is_screen || !barrier_capabilities.enhanced_barriers_supported) {
  4350. // Screen framebuffers must perform this transition even if enhanced barriers are supported.
  4351. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  4352. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  4353. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  4354. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET);
  4355. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4356. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  4357. } else {
  4358. DEV_ASSERT(false);
  4359. }
  4360. }
  4361. if (fb_info->vrs_attachment) {
  4362. TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id;
  4363. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
  4364. }
  4365. _resource_transitions_flush(cmd_buf_info);
  4366. }
  4367. cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT(
  4368. p_rect.position.x,
  4369. p_rect.position.y,
  4370. p_rect.position.x + p_rect.size.x,
  4371. p_rect.position.y + p_rect.size.y);
  4372. cmd_buf_info->render_pass_state.region_is_all = !(
  4373. cmd_buf_info->render_pass_state.region_rect.left == 0 &&
  4374. cmd_buf_info->render_pass_state.region_rect.top == 0 &&
  4375. cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x &&
  4376. cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y);
  4377. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4378. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) {
  4379. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  4380. _discard_texture_subresources(tex_info, cmd_buf_info);
  4381. }
  4382. }
  4383. if (fb_info->vrs_attachment && fsr_capabilities.attachment_supported) {
  4384. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  4385. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  4386. if (cmd_list_5) {
  4387. static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
  4388. D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
  4389. D3D12_SHADING_RATE_COMBINER_OVERRIDE,
  4390. };
  4391. cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS);
  4392. }
  4393. }
  4394. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  4395. cmd_buf_info->render_pass_state.fb_info = fb_info;
  4396. cmd_buf_info->render_pass_state.pass_info = pass_info;
  4397. command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type);
  4398. AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, pass_info->attachments.size());
  4399. Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, pass_info->attachments.size());
  4400. uint32_t num_clears = 0;
  4401. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4402. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  4403. if (!tex_info) {
  4404. continue;
  4405. }
  4406. AttachmentClear clear;
  4407. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  4408. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4409. clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
  4410. clear.color_attachment = i;
  4411. tex_info->pending_clear.remove_from_list();
  4412. }
  4413. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  4414. if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  4415. clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT);
  4416. }
  4417. }
  4418. if (!clear.aspect.is_empty()) {
  4419. clear.value = p_attachment_clears[i];
  4420. clears[num_clears] = clear;
  4421. clear_rects[num_clears] = p_rect;
  4422. num_clears++;
  4423. }
  4424. }
  4425. if (num_clears) {
  4426. command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears));
  4427. }
  4428. }
  4429. void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) {
  4430. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4431. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4432. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4433. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4434. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  4435. if (fb_info->is_screen) {
  4436. // Screen framebuffers must transition back to present state when the render pass is finished.
  4437. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  4438. TextureInfo *src_tex_info = (TextureInfo *)(fb_info->attachments[i].id);
  4439. 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());
  4440. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_PRESENT);
  4441. }
  4442. }
  4443. struct Resolve {
  4444. ID3D12Resource *src_res = nullptr;
  4445. uint32_t src_subres = 0;
  4446. ID3D12Resource *dst_res = nullptr;
  4447. uint32_t dst_subres = 0;
  4448. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  4449. };
  4450. Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size());
  4451. uint32_t num_resolves = 0;
  4452. for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) {
  4453. uint32_t color_index = subpass.color_references[i].attachment;
  4454. uint32_t resolve_index = subpass.resolve_references[i].attachment;
  4455. DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED));
  4456. if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) {
  4457. continue;
  4458. }
  4459. TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id;
  4460. 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());
  4461. _resource_transition_batch(cmd_buf_info, src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4462. TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id;
  4463. 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());
  4464. _resource_transition_batch(cmd_buf_info, dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  4465. resolves[num_resolves].src_res = src_tex_info->resource;
  4466. resolves[num_resolves].src_subres = src_subresource;
  4467. resolves[num_resolves].dst_res = dst_tex_info->resource;
  4468. resolves[num_resolves].dst_subres = dst_subresource;
  4469. resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format;
  4470. num_resolves++;
  4471. }
  4472. _resource_transitions_flush(cmd_buf_info);
  4473. for (uint32_t i = 0; i < num_resolves; i++) {
  4474. 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);
  4475. }
  4476. }
  4477. void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) {
  4478. _end_render_pass(p_cmd_buffer);
  4479. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4480. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4481. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4482. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4483. if (fsr_capabilities.attachment_supported) {
  4484. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  4485. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  4486. if (cmd_list_5) {
  4487. cmd_list_5->RSSetShadingRateImage(nullptr);
  4488. }
  4489. }
  4490. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  4491. if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) {
  4492. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  4493. _discard_texture_subresources(tex_info, cmd_buf_info);
  4494. }
  4495. }
  4496. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  4497. }
  4498. void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) {
  4499. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4500. if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) {
  4501. cmd_buf_info->render_pass_state.current_subpass = 0;
  4502. } else {
  4503. _end_render_pass(p_cmd_buffer);
  4504. cmd_buf_info->render_pass_state.current_subpass++;
  4505. }
  4506. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4507. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4508. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  4509. D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size());
  4510. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4511. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4512. uint32_t attachment = subpass.color_references[i].attachment;
  4513. if (attachment == AttachmentReference::UNUSED) {
  4514. if (!frames[frame_idx].null_rtv_handle.ptr) {
  4515. // No null descriptor-handle created for this frame yet.
