rendering_device_driver_d3d12.cpp 235 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 "d3d12_context.h"
  34. #include "d3d12_godot_nir_bridge.h"
  35. #include "thirdparty/zlib/zlib.h"
  36. // No point in fighting warnings in Mesa.
  37. #if defined(_MSC_VER)
  38. #pragma warning(push)
  39. #pragma warning(disable : 4200) // "nonstandard extension used: zero-sized array in struct/union".
  40. #pragma warning(disable : 4806) // "'&': unsafe operation: no value of type 'bool' promoted to type 'uint32_t' can equal the given constant".
  41. #endif
  42. #if defined(__GNUC__) && !defined(__clang__)
  43. #pragma GCC diagnostic push
  44. #pragma GCC diagnostic ignored "-Wnon-virtual-dtor"
  45. #pragma GCC diagnostic ignored "-Wshadow"
  46. #pragma GCC diagnostic ignored "-Wswitch"
  47. #pragma GCC diagnostic ignored "-Wmissing-field-initializers"
  48. #endif
  49. #include "dxil_validator.h"
  50. #include "nir_spirv.h"
  51. #include "nir_to_dxil.h"
  52. #include "spirv_to_dxil.h"
  53. extern "C" {
  54. #include "dxil_spirv_nir.h"
  55. }
  56. #if defined(__GNUC__) && !defined(__clang__)
  57. #pragma GCC diagnostic pop
  58. #endif
  59. #if defined(_MSC_VER)
  60. #pragma warning(pop)
  61. #endif
  62. #if !defined(_MSC_VER)
  63. #include <guiddef.h>
  64. #include <dxguids.h>
  65. #endif
  66. // Mesa may define this.
  67. #ifdef UNUSED
  68. #undef UNUSED
  69. #endif
  70. static const D3D12_RANGE VOID_RANGE = {};
  71. static const uint32_t ROOT_CONSTANT_SPACE = RDD::MAX_UNIFORM_SETS + 1;
  72. static const uint32_t ROOT_CONSTANT_REGISTER = 0;
  73. static const uint32_t RUNTIME_DATA_SPACE = RDD::MAX_UNIFORM_SETS + 2;
  74. static const uint32_t RUNTIME_DATA_REGISTER = 0;
  75. #ifdef DEV_ENABLED
  76. //#define DEBUG_COUNT_BARRIERS
  77. #endif
  78. /*****************/
  79. /**** GENERIC ****/
  80. /*****************/
  81. // NOTE: RD's packed format names are reversed in relation to DXGI's; e.g.:.
  82. // - DATA_FORMAT_A8B8G8R8_UNORM_PACK32 -> DXGI_FORMAT_R8G8B8A8_UNORM (packed; note ABGR vs. RGBA).
  83. // - DATA_FORMAT_B8G8R8A8_UNORM -> DXGI_FORMAT_B8G8R8A8_UNORM (not packed; note BGRA order matches).
  84. // TODO: Add YUV formats properly, which would require better support for planes in the RD API.
  85. const RenderingDeviceDriverD3D12::D3D12Format RenderingDeviceDriverD3D12::RD_TO_D3D12_FORMAT[RDD::DATA_FORMAT_MAX] = {
  86. /* DATA_FORMAT_R4G4_UNORM_PACK8 */ {},
  87. /* DATA_FORMAT_R4G4B4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  88. /* DATA_FORMAT_B4G4R4A4_UNORM_PACK16 */ { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  89. /* DATA_FORMAT_R5G6B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM },
  90. /* DATA_FORMAT_B5G6R5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  91. /* DATA_FORMAT_R5G5B5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 2, 3, 0) },
  92. /* DATA_FORMAT_B5G5R5A1_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 0) },
  93. /* DATA_FORMAT_A1R5G5B5_UNORM_PACK16 */ { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM },
  94. /* DATA_FORMAT_R8_UNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UNORM },
  95. /* DATA_FORMAT_R8_SNORM */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SNORM },
  96. /* DATA_FORMAT_R8_USCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  97. /* DATA_FORMAT_R8_SSCALED */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  98. /* DATA_FORMAT_R8_UINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_UINT },
  99. /* DATA_FORMAT_R8_SINT */ { DXGI_FORMAT_R8_TYPELESS, DXGI_FORMAT_R8_SINT },
  100. /* DATA_FORMAT_R8_SRGB */ {},
  101. /* DATA_FORMAT_R8G8_UNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UNORM },
  102. /* DATA_FORMAT_R8G8_SNORM */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SNORM },
  103. /* DATA_FORMAT_R8G8_USCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  104. /* DATA_FORMAT_R8G8_SSCALED */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  105. /* DATA_FORMAT_R8G8_UINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_UINT },
  106. /* DATA_FORMAT_R8G8_SINT */ { DXGI_FORMAT_R8G8_TYPELESS, DXGI_FORMAT_R8G8_SINT },
  107. /* DATA_FORMAT_R8G8_SRGB */ {},
  108. /* DATA_FORMAT_R8G8B8_UNORM */ {},
  109. /* DATA_FORMAT_R8G8B8_SNORM */ {},
  110. /* DATA_FORMAT_R8G8B8_USCALED */ {},
  111. /* DATA_FORMAT_R8G8B8_SSCALED */ {},
  112. /* DATA_FORMAT_R8G8B8_UINT */ {},
  113. /* DATA_FORMAT_R8G8B8_SINT */ {},
  114. /* DATA_FORMAT_R8G8B8_SRGB */ {},
  115. /* DATA_FORMAT_B8G8R8_UNORM */ {},
  116. /* DATA_FORMAT_B8G8R8_SNORM */ {},
  117. /* DATA_FORMAT_B8G8R8_USCALED */ {},
  118. /* DATA_FORMAT_B8G8R8_SSCALED */ {},
  119. /* DATA_FORMAT_B8G8R8_UINT */ {},
  120. /* DATA_FORMAT_B8G8R8_SINT */ {},
  121. /* DATA_FORMAT_B8G8R8_SRGB */ {},
  122. /* DATA_FORMAT_R8G8B8A8_UNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  123. /* DATA_FORMAT_R8G8B8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  124. /* DATA_FORMAT_R8G8B8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  125. /* DATA_FORMAT_R8G8B8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  126. /* DATA_FORMAT_R8G8B8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  127. /* DATA_FORMAT_R8G8B8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  128. /* DATA_FORMAT_R8G8B8A8_SRGB */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  129. /* DATA_FORMAT_B8G8R8A8_UNORM */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM },
  130. /* DATA_FORMAT_B8G8R8A8_SNORM */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  131. /* DATA_FORMAT_B8G8R8A8_USCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  132. /* DATA_FORMAT_B8G8R8A8_SSCALED */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  133. /* DATA_FORMAT_B8G8R8A8_UINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  134. /* DATA_FORMAT_B8G8R8A8_SINT */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  135. /* DATA_FORMAT_B8G8R8A8_SRGB */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB },
  136. /* DATA_FORMAT_A8B8G8R8_UNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UNORM },
  137. /* DATA_FORMAT_A8B8G8R8_SNORM_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SNORM },
  138. /* DATA_FORMAT_A8B8G8R8_USCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  139. /* DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  140. /* DATA_FORMAT_A8B8G8R8_UINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_UINT },
  141. /* DATA_FORMAT_A8B8G8R8_SINT_PACK32 */ { DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R8G8B8A8_SINT },
  142. /* DATA_FORMAT_A8B8G8R8_SRGB_PACK32 */ { DXGI_FORMAT_B8G8R8A8_TYPELESS, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB },
  143. /* DATA_FORMAT_A2R10G10B10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  144. /* DATA_FORMAT_A2R10G10B10_SNORM_PACK32 */ {},
  145. /* DATA_FORMAT_A2R10G10B10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  146. /* DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 */ {},
  147. /* DATA_FORMAT_A2R10G10B10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3) },
  148. /* DATA_FORMAT_A2R10G10B10_SINT_PACK32 */ {},
  149. /* DATA_FORMAT_A2B10G10R10_UNORM_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UNORM },
  150. /* DATA_FORMAT_A2B10G10R10_SNORM_PACK32 */ {},
  151. /* DATA_FORMAT_A2B10G10R10_USCALED_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  152. /* DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 */ {},
  153. /* DATA_FORMAT_A2B10G10R10_UINT_PACK32 */ { DXGI_FORMAT_R10G10B10A2_TYPELESS, DXGI_FORMAT_R10G10B10A2_UINT },
  154. /* DATA_FORMAT_A2B10G10R10_SINT_PACK32 */ {},
  155. /* DATA_FORMAT_R16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM },
  156. /* DATA_FORMAT_R16_SNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SNORM },
  157. /* DATA_FORMAT_R16_USCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  158. /* DATA_FORMAT_R16_SSCALED */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  159. /* DATA_FORMAT_R16_UINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UINT },
  160. /* DATA_FORMAT_R16_SINT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_SINT },
  161. /* DATA_FORMAT_R16_SFLOAT */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_FLOAT },
  162. /* DATA_FORMAT_R16G16_UNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UNORM },
  163. /* DATA_FORMAT_R16G16_SNORM */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SNORM },
  164. /* DATA_FORMAT_R16G16_USCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  165. /* DATA_FORMAT_R16G16_SSCALED */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  166. /* DATA_FORMAT_R16G16_UINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_UINT },
  167. /* DATA_FORMAT_R16G16_SINT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_SINT },
  168. /* DATA_FORMAT_R16G16_SFLOAT */ { DXGI_FORMAT_R16G16_TYPELESS, DXGI_FORMAT_R16G16_FLOAT },
  169. /* DATA_FORMAT_R16G16B16_UNORM */ {},
  170. /* DATA_FORMAT_R16G16B16_SNORM */ {},
  171. /* DATA_FORMAT_R16G16B16_USCALED */ {},
  172. /* DATA_FORMAT_R16G16B16_SSCALED */ {},
  173. /* DATA_FORMAT_R16G16B16_UINT */ {},
  174. /* DATA_FORMAT_R16G16B16_SINT */ {},
  175. /* DATA_FORMAT_R16G16B16_SFLOAT */ {},
  176. /* DATA_FORMAT_R16G16B16A16_UNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UNORM },
  177. /* DATA_FORMAT_R16G16B16A16_SNORM */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SNORM },
  178. /* DATA_FORMAT_R16G16B16A16_USCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  179. /* DATA_FORMAT_R16G16B16A16_SSCALED */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  180. /* DATA_FORMAT_R16G16B16A16_UINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_UINT },
  181. /* DATA_FORMAT_R16G16B16A16_SINT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_SINT },
  182. /* DATA_FORMAT_R16G16B16A16_SFLOAT */ { DXGI_FORMAT_R16G16B16A16_TYPELESS, DXGI_FORMAT_R16G16B16A16_FLOAT },
  183. /* DATA_FORMAT_R32_UINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_UINT },
  184. /* DATA_FORMAT_R32_SINT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_SINT },
  185. /* DATA_FORMAT_R32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT },
  186. /* DATA_FORMAT_R32G32_UINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_UINT },
  187. /* DATA_FORMAT_R32G32_SINT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_SINT },
  188. /* DATA_FORMAT_R32G32_SFLOAT */ { DXGI_FORMAT_R32G32_TYPELESS, DXGI_FORMAT_R32G32_FLOAT },
  189. /* DATA_FORMAT_R32G32B32_UINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_UINT },
  190. /* DATA_FORMAT_R32G32B32_SINT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_SINT },
  191. /* DATA_FORMAT_R32G32B32_SFLOAT */ { DXGI_FORMAT_R32G32B32_TYPELESS, DXGI_FORMAT_R32G32B32_FLOAT },
  192. /* DATA_FORMAT_R32G32B32A32_UINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_UINT },
  193. /* DATA_FORMAT_R32G32B32A32_SINT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_SINT },
  194. /* DATA_FORMAT_R32G32B32A32_SFLOAT */ { DXGI_FORMAT_R32G32B32A32_TYPELESS, DXGI_FORMAT_R32G32B32A32_FLOAT },
  195. /* DATA_FORMAT_R64_UINT */ {},
  196. /* DATA_FORMAT_R64_SINT */ {},
  197. /* DATA_FORMAT_R64_SFLOAT */ {},
  198. /* DATA_FORMAT_R64G64_UINT */ {},
  199. /* DATA_FORMAT_R64G64_SINT */ {},
  200. /* DATA_FORMAT_R64G64_SFLOAT */ {},
  201. /* DATA_FORMAT_R64G64B64_UINT */ {},
  202. /* DATA_FORMAT_R64G64B64_SINT */ {},
  203. /* DATA_FORMAT_R64G64B64_SFLOAT */ {},
  204. /* DATA_FORMAT_R64G64B64A64_UINT */ {},
  205. /* DATA_FORMAT_R64G64B64A64_SINT */ {},
  206. /* DATA_FORMAT_R64G64B64A64_SFLOAT */ {},
  207. /* DATA_FORMAT_B10G11R11_UFLOAT_PACK32 */ { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT },
  208. /* DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 */ { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
  209. /* DATA_FORMAT_D16_UNORM */ { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, 0, DXGI_FORMAT_D16_UNORM },
  210. /* DATA_FORMAT_X8_D24_UNORM_PACK32 */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  211. /* DATA_FORMAT_D32_SFLOAT */ { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, DXGI_FORMAT_D32_FLOAT },
  212. /* DATA_FORMAT_S8_UINT */ {},
  213. /* DATA_FORMAT_D16_UNORM_S8_UINT */ {},
  214. /* DATA_FORMAT_D24_UNORM_S8_UINT */ { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_UNKNOWN, 0, DXGI_FORMAT_D24_UNORM_S8_UINT },
  215. /* 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 },
  216. /* 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) },
  217. /* 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) },
  218. /* DATA_FORMAT_BC1_RGBA_UNORM_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM },
  219. /* DATA_FORMAT_BC1_RGBA_SRGB_BLOCK */ { DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM_SRGB },
  220. /* DATA_FORMAT_BC2_UNORM_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM },
  221. /* DATA_FORMAT_BC2_SRGB_BLOCK */ { DXGI_FORMAT_BC2_TYPELESS, DXGI_FORMAT_BC2_UNORM_SRGB },
  222. /* DATA_FORMAT_BC3_UNORM_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM },
  223. /* DATA_FORMAT_BC3_SRGB_BLOCK */ { DXGI_FORMAT_BC3_TYPELESS, DXGI_FORMAT_BC3_UNORM_SRGB },
  224. /* DATA_FORMAT_BC4_UNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_UNORM },
  225. /* DATA_FORMAT_BC4_SNORM_BLOCK */ { DXGI_FORMAT_BC4_TYPELESS, DXGI_FORMAT_BC4_SNORM },
  226. /* DATA_FORMAT_BC5_UNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_UNORM },
  227. /* DATA_FORMAT_BC5_SNORM_BLOCK */ { DXGI_FORMAT_BC5_TYPELESS, DXGI_FORMAT_BC5_SNORM },
  228. /* DATA_FORMAT_BC6H_UFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_UF16 },
  229. /* DATA_FORMAT_BC6H_SFLOAT_BLOCK */ { DXGI_FORMAT_BC6H_TYPELESS, DXGI_FORMAT_BC6H_SF16 },
  230. /* DATA_FORMAT_BC7_UNORM_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM },
  231. /* DATA_FORMAT_BC7_SRGB_BLOCK */ { DXGI_FORMAT_BC7_TYPELESS, DXGI_FORMAT_BC7_UNORM_SRGB },
  232. /* DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK */ {},
  233. /* DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK */ {},
  234. /* DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK */ {},
  235. /* DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK */ {},
  236. /* DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK */ {},
  237. /* DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK */ {},
  238. /* DATA_FORMAT_EAC_R11_UNORM_BLOCK */ {},
  239. /* DATA_FORMAT_EAC_R11_SNORM_BLOCK */ {},
  240. /* DATA_FORMAT_EAC_R11G11_UNORM_BLOCK */ {},
  241. /* DATA_FORMAT_EAC_R11G11_SNORM_BLOCK */ {},
  242. /* DATA_FORMAT_ASTC_4x4_UNORM_BLOCK */ {},
  243. /* DATA_FORMAT_ASTC_4x4_SRGB_BLOCK */ {},
  244. /* DATA_FORMAT_ASTC_5x4_UNORM_BLOCK */ {},
  245. /* DATA_FORMAT_ASTC_5x4_SRGB_BLOCK */ {},
  246. /* DATA_FORMAT_ASTC_5x5_UNORM_BLOCK */ {},
  247. /* DATA_FORMAT_ASTC_5x5_SRGB_BLOCK */ {},
  248. /* DATA_FORMAT_ASTC_6x5_UNORM_BLOCK */ {},
  249. /* DATA_FORMAT_ASTC_6x5_SRGB_BLOCK */ {},
  250. /* DATA_FORMAT_ASTC_6x6_UNORM_BLOCK */ {},
  251. /* DATA_FORMAT_ASTC_6x6_SRGB_BLOCK */ {},
  252. /* DATA_FORMAT_ASTC_8x5_UNORM_BLOCK */ {},
  253. /* DATA_FORMAT_ASTC_8x5_SRGB_BLOCK */ {},
  254. /* DATA_FORMAT_ASTC_8x6_UNORM_BLOCK */ {},
  255. /* DATA_FORMAT_ASTC_8x6_SRGB_BLOCK */ {},
  256. /* DATA_FORMAT_ASTC_8x8_UNORM_BLOCK */ {},
  257. /* DATA_FORMAT_ASTC_8x8_SRGB_BLOCK */ {},
  258. /* DATA_FORMAT_ASTC_10x5_UNORM_BLOCK */ {},
  259. /* DATA_FORMAT_ASTC_10x5_SRGB_BLOCK */ {},
  260. /* DATA_FORMAT_ASTC_10x6_UNORM_BLOCK */ {},
  261. /* DATA_FORMAT_ASTC_10x6_SRGB_BLOCK */ {},
  262. /* DATA_FORMAT_ASTC_10x8_UNORM_BLOCK */ {},
  263. /* DATA_FORMAT_ASTC_10x8_SRGB_BLOCK */ {},
  264. /* DATA_FORMAT_ASTC_10x10_UNORM_BLOCK */ {},
  265. /* DATA_FORMAT_ASTC_10x10_SRGB_BLOCK */ {},
  266. /* DATA_FORMAT_ASTC_12x10_UNORM_BLOCK */ {},
  267. /* DATA_FORMAT_ASTC_12x10_SRGB_BLOCK */ {},
  268. /* DATA_FORMAT_ASTC_12x12_UNORM_BLOCK */ {},
  269. /* DATA_FORMAT_ASTC_12x12_SRGB_BLOCK */ {},
  270. /* DATA_FORMAT_G8B8G8R8_422_UNORM */ {},
  271. /* DATA_FORMAT_B8G8R8G8_422_UNORM */ {},
  272. /* DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM */ {},
  273. /* DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM */ {},
  274. /* DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM */ {},
  275. /* DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM */ {},
  276. /* DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM */ {},
  277. /* DATA_FORMAT_R10X6_UNORM_PACK16 */ {},
  278. /* DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 */ {},
  279. /* DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 */ {},
  280. /* DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 */ {},
  281. /* DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 */ {},
  282. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 */ {},
  283. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 */ {},
  284. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 */ {},
  285. /* DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 */ {},
  286. /* DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 */ {},
  287. /* DATA_FORMAT_R12X4_UNORM_PACK16 */ {},
  288. /* DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 */ {},
  289. /* DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 */ {},
  290. /* DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 */ {},
  291. /* DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 */ {},
  292. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 */ {},
  293. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 */ {},
  294. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 */ {},
  295. /* DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 */ {},
  296. /* DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 */ {},
  297. /* DATA_FORMAT_G16B16G16R16_422_UNORM */ {},
  298. /* DATA_FORMAT_B16G16R16G16_422_UNORM */ {},
  299. /* DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM */ {},
  300. /* DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM */ {},
  301. /* DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM */ {},
  302. /* DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM */ {},
  303. /* DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM */ {},
  304. };
  305. Error RenderingDeviceDriverD3D12::DescriptorsHeap::allocate(ID3D12Device *p_device, D3D12_DESCRIPTOR_HEAP_TYPE p_type, uint32_t p_descriptor_count, bool p_for_gpu) {
  306. ERR_FAIL_COND_V(heap, ERR_ALREADY_EXISTS);
  307. ERR_FAIL_COND_V(p_descriptor_count == 0, ERR_INVALID_PARAMETER);
  308. handle_size = p_device->GetDescriptorHandleIncrementSize(p_type);
  309. desc.Type = p_type;
  310. desc.NumDescriptors = p_descriptor_count;
  311. desc.Flags = p_for_gpu ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  312. HRESULT res = p_device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(heap.GetAddressOf()));
  313. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ERR_CANT_CREATE, "CreateDescriptorHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  314. return OK;
  315. }
  316. RenderingDeviceDriverD3D12::DescriptorsHeap::Walker RenderingDeviceDriverD3D12::DescriptorsHeap::make_walker() const {
  317. Walker walker;
  318. walker.handle_size = handle_size;
  319. walker.handle_count = desc.NumDescriptors;
  320. if (heap) {
  321. #if defined(_MSC_VER) || !defined(_WIN32)
  322. walker.first_cpu_handle = heap->GetCPUDescriptorHandleForHeapStart();
  323. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  324. walker.first_gpu_handle = heap->GetGPUDescriptorHandleForHeapStart();
  325. }
  326. #else
  327. heap->GetCPUDescriptorHandleForHeapStart(&walker.first_cpu_handle);
  328. if ((desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)) {
  329. heap->GetGPUDescriptorHandleForHeapStart(&walker.first_gpu_handle);
  330. }
  331. #endif
  332. }
  333. return walker;
  334. }
  335. void RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::advance(uint32_t p_count) {
  336. ERR_FAIL_COND_MSG(handle_index + p_count > handle_count, "Would advance past EOF.");
  337. handle_index += p_count;
  338. }
  339. D3D12_CPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_cpu_handle() {
  340. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_CPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  341. return D3D12_CPU_DESCRIPTOR_HANDLE{ first_cpu_handle.ptr + handle_index * handle_size };
  342. }
  343. D3D12_GPU_DESCRIPTOR_HANDLE RenderingDeviceDriverD3D12::DescriptorsHeap::Walker::get_curr_gpu_handle() {
  344. 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.");
  345. ERR_FAIL_COND_V_MSG(is_at_eof(), D3D12_GPU_DESCRIPTOR_HANDLE(), "Heap walker is at EOF.");
  346. return D3D12_GPU_DESCRIPTOR_HANDLE{ first_gpu_handle.ptr + handle_index * handle_size };
  347. }
  348. static const D3D12_COMPARISON_FUNC RD_TO_D3D12_COMPARE_OP[RD::COMPARE_OP_MAX] = {
  349. D3D12_COMPARISON_FUNC_NEVER,
  350. D3D12_COMPARISON_FUNC_LESS,
  351. D3D12_COMPARISON_FUNC_EQUAL,
  352. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  353. D3D12_COMPARISON_FUNC_GREATER,
  354. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  355. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  356. D3D12_COMPARISON_FUNC_ALWAYS,
  357. };
  358. /****************/
  359. /**** MEMORY ****/
  360. /****************/
  361. static const uint32_t SMALL_ALLOCATION_MAX_SIZE = 4096;
  362. #ifdef USE_SMALL_ALLOCS_POOL
  363. D3D12MA::Pool *RenderingDeviceDriverD3D12::_find_or_create_small_allocs_pool(D3D12_HEAP_TYPE p_heap_type, D3D12_HEAP_FLAGS p_heap_flags) {
  364. D3D12_HEAP_FLAGS effective_heap_flags = p_heap_flags;
  365. if (allocator->GetD3D12Options().ResourceHeapTier != D3D12_RESOURCE_HEAP_TIER_1) {
  366. // Heap tier 2 allows mixing resource types liberally.
  367. effective_heap_flags &= ~(D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES | D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES);
  368. }
  369. AllocPoolKey pool_key;
  370. pool_key.heap_type = p_heap_type;
  371. pool_key.heap_flags = effective_heap_flags;
  372. if (small_allocs_pools.has(pool_key.key)) {
  373. return small_allocs_pools[pool_key.key].Get();
  374. }
  375. #ifdef DEV_ENABLED
  376. print_verbose("Creating D3D12MA small objects pool for heap type " + itos(p_heap_type) + " and heap flags " + itos(p_heap_flags));
  377. #endif
  378. D3D12MA::POOL_DESC poolDesc = {};
  379. poolDesc.HeapProperties.Type = p_heap_type;
  380. poolDesc.HeapFlags = effective_heap_flags;
  381. ComPtr<D3D12MA::Pool> pool;
  382. HRESULT res = allocator->CreatePool(&poolDesc, pool.GetAddressOf());
  383. small_allocs_pools[pool_key.key] = pool; // Don't try to create it again if failed the first time.
  384. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "CreatePool failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  385. return pool.Get();
  386. }
  387. #endif
  388. /******************/
  389. /**** RESOURCE ****/
  390. /******************/
  391. static const D3D12_RESOURCE_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[RD::TEXTURE_TYPE_MAX] = {
  392. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  393. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  394. D3D12_RESOURCE_DIMENSION_TEXTURE3D,
  395. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  396. D3D12_RESOURCE_DIMENSION_TEXTURE1D,
  397. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  398. D3D12_RESOURCE_DIMENSION_TEXTURE2D,
  399. };
  400. void RenderingDeviceDriverD3D12::_resource_transition_batch(ResourceInfo *p_resource, uint32_t p_subresource, uint32_t p_num_planes, D3D12_RESOURCE_STATES p_new_state, ID3D12Resource *p_resource_override) {
  401. DEV_ASSERT(p_subresource != UINT32_MAX); // We don't support an "all-resources" command here.
  402. DEV_ASSERT(p_new_state != D3D12_RESOURCE_STATE_COMMON); // No need to support this for now.
  403. #ifdef DEBUG_COUNT_BARRIERS
  404. uint64_t start = OS::get_singleton()->get_ticks_usec();
  405. #endif
  406. ResourceInfo::States *res_states = p_resource->states_ptr;
  407. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[p_subresource];
  408. ID3D12Resource *res_to_transition = p_resource_override ? p_resource_override : p_resource->resource;
  409. bool redundant_transition = ((*curr_state) & p_new_state) == p_new_state;
  410. if (redundant_transition) {
  411. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  412. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  413. if (needs_uav_barrier) {
  414. if (res_barriers.size() < res_barriers_count + 1) {
  415. res_barriers.resize(res_barriers_count + 1);
  416. }
  417. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(res_to_transition);
  418. res_barriers_count++;
  419. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  420. }
  421. } else {
  422. uint64_t subres_mask_piece = ((uint64_t)1 << (p_subresource & 0b111111));
  423. uint8_t subres_qword = p_subresource >> 6;
  424. if (res_barriers_requests.has(res_states)) {
  425. BarrierRequest &br = res_barriers_requests.get(res_states);
  426. DEV_ASSERT(br.dx_resource == res_to_transition);
  427. DEV_ASSERT(br.subres_mask_qwords == STEPIFY(res_states->subresource_states.size(), 64) / 64);
  428. DEV_ASSERT(br.planes == p_num_planes);
  429. // First, find if the subresource already has a barrier scheduled.
  430. uint8_t curr_group_idx = 0;
  431. bool same_transition_scheduled = false;
  432. for (curr_group_idx = 0; curr_group_idx < br.groups_count; curr_group_idx++) {
  433. if (unlikely(br.groups[curr_group_idx].states == BarrierRequest::DELETED_GROUP)) {
  434. continue;
  435. }
  436. if ((br.groups[curr_group_idx].subres_mask[subres_qword] & subres_mask_piece)) {
  437. uint32_t state_mask = br.groups[curr_group_idx].states;
  438. same_transition_scheduled = (state_mask & (uint32_t)p_new_state) == (uint32_t)p_new_state;
  439. break;
  440. }
  441. }
  442. if (!same_transition_scheduled) {
  443. bool subres_already_there = curr_group_idx != br.groups_count;
  444. D3D12_RESOURCE_STATES final_states = {};
  445. if (subres_already_there) {
  446. final_states = br.groups[curr_group_idx].states;
  447. final_states |= p_new_state;
  448. bool subres_alone = true;
  449. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  450. if (i == subres_qword) {
  451. if (br.groups[curr_group_idx].subres_mask[i] != subres_mask_piece) {
  452. subres_alone = false;
  453. break;
  454. }
  455. } else {
  456. if (br.groups[curr_group_idx].subres_mask[i] != 0) {
  457. subres_alone = false;
  458. break;
  459. }
  460. }
  461. }
  462. bool relocated = false;
  463. if (subres_alone) {
  464. // Subresource is there by itself.
  465. for (uint8_t i = 0; i < br.groups_count; i++) {
  466. if (unlikely(i == curr_group_idx)) {
  467. continue;
  468. }
  469. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  470. continue;
  471. }
  472. // There's another group with the final states; relocate to it.
  473. if (br.groups[i].states == final_states) {
  474. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  475. relocated = true;
  476. break;
  477. }
  478. }
  479. if (relocated) {
  480. // Let's delete the group where it used to be by itself.
  481. if (curr_group_idx == br.groups_count - 1) {
  482. br.groups_count--;
  483. } else {
  484. br.groups[curr_group_idx].states = BarrierRequest::DELETED_GROUP;
  485. }
  486. } else {
  487. // Its current group, where it's alone, can extend its states.
  488. br.groups[curr_group_idx].states = final_states;
  489. }
  490. } else {
  491. // Already there, but not by itself and the state mask is different, so it now belongs to a different group.
  492. br.groups[curr_group_idx].subres_mask[subres_qword] &= ~subres_mask_piece;
  493. subres_already_there = false;
  494. }
  495. } else {
  496. final_states = p_new_state;
  497. }
  498. if (!subres_already_there) {
  499. // See if it fits exactly the states of some of the groups to fit it there.
  500. for (uint8_t i = 0; i < br.groups_count; i++) {
  501. if (unlikely(i == curr_group_idx)) {
  502. continue;
  503. }
  504. if (unlikely(br.groups[i].states == BarrierRequest::DELETED_GROUP)) {
  505. continue;
  506. }
  507. if (br.groups[i].states == final_states) {
  508. br.groups[i].subres_mask[subres_qword] |= subres_mask_piece;
  509. subres_already_there = true;
  510. break;
  511. }
  512. }
  513. if (!subres_already_there) {
  514. // Add a new group to accommodate this subresource.
  515. uint8_t group_to_fill = 0;
  516. if (br.groups_count < BarrierRequest::MAX_GROUPS) {
  517. // There are still free groups.
  518. group_to_fill = br.groups_count;
  519. br.groups_count++;
  520. } else {
  521. // Let's try to take over a deleted one.