  4516. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  4517. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  4518. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  4519. ERR_FAIL_MSG("Cannot begin subpass because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  4520. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  4521. } else {
  4522. return;
  4523. }
  4524. }
  4525. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
  4526. rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
  4527. rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4528. frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle();
  4529. device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle);
  4530. frames[frame_idx].desc_heap_walkers.rtv.advance();
  4531. }
  4532. rtv_handles[i] = frames[frame_idx].null_rtv_handle;
  4533. } else {
  4534. uint32_t rt_index = fb_info->attachments_handle_inds[attachment];
  4535. rtv_heap_walker.rewind();
  4536. rtv_heap_walker.advance(rt_index);
  4537. rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
  4538. }
  4539. }
  4540. D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
  4541. {
  4542. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4543. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4544. uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment];
  4545. dsv_heap_walker.rewind();
  4546. dsv_heap_walker.advance(ds_index);
  4547. dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
  4548. }
  4549. }
  4550. cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
  4551. }
  4552. void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) {
  4553. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4554. D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size());
  4555. for (uint32_t i = 0; i < p_viewports.size(); i++) {
  4556. d3d12_viewports[i] = CD3DX12_VIEWPORT(
  4557. p_viewports[i].position.x,
  4558. p_viewports[i].position.y,
  4559. p_viewports[i].size.x,
  4560. p_viewports[i].size.y);
  4561. }
  4562. cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports);
  4563. }
  4564. void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) {
  4565. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4566. D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size());
  4567. for (uint32_t i = 0; i < p_scissors.size(); i++) {
  4568. d3d12_scissors[i] = CD3DX12_RECT(
  4569. p_scissors[i].position.x,
  4570. p_scissors[i].position.y,
  4571. p_scissors[i].position.x + p_scissors[i].size.x,
  4572. p_scissors[i].position.y + p_scissors[i].size.y);
  4573. }
  4574. cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors);
  4575. }
  4576. void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) {
  4577. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4578. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4579. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  4580. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  4581. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  4582. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  4583. for (uint32_t i = 0; i < p_attachment_clears.size(); i++) {
  4584. uint32_t attachment = UINT32_MAX;
  4585. bool is_render_target = false;
  4586. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  4587. attachment = p_attachment_clears[i].color_attachment;
  4588. is_render_target = true;
  4589. } else {
  4590. attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment;
  4591. }
  4592. for (uint32_t j = 0; j < p_rects.size(); j++) {
  4593. D3D12_RECT rect = CD3DX12_RECT(
  4594. p_rects[j].position.x,
  4595. p_rects[j].position.y,
  4596. p_rects[j].position.x + p_rects[j].size.x,
  4597. p_rects[j].position.y + p_rects[j].size.y);
  4598. const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : &rect;
  4599. if (is_render_target) {
  4600. uint32_t color_idx = fb_info->attachments_handle_inds[attachment];
  4601. rtv_heap_walker.rewind();
  4602. rtv_heap_walker.advance(color_idx);
  4603. cmd_buf_info->cmd_list->ClearRenderTargetView(
  4604. rtv_heap_walker.get_curr_cpu_handle(),
  4605. p_attachment_clears[i].value.color.components,
  4606. rect_ptr ? 1 : 0,
  4607. rect_ptr);
  4608. } else {
  4609. uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment];
  4610. dsv_heap_walker.rewind();
  4611. dsv_heap_walker.advance(depth_stencil_idx);
  4612. D3D12_CLEAR_FLAGS flags = {};
  4613. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  4614. flags |= D3D12_CLEAR_FLAG_DEPTH;
  4615. }
  4616. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  4617. flags |= D3D12_CLEAR_FLAG_STENCIL;
  4618. }
  4619. cmd_buf_info->cmd_list->ClearDepthStencilView(
  4620. dsv_heap_walker.get_curr_cpu_handle(),
  4621. flags,
  4622. p_attachment_clears[i].value.depth,
  4623. p_attachment_clears[i].value.stencil,
  4624. rect_ptr ? 1 : 0,
  4625. rect_ptr);
  4626. }
  4627. }
  4628. }
  4629. }
  4630. void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4631. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4632. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
  4633. if (cmd_buf_info->graphics_pso == pipeline_info->pso) {
  4634. return;
  4635. }
  4636. const ShaderInfo *shader_info_in = pipeline_info->shader_info;
  4637. const RenderPipelineInfo &render_info = pipeline_info->render_info;
  4638. cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
  4639. if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) {
  4640. cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get());
  4641. cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc;
  4642. }
  4643. cmd_buf_info->cmd_list->IASetPrimitiveTopology(render_info.dyn_params.primitive_topology);
  4644. cmd_buf_info->cmd_list->OMSetBlendFactor(render_info.dyn_params.blend_constant.components);
  4645. cmd_buf_info->cmd_list->OMSetStencilRef(render_info.dyn_params.stencil_reference);
  4646. if (misc_features_support.depth_bounds_supported) {
  4647. ComPtr<ID3D12GraphicsCommandList1> command_list_1;
  4648. cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf());
  4649. if (command_list_1) {
  4650. command_list_1->OMSetDepthBounds(render_info.dyn_params.depth_bounds_min, render_info.dyn_params.depth_bounds_max);
  4651. }
  4652. }
  4653. cmd_buf_info->render_pass_state.vf_info = render_info.vf_info;
  4654. cmd_buf_info->graphics_pso = pipeline_info->pso;
  4655. cmd_buf_info->compute_pso = nullptr;
  4656. }
  4657. void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4658. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false);
  4659. }
  4660. void RenderingDeviceDriverD3D12::command_bind_render_uniform_sets(CommandBufferID p_cmd_buffer, VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count) {
  4661. for (uint32_t i = 0u; i < p_set_count; ++i) {
  4662. // TODO: _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
  4663. _command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, false);
  4664. }
  4665. }
  4666. 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) {
  4667. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4668. _bind_vertex_buffers(cmd_buf_info);
  4669. cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance);
  4670. }
  4671. 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) {
  4672. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4673. _bind_vertex_buffers(cmd_buf_info);
  4674. cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance);
  4675. }
  4676. 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) {
  4677. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4678. _bind_vertex_buffers(cmd_buf_info);
  4679. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4680. if (!barrier_capabilities.enhanced_barriers_supported) {
  4681. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4682. _resource_transitions_flush(cmd_buf_info);
  4683. }
  4684. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4685. }
  4686. 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) {
  4687. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4688. _bind_vertex_buffers(cmd_buf_info);
  4689. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4690. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4691. if (!barrier_capabilities.enhanced_barriers_supported) {
  4692. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4693. _resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4694. _resource_transitions_flush(cmd_buf_info);
  4695. }
  4696. 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);
  4697. }
  4698. 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) {
  4699. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4700. _bind_vertex_buffers(cmd_buf_info);
  4701. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4702. if (!barrier_capabilities.enhanced_barriers_supported) {
  4703. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4704. _resource_transitions_flush(cmd_buf_info);
  4705. }
  4706. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  4707. }
  4708. 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) {
  4709. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4710. _bind_vertex_buffers(cmd_buf_info);
  4711. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4712. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  4713. if (!barrier_capabilities.enhanced_barriers_supported) {
  4714. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4715. _resource_transition_batch(cmd_buf_info, count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4716. _resource_transitions_flush(cmd_buf_info);
  4717. }
  4718. 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);
  4719. }
  4720. 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) {
  4721. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4722. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  4723. // Vertex buffer views are set deferredly, to be sure we already know the strides by then,
  4724. // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline
  4725. // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]]
  4726. DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views));
  4727. for (uint32_t i = 0; i < p_binding_count; i++) {
  4728. BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id;
  4729. cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {};
  4730. cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i];
  4731. cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i];
  4732. if (!barrier_capabilities.enhanced_barriers_supported) {
  4733. _resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
  4734. }
  4735. }
  4736. if (!barrier_capabilities.enhanced_barriers_supported) {
  4737. _resource_transitions_flush(cmd_buf_info);
  4738. }
  4739. cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count;
  4740. }
  4741. void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) {
  4742. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4743. BufferInfo *buffer_info = (BufferInfo *)p_buffer.id;
  4744. D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {};
  4745. d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset;
  4746. d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset;
  4747. d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  4748. if (!barrier_capabilities.enhanced_barriers_supported) {
  4749. _resource_transition_batch(cmd_buf_info, buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
  4750. _resource_transitions_flush(cmd_buf_info);
  4751. }
  4752. cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view);
  4753. }
  4754. // [[DEFERRED_VERTEX_BUFFERS]]
  4755. void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) {
  4756. RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state;
  4757. if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) {
  4758. for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) {
  4759. render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i];
  4760. }
  4761. p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views);
  4762. render_pass_state.vertex_buffer_count = 0;
  4763. }
  4764. }
  4765. void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) {
  4766. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4767. cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components);
  4768. }
  4769. void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) {
  4770. if (!Math::is_equal_approx(p_width, 1.0f)) {
  4771. ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
  4772. }
  4773. }
  4774. // ----- PIPELINE -----
  4775. static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = {
  4776. D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
  4777. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4778. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4779. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4780. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4781. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4782. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4783. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4784. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4785. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4786. D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
  4787. };
  4788. static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = {
  4789. D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
  4790. D3D_PRIMITIVE_TOPOLOGY_LINELIST,
  4791. D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
  4792. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
  4793. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
  4794. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  4795. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
  4796. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4797. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
  4798. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4799. D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
  4800. };
  4801. static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = {
  4802. D3D12_CULL_MODE_NONE,
  4803. D3D12_CULL_MODE_FRONT,
  4804. D3D12_CULL_MODE_BACK,
  4805. };
  4806. static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = {
  4807. D3D12_STENCIL_OP_KEEP,
  4808. D3D12_STENCIL_OP_ZERO,
  4809. D3D12_STENCIL_OP_REPLACE,
  4810. D3D12_STENCIL_OP_INCR_SAT,
  4811. D3D12_STENCIL_OP_DECR_SAT,
  4812. D3D12_STENCIL_OP_INVERT,
  4813. D3D12_STENCIL_OP_INCR,
  4814. D3D12_STENCIL_OP_DECR,
  4815. };
  4816. static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = {
  4817. D3D12_LOGIC_OP_CLEAR,
  4818. D3D12_LOGIC_OP_AND,
  4819. D3D12_LOGIC_OP_AND_REVERSE,
  4820. D3D12_LOGIC_OP_COPY,
  4821. D3D12_LOGIC_OP_AND_INVERTED,
  4822. D3D12_LOGIC_OP_NOOP,
  4823. D3D12_LOGIC_OP_XOR,
  4824. D3D12_LOGIC_OP_OR,
  4825. D3D12_LOGIC_OP_NOR,
  4826. D3D12_LOGIC_OP_EQUIV,
  4827. D3D12_LOGIC_OP_INVERT,
  4828. D3D12_LOGIC_OP_OR_REVERSE,
  4829. D3D12_LOGIC_OP_COPY_INVERTED,
  4830. D3D12_LOGIC_OP_OR_INVERTED,
  4831. D3D12_LOGIC_OP_NAND,
  4832. D3D12_LOGIC_OP_SET,
  4833. };
  4834. static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = {
  4835. D3D12_BLEND_ZERO,
  4836. D3D12_BLEND_ONE,
  4837. D3D12_BLEND_SRC_COLOR,
  4838. D3D12_BLEND_INV_SRC_COLOR,
  4839. D3D12_BLEND_DEST_COLOR,
  4840. D3D12_BLEND_INV_DEST_COLOR,
  4841. D3D12_BLEND_SRC_ALPHA,
  4842. D3D12_BLEND_INV_SRC_ALPHA,
  4843. D3D12_BLEND_DEST_ALPHA,
  4844. D3D12_BLEND_INV_DEST_ALPHA,
  4845. D3D12_BLEND_BLEND_FACTOR,
  4846. D3D12_BLEND_INV_BLEND_FACTOR,
  4847. D3D12_BLEND_BLEND_FACTOR,
  4848. D3D12_BLEND_INV_BLEND_FACTOR,
  4849. D3D12_BLEND_SRC_ALPHA_SAT,
  4850. D3D12_BLEND_SRC1_COLOR,
  4851. D3D12_BLEND_INV_SRC1_COLOR,
  4852. D3D12_BLEND_SRC1_ALPHA,
  4853. D3D12_BLEND_INV_SRC1_ALPHA,
  4854. };
  4855. static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = {
  4856. D3D12_BLEND_OP_ADD,
  4857. D3D12_BLEND_OP_SUBTRACT,
  4858. D3D12_BLEND_OP_REV_SUBTRACT,
  4859. D3D12_BLEND_OP_MIN,
  4860. D3D12_BLEND_OP_MAX,
  4861. };
  4862. RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create(
  4863. ShaderID p_shader,
  4864. VertexFormatID p_vertex_format,
  4865. RenderPrimitive p_render_primitive,
  4866. PipelineRasterizationState p_rasterization_state,
  4867. PipelineMultisampleState p_multisample_state,
  4868. PipelineDepthStencilState p_depth_stencil_state,
  4869. PipelineColorBlendState p_blend_state,
  4870. VectorView<int32_t> p_color_attachments,
  4871. BitField<PipelineDynamicStateFlags> p_dynamic_state,
  4872. RenderPassID p_render_pass,
  4873. uint32_t p_render_subpass,
  4874. VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4875. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4876. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4877. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4878. RenderPipelineInfo render_info;
  4879. // Attachments.
  4880. LocalVector<uint32_t> color_attachments;
  4881. {
  4882. const Subpass &subpass = pass_info->subpasses[p_render_subpass];
  4883. for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) {
  4884. (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
  4885. }
  4886. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4887. const AttachmentReference &ref = subpass.color_references[i];
  4888. if (ref.attachment != AttachmentReference::UNUSED) {
  4889. const Attachment &attachment = pass_info->attachments[ref.attachment];
  4890. DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN);
  4891. (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format;
  4892. }
  4893. }
  4894. (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size();
  4895. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4896. const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment];
  4897. pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format;
  4898. } else {
  4899. pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  4900. }
  4901. }
  4902. // Vertex.
  4903. if (p_vertex_format) {
  4904. const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id;
  4905. (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr();
  4906. (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size();
  4907. render_info.vf_info = vf_info;
  4908. }
  4909. // Input assembly & tessellation.
  4910. pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive];
  4911. if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
  4912. // Is there any way to get the true point count limit?
  4913. ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID());
  4914. render_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
  4915. } else {
  4916. render_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive];
  4917. }
  4918. if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
  4919. // 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.
  4920. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
  4921. } else {
  4922. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
  4923. }
  4924. // Rasterization.
  4925. (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
  4926. // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
  4927. ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID());
  4928. (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
  4929. (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode];
  4930. (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
  4931. // 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.
  4932. if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4933. (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
  4934. (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
  4935. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
  4936. (&pipeline_desc.RasterizerState)->DepthBias = 0;
  4937. (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
  4938. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
  4939. }
  4940. (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
  4941. (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  4942. (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1;
  4943. (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
  4944. // In D3D12, there's no line width.
  4945. ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID());
  4946. // Multisample.
  4947. ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12?
  4948. if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4949. uint32_t sample_count = MIN(
  4950. pass_info->max_supported_sample_count,
  4951. TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]);
  4952. (&pipeline_desc.SampleDesc)->Count = sample_count;
  4953. } else {
  4954. (&pipeline_desc.SampleDesc)->Count = 1;
  4955. }
  4956. if ((&pipeline_desc.SampleDesc)->Count > 1) {
  4957. (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  4958. } else {
  4959. (&pipeline_desc.SampleDesc)->Quality = 0;
  4960. }
  4961. if (p_multisample_state.sample_mask.size()) {
  4962. for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
  4963. // In D3D12 there's a single sample mask for every pixel.
  4964. ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID());
  4965. }
  4966. pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
  4967. } else {
  4968. pipeline_desc.SampleMask = 0xffffffff;
  4969. }
  4970. // Depth stencil.
  4971. if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) {
  4972. (&pipeline_desc.DepthStencilState)->DepthEnable = false;
  4973. (&pipeline_desc.DepthStencilState)->StencilEnable = false;
  4974. } else {
  4975. (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
  4976. (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
  4977. (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator];
  4978. (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
  4979. (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
  4980. // In D3D12 some elements can't be different across front and back.