  522. for (; group_to_fill < br.groups_count; group_to_fill++) {
  523. if (unlikely(br.groups[group_to_fill].states == BarrierRequest::DELETED_GROUP)) {
  524. break;
  525. }
  526. }
  527. CRASH_COND(group_to_fill == br.groups_count);
  528. }
  529. br.groups[group_to_fill].states = final_states;
  530. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  531. if (unlikely(i == subres_qword)) {
  532. br.groups[group_to_fill].subres_mask[i] = subres_mask_piece;
  533. } else {
  534. br.groups[group_to_fill].subres_mask[i] = 0;
  535. }
  536. }
  537. }
  538. }
  539. }
  540. } else {
  541. BarrierRequest &br = res_barriers_requests[res_states];
  542. br.dx_resource = res_to_transition;
  543. br.subres_mask_qwords = STEPIFY(p_resource->states_ptr->subresource_states.size(), 64) / 64;
  544. CRASH_COND(p_resource->states_ptr->subresource_states.size() > BarrierRequest::MAX_SUBRESOURCES);
  545. br.planes = p_num_planes;
  546. br.groups[0].states = p_new_state;
  547. for (uint8_t i = 0; i < br.subres_mask_qwords; i++) {
  548. if (unlikely(i == subres_qword)) {
  549. br.groups[0].subres_mask[i] = subres_mask_piece;
  550. } else {
  551. br.groups[0].subres_mask[i] = 0;
  552. }
  553. }
  554. br.groups_count = 1;
  555. }
  556. }
  557. if (p_new_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
  558. res_states->last_batch_transitioned_to_uav = res_barriers_batch;
  559. }
  560. #ifdef DEBUG_COUNT_BARRIERS
  561. frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start;
  562. #endif
  563. }
  564. void RenderingDeviceDriverD3D12::_resource_transitions_flush(ID3D12GraphicsCommandList *p_cmd_list) {
  565. #ifdef DEBUG_COUNT_BARRIERS
  566. uint64_t start = OS::get_singleton()->get_ticks_usec();
  567. #endif
  568. for (const KeyValue<ResourceInfo::States *, BarrierRequest> &E : res_barriers_requests) {
  569. ResourceInfo::States *res_states = E.key;
  570. const BarrierRequest &br = E.value;
  571. uint32_t num_subresources = res_states->subresource_states.size();
  572. // When there's not a lot of subresources, the empirical finding is that it's better
  573. // to avoid attempting the single-barrier optimization.
  574. static const uint32_t SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES = 48;
  575. bool may_do_single_barrier = br.groups_count == 1 && num_subresources * br.planes >= SINGLE_BARRIER_ATTEMPT_MAX_NUM_SUBRESOURCES;
  576. if (may_do_single_barrier) {
  577. // A single group means we may be able to do a single all-subresources barrier.
  578. {
  579. // First requisite is that all subresources are involved.
  580. uint8_t subres_mask_full_qwords = num_subresources / 64;
  581. for (uint32_t i = 0; i < subres_mask_full_qwords; i++) {
  582. if (br.groups[0].subres_mask[i] != UINT64_MAX) {
  583. may_do_single_barrier = false;
  584. break;
  585. }
  586. }
  587. if (may_do_single_barrier) {
  588. if (num_subresources % 64) {
  589. DEV_ASSERT(br.subres_mask_qwords == subres_mask_full_qwords + 1);
  590. uint64_t mask_tail_qword = 0;
  591. for (uint8_t i = 0; i < num_subresources % 64; i++) {
  592. mask_tail_qword |= ((uint64_t)1 << i);
  593. }
  594. if ((br.groups[0].subres_mask[subres_mask_full_qwords] & mask_tail_qword) != mask_tail_qword) {
  595. may_do_single_barrier = false;
  596. }
  597. }
  598. }
  599. }
  600. if (may_do_single_barrier) {
  601. // Second requisite is that the source state is the same for all.
  602. for (uint32_t i = 1; i < num_subresources; i++) {
  603. if (res_states->subresource_states[i] != res_states->subresource_states[0]) {
  604. may_do_single_barrier = false;
  605. break;
  606. }
  607. }
  608. if (may_do_single_barrier) {
  609. // Hurray!, we can do a single barrier (plus maybe a UAV one, too).
  610. bool just_written = res_states->subresource_states[0] == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  611. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  612. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + 1;
  613. if (res_barriers.size() < res_barriers_count + needed_barriers) {
  614. res_barriers.resize(res_barriers_count + needed_barriers);
  615. }
  616. if (needs_uav_barrier) {
  617. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  618. res_barriers_count++;
  619. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  620. }
  621. if (res_states->subresource_states[0] != br.groups[0].states) {
  622. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, res_states->subresource_states[0], br.groups[0].states, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
  623. res_barriers_count++;
  624. }
  625. for (uint32_t i = 0; i < num_subresources; i++) {
  626. res_states->subresource_states[i] = br.groups[0].states;
  627. }
  628. }
  629. }
  630. }
  631. if (!may_do_single_barrier) {
  632. for (uint8_t i = 0; i < br.groups_count; i++) {
  633. const BarrierRequest::Group &g = E.value.groups[i];
  634. if (unlikely(g.states == BarrierRequest::DELETED_GROUP)) {
  635. continue;
  636. }
  637. uint32_t subresource = 0;
  638. do {
  639. uint64_t subres_mask_piece = ((uint64_t)1 << (subresource % 64));
  640. uint8_t subres_qword = subresource / 64;
  641. if (likely(g.subres_mask[subres_qword] == 0)) {
  642. subresource += 64;
  643. continue;
  644. }
  645. if (likely(!(g.subres_mask[subres_qword] & subres_mask_piece))) {
  646. subresource++;
  647. continue;
  648. }
  649. D3D12_RESOURCE_STATES *curr_state = &res_states->subresource_states[subresource];
  650. bool just_written = *curr_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  651. bool needs_uav_barrier = just_written && res_states->last_batch_with_uav_barrier != res_barriers_batch;
  652. uint32_t needed_barriers = (needs_uav_barrier ? 1 : 0) + br.planes;
  653. if (res_barriers.size() < res_barriers_count + needed_barriers) {
  654. res_barriers.resize(res_barriers_count + needed_barriers);
  655. }
  656. if (needs_uav_barrier) {
  657. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::UAV(br.dx_resource);
  658. res_barriers_count++;
  659. res_states->last_batch_with_uav_barrier = res_barriers_batch;
  660. }
  661. if (*curr_state != g.states) {
  662. for (uint8_t k = 0; k < br.planes; k++) {
  663. res_barriers[res_barriers_count] = CD3DX12_RESOURCE_BARRIER::Transition(br.dx_resource, *curr_state, g.states, subresource + k * num_subresources);
  664. res_barriers_count++;
  665. }
  666. }
  667. *curr_state = g.states;
  668. subresource++;
  669. } while (subresource < num_subresources);
  670. }
  671. }
  672. }
  673. if (res_barriers_count) {
  674. p_cmd_list->ResourceBarrier(res_barriers_count, res_barriers.ptr());
  675. res_barriers_requests.clear();
  676. }
  677. #ifdef DEBUG_COUNT_BARRIERS
  678. frame_barriers_count += res_barriers_count;
  679. frame_barriers_batches_count++;
  680. frame_barriers_cpu_time += OS::get_singleton()->get_ticks_usec() - start;
  681. #endif
  682. res_barriers_count = 0;
  683. res_barriers_batch++;
  684. }
  685. /*****************/
  686. /**** BUFFERS ****/
  687. /*****************/
  688. RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) {
  689. // D3D12 debug layers complain at CBV creation time if the size is not multiple of the value per the spec
  690. // but also if you give a rounded size at that point because it will extend beyond the
  691. // memory of the resource. Therefore, it seems the only way is to create it with a
  692. // rounded size.
  693. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(STEPIFY(p_size, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT));
  694. if (p_usage.has_flag(RDD::BUFFER_USAGE_STORAGE_BIT)) {
  695. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  696. } else {
  697. resource_desc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  698. }
  699. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  700. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  701. D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  702. switch (p_allocation_type) {
  703. case MEMORY_ALLOCATION_TYPE_CPU: {
  704. bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT);
  705. bool is_dst = p_usage.has_flag(BUFFER_USAGE_TRANSFER_TO_BIT);
  706. if (is_src && !is_dst) {
  707. // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM.
  708. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
  709. initial_state = D3D12_RESOURCE_STATE_GENERIC_READ;
  710. }
  711. if (is_dst && !is_src) {
  712. // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads.
  713. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  714. }
  715. } break;
  716. case MEMORY_ALLOCATION_TYPE_GPU: {
  717. #ifdef USE_SMALL_ALLOCS_POOL
  718. if (p_size <= SMALL_ALLOCATION_MAX_SIZE) {
  719. allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
  720. }
  721. #endif
  722. } break;
  723. }
  724. ComPtr<ID3D12Resource> buffer;
  725. ComPtr<D3D12MA::Allocation> allocation;
  726. HRESULT res = allocator->CreateResource(
  727. &allocation_desc,
  728. &resource_desc,
  729. initial_state,
  730. nullptr,
  731. allocation.GetAddressOf(),
  732. IID_PPV_ARGS(buffer.GetAddressOf()));
  733. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), BufferID(), "Can't create buffer of size: " + itos(p_size) + ", error " + vformat("0x%08ux", (uint64_t)res) + ".");
  734. // Bookkeep.
  735. BufferInfo *buf_info = VersatileResource::allocate<BufferInfo>(resources_allocator);
  736. buf_info->resource = buffer.Get();
  737. buf_info->owner_info.resource = buffer;
  738. buf_info->owner_info.allocation = allocation;
  739. buf_info->owner_info.states.subresource_states.push_back(initial_state);
  740. buf_info->states_ptr = &buf_info->owner_info.states;
  741. buf_info->size = p_size;
  742. buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
  743. buf_info->flags.is_for_upload = allocation_desc.HeapType == D3D12_HEAP_TYPE_UPLOAD;
  744. return BufferID(buf_info);
  745. }
  746. bool RenderingDeviceDriverD3D12::buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) {
  747. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  748. buf_info->texel_format = p_format;
  749. return true;
  750. }
  751. void RenderingDeviceDriverD3D12::buffer_free(BufferID p_buffer) {
  752. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  753. VersatileResource::free(resources_allocator, buf_info);
  754. }
  755. uint64_t RenderingDeviceDriverD3D12::buffer_get_allocation_size(BufferID p_buffer) {
  756. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  757. return buf_info->owner_info.allocation ? buf_info->owner_info.allocation->GetSize() : 0;
  758. }
  759. uint8_t *RenderingDeviceDriverD3D12::buffer_map(BufferID p_buffer) {
  760. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  761. void *data_ptr = nullptr;
  762. HRESULT res = buf_info->resource->Map(0, &VOID_RANGE, &data_ptr);
  763. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  764. return (uint8_t *)data_ptr;
  765. }
  766. void RenderingDeviceDriverD3D12::buffer_unmap(BufferID p_buffer) {
  767. const BufferInfo *buf_info = (const BufferInfo *)p_buffer.id;
  768. buf_info->resource->Unmap(0, &VOID_RANGE);
  769. }
  770. /*****************/
  771. /**** TEXTURE ****/
  772. /*****************/
  773. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV[RD::TEXTURE_TYPE_MAX] = {
  774. D3D12_SRV_DIMENSION_TEXTURE1D,
  775. D3D12_SRV_DIMENSION_TEXTURE2D,
  776. D3D12_SRV_DIMENSION_TEXTURE3D,
  777. D3D12_SRV_DIMENSION_TEXTURECUBE,
  778. D3D12_SRV_DIMENSION_TEXTURE1DARRAY,
  779. D3D12_SRV_DIMENSION_TEXTURE2DARRAY,
  780. D3D12_SRV_DIMENSION_TEXTURECUBEARRAY,
  781. };
  782. static const D3D12_SRV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_SRV_MS[RD::TEXTURE_TYPE_MAX] = {
  783. D3D12_SRV_DIMENSION_UNKNOWN,
  784. D3D12_SRV_DIMENSION_TEXTURE2DMS,
  785. D3D12_SRV_DIMENSION_UNKNOWN,
  786. D3D12_SRV_DIMENSION_UNKNOWN,
  787. D3D12_SRV_DIMENSION_UNKNOWN,
  788. D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY,
  789. D3D12_SRV_DIMENSION_UNKNOWN,
  790. };
  791. static const D3D12_UAV_DIMENSION RD_TEXTURE_TYPE_TO_D3D12_VIEW_DIMENSION_FOR_UAV[RD::TEXTURE_TYPE_MAX] = {
  792. D3D12_UAV_DIMENSION_TEXTURE1D,
  793. D3D12_UAV_DIMENSION_TEXTURE2D,
  794. D3D12_UAV_DIMENSION_TEXTURE3D,
  795. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  796. D3D12_UAV_DIMENSION_TEXTURE1DARRAY,
  797. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  798. D3D12_UAV_DIMENSION_TEXTURE2DARRAY,
  799. };
  800. uint32_t RenderingDeviceDriverD3D12::_find_max_common_supported_sample_count(VectorView<DXGI_FORMAT> p_formats) {
  801. uint32_t common = UINT32_MAX;
  802. for (uint32_t i = 0; i < p_formats.size(); i++) {
  803. if (format_sample_counts_mask_cache.has(p_formats[i])) {
  804. common &= format_sample_counts_mask_cache[p_formats[i]];
  805. } else {
  806. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msql = {};
  807. msql.Format = p_formats[i];
  808. uint32_t mask = 0;
  809. for (int samples = 1 << (TEXTURE_SAMPLES_MAX - 1); samples >= 1; samples /= 2) {
  810. msql.SampleCount = (UINT)samples;
  811. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msql, sizeof(msql));
  812. if (SUCCEEDED(res) && msql.NumQualityLevels) {
  813. int bit = get_shift_from_power_of_2(samples);
  814. ERR_FAIL_COND_V(bit == -1, 1);
  815. mask |= (uint32_t)(1 << bit);
  816. }
  817. }
  818. format_sample_counts_mask_cache.insert(p_formats[i], mask);
  819. common &= mask;
  820. }
  821. }
  822. if (common == UINT32_MAX) {
  823. return 1;
  824. } else {
  825. return ((uint32_t)1 << nearest_shift(common));
  826. }
  827. }
  828. UINT RenderingDeviceDriverD3D12::_compute_component_mapping(const RDD::TextureView &p_view) {
  829. UINT base_swizzle = RD_TO_D3D12_FORMAT[p_view.format].swizzle;
  830. D3D12_SHADER_COMPONENT_MAPPING component_swizzles[TEXTURE_SWIZZLE_MAX] = {
  831. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, // Unused.
  832. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
  833. D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
  834. // These will be D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_*.
  835. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, base_swizzle),
  836. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, base_swizzle),
  837. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, base_swizzle),
  838. D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, base_swizzle),
  839. };
  840. return D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
  841. p_view.swizzle_r == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_R] : component_swizzles[p_view.swizzle_r],
  842. p_view.swizzle_g == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_G] : component_swizzles[p_view.swizzle_g],
  843. p_view.swizzle_b == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_B] : component_swizzles[p_view.swizzle_b],
  844. p_view.swizzle_a == TEXTURE_SWIZZLE_IDENTITY ? component_swizzles[TEXTURE_SWIZZLE_A] : component_swizzles[p_view.swizzle_a]);
  845. }
  846. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, BitField<TextureAspectBits> p_aspect_bits) {
  847. TextureAspect aspect = TEXTURE_ASPECT_MAX;
  848. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  849. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  850. aspect = TEXTURE_ASPECT_COLOR;
  851. }
  852. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  853. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  854. aspect = TEXTURE_ASPECT_DEPTH;
  855. }
  856. if (p_aspect_bits.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  857. DEV_ASSERT(aspect == TEXTURE_ASPECT_MAX);
  858. aspect = TEXTURE_ASPECT_STENCIL;
  859. }
  860. DEV_ASSERT(aspect != TEXTURE_ASPECT_MAX);
  861. return _compute_plane_slice(p_format, aspect);
  862. }
  863. UINT RenderingDeviceDriverD3D12::_compute_plane_slice(DataFormat p_format, TextureAspect p_aspect) {
  864. switch (p_aspect) {
  865. case TEXTURE_ASPECT_COLOR:
  866. // The plane must be 0 for the color aspect (assuming the format is a regular color one, which must be the case).
  867. return 0;
  868. case TEXTURE_ASPECT_DEPTH:
  869. // The plane must be 0 for the color or depth aspect
  870. return 0;
  871. case TEXTURE_ASPECT_STENCIL:
  872. // 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).
  873. return format_get_plane_count(p_format) == 2 ? 1 : 0;
  874. default:
  875. DEV_ASSERT(false);
  876. return 0;
  877. }
  878. }
  879. void RenderingDeviceDriverD3D12::_discard_texture_subresources(const TextureInfo *p_tex_info, const CommandBufferInfo *p_cmd_buf_info) {
  880. uint32_t planes = 1;
  881. if ((p_tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  882. planes = format_get_plane_count(p_tex_info->format);
  883. }
  884. D3D12_DISCARD_REGION dr = {};
  885. dr.NumRects = p_cmd_buf_info->render_pass_state.region_is_all ? 0 : 1;
  886. dr.pRects = p_cmd_buf_info->render_pass_state.region_is_all ? nullptr : &p_cmd_buf_info->render_pass_state.region_rect;
  887. dr.FirstSubresource = UINT_MAX;
  888. dr.NumSubresources = 0;
  889. for (uint32_t u = 0; u < planes; u++) {
  890. for (uint32_t v = 0; v < p_tex_info->layers; v++) {
  891. for (uint32_t w = 0; w < p_tex_info->mipmaps; w++) {
  892. UINT subresource = D3D12CalcSubresource(
  893. p_tex_info->base_mip + w,
  894. p_tex_info->base_layer + v,
  895. u,
  896. p_tex_info->desc.MipLevels,
  897. p_tex_info->desc.ArraySize());
  898. if (dr.NumSubresources == 0) {
  899. dr.FirstSubresource = subresource;
  900. dr.NumSubresources = 1;
  901. } else if (dr.FirstSubresource + dr.NumSubresources == subresource) {
  902. dr.NumSubresources++;
  903. } else {
  904. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  905. dr.FirstSubresource = subresource;
  906. dr.NumSubresources = 1;
  907. }
  908. }
  909. }
  910. }
  911. if (dr.NumSubresources) {
  912. p_cmd_buf_info->cmd_list->DiscardResource(p_tex_info->resource, &dr);
  913. }
  914. }
  915. RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p_format, const TextureView &p_view) {
  916. // Using D3D12_RESOURCE_DESC1. Thanks to the layout, it's sliceable down to D3D12_RESOURCE_DESC if needed.
  917. CD3DX12_RESOURCE_DESC1 resource_desc = {};
  918. resource_desc.Dimension = RD_TEXTURE_TYPE_TO_D3D12_RESOURCE_DIMENSION[p_format.texture_type];
  919. resource_desc.Alignment = 0; // D3D12MA will override this to use a smaller alignment than the default if possible.
  920. resource_desc.Width = p_format.width;
  921. resource_desc.Height = p_format.height;
  922. resource_desc.DepthOrArraySize = p_format.depth * p_format.array_layers;
  923. resource_desc.MipLevels = p_format.mipmaps;
  924. // Format.
  925. bool cross_family_sharing = false;
  926. bool relaxed_casting_available = false;
  927. DXGI_FORMAT *relaxed_casting_formats = nullptr;
  928. uint32_t relaxed_casting_format_count = 0;
  929. {
  930. resource_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].family;
  931. // If views of different families are wanted, special setup is needed for proper sharing among them.
  932. // Two options here:
  933. // 1. If ID3DDevice10 is present and driver reports relaxed casting is, leverage its new extended resource creation API (via D3D12MA).
  934. // 2. Otherwise, fall back to an approach based on abusing aliasing, hoping for the best. [[CROSS_FAMILY_ALIASING]]
  935. if (p_format.shareable_formats.size()) {
  936. if (context->get_format_capabilities().relaxed_casting_supported) {
  937. ComPtr<ID3D12Device10> device_10;
  938. device->QueryInterface(device_10.GetAddressOf());
  939. if (device_10) {
  940. relaxed_casting_available = true;
  941. relaxed_casting_formats = ALLOCA_ARRAY(DXGI_FORMAT, p_format.shareable_formats.size());
  942. relaxed_casting_formats[0] = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  943. relaxed_casting_format_count++;
  944. }
  945. }
  946. }
  947. HashMap<DataFormat, D3D12_RESOURCE_FLAGS> aliases_forbidden_flags;
  948. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  949. DataFormat curr_format = p_format.shareable_formats[i];
  950. String format_text = "'" + String(FORMAT_NAMES[p_format.format]) + "'";
  951. ERR_FAIL_COND_V_MSG(RD_TO_D3D12_FORMAT[curr_format].family == DXGI_FORMAT_UNKNOWN, TextureID(), "Format " + format_text + " is not supported.");
  952. if (RD_TO_D3D12_FORMAT[curr_format].family != RD_TO_D3D12_FORMAT[p_format.format].family) {
  953. cross_family_sharing = true;
  954. if (!relaxed_casting_available) {
  955. break;
  956. }
  957. relaxed_casting_formats[relaxed_casting_format_count] = RD_TO_D3D12_FORMAT[curr_format].general_format;
  958. relaxed_casting_format_count++;
  959. }
  960. }
  961. if (cross_family_sharing && !relaxed_casting_available) {
  962. // At least guarantee the same layout among aliases.
  963. resource_desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
  964. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_layout.
  965. if (p_format.texture_type == TEXTURE_TYPE_1D) {
  966. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a 1D texture.");
  967. }
  968. if (p_format.samples != TEXTURE_SAMPLES_1) {
  969. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a multi-sample texture.");
  970. }
  971. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  972. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for a depth-stencil texture.");
  973. }
  974. if (RD_TO_D3D12_FORMAT[p_format.format].family == DXGI_FORMAT_R32G32B32_TYPELESS) {
  975. ERR_FAIL_V_MSG(TextureID(), "This texture's views require aliasing, but that's not supported for an R32G32B32 texture.");
  976. }
  977. }
  978. }
  979. // Usage.
  980. if ((p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
  981. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  982. } else {
  983. if ((p_format.usage_bits & TEXTURE_USAGE_CAN_COPY_TO_BIT)) {
  984. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; // For clearing via UAV.
  985. }
  986. }
  987. if ((p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
  988. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  989. }
  990. if ((p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT)) {
  991. resource_desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  992. }
  993. if ((p_format.usage_bits & TEXTURE_USAGE_VRS_ATTACHMENT_BIT)) {
  994. // For VRS images we can't use the typeless format.
  995. resource_desc.Format = DXGI_FORMAT_R8_UINT;
  996. }
  997. resource_desc.SampleDesc = {};
  998. 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;
  999. if (!(resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1000. resource_desc.SampleDesc.Count = MIN(
  1001. _find_max_common_supported_sample_count(format_to_test),
  1002. TEXTURE_SAMPLES_COUNT[p_format.samples]);
  1003. } else {
  1004. // No MSAA in D3D12 if storage. May have become possible recently where supported, though.
  1005. resource_desc.SampleDesc.Count = 1;
  1006. }
  1007. resource_desc.SampleDesc.Quality = resource_desc.SampleDesc.Count == 1 ? 0 : DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  1008. // Create.
  1009. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  1010. if (cross_family_sharing && !relaxed_casting_available) {
  1011. allocation_desc.Flags = D3D12MA::ALLOCATION_FLAG_CAN_ALIAS;
  1012. }
  1013. allocation_desc.HeapType = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? D3D12_HEAP_TYPE_READBACK : D3D12_HEAP_TYPE_DEFAULT;
  1014. if ((resource_desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL))) {
  1015. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
  1016. } else {
  1017. allocation_desc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
  1018. }
  1019. if ((resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1020. allocation_desc.ExtraHeapFlags |= D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS;
  1021. }
  1022. #ifdef USE_SMALL_ALLOCS_POOL
  1023. uint32_t width = 0, height = 0;
  1024. uint32_t image_size = get_image_format_required_size(p_format.format, p_format.width, p_format.height, p_format.depth, p_format.mipmaps, &width, &height);
  1025. if (image_size <= SMALL_ALLOCATION_MAX_SIZE) {
  1026. allocation_desc.CustomPool = _find_or_create_small_allocs_pool(allocation_desc.HeapType, allocation_desc.ExtraHeapFlags);
  1027. }
  1028. #endif
  1029. D3D12_RESOURCE_STATES initial_state = {};
  1030. ID3D12Resource *texture = nullptr;
  1031. ComPtr<ID3D12Resource> main_texture;
  1032. ComPtr<D3D12MA::Allocation> allocation;
  1033. static const FLOAT black[4] = {};
  1034. D3D12_CLEAR_VALUE clear_value = CD3DX12_CLEAR_VALUE(RD_TO_D3D12_FORMAT[p_format.format].general_format, black);
  1035. D3D12_CLEAR_VALUE *clear_value_ptr = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? &clear_value : nullptr;
  1036. {
  1037. HRESULT res = E_FAIL;
  1038. if (cross_family_sharing && relaxed_casting_available) {
  1039. res = allocator->CreateResource3(
  1040. &allocation_desc,
  1041. &resource_desc,
  1042. D3D12_BARRIER_LAYOUT_COMMON, // Needed for barrier interop.
  1043. clear_value_ptr,
  1044. relaxed_casting_format_count,
  1045. relaxed_casting_formats,
  1046. allocation.GetAddressOf(),
  1047. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1048. initial_state = D3D12_RESOURCE_STATE_COMMON; // Needed for barrier interop.
  1049. } else {
  1050. res = allocator->CreateResource(
  1051. &allocation_desc,
  1052. (D3D12_RESOURCE_DESC *)&resource_desc,
  1053. D3D12_RESOURCE_STATE_COPY_DEST,
  1054. clear_value_ptr,
  1055. allocation.GetAddressOf(),
  1056. IID_PPV_ARGS(main_texture.GetAddressOf()));
  1057. initial_state = D3D12_RESOURCE_STATE_COPY_DEST;
  1058. }
  1059. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), TextureID(), "CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1060. texture = main_texture.Get();
  1061. }
  1062. // Describe views.
  1063. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  1064. {
  1065. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1066. 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];
  1067. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1068. switch (srv_desc.ViewDimension) {
  1069. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1070. srv_desc.Texture1D.MipLevels = p_format.mipmaps;
  1071. } break;
  1072. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1073. srv_desc.Texture1DArray.MipLevels = p_format.mipmaps;
  1074. srv_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1075. } break;
  1076. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1077. srv_desc.Texture2D.MipLevels = p_format.mipmaps;
  1078. } break;
  1079. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1080. } break;
  1081. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1082. srv_desc.Texture2DArray.MipLevels = p_format.mipmaps;
  1083. srv_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1084. } break;
  1085. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1086. srv_desc.Texture2DMSArray.ArraySize = p_format.array_layers;
  1087. } break;
  1088. case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: {
  1089. srv_desc.TextureCubeArray.MipLevels = p_format.mipmaps;
  1090. srv_desc.TextureCubeArray.NumCubes = p_format.array_layers / 6;
  1091. } break;
  1092. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1093. srv_desc.Texture3D.MipLevels = p_format.mipmaps;
  1094. } break;
  1095. case D3D12_SRV_DIMENSION_TEXTURECUBE: {
  1096. srv_desc.TextureCube.MipLevels = p_format.mipmaps;
  1097. } break;
  1098. default: {
  1099. }
  1100. }
  1101. }
  1102. D3D12_UNORDERED_ACCESS_VIEW_DESC main_uav_desc = {};
  1103. {
  1104. main_uav_desc.Format = RD_TO_D3D12_FORMAT[p_format.format].general_format;
  1105. 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;
  1106. switch (main_uav_desc.ViewDimension) {
  1107. case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: {
  1108. main_uav_desc.Texture1DArray.ArraySize = p_format.array_layers;
  1109. } break;
  1110. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: {
  1111. // Either for an actual 2D texture array, cubemap or cubemap array.
  1112. main_uav_desc.Texture2DArray.ArraySize = p_format.array_layers;
  1113. } break;
  1114. case D3D12_UAV_DIMENSION_TEXTURE3D: {
  1115. main_uav_desc.Texture3D.WSize = p_format.depth;
  1116. } break;
  1117. default: {
  1118. }
  1119. }
  1120. }
  1121. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = main_uav_desc;
  1122. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1123. // Create aliases if needed. [[CROSS_FAMILY_ALIASING]]
  1124. using AliasEntry = Pair<DXGI_FORMAT, ID3D12Resource *>;
  1125. AliasEntry *aliases = nullptr;
  1126. uint32_t alias_count = 0;
  1127. if (cross_family_sharing && !relaxed_casting_available) {
  1128. aliases = ALLOCA_ARRAY(AliasEntry, p_format.shareable_formats.size());
  1129. for (int i = 0; i < p_format.shareable_formats.size(); i++) {
  1130. DataFormat curr_format = p_format.shareable_formats[i];
  1131. DXGI_FORMAT format_family = RD_TO_D3D12_FORMAT[curr_format].family;
  1132. if (format_family == RD_TO_D3D12_FORMAT[p_format.format].family) {
  1133. continue;
  1134. }
  1135. D3D12_RESOURCE_DESC alias_resource_desc = *(D3D12_RESOURCE_DESC *)&resource_desc;
  1136. alias_resource_desc.Format = format_family;
  1137. clear_value.Format = format_family;
  1138. if ((alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
  1139. if (!texture_get_usages_supported_by_format(curr_format, false).has_flag(TEXTURE_USAGE_STORAGE_BIT)) {
  1140. alias_resource_desc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  1141. }
  1142. }
  1143. ID3D12Resource *alias = nullptr;
  1144. HRESULT res = allocator->CreateAliasingResource(
  1145. allocation.Get(),
  1146. 0,
  1147. &alias_resource_desc,
  1148. initial_state,
  1149. (alias_resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ? clear_value_ptr : nullptr,
  1150. IID_PPV_ARGS(&alias));
  1151. if (!SUCCEEDED(res)) {
  1152. for (uint32_t j = 0; j < alias_count; j++) {
  1153. aliases[j].second->Release();
  1154. }
  1155. ERR_FAIL_V_MSG(TextureID(), "CreateAliasingResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1156. }
  1157. aliases[alias_count] = AliasEntry(format_family, alias);
  1158. alias_count++;
  1159. if (curr_format == p_view.format) {
  1160. texture = alias;
  1161. }
  1162. }
  1163. }
  1164. // Bookkeep.
  1165. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1166. tex_info->resource = texture;
  1167. tex_info->owner_info.resource = main_texture;
  1168. tex_info->owner_info.allocation = allocation;
  1169. tex_info->owner_info.states.subresource_states.resize(p_format.mipmaps * p_format.array_layers);
  1170. for (uint32_t i = 0; i < tex_info->owner_info.states.subresource_states.size(); i++) {
  1171. tex_info->owner_info.states.subresource_states[i] = initial_state;
  1172. }
  1173. tex_info->states_ptr = &tex_info->owner_info.states;
  1174. tex_info->format = p_format.format;
  1175. tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
  1176. tex_info->base_layer = 0;
  1177. tex_info->layers = resource_desc.ArraySize();
  1178. tex_info->base_mip = 0;
  1179. tex_info->mipmaps = resource_desc.MipLevels;
  1180. tex_info->view_descs.srv = srv_desc;
  1181. tex_info->view_descs.uav = uav_desc;
  1182. tex_info->main_texture = main_texture.Get();
  1183. tex_info->aliasing_hack.main_uav_desc = main_uav_desc;
  1184. if (alias_count) {
  1185. for (uint32_t i = 0; i < alias_count; i++) {
  1186. tex_info->aliasing_hack.owner_info.aliases.insert(aliases[i].first, aliases[i].second);
  1187. }
  1188. }
  1189. return TextureID(tex_info);
  1190. }
  1191. 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) {
  1192. ERR_FAIL_V_MSG(TextureID(), "Unimplemented!");
  1193. }
  1194. RDD::TextureID RenderingDeviceDriverD3D12::texture_create_shared(TextureID p_original_texture, const TextureView &p_view) {
  1195. const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id;
  1196. #ifdef DEBUG_ENABLED
  1197. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1198. #endif
  1199. ID3D12Resource *texture = nullptr;
  1200. if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) {
  1201. texture = owner_tex_info->resource;
  1202. } else {
  1203. texture = owner_tex_info->main_texture;
  1204. for (const KeyValue<DXGI_FORMAT, ComPtr<ID3D12Resource>> &E : owner_tex_info->aliasing_hack.owner_info.aliases) {
  1205. if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) {
  1206. texture = E.value.Get();
  1207. break;
  1208. }
  1209. }
  1210. }
  1211. // Describe views.