  4981. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID());
  4982. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID());
  4983. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID());
  4984. (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
  4985. (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
  4986. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail];
  4987. (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass];
  4988. (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail];
  4989. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare];
  4990. (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail];
  4991. (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass];
  4992. (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail];
  4993. (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare];
  4994. if (misc_features_support.depth_bounds_supported) {
  4995. render_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
  4996. render_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
  4997. } else {
  4998. if (p_depth_stencil_state.enable_depth_range) {
  4999. WARN_PRINT_ONCE("Depth bounds test is not supported by the GPU driver.");
  5000. }
  5001. }
  5002. render_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
  5003. }
  5004. // Blend states.
  5005. (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
  5006. {
  5007. bool all_attachments_same_blend = true;
  5008. for (int i = 0; i < p_blend_state.attachments.size(); i++) {
  5009. const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
  5010. D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
  5011. bd.BlendEnable = bs.enable_blend;
  5012. bd.LogicOpEnable = p_blend_state.enable_logic_op;
  5013. bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op];
  5014. bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor];
  5015. bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor];
  5016. bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op];
  5017. bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor];
  5018. bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor];
  5019. bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op];
  5020. if (bs.write_r) {
  5021. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
  5022. }
  5023. if (bs.write_g) {
  5024. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
  5025. }
  5026. if (bs.write_b) {
  5027. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
  5028. }
  5029. if (bs.write_a) {
  5030. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
  5031. }
  5032. if (i > 0 && all_attachments_same_blend) {
  5033. all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
  5034. }
  5035. }
  5036. // Per D3D12 docs, if logic op used, independent blending is not supported.
  5037. ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID());
  5038. (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
  5039. }
  5040. render_info.dyn_params.blend_constant = p_blend_state.blend_constant;
  5041. // Stages bytecodes + specialization constants.
  5042. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  5043. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  5044. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  5045. ERR_FAIL_COND_V(!ok, PipelineID());
  5046. pipeline_desc.VS = D3D12_SHADER_BYTECODE{
  5047. final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
  5048. (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
  5049. };
  5050. pipeline_desc.PS = D3D12_SHADER_BYTECODE{
  5051. final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
  5052. (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
  5053. };
  5054. ComPtr<ID3D12Device2> device_2;
  5055. device->QueryInterface(device_2.GetAddressOf());
  5056. ID3D12PipelineState *pso = nullptr;
  5057. HRESULT res = E_FAIL;
  5058. if (device_2) {
  5059. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  5060. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  5061. pssd.SizeInBytes = sizeof(pipeline_desc);
  5062. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  5063. } else {
  5064. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
  5065. res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
  5066. }
  5067. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5068. PipelineInfo *pipeline_info = memnew(PipelineInfo);
  5069. pipeline_info->pso = pso;
  5070. pipeline_info->shader_info = shader_info_in;
  5071. pipeline_info->render_info = render_info;
  5072. return PipelineID(pipeline_info);
  5073. }
  5074. /*****************/
  5075. /**** COMPUTE ****/
  5076. /*****************/
  5077. // ----- COMMANDS -----
  5078. void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  5079. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  5080. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_pipeline.id;
  5081. if (cmd_buf_info->compute_pso == pipeline_info->pso) {
  5082. return;
  5083. }
  5084. const ShaderInfo *shader_info_in = pipeline_info->shader_info;
  5085. cmd_buf_info->cmd_list->SetPipelineState(pipeline_info->pso);
  5086. if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) {
  5087. cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get());
  5088. cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc;
  5089. }
  5090. cmd_buf_info->compute_pso = pipeline_info->pso;
  5091. cmd_buf_info->graphics_pso = nullptr;
  5092. }
  5093. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  5094. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true);
  5095. }
  5096. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_sets(CommandBufferID p_cmd_buffer, VectorView<UniformSetID> p_uniform_sets, ShaderID p_shader, uint32_t p_first_set_index, uint32_t p_set_count) {
  5097. for (uint32_t i = 0u; i < p_set_count; ++i) {
  5098. // TODO: _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
  5099. _command_bind_uniform_set(p_cmd_buffer, p_uniform_sets[i], p_shader, p_first_set_index + i, true);
  5100. }
  5101. }
  5102. void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
  5103. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  5104. if (!barrier_capabilities.enhanced_barriers_supported) {
  5105. _resource_transitions_flush(cmd_buf_info);
  5106. }
  5107. cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
  5108. }
  5109. void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) {
  5110. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  5111. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  5112. if (!barrier_capabilities.enhanced_barriers_supported) {
  5113. _resource_transition_batch(cmd_buf_info, indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  5114. _resource_transitions_flush(cmd_buf_info);
  5115. }
  5116. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0);
  5117. }
  5118. // ----- PIPELINE -----
  5119. RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  5120. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  5121. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  5122. // Stages bytecodes + specialization constants.
  5123. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  5124. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  5125. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  5126. ERR_FAIL_COND_V(!ok, PipelineID());
  5127. pipeline_desc.CS = D3D12_SHADER_BYTECODE{
  5128. final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
  5129. (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
  5130. };
  5131. ComPtr<ID3D12Device2> device_2;
  5132. device->QueryInterface(device_2.GetAddressOf());
  5133. ID3D12PipelineState *pso = nullptr;
  5134. HRESULT res = E_FAIL;
  5135. if (device_2) {
  5136. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  5137. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  5138. pssd.SizeInBytes = sizeof(pipeline_desc);
  5139. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  5140. } else {
  5141. D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
  5142. res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso));
  5143. }
  5144. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5145. PipelineInfo *pipeline_info = memnew(PipelineInfo);
  5146. pipeline_info->pso = pso;
  5147. pipeline_info->shader_info = shader_info_in;
  5148. return PipelineID(pipeline_info);
  5149. }
  5150. /*****************/
  5151. /**** QUERIES ****/
  5152. /*****************/
  5153. // ----- TIMESTAMP -----
  5154. RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) {
  5155. ComPtr<ID3D12QueryHeap> query_heap;
  5156. {
  5157. D3D12_QUERY_HEAP_DESC qh_desc = {};
  5158. qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  5159. qh_desc.Count = p_query_count;
  5160. qh_desc.NodeMask = 0;
  5161. HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf()));
  5162. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5163. }
  5164. ComPtr<D3D12MA::Allocation> results_buffer_allocation;
  5165. {
  5166. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  5167. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  5168. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count);
  5169. ComPtr<ID3D12Resource> results_buffer;
  5170. HRESULT res = allocator->CreateResource(
  5171. &allocation_desc,
  5172. &resource_desc,
  5173. D3D12_RESOURCE_STATE_COPY_DEST,
  5174. nullptr,
  5175. results_buffer_allocation.GetAddressOf(),
  5176. IID_PPV_ARGS(results_buffer.GetAddressOf()));
  5177. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5178. }
  5179. // Bookkeep.
  5180. TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator);
  5181. tqp_info->query_heap = query_heap;
  5182. tqp_info->query_count = p_query_count;
  5183. tqp_info->results_buffer_allocation = results_buffer_allocation;
  5184. return RDD::QueryPoolID(tqp_info);
  5185. }
  5186. void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) {
  5187. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  5188. VersatileResource::free(resources_allocator, tqp_info);
  5189. }
  5190. void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) {
  5191. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  5192. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  5193. void *results_buffer_data = nullptr;
  5194. results_buffer->Map(0, &VOID_RANGE, &results_buffer_data);
  5195. memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count);
  5196. results_buffer->Unmap(0, &VOID_RANGE);
  5197. }
  5198. uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) {
  5199. return p_result / (double)device_limits.timestamp_frequency * 1000000000.0;
  5200. }
  5201. void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) {
  5202. }
  5203. void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) {
  5204. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  5205. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  5206. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  5207. cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index);
  5208. 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));
  5209. }
  5210. void RenderingDeviceDriverD3D12::command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) {
  5211. #ifdef PIX_ENABLED
  5212. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  5213. PIXBeginEvent(cmd_buf_info->cmd_list.Get(), p_color.to_argb32(), p_label_name);
  5214. #endif
  5215. }
  5216. void RenderingDeviceDriverD3D12::command_end_label(CommandBufferID p_cmd_buffer) {
  5217. #ifdef PIX_ENABLED
  5218. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  5219. PIXEndEvent(cmd_buf_info->cmd_list.Get());
  5220. #endif
  5221. }
  5222. void RenderingDeviceDriverD3D12::command_insert_breadcrumb(CommandBufferID p_cmd_buffer, uint32_t p_data) {
  5223. // TODO: Implement via DRED.
  5224. }
  5225. /********************/
  5226. /**** SUBMISSION ****/
  5227. /********************/
  5228. void RenderingDeviceDriverD3D12::begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) {
  5229. frame_idx = p_frame_index;
  5230. frames_drawn = p_frames_drawn;
  5231. allocator->SetCurrentFrameIndex(p_frames_drawn);
  5232. frames[frame_idx].desc_heap_walkers.resources.rewind();
  5233. frames[frame_idx].desc_heap_walkers.samplers.rewind();
  5234. frames[frame_idx].desc_heap_walkers.aux.rewind();
  5235. frames[frame_idx].desc_heap_walkers.rtv.rewind();
  5236. frames[frame_idx].desc_heaps_exhausted_reported = {};
  5237. frames[frame_idx].null_rtv_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE{};
  5238. frames[frame_idx].segment_serial = segment_serial;
  5239. segment_begun = true;
  5240. }
  5241. void RenderingDeviceDriverD3D12::end_segment() {
  5242. segment_serial++;
  5243. segment_begun = false;
  5244. }
  5245. /**************/
  5246. /**** MISC ****/
  5247. /**************/
  5248. void RenderingDeviceDriverD3D12::_set_object_name(ID3D12Object *p_object, String p_object_name) {
  5249. ERR_FAIL_NULL(p_object);
  5250. int name_len = p_object_name.size();
  5251. WCHAR *name_w = (WCHAR *)alloca(sizeof(WCHAR) * (name_len + 1));
  5252. MultiByteToWideChar(CP_UTF8, 0, p_object_name.utf8().get_data(), -1, name_w, name_len);
  5253. p_object->SetName(name_w);
  5254. }
  5255. void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) {
  5256. switch (p_type) {
  5257. case OBJECT_TYPE_TEXTURE: {
  5258. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5259. if (tex_info->owner_info.allocation) {
  5260. _set_object_name(tex_info->resource, p_name);
  5261. }
  5262. } break;
  5263. case OBJECT_TYPE_SAMPLER: {
  5264. } break;
  5265. case OBJECT_TYPE_BUFFER: {
  5266. const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id;
  5267. _set_object_name(buf_info->resource, p_name);
  5268. } break;
  5269. case OBJECT_TYPE_SHADER: {
  5270. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id;
  5271. _set_object_name(shader_info_in->root_signature.Get(), p_name);
  5272. } break;
  5273. case OBJECT_TYPE_UNIFORM_SET: {
  5274. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id;
  5275. if (uniform_set_info->desc_heaps.resources.get_heap()) {
  5276. _set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap");
  5277. }
  5278. if (uniform_set_info->desc_heaps.samplers.get_heap()) {
  5279. _set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap");
  5280. }
  5281. } break;
  5282. case OBJECT_TYPE_PIPELINE: {
  5283. const PipelineInfo *pipeline_info = (const PipelineInfo *)p_driver_id.id;
  5284. _set_object_name(pipeline_info->pso, p_name);
  5285. } break;
  5286. default: {
  5287. DEV_ASSERT(false);
  5288. }
  5289. }
  5290. }
  5291. uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) {
  5292. switch (p_type) {
  5293. case DRIVER_RESOURCE_LOGICAL_DEVICE: {
  5294. return (uint64_t)device.Get();
  5295. }
  5296. case DRIVER_RESOURCE_PHYSICAL_DEVICE: {
  5297. return (uint64_t)adapter.Get();
  5298. }
  5299. case DRIVER_RESOURCE_TOPMOST_OBJECT: {
  5300. return 0;
  5301. }
  5302. case DRIVER_RESOURCE_COMMAND_QUEUE: {
  5303. return (uint64_t)p_driver_id.id;
  5304. }
  5305. case DRIVER_RESOURCE_QUEUE_FAMILY: {
  5306. return 0;
  5307. }
  5308. case DRIVER_RESOURCE_TEXTURE: {
  5309. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5310. return (uint64_t)tex_info->main_texture;
  5311. } break;
  5312. case DRIVER_RESOURCE_TEXTURE_VIEW: {
  5313. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5314. return (uint64_t)tex_info->resource;
  5315. }
  5316. case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: {
  5317. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5318. return (uint64_t)tex_info->desc.Format;
  5319. }
  5320. case DRIVER_RESOURCE_SAMPLER:
  5321. case DRIVER_RESOURCE_UNIFORM_SET:
  5322. return 0;
  5323. case DRIVER_RESOURCE_BUFFER: {
  5324. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  5325. return (uint64_t)tex_info->resource;
  5326. } break;
  5327. case DRIVER_RESOURCE_COMPUTE_PIPELINE:
  5328. case DRIVER_RESOURCE_RENDER_PIPELINE: {
  5329. return p_driver_id.id;
  5330. }
  5331. default: {
  5332. return 0;
  5333. }
  5334. }
  5335. }
  5336. uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() {
  5337. D3D12MA::TotalStatistics stats;
  5338. allocator->CalculateStatistics(&stats);
  5339. return stats.Total.Stats.BlockBytes;
  5340. }
  5341. uint64_t RenderingDeviceDriverD3D12::get_lazily_memory_used() {
  5342. return 0;
  5343. }
  5344. uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
  5345. uint64_t safe_unbounded = ((uint64_t)1 << 30);
  5346. switch (p_limit) {
  5347. case LIMIT_MAX_BOUND_UNIFORM_SETS:
  5348. return safe_unbounded;
  5349. case LIMIT_MAX_TEXTURE_ARRAY_LAYERS:
  5350. return D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  5351. case LIMIT_MAX_TEXTURE_SIZE_1D:
  5352. return D3D12_REQ_TEXTURE1D_U_DIMENSION;
  5353. case LIMIT_MAX_TEXTURE_SIZE_2D:
  5354. return D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  5355. case LIMIT_MAX_TEXTURE_SIZE_3D:
  5356. return D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
  5357. case LIMIT_MAX_TEXTURE_SIZE_CUBE:
  5358. return D3D12_REQ_TEXTURECUBE_DIMENSION;
  5359. case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
  5360. return device_limits.max_srvs_per_shader_stage;
  5361. case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
  5362. return 65536;
  5363. case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
  5364. case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
  5365. return 16384; // Based on max. texture size. Maybe not correct.