  1212. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1213. {
  1214. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1215. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1216. }
  1217. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1218. {
  1219. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1220. }
  1221. // Bookkeep.
  1222. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1223. tex_info->resource = texture;
  1224. tex_info->states_ptr = owner_tex_info->states_ptr;
  1225. tex_info->format = p_view.format;
  1226. tex_info->desc = owner_tex_info->desc;
  1227. tex_info->base_layer = owner_tex_info->base_layer;
  1228. tex_info->layers = owner_tex_info->layers;
  1229. tex_info->base_mip = owner_tex_info->base_mip;
  1230. tex_info->mipmaps = owner_tex_info->mipmaps;
  1231. tex_info->view_descs.srv = srv_desc;
  1232. tex_info->view_descs.uav = uav_desc;
  1233. tex_info->main_texture = owner_tex_info->main_texture;
  1234. tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc;
  1235. return TextureID(tex_info);
  1236. }
  1237. 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) {
  1238. const TextureInfo *owner_tex_info = (const TextureInfo *)p_original_texture.id;
  1239. #ifdef DEBUG_ENABLED
  1240. ERR_FAIL_COND_V(!owner_tex_info->owner_info.allocation, TextureID());
  1241. #endif
  1242. // Find appropriate resource instance.
  1243. ID3D12Resource *texture = nullptr;
  1244. if (owner_tex_info->aliasing_hack.owner_info.aliases.is_empty()) {
  1245. texture = owner_tex_info->resource;
  1246. } else {
  1247. texture = owner_tex_info->main_texture;
  1248. for (const KeyValue<DXGI_FORMAT, ComPtr<ID3D12Resource>> &E : owner_tex_info->aliasing_hack.owner_info.aliases) {
  1249. if (E.key == RD_TO_D3D12_FORMAT[p_view.format].family) {
  1250. texture = E.value.Get();
  1251. break;
  1252. }
  1253. }
  1254. }
  1255. // Describe views.
  1256. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = owner_tex_info->view_descs.srv;
  1257. {
  1258. srv_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1259. srv_desc.Shader4ComponentMapping = _compute_component_mapping(p_view);
  1260. }
  1261. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = owner_tex_info->view_descs.uav;
  1262. {
  1263. uav_desc.Format = RD_TO_D3D12_FORMAT[p_view.format].general_format;
  1264. }
  1265. // Complete description with slicing.
  1266. // (Leveraging aliasing in members of the union as much as possible.)
  1267. srv_desc.Texture1D.MostDetailedMip = p_mipmap;
  1268. srv_desc.Texture1D.MipLevels = 1;
  1269. uav_desc.Texture1D.MipSlice = p_mipmap;
  1270. switch (p_slice_type) {
  1271. case TEXTURE_SLICE_2D: {
  1272. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D && p_layer == 0) {
  1273. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D);
  1274. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer == 0) {
  1275. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN);
  1276. } 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) {
  1277. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1278. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1279. srv_desc.Texture2DArray.ArraySize = 1;
  1280. srv_desc.Texture2DArray.PlaneSlice = 0;
  1281. srv_desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
  1282. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1283. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1284. uav_desc.Texture2DArray.ArraySize = 1;
  1285. uav_desc.Texture2DArray.PlaneSlice = 0;
  1286. } else if ((srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY || (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS && p_layer))) {
  1287. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  1288. srv_desc.Texture2DMSArray.FirstArraySlice = p_layer;
  1289. srv_desc.Texture2DMSArray.ArraySize = 1;
  1290. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_UNKNOWN;
  1291. } else {
  1292. DEV_ASSERT(false);
  1293. }
  1294. } break;
  1295. case TEXTURE_SLICE_CUBEMAP: {
  1296. if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE) {
  1297. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1298. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE || p_layer == 0) {
  1299. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  1300. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1301. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1302. uav_desc.Texture2DArray.FirstArraySlice = 0;
  1303. uav_desc.Texture2DArray.ArraySize = 6;
  1304. uav_desc.Texture2DArray.PlaneSlice = 0;
  1305. } else if (srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY || p_layer != 0) {
  1306. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  1307. srv_desc.TextureCubeArray.First2DArrayFace = p_layer;
  1308. srv_desc.TextureCubeArray.NumCubes = 1;
  1309. srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  1310. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1311. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  1312. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1313. uav_desc.Texture2DArray.ArraySize = 6;
  1314. uav_desc.Texture2DArray.PlaneSlice = 0;
  1315. } else {
  1316. DEV_ASSERT(false);
  1317. }
  1318. } break;
  1319. case TEXTURE_SLICE_3D: {
  1320. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D);
  1321. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D);
  1322. uav_desc.Texture3D.WSize = -1;
  1323. } break;
  1324. case TEXTURE_SLICE_2D_ARRAY: {
  1325. DEV_ASSERT(srv_desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY);
  1326. srv_desc.Texture2DArray.FirstArraySlice = p_layer;
  1327. srv_desc.Texture2DArray.ArraySize = p_layers;
  1328. DEV_ASSERT(uav_desc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY);
  1329. uav_desc.Texture2DArray.FirstArraySlice = p_layer;
  1330. uav_desc.Texture2DArray.ArraySize = p_layers;
  1331. } break;
  1332. }
  1333. // Bookkeep.
  1334. TextureInfo *tex_info = VersatileResource::allocate<TextureInfo>(resources_allocator);
  1335. tex_info->resource = texture;
  1336. tex_info->states_ptr = owner_tex_info->states_ptr;
  1337. tex_info->format = p_view.format;
  1338. tex_info->desc = owner_tex_info->desc;
  1339. tex_info->base_layer = p_layer;
  1340. tex_info->layers = p_layers;
  1341. tex_info->base_mip = p_mipmap;
  1342. tex_info->mipmaps = p_mipmaps;
  1343. tex_info->view_descs.srv = srv_desc;
  1344. tex_info->view_descs.uav = uav_desc;
  1345. tex_info->main_texture = owner_tex_info->main_texture;
  1346. tex_info->aliasing_hack.main_uav_desc = owner_tex_info->aliasing_hack.main_uav_desc;
  1347. return TextureID(tex_info);
  1348. }
  1349. void RenderingDeviceDriverD3D12::texture_free(TextureID p_texture) {
  1350. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1351. VersatileResource::free(resources_allocator, tex_info);
  1352. }
  1353. uint64_t RenderingDeviceDriverD3D12::texture_get_allocation_size(TextureID p_texture) {
  1354. const TextureInfo *tex_info = (const TextureInfo *)p_texture.id;
  1355. return tex_info->owner_info.allocation ? tex_info->owner_info.allocation->GetSize() : 0;
  1356. }
  1357. void RenderingDeviceDriverD3D12::texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) {
  1358. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1359. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, 0);
  1360. D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint = {};
  1361. UINT64 subresource_total_size = 0;
  1362. device->GetCopyableFootprints(
  1363. &tex_info->desc,
  1364. subresource,
  1365. 1,
  1366. 0,
  1367. &footprint,
  1368. nullptr,
  1369. nullptr,
  1370. &subresource_total_size);
  1371. *r_layout = {};
  1372. r_layout->offset = footprint.Offset;
  1373. r_layout->size = subresource_total_size;
  1374. r_layout->row_pitch = footprint.Footprint.RowPitch;
  1375. r_layout->depth_pitch = subresource_total_size / tex_info->desc.Depth();
  1376. r_layout->layer_pitch = subresource_total_size / tex_info->desc.ArraySize();
  1377. }
  1378. uint8_t *RenderingDeviceDriverD3D12::texture_map(TextureID p_texture, const TextureSubresource &p_subresource) {
  1379. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1380. #ifdef DEBUG_ENABLED
  1381. ERR_FAIL_COND_V(tex_info->mapped_subresource != UINT_MAX, nullptr);
  1382. #endif
  1383. UINT plane = _compute_plane_slice(tex_info->format, p_subresource.aspect);
  1384. UINT subresource = tex_info->desc.CalcSubresource(p_subresource.mipmap, p_subresource.layer, plane);
  1385. void *data_ptr = nullptr;
  1386. HRESULT res = tex_info->resource->Map(subresource, &VOID_RANGE, &data_ptr);
  1387. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), nullptr, "Map failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1388. tex_info->mapped_subresource = subresource;
  1389. return (uint8_t *)data_ptr;
  1390. }
  1391. void RenderingDeviceDriverD3D12::texture_unmap(TextureID p_texture) {
  1392. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  1393. #ifdef DEBUG_ENABLED
  1394. ERR_FAIL_COND(tex_info->mapped_subresource == UINT_MAX);
  1395. #endif
  1396. tex_info->resource->Unmap(tex_info->mapped_subresource, &VOID_RANGE);
  1397. tex_info->mapped_subresource = UINT_MAX;
  1398. }
  1399. BitField<RDD::TextureUsageBits> RenderingDeviceDriverD3D12::texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) {
  1400. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1401. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1402. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1403. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1404. D3D12_FEATURE_DATA_FORMAT_SUPPORT &uav_support = srv_rtv_support; // Fine for now.
  1405. D3D12_FEATURE_DATA_FORMAT_SUPPORT dsv_support = {};
  1406. dsv_support.Format = RD_TO_D3D12_FORMAT[p_format].dsv_format;
  1407. res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &dsv_support, sizeof(dsv_support));
  1408. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1409. // Everything supported by default makes an all-or-nothing check easier for the caller.
  1410. BitField<RDD::TextureUsageBits> supported = INT64_MAX;
  1411. // Per https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_format_support1,
  1412. // as long as the resource can be used as a texture, Sample() will work with point filter at least.
  1413. // However, we've empirically found that checking for at least D3D12_FORMAT_SUPPORT1_SHADER_LOAD is needed.
  1414. // That's almost good for integer formats. The problem is that theoretically there may be
  1415. // float formats that support LOAD but not SAMPLE fully, so this check will not detect
  1416. // such a flaw in the format. Linearly interpolated sampling would just not work on them.
  1417. if (!(srv_rtv_support.Support1 & (D3D12_FORMAT_SUPPORT1_SHADER_LOAD | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) ||
  1418. RD_TO_D3D12_FORMAT[p_format].general_format == DXGI_FORMAT_UNKNOWN) {
  1419. supported.clear_flag(TEXTURE_USAGE_SAMPLING_BIT);
  1420. }
  1421. if (!(srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
  1422. supported.clear_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  1423. }
  1424. if (!(dsv_support.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
  1425. supported.clear_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
  1426. }
  1427. if (!(uav_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { // Maybe check LOAD/STORE, too?
  1428. supported.clear_flag(TEXTURE_USAGE_STORAGE_BIT);
  1429. }
  1430. if (!(uav_support.Support2 & D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD)) { // Check a basic atomic at least.
  1431. supported.clear_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT);
  1432. }
  1433. if (RD_TO_D3D12_FORMAT[p_format].general_format != DXGI_FORMAT_R8_UINT) {
  1434. supported.clear_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT);
  1435. }
  1436. return supported;
  1437. }
  1438. /*****************/
  1439. /**** SAMPLER ****/
  1440. /*****************/
  1441. static const D3D12_TEXTURE_ADDRESS_MODE RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[RDD::SAMPLER_REPEAT_MODE_MAX] = {
  1442. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  1443. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  1444. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  1445. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  1446. D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE,
  1447. };
  1448. static const FLOAT RD_TO_D3D12_SAMPLER_BORDER_COLOR[RDD::SAMPLER_BORDER_COLOR_MAX][4] = {
  1449. { 0, 0, 0, 0 },
  1450. { 0, 0, 0, 0 },
  1451. { 0, 0, 0, 1 },
  1452. { 0, 0, 0, 1 },
  1453. { 1, 1, 1, 1 },
  1454. { 1, 1, 1, 1 },
  1455. };
  1456. RDD::SamplerID RenderingDeviceDriverD3D12::sampler_create(const SamplerState &p_state) {
  1457. uint32_t slot = UINT32_MAX;
  1458. if (samplers.is_empty()) {
  1459. // Adding a seemigly busy slot 0 makes things easier elsewhere.
  1460. samplers.push_back({});
  1461. samplers.push_back({});
  1462. slot = 1;
  1463. } else {
  1464. for (uint32_t i = 1; i < samplers.size(); i++) {
  1465. if (samplers[i].Filter == INT_MAX) {
  1466. slot = i;
  1467. break;
  1468. }
  1469. }
  1470. if (slot == UINT32_MAX) {
  1471. slot = samplers.size();
  1472. samplers.push_back({});
  1473. }
  1474. }
  1475. D3D12_SAMPLER_DESC &sampler_desc = samplers[slot];
  1476. if (p_state.use_anisotropy) {
  1477. sampler_desc.Filter = D3D12_ENCODE_ANISOTROPIC_FILTER(D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1478. sampler_desc.MaxAnisotropy = p_state.anisotropy_max;
  1479. } else {
  1480. static const D3D12_FILTER_TYPE RD_FILTER_TYPE_TO_D3D12[] = {
  1481. D3D12_FILTER_TYPE_POINT, // SAMPLER_FILTER_NEAREST.
  1482. D3D12_FILTER_TYPE_LINEAR, // SAMPLER_FILTER_LINEAR.
  1483. };
  1484. sampler_desc.Filter = D3D12_ENCODE_BASIC_FILTER(
  1485. RD_FILTER_TYPE_TO_D3D12[p_state.min_filter],
  1486. RD_FILTER_TYPE_TO_D3D12[p_state.mag_filter],
  1487. RD_FILTER_TYPE_TO_D3D12[p_state.mip_filter],
  1488. p_state.enable_compare ? D3D12_FILTER_REDUCTION_TYPE_COMPARISON : D3D12_FILTER_REDUCTION_TYPE_STANDARD);
  1489. }
  1490. sampler_desc.AddressU = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_u];
  1491. sampler_desc.AddressV = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_v];
  1492. sampler_desc.AddressW = RD_REPEAT_MODE_TO_D3D12_ADDRES_MODE[p_state.repeat_w];
  1493. for (int i = 0; i < 4; i++) {
  1494. sampler_desc.BorderColor[i] = RD_TO_D3D12_SAMPLER_BORDER_COLOR[p_state.border_color][i];
  1495. }
  1496. sampler_desc.MinLOD = p_state.min_lod;
  1497. sampler_desc.MaxLOD = p_state.max_lod;
  1498. sampler_desc.MipLODBias = p_state.lod_bias;
  1499. sampler_desc.ComparisonFunc = p_state.enable_compare ? RD_TO_D3D12_COMPARE_OP[p_state.compare_op] : D3D12_COMPARISON_FUNC_NEVER;
  1500. // TODO: Emulate somehow?
  1501. if (p_state.unnormalized_uvw) {
  1502. WARN_PRINT("Creating a sampler with unnormalized UVW, which is not supported.");
  1503. }
  1504. return SamplerID(slot);
  1505. }
  1506. void RenderingDeviceDriverD3D12::sampler_free(SamplerID p_sampler) {
  1507. samplers[p_sampler.id].Filter = (D3D12_FILTER)INT_MAX;
  1508. }
  1509. bool RenderingDeviceDriverD3D12::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) {
  1510. D3D12_FEATURE_DATA_FORMAT_SUPPORT srv_rtv_support = {};
  1511. srv_rtv_support.Format = RD_TO_D3D12_FORMAT[p_format].general_format;
  1512. HRESULT res = device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &srv_rtv_support, sizeof(srv_rtv_support));
  1513. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "CheckFeatureSupport failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1514. return (srv_rtv_support.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE);
  1515. }
  1516. /**********************/
  1517. /**** VERTEX ARRAY ****/
  1518. /**********************/
  1519. RDD::VertexFormatID RenderingDeviceDriverD3D12::vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) {
  1520. VertexFormatInfo *vf_info = VersatileResource::allocate<VertexFormatInfo>(resources_allocator);
  1521. vf_info->input_elem_descs.resize(p_vertex_attribs.size());
  1522. vf_info->vertex_buffer_strides.resize(p_vertex_attribs.size());
  1523. for (uint32_t i = 0; i < p_vertex_attribs.size(); i++) {
  1524. vf_info->input_elem_descs[i] = {};
  1525. vf_info->input_elem_descs[i].SemanticName = "TEXCOORD";
  1526. vf_info->input_elem_descs[i].SemanticIndex = p_vertex_attribs[i].location;
  1527. vf_info->input_elem_descs[i].Format = RD_TO_D3D12_FORMAT[p_vertex_attribs[i].format].general_format;
  1528. vf_info->input_elem_descs[i].InputSlot = i; // TODO: Can the same slot be used if data comes from the same buffer (regardless format)?
  1529. vf_info->input_elem_descs[i].AlignedByteOffset = p_vertex_attribs[i].offset;
  1530. if (p_vertex_attribs[i].frequency == VERTEX_FREQUENCY_INSTANCE) {
  1531. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
  1532. vf_info->input_elem_descs[i].InstanceDataStepRate = 1;
  1533. } else {
  1534. vf_info->input_elem_descs[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
  1535. vf_info->input_elem_descs[i].InstanceDataStepRate = 0;
  1536. }
  1537. vf_info->vertex_buffer_strides[i] = p_vertex_attribs[i].stride;
  1538. }
  1539. return VertexFormatID(vf_info);
  1540. }
  1541. void RenderingDeviceDriverD3D12::vertex_format_free(VertexFormatID p_vertex_format) {
  1542. VertexFormatInfo *vf_info = (VertexFormatInfo *)p_vertex_format.id;
  1543. VersatileResource::free(resources_allocator, vf_info);
  1544. }
  1545. /******************/
  1546. /**** BARRIERS ****/
  1547. /******************/
  1548. void RenderingDeviceDriverD3D12::command_pipeline_barrier(
  1549. CommandBufferID p_cmd_buffer,
  1550. BitField<RDD::PipelineStageBits> p_src_stages,
  1551. BitField<RDD::PipelineStageBits> p_dst_stages,
  1552. VectorView<RDD::MemoryBarrier> p_memory_barriers,
  1553. VectorView<RDD::BufferBarrier> p_buffer_barriers,
  1554. VectorView<RDD::TextureBarrier> p_texture_barriers) {
  1555. if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
  1556. // Looks like the intent is a a full barrier.
  1557. // In the resource barriers world, we can force a full barrier by discarding some resource, as per
  1558. // https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve.
  1559. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1560. cmd_buf_info->cmd_list->DiscardResource(frames[frame_idx].aux_resource->GetResource(), nullptr);
  1561. }
  1562. }
  1563. /*************************/
  1564. /**** COMMAND BUFFERS ****/
  1565. /*************************/
  1566. // ----- POOL -----
  1567. RDD::CommandPoolID RenderingDeviceDriverD3D12::command_pool_create(CommandBufferType p_cmd_buffer_type) {
  1568. last_command_pool_id.id++;
  1569. return last_command_pool_id;
  1570. }
  1571. void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
  1572. pools_command_buffers.erase(p_cmd_pool);
  1573. }
  1574. // ----- BUFFER -----
  1575. RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandBufferType p_cmd_buffer_type, CommandPoolID p_cmd_pool) {
  1576. D3D12_COMMAND_LIST_TYPE list_type = p_cmd_buffer_type == COMMAND_BUFFER_TYPE_PRIMARY ? D3D12_COMMAND_LIST_TYPE_DIRECT : D3D12_COMMAND_LIST_TYPE_BUNDLE;
  1577. ID3D12CommandAllocator *cmd_allocator = nullptr;
  1578. {
  1579. HRESULT res = device->CreateCommandAllocator(list_type, IID_PPV_ARGS(&cmd_allocator));
  1580. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1581. }
  1582. ID3D12GraphicsCommandList *cmd_list = nullptr;
  1583. {
  1584. ComPtr<ID3D12Device4> device_4;
  1585. device->QueryInterface(device_4.GetAddressOf());
  1586. HRESULT res = E_FAIL;
  1587. if (device_4) {
  1588. res = device_4->CreateCommandList1(0, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_LIST_FLAG_NONE, IID_PPV_ARGS(&cmd_list));
  1589. } else {
  1590. res = device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmd_allocator, nullptr, IID_PPV_ARGS(&cmd_list));
  1591. }
  1592. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), CommandBufferID(), "CreateCommandList failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1593. if (!device_4) {
  1594. cmd_list->Close();
  1595. }
  1596. }
  1597. // Bookkeep
  1598. CommandBufferInfo *cmd_buf_info = VersatileResource::allocate<CommandBufferInfo>(resources_allocator);
  1599. cmd_buf_info->cmd_allocator = cmd_allocator;
  1600. cmd_buf_info->cmd_list = cmd_list;
  1601. return CommandBufferID(cmd_buf_info);
  1602. }
  1603. bool RenderingDeviceDriverD3D12::command_buffer_begin(CommandBufferID p_cmd_buffer) {
  1604. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1605. #ifdef DEBUG_ENABLED
  1606. ERR_FAIL_COND_V(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_DIRECT, false);
  1607. #endif
  1608. HRESULT res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  1609. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1610. return true;
  1611. }
  1612. bool RenderingDeviceDriverD3D12::command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) {
  1613. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1614. #ifdef DEBUG_ENABLED
  1615. ERR_FAIL_COND_V(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_BUNDLE, false);
  1616. #endif
  1617. HRESULT res = cmd_buf_info->cmd_list->Reset(cmd_buf_info->cmd_allocator.Get(), nullptr);
  1618. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), false, "Reset failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1619. return true;
  1620. }
  1621. void RenderingDeviceDriverD3D12::command_buffer_end(CommandBufferID p_cmd_buffer) {
  1622. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  1623. HRESULT res = cmd_buf_info->cmd_list->Close();
  1624. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "Close failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  1625. cmd_buf_info->graphics_pso = nullptr;
  1626. cmd_buf_info->graphics_root_signature_crc = 0;
  1627. cmd_buf_info->compute_pso = nullptr;
  1628. cmd_buf_info->compute_root_signature_crc = 0;
  1629. }
  1630. void RenderingDeviceDriverD3D12::command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) {
  1631. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  1632. #ifdef DEBUG_ENABLED
  1633. ERR_FAIL_COND(cmd_buf_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_DIRECT);
  1634. #endif
  1635. for (uint32_t i = 0; i < p_secondary_cmd_buffers.size(); i++) {
  1636. const CommandBufferInfo *secondary_cb_info = (const CommandBufferInfo *)p_secondary_cmd_buffers[i].id;
  1637. #ifdef DEBUG_ENABLED
  1638. ERR_FAIL_COND(secondary_cb_info->cmd_list->GetType() != D3D12_COMMAND_LIST_TYPE_BUNDLE);
  1639. #endif
  1640. cmd_buf_info->cmd_list->ExecuteBundle(secondary_cb_info->cmd_list.Get());
  1641. }
  1642. }
  1643. /*********************/
  1644. /**** FRAMEBUFFER ****/
  1645. /*********************/
  1646. 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) {
  1647. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = {};
  1648. rtv_desc.Format = p_texture_info->view_descs.srv.Format;
  1649. switch (p_texture_info->view_descs.srv.ViewDimension) {
  1650. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1651. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
  1652. rtv_desc.Texture1D.MipSlice = p_texture_info->base_mip + p_mipmap_offset;
  1653. } break;
  1654. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1655. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1DARRAY;
  1656. rtv_desc.Texture1DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  1657. rtv_desc.Texture1DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  1658. rtv_desc.Texture1DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture1DArray.ArraySize : p_layers;
  1659. } break;
  1660. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1661. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  1662. rtv_desc.Texture2D.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  1663. rtv_desc.Texture2D.PlaneSlice = p_texture_info->view_descs.srv.Texture2D.PlaneSlice;
  1664. } break;
  1665. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1666. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  1667. rtv_desc.Texture2DArray.MipSlice = (p_add_bases ? p_texture_info->base_mip : 0) + p_mipmap_offset;
  1668. rtv_desc.Texture2DArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  1669. rtv_desc.Texture2DArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DArray.ArraySize : p_layers;
  1670. rtv_desc.Texture2DArray.PlaneSlice = p_texture_info->view_descs.srv.Texture2DArray.PlaneSlice;
  1671. } break;
  1672. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1673. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  1674. } break;
  1675. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1676. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  1677. rtv_desc.Texture2DMSArray.FirstArraySlice = (p_add_bases ? p_texture_info->base_layer : 0) + p_layer_offset;
  1678. rtv_desc.Texture2DMSArray.ArraySize = p_layers == UINT32_MAX ? p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize : p_layers;
  1679. } break;
  1680. case D3D12_SRV_DIMENSION_TEXTURE3D: {
  1681. rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  1682. rtv_desc.Texture3D.MipSlice = p_texture_info->view_descs.srv.Texture3D.MostDetailedMip + p_mipmap_offset;
  1683. rtv_desc.Texture3D.FirstWSlice = 0;
  1684. rtv_desc.Texture3D.WSize = -1;
  1685. } break;
  1686. default: {
  1687. DEV_ASSERT(false);
  1688. }
  1689. }
  1690. return rtv_desc;
  1691. }
  1692. D3D12_DEPTH_STENCIL_VIEW_DESC RenderingDeviceDriverD3D12::_make_dsv_for_texture(const TextureInfo *p_texture_info) {
  1693. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = {};
  1694. dsv_desc.Format = RD_TO_D3D12_FORMAT[p_texture_info->format].dsv_format;
  1695. dsv_desc.Flags = D3D12_DSV_FLAG_NONE;
  1696. switch (p_texture_info->view_descs.srv.ViewDimension) {
  1697. case D3D12_SRV_DIMENSION_TEXTURE1D: {
  1698. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1D;
  1699. dsv_desc.Texture1D.MipSlice = p_texture_info->base_mip;
  1700. } break;
  1701. case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: {
  1702. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE1DARRAY;
  1703. dsv_desc.Texture1DArray.MipSlice = p_texture_info->base_mip;
  1704. dsv_desc.Texture1DArray.FirstArraySlice = p_texture_info->base_layer;
  1705. dsv_desc.Texture1DArray.ArraySize = p_texture_info->view_descs.srv.Texture1DArray.ArraySize;
  1706. } break;
  1707. case D3D12_SRV_DIMENSION_TEXTURE2D: {
  1708. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1709. dsv_desc.Texture2D.MipSlice = p_texture_info->view_descs.srv.Texture2D.MostDetailedMip;
  1710. } break;
  1711. case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: {
  1712. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  1713. dsv_desc.Texture2DArray.MipSlice = p_texture_info->base_mip;
  1714. dsv_desc.Texture2DArray.FirstArraySlice = p_texture_info->base_layer;
  1715. dsv_desc.Texture2DArray.ArraySize = p_texture_info->view_descs.srv.Texture2DArray.ArraySize;
  1716. } break;
  1717. case D3D12_SRV_DIMENSION_TEXTURE2DMS: {
  1718. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  1719. dsv_desc.Texture2DMS.UnusedField_NothingToDefine = p_texture_info->view_descs.srv.Texture2DMS.UnusedField_NothingToDefine;
  1720. } break;
  1721. case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: {
  1722. dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  1723. dsv_desc.Texture2DMSArray.FirstArraySlice = p_texture_info->base_layer;
  1724. dsv_desc.Texture2DMSArray.ArraySize = p_texture_info->view_descs.srv.Texture2DMSArray.ArraySize;
  1725. } break;
  1726. default: {
  1727. DEV_ASSERT(false);
  1728. }
  1729. }
  1730. return dsv_desc;
  1731. }
  1732. RDD::FramebufferID RenderingDeviceDriverD3D12::framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) {
  1733. // Pre-bookkeep.
  1734. FramebufferInfo *fb_info = VersatileResource::allocate<FramebufferInfo>(resources_allocator);
  1735. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  1736. uint32_t num_color = 0;
  1737. uint32_t num_depth_stencil = 0;
  1738. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  1739. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  1740. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  1741. num_color++;
  1742. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  1743. num_depth_stencil++;
  1744. }
  1745. }
  1746. uint32_t vrs_index = UINT32_MAX;
  1747. for (const Subpass &E : pass_info->subpasses) {
  1748. if (E.vrs_reference.attachment != AttachmentReference::UNUSED) {
  1749. vrs_index = E.vrs_reference.attachment;
  1750. }
  1751. }
  1752. if (num_color) {
  1753. Error err = fb_info->rtv_heap.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, num_color, false);
  1754. if (err) {
  1755. VersatileResource::free(resources_allocator, fb_info);
  1756. ERR_FAIL_V(FramebufferID());
  1757. }
  1758. }
  1759. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  1760. if (num_depth_stencil) {
  1761. Error err = fb_info->dsv_heap.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, num_depth_stencil, false);
  1762. if (err) {
  1763. VersatileResource::free(resources_allocator, fb_info);
  1764. ERR_FAIL_V(FramebufferID());
  1765. }
  1766. }
  1767. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  1768. fb_info->attachments_handle_inds.resize(p_attachments.size());
  1769. fb_info->attachments.reserve(num_color + num_depth_stencil);
  1770. uint32_t color_idx = 0;
  1771. uint32_t depth_stencil_idx = 0;
  1772. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  1773. const TextureInfo *tex_info = (const TextureInfo *)p_attachments[i].id;
  1774. if (fb_info->size.x == 0) {
  1775. fb_info->size = Size2i(tex_info->desc.Width, tex_info->desc.Height);
  1776. }
  1777. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  1778. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, 0, 0, UINT32_MAX);
  1779. device->CreateRenderTargetView(tex_info->resource, &rtv_desc, rtv_heap_walker.get_curr_cpu_handle());
  1780. rtv_heap_walker.advance();
  1781. fb_info->attachments_handle_inds[i] = color_idx;
  1782. fb_info->attachments.push_back(p_attachments[i]);
  1783. color_idx++;
  1784. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  1785. D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = _make_dsv_for_texture(tex_info);
  1786. device->CreateDepthStencilView(tex_info->resource, &dsv_desc, dsv_heap_walker.get_curr_cpu_handle());
  1787. dsv_heap_walker.advance();
  1788. fb_info->attachments_handle_inds[i] = depth_stencil_idx;
  1789. fb_info->attachments.push_back(p_attachments[i]);
  1790. depth_stencil_idx++;
  1791. } else if (i == vrs_index) {
  1792. fb_info->vrs_attachment = p_attachments[i];
  1793. } else {
  1794. DEV_ASSERT(false);
  1795. }
  1796. }
  1797. DEV_ASSERT(fb_info->attachments.size() == color_idx + depth_stencil_idx);
  1798. DEV_ASSERT((fb_info->vrs_attachment.id != 0) == (vrs_index != UINT32_MAX));
  1799. DEV_ASSERT(rtv_heap_walker.is_at_eof());
  1800. DEV_ASSERT(dsv_heap_walker.is_at_eof());
  1801. return FramebufferID(fb_info);
  1802. }
  1803. void RenderingDeviceDriverD3D12::framebuffer_free(FramebufferID p_framebuffer) {
  1804. FramebufferInfo *fb_info = (FramebufferInfo *)p_framebuffer.id;
  1805. VersatileResource::free(resources_allocator, fb_info);
  1806. }
  1807. /****************/
  1808. /**** SHADER ****/
  1809. /****************/
  1810. static uint32_t SHADER_STAGES_BIT_OFFSET_INDICES[RenderingDevice::SHADER_STAGE_MAX] = {
  1811. /* SHADER_STAGE_VERTEX */ 0,
  1812. /* SHADER_STAGE_FRAGMENT */ 1,
  1813. /* SHADER_STAGE_TESSELATION_CONTROL */ UINT32_MAX,
  1814. /* SHADER_STAGE_TESSELATION_EVALUATION */ UINT32_MAX,
  1815. /* SHADER_STAGE_COMPUTE */ 2,
  1816. };
  1817. dxil_validator *RenderingDeviceDriverD3D12::_get_dxil_validator_for_current_thread() {
  1818. MutexLock lock(dxil_mutex);
  1819. int thread_idx = WorkerThreadPool::get_singleton()->get_thread_index();
  1820. if (dxil_validators.has(thread_idx)) {
  1821. return dxil_validators[thread_idx];
  1822. }
  1823. #ifdef DEV_ENABLED
  1824. print_verbose("Creating DXIL validator for worker thread index " + itos(thread_idx));
  1825. #endif
  1826. dxil_validator *dxil_validator = dxil_create_validator(nullptr);
  1827. CRASH_COND(!dxil_validator);
  1828. dxil_validators.insert(thread_idx, dxil_validator);
  1829. return dxil_validator;
  1830. }
  1831. uint32_t RenderingDeviceDriverD3D12::_shader_patch_dxil_specialization_constant(
  1832. PipelineSpecializationConstantType p_type,
  1833. const void *p_value,
  1834. const uint64_t (&p_stages_bit_offsets)[D3D12_BITCODE_OFFSETS_NUM_STAGES],
  1835. HashMap<ShaderStage, Vector<uint8_t>> &r_stages_bytecodes,
  1836. bool p_is_first_patch) {
  1837. uint32_t patch_val = 0;
  1838. switch (p_type) {
  1839. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT: {
  1840. uint32_t int_value = *((const int *)p_value);
  1841. ERR_FAIL_COND_V(int_value & (1 << 31), 0);
  1842. patch_val = int_value;
  1843. } break;
  1844. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL: {
  1845. bool bool_value = *((const bool *)p_value);
  1846. patch_val = (uint32_t)bool_value;
  1847. } break;
  1848. case PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT: {
  1849. uint32_t int_value = *((const int *)p_value);
  1850. ERR_FAIL_COND_V(int_value & (1 << 31), 0);
  1851. patch_val = (int_value >> 1);
  1852. } break;
  1853. }
  1854. // For VBR encoding to encode the number of bits we expect (32), we need to set the MSB unconditionally.