  5366. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
  5367. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5368. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
  5369. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5370. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
  5371. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  5372. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
  5373. return D3D12_CS_THREAD_GROUP_MAX_X;
  5374. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
  5375. return D3D12_CS_THREAD_GROUP_MAX_Y;
  5376. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
  5377. return D3D12_CS_THREAD_GROUP_MAX_Z;
  5378. case LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE:
  5379. return D3D12_CS_TGSM_REGISTER_COUNT * sizeof(float);
  5380. case LIMIT_SUBGROUP_SIZE:
  5381. // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
  5382. // but at this time I don't know the implications on the transpilation to DXIL, etc.
  5383. case LIMIT_SUBGROUP_MIN_SIZE:
  5384. case LIMIT_SUBGROUP_MAX_SIZE:
  5385. return subgroup_capabilities.size;
  5386. case LIMIT_SUBGROUP_IN_SHADERS:
  5387. return subgroup_capabilities.supported_stages_flags_rd();
  5388. case LIMIT_SUBGROUP_OPERATIONS:
  5389. return subgroup_capabilities.supported_operations_flags_rd();
  5390. case LIMIT_MAX_SHADER_VARYINGS:
  5391. return MIN(D3D12_VS_OUTPUT_REGISTER_COUNT, D3D12_PS_INPUT_REGISTER_COUNT);
  5392. default: {
  5393. #ifdef DEV_ENABLED
  5394. WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
  5395. #endif
  5396. return safe_unbounded;
  5397. }
  5398. }
  5399. }
  5400. uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
  5401. switch (p_trait) {
  5402. case API_TRAIT_HONORS_PIPELINE_BARRIERS:
  5403. return barrier_capabilities.enhanced_barriers_supported;
  5404. case API_TRAIT_SHADER_CHANGE_INVALIDATION:
  5405. return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH;
  5406. case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT:
  5407. return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
  5408. case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP:
  5409. return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
  5410. case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR:
  5411. return false;
  5412. case API_TRAIT_CLEARS_WITH_COPY_ENGINE:
  5413. return false;
  5414. case API_TRAIT_USE_GENERAL_IN_COPY_QUEUES:
  5415. return true;
  5416. case API_TRAIT_BUFFERS_REQUIRE_TRANSITIONS:
  5417. return !barrier_capabilities.enhanced_barriers_supported;
  5418. default:
  5419. return RenderingDeviceDriver::api_trait_get(p_trait);
  5420. }
  5421. }
  5422. bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) {
  5423. switch (p_feature) {
  5424. case SUPPORTS_FSR_HALF_FLOAT:
  5425. return shader_capabilities.native_16bit_ops && storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
  5426. case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
  5427. return true;
  5428. case SUPPORTS_BUFFER_DEVICE_ADDRESS:
  5429. return true;
  5430. default:
  5431. return false;
  5432. }
  5433. }
  5434. const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() {
  5435. return multiview_capabilities;
  5436. }
  5437. const RDD::FragmentShadingRateCapabilities &RenderingDeviceDriverD3D12::get_fragment_shading_rate_capabilities() {
  5438. return fsr_capabilities;
  5439. }
  5440. const RDD::FragmentDensityMapCapabilities &RenderingDeviceDriverD3D12::get_fragment_density_map_capabilities() {
  5441. return fdm_capabilities;
  5442. }
  5443. String RenderingDeviceDriverD3D12::get_api_name() const {
  5444. return "D3D12";
  5445. }
  5446. String RenderingDeviceDriverD3D12::get_api_version() const {
  5447. return vformat("%d_%d", feature_level / 10, feature_level % 10);
  5448. }
  5449. String RenderingDeviceDriverD3D12::get_pipeline_cache_uuid() const {
  5450. return pipeline_cache_id;
  5451. }
  5452. const RDD::Capabilities &RenderingDeviceDriverD3D12::get_capabilities() const {
  5453. return device_capabilities;
  5454. }
  5455. bool RenderingDeviceDriverD3D12::is_composite_alpha_supported(CommandQueueID p_queue) const {
  5456. if (has_comp_alpha.has((uint64_t)p_queue.id)) {
  5457. return has_comp_alpha[(uint64_t)p_queue.id];
  5458. }
  5459. return false;
  5460. }
  5461. /******************/
  5462. RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(RenderingContextDriverD3D12 *p_context_driver) {
  5463. DEV_ASSERT(p_context_driver != nullptr);
  5464. this->context_driver = p_context_driver;
  5465. }
  5466. RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() {
  5467. glsl_type_singleton_decref();
  5468. }
  5469. bool RenderingDeviceDriverD3D12::is_in_developer_mode() {
  5470. HKEY hkey = nullptr;
  5471. LSTATUS result = RegOpenKeyExW(HKEY_LOCAL_MACHINE, L"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\AppModelUnlock", 0, KEY_READ, &hkey);
  5472. if (result != ERROR_SUCCESS) {
  5473. return false;
  5474. }
  5475. DWORD value = 0;
  5476. DWORD dword_size = sizeof(DWORD);
  5477. result = RegQueryValueExW(hkey, L"AllowDevelopmentWithoutDevLicense", nullptr, nullptr, (PBYTE)&value, &dword_size);
  5478. RegCloseKey(hkey);
  5479. if (result != ERROR_SUCCESS) {
  5480. return false;
  5481. }
  5482. return (value != 0);
  5483. }
  5484. Error RenderingDeviceDriverD3D12::_initialize_device() {
  5485. HRESULT res;
  5486. if (is_in_developer_mode()) {
  5487. 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 *);
  5488. PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES d3d_D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12EnableExperimentalFeatures");
  5489. ERR_FAIL_NULL_V(d3d_D3D12EnableExperimentalFeatures, ERR_CANT_CREATE);
  5490. UUID experimental_features[] = { D3D12ExperimentalShaderModels };
  5491. d3d_D3D12EnableExperimentalFeatures(1, experimental_features, nullptr, nullptr);
  5492. }
  5493. ID3D12DeviceFactory *device_factory = context_driver->device_factory_get();
  5494. if (device_factory != nullptr) {
  5495. res = device_factory->CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(device.GetAddressOf()));
  5496. } else {
  5497. PFN_D3D12_CREATE_DEVICE d3d_D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)(void *)GetProcAddress(context_driver->lib_d3d12, "D3D12CreateDevice");
  5498. ERR_FAIL_NULL_V(d3d_D3D12CreateDevice, ERR_CANT_CREATE);
  5499. res = d3d_D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(device.GetAddressOf()));
  5500. }
  5501. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12CreateDevice failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5502. if (context_driver->use_validation_layers()) {
  5503. ComPtr<ID3D12InfoQueue> info_queue;
  5504. res = device.As(&info_queue);
  5505. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5506. #if CUSTOM_INFO_QUEUE_ENABLED
  5507. ComPtr<ID3D12InfoQueue1> info_queue_1;
  5508. device.As(&info_queue_1);
  5509. if (info_queue_1) {
  5510. // Custom printing supported (added in Windows 10 Release Preview build 20236). Even if the callback cookie is unused, it seems the
  5511. // argument is not optional and the function will fail if it's not specified.
  5512. DWORD callback_cookie;
  5513. info_queue_1->SetMuteDebugOutput(TRUE);
  5514. res = info_queue_1->RegisterMessageCallback(&_debug_message_func, D3D12_MESSAGE_CALLBACK_IGNORE_FILTERS, nullptr, &callback_cookie);
  5515. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5516. } else
  5517. #endif
  5518. {
  5519. // Rely on D3D12's own debug printing.