  1855. // However, signed VBR moves the MSB to the LSB, so setting the MSB to 1 wouldn't help. Therefore,
  1856. // the bit we set to 1 is the one at index 30.
  1857. patch_val |= (1 << 30);
  1858. patch_val <<= 1; // What signed VBR does.
  1859. auto tamper_bits = [](uint8_t *p_start, uint64_t p_bit_offset, uint64_t p_tb_value) -> uint64_t {
  1860. uint64_t original = 0;
  1861. uint32_t curr_input_byte = p_bit_offset / 8;
  1862. uint8_t curr_input_bit = p_bit_offset % 8;
  1863. auto get_curr_input_bit = [&]() -> bool {
  1864. return ((p_start[curr_input_byte] >> curr_input_bit) & 1);
  1865. };
  1866. auto move_to_next_input_bit = [&]() {
  1867. if (curr_input_bit == 7) {
  1868. curr_input_bit = 0;
  1869. curr_input_byte++;
  1870. } else {
  1871. curr_input_bit++;
  1872. }
  1873. };
  1874. auto tamper_input_bit = [&](bool p_new_bit) {
  1875. p_start[curr_input_byte] &= ~((uint8_t)1 << curr_input_bit);
  1876. if (p_new_bit) {
  1877. p_start[curr_input_byte] |= (uint8_t)1 << curr_input_bit;
  1878. }
  1879. };
  1880. uint8_t value_bit_idx = 0;
  1881. for (uint32_t i = 0; i < 5; i++) { // 32 bits take 5 full bytes in VBR.
  1882. for (uint32_t j = 0; j < 7; j++) {
  1883. bool input_bit = get_curr_input_bit();
  1884. original |= (uint64_t)(input_bit ? 1 : 0) << value_bit_idx;
  1885. tamper_input_bit((p_tb_value >> value_bit_idx) & 1);
  1886. move_to_next_input_bit();
  1887. value_bit_idx++;
  1888. }
  1889. #ifdef DEV_ENABLED
  1890. bool input_bit = get_curr_input_bit();
  1891. DEV_ASSERT((i < 4 && input_bit) || (i == 4 && !input_bit));
  1892. #endif
  1893. move_to_next_input_bit();
  1894. }
  1895. return original;
  1896. };
  1897. uint32_t stages_patched_mask = 0;
  1898. for (int stage = 0; stage < SHADER_STAGE_MAX; stage++) {
  1899. if (!r_stages_bytecodes.has((ShaderStage)stage)) {
  1900. continue;
  1901. }
  1902. uint64_t offset = p_stages_bit_offsets[SHADER_STAGES_BIT_OFFSET_INDICES[stage]];
  1903. if (offset == 0) {
  1904. // This constant does not appear at this stage.
  1905. continue;
  1906. }
  1907. Vector<uint8_t> &bytecode = r_stages_bytecodes[(ShaderStage)stage];
  1908. #ifdef DEV_ENABLED
  1909. uint64_t orig_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
  1910. // Checking against the value the NIR patch should have set.
  1911. DEV_ASSERT(!p_is_first_patch || ((orig_patch_val >> 1) & GODOT_NIR_SC_SENTINEL_MAGIC_MASK) == GODOT_NIR_SC_SENTINEL_MAGIC);
  1912. uint64_t readback_patch_val = tamper_bits(bytecode.ptrw(), offset, patch_val);
  1913. DEV_ASSERT(readback_patch_val == patch_val);
  1914. #else
  1915. tamper_bits(bytecode.ptrw(), offset, patch_val);
  1916. #endif
  1917. stages_patched_mask |= (1 << stage);
  1918. }
  1919. return stages_patched_mask;
  1920. }
  1921. bool RenderingDeviceDriverD3D12::_shader_apply_specialization_constants(
  1922. const ShaderInfo *p_shader_info,
  1923. VectorView<PipelineSpecializationConstant> p_specialization_constants,
  1924. HashMap<ShaderStage, Vector<uint8_t>> &r_final_stages_bytecode) {
  1925. // If something needs to be patched, COW will do the trick.
  1926. r_final_stages_bytecode = p_shader_info->stages_bytecode;
  1927. uint32_t stages_re_sign_mask = 0;
  1928. for (uint32_t i = 0; i < p_specialization_constants.size(); i++) {
  1929. const PipelineSpecializationConstant &psc = p_specialization_constants[i];
  1930. if (!(p_shader_info->spirv_specialization_constants_ids_mask & (1 << psc.constant_id))) {
  1931. // This SC wasn't even in the original SPIR-V shader.
  1932. continue;
  1933. }
  1934. for (const ShaderInfo::SpecializationConstant &sc : p_shader_info->specialization_constants) {
  1935. if (psc.constant_id == sc.constant_id) {
  1936. if (psc.int_value != sc.int_value) {
  1937. stages_re_sign_mask |= _shader_patch_dxil_specialization_constant(psc.type, &psc.int_value, sc.stages_bit_offsets, r_final_stages_bytecode, false);
  1938. }
  1939. break;
  1940. }
  1941. }
  1942. }
  1943. // Re-sign patched stages.
  1944. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : r_final_stages_bytecode) {
  1945. ShaderStage stage = E.key;
  1946. if ((stages_re_sign_mask & (1 << stage))) {
  1947. Vector<uint8_t> &bytecode = E.value;
  1948. bool sign_ok = _shader_sign_dxil_bytecode(stage, bytecode);
  1949. ERR_FAIL_COND_V(!sign_ok, false);
  1950. }
  1951. }
  1952. return true;
  1953. }
  1954. bool RenderingDeviceDriverD3D12::_shader_sign_dxil_bytecode(ShaderStage p_stage, Vector<uint8_t> &r_dxil_blob) {
  1955. dxil_validator *validator = _get_dxil_validator_for_current_thread();
  1956. char *err = nullptr;
  1957. bool res = dxil_validate_module(validator, r_dxil_blob.ptrw(), r_dxil_blob.size(), &err);
  1958. if (!res) {
  1959. if (err) {
  1960. ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed:\n" + String(err));
  1961. } else {
  1962. ERR_FAIL_COND_V_MSG(!res, false, "Shader signing invocation at stage " + String(SHADER_STAGE_NAMES[p_stage]) + " failed.");
  1963. }
  1964. }
  1965. return true;
  1966. }
  1967. String RenderingDeviceDriverD3D12::shader_get_binary_cache_key() {
  1968. return "D3D12-SV" + uitos(ShaderBinary::VERSION) + "-" + itos(context->get_shader_capabilities().shader_model);
  1969. }
  1970. Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(VectorView<ShaderStageSPIRVData> p_spirv, const String &p_shader_name) {
  1971. ShaderReflection shader_refl;
  1972. if (_reflect_spirv(p_spirv, shader_refl) != OK) {
  1973. return Vector<uint8_t>();
  1974. }
  1975. // Collect reflection data into binary data.
  1976. ShaderBinary::Data binary_data;
  1977. Vector<Vector<ShaderBinary::DataBinding>> sets_bindings;
  1978. Vector<ShaderBinary::SpecializationConstant> specialization_constants;
  1979. {
  1980. binary_data.vertex_input_mask = shader_refl.vertex_input_mask;
  1981. binary_data.fragment_output_mask = shader_refl.fragment_output_mask;
  1982. binary_data.specialization_constants_count = shader_refl.specialization_constants.size();
  1983. binary_data.is_compute = shader_refl.is_compute;
  1984. binary_data.compute_local_size[0] = shader_refl.compute_local_size[0];
  1985. binary_data.compute_local_size[1] = shader_refl.compute_local_size[1];
  1986. binary_data.compute_local_size[2] = shader_refl.compute_local_size[2];
  1987. binary_data.set_count = shader_refl.uniform_sets.size();
  1988. binary_data.push_constant_size = shader_refl.push_constant_size;
  1989. binary_data.nir_runtime_data_root_param_idx = UINT32_MAX;
  1990. binary_data.stage_count = p_spirv.size();
  1991. for (const Vector<ShaderUniform> &spirv_set : shader_refl.uniform_sets) {
  1992. Vector<ShaderBinary::DataBinding> bindings;
  1993. for (const ShaderUniform &spirv_uniform : spirv_set) {
  1994. ShaderBinary::DataBinding binding;
  1995. binding.type = (uint32_t)spirv_uniform.type;
  1996. binding.binding = spirv_uniform.binding;
  1997. binding.stages = (uint32_t)spirv_uniform.stages;
  1998. binding.length = spirv_uniform.length;
  1999. binding.writable = (uint32_t)spirv_uniform.writable;
  2000. bindings.push_back(binding);
  2001. }
  2002. sets_bindings.push_back(bindings);
  2003. }
  2004. for (const ShaderSpecializationConstant &spirv_sc : shader_refl.specialization_constants) {
  2005. ShaderBinary::SpecializationConstant spec_constant;
  2006. spec_constant.type = (uint32_t)spirv_sc.type;
  2007. spec_constant.constant_id = spirv_sc.constant_id;
  2008. spec_constant.int_value = spirv_sc.int_value;
  2009. spec_constant.stage_flags = spirv_sc.stages;
  2010. specialization_constants.push_back(spec_constant);
  2011. binary_data.spirv_specialization_constants_ids_mask |= (1 << spirv_sc.constant_id);
  2012. }
  2013. }
  2014. // Translate SPIR-V shaders to DXIL, and collect shader info from the new representation.
  2015. HashMap<ShaderStage, Vector<uint8_t>> dxil_blobs;
  2016. BitField<ShaderStage> stages_processed;
  2017. {
  2018. HashMap<int, nir_shader *> stages_nir_shaders;
  2019. auto free_nir_shaders = [&]() {
  2020. for (KeyValue<int, nir_shader *> &E : stages_nir_shaders) {
  2021. ralloc_free(E.value);
  2022. }
  2023. stages_nir_shaders.clear();
  2024. };
  2025. // This is based on spirv2dxil.c. May need updates when it changes.
  2026. // Also, this has to stay around until after linking.
  2027. nir_shader_compiler_options nir_options = *dxil_get_nir_compiler_options();
  2028. nir_options.lower_base_vertex = false;
  2029. dxil_spirv_runtime_conf dxil_runtime_conf = {};
  2030. dxil_runtime_conf.runtime_data_cbv.register_space = RUNTIME_DATA_SPACE;
  2031. dxil_runtime_conf.runtime_data_cbv.base_shader_register = RUNTIME_DATA_REGISTER;
  2032. dxil_runtime_conf.push_constant_cbv.register_space = ROOT_CONSTANT_SPACE;
  2033. dxil_runtime_conf.push_constant_cbv.base_shader_register = ROOT_CONSTANT_REGISTER;
  2034. dxil_runtime_conf.zero_based_vertex_instance_id = true;
  2035. dxil_runtime_conf.zero_based_compute_workgroup_id = true;
  2036. dxil_runtime_conf.declared_read_only_images_as_srvs = true;
  2037. // Making this explicit to let maintainers know that in practice this didn't improve performance,
  2038. // probably because data generated by one shader and consumed by another one forces the resource
  2039. // to transition from UAV to SRV, and back, instead of being an UAV all the time.
  2040. // In case someone wants to try, care must be taken so in case of incompatible bindings across stages
  2041. // happen as a result, all the stages are re-translated. That can happen if, for instance, a stage only
  2042. // uses an allegedly writable resource only for reading but the next stage doesn't.
  2043. dxil_runtime_conf.inferred_read_only_images_as_srvs = false;
  2044. // - Translate SPIR-V to NIR.
  2045. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2046. ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
  2047. ShaderStage stage_flag = (ShaderStage)(1 << p_spirv[i].shader_stage);
  2048. stages_processed.set_flag(stage_flag);
  2049. {
  2050. const char *entry_point = "main";
  2051. static const gl_shader_stage SPIRV_TO_MESA_STAGES[SHADER_STAGE_MAX] = {
  2052. /* SHADER_STAGE_VERTEX */ MESA_SHADER_VERTEX,
  2053. /* SHADER_STAGE_FRAGMENT */ MESA_SHADER_FRAGMENT,
  2054. /* SHADER_STAGE_TESSELATION_CONTROL */ MESA_SHADER_TESS_CTRL,
  2055. /* SHADER_STAGE_TESSELATION_EVALUATION */ MESA_SHADER_TESS_EVAL,
  2056. /* SHADER_STAGE_COMPUTE */ MESA_SHADER_COMPUTE,
  2057. };
  2058. nir_shader *shader = spirv_to_nir(
  2059. (const uint32_t *)p_spirv[i].spirv.ptr(),
  2060. p_spirv[i].spirv.size() / sizeof(uint32_t),
  2061. nullptr,
  2062. 0,
  2063. SPIRV_TO_MESA_STAGES[stage],
  2064. entry_point,
  2065. dxil_spirv_nir_get_spirv_options(), &nir_options);
  2066. if (!shader) {
  2067. free_nir_shaders();
  2068. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation (step 1) at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed.");
  2069. }
  2070. #ifdef DEV_ENABLED
  2071. nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler");
  2072. #endif
  2073. if (stage == SHADER_STAGE_VERTEX) {
  2074. dxil_runtime_conf.yz_flip.y_mask = 0xffff;
  2075. dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;
  2076. } else {
  2077. dxil_runtime_conf.yz_flip.y_mask = 0;
  2078. dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_YZ_FLIP_NONE;
  2079. }
  2080. // This is based on spirv2dxil.c. May need updates when it changes.
  2081. dxil_spirv_nir_prep(shader);
  2082. bool requires_runtime_data = {};
  2083. dxil_spirv_nir_passes(shader, &dxil_runtime_conf, &requires_runtime_data);
  2084. stages_nir_shaders[stage] = shader;
  2085. }
  2086. }
  2087. // - Link NIR shaders.
  2088. for (int i = SHADER_STAGE_MAX - 1; i >= 0; i--) {
  2089. if (!stages_nir_shaders.has(i)) {
  2090. continue;
  2091. }
  2092. nir_shader *shader = stages_nir_shaders[i];
  2093. nir_shader *prev_shader = nullptr;
  2094. for (int j = i - 1; j >= 0; j--) {
  2095. if (stages_nir_shaders.has(j)) {
  2096. prev_shader = stages_nir_shaders[j];
  2097. break;
  2098. }
  2099. }
  2100. if (prev_shader) {
  2101. bool requires_runtime_data = {};
  2102. dxil_spirv_nir_link(shader, prev_shader, &dxil_runtime_conf, &requires_runtime_data);
  2103. }
  2104. }
  2105. // - Translate NIR to DXIL.
  2106. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2107. ShaderStage stage = (ShaderStage)p_spirv[i].shader_stage;
  2108. struct ShaderData {
  2109. ShaderStage stage;
  2110. ShaderBinary::Data &binary_data;
  2111. Vector<Vector<ShaderBinary::DataBinding>> &sets_bindings;
  2112. Vector<ShaderBinary::SpecializationConstant> &specialization_constants;
  2113. } shader_data{ stage, binary_data, sets_bindings, specialization_constants };
  2114. GodotNirCallbacks godot_nir_callbacks = {};
  2115. godot_nir_callbacks.data = &shader_data;
  2116. godot_nir_callbacks.report_resource = [](uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data) {
  2117. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2118. // Types based on Mesa's dxil_container.h.
  2119. static const uint32_t DXIL_RES_SAMPLER = 1;
  2120. static const ResourceClass DXIL_TYPE_TO_CLASS[] = {
  2121. /* DXIL_RES_INVALID */ RES_CLASS_INVALID,
  2122. /* DXIL_RES_SAMPLER */ RES_CLASS_INVALID, // Handling sampler as a flag.
  2123. /* DXIL_RES_CBV */ RES_CLASS_CBV,
  2124. /* DXIL_RES_SRV_TYPED */ RES_CLASS_SRV,
  2125. /* DXIL_RES_SRV_RAW */ RES_CLASS_SRV,
  2126. /* DXIL_RES_SRV_STRUCTURED */ RES_CLASS_SRV,
  2127. /* DXIL_RES_UAV_TYPED */ RES_CLASS_UAV,
  2128. /* DXIL_RES_UAV_RAW */ RES_CLASS_UAV,
  2129. /* DXIL_RES_UAV_STRUCTURED */ RES_CLASS_UAV,
  2130. /* DXIL_RES_UAV_STRUCTURED_WITH_COUNTER */ RES_CLASS_INVALID,
  2131. };
  2132. DEV_ASSERT(p_dxil_type < ARRAY_SIZE(DXIL_TYPE_TO_CLASS));
  2133. ResourceClass res_class = DXIL_TYPE_TO_CLASS[p_dxil_type];
  2134. if (p_register == ROOT_CONSTANT_REGISTER && p_space == ROOT_CONSTANT_SPACE) {
  2135. DEV_ASSERT(res_class == RES_CLASS_CBV);
  2136. shader_data_in.binary_data.dxil_push_constant_stages |= (1 << shader_data_in.stage);
  2137. } else if (p_register == RUNTIME_DATA_REGISTER && p_space == RUNTIME_DATA_SPACE) {
  2138. DEV_ASSERT(res_class == RES_CLASS_CBV);
  2139. shader_data_in.binary_data.nir_runtime_data_root_param_idx = 1; // Temporary, to be determined later.
  2140. } else {
  2141. DEV_ASSERT(p_space == 0);
  2142. uint32_t set = p_register / GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER;
  2143. uint32_t binding = (p_register % GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER) / GODOT_NIR_BINDING_MULTIPLIER;
  2144. DEV_ASSERT(set < (uint32_t)shader_data_in.sets_bindings.size());
  2145. bool found = false;
  2146. for (int j = 0; j < shader_data_in.sets_bindings[set].size(); j++) {
  2147. if (shader_data_in.sets_bindings[set][j].binding != binding) {
  2148. continue;
  2149. }
  2150. ShaderBinary::DataBinding &binding_info = shader_data_in.sets_bindings.write[set].write[j];
  2151. binding_info.dxil_stages |= (1 << shader_data_in.stage);
  2152. if (res_class != RES_CLASS_INVALID) {
  2153. DEV_ASSERT(binding_info.res_class == (uint32_t)RES_CLASS_INVALID || binding_info.res_class == (uint32_t)res_class);
  2154. binding_info.res_class = res_class;
  2155. } else if (p_dxil_type == DXIL_RES_SAMPLER) {
  2156. binding_info.has_sampler = (uint32_t) true;
  2157. } else {
  2158. CRASH_NOW();
  2159. }
  2160. found = true;
  2161. break;
  2162. }
  2163. DEV_ASSERT(found);
  2164. }
  2165. };
  2166. godot_nir_callbacks.report_sc_bit_offset_fn = [](uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data) {
  2167. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2168. bool found = false;
  2169. for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
  2170. if (shader_data_in.specialization_constants[j].constant_id != p_sc_id) {
  2171. continue;
  2172. }
  2173. uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
  2174. DEV_ASSERT(shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0);
  2175. shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] = p_bit_offset;
  2176. found = true;
  2177. break;
  2178. }
  2179. DEV_ASSERT(found);
  2180. };
  2181. godot_nir_callbacks.report_bitcode_bit_offset_fn = [](uint64_t p_bit_offset, void *p_data) {
  2182. DEV_ASSERT(p_bit_offset % 8 == 0);
  2183. ShaderData &shader_data_in = *(ShaderData *)p_data;
  2184. uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
  2185. for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
  2186. if (shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0) {
  2187. // This SC has been optimized out from this stage.
  2188. continue;
  2189. }
  2190. shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] += p_bit_offset;
  2191. }
  2192. };
  2193. auto shader_model_d3d_to_dxil = [](D3D_SHADER_MODEL p_d3d_shader_model) -> dxil_shader_model {
  2194. static_assert(SHADER_MODEL_6_0 == 0x60000);
  2195. static_assert(SHADER_MODEL_6_3 == 0x60003);
  2196. static_assert(D3D_SHADER_MODEL_6_0 == 0x60);
  2197. static_assert(D3D_SHADER_MODEL_6_3 == 0x63);
  2198. return (dxil_shader_model)((p_d3d_shader_model >> 4) * 0x10000 + (p_d3d_shader_model & 0xf));
  2199. };
  2200. nir_to_dxil_options nir_to_dxil_options = {};
  2201. nir_to_dxil_options.environment = DXIL_ENVIRONMENT_VULKAN;
  2202. nir_to_dxil_options.shader_model_max = shader_model_d3d_to_dxil(context->get_shader_capabilities().shader_model);
  2203. nir_to_dxil_options.validator_version_max = dxil_get_validator_version(_get_dxil_validator_for_current_thread());
  2204. nir_to_dxil_options.godot_nir_callbacks = &godot_nir_callbacks;
  2205. dxil_logger logger = {};
  2206. logger.log = [](void *p_priv, const char *p_msg) {
  2207. #ifdef DEBUG_ENABLED
  2208. print_verbose(p_msg);
  2209. #endif
  2210. };
  2211. blob dxil_blob = {};
  2212. bool ok = nir_to_dxil(stages_nir_shaders[stage], &nir_to_dxil_options, &logger, &dxil_blob);
  2213. ralloc_free(stages_nir_shaders[stage]);
  2214. stages_nir_shaders.erase(stage);
  2215. if (!ok) {
  2216. free_nir_shaders();
  2217. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Shader translation at stage " + String(SHADER_STAGE_NAMES[stage]) + " failed.");
  2218. }
  2219. Vector<uint8_t> blob_copy;
  2220. blob_copy.resize(dxil_blob.size);
  2221. memcpy(blob_copy.ptrw(), dxil_blob.data, dxil_blob.size);
  2222. blob_finish(&dxil_blob);
  2223. dxil_blobs.insert(stage, blob_copy);
  2224. }
  2225. }
  2226. #if 0
  2227. if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
  2228. Ref<FileAccess> f = FileAccess::open("res://1.dxil", FileAccess::WRITE);
  2229. f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
  2230. }
  2231. #endif
  2232. // Patch with default values of specialization constants.
  2233. if (specialization_constants.size()) {
  2234. for (const ShaderBinary::SpecializationConstant &sc : specialization_constants) {
  2235. _shader_patch_dxil_specialization_constant((PipelineSpecializationConstantType)sc.type, &sc.int_value, sc.stages_bit_offsets, dxil_blobs, true);
  2236. }
  2237. #if 0
  2238. if (dxil_blobs.has(SHADER_STAGE_FRAGMENT)) {
  2239. Ref<FileAccess> f = FileAccess::open("res://2.dxil", FileAccess::WRITE);
  2240. f->store_buffer(dxil_blobs[SHADER_STAGE_FRAGMENT].ptr(), dxil_blobs[SHADER_STAGE_FRAGMENT].size());
  2241. }
  2242. #endif
  2243. }
  2244. // Sign.
  2245. for (KeyValue<ShaderStage, Vector<uint8_t>> &E : dxil_blobs) {
  2246. ShaderStage stage = E.key;
  2247. Vector<uint8_t> &dxil_blob = E.value;
  2248. bool sign_ok = _shader_sign_dxil_bytecode(stage, dxil_blob);
  2249. ERR_FAIL_COND_V(!sign_ok, Vector<uint8_t>());
  2250. }
  2251. // Build the root signature.
  2252. ComPtr<ID3DBlob> root_sig_blob;
  2253. {
  2254. auto stages_to_d3d12_visibility = [](uint32_t p_stages_mask) -> D3D12_SHADER_VISIBILITY {
  2255. switch (p_stages_mask) {
  2256. case SHADER_STAGE_VERTEX_BIT: {
  2257. return D3D12_SHADER_VISIBILITY_VERTEX;
  2258. }
  2259. case SHADER_STAGE_FRAGMENT_BIT: {
  2260. return D3D12_SHADER_VISIBILITY_PIXEL;
  2261. }
  2262. default: {
  2263. return D3D12_SHADER_VISIBILITY_ALL;
  2264. }
  2265. }
  2266. };
  2267. LocalVector<D3D12_ROOT_PARAMETER1> root_params;
  2268. // Root (push) constants.
  2269. if (binary_data.dxil_push_constant_stages) {
  2270. CD3DX12_ROOT_PARAMETER1 push_constant;
  2271. push_constant.InitAsConstants(
  2272. binary_data.push_constant_size / sizeof(uint32_t),
  2273. ROOT_CONSTANT_REGISTER,
  2274. ROOT_CONSTANT_SPACE,
  2275. stages_to_d3d12_visibility(binary_data.dxil_push_constant_stages));
  2276. root_params.push_back(push_constant);
  2277. }
  2278. // NIR-DXIL runtime data.
  2279. if (binary_data.nir_runtime_data_root_param_idx == 1) { // Set above to 1 when discovering runtime data is needed.
  2280. DEV_ASSERT(!binary_data.is_compute); // Could be supported if needed, but it's pointless as of now.
  2281. binary_data.nir_runtime_data_root_param_idx = root_params.size();
  2282. CD3DX12_ROOT_PARAMETER1 nir_runtime_data;
  2283. nir_runtime_data.InitAsConstants(
  2284. sizeof(dxil_spirv_vertex_runtime_data) / sizeof(uint32_t),
  2285. RUNTIME_DATA_REGISTER,
  2286. RUNTIME_DATA_SPACE,
  2287. D3D12_SHADER_VISIBILITY_VERTEX);
  2288. root_params.push_back(nir_runtime_data);
  2289. }
  2290. // Descriptor tables (up to two per uniform set, for resources and/or samplers).
  2291. // These have to stay around until serialization!
  2292. struct TraceableDescriptorTable {
  2293. uint32_t stages_mask = {};
  2294. Vector<D3D12_DESCRIPTOR_RANGE1> ranges;
  2295. Vector<ShaderBinary::DataBinding::RootSignatureLocation *> root_sig_locations;
  2296. };
  2297. Vector<TraceableDescriptorTable> resource_tables_maps;
  2298. Vector<TraceableDescriptorTable> sampler_tables_maps;
  2299. for (int set = 0; set < sets_bindings.size(); set++) {
  2300. bool first_resource_in_set = true;
  2301. bool first_sampler_in_set = true;
  2302. sets_bindings.write[set].sort();
  2303. for (int i = 0; i < sets_bindings[set].size(); i++) {
  2304. const ShaderBinary::DataBinding &binding = sets_bindings[set][i];
  2305. bool really_used = binding.dxil_stages != 0;
  2306. #ifdef DEV_ENABLED
  2307. bool anybody_home = (ResourceClass)binding.res_class != RES_CLASS_INVALID || binding.has_sampler;
  2308. DEV_ASSERT(anybody_home == really_used);
  2309. #endif
  2310. if (!really_used) {
  2311. continue; // Existed in SPIR-V; went away in DXIL.
  2312. }
  2313. auto insert_range = [](D3D12_DESCRIPTOR_RANGE_TYPE p_range_type,
  2314. uint32_t p_num_descriptors,
  2315. uint32_t p_dxil_register,
  2316. uint32_t p_dxil_stages_mask,
  2317. ShaderBinary::DataBinding::RootSignatureLocation(&p_root_sig_locations),
  2318. Vector<TraceableDescriptorTable> &r_tables,
  2319. bool &r_first_in_set) {
  2320. if (r_first_in_set) {
  2321. r_tables.resize(r_tables.size() + 1);
  2322. r_first_in_set = false;
  2323. }
  2324. TraceableDescriptorTable &table = r_tables.write[r_tables.size() - 1];
  2325. table.stages_mask |= p_dxil_stages_mask;
  2326. CD3DX12_DESCRIPTOR_RANGE1 range;
  2327. // Due to the aliasing hack for SRV-UAV of different families,
  2328. // we can be causing an unintended change of data (sometimes the validation layers catch it).
  2329. D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
  2330. if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_SRV || p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_UAV) {
  2331. flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
  2332. } else if (p_range_type == D3D12_DESCRIPTOR_RANGE_TYPE_CBV) {
  2333. flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE;
  2334. }
  2335. range.Init(p_range_type, p_num_descriptors, p_dxil_register, 0, flags);
  2336. table.ranges.push_back(range);
  2337. table.root_sig_locations.push_back(&p_root_sig_locations);
  2338. };
  2339. uint32_t num_descriptors = 1;
  2340. D3D12_DESCRIPTOR_RANGE_TYPE resource_range_type = {};
  2341. switch ((ResourceClass)binding.res_class) {
  2342. case RES_CLASS_INVALID: {
  2343. num_descriptors = binding.length;
  2344. DEV_ASSERT(binding.has_sampler);
  2345. } break;
  2346. case RES_CLASS_CBV: {
  2347. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
  2348. DEV_ASSERT(!binding.has_sampler);
  2349. } break;
  2350. case RES_CLASS_SRV: {
  2351. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  2352. num_descriptors = MAX(1u, binding.length); // An unbound R/O buffer is reflected as zero-size.
  2353. } break;
  2354. case RES_CLASS_UAV: {
  2355. resource_range_type = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
  2356. num_descriptors = MAX(1u, binding.length); // An unbound R/W buffer is reflected as zero-size.
  2357. DEV_ASSERT(!binding.has_sampler);
  2358. } break;
  2359. }
  2360. uint32_t dxil_register = set * GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER + binding.binding * GODOT_NIR_BINDING_MULTIPLIER;
  2361. if (binding.res_class != RES_CLASS_INVALID) {
  2362. insert_range(
  2363. resource_range_type,
  2364. num_descriptors,
  2365. dxil_register,
  2366. sets_bindings[set][i].dxil_stages,
  2367. sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_RESOURCE],
  2368. resource_tables_maps,
  2369. first_resource_in_set);
  2370. }
  2371. if (binding.has_sampler) {
  2372. insert_range(
  2373. D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
  2374. num_descriptors,
  2375. dxil_register,
  2376. sets_bindings[set][i].dxil_stages,
  2377. sets_bindings.write[set].write[i].root_sig_locations[RS_LOC_TYPE_SAMPLER],
  2378. sampler_tables_maps,
  2379. first_sampler_in_set);
  2380. }
  2381. }
  2382. }
  2383. auto make_descriptor_tables = [&root_params, &stages_to_d3d12_visibility](const Vector<TraceableDescriptorTable> &p_tables) {
  2384. for (const TraceableDescriptorTable &table : p_tables) {
  2385. D3D12_SHADER_VISIBILITY visibility = stages_to_d3d12_visibility(table.stages_mask);
  2386. DEV_ASSERT(table.ranges.size() == table.root_sig_locations.size());
  2387. for (int i = 0; i < table.ranges.size(); i++) {
  2388. // By now we know very well which root signature location corresponds to the pointed uniform.