  5520. if (Engine::get_singleton()->is_abort_on_gpu_errors_enabled()) {
  5521. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
  5522. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5523. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
  5524. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5525. res = info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
  5526. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5527. }
  5528. }
  5529. D3D12_MESSAGE_SEVERITY severities_to_mute[] = {
  5530. D3D12_MESSAGE_SEVERITY_INFO,
  5531. };
  5532. D3D12_MESSAGE_ID messages_to_mute[] = {
  5533. D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
  5534. D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
  5535. // These happen due to how D3D12MA manages buffers; seems benign.
  5536. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE,
  5537. D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS,
  5538. // Seemingly a false positive.
  5539. D3D12_MESSAGE_ID_DATA_STATIC_WHILE_SET_AT_EXECUTE_DESCRIPTOR_INVALID_DATA_CHANGE,
  5540. };
  5541. D3D12_INFO_QUEUE_FILTER filter = {};
  5542. filter.DenyList.NumSeverities = ARRAY_SIZE(severities_to_mute);
  5543. filter.DenyList.pSeverityList = severities_to_mute;
  5544. filter.DenyList.NumIDs = ARRAY_SIZE(messages_to_mute);
  5545. filter.DenyList.pIDList = messages_to_mute;
  5546. res = info_queue->PushStorageFilter(&filter);
  5547. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5548. }
  5549. return OK;
  5550. }
  5551. Error RenderingDeviceDriverD3D12::_check_capabilities() {
  5552. // Check feature levels.
  5553. const D3D_FEATURE_LEVEL FEATURE_LEVELS[] = {
  5554. D3D_FEATURE_LEVEL_11_0,
  5555. D3D_FEATURE_LEVEL_11_1,
  5556. D3D_FEATURE_LEVEL_12_0,
  5557. D3D_FEATURE_LEVEL_12_1,
  5558. D3D_FEATURE_LEVEL_12_2,
  5559. };
  5560. D3D12_FEATURE_DATA_FEATURE_LEVELS feat_levels = {};
  5561. feat_levels.NumFeatureLevels = ARRAY_SIZE(FEATURE_LEVELS);
  5562. feat_levels.pFeatureLevelsRequested = FEATURE_LEVELS;
  5563. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS, &feat_levels, sizeof(feat_levels));
  5564. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5565. // Example: D3D_FEATURE_LEVEL_12_1 = 0xc100.
  5566. uint32_t feat_level_major = feat_levels.MaxSupportedFeatureLevel >> 12;
  5567. uint32_t feat_level_minor = (feat_levels.MaxSupportedFeatureLevel >> 16) & 0xff;
  5568. feature_level = feat_level_major * 10 + feat_level_minor;
  5569. // Fill device capabilities.
  5570. device_capabilities.device_family = DEVICE_DIRECTX;
  5571. device_capabilities.version_major = feature_level / 10;
  5572. device_capabilities.version_minor = feature_level % 10;
  5573. // Assume not supported until proven otherwise.
  5574. multiview_capabilities.is_supported = false;
  5575. multiview_capabilities.geometry_shader_is_supported = false;
  5576. multiview_capabilities.tessellation_shader_is_supported = false;
  5577. multiview_capabilities.max_view_count = 0;
  5578. multiview_capabilities.max_instance_count = 0;
  5579. multiview_capabilities.is_supported = false;
  5580. subgroup_capabilities.size = 0;
  5581. subgroup_capabilities.wave_ops_supported = false;
  5582. shader_capabilities.shader_model = (D3D_SHADER_MODEL)0;
  5583. shader_capabilities.native_16bit_ops = false;
  5584. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = false;
  5585. format_capabilities.relaxed_casting_supported = false;
  5586. {
  5587. static const D3D_SHADER_MODEL SMS_TO_CHECK[] = {
  5588. D3D_SHADER_MODEL_6_6,
  5589. D3D_SHADER_MODEL_6_5,
  5590. D3D_SHADER_MODEL_6_4,
  5591. D3D_SHADER_MODEL_6_3,
  5592. D3D_SHADER_MODEL_6_2,
  5593. D3D_SHADER_MODEL_6_1,
  5594. D3D_SHADER_MODEL_6_0, // Determined by NIR (dxil_min_shader_model).
  5595. };
  5596. D3D12_FEATURE_DATA_SHADER_MODEL shader_model = {};
  5597. for (uint32_t i = 0; i < ARRAY_SIZE(SMS_TO_CHECK); i++) {
  5598. shader_model.HighestShaderModel = SMS_TO_CHECK[i];
  5599. res = device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
  5600. if (SUCCEEDED(res)) {
  5601. shader_capabilities.shader_model = shader_model.HighestShaderModel;
  5602. break;
  5603. }
  5604. if (res == E_INVALIDARG) {
  5605. continue; // Must assume the device doesn't know about the SM just checked.
  5606. }
  5607. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5608. }
  5609. #define D3D_SHADER_MODEL_TO_STRING(m_sm) vformat("%d.%d", (m_sm >> 4), (m_sm & 0xf))
  5610. ERR_FAIL_COND_V_MSG(!shader_capabilities.shader_model, ERR_UNAVAILABLE,
  5611. 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])));
  5612. print_verbose("- Shader:");
  5613. print_verbose(" model: " + D3D_SHADER_MODEL_TO_STRING(shader_capabilities.shader_model));
  5614. }
  5615. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5616. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5617. if (SUCCEEDED(res)) {
  5618. storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = options.TypedUAVLoadAdditionalFormats;
  5619. }
  5620. D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1 = {};
  5621. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1));
  5622. if (SUCCEEDED(res)) {
  5623. subgroup_capabilities.size = options1.WaveLaneCountMin;
  5624. subgroup_capabilities.wave_ops_supported = options1.WaveOps;
  5625. }
  5626. D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2 = {};
  5627. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2, &options2, sizeof(options2));
  5628. if (SUCCEEDED(res)) {
  5629. misc_features_support.depth_bounds_supported = options2.DepthBoundsTestSupported;
  5630. }
  5631. D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3 = {};
  5632. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3));
  5633. if (SUCCEEDED(res)) {
  5634. // https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_view_instancing_tier
  5635. // https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html#sv_viewid
  5636. if (options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_1) {
  5637. multiview_capabilities.is_supported = true;
  5638. multiview_capabilities.geometry_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5639. multiview_capabilities.tessellation_shader_is_supported = options3.ViewInstancingTier >= D3D12_VIEW_INSTANCING_TIER_3;
  5640. multiview_capabilities.max_view_count = D3D12_MAX_VIEW_INSTANCE_COUNT;
  5641. multiview_capabilities.max_instance_count = UINT32_MAX;
  5642. }
  5643. }
  5644. D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
  5645. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4));
  5646. if (SUCCEEDED(res)) {
  5647. shader_capabilities.native_16bit_ops = options4.Native16BitShaderOpsSupported;
  5648. }
  5649. D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = {};
  5650. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6));
  5651. if (SUCCEEDED(res)) {
  5652. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_1) {
  5653. fsr_capabilities.pipeline_supported = true;
  5654. if (options6.VariableShadingRateTier >= D3D12_VARIABLE_SHADING_RATE_TIER_2) {
  5655. fsr_capabilities.primitive_supported = true;
  5656. fsr_capabilities.attachment_supported = true;
  5657. fsr_capabilities.min_texel_size = Size2i(options6.ShadingRateImageTileSize, options6.ShadingRateImageTileSize);
  5658. fsr_capabilities.max_texel_size = Size2i(8, 8);
  5659. }
  5660. }
  5661. }
  5662. D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12 = {};
  5663. res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12));
  5664. if (SUCCEEDED(res)) {
  5665. format_capabilities.relaxed_casting_supported = options12.RelaxedFormatCastingSupported;
  5666. barrier_capabilities.enhanced_barriers_supported = options12.EnhancedBarriersSupported;
  5667. }
  5668. if (fsr_capabilities.pipeline_supported || fsr_capabilities.primitive_supported || fsr_capabilities.attachment_supported) {
  5669. print_verbose("- D3D12 Variable Rate Shading supported:");
  5670. if (fsr_capabilities.pipeline_supported) {
  5671. print_verbose(" Draw call");
  5672. }
  5673. if (fsr_capabilities.primitive_supported) {
  5674. print_verbose(" Primitive");
  5675. }
  5676. if (fsr_capabilities.attachment_supported) {
  5677. print_verbose(String(" Screen-space image (tile size: ") + itos(fsr_capabilities.min_texel_size.x) + ")");
  5678. }
  5679. } else {
  5680. print_verbose("- D3D12 Variable Rate Shading not supported");
  5681. }
  5682. if (multiview_capabilities.is_supported) {
  5683. print_verbose("- D3D12 multiview supported:");
  5684. print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
  5685. //print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count)); // Hardcoded; not very useful at the moment.