  2389. table.root_sig_locations[i]->root_param_idx = root_params.size();
  2390. table.root_sig_locations[i]->range_idx = i;
  2391. }
  2392. CD3DX12_ROOT_PARAMETER1 root_table;
  2393. root_table.InitAsDescriptorTable(table.ranges.size(), table.ranges.ptr(), visibility);
  2394. root_params.push_back(root_table);
  2395. }
  2396. };
  2397. make_descriptor_tables(resource_tables_maps);
  2398. make_descriptor_tables(sampler_tables_maps);
  2399. CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc = {};
  2400. D3D12_ROOT_SIGNATURE_FLAGS root_sig_flags =
  2401. D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
  2402. D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
  2403. D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
  2404. D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS |
  2405. D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS;
  2406. if (!stages_processed.has_flag(SHADER_STAGE_VERTEX_BIT)) {
  2407. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS;
  2408. }
  2409. if (!stages_processed.has_flag(SHADER_STAGE_FRAGMENT_BIT)) {
  2410. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
  2411. }
  2412. if (binary_data.vertex_input_mask) {
  2413. root_sig_flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  2414. }
  2415. root_sig_desc.Init_1_1(root_params.size(), root_params.ptr(), 0, nullptr, root_sig_flags);
  2416. ComPtr<ID3DBlob> error_blob;
  2417. HRESULT res = D3DX12SerializeVersionedRootSignature(&root_sig_desc, D3D_ROOT_SIGNATURE_VERSION_1_1, root_sig_blob.GetAddressOf(), error_blob.GetAddressOf());
  2418. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), Vector<uint8_t>(),
  2419. "Serialization of root signature failed with error " + vformat("0x%08ux", (uint64_t)res) + " and the following message:\n" + String((char *)error_blob->GetBufferPointer(), error_blob->GetBufferSize()));
  2420. binary_data.root_signature_crc = crc32(0, nullptr, 0);
  2421. binary_data.root_signature_crc = crc32(binary_data.root_signature_crc, (const Bytef *)root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
  2422. }
  2423. Vector<Vector<uint8_t>> compressed_stages;
  2424. Vector<uint32_t> zstd_size;
  2425. uint32_t stages_binary_size = 0;
  2426. for (uint32_t i = 0; i < p_spirv.size(); i++) {
  2427. Vector<uint8_t> zstd;
  2428. Vector<uint8_t> &dxil_blob = dxil_blobs[p_spirv[i].shader_stage];
  2429. zstd.resize(Compression::get_max_compressed_buffer_size(dxil_blob.size(), Compression::MODE_ZSTD));
  2430. int dst_size = Compression::compress(zstd.ptrw(), dxil_blob.ptr(), dxil_blob.size(), Compression::MODE_ZSTD);
  2431. zstd_size.push_back(dst_size);
  2432. zstd.resize(dst_size);
  2433. compressed_stages.push_back(zstd);
  2434. uint32_t s = compressed_stages[i].size();
  2435. if (s % 4 != 0) {
  2436. s += 4 - (s % 4);
  2437. }
  2438. stages_binary_size += s;
  2439. }
  2440. CharString shader_name_utf = p_shader_name.utf8();
  2441. binary_data.shader_name_len = shader_name_utf.length();
  2442. uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;.
  2443. total_size += sizeof(ShaderBinary::Data);
  2444. total_size += binary_data.shader_name_len;
  2445. if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
  2446. total_size += 4 - (binary_data.shader_name_len % 4);
  2447. }
  2448. for (int i = 0; i < sets_bindings.size(); i++) {
  2449. total_size += sizeof(uint32_t);
  2450. total_size += sets_bindings[i].size() * sizeof(ShaderBinary::DataBinding);
  2451. }
  2452. total_size += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size();
  2453. total_size += compressed_stages.size() * sizeof(uint32_t) * 3; // Sizes.
  2454. total_size += stages_binary_size;
  2455. binary_data.root_signature_len = root_sig_blob->GetBufferSize();
  2456. total_size += binary_data.root_signature_len;
  2457. Vector<uint8_t> ret;
  2458. ret.resize(total_size);
  2459. {
  2460. uint32_t offset = 0;
  2461. uint8_t *binptr = ret.ptrw();
  2462. binptr[0] = 'G';
  2463. binptr[1] = 'S';
  2464. binptr[2] = 'B';
  2465. binptr[3] = 'D'; // Godot shader binary data.
  2466. offset += 4;
  2467. encode_uint32(ShaderBinary::VERSION, binptr + offset);
  2468. offset += sizeof(uint32_t);
  2469. encode_uint32(sizeof(ShaderBinary::Data), binptr + offset);
  2470. offset += sizeof(uint32_t);
  2471. memcpy(binptr + offset, &binary_data, sizeof(ShaderBinary::Data));
  2472. offset += sizeof(ShaderBinary::Data);
  2473. if (binary_data.shader_name_len > 0) {
  2474. memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
  2475. offset += binary_data.shader_name_len;
  2476. if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
  2477. offset += 4 - (binary_data.shader_name_len % 4);
  2478. }
  2479. }
  2480. for (int i = 0; i < sets_bindings.size(); i++) {
  2481. int count = sets_bindings[i].size();
  2482. encode_uint32(count, binptr + offset);
  2483. offset += sizeof(uint32_t);
  2484. if (count > 0) {
  2485. memcpy(binptr + offset, sets_bindings[i].ptr(), sizeof(ShaderBinary::DataBinding) * count);
  2486. offset += sizeof(ShaderBinary::DataBinding) * count;
  2487. }
  2488. }
  2489. if (specialization_constants.size()) {
  2490. memcpy(binptr + offset, specialization_constants.ptr(), sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size());
  2491. offset += sizeof(ShaderBinary::SpecializationConstant) * specialization_constants.size();
  2492. }
  2493. for (int i = 0; i < compressed_stages.size(); i++) {
  2494. encode_uint32(p_spirv[i].shader_stage, binptr + offset);
  2495. offset += sizeof(uint32_t);
  2496. encode_uint32(dxil_blobs[p_spirv[i].shader_stage].size(), binptr + offset);
  2497. offset += sizeof(uint32_t);
  2498. encode_uint32(zstd_size[i], binptr + offset);
  2499. offset += sizeof(uint32_t);
  2500. memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size());
  2501. uint32_t s = compressed_stages[i].size();
  2502. if (s % 4 != 0) {
  2503. s += 4 - (s % 4);
  2504. }
  2505. offset += s;
  2506. }
  2507. memcpy(binptr + offset, root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
  2508. offset += root_sig_blob->GetBufferSize();
  2509. ERR_FAIL_COND_V(offset != (uint32_t)ret.size(), Vector<uint8_t>());
  2510. }
  2511. return ret;
  2512. }
  2513. RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) {
  2514. r_shader_desc = {}; // Driver-agnostic.
  2515. ShaderInfo shader_info_in; // Driver-specific.
  2516. const uint8_t *binptr = p_shader_binary.ptr();
  2517. uint32_t binsize = p_shader_binary.size();
  2518. uint32_t read_offset = 0;
  2519. // Consistency check.
  2520. ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(ShaderBinary::Data), ShaderID());
  2521. ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', ShaderID());
  2522. uint32_t bin_version = decode_uint32(binptr + 4);
  2523. ERR_FAIL_COND_V(bin_version != ShaderBinary::VERSION, ShaderID());
  2524. uint32_t bin_data_size = decode_uint32(binptr + 8);
  2525. const ShaderBinary::Data &binary_data = *(reinterpret_cast<const ShaderBinary::Data *>(binptr + 12));
  2526. r_shader_desc.push_constant_size = binary_data.push_constant_size;
  2527. shader_info_in.dxil_push_constant_size = binary_data.dxil_push_constant_stages ? binary_data.push_constant_size : 0;
  2528. shader_info_in.nir_runtime_data_root_param_idx = binary_data.nir_runtime_data_root_param_idx;
  2529. r_shader_desc.vertex_input_mask = binary_data.vertex_input_mask;
  2530. r_shader_desc.fragment_output_mask = binary_data.fragment_output_mask;
  2531. r_shader_desc.is_compute = binary_data.is_compute;
  2532. shader_info_in.is_compute = binary_data.is_compute;
  2533. r_shader_desc.compute_local_size[0] = binary_data.compute_local_size[0];
  2534. r_shader_desc.compute_local_size[1] = binary_data.compute_local_size[1];
  2535. r_shader_desc.compute_local_size[2] = binary_data.compute_local_size[2];
  2536. read_offset += sizeof(uint32_t) * 3 + bin_data_size;
  2537. if (binary_data.shader_name_len) {
  2538. r_name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len);
  2539. read_offset += binary_data.shader_name_len;
  2540. if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
  2541. read_offset += 4 - (binary_data.shader_name_len % 4);
  2542. }
  2543. }
  2544. r_shader_desc.uniform_sets.resize(binary_data.set_count);
  2545. shader_info_in.sets.resize(binary_data.set_count);
  2546. for (uint32_t i = 0; i < binary_data.set_count; i++) {
  2547. ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, ShaderID());
  2548. uint32_t set_count = decode_uint32(binptr + read_offset);
  2549. read_offset += sizeof(uint32_t);
  2550. const ShaderBinary::DataBinding *set_ptr = reinterpret_cast<const ShaderBinary::DataBinding *>(binptr + read_offset);
  2551. uint32_t set_size = set_count * sizeof(ShaderBinary::DataBinding);
  2552. ERR_FAIL_COND_V(read_offset + set_size >= binsize, ShaderID());
  2553. shader_info_in.sets[i].bindings.reserve(set_count);
  2554. for (uint32_t j = 0; j < set_count; j++) {
  2555. ShaderUniform info;
  2556. info.type = UniformType(set_ptr[j].type);
  2557. info.writable = set_ptr[j].writable;
  2558. info.length = set_ptr[j].length;
  2559. info.binding = set_ptr[j].binding;
  2560. ShaderInfo::UniformBindingInfo binding;
  2561. binding.stages = set_ptr[j].dxil_stages;
  2562. binding.res_class = (ResourceClass)set_ptr[j].res_class;
  2563. binding.type = info.type;
  2564. binding.length = info.length;
  2565. #ifdef DEV_ENABLED
  2566. binding.writable = set_ptr[j].writable;
  2567. #endif
  2568. static_assert(sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations) == sizeof(ShaderBinary::DataBinding::root_sig_locations));
  2569. memcpy((void *)&binding.root_sig_locations, (void *)&set_ptr[j].root_sig_locations, sizeof(ShaderInfo::UniformBindingInfo::root_sig_locations));
  2570. if (binding.root_sig_locations.resource.root_param_idx != UINT32_MAX) {
  2571. shader_info_in.sets[i].num_root_params.resources++;
  2572. }
  2573. if (binding.root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  2574. shader_info_in.sets[i].num_root_params.samplers++;
  2575. }
  2576. r_shader_desc.uniform_sets.write[i].push_back(info);
  2577. shader_info_in.sets[i].bindings.push_back(binding);
  2578. }
  2579. read_offset += set_size;
  2580. }
  2581. ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(ShaderBinary::SpecializationConstant) >= binsize, ShaderID());
  2582. r_shader_desc.specialization_constants.resize(binary_data.specialization_constants_count);
  2583. shader_info_in.specialization_constants.resize(binary_data.specialization_constants_count);
  2584. for (uint32_t i = 0; i < binary_data.specialization_constants_count; i++) {
  2585. const ShaderBinary::SpecializationConstant &src_sc = *(reinterpret_cast<const ShaderBinary::SpecializationConstant *>(binptr + read_offset));
  2586. ShaderSpecializationConstant sc;
  2587. sc.type = PipelineSpecializationConstantType(src_sc.type);
  2588. sc.constant_id = src_sc.constant_id;
  2589. sc.int_value = src_sc.int_value;
  2590. sc.stages = src_sc.stage_flags;
  2591. r_shader_desc.specialization_constants.write[i] = sc;
  2592. ShaderInfo::SpecializationConstant ssc;
  2593. ssc.constant_id = src_sc.constant_id;
  2594. ssc.int_value = src_sc.int_value;
  2595. memcpy(ssc.stages_bit_offsets, src_sc.stages_bit_offsets, sizeof(ssc.stages_bit_offsets));
  2596. shader_info_in.specialization_constants[i] = ssc;
  2597. read_offset += sizeof(ShaderBinary::SpecializationConstant);
  2598. }
  2599. shader_info_in.spirv_specialization_constants_ids_mask = binary_data.spirv_specialization_constants_ids_mask;
  2600. for (uint32_t i = 0; i < binary_data.stage_count; i++) {
  2601. ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, ShaderID());
  2602. uint32_t stage = decode_uint32(binptr + read_offset);
  2603. read_offset += sizeof(uint32_t);
  2604. uint32_t dxil_size = decode_uint32(binptr + read_offset);
  2605. read_offset += sizeof(uint32_t);
  2606. uint32_t zstd_size = decode_uint32(binptr + read_offset);
  2607. read_offset += sizeof(uint32_t);
  2608. // Decompress.
  2609. Vector<uint8_t> dxil;
  2610. dxil.resize(dxil_size);
  2611. int dec_dxil_size = Compression::decompress(dxil.ptrw(), dxil.size(), binptr + read_offset, zstd_size, Compression::MODE_ZSTD);
  2612. ERR_FAIL_COND_V(dec_dxil_size != (int32_t)dxil_size, ShaderID());
  2613. shader_info_in.stages_bytecode[ShaderStage(stage)] = dxil;
  2614. if (zstd_size % 4 != 0) {
  2615. zstd_size += 4 - (zstd_size % 4);
  2616. }
  2617. ERR_FAIL_COND_V(read_offset + zstd_size > binsize, ShaderID());
  2618. read_offset += zstd_size;
  2619. }
  2620. const uint8_t *root_sig_data_ptr = binptr + read_offset;
  2621. HRESULT res = D3D12CreateRootSignatureDeserializer(root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature_deserializer.GetAddressOf()));
  2622. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "D3D12CreateRootSignatureDeserializer failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2623. read_offset += binary_data.root_signature_len;
  2624. ERR_FAIL_COND_V(read_offset != binsize, ShaderID());
  2625. ComPtr<ID3D12RootSignature> root_signature;
  2626. res = device->CreateRootSignature(0, root_sig_data_ptr, binary_data.root_signature_len, IID_PPV_ARGS(shader_info_in.root_signature.GetAddressOf()));
  2627. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), ShaderID(), "CreateRootSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  2628. shader_info_in.root_signature_desc = shader_info_in.root_signature_deserializer->GetRootSignatureDesc();
  2629. shader_info_in.root_signature_crc = binary_data.root_signature_crc;
  2630. // Bookkeep.
  2631. ShaderInfo *shader_info_ptr = VersatileResource::allocate<ShaderInfo>(resources_allocator);
  2632. *shader_info_ptr = shader_info_in;
  2633. return ShaderID(shader_info_ptr);
  2634. }
  2635. uint32_t RenderingDeviceDriverD3D12::shader_get_layout_hash(ShaderID p_shader) {
  2636. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  2637. return shader_info_in->root_signature_crc;
  2638. }
  2639. void RenderingDeviceDriverD3D12::shader_free(ShaderID p_shader) {
  2640. ShaderInfo *shader_info_in = (ShaderInfo *)p_shader.id;
  2641. VersatileResource::free(resources_allocator, shader_info_in);
  2642. }
  2643. /*********************/
  2644. /**** UNIFORM SET ****/
  2645. /*********************/
  2646. static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_type, uint32_t p_binding_length, bool p_dobule_srv_uav_ambiguous, uint32_t &r_num_resources, uint32_t &r_num_samplers, bool &r_srv_uav_ambiguity) {
  2647. r_srv_uav_ambiguity = false;
  2648. // Some resource types can be SRV or UAV, depending on what NIR-DXIL decided for a specific shader variant.
  2649. // The goal is to generate both SRV and UAV for the descriptor sets' heaps and copy only the relevant one
  2650. // to the frame descriptor heap at binding time.
  2651. // [[SRV_UAV_AMBIGUITY]]
  2652. switch (p_type) {
  2653. case RenderingDevice::UNIFORM_TYPE_SAMPLER: {
  2654. r_num_samplers += p_binding_length;
  2655. } break;
  2656. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE:
  2657. case RenderingDevice::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  2658. r_num_resources += p_binding_length;
  2659. r_num_samplers += p_binding_length;
  2660. } break;
  2661. case RenderingDevice::UNIFORM_TYPE_UNIFORM_BUFFER: {
  2662. r_num_resources += 1;
  2663. } break;
  2664. case RenderingDevice::UNIFORM_TYPE_STORAGE_BUFFER: {
  2665. r_num_resources += p_dobule_srv_uav_ambiguous ? 2 : 1;
  2666. r_srv_uav_ambiguity = true;
  2667. } break;
  2668. case RenderingDevice::UNIFORM_TYPE_IMAGE: {
  2669. r_num_resources += p_binding_length * (p_dobule_srv_uav_ambiguous ? 2 : 1);
  2670. r_srv_uav_ambiguity = true;
  2671. } break;
  2672. default: {
  2673. r_num_resources += p_binding_length;
  2674. }
  2675. }
  2676. }
  2677. RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index) {
  2678. // Pre-bookkeep.
  2679. UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);
  2680. // Do a first pass to count resources and samplers.
  2681. uint32_t num_resource_descs = 0;
  2682. uint32_t num_sampler_descs = 0;
  2683. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  2684. const BoundUniform &uniform = p_uniforms[i];
  2685. // Since the uniform set may be created for a shader different than the one that will be actually bound,
  2686. // which may have a different set of uniforms optimized out, the stages mask we can check now is not reliable.
  2687. // Therefore, we can't make any assumptions here about descriptors that we may not need to create,
  2688. // pixel or vertex-only shader resource states, etc.
  2689. bool srv_uav_ambiguity = false;
  2690. uint32_t binding_length = uniform.ids.size();
  2691. if (uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE || uniform.type == UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER) {
  2692. binding_length /= 2;
  2693. }
  2694. _add_descriptor_count_for_uniform(uniform.type, binding_length, true, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  2695. }
  2696. #ifdef DEV_ENABLED
  2697. uniform_set_info->resources_desc_info.reserve(num_resource_descs);
  2698. #endif
  2699. if (num_resource_descs) {
  2700. Error err = uniform_set_info->desc_heaps.resources.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, num_resource_descs, false);
  2701. if (err) {
  2702. VersatileResource::free(resources_allocator, uniform_set_info);
  2703. ERR_FAIL_V(UniformSetID());
  2704. }
  2705. }
  2706. if (num_sampler_descs) {
  2707. Error err = uniform_set_info->desc_heaps.samplers.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_sampler_descs, false);
  2708. if (err) {
  2709. VersatileResource::free(resources_allocator, uniform_set_info);
  2710. ERR_FAIL_V(UniformSetID());
  2711. }
  2712. }
  2713. struct {
  2714. DescriptorsHeap::Walker resources;
  2715. DescriptorsHeap::Walker samplers;
  2716. } desc_heap_walkers;
  2717. desc_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  2718. desc_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  2719. struct NeededState {
  2720. bool is_buffer = false;
  2721. uint64_t shader_uniform_idx_mask = 0;
  2722. D3D12_RESOURCE_STATES states = {};
  2723. };
  2724. HashMap<ResourceInfo *, NeededState> resource_states;
  2725. for (uint32_t i = 0; i < p_uniforms.size(); i++) {
  2726. const BoundUniform &uniform = p_uniforms[i];
  2727. #ifdef DEV_ENABLED
  2728. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  2729. const ShaderInfo::UniformBindingInfo &shader_uniform = shader_info_in->sets[p_set_index].bindings[i];
  2730. bool is_compute = shader_info_in->stages_bytecode.has(SHADER_STAGE_COMPUTE);
  2731. DEV_ASSERT(!(is_compute && (shader_uniform.stages & (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT))));
  2732. DEV_ASSERT(!(!is_compute && (shader_uniform.stages & SHADER_STAGE_COMPUTE_BIT)));
  2733. #endif
  2734. switch (uniform.type) {
  2735. case UNIFORM_TYPE_SAMPLER: {
  2736. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2737. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  2738. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  2739. desc_heap_walkers.samplers.advance();
  2740. }
  2741. } break;
  2742. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
  2743. for (uint32_t j = 0; j < uniform.ids.size(); j += 2) {
  2744. const D3D12_SAMPLER_DESC &sampler_desc = samplers[uniform.ids[j].id];
  2745. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j + 1].id;
  2746. device->CreateSampler(&sampler_desc, desc_heap_walkers.samplers.get_curr_cpu_handle());
  2747. desc_heap_walkers.samplers.advance();
  2748. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2749. #ifdef DEV_ENABLED
  2750. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2751. #endif
  2752. desc_heap_walkers.resources.advance();
  2753. NeededState &ns = resource_states[texture_info];
  2754. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2755. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  2756. }
  2757. } break;
  2758. case UNIFORM_TYPE_TEXTURE: {
  2759. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2760. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2761. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2762. #ifdef DEV_ENABLED
  2763. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2764. #endif
  2765. desc_heap_walkers.resources.advance();
  2766. NeededState &ns = resource_states[texture_info];
  2767. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2768. ns.states |= D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
  2769. }
  2770. } break;
  2771. case UNIFORM_TYPE_IMAGE: {
  2772. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2773. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2774. NeededState &ns = resource_states[texture_info];
  2775. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2776. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  2777. }
  2778. // SRVs first. [[SRV_UAV_AMBIGUITY]]
  2779. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2780. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2781. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2782. #ifdef DEV_ENABLED
  2783. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2784. #endif
  2785. desc_heap_walkers.resources.advance();
  2786. }
  2787. // UAVs then. [[SRV_UAV_AMBIGUITY]]
  2788. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2789. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2790. device->CreateUnorderedAccessView(texture_info->resource, nullptr, &texture_info->view_descs.uav, desc_heap_walkers.resources.get_curr_cpu_handle());
  2791. #ifdef DEV_ENABLED
  2792. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  2793. #endif
  2794. desc_heap_walkers.resources.advance();
  2795. }
  2796. } break;
  2797. case UNIFORM_TYPE_TEXTURE_BUFFER:
  2798. case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER: {
  2799. CRASH_NOW_MSG("Unimplemented!");
  2800. } break;
  2801. case UNIFORM_TYPE_IMAGE_BUFFER: {
  2802. CRASH_NOW_MSG("Unimplemented!");
  2803. } break;
  2804. case UNIFORM_TYPE_UNIFORM_BUFFER: {
  2805. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  2806. D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
  2807. cbv_desc.BufferLocation = buf_info->resource->GetGPUVirtualAddress();
  2808. cbv_desc.SizeInBytes = STEPIFY(buf_info->size, 256);
  2809. device->CreateConstantBufferView(&cbv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2810. desc_heap_walkers.resources.advance();
  2811. #ifdef DEV_ENABLED
  2812. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_CBV, {} });
  2813. #endif
  2814. NeededState &ns = resource_states[buf_info];
  2815. ns.is_buffer = true;
  2816. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2817. ns.states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
  2818. } break;
  2819. case UNIFORM_TYPE_STORAGE_BUFFER: {
  2820. BufferInfo *buf_info = (BufferInfo *)uniform.ids[0].id;
  2821. // SRV first. [[SRV_UAV_AMBIGUITY]]
  2822. {
  2823. D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
  2824. srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  2825. srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2826. srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2827. srv_desc.Buffer.FirstElement = 0;
  2828. srv_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  2829. srv_desc.Buffer.StructureByteStride = 0;
  2830. srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
  2831. device->CreateShaderResourceView(buf_info->resource, &srv_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2832. #ifdef DEV_ENABLED
  2833. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, srv_desc.ViewDimension });
  2834. #endif
  2835. desc_heap_walkers.resources.advance();
  2836. }
  2837. // UAV then. [[SRV_UAV_AMBIGUITY]]
  2838. {
  2839. if (buf_info->flags.usable_as_uav) {
  2840. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  2841. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  2842. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2843. uav_desc.Buffer.FirstElement = 0;
  2844. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  2845. uav_desc.Buffer.StructureByteStride = 0;
  2846. uav_desc.Buffer.CounterOffsetInBytes = 0;
  2847. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  2848. device->CreateUnorderedAccessView(buf_info->resource, nullptr, &uav_desc, desc_heap_walkers.resources.get_curr_cpu_handle());
  2849. #ifdef DEV_ENABLED
  2850. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, {} });
  2851. #endif
  2852. } else {
  2853. // If can't transition to UAV, leave this one empty since it won't be
  2854. // used, and trying to create an UAV view would trigger a validation error.
  2855. }
  2856. desc_heap_walkers.resources.advance();
  2857. }
  2858. NeededState &ns = resource_states[buf_info];
  2859. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2860. ns.is_buffer = true;
  2861. ns.states |= (D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  2862. } break;
  2863. case UNIFORM_TYPE_INPUT_ATTACHMENT: {
  2864. for (uint32_t j = 0; j < uniform.ids.size(); j++) {
  2865. TextureInfo *texture_info = (TextureInfo *)uniform.ids[j].id;
  2866. device->CreateShaderResourceView(texture_info->resource, &texture_info->view_descs.srv, desc_heap_walkers.resources.get_curr_cpu_handle());
  2867. #ifdef DEV_ENABLED
  2868. uniform_set_info->resources_desc_info.push_back({ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_info->view_descs.srv.ViewDimension });
  2869. #endif
  2870. desc_heap_walkers.resources.advance();
  2871. NeededState &ns = resource_states[texture_info];
  2872. ns.shader_uniform_idx_mask |= ((uint64_t)1 << i);
  2873. ns.states |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2874. }
  2875. } break;
  2876. default: {
  2877. DEV_ASSERT(false);
  2878. }
  2879. }
  2880. }
  2881. DEV_ASSERT(desc_heap_walkers.resources.is_at_eof());
  2882. DEV_ASSERT(desc_heap_walkers.samplers.is_at_eof());
  2883. {
  2884. uniform_set_info->resource_states.reserve(resource_states.size());
  2885. uint32_t i = 0;
  2886. for (const KeyValue<ResourceInfo *, NeededState> &E : resource_states) {
  2887. UniformSetInfo::StateRequirement sr;
  2888. sr.resource = E.key;
  2889. sr.is_buffer = E.value.is_buffer;
  2890. sr.states = E.value.states;
  2891. sr.shader_uniform_idx_mask = E.value.shader_uniform_idx_mask;
  2892. uniform_set_info->resource_states.push_back(sr);
  2893. i++;
  2894. }
  2895. }
  2896. return UniformSetID(uniform_set_info);
  2897. }
  2898. void RenderingDeviceDriverD3D12::uniform_set_free(UniformSetID p_uniform_set) {
  2899. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  2900. VersatileResource::free(resources_allocator, uniform_set_info);
  2901. }
  2902. // ----- COMMANDS -----
  2903. void RenderingDeviceDriverD3D12::command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  2904. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_uniform_set.id;
  2905. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  2906. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  2907. for (const UniformSetInfo::StateRequirement &sr : uniform_set_info->resource_states) {
  2908. #ifdef DEV_ENABLED
  2909. {
  2910. uint32_t stages = 0;
  2911. D3D12_RESOURCE_STATES wanted_state = {};
  2912. bool writable = false;
  2913. // Doing the full loop for debugging since the real one below may break early,
  2914. // but we want an exhaustive check
  2915. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  2916. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  2917. uint64_t bit_mask = ((uint64_t)1 << bit);
  2918. if (likely((inv_uniforms_mask & bit_mask))) {
  2919. continue;
  2920. }
  2921. inv_uniforms_mask |= bit_mask;
  2922. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  2923. if (unlikely(!binding.stages)) {
  2924. continue;
  2925. }
  2926. D3D12_RESOURCE_STATES required_states = sr.states;
  2927. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  2928. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  2929. if (binding.res_class == RES_CLASS_SRV) {
  2930. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  2931. } else {
  2932. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  2933. }
  2934. }
  2935. if (stages) { // Second occurrence at least?
  2936. 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.");
  2937. 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.");
  2938. } else {
  2939. wanted_state = required_states;
  2940. stages |= binding.stages;
  2941. writable = binding.writable;
  2942. }
  2943. DEV_ASSERT((wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) == (bool)(wanted_state & D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
  2944. if (wanted_state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS || wanted_state == D3D12_RESOURCE_STATE_RENDER_TARGET) {
  2945. if (!sr.is_buffer) {
  2946. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  2947. CRASH_COND_MSG(tex_info->resource != tex_info->main_texture, "The texture format used for UAV or RTV must be the main one.");
  2948. }
  2949. }
  2950. }
  2951. }
  2952. #endif
  2953. // We may have assumed D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE for a resource,
  2954. // because at uniform set creation time we couldn't know for sure which stages
  2955. // it would be used in (due to the fact that a set can be created against a different,
  2956. // albeit compatible, shader, which may make a different usage in the end).
  2957. // However, now we know and can exclude up to one unneeded states.
  2958. // TODO: If subresources involved already in the needed states, or scheduled for it,
  2959. // maybe it's more optimal not to do anything here
  2960. uint32_t stages = 0;
  2961. D3D12_RESOURCE_STATES wanted_state = {};
  2962. uint64_t inv_uniforms_mask = ~sr.shader_uniform_idx_mask; // Inverting the mask saves operations.
  2963. for (uint8_t bit = 0; inv_uniforms_mask != UINT64_MAX; bit++) {
  2964. uint64_t bit_mask = ((uint64_t)1 << bit);
  2965. if (likely((inv_uniforms_mask & bit_mask))) {
  2966. continue;
  2967. }
  2968. inv_uniforms_mask |= bit_mask;
  2969. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[bit];
  2970. if (unlikely(!binding.stages)) {
  2971. continue;
  2972. }
  2973. if (!stages) {
  2974. D3D12_RESOURCE_STATES required_states = sr.states;
  2975. // Resolve a case of SRV/UAV ambiguity now. [[SRV_UAV_AMBIGUITY]]
  2976. if ((required_states & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE) && (required_states & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)) {
  2977. if (binding.res_class == RES_CLASS_SRV) {
  2978. required_states &= ~D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  2979. } else {
  2980. required_states = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
  2981. }
  2982. }
  2983. wanted_state = required_states;
  2984. if (!(wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  2985. // By now, we already know the resource is used, and with no PS/NON_PS disjuntive; no need to check further.
  2986. break;
  2987. }
  2988. }
  2989. stages |= binding.stages;
  2990. if (stages == (SHADER_STAGE_VERTEX_BIT | SHADER_STAGE_FRAGMENT_BIT) || stages == SHADER_STAGE_COMPUTE_BIT) {
  2991. // By now, we already know the resource is used, and as both PS/NON_PS; no need to check further.
  2992. break;
  2993. }
  2994. }
  2995. if (likely(wanted_state)) {
  2996. if ((wanted_state & D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE)) {
  2997. if (stages == SHADER_STAGE_VERTEX_BIT || stages == SHADER_STAGE_COMPUTE_BIT) {
  2998. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2999. wanted_state &= ~unneeded_states;
  3000. } else if (stages == SHADER_STAGE_FRAGMENT_BIT) {
  3001. D3D12_RESOURCE_STATES unneeded_states = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
  3002. wanted_state &= ~unneeded_states;
  3003. }
  3004. }
  3005. if (likely(wanted_state)) {
  3006. if (sr.is_buffer) {
  3007. _resource_transition_batch(sr.resource, 0, 1, wanted_state);
  3008. } else {
  3009. TextureInfo *tex_info = (TextureInfo *)sr.resource;
  3010. uint32_t planes = 1;
  3011. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3012. planes = format_get_plane_count(tex_info->format);
  3013. }
  3014. for (uint32_t i = 0; i < tex_info->layers; i++) {
  3015. for (uint32_t j = 0; j < tex_info->mipmaps; j++) {
  3016. uint32_t subresource = D3D12CalcSubresource(tex_info->base_mip + j, tex_info->base_layer + i, 0, tex_info->desc.MipLevels, tex_info->desc.ArraySize());
  3017. _resource_transition_batch(tex_info, subresource, planes, wanted_state, tex_info->main_texture);
  3018. }
  3019. }
  3020. }
  3021. }
  3022. }
  3023. }
  3024. if (p_set_index == shader_info_in->sets.size() - 1) {
  3025. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3026. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3027. }
  3028. }
  3029. 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) {
  3030. if (!unlikely(segment_begun)) {
  3031. // Support out-of-frame rendering, like the boot splash screen.
  3032. begin_segment(p_cmd_buffer, frame_idx, frames_drawn);
  3033. }
  3034. UniformSetInfo *uniform_set_info = (UniformSetInfo *)p_uniform_set.id;
  3035. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3036. const ShaderInfo::UniformSet &shader_set = shader_info_in->sets[p_set_index];
  3037. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3038. using SetRootDescriptorTableFn = void (STDMETHODCALLTYPE ID3D12GraphicsCommandList::*)(UINT, D3D12_GPU_DESCRIPTOR_HANDLE);
  3039. SetRootDescriptorTableFn set_root_desc_table_fn = p_for_compute ? &ID3D12GraphicsCommandList::SetComputeRootDescriptorTable : &ID3D12GraphicsCommandList1::SetGraphicsRootDescriptorTable;
  3040. // If this set's descriptors have already been set for the current execution and a compatible root signature, reuse!
  3041. uint32_t root_sig_crc = p_for_compute ? cmd_buf_info->compute_root_signature_crc : cmd_buf_info->graphics_root_signature_crc;
  3042. UniformSetInfo::RecentBind *last_bind = nullptr;
  3043. for (int i = 0; i < (int)ARRAY_SIZE(uniform_set_info->recent_binds); i++) {
  3044. if (uniform_set_info->recent_binds[i].segment_serial == frames[frame_idx].segment_serial) {
  3045. if (uniform_set_info->recent_binds[i].root_signature_crc == root_sig_crc) {
  3046. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.resources) {
  3047. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3048. }
  3049. for (const RootDescriptorTable &table : uniform_set_info->recent_binds[i].root_tables.samplers) {
  3050. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(table.root_param_idx, table.start_gpu_handle);
  3051. }
  3052. #ifdef DEV_ENABLED
  3053. uniform_set_info->recent_binds[i].uses++;
  3054. frames[frame_idx].uniform_set_reused++;
  3055. #endif
  3056. return;
  3057. } else {
  3058. if (!last_bind || uniform_set_info->recent_binds[i].uses < last_bind->uses) {
  3059. // Prefer this one since it's been used less or we still haven't a better option.
  3060. last_bind = &uniform_set_info->recent_binds[i];
  3061. }
  3062. }
  3063. } else {
  3064. // Prefer this one since it's unused.
  3065. last_bind = &uniform_set_info->recent_binds[i];
  3066. last_bind->uses = 0;
  3067. }
  3068. }
  3069. struct {
  3070. DescriptorsHeap::Walker *resources = nullptr;
  3071. DescriptorsHeap::Walker *samplers = nullptr;
  3072. } frame_heap_walkers;
  3073. frame_heap_walkers.resources = &frames[frame_idx].desc_heap_walkers.resources;
  3074. frame_heap_walkers.samplers = &frames[frame_idx].desc_heap_walkers.samplers;
  3075. struct {
  3076. DescriptorsHeap::Walker resources;
  3077. DescriptorsHeap::Walker samplers;
  3078. } set_heap_walkers;
  3079. set_heap_walkers.resources = uniform_set_info->desc_heaps.resources.make_walker();
  3080. set_heap_walkers.samplers = uniform_set_info->desc_heaps.samplers.make_walker();
  3081. #ifdef DEV_ENABLED
  3082. // Whether we have stages where the uniform is actually used should match
  3083. // whether we have any root signature locations for it.
  3084. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3085. bool has_rs_locations = false;
  3086. if (shader_set.bindings[i].root_sig_locations.resource.root_param_idx != UINT32_MAX ||
  3087. shader_set.bindings[i].root_sig_locations.sampler.root_param_idx != UINT32_MAX) {
  3088. has_rs_locations = true;
  3089. break;
  3090. }
  3091. bool has_stages = shader_set.bindings[i].stages;
  3092. DEV_ASSERT(has_rs_locations == has_stages);
  3093. }
  3094. #endif
  3095. last_bind->root_tables.resources.reserve(shader_set.num_root_params.resources);
  3096. last_bind->root_tables.resources.clear();
  3097. last_bind->root_tables.samplers.reserve(shader_set.num_root_params.samplers);
  3098. last_bind->root_tables.samplers.clear();
  3099. last_bind->uses++;
  3100. struct {
  3101. RootDescriptorTable *resources = nullptr;
  3102. RootDescriptorTable *samplers = nullptr;
  3103. } tables;
  3104. for (uint32_t i = 0; i < shader_set.bindings.size(); i++) {
  3105. const ShaderInfo::UniformBindingInfo &binding = shader_set.bindings[i];
  3106. uint32_t num_resource_descs = 0;
  3107. uint32_t num_sampler_descs = 0;
  3108. bool srv_uav_ambiguity = false;
  3109. _add_descriptor_count_for_uniform(binding.type, binding.length, false, num_resource_descs, num_sampler_descs, srv_uav_ambiguity);
  3110. bool resource_used = false;
  3111. if (shader_set.bindings[i].stages) {
  3112. {
  3113. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_resource = shader_set.bindings[i].root_sig_locations.resource;
  3114. if (rs_loc_resource.root_param_idx != UINT32_MAX) { // Location used?
  3115. DEV_ASSERT(num_resource_descs);
  3116. 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]]
  3117. bool must_flush_table = tables.resources && rs_loc_resource.root_param_idx != tables.resources->root_param_idx;
  3118. if (must_flush_table) {
  3119. // Check the root signature data has been filled ordered.
  3120. DEV_ASSERT(rs_loc_resource.root_param_idx > tables.resources->root_param_idx);
  3121. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3122. tables.resources = nullptr;
  3123. }
  3124. if (unlikely(frame_heap_walkers.resources->get_free_handles() < num_resource_descs)) {
  3125. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3126. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3127. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's RESOURCES descriptor heap.\n"
  3128. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3129. } else {
  3130. return;
  3131. }
  3132. }
  3133. if (!tables.resources) {
  3134. DEV_ASSERT(last_bind->root_tables.resources.size() < last_bind->root_tables.resources.get_capacity());
  3135. last_bind->root_tables.resources.resize(last_bind->root_tables.resources.size() + 1);
  3136. tables.resources = &last_bind->root_tables.resources[last_bind->root_tables.resources.size() - 1];
  3137. tables.resources->root_param_idx = rs_loc_resource.root_param_idx;
  3138. tables.resources->start_gpu_handle = frame_heap_walkers.resources->get_curr_gpu_handle();
  3139. }
  3140. // If there is ambiguity and it didn't clarify as SRVs, skip them, which come first. [[SRV_UAV_AMBIGUITY]]
  3141. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_SRV) {
  3142. set_heap_walkers.resources.advance(num_resource_descs);
  3143. }
  3144. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3145. device->CopyDescriptorsSimple(
  3146. num_resource_descs,
  3147. frame_heap_walkers.resources->get_curr_cpu_handle(),
  3148. set_heap_walkers.resources.get_curr_cpu_handle(),
  3149. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3150. frame_heap_walkers.resources->advance(num_resource_descs);
  3151. // If there is ambiguity and it didn't clarify as UAVs, skip them, which come later. [[SRV_UAV_AMBIGUITY]]
  3152. if (srv_uav_ambiguity && shader_set.bindings[i].res_class != RES_CLASS_UAV) {
  3153. set_heap_walkers.resources.advance(num_resource_descs);
  3154. }
  3155. resource_used = true;
  3156. }
  3157. }
  3158. {
  3159. const ShaderInfo::UniformBindingInfo::RootSignatureLocation &rs_loc_sampler = shader_set.bindings[i].root_sig_locations.sampler;
  3160. if (rs_loc_sampler.root_param_idx != UINT32_MAX) { // Location used?
  3161. DEV_ASSERT(num_sampler_descs);
  3162. DEV_ASSERT(!srv_uav_ambiguity); // [[SRV_UAV_AMBIGUITY]]
  3163. bool must_flush_table = tables.samplers && rs_loc_sampler.root_param_idx != tables.samplers->root_param_idx;
  3164. if (must_flush_table) {
  3165. // Check the root signature data has been filled ordered.
  3166. DEV_ASSERT(rs_loc_sampler.root_param_idx > tables.samplers->root_param_idx);
  3167. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3168. tables.samplers = nullptr;
  3169. }
  3170. if (unlikely(frame_heap_walkers.samplers->get_free_handles() < num_sampler_descs)) {
  3171. if (!frames[frame_idx].desc_heaps_exhausted_reported.samplers) {
  3172. frames[frame_idx].desc_heaps_exhausted_reported.samplers = true;
  3173. ERR_FAIL_MSG("Cannot bind uniform set because there's no enough room in current frame's SAMPLERS descriptors heap.\n"
  3174. "Please increase the value of the rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame project setting.");
  3175. } else {
  3176. return;
  3177. }
  3178. }
  3179. if (!tables.samplers) {
  3180. DEV_ASSERT(last_bind->root_tables.samplers.size() < last_bind->root_tables.samplers.get_capacity());
  3181. last_bind->root_tables.samplers.resize(last_bind->root_tables.samplers.size() + 1);
  3182. tables.samplers = &last_bind->root_tables.samplers[last_bind->root_tables.samplers.size() - 1];
  3183. tables.samplers->root_param_idx = rs_loc_sampler.root_param_idx;
  3184. tables.samplers->start_gpu_handle = frame_heap_walkers.samplers->get_curr_gpu_handle();
  3185. }
  3186. // TODO: Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
  3187. device->CopyDescriptorsSimple(
  3188. num_sampler_descs,
  3189. frame_heap_walkers.samplers->get_curr_cpu_handle(),
  3190. set_heap_walkers.samplers.get_curr_cpu_handle(),
  3191. D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
  3192. frame_heap_walkers.samplers->advance(num_sampler_descs);
  3193. }
  3194. }
  3195. }
  3196. // Uniform set descriptor heaps are always full (descriptors are created for every uniform in them) despite
  3197. // the shader variant a given set is created upon may not need all of them due to DXC optimizations.
  3198. // Therefore, at this point we have to advance through the descriptor set descriptor's heap unconditionally.
  3199. set_heap_walkers.resources.advance(num_resource_descs);
  3200. if (srv_uav_ambiguity) {
  3201. DEV_ASSERT(num_resource_descs);
  3202. if (!resource_used) {
  3203. set_heap_walkers.resources.advance(num_resource_descs); // Additional skip, since both SRVs and UAVs have to be bypassed.
  3204. }
  3205. }
  3206. set_heap_walkers.samplers.advance(num_sampler_descs);
  3207. }
  3208. DEV_ASSERT(set_heap_walkers.resources.is_at_eof());
  3209. DEV_ASSERT(set_heap_walkers.samplers.is_at_eof());
  3210. {
  3211. bool must_flush_table = tables.resources;
  3212. if (must_flush_table) {
  3213. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.resources->root_param_idx, tables.resources->start_gpu_handle);
  3214. }
  3215. }
  3216. {
  3217. bool must_flush_table = tables.samplers;
  3218. if (must_flush_table) {
  3219. (cmd_buf_info->cmd_list.Get()->*set_root_desc_table_fn)(tables.samplers->root_param_idx, tables.samplers->start_gpu_handle);
  3220. }
  3221. }
  3222. last_bind->root_signature_crc = root_sig_crc;
  3223. last_bind->segment_serial = frames[frame_idx].segment_serial;
  3224. }
  3225. /******************/
  3226. /**** TRANSFER ****/
  3227. /******************/
  3228. void RenderingDeviceDriverD3D12::command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) {
  3229. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3230. BufferInfo *buf_info = (BufferInfo *)p_buffer.id;
  3231. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3232. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3233. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3234. ERR_FAIL_MSG(
  3235. "Cannot clear buffer because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3236. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3237. } else {
  3238. return;
  3239. }
  3240. }
  3241. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3242. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3243. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3244. ERR_FAIL_MSG(
  3245. "Cannot clear buffer because there's no enough room in current frame's AUX descriptors heap.\n"
  3246. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3247. } else {
  3248. return;
  3249. }
  3250. }
  3251. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3252. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3253. D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = {};
  3254. uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
  3255. uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3256. uav_desc.Buffer.FirstElement = 0;
  3257. uav_desc.Buffer.NumElements = (buf_info->size + 3) / 4;
  3258. uav_desc.Buffer.StructureByteStride = 0;
  3259. uav_desc.Buffer.CounterOffsetInBytes = 0;
  3260. uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
  3261. device->CreateUnorderedAccessView(
  3262. buf_info->resource,
  3263. nullptr,
  3264. &uav_desc,
  3265. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3266. device->CopyDescriptorsSimple(
  3267. 1,
  3268. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3269. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3270. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3271. static const UINT values[4] = {};
  3272. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3273. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3274. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3275. buf_info->resource,
  3276. values,
  3277. 0,
  3278. nullptr);
  3279. frames[frame_idx].desc_heap_walkers.resources.advance();
  3280. frames[frame_idx].desc_heap_walkers.aux.advance();
  3281. }
  3282. void RenderingDeviceDriverD3D12::command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView<BufferCopyRegion> p_regions) {
  3283. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3284. BufferInfo *src_buf_info = (BufferInfo *)p_src_buffer.id;
  3285. BufferInfo *dst_buf_info = (BufferInfo *)p_dst_buffer.id;
  3286. _resource_transition_batch(src_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3287. _resource_transition_batch(dst_buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3288. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3289. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3290. cmd_buf_info->cmd_list->CopyBufferRegion(dst_buf_info->resource, p_regions[i].dst_offset, src_buf_info->resource, p_regions[i].src_offset, p_regions[i].size);
  3291. }
  3292. }
  3293. 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) {
  3294. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3295. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3296. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3297. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3298. UINT src_subresource = D3D12CalcSubresource(
  3299. p_regions[i].src_subresources.mipmap,
  3300. p_regions[i].src_subresources.base_layer,
  3301. _compute_plane_slice(src_tex_info->format, p_regions[i].src_subresources.aspect),
  3302. src_tex_info->desc.MipLevels,
  3303. src_tex_info->desc.ArraySize());
  3304. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE);
  3305. UINT dst_subresource = D3D12CalcSubresource(
  3306. p_regions[i].dst_subresources.mipmap,
  3307. p_regions[i].dst_subresources.base_layer,
  3308. _compute_plane_slice(dst_tex_info->format, p_regions[i].dst_subresources.aspect),
  3309. dst_tex_info->desc.MipLevels,
  3310. dst_tex_info->desc.ArraySize());
  3311. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST);
  3312. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3313. CD3DX12_TEXTURE_COPY_LOCATION src_location(src_tex_info->resource, src_subresource);
  3314. CD3DX12_TEXTURE_COPY_LOCATION dst_location(dst_tex_info->resource, dst_subresource);
  3315. CD3DX12_BOX src_box(
  3316. p_regions[i].src_offset.x,
  3317. p_regions[i].src_offset.y,
  3318. p_regions[i].src_offset.z,
  3319. p_regions[i].src_offset.x + p_regions[i].size.x,
  3320. p_regions[i].src_offset.y + p_regions[i].size.y,
  3321. p_regions[i].src_offset.z + p_regions[i].size.z);
  3322. cmd_buf_info->cmd_list->CopyTextureRegion(
  3323. &dst_location,
  3324. p_regions[i].dst_offset.x,
  3325. p_regions[i].dst_offset.y,
  3326. p_regions[i].dst_offset.z,
  3327. &src_location,
  3328. &src_box);
  3329. }
  3330. }
  3331. 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) {
  3332. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3333. TextureInfo *src_tex_info = (TextureInfo *)p_src_texture.id;
  3334. TextureInfo *dst_tex_info = (TextureInfo *)p_dst_texture.id;
  3335. UINT src_subresource = D3D12CalcSubresource(p_src_mipmap, p_src_layer, 0, src_tex_info->desc.MipLevels, src_tex_info->desc.ArraySize());
  3336. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3337. UINT dst_subresource = D3D12CalcSubresource(p_dst_mipmap, p_dst_layer, 0, dst_tex_info->desc.MipLevels, dst_tex_info->desc.ArraySize());
  3338. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3339. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3340. 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);
  3341. }
  3342. 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) {
  3343. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3344. TextureInfo *tex_info = (TextureInfo *)p_texture.id;
  3345. ID3D12Resource *res_to_clear = tex_info->main_texture ? tex_info->main_texture : tex_info->resource;
  3346. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3347. // Clear via RTV.
  3348. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  3349. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3350. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3351. ERR_FAIL_MSG(
  3352. "Cannot clear texture because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  3353. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3354. } else {
  3355. return;
  3356. }
  3357. }
  3358. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = _make_rtv_for_texture(tex_info, p_subresources.base_mipmap, p_subresources.base_layer, p_subresources.layer_count, false);
  3359. rtv_desc.Format = tex_info->aliasing_hack.main_uav_desc.Format;
  3360. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  3361. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  3362. UINT subresource = D3D12CalcSubresource(
  3363. p_subresources.base_mipmap + j,
  3364. p_subresources.base_layer + i,
  3365. 0,
  3366. tex_info->desc.MipLevels,
  3367. tex_info->desc.ArraySize());
  3368. _resource_transition_batch(tex_info, subresource, 1, D3D12_RESOURCE_STATE_RENDER_TARGET, tex_info->main_texture);
  3369. }
  3370. }
  3371. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3372. device->CreateRenderTargetView(
  3373. res_to_clear,
  3374. &rtv_desc,
  3375. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle());
  3376. cmd_buf_info->cmd_list->ClearRenderTargetView(
  3377. frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle(),
  3378. p_color.components,
  3379. 0,
  3380. nullptr);
  3381. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3382. } else {
  3383. // Clear via UAV.
  3384. if (frames[frame_idx].desc_heap_walkers.resources.is_at_eof()) {
  3385. if (!frames[frame_idx].desc_heaps_exhausted_reported.resources) {
  3386. frames[frame_idx].desc_heaps_exhausted_reported.resources = true;
  3387. ERR_FAIL_MSG(
  3388. "Cannot clear texture because there's no enough room in current frame's RESOURCE descriptors heap.\n"
  3389. "Please increase the value of the rendering/rendering_device/d3d12/max_resource_descriptors_per_frame project setting.");
  3390. } else {
  3391. return;
  3392. }
  3393. }
  3394. if (frames[frame_idx].desc_heap_walkers.aux.is_at_eof()) {
  3395. if (!frames[frame_idx].desc_heaps_exhausted_reported.aux) {
  3396. frames[frame_idx].desc_heaps_exhausted_reported.aux = true;
  3397. ERR_FAIL_MSG(
  3398. "Cannot clear texture because there's no enough room in current frame's AUX descriptors heap.\n"
  3399. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3400. } else {
  3401. return;
  3402. }
  3403. }
  3404. for (uint32_t i = 0; i < p_subresources.layer_count; i++) {
  3405. for (uint32_t j = 0; j < p_subresources.mipmap_count; j++) {
  3406. UINT subresource = D3D12CalcSubresource(
  3407. p_subresources.base_mipmap + j,
  3408. p_subresources.base_layer + i,
  3409. 0,
  3410. tex_info->desc.MipLevels,
  3411. tex_info->desc.ArraySize());
  3412. _resource_transition_batch(tex_info, subresource, 1, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, tex_info->main_texture);
  3413. }
  3414. }
  3415. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3416. device->CreateUnorderedAccessView(
  3417. res_to_clear,
  3418. nullptr,
  3419. &tex_info->aliasing_hack.main_uav_desc,
  3420. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle());
  3421. device->CopyDescriptorsSimple(
  3422. 1,
  3423. frames[frame_idx].desc_heap_walkers.resources.get_curr_cpu_handle(),
  3424. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3425. D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3426. UINT values[4] = {
  3427. (UINT)p_color.get_r8(),
  3428. (UINT)p_color.get_g8(),
  3429. (UINT)p_color.get_b8(),
  3430. (UINT)p_color.get_a8(),
  3431. };
  3432. cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
  3433. frames[frame_idx].desc_heap_walkers.resources.get_curr_gpu_handle(),
  3434. frames[frame_idx].desc_heap_walkers.aux.get_curr_cpu_handle(),
  3435. res_to_clear,
  3436. values,
  3437. 0,
  3438. nullptr);
  3439. frames[frame_idx].desc_heap_walkers.resources.advance();
  3440. frames[frame_idx].desc_heap_walkers.aux.advance();
  3441. }
  3442. }
  3443. 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) {
  3444. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3445. BufferInfo *buf_info = (BufferInfo *)p_src_buffer.id;
  3446. TextureInfo *tex_info = (TextureInfo *)p_dst_texture.id;
  3447. if (buf_info->flags.is_for_upload) {
  3448. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, nullptr);
  3449. }
  3450. uint32_t pixel_size = get_image_format_pixel_size(tex_info->format);
  3451. uint32_t block_w = 0, block_h = 0;
  3452. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3453. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3454. uint32_t region_pitch = (p_regions[i].texture_region_size.x * pixel_size * block_w) >> get_compressed_image_format_pixel_rshift(tex_info->format);
  3455. region_pitch = STEPIFY(region_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3456. D3D12_PLACED_SUBRESOURCE_FOOTPRINT src_footprint = {};
  3457. src_footprint.Offset = p_regions[i].buffer_offset;
  3458. src_footprint.Footprint = CD3DX12_SUBRESOURCE_FOOTPRINT(
  3459. RD_TO_D3D12_FORMAT[tex_info->format].family,
  3460. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3461. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3462. p_regions[i].texture_region_size.z,
  3463. region_pitch);
  3464. CD3DX12_TEXTURE_COPY_LOCATION copy_src(buf_info->resource, src_footprint);
  3465. CD3DX12_BOX src_box(
  3466. 0, 0, 0,
  3467. STEPIFY(p_regions[i].texture_region_size.x, block_w),
  3468. STEPIFY(p_regions[i].texture_region_size.y, block_h),
  3469. p_regions[i].texture_region_size.z);
  3470. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3471. UINT dst_subresource = D3D12CalcSubresource(
  3472. p_regions[i].texture_subresources.mipmap,
  3473. p_regions[i].texture_subresources.base_layer + j,
  3474. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3475. tex_info->desc.MipLevels,
  3476. tex_info->desc.ArraySize());
  3477. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3478. _resource_transition_batch(tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_COPY_DEST, tex_info->main_texture);
  3479. }
  3480. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3481. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3482. UINT dst_subresource = D3D12CalcSubresource(
  3483. p_regions[i].texture_subresources.mipmap,
  3484. p_regions[i].texture_subresources.base_layer + j,
  3485. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3486. tex_info->desc.MipLevels,
  3487. tex_info->desc.ArraySize());
  3488. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(tex_info->resource, dst_subresource);
  3489. cmd_buf_info->cmd_list->CopyTextureRegion(
  3490. &copy_dst,
  3491. p_regions[i].texture_offset.x,
  3492. p_regions[i].texture_offset.y,
  3493. p_regions[i].texture_offset.z,
  3494. &copy_src,
  3495. &src_box);
  3496. }
  3497. }
  3498. }
  3499. void RenderingDeviceDriverD3D12::command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_dst_buffer, VectorView<BufferTextureCopyRegion> p_regions) {
  3500. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3501. TextureInfo *tex_info = (TextureInfo *)p_src_texture.id;
  3502. BufferInfo *buf_info = (BufferInfo *)p_dst_buffer.id;
  3503. _resource_transition_batch(buf_info, 0, 1, D3D12_RESOURCE_STATE_COPY_DEST, nullptr);
  3504. uint32_t block_w = 0, block_h = 0;
  3505. get_compressed_image_format_block_dimensions(tex_info->format, block_w, block_h);
  3506. for (uint32_t i = 0; i < p_regions.size(); i++) {
  3507. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3508. UINT src_subresource = D3D12CalcSubresource(
  3509. p_regions[i].texture_subresources.mipmap,
  3510. p_regions[i].texture_subresources.base_layer + j,
  3511. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3512. tex_info->desc.MipLevels,
  3513. tex_info->desc.ArraySize());
  3514. _resource_transition_batch(tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_COPY_SOURCE, tex_info->main_texture);
  3515. }
  3516. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3517. for (uint32_t j = 0; j < p_regions[i].texture_subresources.layer_count; j++) {
  3518. UINT src_subresource = D3D12CalcSubresource(
  3519. p_regions[i].texture_subresources.mipmap,
  3520. p_regions[i].texture_subresources.base_layer + j,
  3521. _compute_plane_slice(tex_info->format, p_regions[i].texture_subresources.aspect),
  3522. tex_info->desc.MipLevels,
  3523. tex_info->desc.ArraySize());
  3524. CD3DX12_TEXTURE_COPY_LOCATION copy_src(tex_info->resource, src_subresource);
  3525. uint32_t computed_d = MAX(1, tex_info->desc.DepthOrArraySize >> p_regions[i].texture_subresources.mipmap);
  3526. uint32_t image_size = get_image_format_required_size(
  3527. tex_info->format,
  3528. MAX(1u, tex_info->desc.Width >> p_regions[i].texture_subresources.mipmap),
  3529. MAX(1u, tex_info->desc.Height >> p_regions[i].texture_subresources.mipmap),
  3530. computed_d,
  3531. 1);
  3532. uint32_t row_pitch = image_size / (p_regions[i].texture_region_size.y * computed_d) * block_h;
  3533. row_pitch = STEPIFY(row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3534. D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {};
  3535. dst_footprint.Offset = p_regions[i].buffer_offset;
  3536. dst_footprint.Footprint.Width = STEPIFY(p_regions[i].texture_region_size.x, block_w);
  3537. dst_footprint.Footprint.Height = STEPIFY(p_regions[i].texture_region_size.y, block_h);
  3538. dst_footprint.Footprint.Depth = p_regions[i].texture_region_size.z;
  3539. dst_footprint.Footprint.RowPitch = row_pitch;
  3540. dst_footprint.Footprint.Format = RD_TO_D3D12_FORMAT[tex_info->format].family;
  3541. CD3DX12_TEXTURE_COPY_LOCATION copy_dst(buf_info->resource, dst_footprint);
  3542. cmd_buf_info->cmd_list->CopyTextureRegion(&copy_dst, 0, 0, 0, &copy_src, nullptr);
  3543. }
  3544. }
  3545. }
  3546. /******************/
  3547. /**** PIPELINE ****/
  3548. /******************/
  3549. void RenderingDeviceDriverD3D12::pipeline_free(PipelineID p_pipeline) {
  3550. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  3551. pso->Release();
  3552. pipelines_shaders.erase(pso);
  3553. render_psos_extra_info.erase(pso);
  3554. }
  3555. // ----- BINDING -----
  3556. void RenderingDeviceDriverD3D12::command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_dst_first_index, VectorView<uint32_t> p_data) {
  3557. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3558. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  3559. if (!shader_info_in->dxil_push_constant_size) {
  3560. return;
  3561. }
  3562. if (shader_info_in->is_compute) {
  3563. cmd_buf_info->cmd_list->SetComputeRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3564. } else {
  3565. cmd_buf_info->cmd_list->SetGraphicsRoot32BitConstants(0, p_data.size(), p_data.ptr(), p_dst_first_index);
  3566. }
  3567. }
  3568. // ----- CACHE -----
  3569. bool RenderingDeviceDriverD3D12::pipeline_cache_create(const Vector<uint8_t> &p_data) {
  3570. WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
  3571. return false;
  3572. }
  3573. void RenderingDeviceDriverD3D12::pipeline_cache_free() {
  3574. ERR_FAIL_MSG("Not implemented.");
  3575. }
  3576. size_t RenderingDeviceDriverD3D12::pipeline_cache_query_size() {
  3577. ERR_FAIL_V_MSG(0, "Not implemented.");
  3578. }
  3579. Vector<uint8_t> RenderingDeviceDriverD3D12::pipeline_cache_serialize() {
  3580. ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
  3581. }
  3582. /*******************/
  3583. /**** RENDERING ****/
  3584. /*******************/
  3585. // ----- SUBPASS -----
  3586. RDD::RenderPassID RenderingDeviceDriverD3D12::render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count) {
  3587. // Pre-bookkeep.
  3588. RenderPassInfo *pass_info = VersatileResource::allocate<RenderPassInfo>(resources_allocator);
  3589. pass_info->attachments.resize(p_attachments.size());
  3590. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3591. pass_info->attachments[i] = p_attachments[i];
  3592. }
  3593. pass_info->subpasses.resize(p_subpasses.size());
  3594. for (uint32_t i = 0; i < p_subpasses.size(); i++) {
  3595. pass_info->subpasses[i] = p_subpasses[i];
  3596. }
  3597. pass_info->view_count = p_view_count;
  3598. DXGI_FORMAT *formats = ALLOCA_ARRAY(DXGI_FORMAT, p_attachments.size());
  3599. for (uint32_t i = 0; i < p_attachments.size(); i++) {
  3600. const D3D12Format &format = RD_TO_D3D12_FORMAT[p_attachments[i].format];
  3601. if (format.dsv_format != DXGI_FORMAT_UNKNOWN) {
  3602. formats[i] = format.dsv_format;
  3603. } else {
  3604. formats[i] = format.general_format;
  3605. }
  3606. }
  3607. pass_info->max_supported_sample_count = _find_max_common_supported_sample_count(VectorView(formats, p_attachments.size()));
  3608. return RenderPassID(pass_info);
  3609. }
  3610. void RenderingDeviceDriverD3D12::render_pass_free(RenderPassID p_render_pass) {
  3611. RenderPassInfo *pass_info = (RenderPassInfo *)p_render_pass.id;
  3612. VersatileResource::free(resources_allocator, pass_info);
  3613. }
  3614. // ----- COMMANDS -----
  3615. 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) {
  3616. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3617. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  3618. const FramebufferInfo *fb_info = (const FramebufferInfo *)p_framebuffer.id;
  3619. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX);
  3620. auto _transition_subresources = [&](TextureInfo *p_texture_info, D3D12_RESOURCE_STATES p_states) {
  3621. uint32_t planes = 1;
  3622. if ((p_texture_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3623. planes = format_get_plane_count(p_texture_info->format);
  3624. }
  3625. for (uint32_t i = 0; i < p_texture_info->layers; i++) {
  3626. for (uint32_t j = 0; j < p_texture_info->mipmaps; j++) {
  3627. uint32_t subresource = D3D12CalcSubresource(
  3628. p_texture_info->base_mip + j,
  3629. p_texture_info->base_layer + i,
  3630. 0,
  3631. p_texture_info->desc.MipLevels,
  3632. p_texture_info->desc.ArraySize());
  3633. _resource_transition_batch(p_texture_info, subresource, planes, p_states, nullptr);
  3634. }
  3635. }
  3636. };
  3637. // This is empty if a screen framebuffer. Transition in that case happens in D3D12Context::prepare_buffers().