  5686. } else {
  5687. print_verbose("- D3D12 multiview not supported");
  5688. }
  5689. if (format_capabilities.relaxed_casting_supported) {
  5690. #if 0
  5691. print_verbose("- Relaxed casting supported");
  5692. #else
  5693. // Certain configurations (Windows 11 with an updated NVIDIA driver) crash when using relaxed casting.
  5694. // Therefore, we disable it temporarily until we can assure that it's reliable.
  5695. // There are fallbacks in place that work in every case, if less efficient.
  5696. format_capabilities.relaxed_casting_supported = false;
  5697. print_verbose("- Relaxed casting supported (but disabled for now)");
  5698. #endif
  5699. } else {
  5700. print_verbose("- Relaxed casting not supported");
  5701. }
  5702. print_verbose(String("- D3D12 16-bit ops supported: ") + (shader_capabilities.native_16bit_ops ? "yes" : "no"));
  5703. if (misc_features_support.depth_bounds_supported) {
  5704. print_verbose("- Depth bounds test supported");
  5705. } else {
  5706. print_verbose("- Depth bounds test not supported");
  5707. }
  5708. return OK;
  5709. }
  5710. Error RenderingDeviceDriverD3D12::_get_device_limits() {
  5711. D3D12_FEATURE_DATA_D3D12_OPTIONS options = {};
  5712. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options));
  5713. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_UNAVAILABLE, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5714. // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
  5715. device_limits.max_srvs_per_shader_stage = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 128 : UINT64_MAX;
  5716. device_limits.max_cbvs_per_shader_stage = options.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? 14 : UINT64_MAX;
  5717. device_limits.max_samplers_across_all_stages = options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1 ? 16 : 2048;
  5718. if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_1) {
  5719. device_limits.max_uavs_across_all_stages = feature_level <= 110 ? 8 : 64;
  5720. } else if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_2) {
  5721. device_limits.max_uavs_across_all_stages = 64;
  5722. } else {
  5723. device_limits.max_uavs_across_all_stages = UINT64_MAX;
  5724. }
  5725. // Retrieving the timestamp frequency requires creating a command queue that will be discarded immediately.
  5726. ComPtr<ID3D12CommandQueue> unused_command_queue;
  5727. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  5728. queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  5729. res = device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(unused_command_queue.GetAddressOf()));
  5730. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5731. res = unused_command_queue->GetTimestampFrequency(&device_limits.timestamp_frequency);
  5732. if (!SUCCEEDED(res)) {
  5733. print_verbose("D3D12: GetTimestampFrequency failed with error " + vformat("0x%08ux", (uint64_t)res) + ". Timestamps will be inaccurate.");
  5734. }
  5735. return OK;
  5736. }
  5737. Error RenderingDeviceDriverD3D12::_initialize_allocator() {
  5738. D3D12MA::ALLOCATOR_DESC allocator_desc = {};
  5739. allocator_desc.pDevice = device.Get();
  5740. allocator_desc.pAdapter = adapter.Get();
  5741. allocator_desc.Flags = D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED;
  5742. HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
  5743. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5744. return OK;
  5745. }
  5746. static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) {
  5747. D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
  5748. iarg_desc.Type = p_type;
  5749. D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
  5750. cs_desc.ByteStride = p_stride;
  5751. cs_desc.NumArgumentDescs = 1;
  5752. cs_desc.pArgumentDescs = &iarg_desc;
  5753. cs_desc.NodeMask = 0;
  5754. HRESULT res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf()));
  5755. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  5756. return OK;
  5757. }
  5758. Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
  5759. Error err;
  5760. //CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
  5761. uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
  5762. uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame");
  5763. uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame");
  5764. frames.resize(p_frame_count);
  5765. for (uint32_t i = 0; i < frames.size(); i++) {
  5766. err = frames[i].desc_heaps.resources.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true);
  5767. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RESOURCE descriptors heap failed.");
  5768. err = frames[i].desc_heaps.samplers.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true);
  5769. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's SAMPLER descriptors heap failed.");
  5770. err = frames[i].desc_heaps.aux.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false);
  5771. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's AUX descriptors heap failed.");
  5772. err = frames[i].desc_heaps.rtv.allocate(device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false);
  5773. ERR_FAIL_COND_V_MSG(err != OK, ERR_CANT_CREATE, "Creating the frame's RENDER TARGET descriptors heap failed.");
  5774. frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
  5775. frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
  5776. frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
  5777. frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
  5778. }
  5779. return OK;
  5780. }
  5781. Error RenderingDeviceDriverD3D12::_initialize_command_signatures() {
  5782. Error err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw);
  5783. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5784. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed);
  5785. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5786. err = create_command_signature(device.Get(), D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch);
  5787. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5788. return OK;
  5789. }
  5790. Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p_frame_count) {
  5791. context_device = context_driver->device_get(p_device_index);
  5792. adapter = context_driver->create_adapter(p_device_index);
  5793. ERR_FAIL_NULL_V(adapter, ERR_CANT_CREATE);
  5794. HRESULT res = adapter->GetDesc(&adapter_desc);
  5795. ERR_FAIL_COND_V(!SUCCEEDED(res), ERR_CANT_CREATE);
  5796. // Set the pipeline cache ID based on the adapter information.
  5797. pipeline_cache_id = String::hex_encode_buffer((uint8_t *)&adapter_desc.AdapterLuid, sizeof(LUID));
  5798. pipeline_cache_id += "-driver-" + itos(adapter_desc.Revision);
  5799. Error err = _initialize_device();
  5800. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5801. err = _check_capabilities();
  5802. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5803. err = _get_device_limits();
  5804. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5805. err = _initialize_allocator();
  5806. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5807. err = _initialize_frames(p_frame_count);
  5808. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5809. err = _initialize_command_signatures();
  5810. ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
  5811. glsl_type_singleton_init_or_ref();
  5812. return OK;
  5813. }