  3638. for (uint32_t i = 0; i < fb_info->attachments.size(); i++) {
  3639. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  3640. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3641. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_RENDER_TARGET);
  3642. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3643. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  3644. } else {
  3645. DEV_ASSERT(false);
  3646. }
  3647. }
  3648. if (fb_info->vrs_attachment) {
  3649. TextureInfo *tex_info = (TextureInfo *)fb_info->vrs_attachment.id;
  3650. _transition_subresources(tex_info, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
  3651. }
  3652. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3653. cmd_buf_info->render_pass_state.region_rect = CD3DX12_RECT(
  3654. p_rect.position.x,
  3655. p_rect.position.y,
  3656. p_rect.position.x + p_rect.size.x,
  3657. p_rect.position.y + p_rect.size.y);
  3658. cmd_buf_info->render_pass_state.region_is_all = !(
  3659. cmd_buf_info->render_pass_state.region_rect.left == 0 &&
  3660. cmd_buf_info->render_pass_state.region_rect.top == 0 &&
  3661. cmd_buf_info->render_pass_state.region_rect.right == fb_info->size.x &&
  3662. cmd_buf_info->render_pass_state.region_rect.bottom == fb_info->size.y);
  3663. if (fb_info->is_screen) {
  3664. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3665. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_DONT_CARE) {
  3666. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  3667. _discard_texture_subresources(tex_info, cmd_buf_info);
  3668. }
  3669. }
  3670. }
  3671. if (fb_info->vrs_attachment && context->get_vrs_capabilities().ss_image_supported) {
  3672. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  3673. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  3674. if (cmd_list_5) {
  3675. static const D3D12_SHADING_RATE_COMBINER COMBINERS[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT] = {
  3676. D3D12_SHADING_RATE_COMBINER_PASSTHROUGH,
  3677. D3D12_SHADING_RATE_COMBINER_OVERRIDE,
  3678. };
  3679. cmd_list_5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, COMBINERS);
  3680. }
  3681. }
  3682. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  3683. cmd_buf_info->render_pass_state.fb_info = fb_info;
  3684. cmd_buf_info->render_pass_state.pass_info = pass_info;
  3685. command_next_render_subpass(p_cmd_buffer, p_cmd_buffer_type);
  3686. AttachmentClear *clears = ALLOCA_ARRAY(AttachmentClear, fb_info->is_screen ? 1 : pass_info->attachments.size());
  3687. Rect2i *clear_rects = ALLOCA_ARRAY(Rect2i, fb_info->is_screen ? 1 : pass_info->attachments.size());
  3688. uint32_t num_clears = 0;
  3689. if (fb_info->is_screen) {
  3690. clears[0].aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
  3691. clears[0].color_attachment = 0;
  3692. clears[0].value = p_attachment_clears[0];
  3693. clear_rects[0] = p_rect;
  3694. num_clears++;
  3695. } else {
  3696. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3697. TextureInfo *tex_info = (TextureInfo *)fb_info->attachments[i].id;
  3698. if (!tex_info) {
  3699. continue;
  3700. }
  3701. AttachmentClear clear;
  3702. if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)) {
  3703. if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  3704. clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
  3705. clear.color_attachment = i;
  3706. }
  3707. } else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
  3708. if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
  3709. clear.aspect.set_flag(TEXTURE_ASPECT_DEPTH_BIT);
  3710. }
  3711. }
  3712. if (!clear.aspect.is_empty()) {
  3713. clear.value = p_attachment_clears[i];
  3714. clears[num_clears] = clear;
  3715. clear_rects[num_clears] = p_rect;
  3716. num_clears++;
  3717. }
  3718. }
  3719. }
  3720. if (num_clears) {
  3721. command_render_clear_attachments(p_cmd_buffer, VectorView(clears, num_clears), VectorView(clear_rects, num_clears));
  3722. }
  3723. }
  3724. void RenderingDeviceDriverD3D12::_end_render_pass(CommandBufferID p_cmd_buffer) {
  3725. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3726. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  3727. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3728. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3729. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  3730. struct Resolve {
  3731. ID3D12Resource *src_res = nullptr;
  3732. uint32_t src_subres = 0;
  3733. ID3D12Resource *dst_res = nullptr;
  3734. uint32_t dst_subres = 0;
  3735. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3736. };
  3737. Resolve *resolves = ALLOCA_ARRAY(Resolve, subpass.resolve_references.size());
  3738. uint32_t num_resolves = 0;
  3739. for (uint32_t i = 0; i < subpass.resolve_references.size(); i++) {
  3740. uint32_t color_index = subpass.color_references[i].attachment;
  3741. uint32_t resolve_index = subpass.resolve_references[i].attachment;
  3742. DEV_ASSERT((color_index == AttachmentReference::UNUSED) == (resolve_index == AttachmentReference::UNUSED));
  3743. if (color_index == AttachmentReference::UNUSED || !fb_info->attachments[color_index]) {
  3744. continue;
  3745. }
  3746. TextureInfo *src_tex_info = (TextureInfo *)fb_info->attachments[color_index].id;
  3747. 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());
  3748. _resource_transition_batch(src_tex_info, src_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  3749. TextureInfo *dst_tex_info = (TextureInfo *)fb_info->attachments[resolve_index].id;
  3750. 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());
  3751. _resource_transition_batch(dst_tex_info, dst_subresource, 1, D3D12_RESOURCE_STATE_RESOLVE_DEST);
  3752. resolves[num_resolves].src_res = src_tex_info->resource;
  3753. resolves[num_resolves].src_subres = src_subresource;
  3754. resolves[num_resolves].dst_res = dst_tex_info->resource;
  3755. resolves[num_resolves].dst_subres = dst_subresource;
  3756. resolves[num_resolves].format = RD_TO_D3D12_FORMAT[src_tex_info->format].general_format;
  3757. num_resolves++;
  3758. }
  3759. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3760. for (uint32_t i = 0; i < num_resolves; i++) {
  3761. 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);
  3762. }
  3763. }
  3764. void RenderingDeviceDriverD3D12::command_end_render_pass(CommandBufferID p_cmd_buffer) {
  3765. _end_render_pass(p_cmd_buffer);
  3766. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3767. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  3768. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3769. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3770. if (context->get_vrs_capabilities().ss_image_supported) {
  3771. ComPtr<ID3D12GraphicsCommandList5> cmd_list_5;
  3772. cmd_buf_info->cmd_list->QueryInterface(cmd_list_5.GetAddressOf());
  3773. if (cmd_list_5) {
  3774. cmd_list_5->RSSetShadingRateImage(nullptr);
  3775. }
  3776. }
  3777. if (fb_info->attachments.size()) { // Otherwise, it's screen.
  3778. for (uint32_t i = 0; i < pass_info->attachments.size(); i++) {
  3779. if (pass_info->attachments[i].store_op == ATTACHMENT_STORE_OP_DONT_CARE) {
  3780. const TextureInfo *tex_info = (const TextureInfo *)fb_info->attachments[i].id;
  3781. _discard_texture_subresources(tex_info, cmd_buf_info);
  3782. }
  3783. }
  3784. }
  3785. cmd_buf_info->render_pass_state.current_subpass = UINT32_MAX;
  3786. }
  3787. void RenderingDeviceDriverD3D12::command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) {
  3788. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3789. if (cmd_buf_info->render_pass_state.current_subpass == UINT32_MAX) {
  3790. cmd_buf_info->render_pass_state.current_subpass = 0;
  3791. } else {
  3792. _end_render_pass(p_cmd_buffer);
  3793. cmd_buf_info->render_pass_state.current_subpass++;
  3794. }
  3795. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3796. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3797. const Subpass &subpass = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass];
  3798. D3D12_CPU_DESCRIPTOR_HANDLE *rtv_handles = ALLOCA_ARRAY(D3D12_CPU_DESCRIPTOR_HANDLE, subpass.color_references.size());
  3799. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  3800. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  3801. uint32_t attachment = subpass.color_references[i].attachment;
  3802. if (attachment == AttachmentReference::UNUSED) {
  3803. if (!frames[frame_idx].null_rtv_handle.ptr) {
  3804. // No null descriptor-handle created for this frame yet.
  3805. if (frames[frame_idx].desc_heap_walkers.rtv.is_at_eof()) {
  3806. if (!frames[frame_idx].desc_heaps_exhausted_reported.rtv) {
  3807. frames[frame_idx].desc_heaps_exhausted_reported.rtv = true;
  3808. ERR_FAIL_MSG("Cannot begin subpass because there's no enough room in current frame's RENDER TARGET descriptors heap.\n"
  3809. "Please increase the value of the rendering/rendering_device/d3d12/max_misc_descriptors_per_frame project setting.");
  3810. } else {
  3811. return;
  3812. }
  3813. }
  3814. D3D12_RENDER_TARGET_VIEW_DESC rtv_desc_null = {};
  3815. rtv_desc_null.Format = DXGI_FORMAT_R8_UINT;
  3816. rtv_desc_null.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  3817. frames[frame_idx].null_rtv_handle = frames[frame_idx].desc_heap_walkers.rtv.get_curr_cpu_handle();
  3818. device->CreateRenderTargetView(nullptr, &rtv_desc_null, frames[frame_idx].null_rtv_handle);
  3819. frames[frame_idx].desc_heap_walkers.rtv.advance();
  3820. }
  3821. rtv_handles[i] = frames[frame_idx].null_rtv_handle;
  3822. } else {
  3823. uint32_t rt_index = fb_info->attachments_handle_inds[attachment];
  3824. rtv_heap_walker.rewind();
  3825. rtv_heap_walker.advance(rt_index);
  3826. rtv_handles[i] = rtv_heap_walker.get_curr_cpu_handle();
  3827. }
  3828. }
  3829. D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle = {};
  3830. {
  3831. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  3832. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  3833. uint32_t ds_index = fb_info->attachments_handle_inds[subpass.depth_stencil_reference.attachment];
  3834. dsv_heap_walker.rewind();
  3835. dsv_heap_walker.advance(ds_index);
  3836. dsv_handle = dsv_heap_walker.get_curr_cpu_handle();
  3837. }
  3838. }
  3839. cmd_buf_info->cmd_list->OMSetRenderTargets(subpass.color_references.size(), rtv_handles, false, dsv_handle.ptr ? &dsv_handle : nullptr);
  3840. }
  3841. void RenderingDeviceDriverD3D12::command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) {
  3842. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3843. D3D12_VIEWPORT *d3d12_viewports = ALLOCA_ARRAY(D3D12_VIEWPORT, p_viewports.size());
  3844. for (uint32_t i = 0; i < p_viewports.size(); i++) {
  3845. d3d12_viewports[i] = CD3DX12_VIEWPORT(
  3846. p_viewports[i].position.x,
  3847. p_viewports[i].position.y,
  3848. p_viewports[i].size.x,
  3849. p_viewports[i].size.y);
  3850. }
  3851. cmd_buf_info->cmd_list->RSSetViewports(p_viewports.size(), d3d12_viewports);
  3852. }
  3853. void RenderingDeviceDriverD3D12::command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) {
  3854. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3855. D3D12_RECT *d3d12_scissors = ALLOCA_ARRAY(D3D12_RECT, p_scissors.size());
  3856. for (uint32_t i = 0; i < p_scissors.size(); i++) {
  3857. d3d12_scissors[i] = CD3DX12_RECT(
  3858. p_scissors[i].position.x,
  3859. p_scissors[i].position.y,
  3860. p_scissors[i].position.x + p_scissors[i].size.x,
  3861. p_scissors[i].position.y + p_scissors[i].size.y);
  3862. }
  3863. cmd_buf_info->cmd_list->RSSetScissorRects(p_scissors.size(), d3d12_scissors);
  3864. }
  3865. void RenderingDeviceDriverD3D12::command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) {
  3866. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  3867. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  3868. const FramebufferInfo *fb_info = cmd_buf_info->render_pass_state.fb_info;
  3869. const RenderPassInfo *pass_info = cmd_buf_info->render_pass_state.pass_info;
  3870. DescriptorsHeap::Walker rtv_heap_walker = fb_info->rtv_heap.make_walker();
  3871. DescriptorsHeap::Walker dsv_heap_walker = fb_info->dsv_heap.make_walker();
  3872. for (uint32_t i = 0; i < p_attachment_clears.size(); i++) {
  3873. uint32_t attachment = UINT32_MAX;
  3874. bool is_render_target = false;
  3875. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_COLOR_BIT)) {
  3876. attachment = p_attachment_clears[i].color_attachment;
  3877. is_render_target = true;
  3878. } else {
  3879. attachment = pass_info->subpasses[cmd_buf_info->render_pass_state.current_subpass].depth_stencil_reference.attachment;
  3880. }
  3881. for (uint32_t j = 0; j < p_rects.size(); j++) {
  3882. D3D12_RECT rect = CD3DX12_RECT(
  3883. p_rects[j].position.x,
  3884. p_rects[j].position.y,
  3885. p_rects[j].position.x + p_rects[j].size.x,
  3886. p_rects[j].position.y + p_rects[j].size.y);
  3887. const D3D12_RECT *rect_ptr = cmd_buf_info->render_pass_state.region_is_all ? nullptr : &rect;
  3888. if (is_render_target) {
  3889. uint32_t color_idx = fb_info->attachments_handle_inds[attachment];
  3890. rtv_heap_walker.rewind();
  3891. rtv_heap_walker.advance(color_idx);
  3892. cmd_buf_info->cmd_list->ClearRenderTargetView(
  3893. rtv_heap_walker.get_curr_cpu_handle(),
  3894. p_attachment_clears[i].value.color.components,
  3895. rect_ptr ? 1 : 0,
  3896. rect_ptr);
  3897. } else {
  3898. uint32_t depth_stencil_idx = fb_info->attachments_handle_inds[attachment];
  3899. dsv_heap_walker.rewind();
  3900. dsv_heap_walker.advance(depth_stencil_idx);
  3901. D3D12_CLEAR_FLAGS flags = {};
  3902. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_DEPTH_BIT)) {
  3903. flags |= D3D12_CLEAR_FLAG_DEPTH;
  3904. }
  3905. if (p_attachment_clears[i].aspect.has_flag(TEXTURE_ASPECT_STENCIL_BIT)) {
  3906. flags |= D3D12_CLEAR_FLAG_STENCIL;
  3907. }
  3908. cmd_buf_info->cmd_list->ClearDepthStencilView(
  3909. dsv_heap_walker.get_curr_cpu_handle(),
  3910. flags,
  3911. p_attachment_clears[i].value.depth,
  3912. p_attachment_clears[i].value.stencil,
  3913. rect_ptr ? 1 : 0,
  3914. rect_ptr);
  3915. }
  3916. }
  3917. }
  3918. }
  3919. void RenderingDeviceDriverD3D12::command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  3920. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3921. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  3922. if (cmd_buf_info->graphics_pso == pso) {
  3923. return;
  3924. }
  3925. const ShaderInfo *shader_info_in = pipelines_shaders[pso];
  3926. const RenderPipelineExtraInfo &pso_extra_info = render_psos_extra_info[pso];
  3927. cmd_buf_info->cmd_list->SetPipelineState(pso);
  3928. if (cmd_buf_info->graphics_root_signature_crc != shader_info_in->root_signature_crc) {
  3929. cmd_buf_info->cmd_list->SetGraphicsRootSignature(shader_info_in->root_signature.Get());
  3930. cmd_buf_info->graphics_root_signature_crc = shader_info_in->root_signature_crc;
  3931. }
  3932. cmd_buf_info->cmd_list->IASetPrimitiveTopology(pso_extra_info.dyn_params.primitive_topology);
  3933. cmd_buf_info->cmd_list->OMSetBlendFactor(pso_extra_info.dyn_params.blend_constant.components);
  3934. cmd_buf_info->cmd_list->OMSetStencilRef(pso_extra_info.dyn_params.stencil_reference);
  3935. ComPtr<ID3D12GraphicsCommandList1> command_list_1;
  3936. cmd_buf_info->cmd_list->QueryInterface(command_list_1.GetAddressOf());
  3937. if (command_list_1) {
  3938. command_list_1->OMSetDepthBounds(pso_extra_info.dyn_params.depth_bounds_min, pso_extra_info.dyn_params.depth_bounds_max);
  3939. }
  3940. cmd_buf_info->render_pass_state.vf_info = pso_extra_info.vf_info;
  3941. cmd_buf_info->graphics_pso = pso;
  3942. cmd_buf_info->compute_pso = nullptr;
  3943. }
  3944. void RenderingDeviceDriverD3D12::command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  3945. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, false);
  3946. }
  3947. 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) {
  3948. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3949. _bind_vertex_buffers(cmd_buf_info);
  3950. cmd_buf_info->cmd_list->DrawInstanced(p_vertex_count, p_instance_count, p_base_vertex, p_first_instance);
  3951. }
  3952. 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) {
  3953. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3954. _bind_vertex_buffers(cmd_buf_info);
  3955. cmd_buf_info->cmd_list->DrawIndexedInstanced(p_index_count, p_instance_count, p_first_index, p_vertex_offset, p_first_instance);
  3956. }
  3957. 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) {
  3958. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3959. _bind_vertex_buffers(cmd_buf_info);
  3960. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  3961. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  3962. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3963. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw_indexed.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  3964. }
  3965. 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) {
  3966. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3967. _bind_vertex_buffers(cmd_buf_info);
  3968. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  3969. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  3970. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  3971. _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  3972. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3973. 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);
  3974. }
  3975. 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) {
  3976. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3977. _bind_vertex_buffers(cmd_buf_info);
  3978. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  3979. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  3980. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3981. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.draw.Get(), p_draw_count, indirect_buf_info->resource, p_offset, nullptr, 0);
  3982. }
  3983. 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) {
  3984. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3985. _bind_vertex_buffers(cmd_buf_info);
  3986. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  3987. BufferInfo *count_buf_info = (BufferInfo *)p_count_buffer.id;
  3988. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  3989. _resource_transition_batch(count_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  3990. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  3991. 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);
  3992. }
  3993. 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) {
  3994. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  3995. DEV_ASSERT(cmd_buf_info->render_pass_state.current_subpass != UINT32_MAX);
  3996. // Vertex buffer views are set deferredly, to be sure we already know the strides by then,
  3997. // which is only true once the pipeline has been bound. Otherwise, we'd need that the pipeline
  3998. // is always bound first, which would be not kind of us. [[DEFERRED_VERTEX_BUFFERS]]
  3999. DEV_ASSERT(p_binding_count <= ARRAY_SIZE(cmd_buf_info->render_pass_state.vertex_buffer_views));
  4000. for (uint32_t i = 0; i < p_binding_count; i++) {
  4001. BufferInfo *buffer_info = (BufferInfo *)p_buffers[i].id;
  4002. cmd_buf_info->render_pass_state.vertex_buffer_views[i] = {};
  4003. cmd_buf_info->render_pass_state.vertex_buffer_views[i].BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offsets[i];
  4004. cmd_buf_info->render_pass_state.vertex_buffer_views[i].SizeInBytes = buffer_info->size - p_offsets[i];
  4005. _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
  4006. }
  4007. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4008. cmd_buf_info->render_pass_state.vertex_buffer_count = p_binding_count;
  4009. }
  4010. void RenderingDeviceDriverD3D12::command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) {
  4011. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4012. BufferInfo *buffer_info = (BufferInfo *)p_buffer.id;
  4013. D3D12_INDEX_BUFFER_VIEW d3d12_ib_view = {};
  4014. d3d12_ib_view.BufferLocation = buffer_info->resource->GetGPUVirtualAddress() + p_offset;
  4015. d3d12_ib_view.SizeInBytes = buffer_info->size - p_offset;
  4016. d3d12_ib_view.Format = p_format == INDEX_BUFFER_FORMAT_UINT16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  4017. _resource_transition_batch(buffer_info, 0, 1, D3D12_RESOURCE_STATE_INDEX_BUFFER);
  4018. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4019. cmd_buf_info->cmd_list->IASetIndexBuffer(&d3d12_ib_view);
  4020. }
  4021. // [[DEFERRED_VERTEX_BUFFERS]]
  4022. void RenderingDeviceDriverD3D12::_bind_vertex_buffers(CommandBufferInfo *p_cmd_buf_info) {
  4023. RenderPassState &render_pass_state = p_cmd_buf_info->render_pass_state;
  4024. if (render_pass_state.vertex_buffer_count && render_pass_state.vf_info) {
  4025. for (uint32_t i = 0; i < render_pass_state.vertex_buffer_count; i++) {
  4026. render_pass_state.vertex_buffer_views[i].StrideInBytes = render_pass_state.vf_info->vertex_buffer_strides[i];
  4027. }
  4028. p_cmd_buf_info->cmd_list->IASetVertexBuffers(0, render_pass_state.vertex_buffer_count, render_pass_state.vertex_buffer_views);
  4029. render_pass_state.vertex_buffer_count = 0;
  4030. }
  4031. }
  4032. void RenderingDeviceDriverD3D12::command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) {
  4033. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4034. cmd_buf_info->cmd_list->OMSetBlendFactor(p_constants.components);
  4035. }
  4036. void RenderingDeviceDriverD3D12::command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) {
  4037. if (!Math::is_equal_approx(p_width, 1.0f)) {
  4038. ERR_FAIL_MSG("Setting line widths other than 1.0 is not supported by the Direct3D 12 rendering driver.");
  4039. }
  4040. }
  4041. // ----- PIPELINE -----
  4042. static const D3D12_PRIMITIVE_TOPOLOGY_TYPE RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[RDD::RENDER_PRIMITIVE_MAX] = {
  4043. D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
  4044. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4045. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4046. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4047. D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
  4048. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4049. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4050. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4051. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4052. D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
  4053. D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH,
  4054. };
  4055. static const D3D12_PRIMITIVE_TOPOLOGY RD_PRIMITIVE_TO_D3D12_TOPOLOGY[RDD::RENDER_PRIMITIVE_MAX] = {
  4056. D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
  4057. D3D_PRIMITIVE_TOPOLOGY_LINELIST,
  4058. D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
  4059. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
  4060. D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
  4061. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  4062. D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
  4063. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4064. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
  4065. D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
  4066. D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
  4067. };
  4068. static const D3D12_CULL_MODE RD_POLYGON_CULL_TO_D3D12_CULL_MODE[RDD::POLYGON_CULL_MAX] = {
  4069. D3D12_CULL_MODE_NONE,
  4070. D3D12_CULL_MODE_FRONT,
  4071. D3D12_CULL_MODE_BACK,
  4072. };
  4073. static const D3D12_STENCIL_OP RD_TO_D3D12_STENCIL_OP[RDD::STENCIL_OP_MAX] = {
  4074. D3D12_STENCIL_OP_KEEP,
  4075. D3D12_STENCIL_OP_ZERO,
  4076. D3D12_STENCIL_OP_REPLACE,
  4077. D3D12_STENCIL_OP_INCR_SAT,
  4078. D3D12_STENCIL_OP_DECR_SAT,
  4079. D3D12_STENCIL_OP_INVERT,
  4080. D3D12_STENCIL_OP_INCR,
  4081. D3D12_STENCIL_OP_DECR,
  4082. };
  4083. static const D3D12_LOGIC_OP RD_TO_D3D12_LOGIC_OP[RDD::LOGIC_OP_MAX] = {
  4084. D3D12_LOGIC_OP_CLEAR,
  4085. D3D12_LOGIC_OP_AND,
  4086. D3D12_LOGIC_OP_AND_REVERSE,
  4087. D3D12_LOGIC_OP_COPY,
  4088. D3D12_LOGIC_OP_AND_INVERTED,
  4089. D3D12_LOGIC_OP_NOOP,
  4090. D3D12_LOGIC_OP_XOR,
  4091. D3D12_LOGIC_OP_OR,
  4092. D3D12_LOGIC_OP_NOR,
  4093. D3D12_LOGIC_OP_EQUIV,
  4094. D3D12_LOGIC_OP_INVERT,
  4095. D3D12_LOGIC_OP_OR_REVERSE,
  4096. D3D12_LOGIC_OP_COPY_INVERTED,
  4097. D3D12_LOGIC_OP_OR_INVERTED,
  4098. D3D12_LOGIC_OP_NAND,
  4099. D3D12_LOGIC_OP_SET,
  4100. };
  4101. static const D3D12_BLEND RD_TO_D3D12_BLEND_FACTOR[RDD::BLEND_FACTOR_MAX] = {
  4102. D3D12_BLEND_ZERO,
  4103. D3D12_BLEND_ONE,
  4104. D3D12_BLEND_SRC_COLOR,
  4105. D3D12_BLEND_INV_SRC_COLOR,
  4106. D3D12_BLEND_DEST_COLOR,
  4107. D3D12_BLEND_INV_DEST_COLOR,
  4108. D3D12_BLEND_SRC_ALPHA,
  4109. D3D12_BLEND_INV_SRC_ALPHA,
  4110. D3D12_BLEND_DEST_ALPHA,
  4111. D3D12_BLEND_INV_DEST_ALPHA,
  4112. D3D12_BLEND_BLEND_FACTOR,
  4113. D3D12_BLEND_INV_BLEND_FACTOR,
  4114. D3D12_BLEND_BLEND_FACTOR,
  4115. D3D12_BLEND_INV_BLEND_FACTOR,
  4116. D3D12_BLEND_SRC_ALPHA_SAT,
  4117. D3D12_BLEND_SRC1_COLOR,
  4118. D3D12_BLEND_INV_SRC1_COLOR,
  4119. D3D12_BLEND_SRC1_ALPHA,
  4120. D3D12_BLEND_INV_SRC1_ALPHA,
  4121. };
  4122. static const D3D12_BLEND_OP RD_TO_D3D12_BLEND_OP[RDD::BLEND_OP_MAX] = {
  4123. D3D12_BLEND_OP_ADD,
  4124. D3D12_BLEND_OP_SUBTRACT,
  4125. D3D12_BLEND_OP_REV_SUBTRACT,
  4126. D3D12_BLEND_OP_MIN,
  4127. D3D12_BLEND_OP_MAX,
  4128. };
  4129. RDD::PipelineID RenderingDeviceDriverD3D12::render_pipeline_create(
  4130. ShaderID p_shader,
  4131. VertexFormatID p_vertex_format,
  4132. RenderPrimitive p_render_primitive,
  4133. PipelineRasterizationState p_rasterization_state,
  4134. PipelineMultisampleState p_multisample_state,
  4135. PipelineDepthStencilState p_depth_stencil_state,
  4136. PipelineColorBlendState p_blend_state,
  4137. VectorView<int32_t> p_color_attachments,
  4138. BitField<PipelineDynamicStateFlags> p_dynamic_state,
  4139. RenderPassID p_render_pass,
  4140. uint32_t p_render_subpass,
  4141. VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4142. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4143. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4144. RenderPipelineExtraInfo pso_extra_info;
  4145. const RenderPassInfo *pass_info = (const RenderPassInfo *)p_render_pass.id;
  4146. // Attachments.
  4147. LocalVector<uint32_t> color_attachments;
  4148. {
  4149. const Subpass &subpass = pass_info->subpasses[p_render_subpass];
  4150. for (uint32_t i = 0; i < ARRAY_SIZE((&pipeline_desc.RTVFormats)->RTFormats); i++) {
  4151. (&pipeline_desc.RTVFormats)->RTFormats[i] = DXGI_FORMAT_UNKNOWN;
  4152. }
  4153. for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
  4154. const AttachmentReference &ref = subpass.color_references[i];
  4155. if (ref.attachment != AttachmentReference::UNUSED) {
  4156. const Attachment &attachment = pass_info->attachments[ref.attachment];
  4157. DEV_ASSERT((&pipeline_desc.RTVFormats)->RTFormats[i] == DXGI_FORMAT_UNKNOWN);
  4158. (&pipeline_desc.RTVFormats)->RTFormats[i] = RD_TO_D3D12_FORMAT[attachment.format].general_format;
  4159. }
  4160. }
  4161. (&pipeline_desc.RTVFormats)->NumRenderTargets = p_color_attachments.size();
  4162. if (subpass.depth_stencil_reference.attachment != AttachmentReference::UNUSED) {
  4163. const Attachment &attachment = pass_info->attachments[subpass.depth_stencil_reference.attachment];
  4164. pipeline_desc.DSVFormat = RD_TO_D3D12_FORMAT[attachment.format].dsv_format;
  4165. } else {
  4166. pipeline_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  4167. }
  4168. }
  4169. // Vertex.
  4170. if (p_vertex_format) {
  4171. const VertexFormatInfo *vf_info = (const VertexFormatInfo *)p_vertex_format.id;
  4172. (&pipeline_desc.InputLayout)->pInputElementDescs = vf_info->input_elem_descs.ptr();
  4173. (&pipeline_desc.InputLayout)->NumElements = vf_info->input_elem_descs.size();
  4174. pso_extra_info.vf_info = vf_info;
  4175. }
  4176. // Input assembly & tessellation.
  4177. pipeline_desc.PrimitiveTopologyType = RD_PRIMITIVE_TO_D3D12_TOPOLOGY_TYPE[p_render_primitive];
  4178. if (p_render_primitive == RENDER_PRIMITIVE_TESSELATION_PATCH) {
  4179. // Is there any way to get the true point count limit?
  4180. ERR_FAIL_COND_V(p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > 32, PipelineID());
  4181. pso_extra_info.dyn_params.primitive_topology = (D3D12_PRIMITIVE_TOPOLOGY)((int)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + p_rasterization_state.patch_control_points);
  4182. } else {
  4183. pso_extra_info.dyn_params.primitive_topology = RD_PRIMITIVE_TO_D3D12_TOPOLOGY[p_render_primitive];
  4184. }
  4185. if (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX) {
  4186. // 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.
  4187. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
  4188. } else {
  4189. pipeline_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
  4190. }
  4191. // Rasterization.
  4192. (&pipeline_desc.RasterizerState)->DepthClipEnable = !p_rasterization_state.enable_depth_clamp;
  4193. // In D3D12, discard can be supported with some extra effort (empty pixel shader + disable depth/stencil test); that said, unsupported by now.
  4194. ERR_FAIL_COND_V(p_rasterization_state.discard_primitives, PipelineID());
  4195. (&pipeline_desc.RasterizerState)->FillMode = p_rasterization_state.wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
  4196. (&pipeline_desc.RasterizerState)->CullMode = RD_POLYGON_CULL_TO_D3D12_CULL_MODE[p_rasterization_state.cull_mode];
  4197. (&pipeline_desc.RasterizerState)->FrontCounterClockwise = p_rasterization_state.front_face == POLYGON_FRONT_FACE_COUNTER_CLOCKWISE;
  4198. // 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.
  4199. if (p_rasterization_state.depth_bias_enabled && pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4200. (&pipeline_desc.RasterizerState)->DepthBias = p_rasterization_state.depth_bias_constant_factor;
  4201. (&pipeline_desc.RasterizerState)->DepthBiasClamp = p_rasterization_state.depth_bias_clamp;
  4202. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = p_rasterization_state.depth_bias_slope_factor;
  4203. (&pipeline_desc.RasterizerState)->DepthBias = 0;
  4204. (&pipeline_desc.RasterizerState)->DepthBiasClamp = 0.0f;
  4205. (&pipeline_desc.RasterizerState)->SlopeScaledDepthBias = 0.0f;
  4206. }
  4207. (&pipeline_desc.RasterizerState)->ForcedSampleCount = 0;
  4208. (&pipeline_desc.RasterizerState)->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  4209. (&pipeline_desc.RasterizerState)->MultisampleEnable = TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count] != 1;
  4210. (&pipeline_desc.RasterizerState)->AntialiasedLineEnable = true;
  4211. // In D3D12, there's no line width.
  4212. ERR_FAIL_COND_V(!Math::is_equal_approx(p_rasterization_state.line_width, 1.0f), PipelineID());
  4213. // Multisample.
  4214. ERR_FAIL_COND_V(p_multisample_state.enable_sample_shading, PipelineID()); // How one enables this in D3D12?
  4215. if ((&pipeline_desc.RTVFormats)->NumRenderTargets || pipeline_desc.DSVFormat != DXGI_FORMAT_UNKNOWN) {
  4216. uint32_t sample_count = MIN(
  4217. pass_info->max_supported_sample_count,
  4218. TEXTURE_SAMPLES_COUNT[p_multisample_state.sample_count]);
  4219. (&pipeline_desc.SampleDesc)->Count = sample_count;
  4220. } else {
  4221. (&pipeline_desc.SampleDesc)->Count = 1;
  4222. }
  4223. if ((&pipeline_desc.SampleDesc)->Count > 1) {
  4224. (&pipeline_desc.SampleDesc)->Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
  4225. } else {
  4226. (&pipeline_desc.SampleDesc)->Quality = 0;
  4227. }
  4228. if (p_multisample_state.sample_mask.size()) {
  4229. for (int i = 1; i < p_multisample_state.sample_mask.size(); i++) {
  4230. // In D3D12 there's a single sample mask for every pixel.
  4231. ERR_FAIL_COND_V(p_multisample_state.sample_mask[i] != p_multisample_state.sample_mask[0], PipelineID());
  4232. }
  4233. pipeline_desc.SampleMask = p_multisample_state.sample_mask[0];
  4234. } else {
  4235. pipeline_desc.SampleMask = 0xffffffff;
  4236. }
  4237. // Depth stencil.
  4238. if (pipeline_desc.DSVFormat == DXGI_FORMAT_UNKNOWN) {
  4239. (&pipeline_desc.DepthStencilState)->DepthEnable = false;
  4240. (&pipeline_desc.DepthStencilState)->StencilEnable = false;
  4241. } else {
  4242. (&pipeline_desc.DepthStencilState)->DepthEnable = p_depth_stencil_state.enable_depth_test;
  4243. (&pipeline_desc.DepthStencilState)->DepthWriteMask = p_depth_stencil_state.enable_depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
  4244. (&pipeline_desc.DepthStencilState)->DepthFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.depth_compare_operator];
  4245. (&pipeline_desc.DepthStencilState)->DepthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
  4246. (&pipeline_desc.DepthStencilState)->StencilEnable = p_depth_stencil_state.enable_stencil;
  4247. // In D3D12 some elements can't be different across front and back.
  4248. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.compare_mask != p_depth_stencil_state.back_op.compare_mask, PipelineID());
  4249. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.write_mask != p_depth_stencil_state.back_op.write_mask, PipelineID());
  4250. ERR_FAIL_COND_V(p_depth_stencil_state.front_op.reference != p_depth_stencil_state.back_op.reference, PipelineID());
  4251. (&pipeline_desc.DepthStencilState)->StencilReadMask = p_depth_stencil_state.front_op.compare_mask;
  4252. (&pipeline_desc.DepthStencilState)->StencilWriteMask = p_depth_stencil_state.front_op.write_mask;
  4253. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.fail];
  4254. (&pipeline_desc.DepthStencilState)->FrontFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.pass];
  4255. (&pipeline_desc.DepthStencilState)->FrontFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.front_op.depth_fail];
  4256. (&pipeline_desc.DepthStencilState)->FrontFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.front_op.compare];
  4257. (&pipeline_desc.DepthStencilState)->BackFace.StencilFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.fail];
  4258. (&pipeline_desc.DepthStencilState)->BackFace.StencilPassOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.pass];
  4259. (&pipeline_desc.DepthStencilState)->BackFace.StencilDepthFailOp = RD_TO_D3D12_STENCIL_OP[p_depth_stencil_state.back_op.depth_fail];
  4260. (&pipeline_desc.DepthStencilState)->BackFace.StencilFunc = RD_TO_D3D12_COMPARE_OP[p_depth_stencil_state.back_op.compare];
  4261. pso_extra_info.dyn_params.depth_bounds_min = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_min : 0.0f;
  4262. pso_extra_info.dyn_params.depth_bounds_max = p_depth_stencil_state.enable_depth_range ? p_depth_stencil_state.depth_range_max : 1.0f;
  4263. pso_extra_info.dyn_params.stencil_reference = p_depth_stencil_state.front_op.reference;
  4264. }
  4265. // Blend states.
  4266. (&pipeline_desc.BlendState)->AlphaToCoverageEnable = p_multisample_state.enable_alpha_to_coverage;
  4267. {
  4268. bool all_attachments_same_blend = true;
  4269. for (int i = 0; i < p_blend_state.attachments.size(); i++) {
  4270. const PipelineColorBlendState::Attachment &bs = p_blend_state.attachments[i];
  4271. D3D12_RENDER_TARGET_BLEND_DESC &bd = (&pipeline_desc.BlendState)->RenderTarget[i];
  4272. bd.BlendEnable = bs.enable_blend;
  4273. bd.LogicOpEnable = p_blend_state.enable_logic_op;
  4274. bd.LogicOp = RD_TO_D3D12_LOGIC_OP[p_blend_state.logic_op];
  4275. bd.SrcBlend = RD_TO_D3D12_BLEND_FACTOR[bs.src_color_blend_factor];
  4276. bd.DestBlend = RD_TO_D3D12_BLEND_FACTOR[bs.dst_color_blend_factor];
  4277. bd.BlendOp = RD_TO_D3D12_BLEND_OP[bs.color_blend_op];
  4278. bd.SrcBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.src_alpha_blend_factor];
  4279. bd.DestBlendAlpha = RD_TO_D3D12_BLEND_FACTOR[bs.dst_alpha_blend_factor];
  4280. bd.BlendOpAlpha = RD_TO_D3D12_BLEND_OP[bs.alpha_blend_op];
  4281. if (bs.write_r) {
  4282. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_RED;
  4283. }
  4284. if (bs.write_g) {
  4285. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_GREEN;
  4286. }
  4287. if (bs.write_b) {
  4288. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_BLUE;
  4289. }
  4290. if (bs.write_a) {
  4291. bd.RenderTargetWriteMask |= D3D12_COLOR_WRITE_ENABLE_ALPHA;
  4292. }
  4293. if (i > 0 && all_attachments_same_blend) {
  4294. all_attachments_same_blend = &(&pipeline_desc.BlendState)->RenderTarget[i] == &(&pipeline_desc.BlendState)->RenderTarget[0];
  4295. }
  4296. }
  4297. // Per D3D12 docs, if logic op used, independent blending is not supported.
  4298. ERR_FAIL_COND_V(p_blend_state.enable_logic_op && !all_attachments_same_blend, PipelineID());
  4299. (&pipeline_desc.BlendState)->IndependentBlendEnable = !all_attachments_same_blend;
  4300. }
  4301. pso_extra_info.dyn_params.blend_constant = p_blend_state.blend_constant;
  4302. // Stages bytecodes + specialization constants.
  4303. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4304. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4305. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4306. ERR_FAIL_COND_V(!ok, PipelineID());
  4307. pipeline_desc.VS = D3D12_SHADER_BYTECODE{
  4308. final_stages_bytecode[SHADER_STAGE_VERTEX].ptr(),
  4309. (SIZE_T)final_stages_bytecode[SHADER_STAGE_VERTEX].size()
  4310. };
  4311. pipeline_desc.PS = D3D12_SHADER_BYTECODE{
  4312. final_stages_bytecode[SHADER_STAGE_FRAGMENT].ptr(),
  4313. (SIZE_T)final_stages_bytecode[SHADER_STAGE_FRAGMENT].size()
  4314. };
  4315. ComPtr<ID3D12Device2> device_2;
  4316. device->QueryInterface(device_2.GetAddressOf());
  4317. ID3D12PipelineState *pso = nullptr;
  4318. HRESULT res = E_FAIL;
  4319. if (device_2) {
  4320. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4321. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4322. pssd.SizeInBytes = sizeof(pipeline_desc);
  4323. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4324. } else {
  4325. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = pipeline_desc.GraphicsDescV0();
  4326. res = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
  4327. }
  4328. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Graphics)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4329. // Bookkeep ancillary info.
  4330. pipelines_shaders[pso] = shader_info_in;
  4331. render_psos_extra_info[pso] = pso_extra_info;
  4332. return PipelineID(pso);
  4333. }
  4334. /*****************/
  4335. /**** COMPUTE ****/
  4336. /*****************/
  4337. // ----- COMMANDS -----
  4338. void RenderingDeviceDriverD3D12::command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) {
  4339. CommandBufferInfo *cmd_buf_info = (CommandBufferInfo *)p_cmd_buffer.id;
  4340. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_pipeline.id;
  4341. const ShaderInfo *shader_info_in = pipelines_shaders[pso];
  4342. if (cmd_buf_info->compute_pso == pso) {
  4343. return;
  4344. }
  4345. cmd_buf_info->cmd_list->SetPipelineState(pso);
  4346. if (cmd_buf_info->compute_root_signature_crc != shader_info_in->root_signature_crc) {
  4347. cmd_buf_info->cmd_list->SetComputeRootSignature(shader_info_in->root_signature.Get());
  4348. cmd_buf_info->compute_root_signature_crc = shader_info_in->root_signature_crc;
  4349. }
  4350. cmd_buf_info->compute_pso = pso;
  4351. cmd_buf_info->graphics_pso = nullptr;
  4352. }
  4353. void RenderingDeviceDriverD3D12::command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) {
  4354. _command_bind_uniform_set(p_cmd_buffer, p_uniform_set, p_shader, p_set_index, true);
  4355. }
  4356. void RenderingDeviceDriverD3D12::command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {
  4357. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4358. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4359. cmd_buf_info->cmd_list->Dispatch(p_x_groups, p_y_groups, p_z_groups);
  4360. }
  4361. void RenderingDeviceDriverD3D12::command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) {
  4362. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4363. BufferInfo *indirect_buf_info = (BufferInfo *)p_indirect_buffer.id;
  4364. _resource_transition_batch(indirect_buf_info, 0, 1, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
  4365. _resource_transitions_flush(cmd_buf_info->cmd_list.Get());
  4366. cmd_buf_info->cmd_list->ExecuteIndirect(indirect_cmd_signatures.dispatch.Get(), 1, indirect_buf_info->resource, p_offset, nullptr, 0);
  4367. }
  4368. // ----- PIPELINE -----
  4369. RDD::PipelineID RenderingDeviceDriverD3D12::compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) {
  4370. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_shader.id;
  4371. CD3DX12_PIPELINE_STATE_STREAM pipeline_desc = {};
  4372. // Stages bytecodes + specialization constants.
  4373. pipeline_desc.pRootSignature = shader_info_in->root_signature.Get();
  4374. HashMap<ShaderStage, Vector<uint8_t>> final_stages_bytecode;
  4375. bool ok = _shader_apply_specialization_constants(shader_info_in, p_specialization_constants, final_stages_bytecode);
  4376. ERR_FAIL_COND_V(!ok, PipelineID());
  4377. pipeline_desc.CS = D3D12_SHADER_BYTECODE{
  4378. final_stages_bytecode[SHADER_STAGE_COMPUTE].ptr(),
  4379. (SIZE_T)final_stages_bytecode[SHADER_STAGE_COMPUTE].size()
  4380. };
  4381. ComPtr<ID3D12Device2> device_2;
  4382. device->QueryInterface(device_2.GetAddressOf());
  4383. ID3D12PipelineState *pso = nullptr;
  4384. HRESULT res = E_FAIL;
  4385. if (device_2) {
  4386. D3D12_PIPELINE_STATE_STREAM_DESC pssd = {};
  4387. pssd.pPipelineStateSubobjectStream = &pipeline_desc;
  4388. pssd.SizeInBytes = sizeof(pipeline_desc);
  4389. res = device_2->CreatePipelineState(&pssd, IID_PPV_ARGS(&pso));
  4390. } else {
  4391. D3D12_COMPUTE_PIPELINE_STATE_DESC desc = pipeline_desc.ComputeDescV0();
  4392. res = device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&pso));
  4393. }
  4394. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), PipelineID(), "Create(Compute)PipelineState failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4395. // Bookkeep ancillary info.
  4396. pipelines_shaders[pso] = shader_info_in;
  4397. return PipelineID(pso);
  4398. }
  4399. /*****************/
  4400. /**** QUERIES ****/
  4401. /*****************/
  4402. // ----- TIMESTAMP -----
  4403. RDD::QueryPoolID RenderingDeviceDriverD3D12::timestamp_query_pool_create(uint32_t p_query_count) {
  4404. ComPtr<ID3D12QueryHeap> query_heap;
  4405. {
  4406. D3D12_QUERY_HEAP_DESC qh_desc = {};
  4407. qh_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4408. qh_desc.Count = p_query_count;
  4409. qh_desc.NodeMask = 0;
  4410. HRESULT res = device->CreateQueryHeap(&qh_desc, IID_PPV_ARGS(query_heap.GetAddressOf()));
  4411. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "CreateQueryHeap failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4412. }
  4413. ComPtr<D3D12MA::Allocation> results_buffer_allocation;
  4414. {
  4415. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  4416. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK;
  4417. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(uint64_t) * p_query_count);
  4418. ComPtr<ID3D12Resource> results_buffer;
  4419. HRESULT res = allocator->CreateResource(
  4420. &allocation_desc,
  4421. &resource_desc,
  4422. D3D12_RESOURCE_STATE_COPY_DEST,
  4423. nullptr,
  4424. results_buffer_allocation.GetAddressOf(),
  4425. IID_PPV_ARGS(results_buffer.GetAddressOf()));
  4426. ERR_FAIL_COND_V_MSG(!SUCCEEDED(res), QueryPoolID(), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4427. }
  4428. // Bookkeep.
  4429. TimestampQueryPoolInfo *tqp_info = VersatileResource::allocate<TimestampQueryPoolInfo>(resources_allocator);
  4430. tqp_info->query_heap = query_heap;
  4431. tqp_info->query_count = p_query_count;
  4432. tqp_info->results_buffer_allocation = results_buffer_allocation;
  4433. return RDD::QueryPoolID(tqp_info);
  4434. }
  4435. void RenderingDeviceDriverD3D12::timestamp_query_pool_free(QueryPoolID p_pool_id) {
  4436. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4437. VersatileResource::free(resources_allocator, tqp_info);
  4438. }
  4439. void RenderingDeviceDriverD3D12::timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) {
  4440. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4441. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4442. void *results_buffer_data = nullptr;
  4443. results_buffer->Map(0, &VOID_RANGE, &results_buffer_data);
  4444. memcpy(r_results, results_buffer_data, sizeof(uint64_t) * p_query_count);
  4445. results_buffer->Unmap(0, &VOID_RANGE);
  4446. }
  4447. uint64_t RenderingDeviceDriverD3D12::timestamp_query_result_to_time(uint64_t p_result) {
  4448. return p_result / (double)context->get_device_limits().timestamp_frequency * 1000000000.0;
  4449. }
  4450. void RenderingDeviceDriverD3D12::command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) {
  4451. }
  4452. void RenderingDeviceDriverD3D12::command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) {
  4453. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4454. TimestampQueryPoolInfo *tqp_info = (TimestampQueryPoolInfo *)p_pool_id.id;
  4455. ID3D12Resource *results_buffer = tqp_info->results_buffer_allocation->GetResource();
  4456. cmd_buf_info->cmd_list->EndQuery(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index);
  4457. cmd_buf_info->cmd_list->ResolveQueryData(tqp_info->query_heap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, p_index, tqp_info->query_count, results_buffer, p_index * sizeof(uint64_t));
  4458. }
  4459. void RenderingDeviceDriverD3D12::command_begin_label(CommandBufferID p_cmd_buffer, const char *p_label_name, const Color &p_color) {
  4460. #ifdef PIX_ENABLED
  4461. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4462. PIXBeginEvent(cmd_buf_info->cmd_list.Get(), p_color.to_argb32(), p_label_name);
  4463. #endif
  4464. }
  4465. void RenderingDeviceDriverD3D12::command_end_label(CommandBufferID p_cmd_buffer) {
  4466. #ifdef PIX_ENABLED
  4467. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4468. PIXEndEvent(cmd_buf_info->cmd_list.Get());
  4469. #endif
  4470. }
  4471. /****************/
  4472. /**** SCREEN ****/
  4473. /****************/
  4474. RDD::DataFormat RenderingDeviceDriverD3D12::screen_get_format() {
  4475. // Very hacky, but not used often per frame, so I guess ok.
  4476. DXGI_FORMAT d3d12_format = context->get_screen_format();
  4477. DataFormat format = DATA_FORMAT_MAX;
  4478. for (int i = 0; i < DATA_FORMAT_MAX; i++) {
  4479. if (d3d12_format == RD_TO_D3D12_FORMAT[i].general_format) {
  4480. format = DataFormat(i);
  4481. break;
  4482. }
  4483. }
  4484. ERR_FAIL_COND_V(format == DATA_FORMAT_MAX, DATA_FORMAT_MAX);
  4485. return format;
  4486. }
  4487. /********************/
  4488. /**** SUBMISSION ****/
  4489. /********************/
  4490. void RenderingDeviceDriverD3D12::begin_segment(CommandBufferID p_cmd_buffer, uint32_t p_frame_index, uint32_t p_frames_drawn) {
  4491. frame_idx = p_frame_index;
  4492. frames_drawn = p_frames_drawn;
  4493. allocator->SetCurrentFrameIndex(p_frames_drawn);
  4494. frames[frame_idx].desc_heap_walkers.resources.rewind();
  4495. frames[frame_idx].desc_heap_walkers.samplers.rewind();
  4496. frames[frame_idx].desc_heap_walkers.aux.rewind();
  4497. frames[frame_idx].desc_heap_walkers.rtv.rewind();
  4498. frames[frame_idx].desc_heaps_exhausted_reported = {};
  4499. frames[frame_idx].null_rtv_handle = { 0 };
  4500. frames[frame_idx].segment_serial = segment_serial;
  4501. ID3D12DescriptorHeap *heaps[] = {
  4502. frames[frame_idx].desc_heaps.resources.get_heap(),
  4503. frames[frame_idx].desc_heaps.samplers.get_heap(),
  4504. };
  4505. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
  4506. cmd_buf_info->cmd_list->SetDescriptorHeaps(2, heaps);
  4507. segment_begun = true;
  4508. }
  4509. void RenderingDeviceDriverD3D12::end_segment() {
  4510. segment_serial++;
  4511. segment_begun = false;
  4512. }
  4513. /**************/
  4514. /**** MISC ****/
  4515. /**************/
  4516. void RenderingDeviceDriverD3D12::set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) {
  4517. switch (p_type) {
  4518. case OBJECT_TYPE_TEXTURE: {
  4519. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4520. if (tex_info->owner_info.allocation) {
  4521. context->set_object_name(tex_info->resource, p_name);
  4522. }
  4523. } break;
  4524. case OBJECT_TYPE_SAMPLER: {
  4525. } break;
  4526. case OBJECT_TYPE_BUFFER: {
  4527. const BufferInfo *buf_info = (const BufferInfo *)p_driver_id.id;
  4528. context->set_object_name(buf_info->resource, p_name);
  4529. } break;
  4530. case OBJECT_TYPE_SHADER: {
  4531. const ShaderInfo *shader_info_in = (const ShaderInfo *)p_driver_id.id;
  4532. context->set_object_name(shader_info_in->root_signature.Get(), p_name);
  4533. } break;
  4534. case OBJECT_TYPE_UNIFORM_SET: {
  4535. const UniformSetInfo *uniform_set_info = (const UniformSetInfo *)p_driver_id.id;
  4536. if (uniform_set_info->desc_heaps.resources.get_heap()) {
  4537. context->set_object_name(uniform_set_info->desc_heaps.resources.get_heap(), p_name + " resources heap");
  4538. }
  4539. if (uniform_set_info->desc_heaps.samplers.get_heap()) {
  4540. context->set_object_name(uniform_set_info->desc_heaps.samplers.get_heap(), p_name + " samplers heap");
  4541. }
  4542. } break;
  4543. case OBJECT_TYPE_PIPELINE: {
  4544. ID3D12PipelineState *pso = (ID3D12PipelineState *)p_driver_id.id;
  4545. context->set_object_name(pso, p_name);
  4546. } break;
  4547. default: {
  4548. DEV_ASSERT(false);
  4549. }
  4550. }
  4551. }
  4552. uint64_t RenderingDeviceDriverD3D12::get_resource_native_handle(DriverResource p_type, ID p_driver_id) {
  4553. switch (p_type) {
  4554. case DRIVER_RESOURCE_LOGICAL_DEVICE: {
  4555. return (uint64_t)device;
  4556. }
  4557. case DRIVER_RESOURCE_PHYSICAL_DEVICE: {
  4558. return (uint64_t)context->get_adapter();
  4559. }
  4560. case DRIVER_RESOURCE_TOPMOST_OBJECT: {
  4561. return 0;
  4562. }
  4563. case DRIVER_RESOURCE_COMMAND_QUEUE: {
  4564. return (uint64_t)p_driver_id.id;
  4565. }
  4566. case DRIVER_RESOURCE_QUEUE_FAMILY: {
  4567. return 0;
  4568. }
  4569. case DRIVER_RESOURCE_TEXTURE: {
  4570. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4571. return (uint64_t)tex_info->main_texture;
  4572. } break;
  4573. case DRIVER_RESOURCE_TEXTURE_VIEW: {
  4574. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4575. return (uint64_t)tex_info->resource;
  4576. }
  4577. case DRIVER_RESOURCE_TEXTURE_DATA_FORMAT: {
  4578. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4579. return (uint64_t)tex_info->desc.Format;
  4580. }
  4581. case DRIVER_RESOURCE_SAMPLER:
  4582. case DRIVER_RESOURCE_UNIFORM_SET:
  4583. return 0;
  4584. case DRIVER_RESOURCE_BUFFER: {
  4585. const TextureInfo *tex_info = (const TextureInfo *)p_driver_id.id;
  4586. return (uint64_t)tex_info->resource;
  4587. } break;
  4588. case DRIVER_RESOURCE_COMPUTE_PIPELINE:
  4589. case DRIVER_RESOURCE_RENDER_PIPELINE: {
  4590. return p_driver_id.id;
  4591. }
  4592. default: {
  4593. return 0;
  4594. }
  4595. }
  4596. }
  4597. uint64_t RenderingDeviceDriverD3D12::get_total_memory_used() {
  4598. D3D12MA::TotalStatistics stats;
  4599. allocator->CalculateStatistics(&stats);
  4600. return stats.Total.Stats.BlockBytes;
  4601. }
  4602. uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
  4603. uint64_t safe_unbounded = ((uint64_t)1 << 30);
  4604. switch (p_limit) {
  4605. case LIMIT_MAX_BOUND_UNIFORM_SETS:
  4606. return safe_unbounded;
  4607. case LIMIT_MAX_TEXTURES_PER_SHADER_STAGE:
  4608. return context->get_device_limits().max_srvs_per_shader_stage;
  4609. case LIMIT_MAX_UNIFORM_BUFFER_SIZE:
  4610. return 65536;
  4611. case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
  4612. case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
  4613. return 16384; // Based on max. texture size. Maybe not correct.
  4614. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X:
  4615. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4616. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y:
  4617. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4618. case LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z:
  4619. return D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
  4620. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X:
  4621. return D3D12_CS_THREAD_GROUP_MAX_X;
  4622. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y:
  4623. return D3D12_CS_THREAD_GROUP_MAX_Y;
  4624. case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
  4625. return D3D12_CS_THREAD_GROUP_MAX_Z;
  4626. case LIMIT_SUBGROUP_SIZE:
  4627. // Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
  4628. // but at this time I don't know the implications on the transpilation to DXIL, etc.
  4629. case LIMIT_SUBGROUP_MIN_SIZE:
  4630. case LIMIT_SUBGROUP_MAX_SIZE: {
  4631. const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities();
  4632. return subgroup_capabilities.size;
  4633. }
  4634. case LIMIT_SUBGROUP_IN_SHADERS: {
  4635. const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities();
  4636. return subgroup_capabilities.supported_stages_flags_rd();
  4637. }
  4638. case LIMIT_SUBGROUP_OPERATIONS: {
  4639. const D3D12Context::SubgroupCapabilities &subgroup_capabilities = context->get_subgroup_capabilities();
  4640. return subgroup_capabilities.supported_operations_flags_rd();
  4641. }
  4642. case LIMIT_VRS_TEXEL_WIDTH:
  4643. case LIMIT_VRS_TEXEL_HEIGHT: {
  4644. return context->get_vrs_capabilities().ss_image_tile_size;
  4645. }
  4646. default: {
  4647. #ifdef DEV_ENABLED
  4648. WARN_PRINT("Returning maximum value for unknown limit " + itos(p_limit) + ".");
  4649. #endif
  4650. return safe_unbounded;
  4651. }
  4652. }
  4653. }
  4654. uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
  4655. switch (p_trait) {
  4656. case API_TRAIT_HONORS_PIPELINE_BARRIERS:
  4657. // TODO:
  4658. // 1. Map fine/Vulkan/enhanced barriers to legacy barriers as closely as possible
  4659. // so there's still some advantage even without enhanced barriers available.
  4660. // 2. Implement enhanced barriers and return true where available.
  4661. return 0;
  4662. case API_TRAIT_SHADER_CHANGE_INVALIDATION:
  4663. return (uint64_t)SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH;
  4664. case API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT:
  4665. return D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
  4666. case API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP:
  4667. return D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
  4668. case API_TRAIT_SECONDARY_VIEWPORT_SCISSOR:
  4669. return false;
  4670. default:
  4671. return RenderingDeviceDriver::api_trait_get(p_trait);
  4672. }
  4673. }
  4674. bool RenderingDeviceDriverD3D12::has_feature(Features p_feature) {
  4675. switch (p_feature) {
  4676. case SUPPORTS_MULTIVIEW: {
  4677. const RDD::MultiviewCapabilities &multiview_capabilies = context->get_multiview_capabilities();
  4678. return multiview_capabilies.is_supported && multiview_capabilies.max_view_count > 1;
  4679. } break;
  4680. case SUPPORTS_FSR_HALF_FLOAT: {
  4681. return context->get_shader_capabilities().native_16bit_ops && context->get_storage_buffer_capabilities().storage_buffer_16_bit_access_is_supported;
  4682. } break;
  4683. case SUPPORTS_ATTACHMENT_VRS: {
  4684. const D3D12Context::VRSCapabilities &vrs_capabilities = context->get_vrs_capabilities();
  4685. return vrs_capabilities.ss_image_supported;
  4686. } break;
  4687. case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS: {
  4688. return true;
  4689. } break;
  4690. default: {
  4691. return false;
  4692. }
  4693. }
  4694. }
  4695. const RDD::MultiviewCapabilities &RenderingDeviceDriverD3D12::get_multiview_capabilities() {
  4696. return context->get_multiview_capabilities();
  4697. }
  4698. /******************/
  4699. RenderingDeviceDriverD3D12::RenderingDeviceDriverD3D12(D3D12Context *p_context, ID3D12Device *p_device, uint32_t p_frame_count) :
  4700. context(p_context),
  4701. device(p_device) {
  4702. D3D12MA::ALLOCATOR_DESC allocator_desc = {};
  4703. allocator_desc.pDevice = device;
  4704. allocator_desc.pAdapter = context->get_adapter();
  4705. HRESULT res = D3D12MA::CreateAllocator(&allocator_desc, &allocator);
  4706. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "D3D12MA::CreateAllocator failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4707. {
  4708. uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
  4709. uint32_t sampler_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame");
  4710. uint32_t misc_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_misc_descriptors_per_frame");
  4711. frames.resize(p_frame_count);
  4712. for (uint32_t i = 0; i < frames.size(); i++) {
  4713. Error err = frames[i].desc_heaps.resources.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, resource_descriptors_per_frame, true);
  4714. ERR_FAIL_COND_MSG(err, "Creating the frame's RESOURCE descriptors heap failed.");
  4715. err = frames[i].desc_heaps.samplers.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, sampler_descriptors_per_frame, true);
  4716. ERR_FAIL_COND_MSG(err, "Creating the frame's SAMPLER descriptors heap failed.");
  4717. err = frames[i].desc_heaps.aux.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, misc_descriptors_per_frame, false);
  4718. ERR_FAIL_COND_MSG(err, "Creating the frame's AUX descriptors heap failed.");
  4719. err = frames[i].desc_heaps.rtv.allocate(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, misc_descriptors_per_frame, false);
  4720. ERR_FAIL_COND_MSG(err, "Creating the frame's RENDER TARGET descriptors heap failed.");
  4721. frames[i].desc_heap_walkers.resources = frames[i].desc_heaps.resources.make_walker();
  4722. frames[i].desc_heap_walkers.samplers = frames[i].desc_heaps.samplers.make_walker();
  4723. frames[i].desc_heap_walkers.aux = frames[i].desc_heaps.aux.make_walker();
  4724. frames[i].desc_heap_walkers.rtv = frames[i].desc_heaps.rtv.make_walker();
  4725. {
  4726. D3D12MA::ALLOCATION_DESC allocation_desc = {};
  4727. allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
  4728. CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
  4729. ID3D12Resource *resource = nullptr;
  4730. res = allocator->CreateResource(
  4731. &allocation_desc,
  4732. &resource_desc,
  4733. D3D12_RESOURCE_STATE_COMMON,
  4734. nullptr,
  4735. &frames[frame_idx].aux_resource,
  4736. IID_PPV_ARGS(&resource));
  4737. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "D3D12MA::CreateResource failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4738. }
  4739. }
  4740. }
  4741. { // Create command signatures for indirect commands.
  4742. auto _create_command_signature = [&](D3D12_INDIRECT_ARGUMENT_TYPE p_type, uint32_t p_stride, ComPtr<ID3D12CommandSignature> *r_cmd_sig) {
  4743. D3D12_INDIRECT_ARGUMENT_DESC iarg_desc = {};
  4744. iarg_desc.Type = p_type;
  4745. D3D12_COMMAND_SIGNATURE_DESC cs_desc = {};
  4746. cs_desc.ByteStride = p_stride;
  4747. cs_desc.NumArgumentDescs = 1;
  4748. cs_desc.pArgumentDescs = &iarg_desc;
  4749. cs_desc.NodeMask = 0;
  4750. res = device->CreateCommandSignature(&cs_desc, nullptr, IID_PPV_ARGS(r_cmd_sig->GetAddressOf()));
  4751. ERR_FAIL_COND_MSG(!SUCCEEDED(res), "CreateCommandSignature failed with error " + vformat("0x%08ux", (uint64_t)res) + ".");
  4752. };
  4753. _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, sizeof(D3D12_DRAW_ARGUMENTS), &indirect_cmd_signatures.draw);
  4754. _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, sizeof(D3D12_DRAW_INDEXED_ARGUMENTS), &indirect_cmd_signatures.draw_indexed);
  4755. _create_command_signature(D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH, sizeof(D3D12_DISPATCH_ARGUMENTS), &indirect_cmd_signatures.dispatch);
  4756. }
  4757. glsl_type_singleton_init_or_ref();
  4758. }
  4759. RenderingDeviceDriverD3D12::~RenderingDeviceDriverD3D12() {
  4760. {
  4761. MutexLock lock(dxil_mutex);
  4762. for (const KeyValue<int, dxil_validator *> &E : dxil_validators) {
  4763. dxil_destroy_validator(E.value);
  4764. }
  4765. }
  4766. glsl_type_singleton_decref();
  4767. }